1000 Tiefling appearance quirks


3.5/d20/OGL

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690. Although they cause very little harm(no appreciable damage, although smoke certainly does rise when they land), your tears are actually a potent acid.


670. You exhude a brackish mist instead of sweat when you are hot or exhausted.

671(was supposed to be 670, but it disappeared for some reason). Although they do no appreciable damage other than smoke and perhaps a sting if it lands on bare flesh, your tears are a potent acid.


672. Although you do not suffer the mechanical penalties, nor do you actually have it, you always look to be in the latter stages of some type of magical illness, such as Devil Chills, Cackle Fever, Zombie Rot, Demon Fever, or Slimy Doom. You are still subject to catching(and resisting/curing) the disease as normal.

Shadow Lodge

673. You have a small bump under your skin that periodically moves around.

674. Tattoos appear and dsiappear at random on your body.

675. As 675, except they often are not suitable for children(and old people with weak hearts).

676. You commonly mess up when making lists. See 675 for an example.


677. When you sleep, over the course of several hours you look more and more like your infernal parent. When awoken, these features disappear in a number of rounds equal to how many hours you slept.


678.) When using one of your class abilities(spellcasting, sneak attack, bonus feat, etc.) your body produces a random but nonetheless appropriate infernal feature. The feature disappears immediately after the use of the ability is resolved.


679. Whenever you eat, tiny screams come from the food, even if it's not meat.
680. Cats/bats/a similar animal REALLY hate you.
681. You have an allergy that only shows up in consecrated areas.


Kobold Cleaver wrote:

679. Whenever you eat, tiny screams come from the food, even if it's not meat.

680. Cats/bats/a similar animal REALLY hate you.
681. You have an allergy that only shows up in consecrated areas.

682(piggybacking 680). A certain type of animal well and truly hates you, to the point that it will not only attack you before all other foes, but that it will work with others of its type to defeat you. This animal is always smaller than you(to prevent the character from being slaughtered by a herd of bison or deer), is usually not a pack animal, and automatically knows when you are in the vicinity(range is at DM's discretion, but should not be larger than the area of a small village). It will take a few days to communicate with others of its ilk to create a disturbing and tactically sound ambush, so the you are only in danger if you are in an area more than (2d4 - the creatures intelligence modifier) days.

Note: Stolen from a Steven King novel.


683. Whenever you hear music playing, you hear a different tune.
684. If any spell is cast on you by a good aligned spellcaster, you speak in rhyme for the rest of the spell's duration (or for one round for instantaneous spells)
685. Water always flows towards you on even ground, unless some momentum pushes it elsewhere.
686. You seem to be surrounded by a tiny hurricane. It is too small to have any game effect, but speech may be distorted.
687. Your eyes are not as well attached as others' and can fall out at times, hanging eerily.
688. Your ears are very large and you have a habit of speaking or making noises at random, as if attempting echolocation.
689. You have a large tick on some part of your body. If removed, it causes no damage but reappears the next time nobody is looking.
690. Your shadow always shows up, even without much light. In total darkness, it does not show up, but creatures with darkvision still see it.
691. Your clothing turns into rags when you aren't wearing it, unless it changes ownership.
692. Your food is green if you spit it out, and glows dimly (though not enough to provide light). Oddly enough, your excrement is normal.
693. When you eat, your facial features fade and become blurry. When you swallow, they instantly return.
694. When you read, the text turns into Abyssal/Infernal blasphemies for everybody else.


By the way, I noted that earlier a number was skipped, so this should probably be one number smaller.

Dark Archive

695. You derive no nourishment from food or water you place in your mouth (and usually have to spit it out later, even if you swallow it). By placing water or food against your skin, over the course of moments or long minutes, depending on the quantity, you drain nourishment from it. Water boils away (although it is not hot, if anyone else is touching it), leaving behind only a small residue of dust (less than 1/100th of the volume of water consumed in this manner) and food smoulders and blackens, eventually becoming a bit of greasy ash. You cannot 'consume' non-edible materials in this manner, and consuming food or drink in this fashion does not protect you from any toxin or contagion in the material, as harmful effects are mystically transmitted into your body as readily as nourishment.


696. A necktie or a bowtie will never align itself perfectly straight around your neck.
697. Your in addition to normal footprints, your foot marks are filled with some black powdery substance, possibly ash or brimstone residue. This dissipates after a couple of seconds, leaving only a normal footprint.
698. If you walk backwards through a door, you get an acute feeling of homesickness.
699. Occasionally, when somebody shakes your hand, they will feel claws pressing their skin. Looking down at your hand to double-check will disprove the previous sensation.
700. The sweat from your armpits acts as an aphrodisiac for imps.

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701. You don't leave normal footprints, but hoof-prints. If you ever leave the ground by any form of magic (teleportation, flight, plane shift, etc.), you leave behind a smouldering hoof-print, that will be seared even into solid rock (although it won't start any incidental fires).


702. Whenever you sign your name on a document, clasp/shake hands on an agreement, bow before a throne, swear an oath, or are likewise fulfilling some kind of social obligation(voluntary or no), you exhude a noticable odor of brimstone and sulfur.

Shadow Lodge

703. You do not look like a tiefling. Instead, you look too human, like you're trying to hide your appearance.

Dark Archive

Ooh, I like that one, dragonborn! Kind of like the Surrogates from the recent movie of the same name. Plastic-y and 'too perfect.'

Shadow Lodge

Set wrote:

Ooh, I like that one, dragonborn! Kind of like the Surrogates from the recent movie of the same name. Plastic-y and 'too perfect.'

Thanks! Glad you like it.


704. You're a notorious nail-biter. But never your own nails.


705. Your hair, nails and teeth have switched places, although they function as they should.

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Freehold DM wrote:
705. Your hair, nails and teeth have switched places, although they function as they should.

I'm not sure how hair-for-teeth (or hair-for-nails, even) would work, but the visual of a person with ten flat incisors in place of his fingernails, and / or rows of teeth (preferably canines, at least on top, perhaps with a 'mohawk' of canines, followed by shorter, flatter molars, depressed a bit deeper into the scalp, on the sides?) in place of hair, is awesome!

Very Dahlver-Nar, with, perhaps, a dash of Hellraiser Cenobite.

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706. Blood for the blood-god I Your metabolism is only truly sated by the taste of warm blood, fresh from the vein (or stored via magical or alchemical preservative). You can eat normal meat, and drink various liquids, but find them unpleasant to the taste. Bread, vegetation, cheeses, etc. are edible, but leave you sickened for 1 hour after consumption, as your body is wracked with mild nausea, attempting to digest such unwelcome fare. You can survive entirely on a diet of warm mammalian blood, with each Con point worth of blood you drain from a warm-blooded creature counting as a single meal and a third of your daily need for water. You lack teeth notably sharper than human, and have taken to cutting the nails of your thumbs to end in points, able to pierce the skin of any creature that lacks natural armor, so that you can draw their blood. This requires a full-round action and can only be performed on a willing or helpless subject. You must make a Heal check (DC 15) if you do not want to unnecessarily harm the subject, who will take 1d4 additional Con points from your feeding, if you do not take care to prevent excessive blood loss.

707. Blood for the blood-god II Your kind were bred with outsiders as sacred vessels, to provide copious amounts of blood for ceremonial use. On any day in which you are not damaged, you awaken sickened from excessive blood building up in your body, and must bleed yourself for 10 minutes to relieve the extra pressure. On a night where you are injured, you regain extra hit points over night equal to your Con modifier (minimum plus one), and if you have taken Constitution damage from blood drain, you recover one point of Constitution, in addition to whatever normal recovery would occur. As your body was designed to be bled, you have a +2 to your difficulty to checks to end a Bleed effect.

Shadow Lodge

Those are creepy Set... and wierd.

708) You smell of lavender, old eggs, and peppermint.

709) Any food you cook looks like it is ruined, but is still as edible as it normally would be.

710) You sweat liquid brimestone. It hardens if it is wiped off or otherwise is no longer in contact with your body.

711) You are born into a mercahnt's family, which happen to sell their wares in just about every city or metropolis.


Set wrote:
Freehold DM wrote:
705. Your hair, nails and teeth have switched places, although they function as they should.

I'm not sure how hair-for-teeth (or hair-for-nails, even) would work, but the visual of a person with ten flat incisors in place of his fingernails, and / or rows of teeth (preferably canines, at least on top, perhaps with a 'mohawk' of canines, followed by shorter, flatter molars, depressed a bit deeper into the scalp, on the sides?) in place of hair, is awesome!

Very Dahlver-Nar, with, perhaps, a dash of Hellraiser Cenobite.

I'm glad you like it!

Hair for teeth would be something akin to some types of whales with thick bristles for "teeth"(although I could be wrong on that one), hair for nails would seem like nothing big at first, but keep in mind how our hair grows- for men, imaging having a 5 o clock shadow at your fingertips; for ladies, imagine a missing a regular underarm waxing/shaving, but at the tips of your fingers. We really use our nails in all sorts of ways, and having that kind of rough, bristly hair there would probably make it uncomfortable to scratch or touch ourselves(or anyone else!).

Nails for hair would be cool at first- a few rows of even cuticles as the length of one's scalp might be exotic on the right shaped head, but as they grow longer, they would yellow, get twisted into each other as they grew incredibly dirty swiftly(there goes the aesthetic!) and became nearly impossible to clean or cut. So much for running one's fingers through their hair or that of a loved one...

Nails for teeth is easy at first, but think about it- you'd have to alter your diet depending on how fast your nails grow and the length they were that day. Also, one long, uninterrupted nail that goes 'round your gumline would make for a bizzare toothy grin. They both would alter your inflection and tone of voice depending on how long it's been since your last trim- and forget what your breath would smell like...


712) Your eyes are large and expressionless, as your semi-luminous (red, green, black, or white) irises domimate. You have a series of six dots birthmarks on your face that wreath your eyes in a rather unsettling fashion- and they change position from day to day. This plus the fact that whenever you sleep you must tear free from a cocoon of gossamer silk upon awakening leave little doubt as to your heritage.

713) You must ask permission before entering a building. Although you are not barred entrance if the person that owns it refuses, you are shaken within their domain until they formally extend an invitation.

714) You possess uncanny skill with a certain musical instrument(+10 Performance) but only between the hours of sunset and sunrise. You cannot gain ranks in playing this instrument: your skill level with it is set. Furthermore, when playing, you become the spitting image of your infernal parent.


715) Me and (the Devil in) Mrs. Jones- Every child you concieve will be a tiefling, no matter who you impregnate or are impregnated by. Furthermore, if this dalliance occurs with someone who is otherwise engaged(or married, dating only counts if the relationship is longer than a fortnight), pregnancy automatically occurs, no matter where they(or you) are in their(your) cycle.

716) Dretch/Lemure-spawn Noone is quite sure how they did it, but you are the child of a mortal woman and the least of devil/demon-kind. If a dretch, you are perhaps more than a little overweight or sport a perpetual pot-belly, if a lemure you might always project a slovenly appearance or tend to track dirt, dust or mud in with you wherever you go. Devils/Demons you encounter cannot take you seriously no matter what you do and you suffer a -2 to Diplomacy and a -4 to Intimidate attempts with these creatures. Other Dretchs/Lemures hold you up as a king or even psuedo-deity, and you enjoy a +2 bonus to Diplomacy and a +4 bonus to Intimidate attempts with them.


717) And the hells come with me- Whenever you enter a room, the temperature level increases by one step. If outdoors, this happens within 30 feet of you at all times, even while you sleep. You also never sweat.

Dark Archive

718) Rainwater hisses like acid and slides down your thick skin, leaving a curved furrow, like a canyon carved in stone. This effect doesn't hurt at all, but creates a labyrinthine network of scar-tracks in your skin, overlapping each other and creating mysterious, and seemingly deliberate, patterns of curving vertical lines that circle around your body's contours.

719) Churches, any churches, good, evil or neutral, make you uncomfortable, and entering one requires a conscious effort on your part, as doors tend to swing shut before you enter, and when you do finally make that final step across the threshold, there is usually some portent signifying that you are unwelcome, such as tears of blood from an icon of the presiding diety, a stench of corruption and sulfur sweeping past you out the door, or a sudden unexpected pealing of the church's bell.


720) Infernal Redundant Organs- You enjoy the mechanical benefits of a Sorcerer of the Aberrant Bloodline's Unusual Anatomy special quality, but in a physically grotesque(or if your charisma is unusually high, merely unsettling) fashion. You have two of almost every major internal organ and a few external ones as well, although you are still a bipedal creature. These secondary organs/features always follow the theme of a certain animal associated with the hells or the abyss, such as insects, wolves, bats, etc.

For example, if you have an insect's aspect to your redundant organs, you probably have red, faceted eyes just above or beside your human ones, and your back is a porous surface that draws in air alongside your human lungs. If you have a lupine aspect, you might have a pair of furry wolves ears behind your human ones and a small but noticably canine nose just above your human one(maybe between your eyes). You cannot use these features in any way other than to use the unusual anatomy feature described above.


721) Infernal Laughter- Whenever you laugh, you produce a sound other than ha-ha; in fact it sounds very much like a portal to the abyss/hells has been opened. Sometimes it is the laugh of a pit fiend, rumbling like a thousand earthquakes, other times it is the hissing clicking sound of gelugons, still other times, it is the slurring laughter of a a nalfeshee. It changes every time you laugh, and may have made you into someone who dislikes cheer and humorous situations.


722) Elizabeth BATHory- You can only be physically cleansed by blood, which acts like both soap and water for you. Every other type of cleanser/antiperspirant has no effect.

Dark Archive

723, Disconcerting Confidence You are unflappable. Supernatural forms of fear or confusion affect you normally, but you never show any visible sign of paranoia, doubt, hesitation or anxiety. If you hesitate in an action, you appear to be thoughtfully deliberating your action, or analyzing the situation, or graciously allowing others to make the first move, instead of dithering in uncertainty, or freezing in surprise. Unfortunately for your travelling companions, your doubts and uncertainties are purged from yourself by inflicting them upon those around you. You sleep like a baby, while any unsettling dreams you might have are subjected upon those near you. When you would have doubts, or be wracked with anxiety, you remain cool as ice, while your companions begin to hear sinister sounds in the darkness, and think that they see things at the borders of their vision. Eventually even the thickest travelling companion will figure out that 'creepy things accompany you,' and become numb to the suspicious shadows and mysterious sounds in the night, but you might find that your allies have sent you packing long before this...


Familiar Mishaps
724. Mini-Me- If you lack a familiar or animal companion, you gain one of your choice(within reason, treat it as if you are a Wizard or Druid of your ECL). If you already have a one, it is considered a dread companion. This animal is clearly fiendish in origin, although it remains(mostly) loyal to you.


Sexual Hangups

725. Cruel Androgyny- You are quite beautiful, with a noticably androgynous cast to your features. However, you lack appreciable primary AND secondary sexual characteristics and possess no sex drive. Fortunately, you recieve a rush of pleasure when a sin is committed in your presence- you recieve a +4 bonus to any Bluff checks you make to tempt others into wrongdoing for this purpose.


The Wraith wrote:
Mikaze wrote:
The Wraith wrote:


Uh, this reminds me of Kimimaro Kaguya from the Anime/Manga Naruto...

...which was not exactly Aasimar-like (more Tiefling-like, IMHO...).

Oh no, it's not meant to be along the lines of Marrow from X-men. Think of it this way:

Start with something like this. Then build from there. The skull grows outward into something like the shape of a triceratops' frill, or a Minbari's head crest, or something similar to an ancient Egyptian crown, or any number of strange shapes. And all along the rest of the body there may be more outgrowths that accentuate rather than mar the person's beauty. Instead of ribs sticking out at extreme angles, shell-like growths cover the shoulders, for one possible example. And all of the exposed bone is intricately carved and detailed as if by an artist's hand, and the bone and flesh are nearly impossible to tell apart short of going by touch.

In short, the character would look like a living scrimshaw sculpture, something both alien and beautiful.

Then I stand corrected.

But, I would indeed propose a Kimimaro/ Marrow aspect for a Tiefling !

Let's give that a try...

726. Fiendish Muscle Control- You have a little more skin than the average person, but you can control this flesh even on the most subtle level. You enjoy a +4 on Disguise and Escape Artist checks, but unless you take pains to disguise yourself(i.e. use the skill), your standard appearance is unsettling: your extra skin hangs off of your body in certain areas, giving you the appearance of an emaciated being wearing a close-fitting, flowing robe. Your skeleton peeks out along your joints, and when in this form, your unarmed strikes do lethal damage.

Dark Archive

727. A pattern of blue and black blood vessels on the skin of your belly winds and twists around upon itself. Small red dots, like those of some childhood ailment, or ruddy freckles, can be seen scattered about this maze of vessels, and move around randomly, sometimes appearing or disappearing off the edges of the area. The pattern represents a map, of a quarter of some extraplanar realm (Shadow Absalom or Erebus, perhaps) inhabited by tieflings related to yourself, but you may never learn this, at least, not until someone seeking your twin brother (whose existence you know nothing of) comes to find his location by peeling the skin off of your belly and using it to track him down...


Bad Hair Day

728. "Comb your face and come downstairs for dinner!" All of your body hair is centered on one part of your anatomy. If shaved(not trimmed) or otherwise removed, it grows back fully within 1d12 rounds. Roll 1d20 to determine:

1-5: Arms
6-10: Legs
11-15: The head(including the face)
15-19: The back
20: Roll twice and keep, ignoring this result

Dark Archive

Pathfinder Roleplaying Game Superscriber

Come on guys your almost there. Don't give up now. :)


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729. Cuts and scars slither across your body like snakes.
730. Newts, toads and other amphibians flock to you like flies to a light.
731. You constantly hear the faint whispers of extraplanar beings, and your eyes rarely stop darting around, looking for the whispers' source.
732. Your tears solidify into white or black stones soon after being shed.
733. Your mouth is upside down.
734. Your hairs are actually very thin tentacles. If cut, they bleed tree sap.
735. You never stop growing new sets of teeth, and consequently are frequently losing old teeth to make way for new teeth. Sometimes the appearance of your teeth changes with each new set.


I have been combining the different listings and I think your count is off by 20. The number should be 755 not 735.

Of course, I could be wrong.


silverhair2008 wrote:

I have been combining the different listings and I think your count is off by 20. The number should be 755 not 735.

Of course, I could be wrong.

Uh oh.

Can we get a +1 on this? I'm all for being closer to the finish line.

Dark Archive

736. You have bruise-like patterns of dark blue, purple and yellow on your otherwise pale skin, as if you have been severely beaten. These bruises move and settle through the day, moving unpredictably, sometimes towards light, sometimes away from light, sometimes 'sinking' slowly, sometimes rising instead, but rarely fast enough to be noticeable, unless someone spends a minute or two speaking to you face to face, or otherwise watching your skin for more than a round or two. They move faster when you are agitated, moving quickly or under exertion or stress, visibly spreading across your skin like the slow motion of a lava lamp.

737. Your skin is faintly tacky to the touch, and when you hold something or touch something for more than a few rounds, tiny barely visible wisp-like threads of silky spider-webbing trail from your fingertips to the item being released. These 'spiderwebs' have no effective strength and even the gentlest of breezes causes them to fly apart, dissolving into nothingness as they do so. Your hair is made of a similar white silky material and gently sticks to anything it touches, except for itself and your skin. If shed or cut, this 'web-hair' hair dissolves away within a matter of moments.

738. Regardless of the temperature of your body or your surroundings, it always appears that you are overly hot, or your surroundings are too cold or unnaturally hot. Your breath always 'fogs' and when you sweat, people can sometimes see the sweat visibly steaming off of you. Your spittle tends to boil away within moments. Despite this appearance, you are not unnaturally warm to the touch.

Dark Archive

739. Whatever heritage you bear, your fiendish ancestor seems likely to have been a form-shifter, such as a succubus, as your features seem cobbled together from disparate cultures and races. You have the elegant ears of an elf, the thick beard of a dwarf and the brushy unnaturally-hued blue, green or violet hair of a gnome, as well as orc-like tusks that protrude from your lower jaw. Your skin is the dusky tan of the men of the southern deserts, while your eyes are the cold blue of the northern raiders, and your cheeks show the dappling of darker freckles, like the wandering folk of the central lowlands. And yet, you are no mongrelfolk, and your features are symmetrical, so that your eyes and ears, no matter what racial characteristics they bear, are similarly formed. While your facial features are primarily those of races and cultures commonly seen in the regions of your birth, you may have some other less-common features, such as a tracery of fine scales along your lower arms, fin-like structures along your lower legs, a tuft of fur atop your shoulders or the nub of a tail near the base of your spine.

740. You were not born with a fiendish taint, but come by it through exposure to some fiendish creature. Akin to a darkmantle, the beast had a pair of large tentacles, and a half-dozen smaller tendrils, radiating outward from a bulging central sack, resembling the head of an octopus. It attached to the back of your neck some unguessable time ago, and for all you can remember, you may have been joined to this creature as an infant. It has grown into you, and become one flesh, despite it's gruesome appearance, with it's two larger tentacles draping down your shoulders (giving you a somewhat broad-shouldered look, despite your slender build) and curl under your arms to continue wrapping around your upper arms, tapering finally to end on the backs of your hands, like thick ropey veins of dark red, protruding from your flesh. The smaller tentacles snake within your scalp, across your throat, framing the sides of your face (even moving up onto your cheeks, as if seeking out your eyes) and down your back, also sunken partially into your skin, and grown into you so that they can no more be peeled away from you than your own veins and arteries. Except for the pulsing of the breathing organs of the creature that sits on the back of your neck, like the bulge on a hunchback's shoulder, the creature itself shows no signs of indendent life, and has no sentience that is not also yours, and no personality of it's own (although you may pretend otherwise, to further disquiet your companions). Other than this hideous conjoined thing, you appear completely human, of a readily recognizable racial / cultural type, despite having acquired fiendish traits from the creature. If you wear a hood, you can appear to be nothing more than a hunchback, so long as nobody gets too close a look at your face.

It's barely noticeable in the dark (which is when it happens, obviously), but your very human eyes (and the smaller vein-like growths on your cheeks) turn dark, as a black inky liquid flushes into your eyes (perhaps injected by the tentacles of the symbiote) to afford you darkvision. This happens so swiftly that your 'darkvision' is no less functional than one whose eyes naturally possess that trait.

Silver Crusade

Pathfinder Adventure Path, Starfinder Adventure Path Subscriber

741. Your skin is covered in a green spider-web like tracery, small insects constantly seem to get stuck to you and struggle uselessly as if your skin was flypaper. (Yikes, that's very similar to one two posts above me! Weird.)

742. You wear your heart on your sleeve, almost literally. Your wrists have a pair of blood-filled pustulent sacs that pulsate with the beat of your tell-tale heart.

743. Feet for hands and hands for feet! The toes on your hands are very long and while mildly awkward good enough for grasping.

744. Chicken Legs.

745. A mass of tentacles sprouts from your neck like a twisted and gooey mane.

746. Pig-headed, in that you have the head of a pig, with a crown of tiny wicked horns.

(Edit: For numbers)

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DM_aka_Dudemeister wrote:

741. Your skin is covered in a green spider-web like tracery, small insects constantly seem to get stuck to you and struggle uselessly as if your skin was flypaper. (Yikes, that's very similar to one two posts above me! Weird.)

742. You wear your heart on your sleeve, almost literally. Your wrists have a pair of blood-filled pustulent sacs that pulsate with the beat of your tell-tale heart.

Ew! Neat. And that one's kinda/sorta similar to the external fiendish darkmantle symbiont thingie I had going on too! Maybe there's some sort of freakish bug in the air that's making us think of spider-web skin (way cool visual, I'm totally jealous that I didn't think of that for my cobweb-skin dude!) and organs-on-the-outside today!

Having the fiend from 741 have naturally darkish skin (not like fiendish dark, more like mediterranean dark) and the spider-web patterns be a pale almost flourescent green would make for a striking visual contrast.

Going that one step further into madness, and having those struggling insects die, only to have tiny black limbs erupt from the tieflings skin and pull them down into the tieflings body, to be digested (leaving behind no trace of that event, other than a squirming under the skin, for a few seconds), would be freaksometasticawesome.


Set wrote:

Going that one step further into madness, and having those struggling insects die, only to have tiny black limbs erupt from the tieflings skin and pull them down into the tieflings body, to be digested (leaving behind no trace of that event, other than a squirming under the skin, for a few seconds), would be freaksometasticawesome.

Set, seriously. STOP BEING SO FRAKKING AWESOME!!! You're tilting the universe here, man!!! :-D

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Freehold DM wrote:
Set, seriously. STOP BEING SO FRAKKING AWESOME!!! You're tilting the universe here, man!!! :-D

Aw, thanks man! I just keep going until my skin crawls but before my inner Nick Logue becomes aroused.

We must avoid that, precious, yes, we must.

Dark Archive

747. Negative energy courses through your body, interacting strangely with the positive energy stored in other organs and veins. It is as if you have an entirely secondary system of arteries and veins, black and violet in color and filled with cold, clear liquid, that lead to a withered blue-black organ that clings to the side of your normal heart, like some parasitic undead conjoined twin. With the exception of the extra and oddly colored veins visible through your pale skin, most of this internal plumbing is unnoticeable, but you do have the drawn features of a man who is several days dead. A side effect of this necrotic energy is that when you shed skin, hair or nails, the substances become animated by negative energy, and scuttle and slither along, in search of warmth, blood and life. While not dangerous, unable to effectively kill anything more than tiny insects (in the case of the longer strands of hair), the effect is quite macabre. You prefer your food living, drawing more nutrition from freshly-picked fruits and vegetables and meat still warm from the bone. Cooked food or processed foods, such as bread, are of very little comfort to you, and taste foul and 'empty,' and you greatly prefer the taste of beer to water, as the tiny lives that grow within the fermented beverage refresh you far more than pure water ever would.

748. When not disturbed, small eyes and mouths sometimes appear on your skin. They rarely make noise, and if anything passes near them (or 'startles' them) they blink shut and are gone, with no trace of their existence. At night, while you sleep and the world is quiet around you, they are bolder, and peer around at your surroundings, and sometimes sing softly in barely-discernable abyssal (a word salad of gibberish that makes no sense, even in translation). Sometimes a tiny tongue will flick forth from one of the little mouths and taste something edible (or not), but the mouths are too small to devour even a fly. You have no control over the appearance or actions of these organs, and you do not see out of the eyes, which may sometimes cluster on a certain part of your body to watch something. (They are particularly fascinated by fire, and will watch a campfire raptly all night long, while you sleep, with many tiny voices singing a strange abyssal lullaby that can only be heard by someone leaning in close to listen.)

749. You have thin lips, so much so that you appear practically lipless, with only a thin red slash for a mouth. You have two similar red slashes along your jawbone, and when you speak, both open and repeat the words you say in the infernal tongue, in a hoarse whisper. The stereo translation is not enough to obscure your actual speech, but is eerie. Neither of these side-mouths are deep, and neither lead into your mouth cavity or throat, being, essentially, seperate pouches on the side of your face and throat. When you choose to speak Infernal yourself, the words are echoed by the accompanying mouths in a deeper tone, no longer whispering, and you sound as if a chorus of fiends is repeating your words.

Silver Crusade

750. Child of the Gelugon

Your skin is stiff and hard, sometimes seeming to "calcify" into pale white/blue chitinous growths on your scalp, arms, and legs. Your gangly limb are thin, but are also likely stronger than they look.

Your eyes are cold blue, and covered with a thin sheen of frost that causes you no discomfort nor hampers your vision. When closely examined, this sheen is revealed to crystalize into patterns of clear "bumps", almost looking like compound eyes.

Your breath always mists as if in the cold. A set of twitching, useless antennae sprout from your brow.

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751. Knightspawn. Regardless of your actual physical strength, your body is leanly corded with muscle, bearing not an ounce of fat, and your skin glistens as if oiled. You have a militaristic bearing, again, regardless of your own warrior's training (or lack thereof), and your breath reeks of carrion. If you breath upon a dead body, it shudders momentarily with an infusion of unlife, and you can animate small insects for a few moments with this effect, as a parlor trick. More unsettlingly, any meat that you raise to your lips begins to twitch and pull away, as if seeking to avoid being devoured, although whatever momentary state of undeath your breath instills does not make the meat any less wholesome or nourishing to you.

752. Knightspawn. Appearance as above, but instead of the breath of unlife trait, you have the 'create shadowspawn' trait. Whenever you kill another being, it's shadow detaches from it's corpses and follows you for the remainder of the day. The shadows are harmless and ephemeral things, unable to even blind the vision of a foe, and lurk around your general vicinity, trailing along the ground around you until the next sunrise. A single hit point of positive energy will dispel these inconsequential wraiths, but sometimes you enjoy seeing how large of a 'shadow retinue' you can garner within a single day...

[Both inspired by the Tome of Horrors 'Demonic Knight' aka Death Knight.)

753. As if descended from something equal parts wolf and praying mantis, you walk on the pads of your elongated feet, your heel never touching the earth, appearing similar to the long joints of a canine, and your hands are similarly almost as long as your forearms, and hang down so that you can fold your palm flat against your wrist and almost touch your middle finger to your elbow. This is a comfortable posture for you, as is crouching, and you spend long hours sitting watch by the campfire in a crouching posture, with your arms folded up as if in some grotesque parody of prayer. You have a narrow chin and slightly protruding jaw, as well as a wide forehead and prominent ears, although the exact composition of your face, while unusual, isn't exactly inhuman...

754. You have a hulking physical form, that is alternating thick and yet slender, with broad shoulders and thick biceps, but slender hands with six long fingers. Your skin is dark and your mane of hair a bright red, and you have thick body hair of the same color, that has more the texture of fur than anything else, particularly on your shoulders, forearms, lower legs and below your waist. Despite arms slightly longer than normal for your height, and legs slightly shorter, your posture is not out of the range of 'normal,' and your face can be mistaken for a somewhat crudely formed human, so long as you take pains to conceal your thick fangs and horns.

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