Some train themselves specifically to aid their allies when they are being attacked, intercepting said attacks for those who do not take hits so easily.
Rush to the Rescue: Outside of your turn you can move up to your move speed as long as you end your movement adjacent to an ally.
Take the Hit: If an adjacent ally would take damage from an attack, you can spend 5 Stamina to take the damage from the attack roll instead, choosing which part of your armor it hits as normal.
Unhindered: Once per encounter you can ignore any speed reductions that would be applied by your armor or any penalties being applied to you which affect move speed for a number of rounds equal to your Agility.
Jaunt Back (Sword/Polearm Technique): Spend 2 Stamina after making an attack roll to be able to move 1 square away from the opponent you just hit. This can be used outside of your turn or if you've already exhausted all of your movement on your turn.