expand_less Zaratorn is a versatile defensive specialist who focuses on parrying or countering attacks on himself or his allies.  His abilities lend themselves to longer fights, and he could expect to win most wars of attrition.  Unlike most combatants, he fights as much or more on his enemies' turns as on his own.
Anytime he expects danger, he should assume the Ready the Draw stance as a swift action.  Typically this is before combat has even begun.  Since he doesn't need to draw his weapon to assume this stance, he can safely ready himself in social situations or without signaling his intentions (to all but the most astute opponents).  Whenever possible, he should position himself within 15 feet of his allies to ensure he can protect them at a moment's notice.
Once battle has begun, he should use a swift action to switch to the Iron Guard Glare stance.  If his allies are nearby, he can then activate his Patrol as a full-round action.  This has no immediate effect, but once an enemy attempts to attack one of Zaratorn's allies, that enemy takes a penalty on the attack, and Zaratorn can move to intercept the attack before it strikes his ally.  If he's already adjacent to his ally, he may spend an attack of opportunity and a parry attempt to try to parry the attack (effectively adding +6 to +8 on his attack).  If his attack roll is greater than his enemy's, that enemy's attack is negated.  For now, he can only do this once per enemy per round.  When he needs to move into an adjacent position, this requires the expenditure of an additional attack of opportunity.  Each enemy that directly targets him with an attack may be subject to a second parry.
If ever his parries were to fail (especially on attacks against himself), Zaratorn can initiate a counter as an immediate action as a last-ditch effort.  If this succeeds, he can follow up with an extra attack as a free action.  Against spells or similar unconventional attacks, he can fracture time itself to give himself a reroll by expending an attack of opportunity.  Generally, Zaratorn will threaten a wider area than he appears to, tricking his enemies into provoking attacks of opportunity.  Whenever he damages an enemy, he can apply an armiger's mark as a free action, further reducing their chance to hit his allies.  When they finally do turn to face him, they'll find that he has a number of powerful attacks of his own, which he is free to unleash whenever he doesn't need to maintain his Patrol.  In addition to his mastery of melee weapons, he's also a skilled sniper with elven longbows.
When absolutely necessary, he can call upon his ancestors to take up their ancient weapons and fight at his side.  Usually, however, he simply consults them in meditation and prayer.  Now that the Baldric Briar is awakened, he may converse with it telepathically, gaining insights or simply passing the time.  Out of combat, Zaratorn is still a proud, noble elf in exile.  Reasonably skilled in intrigues of the court, he's comfortable rubbing shoulders with royalty.  Likewise, he feels at home in the wilds of the world, where he's learned to hunt and survive as well as any predator.