| n647 |
Hi, I wanted to play a tiefling with heritage from the old ones, an aberration to nature sort of.
So speak with my GM and made a race based on tiefling alternate traits and some tweaks, woudl liek to hear your opinion about it and what you think would have to change to make it more flavourfull and playeable as a race, but not OP.
Thel imit I was given was 15 RP (I know it has osme problems but is what i have) and only standar traits.
here are the visuals I worked for it: https://www.patreon.com/posts/aberrant-7974039
Here are the rules I have so far:
Description
Your ancesters dared to pry into powers they did not understand, powers that till today drive mad those of your bloodline withouth the strenght to overcome it, whispers from dreams and dimensions beyond comprehension constantly bombarding them, this tain is particularly strong in you manifesting in unnatural ways, turning you in something else, maybe the stars where in the right place at the moment of your conception, or the powers beyond just glanced at you for a moment.
Your tieflings of this bloodline vary greatly in their apperance, but a few traits are common among them, cold skin and a mass of tentacles protrude from their head, a unnatural charm surround them, maddening whispers enterign the mind of those around, it´s at the same time charming and unsetling. giving the feeling that´s somethign not right or that they do not belong in this reality.
Standar Racial Traits
Ability Score Racial Traits: Tieflings are quick in body and mind, but are inherently strange and unnerving
Aberrant Tieflings have sturdy body due to their unnatural anatomy, yet captivating, but the otherwordly wispers assaultign their mind constantly have unveiled some secrets to them but at the cost of putting them a step closer to the madness it has consumed so many of their ancesters. They gain +2 CON, +2 CHA, and –2 Wis.
Type: Aberrant Tieflings are Aberrations (3RP).
Size: Aberrant Tieflings are Medium creatures and thus receive no bonuses or penalties due to their size.
Speed: Tieflings have a base speed of 30 feet.
Languages: Tieflings begin play speaking Common and either Abyssal or Aklo. Aberrant Tieflings with high intelligence scores can choose from the following: Abyssal, Aklo, Aboleth, Draconic, Dwarven, Elven, Gnome, Halfling, ork.
Defense Racial Traits
Energy Resistence (1rp) (COLD): Cold resistance 5.
Natural Armor (2 RP): +1 natural armor bonus to their Armor Class.
Resistant (2 RP): +2 racial bonus on saving throws against mind-affecting effects and poison.
Feats and Skill racial traits
Skill Training (1 RP) (Knowledge (dungeoneering)/disguise)
Skill Training (1 RP) (Knowledge (planes)/swim)
Magical Racial Traits
Change Shape, Lesser (3 RP): Can assume the appearance of a single form of a single humanoid race of its size. The form is static and cannot be changed each time it takes this form. The creature gains a +10 racial bonus on Disguise checks made to appear as the member of the race whose appearance it assumes. Changing its shape is a standard action. This trait otherwise functions as alter self, save that the creature does not adjust its ability scores.
Sense Racial Traits
Darkvision: Can see perfectly in the dark for up to 60 feet.
Other Racial Traits
Prehensile Tail (2 RP): Members of this race have a long, flexible tail that can be used to carry objects. They cannot wield weapons with their tails, but they can retrieve small, stowed objects carried on their persons as a swift action.
NOTES:
Used the following alt traits, rakasha lineage(mod stats), prehensil tail (replace spell like ability), scaly skyn (replace fiendish resistence)
Other changes to lenguage skills etc... are msotly taken for flavour or stuff I think would fit
thanks for bearing with me ^^;