The Tiefling

Properties

Attributes: Diverse

Favored Skills: Diverse

Size: Medium

Type: Native Outsider

Movement: 9m

Features

Elemental Resistance: Resistance to either acid, cold, electricity or fire 10. Players choice.

Darkvision: You possess darkvision 18m.

Spurn Magic: Tieflings possess an inherent resistance to magic, which is equal to 10 + their level + their highest ability modifier. Tieflings cannot improve their spell resistance directly by other means, e.g., improving their main attribute would work, but not the improved spell resistance feat.

Tieflings receive a +2 bonus on checks to dispel magic and a +2 to attack rolls to perform the Mage Slayer Strike or a similar dispel ability.

Wicked Welcome: The Tieflings attacks and spells deal +1d6 damage versus opponents which did not act during a specific encounter. DC's are heightened by 2 versus such opponents.

Racial Powers

Lesser Racial Power (Level 2): Tieflings receive +4 on initiative rolls.

Greater Racial Power (Level 6): At 6th level, the tieflings may cast teleport without failure as an SLA instead of their normal Ultimate ability.

Furthermore, they receive their wicked welcome bonus for a full turn after using a teleport effect.

Feats: Arcane Smug, Born Of Fury, Bureaucracy, Expanded Resistances, Fiendsight, Special Heritage, Wicked Sick, Wicked Valor

Subraces

Abyssian

Attributes: +2 Strength, +2 Any, -2 Wisdom

Favored Skills: Athletics, Intimidate

Fighting Nature: Abyssian Tieflings are proficient with any weapon and their minimum weapon and cantrip damage dice is 1d10, do not apply damage increases to the minimum damage die. They may always reroll critical confirmation rolls as an immediate action.

Saint Anger: Abyssian Count as raging for beneficial effects. Whenever, they use an rage abiity that restricts their choice of actions, they may still use their spell-like abilities and mental combat maneuvers.

Moderate Racial Power (Level 4): Tieflings may Cast Babau Ambush as an SLA once per day. This increases to twice per day at 6th level.

Progression Options

Feats: From Hell

Armanite(Infernal Centaur)

Attributes: -2 Dexterity, +2 Constitution, +2 Charisma

Favored Skills: Bluff, Knowledge(Law), Profession(Lawyer)

Tauric: The body is large, thus receive penalties and bonuses for a large size. But the upper torso is small, so you do not take penalty on attack rolls, additional reach or the ability to use larger weapons. The large body grants additional 4 bonus hitpoints.

Quadruped: Armanite have 15m movement speed.

Moderate Racial Power (Level 4): The Armanite take mounted combat feats as if he were mounted. However he makes athletics checks instead of ride checks.

Progression Options

Feats: Dual Boot

Avernian

Attributes: +2 to one single attribute, +1 to all others

Favored Skills: Bluff, Knowledge(Devils)

Devils Luck: Once per encounter when the Avernian and at least one other creature have to make a saving throw against the same effect, the Avernian may choose to swap the dice roll result with another creature.

Avernians receive a +2 insight bonus on all luck rerolls.

Moderate Racial Power (Level 4): The Averian may select a single feat that another party member picked and they qualify for. The Avernian may use that feat instead of the original party member up until an arranged period is over. Then they may reuse the ability. The other party member must give the Avernian the feat willingly.

Progression Options

Feats: Conscript, Natural Charmer

Ice-Bound

Attributes: +2 Charisma, +2 to one physical of choice, -2 to the other

Favored Skills: Bluff, Survival

Cold-hearted: Ice-bound Tieflings wicked welcome bonus becomes sneak attack and can be utilized whenever they can use sneak attack. The damage dice of wicked welcome decreases by one step (d4) and the DC bonus to +1.

They receive the ray of frost cantrip as an at will charisma based ability. It's damage increases to 1d8 per two levels round up.

Moderate Racial Power (Level 4): When the Ice-Bound Tielfing uses the total defense action, they can make attacks of opportunity as normal. They can also perform abilities as if they had performed a full-attack action, e.g., use combat expertise. The ice-bound tiefling receives 5 times their level + their charisma modifier temporary hitpoints until the start of their next turn turn. Finally, the Tiefling may activate this ability as purely mental action.

After using this ability, the Ice-Bound Tiefling gains the wicked welcome bonus for one turn.

Progression Options

Feats: Scion Of [Element]

Minaurosian

Attributes: +2 Dexterity, +2 Intelligence, -2 Strength

Favored Skills: Disable Device, Sleight of Hand, Craft(Trapsmith)

Tail: You can use their tail to retrieve items, pick pockets, draw an weapon or activate easy to use alchemical, magical or other devices like buttons, drop smoke bombs or throw a pearl from a fireball necklace as a swift action. Throwing such weapons reduces the range to one half of their actual range and imposes a -4 penalty on the attack roll. This does not work for items that require class knowledge to be activated, such as, scrolls and wands, even when use magic device is used. You can use it to reload light, hand crossbows and slings. .

Trapsmith: Minaurians receive +1 on caster level of spells that are triggered by someone else, such as the trap spell, guarding spells and the skull trap spell. However, it is not applied on normal readied actions.

Additionally, they receive the trapfinding class feature.

Moderate Racial Power (Level 4): Minaurosians receive the darkness spell as spell-like ability and may use it once per three levels.

Progression Options

Feats: Ace In The Hole, Nimble Striker

Zelatarian

Attributes: +2 to three of choice, -1 to the rest

Favored Skills: Bluff, Gather Information

Swift Worn Hands: You gain the quick draw feat and may quick draw up to two weapons as a free action. The Zelatarian receives stacking +1 insight bonus to attack rolls with light weapons, weapons with the keyword 'hand' and ranged attacks.

Moderate Racial Power (Level 4): The tieflings lesser racial power can be taught to two friends of the Zelatarian. Those teachings must be done once per day in order to work.

Progression Options

Feats: Rule Of Three