Hellknight Signifer

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Class Initial Features

  • Order
  • Weapon and Armor Proficiency
  • Hellknight Signifer Spellcasting

Class Skills

Hellknight Signifer is a class in Pathfinder: Wrath of the Righteous. The Hellknight Signifer serve as faceless enforcers of order and use their magical powers to relentlessly root out and punish criminals to the letter of the law. 


"Hellknight signifers form the spellcasting arm of the Hellknight orders. They serve as faceless enforcers of order and use their magical powers to relentlessly root out and punish criminals to the letter of the law. They wear masks— often featureless—to mark themselves as impersonal agents of order, unswayed by empathy, detached from emotion, and dedicated to passing impartial judgment upon all lawbreakers. A signifer’s distinctive mask is a symbol of his devotion to the precepts of law and exacting justice, and it serves as the focus for several of his signifer powers. Traditionally, signifers are arcane or divine spellcasters. As a signifer must be lawful, clerics who take this prestige class generally worship lawful deities, with the majority being worshipers of Abadar or Asmodeus. Despite trends toward diabolism, overall a signifer’s views of good and evil are defined by his Hellknight order first and everything else second. While it’s certainly possible for a psychic spellcaster to become a Hellknight signifer, to date, such examples are relatively rare among the various Hellknight orders. Yet in time, as such magic spreads and gains acceptance, psychic Hellknight signifers may well grow more common."


Hellknight Signifer Information

  • Prerequisites:
    • Knowledge (Arcane): 5
    • Knowledge (World): 5
    • Persuasion: 2
    • Has one of the following features: Arcane Armor Training, Warrior Priest
    • Any Lawful alignment
    • Ability to cast 3rd-level arcane or divine spells





Hellknight Signifer Progression



Fort Save

Ref Save

Will Save


 1 0 0 0 1 Order, Weapon and Armor Proficiency, Hellknight Signifer Spellcasting
 2 1 1 1 1 Arcane Armor Expertise
 3 2 1 1 2 Signifer Armor Training
 4 3 1 1 2 Assiduous Gaze
 5 3 2 2 3 Arcane Armor Expertise
 6 4 2 2 3 Discern Lies
 7 5 2 2 4 Assiduous Gaze
 8 6 3 3 4 Signifer Armor Training
 9 6 3 3 5 Infernal Resilience
 10 7 3 3 5 Diabolic Harbinger


Hellknight Signifer Features/Abilities


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.

Weapon and Armor Proficiency

A Hellknight signifer gains proficiency with heavy armor.

Hellknight Signifer Spellcasting

At 1st level, and at every level thereafter, a Hellknight signifer gains new spells per day as if he had also gained a level in a spellcasting class he belonged to before adding the prestige class. He does not, however, gain any other benefit a character of that class would have gained, except for additional spells per day, spells known, an an increased effective level of spellcasting. If a character had more than one spellcasting class before becoming a Hellknight signifer, he must decide to which class he adds the new level for the purposes of determining spells per day.


Arcane Armor Expertise

At 2nd level, if a Hellknight signifer has the Arcane Armor Training feat, he gains Arcane Armor Mastery as a bonus feat.

Signifer Armor Training

At 3rd level, while a Hellknight signifer wears armor, he reduces the armor check penalty by 1 (to a minimum of 0), and reduces the arcane spell failure chance by 5%.

At 8th level, he reduces his armor check penalty by an additional 1, and reduces his arcane spell failure chance by an additional 5%.

Additionally, a Hellknight signifer's speed is not reduced by wearing medium or heavy armor.

Assiduous Gaze

At 4th level, a Hellknight signifer gains the assiduous gaze ability. He can use it for the number of rounds equal to his class level once per day. He gains the benefits of True Seeing for the duration.

At 7th level, a Hellknight signifer can use this ability two times per day.


Discern Lies

At 6th level, a Hellknight signifer gains a +2 bonus on saving throws against spells of illusion school.

Infernal Resilience

At 9th level, a Hellknight signifer gains DR 5/chaotic and becomes immune to poison.

Diabolic Harbinger

At 10th level, while wearing his signifer mask, a Hellknight signifer is immune to blindness, gazes, and vision-based effects and gains +2 bonus on all Persuasion skill checks .



Hellknights Order in Pathfinder: Wrath of the Righteous





Order of the Chain

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

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

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

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.

Order of the Pyre

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

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.

Order of the Scourge

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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    • Anonymous

      The advantage of all the arcane armor stuff isn't so much to negate the need for mage armor but it also allows a character to wear armor and gain the benefits of armor. Often energy resistances.

      • Anonymous

        All of the abilities here are taken from the tabletop; the class is basically incomplete in the game. There's no indication as to what orders do, you don't get the abilities listed here - you don't even get Catechesis or Arcane Armor Expertise. Or your mask.

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