PRPG Menu: HOME CLASS DOMAIN FEAT PRESTIGE RACE SPELL
Tiefling
A tiefling is part human and part something else. However long ago the blood of an Outsider mingled with the family tree, that influence is particularly strong in the tiefling character, more so even than the merely mystical influence of a Sorcerer's bloodline. The tiefling may have bestial legs, vestigial horns, a mouth full of sharp teeth, fiery eyes, scaly skin, or even a barbed tail. Just as often, though, the mark of his heritage is more subtle, but no less unsettling and strange -- a preternatural gleam of the razor's edge in his eyes, a presence that makes animals cower or attack and flowers wilt, or the scent of the charnel house in his wake.
Of course, most people are not even aware tieflings walk among humans, believing all fiends and their kin have grotesque, unignorable features such as voluminous bat wings, huge ram horns, long barbed tails, and gnarled claws, that make it impossible for them to pass unnoticed among normal folk. Some may not even believe in the beings of the Outer Planes, if they are lucky enough to have never knowingly encountered such creatures face to face. Those who know, however, are -- perhaps understandably -- prone to prejudice, to great distrust and even fear of tieflings.
New Rules
Even when there is no obvious marker of a tiefling's heritage, a Knowledge (Planes) check against a DC of 10 can identify him as one of the Plane-Touched. With a DC 25, the particular fiendish heritage may be identified, given some time to study the tiefling. Such a check should only be made if the character has reason to believe there is something unnatural about the tiefling, however; it is not a passive detection ability.
Pathfinder Bestiary Tiefling
- +2 DEX; +2 INS; -2 PRE
- Darkvision 60'
- +2 Bluff and Stealth
- Resistance 5: Cold, Electricity, Fire
- Darkness: as the spell, once per day
- +2 PRE for Class Features: Sorcerer (Abyssal or Infernal Bloodline)
- Bonus Language: Abyssal or Infernal
Alternate Fiendish Legacies for Golarion
Babau (Demon) -- In Progress
Balor (Demon) -- In Progress
Barbed Devil (Devil) -- In Progress
Bearded Devil (Devil) -- In Progress
Bone Devil (Devil) -- In Progress
Dretch (Demon) -- In Progress
Erinyes (Devil)
- Requirement: Female
- +2 DEX; +2 CON; -2 INS
- Darkvision 60'
- +2 Acrobatics and Intimidate
- Resistance 5: Fire, Poison
- Bonus Feat: Combat Reflexes
- True Sight
- As True Seeing Spell
- Range: Self
- Rounds x Level per Day
- +2 PRE for Class Features: Cavalier or Sorcerer (Infernal Bloodline)
- Bonus Language: Infernal
Glabrezu (Demon) -- In Progress
Hezrou (Demon)
- Requirement: Male
- +2 STR; -2 DEX; +2 CON
- Darkvision 60'
- +2 Intimidate and Swim
- Resistance 5: Electricity, Poison
- Bonus Feat: Power Attack
- Miasma
- Once per Day
- As Unholy Blight Spell
- Range: 0
- +2 PRE for Class Features: Cavalier or Sorcerer (Abyssal Bloodline)
- Bonus Language: Abyssal
Horned Devil (Devil) -- In Progress
Ice Devil (Devil) -- In Progress
Imp (Devil)
- -2 STR; +2 DEX; +2 PRE
- Darkvision 60'
- +2 Acrobatics and Bluff
- Resistance 5: Fire, Poison
- Tail
- Stinger: 1D4 Damage
- Poison
- Injury
- Fortitude vs. DC 13
- -2 DEX per Round
- 1D6 Rounds
- 1 Save to Cure
- Obvious Nonhuman Heritage when Visible, Unnatural Descriptor
- Vestigial Wings
- +2 Reflexes and Feather Fall when Unbound
- -2 Charisma when Unconcealed
- Obvious Nonhuman Heritage when Visible, Unnatural Descriptor
- +2 INS for Class Features: Wizard
- Bonus Language: Infernal
- Munchkin Warning: The wings should not normally be concealable without binding them so that they are unusable, and the tail should not normally be concealable without covering it so that it too is unusable, such as with skirts or petticoats too thick to allow free movement. Unbinding concealed wings should not be dismissed as a standard action, either. If this seems too difficult to adjudicate, or the social effects of being seen as having demonic claws and vestigial wings is not relevant to the campaign, this Legacy may be in appropriate for PCs.
Lemure (Devil) -- In Progress
Marilith (Demon)
- Requirement: Female
- 2 CON; -2 INS; +2 PRE
- Darkvision 60'
- +2 Intimidate and Perception
- Resistance 5: Electricity, Poison
- Bonus Feat: Two-Weapon Fighting
- Constriction: +2 on CMB for all Grapple rolls
- +2 PRE for Class Features: Cavalier or Sorcerer (Abyssal Bloodline)
- Bonus Language: Abyssal
Nabasu (Demon) -- In Progress
Nalfeshnee (Demon) -- In Progress
Pit Fiend (Devil) -- In Progress
Quasit (Demon)
- -2 STR; +2 DEX; +2 INS
- Darkvision 60'
- +2 Perception and Stealth
- Resistance 5: Electricity, Poison
- Poisoned Claws
- Claws: 1D4 Damage
- Poison:
- Injury
- Fortitude vs. DC 13
- -1 DEX per Round
- 1D6 Rounds
- 2 Consecutive Saves to Cure
- Obvious Nonhuman Heritage when Visible, Unnatural Descriptor
- Vestigial Wings
- +2 Reflexes and Feather Fall when Unbound
- -2 Charisma when Unconcealed
- Obvious Nonhuman Heritage when Visible, Unnatural Descriptor
- +2 INS for Class Features: Wizard
- Bonus Language: Abyssal
Shadow Demon (Demon)
- -2 STR; +2 DEX; +2 CHA
- Darkvision 60'
- +2 Bluff and Stealth
- Resistance 5: Cold, Electricity, Poison
- Sprint: +10 Move, 1 Round, Once per Minute
- Shadow Blend
- +1 Stealth per Level in Dim (or Darker) Lighting
- Minutes x Level per Day
- Direct Sunlight Vulnerability
- -2 STR and DEX
- Discomfort: 1 Vitality per Minute (mitigated by covering up)
- +2 PRE for Class Features
- Summoner or Witch
- Sorcerer (Abyssal Bloodline)
- Bonus Language: Abyssal
Succubus (Demon)
- -2 STR; +2 CON; +2 PRE
- Darkvision 60'
- +2 Bluff and Diplomacy
- Resistance 5: Electricity, Fire, Poison
- Drain Vitality
- Must Lure or Grapple Victim to Kiss
- Melee Touch Attack
- 2D6 Vitality Damage
- Heal Self for Same Vitality
- Enslave Lover
- Must Lure or Pin Victim, or Render Helpless, for Sex
- Effect as Charm Person
- +2 PRE for Class Features: Bard or Sorcerer (Abyssal Bloodline)
- Bonus Language: Abyssal
Vrock (Demon)
- +2 STR; +2 CON; -2 INS
- Darkvision 60'
- +2 Fly and Perception
- Retractible Talons: 1D6 Damage
- Wings
- Fly 20' (Average)
- -4 Charisma
- Obvious Nonhuman Heritage, Unnatural Descriptor
- +2 PRE for Class Features: Cavalier or Sorcerer (Abyssal Bloodline)
- Bonus Language: Abyssal
- Munchkin Warning: GMs should probably disallow this Fiendish Legacy for PCs in most campaigns. Negative social effects should realistically make this one of the weakest Fiendish Legacies in a roleplaying intensive campaign, but in more average or even strictly tactical campaigns the social effects are probably very easy to ignore.