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Tiefling

Tiefling Level Progression
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.

Combat

Tieflings can use leather armour or chainmail, shields, and all weapons.

Fiendish Heritage

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
d10Cosmetic Trait
13 or 6 digits on each hand.
2Black or red eyes, no whites/pupils.
3Fangs or needle-like teeth.
4Furry or feathered skin.
5Forked tongue.
6Goat-like hooves.
7Long, thin tail.
8Scaly or ridged skin.
9Skin tinted red, green, or blue.
10Small horns on forehead/temples.
Fiendish Gifts
d10Innate Magical Trait
1Cast darkness once/day.
2Cast detect invisible once/day.
3Cast detect magic once/day.
4Cast magic missile once/day.
5Cast mirror image once/day.
6Cast ventriloquism once/day.
7Cold resistance (half damage).
8Fire resistance (half damage).
9+2 bonus to saves versus paralysis.
10+2 bonus to saves versus poison.

Holy Water Vulnerability

Tieflings’ fiendish heritage makes them vulnerable to damage by holy water.

Infravision

Tieflings have infravision to 60’

Tiefling Skills

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.

After Reaching 9th Level

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.