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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
- Mage Slayer (3.5e Feat) + (You have trained long and hard to kill magic users. Maybe you hate them, maybe you just noticed that most of the really dangerous creatures in the world use magic.)
- 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.)
- Item Master (3.5e Feat) + (You make magic items do things you want.)
- Iron Will (3.5e Feat) + (You are able to grit your teeth and shake off mental influences.)
- Investigator (3.5e Feat) + (You have an eye for detail and so much patience that going through a 100' by 100' room inch-by-inch doesn't even try it.)
- Megalomaniac (3.5e Feat) + (You dabble in the abilities of the [[World Dominator (3.5e Class)|World Dominator]] and find them to your liking.)
- Insightful Strike (3.5e Feat) + (You hack people down with inherent awesomeness.)
- Hunter (3.5e Feat) + (You can move around and shoot things with surprising effectiveness.)
- Horde Breaker (3.5e Feat) + (You kill really large numbers of people.)
- 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.)
- Crippling Poker (3.5e Feat) + (You hit people in major organs instead of just bruising them to death.)
- 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.)
- Ghost Step (3.5e Feat) + (You might as well be incorporeal for all the noise you make.)
- Ghost Hunter (3.5e Feat) + (You smack around those folks in the spirit world.)
- Shrink Item (TOToM Spell) + (It makes plushies out of things.)
- Fiendish Invisibility (3.5e Feat) + (You cannot be seen)
- Fiend Cabalist (3.5e Feat) + (You were trained in the mystic arts by a powerful fiend, and your magical power stems from a dark source.)
- Extra Summons (3.5e Feat) + (You may use your Fiend Summoning ability two extra times each day.)
- Extra Arms (3.5e Feat) + (You have more arms than normal.)
- 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.)
- Vine Trip (3.5e Spell) + (You trip someone with a nearby object.)
- 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.)
- Elemental Aura (3.5e Feat) + (Your close relationship with primal elemental forces has manifested in a damaging aura.)
- 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.)
- Detective (3.5e Feat) + (You're good at finding things out just by conversing with townsfolk.)
- Deft Fingers (3.5e Feat) + (Your amazing manual dexterity is the talk of princes and princesses.)
- Danger Sense (3.5e Feat) + (Maybe Spiders tell you what's up. You certainly react to danger with uncanny effectiveness.)
- Cryptographer (3.5e Feat) + (You're good at reading things no one intended you to.)
- Craft of the Soulstealer (3.5e Feat) + (By studying stolen souls, you have learned to fully tap their power for your magical creations.)
- Constricting Fiend (3.5e Feat) + (Your legs merge into a long tail, and you gain the ability to squeeze the life from your foes.)
- Con Artist (3.5e Feat) + (You can fool some of the people, all of the time.)
- Command (3.5e Feat) + (You lead tiny men.)
- 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.)
- Breath Weapon (3.5e Feat) + (You have a magical breath weapon.)
- 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.)
- Blitz (3.5e Feat) + (You go all out and try to achieve goals in a proactive manner.)
- Blind Fighting (3.5e Feat) + (You don't have to ''see'' to kill.)
- Battlefield Surgeon (3.5e Feat) + (You like to cut people open with a saw. But it's good for them. Seriously.)
- Attune Domain (3.5e Feat) + (You incorporate the workings of a divine domain into your magic.)
- 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.)
- Animal Affinity (3.5e Feat) + (You're one of those people animals just won't leave alone for no apparent reason.)
- Alertness (3.5e Feat) + (Your ears are so sharp you probably wouldn't miss your eyes.)
- Acrobatic (3.5e Feat) + (You can totally flip out and kill someone with your gymnastic prowess.)
- Acquirer's Eye (3.5e Feat) + (You know what you want, even if other people have it right now.)
- Insightful Strikers (3.5e Optimized Character Build) + (You hack people down with inherent awesomeness.)
- 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.)
- Cloud Control (3.5e Power) + (You manipulate the sky, producing weather to your specifications.)
- 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.)
- Mage Knight (3.5e Feat) + (You have learned the secrets to combining sword-work and sorcery.)
- Grimoire Fighter (3.5e Alternate Class Feature) + (You learn to deal massive damage with weapons that you've mastered.)
- Ultrametamagical Sorcerer (3.5e Alternate Class Feature) + (You sacrifice knowledge of higher level spells for extra levels of spell slots.)
- 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.)
- 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.)
- 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.)
- Death Metal (3.5e Spell) + (Your music creates a destructive darkness in your allies hearts.)
- Techno (3.5e Spell) + (Your music electrifies those around you with inspired motion.)
- Unearthly Chorus (5e) + (Your music gives advantage on charisma checks against targets that fail a save.<br /><br />)
- Alternative (3.5e Spell) + (Your music inspires desperate action in allies.)
- Dark Heritage (5e Feat) + (Your mutations provide you actual benefits.)
- Nymph Grace (3.5e Feat) + (Your naiad heritage grant you the unearthly grace ability of a nymph.)
- Deadly Chill (3.5e Maneuver) + (Your next attack deals additional cold damage and leaves a persistent chill.)
- Red Terror Strike (3.5e Maneuver) + (Your next attack deals bleeding damage.)
- Masque of Red Death (3.5e Maneuver) + (Your next attack deals higher Strength-based damage than normal.)
- Deathstroke (3.5e Maneuver) + (Your next attack gains a higher critical chance, especially if the enemy is already weakened.)
- Vile Strike (3.5e Spell) + (Your next attack in the round deals vile damage.)
- Unavoidable Strike (3.5e Power) + (Your next attack will hit and deal damage, no matter what.)
- Inconsiderate Arrival (3.5e Maneuver) + (Your next landing will be quite explosive, dealing 1d8 points of sonic damage per initiator level in an area.)
- Lightning Arrow (5e) + (Your next ranged weapon attack does [[SRD5:Lightning|lightning]] damage to the target and nearby creatures.<br /><br />)
- Lightning Arrow (One) + (Your next ranged weapon attack does [[SRD5:Lightning|lightning]] damage to the target and nearby creatures.)
- Void Meditation (3.5e Feat) + (Your nonthoughts protect you from prying eyes.)
- Advanced Familiar (3.5e Feat) + (Your normal familiar gets improved benefits.)
- Red Nose (3.5e Soulmeld) + (Your nose glow of a familiar red light.)
- Middling Spellcaster (3.5e Feat) + (Your novice spellcasting abilities improve to middling spellcasting.)
- Expose Weakness (3.5e Feat) + (Your opening blow opens the way for additional strikes to deal great damage.)
- Jitterbug (3.5e Power) + (Your opponent can't stop moving, and their twitching bodies disrupts their accuracy.)
- Dissonant Whispers (One) + (Your opponent hears whispers that damages their psyche)
- Dissonant Whispers (5e) + (Your opponent hears whispers that damages their psyche<br /><br />)
- Burden of Sin (3.5e Spell) + (Your opponent's sins weight them down.)
- Battery Core (3.5e Feat) + (Your overheat deals electricity damage instead of fire damage and may shock everyone around you instead of catching fire.)
- Improved Pact Augmentation (3.5e Feat) + (Your pact augmentation class feature is stronger.)
- Jealous Patron (3.5e Flaw) + (Your patron gives you power but at an high cost.)
- Zen Reflexes (3.5e Feat) + (Your peace of mind grant you incredible reflexes, both to avoid incoming threats and act before others. You may also do a cool somersault once per encounter.)
- Mammon's Greed (3.5e Feat) + (Your penchant for excess and selfishness knows no bounds, and in the name of your lord Mammon you take what you desire.)
- Legendary Prowess (3.5e Feat) + (Your perception and skill in combat are the stuff of legend.)
- Motivational Performer (3.5e Feat) + (Your performances inspire your allies beyond what they thought themselves capable of! You're like that Tony Robbins guy or something.)
- Melodic Fighting (3.5e Feat) + (Your performing style emphasizes martial rhythms and you combine fighting with art.)
- Schizophrenic (3.5e Flaw) + (Your personality changes, often vibrantly and unpredictably.)
- Hard Freeze (3.5e Feat) + (Your personality chills people to the bone.)
- Punch Ghost (3.5e Alternate Class Feature) + (Your phantom has an inherent knowledge of martial arts, prefering to deliver barrage of blows over powerful slam attacks.)
- Enduring Tether (3.5e Feat) + (Your phantom is sent back to your consciousness instead of being banished to the ethereal plane and slowly healed while harbored in your consciousness.)
- Planar Philosopher (5e) + (Your philosophy of the nature and working of the [[SRD5:Plane|plane]]s dominated your pre-adventurer life.)
- Toxic Corrosion (3.5e Feat) + (Your poison can eat through dead flesh, wood and even metal. This allows it to affect creatures normally immune to poison.)
- Supernatural Virulence (3.5e Feat) + (Your poison is as much magical as it is biological.)
- Venom of Obox-ob (3.5e Feat) + (Your poisons are like those of Obox-ob himself.)
- Putrifying Poison Potency (3.5e Maneuver) + (Your poisons bypass immunity while in this stance, and carry an extra burning acid touch.)
- Maintenance (3.5e Spell) + (Your possessions become unwilling to leave your side.)
- Potion Potency (3.5e Feat) + (Your potions are more potent for the first 24 hours.)
- Tainted Source (3.5e Feat) + (Your power flows from a dark source that taints your magical abilities.)
- Awesome Power Focus (3.5e Feat) + (Your power focus flaw turn into a boon somewhat.)
- Minimal Power (3.5e Feat) + (Your power is cheaper, maybe even free, but it won't grow at all.)
- Eldritch Power (3.5e Feat) + (Your power over eldritch magic manifests in additional power for your rays.)
- Lunar Flight (3.5e Feat) + (Your power seem to affect the very gravity around you, as old lunars you discovered the secret of flight.)
- SRD:Power Penetration + (Your powers are especially potent, breaking through power resistance more readily than normal.)
- Psionic Interference (3.5e Alternate Class Feature) + (Your powers are very subtle but also strangely disrupted when wearing armor. This lack of physical defense lead you to adapt using flahses of isnight for defensive purposes.)
- Hybrid Bloodline (3.5e Feat) + (Your powers come from a mixed bloodline.)
- Supreme Dilettante (3.5e Feat) + (Your powers of dabbling allow you to to achieve similar mastery to those who have spent their whole lives honing a single skill.)
- Brutal Strike (3.5e Feat) + (Your precision strikes target the enemies’ weak points for massive damage.)
- SRD:Widen Aura of Courage + (Your presence calms people further away from you.)
- Aura of the Despoiler (3.5e Maneuver) + (Your presence poisons reality itself, degenerating all things in range.)
- Toughness, Grimoire (3.5e Feat) + (Your preternatural toughness is the stuff of legends, allowing you to remain standing despite immense physical punishment.)
- Armory Of Darkest Shadow (3.5e Invocation) + (Your previous knowledge of manipulating darkness allows you to shape shadow into armor, weapons and other combat effects.)
- Dragonfire Secrets (3.5e Feat) + (Your prowess in mixing eldritch arts and draconic powers improves.)
- Short Haft (3.5e Feat) + (Your prowess with polearms allows you to to get at even those opponents who believe they are inside your guard.)
- Psicrystal Power-CE (3.5e Feat) + (Your psicrystal can manifest powers in your steed.)
- SRD:Psicrystal Containment + (Your psicrystal has advanced enough that it can hold a psionic focus that you store within it.)
- Psionic Precognition (3.5e Feat) + (Your psionic abilities have granted you significant precognitive powers.)
- Dragonblooded Psion (3.5e Feat) + (Your psionic powers are empowered by your dragon blood.)
- Aboleth Disciple (3.5e Prestige Class) + (Your psionics awaken some hidden power, revealing the abolethian tainting of your ancestors.)
- Adapt Psychic Knife (3.5e Feat) + (Your psychic knife gains the properties of a special crafting material)
- Psychic Disturbance (3.5e Flaw) + (Your psychic powers are flawed, projecting an aura of unease and discomfort onto others. Those also psionically sensitive are even more aware of it.)
- Fire Wolf Punch (3.5e Feat) + (Your punch causes a wall of flame to spontaneously appear.)
- Power Cosmic (3.5e Flaw) + (Your quest for Godhood and absolute power granted you the power cosmic! Alas, it was not for mere mortals and instead of granting you the promised omnipotence it rendered your body fragile as a statue of ashes, ready to collapse at the slightest touch.)
- Swift Quiver (5e) + (Your quiver becomes magical and does not run out of ammo during the spell. Also you may use a [[SRD5:Bonus Action|bonus action]] to make 2 attacks from the quiver.<br /><br />)
- Swift Quiver (One) + (Your quiver becomes magical and does not run out of ammo during the spell. Also you may use a [[SRD5:Bonus Action|bonus action]] to make 2 attacks from the quiver.)
- Greater Mark of the Ska'drin (3.5e Feat) + (Your racial Ska'drin mark improves again, building upon your ancient, innate power.)
- Improved Mark of the Ska'drin (3.5e Feat) + (Your racial Ska'drin mark improves, building upon your ancient, innate power.)
- Evershifting Mark (3.5e Feat) + (Your racial Ska'drin mark never settles. While this means you will never be considered an adult by your kind, it also means your innate magic is always changing and evolving.)
- Improved Racial Hit Dice (3.5e Feat) + (Your racial hit dice are a lot better than normal.)
- Racial Talent (3.5e Feat) + (Your racial hit dice count towards scaling class features.)
- Tranquil Fury (3.5e Feat) + (Your rage bubbles beneath the surface instead of going all-out, enabling you to keep a somewhat level head even while going berserk.)
- Cold Rage (3.5e Feat) + (Your rage burns cold, allowing you to act much more rationally and granting you superior battle clarity.)
- Wrath of the Bloody Mist (3.5e Feat) + (Your rage demands the whole world be painted red.)
- Vivacious Rager (3.5e Prestige Class) + (Your rage exceeds the limits of the body to the point where you draw on the raw energy of life itself, rendering you a raging unkillable beast, and posing a hazard to yourself.)
- Elemental Rager (3.5e Feat) + (Your rage gains elemental benefits.)
- Demonic Fury (3.5e Feat) + (Your rage unleashes your inner demon, granting you the use of one or more [Fiend] feat.)
- Deformity, Shuddering (3.5e Feat) + (Your random spasms are probably the result of nerve damage.)
- Infinite Range (3.5e Feat) + (Your range increment is your line of sight.)
- Drilling Shot (3.5e Feat) + (Your ranged attacks go through people.)
- Uncanny Accuracy-CE (3.5e Feat) + (Your ranged attacks ignore the miss chance granted to targets by total concealment, and any other miss chance.)
- Expurgation of Juiblex (3.5e Invocation) + (Your ranged blast becomes a cone.)
- Itharius' Unerring Strike (3.5e Invocation) + (Your ranged blast never misses, ignores cover and concealment.)
- U-Turn (3.5e Equipment) + (Your ranged projectiles defy physics in order to hit their target.)
- Versatile Performer (3.5e Feat) + (Your ranks in perform may now apply to up to three different types of performances, with synergy bonuses if you can use multiple of them.)
- Eldritch Break (3.5e Feat) + (Your ray spells carry extra power in them, allowing you to break through enemy [[SRD:Spell Resistance|resistance]] more easily.)
- Bolstered Initiative (3.5e Feat) + (Your reaction time relies on more than just your reflexes)
- Inhuman Reflex (3.5e Feat) + (Your reflex, no matter what class is mighty.)
- Swift Initiative (3.5e Feat) + (Your responsiveness grows as your speed increases)
- Strength of Conviction (3.5e Alternate Class Feature) + (Your righteous zeal lends strength to your attacks and those of your allies.)
- Rituals (3.5e Variant Rule) + (You can share your rituals with others.)
- Sticky Tongue Style (3.5e Feat) + (Your saliva sticks to things and you have a very flexible tongue.)
- Dynamic Potential (3.5e Feat) + (Your save DCs grow with your level.)
- Greater Scent (3.5e Feat) + (Your scent improves to be better blindsense, and a bit of blindsight.)
- Improved Scent (3.5e Feat) + (Your scent improves to become more like blindsense.)
- Superior Scent (3.5e Feat) + (Your scent improves to the point you can smell text.)
- Alchemical Conspiracy (3.5e Feat) + (Your schemes are truly grand and worldshaking, when it comes to playing with big symbols.)
- Efficient Ki Consumption (3.5e Feat) + (Your seals use less ki than normal.)
- Secondary Arms (3.5e Feat) + (Your secondary arms are as powerful as your primary, and can do everything they can.)
- Always on Lookout (3.5e Feat) + (Your senses are on constant alert.)
- Extra Sense Enhancement (3.5e Feat) + (Your senses can stretch for miles, and even see through objects.)
- Shadow Incantation (Legend Feat) + (Your shadow is rather unusual. It does things for you.)
- Touch of Shadow (3.5e Feat) + (Your shadowy touch can bypass armor.)
- Rapid Reassignment (3.5e Feat) + (Your sharply-focused mind allows you to cram hours' worth of meditation into a few minutes.)
- Aegis (3.5e Equipment) + (Your shield can project a barrier of energy that moves with you.)
- Augment Shielding (3.5e Feat) + (Your shields become stronger than normal.)
- Races of War (3.5e Sourcebook)/Warriors with Style + (You don't have to ''see'' to kill.)
- Sniper (3.5e Feat) + (Your shooting is precise and dangerous.)
- Huge Size (3.5e Feat) + (Your size increases to Huge)
- Huge Size, Book of Elements (3.5e Feat) + (Your size increases to Huge)
- Large Size (3.5e Feat) + (Your size increases to Large.)
- Large Size, Book of Elements (3.5e Feat) + (Your size increases to Large.)
- Fossilized Minion (3.5e Feat) + (Your skeletal minion has Ancient Power!)
- Respawning Skeletons (3.5e Feat) + (Your skeletons crumble on death, but if not dealt with they will return.)
- Greater Improvised Weapons (3.5e Feat) + (Your skill in wielding any non-weapon object you handle as a weapon is vastly improved.)
- Epic Trainee (3.5e Feat) + (Your skills are developed to an utterly legendary degree. You blow your less diligent peers out of the water.)
- Blitzball Ace (3.5e Feat) + (Your skills as Blitzball Player and Fighter rise higher and higher as you grow, making you an Ace of the sport and felling enemies with the weapon)
- Inherently Skilled (3.5e Trait) + (Your skills don't come from your smarts; you have basic training that comes inherently from you.)
- Weapon Breakage (3.5e Feat) + (Your skin becomes harder than weapons, and this incredible defense can breaks them.)
- Lunar Aura (3.5e Feat) + (Your skin glow with your ancestor power, the light seem to have a strange effect upon others.)
- Shadow of the Dogai (3.5e Soulmeld) + (Your skin grows dark and cold.)
- Publication:Unearthed Arcana/Bladeproof Skin (Feat) + (Your skin has a degree of protection from even the sharpest edge.)