rules text down below, please let me know what you think and if you use it in some campaing
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Your ancestors dared to pry into powers they did not understand, powers that till today drive mad those of your bloodline withouth the strenght to overcome it, whispers from dreams and dimensions beyond comprehension constantly bombarding them, this tain is particularly strong in you manifesting in unnatural ways, turning you in something else, maybe the stars where in the right place at the moment of your conception, or the powers beyond just glanced at you for a moment.
Your tieflings of this bloodline vary greatly in their apperance, but a few traits are common among them, cold skin and a mass of tentacles protrude from their head, a unnatural charm surround them, maddening whispers enterign the mind of those around, it´s at the same time charming and unsetling. giving the feeling that´s somethign not right or that they do not belong in this reality.
Standar Racial Traits
Ability Score Racial Traits: Tieflings are quick in body and mind, but are inherently strange and unnerving
Aberrant Tieflings have sturdy body due to their unnatural anatomy, yet captivating, but the otherwordly wispers assaultign their mind constantly have unveiled some secrets to them but at the cost of putting them a step closer to the madness it has consumed so many of their ancesters. They gain +2 CON, +2 CHA, and –2 Wis.
Type: Aberrant Tieflings are Aberrations (3RP).
Size: Aberrant Tieflings are Medium creatures and thus receive no bonuses or penalties due to their size.
Speed: Tieflings have a base speed of 30 feet.
Languages: Tieflings begin play speaking Common and either Abyssal or Aklo. Aberrant Tieflings with high intelligence scores can choose from the following: Abyssal, Aklo, Aboleth, Draconic, Dwarven, Elven, Gnome, Halfling, ork.
Defense Racial Traits
Energy Resistence (1rp) (COLD): Cold resistance 5.
Natural Armor (2 RP): +1 natural armor bonus to their Armor Class.
Resistant (2 RP): +2 racial bonus on saving throws against mind-affecting effects and poison.
Feats and Skill racial traits
Static bonus feat (2rp): Additional traits (feat)
-Planar Savant: You may use your Charisma modifier when making Knowledge (planes) checks instead of your Intelligence modifier.
-Horrifying Mind: When a non-evil humanoid attempts to read your mind via a magical effect, the reader must attempt a Will save opposed by your Wisdom or Charisma check (your choice). If the reader fails this save, she is shaken for 1 round. If she fails by 10 or more, she is instead frightened for 1 round, then shaken for 1 round.
Magical Racial Traits
Change Shape, Lesser (3 RP): Can assume the appearance of a single form of a single humanoid race of its size. The form is static and cannot be changed each time it takes this form. The creature gains a +10 racial bonus on Disguise checks made to appear as the member of the race whose appearance it assumes. Changing its shape is a standard action. This trait otherwise functions as alter self, save that the creature does not adjust its ability scores.
Sense Racial Traits
Darkvision: Can see perfectly in the dark for up to 60 feet.
Other Racial Traits
Prehensile Tentacles (2 RP): Members of this race have a long, flexible tentacles that can be used to carry objects. They cannot wield weapons with their tails, but they can retrieve small, stowed objects carried on their persons as a swift action.
You may swap "Change Shape, Lesser", for "spell like ability,lesser: alter self, cast alter self spell once a day as standar action"
there is :D
made it a while ago for a game, sadly the thing did not work out
Your Your ancestors dared to pry into powers they did not understand, powers that till today drive mad those of your bloodline without the strength to overcome it, whispers from dreams and dimensions beyond comprehension constantly bombarding them, this taint is particularly strong in you manifesting in unnatural ways, turning you in something else, maybe the stars where in the right place at the moment of your conception, or the powers beyond just glanced at you for a moment.
Aberrant Tieflings are derived from human bloodlines , and in the broadest possible sense, they still look human. However those the realm beyond has left a strong imprint in their appearance, these traits vary greatly from each individual, but there are a few traits in common among them.
Aberrant Tieflings have horns that take any of a variety of shape and size, and mass of tentacles protrude from their head instead of hair, these vary in length and shape from each individual, and move and wriggle according to their desires or emotions, they can also be used to interact with small objects, and if cut they can regenerate with time, their canines are sharply pointed.
Their skin tones while can cover the full range of human coloration also include various shades of blue and purple, these being the most common skin coloration among the race, their skins may also have strange patterns that may resemble runes or zones covered by fine scales. their eyes look oddly human but with unusual colors.
They have a exotic charm to them, but always something fells a bit off, some even claim to fell unsettling wipers in the back of their mind when in their presence.
Aberrant Tiefling Traits
Aberrant Tieflings share certain racial traits as a result of their tainted blood
Ability Score Increase
Your Constitution score increases by 1, and your Charisma score increases by 2.
Tieflings mature at the same rate as humans but live a few years longer.
Tieflings might not have an innate tendency toward evil, but many of them end up there. Evil or not, an independent nature inclines many tieflings toward a chaotic alignment.
Tieflings are about the same size and build as humans. Your size is Medium.
Your base walking speed is 30 feet.
Thanks to your heritage, you have superior vision in dark and dim conditions. You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can’t discern color in darkness, only shades of gray.
You have resistance to Cold and Psychic damage.
You know the Thaumaturgy cantrip. When you reach 3rd level, you can cast the Dissonant Whispers spell as a 2nd-level spell once with this trait and regain the ability to do so when you finish a long rest. When you reach 5th level, you can cast the Hunger of Hadar spell once with this trait and regain the ability to do so when you finish a long rest. Charisma is your spell casting ability for these spells.
You can speak, read, and write Common and Deep Speech.
As for power, well I tried to keep it mostly in line with the standar tiefling, and following the race creation guidelines, so maybe a bit powerfull btu should be ok? what would you change?
Change shape pushes the race over the edge, but I wouldn't want to get rid of it since that compromises the feel of an aberrant/lovecraftian succubus I think you were going for (and makes the example character intriguing). I'd probably rework the race into something like this, removing many of the smaller powerful abilities while also keeping the ones that directly contribute to the flavor.
- +2 Con, +2 Cha, +2 Wis
- Outsider with the tiefling, shapechanger, and native subtypes
- Treated as both an outsider (native) and an aberration for the purpose of favored enemy, bane, and similar effects that target creatures by type.
- Darkvision 60 ft.
- +2 bonus on Knowledge checks to recall information about the Dark Tapestry as well to identify outsiders and aberrations from the Dark Tapestry
- Resist cold 5
- Horrifying Mind
- Prehensile Tentacles
- Change Shape (static form, elf or human only, as alter self except ability scores are not adjusted)
- Languages: the same as above
Still a little strong but no longer an outright better tiefling.
But yea looks like a good compromise to me a lot of it
Happy to help! I've been designing and critiquing Pathfinder stuff for years and been working to finish a couple of 3pp books by the end of the year.
You got a very cool concept. I hope to see more of it!