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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
- 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.)
- 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.)
- Spellcasting Dabbler (3.5e Feat) + (You gain minor spellcasting abilities.)
- Tome Grim (3.5e Feat) + (You gain more LPs and refreshes them faster.)
- Experienced (3.5e Feat) + (You gain more XP from your adventures)
- Lone Experiences (3.5e Feat) + (You gain more XP if you make a quest alone.)
- Improved Spellborg (3.5e Feat) + (You gain more benefit for being a [[Spellborg (3.5e Template)|Spellborg]])
- Extra Shift Points (3.5e Feat) + (You gain more shift points.)
- Extra Spells Per Day (3.5e Feat) + (You gain one extra spell per day for each spell level.)
- Exalted Damage Reduction (3.5e Feat) + (You gain or increase DR/evil.)
- Gallant Herald (3.5e Feat) + (You gain paladin spell-like ability but must follow a code of conduct.)
- Partial Advancement (3.5e Feat) + (You gain partial advancement from one prestige class.)
- Disciple of the Dark (3.5e Feat) + (You gain phenomenal dark evil powers by drawing)
- Immense Strength (3.5e Feat) + (You gain powerful build and reach of a large creature while wielding large weapons.)
- World's Tallest Midget (3.5e Feat) + (You gain powerful build if you're small, or slight built if you're large.)
- Amazing Magical Hair (3.5e Feat) + (You gain prehensile hair like a whip, it can even manipulate objects at range.)
- Bow of the Arrow Demon (3.5e Soulmeld) + (You gain preternatural compentence with bows, channeling the spirit of the abyssal archers.)
- Armorborn (3.5e Feat) + (You gain proficiency in all armor and shields, or can use them better if you already know how.)
- Class Proficiency (3.5e Feat) + (You gain proficiency of another class.)
- Master of Arms (3.5e Feat) + (You gain proficient with all simple and martial weapons, additionally by practicing with a weapon you can become extremely proficient in it use.)
- Safety Goggles (3.5e Spell) + (You gain protection against splash damage and resist the effects of alchemist and poison mishaps.)
- Deadland Walker's Shade (3.5e Maneuver) + (You gain protection from heat and alignment-based effects.)
- Nascent Psyker (3.5e Feat) + (You gain psychic spellcasting as a 1st level psychic.)
- Infernus's Care (3.5e Invocation) + (You gain resistance to fire and heat, any fire damage actually dealt to you in nonlethal damage.)
- Occult Resistance (3.5e Feat) + (You gain resistance to purely magical damage.)
- Winter's Kiss (3.5e Maneuver) + (You gain scaling resistance to cold, if you have the [Cold] subtype you lose vulnerability to fire.)
- Rapier Dueling School (3.5e Feat) + (You gain several)
- Janpo Stance (3.5e Maneuver) + (You gain several abilities based on manipulating your own mass.)
- Adaptive Eyesight (3.5e Feat) + (You gain several benefits to your vision.)
- Radical Rider (3.5e Feat) + (You gain several benefits while moving using wheelshoes or a wheelboard.)
- Mariner (3.5e Feat) + (You gain several benefits while on a ship, and some off it.)
- Tenebrous Spell Essence (3.5e Feat) + (You gain several darkness-themed spells to your grim spell list plus improved vision.)
- Zephyrean Spell Essence (3.5e Feat) + (You gain several flight-themed spells to your grim spell list plus a bonus to [[SRD:Jump Skill|Jump]].)
- Hammer Mastery (3.5e Feat) + (You gain several maneuvers you can perform when wielding a hammer.)
- Shielded Master (3.5e Feat) + (You gain several tactical maneuver when using shields.)
- Cruel Frost (3.5e Feat) + (You gain several tactical maneuvers related to the Dire Winter discipline.)
- Uncanny Lash Style (3.5e Feat) + (You gain several tactical maneuvers that provide defensive options and utility with your whip.)
- Meteor Masher (3.5e Feat) + (You gain several tactical maneuvers while wielding a meteor hammer.)
- Incarnum Thief (3.5e Feat) + (You gain sneak attack, which improve by investing more into this feat.)
- Rookie (3.5e Alternate Class Feature) + (You gain some of the combat ability of your dormant talent.)
- Step in Time (3.5e Maneuver) + (You gain some of the power of a [[Time Walker (3.5e Class)|time walker]]; you may reroll one event or take one extra immediate action per round, and if you do not, you get to make a [[SRD:Concentration Skill|Concentration]] check and regain hp.)
- Tyro (3.5e Alternate Class Feature) + (You gain some of the skill of your dormant talent.)
- Apprentice (3.5e Alternate Class Feature) + (You gain some of the spellcasting ability of your dormant talent, with some chance of backfire.)
- Inherent Sorcery (3.5e Feat) + (You gain some powerful magical powers.)
- Sonomancer (3.5e Feat) + (You gain some resistance to sonic damage and may select sonic as an energy type for some feats, deal non-lethal damage with sonic damage and may select learn a few bard spells..)
- Dancing Sword Style (3.5e Feat) + (You gain special benefits when wielding a [[SRD:Bastard Sword|bastard sword]] or [[SRD:Longsword|longsword]].)
- Spellcasting Apothecary (3.5e Feat) + (You gain spellcasting abilities as an apothecary.)
- Obscuration (3.5e Feat) + (You gain supernatural nondetection protection against divinations.)
- Invincible Stance (3.5e Feat) + (You gain temporary hit points based on your base attack bonus and can use them to negate enemy spells or abilities.)
- Tentacles of Dagon (3.5e Feat) + (You gain tentacles, in the image of your lord Dagon.)
- Imperious Command (4e Feat) + (You gain the ''Imperious Command'' power as a Lolthtouched racial power.)
- Shield of Elements (3.5e Equipment) + (You gain the 5 energy resistance versus a specified element, when you apply this enhancement to your shield.)
- Physical Incarnation (3.5e Feat) + (You gain the Evil and Damned subtypes as well as other bonuses and a single flaw.)
- Maddening Screech (3.5e Feat) + (You gain the Maddening Screech ability.)
- Obtain Watchful Spirit (3.5e Feat) + (You gain the Watchful Spirit class feature of the Wu Jen.)
- Mark of the Porcine Demon (3.5e Soulmeld) + (You gain the abilities of [http://zelda.wikia.com/wiki/Ganondorf a great and terrible King of Evil].)
- Unseen Shackles (3.5e Martial Discipline)/Lunar Fall (3.5e Maneuver) + (You gain the ability to [[Hyperjump (3.5e Creature Ability)|hyperjump]] and negate fall damage.)
- Crossing the Black Sea (3.5e Sacrifice) + (You gain the ability to [[SRD:Shadow Walk|Shadow Walk]] as per the spell.)
- Publication:Grim-N-Gritty/Appendix 4/Dead Aim (3.5e Feat) + (You gain the ability to aim carefully, making more precise shots.)
- Incognito Undead (3.5e Feat) + (You gain the ability to appear as if you were still living. In addition, you can ''temporarily become alive again'', at the cost of your abilities.)
- Ghostly Body (3.5e Feat) + (You gain the ability to become quasi-incorporeal, but become unable to attack while doing so.)
- Mother Cyst (5e Feat) + (You gain the ability to cast necrotic cyst spells by growing a cyst of your own.)
- Demonic Telepathy (4e Feat) + (You gain the ability to communicate telepathically)
- Divine Spears (3.5e Feat) + (You gain the ability to conjure divine javelins.)
- Device Gadgeteer (3.5e Feat) + (You gain the ability to craft and maintain special magic items.)
- Bind Possession (3.5e Feat) + (You gain the ability to establish a connection to an item, allowing you to store it in a pocket dimension. It gains benefits.)
- Spinning Fabric Technique (3.5e Feat) + (You gain the ability to fight with fabric straps.)
- Hostile Forest (3.5e Invocation) + (You gain the ability to flank with tree and other plants.)
- Telekinetic Flight (3.5e Spell) + (You gain the ability to fly at incredible speed with only mental effort.)
- Cyborg (3.5e Feat) + (You gain the ability to install warforged components, qualify for warforged feat and are more resilient.)
- Rapid Charge (3.5e Alternate Class Feature) + (You gain the ability to make a quick attack-less charge.)
- Black Belt (3.5e Feat) + (You gain the ability to make unarmed strikes without provoking attacks of opportunity, increase their potency and grant a dodge bonus against melee attacks.)
- Grasp of the Mindflayer (3.5e Feat) + (You gain the ability to manifest in a grapple, and manifest while attempting to pin a creature.)
- Throw Voice (3.5e Maneuver) + (You gain the ability to project your voice with a limited ventriloquism.)
- Pheromone Control (3.5e Feat) + (You gain the ability to regulate your own pheromones and manipulate others almost undetected.)
- Sight of Revelation (3.5e Grim Alteration) + (You gain the ability to see invisible creatures near you.)
- Ghostly Gaze (5e) + (You gain the ability to see through solid objects)
- Cryokinetic Skating (3.5e Feat) + (You gain the ability to skate on ice you create, which allows you to move over liquid and vertical surfaces.)
- Undying Persistence (3.5e Maneuver) + (You gain the ability to survive at 0 hit point and lower and can ward off death.)
- Hungering Void (3.5e Maneuver) + (You gain the ability to survive at 0 hit point and lower and can ward off death.)
- Transcendence of Space (3.5e Maneuver) + (You gain the ability to teleport as a 5-ft step, and gain a daily pool of long-ranged teleportation..)
- Unspeakable Tongue (3.5e Feat) + (You gain the ability to understand all languages and easily see falsehood, but cannot communicate it easily.)
- Disturbing Sadist (3.5e Feat) + (You gain the ability to use [[Intelligence]] on Intimidate as well as making creature you demoralize at bay from you. You also become immune to fear and pain, and mostly incapable of receiving moral bonus or penalties.)
- 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.)
- Far Traveler (5e) + (You hail from a place far, far away)
- Heavy Weight Optimization (3.5e Feat) + (You halves the weight of heavy items for the purpose of your carrying capacity.)
- Light Weight Optimization (3.5e Feat) + (You halves the weight of items with an individual weight of 2 pounds or less.)
- Manifest Scourge Attack (3.5e Feat) + (You harness the full power of your [[Grim (3.5e Class)#Scourge Attack|Scourge Attack]] when not transformed.)
- Predictive Interference (3.5e Spell) + (You harry your enemies with minor magics.)
- Cellular Regeneration (3.5e Power) + (You hastily regenerate your own cellular structure, which leave you weakened but healed.)
- Misanthrope (3.5e Flaw) + (You hate members of your own race.)
- Curse of Spite (3.5e Feat) + (You hatred survive even in death and curses others.)
- Self-Destruct System (3.5e Trait) + (You have bomb inside of you, which can be primed to explode and deal heavy damage to enemies and yourself. However it leave a strong structural weakness in your system, which may be easily exploited by those of canny mind and able hands.)
- Magic of the Planetary Alignment (3.5e Feat) + (You have 1 chance on 1,382,400 to make your spell near invincible.)
- Magical Depth (3.5e Feat) + (You have a +6 higher mental ability for for the purposes of spells per day.)
- Mystery Hat (3.5e Trait) + (You have a [[Privacy Hat (3.5e Equipment)|privacy hat]]. Always.)
- Mimeobox (3.5e Flaw) + (You have a bad habit of being too good of a mime.)
- Bad Leg (3.5e Flaw) + (You have a bad leg, which slows you down a bit and makes it awkward to run. If you fall though, you will feel it.)
- Irritable Temper (3.5e Flaw) + (You have a bad temper, which makes you unfriendlier and reckless at times.)
- Stretches (3.5e Flaw) + (You have a bad tendency to cramp up, and you need a good stretch before going into action.)
- Headbutt (3.5e Feat) + (You have a big bony head, or perhaps tough antlers or curled horns, ideal for getting your face in other people's business.)
- Iron Susceptibility (3.5e Flaw) + (You have a bloodline related to demons or feys, which makes you highly sensitive to iron. Anything containing iron in large quantities, including steel, is uncomfortable to the touch and deals additional damage against you.)
- Flash Pack (3.5e Maneuver) + (You have a body light to illuminate your surroundings with various settings. Alternatively you can pulse it to disorient would-be attackers.)
- Breath of the Elements (3.5e Feat) + (You have a breath weapon.)
- Curve the Bullet (3.5e Maneuver) + (You have a bullet move like a creature rather than a projectile.)
- Heavy Clockwork (3.5e Feat) + (You have a clockwork power armor, which boost your armor bonus and strength, but it become a heavy armor.)
- Command Word (3.5e Flaw) + (You have a command word that controls you; everyone who knows the command word has control over your actions.)
- Constant Headaches (3.5e Flaw) + (You have a constant and consistent strings of minor to major headaches, which hinder your ability to concentrate and that often flare up when you are pushed.)
- Sinister Laugh (3.5e Trait) + (You have a creepy sinister laugh, it doesn't help you always laugh at the wrong time.)
- Curse of Scars (3.5e Flaw) + (You have a curse upon you which make healing difficult and leave terrible scars even after healing.)
- Ravenlord (3.5e Feat) + (You have a dark raven familiar you can see through, additionally ravens are friendly toward you.)
- Darksider (3.5e Feat) + (You have a dark side which grant you power, at a cost.)
- Spell Dedication: Universal (3.5e Feat) + (You have a dedication to magic itself and have found that slight improvements at the basics make you more efficient overall.)
- Spell Dedication: Abjuration (3.5e Feat) + (You have a dedication to the school of Abjuration and its solution to every problem.)
- Spell Dedication: Conjuration (3.5e Feat) + (You have a dedication to the school of Conjuration and the expansion of space it allows.)
- Spell Dedication: Divination (3.5e Feat) + (You have a dedication to the school of Divination and the secrets it unveils.)
- Spell Dedication: Enchantment (3.5e Feat) + (You have a dedication to the school of Enchantment and the mental enhancements it brings.)
- Spell Dedication: Evocation (3.5e Feat) + (You have a dedication to the school of Evocation and its solution to every problem.)
- Spell Dedication: Illusion (3.5e Feat) + (You have a dedication to the school of Illusion and its ability to direct attention.)
- Spell Dedication: Necromancy (3.5e Feat) + (You have a dedication to the school of Necromancy and the inner workings of the soul.)
- Spell Dedication: Transmutation (3.5e Feat) + (You have a dedication to the school of Transmutation and its ability to move things.)
- What Does This Button Do (3.5e Flaw) + (You have a deep seated curiosity that must be addressed.)
- Sensitive Soul (3.5e Flaw) + (You have a deeply good heart and a little taste for violence. This leads you to struggle to inflict suffering, even on the deserving, and you don't have the stomach to see your friends or innocents get hurt.)
- Fragile (3.5e Flaw) + (You have a definite lack of toughness which makes you prone to injuries and unable to keep fighting as long as many warriors of your caliber.)
- Greater Sunlight Vulnerability (3.5e Flaw) + (You have a dire weakness to sunlight.)
- Prophetic Dream (3.5e Power) + (You have a dream which details future events in vague and strange terms.)
- Double Personality (3.5e Trait) + (You have a dual personality, both very different and both with their hold on your psyche.)
- Familiar Ranger (3.5e Alternate Class Feature) + (You have a familiar, much like many arcane spellcasters, however you eschew your enhanced connections with animals.)