The Tiefling
Properties
Attributes: Depends on the subrace
Favored Skills: Depends on the subrace
Size: Medium
Type: Native Outsider
Movement: 9m
Features
Resistance: Resistance to either acid, cold, electricity or fire 10. Players choice.
Darkvision: You possess darkvision 18m.
Magic Resistance: Tieflings possess an inherent resistance to magic, which is equal to 5 + their level + their Charisma modifier.
Racial Powers
Lesser Racial Power: Tieflings attacks and spells deal +1d6 damage versus opponents which did not act during a specific encounter. DC's are heightened by 2 versus such opponents.
Greater Racial Power: At 6th level, the tieflings may cast teleport without failure as an SLA instead of their normal capstone ability.
Feats: Expanded Resistances, Fiendsight, Grudge Fighter, Special Heritage, Wicked Valor
Subraces
Abyssian
Attributes: +2 Strength, +2 Constitution , -2 Intelligence
Favored Skills: Athletics, Intimidate
Fighting nature: Abyssian tieflings possess a natural gore attack that does 1d8 damage.
Hardened Skin: Abyssian tieflings have half their level as damage reduction versus aligned weapons (holy and unholy etc pierce it).
Moderate Racial Power: Tieflings may Cast Babau Ambush as an SLA once per day. This increases to twice per day at 6th level. For tieflings with another heritage than demonic look for a good spell with your DM and write it here.
Feats: From Hell
Avernian
Attributes: -2 Strength, +2 Charisma, +2 intelligence
Favored Skills: Bluff, Knowledge(Devils)
Devils Luck: Once per day, Avernus tieflings may immediately reroll a failed d20 check.
Moderate Racial Power: The Averians have the juridical right to choose any single moderate racial power from another tiefling.
Feats: Conscript, Natural Charmer
Minaurosian
Attributes: +2 Dexterity, +2 Charisma, -2 Wisdom
Favored Skills: Disable Device, Slight of Hand, Profession(Trapmaker)
Tail: You can use their tail to retrieve items, pick pockets, draw an weapon or activate easy to use alchemical, magical or other devices like buttons, drop smoke bombs or throw a pearl from a fireball necklace as a swift action. Throwing such weapons reduces the range to one half of their actual range and imposes a -4 penalty on the attack roll. This does not work for items that require class knowledge to be activated, such as, scrolls and wands, even when use magic device is used. You can use it to reload light, hand crossbows and slings. .
Trapsmith: Minaurians receive +2 on caster level of Trap spells and receive the trapfinding class feature.
Moderate Racial Power: Minaurosians receive the darkness spell as spell-like ability and may use it once per three levels.
Feats: Ace In The Hole, Arcane Smug, Nimble Striker
Zelatarian
Attributes: +2 Wisdom, +2 Dexterity, -2 Constitution
Favored Skills: Bluff, Gather Information
Swift Worn Hands: Zelatarian tieflings possess a +1 bonus to natural armor and +1 on attack rolls with light ranged weapons.
Moderate Racial Power: The tieflings lesser racial power can be taught to the friends of the Zelatarian given them 1d6 points of bonus damage versus creatures that did not act during a specific encounter. Those teachings must be done once per day in order to work.
Feats: Rule Of Three