Jergal
Lord of the End of Everything, Scribe of the Doomed, the Pitiless One
Faerunian Demigod
Symbol: Jawless skull and writing quill on scroll
Home Plane: The Fugue Plane
Alignment: Lawful neutral
Portfolio: Fatalism, proper burial, guardian of tombs
Worshipers: Monks, necromancers, paladins
Cleric Alignments: LE, LG, LN
Domains: Fate, Law, Repose, Rune, Suffering
Favored Weapon: A white glove (scythe)
Jergal
Necromancer 20/Cleric 20/Expert 10
Medium-Size Outsider (Law)
Divine Rank: 5
Hit Dice: 20d4 (Nec), 20d8 (Clr), 10d6 (Exp)
Initiative: +13 (+9 Dex, +4 Improved Initiative)
Speed: 60 ft.
AC: 50 (+ 9 Dex, +5 divine, +18 natural, +8 deflection)
Attacks: +5 keen ghost touch lawful scythe +63 melee; or +57 melee touch; or +61 ranged touch
Damage: +5 keen ghost touch lawful scythe 2d4+12/18-20; or by spell
Face/Reach: 5 ft. by 5 ft./5 ft.
Special Attacks: Domain powers, salient divine abilities, spell-like abilities
Special Qualities: Divine immunities, understand, speak and read all languages and speak directly to all beings within 5 miles,
Saves: Fort. +44 Ref. +46 Will. +52
Abilities: Str.24 (+7) Dex.28 (+9) Con.24 (+7) Int.40 (+15) Wis.40 (+15) Cha.26 (+8)
Skills: (32 at +48) Alchemy +62, Concentration +55, Craft (bookbinding) +62, Craft (calligraphy) +62, Craft (stonemasonry) +62, Craft (coffins) +62, Diplomacy +56, Heal +62, Knowledge (arcana) +62, Knowledge (religion) +62, Knowledge (the planes) +62, Knowledge (History) +62, Scry +62, Spell Craft +62, Bluff +56, Appraise +62, Gather Information +56, Intimidate +56, Listen +62, Move Silently +57, Read Lips +62, Sense Motive +62, Spot +62, Jump +55, Search +62, Profession (apothecary) +62, Profession (bookkeeper) +62, Profession (guide) +62, Profession (herbalist) +62, Profession (scribe) +62, Profession (gravedigger) +62, Profession (undertaker) +62
Feats: Alertness, Combat Casting, Combat Reflexes, Expertise, Improved Critical (Scythe), Improved Initiative, Spell Focus (Necromancy), Spell Penetration, Greater Spell Penetration, Greater Spell Focus (Necromancy), Weapon Focus (Scythe), Empower Spell, Maximize Spell, Extend Spell, Quicken Spell, Silent Spell, Still Spell, Eschew Materials, Power Critical (Scythe), Persistent Spell, Reach Spell, Widen Spell, Sacred Spell, Repeat Spell, Scribe Scroll
Divine Immunities: Transmutation, Energy Drain, Ability Drain, Ability Damage, Mind-Affecting Effects, Energy Immunity (electricity, cold, acid), disease, poison, stunning, sleep, paralysis, death effects, disintegration, imprisonment and banishment.
Salient Divine Abilities: Extra Domain (Rune), Extra Domain (Suffering), Know Death, Hand of Death, Divine Recall (deaths), Divine Spell Focus (Necromancy)
Domain Powers: Cast law spells at +1 caster level, uncanny dodge as 3rd level rogue, Pain Touch 1/day (touched living creature suffers –2 enhancement penalty to Strength and Dexterity for 1 minute. Does not affect creatures immune to critical hits), if Jergal falls below 0 HP he gains 1d8+8 hitpoints 1/day. If he is brought to –10 or less hitpoints by a single attack this power does not take affect.
Spell-Like Abilities: All domain spells, caster level 15, base DC= 23 + spell level
Cleric spells/day: 6/9/9/9/8/8/7/7/6/6 + domain spells
Wizard spells/day: 4/8/8/8/7/7/7/7/6/6 + 1 per caster level (must be necromancy spell)
Possessions: Jergal carries his +5 keen ghost touch lawful scythe, but is more likely to be using it as a walking stick than to be fighting with it.
Other Divine Powers
Senses: Jergal can see, hear, touch and smell at a distance of 5 miles. As a standard action he can perceive anything within 5 miles of any location where one of his titles or name was spoken in the last hour. He can extend his senses to up to 2 locations at once. He can block the sensing power of deities of his rank or lower at up to 2 remote locations at once for 5 hours.
Portfolio Sense: Jergal senses any death (via his Divine Recall salient divine ability) and any funeral proceedings so long as it involves at least 1000 or more people.
Automatic Actions: Jergal may use any Craft, Knowledge or Profession skill in which he has at least 1 rank as a free action if the DC for the task is 15 or lower. He can perform up to 5 such free actions each round.
Create Magic Items: Jergal can create any magic item that involved death or memory so long as the item’s market price does not exceed 4500 gp.