Hellknight Orders
Source Hellfire Dispatches pg. 21
To handle the unrest in the wake of Aroden's death, the Hellknights split into multiple orders with individual missions and mandates. New orders are frequently created as needs demand and fall into obscurity just as quickly, but there are currently seven major orders recognized across the Inner Sea region.
Even among the major orders, some have fractured under Thrune's demands, and others attempt to find their way. These schisms are still so recent that the martial and magical teachings of those orders have yet to diverge.

Order of the ChainSource Hellfire Dispatches pg. 28Favored Weapons Flail,
Spiked ChainThe creed of the Order of the Chain is “All men lift themselves up upon the backs of others.” These Hellknights seek to punish those who actively impede what they believe to be civilization’s progress.
Shackles of Law [two-actions] Lesser Benefit
Source Hellfire Dispatches pg. 28(
flourish) You 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 or spiked chain, you can ignore Grapple's requirement that you have a hand free, and if you succeed at the Athletics check, you get a critical success instead. 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 Hellfire Dispatches pg. 28Your 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.
Source Hellfire Dispatches pg. 28Favored Weapon DaggerThe creed of the Order of the Gate is “Judgment in the face of depravity.” These Hellknights seek to prevent crime through magic and extraplanar knowledge.
Locate Lawbreakers Lesser Benefit
Source Hellfire Dispatches pg. 28Your pursuit is relentless, and you can 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're a member of the Order of the Gate, when you reach 14th level, the spell is heightened to 5th rank.
Devil Allies Greater Benefit
Source Hellfire Dispatches pg. 28You can call forth devils to assist your efforts in preventing criminal acts. You gain
summon fiend as a 6th-rank 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 14th level and every 2 levels thereafter, the spell is heightened by one rank (to a maximum of 10th rank when you reach 20th level).
Source Hellfire Dispatches pg. 28Favored Weapon MorningstarThe creed of the Order of the Godclaw is “Righteousness by obedience.” These Hellknights extol the virtues of a pantheon of imposing deities.
Dedication to the Five Lesser Benefit
Source Hellfire Dispatches pg. 28Your dedication to the Godclaw borders on a cleric's. You gain the cleric's
Domain Initiate feat but must select
duty,
might,
perfection, or
protection as your domain. Whenever you cast the focus spell gained from this feat, you gain temporary Hit Points equal to twice the spell's rank that last for 1 round. In addition, you can use any religious symbol of
Abadar,
Asmodeus,
Iomedae,
Irori, or
Uirch as your divine focus.
Blessing of the Five [three-actions] Greater Benefit
Source Hellfire Dispatches pg. 28Frequency once per day
You call out to the Godclaw to heal your allies. You cast the 3-action version of
heal, heightened to a rank one lower than half your level rounded up. You can select up to five 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.
Source Hellfire Dispatches pg. 28Favored Weapons Halberd,
LanceOrder of the Nail The creed of the Order of the Nail is “Savagery must bequelled, in the land, home, and mind.” These Hellknights work to tame wild frontier regions.
Trailblazing Stride Lesser Benefit
Source Hellfire Dispatches pg. 28While moving on land, you ignore any
difficult terrain caused by plants, fungi, or uneven ground. When you succeed at a skill check to
Recall Knowledge about a creature with the
animal,
beast,
fungus, or
plant trait, you gain a +10-foot circumstance bonus to your Speeds for the rest of your turn.
Reveal Beasts Greater Benefit
Source Hellfire Dispatches pg. 28You're adept at revealing—or creating—fear among those who threaten civilization. If you succeed at a check to Recall Knowledge to identify an animal, beast, fungus, or plant, you get a critical success instead. Additionally, whenever you critically succeed at a check to Recall Knowledge against an animal, beast, fungus, or plant, that creature becomes
frightened 1.
Source Hellfire Dispatches pg. 28Favored Weapon GlaiveThe creed of the Order of the Pyre is “Reason’s flame consumes the shadow of corruption.” These Hellknights seek to purge what they call blasphemous ideologies from the world.
Righteous Resistance Lesser Benefit
Source Hellfire Dispatches pg. 29You can cast
resist energy as a divine innate spell twice per day, 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 Hellfire Dispatches pg. 29You channel disruptive power that severs a foe's spiritual connection to their magic. Make a melee Strike. This counts as two attacks when calculating your multiple attack penalty. If the attack hits, the target takes 1d6
persistent spirit damage. The target is
stupefied 1 until it stops taking the persistent spirit damage.
Source Hellfire Dispatches pg. 28Favored Weapons Longsword,
WhipThe creed of the Order of the Rack is “The venoms of the mind poison the body.” These Hellknights suppress rebellions, usually within Cheliax.
Disillusionment Lesser Benefit
Source Hellfire Dispatches pg. 29Dreams 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 Hellfire Dispatches pg. 29You channel a power to stifle 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 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's temporarily immune for 1 minute.
Source Hellfire Dispatches pg. 28Favored Weapons Mace,
Whip,
ScourgeThe creed of the Order of the Scourge is “Without culpability, chaos reigns.” These Hellknights root out corruption in all its forms.
Fear No Law, Fear No One [one-action] Lesser Benefit
Source Hellfire Dispatches pg. 29When your allies see you stand up to fear, they become similarly emboldened. Make a Strike. If you hit and deal damage, each ally within a 20-foot emanation around you who can see you reduces the value of their
frightened condition by 1. If the target of your Strike was the source of their frightened condition, they reduce the value by 2 instead.
Seek Injustice [three-actions] Greater Benefit
Source Hellfire Dispatches pg. 29Frequency once per day
With a moment spent focusing, you can locate the telltale signs of corruption no matter what means it might 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 blocks this effect).