Pathfinder blood of fiends pdf download






















Tyranny Subdomain Associated Domain: Law. Replacement Power: The following granted power replaces the staff of order power of the Law domain. Delayed Lash Su : At 8th level, as an immediate action upon successfully striking an opponent with a melee attack, you can choose to hold the damage but not any other effects of the attack for up to 24 hours.

At any time during those 24 hours you can, as standard action, give instructions to the target as long as it can hear you. If the target refuses to carry them out, or tries to subvert them in any other way, it immediately takes damage equal to twice what you held in abeyance.

This is a language-dependent effect. Replacement Domain Spells: 1st—command, 3rd— bestow curse, 7th—symbol of persuasion. Players with a particular character concept in mind may consult their GM if they want to select a specific variant ability. This is a supernatural ability. You are not immune to sleep effects. Once per day, you can reroll one die roll. You must take the result of this second roll. You can use detect evil, as per the spell, three times per day.

You never need to drink to survive. Once per day, you can produce a sharp barb from your body. This barb is removable and is treated as a dagger. You gain acid resistance 5. Your body produces intense, searing heat. Any creature that grapples you takes 1d4 points of fire damage per round. You can speak two additional languages spoken by extraplanar beings. Any evil creature you call via summon monster remains for 3 rounds longer than usual. You can alter your shadow to make it appear as that of any creature or object of your size or smaller.

You can burrow through dirt, sand, and loose gravel at a rate of 5 feet per round. You do not lose consciousness until you are reduced to —5 hit points. You can communicate telepathically with any sentient creature with which you are in contact. Once per day, you can use death knell as a spelllike ability.

At will, you can spend a full-round action concentrating to receive the benefits of tremorsense 60 feet for 1 round. Once per day, you can move at double your normal speed for 1 round. As a full-round action, you can bleed and collect 5 sp worth of precious blood per day. The spell animate dead can return you to life as per the spell raise dead 1d4 times. Your fiendish sorcery ability treats your Charisma score as if it were 3 points higher instead of 2.

You are unusually short, granting you all the standard traits of a Small creature. Blood of Fiends 47 48 49 50 51 52 53 54 55 56 57 58 59 60 61 62 63 64 65 66 67 68 69 70 71 72 73 You can use curse water three times per day as a spell-like ability.

You are invisible to all unintelligent undead. You are healed by both positive and negative channeled energy. You can speak to all birds. You possess the scent special ability. Once per day, you can spit acid. This glob deals 1d4 points of acid damage and has a range increment of 5 feet.

Your body exudes painfully freezing cold. Any creature that grapples you takes 1d4 points of cold damage per round. You heal yourself of double the normal amount of damage by resting. You 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. You can use deathwatch three times per day as a spell-like ability. You have some manner of inhuman sensory organ. Once per day, for 1 round, you may see through any substance less than 5 feet thick—except for lead—as if it were glass. You can drink and gain nourishment from ash, cinders, dust, and sand. Your eyes glow fiendishly and you possess the see in darkness ability as if you were a devil.

Once per day, you can use fog cloud as a spelllike ability. You are aware of and can choose the result of any attempt to detect your alignment. You can communicate telepathically with any evil creature within 50 feet. You can use minor image three times per day as a spell-like ability. Treat this object as an animated object.

Any creature that attempts to grapple you takes 1d4 points of damage. This ability does not negate fire damage. This is a spell-like ability. A few tieflings, however, retain more overt ties to the particular type of fiend that first corrupted their bloodlines. A player may choose one of the following 10 heritages for her tiefling character in place of the traditional tiefling racial features. Each heritage presents new ability modifiers, spell-like abilities, and skill modifiers, as well as a pair of custom traits.

Each entry also discusses the most common though by no means ubiquitous personality traits, physical features, and places of origin of tieflings belonging to that particular heritage. R 18 Blood of Fiends Asura-Spawn Faultspawn Lacking any sense of empathy or pity, faultspawn often abhor all ways of life but their own.

They inflict severe emotional and physical pain on others, and never stop picking at the resulting psychological scars. Daemon-Spawn Grimspawn Dreary and pessimistic, grimspawn are so enthralled by death, disease, and dilapidation that they often dedicate themselves to ending lives from behind the scenes as macabre saboteurs. This innate desire to taunt and ridicule people of opposing beliefs often extends beyond mere bullying, usually finding expression in the art of maiming or utterly destroying whatever their opponents hold most dear.

A considerable number of asura-spawn are even born hermaphrodites. Faultspawn are most common in Vudra, though following the death of Aroden a sizable number of asuras have made destructive pilgrimages to those sites where he dallied with the occasional mortal or that most clearly mark his fall.

Traits The following are race traits for faultspawn. Arms Master: The legendary battle prowess of your ancestors ensures that you have a certain amount of innate martial skill.

You take a —2 penalty on attack rolls made with weapons with which you are not proficient instead of the normal —4. Prayer Breaker: You have an instinctive flair for causing such pain to the faithful that they temporarily lose their connection with their god. Like their daemon ancestors, grimspawn have a great fascination with sickness, decay, and all the ways mortals can die.

However, as mortals themselves, they have no choice but to realize they too could suffer all the scourges that blight mortal life. As a way of distancing themselves from such enraging thoughts, grimspawn spend their lives as tourists of disaster, and if unable to find a preexisting calamity in which to revel, they are happy to lend a hand.

Grimspawn typically appear unhealthy and frail. Though in actuality they are no sicklier than the average person, grimspawn often display symptoms of various diseases, such as a hacking cough, feverish body temperature, or unnaturally pale complexion, and all are painfully thin and tend to look emaciated no matter how much they eat.

Grimspawn often arise in areas beset by disease, famine, civil unrest, or war. So desperate are the peoples of these lands to replenish their numbers and forget the horrors of the past that the parents of such sickly seeming children go to extraordinary lengths to keep them alive, ignorant of their daemonic taint.

As their fiendish children reach adulthood, many parents come to regret their efforts. Traits The following are race traits for grimspawn. Soul Eater: The act of murder allows you to draw vitality from fleeing souls. Whenever you use a coup de grace action to kill a creature either by damage or through a failed Fortitude save , you gain a number of temporary hit points equal to half your character level minimum 1 for 1 minute. These temporary hit points do not stack with multiple coups de grace.

They enjoy violating taboos even more than breaking laws, especially if it means degrading or repulsing an innocent. Demon-Spawn Pitborn Pitborn delight in destruction, especially while unleashing their havoc on what others consider valuable or precious.

Perhaps because of this volatility, others tend to simply defer to pitborn, an act that often grants them the dominance they crave. Thanks to their demodand ancestry, foulspawn have a deep and abiding hatred of religion and conventional morality.

However, their sense of heresy goes much further than merely scorning the gods; foulspawn reject any code of behavior that places limits on their actions, whether such restrictions be social, legal, or divine. Their name—representing not just their disgusting personal habits and hygiene, but also their vulgarity and basic indecency—merely hints at how ruthlessly they work to corrupt and debase their surroundings. Foulspawn always have at least one physical trait that places them far outside the norm.

Whether they are grossly fat, skeletally thin, monstrously tall, or horrifically stunted, they always stand out in a crowd. All foulspawn, regardless of their appearance, have terrible standards of personal cleanliness and grooming. Though they are somewhat more common around the Worldwound, foulspawn tend to appear in higher rates throughout all of northern Avistan. Some attribute this to a general lack of civilization and refinement, which attracts demodands and encourages intermingling between these fiends and humanoid natives.

Most regard this myth as simply an unfair stereotype, however, since the fact remains that nearly every society produces foulspawn. Traits The following are race traits for foulspawn. God Scorn: Your contempt for the gods and their sad little priests makes it easier to shake off the effects of their prayers. Repulsive: Your repulsiveness causes people to almost instinctively shy away from making physical contact with you.

The easily enraged pitborn usually find smashing something the quickest way to calm back down. Of course, since pitborn gain a sense of genuine pleasure from wanton destruction, they break, rip, and rage even when in the best of moods. They revel not just in the spectacle of annihilation but also in the heady sense of power they get from ruining what others love or, even better, need.

Pitborn hate the objects of their fury with a burning intensity that never truly cools no matter how much time has passed.

Pitborn with subtler flaws like differently colored eyes, mismatched ears, an odd number of fingers, or a birthmark sprawling across one cheek can often hide or explain such traits away.

Those with more prominent abnormalities like incompatible limbs, the head of a vestigial twin, or bizarre spines or scales adorning only one side of their bodies find it much more difficult to pass for normal. All pitborn take extreme offense at their disfigurements being pointed out. Pitborn flourish in the vicinity of the Worldwound and throughout the Darklands, though much like the random, malevolent evil of their ancestors, they can arise just about anywhere in the world.

Traits The following are race traits for pitborn. Deadly Rush: When you hurl yourself against a foe with reckless abandon, you often land particularly telling blows. Flair for Destruction: You have a talent for striking objects at their weakest points. They know a lie when they hear one, and can often determine what hidden vice or secret shame motivates another.

Devil-Spawn Div-Spawn Spitespawn An innate sense of jealousy and pure malice drives spitespawn to spread misery and despair. Unable to experience joy themselves, they devote their lives to promoting gloom, all the while hiding the hatefulness that lurks at their core.

Though as ambitious and willing to seize opportunities as they come, hellspawn are by far the most conservative and conformist of all the tiefling heritages. They tend to accept their lot in life and seldom rebel, instead finding their niches and then quietly accumulating the wealth and power they crave. Their natural talent for identifying the dark appetites of others often proves useful when trying to climb the social ladder, and hellspawn usually leave behind trails of ruined careers and broken lives in their wakes.

Most have horns, a tail, and eyes with an odd color or unusually shaped pupils. Cheliax has a substantial contingent of hellspawn living within its borders. Chelish authorities regard hellspawn as officially expendable and scarcely hesitate to put them up on the auction block, dispersing the tieflings to any land that tolerates slavery. The ultimate false friends, spitespawn never feel true pleasure or happiness. The closest they can manage is a certain measure of smug satisfaction when they drive others to frustration and despair.

Spitespawn often have a noticeable abnormality relating to their skin and, in some rare cases, their tongues. Blotches, unusual skin pigmentation, and pelts of thick hair are all subtle signs of div ancestry, but the truly deformed can sport even more bizarre traits including mobile bulges that lurk beneath the skin like burrowing insects, or unusally dry flesh that constantly sheds layers of unsightly dust.

Spitespawn are most often encountered in areas where both genies and divs are common, including the lands of Jalmeray, Katapesh, Kelesh, Qadira, and Vudra. Regardless of where they are born and raised, almost all spitespawn must travel far away from their homelands at some point, as their scams and treacheries inevitably catch up to them and force them to move on to places where they can make a fresh start and find new victims. Traits The following are race traits for spitespawn.

Buried Anxiety: You laugh at what makes others tremble, but are secretly disturbed by a particular sort of mundane item. Pick a specific sort of object, color, sound, or similar relatively common phenomena. Shift the Blame: You have learned many tricks to keep yourself from facing the consequences of your misdeeds.

The following are race traits for hellspawn. Blood Stalker: Some infernal instinct makes it much easier for you to locate creatures whose blood you have drawn. Unearth Secrets: You have a gift for recognizing secret desires.

Though they prefer to practice their cruel art on others, they accept that sometimes the wheel must turn and greet their own moments of anguish and confinement with an odd serenity. Kyton-Spawn Endowed with brawny muscles and thick bones, hungerseed always seem poised to explode into some larger, more powerful form, and have a voracious appetite for sensory pleasures and carnal delights.

Like their kyton ancestors, shackleborn possess a reckless cruelty that makes them truly terrifying when they get the upper hand in a dispute. They embrace agony as an essential truth, and believe submitting to pain is the ultimate destiny of all living things. Shackleborn seldom kill an opponent if given a chance to capture one alive, and they rarely go anywhere without tools to bind and torture victims.

Shackleborn are often born with their skin already mutilated, a garish embroidery of white and purple scars covering their flesh from head to toe.

Though this certainly makes them stand out, normally only the most discerning and well-traveled passersby connect these persons with kytons. The irresistible allure of pain compels shackleborn to add to their collection of scars as they age, and many graduate to branding, piercing, and tattooing over time. Cheliax plays host to a respectable number of shackleborn. Nidal boasts a number of kyton-born as well; the native Kuthites regard the shadowy tieflings as gifts from their dark patron.

Rumors, never confirmed, claim that the priests of Razmir sometimes employ kyton torturers to persuade doubtful acolytes, and their carnal appetites have supposedly produced a small colony of shackleborn trained from birth to serve the living god. Oni-spawn are natural bullies who prefer to use threats and force to get what they want rather than persuasion or tact. At best, such brashness tends to win them lackeys rather than actual friends.

If thwarted by someone more powerful, hungerseed brood and bide their time, waiting for the perfect moment to stage a bloody rematch. Onispawn always hunger for more bodily pleasures; they share the voracious appetites of their fiendish antecedents, and take immense delight in experiences of the flesh, whether that means food, sex, violence, or other tactile sensations.

Hungerseed are usually extremely tall and bulky when compared to untainted humans. Similar to their oni ancestors, they appear ready to burst out of their flesh into some more monstrous form. When hungerseed experience strong emotions, their muscles bulge and shift, almost seeming to expand as they hold themselves back.

Some individuals possess tusks that protrude from their mouths, and young hungerseed often delight in using their powerful teeth to rip into living birds or other small animals. Though hungerseed appear all across Golarion, especially in the wilder regions, they are most common in Tian Xia, the homeland of the oni.

Belkzen and Cheliax also have a scattering of oni-spawn in their midst, usually descendants of ogre magi mercenaries and warlords. Traits The following are race traits for shackleborn. Chain Master: Your fiendish ancestry has granted you unnatural skill with the chain, and your enemies know to stay away when you wield it as a weapon.

Pain Artist: Some trace of your kyton heritage makes people realize you are capable of anything, especially when they are bound and at your mercy. Superior Clutch: Your hands not only are bigger than normal, but also have a strong grip useful for wielding large weapons. Blood of Fiends Qlippoth-Spawn the Motherless No woman survives the birth of a babe whose qlippoth ancestry has emerged.

At best, qlippoth-spawn rip their mothers apart during labor. At worst, they tear themselves out even earlier.

Qlippoth-Spawn Rakshasa-Spawn Beastbrood Beastbrood regard themselves as deserving of appreciation and opulence. Through deceit and sheer willpower, they often achieve privileged stations in society. Like their qlippoth forebears, the motherless instinctively despise mortals and their sins, but rather than turning them toward a path of virtue, such scorn instead drives qlippoth-spawn toward bitterness and cynicism.

By their reckoning, hypocrisy and sin rule the mortal heart, and thus all mortals deserve little more than extinction. Jaded and leery loners, they see treachery and deceit behind every action, and prefer to stab others in the back before they themselves are betrayed.

Perhaps because they have never felt the bond between a mother and her child, qlippoth-spawn are almost always incapable of love, trust, or affection. The motherless always display their bizarre deformities at birth. Covered in barbed tentacles, oozing tumors, crudely shaped and stunted appendages, pieces of carapace, or other defects that seem more appropriate for insects and other lower life forms, those who survive their early years learn the true meaning of rejection.

One of the rarest of all the tiefling heritages, the motherless tend to arise in clusters of half a dozen or so births occurring over roughly the same time period in a village or town. Such infestations are as quick to dissipate as they are to appear, and while somewhat more common near the Worldwound, such outbreaks are still infrequent.

Like their rakshasa ancestors, beastbrood have a taste for luxury and the finer things in life. Predisposed toward arrogance, beastbrood believe that they innately deserve affluence and find any station below that of royalty beneath them. Despite their haughty demeanor, beastbrood typically possess a natural charm that actually causes others to often grant them the deference they consider their birthright.

Unless playing a role, beastbrood always act like aristocrats, and usually, they get treated as such. Beastbrood usually develop their distinctive traits after childhood, often sometime during adolescence. Such attributes usually hint at an animalistic nature, including slit pupils, fangs, or coats of fur. Unlike most tieflings, beastbrood rarely feel a sense of isolation. Even their bestial features, sleek and well groomed, usually grant them a feral glamor instead of leading to revulsion.

Beastbrood are most common in Vudra, where rakshasas are more prevalent, but many leave their homeland for better prospects abroad as soon as possible. Vudran folklore has far too many stories about rakshasas to allow their half-blooded offspring to achieve the lavish lifestyle they seek, and most Vudrans oust beastbrood as soon as they are discovered.

In other lands, where they are regarded as merely novel instead of cultural bugaboos, beastbrood find it much easier to attain the opulence they crave. Traits The following are race traits for the motherless. Repel Sin: You have an instinctive revulsion for the sins that led to the rise of demons and subsequent downfall of qlippoth. Vile Kiss: You have learned how to exploit the natural disgust you provoke when in close proximity to others. Traits The following are race traits for beastbrood.

Bent Body: While nothing is actually reversed, your bones and limbs are slightly out of alignment. When adventure calls to such tainted souls, individuals put their mettle to the test, calling on a host of unique abilities and powers that give them an edge in combat. Ancestral Scorn The fury you harbor for your fiendish ancestors gives evil outsiders great reason to fear you. Prerequisites: Intimidate 5 ranks, tiefling. Benefit: Whenever you successfully demoralize an outsider of the evil subtype with an Intimidate check, it becomes sickened for 1 round in addition to being affected by the normal effects of being demoralized.

If you beat the DC by 5 or more, the creature is nauseated for 1 round instead. Banner of Doom Combat The mere sight of your fiendish banner is enough to send ripples of fear through your enemies.

Benefit: As long your banner is clearly visible, all enemies within 60 feet take a —2 penalty on saving throws against fear. This penalty does not stack with other effects that provide enemies with penalties on saving throws against fear. Blinding Sneak Attack Combat When you strike from the cover of darkness, you inject foes with a fraction of your foul magic. Benefit: When you successfully deal sneak attack damage to a foe while you are within an area of magical darkness, you temporarily blind your opponent for 1 round.

Fiendish Darkness You can use your darkness spell-like ability more often. Prerequisites: Darkness spell-like ability, tiefling. Benefit: You can use darkness three times per day as a spell-like ability.

Normal: Tieflings can use darkness once per day as a spell-like ability. Your fiendish physical traits are normally hidden by clothing or appear to be markings of another race. Prerequisites: Must be taken at 1st level, tiefling. You must select the race you are able to impersonate when you select this feat, and thereafter you cannot change the race you have chosen.

That race must be Medium size. Fiendish Resilience You dodge energy attacks with amazing agility. Prerequisites: Dex 13, evasion class feature, tiefling. Benefit: Choose one of the following energy types that you have resistance to: cold, electricity, or fire.

Special: You can take this feat multiple times. Each time you take it, you select a different qualifying energy type. Fury of the Tainted Combat The unstoppable anger you feel toward do-gooders and selfproclaimed saints makes you a force to be reckoned with. Prerequisites: Cha 13, rage class feature, tiefling. Improved Fiendish Darkness Your innate ability to shroud others in darkness is further empowered.

Prerequisites: Fiendish Darkness, darkness spell-like ability, caster level 3rd, tiefling. Using the darkness spell-like ability in this way expends all three uses of it for the day, and it cannot be used if fewer than three uses of it remain for that day.

Improved Fiendish Sorcery Your skill with foul sorcery is even more potent than that of others of your race. Prerequisites: Fiendish sorcery racial trait, tiefling. Improved Fury of the Tainted Combat Your hatred for goodness is rivaled only by your ability to repel it.

Prerequisites: Tiefling, must be taken at 1st level. Reckless Aim Combat Your lack of regard for others proves a boon when you fire projectiles into melee. However, when you roll a natural 1 on a ranged attack roll made with this bonus, you automatically hit a random adjacent creature that threatens your intended target.

Terrifying Mask Your fiendish visage has made you a truly terrifying spectacle to behold, and you can force others to betray their feelings with a single look. Prerequisites: Cha 13, Monstrous Mask, tiefling. Benefit: Anytime you can make a Sense Motive check to get a hunch or detect whether someone is trustworthy or not, you can choose to instead make an Intimidate check at a —2 penalty.

This ability only works on creatures of the humanoid type. Wicked Valor The fiendish blood that courses through your body causes your wounds to heal faster than usual. Prerequisites: Con 15, Diehard, Endurance, tiefling. Benefit: When you regain hit points by resting, you heal double the normal amount of damage. This feat does not stack with items or effects that also affect the amount of damage you recover from while resting.

Though these features are particularly suitable for tieflings, GMs can permit characters of other races with appropriate backstories or worldviews to gain them as well.

Consumed: Your connection to Abaddon and the daemons that call it home has left you diminished but still able to scorn many mortal frailties. You automatically stabilize when brought below 0 hit points. At 5th level, whenever you make a saving throw against a disease or poison effect, roll twice and use the higher roll as your result. At 10th level, you can go without food or water for a number of days equal to your oracle level before suffering any ill effects due to starvation or thirst.

At 15th level, whenever a creature within 30 feet takes damage while in combat, you automatically gain 1 temporary hit point. You can benefit from this ability a number of times per round equal to your Charisma modifier, and you can gain a total number of temporary hit points in this way equal to your oracle level.

Temporary hit points gained this way disappear after 1 hour. Legalistic: The shackles of Hell impose savage consequences should you violate a covenant, but also imbue you with remarkable guile. Whenever you break your word either purposefully or unintentionally , you become sickened for 24 hours or until you meet your obligation, whichever comes first. At 10th level, you can make a new saving throw each minute to resist mind-affecting effects as your subconscious searches for loopholes.

At 15th level, any creature that violates its freely given word to you takes a penalty to AC, to spell resistance, and on saving throws against your attacks and abilities equal to your Charisma modifier minimum 1 for 24 hours. Wrecker: The destructive power of the Abyss and its teeming hordes of demons seeps from your very pores and into your belongings and surroundings.

Held objects gain the broken condition when you use or equip them but regain their actual condition if employed by anyone else. If a held item is restored to unbroken condition, it becomes broken again the following round.

Disable Device becomes a class skill for you and you can make Disable Device checks to destroy nonmagical traps as a move action without the need to use tools or take any action beyond simply touching it.

At 5th level, whenever you attempt to damage an object with a melee attack, reduce its hardness by an amount equal to your oracle level before determining the damage you deal with that attack. At 10th level, any attacks you make against objects and constructs automatically bypass any damage reduction they may possess except epic.

Inquisitions Inquisitions were first introduced in Pathfinder RPG Ultimate Magic, and can be taken by inquisitors in place of a domain. The following inquisitions appeal to those individuals whose blood burns with a fiendish taint, whether that taint be from Abaddon, the Abyss, or one of the nine layers of Hell. Granted Powers: The prospect of an afterlife filled with torment can cause even the most stalwart to blanch—at least for a moment.

Fear the Flames Su : You can give a creature you can see within 60 feet one chance to avoid an eternity of suffering by ordering it to carry out any one simple action that would take no more than 1 round to complete. This is a language-dependent, mindaffecting effect. Collector of Souls Sp : At 8th level, once per day as a standard action, you call forth an illusory fiend and order it to temporarily drag a living and sentient creature into an afterlife of pain and misery.

Granted Powers: You can invade the bodies of lesser beings and command them to bend to your will. Beast Ride Su : At 4th level, once per day as a standard action, you can vacate your body and inhabit that of any creature belonging to the animal type within 30 feet for a number of rounds up to your inquisitor level. While you are possessing an animal in this way, your own body becomes helpless and unaware.

You can travel any distance from your body so long as you remain on the same plane, and can return to your own body as a free action at any time.

If the animal or your body takes damage, or you attempt to make the animal attack or do anything out of character, the effect immediately ends and you return to your own body.

Body Snatch Sp : At 10th level, once per day as an immediate action upon falling unconscious because of dropping below 0 hit points, you can cast your soul from your body and attempt to occupy the body of another creature within 30 feet. This ability otherwise functions identically to magic jar except that your actual body serves as the receptacle and you suppress the consciousness of your target rather than casting it out. Your body continues to bleed as normal unless it is somehow stabilized, and if its hit points drop to a negative number equal to your Constitution score, the magic jar effect prematurely ends and you die as normal.

Granted Powers: You know how to stoke the seven sins in others envy, gluttony, greed, lust, pride, sloth, and wrath , and twist their dark desires to suit your own purposes. Sin Sense Su : As a full-round action, you can determine which sin most strongly influences a target by quickly reading its mind. This is a mindaffecting effect.

You must decide to use this ability before using your sin sense ability on a creature, and the target receives a Will save to negate the effect. If the creature fails its saving throw, for the next 24 hours, whenever the affected creature is given an opportunity to indulge in its favored sin, that creature must yield to the impulse or make a second Will saving throw to avoid becoming sickened for 1 minute.

For some, the price seems more than reasonable for a taste of true power. Regardless of their individual motives, all tieflings know to both respect and fear the malign powers lurking within their blood. The following bard masterpieces are particularly favored by musically inclined tieflings, and the daemon bloodline is an irrefutable source of arcane might for tiefling sorcerers.

Bard Masterpieces First introduced in Pathfinder RPG Ultimate Magic, masterpieces allow bards to inflict unique effects on nearby creatures by sacrificing other abilities and using a number of rounds of their bardic performance ability. The following bard masterpieces are subject to the same rules and limitations of the bard masterpieces found in Ultimate Magic. The Dance of Kindled Desires Dance Each sway and shake of your hips calls up another temptation from the depths of Hell until your spectator, hapless and drooling, finally succumbs and freely offers up his life, honor, or very soul for just a taste of what you have proffered.

Prerequisite: Perform dance 5 ranks. Cost: Feat or 2nd-level bard spell known. Effect: Your dance entices one creature within 30 feet that is able to see you, invoking every imaginable vice and craving until finally the desire the creature personally finds most appealing overwhelms its thoughts.

You always know what your target wants, and, if you have the means to provide it, can offer it to the creature in exchange for a specific service.

The creature can resist this effect with a successful Will saving throw, and creatures never agree if you offer services that are physically impossible or obviously suicidal, or if you lie about having the means to fulfill the desire in question. Action: 3 full rounds. Melody of Frightful Death String The pain and horror of the Abyss shrieks through your instrument to make a listener experience the death she dreads most.

Prerequisite: Perform string 7 ranks. Cost: Feat or 3rd-level bard spell known. Effect: You produce a sound that causes creatures to believe they are suffering a particularly ghastly and terrifying death, such as immolation, freezing to death, or being eaten alive by insects. When you complete this performance, all creatures within 30 feet who can hear your performance must make a successful Will saving throw or take 1d6 points of energy damage. The energy type can be either acid, cold, or fire your choice, chosen when you begin performing the masterpiece.

Affected creatures that fail their saving throws take damage on the round you begin the performance and each round you continue the performance as long as they remain in range. Abilities that extend the duration of a bardic performance affect this masterpiece. Use: 1 bardic performance round per round. Action: 1 standard action.

The Rheumy Refrain Sing Your strange melody of hacking gasps and pained wheezes draws upon the dark powers of Abaddon to fill a witness with debilitating and distracting phlegm.

Prerequisite: Perform sing 5 ranks. Effect: Your song emulates the sounds of a terrible illness, causing one creature you are aware of who can hear your song to develop a psychosomatic flu. Blood of Fiends Daemon Bloodline A daemon lurks somewhere along your family tree.

Your powers derive from these soul-devouring fiends, who take pleasure and gain power from manipulating mortal frailties like aging, pestilence, famine, and the horrors of war. Your lineage gives you great insight into how to exploit the weaknesses of living beings and how to use leeched soul energy to enhance your wicked abilities.

Class Skill: Heal. Bonus Spells: ray of enfeeblement 3rd , touch of idiocy 5th , vampiric touch 7th , contagion 9th , blight 11th , circle of death 13th , waves of exhaustion 15th , horrid wilting 17th , soul bind 19th. The second spell you cast must be of an equal or lower level than the first one. Bloodline Powers: Like that of a daemon, your magic derives from painful and lingering death.

Wasting Ray Sp : At 1st level, as a standard action, you can impose either starvation or thirst upon a living creature you can see within 30 feet. The creature must continue to make these checks until, as a full-round action, it quenches its thirst or sates its hunger see pages — of the Pathfinder RPG Core Rulebook for more information on starvation and thirst.

Creatures that do not need to eat are immune to this effect. Age Out Su : At 9th level, you gain the ability to instantly recover from most harmful effects by temporarily aging yourself decades in a matter of moments.

As a standard action, you can shift your effective age to the next highest aging step for example, from adulthood to middle age. Each time you do this, any debilitating condition or effect currently affecting you that initially allowed a Will or Fortitude saving throw immediately ends.

When you age yourself in this way, you take the normal penalties associated with growing older see page of the Core Rulebook but gain none of the benefits.

You cannot use this power to age beyond venerable, recover hit point damage, or remove effects that did not or do not allow a Will or Fortitude saving throw to negate.

You return to your actual age 24 hours after the last time you used this ability, and all penalties to ability scores as a result of advanced age are then removed.

Wound Warp Sp : At 15th level, you gain the ability to travel across the battlefield by literally erupting from the fatal wounds of deceased creatures. As a standard action once per day, you can teleport to an unoccupied square adjacent to any dead creature within 10 feet per caster level. Any creatures adjacent to the square you teleport to take 4d6 points of acid damage as you burst into being and shower them with acidic bile. This ability otherwise functions like dimension door.

At 20th level, you can use this ability twice per day. One with Abaddon Su : At 20th level, your body embraces the unspeakable power of your daemon lineage. You gain immunity to acid, death effects, and poison. They stand so close to the pit that a mere stumble could cast them into damnation, and their dark ancestry often grants them unusual abilities or insights that forever separate them from the common throng. The following entries offer a variety of new race traits designed for tieflings.

Tiefling Race Traits The following race traits complement tiefling characters. Anticipate Evil: You can read subtle clues in the body language of fiends, allowing you to react just a bit faster than normal when dealing with such beings. In addition, when your initiative is tied with such creatures, you always act first regardless of which of you has a higher initiative modifier. Beast Bully: You have learned how to exploit the fear felt by creatures of the natural world when they sense the shadow in your soul.

You can make an Intimidate check instead of a Handle Animal check when trying to handle or push an animal. Blessing of Darkness: Your innate connection with the powers of darkness serves you well when evil zealots pray on your behalf. Born Damned: The inherent sacrilege that taints your soul sometimes crowds out lesser banes. Ever Wary: Constant fear that your fiendish nature might provoke a sudden attack ensures that you never completely let down your guard.

During the surprise round and before your first action in combat, you can apply half your Dexterity bonus if any to your AC. You still count as flat-footed for the purposes of attacks and effects.

Family Connections: Your dark ancestry gives you a special insight into how to motivate or placate fiends and their kin. Friendless: You have grown used to looking after yourself without help. You can make Heal checks on yourself for the purposes of treating deadly wounds, diseases, and poisons. Inciter: You always seem to know the perfect words to sow discord. Motherless: Your birth killed your mother, and you learned, even before words, how to manipulate others into looking after you.

Prolong Magic: Constant drills and preparation allow you to get more out of your innate magic. Whenever you use a spell-like ability gained Blood of Fiends through your tiefling heritage, it automatically acts as if affected by the Extend Spell metamagic feat. Prideful Temper: Memories of the cruel abuse and taunts you suffered as a child cause you to strike back with great fury at anyone who slanders you.

Shadow Stabber: An instinct for dishonorable conduct serves you well when fighting opponents who are blind, oblivious, or blundering around in the dark. Suicidal: Shame and horror fill your subconscious, and you never stop looking for ways to grant yourself the peace of the grave. Once per day, as an immediate action, you can make yourself the target of any attack originally directed against a creature occupying an adjacent square.

Twilight Zeal: The gloom of night and of the places beyond the reach of the sun gives you comfort and courage. Underling: People tend to assume you either are, or are willing to become, a minor cog in some evil cabal or conspiracy. Random Tiefling Features Presented below are dozens of features tieflings might possess. None of the following features grant characters any special powers in excess of their usual abilities.

Blessed with celestial blood from benevolent extraplanar ancestors, the beatific humanoids known as aasimars are often regarded by others with a mixture of reverence and envy. Delve into the mysteries and wonders of these angelic outsiders and learn how to optimize your own aasimar characters in the next Pathfinder Player Companion volume!

Blood of Angels Learn all about aasimars within the Pathfinder campaign setting and how to flesh out your own celestial character with a host of information on the ecologies, societies, traditions, and beliefs of aasimars. How do aasimars come to be, exactly?

How do they interact with humanoids in other societies? Blood of Angels presents player-friendly answers to these questions and more, and gives you all the tools you need to make your aasimar character fit into the world of the Pathfinder campaign setting.

Aasimar Heritages Further customize your aasimar character with a multitude of possible celestial heritages, including the bloodlines of angels, archons, garudas, and more. Each otherworldly ancestry grants its aasimar descendants distinct psychological traits, physical features, and supernatural abilities, meaning no two such celestially touched beings are truly the same. Combat New combat-oriented feats take your celestial warrior to the next level in battle.

Faith Let the wicked fear your fervor with new oracle curses, inquisitions, and subdomains specifically designed for characters with a heavenly edge. Magic The arcane magic of the blessed is more than enough to strike terror into baser creatures, with new bardic masterpieces, eidolon models, and a sorcerer bloodline.

Social Make your aasimar character truly stand out with myriad new traits and features, or roll to randomly determine the celestial markings of your angelic heritage. Subscribe for More! Discover Golarion and learn more about this rich, detailed campaign world!

Head over to paizo. Paizo Publishing, LLC. ISBN Pathfinder Companion. Pirates of the Inner Sea. Artwork from Blood of Fiends. Something Wicked Lurks Within Born of mortal and fiendish blood intertwined, tieflings are tainted individuals thrust into a world that has learned to both fear and despise them. Whether they openly display their freakish ancestry in settlements known for their tiefling populations or hide such shameful attributes through either mundane or magical methods, all tieflings know that they are different.

Inside this book, you'll find: Detailed information on the origins, physiology, traditions, social interactions, and beliefs of tieflings—the accursed descendants of mortals and fiends. A table of variant tiefling abilities to further customize your fiendish characters.



0コメント

  • 1000 / 1000