Hell Knight Inquisitor (Apath)

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Unofficial rules compendium

Hellknights are paramilitary, in addition to military duties they act in an investigative capacity, tracking down lawbreakers and dissidents. Hellknight inquisitors specialize in this infernal task, and are able to ferret out the truth from even the most insistent nonconformist. Often operating independently, they are exposed to the filth of the world in all its chaotic horror.

Class Information

This is a prestige archetype, the eye and ear of the hell knights.

Prestige Class: Hellknight signifer from Pathfinder Campaign Setting: Paths of Prestige.

Build Classes: Inquisitor.

Role: Hell knight inquisitors root out chaotic and disruptive elements, eliminating what they can and calling the order to deal with the rest. On external duty, they work with other pillars of society as scouts and information gatherers.

Alignment: Lawful neutral or lawful evil only. Hell knights are not all evil, in fact these orders strive very hard to protect society and be of service to all who obey its rules. But their inspiration comes from the rigid hierarchies of hell, and many find evil methods most effective.

Hit Die: d8.

Class Features

The hell knight inquisitor has all the inquisitors class features, except as noted below.

Class Skills

The hell knight inquisitor’s class skills are Bluff (Cha), Climb (Str), Craft (Int), Diplomacy (Cha), Disguise (Cha), Heal (Wis), Intimidate (Cha), Knowledge (all) (Int), Linguistics (Int), Perception (Wis), Profession (Wis), Ride (Dex), Sense Motive (Wis), Spellcraft (Int), Stealth (Dex), Survival (Wis), Swim (Str).

Skill Ranks per Level: 6 + Int modifier.

Weapon and Armor Proficiency

A hell knight inquisitor is proficient with all simple weapons, plus the hand crossbow, longbow, repeating crossbow, shortbow, and one of the the favored weapons of her order. She is also proficient with light armor, medium armor, and shields (except tower shields).

Aura of Law (Ex)

The power of a hell knight inquisitor's aura of law (see detect law) is equal to his total character level.

Inquisitor Armor Training

At 1st level, while a hell knight inquisitor wears armor, he reduces the armor check penalty by 1 (to a minimum of 0). At 9th level, he reduces his armor check penalty by an additional 1, Additionally, at 9th level, when a hell knight inquisitor's speed is not reduced when wearing medium armor. At 15th level he reduces the armor penalty by a further point and speed is not reduced by heavy armor. This replaces domain and the teamwork feat gained at level 15.


A hell knight inquisitor chooses a hell knight order to join. The most common hell knight orders (and their favored weapon or weapons) are:

  • The Order of the Chain - flail
  • The Order of the Gate - dagger
  • The Order of the GodClaw - morningstar
  • The Order of the Nail - lance and halberd
  • The Order of the Pyre - glaive
  • The Order of the Rack - longsword and whip
  • The Order of the Scourge - heavy mace and whip

The hell knight serves the order, must follow order policy, and must obey orders from superiors within the order. Player character hell knights often serve semi-independently, acting as agents of the order in the world or on some special task or quest, but must still follow the rules. Failure to do so results in becoming wanted by the order and put on trial. If found wanting, the hell knight inquisitor is on probation, and put under the direct supervision of other hell knights, which usually spells the end for a hell knight's adventuring career or makes him a fugitive, hunted by all hell knights worldwide.

Inquisitor Mask (Su)

Upon attaining 3rd level, a hell knight inquisitor receives a mask, often devoid of eyeholes or other personal features. This mask doesn't obscure the inquisitor's vision, and while wearing it he gains a +2 competence bonus on Sense Motive checks and on saving throws against spells and abilities that rely on visual effects. This replaces solo tactics.

Heavy Armor

A hell knight inquisitor gains proficiency in heavy armor at level 3. This replaces the teamwork feat normally gained at level 3. This is also the point in their carer when hell knight inquisitors may wear hell knight armor, but unlike most hell knights, they are often under cover and cannot do so.

Assiduous Gaze

At 6th level and again at 12th level and 18th level, a hell knight inquisitor gains an assiduous gaze ability chosen from the list below. A hell knight inquisitor can use the assiduous gaze ability for a number of rounds per day equal to half his class level. These rounds need not be consecutive. A hell knight inquisitor can activate an assiduous gaze ability as a swift action to examine a single creature, object, or 5-foot square within 30 feet. A hell knight inquisitor must be wearing his inquisitor mask to use these abilities, and his caster level while using them is equal to his character level. This replaces the teamwork feats at level 6, 12 and 18.

Elucidation (Su): Discern each active spell on the target, including the spell's effect and caster level.

Morality (Sp): Determine whether the target is chaotic, evil, good, or lawful, as well as the strength of its aura as if having studied it for 3 rounds using detect chaos, detect evil, detect good, and detect law.

Scrutiny (Su): Discern whether the target has spell-like abilities and spellcasting abilities, whether the spellcasting ability is arcane or divine, and the strength (see detect magic) of the most powerful spell or spell-like ability the target currently has available.

Veracity (Sp): Observe the target as if using true seeing. A hell knight inquisitor must be 12th level to select this ability.

Vigilance (Su): See through up to 5 feet of stone, wood, or similar barriers as if they didn't exist. This effect cannot penetrate metal of any kind.

Infernal Resilience (Ex)

At 17th level, a hell knight inquisitor gains DR 5/chaotic and becomes immune to poison. This replaces the teamwork feat gained at level 9.

Diabolic Harbinger (Su)

At 20th level, as long as the hell knight inquisitor wears his mask, he gains telepathy with a range of 100 feet, and can see perfectly in both magical and mundane darkness. While wearing his inquisitor mask, he is immune to blindness and dazzling effects and gains a +2 bonus on all Charisma-based checks when interacting with lawful creatures. This bonus increases to +4 if the creature is also an outsider. This replaces true judgement.

Table: Hell Knight Inquisitor

Base Attack
Special Spells per Day
1 2 3 4 5 6
1st +0 +2 +0 +2 Inquisitor armor training 1, order , judgment 1/day, monster lore, order, orisons, stern gaze 1
2nd +1 +3 +0 +3 Cunning initiative, detect alignment, track 2
3rd +2 +3 +1 +3 Inquisitor mask, Heavy Armor 3
4th +3 +4 +1 +4 Judgment 2/day 3 1
5th +3 +4 +1 +4 Bane, discern lies 4 2
6th +4 +5 +2 +5 Assiduous gaze 4 3
7th +5 +5 +2 +5 Judgment 3/day 4 3 1
8th +6/+1 +6 +2 +6 Second judgment 4 4 2
9th +6/+1 +6 +3 +6 Inquisitor armor training 2 5 4 3
10th +7/+2 +7 +3 +7 Judgment 4/day 5 4 3 1
11th +8/+3 +7 +3 +7 Stalwart 5 4 4 2
12th +9/+4 +8 +4 +8 Assiduous gaze, greater bane 5 5 4 3
13th +9/+4 +8 +4 +8 Judgment 5/day 5 5 4 3 1
14th +10/+5 +9 +4 +9 Exploit weakness 5 5 4 4 2
15th +11/+6/+1 +9 +5 +9 Inquisitor armor training 3 5 5 5 4 3
16th +12/+7/+2 +10 +5 +10 Judgment 6/day, third judgment 5 5 5 4 3 1
17th +12/+7/+2 +10 +5 +10 Infernal resilience 5 5 5 4 4 2
18th +13/+8/+3 +11 +6 +11 Assiduous gaze 5 5 5 5 4 3
19th +14/+9/+4 +11 +6 +11 Judgment 7/day 5 5 5 5 5 4
20th +15/+10/+5 +12 +6 +12 Diabolic harbinger 5 5 5 5 5 5

Summary of Lost Class Abilities

These abilities of the original class are lost or modified in this archetype:

  • Class Skills
  • Domain
  • Solo Tactics
  • Teamwork Feats

See Also

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