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 Eternal Guardian is a supernatural discipline, and all abilities within are considered supernatural abilities and follow the rules and restrictions of such.

Key Skill: Intimidate.
Discipline Weapons: Heavy Blade, Mace, and Polearm.

Inflict Curse

Some techniques in Eternal Guardian have the curse descriptor. These techniques, 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 techniques, with the exception of any weapon damage inflicted by them.

Many curse techniques inflict the Cursed condition. By itself, the cursed condition does nothing, but other maneuvers or abilities have an increased effect on cursed creatures or can only be used on cursed creatures (see individual technique 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.