Outsider Type
An outsider is at least partially composed of the essence (but
not necessarily the material) of some plane other than the Material Plane.
Some creatures start out as some other type and become outsiders
when they attain a higher (or lower) state of spiritual
existence.
Features: An outsider has the following features.
- 8-sided Hit Dice.
- Base attack bonus equal to total Hit Dice (as fighter).
- Good Fortitude, Reflex, and Will saves.
- Skill points equal to (8 + Int modifier, minimum 1) per Hit
Die, with quadruple skill points for the first Hit Die.
Traits: An outsider possesses the following traits
(unless otherwise noted in a creature’s entry).
- Darkvision out
to 60 feet.
- Unlike most other living creatures, an outsider does not have a
dual nature—its soul and body form one unit. When an outsider
is slain, no soul is set loose. Spells that restore souls to their
bodies, such as raise
dead, reincarnate,
and resurrection,
don’t work on an outsider. It takes a different magical
effect, such as limited
wish, wish, miracle, or true resurrection
to restore it to life. An outsider with the native subtype can be
raised, reincarnated, or resurrected just as other living creatures
can be.
- Proficient with all simple and martial weapons and any weapons
mentioned in its entry.
- Proficient with whatever type of armor (light, medium, or
heavy) it is described as wearing, as well as all lighter types.
Outsiders not indicated as wearing armor are not proficient with
armor. Outsiders are proficient with shields if they are proficient
with any form of armor.
- Outsiders breathe, but do not need to eat or sleep (although
they can do so if they wish). Native outsiders breathe, eat, and
sleep.
This material is Open Game Content, and
is licensed for public use under the terms of the Open Game License
v1.0a.