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
- Bracers of Murder (4e Equipment) + (Each of these burnished metal bracers is adorned with a grinning skull set with onyx stones set in its eye sockets.)
- Dancing Lotus Whirl (3.5e Maneuver) + (Each round you may make a free Disarm or Feint attempt.)
- Victorious Morale (3.5e Maneuver) + (Each successful attack grants you a +1 bonus on attack rolls and a +5 bonus on damage rolls.)
- Ring of the Evil Eye (3.5e Equipment) + (Each time you attack, you gain 2 hp.)
- Lorehold Apprentice (5e) + (Early student of [[Lorehold College (5e)|Lorehold College]])
- Prismari Apprentice (5e) + (Early student of [[Prismari College (5e)|Prismari College]])
- Silverquill Apprentice (5e) + (Early student of [[Silverquill (5e)|Silverquill College]])
- Witherbloom Apprentice (5e) + (Early student of [[Witherbloom College (5e)|Witherbloom College]])
- Quandrix Apprentice (5e) + (Early student of the [[Quandrix (5e)|Quandrix College]].)
- Sandman (3.5e Race) + (Earth elementals born on the [[SRD:Material Plane|Material Plane]] who wander wastelands and deserts.)
- Geode (3.5e Race) + (Earthen elementals in the form of a spherical boulder.)
- Quest Marker (3.5e Feat) + (Easily locate your next target to complete a quest)
- Eggrolls of Consideration (3.5e Equipment) + (Eat these eggrolls, and you will be sensitive to the thoughts of others.)
- Northern Elf Slippers (3.5e Equipment) + (Eclectic elven sensibilities have gone into the creation of these wintery slippers.)
- Editing Book (3.5e Equipment) + (Editing books can be altered and errata after printing using editing tabs which synergize with it. They come in spellbooks as well.)
- Hoplite Armor (3.5e Equipment) + (Effective lightweight infantry armor from the Theramore Peninsula.)
- Heavy Leather (3.5e Equipment) + (Effectively multiple layers of studded and normal leather, it sacrifices dexterity for more armor without slowing you down.)
- Unique Attack Modifiers (3.5e Variant Rule) + (Effects attached to attacks that force an opponent to save should only happen at most once per round.)
- True Genesis (3.5e Feat) + (Effects of Genesis Ritual stack.)
- Reverse Cure (3.5e Spell) + (Effects that would cure the target wound them instead.)
- Efreet (3.5e Race) + (Efreet are the genies of the Elemental Pla … Efreet are the genies of the Elemental Plane of Fire. They have demon faces, enslave people, and burn things, so they're usually not very nice to hang around. Sometimes they are exiled from their society in disgrace or leave to set up some advantage somewhere.leave to set up some advantage somewhere.)
- Book of Elements (3.5e Sourcebook)/Races of the Elements + (Genasi are the descendents of mortals and genies of various kinds.)
- SRD5:Egyptian Pantheon + (Egyptian gods)
- Circlet of Spiderkind Command (4e Equipment) + (Eight tiny siver spiders with ruby chips for eyes adorn this delicate circlet.)
- Eirene (3.5e Race) + (Eirene are kind-hearted bird people directly related to harpies. They promote peace and harmony in others, and are sometimes known as Peacebearers or Dovelings.)
- Density (3.5e Spell) + (Either enlarge and weaken an object, or shrink and harden.)
- Heartless (3.5e Flaw) + (Either literally or figuratively, you have no heart.)
- Ancient Beastlord (3.5e Alternate Class Feature) + (Either the result of time travel, or livin … Either the result of time travel, or living in some lost world or another planet. The ancient beastlord is a primeval type of ranger who is used to facing long-vanished animals of an ancient era. As a result they are tougher and meaner, and are able to tame such beasts… but lack the connection to nature necessary for spells.connection to nature necessary for spells.)
- Spectral Haunting (3.5e Flaw) + (Either through a bad experience or too many ghost stories, You became extremely afraid of incorporeal undead.)
- Duraskin (3.5e Feat) + (Either through chitinous shell, rubbery body, or even nanomachines coursing through your veins you possess significant natural armor against danger.)
- Access Divine Power (3.5e Feat) + (Either through faith or some trickery, you gain access to a domain power which would not normally be yours to use.)
- Gene-modded (3.5e Template) + (Either through science or magic, some creatures are greatly enhanced even before they are born. Their very genes twisted to make a being of great potential.)
- Ritual of the Three Circles (3.5e Invocation) + (Either travel to the lower plane summon a number of weak fiendish creature or summon a particular fiend.)
- Conceited (3.5e Flaw) + (Either you were born attractive, or you went to great lengths to become so, and you feel joy when basking in your boon.)
- Eladrin Lineage (5e) + (Eladrin Lineage)
- 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.)
- Scales of the Warped Serpent (3.5e Equipment) + (Elderein full plate that protects against becoming lost within other realms)
- Eldritch Blade (3.5e Prestige Class) + (Esoteric warriors who combine martial prowess with a warlock's invocations.)
- Incarnum Occultist (3.5e Feat) + (Eldritch powers and the force of souls surge through your body and spirit.)
- Electivire (3.5e Monster) + (Electivire is the ultimate form of the [[Electabuzz (3.5e Monster)|Electabuzz]] line. It's a powerful Pokémon able to use a variety of elements.)
- Electricity (3.5e Subtype) + (Electric-subtype creatures are infused with the elemental power of electricity, and usually have electrical abilities.)
- Desert Storm (3.5e Feat) + (Electricity-based abilities.)
- Ib-Dyn's Ionic Conduit (3.5e Spell) + (Electrify a large number oc lose targets to death, heal yourself and allies.)
- Ohm's Electrified Equipment (3.5e Spell) + (Electrify metal armor or weapon, either helping or hindering the wielder.)
- Blistercoil Weird (5e) + (Elemental ([[Izzet Weird (5e)|Izzet Weird]]) constructed of Fire and Water)
- Olhydra (5e) + (Elemental Princess of Evil Water)
- Galvanice Weird (5e) + (Elemental construct ([[Izzet Weird (5e)|Izzet Weird]]) of Lightning and Ice)
- Fluxcharger (5e) + (Elemental construct ([[Izzet Weird (5e)|Izzet Weird]]) of Lightning, Fire and Smoke)
- Eleonor, the Archelf (3.5e Vestige) + (Eleonor the Archelf grants powerful elvish abilities to anyone who bind her.)
- SRD5:Giant Ape + (Elephant sized ape.)
- Giant Subterranean Lizard (5e) + (Elephant sized lizard that prefers caves or other underground environments.)
- Hulking Crab (5e) + (Elephant-sized crab)
- Mammoth Spider (5e Monster) + (Elephant-sized spider.)
- Archer's Mystical Watchtower (3.5e Maneuver) + (Elevate yourself to gain a better position.)
- Normalize (3.5e Spell) + (Eliminates most buffs and penalties in an area.)
- Drow Elite Warrior (5e) + (Elite soldier of the [[Drow (5e)|Drow]])
- Aroghin Paragon (3.5e Racial Paragon Class) + (Elite working soldier tasked with patrols and keeping the peace.)
- Aroghin Temple Guard (3.5e NPC) + (Elite working soldier tasked with patrols and keeping the peace.)
- Elixir Mage (3.5e Class) + (Elixir Mages are addicts, needing a substance not just to cast spells, but to function period. Designed for use with [[Mana-Based Spellcasting (3.5e Variant Rule)|mana-based spellcasting]] variant rule.)
- Chew Gam Style (3.5e Feat) + (Elongate you limb when striking.)
- Dwarven Pantheon (5e) + (Elves)
- Elf, Salvator (3.5e Race) + (Elves cursed by exposure to a great and powerful force, they possess unnatural powers beyond any normal elf.)
- Shadar-kai Subrace (5e) + (Elves from the Shadowfell.)
- Flowerchild (4e Race) + (Elves of the Fey, converted by mystical powers into half-plant beings. They are graceful creatures with great knowledge of the wild.)
- Sea Elf Subrace (5e) + (Elves that made their home in the sea after leaving the Feywild.)
- Energy Burst (3.5e Feat) + (Emanate 1d8 points of energy per divine rank, out to 10 feet per divine rank.)
- Ioun Psicrystal (3.5e Feat) + (Embed Ioun Stones in your Psicrystal.)
- Flame of Ambition (3.5e Feat) + (Emboldened by the flame of ambition, you resist through any adversities.)
- Gas Mask (4e Equipment) + (Embrace the Archangel!)
- Enlightenment (3.5e Mantle) + (Embracing the philosophy that one should improve onself and others, enlightening them to new levels of knowledge and progress.)
- Abhorrent Overlord (5e) + (Emeciated gray fiends with black leathery skin.)
- Positive Flare (3.5e Feat) + (Emit positive energy, healing and causing bursts.)
- Plane of Life (3.5e Sourcebook)/Spells and Feats + (Protect your target from the plane of positive energy)
- Publication:Dread Codex/Magic Items + (A whip that deals lethal damage, and has substantial trip bonuses.)
- Publication:Dread Codex/Magic Items/Ring of Ebony Bolts + (Emits a line of negative energy that deals 12d6 damage.)
- Emet Vita (3.5e Maneuver) + (Employ ''[[SRD:Animate Objects|animate objects]]'' to help in combat.)
- Conjuncutive Gate (3.5e Utterance) + (Employ the travel only function of ''[[SRD:Gate|gate]]'', or duplicate the ''[[SRD:Lesser Planar Binding|planar binding]]'' series of spells.)
- Death Ray (3.5e Equipment) + (Employing necromantic axioms and powerful negative energy relays, these Karrnathi-developed weapons were first deployed in the Last War to devastating effect.)
- Shillelagh (One) + (Empower [[Club (One)|Club]] or [[Quarterstaff (One)|Quarterstaff]] to buff attack and damage.)
- Metamagic Spells And Metapsionic Powers (3.5e Variant Rule) + (Replaces metamagic and metapsionic feats with spells and powers of the same level as the feat's effective adjustment.)
- Party Crown (3.5e Spell) + (Empower the target with the joy of the party)
- Diagonal Argument Proof (3.5e Maneuver) + (Empower your own abilities with diagonal argument logic.)
- Strike of Might (3.5e Utterance) + (Empower yourself with the ability to strike for massive damage, or sap away an opponent's damage.)
- Megavolve (3.5e Spell) + (Empowers and physically changes a non-Humanoid creature (Pokemon d20))
- Vampiric Smite (5e Spell) + (Empowers your weapon with life-draining force.<br /><br />)
- Empyrean Jade (3.5e Equipment) + (Empyrean Jade is a rare material highly resembling mundane jade, it is however noted for it hardness and ability to remain active in dead magic area.)
- Organ Smasher (3.5e Maneuver) + (Emulating a wild animal finishing off its prey, you attempt to strike your foe so hard and so precisely that it cripples a vital component of their body.)
- Envelope Spell (3.5e Feat) + (Encase a small object (such as a vial) in your spell.)
- Greater Envelope Spell (3.5e Feat) + (Encase a spell inside another spell)
- Bonetitan Frame (3.5e Spell) + (Encase yourself in bone power armor and crush your opponents with melee might.)
- Investiture of Ice (One) + (Encases you in ice that provides protection from [[SRD5:Cold|cold]] and [[SRD5:Fire|fire]] damage, as well as creating an area of [[Difficult Terrain (One)|difficult terrain]], and allowing you to form a blast of cold air that damages enemies.)
- Investiture of Ice (5e) + (Encases you in ice that provides protection from [[SRD5:Cold|cold]] and [[SRD5:Fire|fire]] damage, as well as creating an area of [[SRD5:Difficult Terrain|difficult terrain]], and allowing you to form a blast of cold air that damages enemies.<br /><br />)
- Investiture of Stone (5e) + (Encases you in stone that provides protect … Encases you in stone that provides protection from [[SRD5:Bludgeoning|bludgeoning]], [[SRD5:Piercing|piercing]], and [[SRD5:Slashing|slashing]] from nonmagical attacks. Allows you to create an area effect that can knock others [[SRD5:Prone|prone]]. And allows you to move through stone.ou to move through stone.<br /><br />)
- Investiture of Stone (One) + (Encases you in stone that provides protect … Encases you in stone that provides protection from [[SRD5:Bludgeoning|bludgeoning]], [[SRD5:Piercing|piercing]], and [[SRD5:Slashing|slashing]] from nonmagical attacks. Allows you to create an area effect that can knock others [[SRD5:Prone|prone]]. And allows you to move through stone.And allows you to move through stone.)
- Investiture of Wind (One) + (Encases you in wind that protects you from [[SRD5:Ranged Weapon|ranged weapon]] attacks and gives a [[Fly (One)|fly]]ing speed. You can also create blasts of air to damage opponents.)
- Investiture of Wind (5e) + (Encases you in wind that protects you from [[SRD5:Ranged Weapon|ranged weapon]] attacks and gives a [[SRD5:Fly|fly]]ing speed. You can also create blasts of air to damage opponents.<br /><br />)
- Cordon of Arrows (5e) + (Enchant [[SRD5:Ammunition|ammunition]] to attack creatures that come near.<br /><br />)
- Cordon of Arrows (One) + (Enchant [[SRD5:Ammunition|ammunition]] to attack creatures that come near.)
- Clothes Swap (3.5e Spell) + (Enchant a set of clothing so you can switch quickly between outfits.)
- Desolate, Greater (3.5e Spell) + (Enchant a weapon to do increased damage to creatures without any allies.)
- Alchemical Enchantment (3.5e Feat) + (Enchant alchemical items as if masterwork ammunition.)
- Transfixing Object (3.5e Spell) + (Enchant an object which transfixes attention on all who pass by it.)
- Magic Stone (One) + (Enchant stones to do damage if thrown or launched from a [[Sling (One)|sling]] (as a [[SRD5:Ranged Spell Attack|ranged spell attack]]).)
- Magic Stone (5e) + (Enchant stones to do damage if thrown or launched from a [[SRD5:Sling|sling]] (as a [[SRD5:Ranged Spell Attack|ranged spell attack]]).<br /><br />)
- Whoopee (3.5e Spell) + (Enchanted object lets loose a thunderous farting noise when disturbed.)
- Enchanted Pouch (3.5e Equipment) + (Enchants light weapons placed inside for purposes of throwing.)
- Stalwart Rondure (3.5e Invocation) + (Enclose targets in a sphere)
- Haunted One (5e) + (Encountered the supernatural at a young age and survived)
- Encrypt/Decrypt (3.5e Spell) + (Encrypts or decrypts a volume of text)
- Necrotic Burst (5e Spell) + (Encysted subject killed, cyst begins to roam.<br /><br />)
- Extract Suffering (3.5e Feat) + (End someone's torment, and profit.)
- Greater Endure Elements (3.5e Spell) + (Endure elements now will protect you from any temperature extreme, and allows you to perform acts of physical endurance.)
- Intimidating Horsebreak (3.5e Feat) + (Enemies find your skill with a [[Horsebreaker (3.5e Equipment|Horsebreaker]] unnerving)
- Unfavored Enemy (3.5e Flaw) + (Enemies gain bonuses against you!)
- Impending Blade of Damocles (3.5e Maneuver) + (Enemies suffer damage when cursed.)
- Aura of Doom (3.5e Spell) + (Enemies that approach you take a -2 penalty on their saving throws.)
- Lament (3.5e Maneuver) + (Enemies weep for your sins.)
- Thousand-Swords Bulwark (3.5e Maneuver) + (Enemies who miss you in melee are flanked.)
- Stop Hitting Yourself (3.5e Power) + (Enemies will think twice about making a full attack on anyone anytime soon.)
- Hero’s Challenge (3.5e Maneuver) + (Enemy must attack you instead of allies.)
- Foe-Drawing Challenge (3.5e Maneuver) + (Enemy must move towards you.)
- Breeze of Nightly Death (3.5e Maneuver) + (Enemy takes extra cold damage and absorbs ambient heat in area)
- Shanks for the Memories (3.5e Maneuver) + (Enemy that attacked you becomes flat-footed and provokes attacks of opportunity.)
- Retributive Curse (3.5e Maneuver) + (Enemy that hits you suffers damage.)
- Elemental Blast (3.5e Invocation) + (Energy Blasts; As Psionic "Energy Ray")
- 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.)
- Breath Weapon (3.5e Feat) + (You have a magical breath weapon.)
- 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.)