Outsider PC?

Vander

First Post
What would affect an Ousider PC (such as Aasimar or Tiefling) differently than Humanoid PC's? Example: Protection from Good spell, or Charm Person, etc.
 

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You pretty much said it yourself. All "Person" spells are ineffective vs. Outsiders (e.g. Hold Person, Charm Person, Dominate Person).

Additionally, "Protection" and "Magic Circle" spells that hedge out Outsiders work.

However, spells which particularly target *extraplanar* creatures such as Holy Word (and its variants) and Dismissal do nothing against native Outsiders.
 


thundershot said:
Big downside... no resurrection... :P

normally, there would be no ressurection, but there is a rule (particularly in FR) for "native" outsiders (mentioned above by somebody) that basically says that planetouched folks like aasimars, tieflings, and genasi, having been born on the prime material plane and had the last few generations there on the pmp, could be resurrected normally.

Edit: just remembered that the native outsider rule also applies to high level monks.
 
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Spells that banish outsiders can effect native outsiders, Spells that ban you to your home plane will do nothing (unless your are not on your home plane, then I think they would send you packing), but spells that send you to any plane other then the one your are currently on WILL work.
 

gfunk said:
Additionally, "Protection" and "Magic Circle" spells that hedge out Outsiders work.

Woah ! Protection and Magic Circle spells don't hedge out Outsiders. They hedge out Summoned or Conjured creatures.

Your Aasimar is perfectly safe from these.
 

Thanks for the ideas. Guess I'll have to wait until something happens to find out.

Has anyone had an Aasimar Paladin, that can give me progression ideas or multiclass ideas? Thanks.
 

Yeah, I had an aasimar paladin. You want fighter, templar and divine champion as supplements. If you like mounts, get some levels of windrider because paladin mounts don't even come close. Just take knowledge (nature) cross class and you'll qualify for windrider by level 5. You need 12 int minimum for the skill points, 14 is better. I only had 7 int so I couldn't go windrider which requires 20 pts of skills.

Get 3 levels of paladin and get out because paladins get a lot early and then not much else. 2 levels of fighter gives 2 feats, 4 levels of champion gives 2 feats, 4 levels of templar gives 2 feats (but costs 1), 3 levels of windrider gives 1 feat. Get divine shield. Divine might is ok but maxing out shield is better, IMHO. Given the choice between 4th level of paladin, 3rd level of fighter, 5th level of templar, 4th level of windrider and 5th level of champion, the only one that gives any new abilities is the 5th level of champion. After that its pretty much the same. You might want to start a new class at that point but I don't have any suggestion as to which one at the moment. With a wis of 14 you get 3 bonus 1st and 2 bonus 2nd level spells. Windrider gets heal mount as a 3rd level spell so you want at least 13 wis if you go that route but you can always get a wis boost item later.
 
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