Hell Knight Signifer (Human Sorcerer 6/Hell Knight Signifer 2)

Hell Knight SigniferCR 7

XP 3,200
Human Sorcerer 6/Hell Knight 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)
Bloodline Spell-Like Abilities (CL 8th; concentration +11)

6/day—corrupting touch (3 rounds)

Sorcerer Spells Known (CL 8th; concentration +11)

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, 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, enforcer mask
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

SPECIAL ABILITIES

Signifer Mask (Su)

A Hell Knight signifer’s mask 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.

Section 15: Copyright Notice

Pathfinder Campaign Setting: Inner Sea NPC Codex © 2013, Paizo Publishing, LLC; Authors: John Compton, Paris Crenshaw, Adam Daigle, Josh Foster, Rob McCreary, Mark Moreland, and Russ Taylor.

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