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Hellfire Knight[edit]

The hellfire knight is a mortal who has tampered with the power of the Lower Planes,
knowingly or otherwise. Having gained the ability to channel this power through himself,
the hellfire knight becomes capable of being more powerful than he could likely have
imagined.

Making a Hellfire Knight[edit]


A hellfire knight is a strong melee combatant, and many of his abilities supplement this to
make him nearly unstoppable. Unfortunately, the cost of this temporary power is high,
and a hellfire knight may often find himself grievously wounded at the end of a battle
even if the enemy has not even touched him. To combat this, a hellfire knight adventurer
will often travel in the company of at least one cleric to give him a constant supply of
healing magic.
Abilities: Constitution is invaluable for a hellfire knight, as the use of their fiendish
power almost always require a sacrifice of hit points. Without a high Constitution, the
hellfire knight's vitality would quickly be drained. After that come Strength, which aids
the hellfire knight's cause in melee combat, and Charisma, which affects the DC's for
most of his abilities.
Races: Of all the so-called "civilized" races, humans are most likely to become hellfire
knights, as their natural predisposition towards greed and ambition make associating with
fiends and gaining their powers an attractive prospect. Savage races, particularly those
with close ties to archfiend cults, can also spawn a hellfire knight.
Alignment: Any non-good.
Starting Gold: As fighter.
Starting Age: Moderate.
Table: The Hellfire Knight
Hit Die: d12

Ba
se Sa
At vi
Le ta ng
vel ck Th
Bo ro
nu ws
s

Sp
eci
al

Fo Re W
rt f ill
1st +1 +2 +0 +0 Au
ra

Infernal Surge
Strength Bonus

of
Ev
il,
Po
we
r
of
the
Bo
dy,
Co
nd
em
ne
d
Inf
er
2n +2 +3 +0 +0 nal +2
d
Su
rg
e
Th
e
Fir
es
of
He
ll
3r +3 +3 +1 +1 5,
d
Th
e
Gr
eat
est
Tri
ck
(1)
Br
im
4t +4 +4 +1 +1 sto
ne
h
Bl
ad
e
5t +5 +4 +1 +1
h

+4

6t +6 +5 +2 +2 Te
h /+
m

pta
tio
n
of
M
an

Br
im
7t +7
+5 +2 +2 sto
h /+
ne
2
Bl
ast
Th
e
Fir
es
of
He
ll
8t +8
+6 +2 +2 10,
h /+
Th +6
3
e
Gr
eat
est
Tri
ck
(2)
Sp
ee
d
of
9t +9
+6 +3 +3 Th
h /+
e
4
Da
m
ne
d
Wi
ck
ed
10 +1
+7 +3 +3 Co
th 0/
un
+5
ten
an
ce
11t +1 +7 +3 +3 Fi +8
h 1/
en

+6
/+
1

dis
h
Ac
uit
y

Br
+1
im
2/
12 +7 +8 +4 +4 sto
ne
th /+
Ba
2
rra
ge
M
+1
egi
3/
13 +8 +8 +4 +4 dd
o
th /+
Fl
3
am
e
+1
14 4/
+9 +4 +4
th +9
/+
4

+10

Th
e
+1
Fir
15 5/
+9 +5 +5 es
th +1
of
0/
He
+5
ll
20
+1
6/
Pu
16 +1
+1
+5 +5 rg
th 1/
0
ato
+6
ry
/+
1
+1
7/
17 +1
+1 +5 +5
th 2/
+7 0
/+
2

+12

18 +1 +1 +6 +6 Th

8/
+1
th 3/
+8 1
/+
3
+1
9/
19 +1
+1 +6 +6
th 4/
+9 1
/+
4

e
Ni
nt
h
Ci
rcl
e

Et
+2
er
0/
nal
20 +1
+1
+6 +6 Da
th 5/
2
m +14
+1
nat
0/
io
+5
n
Cl
ass
Sk
ills
2+
Int
m
od
ifi
er
pe
r
lev
el,
4
at
1st
lev
el)
Bl
uff
(C
ha)
,
Cli
mb
(St
r),

Cr
aft
(In
t),
Ha
ndl
e
An
im
al
(C
ha)
,
Int
im
ida
te
(C
ha)
,
Ju
mp
(St
r),
Kn
ow
led
ge
(T
he
Pla
ne
s)
(In
t),
Ri
de
(D
ex)
,
SR
D:
Su
rvi
val
Sk
ill
(W
is),
Sw
im
(St
r).

Class Features[edit]
All of the following are class features of the hellfire knight.
Weapon and Armor Proficiency: A hellfire knight is automatically proficient with all
simple and martial weapons. He is also proficient with medium and heavy armor and
shields.
Aura of Evil (Ex): The power of a hellfire knights aura of evil (see detect evil) is equal
to his hellfire knight level. To such a spell, the hellfire knight always registers as evil
regardless of his true alignment.
Power of the Body (Ex): A hellfire knight is extremely hardy, able to withstand a great
deal of punishment before going down. He gains maximum hit points for every level of
hellfire knight that he takes. This does not apply to any levels from any other classes or
racial Hit Die.
Condemned (Ex): The hellfire knight gains Evil Brand (Book of Vile Darkness 49) as a
bonus feat as first level. A large tattoo (usually black or red, whatever color is more
visible) appears on the skin of the characters back, the Infernal character for wicked.
No matter how the character may try to hide it, the mark glows vivid orange in the eyes
of evil creatures, so they always will recognize the hellfire knight even if he has covered
the mark. As a result, the hellfire knight gains a +2 bonus on Diplomacy and Intimidate
checks made against evil creatures. This brand appears regardless of the hellfire knights
alignment.
A hellfire knight is so attuned to the evil powers of the Lower Planes that he counts as
having the Disciple of Darkness and Thrall to Demon feats (both described in the Book of
Vile Darkness) for the purposes of qualifying for prestige classes. He does not gain any of
the normal benefits of having these feats. He is also treated as evil when meeting criteria
for prestige classes, holding an evil magic item or applying a fiendish graft.
Infernal Surge (Ex): Starting at second level, the hellfire knight can channel the energy
of the Lower Planes through his body, sacrificing his health for temporary power. While
in an infernal surge, the hellfire knight gains a bonus to Strength (see the table) and a +4
bonus on all saving throws, but takes 1d4 damage per round he stays in the surge as the
diabolical flame burns his skin. This damage is neither fire nor unholy damage, so it
cannot be countered by any form of damage resistance. A hellfire knight can use an
infernal surge for a number of rounds per day equal to 10 + his hellfire knight level, and
these rounds need not be consecutive. Starting or ending an infernal surge is a moveequivalent action.
The Fires of Hell (Ex): The black flame that covers the body of a hellfire knight during
an infernal surge protects him from other forms of harm while at the same time causing
pain. At 3rd level, a hellfire knight gains fire and cold resistance 5 when in an infernal
surge. This resistance increases to 10 at 10th level and 20 at 15th level.
The Greatest Trick (Sp): The greatest trick the devil ever performed was convincing the
world he didnt exist. The hellfire knight takes these words to heart, and at 3rd level he
can give up 1d4 hit points to cast invisibility for either the duration of the infernal surge
or until he violates the conditions of the spell (by attacking, for example). At 8th level,
the hellfire knights ability improves, and he can cast greater invisibility for the same hp
cost.
Brimstone Blade (Su): At 4th level, a hellfire knight using infernal surge can envelop his

weapon (any melee weapon) in black flame at the cost of 1d4 additional hit points upon
activation. This fire exists as long as he is using infernal surge, and incurs no more
damage after the first 1d4. If he uses this power, the hellfire knight deals an additional
1d6 points of damage with his weapon. This damage is diabolical and not subject to fire
or negative energy resistance. If the hellfire knight loses his weapon, he must sacrifice
another 1d4 hit points to enchant another weapon in this manner. A weapon lost but still
intact remains burning for 3 rounds, dealing 1d6 points of damage per round to anyone
other than the hellfire knight who touches it.
Temptation of Man (Sp): Calling upon the power of the fiends of corruption (succubus,
glabrezu, etc.), the hellfire knight gains the ability to magically lace his words with
powerful compulsion magic. He can reproduce the effect of a suggestion spell three times
per day, even when not in an infernal surge.
Brimstone Blast (Sp): At 7th level, a hellfire knight can use the hellfire on his body to
make a ranged attack during an infernal surge. By sacrificing 1d6 of his own hit points,
the hellfire knight can replicate the effects of a hellfire spell (Book of Vile Darkness 97),
dealing 3d6 points of hellfire damage (same type as the Brimstone Blade) to a single
target within range (25 feet + 5 feet per 2 hellfire knight levels). There is no saving throw
for this effect or the brimstone barrage (see below).
Speed of the Damned (Sp): At 9th level, during an infernal surge, a hellfire knight can
sacrifice 1d8 hit points to reproduce the effect of a haste spell so long as he maintains the
surge.
Wicked Countenance (Ex): A hellfire knight in an infernal surge is a frightening sight to
behold. At 10th level, the hellfire knight gains frightful presence in a 30 foot radius when
using his infernal surge ability at the cost of 2d4 hit points, and all creatures who fail a
Will save (DC equal to hellfire knight level + Charisma modifier) are treated as
frightened for 1d6 rounds.
Fiendish Acuity (Su): At the cost of his own hit points, a hellfire knight can magically
improve his senses during an infernal surge at 11th level or higher. 1d4 hit points grants
him low-light vision and the effect of a see invisibility spell. Another 1d4 hit points gives
him the tremorsense ability, allowing the knight to detect any moving creature on the
ground within 60 feet. Finally, an additional 1d4 hit points allows him to see as if under a
true seeing spell cast by a wizard of the hellfire knights level. These abilities only last to
the end of his current infernal surge.
Brimstone Barrage (Sp): At 12th level, the hellfire knight gains an even greater mastery
over hellfire. At the price of 1d10 of his own hit points, the hellfire knight can replicate a
hellfire storm (Book of Vile Darkness 97) effect during an infernal surge, now dealing 5d6
points of hellfire damage in a 20 foot radius.
Megiddo Flame (Sp): At 13th level, a hellfire knight gains the ability to use destruction
as a spell-like ability once per day, consuming the target in a powerful blast of hellfire,
but he must be in an infernal surge to use it and sacrifice 3d4 hit points. Otherwise, it
functions as the spell cast by a wizard of the hellfire knights level. The save DC is
equivalent to the hellfire knights level + his Charisma modifier.
Purgatory (Su): The hellfire knight can intensify the flames around his body during an
infernal surge to the point where they deal damage to attackers. Any opponent attacking
the hellfire knight takes 3d6 points of damage as a blast of hellfire responds in retaliation
to their attack. No character can take this damage more than once per turn, and if the
hellfire knight chooses to use this ability he now takes 2d4 damage per turn.

The Ninth Circle (Su): At 18th level, the hellfire knight can temporarily expend all of
the energy of his infernal surge into one powerful blast. At the cost of 4d4 hit points, the
hellfire knight can deal 1d6 points of damage per level (maximum 20d6) to every foe in a
50 foot radius centered on him. Use of The Ninth Circle devastates all life within the
radius, leaving a blackened crater that smells heavily of brimstone. If the hellfire knight
uses The Ninth Circle, his current infernal surge immediately ends, and he cannot use
infernal surge again for 24 hours. He is also treated as exhausted until he rests for 8 full
hours.
Eternal Damnation (Ex): At 20th level, the hellfire knight reaches the pinnacle of his
power, having mastered the fiendish energies that flow through his body. His skin turns to
an ashen, gray hue, his eyes now burn a brilliant orange, and his type changes to outsider
(with the native subtype). The resistances of The Fires of Hell are now permanent, as are
the true seeing and scent effects of Fiendish Acuity and. He can now use The Greatest
Trick, any of the Brimstone abilities or Megiddo Flame even when not in an infernal
surge, but any required hp sacrifice must still be given and the once per day limit for
Megiddo Flame still applies. All other infernal surge abilities (Speed of the Damned,
Wicked Countenance, Purgatory, The Ninth Circle) can still only be used during a surge.
Ex-Hellfire Knights[edit]
Hellfire knights are scions of a powerful and terrible power. This power is evil to the
core, and it twists the souls of many who try and become its master. But if a hellfire
knight ever becomes good-aligned, the infernal powers previously at his disposal will be
lost to him until he becomes at least neutral. He loses his ability to surge and all
accompanying abilities, and cannot progress any further in the hellfire knight class until
he restores a non-good alignment.
Epic Hellfire Knight[edit]
Table: The Epic Hellfire Knight
Hit Die: d12
Sp
Le eci
vel al

Infernal Surge
Strength Bonus

Bo
21s nus
t Fe
at
22
nd
23r
d
Bo
24t nus
h Fe
at

+16

25t
h
26t
h

+18

Bo
27t nus
h Fe
at
28t
h
29t
h

+20

Bo
30t nus
h Fe
at
2 + Int
modifie
r skill
points
per
level.
Infernal Surge: An epic level hellfire knight continues to gain daily rounds for his
infernal surge, allowing him to use it for longer periods of time. He also gains an
additional +2 bonus to Strength during an infernal surge every three levels.
Bonus Feats: The epic hellfire knight gains a bonus feat (selected from the list of epic
hellfire knight bonus feats) at 21st level and every three levels after.
Epic Hellfire Knight Bonus Feat List: Armor Skin, Damage Reduction, Epic Speed, Epic
Toughness, Fast Healing, Great Charisma, Great Strength, Superior Initiative, SRD:
Great Constitution
Human Hellfire Knight Starting Package[edit]
Weapons: Falchion
Skill Selection:
Skill

Ranks

Armor
Check
Penalty

Ability

Climb

Str

Intimidate

Cha

Jump

Str

Knowledge (the planes)

Int

Ride

Dex

-4

Feat: Improved Initiative


Bonus Feats: Weapon Focus (falchion)
Gear: Breastplate, bed roll.
Gold: 10 gp.

Campaign Information[edit]
Playing a Hellfire Knight[edit]
Religion: Being conduits of fiendish power, many hellfire knights feel compelled to join
devil or demon cults, and many succumb to these temptations, for in these places they,
with their strange powers, are welcomed with open arms. Others worship evil deities,
who they see as being above the lords of Hell and the Abyss and thus worthy of
reverence. Neutral deities are only slightly less preferred, and are viewed as uncaring
enough to accept the hellfire knights' faults. Those select few that worship good deities
do so in solitude, for even while the gods themselves may permit their entreaties for
salvation from a doomed existence, the acolytes of such entities are usually not so
inviting.
Other Classes: Hellfire knights dislike traveling alone; the nature of their abilities makes
having an ally for support almost essential. For this reason, hellfire knights always treat
clerics, the bringers of divine healing, with the utmost respect (that is, at least, so long as
the cleric will heal them). They respect fighters, barbarians, rangers and the like for their
simlar roles in frontline combat. They rarely get along with paladins or druids, who see
the hellfire knights as a threat to their ideals or a blight on the natural world, respectively.
Combat: With his ability to instantly increase his Strength and a high supply of hit
points, the hellfire knight is a superb front-line fighter so long as he recive healing. But
when his infernal surge runs out, he may find himself in a difficult situation.
Advancement: Many evil hellfire knights become disciples to an archfiend,
Mepistopheles in particular. The Disciple of Mepistopheles (Book of Vile Darkness 62),
with its hellfire-based powers, is very attractive to most hellfire knights.
Hellfire Knights in the World[edit]

Azaze
l,
huma
n
hellfir
e
knigh
t

He who fights with monsters should look to it that he himself does not become a
monster. And when you gaze long into an abyss, the abyss gazes also into you.

Hellfire knights are usually mercenaries, blades-for-hire who try and mask their fiendish
powers as long as possible. This works for a time, but upon reaching high levels they
begin to exhibit more permanent signs of their power, and their doomed fate. Hellfire
knights also tend to be fond of strong cologne or perfume; its scent serves to mask the
lingering odor of brimstone that constantly follows them.
Daily Life: Hellfire knights are powerful, but that's all most people see. Those of fiendish
blood are oftened abandoned early, and those who are not have oftened developed their
power through gruesome and vile processes. As a result, most hellfire knights are
sociopaths to the extreme. While they are cordial when it suits them, it is usually with a
gruff and insolent air to ward off any unnecessary interaction. They are lonely wanderers,
fleeing mobs and authorities everywhere and often inadvertently attracting the attention
of some dark power who seeks to capitalize on their strength.
Notables: The most powerful hellfire knight is commonly known as Azazel, a distant (at
least one hundred generations) descendant of Mephistopeles himself. The Lord of
Hellfire has only recently recognized Azazel's existence, but his reputation for being a
living, moving apocalypse has followed him for some time.
Organizations: There is no formal collaborative group of hellfire knights, but they are
instinctively aware of each other. Some are members of the same family, who inherit their
power through fiendish blood; other participated in a deal with the same devil, selling
their souls to the Lower Planes. For whatever reason, there is a connection between them
that they can sense; a hellfire knight can see another hellfire knight's Evil Brand as if they
were an evil creature.
NPC Reactions: Fear, whether deserved or not, is the most common response to the
presence of a hellfire knight. To the uneducated observer, a hellfire knight during an
infernal surge looks a great deal like a fiend, and so hellfire knights often refrain from
using their powers in populated areas so as to not attract attention.
Hellfire Knight Lore[edit]
Characters with ranks in Knowledge (the planes) can research hellfire knights to learn
more about them. When a character makes a skill check, read or paraphrase the
following, including information from lower DCs.
Knowledge (the planes)
D
C

Result

knights are beings who have the ability to channel energy from the Lower Planes into
5 Hellfire
hellfire.
hellfire knight's transormation is called an "infernal surge", and grants tremendous power
10 The
for a short period of time.
hellfire knight constantly takes damage during an infernal surge as his own hellfire
15 A
threatens to consume him.
of the first hellfire knights are believed to have been direct descendants of
20 Some
Mephistopheles, Lord of Hellfire.

Hellfire Knights in the Game[edit]


A hellfire knight can fill a variety of roles. As a power-hungry villain, a hellfire knight
could seek to sow destruction in a world that he believes he has surpassed by accepting
the power of the fiends. On the other hand, a more good-bent hellfire knight can be an
anti-hero style avenger who uses his powers to root out evil in order to make the best of
his "curse".
Adaptation: Since most campaigns have some equivalent to the Lower Planes,
adaptation of the hellfire knight is simple. Hellfire knights can be decsendants of a
powerful fiend, or those who sold their souls for infernal power.
Sample Encounter: <-DM placement for NPCs of this class.->.
EL whatever: <-Encounter scenario and character info on sample NPC including stat
block. The CR of the NPC is typically the same as the EL for the encounter.->.