A Knight of Golarion devotes their life to justice, honor, and the preservation of lost Golarion's cultures. While not all members worship
Iomedae, all uphold her values and practice them in their actions.
Prerequisites Strength +2
You have familiarity with all weapons in the sword weapon group. For the purposes of proficiency, treat any of these that are martial weapons as simple weapons and any that are advanced weapons as martial weapons. If you are at least expert, you gain that weapon's critical specialization effect. You've studied lost Golarion's ancient cultures. You become trained in two of the following that you were not already trained in: Golarion Lore, Iomedae Lore, or a Lore skill associated with an ancestry or culture from Lost Golarion, such as Goblin, Halfling, Human, or Orc.
You manifest your faith as a shield. Your armor and the armor of up to five allies you can see within 30 feet gains the benefits of an activated tactical force field upgrade with 14 Hit Points that replenishes 2 Hit Points on your turn but does not protect from critical hits like a normal force field. The force field lasts for one minute. After receiving the benefits of Iomedae's Shield, you and your allies are immune to the effect for one hour. At level 10, this becomes a superior force field with 26 HP and replenishes 5 Hit Points on your turn, and at level 16, this becomes an ultimate force field with 37 HP and replenishes 7 Hit Points on your turn.
You've trained to fight the ancient enemies of lost Golarion. When you deal damage to a demon, devil, dragon, or undead with a weapon, you deal persistent spirit damage with the
holy trait equal to the number of weapon damage dice. When you deal damage to one of these creatures with a spell cast from a spell slot that does not have a duration, you deal persistent spirit damage with the holy trait equal to the spell's rank.
You touch an adjacent ally who is affected by a spell or other magical effect with the mental trait due to failing a Will save and has a duration of no longer than 1 minute. That ally can immediately attempt a Will save against the effect's DC, ending the condition on a success. This can't end the effect for any creatures other than your target ally. Regardless of the result of the save, your ally is temporarily immune to Iomedae's Helm for 10 minutes.
Frequency once per day
You channel your spirit into a mighty barrage from a celestial plasma cannon. Iomedae's barrage
Auto-Fires in a 15-foot cone or a 30-foot line, dealing 4d6 fire damage and 4d6 spirit damage with the
holy trait (basic Reflex save against the higher of your class DC or spell DC). At 12th level and every 2 levels thereafter, the fire and spirit damage each increase by 1d6. A creature that gets a critical failure on this Reflex save is also blinded for 1 round.