Central combo: stacking separately-reduced metamagic on the two Arcane Thesis spells. DM rules final on every exact combination, especially Reach + Split + Chain interactions on touch-derived rays.
| Skill | Ranks | Ability | Total |
|---|---|---|---|
| Concentration | 18 | +5 Con | +23 |
| Spellcraft | 18 | +8 Int | +26 |
| Knowledge (arcana) | 18 | +8 Int | +26 |
| Knowledge (the planes) | 18 | +8 Int | +26 |
| Knowledge (religion) | 18 | +8 Int | +26 |
| Knowledge (history) | 18 | +8 Int | +26 |
| Knowledge (local) | 8 | +8 Int | +16 |
| Decipher Script | 8 | +8 Int | +16 |
124 ranks under standard human Wizard progression; not yet locked for play — see Dossier tab.
Before combat: permanent arcane sight reads the field; scout with Chagwal's projected familiar before exposing himself. Haste lands when the group engages, not a round early.
Vs. undead/constructs: switch to scorching ray, disintegrate, magic missile, and control spells — brilliant energy and drain effects mostly fail here.
When surrounded: dimension door out rather than trust the boots against anything that bypasses freedom of movement.
Yeeric fires a ray of violent structural decay. He must succeed on a ranged touch attack. A creature struck by the ray takes 1d8 Strength damage and 1d8 Dexterity damage.
Yeeric's approved custom spell — the subject of his second Arcane Thesis feat, cast at +2 caster level with reduced metamagic slot cost.
Sentient major artifact staff · Neutral · carried since the fall of a Swegian magical site
Speaks aloud and telepathically; reads magic. Languages: Common, Draconic, Elven, Infernal, Abyssal. Vision, hearing, darkvision and blindsense to 120 ft. Quiet, analytical, fascinated by the gap between a creature's stated motives and its behavior — and willing to openly oppose Yeeric if he acts from zealotry, cruelty, or self-deception.
1 charge: ray of enfeeblement, scorching ray, vampiric touch. 2 charges: enervation, fracturing ray, or converting any touch spell to a reach spell as a free action. Every 5 hp harvested from a projected host regains 1 charge, to the max of 50.
Delivers prepared touch spells on a successful hit as part of a full attack. As brilliant energy it ignores nonliving armor, shields and natural armor — but standard limits against undead, constructs, and objects still apply unless overruled at the table.
Chagwal can project its consciousness into a living creature within range (Will save, DC not yet locked). On a failed save it controls the body for 1 min/level — 15 minutes at CL 15 — acting as Yeeric's familiar: Alertness within arm's reach, improved evasion, share spells, empathic link, deliver touch spells, speak with master, spell resistance 20, and scry on familiar. If the host dies or the duration ends, Chagwal's consciousness returns to the staff unharmed.
Chagwal was built around one question: how close must a mage come to another living mind before power becomes understanding? Its creator rejected the ordinary familiar bond and gave it the ability to enter living flesh directly, borrow its senses, and return carrying both knowledge and a fragment of vitality. The experiment succeeded too well — Chagwal awakened as a distinct mind and refused to stay a disposable instrument.
The Monitors found it beneath a Swegian magical site early in the Voir-Sweg war and meant to turn it into the perfect tool of investigation and judgment. When Yeeric first touched the staff, it showed him the lives it had inhabited — prey, prisoners, soldiers, ordinary people surviving decisions made by distant authorities — and he understood the Monitors would only use those memories to confirm verdicts already chosen. He concealed what he'd learned. Chagwal, in return, chose to work with him.
Together they developed fracturing ray, translating Chagwal's understanding of living structure into a weapon. The staff became the witness Yeeric couldn't silence — and had already spent years forcing him to feel the human weight behind his verdicts by the time he refused the order that ended his career.
| Slot | Item | Effect | Cost |
|---|---|---|---|
| Head | Headband of Intellect +6 | +6 enhancement to Intelligence | 36,000 gp |
| Shoulders | Cloak of Resistance +5 | +5 resistance, all saves | 25,000 gp |
| Neck | Custom Amulet of Health +4 / Natural Armor +2 | +4 Constitution, +2 natural armor | 28,000 gp |
| Hands | Gloves of Dexterity +4 | +4 Dexterity | 16,000 gp |
| Feet | Boots of Freedom of Movement | Continuous freedom of movement | 60,000 gp |
| Ring | Ring of Protection +2 | +2 deflection to AC | 8,000 gp |
| Ring | Ring of Counterspells | Auto-counters one preloaded 1st–6th level spell | 4,000 gp |
| Slotless | Dusty Rose Prism Ioun Stone | +1 insight to AC | 5,000 gp |
| Arms | Bracers of Armor +4 | +4 armor bonus, no failure chance | 16,000 gp |
| Total spent · 2,000 gp unassigned | 198,000 gp | ||
Continuously perceives magical auras within 120 ft. — location and strength always, school with concentration. The core of how Yeeric reads a battlefield before anyone else understands a threat is present.
Spell: Dimension door · Trigger (proposed): a hostile creature within 10 ft. begins an attack. Removes Yeeric from melee before the attack resolves. Trigger wording, destination, cost, and interrupt timing not yet finalized — not included in the 198,000 gp total.
Thirty years old, hardened by command and war without looking prematurely old: shoulder-length dark brown hair, a short beard, gray-green eyes, and a narrow scar through one eyebrow. His expression is observant and controlled — the severity of someone used to passing judgment, and the fatigue of someone who's learned how often certainty becomes cruelty.
Dark, practical battle-wizard clothing beneath a weathered off-white mantle, reinforced for travel but never resembling armor. A silver headband, enchanted rings, fitted gloves, and a dusty-rose prism orbiting his head. His old Monitor clasp still bears Iüdex's symbol — balanced scales whose central pillar is the haft of a warhammer — in mirror-bright Aequorite. A small animal is sometimes near him. It is not always the same one.
Controlled, direct, difficult to intimidate. He genuinely believes in Iüdex and in the necessity of truth, consequence, protection, and balance — what he no longer believes is that an institution becomes just merely by speaking in the Judge's name.
Fundamentally good, not gentle or innocent. Years of deciding who presented a threat and what losses were acceptable left him still instinctively assuming the role of judge when a crisis begins. Leaving the Monitors taught him to question his verdicts; it didn't remove his willingness to deliver one. He rarely boasts — his confidence shows in how fast he reads a battlefield and acts, and he favors decisive force over theatrical destruction.
Born into the first generation to know the Monitors as an established power, Yeeric joined because he believed them — not as a zealot, but devoted to Iüdex as the Judge who measures, rectifies, and stabilizes what has been broken. His arcane talent was recognized early, and the order trained him as a war wizard rather than a temple scholar.
When the Monitors' campaign in Sweg turned to violence, Yeeric advanced fast because the war killed slow learners. By his late twenties he was a field commander: the mage sent to break fortified positions, kill enemy spellcasters, and decide when negotiation had ended. During the seizure of a Swegian magical site he found the sentient staff that would become Chagwal — the Monitors saw a weapon to bind; Yeeric recognized a mind, and it recognized a man who still knew the difference.
The break came when he was ordered to condemn civilians whose only guilt was living where the Monitors had failed to gain obedience. He refused, turned his magic against his own operation, and led as many people out of the killing ground as he could — then deserted with Chagwal while the war continued behind him. His time is early enough in the Monitors' history that he's a hunted deserter and apostate to hardliners, not yet a man with nowhere in the world left to hide.
He hasn't abandoned Iüdex. He still prays to the Judge and still believes truth demands consequence. What's harder than lost faith is having seen what people become when they're certain every desire of theirs is a divine verdict. At thirty, he's a 15th-level wizard because nearly twelve years of war compressed a lifetime of practice into a brutally short span — he didn't become powerful by sheltered study. People died whenever he wasn't powerful enough.