Fighter to Hellknight


Advice


I noticed today that the Hellknight PrC was changed from fifteen levels to ten, which is pretty cool. Anyway, I've wanted to make one for every since I saw it, but I can't decide how to go about it, so I'm asking you guys.

The character will start as a fighter, and will transition into hellknight as soon as I can and stick with that until I run out of hellknight levels. The order will be , and it will be for a rise of the runelords game.

What do you suggest, I was thinking either two weapon fighting with a sword and shield or a two handed weapon. Thoughts?

Oh yeah, he's a human.


The two-handed build will do more damage, but the sword and board build will have a more balanced attack, but it is feat and ability score intensive. What point buy are you allowed to use?

Grand Lodge

Actually, going for a shield and armor spikes build sound cool, and fitting.
Two hand a heavy shield, and back it up with armor spikes.

Follow up the shield feats, go Shielded Fighter. The loss of armor training with the archetype will be covered by the Hellknight's armor abilities.

Grand Lodge

Well since it's Rise of the Runelords, You're in Varsia which would mean that most likely you'd be a Hellknight of the Nail. You could be a Halberd fighter to stick to the order's fluff. Regardless it's not necessary to use the orders favorite weapon.

As a general thought I'd say stick with Two Handed fighting as Sword n' Shield Two-Weapon fighting is feat intensive and Hellknight's don't have the benefit of weapon training/fighter feat progression past level 5 so it starts to get harder to hit.

I'd look into the feat Cornugon Smash as it's very flavorful for a Hellknight.

Grand Lodge

I still like the idea of PC in spiked hellknight plate, with his adamantine shield, decorated with a fearsome devilish skull.


I decided to go with a halberd, partly because it's something different, and partly because it is the favored weapon of the order he wants to join.

I was thinking I might try and see if I can learn the value of the combat maneuvers. Any thoughts? Trip and sunder sound good, any advice about that?

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