Knight of Infernal Order (Apath)

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Unofficial rules compendium

The knights of infernal order are an order of soldiers emulating the discipline of Hell.

Background

The fearsome knights of infernal order are among the most notorious of soldiers. The grim, heavily armored knights travel to the corners of the world to pursue their targets in the name of order. To the knights of infernal order, mercy and kindness are luxuries that a world under siege cannot afford. Their enemies—which include all bringers of disorder, be they anarchists, bandits, or freedom fighters—can expect precious little of either.

Numerous misconceptions surround the knights of infernal order. Despite what many believe, they are neither servants nor allies of Hell; instead, the knights of infernal order seek to wield Hell’s intimidating reputation as a realm of both torment and peerless order. While they are paragons of lawfulness, knights of infernal order are not stringent enforcers of local laws; the law they prioritize is their own, untainted by corrupt officials, local customs, or democratic compromises.

On occasion, governments beset by chaos contact knights of infernal order with an offer of mercenary employment, simultaneously filling the grim knights’ coffers and permitting them to enforce their law unchallenged. In cases where a knight of infernal order’s mission draws her into conflict with local authority, she works within the law to the extent she can, but accepts no compromises in pursuit of her mission.

Class Information

This is a prestige archetype built on the hellknight prestige class from Pathfinder Roleplaying Game Adventurer’s Guide.

Role: Knights of infernal order are frontline combatants, but they also act as guards, bodyguards, and judges where so appointed.

Alignment: Any lawful. A knight of infernal order that changes to a non-lawful alignment cannot progress in the class, but keeps all abilities granted by the class. She is likely to return to lawful alignment by following orders or be prosecuted as a traitor.

Hit Die: d10.

Class Skills

The knight of infernal order’s class skills (and the key ability for each skill) are Bluff (Cha), Climb (Str), Craft (Int), Diplomacy (Cha), Intimidate (Cha), Perception (Wis), Profession (Wis), Ride (Dex), and Sense Motive (Wis). In addition, each knight gains a knowledge skill appropriate to her chosen order as an additional class skill.

Skill Ranks at Each Level: 2 + Int modifier.

Class Features

These are all the class features of the knight of infernal order.

Weapon and Armor Proficiency

Knights of infernal order are proficient with all simple and martial weapons, with the favored weapon of his order (see below), with all types of armor (heavy, medium, and light), and with all shields (including tower shields).

Aura of Law (Ex)

A knight of infernal order’s lawful aura (detect law) functions as that of a cleric whose level is equal to the knight of infernal order’s character level.

Fighting Tradition

The knight of infernal order gains abilities based on her fighting tradition. Choose one of the following fighting traditions, this choice cannot be changed.

Each order generally has a favored fighting tradition that it uses to train raw recruits. But the orders also recruit warriors that already have some training and ability, this means that any fighting tradition can be found in all the orders. The knight of infernal order gains a number of class features based on the fighting tradition they were brought up in.

Cold Frenzy (Ex): The knight of infernal order gains the following barbarian (or unchained barbarian) abilities at the indicated level: rage (1st level), greater rage (11th level), and mighty rage (20th level), as a barbarian of her knight of infernal order level. Unlike the barbarian, she does not gain a bonus on Will saves while in a rage. The knight of infernal order cannot enter a rage for 1 minute after she ends her rage, and she cannot charge or run while under the effects of her rage. At 5th level, her rage turns into a cold killing frenzy. She takes no penalty to her AC, can use all her normal skills and effects that require concentration, and is not fatigued when her rage ends.
Exterminator (Ex): The knight of infernal order gains the ranger's favored enemy ability, gaining a favored enemy at level 1, 5, 9, 13, and 17. She has the same favored enemy bonus against all her favored enemies, beginning at +2 and increasing by +1 for each favored enemy after the first. Add Survival to the exterminator's list of class skills.
Smite Chaos (Su): This ability functions as the paladin’s smite evil class feature but against chaotic-aligned creatures. This ability is twice as effective against outsiders with the chaotic subtype, chaotic-aligned aberrations, and fey. The knight of infernal order can smite chaos once per day. At 4th level, and at every three levels thereafter, the knight of infernal order may smite chaos one additional time per day, to a maximum of seven times per day at 19th level.
Weapon Training (Ex): The knight of infernal order gains a bonus feat at 1st level. Count knight of infernal order levels as fighter levels for feat prerequisites. The knight of infernal order gains the fighter's weapon training class feature, gaining a weapon group at level 5, 9, 13, and 17.

Infernal Order (Ex)

At 1st level, the knight must select which infernal order she intends to join. She gains an additional class skill and weapon proficiencies depending on the order chosen. A recrut in an infernal order is called an armiger. Her choice of order affects what discipline she gains when she becomes a full knight at level 8. See infernal knight orders in the appendix.

Ardent (Ex)

Starting at 2nd level, a knight of infernal order gains a +1 bonus on Will saves against charm and compusion effects. This bonus increases by +1 for every four levels beyond 2nd. If a knight of infernal order is forced to take an action that is diametrically opposed to her order’s beliefs and values while under the influence of a charm or compulsion effect, she can immediately spend a point from her discipline pool and attempt a Will save against the effect’s DC to resist acting out that order. Success does not remove the existing charm or compulsion effect, but does allow the armiger to resist betraying her beliefs. This is in addition to any saving throws the effect or condition normally allows.

Discipline

At 2nd level a knight of infernal order draws upon her training and devotion to develop a discipline pool and potent disciplines.

The knight of infernal order gains a discipline pool that reflects her devotion and zeal. This pool has a number of points equal to half the knight of infernal order's class level + her Charisma bonus. When she is about to make a Will save, the knight of infernal order can expend one point from the discipline pool to add her ardent bonus on that saving throw. This is not an action. She cannot add the ardent bonus twice to the same saving throw and thus cannot use this ability on Will saves against charm and compulsion effects, where she already has a bonus. The discipline pool is also used to power many disciplines.

In addition, a knight of infernal order selects a discipline at 2nd level and every 2 levels thereafter. When applicable, the save DC to resist a discipline’s effect is equal to 10 + the knight of infernal order’s level + her Charisma modifier.

There are special infernal order disciplines that are specific to each order, see the appendix. These disciplines are learned like other disciplines but are only available at certain levels. At level 8, the knight of infernal order must choose the discipline specific to her order. This is the level where she becomes a true knight, initiated into the order, and no longer a squire or armiger. At level 16, the knight of infernal order is so trusted that she has the option to learn the disciplines specific to orders other than her own. An order will not teach its preferred discipline to a knight of infernal order who is an enemy of that particular order. The order of the godclaw never teaches the pentamic faith discipline to members of other orders.

Bonus Feat: The knight of infernal order can choose a a bonus feat as a discipline. The feat must be from the combat feat category or have ”Hellknight” in the name. The knight of infernal order must fulfill all prerequisites. She can take this discipline multiple times, each time selecting a different bonus feat.
Discern Lies (Sp): The knight of infernal order can expend a point from her discipline pool to use discern lies as a spell-like ability, with a caster level equal to his character level. The knight of infernal order must be level 8 to select this discipline.
Fearsomeness (Ex): The knight of infernal order can expend a point from her discipline pool to activate fearsomeness until the end of her turn. When she uses the Intimidate skill to cause a creature within 10 feet to become shaken can instead cause that creature to become frightened.
Infernal Identity (Ex): As long as he wears the armor of his order, the knight of infernal order gains a +2 bonus on all Charisma checks and Charisma-related skill checks made while interacting with creatures of lawful alignment.
Infernal Idol (Su): As long as he wears the armor of his order, the knight of infernal order gains the ability to see up to 60 ft. perfectly in darkness of any kind, resistance to fire 30, resistance to acid 10, and resistance to cold 10. The knight of infernal order must be level 18 to select this discipline.
Rage Power: The knight of infernal order can choose a rage power as a discipline, counting knight of infernal order levels as barbarian levels. She can take this discipline multiple times, each time selecting a different rage power. She cannot select totem powers or a rage power that affects an ability she does not have. The sanguine angel must have the cold frenzy fighting tradition to select this discipline.
Smite the Undecided (Su): The knight of infernal order can use the smite chaos ability on a creature that is neither chaotic or lawful, but gains no bonus on attack rolls or Armor Class when doing so. The knight of infernal order must have chosen smite chaos as her fighting tradition.
Tactician (Ex): The knight of infernal order receives a teamwork feat as a bonus feat. She must meet the prerequisites for this feat. As a standard action that costs one point from her discipline pool, the knight of infernal order can grant this feat to all allies within 30 feet who can see and hear her. Allies retain the use of this bonus feat for 3 rounds plus 1 round for every two levels the knight of infernal order possesses. Allies do not need to meet the prerequisites of these bonus feats. At level 10, she can use this ability as a swift action. She can select this benefit again at level 6 and every 6 levels thereafter, each time after the first gives an additional tactical feat as a bonus feat (as above).
Studious (Ex): The knight of infernal order gains all Knowledge skills as class skills. She gains a number of skill ranks in the Knowledge skill favored by her order equal to her Hit Dice. Any skill ranks she previously had in this skill are moved into other Knowledge skills of the knight's choice.
Tracker (Sp): The knight of infernal order can expend one point from her discipline pool to 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. The knight of infernal order can summon either a dire rat, a dog, an eagle, or a pony (horse). This is the equivalent of a 3rd level spell. The knight of infernal order must be 6th level to select this discipline. An 8th-level knight of infernal order can summon either an a horse, a riding dog, a wolf, or a leopard. This is the equivalent of a 4th level spell.An 11th-level knight of infernal order can summon either a dire wolf or a hell hound. This is the equivalent of a 5th level spell. A 14th-level knight of infernal order can instead opt to summon a pack of 1d4+1 riding dogs or wolves or a single cerberus or dire bat. This is the equivalent of a 6th level spell. A 17th-level knight of infernal order can summon either a pack of 1d4+1 dire wolves or hell hounds, or a single dire lion or shadow mastif. This is the equivalent of a 7th level spell. A 20th-level knight of infernal order can instead opt to summon a pack of 1d4+1 cerberi or dire bats, or a single dire tiger or invisible stalker. This is the equivalent of a 8th level spell.
Unyielding (Ex): While wearing the armor of her order, the knight of infernal order gains DR 1/—. The knight of infernal order must be at least level 6 to select this discipline. She can select this benefit again at level 10 and every 4 levels thereafter, with stacking benefits.
Wrack (Su): When the knight of infernal order damages a foe with a weapon attack, she can expend one point of discipline to cause the target to suffer incredible pain. The target must make a Will save to avoid being staggered for 1d4 rounds.

Infernal Order Armor (Ex)

Starting at 3rd level, a knight of infernal order learns to be more maneuverable while wearing the distinctive armor of her order. Whenever she is wearing armor, she reduces the armor check penalty by 1 (to a minimum of 0) and increases the maximum Dexterity bonus allowed by her armor by 1. Every four levels thereafter (7th, 11th, and 15th), these bonuses increase by +1 each time, to a maximum –4 reduction of the armor check penalty and a +4 increase of the maximum Dexterity bonus allowed.

At level 7, a knight of infernal order can move at her normal speed while wearing the distinctive full plate of her order.

Order Weapon Mastery (Ex)

At 19th level, a knight of infernal order becomes a master of the favored weapon(s) of her order. Any attacks made with these weapons automatically confirm all critical threats and have their damage multiplier increased by 1 (×2 becomes ×3, for example). In addition, she cannot be disarmed while wielding such a weapon.

Hell’s Knight (Su)

At 20th level, a knight of infernal order can grant any weapon she wields the axiomatic or flaming burst special ability. If dropped, the weapon loses the granted special ability at the end of any of the knight of infernal order's turn. The knight also becomes immune to fire while wearing the armor of his order.

Infernal Orders

The infernal orders are several separate organizations that share a similar ethos. 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 infernal orders. Each has its own agenda, distinctive style of armor, a skill it teaches to adherents, one or more weapons that it favors over others, and a discipline that it teaches and regards as a most important secret.

Each member of an infernal order begins in one order and most stay with that order for all of their life. A member 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 member of an infernal order serves the order, must follow order policy, and must obey orders from superiors within the order. Player character members often serve semi-independently, acting as agents of the order in the world or on some special task or quest, but must still follow any orders they are given. Failure to do so results in becoming wanted by the order and put on trial. If found wanting, the member is on probation, and put under the direct supervision of other members, which usually spells the end of the character's adventuring career or makes him a fugitive, hunted by all infernal orders worldwide.

Here are the most common and notorious infernal orders. Other orders certainly exist.

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 and slave-owners who go outside their lawful rights.

Favored Skill: Knowledge (local).
Favored weapon: Flail.
Shackle (Su; Order of the Chain): When the knight of infernal order damages an enemy, she can use one point of her discipline pool to 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 Skill: Knowledge (planes).
Favored weapon: Dagger.
Summon Devil (Sp; Order of the Gate): The knight of infernal order may expend one point from her discipline pool to 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 Skill: Knowledge (religion).
Favored weapon: Morningstar.
Pentamic Faith (Ex; Order of the God Claw only): This ability allows the knight of infernal order to select one of the following domains: Artifice, Glory, Knowledge, Law, Magic, Nobility, Protection, Rune, Strength, Travel, and War. The knight of infernal order gains all of the granted powers (but not domain spells) of that domain, treating his knight of infernal order levels as Cleric levels. This ability is only ever available to knight of infernal orders 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 Skill: Knowledge (geography).
Favored weapon: Lance and halberd.
Onslaught (Su; Order of the Nail): By expending a point from her discipline pool, the knight of infernal order increases her base speed by +10 feet and gains a +4 bonus to his Strength for 1 round. If the knight of infernal order 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 those who have unsanctioned knowledge or magic.

Favored Skill: Knowledge (arcana).
Favored weapon: Glaive.
Brand (Sp; Order of the Pyre): By expending a point from her discipline pool, the knight of infernal order 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 idealism.

Favored Skill: Knowledge (history).
Favored weapon: Longsword and whip.
Censor (Su; Order of the Rack): When the knight of infernal order damages an enemy, she can use one point of her discipline pool to 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 Skill: Knowledge (nobility).
Favored weapon: Heavy mace and whip.
Vigilance (Su; Order of the Scourge): The knight of infernal order gains low-light vision (this effect is constant). In addition, as a full-round action, the knight of infernal order can spend one point from her discipline pool to 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 knight of infernal order concentrates, up to a number of rounds equal to the knight of infernal order’s level.
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