Tiefling

Tieflings are humanoids with fiendish ancestry.

Basic Abilities

  • From base race:
    • Human: bonus human talent at level 1, bonus skill point per level.
    • Elf: elven alertness, resistance to sleep and charm.
    • Drow: darkvision, cloak of shadows.
    • Etc: etc...

Automatic Special Abilities

  • Demonic Metabolism: Gain 50% resistance to poison. Your sleep needs are half those of your base race.
  • Taint: You have an attribute called Taint. It reflects how much you have tapped into your demonic power. By default, it is 0. You gain Taint when you use your demonic abilities.
  • Devil Trigger: At-will, immediate, 1 round, sustain free; your form changes into that of a demon. Each round you maintain this effect in a given encounter, you suffer 1 point of taint per round already sustained (thus: round 1 - 1, round 2 - 3, round 3 - 6, round 4 - 10, etc). You gain the following traits in demon form:
    • Size: large
    • +50% to all ability scores
    • +50% to movement speed
    • +50% resist (fire, lightning)
    • Wings grant fly speed equal enhanced walking speed, good maneuverability
    • The ability to augment weapon attacks or spells with the below powers:
      • Fires of Hell: Recharge 33%, augments a spell or attack; subjects suffer 100% of base damage as ongoing fire damage for 3 rounds. Each proc heals you for 10% of max hp (max: 30%/rd).
      • Shocking Doom: Recharge 33%, augments a spell or attack; attack gains +100% bonus lightning damage and becomes a chain 3/2. For each subject struck, you gain +20% haste for 1 round.
      • Fel Frost: Recharge 33%, augments a spell or attack; attack gains +100% bonus frost damage and subject suffers 75% movement and damage penalty (Fort ends, 25% at a time). Additionally, you gain +75% to all resistances, decreasing by 25% each time you are hit, for a maximum of 3 rounds.

Vice and Virtue

If your Taint ever exceeds your Wisdom score, even temporarily, you become vulnerable to loss of will. This means that, at any time, the DM can take over your character (Will ends, you suffer -5% to the save per point by which your Taint exceeds your Wisdom score). If you ever have enough Taint to cause you to be unable to pass a Will save to end, it is possible to lose control permanently.

Taint does not go away on its own. To remove it, you must either perform and act of vice or virtue. Select one of the below at level 1 as your primary means of removing taint. You may select additional vices or virtues as racial talents, if you wish.

  • Lust: For each hour in which you engage in lustful depravity with a living creature, you may remove 1 point of Taint from yourself. This causes the partner to suffer 1 point of Fatigue and 1 point of Strain. You also gain the following supernatural abilities:
    • Bewitching Gaze: Adds 1 point of Taint, at-will, standard, short range; subject is charmed (Will negates) until following sunrise.
    • Magic Fingers: At-will, standard, touch; subject is stunned by waves of pleasure as long as you maintain contact. Subject gains stacking -10% penalty to Will saves per round of contact.

  • Wrath: Each time you kill or disable a creature, you may remove 1 point of Taint. You also gain the following supernatural abilities:
    • Oath of Vengeance: At-will, swift, medium range, exclusive; you gain +50% damage vs target. If you fail to kill or disable target, you become consumed with rage, and must kill or injure a creature, or destroy an object precious to you.
    • Undying Hate: Adds at least 1 point of Taint, at-will, immediate, must be disabled or dying; you are restored to 100% health, and gain Fast Healing 50% for 5 rounds, or until whoever caused you to become disabled or dying is defeated. For each round that passes between activation and the death of your would-be slayer, you suffer 1 point of Taint.

  • Greed: Each time you gain money or valuables, you may remove Taint. The amount of value to be cleansed of 1 point of Taint increases with level, as greed only grows over time. You also gain the following abilities:
    • Take: Removes 1 point of Taint, recharge 33%, swift, medium range; you teleport an object to your location. Can be loose, or held/worn/carried by a subject; in latter case, Will negates.
    • Needful Thing: Adds at least 1 point Taint, encounter, swift, short range; you call into existence some mundane object fitting within a cube of 1 square per rank on a side. For each hour it lasts, you gain 1 point of Taint.
Level 1 2 3 4 5 6 7 8 9 10
Value

1 sp

2 sp

3 sp

4 sp

5 sp

6 sp

7 sp

8 sp

9 sp

1 gp

Level 11 12 13 14 15 16 17 18 19 20
Value

2 gp

3 gp

4 gp

5 gp

6 gp

7 gp

8 gp

9 gp

10 gp

12 gp

Level 21 22 23 24 25 26 27 28 29 30
Value

15 gp

20 gp

25 gp

30 gp

35 gp

40 gp

45 gp

50 gp

55 gp

60 gp

  • Self-Flagellation: By inflicting pain and suffering upon yourself, you may purify your Taint. The purification ritual takes 1 hour, and inflicts the following debuff: -75% to all ability scores, 75% action failure due to pain. Penalty fades at a rate of 15% per 8 hours of rest.

  • Redemption: If you follow a path of purity and penitence, in service to a patron deity of good whose ethos allows for the redemption of evil such as yourself, you may call upon the deity to purify your Taint. Such a prayer only works if you only use your powers in service to the deity's Ethos. Conducting the ritual takes 8 hours, and requires a supplication (refer to table above; 1 unit = all Taint). On success, the ritual removes all Taint.

Demonic Traits

You may select any or all of the below at level 1. Also, each time you succumb to loss of control from Taint, you may choose to gain a new trait, if you wish. The below traits all provide benefits, but are balanced by deformities.

  • Demon Skin: Your skin is an unusual color, such as green or red. You gain +50% resist (fire, poison).
  • Devilsight: Your eyes glow--this is unnoticeable in daylight, but obvious in darkness. It does not negatively affect stealth. You gain darkvision.
  • Horny Devil: You gain horns. They are obvious unless covered by a helm or hood. As a benefit, you gain a +1/rank racial bonus to Strength, Dexterity, and Constitution.
  • Prehensile Tail: You gain a prehensile tail, about as long as an arm. It may or may not have spikes. You gain +5 to Balance checks, and the tail can be used to grab things. As a benefit, you gain a +1/rank racial bonus to Strength, Dexterity, and Constitution.
  • Claws of the Beast: You gain claws on your fingers and toes. Your finger-claws may be used as weapons (stats as a dagger), and do not interfere with normal use of your hands, but they are quite obvious. As a benefit, you gain a +1/rank racial bonus to Strength, Dexterity, and Constitution.

Physical Characteristics

  • As base race, plus as modified given your choice of optional abilities.

Favored Ability Scores

  • Dexterity
  • Intelligence
  • Charisma

Racial Feats

You are allowed to take the feats below.

Rank 1

  • Death Touch: Your touch drains life. Simply touching a plant or insignificant animal (such as an insect) withers and kills it. You may suppress this ability when not desired. You gain the following supernatural abilities:
    • Drain Life: Encounter, swift, touch; you inflict one negative level.
    • Soul Steal: Daily, swift, close burst 10; enemies suffer -10% to all ability scores, and you gain +10% to all ability scores per enemy (30% per elite, 50% per boss), max +50%, for 3 rounds.

  • Demon Summoning: You may summon demons. At will, as a swift action, you may summon up to 3 demons of appropriate rank (such as those on the Warlock Minions list). The demons are allowed a Will save each round to disobey; upon the first failure, they must obey for the duration. The demons persist for up to 6 hours, 6 minutes, and 6 seconds, and are then unsummoned. Adds 1 point of Taint per rank of each demon upon summoning. You may control no more than 3 demons at a time; any additional demons cannot be controlled.

  • Telekinesis: You can project the force of a single hand within medium range by concentrating. You also gain the following abilities:
    • Thrust: Adds 1 point of Taint, free, medium range; medium physical damage plus slide 10.
    • Burst: Adds 2 point of Taint, free, medium range, burst 3; medium physical damage plus radial push 10 plus knockdown (Fort negates).
    • Magnify Strength: Devil Trigger only, constant; your telekinetic strength is as a creature 2 sizes larger. Its range increases to long.

Rank 2

  • Astral Traveler: You are closely connected with the Astral Plane. You gain the following supernatural abilities:
    • Lucid Dreaming: You no longer need to sleep (if applicable); however, you may choose to do so, and while doing so, you may journey through the Astral Plane. You may theoretically visit any location in any plane while doing this, allowing remote viewing and possibly communication. However, your ability to remember what you experienced is limited; you may recall 1 fact per rank for each night of dreaming. Normal protections from divination can ward this observation.
    • Dimension Door: Encounter, move, adds 3 points of Taint; you create a two-way portal leading anywhere within 1 mile/level. Lasts 1 rd/level, or until dismissed.
    • Lesser Teleport: Recharge 33%, move, adds 1 point of Taint; you teleport within Long range.

  • Felepathy: At will, you may communicate telepathically with anyone within Long range who you can see, or whom you've already opened a telepathic channel with. Such communication requires a shared language. At your option, you may empower the recipient to respond. You alone can close the link (though it breaks if the range limit is exceeded). You also gain the following abilities:
    • Mind Conflagration: Adds 1 point of Taint, recharge 33%, swift, close burst 10; enemies suffer medium ongoing psychic damage plus confusion (Will ends).
    • Suggestion: Adds 1 point of Taint, at-will, swift, long range; you instill a compulsion of your choice through telepathy. Subject acts in accordance with suggestion (Will ends).

Rank 3

  • Born in Flames: Gain Resist 50% (fire) and +20% damage with Fire effects.

Rank 4

  • Infernal Flight: You gain wings, usable at all times (not just during Devil Trigger), granting you flight with a tactical speed equal to 150% of your normal walking speed. Your overland flight speed is 25 mph; however, flying in this manner is tiring: each minute you fly, you accumulate one point of Fatigue. You gain the following abilities:
    • Aerial Assault: When you attack a foe after falling 2 or more squares (whether falling or not), you gain +100% damage per 2 squares (max +400%) against that foe for 1 round.
    • Wing Shield: You may use your wings to block as a light shield.

Rank 5

  • Soul Merchant: When such a deal is requested and agreed to by a mortal, you may grant a Wish to another creature in exchange for his soul. While in possession of the soul, you gain the following abilities:
    • Sympathy: At any time, you may target the subject with an ability, as if he were at hand. You may cause subject to automatically fail any saving throw. You may suppress or dismiss self-cast beneficial effects the subject possesses as easily as the subject himself might. You always know the subject's exact location, and you may sense what the subject senses at will.
    • Summon Hell Hounds: At will, you may summon one hell hound per rank. These invisible creatures will obey any command relating to the apprehension or punishment of the subject. They can unerringly locate the subject, and automatically bypass any effect which bars or impairs movement or passage, if it stands between them and the subject. Slain hell hounds may not be re-summoned for one day.
    • Transfer Clause: You may transfer ownership of the soul to another outsider or a tiefling with this talent.
    • Wish: You may consume the soul to grant yourself a Wish. This ability may only be used upon satisfaction of the contract. This automatically transfers the soul to a greater fiend.
    • Release Soul: You may return the soul to the subject at any time, rendering the effects of his Wish null and void.

  • Greater Teleport: You may teleport yourself, without error, to any location you have been before, at will.
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