You have presented yourself to a Hellknight citadel as a candidate to become a fearsome Hellknight. You believe that all who live must be forced to obey law, and you adventure as a test of your loyalty, discipline, and courage. Someday you will take the Hellknight test and battle a devil in single combat to prove your strength and join the Hellknight ranks.
Hellknight Armiger Dedication (Feat 2)
Uncommon
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Archetype
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Dedication
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Your Hellknight training teaches you to terrorize others into compliance, but you also study the structure and hierarchy of Hell. You must survive painful tests of your body and mind called reckonings, which steady your mind against all sorts of trauma. You gain resistance to mental damage equal to 1 + your number of class feats from the Hellknight Armiger archetype and other Hellknight archetypes. You become trained in Intimidation and Hell Lore; if you were already trained, you become an expert instead.
Special You can’t select another dedication feat except dedication feats for higher positions within the Hellknights until you have gained two other feats from the Hellknight armiger archetype.
4th Level Hellknight Armiger Feats
Ardent Armiger (Feat 4)
Archetype
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You have been trained to resist the manipulations of fiends, and your Hellknight discipline makes you difficult to influence. You gain a +1 circumstance bonus to saves against mental effects that specifically improve your attitude and to your Will DC against someone Coercing you, Demoralizing you, Making an Impression on you, or Making a Request of you.
If a mental effect would compel you to act in a way that violates your Hellknight order’s tenets (as determined by the GM), you can attempt to break free from the effect as a reaction triggered by receiving the violating order, and you gain a new Will save against the effect. You can attempt this new save only once for a given effect, even if you are compelled to violate your order’s tenets multiple times.
Diabolic Certitude [FA] (Feat 4)
Archetype
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Skill
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Your Hellknight training drilled details of Hell’s denizens deep into your mind. Make an attempt to Recall Knowledge about a devil you’re observing. If you roll a critical failure on this check, you get a failure instead.
Mortification (Feat 4)
Archetype
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Your reckonings have prepared your body for physical punishment. Choose bludgeoning, piercing, or slashing damage, based on the nature of your physical reckonings. You gain resistance to the chosen damage type equal to your number of class feats from the Hellknight Armiger archetype and other Hellknight archetypes.
8th Level Hellknight Armiger Feats
Armiger's Mobility (Feat 8)
Archetype
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You’ve learned how best to move in heavy armor. When wearing heavy armor, if you meet the Strength requirement, instead of reducing the movement penalty by 5 feet, you reduce the penalty by 10 feet (typically reducing the penalty to 0). If you are a dwarf with the Unburdened Iron feat, increase your Speed by 5 feet.
Order Training (Feat 8)
Archetype
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You gain the lesser order benefit for the Hellknight order to which you belong.
Order of the Chain
Members of the Order of the Chain are skilled at hunting down and capturing criminals, especially those who dare flee from justice.
Favored Weapon Flail
Shackles of Law [AA]
FlourishYou attempt to subdue a target with an attack and a follow-up grab. Make a melee Strike. If it hits and deals damage, you can attempt an Athletics check to Grapple the creature you hit. If you’re wielding a flail, you can ignore Grapple’s requirement that you have a hand free. Both attacks count toward your multiple attack penalty, but the penalty doesn’t increase until after you’ve made both of them.
Order of the Gate
The Hellknight signifers of the Order of the Gate seek to prevent lawlessness of all types through the use of their considerable spellcasting prowess and command of fiendish outsiders.
Favored Weapon Dagger
Locate Lawbreakers
Your pursuit is relentless, and you are able to magically locate stolen objects and outlaws. You gain locate as an innate spell of a tradition of your choice, which you can cast once per day. If you are a member of the Order of the Gate, when you reach 14th level, the spell is heightened to 5th level.
Order of the Godclaw
The Order of the Godclaw’s Hellknights see their cause as a holy mandate from the Godclaw. They seek to punish criminals with a zeal rarely matched by others who enforce the law.
Favored Weapon Morningstar
Dedication to the Claw
Your dedication to the Godclaw borders on a cleric’s. You gain the cleric’s Domain Initiate feat but must select perfection, protection, tyranny, or zeal as your domain. In addition, you can use any religious symbol of Abadar, Asmodeus, Iomedae, or Torag as your divine focus.
Order of the Nail
Members of the Order of the Nail see civilized society as an ideal and seek to unite all people within their cultural baseline. They also seek to destroy anyone who does not accept Chelaxian culture along with the wild beasts that threaten the safety of civilization.
Favored Weapon Halberd, Lance
Trailblazing Stride
You are used to moving through the wilderness. While moving on land, you ignore the effects of non-magical difficult terrain.
Order of the Pyre
The Order of the Pyre is dedicated to eliminating those faiths and beliefs they consider to be a threat to the Inner Sea region. They are particularly keen on stamping out dangerous cults.
Favored Weapon Glaive
Righteous Resistance
You can cast resist energy twice per day as a divine innate spell, except you can target only yourself. If you grant yourself resistance to fire damage, the resistance is equal to either the spell’s normal value or to your level, whichever is higher.
Order of the Rack
Members of the Order of the Rack seek to eliminate wastefulness throughout the Inner Sea region. They seek to quash pointless dreams, quell rebellions, and destroy dangerous inventions.
Favored Weapon Longsword, Whip
Disillusionment
Dreams are pointless illusions you seek to quash. If you roll a success on a saving throw against an illusion or dream effect or a Perception check to disbelieve an illusion, you get a critical success instead. If you roll a critical failure on any of those checks, you get a failure instead.
Order of the Scourge
Hellknights of the Order of the Scourge hunt those who pervert the law for their own selfish ends. They seek to destroy corruption and those who hide behind unjust laws and bureaucracy.
Favored Weapon Longsword, Whip
Fear No Law, Fear No One
When you roll a success on a save against a fear effect, you get a critical success instead. In addition, any time you gain the frightened condition, reduce the condition’s value by 1. As usual, this ability reduces the initial frightened condition by 1, so if you have multiple similar abilities, they don’t both take effect.
12th Level Hellknight Armiger Feats
Advanced Order Training (Feat 12)
Archetype
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You gain the greater order benefit for the Hellknight order to which you belong.
Order of the Chain
Sturdy Bindings
Your grapples are incredibly reliable. When you roll a critical failure on a check to Grapple a target, you get a failure instead. In addition, when a creature you have grabbed rolls a failure on its check to Escape, it gets a critical failure instead, and if it rolls a critical success, it gets a success instead.
Order of the Gate
Devil Allies
You can call in devils to assist your efforts. You gain summon fiend as an innate spell of a tradition of your choice, which you can cast once per day. When you cast this spell, you can summon only creatures that have the devil trait. At 16th level and every 2 levels thereafter, the spell is heightened by 1 level (to a maximum of 8th level when you reach 20th level).
Order of the Godclaw
Blessing of the Claw [AAA]
Concentrate Divine Healing Manipulate Necromancy PositiveFrequency once per day
You call out to the Godclaw to heal your allies. You cast the 3-action version of heal, heightened to a level 1 lower than half your level rounded up. You can select up to four creatures in the area to remain unaffected by the spell. You can instead use this ability to bring a creature within 30 feet that has died within the last round back from the dead. If you do, the creature is restored to 1 Hit Point and is doomed 1 for 24 hours.
Order of the Nail
Reveal Beasts
You are adept at revealing—or creating—weaknesses among those who are a threat to civilization. If you roll a success on a check to Recall Knowledge to identify an animal or a beast, you get a critical success instead. The next time you damage that creature, it gains weakness 5 during that attack to one damage type of your choice that you dealt it.
Order of the Pyre
Spiritual Disruption [AA]
You channel disruptive power that severs a foe’s spiritual connection to their heretical magic. Make a melee Strike. If the attack hits, any time the target attempts to cast a divine or occult spell, the spell is disrupted unless they succeed at a DC 5 flat check (DC 7 on a critical hit); if the target is also stupefied, it must attempt the harder of the two flat checks (but not both). This effect lasts for 1 minute.
Order of the Rack
Silence Heresy [AA]
You channel a power that stifles dangerous words. Make a melee Strike. If the attack hits, the target is unable to speak in a voice louder than a whisper for 1 round. This prevents the target from using most auditory effects involving its voice, and it must succeed at a DC 5 flat check to Cast a Spell with a verbal component or the spell is disrupted.
If your Strike is a critical hit, the target is entirely unable to speak for 1 round and is limited to a whisper for 1 minute thereafter. Once a creature has been affected by this ability, it is temporarily immune for 1 minute.
Order of the Scourge
Seek Injustice [AAA]
Concentrate Divination Magical RevelationFrequency once per day
With a moment spent focusing, you can locate the telltale signs of corruption no matter what means it may use to hide from your sight. For 1 minute, you can see through up to 5 feet of stone, wood, or similar barriers as if they didn’t exist (though any amount of metal or denser barriers block this effect).
Hellknight Order Cross-Training (Feat 12)
Archetype
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You gain the lesser order benefit of a Hellknight order other than the one to which you belong. This represents your time spent training with members of that order to learn their techniques and teachings. If you aren’t in good standing with a given order, you can’t receive their training.
Special You can select this feat multiple times, gaining the lesser order benefit from a different order each time by training with members of that order.
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