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
- Duct Tape of Air Dominion (3.5e Equipment) + (If you manage to pin and tie up an air elemental, you can use it to ride around as your loyal steed.)
- Quantum Shot (3.5e Equipment) + (If you miss your target, you will surely hit something near him.)
- Recovery Strike (5e Feat) + (If you miss, you continue your swing to strike again elsewhere.)
- Random Race and Class Generator (3.5e Other) + (If you need help choosing a race or class, the following charts should help choose a class and race, both published and homebrew.)
- Will of the People (3.5e Maneuver) + (If you need to make a saving throw, you may have your whole party roll using their saves. If at least one person succeed, you succeed.)
- Shielded Provocation (3.5e Feat) + (If you provoke an attack of opportunity, add +4 AC to your shield AC against that attack.)
- Ring of Delayed Damage (3.5e Equipment) + (If you receive a killing blow while wearing this ring, you are left at -1 and stable. However, you must act to heal quickly or you will surely die.)
- Average Out (3.5e Feat) + (If you roll a natural 1, the next roll is guaranteed to be at least a 10.)
- Missed and Pissed (3.5e Feat) + (If you roll a natural 1, you can briefly rage.)
- Crimson Frenzy (3.5e Maneuver) + (If you take a heavy blow, you can go into a frenzy at the risk of the lives of yourself and your allies.)
- Pigeonholing (3.5e Equipment) + (If you treat someone like they're an extremist, they can become one.)
- Backlash Wind (3.5e Maneuver) + (If you're attacked, counterattack with a bull rush with your wings.)
- Fall to Pieces (3.5e Feat) + (If you're hit by a huge blow you can fall to pieces to negate most of it. The problem is getting back together...)
- Loosened Tresses (3.5e Maneuver) + (If your are attacked and are missed, you can counter with a trip attack.)
- Brutal Murder (3.5e Maneuver) + (If your enemy is stupid enough to stay within reach, they will suffer dearly.)
- Soul Tap (3.5e Spell) + (If your opponent acts against you, you drain energy from them.)
- Deathblast Spell (3.5e Feat) + (If your spell kills an enemy, they become a waiting proximity mine waiting to explode!)
- Blade Buster (3.5e Feat) + (If your weapons aren't hitting quite like your fists, they are now...but you might break them.)
- Argument by Dismissal (3.5e Maneuver) + (Ignore Diplomacy, Intimidate, and mind-affecting effects)
- Forest Walk (4e Feat) + (Ignore [[4e#difficult terrain|difficult terrain]] that is the result of woodlands.)
- Archer's Eye (3.5e Utterance) + (Ignore concealment for 1 minute, or gain concealment against ranged attacks.)
- Interval of Confidence (3.5e Maneuver) + (Ignore concealment, deal extra damage)
- Improved Piercing Eldritch Blast (3.5e Feat) + (Ignore energy resistance)
- Shadowshatter (3.5e Maneuver) + (Ignore hardness and deal double damage to objects)
- SRD:Ruinous Rage + (Ignore hardness while in rage.)
- SRD:Spectral Strike + (Ignore incorporeal miss chance.)
- SRD:Improved Precise Shot + (Ignore less than total cover/concealment on ranged attacks.)
- Ignore Material Components-CE (3.5e Feat) + (Ignore material and focus components to your spells.)
- SRD:Eschew Materials + (Ignore minor material components.)
- SRD:Uncanny Accuracy + (Ignore miss chance caused by concealment.)
- SRD:Craft Epic Magic Arms and Armor + (Ignore normal limits for crafting magic arms and armor.)
- Airborne Charge (3.5e Skill Trick) + (Ignore obstacles that would prevent you from [[SRD:Charge|charging]] by [[SRD:Jump Skill|leaping right over them]].)
- Agile Crawler (4e Feat) + (Ignore penalties for [[4e Index (4e Other)#squeeze|squeezing]])
- Deadeye Sniper Gaze (3.5e Maneuver) + (Ignore range and concealment penalties.)
- Magma Blood (3.5e Feat) + (Ignore side effects of certain cold effects, and deal fire damage to attackers.)
- Urge to Bleed (3.5e Maneuver) + (Ignore some natural armor bonus to AC with your attack, and hurt those without enough natural armor.)
- Piercing Eldritch Blast (3.5e Feat) + (Ignore spell resistance with your blasts)
- Ignoring Opponents (3.5e Variant Rule) + (Ignoring opponents is a dangerous, but occasionally effective, way to ignore the penalty for being flanked.)
- Detect Tracks (3.5e Power) + (Illuminate fingerprints and footprints for easy tracking.)
- Moonlight Eye (3.5e Maneuver) + (Illuminate your surroundings, harm shapechangers with a glance, and dispel illusions.)
- Illunian (3.5e Deity) + (Illunian wishes only for peace, a world where compassion and love are valued higher than power or money.)
- Ilyodyne (3.5e Deity) + (Ilyodyne is a greater deity of love, justice, magic and war. She is a frequent patron for arcane casters, paladins and those who seek love and affection.)
- Light Burst Weapon (4e Equipment) + (Images of the sun are etched onto the surface of this weapon, and it feels warm to the touch.)
- Waking Nightmare (3.5e Spell) + (Imagined horrors reduce the afflicted into a helpless state of despair.)
- Greater Imbue Sentience (3.5e Spell) + (Imbue a non-living object with intelligent weapon-like sentience or create a permenant intelligent item.)
- Imbue Sentience (3.5e Spell) + (Imbue a non-living object with intelligent weapon-like sentience.)
- Lesser Imbue Sentience (3.5e Spell) + (Imbue a non-living object with primative sentience for a short time.)
- Infuse Anima (3.5e Power) + (Imbue a shard of your mind in an object which can act as a spy, or activate and operate the device.)
- Sleeper Agent (3.5e Spell) + (Imbue a shard of your mind in another, slowly influencing them and allowing you to assume direct control.)
- Incarnate Agent (3.5e Spell) + (Imbue a shard of your mind in another, slowly influencing them towards your benefit.)
- Slowdeath Strike (3.5e Maneuver) + (Imbue a weapon with slow death.)
- Imbue Intelligence (3.5e Power) + (Imbue an object with a mind split from your own, turning it into an intelligent item.)
- Solar Infusion (3.5e Spell) + (Imbue the sun with extra energy.)
- Publication:Dread Codex/New Spells/Imprint Draining + (Imbued weapon grants the wielder temporary hit points equal to half its damage dealt.)
- Injuring (3.5e Equipment) + (Imbued with a killing intent, an injuring weapon can release a burst of damage all at once.)
- Indra's Arrow (3.5e Spell) + (Imbues an arrow drawn with divine black lightning.)
- Arrow of White Bloom (3.5e Spell) + (Imbues an arrow drawn with the clearest frost.)
- Arcstone (3.5e Equipment) + (Imbues the wearer with electrical power, and arcs lines of harmful energy between itself and other arcstones.)
- Blazestone (3.5e Equipment) + (Imbues the wearer with firepower, and the ground he treads upon becomes embroiled in fire.)
- Searstone (3.5e Equipment) + (Imbues the wearer with the power of acid, and his surroundings are filled with corrosive mist.)
- Rimestone (3.5e Equipment) + (Imbues the wearer with the power of cold, and his surroundings become suffused with coldness.)
- Bellowstone (3.5e Equipment) + (Imbues the wearer with the power of sonic shockwaves, and the ability to warp sound.)
- Young Kruthik (5e) + (Immature Kruthik)
- Oblex Spawn (5e) + (Immature Oblexes)
- Young Remorhaz (5e) + (Immature [[SRD5:Remorhaz|Remorhaz]])
- Dance of Divine Blessing (3.5e Maneuver) + (Immediate aid another with massive bonuses.)
- Instant Antibodies (3.5e Maneuver) + (Immediately defend yourself against a toxin or pathogen.)
- Immunity Surge (3.5e Maneuver) + (Immediately defend yourself against a toxin or pathogen.)
- Quick Disable (3.5e Maneuver) + (Immediately disable a device, or disable a device being operated by another to briefly jam it.)
- Punishing Follow-Through (3.5e Maneuver) + (Immediately follow after an enemy move away from you and make an attack. ''Feral—'' You provoke, but gain the benefits of a charge and may grab them.)
- Art of Movement (3.5e Force Power) + (Immediately move in response to a hazard.)
- Cosmic Horror (5e) + (Immense jumble of tentacles, eyes, mouths, and wings.)
- Magnetic Armor (3.5e Power) + (Immobilize opponents within their own metal armor.)
- Publication:Dread Codex 2/New Spells/Death’s Hunger + (Immobilize target, temporarily gaining its constitution and wisdom.)
- Star Lancer (5e) + (Immortal four-winged shark-like creatures of the [[Astral Sea (5e)|Astral Sea]] that often serve as mounts for [[Githyanki (5e)|Githyanki]].)
- Elf, Variant (4e Race) + (Immortal heroes and fair maidens; paragons of freedom all)
- Immunity Overhaul (3.5e Variant Rule) + (Immunities are handed out like candy, so this makes them less absolute.)
- Reaving Crystal (3.5e Equipment) + (Immunities can be problematic. Use this crystal to strip enemies of those immunities.)
- Immunity Hardness (3.5e Creature Ability) + (Immunity Hardness a special ability that provide a degree of resistance to immunity and resistance piercing effects.)
- Impact Zone (3.5e Creature Ability) + (Impact Zone is a special ability that is usually applied to creature who are huge or larger, making their physical attacks area of effect.)
- Impale (3.5e Spell) + (Impale your enemies into the air, then watch them fall.)
- Phantasmal Assassin (3.5e Spell) + (Implant a Sentient Illusion in the target's mind to assault their sanity directly, or just gather some information.)
- Subdermal Item Disk (3.5e Equipment) + (Implants a disk into your body that replicates the function of a magic item)
- Chaos Dimension (3.5e Spell) + (Impose the insanity of the Far Realm onto the material plane in an area.)
- Gravity Cage (3.5e Maneuver) + (Imprison your foe in a cage of gravity that is very difficult to escape and deals double damage to it.)
- Transfixion (3.5e Spell) + (Improve a piercing weapon)
- Fustigate (3.5e Spell) + (Improve blunt weapons)
- Increased Damage Reduction (3.5e Feat) + (Improve current damage reduction by 5, and add an alignment requirement.)
- Improved Body Assemblage (3.5e Feat) + (Improve on the undead from ''[[SRD:Animate Dead|animate dead]]''.)
- Augmented Alchemy-CE (3.5e Feat) + (Improve on your base alchemical and poison-making skills.)
- Incarnum Breath (3.5e Feat) + (Improve the area of effect of your breath weapon with essentia)
- High Roller (3.5e Alternate Class Feature) + (Improve the spellcasting of a regular Gambler.)
- Great Charisma-CE (3.5e Feat) + (Improve your [[Charisma]] score by +2.)
- Great Constitution-CE (3.5e Feat) + (Improve your [[Constitution]] score by +2.)
- Great Dexterity-CE (3.5e Feat) + (Improve your [[Dexterity]] score by +2.)
- Great Intelligence-CE (3.5e Feat) + (Improve your [[Intelligence]] score by +2.)
- Great Strength-CE (3.5e Feat) + (Improve your [[Strength]] score by +2.)
- Great Wisdom-CE (3.5e Feat) + (Improve your [[Wisdom]] score by +2.)
- Anticipate Action (3.5e Feat) + (Improve your defenses the longer you fight.)
- Improved Low-Light Vision-CE (3.5e Feat) + (Improve your low-light vision range.)
- Divine Paladin (3.5e Feat) + (Improve your paladin abilities with intense divine power.)
- Inborn Own Luck (3.5e Invocation) + (Improve your saves with your charisma)
- Improved Spell Resistance-CE (3.5e Feat) + (Improve your spell resistance by +5, to a maximum of 16 + your HD.)
- Two Handed Strength (3.5e Feat) + (Improve your two handed damage.)
- Armor Focus (3.5e Feat) + (Improved AC and Reflex saves in certain armor.)
- Improved Ink Sac (3.5e Feat) + (Improved capacity and ability for the [[Ink Sac (3.5e Equipment)|ink sac graft]].)
- Torched Rabbit Springs for Bushes (3.5e Maneuver) + (Improved evasion, then move and hide.)
- Advanced Dark Companion (3.5e Feat) + (Improved the dark companion alternate feature for the hexblade.)
- Alertness, Balmz (3.5e Feat) + (Improved version of alertness)
- Hideous Blow, Revised (3.5e Invocation) + (Improved version of standard Hideous Blow)
- Frightful Blast, Revised (3.5e Invocation) + (Improved version of the standard Frightful Blast.)
- Colourful Flag, Improved (3.5e Feat) + (Improvements to numeric effects of ''Colourful Flag''.)
- MetaPower (3.5e Feat) + (Improves the uses of other metamagic feats)
- Expert Assault (3.5e Feat) + (Improves your iterative attacks granted by BaB)
- Project Patron (3.5e Other) + (In D&D 5e warlocks have patrons, eldritch entities that grant them powers. This variant rule adds them to 3.5e warlocks, granting them access to custom invocations)
- Humusque Gale (3.5e Maneuver) + (In a brief whirlwind, launch yourself to the skies.)
- Cursewood (3.5e Equipment) + (In a distant land it became tradition that … In a distant land it became tradition that all of the world's curses would be bound into special spirit trees, for this world could not heal curses but only transfer them to another. So it came to be that curse-bearing trees were born. Over centuries the curses piled up, and the trees awakened to a horrible malignant power which ravaged the land and its people. Over time, heroes would eventually carve up the scourge of these evil plant monsters but the curses remained ever-present even in death.urses remained ever-present even in death.)
- Evesor Worm (3.5e NPC) + (In a high balance game, a scary but fragile melee dork. In anything lower, a means of punishing/trolling the players.)
- Slow Time (3.5e Feat) + (In a moment of truth everything seem to slow down to a crawl except you. Bullet time in dnd.)
- Kevlarium (3.5e Equipment) + (In a search for a lightweight strong fiber … In a search for a lightweight strong fiber for tires in anticipation for a shortage of petroleum, alchemists stumbled across the synthetic alchemical material known as kevlarium. Forming into thick pale yellow fibers, it proved to be light, strong, thermally durable, and ended up forming excellent body armor. It is the material of choice of military forces, protecting them from dangerous ranged combat long enough for them to get into melee, or counter with their own ranged attacks.or counter with their own ranged attacks.)
- Exodus of NOPE (3.5e Vestige) + (In a single night, an entire nation raptured themselves out of existence after witnessing something so dreadful, their sheer disgust made them leave existence completely.)
- Bleeding Edge (3.5e Campaign Setting) + (In a world where strange and powerful monsters now roam, only those warriors bearing special "blood weapons" can fight off the scourge of evil that threatens the land.)
- Crayons of Danger (3.5e Equipment) + (In an emergency, a crayon will burn for 30 minutes.)
- Average Initiative (3.5e Feat) + (In an encounter with at least two other initiative rolls, you can always choose to go in the middle.)
- Skeletonize (3.5e Spell) + (In an instant, burn a target to the bones.)
- Withstand Energy Variant (3.5e Spell) + (In an instant, protect yourself from energy damage.)
- Ruk (3.5e Race) + (In ancient times, when the gods were still … In ancient times, when the gods were still shaping the races into the forms we know the precursor to orcs, goblins, and other green skinned creatures existed in a primitive wild state. They were great hunters, lords of the forest, and in constant conflict with the fair folk. They were the ruk, and their fierce legacy lives on in modern races today.rce legacy lives on in modern races today.)
- Combat Acrobat (3.5e Feat) + (In battle, you are able to move fluidly, befuddling your opponents.)
- Combat Adrenaline (3.5e Feat) + (In battle, you call upon a reserve of strength deep within you, granting you the ability to do inhuman feats.)
- Demonbinder (4e Paragon Path) + (In becoming a demonbinder, you sacrifice your immortal soul for the instant power granted by the abyss.)
- Bounty Hunter (3.5e Class) + (In civilized lands, local lords call upon … In civilized lands, local lords call upon Bounty Hunters to capture criminals that live or have traveled beyond their reach or criminals that outclass the knights or soldiers in the lords employ. Closer to the frontier, the Bounty Hunter might be the only law capable of bringing dangerous criminals to justice. Those who hire Bounty Hunters both like them, and scorn them.ty Hunters both like them, and scorn them.)
- Publication:Grim-N-Gritty/Appendix 4/Unbalance Opponent (3.5e Feat) + (In close combat, you keep your opponents off balance and unable to effectively apply force.)
- Limiting Points (3.5e Other) + (In contrast to spellcasters' spell slots, … In contrast to spellcasters' spell slots, lots of classes and creatures have limiting points of some type to regulate the use of their abilities. This is a page where we list all the limiting point types, give a quick summary of how they work, and list the classes and creatures that use them.t the classes and creatures that use them.)
- Caliginosity (3.5e Invocation) + (In darkness we protect)
- Curse of the Day (3.5e Maneuver) + (In darkness, target takes -6 penalty to ability score of your choice.)
- Laser Blade (3.5e Equipment) + (In effect, it is a lightsaber.)
- Phrase Tablet (3.5e Equipment) + (In essence, a [[Truespeech (3.5e Variant Rule)]] scroll.)
- Blind (3.5e Trait) + (In exchange for your eyes, you gain a different type of "eyesight".)
- SRD5:Werebear + (In humanoid form, the werebear appears human, in bear form as a large bear, and in hybrid form as a blend of the two.)
- SRD5:Wereboar + (In humanoid form, the wereboar appears human, in boar form as a normal boar, and in hybrid form as a blend of the two.)
- SRD5:Wererat + (In humanoid form, the wererat appears human, in rat form as a giant rat, and in hybrid form as a blend of the two.)
- SRD5:Weretiger + (In humanoid form, the weretiger appears human, in tiger form as a [[SRD5:Tiger|tiger]], and in hybrid form as a blend of the two.)
- SRD5:Werewolf + (In humanoid form, the werewolf appears human, in wolf form as a wolf, and in hybrid form as a blend of the two.)
- Fey (3.5e Type) + (In many cases, fey are the physical embodi … In many cases, fey are the physical embodiment of some natural force, whether it be the land itself or the emotions and souls of those who inhabit it. Others are creatures with just a bit too much mysticism and power to be called humanoids. Commonly fragile in stature but strong in magical ability, making them very difficult opponents.ity, making them very difficult opponents.)
- Publication:Unearthed Arcana/Racial Paragon Classes + (In most d20 campaigns, the ideas of [[SRD: … In most d20 campaigns, the ideas of [[SRD:Classes|class]] and [[SRD:Races|race]] are separate concepts. But with racial paragon classes, the line between the two becomes blurred. Racial paragons are, as their name suggests, nearly ideal examples of the strengths and abilities of the character’s race.ths and abilities of the character’s race.)
- Death Beads (3.5e Equipment) + (In natalupe and other similar warrior cultures, death beads are a sign of experience and power.)
- Tiny Hammerer (3.5e Prestige Class) + (In pictures of you holding a weapon, it's hard to find you.)
- Vile Platinum (3.5e Equipment) + (In rare cases there is an evil so great, it warps whatever it touches transforming mortals into fiends, environments into hellscapes, and in the case of the material holy platinum, it can warp this celestial metal into something it should not be.)
- Hungry Iron (3.5e Equipment) + (In spite of the name hungry iron is not ac … In spite of the name hungry iron is not actually iron (or at least not completely), but is rather a non-living but self propagating "fungus" that devours its surroundings (primarily carbon, oxygen, and iron) and converts it into more of itself, materials providing.into more of itself, materials providing.)
- Steam Engine (3.5e Equipment) + (In steampunk societies, the steam engine is the go-to method of power generation in the brave new world.)
- Interlaced Strikes (3.5e Skill Trick) + (In tandem with an ally, you make a series of intertwined attacks.)
- Dihiryn (3.5e Race) + (In the Plane of Shadow, settlements are populated by silent, twisted copies of Material Plane humanoids. Centuries ago, a failed experiment brought these shades to the Material Plane.)
- Publication:Unearthed Arcana/Weapon Group Feats + (In the [[d20 System]], weapons are divided … In the [[d20 System]], weapons are divided into three categories: simple, martial, and exotic. While this system works very well for establishing the complexity of each weapon and balancing the classes’ abilities against one another, grouping weapons by similar type offers an exciting variant to determine what weapons a character knows how to use.what weapons a character knows how to use.)
- Valiant Musketeer (3.5e Alternate Class Feature) + (In the age of firearms, the typical knights fight with firearms and light sidearms. The valiant musketeer is a representation of such knights, using their wits, finesse and sharp aim to bring down their foes.)
- Wallbreaker Crystal (3.5e Equipment) + (In the arms race to make oneself immune to things, there is always someone else trying their hardest to make sure things stay vulnerable.)
- Khazâd (3.5e Race) + (In the beginning of most ancient times, the dwarves were created not in a form as we know them today. Born from stone with strong elemental ties, the khazâd are precusours to dwarves, gnomes, and other races associated with stone.)
- Volcanic Nexus (3.5e Location) + (In the core of a dormant volcano, on the longest day of the year when the sun is directly overhead, fiery powers are invoked.)
- Void Wings (3.5e Equipment) + (In the darkest regions of space and time strange creatures which fly through space on invisible currents. Now you can fly through the void as well.)
- Transforming Hero (3.5e Class) + (In the day you are the mild mannared NPC. But at night you transform into a true PC hero!)
- Vilebone (3.5e Equipment) + (In the deepest depths of Hades the weight of the entire plane and countless souls press upon each other. The souls lost to the Gray Wasting become little more than objects, barely alive, and are crushed into a dense material pseudomatter called Vilebone.)
- Netherack (3.5e Equipment) + (In the depths of certain underworlds, netherack burns brightly illuminating the lightless caves of the dead.)
- Ylemwater (3.5e Equipment) + (In the depths of limbo chaotic storms of proto-matter brew. Rarely the chaos of the storm works against itself, forming a stable but eternally brewing maelstrom of matter.)
- The Wanderer in the Dark (3.5e Vestige) + (In the depths of space, a gokiburi research station went missing. However, they say you can still hear the phantom transmissions of its occupants who were lost in the void of space.)
- Plad Discs (3.5e Equipment) + (In the depths of space, intergallatic trades pay for goods in plads.)
- Headstart Shoes (3.5e Equipment) + (In the first round of combat, you surge ahead at double your normal speed. Also, a +2 to initiative.)
- Pingu (3.5e Race) + (In the frozen lands in the south lie a noble race of flightless avians, awakened and evolved from penguins.)
- Combat Flurry (3.5e Feat) + (In the heat of battle, you strike with power and speed.)
- Suncryst (3.5e Equipment) + (In the highest mountains and the brightest lights of the upper planes forms suncryst, holy power crystallized in pools of holy water.)
- Belatucadros (3.5e Deity) + (In the land of Belatucadros, there shall be only war. Lo, for he is Belatucadros, He who is decorated in death, He whose bloodthirst is never sated.)
- Battle Juggernaut (3.5e Class) + (In the midst of the fields of battle stand … In the midst of the fields of battle stands out one creature amongst the rest. A massive hulking figure whose blows knock his opponents to the waysides, and who charges across the battlefield plowing and trampling over foes and then driving back yet another with ease. Every foe in range of this unnatural beast is unsettled by his mere presence. This monster is a Battle Juggernaut.ence. This monster is a Battle Juggernaut.)
- Monsterslayer (3.5e Class) + (In the mist of creation the mortal races were often food for monsters, so it was not long before a mortal picked up a stick, sharpened it and started killing monsters to carve a safe place for civilication to exsist.)
- Pale Hunter's Vale (3.5e Location) + (In the misty jungles of the south lays a single cursed valley where the pale hunter stalks. Those that enter his realm cannot leave, and will be hunted til exhaustion... unless you survive.)
- Steamdoll (3.5e Race) + (In the realms of Dawn, plushies dominate the surface, as well as under the sea. These are the steamdolls, mermen to plushie's humanity.)
- Geometrium (3.5e Equipment) + (In the vast planes of law amidst metal gears and living machines lies a strange material not quite matter and not quite energy.)
- Kyuki (3.5e Race) + (In the windy planes of the East lie the Kyuki, fey spirits of wind known for their blistering speed and fiendish mischief. Legends have often confused them with the legendary kamaitachi weasels or elemental spirits of air.)
- Lord Eiji (3.5e Deity) + (In the world of Eijilund where the Plushie race was born, they are ruled by a God-King, Lord Eiji their deity and creator.)
- The Unworthy (3.5e Prestige Class) + (In the world, there are those who do battle. Some fight for power, some for fame, others fight for riches. A rare few fight for another, and these few are the most frightening warriors of all.)
- Publication:Unearthed Arcana/Gestalt Characters + (In this high-powered campaign variant, characters essentially take two classes at every level, taking the best aspects of each.)
- Nyimo Imbuement (3.5e Maneuver) + (In this stance, the initiator can conduct Sunlight Breath maneuvers through all weapons, and gain the ability to use household objects as improvised weapons.)
- Aeon Walker (3.5e Prestige Class) + (In this world, [[Time Walker (3.5e Class)|time walkers]] find themselves offered many thousand different paths to walk, the path of the aeon walker is one such path.)
- Moment Breaker (3.5e Prestige Class) + (In this world, [[Time Walker (3.5e Class)|time walkers]] find themselves presented with many different paths to choose, the path of the Moment breaker is one such path.)
- Temporal Dancer (3.5e Prestige Class) + (In this world, [[Time Walker (3.5e Class)|time walkers]] find themselves presented with many different paths to choose, the path of the temporal dancer is one such path.)
- Inara (3.5e Deity) + (Inara is the Wife of Dorjan and was one of the first 100 Starborn created by Erreun.)
- B'rohg (5e) + (Inarticulate [[SRD5:Giant|giant]]s with four arms and dark orange skin.)
- Moral Outlaw (3.5e Feat) + (Incarnate and Rogue level stack Incarnum radiance and Trap sense. Gain new class skill for Incarnate and Rogue level.)
- Moral Extremist (3.5e Feat) + (Incarnate and Soulborn level stack for Incarnum radiance use and Smite use.)
- Candothist (3.5e Race) + (Incarnated through unnatural means, they are haunted by their past.)
- Soul-Suffused (3.5e Template) + (Incarnum is the energy of souls. Sometimes, a creature is born with a highly energetic soul, one that taps into incarnum with ease.)
- Yama's Reprieve (3.5e Equipment) + (Incense that temporarily revives the dead)
- Power of Obedience (3.5e Power) + (Incentivize someone to do what you want.)
- SRD:Incite Rage + (Incite rage into allies within 60 feet.)
- Gallows Speaker (5e) + (Incorporeal amalgamation of spirits.)
- SRD5:Ghost + (Incorporeal spirit)
- Improved Damage Reduction (3.5e Feat) + (Increade your damage reduction and change the material bypassing it to another rarer alloy.)
- Focus Spell (3.5e Spell) + (Increase DC of next spell cast.)
- Adamantine Skin (3.5e Feat) + (Increase DR/Adamantine and sunder weapons on contact.)
- Greater Structural Integrity (3.5e Feat) + (Increase Structural Integrity by 3.)
- Cover Weakness (3.5e Feat) + (Increase an ability score by +1, to a maximum of a score of 11.)
- Boulder Hurl (3.5e Feat) + (Increase damage and combat options with stone-throwing)
- Guarding Waves (4e Feat) + (Increase defenses after using daily attack power)
- Improved Wingpin (3.5e Feat) + (Increase options while pinning opponent.)
- Alter Gravity (3.5e Spell) + (Increase or decrease gravity on a target.)
- Density Control (3.5e Spell) + (Increase or decrease the density and size of an object.)
- SRD:Far Shot + (Increase range increment by 50% or 100%.)
- Natural Number Understanding (3.5e Maneuver) + (Increase speed as long as you keep moving, improve charges, master arithmetic of natural numbers.)
- Improved Attack Bonus (3.5e Feat) + (Increase the BAB progression of a class by 1 step.)
- Faith's Inspiring Encouragement (3.5e Spell) + (Increase the bonus from aid another.)
- Bulwark of Defense-CE (3.5e Feat) + (Increase the bonuses granted to you by your ''defensive stance'' ability.)
- Spell Focus, Variant (3.5e Feat) + (Increase the caster level and DC of all spells from a selected school.)
- Enhance Spell-CE (3.5e Feat) + (Increase the damage cap on spells.)
- Improved Sneak Attack-CE (3.5e Feat) + (Increase the damage die of your sneak attack.)
- Earth Master (4e Feat) + (Increase the damage of your flurry greatly)
- Magic Essence Ring (3.5e Equipment) + (Increase the damage of your magical attacks, but take more damage from magical attacks.)
- Hardened (3.5e Equipment) + (Increase the hardness and DR/– granted by armor.)
- 100 Fists (3.5e Feat) + (Increase the number of attacks from flurry of blows.)
- Additional Forlorn Learning (3.5e Feat) + (Increase the number of spells that are forbidden to you, increase the number of spell slots you have.)
- Spell-Like Engine (3.5e Equipment) + (Increase the number of times you can use a spell-like ability you know by wearing this chestpiece.)
- Improved Harp of Time (4e Feat) + (Increase the penalty to [[4e#saving throes|saving throws]] from your Harp of Time class feature by 2.)
- Hex Blast (3.5e Feat) + (Increase the potency of your eldritch blast with an hexblade curse.)
- Epic Spell Focus-CE (3.5e Feat) + (Increase the potency of your spell focus.)
- Mold Magic (3.5e Feat) + (Increase the power of your spells of decay and gain new tactics while using plant-based spells.)
- Epic Range (3.5e Feat) + (Increase the range of your abilities, and greatly increase the range of a single ability.)
- Caster Lens (3.5e Utterance) + (Increase the target's caster level by 2, or decrease it (and their DCs) by 2.)
- Leaps and Bounds, Balmz (3.5e Invocation) + (Increase tumble, jump and balance)
- Repellent Spray (3.5e Maneuver) + (Increase your AC against certain types of creatures. It is especially effective on animals and mindless vermin.)
- Rolling Dodge (3.5e Feat) + (Increase your AC by +4 as an immediate action.)
- Durability Training (3.5e Variant Rule) + (Increase your HP total while remaining within the expected range.)
- Power Animal (3.5e Feat) + (Increase your Handle Animal skill. This feat is the prerequisite for some other feats involving an animal companion.)
- Increased Bonus Casting (3.5e Feat) + (Increase your ability score by +4, but only for the purpose of calculating bonus spells (or extra power points) due to high ability score in all classes.)
- Mighty Rage-CE (3.5e Feat) + (Increase your barbarian rage by +2 [[Str]] and [[Con]] and +1 [[Will]] saves.)
- Epic Inspiration-CE (3.5e Feat) + (Increase your bardic song abilities by +1.)
- Bending Enhancement (3.5e Feat) + (Increase your bender level)
- Improved Bending Enhancement (3.5e Feat) + (Increase your bender level farther)
- Professional Worder (3.5e Feat) + (Increase your caster level for a Wordcasting class.)
- Talented Artist (3.5e Feat) + (Increase your effective bard level by 4, up to a maximum of your hit dice.)
- Havel's Ring (3.5e Equipment) + (Increase your effective carrying capacity and move normal speed in medium armor.)
- Sorcery of the Mirage (3.5e Feat) + (Increase your enchantment and illusion spells' power and efficiency.)
- Master Initiator (3.5e Feat) + (Increase your initiator capabilities beyond what you normal thought you could do without taking sublime classes.)
- Dimension Slip (3.5e Power) + (Increase your overland speed, and phase out of reality when moving fast enough.)
- Master Soul Binder (3.5e Feat) + (Increase your soul binding ability further than [[Practiced Soul Binder (3.5e Feat)|practiced soul binder]] and [[Expert Soul Binder (3.5e Feat)|Expert Soul Binder]].)
- Expert Soul Binder (3.5e Feat) + (Increase your soul binding ability further than [[Practiced Soul Binder (3.5e Feat)|practiced soul binder]].)
- Practiced Soul Binder (3.5e Feat) + (Increase your soul binding capacity, but never higher than your hit dice.)
- Variable Wing (3.5e Feat) + (Increase your speed at the expense of your maneuverability.)
- Practiced Spellcasting (3.5e Feat) + (Increase your spellcasting level by 1.)
- Shored Weakness (3.5e Feat) + (Increase your two weakest ability scores.)
- Sharpness Cry (3.5e Maneuver) + (Increase your weapon's threat range, and your weapon deals [[Bleedout (3.5e Condition)|bleedout]] damage for 1 round.)
- Heightened Potion (3.5e Feat) + (Increased caster level of consumed potions)
- Keen Scimitar (4e Feat) + (Increased critical rate with scimitars.)
- Improved Recovery (3.5e Feat) + (Increased strain recovery for mana-based spellcasting.)
- Improved Tolerance (3.5e Feat) + (Increased tolerance for mana-based spellcasting.)
- Eldritch Blast Specialist (3.5e Prestige Class) + (Increases Eldritch Blast Damage)
- SRD5:Aid + (Increases max. hit points and hitpoints.<br /><br />)
- SRD5:Aid + (Increases max. hit points and hitpoints.<br /><br />)
- Change Gravity (3.5e Power) + (Increases or decreases gravity, or create directional gravity.)
- Beherit's Arrow (3.5e Invocation) + (Increases ranged blast distance.)
- Increased Toxin Pool (3.5e Feat) + (Increases supply of [[Toxinblade_(3.5e_Class)#Toxin Pool|Toxin Pool]] points for [[Toxinblade_(3.5e_Class)|Toxinblades]].)
- Greater Spell Finesse (3.5e Feat) + (Increases the DC boost of spell finesse by 1.)
- Spell Finesse (3.5e Feat) + (Increases the DC of your spell by making a spellcraft check as part of casting it.)
- Power Storing, Greater (3.5e Equipment) + (Increases the amount of power points that can be stored in a weapon.)
- Accursed Visage Amulet (3.5e Equipment) + (Increases the duration of Transmutation effects, but sickens the wearer for half the time.)
- Stretch Spell (3.5e Feat) + (Increases the duration of a spell through sheer force of will.)
- Certain Spell (3.5e Feat) + (Increases the save DC to infinite.)
- Certain Power (3.5e Feat) + (Increases the save DC to infinite.)
- Expanded Word Focus (3.5e Feat) + (Increases the stackability of a Word Focus.)
- Ring of Fat Disguise (3.5e Equipment) + (Increases the wearer's weight with a command.)
- Amulet of Mental Faculty (3.5e Equipment) + (Increases wearer's Intelligence, Wisdom, and Charisma by +2, +4, or +6.)
- Improved Ki Flying (3.5e Invocation) + (Increases your fly speed to 120 ft, with perfect maneuverability. Also gives you a 5X hustle speed as well.)
- Improved Fire Flight (3.5e Invocation) + (Increases your fly speed to 120 ft, with perfect maneuverability. Also gives you a 5X hustle speed as well.)
- Golem Armor (3.5e Equipment) + (Incredibly heavy armor fashioned from black iron plates.)
- Scintillating Pattern, Grog toad Variant (3.5e Spell) + (Individuals may experience epileptic seizures or blackouts when exposed to certain light patterns or flashing lights.)
- Disciple of Nature (MC Paragon Path) + (Individuals that define the beauty of the natural world around themselves.)
- Apothecary (5e Background) + (Individuals who make a living diagnosing and treating medical ailments...or causing them)
- Improved Ineluctable Echo (3.5e Feat) + (Ineluctable Echo now applies to [Sonic] spells as well.)
- Alwin's Arcane Virus (5e Spell) + (Infect a caster's spell. A nuisance in the short term, but can turn deadly if left untreated.<br /><br />)
- Shadow Infection (3.5e Maneuver) + (Infect a target with [[Shadowfade Sickness (3.5e Disease)|shadowfade sickness]].)
- Hysterical Contagion (3.5e Power) + (Infect a target with a dangerous, but utterly mental and made-up, disease. Before you know it, you've got a hysterical plague on your hands.)
- Rot the Open Wound (3.5e Maneuver) + (Infect a weapon with a plague that resists attempts at healing wounds.)
- Manufacture Pandemic (3.5e Power) + (Infect someone or someones with a disease.)
- Necrotic Cyst (5e Spell) + (Infect the subject with an undead sac of tissue.<br /><br />)
- Corrupted Blood (3.5e Template) + (Infected by some matter of mutagen, your body begins to change, growing stronger, and more aberrant...)
- Infestation (One) + (Infests a target with insect parasites that cause [[SRD5:Poison|poison]] damage and forces the target to move a short distance.)
- Infestation (5e) + (Infests a target with insect parasites that cause [[SRD5:Poison|poison]] damage and forces the target to move a short distance.<br /><br />)
- Spy Background (5e) + (Infiltrator, private investigator, spy)
- Bearpocalypse (3.5e Spell) + (Infinite bear works! Summon ALL of the bears in a swarm within a huge area.)
- Inflation of Conflict (3.5e Maneuver) + (Inflate all scholarly disagreements so that all knowledge checks fail.)
- Seal of Silence (3.5e Maneuver) + (Inflict ''[[silence]]'' upon cursed target.)
- Skin of the Aurora Veil (3.5e Feat) + (Inflict a sudden and violent counterattack to the casters who attempt to damage the creature by spell.)
- Unarmed Mastery (4e Feat) + (Inflict criticals on a roll of 19-20 with your unarmed strike.)
- Salt in the Wound (3.5e Spell) + (Inflict even more pain on damaged foes.)
- Strike the Accursed (3.5e Maneuver) + (Inflict extra damage based on the penalty the curse inflicts.)
- Maim the Accursed (3.5e Maneuver) + (Inflict extra damage based on the penalty the curse inflicts.)
- Destroy the Accursed (3.5e Maneuver) + (Inflict extra damage based on the penalty the curse inflicts.)
- Master Hunter's Strike (3.5e Maneuver) + (Inflict extra damage based on your favored enemy bonus, up to +12d6.)
- Headhunter's Strike (3.5e Maneuver) + (Inflict extra damage based on your favored enemy bonus, up to +16d6.)
- Perfect Hunter's Strike (3.5e Maneuver) + (Inflict extra damage based on your favored enemy bonus, up to +20d6.)
- Hunter's Strike (3.5e Maneuver) + (Inflict extra damage based on your favored enemy bonus, up to +4d6.)
- Expert Hunter's Strike (3.5e Maneuver) + (Inflict extra damage based on your favored enemy bonus, up to +8d6.)
- Serrated Blades (3.5e Feat) + (Inflict extra damage when grappling with your claws.)
- Paper Cut (3.5e Skill Trick) + (Inflict light but bloodletting cuts with your blade.)
- Inflict Psychosis (3.5e Spell) + (Inflict one or more [[Psychosis (3.5e Condition)|psychosis]] effects.)
- Guilt Bite (3.5e Invocation) + (Inflict pain and doubt to enemies.)
- Vile Attack (3.5e Maneuver) + (Inflict vile damage to cursed opponent.)
- Psionic Madness Charge (3.5e Power) + (Inflicts 1 madness per round on the target.)
- Molecular Bomb (3.5e Maneuver) + (Infuse a creature with digestive enzymes, which immediately burst forth to splatter all over everything in the vicinity.)
- Crimson Bladebond (3.5e Soulmeld) + (Infuse a melee weapon with life essence.)
- Relentless Strike (3.5e Skill Trick) + (Infuse a part of your martial knowledges in your way of using martials strikes to render them more dangerous.)
- Animate Scarecrow (3.5e Spell) + (Infuse a spark of life in ragged scarecrows.)
- Abyssalcry Magic (3.5e Feat) + (Infuse your magic words with the raw power of demons)
- Thaumaturgical Casting (3.5e Feat) + (Infuse your spells with holy symbols and divine words)
- Flexile Spine (3.5e Equipment) + (Infuse your spine with choker part, make it almost elastic.)
- Eeveelution (3.5e Template) + (Infusing an Eevee or other Monster with the power of the elements gives them crazy magical powers.)
- Essence Inhalation (3.5e Spell) + (Inhale a part of your target's [[Essence (3.5e Other) | Essence]].)
- Cloud of Indolence (3.5e Equipment) + (Inhaled poison that makes the victim sluggish.)
- Agaric Spores (3.5e Equipment) + (Inhaled spores that cause Dexterity damage and possibly transformation into an Agarican creature.)
- Tome of Correspondence (3.5e Equipment) + (Inherent bonuses on the cheap, but only for your weakest scores)
- Depress (3.5e Power) + (Inhibit your target's abilities by making them sad.)
- Strike at Range (3.5e Feat) + (Initiate melee martial maneuvers at range.)
- Challenge-Obsessed (3.5e Feat) + (Initiate multiple Duel of Wills per battle and gain ability to parry using Iaijutsu Focus)
- Antigen Serum (3.5e Maneuver) + (Inject yourself with medicine to fight off a disease or poison.)
- Injecting (3.5e Equipment) + (Injecting weapons are perfect for injecting all kinds of poisons, and for drawing blood as well.)
- Hero's Epic Fall Injury Table (5e Variant Rule) + (Injuries after falling down.)
- Dreg Venom (3.5e Equipment) + (Injury poison that quickly rots the afflicted creature's insides.)
- Tranquilizer (3.5e Equipment) + (Injury poison. Tranquilizers inhibit creatures and often render them unconscious.)
- Inkling Mascot (5e) + (Ink-black ooze.)
- Arcanist Warlock (3.5e Feat) + (Innate Spell, but for Warlock/Casters.)
- Innate (3.5e Feat Type) + (Innate feats are a type of scaling feat that grants increasing bonuses based on your total levels in supernatural classes.)
- Yearling (3.5e Race) + (Inquisitive [[SRD:Fey Type|fey]] who are born, grow old and die within a single year.)
- Magic Eye (3.5e Spell) + (Inscribe a magical eye on a surface and see through it with concentration.)
- Gokiburi (3.5e Race) + (Insect-like quadruped aliens from the stars with sensitive antenna.)
- Istarian Drone (5e) + (Insectoid [[SRD5:Construct|construct]])
- Insightful (3.5e Template) + (Insightful creatures notice everything, perhaps too much. It allows them to deduce things through observation that they otherwise would be passed over by others.)
- Kobold Chieftain (5e) + (Inspirational kobold leader.)
- Inspire Mortal (3.5e Spell) + (Inspire someone into a follower.)
- Way of the Passive Hand (5e Subclass) + (Inspired by Wing Chun, the way of the passive hand utilizes speed among anything else. Deflecting/blocking first, then striking.)
- Inspired Pupil (3.5e Alternate Class Feature) + (Inspired pupils are prodigious young men a … Inspired pupils are prodigious young men and women who trained as mage's apprentice, but rather than sheer magical potential they possess incredible talents. Most train to become universalist wizards, eventually finding their true calling later. While still adept magic-users, they cannot reach the same magical height as their more focused brethren. Instead learning how to best use the tricks they have learned as apprentices. However they are incredibly skilled in more than just magic, including handling themselves in direct battle much better than their peers.irect battle much better than their peers.)
- Spirit Artist (3.5e Prestige Class) + (Inspired to make works of art through spiritual enlightenment, the Spirit Artist manifests magic through their brush.)
- Fast Travel (3.5e Feat) + (Instant travel to visited locations)
- Beautician's Baton (3.5e Equipment) + (Instantaneously alter hair and style hair, provide a bonus on [[SRD:Disguise Skill|disguises]].)
- Do Wand (3.5e Equipment) + (Instantaneously alter hairstyles and provide a bonus on [[SRD:Disguise Skill|disguises]].)
- Automed Injector (3.5e Maneuver) + (Instantly consume a potion.)
- Nealan's Unbuckling (3.5e Spell) + (Instantly removes armour (or other clothing) from a target.)
- Self Familiar (3.5e Alternate Class Feature) + (Instead of a familiar, you gain benefits based on emulating a creature you could choose as a familiar.)
- Curse of Ineptitude (3.5e Spell) + (Instead of a penalty to your rolls, this spell forces you to roll smaller dice.)
- Mad Warrior Swordman (3.5e Alternate Class Feature) + (Instead of acting quickly with finesse, a Mad Warrior Swordman act with great anger to strike down her foes. This alternate class features trade away the ability to act quickly and the ability to wear medium armor for the ability to rage.)
- Hairfighter (3.5e Alternate Class Feature) + (Instead of bothering with spellcasting you use your possessed hairs as an enhanced machine of war.)
- Eldritch Tuner (3.5e Alternate Class Feature) + (Instead of casting spells you are able to call upon invocation as a Warlock<sup>CA</sup>. This is essentially a weaker version of the [[Eldritch Bard (3.5e Alternate Class Feature)|eldritch bard]] ACF.)
- Perceptive, Falin Version (3.5e Feat) + (Instead of choosing to listen for something or look for it, you can do both)
- Looter Fighter (3.5e Alternate Class Feature) + (Instead of crafting you prefer looting, stealing and pilfering. Who needs to make magic items when you can pry them from the hands of your dead enemy or in the tombs of their ancestors?)
- Dagger of the Serpent (3.5e Equipment) + (Instead of cutting the physical, this kris cuts the ethereal.)
- Kinetic Warrior (3.5e Alternate Class Feature) + (Instead of developing their kinetic talent … Instead of developing their kinetic talents, a kinetic warrior pursues the path of war with conventional weapons. As a result they gain incredible proficiency in infusing their weapon with their kinetic energy, allowing them to wreak havoc on the battlefield.ng them to wreak havoc on the battlefield.)
- Worldseer (3.5e Class) + (Instead of druids turning into animals and gaining power through devotion, the worldseer obtains druidic casting through perfection of the body, becoming sensitive enough to hear the voice of the planet.)
- Bokor (3.5e Alternate Class Feature) + (Instead of firing lasers of eldritch energy, some Warlocks are content with [[Witch Doctor (3.5e Class) | stabbing dolls with sharp things]].)
- Focused Trance (3.5e Alternate Class Feature) + (Instead of flying into a berserker rage, your psychic powers flare up and you can tap into an inner reserve of energy you didn't know you had. However the transformation is taxing on your body and mind.)
- Familiar Warlock (3.5e Alternate Class Feature) + (Instead of focusing on magic items, you gain the service of a loyal familiar serving your bloodline.)
- Medical Ninja (3.5e Alternate Class Feature) + (Instead of focusing on stealthily taking d … Instead of focusing on stealthily taking down your opponents, your training was focused on unarmed combat, pressure points and using ki to restore the body and spirit. A medical ninja is less suited to pure combat situations, but their medical knowledge and ki ability make them valuable allies.and ki ability make them valuable allies.)
- Sealing Blast (3.5e Invocation) + (Instead of killing a target, your eldritch blast can seal them away in a time-locked crystal.)
- Uncanny Ambush (3.5e Feat) + (Instead of making a cleave attakc you may decide to simply vanish in the shadow.)
- Hummingbard (3.5e Flaw) + (Instead of making loud and spectacular performances, you just hum to yourself enthusiastically.)
- Sure Strike (3.5e Feat) + (Instead of making several wide attacks, you make one very accurate one.)
- Clockwork Reanimator (3.5e Alternate Class Feature) + (Instead of mastery over undead, you gain mastery over constructs.)
- Replace XP Components with Uses Per Level (3.5e Variant Rule) + (Instead of paying XP, you can cast spells like Wish only once until the next time you level up.)
- Necrocarnum Knight (3.5e Alternate Class Feature) + (Instead of spellcasting you have access to the ability to wield necrocarnum.)
- Retrained Armor Proficiency (3.5e Alternate Class Feature) + (Instead of training to use armor, you trained to do something else.)
- Instrument (3.5e Equipment) + (Instrument weapons are both normal weapons and a musical instrument, suitable to be played with your Perform checks.)
- Abyssalbred (3.5e Template) + (Intelligent creatures who temporarily escaped the abyss.)
- Gleep (3.5e Race) + (Intelligent sheep with wool that resembles the night sky, these creatures are said to be descendants of interstellar fey.)
- Telums (3.5e Race) + (Intelligent weapons have evolved, and now manifest as solid spiritual mass, able to explore the world as a mortal man.)
- Combatant (3.5e Class) + (Intended as a redone Fighter class, the combatant is a master of combat, not limited to simply "hit it again".)
- Rhavaegrim Disciple (3.5e Prestige Class) + (Intending to imitate a legendary sword of the past, the Rhavaegrim Disciple cuts her opponents to pieces with a thousand cuts in one.)
- 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.)
- Initiative Contests (3.5e Variant Rule) + (Introduces rules for resolving action order when two characters attempt to act at the same time.)
- Intruugin (3.5e Race) + (Intruugins, an ancient race of brilliant, towering beings.)
- Pity Sponge (3.5e Class) + (Invariably popular with kindly NPC's and o … Invariably popular with kindly NPC's and often drawing resentment from their teammates, Pity Sponges mess up even the simplest tasks and interactions, drawing pity from others. At higher levels they begin to draw pity even from deities, who just hope the poor creatures can finally get a happy ending.creatures can finally get a happy ending.)
- Bot (3.5e Subtype) + (Invented by [[Octoxeno (3.5e Race)|Octoxen … Invented by [[Octoxeno (3.5e Race)|Octoxeno]] to help compensate for there frail bodies. Bots are mindless [[SRD:Aberration Type|aberrations]] and [[SRD:Construct Type|constructs]], that have been built for a specific task, and have multiple modes of servitude.ask, and have multiple modes of servitude.)
- Hexed Mirror (3.5e Maneuver) + (Invert bonuses on target.)
- Mass Elemental Reverse (3.5e Maneuver) + (Invert energy resistance of many targets.)
- Elemental Reverse (3.5e Maneuver) + (Invert energy resistance of one target.)
- Cross-Class Investment (3.5e Variant Rule) + (Invest 3 ranks into a skill, it becomes a class skill.)
- Gothic Investigator + (Investigator in a Gothic setting)
- Invisible Steel (3.5e Equipment) + (Invisible Steel is an extremely useful material, although its name is misleading because it is neither steel nor is it truly invisible.)
- Firering (3.5e Spell) + (Invoke a ring of flames around the target, both to protect and deal damage)
- Jaws (3.5e Spell) + (Invoke a water shark that bites enemies into pieces.)
- Emergency Reinvoke (3.5e Feat) + (Invoke immediately after invocation wears off)
- Ward of Peace (3.5e Utterance) + (Invoke peace by duplicating ''[[SRD:Sanctuary|sanctuary]]'', or create war through a forced rage.)
- Sky Horns (3.5e Spell) + (Invoke the aid of angels to your side, comforting your good allies and wreaking havoc between evil creatures.)
- Bonus Invocations (3.5e Variant Rule) + (Invokers gain additional invocations for having a high Charisma.)
- Ionite Alloy (3.5e Equipment) + (Ionite Alloy appears like dark gray-purple … Ionite Alloy appears like dark gray-purple steel, its polished surface seeming to reflex rolling storm clouds, and bolts of deep violet lightning randomly crackling off of its surface. Like scorched iron, it can store energy (in this case, electricity) making it a potent defense against lightning and a battery for electricity at the same time.battery for electricity at the same time.)
- Ionized (3.5e Equipment) + (Ionize your weapon, gain electricity damage and more efficiency on your electricity spells.)
- Ireul (3.5e Deity) + (Ireul desires to destroy positive emotions, dragging things into a dreary, "truthful" existence with her.)
- Oni (3.5e Race) + (Iron club-wielding demons from another world)
- Meteoric Iron (3.5e Equipment) + (Iron from a meteorite that radiates heat naturally, and is infused with otherworldly properties.)
- Dark Iron (3.5e Equipment) + (Iron from the depths of the world, forged by the [[SRD:Duergar|duergar]] in their war against the surface.)
- Fungal Infection (3.5e Spell) + (Irritating mushrooms sprout from the victim's skin, making it hard to concentrate.)
- Book Of Books (3.5e Sourcebook) + (Is about all books how you can read them, find them and what bonuses the give you)
- Iskaari (3.5e Race) + (Iskaari are stub-winged humanoids with a deep sense of pride and a warrior culture.)
- Iskandar (3.5e Deity) + (Iskandar appears as a sentient, anthromorphic castle whose halls protect the souls of mankind.)
- Yuriovan (3.5e Race) + (Isolated from most, the Yuriovans live in the mountainous region of Yuriova. Because of the harsh environment, these tribal half elves have acquired various survival and ice abilities.)
- Frankenstein Monster (3.5e Feat) + (It ALIVE! It ALIVE!)
- Many Eyes of the Gibling (3.5e Soulmeld) + (It almost seems like patches of your skin are blinking.)
- Guardian of the Dead (3.5e Maneuver) + (It becomes harder to rebuke or turn allied undead and non-allied undead have trouble creating spawn within 100 feet of you.)
- Imaginary Gun (3.5e Equipment) + (It doesn't exist, but can kill you dead.)
- Aspect of the Glowworm (3.5e Feat) + (It has become apparent that the caterpillars that cluster themselves on your body and even under your skin, and the fireflies that dance around you in a hypnotic swarm, are one in the same, the caterpillars merely insects known as 'glowworms'.)
- Paradox Arrow (3.5e Equipment) + (It hits its target, despite Zeno's Paradox! That... can't be!)
- Combat Reflexes, Greater (3.5e Feat) + (It is harder to get away from you or your attacks.)
- Ein Sof (3.5e Deity) + (It is said that Ein Sof is the very firmament of existence, the great sea which the multiverse rests upon.)
- Webspinner Helifis (3.5e Witch Patron) + (It is said that Helifis was once a druidic fertility deity that became corrupted after being bitten by an abyssal spider.)
- Psifelid (3.5e Race) + (It is said that psifelids were not actually a natural occurrence, but the result of psionic tampering with a yet unknown and long lost base race, whose latent psychic powers were unleashed.)
- Valkyrie Reborn (3.5e Alternate Class Feature) + (It is said that some individuals are born … It is said that some individuals are born with the soul of a valkyrie, a semi-divine being reborn. These individuals are born with inherent divine abilities, strong inner conviction and a talent in martial skills. Since they lack context of their previous existence beyond vague dreams and faded memories, most valkyrie reborn dedicate themselves to mortal causes, which she holds very close to her heart. Since her powers are derived from her soul and conviction, a valkyrie reborn usually doesn't follow a deity like a typical warpriest. Unlike a typical warpriest a valkyrie reborn eschews heavier armor, casts spells spontaneously as part of themselves and possesses great martial talents.elves and possesses great martial talents.)
- Truemaestro (3.5e Alternate Class Feature) + (It is said that the multiverse was weaved from primal music, the Truemaestros seek that primal music and to harness their melody. They are much like truenamer, except weaving their power in strange melodies instead if garbled words.)
- Dead Iron (3.5e Equipment) + (It is said that when Cold Iron is prepared within zones devoid of magic, such as in an antimagic field, with proper care the cold iron's connection to the mystical realm deadens further, resulting in a dangerous bane against all things magical.)
- 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.)
- Megaton (3.5e Epic Spell) + (It is time to start World War III, go nuclear!)
- Heresiarch (3.5e Alternate Class Feature) + (It is very unusual for a [[False Prophet ( … It is very unusual for a [[False Prophet (3.5e Prestige Class)|False Prophet]] to come from the ranks of a deity's clergy. However sometime a cleric become disillusioned or convinced or a falsehood in the doctrine, if these clerics are allowed to bloom they may become heresiarch. An Heresiarch is the originator of an heresy, and through it they gain their own divine powers even without the approval of their patron. Sometime heresiarch are clerics other deities or even fiend worshipers who work as undercover clerics and fool the general populace as well as other cleric for their dark master.ell as other cleric for their dark master.)
- Shokushu Witch (3.5e Alternate Class Feature) + (It is well known that obsession can start … It is well known that obsession can start with very small things. It is especially true for witches who are often infatuated with power, making pacts with creatures or ''things'' beyond their ken. Shokushu witches are often obsessive individuals, seeking powers from entities beyond this world. They become obsessed with the basic manifestation of such powers, tentacles, and seek to emulate their power and properties.eek to emulate their power and properties.)
- Tyrogue (3.5e Monster) + (It looks like a child. But this child is clearly not human, both with its purple skin, enlarged eyes, and propensity to pick fights with owlbears.)
- Forgiveness (3.5e Spell) + (It looks like flaying all his family members alive wasn't so bad after all.)
- Shrink Item (TOToM Spell) + (It makes plushies out of things.)
- Pants, the Guardian of God's Junk (3.5e Vestige) + (It must be true, before you is the legendary pants of the gods. Wear it with style.)
- Monologuer (3.5e Flaw) + (It seems like every BBEG has this flaw; you can't help but monologue for a bit.)
- Always Aware (3.5e Feat) + (It takes you much less time to notice things than it does for others.)
- Fried Darkmantle (3.5e Equipment) + (It turns out darkmantles are the octopi of the underground, and they make the most excellent calamari.)
- Brown Note (3.5e Spell) + (It was only a matter of time before someone devised a spell to make people crap themselves.)
- Dire Skunk (3.5e Monster) + (It wasn't me.)
- Avada Estus Peto Kadavera (3.5e Epic Spell) + (It's "Avada Kadavera"... only it ''can't miss''. Basically, anyone targeted by this spell is boned.)
- Barrel Armor (3.5e Equipment) + (It's a barrel.)
- Decanter of Endless Kittens (3.5e Equipment) + (It's a decanter. I'm sure you can guess what comes out of it.)
- Hornet Gun (3.5e Equipment) + (It's a gun that shoots hornets.)
- Travelling House (3.5e Equipment) + (It's a house on legs, for those who want to live on the go.)
- Paperclip (3.5e Equipment) + (It's a paperclip. It clips paper.)
- Screwdriver (3.5e Equipment) + (It's a screwdriver. The tool, not the drink.)
- Spring Carpet (3.5e Equipment) + (It's a springboard by any other name.)
- Esoteric Cultist (3.5e Flaw) + (It's clear that you can use magic- and nosy or suspicious people want to know how.)
- Magnetic Oscillation (3.5e Power) + (It's difficult to hit opponents when your metal weapons keep shaking.)
- Garchomp (3.5e Monster) + (It's hard to believe that this apex predat … It's hard to believe that this apex predator was once [[Gible (3.5e Monster)|a wannabe Pac-Man]]. Now it's an engine of utter destruction that thoroughly violates its prey in ways that shouldn't even be ''possible''. Garchomp can run so fast, it actually ''flies''. Nobody is safe from this beast... '''''Nobody.'''''safe from this beast... '''''Nobody.''''')
- Searing Wind (3.5e Invocation) + (It's like ''[[SRD:Gust of Wind|gust of wind]]'', but with fire damage mixed in.)
- Demanding Circadian Clock (3.5e Flaw) + (It's night, time to sleep. No matter what.)
- Lesser Crown of Vermin (3.5e Spell) + (It's not quite [[SRD:Crown of Vermin|crown of vermin]], but its close. A swarm of bugs acts both as shield and a weapon!)
- Wild Teleport (3.5e Spell) + (It's teleport early, but with no control over your destination.)
- Rebound (3.5e Equipment) + (It's the Returning enhancement, but not pants-on-head stupid.)
- Scaling Spell Focus (3.5e Feat) + (It's the Spell Focus chain, plus a few other benefits.)
- Coffin (3.5e Equipment) + (It's the last thing you'll ever need.)
- Uncanny Deductions (3.5e Feat) + (It's the little details that give the most away.)
- Dancing Item (5e) + (Item animated by [[College of Creation (5e)|College of Creation]]'s Animating Performance)
- Prestige Enhancements (3.5e Variant Rule) + (Item enhancements in which only one are allowed on an item.)
- Holy Tools (3.5e Variant Rule) + (Items blessed by the gods, usable by cleric and paladins.)
- Publication:Hyperconscious/Psionic Feats/Infuse Dream + (Items you make have special qualities in dream.)
- Casting Attack Bonus (3.5e Variant Rule) + (Iterative casting actions variant rule.)
- Dyrrn (5e) + (Ithillid-like [[Daelkyr (5e)|Daelkyr]])
- Easy A (3.5e Feat) + (Its just that easy.)
- Crafter (3.5e NPC Class) + (Its not always powerful wizards who are crafting magic marts. These are the nameless NPC crafters pumping out all those wands.)
- Salamander Bread (3.5e Equipment) + (Its the food that never gets cold! (Warning: May burn mouth.))
- Ivysaur (3.5e Monster) + (Ivysaurs are more mature versions of [[Bul … Ivysaurs are more mature versions of [[Bulbasaur (3.5e Monster)|Bulbasaurs]]; Bulbasaurs usually make the transition with access to a lot of sunlight. Once a year, a [[Venusaur (3.5e Monster)|Venusaur]] will travel the countryside and help all the Bulbasaurs who are ready to become Ivysaurs, by storing sunlight for them.me Ivysaurs, by storing sunlight for them.)
- Ixitxachitl Cleric (5e) + (Ixitxachitl [[SRD5:Cleric|cleric]].)
- Jack of All Trades (3.5e Prestige Class) + (Jack of all trades, master of none.)
- Anoup (3.5e Race) + (Jackal headed people of the desert, who have a cultural association with immortality and the dead.)
- Jackalwere (5e) + (Jackals that can shapechange)
- Jadzi (5e) + (Jadzi is the current [[Oracle of Strixhaven (5e)|Oracle of Strixhaven]])
- Jann (3.5e Race) + (Jann are the genies of the material plane, formed equally of all four elements. Because of a secret war with the [[Khayal (3.5e Race)|Khayal]], they've been driven to a nomadic existence in the deserts of the material plane)
- Book of Elements (3.5e Sourcebook)/Races of the Elements + (Genasi are the descendents of mortals and genies of various kinds.)
- Jayem-Dea (3.5e Deity) + (Jayem-Dea is the keeper of the balance, the watcher of reality, and the father of the gods.)
- Jelly Rain (3.5e Spell) + (Jelly falls from the sky, damaging foes and limiting movement.)
- Incendiary Jelly (3.5e Spell) + (Jelly within the spell's area turns into gelatinous fire.)
- Jet Jack (3.5e Equipment) + (Jet Jack is the street term for alchemical epinephrine (also known as adrenaline). It grants the effect of ''[[SRD:Haste|haste]]'' on its user for 5 rounds.)
- Dredmoor Armor (3.5e Equipment) + (Jet black armor worn by the [[SRD:Undead Type|undead]] knights of Dredmoor.)
- Jetpack (3.5e Equipment) + (Jetpacks are extraordinary mechanical devices which grant flight.)
- Job (3.5e Feat Type) + (Job feats are a type of feat that grant abilities reminiscent of multiclassing.)
- Joker (3.5e Prestige Class) + (Jokers are chaotic pranksters & comedians.)
- Sun II- Moon (3.5e Phrase) + (Jump an entire plane forwards in time.)
- Stinging Rebound (3.5e Maneuver) + (Jump and attack a target, then jump back to your starting position while knocking them backwards and prone.)
- To Hell With Gravity! (3.5e Maneuver) + (Jump checks have no limits based on your height, other benefits.)
- 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.)
- From Damned to Damned (3.5e Maneuver) + (Jump from enemy to enemy until you complete a full attack.)
- Feral Dash (3.5e Maneuver) + (Jump out of the way of attacks, but don't botch it or you'll be sorry.)
- Jumping Dodge (3.5e Feat) + (Jump to avoid attacks)
- Pounce From the Canopy (3.5e Maneuver) + (Jump, gaining +1d6/+1 skirmish bonuses until your next turn.)
- Jumper (3.5e Class) + (Jumpers, being the mobile, instinctive warriors that they are, can seem to be everywhere upon the battlefield at any given point in time. A battle that a jumper is involved it is sure to become hectic quickly.)
- SRD5:Acolyte (NPC) + (Junior members of a clergy)
- Z's Critical Hits (5e Variant Rule) + (Just a simple reference point for the way I do critical hits. I know it's a common rule, but it's here for an easy pointer.)
- Neria, Siren (3.5e Bloodline) + (Just as giants exist on land, there are gi … Just as giants exist on land, there are giants of the sea as well. The neria are the giants of mer-kind, and siren neria being one of the most well known ones for resembling mermaids with slightly elfish ears and being one of the most common types seen by the surface. They are also the most likely the sire with the creature of the land.ly the sire with the creature of the land.)
- Plane of Life (3.5e Sourcebook)/The People + (Natives to the Plane of Positive Energy, these outsiders are made of positive energy.)
- Positive Energy Elemental (3.5e Monster) + (Just as the other inner planes, the plane of positive energy has its own elementals.)
- Poison Point (3.5e Feat) + (Just attacking you is enough to poison others.)
- Energy Anti-Resistance (3.5e Creature Ability) + (Just because you have energy resistance/immunity doesn't mean you're always safe! Anti-resistance enables its bearer to treat some or all of a target's [[SRD:Resistance to Energy|energy resistance]] like it wasn't even there!)
- Magic III- Field (3.5e Phrase) + (Just like Antimagic Field.)
- Magic II- Remove (3.5e Phrase) + (Just like Dispel Magic, but can't target an area.)
- Curse Fruit Tree (3.5e Spell) + (Just like Jesus, you doom a tree to never bear fruit again.)
- Walk III- Shift (3.5e Phrase) + (Just like Plane Shift, but targets must be willing.)
- Magic I- Magic (3.5e Phrase) + (Just like [[SRD:Detect Magic|''detect magic'']].)
- Way of the Hare (3.5e Feat) + (Just like the hare, you can recharge your ki abilities quickly and masterfully.)
- Sentriet (3.5e Race) + (Just one of the results of research into genetic engineering.)
- Gravelord's Dance (3.5e Spell) + (Jutting swords of black energy emerge from the ground, slashing everyone.)
- K'iernavu, Maker of Deals (3.5e Witch Patron) + (K'iernavu is a powerful fiend who is quite willing to make deals.)
- Kabiork (3.5e Race) + (Kabiorks are distantly related to orcs, or perhaps bears, or both. Once vicious, the species has long since chilled out after a cultural revolution and become fat, jovial, sleepy creatures dedicated to simple comforts and easy living.)
- Kadabra (3.5e Monster) + (Kadabras are more grounded in reality than … Kadabras are more grounded in reality than Abras are. They are quite likely to use weapons or spoons – and have a great love of communication. Like Abras, their bodies are covered in what appears to be yellow or orange chitinous armor – but in reality the shiny and rigid outer layer of a Kadabra is brittle and serves no protective function at all.and serves no protective function at all.)
- Kakai (3.5e Race) + (Kakai are the spirits of humanoid incarnated in the body of carrion birds who fed on the corpse.)
- Kakuna (3.5e Monster) + (Kakunas are incompletely formed and barely move. They can harden themselves, but are not dangerous.)
- Kaldan (3.5e Race) + (Kaldans, technically a type of beholder, appears nothing of the sort as they appear to be floating humanoid heads with short squid-like tendrils drifting just below where their neck is. And unlike beholders, they seem to retain some sense amongst them.)
- Anima Explosion (3.5e Maneuver) + (Kamehameha!!!!)
- 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.)
- Karasi (3.5e Deity) + (Karasi is Erreun’s wife and the Starborn's Mother Goddess.)
- Kavka (3.5e Monster) + (Kavkas are small avians from the planet Gokia that feed on bugs and occasionally scavenge on other meats.)
- SRD:Improved Shield Bash + (Keep Shield bonus to AC while shield bashing.)