Hit Die: d8.
To qualify to become a Hell Knight enforcer, a character must fulfill all of the following criteria.
- Alignment: Any lawful.
- Armor Proficiency: Proficient with medium armor.
- Feats: Arcane Armor Training or Warrior Priest.
- Skills: Intimidate 2 ranks, Knowledge (planes) 5 ranks, Spellcraft 5 ranks.
- Spells: Able to cast 3rd-level spells.
- Special: The character must slay a devil with Hit Dice greater than his own. This victory must be witnessed by a Hell Knight.
The Hell Knight enforcer’s class skills (and the key ability for each skill) are Diplomacy (Cha), Intimidate (Cha), Linguistics (Int), Knowledge (all) (Int), Profession (Wis), Sense Motive (Wis), and Spellcraft (Int).
Skill Ranks at Each Level: 2 + Int modifier.
|Level||Base Attack Bonus||Fort Save||Ref Save||Will Save||Special||Spells per Day|
|1st||+0||+0||+0||+1||Aura of law, catechesis, order, enforcer mask||+1 level of spellcasting class|
|2nd||+1||+1||+1||+1||Arcane armor expertise||+1 level of spellcasting class|
|3rd||+2||+1||+1||+2||Signifer armor training 1||+1 level of spellcasting class|
|4th||+3||+1||+1||+2||Assiduous gaze||+1 level of spellcasting class|
|5th||+3||+2||+2||+3||Arcane armor expertise (immediate action)||+1 level of spellcasting class|
|6th||+4||+2||+2||+3||Discern lies||+1 level of spellcasting class|
|7th||+5||+2||+2||+4||Assiduous gaze||+1 level of spellcasting class|
|8th||+6||+3||+3||+4||Signifer armor training 2||+1 level of spellcasting class|
|9th||+6||+3||+3||+5||Infernal resilience||+1 level of spellcasting class|
|10th||+7||+3||+3||+5||Diabolic harbinger||+1 level of spellcasting class|
The following are class features of the Hell Knight enforcer prestige class.
Weapon and Armor Proficiency: A Hell Knight enforcer gains proficiency with heavy armor and with one of his order’s favored weapons.
Aura of Law (Ex)
The power of a Hell Knight enforcer’s aura of law (see detect law) is equal to his total character level.
If a Hell Knight enforcer has the Warrior Priest feat, his Hell Knight enforcer level stacks with other divine spellcasting classes for determining the effects of those classes’ domain powers, inquisitions, and mysteries. This doesn’t grant any new powers or abilities. In addition, a enforcer with the Warrior Priest feat gains Alignment Channel (chaos) as a bonus feat, and treats his Hell Knight enforcer levels as cleric levels when determining the amount of damage chaotic outsiders are either healed or dealt, and when determining their saving throw DCs to halve this damage.
A Hell Knight enforcer 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 or halberd
- The Order of the Pyre glaive
- The Order of the Rack longsword or whip
- The Order of the Scourge heavy mace or whip
Upon initiation, a Hell Knight enforcer receives a mask, often devoid of eyeholes or other personal features. This mask doesn’t obscure the enforcer’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.
A Hell Knight enforcer with a bonded object from the arcane bond class feature can perform a special ritual that costs 500 gp and takes 8 hours to complete. This ritual converts the enforcer’s mask into his new bonded item, which takes up the head slot. In this case, Hell Knight enforcer levels stack with levels from the class that grants the bonded item for determining what additional magical abilities can be added to the bonded item.
At 3rd level, while a Hell Knight enforcer wears armor, he reduces the armor check penalty by 1 (to a minimum of 0), and reduces the arcane spell failure chance by 5%.
At 8th level, he reduces his armor check penalty by an additional 1, and reduces his arcane spell failure by an additional 5%. Additionally, at 8th level, when a Hell Knight enforcer’s speed is reduced by wearing medium or heavy armor, his unique training offsets the speed reduction by 5 feet.
At 4th level and again at 7th level, a Hell Knight enforcer gains an assiduous gaze ability chosen from the list below. A Hell Knight enforcer can use each assiduous gaze ability he possesses for a number of rounds per day equal to 1/2 his class level. These rounds need not be consecutive. A Hell Knight enforcer 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 enforcer must be wearing his enforcer mask to use these abilities, and his caster level while using them is equal to his character level.
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 enforcer must be 7th 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.
At 6th level, a Hell Knight enforcer can use discern lies as a spell-like ability a number of times per day equal to 3 plus his Charisma modifier. These rounds need not be consecutive. His caster level is equal to his total character level.
Infernal Resilience (Ex)
At 10th level, as long as the Hell Knight enforcer 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 enforcer 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.
Pathfinder Campaign Setting: Paths of Prestige © 2012, Paizo Publishing, LLC; Authors: Benjamin Bruck, Jason Bulmahn, Matt Goodall, and Jason Nelson.