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The Lost Tieflings

Some Tieflings are bound to death, shadow, and darkness directly through a bloodline with a daemon influence. Often moody or morose, these Tiefling wander this plane with a chip on their shoulder, and have the hardest time of any Tiefling connecting with others in a meaningful way. These Tiefling call themselves The Lost. Much of their existence is balancing the longing to belong they feel, with a detached sense of distance from all life. Those few that do find a sense of belonging cherish it, clinging desperately so they do not lose that feeling. Those that truly embrace this negative experience and hate life like their bloodline dictates are truly terrifying to oppose.  

Physical Description:

The common thread that links all The Lost together is their usually darker skin, that reacts by darkening more when they are in shadow. This allows them to often go unnoticed leaving them to feel like ghosts among the rest of society. Their connection to daemons (embodiments of death) also appears to have made them more hardy and able to take a beating without succumbing.  

Society:

It is rare for The Lost to dominate a conversation or take charge in any situation. Even among the other Tiefling they are often forgotten. When The Lost meet with each other they form tight knit community like ties but still crave more from those outside. In any town if they have earned trust they take roles that minimize their lacking people skills, and risks of people assuming they are up to something nefarious. The Lost who farm might be accused of poisoning crops, white The Lost who organizes a library is unlikely to be accused of something so sinister.  

Relations:

Their connection to stealth and darkness has them often accused of thievery or murder. Bruiser Lizardfolk or other races that tend to focus more on brawn than brains tend to dismiss The Lost as soft and weak willed. Dhampirs, Genieborn, and other part humans tend to be more sympathetic to Tieflings in general, sympathizing with their plight. Their most notable kinship is with the Forgeborn gnomes who have a keep interest in understanding The Lost and often engage them in philosophical pursuits, or the occasional riddle competition.  

Alignment and Religion:

The Lost often feel detached, as if something is wrong. The unease of not being sure of you locked your door is how they feel constantly. This leads them to be careful individuals, usually at least in some way and leads them at least one step into neutrality. Their longing for connection makes them commonly worshippers, but the chosen god varies. Norgerbor and Nethys often call them into their ranks, and occasionally the ideals of Irori and self-perfection or Sarenrae’s endless kindness draw them. Many are tempted to join the ranks of the worship of Pharasma, but most do not attempt it for fear of being rejected by the true goddess of death. Those who fall to their baser senses might slide toward the worship of Rovagug, simply wanting to destroy all the life that they cannot know.  

Adventurers:

As Daemon start by walking the fields of Abbadon lost and alone, so too is the impulse to wander part of The Lost’s nature. As adventurers they tend to move from group to group, often worried their presence invites the death of friends, and keeping others at arm’s length. The Lost are natural wizards or alchemists, but also feel pulled toward the role of Magus or Rogue. Those that take the mantle of Slayer are truly unnerving, and have a tendency to decapitate their prey, return the head and keep a small token from each life they snuff as a talisman.  

Stats Block

Ability Score: (+2 Con, +2 Int, -2Cha) The Lost’s daemonic influence enhances their minds and resistance, but makes them alien to others.   Type: The Lost are outsiders with the native subtype.   Size: The Lost are Medium creatures and thus receive no bonuses or penalties due to their size.   Speed: The Lost have a base speed of 30 feet.   Languages: The Lost begin play speaking Common and either Abyssal or Infernal. Tieflings with high intelligence scores can choose from the following: Abyssal, Draconic, Dwarven, Elven, Gnome, Grippli, Halfling, Infernal, and Orc.   Fiendish Resistance: The Lost have cold resistance 5, electricity resistance 5, and fire resistance 5.   Skilled: The Lost gain a +2 racial bonus on Stealth checks.   Spell-like ability: The Lost can use darkness once per day as a spell-like ability. The caster level for this ability equals the The Lost’s class level.   Darkvision: The Lost can see perfectly in the dark for up to 60 feet.   Light and Dark: The Lost gain the following supernatural ability: Once per day as an immediate action, The Lost can treat positive and negative energies as if it were an undead creature, taking damage from positive energy and healing damage from negative energy. This ability lasts for 1 minute once activated.  
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