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Tiefling

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Tiefling.jpg
Tiefling-2.jpg
Tiefling[T]
Type Outsider (native)
Ability Scores +2 Dexterity, +2 Intelligence, –2 Charisma.
External Tiefling

Origin

Tieflings were a product of humans infused with extraplanar magics. This gave them a varying set of physical and magical traits.

The first Tieflings were created on Orn some time before the Ordering, and though most of them perished during the Destruction of Orn, those who were on a different plane, or away on another continent at the time, probably survived.

None are known to inhabit Orn presently, and their apperance would likely brand them as monsters by all but the most open minded scholars. If any tieflings do exist on Orn, they are almost certainly of the Pass for Human variety. They may not even know their true heritage, living with a set of characteristics and abilities as strange to themselves as to others.

Dark Blood Initiative

The first tieflings were a continuation of the Khimer soldier program to create enhanced soldiers with improved senses and abilities. Tieflings were a covert program, intending to continue this, and also draw upon the most aggressive and sinister traits found in Ornian planar exploration.

Some progress had been made in the Tiefling-program when Orn fell, and though still effective, the ones that had been created at the time did not fully realize the dreams of their creators. Their fiendish apperance were deemed a cosmetic issue that would be corrected later, but they never reached that stage.

Some say the council still has some influence in the mortal world, and that they direct any aspiring fleshcrafter willing to do their bidding. Taking a greater interest in anyone with traces of their Dark Blood.

Trivia

Horns are more than just an aesthetic addition. They aid in the channeling of magical energies. This is incidentally also the reason why many crowns have spikes and why many wizards wear pointy hats.

Statistics

Random Starting Ages
Adulthood Intuitive[1] Self-Taught[2] Trained[3] Maximum Age[4]
20 years +4d6
(24-44 years)
+6d6
(26-56 years)
+8d6
(28-68 years)
70+2d10
  1. This category includes barbarians, oracles, rogues, and sorcerers.
  2. This category includes bards, cavaliers, fighters, gunslingers, paladins, rangers, summoners, and witches.
  3. This category includes alchemists, clerics, druids, inquisitors, magi, monks, and wizards.
  4. GM secretly determines Maximum
Random Height and Weight
Sex Base Height Base Weight Modifier Weight Modifier
Male 4 ft. 10 in.
(5 ft. – 6 ft.)
120 lbs.
(130 lbs. – 220 lbs.)
+2d10 ×5 lbs.
Female 5 ft. 0 in.
(4 ft. 7 in. – 6 ft. 1 in.)
85 lbs.
(98 lbs. – 185 lbs.)
+2d10 ×5 lbs.

Standard Racial Traits

Ability Score Modifiers

Tieflings are quick in body and mind, but are inherently strange and unnerving. They gain +2 Dexterity, +2 Intelligence, and –2 Charisma.

Type

Tieflings are outsiders with the native subtype.

Size

Tieflings are Medium creatures and thus receive no bonuses or penalties due to their size.

Speed

Tieflings have a base speed of 30 feet.

Languages

Tieflings begin play speaking the common language of their country or region, and have an innate understanding of "Abyssal" or "Infernal" that emerges as they grow up. Tieflings with high Intelligence scores can choose additional languages. See the Linguistics skill page for more information, and the Languages for available choices.

Defense Racial Traits

Fiendish Resistance

Tieflings have cold resistance 5, electricity resistance 5, and fire resistance 5.

Feat and Skill Racial Traits

Skilled

Tieflings gain a +2 racial bonus on Bluff and Stealth checks.

Magical Racial Traits

Spell-like ability

Tieflings can use darkness once per day as a spell-like ability. The caster level for this ability equals the tiefling’s class level.

Senses Racial Traits

Darkvision

Tieflings can see perfectly in the dark for up to 60 feet.

Other Racial Traits

Fiendish Sorcery

Tiefling sorcerers with the Abyssal or Infernal bloodlines treat their Charisma score as 2 points higher for all sorcerer class abilities.

Alternate Racial Traits

The following alternate racial traits may be selected in place of one or more of the standard racial traits above. Consult your GM before selecting any of these new options.

Beguiling Liar

Many tieflings find that the best way to get along in the world is to tell others what they want to hear.

These tieflings’ practice of telling habitual falsehoods grants them a +4 racial bonus on Bluff checks to convince an opponent that what they are saying is true when they tell a lie.

This racial trait replaces skilled.

Bullying

Tieflings with this racial trait gain a +1 racial bonus on combat maneuver checks to disarm or steal.

This racial trait replaces skilled.

Fiendish Sprinter

Some tieflings have feet that are more bestial than human. Whether their feet resemble those of a clawed predator or are the cloven hooves common to many of their kind, tieflings with this trait gain a 10-foot racial bonus to their speed when using the charge, run, or withdraw actions.

This racial trait replaces skilled.

Maw or Claw

Some tieflings take on the more bestial aspects of their fiendish ancestors. These tieflings exhibit either powerful, toothy maws or dangerous claws.

The tiefling can choose a bite attack that deals 1d6 points of damage or two claws that each deal 1d4 points of damage. These attacks are primary natural attacks.

This racial trait replaces the spell-like ability racial trait.

Pass for Human

Of the Tieflings created by the Dark Blood Initiative, there was a branch of development that reduced the physical traits that usually came with the race. This did sacrifice parts of the planar connection the race was incepted to exploit, but also made them less conspicuous. These tieflings had otherworldly features that are so subtle, they weren't often noticed unless pointed out (for example, eyes that flash red in the throes of passion, or fingernails that are naturally hard and pointed).

Such a tiefling doesn’t need to succeed at a Disguise check to appear to be human and count as humanoid (human) as well as outsider (native) for all purposes (such as humanoid-affecting spells like charm person or enlarge person).

The tiefling does not automatically gain his associated outsider language (but may select it as a bonus language if his Intelligence score is high enough), and he may not select other racial traits that would grant him obviously fiendish features (such as the fiendish sprinter, maw or claw, prehensile tail, scaled skin, or vestigial wings alternate racial traits).

This ability alters the tiefling’s type, subtype, and languages.

Prehensile Tail

Many tieflings have tails, but some have long, flexible tails that can be used to carry items. While they cannot wield weapons with their tails, they can use them to retrieve small, stowed objects carried on their persons as a swift action.

This racial trait replaces fiendish sorcery.

Scaled Skin 

The skin of these tieflings provides some energy resistance, but is also as hard as armor.

Choose one of the following energy types: cold, electricity, or fire. A tiefling with this trait gains resistance 5 in the chosen energy type and also gains a +1 natural armor bonus to AC.

This racial trait replaces fiendish resistance.

Smite Good

Once per day, a tiefling with this racial trait can smite a good-aligned creature. As a swift action, the tiefling chooses one target within sight to smite. If this target is good, the tiefling adds her Charisma bonus (if any) to attack rolls against the target and gains a bonus on damage rolls against the target equal to her number of Hit Dice. This effect lasts until the first time the tiefling successfully hits her designated target.

This racial trait replaces fiendish sorcery and the tiefling’s spell-like ability.

Soul Seer

Rare tieflings have a peculiar sight that allows them to see the state of a creature’s soul.

They can use deathwatch at will as spell-like ability.

This racial trait replaces the spell-like ability and fiendish sorcery racial traits.

Vestigial Wings

Some tieflings possess a pair of undersized, withered, or stunted wings like a mockery of those of their fiendish forbearer. Sometimes these wings are leathery, like those of a bat. Other times they are covered with a scattering of black, red, or violet feathers. Rare manifestations can take even more bizarre forms.

These wings do not provide the lift required for actual flight, but do have enough power to aid flight attained by some other method, and grant a +4 racial bonus on Fly skill checks.

This racial trait replaces skilled.

Variant Tiefling Heritages

Besides the default tiefling, there are a variety of heritages to choose from

Heritage Ability Modifiers Alternate Skill Modifiers Alternate Spell-Like Ability Description
1 Faultspawn +2 Dex, +2 Wis, -2 Int Appraise, Knowledge (local) hideous laughter
2 Grimspawn +2 Dex, +2 Int, -2 Wis Disable Device, Sleight of Hand death knell
3 Foulspawn +2 Con, +2 Wis, -2 Int Intimidate, Knowledge (religion) bear’s endurance
4 Pitborn +2 Str, +2 Cha, -2 Int Disable Device, Perception shatter
5 Hellspawn +2 Con, +2 Wis, -2 Cha Diplomacy, Sense Motive pyrotechnics
6 Spitespawn +2 Dex, +2 Cha, -2 Int Diplomacy, Linguistics misdirection
7 Shackleborn +2 Con, +2 Cha, -2 Wis Escape Artist, Intimidate web
8 Hungerseed +2 Str, +2 Wis, -2 Cha Disguise, Intimidate alter self

Racial Feats

The following feats are available to a tiefling character who meets their prerequisites.

See also

Gallery