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Player's Handbook Races - Tieflings

Player's Handbook Races - Tieflings

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PLAYER'S HANDBOOK@ RACES: TIEFLINGS™

Matthew Sernett
YOll bear the mark of evil.
One ancient transgression echoes down through the
generations to YOll, bestowing an inheritance of wrong­
doing written across your face and form. This curse
flows in your blood, and it taints every interaction you
have, from the day you're born until the day you die.
To be a tiefling is to be defiant-defiant of the stares,
proud despite the whispers, and sure of yourself regard­
less of a heritage of darkness. Tieflings laugh in the
faces of those who would judge, sneer at those filled
with ignorant fear, and stand tall amid all the accusa­
tions, spoken or unspoken.
To playa tiefling is to wield the power granted by
an ancient evil, and to adopt the sly grin and twin­
kling eye. With a tiefling character, you play the part
of the ne'er-do-well who doesn't mean any harm, the
rake with a heart ofgold, the reluctant hero, the rogue
scholar tempted by forbidden knowledge, or the anti­
hero who stalks the shadows while trying to fight his
own darker nature.
This book is your guide to creating and playing a
tiefling character. It provides a comprehensive intro­
duction to the history, beliefs, behavior, and attitudes
oftieflings in the world of the DUNGEONS & DRAGONS®
game. It explores these elements by presenting a wealth
of resources for developing your character: background
CREDITS
Design D&D Design Manager
Matthew Sernett James Wyatt
elements, feats, powers, paragon paths, and an epic
destiny to help your character embody the struggle he
or she faces both in the world and from within his or
her own skin.
The book focuses on developing your character as
a person with background and motivation: a person
who is distinctively a tiefling. Game elements can
only go so far to bring your character to life. But by
combining these game elements with story back­
ground and personal quirks and foibles. you can turn
your character into a living, breathing part of the
campaign world.
This book doesn't include racial feats, paragon paths,
and other material appearing in other sources, either
in print or online. Because the game is constantly
growing and expanding, no index to those game ele­
ments would stay up to date for long, but fortunately,
there's an easy reference at your disposal: the D&D
Compendium, found at www.wizards.com/dnd. Even
ifyou're not a D&D InsiderTM member. you can use the
Compendium to search for lists offeats. paragon paths,
and other options deSigned expressly for tieflings. Ifyou
are a D&D Insider member. you can also use the D&D
Character Builder to create and maintain your tief­
ling character. allOWing you to always have up-to-date
options at your fingertips.
Interior Illustrations
Julie Dillon, Adam Gillespie,
Development and Editing
Andy Collins
Managing Editing
Kim Mohan
D&D Development and Editing Manager
Andy Collins
Art Director
Keven Smith
Brian Hagan, Woodrow Hinton III,
Goran Josie, Ron lemen, Raven Mimura,
William O'Connor, David Rapoza,
Georgi "Calader" Simeonov
Text ~ e v i e w
Gwendolyn F. M. Kestrel
Director of D&D R&D and Book Publishing
Bill Siaviesek
D&D Creative Manager
Chris Perkins
Cover Illustration
Steve Prescott (front),
William O'Connor (back)
Graphic DeSigner
Yasuyo Dunnett
Publishing Production Specialist
Angelika lokotz
Prepress Manager
Jefferson Dunlap
Imaging Technician
Carmen Cheung
D&D Senior Art Director
Jon Schindehette
Production Manager
Cynda Callaway
DUNGEONS & DRAGONS, 0&0, d20, d20 System, WIZARDS OF THE COAST, Player's Handbook, Dun8eon Master's Guide. Monster Manuol , Dro80n , 0&0 Insider,
all other Wizards of the Coast product names, and their respective logos are trademarks of Wizards of the Coast in the U.S.A. and other countries. All
Wizards characters and the distinctive likenesses thereof are property of Wizards of the Coast llC. This material is protected under the copyright laws
of the United States of America. Any reproduction or unauthorized use of the material or artwork contained herein is prohibited without the express
written permission of Wizards of the Coast llC. This product is a work of fiction. Any similarity to actual people, organizations, places, or eve nts
included herein is purely coincidental. Printed in the U.S.A. ©201 0 Wizards of the Coast llC.
620-25383000-001 EN
987654321
First Printing:June 2010
ISBN 978-0-7869-5489-6
Visit our website at www.DungeonsandDragons.com/ dnd
Lucius shook the cobwebs out of his head and found his
thoughts straying to the eternal question. Was it simply
in his nature to lie, steal, cheat, and betray? As he pon­
dered, he tested a front tooth with his tongue. It seemed
solid. The others did as well. Takingjoy from beating
a helpless person apparently didn't lead to this goon
being any good at it. He grinned.
"It was the horns, then, huh? They gave me away?"
The next punch came like clockwork. Lucius ducked
his head at the last moment, taking the blow just above
the eyes. Though slightly stunned by the impact, he
was rewarded by a howl of pain and the cursing of
his captor.
"What the hell was that?" laughed the blond
human as he hopped down from a table he'd been
lounging upon.
"Ow! The devil moved his head! I punched his
horns," the heavyset guard growled, cradling his right
hand. "Quit laughing, Barris! It really hurts!"
"You're such a twit, Durven," Barris said as he
moved behind the chair to which they had tied Lucius.
"Here. I'll hold him, and you hit him good this time."
Lucius twisted in his seat, but Barris gripped his
horns tightly and pulled his head back. The ruffian
was strong despite his slight build, and Lucius knew he
couldn't shake his head free.
Durven paced a few steps while shaking his injured
hand. Lucius occupied himselfby sucking on his throb­
bing teeth and trying to relax. Balasar told him once
that the best place to take a punch was on the forehead.
Check. That was easy. Balasar also told Lucius to tense
his neck and move into the blow. Said it would stop
your skull from wobbling about like the head ofa rag
doll. Easy enough for Balasar; he had a neck like an
ox. Lucius hadn't thought moving into the blow made
much sense, but he welcomed any strategy that might
improve his situation.
Durven flexed his fingers a few more times and
made a meaty ball of his right hand. He stepped in
close and slowly cocked his arm back, studying Lucius's
face like an archer aiming at a bull's-eye.
Lucius watched the tension build in Durven's fat face
as the brute stared dimly down at the tiefling's narrow
countenance. The human's gaze focused on a point
below Lucius's left eye,just above where his earlier
teeth-ringing shot had landed.
Lucius had a sudden, unwelcome vision of his teeth
sitting on a dusty shelf somewhere in the barracks of
the Bane worshipers. He tried to shake the thought
from his head but found his movements too constrained
by Barris's grip. The tiefling's focus returned to Durven
just in time to see the eager twitch of the guard's right
eye, betraying the imminent release of another punch.
Lucius spat, spraying Durven's face with saliva and
blood. Durven staggered blindly back, and Barris
loosed his hold while uttering an oath. "They say there's
a curse in our blood," said Lucius with a laugh. Durven
wiped his face and fixed the grinning tiefling with a
gaze that promised death, but then the door to the tiny
chamber banged open.
"What's going on in here?" roared the dragonborn
who strode through the doorway and then slammed
the door shut. The newcomer was half again as brawny
as Durven and wore a uniform that fit twice as poorly.
It was, however, the uniform of a Prelate General,
something that Lucius and the soldiers of Bane imme·
diately recognized.
"Sir! Sir, General Sir! Prelate General, I mean,"
stammered Durven with a qUick bow. "We're interro·
gating this prisoner. He was caught sneaking through
the temple."
For his part, Barris simply bowed and scuttled over
behind Durven, keeping his mouth shut and his pos,
ture straight.
"Interrogating?" the Prelate General asked suspi­
Ciously. "Have you even asked him any questions?"
Durven looked to Barris for help, but the other man
stared straight ahead and said nothing. "Uh. Well, not
really, sir. Sir Prelate, Sir," muttered Durven. "No, we
were softening him up first. "
"I see," the dragonborn growled in response. "Well
then, tiefling, are you a thief or a spy?"
"Both, actually." Lucius grinned, revealing bloody
teeth. "I came to the temple to learn the truth behind
the rumors of an alliance between the temple and the
besieging hobgoblins. And to lay my hands on the pro­
tection money you've been extorting from the locals
for years."
Durven and Barris glanced at one another nervously
at this revelation ofthe temple's Villainy, but the Prelate
General continued his line ofquestioning, "And what
did you find?"
"Ah, see, now that's interesting," Lucius replied, his
eyes alight at the intrigue. "I had wondered how the
temple communicated with the hobgoblins outside the
city. Any Signals would be noticed by the soldiers on
the walls. I figured it was magic, but it wasn't clear just
how the temple would aid the goblinoids when the time
came." Lucius paused for suspense, loving the drama
of storytelling.
"Well?" barked the Prelate General.
"A teleportation circle! I found it in the dungeons.
They've already brought in some bugbear heavies to
supplement their forces and several goblin sapper
teams. I figure they plan to use the sappers to bring
down the walls that protect the royal district. Then the
other forces they've ported in will attack the city gate
from the inside."
"I see you have it all figured out," murmured the
dragonborn. "Do you think you could find the teleporta­
tion circle again?"
"Undoubtedly."
Durven and Barris looked at one another in some
confusion about this exchange. It was rare for interroga­
tions to go so well.
"So .. . " said the Prelate General in a low voice, star­
ing intently at Lucius.
Lucius nodded his head in a half-salute, half-arfirma­
tion. Then he shrugged his slim shoulders as the ropes
binding his hands to the back of the chair dropped
away. Before the two guards could react, Lucius slid off
the seat and spun behind it.
Barris started forward, drawing his sword, but
Lucius simply continued his spin with the chair in
hand. As the guard's blade cleared its sheath, Lucius
brought the chair down on Barris's head. Barris crum­
pled to the floor in a clatter ofsword and armor.
Durven never knew what hit him. The dragonborn's
shoulder slammed the boorish man against the wall
with the force ofa charging bull, knocking him sense­
less to the floor.
Lucius moved to the dragonborn and clapped a
hand on his powerful shoulder where it blended into
his oxlike neck. Before he could utter a word, the door
opened again.
"Will you two quit messing around?" hissed the
dwarf woman in the doorway. "We have work to do!
Balasar, you shouldn't encourage him. All this messing
about with disguises and getting captured! A year ago
we would have just kicked down doors until we found
what we needed."
"I remember, Helja," interjected Lucius as he gath­
ered his things from the table. "I also remember not
ever knowing where we were going and having the cul­
prits get away from us more than once."
"Besides," said Balasar as he ripped the Prelate Gen­
eral's uniform away from his scaled form, "I wanted to
show Lucius how much he has taught me."
"You did an excellent job, but the prelate's uni­
form was a risk," said Lucius as he struggled into his
leather armor.
"Nah," replied Balasar as he helpd Lucius buckle a
shoulder strap. "These Banites see stripes on a shoulder
and they snap to. I knew if! came in with the right atti­
tude, they'd buy it. Pretend you belong-"
"And people will believe you do," finished Lucius.
"Unless you're a tiefling, ofcourse."
"Ofcourse."
''Ahem,'' grumbled Helja from the doorway. "Ifyou
two are done patting each other on the back, maybe we
can get down to business."
"Right, then," Lucius replied as he pushed past the
dwarfwizard. "You guys follow me. I know the way."
Long ago, so long that none but immortals can remem­
ber it, a human kingdom called Bael Turath expanded
into a grand empire. As with all great empires, Bael
Turath built itself up on the prostrate backs of con­
quered kingdoms. Assuredly, some conquests were
just, and the world was better off without Bael Turath's
enemies. Of course, the people of the growing empire
also fought and died in many wars for less than
noble reasons.
Also as with all great empires, at its height Bael
Turath was closest to its fall. It strained under the pres­
sures of ruling defeated peoples. Noble houses schemed
to carve out their own kingdoms or to replace their
betters in the halls of power. Civil wars, seceding ter­
ritories, assassination plots, famine, plague-Bael Turath
endured all these threats to its existence and survived
by only the barest of margins.
The ruling family and others among the nobility
prayed for a means of securing their country and their
eternal dominion. Bael Turath had lasted for centu­
ries, and they hoped to ensure its continuance for
centuries more.
Alas, their prayers were answered.
The most avaricious, the most domineering, and the
most paranoid-including the emperor himself-began
to dream of a new age. They awoke from fevered sleep
with visions of the future still floating before their
bloodshot eyes. The empire could be saved. Indeed,
it could grow to rival the greatest nations of history,
perhaps even surpass them. Their noble lines would
extend on into eternity. What price could outweigh
eternal glory?
With the full force of the emperor's will behind
them, chosen nobles were permitted to perform dark
rituals that would put them in contact with the powers
that would help them maintain their rule: the devils
of the Nine Hells. This association with the devils
showed the emperor the way. A month-long ritual, the
Bloodfire Moon, would set Bael Turath on the path to
true greatness. The head of every noble house had to
participate. Those who would not did not survive that
bloody month. They and all their families died on the
sword or the altar.
Hundreds blood-signed their names in the Atha­
naeum, the temple where the first summoned devils
appeared. Each noble house made a bond with a
fiend through arcane pacts with names such as the
Iron Crown of Madness, the Scarlet Claw of Hunger,
Night's LOVing Void, the Million Pains of Eternal Tor­
ment, the Heart of Fire and Iron, and the Cage of the
Unnamed Master.
When the ritual ended and the last soul was bent
to evil, the nobility ofBael Turath transformed. There
could be no doubt who ruled the empire now. Their
pacts had given the nobles hellish power, and their
bodies bore the mark of devilry. They had become tief­
lings, and any born of their bloodlines would bear the
mark of their sins forever.
The power of hell and the nobles' shared vision of
dominion not only secured Bael Turath but drove it
to unsurpassed strength and incredible size. As the
decades rolled on, the horror of the time of the Blood·
fire Moon faded, and the people ofBael Turath began to
care more for victory than virtue and to yearn more for
wealth than liberty.
This ancient time saw the rise of another of the
world's greatest empires: Arkhosia, the dominion of
dragons and their distant kin, the dragonborn. Such a
great civilization as Bael Turath cannot long endure a
rival, and after numerous skirmishes and lesser wars,
the two nations engaged in the final War of Ruin': The
slave armies and devils ofBael Turath clashed against
the dragonborn clans and dragons of Arkhosia, and
in battlefields awash with blood both empires were
undone. In the dark age that followed Bael Turath's dis­
solution, tieflings spread far and wide.
T1EFL1NGS AND
THE GODS
Tieflings have a poor history with worship of deities. Many
would say their race was born because prayers to the gods
went unanswered. Others claim that Asmodeus spoke to
the Emperor of Bae! Turath, and the unwillingness of most
tieflings to devote themselves to a god is because Asmo­
deus's hand still steers the fate of the race. Most tieflings
don't concern themselves with the reason and are content
to avoid bearing the yoke of faith in any power other than
themselves.
More so than those of many other races, tieflings who
worship deities do so for self-serving reasons. A dragonborn
might seek to honor Bahamut by every word and deed, a
halfling might see Melora's grace in the flight of a bird or
the sparkle of a fish's scales, but a tiefling's thoughts rarely
turn to a god unless the tiefling has need of something-and
only then if it's likely the deity will deliver.
Although the occasion is rare, tieflings can be found
among the clergy of virtually every faith, but even then not
always for long. Avandra, Erathis, loun, the Raven Queen,
and' Sehanine offer tieflings more than the other non-evil
gods, but devotees of Asmodeus, Bane, Tiamat, Vecna, and
Zehir are more common.
Yet a· tiefling who prays to Corellon on one occasion
might appeal to Gruumsh on the next, giving little thought
to that contradiction. Many therefore see tieflings as faith­
less and fickle, but their adaptability, both in belief and
morals, has allowed them to survive in a world often
unfriendly merely to their bodies' appearance rather than
their souls' fidelity.
VI
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A SCATTERED LEGACY
In the period after the fall ofBael Turath, the world
became a smaller place. Continent·spanning empires
had been shattered into a thousand separate states.
Survivors clung to each other and guarded themselves
against the roving horrors unleashed during the War
of Ruin. New monstrous societies flourished amid the
ashes, and old evils stirred to claim their places in the
sun once more. What were once considered petty fief·
doms of humanity could now be viewed as some of the
mightiest nations of the age.
The fate of the tieflings during this dark time cannot
be broadly categorized. Some found themselves blamed
for the calamity and hunted. Others were seen as
heroes of the past and the only hope against encroach·
ing chaos. Many simply struggled to survive alongside
humans and the members of other races.
In most places where humans were found, tieflings
could be found also, although almost always in smaller
number. Their ability to breed true with humans
allowed tieflings to tenaciously cling to existence along­
side their adaptable cousins. Yet their obvious physical
differences have always set tieflings apart and exposed
them to prejudicial treatment. A tiefling's appearance
is a constant reminder of humanity's hubris and the
danger that comes with the all -too-human tendency to
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take chances.
Today tieflings often share space with any group
...vho'll have them. A city might host dozens or hundreds
of tie flings , while a town might not have seen a tiefling
darken its doors for generations. Communities oftief­
lings often live in protected enclaves, either particular
neighborhoods or true fortresses, but just as often, a
tiefling is a loner, a traveling seeker of power, comfort,
or good fortune wherever it might lie.
The ruins ofBael Turath jut up from the ground or
fester beneath the earth in many places. These remind­
ers of the glories of the past often inspire thoughts of
a new tiefling empire, resurrecting the legend that
a chosen one among the tieflings will rediscover the
Athanaeum and usher in a new age. But that dream for
many tieflings is a nightmare for others. True tiefling
nations, if they exist, must be hidden or small.
Some tie flings claim the "pure" blood of the old
noble lines and establish aristocratic houses, but the
truth of these claims can rarely be verified. Tieflings
more often gain leadership over a people or place in the
same ways that any human ruler might do so: through
conquest, charisma, or manipulation. Whether such
places are points of light or shadows in the darkness
depends much upon the tieflings involved. Indeed, the
fate of tieflings today lies very much in each individual's
hands, although ancestral bargains might still force
some price to be paid.
Every tiefling descends from aristocracy.
When the humans ofBael Turath damned them­
selves with devils' bargains, only the heads of the noble
houses bound their families to hell. The common
people retained their humanity. No one in Bael Turath
who bore horns and a tail did not in some way relate to
those who signed the original pacts.
Most tieflings alive today cannot accurately trace
their ancestry to any particular house. Generations
oftieflings partnering with each other-and with
humans-have blurred the bloodlines of the noble
houses, making it nearly impossible to trace the dark
path ofinherited guilt. However, some tieflings actively
seek the truth of their past, and a few among them find
it. Others simply find it comforting or useful to claim
descent from a noble house, regardless of the truth of
their birthright.
Many noble houses ofBael Turath existed over the
centuries of its rule, but the memory of most died in
the cataclysmic war that brought both it and Arkhosia
to ruin. Some, however,live on in infamy. Storytellers
weave tales ofterror about these houses, hanging webs
of fiction upon their true horrors. Some of the most
notorious houses are described below, though none can
say which parts of their stories are true and which are
merely the fancies of bards.
For more information about some of the noble
houses and locations mentioned below, you can check
out Vor Rukoth: An Ancient Ruins Adventure Site or go
to D&D Insider and read "Vor Kragal, City of Ash" in
Dra80n #364 and "Domains of Dread: Sunderheart, the
Funeral City" in Dra80n #368.
ACHAZRIEL,
THE DESTROYER'S HOUSE
Unlike other houses, Achazriel takes its name not from
an ancestral house but from the fame of a particular
tiefling. The true house of Achazriel is lost to history,
but the deeds of the tiefling general have given rise to
many who call her an ancestor.
Achazrielled the slave armies ofBael Turath in
one ofthe most devastating battles of the War of Ruin.
She ended the ten·year siege of the Arkhosian citadel
known as Razortear by completing a mammoth tunnel
through the earth beneath Razortear's walls. When she
led a charge often thousand through the tunnel, the
towers of Razor tear toppled from the quaking caused
by their booted feet. The destruction of Razortear
caused such great losses on both sides of the war that
many scholars mark the battle as the moment when
both great empires began to die.
Any tiefling drawn to a grand but ultimately doomed
quest might believe that he or she emulates an ancestor
who took part in the fall of Razor tear. Also, a tiefling
who displays a talent for bloody conflict-from barbar­
ians to warlords-might be referred to by other tieflings
as a "second Achazriel." Many incorrectly take this as
a compliment.
KAHLIR, HOUSE OF BLOOD
The ruin now known as the City ofAsh was once called
Vor Kragal , and House Kahlir is the most infamous
noble family of that southern city. For untold centuries,
this house was led by tiefling vampires. In fact , the
last known leader of House Kahlir had grown so obese
upon the blood ofslaves and enemies that he dispensed
with clothing lest it inhibit the movement of his bulk.
How a house so drenched in blood and so tied
to undeath could produce living heirs is a source of
many lurid tales: tiefling males breeding with female
vampires, and even vampire mothers suckling tiefling
babies with their own blood. Today, rumors persist
that House Kahlir still exists as a clan of tiefling vam­
pires who take living tieflings of their bloodline into
their fold.
Tieflings who wish to add an air of grisly mystery to
themselves sometimes claim ancestry in House Kahlir.
Descendants of the house often have a knack for powers
of stealth and shadow.
See the Scion of Blood background on page 9 for
more information on how to add this noble house to
your character's history.
lNFERNAL WRATH
Earlier this year, Wizards of the Coast updated the tiefling's
infernal wrath racial power to make it more potent and
useful for tiefling characters. For the sake of completeness­
and for those readers who don't regularly check our Rules
Updates ,page online-we have included the new power
here as well.
For all the latest updates to rules and game elements,
visit www.wizards.com/dnd and click on "Rules Updates"
in the Quick links box on the right-hand side of the page.
Infernal Wrath Tiefling Racial Power
You call upon the hellfire burnh18 ill your soul to punish your
enemy.
Encounter. Fire
Free Action Close burst 10
Trigger: An enemy within 10 squares of you hits you
Target: The triggering enemy in burst
Effect: The target takes 1 d6 + Intelligence or Charisma
modifler fire damage.
Level 11: 2d6 + Intelligence or Charisma modifier flre damage.
Level 21: 3d6 + Intelligence or Charisma modifier fire damage.
....I
DREYGU, HOUSE OF LOVE
In the time before tieflings had come into the world,
Harrak Unarth was known as the City of Carousal. This
bright gem ofBael Turath served as a pleasure garden
for the nobility of the empire. All manner of bright and
exotic goods flowed to this wealthy city.
When a daughter of House Dreygu became enam­
ored ofa member of the enemy house ofKahnebor,
both families sought to separate them by any means
necessary, including failed murder attempts by both
sides. But these star-crossed lovers, Ivania and Vorno,
survived every plot and eventually came to merge their
houses and rule Harrak Unarth in the emperor's name.
Their undying love for one another supposedly kept
them youthful despite the passing of many years.
But even love could not grant them immortality, and
one day Vorno passed on. That day, a great tempest con­
sumed Harrak Unarth, erasing it from the world and
providing its posthumous title: City of Curses.
Though most sages claim that Ivania never bore
children, that hasn't stopped romantically minded
tieflings from claiming ancestry from the two or from
their illicit affairs. The appeal ofIvania and Vorno's love
story makes House Dreygu a regular choice for those
who select an ancestry for themselves rather than seek­
ing out the truth.
KAHNEBOR,
HOUSE OF FEASTING
The house that gave birth to the fabled Vorno Kahnebor
ofHarrak Unarth was known far and wide for the fetes
Vorno and his wife Ivania hosted during their long
years of rulership. Of course, a darker tale has always
followed in the shadow of this bright explanation of the
house's moniker.
Long before Vorno and Ivania conquered their
houses and became tieflings, House Kahnebor spent
much of its money covering up the escapades ofits
male heirs. Young women who caught an heir's eye
would often vanish from sight. Many assume they were
spirited away to hide illegitimate children, but others
whisper ofbodies found in dark alleyways.
Vorno's name appears in some such tales, but anyone
who could confirm the truth died when he and Ivania
usurped control of their houses and eliminated all
enemy relatives. Thus are reputations cleansed and new
fables created.
Whatever the truth might be, tieflings today rarely
claim ancestry to House Kahnebor, preferring to attach
themselves to Ivania and House Dreygu. That doesn't
stop others from attributing such heritage to tiefling
enemies: "You have the table manners of a Kahnebor" is
a particularly scathing insult among polite society.
2ANNIFER, THE RED HOUSE
As the story goes, a tiefling of House Zannifer was in
flight from Harrak Unarth's fall when she mistook
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a cutthroat for her nephew due to his red surcoat. In
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truth, the brigand wore white, but his garb was soaked
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in the fresh blood of the selfsame nephew. Before the
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noblewoman could discover her error, the murderous
o
rogue stabbed her, robbed her of her jewels and signet
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ring, and left her for dead. lJ
AmaZingly, she survived the attack, her bloody
wounds proving just short offatal. She dragged herself
to shelter, leaving a crimson trail behind.
Today, members who claim this bloodline always
wear something red, but their reasons vary. Some pay
homage to the nameless noble, bearing a scarlet bouton­
niere or broach in honor of her wound. Others believe
themselves descended from the cutthroat who used her
signet ring to pass as a member of House Zannifar until
the day he died. Such individuals wear red garments in
honor of their ancestor's deception.
A few supposed descendants of Zanni fer claim that
the wearing of red is more than fashion-that failure
to do so causes them to bleed spontaneously. What's
more, they say that this condition can be staved offfor
a month by killing a criminal. Those who make their
living in the underworld of society are often wary of
tieflings wearing red.
The Crimson Curse background on page 8 offers a
method of adding this house to your tiefling's story.
20LFURA,
HOUSE OF ICE AND FIRE
The tieflings of House Zolfura claimed mastery of the
elemental forces. Such was their power in the ancient
Bael Turath city ofVor Rukoth that enemies entering
certain sections of the city found themselves immolated
by leaping flames or shredded by icy blades.
The last rulers of this house were a brother and
sister. Krumos lived within a skin of ice that pro­
tected him from any blow, while blue-white flames
perpetually engulfed his sister, Kaieta. Legend claims
they could not move more than a few yards from one
another, or the elemental forces encased in their bodies
would explode. Rumors surround the fate of House
Zolfura. Some claim the destruction ofVor Rukoth was
wrought by House Zolfura; others say their house was a
victim of the destructive forces that tore apart the city.
Tieflings who have a talent for arcane or elemental
magic often claim ancestry to House Zolfura. Those
of hot temper or cold attitude face mocking questions
about Zolfura ancestry from other tieflings.
See the Fire in Your Veins background on page 8 for
details on how to reflect your ancestry in this house.
Ifyou want to make your tief1ing's ancestry an impor­
tant factor in your character's life, consider choosing
one of these background elements that ref1ect your
house's history. These background elements (and the
others presented throughout this book) work just like
the ones in Player's Handbook 2. After chOOSing your
background elements, you can (With your Dungeon
Master's consent) select one of the following back­
ground benefits.
• Gain a +2 bonus to checks with a skill associated
with your background.
• Add a skill associated with your background to your
class's skills list before you choose your trained skills.
• Choose one language connected to your back­
ground. You can speak, read, and write that
language f1uently. Supernal, the language spoken by
devils, makes a particularly appropriate choice.
• Ifyou are using a campaign setting that offers
regional benefits (such as the FORGOTTEN REALM S®
setting), gain a regional benefit.
CRIMSON CURSE
You have the curse of a tief1ing bloodline, but you bear
a heavier burden than most. You suffer from the crim­
son curse of the House of Zanni fer. Unless you wear
something red, your skin oozes blood like sweat. This
process has killed others when left unchecked, and it's
a horror to behold-one you would rather not experi­
ence yourself. Fortunately, there is a kind ofcure: All
you need to do is kill a criminal once a month to keep
the bleeding at bay. The curse is weirdly discriminat­
ing, however. Only those convicted of crimes by some
authority serve its strange purpose, although even a
pickpocket or tax evader will do.
How rapidly does your curse manifest? What red
object do you wear to prevent bleeding? Have you ever
purposely gone without wearing red and killed some­
one to stave off the curse? Have you or your relatives
acted as an executioner or bounty hunter?
Associated Skills: Heal, Streetwise
FIRE IN YOUR VEINS
You have traced your ancestry to House Zolfura, not
that you needed dusty tomes or wrinkled sages to
tell you who you are. Elemental power f10ws through
you like blood. You see the primordial forces in
things in ways that others consider madness. A f1ash
oflightning in the distance always sends a delirious
thrill through your body, and when you look upon
f1ames, your ears seem to detect the distant call of
elemental beings.
Does your ancestry cause you to be interested in
arcane or elemental magic, or do you abhor it because
of the strange things you percieve? Are the things you
see and hear when elemental forces are used around
you true visions, or mere hallucinations? Do you seek
the power wielded by your ancestors?
Associated Skills: Arcana, Intimidate
HOUSE OF LIES
You don't know the house from which you are
descended. At least, you're not sure. Maybe it's one of
the famous names. Maybe it's a minor family. Maybe
your ancestry is so mixed up that you can trace your
bloodline to a dozen houses. When asked, you tend
to pick a noble house as the mood suits you, and
sometimes you make one up on the spot just to sound
impressive or mysterious.
Do you want to learn your true ancestry? How would
you react ifyour true ancestry were established? Are
you hiding something by lying about your family line?
Associated Skills: Bluff, History
MAKE YOUR OWN HOUSE
The empire of Bael Turath covered as much as half the world
for centuries and gave rise to countless aristocratic families.
Using the ideas here as inspiration, you can devise your own
noble family and related background.
Consider how old your noble family might be. Can your
surname be found below the emperor's in the Athanaeum
in the ruins of Bael Turath? Is your house a more recent
development? Might it still exist in some form?
Think about the things for which your house might be
famous. Were its members despicable arid depraved like so
many others, or did they become tieflings under duress and
seek to avoid being swept up into the nation's evil? Did your
house own important slaves, participate in great battles, or
create an artifact? Where was your house based? Do any
remnants of its holdings still stand?
Concerning the pact your ancestors made, is there a
particular devil to whom they made a promise? What kind
of power did they gain? Is that promise, the devil, or that
power something that might affect your life?
What skills might your heritage grant you? Your back­
ground's associated skills should feel like a natural result of
the history of your house and how it might affect you now. ,If
you have a skill in mind before you invent your house, what
cool details will justify your choice and give your Dungeon
Master some fun ideas to work with?
III
T1EFL1NG NAMES
Cl
Tieflings have given names and family names just as humans
do. Also like humans, they might have nicknames. Yet unlike
the wide variety of names that humans adopt, traditional
tiefling names all hearken back to one empire: Bael Turath.
Although the people of that great nation spoke Common.
the noble lines of tieflings often used the Infernal tongue
to communicate. While some tieflings have names that are
words in Infernal. names given to tieflings frequently blend
the sounds of both languages. Those rare tieflings who grow
up in enclaves populated solely by tieflings certainly have
traditional names. 'but tieflings born to the rough quarters of
human towns often take a word that they believe describes
themsdves or how they wish to be seen and use it as a name.
Female First Names: Affyria. Armillia. Catastrophe.
Daela. Domitia, Dorethau. Destamavia. Dispiria. Elchora.
Hacari. Helephaestra.lritra. Kalastryn.levatra. Malfia. Mecre­
tia, Milvia, Mirel. Nericia. Pyrani.ka. Samantia. Suristryn,
Tenerife, Traya, Velavia. Xelestri. Zaidi.
Male First Names: Aethax. Ankhus. Arkadi. Armarius.
Archidius, Balmoloclil. Bastreth. Calderax. Corynax, Dacian.
Daelius. Deimos, Demedor, Grassus. Halius, Incer,ion. Kalara­
dian. Kamien. Kazamir. Kzandro, lachim. Maetheus, Malfias.
Marchion, Melech, Nensis. Prismeus, Syken, Theveus. Vaius,
Xerek, Zaethian, Zeth.
LAST OF THE LINE
You are the sole remaining descendant of a noble house
ofBael Turath. Everyone ofyour relatives has perished,
some under mysterious circumstances. Some tieflings
who learn ofyour background see you as cursed and
alone, while others grow jealous ofyour opportunity to
turn away from the past.
Was your house mighty or humble? Does your
heritage make you proud or ashamed? Do you seek to
reestablish your house, or would you be happier ending
its sinister reputation once and for all? What events
led to you become the last ofyour line? Have you been
marked for death by some agency intent on eradicating
your noble house-or are you somehow responsible for
the elimination ofyour lineage?
Associated Skills: Diplomacy, History
SCION OF BLOOD
You are a member of House Kahlir. You know this
because one ofyour ancestors came to you and told you
so. Ofcourse. she was dead at the time. The vampire
informed you that you would be joining the rest of the
family in undeath, but that first you would be given
time to produce an heir.
Has your ancestor recently become a vampire? Per­
haps you know of vampire relatives that date back to the
time ofBael Turath. How often are you in contact with
Z
Family Names: Amarzian, Arychosa. Carnago. Derafan. :J
Domarien. Kaazinar. Khirzan. lamanthus, Meluzan, Mene- ~
trian. Mezelandes. Mizviir, Paradas. Homazi. Sarzan, SeredlOr, l.J
Shadowhorn. Syrkoi. Szarzan. Torzalan, Trelenus, Trevethor, ~
Tryphon, Vadu. Vezzati, Vrago. «
like most last names that have Common roots, the family a:!
names of tieflings might once have held meaning. Just as ~
the human last name William might hearken back to "guild co
helm." a gilded helmet, so too might Sarzan be an ab'brevi- 0
Z
ated form of Sarzaneruss, an ancient name for a lake that
no longer exists.
House Names: Achazriel. Anastazhu, Baikanul, Barikdral.
Cavian, Dreygu. Kahlir. Kyrandanul. Ravoon, Rennet, Synna­
ridia. Thavios. Zannifer.
House names often carry an honorific or a descriptive
phase that has been associated with the house since the
previous age: Baikanul, House of Happiness; Kyrandanul. the
Wailing House; Rennet, House of the last Moon, Synnaridia,
the Plague House; Thavios. House of Shadows. Some such
houses and the reasons for their honorifics are infamous;
others remain a mystery carried on through the generations
as tradition.
Honorifics: Cataclysm, Despair. Excellence. Gloom. Inno­
cence, Malice. Mystery, Rain, Suffering, Travesty.
your vampire family? Do you hide from them, or seek
their counsel? What ifyou refuse to provide an heir to
your bloodline? Do you have any Siblings faCing a simi­
lar fate?
Associated Skills: Diplomacy, Stealth
UNFETTERED FUTURE
You have turned your back on the so-called noble
history of the tiefling race. Rather than reveling in
the sordid glories of the past, you seek to start a new
dynasty ofgrandeur and fame. You know that your
efforts will be rewarded in time, and one day your
descendants will hold your name in high esteem.
What caused you to reject the nobility ofBael
Turath? Do you know which noble house (or houses)
you are actually descended from, and did this knowl­
edge sway your decision to found a new house? What
do your relatives think about your decision? Which of
your extended family might be angry enough to inter­
fere with your plans?
Associated Skills: History, InSight
Tieflings typically take more readily to arcane magic
than their human forebears did. Perhaps some of the
mighty magic wrought by the royalty ofBael Turath still
clings to them, or maybe their pact-bound blood echoes
with the energy of oaths that transformed humans into
fiendish folk. The ready wit and easy charm exhib­
ited by most tieflings, regardless of the source of that
aptitude, serve them well in their efforts at mastery of
the arcane.
ARCANE CLASSES
One can hard Iy think of warlocks without tieflings
coming to mind. The infernal pact that warlocks tap
for their power is said by some to have its roots in the
ancient bargain between Bael Turath and the Nine
Hells. Others suggest that the pact is not a deal with a
devil, but a trick that seeks to twist or even break this
original bargain. Warlocks of the infernal pact might
be stealing their powers from hell, or they might be
secretly beholden to it. Only Asmodeus knows for
certain, and it suits his purposes to leave the matter
a mystery.
Not all of to day's tiefling warlocks find the infernal
pact most useful. Some specifically avoid it in order to
escape the appearance of diabolic ties. Conscious of
their race's escape from fealty, tiefling warlocks often
seek pacts that free them from some presumed master
or at least allow them the presumption offreedom,
such as the star pact. Other tieflings seem drawn to a
master's yoke like a moth to a flame, and they engage in
fey pacts, dark pacts (FORGOTTEN REALMS Player's Guide),
or vestige pacts (Arcane Power). Each of these four pacts
provides a benefit based on the tiefling's Intelligence,
making any of them an appealing choice to a tiefling
who has a desire for power.
Although tieflings most commonly become war­
locks, they make excellent arcane characters of all
kinds. Tieflings' natural wit and powerful personality
give the race an advantage in virtually every type of
spelJcasting. The tieflings' bonus to Intelligence makes
artificer, wizard, and sword mage excellent choices, and
their bonus to Charisma serves them well as sorcerers.
Tieflings make surprisingly good bards, particularly
those who choose the virtue ofcunning and focus on
powers that benefit from a high Intelligence.
ARCANE BACKGROUNDS
Ifyou playa tiefling character who has an arcane class,
consider the following backgrounds for your character.
In contrast to the backgrounds presented in Player's
Handbook 2, these backgrounds more closely resemble
detailed pictures of a kind of character you might
decide to play. For that reason, these backgrounds
include some suggestions for other decisions you might
make for your character, from a suggested class or build
to specific feats or powers.
ROGUE SCHOLAR
Others might have learned their magic in stuffy schools
or from learned masters, but you are self taught. Always
inclined toward curiosity more than common sense,
you poked about in places others considered dangerous
and delved into locations thought to be deadly. In one
such exploration you found a strange book, and since
no one seemed to be using it at the moment, you stole
it. It took a while to puzzle out its strange symbols and
odd language, but your patience was rewarded with
the casting ofyour first spell. Now you're a self-made
master of the arts, but the curiosity that drove you into
arcane magic drives you still. You're always curious
about new magic and strange devices-especially when
no one is looking.
Where did you get your first taste ofarcane knowl­
edge? What was the book, and do you still have it? Who
owned the book before? Is that owner still looking for
the scoundrel who stole it? Were you a thiefbefore you
took the book, or did that one indiscretion lead you
down the path of burglary?
Warlocks and wizards make the most sense as charac­
ters of this background. A wizard might find a spellbook,
and a warlock might discover the means of contacting
some otherworldly power. Other classes can work as well.
For example, the techniques of a sword mage might be
written down as a kind of training manual. Work with
your Dungeon Master to detail the nature of the book
you acquired and from whom you took it. Maybe it holds
secrets you still struggle to deCipher.
Associated Skills: Stealth, Thievery
PROPHESIED MASTER
Portents presaged your birth, and arcane forces
gathered to welcome you into the world. You are the
propheSied one. Your greatness as a spellcaster has
been long foreseen, but the mystics disagree on how you
will use that power.
Most say you are destined to bring darkness to the
world. A few perceive a path of light in your future. Far
too many from both sides seek to wrest away your destiny,
setting you upon a path of their choosing. But it's your life,
and these are your choices to make. Who are these others
to tell you how you wili live and what you will do?
You look to the stars, and they seem to speak to you.
You have known each constellation and star by name
for as long as you can remember. And whenever you
face a difficult decision, the darkness between their
celestial lights seems to hold the answer.
What groups prophesied your birth? What do they
think you will do with your power? Have others learned
of the prophecy, and if so, how do they seek to use you?
Have any of the prophecies come true, perhaps in some
twisted way? Do you balk at your dark destiny, or do you
seek to accomplish a great deed foretold by mysterious
figures? What did your parents know of these omens
and portents? Do you have siblings who might support
you, or do they envy your potential?
A warlock of the star pact makes sense for this back·
ground. Regardless of your class, picking powers and
feats that feel like they can change fate or luck will
enhance your character's history. Fortllne's reversal is a
great choice for a beginning warlock. At higher levels,
you can reinforce your background with choices such
as dark one's own luck if you're a warlock or fate's chaos if
you're playing a sorcerer.
Associated Skills: InSight, Perception
HELLFIRE HEIR
Some tieflings think of the ancient story of their race's
origin as a fairy tale or as events that occurred so long
ago that they have no effect on the world today. But
you know better. The oaths sworn by your ancestors
still bind your soul to a hellish fate in the afterlife. The
powers that liberated so many tiefJings neglected to free
your line. You know this not just because a devil told
you so, but because you feel it in your bones. Diabolic
power flows through your blood and surges with every
spell you cast. Infernal creatures know you by face and
name, and they tempt you with power. If you do as they
wish, they'll give you what you want in this world. Yet
you're damned if you do and damned if you don't.
What kinds of devils have contacted you? Do you
have a relationship with any particular fiend? What do
they want from you? Do you sometimes do as the devils
ask, figuring that you might as well enjoy the gifts they
have given you? Or do you use your hell-wrought spells
to fight the devils or to free yourselffrom their power?
A warlock of the infernal pact makes an excellent
choice for this background, but other classes have suit­
ably hellish powers that suit this character history.
The swordmage has powers such as inferno's sword and
hell's own blade. The sorcerer and wizard classes have
plenty offire powers that could have infernal ties. The
bard class has relatively few powers that are obViously
appropriate, but as with any arcane class, you could link
a power to hell by describing it in a thematic way. The
bard's sonB ofdiscord power, for example, might manifest
as the sound of tiny devils playing discordant music as
they whirl about the dominated victim's head.
Associated LanBuaBe: Supernal
Associated Skills: Arcana, Religion
PARAGON PATH: LOST SOUL
'They say my soul is lost. I say it's not too latefor me to win it
back."
Prerequisite: Tiefling, any arcane class
The nobility of ancient Bael Turath made certain prom·
ises in exchange for power, but your compact with hell
is something new. To put it bluntly, you have sold your
soul for power. Deep in the Nine Hells, an archdevil
holds a contract willingly signed in your hand with
your blood.
At the time you made it, the bargain seemed like
a good idea: trade away something with no material
worth for secrets of arcane power. But the more you
learn, the more you worry that you have underesti ­
mated the value of what you gave up.
Many have forsaken you, perhaps even some of your
own friends. But you hold out hope that you can change
the destined tragic ending ofyour story. After all , you
have helped to write it, so why can't you alter the tale?
Ifnothing else, you' ll use the power you've been given
to make the collection of your soul more costly than the
holder of the contract expects it to be.
LOST SOUL PATH FEATURES
Infernal Retribution (11th level): Whenever you
take ongoing damage , choose an enemy that you can
see within 10 squares. That enemy takes fire damage
eq ual to the damage you just took.
Secrets ofArcane Might (11th level): When you
spend an action paint, add your Charisma or Intel ­
ligence modifier as extra damage on a hit with each
arcane attack power you use before the end ofyour
next turn.
Rewards of Arcane Mystery (16th level): When
you use an arcane power to reduce an enemy to 0 hit
points, you gain temporary hit paints equal to your
Charisma or Intelligence modifier.
Hellish Escape Lost Soul Attack 11
When the attack lands, you vanish in a ball offire and reappear
elsewhere, unscathed by the jla mes that consume your foes. .
Encounter + Arcane, Fire, Implement, Teleportation
Immediate Reaction Close burst 1
Trigger: An enemy hits you with an attack
Target: Each enemy in burst
Attack: Charisma or Intelligence vs. Reflex
Hit: 2d6 + Charisma or Intelligence modifier fire damage.
Effect: You teleport 5 squares.
Infernal Respite Lost Soul Utility 12
The powers of hell offer you solace, at the potential cost ofyour
own vitality.
Encounter + Arcane
No Action Personal
Trigger: You fail a saving throw
Effect: Make the saving throw again with a bonus equal to
your Charisma or Intelligence modifier. If the new saving
throw fails, lose a healing surge (or lose hit points equal
to your healing surge value, if you don't have any healing
surges left).
Iron Wall of Dis lost Soul Attack 20
You call upon the power of the Nine Hells to lend you a portion of
the Iron City's unmatched protectioll.
Daily + Arcane, Conjuration, Fire
Standard Action Area wall 12 within 10 squares
Effect: You conjure a wall of red-hot iron. The wall can be
up to 6 squares high and must be on a solid surface. The
wall is a solid obstacle. It can be climbed with an Athletics
check (DC 20 + one-half your level). Each square of the wall
has 100 hit points and crumbles into difficult terrain if it is
destroyed. The whole wall crumbles into dust at the end of
the encounter.
Any creature that starts its turn adjacent to or on the
wall, or that attempts to climb it, takes 3d8 + Charisma or
Intelligence modifier fire damage.
.- .--.--.- .- ._-.- .--.- ._-.-.-.­
DIVINE BACKGROUNDS
V1
DIVINE TIEFLINGS ~
lJ
The ticHings ofBael Turath abandoned the gods, put­
ting more faith in their own powers than in any deity.
Many turned to the worship ofAsmodeus in the early
days, praising him for the fire in their souls and the
power it gave them. Yet as the years rolled on and the
might of their evil empire grew, ever more tieHings
saw the blessings of hell as a constraint upon their will.
They turned away from any master and sought instead
to enslave others. To this day, most tieHings decry and
defy all deities. For them, the world belongs to mortals
and needs no interference from meddlesome powers
with their own agendas.
Some tieHings, however, find reason to align them­
selves with a deity. A few see a god as a means to
greatness, and their ambitions can accommodate the
inHuence ofsuch distant overlords. Other tieHings fear
that the chains upon the souls of their ancestors might
bind them still; such an individual prays to the gods
hoping that one might pluck his or her soul from the
Shadowfell once it has passed into that gloomy realm
of death.
Certain rare tieHings hear the call to fight on behalf
of a god's code. Others worship not out of aspiration,
fear, or faith, instead simply desiring a dominator in the
way that one who can't swim might perversely love the
storming sea.
DIVINE CLASSES
Tieflings can be able devoted clerics or shielding
clerics, using their faith from afar rather than engaging
foes directly.
The protecting paladin and virtuous paladin builds
suit tieflings well, allowing them to use their Charisma
to good effect.
Gods rarely invest power in tieflings to enable them
to be invokers. Most of these rare souls take on the
preserving invoker role and use their Intelligence to
protect allies.
Tieflings typically make poor runepriests; one rarely
has access to the ancient lore a runepriest requires to
learn the symbols of creation, and the race's natural
talents do little to improve how a runepriest engages
in combat.
Tieflings might be best suited, both by temperament
and design, to the avenger class-and conveniently
enough, few would suspect a tiefling to be an enforcer
of a god's will. Such a character uses his or her Intel­
ligence to best advantage as an isolating avenger or a
commanding avenger. The tactic of staying in melee
with a single target pairs well with the effect of infer­
nal wrath, and isolating one foe enables a tiefling to
benefit from his or her Bloodhunt racial trait as soon
as possible.
Z
Like the arcane backgrounds on the previous pages,
....J
these background elements for divine characters
LI.
include suggestions for other elements you might use to
LI.I
build a character of that background.

LI.I
Z
TEMPLE FOUNDLING
>
An unwanted child rarely finds safe haven in the world, Cl
and an unwanted tieHing infant fares even worse.
Many are left to die in the wilderness, prey to beasts,
exposure, or starvation. Few would praise such an act
of cruelty, but fewer still would agree to take in an
orphaned tiefling.
You were lucky-ifbeing left to die can ever be called
lucky. A wandering priest found you. Disregarding
your cursed form and the ill omens that surrounded
you, the cleric took you in. This softhearted moment
aside, you would not call your benefactor kind-firm,
proud, faithful, and righteous, but not kind. You learned
much under his tutelage and from those with whom he
shared the existence of his secret student. When you
were strong enough to make your own way, he set you
out into the world as friendless as he found you.
What kind of a person was your teacher? What
ill omens did he see, and why did he ignore them?
Why did your religious training not occur in a more
structured setting? Did you learn beliefs or practices
different from those of mainstream worshipers? Why
did your benefactor keep your existence a secret?
Do you want to learn the identities ofyour parents?
How did you lose them? Has your hard life made you
TIEFLINGS AND TRUST
Many people regard tieflings as dangerous or suspicious.
Folk wisdom holds that more than two tieflings talking
together is a harbinger of trouble. Not many who hold
these views actually talk to the tieflings they fear, and even
fewer realize that many tieflings also have a low opinion of
their own race.
Every tiefling has some secret it keeps concealed from
others, whether a penchant for cruelty, a longing for the
return of Bael T urath, or even simple self-loathing. Because
each tiefling does this, all tieflings know (or believe) that any
other tiefling they meet is holding back some bit of truth.
Thus, tieflings typically distrust other tieflings even more
than they do other races.
When a tiefling does place trust in another, it's often
because of some leverage claimed by one side or the other.
Without some threat or reward hanging in the balance, only
time can wear down a tiefling's wariness.
But when a bond of trust is established, a tiefling can
stand as the fiercest defender of his or her honor and
friends. With so few upon whom they can depend, tieflings
must closely guard such relationships.
strong? Are you distant from others, or do you seek
out companionship?
The avenger class works particularly well with this
background, but any divine character could trace his or
her origin to a trainer in the wilderness. Mclora makes
perfect sense for your deity, but so might Avandra or
Kord. Perhaps those who found you were elves, and
they taught you worship of Corell on. If you were found
by nonhumans, that might help to explain why your
upbringing was so strict and secretive.
Associated Skills: Endurance, Nature
HEAVEN'S WEAPON
Too often, tieflings wander without purpose. They seek
something in the world that they cannot find within
themselves, or they try to run from what they learn
when they gaze deep into their souls.
Not so with you. You've known all your life why you
were born and for what purpose you continue to draw
breath. You are heaven's weapon, a propheSied embodi·
ment of the gods' desire to bring Asmodeus to heel. You
might not personally strike the final blow against the
gates of hell, but you are somehow the key. Ifyou fail in
your purpose, another soul like yours might not be born
for a thousand years.
What makes your soul special? Did the gods change
it somehow, or are you related to some god in a deeper
way than most? Are you destined to battle Asmodeus
to imprison the devils more firmly in the Nine Hells,
or to prevent a more immediate danger? Do all the
gods but Asmodeus favor your fate, or might some have
reason to continue dealing with the devils for another
thousand years?
A protecting paladin or a virtuous paladin makes a
great choice for this background. Give some thought
to the deity your character favors. You might be a gen·
eralist who worships the whole pantheon and opposes
the god's enemies, or you might function as the secret
weapon of a particular deity with an axe to grind with
Asmodeus. Ifyour DM allows, you might even serve an
evil deity. Even the vilest god might have good reason to
see the infernal forces defeated.
Associated Lanauaae: Supernal
Associated Skills: History, Religion
REJECTED INHERITANCE
Many tieflings grow up knOWing only a handful of their
own kind. You weren't so fortunate.
Your life began in Bael Hexott, a colony ofhundreds
of tieflings hidden in the ruined castle of a powerful
cleric from the age ofBael Turath. The leaders ofyour
colony claimed kinship to this ancient leader, present·
ing as proof their ability to pass through the castle's
magically warded gates. Like the cleric of old, the
VI
tienings ofBael Hexott worship Asmodeus. Outsiders
who discovered the secret colony inevitably became
sacrifices in its fiery halls.
Yet you never felt any passion for Bael Hexott's
doctrines of tyranny and domination. The more you
rebelled against the temptations of Asmodeus, the more
clearly you heard another god's call. You concealed
your faith, but in time your devotions could stay secret
no longer. You escaped Bael Hexott, hoping never
to return.
Which deity called out to you in the dark? Do the
tienings ofBael Hexott seek to silence you? Do any
relatives or friends remain behind? Might they also be
tempted toward a path of light?
Having come from a place of tyranny and evil, you
might follow a deity offreedom or goodness, such as
Pelor and Avandra. On the other hand, perhaps Kord
gave YOll the strength to rebel. or Sehanine helped YOll
hide your true faith.
When picking powers for your character, consider
taking those that help others gain the freedom you
desired for yourself, such as powers that grant saving
throws. Also. consider how your fiery home might have
affected you; perhaps you avoid fire powers in prefer­
ence to radiant powers.
Associated Skills: Bluff, Stealth
PARAGON PATH:
HELL'S KEEPER
"Nothing is more treacherous or more deserving ofa terrible
fate than a devil. I know. The truth is in my blood."
Prerequisite: Tiening, any divine class
In a bleak period of the Dawn War, Asmodeus, then
merely an exarch, rose up and slew his god. As punish­
ment, the gods imprisoned Asmodeus and his followers
in the Nine Hells, and thus the devils were born.
Whether in error or wisdom, the gods released Asmo­
deus when they deemed that one evil was necessary to
fight another: the primodials. Who can say now which
was the lesser evil, especially since Asmodeus did help
to defeat the primordials and imprison them?
You know one thing for certain. The Nine Hells
should be a prison. Asmodeus and his devils ought to
be locked away to innict their horrors upon each other.
Perhaps they ought never have been released.
You want the devils returned to their hells, and your
god blesses your desire. It is your quest that Baator
again become the bane of infernal creatures rather
than their refuge, and the deity you honor has given you
the tools to make that happen. You will not rest until
every devil bears the burning chains of its own sins.
And when the last divine gate slams shut and the last
enchanted lock clicks home, you still will not rest. Hell
will need its keepers.
HELL'S KEEPER PATH FEATURES
l:l
Heaven's Keys (11th level): You and allies within Z
10 squares of you gain a +2 bonus to saving throws
against effects that daze, immobilize, stun, or restrain.
Jailor's Strength (11th level): When you spend an
action point to take an action, until the end of your next w.J
Z
turn, any power you use that slows or immobilizes a
target instead restrains the target for the duration.
>
Chains of Their Sins (16th level): Whenever you
o
score a critical hit against an enemy, that creature is
also restrained and cannot teleport until the end of
your next turn. If the target is a devil , it also loses its
resistance to damage until the end ofyour next turn.
Yoke of Heaven Hell's Keeper Attack 11
A Bolden yoke oj radiant ener8Y settles heavily upon the shoulders
ojyollrjoe.
Encounter. Divine, Implement, Radiant
Standard Action Ranged 10
Target: One creature
Attack: Charisma or Wisdom vs. Will
Hit: 2d6 + Charisma or Wisdom modifier radiant damage,
and the target is restrained until the end of your next turn.
If the target is a devil, it is instead dominated until the end
of your next turn.
Hell's Shackles Hell's Keeper Utility 12
Rattlin8 Rhostly shackles twist. and writhe in the area, hinderin8
your joes in both body and soul.
Daily. Divine, Fire, Zone
Standard Action Area burst 2 with 10
Effect: The burst creates a zone of spectral chains that lasts
until the end of your next turn. Enemies treat the zone as
difficult terrain and take a -2 penalty to attack ro'lls while
within the zone. Creatures that have the devil keyword also
lose their resistance to damage and gain vulnerable 10 fire
while within the zone.
Sustain Minor: The zone persists.
To Hell with You Hell's Keeper Attack 20
Fiery!chains enwrap your joe, whiskin8 it" away to burn screamin8
in the Nine llells.
Daily. Divine, Fire, Implement
Standard Action Ranged 20
Target: One bloodied creature
Attack: Charisma or Wisdom vs. Will
Hit: The target is banished to an oubliette in the Nine Hells
(save ends). While banished, the target is removed from
play. It is also stunned, loses any fire resistance or fire im­
munity, and takes ongoing 1 5 fire damage. On a save, the
target returns to the space it last occupied. If that space
is occupied, the target returns to the nearest unoccupied
space of its choice.
Miss: The target takes 15 fire damage and is immobilized and
cannot teleport (save ends both).
Tieflings of a martial bent favor self-reliance and self­
teaching even more than others of their kind do. They
learn their skills in the streets and back alleys or amid
the savagery of the wilderness because they must. Such
individuals also look to their enemies for lessons; no
tiefling worthy of his horns fails to learn something
from his or her foes. And since their abilities come from
their own skills and grit, rather than any outside force,
their confidence and urge to prove their superiority
often drives martial tieflings to risky behavior.
Despite the connection between tieflings' self·
reliance and the martial character's preference for
mastering his or her own talents rather than relying on
outside powers, the match between the race and the
power source is far from perfect.
MARTIAL CLASSES
As rogues, tieflings benefit from their racial bonuses to
Bluff and Stealth. The trickster rogue, aerialist rogue,
and cutthroat rogue builds benefit from a high Chao
risma, while the the shadowy rogue appreciates a good
Intelligence score. Review the Charisma-enhanced
powers in Martial Power, and consider training in Intim·
idate to make use of rattling powers.
Like the infamous general Malachi ofBael Turath,
tieflings perform surprisingly well as warlords. Perhaps
their allies take inspiration from the lingering majesty
of their fallen empire. Maybe their dark heritage intimi·
dates friend and foe alike. Or it could just be that others
value their incisive minds and decisive nature. Regard·
less, the tiefling racial bonuses to Intelligence and
Charisma mean that any warlord build can work well
for the race.
Tiefling fighters and rangers are rare, but such com·
binations do offer unique options through feats such as
Lingering Wrath or Fiendish Companion.
MARTIAL BACKGROUNDS
Use these martial background elements to help you
build a character according to one of these tiefling
archetypes.
GANG LEADER
You grew up on the streets, living on the wrong side of
the law. One day something inside you changed, and
you vowed not to live simply as one of the scum who
scuttled through the alleys and sewers of the city. You
clawed your way up through the ranks of the under·
world until you led your own gang of thieves ... at least
for a time.
What set you on the path to becoming a gang leader,
and what caused you to stop? Did something scare you
straight? Did your gang commit crimes against the
wicked and the greedy, or were you less discriminating?
Did your gang rely on simple burglary, or did you use
more brutal tactics? What happened to your gang when
you left? Do your former allies still respect you, and can
you rely on them for aid, or are you a pariah? Are you
still wanted by some authority? Do your friends know
about your past?
The cutthroat rogue and trickster rogue builds make
good choices for this background, and the guildmaster
thiefis an obvious paragon path choice. As a warlord,
you can use this background to explain how your char­
acter learned leadership skills. Consider the archer
warlord build, perhaps even training in Stealth to use
cover to hide and gain combat advantage.
Associated Skills: Stealth, Streetwise
SELLSWORD
Mercenary isn't quite the right word. It sounds too
formal, too militaristic. No, you worked for a liVing, and
as ugly as that work got, it put food on the table and
coin in your purse. Your life as a hired sword wasn't
easy-and you have the scars to prove it-yet those who
crossed you always got the worse end of the bargain.
\Vhy was fighting for money the best way to make a
living? Are you still for hire? Did your work earn you a
reputation, and is it one you welcome or regret? \Vhat
kinds ofjobs did you take-pushing around merchants,
shadowy bodyguard work for a spoiled noble, or some­
thing much worse? \Vere there jobs you wouldn't take?
Does anyone still owe you pay? Did you make any
enemies while working for others' interests?
Sellsword is a good background for fighters and
warlords, but as a ranger or a rogue your employment
might have put you in more secretive roles. Perhaps
instead of a soldier you were a scout, or rather than an
armed guard you acted as a plainclothes bodyguard.
Consider feats that emphasize your history as some­
one who lived by the blade. Nimble Blade, Quick Draw,
and Toughness are good choices.
Assocaited Skills: Heal, Perception
CARNIVAL PERFORMER
You grew up in a circus called Nightrule's Carnival
Cavalcade. Its eerie chime-and-calliope music drifted
miles ahead of the approaching caravan, promising sin­
ister secrets and devilish delights that drew folk from
miles around. Enchanted beasts, gifted performers,
wild entertainments, and amusing games spilled out
across open fields or city squares. The Carnival Caval­
cade bewitched visitors with its frights and pleasures.
Nightrule, the charismatic tiefling leader of the circus,
took you in and made you one of his star performers.
Your wild life in the circus brought you many joys and
taught you a great deal about the world, but even the
most happy dream can become a nightmare.
How old were you when you joined the circus? Did
you join it willingly, or did it somehow claim you?
Strongman, knife thrower, juggler, acrobat, jester,
freak-which were you? Did you perform in more than
one role, perhaps adopting a new costume for each?
Do you still display some remnant of your past, or do
you conceal the time you spent under Nightrule's sway?
What sinister secrets did the Carnival Cavalcade con­
ceal from the public? Why did you leave? Did you leave
behind anyone you care for?
Give some thought to your role in the circus, and
take feats and other character elements that reinforce
that role. An acrobat might take Long Jumper and Sure
Climber. As an escape artist, you might be trained in
Acrobatics and Thievery and take the Escape Artist
feat. A knife thrower might have Far Throw and
Quick Draw.
Associated Skills: Acrobatics, Athletics
VENGEFUL ROYALTY
After the fall ofBael Turath, some tieflings retained
power, ruling over isolated baronies and duchies
throughout the remains of the empire. Your family
ruled one such fiefdom-in truth little more than a
sturdy tower and a surrounding village, but a mark of
pride nonetheless.
\Vhen you returned home after a long diplomatic
mission, you found the tower cast to rubble and every­
one dead. Only scattered tracks and the arrows left in
the bodies of the fallen gave any clue to the horrors that
had occurred. Your royal escort fled to a neighboring
kingdom to beg for shelter, but you couldn't let the trail
go cold for fear that the murderers responsible might
go unpunished.
What do you remember ofyour royal history?
Do you seek to reclaim your ruined kingdom? \Vho
destroyed all that you knew? How will you mete out
vengeance when you find these villains? Or does some­
thing prevent you from gaining your revenge?
Any martial class can work with this background.
Decide whether you learned this class's talents before
or after your kingdom fell; rogue and warlord fit well
with a royal background, while fighter or ranger might
make the most sense for a loner hell-bent on revenge.
Consider mixing contrasting character elements that
represent both your royal life and your new, harder
existence, such as the Jack of All Trades and Lethal
Hunter feats.
Associated Skills: Endurance, Nature, Perception
PARAGON PATH:
TURATHI HELL-KITE
"I'm skilled in a martial art that's over a thousand years old.
1'd teach it to y ou, but you'll be dead too soon."
Prerequisite: Tiefling, any martial class
Bael Turath left more than ruins in its wake. Knowledge
was also its legacy. No society reaches such heights
without creating great works of architecture, art, magic,
and-most important-war. Adventurers, scholars, and
enthusiasts have long sought the martial secrets taken
for granted by the nobles of that infernal empire.
You know one of those secrets: a long·forgotten style
of martial combat devised speCifically for tieflings,
draWing upon their mental faculties and unique physi·
cality to perform amaZing stunts. Your study of the Way
of the Hell·Kite has granted you a deeper understand·
ing ofyour body's capabilities and the ability to surpass
its limitations.
TURATHI HELL-KITE PATH FEATURES
Turathi Tenacity (11th level): Add your Intel·
ligence or Charisma modifier to your healing surge
value. In addition, you gain one healing surge.
Tail Sweep Action (11th level): When you spend
an action point to make a melee attack, each enemy
adjacent to the target of the attack is knocked prone if
you hit or miss.
Turathi Vigor (16th level): When you use irifernal
wrath, you gain temporary hit points equal to 10 + your
Intelligence or Charisma modifier.
Hell's Ram Turathi Hell -Kite Attack 11
UsinB a simple but brutal technique. you slam your Bnarled fore­
head into your shocked foe.
Encounter + Martial
Minor Action Melee 1
Target: One enemy
Attack: Dexterity + 4 or Strength + 4 vs. Fortitude
Level 21: Dexterity + 6 or Strength + 6 vs. Fortitude
Hit: The target is dazed until the end of your next turn.
Ride the Devil's Tail Turathi Hell -Kit e Utility 12
With a fl ick ofyour tail, you hook yourfoe and twist your body
around into a lI ew position.
Encounter + Martial
Immediate Reaction Personal
Trigger: An enemy enters a square adjacent to you
Effect: You shift half your speed to a square adjacent to the
triggering enemy.
Flame Blade Turathi Hell-Kite Attack 20
CallinB upon your irifernal ties and the skills of ancient Turathi
masters, you unleash the fires ofyour soul to bum you r f oes.
Daily + Martial, Stance
Minor Action Personal
Effect: Until the stance ends, your melee attacks deal 1d6
extra fire damage and gain the fire keyword. When you hit
with a melee attack, you can use a free action to end this
stance and increase the extra fire damage on that attack to
Sd6.
--.- .-._-.- .- .--.-.--._ ._-.- .- .­
PRIMAL TIEFLINGS _J
The tides of the Astral Sea surge through the blood of
every tiefling, deadening the quiet call of the world's
primal spirits. Yet some tienings still heed that call.
Many tieflings find the savagery of the primal
power source appealing, and others find themselves
drawn to its unbridled might. Tieflings who resent the
gods and the devils alike find comfort in the primal
spirits' emphasis on the strength and independence
of the world and its natives. After all, ifa slave must
choose a master, why not pick one that advocates for
your freedom?
PRIMAL CLASSES
Tieflings make good thaneborn barbarians, typically
focUSing on powers that benefit from their high Cha­
risma score. Many barbarian powers deal more damage
or have extra effects against bloodied foes. which
synergizes well with the tiefling's Bloodhunt racial
trait. Friend and foe alike fear tiefling barbarians as
wrathful terrors.
Tieflings also find that the shaman class makes
good use of their natural talents. particularly as panther
shamans with the Stalker Spirit class feature to benefit
from a high Intelligence score. Such characters typically
come from a wild or savage community. which usually
Vl
iJ
has little if any connection to the learned places of the
Z
world and might know little oftiefling origins. See the ..J
u..
Chimera Tribe Champion background for an example.
UJ
Tieflings rarely become druids. wardens. or seekers.
f-
A human tribe with tiefling members might occasion·
ally produce a member of one of these classes, or such
a tielling might have answered the call of the world
without any prior cultural link to the primal power
source. See the Unlikely Primal Hero background for
an example ofsuch a character.
PRIMAL BACKGROUNDS
The primal background elements in this section can
help you build a character that embodies a certain
archetype of tiefling ba rbarians. druids. shamans. seek­
ers, and wardens.
CHIMERA TRIBE CHAMPION
In the dark age after the fall ofBael Turath and
Arkhosia, tieflings spread throughout the ruined settle­
ments of the postapocalyptic chaos. Many tieflings
survived by clinging to the guttering lights ofciviliza­
tion, but others plunged with their human cousins
into the darkness of a world gone savage. Wild tribes
of humanity carved out places for themselves in the
untamed wilderness and lost all contact with their civi­
lized history.
Your people, the proud nomads of the Chimera tribe,
come from such stock. They see your strange physical
features as gifts from your tribe's totem beast. Your
horns are those of the ram. Your tail and your resis­
tance to fire come from its dragon soul. Finally, your
bloodlust is born of the lion's heart.
How did you learn the truth ofyour tiefling heritage?
How did this knowledge change your self-image? Do
you still hold the chimera as your totem? How were you
treated in your tribe? Did you belong to a bloodline of
leadership? Did you leave your tribe, or were you forced
away? Do you want to return to it, or does it seek you?
This is a great background for a tiefling of any
primal class. As a barbarian, you might ascribe your
strength and rage to the chimera. As a druid, you could
use wild shape to assume ram or lion form. Ifyou play
a shaman, your spirit companion might look like a
small chimera. A tiefling seeker might desire a flying
chimera mount from which to rain down attacks. And
as a warden, you should aspire to attain the 29th·level
power form of the chimera.
Associated Skills: Athletics, Endurance
UNLIKELY PRIMAL HERO
You didn't ask for this. You were perfectly happy with
your life in the city. Well, maybe not happy, exactly; you
survived as a crook, a scam artist. One day, a scheme
for putting silver in your pocket hit a snag, and you
thought it prudent to leave town for a while.
That's when the spirit spoke to you.
'While you rested near a spring in the forest, you
heard its voice in your heart and mind. It had chosen
you, it said. The forest needed a champion, and it was
your destiny to help. You tried many times to worm out
of this obligation, but each time your mind returned
to the beauty of the glade and the warmth of the voice.
You wonder, ifyou had chosen a different path through
the woods, if the spirit would have chosen another trav·
eler as its champion.
How connected are you to your former life? How
long ago did you leave it behind? How does being
caught between two worlds affect you? Do you still
regret the spirit's selection ofyou as its champion? If so,
how does this reluctance manifest itselfin your attitude
toward the spirits? What was the spirit who taught you
primal magic? What danger brought you to the forest's
defense, and how does it still threaten the world?
You can represent your internal conflict between
the civilized and the primal worlds with a mix of skill
choices (Nature and Streetwise make good opposing
skills). Consider using multiclass feats or even hybrid
character rules to build a character torn between the
primal spirits and another path.
Associated Skills: Bluff, Streetwise
RAISED BY WILD BEASTS
Like too many other unfortunate tiefling children, your
parents left you to die in the wild. Yet you survived due
to the ministrations of a magical beast. Most consider
your adoptive family dangerous, more likely to eat a
child than care for it.
As you matured, you forged a connection to the
primal world, and you realized you couldn't remain
with your wild family forever. Like a bird, you eventu­
ally left the nest to make your own way in the world.
vVhat creature found you and kept you safe? Why
didn't it simply eat you alive? How did you learn
languages? How did you become introduced to the civi­
lized world? How did you react to seeing other tieflings?
Do you still yearn to run through the wilds with your
family? Where do they live now, and do you stay in con­
tact with them? .
This background works for any primal class. C h ~ o s e
powers that reflect the creatures that raised you, or
change the flavor of the powers you select to mimic
aspects of that kind of monster.
Associated Skills: Nature, any skill in which your
adoptive parent is trained
Associated Lanauaae: A language spoken by your
adoptive parent
PARAGON PATH:
REDEEMER OF THE DAMNED
"J do not stand aaainst evil alone. At my side are the souls of
my tieflina ancestors, once cursed to eternity in hell but now
seekina salvation for their crimes. Aaainst this force, no evil
can escapefor lona."
Prerequisite: Tiefling, any primal class
You channel the damned spirits ofyour tiefling ances­
tors to battle evil.
Those most responsible for the evils ofBaei Turath
paid with their souls, and others who did not shoulder
the same responsibility were swept down to the Nine
Hells in the bargain. Though far from innocent. these
tiefling spirits seek redemption for the evils done to the
world in the name of their empire. Their crimes are not
your own, but they are your legacy, and you are deter­
mined to help your ancestors repay their debt.
The worlds of the living and of the spirits each bear
wounds left by Bael Turath. With the help oftiefling
souls seeking salvation, perhaps you can heal these
wounds. And ifyou can turn a few mortals away from
the path ofevil in time to save their souls, so much the
better. After ail, the burning grip of the devils is not so
strong that it can claim souls the world wants saved.
REDEEMER OF THE DAMNED
PATH FEATURES
Calling Souls to Battle (11th level): You can
spend an action pOint to teleport yourself and up to five
willing allies that you can see to any squares adjacent to
a single enemy within 10 squares that you can see. Each
teleported character gains combat advantage against
that enemy until the end ofyour next tu rn.
Redeemer's Reward (11th level): Each time you
reduce a nonminion enemy to 0 hit points, you or one
ally adjacent to you (or to your spirit companion, if
you have one) gains a +2 bonus to defenses and saving
throws until the end ofyour next turn.
Spirit Shielding (16th level): You gain necrotic
resistance equal to 5 + one·halfyour level.
Your Doom Redeemer of the Damned Attack 11
Awaits
The spirits speak to the souls ofyour foes, utterin8 words of the
damnation that lies ahead for them.
Encounter. Fear, Implement, Primal, Psychic
Standard Action Close burst 3
Target: Each enemy in burst
Attack: Strength or Wisdom vs. Will
Hit: 3d1 0 + Strength or Wisdom modifier psychic damage,
and the target is dazed until the end of its next turn.
Spirit of Sacrifice Redeemer of the Damned Utility 12
Sensin8 dan8er, your ancestor spirit whisks an injured al/y to
safety. usin8 its own primal ener8)' to invi80rate him or her.
Encounter. Primal, Teleportation
Immediate Reaction Close burst 10
Trigger: You or an ally within 10 squares is hit by an attack
Target: The triggering character
Effect: You teleport the target 5 squares. The target gains
temporary hit points equal to your Strength or Wisdom
modifier + one-half your level.
Firesoul Redeemer of the Damned Attack 20
Salvation
You entreat the Nine Hells for souls in search ofsalvation to aid
your cause and earn peace.
Daily. Conjuration, Fire, Healing, Primal
Standard Action Close burst 10
Effect: You conjure four fiery spirits in search of redem ption.
Each spirit appears in a different square within the burst.
The spirits last until the end of your next turn. An enemy
that ends its turn adjacent to or within the square of a
spirit takes ongOing fire damage equal to your Strength or
Wisdom modifier (save ends). An ally who spends a heal­
ing surge while adjacent to or within the square of a spirit
regains extra hit points equal to 1 0 + your Strength or
Wisdom modifier, and that spirit departs the world.
Sustain Minor: The spirits persist.
._.-.-.-.-.-.-.- .-.-._ .- ._.­
PSIONIC TIEFLINGS .J
The psionic power source stems from an ancient incur­
sion of the Far Realm into the world. Whether the
power arose as an infection from that weird reality or
as a defense against the plague of strange beings and
energy of the Far Realm is unknown, but many practi­
tioners of the mental arts consider it their duty to use
psionics in defense of the world.
Tieflings rarely share this view. As individuals
caught on the fringes of society, tieflings often use what
power they attain for personal gain. It takes an indi­
vidual of considerable heroism to look beyond the hand
that life has dealt and use psionic might only for right.
PSIONIC CLASSES
Tieflings who follow the paths of the mind typically
walk alone, finding their own way to master their
powers. Such self-taught characters are often ardents
or battleminds.
The tiefling ardent benefits from his or her high
Charisma score. The character's powers spring up
as a seemingly natural extension of the internal
turmoil felt throughout a tiefling's life. Such individu·
als fall into leadership roles by default rather than
inclination-others look to a tiefling ardent for guidance
whether or not he or she desires to give it.
Psionic tieflings who are more inclined toward
action than emotion become battleminds. These war·
riors focus on physical and mental toughness foremost,
but they rely upon guile and deception as well. The
quick battlemind build suits tieflings best because ofits
reliance on high Charisma.
Those tieflings who find a means oflearning mental
powers-typically a human psionic academy, though
tieflings can and do seek out psionic training among
any race-can become masterful psions. The tieOing's
racial bonuses to Intelligence and Charisma make the
class an excellent fit. In particular, telepathic psions
make good use of their wit and guile to manipulate the
thoughts ofothers.
Tiefling monks prove quite unusual, since most
tieflings find that their talents and temperament push
them toward the other psionic classes. However, every
monastery has a story of the tiefling student who came
to them after a great storm or other significant event
and battled the stigma of his or her racial background
to become a legendary master of mind and body.
PSIONIC BACKGROUNDS
These psionic background elements can help you
reflect the strange route your tiefling character might
have taken to attain psionic prowess.
PSIONIC ACADEMY DROPOUT
Your parents recognized your natural talents before you
could walk. Some called your unusual powers a curse,
but your parents viewed them as a gift and did what
they could to help you develop your psychic abilities.
Ultimately, however, they knew there was too much
they could not teach you.
When you were old enough to head out into the
world on your own, your parents sent you to learn
psionic mastery at an academy run by strict discipli­
narians. While taking classes to harden your mind
and heart, you learned about how your psionic power
marked you as destined to rule. From birth, they said,
you were better than those around you. This idea fit
well with the stories you had heard as a child about
how tieflings would one day resurrect Bael Turath and
rule once again.
For a while, you thought you might help start that
rebirth, but your better judgment saved you from life
as an evil despot. One night you fled your cruel mas­
ters and stole out into the darkness, never to return.
It was a betrayal of the school and ofyour parents'
wishes, but loyalty to your conscience outweighed these
other factors.
Did your parents know about the unethical teach­
ings of your school? Did they deliver you freely, or did
some greater power mandate your attendance? Did
0
your parents earn some reward for handing you over to
the psionic school? Were you a star student, or a trou­
blemaker? What did your teachers plan for your future?
What do your parents think ofyour departure from the
school? Do agents of the school seek you out, fearing
what you might do with what you learned there?
This background works well for a psion or monk
because both classes assume that a character needs
some training to learn the rudiments of the class's
powers. Even so, an ardent or a battlemind could work
with this background as well, with evil teachers manip­
ulating their students' emotions or drilling them in the
tactics of dirty fighting. Regardless ofclass, you might
choose a feat that represents your educational experi­
ence, such asJack of All Trades or Skill Training.
Associated Skills: Arcana, Intimidate
MEMORY SEEKER
Everyone said the decaying castle was dangerous, but
what better place for adolescents to play than an area
where adults fear to tread? You and your friends tum­
bled about the tiefling ruins dozens of times before it
happened. While you were wrestling with a playmate,
the ground collapsed beneath you. You discovered a
dungeon chamber filled with the remains of the dead.
Your terrified friends ran away, never to return, but you
T1EFL1NG ASSASS1NS
The assassin class appears exclusively on D&D Insider (www.
dndinsider.com). This class is the first to use the shadow
power source, the energy of the Shadowfell. An assassin
bonds with a shadowy reflection of himself or herself and
uses this connection as a conduit for the brooding power of
the realm of the dead.
Tieflings might find the shadow power source and the
assassin class attractive for a number of reasons. A tielfing
concerned about the bargain made by the tieflings of old
for their souls might worship the Raven Queen to earn her
protection through service. Other tieflings might like the
shadow power source because it has no true master. The
plane provides its magic for good or ill and does not place
any demands upon its users ... except perhaps some loss of
se'lf to one's shadow. But who can say what is self and what
is shad'ow once the exchange is made?
Assassins rely on Dexterity for most of their powers
and other class features, but Charisma is a key secondary
ability score. With their racial bonus to Charisma, tief­
ling assassins should strongly consider the Night Stalker
class feature, which adds the tiefling's Charisma bonus to
damage whenever no enemy Is adjacent to a target. In addi­
tion, the tieflings' racial bonus to Stealth fits weill with the
assassin's motif.
Mechanical options for assassins, including feats, powers,
and paragon paths, appear in issues #379, #381, and #385
of Draaon magazine.
1/\
didn't find the bones frightful. This event offered you a
lJ
chance to learn about your heritage firsthand .
Z
You came back to the ruins again and again, often
exploring their secrets for days at a time. One day, you
found something special: a crystal imprinted with visions I­
of the past, including the teachings of a tiefling psion. U
This crystal awakened not only your latent psionic talent, Z
but also a burning hunger to learn more of the past.
Where were the ruins in which you played? Did you V\
unearth other secrets, perhaps dangerous ones? Did you a..
meet any creatures in the dungeons below the ruins?
What memories did the crystal contain? Do you still
have it? Who was the tiefling psion? What happened to
your childhood friends? What do you seek to discover
from the visions in the cryst al-the lost psionic tech­
niques of the ancient ticflings, untold secrets of tiefling
history, or something else entirely?
This background works as well for self-taught
ardents and battleminds as for monks and psions; per­
haps you sought tutelage after your contact with the
memory crystal. Work with your DM to establish the
details of the ruins and ihe memory crystal. The crystal
and your quest for knowledge can become major plot
points or simply remain background material, depend­
ing on your inclination.
Associated Skills: Dungeoneering, History
FORTUNE TELLER
Your talent for observation served you well as a teller
offortunes. Uke the other charlatans who worked for
coppers, you told the elderly oflong years to come, the
lovelorn of the romance they would find, and the para­
noid of the dangers that lay ahead. It didn't seem like
Ilying to tell people what they wanted to hear.
Things became complicated when your predic­
tions started coming true. Business boomed, but soon
you began telling people things they didn't like. You
couldn't stop yourselffrom unveiling secrets and
unmasking lies. Your newfound powers brought you
more grief than gold, and eventually you fled and took
up a new life as an adventurer. As you trained for battle
and exploration, your powers of prescience fiHled. but
your other psionic abilities increased, Thanks to them,
you foresee a profitable future.
For whom did you read fortunes? What dire fates
or dark secrets did you discover that might come back
to haunt you? Does anyone seek revenge for a for­
tune you told? Do you still have visions of the future?
Are they always clear and correct, or is much left to
interpretation?
The ardent class makes the most sense with the
feel of this background, but any class could work. Pick
powers that emphaSize prescience and acting before
your enemies can react. The infernal eye paragon path
(page 24) might also suit you.
Associated Skills: InSight, Perception
PARAGON PATH:
INFERNAL EVE
"I don't see much hope for your future. "
Prerequisite: Tief1ing, any psionic class
The mind's eye can travel leagues and leap planes
without the body moving a muscle. Imagination
and memory move more freely than a ghost. Yet for
those with psionic talents, such flights offancy can
be dangerous.
As a tiefling, you couldn't help but cast your thoughts
toward the Nine Hells. Visions of the horrors of Baa tor
haunted you, waking or sleepi ng. \Nhen you put your
mind to it, you could even feel heat upon your face. You
had no idea if these sensations were delusions, but you
were determined to see more.
Then something looked back.
During an intensely realistic tour of a hellish for­
tress, your gaze met that of some red-eyed figure. You
caught only the glance of an evil eye before blinding
pain struck you. Your own eye had caught fire in its
socket, and the agony caused you to lose consciousness.
When you awoke, your eye and your hellish visions
were gone, replaced by a tiny, flickering flame that
burned in your empty eye socket. The flame grants you
normal vision, but to this day you wonder ifyou see the
world as others do, or if your new infernal eye is twist­
ing your perception to suit its own purposes.
INFERNAL EVE PATH fEATURES
Infernal Visions (11th level): When you spend an
action point to make an attack, and you miss at least
one target, you can choose instead for the entire attack
to have no effect (as ifyou hadn't used it). You regain the
action point (but can't spend it again this turn), and you
regain any powers used in the attack.
Paragon Power Points (11th level): You gain 2
additional power points.
Mantic Eye (11th level): Your Insight , Intimidate,
and Perception checks are modified by your Charisma,
Intelligence, or Wisdom modifier, instead of by the
normal ability modifier.
Shared Prescience (16th level): You and allies
within 10 squares ofyou can add half your Charisma,
Intelligence, or Wisdom modifier to initiative checks.
Vision of Death Infernal Eye Attack 11
You open yourfoe's mind to thefuture and allow your enemy to
see how death will claim it.
Encounter. Augmentable, Fear, Implement, Psionic,
Psychic
Immediate Interrupt Close burst 10
Trigger: An enemy in burst is hit by an attack
Target: The triggering enemy
Attack: Charisma, Intelligence, or Wisdom vs. Will
Hit: 1 dl 0 + Charisma, Intelligence, or Wisdom modifier psy­
chic damage.
Augment 2
Effect: Until the end of your next turn, the target is
considered bloodied for all effects.
Prescient Thought Infernal Eye Utility 12
You 8ain a momentary 8limpse offuture failure and subtly 8uide
your companion's mind toward a better fate.
Daily. Psionic
Immediate Interrupt Close burst 10
Trigger: An ally in burst misses with an attack or fails a skill
check
Effect: The ally gains a power bonus to the attack roll or skill
check equal to your Charisma, Intelligence, or Wisdom
modifier.
Hellfire Gaze Infernal Eye Attack 20
Enemies who fall beneath theBaze ofyour infernal eye feel hel!fire
burnin8 in their souls andfeedinB upon their sins.
Daily. Fear, Fire, Psionic, Psychic
Minor Action Personal
Effect: Until the end of the encounter, at the start of each of
your turns, choose one enemy that you can see within 5
squares. That enemy takes fire and psychic damage equal
to 5 + your Charisma, Intelligence, or Wisdom modifier and
a - 2 penalty to attack rolls until the start of your next turn.
-.-.-._-.-.-._-.-.--.-.--.-._.­
T1EFL1NG FEATS J
HEROIC TIER fIATS
Any feat in this section is available to a tiefling charac­
ter of any level who meets the prerequisites.
ANCIENT COVENANT OF NESSUS
Prerequisite: Tiefling, invoker, Divine Covenant
class feature
Benefit: When you use a divine encounter or daily
attack power on your turn, instead of your normal
covenant manifestation, you can allow one target
of the power to make a basic attack as a free action.
If the target makes this attack, it takes fire damage
equal to 5 + your Intelligence modifier after resolving
the attack.
The damage increases to 10 + your Intelligence mod­
ifier at 11th level and 15 + your Intelligence modifier
at 21st level.
BLOOD PACT OF CANIA
Prereqisite: Tiefling, Cha 13, warlock, Infernal
Pact class feature
Benefit: You gain a +2 bonus to damage rolls with
any warlock power that uses Constitution for attack
rolls. The bonus increases to +3 at 11th level and +4 at
21st level.
BLOODHUNTER'S DREAD
Prerequisite: Tiefling
Benefit: When you hit a bloodied foe, the target
takes a -2 penalty to attack rolls against you until the
end ofyour next turn.
BLOODHUNTER'S FLANK
Prerequisite: Tiefling
Benefit: When you flank a bloodied foe, you and
allies "you flank with gain a +2 bonus to damage rolls
against that foe. The bonus increases to +3 at 11th level
and +4 at 21st level.
BURNING WRATH OF PHLEGETHOS
Prerequisite: Tiefling, infernal wrath racial power,
avenger, oath ofenmity power
Benefit: Ifyou use infernal wrath agai nst the target
of your oath of enmity, your melee attacks against that
target deal extra fire damage equal to your Intelligence
modifier until the end ofyour next turn.
CLEVER TAIL
Prerequisite: Tiefling
Benefit: Once per round, you can spend a free
action to use your tail to draw or stow an object weigh­
ing up to 1 pound. This feat does not give you the ability
to make attacks with your tail.
You can use your tail to make Thievery checks when
your hands are otherwise occupied. Your tail can even
use thieves' tools.
CLOYING SHADOW OF MALADOMINI
Prerequisite: Tiefling, warlock, Shadow Walk class
feature
Benefit: When an enemy hits you with a melee
attack while ),ou have concealment granted by your
Shadow Walk, you gain combat advantage against that
enemy until the end ofyour next turn.
HELLBOOK
Prerequisite: Tiefling, wizard, Spell book class
feature
Benefit: Each time you take an extended rest,
choose one daily wizard attack spell that has the fear or
fire keyword and that is currently in your spellbook.
As a minor action, you can swap one prepared but
uncast daily wizard attack spell for this chosen spell.
The level of the uncast spell that you swap out must be
equal to or higher than the level of the chosen spell.
HELLISH BLAST
Prerequisite: Tiefling, warlock, eldritch blast power
Benefit: Whenever you use eldritch blast, you can
choose for it to deal fire damage. If you do, it gains the
fire keyword and you gain a +1 bonus to the damage
roll. The bonus increases to +2 at llth level and +3 at
21st level.
Icy CLUTCH OF STYGIA
Prerequisite: Tiefling
Benefit: Whenever an enemy successfully saves
against ongoing damage that you imposed, that enemy
takes cold damage equal to your Charisma or Intelli­
gence modifier.
The cold damage inceases to 5 + your Charisma or
Intelligence modifier at llth level and lO + your Cha­
risma or Intelligence modifier at 21st level.
INFERNAL TOUCH OF WARDING
Prerequisite: Tiefling, paladin, lay on hands power
Benefit: When you use lay on hands, the target also
gains fire resistance equal to 5 + one-half your level
until the end of the encounter.
SPEAK1NG L1KE A T1EFL1NG
Tieflings have lived with humans and other races for cen­
turies, but their often ostracized families and communities
have kept alive traditional sayings from Bael Turath and cre­
ated new expressions unique to members of the race. When
you playa tiefling, you can use these phrases to bring your
character to life at the table.
"By the Nine Gates!" The expression serves as an oath
or a curse that tieflings typically use in a moment of sur­
prise, shock, or awe. It refers to the nine magical gateways
said to have existed in Bael T urath, one for each layer of the
Nine Hells.
"Never trust a tiefling's promise." Surprisingly, tieflings
have adopted this derogatory statement as their own. Tief­
lings say it to one another as a reminder of the promises
their ancestors swore to the devils and of how even such
blood-sworn soul oaths could be broken.
"A vizier's career." This phrase indicates a very short
span of time. One of the last emperors of Bael Turath rapidly
cycled through advisors, executing them so soon after their
appointments that its was said you wouldn't "have time to
eat a slice of cake in a vizier's career."
"Every house stood alone, and aU fell together." Tief­
lings use this slogan to remind one another of the need for
cooperation. Obviously, it makes reference to the noble tief­
ling houses of old. It often helps to dissuade individualistic
tieflings from the hubris of going it alone.
INSATIABLE RAGE OF MINAUROS
Prerequisite: Tiefling, barbarian
Benefit: While you are raging, you gain a +2 bonus
to melee damage rolls, but ifyou end your turn without
dealing damage to an enemy on that turn, you take 2
damage.
The bonus increases to +3 and the damage increases
to 3 at llth level. The bonus increases to +5 and the
damage increases to 5 at 21st level.
PSYCHIC CORRUPTION OF MALBOLGE
Prerequisite: Tiefling, any psionic class
Benefit: Whenever you hit an enemy with an aug­
mented psionic power, that target gains vulnerable
5 fire and vulnerable 5 psychic until the end of your
next turn.
STIRRING SONG OF BAATOR
Prerequisite: Tiefling, bard
Benefit: When you hit an enemy with a bard attack
that has the fire or fear keyword, one ally who can see
you gains temporary hit points equal to 1 + your Cha­
risma modifier.
The temporary hit points increase to 3 + your Cha­
risma modifier at llth level and 5 + your Charisma
modifier at 21st level.
TAIL SLIDE
Prerequisite: Tiefling
Benefit: When you shift, you can also slide an ally
adjacent to your starting square 1 square.
TURATHI SPIRIT COMPANION
Prerequisite: Tiefling, shaman, Companion Spirit
class feature
Benefit: When your spirit companion is adjacent to
a bloodied enemy, the bonus granted by your Bloodhunt
racial trait increases to +2.
TURATHI WEAPON TRAINING
Prerequisite: Tiefling
Benefit: You gain proficiency and a +2 feat bonus to
damage rolls with the khopesh, scourge, sickle, scythe,
scimitar, and falchion. The bonus increases to +3 at
llth level and +4 at 21st level.
WAR CAPTAIN OF AVERNUS
Prerequisite: Tiefling, warlord, Commanding Pres­
ence class feature
Benefit: When an ally you can see spends an action
point, the ally gains resistance to fire and resistance to
poison equal to 5 + one-half your level until the end of
his or her next turn.
PARAGON TIER FEATS
Any feat in this section is available to a tieOing
character of 11th level or higher who meets the
prerequisites.
BAALZEBUL'S DESPERATE GAMBIT
Prerequisite: 11th level, tiefling
Benefit: When you first become bloodied in an
encounter, you can make a saving throw, with a bonus
equal to the number of enemies adjacent to you. Ifyou
succeed, spend a healing surge. Ifyou fail, you lose a
healing surge.
BEL'S IMPENDING VICTORY
Prerequisite: 11th Level , tieOing
Benefit: When you hit a bloodied enemy, your allies
gain a + 1 bonus to attack rolls against that enemy until
the start ofyour next turn.
BLOOD OF LEVISTUS
Prerequisite: 11th level, tieOing
Benefit: You gain resistance to cold equal to 5 +
one·halfyour level. You gain a +3 feat bonus to damage
rolls with attacks that have the cold keyword.
DISPATER'S IRON DISCIPLINE
Prerequisite: 11th level, tieOing
Benefit: You gain a +2 feat bonus to Will.
In addition, when you make a saving throw to end
an effect that stuns, dominates, or dazes you, you gain a
bonus to your saving throw equal to your Charisma or
Intelligence modifier.
GLASYA'S CHARMING WORDS
Prerequisite: 11th level, tieOing
Benefit: You gain a +1 feat bonus to attack rolls with
powers that have the charm keyword.
When you score a critical hit with a charm power,
the target is also dominated until the end ofyour
next turn.
HELLFIRE OF MEPHISTOPHELES
Prerequisite: 11th level, tieOing
Benefit: Each time you hit an enemy that has fire
resistance, after resolVing the attack, reduce the value
of the resistance by 5 until the end of the encounter. If
the target has no fire resistance (or its resist value has
been reduced to 0 or lower), it instead gains vulnerable
5 fire.
MAMMON'S THEFT OF HEALTH
Prerequisite: 11th level, tiefling
Benefit: When you use your second wind , you can
choose for an ally within 5 squares ofyou to lose a heal­
ing surge. Ifyou do, you regain extra hit points equal to
your healing surge value.
SECRETS OF BELIAL
Prerequisite: 11th level, tiefling
Benefit: Choose a class that you don't already
belong to. You can swap one utility power you know for
one utility power of the same level or lower from the
chosen class.
TAIL TRIP
Prerequisite: Tiefling, fighter, Combat Challenge
class feature
Benefit: When you hit an enemy with an oppor­
tunity attack or an attack granted by your Combat
Challenge, you can knock the target prone.
EPIC TIER FEATS
Any feat in this section is available to a tiefling charac­
ter of 21st level or higher who meets the prerequisites.
HELLFIRE TELEPORT
Prerequisite: 21st level, tiefling
Benefit: When you teleport, you deal 5 + your
Charisma or Intelligence modifier fire damage to each
enemy in or adjacent to the square you leave.
HELL'S BURNING MARK
Prerequisite: 21st level, tiefling
Benefit: Targets marked by you gain vulnerable
5 fire .
RENEWED WRATH
Prerequisite: 21st level, tiefling, infernal wrath
racial power
Benefit: Whenever you use your second wind or
spend an action point, you regain the use of your infer­
nal wrath.
ROYAL COMMAND OF ASMODEUS
Prerequisite: 21st level, tiefling
Benefit: Whenever you stun an enemy, you can
choose to dominate the enemy for the same duration
instead of stunning it.
.-.-.-.-.-.-.-._.-._.­
TIEFLING ITEMS J
Any empire that lasts as long and spreads as far as Bael
Turath leaves behind many treasures. The tieflings of
that great realm were obsessed with power and pro­
duced more magic than most other civilizations. The
tieflings of today often seek out these items and pat­
tern their own weapons and gear with the same taste
for cruel barbs and sharp hooks as their ancestors,
defiantly carrying on the old traditions. Their heritage
cannot be hidden, so why not carry it with pride?
II) Level 5+
Supposedly containin8 the tears ofsuccubi, this 8litterinB Bolden
amulet can turn a foe 's heart toward YOII and Q8ainst itself
Lvi 5 +1 1,000 gp Lvl10 +4 115,000 gp
Lvl10 +1 5,000gp Lvl15 +5 615,000gp
Lvl15 +3 15,000 gp Lvi 30 +6 3,115,000 gp
Item Slot: Neck
Enhancement: Fortitude, ReAex, and Will
Property: You gain a + 1 item bonus to Bluff and Diplomacy
checks.
Property: When you impose a charm effect that a save can
end, the target takes a -1 penalty to the first saving throw
against the effect.
Power (Daily + Charm): Standard Action. Make an attack:
Close burst 1; one creature in burst; Charisma + the amu­
let's enhancement bonus vs. Will ; on a hit, the target can­
not attack you (save ends). While this effect lasts, if the
target is adjacent to you when you are targeted by a melee
or a ranged attack, the target interposes itself (as an im­
mediate interrupt) and becomes the target of the attack
instead. If the target takes damage from any source, the
effect of this power ends.
This imposina staff offlame and bone burns the flesh and soul of
)'our enemies.
Lvi 4 + 1 840 gp Lvi 19 +4 105,000 gp
Lvi 9 +1 4,100 gp Lvi 14 +5 515,000 gp
Lvl14 +3 11,000gp Lvi 19 +6 1,615,000 gp
Implement (Staff)
Enhancement: Attack rolls and damage rolls
Critical: Regain an encounter power with the fire or fear
keyword that you have expended in this encounter.
Power (At-Will + Fire): Minor Action. The staff sheds bright
light in your square and each square within 5 squares of
you, and melee and close attacks with the staff deal fire
damage instead of their normal damage type and have the
fire keyword. You can end this effect as a free action.
Power (Daily + Fear, Fire): Free Action. Triaaer: You hit an
enemy with an attack power using this staff. Effect: That
enemy takes 1 d8 extra fire damage, and you push the
enemy 3 squares.
Level 14: 1d8 extra fire damage.
Level 24: 3d8 extra fire damage.
'Mask,of,the; lmpish Grin Level 11
This steel mask bears the likeness ofan imp's infectious smile and
allows its wearer to temporarily disappear from view.
Item Slot: Head 9,000 gp
Property: You gain a +3 item bonus to Bluff checks.
Power (Daily + Illusion): Free Action. Trisser: You successful ­
ly use Bluff to create a diversion to hide. Effect: You become
invisible to each enemy that your Bluff check succeeded
against. The invisibility lasts until the end of your next turn
or until you attack.
~ ~ c t i o u s Flame Weapon Level 3+
Shaped in theform off/ickerin8f/ames, tllis devilish weapon
causes fire to leapfrom foe to foe.
Lvi 3 + 1 680 gp Lvl18 +4 85,000 gp
Lvi 8 +2 3,400 gp Lvi 23 +5 425,000 gp
Lvl13 +3 17,000 gp Lvi 28 +6 2,125,000 gp
Weapon: Any light blade or heavy blade
Enhancement: Attack rolls and damage rolls
Critical: + 1 d6 fire damage per plus
Power (Daily + Fire): Free Action. TriS8er:You hit a target
with an attack made with this weapon. Effect: The target
takes ongoing 5 fire damage (save ends). Aftereffect One
enemy within 2 squares of the original target takes ongoing
5 fire damage (save ends).
Level 13: Effect and aftereffect become ongoing 10 fire
damage (save ends).
Level 23: Effect and aftereffect become ongoing 1 5 fire
damage (save ends).
Vl
~
This heavy iron rod, shaped like two twisti nS serpents, scours ene­ w

mies with acid.
Lvi 3 +1 680 gp Lvi 18 +4 85,000 gp t)
Lvi 8 + 2 3,400 gp Lvi 23 +5 425,000 gp Z
Lvi 13 +3 17,000 gp Lvi 28 +6 2,125,000 gp ...I
U.
Implement (Rod)
W
Enhancement: Attack rolls and damage rolls
I-
Critical: + 1 d6 acid damage per plus
Property: This rod functions as a mace as well as an imple­
ment. When used as a weapon, it applies its enhancement
bonus to attack rolls and damage rolls.
Power (Daily. Acid): Free Action. Tri88er: You hit a target
with an attack using this rod. Effect: The target takes 1 d8
extra acid damage and a -2 penalty to attack rolls until the
end of your next turn.
Level 13: 2d8 extra acid damage.
Level 23: 3d8 extra acid damage.
ShieldlofTurathi Defiance Level 16
Doomed rebels ofancient Bac! Turath made such shields to protect
their champions from tief/bl8s and their infernal servants.
Item Slot: Arms 45,000 gp
Shield: Any
Property: You gain resist 5 to all damage from the attacks of
ti eflings or devils.
Power (Daily. Fear, Fire): Immediate Interrupt. Tr;8ser:
An enemy hits you with an attack that has the fear or fire
keyword. Effect Choose an enemy within 5 squares of you.
That target takes half the damage of the triggering attack,
and you take the remaining damage (and are subject to any
other effects of the attack).
The master arcanists ofBac! Turath bound supernatural spirits to
these cloaks tofuel their power.
Lvi 2 +1 520gp Lvl17 +4 65,000 gp
Lvi 7 + 2 2,600 gp Lvi 22 +5 325,000 gp
Lvl12 +3 13,000 gp Lvi 27 +6 1,625,000 gp
Item Slot: Neck
Enhancement: Fortitude, Reflex, and Will
Power (Encounter): No Action. Tr;S8er: A power or an effect
you could sustain would end. Effect You sustain that power
without using the action normally required (sustaining it on
subsequent rounds still requires the appropriate action).
This crooked and hooked rod was used in Bael Turatll to maintain
order amons slaves.
Lvi 7 +2 2,600 gp Lvi 22 +5 325,000 gp
Lvl12 +3 13,000 gp Lvi V +6 1,625,000 gp
Lvi 1 7 +4 65,000 gp
Implement (Rod)
Enhancement: Attack rolls and damage rolls
Critical (Fear): The target is dazed until the end of your next
turn.
Power (Daily + Fear): Free Action. Trisser: You attack with an
implement power using this implement. Effect: The attack
gains the fear keyword, and each target of the power that
you hit or miss grants combat advantage until the end of
your next turn.
What do you want to accomplish, attain, learn, or
acquire? What drives you to adventure, leads you on
against dangerous odds, and keeps you coming back
for more?
Backgrounds describe whence your character came,
but quests point where you're going. You don't have
to wait for the Dungeon Master to tell you what your
character wants. Instead, come to the table with goals
ofyour own. Such player-generated quests provide grist
for the DM's creative mill, and they also help invest you
in the world ofyour game.
The major quests provided here offer a few ideas for
what your character might seek, but feel encouraged to
craft your own quests instead. Your quest might have
no connection to your background, or you might devise
something tightly linked to your character's history.
Consider tying your quest to another character in the
party. Not only does this build connections between
characters, it keeps everyone interested in the storyline.
HEROIC TIER QUESTS
These quests represent goals you might actively pursue
from the beginning ofyour adventuring career. Heroic
tier goals typically focus on your own development or
the problems of a relatively small region.
GHOST OF THE PAST
The ghost of an ancestor haunts you. No one else can
see it, so you keep it to yourself Oddly, the ghost is
human, an ancient king from the distant age before a
single emperor united Bael Turath. The ghost has found
you, the last heir ofits bloodline, and it wants you to
find its lost tomb and claim its crown. Only then will it
leave you in peace. The thought of reclaiming ancient
treasures intrigues you, but the cantankerous spirit has
let it slip that you are not the first heir to embark on this
quest, merely the last who might attempt it.
WAYWARD BROTHER
Despite the marks ofyour heritage, your human half­
brother was the black sheep of your family. Though
each ofyou had talents the other did not, he ignored his
gifts and instead envied yours. As the years rolled by,
your life took you away from the city ofyour birth while
he remained there.
You recently learned that your wayward sibling has
jOined a group oftiefling and human troublemakers.
Worse, you suspect that this group is allied with a cult
of Asmodeus. Does your half-brother suspect the truth?
Even ifhe does, he'd likely reject your help, but you
have to save him from himself. He's family. Of course,
the cult isn't likely to let him go easily.
PARAGON TIER QUESTS
In the paragon tier, choose goals that take you beyond
a Single city or region or that lead to conflict with para­
gon tier monsters. These quests might linger from your
background, waiting for you to achieve the power to
carry them out, or they might grow from the adventures
ofthe heroic tier.
AN ORPHAN'S DESIRE
You never knew your parents, but you recently learned
that lack oflove had nothing to do with their abandon­
ment ofyou. Your father died protecting you from the
devils laying claim to his firstborn, and your mother left
you behind to lead the fiends away. Since no immortal
evil has found you, you believe that your mother contin­
ues to deceive her pursuers.
But now she has another in pursuit of her: you, deter­
mined to save her from a life on the run. And woe to
any devils that cross your path!
Untangling the web of mystery that your mother has
woven before the devils do so makes for a very personal
quest. Work with the DM and other players to ensure
that your storyline doesn't overwhelm the game.
ARKHOSIAN ASSASSINS
The war between Bael Turath and Arkhosia ended
centuries ago, but try telling that to Arkhosja's Last, an
organization dedicated to the revival of Arkhosia and
the obliteration ofBael Turath's legacy-including tief­
lings. The organization is led by a dragonborn named
Kira Bloodbane, though some claim she is only a pawn
of an ancient dragon who witnessed the empire's fall as
a hatchling.
You recently learned from a tiefling ally that the
group had you in its Sights. Then that tiefljng turned up
murdered. You aren't sure why the group hunts you, but
reasoning doesn't seem to be its strong point-it's kill or
be killed.
EPIC TIER QUESTS
You can choose an epic tier quest as early as the start
ofyour career, but you shouldn't expect to complete it
until you approach the pinnacle of mortal accomplish­
ment. Of course, your goals can also evolve as you
advance in level , so you might not adopt an epic tier
quest until you reach 21st level or higher.
A DEVIL'S REDEMPTION
Devils were made by the angels' fall. so can a devil be
reborn as an angel? You're not sure, but you hope so.
A devil you have met or fought before seeks redemp­
tion, and you believe its desire is real. Yet the righteous
path holds many obstacles: other devils, distrustful
allies, angry angels, and the gods themselves. Others
have judged you by your appearance innumerable
times, and you know the challenge of escaping such
negative expectations. Perhaps ifyou succeed in
redeeming this old foe, others who have done wrong
will follow the example. Could one good act right
countless wrongs?
SAVE ALL SOULS
The compacts signed in blood and soul-stuffby the old
lords ofBael Turath still exist. Though tieflings suppos­
edly escaped their bonds ofslavery to evil forces, you
have learned that the bargains your ancestors made
remain quietly in place.
vVhen certain events come to pass, the minions of
hell will lay claim to all tiefling souls, living or dead,
destroying all who stand in their way. This in turn
could provoke war across the planes, causing chaos as
people turn against the tieflings among them to save
their own souls. You must find and destroy the con­
tracts before those events occur, traveling to the deepest
regions of the Nine Hells . .. and beyond.
This quest could dovetail well with other charac­
ters' epic destinies, perhaps making a great finale for
the campaign.
EPIC DESTINY:
HEIR TO THE EMPIRE
Throu8h your veins J10ws the blood ofBael Turath's first
emperor. With the vi80r it 8ives you,you will see the empire
rise a8ain.
Prerequisite: 21st level , tiefling
For too long your people have lived in the shadow of
humanity. It is your birthright to rule.
Yet that right comes with the responsibility to protect
and steward, rather than abuse and enslave. You realize
that your ancestors squandered the gift of their destiny,
and you vow not to do the same.
You struggle with this fate. Why you and why
now? How can an empire so evil deserve rebirth? Yet
the pieces of the tiefling past that pass into your life
come alive at your touch. The crown fits. The scepter's
weight feels right in your hands. The throne seems
like home. You dare to think that you might gUide the
world to see the bright future that you experience in
prophetic dreams.
Your new Bael Turath shall not be a place of shadows
and despair. All who seek safety will find refuge. Justice
will be merciful. Your rule will be righteous. Tieflings
will again have a home in the world.
An empire cannot rise overnight, yet many already
look to you for leadership. More flock to your banner
every day. Your fame surpasses that of any tiefling who
has lived since the empire's fall. If the empire can be
returned to glory, it will be at your hand.
T1EFLlNGS AND THE CURRENT AGE
When the clash between Arkhosia and Bael Turath resulted
in the destruction of both empires, tieflings stuggled to sur­
vive as the peoples they enslaved rose against them. The
enmity of the war between tieflings and dragon born lasted
for generations, further causing strife. It wasn't until the rise
of the Empire of Nerath that tieflings began to find some
sort of stability. Nerath made them citizens-second-class
citizens, to be sure, but entitled to live in the open without
fear of attack. By the time of Nerath's fall, tieflings had man­
aged to attain full citizenship and the general acceptance
they have today.
Tieflings have endured much to scrape their way to
what they now possess. They still suffer great prejudice and
injustice at the hands of others. Though some might say
the cruelty directed at them is no more than they deserve,
the truth is that no tiefling born in the last few centuries
had anything to do with the tyranny of Bael Turath or the
curse that lingers in their blood. Today, most tieflings rec­
ognize they can control their own destinies. They can try
to prove their detractors wrong, or they can turn out to be
more evil than those detractors imagined.
IMMORTALITY
Your legacy will be the reformation of the image ofBael
Turath. Once more the world shall see a golden age
wherein the light of civilization pushes back the dark­
ness oflawlessness and strife. Your name and deeds
will echo throughout history because the empire you
form will itself be immortal.
By Destiny Crowned: When you complete your
final quest, you have earned a reputation for great good­
ness. Your deeds are the stuff oflegend, even when
compared to your companions. Human kings and
queens kneel in the court you create, and the rulers
of other peoples come there to bow in homage. Even
the dead ruins ofBael Turath recognize your great­
ness. By your presence alone they rise from the earth
and remake themselves in brighter forms. You too are
remade-gone are the sins and foibles ofyour past,
replaced by noble righteousness. Others follow your
example, and soon those who see a tiefling expect not
wickedness but honor.
Alternatively, you build your empire upon the bones
of those who defy you. Many seek to thwart your rule,
and thus many die by your hands or those ofyour fanat­
ical followers . It's not the way you wanted it to happen,
but you know the ends justify the means. They will
remember you as a terrible tyrant, but your story will be
passed down through the generations of a great society
that continues to exist for millennia after your bones
have turned to dust.
HEIR TO THE EMPIRE FEATURES
Born to Rule (21st level): Your Intelligence and
Charisma scores each increase by 2, and you gain a +2
bonus to Diplomacy, Insight , and Intimidate checks.
Imperial Wrath (24th level): When you use itifer­
nal wrath, the target is also knocked prone and dazed
until the end of your next turn.
Irresistible Will of the Empire (30th level): The
first creature that hits you with a melee attack in each
encounter is dominated until the end of its next turn.
HEIR TO THE EMPIRE POWER
Ruler of Li fe Heir to the Empire Utility 26
and Death
You display your destined ri8ht to rule byforcina an attackin8
enemy to bow before your majes/),
Encounter. Charm
Immediate Interrupt Personal
Trigger: A nonminion enemy within 10 squares of you drops to
ohit points
Target: The triggering enemy
Effect: The target heals 1 hit point and gains temporary
hit points equal to 30 + your Charisma score. It is also
dominated (save ends). Each time the target fails a saving
throw against this effect, it gains 30 temporary hit points.
Aftereffect: The target loses all temporary hit points and drops
to 0 hit points.
IT's GOOD
TO BE BAD
Tiefljngs survived brutal wars and fiendish pacts
to become what they are today: sinister scions of a
shattered empire living on the fringes of Civilization,
fighting for everything. Only the best oftheir kind would
dare call themselves heroes, and fewer still have the
wherewithal to conquer the evil that haunts them.
If you want to play the ultimate tiefling hero, this
book is for you.
This DUNGEONS & DRAGONS@ expansion of the
Player's HandbookO<' core rulebook explores the
mysteries of the tieflings. It presents players with
exciting new options for their tiefling characters,
including unique racial feats, paragon paths, and
an epic destiny. This book also includes ways
to flesh out your tiefling character's background
and personality.
~
INSIDER'"
www.dndinsider.com
.
ISBN: 978·0·7869·5489-6
11111111 1 50995.
9 11 780786 954896 1111111111111 111 w
Sug. Retail: US $9.95 CAN $11.95
Printed in the U.S.A. 253830000

PLAYER'S HANDBOOK@ RACES: TIEFLINGS™
Matthew Sernett
YOll bear the mark of evil. One ancient transgression echoes down through the generations to YOll, bestowing an inheritance of wrong­ doing written across your face and form. This curse flows in your blood, and it taints every interaction you have, from the day you're born until the day you die. To be a tiefling is to be defiant-defiant of the stares, proud despite the whispers, and sure of yourself regard­ less of a heritage of darkness. Tieflings laugh in the faces of those who would judge, sneer at those filled with ignorant fear, and stand tall amid all the accusa­ tions, spoken or unspoken. To playa tiefling is to wield the power granted by
an ancient evil, and to adopt the sly grin and twin­
kling eye. With a tiefling character, you play the part
of the ne'er-do-well who doesn't mean any harm, the
rake with a heart ofgold, the reluctant hero, the rogue
scholar tempted by forbidden knowledge, or the anti­
hero who stalks the shadows while trying to fight his
own darker nature.
This book is your guide to creating and playing a tiefling character. It provides a comprehensive intro­ duction to the history, beliefs, behavior, and attitudes oftieflings in the world of the DUNGEONS & DRAGONS® game. It explores these elements by presenting a wealth of resources for developing your character: background elements, feats, powers, paragon paths, and an epic destiny to help your character embody the struggle he or she faces both in the world and from within his or her own skin. The book focuses on developing your character as a person with background and motivation: a person who is distinctively a tiefling. Game elements can only go so far to bring your character to life. But by combining these game elements with story back­ ground and personal quirks and foibles. you can turn your character into a living, breathing part of the campaign world. This book doesn't include racial feats, paragon paths, and other material appearing in other sources, either in print or online. Because the game is constantly growing and expanding, no index to those game ele­ ments would stay up to date for long, but fortunately, there's an easy reference at your disposal: the D&D Compendium, found at www.wizards.com/dnd. Even ifyou 're not a D&D InsiderTM member. you can use the Compendium to search for lists offeats. paragon paths, and other options deSigned expressly for tieflings. Ifyou are a D&D Insider member. you can also use the D&D Character Builder to create and maintain your tief­ ling character. allOWing you to always have up-to-date options at your fingertips.

CREDITS
Design Matthew Sernett Development and Editing Andy Collins Managing Editing Kim Mohan Text ~eview Gwendolyn F. M. Kestrel Director of D&D R&D and Book Publishing Bill Siaviesek D&D Creative Manager Chris Perkins D&D Senior Art Director Jon Schindehette D&D Design Manager James Wyatt D&D Development and Editing Manager Andy Collins Art Director Keven Smith Cover Illustration Steve Prescott (front), William O'Connor (back) Graphic DeSigner Yasuyo Dunnett Interior Illustrations
Julie Dillon, Adam Gillespie,
Brian Hagan, Woodrow Hinton III, Goran Josie, Ron lemen, Raven Mimura, William O'Connor, David Rapoza, Georgi "Calader" Simeonov Publishing Production Specialist Angelika lokotz Prepress Manager Jefferson Dunlap Imaging Technician Carmen Cheung Production Manager Cynda Callaway

DUNGEONS & DRAGONS, 0&0, d20, d20 System, WIZARDS OF THE COAST, Player's Handbook, Dun8eon Master's Guide. Monster Manuol, Dro80n , 0&0 Insider, all other Wizards of the Coast product names, and their respective logos are trademarks of Wizards of the Coast in the U.S.A. and other countries. All Wizards characters and the distinctive likenesses thereof are property of Wizards of the Coast llC. This material is protected under the copyright laws of the United States of America. Any reproduction or unauthorized use of the material or artwork contained herein is prohibited without the express written permission of Wizards of the Coast llC. This product is a work of fiction. Any similarity to actual people, organizations , places, or eve nts included herein is purely coincidental. Printed in the U.S.A. ©201 0 Wizards of the Coast llC. 620-25383000-001 EN 987654321 First Printing:June 2010 ISBN 978-0-7869-5489-6 Visit our website at www.DungeonsandDragons.com/dnd

Lucius shook the cobwebs out of his head and found his thoughts straying to the eternal question. Was it simply in his nature to lie, steal, cheat, and betray? As he pon­ dered, he tested a front tooth with his tongue. It seemed solid. The others did as well. Takingjoy from beating a helpless person apparently didn't lead to this goon being any good at it. He grinned. "It was the horns, then, huh? They gave me away?" The next punch came like clockwork. Lucius ducked his head at the last moment, taking the blow just above the eyes. Though slightly stunned by the impact, he was rewarded by a howl of pain and the cursing of his captor. "What the hell was that?" laughed the blond human as he hopped down from a table he'd been lounging upon. "Ow! The devil moved his head! I punched his horns," the heavyset guard growled, cradling his right hand. "Quit laughing, Barris! It really hurts!" "You're such a twit, Durven," Barris said as he moved behind the chair to which they had tied Lucius. "Here. I'll hold him , and you hit him good this time." Lucius twisted in his seat, but Barris gripped his horns tightly and pulled his head back. The ruffian was strong despite his slight build, and Lucius knew he couldn't shake his head free. Durven paced a few steps while shaking his injured hand. Lucius occupied himselfby sucking on his throb ­ bing teeth and trying to relax. Balasar told him once that the best place to take a punch was on the forehead. Check. That was easy. Balasar also told Lucius to tense his neck and move into the blow. Said it would stop your skull from wobbling about like the head of a rag doll. Easy enough for Balasar; he had a neck like an ox. Lucius hadn't thought moving into the blow made much sense, but he welcomed any strategy that might improve his situation. Durven flexed his fingers a few more times and made a meaty ball of his right hand. He stepped in close and slowly cocked his arm back, studying Lucius's face like an archer aiming at a bull's-eye. Lucius watched the tension build in Durven's fat face as the brute stared dimly down at the tiefling's narrow countenance. The human's gaze focused on a point below Lucius's left eye,just above where his earlier teeth-ringing shot had landed. Lucius had a sudden, unwelcome vision of his teeth sitting on a dusty shelf somewhere in the barracks of the Bane worshipers. He tried to shake the thought from his head but found his movements too constrained by Barris's grip. The tiefling's focus returned to Durven just in time to see the eager twitch of the guard's right eye, betraying the imminent release of another punch.

Lucius spat, spraying Durven's face with saliva and blood. Durven staggered blindly back, and Barris loosed his hold while uttering an oath. "They say there's a curse in our blood," said Lucius with a laugh. Durven wiped his face and fixed the grinning tiefling with a gaze that promised death, but then the door to the tiny chamber banged open. "What's going on in here?" roared the dragonborn who strode through the doorway and then slammed the door shut. The newcomer was half again as brawny as Durven and wore a uniform that fit twice as poorly. It was, however, the uniform of a Prelate General, something that Lucius and the soldiers of Bane imme· diately recognized. "Sir! Sir, General Sir! Prelate General, I mean," stammered Durven with a qUick bow. "We're interro· gating this prisoner. He was caught sneaking through the temple." For his part, Barris simply bowed and scuttled over behind Durven, keeping his mouth shut and his pos, ture straight. "Interrogating?" the Prelate General asked suspi­ Ciously. "Have you even asked him any questions?" Durven looked to Barris for help, but the other man stared straight ahead and said nothing. "Uh. Well, not really, sir. Sir Prelate, Sir," muttered Durven. "No, we were softening him up first." "I see," the dragonborn growled in response. "Well then, tiefling, are you a thief or a spy?" "Both, actually." Lucius grinned, revealing bloody teeth. "I came to the temple to learn the truth behind the rumors of an alliance between the temple and the besieging hobgoblins. And to lay my hands on the pro­ tection money you've been extorting from the locals for years." Durven and Barris glanced at one another nervously at this revelation ofthe temple's Villainy, but the Prelate General continued his line of questioning, "And what did you find?" "Ah, see, now that's interesting," Lucius replied, his eyes alight at the intrigue. "I had wondered how the temple communicated with the hobgoblins outside the city. Any Signals would be noticed by the soldiers on the walls. I figured it was magic , but it wasn't clear just how the temple would aid the goblinoids when the time came." Lucius paused for suspense, loving the drama of storytelling. "Well?" barked the Prelate General. "A teleportation circle! I found it in the dungeons. They've already brought in some bugbear heavies to supplement their forces and several goblin sapper teams. I figure they plan to use the sappers to bring down the walls that protect the royal district. Then the other forces they've ported in will attack the city gate from the inside."

"We have work to do! Balasar. Pretend you belong-" "And people will believe you do. "These Banites see stripes on a shoulder and they snap to." "Ofcourse. Before he could utter a word." Lucius replied as he pushed past the dwarfwizard. Lucius brought the chair down on Barris's head. All this messing about with disguises and getting captured! A year ago we would have just kicked down doors until we found what we needed." "Right." "I remember. "Will you two quit messing around?" hissed the dwarf woman in the doorway. "Do you think you could find the teleporta­ tion circle again?" "Undoubtedly. Lucius nodded his head in a half-salute." Durven and Barris looked at one another in some confusion about this exchange. "So ." "Besides. "I also remember not ever knowing where we were going and having the cul­ prits get away from us more than once. they 'd buy it. "You guys follow me."I see you have it all figured out. but Lucius simply continued his spin with the chair in hand. half-arfirma­ tion. of course. the door opened again." "You did an excellent job. ." said Balasar as he ripped the Prelate Gen­ eral's uniform away from his scaled form. knocking him sense­ less to the floor. "Unless you're a tiefling. Lucius moved to the dragonborn and clapped a hand on his powerful shoulder where it blended into his oxlike neck. Helja. but the prelate's uni­ form was a risk." . Then he shrugged his slim shoulders as the ropes binding his hands to the back of the chair dropped away. you shouldn't encourage him. star­ ing intently at Lucius. As the guard's blade cleared its sheath. It was rare for interroga­ tions to go so well. Before the two guards could react." interjected Lucius as he gath­ ered his things from the table." ''Ahem.. Barris started forward. Lucius slid off the seat and spun behind it. drawing his sword. "I wanted to show Lucius how much he has taught me. "Nah. maybe we can get down to business." said Lucius as he struggled into his leather armor." said the Prelate General in a low voice." replied Balasar as he helpd Lucius buckle a shoulder strap. "Ifyou two are done patting each other on the back. then. I know the way." finished Lucius." murmured the dragonborn. Barris crum­ pled to the floor in a clatter ofsword and armor. Durven never knew what hit him. The dragonborn's shoulder slammed the boorish man against the wall with the force of a charging bull. I knew if! came in with the right atti­ tude.'' grumbled Helja from the doorway.

Also as with all great empires. T1EFL1NGS AND THE GODS Tieflings have a poor history with worship of deities. Many therefore see tieflings as faith­ less and fickle. Bane. They and all their families died on the sword or the altar. Their noble lines would extend on into eternity. a halfling might see Melora's grace in the flight of a bird or the sparkle of a fish's scales. Of course. both in belief and morals. the most domineering. but their adaptability. Yet a· tiefling who prays to Corellon on one occasion might appea l to Gruumsh on the next. tieflings can be found among the clergy of virtually every faith. it could grow to rival the greatest nations of history. and any born of their bloodlines would bear the mark of their sins forever. Night's LOVing Void. Those who would not did not survive that bloody month. and the world was better off without Bael Turath's enemies. . Tiamat. and the people ofBael Turath began to care more for victory than virtue and to yearn more for wealth than liberty. Civil wars. and in battlefields awash with blood both empires were undone. Assuredly. would set Bael Turath on the path to true greatness. the Heart of Fire and Iron. Most tieflings don't concern themselves with the reason and are content to avoid bearing the yoke of faith in any power other than themselves. Hundreds blood -signed their names in the Atha­ naeum. Many would say their race was born because prayers to the gods went unanswered. Vecna. Although the occasion is rare. seceding ter­ ritories. The power of hell and the nobles' shared vision of dominion not only secured Bael Turath but drove it to unsurpassed strength and incredible size. a human kingdom called Bael Turath expanded into a grand empire. the Million Pains of Eternal Tor­ ment. tieflings who worship deities do so for self-serving reasons. Their pacts had given the nobles hellish power. A month-long ritual. the Raven Queen. giving little thought to that contradiction. so long that none but immortals can remem ­ ber it. the temple where the first summoned devils appeared. loun. Such a great civilization as Bael Turath cannot long endure a rival. their prayers were answered. What price could outweigh eternal glory? With the full force of the emperor's will behind them. the horror of the time of the Blood· fire Moon faded. and the unwillingness of most tieflings to devote themselves to a god is because Asmo­ deus's hand still steers the fate of the race. chosen nobles were permitted to perform dark rituals that would put them in contact with the powers that would help them maintain their rule: the devils of the Nine Hells. This association with the devils showed the emperor the way. and they hoped to ensure its continuance for centuries more. the two nations engaged in the final War of Ruin': The slave armies and devils ofBael Turath clashed against the dragonborn clans and dragons of Arkhosia. There could be no doubt who ruled the empire now. the people of the growing empire also fought and died in many wars for less than noble reasons. at its height Bael Turath was closest to its fall. has allowed them to survive in a world often unfriendly merely to their bodies' appearance rather than their souls' fidelity. the dragonborn. They awoke from fevered sleep with visions of the future still floating before their bloodshot eyes. and the Cage of the Unnamed Master. and after numerous skirmishes and lesser wars. When the ritual ended and the last soul was bent to evil. Bael Turath built itself up on the prostrate backs of con­ quered kingdoms . They had become tief­ lings.Long ago. Noble houses schemed to carve out their own kingdoms or to replace their betters in the halls of power. The empire could be saved. and the most paranoid-including the emperor himself-began to dream of a new age. Avandra. and' Sehanine offer tieflings more than the other non-evil gods. some conquests were just. Erathis. The most avaricious. but devotees of Asmodeus. the Scarlet Claw of Hunger. As the decades rolled on. and Zehir are more common. tieflings spread far and wide. plague-Bael Turath endured all these threats to its existence and survived by only the barest of margins. The ruling family and others among the nobility prayed for a means of securing their country and their eternal dominion . the dominion of dragons and their distant kin. Others claim that Asmodeus spoke to the Emperor of Bae! Turath. Alas. More so than those of many other races. but even then not always for long. This ancient time saw the rise of another of the world's greatest empires: Arkhosia. Indeed. Bael Turath had lasted for centu­ ries. but a tiefling's thoughts rarely turn to a god unless the tiefling has need of something-and only then if it's likely the deity will deliver. the Bloodfire Moon. the nobility ofBael Turath transformed. and their bodies bore the mark of devilry. The head of every noble house had to participate. Each noble house made a bond with a fiend through arcane pacts with names such as the Iron Crown of Madness. In the dark age that followed Bael Turath's dis­ solution. A dragonborn might seek to honor Bahamut by every word and deed. famine. assassination plots. perhaps even surpass them. It strained under the pres­ sures of ruling defeated peoples. As with all great empires.

Whether such places are points of light or shadows in the darkness depends much upon the tieflings involved.. or good fortune wherever it might lie.J UJ U. Tieflings more often gain leadership over a people or place in the same ways that any human ruler might do so: through conquest. But that dream for many tieflings is a nightmare for others. while a town might not have seen a tiefling darken its doors for generations. True tiefling nations.. must be hidden or small. Their ability to breed true with humans allowed tieflings to tenaciously cling to existence along­ side their adaptable cousins. Others were seen as heroes of the past and the only hope against encroach· ing chaos. although almost always in smaller number.. Yet their obvious physical differences have always set tieflings apart and exposed them to prejudicial treatment. the world became a smaller place. and old evils stirred to claim their places in the sun once more. Survivors clung to each other and guarded themselves against the roving horrors unleashed during the War of Ruin. Some found themselves blamed for the calamity and hunted. but just as often. Many simply struggled to survive alongside humans and the members of other races. resurrecting the legend that a chosen one among the tieflings will rediscover the Athanaeum and usher in a new age. Communities oftief­ lings often live in protected enclaves. > o >­ 0:: VI o r­ ~ :c A SCATTERED LEGACY In the period after the fall ofBael Turath. . Some tie flings claim the "pure" blood of the old noble lines and establish aristocratic houses.. These remind­ ers of the glories of the past often inspire thoughts of a new tiefling empire. Continent·spanning empires had been shattered into a thousand separate states. What were once considered petty fief· doms of humanity could now be viewed as some of the mightiest nations of the age. either particular neighborhoods or true fortresses. a traveling seeker of power. charisma. although ancestral bargains might still force some price to be paid. the fate of tieflings today lies very much in each individual's hands. tieflings could be found also. if they exist. A tiefling's appearance is a constant reminder of humanity's hubris and the danger that comes with the all -too -human tendency to take chances. z < Today tieflings often share space with any group . A city might host dozens or hundreds of tie flings . The ruins ofBael Turath jut up from the ground or fester beneath the earth in many places. or manipulation. In most places where humans were found. but the truth of these claims can rarely be verified . Indeed.. comfort. The fate of the tieflings during this dark time cannot be broadly categorized.vho'll have them. a tiefling is a loner. New monstrous societies flourished amid the ashes.

For untold centuries. For the sake of completeness ­ and for those readers who don't regularly check our Rules Updates . a tiefling who displays a talent for bloody conflict-from barbar­ ians to warlords-might be referred to by other tieflings as a "second Achazriel. How a house so drenched in blood and so tied to undeath could produce living heirs is a source of many lurid tales: tiefling males breeding with female vampires. KAHLIR. though none can say which parts of their stories are true and which are merely the fancies of bards. Achazrielled the slave armies ofBael Turath in one ofthe most devastating battles of the War of Ruin. however. Achazriel takes its name not from an ancestral house but from the fame of a particular tiefling. regardless of the truth of their birthright. Descendants of the house often have a knack for powers of stealth and shadow. this house was led by tiefling vampires. making it nearly impossible to trace the dark path ofinherited guilt.com/dnd and click on "Rules Updates" in the Quick links box on the right-hand side of the page. No one in Bael Turath who bore horns and a tail did not in some way relate to those who signed the original pacts.wizards. Level 21: 3d6 + Intelligence or Charisma modifier fire damage. For all the latest updates to rules and game elements. Most tieflings alive today cannot accurately trace their ancestry to any particular house. . Level 11: 2d6 + Intelligence or Charisma modifier flre damage. HOUSE OF BLOOD The ruin now known as the City ofAsh was once called Vor Kragal . Encounter. lNFERNAL WRATH Earlier this year. Some. the last known leader of House Kahlir had grown so obese upon the blood ofslaves and enemies that he dispensed with clothing lest it inhibit the movement of his bulk. See the Scion of Blood background on page 9 for more information on how to add this noble house to your character's history. ACHAZRIEL. Storytellers weave tales ofterror about these houses. Many noble houses ofBael Turath existed over the centuries of its rule. the towers of Razor tear toppled from the quaking caused by their booted feet. Others simply find it comforting or useful to claim descent from a noble house. Also. THE DESTROYER'S HOUSE Unlike other houses. visit www. For more information about some of the noble houses and locations mentioned below. Any tiefling drawn to a grand but ultimately doomed quest might believe that he or she emulates an ancestor who took part in the fall of Razor tear.Every tiefling descends from aristocracy. In fact. rumors persist that House Kahlir still exists as a clan of tiefling vam­ pires who take living tieflings of their bloodline into their fold. Tieflings who wish to add an air of grisly mystery to themselves sometimes claim ancestry in House Kahlir. The true house of Achazriel is lost to history.page online-we have included the new power here as well. Generations oftieflings partnering with each other-and with humans-have blurred the bloodlines of the noble houses. only the heads of the noble houses bound their families to hell. the Funeral City" in Dra80n #368. The common people retained their humanity. and a few among them find it. When the humans ofBael Turath damned them­ selves with devils' bargains. Infernal Wrath Tiefling Racial Power You call upon the hellfire burnh18 ill your soul to punish your enemy. Fire Free Action Close burst 10 Trigger: An enemy within 10 squares of you hits you Target: The triggering enemy in burst Effect: The target takes 1 d6 + Intelligence or Charisma modifler fire damage. but the memory of most died in the cataclysmic war that brought both it and Arkhosia to ruin. City of Ash" in Dra80n #364 and "Domains of Dread: Sunderheart. Today. When she led a charge often thousand through the tunnel. The destruction of Razortear caused such great losses on both sides of the war that many scholars mark the battle as the moment when both great empires began to die. you can check out Vor Rukoth: An Ancient Ruins Adventure Site or go to D&D Insider and read "Vor Kragal. but the deeds of the tiefling general have given rise to many who call her an ancestor. However. and even vampire mothers suckling tiefling babies with their own blood. some tieflings actively seek the truth of their past. hanging webs of fiction upon their true horrors. Some of the most notorious houses are described below. and House Kahlir is the most infamous noble family of that southern city." Many incorrectly take this as a compliment. She ended the ten·year siege of the Arkhosian citadel known as Razortear by completing a mammoth tunnel through the earth beneath Razortear's walls. Wizards of the Coast updated the tiefling's infernal wrath racial power to make it more potent and useful for tiefling characters.live on in infamy.

o z I. but their reasons vary. erasing it from the world and providing its posthumous title: City of Curses. Tieflings who have a talent for arcane or elemental magic often claim ancestry to House Zolfura. leaving a crimson trail behind. This bright gem ofBael Turath served as a pleasure garden for the nobility of the empire. Though most sages claim that Ivania never bore children. But these star-crossed lovers. Rumors surround the fate of House Zolfura. 20LFURA. HOUSE OF ICE AND FIRE The tieflings of House Zolfura claimed mastery of the elemental forces. Those who make their living in the underworld of society are often wary of tieflings wearing red. In truth. including failed murder attempts by both sides. Young women who caught an heir's eye would often vanish from sight. Long before Vorno and Ivania conquered their houses and became tieflings. a tiefling of House Zannifer was in flight from Harrak Unarth's fall when she mistook a cutthroat for her nephew due to his red surcoat. robbed her of her jewels and signet ring. others say their house was a victim of the destructive forces that tore apart the city. Ivania and Vorno. members who claim this bloodline always wear something red. they say that this condition can be staved offfor a month by killing a criminal. or the elemental forces encased in their bodies would explode. Kaieta. A few supposed descendants of Zanni fer claim that the wearing of red is more than fashion-that failure to do so causes them to bleed spontaneously. She dragged herself to shelter.. and one day Vorno passed on. preferring to attach themselves to Ivania and House Dreygu. the murderous rogue stabbed her. bearing a scarlet bouton­ niere or broach in honor of her wound. Others believe themselves descended from the cutthroat who used her signet ring to pass as a member of House Zannifar until the day he died. But even love could not grant them immortality. Harrak Unarth was known as the City of Carousal. 2ANNIFER. HOUSE OF FEASTING The house that gave birth to the fabled Vorno Kahnebor ofHarrak Unarth was known far and wide for the fetes Vorno and his wife Ivania hosted during their long years of rulership. survived every plot and eventually came to merge their houses and rule Harrak Unarth in the emperor's name. The Crimson Curse background on page 8 offers a method of adding this house to your tiefling's story. Krumos lived within a skin of ice that pro­ tected him from any blow. House Kahnebor spent much of its money covering up the escapades ofits male heirs. Many assume they were spirited away to hide illegitimate children. but his garb was soaked in the fresh blood of the selfsame nephew. The last rulers of this house were a brother and sister. Their undying love for one another supposedly kept them youthful despite the passing of many years. Such was their power in the ancient Bael Turath city ofVor Rukoth that enemies entering certain sections of the city found themselves immolated by leaping flames or shredded by icy blades. tieflings today rarely claim ancestry to House Kahnebor. That doesn't stop others from attributing such heritage to tiefling enemies: "You have the table manners of a Kahnebor" is a particularly scathing insult among polite society. her bloody wounds proving just short offatal. See the Fire in Your Veins background on page 8 for details on how to reflect your ancestry in this house. Those of hot temper or cold attitude face mocking questions about Zolfura ancestry from other tieflings.. but anyone who could confirm the truth died when he and Ivania usurped control of their houses and eliminated all enemy relatives. When a daughter of House Dreygu became enam­ ored ofa member of the enemy house ofKahnebor.I co o Z lJ CO KAHNEBOR. Whatever the truth might be. she survived the attack. while blue-white flames perpetually engulfed his sister. a great tempest con­ sumed Harrak Unarth. Legend claims they could not move more than a few yards from one another. both families sought to separate them by any means necessary.J . All manner of bright and exotic goods flowed to this wealthy city. Some pay homage to the nameless noble. a darker tale has always followed in the shadow of this bright explanation of the house's moniker. What's more..DREYGU. Today. That day. The appeal ofIvania and Vorno's love story makes House Dreygu a regular choice for those who select an ancestry for themselves rather than seek­ ing out the truth. Vorno's name appears in some such tales. Some claim the destruction ofVor Rukoth was wrought by House Zolfura. the brigand wore white.I. AmaZingly. Thus are reputations cleansed and new fables created. Such individuals wear red garments in honor of their ancestor's deception. THE RED HOUSE As the story goes. HOUSE OF LOVE In the time before tieflings had come into the world. that hasn't stopped romantically minded tieflings from claiming ancestry from the two or from their illicit affairs. Before the noblewoman could discover her error. and left her for dead. but others whisper ofbodies found in dark alleyways. Of course. .

• Ifyou are using a campaign setting that offers regional benefits (such as the FORGOTTEN REALM S® setting). and when you look upon f1ames. Intimidate CRIMSON CURSE You have the curse of a tief1ing bloodline. participate in great battles. Does your ancestry cause you to be interested in arcane or elemental magic. History MAKE YOUR OWN HOUSE The empire of Bael Turath covered as much as half the world for centuries and gave rise to countless aristocratic families. there is a kind of cure: All you need to do is kill a criminal once a month to keep the bleeding at bay. A f1ash oflightning in the distance always sends a delirious thrill through your body. or do you abhor it because of the strange things you percieve? Are the things you see and hear when elemental forces are used around you true visions. Can your surname be found below the emperor's in the Athanaeum in the ruins of Bael Turath? Is your house a more recent development? Might it still exist in some form? Think about the things for which your house might be famous. the language spoken by devils. you tend to pick a noble house as the mood suits you. and sometimes you make one up on the spot just to sound impressive or mysterious. Streetwise FIRE IN YOUR VEINS You have traced your ancestry to House Zolfura. not that you needed dusty tomes or wrinkled sages to tell you who you are. and it's a horror to behold-one you would rather not experi ­ ence yourself. or create an artifact? Where was your house based? Do any remnants of its holdings still stand? Concerning the pact your ancestors made. gain a regional benefit. Maybe it's one of the famous names. Unless you wear something red. makes a particularly appropriate choice. Were its members despicable arid depraved like so many others. Maybe it's a minor family. you can (With your Dungeon Master's consent) select one of the following back­ ground benefits.If you have a skill in mind before you invent your house. or that power something that might affect your life? What skills might your heritage grant you? Your back­ ground's associated skills should feel like a natural result of the history of your house and how it might affect you now. Maybe your ancestry is so mixed up that you can trace your bloodline to a dozen houses. You can speak. or mere hallucinations? Do you seek the power wielded by your ancestors? Associated Skills: Arcana. however. your skin oozes blood like sweat. what cool details will justify your choice and give your Dungeon Master some fun ideas to work with? . or did they become tieflings under duress and seek to avoid being swept up into the nation's evil? Did your house own important slaves. The curse is weirdly discriminat ­ ing. Consider how old your noble family might be. When asked . but you bear a heavier burden than most. although even a pickpocket or tax evader will do. read. you're not sure. and write that language f1uently. You see the primordial forces in things in ways that others consider madness. How rapidly does your curse manifest? What red object do you wear to prevent bleeding? Have you ever purposely gone without wearing red and killed some­ one to stave off the curse? Have you or your relatives acted as an executioner or bounty hunter? Associated Skills: Heal. Do you want to learn your true ancestry? How would you react ifyour true ancestry were established? Are you hiding something by lying about your family line? Associated Skills: Bluff.Ifyou want to make your tief1ing's ancestry an impor ­ tant factor in your character's life. • Choose one language connected to your back­ ground. • Gain a +2 bonus to checks with a skill associated with your background. HOUSE OF LIES You don't know the house from which you are descended. Supernal. is there a particular devil to whom they made a promise? What kind of power did they gain? Is that promise. Fortunately. Elemental power f10ws through you like blood. This process has killed others when left unchecked. • Add a skill associated with your background to your class's skills list before you choose your trained skills. Only those convicted of crimes by some authority serve its strange purpose. After chOOSing your background elements. Using the ideas here as inspiration. you can devise your own noble family and related background. your ears seem to detect the distant call of elemental beings. consider choosing one of these background elements that ref1ect your house's history. These background elements (and the others presented throughout this book) work just like the ones in Player's Handbook 2. You suffer from the crim ­ son curse of the House of Zanni fer. At least. . the devil.

Meluzan. while others grow jealous ofyour opportunity to turn away from the past. Trevethor. Dreygu. Kzandro. Menetrian. Corynax. Thavios. Armarius. Thavios. Halius. Catastrophe. You know that your efforts will be rewarded in time. you seek to start a new dynasty ofgrandeur and fame.ion. Vrago.J ~ ~ co 0 Z LAST OF THE LINE You are the sole remaining descendant of a noble house ofBael Turath. Excellence. Barikdral. Bastreth. Kyrandanul. Homazi." a gilded helmet. Mirel. Paradas. Mizviir. Kaazinar. Torzalan. Vezzati. Anastazhu. Zaidi. Balmoloclil. Malfias. some under mysterious circumstances. Pyrani. Synna­ ridia. Domitia. lamanthus. Just as the human last name William might hearken back to "guild helm. and one day your descendants will hold your name in high esteem. Kalastryn. an ancient name for a lake that no longer exists. Helephaestra. Hacari. You know this because one ofyour ancestors came to you and told you so. Some tieflings who learn ofyour background see you as cursed and alone. Samantia. Demedor. House of Shadows. Trelenus. Elchora. Malice. Arychosa. lachim. Those rare tieflings who grow up in enclaves populated solely by tieflings certainly have traditional names. Nensis. Kazamir. Has your ancestor recently become a vampire? Per­ haps you know of vampire relatives that date back to the time ofBael Turath. Szarzan. House of the last Moon. Mezelandes. Suristryn. Dacian. Kamien. Although the people of that great nation spoke Common. House Names: Achazriel. Synnaridia. House of Happiness. Cl Z :J ~ « a:! l. Cavian. Dispiria. or seek their counsel? What ifyou refuse to provide an heir to your bloodline? Do you have any Siblings faCing a simi­ lar fate? Associated Skills: Diplomacy. Milvia.levatra. Zannifer. Prismeus. like most last names that have Common roots. Zaethian. Shadowhorn. Tryphon. Daela. Sarzan. the noble lines of tieflings often used the Infernal tongue to communicate. Traya. she was dead at the time. but that first you would be given time to produce an heir. 'but tieflings born to the rough quarters of human towns often take a word that they believe describes themsdves or how they wish to be seen and use it as a name. Velavia. Mecre­ tia. Rennet. Melech. Rather than reveling in the sordid glories of the past. Syrkoi. Despair. Suffering. Daelius. so too might Sarzan be an ab'breviated form of Sarzaneruss. the Plague House. Ravoon. Male First Names: Aethax. Family Names: Amarzian. Female First Names: Affyria. Mystery. Vaius. Carnago. While some tieflings have names that are words in Infernal. Armillia. Tenerife. Archidius. and did this knowl­ edge sway your decision to found a new house? What do your relatives think about your decision? Which of your extended family might be angry enough to inter­ fere with your plans? Associated Skills: History. Maetheus. Kalara­ dian. House names often carry an honorific or a descriptive phase that has been associated with the house since the previous age: Baikanul. Everyone ofyour relatives has perished. Dorethau. Arkadi. others remain a mystery carried on through the generations as tradition. Theveus. InSight SCION OF BLOOD You are a member of House Kahlir. Nericia. Honorifics: Cataclysm. Domarien. Some such houses and the reasons for their honorifics are infamous. Marchion. Zeth. or would you be happier ending its sinister reputation once and for all? What events led to you become the last ofyour line? Have you been marked for death by some agency intent on eradicating your noble house-or are you somehow responsible for the elimination ofyour lineage? Associated Skills: Diplomacy. the Wailing House. Derafan. Yet unlike the wide variety of names that humans adopt. Rain. Calderax. Kahlir. Baikanul.ka. Was your house mighty or humble? Does your heritage make you proud or ashamed? Do you seek to reestablish your house. they might have nicknames. Of course. Ankhus. traditional tiefling names all hearken back to one empire: Bael Turath.lritra. names given to tieflings frequently blend the sounds of both languages. The vampire informed you that you would be joining the rest of the family in undeath. Malfia.III T1EFL1NG NAMES Tieflings have given names and family names just as humans do. Rennet. SeredlOr. Deimos. Stealth UNFETTERED FUTURE You have turned your back on the so-called noble history of the tiefling race. Xerek. Inno­ cence. Destamavia. Also like humans. Syken. What caused you to reject the nobility ofBael Turath? Do you know which noble house (or houses) you are actually descended from. Khirzan. Travesty. How often are you in contact with . Incer. Kyrandanul. Xelestri. Gloom. Grassus. History your vampire family? Do you hide from them. Vadu. the family names of tieflings might once have held meaning.

dark pacts (FORGOTTEN REALMS Player's Guide). they make excellent arcane characters of all kinds. but the curiosity that drove you into arcane magic drives you still. In one such exploration you found a strange book. or maybe their pact-bound blood echoes with the energy of oaths that transformed humans into fiendish folk. Although tieflings most commonly become war­ locks. Where did you get your first taste of arcane knowl­ edge? What was the book. particularly those who choose the virtue of cunning and focus on powers that benefit from a high Intelligence. For that reason. Always inclined toward curiosity more than common sense. such as the star pact. making any of them an appealing choice to a tiefling who has a desire for power. A wizard might find a spellbook. and a warlock might discover the means of contacting . Perhaps some of the mighty magic wrought by the royalty ofBael Turath still clings to them. Tieflings' natural wit and powerful personality give the race an advantage in virtually every type of spelJcasting. regardless of the source of that aptitude. It took a while to puzzle out its strange symbols and odd language. and their bonus to Charisma serves them well as sorcerers. you stole it. Each of these four pacts provides a benefit based on the tiefling's Intelligence. The infernal pact that warlocks tap for their power is said by some to have its roots in the ancient bargain between Bael Turath and the Nine Hells. and they engage in fey pacts. but a trick that seeks to twist or even break this original bargain. consider the following backgrounds for your character. ARCANE CLASSES One can hard Iy think of warlocks without tieflings coming to mind. tiefling warlocks often seek pacts that free them from some presumed master or at least allow them the presumption offreedom. but your patience was rewarded with the casting ofyour first spell. In contrast to the backgrounds presented in Player's Handbook 2. serve them well in their efforts at mastery of the arcane. The tieflings' bonus to Intelligence makes artificer. Others suggest that the pact is not a deal with a devil. these backgrounds more closely resemble detailed pictures of a kind of character you might decide to play.Tieflings typically take more readily to arcane magic than their human forebears did. Only Asmodeus knows for certain. or vestige pacts (Arcane Power). Warlocks of the infernal pact might be stealing their powers from hell. Conscious of their race's escape from fealty. Not all of to day's tiefling warlocks find the infernal pact most useful. and since no one seemed to be using it at the moment. from a suggested class or build to specific feats or powers. Other tieflings seem drawn to a master's yoke like a moth to a flame. or did that one indiscretion lead you down the path of burglary? Warlocks and wizards make the most sense as charac­ ters of this background. you poked about in places others considered dangerous and delved into locations thought to be deadly. ROGUE SCHOLAR Others might have learned their magic in stuffy schools or from learned masters. The ready wit and easy charm exhib­ ited by most tieflings. but you are self taught. and it suits his purposes to leave the matter a mystery. ARCANE BACKGROUNDS Ifyou playa tiefling character who has an arcane class. Now you're a self-made master of the arts. these backgrounds include some suggestions for other decisions you might make for your character. and do you still have it? Who owned the book before? Is that owner still looking for the scoundrel who stole it? Were you a thiefbefore you took the book. or they might be secretly beholden to it. You're always curious about new magic and strange devices-especially when no one is looking. wizard. Tieflings make surprisingly good bards. and sword mage excellent choices. Some specifically avoid it in order to escape the appearance of diabolic ties.

The oaths sworn by your ancestors still bind your soul to a hellish fate in the afterlife. The powers that liberated so many tiefJings neglected to free your line. But it's your life. but the mystics disagree on how you will use that power. they'll give you what you want in this world. setting you upon a path of their choosing. You know this not just because a devil told you so. Regardless of your class. the darkness between their celestial lights seems to hold the answer. Far too many from both sides seek to wrest away your destiny. A few perceive a path of light in your future. or do you seek to accomplish a great deed foretold by mysterious figures? What did your parents know of these omens and portents? Do you have siblings who might support you.some otherworldly power. The bard class has relatively few powers that are obViously appropriate. Yet you're damned if you do and damned if you don't. Most say you are destined to bring darkness to the world. but as with any arcane class. For example. you can reinforce your background with choices such as dark one's own luck if you're a warlock or fate's chaos if you're playing a sorcerer. Associated Skills: Stealth. might manifest as the sound of tiny devils playing discordant music as they whirl about the dominated victim's head. Thievery PROPHESIED MASTER Portents presaged your birth. You have known each constellation and star by name for as long as you can remember. What groups prophesied your birth? What do they think you will do with your power? Have others learned of the prophecy. perhaps in some twisted way? Do you balk at your dark destiny. You are the propheSied one. you could link a power to hell by describing it in a thematic way. for example. At higher levels. Associated LanBuaBe: Supernal Associated Skills: Arcana. Diabolic power flows through your blood and surges with every spell you cast. If you do as they wish. Work with your Dungeon Master to detail the nature of the book you acquired and from whom you took it. Maybe it holds secrets you still struggle to deCipher. Fortllne's reversal is a great choice for a beginning warlock. Religion . The bard's sonB ofdiscord power. and they seem to speak to you. What kinds of devils have contacted you? Do you have a relationship with any particular fiend? What do they want from you? Do you sometimes do as the devils ask. But you know better. Infernal creatures know you by face and name. Associated Skills: InSight. picking powers and feats that feel like they can change fate or luck will enhance your character's history. but because you feel it in your bones. and these are your choices to make. and if so. Other classes can work as well. or do they envy your potential? A warlock of the star pact makes sense for this back· ground. and they tempt you with power. The sorcerer and wizard classes have plenty offire powers that could have infernal ties. figuring that you might as well enjoy the gifts they have given you? Or do you use your hell-wrought spells to fight the devils or to free yourselffrom their power? A warlock of the infernal pact makes an excellent choice for this background . the techniques of a sword mage might be written down as a kind of training manual. The swordmage has powers such as inferno's sword and hell's own blade. Your greatness as a spellcaster has been long foreseen. Who are these others to tell you how you wili live and what you will do? You look to the stars. Perception HELLFIRE HEIR Some tieflings think of the ancient story of their race's origin as a fairy tale or as events that occurred so long ago that they have no effect on the world today. And whenever you face a difficult decision. but other classes have suit­ ably hellish powers that suit this character history. and arcane forces gathered to welcome you into the world. how do they seek to use you? Have any of the prophecies come true.

" LOST SOUL PATH FEATURES Infernal Retribution (11th level): Whenever you take ongoing damage . It can be climbed with an Athletics check (DC 20 + one-half your level). you'll use the power you've been given to make the collection of your soul more costly than the holder of the contract expects it to be. Effect: You teleport 5 squares. After all . . an archdevil holds a contract willingly signed in your hand with your blood.PARAGON PATH: LOST SOUL 'They say my soul is lost. Iron Wall of Dis lost Soul Attack 20 You call upon the power of the Nine Hells to lend you a portion of the Iron City's unmatched protectioll. Fire. takes 3d8 + Charisma or Intelligence modifier fire damage. you have helped to write it. At the time you made it. . Many have forsaken you. you have sold your soul for power. Conjuration. the bargain seemed like a good idea: trade away something with no material worth for secrets of arcane power. Rewards of Arcane Mystery (16th level): When you use an arcane power to reduce an enemy to 0 hit points. Teleportation Immediate Reaction Close burst 1 Trigger: An enemy hits you with an attack Target: Each enemy in burst Attack: Charisma or Intelligence vs. Reflex Hit: 2d6 + Charisma or Intelligence modifier fire damage. so why can't you alter the tale? Ifnothing else. Each square of the wall has 100 hit points and crumbles into difficult terrain if it is destroyed. If the new saving throw fails. Secrets of Arcane Might (11th level): When you spend an action paint. the more you worry that you have underesti ­ mated the value of what you gave up. But you hold out hope that you can change the destined tragic ending ofyour story. The wall can be up to 6 squares high and must be on a solid surface. Daily + Arcane. Fire Standard Action Area wall 12 within 10 squares Effect: You conjure a wall of red-hot iron. To put it bluntly. or that attempts to climb it. Encounter + Arcane. But the more you learn. any arcane class The nobility of ancient Bael Turath made certain prom· ises in exchange for power. choose an enemy that you can see within 10 squares. Hellish Escape Lost Soul Attack 11 When the attack lands. unscathed by the jla mes that consume your foes. lose a healing surge (or lose hit points equal to your healing surge value. Prerequisite: Tiefling. Infernal Respite Lost Soul Utility 12 The powers of hell offer you solace. you vanish in a ball offire and reappear elsewhere. Deep in the Nine Hells. That enemy takes fire damage eq ual to the damage you just took. you gain temporary hit paints equal to your Charisma or Intelligence modifier. The wall is a solid obstacle. perhaps even some of your own friends. add your Charisma or Intel ­ ligence modifier as extra damage on a hit with each arcane attack power you use before the end ofyour next turn. I say it's not too latefor me to win it back. Implement. Any creature that starts its turn adjacent to or on the wall. if you don't have any healing surges left). The whole wall crumbles into dust at the end of the encounter. Encounter + Arcane No Action Personal Trigger: You fail a saving throw Effect: Make the saving throw again with a bonus equal to your Charisma or Intelligence modifier. but your compact with hell is something new. at the potential cost ofyour own vitality.

and the race's natural talents do little to improve how a runepriest engages in combat. Few would praise such an act of cruelty. prey to beasts. and even fewer realize that many tieflings also have a low opinion of their own race. whether a penchant for cruelty.-. or starvation. faithful._-. few would suspect a tiefling to be an enforcer of a god's will. To this day. most tieHings decry and defy all deities. you would not call your benefactor kind-firm. proud. Many turned to the worship ofAsmodeus in the early days. a longing for the return of Bael Turath. You were lucky-ifbeing left to die can ever be called lucky. Gods rarely invest power in tieflings to enable them to be invokers. The tactic of staying in melee with a single target pairs well with the effect of infer­ nal wrath. They turned away from any master and sought instead to enslave others.. Tieflings might be best suited.. and their ambitions can accommodate the inHuence of such distant overlords..-.. it's often because of some leverage claimed by one side or the other. using their faith from afar rather than engaging foes directly. however.. An unwanted child rarely finds safe haven in the world. these background elements for divine characters include suggestions for other elements you might use to build a character of that background.­ DIVINE TIEFLINGS The ticHings ofBael Turath abandoned the gods. or even simple self-loathing. but not kind. exposure. LI. . Thus.--. The protecting paladin and virtuous paladin builds suit tieflings well. ever more tieHings saw the blessings of hell as a constraint upon their will. Some tieHings. to the avenger class-and conveniently enough. a tiefling can stand as the fiercest defender of his or her honor and friends. fear.. When a tiefling does place trust in another.. one rarely has access to the ancient lore a runepriest requires to learn the symbols of creation. Without some threat or reward hanging in the balance. Cl and an unwanted tieHing infant fares even worse. praising him for the fire in their souls and the power it gave them...... allowing them to use their Charisma to good effect. both by temperament and design. Folk wisdom holds that more than two tieflings talking together is a harbinger of trouble. the world belongs to mortals and needs no interference from meddlesome powers with their own agendas. Tieflings typically make poor runepriests. tieflings typically distrust other tieflings even more than they do other races. find reason to align them­ selves with a deity.J LI. and why did he ignore them? Why did your religious training not occur in a more structured setting? Did you learn beliefs or practices different from those of mainstream worshipers? Why did your benefactor keep your existence a secret? Do you want to learn the identities ofyour parents? How did you lose them? Has your hard life made you > TIEFLINGS AND TRUST Many people regard tieflings as dangerous or suspicious. he set you out into the world as friendless as he found you.. Not many who hold these views actually talk to the tieflings they fear. A wandering priest found you. V1 lJ Z . the cleric took you in. Many are left to die in the wilderness. all tieflings know (or believe) that any other tiefling they meet is holding back some bit of truth._-. Others worship not out of aspiration. Most of these rare souls take on the preserving invoker role and use their Intelligence to protect allies. and isolating one foe enables a tiefling to benefit from his or her Bloodhunt racial trait as soon as possible. Yet as the years rolled on and the might of their evil empire grew.-. Certain rare tieHings hear the call to fight on behalf of a god's code. For them. such an individual prays to the gods hoping that one might pluck his or her soul from the Shadowfell once it has passed into that gloomy realm of death. Disregarding your cursed form and the ill omens that surrounded you.I I­ LI. and righteous. This softhearted moment aside.I Z TEMPLE FOUNDLING DIVINE CLASSES Tieflings can be able devoted clerics or shielding clerics... instead simply desiring a dominator in the way that one who can't swim might perversely love the storming sea. put­ ting more faith in their own powers than in any deity. But when a bond of trust is established. Every tiefling has some secret it keeps concealed from others. With so few upon whom they can depend. ~ DIVINE BACKGROUNDS Like the arcane backgrounds on the previous pages. Because each tiefling does this. What kind of a person was your teacher? What ill omens did he see.. You learned much under his tutelage and from those with whom he shared the existence of his secret student. but fewer still would agree to take in an orphaned tiefling. tieflings must closely guard such relationships. Such a character uses his or her Intel­ ligence to best advantage as an isolating avenger or a commanding avenger. When you were strong enough to make your own way. Other tieHings fear that the chains upon the souls of their ancestors might bind them still.. or faith. only time can wear down a tiefling's wariness.. A few see a god as a means to greatness.

Even the vilest god might have good reason to see the infernal forces defeated. You are heaven's weapon. Ifyour DM allows. Like the cleric of old. You might not personally strike the final blow against the gates of hell. that might help to explain why your upbringing was so strict and secretive. you might even serve an evil deity. The leaders ofyour colony claimed kinship to this ancient leader. They seek something in the world that they cannot find within themselves . or they try to run from what they learn when they gaze deep into their souls. a propheSied embodi· ment of the gods' desire to bring Asmodeus to heel. but any divine character could trace his or her origin to a trainer in the wilderness. or to prevent a more immediate danger? Do all the gods but Asmodeus favor your fate . Associated Skills: Endurance. Associated Lanauaae: Supernal Associated Skills: History. You weren't so fortunate. Religion REJECTED INHERITANCE Many tieflings grow up knOWing only a handful of their own kind . or are you related to some god in a deeper way than most? Are you destined to battle Asmodeus to imprison the devils more firmly in the Nine Hells. but you are somehow the key. Perhaps those who found you were elves. present· ing as proof their ability to pass through the castle's magically warded gates. or you might function as the secret weapon of a particular deity with an axe to grind with Asmodeus.strong? Are you distant from others. tieflings wander without purpose. Give some thought to the deity your character favors. and they taught you worship of Corell on. Your life began in Bael Hexott. Nature HEAVEN'S WEAPON Too often. a colony ofhundreds of tieflings hidden in the ruined castle of a powerful cleric from the age ofBael Turath. Mclora makes perfect sense for your deity. You might be a gen· eralist who worships the whole pantheon and opposes the god's enemies. or do you seek out companionship? The avenger class works particularly well with this background. Not so with you. another soul like yours might not be born for a thousand years. If you were found by nonhumans. What makes your soul special? Did the gods change it somehow. Ifyou fail in your purpose. the . but so might Avandra or Kord . or might some have reason to continue dealing with the devils for another thousand years? A protecting paladin or a virtuous paladin makes a great choice for this background. You've known all your life why you were born and for what purpose you continue to draw breath.

Who can say now which was the lesser evil. the target returns to the nearest unoccupied space of its choice. Sustain Minor: The zone persists. The truth is in my blood. Yet you never felt any passion for Bael Hexott's doctrines of tyranny and domination. consider how your fiery home might have affected you. Daily. Also. Outsiders who discovered the secret colony inevitably became sacrifices in its fiery halls. Daily. and takes ongoing 1 5 fire damage. any power you use that slows or immobilizes a target instead restrains the target for the duration.tienings ofBael Hexott worship Asmodeus. such as Pelor and Avandra. Zone Standard Action Area burst 2 with 10 Effect: The burst creates a zone of spectral chains that lasts until the end of your next turn. until the end of your next turn. whiskin8 it" away to burn screamin8 in the Nine llells. While banished. . To Hell with You Hell's Keeper Attack 20 Fiery! chains enwrap your joe. it is instead dominated until the end of your next turn. hinderin8 your joes in both body and soul. You will not rest until every devil bears the burning chains of its own sins. the gods imprisoned Asmodeus and his followers in the Nine Hells. loses any fire resistance or fire im­ munity. especially since Asmodeus did help to defeat the primordials and imprison them? You know one thing for certain. Hell's Keeper Attack 11 A Bolden yoke oj radiant ener8Y settles heavily upon the shoulders Encounter. You want the devils returned to their hells. immobilize. You escaped Bael Hexott. then merely an exarch. It is your quest that Baator again become the bane of infernal creatures rather than their refuge . the target is removed from play. the target returns to the space it last occupied. Which deity called out to you in the dark? Do the tienings ofBael Hexott seek to silence you? Do any relatives or friends remain behind? Might they also be tempted toward a path of light? Having come from a place of tyranny and evil. The more you rebelled against the temptations of Asmodeus. and the deity you honor has given you the tools to make that happen. but in time your devotions could stay secret no longer. It is also stunned. and the target is restrained until the end of your next turn. Hell's Shackles Hell's Keeper Utility 12 PARAGON PATH: Rattlin8 Rhostly shackles twist. Hell will need its keepers. you might follow a deity offreedom or goodness. Implement Standard Action Ranged 20 Target: One bloodied creature Attack: Charisma or Wisdom vs. Asmodeus and his devils ought to be locked away to innict their horrors upon each other. And when the last divine gate slams shut and the last enchanted lock clicks home . When picking powers for your character. it also loses its resistance to damage until the end ofyour next turn. the more clearly you heard another god's call. If the target is a devil . Miss: The target takes 15 fire damage and is immobilized and cannot teleport (save ends both). Perhaps they ought never have been released. Fire. Divine. Associated Skills: Bluff. Chains of Their Sins (16th level): Whenever you score a critical hit against an enemy. rose up and slew his god. and thus the devils were born. Implement. As punish ­ ment. The Nine Hells should be a prison. VI l:l Z w. Fire. any divine class In a bleak period of the Dawn War. Stealth HELL'S KEEPER PATH FEATURES Heaven's Keys (11th level): You and allies within 10 squares of you gain a +2 bonus to saving throws against effects that daze. or Sehanine helped YOll hide your true faith. Enemies treat the zone as difficult terrain and take a -2 penalty to attack ro'lls while within the zone. that creature is also restrained and cannot teleport until the end of your next turn . Radiant Standard Action Ranged 10 Target: One creature Attack: Charisma or Wisdom vs. If the target is a devil. consider taking those that help others gain the freedom you desired for yourself. the gods released Asmo­ deus when they deemed that one evil was necessary to fight another: the primodials. If that space is occupied. or restrain . Will Hit: The target is banished to an oubliette in the Nine Hells (save ends). I know. perhaps Kord gave YOll the strength to rebel.J Z > o Yoke of Heaven ojyollrjoe. stun. perhaps you avoid fire powers in prefer­ ence to radiant powers. On a save. hoping never to return . Creatures that have the devil keyword also lose their resistance to damage and gain vulnerable 10 fire while within the zone. Divine. and your god blesses your desire. Whether in error or wisdom. Jailor's Strength (11th level): When you spend an action point to take an action. Will Hit: 2d6 + Charisma or Wisdom modifier radiant damage. You concealed your faith. Asmodeus. On the other hand. HELL'S KEEPER "Nothing is more treacherous or more deserving ofa terrible fate than a devil. Divine." Prerequisite: Tiening. and writhe in the area. you still will not rest. such as powers that grant saving throws.

GANG LEADER You grew up on the streets. at least for a time. Or it could just be that others value their incisive minds and decisive nature. the tiefling racial bonuses to Intelligence and Charisma mean that any warlord build can work well for the race. Like the infamous general Malachi ofBael Turath. and you vowed not to live simply as one of the scum who scuttled through the alleys and sewers of the city. while the the shadowy rogue appreciates a good Intelligence score. MARTIAL CLASSES As rogues. the match between the race and the power source is far from perfect. You clawed your way up through the ranks of the under· world until you led your own gang of thieves . Maybe their dark heritage intimi· dates friend and foe alike. They learn their skills in the streets and back alleys or amid the savagery of the wilderness because they must. Review the Charisma-enhanced powers in Martial Power. Regard· less. their confidence and urge to prove their superiority often drives martial tieflings to risky behavior. aerialist rogue. but such com· binations do offer unique options through feats such as Lingering Wrath or Fiendish Companion. Perhaps their allies take inspiration from the lingering majesty of their fallen empire. and cutthroat rogue builds benefit from a high Chao risma. And since their abilities come from their own skills and grit. tieflings perform surprisingly well as warlords. rather than any outside force. no tiefling worthy of his horns fails to learn something from his or her foes. Tiefling fighters and rangers are rare. MARTIAL BACKGROUNDS Use these martial background elements to help you build a character according to one of these tiefling archetypes. and consider training in Intim· idate to make use of rattling powers. living on the wrong side of the law. tieflings benefit from their racial bonuses to Bluff and Stealth. Despite the connection between tieflings' self· reliance and the martial character's preference for mastering his or her own talents rather than relying on outside powers.. One day something inside you changed. Such individuals also look to their enemies for lessons. The trickster rogue. .Tieflings of a martial bent favor self-reliance and self­ teaching even more than others of their kind do..

or do you conceal the time you spent under Nightrule's sway? What sinister secrets did the Carnival Cavalcade con­ ceal from the public? Why did you leave? Did you leave behind anyone you care for? Give some thought to your role in the circus. Perhaps instead of a soldier you were a scout. some tieflings retained power. Your royal escort fled to a neighboring kingdom to beg for shelter. you found the tower cast to rubble and every­ one dead. Quick Draw. while fighter or ranger might make the most sense for a loner hell-bent on revenge. Its eerie chime-and-calliope music drifted miles ahead of the approaching caravan. or are you a pariah? Are you still wanted by some authority? Do your friends know about your past? The cutthroat rogue and trickster rogue builds make good choices for this background . but a mark of pride nonetheless. such as the Jack of All Trades and Lethal Hunter feats. Perception CARNIVAL PERFORMER You grew up in a circus called Nightrule's Carnival Cavalcade. acrobat. knife thrower. jester. juggler. \Vhy was fighting for money the best way to make a living? Are you still for hire? Did your work earn you a reputation. but as a ranger or a rogue your employment might have put you in more secretive roles. A knife thrower might have Far Throw and Quick Draw. Decide whether you learned this class's talents before or after your kingdom fell. As a warlord. and what caused you to stop? Did something scare you straight? Did your gang commit crimes against the wicked and the greedy. Your life as a hired sword wasn't easy-and you have the scars to prove it-yet those who crossed you always got the worse end of the bargain. \Vhen you returned home after a long diplomatic mission. Nature. and can you rely on them for aid. you worked for a liVing. Nightrule. and the guildmaster thiefis an obvious paragon path choice. or did it somehow claim you? Strongman. Consider the archer warlord build. Consider feats that emphasize your history as some­ one who lived by the blade. ruling over isolated baronies and duchies throughout the remains of the empire. Enchanted beasts. Associated Skills: Acrobatics. and Toughness are good choices. perhaps even training in Stealth to use cover to hide and gain combat advantage. shadowy bodyguard work for a spoiled noble. Your wild life in the circus brought you many joys and taught you a great deal about the world. or some­ thing much worse? \Vere there jobs you wouldn't take? Does anyone still owe you pay? Did you make any enemies while working for others' interests? Sellsword is a good background for fighters and warlords. freak-which were you? Did you perform in more than one role. Associated Skills: Endurance. Nimble Blade. gifted performers. too militaristic. harder existence. It sounds too formal. it put food on the table and coin in your purse. How old were you when you joined the circus? Did you join it willingly. As an escape artist. promising sin­ ister secrets and devilish delights that drew folk from miles around. No.What set you on the path to becoming a gang leader. Associated Skills: Stealth. The Carnival Caval­ cade bewitched visitors with its frights and pleasures. Streetwise SELLSWORD Mercenary isn't quite the right word. you might be trained in Acrobatics and Thievery and take the Escape Artist feat. wild entertainments. you can use this background to explain how your char­ acter learned leadership skills. Athletics VENGEFUL ROYALTY After the fall ofBael Turath. or rather than an armed guard you acted as a plainclothes bodyguard. or did you use more brutal tactics? What happened to your gang when you left? Do your former allies still respect you. but you couldn't let the trail go cold for fear that the murderers responsible might go unpunished. took you in and made you one of his star performers. perhaps adopting a new costume for each? Do you still display some remnant of your past. Perception . Only scattered tracks and the arrows left in the bodies of the fallen gave any clue to the horrors that had occurred. Your family ruled one such fiefdom-in truth little more than a sturdy tower and a surrounding village. and is it one you welcome or regret? \Vhat kinds ofjobs did you take-pushing around merchants. Consider mixing contrasting character elements that represent both your royal life and your new. or were you less discriminating? Did your gang rely on simple burglary. What do you remember ofyour royal history? Do you seek to reclaim your ruined kingdom? \Vho destroyed all that you knew? How will you mete out vengeance when you find these villains? Or does some­ thing prevent you from gaining your revenge? Any martial class can work with this background. rogue and warlord fit well with a royal background. the charismatic tiefling leader of the circus. and take feats and other character elements that reinforce that role. An acrobat might take Long Jumper and Sure Climber. and as ugly as that work got. but even the most happy dream can become a nightmare. and amusing games spilled out across open fields or city squares. Assocaited Skills: Heal.

draWing upon their mental faculties and unique physi· cality to perform amaZing stunts. Adventurers .PARAGON PATH: TURATHI HELL-KITE "I'm skilled in a martial art that's over a thousand years old. In addition. Your study of the Way of the Hell·Kite has granted you a deeper understand · ing ofyour body 's capabilities and the ability to surpass its limitations. magic . Prerequisite: Tiefling. Ride the Devil's Tail around into a lI ew position. a nd enthusiasts have long sought the martial secrets taken for granted by the nobles of that infernal empire. art. Tail Sweep Action (11th level): When you spend an action point to make a melee attack . your melee attacks deal 1d6 extra fire damage and gain the fire keyword. scholars. you gain temporary hit points equal to 10 + your Intelligence or Charisma modifier. You know one of those secrets: a long·forgotten style of martial combat devised speCifically for tieflings. Fortitude Level 21: Dexterity + 6 or Strength + 6 vs. Encounter + Martial Minor Action Melee 1 Target: One enemy Attack: Dexterity + 4 or Strength + 4 vs. but you'll be dead too soon. and-most importa nt-war. you gain one healing surge. you hook yourfo e and twist your body Encounter + Martial Immediate Reaction Personal Trigger: An enemy enters a square adjacent to you Effect: You shift half your speed to a square adjacent to the triggering enemy. any martial class Bael Turath left more than ruins in its wake. Stance Minor Action Personal Effect: Until the stance ends. Turathi Vigor (16th level): When you use irifernal wrath. Flame Blade Turathi Hell-Kite Attack 20 CallinB upon your irifernal ties and the skills of ancient Turathi masters. Knowledge was also its legacy. Hell's Ram Turathi Hell -Kite Attack 11 UsinB a simple but brutal technique. . you slam your Bnarled fore­ head into your shocked foe. Turathi Hell -Kite Utility 12 With a fl ick ofyour tail. When you hit with a melee attack. you can use a free action to end this stance and increase the extra fire damage on that attack to Sd6. No society reaches such heights without creating great works of architecture." TURATHI HELL-KITE PATH FEATURES Turathi Tenacity (11th level): Add your Intel· ligence or Charisma modifier to your healing surge value. Fortitude Hit: The target is dazed until the end of your next turn. Daily + Martial. 1'd teach it to y ou. each enemy adjacent to the target of the attack is knocked prone if you hit or miss. you unleash the fires ofyour soul to bum you r f oes.

See the Chimera Tribe Champion background for an example._-. deadening the quiet call of the world's primal spirits. See the Unlikely Primal Hero background for an example ofsuch a character.. druids. or such a tielling might have answered the call of the world without any prior cultural link to the primal power source. shamans._-. Many tieflings find the savagery of the primal power source appealing. or seekers. Tieflings who resent the gods and the devils alike find comfort in the primal spirits' emphasis on the strength and independence of the world and its natives. A human tribe with tiefling members might occasion· ally produce a member of one of these classes..-. wardens. Tieflings also find that the shaman class makes good use of their natural talents..-. which usually has little if any connection to the learned places of the world and might know little oftiefling origins... -. Many barbarian powers deal more damage or have extra effects against bloodied foes. Friend and foe alike fear tiefling barbarians as wrathful terrors. UJ f- PRIMAL BACKGROUNDS The primal background elements in this section can help you build a character that embodies a certain archetype of tiefling ba rbarians.._ . PRIMAL CLASSES Tieflings make good thaneborn barbarians. Tieflings rarely become druids. and others find themselves drawn to its unbridled might. Wild tribes of humanity carved out places for themselves in the . tieflings spread throughout the ruined settle­ ments of the postapocalyptic chaos. Yet some tienings still heed that call... Vl iJ Z . if a slave must choose a master.-. seek­ ers. Many tieflings survived by clinging to the guttering lights of civiliza­ tion.J u....-. and wardens. which synergizes well with the tiefling's Bloodhunt racial trait. typically focUSing on powers that benefit from their high Cha­ risma score.. but others plunged with their human cousins into the darkness of a world gone savage.­ PRIMAL TIEFLINGS The tides of the Astral Sea surge through the blood of every tiefling.. particularly as panther shamans with the Stalker Spirit class feature to benefit from a high Intelligence score.. why not pick one that advocates for your freedom? _J come from a wild or savage community. After all.. Such characters typically CHIMERA TRIBE CHAMPION In the dark age after the fall ofBael Turath and Arkhosia.

and it was your destiny to help. once cursed to eternity in hell but now seekina salvation for their crimes. more likely to eat a child than care for it. Your horns are those of the ram . you should aspire to attain the 29th·level power form ofthe chimera. It had chosen you . Your tail and your resis­ tance to fire come from its dragon soul. ifyou had chosen a different path through the woods. Associated Skills: Athletics. Like a bird. you might ascribe your strength and rage to the chimera. and others who did not shoulder the same responsibility were swept down to the Nine Hells in the bargain. Those most responsible for the evils ofBaei Turath paid with their souls. but they are your legacy. You were perfectly happy with your life in the city." Prerequisite: Tiefling. and you thought it prudent to leave town for a while. and you are deter­ mined to help your ancestors repay their debt. The worlds of the living and of the spirits each bear wounds left by Bael Turath. how does this reluctance manifest itselfin your attitude toward the spirits? What was the spirit who taught you primal magic? What danger brought you to the forest's defense. but each time your mind returned to the beauty of the glade and the warmth of the voice. these tiefling spirits seek redemption for the evils done to the world in the name of their empire. That's when the spirit spoke to you. the burning grip of the devils is not so strong that it can claim souls the world wants saved . Yet you survived due to the ministrations of a magical beast. You wonder. How did you learn the truth ofyour tiefling heritage? How did this knowledge change your self-image? Do you still hold the chimera as your totem? How were you treated in your tribe? Did you belong to a bloodline of leadership? Did you leave your tribe. As you matured. you eventu­ ally left the nest to make your own way in the world. no evil can escapefor lona. Consider using multiclass feats or even hybrid character rules to build a character torn between the primal spirits and another path. you forged a connection to the primal world. and how does it still threaten the world? You can represent your internal conflict between the civilized and the primal worlds with a mix of skill choices (Nature and Streetwise make good opposing skills). a scam artist. or were you forced away? Do you want to return to it. At my side are the souls of my tieflina ancestors.untamed wilderness and lost all contact with their civi­ lized history. Ch~ose powers that reflect the creatures that raised you . your spirit companion might look like a small chimera. any skill in which your adoptive parent is trained Associated Lanauaae: A language spoken by your adoptive parent UNLIKELY PRIMAL HERO You didn't ask for this. And as a warden . you survived as a crook. They see your strange physical features as gifts from your tribe's totem beast. vVhat creature found you and kept you safe? Why didn't it simply eat you alive? How did you learn languages? How did you become introduced to the civi­ lized world? How did you react to seeing other tieflings? Do you still yearn to run through the wilds with your family? Where do they live now. Associated Skills: Nature. As a barbarian. How connected are you to your former life? How long ago did you leave it behind? How does being caught between two worlds affect you? Do you still regret the spirit's selection ofyou as its champion? If so. And ifyou can turn a few mortals away from the path of evil in time to save their souls. Your people. Well. and do you stay in con­ tact with them? . Their crimes are not your own. Most consider your adoptive family dangerous. One day. your parents left you to die in the wild . a scheme for putting silver in your pocket hit a snag. and you realized you couldn't remain with your wild family forever. maybe not happy. perhaps you can heal these wounds. Associated Skills: Bluff. you could use wild shape to assume ram or lion form. With the help oftiefling souls seeking salvation. Though far from innocent. A tiefling seeker might desire a flying chimera mount from which to rain down attacks. You tried many times to worm out of this obligation. After ail. your bloodlust is born of the lion's heart. or does it seek you? This is a great background for a tiefling of any primal class. 'While you rested near a spring in the forest. so much the better. any primal class You channel the damned spirits ofyour tiefling ances­ tors to battle evil. or change the flavor of the powers you select to mimic aspects of that kind of monster. The forest needed a champion. Ifyou play a shaman. Aaainst this force . This background works for any primal class. if the spirit would have chosen another trav· eler as its champion . Streetwise PARAGON PATH: REDEEMER OF THE DAMNED "J do not stand aaainst evil alone. Finally. it said. come from such stock. you heard its voice in your heart and mind. the proud nomads of the Chimera tribe. Endurance RAISED BY WILD BEASTS Like too many other unfortunate tiefling children. . exactly. As a druid.

Implement. Firesoul Salvation Redeemer of the Damned Attack 20 You entreat the Nine Hells for souls in search ofsalvation to aid your cause and earn peace. Spirit of Sacrifice Redeemer of the Damned Utility 12 Sensin8 dan8er. Spirit Shielding (16th level): You gain necrotic resistance equal to 5 + one·halfyour level. Teleportation Immediate Reaction Close burst 10 Trigger: You or an ally within 10 squares is hit by an attack Target: The triggering character Effect: You teleport the target 5 squares. if you have one) gains a +2 bonus to defenses and saving throws until the end ofyour next turn. Each teleported character gains combat advantage against that enemy until the end ofyour next tu rn. Daily. Healing. The target gains temporary hit points equal to your Strength or Wisdom modifier + one-half your level. Encounter. An ally who spends a heal­ ing surge while adjacent to or within the square of a spirit regains extra hit points equal to 1 0 + your Strength or Wisdom modifier. Redeemer's Reward (11th level): Each time you reduce a nonminion enemy to 0 hit points. Primal. . your ancestor spirit whisks an injured al/y to safety. utterin8 words of the damnation that lies ahead for them. and the target is dazed until the end of its next turn. Fear. Fire. you or one ally adjacent to you (or to your spirit companion. Sustain Minor: The spirits persist. Your Doom Awaits Redeemer of the Damned Attack 11 The spirits speak to the souls ofyour foes. Primal. Primal Standard Action Close burst 10 Effect: You conjure four fiery spirits in search of redem ption. Encounter.REDEEMER OF THE DAMNED PATH FEATURES Calling Souls to Battle (11th level): You can spend an action pOint to teleport yourself and up to five willing allies that you can see to any squares adjacent to a single enemy within 10 squares that you can see. Each spirit appears in a different square within the burst. An enemy that ends its turn adjacent to or within the square of a spirit takes ongOing fire damage equal to your Strength or Wisdom modifier (save ends). Will Hit: 3d1 0 + Strength or Wisdom modifier psychic damage. usin8 its own primal ener8)' to invi80rate him or her. Conjuration. The spirits last until the end of your next turn. Psychic Standard Action Close burst 3 Target: Each enemy in burst Attack: Strength or Wisdom vs. and that spirit departs the world.

. In particular. but your parents viewed them as a gift and did what they could to help you develop your psychic abilities. you thought you might help start that rebirth.. finding their own way to master their powers. they said. but they rely upon guile and deception as well. ­ . One night you fled your cruel mas­ ters and stole out into the darkness.. but many practi­ tioners of the mental arts consider it their duty to use psionics in defense of the world. Psionic tieflings who are more inclined toward action than emotion become battleminds.. However. you learned about how your psionic power marked you as destined to rule. Tieflings rarely share this view. though tieflings can and do seek out psionic training among any race-can become masterful psions.. The quick battlemind build suits tieflings best because ofits reliance on high Charisma. or did some greater power mandate your attendance? Did . The tiefling ardent benefits from his or her high Charisma score.... . Tiefling monks prove quite unusual. Those tieflings who find a means oflearning mental powers-typically a human psionic academy. Such individu· als fall into leadership roles by default rather than inclination-others look to a tiefling ardent for guidance whether or not he or she desires to give it. . Some called your unusual powers a curse. Such self-taught characters are often ardents or battleminds. you were better than those around you. Whether the power arose as an infection from that weird reality or as a defense against the plague of strange beings and energy of the Far Realm is unknown. but loyalty to your conscience outweighed these other factors. PSIONIC BACKGROUNDS These psionic background elements can help you reflect the strange route your tiefling character might have taken to attain psionic prowess. .J PSIONIC TIEFLINGS The psionic power source stems from an ancient incur­ sion of the Far Realm into the world.. _ . When you were old enough to head out into the world on your own. since most tieflings find that their talents and temperament push them toward the other psionic classes.. These war· riors focus on physical and mental toughness foremost. they knew there was too much they could not teach you. The character's powers spring up as a seemingly natural extension of the internal turmoil felt throughout a tiefling's life. Ultimately. PSIONIC CLASSES Tieflings who follow the paths of the mind typically walk alone. The tieOing's racial bonuses to Intelligence and Charisma make the class an excellent fit. however. -._ . As individuals caught on the fringes of society._ . never to return. every monastery has a story of the tiefling student who came to them after a great storm or other significant event and battled the stigma of his or her racial background to become a legendary master of mind and body. For a while. your parents sent you to learn psionic mastery at an academy run by strict discipli­ narians.. This idea fit well with the stories you had heard as a child about how tieflings would one day resurrect Bael Turath and rule once again. While taking classes to harden your mind and heart. telepathic psions make good use of their wit and guile to manipulate the thoughts of others. -. From birth. PSIONIC ACADEMY DROPOUT Your parents recognized your natural talents before you could walk. tieflings often use what power they attain for personal gain... Did your parents know about the unethical teach­ ings of your school? Did they deliver you freely. It takes an indi­ vidual of considerable heroism to look beyond the hand that life has dealt and use psionic might only for right. but your better judgment saved you from life as an evil despot. It was a betrayal of the school and ofyour parents' wishes..

the ground collapsed beneath you. tief­ ling assassins should strongly consider the Night Stalker class feature. This class is the first to use the shadow power source. depend­ ing on your inclination. or is much left to interpretation? The ardent class makes the most sense with the feel of this background . In addi­ tion. but any class could work. Where were the ruins in which you played? Did you unearth other secrets. including the teachings of a tiefling psion. the lovelorn of the romance they would find. Regardless of class. A tielfing concerned about the bargain made by the tieflings of old for their souls might worship the Raven Queen to earn her protection through service. This event offered you a chance to learn about your heritage firsthand . your powers of prescience fiHled. but your other psionic abilities increased. the tieflings' racial bonus to Stealth fits weill with the assassin's motif.. Other tieflings might like the shadow power source because it has no true master. with evil teachers manip­ ulating their students' emotions or drilling them in the tactics of dirty fighting. While you were wrestling with a playmate. dndinsider. and the para­ noid of the dangers that lay ahead. and eventually you fled and took up a new life as an adventurer. appear in issues #379. or something else entirely? This background works as well for self-taught ardents and battleminds as for monks and psions. per­ haps you sought tutelage after your contact with the memory crystal. Associated Skills: InSight. Business boomed. Tieflings might find the shadow power source and the assassin class attractive for a number of reasons. Intimidate MEMORY SEEKER Everyone said the decaying castle was dangerous. fearing what you might do with what you learned there? This background works well for a psion or monk because both classes assume that a character needs some training to learn the rudiments of the class's powers. Your terrified friends ran away. Your talent for observation served you well as a teller offortunes. the energy of the Shadowfell. But who can say what is self and what is shad'ow once the exchange is made? Assassins rely on Dexterity for most of their powers and other class features. The crystal and your quest for knowledge can become major plot points or simply remain background material. An assassin bonds with a shadowy reflection of himself or herself and uses this connection as a conduit for the brooding power of the realm of the dead. #381. often exploring their secrets for days at a time. The infernal eye paragon path (page 24) might also suit you. but also a burning hunger to learn more of the past. you found something special: a crystal imprinted with visions of the past. untold secrets of tiefling history. Mechanical options for assassins. It didn't seem like I ying to tell people what they wanted to hear. powers. but you didn't find the bones frightful. For whom did you read fortunes? What dire fates or dark secrets did you discover that might come back to haunt you? Does anyone seek revenge for a for­ tune you told? Do you still have visions of the future? Are they always clear and correct.. including feats. an ardent or a battlemind could work with this background as well. Work with your DM to establish the details of the ruins and ihe memory crystal. perhaps dangerous ones? Did you meet any creatures in the dungeons below the ruins? What memories did the crystal contain? Do you still have it? Who was the tiefling psion? What happened to your childhood friends? What do you seek to discover from the visions in the cryst a l-the lost psionic tech­ niques of the ancient ticflings. With their racial bonus to Charisma. such asJack of All Trades or Skill Training. Your newfound powers brought you more grief than gold. As you trained for battle and exploration. you might choose a feat that represents your educational experi­ ence. You came back to the ruins again and again. l Things became complicated when your predic­ tions started coming true. The plane provides its magic for good or ill and does not place any demands upon its users . One day. You discovered a dungeon chamber filled with the remains of the dead. This crystal awakened not only your latent psionic talent. but soon you began telling people things they didn't like.. and paragon paths.com). You couldn't stop yourselffrom unveiling secrets and unmasking lies. you told the elderly oflong years to come. but what better place for adolescents to play than an area where adults fear to tread? You and your friends tum­ bled about the tiefling ruins dozens of times before it happened. Associated Skills: Arcana. or a trou­ blemaker? What did your teachers plan for your future? What do your parents think ofyour departure from the school? Do agents of the school seek you out. Associated Skills: Dungeoneering. FORTUNE TELLER T1EFL1NG ASSASS1NS The assassin class appears exclusively on D&D Insider (www. Thanks to them.your parents earn some reward for handing you over to the psionic school? Were you a star student. History 1/\ lJ Z I­ U Z 0 V\ a. never to return. Perception . which adds the tiefling's Charisma bonus to damage whenever no enemy Is adjacent to a target. but Charisma is a key secondary ability score. and #385 of Draaon magazine. except perhaps some loss of se'lf to one's shadow. Uke the other charlatans who worked for coppers. Pick powers that emphaSize prescience and acting before your enemies can react. Even so. you foresee a profitable future.

Intimidate. Intelligence. You regain the action point (but can't spend it again this turn). Visions of the horrors of Baa tor haunted you. but you were determined to see more. Mantic Eye (11th level): Your Insight. the target is considered bloodied for all effects. Intelligence. or Wisdom vs.2 penalty to attack rolls until the start of your next turn. your eye and your hellish visions were gone. such flights offancy can be dangerous. replaced by a tiny. You had no idea if these sensations were delusions. Fear. Encounter. Psychic Immediate Interrupt Close burst 10 Trigger: An enemy in burst is hit by an attack Target: The triggering e nemy Attack: Charisma. Daily. Imagination and memory move more freely than a ghost. any psionic class The mind's eye can travel leagues and leap planes without the body moving a muscle. choose one enemy that you can see within 5 squares. Will Hit: 1 dl 0 + Charisma. flickering flame that INFERNAL EVE PATH fEATURES Infernal Visions (11th level): When you spend an action point to make an attack. Augment 2 Effect: Until the end of your next turn. and you regain any powers used in the attack. or Wisdom modifier. Vision of Death Inferna l Eye Attack 11 You open your foe's mind to the future and allow your enemy to see how death will claim it. instead of by the normal ability modifier. Paragon Power Points (11th level): You gain 2 additional power points. Psionic. That enemy takes fire and psychic damage equal to 5 + your Charisma. or Wisdom modifier to initiative checks. your gaze met that of some red-eyed figure. Intelligence.PARAGON PATH: INFERNAL EVE "I don't see much hope for your future. Fear. Shared Prescience (16th level): You and allies within 10 squares ofyou can add half your Charisma. and the agony caused you to lose consciousness. When you awoke. or Wisdom modifier psy­ chic damage. but to this day you wonder ifyou see the world as others do. Daily. Hellfire Gaze Infernal Eye Attack 20 Enemies who fall beneath theBaze ofyour infernal eye feel hel!fire burnin8 in their souls andfeedinB upon their sins. You caught only the glance of an evil eye before blinding pain struck you. During an intensely realistic tour of a hellish for­ tress. or Wisdom modifier and a . Intelligence. Then something looked back. As a tiefling. Psionic Immediate Interrupt Close burst 10 Trigger: An ally in burst misses with an attack or fails a skill check Effect: The ally gains a power bonus to the attack roll or skill check equal to your Charisma. waking or sleepi ng. Intelligence. you couldn't help but cast your thoughts toward the Nine Hells. or if your new infernal eye is twist­ ing your perception to suit its own purposes. Prerequisite: Tief1ing. and you miss at least one target. . Intelligence. Prescient Thought Infernal Eye Utility 12 You 8ain a momentary 8limpse offuture failure and subtly 8uide your companion's mind toward a betterfate. Augmentable. " burned in your empty eye socket. \Nhen you put your mind to it. or Wisdom modifier. Implement. Your own eye had caught fire in its socket. and Perception checks are modified by your Charisma. Fire. you could even feel heat upon your face. you can choose instead for the entire attack to have no effect (as ifyou hadn't used it). Yet for those with psionic talents. The flame grants you normal vision. Psionic. at the start of each of your turns. Psychic Minor Action Personal Effect: Until the end of the encounter.

­ T1EFL1NG FEATS HEROIC TIER fIATS Any feat in this section is available to a tiefling charac­ ter of any level who meets the prerequisites._.--. you can spend a free action to use your tail to draw or stow an object weigh­ . You can use your tail to make Thievery checks when your hands are otherwise occupied. warlock. you can allow one target of the power to make a basic attack as a free action. The damage increases to 10 + your Intelligence mod­ ifier at 11th level and 15 + your Intelligence modifier at 21st level._-. BLOODHUNTER'S FLANK Prerequisite: Tiefling Benefit: When you flank a bloodied foe. BLOODHUNTER'S DREAD Prerequisite: Tiefling Benefit: When you hit a bloodied foe. The level of the uncast spell that you swap out must be equal to or higher than the level of the chosen spell. ing up to 1 pound.-. infernal wrath racial power. Cha 13. wizard. This feat does not give you the ability to make attacks with your tail. The bonus increases to +3 at 11th level and +4 at 21st level.-.ou have concealment granted by your Shadow Walk. the target takes a -2 penalty to attack rolls against you until the end ofyour next turn. oath ofenmity power Benefit: Ifyou use infernal wrath agai nst the target of your oath of enmity. it takes fire damage equal to 5 + your Intelligence modifier after resolving the attack. BLOOD PACT OF CANIA Prereqisite: Tiefling. Infernal Pact class feature Benefit: You gain a +2 bonus to damage rolls with any warlock power that uses Constitution for attack rolls. BURNING WRATH OF PHLEGETHOS Prerequisite: Tiefling. you can swap one prepared but uncast daily wizard attack spell for this chosen spell.-. your melee attacks against that target deal extra fire damage equal to your Intelligence modifier until the end ofyour next turn. invoker. J ANCIENT COVENANT OF NESSUS Prerequisite: Tiefling. choose one daily wizard attack spell that has the fear or fire keyword and that is currently in your spellbook. Shadow Walk class feature Benefit: When an enemy hits you with a melee attack while ). Your tail can even use thieves' tools.--. you gain combat advantage against that enemy until the end ofyour next turn. Spell book class feature Benefit: Each time you take an extended rest. instead of your normal covenant manifestation. CLOYING SHADOW OF MALADOMINI Prerequisite: Tiefling. you and allies " you flank with gain a +2 bonus to damage rolls against that foe. HELLBOOK Prerequisite: Tiefling.-.-. CLEVER TAIL Prerequisite: Tiefling Benefit: Once per round. Divine Covenant class feature Benefit: When you use a divine encounter or daily attack power on your turn. avenger. As a minor action._-.-. The bonus increases to +3 at 11th level and +4 at 21st level. If the target makes this attack. warlock.-.-.

PSYCHIC CORRUPTION OF MALBOLGE Prerequisite: Tiefling. TAIL SLIDE Prerequisite: Tiefling Benefit: When you shift. When you playa tiefling. . any psionic class Benefit: Whenever you hit an enemy with an aug­ mented psionic power. you take 2 damage. INFERNAL TOUCH OF WARDING Prerequisite: Tiefling." Tief­ lings use this slogan to remind one another of the need for cooperation. lay on hands power Benefit: When you use lay on hands. One of the last emperors of Bael Turath rapidly cycled through advisors. that enemy takes cold damage equal to your Charisma or Intelli­ gence modifier. shock. it gains the fire keyword and you gain a +1 bonus to the damage roll. but their often ostracized families and communities have kept alive traditional sayings from Bael Turath and cre­ ated new expressions unique to members of the race. that target gains vulnerable 5 fire and vulnerable 5 psychic until the end of your next turn. INSATIABLE RAGE OF MINAUROS Prerequisite: Tiefling. scythe. and falchion . barbarian Benefit: While you are raging. "By the Nine Gates!" The expression serves as an oath or a curse that tieflings typically use in a moment of sur­ prise. The temporary hit points increase to 3 + your Cha­ risma modifier at llth level and 5 + your Charisma modifier at 21st level. you can also slide an ally adjacent to your starting square 1 square. tieflings have adopted this derogatory statement as their own. It refers to the nine magical gateways said to have existed in Bael Turath. and aU fell together. Tief­ lings say it to one another as a reminder of the promises their ancestors swore to the devils and of how even such blood-sworn soul oaths could be broken. one ally who can see you gains temporary hit points equal to 1 + your Cha­ risma modifier. sickle." Surprisingly. warlock. SPEAK1NG L1KE A T1EFL1NG Tieflings have lived with humans and other races for cen­ turies. scimitar. executing them so soon after their appointments that its was said you wouldn't "have time to eat a slice of cake in a vizier's career. the ally gains resistance to fire and resistance to poison equal to 5 + one-half your level until the end of his or her next turn." This phrase indicates a very short span of time. shaman. bard Benefit: When you hit an enemy with a bard attack that has the fire or fear keyword. The bonus increases to +3 and the damage increases to 3 at llth level. TURATHI SPIRIT COMPANION Prerequisite: Tiefling. the target also gains fire resistance equal to 5 + one-half your level until the end of the encounter. Icy CLUTCH OF STYGIA Prerequisite: Tiefling Benefit: Whenever an enemy successfully saves against ongoing damage that you imposed ." "Every house stood alone. The cold damage inceases to 5 + your Charisma or Intelligence modifier at llth level and lO + your Cha­ risma or Intelligence modifier at 21st level. Obviously. "A vizier's career. If you do. The bonus increases to +3 at llth level and +4 at 21st level. warlord. but ifyou end your turn without dealing damage to an enemy on that turn. it makes reference to the noble tief­ ling houses of old. scourge. Commanding Pres­ ence class feature Benefit: When an ally you can see spends an action point. WAR CAPTAIN OF AVERNUS Prerequisite: Tiefling. STIRRING SONG OF BAATOR Prerequisite: Tiefling. Companion Spirit class feature Benefit: When your spirit companion is adjacent to a bloodied enemy. the bonus granted by your Bloodhunt racial trait increases to +2. eldritch blast power Benefit: Whenever you use eldritch blast. you gain a +2 bonus to melee damage rolls. The bonus increases to +5 and the damage increases to 5 at 21st level. It often helps to dissuade individualistic tieflings from the hubris of going it alone. you can use these phrases to bring your character to life at the table. you can choose for it to deal fire damage. one for each layer of the Nine Hells. or awe. The bonus increases to +2 at llth level and +3 at 21st level. TURATHI WEAPON TRAINING Prerequisite: Tiefling Benefit: You gain proficiency and a +2 feat bonus to damage rolls with the khopesh . paladin.HELLISH BLAST Prerequisite: Tiefling. "Never trust a tiefling's promise.

HELLFIRE OF MEPHISTOPHELES Prerequisite: 11th level. dominates. BAALZEBUL'S DESPERATE GAMBIT Prerequisite: 11th level. tiefling Benefit: When you first become bloodied in an encounter. BLOOD OF LEVISTUS Prerequisite: 11th level. tieOing Benefit: You gain a +1 feat bonus to attack rolls with powers that have the charm keyword. tieOing Benefit: Each time you hit an enemy that has fire resistance. you can make a saving throw. or dazes you.PARAGON TIER FEATS Any feat in this section is available to a tieOing character of 11th level or higher who meets the prerequisites. it instead gains vulnerable 5 fire. tieOing Benefit: You gain a +2 feat bonus to Will. reduce the value of the resistance by 5 until the end of the encounter. with a bonus equal to the number of enemies adjacent to you. spend a healing surge. When you score a critical hit with a charm power. after resolVing the attack. tieOing Benefit: You gain resistance to cold equal to 5 + one·halfyour level. BEL'S IMPENDING VICTORY Prerequisite: 11th Level. GLASYA'S CHARMING WORDS Prerequisite: 11th level. the target is also dominated until the end ofyour next turn. . You gain a +3 feat bonus to damage rolls with attacks that have the cold keyword . In addition. tieOing Benefit: When you hit a bloodied enemy. Ifyou fail. when you make a saving throw to end an effect that stuns. you gain a bonus to your saving throw equal to your Charisma or Intelligence modifier. DISPATER'S IRON DISCIPLINE Prerequisite: 11th level. your allies gain a +1 bonus to attack rolls against that enemy until the start ofyour next turn . you lose a healing surge. Ifyou succeed. If the target has no fire resistance (or its resist value has been reduced to 0 or lower).

and melee and close attacks with the staff deal fire damage instead of their normal damage type and have the fire keyword.. tiefling Benefit: When you teleport. if the target is adjacent to you when you are targeted by a melee or a ranged attack. HELLFIRE TELEPORT Prerequisite: 21st level.000gp Lvl15 +3 15. Their heritage cannot be hidden. Property: When you impose a charm effect that a save can end.000 gp Lvi 30 +6 3. the target can­ not attack you (save ends). RENEWED WRATH Prerequisite: 21st level. you can choose to dominate the enemy for the same duration instead of stunning it. the effect of this power ends. ReAex. on a hit.I~~of. The tieflings of today often seek out these items and pat­ tern their own weapons and gear with the same taste for cruel barbs and sharp hooks as their ancestors. The staff sheds bright light in your square and each square within 5 squares of you.. -. While this effect lasts. EPIC TIER F EATS Any feat in this section is available to a tiefling charac­ ter of 21st level or higher who meets the prerequisites. Power (Daily + Fear.000 gp Item Slot: Neck Enhancement: Fortitude. tiefling Benefit: Whenever you stun an enemy. you can knock the target prone. Effect: That enemy takes 1 d8 extra fire damage. this 8litterinB Bolden amulet can turn a foe 's heart toward YOII and Q8ainst itself Lvi 5 +1 1. You can swap one utility power you know for one utility power of the same level or lower from the chosen class. the target interposes itself (as an im­ mediate interrupt) and becomes the target of the attack instead. you can choose for an ally within 5 squares ofyou to lose a heal­ ing surge. Level 24: 3d8 extra fire damage.000gp Lvi 19 +6 1.000 gp 11. fighter. ­ MAMMON'S THEFT OF HEALTH Prerequisite: 11th level. ROYAL COMMAND OF ASMODEUS Prerequisite: 21st level. Triaaer: You hit an enemy with an attack power using this staff.000gp Lvl15 +5 615. Supposedly containin8 the tears of succubi. tiefling Benefit: Targets marked by you gain vulnerable 5 fire . .115. If you do. Will. _ ..000 gp Lvl10 +4 115. Combat Challenge class feature Benefit: When you hit an enemy with an oppor­ tunity attack or an attack granted by your Combat Challenge. TIEFLING ITEMS J SECRETS OF BELIAL Prerequisite: 11th level.. Charisma + the amu­ let's enhancement bonus vs.. and Will Property: You gain a + 1 item bonus to Bluff and Diplomacy checks. . tiefling Benefit: When you use your second wind . tiefling.000 gp Lvl10 +1 5. and you push the enemy 3 squares. infernal wrath racial power Benefit: Whenever you use your second wind or spend an action point.. Fire): Free Action. you regain the use of your infer­ nal wrath. you regain extra hit points equal to your healing surge value. tiefling Benefit: Choose a class that you don't already belong to. This imposina staffofflame and bone burns the flesh and soul of )'our enemies. Lvi 4 +1 840 gp Lvi 19 +4 105. . ..000 gp Lvi 9 +1 4.. Power (At-Will + Fire): Minor Action.000 gp Lvl14 +3 Implement (Staff) Enhancement: Attack rolls and damage rolls Critical: Regain an encounter power with the fire or fear keyword that you have expended in this encounter. so why not carry it with pride? AIJl_~. You can end this effect as a free action.. HELL'S BURNING MARK Prerequisite: 21st level. ~~duction ~_ II) L evel 5+ TAIL TRIP Prerequisite: Tiefling.100 gp Lvi 14 +5 515. one creature in burst. . . Level 14: 1d8 extra fire damage. If the target takes damage from any source. _ . The tieflings of that great realm were obsessed with power and pro­ duced more magic th an most other civilizations. Any empire that lasts as long and spreads as far as Bael Turath leaves behind many treasures.615. Power (Daily + Charm): Standard Action. Make an attack: Close burst 1. . you deal 5 + your Charisma or Intelligence modifier fire damage to each enemy in or adjacent to the square you leave. the target takes a -1 penalty to the first saving throw against the effect. defiantly carrying on the old traditions.

000 gp Implement (Rod) Enhancement: Attack rolls and damage rolls Critical: + 1 d6 acid damage per plus Property: This rod functions as a mace as well as an imple­ ment.000 gp Lvi 27 Item Slot: Neck Enhancement: Fortitude. Power (Daily + Fear): Free Action.400 gp Lvi 23 +5 425. Tri88er: You hit a target with an attack using this rod. Trisser: You attack with an implement power using this implement. and you take the remaining damage (and are subject to any other effects of the attack).000 gp Lvi 28 +6 2.000 gp 13.Vl This heavy iron rod. Effect: The target takes 1 d8 extra acid damage and a -2 penalty to attack rolls until the end of your next turn. tllis devilish weapon causesfire to leapfrom foe to fo e. . Lvi 2 +1 520gp Lvl17 +4 65. The invisibility lasts until the end of your next turn or until you attack. Item Slot: Arms 45.000 gp Property: You gain a +3 item bonus to Bluff checks. Aftereffect One enemy within 2 squares of the original target takes ongoing 5 fire damage (save ends).8ser: An enemy hits you with an attack that has the fear or fire keyword.600 gp Lvi 22 325. it applies its enhancement bonus to attack rolls and damage rolls. Acid): Free Action. Effect: The target takes ongoing 5 fire damage (save ends). When used as a weapon. This crooked and hooked rod was used in Bael Turatll to maintain order amons slaves.000 gp Lvi V Lvl12 +3 +6 1. Reflex.000 gp +6 1. Level 11 This steel mask bears the likeness ofan imp's infectious smile and allows its wearer to temporarily disappear from view.625.S8er: A power or an effect you could sustain would end. 'Mask . Lvi 7 +2 2. Trisser: You successful­ ly use Bluff to create a diversion to hide. Level 13: Effect and aftereffect become ongoing 10 fire damage (save ends). Power (Daily.th lmpish Grin e. and Will Power (Encounter): No Action.000 gp Lvi 8 +2 3. Level 23: 3d8 extra acid damage.000 gp Lvl12 +3 13. Item Slot: Head 9. ~ w l­ t) Z .of. Effect: The attack gains the fear keyword. That target takes half the damage of the triggering attack. Power (Daily + Illusion): Free Action. Fire): Immediate Interrupt.000 gp Implement (Rod) Enhancement: Attack rolls and damage rolls Critical (Fear): The target is dazed until the end of your next turn. W I- ShieldlofTurathi Defiance Level 16 Doomed rebels ofancient Bac! Turath made such shields to protect their champions from tief/bl8s and their infernal servants.. Lvi 3 +1 680 gp Lvi 18 +4 85. Tr.000 gp +5 Lvi 7 +2 2. ~~ctious Flame Weapon Level 3+ Shaped in theform off/ickerin8f/ames.000 gp Lvi 8 +2 3. Effect Choose an enemy within 5 squares of you.000 gp Lvl13 +3 17. scours ene­ mies with acid. The master arcanists ofBac! Turath bound supernatural spirits to these cloaks to fuel their power.125. Lvi 3 +1 680 gp Lvl18 +4 85.000 gp Shield: Any Property: You gain resist 5 to all damage from the attacks of ti eflings or devils.. Level 23: Effect and aftereffect become ongoing 1 5 fire damage (save ends).000 gp Weapon: Any light blade or heavy blade Enhancement: Attack rolls and damage rolls Critical: + 1 d6 fire damage per plus Power (Daily + Fire): Free Action. Level 13: 2d8 extra acid damage. Effect You sustain that power without using the action normally required (sustaining it on subsequent rounds still requires the appropriate action). shaped like two twisti nS serpents.I U. Tr.400 gp Lvi 23 +5 425. Power (Daily.600 gp Lvi 22 +5 325. Fear. and each target of the power that you hit or miss grants combat advantage until the end of your next turn.000 gp Lvi 28 +6 2. Effect: You become invisible to each enemy that your Bluff check succeeded against.625 .000 gp Lvi 13 +3 17.000 gp Lvi 1 7 +4 65. TriS8er: You hit a target with an attack made with this weapon.125.

waiting for you to achieve the power to carry them out. and it wants you to find its lost tomb and claim its crown.What do you want to accomplish. You recently learned that your wayward sibling has jOined a group oftiefling and human troublemakers. Not only does this build connections between characters. leads you on against dangerous odds. he ignored his gifts and instead envied yours. These quests might linger from your background. Such player-generated quests provide grist for the DM's creative mill. or you might devise something tightly linked to your character's history. The major quests provided here offer a few ideas for what your character might seek. but the cantankerous spirit has let it slip that you are not the first heir to embark on this quest. Worse. your human half­ brother was the black sheep of your family. And woe to any devils that cross your path! Untangling the web of mystery that your mother has woven before the devils do so makes for a very personal quest. Consider tying your quest to another character in the party. or they might grow from the adventures ofthe heroic tier. choose goals that take you beyond a Single city or region or that lead to conflict with para­ gon tier monsters. attain. As the years rolled by. AN ORPHAN'S DESIRE You never knew your parents. He's family. GHOST OF THE PAST The ghost of an ancestor haunts you. the ghost is human. an ancient king from the distant age before a single emperor united Bael Turath. HEROIC TIER QUESTS These quests represent goals you might actively pursue from the beginning ofyour adventuring career. it keeps everyone interested in the storyline. come to the table with goals ofyour own. Your quest might have no connection to your background. . WAYWARD BROTHER Despite the marks ofyour heritage. but quests point where you're going. Of course. so you keep it to yourself Oddly. But now she has another in pursuit of her: you. you suspect that this group is allied with a cult of Asmodeus. Since no immortal evil has found you. the last heir ofits bloodline. The thought of reclaiming ancient treasures intrigues you. the cult isn't likely to let him go easily. deter­ mined to save her from a life on the run. Work with the DM and other players to ensure that your storyline doesn't overwhelm the game. but feel encouraged to craft your own quests instead. but you have to save him from himself. Heroic tier goals typically focus on your own development or the problems of a relatively small region. The ghost has found you. You don't have to wait for the Dungeon Master to tell you what your character wants. PARAGON TIER QUESTS In the paragon tier. No one else can see it. but you recently learned that lack oflove had nothing to do with their abandon­ ment ofyou. and keeps you coming back for more? Backgrounds describe whence your character came. Though each ofyou had talents the other did not. Does your half-brother suspect the truth? Even ifhe does. you believe that your mother contin­ ues to deceive her pursuers. Only then will it leave you in peace. and your mother left you behind to lead the fiends away. your life took you away from the city ofyour birth while he remained there. learn. or acquire? What drives you to adventure. Instead. Your father died protecting you from the devils laying claim to his firstborn. merely the last who might attempt it. he'd likely reject your help. and they also help invest you in the world ofyour game.

Though tieflings suppos­ edly escaped their bonds ofslavery to evil forces . distrustful allies. so can a devil be reborn as an angel? You're not sure. Others have judged you by your appearance innumerable times.ARKHOSIAN ASSASSINS The war between Bael Turath and Arkhosia ended centuries ago. You aren't sure why the group hunts you . . and the gods themselves. angry angels. but you hope so. . vVhen certain events come to pass. This quest could dovetail well with other charac­ ters' epic destinies.. causing chaos as people turn against the tieflings among them to save their own souls. an organization dedicated to the revival of Arkhosia and the obliteration ofBael Turath 's legacy-including tief­ lings. but reasoning doesn't seem to be its strong point-it's kill or be killed. destroying all who stand in their way. You must find and destroy the con­ tracts before those events occur. Perhaps ifyou succeed in redeeming this old foe. others who have done wrong will follow the example. A devil you have met or fought before seeks redemp­ tion. the minions of hell will lay claim to all tiefling souls. your goals can also evolve as you advance in level. Could one good act right countless wrongs? SAVE ALL SOULS The compacts signed in blood and soul-stuffby the old lords ofBael Turath still exist. You recently learned from a tiefling ally that the group had you in its Sights. traveling to the deepest regions of the Nine Hells . This in turn could provoke war across the planes. but you shouldn't expect to complete it until you approach the pinnacle of mortal accomplish­ ment. though some claim she is only a pawn of an ancient dragon who witnessed the empire's fall as a hatchling. perhaps making a great finale for the campaign. and beyond . Of course. Then that tiefljng turned up murdered . and you believe its desire is real. and you know the challenge of escaping such negative expectations. A DEVIL'S REDEMPTION Devils were made by the angels' fall. The organization is led by a dragonborn named Kira Bloodbane. living or dead. EPIC TIER QUESTS You can choose an epic tier quest as early as the start ofyour career. so you might not adopt an epic tier quest until you reach 21st level or higher. you have learned that the bargains your ancestors made remain quietly in place. Yet the righteous path holds many obstacles: other devils. but try telling that to Arkhosja's Last.

All who seek safety will find refuge . most tieflings rec­ ognize they can control their own destinies. By your presence alone they rise from the earth and remake themselves in brighter forms. Justice will be merciful. The scepter's weight feels right in your hands. The crown fits . More flock to your banner every day. further causing strife. Though some might say the cruelty directed at them is no more than they deserve. You struggle with this fate . You dare to think that you might gUide the world to see the bright future that you experience in prophetic dreams. Insight. but entitled to live in the open without fear of attack. Once more the world shall see a golden age wherein the light of civilization pushes back the dark­ ness oflawlessness and strife. Your new Bael Turath shall not be a place of shadows and despair. Each time the target fails a saving throw against this effect. Even the dead ruins ofBael Turath recognize your great­ ness. They still suffer great prejudice and injustice at the hands of others. By the time of Nerath's fall. With the vi80r it 8ives you. Your fame surpasses that of any tiefling who has lived since the empire's fall. Irresistible Will of the Empire (30th level): The first creature that hits you with a melee attack in each encounter is dominated until the end of its next turn. An empire cannot rise overnight. tiefling For too long your people have lived in the shadow of humanity. The enmity of the war between tieflings and dragon born lasted for generations. and Intimidate checks. If the empire can be returned to glory. HEIR TO THE EMPIRE FEATURES Born to Rule (21st level): Your Intelligence and Charisma scores each increase by 2. Your name and deeds will echo throughout history because the empire you form will itself be immortal. IMMORTALITY Your legacy will be the reformation of the image ofBael Turath. You too are remade-gone are the sins and foibles ofyour past. but your story will be passed down through the generations of a great society that continues to exist for millennia after your bones have turned to dust. By Destiny Crowned: When you complete your final quest. the target is also knocked prone and dazed until the end of your next turn.you will see the empire rise a8ain. rather than abuse and enslave. Others follow your example. It is your birthright to rule. the truth is that no tiefling born in the last few centuries had anything to do with the tyranny of Bael Turath or the curse that lingers in their blood. to be sure. T1EFLlNGS AND THE CURRENT AGE When the clash between Arkhosia and Bael Turath resulted in the destruction of both empires. You realize that your ancestors squandered the gift of their destiny. you have earned a reputation for great good ­ ness. It is also dominated (save ends). . Tieflings will again have a home in the world. Today.EPIC DESTINY: HEIR TO THE EMPIRE Throu8h your veins J10ws the blood ofBael Turath's first emperor. Human kings and queens kneel in the court you create. Your deeds are the stuff oflegend. Aftereffect: The target loses all temporary hit points and drops to 0 hit points. you build your empire upon the bones of those who defy you. tieflings stuggled to sur­ vive as the peoples they enslaved rose against them. and thus many die by your hands or those ofyour fanat­ ical followers . or they can turn out to be more evil than those detractors imagined. It's not the way you wanted it to happen. replaced by noble righteousness. but you know the ends justify the means. Encounter. Yet that right comes with the responsibility to protect and stewa rd. HEIR TO THE EMPIRE POWER Ruler of Life Heir to the Empire Utility 26 and Death You display your destined ri8ht to rule byforcina an attackin8 enemy to bow before your majes/). and the rulers of other peoples come there to bow in homage. yet many already look to you for leadership. and you vow not to do the same. it gains 30 temporary hit points. Your rule will be righteous. tieflings had man­ aged to attain full citizenship and the general acceptance they have today. Prerequisite: 21st level. Why you and why now? How can an empire so evil deserve rebirth? Yet the pieces of the tiefling past that pass into your life come alive at your touch. Alternatively. Charm Immediate Interrupt Personal Trigger: A nonminion enemy within 10 squares of you drops to o hit points Target: The triggering enemy Effect: The target heals 1 hit point and gains temporary hit points equal to 30 + your Charisma score. even when compared to your companions. and you gain a +2 bonus to Diplomacy. and soon those who see a tiefling expect not wickedness but honor. Many seek to thwart your rule. They can try to prove their detractors wrong. Nerath made them citizens-second-class citizens. Tieflings have endured much to scrape their way to what they now possess. They will remember you as a terrible tyrant. Imperial Wrath (24th level): When you use itifer­ nal wrath. It wasn't until the rise of the Empire of Nerath that tieflings began to find some sort of stability. The throne seems like home. it will be at your hand.

and an epic destiny.95 Printed in the U. ISBN : 978·0·7869·5489-6 INSIDER'" 11111111 1 50995. 9 11 780786 954896 1111111111111 1 11 w Sug. paragon paths. Retail: US $9. It presents players with exciting new options for their tiefling characters.S. fighting for everything. ~ www.95 CAN $11.com . including unique racial feats. This DUNGEONS & DRAGONS@ expansion of the Player's HandbookO<' core rulebook explores the mysteries of the tieflings. and fewer still have the wherewithal to conquer the evil that haunts them.IT's GOOD TO BE BAD Tiefljngs survived brutal wars and fiendish pacts to become what they are today: sinister scions of a shattered empire living on the fringes of Civilization.A. This book also includ es ways to flesh out your tie fling character's background and personality. this book is for you. Only the best oftheir kind would dare call themselves heroes.dndinsider. If you want to play the ultimate tiefling hero. 253830000 .

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