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		<id>http://2d4chan.org/mediawiki/index.php?title=Fighter&amp;diff=213869</id>
		<title>Fighter</title>
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		<updated>2021-01-17T11:16:46Z</updated>

		<summary type="html">&lt;p&gt;2603:8001:3500:CB:247C:2624:6774:620: /* 5th edition */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Image:tordek.jpg|thumb|right|[[Tordek]], The manliest of all the Fighters. He is in it for the bitches.]]&lt;br /&gt;
The &#039;&#039;&#039;Fighter&#039;&#039;&#039; is one of the basic classes in almost every [[RPG]] system ever made.&lt;br /&gt;
&lt;br /&gt;
It&#039;s also one of the main classes of fixed wing [[Combat Aircraft]] alongside bomber, and hybrids of the two.&lt;br /&gt;
&lt;br /&gt;
==Class role==&lt;br /&gt;
The fighter&#039;s primary role is serving as a meat shield and smashing things. Fighters can wear armor and use powerful weapons.  They are also traditionally good at physical activities like jumping, riding animals, balancing, and sometimes not drowning under the weight of their own armor. Some systems also let fighter be for flexible in presence other similar classes, letting them dip into [[Skill monkey]] territory. Without fighters (or lest their magical cousins, [[paladin]]s), a party typically needs to replace them via summoning or enchantment to ensure that the GM doesn&#039;t casually pick off at least one party member on any given day.&lt;br /&gt;
&lt;br /&gt;
==Dungeons and Dragons==&lt;br /&gt;
In D&amp;amp;D the Fighter class has existed since the very first incarnations (then called &amp;quot;fighting-man&amp;quot;).&lt;br /&gt;
&lt;br /&gt;
===Basic/Advanced D&amp;amp;D===&lt;br /&gt;
In the 1st editions, the fighter&#039;s strength was endurance.  His killing power lasted far longer than that of magic-users, as he could not run out of sword (back then the only cantrip was &#039;&#039;Prestidigitation&#039;&#039;, except it was just called &amp;quot;cantrip.&amp;quot; So a lv 1 mage could cast &#039;&#039;Magic Missile&#039;&#039; exactly once and was then completely useless for the rest of the fight. And we liked it. Of course, any player worth their salt would take sleep instead. ). Players who rolled 18 Strength at character creation got the benefit of an &amp;quot;exceptional Strength score&amp;quot;, metered strangely in the format &amp;quot;18/nn&amp;quot;, (where &amp;quot;nn&amp;quot; is the roll of a [[d100]]) could add as many as 6 points of damage to every hit for those who received the blessings of the dice gods.  By rule, it was possible for a fighter to obtain a level of armor fairly early on that made him [[Drizzt|unhittable]] unless the attacker rolled a [[natural_20|natural 20]].  This even worked against touch attacks, as the rules granted them no bonus to hit.  Fighters could also mass many hit points.  Gear loss was not a problem in 1e, as the fighter could wear any armor and use any weapon that they found. &lt;br /&gt;
&lt;br /&gt;
A little later, the Unearthed Arcana book first added weapon specialization (and weapon mastery, then named [[Derp|double]]-specialization), allowing fighters to improve their damage even further and attack more than once per round, further improved by level.&lt;br /&gt;
&lt;br /&gt;
However, the fighter&#039;s &amp;quot;saving throw&amp;quot; defenses against special attacks were absolutely wretched, making him a sitting duck for paralysis, petrification, breath weapons, death magic, magic wands, spells, and most horribly, [[Nurgle|poison]], which was everywhere in 1e and meant [[Rocks_fall,_everyone_dies|almost certain death]].  Many found playing a 1e fighter boring because every problem was solved in largely the same way, and found the extra dice rolling to be a chore rather than a pleasure.&lt;br /&gt;
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===2nd edition===&lt;br /&gt;
Fighters in 2nd edition continued all of the trends from 1st edition. 2nd edition spellcasting was limited by onerous regulations, costly material components (which back then were consumed upon casting unless otherwise stated), and the likely permanent crippling of the caster, making fighters the kings of the 2e battlefield.  They had the best &amp;quot;THAC0&amp;quot; (&#039;&#039;T&#039;&#039;o &#039;&#039;H&#039;&#039;it &#039;&#039;A&#039;&#039;rmor &#039;&#039;C&#039;&#039;lass 0) chance of any class to hit enemies.  In 2nd edition, fighters received bonus attacks based on their level, and these bonus attacks had no penalty to hit.  With new 2e rules for bows allowing 2 shots per combat round at level 1, with the common sheaf arrow dealing an entire d10 &amp;quot;hit die&amp;quot; worth of damage, and with the advent of the &amp;quot;Odysseus-style&amp;quot; composite longbow adding Strength bonus to arrow damage, fighters were a serious threat at any range. The (optional) proficiency system meant that fighters couldn&#039;t quite achieve the &amp;quot;pick up anything they find and use it&amp;quot; levels of gear efficiency that they had in 1st edition, but since the fighter&#039;s penalty for using a weapon unskilled was only -2 to hit, and the nonweapon proficiencies were mostly worthless medieval fluff like Cobbling and Heraldry, Fighters still weren&#039;t particularly worried about Rust Monsters and Ethereal Filchers nicking all of their stuff.  &lt;br /&gt;
&lt;br /&gt;
Weapon specialization got added to the Player&#039;s Handbook and became a standard, further improving the fighter&#039;s combat ability. Around the end days of the edition, the notoriously unbalanced Player&#039;s Option line of books further developed this into weapon mastery, high mastery, and grandmastery, which allowed the fighter to swing his chosen weapon even faster, crit more often, and even increase the damage dice to the next highest. A grandmaster swordsman could swing his bastard sword four times in a round, dealing [[Powergaming|1d20+3 instead of 1d12 damage]] against an ogre or a dragon or something. Meanwhile, his buddy, the [[Baldur&#039;s Gate|fastest dart-thrower in the Sword Coast]], gets to throw [[Awesome|seven darts for 1d4+7 damage each and one out of four will crit, and only a natural 1 would miss]]. No high-level fighter with a DM stupid enough to allow him to use these rules was to be fucked with in 2nd edition.&lt;br /&gt;
&lt;br /&gt;
===3rd edition===&lt;br /&gt;
In 3.x, the advent of [[Feats]] was supposed to make fighters more attractive to play.  The fighter gets loads of feats, making it the only class that can take more than one full-size feat tree (Archery, Weapon Specialization, etc.)  But feats brought a nerf in disguise. Fighters could no longer use the best weapons like the &amp;quot;spiked chain&amp;quot; without spending feats to do so, or taking a significant -4 penalty to hit.  The only fighter feats really worth getting involved a horrible exploit in 3.0 called &amp;quot;the bag of rats&amp;quot; (the fighter dropped a bag full of rats in front of an enemy, then used Whirlwind Attack feat to attack all the rats in a single round, then used Great Cleave to get a free attack on the enemy for each rat killed.  This was clobbered in 3.5.)  There were other nerfs as well.  Bonus attacks received hit penalties that made them nigh-worthless, and actually using them meant choosing between movement or full attack, one of [[Monte Cook]]&#039;s more subtle and fiendish nerfs in his endless quest to ensure [[CoDzilla| total spellcaster domination]].  Bow rate of fire and damage was nerfed, and crossbows, which any character could use, got a significant damage increase.  The new skill system overtook things that any character could do in previous versions of the game, and with their tiny number of &amp;quot;skill points&amp;quot;, fighters became helpless bumbling buffoons in just about everything.  &lt;br /&gt;
&lt;br /&gt;
Meanwhile, spells became so powerful that a single [[CoDzilla|caster]] could bring down entire armies in one or two rounds.  The result was that your party was better off having any character with Summon Monster I than with a fighter.  Fighter became something you multi-classed your [[rogue]] or [[cleric]] into for one or two levels, in order to get their level 1 automatic feats, Martial Weapons, Tower Shields, all armors, +d10 hp, full attack bonus, and a bonus feat.  It was still a scrumptious dip class for those first few levels, but it was generally best left behind afterwards.&lt;br /&gt;
&lt;br /&gt;
Fighter is the only class in the game to have &#039;&#039;&#039;two&#039;&#039;&#039; iconic characters that actually got used:  the Tordeck Dwarf and Regdar the human. Tordeck came first, but the suits came and demanded the Fighter iconic be a Human male &#039;&#039;and&#039;&#039; this human male be prominent in art. In response, the devs made both the iconic and, as an in-joke about their disdain for the situation, illustrations featuring Regdar were primarily of the him being victim of various hazards or abilities. This ended with Regdar appearing dead in the core book for 4th edition.&lt;br /&gt;
&lt;br /&gt;
====How to play one effectively====&lt;br /&gt;
You&#039;ve got three options, depending on how optimized you want to be:&lt;br /&gt;
&lt;br /&gt;
#Normal fighter, with appropriate feats and ACFs (Tier 4). Check out dungeoncrasher (Dungeonscape), Zhentarim ([http://archive.wizards.com/default.asp?x=dnd/we/20060327a here]), and dead levels ([http://archive.wizards.com/default.asp?x=dnd/cwc/20061013a here]). You can actually use all three of these at once. Be sure and get Imperious Command (Drow of the Underdark feat) and Never Outnumbered (Complete Scoundrel skill trick) to be able to stun fools as a swift action.&lt;br /&gt;
#Just be a warblade (tier 3). You&#039;ll be able to kill things very effectively and still have fun outside it.&lt;br /&gt;
#If you&#039;re playing with a druid, wizard, archivist, and artificer, ask your DM about the [https://sites.google.com/site/middendorfproject/frankpdf Tome Fighter]. It&#039;s a tier 1 fighter, built to be on par with the mightiest casters.&lt;br /&gt;
&lt;br /&gt;
Weaponwise, you&#039;ll want to get one of the best options: spiked chain, rope dart, or dragon chain (for trip builds), kaorti resin jovar or kaorti resin elven courtblade (for crit builds), dwarven warpike (for polearm builds), gnomish quickrazor (for iaijutsu focus), and so on.&lt;br /&gt;
&lt;br /&gt;
====Pathfinder====&lt;br /&gt;
[[Image:Valeros.jpg|thumb|right|320px|Valeros, iconic fighter from Pathfinder.]]&lt;br /&gt;
Fighters are generally a little beefier and a lot better in [[Pathfinder]], with more unique passive benefits other people don&#039;t have, while keeping their big pile of feats, and fewer classes that can be described as &amp;quot;like a Fighter but better.&amp;quot;  They don&#039;t have the raw power of the spellcasting classes, but they&#039;re now actually good at their job, namely, killing tons of dudes while shrugging off damage, while many martial and exotic weapons, particularly archery, are more attractive options.  The archetype system also helps them a lot, sacrificing much of their versatility in terms of weapon use to make them even deadlier or tougher with a single combat style.  (Two-handed weapon, sword-and-board, unarmed combat, etc.)  &lt;br /&gt;
&lt;br /&gt;
Unfortunately, with a pitiful dribble of skill points and limited skill selection anyway, they don&#039;t tend to be much use once things are actually being done out of combat, barring pure roleplaying or trait-use to gain one good skill. In-fact, Fighter is the &#039;&#039;&#039;only&#039;&#039;&#039; player class in the game to have 2+int skill points per level and no casting ability. A lot of the time, if no fighting&#039;s going on, the fighter&#039;s player may as well just go off to use the restroom or crack open a soda for all the use he&#039;ll be.  One way around this is to take the Tactician archetype, which gives them a lot more skill points and class skills, offers great bonuses and buffing capacity for having high mental stats, and barely reduces their combat effectiveness in the bargain.  The only real price is a little bit of [[MAD]] trouble, but if you rolled well on your scores and want to make a character who can kick ass and still be the charismatic and intelligent party leader, consider it.&lt;br /&gt;
&lt;br /&gt;
There are also two particular books (&#039;&#039;Armor Master&#039;s Handbook&#039;&#039; and &#039;&#039;Weapon Master&#039;s Handbook&#039;&#039;) which mitigate a degree to which the fighter can actually contribute both in and out of combat. By sacrificing one level of Weapon or Armor training after the first, they can instead gain special training options. Among the notable ones are Versatile Training (BAB=skill ranks for two skills as designated by weapon group), Armored Juggernaut (Damage Resistance when wearing armor), Warrior Spirit (gain the power to add a temporary magical bonus to a weapon), and Fighter&#039;s Reflexes (Add weapon training to Reflex). Though practically all the archetypes trade these off one way or another, it&#039;s an incentive for those who don&#039;t or those who find that they need something more than +1 on a weapon.&lt;br /&gt;
&lt;br /&gt;
Another avenue of approach is the combination of the Lore Warden and Martial Master archetypes. The Lore Warden trades in medium and heavy armor and armor training in favor of better ability to trip, grapple, sunder, disarm, and perform other combat maneuvers, a +2 bonus to attack and damage after making a successful knowledge check, an extra two skill points, all knowledge skills, the ability to negate critical hits, and the ability to automatically confirm a critical hit on a knowledge check. It does a good job of making the Fighter have more skills and variety in combat. However, combining it with the Martial Master allows you to flexibly pick up combat feats as you need them, like a [[Brawler]]. that means you aren&#039;t locked into a single static configuration, and can change up how you fight on an encounter-by-encounter basis. Invisible enemy? Take blind-fight! Flying enemy? Grab ranged feats! DM gives you an exotic weapon that you need to kill a boss with? EWP. It makes up for the fighter&#039;s weakness in being able to kill dudes quickly but only in one specific way.&lt;br /&gt;
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====Pathfinder 2e====&lt;br /&gt;
&lt;br /&gt;
To give Fighters something to do, they got exclusive access to Attacks of Opportunity before 6th level (and even then, only Barbarians and [[Paladin|Champions]] get it, and need to spend a class feat on it). Other than that, they remain the exact same opposite of the [[Skill monkey]] they are in any other D&amp;amp;D (Class feats are almost entirely combat utility, and almost no non-combat utility), although skill advancement is at the same rate as any other non-Rogue. Athletics and Intimidate remain your best skills, especially with the overhaul on how Combat Maneuvers work, while Crafting is critical for maintaining equipment regardless of focus (especially since shields can be damaged quite easily now). Dex fighters can get a lot out of Acrobatics, Stealth and Thievery. In combat, the only real weak spot they have is crossbows, as those weapons require multiple actions to reload and only the [[Ranger]] can access the feats needed to facilitate on that front.&lt;br /&gt;
&lt;br /&gt;
More than any other class, the Fighter is the least bound by any class features, whereas other classes are forced to specialize in a specific part of their niche. While they have weapon mastery to grant better proficiency for one weapon group as well as access to crit effects, their impact boils down to slightly bigger numbers in combat for the most part. In addition, fighters have the ability to take temporary feats, as the [[Brawler]] did before, but instead of it being usable 3 + half Brawler level times per day, now Fighters can at the start of each day, a Fighter can pick a Fighter class feat they don&#039;t have, picking at half their level.&lt;br /&gt;
&lt;br /&gt;
===4th edition===&lt;br /&gt;
In 4th edition, the Fighter is listed as a &amp;quot;Defender&amp;quot;.  His main purpose is to serve as a meatshield and prevent the enemies from getting close to the [[wizard|squishies]] behind them. Fighters do more single-target damage than any other class in the game that isn&#039;t a &amp;quot;Striker&amp;quot; (and in some cases can out-damage strikers, especially if they get a lot of opportunity attacks).  They also make the squares around them a living hell for any marked foe who tries to move through them at all. They come in five flavors: &amp;quot;Great Weapon&amp;quot; (uses two-handed weapons, considered to be a striker &amp;quot;by the back door&amp;quot;), &amp;quot;Guardian&amp;quot; (the archetypical 4th Edition fighter, uses a one-hand weapon and a shield, has primary access to most of the best Fighter powers including the truly awesome Tide of Iron at-will), &amp;quot;Battlerager&amp;quot; (a berserker fighter build, lives on yummy, yummy, temporary hit points), &amp;quot;Tempest&amp;quot; (a two-weapon fighter build for those who feel like they cannot live without a two-weapon warrior who wears heavy armor), and &amp;quot;Brawler&amp;quot; (uses a one-handed weapon, but leaves the other hand open so they can grab people to use them as human shields, break faces, or snap necks).&lt;br /&gt;
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===5th edition===&lt;br /&gt;
[[Image:DragonbornFighter.jpg|thumb|left|[[The Elder Scrolls|Dragonborn Barbarians]] are pretty popular in pop culture these days.]]&lt;br /&gt;
In 5th edition, the Fighter is the only class who hangs onto 4e&#039;s Healing Surge (called Second Wind, and usable once per short rest, granting 1d10+Fighter level). Fighters base class don&#039;t have a lot of abilities, but what they do have is very useful - aside from aforementioned Second Wind they can do two Actions per turn once per short rest, get rerolls on failed saving throws, and are the only class that can get 3+ basic attacks per turn without feats or dual wielding - all very simple but incredibly powerful abilities. Fighters also have more levels dedicated to stat increases, and since you can use those for either 2 stat points or 1 feat, fighters are likely to have 20s in any stats they want and still have slots left over for feats.&lt;br /&gt;
&lt;br /&gt;
While stereotypical warrior is a STR based frontliner tank (sword and board) or damage dealer (greatsword or polearm), DEX builds of dual wielder, duelist or archer are equally viable, giving you better range and stealth options, while losing on the AC and ability to wrestle enemies down with brute strength.&lt;br /&gt;
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Most of the fighter flavor and cool tricks comes from the subclasses:&lt;br /&gt;
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* &#039;&#039;&#039;Champion&#039;&#039;&#039; gives him more sustain and tankiness with more-frequent crits and better physical ability score checks (including initiative). Notable for being the only fighter subclass with no active abilities, which makes champion-fighter pretty much the gold standard of blandness in 5e;&lt;br /&gt;
* &#039;&#039;&#039;Battle Master&#039;&#039;&#039;, whose superiority dice allow them to perform [[The Book of Weeaboo Fightan Magic|maneuvers]] in combat to control the battlefield, help friends and inconvenience enemies. It&#039;s generally considered the most powerful and versatile FIghter subclass, and for a good reason. So much so that these maneuvers were even made as a special fighting style in the &#039;&#039;Tasha&#039;s Cauldron of Everything&#039;&#039; splatbook;&lt;br /&gt;
* &#039;&#039;&#039;Eldritch Knight&#039;&#039;&#039;, who casts [[Gish|spells and swings swords]], and eventually can cast and swing at the same time;&lt;br /&gt;
* &#039;&#039;&#039;Purple Dragon Knight&#039;&#039;&#039; (whose setting-neutral name is given as &amp;quot;Banneret&amp;quot;), whose gimmick is that he can give other party members fighter powers and so he basically serves as an option to play a [[Warlord]];&lt;br /&gt;
* &#039;&#039;&#039;Arcane Archer&#039;&#039;&#039; - an archery-focused archetype that allows to imbue fighter&#039;s arrows with magical properties, such as ability to go through cover or to redirect your shot at a different target in case of a miss);&lt;br /&gt;
* &#039;&#039;&#039;Cavalier&#039;&#039;&#039; - a mount-based archetype that specializes in protection and control of the battlefield);&lt;br /&gt;
* &#039;&#039;&#039;Samurai&#039;&#039;&#039; - an archetype that allows fighters to get both advantage on attacks AND temporary hitpoints as a bonus action three times per long rest and boosts their social abilities;&lt;br /&gt;
* &#039;&#039;&#039;Monster Hunter&#039;&#039;&#039; like the Battle Master makes use of Superiority Dice, but his are more limited in use; add one to an attack roll, add one to a damage roll, add one to an Int, Wis or Cha saving throw, or add one to Wisdom check made either to detect a hidden creature/object or to determine if someone is lying. He gains bonus proficiencies in skills useful for monster hunting, can cast Detect Magic as a ritual and Protection from Evil &amp;amp; Good once per long rest as a spell-like ability, and at 7th level gains the Monster Slayer trait. This A: lets him spend two superiority dice for extra damage instead of one, and B: means that when he does so against an aberration, fae, fiend or undead target, superiority dice deal their maximum bonus damage automatically;&lt;br /&gt;
* &#039;&#039;&#039;Echo Knight&#039;&#039;&#039; is a curious subclass built around creating 1 HP magical time-clones of yourself and teleport-swapping with them, making attacks through them, eventually making attacks alongside them and healing when they get destroyed.&lt;br /&gt;
* &#039;&#039;&#039;Brute&#039;&#039;&#039; is exactly what the name suggests: a simple brute force warrior that deals more damage and generally behaves like a cruder version of Champion with a bit of Barbarian charm sprinkled on it. Someone aptly described it as the go-to subclass for playing Gregor Clegane or WHFB Khornate Champion;&lt;br /&gt;
* &#039;&#039;&#039;Rune Knight&#039;&#039;&#039; is a battle smith carving magical runes into his equipment that give him potent passive effects and one-use active effects by invoking those runes. Surprisingly not connected to Dorfs in any way, it actually draws power from Giant heritage, and even lets you roid-rage twice per long rest, during which you grow larger and hit harder.&lt;br /&gt;
* &#039;&#039;&#039;Scout&#039;&#039;&#039; is for when you want to play a Ranger but you&#039;re allergic to classes that suck ass. It also uses superiority dice, but for much weaker effects than Battle Master and Monster Hunter. In return you get a &#039;&#039;ton&#039;&#039; of out of combat utility for scouting, foraging and survival in the wilderness and tools for setting up ambushes, making the most out of them and avoiding getting into one yourself.&lt;br /&gt;
* &#039;&#039;&#039;Psi Knight&#039;&#039;&#039; is a fantasy Jedi that comes stock  with psychic shields for damage reduction, psychic strikes augmenting one of his attacks per turn, and psychic jumps (that only cost 1 foot of movement) for extra mobility, and later grows to force push/trip for control, resistance to psychic damage and poisons, force barriers for sweet sweet half cover in the open and finally full on telekinesis. It all gets powered by funky psychic dice which get weaker if you roll too good but grow back if you roll too bad, while some of the stronger abilities lower it just for using them or using them more than once, so the more you use your Jedi powers the more they fluctuate with a chance to run out of them till the long rest if you consistently roll too good or overuse powerful abilities.&lt;br /&gt;
&lt;br /&gt;
Other classes might spike higher, but between the largely-short-rest-recharging powers and high natural sustain, fighters can operate at near-peak efficiency even on grueling grinder-days. And when one of the biggest problems with the 3.5 fighter was his bland lack of class features or nice skills, between the reworked skills and backgrounds system and his cannibalization of nice things from 4e, the fighter is certainly his own man this edition, able to contribute outside of combat as well as any other non-spellcaster.&lt;br /&gt;
&lt;br /&gt;
What&#039;s pretty great about this set-up is that it makes sense from a fluff perspective and gives the fighter an edge it&#039;s been lacking since 2e, namely that it is the best &#039;&#039;in terms of martial skill&#039;&#039;. Your extra attacks reflect your expertise, and the special abilities other classes get are meant to compensate for your superior skills; Paladins smite, Rogues sneak attack, Barbarians Rage, Monks use Ki and Rangers get killed so the player can roll up a better class.&lt;br /&gt;
&lt;br /&gt;
[[Mike Mearls]] created four new archetypes that exist exclusively on his stream so far, but mechanics can be found on the 5etools website. These include the Slayer (a big monster-killer specialist), the Weapon Master (who gets its own sub-subclasses!) and 5eifications of the [[Warlord]] and the [[Psychic Warrior]].&lt;br /&gt;
&lt;br /&gt;
====Class Feature Variants====&lt;br /&gt;
While the Fighter is a more than competent class in 5th edition, a common house-rule among players is to give any Fighter, regardless of subclass, a few maneuvers from the Battle Master subclass. The Battle Master is widely regarded to be one of the best subclasses for the Fighter, and also the most fun of the subclasses, as it allows you to do a whole lot more than swing a sword around. With the November 2019 UA, this house rule has (sort of) become canon! In addition to the slew of Fighting Style choices the UA delivered, the Fighter gets an exclusive Fighting Style that nets them a free maneuver from the Battle Master. In addition, they added a wide variety of powerful maneuvers that let the Fighter skill monkey hard, twirl blades around, and lie like a silver-tongued Rogue! Because really, everything is improved with a small dose of [[The Book of Weeaboo Fightan Magic|weeaboo fightan magic.]]  Obvious downside, of course, is obvious: they buffed the most brokenly overpowered subclass and made it the &amp;quot;default&amp;quot; option, while offering almost nothing to anyone else.&lt;br /&gt;
&lt;br /&gt;
The &#039;&#039;Tasha&#039;s Cauldron of Everything&#039;&#039; splat sees these all effectively canonized though not fully integrated in case of GM fiat forbidding this book because &amp;quot;reasons&amp;quot; (Read: Your GM is a whiny bitch who loathes the idea of Fighters being able to do things aside from swinging swords).&lt;br /&gt;
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===Gallery===&lt;br /&gt;
{{NeedsImages}}&lt;br /&gt;
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{{D&amp;amp;D3-Classes}}&lt;br /&gt;
{{D&amp;amp;D4-Classes}}&lt;br /&gt;
{{D&amp;amp;D5-Classes}}&lt;br /&gt;
{{Pathfinder-1st-Edition-Classes}}&lt;br /&gt;
{{Pathfinder-2nd-Edition-Classes}}&lt;br /&gt;
{{Pathfinder-2nd-Edition-Archetypes}}&lt;/div&gt;</summary>
		<author><name>2603:8001:3500:CB:247C:2624:6774:620</name></author>
	</entry>
	<entry>
		<id>http://2d4chan.org/mediawiki/index.php?title=Tiefling&amp;diff=498659</id>
		<title>Tiefling</title>
		<link rel="alternate" type="text/html" href="http://2d4chan.org/mediawiki/index.php?title=Tiefling&amp;diff=498659"/>
		<updated>2021-01-16T23:21:30Z</updated>

		<summary type="html">&lt;p&gt;2603:8001:3500:CB:247C:2624:6774:620: /* Archdevil Tieflings */&lt;/p&gt;
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&lt;div&gt;{{Monstergirls}}&lt;br /&gt;
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[[File:Tiefling.jpg|300px|thumb|right|What Tieflings looked like prior to 4e.]]&lt;br /&gt;
&#039;&#039;&#039;Tieflings&#039;&#039;&#039; are a corruption-based race of [[Planetouched]] from [[Dungeons &amp;amp; Dragons]], with a lineage stretching all the way back to 2e&#039;s [[Planescape]] setting, where they were one of the three initially released races for the setting, alongside the [[githzerai]] and the [[bariaur]]. In contrast to their mostly-forgotten kinsfolk, they have had a huge impact on D&amp;amp;D and been quite decently supported ever since, becoming core races in the 4th and 5th editions. It has to be said, this may be due to their fluff being rather supportive of mary sue-players.&lt;br /&gt;
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One of the recurring themes of Tieflings is that others find them inherently unsettling. They tend to have [[Charisma]] bonuses, representing either their superior ability to intimidate others or the fact that [[monstergirl|everybody wants to bang the horned chicks]], depending on who you ask. Hell, the two are not mutually exclusive.&lt;br /&gt;
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Tieflings are one of a handful of races considered &amp;quot;legitimate [[monstergirls]]&amp;quot; in D&amp;amp;D. Since their whole identity establishes them as looking strange and exotic, yet still very recognizable human, it&#039;s totally kosher to use &amp;quot;sexy demon chick&amp;quot; artwork for a female tiefling character. Plus, they&#039;re actually balanced for play, so you can have them running around with very little hassle - especially in the [[Nentir Vale]] setting, where the story of [[Bael Turath]] means that there&#039;s supposed to be whole villages full of them.&lt;br /&gt;
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(It may be useful to point out that, contrary to any impressions you may have been given by the above, there are just as many male tieflings as female ones)&lt;br /&gt;
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==What&#039;s with the name?==&lt;br /&gt;
A semi-common question about the tieflings is this: what the heck does the name &amp;quot;tiefling&amp;quot; even mean? Well, according to Wikipedia, tieflings were named by [[Planescape]] co-designer Wolfgang Baur at the request of David &amp;quot;Zeb&amp;quot; Cook, who suggested a Germanic name would somehow be particularly fitting for these fallen souls. Wolfgang&#039;s response was to combine the German word &#039;&#039;&amp;quot;tief&amp;quot;&#039;&#039;, meaning &amp;quot;deep&amp;quot; or &amp;quot;low&amp;quot;, with the suffix &#039;&#039;&amp;quot;ling&amp;quot;&#039;&#039;, Germanic for &amp;quot;offspring&amp;quot;. Thusly, &amp;quot;tiefling&amp;quot; directly translates as &amp;quot;Deepling&amp;quot; and spiritually translates as something more like &amp;quot;Low Spawn&amp;quot;, a reference to their origins as the bastard progeny of the [[Lower Planes]]. However, it may also have been a somewhat mangled reference to the word &#039;&#039;&amp;quot;Teufel&amp;quot;&#039;&#039;, the Germanic for &amp;quot;devil&amp;quot;, thus rendering the name into, literally, bad German for &amp;quot;devilspawn&amp;quot;.&lt;br /&gt;
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==Divine Relations==&lt;br /&gt;
Mulhorandi tieflings (from planet [[Forgotten_Realms#Setting|Toril]]) deviate somewhat from the concept of [[fiend|fiendish]] ancestry as they primarily descended not from fiends but from the avatars of evil deities, and in the [[Nentir Vale]] setting the majority of first-generation tieflings arose via [[Tiefling#Archdevil_Tieflings|infusions]] of the essences of the devil-god [[Asmodeus]] and his Archdevils.  (See also: [[Bhaalspawn]])&lt;br /&gt;
&lt;br /&gt;
Mulhorandi tieflings derive their surnames from their deific ancestor&#039;s name, to which they prepend the Mulhorandi/Thayan prefix of &amp;quot;&#039;&#039;Zia-&#039;&#039;&amp;quot; meaning &amp;quot;&#039;&#039;blood of&#039;&#039;&amp;quot;, so a tiefling descendant of [[Sebek]] would have a surname of &#039;&#039;Ziasebek&#039;&#039;.  &#039;&#039;Aybtep&#039;&#039;, meaning &amp;quot;horned one&amp;quot;, is perhaps the most common forename among Mulhorandi tieflings.  The Thayan dialect of the Mulhorandi language was written using Infernal Script, and as such is popular among Mulhorandi tieflings and their descendants.  &lt;br /&gt;
&lt;br /&gt;
When the [[edgelord]] players of tiefling [[murderhobo|characters]] want their tieflings to worship a deity, non-evil Death deities such as [[Pharasma]] and [[The_Raven_Queen|Nera]] seem to be the most popular choices.  As tieflings first appeared in the [[Planescape]] setting though, the thematically perfect deity for tiefling [[Planeswalker#In_Planescape|planewalkers]] would be [[Nemorga]], non-evil deity of Death and Portals.&lt;br /&gt;
&lt;br /&gt;
==2e==&lt;br /&gt;
Tieflings are mortals whose lineage is tainted by the blood or essence of a fiend - demon, devil, daemon, whatever - at some remote point in their ancestry. Not an &#039;&#039;actual&#039;&#039; fiend&#039;s kid, mind, (those are either [[Alu-Fiend]]s or [[Cambion]]s, depending on the gender), but one of their descendants. Basically, if a humanoid half-fiend has a kid, it&#039;ll probably be a tiefling, and after that the fiendish blood can also skip a few generations. Sometimes, it naturally occurs due to fiendish pacts, either in the pact-ee or their descendants.&lt;br /&gt;
&lt;br /&gt;
In general, tieflings are presumed to be either unable to figure out what sort of fiend was their ancestor, or just inherently prone to fiendish mutation. As a result, their physical displays of fiendhood and their ability modifiers have often had sizeable - we&#039;re talking D100 tables, here - random tables to roll on, depending on edition and sourcebook.&lt;br /&gt;
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Naturally, this lineage begged for grid-filling in the form of the [[aasimar]] (celestials) and [[genasi]] (elementals), though 3.5 would go another step by adding in &amp;quot;[[planetouched]]&amp;quot; races to reflect the outsiders of the Morally Neutral planes too.&lt;br /&gt;
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Though officially all tieflings can spring from all manner of humanoid races, most writeups tend to either focus on the human tieflings or make it so that the twisting influence of their fiendish blood defines them &amp;quot;more&amp;quot; than their parents being non-fiends. That said, 3.5 [[Forgotten Realms]] did do up the [[Tanarukk]] ([[orc]]-descended tieflings), the Mur-zhagul ([[troll]]-demon tieflings), and the [[Fey&#039;ri]] ([[elf]]/[[succubus]] tieflings).&lt;br /&gt;
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===The Legendary Tiefling Tables===&lt;br /&gt;
The 2e tiefling first appeared in the &amp;quot;Player&#039;s Companion&amp;quot; component to the Planescape Campaign Setting boxed set. There, it was handled fairly simply; +1s to Int and Cha, -1s to Str and Wis, Infravision 60 feet, halving damage from Cold, +2 bonus to saving throws versus Fire, Electricity and Poison, and the ability to cast Darkness (15ft radius) once per day. Then &amp;quot;The Planeswalker&#039;s Handbook&amp;quot; introduced the legendary Tiefling customization tables, where you sacrifice the spell-like ability, cold resistance and saving throws bonus to make 5 rolls on a D100 Tiefling Abilities table and 1d4 rolls on a D100 Tiefling Appearance table. Gaze in awe at the potential combinations of traits your munchkin special snowflake could have possessed!&lt;br /&gt;
[[File:Tiefling table.gif|300px|thumb|right|Now in image form.]]&lt;br /&gt;
====Tiefling Abilities====&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;100%&amp;quot;&amp;gt; Click &amp;quot;Expand&amp;quot; to see the Tiefling abilities table.&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
* 01-03: Blur 1/day&lt;br /&gt;
* 04-06: Charm Person 1/day&lt;br /&gt;
* 07-09: Chill Touch 1/day&lt;br /&gt;
* 10-12: Comprehend Languages 1/day&lt;br /&gt;
* 13-15: Darkness (15ft radius) 1/day&lt;br /&gt;
* 16-18: Detect Good/Evil 2/day&lt;br /&gt;
* 19-21: Detect Magic 3/day&lt;br /&gt;
* 22-24: ESP 1/day&lt;br /&gt;
* 25-27: Invisibility 2/week&lt;br /&gt;
* 28-30: Know Alignment 1/day&lt;br /&gt;
* 31-33: Mirror Image 1/day&lt;br /&gt;
* 34-36: Misdirection 1/day&lt;br /&gt;
* 37-39: Pyrotechnics 3/week&lt;br /&gt;
* 40-42: Suggestion 1/week&lt;br /&gt;
* 43-45: Summon Swarm 1/week&lt;br /&gt;
* 46-48: Vampiric Touch 1/week&lt;br /&gt;
* 49-51: Whispering Wind 1/day&lt;br /&gt;
* 52-55: Half damage from Fire&lt;br /&gt;
* 56-59: Half damage from Cold&lt;br /&gt;
* 60-63: Half damage from Electricity&lt;br /&gt;
* 64-67: Half damage from Acid&lt;br /&gt;
* 68-75: Infravision to 120 feet&lt;br /&gt;
* 76-79: +2 Saving Throw vs. Fire&lt;br /&gt;
* 80-83: +2 Saving Throw vs. Electricity&lt;br /&gt;
* 84-87: +2 Saving Throw vs. Poison&lt;br /&gt;
* 88-91: +2 Saving Throw vs. Cold&lt;br /&gt;
* 92-95: +2 Saving Throw vs. Acid&lt;br /&gt;
* 96: +2 Saving Throw vs. Petrification, Polymorph &amp;amp; Paralysis&lt;br /&gt;
* 97: +2 Saving Throw vs. Rod/Staff/Wand&lt;br /&gt;
* 98: +2 Saving Throw vs. Spell&lt;br /&gt;
* 99: Roll twice, rerolling results above 95&lt;br /&gt;
* 00: Roll three times, rerolling results above 95&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====Tiefling Appearance====&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;100%&amp;quot;&amp;gt; Click &amp;quot;Expand&amp;quot; to see the Tiefling appearance table.&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
* 01-04: Small horns on forehead&lt;br /&gt;
* 05-06: Small horns on temples&lt;br /&gt;
* 07: Single horn on forehead&lt;br /&gt;
* 08-09: Long, thin face&lt;br /&gt;
* 10: Fangs&lt;br /&gt;
* 11: All teeth are pointed&lt;br /&gt;
* 12: Forked tongue&lt;br /&gt;
* 13–14: Pointed ears&lt;br /&gt;
* 15: Fanlike ears&lt;br /&gt;
* 16: Extremely long nose&lt;br /&gt;
* 17: Very small (almost unnoticeable) nose&lt;br /&gt;
* 18: Extremely long eyelashes&lt;br /&gt;
* 19-21: Red eyes&lt;br /&gt;
* 22-23: Black eyes (no whites)&lt;br /&gt;
* 24: Feline eyes&lt;br /&gt;
* 25-26: Extremely deep-set eyes&lt;br /&gt;
* 27-28: Green hair&lt;br /&gt;
* 29-30: Blue hair&lt;br /&gt;
* 31: Multicolored hair&lt;br /&gt;
* 32-33: Six fingers (including thumb)&lt;br /&gt;
* 34-35: Three fingers (including thumb)&lt;br /&gt;
* 36-37: Black fingernails&lt;br /&gt;
* 38-39: Red fingernails&lt;br /&gt;
* 40-41: Fingers one inch longer than normal&lt;br /&gt;
* 42: Arms six inches longer than normal&lt;br /&gt;
* 43: Legs six inches longer than normal&lt;br /&gt;
* 44-46: Horselike legs&lt;br /&gt;
* 47-49: Goatlike legs&lt;br /&gt;
* 50-52: Goatlike hooves&lt;br /&gt;
* 53-55: Long, thin tail&lt;br /&gt;
* 56-57: Horselike tail&lt;br /&gt;
* 58-59: Lizardlike tail&lt;br /&gt;
* 60-62: Spiny ridge on back&lt;br /&gt;
* 63-65: Spiny ridges all over body&lt;br /&gt;
* 66-68: Hairless body&lt;br /&gt;
* 69-71: Body covered in short fur or long hair&lt;br /&gt;
* 72-73: Body covered in striped markings&lt;br /&gt;
* 74-75: Extremely greasy skin&lt;br /&gt;
* 76-80: Scaly skin&lt;br /&gt;
* 81-83: Leathery skin&lt;br /&gt;
* 84: Small feathers rather than hair on 10-100% of body&lt;br /&gt;
* 85: Green-tinted skin&lt;br /&gt;
* 86: Blue–tinted skin&lt;br /&gt;
* 87: Red-tinted skin&lt;br /&gt;
* 88-89: Special side effect – roll on the Tiefling Special Side Effects table&lt;br /&gt;
* 90-94: Roll twice, rerolling rolls above 89&lt;br /&gt;
* 95-00: Roll three times, rerolling rolls above 89&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====Tiefling Special Side Effects====&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;100%&amp;quot;&amp;gt; Click &amp;quot;Expand&amp;quot; to see the Tiefling side effects table.&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
* 01-10: Ashy odor surrounds body&lt;br /&gt;
* 11-15: Sulfurous odor surrounds body&lt;br /&gt;
* 16-20: Rotting odor surrounds body&lt;br /&gt;
* 21-25: Skin exudes ashy grit&lt;br /&gt;
* 26-30: Body casts no shadow&lt;br /&gt;
* 31-33: Body has no reflection in mirror&lt;br /&gt;
* 34-40: Susceptible to spells such as Spirit Wrack and Cacofiend&lt;br /&gt;
* 41-45: Tanar’ri react toward tiefling as though the tiefling were a baatezu&lt;br /&gt;
* 46-50: Baatezu react toward tiefling as though the tiefling were a tanar’ri&lt;br /&gt;
* 51-60: Presence causes unease in animals&lt;br /&gt;
* 61-65: Presence causes unease in NPCs, reactions at -4&lt;br /&gt;
* 66-70: Prolonged touch withers normal plants&lt;br /&gt;
* 71-75: Fingers treated as claws (1d4/1d3 damage)&lt;br /&gt;
* 76-80: Touch inflicts 1 point of Fire damage due to high body heat&lt;br /&gt;
* 81-85: Touch inflicts 1 point of Cold damage due to cold body temperature&lt;br /&gt;
* 86-90: Odd skin composition results in base AC of 1d6+3&lt;br /&gt;
* 91: Cannot reproduce&lt;br /&gt;
* 92: Holy water inflicts 1d6 damage&lt;br /&gt;
* 93: Exposure to direct sunlight inflicts 1 point of damage per round&lt;br /&gt;
* 94: Cannot enter “holy” areas&lt;br /&gt;
* 95: Harmed only by magical or silver weapons&lt;br /&gt;
* 96-00: Intuitively speaks the language of one fiendish race&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==3e==&lt;br /&gt;
The [[Planescape]] setting may have fallen into the background when 3rd edition rolled around (appearing only in part of one obscure module), but tieflings themselves survived. They got an NPC writeup in the very first &#039;&#039;Monster Manual&#039;&#039;, followed by a full PC treatment in the [[Forgotten Realms Campaign Setting]], which was repeated with small modifications in the &#039;&#039;[[Planar Handbook]]&#039;&#039; and &#039;&#039;[[Races of X|Races of Destiny]]&#039;&#039;.&lt;br /&gt;
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Whilst tieflings in 3e retained their Intelligence bonus (now boosted to +2), their ability to see up to 60 feet in the dark, and their ability to cast Darkness once per day, they had changed a lot. Medium sized Native Outsiders, their former resistance to elemental damages had been downgraded to Energy Resistance (Cold, Electricity, and Fire) 5, and went from having penalties in Strength and Wisdom to suffering a -2 penalty to Charisma. They also gained a +2 racial bonus to Bluff and Hide checks, a +2 Dexterity increase, a [[Favored Class]] of [[Rogue]], and a [[Level Adjustment]] of +1. Like most exotic races, nothing they had was really worth that level adjustment, especially compared to the bonus feat Humans got.&lt;br /&gt;
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&#039;&#039;Player&#039;s Guide to Faerûn&#039;&#039; introduced the &amp;quot;Lesser Planetouched&amp;quot; variant rule, wherein ALL planetouched, be they Aasimars, Tieflings, Genasi, or whatever, and regardless of whether they were players or NPCs, counted as &amp;quot;Humanoid (Planetouched)&amp;quot; rather than as &amp;quot;Outsider (Native)&amp;quot;, thus cutting them off from Darkvision, martial weapon proficiencies, the ability to take outsider forms with polymorph spells, immunity to &amp;quot;person&amp;quot; spells, and nothing else of importance, in exchange for dropping the level adjustment. This was widely misinterpreted as a subrace that individual players could take during character-creation.&lt;br /&gt;
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Strangely, &#039;&#039;[[Races of X|Races of Destiny]]&#039;&#039; includes an error in its copy of the tiefling statblock, saying it lacks its trinity of Energy Resistances. As every other version of the statblock says they &#039;&#039;can&#039;&#039; resist Cold, Electricity and Fire, it&#039;s obviously an editing error that slipped through somewhere along the line.&lt;br /&gt;
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Flavor-wise, tieflings remained the mongrel offspring of mortals and denizens of the [[Lower Planes]]. But change was coming...&lt;br /&gt;
&lt;br /&gt;
==4e==&lt;br /&gt;
[[File:Tiefling Bard.png|300px|thumb|right|What tieflings look like in 4e. Not everybody liked this change.]]&lt;br /&gt;
When 4th edition rolled around, [[Wizards of the Coast]] had a little discussion about races. The first thing they agreed upon was that [[gnome]]s were, frankly, kind of lame, and that whilst the [[half-orc]] had a certain appeal to edgelords, it generally wasn&#039;t very popular. Both of these races needed a lot more time to rework them if they were to actually be &#039;&#039;good&#039;&#039;, rather than simply being included because &amp;quot;muh sacred cows!&amp;quot; So, for one replacement, they created the [[Dragonborn]]. For the other, they decided to give promotions to one of the most favored and loved &amp;quot;edgy&amp;quot; races of all D&amp;amp;D; the tiefling.&lt;br /&gt;
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But, updating it to a corebook posed a certain challenge. Namely, in a non-[[Sigil]] setting, would there &#039;&#039;really&#039;&#039; be enough demon-fuckers running around to make tieflings especially common? The [[succubus]] and [[marilith]] are hot, but they&#039;re not &#039;&#039;that&#039;&#039; easy to bang!&lt;br /&gt;
&lt;br /&gt;
WoTC&#039;s decision, then, was to recreate the tiefling origin a little. In the [[Nentir Vale]] history, tieflings are the descendants of [[Bael Turath]], an empire of humans who forged diabolic pacts with [[Asmodeus]] and his [[Arch-Devil]] underlings for the power to defeat Arkhosia, empire of the Dragonborn. This empire-wide pledge, combined with several generations of widespread [[warlock]] pacts and diabolic interbreeding (this &#039;&#039;was&#039;&#039; the edition where they made succubi into devils), resulted in the entire population being replaced by tieflings, although this wasn&#039;t enough to prevent them fighting to mutual destruction with Arkhosia, scattering the tieflings across the world.&lt;br /&gt;
&lt;br /&gt;
Now, all in all, this wasn&#039;t a bad deal for them, but a rather large amount of [[skub]] erupted as a result of one key decision: their appearance. See, traditionally, tieflings were supposed to be super-variable in terms of their appearance. In practice, few people bothered going outside of the &amp;quot;horns, tail, hooves; use one or more as desired&amp;quot; paradigm for their artwork, especially in AD&amp;amp;D. So, WoTC decided to just go with it and give them a unified &amp;quot;diabolic&amp;quot; look, with curling horns, a long reptilian tail, crimson skin and glowing eyes. The players pissed off at this only got more pissed when the [[Forgotten Realms]]&#039; large tiefling population was retconned into the same sort of appearance as a result of Asmodeus dicking around.&lt;br /&gt;
&lt;br /&gt;
It didn&#039;t help matters at all that the &amp;quot;4e is [[World of Warcraft|WoW]]!&amp;quot; crowd seized upon this and a single cartoon featuring a female tiefling with a Russian accent to rant about how tieflings were now trying to rip off the [[draenei]].&lt;br /&gt;
&lt;br /&gt;
Never mind that the [[draenei]] had basically been ripping off the [[diabolus|diaboli]] from [[Mystara]]. No, the &amp;quot;4e is WoW!&amp;quot; crowd couldn&#039;t be swayed by logic like that.&lt;br /&gt;
&lt;br /&gt;
As for why this was such a big deal when everybody basically ignored the unofficial template of the artwork before and could still use the purely visual aspects of the 2e generator at their table, well, [[skub|/tg/ likes to argue about shit]]. That&#039;s the only reason.&lt;br /&gt;
&lt;br /&gt;
Tieflings in 4th edition are a mystic race, with +2 to Charisma and Intelligence, +2 to Bluff &amp;amp; Stealth checks, Medium size, 6 squares of movement, low-light vision, the racial traits Bloodhunt (+1 to attack rolls vs. bloodied foes) and Fire Resistance (reduce fire damage taken by 5+1/2 character level), and the racial power of Infernal Wrath. This encounter attack allowed you to add damage equal to your Charisma modifier if you use it whilst attacking some asshole who hit you in the previous turn. You also get a +1 bonus when using this attack, to reduce the chance of wasting it.&lt;br /&gt;
&lt;br /&gt;
The lessons WoTC had learned meant that when the PHB3 came out, they modded this basic formula; now a tiefling could trade the +2 Intelligence for +2 Constitution, and Infernal Wrath was altered so that, instead, you could burn a reaction once per encounter to scorch the asshole who just hit you for D6 per tier + Cha or Int mod fire damage.&lt;br /&gt;
&lt;br /&gt;
4th edition also added the idea of &amp;quot;tiefling bloodlines&amp;quot;, tieflings who could trace their powers by blood or pact to a specific arch-devil. This came in the form of a feat, plus some extra boosting feats, and a racial [[Paragon Path]] to amplify its powers.&lt;br /&gt;
&lt;br /&gt;
[[Dragon Magazine]] #381 featured the Blood-Crowned Courtiers, tieflings who bore direct blood-ties to devils and so had the ability to call upon more conventional diabolic powers. Most notably, they traded Infernal Wrath for Diabolic Transformation, letting them turn into a rampaging fiend once a day for a whole encounter. In this hulked-out state, they had better fire resistance, could regenerate, doubled their Bloodhunt bonus, got +2 to damage rolls, and could target a single foe with the Black Wrath of Hell. This fancy-named title basically let you boost the damage of a successful hit (it triggers on a free action on a hit) for +1d10 per tier damage, and afflict the victim (if they survived) with a save-ends penalty to attack rolls equal to the &#039;&#039;&#039;higher&#039;&#039;&#039; of your Int modifier or your Cha modifier. These guys didn&#039;t fit the formula of the later Bloodlines articles, but were definitely the most flavorful.&lt;br /&gt;
&lt;br /&gt;
[[Dragon Magazine]] #383 featured the Broken Mirror tieflings, who traced their power to Levistus and had the power to bestow ill-fortune, via their Mantle of Misfortune racial power. In crunch terms, this amounted to the ability to create a turn-long, 5-square aura as a minor action, where any enemies in the aura suffered a -2 penalty to attack rolls and you could slide them 1 square if they missed. Given 4e placed a lot of emphasis on interesting environments, there&#039;s a certain comedic potential in this. At least, if you&#039;re the kind of person who can laugh at an [[ogre]] slipping on the remnants of one of its past victims and falling headfirst into its own pit full of spikes.&lt;br /&gt;
&lt;br /&gt;
[[Dragon Magazine]] #387 featured the Blightseer tieflings, who traced their power to Baalzebul and had the power to cause decay in whatever they chose to look at. This manifested as the Gaze of Ruin racial feat-power, which was a 1/encounter 10 square minor action ranged attack that could impose either Vulnerability (All) on a target, a penalty to damage rolls with its weapon, or a -2 penalty to AC, depending on what you chose to stare at.&lt;br /&gt;
&lt;br /&gt;
Needless to say, although the [[Warlock]] came out in late 3.5, it is 4th edition that has really pushed the tiefling/[[warlock]] racial to class matchup. However, that array of stat bonuses also makes 4e tieflings surprisingly good [[Paladin]]s and [[Warlord]]s, to say nothing of [[Sorcerer]]s, [[Bard]]s, [[Wizard]]s, [[Ardent]]s and [[Battlemind]]s. Although not statistically a good matchup, the tiefling rogue is still a time-honored archetype, and there&#039;s even a tiefling-exclusive rogue paragon path called the Hellstalker, which gains the ability to blind others and turn itself invisible.&lt;br /&gt;
&lt;br /&gt;
In fact, 4e even made some nods to the fact that Tieflings make great Warlocks and Paladins; Dragon #381 mentions the existence of the Crimson Legion, an organization of hybrid &amp;amp; multiclassed Paladin/Warlocks that used to serve [[Asmodeus]] during the days of [[Bael Turath]] - now they view him as a turncoat, so they swear pacts to devils who want to oust Asmodeus and also to the gods, serving as the &amp;quot;go-betweens&amp;quot; for these allies of convenience as they seek to topple the God of Sin from his throne in the burning depths of [[Baator]].&lt;br /&gt;
&lt;br /&gt;
==5e==&lt;br /&gt;
Despite all the [[skub]] surrounding 4th edition, the tiefling as a corebook race turned out to be a popular concept, and so naturally they made the trip into the 5th edition PHB. Although still preserving the &amp;quot;general look&amp;quot; from 4e, the 5e tiefling is more explicitly variable in appearance, and even got a short list of alternate physical mutations in the Sword Coast Adventurer&#039;s Guide - small horns, fangs/sharp teeth, forked tongue, catlike eyes, six fingers on each hand, goat-like legs, cloven hooves, a forked tail, leathery or scaly skin, black/red/dark blue skin color, cast no shadow, cast no reflection, and exude a smell of brimstone.&lt;br /&gt;
&lt;br /&gt;
One of the differences to 4th edition is that tieflings are explicitly expected to be rarer, which is why they&#039;ve returned to a more nebulous fluff closer to the AD&amp;amp;D original than 4e&#039;s &amp;quot;scions of a fallen empire&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
In their original writeup, tieflings had +2 Cha, +1 Int, Medium size, 30ft base speed, Darkvision, Hellish Resistance (resistant to Fire), and Infernal Legacy (spell-like abilities; Thaumaturgy at-will, Hellish Rebuke as a 2nd level spell 1/day at 3rd level, Darkness 1/day at 5th level). However, this slowly changed.&lt;br /&gt;
&lt;br /&gt;
The aforementioned SCAG gave them 4 alternative racial traits. The Feral trait changes their ability score modifier to +2 Dex/+1 Int, whilst Devil&#039;s Tongue and Winged  replace the Infernal Legacy trait and Hellfire mods it. Devil&#039;s Tongue changes the tiefling&#039;s spell-like abilities to Vicious Mockery, Charm Person, and Enthrall. Hellfire changes the tiefling&#039;s spell-like abilities by replacing Hellish Rebuke with Burning Hands. And Winged, obviously enough, strips the tiefling of its spell-like abilities in exchange for the ability to fly 30 feet per round.&lt;br /&gt;
&lt;br /&gt;
Then came an [[Unearthed Arcana]] article called &amp;quot;That Old Black Magic&amp;quot;. As part of its discussion of demonic powers, it rewrote the tiefling into a race/subrace system. The original tiefling became the Infernal subrace, and in alternative, there was the Abyssal tiefling.&lt;br /&gt;
&lt;br /&gt;
Then the [[Unearthed Arcana]] for October 2017, &amp;quot;Fiendish Options&amp;quot;, which presented an new way of further specializing Infernal-type tieflings by connecting them to a specific [[Archdevil]]. These were subsequently reprinted &#039;&#039;exactly&#039;&#039; as-were in Mordenkainen&#039;s Tome of Foes.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Tiefling Racial Core:&#039;&#039;&#039;&lt;br /&gt;
::Ability Score Increase: +2 Charisma&lt;br /&gt;
::Size: Medium&lt;br /&gt;
::Speed: 30 feet&lt;br /&gt;
::Vision: Darkvision&lt;br /&gt;
::Subraces: Choose between the Infernal Tiefling and Abyssal Tiefling subraces.&lt;br /&gt;
::Language: Common&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Infernal Tiefling:&#039;&#039;&#039;&lt;br /&gt;
::Ability Score Increase: +1 Intelligence&lt;br /&gt;
::Hellish Resistance: You have [[Damage Reduction|Fire Resistance]], halving all damage you take from fire.&lt;br /&gt;
::Infernal Legacy: Can cast Thaumaturgy cantrip at will, Hellish Rebuke as a 2nd level spell 1/day at 3rd level, and Darkness 1/day, all using Charisma.&lt;br /&gt;
::Bonus Language: Infernal&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Abyssal Tiefling:&#039;&#039;&#039;&lt;br /&gt;
::Ability Score Increase: +1 Constitution&lt;br /&gt;
::Abyssal Fortitude: Your hit point maximum increases by half your level, rounding up.&lt;br /&gt;
::Abyssal Arcana: You have access to an array of randomized spells; you can cast a cantrip at 1st level, a 1st level spell at 3rd level, and a 2nd level spell at 5th level. All non-cantrip spells can be cast once per long rest, and are cast with a 2nd level spell slot. Each time you take a long rest, you must roll a D6 and compare it to the Abyssal Arcana Spells table to determine what spell you will be able to cast after completing your long rest. This must be done even if you haven&#039;t cast your spells, and you cannot keep the same spell-like ability; if your result would give you the same spell as the one you are replacing, roll again until the result is different. Make a separate roll for each available spell-like ability; a 3d6 result of 5, 3, 4 would give you Spare the Dying, Magic Missile and Levitate as your spell-like abilities until you next take a long rest.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Abyssal Arcana Spells:&#039;&#039;&lt;br /&gt;
::Result of 1: Dancing Lights for Cantrip, Burning Hands for 1st Level Spell, Alter Self for 2nd Level Spell&lt;br /&gt;
::Result of 2: True Strike for Cantrip, Charm Person for 1st Level Spell, Darkness for 2nd Level Spell&lt;br /&gt;
::Result of 3: Light for Cantrip, Magic Missile for 1st Level Spell, Invisibility for 2nd Level Spell&lt;br /&gt;
::Result of 4: Message for Cantrip, Cure Wounds for 1st Level Spell, Levitate for 2nd Level Spell&lt;br /&gt;
::Result of 5: Spare the Dying for Cantrip, Tasha&#039;s Hideous Laughter for 1st Level Spell, Mirror Image for 2nd Level Spell&lt;br /&gt;
::Result of 6: Prestidigitation for Cantrip, Thunderwave for 1st Level Spell, Spider Climb for 2nd Level Spell&lt;br /&gt;
&lt;br /&gt;
===Archdevil Tieflings===&lt;br /&gt;
In contrast to the standard system above, an [[archdevil]] tiefling works like this; you take the standard/Infernal tiefling (who also represents an [[Asmodeus]] tiefling in this system) and replace its +1 Intelligence and the Infernal Legacy trait with an ability score increase and a new set of spell-like abilities determined by the archdevil you are blood-tied to. What this ultimately means is that, unlike the poor Abyssal Tiefling, you still maintain your Fire Resistance trait. All of your spell-like abilities adhere to the mold set by Infernal Legacy; a cantrip you can cast at-will, and two 1/day spells gained at levels 3 and 5, all fueled by Charisma.&lt;br /&gt;
::&#039;&#039;&#039;Baalzebul&#039;&#039;&#039;: +1 Intelligence, Legacy of Maladomini (Thaumaturgy, Ray of Sickness, Crown of Madness).&lt;br /&gt;
::&#039;&#039;&#039;Dispater&#039;&#039;&#039;: +1 Dexterity, Legacy of Dis (Thaumaturgy, Disguise Self, Invisibility).&lt;br /&gt;
::&#039;&#039;&#039;Fierna&#039;&#039;&#039;: +1 Wisdom, Legacy of Phlegethos (Friends, Charm Person, Suggestion).&lt;br /&gt;
::&#039;&#039;&#039;Glasya&#039;&#039;&#039;: +1 Dexterity, Legacy of Malbolge (Minor Illusion, Disguise Self, Invisibility).&lt;br /&gt;
::&#039;&#039;&#039;Levistus&#039;&#039;&#039;: +1 Constitution, Legacy of Stygia (Ray of Frost, Armor of Agathys, Darkness). Why these tieflings don&#039;t swap Fire Resistance for Cold Resistance is anybody&#039;s guess.&lt;br /&gt;
::&#039;&#039;&#039;Mammon&#039;&#039;&#039;: +1 Intelligence, Legacy of Minauros (Mage Hand, Tenser&#039;s Floating Disk 1/short rest, Arcane Lock).&lt;br /&gt;
::&#039;&#039;&#039;Mephistopheles&#039;&#039;&#039;: +1 Intelligence, Legacy of Cania (Mage Hand, Magic Missile, Web). Again, these tieflings could trade Fire Resistance for Cold Resistance.&lt;br /&gt;
::&#039;&#039;&#039;Zariel&#039;&#039;&#039;: +1 Strength, Legacy of Avernus (Thaumaturgy, Searing Smite, Branding Smite).&lt;br /&gt;
&lt;br /&gt;
The Archdevil Tieflings do raise all sorts of questions. As a descendant of one of the Lords of the Nine, you have some important ancestry. Except some of them seem a bit unlikely. Dispater is way too careful to sire children, and Baalzebul has some very high demands of his consorts (but, being an archduke of hell and all, he&#039;s bound to meet plenty of people who find said demands [[/d/|downright enjoyable]]). Levistus is currently inside of the planes&#039; biggest ice cube this side of the [[Elemental Planes|Plane of Ice]], and being a descendant of Glasya doesn&#039;t automatically make you part of Asmodeus&#039; bloodline, who is her father. Zariel raises another question: despite being imprisoned for untold years by Bel she does have her share of descendants. So either these bloodlines are extremely old... or being clamjammed because of her imprisonment means that the girl had some catching up to do. In any case, it&#039;s all kind of silly.  Of course, it&#039;s also possible to be born of a Tiefling bloodline because of your descent from a pacted Warlock of an Archdevil, too, so it&#039;s not like it&#039;s purely a line of descent that can cause this sort of thing.&lt;br /&gt;
&lt;br /&gt;
==Pathfinder==&lt;br /&gt;
Being D&amp;amp;D 3.75 in all but name, you can bet your ass that [[Pathfinder]] was quick to include tieflings in their list of various races. In fact, tieflings are one of only two non-core races usable in officially-sponsored play (the other being the [[aasimar]]), and are common in-setting around both the nation of Cheliax (whose devil-summoning ways creates lots of them and whose [[Nazi]]-esque human-supremacist social policy discriminates against them) and around the [[Eye of Terror|Worldwound]]. (You, uh... you &#039;&#039;don&#039;t&#039;&#039; want to know [[rape|what goes on around the Worldwound]]. The place is so Abyss-tainted that simply being around it is known to make tieflings as well. It&#039;s not a happy area.)&lt;br /&gt;
&lt;br /&gt;
At a glance, Pathfinder Tieflings are all but identical to their 3e versions; same bonus to Dex and Int, same penalty to Charisma, Medium Native Outsider, Darkvision 60 feet, Darkness 1/day, +2 to Bluff and Stealth. But, [[Level Adjustment]] no longer exists and tieflings in PF have two unique traits. Firstly, they&#039;ve regained the Resistance 5 they have against Cold, Electrical and Fire damage. Secondly, they count their Charisma as being two points higher for all [[Sorcerer (Dungeons &amp;amp; Dragons)|sorcerer]] class abilities if they have the Abyssal or Infernal Bloodline (Was not future proofed though, so bloodlines like [[Oni]] and [[Rakshasa]] aren&#039;t boosted).&lt;br /&gt;
&lt;br /&gt;
Given that Pathfinder loves to explore the complicated side of D&amp;amp;D 3.5, it should be little surprise that, with their &amp;quot;Blood of Fiends&amp;quot; sourcebook, not only did they revive the idea of randomized tables of tiefling appearance traits and alternative powers, they also came up with the idea of &amp;quot;purebred&amp;quot; tieflings. These are tieflings whose fiendish ancestry isn&#039;t strong enough to make them half-fiends (and yes, PF does have variants of the Half-Fiend template like &amp;quot;half-[[marilith]]&amp;quot; or &amp;quot;half-[[succubus]]&amp;quot;), but is still strong enough that you can recognize what kind of fiend they originated from. This widely divergent array of different ability score modifiers makes &amp;quot;purebred&amp;quot; tieflings popular with power-gamers. There&#039;s a sidebar that mentions the old Tieflings of all races use the same statistics thing, but adds one wrinkle that small races produce Tieflings that are small size with no other stats changes. Note that the lower strength and speed of most small races isn&#039;t actually an inherit part of being small, so small Tieflings are strong and quick for their size.&lt;br /&gt;
&lt;br /&gt;
====Faultspawn====&lt;br /&gt;
&#039;&#039;Faultspawn&#039;&#039; are the offspring of [[Asura]]s, an ancestry manifested by a propensity towards reptilian features and androgyny (yes, full-fledged [[dickgirl]]s too). Like their ancestors, their senses of pity and mercy tend to be stunted - at &#039;&#039;best&#039;&#039; - and they are usually bitterly misotheistic, hating the gods and those who&#039;d worship them. Even outside of religion, they are cruel and merciless to those who hold beliefs different to their own, and tend to be emotionally abusive. Faultspawn tieflings have ability score modifiers of +2 Dex and Wis, -2 Intelligence. They change their skill modifiers to Appraise and Knowledge (Local), and swap their spell-like ability from Darkness to Hideous Laughter. They can also take the race traits Arms Master (decrease attack roll penalty on non-proficient weapons to -2) and Prayer Breaker (divine spellcasters increase the DC of Concentration checks caused by wounds you inflict by +2).&lt;br /&gt;
&lt;br /&gt;
====Grimspawn====&lt;br /&gt;
&#039;&#039;Grimspawn&#039;&#039; are the tiefling offspring of [[Daemon (Pathfinder)|Daemons]], which physically afflicts them with [[Nurgle|perpetual symptoms of illness despite being perfectly healthy]] or with an incurable emaciated look (basically, they look like vampires), and mentally makes them prone to nihilism and sadism. Grimspawn tend to take a delight in entropy and ruin, enjoying the suffering of others and the collapse of everything. At best, they tend to be goths with a propensity for giggling at funerals and disaster zones. At worse, they tend to be Joker-style omnicidal maniacs. Grimspawn tieflings have ability score modifiers of +2 Dex and Int, -2 Wisdom. They change their skill modifiers to Disable Device and Sleight of Hand, and swap their spell-like ability from Darkness to Death Knell. They can also take the race traits of Death&#039;s Deputy (if your attack would reduce its target&#039;s HP to -1 or less, inflict +2 damage) and SouL Eater (when you inflict a coup de grace, gain temporary HP equal to half your character level, minimum 1, for 1 minute; these don&#039;t stack).&lt;br /&gt;
&lt;br /&gt;
Grimspawn tieflings are conceptually associated with [[Neutral Evil|Evil]] Death; for a [[planetouched]] race conceptually associated with [[True Neutral|Neutral]] Death see the page on [[duskwalker]]s.&lt;br /&gt;
&lt;br /&gt;
====Foulspawn====&lt;br /&gt;
&#039;&#039;Foulspawn&#039;&#039; are the offspring of [[Demodand]]s; like Faultspawn, they absolutely hate religion, but they have a more anarchistic bent, which tends to manifest as a desire to break even the rules of good taste and morality as well as those of society. Foulspawn stand out anyway due to being physically divergent - obscenely fat or shockingly thin, ridiculously short or alarmingly tall - but their disgusting personal habits and awful personal hygine makes them amongst the grossest of tieflings. Foulspawn tieflings have ability score modifiers of +2 Con and Wis, -2 Intelligence. They change their skill modifiers to Intimidate and Knowledge (Religion), and swap their spell-like ability from Darkness to Bear&#039;s Endurance. They can also take the race traits God Scorn (+1 trait bonus on saves vs. divine spells) and Repulsive (+1 trait bonus on combat manuever checks made to overrun and reposition opponents).&lt;br /&gt;
&lt;br /&gt;
====Pitborn====&lt;br /&gt;
&#039;&#039;Pitborn&#039;&#039; are the classic [[Demon]]-blooded tieflings, marked by &amp;quot;chaotic&amp;quot; flaws that throw off their inherent symmetry (anything from having one extra finger or a differently colored eye to a vestigial twin or having half the body covered in spikes or scales), fierce tempers, and a love for destruction.  Naturally; this is the one to go with if you want a tiefling descended from a succubus (and the example artwork looks attractive enough for such a heritage). Pitborn tieflings have ability score modifiers of +2 Strength and Charisma, -2 Intelligence. They change their skill modifiers to Disable Device and Perception, and swap their spell-like ability from Darkness to Shatter. They can also take the race traits Deadly Rush (+2 trait bonus to critical hit confirmation rolls made as part of a harge) and Flair for Destruction (+1 trait bonus on weapon damage rolls against objects and constructs).&lt;br /&gt;
&lt;br /&gt;
====Hellspawn====&lt;br /&gt;
&#039;&#039;Hellspawn&#039;&#039; are the [[Devil]]ish counterparts to the Pitborn; with their tendency to fit the &amp;quot;iconic&amp;quot; tiefling mold (horns, tail, funny eyes), they&#039;re perhaps one of the most common tiefling breeds, especially given Cheliax. Mentally, Hellspawn are noted for a strangely contradictory blending of traits. They are extremely ambitious, and adept at finding out what people want and sensing lies, but at the same time, they&#039;re noted for being extremely conservative and conformative in nature. Hellspawn are ambitious, but also rigid, stubborn, and prone to being OCD-freaks obsessed with their plans and schedules; they don&#039;t do so well with spontaneity. As a result, they tend to settle for just finding a niche and then making themselves comfortable in it, rather than climbing for king-of-the-hill. Hellspawn tieflings have ability score modifiers of +2 Con and Wis, -2 Charisma. They change their skill modifiers to Diplomacy and Sense Motive, and swap their spell-like ability from Darkness to Pyrotechnics. They can also take the race traits Blood Stalker (+4 trait bonus to Survival Checks made to track or follow the trail of a creature you dealt damage to within the last week) and Unearth Secrets (+2 trait bonus on Sense Motive checks made to detect a subject&#039;s hidden vice, dark impulse or other unseemly craving).&lt;br /&gt;
&lt;br /&gt;
====Spitespawn====&lt;br /&gt;
&#039;&#039;Spitespawn&#039;&#039; are born from ancient unions between humans and [[Div]]s, and these corrupted [[genie]]-kids are notorious for making the ultimate false friends. See, the stereotypical Spitespawn, as its moniker suggests, &#039;&#039;can&#039;t feel pleasure or happiness&#039;&#039;. The closest they get to a true sense of fulfillment is the smug satisfaction they get when spitefully making things worse for other people. Their mutations tend to focus on deformities of the skin, with everything from weird blotches to mobile bumps that suggest insects burrowing underneath the skin. Mutated tongues are also common. Spitespawn tieflings have ability score modifiers of +2 Dex and Cha, -2 Int. They change their skill modifiers to Diplomacy and Linguistics, and swap their spell-like ability from Darkness to Misdirection. They can also take the race traits Buried Anxiety (choose a sepcific object, color, sound or other relatively common phenomena; so long as that isn&#039;t within range of your senses, you gain +2 to saves vs. fear) and Shift the Blame (+1 on Bluff and Diplomacy checks made to convince a person that somebody else is at fault for your actions).&lt;br /&gt;
&lt;br /&gt;
====Shackleborn====&lt;br /&gt;
&#039;&#039;Shackleborn&#039;&#039; are descended from [[kyton]]s, which makes them instantly recognizable, as their inherited sadomasochistic urges means they are invariably covered in an obscene amount of brandings, piercings and tattoos - even before one notices the scar-streak patterns or bruise-purple &amp;amp; blue hue to their skin, or the metal bits growing out of their flesh. Shackleborn tieflings have ability score modifiers of +2 Con and Cha, -2 Wisdom. They change their skill modifiers to Escape Artist and Intimidate, and swap their spell-like ability from Darkness to z. They can also take the race traits Chain Master (+2 on combat manuever checks made to trip with spiked chains and whips) and Pain Artist (+2 trait bonus on Intimidate checks made against helpless creatures).&lt;br /&gt;
&lt;br /&gt;
====Hungerseed====&lt;br /&gt;
&#039;&#039;Hungerseed&#039;&#039; are the children of [[oni]], giving them both powerful builds and powerful appetites. Bullies and hedonists, Hungerseed yearn to sate their every indulgence and grow broody if thwarted by others. Hungerseed tieflings have ability score modifiers of +2 Str and Wis, -2 Cha. They change their skill modifiers to Disguise and Intimidate, and swap their spell-like ability from Darkness to Alter Self. They can also take the race traits Big Boned (+1 on combat manuever checks made to over run, +1 on CMD against trips) and Superior Clutch (+1 to damage rolls made with weapons intended for creatures of a larger size).&lt;br /&gt;
&lt;br /&gt;
====Motherless====&lt;br /&gt;
&#039;&#039;Motherless&#039;&#039; are those rare tieflings who trace their lineage to the [[qlippoth]], making them hideously deformed even by the standards of other tieflings. They are called the Motherless because upon birth they violently [[rip and tear]] their way out, killing their mother. Motherless tieflings have ability score modifiers of +2 Str and Wis, -2 Intelligence. They change their skill modifiers to Escape Artist and Survival, and swap their spell-like ability from Darkness to Blur. They can also take the race traits Repel Sin (+2 to saves against spells and effects with the Evil descriptor) and Vile Kiss (+2 on dirty trick checks made to Sicken opponents).&lt;br /&gt;
&lt;br /&gt;
====Beastbrood====&lt;br /&gt;
&#039;&#039;Beastbrood&#039;&#039; are the get of [[rakshasa]]s upon human lovers, tieflings whose forms betray their bestial heritage. This can vary from subtle traits to a full-on melding of man and beast, but is always [[furry|weirdly alluring despite its manimal shape]]. Arrogant, haughty and hedonistic, the Beastbrood crave opulence and expect obedience, giving them the attitude of typical aristocrats unless forced to act otherwise. Beastbrood tieflings have ability score modifiers of +2 Dex and Cha, -2 Wisdom. They change their skill modifiers to Disguise and Sense Motive, and swap their spell-like ability from Darkness to Detect Thoughts. They can also take the race traits Bent Body (+2 to CMD against grapples) and Tough Skin (+1 to AC when opponents attempt to confirm critical hits with bludgeoning or slashing weapons).&lt;br /&gt;
&lt;br /&gt;
===The Pathfinder Tiefling Mutations Table===&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;100%&amp;quot;&amp;gt; Click &amp;quot;Expand&amp;quot; to see the Tiefling mutations table.&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
* 1 Arms: elbow spurs&lt;br /&gt;
* 2 Arms: oversized limb&lt;br /&gt;
* 3 Arms: stony forearms&lt;br /&gt;
* 4 Arms: tentacle-like&lt;br /&gt;
* 5 Arms: undersized limb&lt;br /&gt;
* 6 Build: emaciated&lt;br /&gt;
* 7 Build: hunchback&lt;br /&gt;
* 8 Build: obese&lt;br /&gt;
* 9 Build: unnaturally heavy&lt;br /&gt;
* 10 Build: unnaturally light&lt;br /&gt;
* 11 Digits: abnormally long&lt;br /&gt;
* 12 Digits: extra digits&lt;br /&gt;
* 13 Digits: extra joints&lt;br /&gt;
* 14 Digits: no nails&lt;br /&gt;
* 15 Digits: odd number&lt;br /&gt;
* 16 Ears: batlike&lt;br /&gt;
* 17 Ears: missing&lt;br /&gt;
* 18 Ears: piglike&lt;br /&gt;
* 19 Ears: pointed&lt;br /&gt;
* 20 Ears: other&lt;br /&gt;
* 21 Eyes: cyclopic&lt;br /&gt;
* 22 Eyes: goatlike&lt;br /&gt;
* 23 Eyes: glowing&lt;br /&gt;
* 24 Eyes: smoking&lt;br /&gt;
* 25 Eyes: other&lt;br /&gt;
* 26 Face: canine muzzle&lt;br /&gt;
* 27 Face: insectile mandibles&lt;br /&gt;
* 28 Face: missing nose&lt;br /&gt;
* 29 Face: underdeveloped features&lt;br /&gt;
* 30 Face: other&lt;br /&gt;
* 31 Hands: backward-bending fingers&lt;br /&gt;
* 32 Hands: extra thumbs&lt;br /&gt;
* 33 Hands: pincers&lt;br /&gt;
* 34 Hands: suckered&lt;br /&gt;
* 35 Hands: other&lt;br /&gt;
* 36 Head: animalistic&lt;br /&gt;
* 37 Head: animate hair&lt;br /&gt;
* 38 Head: bald&lt;br /&gt;
* 39 Head: malformed&lt;br /&gt;
* 40 Head: other&lt;br /&gt;
* 41 Horns: draconic&lt;br /&gt;
* 42 Horns: metallic&lt;br /&gt;
* 43 Horns: ramlike&lt;br /&gt;
* 44 Horns: vestigial&lt;br /&gt;
* 45 Horns: other&lt;br /&gt;
* 46 Legs: backward-bending&lt;br /&gt;
* 47 Legs: birdlike&lt;br /&gt;
* 48 Legs: cloven feet&lt;br /&gt;
* 49 Legs: froglike&lt;br /&gt;
* 50 Legs: other&lt;br /&gt;
* 51 Skin: feathered&lt;br /&gt;
* 52 Skin: loose&lt;br /&gt;
* 53 Skin: patterned&lt;br /&gt;
* 54 Skin: rotting&lt;br /&gt;
* 55 Skin: scaled&lt;br /&gt;
* 56 Skin: slimy&lt;br /&gt;
* 57 Skin: strangely colored&lt;br /&gt;
* 58 Skin: translucent&lt;br /&gt;
* 59 Skin: variable color&lt;br /&gt;
* 60 Skin: other&lt;br /&gt;
* 61 Tail: aquatic&lt;br /&gt;
* 62 Tail: fiendish&lt;br /&gt;
* 63 Tail: mammalian&lt;br /&gt;
* 64 Tail: reptilian&lt;br /&gt;
* 65 Tail: other&lt;br /&gt;
* 66 Teeth: blunt&lt;br /&gt;
* 67 Teeth: fanged&lt;br /&gt;
* 68 Teeth: metallic&lt;br /&gt;
* 69 Teeth: needle-like&lt;br /&gt;
* 70 Teeth: other&lt;br /&gt;
* 71 Other: androgynous&lt;br /&gt;
* 72 Other: antennae&lt;br /&gt;
* 73 Other: avian snood&lt;br /&gt;
* 74 Other: bleeding pores&lt;br /&gt;
* 75 Other: bony ridges&lt;br /&gt;
* 76 Other: emits strange noises&lt;br /&gt;
* 77 Other: exoskeleton&lt;br /&gt;
* 78 Other: external organ&lt;br /&gt;
* 79 Other: extraneous nipple&lt;br /&gt;
* 80 Other: eyestalks&lt;br /&gt;
* 81 Other: forked tongue&lt;br /&gt;
* 82 Other: fungal/leafy growths&lt;br /&gt;
* 83 Other: hermaphroditic&lt;br /&gt;
* 84 Other: incongruous footprints&lt;br /&gt;
* 85 Other: infernal glow&lt;br /&gt;
* 86 Other: infested&lt;br /&gt;
* 87 Other: inhuman voice&lt;br /&gt;
* 88 Other: missing joint&lt;br /&gt;
* 89 Other: no reflection&lt;br /&gt;
* 90 Other: no shadow&lt;br /&gt;
* 91 Other: profane birthmark&lt;br /&gt;
* 92 Other: smoking breath&lt;br /&gt;
* 93 Other: spinneret&lt;br /&gt;
* 94 Other: strange smell&lt;br /&gt;
* 95 Other: uncontrollable twitch&lt;br /&gt;
* 96 Other: unnatural temperature&lt;br /&gt;
* 97 Other: vestigial limb&lt;br /&gt;
* 98 Other: whistling umbilicus&lt;br /&gt;
* 99 Roll twice, ignore any result of 99 or higher.&lt;br /&gt;
* 100 Roll three times, ignore any result of 99 or higher.&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Other alternate racial traits, independent of subtypes and random tables, include:&lt;br /&gt;
*Scaled Skin: Give up two of your energy resistances for +1 to natural armor&lt;br /&gt;
*Prehensile Tail: Replace Fiendish Sorcerery, which is useless for most classes, with a tail that can hold (but not wield) stuff. Very good for Magus who wants to use metamagic rods.&lt;br /&gt;
*Smite Good: Gain smite good once per day in exchange for fiendish sorcerery and spell-like ability&lt;br /&gt;
*Pass for Human: In exchange for only knowing Common (plus bonus languages from intelligence) and having the worst parts of being both an outsider and humanoid you get to count as Human for feats and don&#039;t need disguise to make yourself look like a human.&lt;br /&gt;
*Beguiling Liar: Swap the skill bonuses with +4 to bluff&lt;br /&gt;
*Bullying: Swap the skill bonus for +1 bonus to steal and disarm checks.&lt;br /&gt;
*Fiendish Sprinter: Swap skilled for a +10 bonus to speed when you charge, run, or withdraw.&lt;br /&gt;
*Vestigial Wings: Swap skilled for +4 bonus to fly checks.&lt;br /&gt;
*Darklands Guide: Swap the SLA with +2 to initiative and traps/hazard when underground&lt;br /&gt;
*Light from the Darkness: Swap the SLA for a Corruption Resistance SLA that increased in duration when used on yourself.&lt;br /&gt;
*Maw or Claw: Swap SLA for a bite or two claws&lt;br /&gt;
*Soul Seer: Replace the SLA for at-will Deathwatch SLA.&lt;br /&gt;
&lt;br /&gt;
==See Also==&lt;br /&gt;
*[[Dungeons &amp;amp; Dragons 3rd Edition races]]&lt;br /&gt;
&lt;br /&gt;
{{D&amp;amp;D2e-Races}}&lt;br /&gt;
{{Pathfinder-Races}}&lt;br /&gt;
{{Starfinder-Races}}&lt;br /&gt;
{{D&amp;amp;D4e-Races}}&lt;br /&gt;
{{D&amp;amp;D5e-Races}}&lt;br /&gt;
&lt;br /&gt;
==Gallery==&lt;br /&gt;
;2e &amp;amp; 3e Tieflings&lt;br /&gt;
&amp;lt;center&amp;gt;&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
File:DiTerlizzi Tiefling 2.jpg&lt;br /&gt;
File:DiTerlizzi Tiefling 1.jpg|Factol Rhys of the [[Transcendent Order]]. The only Factol to survive the [[Faction War]] because she got a hunch that she should skip town for a while.&lt;br /&gt;
File:DiTerlizzi Tiefling (Kylie the Tout).jpg|Kylie the Tout, reputed to be the daughter of [[Shemeshka]] the Marauder&lt;br /&gt;
File:DiTerlizzi Tiefling (Sly Nye).jpg|Sly Nye, [[Xaositect]] defense lawyer&lt;br /&gt;
File:Tiefling (PlaHB).jpg&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&amp;lt;/center&amp;gt;&lt;br /&gt;
&lt;br /&gt;
;PF Tieflings&lt;br /&gt;
&amp;lt;center&amp;gt;&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
File:PF Tiefling.jpg|Just because you have fiendish blood doesn&#039;t mean you can&#039;t worship the sun goddess.&lt;br /&gt;
File:PF Tiefling Lavender Lil.jpg&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&amp;lt;/center&amp;gt;&lt;br /&gt;
&lt;br /&gt;
;4e Tieflings&lt;br /&gt;
&amp;lt;center&amp;gt;&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
File:Tiefling Bard.png&lt;br /&gt;
File:Tiefling Dread Imperator.jpg&lt;br /&gt;
File:4e Tiefling Nightmare Weaver.jpg&lt;br /&gt;
File:4e Tiefling Concept.jpg&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&amp;lt;/center&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[Category:Planescape]]&lt;/div&gt;</summary>
		<author><name>2603:8001:3500:CB:247C:2624:6774:620</name></author>
	</entry>
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