Tiefling

Twisted souls born of fiendish taint, throughout the world, tieflings are pitied at best and reviled at worst. Viewed with distrust and contempt due to their heritage, tieflings often find themselves completely and utterly alone in a world where their existence is viewed as a blight upon creation and a reminder of a tragedy long since passed.

PHYSICAL DESCRIPTION
Fiendish blood never manifests consistently, causing few similarities between tieflings in terms of appearance. Generally, tieflings appear basically human with a handful of otherworldly traits that prevent any attempt at belying the tiefling’s heritage. The most significant of these traits are drastic, such as scaly skin, bestial claws and fangs, wicked protrusions above the brow similar to a ram’s horns, and terrible, batlike or black-feathered wings. Beyond these, some tieflings possess less useful mutations, such as digitigrade or unguligrade legs, skin the color of ash, fire, or smoke, and eyes that glow. Regardless, all Tiefling Mutants are distinct by their glowing veins, a reminder of the demonic, atomic bloodlines that herald the Tiefling's birth. Together, these terrifying traits serve to reinforce the negative stereotypes tieflings suffer, especially those relating to dark or wicked intent.

RACIAL TRAITS
+2 Dex, +2 Int, –2 Cha

Hit Points: 4

Size and Type
Tieflings are outsiders with the native subtype and are Medium. They have a base speed of 30 feet.

Special Abilities
Darkvision: Tieflings have darkvision, allowing them to see with no light source at all to a range of 60 feet in black and white only. See darkvision.

Deceptive: Tieflings gain a +2 racial bonus on Bluff, Sleight of Hand, and Stealth checks.

Fiendish Resistances: Tieflings gain cold resistance 5, electricity resistance 5, and fire 5. In addition, tieflings gain spell resistance 6 + their character level against good spells.

Fiendish Extremities: Tieflings possess distorted, often horrific features resulting from their fiendish heritage. At 1st level, tieflings choose one of the fiendish extremities below. Once chosen, this cannot be changed. In addition, tieflings can choose to gain a new fiendish extremity in place of any feat gained from level advancement. Furthermore, tieflings can gain a fiendish extremity as a replacement class feature at 2nd, 4th, 6th, 12th, or 18th level, as if the fiendish extremity were granted by an archetype. Tieflings cannot replace a replacement class feature gained from an actual archetype with a fiendish extremity.


 * Prehensile Tail: Tieflings with prehensile tails can use their tail to carry items and wield weapons. In effect, such tieflings can wield and hold up to three hands’ worth of weapons and equipment. While their prehensile tails increase the items they can have at the ready, this does not increase the number of attacks they can make during combat.
 * Scaly Skin: Tieflings with scaly skin can use armor in a way that compliments their scaly hide. When wearing armor, they gain a +1 racial bonus to AC. When wearing heavy armor, they reduce its armor check penalty by 1.
 * Beastlike Form: Tieflings with a beastlike form have twisted limbs and maws that can be used as deadly weapons. They can deal 1d4 lethal damage with unarmed strikes and the attack doesn’t count as archaic. Tieflings gain a unique weapon specialization with their natural weapons at 3rd level, allowing them to add 1-1/2 x their character level to damage rolls with their natural weapons (instead of adding their level, as usual).
 * Vestigial Wings: Although unable to fly, many tieflings have vestigial wings that enable them to float softly to the ground. They can make a DC 15 Acrobatics check to fall safely from any height without taking falling damage, as if using the flight spell (spell level 1st). When falling safely, a tiefling may make an additional DC 15 Acrobatics check to glide, moving 5 feet laterally for every 20 feet the tiefling falls.