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You are a tiefling, orphan of the planes.

Superficially human, your appearance betrays you: either you sport small horns, or have pointed ears, scales, a cloven hoof, or just a wicked gleam in the eye that never leaves. What all tieflings have in common is a quick temper and a chip on their shoulder. Theyre often confused with alu-fiends, erinyes, incubi, and succubi (which theyll forgive), but never call a tiefling a bastard or a halfbreed. Hell take it personal-like. Plane-touched is the word, or sir or lady. Tieflings prefer dark clothing: a shade of maroon like clotted blood, dark forest green, blue as dark as lapis, and a midnight black that absorbs all light are their favorite colors. Their clothing is almost always a tight-fitting set of leggings, a vest, and tunic, combined with a loose flowing cape or long jacket with tails. They dont seem to walk so much as slither, and a basher never wants to see one in a rage-the howls are louder than Pandemonium and more dangerous than the Tenth Pit. Hit points: A tiefling gains 1d7 hit points at each level. Weapon training: Tieflings are determined, stubborn, wily, and occasionally berserk warriors and talented mages. Because tieflings are not a brawny race, their weapons are light and quick, depending on speed and sharpness to make up for what they lack in weight and raw cleaving power. Despite its fragile appearance, tiefling weaponry is exceptionally deadly, not least because it is often poisoned. Typical weapons include the long sword, short sword, stiletto, throwing dagger, dagger, long spear, ranseur, hand crossbow, sling and scimitar. Few tiefling warriors carry shields, preferring to rely on a form of well-crafted scale armor made from the hide of Lower Planar vermin. Alignment: Tieflings have no true society of their own; they are the outcasts of the planes, cast out of the Lower Planes, not trusted in the Upper Planes. As a result they tend towards Chaotic and Neutral alignments. Lawful tieflings are doubly committed to their cause, as if trying to make up for the races bad reputation. Tieflings are usually loners but a charismatic and powerful tiefling sometimes gains a small following of likeminded, young tieflings who hope to ride his coattails. These packs are called schools, though they teach hard lessons. Each school serves to glorify its founder and protect its members-it does little else. Some schools operate as informal thieves guilds, others are mages societies, but almost all of them collapse when the founder dies. Infravision: Tieflings often peer into shadowy otherworld of fiendish things. All tieflings have infravision to 60

Two-weapon Fighting: Because almost all tieflings are ambidextrous, many fight in a twohanded style: Normally, two-weapon fighting depends on the characters Agility to be effective (see pages 94-95). A tiefling is always considered to have a minimum Agility of 18 when fighting with two weapons. This means he rolls only at -1 die for his second attack based on the dice chain (typically 1d16). A tiefling can fight with two one handed weapons provided that his off-hand weapon is lighter weapon (i.e. scimitar and dagger). Magic and Caster Level: Tieflings are (un)naturally talented mages but more often than not their lack of focus and living-in-the-day philosophy leads to inability to master the highest levels of arcane insight that human seize with sheer determination and that come as a birthright to elves. This is why tiefling characters CL (caster level) is limited to the half of their actual Class level (rounded down). Also, on the first level one of the three known spells must be arcane version of clerical spell darkness that tieflings can cast without fear of a misfire or corruption. Summoning darkness comes naturally to these scions of the Lower planes. Tieflings Luck: Tieflings dont trust others (what orphan does?), but their self-confidence is nothing short of astounding: a tiefling is said to have swum the River Styx because no one told him he couldnt, and another climbed to the fifth heaven of Mount Celestia before the archons noticed him lurking among the shadows and cast him into the Abyss. Tieflings get luck die like thieves but their luck is dependent on panache and self-confidence. Tiefling does not regain spent luck on daily basis, like thief, but has to build his own luck. She does that by carousing, gambling, spending on fancy clothes, engaging in secret trysts, getting into trouble, getting out of trouble and generally being a rake (even if a girl). After each adventure or when Judge deems it appropriate a tiefling player can roll d20 on the following table (1.1.). Roll is modified by her Luck bonus. Player can gain +1 to roll for each 50 gp invested. Roll of natural 1 is always 1. TABLE 1.1 1 or less) It was really bad night. Roll Luck or loose 1d2 Luck. For every point of Luck that drops bellow 1 burn instead one another randomly determined attribute. 2) Brawl at the Styx Oarsman! Luck roll or start adventure d3 hit points short. Yes, it can kill you. Regain 1 point of Luck. 3) So, you were shooting craps with Grazzt ? Lose all your gold, gems, jewelry. Roll Luck for each magic or valuable item in your possession. Failure indicates its gone. Regain 1 point of Luck.

4) Circe, is that you? Young lady is really a witch. Will save or youre literally a swine for 1d7 days. Regain 1 point of Luck but start next adventure with temporary loss of two points of Personality. 5) Never gamble with a tiefling. Wait, Im a tiefling? Loose half of the cash. Regain 1 point of Luck. 6) Went drinking with bariaur and all I got is this lousy headache. First day of adventuring is at 2 to-hit and saves. Regain 2 points of Luck. 7) Arm-wrestled with a Slaad! Fort save or take one point of temporary damage to the Strength attribute on the first day of adventuring. Regain 2 points of Luck. 8) New tattoo. 1-3 its actually pretty cool 4 its lame 5 it could have been badass, but something is goofed up or misspelled 6 secret cult tattoo in an unknown language that will get you in a trouble with authorities sooner or latter. Regain 2 points of Luck. 9) Dark procession. Somewhere in your night rambling you have stumbled upon procession of dark fey, were-creatures and drow led by Queen of Air and Darkness. You hid and watched this writhing cavalcade of strange prancing and weird capering. 1-4) no one has noticed you; 5) minor witch has seen you and cursed you in a minor and irritating way; 6) Queen herself has seen you and has put invisible mark on you to claim you as one of her own you are now vulnerable to cold iron just like elf for a month. Regain 3 points of Luck. 10) Became the King of Kobolds. Every time you go to town kobolds follow you and ask you to pay for their drinks. There might be some social stigma involved and mothers hide babies when you are near. Regain 3 points of Luck. 11) Just some good time. No, really nothing strange happened except that you are life of the party. Regain 3 points of Luck. 12) Never gamble with a tiefling. Wait, Im a tiefling! Gain 100 gp. Regain 3 points of Luck. 13) You have snuck in the Temple of Abyss and rang Bell of Baphomet on a dare. You are admired by everybody for your bravery but unfortunately cannot hear praises since incident has left you deaf until healed by a friendly cleric. Regain 4 points of Luck. 14) On the Night Market you stumble upon beautiful midnight-blue coat with nine tails that has once belonged to the Rexfelis, Cat-lord. It fits you perfectly and you are talk of the town. Unfortunately, it makes you more likely target for robbery. Judge should increase random encounters in urban areas accordingly. Regain 4 points of Luck. 15) You have spent time gambling at the Twelve Factols inn. You gambled prudently losing as much as winning but always with style. Everybody admires your savvy. Regain 4 points of Luck.

16) You have won a mephit in the game of cards. Creature is useless in combat but it can carry your stuff around and generally act as gentlemans gentleman. Unfortunately it prattles indefinitely making hiding and sneaking almost impossible and its cooking is unpalatable this side of Gehenna . Regain 5 points of Luck. 17) You got involved in a secret tryst. Your mistress/lover is: 1 3) beautiful aristocrat; 4-5) succubus/incubus (Fort save or lose 1 point of Stamina for a month); 6) married to someone both jelous and powerful. Regain 5 points of Luck. 18) Lady of Pain silently glides near you. And you are not skinned or thrown into Mazes! Regain 5 points of Luck. 19) You got involved in a duel with dastardly githyanki. It was to first blood. 1-3) You won (gain 1XP); 4-5) You lost (start you next adventure with 1d2 HP less); 6 Eye? What eye? You now have one wicked eyepatch (if this roll is repeated continue with an ear and then proceed to the nose) Regain all your Luck. 20) Kylie the Tout likes you! Regain all your Luck plus gain 1d4 temporary points of Luck to burn. Languages: At 1st-level, a tiefling automatically knows Planar, Abyssal or Nine Hells and one other language. A tiefling knows one additional language for every point of Int modifier. Additional languages are randomly determined as specified in Appendix L. Action dice: A tieflings action dice can be used for attacks or spell checks at any level. At 6th level, a tiefling can cast two spells in a single round, the first with a d20 spell check and the second with a d14; or he can make two attacks, the first with a d20 attack roll and the second with a d14; or he may combine an attack with a spell check. Note that the results of mercurial magic supersede the action dice, so a tiefling with a particularly high (or low) spell check die from mercurial magic uses that result instead (with his total actions still limited by his level).

Table 1.2: Tiefling Level Attack Crit Action Die/Table Dice 1 2 3 4 5 6 7 8 9 10 +0 +1 +2 +2 +3 +4 +5 +5 +6 +7 1d10/II 1d12/II 1d14/II 1d16/II 1d20/II 1d24/II 1d30/II 1d30+2/II 1d30+4/II 1d30+6/II 1d20 1d20 1d20 1d20 1d20 1d20+1d14 1d20+1d16 1d20+1d20 1d20+1d20 1d20+1d20

Luck Die d3 d3 d4 d4 d6 d6 d8 d8 d10 d10

Known Max Spells Spell Level 3 1 3 1 5 2 5 2 7 3 7 3 9 4 9 4 12 5 12 5

Ref

Fort

Will

+1 +1 +2 +2 +3 +4 +4 +5 +5 +6

+1 +1 +1 +2 +2 +2 +3 +3 +3 +4

+0 +0 +1 +1 +1 +2 +2 +2 +3 +3

Table 1-3: Tiefling Titles Level Title (all alignments) 1 Orphan 2 Plane-touched 3 Cutter 4 Knight-of-the-Post 5 Cambion Tiefling occupations (instead of elven occupations)
29 Tiefling tout Short sword, Leather armor Flashy clothes, swagger Unholy incense, Vile scriptures Dried razorvine leaves, (healing) Cranium-rat bait , mousetrap What part of Hive wretch you didnt understand Continual

30

Tiefling Abyssal temple altar boy Tiefling razorvine cutter

Thurible (as flail)

31

Baatorian steel gardening scissors (as dagger) , Padded armor Pointed stick (treat as spear)

32

Tiefling rat-catcher

33-35

Tiefling Hive wretch

Sharpened bone (as dagger)

36 -37

Tiefling lightboy

Club

38

Tiefling School of Sergory apprentice

Lame wand (20 charges/as bow/ after all charges spent use as club)

light wand stolen from drunken wizard, Sigils cant Used portal keys, portal journal

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