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This page provides a simple browsing interface for finding entities described by a property and a named value. Other available search interfaces include the page property search, and the ask query builder.
List of results
- Hero's Edge (3.5e Martial Discipline) + (Martial discipline for defeating opponents larger than oneself.)
- Earth Breaker (3.5e Prestige Class) + (Martial warriors who have linked themselves with the power of earth, imbued with heavy power.)
- Flare Buster (3.5e Prestige Class) + (Martial warriors who have linked themselves with the power of fire, their souls burn with an unquenchable flame to cause all their problems to... explode!)
- Air Cutter (3.5e Prestige Class) + (Martial warriors who have linked themselves with the power of air, they dash at great speed unbound by earth's grip.)
- Deathblows (5e Variant Rule) + (Martials should have more things to do with their extra attacks then just bonk an enemy a few times, this rule intends to address this.)
- Buried Presence (3.5e Force Power) + (Mask your presence to divinations.)
- Cloud Giant Smiling One MotM (5e) + (Masked [[SRD5:Cloud Giant|cloud giant]] tricksters (MotM variant))
- Warmage Fix (3.5e Class) + (A beefed up Warmage)
- Final Destination, Mass (3.5e Spell) + (Mass version of Final Destination)
- Massive Critical (3.5e Equipment) + (Massive Critical weapons increase the critical multiplier of the weapon by one step.)
- Winds of Memory (3.5e Spell) + (Massively affect the memories or thoughts of a creature.)
- Black Beast Blood (3.5e Maneuver) + (Massively damage weapons (and natural weapon attackers) which strike at you in melee.)
- Master Shifter (D20 Modern Advanced Class) + (Master Shifters are Transmutation Specialists or Werewolves. Or Both. They learn to gain extra power while not in their own form, which augments their already impressive abilities.)
- Autoplate Pilot, Variant (3.5e Class) + (Master craftsman and tinkerers whose intelligence is turned to martial bent, in the form of a wondrous suit of mechanical armor.)
- Dwarf, Variant (4e Race) + (Master craftsmen of iron and stone, unyielding as the rock of which they were forged.)
- Red Magus (3.5e Class) + (Master of all, the red magus can cast harmful magic, healing magic, and even tough it out with a sword when needed.)
- Biotechnician (3.5e Class) + (Master of biotechnology, you graft, augment, and change biology to work in your favor.)
- Corpselight Whisperer (3.5e Prestige Class) + (Master of decay, and the secrets of the Will-o-Wisps.)
- Carcinomancer (3.5e Class) + (Master of disease magic)
- Magus Portalus (3.5e Prestige Class) + (Master of the Portal)
- Constructor (3.5e Class) + (Master of the construct, create golems and form an army to fight in battle.)
- Death Magus (3.5e Class) + (Master of the save or die, they feed on death to fuel their abilities.)
- Spellwielder (3.5e Prestige Class) + (Master of the touch spell, you can use them to much greater effect than normal.)
- Master of the Blade (3.5e Feat) + (Master the blade until you use your it with ease and swiftness.)
- Apprentice of the Sublime Way (3.5e Feat) + (Master the sublime way.)
- Portalist (3.5e Prestige Class) + (Master thinking with portals, making shortcuts from A to B.)
- Shinobi (3.5e Class) + (Masterful ninja, you stalk the night. All will fear the assassin in the dark: the shinobi!)
- Meteoric Explosive Wave (3.5e Invocation) + (Mastering the explosive wave invoaction has allowed for unique uses for it)
- Ninja of the Ebon Shadow (3.5e Prestige Class) + (Masters of stealth that use shadow magic to foil sensors and confuse enemies.)
- Aspect of the Dragonfly (3.5e Feat) + (Masters of the air, they are proof power can come in small packages.)
- True Archer (3.5e Class) + (Masters of the bow and crossbow, the true archer is the prime example of power at a distance.)
- Biomancer (3.5e Class) + (Masters of the world unseen, good Biomancers heal and improve the body, and evil ones are masters of disease, decay, and suffering.)
- Time Mage (3.5e Class) + (Masters of time and space, the Time Mage can cause opponents to freeze or the stars to fall upon them.)
- SRD5:Monk + (Masters of unarmed combat and ki)
- Skycutter (3.5e Class) + (Masters of wind, these free spirits dance in the skies with their air elemental brethren.)
- Adult Kruthik (5e) + (Mature Kruthik)
- Kruthik Hive Lord (5e) + (Mature Kruthik)
- Vegepygmy Chief (5e) + (Mature [[Vegepygmy (5e)|vegepygmy]], capable of reproduction via spores.)
- Maw Demon (5e) + (Maw demons look like a nightmare version of a [[Xorn (5e)|Xorn]].)
- 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.)
- Maximize Strike (3.5e Feat) + (Maximize the damage of your attack by taking a -6 penalty to hit.)
- Maximize Spell (4e Feat) + (Maximized damage to one target, as if a Critical Hit)
- Mayahuel (3.5e Deity) + (Mayahuel is the only female deity in the brachyuran pantheon appearing as a [[Brachyura (3.5e Race)|brachyura]] with a snake tail bottom and endless claw pincers along her entire length, like a centipede.)
- Races of War (3.5e Sourcebook)/Warriors with Style + (You don't have to ''see'' to kill.)
- Danger Sense (3.5e Feat) + (Maybe Spiders tell you what's up. You certainly react to danger with uncanny effectiveness.)
- Shunned Energy (3.5e Flaw) + (Maybe fire elementals killed your mom, or you got dropped in acid as a baby. Whatever the case, there’s an energy type that freaks you out and you avoid anything to do with it.)
- Self-Experimenter (3.5e Alternate Class Feature) + (Maybe it because you ran out of test subjects or perhaps you have a twisted sense of ethic, but you make dangerous bizarre experiment upon yourself. This grant you strange and powerful abilities beyond most chemist but distract you from)
- Animal Hatred (3.5e Trait) + (Maybe you are cursed, or perhaps you just don't have a way with critters, but animals really have a distaste for you.)
- Obvious Weak Spot (3.5e Flaw) + (Maybe you should cover up that big red flashing weak spot on your chest. No? Alright then.)
- Feral Child (3.5e Feat) + (Maybe you were abandoned as a child by accident or maybe you have an ancient demon fox bound to your body that makes you shout stupid things and run around on all fours. Whatever it is, you're really quite feral.)
- Mercedes Powers (3.5e NPC) + (Mayor of the city of Rhine and former adventurer, the one-eyed archer is retired. For now.)
- Cave Bear (5e) + (Mean, subterranean bear)
- Anvilwrought Raptor (5e) + (Mechanical bird (raptor))
- Gold-Forged Sentinel + (Mechanical creature (goat?).)
- Burnished Hart (5e) + (Mechanical hart (deer).)
- Bronze Sable (5e) + (Mechanical sable (martin) made of bronze.)
- Steamcog Wings (3.5e Equipment) + (Mechanical steampunk wings grant flight, but be wary of the icing problem.)
- FT42 Plasma Armor (3.5e Equipment) + (Medium alien armor.)
- SRD5:Medusa + (Medusa appear as a humanoid with snakes for hair.)
- Medusa (3.5e Equipment) + (Medusa weapons petrify creatures on a critical hit or with a standard action cone attack. It can also petrify those slain by the weapon, or unpetrify creatures.)
- Meenlock (5e) + (Meenlocks are vaguely insect-looking evil fey)
- Mega Ampharos (3.5e Monster) + (Mega Ampharos looks very similar to its co … Mega Ampharos looks very similar to its cousin, the [[Ampharos_(3.5e_Monster)|Ampharos]], except that it flaunts a thick mane of soft white fur down the back of its neck and another bright patch of fur covering its long tail. Unlike the other members of its family ([[Mareep (3.5e Monster)|Mareep]], [[Flaaffy (3.5e Monster)|Flaaffy]], and, of course, [[Ampharos_(3.5e_Monster)|Ampharos]]), the Mega Ampharos has evolved to become a Dragon-type creature. Due to this quirk of evolution, they may speak Draconic. Other than that, they share very few similarities to other true dragons.ry few similarities to other true dragons.)
- Bodytaker Plant (5e) + (Megalomaniac [[SRD5:Plant|plant]] that creates [[Podling (5e)|Podling]]s.)
- Meganium (3.5e Monster) + (Meganium are horse-sized plants with giant … Meganium are horse-sized plants with giant flowers on their necks. Meganium do not have leaves on their heads, but do have pistils growing out of their heads which give them much the same sensory information. Meganium lurk in trees, and drop down upon potential victims. They have huge red flowers on their necks, so it isn't like creatures don't see them from a mile off, but Meganium are fast like hippos and nearly as dangerous.fast like hippos and nearly as dangerous.)
- Mantle of the Dust Devil (3.5e Soulmeld) + (Meldshapers from desert lands channel the force of the sand and wind to their advantage. Devisouled are unique in this approach, as they claim this power directly by the araton<sup>Sa</sup>, the real dust devil.)
- Publication:Hyperconscious/Psionic Feats/Visceral Surge + (Melee and ranged attacks against living targets that inflict critical damage shake your foe.)
- Snake Reverse Molts (3.5e Maneuver) + (Melee attack for +9d6 damage. If you succeed, disguise yourself as the target.)
- Blade of Cocytus (3.5e Maneuver) + (Melee attacks deal +3d6 cold damage +1/initiator level)
- Champion of Fate (3.5e Maneuver) + (Melee attacks deal 50% extra damage.)
- Andellion Warrior (3.5e Class) + (Melee warriors who share in the power of a goddess known as Eden.)
- Tome (Legend Item) + (Melee, range [Melee], [Brutal 2], [Thrown])
- Initiate of High Sorcery (5e) + (Member of [[Mages of High Sorcery (5e)|Mages of High Sorcery]] - gain access to specific [[SRD5:Cantrip|cantrip]]s and [[SRD5:Spell|spell]]s.)
- Guild Artisan (5e) + (Member of an artisan guild)
- Nyxbane (3.5e Race) + (Members of a cursed tribe of humans who dabbled with the shadows, they now live in constant fear of being swallowed by the darkness.)
- Memorize (3.5e Spell) + (Memorizes an arcane spell cast, and allows the caster to reproduce its effects.)
- Mental Altarx (3.5e Feat) + (Mental ability score penalties have a capped minimum.)
- Mephistopheles, Lord of the Eight (3.5e Witch Patron) + (Mephistopheles is the inventor of Hellfire and the Lord of Cania, the frozen eight layer of the Nine Hell.)
- Quill and Vellum of Translation (3.5e Equipment) + (Messages written become understood by any literate reader of any language.)
- Meta Spellfire (5e Subclass) + (Meta Spellfire path)
- Meta-Orbs (3.5e Equipment) + (Meta-orbs are objects that are in high demand amongst the magi of the world, and rightfully so, for they can turn even the lowest spell into a mighty force of magic.)
- Metacombat (3.5e Feat Type) + (Metacombat feats are like metamagic for melee classes. You take some form of attack penalty, and gain special bonuses and effects on your attacks.)
- Solidify (3.5e Spell) + (Metal objects touched become nigh-indestructible and rustproof.)
- Mage of the Iron Cross (3.5e Feat) + (Metal spells become harder to avoid.)
- Sanguine Adept (5e Feat) + (Metamagic Adept, now with extra Edge (tm).)
- SRD:Metamagic (Feat Type) + (Metamagic feats allow a spellcaster to change the way a spell is cast, often by increasing the spell's level and the slot it is cast from.)
- Metamaneuver (3.5e Feat Type) + (Metamaneuver feats are like metamagic feats for initiators.)
- Khonsou's Zoomorphism (3.5e Spell) + (Metamorphose into a myriad of different creatures.)
- Metaphrase (3.5e Feat Type) + (Metaphrase feats allow a truespeaker to alter their phrases in slight ways.)
- SRD:Metapsionic (Feat Type) + (Metapsionic feats allow a manifester to change the way a power functions, often by increasing the power's cost.)
- Improved Metapsionics-CE (3.5e Feat) + (Metapsionic powers you manifest cost 2 power points less than normal (to a minimum of 1 power point).)
- Mewling (3.5e Race) + (Mewlings are condemned or punished souls that have been confined to the physical restrictions of that of a domestic house cat.)
- Mey'tra (3.5e Deity) + (Mey'tra considers the farmer, the druid, the barbarian, the ranger, the animal her children. Treating them with maternal love, however with a "The Strong Survive" reaction.)
- Micoyan (3.5e Race) + (Micoyans are hairy, bestial humaniods with an opposable toe on each foot.)
- SRD5:Hunter Shark + (Mid-size [[Shark (5e)|shark]])
- Giff (5e Race) + (Militant Hippo-people with guns.)
- Griffon Cavalry Rider (5e) + (Military [[SRD5:Griffon|griffon]] rider)
- Miluda Quivira (3.5e NPC) + (Miluda is the leader of the Sand Rats, a g … Miluda is the leader of the Sand Rats, a group of bandits which prowl the Desert of Illusions in Piesok. They make a living off of preying on traveling merchants and bands of adventurers, stripping them of their gear and using their city contacts to sell it for goods.their city contacts to sell it for goods.)
- Mimic (3.5e Template) + (Mimics are imitation, a mockery of nature. Mimics are very similar in apparence and personality to the base creature. However they are aberration with an instinctive loyalty toward it master.)
- Sublime Soulknife (3.5e Feat) + (Mind blade is discipline weapon, soulknife levels increase initiator level.)
- Mindbreak (3.5e Variant Rule) + (Mindbreak represents the assimilation of harmful eldritch knowledge.)
- Cross the Bridge (3.5e Maneuver) + (Mindless undead treat you as undead and you take less damage from some forms of vile damage.)
- Belladone's Curse of Inconvenience (3.5e Spell) + (Minor curses which are really annoying, and mostly temporary.)
- SRD5:Wyvern + (Minor dragon creature with no forelegs.)
- Minor Fixes (Legend Variant Rule) + (Minor fixes to the game that make sense.)
- Blood-Toll Harpy (5e) + (Minor harpy)
- Cantrips Mastery (3.5e Feat) + (Minor magic is second nature to you.)
- Disappointing Runes (3.5e Spell) + (Minor rune goes off with a plip of daunting disappointment.)
- Popping Rune (3.5e Spell) + (Minor rune goes off with a pop of force.)
- Minotaur Lineage (5e) + (Minotaur as playable lineage)
- Baphomet (5e) + (Minotaur-like demon lord)
- Youkai Oni (3.5e Race) + (Mischievous and strong humanoids with horns, these alcohol-loving spirits known for being both paragons of justice and cruel destroyers.)
- Meazel (5e) + (Miserable humanoids of the [[Shadowfell (5 … Miserable humanoids of the [[Shadowfell (5e)|shadowfell]], meazels stealthy ambush the unwarry. They are grey-brown in color with sparse spots and tufts of hair at elbows and knees. They have large, pointed ears the tips of which splay out away from the head.ips of which splay out away from the head.)
- Vampiric Mist (5e) + (Mist of blood that was a destroyed vampire.)
- Mist Phantom (3.5e Template) + (Mist phantoms aren't creatures per se. They are either magical effects given life, or brief ghosts bound to enhanced smoke and fog. Either way, these invisible foes prove quite a challenge.)
- Publication:Dread Codex/New Spells/Draining Mist + (Misty spread deals 1 strength damage / 2 levels.)
- SRD:Multiweapon Fighting + (Mitigate multiweapon fighting penalties.)
- Martial Rogue (3.5e Feat) + (Mix Fighter and Rogue for the purpose of sneak attack, fighter level, and bonus feats.)
- Nuclear Spell (3.5e Feat) + (Mix force, fire, acid and sonic damage to destroy your opponents.)
- War Breakdancer (3.5e Prestige Class) + (Mixing music and unarmed combat, the War Breakdancer spins across the battlefield, a flurry of fists, feat, and song.)
- Witch Knight (3.5e Prestige Class) + (Mixing your Mind Blade and Eldritch Blast into a seamless whole.)
- Orb of Light (3.5e Spell) + (Mobile ball of light provides illumination.)
- Tree Blight (5e) + (Mobile carnivorous tree)
- Masked Knight (3.5e Prestige Class) + (Mobile fighters who barrage their opponents with a storm of blades.)
- Thorn Slinger (5e) + (Mobile plant that can throw its thorns.)
- Corpse Flower (5e) + (Mobile plant that scavenges and reanimates corpses)
- Zegway (3.5e Equipment) + (Mobile platform which gives a 40ft base land speed.)
- Oaken Bolter MToF (5e) + (Mobile, animated ballista platform)
- Oaken Bolter MotM (5e) + (Mobile, animated ballista platform)
- Modify Spell (One) + (Modify a [[Spell (One)|spell]] you have prepared. Changes can include: Components, concentration, damage type, range, ritual, or targets.)
- Adjusted Pact Making (3.5e Feat) + (Modify the length of time you remain bound to a vestige.)
- Daze (5e Spell) + (Momentarily disorient a creature<br /><br />)
- Githzerai Subrace (5e) + (Monastic [[SRD5:Humanoid|humanoid]]s, once slaves of the [[Mind Flayer (5e)|mind flayer]]s.)
- Monitor (3.5e Prestige Class) + (Monitors are nihilistic Monks with their roots in the Kuo-Toa culture)
- Ascetic Initiator (3.5e Feat) + (Monk and Tome of Battle base classes stack for Unarmed Strike and one ToB ability)
- Monk (3.5e Feat Type) + (Monk feats are feats that a monk can take as a monk bonus feat. They may dictate what level they are available as a bonus feat, but many allow pre-requisites to be ignored if taken as a monk bonus feat.)
- Improved Monk Unarmed Strike (4e Feat) + (Monk unarmed strike damage improves to 1d10)
- Sea Monkey (5e Monster) + (Monkeys of the sea.)
- Anima River (3.5e Martial Discipline) + (Monks and incarnates who sought power thro … Monks and incarnates who sought power through enlightement and spirituality found ways to understand and train their soul as one would their body. In times of battle, this allows them to strike at the invisible flow of life and wound their opponents most grievously.and wound their opponents most grievously.)
- Flurry Monk (3.5e Alternate Class Feature) + (Monks are fast but can't take advantage of it, they need to stand still to flurry. Well, not anymore.)
- Wirefighting Monk (3.5e Alternate Class Feature) + (Monks are wuxia warriors who look like their fighting on wires, defying gravity and all that fun stuff.)
- Dancing Blossom Stance (3.5e Feat) + (Monks fly through the air as if on wires, balance on a single mote of dust, and walk on water.)
- Monk Weapon Focus (3.5e Feat) + (Monks now can apply their unarmed damage to a special monk weapon.)
- Way of the Turtle (5e Monastic Tradition) + (Monks of The Way of the Turtle focus on the body, and how Ki can push it to unthinkable heights.)
- Way of the Crane (5e Monastic Tradition) + (Monks of the Way of the Crane focus on the more mental and mystical side of martial arts.)
- Way of Shadow (5e) + (Monks of this tradition are ninjas and assassins.)
- Way of the Time Phaser (5e Monastic Tradition) + (Monks who dabble in Chronomancy to enhance their fighting potential.)
- Way of the Force (5e Monastic Tradition) + (Monks who focus on the ebb and flow of the universal life force, and combine it with the power of glowing swords and fancy spins.)
- Radiant Wave Monk (3.5e Prestige Class) + (Monks who focus on their inner ki, allowing them to shoot blasts of energy, fly, and perform other supernatural feats.)
- College of Hunters (5e Bard College) + (Monster indentification, now in Bard flavor.)
- Ba Summoner (3.5e Class) + (Monster summoners capable of manifesting the spirits of the dead.)
- Sea Lion (5e)/Monstrosity + (Monster with the head and claws of a lion and a fish-like tail.)
- SRD5:Winter Wolf + (Monstrous [[SRD5:Wolf|wolf]] adapted to arctic climes.)
- Shell Shark (5e) + (Monstrous [[Shark (5e)|shark]] blessed by [[Sahuagin Priestess (5e)|Sahuagin Priestess]] of [[Sekolah (5e)|Sekolah]].)
- Monstrous (3.5e Feat Type) + (Monstrous feats are for non-humanoid characters.)
- Snarrgoth (3.5e Race) + (Monstrous humanoids with long arms that are distantly related to halflings.)
- Duck (4e Race) + (Moo!)
- Moogle (3.5e Race) + (Moogles are cute and fluffy which creatures who enjoy wandering, learning new things and celebrating.)
- Blademind (3.5e NPC Class) + (Mooks cool enough to be able to create and wield psychic knives, but even more underpowered than the actual Soulknife.)
- Fount of Moonlight (One) + (Moonlight envelops you providing illumination. It also provides [[SRD5:Resistance|Resistance]] to and provides bonus [[SRD5:Radiant|Radiant]] damage. It can also [[SRD5:Blinded|blind]] opponents.)
- Moosu (3.5e Race) + (Moose-headed creatures from the frozen north, they are well known for their strength, endurance, and politeness. They are the epitome of the gentle giant.)
- Rune Carver Adept (5e) + (More casting with the [[Rune Carver Apprentice (5e)|Rune Carver Apprentice]] [[SRD5:Feat|feat]])
- Octosuit (3.5e Equipment) + (More collar than armor, this half-armor half-wondrous item gives four tentacles and the ability to traverse the water with ease.)
- Conjetium (3.5e Equipment) + (More commonly known as blood steel or "demon rust", Conjetium is most easily recognized for it's signature red sheen and the odd, sharp smell that accompanies it.)
- SRD:Persuasive + (More easily convince people when truth is not on your side.)
- Greater Glibness (3.5e Spell) + (More powerful glibness)
- Performer's Outfit (3.5e Equipment) + (More respectable than the Entertainer's Garb, but still attention-getting.)
- Gengar (3.5e Monster) + (More solid than [[Haunter (3.5e Monster)|H … More solid than [[Haunter (3.5e Monster)|Haunters]] or [[Gastly (3.5e Monster)|Gastlys]], the Gengar is justly feared by the living. Gengar have hands and feet, and interact fairly normally with physical objects. Gengar appear as grinning purple fiends with clawed hands and tremendous maws.nds with clawed hands and tremendous maws.)
- More Subschools (3.5e Other) + (More subschools, because why not.)
- Bone Shape (3.5e Spell) + (Morph bone into any shape you desire, or use it to fuse a skeleton solid and paralyze your victim.)
- Aspect of the Mosquito (3.5e Feat) + (Mosquitoes are well-known carriers of disease and death, not to mention the fact that they're annoying as hell when they bite.)
- Lay on Hands Crusader (3.5e Alternate Class Feature) + (Most Crusaders learn to better steel their wills against foreign assaults. Your will, however, is already plenty sharp, so you have instead spent your time practicing your healing abilities.)
- Nihilistic Champion (3.5e Alternate Class Feature) + (Most antipaladin are dedicated to the idea … Most antipaladin are dedicated to the ideals of evil, such as imposing tyranny, slaughtering the innocent and crushing the weak. The nihilistic champion however does not fight for any ideals, seeing them as meaningless, much like all of existence. They mock the concept of good and evil, drawing their power from the dark being, whobenefits or even encourage such views. They are able to act much more freely than most antipaladin, some being fuelled by pure selfishness and id, seeking only short-term benefits and pleasures. Other nihilistic champions are more philosophical, and enjoy convincing others to see their way, especially would-be heroes. Rarely, a nihilistic champion will turn against the forces of evil, as a grand mockery of purposes, or perhaps to show those who would control them that they also ultimately don’t matter.em that they also ultimately don’t matter.)
- SRD5:Fire Elemental + (Most common form of [[Fire Elemental (5e)|Fire Elemental]].)
- SRD5:Cloud Giant + (Most common form of cloud giant.)
- Planarblood Elf (3.5e Race) + (Most elves have some obscure distant relation to fey, but planarblood elves stem their origins from elemental spirits of the inner planes.)
- Explorer (3.5e Class) + (Most encounters with aliens and future tec … Most encounters with aliens and future technology in lore, cinema and games involve the protagonists using the technology of the alien culture in a new way. This difference in application and lack of understanding (or rebellion) with the current powers, allows the protagoist to rise above the rest. However, an explorer has only an elementary understanding of the tools they possess. This is in essence '''the''' base class for xeno adventurers. Giving a balanced amount of features that aid in surviving an alien universe.s that aid in surviving an alien universe.)
- Elements Pact Warlock (3.5e Alternate Class Feature) + (Most interactions between mortals and geni … Most interactions between mortals and genies are transient. Wishes granted for freedom, in trade, or simply on a whim. But there are stories of those who came away from the genies with more. Not some temporary boon or magical working, but real and lasting power. It's unclear weather this power is something anyone could wish for, or if it represents a deeper relationship. Some claim these individuals are genie outcasts, stripped of the bulk of their powers and forced to wander among mortals. Others hold that this state is a punishment for mortals who's wishes overstepped the bounds set by the genies, or that these Warlocks have simply managed to tap into whatever power source the genies draw their strength from.ource the genies draw their strength from.)
- Eiji (3.5e Bloodline) + (Most likely the result of a very bored deity. Candy, anyone?)
- Judge of Existence (3.5e Class) + (Most live in a prosaic world of the base p … Most live in a prosaic world of the base perceptions, bound by Ultimate Laws – truths that hinder the capacity of progress. Prisoners to common sense and logic, a land where even science becomes a religion. Even the most basic manipulations of existence cannot be understood by these sorry souls. This is the way of the lesser man. A judge of existence is a proponent of straining the limits – nay, being without limits, then deciding what limits the rest must follow. A Judge of Existence is a student of the power of Space. They can warp matter, and alter gravity and weather in an area.and alter gravity and weather in an area.)
- SRD5:Human + (Most numerous of the civilized humanoids.)
- Holy Bolt (3.5e Alternate Class Feature) + (Most paladin face threats with a melee weapon in hands, often a sword or a shield. However a few prefer more advanced weapons, such the crossbow. The holy bolts focus on ranged combat over melee combat, and master the crossbow in particular.)
- Eijilund Plushie Paragon (3.5e Racial Paragon Class) + (Most plushies take levels in this class, relying on their natural powers. The class grants them many of their key abilities that are associated with the normally level adjusted race.)
- Sorcerer (3.5e Monster) + (Most powerful of the standard nobodies from Kingdom Hearts II)
- Evangelist (3.5e Alternate Class Feature) + (Most religions need people who spread them … Most religions need people who spread them, many of these people are clerics, paladins and other believers. The evangelist is a divine bard, they sacrifice their superior arcane spellcasting and some of their later bardic music for slightly weaker divine spellcasting and orating spell.ker divine spellcasting and orating spell.)
- SRD:Dwarves, Mountain (Race) + (Mountain dwarves live deeper under the mountains than hill dwarves but generally not as far underground as deep dwarves.)
- Squire of Solamnia (5e) + (Mounting/Dismounting costs less movement, gain [[Superiority Dice (5e)|Superiority Dice]] and [[Maneuver (5e)|Maneuver]].)
- Float Like a Butterfly (3.5e Maneuver) + (Move 5 feet every time you make an attack or another's attack misses you.)
- Kurihara's Finisher (3.5e Maneuver) + (Move across the battlefield in a flash, then cut up your opposition in ribbons.)
- Evasive Movement (3.5e Maneuver) + (Move after a successful Reflex save.)
- Reaching Shadow (3.5e Feat) + (Move and attack through your own shadow.)
- Peerless Eldritch Charge (3.5e Invocation) + (Move and attack with your Eldritch blast at the same time)
- Darting Hare (3.5e Maneuver) + (Move and attack, dealing extra damage to foes you move through)
- Skirmish (3.5e Feat) + (Move and attack.)
- Abrupt Withdrawal (3.5e Maneuver) + (Move and hide.)
- Hands and Feet (3.5e Maneuver) + (Move and reload as a single action)
- Flash Step (3.5e Maneuver) + (Move at 3 times your speed in a straight line.)
- Footsteps of the Slug (3.5e Maneuver) + (Move at full speed stealthily.)
- SRD:Spring Attack + (Move before and after melee attack.)
- SRD:Shot on the Run + (Move before and after ranged attack.)
- Cricket Hops on Head (3.5e Maneuver) + (Move fast through occupied and difficult terrain.)
- Blinding Speed, Balmz (3.5e Feat) + (Move faster then before)
- Flickering Presence (3.5e Maneuver) + (Move freely within your reach after each melee attack, and use both time and finesse to ensure you only act when most opportune.)
- Zeno's Lemma (3.5e Maneuver) + (Move halfway towards target, never quite reaching.)
- Force Speed (3.5e Force Power) + (Move more quickly, take more actions.)
- Improved Shieldsurfing (3.5e Feat) + (Move nimbly through opponents, avoiding their hits.)
- Indiana Jaunt (3.5e Maneuver) + (Move out of the way of an area of effect)
- SRD:Acrobatic + (Move out of the way!)
- Teleport (3.5e Power) + (Move people and things from one point to another without crossing the intervening distance.)
- Up the Walls (3.5e Maneuver) + (Move quickly, ignore angle of surface.)
- Octopus Squeezes Through Mesh (3.5e Maneuver) + (Move reasonably fast through unreasonably small holes.)
- Tip Toe (3.5e Feat) + (Move slower, sneak better.)
- Vanguard of One (3.5e Maneuver) + (Move so quickly that you appear in multiple places at once; initiate 1st level maneuvers.)
- Legion of One (3.5e Maneuver) + (Move so quickly you appear in multiple places at once, initiate 3rd level maneuvers.)
- Army of One (3.5e Maneuver) + (Move so quickly you appear in multiple places at once, initiate 6th level maneuvers.)
- Creeping Shadow (3.5e Maneuver) + (Move stealthily, keeping concealment.)
- Puppeteer (3.5e Feat) + (Move summoned or mind-controlled creatures as you please.)
- Tactical Wall Jump (3.5e Skill Trick) + (Move tactically, using the walls to your advantage.)
- Mudra Liberation (3.5e Maneuver) + (Move through enemy squares as if they were unoccupied, and ignore difficult terrain for 1 round.)
- Angles of Tintalos (3.5e Power) + (Move through the angles of time and space to attack in strange means.)
- Deep Worm Ring (3.5e Equipment) + (Move unhindered through mud, quicksand, and other liquid or semi-solid materials. Grants tremorsense in these terrains, and the ability to burrow by melting earth into mud and ooze.)
- Crown of the Battle Queen (3.5e Equipment) + (Move up to half your move speed as a swift action, provided you move in a straight line.)
- Scurrying Rat Dance (3.5e Maneuver) + (Move very fast, use Move Silently for checks.)
- Wind Scorpion Pursuit (3.5e Maneuver) + (Move with the blazing speed of the wind scorpion!)
- Wind Howls at Mountain (3.5e Maneuver) + (Move without moving, attacking from afar while standing solidified.)
- Stone Dragon (3.5e Martial Discipline)/All Maneuvers + (Roll down a mountain and become like a boulder.)
- Boots of Dwarvenkind (3.5e Equipment) + (Move your normal speed in medium or heavy armor.)
- Dancing Flame (3.5e Maneuver) + (Move, dealing fire damage to adjacent foes.)
- Arson Step (3.5e Maneuver) + (Move, lighting nearby objects on fire.)
- Action Without Motion (3.5e Maneuver) + (Move, returning [[SRD:Attack of Opportunity|AoOs]] and gaining Sudden Strike damage.)
- Sudden Pounce (3.5e Maneuver) + (Move, then immediately attack, dealing extra damage.)
- Clash of Wills (3.5e Maneuver) + (Mow through people, forcing them to either move or exchange attacks with you.)
- Mubrai (5e Subrace) + (Mubrai tend to be the politicians, salesmen, and scoundrels of the duskken.)
- Vanishing Strike (5e Spell) + (Much in the line of the Smite spells, charge up, and vanish the moment you strike.<br /><br />)
- Warping Strike (5e Spell) + (Much in the line of the Smite spells, hit your target and teleport away.<br /><br />)
- Thousandfold Strike (5e Spell) + (Much in the line of the Smite spells, hit your foe with a multitude of attacks across dozens of timelines.<br /><br />)
- Venomous Strike (5e Spell) + (Much in the line of the Smite spells, imbue your weapon with deadly poison.<br /><br />)
- Freezing Strike (5e Spell) + (Much in the line of the Smite spells, imbue your weapon with the power to freeze a foe in its tracks.<br /><br />)
- Hastening Strike (5e Spell) + (Much in the line of the Smite spells, steal your opponent's time.<br /><br />)
- Passionate Barbarian (5e Alternate Class Feature) + (Much like Monk, Barbarian is designed in a self-limiting way by putting too much power into a single ability - Rage, in Barbarian's case. This ACF intends to make Barbarian feel a little bit better, while keeping its purpose similar.)
- Reckless Celerity (3.5e Feat) + (Much like Power Attack or Combat Reflexes, you can trade AC for Initiative.)
- Duskwalker (3.5e Monster) + (Much like Shadows or Shadow Elementals, Duskwalkers are creatures of shadow. They often end up as familiars for the darkest of casters.)
- Wall of Plasma (3.5e Invocation) + (Much like a ''wall of fire'', but much, much hotter.)
- Mud Mephit (5e) + (Mud [[Mephit (5e)|mephit]]s appear similar to [[SRD5:Imp|Imp]]s made of mud.)
- Muffle (3.5e Utterance) + (Muffle the noises on a creature, object, or in a point of space, or make them louder.)
- Creeping Darkness (3.5e Spell) + (Muffle your presence, and phase out within the darkness.)
- Warrior Poet (3.5e Prestige Class) + (Multiclass Bard/Martial Adept of the Hero's Edge and Pungeon Pendragon disciplines whom learns from the secretes of the First's Poetic teachings)
- Sublime Practice (3.5e Feat) + (Multiclass Initiator level increase.)
- Multiclass (3.5e Feat Type) + (Multiclass feats help mitigate the level-dependent penalties of multiclassing.)
- Dedicated Steed (3.5e Feat) + (Multiclassing [[SRD:Paladin|paladins]] and other classes which provide special mounts, they can now have their other classes now count to determining the power of the mount.)
- Star Spawn Mangler (5e) + (Multilimbed creature of ambush.)
- Dungeonomicon (3.5e Sourcebook)/Maginomicon + (You are transformed into a creature of your choosing.)
- Mass Polymorph, Tome (3.5e Spell) + (Multiple targets are transformed into alternate creatures.)
- Schizophrenia, Mass (3.5e Spell) + (Multiple targets suffer conditions similar to schizophrenia.)
- Conjure Volley (5e) + (Multiplies your projectiles or thrown weapons mid-air. (More powerful version of [[Conjure Barrage (5e)]])<br /><br />)
- Conjure Barrage (5e) + (Multiplies your projectiles or thrown weapons mid-air.<br /><br />)
- Mumsteel (3.5e Equipment) + (Mumsteel is a sound-dampening metal which quiets the area around itself.)
- Derro (4e Race) + (Murderously insane and cruel, combining the worst qualities of human and dwarf.)
- Muscle Mesh (3.5e Equipment) + (Muscle mesh is a fabric material made of artificial muscles, it is highly protective and adaptable.)
- Mythic Beast (3.5e Race) + (Mutable flavor and options to create a variety of non-humanoid mythic beasts as playable characters.)
- Mutant (3.5e Template) + (Mutant creatures which possess strange unique powers, formed by someone with the Craft Mutant feat.)
- Arcane, Mutagen (3.5e Disease) + (Mutates Arcane ability into Psionic Aptitude)
- Starvation (3.5e Disease) + (My Tummy Hurts!!!!!)
- Z's Wild Magic (5e Variant Rule) + (My personal Wild Magic rules and tables.)
- Z's Cure Wounds (5e Spell) + (My redux of Cure Wounds. Can't heal targets above half HP.<br /><br />)
- Z's Wendigo (5e Monster) + (My take on the stats of a cryptid from indigenous American folklore.)
- Phoenix Command Rules (3.5e Flaw) + (My turn in combat took 37 minutes, but at least it was SUPER REALISTIC...)
- Eldritch Armor (5e Eldritch Invocation) + (My version of the Eldritch Armor invocation from UA: Class Feature Variants.)
- Z's Armory (5e Variant Rule) + (My version of the weapons and armor in D&D that makes things a little bit more interesting.)
- Z's Variant Attunement (5e Variant Rule) + (My way of doing attunement.)
- Myconid Sprout (5e) + (Myconids are a fungoid sentient species. The sprout is a juvenile specimen.)
- Myosines (3.5e Race) + (Myosines are humanoids with rodent-like features and sparse hair.)
- Coutlsaur (3.5e Monster) + (Mysterious guardians of jungle temples, descended from coutls and lizardfolk.)
- Mousa (3.5e Race) + (Mysterious spirits from the Plane of Dreams, they watch material beings with strange curiosity.)
- Mystic Delver (3.5e Class) + (Mystic Delvers are expert explorer, thieves, charmer and wizards. A happy mix between a rogue and a wizard not relying on backstabbing but rather on cunning and a few powerful spells (and a lot of weaker spells).)
- Literate Mage (3.5e Prestige Class) + (Mystic Theurge for the [[Wordmaster_(3.5e_Class)|Wordmaster]] or the [[Word_Wizard_(3.5e_Class)|Word Wizard]].)
- Mystic Revenant (3.5e Template) + (Mystic revenants are created when a creature dies of mystic rot, which is spread by mystic leeches and other mystic revenants.)
- Disciple of the Spectral Tiger (3.5e Prestige Class) + (Mystic shamans who have learned to bring predatory spirits into the world.)
- Mystical Rain (3.5e Martial Discipline) + (Mystical Rain is a discipline focusing on … Mystical Rain is a discipline focusing on precision and the search for perfect perception. Masters of the discipline are said to be able to stop the rain around them through focus and shoot incredibly deadly arrows (Rain Shots and Perception Stance). Another key point of the style is the use of the Silver Arrows technique, a living arrow made of pure force seeking their target and even hitting them repeatably before passing out. The Mystical rain technique is all about the focus of one perception and the serenity of water.one perception and the serenity of water.)
- Mystic Cenobite (3.5e Class) + (Mystical monks of the sublime way, these martial adepts take the art of fighting to a spiritual, magical level.)
- Moonshimmer Sand (3.5e Equipment) + (Mystical sand found on rare and enchanted beaches, it glows under the darkness of a new moon.)
- Supreme Counterspell (3.5e Epic Spell) + (Mystically sense all magical energy being unleashed, and negate any spell by willing the magic to stop before it starts.)
- Tromokratis (5e) + (Mythic [[SRD5:Kraken|kraken]].)
- Hythonia (5e) + (Mythic [[SRD5:Medusa|medusa]].)
- SRD5:Assassin (NPC) + (NPC Rogue of the [[Assassin (5e)|Assassin]] subclass.)
- Duelist (5e NPC) + (NPC that specializes in dueling.)
- Nababb'ib Wish Granter (3.5e Racial Paragon Class) + (Nababb'ib wish granters tap into their supernatural capabilities to become .)
- Nabassi (5e) + (Nabassu are voracious, even cannibalistic, [[Demon (5e)|demon]]s)
- Naiad (3.5e Race) + (Naiads are a variety of fey nymph, found in and around freshwater bodies.)
- Claymore (3.5e Class) + (Named after the Great swords they wield, they are half-human, half-monster hybrid warriors.)
- Grim Legion (3.5e Class) + (Named after the organization they below to, these mercenary-cultists cultivate shadow magic and use it to aid their attacks.)
- Hecatoncheires (3.5e Race) + (Named for the great hundred handed giants, these monstrosities wear the name proudly and with good reason.)
- Ocanthus (3.5e Equipment) + (Named for the planar layer it hails from, ocanthus is a black shard of ice which has been alchemically stabilized and forged into a weapon. Its nature makes it dangerously sharp, but extremely fragile.)
- SM-20 Hisser Mecha (3.5e Equipment) + (Named for the unique 'hissing' noise of their turbines in action, the SM-20 Hisser is a Gokian war mecha which occupies the role of heavy anti-personelle firepower against soft targets.)
- Namekian-Iskerbabble (3.5e Race) + (Namekians are a solitary and quite people. … Namekians are a solitary and quite people. Despite their Demon-like appearance may suggest, most Namekians are incredibly peaceful and hospitable. Though, due to abuse in the past and many seeking the Dragon Balls that their race can produce, they have learned to be wary of other races and can have a deep sense of skepticism about outsiders. These people live usually in small, isolated tribes, and have a strong sense of community. And while they enjoy peace, they are more than willing to stand up against anyone who threatens them.tand up against anyone who threatens them.)
- Nagpa (5e) + (Napa look like Skeksis from ''Dark Crystal … Napa look like Skeksis from ''Dark Crystal''. Hunched over vulture-like humanoids. These [[SRD5:Wizard|wizard]]s were cursed by the [[Raven Queen (5e)|Raven Queen]] after they betrayed her by ruining a ritual her mortal self and her followers were performing to gain divinity and end the quarrel between [[Corellon (5e)|Corellon]] and [[Lolth (5e)|Lolth]].(5e)|Corellon]] and [[Lolth (5e)|Lolth]].)
- Natalupe (3.5e Race) + (Natalupes are monstrous, terrifying predators of the coast.)
- Lucerna (3.5e Race) + (Natives to the Plane of Positive Energy, these outsiders are made of positive energy.)
- Plane of Life (3.5e Sourcebook)/The People + (Natives to the Plane of Positive Energy, these outsiders are made of positive energy.)
- SRD5:Sorcerer + (Natural Arcane Spellcasters)
- SRD:Improved Natural Armor + (Natural Armor +1)
- Celest (3.5e Race) + (Near perfect human replica made from a mix of stone collected from the moon and [[Vitalized Livemetal (3.5e Equipment)|vitalized livemetal]].)
- Prayer of Healing (One) + (Nearby [[Creature (One)|creature]]s of your choice gain the benefit of a [[Short Rest (One)|Short Rest]] and regain [[SRD5:Hit Point|Hit Point]]s.)
- Enthralling Aura (3.5e Maneuver) + (Nearby creatures are dazzled by your grace.)
- Master of the Seven Necromantic Mysteries (3.5e Prestige Class) + (Necromancer extraordinaire, the Master of the Seven Necromantic Mysteries has control over life and death.)
- Extra Digit (3.5e Equipment) + (Need a hand? No? How about an extra thumb?)
- Magic Zippo (3.5e Equipment) + (Need a light? Light up with this infinite supply of small handheld fire.)
- Random City and Region Names (3.5e Other) + (Need a name for a various region, city, country, or like? Well, here is a list of sample names.)
- Seyayi Dorval (3.5e NPC) + (Needs summary)
- Talk:Half-Lunarian (3.5e Race) + (Needs summary)
- Bloodied Chains of Pyrrhos (3.5e Spell) + (Nefarious cursed energy chains tether you physically, mentally and spiritually to another creature, sharing all pain, afflictions and even death.)
- Gentle Fist (3.5e Maneuver) + (Negate a foe's ability to use spells, psionics, maneuvers, etc.)
- Thought-Destroying Contradiction (3.5e Maneuver) + (Negate an ability being used.)
- Instant Neutralizing Serum (3.5e Maneuver) + (Negate any one status effect you have just come under.)
- Solid Throughout (3.5e Maneuver) + (Negate critical hits or sneak attacks against you for 1 round.)
- SRD:Eyes in the Back of Your Head + (Negate flanking bonus to attackers.)
- All Sides Defense (3.5e Feat) + (Negate flanking bonuses when using two weapons or double weapons.)
- Miniature Blast (3.5e Invocation) + (Negate most firing penalties.)
- Fragile Lifeforce (3.5e Flaw) + (Negative energy hurts you really, really badly.)
- Harming (3.5e Cleric Domain) + (Negative energy version of [[SRD:Healing Domain|healing domain]].)
- Persistent Misfortune (3.5e Flaw) + (Negative status conditions last twice as long as normal, while positive conditions have their durations cut in half.)
- Entity (3.5e Type) + (Neither organic nor artificial. Not a crea … Neither organic nor artificial. Not a creature of this world or of any other world. Their origins are inscrutable and their minds are leagues beyond comprehension. They don't follow any rules that you or I would easily understand and the only word in any language that could accurately describe them is "Entity".ould accurately describe them is "Entity".)
- Nemean Hide (3.5e Equipment) + (Nemean Hide possess resistance akin to steel with a fraction of the weight.)
- Neneki (3.5e Race) + (Neneki are a rare race of magically altered humanoids, and their semi-amorphous bodies have many traits attributed to [[SRD:Ooze Type|oozes]].)
- Neogi Master (5e) + (Neogi Warlock)
- Nerfed Death (3.5e Variant Rule) + (Nerf instant death effects, making them bring you to -1 and dying instead.)
- Publication:Grim-N-Gritty/Appendix 4/Basic Nerve Strikes (3.5e Feat) + (Nerve strikes are martial arts techniques … Nerve strikes are martial arts techniques for melee combat. Also known as ripping or tearing techniques, they focus on apply excruciating pressure to vulnerable points on your opponent’s anatomy. By gripping the appropriate spot and pinching, twisting, tearing, or stabbing it, you can render an enemy weak with pain. All nerve strikes impose a penalty to your attack roll. All nerve strikes cause a special effect in addition to inflicting damage on your target.ition to inflicting damage on your target.)
- Unaccounted Arrows (3.5e Trait) + (Never run out of arrows or other projectiles.)
- Resist and Bite (3.5e Maneuver) + (Never surrender. Never falter. Death is your only rest.)
- Overflowing Health (3.5e Feat) + (Never waste excess health or healing.)
- Apprenticeship (3.5e Feat) + (New Mentor Types for the Lower Planes.)
- Breather (5e Variant Rule) + (New [[SRD5:Rest|rest]] type)
- Crab Dance (3.5e Feat) + (New movement option that makes you look like a crab.)
- Enhanced Polearms (5e Variant Rule) + (New properties, minor stat modifications, and an optional rule useful for polearms.)
- Exotic Weapon (5e Variant Rule) + (New weapon category for 5th edition)
- Magic Hates You (3.5e Flaw) + (Nice spells work a little less for you. Naughty spells work a little harder against you.)
- Night Hag, Aarnott (3.5e Monster) + (Night hags are incredibly evil creatures hailing from the Fiendish Planes.)
- Night Sorcerer (3.5e Alternate Class Feature) + (Night sorcerers are descendants of an anci … Night sorcerers are descendants of an ancient cabal of nightcasters, who drew their power from the night sky. While the ancient cult is no more, their children and children's children have inherited a portion of their power. Night sorcerers are usually sorcerers of the arcane or shadow bloodline, but some of them have more exotic lineage.but some of them have more exotic lineage.)
- Eyedrake (5e) + (Nightmare produced when a [[Beholder (5e)|Beholder]] is worried about a [[Dragon (5e)|Dragon]].)
- Nightwalker (5e) + (Nightwalkers look like 30 ft. tall solidified shadow of a humanoid with horns and talons.)
- Nik'task (3.5e Deity) + (Nik'task demands the spread of chaos, and war.)
- Nikeneh (3.5e Deity) + (Nikeneh is the goddess of lightning, thunder and wind. Patron of female warriors everywhere and martial adepts.)
- Nimble (3.5e Equipment) + (Nimble equipment increases maximum Dexterity bonus.)
- Fire Sprite (3.5e Monster) + (Nimble little pests, these sprites have bulbous round bellies that glow with an internal flame.)
- Sage Stalker (3.5e Feat) + (Ninja and Swordsage levels stack for some purposes)
- Nitrion (3.5e Equipment) + (Nitrion is an extremely rare and deadly substance. It generate incredible magical radiation and possess great energy.)
- Unusual Specialization (3.5e Feat) + (No Pokémon type is too bizarre for you to master.)
- Pokémon d20 (3.5e Sourcebook)/The Pokémaster + (You caught a Golem!)
- SRD:Shield Proficiency + (No armor check penalty on attack rolls.)
- Summon Backup (3.5e Spell) + (No bassist? No Drummer? No keyboardist? No problem.)
- Building Surf (3.5e Maneuver) + (No falling damage as long as you're riding a piece of building down to ground level.)
- 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.)
- Publication:Dread Codex/Magic Items/Bergasalt + (No known substance proves more lethal against undead than bergasalt.)
- SRD:Great Cleave + (No limit to cleave attacks each round.)
- Races of War (3.5e Sourcebook) + (No longer are we allowing our Fighting Men to go without a last name unless and until they get to fourth level without being eaten by an owlbear.)
- Positive Sustenance (3.5e Feat) + (No longer need food, drink, sleep or air)
- Plane of Life (3.5e Sourcebook)/Spells and Feats + (Protect your target from the plane of positive energy)
- Perfect Dodge (3.5e Feat) + (No matter how skilled a foe is, you can dodge out of the way perfectly.)
- SRD:Half-Fiend + (No matter its form, a half-[[SRD:Fiend|fiend]] is always hideous to behold, having dark scales, horns, glowing red eyes, bat wings, a fetid odor, or some other obvious sign that it is tainted with evil.)
- SRD:Half-Celestial + (No matter the form, half-celestials are always comely and delightful to the senses, having golden skin, sparkling eyes, angelic wings, or some other sign of their higher nature.)
- Visage of the Erinyes (3.5e Soulmeld) + (No matter what other soulmelds you may have, or how ugly you may be normally, you appear to be of unnatural beauty.)
- Idealistic (3.5e Flaw) + (No matter your alignment, you have strong ideals which drive you or break you if you compromise them too much.)
- Airhead (3.5e Flaw) + (No matter your level of [[Intelligence]], you are always a bit of an airhead. You are always distracted by trivial matters and you tend not to think too much.)
- SRD:Agile + (No more slipping into a tight spot.)
- Dynamic Entry (3.5e Skill Trick) + (No need to stop to break the window, when you can crash right through!)
- Inexorable (3.5e Feat) + (No one avoids your attacks, no matter how nimble they are.)
- Legendary Wrangler (3.5e Feat) + (No one can tell where you end and your ropes begin.)
- Copyright Form (3.5e Feat) + (No one else may assume your form.)
- Phantom Step (3.5e Feat) + (No one is really sure where you're standing once your sword starts swinging...)
- Precise Blast (3.5e Invocation) + (No penalty for blasting into melee.)
- SRD:Exotic Weapon Proficiency + (No penalty on attacks with specific exotic weapon.)
- Entrapment (3.5e Cleric Domain) + (No retreat. No escape.)
- SRD:Precise Shot + (No –4 penalty for shooting into melee.)
- Eagoran (MC Race) + (Noble and wise, these flawless avians are as much mentors as they are scholars in an ever-changing world.)
- Touch Me If You Can (3.5e Feat) + (Nobody can quite put a finger on you. Or anything else, for that matter.)
- Llaman (3.5e Race) + (Nobody expects the llama. Especially the llama with the humanoid face.)
- Samurai (3.5e Monster) + (Nobody from Kingdom Hearts II, uses duels.)
- Unmemorable (3.5e Trait) + (Nobody remembers you and it suits you just fine.)
- Disdainful Shoulder (3.5e Maneuver) + (Nobody who misses you with an [[SRD:Attack of Opportunity|AoO]] can remain standing.)
- Nocturne Elf (3.5e Race) + (Nocturne elves are tall gaunt beings associated with a moon deity long missing. They hear the whispers in the dark, and gain powers under the light of the moon.)
- Djin (5e Race) + (Non traditional Djin that have colorful magic and the ability to live inside objects. They are tall and furry with a strong sense of community.)
- Tradesmen (3.5e Class) + (Non-magical Artificer)
- N-TWSL-1 (3.5e Equipment) + (Non-toxic water soluble lubricant. Provides a minor reduction in armor check penalty for an hour.)
- Publication:Dread Codex/New Spells/Seek the Soulless + (Nonliving, nonmortal creatures in area take 1d6 damage per caster level.)
- Noo (3.5e Race) + (Noo are one, and there is only one Noo. Noo are hivemind, and stem from the planet Noosphere, where Noo waits.)
- Centipede (5e Monster) + (Normal centipede)
- SRD5:Norse Pantheon + (Norse gods)
- Legionblood Fang (3.5e Equipment) + (Not a single specific item but instead a type of artifact weapon in whatever form it takes, it is a weapon so bathed in blood and war it has collected the dead within and bound it to the power of an elder evil of endless necrotic power.)
- Ancestral Roots (3.5e Location) + (Not a single specific location, one's ancestral roots are a place where the spirits of your forefathers gather, and rich history unfolds. It lets you delve deep into what your genetic and cultural history has established.)
- Dark Scoundrel (3.5e Alternate Class Feature) + (Not all Antipaladin are armored champions with heavy weapons that strikes fear in the heart of men. The dark scoundrels are wily and tricky, preferring to use deceit and trickery to gain upper hand rather than brute force.)
- Corrupted Death Knight (3.5e Alternate Class Feature) + (Not all Death Knights make oath of servitu … Not all Death Knights make oath of servitude to concept, some are enrolled in the army of death through bad luck or by pledging oneself to a dark lord. These death knight do not have an oath, they cannot fall, for their power is inborn. Many Corrupted Death knight are the result of negative energy tainting the world. Although most Corrupted Death Knights are evil, they do not need to be, a few strive to be brave soul despite their curse.rive to be brave soul despite their curse.)
- Ironclad Samurai (3.5e Alternate Class Feature) + (Not all Iaijustu Master use incredible spe … Not all Iaijustu Master use incredible speed to take their foes, some embrace a more diligent and patient approach. They often allow their foe to take a shot at them, dodge or allow the attack to bounce off their armor and immediately strike them down. These masters are often intimidating, training and honing their body and voice to make themselves true obstacle on the field. The Ironclade Samurai fulfill more the role of a tank than a striker, using her added hit point and mobility to focus on dangerous target and draw their ire for themsleves.target and draw their ire for themsleves.)
- Divine Spark Paladin (3.5e Alternate Class Feature) + (Not all Paladins are powered by their Gods … Not all Paladins are powered by their Gods, some carry their own divine spark within them which is further empowered by their own righteousness. They cannot be stripped of their power, going after their core beliefs cause their divine spark to shrivel and weaken then considerably. This alternate class feature is designed for those who like the idea of the Code of Conduct, without all the hassle rulewise it causes.without all the hassle rulewise it causes.)
- Shadow Paladin (3.5e Alternate Class Feature) + (Not all Paladins fight in the light, some … Not all Paladins fight in the light, some prefer the cover of the shadow to do their work. These paladins have a mildly different code of conduct, allowing them to associate with evil creature and later take them out with lies and poison. Those Paladins know that in in light's triumph against the darkness, there will always be shadows.he darkness, there will always be shadows.)
- Knight Nurse (3.5e Alternate Class Feature) + (Not all Paladins seek to destroy evil, som … Not all Paladins seek to destroy evil, some are protectors and rescuers. The Order of the Knight Nurse focus on providing medical relief to communities besiege by war. They are adept of both magical healing and mundane medical healing and possess the ability to defend themselves. While they can, like normal Paladins, be decked in the heaviest armor and wielding martial weapons, they lack the ability to detect and smite evil.lack the ability to detect and smite evil.)
- Educated Barbarian (3.5e Alternate Class Feature) + (Not all barbarian are braindead maniacs, t … Not all barbarian are braindead maniacs, the educated barbarian is a a clever warrior more than capable of using his brain to bring down the opposition. In exchange for a weaker rage progression and increased MAD, the educated barbarian gain much needed versatility.ed barbarian gain much needed versatility.)
- Battlesmith (3.5e Class) + (Not all blacksmiths stay in the forge, some go into the world to gather rare supplies, craft new weapons and armor, and survive right besides adventurers on the go.)
- Child, DR Variant (3.5e Template) + (Not all children are weak, useless and unable to become adventurers early in their life.)
- Opposable Thumb (3.5e Equipment) + (Not all creatures have working hands, but give them a thumbs up and they'll be able to pick up items like the rest of us.)
- Epic Spells from a Practical Viewpoint (3.5e Other) + (Not all epic spells are equally practical. Here's the lineup of the good, the bad, and the ugly.)
- Telekinetic Blademaster (3.5e Alternate Class Feature) + (Not all fighters use sheer physical prowes … Not all fighters use sheer physical prowess, some who are adept of the occult have learned the art of wielding weapons telekinetically. These strange fighters rely on their [[Dexterity]] as they wield weapons without touching them, eschewing strength and instead using sheer mental prowess to damage their foes.sheer mental prowess to damage their foes.)
- Clockwork (3.5e Template) + (Not all golems are solid stone or iron. Some are complex creations of turning gears and pressurized steam.)
- Empowered Grim (3.5e Alternate Class Feature) + (Not all grims perform their duties as psychopomp constantly, some maintain mortal identities and work under the cover of anonymity. These grims often use standing as mortals to keep watch of the world of the living.)
- Highborn Knight (3.5e Alternate Class Feature) + (Not all knights are hulking brutes smashin … Not all knights are hulking brutes smashing through the battlefield in the heaviest of plate, the Highborn Knight represents a more refined, but still resilient and willful, version of the sublime knight. It combine many of the abilities of the [[Duelist (3.5e Class)|Duelist]] and Swashbuckler, however it comes at the cost of their ability to use heavy armor effectively and battlefield resilience.or effectively and battlefield resilience.)
- Bergentrückung (3.5e Feat) + (Not all legendary heroes dies, some sleep until the day they are needed again.)
- Flurry Sniper (3.5e Alternate Class Feature) + (Not all mystic sniper rely on precision damage, some prefer to turn their foes into pincushions instead. Which tend to work regardless of immunities and whatnot.)
- Ninja Ambusher (3.5e Alternate Class Feature) + (Not all ninja wait in the shadow to strike … Not all ninja wait in the shadow to strike their foes, some prefer agile moment to constantly strike at their foes and inflict a lethal amount of damage. The Ninja Ambusher does rely on stealth and flanking, but not for it kill, as it able to prowl the battlefield with great agility to strike her foe in a most unexpected angle.strike her foe in a most unexpected angle.)
- Humble Champion (3.5e Alternate Class Feature) + (Not all paladins are clad in shining armor … Not all paladins are clad in shining armor, nor wield the sword and shield. Some prefer a lonely, ascetic existence, while others may live and work side-by-side with the poor and vulnerable. Others take up the mantle of humility as a personal choice and demonstration of piety and service to their cause, while continuing to work and train alongside the more traditional paladins of their order. On rare occasions, a deity may test a chosen warrior's devotion to the faith and not to glory, imposing these restrictions upon them for either a set amount of time, or permanently. Whatever the reason, these paladins find that devotion and faith can provide just as much power and protection as manufactured arms and armor.protection as manufactured arms and armor.)
- Underworld Musician (3.5e Alternate Class Feature) + (Not all rogues practice low-blows and snea … Not all rogues practice low-blows and sneaky strikes. Many prefer to turn to art and music to suit their needs. Some use their talents to be invited to concert halls to pickpocket jewelry, while others stay in the underground scene and inspire their fellows. In any case a Underworld Musician is skilled in performance, while a bit lacking in combat abilities., while a bit lacking in combat abilities.)
- Kenjutsu Disciple (3.5e Alternate Class Feature) + (Not all samurai wear heavy armor and carry banners, some prefer to be duelists perfecting their art. The kenjutsu disciple is a master of sword-fighting, eschewing heavy armor and becoming an unparalleled champion of the blade.)
- Gunslinger Scoundrel (3.5e Alternate Class Feature) + (Not all scoundrel smell like rose and bloo … Not all scoundrel smell like rose and blood, some smell like black powder and rose! The Gunslinger Scoundrel is a ranged variant of the Scoundrel, losing the ability fight effectively in melee in exchange for ranged ability. Their ability to use maneuvers is also reduced considerably, losing about half of their maneuvers known and access to many disciplines. In exchange they gain a higher HD, base attack bonus and some additional special abilities and feat.ome additional special abilities and feat.)
- Ninja Exorcist (3.5e Alternate Class Feature) + (Not all shinobi are Assassin, some temple … Not all shinobi are Assassin, some temple train specialized priestess in the art of banishing evil spirits and allow good spirits to rest. These shinobi wander the world and seek out and destroy the threat of undeath wherever they find it. They are usually accompanied by a benign spirit or a hallowed bird, which aid them on their journey and allow them to channel holy energy.ney and allow them to channel holy energy.)
- Covert Wizard (3.5e Alternate Class Feature) + (Not all societies are tolerant toward magi … Not all societies are tolerant toward magic, especially not arcane magic. In such places wizards and sorcerers are hunted down, imprisoned or even killed. However struggles breed innovation. The wizards produced by such circumstances are especially adept at hiding their magic, from covering up their spellbook to casting spells with little fanfare.ook to casting spells with little fanfare.)
- Silver Swordsman (3.5e Alternate Class Feature) + (Not all swashbucklers are lightly armored … Not all swashbucklers are lightly armored dastardly dashing foes. The silver swordsman, known for the silver full plate they tend to wear, fights while wearing the heaviest of armor. A silver swordsman is able to wear heavy armor, but lacks the inherent nimbleness of the typical swashbuckler.nt nimbleness of the typical swashbuckler.)
- Aquatic Wergard (3.5e Racial Substitution Levels) + (Not all the wergards are statue-esque colossi of the land. Some have sunk below the waves and become sentient ruins of seaweed, shale, and sand. This change applies to any class, and some changes for the paragon class.)
- Abyssal Heritor Warlock (3.5e Alternate Class Feature) + (Not all warlocks need damage reduction. For those that don't, gaining a few flavorful feats is a better choice.)
- War-Lock (3.5e Alternate Class Feature) + (Not all warlocks throw energy blasts...)
- Crusade Fighter (3.5e Alternate Class Feature) + (Not all warriors of faith are paladins or … Not all warriors of faith are paladins or clerics, often found amongst them are devoted mundane armsmen. While unable to cast spells, these men and women fight with the same faithful fervor. Amongst those, a few gain such favor from their deity that they find themselves divinely inspired and can perform deeds no mundane armsmen could.an perform deeds no mundane armsmen could.)
- Warmage Fix (3.5e Class) + (A beefed up Warmage)
- Feat Wilder (3.5e Alternate Class Feature) + (Not all wilder go crazy when they wild surge, some have a calmer mind and focus on other things.)
- White Witch (3.5e Alternate Class Feature) + (Not all witches are dark patron-dealing he … Not all witches are dark patron-dealing hexers who brings bad luck to those who cross them. White witches instead focus on bringing good luck to others and communing with more peaceful spirits. Just as they are benevolent witches, not all white witches are good-aligned, some might be using their powers for their own interests or even outright malevolent.own interests or even outright malevolent.)
- Catalyst Witch (3.5e Alternate Class Feature) + (Not all witches focus on familiars, some possess powerful catalyst which they cast their magic through.)
- Fetish Witch (3.5e Alternate Class Feature) + (Not all witches relies on familiar for their spellcasting. The fetish witch use powerful fetishes to commune with dark spirit, who in turn advise and inspire her. This complicit relation make these witches more like clerics than wizards.)
- Martial Scholar (3.5e Alternate Class Feature) + (Not content with simply learning spells, the martial scholar seeks the lore of martial maneuvers. This leads them to have somewhat stunted spellcasting and to not develop the anomalous blast ability, but the gains are well worth the price.)
- Divine Agent (3.5e Feat) + (Not every believer becomes a Paladin or Cleric. You're on a mission from God.)
- Knight of the Broken Halo (3.5e Prestige Class) + (Not every fallen paladin falls unto evil. Some redirect their conviction to a more benign focus on good or law.)
- Footsoldier Knight (3.5e Alternate Class Feature) + (Not every knight fight on the back of a valorous steed, you are one of them.)
- Master Invoker (3.5e Prestige Class) + (Not every warlock utilizes eldritch blasts. Some prefer to rely more on their invocations to control the battlefield.)
- Automail Graft (3.5e Equipment) + (Not everyone has access to ''[[SRD:Regeneration|regeneration]]''. For those, automail is used for functional, yet cheap, prosthetic limbs.)
- Laser (3.5e Cleric Domain) + (Not merely light, but focused coherent beams of doom belong to clerics with the laser domain.)
- False Swipe (3.5e Feat) + (Not only can you deal extra nonlethal without penalty, you can make sure your lethal doesn't kill either.)
- Mob Rule (3.5e Maneuver) + (Not only can you intimidate the enemy, the more you have on your side the scarier you are.)
- Gravebound Warlock (3.5e Alternate Class Feature) + (Not only clerics and necromancers dabble with the undead. A small cabal of death-worshipper warlocks exists in secrecy. They have either done a pact with some powerful undead or their blood is touched by the taint of undeath, as in the case of mortifs.)
- Item Eater (3.5e Feat) + (Not only do you eat people, but you eat items too.)
- Lasting Spell (3.5e Feat) + (Not quite Persistent Spell, Lasting Spell still increases spell duration significantly.)
- Hazed (3.5e Condition) + (Not quite mindless.)
- Arms of the Tyrant Lizard (3.5e Spell) + (Not quite what you were expecting, this dual use spell either acts as a curse, or a strange blessing. Wither enemy arms and bolter the strength of your own!)
- Modern Clothes (3.5e Equipment) + (Not terribly practical, but stylish, these clothes seem to be from another time.)
- Gallant Thief (3.5e Alternate Class Feature) + (Not the common ruffian, the gallant thief … Not the common ruffian, the gallant thief is a refined gentleman who makes thievery into an art. The typical image of a gallant thief is one of a bored noble who turns thievery into a hobby, adhering to eccentricities such as announcing his crime, leaving calling cards or even returning the stolen item to its owner. A gallant thief knows how to fight, but does not rely on sneaky strikes like scoundrels, instead being skilled duelists.coundrels, instead being skilled duelists.)
- Soul Collector (3.5e Prestige Class) + (Not to be confused with a grim reaper working for the sake of the natural cycle, soul collectors actually gather souls for their own use, drawing power from them.)
- Hamburder (3.5e Equipment) + (Not to be confused with hamburgers, this magical and technically living "food" will multiply rapidly if not eaten.)
- Faun (3.5e Race) + (Not to be mistaken with their close cousin the Satyr, Fauns are smaller, lighter in build and generally friendlier to travelers that pass into their territories.)
- Self-Destruct (3.5e Equipment) + (Not typically placed on magical items (for obvious reasons), self-destruct items can be used as a weapon even after the weapon is used up, spent, or otherwise no longer needed.)
- Sharp-Eyed (3.5e Feat) + (Nothing escapes you.)
- Plushie Rogue (3.5e Racial Substitution Levels) + (Nothing is worse than opening the door and getting shanked by plushies. Oh, they're everywhere, everywhere!!!)
- Aethernova (3.5e Spell) + (Nova of generated [[Aetherion (3.5e Other)|aetherion]] detonates in a 40-ft.-radius spread and deals massive damage.)
- Combat Exploit (3.5e Feat) + (Now I can use [[Exploits (3.5e Variant Rule)|Exploits]])
- More Active Exploits (3.5e Feat) + (Now I can use [[Exploits (3.5e Variant Rule)|Exploits]] more often)
- Fungus (3.5e Type) + (Now fungus creatures have their own unique type)
- Short Blade (3.5e Martial Discipline) + (Now only people that are crazy enough to fight with weapons smaller then their forearms learn that true power isn't in the weapon its in themselves. Only knife masters can use maneuvers from this disciple.)
- Expand Destruction (3.5e Maneuver) + (Now with rollover damage!)
- Exultatory Strike (3.5e Feat) + (Now wordcasters can sacrifice accuracy to really get their point across.)
- Greater Energy Blade Beam (3.5e Feat) + (Now you can fire cones, long range bursts, cylinders, and a powerful touch attack!)
- Fabulous Bizarre Spirit (3.5e Feat) + (Now you can have a D&D Bizarre Adventure! Fabulous!)
- Tower Bash (3.5e Feat) + (Now you can shield bash with a tower shield!)
- Improved Crossbow Sniper (3.5e Feat) + (Now you can strike so precisely with a crossbow, you deal your full Dex damage.)
- Curse (3.5e Cleric Domain) + (Now you will suffer for your crimes. A domain all about cursing your opponents in many ways.)
- Rod of Portals (3.5e Equipment) + (Now you're thinking with portals.)
- Greater Hothead (3.5e Feat) + (Now you've made me angry!)
- Blazing Hadoken (3.5e Feat) + (Now your hadokens leave a terrible burning effect, and can daze.)
- Surreality (3.5e Spell) + (Now... reality can be whatever I want.)
- Demonic Megiddo (3.5e Spell) + (Nuke your surroundings with raw darkness.)
- SRD:Empower Spell-Like Ability + (Numeric effects of spell-like ability are increased by one-half.)
- Chocobo Nuts (3.5e Equipment) + (Nuts are a veritable aphrodesiac for chocobos, helping them to reproduce and often having a factor in the chances of producing different kinds of chocobos.)
- Admirali (3.5e NPC) + (Nyota Admiral.)
- O'kroe (3.5e Deity) + (O'kroe's grasp of Law, and the tenants of Honor and Righteousness are firm. She demands of her followers to follow the codes of honor, righteousness, and respect the laws that are governed by one's betters.)
- Oakforged (3.5e Race) + (Oakforged are Warforged make with living wood, or the evolved form of a sapling planted in a fallen Warforged's chest.)
- Oath of the Ancients (5e) + (Oath to protect nature and the balance.)
- Oath of Vengeance (5e) + (Oath to punish evil acts and creatures.)
- Ell's Magic Timepiece (3.5e Spell) + (Object divines exact local time.)
- Nonliving Critical (3.5e Variant Rule) + (Objects have structural weak points, too. Now you can critical hit against a wall and bash it down.)
- Ravid's Hand (3.5e Feat) + (Objects near you occasionally animate and do what you want)
- Oblong (3.5e Creature Ability) + (Oblong creatures are non-flexible, unusually long, wide, or tall creatures that do not fit in just one square.)
- Obscure Text (3.5e Spell) + (Obscure text under blurring, pixelization, or black bars.)
- Obscuring (3.5e Equipment) + (Obscuring armors cover the body entirely and hide one's identity from view.)
- Shadow of Moil (One) + (Obscuring shadows surround you darkening the area around you and doing [[SRD5:Necrotic|necrotic]] damage to those who attack you from nearby. They also protect you from [[SRD5:Radiant|radiant]] damage.)
- Shadow of Moil (5e) + (Obscuring shadows surround you darkening the area around you and doing [[SRD5:Necrotic|necrotic]] damage to those who attack you from nearby. They also protect you from [[SRD5:Radiant|radiant]] damage.<br /><br />)
- Mongoose Hunts the Snake (3.5e Maneuver) + (Observe surrounding with a Move Silently check.)
- SRD:Alertness + (Observe that which will kill you.)
- Arch-Golem Execution Girlfriend (3.5e Prestige Class) + (Obsessive and clingy robotic death machine)
- Obsidian (3.5e Equipment) + (Obsidian is a glassy black material known for its incredible sharpness, tending itself to slashing and piercing weapons.)
- Without Thought (3.5e Maneuver) + (Obtain ''[[SRD:Mind Blank|mind blank]]'' for 1 round.)
- Deformity, Stomach Mouth (3.5e Feat) + (Obtain a gaping mouth onto your belly area)
- Unicorn Horn (3.5e Equipment) + (Obtain a unicorn's horn. Did you steal that horn? YOU MONSTER!)
- Pathfinder (3.5e Spell) + (Obtain a vision of the correct path to take, shortening overland movement times, improving tracking, and teleporting with greater accuracy.)
- Shield of the Landscape (3.5e Utterance) + (Obtain cover or concealment from the environment, or remove cover and concealment for opponents.)
- Skill Mastery (3.5e Feat) + (Obtain mastery of one skill.)
- Thrifty Caster (3.5e Feat) + (Obtain spells for your spellbook and spellcasting services for half price.)
- Prodigious Prowess (3.5e Feat) + (Obtain various boons to different saves)
- Reasonable Base Saving Throws (3.5e Variant Rule) + (Obvious rule patch to base saving throws of multiclass characters.)
- Greater Sneak Attack (3.5e Maneuver) + (Occasionally you get a jolt of adrenaline allowing you to stab a person a second time before they notice.)
- Inconveniently Horse (3.5e Trait) + (Occasionally, you are a horse.)
- Golden Phalanx Assault (3.5e Maneuver) + (Occupy all adjacent squares for making attacks and flanking.)
- SRD5:Giant Octopus + (Octopus with the mass of a [[SRD5:Rhinoceros|rhinoceros]].)
- Dragon Army Officer (5e) + (Officer of the [[Dragon Army (5e)|Dragon Army]])
- Wadogo-mijusi (3.5e Monster) + (Offspring of [[Uongo-mijusi (3.5e Race)|Uongo-mijusi]])
- Half-Ogre (5e) + (Offspring of an Ogre and another type of humanoid)
- Motskalla's Quantum-Entanglement Delicatessen Box (3.5e Equipment) + (Oft shortened to 'DeliBox' by rich travelers, the Quantum-Entanglement Delicatessen Box uses the most state of the art magitechnologies and developments into Spatial Entanglement to bring the comforts of hot, delicious food right to your dungeon crawl.)
- Robe of Useless Items (3.5e Equipment) + (Often confused with the much more useful [[SRD:Robe of Useful Items|Robe of Useful Items]], the Robe of Useless Items isn't quite as good.)
- Blacksteel (3.5e Equipment) + (Often deeply dark gray to black in color, blacksteel is steel alloy infused with blood crystals)
- Coin of Mortality (3.5e Equipment) + (Often placed among other cursed items in faux treasure rooms set as traps, this seemingly ordinary platinum piece means the probable death of any living creature that so much as touches it.)