What are Tieflings good at?

I think Tieflings are a bit underrated due to their abilities, but, with them you can basicly offset a "bad" race/class combo, just like some other "bad" combos.

For example, Dwarves offset the Str they don't get with Dwarven Weapon Training. Same with the Eladrin and their Eladrin Soldier. (Which does its job at earlier levels)

Halflings or even Half-elves on the other hand can't do much about it.


Tieflings can get almost as good with that bonus against bloodied enemies, although, the good thing about it is that it's attack bonus, so it works no matter what you are. And the classes that already combines well with them get even more out of it (Wizard, Warlock, Paladin to name a few).
 

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What, are you forgetting humans all of a sudden? And tiefling warlords really aren't that good since they don't have a strength bonus, which is the basis of pretty much all of their powers.
Tiefling Warlord is that good.

With Opening Shove and Commander's Strike, you have two At-Wills that use someone else's Strength bonus. One of them is a Weapon vs. Reflex power. Yeah.

Once you get a flaming weapon, you can take a feat to give yourself +1 to attack and damage with all Weapon powers. Yeah.

You will want a Strength-based Cleric around to help you land your Encounter and Daily powers, but you are perfectly capable of laying down the hurt AND heal without much Strength at all.

Cheers, -- N
 


With hellfire blood and a flaming weapon, tieflings do just fine in the fighter department.

Further, with their fire res, wizards can just drop scorching bursts on them with little issue, so if they get surrounded, no problem!!

And people seriously underestimate bloodhunt. Dragonborns have to be bloodied to get their benefit, and being bloodied all the time is dangerous. Unless your fighting minions, your enemies WILL be bloodied at some point, and that's a solid bonus for the tiefling.
 



Tiefling Warlord is that good.

With Opening Shove and Commander's Strike, you have two At-Wills that use someone else's Strength bonus. One of them is a Weapon vs. Reflex power. Yeah.

Once you get a flaming weapon, you can take a feat to give yourself +1 to attack and damage with all Weapon powers. Yeah.

You will want a Strength-based Cleric around to help you land your Encounter and Daily powers, but you are perfectly capable of laying down the hurt AND heal without much Strength at all.

Cheers, -- N

I think I have to dispute this, though you make a good point about the at-will powers. Obviously at the end of the day we're only talking about a +1 here, but the idea of needing an extra leader so your leader can do anything but at-wills effectively just doesn't sit right with me.

I guess the thing that turns me off about Tieflings is that they don't have a really iconic power like elves, dwarves, halflings and dragonborn have. They just get a small to-hit and damage bonus. Not really as game-changing as the other powers, though no-doubt effective.
 

I guess the thing that turns me off about Tieflings is that they don't have a really iconic power like elves, dwarves, halflings and dragonborn have. They just get a small to-hit and damage bonus. Not really as game-changing as the other powers, though no-doubt effective.

Tell that to my 15th level Tiefling Paladin - her fiery rebuke infernal wrath is quite iconic.

Quote the striker from the party: "You did how much damage with an at-will??"
 

And people seriously underestimate bloodhunt. Dragonborns have to be bloodied to get their benefit, and being bloodied all the time is dangerous. Unless your fighting minions, your enemies WILL be bloodied at some point, and that's a solid bonus for the tiefling.

Truth.

Dragonborns, in fact, have two abilities that are anti-synergistic. One gives them benefits for being bloodied, and the other makes it harder to keep them bloodied to get the benefit. Their bonus is very situational and you can't rely on it to be effective... which is why they have other abilities to make up for it.

Whereas the Tiefling synergizes with -dealing damage.- Every character class in 4e that there is, was, and ever will be does damage. That means that at the very least there is NO class that bloodhunt doesn't work well with.

And I forgot to mention flaming weapon makes Tieflings the most accurate of the Charisma paladins, and if you go for an all out 20 Int build for an Int-based character, allows you a +6 to hit non-ac-defenses with fire... until you've damaged them which brings it to +7... at level 1.

Many physical attackers would be happy to get a +7 to hit -AC- under any circumstances.

18 Charisma Pally, +1 flaming fullblade, can have +10 to hit AC at level 2 which is rogue country for accuracy. +11 with 20 charisma, dealing 1d12+7 high crit damage with basic attacks, and if they bother to hit you, that becomes +12 to hit for 1d12+12. -Without- Bloodhunt. Assuming you're only using basic attacks. You then use Enfeebling Strike or Bolstering Strike to make up for your lack of shield... and your Encounter and Dailies are used at ranged to open battles and to pull monsters and get them to bloodied ASAP.

Yeah, Tieflings are bad because why, exactly?
 

They're good at hugging, and ventriloquism. That's not in the PHB, but it's the honest truth.

And though it's been mentioned, they make AWESOME Warlords, primarily because you don't feel bad about taking a power that goes against your presence choice, since your tertiary stat (Cha instead of Int or vice-versa) will be at least decent. Many a Tactical Warlord has powers that base off his Cha, just because they're the best choice for the party.

But this might be because I just made a high-level Tiefling Tactical Warlord, and I love him to all sorts of death.
 

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