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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
- 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.)
- Sting of the Scorpion (3.5e Feat) + (You have a stinger that carries lethal poison.)
- 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.)
- 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.)
- 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.)
- 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.)
- 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.)
- 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.)
- 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.)
- 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.)
- Channeled Eldritch Blast (3.5e Feat) + (You have learned to charge your Eldritch Blast to greater effect.)
- Versatile Combatant (4e Feat) + (You have learned to combine attacks with the favoured weapons of the drow.)
- Shadow Pact (3.5e Feat) + (You have learned to combine your two dark and insidious methods of power into a whole.)
- Psionic Brute (3.5e Feat) + (You have learned to control your anger, harnessing the psychic potential of your rage, and manipulating the flow of adrenaline in your body, at your choosing.)
- Root Climber (3.5e Feat) + (You have learned to do more with your roots.)
- Divine Stalker (3.5e Feat) + (You have learned to meld together your sacred skills with those of the hidden blade to make yourself a truly terrible opponent.)
- Bloodcloud Prodigy (3.5e Feat) + (You have learned to mesh the twin paths of the Bloodcloud.)
- Publication:Grim-N-Gritty/Appendix 4/Dodge, Grim-N-Gritty (3.5e Feat) + (You have learned to protect yourself from glancing blows.)
- Shield Push (3.5e Feat) + (You have learned to push your opponent away frow you when making a shield bash.)
- Leopard's Intent (3.5e Feat) + (You have learned to see through your opponent’s defense, and your strike become as precise and efficient as those of the leopard.)
- Spellthief (3.5e Feat) + (You have learned to steal the very spells that mages cast.)
- Tormentor Of Souls (3.5e Feat) + (You have learned to store copies of souls in trinkets, and how to stab voodoo dolls. Time to combine the two.)
- Bringer of Agony (3.5e Feat) + (You have learned to torture people in order to extract information that they would never give otherwise, and you are good at it.)
- Scrolls of Forbidden Lore (3.5e Sourcebook)/Introduction + (You blood is black like oil, and thick like sludge, seeping out of your wounds and your pores like some grotesque infection.)
- Scimitar Mastery (4e Feat) + (You have learned to use the scimitar and double scimitar more effectively.)
- Practiced Power (3.5e Feat) + (You have learnt how to use your powers to their fullest potential.)
- Lingering Magic (3.5e Feat) + (You have learnt to prolong your powers.)
- Malfunctioning Limbs (3.5e Flaw) + (You have limbs which can malfunction when you are heavily damaged or take a serious hit.)
- Magical Scholar of Sorcery (3.5e Feat) + (You have limited ability to 'prepare' spells.)
- Dabbling Warlock (3.5e Feat) + (You have limited use of a single least or lesser invocation.)
- Weakling (3.5e Flaw) + (You have little taste for violence, especially getting hurt. A surprise attack can leave you in shock, while even a glancing blow causes you mental distress.)
- Philosophical Zombie (3.5e Flaw) + (You have little to no sense of self, acting almost purely out of instinct. This might be due to a freak accident at your birth, or perhaps your mind was re-programmed by mind flayers.)
- Feylost (5e) + (You have lived in the [[SRD5:Feywild|Feywild]].)
- Learned Reader (3.5e Feat) + (You have lived inside of a book most of your youth and now you reap the reward.)
- Outlander (5e) + (You have lived outside civilization)
- Long Hair (3.5e Trait) + (You have long luscious locks, and while they get in the way sometimes, they can be deadly.)
- Missing Hand Replacement (3.5e Trait) + (You have lost one of your hands (or possibly your whole arm), and you have replaced it with a weapon of your choice.)
- Intensified Reflexes (3.5e Feat) + (You have mad reflexes in battle, getting out of the way and landing many opportunistic blow.)
- Combat Casting, Red Rob Version (3.5e Feat) + (You have managed to overcome your crippling personal space issues.)
- High Draconic, Wildmage Variant (3.5e Feat) + (You have mastered a few of the ancient dragon words of power.)
- Gravitomancer (3.5e Feat) + (You have mastered enough of unseen shackles to be able to manipulate gravity itself.)
- Publication:Grim-N-Gritty/Appendix 4/Advanced Breaking Strikes (3.5e Feat) + (You have mastered hard martial arts designed to shatter an opponent’s weapons, body, and spirit. These “breaking” strikes impose a penalty to your attack roll, but cause a special effect in addition to inflicting damage on your target.)
- Publication:Grim-N-Gritty/Appendix 4/Advanced Nerve Strikes (3.5e Feat) + (You have mastered nerve strike techniques.)
- Publication:Grim-N-Gritty/Appendix 4/Advanced Unarmed Strike (3.5e Feat) + (You have mastered nerve strike techniques.)
- Boneblade Master (3.5e Feat) + (You have mastered the alchemic processes needed to create boneblades, as well as their use in combat.)
- Tome of Necromancy (3.5e Sourcebook)/Necromancers with Style + (You have partaken of the feast most foul and count yourself a king among the ghouls.)
- Store Magic (3.5e Feat) + (You have mastered the secrets of storing your magic in external items, such as scrolls, potions, and wands.)
- Extra Arms, Red Rob Version (3.5e Feat) + (You have more arms than is normal for your race.)
- Extra Arms (3.5e Feat) + (You have more arms than normal.)
- Extra Arms, Book of Elements (3.5e Feat) + (You have more arms than normal.)
- Deep Mind (3.5e Feat) + (You have more power known and power points.)
- Spontaneous Abundance (3.5e Feat) + (You have more spells per day and spells known than most spontaneous caster.)
- Leaf Bearer (3.5e Feat) + (You have more vibrant foliage, and can heal yourself when exposed to sunlight and water.)
- Extra Words (3.5e Feat) + (You have more words per day than the average person of your caliber.)
- Muted Emotion (3.5e Trait) + (You have muted emotions, or at least a muted response to them.)
- Privileged Youth (3.5e Flaw) + (You have never known an existence other than privilege and abundance, almost assuredly spoiled rotten. You dress impeccably, always expect luxury and treat people of lower station either poorly or dismissively.)
- Wanderer (3.5e Feat) + (You have no home and wander the land; you are a drifter; a nomad; at home everywhere.)
- Graveborn (4e Race) + (You have no recollection of your former li … You have no recollection of your former life... it's hard enough clinging to the memories you've made since your return. Upon arriving in the Shadowfell, you were overcome by terrible fear of the Unknown. What if your deeds were not enough to save you from oblivion? What if all you believed was a lie and you were headed toward certain doom? Through sheer force of will, you clawed your way back into the natural world and out of your shallow grave - a survivor haunted by unspeakable terror.a survivor haunted by unspeakable terror.)
- Self-Taught Disciple (3.5e Flaw) + (You have not been formally schooled in the sublime way, leading to your talents being severely limited.)
- Improved Special Mount (3.5e Feat) + (You have one Badass Special Horse (or other mount).)
- True Form (3.5e Flaw) + (You have one true form, maybe because of a curse or plain forgetfulness you always revert to it subconsciously.)
- A Feast Unknown (3.5e Feat) + (You have partaken of the feast most foul and count yourself a king among the ghouls.)
- Codex Endurance (3.5e Feat) + (You have peak level endurance.)
- Circus Performer (3.5e Feat) + (You have performed in a circus and have learned tricks of the trade, you have a large palette of skills and many abilities when dealing with perils.)
- Spirit Host (3.5e Feat) + (You have permitted yourself to host the spirit of an elemental or outsider, granting you various boons and banes.)
- Half-Blind (3.5e Trait) + (You have poor eyesight, which reduces your ability to fight with ranged weapons and makes seeing faraway objects much harder. However you got used to your bad eyesight, allowing you to move faster in a situation of poor visibility.)
- Insomniac (3.5e Flaw) + (You have poor sleep, which hampers your recovery and can leads you to become tired and not recover spells and similar resources.)
- Ancestral Bloodline (3.5e Feat) + (You have powerful blood flowing in in your veins.)
- Servo-Legs (3.5e Feat) + (You have powerful servomotors in your legs, allowing you to move with extreme speed and take very high jumps as if they were nothing.)
- Telepathic Collective (3.5e Feat) + (You have powerful telepathic abilities which you use to organize people and do networking.)
- Intense Practice (3.5e Feat) + (You have practiced one of your weaker ability scores until it actually became good.)
- Full Moon Stance (3.5e Feat) + (You have practiced the art of iaido and can use it's style to perform defensive counters .)
- Ultra Super Saiyan (3.5e Feat) + (You have pushed yourself and found a way to become immensely physically strong, but there are some drawbacks.)
- Twitchy (3.5e Trait) + (You have quicker reflexes than the average person, but at the cost of a bit of your fortitude.)
- Epic Vow of Poverty (3.5e Feat) + (You have renewed your vow to forswear material possessions.)
- Reverse Dodge (3.5e Trait) + (You have reverse dodge, like dodge but worse!)
- Greater Reverse Weakness (3.5e Feat) + (You have reversed all your weaknesses.)
- Rich Parent (3.5e Feat) + (You have rich parents, which grant you a bonus on [[Charisma]]-based skill checks.)
- Broad Experience Warblade (3.5e Alternate Class Feature) + (You have sampled from a wider variety of training than other warblades, and you have the techniques to prove it. You know maneuvers from a wide variety of different styles.)
- Veteran Fighter + (You have seen enough battle fields to understand timing is key.)
- Hermit (One) + (You have separated yourself from civilization. Perhaps to better understand yourself or the universe.)
- Hermit (5e) + (You have separated yourself from others)
- Pirate (5e)/Background + (You have served aboard a pirate ship)
- Whirling Chopper Style (3.5e Feat) + (You have several attack options when attacking with nunchucks.)
- Wings of Evil (3.5e Feat) + (You have sinister bat-like wings growing from your back.)
- Androgynous (3.5e Trait) + (You have soft features which could be attributed to any genders, allowing you to easily blend in when disguising. However you have some difficulty disguising as specific individuals.)
- Publication:Unearthed Arcana/Traits/Distinctive + (You have some distinctive physical feature such as a scar, a prominent nose, a limp, or some similar characteristic that is hard to disguise or conceal.)
- Tainted Equilibrium (3.5e Feat) + (You have some measure of control over the effects of taint.)
- Antisocial (3.5e Flaw) + (You have some sort of social awkwardness or hostility which makes it hard to work with you. You can still function in a team, but less so than most.)
- Robustness (3.5e Feat) + (You have some spare hp in reserve in case of emergencies.)
- Child of the Heavens (3.5e Feat) + (You have some special connection to the forces of Good, whether you wish it or not.)
- Unnatural Aura (3.5e Feat) + (You have something unnatural about you which cause animals to dislike your presence.)
- Dramatic Performance (3.5e Feat) + (You have special effects.)
- Smell Evil (3.5e Feat) + (You have special receptors in your nasal cavities which allow you to perceive the stench of evil.)
- Smell Magic (3.5e Feat) + (You have special receptors in your nasal cavities which allow you to perceive the odour of magic.)
- Bond of the Mosquito (3.5e Feat) + (You have spent a long time with the whining vermin that cluster around you, to the point that your blood and their blood are one and the same.)
- Favorite Landscape (3.5e Feat) + (You have spent time to learn how survive in a specific landscape...which become favorite to you.)
- Perfected Dodge (3.5e Feat) + (You have spent time to perfectly learn how dodge attacks by an intense body training.)
- Split Weapon Soul (3.5e Feat) + (You have split your weapon soul in two, to better serve your fighting style.)
- Bond of the Aphid (3.5e Feat) + (You have started to take on more traits of the aphid, as you have grown attached to them through your symbiotic relationship.)
- Stolen Powers (3.5e Feat) + (You have stolen your powers from the Gods, and do not need to heed their commands.)
- Mystical Taboo (3.5e Flaw) + (You have strange spellcasting traditions with strange and unusual restrictions on which spell you can or cannot cast and some restrictions on how you can act.)
- Grip of Steel (3.5e Feat) + (You have strong cyborg arms.)
- Underdark Scout (3.5e Feat) + (You have stronger than normal darkvision and are able to navigate the underdark more easily.)
- Sage (5e) + (You have studied lore.)
- Scholar of the Old Lore (3.5e Feat) + (You have studied the Old Lore and learned a lot about ancient history. Additionally you can channel a surge of knowledge, altough it is taxing for your body.)
- Masterful Study + (You have studied your opponent's for so long that it has started to become second nature to you.)
- Publication:Grim-N-Gritty/Appendix 4/Improved Breaking Strikes (3.5e Feat) + (You have superior training in hard martial arts designed to shatter an opponent’s weapons, body, and spirit. These “breaking” strikes impose a penalty to your attack roll, but cause a special effect in addition to inflicting damage on your target.)
- Publication:Grim-N-Gritty/Appendix 4/Improved Nerve Strikes (3.5e Feat) + (You have superior training in nerve strike techniques.)
- Sworn Protector (3.5e Trait) + (You have sworn an oath to protect an individual for life, becoming their guardian in the process.)
- Aspect of the Locust (3.5e Feat) + (You have taken on the traits of the locust, and you and your minions will devour everything in sight, given the chance.)
- Aspect of the Acherontia Atropos (3.5e Feat) + (You have taken on the traits of the most bee-like of the death's-head moths, and the moths and bees that crawl across every facet of your skin, have begun to coexist, as you grow to be like them.)
- Poppet Master (3.5e Feat) + (You have taken your knowledge of tranferring harm from dolls to people, and reversed the technique.)
- Tactile Telekinesis (3.5e Feat) + (You have telekinesis on your fingertips.)
- Mad Cough (3.5e Flaw) + (You have terrible coughing fits which can incapacitate you.)
- Regenerative Cells (3.5e Feat) + (You have the ability slowly regenerate from your wounds.)
- Sonic Pulse (3.5e Feat) + (You have the ability to channel sound and sonic vibrations through your body and weapons.)
- Hydromancy (3.5e Feat) + (You have the ability to control water with ease.)
- Spider Mutant (3.5e Feat) + (You have the ability to create spider web, either from your ancestry or through accidental transmutation.)
- Heretical Healing (3.5e Invocation) + (You have the ability to cure wounds with a touch.)
- Exorcism (3.5e Cleric Domain) + (You have the ability to exorcize bad spirits and otherworldly influences, as well as countering them, entrapping them, and who knows what else.)
- Command Spiders (4e Feat) + (You have the ability to force spiders to obey you.)
- Shield Resonance (3.5e Feat) + (You have the ability to gain focus with your shield, increasing its ability to defend you from harm.)
- Weapon Resonance (3.5e Feat) + (You have the ability to gain focus with your weapon, increasing its precision and strength.)
- Armor Resonance (3.5e Feat) + (You have the ability to gain focus with your armor, increasing its defensive capabilities.)
- Cape Resonance (3.5e Feat) + (You have the ability to gain focus with your cape, improving your saves. No wonder superheroes use such silly-looking outfits.)
- Sublime Disciple (3.5e Feat) + (You have the ability to initiate maneuvers like a pro, or close enough anyway.)
- Disciplined Talent (3.5e Feat) + (You have the ability to manifest discipline powers.)
- Publication:Dragon (magazine)/Dragon 304/Sculpt Self (3.5e Feat) + (You have the ability to modify the essence of your being.)
- Publication:Dragon (magazine)/Dragon 304/Prestige Races + (The Dungeons & Dragons rules create a … The Dungeons & Dragons rules create a world where heroes can experience rapid advances in their skills and power. Surviving adventure and risk-taking are real learning experiences that cause physical and mental change. In this kind of world, creatures might even alter their forms by gaining experience. The ''Oathbound'' campaign setting, produced by [[Canon:Bastion Press|Bastion Press]], presented the concept of "prestige races," allowing characters to do just that. By expending XP, any creature can alter its form and gain new abilities.ure can alter its form and gain new abilities.)
- Sculpt Self (3.5e Feat) + (You have the ability to modify the essence of your being.)
- Rapid Surging (3.5e Feat) + (You have the ability to rapidly and repeatedly increase the strength of your eldritch blasts, albeit at a cost to yourself.)
- Mystic Eyes: White Eyes of the Divine (3.5e Feat) + (You have the all-seeing white eyes of a certain clan.)
- Divine Blooded (3.5e Feat) + (You have the blood of a deity. It's not strong enough for you to be a demigod. But not thin enough to not have any effects.)
- Dragon Blood (3.5e Trait) + (You have the blood of a dragon, this grant you the dragonblooded subtype but also make you weaker to either cold or fire.)
- Kingly Voice (3.5e Feat) + (You have the blood of an ancient and powerful gang running through your veins, this manifests with your powerful and commanding voice. If you are a sorcerer you gain additional spells known from your bloodline.)