Hellknight Order Abilities
Pathfinder Lost Omens Character Guide (Second Edition)
The following entries list the lesser and greater order benefits for each of the seven major Hellknight orders. These abilities can be gained by selecting the Order Training, Advanced Order Training, and Hellknight Order Cross-Training archetype feats described above.
Order of the Chain
Members of the Order of the Chain are skilled at hunting down and capturing criminals, especially those who dare flee from justice.
Order of the Gate
The Hellknight signifers of the Order of the Gate seek to prevent lawlessness of all types through the use of their considerable spellcasting prowess and command of fiendish outsiders.
Order of the Godclaw
The Order of the Godclaw’s Hellknights see their cause as a holy mandate from the Godclaw. They seek to punish criminals with a zeal rarely matched by others who enforce the law.
Order of the Nail
Members of the Order of the Nail see civilized society as an ideal and seek to unite all people within their cultural baseline. They also seek to destroy anyone who does not accept Chelaxian culture along with the wild beasts that threaten the safety of civilization.
Order of the Pyre
The Order of the Pyre is dedicated to eliminating those faiths and beliefs they consider to be a threat to the Inner Sea region. They are particularly keen on stamping out dangerous cults.
Order of the Rack
Members of the Order of the Rack seek to eliminate wastefulness throughout the Inner Sea region. They seek to quash pointless dreams, quell rebellions, and destroy dangerous inventions.
Order of the Scourge
Hellknights of the Order of the Scourge hunt those who pervert the law for their own selfish ends. They seek to destroy corruption and those who hide behind unjust laws and bureaucracy.
Shackles of Law
FlourishOrder of the Chain, lesser benefit.
You attempt to subdue a target with an attack and a follow-up grab. Make a melee Strike. If it hits and deals damage, you can attempt an Athletics check to Grapple the creature you hit. If you’re wielding a flail, you can ignore Grapple’s requirement that you have a hand free. Both attacks count toward your multiple attack penalty, but the penalty doesn’t increase until after you’ve made both of them.
Sturdy Bindings
Order of the Chain, greater benefit.
Your grapples are incredibly reliable. When you roll a critical failure on a check to Grapple a target, you get a failure instead. In addition, when a creature you have grabbed rolls a failure on its check to Escape, it gets a critical failure instead, and if it rolls a critical success, it gets a success instead.
Locate Lawbreakers
Order of the Gate, lesser benefit.
Your pursuit is relentless, and you are able to magically locate stolen objects and outlaws. You gain locate as an innate spell of a tradition of your choice, which you can cast once per day. If you are a member of the Order of the Gate, when you reach 14th level, the spell is heightened to 5th level.
Devil Allies
Order of the Gate, greater benefit.
You can call in devils to assist your efforts. You gain summon fiend as an innate spell of a tradition of your choice, which you can cast once per day.
When you cast this spell, you can summon only creatures that have the devil trait. At 16th level and every 2 levels thereafter, the spell is heightened by 1 level (to a maximum of 8th level when you reach 20th level).
Dedication to the Five
Order of the Godclaw, lesser benefit.
Your dedication to the Godclaw borders on a cleric’s. You gain the cleric’s Domain Initiate feat but must select perfection, protection, tyranny, or zeal as your domain. In addition, you can use any religious symbol of Abadar, Asmodeus, Iomedae, Irori, or Torag as your divine focus.
Blessing of the Five
Concentrate Divine Healing Manipulate Necromancy PositiveOrder of the Godclaw, greater benefit.
You call out to the Godclaw to heal your allies. You cast the 3-action version of heal, heightened to a level 1 lower than half your level rounded up. You can select up to four creatures in the area to remain unaffected by the spell. You can instead use this ability to bring a creature within 30 feet that has died within the last round back from the dead. If you do, the creature is restored to 1 Hit Point and is doomed 1 for 24 hours.
Trailblazing Stride
Order of the Nail, lesser benefit.
You are used to moving through the wilderness. While moving on land, you ignore the effects of non-magical difficult terrain.
Reveal Beasts
Order of the Nail, greater benefit.
You are adept at revealing—or creating—weaknesses among those who are a threat to civilization. If you roll a success on a check to Recall Knowledge to identify an animal or a beast, you get a critical success instead. The next time you damage that creature, it gains weakness 5 during that attack to one damage type of your choice that you dealt it.
Righteous Resistance
Order of the Pyre, lesser benefit.
You can cast resist energy twice per day as a divine innate spell, except you can target only yourself. If you grant yourself resistance to fire damage, the resistance is equal to either the spell’s normal value or to your level, whichever is higher.
Spiritual Disruption
Order of the Pyre, greater benefit.
You channel disruptive power that severs a foe’s spiritual connection to their heretical magic. Make a melee Strike. If the attack hits, any time the target attempts to cast a divine or occult spell, the spell is disrupted unless they succeed at a DC 5 flat check (DC 7 on a critical hit); if the target is also stupefied, it must attempt the harder of the two flat checks (but not both). This effect lasts for 1 minute.
Disillusionment
Order of the Rack, lesser benefit.
Dreams are pointless illusions you seek to quash. If you roll a success on a saving throw against an illusion or dream effect or a Perception check to disbelieve an illusion, you get a critical success instead. If you roll a critical failure on any of those checks, you get a failure instead.
Silence Heresy
Order of the Rack, greater benefit.
You channel a power that stifles dangerous words. Make a melee Strike. If the attack hits, the target is unable to speak in a voice louder than a whisper for 1 round. This prevents the target from using most auditory effects involving its voice, and it must succeed at a DC 5 flat check to Cast a Spell with a verbal component or the spell is disrupted. If your Strike is a critical hit, the target is entirely unable to speak for 1 round and is limited to a whisper for 1 minute thereafter. Once a creature has been affected by this ability, it is temporarily immune for 1 minute.
Fear No Law, Fear No One
Order of the Scourge, lesser benefit.
When you roll a success on a save against a fear effect, you get a critical success instead. In addition, any time you gain the frightened condition, reduce the condition’s value by 1. As usual, this ability reduces the initial frightened condition by 1, so if you have multiple similar abilities, they don’t both take effect.
Seek Injustice
Concentrate Divination Magical RevelationOrder of the Scourge, greater benefit.
With a moment spent focusing, you can locate the telltale signs of corruption no matter what means it may use to hide from your sight. For 1 minute, you can see through up to 5 feet of stone, wood, or similar barriers as if they didn’t exist (though any amount of metal or denser barriers block this effect).
