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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
- 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.)
- Wild Child (3.5e Feat) + (You are tuned in to the forces of wild magic and are able to manipulate magic that is based on chance.)
- 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.)
- Springing (3.5e Equipment) + (While wielding a springing weapon you can move both before and after the attack.)
- 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.)
- SRD:Two-Weapon Fighting (Feat) + (You can fight with a weapon in each hand. You can make one extra attack each [[SRD:Round|round]] with the second weapon.)
- 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.)
- SRD:Psionic Fist (Feat) + (You can charge your [[SRD:Unarmed Strike|unarmed strike]] or [[SRD:Natural Weapon|natural weapon]] with additional damage potential.)
- 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.)
- Eldritch Hunter (3.5e Feat) + (You are super effective against those-that-should-not-be. That's right, you DID just punch out Cthulthu.)
- 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, Wild (Race) + (Wild elves are barbaric and tribal.)
- 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 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.)
- 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)
- Righteous Paladin (3.5e Alternate Class Feature) + (You believe you're Good, and effects that detect this agree. This doesn't mean it's true.)
- 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.)
- Master of Snake Mountain (3.5e Prestige Class) + (Whenever you find a dungeon, take it over. Get eyebeams.)
- 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.)
- Zen Archery (3.5e Feat) + (You are very calm about shooting people in the face. That's a good place to be.)
- Whirlwind (3.5e Feat) + (You are just as dangerous to everyone around you as to anyone around you.)
- Weapon Finesse (3.5e Feat) + (You are incredibly deft with a sword.)
- 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.)
- Steady Stance (3.5e Feat) + (You can fight just about anywhere.)
- Spines of Fury (3.5e Feat) + (Spines cover your body, and you may fire these spine at your enemies.)
- Necrotic Poisoner (3.5e Feat) + (You can poison people with Necrotic Cysts, and they don't notice.)
- 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.)
- Point Blank Shot (3.5e Feat) + (You are crazy good using a ranged weapon in close quarters.)
- Pincers (3.5e Feat) + (Two of your hands are converted into pincers.)
- Persuasive (3.5e Feat) + (When you tell you people something that contradicts the evidence of their own eyes, they believe you.)
- 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.)
- Mounted Combat (3.5e Feat) + (You are at your best when fighting with an ally that you are sitting on.)
- 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.)
- Lightning Reflexes (3.5e Feat) + (You are fasty McFastFast. It helps keep you alive.)
- Legendary Wrangler (3.5e Feat) + (No one can tell where you end and your ropes begin.)
- Juggernaut (3.5e Feat) + (You are an unstoppable Juggernaut.)
- Iron Will (3.5e Feat) + (You are able to grit your teeth and shake off mental influences.)
- Hunter (3.5e Feat) + (You can move around and shoot things with surprising effectiveness.)
- 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.)
- Harmless Form (3.5e Feat) + (You can assume the likeness of a mortal.)
- Great Fortitude (3.5e Feat) + (You are so tough. Your belly is like a prism.)
- 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.)
- Expert Tactician (3.5e Feat) + (You benefit your allies so good they remember you long time.)
- Box of Holding and Traveling (3.5e Equipment) + (The control panels can be used to transport the Box of Holding and Traveling to any place ''and time'' on the same plane, provided that you make sufficiently good Knowledge (Arcana) checks.)
- Expert Counterfeiter (3.5e Feat) + (You aren't a common forger, you're an ''artiste''.)
- 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.)
- Elusive Target (3.5e Feat) + (You are very hard to hit when you want to be.)
- 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.)
- Con Artist (3.5e Feat) + (You can fool some of the people, all of the time.)
- Combat School (3.5e Feat) + (You are a member of a completely arbitrary fighting school that has a number of recognizable signature fighting moves.)
- Ravaged By Abaddon (3.5e Racial Paragon Class) + (For those that have been ravaged by Abaddon.)
- Combat Looting (3.5e Feat) + (You can put things into your pants in the middle of combat.)
- 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.)
- Carrier (3.5e Feat) + (You are a carrier of a dangerous disease, though you are immune to its effects.)
- 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.)
- Dirty Deeds Done Dirt Cheap (3.5e Feat) + (You can offer a discount on your Deeds since you get to do so many.)
- 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.)
- Summon Steed (3.5e Spell) + (You call a nearby mount to you.)
- 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.)
- Terminology of Concordance, Wildmage Variant (3.5e Feat) + (You can speak the root language of all.)
- SRD5:Voice of the Chain Master + (You can speak through and use your [[SRD5:Familiar|familiar]]'s senses.)
- Animal Tongue (3.5e Feat) + (You can speak with a kind of animal, sorta like a Disney princess.)
- Greentongue (3.5e Feat) + (You can speak with all of nature.)
- Fast Talker (3.5e Feat) + (You can speak your spells more quickly.)
- Spellcasting Specialist (3.5e Trait) + (You can specialize like a wizard.)
- Harden Flesh (3.5e Feat) + (You can spend a full-round action to greatly lower damage done to yourself.)
- Exceptional Aim (3.5e Feat) + (You can spend a swift action to make sure you hit your target.)
- Lapis Augment (3.5e Feat) + (You can spend additional power points when using Lurk Augment equal to invested essentia.)
- Adaptable Stunning Fist (3.5e Feat) + (You can spend extra stunning fist usages to improve your attack.)
- Ritual Litany (3.5e Feat) + (You can spend extra time on a word spell in order to get a bonus to the check.)
- Concentrating Words (3.5e Feat) + (You can spend words instead of concentrating.)
- Wave Grabber (3.5e Feat) + (You can splash water on people much more efficiently.)
- Dual Mind Blade (3.5e Feat) + (You can split your mind blade into two without Shape Mind Blade, and later gain the ability to wield larger mind blades while two-weapon fighting.)
- Improved Polar Chill (3.5e Feat) + (You can spread your Polar Chill out as a free action for 1 round per level per day, and can skate while you do so.)
- Stacking Damage Reduction (3.5e Feat) + (You can stack damage reduction together.)
- Publication:Grim-N-Gritty/Appendix 4/Improved Grapple, Grim-N-Gritty (3.5e Feat) + (You can start a grapple quickly and easily while wielding weapons.)
- True Thief (3.5e Prestige Class) + (You can steal anything. Yes, even the hearts of others, someone's soul, or concepts.)
- Speed Of Death (3.5e Sacrifice) + (You can steal time from the future to bring death to your foes.)
- Scrolls of Forbidden Lore (3.5e Sourcebook)/Introduction + (You blood is black like oil, and thick like sludge, seeping out of your wounds and your pores like some grotesque infection.)
- Chaos Warp (3.5e Feat) + (You can step through reality into another, but you do so at your own risk...)
- Gecko Step (3.5e Feat) + (You can stick to walls, briefly.)
- Mumbler (3.5e Feat) + (You can still talk even if gagged, though not quite as accurate.)
- Manipulative Grip (3.5e Feat) + (You can still use your hands (sort of) while wielding items in them.)
- Stand Still, Tome (3.5e Feat) + (You can stop enemies in their tracks.)
- Temporal Stutter (3.5e Feat) + (You can stop time for a single move or standard action.)
- Overclock (3.5e Feat) + (You can stop time, even if for only a brief moment.)
- Moment Stop (3.5e Sacrifice) + (You can stop time.)
- Publication:Hyperconscious/Psionic Feats/Creature Capacitor + (You can store part of your daily unused power points per day.)
- Publication:Grim-N-Gritty/Appendix 4/Flurry of Blows, Grim-N-Gritty (3.5e Feat) + (You can strike multiple blows at the expense of accuracy.)
- Double Strike (3.5e Feat) + (You can strike twice as fast.)
- SRD:Fell Shot + (You can strike your foe with a [[SRD:Ranged Weapon|ranged weapon]] as if making a [[SRD:Touch Attack|touch attack]].)
- Publication:Grim-N-Gritty/Appendix 4/Improved Deep Impact (3.5e Feat) + (You can strike your foe with a melee weapon as if making an armor piercing touch attack.)
- Publication:Grim-N-Gritty/Appendix 4/Improved Fell Shot (3.5e Feat) + (You can strike your foe with a ranged weapon as if making an armor piercing touch attack.)
- Deadly Blade (4e Feat) + (You can strike your foes precisely in vital spot.)
- Assassinate (3.5e Feat) + (You can study a target to find its weak point before exploiting it to have a chance of immediately killing them.)
- Star Gazer (3.5e Feat) + (You can study the stars to learn the secrets of the future.)
- Master Wand-CE (3.5e Feat) + (You can substitute your own spell slots instead of using a charge on a wand.)
- Master Staff-CE (3.5e Feat) + (You can substitute your own spell slots instead of using a charge on a staff.)
- Summon Motorcycle (3.5e Feat) + (You can summon a bike out of nowhere.)
- Magic Gun (3.5e Feat) + (You can summon a conduit to blast raw magic at enemies.)
- Shape Incarnum Construct (3.5e Feat) + (You can summon a construct made of pure incarnum, imitating an ''astral construct''.)
- Cloud Rider (3.5e Feat) + (You can summon a magical cloud which grant you a fly speed.)
- Shadow Minion (3.5e Feat) + (You can summon a useful minion, which can complete basic tasks and harass your enemies.)
- Summon the Legion (3.5e Feat) + (You can summon astounding numbers of creatures. This is a magical feat that scales with the highest level Conjuration (Summoning) or Conjuration (Calling) spell you can cast.)
- Feral Summoning (3.5e Feat) + (You can summon creatures for longer than most. They aren't very friendly, though.)
- Crystals (3.5e Suit) + (You can summon crystals to produce armor, weaponry, lasers, and other such things.)
- Malconvoker (3.5e Feat) + (You can summon evil creatures no matter your alignment and gain a bonus to bind evil outsiders.)
- Spiderhost (3.5e Feat) + (You can summon spiders into battle.)
- Instantaneous Manifestation (3.5e Feat) + (You can summon your phantom out of your consciousness as a standard action for 1 round.)
- Supercharge Bioweapon (3.5e Feat) + (You can supercharge your bioweapon and recover it nearly instantly.)
- Hellflare Breath (3.5e Feat) + (You can supercharge your breath at the cost of your health.)
- Boiling Waters (3.5e Feat) + (You can superheat your body to become ''hasted'' and with fiery benefits.)
- Suppress Memory (3.5e Feat) + (You can suppress and alter your memory with ease.)
- Catfall (3.5e Feat) + (You can survive falls from a large distance.)
- Astroadaptation (3.5e Feat) + (You can survive in the near vacuum of space.)
- Assume Direct Control (3.5e Feat) + (You can swap bodies at any distance, with a willing target.)
- Mire Treader (3.5e Feat) + (You can swim through certain partially liquid substances as if it were water.)
- Plane Tearing Strike (3.5e Feat) + (You can swing your weapon hard enough to cut reality itself, opening the way to other places and planes.)
- Quickswap Fighting (3.5e Feat) + (You can switch hands to make more attacks.)
- Save Swapper (3.5e Trait) + (You can switch one save for another save.)
- Clever Opportunist (4e Feat) + (You can switch places with a creature of your size or smaller when you hit with an opportunity attack.)
- Extreme Body Mods (3.5e Feat) + (You can take Deformity feats. Counts as Willing Deformity.)
- Shoot Defensively (3.5e Feat) + (You can take a -4 penalty to attack with a ranged weapon attack to not provoke.)
- Deep Breath (3.5e Feat) + (You can take a deep breath to make a very destructive breath weapon)
- Diehard (3.5e Feat) + (You can take a licking and keep on ticking.)
- Martial Opportunist (3.5e Feat) + (You can take advantage of your martial ability defensively as well as offensively.)
- Mobile Assault (3.5e Feat) + (You can take an action in the middle of a movement.)
- Immediate Reaction (3.5e Feat) + (You can take an extra immediate action but you need to spend actions later to be able to use swift or immediate actions again.)
- Greenblood Rage (3.5e Feat) + (You can take an extra standard action when you rage.)
- Morphovoric Multiclasser (3.5e Feat) + (You can take forms and use your other classes' features at the same time!)
- Blue Morphovore (3.5e Feat) + (You can take forms and use your other classes' features at the same time!)
- Crafting Intern (3.5e Feat) + (You can take item creation feats earlier, and lower the cost on certain things.)
- Tricky Fingers (3.5e Feat) + (You can take things out of your pockets. Counts as Quick Draw and Rapid Reload for prerequisites.)
- Speak I- Speak (3.5e Phrase) + (You can talk to creatures without a common language.)
- Fast-Talker, ToP (3.5e Feat) + (You can talk yourself out of holes.)
- Hexing Binder (3.5e Feat) + (You can tap into the power of the mysterious entities that are bound within you to strengthen your curses.)
- Supremacy of Zarus (3.5e Feat) + (You can tap into your master hatred of nonhumans.)
- Publication:Grim-N-Gritty/Appendix 4/Sniper (3.5e Feat) + (You can target an opponent's vitals at any range.)
- Ranged Grapple (3.5e Feat) + (You can teleport into a grapple attempt.)
- Teleport on your Feet (3.5e Feat) + (You can teleport on or off your feet.)
- Metaphysical Escapist (3.5e Feat) + (You can temporarily free yourself from gravity, the prime material plane, and (eventually) your physical form.)
- Unseen Fist (3.5e Feat) + (You can throw a punch which cannot be deflected or stopped by unconventional means.)
- Silk Spray (3.5e Feat) + (You can throw a silk spray on a flying creature to make it loses its Fly property.)
- Spider Web (3.5e Feat) + (You can throw a web that behaves like [[SRD:Web|the ''web'' spell]].)
- Spear-Chucker (3.5e Feat) + (You can throw any spears and may use your Strength or Dexterity when using them as a thrown weapon.)
- Elemental Projectile (3.5e Grim Alteration) + (You can throw projectiles made of solid energy.)
- Side Arm Throw (3.5e Feat) + (You can throw things farther than others.)
- Limb Tosser (3.5e Feat) + (You can throw your body parts at the enemy. Rockketu paunch!)
- Perfect Slinger (3.5e Feat) + (You can toss sling bullets and if you had a sling.)
- Haphazard Toss (3.5e Feat) + (You can toss things quickly, as long as you don't care too much about where they land.)
- Acrobatic (3.5e Feat) + (You can totally flip out and kill someone with your gymnastic prowess.)
- Legendary Tracker-CE (3.5e Feat) + (You can track creatures across water, under-water, or through the air.)
- Publication:Unearthed Arcana/Urban Tracking + (You can track down the location of missing persons or wanted individuals within communities.)
- Living Voodoo Doll (3.5e Feat) + (You can transfer pain and effects from yourself to someone you're linked to.)
- Reactive Resistance (4e Feat) + (You can transfer your [[Spell Resistance (4e Feat)|Spell Resistance]] to any other defense as an immediate interrupt.)
- Lycanthropy (3.5e Feat) + (You can transform into an animal.)
- Fast Travel (3.5e Power) + (You can travel to a known location or a location marked by a ''[[Psychic Beacon (3.5e Power)|psychic beacon]]'', though not instantaneously.)
- Earth Diver (3.5e Feat) + (You can treat earth as if it were a liquid, gaining assorted defensive and mobility benefits.)
- Heighten Spell-like Ability (3.5e Feat) + (You can treat your spell-like abilities as more powerful spell effects.)
- Fool's Gold (3.5e Spell) + (You can trick people into accepting your trash as gold.)
- Counterfeint (3.5e Skill Trick) + (You can trick tricksters and con conmen, and turn their dirty tricks right back upon them.)
- DO YOU DOUBT THE INTEGRITY OF A BEING WHOSE MUSCLES CAN DO THIS? (3.5e Feat) + (You can try to convince someone of your honesty by flexing your muscles)
- Coin Shot (3.5e Feat) + (You can turn coins into thrown weapons.)
- Clear Waters (3.5e Feat) + (You can turn especially transparent.)
- Form of the Nosferatu (3.5e Feat) + (You can turn into a hulking horrible creature, granting you raw power if not finesse.)
- Planar Turning-CE (3.5e Feat) + (You can turn or rebuke outsiders as if they were undead.)
- Project Breath Weapon (3.5e Feat) + (You can turn you breath weapon into a ''fireball''.)
- Witch's Hex (3.5e Feat) + (You can turn your hexblade curse into something actually useful.)
- Throwing Lightning (3.5e Feat) + (You can turn your javelins into lightning)
- Iron Nails (3.5e Feat) + (You can turn your nails into deadly weapons.)
- Verdant Summoning (3.5e Feat) + (You can turn your summoned creatures into plants.)
- Alter Weaves (4e Feat) + (You can twist your weaves to trade accuracy for power.)
- Deformity, Unhinged Jaw (3.5e Feat) + (You can unhinge your jaw to take bigger bites and swallow your prey)
- Unweave (3.5e Feat) + (You can untie weaves)
- SRD:Improved Psicrystal + (You can upgrade your psicrystal.)
- Greater Rapid Shot (3.5e Feat) + (You can use)
- Instinctive Darkness (4e Feat) + (You can use ''Cloud of darkness'' as an immediate reaction.)
- Urticating Hair (4e Feat) + (You can use ''Urticating hair'' as an [[4e Index (4e Other)#daily power|daily power]].)
- Scytodidae Aspect (4e Feat) + (You can use ''spit'' as a daily power.)
- Swift Swimmer (3.5e Feat) + (You can use Dexterity instead of Strength on swim check and can swim faster than others.)
- Shadow Telepath (3.5e Feat) + (You can use Shadow Manifesting to replicate Telepathy powers.)
- Undetectable Spell (3.5e Feat) + (You can use Silent or Still Spell with no level adjustment, or both at once at a +1 adjustment.)
- 3D Maneuver Gear Proficiency (3.5e Feat) + (You can use [[3D Maneuver Gear (3.5e Equipment)|3D maneuver gear]] as more than just a pair of [[Hookshot (3.5e Equipment)|hookshots]].)
- Quicken Bioweapon (3.5e Feat) + (You can use [[Bio-Energy (3.5e Creature Ability)|bio-energy]] to make your [[Bioweapon (3.5e Feat)|bioweapon]] fire more quickly.)
- Empower Bioweapon (3.5e Feat) + (You can use [[Bio-Energy (3.5e Creature Ability)|bio-energy]] to forcibly increase the power of your bioweapon.)
- Reckless Rift Slash (3.5e Feat) + (You can use [[Riftwalker,_Project_Atrea_(3.5e_Class)#Rift_Slash | Rift Slash]] to teleport farther at the expense of accuracy.)
- Manystance (3.5e Feat) + (You can use a 1st-level stance in addition to other stances.)
- Angled Arrow (3.5e Feat) + (You can use a bow when prone.)
- Publication:Hyperconscious/Psionic Feats/Dorje Blade + (You can use a dorje as a simple light weapon.)
- Signature Focus Power (3.5e Feat) + (You can use a focus power more efficiently, reducing its mental focus cost.)
- Greatreach Maneuver (3.5e Feat) + (You can use a maneuver from farther away.)
- Imagined Performance (3.5e Feat) + (You can use a performance without any instrument or even voice, but doing so make it so it can only affect yourself.)
- Butt Stroke (3.5e Feat) + (You can use a polearm or spear like a quarterstaff)
- Shield Efficiency (3.5e Feat) + (You can use a shield on your arm, even while holding something in that hand.)
- Talk:Shield Efficiency (3.5e Feat) + (You can use a shield on your arm, even while holding something in that hand.)
- Grappling Hook Style (3.5e Feat) + (You can use a spiked chain to start grapples and may even use it to move.)
- Quickened Supernatural Ability (3.5e Feat) + (You can use a supernatural ability as a swift action.)
- Kappa Shell Style (3.5e Feat) + (You can use a tower shield on your back effectively!)
- Gaze of Two Minds (One) + (You can use a willing [[SRD5:Humanoid|humanoid]]'s senses and cast spells through them.)
- Alchemical Mastery (3.5e Feat) + (You can use alchemical items with great skill.)
- Multifocus (3.5e Feat) + (You can use and regain your [[SRD:Psionic Focus|psionic focus]] quickly enough to use it multiple times.)
- Master of Many (3.5e Feat) + (You can use any kind of maneuver to qualify for another.)
- Rapid Inspiration-CE (3.5e Feat) + (You can use any of your bardic music inspiration abilities as a swift action.)
- Improved Pact Shield (5e Eldritch Invocation) + (+1 floating shield. 'Nuff said.)
- Publication:Grim-N-Gritty/Appendix 4/Improved Flurry of Blows, Grim-N-Gritty (3.5e Feat) + (You can use any weapon to make a flurry of blows. making an armor piercing touch attack.)
- Publication:Dread Codex/New Feats/Strengthen Undead + (You can use arcane energy to protect undead from being turned.)
- Caffeine Boost (3.5e Feat) + (You can use caffeine to resist sleep deprivation better than most.)
- Redistribution of Features (3.5e Feat) + (You can use class features to gain access to forces that lie beyond your capabilities as a multiclasser.)
- Temporal Interaction (3.5e Feat) + (You can use combat maneuvers against creature while under the effect of [[SRD:Temporal Acceleration|''temporal acceleration'']] or [[SRD:Time Stop|''time stop'']].)
- Prehensile Parrying Lash (3.5e Maneuver) + (You can use flexible weapons as effective 'hands', grappling hook and use them to parry incoming blows.)
- Mirage Machination (3.5e Feat) + (You can use illusory counter as an immediate action, but you lose your standard action next turn.)
- Javelin Expert (3.5e Feat) + (You can use javelins in melee with no penalty and throw them with added strength.)
- Harmful Energy (3.5e Feat) + (You can use lay on hand to hurt others.)
- Split Hex (3.5e Feat) + (You can use less powerful versions of your Hexblade's Curse more often by splitting daily uses.)
- Master of Shadow (4e Feat) + (You can use one more lolthtouched racial power per encounter.)
- Specific Spell Specialty (3.5e Feat) + (You can use one particular ability more than normal.)
- Negative Energy Burst-CE (3.5e Feat) + (You can use one rebuke or command undead attempt to deal 1d4 negative levels in a 60-foot-burst.)
- Publication:Grim-N-Gritty/Appendix 4/Elusive Target, Grim-N-Gritty (3.5e Feat) + (You can use opponents as cover when engaged in melee combat.)
- Paper Magic (3.5e Feat) + (You can use paper instead of expensive components.)
- Vivacious Waters (3.5e Feat) + (You can use part of your body to create animated objects.)
- Malignant Mender (3.5e Feat) + (You can use positive energy to induce Malignant Growth.)
- Plane of Life (3.5e Sourcebook)/Spells and Feats + (Protect your target from the plane of positive energy)
- Publication:Hyperconscious/Psionic Feats/Disarm Mind + (You can use psionic assaults to effectively relieve your enemies of all their power points.)
- Close-Quarter Fire (3.5e Feat) + (You can use ranged attacks up close.)
- Juggernaut Bash (3.5e Feat) + (You can use shield bash as a primary weapon, treating it as a two-handed weapon when doing so.)
- Piercing Climber (3.5e Feat) + (You can use some piercing weapons to climb.)
- Surge of Essentia (3.5e Feat) + (You can use surge points to gain temporary essentia.)
- Lolthtouched Power (4e Feat) + (You can use the innate drow powers of ''darkfire'' and ''cloud of darkness''.)
- Draegloth (4e Monster) + (You can use the innate drow powers of ''darkfire'' and ''cloud of darkness''.)
- Power of Emotions (3.5e Invocation) + (You can use the lightforce to manipulate the emotions of others.)
- Mimetic Expert (3.5e Feat) + (You can use the mimetic enhancement better than most people.)
- Quick Touch (3.5e Feat) + (You can use touch spells and effects on yourself as a swift action.)
- Oversized Grip (3.5e Feat) + (You can use two-handed weapons with a single hand.)
- Barrage of Fists (3.5e Feat) + (You can use two-weapon fighting with two unarmed strikes.)
- Thorned Fist (3.5e Feat) + (You can use various worn (not held) weapons with your unarmed strike, such as armor spikes.)
- Zweihänder Duelist (3.5e Feat) + (You can use weapon finesse with a two-handed weapon, and can use many finesse-based class features with it.)
- Perfection - Visage of Serenity (3.5e Feat) + (You can use your Diplomacy score against Intimidate checks and fear saves.)
- Iaijutsu Dash (3.5e Feat) + (You can use your Iaijutsu Strike ona charge alongside other minor benefits.)
- Unconditional Challenge (3.5e Feat) + (You can use your Knight's Challenge class feature against creatures which would normally not be a viable target.)
- Improved Omniscient Whispers (3.5e Feat) + (You can use your Omniscient Whispers once a day, and can reroll random divination chances to fail.)
- Zen Striker (3.5e Feat) + (You can use your Wisdom instead of your Strength when attacking with unarmed strike or special monk weapons.)
- Healing Surge (3.5e Feat) + (You can use your [[Bio-Energy (3.5e Creature Ability)|bio-energy]] to heal your wounds.)
- Stout Prodigy (3.5e Feat) + (You can use your [[Constitution]] instead of mental ability score for certain class features.)
- Cast In Hands (3.5e Feat) + (You can use your [[Flabberghast (3.5e Race) | many floating hands]] to cast more than one spell at once.)
- Metabolic Boost (3.5e Feat) + (You can use your [[Xenotheric (3.5e Creature Subtype)#Bio-Energy|bio-energy]] to speed up your body and increase your response time.)
- Applied Engineering (3.5e Feat) + (You can use your academic knowledge as an applied skill.)
- Thousand-Hand Style (3.5e Feat) + (You can use your additional hands for combat.)
- Armor Ablation (3.5e Feat) + (You can use your armor to it maximum potential, at the risk of breaking it.)
- Spellpower Song (3.5e Feat) + (You can use your bardic performance to further enhance your spells.)
- Bio-Energy Suffusion (3.5e Feat) + (You can use your bio-energy for casting spells or manifesting powers.)
- Weaponize Bio-Energy (3.5e Feat) + (You can use your bio-energy to power energy weapons.)
- Expert Liar (3.5e Feat) + (You can use your bluff instead of sense motive.)
- Impossible Dodger (3.5e Feat) + (You can use your dodge projectile maneuver to dodge siege attacks and rays.)
- Swift Blast (3.5e Feat) + (You can use your eldritch blast as a swift action.)
- Cobalt Surge (3.5e Feat) + (You can use your essentia to expand your [[Surge Fighter (3.5e Class)#surge points|surge point pool]].)
- Whipping Flail Style (3.5e Feat) + (You can use your flail as if it were a whip.)
- Power Attack, Grimoire (3.5e Feat) + (You can use your high accuracy to fuel more powerful attacks.)
- Gift of the Spider Queen (4e Feat) + (You can use your innate drow racial powers in new and potent ways.)
- Weapon Simplicity (3.5e Feat) + (You can use your intelligence bonus on attack roll with simple weapons.)
- Mystical Meditation (3.5e Feat) + (You can use your intense psychic might to activate awakened center more easily.)
- Ki Feint (3.5e Feat) + (You can use your ki to deceive opponents that are immune to your other tricks.)
- Necrovoker (3.5e Feat) + (You can use your knowledge of evocation to bolster the damage of your necromancy.)
- Psionic Far Shot (3.5e Feat) + (You can use your latent psionic energy to reduce environmental effects on your projectiles that would hamper their effectiveness.)
- Mystic Theurge (3.5e Feat) + (You can use your many talents in both arcane and divine magic to their full extent.)
- Abjure Magic (3.5e Invocation) + (You can use your own baleful power to dispel magical effects and make a barrier of dispelling energy for a time.)
- Inhabit Corpse (3.5e Feat) + (You can use your possession ability on dead bodies.)
- Psionic Word (3.5e Feat) + (You can use your psionic abilities to empower your truespeech.)
- Alluring Distraction (3.5e Skill Trick) + (You can use your seductive guile to buy yourself a few seconds.)
- Lycan Shapeshift (3.5e Feat) + (You can use your shapshifting ability to turn into were-creatures.)
- Full Power Telekinetic Blast (3.5e Feat) + (You can use your telekinetic blast as a composite blast.)
- Stylish Kata Practitioner (3.5e Feat) + (You can use your unarmed strike as a one-handed piercing weapon for class features. If you have panache you can do special strikes.)
- Atmospheric Visualizer (3.5e Spell) + (You can visualize the sky as if it was clear and at any time.)
- Double Finesse (3.5e Feat) + (You can weapon finesse double weapons.)
- Interwoven Spell (3.5e Feat) + (You can weave two spells together and have them affect a similar area. Add a touch spell to a ray, and so forth.)
- Melodic Casting Improved (3.5e Feat) + (You can weave your music and magic together into a single perfect voice.)
- Witch Transformation (3.5e Feat) + (You can weight as much as a duck and even turn into one.)
- Whispers in the Mist (3.5e Feat) + (You can whisper and transmit messages through the mist.)
- Horsebreaker Training (3.5e Feat) + (You can wield a [[Horsebreaker (3.5e Equipment)]] without taking massive penalties)
- One with the Weapon (3.5e Feat) + (You can wield a certain weapon so well it's like a part of you.)
- Scythe Scourge (3.5e Feat) + (You can wield a scythe with weapon finesse, and use it for some class features which require one-handed weapons.)
- Spear Slicer (3.5e Feat) + (You can wield a scythe with weapon finesse, and use it for some class features which require one-handed weapons.)
- Hammer & Nail Style (3.5e Feat) + (You can wield a spear and warhammer together with minimal encumbrance. You strike with increased damage after striking an opponent with a warhammer after hitting an opponent with a spear.)
- Dual Spear Style (3.5e Feat) + (You can wield a spear in each hand and gain special tactical maneuvers when doing so.)
- Great Grip (3.5e Feat) + (You can wield a two-handed weapon as a one-handed weapon.)
- Magehander (3.5e Feat) + (You can wield a weapon you have weapon focus in with your mage hand spell.)
- Siege Weapon Wielder (3.5e Feat) + (You can wield siege weapon as regular weapon.)
- Ire of the Rising Sun (3.5e Maneuver) + (You can wield weapons one size larger than normal without penalty.)
- Druid, Revised (3.5e Class) + (Slightly revised Druid to have features based on CR rather than HD. Not intended to be a nerf, just clean it up to work with modern homebrew and mechanics.)
- Magical Beast Wild Shape-CE (3.5e Feat) + (You can wild shape into magical beasts.)
- Escape Trap (3.5e Maneuver) + (You can withdraw from a situation as a move action, and leave an explosive trap in your wake.)
- Publication:Hyperconscious/Psionic Feats/Latent Psi: Hardy + (You can withstand more abuse than others.)
- Efficient Crafting (3.5e Feat) + (You can work on multiple items at a time, or make a single item twice as fast.)
- Mirror Realm (3.5e Spell) + (You can't affect the real world in here. Who's laughing now?)
- Flirtatious (3.5e Flaw) + (You can't bring yourself to harm those you are attracted to, alternatively you may simply not take them seriously. Which to be fair, is likely going to be your undoing.)
- Magically Inept (3.5e Flaw) + (You can't cast as many spells.)
- Wild Magic (3.5e Trait) + (You can't control which spells you cast.)
- Overly Focused (3.5e Flaw) + (You can't focus on two things at once.)
- Psicrystal Popsi Fanatic (3.5e Trait) + (You can't get enough of [[Psicrystal Popsi (3.5e Equipment)|Psicrystal Popsi]], but you have trouble ingesting anything else.)
- Low-Energy (3.5e Flaw) + (You can't muster the energy to bother most of the time, and sometimes even being under threat isn't enough.)
- Gearworn Curse (3.5e Flaw) + (You can't put things down.)
- Insomnia (3.5e Flaw) + (You can't sleep, and it is not pleasant.)
- Skydiver (3.5e Feat) + (You can't stop your fall, but you can control where you land.)
- Speak Your Mind (3.5e Flaw) + (You can't think your mental powers properly with your mouth shut.)
- Groundbound (3.5e Flaw) + (You can't withstand being in the air.)
- Fiendish Invisibility (3.5e Feat) + (You cannot be seen)
- Battlesense (3.5e Feat) + (You cannot be surprised or flanked, except by a deity of higher rank.)
- Protect the Innocents (3.5e Flaw) + (You cannot bear to see the innocent being hurt or killed. That may be the result of your upbringing, a code of honor or perhaps a keen sense of sympathy.)
- Publication:Unearthed Arcana/Traits/Illiterate + (You cannot read, but you have devoted yourself to learning other skills.)
- Inordinately Inquisitive (3.5e Flaw) + (You cannot stand the sensation of not knowing something. You will go to great lengths to sate your curiosity, even if it's intrusive or even illegal.)