
Supes |
Thinking about running a campaign with the free archetype variant rule with the first 3(minimum) free archetype feats being required to be taken in the hellknight armige, hellknight signifier, or hellknight archetypes once the pre reqs are achieved. I’m Canvassing for cool character build ideas, traditional, and non-traditional hellknight builds that my players can look at to give them some ideas.

Ruzza |

I have an idea that may be fun, but would require just a smidge of GM buy-in. I'm a fan of conjuration and Hellknights, so the Order of the Gate is something that appeals to me. If your GM (sounds like the GM is you), is alright with reskinning the demon eidolon to devil (and mechanically altering it from Chaotic Evil to Lawful Evil), then we're good to go with a summoner who heads over to signifier.
While I haven't built out the idea beyond a knee-jerk "oh hey this would be fun," it does seem to be in line with Hellknights while being a bit of it's own thing. That sort of the trouble with Hellknights - conformity is part of their whole aesthetic. Making a unique Hellknight gets tricky.
(Also hoping the dedications get more love in upcoming Lost Omens books and that we eventually get the true devil eidolon.)

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Paladin Hellknight. The current circumstances of Cheliax definitely show that Evil ways are doomed to fail and crumble.
Order and structures have innate value though and should be preserved, strengthened and put squarely to the support of Good.
It is up to the character to ensure that Cheliax does not take the Hellknights down into oblivion with them, to salvage as much of the structure as they can and to ensure no Evil corruption survives, for it would only doom the renewed order in the end.

Seisho |

Very traditional would of course be Fighter or Champion hellknights. While for Champions Paladin as Well as tyrant cause will Suite Well.
It probably depends a little in the Tone of your campaign and which hellknight Order you pick.
Clerics of Infernal Patrons (and other lawful entities) make good signifers
Well, so so probably Most lawful spellcasters to a certain degree
As for the Combat Side, again depending in the Order, Most martials except from maybe rogue, Monk and swahbuckler, can be Made into a proper hellknight
(I just now Realize how many exceptions that makes ^^°)
Investigator, thaumaturgist and Ranger are all great for hunting down criminals and monsters
Vanguard and drifter gunslinger make good frontliners, even If it is statwise a Bit harder

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Currently in Extinction Curse using the FA rules and I have a human/asimar 12 Fighter/Hellknight. Took the Armiger first then went into HK at level 6 I think. Regardless he is a damage sponge, doesn't have the output of damage my other character did (two handed figher/bully) but stays up much much longer. Built around a morningstar and shield. I keep having to play melee characters which is fine since rest of group is a bard and wizard with an occasional helpful npc.

Perpdepog |
I have a couple of partially built Hellknight characters in the works.
One is a Hobgoblin Fighter Hellknight member of the Order of the Chain. Hobgoblins get fun flail-based feats like Leech-Clipper, and you can leverage those with the Order of the Chain's grapple-based abilities to give you lots of stuff to do with flails. One idea I had was to get some Doubling Rings, have one good flail, or other weapon, and then have disposable flails on the character's belt they could whip off and use like impromptu shackles.
Another idea was basically to make a bardic tank Hellknight Signifer of the Order of the Scourge. Bards are proficient with whips, so they can join the order easily, and loading up the bard's strength, granting them the Enigma or Warrior muse, and giving them the Order of the Scourge's ability to see through stuff could give you a fun, magical, strength-based investigator type. You'd likely have to go human in order to get to heavy armor prof in time to pick up the archetype unless you are allowing FA.