Snapping Strike: Strike- Melee attack which deals an additional 1d6 points of damage.
Angering Bite: Strike- Melee attack that causes opponent to suffer -4 to hit any target but you.
Stance of the Defending Shell: Stance- Gain a bonus to shield AC based on initiator level (+1 AC/ 2IL, max +10)
Iron Shell: Counter- Deflect an enemy melee or missile attack with shield with an opposed attack roll.
Enraging Strike: Strike- Melee attack deals an additional 10 points of damage, chance to make target rage and attack you.
Tortoise Trip: Strike- Melee attack allows a free trip attempt.
Turtle Shell Wall: Counter- Provide shield bonus +4 to adjacent ally's AC.
Tortoise Taunt: Boost- Point out a single enemy and take an aggressive posture forcing the enemy to attack you on a failed Will save.
Greater Snapping Strike: Strike- Melee attack that inflicts an additional 4d6 points of damage, bypasses DR.
Defensive Shell: Boost- Subtract 5ft of movement per +2 to AC.
Mirror Shell: Counter- Make an opposed attack roll plus shield bonus to AC vs an enemy spellcaster's CL to deny the effects of a targeted spell on you.
Iron Tortoise Stance: Stance- Increase reach for attacks of opportunity while in this stance by 5ft, make additional attacks of opportunity.
Smashing Shell: Strike- Make a shield bash that catches an opponent flat-footed, inflicts shield bash damage plus an additional 4d6 damage, chance to daze.
Snapping Riposte: Counter- If an opponent misses an attack or is successfully countered, make a counter attack with a +2 bonus to hit.
Taunting Turtle: Boost- All successful melee attacks this round incite a cumulative -4 penalty on attacks to attack any target other than you for the target's turn.
Vicious Snapping Strike: Strike- Melee attack inflicts an additional 5d6 points of damage, halves opponent's movement speed for their turn.
Stance of the Turtle Knight: Stance- Stance that makes you difficult to move, grants improved uncanny dodge, and improves shield bonus by +2 so long as you do not move.
Shell Shock: Strike- Make a powerful shield bash that inflicts an additional 4d6 points of damage and knocks opponent prone 20ft away.
Quick Snap: Counter- When struck in melee, may make an immediate counter attack and strike does double damage.
Snapping Turtle Charge: Strike- Make a charge attack with your shield, strike inflicts an additional 8d6 points of damage and may knock opponent prone.
Steel Shell: Counter- Make an opposed attack roll plus shield bonus against opponents attack to negate it, if failed gain DR 20/- against the attack.
Cyclonic Shell Crush: Strike- Make a shield bash attack against all adjacent enemies which inflicts an additional +4d6 points of damage and has the chance of dazing.
Iron Defender's Riposte: Counter- Make an opposed attack roll plus shield bonus against a foe's attack against an ally; if successful then the attack is negated and you make a counter attack with shield at +4d6 points of damage.
Unlimited Aggression: Boost- By assuming an aggressive posture, force all enemies within 60ft to attack you if they fail a Will save.
Glorious Shell Shock: Strike- Powerful shield bash that inflicts an additional +5d6 points of damage to up to three adjacent enemies and sends them hurtling 20ft away.
Adamantine Shell: Counter- Make an opposed attack roll plus shield bonus against opponents attack to negate it, if failed gain DR 50/- against the attack.
Adamantine Turtle Lord's Stance: Stance- Halved movement, but shield automatically blocks line and cone effects, +2 AC to shield bonus.
Invulnerable Shell of the Iron Tortoise: Counter- Negates any and all damage, spells, or harmful effects that would effect the initiator and his adjacent allies.