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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
- Publication:Dread Codex/New Spells/My Life For Yours + (Creates skeletons or zombies by sacrificing hit points.)
- Earth I- Earth (3.5e Phrase) + (Creates some walls of stone.)
- Bones of the Earth (One) + (Creates stone pillars)
- Bones of the Earth (5e) + (Creates stone pillars<br /><br />)
- Publication:Dread Codex/New Spells/Bone Tattoo + (Creates tattoo that grants spell resistance to some effects and vulnerability to turning; mindless undead react to tattooed creature as if they were undead.)
- Publication:Dread Codex/New Spells/Corpse Defense + (Creates tentacles from corpses and dying creatures that grapple, drown targets in range.)
- Gust (5e) + (Creates wind effects that can push objects or other minor effects.<br /><br />)
- Gust (One) + (Creates wind effects that can push objects or other minor effects.)
- Create IV- Universe (3.5e Phrase) + (Creates your own universe, at the cost of XP.)
- Wrath of the Desert (3.5e Maneuver) + (Creating a blazing tornado of fire, wind, and glass, tearing up the landscape around you.)
- Pogonip Bomb (3.5e Spell) + (Creature a small of pressurized cold energy that deals damage to one target, then detonates into a ''[[SRD:Fog Cloud|fog cloud]]''.)
- Stunning Smite (3.5e Maneuver) + (Creature affected by smite must succeed on Will save or become stunned for 1 round + 1 round/4 IL)
- Baneful Smite (3.5e Maneuver) + (Creature affected by smite must succeed on Will save or take -1 penalty on attack rolls and saving throws against fear)
- Final Judgment (3.5e Maneuver) + (Creature affected by smite must succeed on Fortitude save or be destroyed.)
- Dazing Smite (3.5e Maneuver) + (Creature affected by smite must succeed on Will save or become dazed for 1 round/4 initiator levels.)
- Accursed Smite (3.5e Maneuver) + (Creature affected by smite must succeed on Will save or take -4 penalty on all attack rolls, saving throws, skill checks and ability checks)
- Blinding Smite (3.5e Maneuver) + (Creature affected by smite must succeed on Reflex save or become blinded for 1 round/4 initiator levels)
- Susceptible (3.5e Condition) + (Creature is easily affected by spells.)
- Oroc (3.5e Monster) + (Creature seems to be albinotic orc, but somehow it gives kind of more dangerous vibe)
- Pact Familiar Creature (One) + (Creature summoned by the ''[[Pact Familiar (One)|Pact Familiar]]'' spell)
- Corrosive Blast (3.5e Invocation) + (Creature takes damage on next turn.)
- Asepsis (3.5e Spell) + (Creature touched becomes immune to non-magical diseases.)
- Publication:Dread Codex 2/New Spells/Knowledge of the Ages + (Creature touched gains a +20 competence bonus to a chosen skill.)
- Seen but Unseen (3.5e Maneuver) + (Creature who would have seen you fails to do so.)
- Sobering Skeletal Stillness (3.5e Spell) + (Creature with skeletal structure is unable to move.)
- Enraged (3.5e Condition) + (Creatures afflicted who are under the effect of this status effect may only target a limited number of creatures.)
- Damage Reduction Adaptation (3.5e Feat) + (Creatures become resistant to energy damage and change the resistance type each turn.)
- Wound Thresholds (3.5e Variant Rule) + (Creatures become weaker as their health gets lowered, allowing for HP-attackers to be more impactful.)
- Mask of Forbidden Horror (3.5e Spell) + (Creatures best not look at you, lest they gaze into an endless paradox which taxes the brain and sickens the body.)
- Skydancer (3.5e Template) + (Creatures blessed by spirits of the air, they are given great agility in the clouds above.)
- Outsider (5e Race) + (Creatures born from the rock that hide amongst the crowds and feast on gemstones.)
- Nefas (3.5e Monster) + (Creatures born of ice and shadow, the Nefas serve as the servants of the God of Darkness.)
- Tyrantborn (3.5e Template) + (Creatures born with the natural ability to oppress others, tyrantborn have natural abilities making them natural born leaders and perhaps unfortunately allowing them to get in position of powers.)
- Psychic (3.5e Template) + (Creatures born with the spark of psionic power deep within their minds.)
- Assimilated (3.5e Template) + (Creatures inhabited by parasites which change their very being into something without self, without personality, perhaps without a soul. Zombies that yet still live, they seek to spread as a plague.)
- Force Push (3.5e Power) + (Creatures near you must save or be pushed back and fall prone.)
- Beastmaster (3.5e Feat) + (Creatures of all types have a thing for you.)
- Kaiju (3.5e Subtype) + (Creatures of colossal size and power, these beings carry some unique traits common amongst them.)
- Elf, Woodland (MC Race) + (Creatures of the wild, they roam the forests and stalk the plains with their cunning stealth and unrivaled wisdom.)
- Blood Brotherhood (3.5e Spell) + (Creatures permanently share a life total.)
- Lightning Powered (3.5e Template) + (Creatures powered by electricity itself, they can be natural born or created like some manner of Frankenstien monster.)
- Hyperdimensional (3.5e Template) + (Creatures removed from time and space, hyp … Creatures removed from time and space, hyperdimensional beings appear as strange and often geometric anomalies in the universe. They are capable of several extraordinary magical abilities showing their ability to bend space and time and produce spooky action at a distance.e and produce spooky action at a distance.)
- Draconian (3.5e Race) + (Creatures resembling a cross between [[SRD … Creatures resembling a cross between [[SRD:Dragon_Type|dragons]] and [[SRD:Humanoid_Type|humanoids]], [[Canon:Draconian|draconians]] are dragonspawn created from the corrupted eggs of [[SRD:True_Dragon#Metallic_Dragons|metallic dragons]]. They originated in the [[Canon:Dragonlance|Dragonlance]] setting but can be easily adapted to other settings ([[Canon:Takhisis|Takhisis]] becomes [[Canon:Tiamat|Tiamat]] fairly easily, for instance), and this is my attempt to do exactly that, while also making them a playable race.t, while also making them a playable race.)
- Publication:Dread Codex/Magic Items + (A whip that deals lethal damage, and has substantial trip bonuses.)
- Publication:Dread Codex/Magic Items/Sword of Ghosts + (Creatures slain by this blade cannot rise as undead.)
- Damage Susceptibility (3.5e Creature Ability) + (Creatures take more damage from certain sources.)
- Bonechilling Wind Guard (3.5e Maneuver) + (Creatures that attack you take cold damage and become fatigued.)
- Dragonbone Ingester (5e Monster) + (Creatures that have grafted parts of [[Dragon (5e)|Dragon]]s into themselves.)
- Dragonflesh Grafter Common (5e) + (Creatures that have grafted parts of [[Dragon (5e)|Dragon]]s into themselves.)
- Dragonflesh Abomination (5e) + (Creatures that have grafted parts of [[Dragon (5e)|Dragon]]s into themselves and muatated into horrible abominations.)
- True Darkness (3.5e Spell) + (Creatures true darkness in area)
- Svi (3.5e Race) + (Creatures which came from the great void of the quasi-elemental plane of vacuum, these creatures claim to be outsiders native to that otherwise empty realm. However, the truth of what they are, or were, is lost to history.)
- Aath Joiner (3.5e Template) + (Creatures who have joined their minds with a slug-like creature known as an Aath)
- Voidwarped (3.5e Template) + (Creatures who have stumbled upon Nevervoid, and been affected by its total darkness.)
- Acid (3.5e Subtype) + (Creatures with the Acid subtype are infused with corrosive energies or materials, and often are composed of caustic slime, decaying matter, or corrosive vapors.)
- Natural Arthropod (3.5e Template) + (Creatures with the Natural Arthropod template are actual insects, arachnids, and so on, rather than biological constructs created by extradimensional horrors in the before times.)
- Improved Toss (3.5e Creature Ability) + (Creatures with this ability briefly grab and throw opponents away from them.)
- Low Gravity Frame (3.5e Creature Ability) + (Creatures with this ability may be able to move well in light gravity, but are impaired in heavier condition of gravity.)
- Bloody Mauling (3.5e Creature Ability) + (Creatures with this ability will cause foes to bleed alot when they attack)
- Choking Constrict (3.5e Creature Ability) + (Creatures with this can choke foes to death and not just crush them.)
- Incorporeal (3.5e Subtype) + (Creatures with this subtype are not completely there, often ghosty, spirit-like, or immaterial.)
- Plane of Life (3.5e Sourcebook)/The People + (Natives to the Plane of Positive Energy, these outsiders are made of positive energy.)
- Positive (3.5e Subtype) + (Creatures with this subtype contain positive energy, and can endure it as a result.)
- Congealing Consumption (3.5e Spell) + (Creatures within the area of effect become nauseated.)
- Amulet of Elemental Summons (3.5e Equipment) + (Creatures you summon are bathed in elemental energies, enhancing their attacks and abilities.)
- Augment Summoning (3.5e Feat) + (Creatures you summon are more potent than normal.)
- Criminal Syndicate (5e) + (Crime families, gangs, thieve/assassin guilds)
- Lucifer Bloody Morningstar (3.5e Feat) + (Crime-solving devil, it makes sense Don't overthink it.)
- Deadly Scourge (4e Feat) + (Critical hit with flail dazes target and deals ongoing damage, hits adjacent targets)
- Epiphany of Steel (3.5e Maneuver) + (Critical hits apply even to creatures normally immune, and critical damage multipliers are increased.)
- Critical Mind Rampage (3.5e Feat) + (Critical hits break the mind of your foes.)
- SRD:Death of Enemies + (Critical hits threaten save or die against one of your favored enemies.)
- Piercing Crossbows (3.5e Variant Rule) + (Crossbows pierce armor better)
- Publication:Dread Codex/Monsters/Crucifixion Spirit + (Crucifixion spirits are most often encountered within 1,000 feet of the place of their execution (presumably the place where their fleshly body was laid to rest). Their only purpose seems to be to torment and kill any that cross their path.)
- Publication:Dread Codex/Monsters + (This creature was clearly once a living dog, but that time is long past.)
- Devoted Templar (3.5e Feat) + (Crusader and paladin levels stack for initiator level and smite damage.)
- Jewel of Spirit Allies (3.5e Equipment) + (Crush the jewel to summon allies you have made a contract with.)
- Bonds of Jörmungandr (3.5e Maneuver) + (Crush the life out of your target.)
- Atmospheric Press (3.5e Spell) + (Crush the opponent with the weight of the entire atmosphere.)
- Carriorn Stalker (5e) + (Crustacean-like monster who's life-cycle includes both being within living creatures and corpses.)
- Crying Owl the Wroth (3.5e Vestige) + (Crying Owl is the vestige of a brutal and … Crying Owl is the vestige of a brutal and vengeful killer who, even in death, persists to haunt the world as a vestige. She is the spirit of murder, revenge, parricide, and pent-up rage. She grants the ability to use [[SRD:Assassin#Death Attack|Death Attack]] as an [[SRD:Assassin|assassin]], the ability to deal bleeding wounds, and a supernatural ability to always be right behind her victims every step.ys be right behind her victims every step.)
- Plane of Life (3.5e Sourcebook)/The Stuff + (Allows you to survive on the plane of positive energy.)
- Ward Shard (3.5e Equipment) + (Crystal, repels undead)
- Solarite (3.5e Equipment) + (Crystallized remnants of ancient supernovas, and an incredibly potent source of fuel.)
- SRD5:Gelatinous Cube + (Cubic clear [[SRD5:Ooze|ooze]].)
- Dragonsoul (NPC) (5e) + (Cult of the Dragon cultist)
- Extended Mimicry (3.5e Feat) + (Cunning Brilliance or Mutable Class abilities last longer.)
- Curative (3.5e Equipment) + (Curative weapons deal an extra 2d6 damage against creatures which are harmed by positive energy, and can be used to heal yourself and others 1/day.)
- Instant Cure Critical Wounds (3.5e Spell) + (Cure Critical Wounds as a swift action)
- Instant Cure Light Wounds (3.5e Spell) + (Cure Light Wounds as an swift action)
- Instant Cure Moderate Wounds (3.5e Spell) + (Cure Moderate Wounds as a swift action)
- Positive Hand (3.5e Feat) + (Cure Serious Wounds and Remove Disease, 1/day)
- Instant Cure Serious Wounds (3.5e Spell) + (Cure Serious Wounds as an swift action)
- Plane of Life (3.5e Sourcebook)/Spells and Feats + (Protect your target from the plane of positive energy)
- Deific Mercy (3.5e Maneuver) + (Cure ability penalties, ability damage, and negative levels.)
- Neutralizing Serum (3.5e Maneuver) + (Cure disease, exhaustion, fatigue, nausea, paralysis, poison, or sickening, and render yourself immune to these effects as well.)
- Cure Conditions (3.5e Power) + (Cure negative conditions.)
- Cure Extended Wounds (3.5e Spell) + (Cures 5d8 damage +1/level (max +25).)
- Cure Massive Wounds (3.5e Spell) + (Cures 6d8 damage +1/level (max +30).)
- Cure Surgical Wounds (3.5e Spell) + (Cures 7d8 damage +1/level (max +35).)
- Cure Fatal Wounds (3.5e Spell) + (Cures 8d8 damage +1/level (max +40).)
- Espoir (3.5e Spell) + (Cures a list of conditions and debuffs.)
- King Iscariot Raum de Elmdore (3.5e NPC) + (Current King of Ghremlond, this charismatic vampire is charming, and without mercy for those who would call him an enemy.)
- User:Luigifan18/Edge of Seventeen (3.5e Spell) + (Curse a creature and temporally transform it into a seventeen-year-old. [http://tvtropes.org/pmwiki/pmwiki.php/Main/TeenageTropes Cue hormonal adolescent antics.])
- Seed of Influence (3.5e Spell) + (Curse a creature to be helpless against your enchantments.)
- Babble (3.5e Spell) + (Curse a creature to never be understood again.)
- Hunger of the Deep (3.5e Spell) + (Curse a target so that they may never approach a body of water, lest that which lurks within devour them whole.)
- Gravehorde (3.5e Spell) + (Curse an area to endlessly spawn an endless stream of undead which harass, entangle, and damage opponents.)
- Accursed Blade (3.5e Maneuver) + (Curse an enemy with a successful attack.)
- Curse Object (3.5e Spell) + (Curse an object (or a track of land). Those who touch said object are subject to ''[[SRD:Bestow Curse|bestow curse]]''.)
- Lycanthropic Curse (3.5e Maneuver) + (Curse an opponent with temporary mild lycanthrophy, making them stronger but driving them insane.)
- Curse (3.5e Feat Type) + (Curse feats grant powerful extraordinary or supernatural ability to character who take them, however they also possess their share of drawback.)
- Blood Mark (3.5e Maneuver) + (Curse someone's blood, making it so that you shall always be able to find them.)
- Warlock's Curse (3.5e Invocation) + (Curse your foes, much like a Hexblade, but better.)
- Curse of Acting Manually (3.5e Spell) + (Curse your opponent with incompetence, so that they cannot focus on seeing and walking or other multiple tasks at the same time.)
- Mortality Hex (3.5e Spell) + (Curse your target to unhealing)
- Jinx (5e Spell) + (Curse your target with instant bad luck, dealing random damage to them as something abrupt and painfully inconvenient happens to them.<br /><br />)
- Fail Mage (3.5e Class) + (Cursed by the gods of luck, these mages tend to experience problems at the most inopportune times.)
- Publication:Dread Codex 2/New Spells/Vampiric Lust + (Curses a victim so that they must drink humanoid blood or die.)
- Overwhelming Curse (3.5e Feat) + (Curses spell you cast become more difficult to avoid.)
- Parabolic Return (3.5e Maneuver) + (Curve space to turn any ranged attack against someone else.)
- Windshear (5e Spell) + (Cut your enemies with a solidified razor of high-speed wind.<br /><br />)
- Masochistic Blast (3.5e Maneuver) + (Cut yourself to release a shotgun blast of high pressure blood.)
- 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.)
- 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.)
- 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.)