Automatic Feats
1
Granted to every character of this race at creation. They cost nothing and cannot be declined.
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You gain Fire Resistance equal to your Character Level.
You gain +2 to the Balance skill, as well as a +2 bonus to Saves vs Spells.
You have a +2 bonus to hit and damage against Lawful Outsiders and Good Outsiders.
You are Immune to Fear.
The Tiefling tree. Hover a cell for what it does; the full page has
every rank and description.
0/1
Hellish Rebuke
Ranks: 1
Cost: 1 AP
Requires: 1 AP
Enveloped in a cloak of infernal flame, you have a chance to deal fire damage to foes that strike you in melee range. Enemies have a chance to take 1d10 Fire Damage +1 per Character Level, max 30. This damage scales with Fire Spell Power.
0/3
Infernal Nature
Ranks: 3
Cost: 1 AP
Requires: 1 AP
+1 Bluff, Spellcraft, and Balance
0/3
Innate Protection
Ranks: 3
Cost: 1 AP
Requires: 1 AP
+1 to Saves vs Spells
0/3
Wand and Scroll Mastery
Ranks: 3
Cost: 1 AP
Requires: 1 AP
+25% damage and healing from your wands, scrolls, and other items that cast spells. Adds +1 to the save DCs of your offensive wands.
0/1
Obscuring Darkness
Ranks: 1
Cost: 2 AP
Requires: 1 AP
You can channel your fiendish nature to manifest a zone of Obscuring Darkness at will for 30 seconds. Foes inside the darkness suffer a 20% chance of missing any attack they make due to concealment. This does not apply to attacking misted targets from outside. Further Enhancements can modify how Obscuring Darkness can affect both you and your enemies.
0/1
Ferocious Rebuke
Ranks: 1
Cost: 1 AP
Requires: 5 AP
While Hellish Rebuke is active, enemies that strike you have a chance to be tripped with no save.
0/1
Infernal Resistance
Ranks: 1
Cost: 2 AP
Requires: 5 AP
You gain Cold Resistance equal to your Character Level.
0/3
Arcane Defense
Ranks: 3
Cost: 1 AP
Requires: 5 AP
+2 Magical Resistance Rating
0/3
Traditionalist Caster
Ranks: 3
Cost: 1 AP
Requires: 5 AP
+3 Universal Spell Power while wielding an Orb or Staff
0/1
Lasting Darkness
Ranks: 1
Cost: 1 AP
Requires: 5 AP
Enemies that enter your Obscuring Darkness have a chance to be blinded with no save.
0/3
Scorch
Ranks: 3
Cost: 1 AP
Requires: 10 AP
You can cast the spell Scorch as a Spell Like Ability, with its Caster Level based on your Character Level. Subsequent ranks in this ability reduce the cooldown and Spell Point cost.
A jet of roaring flame bursts from your outstretched hand, dealing 3 to 8 fire damage per caster level (up to a max of 30 to 80 damage at caster level 10) to targets in its path. A successful Reflex save reduces the damage by half.
D&D Dice: Deals 1d6+2 fire damage per caster levels (max 10d6+20).
0/1
Infernal Resistance
Ranks: 1
Cost: 1 AP
Requires: 10 AP
You gain Cold Resistance equal to your Character Level.
0/1
Incineration
Ranks: 1
Cost: 1 AP
Requires: 10 AP
+2% Fire Spell Crit Damage
0/1
Student of Darkness
Ranks: 1
Cost: 2 AP
Requires: 10 AP
While in Obscuring Darkness, you gain +3 Saving Throws, +3 Magical Resistance Rating, and +15 Magical Resistance Cap.
0/1
Improved Scorch
Ranks: 1
Cost: 1 AP
Requires: 15 AP
Enemies affected by your Scorch spell increase Fire damage they take by 5%. When cast on a creature that is immune to Fire, it makes them vulnerable to that element for a short period of time instead.
0/1
Infernal Sovereign
Ranks: 1
Cost: 1 AP
Requires: 15 AP
You use your Fire Spell Power in place of your Cold Spell Power if it is higher, and vice versa.
0/1
Incineration
Ranks: 1
Cost: 2 AP
Requires: 15 AP
+3% Fire Spell Crit Damage
0/3
Servant of Darkness
Ranks: 3
Cost: 1 AP
Requires: 15 AP
While in Obscuring Darkness, you gain +10 Universal Spell Power and +1 Evocation and Conjuration DCs
Core Enhancements
0/1
Bloodhunt
Ranks: 1
Cost: 1 AP
Imbue Toggle: Your weapon attacks deal an additional 1d4 Fire damage to enemies under 75% HP. This damage scales with 100% Spell Power.
Passive: +5 Fire Spell Power
0/1
Charisma
Ranks: 1
Cost: 2 AP
+1 Charisma
0/1
Bloodhunt
Ranks: 1
Cost: 1 AP
Your Bloodhunt Imbue Toggle damage is increased to 1d6 Fire damage against enemies under 50% HP. This damage scales with 100% Spell Power.
Passive: +10 Fire Spell Power
0/1
Charisma
Ranks: 1
Cost: 2 AP
+1 Charisma
0/1
Bloodhunt
Ranks: 1
Cost: 1 AP
Your Bloodhunt Imbue Toggle is increased to 1d8 Fire damage against enemies under 25% HP. This damage scales with 100% Spell Power.
Passive: +20 Fire Spell Power
Racial Past Lives
Earned by reincarnating out of a life as this race. Each is a separate feat, taken in order.
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You were a Tiefling in a past life. You gain +1 to the Spellcraft skill. This is the first of three Past Life: Tiefling feats, each of which grants a different bonus.
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You were a Tiefling in a past life. You gain +1 to Charisma. This is the second of three Past Life: Tiefling feats, each of which grants a different bonus.
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You were a Tiefling in a past life. You gain +1 Racial Action Point. This is the final Past Life: Tiefling feat.