Characters

Hellknight

Hellknight Armor (Ex)

Level: 2


Source: Adventurer's Guide, p. 90

At 2nd level, a Hellknight earns the right to wear Hellknight plate (see page 97), which does not reduce his speed. While wearing this armor, the Hellknight reduces its armor check penalty by 1 and increases the maximum Dexterity bonus allowed by 1. At 5th level, these adjustments increase to 2. At 8th level, these adjustments increase to 3.

Disciplines: At 3rd level, a Hellknight gains access to his first discipline, choosing one associated with his specific order. At 6th level, the Hellknight gains a second discipline, choosing 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 from another order, with the exception of pentamic faith. When applicable, the save DC to resist a discipline’s effect is equal to 10 + the Hellknight’s level + his 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 can use his discipline once per day. At 6th level, he can use both disciplines twice per day each. At 9th level, he can 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 succeeds at a Will save. A mute creature cannot speak, cast spells with verbal components, or use language-dependent effects.

Fearsomeness (Ex; any order): A Hellknight who successfully 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): 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 Godclaw only): This ability allows the Hellknight to select one of the following domains: Artifice, Glory, Knowledge, Law, Magic, Nobility, Protection, Rune, Strength, Travel, or War. The Hellknight gains 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 successful Will save; otherwise, it is affected as if by slow for 1d4 rounds. Summon Devil (Sp; Order of the Gate): The Hellknight can 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, he can see through up to 5 feet of stone, wood, or similar barriers as if they didn’t exist. Metal and denser barriers block this effect. Each use of this ability to see through solid objects lasts as long as the Hellknight concentrates, up to a number of rounds equal to the Hellknight’s level. Wrack (Su; any order): The Hellknight can make a touch attack as a standard action to cause a creature to suffer incredible pain. The creature touched takes damage equal to 1d6 + the Hellknight’s Charisma modifier, and must succeed at a Will save or become staggered for 1d4 rounds.