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Jerregobe the Wise
Master of the Order of the Swan

 

Male human Wizard 16/Loremaster 2: CR 18; Medium humanoid (human); HD 16D4 plus 2D4; hp 52; Init +4; Spd 30 ft; Space 5 ft; Reach 5 ft; AC 23 (touch 15, flat-footed 23); Atk +13/+8 melee (1D6+2, staff of power) or +9 ranged (ranged touch); SQ lore of true stamina (+2 to reflex saves), lore +9; AL NG; SV Fort +8, Ref +10, Will +15; Str 10, Dex 10, Con 11, Int 20, Wis 15, Cha 12. Height 5 ft 10 in.

Skills and Feats: Appraise +9, Balance +5, Concentration +21, Craft (alchemy) +10, Decipher Script +12, Diplomacy +6, Gather Information +7, Knowledge (arcana) +21, Knowledge (geography) +15, Knowledge (history) +15, Knowledge (planes) +10, Listen +5, Search +8, Spellcraft +23, Spot +5; Brew Potion, Combat Expertise, Craft Staff, Extend Spell, Improved Counterspell, Improved Initiative, Intuitive Attack, Mind over Body, Persistent Spell, Reactive Counterspell, Scribe Scroll, Spell Girding.

Possessions: staff of power with 38 charges, cloak of the mage, ring of protection +2, eye of winking (Magic of Faerun) on a golden diadem, necklace of copper dragon scales (Magic of Faerun), boots of balance, wand of chains of fire at 7th level with 23 charges, wand of charm monster at 7th level with 15 charges, wand of bolt of conjuration at 5th level with 45 charges, masterwork potion belt, scroll organizer, potion of Cure Serious Wounds at 5th level, potion of Remove Paralysis at 3rd level, potion of Resist Energy (fire) at 3rd level, potion of Resist Energy (electricity) at 3rd level, potion of Barkskin at 6th level, holy water (2), scroll of reverse arrows at 5th level, scroll of dispelling screen at 12th level, scroll of fire shield at 9th level, scroll of stone shape at 7th level, scroll of loyal guardian at 9th level, scroll of wall of force at 9th level, scroll of greater dispel at 12th level, spellbooks (3), spell component pouch, belt pouch, scholar's outfit, swan diamond ring (25000 gp), platinum medallion of the swan (2500 gp).

Spells Prepared (4/6/5/5/5/5/4/3/2/1; Base DC = 15 + spell level): 0 - detect poison, disrupt undead, light, mental alarm; 1 - anticipated attack, burning hands, charm person, know protections, magic missile, true strike; 2 - analyze creature, aura of lightning, glitterdust, knock, protection from arrows; 3 - clairaudience/clairvoyance, dispel magic, fireball, lightning bolt, magic circle against evil; 4 - arcane eye, bolster item, dancing web, greater invisibility, solid fog; 5 - break enchantment, contingent energy resistance, redirect teleport, summon monster V; 6 - chain lightning, disintegrate, greater dispel magic, globe of invulnerability; 7 - forcecage, prismatic ray, shield (persistent); 8 - mindblank, polar ray; 9 - prismatic sphere.

Spellbook: (24/25/17/17/17/12/10/8/5/4): 0 - acid splash, arcane mark, cleanliness, dancing lights, daze, detect curse, detect disease, detect magic, detect temporal disturbance, disrupt undead, flame on, flare, hear me!, identify undead, lasting flame, light, mage hand, mending, message, prestidigitation, ray of frost, read magic, resistance, synchronized alert, ; 1 - alarm, anticipated attack, arcane pointer, avoidance, burning hands, cause fear, charm person, detect secret doors, detect undead, endure elements, expeditious retreat, eyes of the avoral, grease, identify, know protections, lesser foretelling, magic missile, protection from chaos/evil/good/law, ray of enfeeblement, resist scrying, shield, true strike, undetectable aura, unseen servant, web walking; 2 - analyze creature, aura of lightning, awakening, cry havoc, estimation, ethereal blast, gaze screen, glitterdust, invisibility, knock, levitate, locate object, mirror image, protection from arrows, resist energy, scrying sight, zone of brightness; 3 - befuddle, bolt of conjuration, clairaudience/clairvoyance, daylight, dispel magic, elation, fireball, fly, heroism, lightning bolt, magic circle against chaos/evil/good/law, phantom charges, reverse arrows, slow, summon monster III, water breathing, zone of visibility; 4 - arcane eye, bolster item, charm monster, dancing web, detect scrying, dimensional anchor, dimension door, dispelling screen, fire shield, greater invisibility, lesser globe of invulnerability, lower spell resistance, polymorph, scrying, secure shelter, solid fog, zone of revelation; 5 - break enchantment, contingent energy resistance, dismissal, feeblemind, passwall, prying eyes, redirect teleport, sending, summon monster V, telekinesis, teleport, wall of force; 6 - antimagic field, chain lightning, disintegrate, flesh to stone, greater dispel magic, globe of invulnerability, probe thoughts, repulsion, stone to flesh, trace teleport; 7 - forcecage, greater analyze creature, greater arcane sight, limited wish, mage's sword, planeshift, prismatic ray, spell turning; 8 - luck of the ages, mind blank, polar ray, polymorph any object, summon monster VIII; 9 - foresight, imprisonment, prismatic sphere, time stop.

Languages: Common, Draconic, Dwarvish, Morakki, High Imperial, Elvish.

Notes: Jerregobe has access to most wizard spells of 1st through 5th level and most divination spells from 6th to 9th level. The spells listed in the spellbooks above are those he commonly travels with.

Jerregobe usually has cast his persistent shield spell and this is reflected in his AC above; he also always has his mind blank spell active.

Jerregobe has cast the following spells upon himself with permanency: arcane sight, darkvision, detect magic, see invisibility, tongues.

* Cloak of the Mage: This cloak is of a deep maroon, woven from the threads of various rare and magical creatures and dyed with the ink of a giant nautilus. Golden runes cover the hems and form web-like patterns across its folds. The cloak gives its wielder the benefits of a mage armour spell and provides a +3 resistance bonus to saves.

Strong abjuration and evocation; CL 13; Craft Wondrous Items, persistent mage armour, resistance; Price 22000; XP 880.

* Boots of Balance: These boots grant the wearer a +5 competance bonus to Balance checks.

Faint transmutation; CL 3; Craft Wondrous Items, cat's grace; Price 2500; XP 100.


Jerregobe is a wizardly-seeming man of somewhat indeterminate age. His background is rather mysterious, and few if any know when or where he was born. It is known that he apprenticed under the legendary magus Harrikamon of Lower Vilg, and inherited his master's lore upon the old man's death. During the ensuing years, as he unraveled plots in the Vilg civil war that led to agents of the Deceiver, Jerregobe recognized the need for a group of those opposed to the Deceiver to gather intelligence, work behind the scenes to counter the Deceiver, etc. As Jerregobe delved deeper, he became to believe that signs were pointing to a final war to be launched by the Deceiver, and he was determined to keep the Free Folk as ready as possible when the time should come.

So Jerregobe formed a council of goodly leaders and called it the Council of White. He then overlaid atop this secret organization another called the Council of the Swan. This latter was a more active group composed of field agents gathering intelligence on the minions of the Deceiver in order to determine when the next great war would begin, and to delay that time for as long as possible.

Thus did Jerregobe work behind the thrones of many nations, always advising and warning of impending troubles, so that in many courts he eventually became unwelcomed as a harbinger of needless worrying and a rabble rouser. Nonetheless, he successfully wove a network of informants and successfully became a thorn in the side of many maugs. In 5504 Jerregobe was in Onlor when a maug attacked Algol City. The wizard quickly learned that the maug had come to find a single person who bore something of incredible import. The wizard cast a magical net to capture the bearer of the important item, and so came in possession of the map to the last Gem of Power and came to know the Heroes of the Gem. Jerregobe acted as master and mentor of the Heroes, eventually granting them their freedom once they had proven their bona fides. Nonetheless, the wizard counseled the Heroes for years, until he was implicated in a plot to assassinate the Emperor of Antoria. This accusation was false, levelled by a marilith who had infiltrated the Imperial Court. Jerregobe had merely come to try to mobilize the Antorian armies against the impending tide of evil. Jerregobe was imprisoned by the Empire, and then transferred into the custody of the marilith, who tortured him for a time before transporting him to the dungeons of Yeenoghu, where he endured inhuman torments.

Jerregobe's suffering was relieved by the paladins Gangerholt and Cromwell, who effected a heroic rescue of the wizard from the very demesne of the gnoll maug. After recuperating, the wizard gathered the Council of White and with the aid of the Heroes managed to mobilize some of the Free Forces in time to meet the initial assaults by the Deceiver. The war was well fought, but ultimately turned against the Free Folk. Jerregobe called a final council meeting with a proposal to retreat to the South Wastes and try to gain succor from the metallic dragons. Instead, the Heroes of the Gem appeared with the last Gem of Power and Bahamut revealed himself as well.

With these revelations, the Council, at Jerregobe's bequest, authorized the Heroes to bear the Gem underground to try to make for the Blanthil Forest and the Hall of Slumber. Meanwhile, Jerregobe gathered together the remainder of the Free Armies and led the epic march and assault on Mordasht.

After the War of the Gem, Jerregobe took a much needed vacation. He sojourned a time at Cromwell's estate in Onlor, and then returned to Vilgum to help to repair the shattered nation in which he had dwelt with his old master decades before. Ever preaching the need to be vigilant against the remnants of the minions of the Deceiver, Jerregobe built a tower for himself and a college for the Divinatory Arts around it. The College of the White Swan, as it is now known, is a great repository of knowledge and the greatest place to learn the arts of arcane divination.

Jerregobe still maintains loose contact with the Heroes of the Gem, though he is getting on in age and leaves his tower less and less as the seasons turn.

 

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