Pathfinder 1E Fighter Hellknight Lancer: Polearms Mastery

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Article-At-A-Glance

  • The Hellknight[1] Lancer excels in combat strategies with its unique abilities.
  • The guide offers a pathway to mastering the Hellknight[1]-Lancer build.
  • Roleplaying as Hellknight Lancer[2] enriches both challenge and story depth in games.
  • Combining combat techniques and roleplay maximizes the player’s game experience.

Click on the level for more information

At Level 1, this Human Fighter uses a polearm with high Strength to control the battlefield. With Power Attack, Weapon Focus (Glaive), and Dazzling Display, the build leverages intimidation and attack prowess. It prioritizes armor class with ‘Defender of the Society’, thanks in part to ‘Rich Parents’, allowing for robust starting gear. Intimidate skill ranks make this character effective at unsettling foes early on in combat.

Stat Block Level 1:

Hellknight Lancer[2]: male, human fighter 1; CR 1; Medium humanoid (human); HD 1d10+0; hp 10; Init +2; Spd 30 ft.; AC 17, touch 12, flat-footed 15; Base Atk +1; Grp +5; Atk +6 melee (1d10+6/×3, glaive) or slam +5 (1d4+4); Full Atk +6 melee (1d10+6/×3, glaive) or slam +5 (1d4+4); SA Power Attack, Dazzling Display; SQ none; AL LN; SV Fort +2, Ref +2, Will +0; Str 18, Dex 14, Con 10, Int 8, Wis 10, Cha 12.

Skills, Abilities, and Feats:

Intimidate +8 (1 rank), Weapon Focus (Glaive), Power Attack, Dazzling Display.

Special Attacks and Qualities:

Effective use of ‘Intimidate’ feature with ‘Dazzling Display’ to demoralize foes.

Possessions: Glaive, chain shirt, spiked gauntlet.

At level 5, the character can effectively manage enemies with multiple Attacks of Opportunity using a glaive. They have high strength for powerful attacks and Intimidate skill is maximized to demoralize opponents before melee confrontation. Equipped with the best armor possible for their level, they enjoy decent survivability and can withstand many hits during a skirmish.

Stat Block Level 5:

Hellknight Lancer[2]: male, Human Fighter 5; CR 5; Medium humanoid (human); HD 5d10+10; hp 40; Init +2; Spd 20 ft.; AC 18, touch 12, flat-footed 16; Base Atk +5; Grp +9; Atk +9 melee (Glaive 1d10+6); Full Atk +9 melee (Glaive 1d10+6); SA Power Attack, Dazzling Display; SQ Defender of the Society; AL Lawful Neutral; SV Fort +6, Ref +3, Will +3; Str 18, Dex 14, Con 14, Int 8, Wis 10, Cha 12.

Skills, Abilities, and Feats:

Intimidate +11, Perception +5; Power Attack, Weapon Focus (Glaive), Combat Reflexes, Weapon Specialization (Glaive), Stand Still.

Possessions: Masterwork Glaive, Spiked Gauntlet, full plate armor, and various personal gear.

At level 10, the Hellknight[1] Lancer is a frontline dominator, wielding a Glaive for extended reach and controlling the battlefield with multiple Attacks of Opportunity. The combination of Power Attack and Cornugon Smash allows him to handle foes by intimidating and damaging them simultaneously. His notably high armor class comes from superior equipment, maximizing defense against melee threats.

Stat Block Level 10:

Hellknight Lancer[2]: male, human Fighter 5/Hellknight 5; CR 10; Medium humanoid (human); HD 10d10+20; hp 75; Init +2; Spd 20 ft.; AC 23, touch 11, flat-footed 21; Base Atk +10; Grp +14; Atk Glaive +14 melee (1d10+6/×3) or spiked gauntlet +12 melee (1d4+4); Full Atk Glaive +14/+9 or spiked gauntlet +12/+7; SA Cornugon Smash, Smite Chaos; SQ Onslaught, Call Armor, Resistances, See in Dark; AL LN; SV Fort +10, Ref +4, Will +7; Str 18, Dex 14, Con 12, Int 8, Wis 10, Cha 12.

Skills, Abilities, and Feats:

Intimidate +18, Knowledge (The Planes) +5, Perception +10, Acrobatics +8; Power Attack, Weapon Focus (Glaive), Combat Reflexes, Stand Still, Iron Will, Dazzling Display, Cornugon Smash, Shatter Defenses, Weapon Specialization (Glaive), Lunge.

Special Attacks and Qualities:

The Hellknight[1] Lancer utilizes Onslaught for a strength boost and Call Armor to summon his protective gear. He causes fear through Dazzling Display and Cornugon Smash, while Smite Chaos allows targeting chaotic foes effectively.

Possessions: Masterwork Glaive, Spiked Gauntlet, Hellknight Armor, Potions of Cure Light Wounds, Belt of Physical Might.

The Hellknight[1] Lancer at Level 15 is a formidable battlefield controller. Specializing in intimidation and reach based attacks, this build’s prowess is in its ability to keep enemies at bay while dealing punishing damage with a glaive. With the addition of Hellknight abilities, summoning armor, a substantial AC, and several feats enhancing combat effectiveness, it thrives in both offense and defense. Onslaught and Call Armor enhance its adaptability and power spikes.

Stat Block Level 15:

Hellknight Lancer[2]: male, Human Fighter 5/Hellknight 10; CR 15; Medium humanoid (human); HD 10d10 + 5d10; hp 124; Init +2; Spd 20 ft.; AC 30, touch 14, flat-footed 28; Base Atk +15; Grp +25; Atk glaive (1d10 + 10/×3); Full Atk glaive (1d10 + 10/×3); SA Dazzling Display, Cornugon Smash (with Intimidate); SQ Smite Chaos, Armor Training, Hellknight abilities including Onslaught, and Call Armor; AL LN; SV Fort +17, Ref +7, Will +8; Str 20, Dex 14, Con 13, Int 8, Wis 10, Cha 12.

Skills, Abilities, and Feats:

Max ranks in Intimidate, 2 ranks Knowledge (The Planes), mid ranks Perception and Acrobatics; Power Attack, Combat Reflexes, Stand Still, Lunge, Intimidating Prowess, Weapon Focus (Glaive), Weapon Specialization (Glaive), Iron Will, and more.

Special Attacks and Qualities:

Battlefield control with reach and multiple Attacks of Opportunity, spellbreaker, intimidating presence, improved defenses via Disruptive.

Possessions: Masterwork glaive, spiked gauntlet, Hellknight plate armor, additional potions, and equipment as per Rich Parents trait.

The Level 20 Hellknight Lancer[2] build excels in battlefield control with a reach weapon, powerful armor, and an intimidating presence. It uses feats like Cornugon Smash and Shatter Defenses to debilitate foes and features Hellknight abilities such as Call Armor and Fearsomeness to enhance combat prowess. With a glaive as the primary weapon, and Hellknight armor offering superior protection, the character masters both offense and defense effectively.

Stat Block Level 20:

Hellknight Lancer[2]: male, Human Fighter 10/Hellknight 10; CR 20; Medium humanoid (human); HD 20d10; hp 150; Init +2; Spd 30 ft.; AC 28, touch 15, flat-footed 26; Base Atk +20; Grp +25; Atk Glaive +27 (1d10+10/×3) or Spiked Gauntlet +25 (1d4+8); Full Atk Glaive +27/+22/+17/+12 (1d10+10/×3) or Spiked Gauntlet +25/+20/+15/+10 (1d4+8); SA Power Attack, Cornugon Smash, Shatter Defenses; SQ Smite Chaos, Resistances, Darkvision; AL lawful neutral; SV Fort +18, Ref +11, Will +9; Str 22, Dex 14, Con 13, Int 8, Wis 10, Cha 12.

Skills, Abilities, and Feats:

Intimidate +23, Knowledge (The Planes) +5; Power Attack, Weapon Focus (Glaive), Dazzling Display, Combat Reflexes, Iron Will, Weapon Specialization (Glaive), Stand Still, Cornugon Smash, Shatter Defenses, Lunge, Improved Overrun, Spiked Destroyer, Disruptive, Intimidating Prowess, Greater Weapon Focus (Glaive), Improved Sunder, Spellbreaker.

Special Attacks and Qualities:

Onslaught, Call Armor, Fearsomeness, reach 10 ft., multiple Attacks of Opportunity.

Possessions: Masterwork Glaive, Spiked Gauntlet, Hellknight Armor, miscellaneous potions and scrolls.

Hellknight Lancer

Milestones Of Character Development

  • Levels 1-5: Start with Fighter levels focusing on increasing your combat capabilities. Key feats acquired include Power Attack to boost damage, Weapon Focus (Glaive) for improved accuracy, and Combat Reflexes to utilize reach effectively with multiple attacks of opportunity. Dazzling Display sets the groundwork for your intimidance tactics.
  • Levels 6-10: Transition to Hellknight levels where you begin acquiring Hellknight Disciplines. Onslaught enhances your combat strength, and Call Armor ensures you’re never caught unarmed. Continue to refine battlefield control with feats like Cornugon Smash and Shatter Defenses to demoralize and drive fear into enemies.
  • Levels 11-15: Deepen your prowess with additional Hellknight Disciplines like Fearsomeness, enhancing your intimidation further. New feats such as Lunge and Improved Overrun allow you to extend your reach and trample foes effectively, cementing your dominance in melee combat.
  • Levels 16-20: Return to the Fighter class to solidify your base stats, gaining access to powerful feats including Disruptive and Spellbreaker, essential against spellcasters. By this stage, your equipment and armor are maximized, and your complete build thrives in both offense and defense, overwhelming opponents efficiently.

Core Abilities & Features

The Hellknight[1] Lancer build leverages its niche through a combination of specific archetypes and prestige classes. At its core, it embraces the Polearm Master Archetype, allowing a fighter to master reach weapons, particularly the devastating glaive. This specialization makes controlling the battlefield paramount, granting a distinct advantage in engaging enemies from a distance. By taking the Hellknight[1] Prestige Class, the build garnishes additional martial prowess with a thematic layer, gaining access to potent abilities like Smite Chaos, Resistances, and Darkvision, even through magic.

The ability score allocation focuses heavily on Strength, maximizing damage capabilities. A structured point-buy system ensures Strength remains the leading attribute, supplemented by moderate Dexterity for Reflex saves and enhanced Combat Maneuvers. Intimidation plays a pivotal role in this build, creating an intimidating presence on the battlefield with allied feats such as Cornugon Smash and Intimidating Prowess, cementing the character as an intimidancer. This dual role of damage dealer and debuffer makes the Hellknight[1] Lancer versatile and fearsome.

This build uniquely capitalizes on Attacks of Opportunity, with feats like Combat Reflexes and Stand Still. When combined with reach weapons, these allow the user to exert dominance over large tactical areas, curbing enemy advances effectively. The Hellknight[1] abilities such as the Onslaught provide a substantial, albeit temporary, increase in combat strength, while others like Call Armor ensure the character retains defensive capabilities in all scenarios. Equipped with Hellknight armor, the fighter’s defensive prowess peaks, solidifying its role as a stalwart bulwark in melee engagements.

Equipment Progression

Level RangeEquipmentDetails
L1-5Masterwork GlaiveStart with a Masterwork Glaive for enhanced accuracy, vital in early levels. Pair it with a Spiked Gauntlet for melee flexibility.
L6-10+1 Enchanted GlaiveUpgrade to a +1 Enchanted Glaive to improve attack and damage rolls. Consider Plate Armor for increased defense.
L11-15+2 Enchanted GlaiveEnhance the Glaive to +2 for additional combat potency. Acquiring a Mithral Full Plate can further boost AC without hindering combat agility.
L16-20Hellknight Armor & Glaive +3Acquire Hellknight Armor, providing unmatched protection and its unique resistances. Upgrade the Glaive to +3 for peak performance.

Combat Scenarios

  • Dungeon Crawls:
    • Utilize your glaive for reach, keeping pressure on enemies from a distance while leading with Intimidate. Engage in corridors using Stand Still to halt foes in their tracks. Keep your spells prepared for narrow escape plans or buffing the party’s front liners, while always having an eye on the environment for traps or hidden threats.
  • Open Fields:
    • Maximize your ability to control the battlefield in open spaces. Use Lunge for increased reach, combined with Cornugon Smash to frighten foes. Allow allies to maneuver while you create a zone of intimidation and reach attacks. Prepare to execute Shatter Defenses after intimidating your opponents, and keep Spellbreaker at the ready for any spellcasters you may face.
  • Ambushes:
    • Anticipate danger by actively using Perception. When ambushed, quickly assess the leaders with Intimidate to dismantle their morale. Use Iron Will to defend against mental assaults and retreat to a defensible position. Strike back decisively with Power Attack when the enemy overextends, and remember that your armor protects you as you fight out of close engagements with attacks from your spiked gauntlet.
  • Defensive Stands:
    • Leverage your fearsome control over the battlefield. Set up a defensive perimeter, utilizing Combat Reflexes to punish any who break through. Maintain order with your intimidate to dissuade attempts at aggression. Take advantage of your defensive positioning to pick off stragglers, utilizing Shatter Defenses. When the time is right, dispatch critical targets decisively.
  • Urban Encounters:
    • Maintain tact in tight spaces, where your Distruptive feat causes chaos for spellcasters. Use Onslaught for offensive bursts in crowd control while your fervor keeps foes from overwhelming you. Keep Intimidate at the forefront to manage skirmishes and gain local favor. If combat turns sour, use Fearsomeness to demoralize urban adversaries, ensuring you remain the superior force.

Weaknesses & Counters

WeaknessCounter
Low Reflex SavesInvest in a Cloak of Resistance to boost all saves.
Limited MobilityUtilize the feat ‘Lunge’ for extended reach or consider Boots of Speed for enhanced movement.
Spellcaster Vulnerability‘Iron Will’ feat and ‘Spellbreaker’ improve magical defenses; carry a Ring of Counterspells.
Reliance on IntimidateCarry a Circlet of Persuasion to enhance Intimidate checks.
Close Quarter CombatUtilize a Spiked Gauntlet for enemies that get too close before level 3.

Roleplaying

Playing a Hellknight Lancer[2] isn’t just about wielding a polearm with lethal efficiency. It’s about embracing the rigid, ironclad ethos of the Hellknights. Your character is driven by an unswerving commitment to law and order. Picture them standing stoic amidst chaos, a bastion against anarchy. Their presence alone should evoke both fear and respect from ally and foe alike.

Opportunity abounds in how you portray the Hellknight[1] Lancer’s interaction with companions and adversaries. Use their intimidating prowess not just in battle, but in negotiations or when asserting authority. The Lancer is a figure of unwavering resolve. They see the world in black and white; chaos against order. Roleplay this dichotomy by allowing your character’s actions to reflect their codex-driven nature. Themes of justice, fear, and the martial order will color their worldview, making every decision a testament to their Hellknight beliefs. This opens vast narrative dimensions ripe for exploration, from enforcing the law in the metropolis to rooting out chaos in uncharted lands.

Hellknight Lancer

FAQ

How Does One Build an Effective Hellknight Lancer[2]?

Start with maximizing your Strength and Constitution for durability and melee damage. Specialized in polearms for reach, making Combat Reflexes a priority for additional attacks of opportunity. Don’t miss Power Attack, as it significantly boosts your damage. Hellknight feats complement these by unlocking powerful combat maneuvers, making you a formidable presence on any battlefield.

Which Feats Best Complement a Hellknight Lancer[2] Build?

Focus on Combat Reflexes and Weapon Focus for enhanced accuracy and opportunity attacks. Pick up Cleave and Great Cleave to cut through enemy lines efficiently. Hellknight exclusive feats like Cleave Through allow for continual strikes in a single action. Consider Toughness for extra hit points, ensuring you withstand extended combat scenarios.

What Role Does the Hellknight[1] Lancer Play Within a Party?

As a Hellknight Lancer[2], you excel in frontline roles, controlling combat flow with effective use of reach weapons. Your primary role is crowd control, breaking enemy lines while protecting your allies. Your armor and demeanor intimidate, which can demoralize foes before battle even starts. You are the stalwart defender and offensive vanguard simultaneously.

How Important Is Equipment Choice for a Hellknight Lancer[2]?

Weapon choice is essential. Opt for a reach weapon like a glaive for superior control in battle. Armor should be heavy, emphasizing Hellknight’s resilience and full plate maximizes your defenses. Enchantments that boost strength or constitution are vital. Securing a Belt of Physical Might early on will fortify your key stats and overall capabilities.

Why Choose a Hellknight Lancer[2] Over a Standard Fighter?

Hellknight Lancer[2] blends tactical prowess with terrifying presence. Unlike standard Fighters, it excels in battlefield control with fearsome Hellknight abilities. The specialized Hellknight skills you gain access to are invaluable in diverse combat situations, providing strategic advantages. Your presence ensures both enemies and allies respect your battlefield domain.

Join us at Stellar Dragons with the Hellknight Lancer!

Why not try a Hellknight-Lancer in your next game? Could it be the top build in Pathfinder 1E? Join the conversation on the Stellar Dragons Discord server at https://discord.gg/uAPvgEq6Z7.

Authors

  • Andrew Wilson

    Writer, Editor, GM, Technologist – Andrew’s been playing TTRPGs since as far back as he can recall… at least sometime in the nineties… or was it the early 2000s?

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Terms definitions
1. ↑ Slayer – The Hellknight – Pathfinder 1E ( The Hellknight )

The Hellknight

Okay, that Intimidate build we previously made was cool, and very thematic for stealth, but what if we wanted to be out there in public and slicing people in twain to scare them?

Well, I do in fact have a build for us here.

We will be taking the Executioner Archetype, multiclass into Antipaladin with the Tyrant Archetype and take levels of the Hellknight Prestige Class. Our leveling should look like the following:

Class

Slayer (Executioner) 2/Antipaladin (Tyrant) 3/Hellknight 10/Slayer (Executioner) +5

Race

We’re going Half-Orc, putting our floating +2 into Strength.

Ability Scores

15Point-Buy

Str 19/Dex 10/Con 10/Int 10/Wis 10/Cha 12 Put everything in Strength

20Point-Buy

Str 20/Dex 10/Con 10/Int 10/Wis 10/Cha 13 Round up Charisma, then everything in Strength.

25Point-Buy

Str 20/Dex 10/Con 13/Int 10/Wis 10/Cha 14

Round up Constitution then everything else in Strength.

Traits

Take Reactionary to help our poor Initiative and Unnatural Presence to Intimidate animals and Vermin.

Favored Class Bonus

Our Constitution is low, put em in HP.

Skills

Intimidate, Acrobatics, Perception, Sense Motive, we also need Knowledge(Planes).

Feats by Level

1-Exotic Weapon Proficiency(Butchering Axe) Ranger Combat Style

2-Intimidating Prowess

3-Power Attack

5-Soulless Gaze

7-Cornugon Smash

9-Mask of Virtue

11-Weapon Focus(Butchering Axe)

13-Dazzling Display

15-Shatter Defenses

17-Furious Focus

19-Dreadful Carnage

Power Attack+Cornugon Smash+Shatter Defenses is pretty self-explanatory at this point, Soulless Gaze lets us increase the fear status on Intimidate and with our massive Strength, Intimidating Prowess is just a no-brainer.

Slayer Talents by Level

2-Ranger Combat Style

17-Painful Strike

19-Poison Use

Hellknight

As a Hellknight we get to wear Hellknight Plate which is pretty much the best armor in the game before enchantments, plus we get some neat anti-chaos bonuses and three Disciplines at the following Levels:

8-Onslaught

11-Fearsomeness

14-Call Armor

We can summon our armor to us, gain a +4 bonus to Strength for a few times a day and we can, three times per day, when we make an Intimidate to Demoralize someone, make them Frightened instead of Shaken.

Equipment

A Butchering Axe and the best medium armor you can get. Eventually we’re getting Hellknight Plate.

Final Thoughts on the Build

We can send targets panicking in less than one round and no one, no one is immune to our fear effects. Plus with a Butchering Axe we are doing stupid damage (3d6 base). Even at lvl 1 without Power Attack we deal 3d6+6/7 damage which is enough to pretty much one shot anything at this level. And this will keep being the case for a few levels between Power Attack, Studied Target(which doubles for us as Executioner vs humanoids, but admittedly lowers to 0 against others). We are super resilient with Hellknight Armor and did I say we are sending everyone cowering as part of attacking? This build is one of the strongest I have made so far weirdly enough.

2. ↑ Fighter – Hellknight Lancer – Pathfinder 1E ( Hellknight Lancer )

Hellknight Lancer

So, we saw an example of a generalist fighter build, what about a specialist build?

Well, fret not, I have plenty of those in my backpocket too. Like this one, a build relying on polearms and great armor to be an absolute melee monstrosity.

We will take the Polearm Master Archetype and the Hellknight Prestige Class. Our leveling should look like the following:

Class

Fighter 5/Hellknight 10/Fighter +5

Race

Human again, our floating will go directly into Strength.

Ability Scores

15Point-Buy

Str 18/Dex 14/Con 10/Int 8/Wis 10/Cha 12 Put everything into Strength

20Point-Buy

Str 19/Dex 14/Con 12/Int 8/Wis 10/Cha 12 Everything in Strength once again

25Point-Buy

Str 20/Dex 14/Con 13/Int 8/Wis 10/Cha 12

Round up Constitution, then everything in Strength.

Traits

Defender of the Society will help improve our AC, Rich Parents will give us a massive starting equipment boost.

Favored Class Bonus

HP it is!

Skills

We will max Intimidate, and we need two ranks in Knowledge(The Planes), after that, mix and match between Perception and Acrobatics

Feats by Level

1-Power Attack
1-Weapon Focus(Glaive) Human Bonus-Dazzling Display
2-Combat Reflexes

Iron Will

Weapon Specialization(Glaive)

5-Stand Still

7-Cornugon Smash

9-Shatter Defenses

11-Lunge

13-Improved Overrun

15-Spiked Destroyer

16-Disruptive

Intimidating Prowess

Greater Weapon Focus(Glaive) 19-Improved Sunder

20-Spellbreaker

Power Attack, Cornugon Smash and Shatter Defenses coupled with Intimidating Prowess make you into a fierce intimidancer build, Combat Reflexes and Stand Still, Disruptive and Spellbreaker with your reach weapon, let you control the battlefield, even against Spellcasters (and if needed you do have Iron Will for better defenses against them).

Improved Overrun and Spiked Destroyer allow some devastating armor combo to support your polearm, of which you can even further increase the reach via Lunge.

Hellknight Disciplines by Level

8-Onslaught

11-Call Armor

14-Fearsomeness

Being able to summon your armor is great for situations where you cannot walk into with it on, a one round massive bonus to strength, and the ability to further increase your Cornugon Smash is just extra gravy on top of the various other Hellknight Abilities you get such as a Smite Chaos, Resistances and even the ability to See in the Dark, even magical one.

Equipment

A Glaive, a Spiked Gauntlet for those enemies who get into close combat(until level 3 where that becomes irrelevant), and the best armor you can purchase. Eventually we get Hellknight Armor which is the best armor in the game as is so this is amazing.

Final Thoughts on the Build

Whoo boy, we are a danger indeed with our polearm, we control a fairly large section of the battlefield with our multiple Attacks of Opportunity, we have a great AC, and even if enemies get through our reach, we have ways to still fight them up close that will make them regret that decision, and with our massive Intimidate, we can sow fear in the enemy ranks well before anyone gets within the reach of our Glaive.

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