Aasimar / Tiefling race combination


Homebrew and House Rules


Pathfinder Rulebook Subscriber

Hello there message boards! I was doing some thinking on a character I might like to do but I'm thinking of the aasimar and tiefling. Seeing as they are two sides of the same coin, I was thinking of combining them for that 1% time that it might happen. Wanted to see what the community thought and get ideas for how it hopefully won't be broken.

Thanks!


I'd think that either A. They'd be unable to successfully breed, B. They'd be able to breed but would most like end up with normal offspring, because don't the angelic/fiendish traits skip generations(?), or C. You'd get one or the other possibly both but as twins.

Dark Archive

Just cherry pick the racial features you think make sense for your half & half race from the parent races and build it with the ARG rules.


Native Outsider (mixed ancestry)

Ability Score Racial Traits: Native outsider characters gain a +2 bonus to one ability score of their choice at creation to represent their varied nature.
Type: Native outsiders are outsiders with the native subtype. Pick a single Outer Plane that the character is predominantly tied to.
Size: Native outsider are medium creatures and thus have no bonuses or penalties due to their size.
Base Speed: Native outsider have a base speed of 30 feet.
Languages: Native outsiders begin play speaking Common and one of the following languages: Abyssal, Aquan, Auran, Celestial, Ignan, Infernal, or Terran. The language chosen must be appropraite for the Outer Plane that the native outsider is predominantly tied to. Native outsider with high Intelligence scores can choose any languages they want (except secret languages, such as Druidic).

Energy Resistance: Native outsider have resistance 5 to two energy types chosen from the following list: acid, cold, electricity, or fire.
Lucky: Native outsiders gains +1 racial bonus to all saving throws.
Adaptability: Native outsiders receive Skill Focus as a bonus feat at 1st level.
Darkvision: Native outsiders can see perfectly in the dar for up to 60 feet.

10 RP


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I'd call them Nephilim...

Grand Lodge

Pathfinder PF Special Edition, Starfinder Roleplaying Game Subscriber
Keydan wrote:

I'd call them Nephilim...

There's this fellow with two scythes called Malthael that might want a word with them.


Pathfinder Rulebook Subscriber
Ciaran Barnes wrote:

Native Outsider (mixed ancestry)

Ability Score Racial Traits: Native outsider characters gain a +2 bonus to one ability score of their choice at creation to represent their varied nature.
Type: Native outsiders are outsiders with the native subtype. Pick a single Outer Plane that the character is predominantly tied to.
Size: Native outsider are medium creatures and thus have no bonuses or penalties due to their size.
Base Speed: Native outsider have a base speed of 30 feet.
Languages: Native outsiders begin play speaking Common and one of the following languages: Abyssal, Aquan, Auran, Celestial, Ignan, Infernal, or Terran. The language chosen must be appropraite for the Outer Plane that the native outsider is predominantly tied to. Native outsider with high Intelligence scores can choose any languages they want (except secret languages, such as Druidic).

Energy Resistance: Native outsider have resistance 5 to two energy types chosen from the following list: acid, cold, electricity, or fire.
Lucky: Native outsiders gains +1 racial bonus to all saving throws.
Adaptability: Native outsiders receive Skill Focus as a bonus feat at 1st level.
Darkvision: Native outsiders can see perfectly in the dar for up to 60 feet.

10 RP

thanks for this! i might take a look at a few other things to maybe add or subtract, but this'll work perfectly!

I also looked into the Blood of Fiends/Angels and liked the added characteristics. What do you all think would be the best combo?

Grand Lodge

Keydan wrote:

I'd call them Nephilim...

I'd want to do that too, but that name already has baggage in Pathfinder. Curse you, Bestiary 3...

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