Search by property
This page provides a simple browsing interface for finding entities described by a property and a named value. Other available search interfaces include the page property search, and the ask query builder.
List of results
- 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.)
- Fiendish Invisibility (3.5e Feat) + (You cannot be seen)
- 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.)
- 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 />)