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
- Assimilator (3.5e Template) + (Assimilators, through some strange magic or abnormal biology, absorb the flesh of those they attack and eventually devour their opponents whole.)
- Robes of the Metamorph (3.5e Equipment) + (Assist in Bluff, Diplomacy and Disguise, additional benefits for sorcerers.)
- Contagious Success (3.5e Feat) + (Assist others on simultaneous saves.)
- Lift Self (3.5e Maneuver) + (Assist your jumps with telekinesis.)
- Wispform (3.5e Grim Alteration) + (Assume the form of a small swarm of will-o wisps.)
- Rogue Astral Construct (3.5e Race) + (Astral Constructs that escaped the servitude of their Psionic Creators after being awakened.)
- Publication:Hyperconscious/Psionic Feats/Durable Construct + (Astral constructs serve you longer than normal.)
- Astral Elf Honor Guard (5e) + (Astral elf bodyguard)
- Astral Elf Commander (5e) + (Astral elf commander of warriors and a [[Spelljamming Ship (5e)|spelljamming ship]]s)
- Astral Elf Aristocrat (5e) + (Astral elf minor noble)
- Astral Elf Star Priest (5e) + (Astral elf priest of the [[Elven Pantheon (5e)|Elven Pantheon]])
- Astral Elf Warrior (5e) + (Astral elf soldier)
- At Tawwab (3.5e Deity) + (At Tawwab, the Lord of Sin, is the god of purification, restraint, forgiveness, and sin. Born of remorse, he opposes Yimakh Shemo the Furtive Prince. His scion is Qisas the Redeemer, who runs the city.)
- Moment of Prescience, NW (3.5e Spell) + (At any time, you may expend the effect of moment of prescience to gain an insight bonus equal to your caster level equal to a single d20 roll.)
- Sleepwalker (3.5e Feat) + (At night, you get up and keep working.)
- Reassembled Using Spare Parts (3.5e Template) + (At some point, you had to be put together using whatever was on hand. Sorry about that.)
- Planer Boarders (3.5e Campaign Setting) + (At the center of the multi-verse stands an artificial structure. Many are not even aware of its existence. But it is the means by which all places are linked.)
- The Abyssal Dark (3.5e Location) + (At the very lowest point of the material, dead souls shed their remnants of self before returning to the cycle of life. These shedded bits of ego become part of the Abyssal Dark.)
- Athar Homunculus (3.5e Race) + (Athar homunculi are "complete" homunculi, living constructs who mimic humanity but are not human at all.)
- Athe (3.5e Deity) + (Athe is the Goddess of Atheism, she is a skilled debater and generally relaxed.)
- Aegis of Athena (3.5e Feat) + (Athena greatly reinforce your ability to use shields.)
- Spell Toggle (3.5e Spell) + (Attach a command word to an existing spell effect, allowing it to be toggled on or off.)
- Solar Paneling (3.5e Spell) + (Attach a sunlight absorbing panel to an object or creature, giving it power, sustenance, or able to charge a focus component.)
- Product of Science (3.5e Maneuver) + (Attach warforged components and weapons to yourself, and prevent yourself from becoming disarmed. Treat your weapon as a natural weapon.)
- Aiming Laser (3.5e Equipment) + (Attached to projectile weapons, it improves aim at long range but makes you obvious.)
- Cut the Vital Strings (3.5e Maneuver) + (Attack a creature and sever an important tendon, applying penalties.)
- Publication:Grim-N-Gritty/Appendix 4/Clean-up Blow (3.5e Feat) + (Attack a dazed opponent freely.)
- Titan's Reach (3.5e Maneuver) + (Attack a distant foe foolish enough to let his guard down.)
- Twin Strike (3.5e Feat) + (Attack a foe with each weapon as a standard action.)
- Giant's Reach (3.5e Maneuver) + (Attack a nearby foe foolish enough to let his guard down)
- Spear Dance (3.5e Maneuver) + (Attack adjacent enemies with reach weapons.)
- Forceful Drill Dagger (3.5e Maneuver) + (Attack all creatures in a 60 ft line, and bull rush targets, possibly knocking them prone.)
- Spray Shot (3.5e Feat) + (Attack all creatures in an area with your ranged attack.)
- Crumbling Wall (3.5e Maneuver) + (Attack all creatures that don't attack you, bonus for those that have)
- Equivallence (3.5e Maneuver) + (Attack all the creatures of the same species at the same time.)
- Ogre's Reach (3.5e Maneuver) + (Attack an adjacent foe foolish enough to let their guard down)
- Driving Lance (3.5e Maneuver) + (Attack an enemy and a foe behind him with a reach weapon.)
- Greater Trip (3.5e Feat) + (Attack an opponent other than the one you tripped.)
- Advancing Wall (3.5e Maneuver) + (Attack and Bull Rush an enemy)
- Overwhelming Rotation (3.5e Maneuver) + (Attack and force a save vs daze for 1d4 rounds. Even on a successful save they are confused for 1 round.)
- Flying Dagger Trick (3.5e Maneuver) + (Attack and make a combat maneuver, such as disarm or trip, from a distance. You may use your [[Dex]] in place of your [[Str]] for these checks.)
- Squirrel Trades for Nut (3.5e Maneuver) + (Attack and swap held item. Target might not notice.)
- Eldritch Cleaver (3.5e Feat) + (Attack another enemy with your blast)
- Wave Strike (3.5e Feat) + (Attack at range by taking a −3 or greater penalty to hit.)
- Embrittle Bones (3.5e Maneuver) + (Attack causes enemy to take increased physical damage, cold damage refreshes duration and fatigues)
- SRD:Ride-By Attack + (Attack creatures while charging.)
- Army-Felling Blow (3.5e Maneuver) + (Attack deals +6d6 damage, +4d6 damage to a secondary target, +2d6 to a third.)
- Blade of Dire Fates (3.5e Maneuver) + (Attack deals +6d6 damage, curses target.)
- Arctic Winter Strike (3.5e Maneuver) + (Attack deals 3d6 dexterity damage)
- Creeping Chill (3.5e Maneuver) + (Attack deals cold damage, and target takes 1d6 cumulative cold damage per round for 3 rounds)
- Whirlwind Attack, Balmz (3.5e Feat) + (Attack enemies around you)
- Eldritch Doom (3.5e Invocation) + (Attack enemies around you with your blast)
- Shards Of Stardust (3.5e Maneuver) + (Attack enemies in a cone, outlining invisible creatures)
- Bloody Path (3.5e Feat) + (Attack everyone in the way during a charge, bullrush, or when you move from your square.)
- Maggot Ravage (3.5e Invocation) + (Attack foes with maggots)
- Bats in The Belfry (3.5e Invocation) + (Attack foes with your bats and drive them insane)
- Hunting Komodo Slice (3.5e Maneuver) + (Attack for +8d6 damage, delay all effects of attack until later time.)
- High Ground Low Blow (3.5e Maneuver) + (Attack from above to deal +1 attack and 1d6+ 1 point per initiator level in extra damage.)
- Icy Burial (3.5e Maneuver) + (Attack immobilizes creature and takes away its damage reduction, reduces armor/natural armor AC)
- Weaponkinesis (3.5e Power) + (Attack in melee, at range, by telekinetically controlling your weapon.)
- Chill Bones (3.5e Maneuver) + (Attack induces cold vulnerability)
- Cruel Shrapnel Cascade (3.5e Maneuver) + (Attack maims foe, deals ability damage.)
- Improved Eldritch Cleaver (3.5e Feat) + (Attack more enemies with your blast)
- Break The Tide (3.5e Maneuver) + (Attack of opportunity ends an enemy’s movement.)
- Dust Devil Shot (3.5e Maneuver) + (Attack rebounds to strike two foes.)
- Shattering Strike (3.5e Maneuver) + (Attack reduces AC and removes damage reduction)
- Pyrrhic Victory (3.5e Maneuver) + (Attack reduces you to −1 hit points, number of hit points lost is added to your attack damage.)
- Thousand Knives (3.5e Maneuver) + (Attack repeatedly with cumulative -2 penalties until you miss, adding damage for each previous hit.)
- Capped Modifiers and DCs (3.5e Variant Rule) + (Attack rolls, saving throws, DCs, and armor class can get a little wonky what with all the miscellaneous bonuses. This variant fixes that.)
- SRD:Greater Multiweapon Fighting + (Attack thrice with each weapon.)
- Crosscut (3.5e Feat) + (Attack twice as a standard attack.)
- Fell the Ettin (3.5e Maneuver) + (Attack twice for every attack)
- SRD:Improved Multiweapon Fighting + (Attack twice with each weapon.)
- Crushing Wall (3.5e Maneuver) + (Attack two adjacent opponents)
- Dancing Ribbon Strike (3.5e Maneuver) + (Attack with +2 to hit, and save vs 20% miss chance for 1 round.)
- Dancing Flag Strike (3.5e Maneuver) + (Attack with +4 to hit, and save vs 50% miss chance for 1 round.)
- Cobra Lash (3.5e Maneuver) + (Attack with 10 ft. greater reach, target is denied Dexterity bonus to AC. Deals 1d4 Constitution damage.)
- Wrath of Quetzalcoatl (3.5e Maneuver) + (Attack with 15 ft. greater reach, target is denied Dexterity bonus to AC. Deals 1d8 Constitution damage.)
- Death Adder Lash (3.5e Maneuver) + (Attack with 5 ft. greater reach, target is denied Dexterity bonus to AC. Deals 1 Constitution damage.)
- Viper Lash (3.5e Maneuver) + (Attack with 5 ft. greater reach, target is denied Dexterity bonus to AC.)
- Hidden Blade (3.5e Maneuver) + (Attack with a hidden or sheathed weapon as an immediate action.)
- SRD:Multiattack + (Attack with better precision with secondary natural weapons.)
- Scissor Blade Style (3.5e Feat) + (Attack with both weapons at once in this special style.)
- Thorns of Relentless Darkness (3.5e Spell) + (Attack with dark thorns, and take advantage of the surrounding shadows to increase the power of your attacks.)
- SRD:Perfect Multiweapon Fighting + (Attack with full BAB with each weapon.)
- SRD:Perfect Two-Weapon Fighting + (Attack with off-hand weapon as many times as primary weapon attacks without penalty.)
- Mosquito Biting Giant (3.5e Maneuver) + (Attack without being easy to see.)
- Paralyze Limbs (3.5e Maneuver) + (Attack, [[Immobilized (3.5e Condition)|immobilize]].)
- Shadow Distortion (3.5e Maneuver) + (Attack, and distort and deform the body to more resemble their distorted shadow.)
- Slipstrike Flurry (3.5e Power) + (Attack, teleport, and attack some more until the whole room lies dead.)
- Gut-Inducing Strike (3.5e Manuever) + (Attacked creatures are [[SRD:Sickened|sickened]] for 3 rounds.)
- Fear of The Other (3.5e Maneuver) + (Attacked creatures cannot attack nearby ally without fright.)
- Death Veil (3.5e Maneuver) + (Attacker must succeed on Fortitude save or take 5 points of cold damage, fatigue)
- Spellslashing Burst (3.5e Equipment) + (Attacks afflict spellstrained level on criticals)
- Self-Concealment-CE (3.5e Feat) + (Attacks against you have a 10% (or greater) miss chance.)
- Boardshield Style (3.5e Feat) + (Attacks and trample enemies while shieldsurfing.)
- Hoarfrost Blade (3.5e Maneuver) + (Attacks deal +2d6 cold damage + 1/initiator level)
- Spellslashing (3.5e Equipment) + (Attacks deal multiple spellstrained level on contact)
- Spellcutting (3.5e Equipment) + (Attacks deal spellstrained level on contact)
- Icy Blade (3.5e Maneuver) + (Attacks do bonus cold damage)
- Winter's Blade (3.5e Maneuver) + (Attacks do bonus cold damage)
- Antarctic Blade (3.5e Maneuver) + (Attacks do bonus cold damage)
- Time Marches On (3.5e Feat) + (Attacks for opponents who know how to avoid hitting themselves and falling down.)
- Collapsing Drift (3.5e Maneuver) + (Attacks halve enemy movement speed)
- Bullseye (3.5e Flaw) + (Attacks seem to home in on you.)
- Asuta Paragon (3.5e Racial Paragon Class) + (Attaining the power of their bloodlines, asuta paragons smite good and evil alike.)
- Arm Block (3.5e Feat) + (Attempt to block an attack with your arm, granting yourself a shield bonus to AC. You still take damage if the attack misses, but)
- Weapon of My Enemy (3.5e Maneuver) + (Attempt to disarm opponent, can't attempt to disarm you back.)
- Battle Healing (3.5e Weave) + (Attempt to heal someone using their own energy reserves)
- Hostile Mind (3.5e Feat) + (Attempting to control your mind is a painful experience.)
- Weightless Object (3.5e Spell) + (Attended object becomes weightless.)
- Synchronize Magic Item (3.5e Feat) + (Attune magic items to use your own save DCs.)
- Season's Herald (3.5e Maneuver) + (Attune yourself to the elements.)
- Metamagic Catalyst (3.5e Utterance) + (Augment potions and scrolls with spontaneous metamagic effects, or reduce the effects for others.)
- Chain Power (4e Feat) + (Augment power to affect secondary target within range)
- Burrowing Power (4e Feat) + (Augment powers to ignore [[4e Index (4e Other)#cover|cover]] or [[4e Index (4e Other)#superior cover|superior cover]])
- Reanimator Specialist (3.5e Feat) + (Augment spells which create undead to be more useful.)
- Arcana Fundamentum (3.5e Equipment) + (Augment your breath weapon with a spell effect.)
- Lucent Flare (3.5e Grim Alteration) + (Aura causes targets to become [[SRD:Dazzled|dazzled]].)
- Aura of Epic Dread (3.5e Grim Alteration) + (Aura causes targets to become [[SRD:Panicked|panicked]] instead of [[SRD:Frightened|frightened]] or [[SRD:Shaken|shaken]].)
- Tenebrous Wave (3.5e Grim Alteration) + (Aura causes targets to have blurry vision.)
- SRD:Improved Aura of Despair + (Aura of despair has stronger effect.)
- Dimensional Chains (3.5e Maneuver) + (Aura with the same effect as dimensional lock.)
- Fool Me Once (3.5e Feat) + (Automatically refresh expended counter once per encounter)
- SRD:Two-Weapon Rend + (Automatically rend when you hit an enemy with both weapons.)
- 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.)
- 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.)
- 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 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.)
- 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)
- 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.)