Post by Stix on Jul 7, 2008 3:00:25 GMT -5
In the multiverse, few creatures are of pure lineage, and even fewer are what they seem to be. That's the greatest truth of the tiefling's existence. It's not advisable to ask a tiefling about his or her ancestors, as the answer wouldn't likely be pleasant.
Of all the plane-touched, none precipitate as much fascination -- or as much fear -- as tieflings. Whereas aasimar are obviously touched by a celestial spark, and genasi have the potency of the elements running through their veins, tieflings are enshrouded with the mysteries of an unnamed heritage. A shadow of knife-edge in their face, a little too much fire in their eyes, a scent of ash in their presence - all these things and more describe a tiefling. No planar would mistake a tiefling for a human, and most primes make the mistake only once.
Obviously human and "something-else" crossbreeds, the "something else" in the tieflings' case is usually assumed to be lower-planar. That stigma follows all tieflings throughout their lives. Loners by nature, they make their own paths out of necessity; no tiefling culture exists to aid the outcasts, since no two tieflings are alike. As distinctive from humans as they are from each other, tieflings tend to be wary and distrustful due to the reactions they come to expect from others. Tieflings take care of themselves, for they learn early that no one will take care of them.
But rather than withdraw into individual hermitages, tieflings challenge the multiverse with everything in their independent spirits. Determined to create their own fates, they dare things others might not even dream of and defy anything that stands in their way. Some slip into the edges of human society, becoming poets and artists who describe the corrupt fringes of the respectable world. Adventurous types often spend their years probing the unexplored edges of the multiverse, be it to survey strange lands or experiment in the forgotten niches of magical science.
Humans don't trust tieflings (and deep inside they fear them), but they remain inexplicably fascinated by tieflings just the same. The planetouched are often accused of secret plots and awful alliances - mostly without a shred of proof - because of who and what they are. A tiefling learns early that life is unfair and hard. His reaction is to fight back and never let his foes see the pain. Other people, even other tieflings, simply aren't viewed as allies and often are automatically considered enemies. A tiefling doesn't take a friend until he learns the measure of his companion, and even then he'll never fully trust anyone. "I watch my own back," is an old tiefling quip. They maintain no hereditary blood-feuds, but tieflings take care of themselves without any thought of others' problems.
Strength: 6 to 17
Dexterity: 7 to 18
Constitution: 7 to 18
Intelligence: 10 to 19
Wisdom: 6 to 17
Charisma: 10 to 19
Size: Medium
Alignment: Any but lawful good
Movement Rate: 12
Infravision, 60'
Five random abilities
1d4 random appearance traits
Tiefling ability table
01-03 | Blur 1/day |
04-06 | Charm Person 1/day |
07-09 | Chill Touch 1/day |
10-12 | Comprehend Languages 1/day |
13-15 | Darkness, 15' radius 1/day |
16-18 | Detect Good/Evil 2/day |
19-21 | Detect Magic 3/day |
22-24 | ESP 1/day |
25-27 | Invisibility 2/week |
28-30 | Know Alignment 1/day |
31-33 | Mirror Image 1/day |
34-36 | Misdirection 1/day |
37-39 | Pyrotechnics 3/week |
40-42 | Suggestion 1/week |
43-45 | Summon Swarm 1/week |
46-48 | Vampiric Touch 1/week |
49-51 | Whispering Wind 1/day |
52-55 | Half damage from fire |
56-59 | Half damage from cold |
60-63 | Half damage from electricity |
64-67 | Half damage from acid |
68-75 | Infravision, 120' |
76-79 | +2 vs. fire |
80-83 | +2 vs. electricity |
84-87 | +2 vs. poison |
88-91 | +2 vs. cold |
92-95 | +2 vs. acid |
96 | +2 vs. paralysis, petrifaction, polymorph |
97 | +2 vs. rod/staff/wand |
98 | +2 vs. spell |
99 | Roll twice, rerolling results above 95 |
00 | Roll 3 times, rerolling results above 95 |
[Other tables TBA]
Classes and level limits:
Fighter | Ranger | Paladin | Mage | Specialist | Elementalist | Thaumaturge | Cleric | Druid | Shaman | Monk | Crusader | Thief | Bard | Ninja | Psionicist |
12 | 9 | N/A | 14 | 14 | 14 | 14 | 10 | N/A | N/A | 9 | 9 | 15 | 12 | 11 | 8 |
Multiclass options:
Fighter/Mage
Fighter/Cleric
Fighter/Thief
Mage/Thief
Cleric/Thief
Male height range: 4'10" - 6'4"
Female height range: 4'8" - 6'2"
Male weight range: 120 - 280 lbs
Female weight range: 90 - 250 lbs
Starting age range: 19 - 35
Lifespan: 100 years
Tieflings begin play with 5 Character Points. They may purchase the following racial abilities:
Ambidextrous (2): The PC is ambidextrous and can fight equally well with two weapons with no attack penalty as rangers. Tiefling must use weapons he is proficient in.
Charisma bonus (20): The PC gains +1 to Charisma.
Choice weapon (5): The PC gains +1 to hit when using any one of the following weapons: long sword, knife, dagger, long spear, ranseur, hand crossbow, scimitar, or katar.
Claws (10): The PC’s fingers are treated as claws (Weapon speed 2; damage 1d4 S/M, 1d3 L).
Cold damage (10): The PC’s touch inflicts 1 point of cold damage due to cold body temperature.
Darkform (10): Once a day, the tiefling may assume a darkform similar in function to the wizard spell wraithform. Once activated, the tiefling appears as a shadowy humanoid shape filled with dark, roiling clouds. At 5th level, the PC can activate this power twice a day.
Darkness (5): Once a day, the PC can cast darkness 15’ radius.
Fiendish hide (35): The PC can be hit only by magical weapons. Can only be taken at character creation.
Fiendish immunity (15): The PC is immune to one of the following attack forms:
Acid, Electricity, Fire
Fiendish resistance (5): The PC receives half damage from one of the following attack forms:
Acid, Cold, Electricity, Fire, Gas, Poison
Hellraiser (10): The PC is invigorated when on any of the lower planes, providing a temporary boost to his prime attribute (1d4 points added to prime attribute ability score). A PC with more than one prime attribute, such as a multiclassed PC, has only one attribute determined randomly raised in this way. This boost cannot be made permanent and ends once the PC leaves the lower planes.
Heat damage (10): The PC’s touch inflicts 1 point of damage due to high body heat.
Howl of the damned (10): Once a day at 5th level, tiefling can emit a mind-jarring howl that affects all beings within 30’ of the PC as if targeted by a chaos spell.
Intelligence bonus (20): The PC gains +1 to Intelligence.
Irregular magic resistance (15): The PC’s ancestry has granted an unpredictable magic resistance. Every 24 hours, the PC rolls a 1d6 to determine his magic resistance for the day (1 =5%; 2=10%; 3=15%; 4=25%; 5=40%; 6=60%).
Lower planar regeneration (10): While on any of the lower planes, the PC regenerates 1 hp/round.
Major Fiendish powers I (15): Once a week, the PC can cast fear, improved invisibility, or wall of fire. At 9th level, tiefling can enact all these abilities once a week.
Major Fiendish powers II (15): Once a week, the tiefling can employ telekinesis, true seeing, or vampiric touch. At 9th level, the tiefling can enact all these abilities once a week.
Major Fiendish powers III (15): Once a week, the PC can polymorph self, warp wood, or wind walk. At 9th level, the PC can enact all these abilities once a week.
Minor Fiendish powers I (10): Once a day, the PC can cast command, fireball, or know alignment. At 7th level, tiefling can enact all these abilities once a day.
Minor Fiendish powers II (10): Once a day, the tiefling can employ heat metal, scare, or suggestion. At 7th level, tiefling can enact all these abilities once a day.
Minor Fiendish powers III (10): Once a day, the tiefling can employ alter self, charm person, or spectral force. At 7th level, the PC can enact all these abilities once a day.
Random fiendish ability (5): The tiefling receives another random ability from the chart in the Planewalker’s Handbook.
Save bonus (5): The PC gains +2 bonus to all saves vs. one of the following attack forms:
Acid, Cold, Electricity, Fire, Poison
Styx resistance (15): The PC, like many denizens of the lower planes, is immune to the memory-sapping waters of the River Styx.
Telepathy (15): At will within a 20’ radius, the PC can communicate telepathically with any fiend or being possessing the tiefling’s alignment.
Teleport without error (25): At 7th level, the PC can teleport without error once a day. This ability take one full turn to activate and is ruined for that day if the tiefling is disrupted in any way.
Tough flesh (10): The PC is granted a natural AC inherited from his questionable ancestry. Metallic flesh grants an AC of 5, but an unfortunate side-effect from this option is that the tiefling suffers double damage from any chill/heat metal spells and rust dragon breath attacks. The PC can instead have a carapace, thick hide, or some other means of protection, granting him AC 7 with no additional drawback.
Undetectable lie (5): Once a day, the PC can speak an undetectable lie (reverse of detect lie).
Tieflings may also select any of the following racial disadvantages:
Baatezu heritage (5): Tanar’ri react to the PC as though he is a Baatezu.
Cannot enter holy ground (5): The PC cannot enter “holy” areas. “Holy” areas are those areas sanctified to Deities of good.
Fiendish weakness (5): The PC suffers double damage from cold attacks.
Holy water vulnerability (5): Tiefling’s fiendish ancestry makes him especially vulnerable to holy water. A direct hit causes 2d4 hp damage, while a splash does 1d4.
Silver vulnerability (5): The PC suffers double damage from all silver weapons.
Stench (5): A foul odor surrounds the PC, who receives -2 on all reaction checks.
Susceptible to soul magic (5): The tiefling has a stronger tie to his fiendish heritage than most. He is susceptible to spells such as Spirit Wrack and Cacofiend.
Susceptible to sunlight (10): The PC is very susceptible to sunlight. The PC takes 1 point of damage per round of exposure to sunlight. Spells that cause damage from sunlight cause the PC to suffer a -4 on saves.
Tanar’ri heritage (5): Baatezu react to the PC as though he is a Tanar’ri.
Unease (10): The PC’s fiendish is impossible to hide. All NPCs suffer a -4 to any reaction checks.
Upper planar disorientation (5): The tieflings fiendish nature is at odds with the pure goodness found in the Upper Planes. On the Upper Planes of Good, tiefling is sickened and weakened suffering a -4 to THAC0 and AC as well as a -4 to all surprise checks.