1st - Aura of Protection - You know the remaining hit points and conditions of all allies within 60ft; this increases by 60ft per level. Allies get a +1 insight bonus to AC when within this aura.
4th - As an immediate action, you can remove the flat-footed or flanked conditions from an ally within 60ft for 1 round.
7th - When you are fighting against an aberration, outsider, or undead, your critical hits deal an additional 1d10 force damage.
10th - When you make a Fortitude save, if you are successful you take no effects; on a failed save you take the results as normal. When you are at 0 or less HP, you gain 4/- DR and add +2 to your attack rolls, damage rolls, saving throws, and caster level or manifester level checks. If you would be brought to a lethal amount of negative damage from an attack, you can, as an immediate action take 1 standard action; if this is an attack, treat it as a successful critical hit, or if it is a spell, treat that spell as though it was Maximized