Clad in plate mail inscribed with the five-fingered claw insignia of the Order of the God Claw on the breastplate, there is no mistaking this individual for anything other than a Hellknight. With a broadsword on his hip, a flail looped into his belt, and a polearm in his right hand, the brown-haired warrior is the perfect image of a holy zealot of the order. Most disquieting of all is the blank, eyeless mask that covers all but the warrior’s mouth, revealing him to be a signifer, one of the order’s dreaded warrior-priests. Viscount Alastor Henderthane CR 15
Male Angel-blooded aasimar oracle 8/Hellknight Signifer 8
LG medium Outsider (native) and Humanoid (human)
Init +8; Senses Perception +20, darkvision 60 ft.
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DEFENSE
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AC 32, touch 14, flat-footed 29 (+10 armor, +3 Dex, +3 shield, +5 natural, +1 insight)
hp 157 (8d8+8d8+64)
Fort +16, Ref +13, Will +14
Immune fatigue; Resist acid 5, cold 5, electricity 5
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OFFENSE
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Speed 20 ft., base 20 ft.
Melee adamantine light flail +20/+15/+10 (1d8+5, x2) or Large cold iron heavy mace +16/+11/+6 (2d6+6, x2) or morningstar +18/+13/+8 (1d8+4, x2)
Ranged light crossbow +16 (1d8, 19-20/x2)
Special Attacks combat healer (Su, 2/day), misfortune (Ex)
Space 5 ft.; Reach 5 ft.
Spell-Like Abilities (CL 16th)
1/day-alter self Oracle Spells known (CL 16; concentration +25)
8th (3/day)-earthquake (DC 25), cure critical wounds, mass, frightful aspect (DC 25)
7th (6/day)-control weather, cure serious wounds, mass, dictum (DC 24), signifer’s rally
6th (7/day)-bull's strength, mass, cure moderate wounds, mass, harm (DC 23), heal (DC 23), source severance
5th (7/day)-breath of life, cure light wounds, mass, plane shift (DC 22), righteous might, slay living (DC 22), wall of stone (DC 22)
4th (7/day)-air walk, blessing of fervor, cure critical wounds, freedom of movement, magic weapon, greater, wall of fire (DC 21)
3rd (8/day)-bestow curse (DC 20), cure serious wounds, dispel magic, invisibility purge, magic circle against chaos, magic vestment
2nd (8/day)-calm emotions (DC 19), cure moderate wounds, death knell (DC 19), oracle's burden (DC 17), restoration, lesser, shield other, silence (DC 19)
1st (8/day)-bless, command (DC 18), cure light wounds, divine favor, ill omen (DC 18), liberating command, shield of faith
0-create water, detect magic, detect poison, enhanced diplomacy, guidance, purify food and drink, read magic, spark, stabilize
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TACTICS
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Before Combat Alastor casts magic vestment on both his armor and shield every day. He casts magic weapon, greater on his mace. If alerted to impending battle, he will cast quickened divine favor and righteous might.
During Combat Alastor leads combat with quickened divine favor if it is not already cast followed by blessing of fervor. On subsequent rounds he engages enemies in melee combat. He will, if possible, remain adjacent to his allies to provide them protection with his Bodyguard and In Harm’s Way feats. Against very powerful opponents, he will cast frightful aspect.
Morale Brave and sometimes foolish, Alastor will not suggest surrender or retreat. If presented with a clearly unwinnable situation Alastor will consider a retreat suggested by his allies.
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STATISTICS
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Str 16 (18), Dex 14 (16), Con 16 (18), Int 12 (14), Wis 8, Cha 18 (24)
Base Atk +12; CMB +14; CMD 32
Feats Alignment Channel, Angelic Blood, Angelic Skin (steel), Bodyguard, Combat Reflexes, In Harm’s Way, Warrior Priest
* - gained via Ochre Rhomboid Ioun Stone
Traits Adopted [Halfling], Helpful, Reactionary
Skills Craft (calligraphy) +6, Diplomacy +18, Heal +3, Intimidate +15, Knowledge (arcana) +3, Knowledge (history) +6, Knowledge (local) +3, Knowledge (nobility) +3, Knowledge (planes) +10, knowledge (religion) +6, Linguistics +7, Perception +20, Perform (dance) +11, Profession (soldier) +8, Sense Motive +20, Spellcraft +10, Use Magic Device +26
Languages Celestial, Draconic, Goblin, Infernal, Taldane (Common), Thassilonian, Tien
SQ Aura of law (Ex), catechesis (Ex), channel (Su), combat healer (Su), lame (Su), legalistic (Su), misfortune (Su), oracle’s curse (Ex), revelations (combat healer (Su), misfortune (Su), skill at arms (Ex), war sight (Su)), scion of humanity, signifer mask (Su), truespeaker (Ex)
Combat Gear armiger’s panoply, lesser metamagic rod of extend spell, metamagic rod of extend spell, potion of fox's cunning, ring of minor spell storing, ring of tactical precision, scroll of break enchantment, scroll of heal, scroll of nap stack (4), scroll of remove blindness/deafness, scroll of remove curse, scroll of remove disease, spring-loaded wrist sheath (2), wand of endure elements (38 charges), wand of infernal healing (7 charges), wayfinder
Other Gear +1 heavy steel shield, +1 benevolent mithral hellknight plate, +1 holy flaming adamantine light flail, amulet of natural armor +3, backpack, barrel (2), bedroll, belt of physical perfection +2, winter blanket, circlet of persuasion, cold weather outfit, courtier’s outfit, cracked dusty rose prism ioun stone, cracked pale green prism ioun stone (2, attacks/saves), dusty rose prism ioun stone, explorer’s outfit, eyes of the eagle, flint and steel, grappling hook, headband of alluring charisma +4, black ink, inkpen, light crossbow, masterwork tool [perception, sight based], ochre rhomboid ioun stone [Quicken Spell], piton (3), scarlet and blue sphere ioun stone, 50’ of silk rope, trail rations (5 days), waterskin (2) [Total Encumbrance - 119.5 lbs (Light load - 100; medium - 200; heavy - 300 lbs)].
VanitiesArmiger (PSFG p. 15), Country Estate [Westcrown] (PSFG p. 62), Hellknight (PSFG p. 15), Noble Title (PSFG p. 23)
Convention Boons Chronicle Boons +2 bonus on Bluff, Diplomacy, Intimidate, and Sense Motive with Goblins (#4); +1d6 damage to a single damage roll against a dragon, void when used (#8); 10% discount on mundane weapons (#9); +1 bonus on saves against confusion and fear effects (#10); automatically identify a single Aberration (#10); +2 circumstnace bonus on Diplomacy checks with guards and city officials in Absalom (#11); +2 bonus on day job checks (#14); automatically recognized by the Order of the Nail (#19); +1 dodge bonus to CMD vs. Grapple (#21); +2 profane bonus to attack, damage, AC vs. summoned creatures (#23); +2 profane bonus on Fortitude saves, +4 circumstance bonus on Bluff and Diplomacy versus followers of Lissala (#25); +1 circumstance bonus on Charisma checks with Gebbites (#26); treat Constitution as 7 higher when determining death from hit points (#28); gain one boon from another faction (Noble Title) (#33)
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SPECIAL ABILITIES
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Aura of Law (Ex) Alastor radiates an aura of law as an outsider of his hit dice.
Assiduous Gaze Alastor possesses an Assiduous Gaze that can be used through his Signifer mask. He may use each assiduous gaze ability he possesses for up to 4 rounds per day. These rounds need not be consecutive. He can activate an assiduous gaze ability as a swift action to examine a single creature, object, or 5-foot square within 30 feet. Alastor must be wearing his signifer mask to use these abilities, and his caster level while using them is equal to his character level.
Catechesis (Ex) Alastor’s Hellknight Signifer levels stack with levels in divine spellcasting classes for determining the effects of those classes’ domain powers, inquisitions, and mysteries. He treats his Hellknight Signifer levels as cleric levels when channeling using the Alignment Channel feat.
Combat Healer (Su) Twice per day when Alastor casts a cure spell, he can cast it as a swift action, as if using the Quicken Spell feat, by expending two spell slots. This does not increase the level of the spell.
Discern Lies (Sp) Alastor can use discern lies as a spell-like ability 10 times per day.
Elucidation By using his Assiduous Gaze ability Alastor can discern each active spell affecting a target, including the spell’s effect and caster level.
Misfortune (Ex) As an immediate action, Alastor can force a creature within 30 feet to reroll one d20 roll that it has just made before the results of the roll are revealed. The creature must take the result of the reroll, even if it's worse than the original roll. Once a creature has suffered from Alastor’s misfortune, it cannot be the target of this revelation again for 1 day.
Mystery Alastor has selected the mystery of Battle. Through this mystery, he has received the revelations Battlefield Clarity, Combat Healer, Misfortune, and War Sight. He has used his Lesser Ring of Revelation to add the Channel revelation from the Life mystery, emulating that class feature with his Use Magic Device skill.
Oracle’s Curse (Ex) Alastor is cursed with lameness, but this curse comes with a benefit as well as a hindrance. One of his legs is permanently wounded, reducing his base land speed by 10 feet. His speed is never reduced due to encumbrance. He is also immune to the Fatigued condition. As a dual-cursed oracle he is also cursed to be legalistic and becomes sickened if he violates his spoken word. This curse does not provide any benefits.
Scion of Humanity Alastor's heavenly ancestry is extremely distant. He counts as an outsider (native) and a humanoid (human) for any effect related to race, including feat prerequisites and spells that affect humanoids. He can pass for human without using the Disguise skill.
Signifer Mask (Su) Alastor’s mask, devoid of eyeholes or other personal features, doesn't obscure his vision and while wearing it he gains a +2 competence bonus on Sense Motive checks and on saving throws against spells and abilities that rely on visual effects.
Skill at Arms (Ex) Alastor is proficient with all martial weapons and heavy armor.
Truespeaker Some aasimars’ language transcends all boundaries. Alastor gain a +2 bonus on Linguistics and Sense Motive checks, and learns two languages each time he gain a rank in Linguistics.
Veracity (Sp) By spending a round of Assiduous Gaze, Alastor can see his target as if under the effects of a true seeing spell.
War Sight (Su) Alastor rolls three times and chooses the result when he rolls for initiative. He always acts in the surprise round.
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DESCRIPTION
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History:
Forthcoming
Chronicles:
1st: 1-39 The Citadel of Flame, 0-07 Slave Pits of Absalom (GM), 0-03 Murder on the Silken Caravan (GM)
2nd: We Be Goblins (GM), 3-01 The Frostfur Captives (GM), 2-15 Shades of Ice Part I: Written in Blood
3rd: 4-01 Rise of the Goblin Guild, 2-17 Shades of Ice Part II: Exiles of Winter, 2-01 Before the Dawn, Part I: The Bloodcove Disguise (GM)
4th: Carrion Hill
5th: 3-18 The God’s Market Gamble (GM), 1-51 City of Strangers, Part I: The Shadow Gambit, 3-12 Wonders of the Weave, Part I: The Dog Pharaoh’s Tomb
6th: 4-06 The Green Market (GM), 1-51 Voice in the Void (GM), 3-10 The Immortal Conundrum (GM)
7th: 4-03 The Golemworks Incident, 4-10 Feast of Sigils, 4-13 Fortress of the Nail (GM)
8th: 4-04 King of the Storval Stairs (GM), The Ghenett Manor Gauntlet (GM), 3-15 The Haunting of Hinojai (GM)
9th: 3-03 4-20 Words of the Ancients, 4-12 The Refuge of Time, 4-09 The Cultist’s Kiss,
10th: 0-26 Lost at Bitter End, 2-12 Below the Silver Tarn (GM), #5-05 The Elven Entanglement
11th [slow]: 4-26 The Waking Rune, 0-22 Fingerprints of the Fiend (GM), 2-10 Fury of the Fiend (GM), 5-20 The Sealed Gate, 5-17 Fate of the Fiend (GM), 2-08 The Sarkorian Prophecy
12th: Feast of Dust I
13th: Feast of Dust II
14th: Feast of Dust III
15th: Feast of Dust (bonus)
16th: