Tieflings

Tieflings are the offspring of demons and humanoids, mostly humans and elves. They live a tough life, constantly struggling with their appearance and the disgust of others. If they show their demonic appearance in any civilized society, they will certainly be hunted down. Tieflings continuously find themselves at a crossroads, choosing to either hide amongst others or strike against them. Though some may have pity for these half-demons and might offer help, most tieflings live alone in the shadows of great cities. Many also like to learn magic or alchemy so they can hide their appearance to better fit in. Tieflings are said to have been born even before the First Demon War when Angmar and his children still held a place within the Realm of Mortals. Some are born from men seduced by succubi, others from pregnant women corrupted by demonic essence. Tieflings have very varying ways of birth and some shape into their true tiefling forms at a much later age than others.

## Physical description

The height and weight of all tieflings can vary but their baseline is somewhere around human averages; being around 180 centimeters tall and weighing around 80 kilograms, with females being quite a bit shorter and lighter. The physical appearance of tieflings also varies greatly; the most common features may be some kind of horns, one or multiple, and a tail. Some grow wings, some sport a maw of sharp teeth, some grow a thick skin that looks like brimstone. All tieflings usually gain their appearance according to their demonic heritage; daughters of succubi can grow beautiful and lustful and the sons of pit fiends might show great fiery powers and control over lesser demons.

Tieflings are born as normal human or elven beings and usually manifest their powers and demonic appearance at adolescence. This happens gradually and might not be very noticeable at first, allowing tieflings to become aware of their demonic ties without others finding them out. The maximum age of most tieflings lies between 100 and 200 years, but particularly powerful demonic ancestry may give them a much greater lifespan.

## Society

As tieflings are despised by virtually every other civilized race, they have a tough time in the world. Some tieflings are lucky to have innate powers that allow them to disguise themselves or have control over others. Others have the patience and skill to learn useful skills for hiding. However, most tieflings either find themselves living in eternal solitude or within criminal societies. Brecie is generally a good spot for any outcasts of society, as most pirate crews will value skills above heritage. Some have said that many tieflings have gone to search for the banished drow of Náraleth, wishing to finally find a place for themselves. It may be that one day the discriminated tieflings might unite together as a capable force but the suspicion around them certainly makes it very difficult.

## Rules

* **Ability Score Modifiers:** Tieflings are quick in body and mind, but are inherently strange and unnerving. They gain +2 Dexterity, +2 Intelligence, and –2 Charisma.
* **Type:** Outsider, native
* **Size:** Medium
* **Base speed:** 30 feet
* **Languages:** Tieflings begin play speaking Common and either Abyssal or Infernal. Tieflings with high intelligence scores can choose from the following: Abyssal, Draconic, Dwarven, Elven, Gnome, Goblin, Halfling, Infernal, Orc, Sherdanian, Nurthan, and Ashari.

* **Fiendish Resistance:** Tieflings have cold resistance 5, electricity resistance 5, and fire resistance 5.
* **Discreet:** Tieflings gain a +2 racial bonus on Bluff and Stealth checks.
* **Unseen:** Tieflings can use *Invisibility* once per day as a spell-like ability. The caster level for this ability equals the tiefling’s class level.
* **Fiendish Sorcery:** Tiefling sorcerers with the Abyssal or Infernal bloodlines treat their Charisma score as 2 points higher for all sorcerer class abilities.
* **Darkvision:** Tieflings can see perfectly in the dark for up to 60 feet.

* **Lineage:** In addition to these rules, tieflings may select one racial trait of their choice from all human and elven racial traits, except for any alternate racial traits, the Bonus Feat trait or traits that grant ability score bonuses or interact with other racial traits, such as the iceman trait Evolutionary Benefits and the ashari trait Bloodlines. This will also affect their character background and roleplaying possibilities, as this choice determines if they have human or elf blood within them.

* **Ancestry:** All tieflings are considered unique and are usually defined by their demonic or devilish ancestry. Tieflings can have additional physical features and variant abilities based on their fiendhish halves; to figure out what these powers might be and what your limitations are, consult your GM.

### Alternate Racial Traits

Tieflings have access to all alternate racial traits normally available to tieflings. Consult your GM before selecting any new options.

## Tiefling Racial Feats

* **Descendant of the Great Ones**

*The blood of the Xal-Nuie flows within your veins and has made its presence known.*

**Prerequisites:** Tiefling, Fiendish Heritage.

**Benefit:** When you take this feat, you must choose one of the following Xal-Nuie; Malzarak, Kyil'Zhal, Ar-Khamul, Xerill, Zacharas, or Warrgamon. You gain physical attributes and powers according to your choice.

**Malzarak:** Once per day, you can gain a +5 profane bonus on a single Strength check or Strength-based skill check. You can use *Enlarge Person* twice per day as a spell-like ability. At 8th level, you can use *Hellmouth Lash* once per day as a spell-like ability. Your caster level is equal to your total character level. The save DCs are Strength-based.

Your arms become slightly larger and your veins more noticeable. The bones in your face strengthen and you gain small spikes on your well-pronounced jawline. Your racial ability score modifiers are changed to +2 Strength, +2 Constitution, and -2 Intelligence.

**Kyil'Zhal:** Once per day, you can gain a +5 profane bonus on a single Charisma check or Charisma-based skill check. You can use *Charm Person* twice per day as a spell-like ability. At 8th level, you can use *Majestic Image* once per day as a spell-like ability. Your caster level is equal to your total character level. The save DCs are Charisma-based.

You grow two small horns on your forehead and your teeth become straight and a bit sharper, giving you a wicked smile. You also gain a black spot on the back of your head, along with a few dark lines running across your spine. Your racial ability score modifiers are changed to +2 Dexterity, +2 Charisma, and -2 Strength.

**Ar-Khamul:** Once per day, you can gain a +5 profane bonus on a single Dexterity check or Dexterity-based skill check. You can use *Vanish* twice per day as a spell-like ability. At 8th level, you can use *Shadowform* once per day as a spell-like ability. Your caster level is equal to your total character level. The save DCs are Dexterity-based.

Your nails become black as night and they grow faster in a slightly sharpened shape. Your blood turns darker and your tongue becomes black and grows spines along its surface. Your racial ability score modifiers are changed to +2 Strength, +2 Dexterity, and -2 Wisdom.

**Xerill:** Once per day, you can gain a +5 profane bonus on a single Intelligence check or Intelligence-based skill check. You can use *Ray of Enfeeblement* twice per day as a spell-like ability. At 8th level, you can use *Conditional Curse* once per day as a spell-like ability. Your caster level is equal to your total character level. The save DCs are Intelligence-based.

You gain wrinkles in your hands and they become weak and thin. Your hair turns gray and its sparseness becomes rather noticeable. Your back feels heavy and creates a natural hunch in your posture. Your racial ability score modifiers are changed to +2 Intelligence, +2 Wisdom, and -2 Constitution.

**Zacharas:** Once per day, you can gain a +5 profane bonus on a single Constitution check. You can use *Break* twice per day as a spell-like ability. At 8th level, you can use *Warp Metal* once per day as a spell-like ability. Your caster level is equal to your total character level. The save DCs are Constitution-based.

Your arms turn black up to your elbows and appear as if they were made of coal. Your breath is strong and you occasionally blow steam and smoke through your nostrils and mouth. Your eyes burn like fire and project a faint light in the dark. Your racial ability score modifiers are changed to +2 Constitution, +2 Charisma, and -2 Dexterity.

**Warrgamon:** Once per day, you can gain a +5 profane bonus on a single Wisdom check or Wisdom-based skill check. You can use *Heightened Awareness* twice per day as a spell-like ability. At 8th level, you can use *Freedom of Movement* once per day as a spell-like ability. Your caster level is equal to your total character level. The save DCs are Wisdom-based.

Your fingers grow slightly in length and your nails appear ingrown and twisted. Your production of saliva is greater than normal and you sometimes find yourself drooling. Your mouth becomes larger and you can even fit your fist inside it. Your racial ability score modifiers are changed to +2 Dexterity, +2 Wisdom, and -2 Charisma.