Okay so an anonymous commenter remarked that the tiefling seemed a little powerful. Accordingly I've decided to run it through the ACKS Player's Companion class construction system, which I think is probably the best resource for that kind of thing. (Those of you who aren't familiar with it, just nod and smile). This is what I uncovered:
First of all let's say that the Tiefling racial abilities (immunity to fear, three thief abilities, and magical ability) are roughly equivalent to that of an Elf. My rationale for that: a hypothetical value of Thievery Value 1.5 (4 skills, assuming we trade off one for the fear immunity) would be 300, since Thievery Value 1 is 200 with three skills and Thievery Value 2 is 400 with five skills. Plus Arcane Value 4 (2500 and full caster progression) brings Tiefling value 4 up to 2800.
It has a d6 HD value, so that's another 500 for an XP base of 3200. Add a fighting value 2 (equivalent to the fighter class, 1000 XP base) and you walk away with an XP value of 4200 from first to second level.
Okay, so it's a little more powerful than an Elf at this point. To that end, let's tweak it a little bit and bring it down to a hypothetical Tiefling 3 (the equivalent of an Arcane value of 3), giving it a spellcasting ability of a mage equal to 2/3rds its level. So its arcane value adds 1875 to the XP base instead of 2500. 1875+300=2175, 2175+500=2675, 2675+1000=3675, in other words very slightly less than that of an Elf. For convenience's sake let's suppose that I want to try to get a little closer to an elf's progression, so let's bump up the Thievery Value all the way to 2 and give them another custom power, something like the Zaharan's ancient pacts. 1875+400=2275, 2275+500=2775, 2775+1000=3775... and honestly I think that's close enough for me. So the Tiefling will be revised tonight.
Showing posts with label Tiefling. Show all posts
Showing posts with label Tiefling. Show all posts
Sunday, August 25, 2013
Saturday, August 24, 2013
New-school race-as-classes part the third: Tieflings
I mean, I guess Tieflings aren't really that new school given they were in 2e, but 4e took them in a particular direction that I quite liked. I'm not 100% happy with it yet, so if you think there's something that needs changing I'm not above putting out a second draft. UPDATED 8/26: Make that a third draft, thanks to Anonymous Commenter #1.
Tiefling
Requirements: INT 9
Hit Dice: 1d6
Attack as: Fighter
Save as: Elf
Advance as: Elf
Maximum level: 10
Tieflings are the descendants of nobles of a decadent human empire that entered into a series of alliances (both military and marital) with the forces of Chaos. They resemble devilish humanoids with an aristocratic bearing, and often have reddish, grey, or stark white skin, horns, and tails. Some have cloven hooves for feet. In the Wilderlands, Tieflings are also known as Viridians and tend towards green skin instead. Tieflings tend to be about the same height (not counting their horns) and weight as humans.
Restrictions: Tieflings use 6-sided dice (d6) to determine their hit points. They may advance to a maximum of the 10th level of experience. Tieflings may use any type of weapon or armor and may use shields. A Tiefling character must have a minimum Intelligence of 9.
Special Abilities: Tieflings have infravision and can see 60 feet in the dark. They cast spells as Magic-Users or Elves of two thirds their level, as detailed on the chart below. Tieflings are immune to fear effects. While wearing leather armor or less, a tiefling may hide in shadows, move silently, and backstab as a thief of the same level. Inherently Chaotic monsters still often remember the old pacts made between them and the first Tieflings and so apply a +2 bonus to their reaction rolls and a -2 penalty to saving throws against any Charm spells the Tiefling uses against them.
Table: Tiefling spells by level
Tieflings:
AC: 5 (14)
HD: 1+1
Move: 120' (40')
Attacks: 1 weapon Damage: 1d8 or by weapon
# Appearing: 1d4 (2d12)
Save as: E1
Morale: 8
Treasure Type: E
Alignment: Neutral or Chaotic
Tieflings are handsome, devilish-looking humanoids. Each tiefling will have one first level spell (chosen at random) If a group of 15 or more Tieflings appear, one will be a leader of level 2-7 (1d6+1). To check for magic items the leader may own, multiply the leader's level by 5. The result is the percentage chance for that leader to have a magic item from any subtable. Roll separately for every subtable. So long as the leader is alive morale is 10 rather than 8.
Tiefling
Art
by Zaebrael (you have no idea how hard it is to find a female
tiefling in reasonable armor!)
Prime requisite: STR and INTRequirements: INT 9
Hit Dice: 1d6
Attack as: Fighter
Save as: Elf
Advance as: Elf
Maximum level: 10
Tieflings are the descendants of nobles of a decadent human empire that entered into a series of alliances (both military and marital) with the forces of Chaos. They resemble devilish humanoids with an aristocratic bearing, and often have reddish, grey, or stark white skin, horns, and tails. Some have cloven hooves for feet. In the Wilderlands, Tieflings are also known as Viridians and tend towards green skin instead. Tieflings tend to be about the same height (not counting their horns) and weight as humans.
Restrictions: Tieflings use 6-sided dice (d6) to determine their hit points. They may advance to a maximum of the 10th level of experience. Tieflings may use any type of weapon or armor and may use shields. A Tiefling character must have a minimum Intelligence of 9.
Special Abilities: Tieflings have infravision and can see 60 feet in the dark. They cast spells as Magic-Users or Elves of two thirds their level, as detailed on the chart below. Tieflings are immune to fear effects. While wearing leather armor or less, a tiefling may hide in shadows, move silently, and backstab as a thief of the same level. Inherently Chaotic monsters still often remember the old pacts made between them and the first Tieflings and so apply a +2 bonus to their reaction rolls and a -2 penalty to saving throws against any Charm spells the Tiefling uses against them.
Table: Tiefling spells by level
Character Level
|
1st level spells
|
2nd level spells
|
3rd level spells
|
4th level spells
|
1
|
1
|
-
|
-
|
-
|
2
|
1
|
-
|
-
|
-
|
3
|
2
|
-
|
-
|
-
|
4
|
2
|
1
|
-
|
-
|
5
|
2
|
1
|
-
|
-
|
6
|
2
|
2
|
-
|
-
|
7
|
2
|
2
|
1
|
-
|
8
|
2
|
2
|
1
|
-
|
9
|
2
|
2
|
2
|
-
|
10
|
3
|
2
|
2
|
1
|
Tieflings:
AC: 5 (14)
HD: 1+1
Move: 120' (40')
Attacks: 1 weapon Damage: 1d8 or by weapon
# Appearing: 1d4 (2d12)
Save as: E1
Morale: 8
Treasure Type: E
Alignment: Neutral or Chaotic
Tieflings are handsome, devilish-looking humanoids. Each tiefling will have one first level spell (chosen at random) If a group of 15 or more Tieflings appear, one will be a leader of level 2-7 (1d6+1). To check for magic items the leader may own, multiply the leader's level by 5. The result is the percentage chance for that leader to have a magic item from any subtable. Roll separately for every subtable. So long as the leader is alive morale is 10 rather than 8.
Labels:
4e-inspired,
class,
DnD,
gaming,
Race,
Tiefling,
Wilderlands
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