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
- Raging Hunter (3.5e Feat) + (Combine barbarian with ranger for a furious defender of the wild!)
- Tenebrous Musician (3.5e Prestige Class) + (Combine bardic abilities with invocations.)
- Eldritch Binder (3.5e Feat) + (Combine binder and warlock for the purposes of eldritch blast damage and binding level.)
- Archmagus (3.5e Prestige Class) + (Combine both prepared arcane spellcasting and spontaneous spellcasting. The Archmagus is a remake of the Ultimate Magus<sup>[[Publication:Complete Mage|CM]]</sup>.)
- Harmonic Countersong (3.5e Skill Trick) + (Combine countersong efforts to produce a countersong that disrupts vocal components.)
- Harmonic Fascinate (3.5e Skill Trick) + (Combine fascinate efforts to produce a fascination with greater effects.)
- Magmatic Spell (3.5e Feat) + (Combine fire and bludgeoning damage.)
- Harmonic Competence (3.5e Skill Trick) + (Combine inspire competence efforts to produce a stronger bonus.)
- Harmonic Courage (3.5e Skill Trick) + (Combine inspire courage efforts to produce an inspire courage that has additional benefits.)
- Harmonic Greatness (3.5e Skill Trick) + (Combine inspire greatness efforts to allow you to share feats and increase the number of targets.)
- Harmonic Heroics (3.5e Skill Trick) + (Combine inspire heroics efforts to produce)
- Blade Invoker (3.5e Prestige Class) + (Combine invocations and maneuver in one single package.)
- Spellstriker (3.5e Prestige Class) + (Combine martial maneuvers with spellcasting in this dual-progressing prestige class. Empower your strikes and stances with magic.)
- Ascetic Sage (3.5e Feat) + (Combine monk and unarmed swordsage levels for a stronger, more skillful whole.)
- Eldritch Fist (3.5e Feat) + (Combine monk and warlock levels to become the ultimate punchlock!)
- Devoted Paladin (3.5e Feat) + (Combine paladin and crusader levels for a stronger, devoted whole.)
- Fist of the Forest (3.5e Feat) + (Combine ranger and monk levels to make a pugilist protector of the forest.)
- Harmonic Freedom (3.5e Skill Trick) + (Combine song of freedom efforts to use the ability quickly.)
- Soulsage (3.5e Feat) + (Combine soulknife and swordsage levels for a stronger, more versitile whole.)
- Combined Effect Grenade (3.5e Equipment) + (Combine the effects of two or more mundane alchemical items into a single bomb that will activate all the items at once.)
- Holy Hunter (3.5e Feat) + (Combine your [[paladin]] and [[ranger]] levels for the purposes of smite evil and favored enemy, and combine your animal companion with your paladin mount benefits.)
- Eldritch Dragon (3.5e Feat) + (Combine your dragonfire adept and warlock levels for breath weapon and eldritch blast.)
- Ascetic Artist (3.5e Feat) + (Combine your monk and bard levels into a seamless whole.)
- Eldritch Knight (5e) + (Combines magic with martial prowess)
- Condition (3.5e Spell) + (Combines the effects of [[SRD:Status|''Status'']] and [[SRD:Deathwatch|''Deathwatch'']])
- Whirling Eater of Souls (3.5e Optimized Character Build) + (Combining Soul Eater with numerous natural attacks allows one to quickly reduce enemies to shells of their former selves, all the while maintaining high AC and saves.)
- Sacred Fist of the Silver Flame (3.5e Optimized Character Build) + (Combining the Monk and Paladin with a hint of psionics for a wisdom-based character.)
- Mage Monk, Cleric Variant (3.5e Prestige Class) + (Combining the skills of both the Cleric and Monk, without the weaknesses inherent in multi-classing.)
- Mad Hybridizer (3.5e Prestige Class) + (Combining things is fun, but you take it to an insane degree.)
- 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.)
- Laughing Man (5e Roguish Archetype) + (Comedic Rogues who enjoy messing with their enemies, all while putting on an entertaining show.)
- Binding Ring (3.5e Equipment) + (Comes in master and slave rings. Master rings can order slave ring wearers.)
- Enslavement Rings (3.5e Equipment) + (Comes in master and slave rings. Master rings can communicate back and forth with slave rings, instill suggestions, or wrack them with pain.)
- Rings of the Protector (3.5e Equipment) + (Comes with a Guardian and a Ward ring. The Guardian can constantly monitor the status and health of the one wearing the Ward ring. More powerful versions bestow other abilities as well.)
- Marchboots (3.5e Equipment) + (Comfortable boots for marching, which let you move extra once a day.)
- Wanderer's Outfit (3.5e Equipment) + (Comfortable leather clothes that keep a wanderer safe from the elements, as well as his enemies' weapons.)
- Princess Slippers (3.5e Equipment) + (Comfortable slippers with thin soles that grant tremorsense.)
- Banana Slippers (3.5e Equipment) + (Comfortable yellow slippers that aid you (a little) when you fall.)
- Delayed Explosive (3.5e Equipment) + (Coming in black balls of powder or red sticks of explosive, these bombs have a long fuse which burns as bright as a candle and hisses dangerously.)
- Noble Perfumed Regalia (3.5e Equipment) + (Command attention and presence with this enhancement.)
- SRD:Undead Mastery + (Command more undead.)
- Frost (3.5e Suit) + (Command the power of ice with this chilling suit!)
- SRD5:Drow Elf + (Common Drow)
- SRD5:Duergar + (Common Duergar)
- SRD5:Fire Giant + (Common Fire Giant)
- SRD5:Frost Giant + (Common Frost Giant)
- SRD5:Hill Giant + (Common Hill Giant)
- SRD5:Storm Giant + (Common Storm Giant)
- SRD5:Air Elemental + (Common [[Air Elemental (5e)|Air Elemental]])
- Dragonnel Common (5e) + (Common [[Dragonnel (5e)|Dragonnel]])
- SRD5:Goblin + (Common [[Goblin (5e)|goblin]])
- SRD5:Stone Giant + (Common [[Stone Giant (5e)|stone giant]])
- SRD5:Deep Gnome + (Common [[Svirfneblin (5e)|Svirfneblin]])
- Vampire Captain (5e) + (Common [[Vampirate (5e)|Vampirate]] master of a [[Spelljammer Ship (5e)|Spelljammer Ship]].)
- Vampirate Common (5e) + (Common [[Vampirate (5e)|Vampirate]] mate.)
- SRD5:Rat + (Common scavenging rodent)
- Sea Elf Common (5e) + (Common sea elf)
- SRD5:Spider + (Common spider)
- Commoner Authority (3.5e Feat) + (Commoners are initially helpful toward you.)
- Farmer (3.5e Class) + (Commoners of the world unite! Don't let the normal heroes have all the fun, someone's got to slay the dragon between harvest seasons.)
- Mental Communication (3.5e Power) + (Communicate with the minds of others)
- Pack Sensor (3.5e Equipment) + (Communicate with your companions thanks to high frequency sounds and weak telepathy)
- Body Linguist (3.5e Feat) + (Communicate without speaking, but only vague ideas and concepts.)
- Bad Analogy (3.5e Maneuver) + (Compare enemy to thing. Beat up thing. Enemy dies.)
- Alethiometer (3.5e Equipment) + (Compass that points to nearby objects you want to find.)
- Avian Observers (3.5e Spell) + (Compel a small flock of birds to report on something specific occurring in the area, but only after the effect has happened.)
- This is Your Brain on Magic (3.5e Maneuver) + (Completely and utterly sizzle the opponent's brain, ruining its spellcasting abilities for a very, ''very'' long time.)
- Total Amnesia (3.5e Power) + (Completely erase a creature's mind.)
- Sever The Wings (3.5e Maneuver) + (Completely rip the wings off your opponent, dealing grievous damage!)
- Charlatan (5e) + (Con man, someone who pretends to be someone else.)
- Con Man (3.5e Feat) + (Con men are experts at being the "face" of an operation, distracting others or getting places unnoticed.)
- Master Hides the Newbie (3.5e Maneuver) + (Conceal nearby allies.)
- Shapechanger's Rejuvenation (3.5e Feat) + (Concentrate for a minute to start slowly healing.)
- Partial Concentration (3.5e Feat) + (Concentration spells last for 1 additional round. If you return to concentrating on the spell before the end of the next round, you are treated as never having broken concentration.)
- Condensed Skills, Deemphasize First Level (3.5e Variant Rule) + (Condenses skills and no particular weight to level one compared to any other level)
- Conductive (3.5e Equipment) + (Conductive weapons make the shocking or shocking burst weapon enhancements grow with power with every strike.)
- Publication:Dread Codex/New Spells/Necrocone + (Cone deals 1d6 damage/level to undead, 1d6 damage/2 levels to living creatures.)
- Chill Breath (3.5e Maneuver) + (Cone deals 2d6 damage)
- Deathly Breath (3.5e Maneuver) + (Cone deals 6d6 cold damage, fatigue)
- Breath of the Night Dragon (3.5e Maneuver) + (Cone of cold deals 10d6, Fortitude save or take 1 negative level.)
- Piñata (3.5e Template) + (Confectionery, multicolored creature.)
- Verbal Hacking (3.5e Skill Trick) + (Confound Bots and hack things with microphones.)
- Dancer of the Mirage (3.5e Feat) + (Confuse and hypnotize enemies with your dance.)
- Chaosbabble Magic (3.5e Feat) + (Confuse and weaken your enemies with chaotic words)
- Lunatic Strike (3.5e Feat) + (Confuse targets you damage with a Strike.)
- Non-Combat Confusion (3.5e Variant Rule) + (Confusion is a devastating effect in battl … Confusion is a devastating effect in battle, but sometimes confusion (and its older brother insanity) persists outside of combat. Especially insanity. What is a fine mechanic in combat becomes clunky or nonsensical out of combat. Perhaps here is what happens outside of combat...here is what happens outside of combat...)
- Drugs (3.5e Cleric Domain) + (Congratulations, you've given yourself over to drugs from a religious standpoint. Good job.)
- Find Steed (One) + (Conjure [[Otherworldly Steed (One)|Otherworldly Steed]] as a mount.)
- Swarm Thermoball (3.5e Spell) + (Conjure a [[Bee Swarm (3.5e Monster)|swarm of bees (or dire bees)]], then watch them encapsulate a creature and burn them to death with their own bodies!)
- Sandy Gust (3.5e Invocation) + (Conjure a [[SRD:Gust of Wind|''gust of wind'']] along with a large quantity of sand to buffet foes with.)
- Honey Ambrosia (3.5e Spell) + (Conjure a cup of honey ambrosia, which is good for eating, patching up wounds, disinfecting, preservation, and a host of other things.)
- Sky Hammer (3.5e Power) + (Conjure a giant column to crush your foes under its weight.)
- Lunging Maw (5e Spell) + (Conjure a giant mouth to swallow your enemies.<br /><br />)
- Just 3 Days (3.5e Epic Spell) + (Conjure a gigantic moon and drop it toward … Conjure a gigantic moon and drop it towards the earth. [https://m.youtube.com/watch?v=JgFNf4nLGNk The moon will make impact in just 3 days and obliterate all life on the plane where it makes impact], leaving a scorched wasteland behind. Just be careful, as you can't evacuate the plane you've doomed until the moment of armageddon, and the act of casting the spell automatically informs all who can stop you of just what you're up to.ho can stop you of just what you're up to.)
- Tesla Coil (3.5e Spell) + (Conjure a metal torus that shocks nearby creatures each round.)
- Bot Interface (3.5e Spell) + (Conjure a phantom console which you can use to interact with the [[Bot (3.5e Subtype)|Bot]] subtype.)
- Poison Needle (3.5e Spell) + (Conjure a poison dart to throw at your enemy.)
- Luminaire (3.5e Spell) + (Conjure a radius of light, which damage all enemies around you.)
- Pocket Conjuration (3.5e Spell) + (Conjure a single ordinary object or animal at the drop of a hat.)
- Dark Seeker (3.5e Spell) + (Conjure a unliving mass of negative energy to chase your opponent down.)
- Moral Guidance (3.5e Spell) + (Conjure an invisible mental celestial, fiend, slaadi, or inevitable to advise you on moral matters.)
- Elemental Binding (3.5e Feat) + (Conjure evocation spells through summoned creatures instead of the traditional way)
- Pact Weapon (One) + (Conjure or enchant a weapon to be your [[Warlock (One)|Warlock]] pact weapon)
- Skeletal Tooth (3.5e Equipment) + (Conjure skeletons by throwing necromantic enchanted teeth.)
- Blades of Vanquished Armies (5e Spell) + (Conjure spectral warrior spirits to swirl around you, harming those who come close. You can also command them to surge forth and strike your foes for you.<br /><br />)
- Infernal Spheres (5e Spell) + (Conjure sphere of flame to protect you, striking those that harm you.<br /><br />)
- Aurora Assault (3.5e Spell) + (Conjure the aurora borealis to shock foes into submission.)
- Needle (3.5e Blood Spell) + (Conjure up a small needle useful for extracting blood, injecting substances, or pricking fingers.)
- Gauntlet of Infinite Alchemy (3.5e Equipment) + (Conjure up alchemist fire, acid, and more and throw them rapidly as you conjure them from this gauntlet.)
- Conjure Hezrou (5e) + (Conjures a [[Hezrou (5e)|Hezrou]], ([[SRD5:CR|CR]] 8 [[:Category:5e Demons|Demon]]).<br /><br />)
- Conjure Shadow Demon (5e) + (Conjures a [[Shadow Demon (5e)|Shadow Demon]], ([[SRD5:CR|CR]] 4 [[:Category:5e Demons|Demon]]).<br /><br />)
- Conjure Vrock (5e) + (Conjures a [[Vrock (5e)|Vrock]], ([[SRD5:CR|CR]] 6 [[:Category:5e Demons|Demon]]).<br /><br />)
- Jelly Katamari (3.5e Spell) + (Conjures a katamari of uncountable poisonous jellies that suffocate and burn creatures caught inside.)
- SRD5:Poison Spray + (Conjures a puff of noxious gas that deals 1d12<br /><br />)
- Feather Token Rocket (3.5e Equipment) + (Conjures a rocket which shoots you off at high speed in a direction. If you hit something, you explode!)
- Mantis Shrimp Spear (3.5e Spell) + (Conjures a spear that attacks faster than the eye can follow, generates shockwaves underwater.)
- Molasses Flood (3.5e Invocation) + (Conjures a sticky and sweet substance that overwhelms enemies.)
- House of Cards (5e) + (Conjures a structure made of giant playing cards that can provide cover.<br /><br />)
- Blades Of Vanquished Armies (3.5e Invocation) + (Conjures a whirling field of blades for both offense and defense.)
- Bolt of Indra (3.5e Spell) + (Conjures an intense bolt of black lightning that staggers and cripples its targets, arcing to nearby creatures.)
- Acid Splash (One) + (Conjures bubble of [[SRD5:Acid|acid]] that can hit [[Creature (One)|creature]]s in a 5 foot [[SRD5:Sphere|sphere]], [[SRD5:Dexterity|Dex]] [[Save (One)|save]] to avoid.)
- SRD5:Acid Splash + (Conjures bubble of acid that can hit 2 creatures within 5 feet of each other<br /><br />)
- SRD5:Acid Splash + (Conjures bubble of acid that can hit 2 creatures within 5 feet of each other<br /><br />)
- Column of Ice (5e Spell) + (Conjures one column of ice, 10-ft. radius and 35 ft in height<br /><br />)
- Colors Trap (3.5e Spell) + (Conjures painted symbols of various colours that affect creatures in all sorts of different ways.)
- Publication:Dread Codex 2/Magic and Cursed Items + (Conjures skeletal wings that allow the wearer to fly.)
- Publication:Dread Codex 2/Magic and Cursed Items/Amulet of Tarneus + (Conjures skeletal wings that allow the wearer to fly.)
- Tendrils of the Hylozoth (3.5e Spell) + (Conjures thorny tendrils from a surface to deal damage and perform melee combat maneuvers.)
- Elder Webway (3.5e Invocation) + (Connect to points in space and teleport or plane shift between them. Alternatively, use it to make a magical trap instead.)
- SRD:Improved Unarmed Strike + (Considered armed even when unarmed.)
- Vestikar (3.5e Deity) + (Consort of Syrali, patron of balance and second-in-command of the Silver Elf pantheon.)
- Nervous (3.5e Trait) + (Constantly alert, you're better at dodging physical threats at the expense of fighting mental ones.)
- Cadaver Collector (5e) + (Construct built to collect corpses from a battlefield)
- Cogwork Archivist (5e) + (Construct built to maintain a library.)
- Fractal Mascot (5e) + (Construct composed of pure mathmatics)
- Marut (5e) + (Construct that enforces contracts made on [[Sigil (5e)|Sigil]])
- Ruin Grinder (5e) + (Construct used for large excavations.)
- Construct (3.5e Subtype) + (Construct-subtype creatures are beings which were formed from inanimate matter, but which have the properties of living (or undead) beings rather than the Construct type.)
- Lifeforge Heart (3.5e Equipment) + (Constructs gain the ability to be healed by positive energy, though they also become able to be harmed by negative energy.)
- Hungry Hungry Construct (3.5e Trait) + (Constructs usually cannot eat. Now they can.)
- Consu (3.5e Race) + (Consu are strong, durable, intuitive and intelligent. However, they are rather sluggish and lack a refined social grace.)
- Bio-Consume (3.5e Maneuver) + (Consume a foe's bio-energy and add it to your own.)
- Purifying Strike (3.5e Maneuver) + (Consume a use of a turning ability to gain a bonus on attack rolls equal to turning check and extra damage based on turning damage on creatures otherwise turned.)
- Necrotic Blade (3.5e Maneuver) + (Consume a use of rebuke undead to deal extra negative energy damage equal to rebuking damage)
- Disrupting Strike (3.5e Maneuver) + (Consume a use of turn undead to force an undead creature to succeed on Fortitude save or die)
- Glorious Weapons (3.5e Maneuver) + (Consume a use of turn/rebuke undead to treat weapon as ''holy/unholy'' for 1 round)
- Medicinal Serpentfang Brew (3.5e Maneuver) + (Consume poisons and heal from them.)
- Obscene Burning (3.5e Maneuver) + (Consume your opponents with their curse.)
- Publication:Dread Codex/New Spells/Steal Heart + (Consumes the heart of a dead creature, preventing it from returning to life.)
- Everlasting Gobstoppers (4e Equipment) + (Consuming one grants you a temporary bonus or boon for a short period of time.)
- Sandman Soup (3.5e Equipment) + (Contact poison that causes immediate unconsciousness.)
- Cachin (3.5e Equipment) + (Contact poison that causes the victim laugh uncontrollably in a paralytic fit.)
- Red Dust (3.5e Equipment) + (Contact with this dust will result in contracting Red Cloud disease.)
- Pokemon Contests (3.5e Variant Rule) + (Contests for the pokemon d20 project - like skill challenges, except good)
- Wereboar's Ferocity (3.5e Maneuver) + (Continue to fight when you are dying, or spring for an action immediately if you are about to be killed.)
- Persistence in Death (3.5e Feat) + (Continue to live for several rounds more before you die.)
- Poise Through (3.5e Feat) + (Continue with an action that provokes, even if it normally would be stopped.)
- Elementalism (One) + (Control elements for one effect: Beckon Air, Beckon Earth, Beckon Fire, Beckon Water, or Sculpt Element)
- Control Weather (One) + (Control local weather for a short duration)
- Publication:Hyperconscious/Psionic Powers/Psionic Dominate + (Control target telepathically; augment for “utter thrall” effect.)
- Staff of Storms (3.5e Equipment) + (Control the fury of the storm with this staff.)
- Mind III- Control (3.5e Phrase) + (Control the mind of the target.)
- Airship Pilot (3.5e Prestige Class) + (Control the skies in your own airship. You may be a army commander or a pirate captain, but you own the air!)
- Power of Nature (3.5e Feat) + (Control the weather and earth with a thought.)
- Control Voice (3.5e Power) + (Control what a creature does with their mouth.)
- Control Winds (One) + (Control winds in area - gusts, updrafts and downdrafts)
- Control Winds (5e) + (Control winds in area - gusts, updrafts and downdrafts<br /><br />)
- Enchanter (Legend Track) + (Control your enemies)
- Control Undead, GT Variant (3.5e Spell) + (Controlling undead is not, not, NOT LAME!)
- Change Magnetics (3.5e Power) + (Controls metallic weapons and armor.)
- SRD:Negotiator + (Converse skillfully)
- Rakasta (5e Race) + (Conversion from the D&D Next monster into a 5e playable race)
- Jade Assassin Vine (5e Monster) + (Conversion of 3.5e monster)
- Jitterbug (3.5e Maneuver) + (Convert 1 move action into 2 swift actions or 1 standard action.)
- Ring of Durability (3.5e Equipment) + (Convert 5 points of damage you take into non-lethal damage. You still get hurt, but its better than dying.)
- Hulk Out (3.5e Spell) + (Convert BAB into strength, for heavy blows at the cost of speed.)
- Transmute Stone to Delicacy (3.5e Spell) + (Convert cold, unforgiving stone into delicious delicious food.)
- Sacred Thunder (3.5e Feat) + (Convert electricity damage to sonic damage and vise versa, ignore some resistance, and immunity and learn a powerful new spell.)
- Elush's Eye-Blasting Explosion (3.5e Spell) + (Convert enemy's eyes to acid, explode outward.)
- Change Energy Damage (3.5e Power) + (Convert energy damage type.)
- Temper Curse (3.5e Spell) + (Convert hard-to-handle conditions into easier-to-manage counterparts.)
- Deformity, Numb Body (3.5e Feat) + (Convert lethal damage into non-lethal damage, and become immune to pain effects.)
- Lethal to Nonlethal (3.5e Spell) + (Convert lethal damage you have into nonlethal damage.)
- Arcane Psionics (3.5e Spell) + (Convert spell slots into psionic powers.)
- Psionic Champion (3.5e Alternate Class Feature) + (Convert the Abjurant Champion<sup>CM</sup> class to psionics.)
- Aligned Water Bomb (3.5e Spell) + (Convert thrown water into the appropriate aligned water on the fly. Cheaper, but costs spell slots.)
- Eldritch Riverflow (3.5e Invocation) + (Convert your ''eldritch blast'' (or ''fire bolt'', ''wind bullet'', ''sand blast'', or ''paint shot'') into a stream of energy that flows down hills like a river.)
- Opportunity Reaction (3.5e Feat) + (Convert your attacks of opportunity into various possibilities.)
- Soul Edge (3.5e Sacrifice) + (Convert your damage to vile damage and heal yourself whenever you kill a foe, but at the expense of becoming a bit more fragile.)
- Vital Fortress (3.5e Power) + (Convert your hp into temp hp. You can double your hit points, but recovery will be very difficult.)
- Cicada Rabies (3.5e Disease) + (Convinces its victims that murdering their friends is the most logical course of action.)
- Cook (3.5e Spell) + (Cook food to make a delicious meal.)
- Mind Roast (3.5e Invocation) + (Cook the opponents brain, dealing intelligence damage.)
- Craft Cooking (3.5e Skill) + (Cooks of the world unite! Now your useless flavor ability has an actual impact!)
- Refrigerate (3.5e Spell) + (Cools objects, and keeps them as such.)
- Cooperative (3.5e Feat Type) + (Cooperative feats are designed to work with allies in specific circumstances to produce powerful effects.)
- Autoscribe (3.5e Equipment) + (Copying new spells into your spellbook taking up valuable adventure time? Have a machine do it for you!)
- Nekroom (3.5e Race) + (Corpses reanimated by fungal spores to a new, almost undead, life.)
- Corpseborn (3.5e Race) + (Corpses that have be reanimated through a combination of necromancy, alchemy, surgery and technology.)
- Ghede (3.5e Race) + (Corpses thrown into blight pits or other special places of decay may animate as a ghede, a skeleton with sapience and the foggy memories of the one is spawned from, but an entirely new personality and life (or unlife) of its own.)
- Publication:Dread Codex/New Spells/Decay + (Corpses touch turn into dust, and can no longer become undead or otherwise be affected; undead corpses must make a Will save or die.)
- Forlarren (5e) + (Corrupted [[SRD5:Satyr|satyr]])
- Cosmin Eternal (3.5e Racial Paragon Class) + (Cosmin eternals follow a path of transformation to attain the eternal life of celestial bodies.)
- Cosmin Voidfist (3.5e Racial Substitution Levels) + (Cosmin voidfists are ascetic practioners of martial arts who channel the destructive power of the cosmos.)
- Gravity Field (3.5e Feat) + (Cosmins can train their ability to manipulate gravity to overcome their weakness in normal and heavy gravity.)
- Advanced Cosmic Radiance (3.5e Feat) + (Cosmins may learn how to better manipulate the innate power of their heads.)
- SRD5:Giant Wolf Spider + (Cougar-sized wolf spider)
- Zed Ichor (3.5e Equipment) + (Could it be... THE T-VIRUS!? *Dun dun dun!*)
- Workhorse Build (3.5e Feat) + (Count as a quadruped, gain stability, and move in heavy armor and heavy loads.)
- Magical Blood (3.5e Trait) + (Count as a spellcaster, even though you aren't.)
- Aligned Blood (3.5e Trait) + (Count as an alignment you aren't.)
- Silver Slasheneer (3.5e Feat) + (Count your attacks as alchemically silvered.)
- Blinding Spray (3.5e Maneuver) + (Counter a piercing or slashing attack by spraying blood in their eyes, causing a 50% miss chance.)
- Distracting Spray (3.5e Maneuver) + (Counter a piercing or slashing attack by spraying blood in their eyes, causing a 20% miss chance.)
- Cut the Threads (3.5e Maneuver) + (Counter a spell that enters your threatened area with an initiator check.)
- Dance of Chains (3.5e Maneuver) + (Counter an attack with a grapple attempt.)
- Infectious Reposte (3.5e Maneuver) + (Counter an attack with one of your own, and infect them with a terrible lycanthropic curse.)
- One Inch Punch (3.5e Maneuver) + (Counter an opponent's counter, continue with your previous action if successful.)
- Fell Riposte (3.5e Maneuver) + (Counter foe’s attack with chilling touch that deals 2d6 cold damage, potential Strength damage)
- Counterweaving (3.5e Weave) + (Counter someone else's weave.)
- Disarm the Master (3.5e Maneuver) + (Counter-You make a disarm attempt as someone else makes an attack against you.)
- Poison Frog Blood (3.5e Maneuver) + (Counterattack a successful hit against you by poisoning your opponents.)
- Energy Balance Ring (3.5e Equipment) + (Counters any healing you get with negative energy damage.)
- Plane of Life (3.5e Sourcebook)/The Stuff + (Allows you to survive on the plane of positive energy.)
- Lesser Counterweave (3.5e Maneuver) + (Counterspell an opponent's spell as an immediate action.)
- Counterweave (3.5e Maneuver) + (Counterspell an opponent's spell as an immediate action.)
- Greater Counterweave (3.5e Maneuver) + (Counterspell an opponent's spell as an immediate action.)
- SRD:Improved Counterspell + (Counterspell with spell of same school.)
- Courtier (5e) + (Court of Nobles Bureaucrat)
- Repel Liquid (3.5e Spell) + (Cover an object or a person in a liquid repelling substance.)
- Muddy Spell (3.5e Feat) + (Cover enemies with soaked earth to slow them.)
- Ice of the Frozen Cavern (3.5e Spell) + (Cover the ground immediately under the target with incredibly selectively slippery ice.)
- Leidenfrost Shell (3.5e Spell) + (Cover yourself in a protective shell of water, warding off fire damage.)
- Acid Sheath (3.5e Spell) + (Cover yourself in acid, resist acid damage, hurt attackers.)
- Ring of the Vermiurge (3.5e Equipment) + (Cover yourself in insects similar to ''[[SRD:Crown of Vermin|crown of vermin]]'', which absorb damage and hurt your enemies.)
- Eldritch Spikes (3.5e Invocation) + (Cover yourself in spikes which deal your eldritch blast damage, or dismiss them to cause them to explode!)
- Umbral Shroud (3.5e Equipment) + (Covering its wearer like a film of living shadowstuff, the umbral shroud grants unmatched power over darkness and shadows.)
- Arm Guard (3.5e Equipment) + (Covering one shoulder and an entire arm, the arm guard leaves the body free for mobility but still allows for a fair amount of protection where it is needed.)
- Wall of Text (3.5e Spell) + (Covers surface with text that dazzles those who search or read.)
- Jelly Aura, Greater (3.5e Spell) + (Covers target in jelly, halving bludgeoning damage and providing DR 3/-.)
- Jelly Aura, Lesser (3.5e Spell) + (Covers target in jelly, halving bludgeoning damage.)
- Nonhumanoid Armor Crafter (3.5e Feat) + (Craft armor for nonhumanoid creatures at only +50% instead of double cost.)
- Craft Wearable Item (3.5e Feat) + (Craft magic items that occupy body slots.)
- Boots of the Wolf (3.5e Equipment) + (Crafted from [[Legendary Wolf (3.5e Monster)|Legendary Wolf]] fur and skin, these boots are known for their ability to make the wearer be able to find the right position in battle, just like a wolf.)
- Wildbone (3.5e Equipment) + (Crafted out of the bones of powerful beasts, monsters, and legendary opponents, these bones retain a hint of their former power.)
- Darklight (3.5e Equipment) + (Crafted out of the depleted remains of radioactive materials (or rarely, sometimes still radioactive materials), darklight items are very heavy and very dense.)
- Cranium Rat (5e) + (Cranium rats appear as normal Rats, except for their glowing exposed brains)
- Darksong (4e Feat) + (Create ''Cloud of Darkness'' around yourself or an ally within 10 squares.)
- Primal Savagery (5e) + (Create [[SRD5:Acid|acid]] glands in nails and teeth and make an [[SRD5:Melee Spell Attack|melee spell attack]].<br /><br />)
- Primal Savagery (One) + (Create [[SRD5:Acid|acid]] glands in nails and teeth and make an [[SRD5:Melee Spell Attack|melee spell 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.)
- 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.)
- 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.)
- 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.)
- 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.)
- 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)
- 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.)
- 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.)
- 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.)
- Lucky One (3.5e Class) + (Other people are exceptionally skilled or endowed with amazing abilities. You aren't. Things work out for you anyways.)
- 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.)
- SRD:Ogres—Merrows (Race) + (These cousins of the [[SRD:Ogre|ogre]] dwell in freshwater lakes and rivers.)
- SRD:Halflings—Tallfellows (Race) + (Tallfellows are somewhat rare among halfling folk. Tallfellows are 4 feet tall or more and weigh between 30 and 35 pounds.)
- SRD:Genies—Jann (Race) + (The jann (singular janni) are the weakest of the genies. Jann are formed out of all four elements and must therefore spend most of their time on the [[SRD:Material Plane|Material Plane]].)
- SRD:Dwarves, Hill (Race) + (Hill dwarves are the most common variety of dwarves.)
- Protection from Swords (3.5e Spell) + (You use nearby objects to parry attacks automatically for you.)
- Accomplished (3.5e Feat) + (This feat does nothing, but take heart for you can now follow your dreams and live in harmony, harmony--oh love!)
- SRD:Elves, High (Race) + (The high elf is the most common elf variety.)
- SRD:Gnomes, Rock (Race) + (Rock gnomes are the most common variety of gnomes.)
- SRD:Halflings, Lightfoot (Race) + (The lightfoot halfling is the most common halfling variety.)
- SRD:Gargoyles—Kapoacinths (Race) + (Kapoacinths often appear to be stone statues, for they can perch indefinitely without moving and use this disguise to surprise their foes.)
- Levitating Weapon Assault (3.5e Spell) + (You attack someone with a weapon that's lying around somewhere.)
- Sunglasses (3.5e Equipment) + (Eye-coverings that reduce the perceived brightness of one's surroundings.)
- Way of the Walker (3.5e Prestige Class) + (They are but pale images to their god of martial arts, yet each is an engine to end worlds. They are the followers of the one known as 'Walker'.)