
DM Frogfoot |

Okay guys. It's not 4 PM yet, but I need to wrap things up at work and I've made a decision anyway.
SETTING: Golarion, the Darklands (underground world similar in theme to the Underdark), in a Drow city you know only as Chaulnazeen, belonging to a Noble House whose name you do not know.
PC RACE: Tiefling. Any variant heritage is allowed/encouraged.
PLOT HOOK: You were sold to the drow of Chaulnazeen by Overlord Nurgun-Bo-Abdar, ruler of Gundrun. You fetched a high price, due to your variant demonic heritages that manifest in your bodies and minds in a variety of ways. Many theorize that Gundrun's proximity to the Worldwound causes these manifestations to appear more readily in tieflings, and this doesn't make them any more popular among the humans who eke out an existence there. Nurgun-Bo-Abdar faced little reprisal when he abducted you all from your homes in the dead of night and threw you into a slaver's caravan, driven by a drow in a thick cowl. The drow, you see, were exploring dark sciences and alchemies in the pursuit of greater chaos for their capricious goddess. (Yes, I know Lolth isn't in Golarion, she is in this homebrew.) You traveled for weeks by that stinking caravan before you reached the underground cavern that would become your new home.
You don't know how long you've been experimented on - the combination of the pain and the drugs that they gave you, not to mention the spells that were cast upon you, addled your perception of time. Now, though, you and your fellow captives from Gundrun have been gathered together again in a group cell, and have been told you are about to get a new special assignment. All of you await the arrival of the Head Doctor, Lissarla Khan.
During character creation, you gain Fiendish Heritage as a bonus feat. In addition, roll 6d100 on the table found here named "alternative physical features". Keep the 3 most favorable to you - these have been granted as a result of your time spent in the labs as a test subject.
Other than that, 2 traits, 25 point buy, level 4.

Captain Fremont |

Lets see what horrible experiments have been performed on my poor little Tiefling...
6d100 ⇒ (92, 11, 15, 38, 100, 38) = 294
Two Rolls for the 100: 2d100 ⇒ (94, 44) = 138
92: You can see creatures on the Ethereal Plane.
11: Once per day you can exhibit a burst of speed, moving as if your base land speed were 50 for one move action.
15: You possess a fiendishly cunning tongue, granting you a +2 racial bonus on all Diplomacy checks.
38: At will, you can spend a full-round action concentrating to receive the benefits of tremorsense 60 feet for 1 round.
100: Roll on this table twice, ignoring any further rolls of 100.
-94: You gain a +2 bonus on saving throws against nausea.
-44: You are unusually short, granting you all the traits of a Small creature.
38: At will, you can spend a full-round action concentrating to receive the benefits of tremorsense 60 feet for 1 round.
That's an interesting group of abilities to get to choose from. It appears I managed to roll doubles as well.

Captain Fremont |

Either roll it again or it's doubly pronounced in your case, your choice. For your example, you can roll it again or have twice the normal amount of miscellaneously-shaped horns as that number would ordinarily give you. Or they're twice as big. Could be good for intimidating folks.
So in my circumstances it would be twice the area for tremorsense or twice the duraction?

DM Frogfoot |

So in my circumstances it would be twice the area for tremorsense or twice the duraction?
Yes (your choice which). But it would take up two evolution slots out of 3, so you would have uber tremorsense and 1 other evolution. And uh, I don't like having to concentrate a full round just to get tremorsense for 1 round. Seems weak even if the evolutions are meant to be primarily for flavor. In this campaign, that bonus is activated via a move action, not a full action. That way it's usable in surprise darkness situations.

Kana |

I think I'm going to roll it again. I have plenty of horn choices to be intimidating with (4 of my 6 are horns)
Alternate Physical Feature Re-roll: 1d100 ⇒ 57
That's better. Nice to have a bit of a non-horn option.
And we would have the feats for up to level 4 (i was guessing no class since it was from the experiments that we are that level)? or just the point-buy and the traits?

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Alternate physical features
1d100 ⇒ 39
1d100 ⇒ 31
1d100 ⇒ 34
1d100 ⇒ 61
1d100 ⇒ 31
1d100 ⇒ 93
Rolling again for the double
1d100 ⇒ 39
variant tiefling abilites
1d100 ⇒ 43
1d100 ⇒ 66
1d100 ⇒ 100
Rolling again for I have another double!
1d100 ⇒ 26
Yes Aquatic tail(Im vaporeon!), spinnerets(Im spiderman!), and backwards bending fingers, because thats just disgusting XD.
Wow rolling a 100 is awesome!
1d100 ⇒ 94
1d100 ⇒ 59
So I get +1 on will saves and +2 bonus on saving throws against nausea.
If I did that right.

DM Frogfoot |

Also Captain Fremont, you can roll 3 times, not just 2, for your Fiendish Heritage feat.
In total you're rolling 9 D100s for this character creation.
3d100 choose 1 - Fiendish Heritage which gives you the option of replacing your darkness spell-like ability.
6d100 choose 3 - alternate physical traits.
Sorry for any confusion.

Kana |

Question: Was I correct in reading that Alternate Racial Traits are allowed? (ie. Scaled Skin and Vestigial Wings)
And to roll for the Fiendish Heritage:
Fiendish Heritage 1: 1d100 ⇒ 37
Fiendish Heritage 2: 1d100 ⇒ 67
Fiendish Heritage 3: 1d100 ⇒ 63
Looks like I'm going with strangely colored skin, Dragon Horns, and Other Horns (still debating on the exact set). And I'll go with glowing eyes that let me See in Darkness like a devil.

Whack-a-Rogue |

Race: Daemon-Spawn
Variant Tiefling Abilities: 3d100 ⇒ (97, 86, 60) = 243
Taking #60: +2 initiative at night
Alternate Racial Features: 6d100 ⇒ (91, 27, 37, 85, 26, 2) = 268
#27: Insectile Mandibles
#37: Animate Hair
#85: Infernal Glow
I'm going to submit a character with hyper-fast reflexes (as reflected by his insane Initiative modifier). I'll post the crunch in a little bit, but I see him as having been trained as an assassin, as he's fast, stealthy, and able to perform a little magic.
HP: 2d8 + 1d6 ⇒ (3, 7) + (3) = 13
So, my HP would be 8 + 4 + 7 + 3 + 11 = 33

Captain Fremont |

Oh geeze, I didn't read it all the way through and was misinterpretting things. I need to relook things over and put up a few more rolls to see what type of power he might get.
Third Roll for a 100 on Alternate Physical Features Chart: 1d100 ⇒ 40
Variant Tiefling Abilities Chart Roll: 3d100 ⇒ (54, 16, 57) = 127

Rikash |

So I'm thinking I like the idea of some form of tiefling wizard. The hook being that I was a fairly care-free, generally well meaning tavern performer or something before I was captured. During the experimentation, the magical knowledge of some lawful evil/neutral wizard was imprinted into my mind and I'm now torn between those impulses. I'd still maintain a strong desire to escape and regain my liberty and strike at the evil who've caused my confusion. There should be some fun opportunity to roleplay my split/conflicting personalities.
Fiendish Heritage: 1d100 ⇒ 10
Fiendish Heritage: 1d100 ⇒ 84
Fiendish Heritage: 1d100 ⇒ 37
Alternate Physical Traits: 1d100 ⇒ 87
Alternate Physical Traits: 1d100 ⇒ 7
Alternate Physical Traits: 1d100 ⇒ 61
Alternate Physical Traits: 1d100 ⇒ 88
Alternate Physical Traits: 1d100 ⇒ 40
Alternate Physical Traits: 1d100 ⇒ 92
The more I think about this concept the more I like it. It has a lot of potential hooks with introducing random memories from the person who's mind was partially imprinted in mine.

Captain Fremont |

I'm about to leave work so I will let my options roll around in my head on my way home and put something further up later on tonight.
54: You gain DR 2/piercing.
16: You have over-sized limbs, allowing you to use Large weapons without penalty.
57: Your body exudes painfully freezing cold. Any creature that grapples you takes 1d4 points of cold damage per round.
11: Digits: abnormally long
15: Digits: odd number
38: Head: bald
100: Roll on this table twice, ignoring any further rolls of 100.
-94: Other: strange smell
-44: Horns: vestigial
-40: Head: other
38: Head: bald
Hmm... I rolled bald twice. How would that double? Extra shiny head?

Airon87 |

Alternative Physical Features
1d100 ⇒ 91
1d100 ⇒ 86
1d100 ⇒ 10
1d100 ⇒ 20
1d100 ⇒ 24
1d100 ⇒ 41
Variant Tiefling Abilities
1d100 ⇒ 61
1d100 ⇒ 6
1d100 ⇒ 34
wow number 6 is incredible - if you're naked. And it ties in perfectly with APF #10
I'm thinking either monk or wizard (earth elementalist): in both cases, he'll be someone who has known nothing lese but brutal training in isolation - either mental or physical.

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Here is the first draft of my character. I havent bought much stuff, dont know how much gold we are supposed to have.
Alaria
Female Div-Spawn Tiefling Ninja 4
N Medium Outsider (native)
Init +4; Senses darkvision 60 ft.; Perception +8
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Defense
--------------------
AC 15, touch 15, flat-footed 10 (+4 Dex, +1 dodge)
hp 31 (4d8+8)
Fort +3, Ref +8, Will +3
Defensive Abilities uncanny dodge; Resist cold 5, electricity 5, fire 5
--------------------
Offense
--------------------
Speed 30 ft.
Melee Kusarigama +4 (1d3+1/x2) and
. . Sai +7 (1d4+1/x2)
Special Attacks ki attack speed, sneak attack +2d6
Spell-Like Abilities
. . —Vanishing Trick
--------------------
Statistics
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Str 12, Dex 18, Con 14, Int 10, Wis 13, Cha 16
Base Atk +3; CMB +4; CMD 19
Feats Dodge, Mobility, Weapon Finesse
Traits Anatomist, Stealthy Escape
Skills Acrobatics +11, Climb +5, Diplomacy +5, Disguise +11, Escape Artist +10, Intimidate +10, Linguistics +7, Perception +8, Perform (dance) +8, Sense Motive +6, Sleight of Hand +11, Stealth +11, Swim +5, Use Magic Device +7; Racial Modifiers ki jump (running start), no trace +1
Languages Abyssal, Common, Draconic, Osiriani
SQ ki movement, ki pool, ki stealth, poison use
Other Gear Kusarigama, Sai, 137 GP
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Anatomist +1 to confirm critical hits.
Damage Resistance, Cold (5) You have the specified Damage Resistance against Cold attacks.
Damage Resistance, Electricity (5) You have the specified Damage Resistance against Electricity attacks.
Damage Resistance, Fire (5) You have the specified Damage Resistance against Fire attacks.
Darkvision (60 feet) You can see in the dark (black and white vision only).
Ki Attack Speed (Su) By spending 1 point from her ki pool, a ninja can make one additional attack at her highest attack bonus, but she can do so only when making a full attack.
Ki Jump (Running Start) (Su) Jumping is always counted as being at a running start.
Ki Movement A Ninja can spend 1 point to increase her speed by 20 feet for 1 round.
Ki Pool (Su) You have a ki pool equal to 1/2 your monk level + your Charisma modifier.
Ki Stealth A ninja can spend 1 point from her ki pool to give herself a +4 insight bonus on Stealth skill checks for 1 round.
Mobility +4 to AC vs. AoO provoked by moving out of or through a threatened area.
No Trace +1 (Ex) Survival DCs to track you are at +1, gain +1 to Stealth when you are stationary and not acting.
Poison Use You do not risk poisoning yourself accidentally while poisoning a weapon.
Sneak Attack +2d6 +2d6 damage if you flank your target or your target is flat-footed.
Uncanny Dodge (Ex) Retain Dex bonus to AC when flat-footed.
Vanishing Trick (Su) As a swift action, the ninja can disappear for 1 round per level. This ability functions as invisibility. Using this ability uses up 1 ki point.
Alaria has strange hands, and a tail that looks like it belongs on a small dolphin. Underneath her rogue clothes, she has strange spinnerets shes not even sure work.
(more to come later)

Rikash |

Thinking about it some more. I think I'll probably specialize as an admixture evocationist blaster type. The theory being that the drow were trying to create living artillery for whatever reason (GM can fill the blanks). I think the imprinted soul/knowledge/whatever was a lawful neutral elf (picking the immunity to sleep/paralysis trait # 84 I rolled) who was captured by his vile kin. That gives me double the reason to hate my current predicament.
My other three traits would be 7, 87 and 92. 7 and 87 tie into the living artillery theme nicely (feed your artillery slaves dirt/sand/whatever and less of it). 92 can be some artifact from the imprinting process. Maybe I'm actually seeing Ethereal creatures or maybe I'm just a little crazy.

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This is Whack-a-Rogue presenting Alexander Ritous. I'm still gearing him up and writing his backstory, but he's pretty much done. He's a scout/assassin/trap disabler who uses magic to aid him in his kills. By the time he hits 7th level, he'll be using Wand Dancer to invisibly sneak attack with wands of shocking grasp. The Drow experimentation gave him heightened reflexes and a preternatural danger sense - hence his ridiculous Initiative mod. If you're allowing alternate racial traits, he'll probably pick up a tail, wings, and claws. Let me know if he looks okay crunch-wise; I'll finish him up tomorrow.

TLO3 |

Heritage:
1d100 ⇒ 80 +2 CMD
1d100 ⇒ 38 At will, you can spend a full-round action concentrating to receive the benefits of tremorsense 60 feet for 1 round.
1d100 ⇒ 68 You gain damage reduction 2/cold iron.
Physical Features:
1d100 ⇒ 89 no reflection
1d100 ⇒ 27 insect mandibles
1d100 ⇒ 66 blunt teeth
1d100 ⇒ 75 bony ridges
1d100 ⇒ 4 tentacle arms
1d100 ⇒ 85 infernal glow
Okay, we'll go with Tremorsense as a FRA, No reflection, bony ridges and infernal glow. Pretty cool.
Now to work out the rest of the crunch.

DM Frogfoot |

Great! TLO3, keep in mind I houseruled the tremorsense evo for tieflings to cost a move action to activate for 1 round, not a full action.
Zeppo: absolutely!
Alex, that looks great, and I absolutely allow alternate racial traits. The more outlandish the better - you were intended to be prized slaves used for a special project.

, |
OKay...went to bed and awoke to an exploded amount of postings.
Will go with "Rakshasa-Spawn (Beastbrood)"
Dice rolling for Variant features:
1)1d100 ⇒ 4 Mage hand x3 day
2)1d100 ⇒ 28 Summoned creature last x3 longer
3)1d100 ⇒ 22 Can detect evil x3 day
Dice rolling for physical features:
1)1d100 ⇒ 26 Canine muzzle
2)1d100 ⇒ 11 Longer fingers
3)1d100 ⇒ 89 No reflection
4)1d100 ⇒ 21 Single eye
5)1d100 ⇒ 12 Extra digits
6)1d100 ⇒ 6 emaciated.
Might re-roll....

Grand Moff Vixen |

Variant Tiefling Abilities
1d100 ⇒ 6 levitate per spell.
1d100 ⇒ 8 +1 attack & damage vs good outsiders.
1d100 ⇒ 53 You possess the scent special ability.
Alternate Physical Traits
1d100 ⇒ 91 profane birthmark
1d100 ⇒ 11 Digits: abnormally long
1d100 ⇒ 61 Tail: aquatic
1d100 ⇒ 24 Eyes: smoking
1d100 ⇒ 42 Horns: metallic
1d100 ⇒ 62 Tail: fiendish
Well! I will see what I can make with this. More coming in the next day or so.

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Ok...here is the crunch for my submission. Hope all is correct..I will add the fluff if this seems ok. If not, I can try again (I hope)
Muhoro
Male Oni-Spawn Tiefling Magus (Kensai) 4
LN Medium Outsider (native)
Init +2; Senses darkvision 60 ft.; Perception +3
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Defense
--------------------
AC 17, touch 14, flat-footed 13 (+1 armor, +4 Dex, +2 natural)
hp 28 (4d8+8)
Fort +5, Ref +3, Will +5
Defensive Abilities canny defense +2; Resist cold 5, electricity 5, fire 5
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Offense
--------------------
Speed 30 ft.
Melee +1 Tetsubo +9 (1d10+7/x4)
Special Attacks spellstrike
Spell-Like Abilities
. . 3/day—Minor Image (3/day)
Magus (Kensai) Spells Prepared (CL 4):
2 (1/day) Defensive Shock
1 (3/day) Shield, Recharge Innate Magic, Web Bolt (DC 13)
0 (at will) Detect Magic, Prestidigitation (DC 12), Disrupt Undead
--------------------
Statistics
--------------------
Str 18, Dex 14, Con 13, Int 15, Wis 12, Cha 11
Base Atk +3; CMB +7 (+8 Sundering); CMD 21 (22 vs. Sunder)
Feats Armor of the Pit, Extra Arcane Pool, Fiendish Heritage, Weapon Focus (Tetsubo)
Traits Bladed Magic
Skills Climb +8, Disguise +2, Intimidate +6, Knowledge (arcana) +8, Knowledge (planes) +8, Perception +3, Spellcraft +9, Use Magic Device +5
Languages Common, Infernal, Minkaian, Undercommon
SQ arcane pool (+1) (6/day), chosen weapon (tetsubo), magus arcana (maneuver mastery +1 [sunder]), perfect strike, spell combat
Other Gear +1 Tetsubo, Bracers of armor +1, Ring of sustenance, 180 GP
--------------------
Special Abilities
--------------------
Arcane Pool (+1) (6/day) (Su) Infuse own power into a held weapon, granting enhancement bonus or selected item powers.
Bladed Magic You have an innate talent for using magical weaponry and those weapons capable of becoming magical. You gain a +1 trait bonus on Craft checks made to craft magic or masterwork weapons. In addition, when you use your arcane pool class ability to grant
Canny Defense +2 (Ex) +INT bonus to AC (max Kensai level).
Chosen Weapon (Tetsubo) Kensai abilities only function when wielding a weapon of this type.
Damage Resistance, Cold (5) You have the specified Damage Resistance against Cold attacks.
Damage Resistance, Electricity (5) You have the specified Damage Resistance against Electricity attacks.
Damage Resistance, Fire (5) You have the specified Damage Resistance against Fire attacks.
Darkvision (60 feet) You can see in the dark (black and white vision only).
Fiendish Heritage You possess a strong tie to your fiendish ancestors, granting you favorable abilities.
Prerequisite: Tiefling, must be taken at 1st level.
Benefit: Your fiendish bloodline proves particularly strong, being tied to a specific race
Minor Image (3/day) (Sp) You can use minor image 3 times per day as a spell-like ability.
Perfect Strike (Ex) Use 1 arcane pool to maximize weapon dam, or 2 for +1 to crit multiplier.
Ring of sustenance Immune to hunger and thirst, and only sleep two hours a night.
Spell Combat (Ex) Use a weapon with one hand at -2 and cast a spell with the other.
Spellstrike (Su) Deliver touch spells as part of a melee attack.

Zeppo |

I'm not sure I'll be joining, but I would like to throw down rolls in case I do/can.
Alternate Physical Traits:
1d100 ⇒ 8 Build: Obese
1d100 ⇒ 28 Face: missing nose
1d100 ⇒ 10 Build: unnaturally light
1d100 ⇒ 94 Other: strange smell
1d100 ⇒ 12 Digits: extra digits
1d100 ⇒ 62 Tail: fiendish
Heritage:
1d100 ⇒ 8 You gain a +1 bonus on all attack and damage rolls against good-aligned outsiders.
1d100 ⇒ 51 You can speak to all birds.
1d100 ⇒ 31You can burrow through dirt, sand, and loose ground at a rate of 5 feet per round.