outsiders


Rules Questions


do outsiders naturally age as in do they get old from old age??

Silver Crusade

No

Liberty's Edge

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Depends on the outsiders, most of them don't. Native outsiders usually do.

You and your GM should check the monster, type, and subtype description of each creature and decide, as most of them are silent about that.


for normal outsiders not native and what about aberrations do they natural age as well?


MR CRITICAL wrote:
for normal outsiders not native and what about aberrations do they natural age as well?

Normal Outsiders do not age.

Aberrations do age, but how they age would depend on the specific aberration. These things don't come up in most games so it's up to the GM to determine the lifespan of each aberration unless Paizo highlighted that specific monster in a book.

Liberty's Edge

MR CRITICAL wrote:
for normal outsiders not native and what about aberrations do they natural age as well?

Things like demons, devils, angels, agations, elementals, etc. are certainly immortal.

Outsiders that are a version of a normal animal can be immortal or not. They could automatically reincarnate when slain or die of old age, like fey, too.
It depends on the plane and the whims of the local gods.

I think other kinds of outsiders are immortal too.

Aberrations:
a mixed bag. I think most of them age, even if often they have long lifespans. But a few don't. Again, you need to check the entries of the creatures and consult with your GM.

Most descriptions are from the point of view of an adventurer, not that of a biologist, so they lack things like lifespan or reproduction rate.


yea i whd agree it doesnt show it in the trait section but i whd assume like a construct things like a outsiders dont age even when its not listed ??


Isn't every Outsider Native on their home plane, and only Extraplanar when encountered somewhere else?

Liberty's Edge

Lynceus wrote:
Isn't every Outsider Native on their home plane, and only Extraplanar when encountered somewhere else?

No, Extraplanar applies when a creature is outside its native plane, and it applies to PC, aberration, or whatever other kinds of creature, outsiders included, Native outsider changes the rules for outsiders:

Quote:

Outsider

Source Pathfinder RPG Bestiary pg. 309
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. An outsider has the following features.

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.

Quote:

Native

Source Bestiary 6 pg. 305, Pathfinder RPG Bestiary pg. 312, Bestiary 2 pg. 308, Bestiary 3 pg. 307, Bestiary 4 pg. 308, Bestiary 5 pg. 308
This subtype is applied only to outsiders. Creatures with this subtype are native to the Material Plane. These creatures have mortal ancestors or a strong connection to the Material Plane and can be raised, reincarnated, or resurrected just as other living creatures can be. Unlike true outsiders, native outsiders need to eat and sleep.


Huh, ok thanks for the explanation. So a community of humanoids who, for whatever reason, have settled on another plane, would eventually have their kids become Native Outsiders? Or is this subtype literally only available to people who are part Outsider but born on the Material Plane?

So an Aasimar who was born on another Plane is still a Native Outsider because they are part mortal?

Just trying to make sure my head is wrapped around the concept correctly.

Liberty's Edge

Native outsider is only for outsiders native to the Material Plane.
Probably it doesn't require them to be born on the Material Plane, but it requires them to still have ties with it.

Something like an Italian American.

I think that Aasimar born on another plane will lose the native label after some generation and become a different race.

I don't think there are rules explaining how it works, it is a matter of the GM decisions and the need of the tale.


Ok thanks for helping clarify it regardless.

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