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This is a mysterious adventure, the less you know the better it is.

Character generation will be a harsh and unforgiving 20 points, so racial modifiers are especially important.

Non Tiefling Characters: may gain +2 to one unmodified ability score, by unmodified I mean your race has neither a bonus or penalty to that score.

For tiefling characters

Asura-Spawn Tiefling: +2 Dexterity, +2 Wisdom,

–2 Intelligence. The scions of the exotic and
mysterious asuras are swift and wise, but often
favor traditional ways over cunning.

Daemon-Spawn Tiefling: +2 Dexterity, +2

Intelligence, –2 Wisdom. Daemon-blooded bringers
of devastation are shrewd and swift, but their plans
frequently exhibit exploitable flaws.

Demodand-Spawn Tiefling: +2 Constitution, +2

Wisdom, –2 Intelligence. The burly spawn of the
demodand race possess bizarre cunning, but favor
brawn to planning.

Demon-Spawn Tiefling: +2 Strength, +2 Charisma,

–2 Intelligence. Savage and monstrous, the
terrifying spawn of demons know the chaotic fury
of their Abyssal ancestors.

Devil-Spawn Tiefling: +2 Constitution, +2

Wisdom, –2 Charisma. Stalwart and conniving,
diabolical tieflings know the discipline and
might of Hell’s legions.

Div-Spawn Tiefling: +2 Dexterity, +2 Charisma, –2

Intelligence. Scouring life like a desert wind, these
tieflings possess the precision and exoticism of
their div ancestors.

Kyton-Spawn Tiefling: +2 Constitution, +2

Charisma, –2 Wisdom. The black-hearted spawn
of shadow and pain know the sadistic vices of their
suffering-obsessed forebearers.

Oni-Spawn Tiefling: +2 Strength, +2 Wisdom,

–2 Charisma. The spawn of oni know the ways
of their ancestral fiends and master the arts of
trickery and cruelty.

Qlippoth-Spawn Tiefling: +2 Strength, +2 Wisdom,

–2 Intelligence. Rare in the extreme, the warped
scions of the eldritch qlippoths retain the tenacity
and insidiousness of their horrific forbearers.

Rakshasa-Spawn Tiefling: +2 Dexterity, +2

Charisma, –2 Wisdom. Deft and charming, these
bestial tieflings inherit much of the subtlety and
guile of their proud rakshasa progenitors.

These powers replace the racial darkness power, You may replace your first level feat to take 2 additional powers.
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 extra sensory 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 3 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 on your Charisma.

10 You possess a bite that is treated as a natural weapon and
deals 1d4 damage.

11 Once per day you can exhibit a burst of speed, moving as if
your base land speed were 50 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 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 damage.

18 You gain DR 2/bludgeoning.

19 You gain a Swim speed of 30 feet.

20 You gain a +2 bonus on your CMB.

21 You possess fiendish luck. Once per day you can reroll one
die. You must take the result of this second roll.

22 You can detect evil, as per the spell, three times per day.

23 You never need to drink to survive.

24 You can produce a barb from your body once per day. This
barb is removable and is treated as a dagger.

25 You gain acid resistance 5.

26 Your body produces 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 any
creature or object of your size or smaller.

31 You can burrow through dirt, sand, and loose ground 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 reach –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 You can use death knell once per day 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 benefit from a burst of speed,
moving 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 + half 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 as if it
were 3 points higher.

44 You are unusually short, granting you all the 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 on your Intelligence.

47 You can use curse water 3 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 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 freezing cold. Any creature that grapples
you takes 1d4 points of cold damage per round.

58 You heal 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 to your initiative 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 3 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 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 You can use fog cloud once per day as a spell-like ability.

70 You are aware of and can choose the result of any attempt
to detect your alignment.

71 You can spend a full-round action once per day 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 3 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 on your CMD.

81 You can use rage on yourself once per day as a spelllike

82 You gain a +2 bonus on saving throws against mindaffecting

83 Once per day exposure to fire heals you 1d6 hit points. This
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 any critical hit.

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 You can use inflict light wounds once per day as a spelllike

90 You gain an additional +2 racial bonus on your Wisdom.

91 You gain damage reduction 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, possessing a +2 racial
bonus on all Escape Artist checks.

96 You can use ventriloquism at will as a spell-like ability.

97 As a standard action, once per day, 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.

Tiefling Physical Appearance table
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 light
10 Build: Unnaturally heavy
11 Digits: Abnormally long
12 Digits: Extra digits
13 Digits: Extra joints
14 Digits: No nails
15 Digits: Odd number
16 Ears: Bat-like
17 Ears: Missing
18 Ears: Pig-like
19 Ears: Pointed
20 Ears: Other
21 Eyes: Cyclopic
22 Eyes: Goat-like
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: Ram-like
44 Horns: Vestigial
45 Horns: Other
46 Legs: Backward-bending
47 Legs: Cloven feet
48 Legs: Frog-like
49 Legs: Bird-like
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: Forked tongue
72 Other: Eyestalks
73 Other: Vestigial limb
74 Other: Extraneous nipple
75 Other: Inhuman voice
76 Other: Profane birthmark
77 Other: Strange smell
78 Other: Emits strange noises
79 Other: Fungal/leafy growths
80 Other: Incontrollable twitch
81 Other: Bleeding pores
82 Other: Androgynous
83 Other: External organ
84 Other: Whistling umbilicus
85 Other: No shadow
86 Other: Missing joint
87 Other: Unnatural temperature
88 Other: Avian snood
89 Other: Infested
90 Other: Bony ridges
91 Other: Hermaphroditic
92 Other: Spinneret
93 Other: Antennae
94 Other: Exoskeleton
95 Other: Incongruous footprints
96 Other: No reflection
97 Other: Internal glow
98 Other: Smoking breath

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And So Our Story Begins... Kommadore