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
- Temporal Compression (3.5e Maneuver) + (An improved version of ''Haste'', as a stance.)
- Greater Clairaudience/Clairvoyance (3.5e Spell) + (An improved version of [[SRD:Clairaudience/Clairvoyance|Clairaudience/Clairvoyance]].)
- Codex Awesome Blow (3.5e Feat) + (An improved version of awesome blow without a borked saving throw.)
- Greater Invisibility, Grimoire (3.5e Spell) + (An improved version of the Grimoire Invisibility spell.)
- Sublime Marshal (3.5e Alternate Class Feature) + (An improvement on the marshal class, which seriously suck. You gain a better bab, hit dice and martial maneuvers in exchange for your grant move action class feature.)
- Adamantine Monk (3.5e Alternate Class Feature) + (An improvement to the monk, one which really does turn their body into a living weapon... and armor.)
- War Censer (5e Weapon) + (An incense burner on a long chain, outfitted for war - Perfect for a monk or particularly warlike priest.)
- Metamorphing Skin (3.5e Equipment) + (An incredible graft, that allows the user to change shape at will.)
- True Bewitching (3.5e Spell) + (An incredibly powerful charm which compels undying loyalty.)
- Infinity Edge (5e Magic Weapon) + (An incredibly sharp sword made to chop down the hardiest of foes.)
- Bloodwine (3.5e Equipment) + (An incredibly strong alcoholic beverage favored by vampires and other undead.)
- Invoker (Legend Track) + (An indefatigable spellcaster with limited options)
- Psyker (3.5e NPC Class) + (An individual with psychic powers that is either under-trained or unstable.)
- Indomitable (3.5e Equipment) + (An indomitable shield blocks attacks without fail, as long as you're focused on your target.)
- Syntoid (3.5e Race) + (An inferior construct race more akin to a metal human than a warforged. The syntoid is somewhat deficient in some aspect, but possesses a very human personality. A resounding success.)
- Infernal Wound (3.5e Equipment) + (An infernal wound weapon deals wounds which fester, reducing maximum hp.)
- Truth Serum (3.5e Equipment) + (An injected or ingested poison which compels the victim to speak only the truth and reveal secrets.)
- Windseeker (3.5e Class) + (An innate magic user with power over elemental air)
- Telepathic Paragon (3.5e Template) + (An innate master at the art of entering other's thoughts, the Telepathic Paragon is the ultimate mind reader.)
- Street Thug (3.5e Class) + (An inner city ruffian that uses fists and feet to get what he wants from innocent citizens.)
- Scyramorka (3.5e Race) + (An insane cousin to Goblins and Boggles whose blood is toxic, corrosive and highly flammable.)
- Inspired Alchemist (3.5e Alternate Class Feature) + (An inspired alchemist is an alchemist that draws more from her alchemist side than her rogue side. She learned how to make full potions, and use splash weapons to backup her melee combat style.)
- Inspired Minstrel (3.5e Alternate Class Feature) + (An inspired minstrel is a talented young m … An inspired minstrel is a talented young musician who trained as bard, but focuses on personal inspiration instead of magically augmented bardic performance. This archetype exists to allow a player to play a ‘bard’ that does not rely on inspire courage, while having similar abilities and being capable of holding their own.es and being capable of holding their own.)
- Instant Recall (3.5e Equipment) + (An instant recall weapon acts like a Returning or Teleporting weapon, but teleports to the user so the weapon can be used again.)
- Wei Yu's Oceanic Shield (3.5e Spell) + (An instantaneous shield that protect the caster from harm and is especially potent at warding off fire.)
- Instinct Adept (3.5e Alternate Class Feature) + (An instinct adept is a warrior capable of … An instinct adept is a warrior capable of reaching deep in their subconscious and attaining a heightened state. An instinct adept is less skilled in alchemy than most investigators, but their training makes them able to instantly react to incoming dangers.le to instantly react to incoming dangers.)
- Insulated (3.5e Equipment) + (An insulated weapon, armor, or shield has double its hardness against the effects of electrical damage and is treated as non-magnetic and non-metallic for the purposes of spells and other effects (but not against rust).)
- Singing Songbook, Intelligent (3.5e Equipment) + (An intelligent magic book that sings songs and can carry on conversations.)
- Hovering (3.5e Equipment) + (An interesting variant of the dancing enhancement, a hovering weapon hovers in your space.)
- Inventor (3.5e Alternate Class Feature) + (An inventor is an alchemist that eschewed the studies of potions and instead focused her efforts on the secrets of clockwork and other wonderful technologies.)
- Field Biologist (3.5e Alternate Class Feature) + (An investigator more interested in living processes, and how to stop them in an emergency, than poisons. A field biologist is resistant to both poison and diseases, but less so for the former than a normal investigator.)
- Esoteric Cognition (3.5e Invocation) + (An invisible veil of mystic force floats around you, granting a better perception and understanding of subtle emotional changes.)
- Restorer (3.5e Class) + (An invocation based healer dedicated to the service of all.)
- Crown of Insanity (3.5e Invocation) + (An invocation that calls the power of ancient illithids, through the force of the Mouth of Madness.)
- Heart Asunder (3.5e Invocation) + (An invocation that tears the heart both figuratively and literally.)
- Warlock, Abyssal (3.5e Class) + (An invocation-user that serves dark Abyssal masters.)
- Verdant Channeler (3.5e Class) + (An invoking class much like the warlock, the Verdant Channeler use a force called The Green in order to manipulate and create plants.)
- Ironfist Investigator (3.5e Alternate Class Feature) + (An ironfist investigator is a well-learned individuals who dabbles in the martial arts. They as a result gain formidable unarmed abilities, but never bother with striking their foes with underhanded studied strike.)
- Torc of Enhanced Breath (3.5e Equipment) + (An item allowing to enhance your breath weapon or other area of effects.)
- SRD:Item Creation (Feat Type) + (An item creation feat lets a spellcaster create a magic item of a certain type.)
- Angreal (3.5e Equipment) + (An item for increasing one's Energy Per Round from a supplementary Energy Pool.)
- Minor Angreal (3.5e Equipment) + (An item for increasing one's Energy Per Round from a supplementary Energy Pool.)
- Major Angreal (3.5e Equipment) + (An item for increasing one's Energy Per Round from a supplementary Energy Pool.)
- Inheritor (5e) + (An item of legacy was entrusted to you)
- Major Deed (3.5e Equipment) + (An item that lets you use one specified [[Relaxed Warrior (3.5e Class)#Major Deeds|Major Deed]], or improves your ability to use that deed.)
- Amazing Deed (3.5e Equipment) + (An item that lets you use one specified [[Relaxed Warrior (3.5e Class)#Amazing Deeds|Amazing Deed]], or improves your ability to use that deed.)
- Minor Deed (3.5e Equipment) + (An item that lets you use one specified [[Relaxed Warrior (3.5e Class)#Minor Deeds|Minor Deed]], or improves your ability to use that deed.)
- Medallion of the Lodge (3.5e Equipment) + (An item which create a luxurious lodge for the user and many allies.)
- Sacred Chime of Healing (3.5e Equipment) + (An ivory chime that heal the wound of those who ring it, and the wounds of other nearby.)
- Neo-Otyugh (5e) + (An neo-othyugh is a larger, tougher, and smarter variety of an [[Otyugh (5e)|otyugh]].)
- 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.)
- Tome of Necromancy (3.5e Sourcebook)/Necromancers with Style + (You have partaken of the feast most foul and count yourself a king among the ghouls.)
- Occult Mentalist (3.5e Alternate Class Feature) + (An occult mentalist possesses potent psychic powers, although in a limited array.)
- Mystic Sage (3.5e Alternate Class Feature) + (An oddity amongst a rarity, mystic sages a … An oddity amongst a rarity, mystic sages are young oracles who are trained at a young age to fulfill a particular deific event or duty. Since they were training from a young age, they are highly capable spellcasters with access to two mysteries, but have severely deficient martial abilities. A mystic sage is trained to use her insight instead of force of personality to control her powers.orce of personality to control her powers.)
- Cadaver Bomb (5e Spell) + (An offensive AOE spell for a school of magic that is criminally underdeveloped at lower levels.<br /><br />)
- Witchbane Oil (3.5e Equipment) + (An oil that allow a creature to resist hags's abilities.)
- Bleakstag Estate (3.5e Location) + (An old haunted mansion with an arcane lab hidden inside.)
- The Holy Grail (3.5e Equipment) + (An old story with a D&D twist.)
- Cat Lady (3.5e NPC) + (An old woman who lives in a mansion, and has cats.)
- Opportunity (3.5e Equipment) + (An opportunity weapon grants additional attacks of opportunity, as long as you make them with this weapon.)
- Superior Orb of Clear Air (3.5e Equipment) + (An orb of clear air with artifact status, this orb auto-adjusts to whatever structure it is embedded in. It proves to be stronger than its normal kin.)
- Jelly Orb (3.5e Spell) + (An orb of magical jelly flies from your hand to its target.)
- Mad King's Kinetic Orb (3.5e Spell) + (An orb of volatile force that explodes, flinging things away from it.)
- Anti-Magic Orb (3.5e Equipment) + (An orb that projects a spherical [[SRD:Antimagic Field|antimagic field]] with a diameter of 30 feet.)
- Spell Jammer (3.5e Equipment) + (An orb that sends out overwhelming amounts of nonsense data to cloud the perceptions of all nearby.)
- Contingency Orb (3.5e Equipment) + (An orb which hold a contingent spell.)
- Magic Option (3.5e Spell) + (An orbiting magical sphere that generates ''magic missiles'' when you attack.)
- Amaranth Eclipse (3.5e Martial Discipline) + (An orc martial adept with terrible strength and repulsive visage combined the two with their orc heritage to create a discipline that completely disregards defense in battle, breaking the opponents attacks with sheer terror and strength.)
- SRD:Orcs (Race) + (An orc’s hair usually is black. It has lupine ears and reddish eyes.)
- Orgacraft (3.5e Equipment) + (An orgacraft item is partly organic, with tendon straps and rivets of bone. It moves and breathes in tune with its owner.)
- Surprise Inside Door (3.5e Equipment) + (An ornate door sure to confound your parties with indecision and overthinking. Really, it's not even a locked door...)
- Word Warrior (3.5e Class) + (An otherwise martial warrior whose strikes are empowered by [[Wordcasting_(3.5e_Variant_Rule)|wordcasting]] effects.)
- Vanzatli'Driin (3.5e Race) + (An otherworldly race of eldritch fey, hailing from a shadowy realm where nature and madness entwine without bounds.)
- SRD5:Otyugh + (An othyugh is a large, rubbery monster that has 3 legs and long, spiked tentacles.)
- Liber Demonica (3.5e Sourcebook)/LD2 + (An outsider is a creature partially (or wholly) composed of the essence of a plane other than the Material Plane, but not of an elemental energy.)
- Variant Outsider (3.5e Type) + (An outsider is a creature partially (or wholly) composed of the essence of a plane other than the Material Plane, but not of an elemental energy.)
- Owned Soul (3.5e Flaw) + (An outsider owns your soul, usually as a result of a bargain or ancient pact. While they can't call you debt right away, they are able to collect interests.)
- FT10 Plasma Shield (3.5e Equipment) + (An oval one-handed energy shield, which is 4’ long and 3’ wide.)
- Overcharge (3.5e Equipment) + (An overcharge weapon can be charged up for an extra powerful attack based on how long you have held back.)
- Malignant Growth (3.5e Disease) + (An overgrowth of healing resulting in a Malignant Growth.)
- Plane of Life (3.5e Sourcebook)/The Stuff + (Allows you to survive on the plane of positive energy.)
- SRD5:Owlbear + (An owlbear is a monstrous owl with wings modified to be used as forelegs with claws at the tip.)
- Perpetual (3.5e Template) + (An relatively simple immortal template for someone hard to put down.)
- Proton Pistol (3.5e Equipment) + (An supercharged ''heat pistol'' which fires protons, and can be augmented with special effects.)
- Superior Deflection (3.5e Equipment) + (An superior deflection shield can deflect nearly anything, even rays and boulders.)
- Implacable Brawler (5e Martial Archetype) + (An unarmed Fighter than enters a trance to avoid harm, and learns to redirect the attacks of their enemies while pounding into them relentlessly with their fists.)
- Traditional Ninja (3.5e Class) + (An unarmed and unarmored warrior who strikes from the shadows, silently leaving behind a trail of victims.)
- Ideal Fist (3.5e Alternate Class Feature) + (An unarmed version of the ideal armsman, t … An unarmed version of the ideal armsman, turning into an ideal version of themselves whenever their heroism is needed. However unlike the ideal arsman who can rely on the unlimited power of an artifact, the ideal fist is limited by the limits of her physical body.imited by the limits of her physical body.)
- Drimdoldrum (3.5e Equipment) + (An unassuming ashwood staff capable of drastically changing the land around it into swamp.)
- Snakebitten Ring (3.5e Equipment) + (An unassuming bronze ring with the likeness of the ouroboros. This ring grants its wearer immunity to [[SRD:Poison|poison]] as well as some snake-related abilities.)
- Uncanny (3.5e Equipment) + (An uncanny weapon is a mysterious weapon with unusual nonmagical properties.)
- Laughing Shroom (3.5e Equipment) + (An uncommon mushroom that causes uncontrollable laughter and is used in alchemy.)
- Meteorite Monk (3.5e Alternate Class Feature) + (An uncommon vocation for monastic fighters … An uncommon vocation for monastic fighters, meteorite monks attune themselves with the heavens above. Only a few monk orders, such as the Brotherhood of the Astrolabe or the Anchorite of the Stars train meteorite monks. Ultimately a meteorite monk learns how to control gravity, and imitate the sheer impact of a falling star with their unarmed strike.a falling star with their unarmed strike.)
- Flash Gun (3.5e Equipment) + (An unconventional non-lethal modern weapon, this is a powerful flashlight that can blind, sicken, dazzle, and more.)
- Hollow Dragon (5e) + (An undead husk of a [[Metallic Dragon (5e)|metallic dragon]])
- Panthris (5e Race) + (An underground race that looks like a cross between a tiger and a human. They specialize in digging.)
- Undetectable Presence (3.5e Spell) + (An undetectable presence spell conceals the life and magic presence of an object or a creature from all forms of divination.)
- Mad King's Concussive Orb (3.5e Spell) + (An undulating orb of force that explodes after a short time, stunning those within range. Can be cast from a higher slot to alter its power.)
- Unearthly Haunter (3.5e Alternate Class Feature) + (An unearthly haunter is a spiritualist tha … An unearthly haunter is a spiritualist that channels spirits in inherent fashion, typically unwillingly. As a result they draw their power from their force of personality rather than insight. As a result they lose some of their connection to spirits, but gain greater necromantic powers.rits, but gain greater necromantic powers.)
- Spear-Thrower Hexa Greatbow (3.5e Equipment) + (An unholy abomination of a weapon.)
- Eldritch Blade (3.5e Equipment) + (An unique exotic weapon that emits energy akin to ''hideous blow'' and ''eldritch glaive'', and can be used in conjunction with actual warlock abilities.)
- Eldritch Laser (3.5e Equipment) + (An unique exotic weapon that fires ''eldritch lines'', and can be used in conjunction with actual warlock abilities.)
- Eldritch Sniper Rifle (3.5e Equipment) + (An unique exotic weapon that fires ''eldritch spears'', and can be used in conjunction with actual warlock abilities.)
- Eldritch Shotgun (3.5e Equipment) + (An unique exotic weapon that fires ''eldritch cones'', and can be used in conjunction with actual warlock abilities.)
- Macavity (3.5e NPC) + (An unique one-eyed hellcat (bezekira) of unusual size and strength. It seeks others and makes contracts with them, aiding them invisibly as their newfound puppets do their dirty work.)
- Ian Jackdaw (3.5e NPC) + (An unkempt traveling supernatural warrior and exorcist who'll do anything for the right bit of coin.)
- Ian Jackdaw's Ghost (3.5e NPC) + (An unkempt traveling supernatural warrior and exorcist who'll do anything for the right bit of coin.)
- Unnatural Warrior (3.5e Prestige Class) + (An unnatural warrior is a remarkably strange character, who has studied several different technique's of fighting, and who attempts to use them all in tandum, resulting in an uncannily strange fighting style.)
- Maggot Swarm (3.5e Monster) + (An unnaturally large gathering of sentient, semi-magical maggots. They build their hive in a freshly dead body, repair the body and control it to defend their hive.)
- Unseen (3.5e Equipment) + (An unseen weapon uses partial invisibility to catch opponents off-guards.)
- Porcine Shield (3.5e Equipment) + (An unsettling metal shield covered in hide resembling a very realistic swine face.)
- Quasinaught (3.5e Class) + (There is no such thing as a quasinaught, y … There is no such thing as a quasinaught, yet this does not stop them from affecting the world. This makes a quasinaught infinitely dangerous, something to be avoided at every expense, for fear of being touched by that which isn't real, for fear of being doused in unexistance., for fear of being doused in unexistance.)
- Rasheen Jitog (3.5e NPC) + (An unshaven man, wearing a ragged, torn, grey cloak, with eyes that seem to split straight into your soul, pupiless and terrifying.)
- Eldritch Horror (3.5e Race) + (An unspeakable creature from the far realms.)
- Will of the Divine (3.5 Prestige Class) + (An unstoppable crusader for a deity or a philosophy. A capstone PrC for divine spellcasters.)
- Unsworn Dragon Shaman (3.5e Alternate Class Feature) + (An unsworn shaman does not dedicate hersel … An unsworn shaman does not dedicate herself to a single dragon, instead revering dragonkind by itself. Through the use of a dragon relic, an unsworn dragon shaman can alter her totem dragon. However the lack of a pact causes the unsworn dragon shaman to have a dependency on their dragon relic for their powers. This alternate class feature is overall an upgrade on the rather poor Dragon Shaman, allowing them more versatilitygon Shaman, allowing them more versatility)
- Starsign Shield (3.5e Equipment) + (An unusually heavy greatshield that wards against eldritch things and aberrations. Those with dark insight unlock its true potential.)
- Dvati (5e Race) + (An update of 3.5e Dragon Magazine's Dvati race.)
- Heartripper (5e Spell) + (An update of a 3.5e spell, you use a targeted bolt of force to push a creature's heart out of its body.<br /><br />)
- Shout (5e Spell) + (An update of a 3.5e spell.<br /><br />)
- Sound Burst (5e Spell) + (An update of a 3.5e spell.<br /><br />)
- Survivor (3.5e Prestige Class) + (An update of the Survivor from Savage Species, a class focused on defense to the exclusion of all other things.)
- Spellfire Channeler (3.5e Prestige Class) + (An update to the 3.0e Spellfire Channeler that doesn't inherently suck.)
- Oozebound (3.5e Prestige Class) + (An updated and altered form of the Oozemaster, you slowly transform into a being of slime.)
- Frightened, Revised (3.5e Condition) + (An updated and more fair Frightened condition.)
- Panicked, Revised (3.5e Condition) + (An updated and more fair Panicked condition.)
- 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.)