Halivar
First Post
The Planewalker's Handbook had some cool tables for rolling Tiefling attributes. I've decided to make up something like that more appropriate for 3.5.
Here's what to do: Roll once on table I, three times on table II, and five times on table III. If you choose to roll on table III, ditch darkness, resistances, and darkvision. Sometimes you will be asked to roll on another table, which will use notation like (IV), which means "roll on table IV and insert the result here." If you roll same thing twice, reroll. Obviously, you can make multiple energy resistances, but you can't have two skin colors.
Any suggestions, comments, or addtions are welcomed and encouraged. I consider this list incomplete and would like more ideas.
Items marked * add +1 LA and require DM approval.
I. Major physical attributes (roll once)
1. Goat legs
2. Horns (XI)
3. Clawed hands (1d6+Str mod damage)
4. Prehensile tail (can make trip attacks within 5 ft.)
5. Wings* (Fly at land speed, avg maneuverability)
6. Razor teeth (2d4+1/2 Str mod damage)
7. Skin (IV)
8. Eyes (VI)
9. Ears (XII)
10. Nose (XIII)
11. Extra (XIV) on (XV)
12. Roll again twice (ignore 12)
13-20. Nothing
II. Minor physical attributes (roll three times)
1. Forked tongue
2. Fangs
3. 1d6+1 fingers on each hand (not 5)
4. (V)-color hair
5. (V)-colored fur
6. Hairless
7. Long (V)-colored fingernails
8. One foot taller than average
9. One foot shorter than average
10. Roll again twice (ignore 10)
11-20. Nothing
III. Special attributes (roll 5 times)
1. Spell-like ability (VII)
2. Greater spell-like ability (VIII)
3. Darkvision 60 ft.
4-7. Energy resistance 5 to (IX)
8. +2 to stat (X)
9. Strong, palpabley evil aura (regardless of alignment) (animals react strongly, always detected as evil, can wear evil-aligned equipment regardless of alignment, cannot wear any good-aligned equipement, and in general always treated by spells and magical abilities as an evil person)
10. Negative energy aura (plants wilt, all living creatures within 5 ft. take 1 hit point of negative energy damage per round, undead within 5 ft. are healed 1 hit point per round)
11. DR 5/good
12. Roll again twice (ignore 12)
IV. Skin
1. Scaley (1d4+1 natural armor)
2. Spiked (can't wear medium or heavy armor; 1d6 grapple damage)
3. Colored (V)
4. Colored (V) striped with (V)
5. Colored (V) mottled with (V)
6. Darkens black in sunlight
7. Translucent (yuck!)
8. Slimey (+5 to Escape Artist checks)
V. Misc. colors
1. Red
2. Green
3. Blue
4. Yellow
5. White
6. Black
7. Pale (V)
8. Dark (V)
9. Glowing (V, not black)
VI. Eye color
1. Lavendar
2. Red
3. Yellow
4. Red pupils
5. No pupils
6. Eyes completely red
7. Eyes completely black
8. Feline/snake eyes (low-light vision 60 ft.)
9. Insect eyes
10. Glowing (VI)
11. No eyes (can still see)
VII. Spell-like ability
1. Darkness 1/day
2. Charm person 1/day
3. Comprehend languages 1/day
4. Know alignment 1/day
5. Discern lies 1/day
6. Expeditious retreat 1/day
7. Pyrotechnics 1/day
8. Chill touch 1/day
VIII. Greater spell-like ability
1. Alter self 1/day
2. Invisibility 1/day
3. Suggestion 1/day
4. Summon swarm 1/day
5. Vampiric touch 1/day
6. Blur 1/day
7. Blink 1/day
8. Spider climb 1/day
9. Detect thoughts 1/day
IX. Energy
1. Electricity
2. Fire
3. Cold
4. Acid
X. Stats
1. Str
2. Dex
3. Con
4. Int
5. Wis
6. Cha
XI. Horns
1. Ram horns
2. Small curved horns (aka "devil horns")
3. One horn in forehead
4. Large, black, forward-pointing horns (a la black dragons, "Big D" from Legend) (gore damage 1d6+Str mod when charging)
5. Horned spine (small horns run from head down back)
6. Large, rear-pointing horns (a la red dragons)
XII. Ears
1. Large canine ears (+5 listen checks)
2. No ears (cannot wear earrings)
3. No ears and no earhole (deaf, automatically fail listen checks, immune to sound-based affects)
XIII. Nose
1. Canine snout (gain Scent ability)
2. Pig snout
3. No nose (can't hold breath)
4. No nose and no nostrils (immune to smell-based affects, such as ghoul touch stench)
XIV. Extra body parts
1. Eye (VI)
2. Mouth
XV. Places to put extra body parts
1. Forehead
2. Back of head
3. Shoulder
4. Palm of hand
5. Belly
Here's what to do: Roll once on table I, three times on table II, and five times on table III. If you choose to roll on table III, ditch darkness, resistances, and darkvision. Sometimes you will be asked to roll on another table, which will use notation like (IV), which means "roll on table IV and insert the result here." If you roll same thing twice, reroll. Obviously, you can make multiple energy resistances, but you can't have two skin colors.
Any suggestions, comments, or addtions are welcomed and encouraged. I consider this list incomplete and would like more ideas.
Items marked * add +1 LA and require DM approval.
I. Major physical attributes (roll once)
1. Goat legs
2. Horns (XI)
3. Clawed hands (1d6+Str mod damage)
4. Prehensile tail (can make trip attacks within 5 ft.)
5. Wings* (Fly at land speed, avg maneuverability)
6. Razor teeth (2d4+1/2 Str mod damage)
7. Skin (IV)
8. Eyes (VI)
9. Ears (XII)
10. Nose (XIII)
11. Extra (XIV) on (XV)
12. Roll again twice (ignore 12)
13-20. Nothing
II. Minor physical attributes (roll three times)
1. Forked tongue
2. Fangs
3. 1d6+1 fingers on each hand (not 5)
4. (V)-color hair
5. (V)-colored fur
6. Hairless
7. Long (V)-colored fingernails
8. One foot taller than average
9. One foot shorter than average
10. Roll again twice (ignore 10)
11-20. Nothing
III. Special attributes (roll 5 times)
1. Spell-like ability (VII)
2. Greater spell-like ability (VIII)
3. Darkvision 60 ft.
4-7. Energy resistance 5 to (IX)
8. +2 to stat (X)
9. Strong, palpabley evil aura (regardless of alignment) (animals react strongly, always detected as evil, can wear evil-aligned equipment regardless of alignment, cannot wear any good-aligned equipement, and in general always treated by spells and magical abilities as an evil person)
10. Negative energy aura (plants wilt, all living creatures within 5 ft. take 1 hit point of negative energy damage per round, undead within 5 ft. are healed 1 hit point per round)
11. DR 5/good
12. Roll again twice (ignore 12)
IV. Skin
1. Scaley (1d4+1 natural armor)
2. Spiked (can't wear medium or heavy armor; 1d6 grapple damage)
3. Colored (V)
4. Colored (V) striped with (V)
5. Colored (V) mottled with (V)
6. Darkens black in sunlight
7. Translucent (yuck!)
8. Slimey (+5 to Escape Artist checks)
V. Misc. colors
1. Red
2. Green
3. Blue
4. Yellow
5. White
6. Black
7. Pale (V)
8. Dark (V)
9. Glowing (V, not black)
VI. Eye color
1. Lavendar
2. Red
3. Yellow
4. Red pupils
5. No pupils
6. Eyes completely red
7. Eyes completely black
8. Feline/snake eyes (low-light vision 60 ft.)
9. Insect eyes
10. Glowing (VI)
11. No eyes (can still see)
VII. Spell-like ability
1. Darkness 1/day
2. Charm person 1/day
3. Comprehend languages 1/day
4. Know alignment 1/day
5. Discern lies 1/day
6. Expeditious retreat 1/day
7. Pyrotechnics 1/day
8. Chill touch 1/day
VIII. Greater spell-like ability
1. Alter self 1/day
2. Invisibility 1/day
3. Suggestion 1/day
4. Summon swarm 1/day
5. Vampiric touch 1/day
6. Blur 1/day
7. Blink 1/day
8. Spider climb 1/day
9. Detect thoughts 1/day
IX. Energy
1. Electricity
2. Fire
3. Cold
4. Acid
X. Stats
1. Str
2. Dex
3. Con
4. Int
5. Wis
6. Cha
XI. Horns
1. Ram horns
2. Small curved horns (aka "devil horns")
3. One horn in forehead
4. Large, black, forward-pointing horns (a la black dragons, "Big D" from Legend) (gore damage 1d6+Str mod when charging)
5. Horned spine (small horns run from head down back)
6. Large, rear-pointing horns (a la red dragons)
XII. Ears
1. Large canine ears (+5 listen checks)
2. No ears (cannot wear earrings)
3. No ears and no earhole (deaf, automatically fail listen checks, immune to sound-based affects)
XIII. Nose
1. Canine snout (gain Scent ability)
2. Pig snout
3. No nose (can't hold breath)
4. No nose and no nostrils (immune to smell-based affects, such as ghoul touch stench)
XIV. Extra body parts
1. Eye (VI)
2. Mouth
XV. Places to put extra body parts
1. Forehead
2. Back of head
3. Shoulder
4. Palm of hand
5. Belly
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