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TIEFLING

RACIAL FEATURES

+2 Intelligence, +2 to One Other Ability Score, –2 Charisma: Tieflings are of varied heritage and quick in mind, but are inherently unnerving.
Native Outsider: Tieflings are outsiders with the native subtype.
Medium: Tieflings are Medium creatures and receive no bonuses or penalties due to their size.
Normal Speed: Tieflings have a base speed of 30 feet.
Darkvision: Tieflings see in the dark for up to 60 feet.
Skilled: Tieflings gain a +2 racial bonus on Influence and Stealth checks.
Spell-Like Ability: Tieflings can use darkness once per day as a spell-like ability (with a caster level equal to the tiefling’s character level).
Fiendish Resistance: Tieflings have cold resistance 5, electricity resistance 5, and fire resistance 5.
Languages: Tieflings begin play speaking Common and either Abyssal or Infernal. Tieflings with high intelligence scores can choose from the following languages: Abyssal, Dwarven, Elven, Gnome, Goblin, Halfling, Infernal, and Orc.

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ALTERNATE RACIAL FEATURES

Fiendish Atavism: Some tieflings have a stronger connection to their fiendish forebears than others. They gain Basic Magic Training in the Alteration sphere as a bonus feat at 1st level with the Beast Soul drawback for Fiendish Transformation, receiving Fiendish Transformation as a bonus talent as normal. This replaces the skilled and spell-like ability racial traits.

Maw or Claw: Some tieflings take on the more bestial aspects of their fiendish ancestors. These tieflings exhibit either powerful, toothy maws or dangerous claws. The tiefling can choose a bite attack that deals 1d6 points of damage or two claws that each deal 1d4 points of damage. These attacks are primary natural attacks. This racial trait replaces the spell-like ability racial trait.

Pass for Human: Discrimination against tieflings with horrifically fiendish features is so intense that even tieflings look up to those precious few of their kind who can pass as human. These tieflings have otherworldly features that are so subtle, they aren’t often noticed unless the tiefling points them out. Such a tiefling doesn’t need to succeed at a Disguise check to appear to be human and counts as humanoid (human) as well as outsider (native) for all purposes. The tiefling does not automatically gain his associated outsider language (but may select it as a bonus language if his Intelligence score is high enough), and he may not select other racial traits that would grant him obviously fiendish features. This ability alters the tiefling’s type, subtype, and languages.

Prehensile Tail: Many tieflings have tails, but some have long, flexible tails that can be used to carry items. While they cannot wield weapons with their tails, they can use them to retrieve small, stowed objects carried on their persons as a swift action. This racial trait replaces skilled.

Scaled Skin: The skin of these tieflings provides some energy resistance, but is also as hard as armor. Choose one of the following energy types: cold, electricity, or fire. A tiefling with this trait gains resistance 5 in the chosen energy type and also gains a +1 natural armor bonus to AC. This racial trait replaces fiendish resistance.

Vestigial Wings: Some tieflings possess a pair of undersized, withered, or stunted wings like a mockery of those of their fiendish forbearer. These wings do not provide the lift required for actual flight, but do have enough power to aid flight attained by some other method, and grant a +4 racial bonus on Fly skill checks. This racial trait replaces skilled.

RACIAL FEATS
 

Armor of the Pit

Your fiendish traits take the form of a protective scaly skin.

Prerequisite: tiefling.

Benefit: You gain a +2 natural armor bonus.

Special: If you have the scaled skin racial trait, you instead gain resistance 5 to two of the following energy types that you don’t have resistance to already: cold, electricity, and fire.

Burning Bite
You can fill your mouth with roaring flames.
Prerequisites: natural bite attack, tiefling
Benefit: Your natural bite attack deals 1d4 points of fire damage on each successful hit. This damage increases to 1d8 fire damage on a critical hit. This damage is not multiplied on a critical hit.

Fiend Sight

Your eyes develop keener sight in dim light and darkness.

Prerequisites: Darkvision 60 ft., tiefling.

Benefit: You gain low-light vision and your darkvision improves to 120 ft.

Special: You can take this feat twice. When you take it a second time, you gain the see in darkness universal monster ability.

Grasping Tail [Background]

Your tail becomes more useful.

Prerequisite: tiefling.

Benefit: You can use your tail to grab stowed items. While you cannot wield weapons with your tail, you can use it to retrieve small, stowed objects carried on your person as a swift action.

Special: If you have the prehensile tail racial trait, you can use your tail to grab unattended items within 5 feet as a swift action as well as to grab stowed objects carried on your person; you can hold such objects with your tail, though you cannot manipulate them with your tail (other than to put them in your hand).

 

Lashing Tail
Your prehensile tail doubles as a deadly natural weapon.
Prerequisites: prehensile tail, Grasping Tail, tiefling
Benefit: Your prehensile tail is a natural weapon. This natural weapon deals 1d4 points of nonlethal slashing damage. You may not use this tail attack while using the tail to hold an item, or perform any other task.

FAVORED CLASS BONUSES

Alchemist: Add +1/2 to the alchemist’s cherry bomb damage.

Armorist: Deal +1/2 bonus damage to good outsiders when using a bonded weapon. This bonus damage bypasses DR/evil, as appropriate. Other damage dealt as part of the attack does not automatically bypass DR/evil.

Barbarian: Add +1/6 to the barbarian's damage reduction.

Bard: Add a +1/2 bonus on checks to lie and a +1/2 bonus on Influence checks to gather information.

Cleric: Add a +1 bonus on caster level checks made to overcome the spell resistance of outsiders.

Druid: Add a +1 bonus on wild empathy checks made to improve the attitude of fiendish animals.

Elementalist: All elemental pulses deal an additional +1/4 negative energy damage. This extra negative energy damage has no effect on undead, or other targets normally healed by negative energy.

Eliciter: Gain a +1 bonus to checks made to overcome the spell resistance of outsiders.

Fey Adept: Increase the duration of the shadowmark’s penalty by 1 round.

Fighter: Gain a +1/2 profane bonus on three class skills.

Investigator: Increase the total number of points in the investigator’s inspiration pool by 1/3.

Magus: Gain a +1/6 bonus to attack rolls made against outsiders.

Malefactor: Add a +1/2 bonus on the occultist’s saving throws to resist death attacks.

Monk: Add +1/4 fire damage to your unarmed strikes.

Occultist: Add a +1/2 bonus on the occultist’s saving throws to resist death attacks.

Oracle: Add +1/2 to the oracle’s level for the purpose of determining the effects of the oracle’s curse ability.

Ranger: Whenever you deal damage to a target within 30 ft. that is either flat-footed, that you are flanking, or that has lost its Dexterity bonus to ac, you deal an additional +1/2 damage to that target.

Rogue: Add +1/2 to sneak attack damage dealt to creatures with the outsider type.

Sentinel: Add +1/3 to one energy resistance granted by your race.

Shifter: Deal an additional +1/2 damage when attacking targets the shifter is flanking, or who are denied their Dexterity bonus to AC.

Sorcerer: Add a +1 bonus on caster level checks made to overcome the spell resistance of outsiders.

Soul Weaver: The soul weaver heals an additional 1 point of damage to himself when using his channel energy class feature to heal.

Summoner: Add +1 hit point or +1 skill rank to the summoner’s eidolon.

Witch: The witch’s familiar gains resistance 1 against cold, electricity, or fire. Each time the witch selects this reward, increase the familiar’s resistance to one of these energy types by 1 (maximum 5 for any one type).

Wizard: Select one arcane school power at 1st level that is normally usable a number of times per day equal to 3 + the wizard’s Intelligence modifier. The wizard adds +1/2 to the number of uses per day of that arcane school power.

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