Antipaladin Archetype: Hellfire Knight


Homebrew and House Rules


2 people marked this as a favorite.

Antipaladins haven't gotten any archetypes aside from the undead-themed Knight of the Sepulcher so far. Tossing in a demonic-themed option seems like a sensible direction to go in.

The Hellfire Knight draws his strength from the dark pacts made with the denizens of the Abyss, becoming a mortal champion for the foulest of demons. Eventually he becomes so suffused with the power of the Abyss that it warps his very soul, transforming him into a creature

Class Skills:
Add Knowledge (the planes) to the Antipaladin's class skill list.

Demonic Influence:
At first level, the Hellfire Knight gains the bloodline powers of the Abyssal Bloodline, using his Hellfire Knight level as his sorcerer level to determine the bonuses gained. If the Hellfire Knight takes levels in Sorcerer, his levels in both classes stack for determining what bloodline powers he has access to.

This replaces the Antipaladin's ability to channel negative energy, aura of vengeance, and aura of depravity class features.

Hellfire Touch:
The anti-Paladin's Touch of Corruption class feature cannot be used to heal undead, but can be used to heal outsiders with the demon subtype as a standard action, or heal himself as a swift action.

Abyssal Aura:
The Hellfire Knight's weapons are treated as evil-aligned for the purposes of overcoming damage reduction. In addition, his smite good now treats outsiders with the lawful subtype as if they were of good alignment and possessed the good subtype.

Replaces Aura of Sin

Demonic Ascension:
At 20th level, the Hellfire Knight sheds his mortal form and becomes a true demon. He gains DR 10/good. Whenever he uses smite good and successfully strikes an good outsider, the outsider is also subject to a banishment, using his antipaladin level as the caster level (his weapon and unholy symbol automatically count as objects that the subject hates). After the banishment effect and the damage from the attack is resolved, the smite immediately ends. In addition, uses touch of corruption to damage a creature, he deals the maximum possible amount of damage.

The Hellfire Knight is now treated an outsider with the native, demon, evil, and chaotic subtypes rather than as a humanoid (or whatever the Antipaladin's previous creature type was). He also grows demonic bat-like wings which allow him to fly at a speed equal to half his base land speed with good maneuverability.

Replaces Unholy Champion


Sounds cool. I was expecting a bit more of a profane-fire martial/caster-blaster archetype coming in, but this works.

Can Hellfire Touch (augmented/altered ToC) be used to deal damage?


The only problem I see with it is the Hellfire/Demon thing. Hellfire is an Infernal concept not Demonic. Just crying semantics here though.


The Abyss doesn't have Hellfire? I mean... I've always thought splitting the concept of demons and devils was a bit gamist (just for the sake of the alignment system). But it's whatev. I don't really care either way. I just figured all demons/devils/daemons had hellfire.


Foghammer wrote:
Can Hellfire Touch (augmented/altered ToC) be used to deal damage?

Yeah, the damage dealing from Touch of Corruption wasn't changed, the healing part of it just went from "heals undead" to "heals demons."

NecromanticNate wrote:
The only problem I see with it is the Hellfire/Demon thing. Hellfire is an Infernal concept not Demonic. Just crying semantics here though.

Well, I could always change it to Demon Knight, Abyssal Knight, or something along those lines.

Scarab Sages

The semantics delegate hellfire to Hell, the plane of chaotic evil. Only one layer of the Abyss, phelgeon, would have hellfire. Maybe look at the Hellknight prestige class and the Hellcaller's Edge weapon for reference and inspiration?

I would refine some of the features to match the Abyss, but overall this is well done. Good job. :)


Yeah, a bit of re-skinning to make up for the hellfire/demon goof would be smart. Actually, come to think of it, doing an Abyssal Knight and a modified to devils and Lawful Evil Hellfire Knight would be fairly workable. The same broad concept applies to both (antipaladin who gets powers from evil outsiders) so the only real change would swapping Abyssal bloodline for Infernal and a couple other little tweaks.


Hell is Lawful Evil, where Devils live. Demons, the Chaotic Evil ones, live in the Abyss. Daemons, Neutral Evil... I forget.

Elsewise, I think Hellfire is a good generic term for profane-powered fire. Abyssfire doesn't exactly roll off the tongue very well.


1 person marked this as a favorite.
Choon wrote:
The semantics delegate hellfire to Hell, the plane of lawful evil.

Fixed.

Not gonna lie, came expecting an LE Antipaladin variant >_> Which would be very want.

EDIT: Bluh, ninja'd!

Scarab Sages

Ya, sorry. My bad on that one. :)


4 people marked this as a favorite.

Version 2.0, now with a split between Abyssal and infernal options.

The Abyssal Knight

Class Skills:
Add Knowledge (the planes) to the Antipaladin's class skill list.

Demonic Influence:
At first level, the Abyssal Knight gains the bloodline powers of the Abyssal Bloodline, using his Abyssal Knight level as his sorcerer level to determine the bonuses gained. If the Hellfire Knight takes levels in Sorcerer, his levels in both classes stack for determining what bloodline powers he has access to. If the Abyssal Knight wishes to do so, he may choose to take the Brutal variant of the Abyssal bloodline from Ultimate Magic.

This replaces the Antipaladin's ability to channel negative energy, aura of vengeance, and aura of depravity class features.

Destructive Touch:
The antipaladin's Touch of Corruption class feature cannot be used to heal undead, but can be used to heal outsiders with the demon subtype as a standard action, or heal himself as a swift action.

Demonic Aura:
The Abyssal Knight's weapons are treated as evil-aligned for the purposes of overcoming damage reduction. In addition, his smite good now treats outsiders with the lawful subtype as if they were of good alignment and possessed the good subtype.

Replaces Aura of Sin

Demonic Ascension:
At 20th level, the Abyssal Knight sheds his mortal form and becomes a true demon. He gains DR 10/good. Whenever he uses smite good and successfully strikes an good outsider, the outsider is also subject to a banishment, using his antipaladin level as the caster level (his weapon and unholy symbol automatically count as objects that the subject hates). After the banishment effect and the damage from the attack is resolved, the smite immediately ends. In addition, uses touch of corruption to damage a creature, he deals the maximum possible amount of damage.

The Abyssal Knight is now treated an outsider with the native, demon, evil, and chaotic subtypes rather than as a humanoid (or whatever the Antipaladin's previous creature type was). He also grows demonic bat-like wings which allow him to fly at a speed equal to twice his base land speed with good maneuverability.

Replaces Unholy Champion

The Hellfire Knight

Class Skills:
Add Knowledge (the planes) to the Antipaladin's class skill list.

Allignment: Hellfire Knights must be of Lawful Evil alignment

Code of Conduct: A Hellfire Knight must be of lawful evil alignment and loses all class abilities if he ever willingly and altruistically commits a good act. This does not mean that a Hellfire Knight cannot take actions someone else might qualify as good, only that such actions must always be in service of his own dark ends or those of his masters.

Hellfire Knights must scrupulously adhere to the letter (though not the spirit) of any bargain or agreement they enter into. Additionally, a Hellfire Knight’s code requires that he respect authority figures as long as they have the strength to rule over the weak and act with discipline (not engaging in random slaughter, keeping firm control over those beneath his station, and so forth).

Devilish Influence:
At first level, the Hellfire Knight gains the bloodline powers of the Infernal Bloodline, using his Hellfire Knight level as his sorcerer level to determine the bonuses gained. If the Hellfire Knight takes levels in Sorcerer, his levels in both classes stack for determining what bloodline powers he has access to. If the Hellfire Knight wishes to do so, he may choose to take the Pit-Touched variant of the Infernal bloodline from Ultimate Magic.

This replaces the Antipaladin's ability to channel negative energy, aura of vengeance, and aura of depravity class features.

Hellfire Touch:
The antipaladin's Touch of Corruption class feature functions as listed, except that it cannot be used to heal undead, but can be used to heal outsiders with the devil subtype as a standard action, or heal himself as a swift action.

Hellfire Knight spellcasting:
The Hellfire Knight uses the antipaladin list, with the following exceptions:
Protection from Law is replaced by Protection from Chaos
Communal Protection from Law is replaced by Communal Protection from Chaos
Magic Circle Against Law is replaced by Magic Circle Against Chaos
Dispel Law is replaced by Dispel Chaos

Infernal Aura:
The Hellfire Knight's weapons are treated as evil-aligned for the purposes of overcoming damage reduction. In addition, his smite good now treats outsiders with the chaotic subtype as if they were of good alignment and possessed the good subtype.

Replaces Aura of Sin

Hellish Ascension:
At 20th level, the Hellfire Knight sheds his mortal form and becomes a true devil. He gains DR 10/good. Whenever he uses smite good and successfully strikes a good outsider, the outsider is also subject to a banishment, using his antipaladin level as the caster level (his weapon and unholy symbol automatically count as objects that the subject hates). After the banishment effect and the damage from the attack is resolved, the smite immediately ends. In addition, uses touch of corruption to damage a creature or heal a devil or himself, he deals the maximum possible amount of damage.

The Hellfire Knight is now treated an outsider with the native, devil, evil, and lawful subtypes rather than as a humanoid (or whatever the Antipaladin's previous creature type was). In addition, the Hellfire Knight's Aura of Cowardice and Aura of Despair now have a 30 foot radius, and the penalty to enemy saves doubles.

Replaces Unholy Champion


I like!

Last paragraph of Hellish Ascension needs chaotic changed to lawful, otherwise think it's good =D


Orthos wrote:

I like!

Last paragraph of Hellish Ascension needs chaotic changed to lawful, otherwise think it's good =D

Oops! Fixed that (it's the inevitable hazard of cut-and-paste).


Looks amazing. Favoring for reference.


I love antipaladin archetypes! This one is pretty cool. I have a HUGE list of them that I made here. http://paizo.com/forums/dmtz5u8q?Antipaladin-Archetypes-Obsessions-of-Evil

RPG Superstar 2011 Top 8

I really like these but I do have a few nit-picks.

Giving a full set of Bloodline Powers is pretty insane, especially when you're only swapping three class features. The antipaladin doesn't get channel negative energy until 4th level, aura of vengeance until 11th, and aura of depravity until 17th. Giving them full bloodline powers would grant abilities at 1st, 3rd, 9th, 15th, and 20th level and many of these powers scale with level (Claws, demon resistance, strength of the abyss, etc.). The the idea of granting both Demonic/Hellish Ascension and Demonic Might/Power of the Pit seems excessive.

The quick and simple fix would be to give Eldritch Heritage (from Ultimate Magic) as a bonus feat at 4th level, Improved Eldritch Heritage at 11th level, and Greater Eldritch Heritage at 17th level. If you wanted you could give a second Eldritch Heritage feat somewhere around 7th level so that they could have both the 1st and 3rd level bloodline powers. Obviously these feats would be tied to the appropriate bloodlines.

You would probably have to add a caveat that would allow you to stack some of your Antipaladin levels with Sorcerer levels for bloodline powers (maybe Antipaladin level -2 or half). Check out that Eldritch Heritage feat to see the wording.

I also think Hellfire Touch should deal half fire half negative energy damage.

You're auras are great though; treating chaotic/lawful outsiders as good aligned for smite good is genius and definitely something they needed.


I am going to use the Hellfire Knight in a evil campaign we are going to be starting soon. Now all i need is for someone that can help me create the archetype in Herolab. Anyone out there able to help?

Community / Forums / Pathfinder / Pathfinder First Edition / Homebrew and House Rules / Antipaladin Archetype: Hellfire Knight All Messageboards

Want to post a reply? Sign in.