Warning: This is 3.0 Edition material. It is possible that there is more recent 3.5 Edition version.
Inaccurate?

Tiefling

( Forgotten Realms Campaign Setting, p. 20)

Attributes

Size: Medium
Base speed: Land 30
Strength: +0
Intelligence: +2
Dexterity: +2
Wisdom: +0
Constitution: +0
Charisma: −2
Level adjustment: +1
Space: 5 feet
Reach: 5 feet
Automatic languages: Common , Home Region
Bonus Languages: Any

Description

Because they are descended from evil outsiders, those who know of their ancestry immediately consider most tieflings evil and untrustworthy. Not all tieflings are evil or untrustworthy, but enough are that the prejudice tends to cling. Some tieflings have a minor physical trait suggesting their heritage, such as pointed teeth, red eyes, small horns, the odor of brimstone, cloven feet, or just an unnatural aura of wrongness. Those descended from an infernal minion of a Ferûnian deity often carry a birthmark of the deity's holy symbol or another trait related to that evil faith.

Regions

Tieflings are most common in Mulhorand because the Mulhorandi deities sometimes beget offsprings with mortals. They are also found in Unther and Thay, lands with long, dark traditions of infernal dealings.

Religion

Unlike statet in the Player's Handbook, characters in the Forgotten Realms almost always have a patron deity. See FRCS p. 39 for more details.

Combat

Racial Traits

Tieflings have the following racial traits:

  • +2 Dexterity, +2 Intelligence, -2 Charisma: Tieflings are gifted with heightened reflexes and cunning, but tend to disturb people with whom they interact.
  • Fire, cold, and electricity resistance 5.
  • Darkness (Sp): Tieflings can use darkness once per day as cast by a sorcerer of their character level.
  • +2 racial bonus on Bluff and Hide checks.
  • Darkvision up to 60 feet.
  • Outsider: Aasimar are native outsiders.
  • Any languages are allowed as bonus languages, exccept secret languages, such as Druidic.
  • Favored Class: Rogue

Native Outsider

Due to the strength of their divine or infernal bloodlines, each of the planetouched races possess the unusual characteristics of being an outsider native to Faerûn, not a humanoid. This has three principal effects:

  • First, spells or effects that affect only humanoids, such as a charm person or a dominate person spell, do not affect planetouched characters.
  • Second, spells and effects that target extraplanar creatures may affect planetouched characters. For example, the mace of smiting and the sword of the planes are more effective against outsiders, and are correspondingly more dangerous to a planetouched character. A spell that drives outsiders back to their home planes does not affect planetouched characters, but banishment – a spell that removes an outsider from the caster's plane without specifying a return to the outsider's native plane – would work just finde.
  • Finally, Faerûn's planetouched have lived on Toril long enough for Toril to become, in effect, their native plane. This means that planetouched characters can be raised or resurrected normally, whereas most outsiders cannot be brought back from the dead without the use of a miracle or wish spell.

Also appears in

  1. Races of Destiny

Comments on this single page only