Yeeric standing on a battlefield beneath three moons, holding Chagwal aloft, Monitor banners bearing the scales of Iüdex behind him
Voir · Deserter of the Monitors · Wizard 15

YEERIC & CHAGWAL

"He still believes the god is real. He no longer believes every verdict is the god's."
Human · Age 30 Faith: Iüdex, the Judge Alignment: Good (exact axis unlocked) Homeland: Voir Caster Level 15
AC23
Touch17
Flat19
Fort+15
Ref+14
Will+16
Init+8
Spell DC18+lvl
Rngd Touch+16
SR Check+19
Ability Scores
Strength
14
+2
Dexterity
19
+4
Gloves +4
Constitution
20
+5
Amulet +4
Intelligence
26
+8
+3 levels, Headband +6
Wisdom
15
+2
Charisma
14
+2
Core Numbers
Hit Dice15d4
Base Attack Bonus+7 / +2
Grapple+9
Speed30 ft.
Arcane Spell Failure0%
Melee Touch Attack+9
Ranged Touch Attack+16 (+11 base, +5 Chagwal)
Chagwal Melee+14 / +9
Chagwal Reach10 ft.
Concentration (18 ranks)+23
AC Breakdown10+4Dex+4arm+2nat+2def+1ins
Fort (base+Con+resist)5+5+5
Ref (base+Dex+resist)5+4+5
Will (base+Wis+resist)9+2+5
Hit Points
-- / --
15d4+75 · roll not yet locked — edit max below
Feats
1Quicken SpellCast a spell as a swift action using a slot four levels higher.
2Chain SpellArc a ray or cone from the primary target to secondary targets at reduced effect.
3Reach SpellConvert a touch spell into a ranged touch spell.
4Exaggerate Spell+3 per die to a variable numeric effect; normally +2 slot levels.
5Craft Contingent SpellPlace a spell that activates on an approved trigger condition.
6Split RayProduce a second ray from a ray spell.
7Fell DrainA creature damaged by the spell also gains one negative level.
8Arcane Thesis: Vampiric Touch+2 caster level; each metamagic slot increase on it drops by 1 (min +0).
9Arcane Thesis: Fracturing Ray+2 caster level; each metamagic slot increase on it drops by 1 (min +0).
10Improved Initiative+4 bonus on initiative checks.

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.

Skills
SkillRanksAbilityTotal
Concentration18+5 Con+23
Spellcraft18+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 Script8+8 Int+16

124 ranks under standard human Wizard progression; not yet locked for play — see Dossier tab.

Tactics & Short Play Reference
Boss openerSplit Exagg. fracturing ray
Caster killerSplit Exagg. enervation
Crowd debuffChained ray of enfeeblement
Close-range signatureVampiric touch via Chagwal
Party aidHaste
Emergency movementDimension door
Hard controlWall of force / forcecage
Main weaknessUndead & constructs

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.

Five Most-Used Spells

the table's fastest reference · ranked by how often they come out
1

Vampiric Touch

Signature close-combat spell
Melee touch · CL 17 (Arcane Thesis) · 8d6 dmg · temp HP = damage dealt, 1 hr
Nastiest version
  • Reach, Split, Fell Drain, Exaggerated — 7th-level slot
  • Two ranged-touch rays, 8d6+24 each
  • Each damaging ray also deals 1 negative level
  • Temp HP from damage dealt · no save · SR applies
Main combo when he needs to hurt a living enemy while making himself much harder to kill.
2

Fracturing Ray

Yeeric & Chagwal's custom signature spell
Ranged touch · 1d8 Str + 1d8 Dex dmg · no save · SR applies
Strongest prepared version
  • Split, Exaggerated — 8th-level slot
  • Two rays, each 1d8+3 Str and 1d8+3 Dex
  • Both rays can strike the same creature
Preferred opener vs. powerful living monsters — Str damage weakens attacks/damage, Dex damage lowers AC, Reflex, initiative, and ranged attacks.
3

Enervation

Primary spellcaster / boss-killing ray
Ranged touch · 1d4 negative levels · no save · SR applies
Strongest version
  • Split, Exaggerated — 8th-level slot
  • Two rays, each 1d4+3 negative levels
  • Potential total: 8–14 negative levels
Each negative level: −1 on attacks, saves, skill/ability checks, and effective level — often better than raw damage vs. enemy casters since it guts nearly everything they can do.
4

Ray of Enfeeblement

Cheap, reliable physical debuff
Ranged touch · 1d6+5 Strength penalty (floor 1) · no save · SR applies
Crowd version
  • Chained Ray of Enfeeblement — full ray on primary, weaker arcs to more enemies
  • Multiple castings on one target don't normally stack
Also castable direct, from Chagwal for 1 charge, or Quickened. Excellent vs. groups of melee attackers — Str loss hits attack rolls, damage, and carrying capacity at once.
5

Haste

Most important party-support spell
Up to 15 creatures · +1 attack · extra full-attack · +1 AC · +1 Reflex · +speed
Cast immediately before combat when possible, so his opening round is free to destroy or disable the strongest enemy instead. Compounds hardest with several martial allies in the party.
Quick Decision Guide
Big physical monsterSplit Exaggerated Fracturing Ray
Enemy wizard or dangerous bossSplit Exaggerated Enervation
Need damage and temp HPMetamagic Vampiric Touch
Group of melee enemiesChained Ray of Enfeeblement
Several allies ready to attackHaste

Standard Daily Preparation

Spell DC 18 + level · Ranged touch +16 with Chagwal (+11 base +5 staff) · SR check +19 · rose tag = castable from Chagwal without spending a slot
Custom Spell — Fracturing Ray

Fracturing Ray

School Necromancy  ·  Level Wizard 6  ·  Components V, S
Casting Time 1 standard action  ·  Range Medium (100 ft. + 10 ft./level)
Effect Ray  ·  Duration Instantaneous  ·  Save None  ·  SR Yes

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.

Retained but Not Prepared
Greater dispel magic remains in the spellbook for when a specific operation calls for it. The full spellbook beyond this standard preparation has not been priced or locked. Yeeric does not normally prepare benign transposition, mirror image, or greater invisibility.
Chagwal the sentient staff, black heartwood with silver veins and blue-white energy tips, surrounded by the ghostly forms of a raven, wolf, mouse and shade it has inhabited

Chagwal, the Quiet Touch

Sentient major artifact staff · Neutral · carried since the fall of a Swegian magical site

CL 15 INT 18 WIS 16 CHA 14 Ego 31 +5 brilliant energy staff 10 ft. reach

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.

Charges
50 / 50

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.

Basic Staff Attack
Attack+14 / +9
Damage~1d6+8
Reach10 ft.

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.

Projected Familiar

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.

Open at the table: harvesting mechanics (current vs. remaining hp, willing hosts, per-host cap, temporary hp), the action to project/return, and the initial projection's range and save DC.
Origin

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.

Purchased Magic Items

198,000 gp of 200,000 gp
SlotItemEffectCost
HeadHeadband of Intellect +6+6 enhancement to Intelligence36,000 gp
ShouldersCloak of Resistance +5+5 resistance, all saves25,000 gp
NeckCustom Amulet of Health +4 / Natural Armor +2+4 Constitution, +2 natural armor28,000 gp
HandsGloves of Dexterity +4+4 Dexterity16,000 gp
FeetBoots of Freedom of MovementContinuous freedom of movement60,000 gp
RingRing of Protection +2+2 deflection to AC8,000 gp
RingRing of CounterspellsAuto-counters one preloaded 1st–6th level spell4,000 gp
SlotlessDusty Rose Prism Ioun Stone+1 insight to AC5,000 gp
ArmsBracers of Armor +4+4 armor bonus, no failure chance16,000 gp
Total spent · 2,000 gp unassigned198,000 gp
Suggested Ring of Counterspells load: greater dispel magic when hostile dispellers are expected — swap when intel suggests a sharper threat.
Redundancies & Notes
Permanent & Contingent Magic

Permanent Arcane Sight

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.

Intended Contingent Spell

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.

Remaining Wealth
2,000 gp unassigned — reserved for mundane gear, spell components, or backup scrolls. Not spent on the sheet until chosen at the table.
Appearance

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.

Personality

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.

Backstory

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.

Open Questions for the Table
01Exact rules alignment
02Rolled hit-point total (currently estimated at 112 in the tracker above)
03Final skill allocation
04Full spellbook beyond the standard daily preparation
05Craft Contingent Spell — exact trigger, destination, and cost
06Chagwal's projection range, action type, and Will save DC
07Chagwal's vitality-harvesting limits and precise hp interaction
08Ruling on Chagwal's full-attack touch-spell delivery
09Whether permanent arcane sight carries a campaign-specific XP cost
10Mundane equipment for the remaining 2,000 gp