Note: In our games, subtype =/= alignment. For example, a creature with the lawful subtype who has changed its alignment to chaotic will not be affected by spells that target lawful alignments (as it no longer has a lawful alignment).
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It occured to me after looking up some information about different types in the SRD that there is a subtype for "archon" but not "devil" (or Baatezu). A Hound Archon has the subtypes Archon, Extraplanar, Good, and Lawful. A Pit Fiend is Evil, Extraplanar, and Lawful.
An archon is, by definition, lawful and good, so why does it need its own subtype? If it does need its own subtype, why isn't there a corresponding subtype for devils and demons? For that matter, why not a good + chaotic subtype for the celestials that live in Arboria (Guardinals?)?
The law, chaos, good, and evil don't really do a damned thing except screw an outsider if their alignment changes and provide one way of overcoming damage reduction. Since we don't play with 3.5 damage reduction, in our games the subtypes just end up being stupid.
So...
I was considering doing something to alter the subtypes. Outsiders (creatures native to one of the outer planes) would have a type according to the plane they're native to, and that type brings certain perks (keep in mind this is just on the fly, I'm not done thinking it through and don't really have my heart set on anything):
- Lawful - Immunity to Electricity
- Chaotic - Immunity to Acid
- Good - Immunity to Cold
- Evil - Immunity to Fire
So, an archon would be lawful and good and be immune to Electricity and Cold.
In addition, I'm considering "families" - like the true devils and true archons, as opposed to creatures who just hang out (like hellfire wyrms) for their own subtype. The devil subtype would exist specifically to label those creatures who not only are native to Baator, but are so intrinsically connected that they have no soul, only an essence that is the mentality and behavior of the plane it's from.
As the rules currently stand, the devil subtype includes abilities like See in Darkness - which is pretty much only an ability to get around the magical darkness of demons because devils can't innately cast the spell, making it dead useless tactically. Basically, I think that's ass.
So I'm looking for some ideas about what to provide as abilities for the "families" in each of the eight major outer planes (Mechanus, Celestia, Elysium, Arboria, Limbo, The Abyss, Hades, and Hell/Baator). I hate the archonic abilities because Teleport without Error in no way is comparable to See in Darkness. Not only that, but aside from effects such as tongues (which I feel all outsiders ought to have), I'm disinclined to give spells out as supernatural abilities. Or just give spells out, period (though not entirely adverse... maybe Discern Lies would be archonically appropriate?).
Any suggestions?