Not all who join have what it takes to become a full-fledged Hell Knight, but those who do receive a wide array of abilities as they grow more and more powerful.
Hit Die: d10.
To qualify to become a Hellknight, a character must fulfill all the following criteria.
Skill Ranks at Each Level: 2 + Int modifier.
The following are all class features of the Hellknight.
Weapon and Armor Proficiency: Hellknights gain no proficiency with any weapon or armor.
The power of a Hellknight’s aura of law (see the detect law spell) is equal to his total character level.
This ability 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.
At 2nd level, a Hellknight earns the right to wear Hellknight armor (below). While wearing this armor, the Hellknight reduces the armor check penalty by 1, increases the maximum Dexterity bonus allowed by 1, and moves at full speed.
At 5th level, these adjustments increase to 2.
At 8th level, these adjustments increase to 3.
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.2 Speed (20 ft.) 15 ft.2 Weight 50 lbs.
2 When running in heavy armor, you move only triple your speed, not quadruple.
A 3rd-level Hellknight gains access to his first discipline, choosing one that is associated with his specific order.
At 6th level, the Hellknight gains a second discipline, chosen from any listed as being available to “any order.”
At 9th level, the Hellknight gains his third discipline, choosing this one from any of the disciplines listed below, even those not from his own order, with the exception of Pentamic Faith. 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 a number of times per day equal to the total number of disciplines he has access to, so at 3rd level he may use his discipline once per day. At 6th level, he may use both disciplines twice per day each. At 9th level, he may use all three of his disciplines three times per day.
Censor (Su; Order of the Rack): When the Hellknight uses 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.
Onslaught (Su; Order of the Nail): Once per day as a free action, a Hellknight increases his base speed by +10 feet and gains a +4 bonus to his Strength for 1 round. If the Hellknight is mounted, these bonuses also apply to his mount.
Pentamic Faith (Ex; Order of the God Claw only): This ability allows the Hellknight to select one of the following domains: Artifice, Glory, Knowledge, Law, Magic, Nobility, Protection, Rune, Strength, Travel, and War. The Hellknight gains all of the granted powers (but not domain spells) of that domain, treating his Hellknight levels as Cleric levels to determine what domain abilities he has access to.
Shackle (Su; Order of the Chain): When the Hellknight 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.
Tracker (Sp; any order): The Hellknight 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.
Vigilance (Su; Order of the Scourge): The Hellknight gains low-light vision (this effect is constant). In addition, as a full-round action, the Hellknight 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 Hellknight concentrates, up to a number of rounds equal to the Hellknight’s level.
Wrack (Su; any order): The Hellknight 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 Hellknight’s Charisma modifier, and must make a Will save to avoid being staggered for 1d4 rounds.
At 3rd level, a Hellknight gains a +2 bonus on Will saves against spells with one of the following descriptors: charm, compulsion, glamer, fear, figment, pattern, or phantasm.
At 6th level, the Hellknight chooses another subschool or descriptor to gain a +2 bonus on his Will save against, and the bonus provided by his first selection increases to +4.
At 9th level, he chooses from the list again, and both previous selections increase by +2, so that he has a +6, a +4, and a +2 bonus, respectively, against the three different effects.
As long as he wears Hellknight armor, a 9th-level Hellknight gains a +2 bonus on all Charisma-related checks made while interacting with nongood lawful creatures. In addition, he gains the ability to see perfectly in darkness of any kind, resistance to fire 30, and resistance to acid 10 and cold 10.
At 10th level, a Hellknight can grant a weapon he wields or touches the axiomatic, flaming burst, or unholy weapon quality. This weapon maintains this new quality as long as the Hellknight remains within 100 feet of the weapon—a Hellknight may maintain only a single weapon’s granted quality at a time. The Hellknight also becomes immune to fire while wearing Hellknight armor.