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One hand clutches a sword while his other hand is in the midst of casting a spell.

Stat block Edit

Jergil    CR 13

Male Human Ranger 1/Hexblade 5/Suel Arcanamach 6/Spellsword 1

LN Medium Humanoid (Human)

Init +0, Senses Listen -1; Spot -1

Languages Common, Suel, Ancient Suel


AC 19, touch 10, flat-footed 19 (+9 armor)

hp 105 (13 HD)

Fort +11, Ref +12, Will +14

Note: +2 on saves vs spells and spell-like effects


Spd 20 ft.

Melee +1 magebane longsword (against touch AC) +13/+8/+3 (1d8+1d4+18/19-20) includes Power Attack for 5 and Arcane Strike
or
+1 magebane longsword (against touch AC) +7 (1d8+1d4+30/19-20) includes Power Attack for 11 and Arcane Strike

Ranged longbow +11/+6/+1 (1d8/x3)

Base Atk +11; Grp +16

Space 5 ft.; Reach 5 ft.

Atk Options Dispelling Strike 2/day

Combat Gear potion of cure moderate wounds, 2 scrolls of obscuring mist

Special Actions Hexblade Curse 2/day

Suel Arcanamach Spells Known (CL 2)

3rd (2/day) — haste, displacement

2nd (4/day) — wraithstrike, mirror image, eagle's splendor

1st (4/day) — shield, enlarge person, truestrike

Hexblade Spells Known (CL 2)

1st (1/day) — expeditious retreat, magic weapon


Abilities Str 21 (+5), Dex 10 (+0), Con 16 (+3), Int 10 (+0), Wis 8 (-1), Cha 14 (+2)

SQ Arcane Resistance, Extended Spellstrength, Familiar (weasel), Ignore Spell Failure (20%), Mettle, Tenacious Spells, Wild Empathy, Favored Enemy (Human)

Feats Arcane Strike, Combat Casting, Iron Will, Mage Slayer, Power Attack, Practiced Spellcaster (Hexblade), Spell Focus (Concentration), Track

Skills Concentration +26, Jump +7, Knowledge (Arcana) +10, Knowledge (Planes) +3, Profession (sailor) +4, Speak Language (Suel and Ancient Suel) -, Spellcraft +7, Swim +0, Tumble +4

Possessions +1 magebane longsword, +1 blended quartz full plate, cloak of resistance +2, amulet of health +2, gauntlets of ogre power, longbow, quiver, 20 arrows, backpack.

Dispelling Strike (Su): Twice per day, Jergil can attempt a dispelling strike with one normal melee attack. If he hits, he deals normal damage, and the victim is subject to a targeted greater dispel magic. Jergil’s dispel check is 1d20+12.

Extended Spellstrength (Ex): The duration of any Jergil’s Suel arcanamach spells that he casts on himself is doubled, as per the Extend Spell feat.

Favored Enemy (Ex): Due to his extensive study of humans, Jergil gains a +2 bonus on Bluff, Listen, Sense Motive, Spot, and Survival checks against them. Likewise, Jergil gets a +2 bonus on weapon damage rolls against humans.

Hexblade's Curse (Su): As a free action twice per day, Jergil can unleash a terrible curse on a visible target within 60 feet. The target of a hexblade’s curse takes a -2 penalty on attacks, saves, ability checks, skills checks, and weapon damage rolls for 1 hour thereafter. A successful Will save (DC 13) negates the effect. Any effect that removes or dispels a curse eliminates the effect of a hexblade’s curse.

Mettle (Ex): At 3rd level and higher, if a hexblade makes a successful Will or Fortitude save against an attack that normally would have a lesser effect on a successful save, he instead completely negates the effect.

Arcane Resistance (Su): At 2nd level, a hexblade gains a bonus equal to his Charisma bonus (+2) on saving throws against spells and spell-like effects.

Tenacious Spells (Su): An arcanmach’s spells are particularly difficult to dispel; add 6 to the DC required to dispel Jergil’s arcanamach spells.

Combat Edit

If Jergil has time to prepare, he casts obscuring mist from a scroll (to prevent people from targeting him), and then casts displacement.

His favorite tactic in combat is to cast wraithstrike with one hand as a swift action, use a free action to power an Arcane Strike with a 1st level spell, then switch his grip on his longsword as a free action to wield it two-handed and power-attack for everything he has in the same round. He even likes to use his 3rd level spell slots to cast wraithstrike, preferably using it every round of combat. He can do this for 6 rounds straight.

Resources Edit

Classes Edit

Spells Edit

Feats Edit

  • Arcane Strike (Complete Warrior (p. 96)): As a free action, channel one of your spells into your weapon. For 1 rd, you gain +1 to hit for each spell level, as well as 1d4 times the spell level in damage.
  • Mage Slayer (Complete Arcane (p. 81)): Spellcasters you threaten can't cast defensively, and you get +1 on Will saves. Reduces your caster level by 4.
  • Practiced Spellcaster (Complete Arcane (p. 82)): Your effective caster level increases by 4.

Items Edit

  • Magebane weapon enhancement (Complete Arcane (p. 143)): Like Bane weapon enhancement, but against arcane casters.
  • Blended Quartz armor material (Arms and Equipment Guide (p. 18)): Spell failure chance reduced by 20%.

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