Search by property
This page provides a simple browsing interface for finding entities described by a property and a named value. Other available search interfaces include the page property search, and the ask query builder.
List of results
- Ring of Fateful Escape (3.5e Equipment) + (A ring that allow you to instantly escape to another plane.)
- Skull Ring (3.5e Equipment) + (A ring that allows its wearer to use their charisma score on touch attacks.)
- Ring of Moods (3.5e Equipment) + (A ring that betrays the wearer's moods and thoughts.)
- Blue Ring (3.5e Equipment) + (A ring that double your hit points.)
- Ring of Therem (3.5e Equipment) + (A ring that makes eery sounds like ghosts singing.)
- Ring of Compliance (3.5e Equipment) + (A ring that makes the wearer enjoy following instructions.)
- Ring of Sun Protection (3.5e Equipment) + (A ring that protect against sunburns and prevent tanning, grant minor protection against light damage.)
- Ring of Free Love (3.5e Equipment) + (A ring that protect one, although not in the typical way.)
- Ring of the Rock Dodger (3.5e Equipment) + (A ring that protect you from thrown rocks and the wrath of the DM.)
- Deadman's Ring (3.5e Equipment) + (A ring that sever the finger of a slain wearer and sending it finger to a predetermined location upon death.)
- Ring of Repentance to Loviatar (3.5e Equipment) + (A ring to compel the weak to obey the omnipotence of Loviatar.)
- Evil Maw Ring (3.5e Equipment) + (A ring which allow ''deadly touch'' and touch of corruption) to absorb health from foes.)
- Aligned Crystal Ring (3.5e Equipment) + (A ring which allow exclusive control over a particular aligned crystal weapon.)
- Forcemaster Ring (3.5e Equipment) + (A ring which allow the user to create sustained force, and deal extra force damage.)
- Ring of Haunting (3.5e Equipment) + (A ring which allow the user to summon a unseen servant-like creature.)
- Ring of No Mercy (3.5e Equipment) + (A ring which convert nonlethal damage dealt to you into lethal damage and make you unable to deal lethal damage.)
- Shining Jade Ring (3.5e Equipment) + (A ring which creates matter and forces through willpower alone.)
- Poisoner's Ring (3.5e Equipment) + (A ring which grants poison use and make some poison unable to be detected by the [[SRD:Detect Poison|''detect poison'']] spell.)
- Ring of the Red Condor (3.5e Equipment) + (A ring which greatly enhance the stability of shields and allows the wearer to turn back a spell.)
- Ring of Immortality (3.5e Equipment) + (A ring which halts the wearer’s aging and prevent death.)
- Band of Graft Disguise (3.5e Equipment) + (A ring which hide grafts while worn.)
- Planesignet Ring (3.5e Equipment) + (A ring which identifies you as a person of importance within the planes.)
- Ring of Tirelessness (3.5e Equipment) + (A ring which increase the amount of time you can run or march as well as cure fatigue.)
- Ring of Toplessness (3.5e Equipment) + (A ring which increases the amount of time you can run or march as well as cures fatigue. And having a clothed torso.)
- Alabaster Cherubim Ring (3.5e Equipment) + (A ring which increases the potency of spells with the [healing] subschool.)
- Ring of the Sun's Firstborn (3.5e Equipment) + (A ring which makes all divine spells automatically Empowered.)
- Ring of Preservation (3.5e Equipment) + (A ring which preserve perishable worn or carried by the user.)
- Ring of Solomon (3.5e Equipment) + (A ring which summons and commands a minor specific demon or devil.)
- Ring of the Forlorn (3.5e Equipment) + (A ring which wipes the memory of those who wear it, but grant them a friend.)
- Lineage Safeguarding Ring (3.5e Equipment) + (A ring with a unique, lineage safeguarding magic placed upon it.)
- Ring of Gravity Adaptation (3.5e Equipment) + (A ring, which after 10 minutes of exposure allow the wearer to ignore penalties of light or heavy gravity.)
- Alwin's Spell Siphon (5e Spell) + (A riskier version of Counterspell that can recover spell slots<br /><br />)
- Night Ritual (3.5e Spell) + (A ritual granting sinister powers.)
- Paddle Steamer (3.5e Equipment) + (A riverboat powered by steam, pushed by large waterwheels.)
- Robes of the Dark Witch (3.5e Equipment) + (A robe that allow the caster to cast curses and various other nefarious spell without expending a spell slot.)
- Dark Magister's Robes (3.5e Equipment) + (A robes that grant ample protection, but at great expense.)
- Cheongsam of Swift Strikes (3.5e Equipment) + (A robes which make unarmed strike extremely quick and hard to react to.)
- SRD5:Roc + (A roc appears as an enormous eagle or hawk.)
- Rocket Bike (3.5e Equipment) + (A rocket bike is a motorcycle on steroids. A rocket bike is either a high quality motorcycle or perhaps a gnome bike with a giant rocket strapped on it.)
- FT16 Launcher (3.5e Equipment) + (A rocket launcher.)
- Rod of Mental Dominion (3.5e Equipment) + (A rod which allows for the mental domination of others.)
- Shield Rod (3.5e Equipment) + (A rod which can be both used for offense and defense.)
- Omnidriver Wrench (3.5e Equipment) + (A rod which grants the user great crafting powers, fabricating things at will.)
- Picaroon (3.5e Class) + (A rogue designed for High level games, they have access to many tricks at their disposal.)
- Strider (3.5e Prestige Class) + (A rogue uses his environment to sneak around and remain unseen. A Strider uses his background in druid to make his environment usable.)
- Rouge (3.5e Class) + (A rogue-like class that wears red to power his skill.)
- Bloodletter (3.5e Class) + (A rogue-type class with a focus on [[Bleedout (3.5e Condition)|bleeding]] the enemies dry.)
- Desperado (3.5e Alternate Class Feature) + (A roguish gunslinger, who is able to aim and fire before a target can react. While most desperado are brigands, outlaws and career criminals, some follow a more righteous path as hunters or vigilante.)
- Royal Scion (3.5e Alternate Class Feature) + (A royal scion is a character descended fro … A royal scion is a character descended from royalty, whether the bastard of the current king or the descendant of the first monarch of the land. They are less versatile than a normal bard, but inspire their allies with bold tactics and draw from the strength of their lineage.d draw from the strength of their lineage.)
- Black Baroness's Amulet (3.5e Equipment) + (A ruby choker amulet that allows the wearer to summon daggers and perform a few precise attacks.)
- Scarlet Fang (3.5e Equipment) + (A ruby red rapier which causes great bleeding, and which your own blood may be fed as faithful sacrifice to the cause.)
- Survivor's Garbs (3.5e Equipment) + (A rugged set of ragged clothing or robes which provide which provide affordable protection.)
- Recharging Kit (3.5e Variant Rule) + (A rule which allows character to restore charges to skill skits.)
- SRD5:Rust Monster + (A rust monster appears to be a large insect-like creature with long antennae and tail.)
- Rustic (3.5e Equipment) + (A rustic weapon greatly enhance an otherwise mundane and simple weapon.)
- Rust Hammer (3.5e Equipment) + (A rusty hammer that destroys metal.)
- Pegasus Saddle (3.5e Equipment) + (A saddle that allows a horse to fly.)
- Involuntary Rodeo Saddle (3.5e Equipment) + (A saddle that, after a bit of riding, suddenly fastens the rider to itself while simultaneously giving the mount a seizure. The result is a poor sap being tossed to and fro like a bobblehead doll.)
- Salient Ability (3.5e Feat Type) + (A salient divine ability is a special sort … A salient divine ability is a special sort of feat which only deities with divine rank can take, as according to the rules spelled out in [[Complete Epic (3.5e Sourcebook)|Complete Epic]]. It gives a deity a new capability or improves one that the deity already has.r improves one that the deity already has.)
- Publication:Complete Gear/Tilgrath + (A sample character created under the Complete Control and Complete Gear rules)
- Sublime Samurai (3.5e Class) + (A samurai who employs martial maneuvers and quick flashy strikes.)
- Sanctified (3.5e Equipment) + (A sanctified armor turn exotic from of damage into regular damage and sanctified shield grant you a resistance to those damage type.)
- Sandman (3.5e Equipment) + (A sandman weapon forces a [[Will]] save against sleep on a natural 20.)
- Sapping (3.5e Equipment) + (A sapping weapon allows the wielder to transfer some or all of the sword’s enhancement bonus as a penalty to saving throws for those he attacks successfully.)
- Sashimono (3.5e Equipment) + (A sashimono is a pole held on the back, typically to hold a flag or form of heraldry up high. It can also be used to hold other objects.)
- SRD:Satyrs (Race) + (A satyr’s hair is red or chestnut brown, while its hooves and horns are jet black.)
- Scaling Ocular Laser (3.5e Feat) + (A scaling version of the Ocular Laser feat.)
- Scarab of Absolute Safety (3.5e Equipment) + (A scarab that project a forcefield across the battlefield, aiding allies and making retributive attack when depleted.)
- Mask of the Silent Killer (3.5e Equipment) + (A scary mask that mutes the user, but makes them far more intimidating.)
- Scatterbeam (3.5e Equipment) + (A scatterbeam weapon fires lasers out of it. Its most effective in the hands of someone with a high base attack bonus.)
- SRD5:Swarm of Quippers + (A school of carnivorous fish.)
- Aion of the Everstorm (3.5e Vestige) + (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.)
- Bloody Razor (3.5e Equipment) + (A scimitar which can be sheathed in your own body (painfully so). However, though it feeds on your blood, it is also empowered by it.)
- Scope (3.5e Equipment) + (A scope is can be fitted on firearms or crossbows, allowing the wielder to precisely shoot farther away than normal.)
- Scorched Stave of the Pyromancer (3.5e Equipment) + (A scorched wood magic rod that can act as a stave, storing fire spells and casting them with its own internal energy.)
- Shadow Spy (3.5e Class) + (A scoundrel who stalks and lives in the shadows)
- Manual of the Lurking Shadow (3.5e Equipment) + (A secret manuscript describing the first lessons on the way to becoming a ninja.)
- Eldritch Agent (3.5e Prestige Class) + (A secret operative that blends arcane power with supernatural stealth and infiltration skills.)
- Sanguine Edge (3.5e Prestige Class) + (A secretive mage-warrior who uses blood magic to heal and harm.)
- Florasian (MC Race) + (A sect of Magi with a rebellious history—militaristic in nature, but honor-bound and elegant.)
- Mobile Wall (3.5e Equipment) + (A section of wall on wheels, it is even larger and bulkier than a tower shield.)
- Twin Egg (3.5e Equipment) + (A seemingly fragile pair of eggs. When one is crushed, so is the other.)
- Amber Prosthesis (3.5e Equipment) + (A selection of limb and organ replacements made from magical amber.)
- Dark Knight (3.5e Class) + (A self destructive warrior who uses negative energy to leap head first into battle)
- Hookshot (3.5e Equipment) + (A self-retracting grappling hook, it is fired like a crossbow.)
- Yrthes (3.5e Race) + (A semi-aquatic race coming from a lost world, and with exotic habits.)
- Semi-Corporeal (3.5e Subtype) + (A semi-corporeal creature has an actual physical presence, but more often than not that presence is comprised of countless smaller objects, like stones, dust or smaller composite creatures that move contiguously and are bound to the spirit's will.)
- Blight Grenade (3.5e Equipment) + (A semi-magical and rather barbaric evil alchemical grenade, it is formed from the severed heads of creatures. As the stronger the creature, the stronger the effect of the grenade and so the heads of powerful enemies are preferred.)
- Semiconscious (3.5e Condition) + (A semiconscious creature's actions are inhibited and it risks falling unconscious if it overexerts itself)
- Sentient (3.5e Template) + (A sentient creature possess an intelligence making it able to grasp several concepts, unlike other creatures of it kind.)
- Intelligent (3.5e Equipment) + (A sentient item that gives simpler benefits without nasty drawbacks.)
- White Maw (5e) + (A sentient, but insane ooze.)
- Utility Equipment (3.5e Equipment) + (A series of equipment that helps the adventurer in his mission every day and improves his daily life.)
- Mantra (3.5e Feat Type) + (A series of feat from the [[Publication:Untapped Potential|Untapped Potential]] book by Dreamscarred Press. These psionic feats are related to the use of Psionic Focus and the [[SRD:Concentration Skill|Concentration]] skill.)
- Arrow of Bob's Bane (3.5e Equipment) + (A series of magical arrows which keep popping up in markets worldwide, much to the chagrin of shoppers, these arrows appear to be very powerful. They just have one fatal flaw...)
- Pagan Tattoo (3.5e Equipment) + (A series psionic tattoos which offer various benefits.)
- Serpentine (3.5e Equipment) + (A serpentine item seems to have the pattern of scales on its surface, and a curved wavy appearance in either form or function.)
- Stag Beetle Hero Shell (3.5e Equipment) + (A set of ''+1 thresh carapace full plate'' set out like beetle carapace, complete with wings and horned beetle helmet built in.)
- Bronze Bairn Plate (3.5e Equipment) + (A set of armor which protect you from extra damage from smite or holy weapon.)
- Jetblast Garbs (3.5e Equipment) + (A set of clothes which turn make the user go fast.)
- Falcon Officer Epaulets (3.5e Equipment) + (A set of epaulets which grant benefits on diplomacy and intimidate, boost moral bonus granted and increase the radius of aura of courage.)
- Wraithmail (3.5e Equipment) + (A set of ghost touch chainmail which grant additional protection in darkness.)
- Sky Brawl (3.5e Feat) + (A set of grappling and unarmed maneuvers in the air.)
- Ensorcelled Garbs (3.5e Equipment) + (A set of magical clothes shapeshifting clothes which grant the protection of an armor.)
- Mystical Keikogi (3.5e Equipment) + (A set of magical training clothes for monks and other martial artist.)
- Oniblessed Keikogi (3.5e Equipment) + (A set of magical training ensorcelled by an oni, allow the wearer to fly into a rage and heal from it.)
- Superweighted Keikogi (3.5e Equipment) + (A set of martial clothes enhanced to be extremely heavy.)
- Additional Surge Type (3.5e Variant Rule) + (A set of new Wild Surge for the Pathfinder Wilder.)
- Darkened Garbs (3.5e Equipment) + (A set of noble clothing which turn into dark rags and make other's forget about you.)
- Sunwarded Plate (3.5e Equipment) + (A set of plate armor which protects the wearer from sunlight.)
- Archdeacon's Robes (3.5e Equipment) + (A set of protective robes which benefits divine casters, especially clerics.)
- Meditant's Robes (3.5e Equipment) + (A set of robes which grant it user the ability to concentrate more steadfastly.)
- Retributive Robes of the Scorpion (3.5e Equipment) + (A set of robes which summon a swarm of ghostly scorpion on attackers.)
- Replica Twin Nova Rods (3.5e Equipment) + (A set of rods which can be used to fire blast of cold or fire.)
- Fantasy Pregnancy (3.5e Variant Rule) + (A set of rules for determining pregnancy and its results.)
- Soul Shackles (3.5e Equipment) + (A set of shackles which trap the soul of the wearer upon death.)
- Potions of Dangerous Longevity (3.5e Equipment) + (A set of six experimental longevity potions.)
- Masterwork Ability Tools (3.5e Equipment) + (A set of six items used to help increase your ability checks and ability skill checks.)
- Reading Glasses (3.5e Equipment) + (A set of spectacles that allows you to read anything)
- Cheerleader Outfit (3.5e Equipment) + (A set of strange very lightweight clothes bearing odd symbols and usually garish color.)
- Zenitt Forge Set (3.5e Equipment) + (A set of tools owned by the frost giant armor smith Lokk Stonehold in the ancient land of Zenitt.)
- Amberpoint Arrows (3.5e Equipment) + (A set of unique arrows that retain their magic when shot. They shoot far and through wind.)
- Universal Masterwork Tools (3.5e Equipment) + (A set of universal masterwork tools capable of aiding with any crafting check within 100 feet.)
- Palepoint Arrowheads (3.5e Equipment) + (A set of unusual, sharp arrowheads which can be reused.)
- Headphones of Perpetual Jams (3.5e Equipment) + (A set of wireless headphones that play whatever music you record in it. Provides ear protection, but muffles some useful sounds too.)
- Barry the Lich (3.5e NPC) + (A severely underpowered lich adversary.)
- Marathon (3.5e Power) + (Double overland speed.)
- Sublime Hobgoblin (3.5e Race) + (Because stealth is for regular [[SRD:Goblin|goblins]]…)
- Wrong Place, Right Time (3.5e Feat) + (You get under your opponent's feet at just the right time, causing them to move as you like.)
- Bio, Mass (3.5e Spell) + (As ''[[Bio (3.5e Spell)|bio]]'', but 20d6 maximum damage and affects all creatures in a spread and it deals 4 Con damage.)
- Cashooie (3.5e Deity) + (Cashooie can perceive the past perfectly, and therefore sees no reason for anything to exist for more than a moment.)
- Still Invocation (3.5e Feat) + (Make a [[SRD:Charisma|Charisma]] check to invocate without moving.)
- Decanter of Endless Kittens (3.5e Equipment) + (It's a decanter. I'm sure you can guess what comes out of it.)
- Extra Weapon (3.5e Feat) + (You figure out how to wield one more weapon effectively, by holding it in your teeth or armpit or something.)
- Summon Steed (3.5e Spell) + (You call a nearby mount to you.)
- Dork In A Bottle (3.5e Equipment) + (The players aren't afraid of a simple pit trap, at least not until this one.)
- Die Pool for Ability Scores (3.5e Variant Rule) + (Roll lots of d6 and place 3 results into each ability to determine ability scores.)
- Shadows of the Mage-Lords (3.5e Spell) + (Call up shadows, deal negative levels in area.)
- Holt's Crushing Hand (3.5e Spell) + (As ''[[Holt's Clenched Fist (3.5e Spell)|Holt's clenched fist]]'', except the hand crushes its victims to death.)
- Miniature Blast (3.5e Invocation) + (Negate most firing penalties.)
- Nullstrain (3.5e Equipment) + (Gain protection against spellstrained.)
- Ultrametamagical Sorcerer (3.5e Alternate Class Feature) + (You sacrifice knowledge of higher level spells for extra levels of spell slots.)
- Grimoire Fighter (3.5e Alternate Class Feature) + (You learn to deal massive damage with weapons that you've mastered.)
- Mage Knight (3.5e Feat) + (You have learned the secrets to combining sword-work and sorcery.)
- Spell Drain (3.5e Feat) + (Magical foes damaged by your spell also gain a [[Spellstrained (3.5e Condition)|spellstrained]] level.)
- Impressive Wordcasting (3.5e Feat) + (Your spells may not do more to any given target, but they sure are big.)
- Berserker (3.5e Class) + (An adrenaline-filled junkie who cares only about the next foe before him.)
- Sahuagin (3.5e Race) + (Known to all others as sea devils, sahuagin have a reputation of being deadly raiders who strike at seaborne vessels and terrorize land settlements with destructive fury.)
- What's That? (3.5e Spell) + (Hey, did you just see that? Too late, made you look, you just provoked an [[SRD:Attack of Opportunity|AoO]]! Mwahahahaha!)
- Corpselight Whisperer (3.5e Prestige Class) + (Master of decay, and the secrets of the Will-o-Wisps.)
- Cloud Control (3.5e Power) + (You manipulate the sky, producing weather to your specifications.)
- Races of War (3.5e Sourcebook) + (No longer are we allowing our Fighting Men to go without a last name unless and until they get to fourth level without being eaten by an owlbear.)
- Tome of Fiends (3.5e Sourcebook) + (This is the second entry in our line of articles begun with the the Tome of Necromancy, which is a reflection of how the rules for fiends ought to function.)
- Flaying Wind (3.5e Spell) + (Create a blast of wind that strips flesh from bones.)
- Races of War (3.5e Sourcebook)/Warriors with Style + (You don't have to ''see'' to kill.)
- Dirty Deeds Done Dirt Cheap (3.5e Feat) + (You can offer a discount on your Deeds since you get to do so many.)
- Bio (3.5e Spell) + (Target takes 1d6 damage/level (max 10d6), 2 Constitution damage.)
- Insightful Strikers (3.5e Optimized Character Build) + (You hack people down with inherent awesomeness.)
- Acquirer's Eye (3.5e Feat) + (You know what you want, even if other people have it right now.)
- Acrobatic (3.5e Feat) + (You can totally flip out and kill someone with your gymnastic prowess.)
- Alertness (3.5e Feat) + (Your ears are so sharp you probably wouldn't miss your eyes.)
- Animal Affinity (3.5e Feat) + (You're one of those people animals just won't leave alone for no apparent reason.)
- Apprenticeship (3.5e Feat) + (New Mentor Types for the Lower Planes.)
- Aspect of the Stinkbug (3.5e Feat) + (When disturbed, the stinkbug releases a malodorous gas that debilitates would-be predators. With your supernaturally strengthened anatomy, you can use it to become the hunter instead of the hunted.)
- Attune Domain (3.5e Feat) + (You incorporate the workings of a divine domain into your magic.)
- Battlefield Surgeon (3.5e Feat) + (You like to cut people open with a saw. But it's good for them. Seriously.)
- Blind Fighting (3.5e Feat) + (You don't have to ''see'' to kill.)
- Blitz (3.5e Feat) + (You go all out and try to achieve goals in a proactive manner.)
- Blood War Sorcerer (3.5e Feat) + (As a battle magician in the blood War, you’ve learned killing arts that would amaze common spellcasters.)
- Blood War Squaddie (3.5e Feat) + (Due to your time during the Blood War, you’ve been tainted, honed, and hardened by the horrors you’ve seen.)
- Grease (TOToM Spell) + (Creates a patch of slippery terrain, or coats something in grease.)
- Breath Weapon (3.5e Feat) + (You have a magical breath weapon.)
- Broker of the Infernal (3.5e Feat) + (Due to the study of the Infernal laws, you have learned to harness the powers of True Names in your summoning magic.)
- Carrier (3.5e Feat) + (You are a carrier of a dangerous disease, though you are immune to its effects.)
- Combat Casting (3.5e Feat) + (Having a sword sticking out of your chest doesn't noticeably impede your ability to do... well, just about anything.)
- Combat Looting (3.5e Feat) + (You can put things into your pants in the middle of combat.)
- Ravaged By Abaddon (3.5e Racial Paragon Class) + (For those that have been ravaged by Abaddon.)
- Combat School (3.5e Feat) + (You are a member of a completely arbitrary fighting school that has a number of recognizable signature fighting moves.)
- Command (3.5e Feat) + (You lead tiny men.)
- Con Artist (3.5e Feat) + (You can fool some of the people, all of the time.)
- Constricting Fiend (3.5e Feat) + (Your legs merge into a long tail, and you gain the ability to squeeze the life from your foes.)
- Craft of the Soulstealer (3.5e Feat) + (By studying stolen souls, you have learned to fully tap their power for your magical creations.)
- Cryptographer (3.5e Feat) + (You're good at reading things no one intended you to.)
- Danger Sense (3.5e Feat) + (Maybe Spiders tell you what's up. You certainly react to danger with uncanny effectiveness.)
- Deft Fingers (3.5e Feat) + (Your amazing manual dexterity is the talk of princes and princesses.)
- Detective (3.5e Feat) + (You're good at finding things out just by conversing with townsfolk.)
- Devour the Soul (3.5e Feat) + (As a fiend, you gain nourishment from devouring souls.)
- Dominions of the Infernal (3.5e Feat) + (When you call, armies of those you have defeated are forced to answer in service.)
- Omerta Endecha (3.5e NPC) + (Famous bard possessed by the elder evil Algollied.)
- Dreadful Demeanor (3.5e Feat) + (People know you're a badass motherfvcker the instant you enter the room.)
- Elush's Explosive Exsanguination (3.5e Spell) + (Explode creatures with blood to kill them, scare others.)
- Elemental Aura (3.5e Feat) + (Your close relationship with primal elemental forces has manifested in a damaging aura.)
- Elusive Target (3.5e Feat) + (You are very hard to hit when you want to be.)
- Essence Gourmand (3.5e Feat) + (Even among soul-eating fiends, you are an accomplished eater.)
- Expert Counterfeiter (3.5e Feat) + (You aren't a common forger, you're an ''artiste''.)
- Vine Trip (3.5e Spell) + (You trip someone with a nearby object.)
- Box of Holding and Traveling (3.5e Equipment) + (The control panels can be used to transport the Box of Holding and Traveling to any place ''and time'' on the same plane, provided that you make sufficiently good Knowledge (Arcana) checks.)
- Expert Tactician (3.5e Feat) + (You benefit your allies so good they remember you long time.)
- Extra Arms (3.5e Feat) + (You have more arms than normal.)
- Extra Summons (3.5e Feat) + (You may use your Fiend Summoning ability two extra times each day.)
- Fiend Cabalist (3.5e Feat) + (You were trained in the mystic arts by a powerful fiend, and your magical power stems from a dark source.)
- Fiendish Invisibility (3.5e Feat) + (You cannot be seen)
- Shrink Item (TOToM Spell) + (It makes plushies out of things.)
- Ghost Hunter (3.5e Feat) + (You smack around those folks in the spirit world.)
- Ghost Step (3.5e Feat) + (You might as well be incorporeal for all the noise you make.)
- Giant Slayer (3.5e Feat) + (Everyone has a specialty. Yours is miraculously finding ways to stab creatures in the face when it seems improbable that you would be able to reach that high.)
- Great Fortitude (3.5e Feat) + (You are so tough. Your belly is like a prism.)
- Crippling Poker (3.5e Feat) + (You hit people in major organs instead of just bruising them to death.)
- Harmless Form (3.5e Feat) + (You can assume the likeness of a mortal.)
- Heighten Spell-like Ability (3.5e Feat) + (You can treat your spell-like abilities as more powerful spell effects.)
- Hellscarred (3.5e Feat) + (Having had your mind or body twisted by the essence of a fiend, you have gained some sensitivity and immunity to their power.)
- Susceptible Strike (3.5e Invocation) + (Gives creatures Susceptible Condition)
- Psychic Thesis (3.5e Feat) + (As Arcane Thesis, for psionic powers)
- Horde Breaker (3.5e Feat) + (You kill really large numbers of people.)
- Huge Size (3.5e Feat) + (Your size increases to Huge)
- Hunter (3.5e Feat) + (You can move around and shoot things with surprising effectiveness.)
- Insightful Strike (3.5e Feat) + (You hack people down with inherent awesomeness.)
- Megalomaniac (3.5e Feat) + (You dabble in the abilities of the [[World Dominator (3.5e Class)|World Dominator]] and find them to your liking.)
- Investigator (3.5e Feat) + (You have an eye for detail and so much patience that going through a 100' by 100' room inch-by-inch doesn't even try it.)
- Iron Will (3.5e Feat) + (You are able to grit your teeth and shake off mental influences.)
- Item Master (3.5e Feat) + (You make magic items do things you want.)
- Juggernaut (3.5e Feat) + (You are an unstoppable Juggernaut.)
- Large Size (3.5e Feat) + (Your size increases to Large.)
- Leadership (3.5e Feat) + (You convince people that obeying you is a good career move.)
- Legendary Wrangler (3.5e Feat) + (No one can tell where you end and your ropes begin.)
- Lightning Reflexes (3.5e Feat) + (You are fasty McFastFast. It helps keep you alive.)
- Mage Slayer (3.5e Feat) + (You have trained long and hard to kill magic users. Maybe you hate them, maybe you just noticed that most of the really dangerous creatures in the world use magic.)
- Magical Aptitude (3.5e Feat) + (You're crazy good at manipulating magic.)
- Soul Crystal (3.5e Spell) + (You stick your soul in a rock and wait for a hapless victim to come and touch it.)
- Many-Faced (3.5e Feat) + (You change identities so often even you don't remember what you look like anymore.)
- Arcane Theft (3.5e Spell) + (Touch attack steals magical capabilities.)
- Critical Blast (3.5e Invocation) + (Range of critical hit increases by two steps)
- Master of Terror (3.5e Feat) + (You scare people so bad they follow you around hoping you won't hurt them.)
- Memories of Death (3.5e Feat) + (You retain your memories perfectly after you are slain and brought back from the dead.)
- Mobile Glaive (3.5e Optimized Character Build) + (Quickly move around the battlemap to hit your enemies for massive damage while locking them down.)
- Mounted Combat (3.5e Feat) + (You are at your best when fighting with an ally that you are sitting on.)
- Murderous Intent (3.5e Feat) + (You stab people in the face.)
- Skill Genius (3.5e Feat) + (If somebody can learn how to do it, you can try to do it without learning how.)
- Boots of the Summoned Hulk (3.5e Equipment) + (Summoned creatures are considered one size larger for special attacks.)
- Natural Empath (3.5e Feat) + (You read people like books.)
- Persuasive (3.5e Feat) + (When you tell you people something that contradicts the evidence of their own eyes, they believe you.)
- Phalanx Fighter (3.5e Feat) + (You fight well in a group.)
- Pincers (3.5e Feat) + (Two of your hands are converted into pincers.)
- Point Blank Shot (3.5e Feat) + (You are crazy good using a ranged weapon in close quarters.)
- Poison Sacs (3.5e Feat) + (One of your natural weapons is envenomed.)
- Product of Infernal Dalliance (3.5e Feat) + (One of your recent ancestors mated with an infernal creature, and now the tainted blood of a Lower Planar creature flows in your veins. Though you can resist the call of your evil heritage, it manifests itself in an inheritance of fiendish power.)
- Professional Luddite (3.5e Feat) + (You've learned to break machines because you're an antitechnology fanatic -- or maybe you just work for the local protection racket.)
- Sharp-Eyed (3.5e Feat) + (Nothing escapes you.)
- Slime Trail (3.5e Feat) + (Your body secretes a slick mucus that dries quickly in contact with air, but you've learned to use this to your advantage.)
- Slippery Contortionist (3.5e Feat) + (Your childhood nickname was "Greasy the Pig," but now people call you "The Great Hamster.")
- Sniper (3.5e Feat) + (Your shooting is precise and dangerous.)