Hell Knight Orders (Apath)

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Unofficial rules compendium

Hell knights are organized in orders. Each order is an independent organization, but they share many ideals and often cooperate. At other times they are at war, sometimes over what to outsiders seem trivial matters of doctrine.

There are numerous orders of hell knights. Each has its own agenda, distinctive style of hell knight armor, one or more weapons that it favors over others, and a discipline that it regards as most important and teaches first. Only hell knight chargers and hell knight paragons have access to disciplines.

Each hell knight begins in one order and most stay with that order for all of their life. A hell knight cannot change his order without undertaking a lengthy process to dedicate himself to a new cause. When this choice is made, he immediately loses all of the benefits from his old order. He must then follow the edicts of his new order for one entire level without gaining any benefits from that order. He must also find acceptance by the new order. Once accomplished, he gains all of the bonuses from his new order.

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 is on probation, and put under the direct supervision of other hell knights, which usually spells the end of the hell knight's adventuring career or makes him a fugitive, hunted by all hell knights worldwide.

The Order of the Chain

“All men lift themselves up upon the backs of others.”

The Order of the Chain enforces the natural order of master and servant, dually punishing rebellious or escaped slaves as well as criminal slave-owners.

Favored weapon: Flail.

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.

The Order of the Gate

“Judgment in the face of depravity.”

Renowned for the unparalleled number of signifers among its members, the Order of the Gate also specializes in dealing and bargaining with devils and other fiends.

Favored weapon: Dagger.

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 11th level, this spell-like ability is replaced by summon monster VI, allowing him to summon 1d3 bearded devils, or 1 erinyes.

At 14th 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.

At 17th level, this spell-like ability is replaced by summon monster VIII, allowing him to summon 1d4+1 erinyes, 1d3 bone devils, or 1 barbed devil.

At 20th level, this spell-like ability is replaced by summon monster IX, allowing him to summon 1d4+1 bone devils, 1d3 barbed devils, or one ice devil.

The Order of the Godclaw

“Righteousness by obedience.”

The leaders of the Order of the Godclaw preach the unique doctrine of the most lawful deities.

Favored weapon: Morningstar.

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 -7 to determine what domain abilities he has access to. This ability is only available to hell knights of the order of the godclaw.

The Order of the Nail

“Savagery must be quelled, in the land, home, and mind.”

Hellknights of the Order of the Nail focus their efforts on crushing savages and brigands.

Favored weapon: Lance or halberd.

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.

The Order of the Pyre

“Reason's flame consumes the shadow of corruption.”

The members of the Order of the Pyre zealously hunt heathen worshipers of false gods.

Favored weapon: Glaive.

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

The Order of the Rack

“The venoms of the mind poison the body.”

Hellknights of the Order of the Rack seek to eradicate revolutionary idealisms.

Favored weapon: Longsword or whip.

Censor (Su; Order of the Rack): When the hell knight uses challenge or 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

The Order of the Scourge

“Without culpability, chaos reigns.”

The ever-watchful Order of the Scourge seeks to ensure no crime goes unpunished, especially premeditated or more far-reaching acts of organized lawbreaking.

Favored weapon: Heavy mace or whip.

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.

Common Abilities

These abilities can be taken by any hell knight at level 11 and above.

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. .

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. All animals summoned this way have the fiendish template.

An 8th-level hell knight can summon either an eagle, a riding dog, a wolf, or a leopard.

An 11th-level hell knight can summon either a dire wolf or a hell hound.

A 14th-level hell knight can instead opt to summon a pack of 1d4+1 riding dogs or wolves or a single cerberus or dire bat.

A 17th-level hell knight can summon either a pack of 1d4+1 dire wolves or hell hounds, or a single dire lion or shadow mastif.

A 20th-level hell knight can instead opt to summon a pack of 1d4+1 cerberi or dire bats, or a single dire tiger or invisible stalker.

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.

See Also

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