Hellknight Abilities in Pathfinder: Wrath of the Righteous covers all the special abilities, be it passive or active, that one of the thirteen Prestige Classes of the game possesses.
Once per day, a Hellknight can call out to the powers of law to aid him in his struggle against chaos. As a Swift Action, the Hellknight chooses one target within sight to Smite. If this target is chaotic, the Hellknight adds his Charisma bonus (if any) to his attack rolls and adds twice his Hellknight level to all damage rolls made against the target of his Smite. Smite chaos attacks automatically bypass any DR the creature might possess. In addition, while Smite Chaos is in effect, the Hellknight gains a deflection bonus equal to his Charisma modifier (if any) to his AC against attacks made by the target of the Smite.
If the Hellknight targets a creature that is not chaotic, the Smite is wasted with no effect.
The Smite Chaos lasts until the target dies or the Hellknight selects a new target. At 4th level, and at every three levels thereafter, the Hellknight may Smite Chaos one additional time per day.
At 3rd-level, a Hellknight gains access to his first discipline. At 6th level, the Hellknight gains a second discipline. At 9th level, the Hellknight gains his third discipline. When applicable, the save DC to resist a discipline's effect is equal to DC 10 + the Hellknight's level + his Charisma modifier. The Hellknight can use any one discipline a nuimber of times per dayu 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.
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.
At 3rd level, a Hellknight gains a +2 bonus on Will saves against Spells with any one of the following subschools or descriptors: charm, compulsion, fear. At 6th level,. the Hellknight chooses another subschoolor descriptor from the list and gains a +2 bonus on his Will save against Spells of that type, 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 Spells of three different groups.
At 10th level, a Hellknight can grant a weapon he wields one of the following special abilities: axiomatic, flaming burst, or unholy. Additionally, Hellknight becomes immune to fire while wearing Armor.
As long as he wears Armor, a 9th-level Hellknight gains a +2 bonus on all Persuasion checks. In addition, while wearing the Armor, he gains resistance to fire 30, resistance to acid 10, and resistance to cold 10.
A character must choose one Hellknight order to join at 1st level. The choice of order determines what disciplines the character gains later access to.
At 7th level, a Hellknight's attacks are treated as being lawful for the purpose of overcoming damage reduction.