Plane-touched Family Trees


Tieflings and other plane-touched are descended from a wide variety of sources. No-one really knows all the answers in a subject like this, especially when so many tieflings are so cagey about their ancestry, and with good reason. However, it is easy to make general statements about the plane-touched. The following list codifies possible fruitful unions on the planes and identifies the offspring if possible. Sorry if this infringes someone's privacy, but the question keeps being asked!

In this list 'human' is used to imply human, half-elf, elf, orc or other mammalian humanoid of similar stature. It is possible for a dwarf or lizard-man to sire a plane-touched offspring, but these events are rare, and the offspring usually gains many characteristics of the fiendish parent.


Female human/Male tanar'ri: Cambion of rank related to his father's status.

Male human/Succubus: Alu-fiend.

Female human/Incubus: Tiefling of strong fiendish characteristics, who will be regarded by baatezu as being a tanar'ri.

Human/Erinyes: Tiefling of strong fiendish nature, regarded by tanar'ri as a baatezu.

Human/Other baatezu: Possibly a tiefling as above.

Human/Yugoloth: Tiefling of strong fiendish nature who will provoke fear in others quite dramatically.

Contrary to what has previously been stated, there are a few human/gehreleth tieflings.

Hordlings are neutral and sterile.

True elementals cannot mate with humans.

Human/Genie: Genasi of appropriate type.

Human/Elemental-kin: Genasi of appropriate type.

Human/Other elemental race: Probably a genasi. Occasionally a true human or no offspring at all.

Human/Aasimon: Aasimar.

Human/Guardinal: Animal-like aasimar. May have whiskers or fur as appropriate.

Human/Eladrin: Elf-like aasimar.

Human/Archon: Aasimar.

Human/Rilmani: A rare mating, but the offspring will be aasimar, tiefling or tenarimar at the DM's option.

Human/Slaad: Are you kidding? That would be the slaad playing with its food! Lizard men or bullywugs might possibly mate with slaadi, if they could run fast. The offspring would be a scaly tiefling, aasimar or tenarimar.

Modrons don't reproduce normally, but a modron wizard might consider a golem its child. See also 'Ylem' and 'Patch' in Uncaged: Faces of Sigil.


Human/Alu-fiend: Tiefling.

Human/Cambion: Tiefling.

Human/Tiefling: 50/50 chance of tiefling or human.

Human/Genasi: 50/50 chance of genasi or human.

Human/Aasimar: 50/50 chance of aasimar or human.


Cambion/Alu-fiend: 50% chance of each parent race.

Tiefling/Cambion or Alu-fiend: 25% chance of Alu-fiend, 25% chance of cambion, 50% chance of tanar'ri-like tiefling.

Tiefling/Tanar'ri: Alu-fiend or Cambion, depending upon the mother's race.

Tiefling/Baatezu: Tiefling of very strong fiendish characteristics, that will be treated as an equal by the baatezu, or at least part of the hierarchy.

Tiefling/Yugoloth: 50% chance of tiefling, 50% chance of nothing.

Tiefling/Tiefling: Tiefling.

Tiefling/Genasi: 25% chance of tiefling, 25% chance of genasi, 50% chance of genniling (see below).

Genasi/Genasi: Only genasi of the same element are interfertile: their offspring are always genasi.

Aasimar/Aasimar: Aasimar.

Aasimar/Aasimon, archon, guardinal, eladrin or rilmani: Aasimar.

Aasimar/Genasi: 25% chance of aasimar, 25% chance of genasi, 50% chance of genniling.

Aasimar/Tiefling or semi-fiend: 50% chance of human, 50% chance of Tenarimar (see below).


Genniling/Genasi: Genasi of same type as genasi parent. Elemental plane-touched of opposed elements are not interfertile.

Genniling/Genniling: Genniling.

Genniling/Anyone else: Human.

Tenarimar/Tiefling: 50% chance of tiefling, 50% chance of tenarimar.

Tenarimar/Aasimar: 50% chance of aasimar, 50% chance of tenarimar.

Tenarimar/Genasi: 25% chance of tiefling, 25% chance of aasimar, 25% chance of genasi, 25% chance of genniling.

Tenarimar/Human: Human.

Tenarimar/Tenarimar: Tenarimar.


Semi-fiends, Gennilings and Tenarimar

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The semi-fiends that may be PCs are all those except a baron/marquis cambion. They may be of any non-lawful alignment. They will all be treated as one race here, except where noted. To keep the game balanced, semi-fiends do not gain all the special immunities of tanar'ri. They take half damage from cold-based attacks, lightning, magical fire, poison gas and poisons instead. Genius-level alu-fiends, as described in the Monstrous Compendium, may not be PCs, even though PC alu-fiends may have genius-level intelligence. Alu-fiends have infravision to 240'and a base armour class of 5. Alu-fiends also gain 3 abilities from the tiefling powers table (whichever one you use), re-rolling any immunities to things already specified. Cambion PCs gain only the following special powers: levitate 7 times per day, detect magic once per day per level, and alter self for three turns per level per day. Obviously, PC semi-fiends get to choose what class abilities they have, and do not receive magical items (they are assumed to foreswear these, or have them stolen by their families as they flee the Abyss). As penalty for these powerful skills, semi-fiends, especially cambions, are treated as outcasts and may have to pose as tieflings just to survive. Additionally, they take full damage from iron and silver weapons, and if they handle silver or iron, they must save vs. spell each round or drop whatever it is that they are holding, as it sears their flesh.

Gennilings are the offspring of genasi and tieflings or aasimar. Their genetics, as explained above, make them very rare. A genniling has no special abilities beyond those listed in the tables below, and may be of any alignment. They appear to be humans with pointed ears and a faint hint of some hue about their skin, depending upon their heritage. Playing a genniling is mostly about role-playing one of the planes' most hybrid offspring. They are even more mixed up than tieflings and aasimar, and tend to pretend to be humans. But all the time the suspicion of fiends, celestials and elementals from their past hangs about them. The principal races of planes (elementals, rilmani, baatezu, yugoloths, tanar'ri, guardinals, aasimons, etc.) tend to have an instinctive mistrust of gennilings, seeing then as interlopers from 'the other side'.

Tenarimar are tiefling/aasimar cross-breeds. They may be of any neutral alignment, and get one tiefling special ability, rolled randomly. They are treated with fear by extreme upper and lower planar inhabitants, and with a kind of half-trusting, half-fearful respect by everyone else. They are not quite as rare as gennilings, but almost. They have infravision to 60', and have superior senses of smell derived from such a wide ancestry. However, many tenarimar are prone to fits, as their instincts from both sides of their ancestry clash and they become unable to concentrate, or may suffer a mood swing. Whenever a tenarimar is confronted by a creature of extreme alignment from an outer plane, such as a baatezu, he must save vs. spell or be forced to roll on the following table, unless the planar being shares his own alignment:

Tenarimar reaction table

D6 Roll Result:
1 The tenarimar automatically sides with the planar being, but will not attack his friends under any circumstances. For role-playing purposes, simply act as though you find the creature's views persuasive.
2 The tenarimar develops a terrible migraine, and is unable to cast spells for 1d6 rounds. During that time, he is also at -1 to hit.
3 The tenarimar feels repulsed by the planar being, and feels hostile to its ideas. This is essentially the reverse of result 1.
4 The tenarimar feels unconcerned by the being's cause, and will only participate in the encounter to defend his friends.
5 The tenarimar collapses for 1d3 rounds. When he awakes, he must make a fresh check if the initial circumstances still prevail.
6 The tenarimar feels inspired to make something of the situation. The player should simply play the character to the hilt.

The DM should reward the player with XP bonuses if these fits and brainstorms are well-handled.

Tables: These tables sum up the attributes of these new PC races:

Ability Requirements

Str Dex Con Int Wis Cha
Alu-fiend 3/17 4/18 4/17 8/18* 3/18 3/18
Cambion 8/18* 8/18* 8/18* 9/16** 5/13*** 1/6****
Genniling 3/18 3/18 3/18 3/18 3/18 3/16
Tenarimar 5/18 5/18 3/18 8/18* 5/18 8/18*

*Roll 2d6+6 **Roll 8+1d8 ***4+1d8 ****1d6

Adjustments are applied after requirements are fulfilled

Average Height and Weight

Height Base Modifier Weight Base Modifier
Alu-fiend 58 2d10 90 5d10
Cambion 70 2d8 140 6d10
Genniling M:60 F:58 1d10 M:140 F:100 4d12
Tenarimar M:60 F:58 2d10 M:140 F:90 6d10

Aging Effects*

Middle Age Old Age Venerable
Genniling 60 80 120
Tenarimar 60 80 120

*Details of age ranges are in the Player's Handbook. Semi-fiends do not age.


Semi-fiends may not be cross-classed. Gennilings may be fighter/thieves only. Tenarimar may be fighter/thieves, fighter/mages, ranger/druids, ranger/mages, fighter/priests, thief/mages, mage/thieves or priest/mages.

The silent entry thief ability is specific to my own campaign. Essentially, it enables the thief to open an unlocked door, break a window, pry up a floorboard or open a skylight without making a significant noise. Tools such as glass-knives, plungers and cotton-wool swabs help in its appplication. The base value is 10% and no basic race has a bonus to its application.

Ability Adjustments

Str Dex Con Int Wis Cha
Alu-fiend - - - - - +1
Cambion +1 - - - - -
Genniling - - - - - -1
Tenarimar - - - - +1 +1

Age

Starting Age

Base

Variable

Maximum Age

(Range +Variable)

Alu-fiend 17 1d6 unlimited
Cambion 18 1d8 unlimited
Genniling 16 2d4 120+6d10
Tenarimar 15 1d6+1d4 120+4d20

Level Limits

Fighter Ran. Psi. Wiz. Cleric Dru. Thief Bard
Semi-fiend U N/A 8 15 10 N/A 15 12
Genniling 10 10 12 14 10 9 12 12
Tenarimar* 12 8 15 14 12 8 15 12

*Tenarimar may advance two levels above these maxima if single-classed.

Racial Adjustments for Thieves

PP F/RT MS HS CW RL Silent Entry
Alu-fiend - +5% - - +10% - -
Cambion - - - +10% - - -
Genniling +5% - +5% - - - +5%
Tenarimar - +5% +5% +10% - +10% -