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
- 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.)
- Alien Codex (3.5e Campaign Setting) + (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.)
- Corunian (3.5e Race) + (Aliens from an unknown world, corunians are eldritch abomination capable of sifting into humanoid shapes.)
- Improved Alignment-Based Casting-CE (3.5e Feat) + (Align your spells to your domain, and use your aligned domain spells as special spell-like abilities.)
- Restricted Aligned Spells (3.5e Variant Rule) + (Aligned spells may only be cast by spellcasters who worship a deity of that alignment.)
- Aliko (3.5e Race) + (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.)
- Improved Aura Of Courage-CE (3.5e Feat) + (All allies in your aura of courage are now immune to fear.)
- Innate Bender (3.5e Race) + (All benders are born with the ability to bend an element of their heritage. For some however the element are a part of their inner self rather than an external substance to merely manipulate.)
- Deafening Spell (4e Feat) + (All creatures hit by your attack spell are deafened.)
- Zone of Invulnerability (3.5e Spell) + (All creatures within the area of effect cannot fall below 40 hp, and cannot die as long as the spell persists.)
- Deteriorating Blow (3.5e Maneuver) + (All damage you deal is acid, and it bypasses hardness and resistances.)
- Plane of Pictures (3.5e Location) + (All drawings, paintings, etchings, and photographs are actually links to this plane.)
- Improved Aura of Despair-CE (3.5e Feat) + (All enemies in your aura of despair take a -4 penalty and lose immunity to fear.)
- Blue Flames (3.5e Feat) + (All extraordinary, supernatural, or magical abilities and all spells you cast that deal fire damage now bypass immunity to fire and broke resistance to fire from your foes.)
- Temptation (3.5e Cleric Domain) + (All it takes is a little push to set someone on a darker path.)
- Vay-Foo the Animaid (3.5e Vestige) + (All maids are idealized in some way. Vay-Foo is just more idealized. She is best maid.)
- Transmute Metal to Jelly (3.5e Spell) + (All metal objects within the area are changed to jelly.)
- Monster Level Equivalency Theory (3.5e Other) + (All monsters should have HD equal to their CR. Without exception. Ever.)
- Calamity Symphony (3.5e Maneuver) + (All of discipline's associated weapons add 5 ft. to their reach and maintain the ability to strike at adjacent squares as well. Against any target completely surrounded by threatened squares, all attacks gain the benefits of flanking.)
- Tough as Nails (3.5e Feat) + (All of your current and future HD become d12s. You also gain +2 hit point to for each natural d12 you possess.)
- Master of Skills (3.5e Feat) + (All skills become class skills.)
- Iron Sharpens Iron (3.5e Maneuver) + (All successful attacks made until the beginning of your next turn are automatically confirmed critical hits, and victims of these attacks cannot be raised normally.)
- Arcane Training Swordsage (3.5e Alternate Class Feature) + (All swordsages receive training in more supernatural disciplines than other martial adepts. You, however, have a knack for supernatural techniques, focusing on them so much your nonmagical knowledge has suffered.)
- Detect Alignment (3.5e Spell) + (All the alignment detection spells rolled into one.)
- Unarmored Duskblade (3.5e Alternate Class Feature) + (All the other Duskblades you trained along were not as nimble as you, relying solely on their strength to fight, and their armor to protect themselves. You know that the armor that your comrades use will only slow you down.)
- Stone Toss (3.5e Feat) + (All the stones you hurl strike true, hitting hard.)
- Massive Musical (3.5e Spell) + (All the world's a stage, and all the men merely players~)
- Platformer (3.5e Feat) + (All those years of saving the princess finally paid off. Too bad that the princess was always in another castle.)
- Blurred Bonds (3.5e Maneuver) + (All threatened targets are denied Dexterity bonus to AC and take a −4 penalty to all checks to resist Disarming or Trips.)
- Stance of Flying Daggers (3.5e Maneuver) + (All weapons now have a throwing range, and throwing and ranged weapons benefit from [[SRD:Far Shot|Far Shot]] and a superior [[SRD:Returning|Returning]] enhancement.)
- Special Monk Proficiency (3.5e Feat) + (All weapons you are proficient with are special monk weapons.)
- Scarlet Horror Strike (3.5e Maneuver) + (All your attacks cause bleeding damage until the beginning of your next turn, and bleed is multiplied on a critical hit.)
- Crimson Nightmare Strike (3.5e Maneuver) + (All your attacks cause heavy bleeding damage until the beginning of your next turn, and bleed is multiplied on a critical hit. The bleeding stops all fast healing and regeneration until cured.)
- Savage Attack (3.5e Maneuver) + (All your attacks deal double damage, but all attacks on you also deal double damage.)
- Improved Favored Enemy-CE (3.5e Feat) + (All your favored enemies are set to maximum, taking the benefit of your strongest favored enemy.)
- Favored Weapon (3.5e Trait) + (All your life you trained with the longsword, and you're really good at it. Too bad you swing all other weapons like they were longswords...)
- Insurance (3.5e Feat) + (All your sweet loot is insured.)
- Last to Fall (3.5e Maneuver) + (Allies do not die from hit point or ability damage while you are in this stance, and you release a healing burst on death.)
- Galea's Shark's Swiftness (3.5e Spell) + (Allies in burst may move and attack instantly.)
- Iphigenia (3.5e Deity) + (Allmother Iphigenia is the goddess of comfort, parents, the afterlife, and obedience. Born of submission, she opposes Baal Adramelech the Burning King. Her scion is Dream Eater Lotophagoi.)
- Wrathful Spell (3.5e Feat) + (Allow you to cast a spell while raging and it deal more damage.)
- Tricky Invoking (3.5e Feat) + (Allow you to hold invocation and release them as a immediate action.)
- Mantralist (3.5e Feat) + (Allow you to maintain multiple mantra at the same time.)
- Mind Puncture (3.5e Power) + (Allow you to pierce mind defense for but a moment.)
- Stone Dragon Errata (3.5e Variant Rule) + (Allowing Stone Dragon users the ability not to be shut down in places without a ground to stand.)
- Cooperative Summoner (3.5e Feat) + (Allows Tome Warlocks, Summoners and anyone else with the Summon ability to summon from a larger pool)
- Hearty Pies (3.5e Feat) + (Allows a Pie Mage to create pies with healing properties)
- Pushback (3.5e Feat) + (Allows a disrupted spell or power to be retained by lengthening its casting time.)
- Publication:Dread Codex/Magic Items/Rebuker's Rod + (Allows a necromancer to rebuke undead as a [[SRD:Cleric|cleric]], and doubles the number of undead that can be animated per casting of ''[[SRD:Animate Dead|animate dead]]''.)
- Goddess Tears (3.5e Equipment) + (Allows a reroll for Fortitude saves against poisons and diseases.)
- Ray Weapons in Eberron (3.5e Other) + (A ray weapon that can be loaded with, and fire, a single item of Fine size.)
- Wandgun (3.5e Equipment) + (Allows a wand to be slotted into a gun, granting attacks with the wand the benefit of any enhancement bonus or special ability that the gun has.)
- Lifesight (3.5e Creature Ability) + (Allows detection of living creatures.)
- Deathspeaker Mask (3.5e Equipment) + (Allows seeing ethereal creatures, 3/day ''speak with dead'', can make Intimidate checks against undead, gain +2 insight bonus on social skill checks against intelligent undead)
- Secret of the Cursed Flame (3.5e Feat) + (Allows the caster to wield flames that keep burning and cause nasty status effects.)
- Hoplite Combat (3.5e Feat) + (Allows the character to wield a shield with a polearm.)
- Publication:Dread Codex 2/Magic and Cursed Items/Lenses of Truth and Madness + (Allows the wearer to benefit from ''[[SRD:True Seeing|true seeing]]'' and other spells, at a cost.)
- Publication:Dread Codex/Magic Items + (A whip that deals lethal damage, and has substantial trip bonuses.)
- Publication:Dread Codex/Magic Items/Necromancer's Rod + (Allows the wilder to cast a number of spell-like abilities each day, and strikes as a minor magic weapon.)
- Item Focus Spell (3.5e Feat) + (Allows you to cast with your hands full, provided one of your hands is holding the focus.)
- Planar Gravity Control Ring (3.5e Equipment) + (Allows you to control subjective gravity easier.)
- Craft Truespeech Item (3.5e Feat) + (Allows you to craft truespeech items.)
- Haywire (3.5e Maneuver) + (Allows you to drive mindless creatures crazy.)
- Fall Trip Boots (3.5e Equipment) + (Allows you to fall faster and avoid fall damage.)
- Publication:Dread Codex 2/Magic and Cursed Items/Helmet of Whispering + (Allows you to hear the thoughts of others, but makes you insane.)
- AC Scouter (3.5e Equipment) + (Allows you to know the Regular, Touch and Flat-Footed AC of a target.)
- White Mage (Legend Feat) + (Allows you to learn healing spells automatically.)
- Return to the Grave (3.5e Maneuver) + (Allows you to make critical hits against undead.)
- Mold Earth (5e) + (Allows you to move earth, shape it, or create [[SRD5:Difficult Terrain|difficult terrain]].<br /><br />)
- Mold Earth (One) + (Allows you to move earth, shape it, or create [[Difficult Terrain (One)|difficult terrain]].)
- Publication:Dread Codex 2/Magic and Cursed Items + (Conjures skeletal wings that allow the wearer to fly.)
- Publication:Dread Codex 2/Magic and Cursed Items/Tongue of Crin Arda + (Allows you to speak and understand any language, if you can get past its curse.)
- Plane of Life (3.5e Sourcebook)/The Stuff + (Allows you to survive on the plane of positive energy.)
- Personal Positive Planar Sustainer (3.5e Equipment) + (Allows you to survive on the plane of positive energy.)
- Primal Enchanter (3.5e Feat) + (Allows you to tap into the primal matter controlling creatures, enchanting even those without a mind.)
- Relentless Hex (5e) + (Allows you to teleport near the target of your ''[[Hex (5e)|hex]]'' spell or curse feature.)
- Lunar Grotto (3.5e Location) + (Along the ocean shore, when the moon is full, the tide crashes into this grotto, unleashing the raw power of the sea.)
- SRD:Gnomes, Deep—Svirfneblin (Race) + (Also called deep gnomes, svirfneblin are said to dwell in great cities deep underground.)
- SRD:Elves, Aquatic (Race) + (Also called sea elves, these creatures are waterbreathing cousins to land-dwelling elves.)
- White Flare (3.5e Spell) + (Also know erroneously as "Holy", this rift to the positive energy plane destroys all life it touches!)
- Picture Frame of Exceptional Realism (3.5e Equipment) + (Also known as a "moving picture", because it needs no non-illustrated inhabitants in order to move.)
- Superhero (3.5e Class) + (Also known as a "one-trick pony", each superhero possesses one powerful ability. This implementation takes superpowers directly from the Sorcerer/Cleric/Druid/Bard/Ranger/Paladin spell lists.)
- Amplifying Horn (3.5e Equipment) + (Also known as a megaphone, it amplify's one's voice.)
- SRD:Elves, Dark—Drow (Race) + (Also known as dark elves, drow are a depraved and evil subterranean offshoot.)
- Elf, Frost (3.5e Race) + (Also known as nifnalves or nifalfkyn, the vicious frost elves hail from frozen tundras.)
- Cecaella (3.5e Race) + (Also known as octofolk or sea witches, cecaella are mermaid-type creatures whose lower half is that of a squid or octopus instead of a fish.)
- Umbral Warlock (3.5e Alternate Class Feature) + (Also known as shadow warlock or dark warlo … Also known as shadow warlock or dark warlock, these arcanists pledged their soul to shadows or study it and have a strong connection with the Plane of Shadows. In Eberron the first umbral warlocks were umbragen warlocks, that gave their body and spirit to the Umbra.t gave their body and spirit to the Umbra.)
- Illewe (3.5e Deity) + (Also known as the Crone, the Lady Time, and the Keeper of Secrets, Illewe is the least understood of the Vaeryans.)
- Deisteel (3.5e Equipment) + (Also known as the ‘metal of the Gods’, deisteel is an alloy of adamantium and mithral which combines the qualities of both.)
- Dominating Dogma (3.5e Spell) + (Alter the alignment of a target to that of your own. It may spell atonement for the creature, or rebellion.)
- Transmute Weapon (3.5e Utterance) + (Alter the material, or even the shape, of weapons and armor.)
- Word of Bolstering (3.5e Utterance) + (Alter the material, or even the shape, of weapons and armor.)
- Stormclouds of Dark Omens (3.5e Spell) + (Alter the weather to be dark, gloomy, and ripe for storms.)
- Voluntary Coma (3.5e Spell) + (Alter your body to have reduced metabolic needs, or enter a state of false death.)
- Githyanki Silver Sword (3.5e Equipment) + (Alternate write-up for a Githyanki's silver sword)
- Knowledge DC Variant (3.5e Variant Rule) + (Alters the DC for knowledge skills to be based on rarity rather than HD.)
- Shields Revised (3.5e Variant Rule) + (Alters the functionality of shields so they actually act like shields.)
- Nobody Shift (3.5e Feat) + (Alters the physical make-up of a Nobody into a different type of lower Nobody.)
- Spellbender (3.5e Class) + (Although a spellbenders does not cast spells, she is a master of metamagic and sculpts the flow of magic around her to her own will.)
- Aspect of the Pillbug (3.5e Feat) + (Although not a true vermin, the pillbug is known for its thick exoskeleton and signature curled pose, all of which help you to devastate enemies.)
- Wildsoul Warlock (3.5e Alternate Class Feature) + (Although not common in the already uncommo … Although not common in the already uncommon warlocks, few individual prefer the seclusion and privacy the wilderness grants. These individuals gain powers akin to those of the druid, tapping into the primal spirits hidden away from civilization in addition to the power residing in their bloodline.to the power residing in their bloodline.)
- Darkest Shadow Devotee (3.5e Alternate Class Feature) + (Although the Darkest Shadows answer no prayers, and many churches frown upon it, you know better - why give up such a source of power in the service of your god (and yourself, while you're at it)?)
- Electric Creature (3.5e Template) + (Although they resemble creatures found on other planes, electric creatures are found on the Elemental Plane of Electricity.)
- Scholar of Magical Theory (3.5e Feat) + (Although you may not be capable of casting magic yourself, you have still amassed your own personal library of spells which can be used for crafting magical items.)
- Privacy Inclined (3.5e Flaw) + (Although you may or may not extend the same treatment to others, you cannot stand to have your own privacy invaded.)
- Free Psionic Focus (3.5e Feat) + (Always have 1 extra power point you can only use to obtain psionic focus.)
- Instant Spittake (3.5e Spell) + (Always have a drink on hand to spit out in shock and surprise.)
- Linkbox (3.5e Equipment) + (Always made in groups of two or more, these treasure chests share a common interior, allowing people to share objects from far away.)
- Prepared Slayer (3.5e Feat) + (Always ready to take down a incapacitated foe)
- Perfect Skill (3.5e Power) + (Always roll 20 on a skill check.)
- Combustible Spell (3.5e Feat) + (Always set fire to foes)
- Chameleon (3.5e Class) + (Always sneaking and hiding, nobody ever finds a chameleon unless the chameleon wants to be found. They can easily hide their tracks and disguise themselves and always use this to their advantage.)
- Spider-Monk (3.5e Class) + (Amalgamation of Monk, Rogue, and Spider-Man)
- Theran Chimera (5e) + (Amalgamation of multiple creatures.)
- Dragon Speaker (5e) + (Ambassador NPC of dragons)
- Amberra (3.5e Deity) + (Amberra is the Goddess of healing, compassion, and mercy. Her priests bring comfort to even the most downtrodden of people)
- Ambiko (3.5e Race) + (Ambikos are tricky, devious, aloof humanoids with the ability to alter themselves.)
- Ambush (3.5e Feat Type) + (Ambush feats were originally presented in [[Publication:Complete Adventurer|Complete Adventurer]]. They allow you to sacrifice some of your sneak attack dice in exchange for special status effects.)
- Dragon, Amethyst (3.5e Bloodline) + (Amethyst Dragons are wise and regal. They sometimes serve as intermediaries between warring dragons, or even humanoid civilizations.)
- FT01 Clip (3.5e Equipment) + (Ammo for most FT weapons.)
- Echokinesis (3.5e Power) + (Amplify and modify sounds. Your voice is your weapon.)
- Mantlehearth (3.5e Spell) + (Amplify the life-giving warmth of the earth.)
- Voice of Distant Thunder (3.5e Utterance) + (Amplify your voice to nearly deafening volume, or speak to someone an unlimited distance away as if you were next to them.)
- Forced Omens (3.5e Trait) + (An ''[[SRD:Enlarge Spell|enlarged]] [[SRD:Widen Spell|widened]] [[SRD:Prestidigitation|prestidigitation]]'' effect follows you wherever you go. For the most part you can't control it.)
- Unseen Medic (3.5e Spell) + (An ''[[SRD:Unseen Servant|unseen servant]]'' that goes around healing people indiscriminately.)
- Avowed Protector (3.5e Alternate Class Feature) + (An ACF for bodyguards and guardians, it grant the ability to take charge of an ally or innocent and protect them. An Avowed Protector guard her charge and destroy opponents who would strike them.)
- Abyssal Alchemist (3.5e Prestige Class) + (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.)
- Acrid Rime (3.5e Equipment) + (An Acrid Rime weapon is a made of a supercool acid kept within a magical containment field overlaid upon the original weapon.)
- Rogue Alchemist (3.5e Prestige Class) + (An Alchemist who delves into the forbidden realms of alchemy to mess with the social and natural orders.)
- Adventuring Barbarian (3.5e Alternate Class Feature) + (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.)
- Inflame (5e Spell) + (An AoE [[Goaded (5e Condition) | Goad]], in the vein of the 3rd-level ''Fear'' spell.<br /><br />)
- Apex (3.5e Class) + (An Apex is at the top of the food-chain. Able to shapechange into a wild beast and dominate the battlefield. An apex melds rage with a select few empowered beast forms.)
- Arbalester Rogue (3.5e Alternate Class Feature) + (An Arbalester Rogue is a master of the crossbow, killing her foes left and right with a well placed bolt.)
- Weave Incarnate (3.5e Prestige Class) + (An Archmage-like class for those who pursue mastery in metamagic.)
- The Painstalker (3.5e NPC) + (An Assassin specialized in aquatic and water missions.)
- Scoundrel (3.5e Class) + (A skillful initiator who uses deceit and backstabbing to get the job done unnoticed.)
- Awakened Avian (3.5e Race) + (An Awakened Avian is a flying bird who has become sentient. These stats can be used to make [[SRD:Hawk|hawks]], [[SRD:Owl|owls]], [[SRD:Raven|ravens]] or any other small bird.)
- Awakened Bat (3.5e Race) + (An Awakened Bat is a [[SRD:Bat|bat]] who has become sentient.)
- Awakened Blade (3.5e Prestige Class) + (An Awakened Blade has transcended being a mere swordsman and can alter reality with her blade.)
- Awakened Ferret (3.5e Race) + (An Awakened Ferret is a [[SRD:Weasel|ferret]] who has become sentient. These stats can also be used to create awakened weasels.)
- Electric Mage (3.5e Class) + (An Electric Mage someone born with the ability to create and control electricity, and uses this ability for all it is worth.)
- Elegant (3.5e Equipment) + (An Elegant weapon seem more refined than weapon of the same kind are especially useful for agile wielders.)
- Elemental Weird (3.5e Class) + (An Elemental who focuses on magic instead of physical power.)
- Leto (3.5e Deity) + (An Elven God that is the Holy Sun, who rays warm the good, and incinerate the wicked.)
- Incantator (3.5e Class) + (An Incantator is a specialist of Invocations with partial spellcasting on the side.)
- Crimson Heart (3.5e Class) + (An Incarnum-using, magic-infused juggernaut who focuses on healing and defending allies.)
- Agent of the Inquisition (D20 Modern Advanced Class) + (An Inquisitor is the unequivocated master of Magical Items. Not in creating them, but in using them.)
- Insightful (3.5e Equipment) + (An Insightful weapon allows its user to apply his INT modifier to damage.)
- Instantaneous Fabricator (3.5e Prestige Class) + (An Instantaneous Fabricator is capable of creating vast swath of items in record time using supernatural abilities.)
- Adept (3.5e NPC Class) + (An NPC class for spellcasting mooks.)
- Builder (3.5e NPC Class) + (An NPC version of the artificer, these minor spellcasters are all about building.)
- Object Animist (3.5e Prestige Class) + (An Object Animist specialize in bettering her object familiar.)
- Occult (3.5e Equipment) + (An Occult weapon draw it powers from strange unseen forces and is only particularly useful in the hand of an enlightened user.)
- Omnisharp (3.5e Equipment) + (An Omnisharp is extremely sharp, so sharp it can get through pretty much everything.)
- Ultraspecialized Sorcerer (3.5e Alternate Class Feature) + (An Ultraspecialized Sorcerer is a a Sorcerer only able to cast from a single spell school, however in exchange they gain several powerful abilities and the ability to switch their spells around a bit.)
- Air Elemental Myrmidon (5e) + (An [[SRD5:Air Elemental|air elemental]] bound to [[SRD5:Plate|plate]] armor)
- Earth Elemental Myrmidon (5e) + (An [[SRD5:Earth Elemental|earth elemental]] bound to [[SRD5:Plate|plate]] armor)
- Fire Elemental Myrmidon (5e) + (An [[SRD5:Fire Elemental|fire elemental]] bound to [[SRD5:Plate|plate]] armor)
- Water Elemental Myrmidon (5e) + (An [[SRD5:Water Elemental|water elemental]] bound to [[SRD5:Plate|plate]] armor)
- Archermage (3.5e Prestige Class) + (An [[SRD:Arcane Archer|Arcane Archer]] fix with more versatility. Also no longer limited to arcane spellcasters.)
- Candothist, Zicotion (3.5e Race) + (An aberrant line of candothists with an exposed spirit capable of manipulation, granting protection and abilities.)
- Ability Blow (3.5e Equipment) + (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 Training (3.5e Feat) + (An ability score goes up.)
- Ability Striking (3.5e Equipment) + (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).)
- Expanded Armored Ability (3.5e Feat) + (An ability which can only be done in certain armor types (such as a [[SRD:Rogue|rogue's]] evasion or a [[SRD:Bard|bard's spellcasting]] can now be done in any armor you are proficient with.)
- Academy Graduate (3.5e Alternate Class Feature) + (An academy graduate has been trained at a … 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.uvers and has a superior grasp on tactics.)
- FT06 Sniperifle (3.5e Equipment) + (An accurate sniper rifle.)
- Neutralite (3.5e Equipment) + (An acid resistant alchemical material which has been solidified into a solid whole, neutralite is a potent defense against acidity, and a potent destroyer of earth-based creatures.)
- Dragon Shaman (3.5e Class) + (An actually playable Dragon Shaman.)
- Divine Trickster (3.5e Prestige Class) + (A divine trickster is a divine version of the [[Arcane Trickmaster (3.5e Prestige Class)|arcane trickmaster]], focusing more around the use of the [[SRD:Trickery Domain|trickery domain]] than legerdermain.)
- Ethergaunt Bureaucrat (3.5e NPC) + (An administrator in the Khen-Zai empire.)
- Berserker (3.5e Class) + (An adrenaline-filled junkie who cares only about the next foe before him.)
- 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.)
- 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.)
- Necrotic Poisoner (3.5e Feat) + (You can poison people with Necrotic Cysts, and they don't notice.)
- Spines of Fury (3.5e Feat) + (Spines cover your body, and you may fire these spine at your enemies.)
- Steady Stance (3.5e Feat) + (You can fight just about anywhere.)
- Stealthy (3.5e Feat) + (If someone sees you, you have to kill them.)
- Sting of the Scorpion (3.5e Feat) + (You have a stinger that carries lethal poison.)
- Stoning Gaze (3.5e Feat) + (You turn people you view into stone.)
- Subtle Cut (3.5e Feat) + (You cut people so bad they have to ask you about it later.)
- Supernatural Virulence (3.5e Feat) + (Your poison is as much magical as it is biological.)
- Swim Like a Fish (3.5e Feat) + (You're at least as home in the water as you are on land.)
- Track (3.5e Feat) + (You feel at home no matter where you are.)
- Shadow Shift (TOToM Spell) + (Lets you turn into a shadow and move around.)
- Two-Weapon Fighting (3.5e Feat) + (When armed with two weapons, you fight with two weapons rather than picking and choosing and fighting with only one. Kind of obvious in retrospect.)
- Weapon Finesse (3.5e Feat) + (You are incredibly deft with a sword.)
- Whirlwind (3.5e Feat) + (You are just as dangerous to everyone around you as to anyone around you.)
- Wings of Evil (3.5e Feat) + (You have sinister bat-like wings growing from your back.)
- Zen Archery (3.5e Feat) + (You are very calm about shooting people in the face. That's a good place to be.)
- Barbarian, Tome (3.5e Class) + (Designed to let the Barbarian run into the middle of a horde of enemies and come out alive. Bonus damage dice and powerful abilities when raging.)
- Knockout Punching (3.5e Feat) + (You hit people so hard they or their equipment flies around.)
- Bone Rider (3.5e Prestige Class) + (Rider of an undead mount)
- Improved Wingpin (3.5e Feat) + (Increase options while pinning opponent.)
- Death King (3.5e Prestige Class) + (The will of the people will at times keep a great hero from dying, having them return time and time again.)
- Death Knight (3.5e Prestige Class) + (Combining undeath with the dark blessings of fiends, the Death Knight wields powers of both flame and death, able to raise undead servants and armies on his own through his spell-like abilities.)
- Cantripologist (3.5e Class) + (Some guy who casts level 0 spells a lot.)
- Blast of Defeat (3.5e Invocation) + (Target cowers [[SRD:Prone|prone]] for a round.)
- Dragoon (3.5e Prestige Class) + (Dragoons specialize in fighting extremely large enemies. They prefer spears for this purpose because of the simplicity of use and the reach. With a bit of natural magic and a lot of hard work, they grow to be capable of incredible maneuvers.)
- Dungeon Veteran (3.5e Prestige Class) + (You're well-suited to exploring and surviving dungeons.)
- Fiendish Brute (3.5e Class) + (A class-based way to create interesting new fiends.)
- Energy Substitute Spell-Like Ability (3.5e Feat) + (Energy Substitution for spell-like abilities.)
- Perfect Shield (TOToM Spell) + (Creates a shield based on your allegiances.)
- Heartless Mage (3.5e Prestige Class) + (The Heartless Mage obtains a stoic form of immortality.)
- Monstrous Hand (3.5e Feat) + (Your species doesn't really have "hands", but now you can use whatever counts as limbs for hands!)
- Initiate of the Black Tower (3.5e Prestige Class) + (An enslaver of fiends)
- Jester (3.5e Class) + (To be a Jester is to see the joke in every tragedy.)
- Lord of the Damned (3.5e Prestige Class) + (Student of the forces that create undead, you build a veritable army.)
- Lurker in the Swarm (3.5e Prestige Class) + (Undead Beekeeper (no, really).)
- Master of Snake Mountain (3.5e Prestige Class) + (Whenever you find a dungeon, take it over. Get eyebeams.)
- Metadeus (3.5e Elder Evil) + (It is the sentient manifestation of fate, the desire for the universe to follow a certain course of action. The stories of time travel where the past refuses to change, the inescapable fate, such is the work of Metadeus.)
- Zone of Restructuring (3.5e Spell) + (Small zone repairs unliving creatures.)
- Master of the Seven Necromantic Mysteries (3.5e Prestige Class) + (Necromancer extraordinaire, the Master of the Seven Necromantic Mysteries has control over life and death.)
- Monitor (3.5e Prestige Class) + (Monitors are nihilistic Monks with their roots in the Kuo-Toa culture)
- Mummy Lord (3.5e Prestige Class) + (The Mummy Lords are the top of the Mummies.)
- Defensive Strike (3.5e Feat) + (By defending yourself expertly you may make sudden strikes against opponents that attack you.)
- Mummy Paragon (3.5e Racial Paragon Class) + (The Mummy Paragon is an exceptionally tough mummy.)
- Ninja of Gax (3.5e Prestige Class) + (Totally not a ninja!)
- Communal Possession (3.5e Class) + (Anyone and everyone who's dead wants your body.)
- Progenitor of the Gith (3.5e Prestige Class) + (You were a slave to the illithids. Now you're not, and you've gained from the experience.)
- Pumpkin King (3.5e Prestige Class) + (Leader of magical pumpkins)
- Puppeteer (3.5e Class) + (Bioelectric Necromancy!)
- Samurai, Tome (3.5e Class) + (The master of the quickdraw, whose kiai rend flesh and steel apart with equal ease. A version of the class which is actually playable.)
- Copy Technique (3.5e Feat) + (You pick up new tricks quickly and easily, able to rely on your companions for the ability to adapt to any situation.)
- Seeker of the Lost Wizard Traditions (3.5e Prestige Class) + (Use the old ways of magic to destroy the new ways.)
- Combat Crafter (3.5e Feat) + (You make things fast enough to do it in combat.)
- Shadowdancer, Tome (3.5e Prestige Class) + (A Shadowdancer variant that doesn't make us cry.)
- Righteous Paladin (3.5e Alternate Class Feature) + (You believe you're Good, and effects that detect this agree. This doesn't mean it's true.)
- Soul Merchant (3.5e Prestige Class) + (An arbitrator and salesman in the business of souls)
- Stranger with the Burning Eyes (3.5e Prestige Class) + (Living a parasitic existence, the Stranger occupies bodies of others in a twisted form of immortality.)
- Tentacle Parasite (3.5e Feat) + (Gain a tentacle attack, but unfortunately it has a mind of its own.)
- Thief Acrobat (3.5e Class) + (While the common rogue is a thief, con-man, and scout extraordinaire, the thief acrobat is a highly trained specialist in the art of housebreaking and feats of dexterity and acrobatics.)
- Atma Weapon (3.5e Equipment) + (The atma weapon is a sword, or rather a sword's hilt, whose blade is made of light and whose size and shape depends on the user's current health. The healthier the user, the stronger the weapon.)
- Warrior (3.5e NPC Class) + (Warrior class for mooks.)
- Lizardfolk Variant (3.5e Race) + (The lizardfolk presented in the Monster Manual is intensely unsatisfying. This is a lizardfolk variant that makes lizardfolk [anything] a viable character to play.)
- A Feast Unknown (3.5e Feat) + (You have partaken of the feast most foul and count yourself a king among the ghouls.)
- Body Assemblage (3.5e Feat) + (The discarded husks of life are nothing more than a building material to you.)
- Feed the Dark Gods (3.5e Feat) + (You have attracted the attention of dark gods and demon lords, and they are willing to grant dark life to your creations in exchange for pain and power.)
- Wrappings of the Ages (3.5e Feat) + (The ancient secrets by which unlife can be sustained in mummification have been unearthed.)
- Invulnerable Field (3.5e Spell) + (You protect an area with a force field linked to an object.)
- Whispers of the Otherworld (3.5e Feat) + (You have learned the tricks of torturing a soul past the veil of life, and into the shadow of death.)
- Fairy Eater (3.5e Feat) + (By consuming the flesh of fairies, you have absorbed a fraction of their magic.)
- Heavenly Desserts (3.5e Feat) + (By gorging on the sweet flesh of angels, you have digested a portion of their divine essence.)
- Devil Preparation (3.5e Feat) + (By learning dark culinary techniques, you have learned to consume the flesh of devils, demons, and other infernals, absorbing their taint and some of their power.)
- Child Necromancer (3.5e Feat) + (An obsession with death and experimentatio … An obsession with death and experimentation with necromancy early in your childhood perverted your body and blossoming magical talent. As a result, your body never aged past childhood, and you are an adult in a child’s body, magically powerful but physically weak.y, magically powerful but physically weak.)
- Blood Painter (3.5e Feat) + (By painting magical diagrams out of your own blood, you can spontaneously cast spells using only your own life energy. This is especial use to casters who prepare spells, or to casters who have run out of spells.)
- Boneblade Master (3.5e Feat) + (You have mastered the alchemic processes needed to create boneblades, as well as their use in combat.)
- Ghost Cut Technique (3.5e Feat) + (Study of the ephemeral essence of incorporeal undead has taught you combat techniques that transcend the limitations of the flesh.)
- Hijack Spell (3.5e Spell) + (Steal one spell.)
- Enervating Touch (3.5e Feat) + (Your undead nature allows you to drain the life out of living victims.)
- Control Spawn (3.5e Feat) + (Your victims serve you eternally in death.)
- Paralyzing Touch (3.5e Feat) + (The touch of your clawed hand freezes the lifeblood of the hardiest of mortals.)
- Conduit of the Lower Planes (3.5e Class) + (A new class-based way to create fiends and characters from the lower planes.)
- Mists (3.5e Power) + (You make mist that obscures vision; possibly other things too.)
- Focused Energy (3.5e Feat) + (The destruction you wreak with spells of the chosen energy type increases by leaps and bounds.)
- Ontology Deinertializer (3.5e Spell) + (Everything your target has created will be unmade upon their demise)
- Magic Unleasher (3.5e Class) + (Magic Unleashers don't carefully choose which spell to cast; They just decide when it's time to cast "a spell", and then do so.)
- Chaos Warp (3.5e Feat) + (You can step through reality into another, but you do so at your own risk...)
- Self-Repair (3.5e Creature Ability) + (Basically, fast repair is fast healing, but for constructs, objects, and undead.)
- Protective Wordcasting (3.5e Feat) + (You're good at protecting people with words.)
- SRD:Dwarves, Deep (Race) + (These dwarves live far underground and tend to be more standoffish with non-dwarves.)
- SRD:Dwarves, Mountain (Race) + (Mountain dwarves live deeper under the mountains than hill dwarves but generally not as far underground as deep dwarves.)
- SRD:Elans (Race) + (Elans typically stand just under 6 feet tall and weigh in the neighborhood of 180 pounds, with men sometimes taller and heavier than women, but not always.)
- SRD:Elves, Gray (Race) + (Taller and grander in physical appearance than others of their race, gray elves have a reputation for being aloof and arrogant (even by elven standards).)
- SRD:Elves, Wild (Race) + (Wild elves are barbaric and tribal.)
- SRD:Elves, Wood (Race) + (Their hair color ranges from yellow to a coppery red, and they are more muscular than other elves.)
- Deinonych (3.5e Race) + (These creatures originally evolved from bird-like dinosaurs. They are fast and frightening predators with a hunter society and a love for battle.)
- Eldritch Hunter (3.5e Feat) + (You are super effective against those-that-should-not-be. That's right, you DID just punch out Cthulthu.)
- Irresistible Dance (TOToM Spell) + (The best dance ever.)
- SRD:Half-Elves (Race) + (Half-elves are not truly an [[SRD:Elves (Race)|elf]] subrace, but they are often mistaken for [[SRD:Elves (Race)|elves]].)
- SRD:Half-Orcs (Race) + (These [[SRD:Orc|orc]]–[[SRD:Humans (Race)|human]] crossbreeds can be found in either [[SRD:Orc|orc]] or [[SRD:Humans (Race)|human]] society (where their status varies according to local sentiments), or in communities of their own.)
- Increased Vault Supremacy (3.5e Feat) + (Your walking vault just got stronger.)
- SRD:Maenads (Race) + (Maenads typically stand more than 6 feet tall and weigh about 200 pounds; males are the same height as and only marginally heavier than maenad females. Maenads have no facial or body hair, and they prefer heavier clothing and armor if possible.)
- Transitive Plane of Figment (3.5e Location) + (The conscious bastardization of the)
- Goad (3.5e Feat) + (Your voice rings in the ears of enemies, irritating them to no end until they have a chance to put you down.)
- SRD:Mounted Combat (Feat) + (This feat needs a summary.)
- Scrolls of Forbidden Lore (3.5e Sourcebook) + (Bound within reality and beyond its edge l … Bound within reality and beyond its edge lays the spawn of primal chaos, forces alien to all life. Elder Evils, they are called, some known as the first "beings" to be, others from spaces in which time is not known, and so the concept of "first" is alien to them. The Scrolls of Forbidden Lore is a record of but a few of the terrors known to exist within reach of reality.rs known to exist within reach of reality.)
- SRD:Psionic Fist (Feat) + (You can charge your [[SRD:Unarmed Strike|unarmed strike]] or [[SRD:Natural Weapon|natural weapon]] with additional damage potential.)
- Aspect of the Titan Beetle (3.5e Feat) + (The titan beetle is the largest insect in the world; with your power, you have attained its destructive size and strength for yourself.)
- SRD:Run (Feat) + (Run at 5 times normal speed, +4 bonus on Jump checks made after a running start.)
- Lunatic Spell (3.5e Feat) + (Your spells cause madness in all who are struck by them.)
- Circlet of Quickened Summoning (3.5e Equipment) + (Summon creatures more quickly.)
- True Darkness (3.5e Spell) + (Creatures true darkness in area)
- Stasis Energy Field (3.5e Spell) + (Creates a field of electricity that damages and paralyzes.)
- Now I Can! (3.5e Feat) + (Hmm, can anyone in the party swim? No? One sec... now I can!)
- SRD:Trample (Feat) + (This feat needs a summary.)
- Restructure, Greater (3.5e Spell) + (As greater vigor, but for unliving creatures.)
- Sputnik (3.5e Deity) + (King of Horses, Sputnik is the bravery of the heroes mounted companions and their role in the fight.)
- Summoning Gloves (3.5e Equipment) + (Summoned creatures gain ability increases.)
- SRD:Two-Weapon Fighting (Feat) + (You can fight with a weapon in each hand. You can make one extra attack each [[SRD:Round|round]] with the second weapon.)
- Heirarque (3.5e Deity) + (God of order and preservation, he offers protection against nature, standing as a symbol for civilization, government, and in extremes, tyranny.)
- Templar (3.5e Class) + (Templars are ordained warriors tasked with spreading the faith and defending the faithful, while also beating down the foes of a deity.)
- Springing (3.5e Equipment) + (While wielding a springing weapon you can move both before and after the attack.)
- Counterspell (TOToM Spell) + (Stops one spell or SLA of an equal or lower level.)
- Dragoon (3.5e Class) + (The dragoon, a heavily armored knight who, in spite of its weight, can leap massive distances to the point where they may as well be flying like the dragons they embody.)
- SRD:Azers (Race) + (Azers are dwarflike beings native to the [[SRD:Elemental Plane of Fire|Elemental Plane of Fire]]. They wear kilts of brass, bronze, or copper.)
- Dancing and Stabbing Wizard (3.5e Feat) + (The fluidity of your murderous stabs blend with the somatic components of your spells so well, it's like you've choreographed it.)
- SRD:Doppelgangers (Race) + (Doppelgangers are strange beings that are able to take on the shapes of those they encounter. In its natural form, the creature looks more or less [[SRD:Humanoid Type|humanoid]], but slender and frail, with gangly limbs and half-formed features.)
- Oan (3.5e Deity) + (Benevolent god of growth and potential, he promotes survival through bravery and love. Arch-nemesis to Malazter, and technically a part of the planet itself.)
- Lucky One (3.5e Class) + (Other people are exceptionally skilled or endowed with amazing abilities. You aren't. Things work out for you anyways.)