| Hellknight SigniferHellknight Signifer CR 7Source Inner Sea NPC Codex pg. 32XP 3,200
 Human sorcerer 6/Hellknight signifer 2
 LE Medium humanoid (human)
 Init +0; Senses Perception +2
 DefenseAC 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
 OffenseSpeed 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)
 Sorcerer Spells Known (CL 8th; concentration +11)
 4th (3/day)—wall of fire
 3rd (6/day)—dispel magic, suggestion (DC 16), vision of hellUM (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 healingISWG, 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
 StatisticsStr 13, Dex 10, Con 10, Int 12, Wis 14, Cha 17Base 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
 Languages Common, Infernal
 SQ bloodline arcana (+2 DC for charm spells), Order of the Gate, signifer mask
 Combat Gear  potion of cure moderate wounds, scroll of false life, scroll of fireball, potion of fly, scroll of greater infernal healingISWG, 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
 Special AbilitiesSignifer 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.
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