Tieflings - Name your Top 5 classes


Advice


To provide a bookend/mirror image to my earlier thread Aasimar Top 5, its now time to give tieflings a similar treatment. Name your top 5 builds, based on min/maxing, flavor, background, etc..., for your favorite tiefling classes.

I'll start it off with two: (1) barbarian/alchemist with alternative racial traits (tail, wings and bite); and (2) lay on hands/damage sponge paly


Onispawn on warpriest, monk, or striker druid

Rakshasa + infernal sorcery feels like a bit of cheese!


I think mechanically, going with the baseline Tiefling your strongest choices are as follows, but in no particular order.
Wizard
Magus
Alchemist
Witch
and
Gunslinger

Now, in terms of flavor.
Paladin
Magus
Inquistor
Bard
Gunslinger

Sovereign Court

Rogue - ninja gunslinger using extra darkness sla for humanoids. The "man" with a golden gun.
Rogue - Thug two weapon club w sap master. The nightmare
Mystic Theurge - early entry via rakshasa sla & deception domain. Doctor Phil Moore Love, losing known spells is improved by swapping up divine spells.
Arcane trickster - Rake, Rakshasa/infernal dual bloodline - early entry w improved fiendish sorcery for additional cha boost. Considering the alternative of using sgar instead and dumping charisma for intelligence


Thanks for the suggestions and keep them coming. With the pending shelving of tieflings and aasimars, I believe many players here would benefit from some insight into fun tiefling builds.


Alchemist-bomb focused
Mystic Theurge-using darkness for early entry
wizard
witch

and that's all for me. I prefer strength maguses (magi?).


the pending shelving of tieflings and aasimars? whats that about?


EsperMagic wrote:
the pending shelving of tieflings and aasimars? whats that about?

Removal of Races:
The Year of the Sky Key, Season 6 of the Pathfinder Society Organized Play campaign, is approaching, and that means the new Guide to Pathfinder Society Organized Play is on its way. It's still a few weeks before we preview the new guide, but we can share a few new options available at the start of Season 6. In fact, there's something for players and something for GMs and organizers.

I imagine you've already spotted the art and guessed that expanded race access is one announcement—spot on. Just as non-standard race access is a hot topic on the messageboards, it's a common talking point during our meetings. It's tough to balance the lure of race boons for conventions against letting as many people as possible play the types of characters they want. Add to that the heated discussions about whether or not some non-standard races are overpowered and the concerns about the so-called "cantina effect." That's a lot to juggle when making a decision, but we decided that introducing a few new options would be best for the campaign. Beginning August 14th 2014 at Gen Con, three new races will be available for play without requiring a special Chronicle sheet: kitsune, nagaji, and wayang. These races have been in circulation through extra Chronicle sheets for nearly three years now, and even though some players have had an opportunity to create these characters, we want newer players to have new options to enjoy. Like other race options, it is still necessary that a player have a book or watermarked pdf reference for the race, such as from Pathfinder Campaign Setting: Dragon Empires Gazetteer, Pathfinder Player Companion: Dragon Empires Primer, Pathfinder RPG: Advanced Race Guide, or Pathfinder RPG Bestiary: Bestiary 4.

Illustration by Eva Widermann

So let's see... seven core races plus three Bestiary races plus three Dragon Empires races. That equals 13, right? Well, there's one piece missing from that equation. We're also removing two races.

For several years, aasimar and tieflings have enjoyed a prominent role in the Pathfinder Society, but as the organization concludes its work in Mendev—where numerous pit-born fight for recognition and heaven-blooded warriors wage holy war—it's time for them to step back. Beginning on August 14th, creating an aasimar or tiefling character will require a special Chronicle sheet, as was the case years ago. The exception is any aasimar or tielfing character with at least 1 XP; these characters are grandfathered into the campaign.

Does this mean you can create several new characters, play a scenario with each, and have several native outsiders waiting for when you need them? Well, we debated long and hard whether to require 4 XP per character, as at that point one is past the free rebuilding stage. However, we also recognized this as unnecessarily punitive to casual players who may only be able to play once or twice in the next month. To answer your question, yes, you can make 10 aasimars and play The Confirmation an equal number of times, but we're trusting you'll exercise some good taste and respect a decision made with the larger community in mind.

Now that we've covered the more controversial news, let's wrap things up with something outright awesome.

We (both Mike and John) both have experience as venture-officers and event coordinators, and we understand that sometimes it's tough to convince a new player to commit to a full 4-5 hour experience. Some events just are not conducive to running a full game, whether that's because it's a weeknight with lots of folks who need to get to bed early or because the location is only open for a few hours. What do you do when a scenario just isn't short enough?

For years the answer has been quests, one-hour mini-adventures intended to last an hour or less. They're great little adventures, but they're a little difficult to schedule for a few reasons. First, there's no easy way to tell a bigger story by connecting a few quests together. Second, the quests—though replayable—offer no gold, XP, or Prestige Points, giving them a reputation of risk for little reward. The most difficult hurdle is that there are only two of them in print (not counting the Goblin Attack demos or Beginner's Box Bash demos).

This year at Gen Con, we're debuting six new 1st-level Pathfinder Quests that take place in and around the River Kingdoms. Each one is a standalone adventure, but they are all loosely tied into a common plot thread, allowing a GM to combine anywhere from two to all six to make a larger adventure as suits the needs of the group and event location. Play them in any order—one can even play the finale quest early—and earn a Chronicle sheet with rewards that scale based on the number of adventures you played.

John Compton and Mike Brock
Developer and Global Organized Play Coordinator

Scarab Sages

Duncan7291 wrote:
EsperMagic wrote:
the pending shelving of tieflings and aasimars? whats that about?
** spoiler omitted **...

Crap. I just started a new character that just hit level 2. I am playing him this weekend. I rolled a dwarf, but I may need to use the rebuild to change race now before I play as level 2. Otherwise, it's unlikely I'll have an opportunity to build an Aasimar or Tiefling before august.

And I'm not really interested in Kitsune, Wayangs, or Nagaji. I was hoping we'd get Grippli. Alas.


Imbicatus wrote:
Duncan7291 wrote:
EsperMagic wrote:
the pending shelving of tieflings and aasimars? whats that about?
** spoiler omitted **...

Crap. I just started a new character that just hit level 2. I am playing him this weekend. I rolled a dwarf, but I may need to use the rebuild to change race now before I play as level 2. Otherwise, it's unlikely I'll have an opportunity to build an Aasimar or Tiefling before august.

And I'm not really interested in Kitsune, Wayangs, or Nagaji. I was hoping we'd get Grippli. Alas.

All you need is 1 XP to have your Tiefling or Aasimaar 'grandfathered' in. Since you are just about to get your 4th EXP point, you are ok. As long as you will be playing again before August 14th, which it sounds like you will.

But I agree, pretty disappointed on the change. I read why they did it, but still don't see why they need to rotate the races out. And like you, not really interested in playing any of the three races introduced. I had a chronicle that allowed me to play either of the three and gave it to a friend.


Lets try to stay on topic. There are numerous threads out there discussing the issue of removal of the races. Id prefer this thread talk about class recommendations so people are contemplating making a tiefling will have some inspiration.


cleric with deeper darkness and the repose domain. A flatfooted touch debuff is awesome.


As soon as I get the ACG, I am planning on making a Demon-born Tiefling Bloodrager with the Infernal Bloodline, great flavor and basically perfect stats. Being able to boost charge speed and gain a bite attack are great bonuses as well. If it turns out you can apply Fiendish Sorcery to Bloodrager bloodlines, thats just icing on the cake. Tieflings also make great Intimidate-based Inquisitors and Dex-based Magi, especially if you can take Prehensile Tail to let the magi use metamagic rods.


aasimars and tieflings (statwise) can fill many of the same roles (and therefore classes) personal favorites of mine for tieflings are:

"big hit" builds (fighter or barbarian) - since their oversized limbs ability (from the rolly chart with GM permission) allows them to negate the oversize penalty for a large-sized (impact) bastard sword or a huge-sized sun blade, allowing for a bit more damage and a neat thematic appearance.

"invincible" paladins - with fey foundling and the tiefling FCB, you can self-heal like a champ with lay on hands.


Ill say the same thing I did in the other thread. ANYTHING!!!! Tieflings with their variants are good at everything. Great at all but a very few things. When u can practically choose 2 attribute boosts u can't go wrong easilly. Add skills, resistances, and such and even humans are ha inv to work for their spot. But since I'm a good sport...

Alchemist based on bombs since he has his tail to grab em, practically any monk, any wizard, any bowman but inquisitor is best because of dumped charisma and increased INT, urban and invulnerable barb based on dex (armor of pit plus not ha ing rage penalty to AC and huge DEX means ur hard to hit AND u have built in class features to resist any form of combat or spells, can't go wrong here)

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