While the individual powers and focus of a particular Hell Knight vary according to
his order, all Hell Knights are universally feared and respected in regions where
they maintain a presence. Hell Knights are guardians of law and proudly avoid
being “tainted” by distractions such as good or evil. They speak with the divine
judgment of their God, and take action to bring about a world of order and peace.
Alignment: Any Lawful
Deity: Must Worship Balmoth
Hit Die: d10
Starting Wealth: 5d6 × 10 gp (average 175 gp.) In addition, each
character begins play with an outfit worth 10 gp or less.
Class Skills
The Hell Knights class skills are Craft, Dipolmacy, Intimidate,
Knowledge (Local), Knowledge (Nobility) Knowledge (Religion), Perception, Profession, Ride, Sense Motive
Skill Ranks per Level: 2+Int modifier
Table: Hell Knight

Weapon & Armor Proficiencies
A Hell Knight is proficient with all simple weapons, martial weapons, and thier God's favored weapon, the Bastard Sword, and with all armor (heavy, light, and medium) and shields (excluding tower shields).
Spell Like Abilities
Unless otherwise noted a spell like abilities gained by the Hell Knight class, use their character level as their effective caster level
Bonus Languages
A Hell Knight may substitute Infernal for one of the bonus languages available to the character because of his race.
Aura of Law (EX)
A Hell Knight’s lawful aura (see the detect law spell) functions as that of a cleric whose level is equal to the Hell Knight’s character level.
Detect Chaos (SP)
At will, a Hell Knight can use detect chaos, as the spell. A Hell Knight can, as a move action, concentrate on a single item or individual within 60 feet and determine if it is chaotic, learning the strength of its aura as if having studied it for 3 rounds. While focusing on one individual or object, the Hell Knight does not detect chaos in any other object or individual within range.
Smite Chaos (SU)
This ability functions as the paladin’s smite evil ability, but against chaotic-aligned creatures. This ability deals 2 points of damange, per Hellknight level, instead of 1 on the first attack against outsiders with the chaotic subtype, chaotic-aligned aberrations, and fey.
Hell Knight Order
A character must choose one Hell Knight order to join at 2nd level. The choice of order determines what Boons the character will recieve at later level, and immediatly gives access to a new trained skill (as listed on the order). see the list of orders here
Tactician (EX)
At 2nd Level, a Hell Knight receives a teamwork feat as a bonus feat. He must meet the prerequisites for this feat. As a standard action, the Hell Knight can grant this feat to all allies within 30 feet who can see and hear him. Allies retain the use of this bonus feat for 3 rounds plus 1 round for every two levels the Hell Knight possesses. Allies do not need to meet the prerequisites of these bonus feats. The Hell Knight can use this ability once per day at 2nd level, plus one additional time per day at 6th level and for every 6 levels thereafter.
Hell Knight Armor (EX)
At 3rd level, a Hell Knight earns the right to wear Hell Knight Plate, the character will be granted a full suit of armor if he does not already own a set. At 6th,10th,14th & 18th level the Armor check penalty decreases by one and Max Dexterity Bonus increases by 1 while the Hell Knight wears Hell Knight armor. At 6th Level the armor no longer impedes the move speed of the Hell Knight.
Infernal Points (SU)
At 3rd level, a Hell Knight gains a pool of Infernal Points, a divine energy he can use to acomplish amazing feats in the service of Balmoth. The number of Infernal Points in this poll is equal to 1/2 his Hell Kight level + his Charisma modifier. He can replenish his points daily after preforming a Reckoning. A Reckoning is a daily prayer to Balmoth that takes 1 uninterrupted hour and requires a holy symbol of Balmoth. A Hellkight may expend 1 Infernal Point to activate one of his Disciplines. A Hellknight must have a visible Holy Symbol of Balmoth to spend an Infernal Point.
Disciplines
At 3rd level, a Hell Knight gains his first Discipline. Disciplines are otherwordly Hellkight abilities that may be activated by expending an Infernal Point. Every three levels after 3rd the Hellknight may choose a new Disciplines to add to his list of abilities. See the full list of Disciplines here.
Discern Lines (SP)
At 5th Level, a Hell Knight can use discern lies as a spell-like ability a number of times per day equal to his Charisma modifier (min 1)
Aura of Resolve (SU)
At 8th level, a Hell Knight becomes immune to charm; spells and spell-like abilities. Each ally within 10 feet of him gains a +4 morale bonus on saving throws against charm effects. This ability functions only while the Hell Knight is conscious, not if she is unconscious or dead.
Order Boons
At 9th level, a Hell Knight becomes gains his 1st Boon ability from his order. The ability gained can be found under the Hell Knights specific order. He gains and additional boon at level 14 and 19. These boons are daily abilities that are regained after successfully preforming a daily Reckoning.
Aura of Judgement (SU)
At 11th level, a Hell Knight can expend two uses of her smite chaos ability to grant the ability to smite chaos to all allies within 10 feet, using her bonuses. Allies must use this smite chaos ability by the start of the Hell Knight's next turn and the bonuses last for 1 minute. Using this ability is a free action. Chaotic creatures gain no benefit from this ability.
Greater Tactician (EX)
At 11th level, the Hell Knight receives an additional teamwork feat as a bonus feat. He must meet the prerequisites for this feat. The Hell Knight can grant this feat to his allies using the tactician ability. Using the tactician ability is a swift action.
Lawbringer (EX)
At 12th level, a Hell Knight’s attacks are treated as being lawful for the purpose of overcoming damage reduction.
Infernal Armor (SU)
As long as he wears Hell Knight armor, a 15th-level Hell Knight gains a +2 bonus on all Charisma-related checks made while interacting with lawful creatures. In addition, while wearing the armor, he gains the ability to see perfectly in darkness of any kind, resistance to fire 30, resistance to acid 10, and resistance to cold 10.
Aura of Honor (SU)
At 17th level, a Hell Knight gains DR 5/chaos and immunity to compulsion spells and spell-like abilities. Each ally within 10 feet of him gains a +4 morale bonus on saving throws against compulsion effects. This ability functions only while the Hell Knight is conscious, not if she is unconscious or dead.
Master Tactician (EX)
At 17th level, the Hell Knight receives an additional teamwork feat as a bonus feat. He must meet the prerequisites for this feat. Whenever the Hell Knight uses the tactician ability, he grants any two teamwork feats that he knows. He can select from any of his teamwork feats, not just his bonus feats.
Hell's Kight (SU)
At 20th level, a Hell Knight can grant a weapon he wields or touches the axiomatic, flaming burst, or unholy weapon special ability. This weapon has this special ability as long as the Hell Knight remains within 100 feet of the weapon, but a Hell Knight can maintain only a single weapon’s granted special ability at a time. The Hell Knight also becomes immune to fire while wearing Hell Knight armor.
Code of Conduct
A Hell Knight must be of lawful alignment and loses all class features except proficiencies if he ever willingly commits a chaotic act. Additionally, a Hell Knights code requires that he respect legitimate authority, act with honor (not lying, not cheating, and so forth), and punish those who threaten the order of society.
Ex- Hell Knights
A Hell Knight who ceases to be lawful, who willfully commits a chaotic act, or who violates the code of conduct loses all Hell Knight class features (including their Hell Knight Armor; but not weapon, armor, and shield proficiencies). He may not progress any further in levels as a Hell Knight. He regains his abilities and advancement potential if he atones for his violations (see atonement), as appropriate.
Favored Class Bonus
Instead of receiving an additional skill rank or hit point whenever they gain a level in a favored class, some races have the option of choosing from a number of other bonuses, depending upon their favored classes. The following options are available to the listed race who have Hell Knight as their favored class, and unless otherwise stated, the bonus applies each time you select the listed favored class reward.
Archetypes & Alternate Class Features
When a character selects a class, he must choose to use the standard class features found or those listed in one of the archetypes presented here. Each alternate class feature replaces a specific class feature from its parent class. For example, the elemental fist class feature of the monk of the four winds replaces the stunning fist class feature of the monk. When an archetype includes multiple class features, a character must take all of them—often blocking the character from ever gaining certain familiar class features, but replacing them with equally powerful options. All of the other class features found in the core class and not mentioned among the alternate class features remain unchanged and are acquired normally when the character reaches the appropriate level (unless noted otherwise). A character who takes an alternate class feature does not count as having the class feature that was replaced when meeting any requirements or prerequisites.
A character can take more than one archetype and garner additional alternate class features, but none of the alternate class features can replace or alter the same class feature from the core class as another alternate class feature.
Archetypes are a quick and easy way to specialize characters of a given class, adding fun and flavorful new abilities to already established adventurers. Characters may take more than one archetype if they meet the requirements.
For a full list of Hell Knight Archetypes see here.