Library of Metzofitz Wiki
Advertisement

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

Associated Skills: Intimidate 

Associated Weapon Groups: Hammers, heavy blades, and polearms 

Martial Tradition: Loyal Order of the Branded Waerloch 

Title Veil: The Watcher

Style Feats:

Combo Feats:

Special Note: Maneuvers from this discipline are universally supernatural in nature, drawing as they do on the initiator’s ability to manipulate fear. As such, they are supernatural abilities.

1st Level Eternal Guardian Maneuvers

Maneuver Type Description
Guard’s Oath Strike On 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 Protector Strike Your attack grants an ally a +2 bonus to AC.
Terrifying Blow Strike Your attack may frighten the target. Deals +1d6 damage against a cursed opponent.
Valiant Keeper’s Stance Stance Allies do not provoke attacks of opportunity when moving through squares you threaten.
Vigilant Keeper’s Stance Stance Enemies treat squares your threatened area as difficult terrain.
Warden’s Bearing Boost You 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.

2nd Level Eternal Guardian Maneuvers

Maneuver Type Description
Debilitating Fear Boost Daze a cowering, shaken, frightened, or panicked opponent.
Fear the Reaper Counter Intimidate an opponent into missing an ally.
Oath of the Intercessor Counter You take a blow meant for an ally.
Strike of the Royal Guardian Strike Your attack reduces your opponent’s damage and curses them.
Relentless Warden’s Strike Strike You teleport to a creature that is cursed or afraid, then make a melee attack that deals +2d6 damage.

3rd Level Eternal Guardian Maneuvers

Maneuver Type Description
Binding Fetters Boost Your 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 End Counter You dare your foes to enter your protected sanctum, dramatically increasing your threatened area and gaining additional attacks of opportunity.
Stance of the Eternal Guardian Stance You tie your soul to a creature, giving benefits similar to a shield other spell.
Swallow Your Fear Counter You 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.

4th Level Eternal Guardian Maneuvers

Maneuver Type Description
Grim Guard’s Laughter Strike Your 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 Torpor Boost Your attacks lay a binding curse on their targets, possibly slowing them if they move.
Strike of the Steadfast Legion Strike Your 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 Rebuke Counter You force an opponent to reroll a successful saving throw. Cursed creatures take a –2 penalty on that reroll.

5th Level Eternal Guardian Maneuvers

Maneuver Type Description
Jailer of the Damned Stance You ignore immunity to mind-affecting and fear effects, and you gain a +2 bonus on combat maneuver attempts against afraid creatures.
Unbearable Gaze Counter You blind an opponent, potentially causing their attack or spell to miss.
Shackles of the Condemned Strike Your attack deals +5d6 damage and you shackle yourself to your target with supernatural chains, entangling them.
Stand Your Ground Counter You and an ally take half damage from attacks and effects for one round.

6th Level Eternal Guardian Maneuvers

Maneuver Type Description
Charge of Dismay Strike Charge attack that deals +6d6 damage, does not provoke attacks of opportunity, and may frighten nearby enemies.
Inescapable Fetters Boost Your 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 Grasp Stance Cursed 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 Focus Counter Your allies within 60 feet do not provoke attacks of opportunity for one round.
Strike of Sacrifice Strike Your attack deals +6d6 damage and you transfer some of your AC to allies within 30 feet.

7th Level Eternal Guardian Maneuvers

Maneuver Type Description
Curse of Impending Doom Strike Your attack deals +6d6 damage, curses the target, and inflicts a growing penalty on attack rolls, saving throws, and skill checks.
Grim Satisfaction Boost Your next attack may cause the target to cower in fear for one round.
Unbreakable Promise Counter Opponents within 60 feet must make a Will save or become unable to reduce other creatures below 0 hit points.

8th Level Eternal Guardian Maneuvers

Maneuver Type Description
Crushing Rebuke Counter You Intimidate an enemy, causing them to fail attack rolls for the rest of their turn.
Hammer of the Immortal Strike You 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 Warrior Stance Your threatened squares remain threatened for one round, and you can teleport to an opponent within your threatened area as an immediate action.

9th Level Eternal Guardian Maneuvers

Maneuver Type Description
Oath of Eternity Counter You swear a large area around you to be under your protection, massively increasing your threatened area and gaining additional attacks of opportunity.
Advertisement