lunaramblings
2012-12-21, 09:33 PM
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The Guardian
"Anyone can pick up a sword and strike out at another. Not everyone can prevent that person from taking the lives of the innocent. It takes a special breed to take a strike meant for another. I am that breed. I am a Guardian." Deucalion Ambrose- Guardian of Thayne.
Guardians are elite bodyguards and soldiers. While they are just as capable of front lining as any martial adept they are more potent at protecting others. They forgo the glory of leading the charge, for the reward of saving the lives of others, be they party members or innocent civilians. They are masters of redirection and negation of enemy forces. They mix the strength, speed and power of other warriors with tactical prowess and pure willpower to put their very lives on the line for the causes in which they believe.
Becoming a Guardian
Guardians are not created, they are born. It requires a certain willingness and drive to go into battle over and over with the willingness to put your life on the line for others. Unlike most warriors, they purposely put themselves in harms way, accepting that in any battle there will be casualties, and they would rather it be them, than those they care about, or those that are innocent. Many Guardians take this course in the world to redeem themselves for their mistakes. Many have a death wish, or a cause in which they are willing to die for. For some this is a matter of Faith and religion, for others it is an ideology. For some it is a birthright. The methods used by Guardians are only learned through a life time of battle. It is a very particular skill set required.
For your average Guardian, Strength and Constitution are vital. They require the strength to strike down those that seek to harm their charges, and the constitution to take a hit and remain standing, a guardian who is unconscious is of no use to their would be charge. Dexterity allows them to be graceful, quick and agile, all things that are handy when attempting to defend others. Most guardians have prefer to wear armor, though their particular method requires them to be agile and able to move quickly, and as such they tend to avoid any armor which provides an Armor Check Penalty of higher than 4, as such most heavy armors are ignored, unless means are taken to lighten their burden.
This class is appealing to many classes, though geared mostly for those that have a basis in martial combat. Many Crusaders take to this cause, and more than a few Paladins and Fighters have taken this path. It is not unheard of for a Cleric of an appropriate God or Ideal to take this course, though many find that it's lack of spell progression in someways pulls them from their God. It is also not unheard of for a Monk to pursue this path, as they are generally quick and agile and their skills can be quite useful in getting to a charge, and protecting them. Unfortunately, their lack of armor and their reliance on their fists prevents them from making full use of all of the abilities granted by this class.
Entry Requirements:
Base Attack Bonus: +6
Skills: Tumble +5
Feats: Dodge, Mobility, Combat Reflexes, Proficiency with at least 1 type of Shield.
The Guardian Hit Die: 1d12
{table=head]
Level|BAB|Fort|Ref|Will|Maneuvers Known|Maneuvers Readied|Stances Known|Special
1|+1|+2|+0|+2|5|3|1|Shield Other, Bonus Feat
2|+2|+3|+0|+3|5|4|1|Try Again
3|+3|+3|+1|+3|6|4|1|Pick On Someone Your Own Size, Bonus Feat
4|+4|+4|+1|+4|6|4|2|Bring It
5|+5|+4|+1|+4|6|5|2|Retribution[/table]
Class Skills: 6 + Int per level
The Guardians Class Skills (and Key Ability Modifiers) are: Balance (Dex), Climb (Str), Concentration (Con), Heal (Wis), Hide (Dex), Intimidate (Cha), Jump (Str), Knowledge [local] (Int), Knowledge [Tactics] (Int), Knowledge [Royalty and Nobility] (Int), Listen (Wis), Martial Lore (Int), Move Silently (Dex), Ride (Dex), Sense Motive (Wis), Spot (Wis), Survival (Wis), Swim (Str), Tumble (Dex), Use Rope (Dex).
Maneuvers:
Upon taking their first level of The Guardian, a character gains access to a pool of Maneuvers, similar to those of other Martial Adepts. Guardians may choose maneuvers from the following Disciplines: Devoted Spirit, White Raven, Diamond Mind, Iron Heart, Setting Sun, and Righteous Sacrifice (New School, currently in the works) A first level Guardian may select maneuvers and stances from any of the above schools so long as they meet the prerequisites for the maneuver or stance in question.
To recover their manuevers, Guardians must fight defensively, taking no attacks for a full round. When they first ready their maneuvers or change them throughout the course of the day, they must contemplate their purpose through meditation for five minutes.
Shield Other (Ex) (1st Level)
A Guardian at 1st level may choose to apply some or all of his Shield Bonus to the AC of his Charge. At every odd level he can apply an additional +1 to this bonus. At 3rd level, this may be divided among any number of charges, so long as they are withing Reach of the Guardian or are Flanking the same creature. At Fifth Level, a Guardian may use an Immediate action to end this protection to instead take a hit meant for one of his chosen charges. This hit automatically strikes him, regardless of his AC. If the Guardian does so, he may not use this ability for the remainder of the encounter.
Try Again (Ex) (2nd Level)
When an enemy whom you threaten, would attack one of your charges, you may expend the use of an attack of opportunity (Within the normal limit per round) to force that enemy to reroll their attack with a penalty equal to your Guardian Class Level.
Bonus Feat (1st and 3rd Level)
At 1st and 3rd level a Guardian gains a Bonus feat from the Following List. They need not meet the prerequisite. However, if they wear any armor with an Armor Check Penalty greater than 4 they lose access to these feats.
Combat Expertise, Improved Trip, Karmic Strike, Robilar's Gambit, Elusive Relflexes
Pick on Someone Your Own Size (Ex) (3rd Level)
A Guardian can use a Swift Action to attempt to interpose himself between his charge an an aggressor. The Guardian is able as part of this ability to move his Base Speed to reach the target. The Guardian must make a Tumble Check DC 5+ the Strength + Base Attack of the Aggressor. If he is successful, the Aggressor's attack is negated. A Guardian may use this ability 1/day per Guardian class level. If a Guardian wears any armor with an Armor Check Penalty greater than 4 they lose access to this ability.
Bring It (Ex) (4th Level)
A Guardian may make a Touch Attack against anyone who Threatens one of his Charges. If successful, they goad the target, requiring them to make a Will Save DC 10 + the Guardians Base Attack Bonus + the Guardian Class Level
Retribution (Su) (5th Level)
Once per day, a Guardian can turn the attacks of an enemy against them. If the enemy successfully strikes a charge, all damage dealt by that enemy to the charge this round is reflected back upon them, unless they make a Reflex Save = to 10 Plus Damage Dealt. A Guardian that wears any Armor with an Armor Check Penalty Greater than 2, they may not use this maneuver.
New Martial Discipline
If I were to allow the base ToB Classes to take this, I would likely sub it in place of Stone Dragon. Or for Swordsages/Warblades perhaps in place of Tiger Claw instead if they would rather. I have not labeled any of these as Ex/Su, will try to go through and do that tomorrow. Will also fancy it up a bit then too.
Righteous Sacrifice: Key Ability Survival. Discipline Weapons: Long Spear, Shield, Spiked Chain, Halberd, Bastard Sword.
The School of the Righteous Sacrifice is based on willingly putting the needs of your allies above your own. This school, while formidable, is not taught in all academies. This is attributed to the need for the practitioner to be truly willing to sacrifice their well being for others. This is a rare trait among warriors. As such it is much less common than the core disciplines of martial study. This discipline uses many counters as it is often more important to the Adept to protect their charge, than to dispatch their foes. However the power of a practitioner of The Righteous Sacrifice should never be considered unwilling or unable to do what must be done on the field of battle. Often their empathy makes them prone to a willingness to make the hard choices.
1st Level
Sacrificial Posture [Su] (Stance): While in this stance a Martial Adept takes a -4 to AC, but Grants Allies Fast Healing 2. This is a Supernatural Ability.
Righteous Blade (Strike): When a Martial Adept initiates this strike, they channel their righteous will to deal devastating damage to a foe. This strike deals an additional 10 damage to the target.
Righteous Dodge (Counter): The Martial Adept may make a Survival Check, DC 10+Damage Dealt to negate the damage of a single Attack.
Martyr’s Choice (Boost): The Martial Adept may take 1d6 damage in order to immediately gain the benefit of taking 10 on any one skill check, regardless of circumstance.
2nd Level:
Harry the Aggressor (Strike): You may make an flurry of attack against any target that has attacked an ally. You make 1 attack for each IL. These attacks deal no damage, and are made with a cumulative -2 Penalty. Each successful attack reduces the targets attack bonus for the next round by 1.
Rebuff Magic [Su] (Counter): You may make an Survival check to deflect any ranged or melee touch attack used to deliver a spell or psionic power against yourself or an ally within your reach. DC is equal to 10+the casting stat of the caster+ the spell’s level. If you succeed by 10 or more, you may redirect the attack. If you fail by 5 or more both you and the intended target take full effect of the spell. If you were the target, treat it as a Critical Hit. This is a Supernatural Ability.
3rd Level:
Righteous Defense [Su](Stance): While in this stance you gain Fast Healing 2, and may add your Con bonus to your AC. This is a Supernatural Ability.
Dust in the Wind (Strike): You may make a Survival check against a targets Touch AC. If you succeed, you blind the target for 1d4 rounds.
Righteous Aid (Boost): As an Immediate Action you may grant an ally the ability to use your Survival check in the place of any Fortitude save. They must choose which to use before rolling, and before knowing the difficulty of the check.
4th Level:
Press The Aggressor (Strike): As Harry the Aggressor, except the penalty is reduced to -1 cumulative on each attack.
Absorb Magic [Su] (Counter): As an immediate action you may absorb the damage dealt from the source of a spell that would be dealt to an ally. If you would already take this damage, you take double damage instead. You may not attempt any saving throw or other means of negating or lessening this damage. This is a Supernatural Ability.
5th Level:
Defend the Wounded (Counter): You may, as an immediate action grant an ally within five feet a bonus to AC equal to your Armor Class. Until your next turn after using this maneuver your Armor Class becomes 10. This provokes an attack of opportunity.
Destroy the Wicked (Strike): You may make 1 extra attack for every 3 IL. These attacks are at your highest base attack bonus, but all attacks this round suffer a -5 penalty.
Dam the Flow (Counter): You may make an attack of opportunity against any foe that charges you or an ally within 10 feet. If you deal more than 10 points of damage, the target loses their attack this round, though they still have ended their movement in the desired square.
Remove the Threat (Strike): You savagely lash at your target, attempting to disarm them. The target must make a Fortitude Save equal to 10 + Damage Dealt. If successful, they take no damage and are not disarmed. If they fail the save they are disarmed and take full damage. If the target is using natural weapons the chosen weapon cannot be used for 1d4-1 rounds, to a minimum of 1round.
6th Level:
Righteous Wrath (Stance): While in this stance you automatically confirm critical hits against any foe that has attacked and damaged at least 1 of your allies.
Might of the Righteous (Stance): You channel your might into a palpable force that fortifies your mind body and soul, this allows you to add your Strength bonus to all Saves, and as an immediate action, you may instead grant this bonus to all allies within 20ft, but this may only be used on a single type of Save (Fort/Ref/Will) and only on the Next save they make.
Bar the Way (Counter): As an immediate action you become a whirlwind of defense. You strike with force and precision against all that attempt to move within your reach until your next turn. You may make an attack of opportunity again all targets that move within your reach, these do not count against your limit for the round.
7th Level:
Dominance of the Righteous (Strike): You deliver an attack with brutal force, shattering the confidence of the target. The target must make a Will Save against a DC of 10+Damage Dealt, if they fail they will cower from you until your next action.
Defy the Willful (Counter): You may make a Survival Check in place of a Will Save. If successful, you reflect the effect on its caster. This bypasses any immunity to the effect the caster may possess.
8th Level:
The Righteous Stand [Su] (Stance): You are gain Regeneration 10/-. You cannot not be damaged by any effect that requires a Fortitude or Reflex Save. This is a Supernatural Ability.
Crash of Blades (Strike): You deliver a rain of blows upon your target. You gain 1 attack at your highest base attack bonus for each point of Wisdom Damage you voluntarily take. This Wisdom Damage can only be healed by rest or by the Heal spell.
9th Level:
Immortal Wrath of the Righteous [Su] (Stance): You gain the benefits of Might of the Righteous and deal an additional 10 Holy/Unholy damage to all attacks you make. This is a Supernatural Ability.
The Best Defense(Strike): You lash out at all targets in your reach. Each target can be struck only 1 time with this maneuver. Each strike is treated as a critical hit and deals 1d10 Strength damage. This maneuver bypasses any immunity a target might have to critical hits or precision damage. If a target has dealt damage to an ally they must also make a Fortitude Save or be Stunned for 1d4 rounds. At the end of the round you become exhausted.
Don’t Fear the Reaper (Counter): You may make a Survival check DC equal to the attack roll or Saving Throw DC of the the attack in response to any attack, spell or other effect that would kill you this round. If successful, the effect is negated, as if it had never taken place. This allows you to negate the entire effect if successful, as such it can negate area of effect attacks, as well as effects that would carry secondary effects, so long as the Survival check is made. Others effected by this attack are likewise unscathed if you are successful.
The Guardian
"Anyone can pick up a sword and strike out at another. Not everyone can prevent that person from taking the lives of the innocent. It takes a special breed to take a strike meant for another. I am that breed. I am a Guardian." Deucalion Ambrose- Guardian of Thayne.
Guardians are elite bodyguards and soldiers. While they are just as capable of front lining as any martial adept they are more potent at protecting others. They forgo the glory of leading the charge, for the reward of saving the lives of others, be they party members or innocent civilians. They are masters of redirection and negation of enemy forces. They mix the strength, speed and power of other warriors with tactical prowess and pure willpower to put their very lives on the line for the causes in which they believe.
Becoming a Guardian
Guardians are not created, they are born. It requires a certain willingness and drive to go into battle over and over with the willingness to put your life on the line for others. Unlike most warriors, they purposely put themselves in harms way, accepting that in any battle there will be casualties, and they would rather it be them, than those they care about, or those that are innocent. Many Guardians take this course in the world to redeem themselves for their mistakes. Many have a death wish, or a cause in which they are willing to die for. For some this is a matter of Faith and religion, for others it is an ideology. For some it is a birthright. The methods used by Guardians are only learned through a life time of battle. It is a very particular skill set required.
For your average Guardian, Strength and Constitution are vital. They require the strength to strike down those that seek to harm their charges, and the constitution to take a hit and remain standing, a guardian who is unconscious is of no use to their would be charge. Dexterity allows them to be graceful, quick and agile, all things that are handy when attempting to defend others. Most guardians have prefer to wear armor, though their particular method requires them to be agile and able to move quickly, and as such they tend to avoid any armor which provides an Armor Check Penalty of higher than 4, as such most heavy armors are ignored, unless means are taken to lighten their burden.
This class is appealing to many classes, though geared mostly for those that have a basis in martial combat. Many Crusaders take to this cause, and more than a few Paladins and Fighters have taken this path. It is not unheard of for a Cleric of an appropriate God or Ideal to take this course, though many find that it's lack of spell progression in someways pulls them from their God. It is also not unheard of for a Monk to pursue this path, as they are generally quick and agile and their skills can be quite useful in getting to a charge, and protecting them. Unfortunately, their lack of armor and their reliance on their fists prevents them from making full use of all of the abilities granted by this class.
Entry Requirements:
Base Attack Bonus: +6
Skills: Tumble +5
Feats: Dodge, Mobility, Combat Reflexes, Proficiency with at least 1 type of Shield.
The Guardian Hit Die: 1d12
{table=head]
Level|BAB|Fort|Ref|Will|Maneuvers Known|Maneuvers Readied|Stances Known|Special
1|+1|+2|+0|+2|5|3|1|Shield Other, Bonus Feat
2|+2|+3|+0|+3|5|4|1|Try Again
3|+3|+3|+1|+3|6|4|1|Pick On Someone Your Own Size, Bonus Feat
4|+4|+4|+1|+4|6|4|2|Bring It
5|+5|+4|+1|+4|6|5|2|Retribution[/table]
Class Skills: 6 + Int per level
The Guardians Class Skills (and Key Ability Modifiers) are: Balance (Dex), Climb (Str), Concentration (Con), Heal (Wis), Hide (Dex), Intimidate (Cha), Jump (Str), Knowledge [local] (Int), Knowledge [Tactics] (Int), Knowledge [Royalty and Nobility] (Int), Listen (Wis), Martial Lore (Int), Move Silently (Dex), Ride (Dex), Sense Motive (Wis), Spot (Wis), Survival (Wis), Swim (Str), Tumble (Dex), Use Rope (Dex).
Maneuvers:
Upon taking their first level of The Guardian, a character gains access to a pool of Maneuvers, similar to those of other Martial Adepts. Guardians may choose maneuvers from the following Disciplines: Devoted Spirit, White Raven, Diamond Mind, Iron Heart, Setting Sun, and Righteous Sacrifice (New School, currently in the works) A first level Guardian may select maneuvers and stances from any of the above schools so long as they meet the prerequisites for the maneuver or stance in question.
To recover their manuevers, Guardians must fight defensively, taking no attacks for a full round. When they first ready their maneuvers or change them throughout the course of the day, they must contemplate their purpose through meditation for five minutes.
Shield Other (Ex) (1st Level)
A Guardian at 1st level may choose to apply some or all of his Shield Bonus to the AC of his Charge. At every odd level he can apply an additional +1 to this bonus. At 3rd level, this may be divided among any number of charges, so long as they are withing Reach of the Guardian or are Flanking the same creature. At Fifth Level, a Guardian may use an Immediate action to end this protection to instead take a hit meant for one of his chosen charges. This hit automatically strikes him, regardless of his AC. If the Guardian does so, he may not use this ability for the remainder of the encounter.
Try Again (Ex) (2nd Level)
When an enemy whom you threaten, would attack one of your charges, you may expend the use of an attack of opportunity (Within the normal limit per round) to force that enemy to reroll their attack with a penalty equal to your Guardian Class Level.
Bonus Feat (1st and 3rd Level)
At 1st and 3rd level a Guardian gains a Bonus feat from the Following List. They need not meet the prerequisite. However, if they wear any armor with an Armor Check Penalty greater than 4 they lose access to these feats.
Combat Expertise, Improved Trip, Karmic Strike, Robilar's Gambit, Elusive Relflexes
Pick on Someone Your Own Size (Ex) (3rd Level)
A Guardian can use a Swift Action to attempt to interpose himself between his charge an an aggressor. The Guardian is able as part of this ability to move his Base Speed to reach the target. The Guardian must make a Tumble Check DC 5+ the Strength + Base Attack of the Aggressor. If he is successful, the Aggressor's attack is negated. A Guardian may use this ability 1/day per Guardian class level. If a Guardian wears any armor with an Armor Check Penalty greater than 4 they lose access to this ability.
Bring It (Ex) (4th Level)
A Guardian may make a Touch Attack against anyone who Threatens one of his Charges. If successful, they goad the target, requiring them to make a Will Save DC 10 + the Guardians Base Attack Bonus + the Guardian Class Level
Retribution (Su) (5th Level)
Once per day, a Guardian can turn the attacks of an enemy against them. If the enemy successfully strikes a charge, all damage dealt by that enemy to the charge this round is reflected back upon them, unless they make a Reflex Save = to 10 Plus Damage Dealt. A Guardian that wears any Armor with an Armor Check Penalty Greater than 2, they may not use this maneuver.
New Martial Discipline
If I were to allow the base ToB Classes to take this, I would likely sub it in place of Stone Dragon. Or for Swordsages/Warblades perhaps in place of Tiger Claw instead if they would rather. I have not labeled any of these as Ex/Su, will try to go through and do that tomorrow. Will also fancy it up a bit then too.
Righteous Sacrifice: Key Ability Survival. Discipline Weapons: Long Spear, Shield, Spiked Chain, Halberd, Bastard Sword.
The School of the Righteous Sacrifice is based on willingly putting the needs of your allies above your own. This school, while formidable, is not taught in all academies. This is attributed to the need for the practitioner to be truly willing to sacrifice their well being for others. This is a rare trait among warriors. As such it is much less common than the core disciplines of martial study. This discipline uses many counters as it is often more important to the Adept to protect their charge, than to dispatch their foes. However the power of a practitioner of The Righteous Sacrifice should never be considered unwilling or unable to do what must be done on the field of battle. Often their empathy makes them prone to a willingness to make the hard choices.
1st Level
Sacrificial Posture [Su] (Stance): While in this stance a Martial Adept takes a -4 to AC, but Grants Allies Fast Healing 2. This is a Supernatural Ability.
Righteous Blade (Strike): When a Martial Adept initiates this strike, they channel their righteous will to deal devastating damage to a foe. This strike deals an additional 10 damage to the target.
Righteous Dodge (Counter): The Martial Adept may make a Survival Check, DC 10+Damage Dealt to negate the damage of a single Attack.
Martyr’s Choice (Boost): The Martial Adept may take 1d6 damage in order to immediately gain the benefit of taking 10 on any one skill check, regardless of circumstance.
2nd Level:
Harry the Aggressor (Strike): You may make an flurry of attack against any target that has attacked an ally. You make 1 attack for each IL. These attacks deal no damage, and are made with a cumulative -2 Penalty. Each successful attack reduces the targets attack bonus for the next round by 1.
Rebuff Magic [Su] (Counter): You may make an Survival check to deflect any ranged or melee touch attack used to deliver a spell or psionic power against yourself or an ally within your reach. DC is equal to 10+the casting stat of the caster+ the spell’s level. If you succeed by 10 or more, you may redirect the attack. If you fail by 5 or more both you and the intended target take full effect of the spell. If you were the target, treat it as a Critical Hit. This is a Supernatural Ability.
3rd Level:
Righteous Defense [Su](Stance): While in this stance you gain Fast Healing 2, and may add your Con bonus to your AC. This is a Supernatural Ability.
Dust in the Wind (Strike): You may make a Survival check against a targets Touch AC. If you succeed, you blind the target for 1d4 rounds.
Righteous Aid (Boost): As an Immediate Action you may grant an ally the ability to use your Survival check in the place of any Fortitude save. They must choose which to use before rolling, and before knowing the difficulty of the check.
4th Level:
Press The Aggressor (Strike): As Harry the Aggressor, except the penalty is reduced to -1 cumulative on each attack.
Absorb Magic [Su] (Counter): As an immediate action you may absorb the damage dealt from the source of a spell that would be dealt to an ally. If you would already take this damage, you take double damage instead. You may not attempt any saving throw or other means of negating or lessening this damage. This is a Supernatural Ability.
5th Level:
Defend the Wounded (Counter): You may, as an immediate action grant an ally within five feet a bonus to AC equal to your Armor Class. Until your next turn after using this maneuver your Armor Class becomes 10. This provokes an attack of opportunity.
Destroy the Wicked (Strike): You may make 1 extra attack for every 3 IL. These attacks are at your highest base attack bonus, but all attacks this round suffer a -5 penalty.
Dam the Flow (Counter): You may make an attack of opportunity against any foe that charges you or an ally within 10 feet. If you deal more than 10 points of damage, the target loses their attack this round, though they still have ended their movement in the desired square.
Remove the Threat (Strike): You savagely lash at your target, attempting to disarm them. The target must make a Fortitude Save equal to 10 + Damage Dealt. If successful, they take no damage and are not disarmed. If they fail the save they are disarmed and take full damage. If the target is using natural weapons the chosen weapon cannot be used for 1d4-1 rounds, to a minimum of 1round.
6th Level:
Righteous Wrath (Stance): While in this stance you automatically confirm critical hits against any foe that has attacked and damaged at least 1 of your allies.
Might of the Righteous (Stance): You channel your might into a palpable force that fortifies your mind body and soul, this allows you to add your Strength bonus to all Saves, and as an immediate action, you may instead grant this bonus to all allies within 20ft, but this may only be used on a single type of Save (Fort/Ref/Will) and only on the Next save they make.
Bar the Way (Counter): As an immediate action you become a whirlwind of defense. You strike with force and precision against all that attempt to move within your reach until your next turn. You may make an attack of opportunity again all targets that move within your reach, these do not count against your limit for the round.
7th Level:
Dominance of the Righteous (Strike): You deliver an attack with brutal force, shattering the confidence of the target. The target must make a Will Save against a DC of 10+Damage Dealt, if they fail they will cower from you until your next action.
Defy the Willful (Counter): You may make a Survival Check in place of a Will Save. If successful, you reflect the effect on its caster. This bypasses any immunity to the effect the caster may possess.
8th Level:
The Righteous Stand [Su] (Stance): You are gain Regeneration 10/-. You cannot not be damaged by any effect that requires a Fortitude or Reflex Save. This is a Supernatural Ability.
Crash of Blades (Strike): You deliver a rain of blows upon your target. You gain 1 attack at your highest base attack bonus for each point of Wisdom Damage you voluntarily take. This Wisdom Damage can only be healed by rest or by the Heal spell.
9th Level:
Immortal Wrath of the Righteous [Su] (Stance): You gain the benefits of Might of the Righteous and deal an additional 10 Holy/Unholy damage to all attacks you make. This is a Supernatural Ability.
The Best Defense(Strike): You lash out at all targets in your reach. Each target can be struck only 1 time with this maneuver. Each strike is treated as a critical hit and deals 1d10 Strength damage. This maneuver bypasses any immunity a target might have to critical hits or precision damage. If a target has dealt damage to an ally they must also make a Fortitude Save or be Stunned for 1d4 rounds. At the end of the round you become exhausted.
Don’t Fear the Reaper (Counter): You may make a Survival check DC equal to the attack roll or Saving Throw DC of the the attack in response to any attack, spell or other effect that would kill you this round. If successful, the effect is negated, as if it had never taken place. This allows you to negate the entire effect if successful, as such it can negate area of effect attacks, as well as effects that would carry secondary effects, so long as the Survival check is made. Others effected by this attack are likewise unscathed if you are successful.