Prow Knight

A Knight of the Order of the Prow; arrayed in Black angular armor. They bear with them the laws of Saol that they strictly enforce on the wilds of Mifob from their Citadel Ship the Dominance

**Hellknight 6**

Perception +11

Languages Common

Skills Athletics +13, Intimidation +15, Warfare Lore +13, Hell Lore +15

Str +7, Dex +2, Con +5, Int +2, Wis +2, Cha +2

**Hellknight Armiger Dedication** (Dedication) 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.

**Hellknight Dedication** (Dedication) You have forged your body to comply with the commands of your mind—orders steeped in the Measure and the Chain. You gain expert proficiency in Intimidation (or in another skill in which you’re trained of your choice, if you were already an expert in Intimidation). You gain the armor specialization effects of Hellknight plate, and your resistance from that armor specialization is 1 higher than normal. In addition, you gain a +1 circumstance bonus to Intimidation checks while wearing your Hellknight plate.

**Intimidating Prowess** In situations where you can physically menace the target when you Coerce or Demoralize, you gain a +1 circumstance bonus to your Intimidation check and you ignore the penalty for not sharing a language. If your Strength score is 20 or higher and you are a master in Intimidation, this bonus increases .

**Items** Hellknight Plate (White Ward Rune),+1 Striking Halberd, Steel Shield

**AC** 24; Fort +17, Ref +14, Will +14

**HP** 123; **Resistances** Mental 3, Slashing 3, White 5

**Ardent Armiger** 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.

**Shield Block**
Speed 25 ft
**Melee** halberd +17 +12/+7, Damage 2d8+9

**Melee** shield bash +17 +12/+7, Damage 2d4+7

**Attack of Opportunity**
**Power Attack** (Flourish) You unleash a particularly powerful attack that clobbers your foe but leaves you a bit unsteady. Make a melee Strike. This counts as two attacks when calculating your multiple attack penalty. If this Strike hits, you deal an extra die of weapon damage. If you’re at least 10th level, increase this to two extra dice, and if you’re at least 18th level, increase it to three extra dice. Archetype Use