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
- Chilling Performance (3.5e Feat) + (Literally chill foes with your performance)
- Steal Life (3.5e Spell) + (Literally consume someone's life away, possibly getting younger.)
- Sprightling (3.5e Race) + (Lithe and agile, the sprightling is a cruel prankster.)
- Tattered Leather (3.5e Equipment) + (Little more than scraps of what may have been leather armor at some point, it is a small miracle it protects against anything.)
- Amulet of Merform (3.5e Equipment) + (Live out your aquatic fantasies in merform.)
- Priest of Vratimsgot (3.5e Prestige Class) + (Lively fat people who feed the small to the big.)
- Ooze Encasement (3.5e Equipment) + (Living Ooze which developed toward a more symbiotic relationship, protecting the wearer in exchange for feeding.)
- Stranger with the Burning Eyes (3.5e Prestige Class) + (Living a parasitic existence, the Stranger occupies bodies of others in a twisted form of immortality.)
- Living Armor (3.5e Race) + (Living armor are constructs that are empty hollow shells, animated by a bound spirits.)
- Publication:Dread Codex/New Spells/Dirge of the Walking Dead + (Living creature acts normally even when hit points fall below 0, but still dies at -10.)
- Cause Fear (5e) + (Living creatures must save or become [[SRD5:Frightened|frightened]]<br /><br />)
- Cause Fear (One) + (Living creatures must save or become [[SRD5:Frightened|frightened]])
- Geonid (5e) + (Living geode with arms and legs.)
- Genasi (4e Race) + (Living manifestations of the Elemental Chaos, beings of raw power and ordained rebellion.)
- Soulsteel (3.5e Equipment) + (Living metal, forged from interwoven strands of soulstuff that were folded repeatedly and beaten into shaped.)
- Synx'keres (3.5e Monster) + (Living nightmare demons with a unfathomable hunger. It embodies the terror of being devoured.)
- Undertaker (3.5e Feat) + (Living or undead, all must descend in the tomb)
- Eijilund Plushies (4e Race) + (Living plushy toys with a loose grip on sanity.)
- Lizardfolk (5e) + (Lizard-like humanoids)
- Lizardfolk Liberator (5e Monster) + (Lizardfolk Leader)
- Lizardfolk Race (5e) + (Lizardlike [[SRD5:Humanoid|humanoid]].)
- Folk Hero (5e) + (Local Hero)
- Quantum Lock (3.5e Spell) + (Lock an object in place, though it can be moved with sufficient strength.)
- Memory Lock (3.5e Power) + (Lock away a creature's abilities and memories under a psionic seal.)
- Phase Stasis (3.5e Spell) + (Lock the current state of a material in its current phase, regardless of pressure or temperature.)
- Drakenbred, Lofali (3.5e Race) + (Lofali are bred from the Dragons of the far north, their chill blood is full of arcane power.)
- Loganian (3.5e Race) + (Loganians are a mutant race similar to humans, but with natural claws, scent, and fast healing.)
- Lonely Sorrowsworn (5e) + (Lonelyness personified. this creature has barbed, spear-like, extendable arms.)
- The Entombed Soulmaster (3.5e Vestige) + (Long ago a king and his kingdom were subject to a dreadful curse, perhaps one of their own making. To survive he transformed himself and his people into the bodies of machines but found the cost of freedom from the curse perhaps too high to bear.)
- Esper (3.5e Race) + (Long ago was a race of men who left humanity in search of power. These are those who have unlocked powerful psionics at the cost of their bodies)
- Scarletite (3.5e Equipment) + (Long considered a legendary material, scarletite, is also known as "hihi'irokane" or "brilliant scarlet steel".)
- Longtall (3.5e Spell) + (Long fighter is loooong. Extend a creature's body to attack creatures higher than you, grab high items off shelves, or form bridges.)
- Walk II- Jump (3.5e Phrase) + (Long range teleport.)
- Nanduwary (3.5e Race) + (Long-legged, groundbound bird people who run very fast. Beware the coyote!)
- Brontosaurus (5e) + (Long-necked and -tailed dinosaur.)
- Imminent Omen (3.5e Spell) + (Look into the immediate future for an action that is have planned.)
- Phantom Sheet (3.5e Equipment) + (Look like a ghost and pass through people, wooooooo~)
- Solar Insight (3.5e Maneuver) + (Look past the surface and see beauty - Or horror - Under the gloom.)
- Spy's Glass (3.5e Equipment) + (Look through a glass to see what you describe in a 1 mile radius.)
- Phase Face (3.5e Spell) + (Look through a wall by pressing your face into it.)
- Magus of Staves (3.5e Prestige Class) + (Look! It's Gandalf!)
- Ampharos (3.5e Monster) + (Looking kind of like a bipedal giraffe, Am … Looking kind of like a bipedal giraffe, Ampharos reigns as the undisputed lord of all the electrical sheep. To their limited ability, [[Mareep (3.5e Monster)|Mareep]] and [[Flaaffy (3.5e Monster)|Flaaffy]] will attempt to aid Ampharos when requested. Ampharos, however, spend most of their time alone. An Ampharos has a large red sphere at the end of its tail which stores a lot of power and can become very very bright.of power and can become very very bright.)
- Yuan-ti Pureblood (5e) + (Looks human with minor snake-like features)
- Intellect Devourer (5e) + (Looks like a brain on four legs)
- Bulezau (5e) + (Looks like a goat-headed zombie with a long tail.)
- Corgiriff (3.5e Monster) + (Looming over you, is a cross between an eagle and a fuzzy canine, only it is the size of a large horse.)
- Severing Strike (3.5e Feat) + (Lop off limbs by taking a -10 penalty to hit.)
- Wersten Kern (5e) + (Lord [[Soth (5e)|Soth]]'s [[SRD5:Undead|undead]] champion.)
- Nurgle (3.5e Deity) + (Lord of Plagues)
- Azreal (3.5e Deity) + (Lord of the Dead, he has the ''grim'' task of shifting souls to their appropriate afterlives.)
- Houndlord (3.5e Class) + (Lord of the hounds, you command a swarm of dogs or wolves to attack others at your command.)
- Psion Loremaster (3.5e Prestige Class) + (Loremasters with psionic roots instead of arcane/divine)
- Weird Chakra (3.5e Trait) + (Lose some magic item slots, gain new ones.)
- Feat Sorcerer (3.5e Alternate Class Feature) + (Lose your familiar and gain bonus feats.)
- Sasha's Skeleton Crew (3.5e Spell) + (Lots of creatures around you just seem compelled to jump out of their skin.)
- Lotus Disciple (3.5e Prestige Class) + (Lotus Disciple are a mysterious sect who developed in early ages the way of the Lotus Dance. Combining Spellcasting and the grace of dance, they mastered a strange method of spellcasting.)
- Dedicated Lover (3.5e Template) + (Love conquers all, dedicated lovers are a pair of creatures whose affection make them stronger together. However at a risk, if the pair is separated, both would suffer, and if one should die, the situation becomes dire.)
- SRD:Automatic Quicken Spell + (Low level spells automatically become quickened for free.)
- SRD:Automatic Silent Spell + (Low level spells may be cast silently without penalty.)
- Imperial Knight (3.5e Prestige Class) + (Loyal to the Empire unto death, the Imperial Knight both gains and gives much for his service.)
- Luck (3.5e Feat Type) + (Luck feats deal with rerolls, second changes, or other effects which allow you to manipulate random chance. They were originally created in Complete Scoundrel.)
- Ludros Rivermaster (3.5e Racial Substitution Levels) + (Ludroi rivermasters are monks that deeper their racial connection to water rather than learning more traditional fighting styles.)
- Ludros Piscator (3.5e Racial Paragon Class) + (Ludroi that are expert shellfishers and vicious underwater fighters.)
- Lunar Paragon (3.5e Racial Paragon Class) + (Lunars paragon are lunars who are closer to their origins.)
- Swiftstride (5e) + (Lycanthrope heritage makes them swift and graceful.)
- Wildhunt Shifter (5e) + (Lycanthrope heritage makes them trackers and survivors.)
- Beasthide (5e) + (Lycanthrope heritage provides additional toughness.)
- SRD:Lycanthrope + (Lycanthropes are [[SRD:Humanoid Type|humanoids]] or [[SRD:Giant Type|giants]] who can transform themselves into [[SRD:Animal Type|animals]])
- Low-Power Lycanthrope (3.5e Template) + (Lycanthropes are those afflicted or naturally able to turn into half man, half animal creatures.)
- Stable Lycanthropy (3.5e Feat) + (Lycanthropes using the [[Bloodcursed Lycanthrope (3.5e Template)|bloodcursed lycanthrope]] or [[Variant Lycanthrope (3.5e Template)|variant lycanthrope]] templates have longer control over their forms, and less danger.)
- Machidiel (3.5e Deity) + (Machidiel is the paragon of goodness and de facto 'King' of heaven in the Nibiru pantheon.)
- Font of Life (3.5e Location) + (Machine that creates unborn souls)
- Insanity (3.5e Cleric Domain) + (Mad! Mad, I tell you!)
- Mouth of Grolantor (5e) + (Mad, gaunt, starving [[SRD5:Hill Giant|hill giant]].)
- Madam Crow (3.5e Deity) + (Madam Crow is as mysterious as she is eccentric. With the exception of a handful of beings, her existence was not even known before she founded The Maidens of the Crow.)
- Christmas Elves (3.5e Race) + (Made by a wizard long ago, these peaceful little elves have a great talent for crafting toys.)
- Stinger (3.5e Equipment) + (Made by feys, this small rapier floats like a butterfly and stings like a bee.)
- Painkiller (3.5e Equipment) + (Made from certain trees and herbs, the painkiller is a pill which can be swallowed with any liquid and helps fight off pain.)
- Softsugar Tea (3.5e Equipment) + (Made from softsugar straight from Eijilund, softsugar tea gives you the energy burst you need to go fast, because bullets are too slow!)
- Pixieglass (3.5e Equipment) + (Made out of melted pixie dust, pixieglass is super resistant against the forces of magic while being lightweight. Also, it's very pretty.)
- Nebular (3.5e Race) + (Made out of starstuff, this amorphous beings visit the Material Plane using spacesuits.)
- SRD:Maenads (Race) + (Maenads typically stand more than 6 feet tall and weigh about 200 pounds; males are the same height as and only marginally heavier than maenad females. Maenads have no facial or body hair, and they prefer heavier clothing and armor if possible.)
- Star Spawn Larva Mage (5e) + (Mage fused with an emissary of an [[Elder Evil (5e)|Elder Evil]] to become an anthropomorphic mage comprised of worms.)
- Scarred Mage (3.5e Class) + (Mage that uses memories that scars are reminiscent of to alter casting spells.)
- Hairbinder (3.5e Class) + (Mages which bind spirits into their hair, allowing them to cast and use their hair as living weapons.)
- Wild Plague (3.5e Disease) + (Magic Disease that make your magic uncontrollable.)
- Magic Implement (3.5e Equipment) + (Magic Implements are items, such as rings, staves, holy symbols or enchanted daggers, that improve the effectiveness of spellcasters.)
- Mental Trap (3.5e Power) + (Magic Jar to the psionic extreme!)
- Magic Unleasher (3.5e Class) + (Magic Unleashers don't carefully choose which spell to cast; They just decide when it's time to cast "a spell", and then do so.)
- Non-Diablo Magic Slots (3.5e Variant Rule) + (Magic item slots based on function, not form.)
- Magic Hovermissile (3.5e Spell) + (Magic missile hovers, waiting to distract the target at a key moment.)
- Staff of Rita the Conquerer (3.5e Equipment) + (Magic staff, make my monster GROOOOOW!!!)
- SRD5:Bard + (Magical Musicians)
- Dragonmark Pact Warlock (3.5e Alternate Class Feature) + (Magical abilities often manifest in bloodl … Magical abilities often manifest in bloodlines. The most famous examples of this are the Dragonmarks. Most who bear them have little interest in finding out how they work, preferring to instead spend their time exploiting the gifts they've been given for profit. Some, however, instead seek to master the secrets of the Marks. Most learn little beyond a few tricks for using their mark more efficiently, but others uncover truths about these powers that many feel are better off hidden.wers that many feel are better off hidden.)
- Acid Arrow (One) + (Magical arrow bursts in a spray of acid)
- SRD5:Acid Arrow + (Magical arrow bursts in a spray of acid<br /><br />)
- SRD5:Acid Arrow + (Magical arrow bursts in a spray of acid<br /><br />)
- Magical Beast (3.5e Type) + (Magical beast is practically a catch-all category for the multitude of creatures whose origins cannot be explained by nature or the Outer Planes.)
- Choco-Mage (3.5e Class) + (Magical chocobos wielding powerful arcane magic.)
- Dracohydra (5e) + (Magical combining of [[Chromatic Dragon (5e)|chromatic dragon]]s and [[SRD5:Hydra|Hydra]]s.)
- Architect (3.5e Class) + (Magical crafters who specialist in architecture and buildings.)
- Geo Crystal (3.5e Equipment) + (Magical crystals which imbue the terrain with unique effects, bonuses, and restrictions.)
- Magic Door (3.5e Equipment) + (Magical doorways are a staple of any magically imbued dungeon. From doors that ask riddles, to doors that just shank you, magic doors are fun for everyone (except adventurers).)
- Conjure Volley (One) + (Magical duplicates of your weapon fly to strike targets in a [[SRD5:Cylinder|cylinder]] ([[SRD5:Dexterity|Dexterity]] [[Save (One)|save]] to reduce damage).)
- Energy Leak (TOToM Spell) + (Magical energy leaks out of target, deals damage, distracts.)
- Aetherion (3.5e Other) + (Magical energy that breaks the mind and rends the soul.)
- Spell Drain (3.5e Feat) + (Magical foes damaged by your spell also gain a [[Spellstrained (3.5e Condition)|spellstrained]] level.)
- Arcane Peacekeeper (3.5e Equipment) + (Magical handgun.)
- Autoplate Pilot (3.5e Class) + (Magical mecha pilots, they use animated suits of armor to give them the fighting ability they need.)
- Shoes of Elvenkinds (3.5e Equipment) + (Magical pointy elf shoes. They sure are comfortable! ''*Poof!*'' Then Sally as an elf happened...)
- MADAR (3.5e Equipment) + (Magical radar, for detecting incoming objects.)
- Robes of the Necromancer (3.5e Equipment) + (Magical robes which allow you to animate the dead, and improve your necromantic abilities.)
- Robes of the Illusionist (3.5e Equipment) + (Magical robes which allow you to create false images and sounds, and improve your illusion abilities.)
- Robes of the Abjurist (3.5e Equipment) + (Magical robes which allow you to dispel magic, and improve your abjuration abilities.)
- Robes of the Transmuter (3.5e Equipment) + (Magical robes which allow you to fly, and improve your transmutation abilities.)
- Robes of the Diviner (3.5e Equipment) + (Magical robes which allow you to scry from afar, and improve your divination abilities.)
- Robes of the Enchanter (3.5e Equipment) + (Magical robes which allow you to suggest things to others, and improve your enchantment abilities.)
- Robes of the Conjurer (3.5e Equipment) + (Magical robes which allow you to summon monsters, and improve your conjuration abilities.)
- Robes of the Evoker (3.5e Equipment) + (Magical robes which allow you to throw fireballs, and improve your evocation abilities.)
- Nyx-Fleece Ram (5e) + (Magical sheep)
- Baculus (3.5e Equipment) + (Magical weapon that allows spontaneous casting of divine spells with arcane slots.)
- Enchant Item (3.5e Spell) + (Magically enchant weapons, shields or armor.)
- Choldrith VGtM (5e) + (Magically gene-spliced elf-spider.)
- Choldrith MotM (5e) + (Magically gene-spliced elf-spider.)
- Simic Hybrid (5e) + (Magically gene-spliced humanoids)
- Chitine (5e) + (Magically gene-spliced spider-elf.)
- Bonfire's Rest (3.5e Spell) + (Magically infuse a bonfire or larger fires to increase rest's effectiveness.)
- Hunter's Mark (One) + (Magically mark a [[Creature (One)|creature … Magically mark a [[Creature (One)|creature]]. For spell's duration, inflict bonus [[SRD5:Force|Force]] damage on your first hit each round. Also buff [[SRD5:Perception|Perception]] and [[SRD5:Survival|Survival]] [[SRD5:Check|check]]s to find or track the target. If target dies, use [[SRD5:Bonus Action|Bonus Action]] to change targets.s Action|Bonus Action]] to change targets.)
- Strigoi (5e) + (Magically mutated [[SRD5:Stirge|stirge]].)
- Extract Spell (3.5e Spell) + (Magically pull a spell from one storage device into another.)
- Warforged (5e) + (Magicaly constructed [[SRD5:Humanoid|humanoid]]s)
- SRD5:Magma Mephit + (Magma [[Mephit (5e)|mephit]]s appears similar to [[SRD5:Imp|Imp]]s made of molten rock.)
- Magma (3.5e Equipment) + (Magma weapons deal +1d6 fire damage on every strike, and leave blobs of molten rock in its wake.)
- Magmar (3.5e Monster) + (Magmar is a birdlike lava creature with a penchant for spraying flames from its mouth.)
- Magmortar (3.5e Monster) + (Magmortar is the ultimate form of the [[Magmar (3.5e Monster)|Magmar]] line. It's able to use a variety of elemental attacks.)
- Mahaari (3.5e Race) + (Mahaari are a humanoid race from planet Il-Dyn, a highly sociable race they developed a society of influence and hegemony where cutthroat business, diplomatic intrigue and betrayal.)
- Maintain Minor Transfiguration (3.5e Feat) + (Maintain helpful Transmutations for longer, but weakened.)
- Publication:Grim-N-Gritty/Appendix 4/Advanced Maintain Footing (3.5e Feat) + (Maintain your footing for free more than once per round.)
- Eternal Flame (3.5e Invocation) + (Make ''continual flames'', extinguish fires, or make a fire-effect permenant.)
- Strike of Limitless Possibility (3.5e Maneuver) + (Make 20 attacks, with rolls ranging from 1 to 20.)
- Starcaster (3.5e Feat) + (Make Fireballs rain from the stars instead of hurling them.)
- Improved Overrun, Codex (3.5e Feat) + (Make Overrun worth using.)
- Far Step (3.5e Feat) + (Make a 10 ft step instead of a 5 ft step.)
- Expand Area (3.5e Spell) + (Make a 5 ft. cube twice as big on the inside.)
- Brain Rush (3.5e Maneuver) + (Make a Bull Rush at range.)
- Missing Step (3.5e Maneuver) + (Make a Perform check to move out of range of an attack or spell.)
- Strength of Will (3.5e Maneuver) + (Make a Strength check using pooled mental stat bonuses.)
- Whirlwind Lash (3.5e Maneuver) + (Make a Trip or Disarm attempt against all threatened enemies. This does not provoke attacks of opportunity and enemies cannot attempt to retaliate.)
- Dodge Roll (3.5e Maneuver) + (Make a Tumble check in place of a Reflex save or AC to escape an attack by tumbling up to your base speed.)
- Rolling Around at the Speed of Sound (3.5e Maneuver) + (Make a Tumble check. The result is your n … Make a Tumble check. The result is your new movement speed (if higher) for the round. You do not provoke for your movement, and you can pass through difficult terrain and effects which slow your movement speed for 1 round. You also have overland travel applications.ou also have overland travel applications.)
- Dance of Death (3.5e Maneuver) + (Make a Whirlwind Attack as a standard action.)
- True Strike (One) + (Make a [[SRD5:Melee Spell Attack|melee spell attack]] with a [[Weapon (One)|weapon]] doing normal damage or [[SRD5:Radiant|Radiant]] damage. At higher levels, do bonus radiant damage.)
- Chill Touch (One) + (Make a [[SRD5:Melee Spell Attack|melee spell attack]] causing [[SRD5:Necrotic|Necrotic]] damage.)
- Quicken Invocation (3.5e Feat) + (Make a [[SRD:Charisma|Charisma]] check to invocate quickly.)
- Still Invocation (3.5e Feat) + (Make a [[SRD:Charisma|Charisma]] check to invocate without moving.)
- Vanguard Feint (3.5e Maneuver) + (Make a [[SRD:Feint|feint]] using an [[SRD:Intimidate Skill|Intimidate]] check.)
- Star Gate (3.5e Power) + (Make a big portal from one place to another)
- Beast's Roar (3.5e Maneuver) + (Make a bolstering shout, granting a bonus to all nearby allies. ''Feral—'' Make a menacing roar which terrify your opponents to oblivion.)
- Iron Caress (3.5e Maneuver) + (Make a called shot with a firearm attack that deals +1d6 damage and a secondary effect.)
- Bicycle Kick (3.5e Maneuver) + (Make a charge attack, then make three unarmed strikes; if all three hit, you can make more.)
- Nanocyte Cloud (3.5e Power) + (Make a cloud of microscopic psionic constructs to harass and kill your enemies and buff your allies.)
- Crow's Grasp (3.5e Maneuver) + (Make a combat maneuver at range.)
- Shattering Strike-CE (3.5e Feat) + (Make a concentration check instead of a strength check to sunder objects.)
- Smoking Aim Mantra (3.5e Maneuver) + (Make a concentration check to effectively gain the effect of true strike on your next ranged firearm attack.)
- Death Throes (3.5e Spell) + (Make a creature explode when it dies for 1d10 damage/level.)
- Quadrupedal (3.5e Feat) + (Make a creature quadrupedal)
- Yau Wei's Engorged Grip (3.5e Spell) + (Make a creature's hands grow abnormally large. They can use larger weapons, but the hands are clumsy and take penalties.)
- Dagger to the Heart (3.5e Maneuver) + (Make a death attack like an [[SRD:Assassin|assassin]].)
- Tactical Shot (3.5e Feat) + (Make a disarm attack at range.)
- Ace Up the Sleeve (3.5e Maneuver) + (Make a feint using a Profession (Gambler) check.)
- Ace in the Hole (3.5e Maneuver) + (Make a feint using a Profession (Gambler) check, additional effects against creatures based on their Sense Motive check.)
- Death's-Head Feint (3.5e Maneuver) + (Make a feint using an [[SRD:Intimidate Skill|Intimidate]] check; additional effects based on result of enemy's check.)
- Extinguish Ball (3.5e Spell) + (Make a fire-eating ball which extinguishes flames. Can explode to extinguish a large area, or used to counterspell a single magical fire effect.)
- Ebon Lotus Blossom Mandala (3.5e Maneuver) + (Make a firearm attack in a line that automatically threatens a critical hit, deals +15d6 or more damage.)
- Blossom of Inevitable Demise (3.5e Maneuver) + (Make a firearm attack in a line, deal +10d6 damage.)
- Blossom of Righteous Fire (3.5e Maneuver) + (Make a firearm attack in a line, deals +6d6 damage.)
- Blossom of Iron Petals (3.5e Maneuver) + (Make a firearm attack in a line.)
- Azure Battle Mandala (3.5e Maneuver) + (Make a firearm attack with a +20 bonus on the attack roll and deal +2d6 damage.)
- Dance of Great Destruction (3.5e Maneuver) + (Make a full attack Whirlwind Attack as a full attack action.)
- Dance of the Apocalypse (3.5e Maneuver) + (Make a full attack Whirlwind Attack as a full attack action to all creatures within your move speed.)
- Crush the Weak (3.5e Maneuver) + (Make a full attack after you down a foe.)
- Improved Whirlwind Attack-CE (3.5e Feat) + (Make a full attack against each target of your whirlwind attack.)
- Improved Flyby Attack (3.5e Feat) + (Make a full attack along any part of your move while flying.)
- Whirling Steel (3.5e Maneuver) + (Make a full attack as a standard action.)
- SRD:Dire Charge + (Make a full attack as part of a charge.)
- Ki Pounce (3.5e Feat) + (Make a full attack at the end of a charge by expending ki points. Finally, monks flurry of blows and speed bonuses synergize.)
- Dire Charge-CE (3.5e Feat) + (Make a full attack at the end of a charge.)
- Victorious Army's Advance (3.5e Maneuver) + (Make a full attack with bonus damage, take 5 foot steps after each attack.)
- Eldritch Flurry (3.5e Invocation) + (Make a full attack with your ''eldritch blast'', [[Pyromaniac (3.5e Class)#Fire Bolt|''fire bolt'']], or [[Wind Mage (3.5e Class)#Wind Bullet|''wind bullet'']].)
- Unflinching Avalanche Fist (3.5e Maneuver) + (Make a full-attack as per flurry of blows, parry incoming attack from the target.)
- Stone Dragon (3.5e Martial Discipline)/All Maneuvers + (Roll down a mountain and become like a boulder.)
- Metal Shell (3.5e Power) + (Make a highly protective suit of armor for yourself, or trap your opponent in a prison of iron.)
- Wrath of the Heavens (3.5e Feat) + (Make a holy weapon stronger in your hands, additionally fire a bolt of pure positive energy when smiting.)
- Spirit Ball (3.5e Invocation) + (Make a ki volley that can be redirected and change directions if it misses.)
- Poltergeist (3.5e Spell) + (Make a location temporarily haunted.)
- Fabrication Machine (3.5e Spell) + (Make a machine which ''[[SRD:Fabricate|fabricates]]'' for you.)
- Imperator’s Warning (3.5e Maneuver) + (Make a melee attack after you down a foe.)
- Blade Grasp (3.5e Maneuver) + (Make a melee attack against a target that hits you in melee.)
- Mage's Melee Maneuver (3.5e Spell) + (Make a melee attack, dealing damage based on your casting ability modifier.)
- Weeping Wound Strike (3.5e Maneuver) + (Make a melee attack. If it hits you cause an weeping wound which deals a -5 penalty of attacks, saves, and skill checks, and causes the creature to bleed profusely.)
- Irritating Injury Strike (3.5e Maneuver) + (Make a melee attack. If it hits you cause an irritating wound which deals a -2 penalty of attacks, saves, and skill checks.)
- Force Meld (3.5e Force Power) + (Make a mental connection with your allies, share awareness.)
- Dive for Cover (3.5e Maneuver) + (Make a move action, drawing or reloading your firearm and gain a bonus if you end in cover,.)
- Quick Action (3.5e Maneuver) + (Make a non-movement based move action as an immediate action, and do so without provoking.)
- Shieldbreaker Strike (3.5e Maneuver) + (Make a powerful attack that depletes all [[SRD:Temporary Hit Points|temporary hit points]] and hits [[Shield (3.5e Creature Ability)|shields]] extremely hard.)
- Binding Contract (3.5e Spell) + (Make a powerful magical contract between two creatures.)
- Shielded Bull Rush (3.5e Feat) + (Make a powerful shield bash right after a bull rush.)
- Thunder Bolt (3.5e Maneuver) + (Make a ranged touch attack that deals bonus electricity damage.)
- Quickest Gun in the West (3.5e Maneuver) + (Make a rapid attack, then reload your firearm. Gain a speed bonus for each misses.)
- Anonymous Function Call (3.5e Maneuver) + (Make a request of the universe.)
- SRD:Legendary Leaper + (Make a running jump without a running start.)
- Stun Shield (3.5e Feat) + (Make a shield bash that opens up your opponent to attacks of opportunity.)
- Wraithblade (3.5e Maneuver) + (Make a single attack as an incorporeal touch attack, it deal heavy damage if it hit.)
- Strike of the Titans (3.5e Maneuver) + (Make a single attack that deal massive damage to a target then spread into a 30 ft radius)
- Telekinetic Sweep (3.5e Maneuver) + (Make a single attack that effects three adjacent squares.)
- Iron Twinblade Strike (3.5e Maneuver) + (Make a single attack, if it hit make an additional attack that deal extra damage, however you become unbalanced if you miss it.)
- Titanic Blow (3.5e Feat) + (Make a single blow that turn your foes to smithereens.)
- Siege Shot (3.5e Feat) + (Make a single devastating attack with a ranged or thrown weapon.)
- Iron Fist (3.5e Maneuver) + (Make a slam attack as a swift action.)
- Snowman Sentry (3.5e Spell) + (Make a snowman which will alert you when creatures come near, and let you see and hear through it.)
- Untamable Charge (3.5e Maneuver) + (Make a special charge which allows you to pass through difficult terrain, and cleave through opponents. ''Feral—'' Make a special charge with pounce.)
- Burnt Spell (3.5e Feat) + (Make a spell much stronger at the cost of yourself.)
- Single Target Spell (3.5e Feat) + (Make a spell with multiple target only affect a single target.)
- Burning Sunrise Assault (3.5e Maneuver) + (Make a super jump check and deal extra fire damage.)
- Infernal Cloud (3.5e Invocation) + (Make a thick burning cloud of gas to scorch your foes.)
- Eldritch Shove (3.5e Invocation) + (Make a touch attack in melee with your eldritch blast, and bull rush them away.)
- Evasive Maneuvers (3.5e Maneuver) + (Make a tumble check as your AC against ranged attacks.)
- Dogfighting (3.5e Maneuver) + (Make a tumble check, if successful you move, render them denied of their [[Dex]], and deal +2d6 damage.)
- Bound Shadow Weapon (3.5e Feat) + (Make a weapon out of bound shadow.)
- Heavy Weapon (3.5e Spell) + (Make a weapon unusually heavy, which could be a boon or a bane.)
- Light Weapon (3.5e Spell) + (Make a weapon unusually light, which could be a boon or a bane.)
- Dense Weapon (3.5e Spell) + (Make a weapon very dense, increasing damage but making you unbalanced after attacks.)
- Weapon Disciplining (3.5e Feat) + (Make a weapon you have [[SRD:Weapon Focus|Weapon Focus]] in a discipline weapon for initiators.)
- Favorite Weather (3.5e Feat) + (Make a weather your favorite)
- Two-Weapon Whirlwind (3.5e Feat) + (Make a whirlwind attack and attack twice.)
- Falling Stars (3.5e Cleric Domain) + (Make a wish... a fiery burning wish.)
- Steady Beat (3.5e Maneuver) + (Make all your attacks at your maximum attack bonus.)
- Shook Ones (3.5e Maneuver) + (Make an Intimidate check instead of an attack of opportunity to immobilize your target for 1 round.)
- Devilish Catharsis (3.5e Maneuver) + (Make an Intimidate check opposed by your target. Depending on the success of your roll, they are either [[SRD:Shaken|shaken]], [[SRD:Frightened|frightened]] or [[SRD:Panicked|panicked]].)
- No Mercy (3.5e Maneuver) + (Make an Intimidate check. Add the result of this check to the damage of your next successful melee attack.)
- Menacing Challenge (3.5e Maneuver) + (Make an [[SRD:Intimidate Skill|Intimidate]] check to block a foe's attack against an ally; enemy must move towards you.)
- Anthropomorphize Animal (3.5e Spell) + (Make an animal more humanoid.)
- Rending Swipe (3.5e Maneuver) + (Make an attack against up to two adjacent creature, dealing an extra 2d6 damage on a hit.)
- Clip the Wings (3.5e Maneuver) + (Make an attack and cripple the wings of the enemy, preventing flight.)
- Infinite Assassin Rain (3.5e Maneuver) + (Make an attack as a move action, attacking all creatures within your movement range once.)
- Legion Assassin Dash (3.5e Maneuver) + (Make an attack as a move action, moving during the attack as if using [[SRD:Spring Attack|Spring Attack]]. You make attack once for every creature you pass.)
- Rapid Assassin Rush (3.5e Maneuver) + (Make an attack as a move action, moving during the attack as if using [[SRD:Spring Attack|Spring Attack]].)
- Quicken Strike (3.5e Feat) + (Make an attack as a swift action by taking a -5 penalty to hit.)
- Sudden Termination (3.5e Maneuver) + (Make an attack as an immediate action, and the attack can be a strike maneuver with a standard action or less.)
- Air Scythe (3.5e Maneuver) + (Make an attack at long range with a slashing weapon.)
- Nonlethal Combat (3.5e Feat) + (Make an attack deal nonlethal damage without penalty.)