Outsiders


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OUTSIDERS

Law

Neutral

Chaos

Good

Archons

Agathions
Guardinals

Azata
Eladrin

Neutral

Irii (fates)
Inevitables
Modrons

Aeons
Kameral
Psychopomps
Rilmani

Irii (fortunes)
Proteans
Sladdi

Evil

Asuras
Devils
Velstracs

Daemons
Divs


Demodands
Demons
Qlippoth

Outsider
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.

Source Pathfinder RPG Bestiary