Monday, September 25, 2017

Variant Tiefling for 3.5e

To be greeted with stares and whispers, to suffer violence and insult on the street, to see mistrust and fear in every eye: this is the lot of the tiefling. And to twist the knife, Tieflings know that this is because a pact struck generations ago infused the essence of Asmodeus—overlord of the Nine Hells—into their bloodline. Their Appearance and their Nature are not their fault but the result of an ancient sin, for which they and their children and their children’s children will always be held accountable (“Tiefling,” 5e Player&dsquo;s Handbook).

Both 4e and 5e editions of D&D tweak tieflings from 3.5e, powering down and adjusting the racial abilities. I have developed a 3.5e back-conversion of these changes to create a +0 Level Adjustment variant, suitable as a player character race.

The following text is Open Game Content:

Planetouched, Tiefling

This lanky man sneers as he draws his sword. Tiny horns and a barbed tail reveal that he is something more than human.

Tiefling CR 1/2

Tiefling warrior 1

Often LE Medium outsider (native)

Init +1; Senses darkvision 60 ft.; Listen -1, Spot -1

Languages Common, Infernal

Defense

AC 15, touch 11, flat-footed 14
(+3 armor, +1 Dex, +1 shield)

hp 4 (1d8 HD)

Fort +2, Ref +1, Will -1

Resist fire 5

Offense

Spd 30 ft.

Melee rapier +3 (1d6+1/18–20)

Ranged light crossbow +2 (1d8/19–20)

Spell-Like Abilities (1st)

1/day—prestidigitation

Statistics

Str 12, Dex 13, Con 11, Int 10, Wis 9, Cha 10

Base Atk +1; Grp +2

Feats Weapon Focus (rapier)

Skills Bluff +4, Hide +3, Move Silently +0, Sleight of Hand +0

Gear studded leather armor, light wooden shield, rapier, light crossbow with 40 bolts

Ecology

Environment temperate plains

Organization solitary, pair, or gang (3–4)

Treasure standard

Advancement by character class; Favored Class rogue

Level Adjustment +0

Special Abilities

Prestidigitation (Sp) A tiefling can use prestidigitation once per day (caster level equal to class levels).

Skills A tiefling has a +2 racial bonus on Bluff and Hide checks. The skill modifiers given in the statistics block include a -1 armor check penalty for wearing studded leather armor and a -1 armor check penalty for carrying a light shield.

The tiefling warrior presented here had the following ability scores before racial adjustments: Str 12, Dex 13, Con 11, Int 10, Wis 9, Cha 8.

Tieflings as Characters

Tieflings have the following racial traits:

  • +2 Charisma.
  • Outsider Type: Tieflings are native outsiders. Tieflings are not subject to spells or effects that affect humanoids only, such as charm person or dominate person.
  • Medium Size: As Medium creatures, tieflings have no special bonuses or penalties due to their size.
  • A tiefling’s base land speed is 30 feet.
  • Darkvision out to 60 feet. Darkvision is black and white only, but it is otherwise like normal sight, and tieflings can function just fine with no light at all.
  • Prestidigitation (Sp): The tiefling may use prestidigitation (caster level equals tiefling's class levels) once per day. This ability is the equivalent of a 0-level spell.
  • Special Qualities: Resistance to fire 5.
  • Weapon Proficiency: Unlike other outsiders, tieflings are not automatically proficient with all simple and martial weapons.
  • Racial Skills: Tieflings have a +2 racial bonus on Bluff and Hide checks.
  • Automatic Languages: Common, Infernal. Bonus Languages: Draconic, Dwarven, Elven, Gnome, Goblin, Halfling, Orc.
  • Favored Class: Rogue.
  • Level Adjustment: +0

Tieflings are treated as humans for purposes of determining starting age and aging, as well as height and weight.

Variant Tiefling Feats

Greater Tiefling Heritage [General]

Prerequisite: Tiefling Heritage

Benefit: You can use darkness as a spell-like ability once per day. Your caster level is equal to your class levels. This ability is the equivalent of a 2nd-level spell.


Tiefling Heritage [General]

Prerequisite: Tiefling, Cha 13

Benefit: You can use burning hands as a spell-like ability once per day. Your caster level is equal to your class levels. This ability is the equivalent of a 1st-level spell.

Advanced Tieflings

Tiefling Cutpurse CR 3

Tiefling rogue 3

Often LE Medium outsider (native)

Init +2; Senses darkvision 60 ft.; Listen +5, Spot +5

Languages Common, Infernal

Defense

AC 17, touch 12, flat-footed 15
(+4 armor, +2 Dex, +1 shield)

hp 19 (3d6+6 HD)

Fort +2, Ref +5, Will -1

Special Defenses evasion, trap sense +1; Resist fire 5

Offense

Spd 30 ft.

Melee mwk short sword +5 (1d6+1/19–20)

Ranged mwk shortbow +5 (1d6/x3)

Spell-Like Abilities (3rd)

1/day—burning hands (DC 13, 3d6 fire), prestidigitation

Special Attacks sneak attack +2d6

Statistics

Str 14, Dex 15, Con 12, Int 10, Wis 8, Cha 15

Base Atk +2; Grp +4

Feats Tiefling Heritage, Weapon Finesse

Skills Balance +10, Bluff +10, Diplomacy +4, Disguise +2 (+4 acting), Hide +10, Intimidate +4, Jump +4, Listen +5, Move Silently +8, Open Lock +8, Sleight of Hand +4, Spot +5, Tumble +8

SQ trapfinding

Combat Gear elixir of hiding, potion of reduce person; Other Gear +1 studded leather armor, masterwork light steel shield, masterwork short sword, masterwork shortbow with 20 arrows


Tiefling Sorcerer CR 6

Tiefling sorcerer 6

Often LE Medium outsider (native)

Init +1; Senses darkvision 60 ft.; Listen +3, Spot +3

Languages Common, Infernal

Defense

AC 12, touch 11, flat-footed 11
(+1 Dex, +1 natural)

hp 28 (6d4+12 HD)

Fort +3, Ref +2, Will +6

Resist fire 5

Offense

Spd 30 ft.

Melee mwk morningstar +3 (1d8-1)

Ranged mwk light crossbow +5 (1d8/19-20)

Spell-Like Abilities (CL 6th)

1/day—burning hands (DC 15, 3d6 fire), darkness (DC 16), prestidigitation

Spells Known (CL 6th)

3rd (4/day)—summon monster III

2nd (6/day)—scorching ray (2 rays, +4 ranged touch, 4d6 fire), web (DC 16)

1st (7/day)—charm person (DC 15), mage armor, obscuring mist, shield

0 (6/day)—acid splash (+4 ranged touch, 1d3 acid), daze (DC 14), detect magic, flare (DC 15), ghost sound (DC 15), mage hand, resistance

Statistics

Str 8, Dex 12, Con 14, Int 10, Wis 13, Cha 18

Base Atk +3; Grp +2

Feats Alertness, Greater Tiefling Heritage, Tiefling Heritage

Skills Bluff +8, Concentration +11, Hide +8, Knowledge (arcana) +4, Listen +3, Spellcraft +4, Spot +3

Combat Gear necklace of fireballs (type I), potion of invisibility, scroll of lightning bolt and fly; Other Gear amulet of natural armor +1, masterwork morningstar, masterwork light crossbow with 40 bolts

OPEN GAME LICENSE Version 1.0a

The following text is the property of Wizards of the Coast, Inc. and is Copyright 2000 Wizards of the Coast, Inc (“Wizards”). All Rights Reserved.

Monday, September 18, 2017

The Fraternity: A Cult of Asmodeus

The Ruby Rod of Asmodeus

When I began developing the Great Dungeon, I wanted to emphasize OD&D and the Holmes/Moldvay basic sets over the much more popular AD&D game. One of the biggest things I wanted to do was restrict the extreme complexity of the great planar wheel and focus on the simpler, more elemental conflict of Law versus Chaos.

One problem, though: I just couldn’t quit devils, those lawful evil fiends first introduced in AD&D. Try as I might, every time I chopped a devil entry out of a random table, I ended up coming back and putting it back in. Eventually I stopped worrying about it and flung open the gates of the Nine Hells to the Great Dungeon, and I’ve never looked back.

The Cult of Asmodeus in the Great Dungeon

It is a bitter paradox that the same Southrons who introduced the great Church into the North also brought with them the vile practice of devil-worship, which had been hitherto unknown to the region. In the mighty cities of the Southern Empires, the cruel and ambitious have long resorted to infernal powers to achieve their darkest desires. There open veneration of archdevils is discouraged but ultimately permitted, and entire temples to the Asmodeus operate freely. In the North, devil-worship is forbidden by the Church and is largely unknown to the general populace, though rumors of secret cults persist.

The Friends, a lawful evil faction of tieflings, sponsors a secret society known only as the Fraternity, which in turn supports numerous charities and holds exclusive events for members such as masked balls and feasts. Fraternity halls are fairly common in larger towns and cities. Membership in the Fraternity is by invitation only and highly coveted by social climbing merchants and nobles. Members are said to stick together and support each other’s interests outside the Fraternity. While there is much speculation as to who might or might not belong to the society, the membership rolls are closely guarded secrets.

The Fraternity is tiered into nine ascending levels; each new level is said to unlock additional privileges and secrets for attaining members. Rumors abound of decadent rituals performed by high level members, though these are wholly unsubstantiated. Advancement is achieved only through dedication of significant time and coin to the Fraternity.

The Fraternity, of course, is a front for the Cult of Asmodeus, who is known to Fraternity members as Osmoday, a divine spirit associated with leadership and prosperity. The Friends faction contains numerous human diabolic clerics who work closely with the tieflings on expanding the faction’s influence in the Great Dungeon. These clerics wear horned masks and helmets to conceal their identities; each is dedicated to an archdevil patron. In Delvetown the Fraternity maintains a small but reportedly active chapter hall on the outskirts of the village.

The following text is Open Game Content:

Infernal Patrons

Diabolic clerics may choose one of several archdevils as an infernal patron, though of course all ultimately serve Asmodeus.

Infernal Patrons
DeityAlignmentAreas of ConcernDomainsFavored Weapon
AsmodeusLEpride, slavery, tyrannyEvil, Law, Trickerylight mace
BaalzebulLEarrogance, flies, liesAir, Death, Evilspear
BarbatosLEanimals, corruption, gatewaysLaw, Magic, Travelquarterstaff
BelialLEadultery, deception, desireCharm, Destruction, Evilranseur
DispaterLEcities, prisons, rulershipEvil, Law, Nobilityheavy mace
GeryonLEforbidden knowledge, heresy, snakesEvil, Strength, Waterheavy flail
MammonLEavarice, watchfulness, wealthArtifice, Earth, Lawshortspear
MephistophelesLEcontracts, devils, secrets Knowledge, Law, Runetrident
MolochLEfire, obedience, warEvil, Fire, Warwhip

Sample Diabolic Clerics

Diabolic acolytes are newer initiates into the infernal cult, and are often assigned to dangerous or tedious duties.

Diabolic Acolyte CR 1

Human cleric 1

LE Medium humanoid (human)

Init -1; Senses Listen +2, Spot +2

Languages Common, Infernal

Defense

AC 17, touch 9, flat-footed 17
(+6 armor, -1 Dex, +2 shield)

hp 13 (1d8+5 HD)

Fort +4, Ref +1, Will +4

Offense

Spd 20 ft.

Melee mwk heavy mace +2 (1d8+1)

Special Attacks rebuke undead 4/day (+1, 2d6+2, 1st)

Spells Prepared (CL 1st, 2nd for law or evil spells)

1st—command (DC 13), protection from good D, sanctuary (DC 13)

0—detect magic, resistance, virtue

D domain spells; Domains law, evil

Statistics

Str 13, Dex 8, Con 14, Int 10, Wis 15, Cha 12

Base Atk +0; Grp +1

Feats Lightning Reflexes, Toughness

Skills Concentration +5, Knowledge (religion) +4, Speak Language (Infernal), Spellcraft +4

SQ auras (lawful, evil), spontaneous casting (inflict spells)

Combat Gear potion of endure elements (fire), oil of magic weapon, scroll of cure moderate wounds; Other Gear masterwork splint mail, masterwork heavy steel shield, masterwork heavy mace

Diabolic underpriests are often accompanied by 1d3 acolytes.

Diabolic Underpriest CR 3

Human cleric 3

LE Medium humanoid (human)

Init -1; Senses Listen +2, Spot +2

Languages Common, Infernal

Defense

AC 18, touch 9, flat-footed 18
(+7 armor, -1 Dex, +2 shield)

hp 26 (3d8+9 HD)

Fort +5, Ref +2, Will +5

Offense

Spd 20 ft.

Melee mwk heavy mace +4 (1d8+1)

Special Attacks rebuke undead 8/day (+3, 2d6+4, 3rd)

Spells Prepared (CL 3rd, 4th for law or evil spells)

2nd—desecrateD, silence (DC 14), hold person (DC 14)

1st—command (DC 13), divine favor, protection from goodD, sanctuary (DC 13)

0—detect magic, guidance, resistance, virtue

D domain spells; Domains evil, law

Statistics

Str 13, Dex 8, Con 14, Int 10, Wis 15, Cha 12

Base Atk +2; Grp +3

Feats Extra Turning, Lightning Reflexes, Toughness

Skills Concentration +7, Knowledge (religion) +6, Speak Language (Infernal), Spellcraft +6

SQ auras (lawful, evil), spontaneous casting (inflict spells)

Combat Gear potion of cure serious wounds, scroll of summon monster III; Other Gear+1 splint mail, masterwork heavy steel shield, masterwork heavy mace

Diabolic priests often head up small cells of devil worshipers and may report directly to an Evil High Priest.

Diabolic Priest CR 5

Human cleric 5

LE Medium humanoid (human)

Init -1; Senses Listen +3, Spot +3

Languages Common, Infernal

Defense

AC 19, touch 9, flat-footed 19
(+7 armor, -1 Dex, +3 shield)

hp 39 (5d8+13 HD)

Fort +7, Ref +3, Will +8

Offense

Spd 20 ft.

Melee mwk heavy mace +5 (1d8+1)

Special Attacks rebuke undead 8/day (+3, 2d6+5, 4th)

Spells Prepared (CL 5th, 6th for law or evil spells)

3rd—blindness/deafness (DC 16), deeper darkness, magic circle against good D

2nd—bear’s endurance, desecrate D, silence (DC 15), hold person (DC 15)

1st—bless, command (DC 14), divine favor, protection from good D, sanctuary (DC 14)

0—detect magic, guidance, resistance, virtue

D domain spells; Domains evil, law

Statistics

Str 13, Dex 8, Con 14, Int 10, Wis 16, Cha 12

Base Atk +3; Grp +4

Feats Extra Turning, Lightning Reflexes, Toughness

Skills Concentration +9, Knowledge (religion) +8, Speak Language (Infernal), Spellcraft +8

SQ auras (lawful, evil), spontaneous casting (inflict spells)

Combat Gear potion of cure serious wounds, scroll of flame strike; Other Gear +1 splint mail, +1 heavy steel shield, cloak of resistance +1, masterwork heavy mace

OPEN GAME LICENSE Version 1.0a

The following text is the property of Wizards of the Coast, Inc. and is Copyright 2000 Wizards of the Coast, Inc (“Wizards”). All Rights Reserved.

Monday, September 11, 2017

Such Friends are Thine Enemies: Tieflings

From Bacchante, Jean-Léon Gérôme

It is nigh impossible to predict just what new ideas will or won’t gain traction in Dungeons and Dragons. For every githyanki there are probably dozens of also-rans, interesting monsters that for one reason or another just never take hold. But when something really has traction, it becomes hard to imagine the game without this new element.

Tieflings, a humanoid race descended from fiends, are a prime example. At a Renaissance Fair a couple of years ago I was struck by the number of attendees sporting costume devil horns—and how seamlessly they blended in with the elf ears, wizard staves, and plastic longswords. Created by Zeb Cook for the second edition Planescape setting, tieflings became such a popular variant player character race in 3e that they were made a core PC race in 4e. So it was natural to include them in 5e—and in the Great Dungeon.

In 2e and 3e, tieflings could have abyssal or infernal bloodlines and their appearances varied widely; in 4e their origins were tied more closely to the Nine Hells and their appearance was more standardized, with prominent horns and tails.

For the Great Dungeon, I have stuck with the 3.5e convention, allowing for tieflings with a wide range of appearances and backgrounds. That said, the most commonly encountered group of tieflings resemble 4e/5e tieflings, and are associated with the Friends faction. The Friends are a well-organized group of lawful evil tieflings who share a common culture and a diabolic bloodline.

Given the popularity of tieflings, there are a lot of d20 system options for 3.5e and Pathfinder. The first place to start is Green Ronin’s excellent Aasimar & Tiefling: A Guidebook to the Planetouched. The Pathfinder Roleplaying Game: Advanced Race Guide also has some great options, along with Kobold Press’s Advanced Races Compendium for Pathfinder RPG.

Below I have collected and developed several tiefling goodies for 3.5e, including stat blocks for some advanced NPCs. Given their fiendish heritage, tieflings would seem likely to be natural sorcerers from a flavor perspective. But mechanically, in both 3.5e and Pathfinder they have a -2 penalty on their Charisma score, and Charisma is of course the most important ability for sorcerers. Pathfinder compensates for this by giving tieflings the “Fiendish Sorcery” special ability, which effectively negates the penalty. For 3.5e, I think this probably works best as a feat. Both 4e and 5e avoid this problem by giving tieflings a Charisma bonus.

Tieflings in the North

In the North, tieflings are fairly rare and most belong to a particular line originating from the Southern Empires. Derisively called hellborn or hellions or even worse by others, these tieflings prefer to be known simply as “the Friends of Men” or “the Friends.” The Friends tend to appear as very attractive, slender humans with fair skin and red hair. They wear distinctive robes of purple and gold, with birettas on their heads. The Friends are famed purveyors of all manner of goods and practitioners of all sorts of services—eager to assist with any need or desire, but rather insistent about contracting. They are great patrons of art, particularly art that pushes the boundaries of social convention.

The Friends do not frequent the Church, but are rumored to worship their own, secret powers. Many say they are descended from devils and are aligned with the Hells. The Friends, for their part, never talk of such personal matters publicly.

The Friends are an active faction in the Great Dungeon and are rumored to have established a stronghold somewhere on the lower levels. While the Friends are always on the lookout for caches of treasure and magic, they are primarily interested in the Dungeon because of the many convenient portals to the lower planes found there. Infernal counselors regularly move back and forth between the Dungeon and the Hells, and many tieflings see the Dungeon as a destination for pilgrimages or vacations.

The following text is Open Game Content.

Planetouched, Tiefling

This lanky man sneers as he draws his sword. Tiny horns and a barbed tail reveal that he is something more than human.

Netherworld Origins. Simultaneously more and less than mortal, tieflings are the offspring of humans and fiends. The taint is long-lasting and persistent, often manifesting at birth or sometimes later in life, as a powerful, though often unwanted, boon.

An Array of Fiendish Traits. Many tieflings are indistinguishable from humans. Others have small horns, pointed teeth, red eyes, a whiff of brimstone about them, or even cloven feet. No two tieflings are the same.

Shunned by Civilization. Tieflings face a significant amount of prejudice from most other races, who view them as fiend-spawn, seeds of evil, monsters, and lingering curses placed upon the world.

A Capacity for Choice. Despite their fiendish heritage and the insidious influence of prejudice, tieflings can be of any alignment.

Tiefling CR 1/2

Tiefling warrior 1

Often NE Medium outsider (native)

Init +1; Senses darkvision 60 ft.; Listen -1, Spot -1

Languages Common, Infernal

Defense

AC 15, touch 11, flat-footed 14
(+3 armor, +1 Dex, +1 shield)

hp 5 (1d8+1 HD)

Fort +3, Ref +1, Will -1

Resist cold 5, electricity 5, fire 5

Offense

Spd 30 ft.

Melee rapier +3 (1d6+1/18–20)

Ranged light crossbow +2 (1d8/19–20)

Spell-Like Abilities (1st)

1/day—darkness

Tactics

Before Combat Tieflings are sneaky, subtle, and generally conniving. They prefer to strike from ambush and usually avoid a fair fight if they can.

During Combat Tieflings usually attempt to separate and flank opponents in melee.

Morale Tieflings flee if faced with overwhelming odds.

Statistics

Str 13, Dex 13, Con 12, Int 12, Wis 9, Cha 6

Base Atk +1; Grp +2

Feats Weapon Focus (rapier)

Skills Bluff +4, Hide +5, Move Silently +0, Sleight of Hand +0

Gear studded leather armor, light wooden shield, rapier, light crossbow with 40 bolts

Ecology

Environment temperate plains

Organization solitary, pair, or gang (3–4)

Treasure standard

Advancement by character class; Favored Class rogue

Level Adjustment +1

Special Abilities

Darkness (Sp) A tiefling can use darkness once per day (caster level equal to class levels).

Skills A tiefling has a +2 racial bonus on Bluff and Hide checks. The skill modifiers given in the statistics block include a -1 armor check penalty for wearing studded leather armor and a -1 armor check penalty for carrying a light shield.

The tiefling warrior presented here had the following ability scores before racial adjustments: Str 13, Dex 11, Con 12, Int 10, Wis 9, Cha 8.

Tieflings as Characters

Tieflings make skilled rogues and powerful wizards. Those who succumb to the evil within often become powerful clerics of fiendish powers.

Tiefling characters possess the following racial traits.

  • +2 Dexterity, +2 Intelligence, -2 Charisma.
  • Medium size.
  • A tiefling’s base land speed is 30 feet.
  • Darkvision out to 60 feet.
  • Racial Skills: Tieflings have a +2 racial bonus on Bluff and Hide checks.
  • Racial Feats: A tiefling gains feats according to its class levels.
  • Special Attacks (see above): Darkness.
  • Special Qualities (see above): Resistance to cold 5, electricity 5, and fire 5.
  • Automatic Languages: Common and Abyssal or Common and Infernal. Bonus Languages: Draconic, Dwarven, Elven, Gnome, Goblin, Halfling, Orc.
  • Favored Class: Rogue.
  • Level adjustment +1.

Tiefling Feats

Tieflings have access to the following feats.

Armor of the Pit [General]

Prerequisite: Tiefling.

Benefit: Your fiendish traits take the form of a protective scaly skin. You gain a +2 natural armor bonus.


Champion of Hell [General]

Prerequisite: Tiefling, evil alignment, base attack bonus +6.

Benefit: Once per day, you may reroll the damage you cause to a good-aligned creature with a single target attack, ability, or effect and choose the higher result.


Expanded Fiendish Resistance [General]

Pick one of the following energy types that you do not already have resistance to: acid, cold, electricity, or fire.

Prerequisite: Tiefling.

Benefit: You gain resistance 5 to the selected energy type.

Special: You can take this feat multiple times. Each time you do, pick another energy type you do not have resistance to. You gain resistance 5 to that energy type.


Fiend Sight [General]

Prerequisites: Darkvision 60 ft., tiefling.

Benefit: You gain low-light vision and your darkvision improves to 120 ft.

Special: You can take this feat twice. When you take it a second time, you gain the see in darkness ability, which allows you to see perfectly in darkness of any kind, even that created by a deeper darkness spell.


Fiendish Sorcery [General]

Prerequisites: Tiefling.

Benefit: You treat your Charisma score as 2 points higher for all sorcerer class abilities.


Fiendish Speed [General]

Prerequisite: Tiefling.

Benefit: Once per day, as a swift action, you can take an additional move action to move on your turn.

Advanced Tieflings

The Tiefling Captain will use the Bluff skill and the Improved Feint feat to attempt to make sneak attacks against melee opponents. The captain presented below had the following ability scores before racial adjustments and Hit Dice ability score increases: Str 10, Dex 14, Con 12, Int 13, Wis 8, Cha 15.

Tiefling Captain CR 5

Tiefling rogue 3/fighter 2

NE Medium outsider (native)

Init +3; Senses darkvision 60 ft.; Listen +3, Spot +3

Languages Common, Draconic, Dwarven, Infernal

Defense

AC 20, touch 13, flat-footed 17
(+5 armor, +3 Dex, +2 shield)

hp 29 (3d6+3 plus 2d10+2 HD)

Fort +5, Ref +6, Will +0

Special Defenses evasion, trap sense +1; Resist cold 5, electricity 5, fire 5

Offense

Spd 30 ft.

Melee mwk rapier +8 (1d6/18–20)

Ranged light crossbow +7 (1d8/19–20)

Special Attack sneak attack +2d6

Spell-Like Abilities (5th)

1/day—darkness

Statistics

Str 10, Dex 16, Con 12, Int 15, Wis 8, Cha 14

Base Atk +4; Grp +4

Feats Combat Expertise, Improved Feint, Persuasive, Weapon Finesse

Skills Bluff +13, Climb +0, Diplomacy +7, Disguise +9 (+11 acting), Hide +10, Intimidate +13, Jump +4, Listen +5, Move Silently +8, Search +8, Sense Motive +5, Spot +5, Survival -1 (+1 following tracks), Use Magic Device +9

SQ trapfinding

Combat Gear potion of cat’s grace; Other Gear +1 chain shirt, +1 light steel shield, masterwork rapier, light crossbow with 20 bolts

The Tiefling Conjurer will typically summon a fiendish boar (summon monster III), a fiendish Medium monstrous scorpion (summon monster II), or a fiendish dire rat (summon monster I). The Conjurer presented below had the following ability scores before racial adjustments and Hit Dice ability score increases: Str 10, Dex 8, Con 14, Int 15, Wis 13, Cha 12.

Tiefling Conjurer CR 6

Tiefling conjurer 6

NE Medium outsider (native)

Init +4; Senses darkvision 60 ft.; Listen +1, Spot +1

Languages Common, Draconic, Dwarven, Gnome, Goblin, Infernal

Defense

AC 12, touch 11, flat-footed 12
(+1 deflection, +1 natural)

hp 28 (6d4+12 HD)

Fort +4, Ref +2, Will +6

Resist cold 5, electricity 5, fire 5

Offense

Spd 30 ft.

Melee mwk dagger +4 (1d4/19–20)

Ranged light crossbow +3 (1d8/19–20)

Spell-Like Abilities (6th)

1/day—darkness

Spells Prepared (6th)

3rd—gaseous form, slow (DC 17), suggestion (DC 17), summon monster III

2nd—alter self, daze monster (DC 16), invisibility, mirror image, summon monster II

1st—color spray (DC 15), mage armor, shield, sleep (DC 15), summon monster I

0—acid splash (+3 ranged touch), detect magic, ghost sound (DC 14), mending, read magic

Prohibited Schools evocation, necromancy

Statistics

Str 10, Dex 10, Con 14, Int 18, Wis 13, Cha 10

Base Atk +3; Grp +3

Feats Augment Summoning, Extend Spell, Improved Initiative, Scribe Scroll, Spell Focus (conjuration)

Skills Bluff +2, Concentration +11, Decipher Script +13, Hide +2, Knowledge (arcana) +13, Knowledge (dungeoneering) +13, Knowledge (the planes) +13, Spellcraft +15

SQ summon familiar

Combat Gear scroll of dimension door, wand of dispel magic (10 charges); Other Gear amulet of natural armor +1, ring of protection +1, masterwork dagger, light crossbow with 20 bolts, spellbook (containing all spells prepared)

The Tiefling Cutter presented below had the following ability scores before racial adjustments: Str 10, Dex 14, Con 12, Int 13, Wis 8, Cha 15.

Tiefling Cutter CR 1

Tiefling rogue 1

NE Medium outsider (native)

Init +3; Senses darkvision 60 ft.; Listen +3, Spot +3

Languages Common, Draconic, Dwarven, Infernal

Defense

AC 16, touch 13, flat-footed 13
(+3 armor, +3 Dex)

hp 7 (1d6+1 HD)

Fort +1, Ref +5, Will -1

Resist cold 5, electricity 5, fire 5

Offense

Spd 30 ft.

Melee rapier +3 (1d6/18–20)

Ranged light crossbow +3 (1d8/19–20)

Special Attack sneak attack +1d6

Spell-Like Abilities (1st)

1/day—darkness

Statistics

Str 10, Dex 16, Con 12, Int 15, Wis 8, Cha 13

Base Atk +0; Grp +0

Feats Weapon Finesse

Skills Bluff +7, Disguise +5, Hide +9, Intimidate +5, Listen +3, Move Silently +7, Search +6, Sense Motive +3, Spot +3, Use Magic Device +5

SQ trapfinding

Gear studded leather armor, rapier, light crossbow with 20 bolts

The Tiefling Greater Conjurer will typically summon a fiendish dire wolf (summon monster IV), a fiendish boar (summon monster III), a fiendish Medium monstrous scorpion (summon monster II), or a fiendish dire rat (summon monster I). The Greater Conjurer presented below had the following ability scores before racial adjustments, Hit Dice ability score increases, and equipment bonuses: Str 10, Dex 8, Con 14, Int 15, Wis 13, Cha 12.

Tiefling Greater Conjurer CR 8

Tiefling conjurer 8

NE Medium outsider (native)

Init +4; Senses darkvision 60 ft.; Listen +2, Spot +2

Languages Common, Draconic, Dwarven, Gnome, Goblin, Infernal

Defense

AC 12, touch 11, flat-footed 12
(+1 armor, +1 deflection)

hp 45 (8d4+16 HD)

Fort +6, Ref +3, Will +9

Resist cold 5, electricity 5, fire 5

Offense

Spd 30 ft.

Melee mwk dagger +5 (1d4/19–20)

Ranged light crossbow +4 (1d8/19–20)

Spell-Like Abilities (8th)

1/day—darkness

Spells Prepared (8th)

4th—charm monster (DC 18), solid fog, stoneskin, summon monster IV

3rd—arcane sight, gaseous form, slow (DC 17), suggestion (DC 17), summon monster III

2nd—alter self, daze monster (DC 16), invisibility, mirror image, summon monster II

1st—color spray (DC 15), expeditious retreat, mage armor, shield, sleep (DC 15), summon monster I

0—acid splash (+4 ranged touch), detect magic, ghost sound (DC 14), mending, read magic

Prohibited Schools evocation, necromancy

Statistics

Str 10, Dex 10, Con 14, Int 18, Wis 14, Cha 10

Base Atk +4; Grp +4

Feats Augment Summoning, Extend Spell, Improved Initiative, Scribe Scroll, Spell Focus (conjuration)

Skills Bluff +2, Concentration +14, Decipher Script +14, Hide +2, Knowledge (arcana) +14, Knowledge (dungeoneering) +14, Knowledge (the planes) +14, Spellcraft +16

SQ summon familiar

Combat Gear scroll of teleport, wand of dispel magic (10 charges); Other Gear amulet of health +2, bracers of armor +1, cloak of resistance +1, ring of protection +1, masterwork dagger, light crossbow with 20 bolts, spellbook (containing all spells prepared)

The Tiefling Lesser Conjurer will typically summon a fiendish Medium monstrous scorpion (summon monster II), or a fiendish dire rat (summon monster I). The Lesser Conjurer presented below had the following ability scores before racial adjustments and Hit Dice ability score increases: Str 10, Dex 8, Con 14, Int 15, Wis 13, Cha 12.

Tiefling Lesser Conjurer CR 4

Tiefling conjurer 4

NE Medium outsider (native)

Init +0; Senses darkvision 60 ft.; Listen +1, Spot +1

Languages Common, Draconic, Dwarven, Gnome, Goblin, Infernal

Defense

AC 11, touch 10, flat-footed 11
(+1 armor)

hp 19 (4d4+8 HD)

Fort +4, Ref +2, Will +6

Resist cold 5, electricity 5, fire 5

Offense

Spd 30 ft.

Melee mwk dagger +3 (1d4/19–20)

Ranged light crossbow +2 (1d8/19–20)

Spell-Like Abilities (4th)

1/day—darkness

Spells Prepared (4th)

2nd—alter self, daze monster (DC 16), mirror image, summon monster II

1st—color spray (DC 15), mage armor, shield, sleep (DC 15), summon monster I

0—acid splash (+2 ranged touch), detect magic, ghost sound (DC 14), mending, read magic

Prohibited Schools evocation, necromancy

Statistics

Str 10, Dex 10, Con 14, Int 18, Wis 13, Cha 10

Base Atk +2; Grp +2

Feats Augment Summoning, Scribe Scroll, Spell Focus (conjuration)

Skills Bluff +2, Concentration +9, Decipher Script +11, Hide +2, Knowledge (arcana) +11, Knowledge (dungeoneering) +11, Knowledge (the planes) +11, Spellcraft +13

SQ summon familiar

Combat Gear scroll of dimension door, wand of acid arrow (10 charges); Other Gear bracers of armor +1, cloak of protection +1, masterwork dagger, light crossbow with 20 bolts, spellbook (containing all spells prepared)

The Tiefling Slayer will use the Bluff skill and the Improved Feint feat to attempt to make sneak attacks against melee opponents. The Slayer presented below had the following ability scores before racial adjustments: Str 10, Dex 14, Con 12, Int 13, Wis 8, Cha 15.

Tiefling Slayer CR 3

Tiefling rogue 1/fighter 2

NE Medium outsider (native)

Init +3; Senses darkvision 60 ft.; Listen +3, Spot +3

Languages Common, Draconic, Dwarven, Infernal

Defense

AC 19, touch 13, flat-footed 16
(+5 armor, +3 Dex, +1 shield)

hp 20 (1d6+1 plus 2d10+1 HD)

Fort +4, Ref +5, Will -1

Resist cold 5, electricity 5, fire 5

Offense

Spd 30 ft.

Melee mwk rapier +6 (1d6/18–20)

Ranged light crossbow +5 (1d8/19–20)

Special Attack sneak attack +1d6

Spell-Like Abilities (3rd)

1/day—darkness

Statistics

Str 10, Dex 16, Con 12, Int 15, Wis 8, Cha 13

Base Atk +2; Grp +2

Feats Combat Expertise, Improved Feint, Persuasive, Weapon Finesse

Skills Bluff +9, Climb +0, Disguise +5, Hide +8, Intimidate +9, Jump +4, Listen +3, Move Silently +6, Search +6, Sense Motive +3, Spot +3, Use Magic Device +5

SQ trapfinding

Combat Gear potion of cat’s grace; Gear +1 chain shirt, masterwork light steel shield, masterwork rapier, light crossbow with 20 bolts

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