Has it ever been officially stated how long it takes for a soul to transform into an outsider after death?

Okay, correct me if I’m wrong:

In the Pathfinder Universe, souls travel along the River of Souls after death, then hang around Pharasmas Boneyard for a while, get judged and then get send to whichever Outer Sphere plane matches their alignment. There, they become so-called petitioners, suffer/enjoy themselves for a while and with sufficient piety/malice/effort, eventually turn into a plane-appropriate outsider.

Now, has is ever been stated how long this process roughly takes? Years, decades, centuries, millennia? The only reference to time I found was about hammer archons:

Those archons who continually proves themselves in battle, either by striking down hordes of demons or by holding back a single pit fiend long enough for reinforcements to arrive, may get promoted to the rank of hammer archon. This process can take centuries, even millennia, but the lawful-aligned outsiders would brook no shortcuts. Many hound archons and shield archons with martial inclinations ceaselessly endeavor to rise to the heights of power that being a hammer archon represents.

But this is more about “rising in the ranks”, so to speak. And “brook no shortcuts” implied that shortcuts are apparently a thing(?).

(Honestly, the most interesting question to me is – would it be feasible for someone’s wise old mentor figure to return as an archon or for a former BBEG to reappear as a devil? I know they don’t really keep any proper memories of their old selves, but it would still be cool!)

Outsider Type and Racial Traits [duplicate]

My PG is a Shade, so:

Racial Traits

As creatures of the Plane of Shadows, shades are considered to be of the outsider type.

So far so good. The problem is: if the Shade race is already a little unbalanced, how does the outsider type interact with it?

Do I get the Outsider features?

Outsider Type


An outsider has the following features.

8-sided Hit Dice. Base attack bonus equal to total Hit Dice (as fighter). Good Fortitude, Reflex, and Will saves. Skill points equal to (8 + Int modifier, minimum 1) per Hit Die, with quadruple skill points for the first Hit Die.

From: http://www.d20srd.org/srd/typesSubtypes.htm#extraplanarSubtype

What are the ramifications of Aasimar PCs being Outsider (Native)?

I’m playing an Aasimar. They are the type Outsider (Native).

I wanted to find out what impact that has on the game. So I looked up outsiders:


and I saw this:

Proficient with all simple and martial weapons and any weapons mentioned in its entry.

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.

And a few other cool things.

I’m assuming these don’t apply to Aasimar PC’s. But my question remains unanswered: what are the ramifications of being a PC that is of the type Outsider (Native)?

Is this homebrew ‘Outsider’ race balanced?

I am currently editing a homebrew race that I have created, and after a good few versions, I believe I am coming to some semblance of a decent homebrew race. However, I fear that it may be unbalanced in places.

Is the following race (and subraces) balanced, and if not, what changes could be made in order to make it so?

My main focus appears to be the Fight or Flight mechanic provided to the Gemstone subrace. Playtests have come back mostly positive, however I am worried it may be a little too much for the one subrace.

Outsider Traits

Your eldritch heritage manifests in a variety of ways that are consistent with your kin.

Ability Score Increase. Your Strength score increases by 2.

Speed. Your base walking speed is 30 feet.

Natural Cunning. Being common with deceit, an Outsider is resistant to tricks of an arcane nature. You have advantage on saving throws against Charm spells and cannot be put to sleep by magic.

Claws. You are proficient at using the large claws you have as weapons. They deal 1d4 slashing damage.

Darkvision. Accustomed to life underground, you have superior vision in dark and dim conditions. You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. An Outsider retains the ability to distinguish color and detail under these conditions.

Languages. You can speak, read, and write Common and one other language of your choice.

Doppelganger Outsider

Outsiders who have chosen to hide in plain sight rather than in the shadows. A Doppelganger Outsider’s flesh is paler than that of their kin, their eyes being smaller and their limbs being more anatomically similar to other human-sized creatures. Because of this, they are often shorter than their Gemstone brethren.

Ability Score Increase. Your Charisma is increased by 1.

Change Shape. As an action, you can transform your appearance or revert to your natural form. You can’t duplicate the appearance of a creature you’ve never seen, and you revert to your natural form if you die. You decide what you look like, including your height, weight, facial features, the sound of your voice, coloration, hair length, sex, and any other distinguishing characteristics. You can make yourself appear as a member of another race, though none of your game statistics change. You also can’t appear as a creature of a different size than you, and your basic shape stays the same; if you’re bipedal, you can’t use this trait to become quadrupedal, for instance. Your clothing and other equipment don’t change in appearance, size, or shape to match your new form, requiring you to keep a few extra outfits on hand to make the most compelling disguise possible. Your true form is revealed if you fall unconscious.

Outsider Tricks. While the change shape ability is active, creatures have a disadvantage on checks trying to see through your disguise.

Gemstone Outsider

Outsiders whose ancestors have remained in the caves of their origin. A Gemstone Outsider’s flesh is hardened, almost like chitin. Their eyes are indistinguishable from gemstones, aside from the fact they glow with a deep, arcane energy.

Ability Score Increase. Your Dexterity is increased by 1. Your Intelligence is decreased by 1.

Psionic Shift. At first level, you can cast misty step once per long rest. At third level, you can cast blink once per long rest.

Fight or Flight. Upon reaching 0 hit points or below, roll a Constitution saving throw equal to the amount of damage taken by the attack. If you succeed, you return to your most primal instincts, and lash out like a wild beast. You gain temporary hit points equal to half your maximum hit points, rounded down, and do not fall unconscious while you have these hit points. You must use your turns to attack any and all hostile creatures, starting with the nearest, in a 60ft radius centered on you. You cannot move further away from a hostile creature within this range, unless you are moving towards another hostile creature. This lasts for a number of rounds equal to your proficiency bonus rounded down, after which you fall unconscious and lose any remaining temporary hit points. This effect cannot be used more than once until you take a long rest.

How can an evil outsider be permanently destroyed?

If I’m not mistaken, when an outsider is killed, it’s not really dead but banished to its home plane for a while. In our homebrew setting, my PC wants a specific outsider dead forever.

Is there way—preferably that does not involve performing any evil acts—to permanently dispatch an outsider like the devil my PC will soon confront? I want something that’s ironclad, so a way that is legalistic and pedantic by the rules-as-written, please.