Hellknight Armiger

Note: This archetype requires the character be from a specific region of the official campaign setting world. Consult your GM to find a suitable replacement if playing in a different setting.

You have presented yourself to a Hellknight citadel as a candidate to become a fearsome Hellknight. You believe that all who live must be forced to obey law, and you adventure as a test of your loyalty, discipline, and courage. Someday you will take the Hellknight test and battle a devil in single combat to prove your strength and join the Hellknight ranks.

Hellknight Armiger Dedication Feat 2

Uncommon Archetype Dedication

Prerequisite(s) member of a Hellknight order, trained in heavy armor as well as your order’s favored weapon; Access You are from a specific region of the world.

Your Hellknight training teaches you to terrorize others into compliance, but you also study the structure and hierarchy of Hell. You must survive painful tests of your body and mind called reckonings, which steady your mind against all sorts of trauma. You gain resistance to mental damage equal to 1 + your number of class feats from the Hellknight Armiger archetype and other Hellknight archetypes. You become trained in Intimidation and Hell Lore; if you were already trained, you become an expert instead.

Special You can’t select another dedication feat except dedication feats for higher positions within the Hellknights until you have gained two other feats from the Hellknight armiger archetype.

Ardent Armiger Feat 4

Archetype

Prerequisite(s) Hellknight Armiger Dedication

You have been trained to resist the manipulations of fiends, and your Hellknight discipline makes you difficult to influence. You gain a +1 circumstance bonus to saves against mental effects that specifically improve your attitude and to your Will DC against someone Coercing you, Demoralizing you, Making an Impression on you, or Making a Request of you.

If a mental effect would compel you to act in a way that violates your Hellknight order’s tenets (as determined by the GM), you can attempt to break free from the effect as a reaction triggered by receiving the violating order, and you gain a new Will save against the effect. You can attempt this new save only once for a given effect, even if you are compelled to violate your order’s tenets multiple times.

Diabolic Certitude Feat 4

Archetype Skill

Prerequisite(s) Hellknight Armiger Dedication

Trigger Your turn begins and you can observe a devil.

Your Hellknight training drilled details of Hell’s denizens deep into your mind. Make an attempt to Recall Knowledge about a devil you’re observing. If you roll a critical failure on this check, you get a failure instead.

Mortification Feat 4

Archetype

Prerequisite(s) Hellknight Armiger Dedication

Your reckonings have prepared your body for physical punishment. Choose bludgeoning, piercing, or slashing damage, based on the nature of your physical reckonings. You gain resistance to the chosen damage type equal to your number of class feats from the Hellknight Armiger archetype and other Hellknight archetypes.

Armiger’s Mobility Feat 8

Archetype

Prerequisite(s) expert in heavy armor, Hellknight Armiger Dedication

You’ve learned how best to move in heavy armor. When wearing heavy armor, if you meet the Strength requirement, instead of reducing the movement penalty by 5 feet, you reduce the penalty by 10 feet (typically reducing the penalty to 0). If you are a dwarf with the Unburdened Iron feat, increase your Speed by 5 feet.

Snowball Spell 1

Attack Cold Evocation Water

Traditions arcane, primal

Cast somatic, verbal

Range 30 feet; Targets 1 creature

You throw a magically propelled and chilled ball of dense snow. The target takes 2d4 cold damage and potentially other effects, depending on the result of your spell attack roll.

Critical Success The target takes double damage and a –10-foot status penalty to its Speeds for 1 round.

Success The target takes full damage and a –5-foot status penalty to its Speeds for 1 round.

Failure No effect.

Heightened (+1) The damage increases by 2d4.