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
- 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.)
- Track (3.5e Feat) + (You feel at home no matter where you are.)
- 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.)
- Phalanx Fighter (3.5e Feat) + (You fight well in a group.)
- 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.)
- Blind Fighting (3.5e Feat) + (You don't have to ''see'' to kill.)
- 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.)
- 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.)
- 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.)
- Channeling Opportunity (3.5e Feat) + (You gain the ability to use arcane channeling on AoOs.)
- Improved Wild Talent (3.5e Feat) + (You gain the ability to use your wild talents to manifest powers in a similar way to manifesters.)
- Heroics (3.5e Spell) + (You gain the benefit of a single feat.)
- Greater Speed of the Zephyr (3.5e Utterance) + (You gain the benefits of ''[[SRD:Haste|haste]]'', or the penalties of ''[[SRD:Slow|slow]]'', with a few extra bonuses.)
- Deflection Barrier (3.5e Feat) + (You gain the benefits of ''missile deflection'' and a bonus on [[Reflex]] save while having the listed spell available.)
- Iron Raptor Snap (3.5e Maneuver) + (You gain the benefits of [[SRD:Snatch Arrows|Snatch Arrows]] against one attack.)
- Split Mind (3.5e Feat) + (You gain the benefits of two psicrystal personalities and may roll twice on confusion effect.)
- Childhood Training (3.5e Feat) + (You gain the benefits of various low feats.)
- Vampire Skin (3.5e Spell) + (You gain the benefits, and dangers, of vampire skin. Can be used as a buff or a curse.)
- Magic Bound Sword (3.5e Feat) + (You gain the bonded object class feature with a slashing weapon and some additional benefits.)
- Temporal Focus (3.5e Grim Alteration) + (You gain the effects of ''[[SRD:Haste|haste]]''.)
- Percieve the Unseen (3.5e Utterance) + (You gain the effects of [[SRD:Blind-Fight|Blind-Fight]], or you gain +10 on Hide and Move Silently checks.)
- Elemental Avatar (3.5e Feat) + (You gain the full [[SRD:Elemental Type|Elemental]] type.)
- Superior Merform (3.5e Feat) + (You gain the full benefit of ''merform'', the shapechanger subtype and the ability to turn into fishes and eels.)
- Haunted Telekinesis (3.5e Feat) + (You gain the haunted curse and treat some telekinesis-like feats as necromancy spells.)
- Gravitic Fundamentals (3.5e Maneuver) + (You gain the hyperjump ability and gravity-based spell-like abilities.)
- Changeling Blooded (3.5e Feat) + (You gain the minor change shape ability that is possessed by changelings.)
- Improved Magically Aloft (3.5e Feat) + (You gain the power of flight!)
- Medusa's Eye (3.5e Feat) + (You gain the power to partly petrify your opponents.)
- Elemental Whirlwind (3.5e Feat) + (You gain the signature ability of Air Elementals to transform into a Whirlwind.)
- Fey Glare (3.5e Feat) + (You gain the supernatural ability to blind or stun targets with a look.)
- Tanuki Suit (3.5e Soulmeld) + (You gain the transformation and gliding powers of the racoon dog.)
- Inglorious Honor (3.5e Maneuver) + (You gain the use of the diehard feat and heightened chance to survive it. ''Feral—'' You gain the use of the diehard feat and the ability to act normally while disabled.)
- 341 Special (3.5e Feat) + (You gain three moderate feats or one high and two low feats for one Very High feat)
- Cold Manipulation (3.5e Feat) + (You gain three special maneuvers related to your ability to manipulate ice and cold.)
- Ancestral Armory (3.5e Feat) + (You gain two additional ancestral heirlooms.)
- Mad Bling (3.5e Feat) + (You gain two additional ring slots or an additional neck slot.)
- Inherent Talents (3.5e Feat) + (You gain two additional skill point per level and and one)
- Abundant Spell-like Ability (3.5e Feat) + (You gain two additional uses of a spell-like ability.)
- Skill Trick Genius (3.5e Feat) + (You gain two skill tricks, remove the cap of the maximum amount of skill tricks you can learn and gain one additional skill point per level.)
- Darkened Sight (3.5e Feat) + (You gain unlimited darkvision which can pierce some magical darkness, but also gain daylight blindness.)
- Way of the Condor (3.5e Feat) + (You gain various bonuses against larger opponents and opponents with reach.)
- Mutated Wings (3.5e Feat) + (You gain weak wings which can carry you for some time.)
- Azure Weapon Proficiency (3.5e Feat) + (You gain weapon proficiency with a single chosen weapon and bonus when using it.)
- Surge Sorcerer (3.5e Alternate Class Feature) + (You gain wild surge in exchange for your bloodline.)
- Stormcaller (3.5e Feat) + (You gain you access to [air] and [electricity] spells from the druid spell list and you wield them strongly.)
- Flanking Feint (3.5e Feat) + (You gain your flanking bonus on feint attempt.)
- Unapproachable Saves (3.5e Feat) + (You gaina +10 bonus on all saving throw, however as you succeed it slowly vanish throughout the day.)
- Drone Controller (3.5e Feat) + (You gaina drone familiar and are adept at controlling drones from afar.)
- Power Focus (3.5e Flaw) + (You gained all your powers and abilities through a single artifact you found at the start of your career.)
- Phonokinetic Sphere (3.5e Power) + (You gather all nearby light, gathering them in an utterly sphere of pure destruction.)
- Solar Beam (3.5e Spell) + (You gather the energy of the sun and fire it back at your enemies.)
- Velocity Trap (3.5e Power) + (You generate a "boost pad" which launches creatures walking upon it in a direction of choice.)
- Prismatic Point (3.5e Spell) + (You generate a fine point of light that inflicts damage of various types.)
- Force Pulse (3.5e Spell) + (You generate a quick pulse of force to knock people away from you, and possibly stagger them.)
- Escape Pod (3.5e Spell) + (You generate an orb not unlike ''[[SRD:Resilient Sphere|resilient sphere]]'', which rockets you away to safety.)
- Great Saves (3.5e Feat) + (You get a +1 bonus to all saving throws.)
- SRD:Iron Will + (You get a +2 bonus on all [[SRD:Saving Throw|Will saving throws]].)
- Fate Fortitude (3.5e Feat) + (You get a bonus on Fortitude based on your highest Divination spell.)
- Enlightening Reflexes (3.5e Feat) + (You get a bonus on Reflex based on your highest Light spell.)
- Improved Bag Full of Knick Knacks (3.5e Feat) + (You get a greater allowance each day used for pulling out just the item you need, more than before.)
- Greater Bag Full of Knick Knacks (3.5e Feat) + (You get a greater allowance each day used for pulling out just the item you need, the most of them all.)
- Fragile Shield (3.5e Spell) + (You get a one-use force shield that might just save your life.)
- Crown of Crows, Variant (3.5e Invocation) + (You get a raven familiar, with some special abilities)
- Nalfeshnee Storm (3.5e Soulmeld) + (You get a stupid look on your face and sprout tiny wings.)
- Squire (3.5e Feat) + (You get a weak cohort who can be your <s>unseen</s> seen servant.)
- Extra Reflexes (3.5e Feat) + (You get additional attacks of opportunity available.)
- Publication:Hyperconscious/Psionic Feats/Sequester Power + (You get additional power points per day for every power you sequester.)
- Bag Full of Knick Knacks (3.5e Feat) + (You get an allowance each day used for pulling out just the item you need, up to a certain monetary value.)
- Master of Barriers (3.5e Maneuver) + (You get better uses out of ''psychogenic barrier'', ''psychogenic shield'' and ''psychogenic wall''.)
- Magic in the Air (3.5e Maneuver) + (You get bonuses to attack and damage based on the quantity of magic items you've destroyed recently.)
- Chainsaw Arms (3.5e Power) + (You get chainsaw arms. What could be cooler?)
- Schizochroal (3.5e Spell) + (You get freaky bug eyes, now you can see everything!)
- Greenbound Summoning (3.5e Feat) + (You get plant badgers instead of angel badgers, It works out pretty nice for you.)
- Multilimb Fighting (3.5e Feat) + (You get pretty good at fighting quickly with natural attacks.)
- Kip Up (3.5e Feat) + (You get the ability to kip up.)
- Shank (3.5e Maneuver) + (You get too proficient with a knife.)
- Animal Evolutionist (3.5e Class) + (You get two animal companions that evolve into some bad-ass monsters!)
- Wrong Place, Right Time (3.5e Feat) + (You get under your opponent's feet at just the right time, causing them to move as you like.)
- Friendenstein (3.5e Feat) + (You get very attached to the results of your experiments.)
- Death Spook (3.5e Maneuver) + (You give an attacker a good scare, throwing off their aim and potentially spooking them.)
- Jelly Flavor (3.5e Spell) + (You give any food or drink the consistency and flavor of jelly.)
- Unseen Shackles (3.5e Martial Discipline)Grand Impact + (You give incredible momentum to a single attack, causing large damage to many creatures and potentially stunning them.)
- Lunatic (3.5e Flaw) + (You give off strange vibes which make peop … You give off strange vibes which make people shudder when they have their back turned to you. You might mutter to yourself a little too much, hold your knife a little too close or have a smile that is a little too wide. You might be a genuine threat, or maybe just a little too off-putting for most people's taste.e too off-putting for most people's taste.)
- Hotfoot (3.5e Spell) + (You give them the ol' hotfoot, forcing the target to move or take damage.)
- Spellcasting Lifedrinker (3.5e Alternate Class Feature) + (You give up some of your maximum Lifewell points to advance in your spellcasting.)
- Sublime Zen Monk (3.5e Alternate Class Feature) + (You give up the supernatural abilities granted by channel ki to gain maneuvers.)
- Militant Spellcaster (3.5e Alternate Class Feature) + (You give up your familiar and some of your spellcasting ability to become better at fighting.)
- Glow in the Dark (3.5e Feat) + (You glow in the dark.)
- Races of War (3.5e Sourcebook)/Warriors with Style + (You don't have to ''see'' to kill.)
- Blitz (3.5e Feat) + (You go all out and try to achieve goals in a proactive manner.)
- Psychic Berserk (3.5e Feat) + (You go into a psionic berserk, greatly augmenting your abilities at the cost of safety.)
- Mutated Heart (3.5e Feat) + (You got a secondary heart growing out of main heart like a parasitic conjuncted twins.)
- Analytic Mind (3.5e Feat) + (You got big brain powers.)
- Progressive Were-Cephalopodia (3.5e Archetype Feat) + (You got bit by a Were-Cephalopod and it's been doing some stuff.)
- Skeleton Rip (3.5e Maneuver) + (You grab a creature and attempt to violently expel it skeleton out of it body, if you succeed you may animate it as a minion.)
- Rift Grab (3.5e Maneuver) + (You grab an unattended object within range.)
- Good Night (3.5e Spell) + (You grant a creature about to sleep (or who is sleeping) a comfortable night's rest.)
- Bestow Voice (3.5e Spell) + (You grant a touched object the ability to think, feel, and speak.)
- Silent Spell (3.5e Utterance) + (You grant a use of [[SRD:Silent Spell|Silent Spell]] metamagic until discharged, or silence a creature and make them incapable of noise.)
- Ki Shinai (3.5e Feat) + (You grant any shinai you are wielding a +1 bonus and the ki focus enhancement.)
- Fabric Channeler (3.5e Feat) + (You grant fabric a +1 enhancement bonus, can channel ki and spells through them.)
- Bad Boss (3.5e Feat) + (You grant summoned allies, followers and cohort your betrayal feats as abettors.)
- Awaken Construct, Variant (3.5e Spell) + (You grant the target construct intelligence and its own free will.)
- Resonant Phantom (3.5e Feat) + (You grant your phantom your own enhancement bonus to ability scores.)
- Infinity and Beyond, Variant (3.5e Feat) + (You grant your power unlimited range and/or allow it to affect ridiculously large areas.)
- Unseen Shackles (3.5e Martial Discipline)/Concept of Momentum (3.5e Maneuver) + (You grant yourself or an ally the ability to move up to their speed, or more if they moved faster last round.)
- Unseen Shackles (3.5e Martial Discipline)/Superheavy Impact + (You greatly alter the momentum of your attack, sending a foe back and possibly stunning them.)
- Disciple of Peace (3.5e Trait) + (You greatly dislike violence; it makes you sick.)
- Forced Regeneration (3.5e Feat) + (You greatly empower you regeneration, allowing you to heal and regrow limbs instantly.)
- Agoraphobic (3.5e Flaw) + (You greatly fear losing control over your own life.)
- Improved Feral Strike (3.5e Feat) + (You greatly increase the capacity of a single natural strike you possess.)
- Strategic Spell (3.5e Feat) + (You greatly increase the size of an area of effect spell.)
- Farmer (One) + (You grew crops or raised livestock for sale.)
- Accustomed to Society (3.5e Flaw) + (You grew up in a place where food was bought in a marketplace, you could always take convenient shelter from natural weather elements and were well protected from wild animal encounters.)
- Uthgardt Tribe Member (5e) + (You grew up in a tribe of Uthgardt)
- Urchin (5e) + (You grew up on the streets)
- Urchin (One) + (You grew up on the streets of some city, living by your wits.)
- Disturbing Visage (3.5e Spell) + (You grow a hideous cancer upon you which is so horrifying opponents cannot take aim at your hideousness.)
- Wings (3.5e Grim Alteration) + (You grow a pair of wings, enabling you to [[SRD:Fly|fly]].)
- Great Form (3.5e Grim Alteration) + (You grow a size category larger.)
- Sorcerous Tail (3.5e Feat) + (You grow an additional tail, gaining an additional spell known in the process.)
- Eldritch Claws, Greater (3.5e Invocation) + (You grow claws that can deliver your eldritch blast as a melee attack, plus additional attacks from a high BAB.)
- Eldritch Claws (3.5e Invocation) + (You grow claws that can deliver your eldritch blast as a melee attack.)
- Heart of the Cornugon (3.5e Soulmeld) + (You grow infernal horns and your skin turns a light shade of red, additionally you feel as if you could take on anything.)
- Grow Tree (3.5e Invocation) + (You grow large tree in a round and then it is ready to serve you for a time.)
- Tricks of the Quasit (3.5e Soulmeld) + (You grow little horns.)
- Demon Barber (3.5e Alternate Class Feature) + (You grow no hair on your own. Your great power comes from the hide and hair of the beasts you pull it from.)
- Binding Growth (3.5e Feat) + (You grow on people.)
- Increase Size (3.5e Feat) + (You grow one size category larger.)
- Hamatula's Barbs (3.5e Soulmeld) + (You grow strange bone-like barbs that penetrate you skin everywhere.)
- Soul Warden (3.5e Feat) + (You guide souls to the afterlife and destroy incorporeal undead.)
- Insightful Strikers (3.5e Optimized Character Build) + (You hack people down with inherent awesomeness.)
- Insightful Strike (3.5e Feat) + (You hack people down with inherent awesomeness.)
- Destined by Hera (3.5e Feat) + (You had to pick Hera, did you?)
- Grounded (3.5e Trait) + (You had wings, but for some reason they don't function. Some remains of them still persist, and you have repurposed their use.)