↩ Hobby
— The Exile's Casebook —

Verrick Castaigne

Tiefling  ·  Investigator (Empiricist) 6  ·  Medium  ·  NG  ·  30 ft
Male  ·  26 yrs  ·  5′11″  ·  150 lb  ·  Medium  ·  Neutral Good  ·  deity Sarenrae
Tiefling investigator portrait
Hit Points
52
of 52  ·  6 HD · d8 + 2 Con (+1 Lv-5 FCB)
22
Touch 17
Flat-foot 16
Armor / Dex / Mods +4 / +5 / +1 defl +1 nat +1 dodge
Fortitude +6 2 base + 2 Con + 2 cloak · weak save
Reflex +12 5 base + 5 Dex + 2 cloak · Trap Sense +2 Ref & dodge AC vs traps
Will +7 5 base + 0 Wis + 2 cloak · +2 vs illusions
Perception
+13
tap to roll
Initiative +7
BAB +4
CMB +3
CMD 20
Speed 30 ft

Attacks & Melee

Weapon To Hit Damage Crit Notes
Rapier +1 keen finesse · single attack
++10
dmg1d6+6
×15-20/×2
Piercing · Dex to hit & dmg (Finesse + Fencing Grace) · +1 bypasses DR/magic
✦ Rapier — Studied Studied Combat up · +3 hit & dmg (½ level insight)
++13
dmg1d6+9
×15-20/×2
Tap, then ✦ Studied Strike for +2d6 precision (not ×2 on crit)
Light Crossbow ranged · Dex
++9
dmg1d8
×19-20/×2
80 ft increment · reload = move action · Studied Combat is melee-only — no bonus here
Silvered Dagger for DR/silver — wererats
++8
dmg1d4−2
×19-20/×2
Str −1 + alch. silver −1 · Finesse · thrown 10 ft · cold-iron twin in belt
Studied Combat Move action · 1 target
Study a foe: gain +3 insight (½ level) to both attack and damage against it for 5 rounds (Int mod). Then Studied Strike unleashes +2d6 precision on a hit (not multiplied on a crit). Becomes a swift action at Lv 7.
Inspiration 8 / day
Free action: add +1d6 to any skill or ability check. Free (no use) on Knowledge, Linguistics & Spellcraft; costs 2 to add to an attack or save.
Ceaseless Observation Empiricist · passive
Use Int in place of Wis/Cha for Perception, Sense Motive, Disable Device, Use Magic Device & gather-info Diplomacy. Plus Trapfinding (+2 vs traps, disable magical traps) and Keen Recollection (every Knowledge untrained).
Tiefling Heritage Racial · passive
Darkvision 60 ft · Resist cold, electricity & fire 5 · +2 Bluff & Stealth · darkness 1/day (you see in your own dark). Native outsider.
Fiendish Tutelage Hellbound · Mfst. 1
Gift: Speak/read Infernal · +4 Bluff & Diplomacy vs. devils (Mfst lvl 3) · make untrained Knowledge checks in two chosen fields.
Stain: alignment-detection magic reads you as Lawful Evil — the very lie that got you exiled.
Devil's Mark Hellbound · Mfst. 2
Gift — Magic Missile SLA, 2/day: CL 4 → 2 missiles, 1d4+1 force each, auto-hit, no save. Ignores AC, DR, concealment & incorporeal, and isn't fooled by mirror image (no attack roll). The campaign's answer to ghosts.
Stain: a smouldering infernal brand you cannot magically conceal.
Passage through the Pit Hellbound · Mfst. 3
Gift: step through Hell — teleport 2d10×5 ft in a chosen direction (to the nearest safe spot) as a full-round action. 1/hour at Mfst lvl 3 → 1/min at 6 → at-will at 8. A once-a-fight escape / gap-closer.
Stain: you register as a Lawful Evil aura — already true from Fiendish Tutelage, so no new cost.
Conditions tick what's active
Shaken Sickened Fatigued Nauseated Paralyzed Flat-Footed Prone Grappled Entangled

Ability Scores

STR
8
−1
DEX
20
+5
CON
14
+2
INT
20
+5
WIS
10
+0
CHA
8
−1

Skills 11 ranks / level at Lv 6  ·  ★ class skill  ·  Int drives the starred-Int rows  ·  +6 headband ranks on Knowledge (nature)

SkillAblRkTotal
AcrobaticsDex4+12
AppraiseInt+5
DiplomacyInt*6+14
Disable DeviceInt6+16
DisguiseCha−1
HealWis+0
Know. (arcana)Int6+14
Know. (nature)Int6+14
SkillAblRkTotal
Know. (planes)Int6+14
Know. (religion)Int6+14
PerceptionInt6+14
Perception (traps)Int+16
Sense MotiveInt6+14
SpellcraftInt5+13
StealthDex6+16
Use Magic DeviceInt6+14
Sleight of HandDex+5

Trained-only skills omitted unless ranked. +3 class-skill bonus applies at 1st rank. Int* = Int used via Ceaseless Observation / Student of Philosophy. Stealth includes the +2 tiefling racial. Disable Device includes +2 Trapfinding (½ level, all checks); Perception gets that same +2 only when locating traps. Inspiration adds +1d6 to any check (free on Knowledge, Linguistics, Spellcraft).

Feats & Traits

  • Weapon Finesse (Lv 1 feat) — Use Dex instead of Str on attack rolls with the rapier, daggers, and other finessable light weapons.
  • Fencing Grace (Lv 3 feat) — Add your Dex modifier instead of Str to rapier damage when wielding it one-handed with the off hand free. Now puts +5 Dex on every rapier hit. Requires Weapon Finesse (have it).
  • Dodge (Lv 5 feat) — +1 dodge bonus to AC and CMD (lost when flat-footed). Opens the Mobility → Spring Attack line for hit-and-run.
  • Reactionary (combat trait) — +2 trait bonus on initiative checks.
  • Student of Philosophy (social trait) — Use Int instead of Cha on Diplomacy (to persuade) and Bluff (to lie). Turns the Cha dump into a non-issue.

Class & Racial

  • Alchemy & Extracts (Investigator 1) — Prepare investigator extracts (self-only formulae); add Int to identify potions. 5× 1st + 4× 2nd per day (4/3 base at Lv 6 + Int 20 bonus).
  • Inspiration (Investigator 1) — see Page 1.
  • Trapfinding (Investigator 1) — +½ level on Perception to find & Disable Device on traps; can disable magical traps.
  • Ceaseless Observation (Empiricist — Investigator 2) — Int replaces Wis/Cha on Perception, Sense Motive, Disable Device, UMD & gather-info Diplomacy. Replaces poison lore/resistance.
  • Keen Recollection (Investigator 3) — Attempt any Knowledge check untrained.
  • Trap Sense +2 (Investigator 3, +1 per 3 levels) — +2 Reflex saves and +2 dodge AC against traps; next bump at Lv 9.
  • Investigator Talent: Expanded Inspiration (Investigator 3) — Use inspiration free (no use spent) on Perception, Sense Motive, Diplomacy & Heal.
  • Investigator Talent: Quick Study (Investigator 5) — Begin Studied Combat as a swift action instead of a move: study + move + attack in one turn. (Redundant once Studied Combat auto-becomes swift at Lv 7 — retrain then.)
  • Studied Combat / Studied Strike (Investigator 4) — see Page 1.
  • Unfailing Logic (Empiricist — Investigator 4) — +2 insight on Will saves vs illusions; spend inspiration to use Int for Wis on those saves. Replaces swift alchemy.
  • Fiendish Tutelage (Hellbound corruption · Mfst. 1) — see Page 1.
  • Devil's Mark (Hellbound corruption · Mfst. 2)Magic Missile SLA 2/day (auto-hit force). See Page 1.
  • Passage through the Pit (Hellbound corruption · Mfst. 3) — full-round teleport 2d10×5 ft in a chosen direction; 1/hour at Mfst 3 (→ 1/min at 6, at-will at 8). Stain: reads as a Lawful Evil aura (redundant with Fiendish Tutelage). See Page 1.
  • Tiefling Heritage (racial) — Darkvision 60 ft; resist cold/electricity/fire 5; +2 Bluff & Stealth; darkness 1/day; native outsider.
  • Languages — Common, Infernal, Abyssal, Draconic, Celestial, Elven, Dwarven. (Common + Infernal racial; four Int-bonus tongues from the tiefling list; Celestial via his Linguistics rank — the planar and scholarly languages an archivist of the Concord would read.)
Extracts prepared today1st (×6): Shield (+4 AC) · Cure Light Wounds · See Invisibility · Heightened Awareness · Ant Haul (×3 carry) · True Strike (+20 to land a Studied Strike). · 2nd (×3): False Life (temp HP) · Lesser Restoration · Invisibility (the invis you skipped on Vanish). · Formula book also holds: Comprehend Languages, Expeditious Retreat — swap freely each morning.

Next stepsLv 5 done: Quick Study · Dodge · Passage through the Pit · Fiendish Tutelage → +4 vs devils. · Lv 6 done: Studied Strike → +2d6; BAB +4; Trap Sense +2; +1 second-level extract; 12 skill ranks. · Lv 7: 3rd-level extracts; Studied Combat auto-swift (retrain Quick Study); feat → Mobility toward Spring Attack. · next gold sink: +1 keen rapier (3,000 crafted → crit 15–20) or Cloak of Resistance +2.

Gear & Equipment Level 6 · ~16,000 gp lifetime at crafting rates (everything ½) · 5,500 gp market to spend this level

Ashen-skinned and gold-eyed, an infernal brand smouldering at his temple, Verrick still dresses like the archivist he was rather than the fiend the wards insist he is: a scholar's coat thrown over a whisper-light mithral shirt, a rapier carried like a pen that happens to kill. Every item on him is chosen, labelled, and accounted for. His belt is cinched for quickness now rather than burden — the heavy haul rides on an Ant Haul draught; the daggers are sorted by what their metal bypasses; the alchemical kit catalogues the lessons his last party paid for in blood. He travels light by method, not by poverty, and reads a room the way he once read ledgers.

Worn & Wielded

ItemQtyCostWtNotes
Headband of Vast Intelligence +212,000 gp1 lbInt 18→20 · +1 all Int skills & extract DCs · Inspiration 8/day · grants HD ranks in one skill (Knowledge nature, now 6)
Mithral chain shirt1550 gp12.5 lb+4 armor · max Dex +6 · ACP 0 · counts as light
Rapier +1 keen14,160 gp2 lb1d6 · 15–20/×2 · keen doubles threat range · finesse · Dex to hit & dmg · bypasses DR/magic
Belt of Incredible Dexterity +212,000 gp1 lbDex 18→20 (+5): +1 hit, +1 AC, +1 Ref, +1 init, +1 Dex skills, +1 CMD
Ring of Protection +111,000 gp+1 deflection AC (also touch & CMD)
Amulet of Natural Armor +111,000 gp+1 natural-armor AC
Cloak of Resistance +212,000 gp1 lb+2 to all saves · props up the weak Fort
Handy Haversack11,000 gp5 lbholds ~80 lb / 8 cu ft as 5 lb · any item out as a move action — retires the Ant Haul carry tax
Light crossbow + 20 bolts118 gp5 lb1d8 · 19–20/×2 · 80 ft
Alchemical silver dagger111 gp1 lb1d4−2 · for DR/silver (lycanthropes)
Cold iron dagger12 gp1 lb1d4−1 · for DR/cold iron (fey, demons)
Scholar's outfit1free starting outfit
Heavyload Belt benched — the belt slot is the Dex belt now; sell it for ~500 or keep it, and cover hauling with the Ant Haul extract.

Adventuring Kit

Backpack12 gp2 lb
Bedroll11 sp5 lb
Belt pouch22 gp1 lb
Flint & steel11 gp
Hemp rope, 50 ft11 gp10 lb
Grappling hook11 gp4 lb
Torches101 sp10 lb1 hr each, 20 ft bright
Sunrod24 gp2 lb6 hr each, 30 ft bright
Tindertwig55 gpstandard → light flame
Trail rations73.5 gp7 lb
Waterskin11 gp4 lb
Whetstone12 cp1 lb
Chalk55 cpmark passages

Field Kit — the lessons Keth's party paid for in blood

Masterwork thieves' tools150 gp2 lb+2 Disable Device · needed for magic traps
Alchemist's fire440 gp4 lb1d6 fire splash · ignores all DR
Holy water450 gp4 lb2d4 vs undead · thrown · ignores DR
Tanglefoot bag250 gp8 lbentangle on hit · Ref DC 15 · cork a chokepoint
Silver weapon blanch513 gpcoat a weapon → silver for 1 hit (emergency)
Smelling salts338 gpstandard action · re-save vs paralysis/stun for an ally

Magic & Potions

ItemQtyCostWtNotes
Potion of Haste1375 gp+30 ft speed · +1 attack on a full attack · +1 dodge AC & Reflex · 5 rds (crafted)
Scroll of Mirror Image8600 gpfire with UMD +13 · 1d4+1 decoy images · the squishy-melee lifesaver · 75 ea (crafted)
Formula book13 lbstarting extracts (free)
Wand & potions of Cure Light Wounds dropped — the party cleric and his CLW extract cover healing.

Lv-5 buys (crafting, ½): Belt of Incred. Dex +2 (2,000) · Ring of Prot +1 (1,000) · Amulet of Nat. Armor +1 (1,000) · Mirror Image ×8 (600) · Haste (375) ≈ 4,975 of your 5,000 (4,500 + 500 pocket). ~25 left; Heavyload Belt swapped out for the Dex belt.

Lv-6 buys (crafting, ½): keen upgrade on the rapier (3,000 → crit 15–20) · Cloak of Resistance +1 → +2 (1,500) · Handy Haversack (1,000) = 5,500 of the 5,500 this level. Next sink: +2 stat belt/headband or a +1 keen bump to +2.

PP
0
GP
25
SP
0
CP
0
Light
≤ 26 lb
Medium
27–53 lb
Heavy
54–80 lb

Carry is Str 8 (Light ≤ 26 lb), but the Handy Haversack now eats the camp-load (counts as 5 lb no matter what's inside), so the Ant Haul carry tax is gone. Combat kit alone (~22 lb) stays Light, so AC and Dex are never docked in a fight.

The Exile

He was no hero — he tripped. A junior archivist of the Concord, Verrick was carrying ledgers across the tribunal floor when a brimstone assassin lunged for Liora — a minor archon, a paladin barely past her oath. He stumbled into the blade's path by pure clumsy accident. The archon lived. The dying fiend, cheated of a celestial kill, would not leave empty-handed: it pressed its unfinished contract into the man who'd spoiled it. By dawn Verrick's skin had gone ashen, his eyes to molten gold, and a sigil smouldered at his temple and the back of his hand. Infernal whispered in a voice that sounded like his own.

The Concord's wards read him Lawful Evil — the brand's lie — and the brothers saw horns where a friend had stood. They stripped his name and cast him out. Only Liora rose at the tribunal and called it what it was: a good man, damned for a good deed. For refusing to abandon a "damned thing," her own order now keeps her at arm's length; her light is dimmed by the company she keeps, and she walks beside an outcast, shunned alongside him. Friends only — and, for that, unbreakable.

"They saw the brand and stopped reading. Liora didn't. She is the only verdict I still trust."

So he investigates — forbidden texts, cooling corpses, the fine print of his own contract. Somewhere is the patron who holds his soul's lien; destroying it is the only way to lift the curse and clear both their names. The brand keeps whispering, dragging him toward the Lawful Evil they already see. Liora's stubborn faith is the rope he holds. Use the Bio space for his Concord rank, the city that exiled him, and what Liora swore at the tribunal.

⛧ Lifting the Corruption — completing the contract

The Hellbound bond can't be lifted by ordinary magic (no remove curse, no cleric heal). Release requires three things, in the contract's own terms:

1 · Destroy the patron — slay the devil that holds your soul's lien, the unseen hand behind the brimstone assassin's unfinished contract.
2 · Retrieve the payment — recover the price the contract was bought with (the soul-debt / the signed instrument itself) so it can never be claimed.
3 · Atone — a formal atonement then severs the brand; fitting for a Sarenrae-sworn exile, and a rite Liora's order could be pressed to officiate.

Until then: the corruption only advances when you give in to a temptation matching your patron's portfolio and fail a Will save (DC 15 + manifestation level = DC 18 at Mfst 3). Using the gifts is free. Reach corruption stage 3 and Verrick is lost to Hell as an NPC — so this is the real win condition, not just flavor.

Notes

— built for Hero Lab import · Pathfinder 1e · v1 —