Tiefling (Player Race)

Simultaneously more and less than mortal, tieflings are the offspring of humans and fiends. With otherworldly blood and traits to match, tieflings are often shunned and despised out of reactionary fear. Most tieflings never know their fiendish sire, as the coupling that produced their curse occurred generations earlier. The taint is long-lasting and persistent, often manifesting at birth or sometimes later in life, as a powerful, though often unwanted, boon. Despite their fiendish appearance and netherworld origins, tieflings have a human's capacity of choosing their fate, and while many embrace their dark heritage and side with fiendish powers, others reject their darker predilections. Though the power of their blood calls nearly every tiefling to fury, destruction, and wrath, even the spawn of a succubus can become a saint and the grandchild of a pit fiend an unsuspecting hero.

## Racial Traits

* **Ability Scores:** Depends on selected heritage
* **Fiendish Resistance**
	+ Tieflings have cold resistance 5, electricity resistance 5, and fire resistance 5
* **Tiefling Heritage**
	+ Although many tieflings follow the general model of the tiefling, many more do not. Those of different lineages may show dramatically different manifestations of their heritage, both in appearance and ability. Others have particularly potent heritages tied to specific fiendish races.

## Heritages

**Beastbrood (Rakshasa-spawn)**

Beastbrood regard themselves as deserving of appreciation and opulelnce. Through deceit and sheer willpower, they often achieve privileged Stations in Society.+2 racial bonus to Dexterity and Charisma. -2 Penalty to Wisdom.

* +2 racial bonus on Perception and Persuasion (when used for bluff)
* Can use the blindness spell once per day.
* Damage reduction 2/piercing

**Faultspawn (Asura-Spawn)**

Lacking any sense of empathy or pity, faultspawn often abhor all ways of life but their own. They inflict severe emotional and physical pain on others, and never stop picking at the resulting psychological scars.

* +2 racial bonus to Dexterity and Wisdom. -2 penalty to Intelligence.
* +2 racial bonus on Knowledge (arcana) and Knowledge (world) checks.
* Can cast Hideous Laughter once per day.
* +2 racial saving throw bonusu against Enchantment spells and effects.

**Foulspawn (Demodand-Spawn)**

Crude and boorish, foulspawn take a particular delight in giving offense and scandalizing polite society. They enjoy violating taboos even more than breaking laws, especially if it means degrading or repulsing an innocent.

* +2 racial bonus to Constitution and Wisdom. -2 penalty to Intelligence.
* +2 racial bonus on Lore (religion) and Persuasion (when used for intimidate) checks.
* Can use the Cacophonous Call spell once per day.
* +1 racial bonus on attack rolls against Clerics, Inquisitors, and Paladins.

**Grimspawn (Daemon-Spawn)**

Dreary and pessimistic, grimspawn are so enthralled by death, disease, and dilapidation that they often dedicate themselves to ending lives from behind the scenes as macabre saboteurs.

* +2 racial bonus to Dexterity and Intelligence. -2 penalty to Wisdom.
* +2 racial bonus on Trickery and Persuasion (when used for bluff) checks.
* Can use the Frigid Touch spell once per day.
* Gain acid resistance 5.

**Hellspawn (Devil-Spawn)**

While often rigid, stubborn, and highly focused on sticking to plans and schedules, hellspawn also have a rare talent for penetrating others' facades. They know a lie when they hear one, and can often determine what hidden vice or secret shame motivates another.

* +2 racial bonus to Constitution and Wisdom. -2 penalty to Charisma.
* +2 racial bonus on Persuasion (when used for diplomacy) and Perception checks.
* Can use the Scorching Ray spell once per day.
* Do not suffer a penalty to Charisma if they have levels in Sorcerer or eldritch scion of an Infernal Bloodline.

**Hungerseed (Oni-Spawn)**

Endowed with brawny muscles and thick bones, hungerseed always seem poised to explode into some larger, more powerful form, and have a voracious appetite for sensory pleasures and carnal delights.

* +2 racial bonus to Strength and Wisdom. -2 penalty to Charisma.
* +2 racial bonus on Persuasion checks.
* Can use the Invisibility spell once per day.
* +2 racial bonus to combat maneuver checks and combat maneuver defense.

**Motherless (Qlippoth-Spawn)**

No woman survives the birth of a babe whose qlippoth ancestry has emerged. At best, qlippoth-spawn rip their mothers apart during labor. At worst, they tear themselves out even earlier.

* +2 racial bonus to Strength and Wisdom. -2 penalty to Intelligence.
* +2 racial bonus on Mobility and Lore (nature) checks.
* Can use the Blur spell once per day.
* Gain a secondary bite attack that deals 1d6 damage.

**Pitborn (Demon-Spawn)**

Pitborn delight in destruction, especially while unleashing their havoc on what others consider valuable or precious. Perhaps because of this volatility, others tend to simply defer to pitborn, an act that often grants them the dominancen they crave.

* +2 racial bonus to Strength and Charisma. -2 penalty to Intelligence.
* +2 racial bonus on Trickery and Perception checks
* Can use the Stone Call spell once per day.
* Gain a +2 racial bonus on all rolls to confirm critical hits.

**Shackleborn (Kyton-Spawn)**

Shackleborn are fascinated by mutilation and torture. Though they prefer to practice their cruel art on others, they accept that sometimes the wheel must turn and greet their own moments of anguish and confinement with an odd serenity.

* +2 racial bonus to Constitution and Charisma. -2 Penalty to Wisdom.
* +2 racial bonus on Mobility and Persuasion (when used to Intimidate) checks.
* Can use the Web spell once per day.
* Gain a +1 natural armor bonus to AC.

**Spitespawn (Div-Spawn)**

An innate sense of jealousy and pure malice drives spitespawn to spread misery and despair. Unable to experience joy themselves, they devote their lives to promoting gloom, all the while hiding the hatefulness that lurks at their core.

* +2 racial bonus to Dexterity and Charisma. -2 Penalty to Intelligence.
* +2 racial bonus on Persuasion (when used for diplomacy) and Knowledge (world) checks.
* Can use the Sound Burst spell once per day.
* Add +1 to the DC of any saving throws against Enchantment spells that they cast.

**Tiefling**

The general model of the tiefling.

* +2 racial bonus to Dexterity and Intelligence. -2 penalty to Charisma.
* +2 racial bonus on Persuasion (when used for bluff) and Stealth checks.
* Can use the Resist Energy spell once per day.
* Do not suffer a penalty to their Charisma if they have levels in sorcerer or eldritch scion of an Abyssal or Infernal bloodline.