Heydrich Balthazaar

## Information

*Level*: 9

*HP*: 74/74

*BAB*: +6

*Skill Points*: 21

*Speed*: 20

*Initiative*: +6

*Hero Points*: 3/3

*Racial Traits*: Undead Resistance, Resist Level Drain, Manipulative, Darkvision 60ft. Low Light Vision, Negative Energy Affinity, Dayborn

*Traits*: Adopted (Chain Master), Snowstride

*Languages*: Common, Infernal, Necril,

## **Class Features and Feats**

**Divine Exemplar**:

**Aura (Su):** A divine exemplar's aura is more potent than that of an ordinary cleric. At 1st level, a divine exemplar's aura detects as both aspects of his alignment, and has the same strength as that of a paladin of his level. Thus, a chaotic good divine exemplar has an aura of chaos and an aura of good. In addition, as the divine exemplar gains levels, his aura provides him with additional effects, according to his alignment.

At 6th level, a divine exemplar gains the following initial aura effect according to his alignment.

* *Aura of cowardice* (evil).

**Aura of Cowardice:** At 3rd level, an anti-paladin radiates a palpably daunting aura that causes all enemies within 10 feet to take a –4 penalty on saving throws against fear effects. Creatures that are normally immune to fear lose that immunity while within 10 feet of an anti-paladin with this ability. This ability functions only while the anti-paladin remains conscious, not if he is unconscious or dead.

**Diminished Spellcasting:** A divine exemplar gains one fewer spell of each level than normal, and does not receive the normal domain spell slot at each spell level. If this reduces the number of spells at a certain level to 0, he may cast spells of that level only if he receives bonus spells of that level from having a high ability score. A divine exemplar uses his Charisma score to determine bonus spells per day and spell DCs, and must have a Charisma score equal to 10 + a spell's level in order to cast it. A divine exemplar receives no 0-level spell slots.

**Domains:** At 1st level, and again at 5th level and every four levels thereafter, the divine exemplar receives one of his deity's domains. If possible, the first domain he selects must be one of his deity's alignment domains. He gains all the granted powers of his domains as a cleric of his level. However, the divine exemplar does not gain domains spells (see diminished spellcasting), and uses his Charisma bonus to determine the save DCs and uses per day for these abilities. This otherwise functions as and replaces the cleric's domains ability.

**Tyranny Domain:**

*Touch of Law (Sp)*: You can touch a willing creature as a standard action, infusing it with the power of divine order and allowing it to treat all attack rolls, skill checks, ability checks, and saving throws for 1 round as if the natural d20 roll resulted in an 11. You can use this ability a number of times per day equal to 3 + your Cha modifier.

*Tyrannical Strike (Su)*: At 8th level, as an immediate action upon successfully hitting an opponent with a melee attack, you can choose to forgo the damage (but not any other effects of the attack) to instead affect the creature you hit as a greater command spell, with a caster level equal to your cleric level. You can use this ability once per day at 8th level, and an additional time per day for every 4 levels beyond 8th.

**Ash Domain:**

*Fire Bolt (Sp)*: As a standard action, you can unleash a scorching bolt of divine fire from your outstretched hand. You can target any single foe within 30 feet as a ranged touch attack with this bolt of fire. If you hit the foe, the fire bolt deals 1d6 points of fire damage + 1 point for every two cleric levels you possess. You can use this ability a number of times per day equal to 3 + your Charisma modifier.

*Wall of Ashes (Su)*: At 8th level, you can create a wall of swirling ashes anywhere within 100 feet. This wall is up to 20 feet high and up to 10 feet long per cleric level you possess. The wall of ash blocks line of sight, and any creature passing through it must make a Fortitude save or be blinded for 1d4 rounds. The wall of ash reveals invisible creatures that are inside it or adjacent to it, although they become invisible again if they move away from the wall. You can use this ability for a number of minutes per day equal to your cleric level, but these minutes do not need to be consecutive.

**Domain Spells Only:** A divine exemplar does not receive the normal cleric spell list. Instead, his spell list is composed of the spells associated with all his deity's domains, including those the granted powers of which he cannot yet access. He can prepare any combination of domain spells in appropriately leveled spell slots. This does not affect the cleric's spontaneous casting class feature: divine exemplars of good deities can still channel stored spell energy into healing spells, and divine exemplars of evil deities can still channel stored spell energy into harmful spells, despite these spells not technically being on the divine exemplar's spell list. (Divine exemplars of neutral deities can choose one or the other as normal.) For the purposes of spontaneous casting, the divine exemplar's spells are not considered to be "domain spells."

**Righteous Fury (Ex):** At 1st level, a divine exemplar uses his divine exemplar level in place of his base attack bonus when smiting and using domain powers which require an attack roll. He also uses his divine exemplar level as his base attack bonus for the purpose of determining the number of attacks he can make in a full attack action while smiting.

**Smite (Su):** At 1st level, a divine exemplar can smite as a paladin of his level, once per day, and an additional time per day every six levels thereafter, to a maximum of four times per day at 19th level.

**Touch of Corruption:** At 2nd level, a divine exemplar that worships a good or evil deity can expend one of his daily channel energy uses to use touch of corruption.

**Cruelty (Su):** At 4th level, and again at 10th and 16th levels, a divine exemplar selects one cruelty available to anti-paladins of his level.

* Shaken

**Favored (Su):** At 5th level, a divine exemplar receives a bonus equal to his Charisma modifier on all his saves. This bonus is a sacred bonus if the divine exemplar worships a good deity, profane if the divine exemplar worships an evil deity, and untyped if the divine exemplar worships a neutral deity. This functions as, and does not stack with, the paladin's divine grace or anti-paladin's unholy resilience ability.

**Abundant Channeling (Su):** Starting at 8th level, a divine exemplar may channel energy a number of times per day equal to 1/2 his divine exemplar level + his Charisma bonus (instead of 3 + his Charisma bonus).

**Aura of Law (Ex):** The power of a Hell Knight Signifer’s aura of law (see detect law) is equal to his total character level.

**Catechesis (Ex):** If a Hell Knight Signifer has the Warrior Priest feat, his Hell Knight Signifer level stacks with other divine spellcasting classes for determining the effects of those classes’ domain powers, inquisitions, and mysteries. This doesn’t grant any new powers or abilities. In addition, a Signifer with the Warrior Priest feat gains Alignment Channel (Chaos) as a bonus feat and treats his Hell Knight Signifer levels as cleric levels when determining the amount of damage chaotic outsiders are either healed or dealt, and when determining their saving throw DCs to halve this damage.

**Order of the Nail**

**Signifer Mask (Su):** Upon initiation, a Hell Knight Signifer receives a Signifer mask, often devoid of eyeholes or other personal features. This mask doesn’t obscure the Signifer’s 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. A Hell Knight Signifer with a bonded object from the arcane bond class feature can perform a special ritual that costs 500 gp and takes 8 hours to complete. This ritual converts the Signifer’s mask into his new bonded item, which takes up the head slot. In this case, Hell Knight Signifer levels stack with levels from the class that grants the bonded item for determining what additional magical abilities can be added to the bonded item.

**Feats**: Warrior Priest, Combat Reflexes, Deft Maneuvers, Whip Mastery, Improved Whip Mastery, Alignment Channel (Chaos), Leadership ( ),

## **Equipment**

### *Weapons*

*General Goods*\*: Skeleton Key, Weapon Cord, Spring Loaded Wrist Sheath, Masterwork Shield Spike, Shield Sconce, Branding Iron x3 (Outlaw, Traitor, Damned), Masterwork Barbed Manacles, Masterwork Barbed Fetters, Masterwork Thumbscrew, Soldier's Uniform, Order of the Nail Signet Ring, Order of the Nail Tabard, Flint and Steel,

*Magic Items*: +2 Kilted Mithril Hellknight Plate, +2 Heavy Mithril Shield, +1 Agile Whip, Muleback Cords, Circlet of Persuasion, Belt of Incredible Dexterity +2, Signifier Mask of Mental Prowess (Cha, Int +2) Wayfinder, Dusty Rose Prism.

*Containers*: Belt Pouch x2, Waterskin, Chain Belt

*Currency*: 4gp 10sp

*Carried Weight*: 32lbs

*\*If quantity is unspecified, assume a quantity of 1*

## **Skills**

\*Armor Check Penalty applies

! Cannot use skill untrained

## Spell List

Caster Check: +12

Cast Defensively: +14

**Level 1 Spells**

* Command x3
* Burning Hands x2
* Protection from Chaos x1

**Level 2 Spells**

* Instrument of Agony x5

**Level 3 Spells**

* Fireball x4

**Level 4 Spells**

* Divine Power x2
* Wall of Fire x1

**Level 5 Spells**

* Greater Command x1
* Fire Shield x1