Rolling random Tiefling attributes (not finished, come contribute!)

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 abi
lity
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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This is cool, but it seems like you would never be able to pass for human if you use these tables. I got the impression from the MM description that a lot of tieflings are pretty subtle in their appearance. Or do you intend this for DM use when he wants the tiefling to be less subtle?

Maybe you could specify a Disguise penalty to some features (like horns or funky eyes).

And should "claws instead of hands" be something like "clawed hands" (that is, do you still have normal, functional hands)?

Please don't take these as criticisms. I will be stealing this, rest assured! :)

Now I need one for Aasimar...
 

JimAde said:
This is cool, but it seems like you would never be able to pass for human if you use these tables.
True enough. That's why I limited the rolls per table. Hopefully you shouldn't have more than one major attribute. Perhaps I should add some "filler" options that have "no attribute" on them? (Edit: I did just this)

JimAde said:
Now I need one for Aasimar...
It's coming, don't you worry. ;)
 
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One, you may want to take a look at UA as they have Traits and such which could easily be added to these tables.

As for your tables:

What is really the differnce between these.
8. One foot taller than average
9. One foot shorter than average

Maybe something like
8. Foot is 1d4-1d4 inches shorter
9. Leg is 1d4-1d4 inches shorter
10. Arm is 1d4-1d4 inches shorter


Also change:
2. Ram's horns

To
2. Horns (XI)

XI Horns
1. Pair of Ram Horns
2. Single straight Horn (forehead)
3. Pair of straight Horns (forehead)
4. Horned Spine (small horns run from head down back)


Additions
x. Ears of a canine (dog like ears)
x. No ears -10 Listen Checks +5 Spot check (eyes compenstate)
x. Extra eye (forehead 50%, palm 25%, chest 25%) - linked to parent
x. Extra Mouth (stomach 75%, palm 25%)
x. Demonic Aura, animals react badly
x. Death Aura, plants die at touch
 


Vlos said:
What is really the differnce between these.
8. One foot taller than average
9. One foot shorter than average

Hehe, I don't think Halivar meant "foot" as in "thing at the end of your leg." I think he meant it as 12 inches taller/shorter than the average height :D
 

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