Hellknight Orders
Source Character Guide pg. 81 2.0
The following entries list the lesser and greater order benefits for each of the major Hellknight orders. These abilities can be gained by selecting the Order Training, Advanced Order Training, and Hellknight Order Cross-Training archetype feats.
Order of the ChainLegacy Content
Source Character Guide pg. 81 2.0Favored Weapon FlailMembers of the Order of the Chain are skilled at hunting down and capturing criminals, especially those who dare flee from justice.
Shackles of Law [two-actions] Lesser Benefit
Flourish Source Character Guide pg. 81 2.0You attempt to subdue a target with an attack and a follow-up grab. Make a melee Strike. If it hits and deals damage, you can attempt an
Athletics check to Grapple the creature you hit. If you’re wielding a flail, you can ignore Grapple’s requirement that you have a hand free. Both attacks count toward your multiple attack penalty, but the penalty doesn’t increase until after you’ve made both of them.
Sturdy Bindings Greater Benefit
Source Character Guide pg. 81 2.0Your grapples are incredibly reliable. When you roll a critical failure on a check to Grapple a target, you get a failure instead. In addition, when a creature you have grabbed rolls a failure on its check to Escape, it gets a critical failure instead, and if it rolls a critical success, it gets a success instead.
Legacy Content
Source Character Guide pg. 81 2.0Favored Weapon DaggerThe Hellknight signifers of the Order of the Gate seek to prevent lawlessness of all types through the use of their considerable spellcasting prowess and command of fiendish outsiders.
Locate Lawbreakers Lesser Benefit
Source Character Guide pg. 81 2.0Your pursuit is relentless, and you are able to magically locate stolen objects and outlaws. You gain
locate as an innate spell of a tradition of your choice, which you can cast once per day. If you are a member of the Order of the Gate, when you reach 14th level, the spell is heightened to 5th level.
Devil Allies Greater Benefit
Source Character Guide pg. 82 2.0You can call in devils to assist your efforts. You gain
summon fiend as an innate spell of a tradition of your choice, which you can cast once per day. When you cast this spell, you can summon only creatures that have the devil trait. At 16th level and every 2 levels thereafter, the spell is heightened by 1 level (to a maximum of 8th level when you reach 20th level).
Legacy Content
Source Character Guide pg. 82 2.0Favored Weapon MorningstarThe Order of the Godclaw’s Hellknights see their cause as a holy mandate from the Godclaw. They seek to punish criminals with a zeal rarely matched by others who enforce the law.
Dedication to the Five Lesser Benefit
Source Character Guide pg. 82 2.0Your dedication to the Godclaw borders on a cleric’s. You gain the cleric’s
Domain Initiate feat but must select
perfection,
protection,
tyranny, or
zeal as your domain. In addition, you can use any religious symbol of
Abadar,
Asmodeus,
Iomedae,
Irori, or
Torag as your divine focus.
Blessing of the Five [three-actions] Greater Benefit
Concentrate Divine Healing Manipulate Necromancy Positive Source Character Guide pg. 82 2.0Frequency once per day
You call out to the Godclaw to heal your allies. You cast the 3-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.
Legacy Content
Source Character Guide pg. 82 2.0Favored Weapons Halberd,
LanceMembers of the Order of the Nail see civilized society as an ideal and seek to unite all people within their cultural baseline. They also seek to destroy anyone who does not accept Chelaxian culture along with the wild beasts that threaten the safety of civilization.
Trailblazing Stride Lesser Benefit
Source Character Guide pg. 82 2.0You are used to moving through the wilderness. While moving on land, you ignore the effects of non-magical difficult terrain.
Reveal Beasts Greater Benefit
Source Character Guide pg. 82 2.0You are adept at revealing—or creating—weaknesses among those who are a threat to civilization. If you roll a success on a check to
Recall Knowledge to identify an animal or a beast, you get a critical success instead. The next time you damage that creature, it gains weakness 5 during that attack to one damage type of your choice that you dealt it.
Legacy Content
Source Character Guide pg. 83 2.0Favored Weapon GlaiveThe Order of the Pyre is dedicated to eliminating those faiths and beliefs they consider to be a threat to the Inner Sea region. They are particularly keen on stamping out dangerous cults.
Righteous Resistance Lesser Benefit
Source Character Guide pg. 83 2.0You can cast
resist energy twice per day as a divine innate spell, except you can target only yourself. If you grant yourself resistance to fire damage, the resistance is equal to either the spell’s normal value or to your level, whichever is higher.
Spiritual Disruption [two-actions] Greater Benefit
Source Character Guide pg. 83 2.0You channel disruptive power that severs a foe’s spiritual connection to their heretical magic. Make a melee Strike. If the attack hits, any time the target attempts to cast a divine or occult spell, the spell is
disrupted unless they succeed at a DC 5 flat check (DC 7 on a critical hit); if the target is also
stupefied, it must attempt the harder of the two flat checks (but not both). This effect lasts for 1 minute.
Legacy Content
Source Character Guide pg. 83 2.0Favored Weapons Longsword,
WhipMembers of the Order of the Rack seek to eliminate wastefulness throughout the Inner Sea region. They seek to quash pointless dreams, quell rebellions, and destroy dangerous inventions.
Disillusionment Lesser Benefit
Source Character Guide pg. 83 2.0Dreams are pointless illusions you seek to quash. If you roll a success on a saving throw against an illusion or dream effect or a Perception check to disbelieve an illusion, you get a critical success instead. If you roll a critical failure on any of those checks, you get a failure instead.
Silence Heresy [two-actions] Greater Benefit
Source Character Guide pg. 83 2.0You channel a power that stifles dangerous words. Make a melee Strike. If the attack hits, the target is unable to speak in a voice louder than a whisper for 1 round. This prevents the target from using most auditory effects involving its voice, and it must succeed at a DC 5 flat check to Cast a Spell with a verbal component or the spell is disrupted. If your Strike is a critical hit, the target is entirely unable to speak for 1 round and is limited to a whisper for 1 minute thereafter. Once a creature has been affected by this ability, it is temporarily immune for 1 minute.
Legacy Content
Source Character Guide pg. 83 2.0Favored Weapons Mace,
Scourge,
WhipHellknights of the Order of the Scourge hunt those who pervert the law for their own selfish ends. They seek to destroy corruption and those who hide behind unjust laws and bureaucracy.
Fear No Law, Fear No One Lesser Benefit
Source Character Guide pg. 83 2.0When you roll a success on a save against a fear effect, you get a critical success instead. In addition, any time you gain the
frightened condition, reduce the condition’s value by 1. As usual, this ability reduces the initial
frightened condition by 1, so if you have multiple similar abilities, they don’t both take effect.
Seek Injustice [three-actions] Greater Benefit
Concentrate Divination Magical Revelation Source Character Guide pg. 83 2.0Frequency once per day
With a moment spent focusing, you can locate the telltale signs of corruption no matter what means it may use to hide from your sight. For 1 minute, you can see through up to 5 feet of stone, wood, or similar barriers as if they didn’t exist (though any amount of metal or denser barriers block this effect).