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View Full Version : D&D 3.x Class The Hellknight - Pathfinder PrC [P.E.A.C.H.]



3SecondCultist
2015-11-28, 06:33 PM
Hey there!

I'm posting my first ever homebrew revision of a class, Paizo's Hellknight Commander. Prestige classes in Pathfinder are, for the most part, lacking in a certain amount of power and utility beyond very specific 'niches', and the Hell Knight Commander is no exception. With one of my players in a Hell's Rebels game looking to play an Order of the Torrent Hellknight - and with the Evil Hell's Vengeance AP on the horizon - I figured now would be a good time to have a version of this class up for people to consider as an alternative to the original. :smallsmile:

A couple of design notes before I dive into my own version of the class: this is designed to have several features that make the class continue to be relevant on the battlefield alongside at least halfway optimized 'Tier 3' battlefield classes. I've put an emphasis on the hellknight's defensive abilities and utility on the battlefield, giving it several options while trying to stay true to the vision of the class as paragons of Law above all other considerations. I stripped most of the 'paladin' flavor and replaced it with more of a 'ranger' feel, giving the class some versatility beyond simply doing damage. The most drastic change, however, is that I've adjusted the class requirements and turned a 10 level prestige class into a 15 level one, making it more comprehensive and allowing the abilities to unfold over a longer span of time. A character who takes 15 levels in this class is making a huge commitment, but hopefully that pays off in both power and flavor. Here goes!



The Hellknight

http://paizo.com/image/content/PathfinderTales/WF2-Hellknight.jpg

"The Hellknights of Cheliax are order made manifest: their distinctive armor and terrifying presence both on and off the battlefield make them incredibly potent weapons of law, no matter who the legislator."

Class Details
Hit Die: d10

Requirements
To qualify to become a Hellknight, a character must fulfill the following criteria.
Base Attack Bonus: +3.
Skills: Intimidate 3 ranks, Knowledge (planes) 2 ranks.
Armor Proficiency: Must be proficient in heavy armor.
Alignment: Any lawful.
Special: Must have slain an outsider with the evil subtype with HD greater than your own.
Class Skills
The Hellknight's class skills (and the key ability for each skill) are Diplomacy (Cha), Intimidate (Cha), Knowledge (local) (Int), Knowledge (planes) (Int), Perception (Wis), Ride (Dex), Sense Motive (Wis), and Survival (Wis).
Skill Ranks at Each Level: 4 + Int modifier.

Table: Hellknight


Level
Base Attack Bonus
Fort Save
Ref Save
Will Save
Special


1st

+1
+1
+0
+1
Aura of law, detect chaos, 1st favored enemy, antagonist, order


2nd

+2
+1
+1
+1
Hellknight presence, track, discern lies


3rd

+3
+2
+1
+2
Discipline I, Hellknight plate


4th

+4
+2
+1
+2
Bonus feat


5th

+5
+3
+2
+3
2nd favored enemy, antagonist (move action)


6th

+6
+3
+2
+3
Discipline II, Hellknight plate +1


7th

+7
+4
+2
+4
Lawbringer


8th

+8
+4
+3
+4
Bonus feat


9th

+9
+5
+3
+5
Discipline III, Hellknight plate +2


10th

+10
+5
+3
+5
3rd favored enemy


11th

+11
+6
+4
+6
Quarry


12th

+12
+6
+4
+6
Discipline IV, Hellknight plate +3, bonus feat


13th

+13
+7
+4
+7
Infernal armor


14th

+14
+7
+5
+7
Paragon of law


15th

+15
+8
+5
+8
Discipline V, Hellknight plate +4, 4th favored enemy


Class Features

The following are all class features of the hellknight.
Weapon and Armor Proficiency: Hellknights gain proficiency with the favored weapon of their Order (see below). Hellknights gain no proficiency in any armor or shields.

Aura of Law (Ex)
The power of a hellknight's aura of law (see the detect law spell) is equal to his total character level.

Detect Chaos (Sp)
A hellknight can use detect chaos, as the spell, at will. This ability otherwise functions as the paladin's detect evil ability.

Favored Enemy (Ex)
Hellknights are specialized combatants, trained to target specific foes. As such, they gain a favored enemy progression, with the following adjustments: a hellknight replaces his favored enemy bonus to Bluff with an equal bonus to Intimidate, and the only options a hellknight can choose from the favored enemies table are Outsiders (Chaotic), Outsiders (Evil), Outsiders (Native), Humanoids (any), Aberrations, and Fey. This ability otherwise functions as the ranger's favored enemy ability.

Antagonist (Ex)
All hellknights gain Antagonize as a bonus feat. At 5th level, the hellknight can antagonize a creature through use of the Antagonize feat as a move action, instead of a standard action.

Order
A character must choose one hellknight order to join. The choice of order determines what discipline abilities the character gains access to. Each order has a favored weapon that the hellknight gains proficiency in (if an order has more than one favored weapon, the hellknight can gain proficiency in either one), and an associated Reckoning that an armiger must undergo before acceptance into the order itself. Details for each order are here.

Order of the Chain
Order of the Gate
Order of the Godclaw

Order of the Pyre
"Reason's flame consumes the shadow of corruption."
Founded in 4609 AR, this Order seeks out fanatical and heretical witches, warlocks, cultists, shamans, mystics and madmen throughout Avistan and purges them with flame and steel. While not one of the original Hellknight Orders, the Order of the Pyre's fanatical devotion to hunting cultists hearkens back to the original traditions of the Hellknights. For the most part, Hellknights from this order are fervent believers in Asmodeus and are usually descended from Chelish nobility. The favored weapons of the Order of the Pyre is a glaive, and their Reckoning is burning one's flesh over an open flame.

Order of the Nail
"Savagery must be quelled, in the land, home, and mind."
The Order of the Nail is rare among the Hellknight Orders insofar as it primarily operates beyond Cheliax's borders. The central concern of the Order is bringing civilization to the more 'savage' places of the world, and as such, has relocated to the country of Varisia at the behest of Queen Domina of Cheliax in 4682 AR. It follows its own tenets of order and justice, as opposed to strictly adhering to the infernal legislation laid down by House Thrune. Their favored weapons are the lance and halberd, and the Order's Reckoning consists of piercing one's flesh with a sharp piece of metal.

Order of the Rack
"The venoms of the mind poison the body."
The Order of the Rack, one of the most popular orders in modern day Cheliax, is based in Citadel Rivad near Westcrown. Its purpose is to seek out and destroy rampant ideals before they can come to threaten what is viewed as a 'simple life'. This is usually accomplished through book-burnings, the censuring of outspoken intellectuals, and the suppression of various religious groups. The favored weapons of the Order of the Rack are the longsword and the whip. Their Reckoning is ingesting acid or boiling water (which is usually, but not always cured after the fact).

Order of the Scourge
"Without culpability, chaos reigns."
Situated outside of Egorian itself in Citadel Demain, the Order of the Scourge specializes in hunting down and punishing criminals through the Empire of Cheliax through the use of information networks and creative interrogation methods alike. Hellknights associated with the Order of the Scourge can often be found patrolling slums. Their favored weapons are the heavy mace and the whip, and their Reckoning is being lashed repeatedly by a whip or a scourge, which tends to be at the hands of a senior officer.

Order of the Torrent
"Breathe deeply before the plunge."
What used to be Kintargo's native order of hellknights situated in Citadel Vaull, the Order of the Torrent was disbanded after Thrune agents interfered in Kintargo's affairs. They were replaced as Kintargo's peacekeeping and law-enforcing hellknight order by the Order of the Rack, who took over their operations after their downfall. The Order of the Torrent's favored weapons are the halberd and the longbow, while their Reckoning is allowing oneself to be drowned, and then revived.
Hellknight Presence (Su)
One of the hellknight's most powerful weapons is their ability to call forth the fear of the law in their enemies. On any successful Intimidate check to demoralize an opponent, a hellknight of 2nd level or higher increases the penalty of the shaken condition by a number equal to half his hellknight level.

Furthermore, if a hellknight beats the DC to demoralize his target by 10 or more, he can coerce a surrender. A surrendered creature drops all weapons if they are able, kneels to the ground and is otherwise treated as though they had the helpless condition. This surrender lasts for the duration of the shaken penalty. A creature may only be the target of a surrender once every 24 hours. This is a mind-effecting, fear effect, and any enemy with immunity to mind-effecting or fear is immune to this ability.

A hellknight's training ensures that his favored enemies - despite their otherworldly nature - do not escape justice. All favored enemies that are normally immune to fear lose that immunity against the Hellknight Presence ability.

Track (Ex)
A hellknight of 2nd level or higher adds half his level to Survival skill checks made to follow tracks.

Discern Lies (Sp)
At 2nd level, a hellknight 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 total character level.

Disciplines
As a reflection of the hellknight's order, he gains powers to help in the enforcement of law. A 3rd-level hellknight gains access to his first discipline, choosing the first that is associated with his specific order.

At 6th level, the hellknight gains his second discipline, chosen from any listed as being the first available to any order.

At 9th level, the hellknight gains his third discipline, choosing the second that is associated with his specific order.

At 12th level, the hellknight gains his fourth discipline, chosen from any listed as being the second available to any order.

At 15th level, the hellknight gains his fifth and final discipline, choosing the third ability that is associated with his specific order. When applicable, the save DC to resist a discipline’s effect is equal to DC 10 + the hellknight’s level + the hellknight’s Charisma modifier. The hellknight can use any one discipline ability a number of times per day equal to the total number of disciplines he has access to. At 3rd level, therefore, he may use his discipline once per day, at 6th level, he may use both disciplines twice per day each, and so on, to a maximum of five times per day at 15th level.

Excruciation (Su; Rack III)
The culmination of his pain-bearing abilities, the hellknight can hone their talents into a series of calculated strikes meant to cause maximum pain. For 1 round per hellknight level, the hellknight can increase the amount of damage done on all weapon attacks by 10d6. This damage is precision-based damage, and is subject to all of the limitations of precision-based damage. The hellknight may choose to do lethal or nonlethal damage with this attack.

Censor (Ex; Rack II)
The hellknight may choose to censor any target he has damaged with his wrack ability. Anytime within 24 hours of making a wrack touch attack, the hellknight may choose to mute his target for 1d4 minutes 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. The target of the censor must be within 30 ft of the hellknight.

Grim Knight (Ex; Rack I)
The hellknight may substitute his Intimidate skill bonus on all Bluff checks, all Diplomacy checks made to gather information, and all Heal checks used for the torture, erode willpower and deep hurting actions. This allows him to make Heal and Bluff checks as if he had the skill trained.
Hellknight Plate (Ex)
At 3rd level, a hellknight earns the right to don the iconic hellknight plate (see below). While wearing this armor, the hellknight may move at full speed. As the hellknight gains levels, his armor becomes more like a second skin. At 6th level, when wearing this armor, the hellknight increases its armor bonus by 1, reduces the armor check penalty by 1, and increases the maximum Dexterity bonus allowed by 1.

At 9th level, these adjustments increase to 2.

At 12th level, these adjustments increase to 3.

At 15th level, these adjustments increase to 4.

These distinctive suits of armor are a special type of masterwork full plate that, when worn by a character with levels in the Hellknight prestige class, grants additional effects.

Price 2,000 gp Armor Bonus +9 Max Dex +1 Armor Check Penalty (ACP) –5 Arcane Spell Failure Chance 35% Speed (30 ft.) 20 ft. Speed (20 ft.) 15 ft.2 Weight 50 lbs.

2 When running in heavy armor, you move only triple your speed, not quadruple.
Bonus Feat
At 4th level, and every 4 levels thereafter, the hellknight gains a bonus feat in addition to those gained from normal advancement. The hellknight may choose between Great Fortitude, Iron Will, Skill Focus (Intimidate), and any fighter combat bonus feat. Treat the hellknight's level as the level in fighter for the purposes of selecting these feats.

Lawbringer (Ex)
At 7th level, a hellknight’s attacks are treated as lawful for overcoming damage reduction. Against creatures with the chaotic subtype, the hellknight treats his weapons as having the appropriate bane quality, treating the enhancement bonus as 2 higher and dealing an extra 2d6 damage on each attack.

Quarry (Ex)
At 11th level, a hellknight can, as a standard action, denote one target whose type corresponds to one of his favored enemy types within his line of sight as his quarry. Whenever he is following the tracks of his quarry, a hellknight can take 10 on his Survival skill checks while moving at normal speed, without penalty. In addition, he receives a +2 insight bonus on attack rolls made against his quarry, and all critical threats are automatically confirmed. A hellknight can have no more than one quarry at a time. He can dismiss this effect at any time as a free action, but he cannot select a new quarry for 24 hours. If the hellknight sees proof that his quarry is dead, unconscious, or helpless, he can select a new quarry after waiting 1 hour.

Infernal Armor (Ex)
As long as he wears hellknight plate, a 13th level hellknight gains immunity to poison, immunity to fire, the ability to see perfectly in darkness of any kind, and resistance to acid 10 and cold 10.

Paragon of Law (Ex)
At 14th level, a hellknight becomes a near perfect embodiment of the living laws. He gains DR 15/Chaos, immunity to confusion effects, and gains a +2 bonus on all saving throws against all spells and abilities with the chaotic subtype.


Let me know what you think! It should be ready for critique soon. I'll keep a change-log here in the OP for the inevitable swarm of edits.

20/12/15 - added Detect Chaos, fixed awkward wording on Antagonize and updated the Favored Enemy ability, added Track, updated the Bonus Feat list, added the Bane ability to Lawbreaker, changed the wording on Quarry to include living unconscious or helpless targets, replaced resistance to fire 30 with immunity to fire on Infernal Armor, added immunity to confusion to Paragon of Law.

26/12/15 - changed the parameters on Hellknight Presence, added details on the Order of the Scourge, Order of the Rack, and Order of the Torrent, and added Discipline abilities for the Order of the Rack.

07/02/16 - completely reworked the Hellknight Presence ability (it is no longer a Skill Unlock, and instead its own ability scaling the penalties on the shaken conditions), and finished / changed the Order of the Rack discipline abilities. Added details on the Order of the Pyre.

NeoSeraphi
2015-11-28, 09:25 PM
Alright, let's do a full critique then, shall we?

Prerequisites: The early entry makes sense, if only because this is the kind of thing that defines a character entirely (as do most other prestige classes, their flavor is very restrictive) so waiting until 6th level to actually become a hellknight is too long. However, the prerequisites are too lax. Remember that aasimar, tieflings, suli, and other character races are outsiders, and they are much weaker than demons or devils with the same HD. The proper prerequisite is: "Must have slain an outsider with the Evil subtype that has greater HD than you".

Chassis: Essentially an improved paladin. d10 HD, 4 skill points, full BAB and good Fort and Will. Necessary for the kind of thing that Hellknights would be doing. I would state that the Hellknight gains proficiency with his order's favored weapon, though (a few orders, like the Rack and the Scourge, have exotic weapons as their favored weapons).

Aura of Law: Standard paladin stuff here.

Favored Enemy: Hellknights exist to destroy devils and demons, and this feature will definitely assist with that. Bonus points for having synergy with the Demonslayer Ranger archetype, though sadly the rangers can't qualify unless they burn a feat on Heavy Armor Proficiency.

Antagonist: The Antagonize feat is probably one of the most controversial things in Paizo history and one of the rare core rules that I've heard of being banned at tables. Even after the errata, people just have an issue with non-magical effects doing things that seem magical like compulsion. I can understand that this kind of thing would be good for the hellknight, but it gets a strike against the class because anything that makes homebrew even less likely to be accepted is never a welcome addition.

The formatting of this ability is also strange. You could have just put in the Favored Enemy ability "This ability functions like the ranger ability of the same name, except it grants a bonus to Intimidate instead of Bluff and...". Separating the text from this ability is just bizarre.

Lastly, you should update the table to have "Antagonize (Move Action)" at level 5, to help people understand it better.

What's Missing From Level One: The inability to detect chaos is really strange for a class so focused on law, especially considering that even a paladin entering this class doesn't have the ability to detect chaos. Also, with the Favored Enemy and Quarry abilities in this class, I was expecting Track to be in it as well. Obviously both of these would do just fine as early level abilities (no later than level 3, they're both limited in power but correct in flavor, and prestige classes put more emphasis on flavor than power).

Hellknight Presence: And we come to the class's first major "activated ability". And what a doozy it is. You not only have to succeed an Intimidate check by an exorbitant amount (and that check just gets harder as monster HD outscales player class levels) but you also allow the enemy a Will save. Add in the sheer number of creatures in the game that are just immune to fear and this class is resting quite a bit of its power on a frankly insanely unreliable mechanic. The Favored Enemy bonus does help you meet the first goal, but the second and third are not assisted at all. You can't pump up your Charisma or your bonus in Intimidate to increase the DC of the save, it is based on ranks only, and those are hard capped. Demons, devils and daemons have good Will save progression as well, making this task even harder to complete against the creatures the hellknight should be terrifying.

Discern Lies: Another ability that allows a Will save, but this one amps up your Charisma dependency (and without Smite in the class, the Charisma dependency is gives much less combat power and mostly just utility). The ability itself is quite dangerous, because it requires concentration, and thus could only be used in a setting where you know the enemy won't attack you (like an urban gathering) or when you have the enemy helpless (at which point concentrating only stifles your ability to torture information out of them).

It's a flavorful ability, but allowing the enemy a save is flat out worse than simply having max ranks in Sense Motive most of the time, simply because you're stuck with a 10 on your "opposed die roll" (DCs are basically skill checks that have a 10 as the rolled die).

Disciplines: The meat of the original class, and quite an undertaking for you to expand them. I'm definitely interested to see what you come up with. You can expect the majority of players of this class to choose The Order of the Rack or the Order of the Torrent, as Kintargo and Westcrown are the two most common Chelish settings at a real table, but those who are playing the class for power rather than flavor will likely be drawn to the God Claw.

Hellknight Plate: Basically prevents you from missing out on Armor Training as a fighter of the same level. You don't get Weapons Training, but Favored Enemy sort of balances that out (depends heavily on the campaign). A good ability.

Bonus Feats: A class wearing heavy armor is going to have next to no Dex, so Combat Reflexes is pointless. Combat Expertise is generally not worth it either, as your AC is already the highest it should need to be, and if it's not +3 generally isn't going to make it better (AC is a sucker's game anyway). Disruptive and Spellbreaker are good feats, but if you entered the class from something other than fighter, Spellbreaker doesn't become available to you until at earliest 15th character level, 5 full levels after the fighter was supposed to get it.

Honestly the class is a fully proficient full BAB heavy armor martial warrior. No reason to restrict the list here. Great Fortitude, Iron Will, Skill Focus (Intimidate) or any combat feat seems like it'd just be better and allow for more customization to tailor to your specific order and fighting style.

Lawbringer: This comes online at level 10, and never made sense to me to begin with. Glancing at the Bestiary, it doesn't seem like many creatures at all have DR/Law. Demons have DR/Good or Cold Iron. Devils have DR/Good or Silver. Daemons have DR/Good or Silver. Fey have DR/Cold Iron and aberrations generally don't have DR at all. So...this ability is fluff that fulfills pretty much no purpose.

Quarry: Remember that hellknights are not truly rangers, and they are Lawful. Often times, a hellknight will wish to arrest and incarcerate his quarry, not kill it. Perhaps you could change the language to: if the hellknight sees proof that his quarry is dead or helpless, he can select a new quarry after 1 hour. Otherwise the ability is good and useful.

Infernal Armor: Because you are removing the Hell Knight capstone, this ability should give immunity to fire (the difference between resist fire 30 and immunity really isn't that great anyway, and this ability comes online at level 16, which is the same level that the old class got Hell Knight). Otherwise the ability is fine.

Paragon of Law: Oh baby, now that is an ability. The only thing I would add here, if this guy is supposed to be Law itself, is immunity confusion, a status effect very often associated with fey and chaos in general.

NeoSeraphi
2015-12-21, 11:33 AM
With the changes made, the class is looking better, but of course my previous statement about the lack of active abilities as opposed to passive bonuses remains intact. Hopefully we can see results with the Disciplines.

3SecondCultist
2015-12-21, 11:52 AM
With the changes made, the class is looking better, but of course my previous statement about the lack of active abilities as opposed to passive bonuses remains intact. Hopefully we can see results with the Disciplines.

Indeed, I put up a changelog for my recent batch of minor edits, and I'm going to start the Discipline abilities. I'm thinking of writing up a set for the Order of the Rack, the Order of the Torrent, and the Order of the God Claw first, since they'll be the most used. After that, I'll probably go for the lesser used Orders like Pyre, Gate, and Nail.