Div Spawn Tieflilng
* Ability Score Modifiers: +2 Dex, +2 Cha, -2 Int
* Fiendish Resistance: Tieflings have cold resistance 5, electricity resistance 5, and fire resistance 5.
* Beguiling Liar: +4 Bluff
* Darkvision: Tieflings can see perfectly in the dark for up to 60 feet.
* Light from the Darkness: Tieflings 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 (Advanced Race Guide 85). This racial trait replaces the spell-like ability racial trait.
* Pass for Human: Discrimination against tieflings with horrifically fiendish features is so intense that even tieflings look up to those precious few of their kind who can pass as human. These tieflings have otherworldly features that are so subtle, they aren’t often noticed unless the tiefling points them out (for example, eyes that flash red in the throes of passion, or fingernails that are naturally hard and pointed). Such a tiefling 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 tiefling 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.
Traits
* You begin play with an additional 150 gp of equipment and know (at least in some capacity) one of the other company employees: Lyra Heatherly, Perrell Beys, or Ramona Avandth. Due to your association with the Bountiful Venture Company, your words and ideas may carry additional weight with the other employees of the company. (Your GM can grant a +1 circumstance bonus on Diplomacy checks in regards to these people in certain situations.) In addition, you gain a +1 trait bonus on Bluff checks, and Bluff is always a class skill for you.
* Seafarer: You gain a +1 trait bonus on Knowledge (nature) and Knowledge (geography) checks while on the ocean. You also gain a +1 trait bonus on Swim checks, and Swim is always a class skill for you.
Stats: 16 point buy
* Str: 10 (0 PB) = 10
* Dex: 13 (3 PB) +2 (Race) =15
* Con: 13 (2 PB) = 13
* Int: 10 (0 PB) -2 (Race) = 8
* Wis: 10 (0 PB) =0 PB 10
* Cha: 16 (10 PB) +2 (Race) = 18