DM MR wrote: However, a tiefling who has taken all of the Fiendish Heritage feats could certainly RP being some sort of "uber-tiefling," so to speak. His fiendish physical characteristics might be especially pronounced. And by virtue of possessing all of the Fiendish Heritage feats, he can certainly do things that other tieflings cannot.
It is actually neat to be able to look at the PnP versions of the feats and see what sort of goodies such people wood get that are not possible / available in this engine.
FEY HERITAGE [HERITAGE]
You are descended from creatures native to the fey realms. You
are naturally resistant to the most common effects produced
by your ancestors.
Prerequisite: Nonlawful alignment.
Benefit: You gain a +3 bonus on Will saving throws against
enchantment effects.
FEY LEGACY [HERITAGE]
The magical powers of your ancestors manifest in you.
Prerequisites: Nonlawful alignment, Fey Heritage,
character level 9th.
Benefit: You gain the following spell-like abilities, each
usable once per day: confusion, dimension door, and summon
nature's ally V. Your caster level equals your character level.
FEY POWER [HERITAGE]
Your fey heritage augments the power of certain types of
magic.
Prerequisites: Nonlawful alignment, Fey Heritage.
Benefit: Your caster level and save DCs for enchantment
spells and warlock invocations increase by 1.
FEY PRESENCE [HERITAGE]
You share your ancestors' knack for playing tricks on the
minds of others.
Prerequisites: Nonlawful alignment, Fey Heritage,
character level 6th.
Benefit: You gain the following spell-like abilities, each
usable once per day: charm monster, deep slumber, and disguise
self. Your caster level equals your character level.
FEY SKIN [HERITAGE]
Your fey heritage guards you against all weapons except those
crafted from the dreaded cold iron.
Prerequisites: Nonlawful alignment, Fey Heritage.
Benefit: You gain damage reduction (overcome by cold
iron) equal to 1 + the number of feats you have that list Fey
Heritage as a prerequisite (including such feats that you
take after gaining this one). For example, if you have Fey
Skin and Fey Presence, you would have damage reduction
3/cold iron.
This value stacks with any similar damage reduction you
might have from your type, subtype, race, or class, but not
from other sources, such as spells or magic items.
FIENDISH HERITAGE [HERITAGE]
You are descended from creatures native to the Lower Planes.
You share some of your ancestors' natural resistance to poison,
and you are resistant to the magic of good foes.
Prerequisite: Non-good alignment.
Benefit: You gain a +4 bonus on Fortitude saving throws
against poison.
You also gain a +1 bonus on saving throws against spells
or other effects produced by good creatures.
FIENDISH LEGACY [HERITAGE]
The magical powers of your ancestors manifest in you.
Prerequisites: Non-good alignment, Fiendish Heritage,
character level 9th.
Benefit: You gain the following spell-like abilities, each
usable once per day: teleport (self plus 50 pounds of objects
only), summon monster V (fiendish creatures only), and unholy
blight. Your caster level equals your character level.
FIENDISH POWER [HERITAGE]
Your fiendish heritage augments the power of certain types
of magic.
Prerequisites: Non-good alignment, Fiendish Heritage.
Benefit: Your caster level and save DCs for evil spells and
warlock invocations increase by 1.
FIENDISH PRESENCE [HERITAGE]
You share your ancestors' ability to tamper with the minds
of weak-minded fools.
Prerequisites: Non-good alignment, Fiendish Heritage,
character level 6th.
Benefit: You gain the following spell-like abilities, each
usable once per day: cause fear, detect thoughts, and suggestion.
Your caster level equals your character level.
FIENDISH RESISTANCE [HERITAGE]
Your bloodline inures you against corrosion and fire.
Prerequisites: Non-good alignment, Fiendish Heritage.
Benefit: You gain resistance to acid and fire equal to three
times the number of feats you have that list Fiendish Heritage
as a prerequisite (including such feats that you take after gaining
this one). These values stack with any resistance to acid
or fire you might have from your type, subtype, race, or class,
but not from other sources, such as spells or magic items.
Next question, and kind of an odd and vague one: Are Warlock Epic Spells cast in the same way as the equivalent Wizard Epic Spells? ICly, I mean.