Ulfen Guard

All archetypes

  • uncommon

Founded by Hyrotte I in 3129 ar, the Ulfen Guard is loyal to the Primogen Crown only, a promise upheld by a member's dedication to their principals. Other than being responsible for the Grand Princess's safety, Ulfen Guards also occasionally take on missions, open and secretive, on the Grand Princess's orders.

Additional Feats: 4th Reactive Striker; 8th Guardian's Deflection, Shield Warden

Ulfen Guard Dedication Feat 2

  • Uncommon
  • archetype
  • dedication

Prerequisites member of the Ulfen Guard, trained in Athletics and Intimidation

Access At least one of your parents is Ulfen.


Central to your Ulfen Guard training is the ability to protect an ally. You gain the Additional Lore skill feat for Warfare Lore. If you were already trained in Warfare Lore, you also become trained in a Lore skill of your choice. You gain the Designate Ally action.

It's anathema for you to abandon your designated ally or allow your designated ally to die when you can prevent it. If you violate this anathema, you lose the ability to Designate Ally and any feats that use this ability until you spend 1 day of downtime reaffirming your dedication to your allies.

Source: Pathfinder Lost Omens Shining Kingdoms

Defender's Grit Feat 4

  • archetype

You can't protect anyone if you're dead. You gain the Diehard general feat. If you start your turn adjacent to your designated ally, you gain a number of temporary Hit Points equal to half your level that lasts until the beginning of your next turn.

Effect: Defender's Grit


Source: Pathfinder Lost Omens Shining Kingdoms

Guard's Fury Feat 4

  • archetype

Some Ulfen Guards tap into a well of fury to protect their charges. You can use the Rage action. While raging, you take a –1 penalty to AC. If you're adjacent to your designated ally while raging, increase the additional damage from Rage from 2 to 4.


Source: Pathfinder Lost Omens Shining Kingdoms

Guarded Mind Feat 6

  • archetype
  • fortune

Frequency once per 10 minutes

Trigger You fail a saving throw against an effect that has the mental trait.


When your enemies try to turn your mind against you, thoughts of your anathema bolster you. You can reroll the triggering saving throw with a +2 circumstance bonus, but you must use the new result, even if it's worse.

Source: Pathfinder Lost Omens Shining Kingdoms

Wounded Party Feat 6

  • archetype

Trigger You or your designated ally takes damage, and you're capable of entering a Rage.


Harm to either you or your allies awakens your fury. You Rage.

Source: Pathfinder Lost Omens Shining Kingdoms

Tight Follower Feat 8

  • archetype

Trigger Your designated ally moves and ends that movement more than 10 feet from you.


You keep up as a protector. Stride up to your Speed closer to your designated ally. Your movement must end within 10 feet of your designated ally.

Source: Pathfinder Lost Omens Shining Kingdoms

Protective Strike Feat 10

  • archetype

Trigger A creature moves adjacent to or attempts a melee Strike against your designated ally.


You keep harm at bay. Make a melee Strike against the triggering creature. On a critical success, you interrupt the triggering action.

Source: Pathfinder Lost Omens Shining Kingdoms

Ulfen Guard Feats