|To Medieval Classes|
|Émile Jean-Horace Vernet, La Ballade de Lénore Date: 1839|
[This content was created by Paizo Publishing LLC for the Pathfinder rules but is not from the Pathfinder RPG product line.]
Source: Pathfinder d20pfsrd.com
Not all who join have what it takes to become a full-fledged Hellknight, but those who do receive a wide array of abilities as they grow more and more powerful.
Hit Die: d10.
To qualify to become a Hellknight, a character must fulfill all the following criteria.
Base Attack Bonus: +5.
Skills: Intimidate 5 ranks, Knowledge (planes) 2 ranks.
Armor Proficiency: Must be proficient with heavy armor.
Alignment: Any lawful.
Special: You must slay a devil with HD greater than your own. This victory must be witnessed by a Hellknight.
The Hellknights class skills (and the key ability for each skill) are Intimidate (Charisma), Knowledge (local) (Intelligence), Perception (Wisdom), Ride (Dexterity), and Sense Motive (Wisdom).
Skill Ranks at Each
Level: 2 + Intelligence modifier.
|Level||Base Attack Bonus||Fort Save||Ref Save||Will Save||Special|
|1st||1||1||0||0||Aura of law, detect chaos, smite chaos 1/day|
|2nd||2||1||1||1||Discern lies, Hellknight armor 1|
|3rd||3||2||1||1||Discipline 1, force of will 1|
|4th||4||2||1||1||Smite chaos 2/day|
|5th||5||3||2||2||Hellknight armor 2|
|6th||6||3||2||2||Discipline 2, force of will 2|
|7th||7||4||2||2||Lawbringer, smite chaos 3/day|
|8th||8||4||3||3||Hellknight armor 3|
|9th||9||5||3||3||Discipline 3, force of will 3, infernal armor|
|10th||10||5||3||3||Hells knight, smite chaos 4/day|
The following are all class features of the Hellknight.
Weapon and Armor Proficiency: Hellknights gain no proficiency with any weapon or armor.
Aura of Law (Ex)
The power of a Hellknights
aura of law (see the detect law spell) is equal to his total character level.
Detect chaos (Sp)
This ability functions
like a paladin's detect
evil ability, save that it detects chaos.
A character must choose
one Hellknight order to join. The choice of order determines what disciplines
the character gains access to.
Smite Chaos (Su)
This ability functions
as the paladin's smite evil ability, but against chaotic-aligned creatures.
This ability is twice as effective against outsiders with the chaotic subtype,
chaotic-aligned aberrations, and fey.
Discern Lies (Sp)
At 2nd level, a Hellknight
can use discern lies as a spell-like ability a number of times per day equal
to 3 plus his Charisma modifier. His caster level equals his total character
Hellknight Armor (Ex)
At 2nd level, a Hellknight earns the right to wear Hellknight armor (below). While wearing this armor, the Hellknight reduces the armor check penalty by 1, increases the maximum Dexterity bonus allowed by 1, and moves at full speed.
At 5th level, these adjustments increase to 2.
At 8th level, these adjustments
increase to 3.
Price 2,000 gp Armor Bonus +9 Max Dexterity +1 Armor Check Penalty (ACP) 5 Arcane Spell Failure Chance 35% Speed (30 ft.) 20 ft.2 Speed (20 ft.) 15 ft.2 Weight 50 lbs.
2 When running in heavy armor, you move only triple your speed, not quadruple.
A 3rd-level Hellknight gains access to his first discipline, choosing one that is associated with his specific order.
At 6th level, the Hellknight gains a second discipline, chosen from any listed as being available to any order.
At 9th level, the Hellknight gains his third discipline, choosing this one from any of the disciplines listed below, even those not from his own order, with the exception of Pentamic Faith. When applicable, the save DC to resist a disciplines effect is equal to DC 10 + the Hellknights level + the Hellknights Charisma modifier. The Hellknight can use any one discipline a number of times per day equal to the total number of disciplines he has access to, so at 3rd level he may use his discipline once per day. At 6th level, he may use both disciplines twice per day each. At 9th level, he may use all three of his disciplines three times per day.
Brand (Sp; Order of the Pyre): The Hellknight can use mark of justice as a spell-like ability.
Censor (Su; Order of the Rack): When the Hellknight uses smite chaos on a creature, he can strike the creature mute for 1d4 rounds unless it makes a successful Will save. A mute creature cannot speak, nor can it cast spells that have verbal components or use language-dependent effects.
Fearsomeness (Ex; any order): A Hellknight who uses the Intimidate skill to cause a creature within 10 feet to become shaken can instead cause that creature to become frightened.
Onslaught (Su; Order of the Nail): Once per day as a free action, a Hellknight increases his base speed by +10 feet and gains a +4 bonus to his Strength for 1 round. If the Hellknight is mounted, these bonuses also apply to his mount.
Pentamic Faith (Ex; Order of the God Claw only): This ability allows the Hellknight to select one of the following domains: Artifice, Glory, Knowledge, Law, Magic, Nobility, Protection, Rune, Strength, Travel, and War. The Hellknight gains all of the granted powers (but not domain spells) of that domain, treating his Hellknight levels as Cleric levels to determine what domain abilities he has access to.
Shackle (Su; Order of the Chain): When the Hellknight uses smite chaos on a creature, he can impede its mobility. The creature can negate this effect with a Will save; otherwise, it is affected as if by a slow spell for 1d4 rounds.
Summon Devil (Sp; Order of the Gate): The Hellknight may use summon monster V as a spell-like ability to summon 1 bearded devil.
At 6th level, this spell-like ability is replaced by summon monster VI, allowing him to summon 1d3 bearded devils, or 1 erinyes.
At 9th level, this spell-like ability is replaced by summon monster VII, allowing him to summon 1d4+1 bearded devils, 1d3 erinyes, or 1 bone devil.
Tracker (Sp; any order): The Hellknight can summon a creature to aid him, either in battle or to track an enemy, as if using a summon monster spell, save that the summoned creature lingers for 1 hour before vanishing.
A 6th-level Hellknight can summon either an eagle, a riding dog, a wolf, or a leopard.
A 9th-level Hellknight can instead opt to summon a dire wolf or a hell hound.
Vigilance (Su; Order of the Scourge): The Hellknight gains Low-Light Vision (this effect is constant). In addition, as a full-round action, the Hellknight can see through up to 5 feet of stone, wood, or similar barriers as if they didnt exist. Metal or denser barriers block this effect. Each use of this ability lasts as long as the Hellknight concentrates, up to a number of rounds equal to the Hellknights level.
Wrack (Su; any order): The Hellknight may make a touch attack as a standard action to cause a creature
to suffer incredible pain. The creature touched takes 1d6 points of damage +
the Hellknights Charisma modifier, and must make a Will save to avoid
being staggered for 1d4 rounds.
Force of Will (Ex)
At 3rd level, a Hellknight gains a +2 bonus on Will saves against spells with one of the following descriptors: charm, compulsion, glamer, fear, figment, pattern, or phantasm.
At 6th level, the Hellknight chooses another subschool or descriptor to gain a +2 bonus on his Will save against, and the bonus provided by his first selection increases to +4.
At 9th level, he chooses
from the list again, and both previous selections increase by +2, so that he
has a +6, a +4, and a +2 bonus, respectively, against the three different effects.
At 7th level, a Hellknights
attacks are treated as lawful for overcoming damage reduction.
Infernal Armor (Su)
As long as he wears Hellknight
armor, a 9th-level Hellknight gains a +2 bonus on all Charisma-related checks
made while interacting with nongood lawful creatures. In addition, he gains
the ability to see perfectly in darkness of any kind, resistance to fire 30,
and resistance to acid 10 and cold 10.
Hells Knight (Su)
At 10th level, a Hellknight
can grant a weapon he wields or touches the axiomatic, flaming burst, or unholy weapon quality. This weapon maintains this new quality as long as the Hellknight
remains within 100 feet of the weapona Hellknight may maintain only a
single weapons granted quality at a time. The Hellknight also becomes
immune to fire while wearing Hellknight armor.
The leader of a Hellknight
order is known as the Lictor. Beneath him are the order's Master of Blades (field
commander) and Paravicar (leader of the order's arcane/religious forces). Beneath
them, paralictors (Hellknight officers), signifiers (Hellknight spellcasters),
rank and file Hellknights, and armigers (Hellknights in training) flesh out
There are numerous orders of Hellknights. The majority have holdings in Prussia, but a few have expanded or moved to operate outside the country, most typically in regions formerly held by the empire.
At the current time there are seven major orders:
Order of the Rack at fortress Dirlow near Pomerelia
Order of the Scourge at Citadel iauliai near Samogitia
Order of the Nail at Kuressaare Castle on Saaremaa island, in western Estonia.
Order of the God Claw at Citadel Dinyar in Livonia
Order of the Chain at Jacob's Fortress on Jacob Island's Gambia
Order of the Gate at fortified town of Visby on the island of Gotland
Order of the Pyre at the
Kõpu Lighthouse near Dagö
Numerous lesser orders of Hellknights exist, although few are known outside the borders of the State of the Hellknight Orders. Although less pervasive, these smaller orders are only slightly less feared than their better-known brethren.
The Order of the Coil
is based in the former colony of Sargava and seeks to prevent the "pollution"
of the colonists by native cultures
The Ösels' Order of
the Pike hunts down monsters
Neumark's Order of the Scar stalks assassins
Order of the Crux (although three undead members remain)
All Hellknight orders have
unique methods and interests.
The Order of the Chain
The only major order with
headquarters outside of State of the Hellknight Orders, the Order of the Nail
relocated from Ventspils to Jacob Island in the Gambia River in the country
of the Gambia. They have erected a major slave fort on the island. The backs
of others are steppingstones to power, or so believe the Hellknights of the
Chain. Fugitive slaves, escaped convicts, and runaway indentured servants are
their favored quarry, although freedom fighters, revolutionaries, andon
a more altruistic noteslave owners who keep their servants past a prearranged
term also capture the chain-clad Hellknights attentions. Unlike many of
its brethren, the Order of the Chain rarely executes those who offend its code,
either returning its quarry to their proper bondage, reselling them as slaves,
or permanently detaining them in the orders prisonheadquarters on Jacob
island. Master of Blades Mardinus is the former slave of the orders Egyptian-born
Lictor Uro Adom, and holds himself as an example of the heights one can attain
through obedience to the social order.
The Order of the Gate
From its fortified town
of Visby on the island of Gotland in the Baltic sea, the secluded Order of the
Gate deals and bargains with fiends in ways that give even the other Hellknight
orders reason to dread. The crimson-cloaked signifers of the order outnumber
the rank-and-file Hellknights three to one, and they claim to be granted otherworldy
knowledge of egregious crimes before they are committed. While the signifers
infernal servants wreak their will in the world beyond, the orders actual
members turn their efforts toward gleaning knowledge from the
planes and the guardianship of some vague charge. The Hellknights of the
Gate have no lictor, and are instead overseen by the ever-masked Vicarius Giordano
The Order of the God Claw
The pentomic Order of the
God Claw extols variations and virtues of five lawful deities, distilling select
tenets into a dogma far from any one gods faith. Although the God Claw
venerates aspects of Abadar, Asmodeus,
Iomedae, Irori, and Thor, it is unclear from which
of these gods it draws its power; indeed, it is possible that its own convictions
grant it divine strength. Where other orders of Hellknights enforce their visions
of law out of a sense of duty and grim necessity, the God Claw does so out of
religious fervor and a belief that the world must forcibly be set upon a righteous
path. The sharp-tongued Lictor Resarc Ountor preaches his orders iron-shod
doctrine from its fortress Turaida Castle, in the Vidzeme region of Latvia.
The Order of the Nail
Located in Kuressaare Castle on Saaremaa island, in western Estonia. Tenacious hunters of brigands and crusaders against savagery, the order members interests often parallel those of local law enforcers. Lictor Severs Boneclaw DiViriso nicknamed for the distinctive gauntlet he wears to cover his fire-withered left handcommands the order and proves markedly open to requests for his Hellknights aid.
The Order of the Pyre
The Hellknights of the
Pyre view faith as the clearest window into the darkness of the heart. Seeking
out cults of imaginary gods, crude shamans,
and backwater witches, the order sees heathenish belief as an impediment to
civilization and an excuse for lawlessness. Hunts for practitioners of godless
faiths often lead the Hellknights far from their home of the Kõpu Lighthouse
on the Estonian island of Hiiumaa.particularly into the depths of the
Middle East. A strict atheist, Lictor Rouen Stought eyes the strange religions
of Arabia with particular distaste, and while wise enough not to provoke the
Arabs on their island home, her followers frequently hound travelers from Arabia.
The Order of the Rack
The Hellknights of the
Rack contend that knowledge can wound as deeply as any blade. With this in mind,
they seek out and cleanse dangerous knowledge wherever they find it. What qualifies
as unlawful information varies, from the unholy texts of demonic cults, to revolutionary
prints from Galt, to many of the more egalitarian philosophies of the ancient
Azlanti. The order takes the rack, an example of dangerous learning, as its
symbol, and often puts the rack to use to prove the danger of misguided invention.
On the second Oathday of every month, Lictor Richemar Almansor hosts public
burnings of confiscated texts in the shadow of fortress Dirlow near Pomerelia.
The Order of the Scourge
With anonymity and no threat
of consequences, everyone is destined to become a criminal. The Order of the
Scourge combats the lawless tendencies within mortal hearts through ever-present
watchfulness and brutal reminders that no crime goes unpunished. It employs
a vast network of informants, pays significant bounties for substantiated accusations,
and publicly metes out grim punishments to perpetrators. Under the perfectionist
Lictor Toulon Vidoc, the Hellknights frequently travel from Citadel iauliai
near Samogitia to patrol crime-ridden slums and annihilate criminal organizations.
Numerous lesser orders
exist, although few are known outside the borders of State of the Hellknight
Orders For example, Neumark's Order of the Scar stalks murderers and assassins,
while the Whisperwoods Order of the Pike hunts down monsters that flourish
in civilized lands. These smaller orders are only slightly less feared than
their better-known peers.
Hellknight orders are first and foremost military organizations, and as such, they share a system of ranking individuals based on their skills, experience, and exemplary enforcement of their orders tenets.
Lictor: A general of a Hellknight order.
Vicarius: A scholarly leader of a Hellknight order.
Master/Mistress of Blades: A marshal commander of a Hellknight order, second to a lictor and equal in rank to a Paravicar.
Paravicar: A leader of a Hellknight orders signifers, equal in rank to a Master or Mistress of Blades.
Paralictor: A high-ranking Hellknight officer.
Maralictor: A mid-level Hellknight officer, similar to a lieutenant.
Signifer: A Hellknight arcane or religious spellcaster.
Hellknight: A typical soldier in a Hellknight order.
Armiger: A Hellknight
in training; a squire.
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Pathfinder Campaign Setting: The Inner Sea World Guide. © 2011, Paizo Publishing, LLC; Authors: Keith Baker, Wolfgang Baur, Clinton J. Boomer, Jason Bulmahn, Joshua J. Frost, Ed Greenwood, Stephen S. Greer, Jeff Grubb, James Jacobs, Michael Kortes, Tito Leati, Mike McArtor, Rob McCreary, Erik Mona, Jason Eric Nelson, Jeff Quick, Sean K Reynolds, F. Wesley Schneider, Leandra Christine Schneider, David Schwartz, Amber E. Scott, Stan!, Owen K.C. Stephens, Todd Stewart, James L. Sutter, Greg A. Vaughan, Jeremy Walker, and JD Wiker.
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