Random Starting Age
Random Starting Height & Weight
|Gender||Base Height||Height Modifier||Base Weight||Weight Modifier|
|Male||4 ft. 10 in.||+2d10 in.||120 lbs.||2d10x5 lbs.|
|Female||4 ft. 5 in.||+2d10 in.||85 lbs.||2d10x5 lbs.|
Simultaneously more and less than mortal, tieflings are the offspring of humans and fiends. With otherworldly blood and traits to match, tieflings are often shunned and despised out of reactionary fear. Most tieflings never know their fiendish sire, as the coupling that produced their curse occurred generations earlier. The taint is long-lasting and persistent, often manifesting at birth or sometimes later in life, as a powerful, though often unwanted, boon. Despite their fiendish appearance and netherworld origins, tieflings have a human's capacity of choosing their fate, and while many embrace their dark heritage and side with fiendish powers, others reject their darker predilections. Though the power of their blood calls nearly every tiefling to fury, destruction, and wrath, even the spawn of a succubus can become a saint and the grandchild of a pit fiend an unsuspecting hero.
Physical Description: No two tieflings look alike; the fiendish blood running through their veins manifests inconsistently, granting them an array of fiendish traits. One tiefling might appear as a human with small horns, a barbed tail, and oddly colored eyes, while another might manifest a mouth of fangs, tiny wings, and claws, and yet another might possess the perpetual smell of blood, foul incenses, and brimstone. Typically, these qualities hearken back in some way to the manner of fiend that spawned the tiefling's bloodline, but even then the admixture of human and fiendish blood is rarely ruled by sane, mortal laws, and the vast flexibility it produces in tieflings is a thing of wonder, running the gamut from oddly beautiful to utterly terrible.
Society: Tieflings on the Material Plane rarely create their own settlements and holdings. Instead, they live on the fringes of the land where they were born or choose to settle. Most societies view tieflings as aberrations or curses, but in cultures where there are frequent interactions with summoned fiends, and especially where the worship of demons, devils, or other evil outsiders is legal or obligatory, tieflings might be much more populous and accepted, even cherished as blessings of their fiendish overlords.
Tieflings seldom see another of their own kind, and thus they usually simply adopt the culture and mannerisms of their human parents. On other planes, tieflings form enclaves of their own kind. But often such enclaves are less than harmonious—the diversity of tiefling forms and philosophies is an inherent source of conflict between members of the race, and cliques and factions constantly form in an ever-shifting hierarchy where only the most opportunistic or devious gain advantage. Only those of common bloodlines or those who manage to divorce their worldview from the inherently selfish, devious, and evil nature of their birth manage to find true acceptance, camaraderie, and common ground among others of their kind.
Relations: Tieflings face a significant amount of prejudice from most other races, who view them as fiend-spawn, seeds of evil, monsters, and lingering curses placed upon the world. Far too often, civilized races shun or marginalize them, while more monstrous ones simply fear and reject them unless forced or cowed into acceptance. But half-elves, half-orcs, fetchlings and—most oddly—aasimars tend to view them as kindred spirits who are too often rejected or who don't fit into most societies by virtue of their birth. The widespread assumption that tieflings are innately evil— ill-founded though it may be—prevents many from easily fitting into most cultures on the Material Plane except in exceedingly cosmopolitan or planar-influenced nations.
Alignment and Religion: Despite their fiendish heritage and the insidious influence of prejudice, tieflings can be of any alignment. Many of them fall prey to the dark desires that haunt their psyches, and give in to the seduction of the whispering evil within, yet others steadfastly reject their origins and actively fight against evil lures and the negative assumptions they face from others by performing acts of good. Most, however, strive to simply find their own way in the world, though they tend to adopt a very amoral, neutral view when they do. Though many creatures just assume that tieflings worship devils and demons, their religious views are as varied as their physical forms. Individual tieflings worship all manner of deities, but they are just as likely to shun religion all together. Those who give in to the dark whispers that haunt the psyche of all tieflings serve all manner of powerful fiends.
Adventurers: Tieflings rarely integrate into the mortal societies they call home. Drawn to the adventuring life as a method of escape, they hope to make a better life for themselves, to prove their freedom from their blood's taint, or to punish a world that fears and rejects them. Tieflings make skilled rogues, powerful wizards and magi, and especially puissant sorcerers as their potent blood empowers them. Those who succumb to the evil within often become powerful clerics of fiendish powers.
Male Names: Baru, Dellisar, Maldrek, Molos, Sarvin, Shoremoth, Temerith, Voren, Zoren.
Female Names: Allizsah, Indranna, Kasidra, Kilarra, Mellisan, Mordren, Nisha.
The following racial traits may be selected instead of existing tiefling racial traits. Consult your GM before selecting any of these new options.
Lacking any sense of empathy or pity, faultspawn often abhor all ways of life but their own. They inflict severe emotional and physical pain on others, and never stop picking at the resulting psychological scars.
Typical Alignment: LE
Ability Modifiers: +2 Dex, +2 Wis, -2 Int
Alternate Skill Modifiers: Appraise, Knowledge (local)
Alternate Spell-Like Ability: Faultspawn gain hideous laughter as a spell-like ability.
Dreary and pessimistic, grimspawn are so enthralled by death, disease, and dilapidation that they often dedicate themselves to ending lives from behind the scenes as macabre saboteurs.
Typical Alignment: NE
Ability Modifiers: +2 Dex, +2 Int, -2 Wis
Alternate Skill Modifiers: Disable Device, Sleight of Hand
Alternate Spell-Like Ability: Grimspawn gain death knell as a spell-like ability.
Crude and boorish, foulspawn take a particular delight in giving offense and scandalizing polite society. They enjoy violating taboos even more than breaking laws, especially if it means degrading or repulsing an innocent.
Typical Alignment: CE
Ability Modifiers: +2 Con, +2 Wis, -2 Int
Alternate Skill Modifiers: Intimidate, Knowledge (religion)
Alternate Spell-Like Ability: Foulspawn gain bear's endurance as a spell-like ability.
Pitborn delight in destruction, especially while unleashing their havoc on what others consider valuable or precious. Perhaps because of this volatility, others tend to simply defer to pitborn, an act that often grants them the dominance they crave.
Typical Alignment: CE
Ability Modifiers: +2 Str, +2 Cha, -2 Int
Alternate Skill Modifiers: Disable Device, Perception
Alternate Spell-Like Ability: Pitborn gain shatter as a spell-like ability.
While often rigid, stubborn, and highly focused on sticking to plans and schedules, hellspawn also have a rare talent for penetrating others' facades. They know a lie when they hear one, and can often determine what hidden vice or secret shame motivates another. Devil-Spawn
Typical Alignment: LE
Ability Modifiers: +2 Con, +2 Wis, -2 Cha
Alternate Skill Modifiers: Diplomacy, Sense Motive
Alternate Spell-Like Ability: Hellspawn gain pyrotechnics as a spell-like ability.
An innate sense of jealousy and pure malice drives spitespawn to spread misery and despair. Unable to experience joy themselves, they devote their lives to promoting gloom, all the while hiding the hatefulness that lurks at their core.
Typical Alignment: NE
Ability Modifiers: +2 Dex, +2 Cha, -2 Int
Alternate Skill Modifiers: Diplomacy, Linguistics
Alternate Spell-Like Ability: Spitespawn gain misdirection as a spell-like ability.
Shackleborn are fascinated by mutilation and torture. Though they prefer to practice their cruel art on others, they accept that sometimes the wheel must turn and greet their own moments of anguish and confinement with an odd serenity.
Typical Alignment: LE
Ability Modifiers: +2 Con, +2 Cha, -2 Wis
Alternate Skill Modifiers: Escape Artist, Intimidate
Alternate Spell-Like Ability: Shackleborn gain web as a spell-like ability.
Endowed with brawny muscles and thick bones, hungerseed always seem poised to explode into some larger, more powerful form, and have a voracious appetite for sensory pleasures and carnal delights.
Typical Alignment: LE
Ability Modifiers: +2 Str, +2 Wis, -2 Cha
Alternate Skill Modifiers: Disguise, Intimidate
Alternate Spell-Like Ability: Hungerseed gain alter self as a spell-like ability.
No woman survives the birth of a babe whose qlippoth ancestry has emerged. At best, qlippoth-spawn rip their mothers apart during labor. At worst, they tear themselves out even earlier.
Typical Alignment: CE
Ability Modifiers: +2 Str, +2 Wis, -2 Int
Alternate Skill Modifiers: Escape Artist, Survival
Alternate Spell-Like Ability: The motherless gain blur as a spell-like ability.
Beastbrood regard themselves as deserving of appreciation and opulence. Through deceit and sheer willpower, they often achieve privileged stations in society.
Typical Alignment: LE
Ability Modifiers: +2 Dex, +2 Cha, -2 Wis
Alternate Skill Modifiers: Disguise, Sense Motive
Alternate Spell-Like Ability: Beastbrood gain detect thoughts as a spell-like ability.
The following options are available to all tieflings who have the listed favored class, and unless otherwise stated, the bonus applies each time you select the class reward.
The following racial archetypes are available to tieflings.
Tieflings have access to the following feats.
Tieflings have access to the following spells.
1 You can animate a 1 HD skeleton, as per animate dead, once per day as a spell-like ability.
2 You possess some type of extrasensory organ, granting you all-around vision.
3 You enjoy being cut. The first time each day you take slashing damage, you gain a +1 bonus on attack and damage rolls for the following round.
4 You can use mage hand three times per day as a spell-like ability.
5 Inherited memories grant you a +2 racial bonus on one Knowledge skill of your choice.
6 You can levitate yourself plus 10 pounds at will, as per the spell levitate. This is a supernatural ability.
7 You can eat and gain nourishment from ash, cinders, dust, and sand.
8 You gain a +1 bonus on all attack and damage rolls against good-aligned outsiders.
9 You gain an additional +2 racial bonus to your Charisma score.
10 You possess a bite that is treated as a natural weapon and deals 1d4 points of damage.
11 Once per day, you can exhibit a burst of speed, moving as if your base land speed were 50 feet for one move action.
12 You do not need to sleep. You are not immune to sleep effects.
13 You gain a +2 bonus on saving throws made against disease.
14 Your base land speed increases by +5 feet.
15 You possess a fiendishly cunning tongue, granting you a +2 racial bonus on all Diplomacy checks.
16 You have oversized limbs, allowing you to use Large weapons without penalty.
17 You possess claws that are treated as natural weapons and deal 1d4 points of damage.
18 You gain DR 2/bludgeoning.
19 You gain a Swim speed of 30 feet.
20 You gain a +2 racial bonus on combat maneuver checks.
21 You possess fiendish luck. Once per day, you can reroll one die roll. You must take the result of this second roll.
22 You can use detect evil, as per the spell, three times per day.
23 You never need to drink to survive.
24 Once per day, you can produce a sharp barb from your body. This barb is removable and is treated as a dagger.
25 You gain acid resistance 5.
26 Your body produces intense, searing heat. Any creature that grapples you takes 1d4 points of fire damage per round.
27 You can speak two additional languages spoken by extraplanar beings.
28 Any evil creature you call via summon monster remains for 3 rounds longer than usual.
29 You gain a +1 bonus on all Reflex saving throws.
30 You can alter your shadow to make it appear as that of any creature or object of your size or smaller.
31 You can burrow through dirt, sand, and loose gravel at a rate of 5 feet per round.
32 You can sense weakness, granting you a +1 bonus on all rolls to confirm critical hits.
33 You gain DR 2/silver.
34 You do not lose consciousness until you are reduced to -5 hit points.
35 You possess long limbs and a powerful grip, features that grant you a +2 racial bonus on all Climb checks.
36 You can communicate telepathically with any sentient creature with which you are in contact.
37 Once per day, you can use death knell as a spell-like ability.
38 At will, you can spend a full-round action concentrating to receive the benefits of tremorsense 60 feet for 1 round.
39 Once per day, you can move at double your normal speed for 1 round.
40 As a full-round action, you can bleed and collect 5 sp worth of precious blood per day.
41 You possess spell resistance equal to 10 + 1/2 your Hit Dice.
42 The spell animate dead can return you to life as per the spell raise dead 1d4 times.
43 Your fiendish sorcery ability treats your Charisma score as if it were 3 points higher instead of 2.
44 You are unusually short, granting you all the standard traits of a Small creature.
45 Your features are subtly malleable, granting you a +2 racial bonus on all Disguise checks.
46 You gain an additional +2 racial bonus to your Intelligence score.
47 You can use curse water three times per day as a spell-like ability.
48 You are invisible to all unintelligent undead. This is a supernatural ability.
49 You are healed by both positive and negative channeled energy.
50 Your skin is unnaturally tough, granting you a +1 natural bonus to your AC.
51 You can speak to all birds.
52 You gain a +2 bonus on saving throws against poison.
53 You possess the scent special ability.
54 You gain DR 2/piercing.
55 You are unnaturally sly, granting you a +2 racial bonus on all Sleight of Hands checks.
56 Once per day, you can spit acid. This glob deals 1d4 points of acid damage and has a range increment of 5 feet.
57 Your body exudes painfully freezing cold. Any creature that grapples you takes 1d4 points of cold damage per round.
58 You heal yourself of double the normal amount of damage by resting.
59 You gain a +1 bonus on all Will saving throws.
60 You gain a +2 bonus on initiative checks at night.
61 You can manipulate any armor, gauntlets, or shield you wield, causing them to grow spikes. These spikes last only as long as you wear your armor.
62 You can use deathwatch three times per day as a spell-like ability.
63 You have some manner of inhuman sensory organ. You gain a +2 bonus on saving throws against all gaze attacks.
64 Once per day, for 1 round, you may see through any substance less than 5 feet thick—except for lead—as if it were glass. This is a supernatural ability.
65 Your strange physiology grants you a +2 racial bonus on all Acrobatics checks.
66 You can drink and gain nourishment from ash, cinders, dust, and sand.
67 Your eyes glow fiendishly and you possess the see in darkness ability as if you were a devil.
68 You gain damage reduction 2/cold iron.
69 Once per day, you can use fog cloud a s a s pell-like ability.
70 You are aware of and can choose the result of any attempt to detect your alignment.
71 Once per day, you can spend a full-round action eating from a corpse to regain 1d6+1 hit points.
72 You can communicate telepathically with any evil creature within 50 feet.
73 You can use minor image three times per day as a spell-like ability.
74 Once per day, as a spell-like ability, you can animate a Small or smaller object for a number of rounds equal to your level. Treat this object as an animated object.
75 You gain sonic resistance 5.
76 You can hold your breath for 3 rounds longer than normal.
77 You can speak to insects.
78 Your skin is spiky. Any creature that attempts to grapple you takes 1d4 points of damage.
79 You receive a +1 bonus on all Fortitude saving throws.
80 You gain a +2 bonus to your CMD.
81 Once per day, you can use rage on yourself as a spell-like ability.
82 You gain a +2 bonus on saving throws against mind-affecting effects.
83 Once per day, exposure to fire heals you of 1d6 points of damage. This ability does not negate fire damage.
84 You are immune to magic sleep and paralysis effects.
85 Supernatural awareness grants you a +2 racial bonus on all Perception checks.
86 Your anatomy is slightly unusual, giving you a 15% chance to ignore critical hits made against you.
87 You can survive on one-quarter the amount of food and water a human requires.
88 Any damage you deal with a melee weapon is treated as evil for the purposes of overcoming damage reduction.
89 Once per day, you can use inflict light wounds as a spell-like ability.
90 You gain an additional +2 racial bonus to your Wisdom score.
91 You gain DR 2/slashing.
92 You can see creatures on the Ethereal Plane.
93 Once per day, you may ask a corpse one yes-or-no question, as per the spell speak with dead. This is a spell-like ability.
94 You gain a +2 bonus on saving throws against nausea.
95 You are flexible and slightly slimy, and thus gain a +2 racial bonus on all Escape Artist checks.
96 You can use ventriloquism at will as a spell-like ability.
97 Once per day as a standard action, you may suppress your unusual tiefling physical features for a number of minutes equal to your Con modifier, thus appearing human.
98 You receive +1 bonus hit point per level.
99 Once per week, you may mentally contact a fiendish ancestor to gain information, as per the spell commune. This is a spell-like ability.
100 Roll on this table twice, ignoring any further rolls of 100.
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.