Tiefling Tail-fighter (4e Paragon Path)

From D&D Wiki

Jump to: navigation, search
Recycle.png This page was marked as abandoned on 19:10, 18 July 2020 (MDT) because: Issue(s) unaddressed for over a year. (discuss)

If you think you can improve this page please bring the page up to the level of other pages of its type, then remove this template. If this page is completely unusable as is and can't be improved upon based on the information given so far then replace this template with a {{delete}} template. If this page is not brought to playability within one year it will be proposed for deletion.

Edit this Page | All abandoned pages

Stub Logo.png This page is incomplete and/or lacking flavor. Reason: Incomplete


You can help D&D Wiki by finishing and/or adding flavor to this page. When the flavor has been changed so that this template is no longer applicable please remove this template. If you do not understand the idea behind this page please leave comments on this page's talk page before making any edits.
Edit this Page | All stubs

Tiefling Tail-fighter[edit]

How anyone can fight using only two limbs, I'll never know.
—Frederic, Tiefling Monk, Tales of the Turathi

Prerequisite: Tiefling, trained in any two of Acrobatics, Athletics, and Thievery; Clever Tail feat

Although the shock troops and infantry of the ancient Turathi empire are legendary and often copied, this long-gone nation's monks created another fighting style that is extremely effective, and is only not imitated by others because of its reliance on a unique part of tiefling anatomy: the tail.

You have trained and practiced with your tail for years, and now are finally ready to use it in battle. You are certain that the greatly increased use will speed up your practice immensely - and you know that you aren't far from being able to attack with your tail.

Tiefling Tail-fighter Path Features[edit]

Dexterous Tail (11th Level):Your tail is now a semifunctional limb. It can hold and interact with items: once per round, as a free action, you may retrieve or stow one item. Your tail can support your weight, but cannot attack or hold a weapon.
Preternatural Balance (11th Level): You gain a +3 bonus to Acrobatics, Athletics, and Thievery checks.
Powerful Tail (16th level): Once per round, as a minor action, you may make an attack with your tail against an enemy within your unarmed reach. This is a martial melee weapon attack (Strength or Dexterity vs. AC), and does 1d4 damage on a hit, or none on a miss.


Tail Whip Tiefling Tail-fighter Attack 11
You whip your tail around in a wide circle
Encounter Star.gif Martial, Weapon
Standard"Standard" is not in the list (Minor Action, Standard Action, Free Action, Immediate Reaction, Immediate Interrupt, Move Action, No Action) of allowed values for the "4e Power Action Type" property. Melee weapon
Target: All enemies in range
Attack: Strength or Dexterity Vs. AC
Hit: 1d4+Strength or Dexterity modifier damage



Back to Main Page4e HomebrewPowersTiefling Tail-fighter Powers



Tail Parry Tiefling Tail-fighter Utility 12
You block an oncoming attack with your tail
Encounter Star.gif Martial
Immediate Interrupt '
Trigger: An enemy attacks you
Effect: You receive a +4 bonus to Fortitude, Reflex, and AC against this attack.



Flaming Tail Tiefling Tail-fighter Attack 20
You call upon your infernal ancestry to imbue your tail with the fires of the Hells, and you impale your enemy with its suddenly iron-hard tip.
Daily Star.gif Martial, Weapon, Arcane
Standard"Standard" is not in the list (Minor Action, Standard Action, Free Action, Immediate Reaction, Immediate Interrupt, Move Action, No Action) of allowed values for the "4e Power Action Type" property. Melee 1
Target: One creature
Attack: Strength or Dexterity Vs. Reflex
Hit: 2d4 damage plus 1d10 fire damage, and the target takes 5 ongoing fire damage and is immobilized (save ends), which the target may not save against during its next turn.
Miss: 1d6 fire damage
Effect: Until the end of the encounter, all tail attacks made using your Powerful Tail feature do an extra 1d6 fire damage.
Sustain minor"minor" is not in the list (Minor, Move, Standard, Free) of allowed values for the "4e Sustain Action Type" property.: When you sustain this power, make a Strength or Dexterity attack with a +2 bonus against the target's Fortitude. If you succeed, the target takes 1d4 damage and may not save against the effect caused by this power until you are no longer sustaining this power. If you fail the attack roll, you may not sustain this power. If you are ever not adjacent to the target or make a tail attack granted by your Powerful Tail feature, this power ends.




Back to Main Page4e HomebrewClasses, Paragon Paths, and Epic DestiniesParagon Paths

Home of user-generated,
homebrew pages!


Advertisements: