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    Hell Knight Enforcer

    Class Details

    Hit Die: d8.

    Requirements

    To qualify to become a Hell Knight enforcer, a character must fulfill all of the following criteria.

    Class Skills

    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.

    Table: Hell Knight Signifer

    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

    Class Features

    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.

    Catechesis (Ex)

    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.

    Order

    A Hell Knight enforcer chooses a Hell Knight order to join. The most common Hell Knight orders (and their favored weapon or weapons) are:

    Mask (Su)

    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.

    Arcane Armor Expertise

    At 2nd level, if a Hell Knight enforcer has the Arcane Armor Training feat, he gains Arcane Armor Mastery as a bonus feat.

    At 5th level, the action required to use this feat changes from a swift action to an immediate action.

    Signifer Armor Training

    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.

    Assiduous Gaze

    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.

    Discern Lies (Sp)

    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 9th level, a Hell Knight enforcer gains DR 5/chaotic and becomes immune to poison.

    Diabolic Harbinger (Su)

    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.