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| Tiefling | ||
| Power | CP Cost | Description |
| Standard abilities | all | Cold resistance, darkness, electricity save bonus, fire save bonus, infravision, poison save bonus |
| Ambidextrous | 5 | The PC is ambidextrous and can fight equally well with two weapons with no attack penalty as rangers. Tiefling must use weapons he is proficient in |
| Appearance bonus | 10 | The PC gains +1 to the Charisma/Appearance sub-ability |
| Baatorian bloodline | 15 | Somewhere in the past, one of the PC’s human ancestors became romantically involved with a resident of Baator - most likely an erinyes. This diabolical blood tie has given the tiefling a complete immunity to fire |
| Baatorian powers - minor | 10 | Once a day, the PC can cast command, fireball, or know alignment. At 7th level, tiefling can enact all these abilities once a day |
| Baatorian powers - major | 15 | Once a week, the PC can cast fear, improved invisibility, or wall of fire . At 9th level, tiefling can enact all these abilities once a week |
| Bladeling flesh | 10 | The PC is granted a metallic natural AC 5 inherited from his bladeling ancestry. An unfortunate side-effect from this option is that the tiefling suffers double damage from any heat metal spells and rust dragon breath attacks |
| Choice weapon | 5 | The PC gains +1 to hit when using any one of the following weapons: longsword, stilleto, throwing dagger, long spear, ranseur, hand crossbow, scimitar, or punch dagger |
| Cold resistance | 10 | The PC suffers half damage from cold attacks |
| Darkform | 10 | Once a day, the tiefling may assume a darkform similar in function to the wizard spell wraithform. Once activated, the tiefling appears as a shadowy humanoid shape filled with dark, rolling clouds. At 5th level, the PC can activate this power twice a day |
| Darkness | 5 | Once a day, the PC can cast darkness 15’ radius |
| Electricity save bonus | 5 | The PC gains +2 to all saves vs. electrical attacks |
| Fiendish hide | 15 | The PC can be hit only by weapons enchanted to +1 or better |
| Fiendish wings | 10 | The PC sports a large pair of leathery, fiendish-looking wings from his back that allows flight (MV 15, MC C) |
| Fire save bonus | 5 | +2 to all saves vs. fire |
| Gas resistance | 10 | The PC suffers half damage from gas attacks |
| Hellraiser | 10 | The PC is invigorated when on any of the lower planes, providing a temporary boost to his prime attribute (1d4 points added to the prime attribute ability score). A PC with more than one prime attribute, such as a multiclassed PC, has only one attribute raised in this way. This boost cannot be made permanent and ends once the PC leaves the lower planes |
| Hordling bloodline | 10 | The PC’s hordling ancestry has granted the PC an unpredictable magic resistance.
Every 24 hours, the PC rolls a 1d6 to determine his magic resistance for the day (1=1%; 2=%5; 3=10%; 4=15%; 5=30%; 6=60%) |
| Howl from pandemonium | 10 | Once a day at 5th level, tiefling can emit a mind-jarring howl that affects all beings within 30’ of the PC as if targeted by a chaos spell |
| Infravision | 5 | The PC possesses infravision to 60’ |
| Knowledge bonus | 10 | The PC gains +1 to the Intelligence/Knowledge sub-ability |
| Lower planar regeneration | 10 | While on any of the lower planes, the PC regenerates 1 HP/round |
| Poison save bonus | 5 | The PC gains +2 to all saves vs. poison |
| Reason bonus | 10 | The PC gains +1 to the Intelligence/Reason sub-ability |
| Styx resistance | 10 | The PC, like many denizens of the lower planes, is immune to the memory-sapping waters of the River Styx |
| Tanar’ric bloodline | 15 | The PC is immune to all forms of electricity |
| Tanar’ric powers - minor | 10 | Once a day, the tiefling can employ heat metal, scare, or suggestion. At 7th level, tiefling can enact all these abilities once a day |
| Tanar’ric powers - major | 15 | Once a week, the tiefling can employ telekinesis, true seeing, or vampiric touch. At 9th level, the tiefling can enact all these abilities once a week |
| Telepathy | 5 | At will within a 20’ radius, the PC can communicate telepathically with any fiend or being possessing the tiefling’s alignment |
| Teleport without error | 15 | At 7th level, the PC can teleport without error once a day. This ability takes one full turn to activate and is ruined for that day if the tiefling is disrupted in any way |
| Undetectable lie | 5 | Once a day, the PC can speak an undetectable lie (reverse of detect lie) |
| Yugoloth bloodline | 15 | A bizarre cross breeding between one of the tiefling’s human progenitors and a yugoloth resulted in the PC being immune to acid |
| Yugoloth powers - minor | 10 | Once a day, the tiefling can employ alter self, charm person, or spectral force. At 7th level, the PC can enact all these abilities once a day |
| Yugoloth powers - major | 15 | Once a week, the PC can polymorph self, warp wood, or wind walk. At 9th level, the PC can enact all these abilities once a week |
| Racial weakness options |
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| Some tieflings inherit weaknesses from their Lower Planar ancestors. Tiefling PCs may select from the following racial weaknesses to earn bonus points | ||
| Fiendish weakness | 5 | The PC suffers double damage from cold attacks |
| Holy water vulnerability | 5 | Tiefling’s fiendish ancestry makes him especially vulnerable to holy water. A direct hit causes 2d4 hp damage, while a splash does 1d4 |
| Silver vulnerability | 5 | The PC suffers double damage from all silver weapons |
| Upper planar disorientation | 5 | The tiefling’s fiendish nature is at odds with the pure goodness found in the Upper Planes. On the Upper Planes of Good, tiefling is sickened and weakened suffering a -4 to THAC0 and AC as well as a -4 to all surprise checks |
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Last updated 11/29/2000
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