The Tiefling

Properties

Attributes: Diverse

Favored Skills: Diverse

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 receive +4 on initiative rolls. Their 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 Ultimate 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 to one single attribute, +1 to all others

Favored Skills: Bluff, Knowledge(Devils)

Devils Luck: Once per encounter when the Avernian and at least one other creature have to make a saving throw against the same effect, the Avernian may choose to swap the dice roll result with another creature.

Moderate Racial Power: The Averian may select a single feat that another party member picked and they qualify for. The Avernian may use that feat instead of the original party member up until an arranged period is over. Then they may reuse the ability. The other party member must give the Avernian the feat willingly.

Feats: Conscript, Natural Charmer

Bariaur(Infernal Centaur)

Attributes: -2 Dexterity, +2 Constitution, +2 Charisma

Favored Skills: Bluff, Knowledge(Law), Profession(Lawyer)

Tauric: The body is large, thus receive penalties and bonuses for a large size. But the upper torso is small, so you do not take penalty on attack rolls, additional reach or the ability to use larger weapons. The large body grants additional 4 bonus hitpoints.

Horse Legs: Bariaur have 15m movement speed.

Moderate Racial Power: The Bariaur take mounted combat feats as if he were mounted. However he makes athletics checks instead of ride checks.

Feats: Bureaucracy, Dual Boot

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: You gain the quick draw feat and may quick draw up to two weapons as a free action. The Zelatarian receives stacking +1 insight bonus to attack rolls with light weapons, weapons with the keyword 'hand' and ranged attacks.

Moderate Racial Power: The tieflings lesser racial power can be taught to two friends of the Zelatarian. Those teachings must be done once per day in order to work.

Feats: Rule Of Three