Pitborn AdeptCreature 3
Source Pathfinder Monster Core
Perception +6 (darkvision)
Languages Chthonian, Common
Skills Lore +9, Acrobatics +7, Arcana +9, Deception +9, Intimidation +7, Occultism +9, Religion +6, Society +9, Stealth +7
Str +0, Dex +2, Con +0, Int +4, Wis +1, Cha +2
AC 17; Fort +5; Reflex +7; Will +8;
HP 29
Speed 25 feet
Staff
+6 (+1, -4) to hit (two hand d8) 1d6 BludgeoningDrain Bonded Item

Frequency once per day
Requirements The adept hasn't acted yet on this turn
Effect The adept expends the power stored in its staff. This gives the adept the ability to cast one prepared spell it had already previously cast today (choosing a different spell rank each time), without spending a spell slot. The adept must still Cast the Spell and meet the spell's other requirements.
Arcane Prepared Spells (DC 21, +11 to hit)
Cantrips (2nd Level): Detect Magic, Shield, Tangle Vine, Telekinetic Hand, Void Warp
1st Level: Charm, Enfeeble, Force Barrage
2nd Level: Floating Flame, Invisibility
2nd Level: Darkness
One of the most common types of nephilim is the pitborn, who bear a demonic corruption infesting their mortal bloodline.
Many immortals dwell upon the other planes of the Great Beyond. Some are benevolent and kind, like angels. Others are cruel and destructive, like demons. And some fit roles outside of morality, like psychopomps. It's far from unheard of for mortals and immortals alike to become entangled romantically, and the children of such engagements carry a supernatural element in their bloodlines for generations to follow. After the first generation, this otherworldly influence usually lies dormant, but now and then, the influence can manifest strongly in descendants many years later. These inheritors of extraplanar legacies are known collectively as planar scions.
Nephilim
Nephilim are planar scions with a connection to the planes of the Outer Sphere. Some are obviously tied to realms such as Heaven or Hell, while others are cryptic amalgams of metaphysical traits.
Traits
Something of uncommon rarity requires special training or comes from a particular culture or part of the world. Some character choices give access to uncommon options, and the GM can choose to allow access for anyone. Less is known about uncommon creatures than common creatures. They typically can't be summoned. The DC of Recall Knowledge checks related to these creature is increased by 2.
HumanA creature with this trait is a member of the human ancestry. Humans are a diverse array of people known for their adaptability. An ability with this trait can be used or selected only by humans.
HumanoidHumanoid creatures reason and act much like humans. They typically stand upright and have two arms and two legs.
NephilimA creature with this trait has the nephilim versatile heritage. Nephilim are planar scions descended from immortal beings from other planes. An ability with this trait can be used or selected only by nephilim.