Hell Knight


Hellknights are the heavy hand of law in Cheliax and beyond. The knights’ chief philosophies are order, discipline, and mercilessness. They enforce their own code of justice, known as the Measure and the Chain. Hellknights temper their minds and bodies to remove emotion and empathy, leaving only staunch dedication to the enforcement of law and consequence. Each knight wears a suit of black armor styled after his diabolical exemplars. These black-clad enforcers have seven main orders.

Goal: Enforce the Law

Hellknights study and memorize law, meditating on discipline and carrying out its precepts. Although many revile Cheliax’s diabolism, its legal code is thorough and specific, allowing knights to effectively maintain safety, order, and harsh justice. The edicts of the Measure and Chain are plain for the knights follow these regardless of local jurisprudence. The Hellknights are so successful that other nations sometimes invite them to enforce order, a task which they take up with all lawful pleasure.

Alignment: LN

Law is the axis on which a Hellknight’s world tilts. Chaos is aberrational, and its inf luence is often reason enough for preemptive action. There is no tolerance for accidents, conf licted loyalties, or “gray areas.” Hellknights are not explicitly aligned with evil, lest the demands of diabolism interfere with due punishment of lawlessness. Many individual members are evil (and a handful are good), but the organization itself takes a firmly neutral stance on issues of good and evil as irrelevant to ensuring the rule of law.


The Hellknights have no central leadership, even within Cheliax. Each order has its own lictor (general), responsible for overseeing the order’s goals. The dictate of law overrides personal concerns and prevents individual lictors from carving out fiefdoms for their own self-aggrandizement.

Good Class Choices

Cleric, Fighter, Paladin

Challenging Class Choices

Barbarian, Bard, Rogue


Like the leadership of the Hellknights, the headquarters for the various orders are spread throughout Cheliax, generally operating near major population centers. Hellknight citadels are castles or prisons with daunting architecture and secure construction. These citadels are fabled to be impregnable.


The Hellknights only allow those who can prove their absolute devotion to law to join. Dilettantes, rule-benders, and the free-spirited have no place in the organization.

Gaining Prestige

Devoted as they are to law, the main way one achieves status with the Hellknights is by following lawful orders from superior members and eliminating chaos whenever possible.


A character progressing through the ranks of the Hellknights must do so in order and pay the CPA cost for each rank achieved before promotion to the next rank; for example, he cannot become a maralictor without first being a Hellknight or signifer. Some of the organization’s ranks use different names depending on whether or not the character is a spellcaster; these ranks are otherwise identical.

Unlike other military orders presented in this book, the Hellknights take their rank very seriously, and a PC cannot simply disregard commands from higher ranking Hellknights just because she is an adventurer—such disregard for law goes against the faction’s ideals and results in a decrease in the PC’s TPA and perhaps even other punishments, including death for egregious offenses. Furthermore, high-ranking Hellknights tend to take leadership positions in cities or citadels rather than roaming the land looking for lawbreakers to smite; unless the GM plans a location-based campaign where a Hellknight PC can actively direct her troops, PC Hellknights who want to remain free to roam and deal with chaos as they see f it should stick to the lower ranks of the organization (maralictor, signifer, Hellknight, and armiger).

5 TPA, 1 CPA

Gain the rank “Armiger.”

5 TPA, 2 CPA, Armiger

Perform a series of challenges against conjured devils intended to toughen the character’s will against the horrors of Hell. In total, these challenges give the armiger a +2 bonus on saving throws against fear effects.

10 TPA, 1 CPA, Signifer

Transcribe a common spell (one listed in the Pathfinder RPG Core Rulebook, or any spell the GM feels is common) into a wizard’s spellbook or alchemist’s formula book. This benefit does not require a Spellcraft check or any additional transcribing costs.

10 TPA, 1 CPA, Hellknight

Imprison up to four people in a Hellknight citadel for up to 1 month (longer durations require spending more PA or charges of a specific crime which the order can prosecute). The CPA cost may be higher for dangerous prisoners (such as rival adventurers).

10 TPA, 1 CPA, Hellknight

Obtain legal assistance from the order, freeing the Hellknight from prison or punishment with no consequences (usually by intimidation, finding a technicality in the law, or claiming superior jurisdiction over the accused). Each time the character draws upon this resource, the CPA cost doubles.

10 TPA, 3 CPA, Hellknight

Requisition the assistance of a specialist (any NPC with a class level equal to half the Hellknight’s level) for 1 week.

10 TPA, Hellknight

Purchase a set of fitted Hellknight armor appropriate to the character’s chosen order of knights at a 10% discount. Characters with the Hellknight prestige class (see Pathfinder Adventure Path #27) gain additional bonuses while wearing their fitted armor.

10 TPA, 9 CPA, Hellknight

Hire a master specialist (any NPC with a class level equal to the PC’s level) for 1 week.

20 TPA, 1 CPA, Armiger

Gain the rank “Hellknight” or (if a spellcaster) “signifer.” The character must first slay a devil with a number of Hit Dice equal to or greater than her own; this victory must be witnessed by a Hellknight.

20 TPA, 3 CPA, Hellknight

Gain the temporary service of a lawful evil or lawful neutral outsider of up to 12 HD as if using planar binding. The Hellknight must negotiate and pay for the outsider’s service, though she can spend points from her CPA to have her order pay the price for the service. If the Hellknight is a poor negotiator, she can pay 1 CPA to hire a charismatic advocate to argue on her behalf.

20 TPA, Hellknight

Purchase or upgrade weapons from the following list at a 10% discount; axiomatic, bane, flaming, flaming burst, unholy.

20 TPA, Hellknight

Purchase or upgrade magical armor or shields from the following list at a 10% discount; energy resistance (acid, fire, or cold), fortification (all), spell resistance.

25 TPA, 1 CPA, Hellknight

Gain the rank “maralictor” and a loyal team of 4–6 armigers (2nd-level fighters).

30 TPA, 1 CPA, Maralictor

Gain the rank “paralictor” and a loyal team of 1 maralictor (5th-level fighter) and 5–8 Hellknights (3rd-level fighters); one of the Hellknights may instead be a signifer (3rd-level cleric, sorcerer, or wizard). If the paralictor is assigned to a citadel, she also gains 10–20 armigers (2nd-level fighters) and a support staff (5–10 noncombatant 1st-level commoners and experts) to handle the needs of her subordinates.

35 TPA, 1 CPA, Paralictor

Gain the rank “master of blades” or (if the character is a spellcaster) “paravicar” and a loyal team of 3 paralictors (including their subordinates). If the character is assigned to a citadel, her paralictors gain armigers and support staff.

45 TPA, 1 CPA, Master of Blades

Gain the rank “lictor” or (if the character is a spellcaster) “vicarius,” plus a master of blades (or paravicar) and his subordinates, plus 2 additional paralictors and their subordinates. Lictors always have a base of operations which houses their subordinates and support staff.

Hell Knight

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