TEXT: Scions of Sin
  Alex Riggs, Joshua Zaback
  Tiefling
  Archetypes
  
  Product Identity: The following terms are hereby defined as product identity, as defined in the Open Gaming License 
  version 1.0a, Section 1(E), and are not Open Content: All trademarks, registered trademarks, proper names (characters, 
  deities, etc) dialogue, plot, storylines, location, characters and trade dress.
  Artwork: All art in this book, besides the Necromancers of the Northwest logo, is either part of the public domain, 
  or is used with the express permission of the creator. Necromancers of the Northwest, LLC claims no special rights 
  or privileges to any art presented herein. Fire giant art by Jacob E. Blackmon. Storm giant art by Joe J. Calkins and 
  Cerebusart.com.
  Open Game Content: Except for material designated as Product Identity or Artwork (see above), the game mechanics 
  of this Necromancers of the Northwest game product are Open Game Content, as defined in the Open Game License 
  version 1.0a Section 1(d). No portion of this work other than Open Game Content may be reproduced in any form 
  without written permission.
  Compatibility with the Pathfinder Roleplaying Game requires the Pathfinder Roleplaying Game from Paizo Publishing, 
  LLC. See http://paizo.com/pathfinderRPG for more information on the Pathfinder Roleplaying Game. Paizo Publishing, 
  LLC does not guarantee compatibility, and does not endorse this product.
  Pathfinder is a registered trademark of Paizo Publishing, LLC, and the Pathfinder Roleplaying Game and the Pathfinder 
  Roleplaying Game Compatibility Logo are trademarks of Paizo Publishing, LLC, and are used under the Pathfinder 
  Roleplaying Game Compatibility License. See http://paizo.com/pathfinderRPG/compatibility for more information on the 
  compatibility license.
  Designers
  Alex Riggs, Joshua Zaback
  Editor
  Rosa Gibbons
  Credits
  Necromancers of the Northwest, LLC
  8123 236th St SW, Unit 102
  Edmonds, WA, 98026
  www.necromancers-online.com
  
  2
  Introduction
   
  Relatively speaking, a character’s race generally isn’t 
  one of the most important choices you can make about them, 
  at least as far as the mechanics of the game are concerned. 
  Most racial abilities stop being particularly relevant after the 
  first few levels of play, and while ability bonuses and penalties 
  are certainly not insignificant, they ultimately result in only a 
  +1 bonus or -1 penalty on most rolls involving that ability.
   
  And yet, the idea of picking a race whose ability score 
  adjustments go against your choice of class just feels wrong, 
  like you’re making a huge mistake, and the option is barely 
  conceivable. You don’t see many dwarven bards, oracles, or 
  sorcerers. Why make your elf a druid or a sorcerer when he 
  could be a wizard and really make use of that +2 bonus to 
  intelligence? 
   
  This book aims to allow players who want their race 
  to have a more meaningful impact on their character do so, 
  while also helping to provide support for characters with an 
  unusual race and class combination. It does so by providing 
  several archetypes that are specifically designed for tiefling 
  characters, which provide a distinctly fiendish spin on the 
  way the class works. A special emphasis has been placed on 
  finding classes that one might not normally associate with 
  tieflings at first glance, for mechanical reasons, and providing 
  solutions that make these classes more appealing.
   
  These racial archetypes are only available to 
  tieflings. Other races cannot take them. They are presented 
  in alphabetical order, by the name of the class that the 
  archetype belongs to.
  Hell’s Troubadour (Bard)
   
  While many tieflings shun their lower planes origins, 
  some choose to embrace them, forming special pacts with 
  netherworld entities in order to gain greater power. Those 
  making pacts with infernal entities often become hell’s 
  troubadours, musicians and charlatans empowered with 
  the magic of the lower planes. These wanderers carry magic 
  instruments which come from hell itself, using their power to 
  bewitch and beguile mortals and ultimately seeking to claim 
  their souls for their infernal masters.
   
  Alignment: Hell’s troubadours are minions of hell 
  and slaves to infernal masters, willingly doing wicked deeds 
  for the sole purpose of gaining more power. As such, all hell’s 
  troubadours are evil.
   
  Pact-Bound Instrument (Su): All hell’s 
  troubadours are gifted with a single instrument from 
  hell, usually a pipe or a violin, but other instruments are 
  not unheard of. This instrument is a focus for the hell’s 
  troubadour’s powers and makes him more potent. While 
  touching the instrument, the hell’s troubadour treats his 
  Charisma score as though it were 2 higher for the purposes 
  of bard class abilities and spellcasting. Further, the saving 
  throw DCs of abilities which are dependent on sonic effects 
  generated by the instrument are increased by 1. Finally, all 
  Perform checks made with the instrument are made with a +2 
  profane bonus. Pact-bound instruments are indestructible, 
  except by good-aligned weapons and spells or by exposing the 
  instrument to a fire in hell. 
   
  Song of the Infernal Curse (Su): A hell’s 
  troubadour can play a song on his pact-bound instrument 
  which drags the very heart and soul of the listener towards 
  the pit. A hell’s troubadour can use his bardic performance 
  to impose a foul curse on all of his foes who can clearly see 
  and hear him. Such creatures suffer a -1 penalty on attack 
  rolls, weapon damage rolls, and to AC and Will saves against 
  fear effects. At 5th level, and every 5 levels thereafter, these 
  penalties increase by +1.
   
  This ability replaces the inspire courage class feature.
   
  Song of Souls (Su): At 10th level, as a full round 
  action, the hell’s troubadour may play his pact-bound 
  instrument in order to attempt to send the soul of a recently 
  deceased creature to hell. This ability only functions on 
  creatures that have been dead for less than 3 full rounds. 
  Affected creatures are entitled to a Will Save (DC 10 + 1/2 the 
  hell’s troubadour’s level + the hell’s troubadour’s Charisma 
  modifier); if a target fails this save, his soul is dragged to hell, 
  preventing the possibility of resurrection unless his soul 
  is first freed from hell (typically, this can be accomplished 
  with a wish or miracle spell; however, in certain cases it may 
  actually require a trip to hell to negotiate the soul’s release). 
  When he uses this ability, the hell’s troubadour gains a +2 
  profane bonus to one of the following: attack rolls, damage 
  rolls, saving throws or skill checks. This bonus lasts until 
  sunrise on the following day. While multiple uses of this 
  ability are cumulative, they do not stack: each time the 
  ability is used, the hell’s troubadour must choose a new kind 
  of profane bonus. In rare cases, a particularly valuable soul 
  may cause the hell’s troubadour to attract the attention of 
  powerful denizens of hell and possibly curry favor with them.
   
  This ability replaces the jack of all trades class 
  feature.
  Tiefling Terror (Bloodrager)
   
  Tiefling terrors are bloodragers who have a deep 
  connection to one of the lower planes, using their dark 
  heritage to fuel their magics. This deep connection to 
  the darker realms makes their magic more potent than it 
  otherwise would be. As they grow in strength, tiefling terrors 
  learn to draw deeper on the power of the lower planes to 
  perform more impressive acts of magic. 
  	
  Tiefling	Blood: A tiefling terror must choose 
  between the abyssal, infernal, or kyton bloodlines (at the 
  GM’s discretion, the tiefling terror may also choose another 
  bloodline that is related to a lower-planar race, evil deity, 
  or similar). A tiefling terror treats his Charisma score as 
  being 2 points higher than it actually is for the purposes 
  of spellcasting, tiefling terror class abilities, and bloodline 
  powers tied to one of those bloodlines.
  
  3
   
  Manifest Terror (Su): A tiefling terror can draw 
  upon his dark power to project a potent aura of fear. 
  Whenever the tiefling terror enters a bloodrage, he becomes 
  surrounded with a dark energy which extends in a 10-foot-
  radius around him. All creatures within this radius must 
  succeed on a Will Save (DC 10 + 1/2 the tiefling terror’s level 
  + the tiefling terror’s Charisma modifier) or be shaken for as 
  long as they remain within the radius. 
   
  This ability replaces the fast movement class feature.
   
  Feed the Fear (Su): A tiefling terror can use his 
  deep connection to the lower reaches to imbue his weapon 
  with the dread of those evil places. At 3rd level, whenever the 
  tiefling terror confirms a critical hit against a shaken creature, 
  that creature becomes frightened for 1 round. This is a mind-
  affecting fear effect.
   
  This ability replaces the blood sanctuary class 
  feature.
   
  Unholy Casting (Su): A tiefling terror can draw 
  upon his connection with the underworld to greatly empower 
  his spells. At 7th level, each time the tiefling terror casts a 
  spell, he may choose to have it deal an additional 1d6 points 
  of damage to each creature it affects, regardless of whether 
  or not the spell normally does damage. There is no saving 
  throw to reduce this damage, and no damage reduction or 
  energy resistance reduces damage dealt by this ability. At 
  10th level, this bonus damage increases to 1d8; at 13th level, 
  this bonus damage increases to 2d6; at 16th level, this bonus 
  damage increases to 2d8; and at 19th level, this bonus damage 
  increases to 3d6. 
   
  This ability replaces the damage reduction class 
  feature.
  Underworld Oracle (Oracle)
   
  Tieflings are often called cursed by ignorant and 
  uninformed peoples, but some few tieflings actually carry 
  the entire weight of the underworld upon their shoulders. 
  These truly cursed tieflings also carry the gift of magic and 
  foresight, and can hone their gifts to become underworld 
  oracles, a potent type of oracle that blends underworld 
  heritage with ancient tradition.
   
  Underworld Blood: An underworld oracle treats 
  her Charisma score as though it were 2 higher than it actually 
  is for the purposes of spellcasting and for oracle class 
  abilities.
   
  Underworld Curse (Su): Underworld oracles 
  are cursed with the visions of the underworld and often 
  experience visions of things to come in the form of 
  nightmares and hellish portents. These visions are often 
  traumatizing and can inflict great damage to the underworld 
  oracle’s psyche over time. As a result, many underworld 
  oracles eventually become quite mad. 
   
  This curse does have some benefits, allowing the 
  underworld oracle to glimpse the future. At 1st level, an 
  underworld oracle can glimpse the result of something as it 
  is just about to happen. Once per day, as an immediate action 
  the underworld oracle can proclaim a vision of the future, 
  forcing a single creature within 60 feet to roll twice on the 
  next attack roll, saving throw, or skill check he makes. The 
  underworld oracle chooses which roll the target uses for that 
  attack roll, saving throw, or skill check. 
   
  At 5th level, the underworld oracle can tap into her 
  visions in order to descry an omen regarding a particular 
  course of action. Up to 5 times per day, the underworld 
  oracle can attempt to read one of these omens. This works in 
  a fashion similar to the augury spell, except that the omen 
  provides more information in the form of letting the oracle 
  understand how good or bad a course of action would be 
  for her; for instance, indicating that a “woe” result is severe 
  and would likely result in the death of the oracle and her 
  friends, or that a “weal” result is only of minor benefit to 
  them. Additionally, the results of these omens have a potent 
  effect on the underworld oracle’s psyche, depending on the 
  nature of the omen. A result of “weal” grants the underworld 
  oracle a +1 morale bonus to attack and damage rolls, as well 
  as a +1 bonus to her caster level for 1 hour. On the other hand, 
  a “woe” result causes the underworld oracle to suffer psychic 
  trauma, and she must succeed on a Will save (DC 25) or 
  become shaken for hour. Additionally, if she fails her save by 
  10 or more, she is first frightened for 1d6 rounds. 
   
  At 10th level, the underworld oracle can gains a 
  sixth sense regarding things that are about to happen. As a 
  result, she is never caught unaware and is constantly ready 
  for trouble. This grants the underworld oracle a +4 bonus to 
  her initiative score, and she can never be caught flat-footed. 
  Additionally, whenever a foe would surprise the oracle, she 
  receives a potent vision warning her of the danger, allowing 
  her to always act in the surprise round (but only if a surprise 
  round would otherwise occur) and to take a full round’s 
  worth of actions in the surprise round. 
   
  Finally, at 15th level, the underworld oracle can draw 
  upon the powers of the underworld in order to glimpse with 
  perfect certainty a single moment in time. This allows her to 
  gain a +20 competence bonus to a single attack roll, saving 
  throw, or skill check as an immediate action. 
   
  This ability replaces the oracle curse class feature.
   
  Commune With the Dead (Sp): An underworld 
  oracle can attempt to call up the spirit of a deceased person 
  to communicate with. This functions like the spell speak 
  with dead, except that the corpse is not required in order 
  to use this ability, and the underworld oracle is limited to a 
  maximum of three questions. Regardless of the deceased’s 
  alignment, the target is always entitled to a Will save (DC 10 
  + 1/2 the underworld oracle’s level + the underworld oracle’s 
  Charisma modifier) to resist the effect. If the underworld 
  oracle is in the presence of the deceased corpse, the target 
  suffers a -5 penalty on the saving throw. The underworld 
  oracle may use this ability 3 times per day, but she can never 
  ask any given spirit more than three total questions (meaning 
  that if she asks all three of her available questions the first 
  time that she contacts a spirit, she can never use this ability 
  on that spirit again). At the GM’s discretion, the spirit of any 
  
  4
  creature that died more than 1 week ago per class level the 
  underworld oracle possesses may have moved on, and be 
  unreachable.
   
  This ability replaces the revelation gained at 1st level. 
   
  Consult the Underworld (Sp): An underworld 
  oracle can use her special connection to the underworld in 
  order to consult the lords of the dead about future events. 
  This functions similarly to the spell commune, except that 
  the underworld oracle may ask only a single question, and 
  the lords of the underworld may respond with an answer 
  consisting of up to 1,000 words. For every 100 words spoken 
  by the lords of the underworld, the underworld oracle 
  must succeed on a Will save (DC 20 + 1 per previous save) 
  or be subjected to temporary insanity, falling into a state of 
  confusion for 1d4 minutes. Once the underworld oracle fails 
  one of these Will saves, the lords of the underworld stop 
  speaking, and no further information can be gained from that 
  use of this ability. The underworld oracle may use this ability 
  once per day. 
   
  This ability replaces the revelation gained at 11th level.
  Blood Rebel (Paladin)
   
  While not all tieflings allow their fiendish roots to 
  define them, some feel the call to defy their foul heritage 
  altogether and give their lives over the service of good. These 
  are the blood rebels, a name they choose for themselves 
  to show that they live their lives in defiance of their hated 
  origins. While the blood rebels are not a formal order, they do 
  maintain a loose brethren and offer aid to one another when 
  they encounter each other in service of righteous causes.
   
  Defy Evil (Su): A blood rebel has a passion for 
  fighting evil, and though she lacks the raw inner strength 
  that most paladins call upon, a blood rebel relies on 
  intellectual knowledge and deep-seated rage. Once per day, 
  as a swift action, a blood rebel can call upon her training 
  and inborn righteous fury to enhance her strength against 
  evil opponents, gaining a +4 sacred bonus on all attack and 
  weapon damage rolls against evil opponents for a number 
  of rounds equal to 3 + 1/2 her class level (rounded down). If 
  the target is an outsider with the evil subtype, an evil-aligned 
  dragon, or an undead creature, this bonus is doubled. At 4th 
  level, and every 3 levels thereafter, she may use this ability an 
  additional time per day. 
   
  This ability replaces the smite evil class feature.
   
  Withstand Evil (Ex): A blood rebel is able to 
  withstand threats that most ordinary men couldn’t dream of. 
  At 2nd level, the blood rebel gains a +2 sacred bonus to AC 
  and saving throws against evil creatures. When she uses her 
  defy evil ability, these bonuses increase by a further +4. 
   
  This ability replaces the divine grace class feature.
   
  Intellectual Paladin (Ex): A blood rebel studies 
  ancient scriptures and holy texts to learn her spells. She 
  uses Intelligence rather than Charisma for her paladin 
  spellcasting, and can use divine scrolls that replicate spells 
  on the cleric spell list as though those spells were on the 
  paladin spell list. The blood rebel treats the spell level of 
  any spell that she casts from a scroll that does not appear 
  on the paladin spell list as being equal to half of what it 
  actually is (rounded up) for the purposes of whether or not 
  she needs to make a check to use the scroll (for example, a 
  blood rebel would treat speak with dead as a 2nd-level paladin 
  spell for the purposes of this ability, and could use a scroll of 
  speak with dead without making a check once she could cast 
  2nd-level spells, while she would treat miracle as a 5th-level 
  paladin spell, and so always need to make a check for a scroll 
  of miracle).
   
  Stand as One Against the Darkness (Ex): 
  Beginning at 11th level, a blood rebel can make a sacred prayer 
  to embolden herself and her allies. She can expend 2 uses of 
  her defy evil ability as a swift action in order to grant herself 
  and her allies a +2 bonus to AC, attack rolls, saving throws, 
  and weapon damage rolls for 1 minute. While she can use this 
  ability at any time, even to combat non-evil creatures, any 
  creature who deals damage (other than non-lethal damage) 
  to a good-aligned creature while under the effect of this 
  ability must succeed on a DC 20 Will save or lose the benefits 
  of this ability. 
   
  This ability replaces the aura of justice class feature.
  Abyssal Corsair (Swashbuckler)
   
  An abyssal corsair is a tiefling swashbuckler who 
  focuses more on finesse and intellectual combat styles than 
  on artistry and flashiness. While they have the same grace as 
  other swashbucklers, an abyssal corsair taps into her fiendish 
  ancestry for an additional burst of power.
   
  Sharp Mind (Su): An abyssal corsair relies on 
  thinking and a quick wit to accomplish her ends. An 
  abyssal corsair uses Intelligence rather than Charisma for 
  determining swashbuckler class features. 
   
  Fiendish Surge (Su): An abyssal corsair can call 
  upon her lower planes origins to perform spectacular feats 
  of combat. At 2nd level, as a swift action, an abyssal corsair 
  may add 1d6 to both the attack and damage rolls of all attacks 
  she makes with a light or one-handed piercing weapon that 
  round. She can use this ability 3 times per day at 2nd level, 
  and an additional time per day every 4 levels thereafter.
   
  This ability replaces the charmed life class feature.
   
  Edged Grace (Ex): An abyssal corsair’s quick 
  thinking allows her to easily anticipate and avoid peril. At 
  3rd level, an abyssal corsair gains a +1 bonus on all saving 
  throws. At 7th level, and every 4 levels thereafter, this bonus 
  increases by +1, to a maximum of +5 at 19th level.
   
  This ability replaces the nimble class feature. 
  
  Permission to copy, modify and distribute the files collectively known as the System 
  Reference Document (“SRD”) is granted solely through the use of the Open Gaming License, 
  Version 1.0a.  
   
  This material is being released using the Open Gaming License Version 1.0a and you should 
  read and understand the terms of that license before using this material.  
   
  The text of the Open Gaming License itself is not Open Game Content. Instructions on using 
  the License are provided within the License itself.  
   
  The following items are designated Product Identity, as defined in Section 1(e) of the Open 
  Game License Version 1.0a, and are subject to the conditions set forth in Section 7 of the 
  OGL, and are not Open Content: Dungeons & Dragons, D&D, Player’s Handbook, Dungeon 
  Master, Monster Manual, d20 System, Wizards of the Coast, d20 (when used as a 
  trademark), Forgotten Realms, Faerûn, proper names (including those used in the names of 
  spells or items), places, Red Wizard of Thay, the City of Union, Heroic Domains of Ysgard, 
  Ever-Changing Chaos of Limbo, Windswept Depths of Pandemonium, Infinite Layers of the 
  Abyss, Tarterian Depths of Carceri, Gray Waste of Hades, Bleak Eternity of Gehenna, Nine 
  Hells of Baator, Infernal Battlefield of Acheron, Clockwork Nirvana of Mechanus, Peaceable 
  Kingdoms of Arcadia, Seven Mounting Heavens of Celestia, Twin Paradises of Bytopia, 
  Blessed Fields of Elysium, Wilderness of the Beastlands, Olympian Glades of Arborea, 
  Concordant Domain of the Outlands, Sigil, Lady of Pain, Book of Exalted Deeds, Book of Vile 
  Darkness, beholder, gauth, carrion crawler, tanar’ri, baatezu, displacer beast, githyanki, 
  githzerai, mind flayer, illithid, umber hulk, yuan-ti. 
   
  All of the rest of the SRD is Open Game Content as described in Section 1(d) of the License.  
   
  More information on the Open Game License can be found at www.wizards.com/d20. 
   
  The terms of the Open Gaming License Version 1.0a are as follows:  
   
  OPEN GAME LICENSE Version 1.0a  
   
  The following text is the property of Wizards of the Coast, Inc. and is Copyright 2000 
  Wizards of the Coast, Inc (“Wizards”). All Rights Reserved.  
   
  1. Definitions: (a)”Contributors” means the copyright and/or trademark owners who have 
  contributed Open Game Content; (b)”Derivative Material” means copyrighted material 
  including derivative works and translations (including into other computer languages), 
  potation, modification, correction, addition, extension, upgrade, improvement, 
  compilation, abridgment or other form in which an existing work may be recast, 
  transformed or adapted; (c) “Distribute” means to reproduce, license, rent, lease, sell, 
  broadcast, publicly display, transmit or otherwise distribute; (d)”Open Game Content” 
  means the game mechanic and includes the methods, procedures, processes and routines 
  to the extent such content does not embody the Product Identity and is an enhancement 
  over the prior art and any additional content clearly identified as Open Game Content by 
  the Contributor, and means any work covered by this License, including translations and 
  derivative works under copyright law, but specifically excludes Product Identity. (e) “Product 
  Identity” means product and product line names, logos and identifying marks including 
  trade dress; artifacts; creatures characters; stories, storylines, plots, thematic elements, 
  dialogue, incidents, language, artwork, symbols, designs, depictions, likenesses, formats, 
  poses, concepts, themes and graphic, photographic and other visual or audio 
  representations; names and descriptions of characters, spells, enchantments, personalities, 
  teams, personas, likenesses and special abilities; places, locations, environments, creatures, 
  equipment, magical or supernatural abilities or effects, logos, symbols, or graphic designs; 
  and any other trademark or registered trademark clearly identified as Product identity by 
  the owner of the Product Identity, and which specifically excludes the Open Game Content; 
  (f) “Trademark” means the logos, names, mark, sign, motto, designs that are used by a 
  Contributor to identify itself or its products or the associated products contributed to the 
  Open Game License by the Contributor (g) “Use”, “Used” or “Using” means to use, 
  Distribute, copy, edit, format, modify, translate and otherwise create Derivative Material of 
  Open Game Content. (h) “You” or “Your” means the licensee in terms of this agreement.  
   
  2. The License: This License applies to any Open Game Content that contains a notice 
  indicating that the Open Game Content may only be Used under and in terms of this 
  License. You must affix such a notice to any Open Game Content that you Use. No terms 
  may be added to or subtracted from this License except as described by the License itself. 
  No other terms or conditions may be applied to any Open Game Content distributed using 
  this License.  
   
  3.Offer and Acceptance: By Using the Open Game Content You indicate Your acceptance of 
  the terms of this License.  
   
  4. Grant and Consideration: In consideration for agreeing to use this License, the 
  Contributors grant You a perpetual, worldwide, royalty-free, non-exclusive license with the 
  exact terms of this License to Use, the Open Game Content.  
   
  5.Representation of Authority to Contribute: If You are contributing original material as 
  Open Game Content, You represent that Your Contributions are Your original creation and/
  or You have sufficient rights to grant the rights conveyed by this License.  
   
  6.Notice of License Copyright: You must update the COPYRIGHT NOTICE portion of this 
  License to include the exact text of the COPYRIGHT NOTICE of any Open Game Content You 
  are copying, modifying or distributing, and You must add the title, the copyright date, and 
  the copyright holder’s name to the COPYRIGHT NOTICE of any original Open Game Content 
  you Distribute.  
   
  7. Use of Product Identity: You agree not to Use any Product Identity, including as an 
  indication as to compatibility, except as expressly licensed in another, independent 
  Agreement with the owner of each element of that Product Identity. You agree not to 
  indicate compatibility or co-adaptability with any Trademark or Registered Trademark in 
  conjunction with a work containing Open Game Content except as expressly licensed in 
  another, independent Agreement with the owner of such Trademark or Registered 
  Trademark. The use of any Product Identity in Open Game Content does not constitute a 
  challenge to the ownership of that Product Identity. The owner of any Product Identity used 
  in Open Game Content shall retain all rights, title and interest in and to that Product 
  Identity.  
   
  8. Identification: If you distribute Open Game Content You must clearly indicate which 
  portions of the work that you are distributing are Open Game Content.  
   
  9. Updating the License: Wizards or its designated Agents may publish updated versions of 
  this License. You may use any authorized version of this License to copy, modify and 
  distribute any Open Game Content originally distributed under any version of this License.  
   
  10. Copy of this License: You MUST include a copy of this License with every copy of the 
  Open Game Content You Distribute.  
   
  11. Use of Contributor Credits: You may not market or advertise the Open Game Content 
  using the name of any Contributor unless You have written permission from the Contributor 
  to do so.  
   
  12. Inability to Comply: If it is impossible for You to comply with any of the terms of this 
  License with respect to some or all of the Open Game Content due to statute, judicial order, 
  or governmental regulation then You may not Use any Open Game Material so affected.  
   
  13. Termination: This License will terminate automatically if You fail to comply with all 
  terms herein and fail to cure such breach within 30 days of becoming aware of the breach. 
  All sublicenses shall survive the termination of this License.  
   
  14. Reformation: If any provision of this License is held to be unenforceable, such provision 
  shall be reformed only to the extent necessary to make it enforceable.  
   
  15. COPYRIGHT NOTICE 
   
  Open Game License v 1.0a Copyright 2000, Wizards of the Coast, Inc.  
   
  System Reference Document Copyright 2000-2003, Wizards of the Coast, Inc.; Authors 
  Jonathan Tweet, Monte Cook, Skip Williams, Rich Baker, Andy Collins, David Noonan, Rich 
  Redman, Bruce R. Cordell, John D. Rateliff, Thomas Reid, James Wyatt, based on original 
  material by E. Gary Gygax and Dave Arneson. 
  Pathfinder RPG Core Rulebook. Copyright 2009, Paizo Publishing, LLC; Author: Jason 
  Bulmahn, based on material by Jonathan Tweet, Monte Cook, and Skip Williams. 
  The Book of Experimental Might. Copyright 2008, Monte J. Cook. All rights reserved. 
  Tome of Horrors. Copyright 2002, Necromancer Games, Inc.; Authors: Scott Greene, with 
  Clark Peterson, Erica Balsley, Kevin Baase, Casey Christofferson, Lance Hawvermale, Travis 
  Hawvermale, Patrick Lawinger, and Bill Webb; Based on original content from TSR. 
  Advanced Player’s Guide. Copyright 2010, Paizo Publishing, LLC; Author: Jason Bulmahn. 
  Pathfinder Roleplaying Game Ultimate Combat. Copyright 2011, Paizo Publishing, LLC; 
  Authors: Jason Bulmahn, Tim Hitchcock, Colin McComb, Rob McCreary, Jason Nelson, 
  Stephen Radney-MacFarland, Sean K Reynolds, Owen K.C. Stephens, and Russ Taylor. 
  Pathfinder Roleplaying Game Ultimate Magic. Copyright 2011, Paizo Publishing, LLC; 
  Authors: Jason Bulmahn, Tim Hitchcock, Colin McComb, Rob McCreary, Jason Nelson, 
  Stephen Radney-MacFarland, Sean K Reynolds, Owen K.C. Stephens, and Russ Taylor. 
  Pathfinder Roleplaying Game Mythic Adventures Copyright 2013, Paizo Publishing, LLC; 
  Authors: Jason Bulmahn, Stephen Radney-MacFarland, Sean K Reynolds, Dennis Baker, 
  Jesse Benner, Ben Bruck, Jim Groves, Tim Hitchcock, Tracy Hurley, Jonathan Keith, Jason 
  Nelson, Tom Phillips, Ryan Macklin, F. Wesley Schneider, Amber Scott, Tork Shaw, Russ 
  Taylor, and Ray Vallese. 
  Pathfinder Roleplaying Game Bestiary 3 Copyright 2011, Paizo Publishing, LLC; Authors 
  Jesse Benner, Jason Bulmahn, Adam Daigle, James Jacobs, Michael Kenway, Rob McCreary, 
  Patrick Renie, Chris Sims, F. Wesley Schneider, James L. Sutter, and Russ Taylor, based on 
  material by Jonathan Tweet, Monte Cook, and Skip Williams. 
  Brood of the Spider Queen: Spider Bloodlines Copyright 2015, Necromancers of the 
  Northwest, LLC; Authors: Alex Riggs, Joshua Zaback 
  Lords of the Leaves: Elven Archetypes Copyright 2015, Necromancers of the Northwest, 
  LLC; Authors: Alex Riggs, Joshua Zaback 
  Wells of Wonder: Arcane Fonts Copyright 2015, Necromancers of the Northwest, LLC; 
  Authors: Alex Riggs, Joshua Zaback 
  Magic of the Mire: Lizardfolk Spells Copyright 2015, Necromancers of the Northwest, LLC; 
  Authors: Alex Riggs, Joshua Zaback 
  Kings of the Mountain: Dwarven Archetypes Copyright 2015, Necromancers of the 
  Northwest, LLC; Authors: Alex Riggs, Joshua Zaback 
  Weekly Wonders: Vengeful Curses Copyright 2015, Necromancers of the Northwest, LLC; 
  Authors: Alex Riggs, Joshua Zaback 
  Weekly Wonders: From the Bags of Giants Copyright 2015, Necromancers of the 
  Northwest, LLC; Authors: Alex Riggs, Joshua Zaback 
  Weekly Wonders: Magical Instruments Copyright 2015, Necromancers of the Northwest, 
  LLC; Authors: Alex Riggs, Joshua Zaback 
  Weekly Wonders: Giant Slaying Spells Copyright 2015, Necromancers of the Northwest, 
  LLC; Authors: Alex Riggs, Joshua Zaback 
  Princes of the Plains: Halfling Archetypes Copyright 2015, Necromancers of the Northwest, 
  LLC; Authors: Alex Riggs, Joshua Zaback 
  Weekly Wonders: Giant-Blooded Feats Copyright 2015, Necromancers of the Northwest, 
  LLC; Authors: Alex Riggs, Joshua Zaback 
  Weekly Wonders: Legacy Character Creation Copyright 2015, Necromancers of the 
  Northwest, LLC; Authors: Alex Riggs, Joshua Zaback 
  Weekly Wonders: Giant Bloodlines Copyright 2015, Necromancers of the Northwest, LLC; 
  Authors: Alex Riggs, Joshua Zaback 
  Regents of the Road: Gnome Archetypes Copyright 2015, Necromancers of the Northwest, 
  LLC; Authors: Alex Riggs, Joshua Zaback 
   
  END OF LICENSE 
  
  Come to the Dark Side
   
  Everyone’s favorite downtrodden anti-heroes and over-the-top 
  villains, tieﬂings carry within them the touch of the lower planes. 
  Whether it’s a subtle hint of brimstone, glowing red eyes, or full-on 
  red skin and goat hooves, no one expects a tieﬂing to be a nice guy. 
  Unfortunately, while this can make for a fun character ﬂavorfully, 
  the mechanics of being an untrustworthy tieﬂing can work against 
  the players of tieﬂing characters interested in Charisma-heavy 
  classe
  classes.
   
  This book aims to give players who want the fact that their char-
  acter is a tieﬂing to be more mechanically relevant a way to make 
  that happen, while also providing support for tieﬂing characters of 
  a variety of classes that don’t typically make much mechanical 
  sense for tieﬂings. Included are the hell’s troubadour, a bard 
  archetype with a special infernal instrument and the ability to 
  banish souls to hell, the tieﬂing terror, a bloodrager archetype that 
  unleashes the frightening side of the tieﬂing’s ancestry, the 
  underworld oracle, an oracle archetype that grants the tieﬂing a 
  variety of divinatory powers from their connection to the 
  underworld, the blood rebel, a paladin archetype for tieﬂings who 
  cast aside their heritage, and the abyssal corsair, a swashbuckler 
  archetype for canny and cunning combatants.
  
SOURCE: textdata/thevault/Pathfinder/1st Edition/3rd Party/Necromancers of the Northwest/Scions of Sin - Tiefling Archetypes.pdf