Half-Outsider Hybrid (3.5e Racial Paragon Class)

Half-Outsider Hybrid
Born of celestial or fiendish stock, the half-outsider hybrid has the blood of celestials and fiends within them that gives them power. It is a power they grow into over time, but soon they awaken into their full blooded forms for all to see.

Making a Half-Outsider Hybrid
Abilities: What abilities are important to a half-outsider hybrid varies largely on their other classes, but for the most part they are capable of both mixing it up in melee and casting with their spell-like abilities. Any ability score might be important.

Races: Any, though leveling in half-outsider hybrid indicates they have celestial or fiendish origin.

Alignment: Any good or any evil (at least until half-inevitables and half-slaadi become a thing).

Class Features
All of the following are class features of the half-outsider hybrid.

Weapon and Armor Proficiency: Half-Outsider Hybrids are proficient with all simple and martial weapons, and light armor and shields.

You do not, however, gain the benefit of your previous class's hit dice, attack progression, skill points, or saving throws. If you had more than one class before becoming a half-outsider hybrids, you must decide which class to add to each level for the purpose of determining class features.

Choose celestial if good aligned, or fiendish if evil aligned. This determines your benefits for the subsequent levels in half-outsider hybrid. Those of each kind are sometimes referred to as half-celestial or half-fiend hybrids.

 : A half-outsider hybrid gains darkvision 60 feet (or if they already have darkvision, they increase it by +30 feet).





These increases stack and are gained as if through level advancement.

 : The half-celestial hybrid gains a +4 bonus on saving throws against poison.

 : The half-celestial hybrid becomes immune to disease.

 : The half-celestial hybrid can use daylight as a spell-like ability at will.

These increases stack and are gained as if through level advancement.

 : The half-fiend hybrid gains a +4 bonus on saving throws against disease.

 : The half-fiend hybrid becomes immune to poison.

 : The half-fiend hybrid can use blacklight as a spell-like ability at will.

This has no mechanical benefits (other than making them the target of outsider-specific effects like favored enemy and dismissal) and they do not gain the benefits of the Outsider type.

 : Once per day a half-outsider hybrid can make a normal melee attack to gain its Charisma modifier as a bonus to attack rolls, and to deal extra damage equal to its HD against an opponent of evil (if celestial) or good (if fiendish) alignment.

At 5th level, the half-outsider hybrid can use their smite ability once per encounter instead of once per day.

' :''' Half-Outsider Hybrids gain a number of spell-like abilities. Each level they gain access to more abilities, but do not actually gain them until they have enough HD to match. At 1st level, a half-outsider hybrid gains access to the first 2 levels of spell-like abilities, provided he has enough HD. At 2nd level, he gains the next two levels. Then at 3rd, the next two, at 4th the next two, until finally at 5th when he has the complete list. Below are the spell-like abilities granted (based on his bloodline) and the HD limit to be able to use them. If not otherwise marked, spell-like abilities are able to be used 1/day.

 : At 2nd level, the half-outsider hybrid gains energy resistances associated with its bloodline. Half-celestial hybrids gain energy resistance acid, cold, and electricity equal to twice their class level. Half-fiend hybrids gain energy resistance acid, cold, and fire equal to twice their class level. These resistances stack with racial energy resistance, but not temporary or magical resistances.

Half-celestial hybrids gain a slam attack which deals 2d6 points of damage plus one and a half times your Strength modifier (for medium creatures). Half-fiend hybrids instead get two claws and a bite attack that deal 1d4 and 1d6 points of damage plus Strength modifier.

 : At 3rd level, the half-outsider hybrid gains spell resistance equal to 10 + its HD.

 : At 4th level, the half-outsider hybrid gains damage reduction/magic equal to its class level. If the half-outsider hybrid has 12 or more HD, the damage reduction becomes twice its class level.

They are considered to be a native of both the appropriate outer plane and the material plane, but are not of the native subtype. They do not need to eat or sleep, and are biologically immortal. They are considered to be a member of their original type when beneficial (and as such can be raised and resurrected normally).

Regardless of the appearance, they gain a fly speed (good) equal to twice their land speed.

Playing a Half-Outsider Hybrid
Religion: As paragons literally made of goodness and evilness, most half-outsider hybrids are very much in tune with religion. Most serve a deity directly, or at least the whims of the planes themselves.

Other Classes: The alignment of the half-outsider hybrid defines them, and as such others react less on their class, and more on how their own viewpoints see the powers of raw good and evil made manifest.

Combat: A half-outsider hybrid benefits from both powerful spell-like abilities, fantastic skills, and powerful martial might. How they use it and what they focus on is a concern for their other 15 levels...

Advancement: A half-outsider hybrid can fit any role, though non-casting roles do fare better since they lose caster levels.

Half-Outsider Hybrids in the World
"Welcome, may the Lady of Wisdom bless you friend."

Daily Life: A paragon of good seeks to encourage the most good in the world, and so too his other half with evil. Their alignment-based natures can sometimes lead to extremist views others have difficulty understanding, making them ever slightly alien to the material plane.

Notables: Master Lemegeton of a church in the south was known to bring enlightenment down from heaven to others. However, it's also said he angered several gods in the process and as a result the Promethian priest could not return to the heavens.

Organizations: As paragons of good and evil, half-outsider hybrids often become leaders in alignment-based organizations of clerics, paladins, and blackguards.

NPC Reactions: Most NPCs react with awe or fear to outsiders, and you are no different to them. Some may question what manner of event would cause the beings of the outer planes to tred the earth.

Half-Outsider Hybrid Lore
Characters with ranks in Knowledge The Planes can research half-outsider hybrids to learn more about them. When a character makes a skill check, read or paraphrase the following, including information from lower DCs.

Half-Outsider Hybrids in the Game
Adaptation: Found a half-inevitable or half-slaadi? The class is easily adapted to law and chaos as well.

Sample Encounter: The goblins have spoken of a terrible and powerful goblin warlord with wings. Could it be a legendary half-fiend hybrid goblin?

EL 5: PENDING.