A Hellknight who displays prowess, scholarly discipline, and magical acumen might attain the rank of signifer.
Elite |
Normal |
Weak
Languages Common, Diabolic, Ysoki
Str +0
Dex +3
Con +0
Int +2
Wis +4
Cha +3
Burn the Unworthy (
aura,
fire) 10 feet. Magical wards cause a signifer's surrounding foes to catch flame. An enemy creature that starts its turn in the area must succeed at a DC
19 Fortitude save or take 1d4
persistent fire damage. A signifer can activate and deactivate this aura as a single action that has the
concentrate trait. Regardless of the result of the save, the creature is immune to the aura for 1 minute.
Speed 25 feet
Melee
[one-action]
jaws
+12
(agilefinesse),
Damage 1d4
+2 piercing
Divine Spontaneous Spells DC
22, attack
+14 (+2 damage to cantrips, +4 damage to other spells) (-2 damage to cantrips, -4 damage to other spells);
3rd (3 slots)
2nd (4 slots)
1st (4 slots)
Cantrips (3rd)
Rituals DC 22
(+2 damage to cantrips, +4 damage to other spells) (-2 damage to cantrips, -4 damage to other spells);
1st
Reach Spell
[one-action]
(concentratespellshape)
If the next action the signifer uses is to Cast a Spell that has a range, increase that spell's range by 30 feet.
All Creatures in "Hellknight"
Hellknights are infernal knights, and while they once ruled entire nations on Lost Golarion, the Hellknights of the Pact Worlds enforce law and order more holistically, traveling in massive citadel starships to spread their influence rather than remaining in any one place. In battle, Hellknights are orderly, unrelenting, and deadly.