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I'm a D&D noob but a huge fantasy fan. I started playing a pathfinder game with my neighbor and his group and it's been a lot of fun. I've been using herolab to make things easier. At the moment our characters are lvl 10 and I've been playing a Hell Knight(2h fight based, 5 fighter lvls) and it's been a blast. I think my highest crit was like 210 against a demon and just obliterated him. I've recently started reading these forums and I've not seen much hell knight love. Is anyone else rolling a hell knight and what are your experiences? What are the pros and cons of a hell knight in later levels since I know I'm missing a lot. Our GM has been pretty easy going about trackable resources like food and things like that. Also he is great about incorporating the PC's classes and backgrounds into the story (it's his own custom universe) so the hell knight background isn't the limiting factor of utility. I'm looking forward to your input, thanks!

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Here's the stat's for my PC. Pretty OP if you ask me.
Russ
Male Human (Azlanti) Fighter (Two-Handed Fighter) 5 Hellknight 5
LN Medium Humanoid (human)
Init +6; Senses Perception +14
Aura aura of law
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Defense
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AC 28, touch 14, flat-footed 26 (+12 armor, +2 Dex, +2 natural, +2 deflection)
hp 117 (10d10+30)
Fort +10, Ref +5, Will +6
Resist force of will abilities (force of will - fear)
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Offense
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Speed 30 ft.
Melee +3 Impact Cold Iron Earth breaker +18/+13 (3d6+24/19-20/x3) and
(C) +5 Anchoring Cold Iron Longspear +10/+5 (6d6+23/x3)
Special Attacks overhand chop, shattering strike +1, smite chaos (3/day), weapon training abilities (hammers +1)
Spell-Like Abilities Detect Chaos (At will), Discern Lies
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Statistics
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Str 23, Dex 14, Con 17, Int 16, Wis 12, Cha 15
Base Atk +10; CMB +16 (+19 Bull Rushing, +17 Sundering); CMD 30 (31 vs. Sunder)
Feats Critical Focus, Furious Focus, Improved Critical (Earth breaker), Improved Initiative, Iron Will, Lunge, Power Attack -3/+6, Weapon Focus (Earth breaker), Weapon Specialization (Earth breaker)
Traits Bully, Killer
Skills Acrobatics +3, Appraise +6, Bluff +5, Climb +7, Diplomacy +4, Escape Artist -1, Fly -1, Heal +7, Intimidate +15, Knowledge (planes) +13, Perception +14, Ride -1, Sense Motive +5, Stealth +3, Survival +8, Swim +8, Use Magic Device +5
Languages Abyssal, Azlanti, Common, Dwarven, Elven
SQ discipline abilities (onslaught [dc 14]), hellknight armor 2, hellknight orders (order of the nail), living steel
Combat Gear Cloak of fiery vanishing (1/day); Other Gear +3 Living Steel Hellknight plate, +3 Impact Cold Iron Earth breaker, +5 Anchoring Cold Iron Longspear, Amulet of natural armor +2, Belt of giant strength +4, Bracers of the avenging knight, Headband of vast intelligence +2 (Knowledge [plane, Ring of feather falling, Ring of protection +2, 29200 GP
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Special Abilities
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Aura of Law (Ex) The power of a Hellknight’s aura of law (see the detect law spell) is equal to his Hellknight level.
Cloak of fiery vanishing (1/day) Become invisible when done fire damage, leaving behind illusory remains.
Critical Focus +4 to confirm critical hits.
Detect Chaos (At will) (Sp) You can use Detect Chaos at will (as the spell).
Discern Lies (Sp) At 2nd level, a Hellknight can use discern lies as a spell-like ability a number of times per day equal to 3 plus his Charisma modifier. His caster level equals his total character level.
Force of Will - Fear +2 (Ex) +2 save vs. fear spells.
Furious Focus If you are wielding a weapon in two hands, ignore the penalty for your first attack of each turn.
Hellknight Armor 2 (Ex) Hellknight Armor -2 check penalty, +2 max DEX.
Killer Add weapon's critical modifier to its critical bonus damage.
Living Steel Some trees suck up potent minerals through their roots the same way others draw water from the ground. Though these trees blunt saws and axes used to hew them and shrug off fire, they eventually succumb to time or the elements. When properly harveste
Lunge Can increase reach by 5 ft, but take -2 to AC for 1 rd.
Onslaught (DC 14) (Su) Gain +10 speed and + 4 STR
Overhand Chop (Ex) Single attacks with two-handed weapons receive double STR bonus.
Power Attack -3/+6 You can subtract from your attack roll to add to your damage.
Ring of feather falling Feather fall activates if you fall more than 5 ft.
Shattering Strike +1 (Ex) +1 Sunder and damage vs. objects.
Smite Chaos (3/day) (Su) +2 to hit, +13 to damage, +2 deflection bonus to AC when used.
Weapon Training (Hammers) +1 (Ex) +1 Attack, Damage, CMB, CMD with Hammers
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CWheezy |
One con is that you have to be a hellknight, and they are pretty strict guys!
Here is a decently common enemy you might face!
http://www.d20pfsrd.com/bestiary/monster-listings/undead/vampire
Your will save is horrendous, so basically you get dominated!
Also, I don't know why you have an int headband instead of charisma

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I'm working on the will save thing. We're about to hit 11 so I'm thinking either stoic or focused discipline. Then bolstering armor and boots of speed. It still won't be great but I'll have a better chance. Luckily there is a disarm master guy in our group who would just take my weapon away if I got dominated. The headband was a random drop that no one else wanted and it helps with my skill checks for downtime. It'll get sold eventually. As to hell knights being strict....they are but it's fun to role play it to the point where you are almost the evil guy in the group.