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
- 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.)
- SRD:Automatic Still Spell + (Automatically still low-level spells without penalty.)
- Banshee's Veil (5e Magic Item) + (Automatically succeed on saves.)
- Autoplate (3.5e Feat Type) + (Autoplate feats are a class based feat type, generally only used by characters with levels in Autoplate Pilot or Autoplate Pilot, Variant.)
- Autorepair (3.5e Equipment) + (Autorepair weapons and armor recover hit points with time, and can even be restored if destroyed or sundered.)
- Talk Like a Pirate (3.5e Spell) + (Avast, mateys! When yer crew be babblin' landlubber nonsense, use this spell to bring 'em back to the talk of the salty seas.)
- Avatar (3.5e Subtype) + (Avatar creatures are like [[SRD:Elemental Type|elementals]] in that they are made of the things they are born from, and represent this thing, being a raw manifestation of it, and everything it represents.)
- Avatar Paragon (3.5e Racial Paragon Class) + (Avatars who wish to reach their full potential begin to explore the spirit world and gain control of the Avatar State.)
- Organic Spell (3.5e Feat) + (Avoid damage against animals and plants, and deal extra damage against aberrations and constructs.)
- Soul Feather (3.5e Maneuver) + (Avoid fall damage or double jump height.)
- Awaken Warrior Spirit (3.5e Spell) + (Awaken a creature's fighting abilities, granting several beneficial buffs.)
- Sapience (3.5e Power) + (Awaken creatures to sapience, either briefly or on a more permenant basis.)
- P'Troid Paragon (3.5e Racial Paragon Class) + (Awaken the energy manipulating abilities of the p'troid.)
- Awakened (3.5e Template) + (Awakened Beings are former [[Claymore (3.5e Class)|Claymores]] who went over their 80% limit and Awakened. Their forms vary greatly and have a desire to eat humans.)
- Axiomatic (3.5e Feat Type) + (Axiomatic feats grant special like benefits to Lawfull characters.)
- Axolite (3.5e Race) + (Axolites are humanoid-looking outsiders. They are artificial beings made by more powerful outsiders to perform various tasks.)
- Azer (3.5e Race) + (Azers are a dwarf-like race of beings, hailing from the elemental plane of fire.)
- 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.)
- Incident in Redspeckle Mine, The (3.5e Quest) + (Azers have come from a mysterious dungeon complex recently unearthed by a mine, and this has spooked the miners, with some calling them omens of an imminent volcanic eruption. Can the mine be saved?)
- Azter (3.5e Elder Evil) + (Azter, The Blood Emperor, He Who Swims Time and Space, the Time Devourer and Scion of Hopelessness.)
- Azurite (3.5e Equipment) + (Azurite (often mistakenly called ''Seaston … Azurite (often mistakenly called ''Seastone'') is a substance that has many properties akin to both metals and minerals and was first discovered within the ancient ruins of temples dedicated to the Sea God Azurai. While the real properties of the material have nothing to do with water or the sea specifically, it is believed that the material itself contributed to the culture's longevity.lf contributed to the culture's longevity.)
- B'Garra (3.5e Deity) + (B'Garra is the Mother Goddess of birth, life, and agriculture within the Altinian Pantheon. She is of ageless and timeless beauty appearing wise yet childish while radiating a soothing sense of calm and serenity.)
- Baal Adramelech (3.5e Deity) + (Baal Adramelech, the Burning King, is the god of tyranny, fear, domination, and fire. Born of submission, he opposes Allmother Hesaret. His scions are his personal guards Perillosa and Phalarisa, ever loyal servants.)
- Returned (3.5e Class) + (Back from the dead.)
- Knight of Solamnia (5e) + (Background — Honorable knight of [[Solamina (5e)|Solamina]])
- Mage of High Sorcery (5e) + (Background - a member of the [[Mages of High Sorcery (5e)|Mages of High Sorcery]])
- Knight of the Order (5e) + (Background: Knight of the Order)
- Knight (5e) + (Background: Knight, lowest of nobility)
- Noble (5e) + (Background: Member of nobility)
- Store Front Backpack (3.5e Equipment) + (Backpack folds out into a store run by an ifreeti.)
- Mass Backstab (3.5e Spell) + (Backstab everyone at once, dealing your sneak attack damage!)
- Medal of Honor (3.5e Equipment) + (Badges which denote achievement of an accomplishment. It gives prestige and a small magical benefit.)
- Bagon (3.5e Monster) + (Bagon looks less like the dragon it is, and more like a short dinosaur with a very rocky head. Still, it's pretty fierce.)
- Bal-Oon (5e Monster) + (Bal-Oons appear as egg-shaped floating creatures with rubbery skin and a tail that looks similar to string or ribbon.)
- Balareion (3.5e Race) + (Balareions are beings similar to a male medusa, but have much in common with the avian cockatrice instead of serpents.)
- Balemorph (3.5e Race) + (Balemorphs are the result of botched ''baleful polymorphs'' which only succeed into transforming them into a new creature, half animal and half humanoid.)
- Nightcrawling Shadowpouncer (3.5e Optimized Character Build) + (Bamph your way to happiness.)
- Banderhobb (5e) + (Banderhobbs appear as huge, bipedal toads. To the inexperienced, they may be confused with [[Bullywug (5e)|bullywug]]s or [[Slaad (5e)|slaad]]i)
- Bane (3.5e Deity) + (Bane is tasked by [[Sylornath (3.5e Deity)|Sylornath]] to look after those dead and slain who have performed many ill deeds. Bane does this without question, out of fear and respect for the creator of the realm on which he had made his own stay.)
- Magehunter (3.5e Prestige Class) + (Bane of all spellcaster.)
- Banette (3.5e Monster) + (Banette is a sneaky creature, a shadowy ghost with gleaming eyes and a zipper across its mouth. When the zipper is undone, it giggles to itself, as the Banette likes to sneak up and steal people's belongings from them.)
- Melusine, the Oroboros of Time (3.5e Vestige) + (Banished from history by her own hand, Melusine persists as a vestige in a constant struggle to change the future.)
- Rithaniel's Revert (3.5e Spell) + (Banishes a creature to the place they were born.)
- Fire IV - Immolate (3.5e Phrase) + (Baptize a massive radius in blazing heat.)
- Quoth the Raven (3.5e Maneuver) + (Bar opponent from using a certain action type (swift, standard, etc).)
- Path of the Ancestral Guardian (5e) + (Barbarian guided by his ancestors.)
- Path of the Totem Warrior (5e) + (Barbarian that draws its power from animal spirits.)
- Path of the Beast (5e) + (Barbarian who draws power from a bestial spark inside them.)
- Path of Wild Magic (5e) + (Barbarian who draws power from untamed magic.)
- Path of the Giant (5e) + (Barbarian who infused with ememental magic of giantkind.)
- Path of the Storm Herald (5e) + (Barbarian who taps the primal power of storms.)
- Ablative Damage Reduction (3.5e Alternate Class Feature) + (Barbarian, Sohei and a number of other cla … Barbarian, Sohei and a number of other classes grant DR at such an abysmally slow rate that the feature is utterly useless. This ACF seeks to make the DR noticeable for a couple of hits at least, by turning it from an always active improvement into a stronger improvement that ablates as it gets used.improvement that ablates as it gets used.)
- Bardbarian (3.5e Prestige Class) + (Barbarians and Bards have always been a good combination. This makes them overlap more effectively.)
- Rage, Simple Math (3.5e Alternate Class Feature) + (Barbarians don’t have time for lots of math. This is a variant to the rage mechanics to make its effects easier to implement, but it also may be a power buff to Rage as a side effect.)
- Codex Barbarian (3.5e Class) + (Barbarians get angry and break stuff.)
- Spines of Fury, Red Rob Version (3.5e Feat) + (Barbed spines cover your body.)
- Bard NPC VGtM (5e) + (Bard NPC)
- Moral Performer (3.5e Feat) + (Bard and Incarnate level stack for Inspire courage and Incarnum Radiance bonus.)
- Bardic (3.5e Feat Type) + (Bardic feats open up new option for characters with the ''bardic music'' feature. The category already exists under WotC rules.)
- SRD:Disguise Spell + (Bardic spells not visibly cast by you.)
- Whipsinger (3.5e Prestige Class) + (Bards that choose to specialize with a whip are able to master the flowing grace of the weapon, turning it into a whirling dance.)
- College of Eloquence (5e) + (Bards that use their mastery of language to infuse their magic.)
- College of Creation (5e) + (Bards that use words and song to manifest creation.)
- Thrasher of the Thunderbat (3.5e Prestige Class) + (Bards who follow the demon lord of music, they gain various powers of bats, lightning, and heavy metal.)
- College of Swords (5e) + (Bards who's performance focuses on weapons)
- Psionic Bard (3.5e Alternate Class Feature) + (Bards, now with MIND BULLETS!)
- Ylem-Soth (3.5e Deity) + (Barely sentient creator god of Cor, the primal chaos from which all existence spawned, and the guardian of time.)
- Publication:Dread Codex/New Feats/Fearful Advantage + (Base Attack Bonus +4, Intimidate 4 ranks)
- Versatile Saves (3.5e Feat) + (Base your saving throws on various ability scores.)
- Ki Master (3.5e Class) + (Based off the warriors of DBZ, this is a flavor of monk who possesses potent energy blasts to strike at the enemies from afar.)
- Crouching Dragon Stance (3.5e Maneuver) + (Based on ranks in [[SRD:Balance Skill|Balance]], you gain the benefit of extra damage to unarmed strikes.)
- Pyropsyche (3.5e Class) + (Based on the [[SRD:Pyrokineticist|pyrokineticist]] class, but as a base class, you are a master of flame and fire.)
- Feywing (3.5e Race) + (Based on the popular idea of a fairy, as influenced by Disney’s Tinkerbell.)
- Fenerox (3.5e Race) + (Based on the race from Starbound. Big-eyed, fluffy-eared fennec fox folk.)
- Pyroball (3.5e Attunement Spell) + (Basic ranged touch attack fireball, which explodes in a 5 ft radius.)
- Self-Repair (3.5e Creature Ability) + (Basically, fast repair is fast healing, but for constructs, objects, and undead.)
- Battle Binder (3.5e Alternate Class Feature) + (Battle Binders focus more on physical fighting skills, using vestiges to augment their combat abilities at the expense of some of their versatility and mental defense.)
- Saiyan (3.5e Race) + (Battle-hardened primates from another world, they have the potential to be the world's ultimate fighters.)
- Army of One (3.5e Martial Discipline) + (Battlefield rumor holds that there exists … Battlefield rumor holds that there exists an old and powerful martial tradition, practiced by elite dwarven defenders, hobgoblin shock troopers, and battle-mad berserkers. No warrior truly knows the origin of this discipline, though many cultures claim it as their creation. However, all know of its power, the might of the Army of One discipline. Those trained in it can fight off entire legions, shatter the morale of armies with a glare, and duel with foes on opposite sides of a battlefield all at once.posite sides of a battlefield all at once.)
- Bayleef (3.5e Monster) + (Bayleef smell really good. Like a sock dra … Bayleef smell really good. Like a sock drawer of someone you find attractive, being in the presence of a Bayleef is stimulating in a manner which is nasally satisfying. Bayleef are also sharp. Not that they are smarter than any other talking plant camel, just that they have a crest of rigid leaves that cut to your soul, or even your thumb.that cut to your soul, or even your thumb.)
- Lightning (3.5e Suit) + (Bbbzkrack! Electrocute your enemies with this shocking set of cards!)
- Bceilieod (3.5e Deity) + (Bceilieod teaches that all lives are equal.)
- Esoteric Maker (3.5e Prestige Class) + (Be Doctor Frankenstein in DnD!)
- Cogblessed Maker (3.5e Prestige Class) + (Be Doctor Wily in DnD!)
- Diamond Cutter (3.5e Maneuver) + (Be as an iajutsu master, draw and cut in one single motion.)
- Watchful Raven (3.5e Maneuver) + (Be aware of the status of your allies and assist them with maneuvers, spells, and other effects even if they are out of normal range.)
- Dais of Salvation (3.5e Maneuver) + (Be completely invincible for 1 round.)
- Zola Defiance (3.5e Feat) + (Be evil as a [[Zora (3.5e Race)|Zora]] and gain a breath weapon.)
- Cloranthy Ring (3.5e Equipment) + (Be immune to fatigue (and turn fatigue into exhaustion), and the penalty on iterative attacks is reduced to -4.)
- Cautious Attack (4e Feat) + (Be less offensive, gain higher defenses.)
- Fade into Darkness (4e Feat) + (Be more stealthy in dark environments.)
- Sharky, Improved (3.5e Feat) + (Be part shark. Get improved shark powers.)
- Sharky (3.5e Feat) + (Be part shark. Get shark powers.)
- Eidolon Aspirant (3.5e Prestige Class) + (Be they master thieves, radical cultists, or spellcasters who want ghostly powers, eidolon aspirants seek to become more like ghosts, sometimes even sacrificing their mortal lives in that pursuit.)
- Empty Hand (3.5e Maneuver) + (Be treated as in an adjacent square for attacking purposes.)
- Just A Linguist (3.5e Feat) + (Be unintelligent and talkative)
- Move Undetected (3.5e Invocation) + (Be unseeable and muffled)
- Balanced Metamagic (3.5e Variant Rule) + (Be vehwy vehwy quiet, I'm wehrking magic.)
- SRD5:Giant Crab + (Bear sized crab.)
- Gray Render (5e) + (Bear-sized grey monster that bonds with an intelligent creature)
- Suntouched Companion (4e Feat) + (Beast companion gains +4 [[4e Index (4e Other)#Ability Scores|Intelligence]], training in [[4e Index (4e Other)#Insight skill|Insight]], can benefit from ''erudite student'')
- Beast Folk (3.5e Template) + (Beasts who are now men.)
- Family (3.5e Cleric Domain) + (Because Life and Death are sisters.)
- Multiheaded (3.5e Template) + (Because of magical mishap, strange genetics, hydra blood, or toxic mutation you have more heads than what is normal for your kin.)
- Improved Peripheral Vision (3.5e Feat) + (Because of superior eyesight, you are harder to flank.)
- Cursed in Sin (3.5e Flaw) + (Because of your actions and the actions of your ancestors, you became gravely cursed; the mark of your imperfection is apparent, the divine shun you, and you are harder to bring back from the dead.)
- Greater Weapon (3.5e Feat) + (Because sometimes you just want to hit things harder)
- Natural Fighter (3.5e Feat) + (Because sometimes you need to fight with what your mother gave you.)
- Sublime Hobgoblin (3.5e Race) + (Because stealth is for regular [[SRD:Goblin|goblins]]…)
- Power Leech (3.5e Feat) + (Because stopping at immunity is too mainstream.)
- Guillotine (3.5e Spell) + (Because there's no kill like overkill.)
- Huēyitepōl Mihcalini (3.5e Feat) + (Become a Brave Warrior using a wood sword.)
- Cloudshape (3.5e Spell) + (Become a fog)
- Divine Skill Focus (3.5e Feat) + (Become a master at any one skill, doing it faster and harder and ignoring the dangers of failure.)
- Changeling Paragon, Variant (3.5e Racial Paragon Class) + (Become a master of a thousand faces as you expand your list of available races and abilities)
- King of Racers (3.5e Prestige Class) + (Become a master of driving cars, turning a vehicle into a weapon.)
- Way of the Pebble (3.5e Feat) + (Become a master of stone-tossing, gaining multiple options in combat)
- Cyclonic Spell (3.5e Feat) + (Become a master of winds by gaining more flexibility with [[SRD:Air Effect|Air]] spells.)
- Northern Pike (3.5e Equipment) + (Become a pikeman with a pike BIG big.)
- Psychic Arcana (3.5e Power) + (Become a powerful wizard for a day.)
- Geologist (3.5e Feat) + (Become a real rocks analyzer)
- Earthshape (3.5e Spell) + (Become a rock)
- Fairy Godmother (3.5e Prestige Class) + (Become a stereotypical Disney fairy godmother.)
- Edgemaster's Art Stance (3.5e Maneuver) + (Become a true master of the sublime way, at least until you miss an attack.)
- SRD:Craft Wand + (Become able to create wands.)
- Instant Calculation (3.5e Power) + (Become able to crunch numbers in your head instantly, allowing you to dodge incoming attacks with the power of your mind.)
- Bookish Sorcerer (3.5e Alternate Class Feature) + (Become an intelligent sorcerer.)
- Hypurrcane of Puns (3.5e Maneuver) + (Become an objectionable subject to air walk and haste. Grow whiskeys.)
- Skeletal Lord (3.5e Feat) + (Become an unkillable undead king!)
- Spectre (3.5e Feat) + (Become as silent and unnoticeable as a ghost)
- Colossus Armor (3.5e Equipment) + (Become as unto a titan, crushing all beneath your iron feet.)
- Crossbowyer (3.5e Feat) + (Become better with light, heavy and great crossbows)
- Removed from the Weave (3.5e Maneuver) + (Become completely immune to magic, like a golem.)
- Glass Lurks in Water (3.5e Maneuver) + (Become completely imperceptible.)
- Suppress Soul (3.5e Maneuver) + (Become dead. Temporarily.)
- Blear (3.5e Invocation) + (Become hard to see and attack)
- Marathon (3.5e Power) + (Double overland speed.)
- 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.)
- 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.)
- 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!)
- 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!)
- 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.)
- 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.)
- 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.)
- 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...)
- 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.)
- 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.)
- 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.)
- Apocalypse From The Sky (3.5e Spell) + (Call down destruction on a wide radius.)
- SRD:Gargoyles (Race) + (Gargoyles often appear to be winged stone statues, for they can perch indefinitely without moving and use this disguise to surprise their foes.)
- SRD:Gnolls (Race) + (Gnolls are hyena-headed, evil [[SRD:Humanoid Type|humanoids]] that wander in loose tribes. Most gnolls have dirty yellow or reddish-brown fur.)
- Greater Invulnerable Shield (3.5e Spell) + (You make yourself impervious to everything until the specified object is dealt with.)
- Wild Child (3.5e Feat) + (You are tuned in to the forces of wild magic and are able to manipulate magic that is based on chance.)
- Special Combo (3.5e Feat) + (When you get people at a disadvantage, you take the opportunity immediately.)
- Suicide Survivor (3.5e Prestige Class) + (You kill yourself heroically several times per battle.)
- SRD:Hobgoblins (Race) + (Hobgoblins are larger cousins of goblins.)
- SRD:Kobolds (Race) + (Kobolds are short, [[SRD:Reptilian Subtype|reptilian]] [[SRD:Humanoid Type|humanoids]] with cowardly and sadistic tendencies.)
- SRD:Ogre Mages (Race) + (The ogre mage is a more intelligent and dangerous variety of its [[SRD:Ogre|mundane cousin]].)
- Vivacious Rager (3.5e Prestige Class) + (Your rage exceeds the limits of the body to the point where you draw on the raw energy of life itself, rendering you a raging unkillable beast, and posing a hazard to yourself.)
- SRD:Trolls (Race) + (Trolls walk upright but hunched forward with sagging shoulders. Their gait is uneven, and when they run, their arms dangle and drag along the ground. For all this seeming awkwardness, trolls are very agile.)
- SRD:Dwarves, Gray—Duergar (Race) + (Sometimes called gray dwarves, these evil beings dwell in the underground.)
- SRD:Sprites—Pixies (Race) + (Pixies wear bright clothing, often including a cap and shoes with curled and pointed toes.)
- SRD:Planetouched—Tieflings (Race) + (Many tieflings are indistinguishable from [[SRD:Humans (Race)|humans]]. Others have small horns, pointed teeth, red eyes, a whiff of brimstone about them, or even cloven feet. No two tieflings are the same.)