Tiefling Characters


Pathfinder First Edition General Discussion

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Considering the entry for tieflings in the bestiary AND the advanced/alternate tiefling rules in council of thieves, are there any fans of the race? Is it overpowered?

What is your opinion of tieflings non-mechanically as a role to play? Any memorable stories/characters?


They are not overpowered. The RP should be determined by the player.


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I have loved tieflings since they came out waaay back in 2nd ed Planescape. I really don't think they (or Assimars) are overpowering and usualy let them run as the same level as the party. Sure at very low levels they are slightly better than the core races...but it is just a slight advantage( and very circumstancial) it is hardly noticeable...and by 3rd level that advantage becomes almost meaningless.

I played one back in 3.0 thru 3.5 named Zora. She was a fighter/rogue/ duelist. She was very fun to play.


Tieflings are one of my favorite races because of the variety between each member of the hybrid species. I don't consider them overpowered at all when I remember what perks an elf starts out with. I think many of the complaints generated from GMs letting players pick the "advanced heritage" feat in Bastards of Erebus and allowed them to roll for additional abilities. This was intended for players with the "weak tiefling" trait (from the CoT player's guide) attached to their characters prior to choosing a heritage feat.

I remember watching an unusual session (when the neighborhood game store was still open) and witnessed a huge argument brew between GM and player over whether or not the player's tiefling character was overpowered considering the class/race combination plus the variant ability chosen (after three rolls...see the Bastards of Erebus tiefling chapter). This escalated when the GM physically assaulted the player while screaming something along the lines of "devil-worshipers (the tiefling Asmodean cleric) can't outdo the paladin" (at least, that's the only discernable speech I understood).

That was likely a worst-case scenario, but something can still be learned from the foolishness. GMs should allow players wanting variant tieflings to simply choose certain abilities to replace default options (including heritage bonuses) and leave the feat-trait-random-chaos-at-the-game-table combos alone.

Sovereign Court RPG Superstar 2009 Top 32, 2010 Top 8

Tieflings are balanced, kind of.

At low levels, the resistances and the immunity to the person school are pretty useful. Are they overpowered compared to an elf at first level? Maybe depending on the adventure.

This disappears at higher levels. Resistance to fire 5 is nice when you're 1st-3rd level and the alchemists fire comes out (only take damage on a 6). It doesn't mean as much when the 6d6 fireball hits (you're still taking 13 points of damage, instead of 18 on average) or when you're 20th level and the great wyrm breathes on you. As others have pointed out, certain high level spells will hurt you more, because you're an outsider (albiet, native).

Pathfinder differs in one big way from 3.x Tieflings don't get MWP. This means that they no longer can enter classes like Eldrich knight (or *shudder* abjurant champion) automatically. I'll write more when I get home. I <3 Tieflings


bump?


Tieflings aren't overpowered in the slightest. Woo hoo they can cast darkness once per day! Too bad that spell was nerfed into the ground in 3.5 and remains so in Pathfinder (my group jokingly calls it "Dimness"). Their ability scores have no advantage over the other Pathfinder races, and the 5 resist to three elments is way overrated. At mid to high levels, a mere resistance of 5 means little to nothing at all. I "only" took 45 damage from that fireball instead of 50! Yay!

As for the immunity to "person" spells, how many of those are there again? Three? Four? Out of the hundreds of spells in the entire core book? That's about on par with an elf's immunity to sleep. Oh and let's not forget that not being a "person" can be a drawback as well, since they are vulnerable to stuff that targets outsiders, like protection from alignment and magic circle spells. Ouch. So unlike an elf's immunity to sleep, being a native outsider is a double-edged sword, and the other edge is sharp indeed.


If anything, I find that tieflings (and the various other planetouched races) to be underpowered. Sure, the resistances and SLA are nice, but does it really compare to things like, say, Elven Magic or Immunities, or Stability, or Defensive Training, or any of the other unique traits available to other races? There isn't really anything (other than the fiendish sorcery and the like) that any of the planetouched races get that can't be mimicked or beaten by a spell or magic item. Any power discrepancy is pretty much limited to lower levels.

I'm a huge fan of the section in the Council of Thieves AP that details alternate traits for tieflings, and I'm hopeful for the kinds of things we'll see in the Ultimate Races book.

Shadow Lodge

SunsetPsychosis wrote:

If anything, I find that tieflings (and the various other planetouched races) to be underpowered. Sure, the resistances and SLA are nice, but does it really compare to things like, say, Elven Magic or Immunities, or Stability, or Defensive Training, or any of the other unique traits available to other races? There isn't really anything (other than the fiendish sorcery and the like) that any of the planetouched races get that can't be mimicked or beaten by a spell or magic item. Any power discrepancy is pretty much limited to lower levels.

I'm a huge fan of the section in the Council of Thieves AP that details alternate traits for tieflings, and I'm hopeful for the kinds of things we'll see in the Ultimate Races book.

I think flat immunity to person-spells is pretty darn powerful, if situational. It's miles better than the Elven sleep immunity, for instance. Some monsters, like the succubus, are next to powerless against it. The resistances aren't much to write home about, but it's the same with a plenty of other racial abilities. Such as some weapon proficiencies and that ridiculous hatred ability some races have. I've not seen hatred, or defensive training, to be of much use beyond such overtly monster of the week-tropy campaign like the Rise of the Runelords.

But yeah, I think they are pretty balanced and don't need limitations such as the CoT Infernal Bastard trait. Hopefully the Advanced Race Guide will be gentle to them.

Sovereign Court RPG Superstar 2009 Top 32, 2010 Top 8

DeathMetal4tw wrote:
What is your opinion of tieflings non-mechanically as a role to play? Any memorable stories/characters?

Tieflings I've found are prone to fall into the trap of angsty or might-as-wells.

Angsty is pretty straight forward. "Oh woe is me! I am shunned by others because of a freak of birth, and though I always try to do good I will forever be seen as an outcast..."

Might-as-wells are the opposites. "You think I'm going to be an evil bastard because of my race? Fine, I'll be an evil bastard!" These aren't long for party play normally.

Personally, my favourite tiefling right now is Dave Gross's Radovan found here and here for free, and of course here and here for less than free. For him it's just part of who he is, like being left handed. It causes difficulties, but he deals with it.

One of my writing characters, Helena, is another tiefling I (clearly) enjoy. Any resemblance between her and a certain blond Russian are purely conicidental of course. She's like Radovan in that it's just part of her. She's more prone to get in trouble than him by flaunting it. Sorcerer with Demonic bloodline, she's built around summoning, but she also does things like the 'scantly clad in the desert' trope (fire resistance is your friend) She's also a bit of a hedonist (freud that what you will. I'm anything but).

RPG Superstar 2015 Top 8

I'd love to get a good chance to play a tiefling---I've theory-built tons of them (usually rogues and sorcerers), but they aren't always allowed in the campaigns I've played in (or another character concept precluded playing it). Once chance I had fell through as I left the campaign for personal reasons.

I like the idea of playing a largely neutral tiefling who isn't as a rule cruel or sadistic, but is largely out for number 1 and is eternally creepy and off-putting--and enjoys the fact they creep people out, not wanting others' acceptance for being different. I tried to play this out once and people kept reacting to her positively, so I was clearly doing something wrong. I don't like the angsty or might-as-well archetypes for a player idea, as described by Matthew Morris, although might-as-well tieflings do well for a stock NPC enemy.

I don't think they're over or underpowered. Their Charisma penalty hurts because they otherwise should make good rogues or sorcerers, and Charisma is a good stat for the former and essential for the latter (the tiefling bonus to bloodline is a stopgap to help that, but not the best). As someone else noted, most of their abilities are powerful for low level campaigns, but even then only circumstantially; a good hit with a sword kills them as easily as any other PC. The darkness SLA is meh--it's too easy to block off an area your fellow party members then can't use without seeing.

Contributor

They're my favorite PC race of all time. Hands down. (followed closely behind by half-faerie dragons)

Given the opportunity to do so, I have a (questionably sane) tiefling character named Nisha I'll happily drop into any pickup game. Two GenCons ago she fell off a cliff to her doom. Three GenCons ago she was hit by an insanity spell while in Sigil's Gatehouse and went OCD Lawful (and later got drug into Ravenloft).

There's an easter egg to the character in the Well of Worlds section of CTR.

Grand Lodge

Pathfinder PF Special Edition, Starfinder Roleplaying Game Subscriber

Arcanis when it was still operating under 3.5 (they've changed to a non D20 system in the new version) had ECL0 versions of Tieflings and Asimars known as Dark-Kin and Vals. which traded in some of the features to make them a race requiring no LA. Arcanis took most of what we call the standard races and either inverted their tropes or made taffee of them.


Honestly i think tieflings to be a bit under powered. The penalty to cha is fine by me but darkness was nerfed and that destroys part of the fun. I have a tiefling wizard whose father is one of the horseman and honestly if darkness wasn't nerfed his signature would be to drop it before any fight started, especially against a powerful caster destroying their line of sight. but unfortunately i cant. the fiendish sorccery i find pointless because the extra spells would be better. some of the good pieces of tiefling gear, mainly the halo of inner calm provides spell Resistance which will becomes useless as it is only 13. the sacred bonus to saves is nice. the outsider dammaging spells, well there is a lot of them more than personal spells and honestly there are not enough sucubi and incubi to make it fair. so yes tieflings are definately underpowered, not by much but they are


Sorry, but if his father is one of the horsemen he shouldn't be a tiefling but a half-fiend.

You probably wouldn't find Fiendish Sorcery useless if you were a sorcerer with the right bloodline, but since you aren't... why do you not have a prehensile tail?
As for darkness being useless, there are feats made specifically to improve and build on it, or 10 variant heritages and an entire table of 98 other options that replace the spell-like ability.
You may find the standard race with nothing switched out underpowered, but with all the options out there, I think tieflings can be very powerful.
Maybe they won't always as powerful as Aasimars and their bonus to two abilities and penalty to none, but tiefling wins hands-down when it comes to flavour in the Blood of Fiends/Angels books.


I find them over powered if heritages and alternate racials are allowed. Aasimar as well.


Daenar wrote:
I find them over powered if heritages and alternate racials are allowed. Aasimar as well.

How so? Pretty much all of the stat arrays available (for the most part, Aasimar is still special with no negative score) are duplicated by other advanced races, so players could just go there to get them if really needed.

I think its better to see the Tiefling/Aasimar variants as different races that just happen to share the same relevant pages. None are particularly more overpowered than the others, just better for different builds.

Sovereign Court

I saw a tiefling alchemist at work in PFS last sunday. He was our alchemist, and got set on fire by the BBEG alchemist. So he basically burnt for 10 rounds without serious harm :)

The Dex and Int bonus, as well as the resistances and tail, make them pretty neat alchemists.

Also wizards and mystic theurges of course. No Elven Magic but nothing to sneeze at either. I think the resistances will help reduce "attrition"; I think it's a decent trade vor Elven Magic.


Pathfinder Maps Subscriber

I have a Tiefling witch with Rakshasa blood (just fluff no game effect). I play the character as being kept from sliding towards evil through the influence of the witch's familiar (a Silvanshee Agathion (improved familiar feat)). I've found the fire resistance handy on an occasion or two, the same with the prehensile tail (especially when coupled with my prehensile hair). No extra attacks, but handy for manipulating wands and potions.

Sovereign Court

I'm trying to decide if the Unscathed trait is worth it. It increases all resistances you have by +2.


I'd say it's well worth it, at least at the low levels. Alchemist's fire won't hurt you even if it rolls max, a caster level 2 burning hands would have to roll max on both dice to give you even 1 point of damage, and even a CL 5 fireball will have almost a fifth of its damage ignored.
(as opposed to taking 1 point of damage from alchemist's fire, 3 from a CL2 burning hands with max damage, and only ignoring one seventh of the CL 5 fireball's max damage)

At length it might not be the greatest boon, but isn't it like that with so many traits? and those 2 points of damage less might just be what saves your hide.


DeathMetal4tw wrote:

Considering the entry for tieflings in the bestiary AND the advanced/alternate tiefling rules in council of thieves, are there any fans of the race? Is it overpowered?

What is your opinion of tieflings non-mechanically as a role to play? Any memorable stories/characters?

I recently (as in within the past week) rolled up a tiefling psion for a friend's Rise of the Runelord's game. I'm going to discuss most of the roleplay stuff in a spoiler because it has some RotRL stuff in it (though perhaps heavily modified).

RotRL:
My character, Makrosa the Bastard, is a tiefling who grew up in sandpoint around the same time as an important NPC, an aasimar named Naulia. The two became close friends with one-another naturally out of less that exceptionally great circumstances.

To first understand Makrosa, we need to look at her closest friend, Naulia. Naulia was teased by her youthful peers and showered with often unwanted adoration due to her celestial heritage by adults, with people wanting to touch her, or use her hair in tea as a folk remedy, and tons of other superstitious nonsense. Her father was a well respected and beloved leader of a church in sandpoint and he expected many great things from her, overwhelming her with his high expectations. She was figuratively smothered by all of the attention and pressure, which was made all the worse when she met a Varisian man roughly her age named Delek Viskanta and fell into his arms. Delek was a smooth robin who told her all that she wanted to hear, but ended up being a rough turkey when she ended up with a bun in the oven and he flew the coop. She spent an extended and unpleasant period grounded to the church where she was lectured and harassed by her father until a freak fire at the church reportedly ended with both her and her father's deaths.

Makrosa was in many ways Naulia's opposite. For all the attention and adoration Naulia received, Makrosa received an equal amount of shunning and disdain from the people of Sandpoint, but especially Naulia's father who saw her as a corrupting influence and an unwanted creature that was unworthy of his daughter's time and attention. When Naulia wasn't around (either due to her many responsibilities or, later, her rendezvous with her lover) Makrosa was usually either hanging out with the orcs who dealt with Sandpoint's garbage, or spending time in the dump yard scrounging for scrap and wasted things of value that she would trade with goblins she would meet rummaging through the refuse, or other people in town when she found something valuable accidentally discarded.

As the two got older, Makrorsa developed romantic feelings towards Naulia that were likely born from their close friendship, acceptance of one-another, and to a degree a sense of kinship in being the respective freak shows of Sandpoint. This however eventually drove a wedge between the two friends as Makrosa's unspoken feelings only served to make her jealous of the man Naulia was seeing behind her father's back. She would brood when she was not with Naulia, and when the two were together there was a tension that wasn't there before which made her push Naulia away. Eventually it came to a boil when in a fit of indignation Makrosa threw a fit at Naulia, complaining that as soon as Delek showed up that Naulia had forgotten all about her. She said many things that she didn't mean, including accusing Naulia of being like everyone else and not really caring anything about her. After the fight Makrosa left Sandpoint for a few months and lived alone in the junkyard.

Eventually she realized what a fool she had been and was going to apologize to her friend and beg her forgiveness but before she could the fire of the cathedral stole the chance from her. She has hated most of everything since. It was not until the Swallowtail festival that she returned to Sandpoint for more time than it took to unload salvaged or bartered goods. She and Naulia always met up at the festival each year and something inside her decided to keep up that tradition for them. Little did she realize that her miserable life was about to change forever...

As for mechanics, nah tieflings aren't overpowered. Even with the extra alternate race traits and variant tieflings, they're a generally pretty cool race. I usually play humans but this time I'm playing a fairly bestial tiefling (2 claws instead of her SLA, a prehensile tail) shapeshifter that's haunted by fiendish spirits (she is an dual-discipline egoist/shaper psion, her psicrystal is a possessed Voodoo doll).

Sovereign Court

I think standard tieflings are pretty comparable to elves.
* Same ability modifiers
* Bonuses to two good skills that together are about as good as elven Keen Senses.
* Energy Resistance is probably better than Sleep Immunity (except if Witches are a thing).
* Elven Magic vs. Fiendish Sorcery
* Some more nice customizeability for racial traits
* An SLA that gets you into Mystic Theurge and Arcane Trickster earlier.
* Darkvision, which will occasionally pair nicely with Darkness SLA.
* More negative prejudice than elves. People think elves are snobs, but tieflings are often thought to be evil.

All in all, I think it evens out.


I'd dare say elves are probably stronger overall. The energy resistances are really good at low levels (when it helps you survive alchemist-fire spam) but it doesn't stack with any other source of energy resistance such as resist energy or magic items that provide resistances, which you are going to want anyway since they are at minimum twice as strong as the tiefling resistances anyway. At least the +2 on saves vs all enchantment effects never really goes away. :\

Likewise, fiendish sorcery kind of sucks. It's only useful for one class, and even then it doesn't do anything except offset their penalty a little for sorcerers. Unless you're using one of the alternate ability modifiers then fiendish sorcery is merely "not have a penalty in this very limited situation", where elven magic actually provides a bonus that is useful to any mage and goes stacks with other effects that help to pierce spell resistance (it's very easy for elves to pierce SR later on as they have +2 from race, +2 for spell penetration, +2 from greater spell penetration, plus any other caster level boosts like the +1 ioun stone).


I don't generally have them in my games. Not because I think they're OP but because of flavor. I'll post a full explination if you like, but it's not pretty.

Silver Crusade

<--Favorite Paizo-era Dragon/Dungeon iconic

I've loved tieflings and aasimar for their flavor since first seeing them in Planescape. In fact, I was always bugged by them being tagged as native outsiders because it loaded them down with stuff that didn't fit their flavor AND helped stigmatize them as a player race.

And honestly, that's what they've always been to me. They're as much a player race as elves and half-orcs, as far as I'm concerned.

Also REALLY happy to finally be taking my tiefling character where I always wanted to go. Redeemer paladins FTW. :)

The Exchange

Wait, Mikaze, that's a tiefling? I thought for sure she was a half-copper-dragon.

I can take or leave tieflings. Though I'll admit that the existence of tieflings has cut down on the number of people who wanted to play tragically-misunderstood drow, and that's enough to endear them to me. ;)


I love tieflings. Having played a few, I really can't say they are overpowered at all. The SLA, while sometimes helpful, isn't any more game shattering than the humans' bonus skill points, the elves' bonus to piercing SR, and so on. I've actually found being an outsider, now that is doesn't give free MWP and the like, is actually a hindrance more than a boon. Sure, I'm immune to hold person, but given how situation these benefits are, I'd really just prefer to be able to benefit from some Enlarge Person scrolls during most battles.

Roleplay wise, I love having the ability to have a lot of fun customizing my character's physical appearance. The assumptions about them all being either "might as wells" or "angsty" can be easily avoid: don't play them that way. My oni-spawn warpriestess of desna isn't falling to her dark desires, nor is she assuming that everyone will treat her as an outcast. She treats her fiendish heritage as a tactical advantage, by understanding how her enemies fight, she knows better on how to destroy them. She knows she's good, and that's all that matters to her. She sees little reason as to let the stigmas of the ignorant bother her. At no point in the game did she fall into the trap of being a poorly made, broody emo.


Lincoln Hills wrote:
Wait, Mikaze, that's a tiefling? I thought for sure she was a half-copper-dragon.

D:

That's hurtful.

Sovereign Court

I think Hellboy is an example of a tiefling that's pretty enjoyable.


Years ago, I tried to get into Planescape by reading a novel in that setting, and found one on the web for free, Fire and Dust by James Alan Gardner. By the time I finished it, I found that I didn't like it (or, for that matter, Planescape) nearly as much I'd hoped I would, but I definitely felt that the best part of that novel was the tiefling character.


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Pathfinder Starfinder Roleplaying Game Subscriber

Yeah, I don't think they're that powerful, personally. They have some nice racial feats if you have room to take them, though, and thanks to the alternate racial heritages, you can make them work reasonably well for a large number of classes, instead of having to avoid most charisma-based classes, which is really only fitting given the mutability of tieflings and their possible muddled ancestries. Still nowhere near as powerful as, say, humans, but you can make them work for a lot of concepts.

Non-mechanically, tieflings certainly interest me. One thing they evoke for me is the ways people who had visible mutations, deformities, or other disorders were historically viewed. Perhaps touched by something inhuman...perhaps the inheritor of bad blood, the sins of their fathers and mothers borne on their shoulders...perhaps even considered sacred in some way, suffering more often than not, but surely a sign of the divine and their closeness to it. The high mutability of tieflings in particular seems to resonate with this concept...especially since the descriptions of tieflings have involved asymmetrical anatomy, being intersexed to some degree or another, animalistic-seeming body parts, strange growths and more. All things that can pop up in real genetic disorders and deformities. Relatedly, they evoke concepts related to the transmission of sins from one generation to the next, which itself can stray from the concept of mutation and deformity...perhaps no outward sign, but the madness of their ancestors lurks in their blood, the susceptibility to whatever social taboo or moral line that had been crossed. History is certainly rich with examples of both to mine for concepts, after all.

Yet, unlike reality, there is a genuine supernatural element here, where the superstitions of the past might be reality. Whether contaminated directly with fiendish ancestry or contaminated by the nether planes in some other manner, any of these might be true. Perhaps a tiefling is a message from a powerful fiend or even an evil gods, his birth meant to herald something, or even just a sign of their favor. Perhaps the tiefling's ancestory dabbled in dark things, willingly or unwillingly mingled with fiends, or drew on dark powers so often that it infected their blood...or in a world where sins can be potent, perhaps their sins truly were so terrible that they etched themselves on their being, body and soul, carried on as a malaise both physical and spiritual. They may be mostly human (or dwarf, elf, halfling, whatever), but they are also something other. Regardless, for a tiefling bad blood is something real, something they have to deal with.

Of course, this is only a starting point. I don't support the notion of tieflings as victims, per se...to an extent, certainly, they have most likely been dealt a bad hand to begin with, though it may vary depending on the society they grew up in and how visibly other they are. Yet many people have been dealt bad hands in life without being a tiefling, so much like any person, they start with what they have and move on. Perhaps some do wallow in the notion of their self-proclaimed victimhood, but I can't say such an concept particularly interests me...after all, to define yourself as purely a victim is to deny your own agency to do something about it!

Thus you can begin by pondering how a tiefling character is different, what strange aspects to their body they might have, whether they could feasibly be hidden should they desire to, as well as how their mentality might be affected by their ancestry, whether they have strange desires, odd reactions, alien compulsions that they might deny, alternatively work with and struggle with, or simply revel in. Much like any who might have nonstandard and socially frowned upon desires, or a (hopefully) mild mental disorder. But the far more interesting question to me is how they do deal with it. Do they seek to blend in as best they can? Do they revel in being different and seek to flaunt it? Is it ultimately unimportant to them as they seek the fulfillment of their purely mortal ambitions and desires...a part of them, certainly, but they've other things in life to achieve! Does being different motivate them to try and carve out a place for themselves (and perhaps others like them)? Do the things that make them different perhaps even make them aware of existing unfairness in their society that targets even those who are purely mortal (if not considered 'normal' by said society)?

There's a lot of ways to try and tackle these issues, which really helps make tieflings interesting to me, especially with the absolutely huge number of fiends out there that you can read up on for inspiration on both physical and mental characteristics for tieflings, mixing and matching within reason, which along with that touch of 'other', really helps give me the sensation of making a character that's uniquely mine. Or, you know, just have grey skin and horns and glowing eyes and go around calling myself Lord Darkdeath the Almost Invincible and gloat a lot, possibly while laughing loudly. That's some good fun too (in the right game).

Sovereign Court

I'm currently working on a tiefling Wood Wizard/Cleric of Sun Wukong, going towards Mystic Theurge at level 4.

Sun Wukong, the Monkey King, strikes me as an excellent patron deity for tieflings; weird ancestry, tail, and the bad manners to demand a good seat at the table and become mighty, too! But he doesn't seem to be wicked, more a trickster figure.

(He's from the Dragon Empires Gazetteer, and provides Chaos, Trickery, Travel, Liberation and Animal.)

Since this is for a kingmaker-y game, I'm still trying to figure out why he wants to rule a kingdom. I'm aiming at a sort of folk hero role; the guy who keeps the other leaders on their toes by embarassing them if they get too vain. Probably the Councilor role then.

Grand Lodge

Pathfinder Lost Omens, Rulebook Subscriber

I actually really like tieflings. I think they make a cool class, and tiefling wizards, alchemists, and rogues are super fun to play. Their abilities are...interesting, but not too great. Darkness isn't that great a spell, and elemental resistances don't really help out except in dealing with bad weather (most of the time). Prehensile tail is an awesome power that can be very cleverly used, but i don't think it's overpowered, per se.

As for the roleplay aspect, I've always liked the kin-slaying tiefling as a trope, with them using their unique abilities to hunt down and defeat fiends, since they have minor resistances against basic fiend spells and their immunity to person-based spells means low-level deceptive fiends like succubi have trouble with them. Never been a fan of the "nobody understands me" line of thinking. Sure you have tail and weird red skin. Nightcrawler was blue, and almost everybody likes him (out of universe, at least).


I like tieflings. They seem a lot of fun. I only played one briefly in a Faerun game. He was an intelligence based monk.

In a 3.5 game we used tieflings and aasimars as +1 templates to be tacked on humans or elves or whatnot. We also used level buy off. It worked well.


I love me tiefling.

I regret their 2E +CHA going to -CHA in 3E/Pathfinder, but it's still my favourite not-quite-core-but-almost race.

'findel

Silver Crusade

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Pathfinder Adventure Path, Starfinder Adventure Path Subscriber

I like tieflings, I think they make a great half-orc replacement (easier to make a backstory in an area without orcs, since you can be spontaneously born from human parents).

That said, when I allow Aasimars and Tieflings in my games I usually do a slight nerf:

Aasimars and Tieflings are NOT Native Outsiders, they are Humanoid (Human) and whatever their outsider ancestry is (a demon blooded tiefling would be Humanoid (Human, Demon)).

Instead of energy resistance, they gain +2 bonus on saves vs the energy types they resist.

If the player wants to be a full-powered native outsider, then they need to spend a trait to do so. (In effect they trade a trait for the the native outsider subtype and energy resistance.

I feel it brings these races to be a bit more in-line power level wise to the core races.


Mm. Nothing overpowered about an oni spawn with oversized limbs and additional +2 to a ability score above and beyond the +2 Str and +2 wis. Oh that's just one of several variants with different modifiers and a list of goodies to plunder!


DM_aka_Dudemeister wrote:

I like tieflings, I think they make a great half-orc replacement (easier to make a backstory in an area without orcs, since you can be spontaneously born from human parents).

That said, when I allow Aasimars and Tieflings in my games I usually do a slight nerf:

Aasimars and Tieflings are NOT Native Outsiders, they are Humanoid (Human) and whatever their outsider ancestry is (a demon blooded tiefling would be Humanoid (Human, Demon)).

Instead of energy resistance, they gain +2 bonus on saves vs the energy types they resist.

If the player wants to be a full-powered native outsider, then they need to spend a trait to do so. (In effect they trade a trait for the the native outsider subtype and energy resistance.

I feel it brings these races to be a bit more in-line power level wise to the core races.

Kind of a funny stealth buff to Humans here. If Aasimars and Tieflings are humanoids that means a Human character can take Racial Heritage and get those species' goodies. No particularly exploity things come to mind though; nothing at the caliber of the Human Underfoot Adept...

Silver Crusade

Pathfinder Adventure Path, Starfinder Adventure Path Subscriber
Arachnofiend wrote:
DM_aka_Dudemeister wrote:

I like tieflings, I think they make a great half-orc replacement (easier to make a backstory in an area without orcs, since you can be spontaneously born from human parents).

That said, when I allow Aasimars and Tieflings in my games I usually do a slight nerf:

Aasimars and Tieflings are NOT Native Outsiders, they are Humanoid (Human) and whatever their outsider ancestry is (a demon blooded tiefling would be Humanoid (Human, Demon)).

Instead of energy resistance, they gain +2 bonus on saves vs the energy types they resist.

If the player wants to be a full-powered native outsider, then they need to spend a trait to do so. (In effect they trade a trait for the the native outsider subtype and energy resistance.

I feel it brings these races to be a bit more in-line power level wise to the core races.

Kind of a funny stealth buff to Humans here. If Aasimars and Tieflings are humanoids that means a Human character can take Racial Heritage and get those species' goodies. No particularly exploity things come to mind though; nothing at the caliber of the Human Underfoot Adept...

My players aren't crazy optimizers, but it kind of makes sense that a human with some incredibly thin tiefling blood might show signs of infernal heritage.

Liberty's Edge

Daenar wrote:
Mm. Nothing overpowered about an oni spawn with oversized limbs and additional +2 to a ability score above and beyond the +2 Str and +2 wis. Oh that's just one of several variants with different modifiers and a list of goodies to plunder!

Technically, you need to roll to get all that. A 00 to be specific. Many GMs won't make you do that to get one of the above, but almost all will to get both.


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I'm too lazy with my math to be much of an optimizer, I just like looking for silly things like that because finding weird ways to be effective is a lot of fun for me.

Seriously. Human Underfoot Adept. You count as Huge for the purposes of Trip by level 8, and you only get bigger from there. And it stacks with Maneuver Master. It's so ridiculous but so much fun


Daenar wrote:
Mm. Nothing overpowered about an oni spawn with oversized limbs and additional +2 to a ability score above and beyond the +2 Str and +2 wis. Oh that's just one of several variants with different modifiers and a list of goodies to plunder!

I don't really see how the incredibly miniscule chance of a player getting that makes the race overpowered. There is also the fact that the only way to roll on the table is DM fiat as per RAW or taking the mostly defunct (as you no longer need it to access alternate Tiefling heritages) Fiendish Heritage feat.

Sczarni

Hmm i am Very Intersted in playing a Tiefling Alchemist in PFS but im also worried due to them being Outsiders, like would Enlarge Person Extract not work? or is there a feat or something for Tiefling's to be considered humanoid for effects and stuff?


I quite enjoy Tieflings and they are a interesting and awesome race. I don't believe they're too powerful. This has been discussed since Bestiary 1 with their appearance of being equal CR to humans.

There are many role-playing opportunities, however some were altered with the advanced race guide's age list, turning what I thought to be humanoids who aged just as fast as humans, suddenly become like elves in aging. I like to make characters away from the stereotype so it's very easy for NPCs and PCs (role-playing well) to distrust the pit-born creature, not realizing s/he is possibly the most trustworthy in the group. Same as the other race, the Aasimar.

RPG Superstar 2012 Top 32

I'm GMing for one now, and so far, so CN. :-P

I also just realized that the narrator of Jacqueline Carey's Agents of Hel series a tiefling--tail and all!!!! No horns, though. And she serves Hel, the Norse goddess, not Hell, the infernal plane. :-)


Humans are the most overpowered race, after all. Darkvision is easily replicated for 10,000gp, but a bonus feat and skillpoint per level is pretty shiny.


Daenar wrote:
Mm. Nothing overpowered about an oni spawn with oversized limbs and additional +2 to a ability score above and beyond the +2 Str and +2 wis. Oh that's just one of several variants with different modifiers and a list of goodies to plunder!

Hey there, buddy, you only get to have both oversized limbs and the additional +2 if you rolled 100 on the table and then were lucky enough to roll 16 and whatever is the required number for that extra +2. I doubt any GM who lets you pick freely from the chart will let you choose two variant abilities. That stuff is for people who gamble with their character's abilities and get lucky.

You also forgot to combine over-sized limbs with the oni-spawn specific Superior Clutch race trait, which lets you deal +1 extra damage when wielding weapons intended for larger sized creatures than yourself.

*runs off to double check the number for over-sized limbs* Damn... I was right. I now officially remember the number of exactly one variant tiefling ability. :)

Sovereign Court

Well, the chance of rolling that is (1/100)*(1/100)*(1/100)*2, so a two in a million chance. If it had been a one in a million chance it would be a lot more common.

Grand Lodge

Captain Wacky wrote:
I don't generally have them in my games. Not because I think they're OP but because of flavor. I'll post a full explination if you like, but it's not pretty.

TellUsTellusTellusTellusTellusTellus....*GASP*...tellustellustellustelluste llus!

OK, seriously, I am intrigued. I have my own problems with tiefling flavor - frankly, I get tired of the constant need for more 'grimdark' options and story lines. Truth be told, I think I am still a little sore over 4th Ed. pushing gnomes to the side to make room for them as indicative of the things that bother me about modern fantasy. Too often, any amount of whimsy or joy is pushed aside for brooding, dystopian antiheroes.

As for OP? I wouldn't say so. Aasimars perhaps a bit, but the issue with tieflings is not mechanical.

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