Faith, piety, and purity of body and mind are the wellsprings of a warrior’s true power. Devoted Spirit maneuvers harness a practitioner’s spiritual strength and her zealous devotion to a cause. This discipline includes energies baneful to a creature opposed to the Devoted Spirit student’s cause, abilities that can keep an adept fighting long after a more mundane warrior would fall to his enemies, and strikes infused with vengeful, fanatical power.
Key Skill: Intimidate (Cha)
Associated Weapons: Heavy Blades, Hammers, Pole Arms
Level 1 Maneuvers
| Maneuver | Type | Description |
| Crusader's Strike | Strike | Successful attack allows you to heal 1d6 damage +1/level |
| Iron Guard's Glare | Stance | Enemies take a -4 on attack rolls against your allies |
| Martial Spirit | Stance | Heal 2 damage with each successful attack. |
| Vanguard Strike | Strike | Allies gain a +4 bonus on attacks against target. |
Level 2 Maneuvers
*Requires level 3
| Maneuver | Type | Description |
| Foehammer | Strike | Overcome Foe's DR, deal +2d6 damage |
| Shield Block | Counter | Grant shield bonus +4 as AC bonus to Ally |
Level 3 Maneuvers
*Requires level 5
| Maneuver | Type | Description |
| Defensive Rebuke | Boost | Foes you strike must attack you or provoke attack of opportunity |
| Revitalizing Strike | Strike | Successful Attack allows you to heal 3d6 damage +1 per level |
| Thicket of Blades | Stance | 5 foot steps provoke attacks of opportunity from you. |
Level 4 Maneuvers
*Requires level 7
| Maneuver | Type | Description |
| Divine Surge | Strike | Deal +6d8 damage |
| Entangling Blade | Strike | Deal +2d6 damage, target has a -20 foot penalty to speed |
Level 5 Maneuvers
*Requires level 9
| Maneuver | Type | Description |
| Daunting Strike | Strike | Target of attack becomes shaken. |
| Doom Charge | Strike | Charge attack deals extra damage against Good. You gain DR 10/- |
| Law Bearer | Strike | Deal +4d6 damage, +8 Attack against chaotic enemy, gain +5 on saves and AC |
| Radiant Charge | Strike | Deal +6d6 damage against Evil foes. You gain DR 10/- |
| Tide of Chaos | Strike | Charge attack deals extra damage against Law, you gain concealment. |
Level 6 Maneuvers
*Requires level 11
| Maneuver | Type | Description |
| Aura of Chaos | Stance | Reroll and add maximum damage dice |
| Aura of Perfect Order | Stance | Treat all d20 rolls as if you had rolled an 11 |
| Aura of Triumph | Stance | Successful attacks against evil heal 4 points of damage for you and allies. |
| Aura of Tyranny | Stance | Drain hit points from allies |
| Rallying Strike | Strike | Successful attack heals you and allies in 30' burst for 3d6 damage + 1 per level. |
Level 7 Maneuvers
*Requires level 13
| Maneuver | Type | Description |
| Castigating Strike | Strike | Deal +8d6 damage and trigger area blast |
| Shield Counter | Counter | Shield bash cancels foe's attack |
Level 8 Maneuvers
*Requires level 15
| Maneuver | Type | Description |
| Greater Divine Surge | Strike | Deal +8d8 damage, also gain +1 attack and +2d8 damage for each point of Con damage you voluntarily take. |
| Immortal Fortitude | Stance | You cannot die due to hit point damage |
Level 9 Maneuvers
*Requires level 17
| Maneuver | Type | Description |
| Strike of Righteous Vitality | Strike | Successful attack grants Heal spell |





