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Tuvarkz
2015-05-11, 05:06 PM
So, I saw the hellknight prestige class, and thought I could add some Paladin-esque flavor into it without binding it to either good or evil (Unlike some other classes like the Blackguard or the Paladin of Tyranny, which are inherently evil), and added full maneuver progression.

Hell Knight (Full Initiator)

The Hellknights are a collection of knightly orders with a unique focus on the promulgation of law. They are interested less in the social goodness and charity typical of paladins, but rather in the foundation and stringent maintenance of order at all costs. In their iron-handed exaction of law—specifically, the laws of their various orders and their home country of Cheliax—Hellknights emulate the most organized and effective armies in all the planes: the legions of Hell. They are not concerned with morality or methods, only results. If people cannot be trusted to obey the law out of their own senses of civility and social righteousness, Hellknights provide the need to obey out of fear of a master's stern hand.

Alignment: Always Lawful, with a strong tendency to Neutral or Evil

Religion: Hell knights follow gods of law and justice. Only the members of the Godclaw Order worship Iomedae, yet none amongst them worship her exclusively.

Races: Hell knights are almost exclusively human or half-human, with recruits sometimes coming from races with more orderly societies, such as dwarves.

Other classes: Warders are often trusted by Hell Knights as fellow fighters in the vanguard of the battlefield, and they similarly earn respect from Monks and Fighters. However, with even Good hellknights placing the Law above all else, their relationships with paladins are at best that of cordial respect. Rogues and Rangers tend to stay away. Antipaladins try at any cost not to face a Hellknight, as the latter can always Smite them, but more often than not can't be smitten by the former. While most Stalkers have the same reation of rogues, a select few, either being raised by the order or having provided service to them, receive the Hell Knights' favor and find them good allies, with the exception of the Order of the Scourge, which makes no such allegiances.

Martial Traditions: The Hell Knights are staunch allies of both the Black Thorn Knights and the Defenders of the Realm, many members often belonging to one of the two groups. It's not strange to see a Hell Knight and a member of one such fellowship to find themselves opponents in the battlefield or a debate, and shortly after find them sharing a drink in friendly chatter afterwards. They mantain a cordial relationship with the Empyreal Knights, due to their understanding of the hypocrisy Iomedae comitted with the fall of Al'Asadriel. As keepers of knowledge and thus civilization, those of the Wayward Path often find loyal protectors amongst the Hell Knights. The Bloody Fangs, however, are sworn enemies of them.

Starting Wealth: As Paladin

Hit Die: d10

Class Skills: Climb (Str), Craft (Int), Diplomacy (Cha), Intimidate (Cha), Knowledge (History) (Int), Knowledge(Martial) (Int), Knowledge (Nobility) (Int), Knowledge (Planes) (Int), Perception (Wis), Profession (Wis), Ride (Dex), Sense Motive (Wis), Spellcraft (Int)

Skill Ranks per Level: 4+Int modifier

Table: The Hell Knight


Level
Base Attack Bonus
Fort Save
Ref Save
Will Save
Special
Maneuvers Known
Maneuvers Readied
Stances


1st
+1
+2
+0
+2
Aura of Law, Order, Battle Rally (Morale, Terror)
5
3
1


2nd
+2
+3
+0
+3
Smite Chaos 1/day, Hellish Health
6
4
2


3rd
+3
+3
+1
+3
Battle Rally (Bravery), Fearless
7
4
2


4th
+4
+4
+1
+4
Martial Focus 1, Detect Chaos
7
4
2


5th
+5
+4
+1
+4
Instant Smite, Smite Chaos 2/day
8
5
3


6th
+6/+1
+5
+2
+5
Lawbringer, Battle Instinct
8
5
3


7th
+7/+2
+5
+2
+5
Discern Lies, Hell Knight Armor 1
9
5
3


8th
+8/+3
+6
+2
+6
Resolve, Battle Rally (Relentless), Smite Chaos 3/day
9
6
4


9th
+9/+4
+6
+3
+6
Order Merit I, Martial Focus 2
10
6
4


10th
+10/+5
+7
+3
+7
Hellstorm, Hell Knight Armor 2
10
6
4


11th
+11/+6/+1
+7
+3
+7
Mete Justice, Smite Chaos 4/day
11
7
5


12th
+12/+7/+2
+8
+4
+8
Order Merit II
11
7
5


13th
+13/+8/+3
+8
+4
+8
Battle Rally (March), Hell Knight Armor 3
12
7
5


14th
+14/+9/+4
+9
+4
+9
Infernal Armor, Martial Focus 3, Smite Chaos 5/day
12
8
5


15th
+15/+10/+5
+9
+5
+9
Hell's Knight, Order Merit III
13
8
6


16th
+16/+11/+6/+1
+10
+5
+10
The Meaning of Fear, Hell Knight Armor 4
13
8
6


17th
+17/+12/+7/+2
+10
+5
+10
Unstoppable Justice, Smite Chaos 6/day
14
9
6


18th
+18/+13/+8/+3
+11
+6
+11
Cocytus, Improved Battle Rally
14
9
6


19th
+19/+14/+9/+5
+11
+6
+11
Hell Knight Armor 5, Martial Focus 4
15
9
7


20th
+20/+15/+10/+5
+12
+6
+12
Hell Knight Consul, Smite Chaos 7/day
16
10
7



Class Features

All of the following are class features of the Hell Knight.

Weapon and Armor Proficiency

Hell Knights are proficient with all simple and martial melee weapons, with all armor, and with shields (Tower shields not included).

Maneuvers

A Hell Knight begins his career with knowledge of five martial maneuvers. The disciplines available to him are Black Seraph, Elemental Flux (Restricted to Fire and Earth), Golden Lion, and Scarlet Throne. Once she knows a maneuver, he must ready it before he can use it (see Maneuvers Readied, below). A maneuver usable by Hell Knights is considered an extraordinary ability unless otherwise noted in its description. His maneuvers are not affected by spell resistance, and he does not provoke attacks of opportunity when he initiates one. He learns additional maneuvers at higher levels, as shown on Table: The Hell Knight. The Hell Knight must meet a maneuver's prerequisites to learn it.

Upon reaching 4th level, and at every even numbered Hell Knight level after that, he can choose to learn a new maneuver in place of one she already knows. In effect, the Hell Knight loses the old maneuver in exchange for the new one. The Hell Knight need not replace the old maneuver with a maneuver of the same level. He can choose a new maneuver of any level he likes, as long as he observes his restriction on the highest-level maneuvers he knows. The Hell Knight can swap only a single maneuver at any given level. A Hell Knight's initiation modifier is Charisma.

Maneuvers Readied

A Hell Knight can ready three of his five starting maneuvers, but as he advances in level and learns more maneuvers, he must choose which maneuvers to ready. He readies his maneuvers by going over battle tactics, through weapon drills, or spending time meditating in prayer for 10 minutes. The maneuvers he chooses remain readied until he decides to repeat this again and change them. Any given maneuver may only be readied once. Hell Knights do not need to sleep or be well rested to ready their maneuvers; any time they spend 10 minutes in practice or meditation, they can change their readied maneuvers. He begins an encounter with all readied maneuvers unexpended, regardless of how many times he may have already used them since he chose them. When the Hell Knight initiates a maneuver, he expends it for the current encounter, so each of his readied maneuver can be used once per encounter (until they are recovered, see below).
For a Hell Knight to recover expended maneuvers, he must make his presence be displayed across the battlefield through either a mighty roar or an impressive display of martial might. By taking a full round action (activating his Battle Rally class feature), he recovers a number of expended maneuvers equal to his Charisma modifier (minimum of two). Alternately, he may take a brief pause in battle and recover a single maneuver of his choosing by spending a standard action on his turn.

Aura of Law (Ex)

The power of a Hell Knight's aura of law (see the detect law spell) is equal to his Hell Knight level.

Order

A character must choose one Hell knight order to join. The choice of order determines what order merits the character gains access to. Available Hell Knight orders are: (Order of the) Rack, Scourge, Nail, Godclaw, Gate, Chain, Pyre. Additionally, each order imposes restrictions on the Hell Knight's conduct. A Hell Knight may not change his order after making this choice, unless he performs an impressive enough deed for him to be allowed to create his own order.

Battle Rally (Ex)

At 1st Level, a Hell Knight can easily tip the morale of those participant in a battle with his mere presence. When recovering maneuvers as a full-round action, a Hell Knight either unleashes a brutal shout or roar, makes a display of martial might with his weapon, or, in the rare occasion he can't do either, by sheer power of will, he is also able to channel infernal energies through the battlefield. A Hell Knight may only use each rally once per encounter. At 18th level, a Hell Knight has become so used to tipping the scales that he can perform his Battle Rally as a move action. A Hell Knight starts with the Morale and Terror Battle Rallies, obtaining the Bravery Rally at 3rd level, the Relentless Rally at 8th, and the March Rally at 13th.

Morale Rally: The Hell Knight's presence encourages all his allies to finish off the enemy. Until the start of the Hell Knight's next turn, his allies gain a morale bonus of 1+half his Charisma modifier (minimum of 2)

Terror Rally: The Hell Knigth's presence intimidates all his enemies, inflicting upon them the shaken condition for a number of rounds equal to his Charisma modifier (minimum of 2). This is considerated an Intimidate effect, therefore not causing the fear condition on already shaken foes, but extending the duration of their condition instead.

Relentless Rally: The Hell Knight commands his allies to shake off any mental effects, allowing any allies to instantly attempt an extra saving throw against any compulsion, charm, fear, illusion and mind control effects, with a profane bonus equal to his Charisma modifier (minimum of 2). Should the allies fail their saving throws, the remaining duration of such effects is halved.

March Rally: The Hell Knight compels his allies to keep marching forward, removing any movement impeding or slowing conditions (as well as removing the speed reduction from encumbrance or amor for the duration of the effect), and increasing their base movement speed by three times his Charisma modifier (Minimum of 5 ft increase). This last until the start of the Hell Knight's next turn.

Should the Hell Knight be knocked unconscious or die, the effects of his Battle Rally are instantly removed, unless he is of 18th level or higher, at which point the effects are doubled for the remainder of the duration (And allies under the Relentless Rally might try their saving throws again, at double the profane bonus).

Smite Chaos (Su)

At second level, once per day, a Hell Knight can call out to the powers of law to aid him in her struggle against chaos. As a swift action, the Hell Knight chooses one target within sight to smite. If this target is chaotic, the Hell Knight adds his Cha bonus (if any) to her attack rolls and adds 1+half his Charisma modifier to all damage rolls made against the target of his smite. Regardless of the target, smite chaos attacks automatically bypass any DR the creature might possess.

In addition, while smite chaos is in effect, the Hell Knight gains a deflection bonus equal to his Charisma modifier (if any) to his AC against attacks made by the target of the smite. If the Hell Knight targets a creature that is not chaotic, the smite is wasted with no effect.

The smite chaos effect remains until the target of the smite is dead or the next time the Hell Knight rests and regains his uses of this ability. At 5th level, and at every three levels thereafter, the Hell Knight may smite chaos one additional time per day, as indicated on Table: The Hell Knight, to a maximum of seven times per day at 20th level.

Hellish Health (Su)

At 2nd level, a Hell Knight is immune to all diseases, including supernatural and magical diseases, including mummy rot.

Fearless (Ex)

At 3rd level, a Hell Knight is immune to fear (magical or otherwise).

Martial Focus (Ex)

At 4th level, the Hell Knight may choose one martial discipline amongst the ones he has access to. He gains the Discipline Focus feat for that discipline as a bonus feat. At 9th level, he gains the Advanced Study feat as a bonus feat, allowing him to learn two additional maneuvers from the discipline of his Martial Focus. At 14th level, should the Hell Knight reduce a smitten foe to 0 health points or lower with a strike of his Martial Focus (or having used a boost that contributed to that end during that turn, but not both-Strike takes precedence), he instantly recovers that maneuver. At 19th level, as a move action, the Hell Knight may consume two uses of his Smite Chaos ability to make a strike maneuver from his Martial Focus attack all foes in a 30 yard radius from him, using this final feature a maximum number of times per day equal to his Charisma Modifier. A Hell Knight may not change his Martial Focus after making his choice.

Detect Chaos (Sp)

From 4th level onwards, at will, a Hell Knight can use detect chaos, as the spell. A Hell Knight can, as a move action, concentrate on a single item or individual within 60 feet and determine if it is chaotic, learning the strength of its aura as if having studied it for 3 rounds. While focusing on one individual or object, the Hell Knight does not detect chaos in any other object or individual within range.

Instant Smite (Su)

At 5th level, when choosing to use a Strike maneuver, a Hell Knight can use his Smite Chaos ability as a free action on the target of that maneuver (Should there be more than one target for the strike's effects, the Smite either targets the initial target of the maneuver (For maneuvers such as Scything Strike), or, at will, any maneuver within radius (For maneuvers such as Circle of Razor Feathers)).

Lawbringer (Ex)

At 6th level, a Hell Knight’s attacks are treated as lawful for overcoming damage reduction.

Battle Instinct (Ex)

At 6th level, a Hell Knight's combat experience allows him to notice any hostile intent towards him. The Hell knight may add his Charisma modifier to his AC and to his Reflex saves in place of his Dexterity modifier.

Discern Lies (Sp)

At 2nd level, a Hell Knight can use discern lies as a spell-like ability a number of times per day equal to 3 plus his Charisma modifier. His caster level equals his Hell Knight level.

Hell Knight Armor (Ex)

At 7nd level, a Hell Knight earns the right to wear Hell Knight armor. While wearing this armor, the Hell Knight reduces the armor check penalty by 1, increases the maximum Dexterity bonus allowed by 1, and moves at full speed.
At 10th level, these adjustments increase to 2.
At 13th level, these adjustments increase to 3.
At 16th level, these adjustments increase to 4.
At 19th level, these adjustments increase to 5.

Resolve (Ex)

At 8th level, a Hell Knight is immune to charm, compulsion, and mind control spells and spell-like abilities.

Order Merits

A 9th-level Hell knight gains access to his first merit, choosing one that is associated with his specific order.

At 12th level, the Hell knight gains a second merit, chosen from any listed as being available to “any order.”

At 15th level, the Hell knight gains his third merit, choosing this one from any of the disciplines listed below, even those not from his own order, with the exception of Pentamic Faith. When applicable, the save DC to resist a discipline’s effect is equal to DC 10 + the Hell Knight’s level + the Hell Knight’s Charisma modifier. The Hell Knight can use any one discipline a number of times per day equal to the total number of merits he has access to, so at 9th level he may use his merit once per day. At 12th level, he may use both merits twice per day each. At 15th level, he may use all three of his merits three times per day.

Brand (Sp; Order of the Pyre): The Hell Knight can use mark of justice as a spell-like ability.

Censor (Su; Order of the Rack): When the Hell Knight uses smite chaos on a creature, he can strike the creature mute for 1d4 rounds unless it makes a successful Will save. A mute creature cannot speak, nor can it cast spells that have verbal components or use language-dependent effects.

Fearsomeness (Ex; any order): A Hell Knight who uses the Intimidate skill to cause a creature within 10 feet to become shaken can instead cause that creature to become frightened.

Onslaught (Su; Order of the Nail): Once per day as a free action, a Hell Knight increases his base speed by +10 feet and gains a +4 bonus to his Strength for 1 round. If the Hell knight is mounted, these bonuses also apply to his mount.

Pentamic Faith (Ex; Order of the God Claw only): This ability allows the Hell Knight to select one of the following domains: Artifice, Glory, Knowledge, Law, Magic, Nobility, Protection, Rune, Strength, Travel, and War. The Hell Knight gains all of the granted powers (but not domain spells) of that domain, treating his Hell Knight levels as Cleric levels to determine what domain abilities he has access to.

Shackle (Su; Order of the Chain): When the Hell Knight uses Smite Chaos on a creature, he can impede its mobility. The creature can negate this effect with a Will save; otherwise, it is affected as if by a slow spell for 1d4 rounds.

Summon Devil (Sp; Order of the Gate): The Hell Knight may use summon monster V as a spell-like ability to summon 1 bearded devil.

At 12th level, this spell-like ability is replaced by summon monster VI, allowing him to summon 1d3 bearded devils, or 1 erinyes.

At 15th level, this spell-like ability is replaced by summon monster VII, allowing him to summon 1d4+1 bearded devils, 1d3 erinyes, or 1 bone devil.

Tracker (Sp; any order): The Hell Knight can summon a creature to aid him, either in battle or to track an enemy, as if using a summon monster spell, save that the summoned creature lingers for 1 hour before vanishing.

A 12th-level Hell knight can summon either an eagle, a riding dog, a wolf, or a leopard.

A 15th-level Hell knight can instead opt to summon a dire wolf or a hell hound.

Vigilance (Su; Order of the Scourge): The Hell Knight gains low-light vision (this effect is constant). In addition, as a full-round action, the Hell knight can see through up to 5 feet of stone, wood, or similar barriers as if they didn’t exist. Metal or denser barriers block this effect. Each use of this ability lasts as long as the Hell Knight concentrates, up to a number of rounds equal to the Hell Knight’s level.

Wrack (Su; any order): The Hell Knight may make a touch attack as a standard action to cause a creature to suffer incredible pain. The creature touched takes 1d6 points of damage + the Hell Knight’s Charisma modifier, and must make a Will save to avoid being staggered for 1d4 rounds.

Hellstorm (Su)

At 10th level, through gaining the capacity to channel the power of the massive gales in Hell that punish those overcome by carnal desire, the Hell Knight may now use the Air effects for his Elemental Flux maneuvers.

Mete Justice (Su)

At 11th level, when using Instant Smite on a maneuver with more than one target, the Hell Knight can Smite all the affected foes with a single use of Smite Chaos. This ability may be used a number of times per day equal to the Hell Knight's Charisma modifier.

Infernal Armor (Su)

As long as he wears Hell knight armor, a 14th-level Hell Knight gains a +2 bonus on all Charisma-related checks made while interacting with nongood lawful creatures. In addition, he gains the ability to see perfectly in darkness of any kind, resistance to fire 30, and resistance to acid 10 and cold 10.

Hell’s Knight (Su)

At 15th level, a Hell Knight can grant a weapon he wields or touches the axiomatic, flaming burst, or unholy weapon quality. This weapon maintains this new quality as long as the Hell knight remains within 100 feet of the weapon—a Hell Knight may maintain only a single weapon’s granted quality at a time. The Hell Knight also becomes immune to fire while wearing Hell Knight armor.

The Meaning of Fear (Ex)

At 16th level, there's no foe that is safe from feeling fear caused by the Hell Knight. The Hell Knight can now inflict fear and demoralization effects on enemies immune to either (or both) fear effects or mental effects. Additionally, whenever the Hell Knight inflicts the shaken condition (or frightened/panicked), the penalties on the target are doubled from -2 to -4.

Unstoppable Justice (Su)

At 17th level, the Hell Knight becomes a beacon of law and justice, gaining DR 5/chaotic. He also becomes immune to any madness-inducing effects.

Cocytus (Su)

At 18th level, through gaining the capacity to channel the power of the frozen lake in Hell that punishes traitors, the Hell Knight may now use the Water effects for his Elemental Flux maneuvers.

Hell Knight Consul (Su)

At 20th level, the Hell Knight masters the power of the elements from Hell, and his word becomes law. Whenever the Hell Knight uses an Elemental Flux maneuver, he may choose at will what effect to cause. His attacks count as Acid, Fire, Electric, or Cold for purposes of piercing Damage Reduction. He is now immune to acid and his DR is increased to 10/Chaotic. Becoming a source of law himself, the Hell Knight may not stop being lawful unless he pledges his full allegiance (and thus subservience) to a chaotic outsider or divinity, or actively participates in the destruction and/or collapse of civilization and order.

Code of Conduct

A Hell Knight must always be lawful. Should he stop being lawful, he loses access to the following:
All class features marked as (Sp) or (Su), in addition to Aura of Law (Ex) and Lawbringer (Ex)
The Black Seraph Discipline
The Fire and Earth effects for Elemental Flux (While fallen, he may use the Air and Water effects, however)
Performing a Battle Rally through the channeling of infernal energies (Namely, a mute and unarmed fallen Hell Knight may not perform a Battle Rally)

Hell Knights are a little more lax than paladins or antipaladins, and therefore, in order to recover his features, a Hell Knight simply needs to become lawful once more, pay for any damages/expenses caused by his chaotic actions, and accept any punishments as determined by the local law.

Additionally, each Hell Knight Order imposes an additional clause for the Hell Knight's Action:

Order of the Rack: All wasteful knowledge and indolent idealism must be purged. Additionally, whenever a new version of the history of Cheliax arrives to the local library, school, or institution, it is the duty of the Hell Knight to recover all older versions nearby, and burn them in a pyre. (Failure due to incompetence is not a sufficient cause for falling, but failure to oversight or lazyness is.)
"The venoms of the mind poison the body."

Order of the Scourge: The Hell Knight must combat all lawless tendencies and remind everyone that no crime goes unpunished, with brutal displays of grim punishments if necessary. Should the Hell Knight find any traces of a criminal organization, it is his duty to exterminate it throuroughly to the extent of his abilities, save for major cause of danger (Namely, end of the world scenarios and/or demonic invasions). However, it is left to the Hell Knigth's judgement on the punishment of such criminals were they to surrender and confess their misbehaviours to the Knight before he starts the purging.
"Without culpability chaos reigns."

Order of the Nail: The Hell Knight must combat and do his best to eliminate savage practices, and try and bring civilization to the frontier populations, eliminating them should they be unwilling to change their uncivilized ways. Also noted for culling raiding hordes.
"Savagery must be quelled, in the land, home, and mind."

Order of the Godclaw: Law is divine, and the world must be set on the right path at all costs. Praise Abadar, Asmodeus, Iomedae, Irori, and Torag! The Hell Knight must keep his Knowledge (Religion) ranks equal to his class level.
"Righteousness by obedience."

Order of the Chain: The Hell Knight must chase down any who would renege from their duty to society and escape from it, or take advantages of their social bound and chastise them. This does not only bind prisoners, slaves and servants, though. Masters, Slave owners, and people in positions of any authority that would exploit or waste their subordinates are to be admonished as well. Of course, any that would refuse to correct their mistakes is eliminated.
"All men lift themselves up upon the backs of others."

Order of the Gate: No particular code of conduct additions, save for a necessary tolerance for the arcane and extraplanar and the full permission to use manipulation to accomplish one's goals. The order has a notably high amount of spellcasters, both arcane and religious, amongst its ranks. The Hell Knight must keep his Knowledge (Planes) ranks equal to his class level.
"Judgment in the face of depravity."

Order of the Pyre: The Hell Knight must search and eliminate fanatical and blasphemous witches, warlocks, cultists, shamans, mystics and madmen through fire and steel.
"Reason's flame consumes the shadow of corruption."

Opinions?

Tuvarkz
2015-05-12, 11:17 AM
Cleaned up and updated class features and stuff. Also added some lore flavor.

Thealtruistorc
2015-05-12, 04:34 PM
Could I get a look at the orders and what they do? I like the idea of adding more martial disciplines based on the one chosen but question the addition of more than one.

Edit: I now realize the mistake I made. Order disciplines should definitely be called something else. I suggest Order Merits.

Tuvarkz
2015-05-12, 05:05 PM
Yeah, sounds like a good idea. Also, will add a couple skill-tied requirements to Order of the Godclaw and Order of the Gate.

EDIT: Also Class Archetype Idea: Hell Knight Vicarius. Vicarii act as support members to Hell Knights, trading a good amount of their martial versatility for access to spellcasting.
Note: Basically meant to streamline Bladecaster/Battle Templar into the Hell Knight flavor.
Vicarii idea brainstorming
Two paths: Divine/Arcane, some class features change based on this choice. Order of the Godclaw can't take Arcane, Order of the Gate can't take Divine.
Skills: Arcane Vicarii lose access to Diplomacy, Divine Vicarii lose access to Perception
Armor Proficiency: Not proficient with Heavy Armor, earn it at later levels.
Casting: Spontaneous, keyed off Charisma, progresses as if partial casting progression -4 levels, with Cantrips obtained a little earlier. Arcane Vicarii can't cast spells with the Electric or Frost descriptor until they gain Hellstorm and Cocytus.
Maneuvers: Starts off with 2 less known maneuvers and one less readied maneuver, both lose access to Scarlet Throne. Additionally, Arcane Vicarii lose access to Golden Lion, and Divine Vicarii lose access to Elemental Flux (I know they key off skill is Perception, but Caster's can really forgo Spellcraft)
Smite Chaos: Additional uses are now gained at 6th, 10th, 14th, 18th, to a total of 5 Smites a day.
Battle Rally: While using it, arcane spellcasters may burn off one spell slot to either make allies add Spell Slot d6 damage on their next attack or spell, attuned to their Elemental Flux active element, or to deal damage to enemies for the same amount and keyed off the same element (And doing so for 1d3 damage if no spell is burned in either case), if using the Terror Rally. Similarly, Divine Spellcasters can burn off one spell to cure allies for d8, or deal d8 damage to enemies (1 point if no spells burned)
More to come later on.

Tuvarkz
2015-05-14, 11:18 AM
Vicarius Archetype

The Hell knight orders are not only composed of fearsome warriors, but it has members with access to divine or arcane spells to support their front ranks. These Hell Knights are known as Vicarii.

Paths: A Vicarius can either become a Signifier (Cast Arcane magic), or Haruspex (Cast Divine Magic). The Order of the Godclaw only possesses Haruspeci, and the Order of the Gate relies exclusively on Signifiers. This choice also modifies a few of the archetype changes.

Table: The Vicarius



Level
Maneuvers Known
Maneuvers Readied
Stances
1st Level Spells
2nd Level Spells
3rd Level Spells
4th Level Spells
5th Level Spells
6th Level Spells


1st
3
2
1
-
-
-
-
-
-


2nd
4
3
2
0
-
-
-
-
-


3rd
5
3
2
1
-
-
-
-
-


4th
5
3
2
2
-
-
-
-
-


5th
6
4
2
3
0
-
-
-
-


6th
6
4
3
3
1
-
-
-
-


7th
7
4
3
4
2
-
-
-
-


8th
7
5
3
4
3
0
-
-
-


9th
8
5
3
4
3
1
-
-
-


10th
8
5
4
4
4
2
-
-
-


11th
9
6
4
5
4
3
0
-
-


12th
9
6
4
5
4
3
1
-
-


13th
10
6
4
5
4
4
2
-
-


14th
10
7
5
5
5
4
3
-
-


15th
11
7
5
5
5
4
3
0
-


16th
11
7
5
5
5
4
4
1
-


17th
12
8
5
5
5
5
4
2
-


18th
12
8
5
5
5
5
4
3
0


19th
13
8
6
5
5
5
4
3
1


20th
14
9
6
6
5
5
5
4
2



Weapon and Armor Proficiency

Hell Knight Vicarii are proficient with all simple and martial melee weapons, with light and medium armor, and with shields (Tower shields not included).

Maneuvers

A Signifier doesn't have access to the Golden Lion Discipline. A Haruspex doesn't have access to the Scarlet Throne Discipline.

Spells

A signifier casts arcane spells drawn from the magus spell list. A haruspex casts divine spells drawn from the inquisitor spell list. He can cast any spell he knows without preparing it ahead of time, assuming he has not yet used up his allotment of spells per day for the spell’s level. Additionally, vicarii may not cast spells with the electric or cold descriptor.

To learn or cast a spell, a vicarius must have a Charisma score equal to at least 10 + the spell level. The Difficulty Class for a saving throw against a vicarius’s spell is 10 + the spell level + the vicarius’s Charisma modifier.

A vicarius can cast only a certain number of spells of each spell level each day. His base daily spell allotment is given on Table: The Vicarius. In addition, he receives bonus spells per day if he has a high Charisma score (see Table: Ability Modifiers and Bonus Spells).

A vicarius’s selection of spells is extremely limited. A vicarius begins play knowing two 0-level spells of the vicarius’s choice. At each new vicarius level, he gains one or more new spells as indicated on Table:Vicarius Spells Known. (Unlike spells per day, the number of spells a vicarius knows is not affected by his Charisma score. The numbers on Table: Vicarius Spells Known are fixed.)

Upon reaching 5th level, and at every third vicarius level thereafter (8th, 11th, and so on), a vicarius can choose to learn a new spell in place of one he already knows. In effect, the vicarius “loses” the old spell in exchange for the new one. The new spell’s level must be the same as that of the spell being exchanged, and it must be at least one level lower than the highest-level vicarius spell he can cast. A vicarius may swap out only a single spell at any given level and must choose whether or not to swap the spell at the same time that he gains new spells known for the level.

Additionally, upon attaining the ability to cast spells for a new spell level, the vicarius gains additional spells. Signifiers may choose two spells with the fire, acid, cold or electric descriptor, while Haruspeci automatically gain the Cure and Inflict Wounds spells. These spells may not be replaced. Additionally, all vicarii automatically gain the Dimensional Anchor spell upon being able to cast 3rd level spells.

Table: Vicarius Spells Known



Level
0th
1st
2nd
3rd
4th
5th
6th


1st
2
-
-
-
-
-
-


2nd
3
1
-
-
-
-
-


3rd
3
2
-
-
-
-
-


4th
4
3
-
-
-
-
-


5th
4
3
1
-
-
-
-


6th
5
3
2
-
-
-
-


7th
6
4
3
-
-
-
-


8th
6
4
3
1
-
-
-


9th
6
4
3
2
-
-
-


10th
6
4
3
3
-
-
-


11th
6
5
4
3
1
-
-


12th
6
5
4
3
2
-
-


13th
6
5
4
3
3
-
-


14th
6
5
4
4
3
-
-


15th
6
5
5
4
3
1
-


16th
6
6
5
4
3
2
-


17th
6
6
5
4
4
3
-


18th
6
6
5
5
4
3
1


19th
6
6
5
5
4
3
2


20th
6
6
6
5
4
3
3



A Vicarius's Caster Level is equal to his Class Level-1

Spells replace Smite Chaos, Instant Smite, Mete Justice, Martial Focus III-IV, and Improved Battle Rally.

Channeling Rally

While using Battle Rally, a Vicarius may spend some of his spell slots for an additional effect.

Morale, Relentless, March: Signifiers may spend a single spell slot to augment their allies's weapons, making their next attack deal 1d6 damage per spell level. This damage receives an elemental descriptor based on the current active element of Elemental Flux. Haruspeci instead, may spend two spell slots to channel energy through their allies for a value of 1d8 per level (average of the two slots)+Caster Level (Maximum of 4 times the average spell level spent). While under the effect of the channeling, allies gain Energy Resistance equal to five times the (average) spell level, to the Vicarius's active element.

Terror: Signifiers may spend two spell slots to deal 1d6 per spell level (average of the two slots)+Caster level (Maximum of five times the average spell level spent) to all enemies, with an elemental descriptor based on the current active element of Elemental Flux. Haruspeci instead, may spend two spell slots to channel energy through their enemies for a value of 1d8 per level (average of the two slots)+Caster Level (Maximum of 4 times the average spell level spent). While under the effect of a channeling, enemies' Fortitude and Will saving throws receive an additional penalty equal to the average spell level spent.

Channeling Rally modifies and boosts Battle Rally.

Specialized Casting (Su)

Starting at 4th level, in addition to their normal spells, Vicarii gain a limited selection of powerful spells. These spells become spell-like abilities that do not require concentration checks nor provide attacks of opportunity. They may be used in total up to 1+one third their Charisma modifier (minimum of 2) times per day. (Spells available in such manner may also be casted by using a spell slot using the summoner or domain level, respectively, and count as known for crafting requirements.)

Signifiers: A signifier can cast summon monster I. Every 2 levels thereafter, the power of this ability increases by one spell level, allowing him to summon more powerful creatures (to a maximum of summon monster IX at 20th level). Lawful evil outsiders summoned this way receive a STR and CON boost as if the signifier possessed the Augment Summoning feat.

Haruspeci: A haruspex chooses one of the following domains: Artifice, Glory, Knowledge, Law, Magic, Nobility, Protection, Rune, Strength, Travel, and War. He gains the ability to cast the first level domain spell, gaining the next one every 2 levels thereafter. Domain spells cast this way have their Save DCs increased by two.

Specialized casting replaces Martial Focus I and Order Merits.

Combat Casting (Ex)

At 6th level, the Vicarius is able to blend his spellcasting with his attacks. Upon landing a succesful strike, the Signifier is able to deliver a melee touch spell through his weapon as a free action. Should both the strike and the spell have an element, and both be of different elements, the combined attack inflicts additional secondary effects as if it were two spells from the Elemental Commixture feat. Upon landing a succesful strike, as a swift action, the Haruspex can cast any version of the Cure or Inflict wounds (but not mass ones) targetting an adjacent target. He may add to the spell the lawful descriptor, or that of his active element, which apply to both the strike and the spell.
Additionally, the Signifier no longer suffers the spell failure chance from light armor. Combat Casting does not provoke attacks of opportunity.
At 19th level, the Signifier can also deliver a ranged touch spell instead of a melee touch spell. A Haruspex can cast his spell as a free action.

Combat Casting replaces Lawbringer.

Hell Knight Armor

At 7th level, the Vicarius gains access to heavy armor and gains earns the right to wear Hell Knight Armor. Signifiers, instead of not having their speed reduced, ignore the Arcane Spell Failure chance from it (However, Signifiers still receive a spell failure chance if wearing a shield). However, the Max Dex Bonus and Armor Check penaltiy adjustments are delayed until level 10, and there is no longer an additional adjustment at level 19. (Thus at level 16, the adjustments reach the value of 3)

Hellstorm

At 10th level, in addition to his strikes, the Vicarius can now cast spells with the electric descriptor.

Martial Counterspell (Su)

At 12th level, the vicarius learns to be able to use a readied counter and his own magic energies to counter an enemy spellcaster's magic. If the vicarius is targeted by or subjected to a spell or spell-like ability, he may as an immediate action expend a readied counter and steel himself against it with a bold act of martial prowess (the expended counter's effects are lost in the use of this ability) and make a Spellcraft check (DC 15 + the spell's level) as a free action to identify the spell being used. He may then make an initiator level check (1d20 + the vicarius's level) against a DC equal to 11 + the spell's caster level; if successful, the spell is successfully countered. If he is unsuccessful, the spell functions as normal.

Martial Counterspell replaces Martial Focus II

Cocytus

At 18th level, in addition to his strikes, a Vicarius may cast spells with the cold descriptor.

Hell Knight Censor

At 20th level, the Vicarius masters the power of the elements from Hell, and his word becomes law. Whenever the Hell Knight uses an Elemental Flux maneuver, he may choose at will what effect to cause, and may also choose what element to add to his Channeling Rally or through Combat Casting. He is now immune to acid. Any spells he casts with an elemental descriptor can gain the lawful descriptor. Any spells he casts with a good, lawful, or evil descriptor can gain an elemental descriptor of his choice. Becoming a source of law himself, the Vicarius may not stop being lawful unless he pledges his full allegiance (and thus subservience) to a chaotic outsider or divinity, or actively participates in the destruction and/or collapse of civilization and order.

In addition, the Vicarius no longer needs to perform concentration checks to cast defensively.

Thealtruistorc
2015-05-14, 04:55 PM
What is it that the casting archetypes give up besides access to a discipline? Casting is very powerful, and having six levels of it at such a minimal expense seems rather busted to me. Maybe give up many of the frontline combat options or just reduce it to four levels of spells and things could improve.

Tuvarkz
2015-05-15, 02:25 AM
What is it that the casting archetypes give up besides access to a discipline? Casting is very powerful, and having six levels of it at such a minimal expense seems rather busted to me. Maybe give up many of the frontline combat options or just reduce it to four levels of spells and things could improve.

I'm working on it atm, that's why the Archetype says it's in progress. In addition to maneuvers, they will lose Smite Chaos and related abilities, and the latter two levels of Martial Focus. Additionally, Merits are no longer a thing, since the casting stuff is now baked into spells per day.

Tuvarkz
2015-05-15, 07:11 AM
Vicarius Archetype complete!
Considering adding additional feats and stuff later on.