New OOTS products from CafePress
New OOTS t-shirts, ornaments, mugs, bags, and more
Results 1 to 7 of 7
  1. - Top - End - #1
    Orc in the Playground
     
    SamuraiGuy

    Join Date
    Feb 2007
    Location
    Northern Alabama
    Gender
    Male

    Default [3.5] Creature type

    Okay, probably kind of a noob question, but I've never run across this before.

    We're playing in Forgotten Realms, and I've decided to take the Outsider feat as my background feat. One of the properties this feat bestows on a character is that the character's type becomes "Native Outsider". Does this mean that any spell (or other effect) that specifically mentions it's target as being "humanoid" doesn't affect my character any more? That seems like it would make my character immune to a fairly large number of spells, mostly of the Enchantment variety. Am I right? Wrong? I've checked the MM definition of the term, but it doesn't really describe how this sort of thing interplays with spells, and I'm having a hard time finding what I'm looking for.

    Also, if you decide to answer this question, I'd appreciate it if you pointed me to the book or text that describes the implications of this change in type, so I can show my GM, so he understands exactly what I'm doing. Truth is, my GM most dishes out mostly hp damage in fights, so I'm not expecting this will ever come up in practical application.
    The first person who mentions "maturity" while we are discussing a complex game of "pretend" . . . loses.

  2. - Top - End - #2
    Firbolg in the Playground
     
    Draz74's Avatar

    Join Date
    Aug 2006
    Location
    Utah
    Gender
    Male

    Default Re: [3.5] Creature type

    You are correct. Charm Person won't work on a Native Outsider. (Beware: neither will buffs like Enlarge Person.)
    You can call me Draz.
    Trophies:
    Spoiler
    Show

    Also of note:

    I have a number of ongoing projects that I manically jump between to spend my free time ... so don't be surprised when I post a lot about something for a few days, then burn out and abandon it.
    ... yes, I need to be tested for ADHD.

  3. - Top - End - #3
    Orc in the Playground
     
    SamuraiGuy

    Join Date
    Feb 2007
    Location
    Northern Alabama
    Gender
    Male

    Default Re: [3.5] Creature type

    Okay, thanks! I'm playing a Wizard,so I won't be needing too many buffs of that nature anyway.

    BTW, Draz, Like your sig. Definitely embodies the boards these days.
    The first person who mentions "maturity" while we are discussing a complex game of "pretend" . . . loses.

  4. - Top - End - #4
    Titan in the Playground
     
    ElfRangerGuy

    Join Date
    Aug 2007
    Location
    Imagination Land
    Gender
    Male

    Default Re: [3.5] Creature type

    Be sure to familiarize yourself with everything you get for being an Outsider (important parts bolded):

    Quote Originally Posted by SRD - Outsider 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.
    Also be sure to note how your creature type interacts with various spells and magical effects.
    Last edited by KillianHawkeye; 2008-07-09 at 08:41 PM.
    "Nothing you can't spell will ever work." - Will Rogers

    Watch me draw and swear at video games.

  5. - Top - End - #5
    Ogre in the Playground
     
    monty's Avatar

    Join Date
    Mar 2007
    Location
    Fresno (yes, THAT Fresno)
    Gender
    Male

    Default Re: [3.5] Creature type

    You're immune to spells like Charm Person because they specifically target creatures of the humanoid type.

    Quote Originally Posted by Charm Person
    Target: One humanoid creature
    My characters:
    Spoiler
    Show
    Sarah, human gestalt druid/totemist
    Adrian, human rogue
    Calypso, half-nymph human gestalt druid/miscellaneous


  6. - Top - End - #6
    Ogre in the Playground
    Join Date
    Sep 2006
    Location
    DC area
    Gender
    Male

    Default Re: [3.5] Creature type

    Also, alter self just became a whole lot better, as one of the major limit is that what you turn into has to be the creature type as you. Thus, enjoy turning into various outsiders, with all the perks that implies. For example, Dwarven Ancestor gets 18 NA.

  7. - Top - End - #7
    Bugbear in the Playground
     
    Signmaker's Avatar

    Join Date
    Apr 2006
    Location
    You know Bosco?!

    Default Re: [3.5] Creature type

    Also, native outsiders can be revived when they die. Yay, you!
    "So Marbles, why do they call you Marbles?"

Posting Permissions

  • You may not post new threads
  • You may not post replies
  • You may not post attachments
  • You may not edit your posts
  •