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
- Adaptive Regeneration (3.5e Creature Ability) + (Adaptive Regeneration is a special kind of regeneration which adapt to damage.)
- Lesser Energy Surge (3.5e Maneuver) + (Add +1d6 energy damage to your attacks with one weapon for 1 round.)
- Energy Surge (3.5e Maneuver) + (Add +2d6 energy damage to your attacks with one weapon for 1 round.)
- Improved Energy Surge (3.5e Maneuver) + (Add +3d6 energy damage to your attacks with one weapon for 1 round.)
- Cerulean Skill (3.5e Feat) + (Add 1 + twice the amount of invested essentia on all checks involving the chosen skill.)
- Greater Soulmeld Focus (3.5e Feat) + (Add 1 to the DC of your soulmeld effect, stack with Soulmeld Focus)
- Cyan Specialization (3.5e Feat) + (Add 1+ invested essentia to damage roll with chosen weapon)
- Cyan Initiative (3.5e Feat) + (Add 2 plus twice invested essentia to initiative checks.)
- Deep Water Bite (3.5e Maneuver) + (Add 2d6 cold damage to all your ranged attacks)
- Chaos Doll Magic (3.5e Feat) + (Add Chaos spells to your class spell list.)
- Fencing (3.5e Feat) + (Add Dexterity to melee damage.)
- Mass Manifesting (3.5e Feat) + (Add Mass powers to your powers list.)
- Mass Spellcasting (3.5e Feat) + (Add Mass spells to your spell list.)
- SRD:Divine Might + (Add [[SRD:Charisma|Charisma]] to damage for one round.)
- Fear-Monger (3.5e Alternate Class Feature) + (Add a bit of fear to that dagger strike!)
- Jeweled (3.5e Equipment) + (Add a crystal slot to your weapon and make it a real sparkling jewel.)
- Harmonic Casting (3.5e Feat) + (Add a ringing sound to the casting of the spell to make it a [[SRD:Sonic Effect|Sonic]] spell.)
- Pulverizing Spell (3.5e Feat) + (Add a simple effect to force spells)
- Nomad Fortitude (3.5e Feat) + (Add constitution modifier twice to Fortitude Saves.)
- Divine Weapon Specialization (3.5e Feat) + (Add divine rank to damage with your chosen weapon, forcing concentration checks and hitting even when you might miss.)
- Indigo Shifting (3.5e Feat) + (Add essentia to number of shifting per day and duration.)
- Self Exsanguination (3.5e Feat) + (Add even more blood to your spells!)
- Draconic Legacy, Incarnum (3.5e Feat) + (Add incarnum spells to your list of spell known.)
- Martial Faith (3.5e Maneuver) + (Add initiator level to damage from smite.)
- Lapis Spell Stealing (3.5e Feat) + (Add invest essentia to the maximum number of stolen spell levels you can hold.)
- Cyan Focus (3.5e Feat) + (Add invested essentia to attack roll with chosen weapon)
- Lapis Challenge (3.5e Feat) + (Add invested essentia to bonus grant by Fighting Challenge.)
- Iris Edge (3.5e Feat) + (Add invested essentia to damage dealt with warmage spell)
- Kiai Turquoise (3.5e Feat) + (Add invested essentia to the number of time per day you can use your Kiai Smite.)
- Azure Inspiration (3.5e Feat) + (Add invested essentia to your inspiration points total at the start of each encounter)
- Iris Mantle (3.5e Feat) + (Add invested essentia to your manifester level when manifesting power from one of your mantle)
- Ki Trickster (3.5e Alternate Class Feature) + (Add new options to ki users.)
- Epic Truespeech (3.5e Feat) + (Add one epic phrase to your lexicon)
- SRD:Sneak Attack of Opportunity + (Add sneak attack damage to attacks of opportunity.)
- Theurgy of Everything (3.5e Feat) + (Add some spells from one class list onto another class list.)
- Indigo Touch (3.5e Feat) + (Add twice invest essentia to damage dealt by your charnel touch)
- Lapis Healing (3.5e Feat) + (Add twice invested essentia to bonus healing grant by healing hand.)
- Midnight Blast (3.5e Feat) + (Add twice invested essentia to damage roll on Eldritch Blast damage.)
- Calculated Shot (3.5e Feat) + (Add your Intelligence to ranged attack rolls.)
- Tough Muscle (3.5e Feat) + (Add your Strength modifier to your maximum hp.)
- Supreme Initiative (3.5e Feat) + (Add your divine rank to initiative, avoid being flatfooted, and even strike harder on the first round.)
- Monastic Gestalt (3.5e Feat) + (Add your monk levels and another class together to determine level-dependent benefits.)
- My Strength Gives Me Quickness (3.5e Feat) + (Add your strength score to your reflex save in addition to your dexterity score.)
- Banishing Smite (5e) + (Additional [[SRD5:Force|force]] damage and chance to [[SRD5:Banishment|banish]] it.<br /><br />)
- Banishing Smite (One) + (Additional [[SRD5:Force|force]] damage and if the target's [[SRD5:Hit Point|hit point]]s are below a certain threshold, chance to [[Banishment (One)|banish]] target.)
- Additional Epic Spell Factors (3.5e Variant Rule) + (Additional epic spell factors, for creating new epic spells.)
- Additional Combat Special Attacks (3.5e Variant Rule) + (Additional special attacks beyond the basics, such as bull rush, disarm, and grappling.)
- Crusader's Mantle (5e) + (Adds [[SRD5:Radiant|radiant]] damage to attacks from allies in area.<br /><br />)
- Crusader's Mantle (One) + (Adds [[SRD5:Radiant|radiant]] damage to attacks from allies in area.)
- Spell Resistance (3.5e Feat) + (Adds spell resistance.)
- Brutal Scimitar (4e Feat) + (Adds the brutal property to scimitars.)
- Cenobites of the Rail (3.5e Vestige) + (Adherents of the Infernal Train and passengers on the realm to oblivion, the Cenobites of the Rail spread their dark gospel of the peace of the void.)
- Windrunner (3.5e Class) + (Adhesion and Gravitation, manipulate them to your will.)
- Kibeth's Dance (4e Feat) + (Adjacent allies can [[4e#shift|shift]] 1 square as a [[4e#free action|free action]].)
- Song of Revival (4e Feat) + (Adjacent allies gain a +5 [[4e#bonuses and penalties|bonus]] to [[4e#death and dying|death]] [[4e#saving throws|saving throws]].)
- Draconic Melody (4e Feat) + (Adjacent allies regain additional [[4e#hit points|hit points]] equal to your [[4e#ability scores|Constitution]] [[4e#ability modifiers|modifier]] when they spend a [[4e#healing surge|healing surge]].)
- Song of Swift Healing (4e Feat) + (Adjacent allies use [[4e#second wind|second wind]] as a [[4e#minor action|minor action]].)
- Racial Save Focus (3.5e Feat) + (Adjust which saves are your good and poor saves for your racial HD.)
- Wristband of Age Adjustment (3.5e Equipment) + (Adjust your apparent age to appear older.)
- Robilar's Gambit Variant (3.5e Feat) + (Adopt a stance where opponents who attack you provoke an attack of opportunity.)
- Slimeling (3.5e Race) + (Adorable oozes with faces and intellect, these small blobs try their best!)
- Adult Oblex (5e) + (Adult [[Oblex (5e)|oblex]], an ooze that can imitate other [[SRD5:Creature|creature]]s)
- Ember (5e) + (Adult [[SRD5:Red Dragon|red dragon]] [[Individual (5e)|individual]], who serves [[Takhisis (5e)|Takhisis]])
- Egg Hunter Adult (5e) + (Adult creature that eats dragon eggs and lays its eggs within the empty dragon egg shell.)
- SRD:Ogres (Race) + (Adult ogres stand 9 to 10 feet tall and weigh 600 to 650 pounds.)
- SRD:Giants, Hill (Race) + (Adults are about 10-1/2 feet tall and weigh about 1,100 pounds.)
- SRD:Giants, Stone (Race) + (Adults are about 12 feet tall and weigh about 1,500 pounds.)
- Advancing Beast (3.5e Spell) + (Advance Animal Companions and Familiars)
- Talent Enthusiast (3.5e Feat) + (Advance a level 1 class feature you possess by trading away other class features you might've gained.)
- Drumlin Wall (3.5e Maneuver) + (Advance and attack all enemies you pass, those hit are moved with you)
- Pressing Wall (3.5e Maneuver) + (Advance and attack all enemies you pass, those hit save or fatigued)
- Spellcasting Talent (3.5e Feat) + (Advance your caster level and spells known up to your HD, with some restrictions.)
- Heal - Advanced Medical (3.5e Skill) + (Advanced forms of healing allow you to perform surgeries, patch wounds in an instant, determine health and vitality, and even reattach limbs.)
- Kevlar Jacket (5e Armor) + (Advanced materials armored jacket.)
- Prismari Pledgemage (5e) + (Advanced student of [[Prismari College (5e)|Prismari College]])
- Silverquill Pledgemage (5e) + (Advanced student of [[Silverquill (5e)|Silverquill College]])
- Witherbloom Pledgemage (5e) + (Advanced student of [[Witherbloom College (5e)|Witherbloom College]])
- Quandrix Pledgemage (5e) + (Advanced student of the [[Quandrix (5e)|Quandrix College]].)
- SRD5:Grappler + (Advantage on [[SRD5:Grapple|grapple]] which also [[SRD5:Restrained|restrains]])
- Antiquarian (5e Background) + (Adventurer-historians who collect forgotten lore and lost relics)
- Wisen Hermit (3.5e Alternate Class Feature) + (Adventuring is a young man's game, at some point you will have to settle down so you can continue your studies study of magic in peace. Luckily with a bit of spellcasting you can have yourself a respectable Wizards Tower.)
- Aelyra (3.5e Sourcebook) + (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.)
- Cold Intolerance (3.5e Spell) + (Affected creatures are convinced they are freezing to death, taking [[Dex]] damage and perhaps dying.)
- Compelling Script (3.5e Spell) + (Affected writing is obeyed by all who read it.)
- Constraining Blast (3.5e Invocation) + (Afflicts 1d4 [[Spellstrained (3.5e Condition)]] levels)
- Luminaphobia (3.5e Flaw) + (Afraid of Supernatural Light)
- Lock-On Shooting (3.5e Feat) + (After 3 rounds of observing a target, you can lock on and rarely miss in a flurry of attacks.)
- Combo Jump (3.5e Skill Trick) + (After a full-attack with an unarmed strike or monk weapon, you can jump back.)
- Prophetic Salve (3.5e Equipment) + (After applying this salve, you gain insight into the future using [[SRD:Divination|Divination]].)
- Horsebreaking Great Cleave (3.5e Feat) + (After cutting through a horse and its rider, you can continue the Horsebreaking Cleave onto a second rider or another nearby mount and its rider.)
- Introduction to Dirt (3.5e Maneuver) + (After ensnaring a creature with a Chthonic Serpent [[SRD:Grapple|grappling]] maneuver (such as [[Binding Constrictor (3.5e Maneuver)|Binding Constrictor]]), end the grapple by slamming your victim to the ground.)
- Ground Kisser (3.5e Maneuver) + (After ensnaring a creature with a Chthonic Serpent [[SRD:Grapple|grappling]] maneuver (such as [[Choking Python (3.5e Maneuver)|Choking Python]]), end the grapple by slamming your victim to the ground.)
- Creature Killer: Invisible Stalker (3.5e Feat) + (After fighting [[SRD:Invisible Stalker|invisible stalker]] and other naturally invisible creature you learned how to deal with invisible opponents more readily.)
- Ionize - Intensified (3.5e Feat) + (After four months to share your body and you mind with a continuous flow of electricity, this bright energy may be used to get a more powerful abilities.)
- Practiced Psionics (3.5e Feat) + (After learning a few new tricks, you've redoubled your efforts to master your manifesting.)
- Overcoming (3.5e Equipment) + (After one hit, an overcoming weapon knows your enemy's defenses and ignores them on the next hit.)
- Twitch Powder (3.5e Equipment) + (After snorting this powder, you have a lot of excess energy...)
- Stone at Night (3.5e Flaw) + (After sunset, you become stone until dawn.)
- Soulblade (3.5e Power) + (After the manner of Mind Blade, but as an augmented power instead of a supernatural ability.)
- Wrap-Around Attack (3.5e Maneuver) + (Against this strike, target's Shield bonus to AC becomes a Shield penalty to AC.)
- Graceless Aging (3.5e Flaw) + (Age penalties, no age bonuses)
- Elderitch Blast (3.5e Invocation) + (Age your foes unnaturally)
- Aged Drakescales (3.5e Equipment) + (Aged drakescales is the [[SRD:Mithral|mithral]] equivalent of [[SRD:Dragonhide|dragonhide]].)
- Publication:Dread Codex/New Spells/Age Other + (Ages a creature 1d10 years.)
- Swearing Gesture (3.5e Maneuver) + (Aggravate existing curses and increase its potency.)
- Woundbite (3.5e Spell) + (Aggravate existing injuries, often used for torment.)
- Tearing Wounds (3.5e Maneuver) + (Aggrivate pre-existing wounds, possibly making them fatal.)
- Just a Flesh Wound (3.5e Skill Trick) + (Ah losing your arm isn't so bad, just gotta keep your head cool. Oh the head is gone too.)
- ZK-23 Energy Shield (3.5e Equipment) + (Ah, Energy Shields for the rest of us. Or at least, the Xeno.)
- Jennaerik (3.5e Race) + (Ah, the Jennaerik! The race of true Dragon … Ah, the Jennaerik! The race of true Dragon Disciples with a knack for thieving skills. The Jennaerik were once Kalimna, the predecessor of humans and elves, but were left weaker after the Khoradt wars, a twenty-year struggle with the elves over the lands north of Kha'Dumm. Terrified and without a home, they fled the forest of Khorad and into the desert, where a kindly, purple-scaled family of dragons took them under their wing. The once great race thus evolved into the Jennaerik, and those who reach adulthood vow to win back Khoradt or die. However, many do the latter in the attempt of the former before ever reaching manhood...the former before ever reaching manhood...)
- Ki Bullet (3.5e Spell) + (Aimed bolt of ki strikes target.)
- Wyvernkin (3.5e Race) + (Akin to Dragonborn, Wyvernkin are a race of humanoids with a draconic appearance. They come in many colors, and produce the same potent venom that wyverns do.)
- Alafax (3.5e Deity) + (Alafax is the god of war and tyranny, he seeks only to conquer and rule.)
- Alakazam (3.5e Monster) + (Alakazams are often tapped to serve as lib … 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.xplanations to slow down their activities.)
- Space Mollymawk (5e) + (Albatross-like bird native to [[Wildspace (5e)|Wildspace]].)
- SRD:Augmented Alchemy + (Alchemical creations are made quicker and more effectively.)
- Alchemical Storage (3.5e Equipment) + (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.)
- Aqueous Slipskin (3.5e Equipment) + (Alchemically treated leather formed from the skin of aquatic creatures, aqueous slipskin has water simply run off it with no friction or resistance.)
- Skeletal Alchemist (5e) + (Alchemist's [[SRD5:Skeleton|skeleton]])
- Flame Alchemist (3.5e Class) + (Alchemists are those who know how to transmute things into other things. This type of Alchemist can transmute all sorts of things into Fire.)
- Book of Elements (3.5e Sourcebook)/Elementals with Class + (Alchemists use magic by mixing rare and ma … 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.r with subtle poisons or with a loud bang.)
- Alchemist (3.5e Class) + (Tome of Element Alchemist)
- Algollied (3.5e Elder Evil) + (Algollied, the Melody of Death, a sentient song whose presence drives its listeners mad.)
- Scrolls of Forbidden Lore (3.5e Sourcebook)/Algollied, the Melody of Death + (Algollied, the Melody of Death, a sentient song whose presence drives its listeners mad.)
- Invader Agent (3.5e NPC) + (Alien Men in Black)
- Fateborn (5e Race) + (Alien beings from the astral plane who embody emotions.)
- 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.)