Pathfinder 2 – TRAP Organisations
Hellknights of Golarion
Source: Pathfinder Wiki (pWiki)
Welcome back to another instalment of my blog regarding the Thassilonian Resurgence Adventure Path (TRAP). If you want to read more posts about this design, you will find all the links at the side of the page.

What is a Hellknight
The Hellknights are a collection of knightly orders with a unique focus on the promulgation of law. 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. 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 not concerned with morality or methods, only results. 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.
Philosophy
Regardless of their severity, Hellknights are not an inherently evil group; they are wholly unconcerned with morality. Although there are numerous evil members—particularly among their upper echelons—the majority of the orders are impartial arbiters and enforcers of order and justice. They see the study of Hell’s tenets and even the summoning of devils as tools meant to intimidate and strengthen the individual resolve of the orders’ members. Hellknights are taught to replace emotion with steely discipline, and are not interested in methods: only the end results matter.
While Hellknights are widely feared and respected, the common Hellknight joins out of a sense of duty and a wish to be a part of something greater, seeing a world ruled by laws and free of rampaging beasts and cheating thieves as a future well-worth striving toward, even at the sacrifice of freedom. Countries and rulers sometimes invite Hellknights into their lands, leaving the dirty business of harsh law enforcement to an already loathed third party, although convincing Hellknights to leave once they have been welcomed sometimes proves problematic for more freedom-loving societies.
Training
They train with summoned devils, the signifers of their orders coaxing the ingenuity of diabolical tactics from infernal tongues, while the rank and file members spar against the very denizens of Hell—making nearly any future conflict a far less daunting prospect. They learn that sacrifices must often be made for the greater good, obey draconian regimens of military conduct, commit to encyclopaedic memorization of the laws of their orders and local governing bodies, and undergo constant drills to train their bodies and minds.
A member of the Cheliax Pathfinder faction can gain training with one of the knightly orders.
- (4) Hellknight Armiger (U Feat 2, lo-wg-108 and lo-cg-80) You gain a new feat Hellknight Armiger Dedication and gain the title Hellknight Armiger.
- (8) Ardent Armigar (Feat 4, lo-wg-108), Diabolic Certitude (Feat 4, lo-wg-108), Mortification (Feat 4, lo-wg-108),
- (11) Fiendish Teleportation (R Item 11, lo-leg-11),
- (15) Infernal Health (R Item 15, lo-leg-11),
- (16) Armiger’s Mobility (Feat 8, lo-wg-108), Order Training (Feat 8, lo-cg-82),
- (20) Unending Youth (R Item 20, lo-leg-11),
- (24) Advanced Order Training (Feat 12, lo-cg-82), Hellknight Order Cross-Training (Feat 12, lo-cg-82),
- (12) Hellknight Training (U Feat 6, lo-cg-85) You gain a new feat from the Hellknight and gain the title Hellknight.
- (0) Scourge (Item 0, lo-cg-81),
- (2) Hellknight Plate (U Item 2, lo-cg-81),
- (11) Fiendish Teleportation (R Item 11, lo-leg-11),
- (15) Infernal Health (R Item 15, lo-leg-11),
- (16) Sense Chaos (Feat 8, lo-cg-85),
- (20) Unending Youth (R Item 20, lo-leg-11),
- (24) Advanced Order Training (Feat 12, lo-cg-82), Blade of Law (Feat 12, lo-cg-85), Hell’s Armaments (Feat 12, lo-cg-85), Hellknight Order Cross-Training (Feat 12, lo-cg-82),
- (12) Hellknight Signifier Training (U Feat 6, lo-cg-86) You gain a new feat from the Hellknight Signifier and gain the title Hellknight Signifier.
- (0) Scourge (Item 0, lo-cg-81),
- (2) Hellknight Plate (U Item 2, lo-cg-81),
- (11) Fiendish Teleportation (R Item 11, lo-leg-11),
- (15) Infernal Health (R Item 15, lo-leg-11),
- (16) Masked Casting (Feat 8, lo-cg-86),
- (20) Gaze of Veracity (Feat 10, lo-cg-86), Signifier’s Sight (Feat 10, lo-cg-86), Unending Youth (R Item 20, lo-leg-11),
- (24) Advanced Order Training (Feat 12, lo-cg-82), Hellknight Order Cross-Training (Feat 12, lo-cg-82), Signifer Armour Expertise (Feat 12, lo-cg-86),
Hellknight Organisation
The leader of a Hellknight order is known as the lictor, while a leader whose training is more scholarly and less martial is known as a vicarius. Beneath him are an order’s master or mistress of blades (field commanders) and paravicar (leader of the order’s arcane/religious forces). Beneath them, paralictors (Hellknight officers), signifers (Hellknight spellcasters), rank and file Hellknights, and armigers (Hellknights in training) flesh out the ranks.
- Lictor/Vicarius – A general and the highest-ranking member of a Hellknight order. The lictor (or vicarius if he is risen of the signifers) is the general of a Hellknight order. The Order of the Gate is the only branch of the Hellknights led by a vicarius.
- Vicarius – A spellcasting leader of a Hellknight order, equal in rank to a lictor. This title is rarely used.
- Master/Mistress or Myx of Blades – A colonel of a Hellknight order, equal in rank to a paravicar The master of blades or mistress of blades is the field marshal and answers only to the lictor of the Hellknight order.
- Paravicar – A leader of a Hellknight order’s signifers, equal in rank to a master of blades. Paravicar is the leader of an order’s signifers, equal in rank to a master or mistress of blades and answers only to the lictor of the Hellknight order.
- Paralictor – A high-ranking Hellknight officer, similar to a major. Paralictors are Hellknight officers ranking below the master of blades or the paravicar.
- Maralictor – A mid-level Hellknight officer, similar to a lieutenant. Maralictors with titular concerns or duties – as the relatively common arms-maralictors, field-maralictors, and gate-maralictors – are of lesser rank Maralictors are Hellknight officers ranking below the paralictors.
- Hellknight – A rank-and-file Hellknight. Hellknights are imbued with the authority to undertake missions, travel and enforce the law in key places (depending on their order’s needs), and make field decisions as necessary to further their objectives. Hellknights wear iconic black full-plate armor and typically wield the signature weapons of their order. Hellknights are the rank-and-file seasoned knights of the order.
- Signifer – A Hellknight spellcaster. According to the Measure, signifers rank nominally below rank-and-file Hellknights, who are granted the authority to give orders to spellcasters on the battlefield. The exception to this is the Order of the Gate, which has enacted a rider for its members that elevates its signifers over its Hellknights. They are also called Hellknight signifer. Signifers are the Hellknights who are capable to use the either arcane or divine magic.
- Armiger – A Hellknight in training; a Hellknight squire. Armigers are considered affiliated with their respective orders, but they are not full members and have not yet earned their own set of iconic Hellknight armor, nor have they been issued their order’s formal weapon. Armigers compose the order’s largest population and they are not yet full members of the order. To gain the status of Hellknight, armigers must first pass a trial known as The Test. In the Test a would-be Hellknight must fight against a devil summoned from the depths of Hell.
Hellknight Archetypes
Hellknight Armiger
Source: PF2 Lost Omens World Guide (pf2-lowg-107)
You have presented yourself to a Hellknight citadel as a candidate to become a fearsome Hellknight. You believe that all who live must be forced to obey law, and you adventure as a test of your loyalty, discipline, and courage. Someday you will take the Hellknight test and battle a devil in single combat to prove your strength and join the Hellknight ranks.
Note: All feats are considered to be Uncommon.
- (4) Hellknight Armiger (U Feat 2, lo-wg-108 and lo-cg-80) You gain a new feat Hellknight Armiger Dedication and gain the title Hellknight Armiger.
- (8) Ardent Armigar (Feat 4, lo-wg-108), Diabolic Certitude (Feat 4, lo-wg-108), Mortification (Feat 4, lo-wg-108),
- (11) Fiendish Teleportation (R Item 11, lo-leg-11),
- (15) Infernal Health (R Item 15, lo-leg-11),
- (16) Armiger’s Mobility (Feat 8, lo-wg-108), Order Training (Feat 8, lo-cg-82),
- (20) Unending Youth (R Item 20, lo-leg-11),
- (24) Advanced Order Training (Feat 12, lo-cg-82), Hellknight Order Cross-Training (Feat 12, lo-cg-82),
Hellknight Armiger Dedication (Feat 2)
- Source: pf2-lo-wg p107
- Tags: Uncommon, Archetype, Dedication
- Prerequisites: Member of a hellknight order, trained in heavy armour as well as your order’s favoured weapon.
- Your Hellknight training teaches you to terrorise 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 Hellknight archetypes. You become trained in Intimidation and Hell Lore, if you were already trained you become expert instead.
- House Rule: Gained proficiency training in Heavy armour and orders weapon as part of joining the order.
- Special: You can’t select another dedication feat except dedication feats for higher positions within the Hellknights until you have gained two other feats from the Hellknight Armiger archetype.
Hellknight
Source: PF2 Lost Omens Character Guide (lo-cg-84)
Hellknights are among the fiercest warriors in the Inner Sea region, as they
have emerged from hell-forged trials ready to serve as faceless bastions of law
wherever chaos might threaten to rear.
Note: All feats are considered to be Uncommon.
- Hellknight Dedication (U Feat 6, lo-cg-84)
- Feat 8 – Sense Chaos (lo-cg-84),
- Feat 12 – Advanced Order Training (lo-cg-81), Blade of Law (lo-cg-84), Hell’s Armaments (lo-cg-84), Hellknight Order Cross-Training (lo-cg-81),
Hellknight Signifier
Source: PF2 Lost Omens Character Guide (lo-cg-85)
Signifiers are the powerful and enigmatic Hellknight spellcasters who
support and sometimes lead other Hellknights on their missions to enforce
unwavering law. Formidable in their own right, signifiers are trained to be
unstoppable forces of order and authority when they stand alongside their
martial counterparts.
Note: All feats are considered to be Uncommon.
- Hellknight Signifier Dedication (U Feat 6, lo-cg-85)
- Feat 8 – Masked Casting (lo-cg-85),
- Feat 10 – Gaze of Veracity (lo-cg-85), Signifier’s Sight (lo-cg-85),
- Feat 12 – Advanced Order Training (lo-cg-81), Hellknight Order Cross-Training (lo-cg-81), Signifier Armor Expertise (lo-cg-85),
Hellknight Orders
Order of the Bank
- Symbol – Abaddar and Amsodius holy symbols linked
- Armour – sections of red gold
- Weapon – scythe
- Locations – Kaer Maga
Kaer Maga – Operating as the Police force and taking over the duties of the Duskwardends once they were expelled from the city.
They appear as fiends from the lower planes in plate armour.
Belief: Trade and banking is the lifeblood of civilisation.
On good terms with Order of the Godclaw.

Order of the Chain
- Symbol – Hand wrapped in chains.
- Armour – Lock and chain design, manacle-like gauntlets, helms reminiscent of iron prisoners’ masks.
- Weapon – Flail
- Locations – Sandpoint
Sandpoint – Have set up their base of operations in Sandpoint.
Belief: Every person plays a distinct and crucial role in the fabric of society.
Working with the Order of the Curse.

Order of the Coil
- Symbol – Headless snake circling three drops of poison
- Armour – Fanged helmet, snakelike visage on breastplate
- Weapon – Greataxe
- Locations – Korvosa
Belief: Putting a stop to bringin the artefacts of ancient dead civilizations into thriving civilizations.
Working with Order of the Nail.

Order of the Crux
- Symbol – Skull
- Armour – Appearance of broken armour
- Weapon – Appearance of broken weapons
- Location – Windsong Abby
Belief: Death is but a doorway, and they hold the door.
Opposed to the Order of the Curse.
Works with Order of the Scythe.

Order of the Curse
- Symbol – A helmet shaped like a skull
- Armour – Infernal scripture of warning against wrongdoing
- Weapon – Maul
- Location – Sandpoint
Belief: Dying does not excuse you from service, or end your contract.
Acts in contradiction to the dictates of Order of the Crux and Order of the Scythe
Works with Order of the Chain.

Order of the Fiend
- Symbol – A imp shackled
- Armour – Devil themed
- Weapon – War Flail
- Locations – Riddleport
Belief: Devils should serve and not be served, and those who serve devils need to be stopped.
Working with Order of the Vice.

Order of the Gate
- Symbol – An infernal eye staring from a swirling portal
- Armour – Helm with a vortex-like pattern, crimson robes
- Weapon – Dagger
- Location – Brinewall
Belief: Punishment is a response to the failure of law.
Works with Order of the Rack.

Order of the Glyph
- Symbol – The symbol of Asmodeus on a cross surrounded by a circle
- Armour – Rune decorated
- Weapon – weapons have glowing runes
- Location – Roderic’s Cove
Belief: Words are the most powerful weapon anyone can wield, those who use them against society need to be stopped.
Works with Order of the Pyre.

Order of the Godclaw
- Symbol – A spinning five-pointed iron star
- Armour – Breastplate with claw-like design, helm, and vambraces, worn over gray robes
- Weapon – Morningstar
- Locations – Kaer Maga
Kaer Maga – Working with the Order of the Bank and the surrounding settlements.
Belief: Words are the most powerful weapon anyone can wield, those who use them against society need to be stopped.

Order of the Nail
- Symbol – Thick nails forming a sunburst
- Armour – Breastplate emblazoned with a fiendish face, helm bearing forward-facing horns
- Weapons – Lance or halberd
- Locations – Korvosa
Korvosa – Working with Korvosa, and the territories held by the Kingdom of Korvosa, the one true bastion of society in Varisia.
Belief: Belief in civilization, law and the Challiax way.
Working with Order of the Coil.

Order of the Pike
- Symbol – Dragonlike creature pierced by three black spears
- Armour – Bestial bone-and-skull designs
- Weapons – Longspear
- Location – Magnimar
Belief: Belief in keeping the legends of horror away from civilization.
Works with Order of the Wall.

Order of the Pyre
- Symbol – A tower rising from flames
- Armour – Bladed armor, horned helm with four eye slots
- Weapons – Glaive
- Location – Roderic’s Cove
Belief: Belief in removing unhealthy beliefs and religions from civilization.
Works with the Order of the Glyph.

Order of the Rack
- Symbol – A spiked wheel
- Armour – Exposed musculature design, sleek helm, flayed cloak
- Weapons – Longsword or whip
- Location – Brinewall
Belief: Belief in maintaining the traditions of Cheliax.
Working with Order of the Gate.

Order of the Scar
- Symbol – red eye centered on a black palm with a red dagger at the wrist
- Armour – helmet with a scar-crossed visor, armor etched with stylized, scarlike markings
- Weapons – Rapier
- Location – Palin’s Cove
Belief: Belief in stopping assassination of nobles and destabilisation of civilization through lack of leadership.
Works with Order of the Thorn.

Order of the Scourge
- Symbol – A star of bleeding lashes
- Armour – Scarred or serrated breastplate, horned helm
- Weapons – Heavy mace, scourge, or whip
- Locations – Arsemril
Belief: Belief in stopping corruption in all its forms.
Working with Order of the Torrent.

Order of the Scythe
- Symbol – A reaper holding a scythe blade
- Armour – Scythe blade protrusions
- Weapons – Scythe
- Locations – Windsong Abby
Belief: Belief in the dead should stay dead.
Opposed to the Order of the Curse.
Works with Order of the Crux.

Order of the Thorn
- Symbol – A golden Fleur de lis on a red background
- Armour – Woodland themes
- Weapons – Staff
- Locations – Palin’s Cove
Belief: Belief in protecting the bloodline.
Works with Order of the Scar.

Order of the Torrent
- Symbol – Armored fish
- Armour – Aquatic themes with fin-shaped decorations
- Weapons – Halberd or longbow
- Locations – Arsmeril
Belief: Belief in stopping evil.
Working with Order of the Scourge.

Order of the Vice
- Symbol – A tear in reality
- Armour – interlocking layers of different materials
- Weapons – Shortsword and Longsword
- Locations – Riddleport
Riddleport – Investigating the blot in the Sky as a possible planar gateway while have a closer look at runegate.
Belief: Belief in stopping extra-planar incursions.
Works with Order of the Fiend.

Order of the Wall
- Symbol – A Skull with the top crenulated and two arrows crossed beneath
- Armour – Fortification themed
- Weapons – crossbow
- Locations – Magnimar
Belief: Belief in holding back the hordes from Civilization.
Works with Order of the Pike.

Design Changes
This version of the Hellknights is different from the official Paizo content, as it is specific to my TRAP campaign set in Varisia.
Changes made in the 2020-11-02 update.
- Order of the Curse – (Symbol) A helmet with no visible opening
- Order of the Glyph – (Symbol) The symbol of Asmodeus on a gauntlet
- Order of the Scythe – (Symbol) Devil’s head over a scythe blade
- Order of the Thorn – (Symbol) A thorny stem of a rose
- Order of the Wall – (Symbol) A wall with a helmet behind it
Content Updates
- 2022-04-11 – Updated the dedication sections and faction points.
- 2021-12-14 – Updated Hellknight Armiger, added in locations as of 2nd campaign year.
- 2020-11-08 – Adding in Hellknight Options.
- 2020-11-02 – Adding in more details about the orders as discovered by the characters so far.
TRAP Campaign
Adventures, Challenges, Personalities, Runelords, Varisia, TRAP Design
Characters: Feats (Location, Social (RotR), Social (JR))
Main Settlements: Absalom, Korvosa, Magnimar, Riddleport
Other Settlements: Abken, Baslwief, Biston, Galduria, Harse, Ilsurian, Janderhoff, Kaer Maga, Melfesh, Nybor, Palin’s Cove, Ravenmoor, Roderic’s Cove, Sandpoint, Sirathu, Turtleback Ferry, Urglin, Velderaine, Wartle, Whistledown, Windsong Abbey, Wolf’s Ear
Other Locations: Ashwood, Bloodsworn Vale, Brinewall, Calphiak Mountains, Celwynvian, Chorak’s Tomb, Churlwood, Cinderlands, Crystalrock, Crystilan, Curchain Hills, Ember Lake, Fenwall Mountains, Fogscar Mountains, Gnashers, Gruankus, Guiltspur, Hollow Mountain, Hook Mountain, Iron Peaks, Kodar Mountains, Lady’s Light, Lurkwood, Malgorian Mountains, Mierani Forest, Minderhal’s Anvil, Mindspin Mountains, Mobhad Leigh, Mundatei, Mushfelns, Nolands, Red Mountains, Rift of Niltak, Rimeskull, Sanos Forest, Shimmerglens, Skotha Lake, Skull’s Crossing, Spindlehorn, Spire of Lemriss, Stormunder Lake, Stony Mountains, Storval Deep, Storval Plateau, Storval Stairs, Sunken Queen, Syrantula Lake, Varisian Gulf, Velashu River, Velashu Uplands, Viperwall, Wormwood Hall, Wyvern Mountains, Yondabakari River
Organisations: Hellknights, Pathfinder Society
PFS Factions: Andoran, Cheliax, Grand Lodge, Lantern Lodge, Osirion, Qadira, Sczarni, Shadow Lodge, Silver Crusade, Taldor
Adventures
Level 1: Aspirant Pathfinders, The Lost Star, Ilsundal Carnival, Pharasma’s Quest, Welcome to Kaer Maga
Level 2: Sandpoint Festival, Shard of Pride, Welcome to Korvosa, Welcome to Riddleport
Level 3: Korvosa Gone Mad, Missing people in Sandpoint, Rescue of Ameiko, Shard of Greed
Pathfinder 2E
PF2 Menu: Adventures, Classes, Factions, Feats, Items, Races, Rules Updates
Game Management: Annotated Stat Block, Character Creation, Choosing a New Campaign, GM’s Luck Roll, Playtest Thoughts, Running Games over Skype, Tracking Experience
Class Build: Minion (Mitflit), Barbarian (Nexa Shoanti Half-Orc), Bard (Quest – Goblin), Cleric (Pimwinkle – Halfling, , Krol – Elf Half-Gnome), Druid (Barak – Dwarf, Cangacerio – Human Half-Elf), Fighter (Kordar – Elf Half-Human, Zed – Human), Monk (Willy – Human), Oracle (Luna – Shoanti), Ranger (Duzhar – Orc Half-Human), Rogue (Sparky – Dwarf), Sorcerer (Belath – Cheliax), Wizard (Parry – Elf Half-Dwarf)
Discussing the Rules: Animal Companions, Archetypes, Companions, Crafting PF2 Items, Feats, Minions, Playing the Game, Shapechanging, Summoning
Game Modes: Encounter, Exploration, Downtime
Feats: Background, General & Skill, Location
PF1 Conversions to Pathfinder 2: Adventures, Classes, Items, Faction
References: Creatures, Equipment, Items, NPCs, Spells
Thassilonian Resurgence Adventure Path (TRAP) Campaign
Design, Campaign, Campaign Journal, Runelords
Jade Regent Adventure Path (JRAP) Campaign
Personalities, Campaign Journal, Region – Minkai, Prophecy – The Broken One, Characters – Social Feats
Library of Books
B5, d20 System, Pathfinder, SW

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