Eagle Knight

All archetypes

  • Uncommon

When most people around the Inner Sea think of Andoran, the first thing they picture is an Eagle Knight, resplendent in blue and silver armor. Ever since the People's Revolt, the order has existed to safeguard the core principles of Andoran: equality, justice, and liberty. These knights are recognized for their loyalty to the ideals of the nation above all else, including personal ambition or service to a commanding officer. Most Eagle Knights serve a specific branch—the home guard of the Golden Legion, the evangelical Steel Falcons, or the clandestine Twilight Talons—but all Eagle Knights dedicate themselves to the stability and integrity of Andoran. Their newest cohort, the Platinum Wing, is experimenting with firearms.

Additional Feats: 4th Quick Draw; 8th Reactive Striker; 10th Blind Fight, Hazard Finder; 12th Tactical Reflexes; 16th Determination

Eagle Knight Dedication Feat 2

  • Uncommon
  • archetype
  • dedication

Prerequisites trained in Diplomacy and Society


Access You're invited by a current member of the Eagle Knights or the People's Council.


Eagle Knights are the marshals and envoys of Andoran and are committed to keeping the peace. On the first round of combat, if you roll Diplomacy for initiative, creatures that haven't acted are Off Guard to you. You gain the Additional Lore skill feat for Politics Lore. If you were already trained in Politics Lore, you also become trained in a Lore skill of your choice. You can use Politics Lore to Make An Impression on or make a Request of government officials (or similar figures) or to Gather Information about them. If you critically succeed at a check to Gather Information with Politics Lore, you know the information without having to spend any time gathering it.

Source: Pathfinder Lost Omens Shining Kingdoms

Commitment To Equality Feat 4

  • archetype
  • auditory
  • mental
  • skill

You help an ally shake off any impediment that would give an enemy an unfair advantage. You rally a creature within 30 feet in an attempt to reduce its Frightened or Stupefied condition. If a creature has multiple conditions from this list, choose one. When you're a master in Diplomacy, add Clumsy and Enfeebled to the list of conditions. When you're legendary in Diplomacy, add Stunned to the list of conditions; if the stunned condition has a duration instead of a value, you can't use Commitment to Equality to reduce it.

Attempt a Diplomacy check against the saving throw DC of the effect that caused the condition; if there was no saving throw DC, use the hard DC for the level of the creature, hazard, or item that caused the effect. You can't treat a condition that came from an artifact or effect above 20th level unless you're legendary in Diplomacy; even if you can, the counteract DC increases by 10. You can't treat a condition that is part of a curse or disease or is a natural state of the target. Once you attempt to treat a target's condition, that target is immune to further attempts for 1 hour, regardless of the result.


Critical Success Reduce the condition's value by 2.

Success Reduce the condition's value by 1.

Critical Failure Increase the condition's value by 1.

Source: Pathfinder Lost Omens Shining Kingdoms

Interpose Feat 4

  • archetype
  • flourish

You put yourself between an ally and danger. Stride up to your Speed. You must end your movement adjacent to an ally. You and your ally then swap positions with each other. After changing positions, you can make a melee Strike against an enemy within your reach.


Source: Pathfinder Lost Omens Shining Kingdoms

Commitment To Justice Feat 6

  • archetype
  • flourish

Requirements You witnessed a creature kill or reduce an ally to 0 Hit Points since your last turn.


When your allies are harmed, you deliver retribution. Make a Strike against the required creature. If this Strike hits, you gain a circumstance bonus to damage equal to three times the number of weapon damage dice.

Source: Pathfinder Lost Omens Shining Kingdoms

Commitment To Liberty Feat 6

  • archetype
  • flourish

Requirements A creature has an ally Grabbed or Restrained.


You can't abide when a foe has one of your allies in its grip. Make a Strike against the required creature. If this Strike hits, the grabbed or restrained ally can immediately attempt to Escape as a free action. If the Strike was a critical hit, that ally gains a +2 circumstance bonus to their Escape attempt.

Source: Pathfinder Lost Omens Shining Kingdoms

Bolster Ally Feat 8

  • archetype
  • auditory

Frequency once per 10 minutes

Trigger One of your allies within 30 feet is targeted by a spell or ability that allows a saving throw.


You shout encouragement to your embattled ally. The ally can use your saving throw modifier instead of their own against the triggering spell.

Source: Pathfinder Lost Omens Shining Kingdoms

Stir Allies Feat 10

  • archetype
  • auditory
  • flourish

You shout a command for your allies to scramble. Allies within 30 feet can use a reaction to Step. If you're legendary in Diplomacy, they can instead Stride.


Source: Pathfinder Lost Omens Shining Kingdoms

Aura Of Confidence Feat 12

  • archetype
  • emotion
  • mental

Your will and your faith in your nation is unassailable, and the feeling is contagious. You gain resistance to mental damage equal to half your level. You and all allies within 15 feet gain a +2 status bonus to saving throws against mental effects.


Source: Pathfinder Lost Omens Shining Kingdoms

Talmandor's Shout Feat 12

  • archetype

Frequency once per day

Requirements You witnessed a creature deal damage to an ally within 30 feet since your last turn.


After seeing an enemy harm one of your allies, you deliver a righteous shout in the name of the celestial Talmandor. Attempt an Intimidation check to Demoralize, comparing the result to the Will DC of each enemy within a 60-foot emanation; this Demoralize attempt doesn't take any penalty for not sharing a language. It's possible to get a different degree of success for each target.

Source: Pathfinder Lost Omens Shining Kingdoms

Even The Odds (Eagle Knight) Feat 14

  • archetype
  • fortune

Frequency once per day


Even when overpowered, Eagle Knights hold out hope. If your next action is to use Commitment To Equality, you roll the Diplomacy check twice and take the higher result. If you succeed, the target also gains 25 temporary Hit Points that last for 1 minute.

Effect: Even The Odds (Eagle Knight)

Source: Pathfinder Lost Omens Shining Kingdoms

Immediate Rebuke Feat 14

  • archetype

You can use Reactive Strike when a creature within your reach Strikes one of your allies.


Source: Pathfinder Lost Omens Shining Kingdoms

Eagle Knight Feats