Hellknight
CREATURE 7While Hellknights are widely feared and usually respected, most joined due to their sense of duty and their wish to be a part of a greater whole, working to bring forth a world where laws and order rule.
The word "Hellknight" is enough to strike fear into even the most seasoned of veterans. When even one Hellknight enters a town, many cower in their homes, praying that the feared soldier has no business with them. Hellknights are easily identified by their unique armor, among the most iconic in all of Golarion. Decorated with fearsome adornments, the individual Hellknight's goals are clear since those enhancements are the very things that identify their order. Donning this armor without the title of Hellknight is a foolish endeavor, as the punishment for doing so will often yield a fate worse than death.
Joining the ranks of the Hellknights is no small matter either. A trial by fire is an understatement, for they must best a devil in a duel, and their victory must be witnessed by a Hellknight in good standing. Once initiated, the requirement for Hellknights of all orders is to steadfastly uphold the Measure and the Chain, a two-faceted approach to their edicts. The Measure is a series of laws that the Hellknights believe all humanoids should adhere. The Chain is the three-pronged approach that they take to enforce the Measure: order, discipline, and mercilessness. The laws within the Measure and how they focus on them through the lens of the Chain is how Hellknights have earned their fearsome reputation.
Whenever a Hellknight would become frightened, reduce the condition value by 1 (to a minimum of 0). If the Hellknight succeeds against an effect with the fear trait, they get a critical success instead.
The Hellknight glares viciously, attempting a single Intimidation check to Demoralize all creatures within 15 feet. Demoralize loses the auditory trait and gains the visual trait, and the Hellknight doesn't take a penalty if a creature doesn't understand their language.
The Hellknight makes a morningstar Strike. On a success, the attack deals an additional die of weapon damage, and the target is Frightened 1 (Frightened 2 on a critical hit). This counts as two attacks for the Hellknight's multiple attack penalty.