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1000 Tiefling Appearance Quirks 1

1000 Tiefling Appearance Quirks 1

1000 Appearance Quirks 1. Vestigial bat-like wings grow from your shoulders. They flap instinctively and uselessly whenever she jumps or is falling. 2. The character has two eyes, but also a third pupil that seems to float across the surface of your eyes independent of whatever he's looking at. 3. No nose. Your face is completely smooth and blank where she should have a nose. 4. Shark-teeth. Your teeth may look normal. Or they may be triangular shark's teeth. Either way, he always has rows of replacement teeth ready to replace your old ones, sometimes even forcing old ones out if they are not lost in a span of five years. 5. Any tattoos, scars, freckles, or other markings this character has seems to rearrange themselves whenever no one is watching, including herself. 6. The character has a small, snake-like something under the skin of your shoulder which shifts about if touched. 7. Popeye arms. Your forearms are thicker and far more developed than your biceps. your hands are larger than the norm as well. 8. The character is always warm to the touch, but not alarmingly so. However, people looking at him note that there's always a heat distortion effect outlining your form. 9. Instead of hair on your head, the character has long, sharp quills. 10. Your fingertips are wider and flatter than usual, like those of a gecko. 11. Your skin becomes paler and your veins become more visible and deeper shades of blue as she becomes excited or upset. 12. Your singing voice always includes unintended frequencies inaudible to humanoid ears. But dogs in the area always start barking.... 13. Your eyelids are transparent from the outside. 14. Your body hair is concentrated in the opposite areas of your body from the norm (inside of the arms, stomach and sides more than on the chest, etc.) 15. Your legs are covered in snake-like scales. If she doesn't keep your legs from having skin-to-skin contact for more than four hours, they begin to "grow together" with a secondary skin forming over them. Cutting away and shedding this skin is troublesome, but harmless. 16. Your breath always "fogs" as if the air around him was cold. 17. Goat-like ears that hang down and away from your head. 18. Coarse black hair with ember-bright tips that constantly ooze greasy smoke. 19. A birthmark resembling of an unholy symbol. 20. Glass-like fingernails. 21. A wide, frog-like mouth and tiny teeth numbering double or triple the normal amount. 22. There is always a one or two second delay between your actions and the corresponding response of your shadow or mirror image. 23. No mouth and an absurdly large nose, through which she snorts broth and spirits. 24. An inconstant number of fingers and toes. 25. Jaw hinged like a snake allowing for the vertical insertion of tacos, hot dogs and other foods normally eaten lengthwise. 26. Instead of hair and ears, a single hairless, tapered, tail-like appendage grows from your head. The appendage is sensitive to sound (allowing the character to hear) and whips uncontrollably at any sudden loud noise. 27. An extra pair of small withered, useless arms sprouts from your chest. The arms are always folded mantis-style and never move...while the character is awake. 28. You have a unibrow. 29. Your eyes function normally but appear to be empty black sockets. A tiny point of light like a small candle's flame in each socket serves as the pupil of each eye. 30. Blobbish. Though suffering no actual loss of strength or dexterity, the character has an abundance of flesh that hangs and folds in on itself or flaps obscenely as if there is no muscle tissue beneath the skin. 31. The characters's flesh is distorted by patterns and impressions similar to marks left behind by chains being wrapped tightly around the body. 32. No bellybutton. While in the womb, the child absorbed ejected nutrients from its mother's umbilical cord through it's skin. 33. Regardless of gender, your chin and jawline is covered in a thick, tangled beard of hard, wiry hair that grows to a length of 8-12 centimeters. The beard grows back completely within hours if it is ever removed. 34. Oily gray feathers occasionally push through your skin only to fall out as soon as they emerge. The fallen feathers reek of decay and rotting meat. 35. Character has pliable elbow-spikes that aren't suitable for combat, but are quite ticklish. 36. Character's tongue has several tiny claw-fingered hands that grab anything placed in your mouth. 37. Healing magic from a Good source causes scars that have to naturally heal, the character looks as if they were healed by only half the damage they had taken. 38. Your human tongue is twice as long as normal. 39. You have raven feathers growing in your hair. 40. Your eyes change colors with the phases of the moon. 41. You shed your skin every summer. 42. When you receive magical healing, your skin heals a different color, causing a calico appearance. 43. You crave an unnatural snack; raw fish, rotten eggs, glass, mice. 44. Your eyes shine when someone catches sight of you out of the corner of their eyes. 45. Your hair turns white every winter, and back to normal in the spring. 46. When you bleed, your wounds reek of sulfur. 47. Your shadow looks like a hulking figure nearly twice your height, with massive bat wings and sharp, curved horns. 48. Your legs appear completely normal, except that your knees bend backwards. 49. You cry tears of blood. 50. There are tiny, visible (possibly pulsating) veins in your fingernails and teeth. 51. You never sweat and your clothing is always dry. 52. You always sweat and your clothing is soaked. 53. When people describe you, they always say you have Black hair and Black eyes, even though you don't. 54. You have sharp teeth where others have molars. 55. Your mouth open wider than most, this is only noticed when you are eating or smiling. 56. A clear yellow slime coats your skin. 57. When you sweat, it smells of ash. 58. You can swivel your head all the way around allowing you to see what is behind. 59. Your footsteps ring like steel when walking barefoot. 60. Long feline whiskers sprout from your cheeks. 61. Your hair is coarse yet transparent. 62. A faint buzzing sound accompanies your otherwise normal speaking voice. 63. A forked tongue. 64. A hollow, echoing voice whisper that repeats everything you say a split second out-of-sync. 65. Spines erupting from the knuckles. 66. No discernible heartbeat. 67. Saliva that boils and hisses at room temperature. 68. Sweat that is laced with tiny, wriggling maggots. 69. Occasional brief coughing fits cause the character to expectorate locusts and/or flies. 70. The character has two tongues set side-by-side in its mouth. 71. A rooster spur grows from the calf or ankle of one or both of your legs. 72. The back of your head features a twisted, -like corpse version of your face that appears to become youthful and lifelike as the character ages. Anyone standing close behind the character might swear they hear choked, whispered mutterings from the face’s unmoving mouth. 73. The character farts small clouds of sulfur dioxide making them somewhat dangerous to stand behind during heavy fog. 74. Your fingernails grow incredibly rapidly, elongating roughly an inch in any given day. 75. Instead of bleeding blood, you bleed a thick black substance that is similar in consistency to molasses. 76. Your eyes have no visible pupils. 77. Your eyes have no visible irises. 78. When small quantities of water strike your skin they quickly boil and evaporate. When you submerge yourself in water, the act is met with a loud hissing sound. 79. You possess no body hair. 80. During the day your skin is charcoal black, but during nights when the moon shines it is chalk white. 81. Your left eye socket has no eye, but instead houses a little set of discolored and jaundiced looking jaws with sharp teeth. The tiny mouth has an impossibly long black tongue, which constantly flicks out and whips the air. While eating, the tongue reaches out and steals portions of food off your utensils. After a meal, the tongue wipes your regular set of lips clean. 82. Character possesses a subtle cartilaginous exoskeleton that provides no real protection to the body but makes the character appear slightly monstrous and demonic. 83. Character’s teeth slightly protrude from a lipless mouth in an arc shape like that of a clamshell. 84. Character possesses twin sets of sexual organs and becomes visibly aroused whenever targeted by a spell with the evil descriptor or similar effect. 85. Character possesses a single horn curving down from the side of its head. 86. A distinctive dorsal ridge rises from the base of your skull and stretches to just above your butt. 87. A large, throbbing hump grows from your back that, from a certain angle, appears to be shaped like a tiny creature wrapped in flesh and clutching your shoulders. 88. Regardless of gender, the character is pot-bellied as if constantly pregnant. A barely perceptible aroma of putrefaction can be detected near the surface of the skin though something appears to occasionally move below the surface. 89. The character looks like Harley Quinn. 90. The character has permanent markings about your wrists, ankles, and neck, as if he were fully shackled by invisible manacles and chains. 91. The character bears birthmarks which resemble faces of people of your age. She is also an only child, where your mother had been expecting twins or even triplets... 92. In place of eyebrows, the character has short, chitinous growths above your eyes, like rudimentary antennae. 93. The character smells faintly of Sulphur when angry, burning lamp oil when sad, and burning wood when happy. 94. Anyone closely examining your ears might spot "something" hiding deep within which always flees further in whenever someone tries to remove it. The character can't feel anything unusual. 95. No matter how muscular or obese the character becomes, your ribs always press out visibly against your skin. 96. Any joint the character doesn't move for longer than five minutes pops quietly. 97. Your growling stomach sounds more like a growling animal or a crackling fire when you’re very hungry. 98. Your body produces excess bone matter, which is expelled slowly and painlessly in the form of bone spurs and chips that push through your skin. 99. The skin going from your forearm to your fingertips visibly darkens from your normal skin color to deep crimson. 100. Your genitalia is concealed deep within your body, requiring considerable effort to prepare for sex, although everything functions normally afterwards. 101. You have non-functional gills, though they do flex as if you're breathing. 102. You have Klingon like brow ridges. 103. You are rail thin, and exceptionally tall (like Doc Hammer). 104. Your nails are black. 105. Your teeth are black. 106. You have black eyes with white pupils. 107. Your eyes are like semi-solid quicksilver. 108. Your eyes are extremely large. 109. Your eyes are set far to the outside of your facial structure. 110. You have a single eye with dual pupils. 111. You have the scars of Lamashtu on your belly. 112. One or all your fingers have an extra digit. 113. You have 2 thumbs on opposite sides of three fingers. 114. You smell like onions or garlic all the time. 115. You smell like brimstone or Sulphur all the time. 116. You smell like rotting kelp all the time. 117. You have no body scent whatsoever. 118. Your pinky fingers have two extra digits and end in a tiny claw. 119. You have an enormous physical feature. Your hands, feet or "other" parts are well beyond normal size, though they function normally. 120. You are a perfect specimen of human kind...too perfect...and for some reason, everyone describes you as their perfect ideal. 121. You only have 3 fingers and a thumb per hand. 122. You're built more like a dwarf than a human. 123. You have bony ridges on your hands. 124. You have HUGE cheekbones. 125. You have jaggedly pointed ears. 126. Your lips are blackish red. 127. You have reddish-orange skin. 128. You have a serious penchant for knives, and proudly display the carvings you've done in your own skin with them. This self-inflicted damage heals unusually quickly. 129. Your eyes are always bloodshot, no white showing. 130. You smell like stale urine...like behind a dumpster 131. You smell like garbage...like in a dumpster 132. Your breath smells like spoiled milk. 133. Your mouth is normally tiny, but extremely pliable, so when you smile it stretches from ear to ear, which is extremely unnerving. 134. You are completely double jointed...and have muscular control over it. 135. You have 12 abdominal muscles. 136. You have 8 nipples, like a cat. 137. Summon Swarm spells you cast cause the swarms to fly from your mouth like Imhotep from the first Mummy movie. 138. Your eyes turn pure black when you’re angry. 139. You have retractable toe and fingernails that appear to be demonic in origin. 140. Two thin tentacles come from your mouth whenever you are eating, so you no longer need utensils for certain foods. 141. You have several snake-like tattoos that slither along your skin. Anyone who touches you without your permission feel like they have been bitten by a serpent. 142. You lose your teeth very quickly, sometimes even just from chewing. They grow back very quickly, however. 143. Demonic Heat. You're hot, with a constant body temperature of 40 degrees. 144. Succubus Blood. You love nothing more than causing the fall of other's morals, finding it even better than the act itself. 145. Ice devil Blood. Your skin is extremely cool and very pallid, and you feel dead to the touch. 146. Long feline Feet. You have very long feet and prefer to walk on your toes. 147. People always look at you, they can't place what's wrong with you, but something about you freaks them out. 148. You have very shiny coal-black skin. 149. Rakshasa Blood. Your hands aren't on backwards, but your pinky strongly resembles a thumb in shape, and vice versa. 150. You can't stand the taste of cooked meat, it has to be raw for you to savor it. 151. The skin inside your mouth is purple. 152. Your skin is very translucent, causing your veins and arteries to be very visible. 153. You have 0% visible body fat, your musculature is excessively striated, and every movement of the muscles is apparent. 154. Webbed fingers and toes. 155. Chintacles. You have 1d6 dangly tentacles on your chin. 156. Bone goatee. Your chin is shaped like a goatee, regardless of gender. 157. Pointy bones, all of your bones that are rounded in a normal human are very angular, and sharp, from your cheekbones, jaw and brow ridges, to your wrists ankles and elbows. 158. You have a tongue that appears to be made of stone, shaped into a piercing blade. 159. Your skin is solid white, but with no translucence whatsoever. No veins or blemishes are visible on your skin, instead being an eerily monochromatic alabaster. 160. The sickly sweet smell of a rotting corpse emanates from your path a few minutes after you pass. 161. Your skin has the appearance of molten rock, with chunks of dark skin floating on a glowing orange river of flesh. 162. You have no external ears, replaced with an amphibian's tympanum. 163. Your sweat is ash. 164. Sharp thorns protrude from your skin. They are too small to be used offensively and too weak to provide any bonuses to escaping ropes, but make your uncomfortable to hug. 165. No more tears. You have no tear ducts resulting in dry, bloodshot eyes. 166. Your skin has the texture of asphalt and smells like fresh tar. 167. Tripod feet. Beginning at the ankle, each of your legs ends in a set of three small, strong, thin, hoofed feet facing in different directions. 168. No outward difference in appearance, but your heart is too small or black and shriveled. While this results in no loss to circulation, you have a feeling like something is missing or slightly off in their life. 169. Your skin is covered in millions of tiny hooks. Though not strong enough to support your weight while climbing, the hooks do cause fibrous materials to stick to your skin. 170. Golden Iris. Where normal humans would have blue, green, hazel, etc., your iris is a metallic gold color. 171. Red Feathered wings. You have red feathered wings, though they are too weak to carry you. 172. Pointed, Golden Teeth. Shiny and metallic, as not to be confused with simple gingivitis. 173. Golden Arrow-head Shaped tail. Much like classic depictions of the devil, but yellow-like in color instead of red. 174. A semi-translucent, nearly ethereal red halo appears when the character is upset or about to enter combat. 175. The visage of everyone your kills appears on your chest and stomach...this can lead to quite a crowd for the typical adventurer. 176. You are covered in boils - weeping, pulsing and erupting boils. 177. The character has no facial features except for a small slit for eating and speaking, but still has the normal range of hearing and sight. 178. You have misplaced facial features, i.e. nose on top of head, mouth on the back of their head, etc. 179. You constantly have thoughts of murder...no matter what your alignment...ONE EIGHT SEVEN! MDK Murder Death Kill... 180. You have shifting facial features, they move during times of stress, often visibly, it's very disconcerting. 181. Monstrous hands, you have vicious looking hands, with the index/middle finger fused into a single wide flat finger, with a single heavy nail. 182. One of your arms ends in an enormous hand/forearm. This arm has a rocky appearance. 183. Your body is covered in bumps and knobs. 184. All your body hair is feathers instead. 185. Your blood turns to red sand on exposure to air. 186. You have a birthmark that looks like it is in the process of being branded into your skin. It occasionally gives off the scent of cooked meat. 187. Your body is covered in a geometric pattern that looks like open wounds but does not bleed. 188. You have a body suit tattoo that is a message or prophecy that grows by one symbol per year. 189. Your palms are covered in a fine fur that grows back in one minute if shaved off. 190. When you blow your nose you produce almost a quart of mucus. 191. Your bare feet leave flaming footprints that do no harm to anything and vanish after 30 seconds 192. You randomly have small bugs and worms that crawl out from innocuous openings in your garments 193. You have a moderately acidic spittle, not enough to cause any real damage, but it is not comfortable on the skin. 194. You do not excrete waste products, like your demonic kin. 195. You are always at your optimal body weight, no matter how much or little you eat. However, you are always ravenously hungry. 196. You possess no lips. You constantly drool to keep your teeth and mouth from drying out. 197. You possess no eyelids, although you do have nictitating membranes. 198. Your eyes reflect the deceased image of whoever is looking into them. 199. Demonic Ears (pick a species). 200. Your feet always appear cracked and burned. 201. Portions of your skin appear cracked and burned. 202. You smell like a loaf of fresh baked butter top bread. 203. Your skin tastes extremely salty, cats- and other animals- love to lick your skin. 204. You have excessively slimy mucous mouth, so much that it forms strings in your mouth when you talk... 205. Your gums constantly bleed moderately, so you constantly have the taste of iron in your mouth. 206. When bleeding, your blood flows in the opposite direction of gravity. 207. Smoke comes out you your ears when angered. 208. You smell like peppermint. 209. Green mold forms on your clothing, in splotchy patterns and only the outermost layer. 210. Water will not come within one inch of you- even when under water- but you remain capable of drowning. 211. Your blood glows for 1d6 mins after leaving your body. 212. Your skin is fluorescent and so is your hair but in a clashing color. 213. Your skin is the texture of suede. 214. Your torso is too short and your legs too long, your hands and feet are quite large as well...you look a bit anime-like (more than elves) when everyone else looks normal. 215. You have a pair of tusks. think you look nice, but everyone else is disturbed by them. They regrow overnight if removed. 216. Your skin is invisible, showing all of your innards. 217. Your skin, teeth and hair are toned as if you were a negative image. 218. The left half of your body is black and the right side is white (reverse it if you want to racist). 219. The color of your skin smears onto anything or anyone that touches you like loose, greasy makeup. Every few days, a caking effect of your skin causes portions of it fall off in dry flakes. 220. You have mandibles and a jaw that closes along a vertical line instead of horizontally. 221. A thin, segmented tendril of flesh occasionally creeps out from your bellybutton and seems to probe the air before returning into your body. 222. Your limbs are nothing more than thick, tough, knotted collections of hair. 223. Alternately, your hair grows incredibly long and wraps your limbs and torso like clinging vines leaving enough space for your face to peer out through the strands. 224. You have a hard, dome-like bubble of flesh growing from some part of their body that makes a popping noise when it is pressed upon. 225. You have a widow's peak that extends all the way down to the tip of your nose. 226. Regardless of gender, you possess a long Dick Dastardly-style moustache. 227. When you sleep, your features shift to match the person closest to you. They shift back as you get fully awake. 228. The closer you get emotionally to someone, the more you start to look like them. 229. Your features mimic you emotional state- bright and colorful when happy, slightly demonic when angry, drab and grey when sad. 230. Your features mimic the meat you ate last- chicken results in feathers in your hair, fish results in piscine skin, black and white splotches on the skin when eating cow mean, pinkish skin and a curly tail after eating pork. 231. Your features shift with the moon's phases. Under the light of the full moon you appear completely human, with a subtle gradation to extremely devilish under the new moon. 232. You have a second mouth where your navel should be. It also requires sustenance. 233. Your fingers and toes resemble tiny tentacles. 234. Instead of blood, thick clouds of black greasy smoke erupt from your wounds. 235. Instead of teeth, you have a pair of solid dental plates. 236. You have black and white striped skin and hair. 237. Your forearms split into 2 pairs of two-fingered hands. 238. Your head is large and lighter than air, and your neck is extremely long and skinny, giving you a balloon-like appearance. 239. You have sharp metallic wire instead of hair, and it's particularly heavy on your forearms, shoulders, back, and legs. 240. Any wound you have that would normally bleed instead lets out steam. 241. Your eyes become cat-like at night or whenever you are in the dark, which explains your darkvision, and makes you look creepy in the dark, since only your glowing eyes can be seen clearly. 242. You go through drifts (a class feature of the Geomancer PrC, shown in ), but gain none of the benefits. 243. Your arms seem to stretch whenever you reach for something. While this does not increase your reach, it is disconcerting for any who witness it happening. 244. Whenever you sleep, your body becomes encased in a cocoon-like structure. 245. You emerged from your mother's womb with a full head of jet-black hair, wearing a black leather jacket and holding a comb. The jacket magically resizes to fit you as you get older, and you never lose your hair or your comb. 246. You have a 40cm-long tapered nose that curves slightly downward. It doesn't get any longer (or shorter,) but it does itch a little whenever you tell the truth. 247. Two or more tail-like growths sprout from your spinal column. 248. The sound of dice can be heard whenever your attacks, hides, attempts to resist a spell, etc. 249. Everything about you is protuberant, with a bulging forehead, 'aristocratic' nose, pointed chin, prominent Adam’s apple and sharp cheekbones, as if every part of your face was trying to leap away from the other, an effect exaggerated by your sunken cheeks, much like a hag or troll. 250. Fingers and toes are long and slender, stretching all the way back to the wrist and heel, with only a thin fold of webbing between the primary joints of the fingers serving as palm of the hand or pad of the foot. 251. Your eyes are solid black and featureless, but sometimes, when someone gets close, something seems to be moving around within them, as if they were black pools of water, and some beast was swimming just out of sight beneath the surface... 252. Your teeth are solid black, like your nails (and, indeed, all of your bones), and pointed (if not sharp), as if you had a mouth-full of eye-teeth. You talk in a whisper quite often to conceal this, with your lips barely parted. Despite the appearance of being singular teeth, all are fused together, consisting of two solid plates of black ivory, with many jagged points. 253. You have a pointy, striated head shaped like a football resting on a kicking stand. There isn't much you can do to hide your chin, but you can hide the top of your head by wearing a fez or conical wizard hat. 254. You have long, pointy ears similar in shape to bat wings which you can flap. It's kind of cute, but Vargouilles are constantly coming onto you and trying to mate with your face. 255. Your neck juts directly out of the middle of your chest to a length of approximately 20cm before ending with a head the size of a grapefruit. 256. Strange wrinkles and impressions on the surface of your butt give it the appearance of an aged, sour-expression face. 257. A small mouth set with a constant rictus grin and yellowing teeth like broken popsicle sticks left in a gutter slides about your skin occasionally uttering profanities, insults and threats. Plus, it hates you. 258. Your weapons begin to... live. Pommel become eyes, and blunt weapons you own become foul- mouthed. Weapons made for stabbing make certain... recreational noises when used. 259. When you are wounded, you do not bleed. Instead, little puffs of stardust sprinkle out. Even the most minor wound gapes open, but instead of revealing blood and viscera, it displays a great inky void filled with stars. 260. Your skin is plaid....and the colors become even gaudier when you get emotional. 261. The skin around your mouth and eyes seal shut when you sleep; you must cut them open anew each morning. 262. Your tears float upwards into the air. If you are really bawling, they form tiny thunderclouds from the reverse rainstorm. 263. You have wiggling tentacles in place of your head and facial hair. 264. You and all of your equipment are monochromatic, appearing in shades of gray. 265. You have foxlike ears. 266. You do not excrete; however, you gain mass whenever you eat, becoming bigger and bigger with each meal. 267. You have diaphanous webbing like a dragonfly's wings along the interior of all your joints. 268. Instead of hair, your head is covered with dozens of beetle-sized and beetle-like protuberances that open up and buzz when you are emotional. 269. Creatures adjacent to you hear their true names whispered on a breeze that always seems to be blowing near you. 270. Creatures adjacent to you hear their darkest secrets whispered in their ears. You hear nothing, of course. 271. Creatures adjacent to you hear faint unholy prayers and corrupted psalms from holy texts. 272. You gain a feral appearance when viewed with darkvision. 273. Your alignment aura always appears to be overwhelming. 274. Your skin is an unnatural color and completely hairless. Where hair should be on your scalp and eyebrows, there is instead a higher concentration of the darker or lighter spots that mark the rest of your body. 275. Your hands seem to "sign" to each other...while he's sleeping. 276. The character has a birthmark that always resembles an inverted holy symbol of whatever good or neutral god she may worship. 277. The character has a peculiar pair of deformities above your eyes which resemble an extra pair of lash-less, closed eyes. 278. Despite your best efforts to straighten your hair, it always seem to take the shape of demonic/diabolic/draconic wings, usually folded. 279. Your reflection possesses gargoyle-like features your body does not have and does not perfectly mirror your actions; sometimes even seeming to have a life of its own. 280. Short centipede-like limbs line your torso and pelvis. They twitch and flex of their own accord and are not strong to support your body's weight. You can, however, break them off and enjoy them for dinner if you use enough butter and garlic since they regrow overnight. 281. Infused with the chaos of the Abyss, your body changes form to take on one of the 1,000 traits listed in this thread every time you perform an evil act. Old traits that conflict with new traits melt, bubble or otherwise transform in some horrible manner but some traits may stack (i.e. crab- claw hands would not stack with flipper hands but could become multi-jointed or spotted.) 282. Though you're pretty sure all the pieces are yours, your skin appears to be made up of overlapping patches of flesh from different creatures. 283. Left to its own devices, your hair will grow into a forward curving horn-like shape that extends from the back of your head and reaches to hang above your face. Given enough time, the hair becomes calcified. The calcified hair is too brittle to be used a weapon but strong enough to be used a perch for a small bird or bat. 284. Instead of being hinged, your jawbone slides down your neck. In effect, your lower jaw operates like an elevator and rests just above the base of your neck when your mouth is fully open allowing others a beautiful view of the back of your throat. 285. Your uvula ends in the head of a small snake that occasionally slithers out of your mouth or bites and constricts the tongues of people you French kiss. The snake isn't poisonous and doesn't do enough damage to cause HP loss, but it is kind of kinky. 286. Your right hand and wrist have the feel and appearance of being wet with fresh blood. 287. You are diprosopus, having two faces sharing a central eye. However, your second face is a monstrous or devilish twin of your own humanoid face. Your devilish face always appears to display the opposite emotions of your humanoid face but, otherwise, mirrors the actions of its twin even speaking with its own unnerving voice. 288. You have skin tags that wriggle like worms (or tiny tentacles, tipped with tiny gasping mouths that feed on tiny insects that live on your skin and open and close rhythmically as they breath) and retreat beneath the skin under barnacle-like warts if you pick at them. 289. Your exhalations are smoky, scent dependent on current disposition—sulfurous if your mood is foul and reminiscent of a particular incense when you're pleased. 290. Your blood functions as an essentially indelible ink. Only you are entirely immune to this effect. 291. Your irises are two different colors ... and each switches to the other every time you blink. 292. Your tears consist of whatever you last drank. 293. If you walk by a temple of a good god, the holy water starts to boil. 294. If you walk into a temple of a good god, the holy water becomes unholy water without anyone knowing about it. 295. When you smile, your teeth become jagged and pointy. At any other time they appear normal. 296. You cannot help but laugh maliciously in battle, regardless of your alignment or if you are actually winning the fight. 297. You will, with time, regrow a severed digit or even limb ... but the new appendage will not necessarily be a physiological match for your body. 298. Your body's musk attracts insects and other tiny vermin. While they will not attack or even alight upon you, your companions in close proximity are not so fortunate. 299. You have no infernal traits. There is nothing special about you at all, and nobody would ever guess you are a tiefling. In fact, your appearance is so boring and nondescript it's almost Mephistophelean. 300. When viewed in normal light, you appear to be covered with horrible oozing pustules and boils. When viewed by darkvision, you appear beautiful--you're even in full color! 301. Instead of hair, you have wiggling diaphanous wing-like protrusions. 302. You have wounds like stigmata, except they ooze hot cocoa. 303. No sense of humor (see number 312). 304. Really bad at counting (see 166). 305. You constantly have nightmares, but your nightmares are strange. You can only remember good creatures (unicorns, aasimars, etc.) chasing you for seemingly no reason. 306. Whenever you are humiliated, your face doesn't turn red. It starts to look like molten metal. 307. Your chosen profession is slightly tainted by your ancestry. For example, if your profession is glass blowing, people who but samples start to see vile creatures in the glass out of the corner of their eye. 308. You were born covered in deep scars that spell out blasphemies, curses and vile prophecies written in either infernal or abyssal. 309. Your feet and/or hands are transposed (i.e. what should be your left is on the right and vice versa.) 310. You were born with metal spikes and rings carved with infernal runes piercing various parts of your body. If your parents had the objects removed when you were a child, the holes never closed leaving your body with permanent perforations. If the objects were left in, they adjusted in size through the years as you grew. Furthermore, the runes glow with a faint, red light, though not enough to light your way in the dark or make you easy to spot while hiding. 311. You were born with a number burned into your skin on some part of your body. Whether by passage of time or some other action, the number occasionally changes as if it is counting down to something. What happens when the count reaches zero is a mystery. Alternately, the number increases due to some mysterious factor. Perhaps it is an accounting of your sins? 312. You leave incongruous, beast-like footprints. 313. Fungal growths cover your body. 314. You have beetles instead of blood. 315. Foul voices emanate from your insides. 316. A shape-changing birthmark wanders your body. 317. Your eyes can extend from your head upon slug-like stalks. 318. You have a snood. 319. Your footprints wiggle for a few seconds after making them. 320. Your neck elongates as you talk then returns to normal afterwards. 321. 339 Grass and other thick foliage parts for you as you walk through it. 322. When cut, your wounds chuckle evilly. 323. Your hair and clothes blow against the wind. 324. You're 8-9' tall and lanky, but slouch and walk crouched occasionally stretching showing you true height. 325. Your torso is swollen and disproportionate to the rest of your body, while your head appears smaller and sunken. 326. One of your arms is 2-3x larger or smaller than the rest of your body, but does not offer any significant strength advantage. 327. You have the correctly proportioned head of an "animal" which functions in all ways like a normal one would including speech. You are often mistaken for a monstrous humanoid similar to the type of animal chosen. Your bite does the damage you would typically do for a tiefling your size, not that of the chosen animal. 328. You have a pincer(s) instead of hand(s), that function normally and deal the standard non-lethal damage you would typically do for a tiefling your size. 329. Your hair grows in a way that you appear to have horns. 330. Small bumps grow from your back that harden into brittle, spiraling snail shells. Breaking the shells reveals a slimy, gray sludge that oozes down your back. The sludge tastes like a combination of stagnant, lukewarm dishwater and bread mold, but it contains 9 essential vitamins and minerals and is part of a balanced breakfast. 350. Your pores emit fiendish body, hair and genital lice. 331. You speak in the 3rd person, constantly referring to yourself in conversation using your name. (ex: "Smash is hungry. Smash needs food.") 332. You speak in the 3rd person, constantly referring to yourself in conversation using pronouns.(ex: "He/She/It needs to rest.") 333. You speak in the 3rd person, occasionally referring to yourself in conversation as 'someone' or 'something' else. (e.g.: "The 'doombringer' would like more mead. A 'small kitten' will take 2nd watch."). 334. You refer to yourself in conversation using the plural tense (e.g.: "We went to the privy. We ran out of toilet paper."). 335. When someone says your name you say/yell a word or make an odd sound (e.g.: Frau Blucher... *horse whinny*). 336. When someone says your name you have an involuntary bodily reaction (nervous tick, sneeze, flatulence, etc.) 337. You have an annoying battlecry or series of triggered expressions/phrases (e.g.: "Who's on first..." "In the night, in the dark..." "By the power of Greyskull! - I have the power!"). 338. You speak (or pretend to) using a part of your body other than your mouth. 339. You *look* normal enough, mostly, but the sickly sweet smell of your flesh, which sloughs off almost constantly in thin sheets, as if you were perpetually recovering from a sunburn, is unpleasant to most companions, but ambrosia to flying and crawling vermin, who circle around you and scurry through the folds of your clothing, attracted by the odor, and staying for the free meals they get from your shedding skin. 340. You have a single eye, but it is a solid band that goes around your head, allowing you to see in all directions. 341. You lack a mouth and cannot speak....however, when viewed with darkvision, your words appear in calligraphic script in the blank space your mouth should be. 342. Your fingertips end in sharp points like the tips of a quill, and they constantly ooze ink, staining any items you handle, unless you write or draw with them. 343. You have thick black hair with a white stripe running from your forehead all the way down your back to a bushy black and white striped tail. You can even spray like a skunk, but the odor attracts predators of all sizes, from tiny spiders to ravening tyrannosaurus. 344. Backwards writing occasionally appears on your abdomen, as if someone were clawing messages from the inside. 345. Your skin is black and white and as smooth as an orca's. 346. The soles of your feet are ridged and have tiny cold iron nails protruding from them. 347. You have a mitten-like flap of skin over your non-thumb fingers that do not interfere with your manual dexterity. 348. You have 2 left feet. 349. If you remain in contact with skin or hide of a living creature, your skin slowly melds with theirs. When you ride a horse or other animal, it makes you seem slightly like a centaur. 350. Your fingers curl backward to touch the back of your hand when you are not paying attention and holding something. 351. Your eyes often roll upward to reveal the whites of your eyes for no reason. 352. You only have two toes. 353. Your body is unable to sweat, you must pant to cool down. 354. Every time you see your own reflection you see horns on your head. No one else sees this. 355. You have multi-faceted eyes like a bug. 356. Your hair color of rust and have wiry, fire-colored body hair. 357. A large scar on your torso looks like a stitched mouth. 358. Your lips can pull back to reveal far more teeth and gums than a being of your size should possess. 359. Each step you take leaves a small slime trail that evaporates after twenty seconds. 360. No matter the temperature or remedies you have taken, your nose is always red as if you had a cold. 361. You have a hole where your nose should be. 362. Your hair follows the rays of the sun like blades of grass. 363. You have two right feet. 364. Your pupils have phases just like the moon (gone during a new moon, half-circle during half- moons, etc.) 365. You have small lines of scales under each eye. They change color depending on your mood. 366. You are always thirsty no matter how much you drink. 367. As you age your skin becomes more piscine in appearance. 368. You have clear, insectile wings that sprout from your shoulder blades. You are unsure if they are strong enough to bear you aloft as you have never tried to fly with them, but they do create a rather loud insect like drone when you flap them, which is tiring for you. 369. You have the legs and feet of a powerful and majestic fiendish ostrich. 370. In place of cheeks, you have wattles like a chicken. 371. You involuntarily vomit foul-smelling, steaming, lumpy and mildly acidic goo whenever you feel threatened. The expectorated goo sort of looks like a quivering, yellowish-orange tarbaby before it sinks into a puddle. The goo isn't acidic enough to do damage to creatures or most objects but ruins clothes and stains wooden surfaces. 372. You have ossicones. 373. You urinate through the pores covering your skin leaving your body and hair with a yellow tinge and a foul odor. 374. One of your eyes appears different from the other in some regard and acts independently of the other. It seems to know when to cooperate with your other eye so you take no penalties on sight- based actions or attacks but, the rest of the time, it moves of its own accord sometimes even rolling back into its socket. 375. Your pinky and ring fingers on both hands are thin and covered in red scales. The black nails on these fingers grow like hooks. 376. Your armpit hair occasionally reaches out to ensnare small insects and crush them in web-like cocoons. 377. In place of toes you have wriggling lizard tails which can be pulled off and regrown overnight. 378. Regardless of gender or age, you have the head of Anton Lavey complete with beard. 379. You have the involuntary ability to become transparent when threatened. There is no in-game effect, but it becomes harder to act tough when you are genuinely afraid. 380. Your facial features drift all over your face. 381. You have a tattoo-like birthmark that is almost always visible and depicts you’re last dirty thought. 382. Everyone sees you as the person they most hate, or the person they most desire. You do not know how others see you but you have gotten used to hostile or enthusiastic reactions and explaining that you are not who they think you are- your voice usually assists in this endeavor. When viewed by True Seeing or similar effects, you appear featureless. 383. Your fingernails and toenails are made of flint. 384. Whenever you speak, there is always a fainter voice echoing your words as you say them. The voice is not always your own... 385. Your spine is thicker than it should be, parts of it even piercing the skin of your back, albeit painlessly and harmlessly. 386. You have 2 pupils in each eye, like the Sathir from Star Frontiers. 387. Your voice is booming and echoes, like a Go'a'uld from Stargate. 388. Your eyes are one solid color, and people are occasionally shocked at the sight of something moving inside of your eye. On close examination, a tiny imp-like humanoid can be seen, hands and face pressed up against the transparent membrane, peering out of your eye, at anyone peering in... There is only one such 'imp,' and it appears to swim over to the other eye when you squint at something through that eye. 389. Your eyes always look opposite of where you are actually looking. 390. Your hair grows ever-longer as the day goes on, then recedes back to its shortest/current length. 391. Fingernails always look like you were digging in the dirt no matter how much you wash them. 392. You have a mole that always seems to be in a different spot when talking to the same person. 393. No matter the temperature, you seem to have a chill about you. 394. Every time you kill an “enemy”, you receive a hash mark on your arm. 395. Your voice delays a few seconds from your mouth, as if you were a character in a film that was poorly dubbed. 396. As you age, your ears and nose shrink slightly. 397. Every time you walk through a door while not sneaking you hear a mechanical "whoosh" sound. 398. Your pupils have small thunderstorms in them. 399. You have the voice of a young child deadpanning. 400. Your hair blows as if it were being tossed about in a strong gale even without wind. 401. Cats stalk you as you go through town. 402. When you were born you had wrinkles, and the countenance of an incredibly old individual. As you age they diminish. 403. You have rough soled feet and cannot abide wearing footwear. Magical boots can still be worn but the bottom of the boot disappears as you put them on. 404. No matter the cost or material of your clothing and armor it always looks worn and/or threadbare. 405. Your eyelids resemble fleshy spider webs complete with ribbing. 406. You have long, thick eyebrows that are very animated when you express emotions (i.e. curling, pointing straight up or down, dancing, etc.) 407. You have no heels, requiring you to walk on your toes or wear high-heeled shoes in order to walk comfortably. 408. Your entire body is covered in a carpet of fat, rubbery, undulating grub worm-like growths. These wormy growths are even present under the hair on your scalp. 409. Your eyelids open on the left and right instead of the top and bottom of your eyes. Your eyelashes appear on either side of your eyes, although your eyebrows are normal. 410. Whenever you stand still for any period of time, you leave a brief, faint afterimage whenever you move again. 411. Two pale, withe-blue antennae protrude from your head. They're always cold to the touch. 412. You have a third eye in your forehead, but you can't see anything with it. It sometimes seems to look around of its own free will.... 413. Your arms, legs, and neck bend at unnatural angles, as if they had been broken and reset improperly. This has no in-game effect other than to appear eerie in movement. 414. Your kisses taste like licking a 9-volt battery. 415. Most kids get acne. Your skin broke out in spider-eyes, and still does on occasion. 416. If you have a bleeding wound that is allowed to heal naturally, it always forms a calcified ridge where the scar should be. This ridge is brittle enough to not provide an AC bonus. 417. You have horns, but every year they fall off and a new set quickly grows in its place. The new set is always different in shape from the old. 418. You have no nose, but you do have a forked tongue to pick up the slack on your sense of smell. 419. Whenever you walk barefoot, your steps always sound like the clopping of hooves, even if you don't have hooves. 420. All your wrinkles and the lines in your hands glow like hot coals. 421. Your earwax and mucus is tar. 422. Your lips are always chapped and your kisses taste of vinegar. 423. Your sweat smells like fried eggs, people around you often wonder if they are having a stroke or someone is actually making an omelet. 424. Your fingers are covered in tiny little tines much like a spider or cockroach, whenever you touch someone they are always left with a niggling itch for about an hour. 425. You have all the correct teeth, but all in the wrong place, it seems they switch places every time you smile. 426. You have mandibles hidden within your cheeks. 427. Your frog-like eyes bulge to a grotesque degree. 428. Any metallic items you wear or handle for extended periods of time seem to tarnish in your hands. 429. In place of eyebrows and hair on your scalp, you grow teeth. 430. You have barbed antlers. If you don't take the time to file them down or break them off, they grow larger and more unwieldy. They also have the nasty habit of growing into patterns that could be mistaken for unholy symbols. 431. Your irises glow with a fiery light, outlining your pitch-black pupils. It's as if there were tiny solar eclipses in your eyes... 432. Your fingernails grow thicker instead of longer. 433. You've always had two tattoos of bat wings on your back, occasionally they flutter. 434. You have almost bovine features. 435. You have no canine teeth. 436. You have a small thin dorsal fin. 437. You have patches of fish scales growing on your legs. 438. You have a mouthful of canine teeth. 439. You have a long serpentine like tail. 440. Your tail has a barbed tip that can scratch but deals no damage. 441. Your tail curls around any opposite sex’s leg if you stand near them. 442. Your tail curls around anyone of the same sex’s leg if you stand near them. 443. Your tail is covered with shaggy fur even if you are not. 444. You have a tail that does not appear to match the rest of your body. 445. You have a double headed scorpion like tail. Your sting causes slight itching and redness. 446. Your legs are twice as thick as normal. 447. Your arms reach to your knees. 448. When angered you bleat like a goat. 449. When angered you snort like a bull. 450. When angered you hiss like a snake. 451. You have feet like a predatory bird. 452. You have two large feathers growing from your back. If removed, they grow back in 1d4 days. 453. Instead of lips you have a small beak. 454. Your shadow has large bat wings and seems to be trying to attack you whenever you’re not looking. 455. Your skin has black and gold bands. 456. Whenever seen out of the corner of an eye you have a flaming crown above your head. 457. Your torso looks as if it is covered in bronze chains, though closer inspection reveals that it is not. 458. When exhaling you blow out small ice crystals. 459. After touching something you leave a frosted handprint that disappears after a few moments. 460. Flies seem to land on you instead of buzzing around you. 461. In place of a tail you have what looks like a useless stinger. 462. If you stand still too long you begin to sag. 463. When agitated you have a cobra like hood. 464. You have tender flesh where your fingernails should be. 465. Your ears are finlike. 466. When seen out of the corner of an eye your skeleton is visible. 467. You have a bat-like appearance to your face. 468. Your hands appear to be monstrous spiders, attached to your wrists, but with only six twitching 'legs' serving you as fingers. 469. Your skin is darker than normal for your apparent human heritage, slightly ruddy in complexion, and this color darkens and brightens as it progresses down your arms and legs, until your hands and feet are bright crimson, glistening as if wet with fresh blood. 470. Under your arms a pair of tiny crab-like pincers extend on six inch long limbs. They can be concealed under normal clothing, are not strong enough to cause anything other than a painful pinch, and are not dexterous enough to manipulate items. 471. Your sweat flows freely whenever you are in combat, and the smell is a bitter oily reek, like garlic- infused sulfur that brings tears to the eyes. 472. You have an additional pair of eyes above your normal eyes. The upper pair are smaller and closer together than the lower pair, and all four eyes are insectile, dark red and unblinking. 473. You have an unearthly androgynous sort of beauty, and anyone looking at you finds your appearance to be subtly blurry, as if distorted by a heat ripple in the air, or the smoky ambience of a pesh den. 474. Where others of your original race have body hair, you have reddish feathers so fine as to appear as hair, except in places where the feathers grow long enough to be noticeable (head, forearms, lower legs, shoulders, groin and possibly beard, if one chooses to grow facial hair). 475. As above, but replace with stiff spines of keratin, not quite sturdy enough to do anything but prickle a grappling foe, but able to stand up or lay (relatively flat) depending on your mood. 476. As above, but spiny growths only replace your beard, which flares out in all directions like a lion's mane, you are otherwise hairless. Like the spines of a sea anemone, the individual spines move around, of their own volition. 477. Metal items piercing your flesh take on a life of their own, and you have an assortment of dangling chain-like piercings from your ears, lips, brows, etc. all of which whip around as if alive, particularly when you are agitated. 478. Your skin reacts adversely to silver, and silver jewelry begins to blacken in contact with your flesh, while the skin around it becomes slightly numb to the touch, and a visible spreading green infection begins to meander across your skin near the silver jewelry. This has no harmful effect (on you or the silver, which can be cleaned normally), and, depending on the patterns, can even be quite striking, as the greenish streaks tend to follow veins and arteries, and spider out like patterns of frost or lightning. 479. As above, but the reaction is to cold iron, which turns gray and chalk-powdery in appearance, while your skin turns red and inflamed, and begins to grow hardened ridges of keratin in the inflamed areas, often locking an item of cold iron jewelry into place until the keratin is cut away. 480. Your yellow, feline eyes reflect light during the day more strongly than most, while your skin becomes as pale as to become almost translucent, revealing the veins below prominently. In a shadowy place, your skin appears normal, but your disturbing eyes remain unchanged. 481. A third nipple. 482. Your skin is drawn extremely tight around their bones, giving them a gaunt, nearly skeletal appearance. 483. You are really, really into bondage! Creepily so! 484. You have shiny metallic growths that appear to be piercings, but are simply growths of bone and keratin with a shiny coating of the same sort of light-reflective substance found in the back of a cat's eyes, making the growths appear metallic. Instead of 'traditional' places where one find a piercing, such as an earlobe, you have these metallic growths on your forehead, along your collarbone, on your elbows, knuckles, etc. 485. Your appears to be wearing black leather straps tightly wound around arms, legs, lower torso, etc. but these are not clothing elements, but separate folds of skin. 486. Set into your left shoulder, you have monkey's face. It is capable of eating and breathing (and spitting and screeching, especially screeching...) and is not even a little bit your friend. You had to keep it gagged, for *years,* and it mellowed a bit with age, and now you can keep it ungagged and it only rarely gets agitated and begins hooting and screeching, and you can generally distract it by feeding it a grape or something (although it will bite at your fingers if you have angered it). The monkey has an Int of 3 and a Neutral Evil alignment, which is of no use to you at all, since, on the best of days, it is resigned to being a face stuck on your shoulder, but still generally hates you, itself, its miserable existence and the entire stinking universe that had the sick sense of humor to put a monkey's face on some dudes shoulder. 487. Your face has some of the coloration of a mandrills, with blue cheeks and a bright red nose. 488. Your arms have extra joints and no muscle definition, moving sinuously like tentacles. 489. Your fingers (and toes) are boneless and prehensile, flexing like tiny tentacles. You have no fingernails (or toenails), but do have small suckers on the undersides of both fingers and toes. 490. Your skin is a glossy reflective black (or dark brown, like polished mahogany), and your eyes are a startlingly bright green. You have six fingers on each hand and six toes on each foot, and even while sweating, you have an attractive smell. 491. Your skin is brownish-grey, and is often slick with a thick yellowish sweat that is as viscous as lantern oil. Your nose, eyes and mouth are constantly overproducing bright green mucus, which has a bitter reek to it. 492. Not only do you have a ram's horns, you also have goat-like features to your face, and are heavily overweight. Your ram-horns are useless in combat, as your neck isn't built for 'head-butting' and the horns are spaced far enough apart that you'd generally only whap someone with one of them. 493. Your skin is yellowish and clammy, slick with cold sweat, and blotched with reddish inflamed areas. Your hair, both body and head, is thin and patchy, looking like you have a permanent case of the mange. Your mouth is slightly elongated, giving you a half-orcish appearance, but no effective bite attack, and your eyes are amber. 494. You laugh like a hyena, and can't laugh normally. This laughter occurs involuntarily when you are chasing someone, in combat or intimidating someone. Any sort of fight or flight situation tends to bring on the chortling. 495. Your skin is steel-grey and cold to the touch. Your muscles feel like corded steel beneath the skin, but are no stronger than normal. 496. Your skin is snow-white and both cold and damp to the touch, and your hair and eyes are solid black. The moisture in your hair usually is frozen, giving your hair a 'crunchy' texture. 497. You have the compound eyes of a fly and your palms (and the soles of your feet) exude a mucus- like slime that gets on anything you handle (and tends to soak through thinner gloves and footwear, forcing you to wear leather gloves and thick riding boots, if you don't want to leave slimy footprints and handprints everywhere you go). Where another tiefling might have brow horns, you have two discolored lumps of flesh that can stretch and extend out like the antennae of a slug. You have no sense of smell in your flat nose, and only detect odors through these boneless forehead tendrils. They occasionally shudder when you smell something particularly pungent. 498. You have misshapen features, with one eye set higher than the other (and slightly larger), a big ear and a withered 'cauliflower' ear and a twisted mouth that has an -like fang on one side and normal human teeth on the other. One arm is a few inches longer than the other (and the hand on that side is larger), and one leg (on the opposite side as the elongated arm) is also longer than the other, but this doesn't seem to slow you down in any way, and, by 'putting your best foot forward' and relying on tricks of visual perspective, you can sometimes 'pass' for a normal, or only mildly deformed, person. Your skin is a splotchy mottled gray in color, and sometimes has oily undertones of blue, green and purple. 499. Your arms are thick, and hand down below your waist, being visibly longer than the arms of most other people (and, indeed, being longer than your relatively short legs). Your hair is reddish- orange (both on your head and all over your hirsute body), but you can change it with a few minutes of concentration, to be brighter red, darkening to brown, or lightening to a reddish- blonde. This process happens in specific areas at a time, and you tend to 'massage' the hair as it changes, leading some to think that you are just faking it by rubbing dye into your hair! 500. You are thinner than normal, and have dark skin. Your sweat is bright red, and stands out sharply against your skin, marking your clothing at armpits, etc. with what appears to be blood-stains! You have only a single horn, and it comes out of the back of your skull and then angles forward. 501. In any lighting condition, you appear to be in shadows. Standing in the middle of the town square at high noon, your features are cast in shadow, and there is no trace of color to your skin, appearing gray and wan. This trait does not extend to your clothing, only your skin, hair and (utterly light-absorbing and solid black) eyes. Contrary to expectations, your skin grows warmer and warmer the longer you remain in direct sunlight, and while it doesn't affect you any worse than anyone else, you find it uncomfortable. 502. From your shoulder blades sprout four fly-like insect wings that reach down just past your waist. These wings are far too fragile to even slow the descent of someone of your weight, and just flutter uselessly like a short, tattered cape during a fall. Your hair is bristly and short, standing straight out, whether it be the hair on your head, or the thick black hairs on your forearms and lower legs. Your nose is inflexible, being covered with a layer of keratin like a fingernail, but thicker, and ends with a point (although, thankfully, it sticks mostly down, not straight out like a trolls!). 503. In place of hair, you have fine chain links of metal. 504. You have no visible eyes, but can see normally. You also have a long barbed tongue. 505. You have bat-like ears and one arm is much bigger than the other. 506. While your hands aren't backwards, your pinky finger is missing a digit and your thumb has an extra digit. 507. Your beard is naturally a tiger pattern, with white reddish orange and black hairs, even a female has the patterning in their skin. 508. Your sweat smells of fermented cabbage. 509. Your mouth is more piranha like with your teeth being part of your lips. 510. Your body seems ungraceful, chaotic, and lurching like you are walking in slow motion, but it is sped up. 511. You always move as if you are wading through waist-deep liquid, and you leave a temporary trail of blood for 1d3 rounds after you move from any given spot. 512. Your body constantly vibrates and shakes uncontrollably, in minor fashion in everyday life, but becoming more noticeable in any situation that would cause an adrenaline rush, such as combat, making skill checks under duress, etc. It has no effect on gameplay, but some people may find you a bit hard to believe or understand in tense verbal conversations/negotiations. 513. You constantly look like you are in excruciating pain and are favoring or clutching a random portion of your body, but in reality nothing hurts. 514. Your form normally looks quite similar to that of a hobgoblin (or oversized Goblin), but your face is slightly distended, and your ears appear lupine. Instead of hair, you have the grey pelt of a wolf on top of your head, covering your shoulders and back, including a wolf's tail. Your feet have the backwards structure of a canine's as well. When given a choice, you prefer to consume meat, and not just select cuts of meat, but entire creatures, devouring the flesh, hide, bones and offal of rat- sized creatures with relish. 515. Your body is lean and appears prematurely aged, but far more noticeable is your skin, blue- purple, like a fresh bruise. Your hair is black and oily, and your teeth jagged and yellow, while your eyes shine with a hellish red light in the dark. You have grown accustomed to sleeping alone, as when your sleeping body contacts the sleeping body of another, they suffer terrible nightmares involving suffocation and being crushed. Creatures that share an empathic link with you, such as a familiar or animal companion, are immune to this effect. 516. Your body looks normal, but the skin of your head is red and scaly, with glowing green eyes and a green phosphorescence within your mouth. Your saliva even glows faintly for a few minutes after leaving your mouth. Your most distinctive trait is that your ears have transformed into bat-like wings, although they can only raise upright (perking, like a dog's ears) or hang loosely, not actually 'flap.' Your glowing saliva also has a numbing property, and those you kiss (or otherwise orally interact with) lose sensation where your lips travel for a few minutes, followed by a not- unpleasant tingling sensation, as feeling returns. 517. Your skin is normally a pale white, but as your temperature increases your skin turns a hotter shade of red. When your temperature decreases your skin turns bright blue. 518. Your tongue is long and tubular with a tiny version of your head at the end (which in turn has a tongue which is long and tubular with a tinier version of its head ad infinitum). 519. Depending on the school of a spell you cast, your skin/eyes/hair changes color. Abjuration: Silver Conjuration: Green Divination: Transparent Enchantment: Red Evocation: Blue Illusion: White Necromancy: Pale gray Transmutation: Orange Universal: Creepy rainbow effect (red-orange-green-blue-gray-silver-white-transparent). 520. The inside of your cheeks, roof of your mouth, and tongue are all lined with tiny, inward pointing barbs. 521. Your hair crinkles and curls inward at the tips, as if someone had held a candle to it. 522. Your beard never grows much beyond stubble, but what you have has the consistency of metal shavings. You can still shave as normal, but remain uncomfortable to kiss or even touch while you have a muzzle. 523. No nose. But you have simple nostrils located about your neck, or the sides of your torso. Because your respiratory system does not link with your esophagus, you cannot speak vocally. 524. Tiny bolts or bursts of elemental energies of your choice - or, if you are a cleric with an elemental domain or descended from a fiend with an elemental bias, the elemental energy connected to your power/heritage - rush through your eyes at random intervals. This causes no pain or injury to you, but is disconcerting to watch. 525. Whenever you stand in or near a shadowy area, they seem to lean towards you, perhaps even crawling up your body, as if attempting to swallow you in darkness. 526. Your skin seems to be constantly dusted with a thin layer of ash. It drifts from you whenever you move, but never seems to fully fall off. Interestingly, it does not come off at all when rubbed, scrubbed, doused or dunked in water, or otherwise attempted to be cleaned; it only drifts off in small clouds as you move, and even after being fully soaked continues to do so with the appearance and texture of being completely dry. 527. As 562, but the energies run under your nails. For Fire this gives you a warmer-than-normal touch, cooler-than-normal for Cold, a tingling static sensation for Electric, a slight sizzling sensation for Acid, and a dull throbbing accompanied by a slight quiet drone for Sonic. You cannot inflict damage with this but you can use it to write or doodle on things with your fingers (freezing water, burning ground or stone with Acid/Fire, etc.); interestingly anything done with this fades after a minute, even if carved into stone or something else that would normally seem permanent. 528. Your eyes glow odd hues reflective of your emotions. This causes interesting reactions when feeling multiple emotions at the same time. (Ex. Red for anger, green for jealousy, white for fear = flashing Christmas color eyes!) The stronger the emotion, the brighter the glow. 529. Your epidermis - outer skin - is normal. Your lower skin, however, and all your internal surfaces - including the inside of your mouth and any open wounds - are revealed to be covered with scales. These provide no defensive bonuses. 530. Your shadow is white as porcelain, rather than black. It may or may not also have the trait "shadow moves of its own accord" or any other similar shadow-affecting trait. On top of this, if someone cannot see you, they cannot see your shadow either, so it does not impose any penalties on your stealth ability. 531. Your skeleton is covered in strange bony ridges that occasionally protrude through the skin. This is slightly painful when they first emerge but the area quickly deadens to sensation after the first breakthrough. These continue to grow in various locations throughout your life, and broken ridges regrow eventually. 532. You have the jutting jaw and forehead of a Cro-Magnon. 533. Regardless of your intellect, occupation, or profession, you constantly have a feral appearance. Your clothing and equipment quickly become tattered and worn only moments after you establish ownership of them, through no conscious action of your own. Your hair and clothing are always disheveled and unkempt, though they remain clean if you go to the effort to clean them. Even weapons you own appear worn and dulled, though in practice they remain as sharp and useful as ever. At first glance nearly everyone mistakes you for a wild savage. 534. Your ears are of normal size, but covered along their edges with a row of tiny bone spurs, much like some have horns only much smaller. They do not add weight to your ears nor affect your hearing in any way. 535. Your hands and feet are less like human limbs and more like bird talons from the elbows/knees down. You still have an opposable thumb on both hands but your feet are now divided with one toe reversed and the others splayed forward. This makes finding boots difficult (though magical boots reshape to fit). 536. Your "imaginary" friend manifests as an actual friend who shares your consciousness: your character might talk to your shadow, who responds wordlessly but noticeably, or she makes a puppet out of your hand that actually speaks to you in its own voice. 537. You always smell like freshly-burnt cinnamon. 538. Pointed ears, similar to those of an , that go along with sharp, hawk-like features. 539. You actually snarl when angry, like a wolf or similar predator. 540. Descended from the prettier class of fiends - ala Lucifer, "Angel of Light" style - you take on golden skin, crystalline eyes, along with a deep, resonant voice. You appears as if a stereotypical aasimar in just about every way, except non-fiends find these traits ineffably disturbing. 541. Your feces actually DOES smell like roses. Unfortunately, your breath smells like... well, you get it. 542. You appear normal, as does your shadow, but wherever your shadow lands, the area quickly grows cold. If you stand in one place too long, when you move, the area where your shadow lay is covered with a light rime of frost and grass and other tiny plants are curled up and brown. The same occurs beneath your feet, or the rest of your body when you sleep. You do not feel this cold, but when you get up in the morning, a frosty outline of your sleeping form is left behind, melting normally, if the temperature is above freezing. 543. As 582, but your shadow makes areas it falls upon uncomfortably warm, and you leave behind a faint scorched outline when you arise in the morning. This is never sufficient to ignite even the most flammable of materials, but does cause grass, etc. to wither up beneath you. 544. Your eyes face inwards. Dangling optic nerves constantly drip a clear flood down your cheeks, but you can see normally. 545. Something lives within you. It can be seen moving like a serpent beneath your skin, often swiftly, as if startled. Sometimes, when you sleep, it peeks out through your mouth and looks around. The creature is not in any way under your control, or in communication with you, but is an important part of your body, serving to digest certain foods or transport nutrients, and if it is somehow killed, you require Restoration to restore it, being unable to heal naturally and suffering 1 pt. of Con damage per day until it is restored. 546. Giving you an appearance subtly like that of a Devourer, the flesh around your ribcage is translucent, allowing people who see your chest to see the workings of your heart and lungs, which look nothing like the heart and lungs of normal folk. 547. Where others have eyes, you have dark areas of smooth skin. The dark patches of these eyespots move and shape themselves, like the ink of an octopus shifting moving beneath your skin, but function normally as eyes. 548. Your hair tends to clump together into dreadlock-like growths, and if it remains in the same position for more than 24 hours, grows into itself and becomes a horn-like structure (which can be softened and separated back into individual hairs by soaking for an hour in water). You grow similar hair on your forearms, lower face, lower legs, etc. and can have smaller dreadlocks (or semi-solid 'horns') in these places as well. Sometimes you deliberately form your hair into 'horns,' other days you prefer to be less obviously fiendish, and soak and separate your hair into a 'normal' appearance. 549. You have scales, but they are made of a soft material that feels like a newborns' fingernails, glossy and no tougher than normal skin. Like your actual fingernails and toenails, these 'scales' grow to points and sometimes require trimming (especially if they crack or are damaged), which is made somewhat more convenient by the fact that you are extremely flexible, and, given a minute or two to limber up, can twist your arms, legs and neck around so that you can see and reach any point of your body for grooming. 550. Your skin has a glistening liquid appearance, and feels (and reacts!) like liquid to the touch, with ripples circling out with exaggerated slowness where touched. When you stand in the sunlight, occasionally a blister rises over the course of ten seconds or so, swells, bursts open to reveal a warm burst of body odor, and then disappears, leaving no trace behind, as if your very flesh was boiling. When it is cold outside, your skin grows darker and less shiny, and to the touch feels like a congealed surface over a liquid form. 551. You have a devil's tail, capable of whipping around but not otherwise useful as a weapon or manipulative limb. Instead of attaching at the normal point, it comes from your chin, or the back of your head, or even a pair of 'tails' from the backs of your shoulders. 552. You not only have an extra joint in your leg (actually an extension of the 'foot' to be as long as the foreleg), and twice-cleft hooves (for three hard 'toes'), but your forearms also are elongated and appear to have an extra joint (due to a 'palm' that is over a foot long) and 'cloven hooves' for fingers, with two fingers and a thumb, protected by bony hoof-like sheaths. 553. Your hair appears where none should grow, and doesn't grow where everyone else has hair. Your pate is smooth, but hair grows from your cheeks, chest, upper arms, upper legs, etc. Where another would have a beard, or eyebrows, or underarm hair, you have smooth patches of exposed skin instead. This hair is otherwise normal in appearance for your humanoid heritage. 554. Your skin is hard to the touch, but slightly brittle and prone to cracking, and as it fades to your extremities, it grows even more pronounced, with ridges of chitin extending along your lower legs and forearms, until your hands and feet resemble a cross between those of a man and some sort of crustacean, with the individual joints of your fingers and toes having external joints, like those of a crab's carapace. Your skin is no harder or softer than anyone else's, however. 555. Your body is always warm to the touch, and those who can see you in the dark (via low-light or darkvision) see the outline of blood moving beneath your skin. When cut, your blood glows red- hot, and could, in theory, burn someone, but since it immediately boils away into a puff of reddish vapor, it never does. 556. Your heart beats slowly, only once per minute, and your body grows paler, almost blue-white in color, and more corpselike over the course of each minute, as if your body is dying from suffocation, until your body trembles with the sudden release of blood and your are a bright ruddy purple color for a few rounds, before fading to a normal coloration, and then greying out again. The process looks distracting and uncomfortable, but your heart has worked this way your entire life, and you don't even notice it anymore. 557. Where others have fingernails and toenails, you have actual nails, pointy bits of iron, a few inches long, driven through the backs of your fingers and coming out of the pads. These wounds constantly drip blood, and attempting to use them as impromptu claws only causes pain as one or more of them tear free (to regrow over the next few days). You are used to the constant discomfort caused by these nails, and sometimes even find it a useful tool for concentration, tapping your nail-pierced fingers repetitively against nearby surfaces, using the pain to find clarity from distraction.[Special; If you purchase a special feat, the nails grow more secure, and are usable as claws doing damage appropriate to your size.] 558. Your blood has a life of its own, and when spilled, will attempt to crawl back to your body. It can't climb any but the shallowest of slopes (although it can flow up your body with great ease), and 'dies' if it ends up more than 30 ft. from your body. Otherwise, it crawls along the ground at a speed of 5 ft. per round, until it reaches your body, at which point it flows up your skin until it reaches a wound or another orifice and re-enters your body. This provides no healing benefit, sadly, and as the blood often cools significantly during its time outside of your body, is usually quite uncomfortable, like someone pumping ice water into your veins. 559. There are always a couple of tiny gnats flitting around you, and a careful observer (or anyone who speaks with you for more than a few moments) will note that they come out of your mouth when you talk. Very careful observation of the gnats (using Eyes of Minute Seeing, or a mundane magnifying lens of some sort) reveals that the gnats have your face. 560. When you read a scroll, the ink flows off of the page and up your body, the letters finally spiraling around your face as if it were a whirlpool centered on your mouth. If you prepare spells, a similar process occurs, only the spells appear inscribed upon your flesh until the spell is cast, at which time they re-appear in your spellbook. 561. Whenever a holy symbol touches your flesh, it leaves behind a red holy symbol-shaped mark like a burn. This burn is painful and distracting, but causes no damage. This only happens a single time per deity's holy symbol, and you have taken to collecting the holy symbols of various gods, and burning them onto yourself, so that you will never again be burned by a symbol of that god. Your skin is a tapestry of the faiths of the land, and you are always interested in finding a new faith, and acquiring a consecrated symbol of that faith. 562. You look almost entirely human, but a tiny pentacle is tattooed onto your stomach, where another person would have a belly button. Inside this pentacle, an animated tattoo that appears to be a tiny fiendish version of you, but with more obviously fiendish traits (vestigial wings, red scaled skin, horns, a tail, cloven hooved feet, etc.) walks around, bashing against the bars of the pentacle, gesturing at you threateningly when you lift your shirt and can see it, and while it appears to be shouting, it produces no sound. Anyone who places their head against your belly can hear it screaming in Infernal, but it is clearly insane and makes no sense. It has been theorized that a specific wound to your belly can cut the pentacle and free this creature, which would sink into your flesh and cause you to manifest the obvious fiendish traits it displays. Some sort of binding spell would be needed to restore the circle and allow you to look mostly human again. 563. Your teeth, hair and nails are shed and regrow unnaturally fast. Every day, you lose most of your hair, many of your nails and at least a half dozen teeth, which either drop off or you spit out when they dislodge in your mouth, only to regrow overnight as you sleep. In the morning, you have a magnificent mane of hair that reaches past your shoulders, as well as a mouth full of prominent teeth and thick almost claw-like nails, but by mid-day, your hair is thinning to a widow's peak and you are missing a few fingernails and a tooth or two. By day's end, you are a bedraggled wreck, looking like you've just lost two bar fights, endured a round of torture and contracted scurvy. 564. Where others have hair atop their heads, you have a mobile mass of flesh that enjoys wrapping loosely around your neck, or tucking itself into your shirt, to remain warm, as it gets cold easily and can move itself around. It is about a meter long, slick and scaled, like the tail-end of a fat stubby snake and either jet-black or dark red, moving entirely under its own discretion (generally away from uncomfortable stimuli, or against you for warmth). You may or may not have other such smaller 'tentacles' in other places (such as under your arms) where others have clumps of hair. 565. Your bones are anchored outside of your body, visible with flesh and sinews and tendons hanging off of them. The dome of your skull and your sagging fleshy jowls is most prominent, but your shoulder, ribs, arm and leg bones, as well as finger-bones, etc. are all visible, on the upper surfaces of your body, with the fleshy parts hanging beneath, looking uncomfortably like melting red wax dripping from a rusty bone-white candelabra or rotting fruit about to fall off of a dying tree. 566. Your shadow is distorted and, at best, resembles a humanoid bird of some sort, with prominent beak. Until this is noted, you seem almost normal, but after the comparison is made, it's hard not to notice your scrawny legs, over long arms and prominent nose. The effect is most notable when you in anyway disappear from view, as your shadow seems to explode into a flock of birds and vanish in all directions. This occurs when you turn invisible or teleport or plane shift, not just when you round a corner or step into the shadows! It will also happen if you are killed / defeated in such a way as to make you vanish from view, such as via disintegrate or imprisonment, but you don't really care about that... 567. There is an exaggerated sense of motion around you, so that if you are walking forward, your cloak, hair, etc. billows out behind you as if you were riding at full speed on a galloping horse, and if you stop walking, your cloak snaps around you and dust swirls around your feet as if you had just stopped suddenly. This exaggerated effect extends to items as large as doors, so that when you open a door, even slowly, it tends to make candles flicker and torch-flames dance all over the room. Similarly, when you stand stock still, your clothing, hair, etc. obediently settles around you and remains unmoving, even if it is gusty out, as if refusing to move if you are not also moving. 568. You have no mouth, only a line that, at a distance, resembles a thin-lipped mouth. When you wish to speak, many voices are heard, fading in and out, as if darting forward and receding, sometimes male, sometimes female, sing-songing the words you wish to convey. When you wish to eat, you mash the food into a thin paste, mixing it with water, and smooth it across your skin, where it is absorbed. In private, you rub the liquefied food directly onto your belly, but when forced to 'eat' in the presence of others, you use your hands, and sometimes make a show of wiping some of the food across the stripe below your nose that looks superficially like a mouth. In any event, you spend long minutes dicing and re-dicing your food, grinding it and mashing it fine enough to be absorbed through your skin. 569. You have freckles, a not uncommon sight, normally. But in your case, your skin is obsidian-black, and the 'freckles' are white spots, that, upon examination, mirror whatever constellations are visible in the night sky at the current time. One of your eyes is amber and the other appears the milky white hue typical of a sightless eye, although you can see perfectly well out of either. However, you tend to squint with your 'moon' eye during the day, and your 'sun' eye at night, and you maintain that the moon eye is extremely sensitive to bright light, (it does water a bit in brightly lit conditions), and that your sun eye has weak darkvision, although it does not. 570. Your fingers (and toes, and ears, and nose, and teeth) are detachable, coming off with a strong tug (you don't need to roll for this, but someone else attempting to pull off a part must make a DC 10 Str check). They cannot be re-attached (save by Restoration or greater magic), but regrow overnight (you cannot regrow a part and recover hit points or ability points overnight, if you have hit point or ability point damage, you will restore that first, and missing 'bits' on later nights, at a rate of one 'bit' per night). You like to play the 'pull my finger' joke on unwitting people, and remember not-so-fondly how your mother would pull the 'got your nose!' stunt. No one has said it yet, but you eagerly await someone to give the 'lend me your ears' speech. Unlike a salamander, the removed appendages do not grow back shorter (or longer, for that matter), but remain the same size. You may or may not be able to regrow your tongue or an eye (or other parts), but you are afraid to test that theory. Removed bits decay at an accelerated rate, and within 24 hours, nothing will remain of them, unless they are magically preserved. This frustrated your attempt to make a necklace of fingers or great chains of teeth. 571. You have strange barnacle-like growths all along your neck and shoulders, as well as your chest, back and the back of your head, and they can be heard to whistle from time to time, as they intake and expel air. You do not breathe at all from your mouth (using it only to eat), and your speech sounds like the music of strange flutes, as the dozen or so pipe-like structures emit sound in concert, to form words in a sing-song cadence. Occasionally, one of the growths emits a tiny tubular tongue, a few inches long, as your 'clear your throat.' 572. You have no shadow. 573. You have a shadow, but it doesn't resemble you at all. 574. Your shadow does strange things at times. It looks like you, but makes obscene gestures or runs in place. All while you're standing perfectly still. 575. Your shadow leans TOWARD sources of light, rather than away. 576. Your shadow never stops moving, except when you're sleeping. 577. Your shadow flutters in the wind like it's made of cloth. 578. Your shadow is your shadow, but from an hour in the future. It's doing the things you'll be doing later. 579. Your skin sparkles in sunlight. Or moonlight. Or candlelight. Your choice. 580. Domestic cats and dogs hiss and bark whenever you're near them, or alternatively, whimper and whine. 581. While sleeping or not moving appreciably (like sitting and eating, or riding a horse), THINGS move under your skin. Hands, feet, claws, and all sorts of other unidentifiable creepy-crawlies make themselves visible by moving and even pressing outward against your skin. 582. Your eye sockets are empty, but you still see normally. You can still be affected by any and all spells and effects that affect sight. 583. Your eyes constantly weep. 584. The inside of your mouth tastes like habanero to everyone else. 585. Teeth grow out of the back of your skull. They are of no use, but it is clear that they are arranged in the rough approximation of what seems to be a second mouth. 586. Blood seeps from your fingernails when you are excited. 587. You don't have ears in the proper sense. Instead you have a circular, protective membrane over your ear canal. This membrane is incredibly sensitive to pain. 588. Any hair that falls from your head tries to crawl away before "dying" a minute later. 589. Your hair is composed of muscle. Each slender strand is a tiny prehensile tentacle. You can flare out your hair with considerable effort, making every "hair" stand on end. You did that in secondary school once for a full week in an attempt to be cool, and spent the weekend at home with a damp cloth over your eyes, faint with headache and nausea 590. Everything you attempt to cook ends up burnt. Everything. 591. Your feet are on backwards. This does not affect your mobility. 592. Your pupils are some sort of regular polygon. Possibly a different shape for each eye. 593. Your pupils are 5 or 6 sided stars. 594. Your irises look like gemstones. 595. You have a black burn on your palm that resembles a pentacle. Anything you touch or hold for more than one round with this hand has a sooty pentacle mark left behind, although this does no damage to the item touched (other than to soil it). 596. Holy water bubbles and hisses when it touches your skin. This is not harmful to you, but is distracting and annoying, and leaves behind redness, similar to the burns boiling water would have left behind. Silver holy symbols cause a similar reddening, and there is a slight scent of burning flesh and a wisp of smoke, although you take no damage from this effect. Wooden holy symbols have a reverse reaction, with the hissing and the smoke, but it is the symbol that has a char mark, not your hand. 597. You have an almost magnetic affinity for unholy symbols and unholy water. An unholy symbol in your possession feels effectively weightless and does not affect your encumbrance (although this only applies to a single unholy symbol), and you can 'do tricks' with this, such as make one appear to dangle from your fingertips. Unholy water is similarly attracted to your body, and if you hold your hand above a flask of unholy water, it will wiggle and twitch, and if the flask is unstoppered, the unholy water will begin to drip upwards into your hand. 598. While you smell faintly of burning incense to the living, carrion-eating animals regard you as dead, and if you camp in a certain area for any length of time, vultures may begin to circle. Some dogs may even rub against you, as they would in a carcass, to get your scent on them. 599. The energies of death have tainted your body, and your sweat has become a very weak toxin. Miniscule creatures, such as mosquitoes, that land on your flesh will fall away after a round, paralyzed and eventually killed by the toxin. This poison is too weak to affect anything with a single hit point or more, but does cause a tingling sensation and a numbing of the skin for anyone who contacts your skin, blood or hair for an extended period of time. 600. Fire dances in your eyes, and if you gaze at a creature for at least a full minute (or much longer, for larger targets), it begins to feel the temperature rise. The increase is based entirely on size, and it would take an hour of staring at a medium sized person for them to feel even the slightest bit flush, while a minute's focused gaze can cause a fly or ladybug to pop and char, and possibly even burst into flame. Nonliving targets of your gaze are unaffected. 601. Your breath carries the scent of sulfur, and if you blow on an unlit candle, it ignites. You are incapable of extinguishing a candle by blowing on it, and must pinch it out with your fingertips. Extinguishing a candle in this way causes you no discomfort, and you may occasionally do this to surprise onlookers. You cannot ignite anything larger than a candle, although the guy you didn't know was watching found it hilarious when you tried to light a torch by sticking it in your mouth (what? fire-breathers can do it!). You really need to kill him, one of these days. 602. You have a pencil-thin mustache, and while it resembles hair, it is really a pair of slender black tendrils that hang upon your upper lip. With a flex, you can cause this 'mustache' to rise up in a curlique as blood flows into the tiny appendages, or to simply remain dangling like a fu manchu. You may have a similar 'beard' that consists of a short black tendril hanging from your chin as well, and it may also be capable of performing some tricks, such as holding a napkin, or catching an errant crumb and delivering back to your mouth. In both cases, the tissues are extremely sensitive, much like lips, and you are very particular about people touching your face. 603. Your face appears 'made up,' with glossy black lips, shadowed eyes and manicured brows, but this is entirely natural for you, and you would have to use cosmetics to conceal such features. 604. In an infernal twist on the 'Eye of Horus' look popular among Osirioni, you have an infernal glyph of power permanently inscribed over your left eye. The glyph may be one of secret knowledge, domination or some similar sinister import, and when you read aloud from a text written in Infernal, the glyph shines with a ruddy light. 605. Regardless of gender, you have an impressive 'six-pack,' and upon each of these abdominal muscles, an extra nipple. If 'milked,' these nipples (or your normal ones) produce only blood. 606. When you are angry or in an ill humor, whatever you are next to - sitting in a chair, leaning on a table, etc. - turns hot and can even singe or immolate over time. You own clothing and personal materials are unaffected. 607. If you ever taste your blood it has no coppery taste. It tastes like something bitter - vinegar, burnt lemon, ash, etc. Good-aligned beings making contact with your blood find it is like slowly boiling water and can be seriously injured by long-term exposure (I.e. more than one round). 608. If you are bleeding, your blood isn't pure red. It can appear as greenish-red; white-tinged red; or possibly tar black. As it congeals, it takes on the more normal blood color and loses any of these special qualities. 609. Whatever your hair color or quality, your eyebrows and eyelashes are black and wire bristle-like, and is uncomfortable to the touch. 610. Under the light of a fire - normal or magical - your shadow has a bronze, red, or violet hue instead of just black. 611. You have an extra hand growing out of your forehead. It is paralyzed in shape of a clenched fist with middle finger fully extended, pointing upwards. All of your headgear is custom-made. 612. You have bat-wings... appropriately sized for a bat, and growing from the sides of your head, where anyone else would have ears. Like a dogs ears, they perk up when you are actively listening (or fall suddenly, as they panic and attempt to slow the fall, in vain), and it sometimes looks like your head is attempting to fly away from your body. 613. Where a lesser tiefling might have a forked serpent's tongue, you have an actual serpent for a tongue, with its own eyes, mouth and flickering tongue. The serpent is quite small, and non- venomous, but definitely a bit of a conversation-starter and may be hard to disguise, as it could be solid black with a red, orange or yellow underbelly, like a king snake, or brightly colored, banded like a coral snake. Alternately, it is less snake-like in appearance, and more closely resembles an eel, perhaps a small black freshwater eel, perhaps a brightly colored reef-dweller in some color combination that only makes sense in tropical waters, like pale turquoise with pink spots. 614. You keep your boots on, and your fingers together (or your hands gloved) in polite company, as the recesses between each set of fingers or toes include small cavities, in which secondary fingers and toes nestle. When you splay your fingers wide, three additional fingers, each half the length of your normal fingers and thin, looking more like the limbs of insects, can be seen. There is no such vestigial finger nestled between your thumb and forefinger, thankfully (nor between your big toe and the adjacent one), making it slightly easier to conceal this trait. 615. Your breath always steams, regardless of the temperature outside, and others may notice the smell of sulfur when you cough (or when they have more direct exposure, such as by kissing you). The only other sign of your heritage is that your spittle smolders if it strikes consecrated ground, or an object of holy power. 616. Your skin is abnormally sensitive to the presence of areas, items or creatures with a strong aura of either good or evil. After a few rounds of contact with such a situation (and the creature must be one with a Good or Evil subtype, mere 'nice' or 'naughty' people will not affect you), you will begin to either feel a distinct discomfort (Good creatures) or a slight 'buzz' (Evil creatures). Prolonged exposure to a creature with the Good subtype begins to feel like sandpaper on exposed nerves, while similar contact with a creature with the Evil subtype becomes addictively pleasurable. Any Evil subtype creature with half a brain that discovers this quality will gleefully exploit it... 617. Your mind works in a dogmatically legalistic fashion, and you find yourself becoming physically ill, afflicted with sweats, tremors, hallucinations and sleeplessness, if you break or violate a written contract that you have signed your name to in blood. When you sign such a contract, the writing of the contract flows in bloody duplicate to adorn your flesh, and the flesh of any other signatory, although they do not suffer any symptoms of illness if they break their contractual agreements, merely seeing the strange new tattoo fade from their skin with their betrayal. (In such a case, if you have also been experiencing distress, the contract is considered broken, and your illness fades.) A skilled healer can treat these symptoms with a DC 10 roll, and they are entirely psychosomatic (rendering you incapable of treating yourself, no matter how skilled you may be at healing). 618. You have unusually large, oval-shaped and unblinking mirror-silver eyes that reflect others around you, but in distorted fashion, presenting them as sickly, aged, misshapen, scarred, burned or tainted by fiendish characteristics, as if they, not you, were tieflings. 619. You are constantly hungry, and can devour apparently unlimited amounts of food and drink without discomfort. In times of plenty, you swell to obese proportions, and in lean times, you become an emaciated wreck, with lank hair and loose teeth, gnawing vainly at soaked leather to sate your constant desire to be eating something. Neither extreme affects your agility, strength, or other statistics. 620. When you grow angry, which is far more common than you would like to admit, your eyes bulge and the veins on your arms, chest, shoulders, neck and face protrude grotesquely, pulsing redly with your thundering heartbeat. Even your hair begins to rise, much like the hackles of a dog. Those who approach too close feel warmth radiating off of you in this state, as if you held a campfire in your belly. The quickest way to see such a display of temper is to mention that you are short-tempered, because those fools don’t know how many times you’ve restrained yourself in the face of their endless blithering. 621. You seem out of joint with time, and your movements seem stuttering and abrupt, with those around you seeing you as utterly motionless, and then seeming to jump forward in several blinks of the eye, instead of progressing from point to point normally. The effect is disorienting, and you are utterly unaware of it, wondering if perhaps everyone around you is hallucinating, or simply not paying attention and then being ‘surprised’ that you have moved. This is not like the blink or blur spell in any way, your armor class is unaffected. 622. You are the anti-Chris. You have dark skin and pale hair, and the whites of your eyes are black, while your pupil is white. Somewhere there is a man (or woman) named Chris, who looks the opposite of you, with pale skin and black hair. If the two of you ever make physical contact, you will both be annihilated in a terrible explosion. 623. While sitting at a table, bar, or the like, you will occasionally slam your hand down on it and out of nowhere a shout of "OBJECTION" will be heard. You have no way to control this, and it always seems to come up at the most inopportune times. 624. When you sneeze, all hair on your body stands on end, and will only relax after 1d6 minutes. 625. If you put on armor, it becomes a part of you, granting you all the benefits and detriments that wearing it normally would, although it clearly breathes, blushes, bruises, bleeds and generally reacts as normal flesh. (Except for shields, which stay normal.) When you want to remove it, it is easily pulled off, and does not reflect the physical damage it suffered. 626. Your form is... unwelcome on the material plane. Every morning when you awaken, your appearance is subtly different. Eyes change color and shape, skin darkens or lightens, becoming scaly, smooth or lightly-furred, nails grow prodigiously, change hue or fall out completely and your hair could be hair one day, spines of keratin the next and oily-black raven's feathers the third. Every night, you dream of struggling to return to this world from some terrible place of fear, pain and chaos, and it seems as if powerful forces oppose your escape from there, so that each day your appearance must be disguised, to 'hide you' from these disapproving entities and allow you another stolen day in this world. 627. When you wear items of clothing, bear weapons or wear armor, these items slowly begin to 'adjust' to your presence. Weapons and armor become of more sinister appearance, with spiny appearances and sinister motifs engraved on the blade, and clothing similar is tainted, with a robe perhaps becoming black with red trim, with characters in infernal along the borders. This process is gradual, taking many days, and wears off within hours if you set the items aside (allowing you to avoid visible changes if you take items off and set them at least at arm’s length from your body each night). 628. Anything you own or bear appears corroded, cracked and worn, as if from extended use, and this process occurs quite quickly. If you put on a shining breastplate, a pattern of verdigris follows the touch of your hand, spidering out quickly enough that someone closely observing can see the tiny patterns of decay moving with the naked eye. These transformations are quite real to the touch, but do not affect the function of items worn, and they fade away within a minute of the items leaving your possession, so that a tattered traveler's outfit, rust-bedecked halberd and worn-out looking riding boots might swiftly become as good as new after you lay them down. 629. You are thin, unnaturally so, and anyone who sees you doesn't perceive you as skeletal or scrawny or emaciated, so much as *stretched,* as if you had once been a gnome or , but someone chained you to a rack and pulled you to six feet in height! Your entire body has this trait, and when you open your tiny heart-shaped mouth, it almost seems to stretch vertically, instead of horizontally, while your eyes are similarly twice as tall as they are wide. Despite this appearance, you weigh about 10-20% more than a human of similar height, and your body feels strangely heavy, as if your twig-like wrists contained heavy sand, instead of flesh and blood. 630. Your hair appears to be upwards-pointing 'dreds,' but are actually spires of keratin, hollow inside and serving as the hive of a species of miniscule creatures that look like flying crabs. On the back of their shell, they have the image of your face, but you'd need Eyes of Minute Seeing (or some sort of mundane magnifying glass) to clearly see this. These tiny creatures are far too small, both in size and number, to have any sort of effect, being not much larger than gnats, but those observing them notice that they fly around your head in 'patrols,' as if guarding their nest in your 'hair.' Those who inspect them through the aforementioned lens will note that in their tiny limbs they carry tiny glaives, made from the cast off claws of those who have molted, and tiny 'tower shields,' made from the back-carapaces similarly shed. Despite these signs of tool use and intelligence, and their eerily coordinated and mechanically precise group movement, they cannot be communicated with or counted upon to do anything but fly around randomly. 631. Water recoils from your touch, and if forced into contact with your flesh (such as if you sit down in a tub of water, or wade through a stream) it seems to boil around you (although this produces no appreciable heat). You can drink water, but to avoid clouds of steam coming from your mug as it touches your lips, tend to prefer to drink ale or beer in public. 632. Where you should have eyes, jagged shards of broken stained glass have been lodged into your eye-sockets, making your 'eyes' truly resemble some sort of macabre 'windows to your soul.' The stained glass patterns might be a single color, or part of some unclear pattern involving several different shades. Where the glass digs into your upper and lower eye-socket, a 'tear' of blood sometimes forms, but you feel no discomfort from this feature. 633. You have additional fingers, but they are not on your hands. Indeed, you only have a thumb and three fingers on your hands, but an additional groupings of three fingers along the 'pinky' side of your forearm (looking somewhat like the decorations on Batman's gloves), along the side of your neck (that fold closed over your throat, making it look like someone is strangling you from behind, when not twitching), along your rib-cage (beneath your arms), atop your shoulders (sometimes fanning up like a frilly epaulet), etc. 634. A dark purple or green tattoo of a writhing kraken adorns your shoulder, tentacles writhing down your arm. When you use Darkness, the tattoo writhes and darkens, with inky blackness flowing down the 'tentacles' and spraying forth from your hand in a rapidly-growing 'splash' of darkness, moving as if it were liquid ink expanding underwater. Alternatively, the tattoo is of some other animal, such as a bat, raven or beetle, which creates a mass of shadow versions of itself that flutter around your body to create darkness. 635. You have a habit of biting things: chewing your claws/fingernails, testing the hardness of gold coins or other small objects, etc. This goes nicely with traits of unusual teeth or mouths. 636. Wounds you inflict on others sometimes appear on your own skin and fade after a short while, but you do not feel the pain of them and rarely notice the occurrence anymore unless someone points it out to you. These marks may resemble intense bruising, fresh or old scars. 637. Any hair you have is always stuck straight up. It is still flexible and can be bent down, but afterwards it will spring back up. 638. People who see you out of the corners of their eyes see a huge creature, which they can't really describe afterwards. As soon as they look at you directly, it's gone. 639. You leave bloody bootprints wherever you trod, and objects you handle are covered with blood- smeared fingerprints. For reasons you do not fully understand, you are still no easier or harder to track than anyone else, although the blood does evaporates as if it had the consistency of water. 640. One of your bodily humors (your choice pending DM approval) is an addictive substance that produces a very mild euphoria. The occasional faint whispers you hear encouraging you to use it are usually drowned out by the only slightly louder ones of the perhaps unintentional addicts you have created on your journeys. 641. Whenever you enjoy a bout of genuine laughter, you emanate darkness as the spell cast by a wizard of your character level. 642. You exude a brackish mist instead of sweat when you are hot or exhausted. 643. Although they do no appreciable damage other than smoke and perhaps a sting if it lands on bare flesh, your tears are a potent acid. 644. Although you do not suffer the mechanical penalties, nor do you actually have it, you always look to be in the latter stages of some type of magical illness, such as Devil Chills, Cackle Fever, Zombie Rot, Demon Fever, or Slimy Doom. You are still subject to catching (and resisting/curing) the disease as normal. 645. Tattoos appear and disappear at random on your body. 646. As 673, except they often are not suitable for children (and old people with weak hearts). 647. You commonly mess up when making lists. See 675 for an example. 648. When you sleep, over the course of several hours you look more and more like your infernal parent. When awoken, these features disappear in a number of rounds equal to how many hours you slept. 649. When using one of your class abilities (spellcasting, sneak attack, bonus feat, etc.) your body produces a random but nonetheless appropriate infernal feature. The feature disappears immediately after the use of the ability is resolved. 650. Whenever you eat, tiny screams come from the food, even if it's not meat. 651. Cats/bats/a similar animal REALLY hate you. 652. You have an allergy that only shows up in consecrated areas. 653. A certain type of animal well and truly hates you, to the point that it will not only attack you before all other foes, but that it will work with others of its type to defeat you. This animal is always smaller than you (to prevent the character from being slaughtered by a herd of bison or deer), is usually not a pack animal, and automatically knows when you are in the vicinity (range is at DM's discretion, but should not be larger than the area of a small village). It will take a few days to communicate with others of its ilk to create a disturbing and tactically sound ambush, so the you are only in danger if you are in an area more than (2d4 - the creatures intelligence modifier) days. 654. Whenever you hear music playing, you hear a different tune. 655. If any spell is cast on you by a good aligned spellcaster, you speak in rhyme for the rest of the spell's duration (or for one round for instantaneous spells). 656. Water always flows towards you on even ground, unless some momentum pushes it elsewhere. 657. You seem to be surrounded by a tiny hurricane. It is too small to have any game effect, but speech may be distorted. 658. Your eyes are not as well attached as others' and can fall out at times, hanging eerily. 659. Your ears are very large and you have a habit of speaking or making noises at random, as if attempting echolocation. 660. You have a large tick on some part of your body. If removed, it causes no damage but reappears the next time nobody is looking. 661. Your shadow always shows up, even without much light. In total darkness, it does not show up, but creatures with darkvision still see it. 662. Your clothing turns into rags when you aren't wearing it, unless it changes ownership. 663. Your food is green if you spit it out, and glows dimly (though not enough to provide light). Oddly enough, your excrement is normal. 664. When you eat, your facial features fade and become blurry. When you swallow, they instantly return. 665. When you read, the text turns into Abyssal/Infernal blasphemies for everybody else. 666. You derive no nourishment from food or water you place in your mouth (and usually have to spit it out later, even if you swallow it). By placing water or food against your skin, over the course of moments or long minutes, depending on the quantity, you drain nourishment from it. Water boils away (although it is not hot, if anyone else is touching it), leaving behind only a small residue of dust (less than 1/100th of the volume of water consumed in this manner) and food smolders and blackens, eventually becoming a bit of greasy ash. You cannot 'consume' non-edible materials in this manner, and consuming food or drink in this fashion does not protect you from any toxin or contagion in the material, as harmful effects are mystically transmitted into your body as readily as nourishment. 667. A necktie or a bowtie will never align itself perfectly straight around your neck. 668. In addition to normal footprints, your foot marks are filled with some black powdery substance, possibly ash or brimstone residue. This dissipates after a couple of seconds, leaving only a normal footprint. 669. If you walk backwards through a door, you get an acute feeling of homesickness. 670. Occasionally, when somebody shakes your hand, they will feel claws pressing their skin. Looking down at your hand to double-check will disprove the previous sensation. 671. The sweat from your armpits acts as an aphrodisiac for imps. 672. You don't leave normal footprints, but hoof-prints. If you ever leave the ground by any form of magic (teleportation, flight, plane shift, etc.), you leave behind a smoldering hoof-print, that will be seared even into solid rock (although it won't start any incidental fires). 673. Whenever you sign your name on a document, clasp/shake hands on an agreement, bow before a throne, swear an oath, or are likewise fulfilling some kind of social obligation (voluntary or no), you exude a noticeable odor of brimstone and sulfur. 674. You do not look like a tiefling. Instead, you look too human, like you're trying to hide your appearance. 675. You're a notorious nail-biter. But never your own nails. 676. Your hair, nails and teeth have switched places, although they function as they should. 677. Blood for the blood-god. Your metabolism is only truly sated by the taste of warm blood, fresh from the vein (or stored via magical or alchemical preservative). You can eat normal meat, and drink various liquids, but find them unpleasant to the taste. Bread, vegetation, cheeses, etc. are edible, but leave you sickened for 1 hour after consumption, as your body is wracked with mild nausea, attempting to digest such unwelcome fare. You can survive entirely on a diet of warm mammalian blood, with each Con point worth of blood you drain from a warm-blooded creature counting as a single meal and a third of your daily need for water. You lack teeth notably sharper than human, and have taken to cutting the nails of your thumbs to end in points, able to pierce the skin of any creature that lacks natural armor, so that you can draw their blood. This requires a full-round action and can only be performed on a willing or helpless subject. You must make a Heal check (DC 15) if you do not want to unnecessarily harm the subject, who will take 1d4 additional Con points from your feeding, if you do not take care to prevent excessive blood loss. 678. Blood for the blood-god II. Your kind were bred with outsiders as sacred vessels, to provide copious amounts of blood for ceremonial use. On any day in which you are not damaged, you awaken sickened from excessive blood building up in your body, and must bleed yourself for 10 minutes to relieve the extra pressure. On a night where you are injured, you regain extra hit points over night equal to your Con modifier (minimum plus one), and if you have taken Constitution damage from blood drain, you recover one point of Constitution, in addition to whatever normal recovery would occur. As your body was designed to be bled, you have a +2 to your difficulty to checks to end a Bleed effect. 679. You smell of lavender, old eggs, and peppermint. 680. Any food you cook looks like it is ruined, but is still as edible as it normally would be. 681. You sweat liquid brimstone. It hardens if it is wiped off or otherwise is no longer in contact with your body. 682. You are born into a merchant's family, which happen to sell their wares in just about every city or metropolis. 683. Your eyes are large and expressionless, as your semi-luminous (red, green, black, or white) irises dominate. You have a series of six dots birthmarks on your face that wreath your eyes in a rather unsettling fashion- and they change position from day to day. This plus the fact that whenever you sleep you must tear free from a cocoon of gossamer silk upon awakening leave little doubt as to your heritage. 684. You must ask permission before entering a building. Although you are not barred entrance if the person that owns it refuses, you are shaken within their domain until they formally extend an invitation. 685. You possess uncanny skill with a certain musical instrument (+10 Performance) but only between the hours of sunset and sunrise. You cannot gain ranks in playing this instrument: your skill level with it is set. Furthermore, when playing, you become the spitting image of your infernal parent. 686. Me and (the Devil in) Mrs. Jones. Every child you conceive will be a tiefling, no matter who you impregnate or are impregnated by. Furthermore, if this dalliance occurs with someone who is otherwise engaged (or married, dating only counts if the relationship is longer than a fortnight), pregnancy automatically occurs, no matter where they (or you) are in their (your) cycle. 687. Dretch/Lemure-spawn. No one is quite sure how they did it, but you are the child of a mortal woman and the least of devil/demon-kind. If a dretch, you are perhaps more than a little overweight or sport a perpetual pot-belly, if a lemure you might always project a slovenly appearance or tend to track dirt, dust or mud in with you wherever you go. Devils/Demons you encounter cannot take you seriously no matter what you do and you suffer a -2 to Diplomacy and a -4 to Intimidate attempts with these creatures. Other Dretches/Lemures hold you up as a king or even pseudo-deity, and you enjoy a +2 bonus to Diplomacy and a +4 bonus to Intimidate attempts with them. 688. And the hells come with me. Whenever you enter a room, the temperature level increases by one step. If outdoors, this happens within 30 feet of you at all times, even while you sleep. You also never sweat. 689. Rainwater hisses like acid and slides down your thick skin, leaving a curved furrow, like a canyon carved in stone. This effect doesn't hurt at all, but creates a labyrinthine network of scar-tracks in your skin, overlapping each other and creating mysterious, and seemingly deliberate, patterns of curving vertical lines that circle around your body's contours. 690. Churches, any churches, good, evil or neutral, make you uncomfortable, and entering one requires a conscious effort on your part, as doors tend to swing shut before you enter, and when you do finally make that final step across the threshold, there is usually some portent signifying that you are unwelcome, such as tears of blood from an icon of the presiding deity, a stench of corruption and sulfur sweeping past you out the door, or a sudden unexpected pealing of the church's bell. 691. Infernal Redundant Organs. You enjoy the mechanical benefits of a Sorcerer of the Aberrant Bloodline's Unusual Anatomy special quality, but in a physically grotesque (or if your charisma is unusually high, merely unsettling) fashion. You have two of almost every major internal organ and a few external ones as well, although you are still a bipedal creature. These secondary organs/features always follow the theme of a certain animal associated with the hells or the abyss, such as insects, wolves, bats, etc. For example, if you have an insect's aspect to your redundant organs, you probably have red, faceted eyes just above or beside your human ones, and your back is a porous surface that draws in air alongside your human lungs. If you have a lupine aspect, you might have a pair of furry wolf ears behind your human ones and a small but noticeably canine nose just above your human one (maybe between your eyes). You cannot use these features in any way other than to use the unusual anatomy feature described above. 692. Infernal Laughter. Whenever you laugh, you produce a sound other than ha-ha; in fact it sounds very much like a portal to the abyss/hells has been opened. Sometimes it is the laugh of a pit fiend, rumbling like a thousand earthquakes, other times it is the hissing clicking sound of gelugons, still other times, it is the slurring laughter of a nalfeshee. It changes every time you laugh, and may have made you into someone who dislikes cheer and humorous situations. 693. Elizabeth BATHory. You can only be physically cleansed by blood, which acts like both soap and water for you. Every other type of cleanser/antiperspirant has no effect. 694. Disconcerting Confidence. You are unflappable. Supernatural forms of fear or confusion affect you normally, but you never show any visible sign of paranoia, doubt, hesitation or anxiety. If you hesitate in an action, you appear to be thoughtfully deliberating your action, or analyzing the situation, or graciously allowing others to make the first move, instead of dithering in uncertainty, or freezing in surprise. Unfortunately for your travelling companions, your doubts and uncertainties are purged from yourself by inflicting them upon those around you. You sleep like a baby, while any unsettling dreams you might have are subjected upon those near you. When you would have doubts, or be wracked with anxiety, you remain cool as ice, while your companions begin to hear sinister sounds in the darkness, and think that they see things at the borders of their vision. Eventually even the thickest travelling companion will figure out that 'creepy things accompany you,' and become numb to the suspicious shadows and mysterious sounds in the night, but you might find that your allies have sent you packing long before this... 695. Mini-Me If you lack a familiar or animal companion, you gain one of your choice (within reason, treat it as if you are a Wizard or Druid of your ECL). If you already have a one, it is considered a dread companion. This animal is clearly fiendish in origin, although it remains (mostly) loyal to you. 696. Cruel Androgyny. You are quite beautiful, with a noticeably androgynous cast to your features. However, you lack appreciable primary AND secondary sexual characteristics and possess no sex drive. Fortunately, you receive a rush of pleasure when a sin is committed in your presence- you receive a +4 bonus to any Bluff checks you make to tempt others into wrongdoing for this purpose. 697. Fiendish Muscle Control. You have a little more skin than the average person, but you can control this flesh even on the most subtle level. You enjoy a +4 on Disguise and Escape Artist checks, but unless you take pains to disguise yourself(i.e. use the skill), your standard appearance is unsettling: your extra skin hangs off of your body in certain areas, giving you the appearance of an emaciated being wearing a close-fitting, flowing robe. Your skeleton peeks out along your joints, and when in this form, your unarmed strikes do lethal damage. 698. A pattern of blue and black blood vessels on the skin of your belly winds and twists around upon itself. Small red dots, like those of some childhood ailment, or ruddy freckles, can be seen scattered about this maze of vessels, and move around randomly, sometimes appearing or disappearing off the edges of the area. The pattern represents a map, of a quarter of some extraplanar realm (Shadow Absalom or Erebus, perhaps) inhabited by tieflings related to yourself, but you may never learn this, at least, not until someone seeking your twin brother (whose existence you know nothing of) comes to find your location by peeling the skin off of your belly and using it to track him down... 699. "Comb your face and come downstairs for dinner!" All of your body hair is centered on one part of your anatomy. If shaved (not trimmed) or otherwise removed, it grows back fully within 1d12 rounds. Roll 1d20 to determine: 1-5: Arms 6-10: Legs 11-15: The head (including the face) 15-19: The back 20: Roll twice and keep, ignoring this result 700. Cuts and scars slither across your body like snakes. 701. Newts, toads and other amphibians flock to you like flies to a light. 702. You constantly hear the faint whispers of extraplanar beings, and your eyes rarely stop darting around, looking for the whispers' source. 703. Your tears solidify into white or black stones soon after being shed. 704. Your mouth is upside down. 705. Your hairs are actually very thin tentacles. If cut, they bleed tree sap. 706. You never stop growing new sets of teeth, and consequently are frequently losing old teeth to make way for new teeth. Sometimes the appearance of your teeth changes with each new set. 707. You have bruise-like patterns of dark blue, purple and yellow on your otherwise pale skin, as if you have been severely beaten. These bruises move and settle through the day, moving unpredictably, sometimes towards light, sometimes away from light, sometimes 'sinking' slowly, sometimes rising instead, but rarely fast enough to be noticeable, unless someone spends a minute or two speaking to you face to face, or otherwise watching your skin for more than a round or two. They move faster when you are agitated, moving quickly or under exertion or stress, visibly spreading across your skin like the slow motion of a lava lamp. 708. Your skin is faintly tacky to the touch, and when you hold something or touch something for more than a few rounds, tiny barely visible wisp-like threads of silky spider-webbing trail from your fingertips to the item being released. These spider webs have no effective strength and even the gentlest of breezes causes them to fly apart, dissolving into nothingness as they do so. Your hair is made of a similar white silky material and gently sticks to anything it touches, except for itself and your skin. If shed or cut, this 'web-hair' hair dissolves away within a matter of moments. 709. Regardless of the temperature of your body or your surroundings, it always appears that you are overly hot, or your surroundings are too cold or unnaturally hot. Your breath always 'fogs' and when you sweat, people can sometimes see the sweat visibly steaming off of you. Your spittle tends to boil away within moments. Despite this appearance, you are not unnaturally warm to the touch. 710. Whatever heritage you bear, your fiendish ancestor seems likely to have been a form-shifter, such as a succubus, as your features seem cobbled together from disparate cultures and races. You have the elegant ears of an elf, the thick beard of a dwarf and the brushy unnaturally-hued blue, green or violet hair of a gnome, as well as orc-like tusks that protrude from your lower jaw. Your skin is the dusky tan of the men of the southern deserts, while your eyes are the cold blue of the northern raiders, and your cheeks show the dappling of darker freckles, like the wandering folk of the central lowlands. And yet, you are no mongrelfolk, and your features are symmetrical, so that your eyes and ears, no matter what racial characteristics they bear, are similarly formed. While your facial features are primarily those of races and cultures commonly seen in the regions of your birth, you may have some other less-common features, such as a tracery of fine scales along your lower arms, fin-like structures along your lower legs, a tuft of fur atop your shoulders or the nub of a tail near the base of your spine. 711. You were not born with a fiendish taint, but come by it through exposure to some fiendish creature. Akin to a darkmantle, the beast had a pair of large tentacles, and a half-dozen smaller tendrils, radiating outward from a bulging central sack, resembling the head of an octopus. It attached to the back of your neck some unknown time ago, and for all you can remember, you may have been joined to this creature as an infant. It has grown into you, and become one flesh, despite its gruesome appearance, with its two larger tentacles draping down your shoulders (giving you a somewhat broad-shouldered look, despite your slender build) and curl under your arms to continue wrapping around your upper arms, tapering finally to end on the backs of your hands, like thick ropey veins of dark red, protruding from your flesh. The smaller tentacles snake within your scalp, across your throat, framing the sides of your face (even moving up onto your cheeks, as if seeking out your eyes) and down your back, also sunken partially into your skin, and grown into you so that they can no more be peeled away from you than your own veins and arteries. Except for the pulsing of the breathing organs of the creature that sits on the back of your neck, like the bulge on a hunchback's shoulder, the creature itself shows no signs of independent life, and has no sentience that is not also yours, and no personality of its own (although you may pretend otherwise, to further disquiet your companions). Other than this hideous conjoined thing, you appear completely human, of a readily recognizable racial / cultural type, despite having acquired fiendish traits from the creature. If you wear a hood, you can appear to be nothing more than a hunchback, so long as nobody gets too close a look at your face. 712. It's barely noticeable in the dark (which is when it happens, obviously), but your very human eyes (and the smaller vein-like growths on your cheeks) turn dark, as a black inky liquid flushes into your eyes (perhaps injected by the tentacles of the symbiote) to afford you darkvision. This happens so swiftly that your 'darkvision' is no less functional than one whose eyes naturally possess that trait. 713. Your skin is covered in a green spider-web like tracery, small insects constantly seem to get stuck to you and struggle uselessly as if your skin was flypaper. These struggling insects die, only to have tiny black limbs erupt from your skin and pull them down into your body, to be digested, leaving behind no trace of that event other than a squirming under the skin for a few seconds. 714. You wear your heart on your sleeve, almost literally. Your wrists have a pair of blood-filled pestilent sacs that pulsate with the beat of your tell-tale heart. 715. Feet for hands and hands for feet! The toes on your hands are very long and while mildly awkward good enough for grasping. 716. Chicken Legs. 717. A mass of tentacles sprouts from your neck like a twisted and gooey mane. 718. Pig-headed, in that you have the head of a pig, with a crown of tiny wicked horns. 719. Negative energy courses through your body, interacting strangely with the positive energy stored in other organs and veins. It is as if you have an entirely secondary system of arteries and veins, black and violet in color and filled with cold, clear liquid, that lead to a withered blue-black organ that clings to the side of your normal heart, like some parasitic undead conjoined twin. With the exception of the extra and oddly colored veins visible through your pale skin, most of this internal plumbing is unnoticeable, but you do have the drawn features of a man who is several days dead. A side effect of this necrotic energy is that when you shed skin, hair or nails, the substances become animated by negative energy, and scuttle and slither along, in search of warmth, blood and life. While not dangerous, unable to effectively kill anything more than tiny insects (in the case of the longer strands of hair), the effect is quite macabre. You prefer your food living, drawing more nutrition from freshly-picked fruits and vegetables and meat still warm from the bone. Cooked food or processed foods, such as bread, are of very little comfort to you, and taste foul and 'empty,' and you greatly prefer the taste of beer to water, as the tiny lives that grow within the fermented beverage refresh you far more than pure water ever would. 720. When not disturbed, small eyes and mouths sometimes appear on your skin. They rarely make noise, and if anything passes near them (or 'startles' them) they blink shut and are gone, with no trace of their existence. At night, while you sleep and the world is quiet around you, they are bolder, and peer around at your surroundings, and sometimes sing softly in barely-discernable abyssal (a word salad of gibberish that makes no sense, even in translation). Sometimes a tiny tongue will flick forth from one of the little mouths and taste something edible (or not), but the mouths are too small to devour even a fly. You have no control over the appearance or actions of these organs, and you do not see out of the eyes, which may sometimes cluster on a certain part of your body to watch something. (They are particularly fascinated by fire, and will watch a campfire raptly all night long, while you sleep, with many tiny voices singing a strange abyssal lullaby that can only be heard by someone leaning in close to listen.) 721. You have thin lips, so much so that you appear practically lipless, with only a thin red slash for a mouth. You have two similar red slashes along your jawbone, and when you speak, both open and repeat the words you say in the infernal tongue, in a hoarse whisper. The stereo translation is not enough to obscure your actual speech, but is eerie. Neither of these side-mouths are deep, and neither led into your mouth cavity or throat, being, essentially, separate pouches on the side of your face and throat. When you choose to speak Infernal yourself, the words are echoed by the accompanying mouths in a deeper tone, no longer whispering, and you sound as if a chorus of fiends is repeating your words. 722. Your skin is stiff and hard, sometimes seeming to "calcify" into pale white/blue chitinous growths on your scalp, arms, and legs. Your gangly limb are thin, but are also likely stronger than they look. 723. Your eyes are cold blue, and covered with a thin sheen of frost that causes you no discomfort nor hampers your vision. When closely examined, this sheen is revealed to crystalize into patterns of clear "bumps", almost looking like compound eyes. 724. Your breath always mists as if in the cold. A set of twitching, useless antennae sprout from your brow. 725. Knightspawn. Regardless of your actual physical strength, your body is leanly corded with muscle, bearing not an ounce of fat, and your skin glistens as if oiled. You have a militaristic bearing, again, regardless of your own warrior's training (or lack thereof), and your breath reeks of carrion. If you breathe upon a dead body, it shudders momentarily with an infusion of unlife, and you can animate small insects for a few moments with this effect, as a parlor trick. More unsettlingly, any meat that you raise to your lips begins to twitch and pull away, as if seeking to avoid being devoured, although whatever momentary state of undeath your breath instills does not make the meat any less wholesome or nourishing to you. 726. Whenever you kill another being, its shadow detaches from its corpses and follows you for the remainder of the day. The shadows are harmless and ephemeral things, unable to even blind the vision of a foe, and lurk around your general vicinity, trailing along the ground around you until the next sunrise. A single hit point of positive energy will dispel these inconsequential wraiths, but sometimes you enjoy seeing how large of a 'shadow retinue' you can garner within a single day... 727. As if descended from something equal parts wolf and praying mantis, you walk on the pads of your elongated feet, your heel never touching the earth, appearing similar to the long joints of a canine, and your hands are similarly almost as long as your forearms, and hang down so that you can fold your palm flat against your wrist and almost touch your middle finger to your elbow. This is a comfortable posture for you, as is crouching, and you spend long hours sitting watch by the campfire in a crouching posture, with your arms folded up as if in some grotesque parody of prayer. You have a narrow chin and slightly protruding jaw, as well as a wide forehead and prominent ears, although the exact composition of your face, while unusual, isn't exactly inhuman... 728. You have a hulking physical form that is alternating thick and yet slender, with broad shoulders and thick biceps, but slender hands with six long fingers. Your skin is dark and your mane of hair a bright red, and you have thick body hair of the same color, which has more the texture of fur than anything else, particularly on your shoulders, forearms, lower legs and below your waist. Despite arms slightly longer than normal for your height, and legs slightly shorter, your posture is not out of the range of 'normal,' and your face can be mistaken for a somewhat crudely formed human, so long as you take pains to conceal your thick fangs and horns. 729. Inverted palms like a rakshasa. 730. Mr. Fournier, aka ‘the Four-Faced Fiend’. People thought that was just a nickname. You look normal enough, in your dapper outfit, doing your business on the docks, but every now and then, you say something, and there's a funny little echo, or side-comment, in a different voice. At first, it's easy to dismiss, but once it happens a couple of times, you realize that the voices are coming from within your clothing. "Mister Fournier, I am." he says, and a somewhat higher-pitched voice behind him says, as if correcting him, "Are." If he ever found himself in a situation where your shirt was torn, you would see that he has the face of a smallish person, perhaps with a slightly fiendish cast, on your left shoulder. And another, on your right breast. And a third, in the small of your back, over your right kidney. The one on your breast has its mouth sewn shut, because it just wouldn't keep it down, but the other two are relatively well-behaved, despite the occasional 'comment from the peanut gallery,' or poorly-concealed snicker. 731. You have a tail as long as your arm sprouting from your coccyx. Its appearance varies from day to day- sometimes it looks like a dog's other times it looks like a cat's, sometimes it looks like a length of chain- but what is most noticeable about it is how it ACTS. In this case, it is a horrible influence on you- although it does not speak, it lets its opinion of your actions be known by whipping about back and forth when you do something it does not like, going so far as to knock over small items or even break windows when upset. Although you have no control over it, it seems to realize that if you were to die, it would as well, and so does not hinder you in combat and even gives you a +2 bonus on a Reflex save once per day due to the way it is wired into your nervous system, but causes you to suffer a -4 penalty on all Bluff and Diplomacy checks related to actions on your behalf that are either arguably Chaotic or Good. 732. Your snake-scaled skin is always cracking and flaking, as new layers force their way up, so that you leave whitish fragments of skin behind wherever you go. Whenever you exert yourself, the skin splits along your muscles, and falls off in sheets (sometimes to be trapped under your clothing, and falling loose later). Over the course of a single day, you generally shed your entire skin, and you cannot have a tattoo of any sort for more than a day. 759. When you sleep, you sleep as deeply as anyone else, but your body twitches and shudders, and when you awaken, you find that something has changed. You always have at least one demonic feature, but it isn't always the same. One day, you'll have cloven hooved feet, the next small horns, pointed ears and teeth and yellow eyes, and the third day, your skin will be glossy like black glass, and all your hair will have fallen out. 733. Your footprints are always those of a hooved biped, regardless of your actual feet. 734. You are surrounded by a faint pall of smoke, and constantly smell of fire. 735. Your musculature, bones and skin seem to be slightly disconnected from each other, causing your features to shift slightly and disturbingly whenever you move. 736. Your skin has a decidedly red color to it. 737. Your skin appears normal, but is tough and leathery to the touch. 738. Faint sounds of screaming and wailing accompany your speech, increased if you are a spellcaster whenever you cast any spell with the evil descriptor. 739. Animals fear you, treating you like a predator at all times. Only your familiar or animal companion (if you have one) are immune to this effect. This can be particularly disturbing when animals that are considered apex predators whine and submit to you out of nowhere, or attack with the intention of escaping your presence, not harming you or eating you. Once combat with a creature starts (I.e., you do it damage), the creature acts like normal. 740. Small plants, especially delicate flowers, wither at your touch (though this is not enough to harm plant creatures). 741. When in an emotional state your veins seem to glow an unnatural and luminescent color (not granting light or hindrance to stealth checks). 742. When you are actively trying to kill something (dealing lethal damage), you can't help but grin jubilantly, even if the rest of your face is showing another completely different emotion. 743. You cannot blink. While you can close your eyes (and do so to sleep at night), it is not a natural automatic impulse. This wouldn't be such a problem except you clean your eyes with an extra- long tongue. 744. On touch your skin seems to crackle slightly like cooling flame. 745. Your clothes slowly smolder and smoke throughout the day as if being in contact with your skin was being put in contact with a small, low burning fire, and even have burn patches in places where your skin shows through. Once you take the clothes off, they reek of smoke instead of sweat, but are otherwise undamaged. 746. Your hair, which seems normal until closely inspected, continually shifts and moves as it is actually comprised of very thin serpents. 747. You always smile, and not in friendly, warm way... 748. Your facial features are very pointed: pointed chin, high cheekbones, widow's peak, pointy ears, upswept eyebrows, slightly slanted eyes, ski-slope nose. You could be mistaken for an elf, except no elf looks like you... 749. Your skin has a mottled, marbled appearance. 750. Your eyes continually glow an infernal yellow-orange. 751. Darker Angels. You hear voices in your head. More specifically, whispers, in your left ear, and there are seven of them, each with its own distinctive personality. This is no psychosis, as your inner ear is host to seven miniscule fiends, like imps in appearance, but so small that they can barely be seen by the human eye, smaller even than fleas. Each of these implings represents a single Sin, and each whispers exhortations to indulge in their respective sin. Sometimes they get in philosophical arguments, about which sin would be more relevant, which you find distracting, and, with the exception of Sloth, they take every opportunity to extol the virtues of their respective vice, and admonish you to indulge. Sloth, for your part, rarely says anything. When asked by Pride why he doesn't do your job, or by Envy why he gets away with shirking your duties, he lifts your head long enough to explain that he prefers to lead by example, and that it would be rank hypocrisy for him to be industrious in your promotion of sloth... As a result, Sloth is the only one of the seven sins that live in your ear that you don't loathe. Sometimes you smack the side of your head, to jumble them around and shut them up, but then Wrath gets angry and starts smacking your eardrum, so this is a Mutual Assured Destruction sort of tactic that only ends in a massive headache. 752. Fiendish Redundancy. You possess an extra one of EVERYTHING save your limbs (including your head), torso, joints and mouth/anus (all of which would be too difficult to adjudicate for an adventuring character). Your hair is unusually thick and even lush due to the extra follicles you possess, you have a third eye just above and between the other two, another nostril just above your nose, an extra digit on each hand and foot (and an extra joint on each finger and toe), another breast between the first two, another bellybutton next to or perhaps above the first one, and another set of genitals set up in the same way your bellybutton is. Your Charisma score determines how well your extra body parts sit upon your still humanoid frame. 753. Slave to Superstition. You are susceptible to, and exhibit many of the superficial traits of- someone who might be related to a demon or devil. You might shake hands only with your left hand, be unable to cross a barrier of salt or running water, have a red forelock in your hair, have middle and ring fingers of the same length (or far more rarely, all fingers of the same length save the thumb), find that all animals save cats are uneasy in your presence, or what have you. 754. Walker of the Left-Hand Path. You have no idea if the ancestor who dipped your wick in your bloodline was a rakshasa or a devil, but you have two left hands, and, to conceal this particular feature, tend to use your actual left hand for most visible functions, as much as possible, to conceal that your right hand has fingers and thumbs 'on the wrong side.' While your lack of dancing ability might imply otherwise, you do not have two left feet. 755. This Statment Is False. Everything you say is a lie. This isn't to say you are a compulsive liar, but more that you are a contrary almost in the literal (or in some cases, Native American) sense. You tell your good friends how much you cannot abide their presence, and exclaim to your enemies that you are happy to see them once more. You may have found a way to cope with your inflection through use of sarcasm or Shakespearean speech mannerisms. 756. A Child of Darkness. Your body violently rejects natural sunlight. It leaves you a frail and pathetic creature most of the day, you are considered nauseated whenever it falls on your form, even if you are covered from head to toe. At night, you feel more like yourself, as the nauseated condition ends. However, you have learned over the years how to make the most of shadows while the sun is out for a brief respite; you can hide in plain sight so long as you are within 5 feet of cover as if you were an assassin. 757. Breath-drinker. You gain no nourishment from food or drink and instead gain sustenance from the breath of sleeping individuals. You must grapple these individuals without waking them and place your mouth a few inches(less than a foot) over theirs in order to begin the process, which looks as if you are draining luminescent vapor from the sleeping individual's mouth. While they are not harmed by it, it is disturbing to look upon at the very least and you have been attacked for your nocturnal skulking before. You find that each person's breath "tastes" quite different, and you may be almost addicted to the breath of priests, children, beasts of burden, ladies of the evening, or even a specific individual, such as a loved one or a bitter rival. 758. Sabrinas. Critical hits you inflict with a weapon do not hurt your opponent in the slightest (although they do indeed do damage). Instead, they feel quite...good. Blissfully and erotically so, in fact. The first critical hit you inflict upon an opponent has the potential to leave them staggered if they fail a Fort save with a DC equal to the damage done. Even if they make the save they will remember how good it felt, and should they survive combat with you, might seek you out again to see if you can provide such stimulation for them once more. 759. Sympathetic Scars. Your body is regularly covered with faint scars that constantly shift over time. Each one corresponds to the scars or injuries of all living beings within 100 feet of your current location. Someone with a missing limb nearby will result in a scar circling your own limb at the location of severance. Someone with a missing eye will cause your own to grow pale and misty. Someone with missing teeth will cause your corresponding teeth to be discolored. Your magical scars are always faint, regardless of how deep the originals are. These scars cause no pain nor do they impede the function of your limbs and sensory organs. 760. Dark Tidings. Sometimes, not commonly, you meet someone who is related to / connected to someone trapped in the pit where your infernal ancestor 'works.' You recognize them, through some faint spiritual connection to their damned kin, and you briefly know things you should not about this fallen soul, which you may find yourself blurting out in a most cruel fashion. "Excuse me, your grandmother was the witch of Badon Hill, was she not? I have a message from her. 'It burns, oh gods, mercy, it burns!'" 761. The mirror, the river. Your tears continually fall, no matter what your current emotion is. Anyone who looks directly into your eyes sees faint images of themselves suffering unspeakable tortures at your hands, forcing them to make a Will save equal to your character level or be frightened. 762. Pretty when you cry. Whatever fiend took a skinny dip in your gene pool was a creature born of corruption, specifically, of corruption via sadism. You are your (or her) creature, with delicate features that bruise easily, and a fragile appearance that belies an unnatural capacity for enduring pain. Anyone injuring you in combat will feel an unwholesome rush of pleasure and satisfaction in the deed, and long after you have departed (one way or another) will feel the occasional yearning to recapture that sensation, of fist striking flesh, or blade cutting skin. As it would be counter-productive if the victimization this unnatural aura provokes where to kill you off too quickly, you 'benefit' from unnatural endurance, stabilizing immediately if brought to negative hit points, and yet appearing dead to all but a Heal check (DC 12 + the number of negative hit points you are currently at), making it more likely that an attacker will dismiss you as dead (or think that you'll bleed to death anyway) and turn on to other prey to sate your newfound interest in dominance and the causing of pain. 763. Confuser of ways. You find that you give really, really bad advice, although this does not affect your Diplomacy rolls. No matter what you say or how hard you think things through, any succor you give is doomed to a strange kind of failure. Whenever you use the Plot Twist Deck in social situations, it is always interpreted negatively, but always centered on the other party, never on you. Your closest friends and companions have started to do the opposite of what you suggest, which may or may not lead to hurt feelings on your part. 764. Fiendishly Double Jointed. Every joint in your body is double jointed, but not in the classic way- you enjoy an obscene range of motion with each one, and are able to with effort bend *everything* backwards and function normally. You can invert your palms for example, going so far as to be able to shake hands with a rakshasa firmly. You can make your knees bend the other way and yet still walk forward(or backwards). For real laughs, you can even go so far as to tap or pat yourself on the back and make it look like someone else is doing it. This doesn't extend to your neck, however, which can be snapped like anyone else's. You enjoy a +2 bonus to your Dexterity, but no appreciable bonus to your Escape Artist check, as this is not "true" double-jointedness. 765. Eyes of Night and Day. The iris of each eye changes with the day. At dawn and dusk they are gray, while at noon they are clear(no color and the nerves can be seen). At night they become pitch black. These changes have no effect on your vision. 766. Your bodily humors have switched places and functions. For example, you may have pus for blood, saliva for pus, and blood for saliva. All Heal check DCs are increased by 5 for you. 767. Flickering Veins. You look normal enough, and could even pass as human... when you are asleep. When you are awake, your veins flicker with a dull red and blue light as if on fire. This dull light is unnerving to most creatures, save demons, who find it calming and may collect you (or parts of you) as a fun toy. When you bleed your blood acts more like fire, spouting out in arcs. Your blood temperature is the norm for a human. When confirming critical hits against you, the attacker gains +1 to confirm critical hits if you are awake. 768. House Face Salad. Your eyes, ears, nose and mouth are in the same places as they would be in anyone's face, but the functions are switched around. Roll to see which feature does what(for example, for eyes, roll 1d4- 1- Sight, 2, Scent, 3 Taste/eating 4, Hearing). It is quite disturbing to ask others to speak directly into your eyes, while you pour a watery gruel down your ears at the dinner table. 769. Cobb Face Salad. Your facial features are not in the correct places, although they function as they should. Use the above table to determine what goes where. Your Charisma score notwithstanding, you are a genuine freak. People must make a Will save with a DC equal to your Charisma score upon looking at your unshielded face or be shaken. 770. Caesar Face Salad. Your facial features are not in the correct places, although they function as they should and mould to where they fall upon your face. For example, if you had your mouth where your eyes should be, your nose where your mouth should be and your eyes where your nose should be, you would have two functioning mouths each with their own tongue(hey, you can talk with your mouth full!!) on the upper portion of your face, two small eyes peeking out from two nostrils on a only slightly misshapen nose, and a rather large hole that looks like a circular mouth but actually functions as one big nostril. Your Charisma score is used as the base for the Will save for looking upon your unshielded face, but people are frightened by your appearance. 771. Peter Pan. Your shadow regularly detaches from you, and goes about the world in search of a good time. It cannot actually DO anything as it is literally just a shadow- not the monster, but a two dimensional version of yourself. If it matters, it has no physical stats whatsoever and cannot be harmed even by ghost touch weapons, but it acts as if it were roughly as smart as you and has self defense mechanisms [i.e. it will run if attacked, duck to avoid things thrown at it, etc.] and moves at a rate of 120 feet a round. Sometimes it returns to you to implore you to do things or go places it enjoys through excessive pantomiming. Only on the rarest of occasions does it scout out areas for you when asked. Far more regularly it gets you in trouble as it makes you seem you were places you were not. 772. Invisible Fiend. You have the horns, claws, fangs, and whipping tail of a dweller of the lower planes, but they are all invisible. You look a horror when viewed with see invisibility, and when you are turned invisible per the spell, these features wink into existence, giving you a decidedly ghoulish outline. The spell does not work as normal, but you enjoy a +10 to all Hide checks. 773. Invisible Friend. You are completely and utterly invisible. And no, not as the spell: you cannot be seen with see invisibility or similar spells; it's almost as if you do not have a body at all. You must drape clothes and wrappings upon yourself so that people are able to interact with you, otherwise you are just a disembodied voice. You must make daily Heal checks(DC 15) to perform normal everyday toiletries without injury(you would be surprised just how much you rely on seeing parts of your body to give yourself a sense of perspective), and if you fail, you must then make a DC 25 Will save or fall into a deep, possibly psychotic funk(as if you were affected by a confusion spell, although you suffer the effects of crushing despair if you get the "act normally" result- you are essentially doubting your own existence). You can still be turned invisible as per the spell (which would turn whatever clothes you are wearing invisible), although if you were to run around naked, that would count as a more potent form of invisibility, despite your vulnerability to physical attack. It should be noted that you can be "seen" through a lot of various cheesy tricks (throwing flour, sediment, or water in the air to make note of your outline, etc). If someone wishes to do this against your will, they must attack with a grenade like weapon and see if they can hit the square you are standing in as normal. 774. True Carnivore. You must hunt and kill all your food and eat it immediately- red, raw, and dripping- in order to draw forth any sustenance. You are never made ill through any foods you eat this way, which means your character can ingest all sorts of beasts of the land, sea, sky and planes of existence provided they actually count as a living creature(exceptions can be made for will o' the wisps and other similar aberrations). All other food you eat leaves you nauseated, although you can drink liquids normally. 775. Tapestry of the Damned. The visages of people you slay personally appear on your body as participants in a strange full-bodysuit tattoo, all displayed in horrible and bizarre tortures tended to by a wide variety of devils and demons. On occasion it looks as if they writhe about and even moan in agony, particularly while you are asleep. 776. The Question. You have no facial features whatsoever: no eyes, no nose, and no mouth. Although you can see and breathe normally, you do not need to eat or drink, and are thereby immune to poisons that must be ingested, inhaled directly (i.e. you cannot be knocked out through use of a chloroform-soaked rag placed over your mouth, but you could still be killed via cloudkill), but you also cannot enjoy the effects of potions of cure moderate wounds, the spells heroes feast and goodberry, etc. You can still be affected by the spells invisibility and see invisibility however, although you enjoy a +6 bonus to save against illusion spells due to how you interpret the world- your face in essence a large sensory organ that is difficult to fool. 777. Alien Nation. You only gain nourishment from spoiled food. Milk is a particular favorite of yours, and you find it gets you drunk faster than most alcoholic beverages. 778. Keep on Rollin'. You have die pips for pupils. Roll 2d6 each day to determine the number of pupils you have for each eye (i.e. the first 1d6 is the left eye, the second is the right or some combination thereof). 779. Kip. The Tiefling. You have no bones, and are instead supported by a series of mucus-filled bladders. Your skin is hairless and smooth to the touch. You have either the strange anatomy special ability and enjoy a +2 to both Reflex and Fort saves due to your strange body, but for some unknown reason you are weak-willed and quick to go along with the crowd unless it does something completely opposed to your nature; you suffer a -3 to Will saves. 780. Grim Nectar. You can drink and gain nourishment from the tears of sentient beings. You find that the emotional state the crier is in affect the flavor. You may carry a few vials around with you at all times to add a special kick to more mundane meals and drinks. 781. Which way to the rave? Your body is covered in a glow-in-the-dark bodysuit tattoo, which gives you the horrid features of some foul demon. Rarely, you find people who find your appearance more exotic or even beautiful than terrifying, these people are usually into strong drink (or other substances) and bizarre, conscience-altering music. 782. Cannot abide its reflection. No matter what your Charisma score, mirrors, windows, and other highly reflective and fragile surfaces shatter when you attempt to see your reflection in them. If you look into something sturdier (such as highly polished steel or silver), you see only a crude image, as if you were staring at yourself through leaden glass. 783. Better Window than a Door. Your body is completely translucent. You aren't invisible as if you were invisible friend above, but you can hide quite easily- +20 on all Hide checks made when you are naked. 784. Better Door than a Window. Your body is made up of some type of highly reflective metal, almost as if you were Colossus from the X-Men (not the banded organic steel look, but the smoothed out/polished one from more recent comics). Your touch is only slightly cooler than normal, and your skin can be pierced just as readily as flesh. You have learned how to make the most of light in your vicinity in combat; you can essentially cast Dazzle as if you were a Sorcerer or Wizard of your level 3 times per day. 785. Glass Jaw I. Your body consists of one smooth, unbroken and flexible piece of tempered glass, and although it is not nearly as fragile as the genuine article, you are still highly susceptible to damage. Critical hits made against you with bludgeoning weapons do not need to be confirmed, and you need to roll twice on any Fortitude saves, using the worst result each time. On the bright side, your body has many of the same properties as tempered glass- you are considered to have Improved Evasion when targeted by any spell that deals fire damage, and although you still are alive and have digestive and other biological systems, you enjoy a +4 bonus to save against poison, disease, and hostile necromantic spells as your body is well and truly strange. 786. Glass Jaw II. Your body is composed of a mishmash of glass shards compressed into a rudimentary humanoid form. You are much hardier than you look, however- your body almost has the consistency of rock crystal. In addition to the bonuses to saves mentioned above, your fists deal damage as if you were a monk of your character level (tiefling monks who have this appearance deal unarmed damage as if they were one size category larger). Unfortunately, you can only wear the roughest and most rudimentary clothing (loincloths and the like) as your body is multifaceted and sharp enough to ruin regular clothes after a few hours. Your armor must be made to order (as if it were masterwork barding for a horse). It is also quite hard for you to hide yourself as your multifaceted skin reflects even the most miniscule amount of light in your vicinity- you suffer a -10 penalty to Hide checks. Finally, other people find your touch incredibly uncomfortable as you leave them with paper cut-like wounds- you are only able to enjoy tactile pursuits with individuals who have natural damage resistance or perhaps are under the effect of a stoneskin spell. 787. Subliminal Advertising. Your character's unconscious (and brutally honest) thoughts manifest as multicolored and garish graffiti on their skin. It varies between written descriptions and crude drawings at random. 788. Not of This World. Your otherworldly nature causes the natural world to recoil around you. Air stirs up in your presence, and if you stand still in a misty or dusty area, the air can be seen to swirl widdershins around you, like a dust devil, as it vainly attempts to circle around you without touching your flesh. Pure water similarly slides across your skin, like droplets across a hot pan, although your skin feels only slightly warmer than normal to a living person, and even if you are immersed in water, which roils around your person, you are dry within moments, the water steaming off of your skin (although your clothing and possessions may take longer to dry off...). Wild animals shun you, which might be advantageous when mosquitoes choose a target to land upon, but make hunting and foraging more difficult. Tamed animals are someone less bothered by this unnatural aura, although they still prefer the company of less ominous folk. Finally, your thumb is anything but green. Prolonged contact with living plants saps them of their vitality, and if you sleep on the grass, in the morning, it will be yellowed and shriveled, as if denied sunlight for many days. A starving or angered (or controlled, or well-trained) animal will not put off attacking you, due to this aura, but your otherworldly flesh will provide it no sustenance after you have fallen. This particular aspect is of little comfort to you, 'though... 789. Of the wrong world. You possess a vague resemblance to a certain type of mundane animal- cat, dog, horse or what have you. However, animals of this type do indeed think you are one of them, and will treat you accordingly, especially during mating season. 790. Unclean Beast. Pick an animal associated with the lower planes, or with a unsavory reputation, such as a raven, hyena, vulture, viper or some particular type of vermin. Your body has traits similar to that particular animal, and that particular species of animal reacts to you as if you were one of them, starting at Indifferent, and able to be modified with Diplomacy or Handle Animal checks, as appropriate, as if you had a limited version of Wild Empathy with this one particular species. You may have the glossy jet feathers of a raven in place of hair, or the rich chortle of a hyena, or eight long, thin fingers that twitch like the many legs of a spider, making your kinship to that species obvious, over time. 791. Sealed With A... Every time your lips rest upon something- a mug, a lover, etc., it leaves a black mark akin to a lipstick print even without makeup. The kiss lingers as an arcane mark would. 792. Are You Afraid of the Dark? Every time you use your Darkness ability, it is accompanied by eerie laughter not of your voice. 793. Black Magic Woman. Hag blood taints your veins, causing you to appear older than you are. Physically, you appear to be one age category ahead of your current. If already venerable, you appear to be weathered and aged much past the normal life expectancy of your kind. The benefit of this is that you also see hag eyes for what they are, and can see ethereal night hags riding sleeping victims. 794. Hollow Man. You have a very faint plastic-y sheen to your appearance, and your joints bend slowly, almost as if you do not have enough skin to accommodate such movement(no penalties to Dex or Con, however). When you are injured, you find that your skin shatters and breaks off in glass-like shards instead of being lacerated/abrased/contused/etc., and that you have nothing underneath your flesh save for a very dense fog-like gas(you choose the color). It leaks from you as if it were blood, and the physical injury hurts just as bad as it would on anyone. You still heal as normal, however, and it sometimes looks as if you are slowly regenerating pieces of yourself although you in fact do not possess natural regeneration abilities. 795. Cruel Symmetries. Whenever you strike a blow at someone who has wounded you (even if that wound was in the distant past), the wound you inflict, no matter the source, leaves behind a scar that appears identical to any wound they left upon you. When this occurs, the scar from the wound seals away (damage remains, below the surface, until healed by other means), as if you are taken the wounds the foe gave you and returning them to him. If you fight an individual for more than a single exchange of blows, your style of fighting begins to resemble their own, and, to a more removed observer, it appears that you both trained in the same school or style of combat. 796. Dark Mirror. Your appearance shifts over the course of meeting a new individual face to face, subtly giving the viewer the impression that he is staring into a distorted mirror twin, exaggerated in a cruel and mocking direction, as if seeing what he would look like, if he had fiendish blood. Actual fiends see the reverse, a distorted version of themselves, as if they were your fiendish ancestor, and you still 'had their eyes,' so to speak. 797. Inner Beauty Inverted. You possess a clean, healthy attractiveness, as long as you are lonely. Finding love with another and growing content with your lot in life changes that due to the distant touch of pairaka blood in your family line. Whenever you find deep friendship or love with another, you slowly and steadily grow increasingly unhealthy in appearance. Scars of plague manifest even if you have never been ill in your life. While you are caused little discomfort, pustules and rot indicative of disease passed through intimacy run wild across your body. It is only when you have been abandoned, when your heart is broken, that your body finally begins to heal and return to its original beauty. 798. Fiendish Tourette's Syndrome. You make unusual noises when you hear divine scripture being read, sang, discussed, or when you hear church bells ringing. Sometimes they are mere curses or oaths, but other times, they are sounds made by fiendish creatures, like a gelugon's clicking laughter, or a pit fiend's imperious growl. Still other times you may start screaming curses in dialects of Infernal that you do not know, arguing that the tales that are being told or songs that are being sung are lies told to keep humanity in their place. 799. Caliban. You draw nourishment from fear. You can cause fear three times a day instead of darkness, but cannot eat or drink ordinary foods, although curative and magical potions and the like function normally. 800. Sleeping Demon. During your waking hours, you look human enough that only the extremely well-informed and perceptive will note any sign of fiendish blood (Knowledge - planes DC 25). But when you concentration slips, when you are stunned, or asleep or unconscious, your fiendish features are visible to all, with scaled ruddy flesh, gleaming fangs, small horns, vestigial wings, etc. You have no control over this process, and cannot choose to reveal your fiendish features. As a result, you tend to sleep buried deep under the covers, although you cannot always predict when you will be momentarily stunned. 801. Stay Out Of My Room!!! When you sleep at night, your immediate surroundings (a 30 foot diameter that is blocked by doors and walls) slowly takes on the appearance of the plane your infernal parent hails from. This is always a slow progression, with the landscape gaining one feature (DMs discretion, but should include both visual, audial, and olfactory stimuli and should NEVER do damage even though the flames will seem incredibly hot or what have you) per hour of sleep. When you awaken, the landscape returns to normal at about one feature disappearing per minute. People stuck in this nightmarish illusion can attempt a save with a DC equal to 10 plus your character level to see through it, although your character must wait for the effects to subside as normal. 802. Feelsbadman. You are a fount of negative energy, and people tend to feel morose and lethargic in your presence, although not necessarily by anything you do. On occasion you can use the negative energy you exude offensively to spoil water and food as per reverse of the purify food and drink spell. You can do this a number of times per day equal to your Constitution modifier (minimum of 1). 803. Did you guys see that? As you get ready to sleep for the night, there is a chance you a person or creature you have seen recently appear on your bed, posing for you. This phantasm disappears when you blink, and only you can see it. 804. Dopplerkind. Your succubus mother seduced a famous ruler or knight who was regarded as a paragon of goodness, and then used your seed (and your appearance) to seduce a half dozen prominent local maidens of virtue, so that, nine months later, long after she had returned to the Abyss, a half dozen bastard children with your features were born to the women that 'he' had supposedly seduced and betrayed. You are one of those children, and your features for the first two decades of your life were a spitting image of your purported father, leading to your spectacular fall from grace. On your 21st birthday, your true heritage came to the fore, and you are now have subtle demonic features, mixed over the famous nose and piercing eyes of your supposed father. In the lands of your birth, everyone knows the story of your 'father's' fall from grace, and the decades-later revelation that these children were in fact demonspawn, engendered to destroy the noble heir's reputation (a discovery that came after your suicide, and the decline of the kingdom into the hands of an ill-fitting lesser scion, who ran it into the ground). Anywhere else, you are just a tiefling, but in the lands of your birth, and to expatriates or travelling merchants from those lands, you are a hated reminder of everything that went wrong those decades ago, of how they turned so vehemently against their favored son, only to find out too late how they had been duped... Unlike most tieflings, your fiendish attributes are the ones least likely to get you killed. It's your human face that inspires loathing. 805. Master of Chains. Small chains, no more than a pound in weight (necklaces, generally), slither across your bare skin at your direction like serpents, through some unusual affinity you have for them. They remain clinging to your skin, even if you do not clasp them, and you have taken to wearing three or four on each forearm, coiled casually and occasionally moving, as if to make themselves more comfortable, or to 'get a better look' at someone or something nearby. Silver chains are the only metal chains that do not respond to these sorts of commands, and you find them unpleasant to the touch. 806. Iron Deficiency. You find the touch of cold iron unpleasant, and it leaves a dark stain on your skin, feeling bitterly cold to you. You automatically can identify any item made of or containing cold iron by handling it, and if you are ever enclosed within cold iron (such as by wearing a full suit of cold iron armor), you do not recover hit points or ability points naturally. You can use steel weapons, but tend to wrap the handles or grips in leather, and avoid prolonged contact with even steel, as it feels like it is cold and cutting into your skin, the longer you hold it. The cloth layers beneath most metal armors will serve to adequately protect you from this sort of discomfort, but you may find yourself adding extra padding to a steel shield, or wearing thicker gloves, to keep your forearm from touching the metal. Brass, bronze and copper (and more precious metals for decorative work) will be the choice metals for hand grips. 807. Garden of Unearthly Delights. Your hair is made of thick brown strands, and from the end of each of these hundred or so strands, a bud forms in the springtime, quickly blossoming into an exotic green and gold flower (often shaped more like a many-legged insect than a flower), or an oddly colored leaf (red or purple, instead of green). The flowers only bloom for a month in springtime. For another month during the late summer, new buds turn into black elongated berries containing a red juice that stains the lips, that you find tart, but sweet, but others insist taste bitter, salty and like blood. (The two dozen or so berries that form over these weeks are sufficient only for a single meal.) When autumn descends in full, the leaves become dried-out and reddish-brown, but remain present until they fall off to reveal new buds the next spring. If you cut these strands of 'hair' (which normally grows in varying lengths, from a few inches long to waist-length, in a luxurious mane), they bleed red sap for a few moments, and begin budding a new leaf from their new endpoint, within a day or so. If you cut your hair to be of a single length, it tends to spread out, in a bushy 'natural' cut, as the individual leaves push away from each other to maximize exposure to sunlight. Natural insects avoid your hair, except during the springtime, when some subtle scent attracts them, and if they buzz too close, the strange many-legged 'flowers' slowly wrap their 'limbs' around the hapless insect and devour it. 808. Otherworldly Echo. Whenever you speak, a second, quieter voice can be heard to repeat your words in the infernal tongue. This voice is recognizable as your own, albeit at half-volume, but always appears to be coming from slightly behind you and to your left. Your visage appears normal, but any attempt to depict your countenance, whether by illusion, drawing or sculpture inexplicably includes the image of a grotesque miniature fiendish version of yourself perched upon your shoulder. Those viewing you via see invisible or true seeing also perceive this vision, although it is intangible and appears to do nothing but parrot your words in Infernal and leer mockingly and gesture rudely to those that can perceive it. 809. Qliphothic Dreamer. You are frequently haunted by disturbing dreams, or perhaps dreams that you find comforting against all reason. Even pleasant dreams are experienced through a grotesque, alien filter. Whenever you dream, your body takes on a form reflecting your subconscious experience. You retain your general shape, but its composition changes to a mass of eyes, tentacles, innards and organs placed without rhyme or reason. As soon as you awaken, you instantly shift back to your normal form. No matter how gruesome your dreaming body may be, no trace is left where you were sleeping save possibly for cold sweat. 810. The Whisperer in Dreams. You whisper secrets in your sleep, but never your own- only those of people whom you have met earlier in the day. They jumble and blur into one another, but you have been known to blurt out a BBEG's private thoughts here and there. 811. Palimpsest. Pigment pools beneath your flushed ruddy skin, and with a gentle pressure, you can push it to the side, leaving paler areas. With some precision, you can even create crude imagery or simple words, 'drawing' on your skin by manipulating the pigments beneath the surface. Over the course of a night's sleep, the pigments will slowly seep back into position, and any firm pressure can 'mess up' these drawings, but it makes for an unusual form of temporary self- tattooing. 812. Black Blood of the Moon. Your black blood reacts unusually to the gravity of the moon. Wherever the moon stands, in the sky above you, on the horizon or on the other side of Golarion itself, your blood pulls in that direction, causing your skin to appear darker, almost blue-black, on whatever side faces the moon, and bone-white on the opposite side. If your blood is spilled, perhaps as the result of a piercing or slashing wound, the blood 'falls' in whatever direction the moon resides, in some cases drifting upwards into the night sky, and at other times slamming forcefully into the ground (when the moon is on the other side of the world), as if trying to tunnel into the earth itself. Alternatively, your blood could react to the different phases of the moon, be silver colored in addition to the aforementioned properties (and result in your being paler in the areas that face the moon, not darker). 813. Scion of the Thirteenth. Your body has short but thick horn-like growths at the side of your wrists (opposite your thumbs, pointing 'down' towards your fingers), your elbows, your shoulders (pointing up), your waist, the outer sides of your knees and your ankles, with a thirteenth horn at the base of your spinal cord, where it meets your skull (although it may be concealed by a particularly thick arrangement of hair). These horns grow throughout the year, becoming thicker and darker in hue, until late autumn, when they begin to itch, and fall away, leaving bare circles of dark flesh, and begin to grow again in the spring time. 814. Sleep like the Dead. While you are sleeping, there is a 40% chance anyone checking you for signs of life think you are dead. Further attempts by the same person result in the same diagnosis. 815. Gnashing Eyes. Your eyelids are lined with small teeth-like growths that slide harmlessly over the surface of your eyes. When your eyes are closed, these tiny sharp teeth lock together, sometimes grinding against each other. Tears shed from these eyes seem slightly more viscous than usual. 816. Gaah!! None of your body's orifices open the way they are supposed to. Your eyes and mouth open sideways or at unusual angles, and your nostrils flare inwardly. Your sexual organs are equally bizarre, but all function as they should and look normal enough once prepared for use. You usually frighten people the most when they observe you yawning, waking up from a night's rest, or eating. 817. Eye of the Augur. One of your eyes acts of its own accord, frantically turning in its socket like a trapped animal. This image is reinforced by the socket itself: Strange growths of bone with high iron content around the eye like the bars of a cage. You can see through this seemingly independent eye, but its erratic movement and the "bone cage" around it drive many with this affliction to cover it both to spare themselves a great deal of disorientation as well as to hide its appearance. While the eye's movement is seemingly random, it will frequently focus on sights of bloodshed and misery, sometimes even before you notice it with your normal eye. You gain a bonus to identify and examine sites of dark events such as murder and death and torture, as determined by the DM. 818. Sanguine Chorus. Whenever you take damage from a piercing or slashing weapon, your pale skin parts and the wound cries out in pain. Bleeding wounds continue to wail softly throughout the entire duration of the bleed effect, but other wounds grow quiet after their initial outburst, only muttering dark complaints occasionally in Abyssal, so softly that one must be adjacent to you to hear them. When the wounds finally are closed, by natural or magical healing, or a bleeding wound is staunched, that 'mouth' utters a brief sigh of relief. 819. Vermis Mysteries. Your hands, feet and, most gruesomely, face are bulbous and featureless lumps of pasty flesh, that unfold when in use, splitting open to reveal five appendages, similar to the 'arms' of a starfish. Your hands and feet function normally when 'unfurled,' and you have a surprisingly dexterous grip with your feet, as the 'arms' can wrap around and retrieve an item with ease from the ground, so long as you are not wearing footwear. In the case of your face, however, the effect is much more hideous, as you have a pair of round red eyes atop the upper pair of 'arms,' a pair of trumpet like ears at the end of the next lower pair of arms (which hang approximately where a humans cheeks would be) and a sucker filled mouth at the end of the fifth and final arm, dangling straight down, like a miniaturized version of an elephant's trunk. 820. Tears of Frozen Fire. Your skin is pale like that of a corpse, but not so much that you could not pass for a sickly human. What truly stands out is that your hair is frozen solid, in any weather condition, as if you went out into a blizzard with hair still damp, and your eyes constantly weep tears so cold that they burn and scar the skin of anyone other than yourself that touches them. Your eyes visibly steam as the cold tears contact air, but this effect never impedes your own vision. 821. Hellfire Soldier. More likely than not, you are bulkier and more muscular than normal members of your race. Your skin smells of burnt flesh when not washed. Lastly, any metallic armor you wear seems to shoot off impressive sparks of fire around you when you are in battle, as if you were endlessly burning beneath the armor itself. Outside of combat or when you are in a good mood, the edges of the metal armor merely glow with small embers and completely die out when you sleep. This cascade of fledgling hellfire is harmless, but surely one would not wish to face a fiendish knight in plate armor who not only towers over those of your kind, but also seems close to bursting into flames from sheer unholy anger. 822. Scion of Flies. You have a regal bearing akin to that of a celestial, but the red eyes and unnerving countenance of a fiend. Instead of a beautiful pair of angelic wings, your wings are pitch black, with feathers formed of countless dead flies. Lies and boasting seem to come naturally to you, and a hunger for recognition gnaws at your mind when you are faced with those of higher station. 823. Viperfoot Heretic. Some or all of your teeth are fanged, and your sharp nose has the bearing of a crude beak. Patches of scales cover parts of your legs as well. The most glaring sign of your heritage is a pair of vipers that appear fused to your lower body, starting from the knees and heading down to your feet to slither about. They somehow manage to fit into your shoes when coiled around your legs, but tend to hiss in the vicinity of the good and the lawful as well as near magical items. Their position makes it hard to use them in combat, despite both of the snakes being venomous. 824. Child of the Volcano. You have eyes the color of a raging flame (they shift accordingly between yellow, orange and red) and a lizard tail covered in black scales. Though your skin is not of the same color, your blood veins appear to carry lava instead of blood, and your body temperature is far higher than what would be normal for your kind. Your blood would burn those who touch it if contact with air didn't cool it and cause it to harden in an instant. 825. Regretful Mistborn. At some point your lineage crossed paths with one of the fiends or previously damned souls crossing through Nirvana's misty island of purgatory. A faint, cold mist constantly trails from your skin, following your movements, growing thicker when you feel extreme emotion. This mist tends to feel clammy and causes most to shiver from its touch. You often feel pangs of powerful guilt, regardless of whether or not you've done anything to ashamed of. You feel faintly compelled to seek out the company of those seen as pious or pure in spirit, and are often driven to apologize and make amends for transgressions both real and imagined, even those of others for whom you may believe yourself responsible. At its most dysfunctional, you sometimes feel the need to do something wrong just to have something to feel guilty about and be punished for. Others denying you forgiveness tends to sting far greater than normal, and the judgment, opinions, and approval of others weighs heavily on your mind. 826. Diabolic Mystic. Your eyes glow with a mysterious green light, which those versed in the arcane arts seem to usually respond to with fascination and horror, more of the latter if the caster is of a good alignment. Your face also seems to always be in shadows, as if hooded by a cowl. 827. Idolborn. Your eyes glow like a pair of raging flames, and a pair of wings grow on your back, though for some reason they look and feel as if they were carved from stone. More disturbingly, armor, weapons and jewelry worn on your being bear marks of religions and idols long forgotten. However, these patterns are unable to taint (un)holy symbols you wear on your being for some reason. 828. Child of Storms and Darkness. Black feathers adorn your head, matching the length of your hair if you have any and simply cover your head if you do not. Your hands and feet end in talon-like claws, and your body seems to give off electric discharges on occasion. These abrupt flashes of lightning seem to flow through the feathers on your head, more so when you are agitated and less so when you are in a calm state of mind. 829. Tainted by Tar. Unlike most people of Demon heritage, you are of a rather lean build. Your teeth are akin to those of a shark, and your hands end in claws that look imposing but grant no benefit in combat. Though your skin may not be dark like that of your ancestor, it does ooze out a cold, tar-like substance when a normal person would start sweating. 830. Snakeskin Suit. Like 41 above, you have to shed your skin regularly, but you have no internal regulatory system to remind you of when you need to do this. Your body gets uncomfortably itchy and swollen at random intervals, almost like you have been bit by a mosquito. During these times, you lose your Dex bonus to AC but gain DR 3/bludgeoning and magic until you suffer an amount of damage equal to your Constitution modifier as you really need to slough off the confining dead flesh. 831. Horned Lord. You have horns in place of facial features. A pair of thick but short horns jut upright from your eye sockets, and function as eyes in all regards. A larger downward thrust horn with a pair of slits on the underside replaces your nose. Another pair of horns on the sides of your head serve as ears. Your mouth looks normal, when closed, but inside, dozens of tiny horns serve as teeth, and another larger horn clacks against them as you speak, serving as your tongue, despite its relative inflexibility. If you have some trait or feat or class ability that grants you natural weaponry, such as claws, your fingers and toes also are replaced with small horns, which you remain capable of using dexterously enough to not impede your ability to hold, grip or manipulate objects. You may have one or more other horns about your body, but not atop your head, only replacing normal humanoid physiology, and performing their usual functions unimpeded. 832. Hellfire-blooded. You quite literally have hellfire for blood. This is not as impressive as it sounds as the only effect the average person notices is that you are freakishly warm to the touch and your breath steams when the temperature drops just a bit lower than normal- say below 65 degrees. There are some less than obvious benefits though- you are immune to poison as you burn it right out of you, and you enjoy a +10 bonus to save vs disease for the same reason. You are immune to subdual damage from cold and heat. Creatures that succeed on bite attacks against you deal damage, but then take your character level in profane and fire damage. Some party members enjoy watching the little pops of light as mosquitoes and other blood drinking insects attempt to feed on you. The paladin often mutters about using you as a weapon against vampires. You aren't too sure about this since divine healing leaves you sickened afterwards... 833. The Adversary. Where some dark-blooded creatures project auras of fear, dread, or just plain evil, thrice per day you can project an aura of sheer paranoia. While active, people believe you to be the child slaughtering, soul drinking demonic horror of tiefling stereotypical legend, and that you are out to get them specifically. People within 30 feet of you think you are an utter horror and are panicked by your presence-but they always rush to protect something important to them in their flight, whether that is something with monetary value or sentimental value is up to the dm. You can easily find work as a frightener of sorts for thieves’ guilds, provided they have someone other than you follow the mark. 834. Cloak of Shadows. Your skin is naturally pale, but whenever you contact an area of shadow, the shadows crawl upon your skin, as if seeking refuge, and coil and pool upon your flesh, always moving to avoid other sources of light, and slowly fading away as you move through lighted areas, only to be replaced by new shadows that have crawled upon your skin as you came into contact with shadowed areas. 835. Bone Adornment. Your bone horns rise in a crest of fine spires above your brow, and you have additional bone ridges at wrist, waist and throat, resembling some ornate organic jewelry, punctuated by bright red and blue veins and arteries. 836. Masks upon Masks. Your face is a smooth surface of bones, having only frozen lines and ridges for nostrils and mouth and shadowed hollows for eyes, like a mask of porcelain. Similar 'masks' of white bone, with similar facial features, adorn your shoulders, forearms, thighs, calves, shoulder blades and breastbone, with six smaller 'faces' on each of your abdominal muscles. A closer examination of your skin reveals hundreds more masks, barely visible to the naked eye, as if your entire body is composed of different sized white masks of this sort. 837. Neighbor of the Beast. Roll on the standard tiefling appearance table. Any features you have seem considerably fake, like poor stage makeup, and your natural ability to create darkness instead creates a fog that isn't too hard to see through(low light vision as well as darkvision can penetrate it). On the bright side, you enjoy a +4/-4 (whichever is appropriate) modifier on any checks to convince others that you are guilty of any wrongdoing- physically it looks like you are trying too hard to be a badass. 838. Contagious Company. Your tiefling appearance is fairly typical; smallish horns, a lashing tail, pointy teeth, sharp nails, ruddy skin, jet black hair. And those features tend to begin appearing on others who spend too long in your company, afflicting those who handle your clothing, or sip from the same cup, and, most markedly, any who share your bed. The 'infection' comes with no harmful effects, and the 'symptoms' are purely cosmetic, but after a few days in close company, your companions might all be mistaken for tieflings as well, as their skins redden, their eyes become yellow orbs and bumps form on their skulls, as if horns are ready to emerge. This 'disease' seems pernicious, and hard to resist, but a few days absent your company and the effects begin to fade, rarely lasting more than a week without your presence to reinforce the condition. You may or may not be the target of tiefling groupies. 839. Mirror Voice. Any creature with whom you share a language hears the words you speak in a shared language in a slightly twisted version of their own voice, or a chorus of the same voice 840. EMET. You have a secret word for life, written in Infernal, on your forehead. Some evil clerics can rebuke you as if you were undead, provided they make a rebuke attempt equal to your level +10. Your emotions are more than a little blunted, and your physical features are reminiscent of stone (well chiseled, if Charisma is high) or clay (poorly molded if your Charisma is low). 841. Nature's Frenemy. You are not a fan of the natural world, and the natural world seems to reciprocate. Water rushes quickly from your skin, with raindrops even seeming to twist in the air to avoid landing on you. When you walk across a dusty floor, swirls of dust spiral away from you, as still air slides sideways across your skin, as if attempting to avoid your touch, resulting in there always being a gentle breeze in your immediate space, as air moves to avoid you. (These effects don't seem to have any impact on your ability to swim, drink or breath, being too minor to have a mechanical effect.) The effect is most dramatic when snow falls towards you, as the tiny flakes twist and twirl away from you, or, when they do impact against you, fly apart and are destroyed in nearly microscopic explosions. Animals generally don't seem to notice this effect, but unintelligent creatures, such as tiny insects or inanimate plants, also shy away from you, unless magically compelled otherwise. Sadly, this effect gives you no real protection from plant monsters or monstrous vermin, who, sometimes, you wonder actually target you preferentially... You have definitely noticed that the longer you spend in a given area, the worse the weather seems to get, as if the world itself is attempting to scratch whatever itch your unnatural presence engenders within the natural world. 842. Thundertongue Storm-whisperer. You have a small electric current running through your body. It occasionally discharges through your touch, doing no real damage, but you find if you concentrate, you can discharge it through your voice box, letting out a peal of thunder as if it were a sound burst a number of times a day equal to your Constitution modifier. If you let out this burst during an actual thunderstorm, a strange rain begins to fall, consisting of worms, frogs, or similar odd, dead invertebrates, lizards, or amphibians. 843. Your face is dominated by a circular lamprey-like mouth filled with jagged teeth. You find non- fleshy meals unsatisfying. 844. At birth, you explosively burst from your mother’s womb; killing her. 845. You were born with a fleshy birth caul. When ripped from your face, you let loose an unearthly scream and the sky turned dark. Simple folk in the area still speak of the event in hushed tones. You receive a -2 infamy modifier on all Diplomacy checks within CHAx2 miles of your place of birth. You also receive a +2 infamy bonus to all Intimidate checks within that same radius. 846. You are a twin. While you look relatively tiefling-like, your twin looks absolutely normal. This change may also relate to your personality or alignment. 847. You are always trailed by 1d6 small scavengers (jackals, coyotes, wild dogs, rats, feral cats, etc.) that continually attempt to keep you in sight. The scavengers readily feed on your victims/foes and are not the least bit interested in befriending you (DC of any Diplomacy check is increased by 4+1/character level). 848. Your facial features are subtly different each morning: your nose is smaller, your eyes a different color, chin stronger, etc. It revolves around a base appearance, and is insufficient to serve as a disguise ... but is nevertheless disconcerting. 849. You grow protrusions from your forehead, but they are unpredictable: Sometimes antlers, other times horns, sometimes even tree branches or teeth. They are easily and painlessly removed with a concerted effort ... but will begin to regrow overnight in a new configuration. Ivory collected in this way is of high quality and may be sold for a modest profit. 850. Your decidedly male genitalia are lengthy and prehensile, making you extraordinarily popular with certain acquaintances. 851. Your female breasts have nipples that exude not milk, but whatever liquid you last consumed, and at the temperature you consumed it. This includes hot soup, cold beer, and even mulled wine. 852. Your saliva is flammable, and will even cause a small explosion like flash powder if spat onto a hard surface. It cannot be collected, as it loses its potency only seconds after leaving your mouth. 853. Lippy Bastard. Your mouth is somewhat larger than normal, and you have unusually expressive lips, naturally flush, even without any sort of cosmetic rouge. More unusually, is the smaller pursed pair of lips directly above your mouth, where another might have a nose, always puckered, as if to bestow a kiss, and slightly open, admitting air and scent, serving the function of the organ it replaces. Another pair of smaller mouths lie directly above that, each parted to reveal clear columns somewhat like teeth, through which you can see (or not, when the lips of those upper mouths close, and you sleep). A final pair of lips adorn the sides of your head, also parted perpetually, and revealing a cavernous 'throat' that serves to collect sound as effectively as the ears whose position they have usurped. Except for the mouth that occupies the space of an actual mouth, you cannot speak or eat through any of these additional mouths, each only serving as (oddly-shaped) ears, eyes or nose, respectively. 854. Lord of Flies. Your body is black and leathery, with no muscle tone, all thin limbs, smooth surfaces and bulbous joints. What hair you have is thick and has the stiff consistency of brush-bristles. Your spherical red eyes are compound, looking like fifty sided polyhedrons, and you have two smaller additional compound eyes above and to the side of each normally located eye. Your hands look exactly like twitching spiders, with three fingers on each side of your thorax-like hand, and no obvious thumbs (although, technically, you could say that you have three fingers and three thumbs on each hand...), and where others have ears, you have two pairs of slowly flapping transparent insect wings, almost as long (and much wider) than the ears of an elf, through whose sensitive membranes you can hear as well as any other. Your mouth is the most terrible feature, having complicated mandibles that fit together like a strange puzzle, when you are not eating, and you must mince food very fine, or let it sit in your mouth to dissolve (which it does quickly, your digestive acids being quite strong) before swallowing it, as you choke on food that is not all-but liquefied (and find meat much easier to dissolve in your mouth than plant matter). Flies shy away from you, and if you point at a fly and gesture in a direction, it will fly in that direction until it is out of your sight. 855. Musca Vellus. Instead of vellus hair ("peach fuzz") you grow fly wings. They can be broken off and they grow back normally. 856. Animus. You were born of a great fiend of chaos that effected your physiology to the point of you being born in an animal form. Either a wolf, dog, or great cat. You are born of an appropriate size for your humanoid mother and grow in size according to your animal forms species. Unlike your animal forms normal kin, you can speak humanoid languages. On the plus side you do not need somatic or material components for spells if you are a caster. Like other monstrous creatures, the magic is so natural to you that no longer need them. However, unlike other creatures that can do this, all spells are a full round action for you. You are able to procreate with humanoids or animals of your kin. 857. Pearly whites. Your teeth are white and sparkling, the better to show the tortured faces upon each individual tooth, writhing in agony. On occasion a faint agonized groan or scream is heard when you chew your food or brush your teeth. A tooth lost in combat or otherwise removed appears normal, however. 858. No reflection. You come from a vampiric fiend’s blood and have the disturbing effect of having no reflections. You have a 50/50 chance of being one that can groom themselves without assistance. 859. What did you sssssssay? Unlike other humanoids, your natural and main language is one of serpents. You can communicate with any serpent or serpent like creature be it an animal or intelligent. Common and your parents racial tongues do not come free to you as you had to struggle learning them. All languages will have an “ssssss”-like lisp to them. You can read and write just fine, it's the speaking that you struggle with. 860. Cousin It, the Qlippoth version. You have no face or facial features, but do have long tubular strands for hair that slowly move around. Some are short, some are long, some are as thin as human hairs, and a few are as thick as a human esophagus, and tend to hide among the thinner strands, when not in use, before pushing their way forward. You breathe, hear, smell, see, eat and speak through these hollow strands, although not every one of these tube-like growths is capable of every specific function, so that you have to 'focus' the light-sensitive strands together (which burp forth small eyes from within their hollow 'mouths') and you do not benefit from all-around vision. When you must eat or drink, the thicker strands slither forth from your mane (which may extend onto your face, in the regions where another might have a beard, mustache or side-burns) and draw in fluids, or saw off chunks of larger meals with their hagfish like mouths. When you wish to speak, dozens of the thinner strands normally used primarily for respiration begin exhaling, and their individual tones combine to form your spoken words. You may or may not also have some dangly writhing patches of 'hair-tentacles' in other patches on your body, such as under your armpits, or decorating your lower legs or forearms, but these growths are not hollow, and have no sensory, respiratory or digestive function, being primarily cosmetic and / or vestigial. At most, they perhaps reach out to something nearby to touch or 'taste' it, but have no effective ability to manipulate anything, nor operate under any conscious control. 861. Under a Fell Light. The shadows that fall on your body bear no relation to the ambient light and position of objects. If someone spends enough time examining the phenomenon, it becomes apparent that the shadows depict horrific scenes of people in anguish. 862. My Body Is A Temple. Sections of your skin are apparently replaced with windows of stained glass, depicting scenes which can only be left to the imagination. Occasionally, lights can be seen through the stained glass, as if there are people inside, moving about. 863. Inveterate invertebrate. You move with an oddly fluid manner, but instead of perhaps appearing graceful and dexterous, you appear creepy and boneless in your movements, sagging as you sit, shoulders seeming to melt and your arms become like soggy tubes depositing your worm-like fingers in a pool in your lap. The effect is most pronounced when you sleep, and your limbs flop where they fell, sometimes bent at awkward angles or curving in ways that no human bone structure would allow, before loudly pop, pop, popping back into straight lines when you awaken, as if your body has belatedly remembered that it's supposed to at least be pretending to follow a normal human bone structure. If you ever have cause to see your own bones (or they are examined after your death), your radius, ulna, femur, humerus, tibia and fibula are indeed articulated, like a human spine or that of a snake, but able to lock into inflexible sections along the length of your forearm, upper arm, lower leg and upper leg. Since this dis-articulation only seems to happen when you are sleeping, it sadly provides you with no help to escape tight bonds, or squeeze through tight spaces... You just don't know what muscle to flex! 864. Love Kills Slowly. You look utterly normal, but those whom you fall in love with look to others as if they are suffering some horrible, usually magical disease over time. They look quite normal to themselves and intoxicating as ever to you. Eventually they will put one and one together and seek you out, to either break your heart utterly, to regain their normal lives, or to be one with you and in so make their appearance permanent in the eyes of all others. 865. An Articulate(d) Man. You have odd lines visible on your face, coming from the edges of your mouth and ending somewhere around your ears. A closer look will note that they aren't merely wrinkles, but go deep, and if you wish, you can 'smile' and part them, all the way to your ear, a truly macabre and unsettling 'crocodile grin.' But this is merely the most visible sign of your body's unusual articulation. Each joint of your arms, legs, hands and feet, including the individual segments of your fingers and toes, are similarly marked by a thin line, which can be prised open carefully by a think blade or sliver of wood to reveal that each of those parts of your body are completely separate, sealed off from each other by skin, like casings of a sausage. What force holds them together, so that your unattached fingers don't fall apart into three different tiny segments and plunk to the floor, is unclear, but it sees as sturdy as a flesh and sinew connection, and causes magnetic compasses to spin wildly when they make contact with your flesh. How your sealed off bodily segments transport blood and lymph, or receive the instructions of your heart, or perform other necessary functions, all cut off from one to the other, also remains mysterious, although experimentation has revealed that if you slide an exceedingly thin bit of parchment between two segments, such as the last joint of a finger and the next, you quickly lose all sensation in the separated digit, and it begins to discolor. You quickly stopped such explorations, not being curious enough to risk losing any body parts over it... This 'articulation' applies to your jaw as well as your limbs, but not to any of the 'joints' of your individual vertebrae in your spinal column. 866. He's not evil, he's my brother. You have a conjoined fiendish twin, but he appears in an unusual area- your face. You appear to have two pairs of eyes and two mouths and two ears(either next to or on top of your own); fortunately you share one nose. However, only one of you can be awake at a time, and so it often looks like you have either hideous or curious scarring(not to mention 4 ears), depending on your Charisma score. Your brother only shares one part of your alignment(which is a source of friction during the dreams where you two converse regularly) but you two share a deep and abiding bond due to your...shared body. You have no problem with him "borrowing" your body while you sleep- he has a life to live too- but he may or may not be an adventurer and may in fact have a serious problem with you cramping your lifestyle in any case. You also note that on very rare occasion he wakes up while you are "in control"(and vice versa), usually due to a serious injury on your part or extreme excitement(your first serious fight was when you "woke up" while he was losing "his" virginity- you laugh about it now but it was NOT funny then...)- should you suffer a critical hit or roll a natural 20 or 1 in social situations, make a DC 20 Fort save to see if your brother "wakes up"- if the situation is not to your liking he may attempt to wrest control of your shared body away from you, forcing you to make a DC 20 Will save to resist- failure means he takes over for one round, and you can attempt to reestablish dominance next round. 867. Pentacle-Face. You have a circular lamprey-like maw in the center of your round red-scaled 'face,' with five golden goat eyes arrayed in a pentacle like formation around it. Slightly further back along your hairless scaled scalp, five black spiraling horns are off-set between each pair of eyes, somewhat like the arrangement of eyes and horns seen on a cacodaemon, although arranged to resemble an upside down pentacle (two horns at the temples, two along the upper jaw and one from the chin). Despite having no visible ears or nostrils, your hearing and scent (and ability to draw breath) are not impeded, as you process scent through air inhaled into your central mouth, and your 'horns' are delicate and hollow bony structures shot through by many winding tunnels capable of processing sound. 868. Looks like your Master. You have 'classical' tiefling features; reddish skin, jet-black hair, golden eyes, a spade-tipped tail, tiny fangs, black pointy fingernails, goat's feet, a pair of goat's horns atop the crown of your head. More unusually, you also tend to pick up traces of the physical appearance of any bonded animal companion, familiar or special mount earned as a class feature, so long as it is a relatively 'normal' animal or vermin, or a templated version thereof (and not something more outré, like an imp, pseudodragon, mephit or elemental). Additionally, the animal itself, after 24 hours of being bonded to you, also begins to take on some of your fiendish appearance traits, so that a viper becomes red scaled and golden eyed, with tiny 'horns' of it's own, and a spade-tipped tail, while you gain scales and a forked tongue. If your mount is a massive percheron, it's fur becomes black, it's skin ruddy, it's hooves cloven, and it's teeth end in points, while your face grows longer, and your hair forms like a mane and your goat like feet fuse to become more equine in appearance. If you do not have an animal companion or familiar as a result of some class feature, you instead pick up traits of pets or a mundane mount, or perhaps even the traits of an animal companion of one of your travelling companions... The most unusual changes occur if you then bond to a celestial template animal familiar, as the animal begins to take on fiendish appearance characteristics, while you begin to take on some of the celestial animal's traits, such as the noble visage, piercing blue eyes or golden-white plumage of a celestial hawk, which tend to look out of place with the fangs and horns and goat hooves... 869. My God, It’s Full of Souls. Your appearance is as ‘normal’ as it gets for a tiefling, under normal light, but under magical illumination, your skin and flesh appear translucent, so that you resemble a glass jar, shaped like a person. ‘Under the glass,’ black smoke roils, and tiny white humanoid figures squeeze forward and paw and struggle, screaming soundlessly as they fight to break free, only to be dragged back by other figures, eager to squirm forward and also attempt escape from whatever unspeakable fate awaits them in the black smoke. Sometimes you recognize the faces of some of these pale figures, those of people you have seen die (and perhaps helped along that final journey), and never those who were particularly virtuous by nature, but that cruel joy was stripped away when you discovered that other viewers saw completely different figures, and often recognized those that they knew to be departed, instead. The effect is a mind-affecting illusion, of some sort, and you have long since grown somewhat disillusioned, so to speak, with the whole thing, so that you are prone to simply ‘disbelieving’ it when exposed to magical illumination, to avoid the distraction, but you have noticed that the manifestation is quite unsettling to others, and seems as good a way to gauge the true nature of a viewer as any ‘detect alignment’ spell. 870. Hive of Scum & Villainy. Where others have a head and shoulders, you have a series of vertical towers of a horn-like substance, all hollow and leading to a central chamber deep within your chest cavity. At any given time, dozens of strange alien ‘bugs,’ neither insect nor arachnid, entirely, but sharing horrific traits of both, scuttle forth from these ‘towers,’ or crouch at their entrances, or even, in some cases, hover above them on rapidly beating wings. Lacking eyes, nose, mouth or ears, it is through these creatures that you see and hear and smell and taste. Their beating wings sends air into and out of the tunnels to the central cavity, and it is up those same passageways that your ‘voice’ comes fluting and sussurant and clicking, made from the efforts of a hundred tiny bodies deep within your chest. These tiny creatures cannot live for more than a few moments if they travel more than a hand’s length from their home, as the air of this world is not capable of sustaining their alien bodies, and so you must bring food right to your ‘face’ by hand, so that they can swarm across the offering and divide it up into smaller portions to bring down to the hive in your chest, where the larger creatures that make up your brain dwell. 871. Let Me Be Your Last Battleground. Whatever form and coloration your tiefling body has, it is marred by tumorous growths, pebbled rashes and growths of thick fungus across your skin. Such growths are usually colored in such a way as to stand out, so that a ruddy skinned tiefling might have dark purple buboes, with a soft scent of decay and excrement, patches of pale white fungus, cool to the touch and numbing to the skin below them and black rashes, sore and feverishly hot to the touch, and exuding a bitter acrid scent from the oily film that coats them. From the cyst-like growths, tiny centipede-like vermin crawl forth, and nibble away at the edges of the fungal growths, while also passing over the blackened areas and soothing them, through some unknown process. As long as these three infestations endlessly war across the battlefield that is your body, you suffer no debilitation, but any attempt to change this fragile state of micro-biological détente leads to suffering on your part, until the weakened organisms regain their strength and fight back their rivals. 872. Anathema. Whatever fiendish forces twisted your growth were no friend to the living world. In addition to visible tiefling ancestry, your body is withered and skeletal, appearing as venerable whether you are a child, or even a corpse three days past mortality. Despite this frail appearance, your body remains as physically strong, graceful or healthy as it would otherwise be, and your body draws nourishment from the living world with a ghastly hunger. Air that you inhale with your sickly wheezing breaths comes forth a wispy black smoke when you exhale, reeking of sulfur. When you drink water, it remains in your throat only a few moments, quenching your thirst, before you must spit it up, tainted with greenish bile and no longer fit to sustain anything but the hardiest desert cacti. Food, preferably meat or eggs, but also fruit, bread, cheese or vegetables, if you can find no better fare, is similarly despoiled, as you chew and chew, drawing away any vital nutrients, before spitting forth the defiled remains, a blackened pulp that even a dog won’t eat unless starving, and is fit fodder only for vermin and fungi. Technically, these effects no more despoil the natural world than any other man’s bodily waste or exhalations, but logic and reason tend to flee the minds of those who view the aftermath of your feeding. 873. Spider-Man, Spider-Man, does whatever a... Ah! The horror! You have bones, and you have skin. Skin that moves oddly, as between your bones and skin, there are no muscles or organs, not even a heart or brain, just a mass of (non-venomous) spiders of different sizes, replicating all the functions of a human(oid) body with their own bodies and the webbing structures beneath your skin, anchored to your bones. You are not *terribly* obviously 'made of spiders,' except that you have no eyeballs, only a pair of eye-sockets, in which two plump spiders are nestled, each looking out with their own eight black eyes. Food or drink entering your mouth is shared with the many wriggling many-legged 'cells' of your body, and waste is transported by these spiders to the usual places, to be pushed out, just like any other humanoid body. It's quite uncanny how exactly like any other tiefling you are, in all particulars. A bleeding wound tears open a rent in your skin-suit, and spiders tumble out, to fall twitching and dying upon the ground, affecting you exactly as if you had a normal body, and were spilling precious liquid blood. A spell or affect that would control or exterminate massive quantities of vermin has no effect on the vermin contained within you, and a spell that affects a non-verminoid mind like that of any other humanoid, will affect yours as well, no matter that your 'mind' is made up of a hive of spiders working in unison inside your skull, thrumming an incomprehensibly complex network of web-strands to communicate their intent to the spiders controlling your limbs, or arrayed inside your 'throat,' strumming their own webs and clacking their own mandibles to produce your speech. Other variations could include an internal biology made up of tiny oozes, centipedes, eels, tiny snakes, little clockworks, diminutive humanoids of a devilish appearance, etc. Mechanically, they'd be identical to each other, and to a tiefling who has muscles and sinews and arteries beneath their skin. 874. Shocking... You conduct static electricity easier than normal, frequently shocking those you touch for no damage. 875. Hot Show. Studying a flame of at least torch size or greater for roughly 30 seconds or more causes you to start to see the flames as fiendish figures dancing. If you continue staring they will notice you and attempt to signal for you to join them. A failed will save will compel you to touch the flame causing damage equal to how large the flame is. Subsequent attempts to avoid the compulsion give you a +2 bonus to the Will save for every time you've been scorched this way. 876. EmberSkin. Any fire damage that is completely nullified by your fire resistance cause your skin in the area of the damage to pop, turn charred and shoot embers. This causes no damage or penalty to you, and any evidence of the fire attack against you vanishes within a minute. 877. Whip It Good. You have a long, whip-like tail. It can be used for combat, but if you don't have whip proficiency, you take -4 on all rolls related to your tail whip attacks. With whip proficiency, you still have a -2 as it's not as effective having the whip attached to your back. A second whip proficiency will remove all penalties. 878. Bandit Mask. You have marks over your face reminiscent of a raccoon's- black bands over the eyes and forehead, sometimes going up to the horns, if applicable. 879. Mammon(th) Appetite. In addition to normal food and drink, you can also partake coinage as part of (or completely in place of)a meal. While you don't HAVE to do this to survive, you find that the longer you go without ingesting coins, the more ratty and beat-up your clothes and appearance seems. During one point in your life where you were experimenting, you went two whole months without ingesting even a copper piece, and found that no matter how many showers you took or how often you changed your clothes and saw to your toilette, you looked like a person who had been bereft of even basic utilities for a little over a year. You gave in and chowed down on a few silver pieces and your appearance returned to normal (i.e. reflected the amount of care you put into your appearance) after a day or so. You have also found that gorging yourself on coins gives you a rather "well-fed" appearance- that of a slightly plump nobleperson, dressed in clothes that seemed very well to do. In game terms, the PC must dine upon the equivalent of a single silver piece a week in order to look "normal", anything beyond or below that has them looking a step up or down in terms of their garb respectively (a common adventurer might look like a courtier, a courtier might look like a noble, someone in the nobility might look like royalty, and vice versa). 880. Hand of Morbius. You possess a plethora of tiny suckers on the palm of your hand and insides of your fingers. You do not eat food normally, and instead must grasp it with your hands to suck the nutrients out of it. When you do so, you leave behind a rotten version of the food you ate, and flies and other vermin make their appearance to it all too quickly (1d6+2 rounds). You find that you can attempt to suck the positive energy out of people too, but it is very much like trying to slurp up an apple through a straw, leaving you both sickened for a round. However, your touch is so fine with this ability, you need only make a touch attack to sicken someone (and yourself) - you do not need to grapple an unwilling opponent. 881. Bat Winged. You have the wings of a bat. Well, more than one, actually. Your entire upper back is covered with dozens of bat wings, each generally neatly folded up and concealed under your shirt. The left side of your back has left wings, and the right side of your back has right wings, ranging across your shoulderblades, up to the nape of your neck and in a narrow line down to your backside (although they mostly are concentrated around your shoulder blades). The largest of them are the size of those of a flying fox, and attached to each shoulder, but most of them are six inches to a foot in span, when fully extended. They grow increasingly cramped and sore, the longer you keep them bound up beneath your clothing, and you try to find a little time to yourself once a day to take your shirt off in private and let them flutter and strain, as if trying to take flight (or peel themselves from your body!), although they generate so little force in this flapping as to only reduce your effective weight by about half for a minute, before they are exhausted and must rest, being utterly unable to even lift you from the ground, for all their effort. 882. Corrupting Rhythm. Your skin seems to shudder with a strange vibration that makes your touch uncomfortable to living creatures. The effects are strangely like acid, as the vibrations leave metal or stone objects in your possession clean and polished, as dust and grime is shaken loose, but organic material does not fare so well, and you find your clothing and belongings of leather, bone or wood, to need replacement or repair more often than normal, as your body seems innately hostile to such materials. If you remain in prolonged contact with a living creature, the vibrations cause them a small amount of harm, such that if you fall asleep pressed up against someone, or with your arm over them for a night, their body will not heal overnight, and they will have a pale hairless area where your skin touched their own, as your body's disharmonious rhythms have caused hair to fall away and pigments in the skin to break down, leaving behind barren sickly pallor. You are immune to these effects, and your own skin is richly tanned, and your hair a luxurious mane, thriving on whatever forces tremble within you. 883. Oddly Fluids. The fluids you excrete (spit, sweat, etc) are mobile and ambulatory. They take longer to dry than normal and while still fluid slosh about like miniature oozes. They are not under your control and cannot harm anyone but....ick. 884. Radula. You do not have teeth or a normal tongue. Instead, you have a radula, which is in essence a tongue-like appendage that sports its own teeth. You chew food by grasping and rasping it with your radula. 885. Prosit! Involuntary bodily sounds, such as sneezing and coughing, come out oddly distorted. Someone proficient in the infernal language of demons may or may not notice that the sounds originate from someone/someplace/sometime else and might be despairing calls for help, sinister curses or unflinching blasphemy. 886. A thousand points of light...well, all right, a couple. Anyone looking into your eyes notices that, in the pupils, a pair of glowing red eyes are staring out at them from within each pupil. 887. Out of sync. Whenever you speak, a second after you start, a secondary voice starts speaking, so that it sounds like you are both saying the exact same thing, but the secondary voice is out of synchronistic alignment with your own. Like a group recitation, but not everyone started at the same moment. This bizarre development causes a 10% chance of arcane spell failure, and a -2 on attempts to bluff or diplomacy. It also cause people in your general vicinity to look around, as no one can tell exactly where the second voice is coming from. 888. I see the negativity in your eyes. The irises of your eyes are white. The sclera of your eyes are the color that your pupils should be. 889. Deceptive Digestion. Things you eat or drink return from your body the appropriate amount of time later appearing the same as when they went in, a thoroughly chewed up apple, for instance, being carefully reconstituted in your stomach, and appearing whole when it 'passes.' The food or drink is as despoiled as one would expect, and breaking the skin of said apple (or attempting to drink what might appear to be the same ale or wine or clean water it was when it went down your throat) will break whatever fragile seeming this is, and reveal the substance as waste, like any other, only with a thin veneer of reconstituted apple skin, or fleeting appearance of being wine or water. This process also occurs rarely when you expend other materials. A tindertwig you have used may seem unburnt, until someone picks it up or looks at it closely, at which point the delicate seeming fades and it is obviously burnt out and expended. 890. Meat Suit. Your skin bulges oddly, as if tiny things move around within you, and you sometimes sway unsteadily, as if having trouble maintaining your balance. When this happens, multiple muttering voices can be heard in a chorus from your wobbling person, as if in argument with each other in what sounds vaguely like an Abyssal-accented version of the Goblin tongue (although the exact words are never clear). Despite these suggestions that a dozen tiny fiendish goblins are huddled within your skin, pretending to be a single medium-sized humanoid, close physical examination of your body sometimes feels like just a normal humanoid, of bone and muscle, and at other times elicits strange movements and muttered complaints from these voices. Upon your death, your skin will finally split upon, to reveal these creatures, eight diminutive fiendish goblinoids (or perhaps unseelie gremlins?), broken puppeteers who cannot live outside of their meat suit. 891. I need to cut down on it. Instead of skin cells, your body produces, and sheds, prodigious amounts of salt. If you walk barefoot, you leave a trail of footprints. If you sneeze, you spray a salty dust. If you make a sudden gesture in someone's direction, they get pelted with fine grains of the stuff. If you... well, you get the idea. You also will inadvertently add a coating of salt to any food you handle (as opposed to just touch) and add salt to any liquid that a part of your body gets submerged into. 892. Shades of Violence. Whenever you cast a shadow, and you are standing next to anyone else who casts a shadow, your shadow appears to brutally attack the other person's shadow. Nothing actually happens to you or the other person, but your shadow's violence towards the other shadow is relentless. 893. Chorus of Fangs. Each of your teeth is a small individual creature, still tooth-shaped and firmly rooted. They constantly chat and talk amongst themselves (about current events, complaints about your behavior, snide comments about people in the room, etc.) so it’s a little hard to understand you when you talk. You cannot whisper, because the sound of them talking overwhelms the whispering. Generally, when you speak, you have to speak a bit louder than most. And when you eat, they all cry out in pain and dismay over every bite and all of the chewing. 894. Duhallaback. Your face is waxy and indistinct, like a poorly cast plaster replica of a human head, and if you are critically struck, your 'head' may well snap off completely, as it is merely a construct of dead tissue spat up by your shoulder blades. Your actual eyes are located where another would have nipples, your ears are on your shoulders, your nose is a flat structure upon your sternum, and your mouth is where others have their belly button. You have to spend double cost for special armor, to not restrict your sensory organs, located in such odd areas. If your fake head is knocked off or severed, it regrows over the next thirty days, but you can still wear a concealing helmet to perpetuate the deception that you have a normal humanoid head. Alternately, you can function just fine without even this mock head, and may find it useful to pretend to be a headless entity, such as a Duhallan, or even a decapitated body. 895. Dude, stop copying me. Your voice mimics perfectly the last voice you've heard speaking (not animal sounds, but intelligible speech). Doesn't matter what the voice sounded like, you sound exactly like that individual until you hear another voice speak. You've never actually heard your own voice. 896. This tastes just like... If you have horns of any kind, they can be removed and eaten, but they have no nutritional value, and taste just like the consumer's favorite sweet. However, if the eater has an alignment in direct opposition to yours, then the horn tastes like the most repulsive thing that they have ever eaten, and they are immediately sickened for 1 round. 897. What Dreams May Come. Instead of classical tiefling features, you have features reminiscent of an outsider type common to the destination plane for your destination. You *might* look like a typical Infernal blooded or Abyss blooded tiefling, if you are Lawful Evil or Chaotic Evil, but you might also have angelic features or protean characteristics, if you are Neutral Good or Chaotic Neutral. If your alignment changes, even temporarily, your physical appearance shifts to match your new alignment. When you sleep, faint hazy images appear drifting around your head, more a blur of colors and indistinct sounds than anything. If someone moves close enough to share your space, holding their head above your own, they can clearly see and hear these images, dreamlike manifestations of the destination plane that most matches your alignment... 898. Nature Abhors a Vacuum. You have glossy night-black skin and empty eyes like pits into darkness. A constant chill travel with you, which causes a light fog to sometimes accompany you, in more humid climes. The air itself seems to react to your presence, swirling widdershins around you whenever you spend more than a few minutes in one place (although it never intensifies to a mechanically significant level), so that, depending on your surroundings, you may often be accompanied by a miniature flurry of fog/mist, dust, snow, fallen leaves or dandelion seeds. If you step into the still water of a pond or lake, a similar phenomenon occurs, and the water begins to flow slowly around you, as if you were at the center of a whirlpool, although this also lacks the strength to have any sort of game effect, and is entirely cosmetic. 899. Reverse Reflection. Any reflective surface shows the opposite side of you instead of the one facing it. 900. Color me pink, or green, or blue, or... Every night while you sleep, you shed your skin, and when you awake the next morning, you are a completely different color. Or perhaps a pattern; plaids, paisley, the options are limitless... 901. Put your lips together and blow... Whenever you whistle, the wind picks up, the sky darkens, and bad weather threatens. Sailors instinctually avoid you, and are the first to blame you when something goes wrong. It is hard for you to find transportation in most fantasy worlds by sea. 902. Healing Handprints. Whenever you receive a healing spell or a paladin's Lay on Hands ability your skin shows the marks of hand prints as discoloration on your skin. The marks last for one round per point of damage healed. If Erase is cast on you before they fade then the healed damage re- accrues at one point per round of duration erased. If you are ever resurrected or otherwise brought back from the dead, the handprints on you are permanent. 903. Glimpse Into Madness. At least once per day, an NPC or PC will catch sight of you out of the corner of their eye... and be instantly stunned by a glimpse of gibber-inducing sanity-breaking horror. Once they blink, however, they once again perceive you as everyone else (and yourself) does, and the terrible image is completely erased from their memories. Or seemingly erased. NPCs with accumulated exposure to you eventually begin to subconsciously avoid your presence without their knowing why. While you are away, your fellow party members begin to whisper of their indescribable unease behind your back... until you return, when they forget what they were even discussing, or how many times they've had this same conversation. 904. Good Eats. You are constantly driven to sample the most forbidden of delicacies. At least once per day, you are compelled to discreetly ingest some small portion of another intelligent sentient. Often you can get by with nibbling the surreptitiously gathered clippings of your fellow party members' hair or fingernails, or retreating to the solitude of your camp tent to suck the discarded used bandages from your comrades' wounds. A stealthy lick of your blade after gutting the enemy goblinoids... a camp stew that includes a handful of ground skeleton bone powder or jerkied zombie flesh or fresh vegepygmy foliage... your hunger requires it, and judging by the brief shivers of delight you experience, your soul is nourished by it. When you dream, you experience new and alien sensations, figments of memories and life from those who temporarily sated you. 905. Golarion Horror Story Freakshow. You either have a second head (a conjoined twin with their own personality), syndactyly (cleft/lobster/crab hands), achondroplasia (what some would see as extreme dwarfism), microcephaly (a truly small head not in proportion to the rest of your frame) have caudal regression syndrome (legs or much of lower body did not develop and you walk on your hands). Despite this, you function without any outstanding difficulties in life- a character with syndactyly is able to grasp weapons and use items requiring fine motor control normally, a character with achondroplasia or even caudal regression syndrome moves at 30 feet/round, a character with microcephaly lacks visual or auditory challenges. Moreover, you are "perfect" with respect to your uniqueness- if you have syndactyly, your digits are smooth and proportioned, and if you live with microcephaly or achondroplasia you are similarly perfectly proportioned for your size, moving with effortless grace- you are for all game purposes and all but the most extreme conditions a tiefling of medium size. Those who share your state envy you but find that in your presence they share a bit of your unearthly subtlety, fully a third of the NPCs you garner through leadership are also "freaks". It should be noted that achondroplasia in game terms means that one is smaller than a halfling. 906. Schrodinger's Tiefling. You look normal (for a tiefling) when viewed directly. But whenever you are in a creature's peripheral vision you appear blurry and it is difficult for the viewer to tell exactly where you are. Also, if you are under the effect of the Displacement spell its duration is extended for one additional round. 907. Golarion Horror Story. Murder House - When you kill someone, a tiny echo of their spirit is bound to you, and your form slowly changes over time to a composite of your own original form, and the faces of everyone you've killed, with a streak of this victims hair, another victims distinctive eyes or scar or smile or common vocal expressions, etc. so that you eventually are an odd hodgepodge of other people's features and mannerisms, and the close friends or family of your victims might recognize some feature or behavior of a deceased loved one. Sometimes, in reflections, and in your haunted dreams, their faces are clearer than your own, and they silently mouth curses and recriminations to you, dogging your steps in an ever-growing accusatory horde. You are a valid target for the speak with dead spell, but the spiritual echo that responds is always random, and never cooperative... 908. I'm not fat... Your bones are over-sized length and width wise for a creature of your size. Your arm bones stick out of the skin, knee joints are removed from your skin, finger bones, toe bones, and ribs pierce outwards. This has long since caused any pain to you and your body has accommodated for function normally, if grotesque looking. In fact these changes give you a slight extra spring in your step, and an extra nimbleness in your movements (expressed as the bonus to dexterity) 909. Doesn't that make your blood boil? Any blood that touches your skin hisses and boils as if touching scalding hot metal. Other liquids or things touching your skin are unaffected. Alternatively, any blood that touches your skin freezes on impact, making cool little frozen blood crystals. 910. Re-spawn. Once every month, at night, you cough up a chunk of black matter then promptly die for seemingly no reason. Over the course of the next eight hours, the material coughed up grows and shapes itself into a new body that resembles your last body. Your appearance remains the same, right down to scars and even damage you still haven't healed. 911. Ice to see you. The temperature of anything you look at within 60 feet drops a couple of degrees, causing people you observe to shiver as chills run down their spines. 912. If you don't have anything nice to say... Anytime your mouth is open, but you aren't saying anything or making any purposeful noise with your mouth, a faint screaming can be heard coming from your mouth. At least that's what others tell you, as you have never heard said screams. 913. Well fitted clothes. Any item of clothing you wear eventually begins to fit better the more you wear it. The item itself undergoes no change, but rather your body begins to accommodate, making small, subtle changes to your physique. These changes are never great enough to allow you to don larger or smaller sized armors then you would naturally be able to wear. 914. That looks like it hurt. Whenever you strike someone successfully in combat, white numbers the size of your fist appear upon their chest, indicating how much damage you have done. These numbers are visible to everyone but you, and you find it infuriating when people start taking bets on how much damage you can do each hit, as people who are angry when they lose have no idea you aren't skewing things in a certain direction. 915. Fiendish Perfection. You are the picture of perfection and robust youth for your gender. Perfect hair, skin, teeth, frame, appearance...lovely in the extreme. However, there is a dark side in that you have always looked this way. Always. You were born at your current size and appearance. You sadly tore your mother apart before you were even fully to term, and had to spend the remainder of your gestation deep underground, in your remains as you were buried with your out of fear. Although fully grown, you were an infant in mind when you were born, raised by a curious party of neophyte adventurers faithful of Pharasma who frequented the graveyard ensuring the undead did not rise. They took the place of your parents and raised you the best they could. You have finally reached the age of majority, and have become an adventurer as well, but your mind has been shaped by your experiences 916. Connect feet and legs, form arm and body... You have a much disheveled appearance, even when naked. You are also physically jittery and seem to have a nervous tic and body spasms. This is because your body is actually composed that of 1d4+3 individual creatures that come together while you are awake to give you form. The individual creatures "have the run of the place" while you are asleep, and run off into the night (or day) to live their own lives, which thankfully consists of solely of different forms of entertainment (as essentially infernal creatures they do not need to eat or rest), as they each have very different ideas of what constitutes a good time. Each body part shares the stats of the gestalt should it come to combat, but lacks natural attacks or the capability of making attacks of any sort or casting spells beyond their innate ability to create darkness once a day(which they use to make good their escape should things get ugly). The body parts all like one another, sharing a fraternal kinship of a sort, and have an alignment of Lawful Evil. 917. Unborn. Your form is seven feet tall and androgynous, in an inconsistent manner, with some parts more 'masculine,' and others more 'feminine' (and perhaps even recognizably those of your 'parent'), as you were never born from your mother’s womb, but instead grew within your and merged with your body, mind and soul, in a freakish twist on Vanishing Twin Syndrome. You weigh over 300 lbs, as you have the combined mass of your mother and the man you would have grown to become (in a stranger twist, perhaps it was a 'father' who became host to the seducer- fiends spawn, in a cyst on your belly, and this 'daughter' instead merged with the flesh of your unsuspecting parent, which is a typical 'be careful what you wish for' result from willingly enjoining with a succubus...). In any case, you are now a single being, both containing the memories, experiences and drives of the absorbed parent, as well as the new wonder and sometimes fiendish urges and motivations of the 'child,' no longer capable of distinguishing between the 'old you' and the 'new you,' being one flesh and one spirit. 918. And here's the pitch... Like some forms of life, your digestive system takes the form of a long, broad, semi liquid and caustic tongue, that you have to throw over and let settle upon your food for a time before slurping it back into your mouth. There is no in game effect other than disgust at watching you eat, and you are either used to eating alone, enjoy freaking others out, or pine for normality and avoid people who find your eating habits interesting. 919. Symphony of pain. While you do bleed when injured, you do not express your pain through weeping and moaning, instead your wounds emit a low-timbred, sad melody that leaves an impression upon all who hear it. It breaks the hearts of those who share your alignment, sounds depressing but ultimately forgettable to those who do not, and sounds strangely invigorating to those who oppose your alignment. If you are a bard, you gain an additional use of bardic music when at less than 50% of your hit point total. 920. Infernal Steamworks. Your body is the reddish-gray of iron ore, and your hair sticks straight up, thicker than hair, and being composed of cylindrical metallic tubes, like the pipes of a tiny pipe organ. Your teeth fit together like the cogs of a clockwork wheel and the red spoked irises of your amber eyes rotate as you focus on a subject, with a barely perceptible whirring sound. When you speak, a hint of warm steam issues forth from your 'pipes', and the effect is greatly enhanced if you shout loudly, with a low moan of escaping steam accompanying your cry, as of a distant steam engine of some sort. 921. Flesh and Bone, in Frightful Array Skin. Bones and tissues similar in color and texture to your own slowly encroach upon any gear or clothing you carry for more than a day, so that fine traceries of veins and a paper-thin translucent coating of skin form over your worn and carried gear, with bony growths forming on harder surfaces of metal or stone. If those items leave your person for more than an hour, these growths die and crumble away, leaving the unadorned item behind, and these growths do not appear to have any effect on the items in question, other than to give them a gruesome and macabre organic appearance. 922. Blow me! Your teeth are hollow and porous, sharp to the last and very loose in your head. Twice per day, if you are willing to take 1d3 points of temporary Con damage, you can spit out a mess of shrapnel-like teeth at an opponent within 10 feet, doing damage as if you were a scattergun of your creature size (medium). You prefer soft foods to hard ones, and speak with a wheezing whistling sound due to the holes in your teeth. You suffer a -10 penalty to any disguise attempts - you are a very unique sounding individual. 923. Crime Scene. Whenever you fall asleep, you look as if you have been freshly killed in a rather gruesome manner. Sometimes your neck looks like it has been broken, other times, you look as if you have fallen from a great height, still other times you look like the victim of a particularly bad poisoning. While you do wake up normally upon taking any damage, you reflect as quite dead to all Heal-check based inquiries; even your snoring sounds like gas escaping a dead body. Your infancy was fraught with emergency visits from midwives and clerics until the cause was determined. By now, you have grown used to waking up in unusual places, such as the 's equivalent of a forensics laboratory or morgue, and the people there may already be quite used to your comings and goings. 924. Heart(s)beat. You have exceptionally prominent and bulge-y veins, and three separate circulatory systems, each with its own smallish three-chambered heart. From the outside, the sight of all those veins through your pale white skin makes it seem as if you are just a collection of veins, entwined around each like worms, with no sign of muscle or bone. One set of veins are yellowish- green, another is orange-red, and the third is bluish-purple, and every 20 seconds, one of them grows exceedingly protuberant and flush, as that heart beats (each beating once per minute). If you are wounded, your blood is the color of the last heart that beat, increasingly bright yellow, orange or purple, depending on how close it was to that specific heartbeat (the blood losing vibrancy as it gets closer to the next heartbeat). The beating of these hearts is quite loud, and can be heard by someone close enough to be speaking to you, and someone closer still can hear the blood rushing through your veins during that moment, like a waterfall through a distant cave. 925. Daaad....You're Embarrassing Me! Your infernal parent is quite powerful and keeps an eye on you, almost doting on you in a way. On occasion- in fact, more often than you would like- he speaks through you, literally putting words in your mouth that you would never even consider even if you share alignment. your voice is the stereotypical booming voice of a gigantic evil demon or devil, so it's pretty obvious that it isn't you telling the guard who was simply informing you of the laws regarding keeping weapons peacebonded in town what would happen to him if you came to harm while obeying your laws, or telling the cute shepherd boy who FINALLY worked up the courage to make a move on you that you would gnaw your fingers off one by one if he ever touched you again, or, telling your adoptive father at the age of 8 months that he was a disappointment so colossal in the bedchamber that it was fun to watch your mewling mortal attempts at satisfying your mother intimately(mom whispered that one to you while your dad was sleeping on the couch after an argument one night...hilarious, perhaps, but not a tale you wanted to know). 926. Illuminati. Your reflection is an obscure shapeless thing, limned in light, vaguely humanoid, but not identifiable as you. Any attempt to draw or depict your visage, or even to write your name, results in a similar blurry smear, outlined with gold or white, failing to represent your image (or communicate your name). People can see you, hear you or even speak your name without difficulty, but any attempt to write your name, or capture or reflect your image, is doomed to fail. Option 1 - Magical attempts to portray your image or scribe your name work normally. Someone can use disguise self to appear as you, and you can benefit from mirror image normally. Option 2 - Magical illusions or disguises are similarly affected, so that someone attempting to use disguise self to assume your form will instead become a blurry figure outlined in light, while a mirror image cast upon you creates a number of blurry images, limned in their own auras, making the spell useless for you defensively. 927. Mine is a(n Un)Holy Name! Your name is a word of power in Abyssal / Infernal / Aklo / whatever. It cannot be effectively transcribed into the Common tongue, and appears as a strange symbol when written on a surface, usually darker and larger than surrounding text, regardless of your intent. (Ink actually spreads to cover more paper, and a graven inscription 'weathers' unnaturally fast to make the sigil that represents your name take up more room.) When spoken aloud, your name has an odd quality, seeming both loud and remote, like the echo of distant thunder, or an unsettling rumbling beneath the earth. At some points (at the GM's discretion), odd events may accompany the speaking of your name, such as animals reacting with alarm, or an item falling, or a window or glass cracking, or a sudden wind blowing open the shudders with a bang. This last effect never seems to happen when *you* speak your name, to your frustration, although it always resonates in an unusual manner (and is hard to speak stealthily, as it 'carries' farther than expected...). Everyone has a +4 to Perception checks to hear your name spoken aloud, and a +4 to Linguistic checks to identify it when written, even if they don't understand any of the surrounding text. 928. “Fire flew from your fingertips as he rosined up your bow.” Whenever you sing or perform some form of music, your features are underlit by sinister lighting that seems to bring out your least human qualities, and your performance is accompanied by unseen fiendish forces, which don't necessarily improve your performance, as their tastes aren't always conventional... This effect is most noticeable if you engage in some sort of magically significant performance (such as bardic music), making it most appropriate for a Tiefling Bard. Fiddle optional. 929. Face to face Two Face. You have the stereotypical half-infernal appearance expected for a tiefling, save that the axis that divides your mundane appearance from your more..ah..interesting one changes on a daily basis. Some days you have a normal human upper body and the lower legs and hooves of a goat. Other days you have a hideously fiendish upper body with snarling goat-demon- like features and curling horns and red scales and two perfectly normal humanoid legs. On days that you either dread or look forward to(you even have a wardrobe to match!), your body is neatly divided down the middle lengthwise between the goat-demon-like features and human ones. On those days, you cannot help but to flip a coin to make your choices...you aren't sure why. 930. The Anti-Aasimar. Similar to the Aasimar quirk, the fact that you are a tiefling radiates from you in an invisible fashion, letting everyone know that you are a tiefling despite your utterly normal appearance. However, unlike the Aasimar quirk, this is more than simply frustrating- people of faith, maybe even the faith you subscribe to, believe you to be the incarnation of some prophesied herald of The End Times, and are quick to blame you whenever something goes wrong around you- primarily because you are often left unscathed by whatever occurred. The fact that you enjoy a +2 to all saves is balanced out by the fact that you have a -4 to all Diplomacy checks with people of any non-lawful or evil faith (atheists not included). Your name is utterly normal, even boring, but it is still whispered in hushed and fearful tones. 931. Nasty way to go. You are a disciplined fighter, sorcerer or erstwhile adventurer, not predisposed to combat but ready for it nonetheless. However, every time you win an engagement, something terrible happens to your foe during the death blow. Your enemies are more likely to be beheaded, eviscerated, bisected, or what have you than normal. Every time you kill an opponent in combat you draw a critical hit card and apply the effects to the corpse. You are starting to get frustrated with the coterie of bloodthirsty groupies that follow you around, thinking your combat style is cool and beg you to teach them. 932. Thief of Souls. When someone dies in your presence, their body undergoes a strange sort of spasm, and sometimes marks, as from some unseen clawed beast, open up in their flesh. The shudder passes and a deep sigh is followed by a figure of smoke or steam rising from their lips (or from the death-wound), only to writhe momentarily, as if resisting or struggling against something, and being rent asunder. It is said that whatever daemon touched your bloodline uses you as a conduit to the living world, and snatches up the souls of all unfortunate enough to die in your presence. While you insist that this is but a strange image, some fiendish echo afflicting you, even your closest allies will hustle you away if a friend or family member is dying, so that your presence doesn't somehow endanger their soul at the moment of death... 933. Heralds of Annoyance. Some sort of ephemeral lesser fiendish presences accompany you, and breathlessly heralds your arrivals or departures in distant sounding, but quite audible voices, as well as announcing events that occur to you or actions that you take. "Ooh, that was a close one, Bahb, how will he adapt to this brute?" "Ow! Did you see that, Jeeny? That had to hurt!" "Now entering the room, Erraki the Uncanny!" It gets particularly aggravating when there's a chance for romance. "Their eyes meet, you can feel the heat! Will she be the one to end your long celibacy, Jeeny?" (cue woman leaving in a rush) "Apparently not. Way to ****block, Bahb." 934. Rosemary's Baby Blue Eyes. There can be no denying your infernal or demonic appearance, which runs toward the hideous, but your eyes are slightly larger than normal and strangely captivating. Your gaze has an almost hypnotic quality, and people looking into them must make a will save vs. the standard DC(10+1/2 level+Charisma modifier) or do nothing for a round, lost in the beauty of your eyes. 935. Why not Zoidberg? You have a strange seam along your spine that acts as your egress every day as you moult on a daily basis. Your discarded skin/exoskeleton looks exactly like you, and a talented actor or makeup artist with 1d4 gold worth of materials can pretend to be you with a +5 bonus to the attempt, a distant relation with +10 bonus, or a complete stranger with a passing resemblance with a +15 bonus. After the first angry person showed up convinced that you were the parent of their child, you started to destroy your old skins, but there are still a few around somewhere.... 936. Mal Appétit. Similar to Good Eats above, you hunger for forbidden delicacies, but these are always foods that mix the human form with some type of dietary staple. You cannot help but to wonder what merfolk filet tastes like, with a vegepygmy salad on the side. Or maybe a nice, lean minotaur burger. Or drider legs, mmmmmm, good! If you are a ranger, your Favored enemy choices reflect your dietary urges. 937. Keep your friends close... Kind of similar to Good Eats and Mal Appétit. You bond very well with your comrades; maybe too well. You always wonder things about your friends: especially what their raw flesh tastes like. When not doing anything, your head and eyes turn to your closest ally and you start drooling. They *normally* don't notice but they gradually get more suspicious of you, while you get more hungry for them. Unless you are of Neutral Evil or Chaotic Evil, you never actually lunge to take a bite out of them. Enemies or strangers don't really appeal to you. 938. ...But everyone else closer. Very similar to above, but instead of your allies, it is any NPC you come across be they foes or neutral to you. You immediately hurry towards the dead body of any enemies you kill and start gorging yourself if there are no other enemies in sight, or placing the meat in some sort of storage container that you carry if there are other enemies about. You occasionally blank out and stand/sit there, staring at an NPC (e.g. tavern customers, shopkeepers), licking your lips. 939. Talk to the hand. One of your arms and hands (same side) is replaced by a long skin-colored tentacle. If you stood with your arms down, it would reach the floor (just about). At the end of this tentacle is a small circular mouth with jagged triangular teeth with a long tongue which comes out. This mouth is surrounded by 2d4 small tentacles which act as your 'fingers'. Your normal mouth is useless, as you talk and eat through your hand-mouth. Your esophagus and trachea go through this arm, so squeezing it may not be the greatest idea. You also have a small slit through the back of your neck, large enough so you could technically stick your tongue through there and speak normally through your normal mouth, but why bother? Gripping things is still the same. 940. A fork in the road. Your tail is long and prehensile. The end of your tail forks into 2 sub-tails which are quite long and also prehensile. Sometimes a flame sparks between them as if they were electrodes. This flame does no damage and can only cause a mild irritation. 941. Shift-Sneeze. Occasionally, you feel an urge. Something is crawling underneath your skin. You need to let it out. You feel deep discomfort. It's like when you can't sneeze. Suddenly your body spasms for a second and - poof! - Your entire bottom half is a spider. This happens randomly once per day. The thing you transform into can be anything from this list or half of a creature. Poof! - You are now a Lamia! 942. Which Head. You suffer from multiple personality disorder so bad it's as if you have multiple heads. This is because you do. Out of your neck come 2d6 snake heads. One is you and the others are different people with different personalities, a bit like a Yuan-Ti Anathema. They all like to talk and argue, but they don't normally talk when you are trying to say something important. They hiss at each other and at enemies. 943. Haven't mastered the art of digestion. Your digestive system is all over the place. Your small intestine is translucent, and goes all over your body, in and out of holes. People can see the food being digested through one of these pipes, making you look a bit like some sort of steampunk cyborg. However, there are a few gaps. One is a hole in your skin under your ribcage, and another one in your hand. To digest food, you must put your hand to this hole to allow the digesting food to flow through. If you don't it builds up right by the hole and causes severe discomfort. There is some sort of magic shield to stop the food falling out. 944. Sign for the future. Some of the hair is gone on your forehead. In its place is a symbol which can be a pentagram, a crescent moon or a hollow circle, etc. This symbol glows in the dark, but does not illuminate the area. Normally it glows yellow, but it varies dependent on your mood. 945. Talk to the crotch. Your entire lower half and arms are replaced with 2d6 leg length tentacles sprouting out of a single point, which is comprised of a circular mouth, jagged teeth and an extremely long prehensile tongue. This mouth is either at the front, back or bottom of the body. The tentacles act as your legs and arms, meaning you could use all of them to walk, all of them as arms or half and half. You are already confident enough to walk with them as if they were normal legs without any loss of balance unless you weren't born that way and only changed like it recently. Even more experienced of these tiefling can use these as a snakelike lower body and slither along. At a high level, you can split the ends of the tentacles to form the 'hands' mentioned earlier at the tips (without the mouths). The mouth acts as your real mouth, but you can talk through your head mouth by sticking your long tongue through a small passage from the inside of the mouth to the head and using that tongue and your head mouth to talk. However, you must eat through your real mouth. Your torso is very flexible as well. An uncommon mutation that you could apply to your character is that your whole head is fake and just for show, so as not to freak people out. Your ears are built in to the tentacles, your eyes are at the tips but they don't stick out so they aren't vulnerable and your nose is also built in. Overall it doesn't affect gameplay or gripping items but you do look quite strange if you don't hide it. Some have been able to hide it all except for the fact that the arms have no hands, while others just don't pretend they are normal and walk in the way that feels natural. 946. The Stranger. Every morning, you look completely different from the day before. You always have a tether to your previous form, sometimes you retain the same race, other times you retain the same gender, sometimes the same color eyes, other times, the same haircut. But you never, ever look the same from one day to the next. Ever. 947. BLOOD AND BONE! Well, actually, just bone... Your teeth are too large for your mouth, and although they match a normal omnivorous humanoid’s (incisors, bicuspids, canines, etc.), they are all quite sharp and easily capable of cutting through flesh, giving you a bite attack of a creature of medium size. You actually eat bone instead of flesh, and although you can get by with soup bones and other offal from butcher's shops, every now and again you need live prey- fresh, uncooked marrow is intensely nourishing to you. You do not think of yourself as a cannibal, or even a murderer, really- you rarely kill unless it is an animal that cannot live sans a limb, and you limit your humanoid meals to enemies in combat. There is a legend of some type of creature that subsists entirely upon bones, and even has some type of proboscis for slurping them out of a meal, leaving the otherwise unspoiled body behind. You have started adventuring to seek out this creature, to see if it is a mere monster or some kind of kin. 948. Disease Carrier Pick a disease, Demon Fever or Devil Chills. One or both parents contracted that disease, and while they survived, their seed was tainted and you were born a carrier of that disease. You bear obvious and physical marks of the selected disease, such that anyone with ranks of Heal will immediately recognize that you are ill, and a DC 11 check will identify the specific disease (a Perception check, DC 11, will also detect your diseased state). You can use the Disguise skill to hide the signs of your contagious state, increasing these DCs by the amount you succeed your check. While you do not suffer any effects from this disease (and are in fact immune to the chosen disease), anyone who comes into intimate contact with you, or bites you, or otherwise ingests any of your bodily fluids is exposed to your disease. (Demon Fever - unnatural body heat, ruddy sweaty skin, spidery veins of black and purple emerging from bubous. Devil Chills - constant sense of being cold, bluish-gray skin is cold to the touch, hacking cough comes with whitish fog, tremors and shaking.) 949. World-Wounded. A slicing wound across your belly opens like a mouth and you can reach into it further than the depth of your torso would suggest, as if it were some sort of extradimensional space. Attempting to place items within it leads to randomly losing said item forever or it being spat out immediately (with the only consistency being that if you want to get rid of an item this way, it will most likely be spat out, and if you want to conceal an item temporarily it will probably be lost...). At seemingly random times, this 'wound' will open and disgorge a dozen or so locusts of freakish and sinister appearance (although otherwise completely normal insects). Over your life, you've noticed that these eruptions are often accompanied by reports of new demonic activity at the Worldwound, making these manifestations a sort of predictor of when the Worldwound is disgorging new demons into the world. 950. Gildenskin. Your skin and hair have a thin papery coating of gold, as does your hair, although attempts to (painfully!) scrape this coating off result in it crumbling away within moments of being removed. While it remains, you are irresistible to certain metal-consuming entities, and rust monsters will swarm over you and 'lick' your skin with their feathery antennae, while xorn will dangle you over their ventral mouth and suck the metal coating right off of you with their abrasive mouthparts (a process even less pleasant than it sounds). Since this coating replenishes daily, a xorn that finds this out may attempt to keep you prisoner to use as an eternal gobstopper of sorts. In addition to your golden-coated skin, your eyes have the appearance of rubies and your teeth glisten like chalcedony, but if removed, or upon your death, all lose their apparent value. 951. The Eye(spots) Have It. You have no visible eyes, ears or nose, but your skin is covered with eighty-eight giant cell-like structures. All of them can see, hear, taste and smell, faintly, with only those atop your head having the bulk of your sensory capabilities. (So, while they don't mechanically affect your senses, you can 'see' something crawling across your arm with the 'eyes' that make your skin, or 'taste' food that you smear across your belly.) The only places you have none of these giant sensory cells is on the soles of your feet, palms of your hands, and inside your body (such as in your mouth). Because you feel constricted when these cells are denied access to light and sound and the open air, you tend to prefer 'breezy' clothing that sits lightly on whatever skin must be covered (due to climate or local notions of modesty), in scanty fabrics that are sheer and translucent, and when the situation permits, you prefer to be naked. Because sitting, lying down or (especially!) riding a horse puts uncomfortable pressure on your sensitive skin, and you have learned to sleep standing up (and prefer to stand up where others would sit, such as while eating), and even to stand up in the saddle for extended periods of time, to avoid discomfort, aided by your skeletal systems unique ability to 'lock' into place and freeze you into a standing position. 952. Those That Lie Down With Dogs. You possess the many teeth of a goblin (in an otherwise normal looking mouth and normal sized head), the build and gray skin of a hobgoblin, the round white saucer-like eyes of a bugbear, and the flame-red shock of hair that extends down the spine of a barghest, ending in a canine tail, as well as wolf-like lower legs and the droopy pointed ears common to all goblinoids. 953. Jersey Devil. It's possible that somewhere in your lineage, a fiendish cavalier had entirely too close a relationship with their intelligent shapeshifting cauchemar mount. In any event, you've got the form of an anthropomorphic horse, with a striking black hide, mane and tail, and a 'blaze' in the shape of some ill-aspected symbol, such as a red pentacle. Your horse-like legs end in hooves that grow increasingly hot as you move faster, and flash with fire if you leave a location by supernatural means, inflicting fire damage to the surface you are departing equal to the level of the effect (2 pts for levitate, 3 pts for fly, 4 pts for dimension door, 5 pts for teleport or plane shift, etc.) leaving behind hoof-shaped burns to mark your supernatural passage. 954. Foot Fetish. In some cultures, much can be told about someone's life by the type of footwear they own and how much time per day they spend in them. Some demons and dark creatures that haunt these cultures ply their foul trade around the idea that if such shoes are stolen, a person essentially loses their way in life, sometimes having to change occupations or even going so far as forgetting their name or trade entirely. While that is not the case in the culture you grew up in, you are certainly descended from such a strange creature. Wearing the shoes of other sentient humanoid creatures gives you access to a bizarre version of legend lore where you get hazy glimpses of the person's life and occupation. You must walk at least a mile in the person's shoes to garner any information, which is jumbled and mismashed, but offers an intimate look into their life and profession. Sometimes you get a look at a real juicy secret, especially if you walk well over a mile in the person shoes(DM's discretion), but once that happens the person is aware that they are somehow being observed. 955. Follow Me Into the Abyss. In other cultures, demons and devils are sometimes associated with doorways and portcullises, as they are dark and cruel guardians of the dead and those who are about to be judged (or have already been found wanting). While you are no sentry, you find that you pass through a doorway, it occasionally takes on a foreboding look. On good days, it simply looks creepy- maybe in excessive disrepair and as if all light past that point has disappeared and you are going into a long dark tunnel. On bad days… well, things take on a Raphaelian appearance, as door jams and moldings look as if they flame blasted and sticky with flowing blood, complete with doorknobs that turn into grinning imps. And the images beyond! You look like you are returning to hell itself, with pit fiends in the far distance laughing as they rake their hellwhips across the backs of the damned, and bearded devils torturing souls as they usher them across a blasted landscape. Perhaps naturally, this lasts for only an instant, for as soon as someone blinks or looks closely to verify what they are seeing, it is gone. 956. Lacrimosa Sangre. When you are cut, your blood is clear and tastes of tears, and when you weep, thick blood trails from your eyes. These tears of blood also flow from religious icons and symbols of good aligned deities that you pass closely or touch. (The larger the icon, the further it's 'reach,' so that you merely have to stand in the shadow of an enormous tower topped with a statue of Sarenrae, but have to physically touch the holy symbol to Iomedae carried by a Menevian crusader.) 957. Signs and Portents. You look almost entirely human, free of 'traditional' tiefling appearance elements, but your fiendish nature seems to struggle to make itself known, regardless. Your presence is heralded by traditionally sinister events, usually involving the religious symbols and churches of good faiths, such as the spontaneous ringing of church bells or the above-mentioned traits appearance of bloody tears from religious iconography. Churches or holy items of evil churches might appear strangely welcoming, in contrast, with the iron-maiden-like doors to a Kuthite temple spontaneously creaking open as you pass, or the braziers outside a church of Asmodeus flaring up as you enter, as if to announce the return of a favored son. This effect doesn't occur every time (and isn't always the same), and daily visits to a particular shrine may evoke no special portents at all save on the original visit, and special holy days of the faith. On holy days of *your* faith (or, in absence of one, on your birthday), there will always be some sort of odd portents, such as an eclipse, the shadows of clouds moving quickly across the town, while no clouds are seen in the sky, the birth of a two-headed cow or hatching of toads from hen's eggs, the curdling of all milk in an area, or the crowing of roosters at dusk, while they remain silent at dawn. 958. Addicted to Spuds. You have an unnatural craving for potatoes. You must consume potato (in some form) at least twice a day. 959. Fugitive from the Plane of Mirrors. Your smooth featureless body is completely reflective, like a silver mirror, and those who peer into your face see an oddly distorted reflection of their own features. When you pass a non-magical mirrored surface, it fogs over, and if you remain standing in the presence of a mirror that would reflect your image for more than ten minutes or so, the 'fog' calcifies into a patina of mineral deposits that must be cleared away. Bodies of still water that might similarly reflect your mirrored appearance are disturbed by ripples, as from a breeze that remains unfelt by those around. 960. Echo of Life. Your body, regardless of physical attributes, appears pale and sickly, sometimes with age-specific traits such as thinning hair or liver spots or drawn skin replete with wrinkles. Cool to the touch, and with a faint heartbeat that thrums exactly once per second, sixty times per minute, no matter how hard you exert yourself, or how deeply you sleep, your body seems to cling ever so lightly to life itself, growing cooler and weaker as time goes by. At night, your heart slows to near stopping, unless you smack your chest hard to 'kickstart' it, or unless you lean close to another living creature, as your body seems to 'forget' how to live, without the reminder of another living creatures heartbeat against your skin, to 'remind' it how to beat. You prefer to travel with a living creature of some sort, at least one size class smaller than yourself, such as a dog, or horse, so that you can constantly have access to a living body to press against to reset the rhythm of your fickle heart. Smaller creatures, such as mice or insects, prove inadequate to this task, and experimentation when you were younger, and attempted to sleep with a pigeon in your grasp, led to your awakening cold and afraid, clutching a dead bird. You have no idea if you crushed or smothered it, or it died of fright, or its tiny fluttering heart simply proved inadequate to the task of stimulating your own weakened organ. (Cats are a special case, as they seem to sense your condition, and exhibit both a strange curiosity for you, and occasionally nip or gnaw at your fingers or toes, but avoid your grasp and always keep an eye out to leap away if you reach for them.) Your ideal situation would be to find a mortal lover who would lie with you at night, so that your daemon-forged body would have a constant reminder of how to maintain its pretense towards the traits of the living world. 961. Light's Foe. In darkness, through darkvision, your appearance is traditional for your race, with ruddy skin, small horns, pointy teeth, a lashing tail, etc. But few see this clearly, as your skin abhors the light, and under dim light, you are shrouded in shadows, while in bright daylight, your form is utterly black, with few recognizable features, other than a humanoid stance. Bizarrely, your form remains quite visible, if one but peers at the ground behind you, as where a normal persons shadow would lie, your reflection instead appears, as colorful and clear as your image should normally be, as if all the colors on your person have fled the touch of the sun and are hiding behind you on the ground. 962. If only you knew me...on the inside! Your fiendish nature appears only on the inside of your body. Your teeth are sharp and pointed, the gums black, blistered and bleeding, and your tongue is forked- your breath smells like brimstone and is warmer than normal. As a child, you may have enjoyed flipping your eyelid up to show the nauseating yellow pus-like skin underneath while you made funny faces. Likewise, your snake spit is a weak but viscous green acid that causes smoke to rise, but does no damage. Any wounds you endure reveal orange blood considerably warmer than human and very reminiscent of lava and flame; your raw, wounded flesh is grey and knobbed like that of a foul creature of the pit before healing and returning to normal. Critical hits you endure show even more of your blasted internal landscape, with black bones that look like burned and cracked sticks of wood, and viscera that looks withered, darkened and wasted, as if you should have died long, long ago and are kept alive through some quirk of fiendish power. You are either a masochist who enjoys showing off the more disturbing parts of their anatomy, or a well-armored individual, almost terrified of getting injured or showing people the secret you keep from the world. 963. Illustrated (Wo)Man. You were born with distinctive tattoo-like markings adorning your skin, far too precise to be mere birthmarks, even ignoring their supernatural qualities. It might be a pair of ravens, winging their way across a vista, or whirring interconnected cogs, or lightning-lit stormclouds racing across a field, or oak leaves blowing across a moonlit graveyard, or a serpent or large centipede coiling around a limb, or a dancing flame, but the most distinctive feature of this colorful design is that it actually moves, the raven's wings flapping and the scenery moving behind them, the many legs of the centipede moving as it continues an endless trek around your forearm, etc. If you are wounded by a piercing or slashing weapon, and it cuts across one of these animated designs, very real physical manifestations pour forth, such as rusted cogs, fallen leaves, or cloud vapors, or a dead centipede or snake, or raven's feathers, or a momentary (non- damaging) burst of flame. The tattoo fades, as if whatever ink had produced the image had come forth as the very real thing that has sprung forth (which almost immediately decays, in any event). Your tattoo reappears when the damage from injury is healed, either by magic or rest, whatever force keeps them animate having replenished them. The other unusual quality of your special tattoo is that it is contagious. If you press the marked area of your body against the bare skin of another for more than a fleeting instant, the tattoo crawls across to the new person, where it remains until they recover hit point damage by any means (magical or overnight). You can 'transfer' your tattoos in this fashion a number of times per day equal to your Constitution modifier (minimum 1), and after meeting this number, your own tattoo is so faded as to be erased until you rest. 964. Wishing You Were Here. Your form is a very much more human-looking interpretation of the Glabrezu whose wish so many generations ago twisted the will and form (and bloodline, apparently) of an unwise ancestor. An array of horns, thick skin with crustacean-like qualities, bandy bent legs and, most uniquely, a second pair of arms, spindly, as if sized for a tiny creature, coming out from just below the armpits of your otherwise normal(ish) humanoid arms. A reverse of the Glabrezu, with a pair of giant crab pincers and two tiny humanoid arms, you have two normal sized humanoid arms (ending in fiendish looking hands, but still, normal by comparison), while your two tiny arms are the ones that end in crab-like pincers, which do nothing but hang uselessly unless you invoke your other unique quality. Once per day, you can grant another mortal creature's wish, so long as that wish is spoken in your presence, and is the sort of thing that can be achieved with a prestidigitation cantrip, such as the flavoring or heating or cooling or spoiling of a drink or meal, or clearing (or affliction) of a blemish or rash, or the cleaning or befouling of skin or hair or clothing. When you decide to grant such a wish, your vestigial crab-claws clack loudly, announcing the action. If the wisher chose a mean or petty 'wish,' such as to foul the clothing, spoil the meal or pox the face of a rival, or have someone stung by a bee or reek of flatulence or burst into inappropriate laughter during a somber occasion, the wisher will radiate a strong aura of evil for 1 minute afterwards. As you increase in power, you may find yourself able to 'grant wishes' more times per day (equal to spellcaster level), but you can never grant 'wishes' to yourself, or to the same person more than once in their life. 965. Purgatory's Child. You bear many of the typical marks of tiefling heritage, be they horns, fangs, vestigial wings, or a tail. These traits have been with you since birth, but as you grew towards adulthood something else began to manifest. Your body began to show marks and scars reminiscent of punishments attributed to the afterlives of the wicked, punishments that coincide with whatever sins you have actually committed. Killing might leave your hands stained crimson and retributive scars upon your body. Stealing might leave seemingly grievous scars bisecting your wrists. Malicious lies might leave your tongue painfully forked and untrustworthy even to yourself. And as your sins accumulate, your appearance grows ever more fiendish and frightful. However, virtuous behavior is also reflected in your form. Acts of selfless benevolence mend your scars. Earnest penance repairs your disfigurement. Atonement for past sins may overlay the marks of unseen shackles and other imprisoning bindings upon your body for a time, often overlaying the scars of sin. A life lived striving towards good induces further, stranger changes: Your fiendish traits do not disappear but are rather refined and recast. Bestial features that were once horrific to look upon become regal and primal. Leathery demon wings gain the same splendor as those of a silver dragon. Wickedly barbed horns are refined into something more beautiful, at once more proud and more humble than what they were. In short, you take on aspects resembling those of a risen fiend. Incubi heritage retains its sensuality and none of its predatory nature. Erinyes heritage becomes fiercely angelic but less marked by bloodthirsty wrath. Kyton heritage shows the marks of enduring penance rather than self-mutilation for sensation's sake alone. The mark of fiendish heritage will always be a part of you, but it is now defined by your true nature. You are not shaped by your ancestry; your inner demon is shaped by you.

Info This is from a thread at the forums: http://paizo.com/threads/rzs2jqf5

Freehold DM edited, sorted and generally did a lot of work for this, on top of regular contributions.

Other contributors: Set, Mikaze, Ashe Ravenheart, Jaeliethe, Thelesuit, Iceshadow, Dragonborn 3, Azten, Dragonblood 472, Smilodan, Velcro Zipper, Cuchulain, Dark Psion, Eyebite, Adam Daigle, Bugleyman, and many more.

Note: This is a cleaned up version, with the following changed from the final posts at the forum:

 No author names or edited tags  No change notes or posting notes – all places marked as possible duplicates and so forth have been removed  Grammar and formatting changes, plus some personal preference changes