Races: Malephilim

Ethnicities


Languages


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Racial Traits


Standard Traits (13 or 11 CP)

  • Type: Malephilim are outsiders with the native subtype.
  • Size: Malephilim are either Medium or Small creatures. Medium malephilim have no bonuses or penalties due to their size. Small malephilim gain -2 to Strength, +2 to Dexterity, -1 to Constitution, +1 size bonus to their DV, +1 size bonus on attack rolls, -1 penalty on combat maneuver checks and to CMD, +2 bonus on Fly checks, and +2 size bonus on Stealth checks. (0 or -2 CP)
  • Speed: Malephilim have a base speed of 30 feet.
  • Languages: Malephilim begin play speaking a regional language and either Demoniac or Infernal. Malephilim with high intelligence scores can choose a regional language from the following: Abyssal, Draconic, Dwarven, Elven, Gnome, Goblin, Halfling, Infernal, and Orc. See the Linguistics skill page for more information about these languages.

Defense Racial Traits

  • Fiendish Resistance: Malephilim have cold resistance 5, electricity resistance 5, and fire resistance 5. These resistances increase by 5 each at 5th Hit Die, and every 5 HD after. (6 CP)
  • Poison Resistance: Malephilim gain a racial bonus equal to half of their total Hit Dice on saving throws against poison effects. (1 CP)

Magical Racial Traits

  • Dark Heart: Malephilim can use darkness a number of times per day equal to their total Hit Dice as a spell-like ability. They use their total HD as their caster level. (4 CP)

Senses Racial Traits

  • Darkvision: Malephilim can see perfectly in the dark for up to 60 feet. Their darkvision range increases by 30 feet at 7th Hit Die, and another 30 feet every 7 HD after. (2 CP)

Alternate Traits

  • Beguiling Liar: Many malephilim find that the best way to get along in the world is to tell others what they want to hear. These tieflings’ practice of telling habitual falsehoods grants them a racial bonus equal to their character level on Bluff checks to convince an opponent that what they are saying is true when they tell a lie. This racial trait replaces skilled.
  • Bullying: Malephilim are often disparaged and kept low in the social order, where they commonly resort to robbing those weaker than themselves. Malephilim with this racial trait gain a racial bonus equal to half of their character level on combat maneuver checks to disarm or steal. This racial trait replaces skilled.
  • Fiendish Sorcery: Malephilim sorcerers with the Abyssal or Infernal bloodlines treat their Charisma score as half of their character level higher for all sorcerer class abilities.
  • Fiendish Sprinter: Some malephilim have feet that are more bestial than human. Whether their feet resemble those of a clawed predator or are the cloven hooves common to many of their kind, malephilim with this trait gain a 10-foot racial bonus at character level 1st to their speed when using the charge, run, or withdraw actions. At character level 4th, and every 3 levels after, this bonus increases by 10 feet. This racial trait replaces skilled.
  • Light from the Darkness: Malephilim who deny the evil of their heritage to go on to become heroes refuse to use the dark magic of their blood, but their struggle grants them uncanny resilience against evil’s touch. As long as they retain a good alignment, they gain the aasimar’s incorruptible alternate racial trait. This racial trait replaces the spell-like ability racial trait.
  • Maw or Claw: Some malephilim take on the more bestial aspects of their fiendish ancestors. These malephilim exhibit either powerful, toothy maws or dangerous claws. The malephilim can choose a bite attack that deals 1d6 points of damage or two claws that each deal 1d4 points of damage. These attacks are primary natural attacks. At character level 5th, and every 5 levels after, the damage of these natural weapons increases in size by one step. This racial trait replaces the spell-like ability racial trait.
  • Pass for Human: Discrimination against malephilim with horrifically fiendish features is so intense that even malephilim look up to those precious few of their kind who can pass as human. These malephilim have otherworldly features that are so subtle, they aren’t often noticed unless the malephilim points them out (for example, eyes that flash red in the throes of passion, or fingernails that are naturally hard and pointed). Such a malephilim doesn’t need to succeed at a Disguise check to appear to be human and count as humanoid (human) as well as outsider (native) for all purposes (such as humanoid-affecting spells like charm person or enlarge person). The malephilim does not automatically gain his associated outsider language (but may select it as a bonus language if his Intelligence score is high enough), and he may not select other racial traits that would grant him obviously fiendish features (such as the fiendish sprinter, maw or claw, prehensile tail, scaled skin, or vestigial wings alternate racial traits). This ability alters the tiefling’s type, subtype, and languages.
  • Prehensile Tail: Many malephilim have tails, but some have long, flexible tails that can be used to carry items. While they cannot wield weapons with their tails, they can use them to retrieve small, stowed objects carried on their persons as a swift action. This racial trait replaces fiendish sorcery.
  • Scaled Skin: The skin of these malephilim provides some energy resistance, but is also as hard as armor. Choose one of the following energy types: cold, electricity, or fire. A malephilim with this trait gains resistance 5 in the chosen energy type and also gains a natural armor equal to half of his character level bonus to AC. At character level 5th, and every 5 levels after, the resistance increases by 5. This racial trait replaces fiendish resistance.
  • See in Darkness: Malephilim can see perfectly in darkness of any kind, including that created by spells such as deeper darkness. This replaces darkvision and dark heart. (4 CP)
  • Skilled: Malephilim gain a racial bonus equal to their character level on Bluff and Stealth checks. (4 CP
  • Smite Good: A number of times per day equal to his character level, a malephilim with this racial trait can smite a good-aligned creature. As a simple action, the malephilim chooses one target within sight to smite. If this target is good, the malephilim adds her Charisma bonus (if any) to attack rolls against the target and gains a bonus on damage rolls against the target equal to her number of Hit Dice. This effect lasts until the first time the malephilim successfully hits her designated target. This racial trait replaces fiendish sorcery and the tiefling’s spell-like ability.
  • Soul Seer: Rare malephilim have a peculiar sight that allows them to see the state of a creature’s soul. They can use deathwatch at will as spell-like ability. This racial trait replaces the spell-like ability and fiendish sorcery racial traits.
  • Underworld Guide: Those who brave the lightless tunnels below the world’s surface learn to identify the dangerous phenomena that characterize the Underworld. Characters with this trait gain a racial bonus equal to half of his character level on initiative checks, and on saves against traps and hazards when underground (from a lifetime of dodging accursed pools, cave-ins, and green slime). Malephilim can take this trait in place of the darkness spell-like ability.
  • Vestigial Wings: Some malephilim possess a pair of undersized, withered, or stunted wings like a mockery of those of their fiendish forbearer. Sometimes these wings are leathery, like those of a bat. Other times they are covered with a scattering of black, red, or violet feathers. Rare manifestations can take even more bizarre forms. These wings do not provide the lift required for actual flight, but do have enough power to aid flight attained by some other method, and grant a racial bonus equal to the malephilim's character level on Fly skill checks. This racial trait replaces skilled.

Racial Feats


Feat Name Category/Type Prerequisites Benefit
Ancestral Scorn General Intimidate 5 ranks, malephilim When you demoralize an evil outsider, it takes extra penalties.
Armor of the Pit General Malephilim Gain a +2 natural armor bonus
Banner of Doom Combat Bab +8, banner class feature, malephilim Your banner causes enemies to take a penalty against fear effects.
Blinding Sneak Attack Combat Bab +5, darkness spell-like ability, sneak attack class feature, malephilim When you successfully sneak attack an enemy within magical darkness, opponent is blinded for 1 round.
Deadly Horns Combat Base attack bonus +1, malephilim You gain a gore natural attack that deals 1d6 points of damage.
Expanded Fiendish Resistance General Malephilim Gain resistance against another type of energy damage
Eclipse Strike Teamwork Malephilim, darkness racial spell-like ability You can attack with an eclipse strike as a standard action if you and an ally who also has this feat are both flanking the target. You and your ally must both have at least one use of your darkness racial spell-like ability available to make this attack. If your eclipse strike hits, your target is blinded for 1 round. Creatures that have the see in darkness ability are immune to the blindness that is caused by an eclipse strike.
Fiendish Bloodline Heritage Base Fortitude save +1, Base Reflex save +1, Base Will save +1, malephilim You gain the ability to cast protection from good three times per day, and bane once per day as spell-like abilities with a caster level equal to your character level.
Fiendish Darkness General Darkness spell-like ability, malephilim Use your darkness spell-like ability more often.
Fiendish Facade General Must be taken at 1st level, malephilim Gain a bonus to disguise yourself as another race.
Fiendish Resilience General Dex 13, evasion class feature, malephilim You are more adept at dodging attacks of a certain energy type
Fiend Sight General Darkvision 60 ft., malephilim You gain low-light vision and you gain the see in darkness supernatural ability.
Fury of the Tainted Combat Cha 13, rage class feature, malephilim While raging, you are more resistant to spells with the [good] descriptor.
Grasping Tail General Malephilim Your fiendish tail becomes prehensile
Improved Fiendish Darkness General Fiendish Darkness, darkness spell-like ability, caster level 3rd, malephilim Use your Fiendish Darkness ability as part of casting a spell.
Improved Fiendish Sorcery General Fiendish sorcery racial trait, malephilim If you are a sorcerer and possess the rakshasa bloodline or shadow bloodline, treat your Charisma score as 2 points higher for all sorcerer class abilities.
Improved Fury of the Tainted Combat Cha 13, Fury of the Tainted, bab +8, rage class feature, malephilim Gain spell resistance against spells with the [good] descriptor while raging.
Monstrous Mask General Malephilim, must be taken at 1st level Gain a +5 bonus on Intimidate checks against humanoids.
Outsider Wings Geenral Fiendish Bloodline, malephilim You gain bat-like wings, allowing you to fly at your land speed (average maneuverability). A medium or heavy load that would reduce your land speed reduces your fly speed a proportionate amount.
Terrifying Mask General Cha 13, Monstrous Mask, malephilim Use either Sense Motive or Intimidate to determine whether a humanoid is trustworthy.
Wicked Valor General Con 15, Endurance, malephilim Heal double the standard hit points when resting.
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