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Tiefling
Tieflings are humans with traces of fiendish influences in their body. The likely result from either a distant fiendish ancestor, or a parent making a deal with a devil for some sort of benefit [Usually the benefit of the corrupt template]. Tieflings are even rarer in the lands of the diamond throne than in any other setting. Though not as powerful as full fledged half fiends, their fiendish touch does grant them significant bonuses to their physical and mental abilities (if allowed to live past infancy) as well as some minor resistances and spell like abilities.
Roleplaying Tieflings: Although a few tiefling manage to overcome their natural urges and remain trustworthy individuals, most tiefling's have terrible childhoods in human society that feeds the dark nature inside their veins and they mature into self serving, cruel and untrusting individuals.
Personality: Even the best of them feel that they will automatically be rejected by society and therefore avoid it. They are cautious and suspect unknown sentient’s as being potentially dangerous. The worst of them are malicious and cruel seeking to ruin society and spread their suffering
Physical Description: No two tiefling look alike. All are humanoid looking like the humans that birthed them but with sinister features. The most common is horns protruding from their skulls discoloured flesh (Commonly Pale, but an odd colour is also possible) small spines on limbs or back bone, sharp teeth, oddly shaped hands or feet (Even cloven feet) strange coloured eyes (often red) even some extreme features are possible such as small flightless wings or even a tail. Other features such as a smell of brimstone or an aura of wrongness is documented
Relations: The typical tiefling hates all other races equally, but holds a very special grudge towards humanity or the place of its birth. Other tiefling’s that have a more fortunate upbringing or learn to control their impulses have varying attitudes depending on the individual tiefling. Most are jealous of the mojh for tiefling’s cannot undertake the ceremony to become mojh and loose their former humanity what little there is of it.
Outlook: All of the major races look upon tiefling’s as a source of evil and corruption in the lands and so it is hard for an individual tiefling to become accepted into normal society
Tiefling Lands: Tieflings have no lands of their own but are born wherever humans can be found
Religion: Tieflings generally avoid religion as it is the old human religions that persecute and revile them. Other more sinister tiefling’s worship powerful infernal beings
Language: Many parents are shocked when their tiefling child’s first words are hissing infernal, (other fiendish languages can replace this tongue) and so tiefling’s are naturally versed in it. They also learn common as they mature.
Names: Tieflings are normally named by their parents in the common tongue or not at all, these tiefling’s either name themselves or adopt a new more fitting name
Adventurers: Tieflings undertake adventures for the usual reasons of gaining wealth, prestige or power. More often than not tiefling’s adventure because their life leads them on a constant move and they live in a world where they are hated.
Tiefling racial traits
Ability score adjustments: +2 Dexterity, +2 Intelligence, -2 Charisma: Tieflings are gifted with natural cunning and heightened agility but their presence disturbs those they interact with
Speed: 30ft
Size: Medium
Darkvision: 60ft
Skill bonus: +2 bonus to Bluff and Sneak checks
Spell like ability: Choose 1 of the following: 1/Day: Chill the soul (spell treasury pg: 53) / 1/Day: Cloak of Darkness (arcana evolved pg: 245) use the tieflings class level as the caster level the saving throws are based on charisma.
Automatic Languages: Infernal and common
Bonus Languages: Any
Tiefling Racial Levels
Hit die: d8
Skill points at 1st Level (4+ Intelligence bonus) x4
Skill points at higher levels (4+ Intelligence bonus)
Skills
Bluff (Cha), Craft (Int), Disguise (Cha), Knowledge [Cosmology] (Int), Knowledge [Religion] (Int), Listen (Wis), Sense motive (Cha), Sneak (Dex), and Spot (Wis)
Weapon and Armour proficiency
Tieflings are proficient with all simple weapons and light armour and shields.
The Tiefling
Cold, Fire and Electricity resistance: At 1st level the tiefling Gains Energy resistance to 3 energy types: cold, fire and electricity. The amount of damage taken from these sources is reduced by 5
Improved energy resistance: A 2nd level the tiefling Gains a further 5 points to one of its energy resistance types: cold, fire or electricity. This increases the chosen energy resistance to 10
Skill bonus: At 2nd level the tiefling gains a further +2 to Bluff and Sneak
Spell like ability: Heighten the tieflings spell like ability or select one of the following: 1/Day: Bonemask (spell treasury pg: 45), and Advance poison (arcana evolved pg: 236) or 3/Day: Hated enemy (spell treasury pg: 112)
The Evolved Tiefling:
Tieflings that undergo the dragon’s evolution become more fiendish in appearance. All their fiendish traits seem magnified. Most grow claws others gain the potent spell power of the fiends. Some master the ability to sprout demonic wings from their back. [Tieflings choose any non exotic spell with either the curse, dark, fear, or negative energy descriptor as a spell like ability granted to them from tenebrian evolution]
Skill Bonus: At 4th level the tiefling gains a +2 to Bluff and Intimidate
Claws: The tiefling has developed claws during its evolution. It is always considered armed and they deal 1d4 damage on each hit
Corrupt Mage feat: The evolution has awakened more of the dark magic in the infernal blood. The tiefling now has free access to the Corrupt template
Spell like ability: 1/Day cast one of the following:Clinging shadows (arcana evolved pg: 245), Steal health (arcana evolved pg: 304) or Contagion (spell treasury pg: 62)
Improved Energy Resistance: At 6th level the tiefling Gains a further 5 points to one of its energy resistance types: cold, fire or electricity. The tiefling cannot choose an energy resistance it has already improved. This increases the chosen energy resistance to 10
Wings of a demon: Large wings have now grown out of the tieflings back these wings can retract back into the tiefling but growing them and retracting them is a painful and bloody experience. Each time the tiefling grows or retracts its wings it suffers 1d4 damage. The wings grant flight 30ft with Average maneuverability.
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