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Hellknight Signifer

The average Hellknights' most distinguishing piece of apparel is their fearsome plate armor, but the signifer's most infamous attire is their mask. The signifer's mask, notable for its lack of eyeholes, renders the wearer incognito while still evoking fear in their enemies. Unlike other Hellknights, signifers rely on more than physical might, instead blending powerful magic to augment their abilities or wrack their opponents' minds. Through using spells with mental effects to break their opponents' resolves or by summoning unholy creatures to their sides to bolster their numbers, signifers manipulate the battlefield in unique ways.

Elite | Normal | Weak
Proficiency without Level

Weak Hellknight SigniferCreature 6

Medium Human Humanoid 
Source Cheliax, Infernal Inheritence pg. 211
Weak Changes are marked. The -2 damage penalty to non-strike offensive abilities (-4 if the ability is limited, such as spells) is NOT factored in.
Recall Knowledge DC 22 • Humanoid (Society)
Perception +14
Languages Common, Diabolic
Skills Athletics +14, Deception +13, Hell Lore +14, Intimidation +16, Religion +15, Society +12
Str +4, Dex +2, Con +3, Int +2, Wis +6, Cha +4
Signifer's Mask A Hellknight signifer wears a personalized mask that's devoid of eyeholes. The mask doesn't obscure their vision, though others can't see their eyes. While wearing a signifer's mask, the signifer gains a +1 circumstance bonus to Deception checks to Lie and Deception DCs against Sense Motive. A signifer's mask has no benefit for creatures other than the signifer whom it was made for.
Items +1 composite longbow (20 arrows), +1 morningstar, average manacles, Hellknight half plate TV, signifer's mask, silver religious symbol
AC 22; Fort +13, Ref +10, Will +16; +1 status to all saves vs. mental, +2 status to all saves vs. visual
HP 95; Resistances mental 5, slashing 3
A Hellknight Knows No Fear Whenever a Hellknight Signifer would become frightened, reduce the condition value by 1 (to a minimum of 0). If the Hellknight Signifer succeeds against an effect with the fear trait, they get a critical success instead.
Speed 25 feet
Melee [one-action] morningstar +14 [+9/+4] (magical, versatile P), Damage 1d6-2+8 bludgeoningMelee [one-action] fist +13 [+9/+5] (agile, nonlethal, unarmed), Damage 1d4-2+8 bludgeoningRanged [one-action] composite longbow +12 [+7/+2] (deadly d10, magical, propulsive, range increment 100 feet, reload 0, volley 30 feet), Damage 1d8-2+6 piercingDivine Prepared Spells DC 23, attack +15 (-4 dmg); 4th divine wrath, summon lesser servitor (fiend only); 3rd fear, heroism, summon lesser servitor (fiend only); 2nd blood vendetta, revealing light, spiritual armament; 1st bane, command, enfeeble; Cantrips (4th) daze, detect magic, divine lance, message, shield
All May Hear [one-action] (concentrate, divine, spellshape) If the next action the Hellknight signifer uses is to Cast a Spell with the linguistic trait, the spell affects its target as if the target and the Hellknight signifer shared a common language. The target must have a language.Decreed Strikes [free-action] Frequency once per turn; Requirements The Hellknight signifer's most recent action was to cast a non-cantrip spell; Effect Until the end of the signifer's turn, their Strikes deal an additional 1d6 spirit damage and gain the divine trait if they didn't have it already. If the spell dealt a different type of damage, their Strikes deal this type of damage instead (or one type of the signifer's choice if the spell dealt multiple types of damage).Signifer's Focus If a reaction would disrupt the Hellknight signifer's spellcasting, they can attempt a DC 15 flat check. On a success, the action isn't disrupted.Steadfast Formation (manipulate); Requirements The Hellknight Signifer is adjacent to another Hellknight; Effect The Hellknight Signifer assumes a defensive stance, giving themself and an adjacent Hellknight a +2 circumstance bonus to AC for 1 round. This bonus is lost if the Hellknights are no longer adjacent to each other.

Sidebar - Additional Lore Spellcasting Traditions Of The Signifer

Those wishing to join the ranks of the Hellknights as spellcasters are encouraged to join the Order of the Gate, who employ magic as their primary method of enforcing law and order. Order of the Gate signifers learn the order’s secrets of summoning and working with fiends as a part of their unique training. However, other Hellknight orders won’t turn away spellcasters, welcoming anyone who can enforce their ideals… if they can survive their trials.

All Monsters in "Hellknights"

NameLevel
Hellknight7
Hellknight Armiger4
Hellknight Paravicar11
Hellknight Signifer7

Hellknights

Source Cheliax, Infernal Inheritence pg. 210
The word “Hellknight” is enough to strike fear into even the most seasoned of veterans. When even one Hellknight enters a town, many cower in their homes, praying that the feared soldier has no business with them. Hellknights are easily identified by their unique armor, among the most iconic in all of Golarion. Decorated with fearsome adornments, the individual Hellknight's goals are clear since those enhancements are the very things that identify their order. Donning this armor without the title of Hellknight is a foolish endeavor, as the punishment for doing so will often yield a fate worse than death.

Joining the ranks of the Hellknights is no small matter either. A trial by fire is an understatement, for they must best a devil in a duel, and their victory must be witnessed by a Hellknight in good standing. Once initiated, the requirement for Hellknights of all orders is to steadfastly uphold the Measure and the Chain, a two-faceted approach to their edicts. The Measure is a series of laws that the Hellknights believe all humanoids should adhere. The Chain is the three-pronged approach that they take to enforce the Measure: order, discipline, and mercilessness. The laws within the Measure and how they focus on them through the lens of the Chain is how Hellknights have earned their fearsome reputation.

Shelyn's Corner

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