TEXT: Tieflings
  TM
  
  MIDGARD TALES
  22
  Advanced Races Tieflings
  Credits
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  ©2013 Open Design LLC. All rights reserved.
  www.koboldpress.com
  TM
  Designer: Amanda Hamon 
  Tiefling Character Guide: David “Zeb” Cook
  Editor: Jim White
  Cover Art: Guido Kuip
  Table of Contents
  TM
  Tieflings   ...............................................................................  
  Tiefling Racial Traits ............................................................ 
  Tieflings of Midgard  ............................................................ 
  Alternate Racial Traits .......................................................... 
  The Truth About Tieflings ...................................................    
  Tiefling Feats .......................................................................... 
  Secret Histories ..................................................................... 
  Racial Archetypes ................................................................. 
  Tiefling Bloodlines ............................................................... 
  Living Among You ............................................................... 
  Bloodlines and the Hellcaller .............................................. 
  Tieflings & Material Possessions ........................................ 
  3
  4
  4
  4
  5
  6
  6
  7
  7
  8
  9
  10
  Race Relations ...................................................................... 
  The Greater Purpose ........................................................... 
  Tiefling Spells ....................................................................... 
  Tiefling Roles ........................................................................ 
  The Huntsmen of the Woods  ............................................ 
  Oathbreakers ........................................................................ 
  The Seekers ........................................................................... 
  Thieves of Lost Things ........................................................ 
  Infernal Powers .................................................................... 
  Tiefling Equipment ............................................................. 
  Tiefling Magic Items ........................................................... 
  11
  12
  13
  13
  13
  14
  15
  15
  16
  17
  18
  Interior Art: William McAusland, Guido Kuip,  
  Cris Griffin
  Art Direction & Graphic Design: Marc Radle 
  Finance Manager: Shelly Baur
  Publisher: Wolfgang Baur
  
  33
  Tieflings
  More than 2,000 years ago, as Caelmarath’s humans 
  experimented with their newfound arcane knowledge, 
  whispers began circulating about dark secrets in the West. 
   
  Time passed, the magocracies grew in power, and 
  generations later the truth emerged: The West’s most 
  ambitious spellcasters had entered into dark pacts with 
  certain denizens of the Eleven Hells. In exchange for 
  breathtaking magical prowess, these corrupted humans 
  coupled with devils, demons, or other hellish beings, 
  ensuring their bloodlines would forever carry a fiendish 
  taint. The dark scions of these unions came to be known 
  as tieflings—the Demonmarked, the Hellborn—and these 
  evil-touched individuals eventually helped plunge the land 
  into its benighted destiny.
   
  Early in tieflings’ existence, 
  entire families of Demonmarked 
  were not uncommon in the nine 
  magocracies. This dark influence 
  spread throughout the West’s 
  humans; those families that did 
  not carry a fiendish taint often 
  were open to partnering with 
  hellspawn. To these crusading 
  humans—including Zobeck’s 
  infamous House Stross, which so 
  chafed against the elves’ rule—
  any means of overthrowing their 
  overlords were justified. Freedom 
  the humans and tieflings 
  achieved, though once the elves 
  fled these powerful spellcasters 
  quickly turned on each other. 
   
  As the magocracies vied for 
  control of the land’s ley lines, 
  couplings with demons happened 
  less frequently. Spellcasters 
  blighted the land while the 
  tieflings’ numbers slowly waned; 
  soon, even in the sole surviving 
  Magocracy of Allain, tieflings 
  were a rare minority. By then, 
  though, fiendish genetics were 
  irreversibly hardcoded into 
  many bloodlines, ensuring that 
  tieflings could be born randomly 
  to any tainted family. And so 
  new Demonmarked infrequently 
  surface, serving as reminders of 
  their ancestors’ greed, their blind 
  ambition, and—as most would 
  agree—their utter foolishness.
   
  Even at the height of their population, tieflings in 
  the magocracies were considered strange, foreboding 
  harbingers of ill fortune. Today they are scattered 
  throughout Midgard, but the only place tieflings are socially 
  accepted—albeit begrudgingly—is in the Magocracy of 
  Allain. The cities of Bemmea and Tintager are particularly 
  friendly to tieflings. 
   
  Tieflings are not tolerated outside of Allain, though 
  some Hellborn have proven their worth elsewhere in spite 
  of their dark heritage. In some places a tiefling’s mere 
  presence is considered sacrilege; they are particularly 
  vilified in the Seven Cities and in Magdar Kingdom, and 
  they are hunted as heretics in the Grand Duchy. In these 
  areas, the majority populations simply cannot see past the 
  fiendish characteristics that belie a simple reality: Though 
  touched by demonic patrons, tieflings’ fates—like those of 
  humans—are theirs to decide.
  
  MIDGARD TALES
  44
  Advanced Races Tieflings
  Physical Description: Tieflings’ connections to their 
  fiendish heritage are unmistakable and typically manifest 
  physically at birth or, rarely, at the onset of adolescence. 
  Owing to the diversity of sires, no two tieflings carry the 
  same dark physical characteristics. One might bear goat-
  like horns and blackened eyes; another might possess 
  wicked fangs and reddish skin; still another might boast 
  cloven hooves and stunted, leathery wings. For some 
  tieflings, the only indication of their otherworldly origins 
  might be the general feeling of dread they instill in 
  goodly folk, their unmistakably sibilant speech, or the 
  faint smell of smoky hellfire emanating from their skin.
  Tieflings of Midgard
  Although generally viewed with suspicion—if not outright 
  fear—tieflings exist in myriad corners of Midgard. In 
  addition to the Principalities of Morgau and Doresh and 
  in Zobeck, the following places are those in which tieflings 
  are most numerous.
  Demon Mountain: On the Rothenian Plain, south of 
  the Wormwood, exists a barren peak; it is the product 
  of the magical forces and demonic will of the Master, 
  the tiefling summoner who rules this demesne. For 
  360 years, the Master has sought to break the bonds 
  that tie him to the mountain, siring children in hopes 
  of producing a prophesied, untainted son, whom he 
  must sacrifice to null his nefarious contract. So far, this 
  seven-foot-tall behemoth has succeeded only in fathering 
  dozens of tieflings—a brood in which he takes great 
  pride. These children range from fiercely loyal protectors 
  to devilish ambassadors to even the odd spymaster 
  masquerading as a wine merchant.
  Magocracy of Allain: Twenty thousand tieflings call this 
  mystical, dangerous land home. In fact, two cities in 
  Allain possess the largest number of tieflings in Midgard: 
  Bemmea and Tintager. In the former, where diabolism 
  was widespread while the elves ruled, upwards of 3,000 
  tieflings roam the streets openly, though their human 
  counterparts often view them with contempt. Because of 
  the Demonmarked’s innate magical powers, the masters 
  of the city’s many arcane academies welcome tieflings 
  into their institutions. In Tintager, where all worthy 
  adventurers are ushered into martial service, tieflings’ 
  unique strengths are considered assets against potential 
  elven invasions.
  Nuria Natal: Much fewer in number than the tieflings of 
  the magocracies, the Hellborn of Nuria Natal can trace 
  their origins to the river kingdom’s several bloody struggles 
  to fend off the Mharoti dragons. Throughout the ages, 
  when the humans’ gods turned a deaf ear to their pleas for 
  help, instead of resurrecting former rulers some Nurian 
  spellcasters turned to demons for aid. Inversely, knowing 
  the kingdom’s periodic desperation, many fiends extracted 
  bargains from everyone from nobles to commoners. 
  These two phenomena resulted in the tainted bloodlines 
  that produce Nurian tieflings—and have kept the proud 
  country free of the dragons’ influence—to this day.
  Alternate Racial Traits
  At the discretion of your GM, the following tiefling racial 
  traits may be used instead of existing racial traits.
  Caelmarath’s Legacy: Harkening to the days of prominent 
  tiefling families, some Hellborn inherently feel at ease 
  around others of their kind. These tieflings receive a 
  +1 racial bonus to skill checks when in the presence of 
  other tieflings or half-fiends, even if these creatures are 
  opponents. This racial trait replaces skilled.
  Devilish Channeling: Magic flows through some tieflings 
  like water through a sieve. Particularly attuned to the 
  eldritch energy embedded into the land, these tieflings 
  receive a +2 racial bonus to all caster checks made to use 
  ley lines. This racial trait replaces fiendish sorcery.
  Leering Visage: Some tieflings embrace and even enhance 
  their ghoulish appearance as an asset in battle. These 
  tieflings can cast cause fear once per day as a spell-like 
  ability. This racial trait replaces spell-like ability.
  +2 Dexterity, +2 Intelligence, -2 Charisma: 
  Tieflings are quick in body and mind, but are 
  inherently strange and unnerving.
  Native Outsider: Tieflings are outsiders with the 
  native subtype.
  Medium: Tieflings are Medium creatures and 
  receive no bonuses or penalties due to their size.
  Normal Speed: Tieflings have a base speed of 30 ft.
  Darkvision: Tieflings see in the dark for up to 60 ft.
  Skilled: Tieflings gain a +2 racial bonus on Bluff 
  and Stealth checks.
  Spell-Like Ability: Tieflings can use darkness once 
  per day as a spell-like ability. The caster level for 
  this ability equals the tiefling’s class level.
  Fiendish Resistance: Tieflings have cold resistance 
  5, electricity resistance 5, and fire resistance 5.
  Fiendish Sorcery: Tiefling sorcerers with the 
  Abyssal or Infernal bloodlines treat their 
  Charisma score as 2 points higher for all sorcerer 
  class abilities.
  Languages: Tieflings begin play speaking Common 
  and either Abyssal or Infernal. Tieflings with high 
  Intelligence scores can choose from the following: 
  Abyssal, Draconic, Dwarven, Elven, Gnome, 
  Goblin, Halfling, Infernal, and Orc.
  Tiefling Racial Traits
  Continued on page 6
  
  55
  Thus all the elements which ye
  Destruction, Sin, or briefly, Evil, name,
  As my peculiar element I claim.
                    —Mephistopheles in Faust
  You think you know us.
   
  All that needs be mentioned is 
  Caelmarath and those dark pacts 
  supposedly signed there and now you 
  think you know everything about us. 
  Look at the horns, the wicked glimmer, 
  the glide as we pass by—it’s all you need 
  to define our existence. 
   
  We are the Others, the Touched, the 
  Kissed, the Blessed, the Cursed. With a 
  single word or phrase, you seek to bind us.
   
  The truth is, you know so little about 
  us. Your ignorance hides behind tales, 
  legends, and stories that everyone knows 
  but cannot prove. The truth is, we are 
  more—much more—than your stories, 
  your fears, and your dreams.
   
  Just remember that truth is 
  convenient and serves many masters.
  While a tiefling will often talk about 
  himself and his people as “we,” it is 
  little more than a lie. Where humans 
  often prefer the bond of tribe, cult, 
  and nation, tieflings seldom feel such 
  affections. Through painful lessons, 
  tieflings have learned it is best to never 
  trust or rely on others.
   
  They especially suspect those of 
  their own kind, since each knows 
  exactly why he should “never trust a 
  tiefling.” The idea that tieflings share a 
  common identity, purpose, or goal is 
  foreign to all but those who seek the 
  restoration of the glories of the ancient magocracy of 
  Caelmarath (cynics would say, those few seek only 
  power).
   
  Even then, they are only bound by a common 
  target as each brings his own goals and ambitions to 
  the endeavor.
  The Truth About 
  Tieflings
  by David “Zeb” Cook
  
  MIDGARD TALES
  66
  Advanced Races Tieflings
  Master’s Discernment: Some tieflings have become so 
  adept at hiding their motives that they can tell and detect 
  lies with remarkable cunning. These tieflings’ shrewd 
  skills grant them a +2 racial bonus to Bluff checks to 
  convince an opponent that they speak the truth, and they 
  grant them a +2 racial bonus to Sense Motive checks to 
  identify lies. This racial trait replaces skilled.
  Serpentine Slither: Tieflings whose fiendish heritages 
  trace to mariliths and other serpentine horrors often 
  possess the thick, scaly lower bodies of snakes. These 
  Demonmarked receive a +2 racial bonus to CMD and 
  cannot be tripped. In addition, these tieflings gain a 
  constrict attack that deals 1d3 bludgeoning damage on 
  a successful grapple. This constrict attack increases by 
  1d3 bludgeoning damage to 2d3 at 5th level, 3d3 at 10th 
  level, 4d3 at 15th, to a maximum of 5d3 at 20th level. This 
  racial trait replaces the fiendish resistance and spell-like 
  ability racial traits.
  Sheltering Wings: Some tieflings possess thin, flaccid 
  wings that do not allow them to fly but nonetheless 
  move as limbs might. As a swift action, these tieflings 
  can wrap their bodies with their wings, providing a +2 
  natural armor bonus to AC but imposing a –4 penalty to 
  their attacks. This AC bonus and penalty to attacks stack 
  when the tieflings are fighting defensively; unwrapping 
  their wings is a swift action. This racial trait replaces 
  fiendish resistance. 
  Tiefling Feats
  Tieflings have access to the following feats.
  BEMMEAN MAGE ARMOR
  Your extensive experience with spellcasters has hardened 
  your skin against their stinging attacks.
  Prerequisite: Tiefling.
  Benefit: Choose one energy type to which you have no 
  resistance: acid, cold, electricity, fire, or sonic. You gain 
  resistance 5 to that energy type.
  Special: You may take this feat multiple times. Each time 
  you do, choose an energy type to which you have no 
  resistance. You gain resistance 5 to that energy type.
  BESTIAL WINGS
  You have developed some control over the stunted, 
  demonic wings that sprout from your back.
  Prerequisite: Tiefling.
  Benefit: As a swift action, you may wrap your wings 
  around your body to gain a +2 natural armor bonus to 
  AC. A –4 penalty to attacks is imposed while doing so. 
  Unwrapping your wings is a swift action. The bonus to 
  AC stacks when fighting defensively, but so does the 
  penalty to attacks.
  Special: If you have the sheltering wings racial trait, the 
  natural armor bonuses to AC will not stack, instead this 
  feat grants a +4 bonus to Fly skill checks. Your wings do 
  not provide enough power to make you airborne, but 
  they can help you maneuver. 
  Secret Histories
  What is the truth of the tiefling? Is it the tale of 
  Caelmarath? While for many it is no more than a 
  mumbled curse, scholars of the ancient describe it as 
  the source of our kind. But how could we be born out 
  of a promise, a few words spoken, and a handful of 
  spells? Are we naught but human blood perverted and 
  corrupted? That would make us lesser people—and 
  that is the lie.
   
  When humans barely knew of the secret arts, who 
  do you think walked among them and taught them 
  the words of power? Who showed them the ways of the 
  necromancer and the diviner? Certainly not the elves, 
  who hide their knowledge out of jealousy and fear. The 
  dwarves? Those lumpen dolts could only hoard and 
  covet, certainly not generously share their secrets with 
  outsiders. Nor did the dark races, the trollkin and other 
  fell creatures, shed light on arts they themselves were to 
  dim to perceive. No, it was us, your closest kin.
   
  For we have always been among you, sometimes 
  few in number, sometimes greater, as in the Age 
  of Empire. How else could it be, for even if we are 
  the product of human dabbling, the consorting 
  with devils, then certainly humans fell long before 
  Caelmarath. And where they dabbled, we entered.
   
  Nor are we just your polluted blood, the product of 
  your corruptions. Were that the case we would have 
  overrun the land eons ago. No, we have been here 
  since the beginning, since before the age of human 
  might. We are old, and we know secrets you do not.
  Tieflings as a group are a proud people, and while 
  many do not inquire into their origin, few if any, 
  accept the idea that they are an accident of human 
  plotting. That would diminish them and their powers 
  and make them subservient to humans in the grand 
  order of things. Even those tieflings who believe 
  the tales of Caelmarath (sometimes rendered as 
  Caermalrath or Caermarth in other tongues) and the 
  Blood Pact deny any such accidental creation. Instead 
  they hold that tieflings were and are the agents of 
  the infernal powers, given a foothold in this reality 
  because of the bargain the Old Houses made with the 
  devils in those days.
  
  77
  CROWN OF THE GOD-KING
  Your demonic horns make some believe you are a 
  handmaiden to the lost rulers of Nuria Natal.
  Prerequisite: Tiefling.
  Benefit: You gain a +3 bonus to Bluff skill checks.
  Special: You may not combine this feat with Iconoclast of 
  the West.
  DEMONIC SPEED
  You have harnessed the brute strength of your demonic 
  forebear, allowing you to move preternaturally quickly.
  Prerequisite: Tiefling.
  Benefit: Your base speed increases to 35 ft.
  Special: For purposes of determining speed when wearing 
  armor, treat your base speed as if it were 30 ft.
  DISCIPLE OF ZHENYA 
  Your fierce dedication to defying your dark heritage has 
  earned you favor with benevolent deities.
  Prerequisite: Tiefling, good alignment.
  Benefit: You gain a +1 bonus to Reflex, Will, or Fortitude 
  saves.
  Special: You may take this feat twice. Upon the second 
  time, chose a save that you have not enhanced with this 
  feat. Gain a +1 bonus to it.
  ELEVEN HELLS’ CHAMPION
  Your fiendish blood has instilled in you a puerile pleasure 
  in committing evil. Your attacks often are particularly 
  deadly against good-aligned creatures.
  Prerequisite: Tiefling, evil alignment, BAB +6.
  Benefit: Once per day, you may reroll damage to a good-
  aligned creature and choose whichever result is higher.
  ICONOCLAST OF THE WEST
  Your extended time away from civilized society has made 
  you churlish and intimidating to outsiders.
  Prerequisite: Tiefling, Intimidate as a class skill.
  Benefit: You receive a +3 bonus to Intimidate skill checks.
  Special: You may take this feat twice. Upon taking it a 
  second time, though, you receive a –2 penalty to Bluff 
  checks, as your finer skills of deception have suffered due 
  to your focus on the obtuse. You may not combine this 
  feat with Crown of the God-King.
  STEADYING TAIL
  You have learned how to balance yourself using your 
  fiendish tail.
  Prerequisite: Tiefling.
  Benefit: When performing or defending against a grapple 
  or trip, you gain a +2 bonus to CMB or CMD. 
  Special: If you have the serpentine slither racial trait, 
  instead of a +2 bonus to CMB and CMD you gain a +2 
  bonus to your constrict attack rolls. 
  Racial Archetypes
  The following racial archetypes are available to tieflings.
  DAMNED DEFENDER (FIGHTER)
  Brutal efficiency and unmatched strength are the 
  trademarks of damned defenders. Possessing physical 
  prowess reminiscent of their fiendish ancestors, a damned 
  defender has the following class features.
  Threatening Glare (Ex): At 2nd level, a damned defender 
  learns how to use his unsettling appearance and physical 
  bulk to strike fear into the hearts of his enemies, albeit at 
  the expense of other skills. The damned defender gains +5 
  to Intimidate checks, but takes a –2 penalty to Diplomacy 
  and Stealth checks. The bonus to Intimidate increases 
  by +1 for every four levels beyond 2nd. The penalty 
  to Diplomacy and Stealth increases by –2 at the same 
  interval. This ability replaces bravery. 
  Body Slam (Ex): At 5th level, a damned defender learns 
  how to use his body as a weapon. He gains a slam attack, 
  Tiefling Bloodlines
  But I am lax and beg your forgiveness. I am 
  Luor , Seventh Son of Malachi, himself Eleventh 
  Son of the Keeper of the 97th generation of 
  House Aschenwald, foremost of the houses of 
  Caelmarath, Commander of the Eastern Gate of 
  the Conquering City, and Speaker for Grantoxices 
  Heart-Squeezer, 37th Prince of Hell (should He 
  ever so call upon that need). Know that what I 
  write and say is the voice of my people, and none 
  will question my words in these matters. 
   
  Perhaps because of their history, tieflings are 
  inordinately proud of family history and lineage. 
  The deeper and more detailed a family tree, the 
  greater the prestige for the owner. At the same 
  time they do not wear their lineage on their sleeve 
  the way many elves do. It is simply the knowledge 
  of their past that provides them comfort, power, 
  and, when needed, status among their own.
   
  Of course, tieflings being who they are, it is 
  never wise to accept their claims at face value. 
  Even the most orphaned of their kind will have 
  some claim to greatness in their past (though 
  never verifiable, of course). 
   
  This passion for family does not equate to 
  bonds of family and kin, however. There is no 
  special love between child and parent. Brothers 
  and sisters are no more to be trusted than any 
  outsider; if anything a tiefling trusts his own kin 
  less, since who better knows the best way to strike 
  at a weakness than his own family?
  
  MIDGARD TALES
  88
  Advanced Races Tieflings
  which he may use at his full base attack bonus. A 
  successful slam deals 1d4 damage.
    At 9th level, the damned defender’s body slam carries 
  such force that opponents may be pushed backward. Upon 
  a successful slam, the target must make a Reflex save (DC 
  10 + the damned defender’s Strength modifier) or be 
  knocked back 5 ft. A creature cannot be pushed back into 
  a square occupied by a solid object or obstacle.
    At 13th level, if the target fails its Reflex save, it is also 
  staggered for one round.
    At 17th level, the slam deals 1d6 damage. If the 
  target fails its Reflex save, it is knocked prone instead of 
  becoming staggered.
    This ability replaces weapon training 1, 2, 3, and 4.
  HELLCALLER (SORCERER)
  The influence of the Eleven Hells crackles within hellcallers’ 
  blood, augmenting their magic and warping it to fiendish 
  heights. Particularly attuned to chaotic demons and cruel 
  devils, a hellcaller has the following class features.
  Horde Master (Su): Beginning at 1st level, when casting 
  summon monster I-IX (Pathfinder RPG Core Rulebook), a 
  hellcaller may summon creatures with the demon or devil 
  subtype earlier than other casters. When summoning such 
  a creature, the hellcaller may treat it as one level lower 
  Living Among You
  Dwarves have their mule trains and cavern empires, 
  elves their forest utopias. Even goblins build smoking 
  fortresses and live under one banner. Yet in the 
  centuries since Caelmarath, no scholar ever mentions 
  so much as a tiefling town. Building is not our way. It 
  is far more pleasant and useful to live among others. 
  And even in your cities you will not find us gathered 
  together in foreign enclaves like the gnomes or forced to 
  dwell in the ghettoes like kobolds and the elfmarked. It 
  is much better to live among humans, side-by-side, so 
  that we are accepted as no different from your own.
   
  Still, we have our tastes. By human standards, 
  a tiefling’s house is both lavish and austere at the 
  same time. We are not driven by false modesty, a 
  hypocrisy that inflicts so many humans. There is no 
  fear of vanity among us. Why should any tiefling 
  deny themselves any pleasantries they can acquire? If 
  something is to be owned, let it be made of the finest 
  materials that can be owned—the deepest silks, the 
  purest steel, the rarest gems from distant coasts, all 
  are worth having simply because they are better.
  And yet at the same time, comfort breeds weakness 
  and, too often, possessions become traps for their 
  owners. No chair should be so comfortable that you 
  cannot stand, no doublet fit so well that it dulls your 
  senses. Foolish is the tiefling who cannot abandon his 
  home at a moment’s notice, made prisoner by goods. 
  Humans often complain that our homes are sparse, 
  cold, and uncomfortable, and their complaints are a 
  sign of their own weakness.
   
  Our homes are sparse, so we can disappear quickly 
  when the time comes. They are cold because we choose 
  not to reveal ourselves to anyone. And what you see 
  as discomfort is for us pleasure, the knife’s edge that 
  keeps us keen.
   
  Of all the major races, tieflings are unique in that 
  they show little inclination to build, either physical 
  or social structures. There is no traditional infernal 
  building style that marks a tiefling home as unique 
  (although hiring a tiefling architect will add a certain 
  flair to human building projects).
   
  They typically occupy a house built for another 
  race and adapt it to their needs. Humans sometimes 
  denigrate tieflings as “magpies” for this habit of taking 
  over abandoned buildings to use as their own.
   
  From the tiefling point of view, driving away 
  current residents or squatting in abandoned houses 
  is a practical matter, by living among the other races, 
  tieflings do not provide a single concentrated target 
  for their enemies. “Destroy me, destroy yourself,” is 
  an old saying among tieflings, and indeed, the effort 
  of rooting them out of a community can destroy that 
  community in the process. Of course, the trade-off is 
  that tieflings give up the support of their own kind, but 
  this is hardly a loss considering their general suspicion 
  of their own kin.
   
  In the social sphere, tieflings do not organize into 
  overt political bodies. They form no senates, councils, 
  kingships, or the like to rule over themselves or others. 
  Such bodies would provide convenient targets for 
  their enemies. Worse, such groups require a modicum 
  of trust and cooperation among their members, 
  properties very rare throughout the whole of the race.
   
  They are perfectly happy to be part of someone else’s 
  government, although even here they prefer the subtler 
  roles of advisor and courtier, positions where they can 
  influence policy without being responsible for it.
  This archetype was originally named the hellbound 
  ruffian, but that name just sounded second-rate 
  and more like a rogue than a fighter. I wanted to fit 
  SR into this archetype somehow, but I couldn’t find 
  a good place to put it given the way the rest of the 
  abilities came together.
  Designer’s Notes:  
    Damned Defender
  
  99
  than the Table: Summon Monster indicates. For example, 
  a hellcaller may summon a lemure as if it were on the 1st-
  level list, a dretch as if it were on the 2nd-level list, a babau 
  or a bearded devil as if they were on the 4th-level list, 
  and so on. However, when summoning multiple demons 
  or devils from a lower-level list than the spell cast, these 
  creatures’ level remains as indicated in the table.
    Single devils or demons summoned from a higher-level 
  list receive a –1 penalty on all attack rolls, damage rolls, 
  saves, and ability checks. This ability replaces the bloodline 
  power gained at 1st level.
  Evil Alliance (Su): At 9th level, whenever the hellcaller 
  summons multiple creatures with the demon or devil 
  subtype, each summoned creature gains a +1 bonus to 
  attack and weapon damage rolls. This bonus increases to 
  +2 at 13th level and +3 at 17th level. This ability replaces 
  the bloodline power gained at 9th level.
  Vessel of Sin (Su):  At 20th level, the hellcaller becomes a 
  conduit for a vile fiend’s hellish fury. Her eyes begin to see 
  the red and she gains darkvision 120 ft. Her body sprouts 
  demonic scales, giving her DR 10/good. 
     In addition, once per day the hellcaller may grow 
  protracted, demonic fangs as a free action. These allow her 
  to make a bite attack as a full attack action using her full 
  base attack bonus. This attack deals 2d6 damage (2d4 if 
  the hellcaller is Small) and are treated as a flaming weapon, 
  dealing an additional 1d6 fire damage on a successful hit. 
  The hellcaller may use her fangs for a number of rounds 
  each day equal to 3 + her Charisma modifier. This ability 
  replaces the bloodline power gained at 20th level.
  MASTER’S AMBASSADOR (BARD)
  Originating from Demon Mountain, the Master’s 
  ambassador uses verbal performances to herald the power 
  and advance the interests of his eldritch domain’s ruler. A 
  Master’s ambassador has the following class features.
  Bardic Performance: The Master’s ambassador gains the 
  following types of bardic performance.
  Bombastic Herald (Su): A Master’s ambassador can 
  use his performance to spin awe-inspiring tales of his 
  patron’s sorceries and ley-line control—and convince 
  his companions that these forces are on their side. To be 
  affected, an ally must be within 30 ft. and able to hear the 
  bard’s performance.
    An affected ally gains a +1 morale bonus on Will saves 
  and a +1 morale bonus to attack and weapon damage rolls. 
  At 5th level, this ability allows the Master’s ambassador 
  to haste affected allies as the spell for a number of rounds 
  Because the hellcaller sorcerer archetype revolves 
  around the summon monster spells—all of which are 
  available to sorcerers via their class spell list—any 
  bloodline will allow these characters to tap into 
  fiendish powers. However, some bloodlines augment 
  this archetype better than others. Below is a list of 
  bloodlines that best complement the hellcaller.
  Abyssal: Perhaps the bloodline that fits most 
  seamlessly into the hellcaller concept, the abyssal 
  bloodline offers Augment Summoning and Skill 
  Focus (Knowledge [planes]) as bonus feats. In 
  addition, the bloodline’s added summonings 
  ability, which is gained at 15th level, 
  complements the archetype’s evil alliance ability. 
  This bloodline can be found in the Pathfinder 
  RPG Core Rulebook.
  Infernal: For hellcallers seeking to bind demons to 
  their cause, the infernal bloodline offers planar 
  binding of devils and fiendish creatures as a 
  bonus spell at 13th level. Skill Focus (Knowledge 
  [planes]) is a bonus feat, and at 15th level the 
  ability on dark wings allows a hellcaller to 
  stay far above the chaos she has created on the 
  battlefield. This bloodline can be found in the 
  Pathfinder RPG Core Rulebook.
  Daemon: Although this bloodline emphasizes 
  spells that deal direct damage, inclusion of Heal 
  as a class skill and Toughness as a bonus feat 
  may be a good choice for hellcallers expecting 
  to encounter particularly brutal enemies. In 
  addition, at 15th level the bloodline imparts the 
  wound warp ability, which augments the damage 
  caused by the hellcaller’s infernal minions. This 
  bloodline can be found in Pathfinder Player 
  Companion: Blood of Fiends.
  Bloodlines and  
    the Hellcaller
  equal to his bard level. Bombastic herald is a mind-
  affecting ability that uses audible components. This ability 
  replaces inspire courage.
  Matchmaker (Su): A Master’s ambassador of 6th level or 
  higher can use his performance to convince a fascinated 
  creature that Demon Mountain’s ruler or one of his children 
  
  MIDGARD TALES
  10
  10
  Advanced Races Tieflings
  wishes to woo it. This ability functions like a charm person 
  or charm monster spell. Using this ability requires a 
  standard action to activate and a free action to continue the 
  fascinate effect. It does not disrupt the fascination. 
    Charming a person or monster does not count against 
  a bard’s total rounds per day of bardic performance. A 
  Will save (DC 10 + 1/2 the bard’s level + the bard’s Cha 
  modifier) negates the effect. This ability affects only a 
  single creature and has no effect against animals. This is 
  an enchantment (charm), mind-affecting ability and relies 
  on audible components. This ability replaces suggestion.
  Terrible Truth (Su): A Master’s ambassador of 20th level or 
  higher may use his performance to reveal the terrifying, 
  unadulterated power of his patron, temporarily paralyzing 
  nearby enemies with fear and dread. To be affected, 
  enemies must be able to hear and see the Master’s 
  ambassador perform for 1 full round and be within 30 ft. 
  Enemies receive a Will save (DC 10 + 1/2 the bard’s level 
  + the bard’s Cha modifier) to negate the effect. Creatures 
  that successfully save are shaken for 1d3 rounds. 
  Creatures that fail the saving throw are paralyzed for 1d3 
  rounds. Terrible truth is a mind-affecting effect that relies 
  on audible and visual components. This ability replaces 
  deadly performance.
  Foolproof (Ex): At 2nd level, a Master’s ambassador 
  becomes resistant to charms and compulsions. He gains a 
  +2 bonus on saving throws made against mind-affecting 
  effects. This ability replaces well-versed.
  Dark Confidant (Ex): A Master’s ambassador gains 
  a bonus equal to half his bard level on Diplomacy, 
  Knowledge (planes), Knowledge (history) and Knowledge 
  (local) checks (minimum +1). Once per day, the Master’s 
  ambassador may reroll a check against one of these skills, 
  though he must take the result of the second roll even if it 
  is worse. He may reroll one additional time per day at 5th 
  level and every five levels thereafter. This ability replaces 
  bardic knowledge.
  SOMNAMBULIST (WIZARD)
  Students of ancient and esoteric magic, somnambulists 
  have learned the secrets of the eldritch forces that keep 
  the Great Old Ones shambling across the West. A 
  somnambulist has the following class features.
  Restful Sleep (Sp): At 1st level, a somnambulist learns 
  how to optimize her own rest and that of her allies. As a 
  result, the somnambulist may prepare restful sleep as if it 
  were found on the wizard spell list. This ability replaces 
  Scribe Scroll.
  Sleeping Puppets (Sp): At 10th level, a somnambulist 
  learns how to better control those she puppeteers while 
  they sleep. Whenever she casts somnambulance (see 
  page 14) she does not need to cast an additional sleep 
  or deep slumber spell on a creature carrying out its 
  suggested activity. Rather, the magical sleep lasts as long 
  as the activity takes to complete, provided it does not 
  take longer than three times the somnambulist’s caster 
  level minutes. If the activity takes longer, the magically 
  induced sleep ends and another such spell is required for 
  Some humans mistake the tiefling taste for the finest 
  goods as the passion of a merchant for his wares. They 
  assume tieflings must be master tradesman at their 
  core, since they apparently understand the value of 
  goods. Nothing could be further from the truth. It is 
  part of their racial makeup, as much as their horns or 
  their smoldering eyes.
   
  They have a passion for fine things, but they have 
  no special lust for coin or profit. It is the quality and 
  style that matters most, the pride of showing the best.
  Tieflings are most comfortable when all that they own 
  can be packed up at a moment’s notice. Thus, their 
  love for fine possessions reflects itself mainly in their 
  personal possessions—their clothes, their armor, their 
  weapons, and their magic. Fine furniture, carriages, 
  and statues are hard to make disappear in the dead 
  of night, but a hammered breastplate, a bejeweled 
  tiefling blade, and an always smoldering wand 
  are easy—and practical— traveling companions. 
  It is quite true, also, that tiefling gear is uniquely 
  uncomfortable even when it is custom-fitted, as any 
  human warrior compelled to wear tiefling armor will 
  testify. Even the best made items pinch, prick, and 
  bite at the wearer in subtly painful ways. These are 
  not mistakes of construction, but deliberate, “small 
  tortures”—willingly accepted by the wearer.
   
  Called Armor of Tears, a perfectly matched suit 
  enhances the senses of any tiefling who wears it, 
  giving them a +1 equipment bonus to all perception-
  related checks. However, the armor has the opposite 
  effect on any nontiefling who wears it, resulting in a -1 
  penalty to all perception-related checks (such as Spot 
  and Listen). Tiefling “style” is embodied in personal 
  items. Tiefling weapons are well-known for their 
  elegantly barbaric twists and turns, designed for pain 
  as much for killing. Tiefling armor is beautifully fitted 
  but agonizing. Their clothes are at the forefront of 
  fashions. The work of a tiefling jeweler is dazzling but 
  wise buyers always ask about the hidden features— 
  the poisoned clasp or the razor-edged facets of the 
  stone. Were such jewelry made by less treacherous 
  hands, tielfing work would command elvish prices, 
  but their penchant for deadly surprises means all but 
  the most discerning connoisseurs pass them by. 
  Tieflings & Material Possessions
  
  11
  11
  Race Relations
  Some believe that because we chose to live among 
  you we want to be accepted by you. They are fools. 
  What do we care of your people and your race? It is 
  your arrogance that presumes you are superior to us. 
  You say, “Tieflings are contaminated blood of our 
  kind.” We know, however, that we are the refinement 
  of your bloodline, burning out the weakness that 
  cripples you. Surely it must humble you to know 
  you are the weaker race. There is no doubt tieflings 
  hold themselves superior to all other races. They 
  are, after all, the product of a what they see as a 
  blessed mingling of bloodlines—human and devil. 
  While it might seem natural to hold humans in utter 
  contempt, most tieflings feel quite the opposite. 
  Humans: Humans are, if not a noble race, a rich 
  bloodstock to spring from. Tieflings see in humans 
  many positive qualities—the facility for lying, the 
  casual approach to virtue, and the untroubled 
  acceptance of hypocrisy to name a few. Tieflings favor 
  those who are adaptable and those who have a flexible 
  understanding of morality—in short, humans. 
  Dwarves: Tieflings view the small races as usefully 
  pragmatic, if perhaps too much so. Dwarven 
  predictability— both their passion and their 
  temper—is a weakness to be exploited. Tieflings 
  like the fact that dwarves are easy to manipulate 
  but seldom feel they have much in common with 
  this race. To a tiefling, the dwarven passion for 
  gems and riches is crass and shallow, a sign of their 
  inability to defend themselves psychologically from 
  others. The other small races deserve little more than 
  condescension for their cowardly attachment to their 
  staid homebound lives. 
   
  It might seem natural for tieflings to ally 
  themselves with any of the various monstrous and 
  vile races that abound in the world; however, tieflings 
  view most of them with utter contempt. In their eyes, 
  most of these races lack sophistication in one form 
  or another— too brutish, too crass, too base, or too 
  lacking in the refinements of pain, suffering, and evil. 
  For a tiefling, it is only natural to rule and dominate 
  these lesser brutes, to use them as pawns in their 
  plans and schemes, and to exploit them for whatever 
  gain and amusement they can provide. 
  Elves: It is the elves whom tieflings reserve their 
  greatest scorn, even hatred, for. Tieflings have no use 
  for many aspects of elvish culture—their sense of 
  racial purity, their obsessive love of nature and beauty 
  and their overall arrogance. The first strikes at the 
  very essence of a tiefling, the second is a weakness to 
  not see the cruel purpose of nature, and the third is 
  just undeserved when compared to the greatness and 
  history of the tiefling past. Elves attempt to hide from 
  the pain and suffering of the world; tieflings openly 
  and willingly embrace it. This, they maintain, makes 
  them the stronger, better bloodline. 
  
  MIDGARD TALES
  12
  12
  Advanced Races Tieflings
  The Greater Purpose
  Here’s your folly, that you paint us all with the same 
  brush—all dark and evil, against the good of the 
  world. What you don’t understand is our subtlety, that 
  we change and flow as shadows over water. Good and 
  evil are meaningless to us. We are what we need. We 
  can be virtuous by our standards and do not give a 
  damn about yours. 
   
  So, it is unfair to call us liars. After all, who is to 
  say what is true and what is false? Me? You? What 
  makes either of us right or wrong? Truth is only in 
  what we choose to believe. Clinging to a belief is what 
  we call the “unnecessary burden of truth.” What is 
  true and what is not are no more than leaves in the 
  wind, constantly circling each other, never stable. The 
  only thing that lasts is pain and suffering. These are 
  the secret truths of the world. Pain hones us, exposes 
  our weaknesses and burns them out of us. Suffering 
  is a gift we give others. Whether it breaks them or 
  makes them stronger is not our concern.
   
  In questions of morality, tieflings are flexible and yet 
  constant. While human opinion maintains they are all 
  damned villains, tieflings can choose to be good or evil. 
  But for them, goodness is relative. Few adhere to the 
  imposed codes of conduct of any religion. Instead they 
  make their way through right or wrong by their own 
  moral compasses. They have few, if any, qualms about 
  using expedient measures—lies, treachery, murder, 
  and worse—to reach good ends. The harm of an act is 
  inconsequential to the goal attained. Thus, a tiefling 
  sees no paradox in assassinating for a good cause or 
  torturing for vital information. Indeed, they might even 
  find a little pleasure in it. With this mindset, tieflings 
  often find themselves employed by those unwilling to 
  soil their own hands with ugly but “necessary” tasks. 
   
  And then there are your gods. We are tieflings; 
  we have seen gods, bred from gods, and been gods. 
  And someday we will be gods again. Your gods are 
  no greater than what we can be, so why should be 
  venerate them? It is better to use our energies to 
  become great than waste time waiting on those who 
  might be great. Gods and devils only offer promises 
  and lies that we have seen many times before. We have 
  been great in the past, and we will be great once more. 
  It is well known that tieflings have little use for the 
  gods, demons, and devils. A vestige of that power runs 
  through their blood, so they already know its taste. 
  The trappings of religion, the need for reverence, and 
  the dogmatic codes are the meaningless pantomimes 
  of wretches who don’t understand the essence of the 
  divine. Gods are nothing more than goals—a power to 
  ascend to but not to revere. 
   
  That taste of power, the racial memory of what 
  they once were, is the core of a secret cult among the 
  tieflings— the Keepers of the Pacts. This loosely knit 
  group, for no tiefling can bind tight to his fellows, 
  seeks the secrets of the ancient days of Caermalrath 
  and before. Each member hopes to restore the might 
  of that dread empire—and sit on its throne, of course. 
  It is a cult few speak of, and few tieflings know of its 
  existence. Its members operate in the shadows coming 
  together in twos and threes to sometimes share 
  secrets with each cultist hoping to learn more than he 
  reveals. Indeed it is this competition between Keepers 
  that hinders their progress more than anything. 
  the creature to finish its suggestion. This ability replaces the 
  10th-level wizard bonus feat.
  Potent Slumber (Su): At 15th level, a somnambulist’s 
  ability to affect her enemies with magical sleep greatly 
  increases. Whenever she casts sleep, the HD of creatures 
  affected increases by 2 + the somnambulist’s Int modifier. 
  In addition, the somnambulist may choose the order in 
  which creatures are affected. Any effect that would cause 
  a creature to awaken instead allows it to make a new 
  saving throw to end the effect. 
    At 20th level, whenever somnambulist casts deep 
  slumber, the HD of creatures affected increases in the same 
  way as described above. Creatures that would awaken 
  from an effect make a new saving throw to end the effect 
  of deep slumber instead. This ability replaces the 15th- and 
  20th-level wizard bonus feats. 
  REDEMPTION SEEKER (CLERIC)
  Following the example of Zhenya “Blue Mantle” Yodorovic 
  of Demon Mountain, these zealous clerics choose to 
  pursue goodness and virtue in spite of their dark heritages. 
  A cleric who does not serve a deity cannot take the 
  redemption seeker archetype. A redemption seeker has the 
  following class features. 
  Alignment: Any good. A redemption seeker’s alignment 
  must be within one step of his deity’s, along either the law/
  chaos axis or the good/evil axis.
  Divine Favor: A redemption seeker’s deity sometimes 
  grants him concentrated power at the expense of other 
  spells. At 5th level, he chooses a domain spell to cast at 
  two cleric levels higher than his actual cleric level. The 
  spell can only be cast in this augmented way when it is 
  prepared in the domain spell slot. The spell augmented 
  may not be changed once chosen. When the redemption 
  seeker prepares the augmented spell in its appropriate 
  domain slot, he loses two other domain spell slots to gain 
  this effect’s benefits.
    At 11th and 17th levels, the redemption seeker chooses 
  a new domain spell to cast at two cleric levels higher 
  than his actual cleric level. A domain spell may only 
  
  13
  13
  Tiefling Roles
  What do you see when you look at me? A fellow with 
  horns, an affliction in your eyes, or something darker? 
  And yet we are not all alike. Each of us chooses our 
  place and our part—the role we will play amongst 
  you. Some you see, but others we keep hidden behind 
  the masks of merchants, tradesmen, and craftsmen. 
   
  To the outside world, tieflings are often lumped as 
  scoundrels or merchants. While the first may apply to 
  any of this race, tieflings more often than not despise 
  merchants as a group. Those tieflings seen in the trade 
  are most often there for one of two reasons—poverty 
  or subterfuge. Those too impoverished or weak of 
  spirit may take up a trade, but there are others who 
  use the role of merchant as a shield for other activities 
  and goals. Thus, it is wise to always question the 
  motives of every tiefling merchant—especially the 
  ones who offer particularly good deals. Listed here are 
  some of the roles tieflings adopt and what might be 
  expected when each is encountered. 
  The Huntsmen  
     of the Woods 
  Not every tiefling dwells in the great cities. There are 
  those of who dwell in the vast deeps of the wilderness. 
  With gowns of leaves, feathers, hide, and bone 
  stitched together with spider silk, many equate them 
  with wild druids or feral elves, but the huntsmen are 
  no lovers of nature. 
   
  Nature is their home because that is where the 
  ancient dark secrets are to be found, where packs of 
  devilish hounds pull down game, where the Horned 
  Man calls together his children, and where baleful 
  and forgotten powers await their resurrection. 
   
  Villagers on the edge of dark forests whisper of the 
  huntsmen and wisely fear them. While all are not evil, 
  even the best are tainted by dark forces. As for the 
  worst, they offer sinister herbs to jilted lovers, craft 
  cursed arrows for ambitious warriors, guide hunters 
  to the endless chase, and lure children from the 
  sheltered fields for their dark rituals.
  be augmented in this way once. For each augmented 
  spell prepared in an appropriate domain spell slot, the 
  redemption seeker loses two other domain spell slots.
    For example, a 17th level redemption seeker may 
  prepare in his domain spell slots domain spells of 7th, 
  8th, and 9th level that he casts as a cleric of 19th level. In 
  exchange, he loses the domain spell slots for spells of 1st 
  through 6th levels.
  Tiefling Spells
  Although eight of the nine magocracies fell long ago, the 
  powerful magic their arcanists used still resonates among 
  the Hellborn.
   
  The following spells are available to tieflings. With GM 
  approval, non-tiefling spellcasters may make use of these 
  new spells.
  ABERDUS’ WHISPERS
  School enchantment (compulsion) [mind-affecting]; Level 
  bard 4, wizard/sorcerer 4
  Casting Time 1 round
  Components V, S, M/DF (a shred of an elven bridal veil)
  Target one or more shadow fey creatures, no two of which 
  may be more than 30 ft. apart
  Duration 2d4 rounds
  Saving Throw Will negates; Spell Resistance yes
  Your ominous chanting and gestures, combined with 
  your fiendish heritage, entrance shadow fey and, if you 
  wish, compel them to truthfully answer your questions. 
  In addition, much like the first mage-lord of House Stross 
  held sway over his shadow fey bride, this spell makes your 
  suggestions and requests seem more plausible to shadow fey.
   
  Roll 2d4 to determine how many total HD of creatures 
  you affect. Creatures with fewer HD are affected first. Only 
  creatures that can see or hear you are affected, but they do 
  not need to see you to be fascinated.
   
  While the subject is fascinated by this spell, it acts 
  as though it were friendly toward you. If it is already 
  friendly, it acts as though it were helpful. Provided you 
  can communicate with it, you may do one of two things: 
  make a brief, reasonable request of the affected creature, 
  or ask it a single question. If you do the latter, the creature 
  
  MIDGARD TALES
  14
  14
  Advanced Races Tieflings
  Oathbreakers
  The oathbreakers are the rarest of all tieflings, 
  those who have turned their back on their own 
  dark nature to embrace the salvation promised 
  by the gods. Why have they dedicated themselves 
  to the good powers? Some hope to purge 
  themselves of their dark bloodline; some hope 
  to atone for the evils they have done; and some 
  just find it an intriguing way to infuriate and 
  confound their enemies. 
   
  It is a path filled with struggle. It is no easy 
  thing to deny what runs even deeper than blood. 
  Tiefling nature is not to be good, as others define it. 
  Oathbreakers follow obsessive rituals and exercises 
  intended to strengthen their will and fuel the 
  determination to hold to the virtuous path. These 
  can be grueling physical exercises, mind-numbing 
  sutras droned over and over, even magical wards 
  that deliver excruciating pain at the first sign of 
  corruption. Other tieflings may look down on 
  oathbreakers for their folly, but it is impossible not 
  to admire their self-discipline.
   
  Contempt is a problem they always face. 
  Normal tieflings consider the Oathbreakers 
  aberrations to be pitied or despised. Most other 
  races look at them and see only a tiefling to be 
  distrusted, feared, and hated. Even priests of their 
  own order can find it hard to accept that they 
  have truly reformed. Consequently, they almost 
  never rise in the ranks of the priesthood and serve 
  only as lay followers, bearing the standard of their 
  adopted god in battle. 
  must answer truthfully in the same language you asked the 
  question. If it does not, it takes 1d6 hp of damage per two 
  caster levels (maximum 5d6). A creature that is unable to 
  answer still takes damage.
   
  If you make a request, the affected creature retains its 
  new attitude toward you even after the spell ends, but only 
  with respect to that particular request. A creature that fails 
  its saving throw does not remember that you enspelled it.
  If you use this spell in combat, each target gains a +2 bonus 
  on its saving throw. If the spell affects only a single creature 
  not in combat at the time, the saving throw has a –2 penalty.
  ENSLAVE THRALL
  School conjuration (calling); Level magus 3, sorcerer/
  wizard 3, witch 3
  Components V, S, M (a scale, horn, or other bit from the 
  body of the desired familiar)
  Target see text
  You project your dark origins into the Eleven Hells, 
  allowing you to call a more powerful, evil familiar.
   
  Casting this spell directly before a ritual to replace your 
  familiar allows you to choose a familiar with the demon, 
  The idea behind ensnare ley line is to give casters 
  more control of the metamagic benefits they get 
  from ley lines. If you have a spellcaster that uses 
  ley lines, you don’t want to hear the GM say, “This 
  ley line is locked, so you get this useless effect that 
  you don’t really want and your spell is wasted.” The 
  plus or minus 1 on locked ley lines is for balance 
  purposes, so the caster has only limited control over 
  the results rolled on a higher table.
  Designer’s Note: 
  Ensnare Ley Line
  devil, or daemon subtype from the Improved Familiar list 
  without taking the feat. You must meet the alignment and 
  level requirements as listed for the familiar you choose.
   
  Once you have completed the familiar ritual, the 
  creature is no longer considered called, and it takes on all 
  the regular properties of familiars with two exceptions. 
  Its type does not change, and it does not gain the ability 
  to speak with other creatures of its kind, even if it has the 
  ability to communicate.
  ENSNARE LEY LINE
  School divination; Level bard 5, cleric 4, druid 4, sorcerer/
  wizard 4, witch 4
  Casting Time 1 standard action
  Components V, S
  Range long (400 ft. + 40 ft./level)
  Target one ley line
  Duration 1 round/level
  Saving Throw see text; Spell Resistance (harmless)
  You harness the eldritch energy that naturally flows 
  through you and funnel it toward a nearby ley line, 
  temporarily warping it to your advantage.
   
  When casting this spell, make a caster level check (DC 
  18) to determine whether the spell ensnares the ley line. For 
  each caster that has successfully used the ley line during the 
  encounter, increase the caster level check’s DC by 1. 
   
  If the caster check is successful, whenever you 
  successfully use the ensnared ley line during the duration 
  of the spell you may choose the desired effect from the 
  appropriate ley line effects table. Alternately, you may 
  choose to roll normally on a table one step higher.
   
  If the ley line you ensnare is locked, you may choose 
  to use its locked effect or roll on a table one step higher, 
  adding or subtracting 1 to your roll if desired.
   
  This spell does not affect the negative effects incurred 
  during ley line burnout or when rolling a natural 1 on a 
  caster level check to use the ley line.
  ELFMARKED FOR DEATH 
  School evocation; Level sorcerer/wizard 3
  Casting Time 1 standard action
  Components V, S
  
  15
  15
  Range close (25 ft. + 5 ft./2 levels)
  Effect one or more rays
  Duration instantaneous
  Saving Throw none; Spell Resistance yes
  This spell has particularly devastating effects against elves 
  and the elfmarked, the natural enemies of the ancient 
  tieflings who created it. When you cast elfmarked for death, 
  you fire a shimmering, translucent ray shaped like an 
  arrow at a foe. 
   
  You may fire one ray per four caster levels (maximum 
  five rays at 20th level). Each ray requires a ranged touch 
  attack to hit and deals 3d6 damage.
   
  If a ray is fired at an elf or an elfmarked, the ray deals 
  5d6 damage. If one or more elves or elfmarked are adjacent 
  to a ray’s target, regardless of whether the target is an elf or 
  elfmarked, the arrow splits and strikes all adjacent elves in 
  addition to the target, dealing 1d6 damage to each. Use the 
  original attack roll to hit each secondary target.
   
  All rays must be aimed at targets within 30 ft. of each 
  other and fired simultaneously.
  PATRON’S ASPECT
  School illusion (phantasm) [fear; mind-affecting, evil]; 
  Level bard 4, cleric 4, sorcerer/wizard 4, witch 4
  Casting Time 1 standard action
  Components V, S
  Range medium (100 ft. + 10 ft./level)
  Target one living creature
  Duration instantaneous
  Saving Throw Will disbelief; see text; Spell Resistance yes
  You commune with your ancestors’ spirits to conjure an 
  image of your fiendish forebearer, then send it hurtling 
  The Seekers
  These are the elders of the tiefling race—or at least 
  they like to claim so. Seekers gather the ancient 
  lore and recovering their race’s lost knowledge of 
  Caermalrath and the ages before. While many are also 
  part of the cult of the Keepers, not all Seekers aspire to 
  raise the ancient empire. Some work for knowledge, 
  some for personal power, and some to restore the 
  greatness of Caermalrath. All of them are driven by 
  a passion for knowledge. Much was lost since the fall 
  of Caermalrath and the Seekers see it as their duty to 
  unearth those mysteries. Seekers are often dismissed 
  as unworldly sages with no adventuring skills. That 
  underestimates them woefully. Only a fraction of 
  the ancient lore can be found in arcane libraries and 
  monastic cloisters. The vast bulk of what they seek can 
  only be found in the most blasted and desolate corners 
  of the world—no place for bookworms. A true Seeker 
  lives for the risk and the adventure almost as much as 
  for the dark lore he hopes to uncover. 
  Thieves of Lost Things
  Of all the shapes and patterns and styles of tieflings 
  out there, none is more bizarre than those few who 
  have descended into dark madness. For many, it is a 
  trap they never escape, but a few emerge from their 
  personal chaos transformed in ways that cannot 
  be explained. These few are the Thieves of Lost 
  Things; once mad, they now possess an insight into 
  a cosmology beyond normal understanding. Their 
  name is not just a metaphor; it is a description of what 
  they do. Driven by their strange insight, the Thieves 
  obsessively collect, find, and steal very specific items. 
  No two are the same, and value is not the objective. 
  One day it might be a tattered sandal worn by a dead 
  gladiator; the next a perfect gem from the coffers of 
  the local governor. Individually there seems to be no 
  rhyme or reason to their thefts, yet as a whole, one 
  senses some hint of an arcane and unknowable pattern. 
  They never sell what they acquire. Everything they 
  gain is used in cryptic patterns—mandalas of debris 
  assembled in scattered locations throughout the world. 
   
  What is their purpose? No one knows for sure, 
  although human and tiefling scholars have grappled 
  with this question for centuries. Such questions would 
  have been dismissed long ago if it were not for the 
  evidence that something powerful is happening. For, 
  strangest of all, the Thieves are miracle workers: they 
  or their strange assemblages somehow transport 
  armies, rebuild cities after quakes, turn deserts into 
  gardens and gardens into dust. Not often, perhaps not 
  even in a person’s lifetime, but when it happens they 
  can change lives, reshape landscapes, and even alter 
  the path of the future to some unknown end. So there, 
  now I’ve told you what I’m going to tell you. And you 
  still don’t know us. 
  
  MIDGARD TALES
  16
  16
  Advanced Races Tieflings
  toward a foe. Unless it succeeds at a Will save, the target 
  believes it has incurred the wrath of your hellish patron 
  and flees or freezes with fright.
   
  The target then must make a Reflex save. If the Reflex 
  save fails, the target takes 3d6 damage and is stunned for 1d3 
  rounds, then frightened for 1d3 rounds. If the save succeeds, 
  it takes no damage but is frightened for 1d3 rounds.
  SEARING RAIN
  School conjuration (creation) [acid]; Level sorcerer/
  wizard 6
  Casting Time 1 standard action
  Components V, S, M (bits of acid-charred stone from the 
  West)
  Range medium (100 ft. + 10 ft./level)
  Effect acidic rains pour from the sky in a 20-ft. radius area
  Duration 1 round/level
  Saving Throw Reflex half; Spell Resistance no
  Your fiendish ancestors grant you the ability to harness the 
  wild power that rained acid on the West and unleash it in a 
  compact cloud on your enemies. Each round on your turn, 
  starting when you cast the spell, the rain deals 3d6 acid 
  damage to each creature and object in the area of effect. In 
  addition, the torrential rains obscure sight as a fog cloud 
  spell does, but this effect does not obscure darkvision.
  SOMNAMBULANCE
  School enchantment (compulsion) [language-dependent; 
  mind-affecting]; Level bard 3, cleric 4, sorcerer/wizard 4
  Casting Time 1 standard action
  Components V, S
  Range close (25 ft. + 5 ft./2 levels)
  Target one living creature; see text
  Duration 1 hour/level or until completed; see text
  Saving Throw no; Spell Resistance yes
  Your ancestors’ studies of eldritch slumber have taught you 
  how to implant a suggestion into the mind of a creature 
  under the effects of sleep or deep slumber. Magically sleeping 
  creatures believe this suggestion comes from their own 
  unconscious minds, and therefore do not get a save against 
  the suggestion. However as with that spell, suggesting a 
  creature do an obviously harmful act negates its effects.
   
  If the suggestion would take the creature longer to 
  complete than the duration of the sleep or deep slumber 
  spell, a new sleep-inducing spell must be cast on it before 
  the initial spell’s effect ends. Otherwise, the creature 
  awakens and does not complete the activity. If this 
  happens, it receives a Will save to realize the suggestion 
  was the result of magic and not its own mind.
  SOMNAMBULANCE, GREATER
  School enchantment (compulsion) [language-dependent; 
  mind-affecting]; Level sorcerer/wizard 9
  Casting Time 1 standard action
  Components V, S, M (a pinch of stone dust from an 
  ancient Western ruin)
  Range medium (100 ft. + 10 ft./level)
  Infernal Powers
  All tieflings may take one power in place of the usual 
  darkness spell-like ability, rolled from among the 
  following during character generation. Additional 
  powers can be gained at cost of 1 point of Con and 1 
  point of Wis for each additional power.
  01-10 Hellstep: You can move magically as a swift 
  action 3/day, suffering no attacks of opportunity, 
  up to a distance of your level times 5 feet. This a 
  limited dimension door spell-like ability. 
  11-19 Claws: You gain a natural attack with two 
  claws for 1d4/1d4, using your base attack bonus.
  20-27 Stygian Hide: You gain +1 natural armor.
  28-36 Improved Resistance: One of your 
  resistances increases to 10.
  37-44 False Friend: You gain +2 to Bluff, 
  Diplomacy, and Intimidate checks. The Bluff 
  bonus stacks with your racial bonus.
  45-51 Beguiler: You may cast charm person 1/day, 
  with CL equal to your level.
  52-59 Sneak Attack: Your sneak attack damage 
  improves by +1d6.
  60-66 Spawn of Baphomet: Your enormous will 
  grants you bull’s strength 1/day as a caster equal 
  to your level.
  67-72 Infernal Pact: All your spells’ saving throw 
  DCs increase by 1.
  73-78 Shadowsteel: You ignore the first attack of 
  opportunity against you each round; it passes 
  through your body as if you were incorporeal.
  79-84 Spawn of Titivillus: You can read all 
  languages and gain 5 ranks in Use Magic Device.
  85-89 Spawn of Belphegor: Once per day, you cast 
  slow as a caster equal to your level.
  90-93 Spawn of Mammon: You may purchase 
  goods for yourself at half price if you make a 
  successful opposed Bluff check.
     If you fail the check, you must pay double 
  or do without, and may be reported as a sneak 
  thief or swindler. Goods given to others must 
  always be sold at full price; you may never give a 
  gift without profit to yourself.
  94-98 Heartseeker: On a confirmed critical, you 
  always inflict maximum damage. 
  99-00 Spawn of Asmodeus: You are as smoke and 
  can become incorporeal 1/day for a number of 
  rounds equal to your level.
  
  17
  17
    
  Target one Great Old One
  Duration see text
  Saving Throw no Spell Resistance no
  The same sorceries your ancestors used to tame the Old 
  Great Ones allow you to affect their dreamlike gaits or 
  similar functions in a limited way. 
   
  After casting greater somnambulance, choose one of 
  three effects: redirect, stop, or quicken.
   
  If you choose redirect, the Great Old One changes its 
  course to one of your choosing, provided the course is a 
  general direction (such as northwest, or toward Bloody 
  Tusks).  The Great Old One continues on this course until 
  it strikes a solid object, such as a mountain; its random 
  wandering then recommences.
   
  If you choose stop, the Great Old One halts completely, 
  but only for a number of hours equal to your caster level. 
  Its gait then recommences as if it was not interrupted.
  If you choose quicken, the Great Old One moves out of 
  stasis for a brief time. The fastest of the Great Old Ones 
  move at no more than 1 mile per year, but under the 
  influence of this spell they speed up to 2 mph, a human 
  walking pace many times as fast as its previous, shambling 
  gait. This quickened pace lasts a number of hours equal to 
  your caster level.
   
  For Great Old Ones that do not move, apply this spell’s 
  effect to the primary condition affected by the ancient 
  magic that slowed it. For example, the spell’s redirect, 
  stop, and quicken effects would be applied to Kb’r’ck of 
  Crystal’s growth. 
  VAMPIRIC FOG
  School conjuration (creation); Level sorcerer/wizard 9
  Casting Time 1 standard action
  Components V, S
  Range medium (100 ft. + 10 ft./level)
  Effect fog spreads in 20-ft. radius, 20 ft. high
  Duration 1 round/level
  Saving Throw Fort partial; see text; Spell Resistance no
  You harness the eldritch power that created the Fellmire and 
  project it into a cloud of blood-red, hazy vampiric mist.
   
  In addition to obscuring sight like fog cloud, each round 
  on your turn starting when you cast the spell, vampiric 
  fog drains 2 Constitution from each creature within it. If 
  a creature is reduced to 0 Constitution, it dies. Creatures 
  within the vampiric fog become sickened unless they 
  succeed on a Fortitude save every round while in the cloud. 
  Sickened creatures that move out of the cloud remain 
  sickened for an additional 2d6 rounds.
   
  Creatures without a Constitution score are immune to 
  both the Constitution drain and the sickened effect.
  Tiefling Equipment
  Tieflings have access to the following equipment.
  Devilish Nectar: When tieflings imbibe this thick, foul-
  smelling liquid, it momentarily empowers them with 
  more charm and panache than normal. While under the 
  effects of devilish nectar, a tiefling gains a +1 circumstance 
  bonus to all skill checks that use their Charisma modifier. 
  In addition, a +1 circumstance bonus is added to the DC 
  of all spells they cast with the charm descriptor. Drinking 
  devilish nectar is a standard action that provokes attacks of 
  opportunity; creatures other than tieflings are sickened if 
  they drink it. The nectar’s effects last for 1 minute.
  Pit Pellets: These tiny, round pellets contain the 
  concentrated essence of the Eleven Hells within. When 
  thrown on the ground, they emit wafting smoke and the 
  noxious fumes of burning flesh. Creatures within a 5 ft. 
  radius of an activated pellet are nauseated (DC 14 Fort 
  negates). This effect lasts for 1d3 rounds, after which the 
  pellet becomes useless. Dumping water on an active pit 
  pellet—or casting create water near it—ends the effect. Pit 
  pellets typically come in a pouch containing 10 pellets; 
  to creatures other than tieflings, pit pellets are simply 
  pebbles and do not work as described.
  TIEFLING EQUIPMENT
  ITEM
  COST
  WEIGHT
  CRAFT DC
  Devilish nectar
  125 gp
  1 lb.
  22
  Pit pellets
  300 gp*
  1 lb.
  25
  *for pouch for 10 pellets
  
  MIDGARD TALES
  18
  18
  Advanced Races Tieflings
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  15. COPYRIGHT NOTICE 
   
  Open Game License v 1.0 Copyright 2000, Wizards of the Coast, Inc.
  System Reference Document Copyright 2000–2003, Wizards of the Coast, Inc.; Authors Jonathan 
  Tweet, Monte Cook, Skip Williams, Rich Baker, Andy Collins, David Noonan, Rich Redman, Bruce R. 
  Cordell, based on original material by E. Gary Gygax and Dave Arneson.
   
  Pathfinder RPG Core Rulebook. Copyright 2009, Paizo Publishing, LLC; Author: Jason Bulmahn, 
  based on material by Jonathan Tweet, Monte Cook, and Skip Williams.
   
  Kobold Quarterly issue 6, Copyright 2008, Open Design LLC, www.koboldpress.com.
   
  Pathfinder Player Companion: Blood of Fiends © 2012, Paizo Publishing, LLC; Authors: Hal 
  Maclean and Colin McComb.
   
  Pathfinder Roleplaying Game Advanced Race Guide © 2012, Paizo Publishing, LLC; Authors: 
  Dennis Baker, Jesse Benner, Benjamin Bruck, Jason Bulmahn, Adam Daigle, Jim Groves, Tim Hitchcock, 
  Hal MacLean, Jason Nelson, Stephen Radney-MacFarland, Owen K.C. Stephens, Todd Stewart, and 
  Russ Taylor.
   
  Pathfinder Roleplaying Game Ultimate Magic © 2011, Paizo Publishing, LLC; Authors: Jason 
  Bulmahn, Tim Hitchcock, Colin McComb, Rob McCreary, Jason Nelson, Stephen Radney-MacFarland, 
  Sean K Reynolds, Owen K.C. Stephens, and Russ Taylor.
   
  Advanced Races: Tieflings © 2013 Open Design LLC; Author: Amanda Hamon
  OPEN GAME LICENSE Version 1.0a
  Tiefling Magic Items
  Tieflings have access to the following magic items.
  CAPE OF THE SHADOW’S PATH
  Aura moderate illusion; CL 5th
  Slot shoulders; Price 8,000 gp; Weight 1 lb.
  DESCRIPTION
  This matte-black cape—made of the cured skin of a slain 
  fiend—flutters as if in a faint, sulfurous breeze when the 
  wearer stands in an area of dim light or darkness. 
  Once per day, when the command word is spoken, the 
  wearer is transported along a coiling path of shadow-stuff 
  to another dim or dark location within 100 ft.
  CONSTRUCTION
  Requirements Craft Wondrous Items, shadow step (see 
  Ultimate Magic); Cost 4,000 gp        
  MASTER’S GEM
  Aura moderate enchantment (evil); CL 6th
  Slot none; Price 86,000 gp; Weight —
  DESCRIPTION
  This deceptively beautiful, fist-sized yellow sapphire hangs 
  from a pristine platinum setting and chain. Although it 
  is a gem any king would covet, this item is wholly evil; it 
  is imbued with the duplicitously charming essence of the 
  Master of Demon Mountain himself.
   
  When the command word is spoken, the user may 
  display this gem to a good-aligned creature and use its 
  alluring beauty to implant within the target’s mind a lesser 
  geas. The target receives a Will save (DC 17) to resist this 
  effect. A creature that succeeds on this save cannot be the 
  target of a master’s gem for 24 hours.
  CONSTRUCTION
  Requirements Craft Wondrous Item, lesser geas, creator 
  must be evil; Cost 43,000 gp
  
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