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Hellknight of the Rack
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Lawful Evil (Half-Elf)

9 Cleric
1 Fighter
Size
Medium
Speed
20 ft.
Initiative
+4
STR
17
DEX
10
CON
13
INT
8
WIS
18
CHA
12

112 experience points

Defense
66 Hit points
AC
21

Flat-footed
21
Touch
12
Fortitude
+11
Will
+12
Reflex
+5

Immunities
Sleep

Offense
Melee: Longspear +1
Range: 6 ft.
Attack: +16/+11
Damage: 6-13 Piercing 1d8+5

BASE ATTACK BONUS
+7/+2/-/-
COMBAT MANEUVER
+14 Bonus 22 Defense

Features and Abilities
Charge, Coup de Grace, Demoralize (Persuasion), Treat Affliction, Resistance, Light, Virtue, Guidance, Touch of Evil, Scythe of Evil, Cure Moderate Wounds, Restoration, Lesser, Protection from Chaos
Fighting Defensively, Acrobatics (Mobility)
Half-Elf, Keen Senses, Elven Immunities, Adaptability, Feat, Coup de Grace, Bonus Combat Feat, Fighter Proficiencies, Armor Proficiency (Light Armor), Armor Proficiency (Medium Armor), Armor Proficiency (Heavy Armor), Simple Weapon Proficiency, Martial Weapons Proficiency, Shield Proficiency, Tower Shield Proficiency, Weapon Focus (Longspear), Combat Casting, Cleric Proficiencies, Deity Selection, Channel Energy, Domain Selection x2, Detect Magic, Evil Domain, Evil Domain, Spell Focus (Enchantment), Greater Spell Focus (Enchantment), Improved Initiative, Scythe of Evil, Spell Focus (Necromancy)

Analyze Skill: Lore (Nature) DC 21

HellknightCleric_Female (4059c85ec18acec498a7af2986f33162)

Hellknight of the Rack is an enemy in Pathfinder: Kingmaker.

Description[ | ]

The Hellknights are a collection of knightly orders with a unique focus on the promulgation of law. They are interested less in social goodness and charity, typical of paladins, but rather in the foundation and stringent maintenance of order at all costs. If people can not be trusted to obey the law out of their own senses of civility and social righteousness, Hellknights provide the need to obey out of fear of a master's stern hand.

Not all who start as novice armigers have what it takes to become a full-fledged Hellknight, but those who do receive a wide array of abilities as they grow more powerful. While the individual powers and focus of a particular Hellknight vary according to his order, all Hellknights are universally feared and respected in regions where they maintain a presence. Most Hellknights are lawful neutral and proudly avoid being “tainted” by distractions such as good or evil, but some who rise in power shift toward tyrannical and cruel natures.

Locations[ | ]

Loot[ | ]

See also[ | ]

Hellknight of the Rack

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