Tiefling Level Progression | |||||||||||||
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level | XP | Title | HD | THAC0 | D | W | P | B | S | BE | HN | HS | MS |
1 | 0 | - | 1d6 | 19[0] | 11 | 12 | 12 | 15 | 14 | 30 | 2 in 6 | 10 | 20 |
2 | 2,500 | - | +1d6 | 19[0] | 11 | 12 | 12 | 15 | 14 | 35 | 2 in 6 | 15 | 25 |
3 | 5,000 | - | +1d6 | 19[0] | 11 | 12 | 12 | 15 | 14 | 40 | 3 in 6 | 20 | 30 |
4 | 10,000 | - | +1d6 | 19[+0] | 11 | 12 | 12 | 15 | 14 | 45 | 3 in 6 | 25 | 35 |
5 | 20,000 | - | +1d6 | 17[+2] | 9 | 10 | 10 | 13 | 12 | 50 | 3 in 6 | 30 | 40 |
6 | 30,000 | - | +1d6 | 17[+2] | 9 | 10 | 10 | 13 | 12 | 53 | 3 in 6 | 36 | 45 |
7 | 60,000 | - | +1d6 | 17[+2] | 9 | 10 | 10 | 13 | 12 | 56 | 4 in 6 | 45 | 55 |
8 | 120,000 | - | +1d6 | 17[+2] | 9 | 10 | 10 | 13 | 12 | 60 | 4 in 6 | 55 | 65 |
9 | 240,000 | - | +1d6 | 14[+5] | 7 | 8 | 8 | 11 | 10 | 65 | 4 in 6 | 65 | 75 |
10 | 360,000 | - | +2 | 14[+5] | 7 | 8 | 8 | 11 | 10 | 70 | 4 in 6 | 75 | 85 |
Tieflings are humans with a mysterious fiendish ancestor. They tend to be outcasts living on the fringes of society, shunned by those who fear their heritage.
Prime requisites: A tiefling with at least 13 in one prime requisite gets +5% to XP. If both CHA and DEX are 16 or higher, the character gets a +10% bonus.
Tieflings can use leather armour or chainmail, shields, and all weapons.
No two tieflings are alike—each individual’s fiendish ancestry manifests in different ways. Roll twice on the Fiendish Appearance table and twice on the Fiendish Gifts table (re-roll duplicates).
Fiendish Appearance | |
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d10 | Cosmetic Trait |
1 | 3 or 6 digits on each hand. |
2 | Black or red eyes, no whites/pupils. |
3 | Fangs or needle-like teeth. |
4 | Furry or feathered skin. |
5 | Forked tongue. |
6 | Goat-like hooves. |
7 | Long, thin tail. |
8 | Scaly or ridged skin. |
9 | Skin tinted red, green, or blue. |
10 | Small horns on forehead/temples. |
Fiendish Gifts | |
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d10 | Innate Magical Trait |
1 | Cast darkness once/day. |
2 | Cast detect invisible once/day. |
3 | Cast detect magic once/day. |
4 | Cast magic missile once/day. |
5 | Cast mirror image once/day. |
6 | Cast ventriloquism once/day. |
7 | Cold resistance (half damage). |
8 | Fire resistance (half damage). |
9 | +2 bonus to saves versus paralysis. |
10 | +2 bonus to saves versus poison. |
Tieflings’ fiendish heritage makes them vulnerable to damage by holy water.
Tieflings have infravision to 60’
Tieflings can use the following skills, with the chance of success shown opposite:
▶ Beguile (BE): On a successful check, the tiefling’s words take on a supernatural potency. A person of Hit Dice no greater than the tiefling’s level must save versus spells or believe the tiefling’s words. The beguilement lasts for 1 round per level of the tiefling. Afterwards, the beguiled person realises they have been tricked. This skill may only be used on any given person once per day.
▶ Hear noise (HN): In a quiet environment (e.g. not in combat), a tiefling may attempt to listen at a door or to hear the sounds of something (e.g. a wandering monster) approaching.
▶ Hide in shadows (HS): Requires the tiefling to be motionless—attacking or moving while hiding is not possible.
▶ Move silently (MS): A tiefling may attempt to sneak past enemies unnoticed.
A tiefling can establish a den, attracting 2d6 apprentices—1st level thieves or tieflings. These apprentices will serve the character with some reliability; however, should any be arrested or killed, the PC will not be able to attract apprentices to replace them. A successful tiefling might use these followers to start a Thieves’ Guild.