

Racial Feats: A tiefling gains feats according to its class levels.Racial Skills: Tieflings have a +2 racial bonus on Bluff and Hide checks.A tiefling’s base land speed is 30 feet.+2 Dexterity, +2 Intelligence, -2 Charisma.Tiefling characters possess the following racial traits. The tiefling warrior presented here had the following ability scores before racial adjustments: Str 13, Dex 11, Con 12, Int 10, Wis 9, Cha 8. They prefer to strike from ambush and usually avoid a fair fight if they can.Ī tiefling can use darkness once per day (caster level equal to class levels).Ī tiefling has a +2 racial bonus on Bluff and Hide checks. Tieflings are sneaky, subtle, and generally conniving. Others have small horns, pointed teeth, red eyes, a whiff of brimstone about them, or even cloven feet. Many tieflings are indistinguishable from humans. Str 13, Dex 13, Con 12, Int 12, Wis 9, Cha 6īluff +4, Hide +5, Move Silently +1, Sleight of Hand +1 Rapier +3 melee ( 1d6+1/18-20) or light crossbow +2 ranged ( 1d8/19-20)ĭarkvision 60 ft., resistance to cold 5, electricity 5, and fire 5 Bonus Languages: Draconic, Dwarven, Elven, Gnome, Halfling, Sylvan.ġ5 (+1 Dex, +3 studded leather, +1 light shield), touch 11, flat-footed 14 Automatic Languages: Common, Celestial.Special Qualities (see above): Resistance to acid 5, cold 5, and electricity 5.Racial Feats: An aasimar gains feats according to its class levels.Racial Skills: Aasimars have a +2 racial bonus on Spot and Listen checks.Darkvision: Aasimars can see in the dark up to 60 feet.An aasimar’s base land speed is 30 feet.The aasimar warrior presented here had the following ability scores before racial adjustments: Str 13, Dex 11, Con 12, Int 10, Wis 9, Cha 8.Īasimar characters possess the following racial traits. Against a particularly evil foe, however, they fight with utter conviction and to the death.Īn aasimar can use daylight once per day as a 1st-level caster or a caster of his class levels, whichever is higher.Īn aasimar has a +2 racial bonus on Spot and Listen checks. Occasionally they take on the vengeful, judgmental aspect of their celestial ancestor, but this is rare.Īasimars usually like a fair, straightforward contest. They fight against evil causes and attempt to sway others to do the right thing. Most aasimars are decidedly good-aligned. Some have a minor physical trait suggesting their heritage, such as silver hair, golden eyes, or an unnaturally intense stare.

Heal +4, Knowledge (religion) +1, Listen +3, Ride +1, Spot +3Īasimars are usually tall, good-looking, and generally pleasant. Longsword +2 melee ( 1d8+1/19-20) or light crossbow +1 ranged ( 1d8/19-20)ĭarkvision 60 ft., resistance to acid 5, cold 5, and electricity 5 in scale mail (4 squares) base speed 30 ft.ġ6 (+4 scale mail, +2 heavy shield), touch 10, flat-footed 16 Aasimars are humans with some trace of celestial blood in their veins, and tieflings have some fiendishness in their family tree.Ģ0 ft. The two planetouched varieties described here are the most common. Although not as dramatically altered as a half-celestial or a half-fiend, planetouched still retain some special qualities. The effects of having a supernatural being in one’s heritage last for many generations. Planetouched is a general word to describe someone who can trace his or her bloodline back to an outsider, usually a fiend or celestial.
