Tieflings
Tiefling Stats:
+2 Dexterity, +2 Intelligence, -2 Charisma
Medium Sized
Based Land Speed 30 feet
Darkvision 60 feet
+2 racial bonus to bluff and hide
Darkness 1/day as a spell-like ability
+5 resistance to cold, electricity, and fire.
Automatic languages are Common and Infernal
Favored Class is Rogue
+1 Level adjustment
Special Side Effects(Currently unavailable for use)
The following are potential randomized powers a tiefling can have. A tiefling player at creation may choose to give up 1-5 of their racial powers (Darkvision 60 feet, darkness 1/day, +5 cold resistance, +5 electricity resistance, or +5 fire resistance) to roll on this table an equal number of times. Your originating DM must be a witness to this as it's happening in order for it to be accepted.
+2 Dexterity, +2 Intelligence, -2 Charisma
Medium Sized
Based Land Speed 30 feet
Darkvision 60 feet
+2 racial bonus to bluff and hide
Darkness 1/day as a spell-like ability
+5 resistance to cold, electricity, and fire.
Automatic languages are Common and Infernal
Favored Class is Rogue
+1 Level adjustment
Lore
Tieflings enter Xordandax as refugees fleeing ahead of the same Infernal Creatures to which they owe their heritage. Tieflings are a difficult subject to discuss and understand. Those seeking such knowledge will know them as the descendants of a union between an infernal creature and a human, though no less than three generations ago. Those that procreate with a fiend directly will produce a half-fiend offspring, many of which have more specific names depending upon the fiendish parent and the gender of the offspring. Those who procreate with a half-fiend will produce fiendish offspring. However, any further dilution of the fiendish bloodline will tend to cause it to go mostly dormant, only to spring up periodically in future generations seemingly out of nowhere. The only true requirement to allow it to have any slim chance is both parents must appear completely as humans. A tiefling cannot be born from non-human parents. A human carrying an inert tiefling bloodline that procreates with an elf or half elf for example cannot have tiefling offspring. In a simular confounding fashion, two tieflings that procreate are more likely to have human offspring than they are to have tiefling offspring. Those whom do not seek to understand such things simply see them as devils in a failed disguise trying to infiltrate human society. This will often quickly result in an aggressive shunning What may be worse however is those whom understand just a little bit, will believe them the direct offspring of a devil, resulting in the shunning and more of both the parents and the child. Due to fear of this impending stigma, those that are obviously tieflings are birth do not often survive to grow up. Appearances: In the current modern era of D&D, tieflings tend to all be perfectly beautiful flawless supermodels. A perfect red, blue, or purple skin color with two perfectly symmetrical horns gracefully flowing in a non-threatening way that makes them perfect for grabbing ahold of, and a soft figure perfect for carnal fantasies. Male or female, the results are the same. But in lore Tieflings are supposed to be described as monstrous and terrifying creatures with their descriptions making it seem as if their appearance is a a random amalgamation of all the possible creatures and races you can imagine. If you wish to play the perfect supermodel, that is a choice you can make. But if you wish to be seen as the scary unknown 'what the heck' that Tieflings were in 3.5e and before, here are some tables to help inspire you. Roll for it, or pick and choose if you so wish. Appearance table: If you wish to leave your appearance to chance, roll 1d4. That is how many times you roll on this table. Roll and resolve each one of your d100 rolls one at a time.Roll | Feature | Roll | Feature |
---|---|---|---|
01-04 | Small horns on Forehead | 05-06 | Small horns on temples |
07 | Single horn on forehead | 08-09 | Long thing face |
10 | Fangs in mouth | 11 | All teeth are pointed |
12 | Forked Tongue | 13-14 | Pointed Ears |
15 | Fan like ears | 16 | Extremely long nose |
17 | Very small(almost unnoticeable) nose | 18 | Extremely long eyelashes |
19-21 | Red Eyes | 22-23 | Black Eyes |
24 | Feline Eyes | 25-26 | Extremely deep-set eyes |
27-28 | Green Hair | 29-30 | Blue Hair |
31 | Multi-colored hair | 32-33 | Six Fingers(Including thumb) |
34-35 | Three fingers (including thumb) | 36-37 | Black Fingernails |
38-39 | Red Fingernails | 40-41 | Fingers one inch longer than normal |
42 | Arms six inches longer than normal | 43 | Legs six inches longer than normal |
44-46 | Horse like legs | 47-49 | Goat like legs |
50-52 | Goat like hooves | 53-55 | Long thin tail |
56-57 | Horse like tail | 58-59 | Lizard like tail |
60-62 | Spiny Ridge on back | 63-65 | Spiny Ridges all over body |
66-68 | Hairless Body | 69-71 | Body covered in short fur or long hair |
72-73 | Body covered in striped markings | 74-75 | Extremely greasy skin |
76-80 | Scaly Skin | 81-83 | Leathery Skin |
84 | Small feathers rather than hair on 10-100% of body | 85 | Green tinted Skin |
86 | Blue tinted skin | 87 | Red Tinted Skin |
88-89 | Special Side effect (roll on next table) | 90-94 | Roll twice again, ignoring rolls above 89 |
95-100 | Roll three times again, ignoring rolls above 89 |
Roll | Side Effect | Roll | Side Effect |
---|---|---|---|
1-10 | Ashy odor surrounds body | 11-15 | Sulfurous odor surrounds body |
16-20 | Rotting Odor surrounds body | 20-25 | Skin exudes ashy grit |
26-30 | Body casts no shadow | 31-33 | Body has no reflection in mirror |
34-40 | Susceptible to spells such as Spirit Wrack and Cacofiend | 41-45 | Tanar'ri react towards tiefling as though baetezu |
46-50 | Baetezu react towards tiefling as though Tanar'ri | 51-60 | Presence causes unease in animals |
61-65 | Presence causes unease in NPCs. Reactions at -4 | 66-70 | Prolong touch withers normal plants |
71-75 | fingers treated as claws (1d4/1d3 damage) | 76-80 | Touch inflicts 1 point of damage due to high body heat |
81-85 | Touch inflicts 1 point of damage due to cold body temperature | 86-90 | Odd skin composition results in base AC of 1d6+3 |
91 | Cannot reproduce | 92 | Holy Water inflicts 1d6 damage |
93 | Exposure to direct sunlight inflicts 1 point of damage per round | 94 | Cannot enter holy areas |
95 | Harmed only by magical or silver weapons | 96-00 | Intuitively can speak the language of one fiendish race |
Roll | Ability | Roll | Ability |
---|---|---|---|
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 1/day | 16-18 | Detect good/evil 2/day |
19-21 | Detect Magic 3/day | 22-24 | Detect Thoughts 1/day |
25-27 | Invisibility 2/week | 28-30 | Know Alignment 1/day |
31-33 | Mirror Image 1/day | 34-36 | Misdirection 1/day |
37-30 | 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 | 10 Fire Resistance |
56-59 | 10 Cold Resistance | 60-63 | 10 Electricity Resistance |
64-67 | 10 Acid Resistance | 68-75 | Darkvision 120 feet |
76-79 | +2 on all saves vs fire | 80-83 | +2 on all saves vs electricity |
64-87 | +2 on all saves vs poison | 88-91 | +2 on all saves vs cold |
92-95 | +2 on all saves vs acid | 96 | +2 on all saves vs petrification, polymorph and paralysis |
97 | +2 on all saves vs spells from a rod, staff, wand or scepter | 98 | +2 on all saves vs spells |
99 | Roll twice, ignoring any results over 95 from these two rolls | 100 | Roll three times, ignoring any results over 95 on these three rolls. |
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