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"Lol Media" +Use the power of teh internets, or whatever passes for it in your setting, to make yourself appear more knowledgeable than you really are.  +
"Smith", the Spymaster +A spymaster so good at concealing his identity he forgot himself.  +
1
10-Foot Pole Proficiency +Wield a 10-foot pole as a weapon.  +
100 Female NPC Names +A chart with 100 first and last names for humanoid female NPCs.  +
100 Fists +Increase the number of attacks from flurry of blows.  +
100 Male NPC Names +A chart with 100 first and last names for humanoid male NPCs.  +
100 Traits +A list of 100 character traits that's fairly different from the one in the DMG.  +
100% Deathball +You create a dark purple or red orb of destruction  +
2
20 Misfortunes +20 curse-like effects to add some flavor to traps, curses or other bad stuff.  +
24-Hour Gym +Make any flat surface a door to a fully-equipped gym!  +
3
3.5e Cleric Domain Preload +<-- Summary of Domain -->  +
3.5e Equipment Preload +  +
3.5e Flaw Preload +<- Summary of trait ->  +
3.5e Grim Alterations +Line of darkness damages enemies, more damage if lights have been absorbed  +, Shadow on the ground causes those touching it to be slowed and damaged  +
3.5e Monster Instructions 2 +A giant orc creature covered in horn plates.  +
3.5e Trait Preload +<- Summary of trait ->  +
341 Special +You gain three moderate feats or one high and two low feats for one Very High feat  +
3D Maneuver Gear +3D maneuver gear is a belt of complex machinery, the 3D maneuver gear is a set of two-spring loaded grappling hooks that rapidly retract as well as pressurized gas powered jets for high speed movement. They provide "flight", provided there are surfaces to grapple onto.  +
3D Maneuver Gear Proficiency +You can use [[3D Maneuver Gear (3.5e Equipment)|3D maneuver gear]] as more than just a pair of [[Hookshot (3.5e Equipment)|hookshots]].  +
5
5-Seconds Cooking +The steak, the grain and the egg are in... now where did I put the carton of milk?  +
50/50 +You always have a 50% chance of defending.  +
50/50 Coin +A lucky coin that lets any game of chance be a 50% chance.  +
541 Special +You gain five low feats for one.  +
5E Spelljammer +This page is a conversion of the Spelljammmmer setting to 5E  +
5e Divine Domain Preload +  +
5e Ring Preload +  +
5e Rod Preload +  +
5e Staff Preload +  +
5e Subclass Preload +  +
5e Wand Preload +  +
A
A Druid's Guide to Redwood Forests' Most Beautiful Places +A leather book about Redwood written by a local druid.  +
A Feast Unknown +You have partaken of the feast most foul and count yourself a king among the ghouls.  +
A Fortitude Quicker Than the Body +Use your Reflex save in place of your Fortitude save.  +
A Life For A Life +You sacrifice one life for another.  +
A Player's Guide to Roles in the Party +Sometimes, people can be confused about the different roles in D&D. They don't know what their place is, or think that the only way to be effective in combat is to kill the enemies as quickly as possible with no thought to depending on other characters or to cast spells that increase the combat effectiveness of their allies. This article helps people who don't quite understand what the different roles are to examine the three main archetypes of roles in a party, as well as some of the major variations of each one.  +
A Shard of Eternity +You gain a +1 Inherent Bonus to all ability scores.  +
A Will Quicker Than the Mind +Use your Reflex save in place of your will save.  +
A'dam +A collar and a bracelet, for keeping a [[Channeler of Saidar (3.5e Class)|Channeler of ''saidar'']] as a pet.  +
A.D.A.M. Unit +Weapons of war refined in towers until they can claim a soul of their own.  +
AC Scouter +Allows you to know the Regular, Touch and Flat-Footed AC of a target.  +
ATRuns +A race of mining constructs with variable builds and traits.  +
ATRuns Extra Features +Gain additional ATRuns Model Features.  +
ATRuns Superior +A racial paragon class for the [[ATRuns (3.5e Race)|ATRuns]].  +
Aarakocra (5e)/Race +Aarakocra are winged [[SRD5:Humanoid|humanoid]]s that can [[SRD5:Fly|fly]].  +
Aarakocra Common +Aarakocra are winged humanoids that can fly.  +
Aarakocra Lineage +Aarakocra are winged humanoids that can fly.  +
Aarnott's Epidemic +The target comes down with a disease of your choice, which with some coaxing can be accelerated rapidly.  +
Aaron Tagge +A man wearing a crisp, clean, white, robe, with a slightly forceful yet smooth aura about him.  +
Aartuk +Five-limbed, intelligent plants  +
Aartuk Elder +Aartuk that has grown large with age.  +
Aartuk Priest +Aartuk cleric  +
Aartuk Warrior +Aartuk soldier  +
Aasimar +Aasimar are the great grandchildren of beautiful outsiders.  +
Aasimar +Aasimar are descendants and offspring of a once great angel race, cast down into mortalhood by a curse...  +
Aasimar Lineage +Half-[[SRD5:Human|human]], half-[[SRD5:Celestial|celestial]].  +
Aasimar Race +Half-[[SRD5:Human|human]], half-[[SRD5:Celestial|celestial]].  +
Aasimar-Gr7mm +Here's our missing planetouched, tieflings can't have all the fun can they?  +
Aath Joiner +Creatures who have joined their minds with a slug-like creature known as an Aath  +
Abaddon's Hatred +You strike down your enemies with the hatred of Abaddon.  +
Abaddon's Prowess +Removes the 'one per turn' limit on your proximity blast.  +
Abaddon's Radiance +Radiates your proximity blast to all those nearby.  +
Abandoned Skill +Your course of life has made you abandon a physical, moral or intellectual aspect of your personality.  +
Aberrant +Aberrant feats were originally presented in [[Publication:Lords of Madness|Lords of Madness]]. They represent your character evolving to be closer to the aberration type.  +
Aberrant Mind +These sorcerers tap power from the [[Far Realm (5e)|Far Realm]]  +
Aberrant Summoning +You summon terrible aberrations instead of animals.  +
Aberrant Summons +Summon aberrations to aid you.  +
Aberration Hunter +Aberrations should be hunted, and some deities give clerics the power to do it.  +
Aberro +This is the Patron Lord of runaway parents and sexual affairs.  +
Abhorrent Overlord +Emeciated gray fiends with black leathery skin.  +
Abhorsen +The power of music has a hold on the dead; with the willpower behind it, the dance of the dead can be forced into any tune the singer desires. That is the power of the necromancer, whether or not music is their medium. But as music can raise the dead into undeath, so can it put them back to rest, as well bind those who refuse the final end. That is the duty of an Abhorsen.  +
Abi-Dalzim's Horrid Wilting +Suck the moisture from everything in the area.<br /><br />  +
Abi-Dalzim's Horrid Wilting +Suck the moisture from everything in the area.  +
Ability Blow +An ability blow weapon is tied to a certain ability score. Damage from the weapon goes off the selected ability score, rather than Strength (or whatever ability score is normally used).  +
Ability Damage Reduction +Ability damage needs to break through the ability damage reduction first before a creature is dealt ability damage.  +
Ability Focus +The DC for a special attack increased by 2  +
Ability Focus, Variant +You are focused on one ability.  +
Ability Mastery +Gain a minor bonus to skills and ability checks for a chosen ability.  +
Ability Score Improvement +Boost one [[SRD5:Ability Score|ability score]]s (+2) or two different ability scores (+1). Max. score is 20 or 22 depending on your level.  +
Ability Shield +This armor form a protective barrier around you, powered by your mental faculties.  +
Ability Striking +An ability striking weapon is tied to a certain ability score. Attacks with the weapon go off the selected ability score, rather than Strength (or whatever ability score is normally used).  +
Ability Training +An ability score goes up.  +
Ability Trickster +Combat tricks and special DCs for weapon abilities can be based off the chosen ability score.  +
School of Abjuration +Focuses on [[SRD5:Abjuration|abjuration]]s  +
Abjure Magic +You can use your own baleful power to dispel magical effects and make a barrier of dispelling energy for a time.  +
Abjurer +Wizard that specializes in Abjuration spells.  +
Ablative +Armor with this enhancement can absorb up to 20 points of damage from any physical ranged attack (including siege weapons or massive weapons), after which any damage beyond it taken normally.  +
Ablative Armor +Your armor plating is layered to push back explosively, reducing damage... at least for a little while.  +
Ablative Damage Reduction +Barbarian, Sohei and a number of other classes grant DR at such an abysmally slow rate that the feature is utterly useless. This ACF seeks to make the DR noticeable for a couple of hits at least, by turning it from an always active improvement into a stronger improvement that ablates as it gets used.  +
Ablative Gel +Apply a protective gel on your skin that grants you ''[[SRD:Freedom of Movement|freedom of movement]]'' and ablates several kinds of damage.  +
Ablative Jacket +Create a magical vest which grants a bit of temporary hit points.  +
Abode of Earth +You are at home within the earth.  +
Aboleth +Aquatic manta-like aberration with psychic powers  +
Aboleth Disciple +Your psionics awaken some hidden power, revealing the abolethian tainting of your ancestors.  +
Aboleth Pustule +A substance, or perhaps an organ, harvested from aboleths the aboleth pustule when broken and dropped in water causes the water to gel over.  +
Abolishing Flames +You hurl a mass of divine fire at your enemy that expands into an explosive burst.  +
Abominable Form +Turn into an eldritch abomination.  +
Abominable Sinews +  +
Abomination +Abominations have been present throughout history, some making themselves well known such as the Frankenstein monster, whilst many have tried to emulate their hideous appearance, it takes a truly twisted and deformed mind to create such a being. Though it takes much more vision to become one as opposed to giving life to one...  +
Abomination +Horrible half-deity half-monsters, these unloved abomination are anathemic to the divine.  +
Abomination Skin +This ugly hide armor confers a strong protection against the divine.  +
About Feats +Any feat designated as a fighter feat can be selected as a fighter’s bonus feat.  +
Abra +Abras are peaceful and timid creatures. They have powerful minds and are able to craft wondrous dreamscapes for themselves, and often sleep for upwards of 18 hours a day in order to enjoy them. Abras appear similar to bipedal cats with three digits on the end of each limb. Their body is covered in what appears to be yellow or orange chitonous armor – but in reality the shiny and rigid outer layer of an Abra is brittle and serves no protective function at all.  +
Abrupt Withdrawal +Move and hide.  +
Absol +Bringer of Disaster, or misunderstood hero? either way, love that haircut!  +
Absolute +The damage of an absolute weapon cannot be prevented.  +
Absolute Maneuver Mastery +While in this stance, your other maneuvers are improved. Iron Heart maneuvers are improved the most.  +
Absolute Resistance +Render yourself immune to magic for 1 round.  +
Absolute Strike +Regeneration? Immunity? There is no refuge.  +
Absolute Zero +The ultimate heat-draining technique, it can disintegrate foes with a single touch.  +
Absolutely Safe Canopy +An immobile seating area with overhang that protects its occupants by sealing them away. Beware not to become trapped.  +
Absorb Ally +You can absorb fallen allies, taking their dying energy to empower yourself.  +
Absorb Elements +[[SRD5:Resistance|Resistance]] to a type of damage after being hit.<br /><br />  +
Absorb Elements +[[SRD5:Resistance|Resistance]] to a type of damage after being hit.  +
Absorb Enchantment +Temporarily gain the benefits of a destroyed magic item.  +
Absorb Energy +You can absorb the energy of incoming attacks to recover your bio-energy.  +
Absorb Undead +Absorb your undead minions into your body, empowering you, or dismiss it to summon your army back to your command. Also serves as a form of death throes.  +
Absorbing Vial +Grab an incoming projectile, spell, or other effect and keep it in storage until you need it.  +
Abstruse Cardshark +A versatile caster with a casting system much like the Crusader's. This one uses actual suits.  +
Absurdly Sharp Blade +Your sword can cut things better. Yay!  +
Abundant Magic +You may use your major magic spell-like more often.  +
Abundant Spell-like Ability +You gain two additional uses of a spell-like ability.  +
Abyssal Alchemist +An Abyssal Alchemist is a very very special spellcaster, she is an expert of twisting and transmuting the chaotic primal essence of the demons, lords of the abyss.  +
Abyssal Blackguard +A knight of the Abyss, serving their lord with the power of their sword.  +
Abyssal Counsel +Functions as ''contact other plane'', with limited information.  +
Abyssal Gift +Functions as ''minor creation''.  +
Abyssal Heritor +Abyssal Heritor feats are representations of an abyssal bloodline or power source beginning to manifest itself.  +
Abyssal Heritor Warlock +Not all warlocks need damage reduction. For those that don't, gaining a few flavorful feats is a better choice.  +
Abyssal Poison +Your claws drip with a poison as dark as the abyss.  +
Abyssal Sight +Gain the ability so see in magical darkness.  +
Abyssal Tiefling +Tiefling with a [[SRD5:Demon|demon]]ic heritage.  +
Abyssalbred +Intelligent creatures who temporarily escaped the abyss.  +
Abyssalcry Magic +Infuse your magic words with the raw power of demons  +
Acacite Heartstone Amulet +A platinum necklace with a rare magical gemstone, previously owned by a hag.  +
Academic Sorcery +You can add additional spell from a spellbook to your spell known.  +
Academic Trauma +When studying a particular topic, something in your character's past inflicted trauma, which is now associated with that topic.  +
Academy +Schools, Institution of Knowledge, Training Academies  +
Academy Graduate +An academy graduate has been trained at a reputable military academy and exceeded in tactical and weapon training. They eschew the uses of mounts and glorious charges to focus on commanding and inspiring their troops. Through superior training she has learned how to use martial maneuvers and has a superior grasp on tactics.  +
Accelerate Initiative +Your initiative keeps rising even after you've rolled.  +
Accelerate Spell +Cast a spell a little faster, but not too fast.  +
Accelerate The Moon +Step forward in time 1 hour, ceasing to exist, and changing your Season.  +
Accelerate The Wheel +Step forward in time 1 round, ceasing to exist until your next turn, and changing your Season.  +
Accelerate Time +A much more powerful version of haste, but limited to a single creature and one round.  +
Accelerate Vestige +Coax a vestige to replenish the cooldown of its abilities a bit more quickly.  +
Accelerate the World +Step forward in time 1 day, ceasing to exist, and changing your Season.  +
Accelerated Attack +Benefit from [[SRD:Spring Attack|Spring Attack]], or gain an extra attack in the round.  +
Accelerated Decay +Force all creatures in a 30 ft radius to save against disease or poison as if the next duration came to pass.  +
Accelerated Impact +You enhance an attack with heavy gravity, increasing it damage and knocking whoever is struck off their feet.  +
Accelerated Progression +Slow progressions of classes (such as sorcerers to wizard, or wilder to psion) now progress faster.  +
Acceleration Combat +Let your legs get you out of danger  +
Acceleration Ring +You create a barrier which accelerates allies and projectiles passing through, and hampers opponents moving through it. With time, you can use it to launch yourself far distances.  +
Accept Soul +Like Reincarnate, but all in your head. The target is reincarnated as a Sentient Illusion.  +
Access Divine Power +Either through faith or some trickery, you gain access to a domain power which would not normally be yours to use.  +
Access Divine Spell-Likes +As [[Access Divine Spells (3.5e Feat)|Access Divine Spells]], but gain them as 1/day spell-like abilities.  +
Access Divine Spells +You gain further access to your domain of specialization, unlocking the secrets of its inner circle.  +
Access Domain +You gain an additional domain.  +
Access Primal Utterance +You gain access to a Primal Utterance early.  +
Accessory of Human Disguise +A small accessory that allow the wearer to take a human shape with ease. However it is only limited to a very specific shape.  +
Acclimated to Cold +You are well acclimated to intense cold, allowing you to persist even in glacial nights..  +
Acclimated to Heat +You are well acclimated to intense heat, allowing you to resist the hottest of weather.  +
Accomplished +This feat does nothing, but take heart for you can now follow your dreams and live in harmony, harmony--oh love!  +
Accumulative Advantage and Disadvantage +This rule allows for especially powerful or weak positions to not be undermined by a single tactical slip-up or adjustment.  +
Accurate Opportunist +You sacrifice deadliness for increased accuracy.  +
Accursed Blade +Curse an enemy with a successful attack.  +
Accursed Drive +You deal extra unholy damage and curse struck foes with a decaying curse.  +
Accursed Smite +Creature affected by smite must succeed on Will save or take -4 penalty on all attack rolls, saving throws, skill checks and ability checks  +
Accursed Visage Amulet +Increases the duration of Transmutation effects, but sickens the wearer for half the time.  +
Accustomed to Society +You grew up in a place where food was bought in a marketplace, you could always take convenient shelter from natural weather elements and were well protected from wild animal encounters.  +
Ace Dogfighting +As the Dogfighting maneuver, except deals additional damage and move to their blind spot.  +
Ace Feathered Crest +Grants a maneuver from the [[Aerial Ace (3.5e Martial Discipline)|Aerial Ace discipline]], similar to the Crown of White Ravens<sup>ToB</sup>.  +
Ace Up the Sleeve +Make a feint using a Profession (Gambler) check.  +
Ace in the Hole +Make a feint using a Profession (Gambler) check, additional effects against creatures based on their Sense Motive check.  +
Achilles's Heel +You have a tragically exploitable weak point, any blows to it will truly hurt you no matter how tough you are.  +
Achiralium +The perfect mirror, this shiny reflective substance is not formed from traditional matter, and is more akin to a continuous field of force, a deformation in space time that reflects energy in equal and opposite strength.  +
Acid +The domain for melting people's faces.  +
Acid +Creatures with the Acid subtype are infused with corrosive energies or materials, and often are composed of caustic slime, decaying matter, or corrosive vapors.  +
Acid Arrow +Magical arrow bursts in a spray of acid  +
Acid Arrow +Magical arrow bursts in a spray of acid<br /><br />  +
Acid Bomb +This spell creates a sphere of acid that flies towards the target.  +
Acid Fog +Creates a fog that also burns people with acid.  +
Acid Glob +An glob of acid that streaks towards your enemies.  +
Acid Rain +You conjure a cloud of acidic precipitation that melts down whatever is caught inside.  +
Acid Sheath +Cover yourself in acid, resist acid damage, hurt attackers.  +
Acid Splash +Conjures bubble of [[SRD5:Acid|acid]] that can hit [[Creature (One)|creature]]s in a 5 foot [[SRD5:Sphere|sphere]], [[SRD5:Dexterity|Dex]] [[Save (One)|save]] to avoid.  +
Acid Splash +Conjures bubble of acid that can hit 2 creatures within 5 feet of each other<br /><br />  +
Acid Stream +Target takes ongoing acid damage<br /><br />  +
Acid Trip +Cause the target to experience an acid trip  +
Acolyte +The NPC cleric, with minor miracles and religous knowledge.  +
Acolyte +Person of the cloth  +
Acolyte +Served in a temple  +
Acolyte +Junior members of a clergy  +
Acolyte of the Skin +Having found the skin of some strange creature, you have been able to bind yourself to the skin's original occupant, calling them forth in times of need.  +
Acquire Class Ability +An alternative to gestalt.  +
Acquire Domain +You gain a domain in a divine class that does not normally gain domains.  +
Acquire Mind Blade +You can create a weapon made of your own thoughts at will.  +
Acquire Skill +You gain a class skill.  +
Acquire Telepathy +You gain [[SRD:Telepathy|Telepathy]] with a ranged based on your strongest telepathy power.  +
Acquirer's Eye +You know what you want, even if other people have it right now.  +
Acquisitive +You love gifts, and cannot refuse one, even if you know accepting the bribe is a bad idea.  +
Acrid Rime +An Acrid Rime weapon is a made of a supercool acid kept within a magical containment field overlaid upon the original weapon.  +
Acrobatic +Move out of the way!  +
Acrobatic +You can totally flip out and kill someone with your gymnastic prowess.  +
Acrobatic Pokemaniac +For the Thief-Acrobat (Dungeonomicon) who wants a pokemon companion  +
Acrobatic Savant +There are many different acrobatic traditions all across the world. Some types of acrobats include gymnasts, circus performers, dancers, and martial artists. A potential acrobat needs to have good balance, agility, and motor coordination. As an acrobatic savant, you have these traits in abundance. You routinely perform feats of acrobatics that awe and amaze enemies and allies alike.  +
Act Fast +You act before others in initiative.  +
Act of Treason +A quick mind altering drug.  +
Action Without Motion +Move, returning [[SRD:Attack of Opportunity|AoOs]] and gaining Sudden Strike damage.  +
Active Immune System +You don't get sick often, but when you do, it's unpleasant.  +
Actor +Boost to [[SRD5:Charisma|Charisma]], [[SRD5:Advantage|advantage]] on impersonation attempts, reduced [[DC (One)|DC]] to mimic a person or sound.  +
Acute Heavy Metal Poisoning +The result of consuming a lot of toxic heavy metals at once. If not treated immediately it may have serious long term effects.  +
Ad Hominem +You point out a character flaw in your opponent, and nobody listens to them any more.  +
Ad Misericordiam +You are so pitiful-looking, nobody would want to kill you.  +
Adam's Apple Agony +Adam's Apple expands suddenly, causing damage.  +
Adamant Defense +Your defenses improve while you're focused.  +
Adamant Focus +Your have improved upon your innate ability to focus.  +
Adamantine Body, Tome +A warforged feat which doesn't make us cry.  +
Adamantine Devil +The adamantine devil, also known as a silexaversio, are lawful evil outsiders found on Acheron who are the result of evil spirits possessing a suit of armor, transforming it into a huge monstrous tank.  +
Adamantine Monk +An improvement to the monk, one which really does turn their body into a living weapon... and armor.  +
Adamantine Resilience +You gain DR/Adamantine equal to 1 + 1/2 your ECL.  +
Adamantine Resolve +Double your crusader's steely resolve ability.  +
Adamantine Skin +Increase DR/Adamantine and sunder weapons on contact.  +
Adamantine Stomach +Those you swallow won't be getting out.  +
Adamantine Tracery +Your warforged slam attack becomes adamantine.  +
Adapt Psychic Knife +Your psychic knife gains the properties of a special crafting material  +
Adaptable Stunning Fist +You can spend extra stunning fist usages to improve your attack.  +
Adaptable Technique +Your constant training has allowed you access to an unconscious collective of sorts, allowing you to pull new tricks and techniques from thin air.  +
Adapted Training +Every monastery has its own prefered weapons.  +
Adaptive +This weapon enhancement allows you to use part of your true potential when wielding it.  +
Adaptive Dodge +You gain a cumulative dodge bonus against a single creature.  +
Adaptive Energy Resistance +When the creature takes enegy damage, its body changes to resist to that destructive energy.  +
Adaptive Eyesight +You gain several benefits to your vision.  +
Adaptive Performance +Swap bardic music uses for spells, and vice versa  +
Adaptive Regeneration +Adaptive Regeneration is a special kind of regeneration which adapt to damage.  +
Adaptive Shell +Slowly adapt to your environment.  +
Adaptive Shift +You expend a readied maneuvers to ready another.  +
Adaptive Singer +You can roll [[4e#arcana skill|arcana]] [[4e#skill check|ckecks]] twice and use the highest result.  +
Adaptive Skin +Gain the effects of ''[[SRD:Adapt Body|adapt body]]''.  +
Adaptive Style Errata +Reworking the poorly thought out prerequisites on a feat to allow for future classes.  +
Adaptive Ward +A low-level reactionary Stoneskin, meant to replace Absorb Elements.<br /><br />  +
Adaptive Weapon +Reassign the special abilities of a class-granted weapon.  +
Addiction +You are addicted to something, and you get cranky when you can't stop the craving.  +
Additional Combat Special Attacks +Additional special attacks beyond the basics, such as bull rush, disarm, and grappling.  +
Additional Element Affinity +You gain an affinity with another element.  +
Additional Elemental Damage +Three new types of elemental damage, Air, Earth and Water, to complement the traditional elements of D&D  +
Additional Epic Spell Factors +Additional epic spell factors, for creating new epic spells.  +, Extra epic spell factors from where the epic level handbook forgot a few changes.  +
Additional Forlorn Learning +Increase the number of spells that are forbidden to you, increase the number of spell slots you have.  +
Additional Magic Item Space +This feat needs a summary.  +
Additional Magic Item Space-CE +Double the amount of magic item slots you possess.  +
Additional Maneuver Types +Four new types of martial maneuvers - Flourishes, Assaults, Warcries, and Strategies.  +, Create a column of natural darkness to hinder enemy sight.  +, Create a column of inky shadow to hinder enemy sight.  +,
Additional Spirit Bond +Gain an additional spirit bond for the [[Hairbinder (3.5e Class)|hairbinder]].  +
Additional Surge Type +A set of new Wild Surge for the Pathfinder Wilder.  +
Addled Mind +You have been dominated for quite some time, resulting in a reduced sense of self and a weakened identity. You often dissociate for large periods of time and do not take care of yourself as much as you should, as you are insensitive to your own needs.  +
Adept +An NPC class for spellcasting mooks.  +
Adept Flyer +You are a natural flyer.  +
Adept Hexer +You can remove your own curses from others.  +
Adept Mindreader +You are an expert at reading people's mind.  +
Adept Rocketeer +You are great at using rocket boots.  +
Adept of the Black Robes +'''Ambitious Magic''' (bonus spell) and '''Life Channel''' (bonus damage by expending [[SRD5:Hit Die|hit dice]]).  +
Adept of the Horological Mysteries +Combine [[Temporal Adept (3.5e Class)|temporal adepts]] with [[Time Mage (3.5e Class)|time mages]] for doubletime action.  +
Adept of the Red Robes +'''Insightful Magic''' (bonus spell) and '''Magical Balance''' (min. roll of 10 on certain attacks and checks).  +
Adept of the Whtie Robes +'''Protective Magic''' (bonus spell) and '''Protecive Ward''' (reduce damage to ally by expending spell slots).  +
Adept, Liber Demonica +A class for large numbers of ordinary magic men.  +
Adipose Armor +Gain great defenses, but become heavily encumbered.  +
Adjacent Marksman +You do ranged combat close and personal.  +
Adjusted Accuracy +You learn to use your missed attacks to compensate for future ones, always finding some way to eventually have your weapon find the opponent.  +
Adjusted Pact Making +Modify the length of time you remain bound to a vestige.  +
Adjusted SRD Armors +This rule slightly modifies the statistics of the SRD armors, lessening their total AC range while clarifying their categorical distinctions.  +
Admirali +Nyota Admiral.  +
Adorable +Your armor transforms into something adorable and cute-looking. Hard iron appears as soft fur, deadly spikes look like brightly colored feathers, and other glamorous options.  +
Adorable +You are so cute, so squishy and cute.  +
Adrenaline Injection +For 1 round double your speed and resist pain and weakness, but it catches up to you next round.  +
Adrenaline Surge +The fury of battle gives your character a higher consciousness.  +
Advanced Artificer 101 +A book teaching basic weapon and armor enchanting.  +
Advanced Companion +Your animal companion, familiar, or similar companion gains bonus HD.  +
Advanced Compulsion +You control the victim completely.  +
Advanced Cosmic Radiance +Cosmins may learn how to better manipulate the innate power of their heads.  +
Advanced Dagger Mastery +Your ability to use daggers is above and beyond others.  +
Advanced Dark Companion +Improved the dark companion alternate feature for the hexblade.  +
Advanced Dark Companion, Scaling +Your dark companion becomes stronger and stronger.  +
Advanced Design +You've improved your Progressive Design weapon of choice to deadly effect.  +
Advanced Familiar +Your normal familiar gets improved benefits.  +
Advanced Heal +Access advanced healing with the Heal skill.  +
Advanced Spiked Chain Proficiency +You are able to use the [[SRD:Spiked Chain|Spiked Chain]] as a [[SRD:Double Weapon|Double Weapon]].  +
Advanced Study +Lets fixed list casters count spells takable with Advanced Learning as part of their 'spell list' for things besides intrinsically learning them  +
Advanced Study, Very High +Lets fixed list casters count spells takable with Advanced Learning as part of their 'spell list' for things besides intrinsically learning them and also grants additional spells known from their advanced learning list  +
Advanced Summoning +You summon creatures as if you were casting a summon spell one level higher.  +
Advanced Sword Technique +Gain additional combat options with any sword-like weapon.  +
Advanced Wars +Rules for mass combat within D&D.  +
Advanced Whip Tactics +Your whip is an extension of you, and lets you perform many stunts with it.  +
Advancing Beast +Advance Animal Companions and Familiars  +
Advancing Wall +You make your wall speed slowly move in a direction of your choice.  +
Advancing Wall +Attack and Bull Rush an enemy  +
Advantageous Charge +Your charges are more likely to land when they need to.  +
Advantageous Poise +You can count as one size category off from what you are.  +
Adventure Dragon +A playable dragon race without all that pesky LA and stuff that makes it unusable.  +
Adventure Dragon +A big scary Dragon; At least it will be, eventually.  +
Adventurer's Skill Knack +Characters should pick up a bit of the skills they see around them, even if they don't actively practice these tricks themselves.  +
Adventuring Barbarian +An Alternate Class Feature set made to increase the power of the Barbarian class to be usable in higher level of play without going as far as the Tome Barbarian in it rework.  +
Adventuring Caster +You do not suffer from arcane spell failure in light armor.  +
Adventuring Fighter +Bring the fighter in line with the rest of the party. How is he expected to adventure if he doesn't have the skills and abilities needed?  +
Adventuring Intern +You count as having one level in a class you don't actually have, thanks to being trained by adventurers during your NPC days.  +
Adventurous Wordcasting +You're good at moving around with words.  +
Adversarialist +The Adversarialist embody the idea of the opposer, causing discord and opposing the Gods.  +
Adversary of Faith +The un-cleric, they oppose the gods yet they themselves draw upon the "power of mortals" in opposition to the gods.  +
Adviser Familiar +Your familiar is able to provide counsel to you, its personality influencing your actions.  +
Aegis +A protective domain, especially through that of physical or magical solid barriers.  +
Aegis +Your shield can project a barrier of energy that moves with you.  +
Aegis of Athena +Athena greatly reinforce your ability to use shields.  +
Aegis of Health, Tome +As long as you have not been brought low, you find yourself able to overcome even the worst effects thrown at you.  +
Aeie +Here is a summary of Aeie.  +
Aelyra +Aelyra is a DnD 3e/3.5e/PF setting and set of homebrew rules. It features three tiers of classes: Basic Classes from levels 1 to 6, Prestige classes from levels 7-12, and epic classes from 13-20. New Races and Feats.  +
Aemulus +This artifact-tier material is said to arrive from an alien or extradimensional source. It is a living material which possesses the ability to manipulate space and time, and a subtle will of its own. It's said that in its original form, whatever it was, it was a sapient being of unknown nature. Now it is fragmented into portions, each containing a faint spark of its former being.  +
Aendar +Believed to be a worthy mortal ascended by recommendation of [[Sylornath (3.5e Deity)|Sylornath]] herself, Aendar is a force of truth, valor, honor and friendship, and a protector of the weak.  +
Aeon Nix +An enhancement which protect the item it is applied to from corrosion and the wear of ages.  +
Aeon Parchment +Semi-magical paper which can endure the elements.  +
Aeon Walker +In this world, [[Time Walker (3.5e Class)|time walkers]] find themselves offered many thousand different paths to walk, the path of the aeon walker is one such path.  +, A man with a friendly, welcoming air about him, wearing some fine padded pieces of armor, with a thin blade slung over his shoulder.  +
Aerial Ace +Created by raptorians who fought many battles in the sky with other flying foes and monsters below, the aerial ace discipline teaches the art of battling in 3 dimensions, using one's wings in combat, and employing the supernatural forces of wind at your side.  +
Aerial Evasion +Gain evasion, with a bonus on your [[Reflex]] save based on your maneuverability.  +
Aerial Grapple +Grapple efficiently while in the air  +
Aerial Mines +Spread a minefield around that threatens anyone who isn't you.  +
Aerobic Step +Temporarily relieve fatigue, or allow the target(s) to hustle for long distances.  +
Aerodactyl +A great winged reptile screams and gnashes its serrated teeth. It's a lot like a Wyvern, if wyverns were made of living stone and anger.  +
Aerosilk +Formed from "flying spiders" found on the Elemental Plane of Air, aerosilk is an impossibly lightweight and epithermal material renown for its smoothness, shine, and uncanny ability to flap in the air even when devoid of a breeze.  +
Aeshana +a Kalashtar NPC  +
Aether +An elemental air god who takes residency on the Material Plane.  +
Aether +[http://fireemblem.wikia.com/wiki/Aether A dramatic leaping attack that allows you to leech your enemy's health, then override their defenses.]  +
Aetherion +Magical energy that breaks the mind and rends the soul.  +
Aetherion Blast +Blast of [[Aetherion (3.5e Other)|aetherion]] detonates in a 20-ft.-radius spread  +
Aetherion Burst +Burst of [[Aetherion (3.5e Other)|aetherion]] deals damage in a 15-ft. cone  +
Aetherion Orb +Blast of [[Aetherion (3.5e Other)|aetherion]] energy that targets a single creature  +
Aetherion Shaper +You learn to shape the caustic energy of Aetherion.  +
Aethernova +Nova of generated [[Aetherion (3.5e Other)|aetherion]] detonates in a 40-ft.-radius spread and deals massive damage.  +
Aethra +When mortals die, they may become petitioners on the outer planes, but when a Hevier dies, they may become an Aethra, ethereal spirit manifest in material skin.  +
Afraid of the Dark +You are afraid of total darkness, perhaps such fear is a remnant of a childhood fear or maybe you know the most dangerous things crawl where they remain unseen.  +
After Image +If an opponent misses you badly enough, you can take advantage of their distraction to move before they even realize you're gone.  +
Afterimage Dodge +A low-level, reactive Mirror Image<br /><br />  +
Afterimage Slice +Even if your opponent moves away, you can still attack where they used to be.  +
Afterimage Walk +Leave difficult, damaging terrain in your path  +
Afterlife +You act as a psychopomp and determine who lives, who dies, and who comes back.  +
Aganazzar's Scorcher +You create a [[SRD5:Line|line]] of [[SRD5:Fire|fire]] to damage enemies.<br /><br />  +
Aganazzar's Schorcher +You create a [[SRD5:Line|line]] of [[SRD5:Fire|fire]] to damage enemies.  +
Agar in a Jar +An enchanted jar that allows you to summon gelatinous cubes to fight for you.  +
Agaric Spores +Inhaled spores that cause Dexterity damage and possibly transformation into an Agarican creature.  +
Agarican +Fungal creatures with large mushrooms growing from their bodies, they are the possessed bodies of other races.  +
Aged Drakescales +Aged drakescales is the [[SRD:Mithral|mithral]] equivalent of [[SRD:Dragonhide|dragonhide]].  +
Aged Drakescales Mantle +A dragonhide cloak which grant protection against attacks and elements, it also grant other benefits to those with the [Dragonblood] subtype.  +
Aged Well +You are old, but you still feel hail and hearty.  +
Agent +A versatile specialist dispatched to protect law and order on the behest of authority or government.  +
Agent of Order +Buff one [[SRD5:Ability Score|ability score]], bonus [[SRD5:Force|force]] damage on attack, inflict [[SRD5:Restrained|restrained]] condition.  +
Agent of the Inquisition +An Inquisitor is the unequivocated master of Magical Items. Not in creating them, but in using them.  +
Aggravate Wound +Cause exponential damage over time.  +
Aggravating Blow +Hit your foe really hard with the specific intent of distracting him.  +
Aghalor Oros +A monster with eyes that glow in the darkness, glinting like the purest rubies ever mined, the beast charges, smashing through stone and steel alike.  +
Aghori Guru +The Aghori are a small cult of occult monks that worship a deity of destruction and rejuvanation, delving into eldritch arts and specializing in grappling foes.  +
Agile +No more slipping into a tight spot.  +
Agile Brawler +You are a nimble fighter, using your superior dexterity to gain the upper hand.  +
Agile Crawler +Ignore penalties for [[4e Index (4e Other)#squeeze|squeezing]]  +
Agile Knifemaster Style +You are an adept while fighting with a light weapon in one hand, and nothing in the other.  +
Agile Qiang Style +You add your [[Dexterity]] instead [[Strength]] on attack roll with spears and polearms, and can use them defensively.  +
Agile Shield Style +You use your [[Dexterity]] instead of [[Strength]] on shield bash. You take little penalties when fighting defensively.  +
Agile Strike +Your fast reflexes and dexterous movements surpass your insight.  +
Agile Thrower +You are quite an agile shot with a sling or a javelin.  +
Agitate Metal +Heat up objects and creatures as if using ''[[SRD:Heat Metal|heat metal]]'' or ''[[SRD:Chill Metal|chill metal]]''  +
Agni +The descendants of those mortals that bred with races with affinity with fire and magic.  +
Agni's Blades of Destruction +Four force weapons float around you and attack.  +
Agonizing Blast +Boost damage to ''[[Eldritch Blast (One)|Eldritch Blast]]''  +
Agonizing Blast +When you cast ''[[SRD5:Eldritch Blast|eldritch blast]]'', add your [[SRD5:Charisma|Charisma]] [[SRD5:Modifier|modifier]] to the damage it deals on a hit.  +
Agony +You revel in granting pain to others.  +
Agony Caress +Your touch is Torturous  +
Agony Pin +Stab a creature with a magic pin which causes pain to the user.  +
Agoraphobia +You are deathly afraid of any wide-open spaces and/or large groups of people (more than a handful in any given area), especially when situated outside or in any large room or cavern.  +
Agoraphobic +You greatly fear losing control over your own life.  +
Aid +Helps an ally that is about to be hurt.  +
Aid +Increases max. hit points and hitpoints.<br /><br />  +
Aid +Provide [[Temporary Hit Point (One)|Temporary Hit Point]]s to a number of [[Creature (One)|creature]]s.  +
Aim for the Core +Identify a construct or corporeal undead's weak points with a Knowledge Arcana check, and become able to critical them.  +
Aim through Clouds +You almost always hit giant fleshy blobs, whether or not they're invisible.  +
Aiming +You aim for the weak point, increasing accuracy and opening them up to sneak attack at range.  +
Aiming Laser +Attached to projectile weapons, it improves aim at long range but makes you obvious.  +
Aion of the Everstorm +A scientist who sought to change the past by traveling through the Temporal Energy Plane, only to go too far and slip out of time and space altogether.  +
Air Bubble +Creates an breathable air bubble around a willing creature's head<br /><br />  +
Air Cutter +Martial warriors who have linked themselves with the power of air, they dash at great speed unbound by earth's grip.  +
Air Dash +You temporarily gain a fly speed and gain the ability to Hyperjump.  +
Air Dry +Wet clothes are such a drag. Dry clothes are where it's at.  +
Air Genasi Subrace +[[Genasi (5e)|Genasi]] descended from [[SRD5:Djinni|Djinni]].  +
Air Hike Boots +This pair of "rocket boots" doesn't permit flight, but allows easier jumping and double jumping in mid air.  +
Air I- Air +Grants the target brief flight.  +
Air II- Fly +Grants the target faster and longer flight than Air I.  +
Air Juggle +You can knock creatures into the air and combo them!  +
Air Jump +A creature with this ability can perform a series of midair jumps.  +
Air Scythe +Make an attack at long range with a slashing weapon.  +
Air Walk +Lets you walk on air like on the ground.  +
Air, Liber Demonica +The domain dealing with powers over wind, lightning and so forth.  +
Airborne Charge +Ignore obstacles that would prevent you from [[SRD:Charge|charging]] by [[SRD:Jump Skill|leaping right over them]].  +
Aireaver +AI entities imbued in giant four armed cybernetic bodies, they are mercenaries, war machines, and brute force given flesh.  +
Airhead +No matter your level of [[Intelligence]], you are always a bit of an airhead. You are always distracted by trivial matters and you tend not to think too much.  +
Airship Improvement +Gain an additional ship improvement for the [[Airship Pilot (3.5e Prestige Class)|airship pilot]] class.  +
Airship Pilot +You are great at piloting an airship, whether you simply serve as pilot or have a ship of your own.  +
Airship Pilot +Control the skies in your own airship. You may be a army commander or a pirate captain, but you own the air!  +
Airtight Architecture +Render a structure airtight and free from the hazards outside. Just don't open the door.  +
Airu +Bipedal cats known for hunting prey far larger than themselves, they are hunter-gathers, scavengers, scouts, and game hunters for fun, glory, and survival.  +
Aisled +The Artificial Intelligence Shell Light Emitting Display, or AISLED, is a type of robot inhabited by the ghostly digital spirit of a robotic being, so that it may experience the world. It's humanoid body is noted for a face being naught more than a video screen, so that one mass produced form can take on many appearances.  +
Aiton Amazon +The last of an ancient ruined culture now dominated by the eternally-cursed women.  +
Akuma Samurai +A rework of the [[Demon Samurai (3.5e Prestige Class)|Demon Samurai]] to be more usable without much tome stuff in games.  +
Alabaster Cherubim Ring +A ring which increases the potency of spells with the [healing] subschool.  +
Alafax +Alafax is the god of war and tyranny, he seeks only to conquer and rule.  +
Alakazam +Alakazams are often tapped to serve as libraries. Their unique mental structure allows them to categorize all information they ever receive during their lives and recount it perfectly at any later date. Their ability to understand the past, present and future allows them to advance their goals in a methodical manner that often seems insane to others. Alakazams are frequently misunderstood, and rarely bother to allow emotions or explanations to slow down their activities.  +
Alarm +You set an alarm against unwanted intrusion.  +
Alarm +You set an alarm against unwanted intrusion.<br /><br />  +
Albedo Armor +Gain snow armor which reflects light and ablates fire.  +
Alchaka +Clears ability damage, fatigue.  +
Alchemical Arm +This is a limb that resembles your real limb, although it's covered in tattoos and infused deeply with alchemical energy.  +
Alchemical Bite +You treat your teeth with special substances to overcome damage reduction  +
Alchemical Catalyst +The alchemical catalyst enhancement increase the potency of damaging alchemical item applied on the enhanced weapon.  +
Alchemical Conspiracy +Your schemes are truly grand and worldshaking, when it comes to playing with big symbols.  +
Alchemical Enchantment +Enchant alchemical items as if masterwork ammunition.  +
Alchemical Experimentation +You brew strange serums and use yourself as a test subject, either in the cause of Science or for darker ends.  +
Alchemical Extract +Once per day, use a potion or oil without actually using it.  +
Alchemical Hellfire +Devilish alchemists sought to capture the power of hellfire into their dark chemicals and succeeded all too well, as their tower burned to the ground. Fortunately the secrets of alchemist hellfire was found, skipping the dark methods used to learn its initial creation.  +
Alchemical Lava +Strange alchemical methods can be applied to molten lava and stabilize it, forming "meltstone", which solidifies into shape but retains an unnatural warmth. The energy held within the lava has not escaped, and when jostled with heavy impact it returns to its molten state.  +
Alchemical Mastery +You can use alchemical items with great skill.  +
Alchemical Morphing Pills +A bottle of pills which cause changes in the body of those who consume them.  +
Alchemical Pumpkin Spice +A popular spice used in pumpkin pie, this alchemical variant is intended for more strange use.  +
Alchemical Quiver +A quiver which can add stored alchemical items to arrows.  +
Alchemical Retardant +A weapon that can put alchemical components applied to it on hold for a time.  +
Alchemical Saltanium +Said to be pure essence of salt torn from the quasielemental plane of salt, this bitter substance can drive men into a rage.  +
Alchemical Sheath +When a weapon is placed inside a primed alchemical sheath, the stored item is applied to the weapon as it is drawn.  +
Alchemical Space +This vial of liquid cause time and space to bend around it as evaporate.  +
Alchemical Storage +Alchemical storage weapons can store up to three alchemical items at a time, and release them on an opponent as a free action on hit.  +
Alchemical Torch +We combined a torch and a tindertwig.  +
Alchemical Transmuter +You are able to perform feats of transmutation using your extracts as fuels.  +
Alchemical Truthseer +People who've been to a particular divine demiplane tend to lose body parts and learn to clap.  +
Alchemist +Tome of Element Alchemist  +, Alchemists use magic by mixing rare and magical components. They make potions, oils, grenades, and all manner of other items, providing invaluable services to other adventurers. When drawn to adventure, they apply their unique talents, a combination of esoteric knowledge of magical components and a strong throwing arm, to solve problems, whether with subtle poisons or with a loud bang.  +
Alchemist +Artificer that specializes in the use of chemicals and materials.  +
Alchemist Robe +Robes worn by alchemist for safety, they are resistant to chemical burns and substances.  +
Alchemist Wizard +You are a potion-making wizard, dabbling in chemicals and biology.  +
Alchemist's Belt +This specialized belt is designed to hold potions and other alchemical items in place for easy retrieval.  +
Alchemist, Variant +This Alchemist wields the immense power of concept-combining magic (based heavily on [[Category:Wordcasting|Wordcasting]]) to achieve the world-transmuting powers you might know and love.  +
Alchemize +You turn some reagents into a magical potion  +
Alchemy +The domain for the art of potion-making and transmutation.  +
Alchemy Stone +This illustrious stone of intermingling milky-white and red material can supply ingredients for many types of alchemy and crafting.  +
Alchemyst +Turn a potion, oil or alchemical item into a cloud of mist.  +
Alcyius/Alienist +A genius touched by something from beyond, the Alienist slowly twists others beyond recognition to do his bidding...as he himself is twisted in turn...  +
Aldrenaline Burst +Gain a massive bonus on a [[Str]] or [[Dex]] ability check.  +
Alea Iacta Est! +Get a random outcome that increases damage.  +
Alert +Boost to [[SRD5:Initiative|initiative]], can swap initiative with willing creature  +
Alertness +Observe that which will kill you.  +
Alertness +Your ears are so sharp you probably wouldn't miss your eyes.  +
Alertness, Balmz +Improved version of alertness  +
Alestorm +Throw down the sky an hell of a party.  +
Alethiometer +Compass that points to nearby objects you want to find.  +
Aleval School +You have learned House Aleval's fighting techniques, allowing you to deal damage that weakens your enemy's physical or mental state.  +
Alexander +The iron colossus, Alexander, the celestial god of light.  +
Algollied +Algollied, the Melody of Death, a sentient song whose presence drives its listeners mad.  +
Alhazarde Lance +A bolt of energy which only harms extraplanar beings and outsiders. On a critical hit, it might dismiss them as well.  +
Alhazarde's Sword +Your weapon gains the properties similar to starmetal<sup>CW</sup>, becoming super-effective against creatures not native to your plane.  +
Alien Atomizer +A small, silly looking gun that can turn the mightiest wizard into a puff of smoke.  +
Alien Blood +There's something off about you. You're not a natural part of this biosphere...  +
Alien Codex +Alien societies, technology, and subtlety. There are a great deal of vehicles, bots, and nefarious entities that can be used by players here. The use of intellectual battles (spies, assassins, media), are more prevalent then open warfare.  +
Alien Galaxy +A galaxy composed of multiple solar systems and planets.  +
Alien Infiltrator +You are an alien infiltrator from a distant world, allowing you to mesh very well with the primitives.  +
Alien Invasion +You summon the telepathic projection of a terrible alien from beyond this dimension.  +
Alien Limb +The enemy grows a violent tentacle which immediately attempts to slaughter its unwilling host.  +
Align Psychic Knife +your psychic knife becomes an aligned weapon.  +
Aligned Attack +Your melee or ranged attack overcomes your opponent’s alignment-based damage reduction and deals additional damage.  +
Aligned Blood +Count as an alignment you aren't.  +
Aligned Crystal +A type of crystal that is especially easy to move telepathically.  +
Aligned Crystal Ring +A ring which allow exclusive control over a particular aligned crystal weapon.  +
Aligned Water Bomb +Convert thrown water into the appropriate aligned water on the fly. Cheaper, but costs spell slots.  +
Alignment Alteration +You can count your alignment as another alignment one step away on one axis.  +
Alignment Aura Dowsing +You use a stick to find alignment auras.  +
Alignment Damage +Damage dealt by holy, unholy, anarchic, and axiomatic sources.  +
Alignment Heritage +Gain an alignment subtype.  +
Alignment Without Alignment +A system for dealing with stuff that would be ‘orphaned’ by dropping alignment.  +
Alignments by Color +People are complicated and cannot simply be plopped on a two-dimensional grid. This changes the 3 by 3 grid into a color wheel that defines the motivation of characters.  +
Aliko +Alikos are descendant of demon-worshiping humans whose civilization was destroyed and were forced into the sea, thanks to powerful magic they were able to adapt to their new environment.  +
All Ability Skills +This variant rule gives focused skill points based on all ability scores, giving non-Intelligence focused classes something to do while also specializing them appropriately.  +
All Range Style +Fight with a ranged weapon and a melee weapon as a seemless whole.  +
All Sides Defense +Negate flanking bonuses when using two weapons or double weapons.  +
All Terrain Wheels +A feat for King of Racers that allows your astral car to travel over rough terrain, up walls, and across water.  +
All for One +For 1 round any damage which would go to allies goes to you instead. You gain major defense bonuses in return.  +
All in the Family +Spread a condition, buff, or debuff to all members of the same type closeby.  +
All is Dust +Your attacks inflict a cumulative penalty to [[Dexterity]], slowly turning the struck creature into sand.  +
All or Nothing +You gain a ridiculous amount luck for one action, or a ridiculous amount of bad luck.  +
All or nothing Save +When making a save against a spell that does half damage on a successful save, take no damage on a natural 20 and double damage on a natural 1  +
All-Around Mirror +Helps to see those hard-to-reach areas. Like the dudes waiting around the corner with readied crossbows.  +
All-Around Sight +You gain 360 degree vision as a swift action.  +
All-Seeing Eyes, Balmz +See things around you better  +
Allegiance to Patron +You may pledge allegiance to an eldritch patron to gain additional powers.  +
Allemetic Serum +This potion is a cure for every disease, curse, ailment, or effect imaginable. There is practically nothing short of death it can't fix, but...  +
Alliance Gong +A magical gong which lets you share your inspire courage ability out to 1 mile.  +
Allied Alert +Warn your friends of danger, allowing them to use your saving throws if better.  +
Allip +Undead creature who's life was ended due to secret knowledge.  +
Allosaurus +Pack-hunting dinosaurs with a taste for the largest of prey.  +
Alloy Steel +A more technologically advanced form of steel, it is resistant to corrosion and more versatile than the steel medieval blacksmith work with.  +
Alluring Distraction +You can use your seductive guile to buy yourself a few seconds.  +
Almost Dead +You keep dying. Seriously, why are you so sickly? Stop dying.  +
Almost Level 20 Mystic Theurge +To anyone who want to play a Arcane/Divine caster the Mystic Theurge class allows easily to build a character who at level 20 casts as a 17th level in one kind of magic and 13th in the other.  +
Alpha Sniper +Usually coming from the ranks of fierce monster hunters, military forces and mercenary gangs. Alpha snipers are trained to be elite marksmen, striking fear in their enemies with their ranged prowess. Most often an alpha sniper is known only by their callsign, a nickname that they acquired or gave themselves during their service.  +
Alraune Paragon +For an alraune who wants to be all they can be!  +
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