This lanky man sneers as he draws his sword. Tiny horns and a barbed tail reveal that he is something more than human.
Tieflings are often compared against Aasimar, if only to make the point that the Tiefling must be to unluck what the Aasimar is to good fortune. This is completely untrue. Many Tieflings feel bitter or angry over how they are seen by some folks, but again all people regardless of mutation are needed in these trying times. Tieflings come in several colors, from opalescent to dark crimson. They also sport signature horns and barbed tail.
If there’s one thing Tieflings have it’s their mastery of the Arcane arts, the natural method of doing so via sorcery is a Seraph trait, the originators of the Tiefling genetic code. Some Psionics believe that Tieflings are a true and living expression of Arcane magic.
The Tiefling Galactic Accord equivalents are the Seraph, a race of dark, infernal aliens. The Seraph are characterized by the following domains: Destruction, Fire, Madness, Magic and Rune.
- +2 Dexterity, +2 Intelligence, –2 Charisma: Tieflings are quick in body and mind, but are inherently strange.
- Senses: darkvision (60 feet.)
- Racial Skill Bonuses: +2 racial bonus on Bluff and Stealth checks.
- Spell-Like Abilities: darkness 1/day (caster level equals the tiefling’s class level.)
- Resistance(s): cold, electricity, and fire resistance 5.
- Tiefling Unluck: Once per-day a Tiefling can force another character to reroll a single d20 roll, the target must take the second result, even if it’s worse.
- Fiendish Sorcery: Tiefling sorcerers with the Abyssal or Infernal bloodline treat their Charisma score as 2 points higher for all sorcerer class abilities.
- Languages: Tieflings begin play speaking Common and French. Characters with high Intelligence scores can choose any bonus terrestrial languages of their choice (i.e. English, French, Spanish, etc).