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Hell Knight (Human Fighter 5/Hell Knight 6)

By Zacharias Wehme - OAF03PImBavZCg at Google Cultural Institute maximum zoom level, Public Domain, https://commons.wikimedia.org/w/index.php?curid=21985790, Hell Knight
By Zacharias Wehme – OAF03PImBavZCg at Google Cultural Institute maximum zoom level, Public Domain, https://commons.wikimedia.org/w/index.php?curid=21985790
Hell knight CR 10
XP 9,600

Human Fighter 5/Hell Knight 6

LN Medium humanoid (human)

Init +2; Senses Perception +7
DEFENSE
AC 28, touch 12, flat-footed 26 (+10 armor, +2 Dexterity, +6 shield)

hp 92 (11d10+27)

Fort +9, Ref +6, Will +5 (+5 vs. fear, +2 vs. charm)

Defensive Abilities bravery +1, force of will (+2, +4)
OFFENSE
Speed 30 ft.

Melee +1 cruel morningstar +16/+11/+6 (1d8+6/19-20)

Ranged mwk dagger +14 (1d4+2/19-20)

Special Attacks smite chaos 2/day (+2 attack and AC, +6 damage), weapon training (flail +1)

Spell-Like Abilities (CL 12th)  

At will – detect chaos

5/day – discern lies  

Domain Spell-Like Abilities (CL 6th; concentration +7)

4/day – touch of law
STATISTICS
Strength 14, Dexterity 14, Constitution 13, Intelligence 8, Wisdom 12, Charisma 15

Base Atk +11; CMB +13; CMD 25

Feats Critical Focus, Improved Critical (morningstar), Intimidating Prowess, Shield Focus, Sickening Critical, Skill Focus (Intimidate), Step Up, Toughness, Weapon Focus (morningstar), Weapon Specialization (morningstar)

Skills Intimidate +16, Knowledge (local) +7, Knowledge (planes) +4, Perception +7, Sense Motive +7

Languages Common

SQ armor training 1, disciplines (fearsomeness 2/day, pentamic faith), Hell Knight armor 2, Order of the Godclaw

Combat Gear potions of bull’s strength (2), potion of cure serious wounds, potion of haste; Other Gear +1 hell knight plate, +1 tower shield, +1 cruel morningstar, masterwork dagger, cloak of resistance +1, 460 gp
SPECIAL ABILITIES
Detect Chaos (Sp)   This ability functions like a paladin’s detect evil ability, save that it detects chaos.  

Disciplines (Ex)   The Hell knight has access to two disciplines.  

Fearsomeness: Twice per day, the Hell knight can use the Intimidate skill to cause a creature within 10 feet to become frightened instead of shaken.  

Pentamic Faith: The Hell knight gains all granted powers of the Law domain (but not domain spells), treating his Hell knight level as his cleric level.

Force of Will (Ex)   The Hell knight gains a +2 bonus on Will saves against spells with the charm descriptor and a +4 bonus against spells with the fear descriptor.  

Hellknight armor (Ex)   The Hell knight wears a special type of masterwork full plate called Hell knight plate armor. While wearing this armor, he reduces the armor check penalty by 2, increases the maximum Dexterity bonus allowed by 2, and moves at full speed.  

Smite Chaos (Su) This functions as the paladin’s smite evil ability, but against chaotic-aligned creatures. This ability is twice as effective against outsiders with the chaotic subtype, chaotic-aligned aberrations, and fey.

Section 15: Copyright Notice Pathfinder

Campaign Setting: Inner Sea NPC Codex © 2013, Paizo Publishing, LLC; Authors: John Compton, Paris Crenshaw, Adam Daigle, Josh Foster, Rob McCreary, Mark Moreland, and Russ Taylor.  

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