Hellknights on the Town

Friday, September 20, 2019

Last week, we took our first big look at the Firebrands, a brand new organization premiering in the Lost Omens Character Guide (releasing in just a few weeks!). While new organizations are fun, people familiar with the Age of Lost Omens will have lots of classics to look forward to as well. Pathfinder has had plenty of iconic figures throughout its history including our iconic characters like Seelah and Valeros, as well as the Gray Maidens that featured on the back of the original Core Rulebook. Among some of these more memorable figures are the Hellknights, the imposing paragons of law.

The crest of the Hellknights, an imposing bladed symbol in red and black.

Illustration by Rogier van de Beek

The Hellknights are a widespread organization that spans the Inner Sea region, though many of its orders are located within Cheliax. At its core, the organization is dedicated to enforcing and upholding law and order. The Hellknights believe the letter of the law to be absolute and understand that without a commitment to law, the world is under threat of succumbing to the terrors of chaos and disorder.

An Order of the Rack Hellknight in a face-covering half helm and flowing blue rags wields a dangerous-looking whip.

Illustration by Maichol Quinto

Hellknights follow a massive set of laws and virtues known as the Measure and the Chain. The Measure collects all of the countless laws and strictures that make up the Hellknights’ code. These laws take inspiration from the structure and order of Hell itself, with many Hellknights seeing the order of Hell as something to aspire to and emulate. The Chain presents the Hellknights’ most important virtues: order, discipline, and mercilessness. Keeping these ideals in mind, the Hellknights seek out lawbreakers and those who threaten the stability of order, punishing them to the utmost extent of the law regardless of the crimes committed. Compassion of any kind leads to anarchy and, as all are guilty of some infraction, no mercy shall be spared for those who break the law.

A Godclaw Hellknight in gray plate armor covered in reddish blades holds a spiked flail in one hand and his helmet in the other.

Illustration by Maichol Quinto

Characters who want to become Hellknights will have to undergo rigorous training to even be considered for entrance into the Hellknights. This training is represented in the form of the Hellknight armiger archetype, originally found in the Lost Omens World Guide. Since every Hellknight has to be an armiger first, it’s a very important archetype for would-be Hellknights. In fact, it’s so important that we decided to expand on the archetype just a bit by providing new feats to support it! Once you go through the process of becoming an armiger, you are faced with the Hellknight Test in which you fight a devil in one on one combat. Succeed and you become a full-fledged Hellknight. Fail and you die. Pretty simple. Once you become a Hellknight, you have access to the Hellknight’s signature armor!

Hellknight Plate, Item 2. Uncommon, Bulwark. Price 35 gp; Usage worn armor; Bulk 4; AC Bonus +6; Dex Cap +0; Check Penalty –3; Speed Penalty –10 feet; Strength 18; Type Heavy; Group Plate. Few armors in the entire Inner Sea region are as memorable as the iconic Hellknight plate. While each order has their own flourishes, Hellknight plate is instantly recognizable to any who know of the Hellknights. Hellknights go to extreme measures to punish non-Hellknights who get their hands on Hellknight plate, and the reward is not usually worth the risk, as the armor is functionally similar to full plate.

The Hellknights are not a monolith. Though every Hellknight follows the Measure and the Chain, the organization is broken into several orders, each of which have a different focus. The Order of the Chain (who were the stars of a recent piece of fiction by Liane Merciel) are dedicated to tracking down criminals who have eluded the hand of the law, at least for the moment. The Order of the Pyre instead focuses on rooting out religions, philosophies, and scientific endeavors that could disrupt the status quo. The Hellknights have seven major orders, which are detailed in the book as well as several smaller orders that feature brief descriptions.

An Order of the Pyre Hellknight in spiked blue-gray armor raises a hand wreathed in blue glowing magical energy.

Illustration by Maichol Quinto

Characters that become members of the Hellknights must join one of these orders in order to become a full-fledged Hellknight. Because each order has a distinctive focus, we wanted to provide options to characters that better represent their affiliation with their respective orders. To that end, we created a new set of feats, Order Training and Advanced Order Training, to allow Hellknight characters to gain unique abilities that are only available to their order. Both of these feats are available to Hellknights, Hellknight Signifers, and Hellknight armigers, so you can access these abilities regardless of where you are along your career path. The Order Training feat gives you lesser abilities, like the Order of the Nail’s ability to ignore non-magical difficult terrain, while the Advanced Order Training gives greater power, like the blessing available to members of the Order of the Godclaw.

Order Training, Feat 8. Uncommon, Archetype. Prerequisites Hellknight Armiger Dedication. You gain the lesser order benefit that matches the Hellknight order to which you belong.
Blessing of the Five, Greater Benefit. Concentrate, Divine, Healing, Manipulate, Necromancy, Positive. Frequency once per day. You call out to the Godclaw to heal your allies. You cast the three-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.

Unfortunately, we only had enough space to get order abilities for the seven major orders. If and when we get a chance to look at the Hellknights again (maybe in a book focused on Old Cheliax? Who knows! Let us know if you want that!) we will get a chance to expand further on the orders and provide new options. In addition to the above options, the book provides details on the various ranks among the Hellknights, such as Maralictor and Paralictor, as well as information on the Lictors of each of the Hellknight orders. Of course, I would be remiss if I didn’t mention one of the biggest options available in this book: the Hellknight and Hellknight signifier archetypes!

An Order of the Gate Hellknight in a red cloak and hood, face hidden by a swirling magical vortex, raises one hand crackling with fiery magical energy.

Illustration by Maichol Quinto

Building off of the Hellknight armiger archetype, these two archetypes allow Hellknight characters to reach their full potential. Hellknights are fierce warriors clad in Hellknight armor and bringing about brutal justice wherever they go. Hellknights are the big, tough combatants among the organization and have different abilities to represent that, like the scaling of their proficiency in Hellknight plate and attacks like the Blade of Law.

Blade of Law, Feat 12. Archetype. Prerequisites Hellknight Dedication. You call upon the power of law and make a weapon or unarmed Strike against a foe you have witnessed breaking or disrespecting the law or otherwise acting disorderly. The Strike deals two extra weapon damage dice if the target of your Strike is chaotic. Whether or not the target is chaotic, you can choose to convert all the physical damage from the attack into lawful damage.

Hellknight signifers on the other hand are more focused on spellcasting. They typically provide support to other Hellknights on the battlefield, but are no less dangerous and dedicated than their fellow Hellknights. Signifers wear unique masks that in addition to being quite intimidating, also grant unique abilities. For example, with the Signifer’s Sigh feat you gain darkvision and lessen the effects of being dazzled, while Gaze of Veracity feat allows you to cast glimpse the truth as a focus spell.

Hellknight Signifer Dedication, Feat 6. Uncommon, Archetype, Dedication. Prerequisites spellcasting class feature, Hellknight Armiger Dedication, lawful alignment, member of a Hellknight order, passed the Hellknight Test. You have bolstered your force of will with the power of the Measure and the Chain. Upon initiation, you receive a signifier mask, often devoid of eyeholes or other decorative features. The mask doesn’t obscure your vision, though it makes it impossible for others to see your eyes. While wearing your signifer’s mask, you gain +1 circumstance bonus to Deception checks to Lie, Intimidation checks, and Deception DCs against Sense Motive. You gain expert proficiency in Intimidation (or in another skill in which you’re trained of your choice if you were already an expert in Intimidation) as well as in your choice of Arcana, Nature, Occultism, or Religion. Special: You cannot select another dedication feat until you have gained two other feats from the Hellknight signifer or Hellknight armiger archetypes.

If you’re looking to learn more about the Hellknights or even consider joining their ranks, make sure to read Amanda Hamon’s work in the Lost Omens Character Guide. If you like the idea of playing a knight, but prefer to focus more on saving the day and helping others rather than just brutally upholding the law, consider checking out our preview of the Knights of Lastwall next week! Either way, make sure to check out the Lost Omens Character Guide when it releases on October 16th. It’s a Hell of a treat!

Luis Loza
Developer

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Tags: Lost Omens Character Guide Pathfinder Roleplaying Game Pathfinder Second Edition
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Silver Crusade

Gaterie wrote:
Rysky wrote:

Again, it’s a narrative restriction. The Rarity tag is prevent you from handwaving the narrative restrictions unless your GM okayed it. Once you’ve met the narrative and mechanical requirements you’re good.

If you meet the prerequisites you can take it. For another example, in the Adventures thus far there’s Uncommon items you can find. You don’t need a Feat to pick the item up and use them, when you find them you got them.

... I guess we aren't talking about the same thing?

Re-read the feat "hellknight signifier dedication". There's a line called "prerequisites" - at the beginning of the feat, before the description. Among the prerequisites, there is "passed the hellknight test". This means having passed the hellknight test is a prerequisites of the feat. This is a mechanical requirement - according to the rules, you must meet every prerequisite before you select the feat. The "uncommon" tag has nothing to do with this - there isn't any rule saying you can ignore the prerequisites of a feat with the "uncommon tag".

Saying the DM may let you ignore the requirement of the hellknight test is the same as saying the DM may allow a chaotic character without the armiger dedication to take the signifier dedication: while technically true, this has nothing to do with the rules, this has nothing to do with the "uncommon" rules, and this has everything to do with houserule. eg, in PFS the DM can't allow you ignore any feat prerequisite, be it an alignment restriction or the hellknight test.

In the other hand, the rules say a player can't select an uncommon option, except if:
1/ either he has another option granting him access to the uncommon option.
2/ either the DM allows him to take this option.

So my question is about the 1/ : is there an option allowing the PC to take the signifier dedication? eg my DM usually doesn't allow any uncommon option. Again, this has nothing to do with the prerequisites of the feat (I'm well aware my PC must meet the prerequisites of the...

There is not a "Signifier Feat: you may now take Hellknight Signifier options even though they are Uncommon" feat.

It's narrative based on when your character gets there. If you get there and your GM doesn't allow you take the feat solely based on the Uncommon tag then you're GM is a jerk and completely misinterpreting how the Rarity rules work and are for.

For PFS there will be their own rules on how it's accomplished, but that will be a bit since 1) the book isn't out yet and 2) it needs to be sanctioned after.


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Sure, like I could see them doing a mechanic of fulfilling 3 missions which gratify (i.e. get in good with) a Hellknight organization and spending X amount of downtime on joining the group, maybe even with specific modules featuring an optional "pass the hellknight test" moment for character who have been developing towards that.

In a home game, the GM manages how you approach Hellknights and get on good terms with them to take training which culminates in test which you need to pass. That isn't strictly always the exact same across Orders, so only the critical threshold of passing test is mentioned.

Anyhow, probably not everybody so intuitively understands Rarity system and narrative access, so maybe they can give specific examples and such.


Is the Hellknight test still "defeat a devil that's a higher level than you in single combat witnessed by a hellknight"? Since that's a much harder fight than it used to be.

Are we expected to actually fight that out (with dice and stuff), or can we just handwave that our hellknight characters did it?


Good question...


Is it me or having to take Armiger Dedication + Signifier Dedication is really rough? All you're getting is some skill increases. Nothing you can use to fight for at least 2 CLASS feats. Some armor would have been welcome, even if just +1 tier from your current one. The stuff they're gatekeeping better be awesome or else.


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Well, feats like these are the only way to gain additional expert level skills right now, so there is that.

That said, considering Signifier is pointed at spellcasters and spellcasters already have to buy into heavy armor...

A Sorcerer Signifier is spending five feats to end up with expert in three skills (+ Hell Lore maybe), trained in heavy armor and a +1 circumstance bonus to intimidate and some deception checks... oh and I guess resist 3 mental.

Granted, it's only three feats for a druid or cleric, but that's still not a super great payoff and I never really got the impression that the Signifiers as an organization were meant to be more aimed at druids than arcane casters.

Rysky wrote:
Signifier's have never been big on heavy armor.

Maybe not traditionally, but as it stands right now you need heavy armor training to get into the archetype.

Feels weird to have to buy into heavy armor to get an archetype, get access to special (not so) fancy order specific heavy armor when you join, but then you just put it on a shelf because as soon as your proficiency advances you're better off wearing light or medium armor again.


pjrogers wrote:

{. . .}

This is assuming that "good" and "law" are both equally important to a particular paladin. I think for paladins of Iomedae, to give one example, good is more important that law. Good is the end and law is the means. I think it's notable that the new alignment restrictions on followers of Iomedae don't allow followers to be LN but do allow them to be NG. Also, it seems as though followers of Iomedae, including LG paladins, are often in the forefront of opposition to the Thrune regime.
{. . .}

This must be an in-world change roughly coinciding with the transition from the times described in 1st Edition and the times described in 2nd Edition, because in the former, not only did Iomedae allow Lawful Neutral followers (including the recently deceased Mendevian Prelate Hulrun Shappok, Inquisitor of Iomedae), but a 1st Edition Iomedean Paladin archetype, the Iomedean Enforcer, was explicitly made more to fight Chaos than to fight Evil. This suggests a significant degree of redemption of Iomedae and her church after Wrath of the Righteous . . . .


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Pathfinder Lost Omens, Rulebook, Starfinder Roleplaying Game Subscriber
Gaterie wrote:
Rysky wrote:

Again, it’s a narrative restriction. The Rarity tag is prevent you from handwaving the narrative restrictions unless your GM okayed it. Once you’ve met the narrative and mechanical requirements you’re good.

If you meet the prerequisites you can take it. For another example, in the Adventures thus far there’s Uncommon items you can find. You don’t need a Feat to pick the item up and use them, when you find them you got them.

... I guess we aren't talking about the same thing?

Re-read the feat "hellknight signifier dedication". There's a line called "prerequisites" - at the beginning of the feat, before the description. Among the prerequisites, there is "passed the hellknight test". This means having passed the hellknight test is a prerequisites of the feat. This is a mechanical requirement - according to the rules, you must meet every prerequisite before you select the feat. The "uncommon" tag has nothing to do with this - there isn't any rule saying you can ignore the prerequisites of a feat with the "uncommon tag".

Saying the DM may let you ignore the requirement of the hellknight test is the same as saying the DM may allow a chaotic character without the armiger dedication to take the signifier dedication: while technically true, this has nothing to do with the rules, this has nothing to do with the "uncommon" rules, and this has everything to do with houserule. eg, in PFS the DM can't allow you ignore any feat prerequisite, be it an alignment restriction or the hellknight test.

In the other hand, the rules say a player can't select an uncommon option, except if:
1/ either he has another option granting him access to the uncommon option.
2/ either the DM allows him to take this option.

So my question is about the 1/ : is there an option allowing the PC to take the signifier dedication? eg my DM usually doesn't allow any uncommon option. Again, this has nothing to do with the prerequisites of the feat (I'm well aware my PC must meet the prerequisites of the...

You're reading into it too heavily, the uncommon tag is more or less just a yellow light warning you not to take your access to it for granted, and that the GM will basically have to say "yes you can take this archetype"

This is because it may not be appropriate in all adventures.

Dark Archive

Pathfinder Starfinder Roleplaying Game Subscriber

I'd like to remind that 1e signifers have both heavy armor profiency and armor training class feature, so yes, 1e signifers also wore hellknight plate <_<


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Pathfinder Starfinder Society Subscriber

In regard to the test: That was in PF1 as well. As I recall, PFS handwaved that requirement (since it was not set up to handle the sort of special single player session needed to play out the test) and thus probably will do the same in PF2 as well. Outside of PFS, I would imagine that most GMs would want to work the test into their adventures.


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Pathfinder Roleplaying Game Superscriber; Pathfinder Starfinder Roleplaying Game Subscriber

It's signifer, not signifier, folks.


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Despite sort of despising big melee characters in full plate, Hellknights of all sorts are my absolute favorite.

Cheers to this news. I hope Elaine and Paizo can work something out for more novels.


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Fumarole wrote:
It's signifer, not signifier folks.

Psh, that's just orthography. What really matters is the ancient Jistkan root phonemes.

Scarab Sages

I just hope access isn't too hard for PFS. I really want to play a Champion Hellknight of the Godclaw.


A player of mine got his ass kicked in a Hellknight test last weekend. It was the Hell's Vengeance AP so it fit.


Squiggit wrote:


Feels weird to have to buy into heavy armor to get an archetype, get access to special (not so) fancy order specific heavy armor when you join, but then you just put it on a shelf because as soon as your proficiency advances you're better off wearing light or medium armor again.

But we know the signifers have a feat for keeping up with the armour proficiency in some fashion.


Cyouni wrote:


But we know the signifers have a feat for keeping up with the armour proficiency in some fashion.

We do? :-O


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NemoNoName wrote:
Cyouni wrote:


But we know the signifers have a feat for keeping up with the armour proficiency in some fashion.
We do? :-O

It was covered in the preview stream. Name's something like Hell's Armament, though I guess rechecking it it's not necessarily for signifers. It lets you keep up with armour proficiency in Hellknight gear "if you're a rogue who got into Hellknight somehow". I'd be surprised if something like that isn't available to signifers, if not that exact feat.

Around 1:11:30 in this stream is when it and some of the other feats are mentioned, like Sense Chaos.


Cyouni wrote:
I'd be surprised if something like that isn't available to signifers, if not that exact feat.

Thanks, but yeah. Until we see it, no expectations.


Cyouni wrote:
NemoNoName wrote:
Cyouni wrote:


But we know the signifers have a feat for keeping up with the armour proficiency in some fashion.
We do? :-O

It was covered in the preview stream. Name's something like Hell's Armament, though I guess rechecking it it's not necessarily for signifers. It lets you keep up with armour proficiency in Hellknight gear "if you're a rogue who got into Hellknight somehow". I'd be surprised if something like that isn't available to signifers, if not that exact feat.

{. . .}

Now that you mention it, it would not be surprising for Hellknights to have some secret agent types, so Rogue isn't out of the question. Pathfinder 1st Edition support for Hellknight Rogues/Slayers was rather lacking, but it could be done.


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Cyouni wrote:


But we know the signifers have a feat for keeping up with the armour proficiency in some fashion.

Assuming that feat works for signifers that's pretty nice, but now in my earlier example we're up to six feats just for scaling armor and a couple of expert skills. Still feels like a really big buy in for less than stellar payout.


Squiggit wrote:
Assuming that feat works for signifers that's pretty nice, but now in my earlier example we're up to six feats just for scaling armor and a couple of expert skills. Still feels like a really big buy in for less than stellar payout.

I suggest you don't go looking at Knight Reclaimant Dedication feat XD


Squiggit wrote:
Assuming that feat works for signifers that's pretty nice, but now in my earlier example we're up to six feats just for scaling armor and a couple of expert skills. Still feels like a really big buy in for less than stellar payout.

Actually it's 3 upgrades. Armiger gives you Intimidation, then Signifer gives you Intimidation (or anything else if you have Intimidation already) and one of [Arcana, Nature, Occultism, Religion].

Liberty's Edge

PossibleCabbage wrote:

Is the Hellknight test still "defeat a devil that's a higher level than you in single combat witnessed by a hellknight"? Since that's a much harder fight than it used to be.

Are we expected to actually fight that out (with dice and stuff), or can we just handwave that our hellknight characters did it?

That is the reason for the Uncommon tag IMO : "talk with you GM before writing it down on your character sheet."

Lantern Lodge Customer Service & Community Manager

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Removed some posts.

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