All Archetypes
Artifact | Class | Combat Style | Core | Faction | Multiclass | Mystical | Profession | Undead


PFS StandardUlfen Guard

Source Shining Kingdoms pg. 172
PFS Note Characters from Taldor have access to this option.

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

Source Player Core pg. 215 2.0
Some archetypes include a list of “Additional Feats” that appear in other sources. The list includes each feat’s level, which might be different than normal when gained from the archetype. You can take the feat as an archetype feat of that level, meaning it counts toward the number of feats required by the archetype’s dedication feat. When selected this way, a feat that normally has a class’s trait (such as the fighter trait) doesn’t have that class trait.

Click here for the full rules on Additional Feats.


PFS StandardUlfen Guard Dedication Feat 2

Uncommon Archetype Dedication 
Source Shining Kingdoms pg. 172
Archetype Ulfen Guard
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.

Designate Ally [one-action] Choose an ally you can see, who becomes your designated ally. For the next minute, whenever your designated ally is adjacent to you and you’re conscious, they gain a +2 circumstance bonus to AC and Reflex saving throws. You can have only one designated ally at a time, and if you designate a new ally, the previous ally loses any benefits.

PFS StandardDefender's Grit Feat 4

Archetype 
Source Shining Kingdoms pg. 172
Archetype Ulfen Guard
Prerequisites Ulfen Guard Dedication

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.

PFS StandardGuard's Fury Feat 4

Archetype 
Source Shining Kingdoms pg. 172
Archetype Ulfen Guard
Prerequisites Ulfen Guard Dedication; you can’t already use the Rage action

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.

PFS StandardReactive Striker Feat 4

Archetype 
Source Player Core pg. 219 2.0
Archetypes Fighter, Blackjacket, Eagle Knight, Ulfen Guard
Class Fighter
Prerequisites Fighter Dedication

You gain the Reactive Strike reaction, found on page 138.

PFS StandardGuarded Mind [free-action] Feat 6

Fortune 
Source Shining Kingdoms pg. 172
Archetype Ulfen Guard
Frequency once per 10 minutes
Prerequisites Ulfen Guard Dedication
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.

PFS StandardWounded Party [reaction] Feat 6

Archetype 
Source Shining Kingdoms pg. 172
Archetype Ulfen Guard
Prerequisites Ulfen Guard Dedication
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.

PFS StandardGuardian's Deflection [reaction] Feat 8*

Swashbuckler 
Source Player Core 2 pg. 165 1.1
Archetype Ulfen Guard
Trigger An ally within your melee reach is hit by an attack, you can see the attacker, and a +2 circumstance bonus to AC would turn the critical hit into a hit or the hit into a miss.
Requirements You are wielding a single one-handed melee weapon and have your other hand or hands free.
* This version of the Guardian's Deflection feat is intended for use with an Archetype and has a different level for access than the original feat.

You use your weapon to deflect the attack against your ally, granting a +2 circumstance bonus to their AC against the triggering attack. This turns the triggering critical hit into a hit, or the triggering hit into a miss. You gain panache until the end of your next turn.

PFS StandardShield Warden Feat 8*

Champion Fighter 
Source Player Core pg. 145 2.0, Player Core 2 pg. 96 1.1
Archetypes Bastion, Knight Vigilant, Ulfen Guard
Prerequisites Shield Block
* This version of the Shield Warden feat is intended for use with an Archetype and has a different level for access than the original feat.

When you have a shield raised, you can use your Shield Block reaction when an attack is made against an ally adjacent to you. If you do, the shield prevents that ally from taking damage instead of preventing you from taking damage, following the normal rules for Shield Block.

PFS StandardTight Follower [reaction] Feat 8

Archetype 
Source Shining Kingdoms pg. 172
Archetype Ulfen Guard
Prerequisites Ulfen Guard Dedication
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.

PFS StandardProtective Strike [reaction] Feat 10

Archetype 
Source Shining Kingdoms pg. 172
Archetype Ulfen Guard
Prerequisites Ulfen Guard Dedication
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.