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
- SRD:Enhance Spell + (Damage cap of spells increases by 5 or 10 dice.)
- Psychic (3.5e Other) + (Damage caused by mental attacks, fatiguing the body and clouding the mind.)
- Alignment Damage (3.5e Other) + (Damage dealt by holy, unholy, anarchic, and axiomatic sources.)
- Cleaving Shots (3.5e Maneuver) + (Damage multiple enemies in a line)
- SRD:Improved Natural Attack + (Damage of a natural weapon increases one step.)
- Ongoing Damage (3.5e Condition) + (Damage that occurs over multiple rounds.)
- Heart of Pure Darkness (3.5e Feat) + (Damage yourself to hurt others.)
- Publication:Dread Codex/Magic Items/Undead Sensitive + (Damages undead creatures you critical, and changes color when near undead.)
- Publication:Hyperconscious/Psionic Feats/Wounding Resonance + (Damaging powers you manifest that inflict damage against living targets also bleed.)
- Damocles (3.5e Equipment) + (Damocles weapons mark a target, striking them with the weapon every round they remain in range.)
- Hydration (3.5e Utterance) + (Dampen or dry objects, and satisfy or provoke thirst.)
- Change Psionics (3.5e Power) + (Dampen or enhance psionics.)
- Don't Shoot the Pianist! (3.5e Feat) + (Dance around all the projectiles, weapons and spells, while keeping the music going.)
- Dancing Swordsman (3.5e Feat) + (Dance around your enemies and poke them a whole lot. Inspired by Dashing Swordsman.)
- Fire Dancer (3.5e Feat) + (Dance around your enemies and watch them burn. Inspired by Ignan Soul.)
- Dancer (3.5e Class) + (Dancers are the Bards of the Sublime Way. Mixing magical dance with martial maneuvers, Dancers provide considerable support for their allies and can themselves be deadly in combat.)
- Dancer (3.5e Monster) + (Dancers from Kingdom Hearts II.)
- Dao (3.5e Race) + (Dao are the genies of the elemental plane of earth. Their politics and internal wars are ruthless, and a fair number of them end up running off to other planes as adventurers to get away from it.)
- Book of Elements (3.5e Sourcebook)/Races of the Elements + (Genasi are the descendents of mortals and genies of various kinds.)
- Dark Pact-Bound (3.5e Template) + (Dark Pact-Bound creature are very naughty mortals who made vile pacts with evil forces, either demons, devils or even elder evils.)
- Cultist, Qwertyu63 (3.5e NPC Class) + (Dark cultists, they draw power from their dark patron; based on Paleomancer's [[Cultist (3.5e NPC Class)]].)
- Drow - Project Atrea (3.5e Race) + (Dark elves as they are known and loved, now with four variants based on innate magic strength.)
- Black Sky (3.5e Campaign Setting) + (Dark fantasy spellpunk, set in the enlightened age.)
- Shadar-Kai, Axim Variant (3.5e Race) + (Dark fey cursed with the taint of the Plane of Shadow.)
- Dark Knight (5e Martial Archetype) + (Dark knights expend their own health to deal massive powerful blows, recover through acts of violence, and sow death in their wake.)
- Master Necromancer (3.5e Prestige Class) + (Dark spellcaster who studies the black art of necromancy and undeath.)
- Darklight Brew (4e Equipment) + (Darklight ore is powdered and cut with a mild acid to create this poison.)
- SRD5:Darkmantle + (Darkmantle appear similar to a [[wikipedia: Vampire Squid|Vampire Squid]] <sup>[[File:Icon External Link.svg|link=wikipedia: Vampire Squid]]</sup>.)
- Warlock Patron - The Inescapable Void (5e Subclass) + (Darkness awaits all as the Void pulls to reclaim that which was wrought from Nothing.)
- Suffocating Darkness (3.5e Spell) + (Darkness thickens and suffocates.)
- Obscured Existence (3.5e Martial Discipline) + (Darkness, monochrome, and nullity themed discipline for [[Shadow Pact Warlock (3.5e Class)|shadow pact warlocks]].)
- Buzzing Fly (3.5e Maneuver) + (Dash about the field while making inane noises that make it really, really, really, ''really'' hard for enemy spellcasters to concentrate. Just like a housefly, only about a hundred times more aggravating!)
- Supersonic Dash (3.5e Maneuver) + (Dash rapidly ahead, leaving a cone of sonic damage in your wake.)
- Stone Rain (3.5e Power) + (Days of concentration make meteors squash your victims.)
- Reboot (3.5e Spell) + (Dazes a creature for 1 round, and then removes any status effects (good or ill) they were under from a large list.)
- Light Sensitivity (3.5e Creature Ability) + (Dazzled by sunlight and ''daylight''.)
- Dazzled (5e Condition) + (Dazzled is a condition)
- Drow Spore Servant (5e) + (Dead [[Drow (5e)|Drow]], reanimated by [[Myconid (5e)|Myconid]] spores.)
- Duergar Spore Servant (5e) + (Dead [[Duergar (5e)|Duergar]], reanimated by [[Myconid (5e)|Myconid]] spores.)
- Hook Horror Spore Servant (5e) + (Dead [[Hook Horror (5e)|Hook Horror]], reanimated by [[Myconid (5e)|Myconid]] spores.)
- Quaggoth Spore Servant (5e) + (Dead [[Quaggoth (5e)|Quaggoth]], reanimated by [[Myconid (5e)|Myconid]] spores.)
- Chuul Spore Servant (5e) + (Dead [[SRD5:Chuul|Chuul]], reanimated by [[Myconid (5e)|Myconid]] spores.)
- Toxic (3.5e Spell) + (Deadly toxins persistantly waste away at the enemy's body.)
- Spell Void (3.5e Spell) + (Deadmagic Sphere which engulfs target.)
- Deadwood (3.5e Equipment) + (Deadwood, as it was called, is the unliving flora which grows in the quieter parts of the negative energy plane, drawing energy from the victims which perish there.)
- Blackjack Attack (3.5e Maneuver) + (Deal +2d8 damage to flat-footed opponent. Another +1d8 with a Sap.)
- Dire Blademaster's Form (3.5e Maneuver) + (Deal +3d6 damage on critical hits, gain +5 bonus on rolls to confirm critical hits.)
- Knife Slits the Throat (3.5e Maneuver) + (Deal +7d8 damage and silence flat-footed opponent.)
- Brainstorm (3.5e Maneuver) + (Deal 10d6 against every opponent within 30 feet.)
- Mindlock Strike (3.5e Power) + (Deal 1d4 [[Spellstrained (3.5e Condition)|Mindstrained]] levels with a touch or melee attack.)
- Burning Bile Blade (3.5e Maneuver) + (Deal 1d4 acid damage per initiator level, plus half that amount the next round.)
- Simmering Bile Blade (3.5e Maneuver) + (Deal 1d6 acid damage +1 per initiator level, and weakens targets to poisoning attempts.)
- Chill Blade (3.5e Maneuver) + (Deal 1d6 cold damage +1/initiator level)
- Comet Crush (3.5e Maneuver) + (Deal 1d6 points of damage per point of Strength-based damage you would normally deal.)
- Disintegrating Bile Blade (3.5e Maneuver) + (Deal 1d8 acid damage per initiator level, plus the full amount next round.)
- Deliverance (3.5e Maneuver) + (Deal 1d8 points of damage per two initiator levels to all foes you threaten in melee each turn that you maintain this stance.)
- Fumbling Stomach Smash (3.5e Maneuver) + (Deal 2d6 extra damage and force a Reflex save to avoid dropping things.)
- Gentle Mist Shot (3.5e Maneuver) + (Deal 4d6 extra nonlethal damage. If a creature is reduced to 0 HP or lower by this attack, the creature becomes the center of effect to an [[SRD:Obscuring Mist|''obscuring mist'']] spell.)
- Seagull Divebombs the Elephant (3.5e Maneuver) + (Deal 4d8 extra damage and move on every attack if hidden.)
- Forceful Blast (3.5e Maneuver) + (Deal 9d6 damage at range, possible knockdown effect.)
- Frostblade Fury (4e Feat) + (Deal Cold damage with melee or ranged basic attack)
- Rebuke of the Talisman (5e) + (Deal [[SRD5:Psychic|psychic]] damage to an attacker that hits you.<sup>(Unofficial Summation)</sup>)
- Graze Damage (3.5e Variant Rule) + (Deal a little damage, even on a miss.)
- Needle Point Purification (3.5e Maneuver) + (Deal a minor amount of non-lethal damage in order to purge a great deal of staus effects from a creature.)
- Logic-Overriding Postulate (3.5e Maneuver) + (Deal additional damage, change opponent's alignment, charm.)
- Bounded Infinity (3.5e Maneuver) + (Deal additional damage, confuse opponent)
- Thundersnap Lash (3.5e Maneuver) + (Deal additional sonic damage, and possibly deafen your opponent.)
- Epic Weapon Specialization-CE (3.5e Feat) + (Deal an extra +4 damage with your weapon, and damage now affects maximum hp.)
- SRD:Positive Energy Aura + (Deal automatic turn attempts to nearby weak undead.)
- Elegant Execution (3.5e Maneuver) + (Deal bonus damage at point blank range, or make a coup de grace against a downed enemy.)
- Mental Might (3.5e Maneuver) + (Deal bonus damage based on Autohypnosis ranks, take a penalty to attacks.)
- Heart of Stone (3.5e Maneuver) + (Deal bonus damage based on how weakened the target already is.)
- Truevenom, Revised (3.5e Power) + (Deal constitution damage with your claw attacks.)
- Truevenom Weapon, Revised (3.5e Power) + (Deal constitution damage with your weapon attacks.)
- Aneis's Blood Cone (3.5e Spell) + (Deal damage and knock creatures out with a cone of blood.)
- Maneuver Strike (3.5e Feat) + (Deal damage and perform a combat maneuver by taking a -4 penalty to hit.)
- Mind Rampage (3.5e Feat) + (Deal damage and rampage the foe's mind)
- One Strike Two Cuts (3.5e Maneuver) + (Deal damage for multiple attacks in a single attack.)
- Shards of the Demonic Mirror (3.5e Maneuver) + (Deal damage in an area and confuse enemies affected.)
- Wound Enemy (3.5e Feat) + (Deal damage to a creature's maximum hp total, and penalties on a critical hit.)
- Unleashed (3.5e Maneuver) + (Deal damage to anything grappling you or otherwise keeping you bound, even destroying magical effects.)
- Extract Blood Elemental (3.5e Maneuver) + (Deal damage, fatigue a target, and if you kill them animate their still-warm vital fluids.)
- Ashe's Mind Lance (3.5e Spell) + (Deal damage, interrupt spell.)
- Telekinetic Surge (3.5e Maneuver) + (Deal damage, throw back, and knock prone everything within a cone.)
- SRD:Spirited Charge + (Deal double damage while charging on a mount.)
- Smite of Divine Wrath (3.5e Maneuver) + (Deal double smite damage to all opponents within 30 ft. and impose -4 penalty on attack rolls, damage rolls, AC and saves; effect is based on smite)
- Element Blade (3.5e Maneuver) + (Deal energy damage with normal attacks.)
- Quartzcut Breaker (3.5e Maneuver) + (Deal extra damage against constructs and corporeal undead, and sunder items. You can repair magical items sundered without losing their properties.)
- Glasscut Breaker (3.5e Maneuver) + (Deal extra damage against constructs and corporeal undead, and sunder items.)
- Diamondcut Breaker (3.5e Maneuver) + (Deal extra damage against constructs and corporeal undead, and sunder items. Sundered magic items can be repaired with no additional cost.)
- Divine Conviction (3.5e Maneuver) + (Deal extra damage equal to smite damage with each melee attack.)
- Dragoon's Leap (3.5e Maneuver) + (Deal extra damage to an opponent based on Jump check.)
- Building Devastation Strike (3.5e Maneuver) + (Deal extra damage to buildings and constructs.)
- Ominous Presence (3.5e Maneuver) + (Deal extra damage to frightened enemies.)
- Chosen Foe (4e Feat) + (Deal extra damage to target you mark once per encounter.)
- Scalpel Strike (3.5e Feat) + (Deal extra damage using Heal ranks.)
- Plane of Life (3.5e Sourcebook)/Spells and Feats + (Protect your target from the plane of positive energy)
- Irrational Number Inculcation (3.5e Maneuver) + (Deal extra damage, daze enemy.)
- Ogreslayer (3.5e Maneuver) + (Deal extra damage, stun target)
- Energy Bite (3.5e Feat) + (Deal extra energy damage with your bite)
- Tempest Storm Style (4e Feat) + (Deal extra lightning damage after attack)
- Envenom Weapon (3.5e Maneuver) + (Deal extra poison damage, and a save against a physically crippling poison.)
- Hungry Blade Stance (3.5e Maneuver) + (Deal extra vampiric damage with your attacks.)
- Flashfire (3.5e Invocation) + (Deal fire damage and blind opponents in area.)
- Physical Blaster (3.5e Feat) + (Deal full damage with physical blasts when used as an area of effect.)
- Tear to Pieces (3.5e Feat) + (Deal half damage, but ignore temporary hit points and deal damage directly to maximum hit points.)
- Magma Melt (3.5e Spell) + (Deal heavy fire damage to a single creature and entangle it.)
- Flying Knee (3.5e Maneuver) + (Deal massive damage to big opponents with melee attack, ground fliers.)
- Giantslayer (3.5e Maneuver) + (Deal massive damage, stun target)
- Disdain of the Judicator (3.5e Feat) + (Deal more damage and more efficiently against criminals)
- Anger Overwhelming (3.5e Maneuver) + (Deal more damage the lower hit points you have.)
- The Bigger They Are (3.5e Maneuver) + (Deal more damage to larger foes)
- Infuse Death (TOToM Spell) + (Deal negative energy to target.)
- Immobilizing Gaze (3.5e Feat) + (Deal no damage with a stony gaze, but immobilize them.)
- Nonlethal Training (3.5e Trait) + (Deal nonlethal by default instead of lethal damage.)
- Save the Villain (3.5e Trait) + (Deal nonlethal without penalty, but you cannot finish off the helpless.)
- Exploding Smite (3.5e Maneuver) + (Deal smite damage to all opponents within 30 ft.; effect is based on smite.)
- Martial Smite (3.5e Maneuver) + (Deal smite damage with normal attack)
- Mind Numbing Stab (3.5e Feat) + (Deal spellstrained levels of damage.)
- Cull Undead (3.5e Spell) + (Deal the grim cost to undead creatures.)
- Power Word Dazzle (3.5e Spell) + (Deal the most powerful status effect: Dazzling!)
- Flesh Scar Blade (3.5e Maneuver) + (Deal vile damage with your poisoned attack.)
- Dragging Slash (3.5e Maneuver) + (Deal weapon damage for every 10 feet you move across an enemy/building.)
- Rockettu Charge (3.5e Feat) + (Deal your Detonate damage on a charge attack.)
- Publication:Dread Codex/New Spells/Dread Blade + (Deals 1d4 damage per caster level to one target; if slain, target becomes an unintelligent undead creature.)
- Life Without Life (3.5e Maneuver) + (Deals 1d6 damage and prevents the target from being healed.)
- Death to the Living (3.5e Maneuver) + (Deals 1d6+1/2IL negative energy damage.)
- Disrupt Necromantic Power (3.5e Maneuver) + (Deals 2d6 extra damage against undead, deathless or beings capable of casting necromancy spells.)
- Publication:Dread Codex/New Spells/Instill Foolishness + (Deals 3 wisdom damage/4 caster levels to a single target.)
- Rebuke the Controller (3.5e Maneuver) + (Deals 6d6 damage to an undead being and deals extra damage to anyone controlling it.)
- Life is Precious (3.5e Maneuver) + (Deals an extra 6d6 damage and the target must make a fortitude save or die.)
- Ice Hammer (3.5e Maneuver) + (Deals damage and weakens defenses)
- Tale of the Double (3.5e Maneuver) + (Deals damage to a target based on what sort of damage maneuvers they have prepared can deal.)
- Publication:Dread Codex 2/New Spells/Bolt of Ghostslaying + (Deals damage to an incorporeal target.)
- Eldritch Smite (5e) + (Deals extra [[SRD5:Force|force]] damage on a hit with the [[SRD5:Pact Weapon|pact weapon]] and knocks target [[SRD5:Prone|prone]])
- Slash the Spirit (3.5e Maneuver) + (Deals extra damage against incorporeal undead and ignores the miss chance against incorporeal beings.)
- Peaceful End (3.5e Maneuver) + (Deals extra damage against undead and deathless targets.)
- Putrefy the Flesh (3.5e Maneuver) + (Deals extra damage over the course of multiple rounds depending on the creature type.)
- Publication:Dread Codex/New Spells/Cone of Stupidity + (Deals intelligence damage to affected creatures every round.)
- Publication:Dread Codex 2/New Spells/Masks of Pain + (Deals negative energy damage, reduces victims to a Charisma of 1.)
- Extended Death and Dying (3.5e Variant Rule) + (Death and dying for the overly dramatic.)
- Code Blue (3.5e Variant Rule) + (Death for the modern age.)
- Dragoon (3.5e Optimized Character Build) + (Death from above!)
- Death's Door (3.5e Location) + (Death's door marks a place where the material plane and the afterlife intermix. From here psychopomps can be called forth to bargain for the souls of the dead and restore them to life.)
- Deathstrike (3.5e Equipment) + (Deathstrike weapons deal +2 damage against living creatures, and can store the essence of death for a major attack.)
- Deceivers (3.5e Race) + (Deceivers are generally metallic skeletal constructs which are created to carry out simplistic and usually monotonous tasks.)
- God-blooded (3.5e Class) + (Decended from the gods, god-blooded wield great divine power.)
- United We Stand (3.5e Maneuver) + (Declare an oath to an ally, bringing them under your protection, gain bonuses for yourself and against the ally’s attackers.)
- Pontiff's Robe (3.5e Equipment) + (Decorated robes for the highest-appointed clergymen.)
- Improved Metamagic-CE (3.5e Feat) + (Decrease the level adjustment of using metamagic effects by 1.)
- Plushie Paladin (3.5e Racial Substitution Levels) + (Dedicated to service of their sun-king Sol Eiji, plushie paladins are as zealous as they are flammable.)
- Deeka Thug (3.5e NPC) + (Deeka muggers out for quick cash.)
- Vril Caverager (3.5e Racial Substitution Levels) + (Deep in the Underdark, drows breed specialized vril barbarians that are adapted to their cave habitat and make better use of their natural abilities.)
- Shadow hunter (4e Class) + (Deep in the night you see them: they burn off all light and consume all power to make it their own. Their gods are fierce and them fiercer; all is lost when they attack their enemies.)
- Brachyura (3.5e Race) + (Deep sea creatures from Gokia, they have a grudge against the surface world and would love to see it drown.)
- Irrumator (3.5e Template) + (Deep within the Abyss, the Mar family of d … Deep within the Abyss, the Mar family of demons, under Lord Juiblex, developed a special technique to corrupt celestials. Initially based on the idea of recreating Celestials as Mummys through Necromancey, the technique has evolved into something original.nique has evolved into something original.)
- Major Pyrotechnics (3.5e Skill Trick) + (Deepening your craft with fireworks you gain new techniques with them.)
- Ionize - Energized (3.5e Feat) + (Deeper in your veins, the electrical flow become your life, and flows like blood. Your electrical power rise again.)
- Fortunate Son (3.5e Feat) + (Deeply expand the usability of your luck rerolls.)
- Two-Weapon Defense, Balmz (3.5e Feat) + (Defend yourself with your two weapon fighting)
- Infinite Barrel Roll (3.5e Maneuver) + (Deflect any amount of anything ranged that comes your way, and then throw them back!)
- Whirlwind Barrel Roll (3.5e Maneuver) + (Deflect anything ranged that comes your way.)
- Exceptional Deflection-CE (3.5e Feat) + (Deflect anything. Yes, '''anything'''.)
- Deflect Blow (3.5e Feat) + (Deflect arrow except for melee!)
- Codex Deflect Blow (3.5e Feat) + (Deflect arrow except for melee!)
- Armed Deflect Arrows (3.5e Feat) + (Deflect arrows when your hands are full.)
- Diamond Deflection (3.5e Maneuver) + (Deflect arrows, and sometimes even rays with the edge of your weapon.)
- Gaussian Property of Distribution (3.5e Maneuver) + (Deflect half of damage back to attacker.)
- Improved Deflect Arrows (3.5e Feat) + (Deflect multiple arrows a round, at the cost of your attacks of opportunity.)
- Electromagnetic Shield (3.5e Power) + (Deflect mundane arrows, and resist mundane and magical attacks from metal weapons.)
- SRD:Deflect Arrows + (Deflect one ranged attack per round.)
- Gentle Rotation (3.5e Feat) + (Deflect ranged attacks with attacks of opportunity.)
- Fomorian (5e) + (Deformed giants of the Underdark)
- Deformity (3.5e Feat Type) + (Deformity feats are a subset of [Vile] feats based around the Willing Deformity feat originally presented in [[Publication:Book of Vile Darkness|Book of Vile Darkness]].)
- Deino (3.5e Monster) + (Deino is a rather comical-looking dragon with a bad temper. Unfortunately for it, its utter lack of vision tends to repeatedly screw it over in the enclosed areas it hunts in. This doesn't help its comical image.)
- Frozen Steel Rain (3.5e Maneuver) + (Delay a ranged attack to go off later, creating opportunities for traps.)
- Cerulean Endurance (3.5e Feat) + (Delay death by 3 hit points for every point of invested essentia.)
- Breaking Dawn (3.5e Maneuver) + (Delay your turn without changing your place in initiative.)
- Deludere, the Ghost Fox (3.5e Vestige) + (Deludere is the lost spirit of a kitsune who delved too deep into illusions, and became unreal himself.)
- SRD:Demilich Template + (Demilich is a template that can be added to any [[SRD:Lich|lich]])
- Disciple of Acererak Demilich (5e) + (Demilich that can trap souls in its eye gems)
- Fraz-Urb'luu (5e) + (Demon Lord of deception and illusions.)
- Demon Armour, Lesser (3.5e Equipment) + (Demon armour priced at something that doesn't make us cry.)
- Demon's Blessing (3.5e Disease) + (Demon disease that mutates you over time)
- Demogorgon (5e) + (Demon lord with two heads and tentacle arms.)
- Riesfrit (3.5e Race) + (Demon-spawned giant monsters)
- Demonbinder (3.5e Prestige Class) + (Demonbinder are either the the master or the bane of all fiends, they are able to perform incredible task against or with them....)
- Outcast (4e Race) + (Demons and devils cast out of the dark; both half-blood children and disgraced fiends.)
- Deny Passage (3.5e Utterance) + (Deny an area to others, or prevent others from leaving the area.)
- Darkhunter (3.5e Prestige Class) + (Depraved hunters of things more evil than themselves, Darkhunters turn darkness back upon itself to satisfy their own thirst for blood.)
- UA Ranger (5e) + (Deprecated! A revised version of the [[SRD5:Ranger|ranger]] class.)
- Conjure Barlgura (5e) + (Deprecated! Summons a [[Barlgura (5e)|Barlgura]].<br /><br />)
- Guardian (5e) + (Deprecated! This subclass is as protective as a mother bear.)
- Derro (5e) + (Derro are small humanoids that are vaguely Dwarf-like.)
- Derro Savant (5e) + (Derro are small humanoids that are vaguely Dwarf-like.)
- Cloaked Glide (3.5e Feat) + (Descend safely with the aid of your cloak.)
- Drakenbred, Tsobaal (3.5e Race) + (Descendants of extraplanar Pyroclastic dragons, the Tsobaal are powerful creatures who respect physical prowess.)
- Genasi Race (5e) + (Descended from [[:Category:5e Genies|genie]]s.)
- SRD5:Half-Elf + (Descended from humans and elves)
- Pangali (3.5e Race) + (Descendents from primates, Pangali are animalistic creatures with ape-like complexion.)
- Aspect of the Sand Hunter (3.5e Soulmeld) + (Desert totemists learned in ancient times to imitate the skills of one of the most successful beasts of the desert: the sand hunter<sup>Sa</sup>.)
- Reform the Line (3.5e Maneuver) + (Designate a point within range, to which you and allies can then move as an immediate action.)
- Cain's Curse of Covetousness (3.5e Spell) + (Designate an object, which attracts creatures and causes them to fight over it.)
- Rapid Repair Utility Foam (3.5e Equipment) + (Designed as a stopgap repair for vehicles, fortifications, and other large and mostly solid objects, this quick-drying foam hardens into a rock-like scab that slowly flakes away over time)
- Blood Feast (3.5e Martial Discipline) + (Designed by those who survive on blood, the blood feast discipline learns how to weaponize their own blood and the blood of others by opening grievous wounds from which vitality can leak through.)
- FT28 Ship Killer (3.5e Equipment) + (Designed to break through most ships.)
- 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.)
- Quasi-gestalt (3.5e Variant Rule) + (Designed to work with E6, E20, and other E-something systems, quasi-gestalt offers horizontal growth once you've hit your level cap.)
- Odious Personality (3.5e Flaw) + (Despite all the charisma in the world you cannot hide your disagreeable personality. You indulge yourself in terrible habits, impoliteness and narcissistic braggings.)
- Distant Hybrid (3.5e Trait) + (Despite being human you have a distant ancestor from another race, this cause you to be gifted in unusual ways.)
- Bundle of Terror (3.5e Feat) + (Despite being smaller than most people, you don't have a hard time intimidating those larger than you.)
- Yuan-ti (3.5e Race) + (Despite being the lowliest of their race, yuan-ti purebloods are still kickass snake-people.)
- Ruination of Malcanthet (3.5e Feat) + (Despite the poison in your soul, Malcanthet's supreme trickery and disguise hides it all.)
- Deceptive Strength (3.5e Trait) + (Despite your high strength you appear to be scrawny and unathletics.)
- Demise Unseen (3.5e Spell) + (Destroy a creature and transform it into a controlled ghoul.)
- Transmute Buildings to Toothpicks (3.5e Spell) + (Destroy a large number of buildings in a wide area by reducing them to splinters.)
- Diamond Breaker (3.5e Maneuver) + (Destroy force effects, and pierce through deflection and force bonuses.)
- Broken Window (3.5e Maneuver) + (Destroy something with great force, and expect its owner to be happy about it.)
- Zanzetsuken (3.5e Maneuver) + (Destroy stuff in a single blow!)
- Hero's Edge (3.5e Martial Discipline)/All Maneuvers + (No falling damage as long as you're riding a piece of building down to ground level.)
- Unreality Zone (3.5e Power) + (Destroy the reality around you, erasing things from existence and throwing them into the realm of dreams.)
- Coronach Song (3.5e Feat) + (Destroy the undead with a song, kill the dying)
- Annihilating Strike (3.5e Feat) + (Destroy things with a powerful disintegrating strike.)
- Sterilize (3.5e Spell) + (Destroy weak creatures, including swarms, instantly.)
- Delicious Lies (3.5e Maneuver) + (Destroy your opponent's defense with a well-placed lie.)
- Dust to Dust (3.5e Spell) + (Destroys corpse.)
- Destructive Warrior (3.5e Prestige Class) + (Destructive Warriors are the best in the art of battle and massacre their opponents.)
- Swarm of Zombie Limbs (5e) + (Detached [[SRD5:Zombie|zombie]] limbs aggregated into a group creature. Related: [[Zombie Plague Spreader (5e)|Zombie Plague Spreader]], [[Zombie Clot (5e)|Zombie Clot]].)
- Detect Mineral (3.5e Spell) + (Detect a particular mineral or element in the ground.)
- Ki Sense (3.5e Skill Trick) + (Detect auras around you.)
- Mental Watchguard (3.5e Power) + (Detect dangers around an ally and their general status, even if you're not in the same room.)
- Blood Seek (3.5e Maneuver) + (Detect heartbeats from living creatures, even through darkness.)
- Hearthunter (3.5e Maneuver) + (Detect heartbeats from living creatures, and even divine their hp totals. You can also autoconfirm critical hits.)
- Thermal Prescience (3.5e Invocation) + (Detect heat sources by sight, or at long range.)
- Spectroberyl (3.5e Equipment) + (Detect magical sources of light.)
- Detect Radiation (3.5e Spell) + (Detect radioactive material at range.)
- Necrotic Awareness (5e Spell) + (Detect the presence of necrotic cysts<br /><br />)
- Discern Lighting Level (3.5e Spell) + (Determine how bright of light is shining on you)
- Discern Ancestry (3.5e Spell) + (Determine if a creature has a specific ancestor.)
- Book of Elements (3.5e Sourcebook)/Magic Items + (Determine if a creature has a specific ancestor.)
- Detect Laws (3.5e Spell) + (Determine the rules in the nearest settlement.)
- Last Cast (3.5e Spell) + (Determine what spell was cast last from a spellcaster or item.)
- 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.)
- 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.)
- 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.)
- 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.)
- 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'.)
- Minor Superpowers (3.5e Feat) + (You are not merely a one-trick pony; you have several tricks)
- Slip And Slide And Burn (3.5e Equipment) + (The slippery bridge is only half the danger, when they reach halfway over the bridge it tilts, and sends them sliding into a blazing oven below.)
- Weightless (3.5e Equipment) + (Your item has no weight.)
- Air, Liber Demonica (3.5e Cleric Domain) + (The domain dealing with powers over wind, lightning and so forth.)
- Alchemical Arm (3.5e Equipment) + (This is a limb that resembles your real limb, although it's covered in tattoos and infused deeply with alchemical energy.)
- Magical Vigor (3.5e Feat) + (Expend magic to heal self.)