TieflingHD:d8
Level Bab Fort Ref Will Feature1 + 1 +0 +2 +2 Unholy Body, Darknessbringer, +1 Dex, +1 Int OR +2 Dex OR +2 Int
Skills: 4+int modifier, quadruple at 1st level. Class skills are Bluff, Concentration, Diplomacy, Disguise, Heal, Hide, Intimidate, Knowledge (Any), Listen, Move Silently, Perform, Sense Motive, Spellcraft, Spot, Survival.
Proficiencies: Tieflings are proficient with simple and martial weapons and light armor.
FeaturesUnholy Body:At 1st level an Tiefling loses all racial bonuses it had and gains outsider traits (basically darkvision 60 foot) plus the Native subtype. It is an outsider(native) with base speed 30 ft.
An Tiefling gains a bonus on Bluff and Hide checks equal to her HD and resistance to fire, cold and electricity equal to half her HD.
Darknessbringer: 1/day per HD the Tiefling can use Darkness as a SLA. If she uses her Darkness on her weapon, she can add her Int to to Hit and Damage rolls with that weapon for the duration of the SLA.
As she grows stronger, an Tiefling learns how to use her power in more powerful ways. All of the following abilities, unless otherwise noticed, are activated as a swift action, cost a certain number of Darkness SLA uses and last 1 round. In adition, whenever one of the abilities below is used the Tiefling's main weapon/holy symbol/eyes becomes pitch black as if made of pure Darkness, imposing a -40 penalty on all Diplomacy checks for the duration of the effect.
Dark Soul-At 2 HD, by one use, the Tiefling can may boost the Caster level of any spell or SLA with the darkness, fire or evil descriptor by 2, and that spell ignores any limit on Caster level it may have.
Dark Ray-At 4 HD, by one use, the Tiefling can project darkness rays from a melee weapon. Those rays have a range of 20 foot per HD, hit as a ranged touch attack and deal the base damage as the weapon used, without counting for any bonus or penalty for Str or Int bonus. You can perform iterative attacks with this if you have enough Bab or any other ability that grants extra attacks. The ray can also be combined with a touch range spell instead of a weapon.
Dim- At 6 HD, by two uses, the Tiefling can create a Darkness so deep only she can see trough it. Even creatures with abilities like blindsense, tremorsense and blindsight must roll spot checks to detect anything inside said darkness.
Rising Moon: At 8 HD, by two uses, the Tiefling can fly at a speed of 20 feet per HD with perfect maneuverability. If the Tiefling spends another use at the begginning of her next turn she can remain flying, otherwise she falls.
Backstab: At 10 HD, by three uses, the Tiefling's attacks count her enemies as flatfooted.
Hell touch: At 12 HD, by four uses and as an immediate action the Tiefling may grant herself a sacred bonus on Saving throws, AC and skill checks equal to her Int bonus. She can extend the duration of this by spending an extra use at the beginning of her next turn.
Pit Curse: At 14 HD, by four uses, the Tiefling may use Bestow Curse as the spell as a swift action, with save DC being 10+1/2HD + Int mod, except that even if the enemy makes the save, they still suffer the curse effect for 1 round. In this case, the Tiefling may expend another use of Darkness as a free action every turn to further extend the effect of the curse for another round. A failed will save still means a permanent curse.
Corrupt: At 16 HD, by five uses, creatures struck by the Tiefling's attacks or failing saves against her spells or SLAs must make a Will Save DC 10+1/2HD+Int mod or lose all their resistances and immunities for 1 round. Creatures hit by multiple attacks or failing the save against multiple spells stack the duration. (so a creature struck four times by the Tiefling when this ability is used and failing all four saves would lose all resistances and immunities for four rounds).
Extending Shadow: At 18 HD, by six uses, the Tiefling can dissolve into shadows, and then reform in any place she could spot before initiating this ability.
Darkle: At 20 HD, by seven uses, the Tiefling can replicate a Energy Drain spell with CL=HD as a standard action, except that it ignores immunity to negative energy, affecting even undead, and victims can attempt a Will save with DC 10+1/2HD+Int mod at the beginning of their turns to remove one negative level inflicted by this ability, every turn untill all the negative levels caused by this ability are gone.
Ability increase: The Tiefling gains +1 to Int and +1 to Dex, OR +2 to Int OR +2 to Dex.
The Tiefling gets some bonus to Int, Dex, skills, resistances and the ability to produce Darkness, wich isn't very hot.
So I decided to focus on boosting the Darkness. As the Tiefling grows it can use it's Darkness in all kinds of powerful ways, but it burns trough uses pretty fast, since it's still just a 1 level class after all.