Home >Path of War >The Art of the Blade >

Eternal Guardian

The exact origins of the discipline of the Eternal Guardian are difficult to determine due to the style’s incredible age. One legend claims it was created by the god who first separated the planes, dividing the mortal from the immortal, while another story insists that it was founded by a single warrior who swore to defend his city from an entire invading army. These stories reflect the core of the discipline: A total devotion to a promise—usually either an oath to an ally that they will survive, no matter the cost to the disciple, or a curse on a foe that they will never escape. Today, the discipline of the Eternal Guardian has spread far and wide: It is used by bodyguards in the palaces of kings, sentinels of occult orders, and humble night watchmen making their rounds. The discipline of the Eternal Guardian and all of its maneuvers and stances are considered to be supernatural abilities and thus do not function in situations where supernatural abilities will fail. Eternal Guardian’s associated skill is Intimidate, and its associated weapon groups are hammers, heavy blades, and polearms.

Curse Maneuvers: Some maneuvers in Eternal Guardian have the curse descriptor. These maneuvers, much like spells with the curse descriptor, use persistent, malicious energies to inflict penalties on their victims. A creature immune to curses is immune to the effects of these maneuvers, with the exception of any weapon damage inflicted by them.

Many of these curse maneuvers inflict a new condition: cursed. By itself, the cursed condition does nothing, but many maneuvers or abilities have an increased effect on cursed creatures, or can only be used on cursed creatures (see individual maneuver descriptions for more information on how they interact with the cursed condition). Spells with the curse descriptor also apply the cursed condition for a duration equal to the spell’s duration. Multiple applications of the cursed condition do not overlap; instead the duration of each new application of the condition is added to the remaining duration of the previous application. The successful use of break enchantment, remove curse, or similar effects removes the cursed condition from the target in addition to their normal effects.

Order of Presentation: In the maneuver lists and descriptions, the maneuvers are grouped alphabetically by level.

Initiator Level: Some maneuvers effects depend on the initiator level, which is usually the character’s level in the class that provides access to martial maneuvers. The word “level” in the maneuver lists always refers to initiator level.

Creatures and Characters: “Creatures” and “characters” are used synonymously in the maneuver descriptions.

Discipline Restrictions Some disciplines carry specific restrictions on when they can be used, as well as specific rules for those disciplines, as defined in that discipline’s maneuver list.

Table: 1st Level Eternal Guardian Maneuvers
ManeuverTypeDescription
Guard’s OathStrikeOn a failed save, your foe’s movement is cursed, provoking attacks of opportunity against you even if it otherwise would not.
Strike of the Infinite ProtectorStrikeYour attack grants an ally a +2 bonus to AC.
Terrifying BlowStrikeYour attack may frighten the target. Deals +1d6 damage against a cursed opponent.
Valiant Keeper’s StanceStanceAllies do not provoke attacks of opportunity when moving through squares you threaten.
Vigilant Keeper’s StanceStanceEnemies treat squares your threatened area as difficult terrain.
Warden’s BearingBoostYou gain a +2 bonus to a combat maneuver attempt, and you are treated as one size category larger for determining if you can make that attempt.

Back to Top

Table: 2nd Level Eternal Guardian Maneuvers
ManeuverTypeDescription
Debilitating FearBoostDaze a cowering, shaken, frightened, or panicked opponent.
Fear the ReaperCounterIntimidate an opponent into missing an ally.
Oath of the IntercessorCounterYou take a blow meant for an ally.
Strike of the Royal GuardianStrikeYour attack reduces your opponent’s damage and curses them.
Relentless Warden’s StrikeStrike You teleport to a creature that is cursed or afraid, then make a melee attack that deals +2d6 damage.

Back to Top

Table: 3rd Level Eternal Guardian Maneuvers
ManeuverTypeDescription
Binding FettersBoostYour attack curses a creature, and that creature must make a Will save or be teleported back to you at the start of your next turn.
Intruder’s EndCounterYou dare your foes to enter your protected sanctum, dramatically increasing your threatened area and gaining additional attacks of opportunity.
Stance of the Eternal GuardianStanceYou tie your soul to a creature, giving benefits similar to a shield other spell.
Swallow Your FearCounterYou or an ally gain a +4 morale bonus to a save against a mind-affecting effect. If your target succeeds on your save, they gain temporary hit points.

Back to Top

Table: 4th Level Eternal Guardian Maneuvers
ManeuverTypeDescription
Grim Guard’s LaughterStrikeYour attack deals +4d6 damage and you can intimidate all opponents within 30 feet. If your target is cursed, they also may become frightened.
Oath of TorporBoostYour attacks lay a binding curse on their targets, possibly slowing them if they move.
Strike of the Steadfast LegionStrikeYour attack causes you and your allies gain damage reduction, and allies can sacrifice hit points to grant other allies temporary hit points for one round.
Watchman’s RebukeCounterYou force an opponent to reroll a successful saving throw. Cursed creatures take a –2 penalty on that reroll.

Back to Top

Table: 5th Level Eternal Guardian Maneuvers
ManeuverTypeDescription
Jailer of the DamnedStanceYou ignore immunity to mind-affecting and fear effects, and you gain a +2 bonus on combat maneuver attempts against afraid creatures.
Unbearable GazeCounterYou blind an opponent, potentially causing their attack or spell to miss.
Shackles of the CondemnedStrikeYour attack deals +5d6 damage and you shackle yourself to your target with supernatural chains, entangling them.
Stand Your GroundCounterYou and an ally take half damage from attacks and effects for one round.

Back to Top

Table: 6th Level Eternal Guardian Maneuvers
ManeuverTypeDescription
Charge of DismayStrikeCharge attack that deals +6d6 damage, does not provoke attacks of opportunity, and may frighten nearby enemies.
Inescapable FettersBoostYour attacks for one round curse creatures, and those creature must make a Will save or be teleported back to you at the start of each of their turns.
Inescapable GraspStanceCursed creatures you threaten cannot take 5-foot steps or use the withdraw action, and their movement provokes attacks of opportunity from you even if they otherwise would not.
Infinite FocusCounterYour allies within 60 feet do not provoke attacks of opportunity for one round.
Strike of SacrificeStrike Your attack deals +6d6 damage and you transfer some of your AC to allies within 30 feet.

Back to Top

Table: 7th Level Eternal Guardian Maneuvers
ManeuverTypeDescription
Curse of Impending DoomStrikeYour attack deals +6d6 damage, curses the target, and inflicts a growing penalty on attack rolls, saving throws, and skill checks.
Grim SatisfactionBoostYour next attack may cause the target to cower in fear for one round.
Unbreakable PromiseCounterOpponents within 60 feet must make a Will save or become unable to reduce other creatures below 0 hit points.

Back to Top

Table: 8th Level Eternal Guardian Maneuvers
ManeuverTypeDescription
Crushing RebukeCounterYou Intimidate an enemy, causing them to fail attack rolls for the rest of their turn.
Hammer of the ImmortalStrikeYou attack every opponent you threaten, dealing +8d6 points of damage and inflicting a –4 penalty to their AC and CMD. Then, you make a combat maneuver attempt against each target hit.
Stance of the Infinite WarriorStanceYour threatened squares remain threatened for one round, and you can teleport to an opponent within your threatened area as an immediate action.

Back to Top

Table: 9th Level Eternal Guardian Maneuvers
ManeuverTypeDescription
Oath of EternityCounterYou swear a large area around you to be under your protection, massively increasing your threatened area and gaining additional attacks of opportunity.

Back to Top

1st Level

Guard’s Oath

Discipline: Eternal Guardian (Strike)[curse]; Level: 1
Initiation Action: 1 standard action
Range: Melee attack
Target: One creature
Duration: Instant

DESCRIPTION

A central concept of the discipline of the Eternal Guardian is the ability to restrict an opponent’s movement—prevent their escape or halting their advance. Your basic but potent strike allows you to harry and disrupt a foe until they lay down their arms. Make a melee attack. If it hits, it deals weapon damage as normal, and the target must succeed at a Will save (DC 11 + your initiation modifier) or become cursed and unable to move within your threatened area (including with 5-foot steps and using the Withdraw action) without provoking an attack of opportunity from you for 24 hours. If the target drops all weapons it is holding, it can make another saving throw to end this effect. An affected target that is not holding a weapon can draw or pick up a weapon, then drop it to gain a new saving throw, but can never gain more than one save per round against this curse.

Strike of the Infinite Protector

Discipline: Eternal Guardian (Strike); Level: 1
Initiation Action: 1 standard action
Range: Melee or ranged attack and 30′
Target: One enemy and one ally
Duration: Instant

DESCRIPTION

You swear to protect your charge, while living or dead, with an unbreakable oath. Make an attack. If it hits, it deals deal weapon damage as normal and a fragment of your life force envelops an ally within 30 feet, granting them a +2 bonus to their AC for one round.

Terrifying Blow

Discipline: Eternal Guardian (Strike)[fear]; Level: 1
Initiation Action: 1 standard action
Range: Melee or ranged attack
Target: One ecreature
Duration: Instant

DESCRIPTION

With a bellowing cry, you deliver a fearsome wound to your opponent. Make an attack. If it hits, it deals weapon damage as normal, and the target must succeed at a Will save (DC 11 + your initiation modifier) or become frightened for one round. If your target is cursed, your attack deals an additional 1d6 points of damage.

Valiant Keeper’s Stance

Discipline: Eternal Guardian (Stance); Level: 1
Initiation Action: 1 swift action
Range: Personal
Target: Self
Duration: Stance

DESCRIPTION

The basics of the Eternal Guardian discipline teach you how to ward your allies from errant attacks. While you maintain this stance, your allies do not provoke attacks of opportunity from enemies while they move through squares you threaten.

Vigilant Keeper’s Stance

Discipline: Eternal Guardian (Stance)[curse]; Level: 1
Initiation Action: 1 swift action
Range: Personal
Target: Self
Duration: Stance

DESCRIPTION

You adopt an aggressive stance which slows your enemies’ ability to advance or retreat. While you maintain this stance, opponents treat all squares you threaten as difficult terrain. This does not prevent those opponents from charging through your threatened area, however. In addition, whenever you hit an opponent with an attack of opportunity, that opponent becomes cursed until the end of your next turn.

Warden’s Bearing

Discipline: Eternal Guardian (Boost); Level: 1
Initiation Action: 1 swift action
Range: Personal
Target: Self
Duration: Instant

DESCRIPTION

You shift your weight and assume a stronger, more impressive position. You can activate this boost while making a combat maneuver attempt. You gain a +2 bonus on your combat maneuver check, you do not provoke attacks of opportunity for making that combat maneuver attempt, and you are treated as one size category larger for purposes of determining if your combat maneuver can affect your target (such as a Medium creature attempting to bull rush a Huge creature).
2nd Level

Debilitating Fear

Discipline: Eternal Guardian (Boost); Level: 2
Prerequisites: One Eternal Guardian maneuver
Initiation Action: 1 swift action
Range: 60′
Target: One creature
Duration: 1 round

DESCRIPTION

You fill your target with the fear that prey feels when it sees a mighty predator, impairing their ability to act. When you activate this boost, choose one creature within range that is cowering, shaken, frightened, or panicked. That creature must succeed at a Will save (DC 12 + your initiation modifier) or become dazed for 1 round.

Fear the Reaper

Discipline: Eternal Guardian (Counter)[fear]; Level: 2
Initiation Action: 1 immediate action
Range: 60′
Target: One ally
Duration: Instant

DESCRIPTION

You have learned to use the fear you create as a method of defense for both yourself and your allies. You can initiate this counter in response to a melee or ranged attack being made against an ally (including you) within 60 feet. Make an Intimidate check, using your opponent’s attack roll as the DC. If you succeed, the attack is negated, and the attacker becomes shaken for one round, as if you had demoralized them with the Intimidate check.

Oath of the Intercessor

Discipline: Eternal Guardian (Counter); Level: 2
Initiation Action: 1 immediate action
Range: Melee reach
Target: One ally
Duration: Instant

DESCRIPTION

You make an unbreakable vow to take the brunt of an attack in place of your ally. You can initiate this counter in response to a melee or ranged attack being made against an ally within your melee reach. You and that ally switch places, and the attack targets you instead. Neither your nor your ally’s movement provokes attacks of opportunity.

Strike of the Royal Guardian

Discipline: Eternal Guardian (Strike)[curse]; Level: 2
Initiation Action: 1 standard action
Range: Melee or ranged attack
Target: One creature
Duration: Instant

DESCRIPTION

Some foes may slip past your guard, but as a disciple of the Eternal Guardian, you have other ways to minimize their threat, afflicting your enemies with an agonizing curse that cripples their attacks. Make an attack. If it hits, it deals weapon damage as normal, and the target becomes cursed, taking a –2 penalty on damage rolls with weapon attacks for as long as it is cursed. If an affected target does not make an attack during its turn, it can make a Will save (DC 12 + your initiation modifier) to end this effect. If the target prostrates itself (treated as dropping prone) and grovels for a full round, the curse is automatically removed.

Relentless Warden’s Strike

Discipline: Eternal Guardian (Strike)[teleportation]; Level: 2
Initiation Action: 1 standard action
Range: Melee attack and 60′
Target: One creature
Duration: Instant

DESCRIPTION

You hound a weakened enemy, keeping them in check. When you initiate this strike, you may teleport to any space within 60 feet that is within 10 feet of a creature that is cowering, cursed, shaken, frightened, or panicked. After you teleport, make a melee attack against that creature, if able. If it hits, it deals weapon damage as normal plus an additional 2d6 points of damage.
3rd Level

Binding Fetters

Discipline: Eternal Guardian (Boost)[curse, teleportation]; Level: 3
Prerequisites: One Eternal Guardian maneuver
Initiation Action: 1 swift action
Range: Melee attack
Target: One creature
Duration: 1 round

DESCRIPTION

Your oath binds you and the target of your attack in combat with each other, leashing your very souls together. You can activate this boost when you hit a creature with a melee attack. That creature becomes cursed for one round, and at the start of your next turn, it must succeed at a Will save (DC 13 + your initiation modifier) or be teleported to an unoccupied square adjacent to you. This teleportation functions regardless of the distance between you and the target, although it cannot teleport a target on another plane of existence. For every 10 feet the target moves during its turn preceding the teleportation, the save DC of this strike increases by +1 (up to a maximum of a +3 increase to the DC). You can touch an ally in place of an unwilling creature to curse them, in which case they automatically fail their Will save to resist being teleported back to you at the start of your next turn. You can end this effect and the cursed condition on any the target at any time as a free action.

Intruder’s End

Discipline: Eternal Guardian (Counter)[teleportation]; Level: 3
Prerequisites: One Eternal Guardian maneuver
Initiation Action: 1 immediate action
Range: Personal
Target: Self
Duration: 1 round

DESCRIPTION

You declare an area to be your protected sanctum, and dare any foe to try their hand at entering your sanctum. With each opportunity, you warp space, teleporting across your domain to attack before returning. After initiating this counter, your threatened area increases to 20 feet for one round. This overlaps with, rather than stacking with, any natural reach you otherwise have; if your natural reach is greater than 20 feet, it is not reduced. In addition, for the duration of this boost, you gain a +2 circumstance bonus on attack rolls while making attacks of opportunity and can make a number of additional attacks of opportunity this round equal to your initiation modifier. This stacks with the Combat Reflexes feat and other effects that increase the number of attacks of opportunity you can make in a round.

Stance of the Eternal Guardian

Discipline: Eternal Guardian (Stance); Level: 3
Prerequisites: One Eternal Guardian maneuver
Initiation Action: 1 immediate action
Range: Personal and 60′
Target: Self and one ally
Duration: Stance

DESCRIPTION

You bind your soul in a protective embrace around one of your allies. When you enter this stance, choose an ally within 60 feet. While you maintain this stance and as long as that ally is within 60 feet of you, that ally gains a +1 deflection bonus to its AC and a +1 bonus on all saving throws. At initiator level 8th and at every four initiator levels thereafter, these bonuses increase by +1 (up to a maximum of +5 at 20th level). In addition, as long as that ally is within 60 feet of you, it takes only half damage from all wounds and attacks (including special abilities) that deal hit point damage. The amount of damage not taken by the your ally is taken by you. Forms of harm that do not involve hit points, such as charm effects, temporary ability damage, level draining, and death effects, are not shared. If the subject suffers a reduction of hit points from a lowered Constitution score, the reduction is not split with you because it is not hit point damage.

Swallow Your Fear

Discipline: Eternal Guardian (Counter); Level: 3
Prerequisites: One Eternal Guardian maneuver
Initiation Action: 1 immediate action
Range: 60′
Target: One ally
Duration: Instant

DESCRIPTION

Your knowledge of fear and devotion allows you to absorb and control harmful magics which can affect the mind. You can initiate this counter in response to an ally (including yourself) within 60 feet rolling a saving throw against a mind-affecting effect. You or your ally gains a +4 morale bonus on that saving throw, and if the save is successful, that ally gains a number of temporary hit points equal to the save DC of that effect for a number of rounds equal to your initiator level.
4th Level

Grim Guard’s Laughter

Discipline: Eternal Guardian (Strike)[fear]; Level: 4
Prerequisites: One Eternal Guardian maneuver
Initiation Action: 1 standard action
Range: Melee attack and 30′
Target: One creature
Duration: Instant

DESCRIPTION

Your deep, disturbing laughter echoes throughout the battlefield filling your foes with dread and causing their wills to falter. Make a melee attack. If it hits, it deals weapon damage as normal plus an additional 4d6 points of damage, and you can make an Intimidate check, treating that check as a demoralize attempt against every opponent within 30 feet. If you successfully demoralize a cursed creature with this strike, that creature becomes frightened for one round in addition to becoming demoralized.

Oath of Torpor

Discipline: Eternal Guardian (Boost); Level: 4
Prerequisites: One Eternal Guardian maneuver
Initiation Action: 1 swift action
Range: Personal
Target: Self
Duration: Instant

DESCRIPTION

You swear an oath to your foes, that their limbs will be heavy and their wills sapped. After initiating this boost, each successful attack or combat maneuver attempt you make against an opponent before the start of your next turn also causes that opponent to become cursed for one minute. Each time a creature cursed by this boost moves, it must succeed at a Will save (DC 14 + your initiation modifier) or become slowed (as the spell) until the end of its next turn. A successful save against this effect ends the curse. Alternatively, if a creature cursed by this boost does not willingly move from its space for two consecutive rounds, the curse ends without a need for a saving throw. A creature forced to move (such as by a bull rush) does not trigger this effect.

Strike of the Steadfast Legion

Discipline: Eternal Guardian (Strike); Level: 4
Prerequisites: One Eternal Guardian maneuver
Initiation Action: 1 standard action
Range: Melee or ranged attack
Target: One creature
Duration: Instant

DESCRIPTION

When you bring your enemy low, your strength bolsters the will of your allies. Make an attack. If it hits, it deals weapon damage as normal plus additional damage equal to 1/2 your initiator level, and all allies within 60 feet of you gain damage reduction/– equal to your initiation modifier (minimum 1) for one round. In addition, any ally who gains damage reduction from this strike can expend a number of hit point up to your initiator level to grant any other ally who gained damage reduction from this strike three times that amount in temporary hit points. These temporary hit points last for one round.

Watchman’s Rebuke

Discipline: Eternal Guardian (Counter); Level: 4
Prerequisites: One Eternal Guardian maneuver
Initiation Action: 1 immediate action
Range: 60′
Target: One creature
Duration: Instant

DESCRIPTION

Your supernatural will calls for your enemies to cease resisting and submit to your judgement. You can initiate this counter when an opponent within 60 feet succeeds on a saving throw. That opponent must immediately reroll its save, using the result of the second roll to determine if it succeeded or failed. If that opponent is cursed, it takes a –2 penalty on this reroll.
5th Level

Jailer of the Damned

Discipline: Eternal Guardian (Stance); Level: 5
Prerequisites: Two Eternal Guardian maneuvers
Initiation Action: 1 swift action
Range: Personal
Target: Self
Duration: Stance

DESCRIPTION

You adopt the stance of the wardens which guard the gates of death. While you maintain this stance, your maneuvers and other abilities treat creatures that are normally immune to mind-affecting effects and fear effects as if they were not immune. Such creatures gain a +5 resistance bonus on saving throws against these effects, rather than ignoring them outright. In addition, while you maintain this stance, you do not provoke attacks of opportunity when attempting a combat maneuver against a creature that is shaken, frightened, or panicked, and you gain a +2 bonus on your combat maneuver checks against such creatures.

Unbearable Gaze

Discipline: Eternal Guardian (Counter); Level: 5
Prerequisites: Two Eternal Guardian maneuvers
Initiation Action: 1 immediate action
Range: 60′
Target: One creature
Duration: 1 round

DESCRIPTION

Your stare fills a creature with supernatural dread, causing them to fear looking into your eyes lest it cause them great harm. You can initiate this counter in response to being targeted by an attack, spell, or power originating from an creature within 60 feet. That creature must succeed at a Reflex save (DC 15 + your initiation modifier) or become blinded for one round, averting its eyes as a result of utter terror. If the target fails its saving throw, the attack or effect suffers a 50% miss chance against you, even if it would normally automatically hit. A creature without eyes or that is already blind is immune to this effect.

Shackles of the Condemned

Discipline: Eternal Guardian (Strike)[curse]; Level: 5
Prerequisites: Two Eternal Guardian maneuvers
Initiation Action: 1 standard action
Range: Melee attack
Target: One creature
Duration: Instant

DESCRIPTION

Your strike binds your target, summoning cursed manacles that bind both you and your enemy to a single fate. Make a melee attack. If it hits, it deals weapon damage as normal plus an additional 5d6 points of damage, and the target becomes cursed and entangled for a number of rounds equal to your initiator level. While under the effect of this maneuver, the target cannot move further than 30 feet away from you, even by teleportation effects. You or your target can pull on the chain as a trip or drag attempt as an attack action without provoking attacks of opportunity. You gain a +4 bonus on combat maneuver checks and to your CMD when making these attempts or having them made against you. If the target begins and ends its turn adjacent to you, it can make a Will save (DC 15 + your initiation modifier) to end the effects of this strike. If you move further than 30 feet away from the target, the curse is broken and the effects of this strike end. You can end the effects of this strike as a free action, and it ends automatically if you are knocked unconscious or killed.

Stand Your Ground

Discipline: Eternal Guardian (Counter); Level: 5
Prerequisites: Two Eternal Guardian maneuvers
Initiation Action: 1 immediate action
Range: 60′
Target: Self and one ally
Duration: 1 round

DESCRIPTION

You and your ally stand together to defend your position, strengthened by supernatural resolve. When you initate this counter, choose an ally within 60 feet. For one round, you and that ally each take only half the damage you would otherwise take. Damage that is redirected (such as by the shield other spell or the share pain power) or intentionally taken (such as by strike of the steadfast legion) is not reduced.
6th Level

Charge of Dismay

Discipline: Eternal Guardian (Strike)[fear]; Level: 6
Prerequisites: Two Eternal Guardian maneuvers
Initiation Action: 1 full-round action
Range: Melee attack
Target: One creature
Duration: Instant

DESCRIPTION

The disciple barrels through the enemy lines, terrifying his foes. Make a charge attack that does not provoke attacks of opportunity. If it hits, it deals weapon damage as normal plus an additional 6d6 points of damage, and all opponents (including the target) within 30 feet must succeed at a Will save (DC 16 + your initiation modifier) or become frightened for 1d4 rounds and shaken for one minute after. Creatures with more hit dice than your initiator level cannot become frightened by this strike, although they still become shaken on a failed save. Any creature that starts its turn without line of sight to you can make another saving throw to end this effect.

Inescapable Fetters

Discipline: Eternal Guardian (Boost)[curse, teleportation]; Level: 6
Prerequisites: Two Eternal Guardian maneuvers
Initiation Action: 1 swift action
Range: Personal
Target: Self
Duration: 1 round

DESCRIPTION

Your nightmarish oath that no foe will escape you draws. After initiating this boost, each creature you hit with a melee attack before the start of your next turn becomes cursed for one round per four initiator levels you possess. At the end of each of the turns of a creature cursed by this boost, that creature must succeed at a Will save (DC 16 + your initiation modifier) or be teleported to an unoccupied square adjacent to you. This teleportation provokes an attack of opportunity from you, and functions regardless of the distance between you and the cursed creature, although it cannot teleport a target on another plane of existence. For every 10 feet a cursed creature moves during its turn preceding the teleportation, the save DC of this strike increases by +2 (up to a maximum of a +6 increase to the DC). You can touch a willing ally to curse them, in which case they automatically fail their Will save to resist being teleported back to you at the start of your next turn. You can end this effect and the cursed condition on any affected creature at any time as a free action.

Inescapable Grasp

Discipline: Eternal Guardian (Stance); Level: 6
Prerequisites: Two Eternal Guardian maneuvers
Initiation Action: 1 swift action
Range: Personal
Target: Self
Duration: Stance

DESCRIPTION

Your resolution is absolute, and those affected by your ill will find themselves unable to act freely. While you maintain this stance, cursed creatures you threaten cannot take 5-foot steps or use the Withdraw action, and any such creature that leaves its square provokes an attack of opportunity from you, even if its movement would not otherwise provoke attacks of opportunity (such as with the Spring Attack feat or a teleportation effect).

Infinite Focus

Discipline: Eternal Guardian (Counter); Level: 6
Prerequisites: Two Eternal Guardian maneuvers
Initiation Action: 1 immediate action
Range: 60′
Target: Allies
Duration: 1 round

DESCRIPTION

You share some of your patience and dedication with your allies, allowing them to avoid careless mistakes that would allow an opponent to strike. After initiating this counter, your allies within 60 feet of you do not provoke attacks of opportunity for one round. Any ally that moves further than 60 feet away from you loses this benefit. You can initiate this counter in response to an ally provoking an attack of opportunity from an opponent; if you do, that attack is negated, and the ally gains the full benefits of this counter as normal.

Strike of Sacrifice

Discipline: Eternal Guardian (Strike); Level: 6
Prerequisites: Two Eternal Guardian maneuvers
Initiation Action: 1 standard action
Range: Melee or ranged attack
Target: One creature
Duration: Instant

DESCRIPTION

You seal a portion of your life force around your allies, protecting them from harm at the cost of your own vulnerability. Make an attack. If it hits, it deals weapon damage as normal plus an additional 6d6 points of damage, and you may lower your AC by up to 1/2 your initiator level and grant all allies within 30 feet an equal bonus to their ACs. Both the reduction of your AC and the bonus to your allies’ ACs lasts for a number of rounds equal to your initiator level.
7th Level

Curse of Impending Doom

Discipline: Eternal Guardian (Strike)[curse, fear]; Level: 7
Prerequisites: Two Eternal Guardian maneuvers
Initiation Action: 1 standard action
Range: Melee or ranged attack
Target: One creature
Duration: Instant

DESCRIPTION

The disciple’s curse seeps into the foe’s subconscious, forcing it to believe failure is just around the corner. Make an attack. If it hits, it deals weapon damage as normal plus an additional 6d6 points of damage, and the target becomes cursed for 24 hours. While cursed by this strike, the target suffers a –2 penalty on attack rolls, saving throws, and skill, checks. Whenever an affected target succeeds on an attack roll, saving throw, or skill, check, the penalty imposed by this strike increases by –2. Whenever an affected target fails on such a roll, it must succeed at a Will save (DC 17 + your initiation modifier) or become panicked for one round, and the penalty imposed by this maneuver is reset to –2. A creature under the effect of this strike can choose to intentionally fail on any of these rolls to make another saving throw against this effect. If it does, failure does not cause it to become panicked, nor does it reset the penalty to –2.

Grim Satisfaction

Discipline: Eternal Guardian (Boost)[fear]; Level: 7
Prerequisites: Two Eternal Guardian maneuvers
Initiation Action: 1 swift action
Range: Personal
Target: Self
Duration: 1 round

DESCRIPTION

Seeing the fear and resignation in the eyes of your foes spurs you closer to victory. After initiating this boost, the next creature you hit with an attack for one round must succeed at a Will save (DC 17 + your initiation modifier) or cower in fear for one round, and you heal a number of hit points equal to your initiator level. If the creature that fails its save is cursed, you heal an additional 10 hit points.

Unbreakable Promise

Discipline: Eternal Guardian (Counter)[curse]; Level: 7
Prerequisites: Two Eternal Guardian maneuvers
Initiation Action: 1 immediate action
Range: 60′
Target: Opponents
Duration: 3 rounds

DESCRIPTION

You vow that no foe will land a killing blow against those under your protection. You can initiate this counter in response to a melee or ranged attack being made against another ally within 60 feet. All opponents within 60 feet of you must succeed at a Will save (DC 17 + your initiation modifier) or become cursed for three rounds. While a creature is cursed by this counter, it cannot reduce any creature other than itself below 0 hit points by any means; any additional damage is negated. An affected creature can strike itself as an attack action or part of a full-attack action (dealing damage as normal for the attack) to end this curse.
8th Level

Crushing Rebuke

Discipline: Eternal Guardian (Counter)[fear]; Level: 8
Prerequisites: Three Eternal Guardian maneuvers
Initiation Action: 1 immediate action
Range: 60′
Target: One creature
Duration: 1 turn

DESCRIPTION

Your overwhelming presence castigates a foe, causing them to utterly doubt their own abilities. You can initiate this counter in response to a melee or ranged attack being made against you or an ally by an enemy within 60 feet. Make an Intimidate check, using the creature’s attack roll as the DC. If you succeed, the attack is negated, and that all attacks made by that creature until the end of its turn are treated as if that creature had rolled a natural 1.

Hammer of the Immortal

Discipline: Eternal Guardian (Strike); Level: 8
Prerequisites: Three Eternal Guardian maneuvers
Initiation Action: 1 standard action
Range: Melee attack
Target: Threatened opponents
Duration: Instant

DESCRIPTION

You act as both hammer and anvil, striking your enemies with furious skill that breaks their lines and their spirits. Make a melee attack roll and compare it to the AC of each opponent you threaten. If the attack roll hits a target, it deals weapon damage as normal plus an additional 8d6 points of damage, and the target takes a –4 penalty to its AC and CMB until the start of your next turn. Use the same damage roll for each target. In addition, you may make a single combat maneuver attempt against each target you hit with this strike as a free action. These combat maneuver attempts do not provoke attacks of opportunity.

Stance of the Infinite Warrior

Discipline: Eternal Guardian (Stance)[teleportation]; Level: 8
Prerequisites: Three Eternal Guardian maneuvers
Initiation Action: 1 swift action
Range: Personal
Target: Self
Duration: Stance

DESCRIPTION

Your eternal vigilance allows you to leave an echo of your presence behind to guard areas in which you are no longer physically present. While you maintain this stance, any square you threaten during your turn remains threatened by you until the end of your next turn. You can make melee attacks (including attacks of opportunity) against creatures within these squares, regardless of your actual location— a flickering glimpse of how you appeared the moment you threatened that square appears and makes the attack, just as if you were actually in the square. In addition, whenever a creature enters your threatened area, you can teleport to any unoccupied space within 10 feet of that creature as an immediate action.
9th Level

Oath of Eternity

Discipline: Eternal Guardian (Counter)[curse, teleportation]; Level: 9
Prerequisites: Four Eternal Guardian maneuvers
Initiation Action: 1 immediate action
Range: Personal
Target: Self
Duration: 1 round

DESCRIPTION

You declare a swathe of the battlefield to be your domain, in which you will brook no trespass. You teleport across the battlefield with each blow, blinking towards an enemy then returning to your original position. After initiating this counter, your threatened area increases to 40 feet for one round. This overlaps with, rather than stacking with, any natural reach you otherwise have; if your natural reach is greater than 40 feet, it is not reduced. In addition, for the duration of this boost, your attacks of opportunity deal an additional 3d6 points of damage and curse the target for one round, and you can make a number of additional attacks of opportunity this round equal to 1/2 your initiator level. This stacks with the Combat Reflexes feat and other effects that increase the number of attacks of opportunity you can make in a round.
 
Section 15: Copyright Notice

Path of War – Expanded, © 2016, Dreamscarred Press.