Tiefling (TEEF-ling)

Descendants of a hardy race of mountain-dwellers, tieflings are innately magical creatures who walk with the elemental forces at their back. Originally from a far mountainscape covered in snow, they had adapted to the climate with a strong sense of balance, resistance to the cold, and an adeptness at turning the harsh weather to their own purposes. Over time tieflings started to spread out across the landscape, catching the eyes of stronger elemental beings for their magical aptitude and eventually mixing with them to form the innately magical and deeply elemental creatures we know today. This blending produced distinct varieties of tiefling adapted to different regions and conditions; while all are immediately recognizable as tieflings, there are a few notable changes between them.   There is no congruent culture shared between all tieflings, as they are not a concrete group of people so much as a variable species scattered across the continent. However, there are several commonalities. The first is that tieflings are inherently proud of their respective heritages, and will not brook insult upon the matter. The second is that they are used to being comfortable in their native habitat, and will grow exceedingly irritated if moved to uncomfortable conditions.   Most tieflings live in Eruuj, a far northern country buried in snow. For a full formal greeting, they would give a slight touch to the opposite shoulder and depending on their heritage, “From flame.” or “From frost.” Identifying themselves as the deeply elemental beings they are as opposed to the demonic evil some others had called them, this greeting originated many years ago as part of a more elaborate affair, but has lessened over the years to the simple two-word phrase we know today.   Other tieflings live scattered across the continent, sometimes in small enclaves. As a tiefling will almost always breed true when crossed with other mortal races, it often does not take long for local populations of them to swell. A number had migrated down to the southern continents many generations ago, but little is known of what became of them. Now there are a goodly number of flame tieflings roaming the warm lands, although there are also a small, resilient group that have made a home in the bustling trade city Torthuíl - however, their precise origins are widely unknown.  

Frost Tieflings

Studious, adept at the arcane, and possessing a great reverence for the mysteries of the world, frost tieflings are perhaps the closest to their mountain-dwelling ancestors. Feeling most at home in the cold, a frost tiefling often prefers nothing more than a small fire and a book to keep themselves occupied. Some of course break this stereotype, but by and large they are a highly literate and academically inclined people. The bulk of them live in Eruuj, a longstanding civilization famed and respected for its highly skilled magic casters. They prize equality and learning, and have state-run systems for most needs. Eruuj’s magic schools are considered to be the best in the lands, and it is a high honor to be allowed into one as an outsider. Their citizens enjoy good medical care, comfortable housing, and widespread access to education, although this comes with the price of long work hours and a marked distrust of outsiders. Every Eruuj tiefling receives a magic tattoo upon their transition to adulthood, which marks them as a citizen entitled to all the rights and privileges thereof. If they receive high honors or take a state office, more patterns will be added to these tattoos in a growing intricacy. They also receive a number of magic tattoos for graduation and initiation in magic schools - if you see a grey-blue tiefling covered in scrawling ink, it is best to treat them with the utmost respect.  

Flame Tieflings

Vibrant, passionate, full of life, flame tieflings have little patience for study or quiet matters, preferring to live life to the fullest as much as they can. Finding the most comfort in warm places, flame tieflings run hot and their tempers even hotter. It is not uncommon to see an argument spontaneously strike up on a casual night at the tavern in a flame tiefling enclave, although the quarrels usually burn out fast with no particular resentment retained afterwards. While all tieflings make good magic casters, flame tieflings by far make the best sorcerers, as the pull of fire in their blood lends them a deep and innate draw to the magic constantly surrounding them in the world. However, it is rare to see them develop it at a high level, preferring to occupy their time with more enjoyable matters. Flame tieflings have no particular homeland, being found spread across the southern half of the continent freely. There are several enclaves tucked here and there, but are almost always within the cities or nations of other races. While they may possess great ambition, they typically would rather leave the nitty gritty details to other, more detail-oriented people.  

Wind Tieflings

Mysterious and ethereal, wind tieflings have a strong bond to the energies of the sky. Some even say that they share blood with the heavenly Anlenga, but whether they do or not is quite beside the point. Solitary by nature, wind tieflings live alone or in small family groups isolated on mountaintops, only collecting together for brief periods of time to philosophize and fill their light social requirements. A wind tiefling feels happiest when it's standing at a cliff’s edge, bathed in the strong winds sweeping the craggy rocks. With their strong connection to the air currents filling the sky, wind tieflings can float softly down from even the grandest heights, cradled by the gentle breeze. Some even grow large, soft wings of light feathers and gain the treasured ability of true flight.   Tieflings display a wide variety of traits, often directly influenced by their local climate and overall heritage. Flame tieflings are often tall and thin with fairly wide noses and bold, striking skin and hair colors such as vivid oranges and deep reds. A frost tiefling would typically have a narrow nose and muted color tones such as cool greys or mild blues, and be a bit stockier, but still fairly comparable in height. Wind tieflings are often an extremely light blue or purple, and physically they tend to be short yet lanky. All tieflings possess two or more horns, and only a few exceedingly rare flame tieflings boast more than four. All tieflings have tails; frost tieflings’ are shorter and thicker while flame tieflings have a long, sleek tail, and wind tieflings tend to vary between those two extremes. Of course, there are always individual exceptions; a flame tiefling may have a wide almost lizard-like tail, a wind tiefling may boast three rows of short horns, and a frost tiefling could be a vivid shade of purple. Every individual varies, as there’s no telling how the magic in their blood will express itself. In addition to these overall traits, sometimes other features manifest - mouth of extra sharp teeth, tiny wings, elongated claws, perpetual smell of a blazing wildfire, glowing eyes, two tails - but they are rather rare.

Lineages

All tieflings are the result of their distant mountain ancestors crossing with powerful beings such as Dragons, Demons, Djatkma (a race of powerful elementals), Anlenga (powerful celestials), and other such elemental forces, but occasionally the rare particularly magical individual shows a strong resemblance to one of these powerful progenitors, perhaps due to a more recent relative or even exposure to similar magic awakening the magic in their blood. Talk to your DM if you’d like to take on some of these additional trait and ability options - you may choose your lineage at any time during or after character creation, but once you have made your choice it can not be changed. Conversely, you can tell the DM that you would like to take one of these lineages, and let them reveal it in the due course of the game’s story.  

Anlenga Lineage

  Required: You must immediately take a -1 penalty to Str upon taking your first feat from this list. After that, you may take as many as you like within normal feat rules without further penalty.  
  • You may take the feat Blinding Gaze.
Blinding Gaze: Your resolute stare intimidates enemies and makes them nervous. As a move action you can make an intimidation check against an enemy’s Will Save. If they fail, then they are filled with fear and doubt and take a -2 penalty on attack rolls and saving throws against fear effects for the next round.  
  • You may take the feat Angelic Flesh if you are level 4 or higher, disregarding any other prerequisites.
  • You may take the feat Angel Wings if you are level 9 or higher, disregarding any other prerequisites.
  • You may take the feat Ethereal Wrath if you have the feat Angel Wings.
Ethereal Wrath: Your deep relationship with the air currents flowing all around you allow you to guide them to your will, and when you are angry they lash out at everything around you. For a number of rounds per day equal to 3+ your Int bonus, as a move action you may enter a state of wrath and call upon the energies of storms to assist you in your fight. Temporarily take -4 to Dex. The winds pick up and whip around you fiercely, dealing 4d6+ your Int modifier once at the beginning of your wrath to anyone within a 20’ radius of you in all directions (Reflex save halves). You may also make ranged wind attacks with your wings during this time, buffeting enemies below for 2d6+ your Str modifier.  

Demonic Lineage

  Required: You must immediately take a -1 penalty to Wis upon taking your first feat from this list. After that, you may take as many as you like within normal feat rules without further penalty.  
  • You may take the feat Shadowy Dash, disregarding any prerequisites.
  • You may take the feat Demon’s Bane.
Demon’s Bane: When you make a successful attack roll against an enemy, they are filled with fear and doubt, and take a -1 penalty on attack rolls and saving throws against fear effects for the next round.  
  • You may take the feat Angel Wings if you are level 10 or higher, disregarding any other prerequisites, with the caveat that your wings will instead be batlike, demonic wings.
  • You may take the feat Fiery Body if you are level 9 or higher and have Demon’s Bane.
Fiery Body: You may will yourself to be covered in dancing flames once a day for a period of minutes equal to your charisma score. Anyone striking you with a natural weapon or unarmed strike takes 1d6 points of fire damage. Your own natural weapons or unarmed strikes do 1d8 extra points of fire damage upon a successful attack. In addition, any creature that grapples you or is grappled by you takes 2d6 points of fire damage each round the grapple persists.  

Djatkma Lineage

  Required: You must immediately take a -1 penalty to Cha upon taking your first feat from this list. After that, you may take as many as you like within normal feat rules without further penalty.  
  • You may take the feat Airy Step, disregarding any prerequisites.
  • You may take the feat Steam Caster, disregarding any prerequisites.
  • You may take the feat Water Skinned, disregarding any prerequisites.
  • You may take Stony Step, disregarding any prerequisites.
  • You may take the feat Wings of Air if you are level 9 or higher and have Airy Step, disregarding any other prerequisites.
  • You may take Oread Burrower if you are level 9 or higher and have Stony Step, disregarding any other prerequisites.
  • You may take Elemental Fury if you are level 9 or higher and have either Wings of Air or Oread Burrower.
Elemental Fury: You may call upon deep elemental forces in any combination you wish to bear fury upon your enemies. Make a melee or ranged attack and select up to three effects from this list to apply to it, with an additional +3 focus bonus on the attack roll.   -Fire: Deal an additional 2d6 fire damage and 3d4 burn damage upon a successful melee or ranged attack.   -Earth: The earth grapples your opponent from below before the rest of your attack rolls, using your CMB to make the check. Upon a successful grapple, the opponent has the pinned condition until they escape it with a successful check upon their turn or 2 rounds elapse, whichever comes first. Once the results of the earth grapple check are known, then continue to roll the rest of your attack as normal.   -Air: Your approach is hastened along by a gust of supportive wind. Treat your Dex as +4 for 2 rounds, and double your movement speed for that time.   -Water: A twirling cone of water spouts up around your target opponent. It is a churning blast sufficient to sweep away any bird smaller than an eagle, or rip objects from unwary hands. (A Reflex save allows a creature to maintain its grasp on an object.) Tiny and Small flying creatures cannot pass through the barrier. Any normal ranged weapon besides your own passing through the cone has a 30% miss chance. (A giant-thrown boulder, a siege engine projectile, and other massive ranged weapons are not affected.) Gases, most gaseous breath weapons, and creatures in gaseous form cannot pass through the cone. It falls to the ground in an enormous splash and drains away after 1 round has elapsed.   Note: Elemental Fury allows you to use a TOTAL of 3 effects per day; you may use them all at once in the same attack, or on three separate occasions. You may NOT use three effects upon three separate occasions in the same day.  

Draconic Lineage

  Required: You must immediately take a -1 penalty to Dex upon taking your first feat from this list. After that, you may take as many as you like within normal feat rules without further penalty.  
  • Any level, you may take the feat Draconic Aspect (Tiefling). Resistance bonuses stack with any other resistance bonuses.
Draconic Aspect (Tiefling): Your skin becomes slightly scaled, with little bunches of scales creeping up your arm or elsewhere, and takes on a hue and some of the resistances of one of the dragons. Choose one of the following: black (acid), blue (electricity), brass (fire), bronze (electricity), copper (acid), gold (fire), green (acid), red (fire), silver (cold), or white (cold). You gain resistance 5 to the corresponding energy type.  
  • You may take Tail Terror as a feat with BAB+1 as a prerequisite, disregarding any other prerequisites.
  • You may take Draconic Breath as a feat with Draconic Aspect as a prerequisite, disregarding any other prerequisites.
  • You may take Draconic Glide as a feat with Draconic Aspect as a prerequisite, disregarding any other prerequisites.
  • You may take Dragon Blood as a feat with Draconic Aspect, Tail Terror, and BAB+3 as prerequisites.
Dragon Blood: Your fingers grow sharp claws and your tail sprouts small barbs or spikes. You may make attacks with your claws as primary natural weapons of 1d6 each, and your tail as a secondary natural weapon of 1d8.  
  • You may take Greater Draconic Aspect, with Draconic Aspect and level 9 as a prerequisite.
Greater Draconic Aspect: Your skin becomes more covered in scales, deepening in the color of your chosen dragon. Increase your resistance to a total of 10. You may also choose up to one additional energy (acid, cold, electricity, fire) and receive 5 resistance to that energy. In addition, when making natural weapon or unarmed strike attacks you now deal an extra 1d8+2 damage of the corresponding energy type to the dragon scale color you originally picked: black (acid), blue (electricity), brass (fire), bronze (electricity), copper (acid), gold (fire), green (acid), red (fire), silver (cold), or white (cold).

Tieflings

  Type: Tieflings are Humanoids (Tiefling).   Size: Tieflings are Medium creatures.   Speed: Tieflings have a base speed of 30 feet.   Languages: Tieflings begin play speaking Common and one language from their subculture.

Frost Tieflings

Ability Score Modifiers: Str -2, Con +2, Wis +2   Blood of Frost: Frost tieflings suffer no harm from being in a cold environment. They can exist comfortably in conditions between -50 and 70 degrees Fahrenheit (-45 and 21 degrees Celsius) without having to make Fortitude saves. This effect doesn’t provide any protection from cold damage, nor does it protect against other environmental hazards such as smoke, lack of air, and so forth.   Mountaineers: Acrobatics and Stealth gain a +2 bonus and are class skills.   Snowblind: Once a day, a frost tiefling can summon a cloud of brilliant snowflakes which covers everyone and everything in the area, causing creatures to become blinded and visibly outlining invisible things for the duration of the spell. All within the area are covered by the magical snow, which cannot be removed or melted and continues to sparkle until it fades. Each round at the end of their turn blinded creatures may attempt new saving throws to end the blindness effect. Any creature covered by the dust takes a -40 penalty on Stealth checks as per Glitterdust.   Cold Resistance: Frost tieflings gain resist energy 5 against cold, meaning that each time it’s subjected to such damage (whether from a natural or magical source), that damage is reduced by 5 points before being applied to their hit points.   Warm Weakness: A predisposition to the cold makes frost tieflings vulnerable to hot conditions. They must begin making Fortitude saves at 80° F as opposed to 90° F, and take a -2 penalty on all checks and saves to resist heat.   Senses: Frost tieflings have darkvision 60’ and low light vision.   Languages: Zamrazeni

Flame Tiefling

  Ability Score Modifiers: Dex +2, Wis -2, Cha +2   Blood of Flame: Flame tieflings suffer no harm from being in a hot environment. They can exist comfortably in conditions between 70 and 140 degrees Fahrenheit (21 and 60 degrees Celsius) without having to make Fortitude saves. This effect doesn’t provide any protection from fire damage, nor does it protect against other environmental hazards such as smoke, lack of air, and so forth   Charming: Acrobatics and Bluff gain a +2 bonus and are class skills.   Fire Affinity: Once a day, flame tieflings may cast Pyrotechnics, wherein you turn a fire into a burst of blinding fireworks or a thick cloud of choking smoke depending on your choice. The spell uses one fire source, which is immediately extinguished. A fire so large that it exceeds a 20-foot cube is only partly extinguished. Magical fires are not extinguished, although a fire-based creature used as a source takes 1 point of damage per caster level.   Fireworks: The fireworks are a flashing, fiery, momentary burst of glowing, colored aerial lights. This effect causes creatures within 120 feet of the fire source to become blinded for 1d4+1 rounds (Will negates). These creatures must have line of sight to the fire to be affected. Spell resistance can prevent blindness.   Smoke Cloud: A stream of smoke billows out from the fire, forming a choking cloud that spreads 20 feet in all directions and lasts for 1 round per caster level. All sight, even darkvision, is ineffective in or through the cloud. All within the cloud take -4 penalties to Strength and Dexterity (Fortitude negates). These effects last for 1d4+1 rounds after the cloud dissipates or after the creature leaves the area of the cloud. Spell resistance does not apply.   Fire Resistance: Flame tieflings gain resist energy 5 against fire, meaning that each time it’s subjected to such damage (whether from a natural or magical source), that damage is reduced by 5 points before being applied to their hit points.   Chill Weakness: A predisposition to the heat makes flame tieflings vulnerable to cold conditions. They must begin making Fortitude saves at 50° F as opposed to 40° F, and take a -2 penalty on all checks and saves to resist cold.   Senses: Flame tieflings have darkvision 60’ and low light vision.   Languages: Infernal

Wind Tiefling

Ability Score Modifiers: Str -2, Dex +2, Int +2   Cliffwalkers: Fly and Spellcraft gain a +2 bonus and are class skills.   Breeze Born: Wind tieflings can cast Feather Fall 1/day plus a number of times equal to their Int modifier. This spell instantly changes the rate at which the targets fall to a mere 60 feet per round (equivalent to the end of a fall from a few feet), and the subjects take no damage upon landing while the spell is in effect. When the spell duration expires, a normal rate of falling resumes.   Wind Spirit: Once a day wind tieflings may cast Wind Wall. An invisible vertical curtain of wind appears. It is 2 feet thick and of considerable strength. It is a roaring blast sufficient to blow away any bird smaller than an eagle, or tear papers and similar materials from unsuspecting hands. (A Reflex save allows a creature to maintain its grasp on an object.) Tiny and Small flying creatures cannot pass through the barrier. Loose materials and cloth garments fly upward when caught in a wind wall. Arrows and bolts are deflected upward and miss, while any other normal ranged weapon passing through the wall has a 30% miss chance. (A giant-thrown boulder, a siege engine projectile, and other massive ranged weapons are not affected.) Gases, most gaseous breath weapons, and creatures in gaseous form cannot pass through the wall (although it is no barrier to incorporeal creatures). While the wall must be vertical, you can shape it in any continuous path along the ground that you like. It is possible to create cylindrical or square wind walls to enclose specific points.   Electric Resistance: Wind tieflings gain resist energy 5 against electricity, meaning that each time it’s subjected to such damage (whether from a natural or magical source), that damage is reduced by 5 points before being applied to their hit points.   Senses: Wind tieflings have low light vision.   Languages: Svetlo


Cover image: by Bertvthul

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