Same as core Tieflings except as follows. This is going to have some more severe changes...
|Ain't so easy being Fiendish...|
Ability Scores: +2 Str, +2 Cha, -2 Wis. Superior in strength, with personalities strong enough to survive the lower planes, Tieflings still are plagued by drifting morals and lack of awareness.
Languages: Tieflings being play speaking Hellspeech or Abyssal, plus one human language of their choice (most often Tomish for those in Crux).
Poison Resistance: Tieflings gain a racial bonus on saving throws against Poison effects equal to their hit dice.
Prehensile Tail: Tieflings 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.
Damnation: Each Tiefling's flesh carries a bit of the plane their soul was bound to. The remaining energy manifests itself a variety of ways, but most often in giving the Tiefling a bit of damned sorcery they can call upon once a day. A Tiefling selects one of the following spells and can cast that spell once per day. Their caster level is based on their character level and DCs for that spell are Charisma-based.
Damnation Spell Options: hideous laughter, death knell, bear's endurance, web, alter self, shatter, darkness, misdirection, blur or detect thoughts.
The Lower Planes
Given that number of planes in existence are infinite, it is quite impossible to detail here all the possible planes that are tied to Tieflings that their souls could've been imprisoned upon. But there are a few major planes with significant ties to Orphos, who can be pointed to as major sources for the souls Tieflings spawn from:
Galgvior, the Eternal Winter; Malforge, Home of the Soul Fisher; The Pit, Prison of a Thousand Dreams; Roxxor, The Battlefield; Ix, Realm of the Chained Gears.
Demon's Orphan (Crux Tiefling) You are one of the Demon's own. As member of the notorious criminal gang called the Demon's Orpans, you know how to push others to get your way. You gain a +1 trait bonus on Intimidate. Furthermore, if you are using Intimidate to demoralize an opponent, you roll twice and take the better of the two rolls.
Tiefling Slave (Maliph Tiefling) Born in Maliph, you were sold into slavery to 'help' you find redemption. In truth, you spent most of your youth working on a spice plantation under monstrous overseers. You were able to purchase your freedom, eventually. You gain a +1 trait bonus on Will saves. Whenever you make a will saving throw to resist a compulsion, you roll twice and take the better of the two results.
Othebean Demon Crow (Othebea Tiefling) The Church of the Twins took you in from a early age, instilling you with feeling indebted to them. They trained you to become a Crow, and even if you never joined the Eternal Order of the Eagle and the Crow, their training still remains. You gain a +1 trait bonus on Disable Device and Stealth checks. Furthermore, when you make a Disable Device checks to pick locks, you roll twice and take the better of the two rolls.
Redemption Bound (Tiefling) You remember who your past life, the horrible soul that committed the crimes that had it imprisoned in the Lower Planes to begin with. You don't find solace in these memories, instead they've always pushed you to earn your redemption, to try and make your unbind your soul of its taint. Whenever you aid another, you treat the bonus you grant as 1 higher. Furthermore, when you roll to aid another, you always roll twice and take the better of the two result.
Quiet Life (Ithic Tiefling) Being raised in Ith, you were able to find a peaceful life in communities of all Tieflings. You gain a +1 trait bonus on Diplomacy checks and a +2 trait bonus on Diplomacy checks to gather information from other Tieflings. Whenever you make a Diplomacy check with another Tiefling, you roll twice and take the better of the two rolls.
Fiendcaster (Ithic Tiefling) Being born in Ith, you've been free to research more about the magic and power innate to your nature. You can cast your Damnation spell an additional time per day, and any DCs associated with it are increased by 1.
Alright, that's two more for today. Got Skinwalkers to do next, then Dhampr. And after those get all modded, I can work on creating a new race, the Aethamir. Thanks for reading. Comments are appreciated- Good ideas get praised, Bad ideas ignored and Great Ideas stolen outright. See you around the 'Bend.