Stone Melee is a Primary Power Set for Tankers and a Secondary Power Set for Brutes, Scrappers, and Stalkers.
You manage to survive by sheer force of will, an ability to think outside the box, and sometimes just plain luck.
Starting at 1st level, you gain one additional hit point per level. In addition, whenever you take damage from a single roll, you can use your Reaction to resist that damage. If a roll deals more than one type of damage to you, you choose which one to resist.
You can use Fast Healing at 1st level if you are a Brute, Scrapper, or Tanker, and at 11th level if you're a Stalker. You can use Quick Recovery at 4th level if you're a Tanker and at 8th level if you are a Brute or a Scrapper.
At 1st level if you are a Brute, Scrapper, or Tanker, and at 4th level if you are a Stalker, you can take a moment to center your pain response. You can activate this feature without costing an Action but you must do so on your turn. It will remain active until you deactivate it on your turn, or become unconscious or incapacitated. You resist bludgeoning, piercing, psychic, and slashing damage. You must set aside one Endurance Die while Mind Over Body is functioning.
You can use Indomitable Will at 2nd level if you're a Tanker, at 4th level if you are a Brute or a Scrapper, and at 6th level if you're a Stalker. You can use Rise to the Challenge at 3rd level if you're a Tanker and at 6th level if you are a Brute or a Scrapper. And you can use Heightened Senses at 7th level if you are a Tanker, at 8th level if you are a Stalker, and at 11th level if you are a Brute or a Scrapper.
At 10th level if you are a Tanker and at 14th level if you a Brute, Scrapper, or Stalker, your may use your Action to immediately revive yourself if you are brought to zero hit points and incapacitated. Roll all of your hit dice, regardless of how many you have available. You recover a number of hit point equal to the result and are no longer incapacitated. You also restore up to one half of your maximum Endurance Dice. You can only use this feature once, and you regain its use after completing a short rest.
At 12th level if you are a Tanker and at 15th level if you are a Brute, Scrapper, or Stalker, you can use your Action to roll one or more Endurance Dice. You gain a bonus to your Armor Class equal to the number of dice you roll, and you gain a number of temporary hit points equal to the result of that roll. You retain the Armor Class bonus for as long as you still possess at least one temporary hit point provided by this feature, or until the end of your turn three rounds after activating this feature. If you reactivate this feature while it is currently active, the bonus to Armor Class does not stack. Instead, the new Endurance Dice rolls replace the existing ones and the maximum duration resets.