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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 Height 6' Weight 180 lbs Faith: Iüdex, the Judge Alignment: Good (exact axis unlocked) Homeland: Voir Caster Level 15
AC24
Touch18
Flat19
Fort+15
Ref+15
Will+16
Init+8
Spell DC20+lvl
Rngd Touch+17
SR Check+19
Ability Scores
Level 15
Human Wizard
Core Numbers
Hit Dice15d4
Base Attack Bonus+8 / +3
Grapple+10
Speed60 ft. (30 base +30 haste)
Arcane Spell Failure0%
Melee Touch Attack+10
Ranged Touch Attack+17 (+12 base, +5 Chagwal)
Chagwal Melee+15 / +10
Chagwal Reach10 ft.
Concentration (18 ranks)+23
AC Breakdown10+4Dex+4arm+2nat+2def+1ins+1dodge
Fort (base+Con+resist)5+5+5
Ref (base+Dex+resist+haste)5+4+5+1
Will (base+Wis+resist)9+2+5
Spell DC (10+Int+staff, per spell level)10+8+2 +lvl

Boots of Freedom of Movement & Haste keep Yeeric permanently hasted: +1 on attack rolls, +1 dodge AC, +1 Reflex, and +30 ft. speed are already folded into the numbers above. The one benefit that isn't a static number: one extra attack at his full base attack bonus whenever he makes a full attack action.

Hit Points
-- / --
15d4+75 · roll not yet locked — edit max below
Apply
Temp HP
0
set exact:

Temp HP (e.g. from vampiric touch) absorbs damage before real HP and never heals it. Current total above already includes it.

Feats

Central combo: stacking separately-reduced metamagic on the three Arcane Thesis spells. DM rules final on every exact combination, especially Reach + Split + Chain interactions on touch-derived rays.

Skills
SkillRanksAbilityTotal

137 skill points under standard human Wizard progression, final. Knowledge (the planes) and Knowledge (history) were dropped to fund Listen and Spot as class skills at full ranks (18 each) — 18 points each, 36 points total, exactly what the two dropped Knowledge skills freed up. Use Magic Device (13 ranks) rounds out the wand/scroll toolkit.

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. He's already permanently hasted from his boots, so the extra attack and +30 ft. speed are live from the first round — the prepared haste slot is free to spend on the rest of the party instead.

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.

Six 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

Scorching Ray

Reliable ranged fire damage — the anti-undead/anti-construct staple
Ranged touch · CL 17 (Arcane Thesis) · 3 rays, 4d6 fire each · no save · SR applies
Strongest version
  • Exaggerated — 3rd-level slot via Arcane Thesis
  • 3 rays, each 4d6+12 fire damage
  • Each ray is its own ranged touch attack — can be split among targets within 30 ft.
Doesn't rely on Strength/Dexterity drain or negative levels, so it's the answer when enervation, ray of enfeeblement, and vampiric touch all fail outright — undead, constructs, and anything immune to ability damage or energy drain.
6

Arcane Sight

Always-on battlefield read — permanent, no XP cost
Personal · permanent (ruled from the outset) · sees magical auras to 120 ft.
What it actually does, always on
  • Every magical aura within 120 ft. and line of sight — location and strength are automatic, no action required
  • Concentrate 1 round on a single aura in range to learn its school of magic
  • Touch a magic item — with 18 ranks Spellcraft, identify it exactly as identify would
  • Blocked by nondetection; can't see auras outside line of sight
Runs constantly in the background — the reason Yeeric reads a room before anyone else knows there's a threat. No slot, no concentration check, no daily limit.
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 20 + level (10 + Int +8 + staff +2) · Ranged touch +17 with Chagwal (+12 base +5 staff) · SR check +19 · rose tag = castable from Chagwal without spending a slot

Tap a spell to mark it cast for the day (requires Monitor Clearance) · hold a spell for its full description or a book link. Tap Edit on a level to swap a prepared spell for one of Yeeric's known spells.

Saved daily lists
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.

Absorption Capacity
Stored spell levels (Absorption) 0 / 0

Ranged spells and spell-like effects that target Yeeric are absorbed into this pool (touch, effect, and area spells are not). Tap “cast” to activate Absorption and roll a fresh 1d4+6 capacity — nothing is rolled just from viewing this page. Spend stored levels (−) to power any spell Yeeric knows or has prepared, without it leaving his prepared list or counting against his spells per day; (+) corrects a misclick.

Known but Not Normally Prepared
Greater dispel magic is kept as a known 6th-level spell for when a specific operation calls for it. Arcane sight is known but rarely prepared since it's already permanent on Yeeric.
Deliberately excluded from Yeeric's spellbook: benign transposition, mirror image, and greater invisibility. Solid fog is also left off for now.
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 +2 spell DC 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+15 / +10
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 Movement & HasteContinuous freedom of movement; permanent personal haste (+1 attack, +1 dodge AC, +1 Reflex, +30 ft. speed, extra attack on a full attack)60,000 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. No XP cost — ruled permanent from the outset, free and clear.

Contingent Spell — Finalized

Spell: Dimension door · Trigger: Yeeric is incapacitated — dropped unconscious, paralyzed, stunned, or otherwise rendered helpless. Effect: the spell fires automatically, carrying him the maximum distance it allows toward the safest point away from whatever incapacitated him. Cost: no XP cost. GP cost for crafting the contingency itself is still to be set with your DM — not yet included in the 198,000 gp total.

Granted Supplies — No Cost
A DM gift, separate from the 198,000 gp loadout and the 2,000 gp still unassigned below — neither budget is touched by any of this.

Healing

Potion of Cure Serious Wounds ×103d8+5 hp
Wand of Cure Critical Wounds 4d8+7 hp
Charges (50)

Potions capped at CL5 (Cure Critical is 4th level — too high to bottle), normally 750 gp each. The wand is CL7, 50/50 charges, normally 21,000 gp. Both granted free. Cure Critical Wounds isn't on the wizard list — activating the wand takes a Use Magic Device check, DC 20.

Scrolls — Get-Out-of-a-Bind Kit

Feather Fall1st
Comprehend Languages1st
Rope Trick2nd
Invisibility2nd
Water Breathing3rd
Protection from Energy3rd
Nondetection3rd
Dimension Door4th
Break Enchantment5th
Sending5th
Teleport5th
Passwall5th

One of each — all non-combat: escape (Dimension Door, Teleport, Passwall), recovery (Break Enchantment), safety (Rope Trick, Water Breathing, Protection from Energy), and staying unnoticed or reachable (Invisibility, Nondetection, Sending, Comprehend Languages, Feather Fall). Roughly 6,675 gp of value; granted free.

General Traveling Pack

  • Backpack
  • Bedroll & wool blanket
  • Waterskin (full)
  • 5 days' trail rations
  • Flint and steel
  • 50 ft. silk rope with grappling hook
  • 3 sunrods
  • 2 belt pouches
  • Spell component pouch
  • Waterproof satchel for the spellbook
  • Ink, inkpen & spare parchment
  • Small steel mirror, signal whistle, chalk (10)

Standard adventuring gear, all mundane. Granted free, same as the potions and scrolls above — doesn't touch either gp budget.

Spell Components
Ruby Dust 1,500 gp/dose
Doses (3)

Forcecage's material component — 1,500 gp worth of ruby dust per casting, tossed into the air and consumed instantly on cast. 3 doses carried (4,500 gp total), paid out of pocket from treasure — not part of the 198,000 gp gear budget or the 2,000 gp still unassigned below.

Remaining Wealth
2,000 gp still fully unassigned — the day-to-day mundane kit is covered by the free traveling pack above, so this is pure discretionary spending for whatever comes up at the table (extra components, a specific tool, a bribe). Not spent on the sheet until chosen.
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.

Languages
CommonObvious baseline
DraconicThe single most useful scholarly/arcane language for a wizard
InfernalDevils, contracts, cults, summoned outsiders
AbyssalDemons, chaotic evil outsiders, corrupted texts
CelestialGood outsiders, divine texts, religious/Monitor material
UndercommonUnderground threats, drow, aberrations, weird expeditions
ElvenCommon magical scholarship, ancient texts, long-lived arcane traditions
DwarvenRuins, military engineering, underground sites, old inscriptions
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.

The Narrow Verdict

Before Yeeric left the Monitors, he commanded an elite direct-action unit known as the Narrow Verdict. Officially it was designated the Iüdex Special Adjudication Detachment, but almost no one used the formal title. Among the Monitors, soldiers, and those unfortunate enough to know of them firsthand, they were simply called the Narrow Verdict.

The unit was built around a simple doctrine: judgment should fall only where it is deserved. Where conventional war mages were trained to destroy formations, collapse defenses, and overwhelm enemies through large-scale magic, the Narrow Verdict was created for missions where indiscriminate force was unacceptable, deployed when a single person, creature, spellcaster, or objective had to be removed without destroying everything around it.

Their operations included:

  • Eliminating enemy commanders
  • Hunting rogue spellcasters
  • Capturing dangerous targets alive
  • Removing infiltrators and traitors
  • Operating inside occupied settlements
  • Entering fortresses, temples, tunnels, and civilian areas
  • Recovering sensitive intelligence
  • Neutralizing magical threats before conventional forces moved in

The unit was intentionally small, composed primarily of wizards and other specialized spellcasters. Each member was expected to operate independently, make rapid judgments in the field, and use overwhelming force with extreme precision.

This doctrine heavily shaped Yeeric's own style of magic. Rather than focusing on broad destructive spells, he specialized in rays, touch magic, and other single-target effects, trained to identify the most dangerous individual on a battlefield and remove that threat without wasting power or endangering everyone nearby. A conventional war mage might destroy an entire room to kill one enemy; the Narrow Verdict entered the room and killed only the person who had already been judged.

Their symbol was a modified representation of Iüdex's mark: the traditional circular form pierced by a single narrow line through its center, judgment directed toward one precise target rather than scattered across many. Their commonly repeated field motto was "One target. One verdict." Among more senior members, an older phrase was sometimes used instead: "Judgment requires no witness."

The Narrow Verdict developed a reputation for appearing without warning, completing objectives ordinary Monitor forces could not, and disappearing before most people understood what had happened.

Yeeric's command of the unit also contributed heavily to his eventual break with the Monitors. The order had trained him to investigate carefully, distinguish the guilty from the innocent, and act according to the facts in front of him. Eventually, he began applying that same standard of judgment to the Monitors themselves.

Open Questions for the Table
01Exact rules alignment
02Rolled hit-point total (currently estimated at 112 in the tracker above)
03Chagwal's projection range, action type, and Will save DC
04Chagwal's vitality-harvesting limits and precise hp interaction
05Ruling on Chagwal's full-attack touch-spell delivery
06GP cost to craft the contingent Dimension Door

Game Notes

NPCs, plot threads, reminders — anything worth not forgetting
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