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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
- 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.)
- Whispers of the Otherworld (3.5e Feat) + (You have learned the tricks of torturing a soul past the veil of life, and into the shadow of death.)
- Wrappings of the Ages (3.5e Feat) + (The ancient secrets by which unlife can be sustained in mummification have been unearthed.)
- Feed the Dark Gods (3.5e Feat) + (You have attracted the attention of dark gods and demon lords, and they are willing to grant dark life to your creations in exchange for pain and power.)
- 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.)
- 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.)
- Elemental Blood (3.5e Feat) + (You have the blood of an elemental, allowing you to augment your powers with the elements.)
- Lunar Heritage (3.5e Feat) + (You have the blood of moonfolk flowing through your veins.)
- Lycan Heritage (3.5e Feat) + (You have the blood of those affected by the moon. You are naturally resistant to magic which alter your form.)
- Theraphosidae Aspect (4e Feat) + (You have the brute strength and power of a theraphosid.)
- Born Invoker (3.5e Feat) + (You have the inherent ability to use invocations.)
- Frigid Snap (3.5e Feat) + (You have the innate ability to supercool the air around your body to channel it into your weapons.)
- Battle Juggler (3.5e Feat) + (You have the power of juggling, and the ability to use it in battle.)
- Lunar (3.5e Cleric Domain) + (You have the power of the moon, its pale light allows you to pierce the night!)
- Magician (3.5e Feat) + (You have the skills of a mage, but the heart of a performer.)
- Lycosidae Aspect (4e Feat) + (You have the strength of a mighty wolf spider, and the speed of one too.)
- Gundam Fight Participant (3.5e Feat) + (You have the support and backing as an organization's, nation's, or plane's Gundam Fighter.)
- Dull Surprise (3.5e Trait) + (You have the ultimate poker face, or you're not very expressive...)
- Araneidae Aspect (4e Feat) + (You have the weaving ability of the araneida.)
- Worst Luck (3.5e Flaw) + (You have the worst luck of all time, it like you kissed a broken mirror under a ladder with a black cat on top of it.)
- Aspect of the Death's-Head Hawkmoth (3.5e Feat) + (You have tied yourself closely with the darker, more quiet side of the insect kingdom, and have turned into something unnerving to even stand near.)
- Power of the Entity (3.5e Feat) + (You have ties with the powerful Entity, a being of raw power. You can tap into this source at the cost of your sanity, but the power given is extreme.)
- Slightly Hands (3.5e Flaw) + (You have tiny baby hands! Let's all laugh at you!)
- Enhanced Body (3.5e Feat) + (You have toned your body to the point of it being magical, and learned how to enhance it further.)
- Expanded Knowledge, Scaling (3.5e Feat) + (You have tons of psionic powers from all over the place.)
- Obtain the Worst Familiar Legion (3.5e Feat) + (You have too many familiars. And they're all the worst.)
- Wild Blood (3.5e Feat) + (You have traded your control of magic for the gift of surprise and access to wonderus powers.)
- Wild Mage (3.5e Feat) + (You have traded your control of magic for the gift of surprise and access to wondrous powers.)
- Deadly Riposte (3.5 Feat) + (You have trained extensively in exploiting an ineffective enemies opening in combat.)
- Impressive Reach (3.5e Feat) + (You have trained extensively with your oversized weaponry, and have learned how to wield it with more skill, striking foes like a giant.)
- Races of War (3.5e Sourcebook)/Warriors with Style + (You don't have to ''see'' to kill.)
- 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.)
- Rope Dart Adept (5e Feat) + (You have trained with a Rope Dart even past mastery. You now have extra benefits while using a ropedart.)
- Trained Golden Eyes (3.5e Feat) + (You have trained your golden eyes to be able to detect long term aura and pierce magical deception.)
- Medusa's Gift (3.5e Feat) + (You have trained your inherent abilities, gaining powers closer to that of an actual medusa.)
- Mighty Jaws (3.5e Feat) + (You have trained your jaws to make your bites more devastating)
- Scatterbrained (3.5e Flaw) + (You have trouble concentrating and performing multiple tasks in an orderly manner.)
- Stiff Neck (3.5e Flaw) + (You have trouble turning your neck.)
- Sight of the Ground (3.5e Feat) + (You have truly amazing abilities of perception.)
- Sunfire Fist (3.5e Feat) + (You have turned your ki into burning positive energy, allowing for a stunning fist which is super effective against undead and possibly burn them away. Also somewhat effective on other creatures.)
- Unbreakable Willpower (3.5e Feat) + (You have unbreakable willpower, you can endure what no men or women endure before you.)
- Zen Exaltation (3.5e Feat) + (You have understood a greater truth, one that allows you to continue where other monks must stop, and succeed where other monks fail.)
- Buddha's Palm, Variant (3.5e Feat) + (You have unlocked the powerful Buddha's Palm technique.)
- Deformity, Preying Talons (3.5e Feat) + (You have vicious talons instead of normal feet)
- Fragile Teeth (3.5e Flaw) + (You have weak and brittle teeth, which can be damaged, displaced or shatter easily.)
- Defense of the Amazon (3.5e Feat) + (You have wondrous deflection talents.)
- Improved Charge (3.5e Feat) + (You have worked on your charging technique to the point where you don't leave yourself vulnerable.)
- Out of Shape (3.5e Flaw) + (You haven't worked out in a while, and your physical abilities suffer for it.)
- Quick Recovery (3.5e Feat) + (You heal faster from non lethal damage)
- Unhealing (3.5e Flaw) + (You heal naturally very slow and even magic is only half as effective.)
- Morphovoric Regeneration (3.5e Feat) + (You heal quickly when you transform.)
- Sorcerous Vitality (One) + (You heal yourself and remove certain [[Condition (One)|condition]]s.)
- Parry Everything (3.5e Feat) + (You hide behind your weapons, books, and anything else you can pick up)
- Impractical Vanity (3.5e Flaw) + (You hinder yourself by taking measures to preserve your physical appearance while adventuring.)
- Sandman Strike (3.5e Feat) + (You hit a foe on the head so hard they fall into a coma.)
- Crippling Poker (3.5e Feat) + (You hit people in major organs instead of just bruising them to death.)
- Chakra Disabler (3.5e Feat) + (You hit people in their nerves and chakras, making them go limp.)
- Knockout Punching (3.5e Feat) + (You hit people so hard they or their equipment flies around.)
- Combo Maker (3.5e Prestige Class) + (You hit things until your combo meter fills up, and then big explosions ensue.)
- Disruptive Smite (3.5e Feat) + (You hold a particular hatred for undead.)
- Mouthgrip (3.5e Feat) + (You hold things in your mouth, giving you an extra hand when needed.)
- Get Over Here! (3.5e Feat) + (You hook your opponent with your spiked chain and drag him towards you.)
- Young Jar (3.5e Feat) + (You host a small warrior, and so you're small too.)
- Unearthly Howl (3.5e Spell) + (You howl, and wolves come from the plane of shadow)
- Sudden Hulking (3.5e Spell) + (You hulk up, gaining a large increase in muscle mass.)
- Detect Survivors (3.5e Spell) + (You hunt down those pesky little survivors that try to hide from you.)
- Abolishing Flames (3.5e Spell) + (You hurl a mass of divine fire at your enemy that expands into an explosive burst.)
- Psychic Orb (3.5e Power) + (You hurl a sphere of psychic energy at a foe.)
- Brainwash (3.5e Power) + (You hypnotize a creature and gain the ability to brainwash it.)
- Drowsing Hypnosis (3.5e Spell) + (You hypnotize and put creatures to sleep.)
- Publication:Hyperconscious/Psionic Powers/Crownfire + (You ignite a brain-consuming fire in a foe’s mind, dealing 9d6 points of damage plus 2 points of permanent Intelligence drain; the mind-fire can spread to other nearby creatures on subsequent rounds.)
- Grip of the Starlit Dusk (3.5e Maneuver) + (You ignore all size bonuses and penalties for yourself and opponents and can use combat maneuvers on creatures of any size, among other benefits.)
- Create Witchstone (3.5e Invocation) + (You imbue a foci with power over youth and life. As long as you wear it, it will keep you eternally unaging and even save you should you be at risk of being killed.)
- Imbue Will (3.5e Spell) + (You imbue a magic item with your own will, turning it into an intelligent object who seeks to do your task.)
- Inertial Strike (3.5e Utterance) + (You imbue a melee attack with inertia and strike your opponent with great force, or dampen their own melee attacks.)
- Static Charge (3.5e Spell) + (You imbue an object with a strong static charge, frying whoever tries to open it.)
- Touch of the Destroyer (3.5e Feat) + (You imbue one of your attacks with destructive energy, dealing additional damage and destroying the bodies of those slain by it.)
- Detonate Other (3.5e Power) + (You imbue the target with psionic energy waiting to explode, turning it into a bomb.)
- Joyful Casting (3.5e Trait) + (You imbue your casting with joy and fun, jumping around and and having all the fun.)
- Antibite (3.5e Spell) + (You imbue your fangs with disintegrative power.)
- Nightmarish Illusion (3.5e Feat) + (You imbue your illusion with terrible nightmares from)
- Corrosive Vines (3.5e Invocation) + (You imbue your vine lashes with a powerful acid.)
- Stellar Wave (3.5e Maneuver) + (You imbue your weapon with high gravitational energy and then unleash it in a wave of destruction.)
- Dark Edge (3.5e Spell) + (You imbue your weapon with shadow magic, making it deal more damage and allowing it to strike incorporeal creatures.)
- Spirit of the Warrior (3.5e Spell) + (You imbue yourself with the power of warriors past, allowing you to fight as well as a tried-and-true warrior--though you lose a measure of your spellcasting.)
- Legendary Wrath (3.5e Maneuver) + (You immediately go into feral mode, gaining a large strength bonus and making your unarmed strike much deadlier.)
- Exsanguinate (3.5e Spell) + (You immediately rip the blood right out your targets.)
- Replicant Jab (3.5e Maneuver) + (You immediately strike back a creature that damaged you with a clone.)
- Feathered Stride (3.5e Maneuver) + (You immediately teleport to an ally within range.)
- Flicker Dodge (3.5e Maneuver) + (You immediately teleport to an ally within range.)
- Instantaneous Transfer (3.5e Maneuver) + (You immediately teleport yourself to another creature.)
- Hypnotic Voice (3.5e Power) + (You impart a request in your voice, which is delivered to whoever hears it.)
- Publication:Hyperconscious/Psionic Powers/Dream Prison + (You imprison a sleeping foe in a Shallows-based dreamscape.)
- Upgrade Disease (3.5e Spell) + (You improve a disease.)
- Quarterstaff Prodigy (3.5e Feat) + (You improve a quarterstaff’s critical threat and may use it as a one-handed reach weapon.)
- Flame Jets (3.5e Feat) + (You improve the rocket charge ability, increasing your speed and ignoring difficult terrain when running or charging. You are able to gain a fly speed as long as your hands are unoccupied.)
- Trident Mastery (3.5e Feat) + (You improve the statistics of any tridents that you wield.)
- Novice Spellcaster (3.5e Feat) + (You improve your amateur spellcasting abilities to those of a novice.)
- Blueflare Buster (3.5e Feat) + (You improve your flare buster abilities significantly.)
- Intermediate Spellcaster (3.5e Feat) + (You improve your middling spellcasting abilities to those of an intermediate spellcaster.)
- Incite Mob (3.5e Maneuver) + (You incite a mob to come and kill you.)
- Holt's Hemorrhaging Hematoma (3.5e Spell) + (You incite internal bleeding in a target, causing them to take damage and become more vulnerable to physical attack.)
- Attune Domain (3.5e Feat) + (You incorporate the workings of a divine domain into your magic.)
- Attune Sphere (3.5e Feat) + (You incorporate the workings of a fiendish sphere into your magic.)
- Attune Sphere, Book of Elements (3.5e Feat) + (You incorporate the workings of an elemental sphere into your magic.)
- Improved Critical, Variant (3.5e Feat) + (You increase double a chosen weapon’s critical threat modifier, or increase it by 1 if it was modified.)
- Cremation (3.5e Feat) + (You increase the DC of fire spell by 1 and you use your fire spells to incinerate your foes.)
- Greater Phantasmagoria Focus (3.5e Feat) + (You increase the DC of mind-affecting spells you cast further.)
- Phantasmagoria Focus (3.5e Feat) + (You increase the DC of mind-affecting spells you cast.)
- Partial Spellcasting Mastery (3.5e Feat) + (You increase the DC of your partial spellcasting roughly to the level of full casters.)
- Expanded Ki Pool (3.5e Feat) + (You increase the amount of ki in you ki pool by half your class level.)
- Unfettered Overchannel (3.5e Feat) + (You increase the power of your overchannel feat.)
- Telekinetic Champion (3.5e Feat) + (You increase the weight you can affect by telekinesis by a factor of 100.)
- Frozen Spiral Wind (3.5e Spell) + (You increase wind severity and create extreme cold around you, you can concentrate the wind on a creature to inflict large amounts of cold damage to them.)
- SRD:Improved Manifestation + (You increase your [[SRD:Power Points|power point]] reserve.)
- Ascended Progression (3.5e Feat) + (You increase your effective spellcaster level for partial spellcasting class by 3 and gain full caster level progression.)
- Wind Stride (3.5e Maneuver) + (You increase your land speed by 30 ft and may run or charge over liquid. Can be channeled.)
- Augmented Damage Reduction (3.5e Feat) + (You increases your damage reduction and prevent it from being bypassed by)
- Destroy Sanity (3.5e Power) + (You inflict [[Mindbreak (3.5e Variant Rule)|madness]] upon a creature, [[SRD:Staggered|staggering]] them in the process.)
- Spoken Malediction (3.5e Utterance) + (You inflict a powerful curse at an enemy or remove it from an ally.)
- Darker Powers (3.5e Feat) + (You inflict more madness and may inflict a much more insidious form of madness.)
- Dreadful Affliction (3.5e Spell) + (You inflict permanent massive ability penalties to all ability scores of the target.)
- Supernatural Maker (3.5e Feat) + (You infuse your creations with eldritch power, building yourself a path still unexplored.)
- Supernatural Homunculus (3.5e Feat) + (You infuse your most accomplished creation with eldritch and occult forces.)
- Furtive Shadow (3.5e Spell) + (You infuse your shadow with a semblance of life, making it your temporary assistant.)
- Ipsophagia (3.5e Spell) + (You inhabit the body of a recently dead sapient creature, and become them.)
- Mystic Eye Inheritor (3.5e Feat) + (You inherited speshul eyes)
- Maita Heritage (3.5e Feat) + (You inherited the terrible soul-devouring power of a Maita through dark sorcery and crossbreeding.)
- Death Comes (3.5e Maneuver) + (You initiate a delayed teleport, which move you at the start of your next turn.)
- Reject Earth (3.5e Spell) + (You inject a great deal of kinetic energy into a surface, which immediately blasts anything on top of it into the sky!)
- Glyph of Oath-binding (5e Spell) + (You inscribe a glyph on one or more willing person to enforce an oath or contract.<br /><br />)