Tiefling (PWH)

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Of all the plane-touched, none precipitate as much fascination—or as much fear—as tieflings. Whereas aasimar are obviously touched by a celestial spark, and genasi have the potency of the elements running through their veins, tieflings are enshrouded with the mysteries of an unnamed heritage.
Obviously human and "something-else" crossbreeds, the "something else" in the tieflings' case is usually assumed to be lower-planar. That stigma follows all tieflings through their lives. Loners by nature, they make their own paths out of necessity; no tiefling culture exists to aid the outcasts, since no two tieflings are alike. As distinctive from humans as they are from each other, tieflings tend to be wary and distrustful due to the reactions they come to expect from others. Tieflings take care of themselves, for they learn early that no one will take care of them.
But rather than withdraw into individual hermitages, tieflings challenge the multiverse with everything in their independent spirits. Determined to create their own fates, they dare things others might not even dream of and defy anything that stands in their way.
Tieflings gain a +1 bonus to Intelligence and Charisma and suffer a -1 penalty to Strength and Wisdom. They may be of any alignment but lawful good. Their mysterious heritage grants them several gifts, including infravision to a 60- foot range and the ability to cast darkness 15-fool radius once per day. They suffer half damage from cold-based attacks and gain a +2 bonus on saving throws versus fire, electricity, and poison. Tieflings may become fighters, rangers, wizards (and specialists), priests, thieves, or bards; they may also be multiclassed fighter/wizards, fighter/priests, fighter/ thieves, wizard/thieves, and priest/thieves.
==Tiefling Options==
Because of their varied backgrounds, it's possible, and even likely, that not all tieflings possess the same innate powers and appearances (although they all have infravision of at least a 60-foot range). Because of this, the tables on page 80 were created to add variety to tieflings, and should be used at the time of character creation. (Tiefling Tables (PWH))
Roll on the "Tiefling Abilities" table five times and use those results in place of the standard darkness 15-foot radius ability and resistances to cold, fire, electricity, and poison. Note, however, that all of these abilities occur on the table.
To randomly generate special physical characteristics, roll on the "Tiefling Appearance" table 1d4 times for each newly created tiefling player character.
==Rollplaying a Tiefling==
You don't know who your ancestors were, and you don't care. So what if somewhere in your family's distant past one of them was a fiend or other such being? So what if you don't look entirely human? You can do what you want—%, you're not limited by those who came before you. A body shouldn't be defined by her family, but by her deeds. That's your take, anyway. It's obvious that everyone respects great wealth, great power, and great authority. Influence runs the planes. Those in control rule the cities, the societies—everything. The key to the multiverse is to either be a power (and that's not possible for you) or to gain power, whether by wealth or hidden secrets or magic. The multiverse is full of opportunity, and no one's better suited to grab the brass ring than you, a literal child of the planes.
Category:PWH Races
Category:The Planewalkers Handbook