Blocking Blows
Action: Passive
Effect: By making heavy hits against his opponents when their guards are down, the character can stop them in their tracks. The character gains a +2 bonus to Accuracy when making Attacks of Oppertunity or Trip attacks, and any opponent who suffers damage against one of his attacks of oppertunity immediately has his action canceled.
Challenging Call
Action: Free
Range: Short
Effect: The character calls out a single foe to combat. If the target does not at least attempt to damage the character during his next round, the character gains a +4 bonus to Damage with all attacks against his target for one round. A target can only be under the effects of one Challenging Call at once.
Counterstrike
Action: Attack
Range: Self
Effect: Taking a defensive stance, the character blocks blows and strikes back against attacks. For one round, the character gains a +2 bonus to Defense against melee attacks. The character may make an immediate normal melee weapon attack against any creature that attacks him in melee, with both attacks being resolved simultaneous. Finally, the character gains a +2 bonus to Damage with Attacks of Oppertunity while using Counterstrike.
Defender's Stance
Action: Passive
Range: Melee
Effect: The character knows how to protect his allies - any allies within melee range of the character gain a +2 bonus to Defense. In addition, as long as he has a shield equipped, the character counts as a physical obstacle that blocks area spells.
Harm's Way
Action: Free
Range: Melee
Effect: Imposing himself in front of his allies, the character takes hits instead of his friends. Using Harm's Way, the character can choose to have any attack that targeted one of allies target him instead. Harm's Way works both on melee and ranged attacks.
Hold the Line
Action: Attack
Range: Melee
Effect: It's easiest to defend your allies if your enemies cannot approach. By making sweeping, wide strikes, the character can make an Attack of Oppertunity against any enemies who enter his melee range during the next round.
Last Stand
Action: Free
Range: Self
Effect: Drawing up inner reserves of strength, the character continues fighting against otherwise fatal wounds. Immediately after suffering 20 total wounds worth of damage, he may choose to enter Last Stand. Doing so, he does not fall unconcious, but suffers a -2 penalty to accuracy and takes 1 wound at the end of each round. Last Stand ends as soon as the character wills it to, or he suffers 20 wounds and dies.
Shield Expertise
Requirements: At least 3 other Bastion Abilities
Action: Passive
Effect: The character is so apt at using his shield in combat, he no longer suffers an accuracy penalty with non-weapon abilities when using a shield.
Shield Wall
Range: Self
Effect: The character is able to easily knock aside a varity of attacks with his shield. As long as a character has a shield equipped, when he becomes the target of a range attack, but before the attack roll is made, the character may choose to deflect it. The character gains a +10 bonus to Defense, but is counted as having made a Move Action for his next turn.
Unshakable Will
Action: Passive, or Full
Range: Self
Effect: Whenever the character is under the effects of an ability that has a penalty or duration based on wounds dealt, that effect is counted as if the character suffered 2 less wounds, to a minimum of 1 wound. As a Full action, the character can immediately end any such effects on himself.