For the reference, once per rage -> once per round stuff:
- reroll will save,
- autoconfirm a critical hit
- ignore rage (pointless really)
- immediate action double move to prevent an enemy from leaving threat range.
- gain 1 +1 per 4 levels to damage roll
- add level to str check or cmb or cmd.
- gain 1 + 1 per 4 levels to attack roll
- make an AoO against any opponent moving IN to any square you threaten
Most are sort of meh, except strenght surge and the AoO one. Rerolls are always nice.
APG gives us:
- d6 elemental damage for a round. T_T
- Halve elemental damage taken. Lame, but prereq for...
- gain temporary HP equal to 1/3rd of damage, coming from a single energy type. maxed scorching ray = buff? Cool....
- as above but instead gain a single-use breath weapon.
- make a fort save equal to damage, to halve that damage and take it as non-lethal
- turn all your adjacent squares + your current one to difficult terrain by dealing more damage than the floor's hardness, forcing a DC 15 reflex vs. prone.
- trip instead of a melee attack, the target also taking damage equal to STR modifier.
- attack vs. object, or sunder? ignore hardness. Lame...
So, in total, few easily abusable ones and several which probably should have been at-will, or at least, once per round, to begin with.
Hm, Rage Prophet levels stack with Barbarian, for Rage powers... I wonder if there are Oracle spells which make you immune to fatigue... *edit* restoration line, of course...
Hm. I think I get it why a player was so excited about the Rage Prophet a while back.