Post by David on Oct 5, 2005 16:28:59 GMT -5
Captured by Tyris=Flare, Maya, Malachi, Death=Adder, and Loki, among others...
TIEFLING
Basically, a tiefling is someone with a demon, devil, daemon, or other Lower Planar being for an ancestor. These are BY FAR the most common of all the plane-touched races, with the vast majority being the children of a human woman and an incubus or a human man and an alu-demon. Over three-quarters of all plane-touched beings are tieflings.
NO attribute modifiers -- they're just as strong and cunning as other beings and no more clever or beautiful (if anything, the opposite!). Attribute min/maxes still apply.
60' infravision -- this is the ONE AND ONLY power all beings from the Lower Planes share
FIVE rolls on the Tiefling table in the Planewalker's Handbook (-or-) FIVE minor abilities from my list (see below) -- the beings of the Lower Planes come in such dizzying variety that the very idea of a standard package of abilities is silly in the extreme.
MODERATE unusual looks (or two minor) -- it's VERY difficult for a tiefling to hide their heritage
Radiate and classified as Evil regardless of alignment (with regard to detect, protection, holy, etc spells)
May be turned by a good cleric as a paladin and trapped using a thaumaturgic circle
Takes pain/subdual damage from holy water/items (the damage will NEVER cause lethal harm, but can knock the tiefling out due to pain)
Tiefling Appearance
01-04 Small horns on forehead (-1)
05-06 Small horns on temples (-1)
07 Single horn on forehead (-1)
08-09 Long, thin face (-1)
10 Fangs in mouth (-1)
11 All teeth are pointed (-1)
12 Forked tongue (-1)
13-14 Pointed ears (-1)
15 Fan-like ears (-1)
16 Extremely long nose (-1)
17 Very small (almost unnoticeable) nose (-1)
18 Extremely long eyelashes (-1)
19-21 Red eyes (-1)
22-23 Black eyes (-1)
24 Feline eyes (-1)
25-26 Extremely deep-set eyes (-1)
27-28 Green hair (-1)
29-30 Blue hair (-1)
31 Multi-colored hair (-1)
32-33 Six fingers (including thumb) (-1)
34-35 Three fingers (including thumb) (-1)
36-37 Black fingernails (-1)
38-39 Red fingernails (-1)
40-41 Fingers one inch longer than normal (-1)
42 Arms six inches longer than normal (-1)
43 Legs six inches longer than normal (-1)
44-46 Horse-like legs (-2)
47-49 Goat-like legs (-2)
50-52 Goat-like hooves (-2)
53-55 Long, thin tail (-1)
56-57 Horse-like tail (-1)
58-59 Lizardlike tail (-1)
60-62 Spiny ridge on back (-1)
63-65 Spiny ridges all over body (-2)
66-68 Hairless body (-1)
69-71 Body covered in short fur or long hair (-2)
72-73 Body covered in striped markings (-2)
74-75 Extremely greasy skin (-1)
76-80 Scaly skin (-2)
81-83 Leathery skin (-1)
84 Small feathers rather than hair on 10-100% of body (-2)
85 Green-tinted skin (-1)
86 Blue-tinted skin (-1)
87 Red-tinted skin (-1)
88-89 Special side effect (roll on table below)
90-94 Roll twice again, ignoring rolls above 89
95-00 Roll three times again, ignoring rolls above 89
Tiefling special side effects
01-10 Ashy odor surrounds body (-1)
11-15 Sulfurous odor surrounds body (-1)
16-20 Rotting odor surrounds body (-1)
20-25 Skin exudes ashy grit (-1)
26-30 Body casts no shadow (-1)
31-33 Body has no reflection in mirror (-1)
34-40 Susceptible to spells such as spirit wrack and cacofiend (-1)
41-45 Tanar'ri react toward tiefling as though baatezu (-1)
46-50 Baatezu react toward tiefling as though tanar'ri (-1)
51-60 Presence causes unease in animals (-1)
61-65 Presence causes unease in NPCs. Reactions at -4 (-2)
66-70 Prolonged touch withers normal plants (-1)
71-75 Fingers treated as claws (1d4/1d3 damage) (0)
76-80 Touch inflicts 1 point of damage due to high body heat (0)
81-85 Touch inflicts 1 point of damage due to cold body temperature (0)
86-90 Odd skin composition results in base AC of 1d6+3 (+2)
91 Cannot reproduce (-1)
92 Holy water inflicts 1d6 damage (-1)
93 Exposure to direct sunlight inflicts 1 point of damage per round (-2)
94 Cannot enter "holy" areas (-1)
95 Harmed only by magical or silver weapons (+3)
96-00 Intuitively can speak the language of one fiendish race (+1)
Tiefling Abilities
01-03 blur one time per day (+1)
04-06 charm person one time per day (+2)
07-09 chill touch one time per day (+1)
10-12 comprehend languages one time per day (+1)
13-15 darkness, 10' radius once per day (+1)
16-18 detect good/evil two times per day (+1)
19-21 detect magic three times per day (+1)
22-24 ESP one time per day (+1)
25-27 invisibility two times per week (+2)
28-30 know alignment one time per day (+1)
31-33 mirror image one time per day (+1)
34-36 misdirection one time per day (+1)
37-39 pyrotechnics three times per week (+1)
40-42 suggestion one time per week (+2)
43-45 summon swarm one time per week (+1)
46-48 vampiric touch one time per week (+2)
49-51 whispering wind one time per day (+1)
52-55 half damage from fire (+2)
56-59 half damage from cold (+2)
60-63 half damage from electricity (+2)
64-67 half damage from acid (+2)
68-75 infravision 60' -- REPLACE WITH OTHER ABILITY
76-79 +2 saving throw vs. fire (+1)
80-83 +2 saving throw vs. electricity (+1)
84-87 +2 saving throw vs. poison (+1)
88-91 +2 saving throw vs. cold (+1)
92-95 +2 saving throw vs. acid (+1)
96 +2 saving throw vs. petrification/polymorph and paralysis (+1)
97 +2 saving throw vs. rod/staff/wand (+1)
98 +2 saving throw vs. spells (+1)
99 Roll twice, ignoring results over 95
00 Roll three times, ignoring results over 95
Please note, there are MANY abilities which didn't seem to make the list. Feel free to use any common abilities of Lower Planar beings, with costs similar to these. For instance, one ability I thought makes sense would be "Teleport sense". ALL demons, devils, daemons, etc can teleport without error at will, so perhaps their descendants have some innate sense allowing them to 'port safely IF they can gain the spell / power on their own. Another is telekinesis -- all demons have it, so it should also appear in their offspring sometimes. All of these supplemental abilities, however, MUST be passed by the DM first.
Finally, WITH DM PERMISSION ONLY, a tiefling may take an additional defect or two and use that to gain more potent abilities. This is NOT a right, but rather a privilege and as such will be rescinded instantly and immediately if the player is just trying to create an über-PC. The idea is to make INTERESTING tieflings that have a clear, solid concept, NOT to play munchkin Dnd.
TIEFLING
Basically, a tiefling is someone with a demon, devil, daemon, or other Lower Planar being for an ancestor. These are BY FAR the most common of all the plane-touched races, with the vast majority being the children of a human woman and an incubus or a human man and an alu-demon. Over three-quarters of all plane-touched beings are tieflings.
NO attribute modifiers -- they're just as strong and cunning as other beings and no more clever or beautiful (if anything, the opposite!). Attribute min/maxes still apply.
60' infravision -- this is the ONE AND ONLY power all beings from the Lower Planes share
FIVE rolls on the Tiefling table in the Planewalker's Handbook (-or-) FIVE minor abilities from my list (see below) -- the beings of the Lower Planes come in such dizzying variety that the very idea of a standard package of abilities is silly in the extreme.
MODERATE unusual looks (or two minor) -- it's VERY difficult for a tiefling to hide their heritage
Radiate and classified as Evil regardless of alignment (with regard to detect, protection, holy, etc spells)
May be turned by a good cleric as a paladin and trapped using a thaumaturgic circle
Takes pain/subdual damage from holy water/items (the damage will NEVER cause lethal harm, but can knock the tiefling out due to pain)
Tiefling Appearance
01-04 Small horns on forehead (-1)
05-06 Small horns on temples (-1)
07 Single horn on forehead (-1)
08-09 Long, thin face (-1)
10 Fangs in mouth (-1)
11 All teeth are pointed (-1)
12 Forked tongue (-1)
13-14 Pointed ears (-1)
15 Fan-like ears (-1)
16 Extremely long nose (-1)
17 Very small (almost unnoticeable) nose (-1)
18 Extremely long eyelashes (-1)
19-21 Red eyes (-1)
22-23 Black eyes (-1)
24 Feline eyes (-1)
25-26 Extremely deep-set eyes (-1)
27-28 Green hair (-1)
29-30 Blue hair (-1)
31 Multi-colored hair (-1)
32-33 Six fingers (including thumb) (-1)
34-35 Three fingers (including thumb) (-1)
36-37 Black fingernails (-1)
38-39 Red fingernails (-1)
40-41 Fingers one inch longer than normal (-1)
42 Arms six inches longer than normal (-1)
43 Legs six inches longer than normal (-1)
44-46 Horse-like legs (-2)
47-49 Goat-like legs (-2)
50-52 Goat-like hooves (-2)
53-55 Long, thin tail (-1)
56-57 Horse-like tail (-1)
58-59 Lizardlike tail (-1)
60-62 Spiny ridge on back (-1)
63-65 Spiny ridges all over body (-2)
66-68 Hairless body (-1)
69-71 Body covered in short fur or long hair (-2)
72-73 Body covered in striped markings (-2)
74-75 Extremely greasy skin (-1)
76-80 Scaly skin (-2)
81-83 Leathery skin (-1)
84 Small feathers rather than hair on 10-100% of body (-2)
85 Green-tinted skin (-1)
86 Blue-tinted skin (-1)
87 Red-tinted skin (-1)
88-89 Special side effect (roll on table below)
90-94 Roll twice again, ignoring rolls above 89
95-00 Roll three times again, ignoring rolls above 89
Tiefling special side effects
01-10 Ashy odor surrounds body (-1)
11-15 Sulfurous odor surrounds body (-1)
16-20 Rotting odor surrounds body (-1)
20-25 Skin exudes ashy grit (-1)
26-30 Body casts no shadow (-1)
31-33 Body has no reflection in mirror (-1)
34-40 Susceptible to spells such as spirit wrack and cacofiend (-1)
41-45 Tanar'ri react toward tiefling as though baatezu (-1)
46-50 Baatezu react toward tiefling as though tanar'ri (-1)
51-60 Presence causes unease in animals (-1)
61-65 Presence causes unease in NPCs. Reactions at -4 (-2)
66-70 Prolonged touch withers normal plants (-1)
71-75 Fingers treated as claws (1d4/1d3 damage) (0)
76-80 Touch inflicts 1 point of damage due to high body heat (0)
81-85 Touch inflicts 1 point of damage due to cold body temperature (0)
86-90 Odd skin composition results in base AC of 1d6+3 (+2)
91 Cannot reproduce (-1)
92 Holy water inflicts 1d6 damage (-1)
93 Exposure to direct sunlight inflicts 1 point of damage per round (-2)
94 Cannot enter "holy" areas (-1)
95 Harmed only by magical or silver weapons (+3)
96-00 Intuitively can speak the language of one fiendish race (+1)
Tiefling Abilities
01-03 blur one time per day (+1)
04-06 charm person one time per day (+2)
07-09 chill touch one time per day (+1)
10-12 comprehend languages one time per day (+1)
13-15 darkness, 10' radius once per day (+1)
16-18 detect good/evil two times per day (+1)
19-21 detect magic three times per day (+1)
22-24 ESP one time per day (+1)
25-27 invisibility two times per week (+2)
28-30 know alignment one time per day (+1)
31-33 mirror image one time per day (+1)
34-36 misdirection one time per day (+1)
37-39 pyrotechnics three times per week (+1)
40-42 suggestion one time per week (+2)
43-45 summon swarm one time per week (+1)
46-48 vampiric touch one time per week (+2)
49-51 whispering wind one time per day (+1)
52-55 half damage from fire (+2)
56-59 half damage from cold (+2)
60-63 half damage from electricity (+2)
64-67 half damage from acid (+2)
68-75 infravision 60' -- REPLACE WITH OTHER ABILITY
76-79 +2 saving throw vs. fire (+1)
80-83 +2 saving throw vs. electricity (+1)
84-87 +2 saving throw vs. poison (+1)
88-91 +2 saving throw vs. cold (+1)
92-95 +2 saving throw vs. acid (+1)
96 +2 saving throw vs. petrification/polymorph and paralysis (+1)
97 +2 saving throw vs. rod/staff/wand (+1)
98 +2 saving throw vs. spells (+1)
99 Roll twice, ignoring results over 95
00 Roll three times, ignoring results over 95
Please note, there are MANY abilities which didn't seem to make the list. Feel free to use any common abilities of Lower Planar beings, with costs similar to these. For instance, one ability I thought makes sense would be "Teleport sense". ALL demons, devils, daemons, etc can teleport without error at will, so perhaps their descendants have some innate sense allowing them to 'port safely IF they can gain the spell / power on their own. Another is telekinesis -- all demons have it, so it should also appear in their offspring sometimes. All of these supplemental abilities, however, MUST be passed by the DM first.
Finally, WITH DM PERMISSION ONLY, a tiefling may take an additional defect or two and use that to gain more potent abilities. This is NOT a right, but rather a privilege and as such will be rescinded instantly and immediately if the player is just trying to create an über-PC. The idea is to make INTERESTING tieflings that have a clear, solid concept, NOT to play munchkin Dnd.