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Tiefling (13 RP)




Random Tiefling Starting Ages
AdulthoodIntuitive1Self-Taught2Trained3
60 years+4d6 years
(64 – 84 years)
+6d6 years
(66 – 96 years)
+8d6 years
(68 – 108 years)

1 This category includes barbarians, oracles, rogues, and sorcerers.
2 This category includes bards, cavaliers, fighters, gunslingers, paladins, rangers, summoners, and witches.
3 This category includes alchemists, clerics, druids, inquisitors, magi, monks, and wizards.

Random Tiefling Height and Weight
GenderBase HeightHeight ModifierBase WeightWeight Modifier
Male4 ft. 10 in.+2d10 in.
(5 ft. – 6 ft. 6 in.)
120 lbs.+(2d10×5 lbs.)
(130 – 220 lbs.)
Female4 ft. 5 in.+2d10 in.
(4 ft. 7 in. – 6 ft. 1 in.)
85 lbs.+(2d10×5 lbs.)
(95 – 185 lbs.)
Table: Race Point Costs
Racial TraitsRace Point Cost
TypeOutsider (native)3
SizeMedium0
Base SpeedNormal0
Ability Score ModifiersStandard (+2 Dex, +2 Int, –2 Cha)0
LanguagesStandard0
ResistancesFiendish resistance3
Skill BonusBluff2
Skill BonusStealth2
Misc.Fiendish sorcery1
Spell-Like AbilityLesser2
SensesDarkvision 60 ft.
Total13

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.

Physical Description: No two tieflings look alike; the fiendish blood running through their veins manifests inconsistently, granting them an array of fiendish traits. One tiefling might appear as a human with small horns, a barbed tail, and oddly colored eyes, while another might manifest a mouth of fangs, tiny wings, and claws, and yet another might possess the perpetual smell of blood, foul incenses, and brimstone. Typically, these qualities hearken back in some way to the manner of fiend that spawned the tiefling’s bloodline, but even then the admixture of human and fiendish blood is rarely ruled by sane, mortal laws, and the vast flexibility it produces in tieflings is a thing of wonder, running the gamut from oddly beautiful to utterly terrible.

Society: Tieflings on the Material Plane rarely create their own settlements and holdings. Instead, they live on the fringes of the land where they were born or choose to settle. Most societies view tieflings as aberrations or curses, but in cultures where there are frequent interactions with summoned fiends, and especially where the worship of demons, devils, or other evil outsiders is legal or obligatory, tieflings might be much more populous and accepted, even cherished as blessings of their fiendish overlords. Tieflings seldom see another of their own kind, and thus they usually simply adopt the culture and mannerisms of their human parents. On other planes, tieflings form enclaves of their own kind. But often such enclaves are less than harmonious—the diversity of tiefling forms and philosophies is an inherent source of conflict between members of the race, and cliques and factions constantly form in an ever-shifting hierarchy where only the most opportunistic or devious gain advantage. Only those of common bloodlines or those who manage to divorce their worldview from the inherently selfish, devious, and evil nature of their birth manage to find true acceptance, camaraderie, and common ground among others of their kind.

Relations: Tieflings face a significant amount of prejudice from most other races, who view them as fiend-spawn, seeds of evil, monsters, and lingering curses placed upon the world. Far too often, civilized races shun or marginalize them, while more monstrous ones simply fear and reject them unless forced or cowed into acceptance. But half-elves, half-orcs, fetchlings and—most oddly—aasimars tend to view them as kindred spirits who are too often rejected or who don’t fit into most societies by virtue of their birth. The widespread assumption that tieflings are innately evil—ill-founded though it may be—prevents many from easily fitting into most cultures on the Material Plane except in exceedingly cosmopolitan or planar-influenced nations.

Alignment and Religion: Despite their fiendish heritage and the insidious influence of prejudice, tieflings can be of any alignment. Many of them fall prey to the dark desires that haunt their psyches, and give in to the seduction of the whispering evil within, yet others steadfastly reject their origins and actively fight against evil lures and the negative assumptions they face from others by performing acts of good. Most, however, strive to simply find their own way in the world, though they tend to adopt a very amoral, neutral view when they do. Though many creatures just assume that tieflings worship devils and demons, their religious views are as varied as their physical forms. Individual tieflings worship all manner of deities, but they are just as likely to shun religion all together. Those who give in to the dark whispers that haunt the psyche of all tieflings serve all manner of powerful fiends.

Adventurers: Tieflings rarely integrate into the mortal societies they call home. Drawn to the adventuring life as a method of escape, they hope to make a better life for themselves, to prove their freedom from their blood’s taint, or to punish a world that fears and rejects them. Tieflings make skilled rogues, powerful wizards and magi, and especially puissant sorcerers as their potent blood empowers them. Those who succumb to the evil within often become powerful clerics of fiendish powers.

Male Names: Baru, Dellisar, Maldrek, Molos, Sarvin, Shoremoth, Temerith, Voren, Zoren.

Female Names: Allizsah, Indranna, Kasidra, Kilarra, Mellisan, Mordren, Nisha.

Standard Racial Traits

  • Ability Score Racial Traits: Tieflings are quick in body and mind, but are inherently strange and unnerving. They gain +2 Dexterity, +2 Intelligence, and –2 Charisma.
  • Type: Tieflings are outsiders with the native subtype.
  • Size: Tieflings are Medium creatures and thus receive no bonuses or penalties due to their size.
  • Speed: Tieflings have a base speed of 30 feet.
  • Languages: Tieflings begin play speaking Common and either Abyssal or Infernal. Tieflings with high intelligence scores can choose from the following: Abyssal, Draconic, Dwarven, Elven, Gnome, Goblin, Halfling, Infernal, and Orc. See the Linguistics skill page for more information about these languages.

Defense Racial Traits

Feat and Skill Racial Traits

Magical Racial Traits

Senses Racial Traits

  • Darkvision: Tieflings can see perfectly in the dark for up to 60 feet.

Other Racial Traits

  • Fiendish Sorcery: Tiefling sorcerers with the Abyssal or Infernal bloodlines treat their Charisma score as 2 points higher for all sorcerer class abilities.

Alternate Racial Traits

The following alternate racial traits may be selected in place of one or more of the standard racial traits above. Consult your GM before selecting any of these new options.

  • Beguiling Liar Many tieflings find that the best way to get along in the world is to tell others what they want to hear. These tieflings’ practice of telling habitual falsehoods grants them a +4 racial bonus on Bluff checks to convince an opponent that what they are saying is true when they tell a lie. This racial trait replaces skilled.
  • Bullying: Tieflings are often disparaged and kept low in the social order, where they commonly resort to robbing those weaker than themselves. Tieflings with this racial trait gain a +1 racial bonus on combat maneuver checks to disarm or steal. This racial trait replaces skilled. Source PCS:ISR
  • Fiendish Sprinter Some tieflings have feet that are more bestial than human. Whether their feet resemble those of a clawed predator or are the cloven hooves common to many of their kind, tieflings with this trait gain a 10-foot racial bonus to their speed when using the charge, run, or withdraw actions. This racial trait replaces skilled.
  • Light from the Darkness: Tieflings who deny the evil of their heritage to go on to become heroes refuse to use the dark magic of their blood, but their struggle grants them uncanny resilience against evil’s touch. As long as they retain a good alignment, they gain the aasimar’s incorruptible alternate racial trait. This racial trait replaces the spell-like ability racial trait. Source PCS:ISR
  • Maw or Claw Some tieflings take on the more bestial aspects of their fiendish ancestors. These tieflings exhibit either powerful, toothy maws or dangerous claws. The tiefling can choose a bite attack that deals 1d6 points of damage or two claws that each deal 1d4 points of damage. These attacks are primary natural attacks. This racial trait replaces the spell-like ability racial trait.
  • Pass for Human: Discrimination against tieflings with horrifically fiendish features is so intense that even tieflings look up to those precious few of their kind who can pass as human. These tieflings have otherworldly features that are so subtle, they aren’t often noticed unless the tiefling points them out (for example, eyes that flash red in the throes of passion, or fingernails that are naturally hard and pointed). Such a tiefling doesn’t need to succeed at a Disguise check to appear to be human and count as humanoid (human) as well as outsider (native) for all purposes (such as humanoid-affecting spells like charm person or enlarge person). The tiefling does not automatically gain his associated outsider language (but may select it as a bonus language if his Intelligence score is high enough), and he may not select other racial traits that would grant him obviously fiendish features (such as the fiendish sprinter, maw or claw, prehensile tail, scaled skin, or vestigial wings alternate racial traits). This ability alters the tiefling’s type, subtype, and languages. Source PCS:ISR
  • Prehensile Tail Many tieflings have tails, but some have long, flexible tails that can be used to carry items. While they cannot wield weapons with their tails, they can use them to retrieve small, stowed objects carried on their persons as a swift action. This racial trait replaces fiendish sorcery.
  • Scaled Skin The skin of these tieflings provides some energy resistance, but is also as hard as armor. Choose one of the following energy types: cold, electricity, or fire. A tiefling with this trait gains resistance 5 in the chosen energy type and also gains a +1 natural armor bonus to AC. This racial trait replaces fiendish resistance.
  • Smite Good: Once per day, a tiefling with this racial trait can smite a good-aligned creature. As a swift action, the tiefling chooses one target within sight to smite. If this target is good, the tiefling adds her Charisma bonus (if any) to attack rolls against the target and gains a bonus on damage rolls against the target equal to her number of Hit Dice. This effect lasts until the first time the tiefling successfully hits her designated target. This racial trait replaces fiendish sorcery and the tiefling’s spell-like ability.Source PPC:AoE
  • Soul Seer Rare tieflings have a peculiar sight that allows them to see the state of a creature’s soul. They can use deathwatch at will as spell-like ability. This racial trait replaces the spell-like ability and fiendish sorcery racial traits.
  • Underworld Guide (2 RP): Those who brave the lightless tunnels below the world’s surface learn to identify the dangerous phenomena that characterize the Underworld. Characters with this trait gain a +2 bonus on initiative checks, and on saves against traps and hazards when underground (from a lifetime of dodging accursed pools, cave-ins, and green slime). Tieflings can take this trait in place of the darkness spell-like ability. Source PPC:BoS
  • Vestigial Wings Some tieflings possess a pair of undersized, withered, or stunted wings like a mockery of those of their fiendish forbearer. Sometimes these wings are leathery, like those of a bat. Other times they are covered with a scattering of black, red, or violet feathers. Rare manifestations can take even more bizarre forms. These wings do not provide the lift required for actual flight, but do have enough power to aid flight attained by some other method, and grant a +4 racial bonus on Fly skill checks. This racial trait replaces skilled.

Favored Class Options

The following favored class options are available to all characters of this race who have the listed favored class, and unless otherwise stated, the bonus applies each time you select the favored class reward.

3rd Party Publisher Favored Class Options – Jon Brazer Enterprises

  • Barbarian Add +1/6 to the barbarian’s natural armor bonus. (Source JBE:SF:FCO)
  • Bard Treat the bard’s level as +1/2 level higher when determining the effect of the fascinate bardic performance ability. (Source JBE:SF:FCO)
  • Cavalier: Add 1 foot (up to 15 feet maximum) to the cavalier’s mount’s base land speed. This option has no effect unless the cavalier has selected it 5 times (or another increment of 5); a speed of 54 feet is effectively a speed of 50 feet, for example. If the cavalier ever replaces his mount, the new companion gains this base speed bonus. (Source JBE:SF:FCO)
  • Fighter Add +1/3 to the fighter’s saving throws versus fear effects. (Source JBE:SF:FCO)
  • Gunslinger Add +1/4 to the dodge bonus to AC granted by the nimble class feature (maximum +4). (Source JBE:SF:FCO)
  • Monk: Add +1 foot to the monk’s slow fall ability. This option has no effect unless the monk has selected it 5 times (or another increment of 5). (Source JBE:SF:FCO)
  • Oracle Add +1/4 to the armor or natural armor bonus granted by oracle spells he casts on himself. (Source JBE:SF:FCO)
  • Ranger Add +1/6 to the character’s effective druid level for determining animal companion statistics. (Source JBE:SF:FCO)

Non-Human Tieflings

The creatures of the depths of the Outer Planes do not limit their foul miscegenation to humanity. Elves, dwarves, halflings, and gnomes all have tales of tieflings in their histories, and those who appear among them now often suffer even greater stigma than those born to humans.

Other humanoids see tieflings in their midst as well. Many of the monstrous races of the world have demonic origins—most notably gnolls, who still thank the Mother of Monsters for their birth. Ogres, orcs, half-orcs, goblins, and other creatures that call upon the powers of the evil Outer Planes are equally likely to see tieflings living among them, but unless a given race holds to a code of racial purity, tieflings are far less likely to be shunned by such populations

It should be noted that while any monster or animal that breeds with a fiend may give birth to half-fiend offspring, only humanoids may give birth to tieflings. Thus, while it’s possible to encounter a half-fiend dragon, bear, or otyugh, any children of such creatures would be either half-fiends or normal members of their race. (And just as often, these less conventional half-fiends are simply sterile.) When discussing half-fiends and tieflings, it’s important to distinguish them from both true fiends (devils, demons, etc.) and simple fiendish creatures (creatures with the fiendish template, which are themselves denizens of the evil Outer Planes but similar in many ways to their Material Plane counterparts).

In game terms, the difference between non-human tieflings and human tieflings is purely a matter of size. Unless they have specific tiefling-related size modifiers, the tieflings of each of these races are the same size as their non-fiendish ancestors. They gain any of the bonuses or penalties related to that size, but gain no racial bonuses except those of the tiefling; beyond size, their humanoid ancestry is purely cosmetic.

Other Tiefling Options

Source: Pathfinder 25: The Bastards of Erebus.

Special Feat: Fiendish Heritage.

The Fiendish Heritage feat used to be required for a tiefling to choose a specific variant heritage, but the Blood of Fiends supplement now allows this option for free. However, Fiendish Heritage still allows rolling three times and choosing the most favorable ability (see d100 table below).

Variant Tiefling Heritages

Source: Pathfinder Player Companion: Blood of Fiends.

Although many tieflings follow the general model of the tiefling, many more do not. Those of different lineages may evince dramatically different manifestations of their heritage, both in appearance and in ability. When using tieflings as player characters, keep in mind that while some tieflings have muddled and unidentifiable mixes of fiendish blood, others have particularly strong heritages tied to specific fiendish races.

Here are 10 different potential heritages for tiefling PCs. From the exotic asura to the chain-wrapped kyton, the fiendish powers that spill through generations result in strange mutations. If you choose to use a specific bloodline instead of the general rules for creating a tiefling, you should work with your GM to ensure that your character’s appearance reflects that bloodline. If the blood is true, your tiefling may also be likely to come from a specific area of the world. See the specific heritage entries for more information on where these bloodlines tend to cluster.

Editor’s note: The following table includes d10 numbers for each variant because Pathfinder 25: Bastards of Erebus required tieflings to take the Fiendish Heritage feat in order to use a variant heritage or abilities. With the printing of Blood of Fiends, tieflings may now choose variant heritages freely without the use of this feat or the requirement of a random roll, which brings them in line with aasimars, who can also freely choose variant heritages. Thus, the current benefit of the feat is that it allows a tiefling to roll three times against the variant abilities table and choose the most favorable result.

  • Alternate Skill Modifiers: While most tieflings gain a +2 racial bonus on Bluff and Stealth checks, those of the variant heritages listed below gain a modifier to different skills.
  • Alternate Spell-Like Ability: The listed spell replaces the standard tieflings darkness 1/day spell-like ability and also functions once per day as a spell-like ability.
Table: Variant Tiefling Heritages
d10HeritageAbility ModifiersAlternate Skill ModifiersAlternate Spell-Like AbilityDescription
1Asura-Spawn
(Faultspawn)
+2 Dex, +2 Wis,
–2 Int
Appraise, Knowledge (local)hideous laughterThe scions of the exotic and mysterious asuras are swift and wise, but often favor traditional ways over cunning.
2Daemon-Spawn
(Grimspawn)
+2 Dex, +2 Int,
–2 Wis
Disable Device, Sleight of Handdeath knellDaemon-blooded bringers of devastation are shrewd and swift, but their plans frequently exhibit exploitable flaws.
3Demodand-Spawn
(Foulspawn)
+2 Con, +2 Wis,
–2 Int
Intimidate, Knowledge (religion)bear’s enduranceThe burly spawn of the demodand race possess bizarre cunning, but favor brawn to planning.
4Demon-Spawn
(Pitborn)
+2 Str, +2 Cha,
–2 Int
Disable Device, PerceptionshatterSavage and monstrous, the terrifying spawn of demons know the chaotic fury of their Abyssal ancestors.
5Devil-Spawn
(Hellspawn)
+2 Con, +2 Wis,
–2 Cha
Diplomacy, Sense MotivepyrotechnicsStalwart and conniving, diabolical tieflings know the discipline and might of Hell’s legions.
6Div-Spawn
(Spitespawn)
+2 Dex, +2 Cha,
–2 Int
Diplomacy, LinguisticsmisdirectionScouring life like a desert wind, these tieflings possess the precision and exoticism of their div ancestors.
7Kyton-Spawn
(Shackleborn)
+2 Con, +2 Cha,
–2 Wis
Escape Artist, IntimidatewebThe black-hearted spawn of shadow and pain know the sadistic vices of their suffering-obsessed forebearers.
8Oni-Spawn
(Hungerseed)
+2 Str, +2 Wis,
–2 Cha
Disguise, Intimidatealter selfThe spawn of oni know the ways of their ancestral fiends and master the arts of trickery and cruelty.
9Qlippoth-Spawn
(the Motherless)
+2 Str, +2 Wis,
–2 Int
Escape Artist, SurvivalblurRare in the extreme, the warped scions of the eldritch qlippoths retain the tenacity and insidiousness of their horrific forbearers.
10Rakshasa-Spawn (Beastbrood)+2 Dex, +2 Cha,
–2 Wis
Disguise, Sense Motivedetect thoughtsDeft and charming, these bestial tieflings inherit much of the subtlety and guile of their proud rakshasa progenitors.

Variant Abilities and Physical Features

GMs may customize their tiefling NPCs using the following charts, or allow players to do so by rolling a d%. Players with a particular character concept in mind may consult their GM if they want to select a specific variant ability.

The abilities presented here replace a tiefling’s spell-like ability racial trait. Any abilities that grant spells or spell-like abilities are treated as having a caster level equal to the tiefling’s character level.

Editor’s note: As above, tieflings are no longer required to take Fiendish Heritage to roll using this table, but may choose to do so in order to gain the benefit of rolling three times instead of one, choosing the most favorable result.

Table: Variant Tiefling Abilities
d%Ability
1You can animate a 1 HD skeleton, as per animate dead, once per day as a spell-like ability.
2You possess some type of extrasensory organ, granting you all-around vision.
3You enjoy being cut. The first time each day you take slashing damage, you gain a +1 bonus on attack and damage rolls for the following round.
4You can use mage hand 3 times per day as a spell-like ability.
5Inherited memories grant you a +2 racial bonus on one Knowledge skill of your choice.
6You can levitate yourself plus 10 pounds at will, as per the spell levitate. This is a supernatural ability.
7You can eat and gain nourishment from ash, cinders, dust, and sand.
8You gain a +1 bonus on all attack and damage rolls against good-aligned outsiders.
9You gain an additional +2 racial bonus to your Charisma score.
10You possess a bite that is treated as a natural weapon and deals 1d4 points of damage.
11Once per day, you can exhibit a burst of speed, moving as if your base land speed were 50 feet for one move action.
12You do not need to sleep. You are not immune to sleep effects.
13You gain a +2 bonus on saving throws made against disease.
14Your base land speed increases by +5 feet.
15You possess a fiendishly cunning tongue, granting you a +2 racial bonus on all Diplomacy checks.
16You have over-sized limbs, allowing you to use Large weapons without penalty.
17You possess claws that are treated as natural weapons and deal 1d4 points of damage.
18You gain DR 2/bludgeoning.
19You gain a Swim speed of 30 feet.
20You gain a +2 bonus on Combat Maneuver checks.
21You possess fiendish luck. Once per day, you can reroll one die roll. You must take the result of this second die roll.
22You can use detect evil, as the spell, three times per day.
23You never need to drink to survive.
24Once per day, you can produce a sharp barb from your body. This barb is removable and is treated as a dagger.
25You gain acid resistance 5.
26Your body produces intense, searing heat. Any creature that grapples you takes 1d4 points of fire damage per round.
27You can speak two additional languages spoken by extraplanar beings.
28Any evil creature you call via summon monster remains for 3 rounds longer than usual.
29You gain a +1 bonus on all Reflex saving throws.
30You can alter your shadow to make it appear as that of any creature or object of your size or smaller.
31You can burrow through dirt, sand, and loose gravel at a rate of 5 feet per round.
32You can sense weakness, granting you a +1 bonus on all rolls to confirm critical hits.
33You gain DR 2/silver.
34You do not lose consciousness until you are reduced to –5 hit points.
35You possess long limbs and a powerful grip, features that grant you a +2 racial bonus on all Climb checks.
36You can communicate telepathically with any sentient creature with which you are in contact.
37Once per day, you can use death knell as a spell-like ability.
38At will, you can spend a full-round action concentrating to receive the benefits of tremorsense 60 feet for 1 round.
39Once per day, you can move at double your normal speed for 1 round.
40As a full-round action, you can bleed and collect 5 sp worth of precious blood per day.
41You possess spell resistance equal to 10 + 1/2 your Hit Dice.
42The spell animate dead can return you to life as per the spell raise dead 1d4 times.
43Your fiendish sorcery ability treats your Charisma as if it were 3 points higher instead of 2.
44You are unusually short, granting you all the standard traits of a Small creature.
45Your features are subtly malleable, granting you a +2 racial bonus on all Disguise checks.
46You gain an additional +2 racial bonus to your Intelligence score.
47You can use curse water three times per day as a spell-like ability.
48You are invisible to all unintelligent undead. This is a supernatural ability.
49You are healed by both positive and negative channeled energy.
50Your skin is unnaturally tough, granting you a +1 natural bonus to your AC.
51You can speak to all birds.
52You gain a +2 bonus on saving throws against poison.
53You possess the scent special ability.
54You gain DR 2/piercing.
55You are unnaturally sly, granting you a +2 racial bonus on all Sleight of Hands checks.
56Once per day, you can spit acid. This glob deals 1d4 points of acid damage and has a range increment of 5 feet.
57Your body exudes painfully freezing cold. Any creature that grapples you takes 1d4 points of cold damage per round.
58You heal yourself of double the normal amount of damage by resting.
59You gain a +1 bonus on all Will saving throws.
60You gain a +2 bonus on initiative checks at night.
61You can manipulate any armor, gauntlets, or shield you wield, causing them to grow spikes. These spikes last only as long as you wear your armor.
62You can use deathwatch three times per day as a spell-like ability.
63You have some manner of inhuman sensory organ. You gain a +2 bonus on saving throws against all gaze attacks.
64Once per day, for 1 round, you may see through any substance less than 5 feet thick—except for lead—as if it were glass. This is a supernatural ability.
65Your strange physiology grants you a +2 racial bonus on all Acrobatics checks.
66You can drink and gain nourishment from ash, cinders, dust, and sand.
67Your eyes glow fiendishly and you possess the see in darkness ability as if you were a devil.
68You gain damage reduction 2/cold iron.
69Once per day, you can use fog cloud as a spell-like ability.
70You are aware of and can choose the result of any attempt to detect your alignment.
71Once per day, you can spend a full-round action eating from a corpse to regain 1d6+1 hit points.
72You can communicate telepathically with any evil creature within 50 feet.
73You can use minor image three times per day as a spell-like ability.
74Once per day, as a spell-like ability, you can animate a Small or smaller object for a number of rounds equal to your level. Treat this object as an animated object.
75You gain sonic resistance 5.
76You can hold your breath for 3 rounds longer than normal.
77You can speak to insects.
78Your skin is spiky. Any creature that attempts to grapple you takes 1d4 points of damage.
79You receive a +1 bonus on all Fortitude saving throws.
80You gain a +2 bonus to your CMD.
81Once per day, you can use rage on yourself as a spell-like ability.
82You gain a +2 bonus on saving throws against mind-affecting effects.
83Once per day, exposure to fire heals you 1d6 hit points of damage. This ability does not negate fire damage.
84You are immune to magic sleep and paralysis effects.
85Supernatural awareness grants you a +2 racial bonus on all Perception checks.
86Your anatomy is slightly unusual, giving you a 15% chance to ignore critical hits made against you.
87You can survive on one-quarter the amount of food and water a human requires.
88Any damage you deal with a melee weapon is treated as evil for the purposes of overcoming damage reduction.
89Once per day, you can use inflict light wounds as a spell-like ability.
90You gain an additional +2 racial bonus to your Wisdom score.
91You gain damage reduction 2/slashing.
92You can see creatures on the Ethereal Plane.
93Once per day, you may ask a corpse one yes-or-no question, as per the spell speak with dead. This is a spell-like ability.
94You gain a +2 bonus on saving throws against nausea.
95You are flexible and slightly slimy, and thus gain a +2 racial bonus on all Escape Artist checks.
96You can use ventriloquism at will as a spell-like ability.
97Once per day, as a standard action, you may suppress your unusual tiefling physical features for a number of minutes equal to your Con modifier, thus appearing human.
98You receive +1 bonus hit point per level.
99Once per week you may mentally contact a fiendish ancestor to gain information, as per the spell commune. This is a spell-like ability.
100Roll on this table twice, ignoring any further rolls of 100.
Table: Alternative Physical Features
d%Feature
1Arms: elbow spurs
2Arms: over-sized limb
3Arms: stony forearms
4Arms: tentacle-like
5Arms: undersized limb
6Build: emaciated
7Build: hunchback
8Build: obese
9Build: unnaturally heavy
10Build: unnaturally light
11Digits: abnormally long
12Digits: extra digits
13Digits: extra joints
14Digits: no nails
15Digits: odd number
16Ears: bat-like
17Ears: missing
18Ears: pig-like
19Ears: pointed
20Ears: other
21Eyes: cyclopic
22Eyes: goatlike
23Eyes: glowing
24Eyes: smoking
25Eyes: other
26Face: canine muzzle
27Face: insectile mandibles
28Face: missing nose
29Face: underdeveloped features
30Face: other
31Hands: backward-bending fingers
32Hands: extra thumbs
33Hands: pincers
34Hands: suckered
35Hands: other
36Head: animalistic
37Head: animate hair
38Head: bald
39Head: malformed
40Head: other
41Horns: draconic
42Horns: metallic
43Horns: ram-like
44Horns: vestigial
45Horns: other
46Legs: backward-bending
47Legs: birdlike
48Legs: cloven feet
49Legs: froglike
50Legs: other
51Skin: feathered
52Skin: loose
53Skin: patterned
54Skin: rotting
55Skin: scaled
56Skin: slimy
57Skin: strangely colored
58Skin: translucent
59Skin: variable color
60Skin: other
61Tail: aquatic
62Tail: fiendish
63Tail: mammalian
64Tail: reptilian
65Tail: other
66Teeth: blunt
67Teeth: fanged
68Teeth: metallic
69Teeth: needle-like
70Teeth: other
71Other: androgynous
72Other: antennae
73Other: avian snood
74Other: bleeding pores
75Other: bony ridges
76Other: emits strange noises
77Other: exoskeleton
78Other: external organ
79Other: extraneous nipple
80Other: eyestalks
81Other: forked tongue
82Other: fungal/leafy growths
83Other: hermaphroditic
84Other: incongruous footprints
85Other: infernal glow
86Other: infested
87Other: inhuman voice
88Other: missing joint
89Other: no reflection
90Other: no shadow
91Other: profane birthmark
92Other: smoking breath
93Other: spinneret
94Other: strange smell
95Other: uncontrollable twitch
96Other: unnatural temperature
97Other: vestigial limb
98Other: whistling umbilicus
99Roll twice, ignoring any result of 99 or higher.
100Roll three times, ignoring any result of 99 or higher.

Racial Archetypes

The following racial archetypes are available to tieflings:

Racial Feats

The following feats are available to a tiefling character who meets the prerequisites.

Section 15: Copyright Notice

Pathfinder Roleplaying Game Advanced Race Guide © 2012, Paizo Publishing, LLC; Authors: Dennis Baker, Jesse Benner, Benjamin Bruck, Jason Bulmahn, Adam Daigle, Jim Groves, Tim Hitchcock, Hal MacLean, Jason Nelson, Stephen Radney-MacFarland, Owen K.C. Stephens, Todd Stewart, and Russ Taylor.
Pathfinder Player Companion: Blood of Fiends. © 2012, Paizo Publishing, LLC; Authors: Hal Maclean and Colin McComb.
Shadowsfall: Favored Class Options. ©2012, Jon Brazer Enterprises; Author Dale C. McCoy, Jr.