Tiefling Subraces (Pathfinder Race)

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Aboleth-Blooded (Deep-Spawn[edit]

The original tieflings of the Haunted Sea were enslaved by the grotesque and evil aboleths that reign beneath the churning waters. Generation after generation of these tieflings were subjected to countless experiments that warped their minds and bodies into forms that could be more easily controlled. The resulting creatures were known as deep-spawn, the aberrant offspring of tief¬ling in whom the blood of their aboleth overlords flows strongly.

Deep-Spawn Racial Traits

  • +2 Strength, +2 Charisma, -2 Constitution: Deep-spawn are powerfully built and charming, but slender of frame.
  • Aboleth Heritage: Deep-spawn gain Aboleth Heri¬tage at 1st level as a racial bonus feat.
  • Fiendish Resistance: Deep-spawn gain cold resis¬tance 5, electricity resistance 5, and fire resistance 5.
  • Illusion Resistance: Deep-spawn gain a +2 racial bonus on saving throws against illusion spells or ef¬fects.
  • Prehensile Tail: Deep-spawn have a long, flexible tail that can be used to carry objects. They cannot wield weapons with their tails, but they can retrieve small, stowed objects carried on their person as a swift action.
  • Toxic: A number of times per day equal to her Constitution modifier (minimum 1/day), a deep-spawn can envenom a weapon that she wields with her toxic saliva or blood (using blood requires the deep-spawn to be injured when she uses this ability). Applying venom this way is a swift action.

Deep-Spawn Venom: Injury—save Fort DC 10 + 1/2 the deep-spawn’s Hit Dice + the deep-spawn’s Constitu¬tion modifier; frequency 1/round for 6 rounds; effect 1d2 Con; cure 1 save.

  • Languages: Deep-spawn begin play speaking Com¬mon and Aklo. Tieflings with high Intelligence scores can choose from the following: Aboleth, Abys¬sal, Aquan, Draconic, Infernal, and Undercommon.


Croaker[edit]

Some mixes of mortals and fiends are particularly common due to their physical similarities. Croakers are an example of this, as they are a mix of boggards and hezrou demons. Croaker Racial Traits

  • +2 Str, +2 Con, -2 Int: Croakers are strong and hardy, but they are somewhat savage.
  • Terrifying Croak (Su): Once per day, a croaker can, as a standard action, emit a loud and horrifying croak. Any creature within 30 feet of the croaker must make a Will save (DC 12 + Cha modifier (this includes the +2 racial bonus from Echoing Croak, see below) or become shaken for 1d4 rounds. Creatures that are already shaken become frightened for 1d4 rounds instead. This racial trait replaces the tiefling’s spell-like ability.
  • Echoing Croak (Ex): When casting any spell with the sonic descriptor, a croaker adds a +2 racial bonus to the save DC. This +2 racial bonus also applies to the Terrifying Croak racial ability (see above). This racial trait replaces fiendish sorcery.
  • Born in the Swamps (Ex): A croaker has the amphibious and Swamp Stride special qualities. This means that the croaker has a 30 food swim speed and can move in water without making Swim checks. Furthermore the croaker can breathe both water and air, and always treats Swim as a class skill. A croaker can move through difficult terrain at its normal speed while within a swamp. Magically altered terrain affects a croaker normally. This racial trait replaces skilled.


Drow-Born Tiefling[edit]

Not all dark elves worship the Queen of Spiders, but very few live to speak of it. Those who stray from her path and wish to survive often turn to other dark entities to do so. Drow-born tieflings, or vaguen drow are one result of these alternative deals. The devilish blood running through their veins grants vaguen drow strange, planar power and mastery of teleportation magic.

Drow-Born Tiefling Racial Traits (10 RP)

  • +2 Dexterity, +2 Intelligence, –2 Constitution: Drow-born are as dexterous and cunning as either of their parents, but the uncertain pairing leaves them frail.
  • Elven Outsider: Drow-born are outsiders with the elf and native subtypes. They count as both for the purpose of abilities such as the ranger’s favored enemy class feature.
  • Fiendish Resistance: Vaguen have cold resistance 5, electricity resistance 5, and fire resistance 5.
  • Skill Bonus: Drow-born gain a +2 racial bonus on Bluff and Stealth checks.
  • Flicker (Su): Drow-born tieflings inherit dimensionally significant traits from their fiendish parent. This grants a drow-born tiefling Flickering Step as a bonus feat.
  • Light Blindness: Abrupt exposure to bright light blinds drow-born for 1 round; on subsequent rounds, they are dazzled as long as they remain in the affected area.
  • Languages: Drow-born begin play speaking Undercommon and either Abyssal or Infernal. Drow-born with high Intelligence scores can learn Abyssal, Common, Draconic, Elven, Gnome, Goblin, or Infernal.


Exiled Tiefling Racial Traits (13 RP)[edit]

Exiled Tiefling Racial Traits

  • +2 Strength, +2 Charisma: Even before coming to Volwryn the exiled tieflings ran from their home to escape persecution and torture. Now that they have reunited with more of their number, they stride boldly toward adventure, hoping to rid all realms of the evil that haunted them for so long. This alters the tiefling’s ability scores and replaces fiendish sorcery.
  • Gift from the Stars (Sp): Exiled tieflings can cast cure moderate wounds once per day. The tiefling’s caster level equals its character level. This replaces the darkness spell-like ability.
  • Skilled: Exiled tieflings gain a +4 racial bonus on Appraise checks to determine the value of gems and a +2 racial bonus on Diplomacy checks. This alters the skilled racial trait.

Star-Forged Tiefling Racial Traits While any character of appropriate alignment and level can become starforged, there are exiled tieflings who have embraced it entirely as a part of their heritage.

  • Exalted Resistance: Star-forged tieflings gain spell resistance equal to 6 + their character level against spells and spell-like abilities with the evil descriptor, as well as any spells and spell-like abilities cast by evil outsiders. This replaces fiendish resistance.
  • Stars’ Judgment: A star-forged tiefling with a 12 or higher Charisma gains the following spell-like ability (the caster level is equal to the tiefling’s character level): 1/day—stars’ judgment. This replaces gift from the stars.
  • Star-Forged: Star-forged tieflings gain Star-Forged as a bonus feat at 1st level. This replaces skilled.


Gorghest[edit]

For aeons barghests and goblins have been linked through both tradition and actual interbreeding. Some scholars believe that barghests might be the ancestors of the common goblinoids. The truth will likely be forever hidden as the goblins have forgotten and even the eldest barghests no longer care.

Gorghest Racial Traits

  • Heritage: Goblin and Barghest
  • +2 Str, +2 Dex, -2 Cha: Gorghests are strong and dexterous, but they are not very personable.
  • Change Shape (Su): A gorghest can assume the shape of a wolf as per a beast shape I spell at will. This takes a full round action to complete. This racial trait replaces the spell-like ability.
  • Skill Bonus: A gorghest gets a +2 racial bonus to Survival checks. This replaces the skill bonus on Bluff checks.


Soulsliver[edit]

Most tieflings can trace their lineage back to a fiend of some sort, but soulslivers are not among them. Instead soulslivers are created when mortals accidentally consume larvae, the fiendish soulfodder.

Soulsliver Racial Traits

  • Heritage: Planar
  • +2 Int, +2 Cha, -2 Con: Soulslivers are smart and charming, but their lack of an actual ancestor leaves them physically weakened.
  • Fiendish Wizardry (Ex): Soulslivers gain a +1 caster level to all Illusion spells. This racial trait replaces fiendish sorcery.
  • Different Focus: A soulsliver gain a +2 racial bonus to Deception and Diplomacy. This racial trait replaces skilled.
  • Planar Affinity (Ex): Soulslivers find that they can easily bypass physical and planar barriers, sliding through reality. When casting spells with the teleportation description, the soulsliver increases the maximum distance travelled by 50%, and if a miss occurs, the distance is reduced by 50%. This racial trait replaces fiendish resistance.


Sources Fat Goblin Games’s Astonishing Races, Purple Duck Games’s Heroes of the Haunted Sea, Samurai Sheepdog’s Book of Many Things II and III


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