Most armigers live and train at their order’s citadel, working toward the day when they become full-fledged Hell Knights. These armigers follow a brutally strict routine; they spend hours honing their combat skills against other trainees, obsessively studying in the citadel’s libraries, or memorizing passages of the Hell Knight philosophy known as the Measure and the Chain. At regular intervals, squads of armigers emerge from their citadels to patrol nearby cities or frontier lands, working to enforce Hell Knight law and their order’s edicts.
- Base Class: Fighter
- Role: Fighters excel at combat - defeating their enemies, controlling the flow of battle, and surviving such sorties themselves. While their specific weapons and methods grant them a wide variety of tactics, few can match fighters for sheer battle prowess.
- High saves: Fortitude
- Alignment: Any.
- Hit Die: +6.
- Skill Ranks Per Level: 3.
Base Attack Bonus
|Level 1||+1||+2||0||0||Hell Knights Order, Studious Squire, Fighter Proficiencies|
|Level 2||+2||+3||0||0||Bonus Combat Feat, Ardent|
|Level 3||+3||+3||+1||+1||Armor Training|
|Level 4||+4||+4||+1||+1||Bonus Combat Feat|
|Level 5||+5||+4||+1||+1||Weapon Training|
|Level 6||+6/+1||+5||+2||+2||Bonus Combat Feat, Ardent|
|Level 7||+7/+2||+5||+2||+2||Armor Training|
|Level 8||+8/+3||+6||+2||+2||Bonus Combat Feat|
|Level 9||+9/+4||+6||+3||+3||Weapon Training|
|Level 11||+11/+6/+1||+7||+3||+3||Armor Training|
|Level 12||+12/+7/+2||+8||+4||+4||Bonus Combat Feat|
|Level 13||+13/+8/+3||+8||+4||+4||Weapon Training|
|Level 14||+14/+9/+4||+9||+4||+4||Bonus Combat Feat, Ardent|
|Level 15||+15/+10/+5||+9||+5||+5||Armor Training|
|Level 16||+16/+11/+6/+1||+10||+5||+5||Bonus Combat Feat|
|Level 17||+17/+12/+7/+2||+10||+5||+5||Weapon training|
|Level 18||+18/+13/+8/+3||+11||+6||+6||Bonus Combat Feat, Ardent|
|Level 19||+19/+14/+9/+4||+11||+6||+6||Armor mastery|
|Level 20||+20/+15/+10/+5||+12||+6||+6||Bonus Combat Feat, Weapon Mastery|
A fighter is proficient with all simple and martial weapons and with all armor (heavy, light, and medium) and shields (including tower shields).
Armigers are difficult to sway from their beliefs. At 2nd level, an armiger gains a +1 bonus on Will saves against charm and compulsion effects. This bonus increases by 1 for every 4 fighter levels beyond 2nd.
Additionally, the first time per day armiger fails a saving throw against a charm or compulsion effect, he rerolls the saving throw with the same DC.
This replaces bravery.
A character must choose one Hell Knight order to join at 1st level. The choice of order determines what disciplines the character gains later access to.
An armiger gains 1 additional skill rank at each level.
In addition, the armiger treats Knowledge (World) as class skill.
This alters the fighter's class skills and skill points per level, and replaces the fighter's bonus feats gained at 1st and 10th levels.
Starting at 5th level, a fighter can select one group of weapons. Whenever he attacks with a weapon from this group, he gains a +1 bonus on attack and damage rolls.
Every four levels thereafter (9th, 13th, and 17th), a fighter becomes further trained in another group of weapons. He gains a +1 bonus on attack and damage rolls when using a weapon from this group. In addition, the bonuses granted by previous weapon groups increase by +1 each. For example, when a fighter reaches 9th level, he receives a +1 bonus on attack and damage rolls with one weapon group and a +2 bonus on attack and damage rolls with the weapon group selected at 5th level. Bonuses granted from overlapping groups do not stack. Take the highest bonus granted for a weapon if it resides in two or more groups. A
fighter also adds this bonus to any combat maneuver checks made with weapons from his group. This bonus also applies to the fighter's Combat Maneuver Defense when defending against disarm attempts made against weapons from this group.
At 20th level, a fighter chooses one weapon, such as the longsword, greataxe, or longbow. Any attacks made with that weapon automatically confirm all critical threats and have their damage multiplier increased by 1 (×2 becomes ×3, for example). In addition, he cannot be disarmed while wielding a weapon of this type.
Starting at 3rd level, a fighter learns to be more maneuverable while wearing armor. Whenever he is wearing armor, he reduces the armor check penalty by 1 (to a minimum of 0) and increases the maximum Dexterity bonus allowed by his armor by 1. Every four levels thereafter (7th, 11th, and 15th), these bonuses increase by +1 each time, to a maximum –4 reduction of the armor check penalty and a +4 increase of the maximum Dexterity bonus allowed.
In addition, a fighter can also move at his normal speed while wearing medium armor. At 7th level, a fighter can move at his normal speed while wearing heavy armor.
At 19th level, a fighter gains Damage Reduction 5/— whenever he is wearing armor or using a shield.
Hellknights Order in Pathfinder: Wrath of the Righteous
|Hellknights of the Chain value social order and responsibility, seeking to root out anarchists and fugitives. They have reputations as relentless hunters who drag lawbreakers away in chains. These Hellknights keep meticulous count of the number of criminals they’ve brought to justice; they never abandon the pursuit of a fugitive, and they believe everyone has a specific, crucial role to play in society.||
At 1st level you gain a +2 bonus to CMB and CMD. This bonus increases by +1 at 5th and 9th level.
|Order of the Gate Hellknights seek to curb and prevent lawlessness through magic and manipulation. They have reputations as mysterious, emotionless, and sometimes cruel magic-users. Many are convinced that the Order of the Gate’s Hellknights are spying on them or already know their secrets. Sometimes this fear is true, as the order’s members prefer preventing crime to punishing it and often use manipulation, information-gathering, and spying to further their agenda.||
While a Hellknight of the Gate wears armor, he reduces the arcane spell failure chance by 5% at 1st level, 10% at 5th and 20% at 9th level.
|Order of the Godclaw Hellknights enforce law with a crusader’s zeal, going where they’re needed most in the fight against the forces of chaos. They know no bounds or borders in the quest for absolute order. To Hellknights of the Godclaw, the cause of order is a holy mandate for which they will travel far to battle chaos in lands that know little of civilization. To others, these Hellknights’ faith is likely inexplicable—some believe the members of the order are experts in all five individual faiths or even that they are heretics.||
At 1st level you gain an aura which you can use 3 times per day. It lasts 1 minute and grants all allies in a 30 feet radius a +1 moral bonus to AC, attack and damage rolls against chaotic enemies. This bonus increases by +1 at 5th and 9th level.
|Order of the Nail Hellknights idealize civilized societies and seek to unite all people in advancing that cultural baseline. In fact, the Order of the Nail’s members preach that anyone who doesn’t embrace their own culture is a criminal and heathen who must be destroyed. The order’s members idealize the lifestyles and challenges of frontier settlers, no matter the displacement, indignation, or cruelty they might visit on those who were there before.||
At 1st level, a Hellknight selects a creature type from the ranger favored enemies list. He gets a +2 bonus on weapon attack and damage rolls against them. At 5th level and 9th level this bonus increases by additional +2.
|Hellknights of the Order of the Pyre seek to combat outlandish faiths and beliefs, preventing them from gaining purchase in the Inner Sea region. They are cult hunters first and foremost, but also fight to repress other philosophies they deem dangerous. These Hellknights hate and vocally condemn cultists, priests of rare religions, and followers of mystical orders.||
At 1st level, whenever you receive fire damage, you gain fast healing 5 for the number of rounds equal to your level in this prestige class. At 5th level you gain fast healing 10 and at 9th level you gain fast healing 15 instead.
|Order of the Rack Hellknights hate wastefulness of both thought and deed. They crush pointless dreams, end rebellions, and trample frivolous or dangerous inventions. They also closely observe individuals, seeking hints of destructive ambitions and wasteful vices, and are skilled at destroying seditious writing and strange inventions.||
Three times per day as a standard action you can target a single creature. That creature must pass a Will saving throw (DC 10 + level in this prestige class + your Charisma bonus) or become unable to cast spells for a number of rounds equal to caster level in this prestige class. At 5th and 9th levels you gain one additional use of this ability. The same effect occurs when you score a critical hit.
|Hellknights of the Scourge seek out corruption within order and laws not fit for the lawful. They question and seek to determine the difference between what is legal and what is for the greater good—owing allegiance to no one nation or ruler. Their quests for order often take them places that other Hellknights cannot tread, both physically and philosophically. As a result, their commitment to the Measure and the Chain must be beyond reproach.||
Whenever you land a killing blow, all enemies in a 15 feet radius suffer a -2 penalty on Will saving throws for 3 rounds. This penalty increases to -3 at 5th and -4 at 9th level.
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