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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: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.)
- Subtle Cut (3.5e Feat) + (You cut people so bad they have to ask you about it later.)
- 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.)
- Many-Faced (3.5e Feat) + (You change identities so often even you don't remember what you look like anymore.)
- 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.)
- Leadership (3.5e Feat) + (You convince people that obeying you is a good career move.)
- 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.)
- Megalomaniac (3.5e Feat) + (You dabble in the abilities of the [[World Dominator (3.5e Class)|World Dominator]] and find them to your liking.)
- 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.)
- Adventuring Caster (3.5e Feat) + (You do not suffer from arcane spell failure in light armor.)
- Improved Buckler Use (3.5e Feat) + (You do not take the -1 penalty for using a weapon in your off-hand with a buckler.)
- Mistrust (3.5e Cleric Domain) + (You do not trust anyone. You are always prepared.)
- Untrained Magic (3.5e Flaw) + (You do not understand the nature of your innate powers, perhaps due to a lack of tutelage or strange mutation. Either way, understanding magic does not come to you naturally, despite your talent.)
- Lightly Armored (3.5e Alternate Class Feature) + (You do not wear cumbersome armor like your brethren, preferring lighter loads. When wearing light or no armor you are quite proficient at getting out of the way.)
- Adjacent Marksman (3.5e Feat) + (You do ranged combat close and personal.)
- Split Punch (3.5e Maneuver) + (You do the splits before hitting your opponent where it really hurts — between the legs.)
- Experimental Scientist (3.5e Feat) + (You do what you can, with peer review and careful study.)
- Mad Scientist (3.5e Feat) + (You do what you must, because you can. All in the name of SCIENCE!)
- Enslave Soul (3.5e Invocation) + (You dominate a target for a short period of time.)
- Brainwashing Mindbreaker (3.5e Feat) + (You dominate those you mindbreak, and if it would render them insane you seize control of their mind.)
- Relaxed Caster (3.5e Feat) + (You don't [[Mana-Based Spellcasting (3.5e Variant Rule)|strain]] yourself so much while casting.)
- Atheism (3.5e Cleric Domain) + (You don't believe in these "higher powers". Just some powerful outsiders playing puppets with weaker minds.)
- Mountain Barbarian (3.5e Alternate Class Feature) + (You don't dodge attacks, you soak them.)
- Infallible (3.5e Feat) + (You don't fail at things you could not fail at.)
- Metaphors Go Over Your Head (3.5e Trait) + (You don't get metaphors.)
- Active Immune System (3.5e Trait) + (You don't get sick often, but when you do, it's unpleasant.)
- Flyweight (3.5e Feat) + (You don't have the eye of the tiger, but you do have the eye of... something.)
- Races of War (3.5e Sourcebook)/Warriors with Style + (You don't have to ''see'' to kill.)
- Blind Fighting (3.5e Feat) + (You don't have to ''see'' to kill.)
- Subtle Spells (3.5e Feat) + (You don't have to both talk and gesture.)
- Vegan Caster (3.5e Trait) + (You don't hurt sentient creatures for food and needs or when using your spells.)
- Publication:Unearthed Arcana/Traits/Relentless + (You don't know the meaning of the word "tired." You go all out until you simply can't continue.)
- Ancestral Ignorance (3.5e Flaw) + (You don't know the things the other dwarves do.)
- Speed Polka (3.5e Feat) + (You don't need to waste valuable actions on making music.)
- Superstitious Barbarian (3.5e Alternate Class Feature) + (You don't quite trust mages and gain benefits against them while raging.)
- Latent Activity (3.5e Flaw) + (You don't realize the call of action, or take too long getting ready. This lead to you wasting a lot of time, unless an ally rush you into action.)
- Quiet Type (3.5e Trait) + (You don't say much...)
- Slow Recovery (3.5e Flaw) + (You don't spring back from injuries quickly.)
- Go Last (3.5e Flaw) + (You don't take the initiative.)
- Summoning Sickness (3.5e Flaw) + (You don't travel well dimensionally.)
- Homeopathy Believer (3.5e Trait) + (You don't trust the big words from the clergy. You know you need just your vegetal remedies and crystals to stay healthy.)
- Shaky Resolves (3.5e Flaw) + (You don't want to die. Maybe you were not trained for battlefield action, maybe you are a massive coward. Either way your resolves quickly diminish when in combat.)
- Improved Combat Casting-CE (3.5e Feat) + (You don’t incur attacks of opportunity for casting spells when threatened, and concentrate better.)
- Heavy Blow (3.5e Feat) + (You don’t mess around with extra attacks, preferring to strike at your opponent with one all-or-nothing attack.)
- Curse of the Annoying Speech Impediment (3.5e Spell) + (You doom someone to speak in an annoying way.)
- Implement Invocation (3.5e Feat) + (You double the damage granted by intense focus and gain the ability to fire your energy ray at-will.)
- Eldritch Attraction (3.5e Utterance) + (You drag an opponent towards you, or reject them and fling them away!)
- Death Pulse (3.5e Maneuver) + (You drain every creature around you)
- Heat Drain (3.5e Power) + (You drain the heat out of a target to heal yourself.)
- Heat-Draining Strike (3.5e Maneuver) + (You drain the heat out of your foe, dealing cold damage and leaving them shaken. You may extinguish heat-based ability from the struck creature.)
- Psychic Vampire (3.5e Feat) + (You drain the minds of others to heal yourself.)
- Celestial Domain (5e Divine Domain) + (You draw divine power from the hope-giving light in the night sky - And the darkness in between.)
- Vita Surge (3.5e Maneuver) + (You draw in life energy from your surroundings, giving yourself additional temporary hp.)
- Intellectual Grip (3.5e Feat) + (You draw your mental energy from your intellect rather than personality.)
- Theurgist (3.5e Alternate Class Feature) + (You draw your spell from inner faith rather than logic.)
- Psychotic Decay (3.5e Spell) + (You drive the enemies into such confusion that their minds begin to decay from the madness in their brain.)
- Boulder Jaunt (3.5e Maneuver) + (You drop a boulder on area, dealing damage and crushing your opponents underneath)
- Molten Jaunt (3.5e Maneuver) + (You drop a large ball of lava on an area, dealing damage and burning your opponents underneath)
- Meteor Strike (3.5e Spell) + (You drop a meteor from the sky. Self-explanatory, really.)
- Stone Jaunt (3.5e Maneuver) + (You drop a rock on the target's head, dealing damage and dazzling them.)
- Under the Ice (3.5e Spell) + (You drop an entire glacier on the opposition. Painful dying ensues.)
- Butt Slam (3.5e Feat) + (You drop down and crush the opponent with your thiccness.)
- Drowning Grasp (3.5e Feat) + (You drown your enemies in your watery embrace.)
- Call Death (3.5e Sacrifice) + (You duplicate the effect of [[SRD:Finger of Death|Finger of Death]].)
- Speak Rock to Mud (3.5e Utterance) + (You duplicate the effects of ''[[SRD:Transmute Rock to Mud|transmute mud to rock]]'' or ''[[SRD:Transmute Mud to Rock|transmute mud to rock]]'')
- Shadow Puppet (3.5e Invocation) + (You duplicate yourself with a shadowy copy that appears adjacent to you, allowing to act remotely.)
- Sellsword (3.5e Feat) + (You earn your living by fighting at service of those who pay the best)
- Sage (One) + (You earned a living by copying documents and recording information.)
- Sailor (One) + (You earned a living working on a boat or ship.)
- Entertainer (One) + (You earned your money by providing entertainment.)
- Gladiator (One) + (You earned your pay by fighting for the entertainment of others.)
- Stillness (3.5e Cleric Domain) + (You embody the stillness of the void, the calm mind, the unmoving existence. Grant your enlightenment to others.)
- Beholder Aspirant (3.5e Prestige Class) + (You embrace the powers of beholders, gaining eyestalks which can launch your spells out at range.)
- Caravaneer (3.5e Feat) + (You embraced a nomad lifestyle without leaving behind your adorate farm)
- Scorching Smite (3.5e Spell) + (You empower your smite with divine flames, dealing extra fire damage and potentially dazing a valid target,)
- Feed on the Weak (3.5e Maneuver) + (You empower yourself for each enemy cursed.)
- SRD:Deadly Precision + (You empty your mind of all distracting emotion, becoming an instrument of deadly precision.)
- Rockfist (3.5e Spell) + (You encase your fist in rocks, allowing you to deal increased damage on a successful hit.)
- Arcane Aura (3.5e Spell) + (You encase yourself in raw arcane power to injure foes that you [[SRD:Grapple|grapple]].)
- Engraving of Planar Touchstone (3.5e Spell) + (You enchant a mundane item with the power of a Planar Touchstone.)
- Plant of Madness (3.5e Spell) + (You enchant a plant with the ability to bestow confusion on all who sleep near it.)
- Publication:Dread Codex/New Spells/Undead Gate + (You enchant any normal portal (doorway, archway, window, etc.) to act as a gate for undead monsters.)
- Endure I- Endure (3.5e Phrase) + (You endure heat and cold.)
- Publication:Hyperconscious/Psionic Powers/Persistent Correspond + (You engage in ongoing mental conversation with subject.)
- Void Sphere (3.5e Spell) + (You engulf a single target in a damaging sphere of darkness and negative energy.)
- Analyze Event (3.5e Spell) + (You enhance a crystal orb to record a 360 scene for you in full detail.)
- Accelerated Impact (3.5e Maneuver) + (You enhance an attack with heavy gravity, increasing it damage and knocking whoever is struck off their feet.)
- Maximize Potential (3.5e Maneuver) + (You enhance one consumable to have the maximum possible effect.)
- Dark Hand (3.5e Feat) + (You enhance one of your hand with a dark power, granting you dire abilities.)
- Nanyth Surge (3.5e Invocation) + (You enhance your blast with nano-sized constructs made of eldritch energy, destroying your foes utterly.)
- Publication:Hyperconscious/Psionic Feats/Elemental Spike + (You enhance your powers with an elemental spike.)
- Boxer (3.5e Feat) + (You enjoy punching people in the face. It's kind of nice to feel their blood spray across your palms as you beat them to a bloody pulp.)
- Schadenfreude (3.5e Spell) + (You enjoy the sufferings of others so much, it has a positive effect on you.)
- Expand Limb (3.5e Feat) + (You enlarge body parts at a moment notice)
- Dream Hypnosis (3.5e Spell) + (You enter a creature's dream and attempt to alter their disposition.)
- Sasha's Separate Psyche (3.5e Spell) + (You enter a fugue state that replaces your normal personality and allows you to swap your spells.)
- Blind Faith (3.5e Maneuver) + (You enter a stance which make you emotionally resistant and able to stand for your god or philosophy.)
- Publication:Grim-N-Gritty/Appendix 4/Flow with Enemy (3.5e Feat) + (You enter a state of unfettered mindfulness that permits you to anticipate your opponent’s movements and act before he acts.)
- Beast King's Onslaught (3.5e Maneuver) + (You enter a trance which allows you to tap in both mode, making a full-attack in the process.)
- Altered State (3.5e Flaw) + (You enter an altered weaker physical or mental state when exposed to a specific trigger.)
- Debris Wielder (3.5e Feat) + (You enter battle unarmed, but not for long)
- Memories of the Dead (3.5e Grim Alteration) + (You enter the mind of a foe you kill or identify a corpse.)
- Microwave Box (3.5e Spell) + (You entrap a creature in a cube and slowly cook them alive with microwave.)
- Nice Save (3.5e Flaw) + (You epicly fail all over the place.)
- Dyfen's Self Erasure (3.5e Spell) + (You erase yourself from the memories of others.)
- Escape Velocity (3.5e Maneuver) + (You escape a grapple, pin or entanglement and move away from the source.)
- Hideskin Warrior (3.5e Alternate Class Feature) + (You eschew armor to instead train your body, gaining an invincible hide-like skin.)
- Wild Psychic Warrior (3.5e Alternate Class Feature) + (You eschew discipline and focus on the raw powers of your emotions, making you closer to a wilder than a psion.)
- Street Thug (3.5e Alternate Class Feature) + (You eschew the finesse of swashbucklers an … You eschew the finesse of swashbucklers and charlatan, relying on brutality and your dishonorable fighting style to get what you want. You are a punk, a hooligan and troublemaker at heart. This ACF sacrifice the finesse class features to make the Picaroon a tough as nail and a fearsome street fighter.ugh as nail and a fearsome street fighter.)
- Fan Fighting Monk (3.5e Alternate Class Feature) + (You eschew the traditional martial arts, you relies on fan with hidden blades within as well as the ability to create high winds.)
- Verdant Obedience (3.5e Invocation) + (You essentially boss plant creatures around.)
- Publication:Unearthed Arcana/Item Familiar (Feat) + (You establish a link to that magic item, and the item improves in capability as you gain levels.)
- Publication:Unearthed Arcana/Item Familiars + (You establish a link to that magic item, and the item improves in capability as you gain levels.)
- Prismatic Spirit (3.5e Feat) + (You eventually become immune to prismatic spells, while using the light to your own advantage.)
- Zombie Apocalypse (3.5e Spell) + (You ever watch zombie movies as a kid? You know how this goes.)
- Improved Spell Secrets (3.5e Feat) + (You excel at tweaking your spells.)
- Pretty Eyes (3.5e Skill Trick) + (You exchange a look with another, attempting to enamore them to you.)
- Egocentrism (3.5e Feat) + (You exchange cohorts for extra power.)
- Breath of Cold (3.5e Power) + (You exhale a lot of cold air.)
- Combat Speed (3.5e Feat) + (You exhibit an incredible swiftness in battle, adrenaline pushing you forward with every step.)
- Bundle of Joy (3.5e Feat) + (You exhude happiness and hope.)
- Ethereal Vulnerability (3.5e Flaw) + (You exist on two planes, but this is a weakness.)
- Adaptive Shift (3.5e Feat) + (You expend a readied maneuvers to ready another.)
- Regenerate Flesh (3.5e Power) + (You expend power from your psionic well, forcibly causing your flesh to regenerate.)
- Evil Spirit Hunter (3.5e Feat) + (You extended the list of creature you hunt to fey and evil outsider.)
- Curse Transfer (3.5e Spell) + (You extract a curse from a creature and cast it on another creature)
- Dreamer's Dust (3.5e Invocation) + (You extract fine dust from the Plane of Dreams to blind and send to sleep your opponents.)
- Cerebral Invasion (3.5e Spell) + (You extract information directly from a target's brain, but damaging them if you don't allow them to lie to you.)
- Dyfen's Mind Extraction (3.5e Spell) + (You extract memories out of your victim.)
- TK Pressure (3.5e Power) + (You exude a massive amount of telekinetic creature which pushes them away and deflect incoming projectile.)
- Hero Worshiper (3.5e Class) + (You faithfully follow your heroes, learning what you can along the way.)
- Rotted Limbs (3.5e Flaw) + (You fall to pieces at the worst possible moment.)
- Publication:Hyperconscious/Psionic Powers/Dream of the Real + (You fashion a tangible dreamself from which you can manifest powers.)
- Ambidextrous (3.5e Trait) + (You favor neither hand, and are strongest when you use each one equally.)
- Barbazu's Beard (3.5e Soulmeld) + (You feel a bloodlust welling up inside of you)
- Marowak (3.5e Monster) + (You feel a pair of eyes glaring at you out of the darkness. A reptilian being comes out of the shadows, staring through the eye sockets of a skull which fits neatly over its own head. The bone it wields looks well-used and surprisingly sturdy.)
- Track (3.5e Feat) + (You feel at home no matter where you are.)
- Lethargic (3.5e Flaw) + (You feel slow and without energy constantly, you hardly put any efforts in moving or getting things done.)
- Lion's Roar (3.5e Spell) + (You feel the power of the lion invade you, and you release a devastating roar in front of you.)
- Improved Feint, Variant (3.5e Feat) + (You feint at lightning speed and may use your lightning quick reflex to fool your opponent.)
- Off-Balance Feint (3.5e Feat) + (You feint other so hard that they trip in surprise.)
- Desert Commando (3.5e Feat) + (You fight better when surrounded by sand.)
- Gladiator (5e) + (You fight for an audience)
- Two-Weapon Fighter (3.5e Alternate Class Feature) + (You fight light but with a weapon in each hands.)
- Wuxia Master (3.5e Feat) + (You fight like a character from a Wuxia.)
- Defensive (3.5e Trait) + (You fight using a defensive style which allows for better parries and dodge, but make your less likely to act first.)
- Phalanx Fighter (3.5e Feat) + (You fight well in a group.)
- Einhander, Variant (3.5e Feat) + (You fight with a one-handed or light weapon in one hand and nothing in the other. You mastered the ability to parry incoming blow and strike targets through their defenses.)
- Einhander (3.5e Feat) + (You fight with one sword and little to nothing in your other hand. Somehow, you make this look good.)
- Extra Weapon (3.5e Feat) + (You figure out how to wield one more weapon effectively, by holding it in your teeth or armpit or something.)
- Icicle Press (3.5e Maneuver) + (You fill a 5-ft square full of icicles, using them as a caltrop or as a trap based on where you see them.)
- Hateful Magic (3.5e Feat) + (You fill spells with the hate for your enemies)
- Brain Overload (3.5e Spell) + (You fill the target’s brain with useless information, preventing them from acting and inflicting intelligence drain.)
- Magic Saturation (3.5e Spell) + (You fill the world with magic, and everybody can cast spells now.)
- Greater Magic Saturation (3.5e Spell) + (You fill the world with magic, and everybody can cast spells now.)
- Conditional Anger (3.5e Flaw) + (You find it difficult to get angry in most circumstances, needing specific provocation to be able to draw upon the inner strength of your rage.)
- Smite Opposing Alignment Crusader (3.5e Alternate Class Feature) + (You find it hard to channel your righteous might against those of a similar viewpoint to yours; however, those with opposite views draw your ire even more fiercely.)
- Locate Rift (3.5e Spell) + (You find small cracks in reality that you will later use to teleport.)
- Sticky Hands (3.5e Spell) + (You find your hands glued to your weapon, everything you touch won't wash off!)
- Racist (3.5e Trait) + (You find your race to be immensely superior to one or more other races.)
- Spectral Barrage (3.5e Spell) + (You fire a barrage of spectral energy, damaging multiple creatures.)
- Death Ray (3.5e Power) + (You fire a beam of energy which deal high amount of piercing damage.)
- Thermal Death Beam (3.5e Power) + (You fire a beam of intense heat and psychokinetic energy, obliterating one or more creature.)
- Psychokinetic Beam (3.5e Spell) + (You fire a beam of psychic energy, which gravely damages enemies.)
- Portal Beam (3.5e Power) + (You fire a beam of scrambled teleportation at the target.)
- Gaze of Wrath (3.5e Spell) + (You fire a blast of divine retribution from your eyes.)
- Erupting Firebolt (3.5e Spell) + (You fire a bolt of flame which explodes and deals fire damage within a versatile area of effect.)
- Chain Solar Bolt (3.5e Spell) + (You fire a bolt of harmful positive energy that roast people alive and hurt undead a lot more. Arc to other targets.)
- Solar Bolt (3.5e Spell) + (You fire a bolt of sunlight that roasts people alive and hurts the undead a lot more.)
- Vibration Bolt (3.5e Spell) + (You fire a bolt of vibration that goes through most gas, liquid and solid.)
- Numbing Spores (3.5e Invocation) + (You fire a cloud of spore which greatly impair creature caught in it.)
- Explosive Runes Cannon (3.5e Spell) + (You fire a cluster of ''explosive runes'' which either explode on a creature or are readied to be detonated.)
- Void Ray (3.5e Spell) + (You fire a destructive beam of negative energy that can cleave through multiple targets.)
- Wei Yu's Water Spear Barrage (3.5e Spell) + (You fire a high number of water spears, piercing all opposition!)
- Molten Steel Stream (3.5e Spell) + (You fire a line of molten steel at a target, causing burning and intense damage.)
- High Pressure Shooter (3.5e Maneuver) + (You fire a long-range jet of high pressure blood, dealing piercing damage.)
- Candy Beam (3.5e Invocation) + (You fire a pink beam of energy that transforms a target into an empowered Goodberry.)
- Forcefield Pulse (3.5e Feat) + (You fire a pulse of protective energy which deal force damage and push creatures away.)
- Aura Pulse (3.5e Spell) + (You fire a ray made of your aura, dealing magic bludgeoning damage.)
- Electromagnetic Cannon (3.5e Spell) + (You fire a slug of conjured iron like a magical railgun, dealing bludgeoning and electricity damage in a line.)
- Paige's Bolt of Entropy (3.5e Spell) + (You fire a small bolt which deal 1d10 persisting damage.)
- Lesser Eldritch Cone (3.5e Invocation) + (You fire a small cone of eldritch power. It also synergizes with Eldritch Cone.)
- Death Beam (3.5e Invocation) + (You fire a thin beam of energy that might kill the target.)
- Psyshocking Wave (3.5e Power) + (You fire a wave of damage psychic energy, which immobilize and damage your foes.)
- Full Power Ki Flurry (3.5e Maneuver) + (You fire all the ki blasts, leaving countless craters behind.)
- Ki Rain From Above (3.5e Maneuver) + (You fire all the ki blasts, leaving countless craters behind.)
- Lightning Arrow (3.5e Spell) + (You fire an arrow made of lightning which deals damage, even if it fails to pierce SR.)
- Disengage (3.5e Maneuver) + (You fire an arrow that flings your target up and away from you in an arc.)
- Deadeye Shot (3.5e Maneuver) + (You fire at every opponent within 60 ft once, with the benefits of ''[[SRD:True Strike|true strike]]''.)
- Ice Barrage (3.5e Spell) + (You fire sharp chunks of ice at foes within close range, after impact they explode, dealing splash damage.)
- Soul Lance (3.5e Utterance) + (You fire spears made of blue soulfire, dealing magic damage)
- Stunning Spores (3.5e Invocation) + (You fire spores which stun those caught in it.)
- Knockdown Blast (3.5e Invocation) + (You fire the eldritch lasers that knock people down!)
- Eldritch Needles (3.5e Invocation) + (You fire you eldritch blast as a swarm of needles, making it all but impossible to avoid.)
- Scatter Rain (3.5e Invocation) + (You fire your eldritch blast into the air. A round later it comes splashing down in a wide area.)
- Murderous Threat (3.5e Feat) + (You flank creatures you threaten with an ally no matter positioning.)
- Flex Off (3.5e Skill Trick) + (You flex, and anything that is covering you is thrown off.)
- Magically Aloft (3.5e Feat) + (You float constantly.)
- Lighter Than Air (3.5e Feat) + (You float naturally, but its not under your control.)
- Law of the Jungle (3.5e Maneuver) + (You fly into a thirst for the blood of your enemies and attack at speeds that should be utterly impossible. Your accuracy takes a nosedive, though. (Yep... you substitute accuracy with enthusiasm.))
- Supersonic Flight (3.5e Spell) + (You fly through the air at extreme speed, covering miles in a short span of time.)
- Bolster Technique (3.5e Feat) + (You focus upon one of your techniques, allowing it to be far more effective than it was in the past.)
- Soul in the Blade (3.5e Maneuver) + (You focus your chi in you weapon, making your weapon magical and allowing it to return to your hand.)
- Hypersphere (3.5e Spell) + (You fold space into a sphere, creating a prison of infinite space which can violently explode if disrupted.)
- Suicidal Command (3.5e Spell) + (You force a creature to follow a suicidal command.)
- Time Loop (3.5e Spell) + (You force a moment to repeat itself three times, picking the version of events that best suits your needs.)
- Unseen Shackles (3.5e Martial Discipline)/Gravity Shackles + (You force the struck creature to move at half speed and make them unable to take attack of opportunity.)
- Curse of Misfortune (3.5e Spell) + (You force the target of this spell to reroll many dices and)
- Eternal Damnation (3.5e Invocation) + (You forcibly send your foe to the Abyss.)
- Red Line (3.5e Spell) + (You form a line that no one should cross.)
- Publication:Hyperconscious/Psionic Feats/Psychic Bastion + (You fortify yourself against ability depletion.)
- Unrelenting Focus (3.5e Spell) + (You fortify yourself to take less damage, and be immune to effects which would inhibit your actions or movement.)
- Creature Killer: Medusa (3.5e Feat) + (You fought and defeated the horribly medusa, knowing when to avert your gaze.)
- Creature Killer: Bodak (3.5e Feat) + (You fought and slain the terrifying bodak, gaining more insight on death.)
- Creature Killer: Hydra (3.5e Feat) + (You fought the opportunistic hydra, gaining knowledge how to avoid being bitten more than once.)
- Victim of the Weird (3.5e Trait) + (You found an eldritch manuscript and studi … You found an eldritch manuscript and studied it, finding terrible dark lore inside and linking your spirit to the vestige [[Whitechapel, the Blinded Truth (3.5e Vestige)|Whitechapel, the Blinded Truth]]. However when you looked in the abyss something starred back.ooked in the abyss something starred back.)
- Freezing Blood Technique (3.5e Maneuver) + (You freeze an incoming attack, negating it. You may also freeze an opponent's weapon or limb solid.)
- Brain-Freeze (3.5e Maneuver) + (You freeze your own brain, making yourself immune to mind-affecting effect for 1 round. Unsurprisingly it also leaves you dazed.)
- Hoarfrost Armor (3.5e Maneuver) + (You freeze your skin to grant yourself DR 5/adamantine and fire resistance 10 for 1 round.)
- Greater Spell Focus, Variant (3.5e Feat) + (You further increase the DC of all spell schools you have spell focus in by +1. You can also identify spells of those schools.)
- Self-Detonate (3.5e Feat) + (You gain)
- Poisonous Bite (4e Feat) + (You gain ''Poisonous Bite'' as an [[4e Index (4e Other)#encounter Power|encounter power]].)
- Weapon Dedication (3.5e Feat) + (You gain +1 bonus on attack roll and damage roll with a single weapon.)
- Malign Spell Study (3.5e Feat) + (You gain +1 bonus on the DC or evil spells and add a single evil spell to your spell list.)
- Corpse Toughness (3.5e Feat) + (You gain +1 hit point per HD and DR 5 bypassed by one type of physical damage.)
- Warding Flames (4e Feat) + (You gain +1 to defenses after taking damage.)
- Paper Spell Focus (3.5e Feat) + (You gain +1 to the Dc of spells school improved by Greater Paper Magic.)
- Synchronized Breathing (3.5e Maneuver) + (You gain 1 temporary point of breath energy.)
- Raw Toughness (3.5e Feat) + (You gain 20 hit points.)
- Essentia Overflow (3.5e Maneuver) + (You gain 3 additional points of essentia.)
- Skill Boost (3.5e Feat) + (You gain 3 additional skill points per level.)
- Deep Breath Mantra (3.5e Maneuver) + (You gain 3 temporary point of breath energy.)
- All-Around Sight (3.5e Feat) + (You gain 360 degree vision as a swift action.)
- Danger Zone (3.5e Maneuver) + (You gain Combat Reflexes and the ability to take ranged attacks of opportunity.)
- Impact Negator (3.5e Maneuver) + (You gain DR 10/– against a single attack and possibly repulse your opponent away.)
- Sustained Impact Negator (3.5e Maneuver) + (You gain DR 10/– for 1 round, make the area around you more difficult to move through.)
- Vector Inversion (3.5e Maneuver) + (You gain DR 20/– against a single attack, and send you opponent flying if you negate all damage or the attack miss..)
- Adamantine Resilience (3.5e Feat) + (You gain DR/Adamantine equal to 1 + 1/2 your ECL.)
- Hardened Chitin (3.5e Feat) + (You gain DR/Bludgeoning based on your levels and reduce all incoming damage by 1.)
- Fey's Resilience (3.5e Feat) + (You gain Damage Reduction/Cold Iron.)
- Shapechanger's Resilience (3.5e Feat) + (You gain Damage Reduction/Silver.)
- Master of Mirrors (3.5e Feat) + (You gain Dark Mirror early and gain the ability to create multiple clones.)
- Energy Resistance (3.5e Feat) + (You gain Energy Resistance 10.)
- Energy Ablation (3.5e Feat) + (You gain Energy Resistance 5, up to a limited amount per day.)
- Backgrounds (3.5e Variant Rule) + (Give your characters flavorful and useful splashes of abilities, in a Bloodline-like form that is basically Gestalt Lite.)
- Undead Skill (3.5e Feat) + (You gain Skill Focus in a Skill you had when alive.)
- Grace of the Goddess (3.5e Maneuver) + (You gain Weapon Finesse, or additional benefits if you already possess the feat.)
- SRD5:Beguiling Influence + (You gain [[SRD5:Proficiency|proficiency]] in the [[SRD5:Deception|Deception]] and [[SRD5:Persuasion|Persuasion]] skills.)
- Primordial Ward (One) + (You gain [[SRD5:Resistance|resistance]] to [[SRD5:Acid|acid]], [[SRD5:Cold|cold]], [[SRD5:Fire|fire]], [[SRD5:Lightning|lightning]], and [[SRD5:Thunder|thunder]] damage. You can trade for [[SRD5:Immune|immunity]] to one type for 1 round.)
- Primordial Ward (5e) + (You gain [[SRD5:Resistance|resistance]] to [[SRD5:Acid|acid]], [[SRD5:Cold|cold]], [[SRD5:Fire|fire]], [[SRD5:Lightning|lightning]], and [[SRD5:Thunder|thunder]] damage. You can trade for [[SRD5:Immune|immunity]] to one type for 1 round.<br /><br />)
- Sorcery Incarnate (One) + (You gain [[SRD5:Sorcery Point|sorcery point]]s; the ability to use two [[SRD5:Metamagic|metamagic]] options per spell and [[SRD5:Advantage|advantage]] on spell [[Attack Roll (One)|attack roll]]s.)
- Lucent Heavy Fortification (3.5e Grim Alteration) + (You gain [[SRD:Fortification|heavy fortification]].)
- Lucent Moderate Fortification (3.5e Grim Alteration) + (You gain [[SRD:Fortification|moderate fortification]].)
- Biotic Regrowth (3.5e Maneuver) + (You gain [[SRD:Regeneration|regeneration]] equal to your initiator level.)
- Acquire Telepathy (3.5e Feat) + (You gain [[SRD:Telepathy|Telepathy]] with a ranged based on your strongest telepathy power.)
- Finesse Focus (3.5e Trait) + (You gain [[SRD:Weapon Finesse|Weapon Finesse]], but lose proficiency in non-finesse melee weapons.)
- A Shard of Eternity (3.5e Feat) + (You gain a +1 Inherent Bonus to all ability scores.)
- Greater Weapon Dedication (3.5e Feat) + (You gain a +1 bonus on attack and damage roll with every weapon chosen through Weapon Dedication.)
- Elemental School Student (3.5e Feat) + (You gain a +1 bonus on caster level and Spell DC with an esoteric element rather than a school of magic, and gain the ability to specialize further with it.)
- Force Adept (3.5e Feat) + (You gain a +1 bonus on caster level and DC of evocation [force] spells.)