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
- Deafening Spell (4e Feat) + (All creatures hit by your attack spell are deafened.)
- Zone of Invulnerability (3.5e Spell) + (All creatures within the area of effect cannot fall below 40 hp, and cannot die as long as the spell persists.)
- Deteriorating Blow (3.5e Maneuver) + (All damage you deal is acid, and it bypasses hardness and resistances.)
- Plane of Pictures (3.5e Location) + (All drawings, paintings, etchings, and photographs are actually links to this plane.)
- Improved Aura of Despair-CE (3.5e Feat) + (All enemies in your aura of despair take a -4 penalty and lose immunity to fear.)
- Blue Flames (3.5e Feat) + (All extraordinary, supernatural, or magical abilities and all spells you cast that deal fire damage now bypass immunity to fire and broke resistance to fire from your foes.)
- Temptation (3.5e Cleric Domain) + (All it takes is a little push to set someone on a darker path.)
- Vay-Foo the Animaid (3.5e Vestige) + (All maids are idealized in some way. Vay-Foo is just more idealized. She is best maid.)
- Transmute Metal to Jelly (3.5e Spell) + (All metal objects within the area are changed to jelly.)
- Monster Level Equivalency Theory (3.5e Other) + (All monsters should have HD equal to their CR. Without exception. Ever.)
- Calamity Symphony (3.5e Maneuver) + (All of discipline's associated weapons add 5 ft. to their reach and maintain the ability to strike at adjacent squares as well. Against any target completely surrounded by threatened squares, all attacks gain the benefits of flanking.)
- Tough as Nails (3.5e Feat) + (All of your current and future HD become d12s. You also gain +2 hit point to for each natural d12 you possess.)
- Master of Skills (3.5e Feat) + (All skills become class skills.)
- Iron Sharpens Iron (3.5e Maneuver) + (All successful attacks made until the beginning of your next turn are automatically confirmed critical hits, and victims of these attacks cannot be raised normally.)
- Arcane Training Swordsage (3.5e Alternate Class Feature) + (All swordsages receive training in more supernatural disciplines than other martial adepts. You, however, have a knack for supernatural techniques, focusing on them so much your nonmagical knowledge has suffered.)
- Detect Alignment (3.5e Spell) + (All the alignment detection spells rolled into one.)
- Unarmored Duskblade (3.5e Alternate Class Feature) + (All the other Duskblades you trained along were not as nimble as you, relying solely on their strength to fight, and their armor to protect themselves. You know that the armor that your comrades use will only slow you down.)
- Stone Toss (3.5e Feat) + (All the stones you hurl strike true, hitting hard.)
- Massive Musical (3.5e Spell) + (All the world's a stage, and all the men merely players~)
- Platformer (3.5e Feat) + (All those years of saving the princess finally paid off. Too bad that the princess was always in another castle.)
- Blurred Bonds (3.5e Maneuver) + (All threatened targets are denied Dexterity bonus to AC and take a −4 penalty to all checks to resist Disarming or Trips.)
- Stance of Flying Daggers (3.5e Maneuver) + (All weapons now have a throwing range, and throwing and ranged weapons benefit from [[SRD:Far Shot|Far Shot]] and a superior [[SRD:Returning|Returning]] enhancement.)
- Special Monk Proficiency (3.5e Feat) + (All weapons you are proficient with are special monk weapons.)
- Scarlet Horror Strike (3.5e Maneuver) + (All your attacks cause bleeding damage until the beginning of your next turn, and bleed is multiplied on a critical hit.)
- Crimson Nightmare Strike (3.5e Maneuver) + (All your attacks cause heavy bleeding damage until the beginning of your next turn, and bleed is multiplied on a critical hit. The bleeding stops all fast healing and regeneration until cured.)
- Savage Attack (3.5e Maneuver) + (All your attacks deal double damage, but all attacks on you also deal double damage.)
- Improved Favored Enemy-CE (3.5e Feat) + (All your favored enemies are set to maximum, taking the benefit of your strongest favored enemy.)
- Favored Weapon (3.5e Trait) + (All your life you trained with the longsword, and you're really good at it. Too bad you swing all other weapons like they were longswords...)
- Insurance (3.5e Feat) + (All your sweet loot is insured.)
- Last to Fall (3.5e Maneuver) + (Allies do not die from hit point or ability damage while you are in this stance, and you release a healing burst on death.)
- Galea's Shark's Swiftness (3.5e Spell) + (Allies in burst may move and attack instantly.)
- Iphigenia (3.5e Deity) + (Allmother Iphigenia is the goddess of comfort, parents, the afterlife, and obedience. Born of submission, she opposes Baal Adramelech the Burning King. Her scion is Dream Eater Lotophagoi.)
- Wrathful Spell (3.5e Feat) + (Allow you to cast a spell while raging and it deal more damage.)
- Tricky Invoking (3.5e Feat) + (Allow you to hold invocation and release them as a immediate action.)
- Mantralist (3.5e Feat) + (Allow you to maintain multiple mantra at the same time.)
- Mind Puncture (3.5e Power) + (Allow you to pierce mind defense for but a moment.)
- Stone Dragon Errata (3.5e Variant Rule) + (Allowing Stone Dragon users the ability not to be shut down in places without a ground to stand.)
- Cooperative Summoner (3.5e Feat) + (Allows Tome Warlocks, Summoners and anyone else with the Summon ability to summon from a larger pool)
- Hearty Pies (3.5e Feat) + (Allows a Pie Mage to create pies with healing properties)
- Pushback (3.5e Feat) + (Allows a disrupted spell or power to be retained by lengthening its casting time.)
- Publication:Dread Codex/Magic Items/Rebuker's Rod + (Allows a necromancer to rebuke undead as a [[SRD:Cleric|cleric]], and doubles the number of undead that can be animated per casting of ''[[SRD:Animate Dead|animate dead]]''.)
- Goddess Tears (3.5e Equipment) + (Allows a reroll for Fortitude saves against poisons and diseases.)
- Ray Weapons in Eberron (3.5e Other) + (A ray weapon that can be loaded with, and fire, a single item of Fine size.)
- Wandgun (3.5e Equipment) + (Allows a wand to be slotted into a gun, granting attacks with the wand the benefit of any enhancement bonus or special ability that the gun has.)
- Lifesight (3.5e Creature Ability) + (Allows detection of living creatures.)
- Deathspeaker Mask (3.5e Equipment) + (Allows seeing ethereal creatures, 3/day ''speak with dead'', can make Intimidate checks against undead, gain +2 insight bonus on social skill checks against intelligent undead)
- Secret of the Cursed Flame (3.5e Feat) + (Allows the caster to wield flames that keep burning and cause nasty status effects.)
- Hoplite Combat (3.5e Feat) + (Allows the character to wield a shield with a polearm.)
- Publication:Dread Codex 2/Magic and Cursed Items/Lenses of Truth and Madness + (Allows the wearer to benefit from ''[[SRD:True Seeing|true seeing]]'' and other spells, at a cost.)
- Publication:Dread Codex/Magic Items + (A whip that deals lethal damage, and has substantial trip bonuses.)
- Publication:Dread Codex/Magic Items/Necromancer's Rod + (Allows the wilder to cast a number of spell-like abilities each day, and strikes as a minor magic weapon.)
- Item Focus Spell (3.5e Feat) + (Allows you to cast with your hands full, provided one of your hands is holding the focus.)
- Planar Gravity Control Ring (3.5e Equipment) + (Allows you to control subjective gravity easier.)
- Craft Truespeech Item (3.5e Feat) + (Allows you to craft truespeech items.)
- Haywire (3.5e Maneuver) + (Allows you to drive mindless creatures crazy.)
- Fall Trip Boots (3.5e Equipment) + (Allows you to fall faster and avoid fall damage.)
- Publication:Dread Codex 2/Magic and Cursed Items/Helmet of Whispering + (Allows you to hear the thoughts of others, but makes you insane.)
- AC Scouter (3.5e Equipment) + (Allows you to know the Regular, Touch and Flat-Footed AC of a target.)
- White Mage (Legend Feat) + (Allows you to learn healing spells automatically.)
- Return to the Grave (3.5e Maneuver) + (Allows you to make critical hits against undead.)
- Mold Earth (5e) + (Allows you to move earth, shape it, or create [[SRD5:Difficult Terrain|difficult terrain]].<br /><br />)
- Mold Earth (One) + (Allows you to move earth, shape it, or create [[Difficult Terrain (One)|difficult terrain]].)
- Publication:Dread Codex 2/Magic and Cursed Items + (Conjures skeletal wings that allow the wearer to fly.)
- Publication:Dread Codex 2/Magic and Cursed Items/Tongue of Crin Arda + (Allows you to speak and understand any language, if you can get past its curse.)
- Plane of Life (3.5e Sourcebook)/The Stuff + (Allows you to survive on the plane of positive energy.)
- Personal Positive Planar Sustainer (3.5e Equipment) + (Allows you to survive on the plane of positive energy.)
- Primal Enchanter (3.5e Feat) + (Allows you to tap into the primal matter controlling creatures, enchanting even those without a mind.)
- Relentless Hex (5e) + (Allows you to teleport near the target of your ''[[Hex (5e)|hex]]'' spell or curse feature.)
- Lunar Grotto (3.5e Location) + (Along the ocean shore, when the moon is full, the tide crashes into this grotto, unleashing the raw power of the sea.)
- SRD:Gnomes, Deep—Svirfneblin (Race) + (Also called deep gnomes, svirfneblin are said to dwell in great cities deep underground.)
- SRD:Elves, Aquatic (Race) + (Also called sea elves, these creatures are waterbreathing cousins to land-dwelling elves.)
- White Flare (3.5e Spell) + (Also know erroneously as "Holy", this rift to the positive energy plane destroys all life it touches!)
- Picture Frame of Exceptional Realism (3.5e Equipment) + (Also known as a "moving picture", because it needs no non-illustrated inhabitants in order to move.)
- Superhero (3.5e Class) + (Also known as a "one-trick pony", each superhero possesses one powerful ability. This implementation takes superpowers directly from the Sorcerer/Cleric/Druid/Bard/Ranger/Paladin spell lists.)
- Amplifying Horn (3.5e Equipment) + (Also known as a megaphone, it amplify's one's voice.)
- SRD:Elves, Dark—Drow (Race) + (Also known as dark elves, drow are a depraved and evil subterranean offshoot.)
- Elf, Frost (3.5e Race) + (Also known as nifnalves or nifalfkyn, the vicious frost elves hail from frozen tundras.)
- Cecaella (3.5e Race) + (Also known as octofolk or sea witches, cecaella are mermaid-type creatures whose lower half is that of a squid or octopus instead of a fish.)
- Umbral Warlock (3.5e Alternate Class Feature) + (Also known as shadow warlock or dark warlo … Also known as shadow warlock or dark warlock, these arcanists pledged their soul to shadows or study it and have a strong connection with the Plane of Shadows. In Eberron the first umbral warlocks were umbragen warlocks, that gave their body and spirit to the Umbra.t gave their body and spirit to the Umbra.)
- Illewe (3.5e Deity) + (Also known as the Crone, the Lady Time, and the Keeper of Secrets, Illewe is the least understood of the Vaeryans.)
- Deisteel (3.5e Equipment) + (Also known as the ‘metal of the Gods’, deisteel is an alloy of adamantium and mithral which combines the qualities of both.)
- Dominating Dogma (3.5e Spell) + (Alter the alignment of a target to that of your own. It may spell atonement for the creature, or rebellion.)
- Transmute Weapon (3.5e Utterance) + (Alter the material, or even the shape, of weapons and armor.)
- Word of Bolstering (3.5e Utterance) + (Alter the material, or even the shape, of weapons and armor.)
- Stormclouds of Dark Omens (3.5e Spell) + (Alter the weather to be dark, gloomy, and ripe for storms.)
- Voluntary Coma (3.5e Spell) + (Alter your body to have reduced metabolic needs, or enter a state of false death.)
- Githyanki Silver Sword (3.5e Equipment) + (Alternate write-up for a Githyanki's silver sword)
- Knowledge DC Variant (3.5e Variant Rule) + (Alters the DC for knowledge skills to be based on rarity rather than HD.)
- Shields Revised (3.5e Variant Rule) + (Alters the functionality of shields so they actually act like shields.)
- Nobody Shift (3.5e Feat) + (Alters the physical make-up of a Nobody into a different type of lower Nobody.)
- Spellbender (3.5e Class) + (Although a spellbenders does not cast spells, she is a master of metamagic and sculpts the flow of magic around her to her own will.)
- Aspect of the Pillbug (3.5e Feat) + (Although not a true vermin, the pillbug is known for its thick exoskeleton and signature curled pose, all of which help you to devastate enemies.)
- Wildsoul Warlock (3.5e Alternate Class Feature) + (Although not common in the already uncommo … Although not common in the already uncommon warlocks, few individual prefer the seclusion and privacy the wilderness grants. These individuals gain powers akin to those of the druid, tapping into the primal spirits hidden away from civilization in addition to the power residing in their bloodline.to the power residing in their bloodline.)
- Darkest Shadow Devotee (3.5e Alternate Class Feature) + (Although the Darkest Shadows answer no prayers, and many churches frown upon it, you know better - why give up such a source of power in the service of your god (and yourself, while you're at it)?)
- Electric Creature (3.5e Template) + (Although they resemble creatures found on other planes, electric creatures are found on the Elemental Plane of Electricity.)
- Scholar of Magical Theory (3.5e Feat) + (Although you may not be capable of casting magic yourself, you have still amassed your own personal library of spells which can be used for crafting magical items.)
- Privacy Inclined (3.5e Flaw) + (Although you may or may not extend the same treatment to others, you cannot stand to have your own privacy invaded.)
- Free Psionic Focus (3.5e Feat) + (Always have 1 extra power point you can only use to obtain psionic focus.)
- Instant Spittake (3.5e Spell) + (Always have a drink on hand to spit out in shock and surprise.)
- Linkbox (3.5e Equipment) + (Always made in groups of two or more, these treasure chests share a common interior, allowing people to share objects from far away.)
- Prepared Slayer (3.5e Feat) + (Always ready to take down a incapacitated foe)
- Perfect Skill (3.5e Power) + (Always roll 20 on a skill check.)
- Combustible Spell (3.5e Feat) + (Always set fire to foes)
- Chameleon (3.5e Class) + (Always sneaking and hiding, nobody ever finds a chameleon unless the chameleon wants to be found. They can easily hide their tracks and disguise themselves and always use this to their advantage.)
- Spider-Monk (3.5e Class) + (Amalgamation of Monk, Rogue, and Spider-Man)
- Theran Chimera (5e) + (Amalgamation of multiple creatures.)
- Dragon Speaker (5e) + (Ambassador NPC of dragons)
- Amberra (3.5e Deity) + (Amberra is the Goddess of healing, compassion, and mercy. Her priests bring comfort to even the most downtrodden of people)
- Ambiko (3.5e Race) + (Ambikos are tricky, devious, aloof humanoids with the ability to alter themselves.)
- Ambush (3.5e Feat Type) + (Ambush feats were originally presented in [[Publication:Complete Adventurer|Complete Adventurer]]. They allow you to sacrifice some of your sneak attack dice in exchange for special status effects.)
- Dragon, Amethyst (3.5e Bloodline) + (Amethyst Dragons are wise and regal. They sometimes serve as intermediaries between warring dragons, or even humanoid civilizations.)
- FT01 Clip (3.5e Equipment) + (Ammo for most FT weapons.)
- Echokinesis (3.5e Power) + (Amplify and modify sounds. Your voice is your weapon.)
- Mantlehearth (3.5e Spell) + (Amplify the life-giving warmth of the earth.)
- Voice of Distant Thunder (3.5e Utterance) + (Amplify your voice to nearly deafening volume, or speak to someone an unlimited distance away as if you were next to them.)
- Forced Omens (3.5e Trait) + (An ''[[SRD:Enlarge Spell|enlarged]] [[SRD:Widen Spell|widened]] [[SRD:Prestidigitation|prestidigitation]]'' effect follows you wherever you go. For the most part you can't control it.)
- Unseen Medic (3.5e Spell) + (An ''[[SRD:Unseen Servant|unseen servant]]'' that goes around healing people indiscriminately.)
- Avowed Protector (3.5e Alternate Class Feature) + (An ACF for bodyguards and guardians, it grant the ability to take charge of an ally or innocent and protect them. An Avowed Protector guard her charge and destroy opponents who would strike them.)
- Abyssal Alchemist (3.5e Prestige Class) + (An Abyssal Alchemist is a very very special spellcaster, she is an expert of twisting and transmuting the chaotic primal essence of the demons, lords of the abyss.)
- Acrid Rime (3.5e Equipment) + (An Acrid Rime weapon is a made of a supercool acid kept within a magical containment field overlaid upon the original weapon.)
- Rogue Alchemist (3.5e Prestige Class) + (An Alchemist who delves into the forbidden realms of alchemy to mess with the social and natural orders.)
- Adventuring Barbarian (3.5e Alternate Class Feature) + (An Alternate Class Feature set made to increase the power of the Barbarian class to be usable in higher level of play without going as far as the Tome Barbarian in it rework.)
- Inflame (5e Spell) + (An AoE [[Goaded (5e Condition) | Goad]], in the vein of the 3rd-level ''Fear'' spell.<br /><br />)
- Apex (3.5e Class) + (An Apex is at the top of the food-chain. Able to shapechange into a wild beast and dominate the battlefield. An apex melds rage with a select few empowered beast forms.)
- Arbalester Rogue (3.5e Alternate Class Feature) + (An Arbalester Rogue is a master of the crossbow, killing her foes left and right with a well placed bolt.)
- Weave Incarnate (3.5e Prestige Class) + (An Archmage-like class for those who pursue mastery in metamagic.)
- Marathon (3.5e Power) + (Double overland speed.)
- Sublime Hobgoblin (3.5e Race) + (Because stealth is for regular [[SRD:Goblin|goblins]]…)
- 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.)
- 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.)
- Cashooie (3.5e Deity) + (Cashooie can perceive the past perfectly, and therefore sees no reason for anything to exist for more than a moment.)
- Still Invocation (3.5e Feat) + (Make a [[SRD:Charisma|Charisma]] check to invocate without moving.)
- Decanter of Endless Kittens (3.5e Equipment) + (It's a decanter. I'm sure you can guess what comes out of it.)
- 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.)
- Summon Steed (3.5e Spell) + (You call a nearby mount to you.)
- Dork In A Bottle (3.5e Equipment) + (The players aren't afraid of a simple pit trap, at least not until this one.)
- Die Pool for Ability Scores (3.5e Variant Rule) + (Roll lots of d6 and place 3 results into each ability to determine ability scores.)
- Shadows of the Mage-Lords (3.5e Spell) + (Call up shadows, deal negative levels in area.)
- 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.)
- Miniature Blast (3.5e Invocation) + (Negate most firing penalties.)
- Nullstrain (3.5e Equipment) + (Gain protection against spellstrained.)
- Ultrametamagical Sorcerer (3.5e Alternate Class Feature) + (You sacrifice knowledge of higher level spells for extra levels of spell slots.)
- Grimoire Fighter (3.5e Alternate Class Feature) + (You learn to deal massive damage with weapons that you've mastered.)
- Mage Knight (3.5e Feat) + (You have learned the secrets to combining sword-work and sorcery.)
- Spell Drain (3.5e Feat) + (Magical foes damaged by your spell also gain a [[Spellstrained (3.5e Condition)|spellstrained]] level.)
- Impressive Wordcasting (3.5e Feat) + (Your spells may not do more to any given target, but they sure are big.)
- Berserker (3.5e Class) + (An adrenaline-filled junkie who cares only about the next foe before him.)
- 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.)
- 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!)
- Corpselight Whisperer (3.5e Prestige Class) + (Master of decay, and the secrets of the Will-o-Wisps.)
- Cloud Control (3.5e Power) + (You manipulate the sky, producing weather to your specifications.)
- 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.)
- 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.)
- Flaying Wind (3.5e Spell) + (Create a blast of wind that strips flesh from bones.)
- Races of War (3.5e Sourcebook)/Warriors with Style + (You don't have to ''see'' to kill.)
- Dirty Deeds Done Dirt Cheap (3.5e Feat) + (You can offer a discount on your Deeds since you get to do so many.)
- Bio (3.5e Spell) + (Target takes 1d6 damage/level (max 10d6), 2 Constitution damage.)
- Insightful Strikers (3.5e Optimized Character Build) + (You hack people down with inherent awesomeness.)
- Acquirer's Eye (3.5e Feat) + (You know what you want, even if other people have it right now.)
- Acrobatic (3.5e Feat) + (You can totally flip out and kill someone with your gymnastic prowess.)
- Alertness (3.5e Feat) + (Your ears are so sharp you probably wouldn't miss your eyes.)
- Animal Affinity (3.5e Feat) + (You're one of those people animals just won't leave alone for no apparent reason.)
- Apprenticeship (3.5e Feat) + (New Mentor Types for the Lower Planes.)
- 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.)
- Attune Domain (3.5e Feat) + (You incorporate the workings of a divine domain into your magic.)
- Battlefield Surgeon (3.5e Feat) + (You like to cut people open with a saw. But it's good for them. Seriously.)
- Blind Fighting (3.5e Feat) + (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.)
- Blood War Sorcerer (3.5e Feat) + (As a battle magician in the blood War, you’ve learned killing arts that would amaze common spellcasters.)
- 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.)
- Grease (TOToM Spell) + (Creates a patch of slippery terrain, or coats something in grease.)
- Breath Weapon (3.5e Feat) + (You have a magical breath weapon.)
- 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.)
- Carrier (3.5e Feat) + (You are a carrier of a dangerous disease, though you are immune to its effects.)
- 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.)
- Combat Looting (3.5e Feat) + (You can put things into your pants in the middle of combat.)
- Ravaged By Abaddon (3.5e Racial Paragon Class) + (For those that have been ravaged by Abaddon.)
- Combat School (3.5e Feat) + (You are a member of a completely arbitrary fighting school that has a number of recognizable signature fighting moves.)
- Command (3.5e Feat) + (You lead tiny men.)
- Con Artist (3.5e Feat) + (You can fool some of the people, all of the time.)
- Constricting Fiend (3.5e Feat) + (Your legs merge into a long tail, and you gain the ability to squeeze the life from your foes.)
- Craft of the Soulstealer (3.5e Feat) + (By studying stolen souls, you have learned to fully tap their power for your magical creations.)
- Cryptographer (3.5e Feat) + (You're good at reading things no one intended you to.)
- Danger Sense (3.5e Feat) + (Maybe Spiders tell you what's up. You certainly react to danger with uncanny effectiveness.)
- Deft Fingers (3.5e Feat) + (Your amazing manual dexterity is the talk of princes and princesses.)
- Detective (3.5e Feat) + (You're good at finding things out just by conversing with townsfolk.)
- Devour the Soul (3.5e Feat) + (As a fiend, you gain nourishment from devouring souls.)
- Dominions of the Infernal (3.5e Feat) + (When you call, armies of those you have defeated are forced to answer in service.)
- Omerta Endecha (3.5e NPC) + (Famous bard possessed by the elder evil Algollied.)
- Dreadful Demeanor (3.5e Feat) + (People know you're a badass motherfvcker the instant you enter the room.)
- Elush's Explosive Exsanguination (3.5e Spell) + (Explode creatures with blood to kill them, scare others.)
- Elemental Aura (3.5e Feat) + (Your close relationship with primal elemental forces has manifested in a damaging aura.)
- Elusive Target (3.5e Feat) + (You are very hard to hit when you want to be.)
- Essence Gourmand (3.5e Feat) + (Even among soul-eating fiends, you are an accomplished eater.)
- Expert Counterfeiter (3.5e Feat) + (You aren't a common forger, you're an ''artiste''.)
- Vine Trip (3.5e Spell) + (You trip someone with a nearby object.)
- 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 Tactician (3.5e Feat) + (You benefit your allies so good they remember you long time.)
- Extra Arms (3.5e Feat) + (You have more arms than normal.)
- Extra Summons (3.5e Feat) + (You may use your Fiend Summoning ability two extra times each day.)
- 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.)
- Fiendish Invisibility (3.5e Feat) + (You cannot be seen)
- Shrink Item (TOToM Spell) + (It makes plushies out of things.)
- Ghost Hunter (3.5e Feat) + (You smack around those folks in the spirit world.)
- Ghost Step (3.5e Feat) + (You might as well be incorporeal for all the noise you make.)
- 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.)
- Great Fortitude (3.5e Feat) + (You are so tough. Your belly is like a prism.)
- Crippling Poker (3.5e Feat) + (You hit people in major organs instead of just bruising them to death.)
- Harmless Form (3.5e Feat) + (You can assume the likeness of a mortal.)
- Heighten Spell-like Ability (3.5e Feat) + (You can treat your spell-like abilities as more powerful spell effects.)
- 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.)
- Susceptible Strike (3.5e Invocation) + (Gives creatures Susceptible Condition)
- Psychic Thesis (3.5e Feat) + (As Arcane Thesis, for psionic powers)
- Horde Breaker (3.5e Feat) + (You kill really large numbers of people.)
- Huge Size (3.5e Feat) + (Your size increases to Huge)
- Hunter (3.5e Feat) + (You can move around and shoot things with surprising effectiveness.)
- Insightful Strike (3.5e Feat) + (You hack people down with inherent awesomeness.)
- Megalomaniac (3.5e Feat) + (You dabble in the abilities of the [[World Dominator (3.5e Class)|World Dominator]] and find them to your liking.)
- 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.)
- Iron Will (3.5e Feat) + (You are able to grit your teeth and shake off mental influences.)
- Item Master (3.5e Feat) + (You make magic items do things you want.)
- Juggernaut (3.5e Feat) + (You are an unstoppable Juggernaut.)
- Large Size (3.5e Feat) + (Your size increases to Large.)
- Leadership (3.5e Feat) + (You convince people that obeying you is a good career move.)
- Legendary Wrangler (3.5e Feat) + (No one can tell where you end and your ropes begin.)
- Lightning Reflexes (3.5e Feat) + (You are fasty McFastFast. It helps keep you alive.)
- 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.)
- Magical Aptitude (3.5e Feat) + (You're crazy good at manipulating magic.)
- Soul Crystal (3.5e Spell) + (You stick your soul in a rock and wait for a hapless victim to come and touch it.)
- Many-Faced (3.5e Feat) + (You change identities so often even you don't remember what you look like anymore.)
- Arcane Theft (3.5e Spell) + (Touch attack steals magical capabilities.)
- Critical Blast (3.5e Invocation) + (Range of critical hit increases by two steps)
- Master of Terror (3.5e Feat) + (You scare people so bad they follow you around hoping you won't hurt them.)
- Memories of Death (3.5e Feat) + (You retain your memories perfectly after you are slain and brought back from the dead.)
- Mobile Glaive (3.5e Optimized Character Build) + (Quickly move around the battlemap to hit your enemies for massive damage while locking them down.)
- Mounted Combat (3.5e Feat) + (You are at your best when fighting with an ally that you are sitting on.)
- Murderous Intent (3.5e Feat) + (You stab people in the face.)
- Skill Genius (3.5e Feat) + (If somebody can learn how to do it, you can try to do it without learning how.)
- Boots of the Summoned Hulk (3.5e Equipment) + (Summoned creatures are considered one size larger for special attacks.)
- Natural Empath (3.5e Feat) + (You read people like books.)
- Persuasive (3.5e Feat) + (When you tell you people something that contradicts the evidence of their own eyes, they believe you.)
- Phalanx Fighter (3.5e Feat) + (You fight well in a group.)
- Pincers (3.5e Feat) + (Two of your hands are converted into pincers.)
- Point Blank Shot (3.5e Feat) + (You are crazy good using a ranged weapon in close quarters.)
- Poison Sacs (3.5e Feat) + (One of your natural weapons is envenomed.)
- 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.)
- Professional Luddite (3.5e Feat) + (You've learned to break machines because you're an antitechnology fanatic -- or maybe you just work for the local protection racket.)
- Sharp-Eyed (3.5e Feat) + (Nothing escapes you.)
- Slime Trail (3.5e Feat) + (Your body secretes a slick mucus that dries quickly in contact with air, but you've learned to use this to your advantage.)
- Slippery Contortionist (3.5e Feat) + (Your childhood nickname was "Greasy the Pig," but now people call you "The Great Hamster.")
- Sniper (3.5e Feat) + (Your shooting is precise and dangerous.)