Half-Breed, Tiefling

Posted by EarthDragon on 22nd August 2015.

Carrying the taint of evil in their forms – and perhaps their very souls – tieflings are often persecuted and feared throughout the planes. The distant descendants of humans and evil outsiders, tieflings are regarded as twisted, devious, and untrustworthy. More often than not, this opinion is accurate.

   Personality

Tieflings live as outcasts from an early age – as soon as their heritage shows itself – which contributes to their bitter outlook on life. Tieflings learn to keep others at a distance, often compensating for their loss with cruelty or depravity.

   Physical Description

Tieflings look human (and are roughly the same height and weight as members of that race), except for one or two distinguishing features related to their unusual ancestry. Some examples of these features include small horns, pointed teeth, red eyes, a whiff of brimstone about them, cloven feet, or red skin. No two tieflings look alike. Tieflings reach adulthood at about the same age as humans, but are longer-lived, with the eldest members of the race living to be 150 years old.

   Relations

Tieflings treat most other races equally – at arm’s length. They are very slow to trust others and always wary of a friend suddenly becoming an enemy. Aasimars (and some other races) often trigger an instinctive fear or revulsion in tieflings, making it difficult for them to work together at all. Tieflings respect other mixed-breed races that have to put up with persecution and derision, such as k’han-dush and khor-bon. Still, a tiefling isn’t more likely to trust a member of one of those races; they’re just more likely to understand their perspective. There are a number of tieflings in the ranks of The Fallen, they seem to be called to serve whatever is driving The Fallen more than most other character races.

   Alignment

Tieflings tend toward evil alignments, though neutral tieflings are not uncommon. Those who choose a life of good – and manage to stick to it – are particularly rare.

   Tiefling Racial Traits

   Unusual Tieflings

Some tieflings are even more unique than normal for their type, often having different ancestries and sometimes additional or different powers compared to their more typical brethren.

   Fiendish Heritage

This feat allows for greater options in fleshing out the heritage and powers of the tiefling character, to make them stand out from the so-called ”crowd” of their more typical cousins. Those of different lineages may evidence dramatically different manifestations of their heritage, both in appearance and ability. while some tieflings have muddled and unidentifiable mixes of fiendish blood, others have particularly strong heritages tied to specific fiendish races. The variants presented below indicate what ability adjustments, racial skills, and spell ability replaces the standard elements listed above. That is, where an entry has, for example, Appraise and Knowledge (local) as their racial skills, these replace those listed for the typical tiefling listed above; they are not additional powers, but replacements for the “normal” powers of a tiefling. Other combinations not listed below may be possible, provided they are balanced and cleared by the DM.

Heritage Ability Modifiers Alternate Racial Skills Alternate Spell Power Description
Asura-spawn +2 Dexterity, +2 Wisdom, -2 Intelligence Appraise, Knowledge (local) Hideous Laughter The scions of the exotic and mysterious asuras are swift and wise, but often favour traditional ways over cunning.
Daemon-spawn +2 Dexterity, +2 Intelligence, -2 Wisdom Disable Device, Sleight of Hand Death Knell Daemon-blooded bringers of devastation are shrewd and swift, but their plans frequently exhibit exploitable flaws.
Demodand-spawn +2 Constitution, +2 Wisdom, -2 Inteligence Intimidate, Knowledge (religion) Bear’s Endurance The burly spawn of the demodand race possess bizarre cunning, but favor brawn to planning.
Demon-spawn +2 Strength, +2 Charisma, -2 Intelligence Disable Device, Sense Motive Shatter Savage and monstrous, the terrifying spawn of demons know the chaotic fury of their Abyssal ancestors.
Devil-spawn +2 Constitution, +2 Wisdom, -2 Charisma Diplomacy, Sense Motive Pyrotechnics Stalwart and conniving, diabolical tieflings know the discipline and might of Hell's legions.
Div-spawn +2 Dexterity, +2 Charisma, -2 Intelligence Diplomacy, Speak Language Misdirection Scouring life like a desert wind, these tieflings possess the precision and exoticism of their div ancestors.
Kyton-spawn +2 Constitution, +2 Charisma, -2 Wisdom Escape Artist, Intimidate Web The black-hearted spawn of shadow and pain know the sadistic vices of their suffering-obsessed forbearers.
Oni-spawn +2 Strength, +2 Wisdom, -2 Charisma Disguise, Intimidate Alter Self The spawn of oni know the ways of their ancestral fiends and master the arts of trickery and cruelty.
Qlippoth-spawn +2 Strength, +2 Wisdom, -2 Intelligence Escape Artist, Survival Blur Rare in the extreme, the warped scions of the eldritch qlippoths retain the tenacity and insidiousness of their horrific forbearers.
Rakshasa-spawn +2 Dexterity, +2 Charisma, -2 Wisdom Disguise, Sense Motive Detect Thoughts Deft and charming, these bestial tieflings inherit much of the subtlety and guile of their proud rakshasa progenitors.
   Variant Tiefling Abilities

If the player wishes, they may either roll 1d% or manually select one ability from the table below to truly make their tiefling unique. These powers replace the spell ability power of either a basic tiefling or one with the Fiendish Heritage feat, they are not additional powers. Where the power mimics a spell or spell-like ability, the character’s caster level is equal to their character level.

d% Ability
1 You can animate a 1 HD skeleton, as per animate dead, once per day as a spell-like ability.
2 You possess some type of extrasensory organ, granting you all-around vision.
3 You enjoy being cut. The first time each day you take slashing damage, you gain a +1 bonus on attack and damage rolls for the following round.
4 You can use mage hand 3 times per day as a spell-like ability.
5 Inherited memories grant you a +2 racial bonus on one Knowledge skill of your choice.
6 You can levitate yourself plus 10 pounds at will, as per the spell levitate. This is a supernatural ability.
7 You can eat and gain nourishment from ash, cinders, dust, and sand.
8 You gain a +1 bonus on all attack and damage rolls against good-aligned outsiders.
9 You gain an additional +2 racial bonus to your Charisma score.
10 You possess a bite that is treated as a natural weapon and deals 1d4 points of damage.
11 Once per day, you can exhibit a burst of speed, moving as if your base land speed were 50 feet for one move action.
12 You do not need to sleep. You are not immune to sleep effects.
13 You gain a +2 bonus on saving throws made against disease.
14 Your base land speed increases by +5 feet.
15 You possess a fiendishly cunning tongue, granting you a +2 racial bonus on all Diplomacy checks.
16 You have oversized limbs, allowing you to use Large weapons without penalty.
17 You possess claws that are treated as natural weapons and deal 1d4 points of damage.
18 You gain DR 2/bludgeoning.
19 You gain a Swim speed of 30 feet.
20 You gain a +2 bonus on Combat Manoeuver checks.
21 You possess fiendish luck. Once per day, you can reroll one die roll. You must take the result of this second die roll.
22 You can use detect evil, as the spell, three times per day.
23 You never need to drink to survive.
24 Once per day, you can produce a sharp barb from your body. This barb is removable and is treated as a dagger.
25 You gain acid resistance 5.
26 Your body produces intense, searing heat. Any creature that grapples you takes 1d4 points of fire damage per round.
27 You can speak two additional languages spoken by extraplanar beings.
28 Any evil creature you call via summon monster remains for 3 rounds longer than usual.
29 You gain a +1 bonus on all Reflex saving throws.
30 You can alter your shadow to make it appear as that of any creature or object of your size or smaller.
31 You can burrow through dirt, sand, and loose gravel at a rate of 5 feet per round.
32 You can sense weakness, granting you a +1 bonus on all rolls to confirm critical hits.
33 You gain DR 2/silver.
34 You do not lose consciousness until you are reduced to –5 hit points.
35 You possess long limbs and a powerful grip, features that grant you a +2 racial bonus on all Climb checks.
36 You can communicate telepathically with any sentient creature with which you are in contact.
37 Once per day, you can use death knell as a spell-like ability.
38 At will, you can spend a full-round action concentrating to receive the benefits of tremorsense 60 feet for 1 round.
39 Once per day, you can move at double your normal speed for 1 round.
40 As a full-round action, you can bleed and collect 5 sp worth of precious blood per day.
41 You possess spell resistance equal to 10 + 1/2 your Hit Dice.
42 The spell animate dead can return you to life as per the spell raise dead 1d4 times.*
43 Your fiendish sorcery ability treats your Charisma as if it were 3 points higher instead of 2.
44 You are unusually short, granting you all the standard traits of a Small creature.
45 Your features are subtly malleable, granting you a +2 racial bonus on all Disguise checks.
46 You gain an additional +2 racial bonus to your Intelligence score.
47 You can use curse water three times per day as a spell-like ability.
48 You are invisible to all unintelligent undead. This is a supernatural ability.
49 You are healed by both positive and negative channelled energy.
50 Your skin is unnaturally tough, granting you a +1 natural bonus to your AC.
51 You can speak to all birds.
52 You gain a +2 bonus on saving throws against poison.
53 You possess the scent special ability.
54 You gain DR 2/piercing.
55 You are unnaturally sly, granting you a +2 racial bonus on all Sleight of Hands checks.
56 Once per day, you can spit acid. This glob deals 1d4 points of acid damage and has a range increment of 5 feet.
57 Your body exudes painfully freezing cold. Any creature that grapples you takes 1d4 points of cold damage per round.
58 You heal yourself of double the normal amount of damage by resting.
59 You gain a +1 bonus on all Will saving throws.
60 You gain a +2 bonus on initiative checks at night.
61 You can manipulate any armour, gauntlets, or shield you wield, causing them to grow spikes. These spikes last only as long as you wear your armour.
62 You can use deathwatch three times per day as a spell-like ability.
63 You have some manner of inhuman sensory organ. You gain a +2 bonus on saving throws against all gaze attacks.
64 Once per day, for 1 round, you may see through any substance less than 5 feet thick—except for lead—as if it were glass. This is a supernatural ability.
65 Your strange physiology grants you a +2 racial bonus on all Acrobatics checks.
66 You can drink and gain nourishment from ash, cinders, dust, and sand.
67 Your eyes glow fiendishly and you possess the see in darkness ability as if you were a devil.
68 You gain damage reduction 2/cold iron.
69 Once per day, you can use fog cloud as a spell-like ability.
70 You are aware of and can choose the result of any attempt to detect your alignment.
71 Once per day, you can spend a full-round action eating from a corpse to regain 1d6+1 hit points.
72 You can communicate telepathically with any evil creature within 50 feet.
73 You can use minor image three times per day as a spell-like ability.
74 Once per day, as a spell-like ability, you can animate a Small or smaller object for a number of rounds equal to your level. Treat this object as an animated object.
75 You gain sonic resistance 5.
76 You can hold your breath for 3 rounds longer than normal.
77 You can speak to insects.
78 Your skin is spiky. Any creature that attempts to grapple you takes 1d4 points of damage.
79 You receive a +1 bonus on all Fortitude saving throws.
80 You gain a +2 bonus to your CMD.
81 Once per day, you can use rage on yourself as a spell-like ability.
82 You gain a +2 bonus on saving throws against mind-affecting effects.
83 Once per day, exposure to fire heals you 1d6 hit points of damage. This ability does not negate fire damage.
84 You are immune to magic sleep and paralysis effects.
85 Supernatural awareness grants you a +2 racial bonus on all Sense Motive checks.
86 Your anatomy is slightly unusual, giving you a 15% chance to ignore critical hits made against you.
87 You can survive on one-quarter the amount of food and water a human requires.
88 Any damage you deal with a melee weapon is treated as evil for the purposes of overcoming damage reduction.
89 Once per day, you can use inflict light wounds as a spell-like ability.
90 You gain an additional +2 racial bonus to your Wisdom score.
91 You gain damage reduction 2/slashing.
92 You can see creatures on the Ethereal Plane.
93 Once per day, you may ask a corpse one yes-or-no question, as per the spell speak with dead. This is a spell-like ability.
94 You gain a +2 bonus on saving throws against nausea.
95 You are flexible and slightly slimy, and thus gain a +2 racial bonus on all Escape Artist checks.
96 You can use ventriloquism at will as a spell-like ability.
97 Once per day, as a standard action, you may suppress your unusual tiefling physical features for a number of minutes equal to your Con modifier, thus appearing human.
98 You receive +1 bonus hit point per level.
99 Once per week you may mentally contact a fiendish ancestor to gain information, as per the spell commune. This is a spell-like ability.
100 Roll on this table twice, ignoring any further rolls of 100.

   * This is a restricted ability, it does not take effect until character level 12; normally the ability to raise the dead (other than as undead) is only available in the campaign through difficult and time-consuming rituals, or when the party gains the attention and favour of one or more deities who are prepared to see the character’s soul returned to their bodies. This ability represents something of an early “cheat”, which may well be the act that triggers the notice of said deities in the first place.

   Variant Tiefling Features

Similar to variant powers, this table provides a range of features which may be selected to add flavour and distinctiveness to the character. The features listed grant no special powers, abilities or impediments, save for the “no shadow” feature. No tiefling with this feature may use any sorcery powers which require the manipulation of their shadow (such as projecting a shadow to interact with distant others or sending a projection of themselves which allows the use of sorcery through the projected shadow). All other features are flavour only, they pose no special challenges and give no special abilities, other than perhaps negatively impacting on social situations. The player may make a single selection on the table or may roll d%, giving the chance for up to three features being gained through the roll of the dice. Without rolling, a second feature will only be given at DM discretion.

d% Feature d% Feature d% Feature d% Feature
1 Arms: elbow spurs 26 Face: canine muzzle 51 Skin: feathered 76 Other: emits strange noises
2 Arms: oversized limb 27 Face: insectile mandibles 52 Skin: loose 77 Other: exoskeleton
3 Arms: stony forearms 28 Face: missing nose 53 Skin: patterned 78 Other: external organ
4 Arms: tentacle-like 29 Face: underdeveloped features 54 Skin: rotting 79 Other: extraneous nipple
5 Arms: undersized limb 30 Face: other 55 Skin: scaled 80 Other: eyestalks
6 Build: emaciated 31 Hands: backward-bending fingers 56 Skin: slimy 81 Other: forked tongue
7 Build: hunchback 32 Hands: extra thumbs 57 Skin: strangely coloured 82 Other: fungal/leafy growths
8 Build: obese 33 Hands: pincers 58 Skin: translucent 83 Other: hermaphroditic
9 Build: unnaturally heavy 34 Hands: suckered 59 Skin: variable colour 84 Other: incongruous footprints
10 Build: unnaturally light 35 Hands: other 60 Skin: other 85 Other: infernal glow
11 Digits: abnormally long 36 Head: animalistic 61 Tail: aquatic 86 Other: infested
12 Digits: extra digits 37 Head: animate hair 62 Tail: fiendish 87 Other: inhuman voice
13 Digits: extra joints 38 Head: bald 63 Tail: mammalian 88 Other: missing joint
14 Digits: no nails 39 Head: malformed 64 Tail: reptilian 89 Other: no reflection
15 Digits: odd number 40 Head: other 65 Tail: other 90 Other: no shadow
16 Ears: batlike 41 Horns: draconic 66 Teeth: blunt 91 Other: profane birthmark
17 Ears: missing 42 Horns: metallic 67 Teeth: fanged 92 Other: smoking breath
18 Ears: piglike 43 Horns: ramlike 68 Teeth: metallic 93 Other: spinneret
19 Ears: pointed 44 Horns: vestigial 69 Teeth: needle-like 94 Other: strange smell
20 Ears: other 45 Horns: other 70 Teeth: other 95 Other: uncontrollable twitch
21 Eyes: cyclopic 46 Legs: backward-bending 71 Other: androgynous 96 Other: unnatural temperature
22 Eyes: goatlike 47 Legs: birdlike 72 Other: antennae 97 Other: vestigial limb
23 Eyes: glowing 48 Legs: cloven feet 73 Other: avian snood 98 Other: whistling umbilicus
24 Eyes: smoking 49 Legs: froglike 74 Other: bleeding pores 99 Roll twice, ignore any result of 99 or higher.
25 Eyes: other 50 Legs: other 75 Other: bleeding pores 100 Roll three times, ignore any result of 99 or higher.