| Ray8016 |
So I just got to lvl 20 on my Normal Monk and he gains the perfect self ability. so i become an outsider, so i looked up what abilities and extra stuff you get for being an outsider and i was just curious if this is exactly what you get:
d10 Hit Dice.
• Base attack bonus equal to total Hit Dice (fast progression).
• Two good saving throws, usually Reflex and Will.
• Skill points equal to 6 + Int modifier (minimum 1) per Hit Die. The following are class skills for outsiders: Bluff, Craft, Knowledge (planes), Perception, Sense Motive, and Stealth. Due to their varied nature, outsiders also receive 4 additional class skills determined by the creature's theme.
Traits: An outsider possesses the following traits (unless otherwise noted in a creature's entry).
• Darkvision 60 feet.
• Unlike most 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.
So do i re roll for my health and add any or all of these bonuses that apply or am i just completely wrong on this Please some one clarify :)
ShadowcatX
|
d10 Hit Dice.
• Base attack bonus equal to total Hit Dice (fast progression).
• Two good saving throws, usually Reflex and Will.
• Skill points equal to 6 + Int modifier (minimum 1) per Hit Die. The following are class skills for outsiders: Bluff, Craft, Knowledge (planes), Perception, Sense Motive, and Stealth. Due to their varied nature, outsiders also receive 4 additional class skills determined by the creature's theme.
Note that all of these apply only to racial hit dice. Hit dice and BAB from class levels are uneffected.
Traits: An outsider possesses the following traits (unless otherwise noted in a creature's entry).
• Darkvision 60 feet.
• Outsiders breathe, but do not need to eat or sleep (although they can do so if they wish). Native outsiders breathe, eat, and sleep.
I believe these 2 are really the only two that you gain from becoming an outsider.
You do however gain the immunities (and weaknesses) an outsider gains to magic. You can be "locked out" of an area by protection from law, but can not be subject to charm person.
| concerro |
So I just got to lvl 20 on my Normal Monk and he gains the perfect self ability. so i become an outsider, so i looked up what abilities and extra stuff you get for being an outsider and i was just curious if this is exactly what you get:
d10 Hit Dice.
• Base attack bonus equal to total Hit Dice (fast progression).
• Two good saving throws, usually Reflex and Will.
• Skill points equal to 6 + Int modifier (minimum 1) per Hit Die. The following are class skills for outsiders: Bluff, Craft, Knowledge (planes), Perception, Sense Motive, and Stealth. Due to their varied nature, outsiders also receive 4 additional class skills determined by the creature's theme.
Traits: An outsider possesses the following traits (unless otherwise noted in a creature's entry).
• Darkvision 60 feet.
• Unlike most 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.So do i re roll for my health and add any or all of these bonuses that apply or am i just completely wrong on this Please some one clarify :)
Some of the things an outsider gets are dependent on having racial HD, and some you get as virtue of being an outsider. This was clarified by the devs.
Racial BAB does not affect BAB gained from class levels so there is no BAB change.
The saving throws are also racials. You don't get those, which is a good thing for you.
You don't get the skill points.
You don't have to deal with the dual soul issue.
I just read the ability and I will highlight the important areas:
Perfect Self: At 20th level, a monk becomes a magical creature. He is forevermore treated as an outsider rather than as a humanoid (or whatever the monk's creature type was) for the purpose of spells and magical effects. Additionally, the monk gains damage reduction 10/chaotic, which allows him to ignore the first 10 points of damage from any attack made by a nonchaotic weapon or by any natural attack made by a creature that doesn't have similar damage reduction. Unlike other outsiders, the monk can still be brought back from the dead as if he were a member of his previous creature type.
You don't really become an outsider. You just get certain benefits which have been bolded. As an example charm person would not longer work against you.