[Bastards of Erebus] The Hellknight Armigers [Spoilers Ahoy!]


Council of Thieves

RPG Superstar 2009 Top 32

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One problem I am having with the way that the Hellkights are being presented in this Adventure is that they are comming across like the "Keystone Cops." This is just wrong.

Up until this point, the Hellknights have always been presented as near-superhuman "badasses." Even at 1st level, they should be pretty tough.

So, I re-wrote the encounter (Bastards p21) to make them a little "more buff." I also modified the "color" of the encounter to make the Armigers seem a little less silly.

Spoilered for length.

Spoiler:

Hellknight Patrol (CR2)
The Hellknights of the Order of the Rack have leapt at the chance to squash what they believe is a major rebellion in the throes of its birth. In addition, with a new recruitment of armigers in progress, command has decided to make quelling this suspected nascent uprising a major element of the training procedure. As a result, a large number of devoted and idealistic Hellknight armigers are sent out onto the streets of Westcrown to aid in finding and punishing these rebels. When the PCs flee into the sewers, several enthusiastic groups of these trainees decide to enter the sewers as well, locking the entrances behind them to prevent the rebels from escaping.

Creatures: Each Hellknight patrol consists of three armigers— the sheer size of the search area has forced the Hellknights to break up into small groups. When a patrol is encountered, there’s a 25% chance that one member of the trio is examining one of Janiven's marks, while the other two Hellknights stand watch (preventing the armigers from being easily surprised by the PC's approach).

Note that these armigers have not yet earned the right to be provided with the (relatively expensive) Hellknight plate armor. However, their dark blue surcoats bear the heraldry of the Order of the Rack. Their other equipment, aside from being well cared for, is not distinctive, and if taken by the heroes, may be easily resold.

Hellknight Armiger (3) – CR½
XP 200 each
Male or Female Human Fighter 1
LN Medium Humanoid (Human)
Initiative +1; Senses: Perception +2

Defense
AC: 18; touch 11; flat footed 17; (+1 Dexterity, +6 Armor & +1 Shield)
HP: 13 (1d10+7)
Fort +5; Ref +1; Will +3

Offense
Speed: 30ft
Melee: Longsword +3 (1d8+2 Slashing, Crit 19-20/x2)
-- w/Power Attack: Longsword +2 (1d8+4 Slashing, Crit 19-20/x2)
Ranged: Light Crossbow +2 (1d8. Crit 19-20/x2)

Tactics
-- Before Combat: Focused and alert, these fighters are unlikely to be caught by surprise. The Armigers will attempt to use the encounter terrain to best advantage, for example firing their crossbows if across a sewer channel from the characters (rather then charging).
-- During Combat: The Hellknights will generally only use their Power Attack if facing a lightly armored opponent, but will change to normal attacks if they miss an opponent twice in a row. If one of the fighters is wounded below 6 hit points, the Hellknights will attempt to swap positions (enduring the PC’s attacks of opportunity if necessary) to protect their injured comrade. An Armiger drinks their healing potion if brought below 3 hit points.
-- Morale: Hellknight Armigers do not flee or surrender. An Armiger will attempt call for help if two of the three fighters are downed by the heroes.

Statistics
Str 15 (+2); Dex 13 (+1); Con 16 (+3); Int 10 (+0); Wis 12 (+1); Chr 8 (-1)
Base Attack +1, CMB +3; CMD 14
Feats: Iron Will, Power Attack, Toughness
Special Qualities: Armor Check Penalty of -6
Skills: Climb +0*; Intimidate +3, Perception +2, Sense Motive +2 (*- Armor Check factored in)
Languages: Common (Taldane)

Gear: Potion of Cure Light Wounds, Chainmail, Small Steel Shield, Dark Blue “Order of the Rack” Surcoat, Longsword, Dagger, Light Crossbow, Quarrel (10 bolts), Manacles, Pouch (15 gold) – One member of the trio will also have an Everburning Torch.

This, IMHO, feels much more appropriate. The Armigers are well trained and equipped (and the Order does not show the same "contempt" for the trainees). They act as smart and diciplined soldiers, with good team-work as befits their alignment.

RPG Superstar 2009 Top 32

Note, if these armigers are used, the "Dramatic Rescue" (Bastards p28) encouter must also be re-balanced - and reflavored.

I suggest the following changes:
-- Advance Shanwen to Cleric Lvl 3 (changes his CR to 2) I like "Combat Casting" for his Lvl 3 feat.
-- He would only have 3 Armigers with him (Remember their CR has also been increased).
-- One Armember is riding on each side of the carrage, one is driving, and Shanwen himself is manning the Arbalest.
-- The four Armigers on horseback will still right forward (as described in the encounter) if the provided plan is followed.

Note that their tactics need to change:
-- During Combat These armigers do their best to defeat their attackers, clambering off the carriage or firing crossbows at ranged targets. These three will always try to position themselves to protect the carrage and Shanwen. The two other four will make their way back to the combat as best they can (the other two will stay and try to help the horses). If the combat goes long enough for these two to get within 160 feet, they are not above using their crossbows - they won't shoot into melee, but if one of the characters hangs back (say to cast spells), that character becomes their target.
-- Morale Hellknight Armigers do not flee or surrender.

Shanwen's tactics will need to change, based on his spell selection. Otherwise his tactics should remain largely the same.


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they seem to have pretty wonky skills, they get 2 skill ranks but, climb, perception, intimidate and sense motive have 1 rank each, where did the other 2 come from? I'd suggest maybe 1 Rank in Intimidate and 1 in Climb (same as the book) and if taking the Armiger archetype (gives 2 free ranks/lvl that go to intimidate and knowledge (planes)), put the 2 in perception and climb (seems to have a rank in the book)

RPG Superstar 2009 Top 32

dharkus wrote:
they seem to have pretty wonky skills, they get 2 skill ranks but, climb, perception, intimidate and sense motive have 1 rank each, where did the other 2 come from?

2 for fighter + 1 for human + 1 for favored class.

Thus the skill break down is:

  • Climb is 3 (ftr class) +1 (rank) +2 (Str 15) - 6 (chainmail & shield) = +0
  • Intimidate is 3 (ftr class) +1 (rank) -1 (Chr 8) = +3
  • Perception is 0 (cross class) +1 (rank) +1 (Wis 12) = +2
  • Sense Motive is 0 (cross class) +1 (rank) +1 (Wis 12) = +2

Not wonky at all. ;)

Edit: argh! Your' right, he does have one too many hit points if he didn't take the favored class bonus there.


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Lord Fyre wrote:
dharkus wrote:
they seem to have pretty wonky skills, they get 2 skill ranks but, climb, perception, intimidate and sense motive have 1 rank each, where did the other 2 come from?

2 for fighter + 1 for human + 1 for favored class.

Thus the skill break down is:

  • Climb is 3 (ftr class) +1 (rank) +2 (Str 15) - 6 (chainmail & shield) = +0
  • Intimidate is 3 (ftr class) +1 (rank) -1 (Chr 8) = +3
  • Perception is 0 (cross class) +1 (rank) +1 (Wis 12) = +2
  • Sense Motive is 0 (cross class) +1 (rank) +1 (Wis 12) = +2

Not wonky at all. ;)

Edit: argh! Your' right, he does have one too many hit points if he didn't take the favored class bonus there.

been so long since I made a low lvl NPC, forgot about those 2 - that means armiger has 6 skill ranks, so perception and climb, intimidate and knowledge (planes), sense motive and another skill - knowledge dungeoneering maybe? they are searching the sewers at first

RPG Superstar 2009 Top 32

dharkus wrote:
Lord Fyre wrote:
dharkus wrote:
they seem to have pretty wonky skills, they get 2 skill ranks but, climb, perception, intimidate and sense motive have 1 rank each, where did the other 2 come from?

2 for fighter + 1 for human + 1 for favored class.

Thus the skill break down is:

  • Climb is 3 (ftr class) +1 (rank) +2 (Str 15) - 6 (chainmail & shield) = +0
  • Intimidate is 3 (ftr class) +1 (rank) -1 (Chr 8) = +3
  • Perception is 0 (cross class) +1 (rank) +1 (Wis 12) = +2
  • Sense Motive is 0 (cross class) +1 (rank) +1 (Wis 12) = +2

Not wonky at all. ;)

Edit: argh! Your' right, he does have one too many hit points if he didn't take the favored class bonus there.

been so long since I made a low lvl NPC, forgot about those 2 - that means armiger has 6 skill ranks, so perception and climb, intimidate and knowledge (planes), sense motive and another skill - knowledge dungeoneering maybe? they are searching the sewers at first

Actually, the Hit Points lead to another problem. Paizo has been inconsistent with NPCs with PC class levels. Do they get max starting hit points or not?

I went with not: (so 6 (base) +3 (Con bonus) +3 (Toughness) = 12 (noting my previous error).

But it could also have been 10 (max 1st level) +3 (Con bonus) +3 (Toughness) = 16! A much tougher fight.


I'd say they do, probably worth using the NPC melee heroic stat array and switching out toughness (possibly for weapon focus), that'd mean they do slightly more dmg but have much less hp and put the +2 from human into str - I think you may have used the array but put +2 in con, also given that hellknights get smite which uses cha I think it'd be worth switching cha and int around so when they would get to hellknight they acutally get all the bonuses from smite, maybe 8 int, 10 wis, 12 cha?
so that'd mean 10(max 1st HD)+2(con)=12hp and 1 less skill point (and to knowledges) - for the armiger archetype maybe take 1 from knowledge dungeoneering or sense motive?

RPG Superstar 2009 Top 32

dharkus wrote:

I'd say they do, probably worth using the NPC melee heroic stat array and switching out toughness (possibly for weapon focus), that'd mean they do slightly more dmg but have much less hp and put the +2 from human into str - I think you may have used the array but put +2 in con, also given that hellknights get smite which uses cha I think it'd be worth switching cha and int around so when they would get to hellknight they acutally get all the bonuses from smite, maybe 8 int, 10 wis, 12 cha?

so that'd mean 10(max 1st HD)+2(con)=12hp and 1 less skill point (and to knowledges) - for the armiger archetype maybe take 1 from knowledge dungeoneering or sense motive?

I wasn't using the archetype (since it wasn't available seven years ago). This was based on a "scale down" of the Hellknight Armiger from the Pathfinder Chronicles: NPC guide (p. 37), so that is where the stat array skills and feats came from.

Oh, b.t.w., my Armiger's movement is also wrong. They don't get Armor Training until Lvl 3. :(


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I know you weren't, I was saying what my version is with the archetype. It's a pity there's not more hellknight variations in the AP, I could only find 3 variants (1 in book 1, 2 in book 6)

RPG Superstar 2009 Top 32

dharkus wrote:
I know you weren't, I was saying what my version is with the archetype. It's a pity there's not more hellknight variations in the AP, I could only find 3 variants (1 in book 1, 2 in book 6)

(... and the version in book 1 was a joke. :()

Part of that was intentional though. They wanted to avoid making the AP about opposing House Thrune.

But they didn't even do that well: Instead of having them be adversaries in book1, they needed to make a Hellknight a possible contact (or even an ally if a PC wanted to become a Hellknight) in one or two of the adventure modules.

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