The companion list of Pathfinder: Wrath of the Righteous is filled with a diverse set of characters, each with their unique traits and skillsets. One particular character has stuck out like a sore thumb for many; the Hellknight Gnome Regill.
Pathfinder: Wrath of the Righteous Regill is a fun companion to recruit mostly because he is off-book for what you expect from Gnomes. Regill is a character that is Lawful Evil and, in accordance to the game’s lore, slowly killing himself by subjecting himself to a phenomenon called ‘The Bleaching’, where he rejects a lot of his Gnome heritage and Chaotic whims for order and Law. Regill is also an odd companion due to his pre-built skills and movesets, which is what we are going to discuss below.
Pathfinder: Wrath of the Righteous Regill Build Guide - How to Recruit Regill
The first thing you got to do is recruit Regill. He is only found in Act 2 of the game on the March to the Citadel of Drezen. Sometime after the crusade marches, you will get a random encounter in your encampment with a man named Yaker. Yaker is a Hellknight looking for help as his unit is trapped by a group of rampaging Gargoyles in a place called The Reliable Redoubt. If you accept the mission to help Yaker, The Reliable Redoubt will open up on your map. If you refuse, you lose the chance to recruit Regill.
Note that there is a Demon garrison located right before the Reliable Redoubt. You will need at least an army level 3-4 to take out the garrison first before your party can enter. When you do, you will get a cutscene that introduces Regill and his methodology to you right away, along with plenty of battles against gargoyles.
Later, you will meet Regill and the survivors of the gargoyle attacks in a nearby cave. Help them defend against another wave of the creatures. Once this is done, simply talk to Regill, selecting Lawful options will help you here, as after you speak to him he will offer to have his order of Hellknights join you on the crusade. Accept the offer and Regill is officially recruited to the party.
Pathfinder: Wrath of the Righteous Regill guide - Regill Stats, Feats, and Skills
Regill’s base statistics, Background, Feats, and Tagged Skills are as follows when you recruit him at Level 6.
Race: Gnome (+2 CON, +2 CHA, -2 STR)
Classes: Fighter (Armiger) 5, Hellknight 1
Background: Cheliaxian Diabolist
Taken Feats: Two-weapon fighting, Weapon Finesse, Fighters Finesse, Weapon Focus/Specialization (Gnome Hook Hammer)
Tagged Skills: Athletics, Knowledge (Arcana), Knowledge (World), Lore (Nature), Perception, Persuasion
Regill is automatically built up to be a highly specialized fighter that can dish out a lot of attacks decent damage. Anyone expecting Regill to be tanky will be mistaken, as he is designed to be more damage-focused with Gnome Hook Hammers, an Exotic weapon that acts as having two weapons in your hand.
Effectively, Regill dual-wields weapons with a single weapon, so the additional feats of Two-weapon fighting, weapon finesse, and fighter’s finesse greatly favor this style of play. Fighter’s finesse in particular is important, as it allows any martial weapon that a character is trained in to use DEX over STR for attack rolls. Regill’s damage lags due to the low STR, but that can be mitigated with a Weapon Finesse mythic feat, adding DEX to damage rolls as well.
Regill is also the first character you meet who will be multi-classed into a prestige class, in his case, Hellknight. Hellknight is a decent prestige class but lacks a lot of the power and spectacle you would expect from other Prestige choices. Functionally, it turns Regill into an off-based Paladin, specifically with his access to the Smite Chaos ability at level 1. Smite Chaos makes Regill very effective against demons, chaotic-aligned aberrations, and fey, gaining double damage against them if he uses Smite Chaos on them during a fight. I would recommend saving those for larger battles or bosses for sure, where the extra damage will certainly help.
Regill’s biggest weakness is how pigeon-holed he is into his role unless you retrain some of his abilities. As an Armiger Fighter, he already gets a lot of benefits from the chosen feats and the Order of the Godclaw, but true to Regill’s nature, he is pretty rigid in what you can do with him. As such, there are only really two builds I can think of that would compliment him as is.
Build 1: Hellknight/Armiger
The first build assumes you want to stick with the Hellknight/Armiger classes Regill has. Again, while not flashy in any sense of the word, Regill will do a lot of damage over time with this build due to his high DPS. His already decent CHA also incorporates a nice +2 bonus to a lot of the abilities the Hellknight Prestige class has to offer, giving him some extra bonuses in the process.
The Hellknight Prestige class gives Regil the following bonuses:
Discern Lies: At the 2nd level, a Hell Knight can use discern lies as a spell-like ability several times per day equal to 3 + his Charisma modifier with a caster level equal to his character level.
Hell Knight Armor: At the 2nd level, a Hell Knight earns the right to wear Hell Knight plate, which does not reduce his speed. While wearing this armor, the Hell Knight reduces its armor check penalty by 1 and increases the maximum Dexterity bonus allowed by 1. At 5th level, these adjustments increase to 2. At 8th level, these adjustments increase to 3.
Disciplines: At 3rd-level, a Hell Knight gains access to his first discipline, choosing one associated with his specific order. At 6th level, the Hell Knight gains a second discipline, chosen from any listed as being available to “any order.” At 9th level, the Hell Knight gains his third discipline, choosing this one from any of the disciplines listed below, even those from another order, with the exception of pentamic faith. When applicable, the save DC to resist a discipline’s effect is equal to DC 10 + the Hell Knight’s level + his Charisma modifier. The Hell Knight can use any one discipline a number of times per day equal to the total number of disciplines he has access to, so at 3rd level, he can use his discipline once per day. At 6th level, he can use both disciplines twice per day. At 9th level, he can use all three of his disciplines three times per day.
Disciplines are the bread and butter of the Hellknight prestige class and offer some pretty decent options depending on which discipline you choose from. The choices for disciplines are as follows:
Censor: When the Hellknight uses smite chaos on a creature, he can strike the creature mute for 1d4 rounds unless it succeeds at a Will save. A mute creature cannot speak or cast spells with verbal components.
Command: The Hellknight can use greater command as a spell-like ability, using her character level as her caster level.
Fearsomeness: A Hellknight who successfully uses the Persuasion skill to cause a creature within 10 feet to become shaken can instead cause that creature to become frightened.
Onslaught: As a free action, a Hellknight increases his base speed by 10 feet and gains a +4 bonus to his Strength for 1 round. If the Helliknight is mounted, these bonuses also apply to his mount.
Shackle: When the Hellknight uses smite chaos on a creature, he can impede its mobility. The creature can negate this effect with a successful Will save, otherwise, it is affected as if by slow for 1d4 rounds.
Tracker: The Hellknight can summon a creature to aid him in battle, as if using a summon monster spell, save that the summoned creature lingers for 1 hour before vanishing. A Hellknight can summon a wolf. A 9th-level Hellknight can summon a hell hound.
Wrack: The Hellknight can make a touch attack as a standard action to cause a creature to suffer incredible pain. The creature touched takes damage equal to 1d6+ the Hellknights Charisma modifier, and must succeed at a Will save or become staggered for 1d4 rounds.
Pentamic Faith: This ability allows the Hellknight to select one of the following domains: Artiface, Glory, Knowledge, Law, Magic, Nobility, Protection, Rune, Strength, Travel, or War. The Hell Knight gains the granted powers of that domain, treating his Hell Knight level as a cleric level’s to determine what domain abilities he has access to.
Out of all the disciplines, Wrack, Shackle, Fearsomeness, and Pentamic Faith offer the best options for Regill, so any of those should take priority. For Pentamic Faith, Law is a good choice to take for supportive spells.
Outside of this, feats that should get priority for Regill include Toughness, Improved Initiative, Shatter Defenses, and Combat Reflexes. Regill will be durable enough to dish out damage, and you will have to rely on tons of feats to simply improve his chances to both hit and do more damage over time.
Build 2: Primalist Bloodrager
The Bloodrager is a hybrid class that combines the Barbarian and the Sorcerer, to create a powerful rager who can cast innate spells. For Regill, this works surprisingly decently because of his above-average CHA bonus, while rage powers give Regill a surprisingly strong finish to his attacks.
The Primalist subclass for Bloodrager offers a couple of benefits, namely access to traditional Barbarian rage powers that will enhance Regill’s fighting abilities.
Primal Choices: At 4th level and every 4 levels thereafter, a primalist can choose to take either his bloodline power or two barbarian rage powers. If the primalist chooses rage powers, those rage powers can be used in conjunction with his bloodrage, and his bloodrager level acts as his barbarian level when determining the effect of those bloodrage powers and any prerequisites. Any other prerequisites for a rage power must be met before a primalist can choose it. This ability does not count as the rage power class feature for determining feat prerequisites and other requirements.
From this, you have several options to choose from, but the priorities should go to the following at Bloodrager level 4:
Guarded Stance: Gives Regill a +1 Armor bonus to AC, and increases for every 4 levels of Bloodrager Regill has.
Beast Totem, Lesser: While raging, the barbarian gains two claw attacks, which are considered primary attacks that use up the full base attack bonus and deal 1d4 slashing damage based on the STR modifier. Pretty bad for Regill, but the reason we take it is access to Beast Totem and Greater Beast Totem down the line, which give the Barbarian a +1 Natural Armor Bonus to AC, and the ability to pounce on enemies for d6 damage.
Both of these options compliment Regill by giving him more survivability and additional attacks that, while they won’t do too much damage, will just increase his DPS to high levels, allowing him to potentially outstrip damage from a single, high attack hit.
Outside of this, other feats to look out for are improved and Greater two-weapon fighting, double slice, and dazzling display. As for bloodline, Celestial works great with Regill, giving him access to bonus feats like toughness, dodge, and improved initiative, along with spells such as bless, resist energy, and heroism.
If you take about 13 levels of Bloodrager, you would have access to all of the above. As for spells, you want to give Regill anything that can increase survivability, DPS, and support. Great choices for the first few levels include True Strike, Magic Weapon, Mirror’s Image, Cat’s Grace, Bear Endurance, and Haste. One nasty combo would be Cat’s Grace combined with Haste, giving Regill tons of attacks that will be almost impossible to miss a hit, adding massive amounts of DPS to the game.
There are a few other options that can be dipped into for Regill. One particular choice would be the Monk class, mostly to access extra feats and abilities like improved critical, dodge, or even a fighting style. The problem is the lack of synergy between Regill’s strengths to the monk’s strengths, so it really should only be dipped into for one to two class levels.
Another choice is the Skald, another hybrid class that is a mix between Bard and Barbarian, though it would be a complex class that focuses heavily on support over high DPS. If you do decide to go for Skald, similar to the Bloodrager it should be for the majority of the levels you have left, with a focus on combat tricks to get abilities such as outflank and improved critical. Rage powers would be similar choices as the Bloodrager, with a focus on the Beast Totems first.
And there you have it, the location and build advice I can give for Regill. He really is a great character in Wrath of the Righteous, one of the few ‘evil’ characters in the game that provides a unique perspective to what is going on, so hopefully, this guide is helpful for anyone looking to use him in their party.
Be sure to look out for more Wrath of the Righteous guides, and check out our review of the game here.