Lastwall Sentry

All archetypes

  • Uncommon

While the nation of Lastwall is gone, leaving only the horror of the Gravelands behind, you refuse to give up and renounce your oaths. You've renewed your vows, swearing to combat the influence of the Whispering Tyrant wherever it might strike across Golarion.

Lastwall Sentry Dedication Feat 2

  • Uncommon
  • archetype
  • dedication

Prerequisites member of the Knights of Lastwall, Shield Block

Access You are from the Eye of Dread region.


You've sworn yourself as a sentry for the Knights of Lastwall, the first line of defense against incursions by the Whispering Tyrant throughout Golarion. You become trained in Athletics and in Undead Lore; if you were already trained, you become an expert instead. Finally, you gain the Reactive Shield fighter feat.

Source: Pathfinder Lost Omens World Guide

Always Ready Feat 4

  • archetype

Extensive training against undead has taught you to cover your weak points, even when you think that you're alone. You aren't Off Guard to Hidden, Undetected, or flanking undead of your level or lower. However, the undead can still help their allies flank. If all of your opponents are undead, you gain a +1 circumstance bonus to initiative rolls; the GM determines whether to apply this bonus if undead are disguised as another type of creature, if another type of creature is disguised as undead, or if there are additional opponents you haven't noticed who aren't undead.


Source: Pathfinder Lost Omens Knights of Lastwall

Bless Shield Feat 4

  • archetype
  • divine

Your uttered prayers become an aegis, drawing the blessing of your deity across the surface of your shield. Until the beginning of your next turn your shield, any shield boss, or shield spikes gain the effects of a ghost touch property rune. Additionally, damage you take as a result of an incorporeal creature's Strike can trigger your Shield Block reaction, even if the damage isn't physical damage.


Source: Pathfinder Lost Omens Knights of Lastwall

Eye Of Ozem Feat 4

  • archetype

You've learned how to spot danger at a distance, allowing you to serve as a sentry with ease. You gain a +2 circumstance bonus to initiative rolls when using Perception, and when you're Scouting, you grant your allies a +2 circumstance bonus instead of +1.


Source: Pathfinder Lost Omens World Guide

Familiar Foe Feat 4

  • archetype
  • skill

You regularly face off against undead and can identify many with a glance. You gain a +1 circumstance bonus on skill checks to Recall Knowledge about undead. Whenever you roll a critical failure on a check to Recall Knowledge about undead, you get a failure instead.


Source: Pathfinder Lost Omens Knights of Lastwall

Final Rest Feat 4

  • archetype
  • skill

As stubborn in death as you are in life, you vow you'll never aid your hated enemies. You can't be transformed into an undead, except by effects that originate from an artifact or deity. Undead creatures that touch your corpse take 1 vitality damage each time they do, or 1d6 vitality damage each time they expose themselves to your corpse in a more thorough manner, such as by biting or carrying your corpse.


Source: Pathfinder Lost Omens Knights of Lastwall

Necromantic Resistance Feat 4

  • archetype

As part of your training, you've inured yourself against necromancy through repeated exposure. You gain a +1 circumstance bonus to saves against necromancy effects and gain resistance to void damage equal to half your level.


Source: Pathfinder Lost Omens World Guide

Nonlethal Takedown Feat 4

  • archetype

You prefer to use nonlethal means against living opponents, but the weapons you carry are lethal enough to destroy undead. You don't take the normal -2 circumstance penalty when attacking nonlethally with a weapon that lacks the nonlethal trait.


Source: Pathfinder Lost Omens Knights of Lastwall

Rescuer's Press Feat 4

  • Rare
  • archetype

Any shield you wield gains the shove trait. When you Shove using a shield and Stride as part of that action, you can move an additional 5 feet to either side of the creature you Shoved. In addition, if you are in the Everstand Stance and successfully Shove a creature using a shield that you wield two-handed, you can increase the distance of your Shove to 10 feet.


Source: Pathfinder Lost Omens Legends

Grave Sense Feat 6

  • archetype

Your time spent hunting the undead allows you to sense them. You sense undead as a vague sense similar to a human's sense of smell, an uncomfortable sensation akin to smelling something cloying and rotting. When in proximity to the undead, you eventually sense their presence, though you might not do so instantly, and you can't pinpoint their location. An undead using a disguise or otherwise trying to hide its presence must attempt a Deception check against your Perception DC to hide its presence from you. If the creature succeeds at its Deception check, it is then temporarily immune to your Grave Sense for 1 day.


Source: Pathfinder Lost Omens World Guide

Practiced Opposition Feat 6

  • archetype

You've battled more undead than you care to remember, often with little time to prepare between foes, forcing you to rely on experience and muscle memory to guide your blade. Attempt a check to Recall Knowledge about an undead you can see and then Strike that undead. If your attempt to Recall Knowledge is successful, your Strike treats the target's resistances as 5 lower. The target is then immune to your Practiced Opposition for 24 hours.


Source: Pathfinder Lost Omens Knights of Lastwall

Repulse The Wicked Feat 6

  • archetype

Trigger An undead within your reach critically fails an attack roll targeting you.


You use your foe's failure as an opening to push them away. You attempt to Shove the undead.

Source: Pathfinder Lost Omens Knights of Lastwall

Sacred Armaments Feat 6

  • archetype

Through the power of your faith or the blessing of a priest, your weapons are fully effective against incorporeal creatures. Weapons you wield have the effects of a Ghost Touch property rune for as long as you wield them.


Source: Pathfinder Lost Omens Knights of Lastwall

Flashing Shield Feat 8

  • archetype

Trigger You use the Shield Block reaction, and the opponent that triggered the Shield Block is undead and adjacent to you.


Your shield flares with holy light as you block the attack, searing the undead with the power of your faith. The triggering undead takes vitality damage equal to half your level and becomes Off Guard for 1 round.

Source: Pathfinder Lost Omens Knights of Lastwall

Necromantic Bulwark Feat 8

  • archetype

Regular exposure to necromantic effects left you better able to defend against them. When you have your shield raised, you gain your shield's circumstance bonus to saving throws against effects that would deal void damage. If you have the Shield Block reaction, void damage you take can trigger the reaction, even though the damage isn't physical damage.


Source: Pathfinder Lost Omens Knights of Lastwall

Necromantic Tenacity Feat 8

  • archetype

Your training against necromantic effects allows you to escape the worst of their touch. If you roll a success on a saving throw against a necromancy effect, you get a critical success instead; if you roll a critical failure on such a save, you get a failure instead.


Source: Pathfinder Lost Omens World Guide

Lastwall Warden Feat 10

  • archetype

You use your shield to protect your allies, not just yourself, especially against the undead. When you have a shield raised, you can use your Shield Block reaction when an attack is made against an ally adjacent to you, in addition to its usual trigger. If you do, the shield prevents that ally from taking damage instead of you, following the normal rules for a Shield Block.

If an undead makes an attack against an ally within 10 feet, you can Step to become adjacent to your ally and then use Shield Block as part of the same reaction.


Source: Pathfinder Lost Omens World Guide

No Stranger To Death Feat 12

  • archetype

Your regular exposure to the insidious putrescence of undeath inured you to its effects. You gain a +2 circumstance bonus to saving throws made against spells and effects with the death, disease, and evil traits. Whenever you become Drained or Sickened, reduce the status penalty you take from the condition by 1, to a minimum of 0.


Source: Pathfinder Lost Omens Knights of Lastwall

Resolute Defender Feat 14

  • archetype

You hold your shield together with the power of your faith and conviction, refusing to let wood splinter and steel shatter until the day's battles are won. If a shield would be destroyed due to damage taken during your Shield Block, the shield remains intact at 1 Hit Point instead. Its construction is weakened until you repair it, preventing you from using Resolute Defender to save the same shield again until your next daily preparations.


Source: Pathfinder Lost Omens Knights of Lastwall

Thwart Evil Feat 14

  • archetype

Frequency once per day

Trigger A creature you can see uses a spell or ability that has the evil or void traits.


You react instinctively when you sense evil forming, thrusting your spiritual energy toward the source to snuff out evil before it fully manifests. Attempt to counteract the triggering spell or ability using your Religion modifier as your counteract modifier.

Source: Pathfinder Lost Omens Knights of Lastwall

Withstand Death Feat 16

  • archetype

Through repeated exposure, you've trained to resist the damage wrought by undead. Your resistance to void damage also applies to damage dealt by the attacks and abilities of undead creatures, regardless of damage type.


Source: Pathfinder Lost Omens Knights of Lastwall

Spirit Of Vigil Feat 18

  • archetype

Though the city of Vigil itself has been destroyed, you will carry on its warrior spirit to the end of your days. The value of your Dying condition at which you die increases by 1 (normally to dying 5, or dying 6 if you have Diehard), and the reduction to your maximum dying value from the Doomed condition is 1 less severe (to a minimum of 0).


Source: Pathfinder Claws of the Tyrant

Uncanny Vitae Feat 18

  • archetype

Your warrior spirit is infused with a potent vital essence that imbues your gear. Any shield you wield treats its Hardness as 5 higher against damage dealt by undead creatures.


Source: Pathfinder Claws of the Tyrant

Cenotaph Stance Feat 20

  • archetype
  • stance

Requirements You're wielding a shield.


You take on a stance that marks your location as a place where none will fall. When you enter this stance and at the beginning of each of your turns while in Cenotaph Stance, you gain 10 temporary Hit Points that last until the start of your next turn. If you move or are forced to move, you automatically leave Cenotaph Stance. While in Cenotaph Stance, you're treated as always having the required shield raised. In addition, you can use your Shield Block reaction when an ally within 15 feet of you takes physical damage, in addition to its normal trigger, thus preventing the ally from taking damage instead of you. Finally, you gain an additional reaction at the start of each of your turns that can be used only for Shield Block.


Special If you can use Shield Block to reduce damage that isn't physical damage (for instance, if you have the Bless Shield or Necromantic Bulwark feat), you can use your Shield Block reaction when an ally within 15 feet of you takes damage that you could prevent with Shield Block.

Source: Pathfinder Claws of the Tyrant

Lastwall Sentry Feats