Characters

Hellknight Signifer

CR: 7 XP: 3,200


LE Medium humanoid (human)


Init: +0 Senses: Perception +2


Defense

AC: 17, touch 10, flat-footed 17 (+7 armor)


HP: 46 (8 HD; 6d6+2d8+14)


Fort: +4 Ref: +4 Will: +9, +2 vs. visual effects, +2 vs. poison


Defensive Abilities: +2 vs. poison


Resist: fire 5


Offense

Speed: 20 ft.


Melee: +1 quarterstaff +6 (1d6+2)


Ranged: dagger +4 (1d4+1/19–20)


Spell-Like Abilities: (CL 8th; concentration +11) 6/day—corrupting touch (3 rounds)


Spells Known: (CL 8th; concentration +11) 4th (3/day)—wall of fire 3rd (6/day)—dispel magic, suggestion (DC 16), vision of hell (DC 16) 2nd (7/day)—alter self, resist energy, scorching ray, summon monster II 1st (7/day)—burning hands (DC 14), charm person (DC 16), infernal healing, magic missile, protection from chaos, protection from good 0 (at will)—acid splash, bleed (DC 13), detect magic, ghost sound (DC 13), light, mage hand, ray of frost, read magic Bloodline infernal


Statistics

Str: 13 Dex: 10 Con: 10 Int: 12 Wis: 14 Cha: 17


Base Atk: +4 CMB: +5 CMD: 15


Feats: Arcane Armor Mastery, Arcane Armor Training, Combat Casting, Eschew Materials, Light Armor Proficiency, Medium Armor Proficiency, Toughness


Skills: Diplomacy +10, Intimidate +8, Knowledge (arcana) +10, Knowledge (local) +6, Knowledge (nobility) +6, Knowledge (planes) +10, Sense Motive +8, Spellcraft +10


SQ: bloodline arcana (+2 DC for charm spells), Order of the Gate, signifer mask


Languages: Common, Infernal


Combat Gear: potion of cure moderate wounds, scroll of false life, scroll of fireball, potion of fly, scroll of greater infernal healing, scroll of summon monster III, wand of shield (30 charges)


Other Gear: +1 breastplate, +1 quarterstaff, dagger, cloak of resistance +1, signifer mask, 48 gp


Description

Human sorcerer 6/Hellknight signifer 2

Signifer Mask (Su) A Hellknight signifer’s mask—which is given to a signifer upon initiation—is often devoid of eyeholes or other personally identifying features, though it doesn’t obscure the wearer’s vision. While wearing it, she gains a +2 competence bonus on Sense Motive checks and on saving throws against spells and abilities that rely on visual effects.

Seekers of magical power are just as likely to appreciate the value of imposed order as those with more martial skills. Most Hellknight orders augment their ranks with skilled spellcasters called signifers; these magicians enhance the order’s efforts, either by directly targeting those who sow chaos or by improving the Hellknights’ already impressive arsenals.

Though their spells are useful in direct support roles, Hellknight signifers are most feared for summoning diabolical beings, whether to savage their foes or test their allies.

Source: Inner Sea NPC Codex, p. 32