
a variant of the tiefling race I made for a pathfinder game that sadly never came to be
Description
Your Your ancestors dared to pry into powers they did not understand, powers that till today
drive mad those of your bloodline withouth the strenght to overcome it, whispers from
dreams and dimensions beyond comprehension constantly bombarding them, this tain
is particularly strong in you manifesting in unnatural ways, turning you in something else,
maybe the stars where in the right place at the moment of your conception, or the powers
beyond just glanced at you for a moment.
Your tieflings of this bloodline vary greatly in their apperance, but a few traits are common
among them, cold skin and a mass of tentacles protrude from their head, yet an unnatural
charm surround them, as maddening whispers enterign the mortal mind of those around,
it´s at the same time captivating and unsetling. giving the feeling that´s somethign is just
not right or that they do not belong in this reality.
Standar Racial Traits
Ability Score Racial Traits: Tieflings are quick in body and mind, but are
inherently strange and unnerving
Aberrant Tieflings have sturdy body due to their unnatural anatomy, yet
captivating, but the otherwordly wispers assaultign their mind constantly
have unveiled some secrets to them but at the cost of putting them a step
closer to the madness it has consumed so many of their ancesters.
They gain +2 CON, +2 CHA, and –2 Wis.
Type: Aberrant Tieflings are Aberrations (3RP).
Size: Aberrant Tieflings are Medium creatures and thus receive no bonuses
or penalties due to their size.
Speed: Tieflings have a base speed of 30 feet.
Languages: Tieflings begin play speaking Common and either Abyssal
or Aklo. Aberrant Tieflings with high intelligence scores can choose
from the following: Abyssal, Aklo, Aboleth, Draconic, Dwarven,
Elven, Gnome, Halfling, ork.
Defense Racial Traits
Energy Resistence (1rp) (COLD): Cold resistance 5.
Natural Armor (2 RP): +1 natural armor bonus to their Armor Class.
Resistant (2 RP): +2 racial bonus on saving throws against
mind-affecting effects and poison.
Feats and Skill racial traits
Static bonus feat (2rp): Additional traits (feat)
-Planar Savant: You may use your Charisma modifier when making Knowledge
(planes) checks instead of your Intelligence modifier.
-Horrifying Mind: When a non-evil humanoid attempts to read your mind
via a magical effect, the reader must attempt a Will save opposed by
your Wisdom or Charisma check (your choice). If the reader fails this
save, she is shaken for 1 round. If she fails by 10 or more, she is
instead frightened for 1 round, then shaken for 1 round.
Magical Racial Traits
Change Shape, Lesser (3 RP): Can assume the appearance of a
single form of a single humanoid race of its size.
The form is static and cannot be changed each time it takes this
form. The creature gains a +10 racial bonus on Disguise checks
made to appear as the member of the race whose appearance it assumes.
Changing its shape is a standard action. This trait otherwise functions as alter
self, save that the creature does not adjust its ability scores.
Sense Racial Traits
Darkvision: Can see perfectly in the dark for up to 60 feet.
Other Racial Traits
Prehensile Tentacles (2 RP): Members of this race have a long, flexible tentacles
that can be used to carry objects. They cannot wield weapons with their tails, but they
can retrieve small, stowed objects carried on their persons as a swift action.
Description
Your Your ancestors dared to pry into powers they did not understand, powers that till today
drive mad those of your bloodline withouth the strenght to overcome it, whispers from
dreams and dimensions beyond comprehension constantly bombarding them, this tain
is particularly strong in you manifesting in unnatural ways, turning you in something else,
maybe the stars where in the right place at the moment of your conception, or the powers
beyond just glanced at you for a moment.
Your tieflings of this bloodline vary greatly in their apperance, but a few traits are common
among them, cold skin and a mass of tentacles protrude from their head, yet an unnatural
charm surround them, as maddening whispers enterign the mortal mind of those around,
it´s at the same time captivating and unsetling. giving the feeling that´s somethign is just
not right or that they do not belong in this reality.
Standar Racial Traits
Ability Score Racial Traits: Tieflings are quick in body and mind, but are
inherently strange and unnerving
Aberrant Tieflings have sturdy body due to their unnatural anatomy, yet
captivating, but the otherwordly wispers assaultign their mind constantly
have unveiled some secrets to them but at the cost of putting them a step
closer to the madness it has consumed so many of their ancesters.
They gain +2 CON, +2 CHA, and –2 Wis.
Type: Aberrant Tieflings are Aberrations (3RP).
Size: Aberrant Tieflings are Medium creatures and thus receive no bonuses
or penalties due to their size.
Speed: Tieflings have a base speed of 30 feet.
Languages: Tieflings begin play speaking Common and either Abyssal
or Aklo. Aberrant Tieflings with high intelligence scores can choose
from the following: Abyssal, Aklo, Aboleth, Draconic, Dwarven,
Elven, Gnome, Halfling, ork.
Defense Racial Traits
Energy Resistence (1rp) (COLD): Cold resistance 5.
Natural Armor (2 RP): +1 natural armor bonus to their Armor Class.
Resistant (2 RP): +2 racial bonus on saving throws against
mind-affecting effects and poison.
Feats and Skill racial traits
Static bonus feat (2rp): Additional traits (feat)
-Planar Savant: You may use your Charisma modifier when making Knowledge
(planes) checks instead of your Intelligence modifier.
-Horrifying Mind: When a non-evil humanoid attempts to read your mind
via a magical effect, the reader must attempt a Will save opposed by
your Wisdom or Charisma check (your choice). If the reader fails this
save, she is shaken for 1 round. If she fails by 10 or more, she is
instead frightened for 1 round, then shaken for 1 round.
Magical Racial Traits
Change Shape, Lesser (3 RP): Can assume the appearance of a
single form of a single humanoid race of its size.
The form is static and cannot be changed each time it takes this
form. The creature gains a +10 racial bonus on Disguise checks
made to appear as the member of the race whose appearance it assumes.
Changing its shape is a standard action. This trait otherwise functions as alter
self, save that the creature does not adjust its ability scores.
Sense Racial Traits
Darkvision: Can see perfectly in the dark for up to 60 feet.
Other Racial Traits
Prehensile Tentacles (2 RP): Members of this race have a long, flexible tentacles
that can be used to carry objects. They cannot wield weapons with their tails, but they
can retrieve small, stowed objects carried on their persons as a swift action.
Category Artwork (Digital) / Fantasy
Species Unspecified / Any
Size 1071 x 1196px
File Size 848.4 kB
Comments