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Hellknight Signifer

Hellknight Signifer CR 7

Source Inner Sea NPC Codex pg. 32
XP 3,200
Human sorcerer 6/Hellknight signifer 2
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)
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

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
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 Abilities

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.