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
- Bender of Time (3.5e Class) + (A dangerous controller of the element of Time, Benders of Time can slow down enemies and speed theirselves up.)
- Weapon Enhancement Specialization (3.5e Feat) + (Weapon enhancement damage increases in your hands.)
- Phantasmagorical Image (3.5e Spell) + (''[[SRD:Persistent Image|Persistent image]]'' that causes ''[[SRD:Insanity|insanity]]'' to non-believers.)
- Shadow (3.5e Cleric Domain) + (A domain for the shadows.)
- 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.)
- Racial Genesis (3.5e Power) + (Create a small population)
- Belt of Temporal Summoning (3.5e Equipment) + (Summoned creatures stay longer.)
- Helm of Favorable Alignment (3.5e Equipment) + (This item changes your effective alignment, allowing you to bypass some of the least obvious spells and traps.)
- Enhancement Power Attack (3.5e Feat) + (Trade weapon enhancement bonus for increased base damage.)
- Contagious Mettle (3.5e Feat) + (Provide Mettle to nearby allies.)
- SRD:Fighter (Feat Type) + (Any feat designated as a fighter feat can be selected as a fighter’s bonus feat.)
- Wergard (3.5e Race) + (The wergard take the form of vaguely earth-elemental constructs, with a heart brimming of life, and great bodies that can grow to immense size.)
- Relaxed Warrior (3.5e Class) + (A martial character with something martial characters have always missed out on: the 15 minute workday.)
- SRD:Item Creation (Feat Type) + (An item creation feat lets a spellcaster create a magic item of a certain type.)
- SRD:Divine (Feats Type) + (Divine feats are powered by divine energies in the for of Turn or Rebuke Undead attempts. They are only open to characters with those abilities.)
- SRD:Epic (Feat Type) + (Epic feats are intended for characters of level 21 and above.)
- Wall of Ironize (3.5e Spell) + (The targeted object cannot be sold or used as crafting ingredients.)
- Spellslashing (3.5e Equipment) + (Attacks deal multiple spellstrained level on contact)
- Worldseer (3.5e Class) + (Instead of druids turning into animals and gaining power through devotion, the worldseer obtains druidic casting through perfection of the body, becoming sensitive enough to hear the voice of the planet.)
- Slime (3.5e Cleric Domain) + (For those who like their magic icky.)
- Magician (3.5e Class) + (Spellcasters who spontaneously cast spells from spellbooks)
- Deathblast Spell (3.5e Feat) + (If your spell kills an enemy, they become a waiting proximity mine waiting to explode!)
- Magical Vigor (3.5e Feat) + (Expend magic to heal self.)
- Alchemical Arm (3.5e Equipment) + (This is a limb that resembles your real limb, although it's covered in tattoos and infused deeply with alchemical energy.)
- Hypno (3.5e Template) + (Animals with a special hypnotizing power.)
- Air, Liber Demonica (3.5e Cleric Domain) + (The domain dealing with powers over wind, lightning and so forth.)
- Slip And Slide And Burn (3.5e Equipment) + (The slippery bridge is only half the danger, when they reach halfway over the bridge it tilts, and sends them sliding into a blazing oven below.)
- Way of the Walker (3.5e Prestige Class) + (They are but pale images to their god of martial arts, yet each is an engine to end worlds. They are the followers of the one known as 'Walker'.)
- Sunglasses (3.5e Equipment) + (Eye-coverings that reduce the perceived brightness of one's surroundings.)
- SRD:Gargoyles—Kapoacinths (Race) + (Kapoacinths often appear to be stone statues, for they can perch indefinitely without moving and use this disguise to surprise their foes.)
- SRD:Halflings, Lightfoot (Race) + (The lightfoot halfling is the most common halfling variety.)
- SRD:Gnomes, Rock (Race) + (Rock gnomes are the most common variety of gnomes.)
- SRD:Elves, High (Race) + (The high elf is the most common elf variety.)
- Accomplished (3.5e Feat) + (This feat does nothing, but take heart for you can now follow your dreams and live in harmony, harmony--oh love!)
- SRD:Dwarves, Hill (Race) + (Hill dwarves are the most common variety of dwarves.)
- SRD:Gnomes, Deep—Svirfneblin (Race) + (Also called deep gnomes, svirfneblin are said to dwell in great cities deep underground.)
- Zergling (3.5e Monster) + (A fast, scary beast that tears people apart and runs in groups.)
- SRD:Genies—Jann (Race) + (The jann (singular janni) are the weakest of the genies. Jann are formed out of all four elements and must therefore spend most of their time on the [[SRD:Material Plane|Material Plane]].)
- Spellcutting (3.5e Equipment) + (Attacks deal spellstrained level on contact)
- SRD:Goblins—Blues (Race) + (Blues are a subrace of [[SRD:Goblins (Race)|goblins]] with an innate knack for [[SRD:Psionic Overview|psionics]].)
- SRD:Halflings—Tallfellows (Race) + (Tallfellows are somewhat rare among halfling folk. Tallfellows are 4 feet tall or more and weigh between 30 and 35 pounds.)
- SRD:Ogres—Merrows (Race) + (These cousins of the [[SRD:Ogre|ogre]] dwell in freshwater lakes and rivers.)
- SRD:Planetouched—Aasimars (Race) + (Aasimars are usually tall, good-looking, and generally pleasant. Some have a minor physical trait suggesting their heritage, such as silver hair, golden eyes, or an unnaturally intense stare.)
- SRD:Planetouched—Tieflings (Race) + (Many tieflings are indistinguishable from [[SRD:Humans (Race)|humans]]. Others have small horns, pointed teeth, red eyes, a whiff of brimstone about them, or even cloven feet. No two tieflings are the same.)
- SRD:Sprites—Pixies (Race) + (Pixies wear bright clothing, often including a cap and shoes with curled and pointed toes.)
- SRD:Trolls—Scrags (Race) + (A typical adult scrag stands 9 feet tall and weighs 500 pounds. Females are slightly larger than males. A scrag’s rubbery hide is moss green, mottled green and gray, or putrid gray. The hair is usually greenish black or iron gray.)
- SRD:Elves, Dark—Drow (Race) + (Also known as dark elves, drow are a depraved and evil subterranean offshoot.)
- Brainchucks (3.5e Equipment) + (A flail made from brain matter.)
- SRD:Dwarves, Gray—Duergar (Race) + (Sometimes called gray dwarves, these evil beings dwell in the underground.)
- SRD:Trolls (Race) + (Trolls walk upright but hunched forward with sagging shoulders. Their gait is uneven, and when they run, their arms dangle and drag along the ground. For all this seeming awkwardness, trolls are very agile.)
- SRD:Troglodytes (Race) + (A troglodyte stands about 5 feet tall and weighs about 150 pounds.)
- SRD:Satyrs (Race) + (A satyr’s hair is red or chestnut brown, while its hooves and horns are jet black.)
- SRD:Rakshasas (Race) + (A closer look at a rakshasa reveals that the palms of its hands are where the backs of the hands would be on a [[SRD:Humans (Race)|human]].)
- SRD:Orcs (Race) + (An orc’s hair usually is black. It has lupine ears and reddish eyes.)
- SRD:Ogre Mages (Race) + (The ogre mage is a more intelligent and dangerous variety of its [[SRD:Ogre|mundane cousin]].)
- SRD:Ogres (Race) + (Adult ogres stand 9 to 10 feet tall and weigh 600 to 650 pounds.)
- SRD:Minotaurs (Race) + (A minotaur stands more than 7 feet tall and weighs about 700 pounds.)
- SRD:Lizardfolk (Race) + (A lizardfolk is usually 6 to 7 feet tall with green, gray, or brown scales.)
- SRD:Kobolds (Race) + (Kobolds are short, [[SRD:Reptilian Subtype|reptilian]] [[SRD:Humanoid Type|humanoids]] with cowardly and sadistic tendencies.)
- SRD:Hobgoblins (Race) + (Hobgoblins are larger cousins of goblins.)
- Special Combo (3.5e Feat) + (When you get people at a disadvantage, you take the opportunity immediately.)
- SRD:Goblins (Race) + (A goblin stands 3 to 3-1/2 feet tall and weigh 40 to 45 pounds.)
- SRD:Giants, Stone (Race) + (Adults are about 12 feet tall and weigh about 1,500 pounds.)
- SRD:Giants, Hill (Race) + (Adults are about 10-1/2 feet tall and weigh about 1,100 pounds.)
- SRD:Gnolls (Race) + (Gnolls are hyena-headed, evil [[SRD:Humanoid Type|humanoids]] that wander in loose tribes. Most gnolls have dirty yellow or reddish-brown fur.)
- SRD:Gargoyles (Race) + (Gargoyles often appear to be winged stone statues, for they can perch indefinitely without moving and use this disguise to surprise their foes.)
- Apocalypse From The Sky (3.5e Spell) + (Call down destruction on a wide radius.)
- Lucky One (3.5e Class) + (Other people are exceptionally skilled or endowed with amazing abilities. You aren't. Things work out for you anyways.)
- Oan (3.5e Deity) + (Benevolent god of growth and potential, he promotes survival through bravery and love. Arch-nemesis to Malazter, and technically a part of the planet itself.)
- SRD:Doppelgangers (Race) + (Doppelgangers are strange beings that are able to take on the shapes of those they encounter. In its natural form, the creature looks more or less [[SRD:Humanoid Type|humanoid]], but slender and frail, with gangly limbs and half-formed features.)
- SRD:Centaurs (Race) + (A centaur is as big as a [[SRD:Horse|heavy horse]], but much taller and slightly heavier. A centaur is about 7 feet tall and weighs about 2,100 pounds.)
- Dancing and Stabbing Wizard (3.5e Feat) + (The fluidity of your murderous stabs blend with the somatic components of your spells so well, it's like you've choreographed it.)
- SRD:Azers (Race) + (Azers are dwarflike beings native to the [[SRD:Elemental Plane of Fire|Elemental Plane of Fire]]. They wear kilts of brass, bronze, or copper.)
- Dragoon (3.5e Class) + (The dragoon, a heavily armored knight who, in spite of its weight, can leap massive distances to the point where they may as well be flying like the dragons they embody.)
- Counterspell (TOToM Spell) + (Stops one spell or SLA of an equal or lower level.)
- Dancing, Variant (3.5e Equipment) + (A variant of the ''[[SRD:Dancing|dancing]]'' enhancement that actually lets you use it to full effect.)
- Cramped (3.5e Condition) + (A cramped creature finds it harder to act.)
- Templar (3.5e Class) + (Templars are ordained warriors tasked with spreading the faith and defending the faithful, while also beating down the foes of a deity.)
- Heirarque (3.5e Deity) + (God of order and preservation, he offers protection against nature, standing as a symbol for civilization, government, and in extremes, tyranny.)
- Summoning Gloves (3.5e Equipment) + (Summoned creatures gain ability increases.)
- Sputnik (3.5e Deity) + (King of Horses, Sputnik is the bravery of the heroes mounted companions and their role in the fight.)
- Restructure, Greater (3.5e Spell) + (As greater vigor, but for unliving creatures.)
- SRD:Trample (Feat) + (This feat needs a summary.)
- Now I Can! (3.5e Feat) + (Hmm, can anyone in the party swim? No? One sec... now I can!)
- Stasis Energy Field (3.5e Spell) + (Creates a field of electricity that damages and paralyzes.)
- True Darkness (3.5e Spell) + (Creatures true darkness in area)
- Circlet of Quickened Summoning (3.5e Equipment) + (Summon creatures more quickly.)
- SRD:Run (Feat) + (Run at 5 times normal speed, +4 bonus on Jump checks made after a running start.)
- Aspect of the Titan Beetle (3.5e Feat) + (The titan beetle is the largest insect in the world; with your power, you have attained its destructive size and strength for yourself.)
- Planeswalker (3.5e Class) + (A caster with a long recharge time.)
- Scrolls of Forbidden Lore (3.5e Sourcebook) + (Bound within reality and beyond its edge l … Bound within reality and beyond its edge lays the spawn of primal chaos, forces alien to all life. Elder Evils, they are called, some known as the first "beings" to be, others from spaces in which time is not known, and so the concept of "first" is alien to them. The Scrolls of Forbidden Lore is a record of but a few of the terrors known to exist within reach of reality.rs known to exist within reach of reality.)
- SRD:Mounted Combat (Feat) + (This feat needs a summary.)
- Transitive Plane of Figment (3.5e Location) + (The conscious bastardization of the)
- 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.)
- SRD:Half-Orcs (Race) + (These [[SRD:Orc|orc]]–[[SRD:Humans (Race)|human]] crossbreeds can be found in either [[SRD:Orc|orc]] or [[SRD:Humans (Race)|human]] society (where their status varies according to local sentiments), or in communities of their own.)
- SRD:Half-Elves (Race) + (Half-elves are not truly an [[SRD:Elves (Race)|elf]] subrace, but they are often mistaken for [[SRD:Elves (Race)|elves]].)
- Irresistible Dance (TOToM Spell) + (The best dance ever.)
- Deinonych (3.5e Race) + (These creatures originally evolved from bird-like dinosaurs. They are fast and frightening predators with a hunter society and a love for battle.)
- SRD:Elves, Wood (Race) + (Their hair color ranges from yellow to a coppery red, and they are more muscular than other elves.)
- SRD:Elves, Gray (Race) + (Taller and grander in physical appearance than others of their race, gray elves have a reputation for being aloof and arrogant (even by elven standards).)
- SRD:Elves, Aquatic (Race) + (Also called sea elves, these creatures are waterbreathing cousins to land-dwelling elves.)
- SRD:Elans (Race) + (Elans typically stand just under 6 feet tall and weigh in the neighborhood of 180 pounds, with men sometimes taller and heavier than women, but not always.)
- SRD:Dwarves, Mountain (Race) + (Mountain dwarves live deeper under the mountains than hill dwarves but generally not as far underground as deep dwarves.)
- SRD:Dwarves, Deep (Race) + (These dwarves live far underground and tend to be more standoffish with non-dwarves.)
- Self-Repair (3.5e Creature Ability) + (Basically, fast repair is fast healing, but for constructs, objects, and undead.)
- Mass Spellcasting (3.5e Feat) + (Add Mass spells to your spell list.)
- 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.)
- Ontology Deinertializer (3.5e Spell) + (Everything your target has created will be unmade upon their demise)
- Focused Energy (3.5e Feat) + (The destruction you wreak with spells of the chosen energy type increases by leaps and bounds.)
- Conduit of the Lower Planes (3.5e Class) + (A new class-based way to create fiends and characters from the lower planes.)
- Paralyzing Touch (3.5e Feat) + (The touch of your clawed hand freezes the lifeblood of the hardiest of mortals.)
- Hijack Spell (3.5e Spell) + (Steal one spell.)
- Ghost Cut Technique (3.5e Feat) + (Study of the ephemeral essence of incorporeal undead has taught you combat techniques that transcend the limitations of the flesh.)
- Blood Painter (3.5e Feat) + (By painting magical diagrams out of your own blood, you can spontaneously cast spells using only your own life energy. This is especial use to casters who prepare spells, or to casters who have run out of spells.)
- Child Necromancer (3.5e Feat) + (An obsession with death and experimentatio … An obsession with death and experimentation with necromancy early in your childhood perverted your body and blossoming magical talent. As a result, your body never aged past childhood, and you are an adult in a child’s body, magically powerful but physically weak.y, magically powerful but physically weak.)
- Devil Preparation (3.5e Feat) + (By learning dark culinary techniques, you have learned to consume the flesh of devils, demons, and other infernals, absorbing their taint and some of their power.)
- Heavenly Desserts (3.5e Feat) + (By gorging on the sweet flesh of angels, you have digested a portion of their divine essence.)
- Fairy Eater (3.5e Feat) + (By consuming the flesh of fairies, you have absorbed a fraction of their magic.)
- Wrappings of the Ages (3.5e Feat) + (The ancient secrets by which unlife can be sustained in mummification have been unearthed.)
- Body Assemblage (3.5e Feat) + (The discarded husks of life are nothing more than a building material to you.)
- Lizardfolk Variant (3.5e Race) + (The lizardfolk presented in the Monster Manual is intensely unsatisfying. This is a lizardfolk variant that makes lizardfolk [anything] a viable character to play.)
- Widow Queen (3.5e Prestige Class) + (A necromancer with vampiric powers and a web of ensnared minions.)
- Warrior (3.5e NPC Class) + (Warrior class for mooks.)
- Atma Weapon (3.5e Equipment) + (The atma weapon is a sword, or rather a sword's hilt, whose blade is made of light and whose size and shape depends on the user's current health. The healthier the user, the stronger the weapon.)
- Warlock (3.5e Class) + (A Warlock that doesn't suck.)
- True Fiend (3.5e Class) + (A new way to build new and interesting fiend creatures.)
- Thief of Souls (3.5e Prestige Class) + (A thief after the most treasured possessions of all.)
- Tentacle Parasite (3.5e Feat) + (Gain a tentacle attack, but unfortunately it has a mind of its own.)
- Summoner (3.5e Class) + (A master of the summoning arts.)
- 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.)
- Speaker for the Dead (3.5e Prestige Class) + (A guardian of the souls of the dead, their voices, and their memories.)
- Soul Merchant (3.5e Prestige Class) + (An arbitrator and salesman in the business of souls)
- Skindancer (3.5e Prestige Class) + (A unique type of assassin who wears the skins of his victims)
- Shadowdancer, Tome (3.5e Prestige Class) + (A Shadowdancer variant that doesn't make us cry.)
- Monster Gourmet (3.5e Prestige Class) + (A true connoisseur of the flavors of any creature you can think of, the Monster Gourmet can cook anybody into an exceptionally nutritious meal.)
- Seer of the Tempest (3.5e Prestige Class) + (A half-mad mage of Pandemonium.)
- Seeker of the Lost Wizard Traditions (3.5e Prestige Class) + (Use the old ways of magic to destroy the new ways.)
- Riding Duck (3.5e Monster) + (A large flightless bird that is easy to ride.)
- Samurai, Tome (3.5e Class) + (The master of the quickdraw, whose kiai rend flesh and steel apart with equal ease. A version of the class which is actually playable.)
- Puppeteer (3.5e Class) + (Bioelectric Necromancy!)
- Pumpkin King (3.5e Prestige Class) + (Leader of magical pumpkins)
- Communal Possession (3.5e Class) + (Anyone and everyone who's dead wants your body.)
- Ninja of Gax (3.5e Prestige Class) + (Totally not a ninja!)
- Mummy Paragon (3.5e Racial Paragon Class) + (The Mummy Paragon is an exceptionally tough mummy.)
- Defensive Strike (3.5e Feat) + (By defending yourself expertly you may make sudden strikes against opponents that attack you.)
- Mummy Lord (3.5e Prestige Class) + (The Mummy Lords are the top of the Mummies.)
- Monk, Tome (3.5e Class) + (A version of the Monk that is actually playable.)
- Monitor (3.5e Prestige Class) + (Monitors are nihilistic Monks with their roots in the Kuo-Toa culture)
- 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.)
- Zone of Restructuring (3.5e Spell) + (Small zone repairs unliving creatures.)
- Metadeus (3.5e Elder Evil) + (It is the sentient manifestation of fate, the desire for the universe to follow a certain course of action. The stories of time travel where the past refuses to change, the inescapable fate, such is the work of Metadeus.)
- Lurker in the Swarm (3.5e Prestige Class) + (Undead Beekeeper (no, really).)
- Lord of the Damned (3.5e Prestige Class) + (Student of the forces that create undead, you build a veritable army.)
- Lich Paragon (3.5e Racial Paragon Class) + (A paragon class for [[SRD:Lich|Lich]]es that allows them to do new things.)
- Legendary Strategist (3.5e Prestige Class) + (A guy who is good at telling other people what to do and have it work out okay.)
- Mad Philosopher's Stone (3.5e Equipment) + (A red thing that gives you lots of power.)
- Knight, Tome (3.5e Class) + (A 10-level Base Class designed to carry the Knight from his spurs, all the way to joining a prestigious Knightly Order. Heavily focused on defending others.)
- Kantian Paladin (3.5e Class) + (A paladin that's actually playable at every level of the game.)
- Jester (3.5e Class) + (To be a Jester is to see the joke in every tragedy.)
- Initiate of the Black Tower (3.5e Prestige Class) + (An enslaver of fiends)
- Hellwalker (3.5e Prestige Class) + (A wanderer of the lower planes.)
- Heartless Mage (3.5e Prestige Class) + (The Heartless Mage obtains a stoic form of immortality.)
- Genie (3.5e Class) + (A way similar to the [[True Fiend (3.5e Class)|True Fiend]] to create genies, mephits, and similar elemental Outsiders.)
- Perfect Shield (TOToM Spell) + (Creates a shield based on your allegiances.)
- Energy Substitute Spell-Like Ability (3.5e Feat) + (Energy Substitution for spell-like abilities.)
- Fire Mage (3.5e Class) + (A Fire Mage is a guy who likes fire a lot, and also doesn't completely suck.)
- Fighter, Tome (3.5e Class) + (A highly-trained heroic master of battlefield improvisation.)
- Fiendish Brute (3.5e Class) + (A class-based way to create interesting new fiends.)
- Elothar Warrior of Bladereach (3.5e Prestige Class) + (A rather campaign specific prestige class.)
- Drunken Master, Tome (3.5e Prestige Class) + (AKA, the Drunk Monk. Uses Dungeonomicon Monk)
- Dragoon (3.5e Prestige Class) + (Dragoons specialize in fighting extremely large enemies. They prefer spears for this purpose because of the simplicity of use and the reach. With a bit of natural magic and a lot of hard work, they grow to be capable of incredible maneuvers.)
- Blast of Defeat (3.5e Invocation) + (Target cowers [[SRD:Prone|prone]] for a round.)
- Dragon Lancer (3.5e Prestige Class) + (A character who rides a level-appropriate dragon.)
- Cantripologist (3.5e Class) + (Some guy who casts level 0 spells a lot.)
- Demon Samurai (3.5e Prestige Class) + (A warrior who's sworn to the service of a fiend, and granted power for it.)
- Defiler of Temples (3.5e Prestige Class) + (A Defiler of Temples is a divine caster who likes ticking off the enemies of his god.)
- Death Knight (3.5e Prestige Class) + (Combining undeath with the dark blessings of fiends, the Death Knight wields powers of both flame and death, able to raise undead servants and armies on his own through his spell-like abilities.)
- Death King (3.5e Prestige Class) + (The will of the people will at times keep a great hero from dying, having them return time and time again.)
- Improved Wingpin (3.5e Feat) + (Increase options while pinning opponent.)
- Celestial Beacon (3.5e Prestige Class) + (A beacon of light that shines even in the evil of the lower planes.)
- Boneblade Reaper (3.5e Prestige Class) + (A hybrid spellcaster-monk who studies death as a form of dark enlightenment.)
- Bone Rider (3.5e Prestige Class) + (Rider of an undead mount)
- Boatman of Styx (3.5e Prestige Class) + (A ship captain on the River Styx)
- Barrister of the Nine (3.5e Prestige Class) + (A contract broker of the Nine Hells; often times, the contract's collateral is one's soul.)
- Barbarian, Tome (3.5e Class) + (Designed to let the Barbarian run into the middle of a horde of enemies and come out alive. Bonus damage dice and powerful abilities when raging.)
- Assassin, Tome (3.5e Class) + (
:The Assassin is not so much a hired kill … :The Assassin is not so much a hired killer as he is someone who studies how to kill. Large amounts of skills, poison use, medium spontaneous spellcasting, ability to hand out large amounts of damage (rather than the traditional Death Attacks) at intervals.he traditional Death Attacks) at intervals. )
- Adept (3.5e NPC Class) + (An NPC class for spellcasting mooks.)
- Two-Weapon Fighting (3.5e Feat) + (When armed with two weapons, you fight with two weapons rather than picking and choosing and fighting with only one. Kind of obvious in retrospect.)
- Shadow Shift (TOToM Spell) + (Lets you turn into a shadow and move around.)
- Stealthy (3.5e Feat) + (If someone sees you, you have to kill them.)
- Spines of Fury (3.5e Feat) + (Spines cover your body, and you may fire these spine at your enemies.)
- Sharp-Eyed (3.5e Feat) + (Nothing escapes you.)
- Product of Infernal Dalliance (3.5e Feat) + (One of your recent ancestors mated with an infernal creature, and now the tainted blood of a Lower Planar creature flows in your veins. Though you can resist the call of your evil heritage, it manifests itself in an inheritance of fiendish power.)
- Poison Sacs (3.5e Feat) + (One of your natural weapons is envenomed.)
- Pincers (3.5e Feat) + (Two of your hands are converted into pincers.)
- Boots of the Summoned Hulk (3.5e Equipment) + (Summoned creatures are considered one size larger for special attacks.)
- Skill Genius (3.5e Feat) + (If somebody can learn how to do it, you can try to do it without learning how.)
- Mobile Glaive (3.5e Optimized Character Build) + (Quickly move around the battlemap to hit your enemies for massive damage while locking them down.)
- Critical Blast (3.5e Invocation) + (Range of critical hit increases by two steps)
- Arcane Theft (3.5e Spell) + (Touch attack steals magical capabilities.)
- Legendary Wrangler (3.5e Feat) + (No one can tell where you end and your ropes begin.)
- Psychic Thesis (3.5e Feat) + (As Arcane Thesis, for psionic powers)
- Susceptible Strike (3.5e Invocation) + (Gives creatures Susceptible Condition)
- Hellscarred (3.5e Feat) + (Having had your mind or body twisted by the essence of a fiend, you have gained some sensitivity and immunity to their power.)
- Giant Slayer (3.5e Feat) + (Everyone has a specialty. Yours is miraculously finding ways to stab creatures in the face when it seems improbable that you would be able to reach that high.)
- Corrupt (3.5e Cleric Domain) + (A domain of the evil powers of the demons.)
- Shrink Item (TOToM Spell) + (It makes plushies out of things.)
- Eldritch Horror, Unspeakable Abomination Path (3.5e Racial Paragon Class) + (A huge monstrosity that crushes all in its path.)
- Box of Holding and Traveling (3.5e Equipment) + (The control panels can be used to transport the Box of Holding and Traveling to any place ''and time'' on the same plane, provided that you make sufficiently good Knowledge (Arcana) checks.)
- Evil Eye (3.5e Feat) + ("Go ahead. Try it. I dare you.")
- Essence Gourmand (3.5e Feat) + (Even among soul-eating fiends, you are an accomplished eater.)
- Elush's Explosive Exsanguination (3.5e Spell) + (Explode creatures with blood to kill them, scare others.)
- Dreadful Demeanor (3.5e Feat) + (People know you're a badass motherfvcker the instant you enter the room.)
- Omerta Endecha (3.5e NPC) + (Famous bard possessed by the elder evil Algollied.)
- Dominions of the Infernal (3.5e Feat) + (When you call, armies of those you have defeated are forced to answer in service.)
- Devour the Soul (3.5e Feat) + (As a fiend, you gain nourishment from devouring souls.)
- Danger Sense (3.5e Feat) + (Maybe Spiders tell you what's up. You certainly react to danger with uncanny effectiveness.)
- Craft of the Soulstealer (3.5e Feat) + (By studying stolen souls, you have learned to fully tap their power for your magical creations.)
- Ravaged By Abaddon (3.5e Racial Paragon Class) + (For those that have been ravaged by Abaddon.)
- Combat Casting (3.5e Feat) + (Having a sword sticking out of your chest doesn't noticeably impede your ability to do... well, just about anything.)
- Broker of the Infernal (3.5e Feat) + (Due to the study of the Infernal laws, you have learned to harness the powers of True Names in your summoning magic.)
- Grease (TOToM Spell) + (Creates a patch of slippery terrain, or coats something in grease.)
- Blood War Squaddie (3.5e Feat) + (Due to your time during the Blood War, you’ve been tainted, honed, and hardened by the horrors you’ve seen.)
- Blood War Sorcerer (3.5e Feat) + (As a battle magician in the blood War, you’ve learned killing arts that would amaze common spellcasters.)
- Aspect of the Stinkbug (3.5e Feat) + (When disturbed, the stinkbug releases a malodorous gas that debilitates would-be predators. With your supernaturally strengthened anatomy, you can use it to become the hunter instead of the hunted.)
- Apprenticeship (3.5e Feat) + (New Mentor Types for the Lower Planes.)
- Bio (3.5e Spell) + (Target takes 1d6 damage/level (max 10d6), 2 Constitution damage.)
- Mummy (3.5e Template) + (A 3.x Mummy Template. For level 5 or above.)
- Races of War (3.5e Sourcebook)/Warriors with Style + (You don't have to ''see'' to kill.)
- Flaying Wind (3.5e Spell) + (Create a blast of wind that strips flesh from bones.)
- Tome of Fiends (3.5e Sourcebook) + (This is the second entry in our line of articles begun with the the Tome of Necromancy, which is a reflection of how the rules for fiends ought to function.)
- Races of War (3.5e Sourcebook) + (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.)
- Corpselight Whisperer (3.5e Prestige Class) + (Master of decay, and the secrets of the Will-o-Wisps.)
- What's That? (3.5e Spell) + (Hey, did you just see that? Too late, made you look, you just provoked an [[SRD:Attack of Opportunity|AoO]]! Mwahahahaha!)
- Sahuagin (3.5e Race) + (Known to all others as sea devils, sahuagin have a reputation of being deadly raiders who strike at seaborne vessels and terrorize land settlements with destructive fury.)
- Berserker (3.5e Class) + (An adrenaline-filled junkie who cares only about the next foe before him.)
- Spell Drain (3.5e Feat) + (Magical foes damaged by your spell also gain a [[Spellstrained (3.5e Condition)|spellstrained]] level.)
- Nullstrain (3.5e Equipment) + (Gain protection against spellstrained.)
- Miniature Blast (3.5e Invocation) + (Negate most firing penalties.)
- Holt's Crushing Hand (3.5e Spell) + (As ''[[Holt's Clenched Fist (3.5e Spell)|Holt's clenched fist]]'', except the hand crushes its victims to death.)
- Shadows of the Mage-Lords (3.5e Spell) + (Call up shadows, deal negative levels in area.)
- Die Pool for Ability Scores (3.5e Variant Rule) + (Roll lots of d6 and place 3 results into each ability to determine ability scores.)
- Dork In A Bottle (3.5e Equipment) + (The players aren't afraid of a simple pit trap, at least not until this one.)
- Decanter of Endless Kittens (3.5e Equipment) + (It's a decanter. I'm sure you can guess what comes out of it.)
- Still Invocation (3.5e Feat) + (Make a [[SRD:Charisma|Charisma]] check to invocate without moving.)
- Cashooie (3.5e Deity) + (Cashooie can perceive the past perfectly, and therefore sees no reason for anything to exist for more than a moment.)
- Bio, Mass (3.5e Spell) + (As ''[[Bio (3.5e Spell)|bio]]'', but 20d6 maximum damage and affects all creatures in a spread and it deals 4 Con damage.)
- Sublime Hobgoblin (3.5e Race) + (Because stealth is for regular [[SRD:Goblin|goblins]]…)
- Marathon (3.5e Power) + (Double overland speed.)
- Detonation (TOToM Spell) + (A big burst of energy that knocks people over and blinds or deafens them.)
- Dolor Counter (3.5e Invocation) + (When you suffer your foe suffers)
- Demoralize (3.5e Feat) + (When you take down a foe, his allies become demoralized.)
- Teleport Vehicle (3.5e Feat) + (When you teleport while riding a vehicle, you can take the vehicle with you.)
- Portal Teleporter (3.5e Feat) + (When you teleport you may leave a portal behind.)
- Witch Vanish (3.5e Feat) + (When you teleport, you leave behind vermin.)
- Persuasive (3.5e Feat) + (When you tell you people something that contradicts the evidence of their own eyes, they believe you.)
- Brutal Transformation (3.5e Feat) + (When you transform you gain a +2 bonus on Strength and Powerful Build.)
- Ascended Transformation (3.5e Feat) + (When you transform, you can gain two additional alterations at a higher cost to maintain your transformation.)
- Invincibility Frames (3.5e Feat) + (When you tumble, you gain a miss chance.)
- Harmony of Feywild Protection (4e Feat) + (When you use ''Fey Dance'', you and an ally gain a +2 [[4e#bonuses and penalties|bonus]] to all [[4e#attacks and defenses|defenses]] until the end of your next turn.)
- Fey Harmony (4e Feat) + (When you use ''Fey step'', one ally [[4e#Teleportation|teleports]] 2 squares.)
- Fey Dance (4e Feat) + (When you use ''Fey step'', one ally [[4e#Teleportation|teleports]] 5 squares.)
- Brave Dragonblood Surge (3.5e Feat) + (When you use Dragonblood Surge, you purge most status effects.)
- Planar Momentum (3.5e Feat) + (When you use Rift Slash to teleport, you conserve momentum.)
- Edgewalker (3.5e Feat) + (When you use Rift Slash to teleport, you can harm all creatures between point A and point B.)
- Lucky Failure (3.5e Feat) + (When you use a luck reroll, even if you botch an ability or skill check it doesn't turn out so bad.)
- Even Luckier Than Before (3.5e Feat) + (When you use a luck reroll, the reroll gains a +2 bonus!)
- Lucky Critical (3.5e Feat) + (When you use a luck reroll, your threatened range expands.)
- Lucky Strike (3.5e Feat) + (When you use a luck reroll, your weapons deals maximum damage.)
- Delay Power (4e Feat) + (When you use a psionic power on your turn, augment to delay effects)
- Reliable Healing Melody (4e Feat) + (When you use your ''Healing Melody'' power, you can roll the dice roll the extra hit points granted twice and use the highest total.)
- Privacy Hat (3.5e Equipment) + (When you wear this hat your face will be hidden by shadow, preventing people from seeing your face. It'll take more than just removing the hat to reveal you!)
- Headless Helm (3.5e Equipment) + (When you wear this helmet, your head can come off! That may or may not be a good thing.)
- Publication:Grim-N-Gritty/Appendix 4/Dynamic Grip (3.5e Feat) + (When you wield a weapon, you do not lock y … When you wield a weapon, you do not lock your hands in a fixed position on its handle. Instead, you can constantly adjust your grip, sliding up and down the weapon’s length, even gripping the blade of the weapon (if it’s single-edged). This allows you to extend your reach with the weapon and optimize your striking opportunities.and optimize your striking opportunities.)
- Counterattack (3.5e Feat) + (When you're attacked, there is a small chance you attack back!)
- Glass Jaw (3.5e Flaw) + (When you're hit hard, you're hit REALLY hard.)
- Yeenoghu's Victory (3.5e Feat) + (When you're taking down little things, Yeenoghu's power makes itself shown.)
- Intoxicated (3.5e Condition) + (When you've had one beer too many.)
- Grim Desperation (3.5e Feat) + (When your LP pool is empty, you can choose to pay the "grim cost" in HP instead.)
- Hostile Flock Threat (3.5e Maneuver) + (When your allies threaten, so do you!)
- Deadly Precision (4e Feat) + (When your enemy presents an opportunity for you to strike, you make sure to take full advantage of it.)
- Blood Frenzied (3.5e Trait) + (When your life is in danger, the feel of your blood being shed drives you into a berserk rage.)
- Exceptional Luck (3.5e Trait) + (When your luck is good, it's great. But when it's bad, it's terrible.)
- Rending Counterstrike (3.5e Maneuver) + (Whenever a creature attack you and miss in melee it provoke from you.)
- Spell Draining (3.5e Equipment) + (Whenever a spell draining weapon hits a spellcaster, it leeches some of that spellcaster's power.)
- Combat Detector (Legend Item) + (Whenever an [encounter] begins within 500 feet, it is located for you.)
- Punish the Kind (3.5e Spell) + (Whenever the cursed creature heals another, they are harmed an equal amount. In addition, they cannot heal themselves.)
- Scorched (3.5e Condition) + (Whenever you are exposed to fire and flames you could remain burned.)
- Vengeful Flow (3.5e Maneuver) + (Whenever you are hit by a ranged attack, you can make a free attack against the attacker at your highest attack bonus. If the attack succeeds, it does an extra 1d6 damage.)
- Nosebleed (3.5e Flaw) + (Whenever you are struck or heavily stressed you have a terrible nosebleed.)
- Limit Break (3.5e Equipment) + (Whenever you are subject to a critical hit, you gain the ability to return the favor with criticals next round.)
- Health Burn (3.5e Flaw) + (Whenever you are wounded you take a long time to recover, not even magic can speed up the process.)
- Show Off (3.5e Maneuver) + (Whenever you defeat an opponent, you can finish them off with a snappy comeback or taunting pose which fills you with morale and heals you.)
- Master of Snake Mountain (3.5e Prestige Class) + (Whenever you find a dungeon, take it over. Get eyebeams.)
- Cloak of Dust (3.5e Maneuver) + (Whenever you fly near the ground you throw up clouds of dust to conceal yourself.)
- Shameful Retreat (3.5e Flaw) + (Whenever you have to withdraw from a foe, you are overcome with shame, to a point where you subconsciously allow yourself to be hit.)
- Saved from the Grave (3.5e Feat) + (Whenever you heal someone from 0 hp or less, you heal the most you can, plus other minor healing buffs.)
- Play of the Game (3.5e Feat) + (Whenever you or an ally drops two or more opponents, you can replay that event for a morale boost.)
- Ill Omens (3.5e Alternate Class Feature) + (Whenever you or your opponents get a stroke of good luck, you're able to balance it out with some bad luck.)
- Whirlwind Rage (3.5e Feat) + (Whenever you rage, you create a surge of powerful wind around yourself.)
- Fortunate Fate (3.5e Feat) + (Whenever you receive a luck bonus increase it by 1 point.)
- Eldritch Armor (5e Eldritch Invocation) + (My version of the Eldritch Armor invocation from UA: Class Feature Variants.)
- Bestial Aspect, Improved (3.5e Grim Alteration) + (Whenever you transform you gain animalistic features, as per ''beast form II''.)
- Theriomorphic Aspect (3.5e Grim Alteration) + (Whenever you transform you gain animalistic features, as per ''beast form III''.)
- Bestial Aspect, Greater (3.5e Grim Alteration) + (Whenever you transform you gain animalistic features, as per ''beast form III''.)
- Bestial Aspect (3.5e Grim Alteration) + (Whenever you transform you gain animalistic features, as per ''beast form I''.)
- Turncoat Smite (3.5e Feat) + (Whenever you use Smite Good, you treat evil creatures as valid smiting targets.)
- Divine Celerity (3.5e Feat) + (Whenever you're hasted, you gain superior benefits.)
- One-Dimensional Tyranny (3.5e Trait) + (Whenever you're on the move, everyone else better get out of the way, for their own safety. Fortunately for the enemy, you get confused by corners.)
- Retroactive Skill Points (3.5e Variant Rule) + (Whenever your Intelligence bonus permanently increases, you gain skill points as if you've always had it that way.)
- World Dominator (3.5e Class) + (Where Wizards weave physics-ignoring power to alter the course of individuals, the World Dominator uses powers to manipulate entire planes.)
- Unorganized (3.5e Flaw) + (Where did I put my keys?)
- Grimoire Ranger (3.5e Alternate Class Feature) + (Where other rangers are tougher in certain conditions and call upon animals to stand at their side, you find that the only help you need in vanquishing your foes comes from within.)
- Threatening Threat (3.5e Alternate Class Feature) + (Where other threats learn to defend and themselves against bullrushes and the like you develop a more straight-forward combat defense as well as learning to attack for even more damage when you have the perfect attack.)
- Attrition-based Campaigns (3.5e Variant Rule) + (Where running out of spells, hitpoints, or water actually matters.)
- Large Castle (3.5e Equipment) + (Where small castles are the homes of barons and dukes, large castles are the homes of kings and the seats of entire nations.)
- Antimagic Gaze (3.5e Feat) + (Where you look, the magic disappears)
- Battlemage (3.5e Alternate Class Feature) + (Where your brethen focus on large-scale combat, functioning as magical artillery, you've mastered some of the basics of small-scale combat.)
- Renewed Zealousness (3.5e Feat) + (Where your peers waver and grow tired between fights, your faith allows you to continue the fight.)
- Publication:Unearthed Arcana/Spellcaster + (Whether arcane or divine, the spellcaster has an array of magical effects at her beck and call. Depending on her choice of spells, she can be a healer or an enchanter, a necromancer or a trickster.)
- Weaver Mystic (5e Subclass) + ( )
- Spider-Monk (5e Class) + (Whether you were bitten by a scientifically enhanced spider, came across a strange monstrosity that has grabbed onto you for eternity, or finally you were even granted these strange powers by a magical being you are known as the folk figure Spider-Man.)
- Simulacrum (3.5e Monster) + (Whether created by an Effigy Master, a mystic location or some other powerful source of illusion magic, a simulacrum is a construct made of ice and snow which appears to be a normal living creature through the power of illusion.)
- Mobster (3.5e Feat) + (Whether you are a top of the notch hitman or simply a bootlegger, you are all part of one big family.)
- Desparta Desimundo (3.5e Campaign Setting) + (Whether you seek high fantasy adventure in … Whether you seek high fantasy adventure in Alphatia, airship-riding urban intrigue in Tel'Rias, or want to hunt undead and attempt to depose the Vampire King in Shadoeholme, Desparta has a place for you. And if you grow tired of that place? Well, you can just get up and go somewhere else.you can just get up and go somewhere else.)
- Quicksilver Style (3.5e Spell) + (Whether you're going super fast, or slowing time, the end result is the same: everyone else appears to move at a snail's pace.)
- Vaerya (3.5e Campaign Setting) + (Whether you're looking for a feudalistic r … Whether you're looking for a feudalistic realm of kings at war where witchcraft is not tolerated, or a capitalistic republic full of intrigue and spells, Vaerya has it all. From the shores of Kelt on the eastern continent, to the Razorback Mountains of Asgard on the western continent there is a realm for any game. Knights, mages, pirates, ninjas, necromancers, priests, nobles, almost anything worth mentioning is available somewhere... you only have to find it. Welcome to the world of Vaerya.find it. Welcome to the world of Vaerya.)
- Criminal Reputation (3.5e Trait) + (Whether your life of crime is a thing of the past, or you still are still involved in the underworld, your reputation precedes you.)
- Colorblind (3.5e Trait) + (Which wire do you cut? Red or green? Shoot, they're the same color to you!)
- Play-Wight (3.5e Template) + (While Bards can qualify to become Liches they find that they don't enjoy the social stigma around liches and it tends to hurt their career, so a great bard created a new type of intelligent undead for the lyrically talented)
- Epic Boon of Undetectability (One) + (While [[Hidden (One)|hidden]] you can't be detected, magically or not.)
- Great Endurance (3.5e Feat) + (While above half hit points you can possibly ignore negative status effects.)
- Galactic Guardian (3.5e Alternate Class Feature) + (While an occultist draws power from strange objects and resonant occult energy, the galactic guardian is empowered by cosmic energy. Either chosen by an entity, or accidentally coming into the possession of a rare cosmic artifact.)
- Burning (3.5e Condition) + (While burning, characters quickly lose health as their HP plummets.)
- Hammer of All-Forging (3.5e Equipment) + (While crafting, convert gold into other materials required for the job, with a maximum hardness of 20.)
- Resilient (3.5e Creature Ability) + (While damage reduction tends to mess with characters that have many attacks per round, few things can stand up to someone who does incredible amounts of damage with a single strike. Until now.)
- Combat Reactions (3.5e Feat) + (While fighting, you notice every little movement, every little flick of the wrist, and this can save your life.)
- Ruinous Rage-CE (3.5e Feat) + (While in a rage, you ignore hardness and can break objects easier.)
- Thundering Rage-CE (3.5e Feat) + (While in a rage, your weapon is a better version of a thundering weapon.)
- Focus of the Edgemaster (3.5e Feat) + (While in this mantra, you improve your chances of scoring critical hit and ignore immunity to critical hit.)
- Absolute Maneuver Mastery (3.5e Maneuver) + (While in this stance, your other maneuvers are improved. Iron Heart maneuvers are improved the most.)
- Hydration (3.5e Feat) + (While in water, you have your status effects washes away.)
- Aspect of the Caterpillar (3.5e Feat) + (While it has other potent defenses, the caterpillar is perhaps best known for its ability to wrap itself into a protective, shell-like coccoon.)
- Brutal Charge (3.5e Alternate Class Feature) + (While it takes you longer to build up speed than other scouts, none can contest that once you get going, you hit harder.)
- Trained Psyker (3.5e Alternate Class Feature) + (While most [[Psyker (3.5e NPC Class)|psyker]] remains untrained, some do manage to get a grasp on their powers. Those who manage to keep their powers in check become fearsome psychic spellcasters.)
- Time Skipper (3.5e Alternate Class Feature) + (While most [[Skipper (3.5e Class)|skippers … While most [[Skipper (3.5e Class)|skippers]] have anomalous power over space, the time skipper's power is over time. A time skipper has the ability to greatly accelerate her own personal time, to the point of 'skipping' ahead in time. Because of subtle but key differences in their ability, they lack control over inertia and thus rely on surprise attacks to fight.nd thus rely on surprise attacks to fight.)
- Archaeologist (3.5e Alternate Class Feature) + (While most archaeologist are not all dashi … While most archaeologist are not all dashing adventurers (most would be simple [[Specialist (3.5e NPC Class)|Specialists]]), some of them are. These unconcentional adventurers have acquired skill and moxie allowing them to survive even the most unlikely of situations. They however do not possess the awesome power of virtuous performance, instead having the ability to draw upon their own experience and insight to thrive.heir own experience and insight to thrive.)
- Mystical Paladin (3.5e Alternate Class Feature) + (While most paladins focus on martial superiority, the mystical paladin leans toward the magical side. She is more skilled caster, but her combat skills are comparable to a cleric.)
- Shadow Stalker (3.5e Alternate Class Feature) + (While most rangers are most comfortable while in nature, others can flourish in any environment as long as they are cloaked in shadows and darkness.)
- Crane School Shinobi (3.5e Alternate Class Feature) + (While most shinobi fight with strange exot … While most shinobi fight with strange exotic weapons, the crane school focus on their skills with unarmed combat. The school was ultimately destroyed by a band of roaming monks, who sought to prove themselves. The remaining students wandered and joined other schools, but their tradition survived and many shinobi today possess their fighting style.hinobi today possess their fighting style.)
- Heroic Aspirant (3.5e Alternate Class Feature) + (While most skalds are traveling warrior-po … While most skalds are traveling warrior-poets and historians, the heroic aspirant are usually young and foolish glory seekers. These individuals, emboldened by the stories of great heroes and invincible warriors, seek to write their own stories rather than record the stories of others. While most of them are doomed to a violent death, then being forgotten, a few are aiming to be forever the subjects of songs. While many heroic aspirants can still be inspiring leaders, they have a strong focus on their own combat abilities. This increase in martial might come at the cost of their abilities to inspire allies and their spellcasting, but reward them with access to powerful maneuvers.rd them with access to powerful maneuvers.)
- Psyblade (3.5e Feat) + (While most soulknives are psionic in nature, you have learned to delve more deeply into the psychic powers within your mind when compared to most soulknives.)
- Gravsteel (3.5e Equipment) + (While normal magnets use electromagnetics to push or pull materials, gravsteel uses gravitational energy to affect other objects.)
- Tactician of Legend (3.5e Prestige Class) + (While not a pushover herself, the Tactician of Legend just make everyone around her a complete fool or a badass. This is a good thing.)
- Dwarven Lorekeeper (3.5e Alternate Class Feature) + (While not restricted to Dwarves this ACF has roots in Dwarven tradition as Dwarven Bards were less charismatic or musically inclined as other bards.)
- Night Hunter (3.5e Alternate Class Feature) + (While not the knight in shining armor, the … While not the knight in shining armor, the night hunter is a skilled destroyer of evil. Typically hailing from countries in the borderland, plagued by evil at night, the night hunter seeks out monsters who prey on humanoids and destroy them. Many of them have developed techniques that aid them in stalking evil in rural or wild areas. Rather than fighting in a blaze of glory, the night hunter is trained in studying their foes and dealing devastating damage to them. These techniques are especially potent against their nemesis, an ever-growing list of monsters they are trained to destroy. As a result of their lifestyles, the night hunters tend to be more cynical than most paladins. They lack many of the paladin’s more powerful divine powers, but have a looser code of conduct and restriction on their beliefs. They do not rely on heavy armor, preferring to say light armored, and make good uses of their spells.mored, and make good uses of their spells.)
- Grim Mystic (3.5e Alternate Class Feature) + (While other grim focus on martial prowess you have developed much stronger spellcasting abilities. You also gain the ability to steal spells from the memories of the dead, building a dangerous repertoire of spells.)
- Recreant (3.5e Flaw) + (While others perseveres when pushed to their limit, you fold and become scared.)
- Slow Levitation (3.5e Feat) + (While psionically focused you can slowly hover around.)
- Moonlight Frenzy (3.5e Feat) + (While raging and able to see the moon you gain several benefits.)
- Lucid Rage (3.5e Feat) + (While raging, you gain an [[Intelligence]] bonus, can cast spells, and use certain spells.)
- Vanishing Smoke Bomb (3.5e Equipment) + (While small in size, this smoke bomb has a potent effect that allows for easy escapes--at a price.)
- Arcane Vanguard (3.5e Alternate Class Feature) + (While some mages spent their time fostering a connection with an external creature, you practiced simplifying your motions to better channel your powers in situations where you'd otherwise be hindered.)
- Hunter's Trance (3.5e Alternate Class Feature) + (While some of your tribesmen learn to channel their inner fury to enhance their strength, you have learned to concentrate and focus yourself, greatly enhancing your senses and allowing for great feats of agility.)
- Thief Acrobat (3.5e Class) + (While the common rogue is a thief, con-man, and scout extraordinaire, the thief acrobat is a highly trained specialist in the art of housebreaking and feats of dexterity and acrobatics.)
- Warmage Fix (3.5e Class) + (A beefed up Warmage)
- Always Learning (3.5e Feat) + (While those of your profession generally have a thirst for the knowledge of other spells, when they turn away from this profession, they generally lose this interest; you, on the other hand keep researching these new and interesting uses for your magic.)
- Knight's Grace (3.5e Feat) + (While unarmored you add your [[Charisma]] bonus to AC, and increase your agility while armored.)
- Instantaneous Quickening (3.5e Feat) + (While under the effect of haste you can go much faster than normal.)
- Evasive Swarm (3.5e Invocation) + (While under the effects of evasive swarm, you can dodge out of the way of attacks as an immediate action.)
- Dauntless Vigor (3.5e Feat) + (While using diehard you can survive just about any blow.)
- Hyperarmor (3.5e Feat) + (While wearing medium or heavy armor, you gain immunity to being interrupted, stunning, and staggering.)
- Boots of the Tireless Runner (3.5e Equipment) + (While wearing these boots you will never tire from running, and can run in overland speeds.)
- Doorslip Shoes (3.5e Equipment) + (While wearing these shoes, all doors open for you without you using your hands.)
- Blood Rallying Ring (3.5e Equipment) + (While wearing this ring, you can recover from your freshest injuries by drawing the blood of foes.)
- Springing (3.5e Equipment) + (While wielding a springing weapon you can move both before and after the attack.)
- Sight Without Sight (3.5e Trait) + (While you are blind, either from birth or from some accident, your lack of sight has never impaired your ability to kick ass.)
- Noble Cleric (3.5e Alternate Class Feature) + (While you are devoted to the Gods, you are of noble stocks. You have learned to harness divine energy with strength of personality instead of through contemplativeness. You may possess a high office in the clergy, or believe you deserve one.)
- Scuttling Centipede Step (3.5e Maneuver) + (While you are moving you can pick up items on the ground, open doors, and sheathe weapons mid-movement.)
- Balanced Blade (3.5e Feat) + (While you are wielding a single one-handed weapon two-handed, you count as having your off-hand free for all intent and purpose)
- Templar (3.5e Alternate Class Feature) + (While you aren't as learned in your deity's ways as other clerics, you've taken the time to better train yourself for battle.)
- Ki Bruiser (3.5e Alternate Class Feature) + (While you still possess the ability to blast apart your foes, you really prefer smashing their face in. The change in your training routine made you tougher, but less likely to evade enemy blasts.)
- Immortality Stripped Asunder (3.5e Trait) + (While you were once a member of another plane, you might have even been an immortal. With your immortality stripped you appear as nothing more than a mere human.)
- Desert Bastion (3.5e Maneuver) + (Whip up a wall of sand and roaring wind, blocking the path of your foes.)
- Crack of the Whip (3.5e Maneuver) + (Whips may deal lethal damage, attack lightly armored opponents, take attacks of opportunity, and do not provoke attacks of opportunity when attacking.)
- Winter Wolf (3.5e Bloodline) + (White Wolves of the North, with power over the icy wastelands they live in.)
- Life Dust (3.5e Equipment) + (White dust, heals an area once.)
- Yeti (5e) + (White furred, gorilla-like creature with horns)
- Raise Slag (3.5e Spell) + (White-hot magma rises from the ground, scorching creatures and objects.)
- MIB (3.5e Feat) + (Who are they and why do they do what they do?)
- Spymaster (3.5e Feat) + (Who are you really? ...No one can tell.)
- Baby Flail (3.5e Equipment) + (Who would put a baby on a chain and swing it around like a weapon?! You sick monsters!!!)
- Superexplosion (3.5e Spell) + (Whoa, like... what if we took Fireball... and then like, made it explode like, whoa...)
- Infinity and Beyond (3.5e Feat) + (Why affect only half a room when you can affect the whole country?)
- Evil Within (3.5e Spell) + (Why animate skeletons from the dead, when you can harvest them from the still living...)
- Chainsaw Weapon (3.5e Equipment) + (Why fight with a melee weapon instead of a melee weapon WITH A CHAINSAW?)
- Multiweapon Fighting, Tome (3.5e Feat) + (Why fight with only one or even two weapons when you have more than that many hands.)
- Erudite-ish Sorcerer (3.5e Alternate Class Feature) + (Why have only a few spells you can cast now? Why not have... As many as you like?)
- Arcane Amalgamation (3.5e Alternate Class Feature) + (Why pick spells when you can instead have more bloodlines?)
- Expanded Variant Paladins (3.5e Alternate Class Feature) + (Why should the extremes get all the fun? Introducing paladins for LN, NG, CN, NE, and TN.)
- Cheap Shot (3.5e Feat) + (Why simply feint when you could deck a bitch?)
- One With the Blade (3.5e Maneuver) + (Why stick to blade or fists when you can have the best of both worlds?)
- Ghostly Chant (3.5e Spell) + (Why wait for a spell with a long casting time to finish, when you can have magic finish casting itself?)
- Kamehameha Wave (3.5e Spell) + (Wide line of focused ki damages enemies.)
- 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.)
- SRD:Widen Aura of Despair + (Wider Aura of Despair.)
- 10-Foot Pole Proficiency (3.5e Feat) + (Wield a 10-foot pole as a weapon.)
- Yin-Yang Channeler (3.5e Prestige Class) + (Wield both positive and negative energy with ease, and heal as long as you can harm.)
- Elven Greatbowman (3.5e Feat) + (Wield longbows meant for larger creatures, gain extended range while doing so.)
- Hero's Blade (3.5e Feat) + (Wield oversized weapons more easily for practitioners of [[Hero's Edge (3.5e Martial Discipline)|Hero's Edge]])
- Smoking Shadow Style (3.5e Feat) + (Wield shadow magic with your blade and strike your opponents helpless.)
- SRD:Unholy Strike + (Wielded weapons are treated as unholy.)
- Dervish (4e Class) + (Wielding twin blades, dervishes bring the power and mobility of a sandstorm to the battlefield.)
- Wighthairs (3.5e Equipment) + (Wighthairs or haunted fabric is a material with necromantic affinity.)
- SRD:Colossal Wild Shape + (Wild Shape into Colossal animals.)
- SRD:Gargantuan Wild Shape + (Wild Shape into Gargantuan animals.)
- SRD:Fine Wild Shape + (Wild Shape into Tiny animals.)
- SRD:Elves, Wild (Race) + (Wild elves are barbaric and tribal.)
- SRD:Diminutive Wild Shape + (Wild shape into Diminutive animals.)
- Wildgrass (3.5e Equipment) + (Wildgrass, also called 'shame-grass' or 'fey herd,' is a strange plant said to be growing in fey groves. It is typically smoked or ingested. The herb provides a powerful and pleasant buzz that inhibits decision-making and judgment.)
- Master Wild Mage (3.5e Prestige Class) + (Wildmage who rewel in the power of chance,)
- SRD:Magical Beast Wild Shape + (Wildshape into Magical Beasts)
- SRD:Vermin Wild Shape + (Wildshape into Vermin creatures.)
- SRD:Improved Elemental Wild Shape + (Wildshape into any Elemental creature.)
- SRD:Dragon Wild Shape + (Wildshape into dragons.)
- Asteroid Spider (5e) + (Wildspace arachnid that preys on Starjammer ships.)
- Dead Friend's Betrayal (3.5e Maneuver) + (Will save to avoid flat-footedness.)
- SRD5:Will-o'-Wisp + (Will-o'-wisps appear as floating balls of light. This light can be of any color.)
- Catnap (5e) + (Willing [[SRD5:Creature|creature]]s sleep for the duration and get the benefits of a [[SRD5:Short Rest|short rest]].<br /><br />)
- Willing Sacrifice (3.5e Maneuver) + (Willing ally take damage to heal you.)
- Catnap (One) + (Willing creatures sleep for the duration and get the benefits of a [[Short Rest (One)|short rest]].)
- Decency (3.5e Spell) + (Willing target sees veil over nude creatures.)
- Winged Kobold (5e) + (Winded Kobolds, also called Urds, are small, saurian humanoids with wings.)
- Winged Bull (5e) + (Winged bulls are [[SRD5:Celestial|celestial]]s that often perform as [[SRD5:Mount|mount]]s for [[Archon (5e)|Archon]]s.)
- Tressym (5e) + (Winged cat)
- SRD5:Pegasus + (Winged horse.)
- Winged Lion (5e) + (Winged lions are [[SRD5:Celestial|celestial]]s that often perform as [[SRD5:Mount|mount]]s for [[Archon (5e)|Archon]]s.)
- Space Swine (5e) + (Winged pigs native to [[Wildspace (5e)|Wildspace]].)
- Koopa, Winged (3.5e Race) + (Winged versions of Koopa.)
- Aurak Draconian (5e) + (Wingless [[Draconian (5e)|draconian]] created from [[Gold Dragon (5e)|Gold Dragon]] eggs. They are commanders in the [[Dragon Armies (5e)|Dragon Armies]].)
- Soul Sublimation (3.5e Soulmeld) + (Wisps of blue gas constantly drift out of your orifices.)
- Shadow Silk (3.5e Soulmeld) + (Wisps of darkness cling to you, shaping themselves to aid you.)
- Witchblessed (3.5e Template) + (Witchblessed are creature who were 'blessed' since birth by evil entities.)
- Hexmaster Mesmerist (3.5e Alternate Class Feature) + (Witches often take on irregular apprentice … Witches often take on irregular apprentices, especially outcasts to societies. Sometimes a witch will teach her art of a psychically sensitive individual, who develops the ability to inflict a hexing gaze upon their foes. The hexmaster mesmerist is well-learned in curses and ailments, but does not have a knack for hypnotic healing.oes not have a knack for hypnotic healing.)
- Hypervolatile Blast Fluid (3.5e Equipment) + (With a bit of tinkering, Blast Fluid can be upgraded from basically safe to actually quite dangerous. Explodes with a deafening bang.)
- Invoke Nightmare (3.5e Invocation) + (With a burst of unholy flame a clearly demonic horse arises from the pit to serve you.)
- Ring of Colorbody (3.5e Equipment) + (With a command, change your skin color.)
- Ring of the Rotten Tomato (3.5e Equipment) + (With a command, create and throw a rotten tomato.)
- Hyperjump (3.5e Spell) + (With a cry of joy or terror, you jump... and with a flash of light, you're gone, off in a semi-distant land.)
- Choking Death (3.5e Spell) + (With a curl of your tail, you cause your victim to gasp for air, their lungs and stomach being crushed to a pulp.)
- Corpse Patrol (3.5e Spell) + (With a few silent gestures, the corpse of the guard you just quietly dispatched gets up and resumes his rounds, fooling casual onlookers into thinking everything's normal.)
- Insidious Impulsion (3.5e Invocation) + (With a few words you cause a creature to obey you on an impulse.)
- Desert Glare (3.5e Maneuver) + (With a flash of your blade you redirect the sun into your opponent's eyes, blinding them.)
- Enrapture Minions (3.5e Invocation) + (With a flourish of terrifying evil power, you bend other evil creatures to your will.)
- Devastation Inhalation (3.5e Spell) + (With a gigantic breath, you release an earth-shaking belch and a gout of acidic gas.)
- Herb Mixer (3.5e Feat) + (With a lot of green herbs and a slight bit of red herb you can make those sword wounds go like it was nothing.)
- Fear Itself (3.5e Skill Trick) + (With a mere glare, you cause extreme and intense fear to a single opponent.)
- Energy Rocket (3.5e Equipment) + (With a mighty swing your weapon flies up, opponent in tow, and explodes into a surge of energy.)
- Forcewall (3.5e Equipment) + (With a move action you deploy the shield in mid air, and it forms an unbreakable barrier.)
- Sensual Robbery (3.5e Skill Trick) + (With a sensual gait, and a seductive smile, you approach him by mixing your gaze with hers, your hands wandering over his leather pants before grasping ... a key.)
- Avalanche Knight (3.5e Class) + (With a single swing, this warrior cleaves through scores of minions.)
- Decaying Touch (3.5e Spell) + (With a single touch you cause decay and destruction.)
- Destitution (3.5e Maneuver) + (With a single well-placed hit, you destroy all of your victim's possessions.)
- Word of Thunder (3.5e Spell) + (With a single word of power you call a lightning of pure magic.)
- Stolen Opportunity (3.5e Feat) + (With a solid blow you not only knock your enemies out of position to make [[SRD:Attack of Opportunity|AoOs]], but get in a better position of your own.)
- Eyebeams (3.5e Spell) + (With a steely glare, you fire laser beams from your eyes.)
- Inertial Burst (3.5e Maneuver) + (With a surge of energy you release your spiritual energy out of your body, granting you great bonuses to speed.)
- Spell Penetration Surge (3.5e Feat) + (With a surge of power, you improve your ability to defeat spell resistance.)
- Degenerate (3.5e Spell) + (With a touch you cause a body to start eating away at itself.)
- Shylock's Revenge (3.5e Spell) + (With a touch you drain the fat from a creature, transferring it to yourself, simultaneously crippling an opponent and safeguarding yourself.)
- Waves of Desolation (3.5e Spell) + (With a wave of extreme heat, you evaporate water, kill plant life and turn an area into a desolate desert.)
- Switch Off Magic (3.5e Skill Trick) + (With a well placed strike, you turn off a magic item temporarily.)
- Arrow to the Knee (3.5e Feat) + (With a well-placed arrow to the knee, you end adventuring careers.)
- Open Wounds (3.5e Spell) + (With a word you aggravate the wounds of an enemy in a moment notice.)
- Awkward Aim (3.5e Flaw) + (With all your strength, and probably oversized weapons, you feel it's difficult to squash all those small targets.)
- Demon Howl (3.5e Invocation) + (With an inhuman howl you shove away nearby creatures away from you.)
- Orc, Chicken (3.5e Race) + (With chicken orcs, you get the ferocity and strength of an orc and the basic intellect of a chicken... wait, why would you want that?)
- The Dead Walk, Variant (3.5e Invocation) + (With dark power, you make the corpses and bones of your enemies and fallen friends walk once more)
- Star Render (3.5e Equipment) + (With each swing of the weapon, you tear holes in space in time that explode outward as they grow unstable.)
- Flight Mastery (3.5e Feat) + (With enough training and practice your gliding or rudimentary flight ability has now become effective flight.)
- Tongue of Forked Silver (3.5e Maneuver) + (With every venomous word that leaves your lips, the foe only becomes more eager to hear your dark, sweet words. Rewards skill and careful strategy.)
- Depleted Darklight Ore (3.5e Equipment) + (With its radioactive properties stabilized, darklight ore proves to be a durable heavy metal in its own right.)
- Publication:Unearthed Arcana/Complex Skill Checks + (With most skill checks, a single die roll immediately determines whether or not a character succeeds. If a character wants to jump across a chasm or recall a specific piece of information, his success or failure is apparent after a single check.)
- Fireball, GT Variant (3.5e Spell) + (With muttered words, the spot you point at bursts into flames.)
- Lightning Bolt, GT Variant (3.5e Spell) + (With muttered words, the spot you point at bursts into flames.)
- Unmake Arcane (3.5e Maneuver) + (With one blow, you eradicate an undesirable bastardization of nature. Hell, you might put an artifact down with this.)
- Death's Stride (3.5e Sacrifice) + (With some of your essence shifted into the … With some of your essence shifted into the ethereal, you gain a +10 bonus to your speed in light or no armor and when less than medium encumbrance. In addition, you may make spot and listen checks against ethereal creatures, and you may levitate over the ground for 1 round.may levitate over the ground for 1 round.)
- Bone Charmer (3.5e Feat) + (With some special techniques you manage to influence corporeal undead as you would with living beings)
- Euthanize (3.5e Feat) + (With special cares, such as poison, needles or similar method. You may peacefully kill a helpless creature.)
- Qi Critical (3.5e Maneuver) + (With special monk weapons and Anima River weapons, you push them beyond their limits when they strike a critical hit.)
- Toxinblade (3.5e Class) + (With the ability to imbue his foes with the mystical toxins which grow within his body, this warrior proves a deadly foe for even the strongest of enemies.)
- Heavy-Plated (3.5e Equipment) + (With the advent of heavy armor, lighter armors could be retrofitted to improve protection at the cost of mobility. This included methods such as thickened plates, extra layers of chains, or else.)
- Crystal of Nimbleness (3.5e Equipment) + (With the crystal attached it seems your armor lets you move around quicker, more rapidly.)
- Crystal of Armor Mobility (3.5e Equipment) + (With the crystal attached your armor seems to get lighter.)
- Rose Missile (3.5e Invocation) + (With the flick of a wrist, you fire a surprisingly deadly rose.)
- Muscle Mage (5e Sorcerous Origin) + (With the power of bulk, you cast FIST!)
- Aspect of the Spider (3.5e Feat) + (With their deadly combination of webs and poisons, spiders are deadly and patient hunters.)
- Contracting (3.5e Equipment) + (With this enhancement, you can gain the benefit of a smaller type of weapon (Ex. [[SRD:One-Handed Weapon|One-Handed]], [[SRD:Light Weapon|Light]]).)
- Expanding (3.5e Equipment) + (With this enhancement, you can gain the benefit of a larger type of weapon (Ex. [[SRD:One-Handed Weapon|One-Handed]], [[SRD:Two-Handed Weapon|Two-Handed]]).)
- Blasphemous Hat (3.5e Equipment) + (With this hat, you may procure whatever symbol of whatever religion you desire, at a price.)
- Ring of Shrinkage (3.5e Equipment) + (With this ring you are under the constant effects of ''[[SRD:Reduce Person|reduce person]]''.)