Hellknights are the heavy hand of law in Cheliax and beyond. The knights’ chief philosophies are order, discipline, and mercilessness. They enforce their own code of justice, known as the Measure and the Chain. Hellknights temper their minds and bodies to remove emotion and empathy, leaving only staunch dedication to the enforcement of law and consequence. Each knight wears a suit of black armor styled after his diabolical exemplars.
Entrance Fee 100 gp, must be capable of casting 1st level spells
Entrance Check DC 15 Knowledge (local or religion) or Profession (guard or lawyer)
Dues 100 gp/term
Term 1 season (13 weeks)
Advancement Check Knowledge (local or religion) or Profession (guard or lawyer) (DC 15 + ranks in skill)
Expulsion 3 consecutive failed advancement checks
Skill Aid (1 PP) You get the temporary assistance of another member, who gives you a +4 bonus on a single skill check. This cannot be used for a Day Job or Advancement roll.
Financial Aid (1 PP) You can skip paying your dues without penalty for 1 term.
Spell Transcription (varies) For 1 PP per spell level, you can have a spell of your choice either transcribed into your spellbook (for magi and wizards) or formula book (for alchemists), or taught to your familiar (for witches).
- 1 PP cure moderate wounds, dispel magic, inflict moderate wounds, lesser restoration, make whole, remove blindness/deafness, remove curse, remove disease, remove paralysis
- 2 PP atonement (8 PP to restore cleric/druid powers), break enchantment, greater dispel magic, neutralize poison, restoration (4 PP to remove permanent negative levels)
- 3 PP harm, heal, regenerate
- 16 PP greater restoration, raise dead
- 32 PP resurrection
- 77 PP true resurrection
Armiger (5 Fame, 3 PP) You have attained the rank of “Armiger” in the Hellknights. You experience with the devils of Cheliax have gained you a +2 bonus to saving throws against fear.
Imp Sevitor (10 Fame, 2 PP) You gain the services of a bound imp (treat as if you had gained the imp’s services via a successful casting of lesser planar ally) for one week.
Hellknight (20 Fame) You are now a fully-fledged Hellknight. You gain access to purchase Hellknight armor, at a 10% discount.
Armory (25 Fame) At a 10% discount, you can purchase the axiomatic, bane, flaming, flaming burst, and unholy weapon abilities and the energy resistance (acid, fire, or cold), fortification (all), and spell resistance armor abilities.
We Are the Law (35 Fame, 2 PP) In city where the Hellknights have sufficient influence, you can incarcerate someone for 1 month, or you can free someone currently imprisoned.