Extra Ceremony [Bone]
Prerequisites: Ceremonies class feature
Benefit: You may select one more ceremony. You must meet the requirements to take the chosen ceremony.
Mark the Unbeliever [Bone]
Prerequisites: Must have the leadership feat, or be the priest of a tribal village or larger compound.
Benefit: By taking a full-round action, you may mark one creature within 60 ft. of you as an enemy of your people. All of your allies who saw you mark the unbeliever gain a +1 bonus to attack rolls and a +3 bonus to damage rolls against the creature. In addition, if the creature is struck by two or more of the affected allies, it must make a Will save against 10 + damage dealt (by the second attacker) or become shaken. This does not stack with other fear effects.
Rally the People [Bone]
Prerequisites: Must have the leadership feat, or be the priest of a tribal village or larger compound.
Benefit: If you are not currently suffering from a fear effect, you can use this ability as a standard action. Allies within 60 feet who are suffering from any fear effect or a morale penalty and who can hear you are allowed another saving throw against the effect, with a +1 morale bonus.
Implacable [Bone]
Prerequisites: Must have the leadership feat, or be the priest of a tribal village or larger compound.
Benefit: You can activate this ability as a move action, but must concentrate to maintain it each round after that. While active, allies within 100 ft. of you may ignore the effects of being reduced to 0 or less hp. However, any creature reduced to -20 hp dies immediately. When the effect ends, or if a creature moves more than 100 feet from you, the normal effects of the damage apply immediately.
Tribal Frenzy [Bone]
Prerequisites: Must have the leadership feat, or be the priest of a tribal village or larger compound.
Benefit: You are able to inspire your followers to acts of extreme battle frenzy. You activate this frenzy as a standard action, and then maintain it as a free action. It ends at the conclusion of any turn in which you do not maintain it. The frenzy affects any ally that starts its turn within 30 feet of you and can hear you. The frenzy grants a +2 enhancement bonus to the Strength score of each affected ally (not including you). At the start of each of their turns, everyone affected by the Strength boost takes 1 point of damage for every 4 hit dice they have (minimum 1).