Knight Vigilant

All archetypes

  • Uncommon

Taking their lead from heroic stories of the Shining Crusade, the knights vigilant stand as a courageous example of morality and honor.

Knights of Lastwall Archetypes

The following archetypes are uncommon but are available to members of the Knights of Lastwall. Qualifying characters with the Lastwall sentry archetype can select one of these dedications even without gaining three feats from the Lastwall sentry archetype, and each of these archetypes' feats fulfills the Lastwall Sentry Dedication's special requirement despite not being from the Lastwall sentry archetype.

Knight Vigilant Dedication Feat 6

  • Uncommon
  • archetype
  • dedication

Prerequisites trained in Religion, any good alignment, member of the Knights of Lastwall of knight rank


You are dedicated to the cause of the Shining Sentinels. You gain expert proficiency in Religion. When you are between an ally and a foe and would provide lesser cover to your ally against the foe's attacks, you twist to become even more obtrusive, providing standard cover instead.

Source: Pathfinder Lost Omens Character Guide

Divine Healing Feat 8

  • archetype

Although you aren't a proper champion of your faith, your deity still recognizes your efforts and provides you with a small divine ability to help others. You gain the Lay On Hands devotion spell.

You gain a focus pool of 1 Focus Point or increase the number of Focus Points in your focus pool by 1. You refill your focus pool during your daily preparations, and you regain 1 Focus Point by spending 10 minutes using the Refocus activity to pray to your deity or perform service toward their causes. You are trained in divine spell attack rolls and spell DCs. Your spellcasting ability is Charisma.

You must refrain from performing your deity's anathema or lose the ability to cast this spell until you atone.


Source: Pathfinder Lost Omens Knights of Lastwall

Interrupt Charge Feat 8

  • archetype

Trigger A foe within reach attempts to move away from you.

Requirements You have a hand free.


You attempt to snag the foe before they run away. Attempt an Athletics check against the higher of the triggering creature's Athletics DC or Fortitude DC.


Critical Success You disrupt the movement.

Success You are able to slow the triggering creature down. It takes a –10-foot circumstance penalty to its Speed for the rest of its triggering movement. This penalty might cause the triggering creature's movement to end immediately based on its affected Speed.

Failure As success, but the creature instead takes a –5-foot circumstance penalty to its Speed.

Source: Pathfinder Lost Omens Knights of Lastwall

Unshakable Idealism Feat 8

  • archetype

Your faith and hope can't be shaken, and you won't flee when lives are at stake. You gain a +1 circumstance bonus on saves against fear effects and emotion effects that inflict despair. When you would gain the fleeing condition, you can choose to stand your ground and be stunned for the effect's duration as well, preventing you from running and allowing you to re-enter the fight more quickly when the effect ends.


Source: Pathfinder Lost Omens Character Guide

Stalwart Standard Feat 10

  • Uncommon
  • archetype

Your banner makes it harder for your foes to push your allies around and encourages your allies to protect the innocent. Allies benefiting from your Cavalier's Banner feat also gain a +1 circumstance bonus to their Fortitude and Reflex DCs against attempts to Disarm, Grapple, Shove, and Trip. Each benefited ally also gains a +1 status bonus to attack rolls against any creature that has dealt damage to an innocent of a lower level than that ally within the last round; summoned creatures, companions, or any creatures you or your allies put into danger on purpose to attempt to gain this bonus don't count.


Source: Pathfinder Lost Omens Knights of Lastwall

Emissary Of Peace Feat 10

  • archetype

Even when bloodshed is inevitable, you would rather see your foes surrender. You attempt a Diplomacy check to Make An Impression against a single foe whose Hit Points are at less than half of their maximum value, followed by an immediate Request to convince that creature to cease fighting. You take a -5 penalty to your Diplomacy check. The GM sets the DC of the Request based on the circumstances; it's generally at least a very hard DC for the creature's level. Some creatures might simply refuse, and those who agree to parley might find your arguments lacking and start fighting again.


Source: Pathfinder Lost Omens Knights of Lastwall

Endure Death's Touch Feat 10

  • archetype

Requirements You are wearing medium or heavy armor in which you have expert proficiency.

Trigger An undead hits you with an unarmed attack.


Your conviction redirects the undead's attack through your armor and then harmlessly away. You gain resistance 5 to physical damage and resistance 10 to void damage against the triggering attack. You gain a +2 circumstance bonus on any saving throws against effects from the undead's natural attack; if you succeed at the saving throw, you get a critical success instead.

Source: Pathfinder Lost Omens Character Guide

Instant Armor Feat 10

  • archetype

A knight is nothing without their armor, and you know how to keep yours ready. You can perform a 10-minute ritual, which has the conjuration and magical traits, to divert a set of heavy armor you are wearing into an extradimensional space connected to you. While the armor is in this space, you can use a three-action activity, which has the concentrate, conjuration, and teleportation traits, to phase the armor back and instantly don it. The armor automatically phases away if you don another set of armor, if you become Unconscious, or if you die. If you are incapable of wearing the armor when it phases back, it appears in your square instead.


Source: Pathfinder Lost Omens Knights of Lastwall

Lead The Way Feat 10

  • archetype

You move forward, creating an opening for others to follow. Choose one adjacent ally who has a reaction available. You Stride, and that ally can use their reaction to immediately Stride. The ally must end their Stride adjacent to you. If the ally Strides in this way, they don't trigger reactions that are normally triggered by movement. You, however, still trigger those reactions normally.


Source: Pathfinder Lost Omens Knights of Lastwall

Vigil's Walls Rise Anew Feat 10

  • Rare
  • archetype

As part of daily preparation, you can drill with a number of allies up to your Charisma modifier. These allies must be present and listening during this time, but this does not otherwise impede their own preparation. When you use this feat's benefit, you and all drilled companions within 30 feet who are wielding shields Raise A Shield. Allies who Raise their Shields keep them raised until the start of their next turn, as normal.


Source: Pathfinder Lost Omens Legends

Aegis Of Arnisant Feat 12

  • archetype

Requirements You are wielding a shield.


Inspired by the tale of Arnisant, you transform your shield into a magic ward. Until the beginning of your next turn, you gain the Absorb Into The Aegis reaction.

Source: Pathfinder Lost Omens Character Guide

Guarded Advance (Knight Vigilant) Feat 12

  • archetype

You slowly advance on the battlefield, taking utmost caution. You either Step and Raise A Shield or Raise a Shield and Step.


Source: Pathfinder Lost Omens Knights of Lastwall

Knight In Shining Armor Feat 12

  • archetype

As a knight in shining armor, you train daily in the heaviest armor, expanding your expertise to heavy armor. You gain expert proficiency in heavy armor.


Source: Pathfinder Lost Omens Character Guide

Vigilant Benediction Feat 12

  • archetype

Unwilling to be outdone by the Crimson Reclaimers and their oath, you've petitioned the gods of good for a sliver of divine magic. Choose one of the following deities whose requirements you meet-for the Any Deity option below, you can select a deity the GM deems appropriate-and one of the listed spells. You can Cast that Spell once per day as a 4th-rank divine innate spell, and you become trained in spell attack modifiers and DCs. At 14th level, the spell heightens to 5th level; at 16th level, the spell heightens to 6th level. Once you've selected a deity and a spell, you can't change this selection. You don't need to worship the deity as your patron deity, as they are willing to grant this boon on behalf of your worthy cause. You must refrain from performing your deity's anathema or lose the ability to cast this spell until you atone.

Special You can select this feat a second time at 14th level, gaining a second spell to cast once per day from your chosen deity's list or the Any Deity list, and you become an expert in spell attack modifiers and DCs. You can select this feat a third time at 18th level. If you do, you gain a third spell to cast once per day from your chosen deity's list or the Any Deity list, and all three spells are heightened to 7th level.


Source: Pathfinder Lost Omens Knights of Lastwall

Instinctual Interception Feat 14

  • archetype

You react to movement with hardly a thought, seeming constantly poised to spring. At the start of each of your turns, you gain an additional reaction that you can use only to Interrupt Charge.


Source: Pathfinder Lost Omens Knights of Lastwall

Keep Up The Good Fight Feat 14

  • archetype
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Source: Pathfinder Lost Omens Knights of Lastwall

Preternatural Polish Feat 16

  • archetype
  • exploration
  • skill

Armor you polish shines with righteous grace. You can take 10 minutes to recite prayers or oaths while polishing a suit of heavy armor that you or a willing creature is wearing. If you do, attempt a DC 35 Crafting check with the following results. The armor then becomes temporarily immune to this ability until your next daily preparations.


Critical Success Once in the next hour, the creature wearing the polished armor can use a reaction to shine majestically. This reaction is triggered when they would be affected by a spell or ability with the darkness trait. The creature attempts a counteract check against the triggering effect using your Crafting modifier. Additionally, the creature wearing the polished armor gains an additional reaction at the start of each of their turns that can be only used for this reaction.

Success As critical success, but the creature wearing the polished armor doesn't gain an additional reaction at the start of each of their turns.

Source: Pathfinder Claws of the Tyrant

Rallying Charge (Knight Vigilant) Feat 16

  • archetype

When you lead your allies to the front lines, you leave no one behind. When you Lead The Way, instead of choosing one ally that has a reaction available, you can choose any number of allies within 10 feet of you. Any chosen allies that use their reaction to immediately Stride as part of you Leading the Way can end their Stride anywhere within 10 feet of you.


Source: Pathfinder Claws of the Tyrant

Body Barrier Feat 18

  • archetype

Trigger You and at least one ally are in the area of an effect that requires a Reflex save.


When your allies are in danger, you don't hesitate to take the brunt of the blow for them. You grant all allies in the area standard cover against the triggering effect, and you gain weakness to all damage against the triggering effect equal to twice the number of allies that gain cover in this way.

Source: Pathfinder Claws of the Tyrant

Empyreal Aura Feat 20

  • archetype
  • aura

As an ultimate foe of evil and protector of the innocent, your very presence is a ward against evil. Each evil creature within 30 feet of you at the end of your turn must succeed at a Will save against the higher of your class DC or spell DC or else become Slowed 1 (Slowed 2 on a critical failure). On a successful save, the creature is temporarily immune for 10 minutes.


Source: Pathfinder Lost Omens Knights of Lastwall

Tower Shield Mastery Feat 20

  • archetype

You've learned how to maximize the defensive abilities of your tower shield. You are constantly Quickened and can use the additional action only to Take Cover behind your tower shield after you have Raised it.


Source: Pathfinder Lost Omens Knights of Lastwall

Knight Vigilant Feats