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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: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.)
- Chaos Warp (3.5e Feat) + (You can step through reality into another, but you do so at your own risk...)
- 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.)
- Heighten Spell-like Ability (3.5e Feat) + (You can treat your spell-like abilities as more powerful spell effects.)
- 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.)
- Acrobatic (3.5e Feat) + (You can totally flip out and kill someone with your gymnastic prowess.)
- 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.)
- 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.)
- Fear of Mirrors (3.5e Flaw) + (You cannot stand your reflection. Fear the polished object.)
- Robes of the Ghost Crab (3.5e Equipment) + (You cannot swim with these robes and sink like a rock, but you can move, see, and breathe in the water just fine.)
- Core Banned (3.5e Flaw) + (You cannot use core material.)
- Brutally Honest (3.5e Flaw) + (You cannot, and will not lie, regardless of any consequences.)
- Spread Ray (3.5e Feat) + (You cans specifically target creatures in your lines, cones, and bursts to make sure they are struck dead.)
- Taboo (3.5e Cleric Domain) + (You can’t do that.)
- Hunter's Creed (3.5e Flaw) + (You carefully prepare yourself every day for what you will fight, leading you to be surprised when you face something else.)
- Mixed Blood (3.5e Trait) + (You carry the blood of another race, by a mystic ritual, a strange mixture of genes, or simply someone in your ancestry having been of another race.)
- Fey Curse (3.5e Feat) + (You cast Curse spell as if they were Enchantment rather than Necromancy.)
- Eldritch Eruption (3.5e Invocation) + (You cast [[Earth Power (3.5e Spell)|''earth power'']], except it has the properties of your basic invocating projectile.)
- Fracturing Teleport (3.5e Spell) + (You cast a creature through space, but fail to take the usual precautions required to ensure it survives the trip.)
- Priority Spell (3.5e Feat) + (You cast a spell at the start of initiative.)
- Expert Spellcaster (3.5e Feat) + (You cast almost like a full wizard, you even get a few more spell slots.)
- Super Quicken (3.5e Feat) + (You cast spells fast enough to react to people.)
- Bookish Wizard (3.5e Alternate Class Feature) + (You cast your spells straight from your spellbook.)
- Telekinetic Catch (3.5e Maneuver) + (You catch an attack aimed at you, or an ally if you expend your psionic focus.)
- Dragon Fangs Counter (3.5e Maneuver) + (You catch an attacking creature's limb, preventing them from moving away. Especially effective on flying opponents.)
- Construct Pokémon (3.5e Feat) + (You caught a Golem!)
- Pokémon d20 (3.5e Sourcebook)/The Pokémaster + (You caught a Golem!)
- Mind Spike (5e) + (You cause [[SRD5:Psychic|psychic]] damage to a target. For the duration of the spell you know where the target is, even if [[SRD5:Hide|hidden]] or [[SRD5:Invisible|invisible]].<br /><br />)
- Mind Spike (One) + (You cause [[SRD5:Psychic|psychic]] damage to a target. For the duration of the spell you know where the target is, even if [[Hide (One)|hidden]] or [[Invisible (One)|invisible]].)
- Ishara's Instant Infarction (3.5e Spell) + (You cause a blood clot in a target's arm, leg, or similar appendage.)
- Blue Flare (3.5e Spell) + (You cause a conflagration of blue flame, damaging and staggering all caught inside.)
- Dyfen's Violent Flashback (3.5e Spell) + (You cause a creature to experience extremely realistic flashbacks, possibly wasting his or her action.)
- Instant Hypothermia (3.5e Spell) + (You cause a creature to freeze to death instantly.)
- Sudden Weakness (3.5e Spell) + (You cause a creature to take a large penalty to strength and possibly fall prone.)
- Vengeance Plague (3.5e Spell) + (You cause a deadly contagion to spread rampantly through the population until someone comes up to you and apologizes.)
- Virus Replication (3.5e Power) + (You cause a deadly virus to quickly replicate inside the target.)
- Instantaneous Mushroom (3.5e Invocation) + (You cause a giant mushroom to grow out of the ground, granting cover.)
- Gravitational Distortion (3.5e Spell) + (You cause a gravitational distortion which bend incoming ranged attacks and line and is dangerous to go through.)
- Wave of Mass Panic (3.5e Power) + (You cause a large telepathic uproar which make creatures fearful and resentful of each others.)
- Unseen Shackles (3.5e Martial Discipline)/Spatial Vertigo (3.5e Maneuver) + (You cause a single creature a bad case of nausea.)
- Polish (3.5e Spell) + (You cause a stone or metal surface to become extremely smooth and polished.)
- Imaginary Wounds (3.5e Power) + (You cause any wounds dealt to you to become imaginary, which you ill quickly heal from. However you are still at risk of death from other effect.)
- Tremors (3.5e Spell) + (You cause earth to shoot up and hit people.)
- Disruptive Sunder (3.5e Feat) + (You cause magic items you sunder to blow up in large magical explosion.)
- Termination of Will (3.5e Spell) + (You cause massive madness and then prevent the recovery of madness.)
- Intense Suffering (3.5e Feat) + (You cause mindbreaking pain with your hypnotic suffering class feature.)
- Growth Wave (3.5e Invocation) + (You cause plants to become overgrowth or shrink in a very large cone.)
- Unseen Shackles (3.5e Martial Discipline)/Labyrinthine Rend + (You cause random fluctuation in the target's personal gravity, tearing them apart and causing vertigo.)
- Unlucky Backlash (3.5e Spell) + (You cause the bad karma of others to manifest as destructive pulses of energy. Extra effective if they fumble against you.)
- Dyfen's Mind Corrosion (3.5e Spell) + (You cause the mind a creature to quickly deteriorate based on the action they take.)
- Nerve Overload (3.5e Spell) + (You cause the nerve of all creature within a burst to become extremely sensitive.)
- Art of the Gigantes (3.5e Spell) + (You cause the target of the spell to grow one size category per five caster levels.)
- Art of the Lilliputian (3.5e Spell) + (You cause the target of the spell to shrink one size category per five caster levels.)
- Oblivion (3.5e Spell) + (You cause the target to lose it ability to perceive the world and cease thinking.)
- Sensory Deprivation (3.5e Spell) + (You cause the target to lose its ability to perceive the world.)
- Core Instability (3.5e Maneuver) + (You cause tidal force to heat up and tear apart a creature with a touch, dealing force and fire damage.)
- Mutual Attraction (3.5e Maneuver) + (You cause two creature to immediately fall toward each other, causing a damaging impact.)
- Personal Reconstruction (3.5e Power) + (You cause your body to rapidly regenerate it cellular structure)
- Sandbox + (You cause your eldritch blast to explode, damaging foes in all direction.)
- Giant Vines (3.5e Invocation) + (You cause your vine lash feral strike to become effectively colossal.)
- Battle Vines (3.5e Invocation) + (You cause your vine lash feral strike to become much more potent in combat.)
- Many-Faced (3.5e Feat) + (You change identities so often even you don't remember what you look like anymore.)
- Rokushiki - Geppo (3.5e Feat) + (You channel Ki beneath your feet allowing you to walk across the Sky.)
- Bloodletting Blade (3.5e Feat) + (You channel part of your life force into a strike to deal extra damage.)
- Emerald Flames Invoker (3.5e Feat) + (You channel powerful emerald green flames capable of consuming life outright, however they are less effective against the unliving.)
- Touch of Hate (3.5e Invocation) + (You channel the Hand of Hate, the concrete force of wrath and rage, to change the your foes' mood, blurring the line between friend and enemy.)
- Sun's Wrath (3.5e Maneuver) + (You channel the divine light of the sun into your weapon to smite undead!)
- Treant Bark (3.5e Soulmeld) + (You channel the force of nature in the form of the treant's skin.)
- Unleash of the Runebearer (3.5e Feat) + (You channel the magical power of the magic runes inscribed on your body in an unleashed powerful magical strike.)
- Lunatic Mouth (3.5e Invocation) + (You channel the power of a cosmic force, called the Mouth of Madness, into a small, yet disturbing, fake mouth.)
- Gaia's Wrath (3.5e Feat) + (You channel the power of the Earth Mother through your body, empowering your weapons.)
- Mantle of the Shocker Lizard (3.5e Spell) + (You channel the power of the shocker lizard, briefly taking on some of their properties and abilities.)
- Egg of Rebirth (3.5e Power) + (You channel your entire psionic mind into an ectoplasmic egg, allowing you to escape death.)
- Crusher Bomb (3.5e Power) + (You charge a power which is capable of destroying an entire city.)
- Energy Ball (3.5e Invocation) + (You charge a powerful energy ball made from the energy of the green.)
- Earth Splitter (3.5e Feat) + (You charge a powerful strike with your two joined fists channeling a fiery power...and you torn the ground.)
- Charging Strike (3.5e Maneuver) + (You charge at your foes and use that power to rips your opponents apart.)
- Spirit Bomb (3.5e Spell) + (You charge up a massive ball of ki, which explodes in a massive burst.)
- Animilistic Frenzy (3.5e Maneuver) + (You charge your opponent then shred him.)
- Gravitic Eruption (3.5e Maneuver) + (You charge your weapon with gravitational energy, increasing it damage and creating a explosion of gravity a round later.)
- Divergent Traditions (3.5e Feat) + (You choose a class and alter one of its key ability scores.)
- Feral Striker Monk (3.5e Feat) + (You choose a feral strike to deal more damage,)
- Bonded Weapon (3.5e Feat) + (You choose a weapon, eventually growing stonger and stronger in it's use.)
- Hatchet Hands (3.5e Feat) + (You chop down trees bare-handed)
- Quivering Soul (3.5e Maneuver) + (You cleave soul from body, but by a single thread which you may snap at any moment.)
- Undying Spirit (3.5e Spell) + (You cloak yourself in necromantic energy that will carry your spirit onto unlife immediately in the event of your death.)
- Soulfire Surge (3.5e Maneuver) + (You coat your hands or weapon in chi and deal more damage at the cost of damaging yourself.)
- Hawthorn Essence (3.5e Invocation) + (You coat your vine lash in a powerful anticoagulant which cause bleeding.)
- Outlaw Druggist (3.5e Feat) + (You combine Chemist and Rogue for the determining some class features.)
- Arcane Archer Fix (3.5e Alternate Class Feature) + (You combine archery and magic almost perfectly. This time however you don't suffer from crippling flaws built in your class.)
- Stealthy, Aarnott (3.5e Feat) + (You combine hide and move silently into a single skill.)
- Perceptive (3.5e Feat) + (You combine spot and listen to create a new skill called perception, freeing up skill points.)
- Mixed Stance (3.5e Feat) + (You combine two stances from different disciplines and use them as one.)
- Familiar Companion (3.5e Feat) + (You combine your familiar and animal companion.)
- Fell Artisan (3.5e Feat) + (You combine your knowledge of the Artificer's art with your dark magic.)
- Ascetic Performer (3.5e Feat) + (You combine your martial skills with your artistic prowess, balancing two apparent opposites.)
- Polearm Master Monk (3.5e Alternate Class Feature) + (You come from a tradition of monk which had less emphasis on unarmed combat, instead training it students in the way of the polearm.)
- Dig Your Own Grave (3.5e Spell) + (You command the opponent to dig their own grave, and they do so. If permitted to complete the task, they shall soon die.)
- Crowns (3.5e Suit) + (You command, and others obey.)
- Anti-Hero (3.5e Feat) + (You commit not-so-heroic actions, but are still a (relatively) good person.)
- Epic Perfected Dodge (3.5e Feat) + (You completely master the art of dodging attacks using your dexterity.)
- Total Mindwipe (3.5e Power) + (You completely wipe the memory of the target.)
- Cloistered Archivist (3.5e Alternate Class Feature) + (You concentrate even more on your studies than other archivists.)
- Power Overflow (3.5e Power) + (You concentrate incredible power within yourself, greatly increasing one or more of your ability scores.)
- Dark Guard (3.5e Soulmeld) + (You concentrate on your darker part to protect you.)
- Timeless Draw (3.5e Maneuver) + (You concentrate spiritual energy within your weapon.)
- Eternity of Torture (3.5e Spell) + (You condemn one foe to their own personal hell.)
- Condemning Smite (3.5e Spell) + (You condemn someone to be smote, and smote they shall be if you can hit them.)
- Bind Elemental (3.5e Spell) + (You condense elemental energy into a gem usable for crafting.)
- Arctic Wall (3.5e Maneuver) + (You conjure a ''wall of ice'' limited in size, as the spell.)
- Extermination Beam (3.5e Spell) + (You conjure a beam which finishes off wounded target, lightly damaging others.)
- Bed of Thorns (3.5e Invocation) + (You conjure a bed of thorns, potentially underneath your foes.)
- Burning Sunlight Greatblade (3.5e Spell) + (You conjure a blade of pure sunlight.)
- Bone Chariot (3.5e Maneuver) + (You conjure a chariot made of bones and rush ahead, trampling your foes.)
- Acid Rain (3.5e Spell) + (You conjure a cloud of acidic precipitation that melts down whatever is caught inside.)
- Dream Conjuration (3.5e Spell) + (You conjure a creature, object or force made of dreamstuff.)
- Dream Conjuration, Greater (3.5e Spell) + (You conjure a creature, object or force made of dreamstuff.)
- Boiling Sphere (3.5e Spell) + (You conjure a hovering, superheated, steaming, boiling sphere of water that occupies a 5 foot square.)
- Blue Flames (3.5e Utterance) + (You conjure a jet of blue flames, which scorch everything around them.)
- Bolt of Bones (3.5e Spell) + (You conjure a line of bone, which damage creatures and create skeletons.)
- Magic Assistant (3.5e Spell) + (You conjure a magic assistant made of fine sand, dust, and pure magic, and you have infused to it a small part of your knowledges.)
- Maggot Storm (3.5e Spell) + (You conjure a storm of ravenous maggots that lacerate the flesh of creatures in a large area.)
- Summon Butterflies (3.5e Spell) + (You conjure a swarm of harmless butterflies which fly away as soon as they are summoned)
- Hellbat Swarm (3.5e Spell) + (You conjure a swarm of hellish necromantic bats.)
- Healing Whip (3.5e Spell) + (You conjure a whip made of positive energy, good for healing your guys and harming undead.)
- Daemonhost (3.5e Equipment) + (You conjure and bind a fiend into your blade, giving it an evil intellect, unholy power, and the ability to call it for a single moment.)
- Mined Field (3.5e Spell) + (You conjure several explosive mines you hide in the ground.)
- Ice Spike (3.5e Spell) + (You conjure up a super-sharp icicle to impale an enemy from below.)
- Masochist (3.5e Flaw) + (You consider yourself an enemy.)
- Share the Sensation (3.5e Feat) + (You consider yourself to be a robin-hood type, although you take your extra pain and share it with those who have less, and you don’t even ask for anything in return.)
- Walking Winter (3.5e Feat) + (You constantly bring hail, snow and cold winds. You don't get invited to beach parties.)
- Evasive Combatant (3.5e Feat) + (You constantly dip and weave during combat, confusing your opponents, and forcing them to be more precise with their swings.)
- Startling Opportunist (3.5e Feat) + (You constantly move and change position while staying in relatively the same place, tricking foes into revealing vulnerable areas as they provoke attacks from you.)
- Area Ward (3.5e Spell) + (You construct a mystical diagram that imposes a permanent spell effect on either an area or any creature which enters it.)
- Druggie (3.5e Trait) + (You consume or consumed quite a bit of illicit substance, though unlike other similar trait you might be be addicted. It did however leave your mind slightly damage by the abuses.)
- Consume the Flesh (3.5e Maneuver) + (You consume the creature utterly.)
- Nine-Fold Soul (3.5e Feat) + (You contain a spark of the divine nature of Io, the concordant dragon.)
- Diehard, Grimoire (3.5e Feat) + (You continue fighting after taking enough punishment that would make most of your peers fall, though at lowered strength.)
- SRD:Diehard + (You continue fighting when you are at negative hit points.)
- Lasting Stance (3.5e Feat) + (You continue to gain the benefits of your Stance for a few rounds after it ends.)
- Prestigious Advancement (3.5e Feat) + (You continue to scale your class features when taking levels in prestige class.)
- Continued Training (3.5e Feat) + (You continue training with one of your classes, even after you multiclass.)
- Tiny Green Men (3.5e Feat) + (You control a swarm of tiny construct soldiers to attack your foes.)
- Advanced Compulsion (3.5e Weave) + (You control the victim completely.)
- Lesser Compulsion (3.5e Weave) + (You control the victim's emotions.)
- Unseen Shackles (3.5e Martial Discipline)/Terminal Velocity (3.5e Maneuver) + (You control your own velocity when falling and the velocity of others..)
- Form Philosopher's Stone (3.5e Spell) + (You convert irrelevant people into wonderful wonderful power.)
- Leeching Blast (3.5e Invocation) + (You convert the blast power to be a conduit of energy from your target to you.)
- Don't Hurt Me (3.5e Skill Trick) + (You convince an enemy that you are too feeble to fight.)
- Leadership (3.5e Feat) + (You convince people that obeying you is a good career move.)
- Norton's Copied Casting (3.5e Spell) + (You copy any spell or spell-like ability that you have witnessed since your last turn.)
- Fist of Justice (3.5e Feat) + (You correct evil with your fist!)
- Oath of Shadow (3.5e Maneuver) + (You corrupt your weapon, allowing it to bypass DR/Good, count as magic and deal extra damage on your next successful attack.)
- Dimensional Wrangler (3.5e Feat) + (You could wrangle a blink dog or a pocket dimension with the right knot.)
- Master of None (3.5e Feat) + (You count as 1st level in every class. Too bad you don't get the class features. If you do take a class, things get better though.)
- Fairy-touched (3.5e Feat) + (You count as a fey for the purpose of prerequisites and you gain a special ability.)
- Warforged Frame (3.5e Feat) + (You count as a warforged when beneficial.)
- Born Fiend (3.5e Feat) + (You count as an evil outside for the purpose of meeting prerequisites with some extras.)
- Deadtouched (3.5e Feat) + (You count as an undead for the purpose of prerequisites, gain a +1 natural bonus to AC and reduce precision damages.)
- Opportunistic Shot (3.5e Feat) + (You count as flanking a foe with your ranged attack as long as an ally as successfully struck a creature within their last turn.)
- Martial Apprentice (3.5e Feat) + (You count as having full BAB, regardless what you actually have.)
- Adventuring Intern (3.5e Trait) + (You count as having one level in a class you don't actually have, thanks to being trained by adventurers during your NPC days.)
- Spontaneous Prodigy (3.5e Feat) + (You count as one level higher for the purpose of spells per day and spells known and gain an additional spell known for each level you can cast.)
- Prodigious Bloodline (3.5e Feat) + (You count as two levels higher for your bloodline powers and you add +1 to the DC of your bloodline spells.)
- Ur-Soul (3.5e Feat) + (You count as whatever alignment is most beneficial to you.)
- Martial Dabbler (3.5e Feat) + (You count your full HD to your initiator level instead of 1/2.)
- Shield Deftness (3.5e Feat) + (You count your shield hand as free for spells and class features.)
- Stealth Ice Spikes (3.5e Maneuver) + (You cover a large area full of effectively invisible ice spikes.)
- Black Lotus Essence (3.5e Invocation) + (You cover your vine lash in black lotus flowers.)
- Icicle Spikes (3.5e Maneuver) + (You cover yourself in spikes of ice, which deal cold damage.)
- Investiture of Flame (5e) + (You cover yourself with flames that provide protection from [[SRD5:Fire|fire]] and [[SRD5:Cold|cold]] and can project this fire in a [[SRD5:Line|line]] to damage a target.<br /><br />)
- Investiture of Flame (One) + (You cover yourself with flames that provide protection from [[SRD5:Fire|fire]] and [[SRD5:Cold|cold]] and can project this fire in a [[SRD5:Line|line]] to damage a target.)
- Objection! (3.5e Spell) + (You cower your enemies with a brash outburst of insight!)
- Overkill Crafter (3.5e Feat) + (You craft fancier items than others of your level.)
- Efficient Item Creation-CE (3.5e Feat) + (You craft in an absurdly short time, and can do it without any tools.)
- Meteor Crash (3.5e Maneuver) + (You crash down at high speed from the sky, cratering the area or an unfortunate foe underneath.)
- Unseen Shackles (3.5e Martial Discipline)/Meteor Fall + (You crash down at high speed from the sky, cratering the area or an unfortunate foe under you.)
- Crashing Bull Rush (3.5e Feat) + (You crash into opponents, sending them flying.)
- Druid Grove (One) + (You crate awarded area that has a number of effects including fog, grasping vines, and animated trees to guard the area.)
- Druid Grove (5e) + (You crate awarded area that has a number of effects including fog, grasping vines, and animated trees to guard the area.<br /><br />)
- Force Bit (3.5e Spell) + (You create a "force bit" which can attack for you, or give defensive bonuses.)
- Surge of Emotion (3.5e Grim Alteration) + (You create a 30 foot bursting aura that either boosts morale for allies or lowers morale for opponents.)
- Create Homunculus (One) + (You create a [[SRD5:Homunculus|Homunculus]].)
- Create Homunculus (5e) + (You create a [[SRD5:Homunculus|Homunculus]].<br /><br />)
- Aganazzar's Schorcher (One) + (You create a [[SRD5:Line|line]] of [[SRD5:Fire|fire]] to damage enemies.)
- Aganazzar's Scorcher (5e) + (You create a [[SRD5:Line|line]] of [[SRD5:Fire|fire]] to damage enemies.<br /><br />)
- Radburst (3.5e Power) + (You create a ball of radioactive energy and fire it, causing high amounts of damage and radiation poisoning.)
- Spectral Orb (3.5e Spell) + (You create a ball of shadowy energy, which damages your opponent and potentially slows them.)
- Barrier of Will (3.5e Utterance) + (You create a barrier of pure will, which allow allies through but not foes.)
- Unspoken Mind (3.5e Prestige Class) + (A class that mix psionic and truenaming.)
- Rithaniel's Mystic Debar (3.5e Spell) + (You create a barrier that allows magic to neither enter nor leave it.)
- Sasha's Dispelling Screen (3.5e Spell) + (You create a barrier that dispels magical effects.)
- Ashe's Transformative Counterspell (3.5e Spell) + (You create a barrier that dispels magical effects.)
- Acceleration Ring (3.5e Spell) + (You create a barrier which accelerates allies and projectiles passing through, and hampers opponents moving through it. With time, you can use it to launch yourself far distances.)
- Blacksun Midnight Blade (3.5e Spell) + (You create a blade made of darklight, a powerful weapon dealing magical damage and especially damage to creatures weak to light.)
- Conjure Ghostly Kamikaze (3.5e Spell) + (You create a bunch of explosive ghosts.)
- Destructo Disc (3.5e Invocation) + (You create a buzzsaw of ki energy that slices through anything in its path)
- Deadborn Mantle (3.5e Soulmeld) + (You create a cloak of pitch black feathers from raw incarnum. The feathers look oily and fetid, as if they were taken from a creature that was not only dead but rotten.)
- Hellish Fumes (3.5e Spell) + (You create a cloud of gas from Hell itself.)
- Cloud of Petals (3.5e Invocation) + (You create a cloud of petal which move for your convenience.)
- Sacrificial Copy (3.5e Maneuver) + (You create a copy of you to take a hit.)
- Shadow Doppelganger Stance (3.5e Maneuver) + (You create a copy of yourself that is capable of initiating strikes.)
- Nathair's Mischief (One) + (You create a cube filled with illusion and sensory effects)
- Nathair's Mischief (5e) + (You create a cube filled with illusion and sensory effects<br /><br />)
- Hostile Figment (3.5e Feat) + (You create a dangerous figment effect, which threatens opponents and can even damage them.)
- Deathball (3.5e Invocation) + (You create a dark purple or red orb of destruction)