🔍 
Home Ancestries Backgrounds Bestiary Classes Conditions Deities Equipment Feats Spells

Tiefling AdeptCreature 3


CEMediumHumanHumanoidTiefling
Source Pathfinder Bestiary
Perception +6 (darkvision)
Languages Abyssal, Common
Skills Lore +9, Acrobatics +7, Arcana +9, Deception +9, Intimidation +7, Occultism +9, Religion +6, Society +9, Stealth +7
Str +0, Dex +2, Con +0, Int +4, Wis +1, Cha +2

AC 17; Fort +5; Reflex +7; Will +8;
HP 29
Speed 25 feet

Staff One Action +6 (+1, -4) to hit (two hand d8) 1d6 Bludgeoning
Dagger One Action +7 (+3, -1) to hit (agile, finesse, versatile s) 1d4 Piercing
Dagger One Action +7 (+3, -1) to hit (agile, thrown 10, versatile s) 1d4+1 Piercing

Darkvision

A monster with darkvision can see perfectly well in areas of darkness and dim light, though such vision is in black and white only. Some forms of magical darkness, such as a 4th-level Darkness spell, block normal darkvision. A monster with Greater Darkvision, however, can see through even these forms of magical darkness.

Drain Bonded Item Free Action

Frequency Once per day

Requirements The adept hasn't acted yet on this turn.


Effect The adept expends the power stored in its staff. This gives the adept the ability to cast one prepared spell it had already previously cast today (choosing a different spell level each time), without spending a spell slot. The adept must still Cast the Spell and meet the spell's other requirements.


Arcane Prepared Spells (DC 21, +11 to hit)

Cantrips (2nd Level): Chill Touch, Detect Magic, Mage Hand, Shield, Tanglefoot
1st Level: Charm, Magic Missile, Ray of Enfeeblement
2nd Level: Flaming Sphere, Invisibility

Divine Innate Spells (DC 17, +9 to hit)

2nd Level: Darkness


Tieflings are planar scions with fiendish blood. One of the most common types is pitborn, who bear a demonic corruption infesting their mortal bloodline. Some strive to live above their forebear's fiendish reputation, but many, such as this tiefling adept, simply accept their label and delve fully into evil.


Many immortals dwell upon the other planes of the Great Beyond. Some are benevolent and kindly, like angels. Others are cruel and destructive, like demons. And some fit roles outside of morality, like psychopomps. It's far from unheard of that mortals and immortals alike become entangled romantically, and the children of such engagements carry a supernatural element in their bloodlines for generations to follow. After the first generation, this otherworldly influence usually lies dormant, but now and then, the influence can manifest strongly in descendants many years later. These inheritors of extraplanar legacies are known collectively as planar scions.


Traits

Common

Anything that doesn't list another rarity trait (uncommon, rare, or unique) automatically has the common trait. This rarity indicates that an ability, item, or spell is available to all players who meet the prerequisites for it. A creature of this rarity is generally known and can be summoned with the appropriate summon spell.

Human

A creature with this trait is a member of the human ancestry. Humans are a diverse array of people known for their adaptability. An ability with this trait can be used or selected only by humans.

Humanoid

Humanoid creatures reason and act much like humans. They typically stand upright and have two arms and two legs.

Tiefling

A creature with this trait is a member of the tiefling ancestry.