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==Pathfinder== Being D&D 3.75 in all but name, you can bet your ass that [[Pathfinder]] was quick to include tieflings in their list of various races. In fact, tieflings are one of only two non-core races usable in officially-sponsored play (the other being the [[aasimar]]), and are common in-setting around both the nation of Cheliax (whose devil-summoning ways creates lots of them and whose [[Nazi]]-esque human-supremacist social policy discriminates against them) and around the [[Eye of Terror|Worldwound]]. (You, uh... you ''don't'' want to know [[rape|what goes on around the Worldwound]]. The place is so Abyss-tainted that simply being around it is known to make tieflings as well. It's not a happy area.) At a glance, Pathfinder Tieflings are all but identical to their 3e versions; same bonus to Dex and Int, same penalty to Charisma, Medium Native Outsider, Darkvision 60 feet, Darkness 1/day, +2 to Bluff and Stealth. But, [[Level Adjustment]] no longer exists and tieflings in PF have two unique traits. Firstly, they've regained the Resistance 5 they have against Cold, Electrical and Fire damage. Secondly, they count their Charisma as being two points higher for all [[Sorcerer (Dungeons & Dragons)|sorcerer]] class abilities if they have the Abyssal or Infernal Bloodline (Was not future proofed though, so bloodlines like [[Oni]] and [[Rakshasa]] aren't boosted). Given that Pathfinder loves to explore the complicated side of D&D 3.5, it should be little surprise that, with their "Blood of Fiends" sourcebook, not only did they revive the idea of randomized tables of tiefling appearance traits and alternative powers, they also came up with the idea of "purebred" tieflings. These are tieflings whose fiendish ancestry isn't strong enough to make them half-fiends (and yes, PF does have variants of the Half-Fiend template like "half-[[marilith]]" or "half-[[succubus]]"), but is still strong enough that you can recognize what kind of fiend they originated from. This widely divergent array of different ability score modifiers makes "purebred" tieflings popular with power-gamers. There's a sidebar that mentions the old Tieflings of all races use the same statistics thing, but adds one wrinkle that small races produce Tieflings that are small size with no other stats changes. Note that the lower strength and speed of most small races isn't actually an inherit part of being small, so small Tieflings are strong and quick for their size. ====Faultspawn==== ''Faultspawn'' are the offspring of [[Asura]]s, an ancestry manifested by a propensity towards reptilian features and androgyny (yes, full-fledged [[dickgirl]]s too). Like their ancestors, their senses of pity and mercy tend to be stunted - at ''best'' - and they are usually bitterly misotheistic, hating the gods and those who'd worship them. Even outside of religion, they are cruel and merciless to those who hold beliefs different to their own, and tend to be emotionally abusive. Faultspawn tieflings have ability score modifiers of +2 Dex and Wis, -2 Intelligence. They change their skill modifiers to Appraise and Knowledge (Local), and swap their spell-like ability from Darkness to Hideous Laughter. They can also take the race traits Arms Master (decrease attack roll penalty on non-proficient weapons to -2) and Prayer Breaker (divine spellcasters increase the DC of Concentration checks caused by wounds you inflict by +2). 2e The grudge you inherent is more specific to a particular deity that spawned your forbear. They also possess vestigial extra body parts that came from a past incarnation, like shoulder blades, nonworking eyes or a mouth-like scare. They gain the ability to see falt in things, specifically to protect your self, especially if their Divine effect relates to their favorite deity. You also gain the ability to grow big and unleash a aura of destruction. ====Grimspawn==== ''Grimspawn'' are the tiefling offspring of [[Daemon (Pathfinder)|Daemons]], which physically afflicts them with [[Nurgle|perpetual symptoms of illness despite being perfectly healthy]] or with an incurable emaciated look (basically, they look like vampires), and mentally makes them prone to nihilism and sadism. Grimspawn tend to take a delight in entropy and ruin, enjoying the suffering of others and the collapse of everything. At best, they tend to be goths with a propensity for giggling at funerals and disaster zones. At worse, they tend to be Joker-style omnicidal maniacs. Grimspawn tieflings have ability score modifiers of +2 Dex and Int, -2 Wisdom. They change their skill modifiers to Disable Device and Sleight of Hand, and swap their spell-like ability from Darkness to Death Knell. They can also take the race traits of Death's Deputy (if your attack would reduce its target's HP to -1 or less, inflict +2 damage) and SouL Eater (when you inflict a coup de grace, gain temporary HP equal to half your character level, minimum 1, for 1 minute; these don't stack). Grimspawn tieflings are conceptually associated with [[Neutral Evil|Evil]] Death; for a [[planetouched]] race conceptually associated with [[True Neutral|Neutral]] Death see the page on [[duskwalker]]s. ====Foulspawn==== ''Foulspawn'' are the offspring of [[Demodand]]s; like Faultspawn, they absolutely hate religion, but they have a more anarchistic bent, which tends to manifest as a desire to break even the rules of good taste and morality as well as those of society. Foulspawn stand out anyway due to being physically divergent - obscenely fat or shockingly thin, ridiculously short or alarmingly tall - but their disgusting personal habits and awful personal hygine makes them amongst the grossest of tieflings. Foulspawn tieflings have ability score modifiers of +2 Con and Wis, -2 Intelligence. They change their skill modifiers to Intimidate and Knowledge (Religion), and swap their spell-like ability from Darkness to Bear's Endurance. They can also take the race traits God Scorn (+1 trait bonus on saves vs. divine spells) and Repulsive (+1 trait bonus on combat manuever checks made to overrun and reposition opponents). ====Pitborn==== ''Pitborn'' are the classic [[Demon]]-blooded tieflings, marked by "chaotic" flaws that throw off their inherent symmetry (anything from having one extra finger or a differently colored eye to a vestigial twin or having half the body covered in spikes or scales), fierce tempers, and a love for destruction. Naturally; this is the one to go with if you want a tiefling descended from a succubus (and the example artwork looks attractive enough for such a heritage). Pitborn tieflings have ability score modifiers of +2 Strength and Charisma, -2 Intelligence. They change their skill modifiers to Disable Device and Perception, and swap their spell-like ability from Darkness to Shatter. They can also take the race traits Deadly Rush (+2 trait bonus to critical hit confirmation rolls made as part of a harge) and Flair for Destruction (+1 trait bonus on weapon damage rolls against objects and constructs). ====Hellspawn==== ''Hellspawn'' are the [[Devil]]ish counterparts to the Pitborn; with their tendency to fit the "iconic" tiefling mold (horns, tail, funny eyes), they're perhaps one of the most common tiefling breeds, especially given Cheliax. Mentally, Hellspawn are noted for a strangely contradictory blending of traits. They are extremely ambitious, and adept at finding out what people want and sensing lies, but at the same time, they're noted for being extremely conservative and conformative in nature. Hellspawn are ambitious, but also rigid, stubborn, and prone to being OCD-freaks obsessed with their plans and schedules; they don't do so well with spontaneity. As a result, they tend to settle for just finding a niche and then making themselves comfortable in it, rather than climbing for king-of-the-hill. Hellspawn tieflings have ability score modifiers of +2 Con and Wis, -2 Charisma. They change their skill modifiers to Diplomacy and Sense Motive, and swap their spell-like ability from Darkness to Pyrotechnics. They can also take the race traits Blood Stalker (+4 trait bonus to Survival Checks made to track or follow the trail of a creature you dealt damage to within the last week) and Unearth Secrets (+2 trait bonus on Sense Motive checks made to detect a subject's hidden vice, dark impulse or other unseemly craving). ====Spitespawn==== ''Spitespawn'' are born from ancient unions between humans and [[Div]]s, and these corrupted [[genie]]-kids are notorious for making the ultimate false friends. See, the stereotypical Spitespawn, as its moniker suggests, ''can't feel pleasure or happiness''. The closest they get to a true sense of fulfillment is the smug satisfaction they get when spitefully making things worse for other people. Their mutations tend to focus on deformities of the skin, with everything from weird blotches to mobile bumps that suggest insects burrowing underneath the skin. Mutated tongues are also common. Spitespawn tieflings have ability score modifiers of +2 Dex and Cha, -2 Int. They change their skill modifiers to Diplomacy and Linguistics, and swap their spell-like ability from Darkness to Misdirection. They can also take the race traits Buried Anxiety (choose a sepcific object, color, sound or other relatively common phenomena; so long as that isn't within range of your senses, you gain +2 to saves vs. fear) and Shift the Blame (+1 on Bluff and Diplomacy checks made to convince a person that somebody else is at fault for your actions). ====Shackleborn==== ''Shackleborn'' are descended from [[kyton]]s, which makes them instantly recognizable, as their inherited sadomasochistic urges means they are invariably covered in an obscene amount of brandings, piercings and tattoos - even before one notices the scar-streak patterns or bruise-purple & blue hue to their skin, or the metal bits growing out of their flesh. Shackleborn tieflings have ability score modifiers of +2 Con and Cha, -2 Wisdom. They change their skill modifiers to Escape Artist and Intimidate, and swap their spell-like ability from Darkness to z. They can also take the race traits Chain Master (+2 on combat manuever checks made to trip with spiked chains and whips) and Pain Artist (+2 trait bonus on Intimidate checks made against helpless creatures). ====Hungerseed==== ''Hungerseed'' are the children of [[oni]], giving them both powerful builds and powerful appetites. Bullies and hedonists, Hungerseed yearn to sate their every indulgence and grow broody if thwarted by others. Hungerseed tieflings have ability score modifiers of +2 Str and Wis, -2 Cha. They change their skill modifiers to Disguise and Intimidate, and swap their spell-like ability from Darkness to Alter Self. They can also take the race traits Big Boned (+1 on combat manuever checks made to over run, +1 on CMD against trips) and Superior Clutch (+1 to damage rolls made with weapons intended for creatures of a larger size). ====Motherless/Riftmarked==== ''Motherless'' are those rare tieflings who trace their lineage to the [[qlippoth]], making them hideously deformed even by the standards of other tieflings. They are called the Motherless because upon birth, they violently [[rip and tear]] their way out, killing their mother. Motherless tieflings have ability score modifiers of +2 Str and Wis, -2 Intelligence. They change their skill modifiers to Escape Artist and Survival and swap their spell-like ability from Darkness to Blur. They can also take the race traits Repel Sin (+2 to saves against spells and effects with the Evil descriptor) and Vile Kiss (+2 on dirty trick checks made to Sicken opponents). ''Riftmarked'' probably becomes of generational dilution, are born, typically in a not so violent matter, because your great great great great great great great great great great grandfather did something with a qlippoth, likely touching an ancient runestone. You gain affinity with Occultism and other strange magic. ====Beastbrood==== ''Beastbrood'' are the get of [[rakshasa]]s upon human lovers, tieflings whose forms betray their bestial heritage. This can vary from subtle traits to a full-on melding of man and beast, but is always [[furry|weirdly alluring despite its manimal shape]]. Arrogant, haughty and hedonistic, the Beastbrood crave opulence and expect obedience, giving them the attitude of typical aristocrats unless forced to act otherwise. Beastbrood tieflings have ability score modifiers of +2 Dex and Cha, -2 Wisdom. They change their skill modifiers to Disguise and Sense Motive, and swap their spell-like ability from Darkness to Detect Thoughts. They can also take the race traits Bent Body (+2 to CMD against grapples) and Tough Skin (+1 to AC when opponents attempt to confirm critical hits with bludgeoning or slashing weapons). ===The Pathfinder Tiefling Mutations Table=== <div class="toccolours mw-collapsible mw-collapsed" style="100%"> Click "Expand" to see the Tiefling mutations table. <div class="mw-collapsible-content"> * 1 Arms: elbow spurs * 2 Arms: oversized limb * 3 Arms: stony forearms * 4 Arms: tentacle-like * 5 Arms: undersized limb * 6 Build: emaciated * 7 Build: hunchback * 8 Build: obese * 9 Build: unnaturally heavy * 10 Build: unnaturally light * 11 Digits: abnormally long * 12 Digits: extra digits * 13 Digits: extra joints * 14 Digits: no nails * 15 Digits: odd number * 16 Ears: batlike * 17 Ears: missing * 18 Ears: piglike * 19 Ears: pointed * 20 Ears: other * 21 Eyes: cyclopic * 22 Eyes: goatlike * 23 Eyes: glowing * 24 Eyes: smoking * 25 Eyes: other * 26 Face: canine muzzle * 27 Face: insectile mandibles * 28 Face: missing nose * 29 Face: underdeveloped features * 30 Face: other * 31 Hands: backward-bending fingers * 32 Hands: extra thumbs * 33 Hands: pincers * 34 Hands: suckered * 35 Hands: other * 36 Head: animalistic * 37 Head: animate hair * 38 Head: bald * 39 Head: malformed * 40 Head: other * 41 Horns: draconic * 42 Horns: metallic * 43 Horns: ramlike * 44 Horns: vestigial * 45 Horns: other * 46 Legs: backward-bending * 47 Legs: birdlike * 48 Legs: cloven feet * 49 Legs: froglike * 50 Legs: other * 51 Skin: feathered * 52 Skin: loose * 53 Skin: patterned * 54 Skin: rotting * 55 Skin: scaled * 56 Skin: slimy * 57 Skin: strangely colored * 58 Skin: translucent * 59 Skin: variable color * 60 Skin: other * 61 Tail: aquatic * 62 Tail: fiendish * 63 Tail: mammalian * 64 Tail: reptilian * 65 Tail: other * 66 Teeth: blunt * 67 Teeth: fanged * 68 Teeth: metallic * 69 Teeth: needle-like * 70 Teeth: other * 71 Other: androgynous * 72 Other: antennae * 73 Other: avian snood * 74 Other: bleeding pores * 75 Other: bony ridges * 76 Other: emits strange noises * 77 Other: exoskeleton * 78 Other: external organ * 79 Other: extraneous nipple * 80 Other: eyestalks * 81 Other: forked tongue * 82 Other: fungal/leafy growths * 83 Other: hermaphroditic * 84 Other: incongruous footprints * 85 Other: infernal glow * 86 Other: infested * 87 Other: inhuman voice * 88 Other: missing joint * 89 Other: no reflection * 90 Other: no shadow * 91 Other: profane birthmark * 92 Other: smoking breath * 93 Other: spinneret * 94 Other: strange smell * 95 Other: uncontrollable twitch * 96 Other: unnatural temperature * 97 Other: vestigial limb * 98 Other: whistling umbilicus * 99 Roll twice, ignore any result of 99 or higher. * 100 Roll three times, ignore any result of 99 or higher. </div></div> Other alternate racial traits, independent of subtypes and random tables, include: *Scaled Skin: Give up two of your energy resistances for +1 to natural armor *Prehensile Tail: Replace Fiendish Sorcerery, which is useless for most classes, with a tail that can hold (but not wield) stuff. Very good for Magus who wants to use metamagic rods. *Smite Good: Gain smite good once per day in exchange for fiendish sorcerery and spell-like ability *Pass for Human: In exchange for only knowing Common (plus bonus languages from intelligence) and having the worst parts of being both an outsider and humanoid you get to count as Human for feats and don't need disguise to make yourself look like a human. *Beguiling Liar: Swap the skill bonuses with +4 to bluff *Bullying: Swap the skill bonus for +1 bonus to steal and disarm checks. *Fiendish Sprinter: Swap skilled for a +10 bonus to speed when you charge, run, or withdraw. *Vestigial Wings: Swap skilled for +4 bonus to fly checks. *Darklands Guide: Swap the SLA with +2 to initiative and traps/hazard when underground *Light from the Darkness: Swap the SLA for a Corruption Resistance SLA that increased in duration when used on yourself. *Maw or Claw: Swap SLA for a bite or two claws *Soul Seer: Replace the SLA for at-will Deathwatch SLA.
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