Tiefling Character Points: 40

Standard abilities: 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 in which he is proficient.

Appearance bonus (10): The PC gains +1 to the Appearance/Charisma sub-ability.

Baatorian bloodline (10): This bloodline confers complete immunity to fire. This ability includes one 5 point racial weakness.

Baatorian powers – minor (5): Once a day, the PC can cast command, fireball, or know alignment. At 7th level, Tiefling can enact al these abilities once a day. This ability includes one 5 point racial weakness.

Baatorian powers – major (11): 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. This ability includes one 5 point racial weakness.

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: long sword, stiletto, 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, roiling 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 bonus to all saves versus 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 allow flight (MV 15, MC C).

Fire save bonus (5): The PC gains a +2 bonus to all saves versus 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 prime attribute ability score). A PC with more than on prime attribute, such as a multi-classed PC, has only one attribute determined randomly raised in this way. This boost cannot be made permanent and ends once the PC leaves the lower planes.

Hordling bloodline (5): 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%). This ability includes one 5 point racial weakness.

Howl from pandemonium (10): Once a day at 5th level, the 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 versus 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 (10): The PC is immune to all forms of electricity. This ability includes one 5 point racial weakness.

Tanar'ric powers – minor (5): Once a day, the Tiefling can employ heat metal, scare, or suggestion. At 7th level, the Tiefling can use all of these abilities once a day. This ability includes one 5 point racial weakness.

Tanar'ric powers – major (10): Once a week, the Tiefling can employ telekinesis, true seeing, or vampiric touch. At 9th level, the Tiefling can use all these abilities once a week. This ability includes one 5 point racial weakness.

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 (10): A bizarre cross breeding between one of the Tiefling's human progenitors and a Yugoloth resulted in the PC being immune to acid. This ability includes one 5 point racial weakness.

Yugoloth powers – minor (5): Once a day, the Tiefling can employ alter self, charm person, or spectral force. At the 7th level, the PC can use all these abilities once a day. This ability includes one 5 point racial weakness.

Yugoloth powers – major (10): Once a week, the PC can polymorph self, warp wood, or wind walk. At 9th level, the PC can use all these abilities once a week. This ability includes one 5 point racial weakness.

Racial weakness options: 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 silver weapons.

Upper planar disorientation (+5): The Tiefling's fiendish nature is at odds with the pure goodness found on the Upper Planes. On the Upper Planes of Good, Tiefling is sickened and weakened, suffering a –4 to THAC0 and AC as well as –4 to all surprise checks.

Abilities available to all Planescape races

All Races

Alignment Affinity (5)

The PC is instantly aware of any beings within 20’ who possess the same alignment as himself. For example, a paladin knows when a lawful good Aasimar has just stepped behind him but does not learn the alignment of the lawful neutral good Deva crossing in front of him unless he employs some other means of divination.

Magical Perception (10)

Regardless of whether the PC is a spellcaster, he understands how the unique nature of his home plane affects magic. This includes which schools of magic are affected, how it is affected, and why ("You’re on Mechanus berk – wild magic is useless here and against the law."). This ability does not provide other magical insight, such as spell keys.

Planar Recognition (5)

Upon sight, the PC instantly recognizes any beings who originate from his home planet as a fellow native. Only true natives of the PC’s plane can be discerned. This ability does not grant the ability to recognize those who migrated to the PC’s home plane from another plane. The PC does not gain any other information about the beings he encounters.

Planar Resistance (5)

The PC receives a +3 bonus to all saves versus any naturally occurring phenomena on his home plane (plane of birth).  

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