The Westcrown Dottari did not approve of his vigilante methods and arrested him in Sarenith of 4576 AR, but his followers broke him out of prison-against his own orders-hours later and absconded to Fort Rivad, then a Taldan ruin. Ruel was refused justice by cult collaborators among Westcrown's upper classes, and he abandoned his faith and formed a vigilante posse to capture, beat, and kill the cultists. The family of Daidian Ruel, a Wiscrani worshiper of Aroden, was killed by members of the demonic Path of Grace cult in 4575 AR as part of the years-long White Plague of murder and suicide. If people cannot 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. They are not concerned with morality or methods, only results. In their iron-handed exaction of law-specifically, the laws of their various orders and their home country of Cheliax-Hellknights emulate the organized and effective armies of Hell. They are interested less in the social goodness and charity typical of paladins, but rather in the foundation and stringent maintenance of order at all costs. The Hellknights are a collection of knightly orders with a unique focus on the promulgation of law. Source: The Inner Sea World Guide, pg(s). 266–267įor other meanings of " Hellknight", please see Hellknight (disambiguation). Sutter, Russ Taylor, Penny Williams, Skip Williams, Teeuwynn Woodruff.Varies by order but primarily maintaining order Wesley Schneider, Amber Scott, Doug Seacat, Mike Selinker, Lisa Stevens, James L. Frost, James Jacobs, Kenneth Hite, Steven Kenson, Robin Laws, Tito Leati, Rob McCreary, Hal Maclean, Colin McComb, Jason Nelson, David Noonan, Richard Pett, Rich Redman, Sean K Reynolds, F. Pathfinder RPG GameMastery Guide, © 2010, Paizo Publishing, LLC Authors: Cam Banks, Wolfgang Baur, Jason Bulmahn, Jim Butler, Eric Cagle, Graeme Davis, Adam Daigle, Joshua J. Section 15: Copyright Notice – Pathfinder RPG Game Mastery Guide Skills Craft (armor) +3, Craft (weapons) +3, Handle Animal +6, Knowledge ( nobility) +3, Ride +6 Strength 13, Dexterity 13, Constitution 12, Intelligence 9, Wisdom 8, Charisma 10 Squire CR 1/3ĪC 13, touch 11, flat-footed 12 (+1 armor, +1 Dexterity, +1 shield) A squire might also agree to serve a fighter, paladin, or ranger PC, either for a limited time, or until granted knighthood. Three squires can serve as outriders for a caravan, along with three caravan guards (CR 5), or six squires might work with a highwayman (CR 7).Ĭombat Gear potion of cure light wounds Other Gear Padded armor, light wooden shield, lance, light pick, shortbow with 20 arrows, light horse (combat trained) with riding saddleīoon A squire can make a personal introduction to a knight or help the PCs buy a combat trained mount or riding gear at a 5% discount. Six squires can make a patrol of scouts or a hunting party (CR 3). A squire often accompanies a knight (CR 7), or a pair of squires may accompany a noble scion (CR 3). Simply giving a squire heavier armor can make a more formidable Mounted Combatant, while replacing the pick with a Scimitar or longsword creates a nomadic horselord warrior. A group of squires could also serve as a noble hunting party. They might also be used as skirmishers or light cavalry, or perhaps as the guards of a minor noble‘s manor house. Squires can be used as heralds, standard bearers, scouts, or royal messengers. In lands where knighthood is only granted by a king or other monarch, some squires remain so for their entire lives. After proving their loyalty and skill in battle, squires usually become knights. Squires also learn the courtly arts and etiquette. Squires are aspiring knights, robust youths who train in skill at arms but also busy themselves with tending and caring for their master’s gear, keeping it sharp, clean, and ready to use. Alexandre Cabanel (1823-1889) Title The Sword-Bearing Page Date 1881