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Second Darkness. Shadow in the Sky

Normas y reglas específicas

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25/08/2014, 16:02
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Para empezar nos centraremos en la creación del personaje. Adoptamos el clásico sistema que venimos utilizando de 6 tiradas con 4d6 descartando el más bajo. Las tiradas se realizarán con los datos desglosados (para, evidentemente, descartar el más bajo).

Otro punto a tener en cuenta, pero de cara al segundo nivel, es que viendo que a veces la suerte con los dados de Umbría es un poco despistada, adoptaremos el sistema que utilizamos en Midnight, esto es:
- Sólo se realiza una tirada del dado pertinente.
- El resultado se divide entre dos y se redondea hacia arriba.
- A este resultado, se le suma la mitad del dado pertinente.

Con este sistema, queda una media por encima del dado, para asegurar que una mala racha no ponga delante de un golem a un guerrero totalmente curado con 15 míseros puntos de vida.

Unos ejemplos del sistema para la concurrencia:
Con un D10:

Tirada 1 2 3 4 5 6 7 8 9 10
Resultado 6 6 7 7 8 8 9 9 10 10

Con un D6:

Tirada 1 2 3 4 5 6
Resultado 4 4 5 5 6 6

Como siempre, si tenéis algún comentario de algo, …, a La Taberna.

Luego sigo con los rasgos.

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29/08/2014, 23:55
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Rasgos de personaje (Character Traits)

El rasgo de personaje es una forma de mayor personalización del personaje que se traduce en alguna habilidad menor adicional, rasgo social, etc, …, que posee adicionalmente el personaje. La primera encarnación de este nuevo elemento a los personajes apareció en el primer Adventure Path: “la guía del jugador de Rise of the Runelords”, disfrazado de seis nuevas hazañas que un nuevo personaje podría tomar. Estas nuevas hazañas eran más que trucos y poderes simplemente adicionales, aunque; se hicieron para infundir a los personajes de nueva creación con “enlaces” incorporados al entonces flamante reino de Varisia.

En la guía del jugador de Curse of the Crimson Throne, se abandonó el modelo de dote adicional y en su lugar llegó con varios rasgos que los nuevos jugadores pueden escoger y elegir. Cada rasgo concedió uno de los dos bonos, relativamente menores, pero la mayoría de cada rasgo consistió en información de fondo y condimento destinado a preparar el nuevo personaje para el inicio de la campaña.

Y eso nos trae aquí...

Filosofía de diseño del rasgo de personaje (Character Trait Design Philosophy)

Hago un resumen muy rápido de lo que es: Es un tema de trasfondo para la historia del personaje, es decir, que tenga que ver con su personalidad y/o historial, aunque tampoco estrictamente necesario, pero sí recommendable.

Los rasgos son para PJs, los PNJs, si tienen alguno, es a través de la dote adicional: “Rasgos Adicionales” (Additional Traits).

Cita:

Nueva dote: Rasgos Adicionales (Additional Traits)
Tienes más rasgos de lo normal.

Beneficio: Ganas dos rasgos adicionales de personaje de tu elección. Estos rasgos deben de pertenecer a listas diferentes y no pueden seleccionarse de listas de las que actualmente ya poseas un rasgo. Debes de cumplir los requisitos para el rasgo de personaje a escoger; por ejemplo, no puedes escoger un rasgo de personaje de enano, si tu personaje es un elfo.

Varios rasgos garantizan un nuevo tipo de bonus: el bonus de rasgo. Los bonus de rasgo no se apilan. Están pensados para darte una ventaja sobre los PNJs/monstrous; no como una regla en la que acumular unos bonus que te den una ventaja irracional sobre las reglas. Por ejemplo, un rasgo que esté en varias listas (Valeroso, “Courageous”, presente en las listas de enano y combate básico), por escogerlo dos veces, no apila los bonus.

Restrictions on Trait Selection

There are a few rules governing trait selections. To begin with, your GM controls how many bonus traits a PC begins with; the default assumption is two traits (es lo que va a ser, 2). When selecting traits, you may not select more than one from the same list of traits. Certain types of traits may have additional requirements, as detailed in the section above.

Remember also that traits are intended to model events that were formative in your character’s development, either before he became an adventurer, or (in the case of additional traits gained via the Additional Traits feat) events that happened while adventuring. Even if you become a hermit and abandon society, you’ll still retain your legacy of growing up an aristocrat if you took a Social Trait. The one exception to this is Religion Traits—since these traits require continued faith in a specific deity, you can indeed lose the benefits of these traits if you switch religions. In this case, consult your GM for your options. He may simply rule that you lose that trait, or he might allow you to pick a new Religion Trait tied to your new deity. Another option is that if you abandon a religion, you lose the associated Religion Traits until you gain an experience level, at which point you may replace lost Religion Traits with Basic Faith Traits.

Types of Traits

There are five types of Character Traits to choose from, although at the time of this book’s printing, only two (Basic and Campaign) are available. The other three categories of traits are listed below—expect to see traits from these categories in future Pathfinder Companions!

Racial Traits: Racial Traits are keyed to specific races or ethnicities. In order to select a Racial Trait, your character must be of the trait’s race or ethnicity. If your race or ethnicity changes at some later point (as could be possible due to the result of polymorph magic or a reincarnation spell), the benefits gained by your racial trait persist—only if your mind and memories change as well do you lose the benefits of a Racial Trait. Of course, in such an event, you’re also likely to lose skills, feats, and a whole lot more!

Regional Traits: Regional Traits are keyed to specific regions, be they large (such as a nation or geographic region) or small (such as a city or a specific mountain). In order to select a Regional Trait, your PC must have spent at least a year living in that region. Note that at first level, you can only select one Regional Trait (typically the one tied to your character’s place of birth or homeland), despite the number of regions you might wish to write into your character’s background.

Religion Traits: Religion Traits indicate that your character has an established faith in a specific deity; you need not be a member of a class that can wield divine magic to pick a Religion Trait, but you do have to have a patron deity and have some amount of religion in your background to justify this trait. Unlike the other four categories of traits, Religion Traits can go away if you abandon your religion, as detailed below under Restrictions.

Notas de juego

Empezamos con una presentación, y acto seguido la lista de rasgos del path ....

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30/08/2014, 00:01
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Basic Traits

These traits are broken down into four categories. Combat Traits focus on martial and physical aspects of your character’s background. Faith Traits focus on his religious and philosophical leanings. Magic Traits focus on any magical events or training he may have had in his past. And Social Traits is both a catch-all category and one that indicates what social class or upbringing your PC had.

Combat Traits

These traits are associated with combat, battle, and physical prowess; they give characters minor bonuses in battle and represent conflicts and physical struggles in the character’s backstory.

1 Anatomist: You have studied the workings of anatomy, either as a student at university or as an apprentice mortician or necromancer. You know where to aim your blows to strike vital organs and you gain a +1 trait bonus on all rolls made to confirm critical hits.

2 Armor Expert: You have worn armor as long as you can remember, either as part of your training to become a knight’s squire or simply because you were seeking to emulate a hero. Your childhood armor wasn’t the real thing as far as protection, but it did encumber you as much as real armor would have, and you’ve grown used to moving in such suits with relative grace. When you wear armor of any sort, reduce that suit’s armor check penalty by 1, to a minimum check penalty of 0.

3 Bullied: You were bullied often as a child, and you are now constantly ready to defend yourself with your fists when an enemy comes near. You gain a +1 trait bonus on attacks of opportunity attack rolls made with unarmed strikes. Note that this trait does not grant the ability to make attacks of opportunity with your unarmed strikes—you’ll need to take a level of monk, the Improved Unarmed Strike feat, or some other similar power to gain the use of this Character Trait. However, that doesn’t prevent you from selecting this trait. You’ll simply not be able to make use of it until a later point if you do.

4 Courageous: Your childhood was brutal, yet you persevered primarily through force of will and the hope that no matter how hard things might get, as long as you kept a level head you’d make it through. You gain a +2 trait bonus on saving throws against fear effects.

5 Deft Dodger: Growing up in a rough neighborhood or a dangerous environment has honed your senses. You gain a +1 trait bonus on Reflex saves.

6 Dirty Fighter: You wouldn’t have lived to make it out of childhood without the aid of a sibling, friend, or companion on whom you could always count to distract your enemies long enough to do a little bit more damage than normal. That companion may be another PC or an NPC (who may even be recently departed from your side). When you hit a foe you are flanking, you deal an additional 1 point of damage (this damage is added to your base damage, and is multiplied on a critical hit). This additional damage is a trait bonus.

7 Fencer: You trained long hours as a youth with blades, either taking lessons in the genteel art of fencing from tutors paid for by your parents or by being taken under the wing of a disenfranchised fencer who may have turned to a life of crime. You gain a +1 trait bonus on attacks of opportunity made with daggers, swords, and similar bladed weapons.

8 Killer: You made your first kill at a very young age and found the task of war or murder to your liking. You either take particular pride in a well-placed blow, or vile pleasure in such a strike as you twist the blade to maximize the pain. You deal additional damage equal to your weapon’s critical hit modifier when you score a successful critical hit with a weapon; this additional damage is added to the final total, and is not multiplied by the critical hit multiple itself. This extra damage is a trait bonus.

9 Reactionary: You were bullied often as a child, but never quite developed an offensive response. Instead, you became adept at anticipating sudden attacks and reacting to danger quickly. You gain a +2 trait bonus to Initiative checks.

10 Resilient: Growing up in a violent neighborhood or in the unforgiving wilds often forced you to subsist on food and water from doubtful sources. You’ve built up your mettle as a result, and gain a +1 trait bonus on Fortitude saves.

Faith Traits

These traits rely upon conviction of spirit, perception, and religion, but are not directly tied to the worship of a specific deity. You do not need a patron deity to gain a Faith Trait, as these traits can represent conviction in one’s self or philosophy just as easily as they can represent dedication to a deity.

1 Birthmark: You were born with a strange birthmark that looks very similar to the holy symbol of the god you chose to worship later in life. This birthmark can serve you as a divine focus for casting spells, and, as a physical manifestation of your faith, increases your devotion to your god—you gain a +2 trait bonus on all saving throws against charm and compulsion effects as a result.

2 Caretaker: As the child of an herbalist or an assistant in a temple infirmary, you often had to assist in tending to the sick and wounded. You gain a +1 trait bonus on Heal checks, and Heal is always a class skill for you.

3 Child of the Temple: You have long served at a temple in a city, and not only did you pick up on many of the nobility’s customs, you spent much time in the temple libraries studying your faith. You gain a +1 trait bonus on Knowledge (nobility and royalty) and Knowledge (religion) checks, and one of these skills (your choice) is always a class skill for you.

4 Devotee of the Green: Your faith in the natural world or one of the gods of nature makes it easy for you to pick up on related concepts. You gain a +1 trait bonus on Knowledge (geography) and Knowledge (nature) checks, and one of these skills (your choice) is always a class skill for you.

5 Ease of Faith: Your mentor, the person who invested your faith in you from an early age, took steps to ensure that you understood that what powers your divine magic is no different than that which powers the magic of other religions. This philosophy makes it easier for you to interact with others who may not share your views. You gain a +1 bonus on Diplomacy checks, and Diplomacy is always a class skill for you.

6 History of Heresy: You were raised with heretical views that have made it not only difficult for you to accept most religious beliefs, but you also have had to live with the fact that you or those you love were often treated as pariahs. As a result, you have turned your back on religious teachings, and as long as you do not possess any levels in a class that grants divine spellcasting power, you gain a +1 trait bonus on all saving throws made against divine spells.

7 Indomitable Faith: You were born in a region where your faith was not popular, yet you never abandoned it. Your constant struggle to maintain your own faith has bolstered your drive; you gain a +1 trait bonus on Will saves as a result.

8 Sacred Conduit: Your birth was particularly painful and difficult for your mother, who needed potent divine magic to ensure you survived; your mother may or may not have survived. In any event, the magic infused you from an early age, and you now channel divine energy with greater ease than most. Whenever you channel divine energy to turn or rebuke undead, you gain a +2 trait bonus on the Turn/Rebuke Undead check.

9 Sacred Touch: You were exposed to a potent source of positive energy as a child, perhaps by being born under the right cosmic sign, or maybe because one of your parents was a gifted healer. As a standard action, you may automatically stabilize a dying creature merely by touching it.

10 Scholar of the Great Beyond: Your great interests as a child did not lie with current events or the mundane—you have always felt out of place, as if you were born in the wrong era. You take to philosophical discussions of the Great Beyond and of historical events with ease. You gain a +1 trait bonus on Knowledge (history) and Knowledge (the planes) checks, and one of these skills (your choice) is always a class skill for you.

Magic Traits

These traits are associated with magic, and focus on spellcasting and manipulating magic. You need not be a spellcaster to take a Magic Trait (although several of these traits aren’t as useful to non-spellcasters). Magic Traits can represent a character’s early exposure to magical effects or childhood studies of magic.

1 Classically Schooled: Your apprenticeship or early education was particularly focused on the direct application of magic. You gain a +1 trait bonus on Spellcraft checks, and Spellcraft is always a class skill for you.

2 Dangerously Curious: You have always been intrigued by magic, possibly because you were the child of a magician or priest. You often snuck into your parent’s laboratory or shrine to tinker with spell components and magic devices, and often caused quite a bit of damage and headaches for your parent as a result. You gain a +1 bonus on Use Magic Device checks, and Use Magic Device is always a class skill for you.

3 Focused Mind: Your childhood was either dominated by lessons of some sort (be they musical or academic) or by a horrible home life that encouraged your ability to block out distractions to focus on the immediate task at hand. You gain a +1 bonus on Concentration checks, and Concentration is always a class skill for you.

4 Gifted Adept: Your interest in magic was inspired by witnessing a spell being cast in a particularly dramatic method, perhaps even one that affected you physically or spiritually. This early exposure to magic has made it easier for you to work similar magic on your own. Pick one spell when you choose this trait—from this point on, whenever you cast that spell, its effects manifest at +1 caster level.

5 Hedge Magician: You apprenticed for a time to a craftsman who often built magic items, and he taught you many handy shortcuts and cost-saving techniques. Whenever you craft a magic item, you reduce the cost of gp and XP required to make the item by 5%.

6 Magical Knack: You were raised, either wholly or in part, by a magical creature, either after it found you abandoned in the woods or because your parents often left you in the care of a magical minion. This constant exposure to magic has made its mysteries easy for you to understand, even when you turn your mind to other devotions and tasks. Pick a class when you gain this trait—your caster level in that class gains a +2 trait bonus as long as this bonus doesn’t increase your caster level higher than your current Hit Dice.

7 Magical Lineage: One of your parents was a gifted spellcaster who not only used metamagic often, but developed many magical items and perhaps even a new spell or two—and you have inherited a fragment of this greatness. Pick one spell when you choose this trait. When you apply metamagic feats to this spell, treat its actual level as 1 lower for determining the spell’s final adjusted level.

8 Magical Talent: Either from inborn talent, whimsy of the gods, or obsessive study of strange tomes, you have mastered the use of a cantrip. Choose a 0-level spell. You may cast that spell once per day as a spell-like ability. This spell-like ability is cast at your highest caster level gained; if you have no caster level, it functions at CL 1st. The spelllike ability’s Save DC is Charisma-based.

9 Mathematical Prodigy: Mathematics has always come easily for you, and you have always been able to “see the math” in the physical and magical world. You gain a +1 bonus on Knowledge (arcana) and Knowledge (architecture and engineering) checks, and one of these skills (your choice) is always a class skill for you.

10 Skeptic: Growing up, you were always around magical effects to the extent that you realized that much of it was smoke and mirrors. You gain a +2 trait bonus on all saving throws against illusions.

Social Traits

Social Traits are a sort of catch-all category—these traits reflect the social upbringing of your character, your background with high society or lack thereof, and your history with parents, siblings, friends, competitors, and enemies.

1 Adopted: You were adopted and raised by someone not of your actual race, and raised in a society not your own. As a result, you picked up a Racial Trait from your adoptive parents and society, and may immediately select a Racial Trait from your adoptive parents’ race.

2 Bully: You grew up in an environment where the meek were ignored and you often had to resort to threats or violence to be heard. You gain a +1 trait bonus on Intimidate checks, and Intimidate is always a class skill for you.

3 Canter: You grew up among thieves and scoundrels, and their unusual speech patterns and turns of phrase don’t phase you in the slightest today as a result. Anyone who attempts to use Bluff to deliver a secret message to you gains a +5 bonus on his Bluff check. When you attempt to intercept a secret message using Sense Motive, you gain a +5 trait bonus on the attempt.

4 Charming: Blessed with good looks, you’ve come to depend on the fact that others find you attractive. You gain a +1 trait bonus when you use Bluff or Diplomacy on a character that is (or could be) sexually attracted to you, and a +1 trait bonus to the save DC of any languagedependent spell you cast on such characters or creatures.

5 Child of the Streets: You grew up on the streets of a large city, and as a result you have developed a knack of knowing where to go and who to talk to when you’re looking for some information. You gain a +1 trait bonus on Gather Information checks, and Gather Information is always a class skill for you.

6 Fast-Talker: You had a knack at getting yourself into trouble as a child, and as a result developed a silver tongue at an early age. You gain a +1 trait bonus on Bluff checks, and Bluff is always a class skill for you.

7 Natural-Born Leader: You’ve always found yourself in positions where others look up to you as a leader, and you can distinctly remember an event from your early childhood where you led several other children to accomplish a goal that each of you individually could not. All cohorts, followers, or summoned creatures under your leadership gain a +1 morale bonus on Will saves to avoid mind-affecting effects. If you ever take the Leadership feat, you gain a +1 trait bonus to your Leadership score.

8 Poverty-Stricken: Your childhood was tough, and your parents had to make every copper piece count. Hunger was your constant companion, and you often had to live off the land or sleep in the wild. You gain a +1 bonus to Survival checks, and Survival is always a class skill for you.

9 Rich Parents: You were born into a rich family, perhaps even the nobility, and even though you turned to a life of adventure anyway, you enjoyed a one-time benefit to your initial finances and your starting cash increases to 900 gp.

10 Suspicious: You discovered at an early age that someone you trusted, perhaps an older sibling or a parent, had lied to you, and often, about something you had taken for granted, leaving you quick to question the claims of others. You gain a +1 trait bonus on Sense Motive checks, and Sense Motive is always a class skill for you.

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Tiefling Race Traits

The following race traits complement tiefling characters.

 

Anticipate Evil: You can read subtle clues in the body language of fiends, allowing you to react just a bit faster than normal when dealing with such beings. You gain a +1 trait bonus on opposed Dexterity-based skill checks against outsiders with the evil subtype. In addition, when your initiative is tied with such creatures, you always act first regardless of which of you has a higher initiative modifier.

Beast Bully: You have learned how to exploit the fear felt by creatures of the natural world when they sense the shadow in your soul. You can make an Intimidate check instead of a Handle Animal check when trying to handle or push an animal.

Blessing of Darkness: Your innate connection with the powers of darkness serves you well when evil zealots pray on your behalf. Whenever a spellcaster capable of channeling negative energy casts a beneficial spell on you, she acts as if she were one level higher for the purpose of determining that spell’s effects.

Born Damned: The inherent sacrilege that taints your soul sometimes crowds out lesser banes. You gain a +2 trait bonus on saving throws against curses and magical effects that produce curses.

Dark Magic Affinity: You have an instinctive talent for unleashing the vilest spells, letting the taint in your blood empower your malicious magic. Whenever you cast a spell with the evil descriptor, you act as if you were one level higher for the purpose of determining that spell’s effects.

Ever Wary: Constant fear that your fiendish nature might provoke a sudden attack ensures that you never completely let down your guard. During the surprise round and before your first action in combat, you can apply half your Dexterity bonus (if any) to your AC. You still count as flat-footed for the purposes of attacks and effects.

Family Connections: Your dark ancestry gives you a special insight into how to motivate or placate fiends and their kin. You gain a +2 trait bonus on Bluff and Diplomacy checks made against outsiders belonging to the evil subtype.

Friendless: You have grown used to looking after yourself without help. You can make Heal checks on yourself for the purposes of treating deadly wounds, diseases, and poisons.

Inciter: You always seem to know the perfect words to sow discord. You gain a +2 trait bonus on Bluff checks made to convince creatures to attack each other.

Motherless: Your birth killed your mother, and you learned, even before words, how to manipulate others into looking after you. You gain a +2 trait bonus on Bluff and Disguise checks made for the purpose of making you seem injured, sickly, or weak in some other way.

Prolong Magic: Constant drills and preparation allow you to get more out of your innate magic. Whenever you use a spell-like ability gained through your tiefling heritage, it automatically acts as if affected by the Extend Spell metamagic feat.

Prideful Temper: Memories of the cruel abuse and taunts you suffered as a child cause you to strike back with great fury at anyone who slanders you. You gain a +1 trait bonus on attack rolls made against creatures that have insulted you until you actually succeed in dealing damage.

Shadow Stabber: An instinct for dishonorable conduct serves you well when fighting opponents who are blind, oblivious, or blundering around in the dark. You gain a +2 trait bonus on melee weapon damage rolls made against foes that cannot see you.

Suicidal: Shame and horror fill your subconscious, and you never stop looking for ways to grant yourself the peace of the grave. Once per day, as an immediate action, you can make yourself the target of any attack originally directed against a creature occupying an adjacent square.

Twilight Zeal: The gloom of night and of the places beyond the reach of the sun gives you comfort and courage. You gain a +1 trait bonus on Will saving throws when in dim light or darkness.

Underling: People tend to assume you either are, or are willing to become, a minor cog in some evil cabal or conspiracy. You gain a +2 trait bonus on Bluff and Diplomacy checks made to either join or imply that you already belong to an evil organization.

 

Feats of the Fiendish

Tieflings are nothing if not cunning and skilled. When adventure calls to such tainted souls, individuals put their mettle to the test, calling on

a host of unique abilities and powers that give them an edge in combat. At the GM’s discretion, other appropriate characters may make use of some of these new feats.

 

Ancestral Scorn

The fury you harbor for your fiendish ancestors gives evil outsiders great reason to fear you.

Prerequisites: Intimidate 5 ranks, tiefling.

Benefit: Whenever you successfully demoralize an outsider of the evil subtype with an Intimidate check, it becomes sickened for 1 round in addition to being affected by the normal effects of being demoralized. If you beat the DC by 5 or more, the creature is nauseated for 1 round instead.

Normal: Demoralizing a foe with a successful Intimidate check causes it to become shaken for 1 round, +1 round for every 5 by which you beat the DC.

 

Banner of Doom (Combat)

The mere sight of your fiendish banner is enough to send ripples of fear through your enemies.

Prerequisites: Base attack bonus +8, banner class feature, tiefling.

Benefit: As long your banner is clearly visible, all enemies within 60 feet take a –2 penalty on saving throws against fear. This penalty does not stack with other effects that provide enemies with penalties on saving throws against fear.

 

Blinding Sneak Attack (Combat)

When you strike from the cover of darkness, you inject foes with a fraction of your foul magic.

Prerequisites: Base attack bonus +5, darkness spell-like ability, sneak attack class feature, tiefling.

Benefit: When you successfully deal sneak attack damage to a foe while you are within an area of magical darkness, you temporarily blind your opponent for 1 round. A successful Fortitude save (DC 10 + the amount of sneak attack damage dealt) negates this effect.

 

Fiendish Darkness

You can use your darkness spell-like ability more often.

Prerequisites: Darkness spell-like ability, tiefling.

Benefit: You can use darkness three times per day as a spell-like ability.

Normal: Tieflings can use darkness once per day as a spell-like ability.

 

Fiendish Facade

You are easily mistaken for a member of another race. Your fiendish physical traits are normally hidden by clothing or appear to be markings of another race.

Prerequisites: Must be taken at 1st level, tiefling.

Benefit: You gain a +5 racial bonus on Disguise checks when attempting to impersonate a particular race. You must select the race you are able to impersonate when you select this feat, and thereafter you cannot change the race you have chosen. That race must be Medium size.

 

Fiendish Resilience

You dodge energy attacks with amazing agility.

Prerequisites: Dex 13, evasion class feature, tiefling.

Benefit: Choose one of the following energy types that you have resistance to: cold, electricity, or fire. Anytime you make a Reflex saving throw against an attack that deals the selected type of energy damage and is subject to your evasion class feature, you gain a +4 competence bonus on the save.

Special: You can take this feat multiple times. Each time you take it, you select a different qualifying energy type.

 

Fury of the Tainted (Combat)

The unstoppable anger you feel toward do-gooders and selfproclaimed saints makes you a force to be reckoned with.

[B]Prerequisites: Cha 13, rage class feature, tiefling.

[B]Benefit: While raging, you gain a +4 competence bonus on saving throws made against spells and effects with the good descriptor.

 

[B]Improved Fiendish Darkness

Your innate ability to shroud others in darkness is further empowered.

Prerequisites: Fiendish Darkness, darkness spell-like ability, caster level 3rd, tiefling.

Benefit: You gain a +2 bonus to your effective caster level when using your darkness spell-like ability. In addition, whenever you cast a spell with the evil descriptor that targets another creature, you can spend a swift action to apply the effects of your darkness spell-like ability to the spell cast, with the darkness effect centered on the spell’s target. Using the darkness spell-like ability in this way expends all three uses of it for the day, and it cannot be used if fewer than three uses of it remain for that day.

 

Improved Fiendish Sorcery

Your skill with foul sorcery is even more potent than that of others of your race.

Prerequisites: Fiendish sorcery racial trait, tiefling.

Benefit: If you are a sorcerer and possess the Rakshasa bloodline (Pathfinder RPG Ultimate Magic 68) or Shadow bloodline (Pathfinder RPG Advanced Player’s Guide 140), treat your Charisma score as 2 points higher for all sorcerer class abilities.

 

Improved Fury of the Tainted (Combat)

Your hatred for goodness is rivaled only by your ability to repel it.

Prerequisites: Cha 13, Fury of the Tainted, base attack bonus +8, rage class feature, tiefling.

Benefit: While raging, you gain spell resistance equal to 10 + your class level against spells with the good descriptor.

 

Monstrous Mask

Your fiendish physical traits give you a twisted and fearsome appearance that strikes fear into others’ hearts.

Prerequisites: Tiefling, must be taken at 1st level.

Benefit: You get a +5 racial bonus on Intimidate checks made against all creatures of the humanoid type.

 

Reckless Aim (Combat)

Your lack of regard for others proves a boon when you fire projectiles into melee.

Prerequisites: Point-Blank Shot, Precise Shot.

Benefit: When you shoot or throw ranged weapons at an opponent engaged in melee, you can choose to take a –1 penalty to your AC and gain a +2 competence bonus on your attack roll. However, when you roll a natural 1 on a ranged attack roll made with this bonus, you automatically hit a random adjacent creature that threatens your intended target.

 

Terrifying Mask

Your fiendish visage has made you a truly terrifying spectacle to behold, and you can force others to betray their feelings with a single look.

Prerequisites: Cha 13, Monstrous Mask, tiefling.

Benefit: Anytime you can make a Sense Motive check to get a hunch or detect whether someone is trustworthy or not, you can choose to instead make an Intimidate check at a –2 penalty. This ability only works on creatures of the humanoid type.

 

Wicked Valor

The fiendish blood that courses through your body causes your wounds to heal faster than usual.

Prerequisites: Con 15, Diehard, Endurance, tiefling.

Benefit: When you regain hit points by resting, you heal double the normal amount of damage. This feat does not stack with items or effects that also affect the amount of damage you recover from while resting. This feat only functions with a full night’s rest; complete bed rest is not affected by this feat.