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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
- Maneuver-Like Refresh (3.5e Feat) + (If you have [[Maneuver-Like Abilities (3.5e Creature Ability)|maneuver-like abilities]], you can refresh them quicker.)
- Dimensional Body Storage (3.5e Feat) + (If you have an artificial body part, or are artificial already, you gain the ability to store and use arm or handheld items within.)
- Belladone's Shared Fortune/Misfortune (3.5e Spell) + (If you have bad luck on your rolls, you can share it with others. Or share your good luck instead.)
- Telepathy Stacker (3.5e Feat) + (If you have multiple sources of telepathy, they stack instead of overlap.)
- Extra Immune (3.5e Trait) + (If you have redundant immunity, your immunity applies even against things which would bypass it.)
- Tips To Help You Find A High Quality Steam And Pressure Washer (3.5e Feat) + (If you have the clarity about your needs, then finding the right pressure washer would not be a problem for you.)
- Double Weapon Art (3.5e Feat) + (If you have two weapons with the same special abilities, you can activate both of them at the same time.)
- Multiweapon Rend-CE (3.5e Feat) + (If you hit an opponent with two or more weapons (wielded in different hands) in the same round, you may automatically rend the opponent.)
- Two-Weapon Rend-CE (3.5e Feat) + (If you hit an opponent with two or more weapons (wielded in different hands) in the same round, you may automatically rend the opponent.)
- Ring of Riposte (3.5e Equipment) + (If you interrupt an attack with an attack of your own, you will deal extra damage.)
- Timmy (3.5e Alternate Class Feature) + (If you like the idea of loading up a caste … If you like the idea of loading up a caster with nothing but Fireballs and letting them loose, you have no brain. If you ''don't'' like the idea of loading up a caster with nothing but Fireballs and letting them loose, you have no heart. This ACF is for when you just want some brainless Michael Bay fun for Timmies and create as many explosions as possible without worrying about your daily spell slots.out worrying about your daily spell slots.)
- Spell Stealing Mirror (3.5e Maneuver) + (If you make a save against a spell (up to 6th level), you can choose to absorb it and use it against them.)
- Duct Tape of Air Dominion (3.5e Equipment) + (If you manage to pin and tie up an air elemental, you can use it to ride around as your loyal steed.)
- Quantum Shot (3.5e Equipment) + (If you miss your target, you will surely hit something near him.)
- Recovery Strike (5e Feat) + (If you miss, you continue your swing to strike again elsewhere.)
- Random Race and Class Generator (3.5e Other) + (If you need help choosing a race or class, the following charts should help choose a class and race, both published and homebrew.)
- Will of the People (3.5e Maneuver) + (If you need to make a saving throw, you may have your whole party roll using their saves. If at least one person succeed, you succeed.)
- Shielded Provocation (3.5e Feat) + (If you provoke an attack of opportunity, add +4 AC to your shield AC against that attack.)
- Ring of Delayed Damage (3.5e Equipment) + (If you receive a killing blow while wearing this ring, you are left at -1 and stable. However, you must act to heal quickly or you will surely die.)
- Average Out (3.5e Feat) + (If you roll a natural 1, the next roll is guaranteed to be at least a 10.)
- Missed and Pissed (3.5e Feat) + (If you roll a natural 1, you can briefly rage.)
- Crimson Frenzy (3.5e Maneuver) + (If you take a heavy blow, you can go into a frenzy at the risk of the lives of yourself and your allies.)
- Pigeonholing (3.5e Equipment) + (If you treat someone like they're an extremist, they can become one.)
- Backlash Wind (3.5e Maneuver) + (If you're attacked, counterattack with a bull rush with your wings.)
- Fall to Pieces (3.5e Feat) + (If you're hit by a huge blow you can fall to pieces to negate most of it. The problem is getting back together...)
- Loosened Tresses (3.5e Maneuver) + (If your are attacked and are missed, you can counter with a trip attack.)
- Brutal Murder (3.5e Maneuver) + (If your enemy is stupid enough to stay within reach, they will suffer dearly.)
- Soul Tap (3.5e Spell) + (If your opponent acts against you, you drain energy from them.)
- Deathblast Spell (3.5e Feat) + (If your spell kills an enemy, they become a waiting proximity mine waiting to explode!)
- Blade Buster (3.5e Feat) + (If your weapons aren't hitting quite like your fists, they are now...but you might break them.)
- Argument by Dismissal (3.5e Maneuver) + (Ignore Diplomacy, Intimidate, and mind-affecting effects)
- Forest Walk (4e Feat) + (Ignore [[4e#difficult terrain|difficult terrain]] that is the result of woodlands.)
- Archer's Eye (3.5e Utterance) + (Ignore concealment for 1 minute, or gain concealment against ranged attacks.)
- Interval of Confidence (3.5e Maneuver) + (Ignore concealment, deal extra damage)
- Improved Piercing Eldritch Blast (3.5e Feat) + (Ignore energy resistance)
- Shadowshatter (3.5e Maneuver) + (Ignore hardness and deal double damage to objects)
- SRD:Ruinous Rage + (Ignore hardness while in rage.)
- SRD:Spectral Strike + (Ignore incorporeal miss chance.)
- SRD:Improved Precise Shot + (Ignore less than total cover/concealment on ranged attacks.)
- Ignore Material Components-CE (3.5e Feat) + (Ignore material and focus components to your spells.)
- SRD:Eschew Materials + (Ignore minor material components.)
- SRD:Uncanny Accuracy + (Ignore miss chance caused by concealment.)
- SRD:Craft Epic Magic Arms and Armor + (Ignore normal limits for crafting magic arms and armor.)
- Airborne Charge (3.5e Skill Trick) + (Ignore obstacles that would prevent you from [[SRD:Charge|charging]] by [[SRD:Jump Skill|leaping right over them]].)
- Agile Crawler (4e Feat) + (Ignore penalties for [[4e Index (4e Other)#squeeze|squeezing]])
- Deadeye Sniper Gaze (3.5e Maneuver) + (Ignore range and concealment penalties.)
- Magma Blood (3.5e Feat) + (Ignore side effects of certain cold effects, and deal fire damage to attackers.)
- Urge to Bleed (3.5e Maneuver) + (Ignore some natural armor bonus to AC with your attack, and hurt those without enough natural armor.)
- Piercing Eldritch Blast (3.5e Feat) + (Ignore spell resistance with your blasts)
- Ignoring Opponents (3.5e Variant Rule) + (Ignoring opponents is a dangerous, but occasionally effective, way to ignore the penalty for being flanked.)
- Ihrtos (5e) + (Ihrtos is a Subchief, a[[Lizardfolk (5e)|lizardfolk]] pseudo-[[SRD5:Cleric|cleric]] of [[Semuanya (5e)|Semuanya]], loyal to [[Othokent (5e)|Othokent]].)
- Detect Tracks (3.5e Power) + (Illuminate fingerprints and footprints for easy tracking.)
- Moonlight Eye (3.5e Maneuver) + (Illuminate your surroundings, harm shapechangers with a glance, and dispel illusions.)
- Illunian (3.5e Deity) + (Illunian wishes only for peace, a world where compassion and love are valued higher than power or money.)
- Ilyodyne (3.5e Deity) + (Ilyodyne is a greater deity of love, justice, magic and war. She is a frequent patron for arcane casters, paladins and those who seek love and affection.)
- Light Burst Weapon (4e Equipment) + (Images of the sun are etched onto the surface of this weapon, and it feels warm to the touch.)
- Waking Nightmare (3.5e Spell) + (Imagined horrors reduce the afflicted into a helpless state of despair.)
- Greater Imbue Sentience (3.5e Spell) + (Imbue a non-living object with intelligent weapon-like sentience or create a permenant intelligent item.)
- Imbue Sentience (3.5e Spell) + (Imbue a non-living object with intelligent weapon-like sentience.)
- Lesser Imbue Sentience (3.5e Spell) + (Imbue a non-living object with primative sentience for a short time.)
- Infuse Anima (3.5e Power) + (Imbue a shard of your mind in an object which can act as a spy, or activate and operate the device.)
- Sleeper Agent (3.5e Spell) + (Imbue a shard of your mind in another, slowly influencing them and allowing you to assume direct control.)
- Incarnate Agent (3.5e Spell) + (Imbue a shard of your mind in another, slowly influencing them towards your benefit.)
- Slowdeath Strike (3.5e Maneuver) + (Imbue a weapon with slow death.)
- Imbue Intelligence (3.5e Power) + (Imbue an object with a mind split from your own, turning it into an intelligent item.)
- Solar Infusion (3.5e Spell) + (Imbue the sun with extra energy.)
- Publication:Dread Codex/New Spells/Imprint Draining + (Imbued weapon grants the wielder temporary hit points equal to half its damage dealt.)
- Injuring (3.5e Equipment) + (Imbued with a killing intent, an injuring weapon can release a burst of damage all at once.)
- Indra's Arrow (3.5e Spell) + (Imbues an arrow drawn with divine black lightning.)
- Arrow of White Bloom (3.5e Spell) + (Imbues an arrow drawn with the clearest frost.)
- Arcstone (3.5e Equipment) + (Imbues the wearer with electrical power, and arcs lines of harmful energy between itself and other arcstones.)
- Blazestone (3.5e Equipment) + (Imbues the wearer with firepower, and the ground he treads upon becomes embroiled in fire.)
- Searstone (3.5e Equipment) + (Imbues the wearer with the power of acid, and his surroundings are filled with corrosive mist.)
- Rimestone (3.5e Equipment) + (Imbues the wearer with the power of cold, and his surroundings become suffused with coldness.)
- Bellowstone (3.5e Equipment) + (Imbues the wearer with the power of sonic shockwaves, and the ability to warp sound.)
- Young Kruthik (5e) + (Immature Kruthik)
- Oblex Spawn (5e) + (Immature Oblexes)
- Young Remorhaz (5e) + (Immature [[SRD5:Remorhaz|Remorhaz]])
- Dance of Divine Blessing (3.5e Maneuver) + (Immediate aid another with massive bonuses.)
- Instant Antibodies (3.5e Maneuver) + (Immediately defend yourself against a toxin or pathogen.)
- Immunity Surge (3.5e Maneuver) + (Immediately defend yourself against a toxin or pathogen.)
- Quick Disable (3.5e Maneuver) + (Immediately disable a device, or disable a device being operated by another to briefly jam it.)
- Punishing Follow-Through (3.5e Maneuver) + (Immediately follow after an enemy move away from you and make an attack. ''Feral—'' You provoke, but gain the benefits of a charge and may grab them.)
- Art of Movement (3.5e Force Power) + (Immediately move in response to a hazard.)
- Cosmic Horror (5e) + (Immense jumble of tentacles, eyes, mouths, and wings.)
- Magnetic Armor (3.5e Power) + (Immobilize opponents within their own metal armor.)
- Publication:Dread Codex 2/New Spells/Death’s Hunger + (Immobilize target, temporarily gaining its constitution and wisdom.)
- Star Lancer (5e) + (Immortal four-winged shark-like creatures of the [[Astral Sea (5e)|Astral Sea]] that often serve as mounts for [[Githyanki (5e)|Githyanki]].)
- Elf, Variant (4e Race) + (Immortal heroes and fair maidens; paragons of freedom all)
- Immunity Overhaul (3.5e Variant Rule) + (Immunities are handed out like candy, so this makes them less absolute.)
- Reaving Crystal (3.5e Equipment) + (Immunities can be problematic. Use this crystal to strip enemies of those immunities.)
- Immunity Hardness (3.5e Creature Ability) + (Immunity Hardness a special ability that provide a degree of resistance to immunity and resistance piercing effects.)
- Impact Zone (3.5e Creature Ability) + (Impact Zone is a special ability that is usually applied to creature who are huge or larger, making their physical attacks area of effect.)
- Impale (3.5e Spell) + (Impale your enemies into the air, then watch them fall.)
- Phantasmal Assassin (3.5e Spell) + (Implant a Sentient Illusion in the target's mind to assault their sanity directly, or just gather some information.)
- Subdermal Item Disk (3.5e Equipment) + (Implants a disk into your body that replicates the function of a magic item)
- Chaos Dimension (3.5e Spell) + (Impose the insanity of the Far Realm onto the material plane in an area.)
- Gravity Cage (3.5e Maneuver) + (Imprison your foe in a cage of gravity that is very difficult to escape and deals double damage to it.)
- Transfixion (3.5e Spell) + (Improve a piercing weapon)
- Fustigate (3.5e Spell) + (Improve blunt weapons)
- Increased Damage Reduction (3.5e Feat) + (Improve current damage reduction by 5, and add an alignment requirement.)
- Improved Body Assemblage (3.5e Feat) + (Improve on the undead from ''[[SRD:Animate Dead|animate dead]]''.)
- Augmented Alchemy-CE (3.5e Feat) + (Improve on your base alchemical and poison-making skills.)
- Incarnum Breath (3.5e Feat) + (Improve the area of effect of your breath weapon with essentia)
- Two-Weapon Defense, Improved (3.5e Feat) + (Improve the shield bonus granted by Two-Weapon Defense, and allows you to add half of your off-hand weapon weapon to your shield bonus.)
- High Roller (3.5e Alternate Class Feature) + (Improve the spellcasting of a regular Gambler.)
- Great Charisma-CE (3.5e Feat) + (Improve your [[Charisma]] score by +2.)
- Great Constitution-CE (3.5e Feat) + (Improve your [[Constitution]] score by +2.)
- Great Dexterity-CE (3.5e Feat) + (Improve your [[Dexterity]] score by +2.)
- Great Intelligence-CE (3.5e Feat) + (Improve your [[Intelligence]] score by +2.)
- Great Strength-CE (3.5e Feat) + (Improve your [[Strength]] score by +2.)
- Great Wisdom-CE (3.5e Feat) + (Improve your [[Wisdom]] score by +2.)
- Anticipate Action (3.5e Feat) + (Improve your defenses the longer you fight.)
- Improved Low-Light Vision-CE (3.5e Feat) + (Improve your low-light vision range.)
- Divine Paladin (3.5e Feat) + (Improve your paladin abilities with intense divine power.)
- Inborn Own Luck (3.5e Invocation) + (Improve your saves with your charisma)
- Improved Spell Resistance-CE (3.5e Feat) + (Improve your spell resistance by +5, to a maximum of 16 + your HD.)
- Two Handed Strength (3.5e Feat) + (Improve your two handed damage.)
- Armor Focus (3.5e Feat) + (Improved AC and Reflex saves in certain armor.)
- Improved Ink Sac (3.5e Feat) + (Improved capacity and ability for the [[Ink Sac (3.5e Equipment)|ink sac graft]].)
- Torched Rabbit Springs for Bushes (3.5e Maneuver) + (Improved evasion, then move and hide.)
- Advanced Dark Companion (3.5e Feat) + (Improved the dark companion alternate feature for the hexblade.)
- Alertness, Balmz (3.5e Feat) + (Improved version of alertness)
- Hideous Blow, Revised (3.5e Invocation) + (Improved version of standard Hideous Blow)
- Frightful Blast, Revised (3.5e Invocation) + (Improved version of the standard Frightful Blast.)
- Colourful Flag, Improved (3.5e Feat) + (Improvements to numeric effects of ''Colourful Flag''.)
- MetaPower (3.5e Feat) + (Improves the uses of other metamagic feats)
- Expert Assault (3.5e Feat) + (Improves your iterative attacks granted by BaB)
- Project Patron (3.5e Other) + (In D&D 5e warlocks have patrons, eldritch entities that grant them powers. This variant rule adds them to 3.5e warlocks, granting them access to custom invocations)
- Humusque Gale (3.5e Maneuver) + (In a brief whirlwind, launch yourself to the skies.)
- Cursewood (3.5e Equipment) + (In a distant land it became tradition that … In a distant land it became tradition that all of the world's curses would be bound into special spirit trees, for this world could not heal curses but only transfer them to another. So it came to be that curse-bearing trees were born. Over centuries the curses piled up, and the trees awakened to a horrible malignant power which ravaged the land and its people. Over time, heroes would eventually carve up the scourge of these evil plant monsters but the curses remained ever-present even in death.urses remained ever-present even in death.)
- Evesor Worm (3.5e NPC) + (In a high balance game, a scary but fragile melee dork. In anything lower, a means of punishing/trolling the players.)
- Slow Time (3.5e Feat) + (In a moment of truth everything seem to slow down to a crawl except you. Bullet time in dnd.)
- Kevlarium (3.5e Equipment) + (In a search for a lightweight strong fiber … In a search for a lightweight strong fiber for tires in anticipation for a shortage of petroleum, alchemists stumbled across the synthetic alchemical material known as kevlarium. Forming into thick pale yellow fibers, it proved to be light, strong, thermally durable, and ended up forming excellent body armor. It is the material of choice of military forces, protecting them from dangerous ranged combat long enough for them to get into melee, or counter with their own ranged attacks.or counter with their own ranged attacks.)
- Exodus of NOPE (3.5e Vestige) + (In a single night, an entire nation raptured themselves out of existence after witnessing something so dreadful, their sheer disgust made them leave existence completely.)
- Bleeding Edge (3.5e Campaign Setting) + (In a world where strange and powerful monsters now roam, only those warriors bearing special "blood weapons" can fight off the scourge of evil that threatens the land.)
- Crayons of Danger (3.5e Equipment) + (In an emergency, a crayon will burn for 30 minutes.)
- Average Initiative (3.5e Feat) + (In an encounter with at least two other initiative rolls, you can always choose to go in the middle.)
- Skeletonize (3.5e Spell) + (In an instant, burn a target to the bones.)
- Withstand Energy Variant (3.5e Spell) + (In an instant, protect yourself from energy damage.)
- Ruk (3.5e Race) + (In ancient times, when the gods were still … In ancient times, when the gods were still shaping the races into the forms we know the precursor to orcs, goblins, and other green skinned creatures existed in a primitive wild state. They were great hunters, lords of the forest, and in constant conflict with the fair folk. They were the ruk, and their fierce legacy lives on in modern races today.rce legacy lives on in modern races today.)
- Combat Acrobat (3.5e Feat) + (In battle, you are able to move fluidly, befuddling your opponents.)
- Combat Adrenaline (3.5e Feat) + (In battle, you call upon a reserve of strength deep within you, granting you the ability to do inhuman feats.)
- Demonbinder (4e Paragon Path) + (In becoming a demonbinder, you sacrifice your immortal soul for the instant power granted by the abyss.)
- Bounty Hunter (3.5e Class) + (In civilized lands, local lords call upon … In civilized lands, local lords call upon Bounty Hunters to capture criminals that live or have traveled beyond their reach or criminals that outclass the knights or soldiers in the lords employ. Closer to the frontier, the Bounty Hunter might be the only law capable of bringing dangerous criminals to justice. Those who hire Bounty Hunters both like them, and scorn them.ty Hunters both like them, and scorn them.)
- Publication:Grim-N-Gritty/Appendix 4/Unbalance Opponent (3.5e Feat) + (In close combat, you keep your opponents off balance and unable to effectively apply force.)
- Limiting Points (3.5e Other) + (In contrast to spellcasters' spell slots, … In contrast to spellcasters' spell slots, lots of classes and creatures have limiting points of some type to regulate the use of their abilities. This is a page where we list all the limiting point types, give a quick summary of how they work, and list the classes and creatures that use them.t the classes and creatures that use them.)
- Caliginosity (3.5e Invocation) + (In darkness we protect)
- Curse of the Day (3.5e Maneuver) + (In darkness, target takes -6 penalty to ability score of your choice.)
- Laser Blade (3.5e Equipment) + (In effect, it is a lightsaber.)
- Phrase Tablet (3.5e Equipment) + (In essence, a [[Truespeech (3.5e Variant Rule)]] scroll.)
- Blind (3.5e Trait) + (In exchange for your eyes, you gain a different type of "eyesight".)
- SRD5:Werebear + (In humanoid form, the werebear appears human, in bear form as a large bear, and in hybrid form as a blend of the two.)
- SRD5:Wereboar + (In humanoid form, the wereboar appears human, in boar form as a normal boar, and in hybrid form as a blend of the two.)
- SRD5:Wererat + (In humanoid form, the wererat appears human, in rat form as a giant rat, and in hybrid form as a blend of the two.)
- SRD5:Weretiger + (In humanoid form, the weretiger appears human, in tiger form as a [[SRD5:Tiger|tiger]], and in hybrid form as a blend of the two.)
- SRD5:Werewolf + (In humanoid form, the werewolf appears human, in wolf form as a wolf, and in hybrid form as a blend of the two.)
- Fey (3.5e Type) + (In many cases, fey are the physical embodi … In many cases, fey are the physical embodiment of some natural force, whether it be the land itself or the emotions and souls of those who inhabit it. Others are creatures with just a bit too much mysticism and power to be called humanoids. Commonly fragile in stature but strong in magical ability, making them very difficult opponents.ity, making them very difficult opponents.)
- Publication:Unearthed Arcana/Racial Paragon Classes + (In most d20 campaigns, the ideas of [[SRD: … In most d20 campaigns, the ideas of [[SRD:Classes|class]] and [[SRD:Races|race]] are separate concepts. But with racial paragon classes, the line between the two becomes blurred. Racial paragons are, as their name suggests, nearly ideal examples of the strengths and abilities of the character’s race.ths and abilities of the character’s race.)
- Death Beads (3.5e Equipment) + (In natalupe and other similar warrior cultures, death beads are a sign of experience and power.)
- Tiny Hammerer (3.5e Prestige Class) + (In pictures of you holding a weapon, it's hard to find you.)
- Vile Platinum (3.5e Equipment) + (In rare cases there is an evil so great, it warps whatever it touches transforming mortals into fiends, environments into hellscapes, and in the case of the material holy platinum, it can warp this celestial metal into something it should not be.)
- Hungry Iron (3.5e Equipment) + (In spite of the name hungry iron is not ac … In spite of the name hungry iron is not actually iron (or at least not completely), but is rather a non-living but self propagating "fungus" that devours its surroundings (primarily carbon, oxygen, and iron) and converts it into more of itself, materials providing.into more of itself, materials providing.)
- Steam Engine (3.5e Equipment) + (In steampunk societies, the steam engine is the go-to method of power generation in the brave new world.)
- Interlaced Strikes (3.5e Skill Trick) + (In tandem with an ally, you make a series of intertwined attacks.)
- Dihiryn (3.5e Race) + (In the Plane of Shadow, settlements are populated by silent, twisted copies of Material Plane humanoids. Centuries ago, a failed experiment brought these shades to the Material Plane.)
- Publication:Unearthed Arcana/Weapon Group Feats + (In the [[d20 System]], weapons are divided … In the [[d20 System]], weapons are divided into three categories: simple, martial, and exotic. While this system works very well for establishing the complexity of each weapon and balancing the classes’ abilities against one another, grouping weapons by similar type offers an exciting variant to determine what weapons a character knows how to use.what weapons a character knows how to use.)
- Valiant Musketeer (3.5e Alternate Class Feature) + (In the age of firearms, the typical knights fight with firearms and light sidearms. The valiant musketeer is a representation of such knights, using their wits, finesse and sharp aim to bring down their foes.)
- Wallbreaker Crystal (3.5e Equipment) + (In the arms race to make oneself immune to things, there is always someone else trying their hardest to make sure things stay vulnerable.)
- Khazâd (3.5e Race) + (In the beginning of most ancient times, the dwarves were created not in a form as we know them today. Born from stone with strong elemental ties, the khazâd are precusours to dwarves, gnomes, and other races associated with stone.)
- Volcanic Nexus (3.5e Location) + (In the core of a dormant volcano, on the longest day of the year when the sun is directly overhead, fiery powers are invoked.)
- Void Wings (3.5e Equipment) + (In the darkest regions of space and time strange creatures which fly through space on invisible currents. Now you can fly through the void as well.)
- Transforming Hero (3.5e Class) + (In the day you are the mild mannared NPC. But at night you transform into a true PC hero!)
- Vilebone (3.5e Equipment) + (In the deepest depths of Hades the weight of the entire plane and countless souls press upon each other. The souls lost to the Gray Wasting become little more than objects, barely alive, and are crushed into a dense material pseudomatter called Vilebone.)
- Netherack (3.5e Equipment) + (In the depths of certain underworlds, netherack burns brightly illuminating the lightless caves of the dead.)
- Ylemwater (3.5e Equipment) + (In the depths of limbo chaotic storms of proto-matter brew. Rarely the chaos of the storm works against itself, forming a stable but eternally brewing maelstrom of matter.)
- The Wanderer in the Dark (3.5e Vestige) + (In the depths of space, a gokiburi research station went missing. However, they say you can still hear the phantom transmissions of its occupants who were lost in the void of space.)
- Plad Discs (3.5e Equipment) + (In the depths of space, intergallatic trades pay for goods in plads.)
- Headstart Shoes (3.5e Equipment) + (In the first round of combat, you surge ahead at double your normal speed. Also, a +2 to initiative.)
- Pingu (3.5e Race) + (In the frozen lands in the south lie a noble race of flightless avians, awakened and evolved from penguins.)
- Combat Flurry (3.5e Feat) + (In the heat of battle, you strike with power and speed.)
- Suncryst (3.5e Equipment) + (In the highest mountains and the brightest lights of the upper planes forms suncryst, holy power crystallized in pools of holy water.)
- Belatucadros (3.5e Deity) + (In the land of Belatucadros, there shall be only war. Lo, for he is Belatucadros, He who is decorated in death, He whose bloodthirst is never sated.)
- Battle Juggernaut (3.5e Class) + (In the midst of the fields of battle stand … In the midst of the fields of battle stands out one creature amongst the rest. A massive hulking figure whose blows knock his opponents to the waysides, and who charges across the battlefield plowing and trampling over foes and then driving back yet another with ease. Every foe in range of this unnatural beast is unsettled by his mere presence. This monster is a Battle Juggernaut.ence. This monster is a Battle Juggernaut.)
- Monsterslayer (3.5e Class) + (In the mist of creation the mortal races were often food for monsters, so it was not long before a mortal picked up a stick, sharpened it and started killing monsters to carve a safe place for civilication to exsist.)
- Pale Hunter's Vale (3.5e Location) + (In the misty jungles of the south lays a single cursed valley where the pale hunter stalks. Those that enter his realm cannot leave, and will be hunted til exhaustion... unless you survive.)
- Steamdoll (3.5e Race) + (In the realms of Dawn, plushies dominate the surface, as well as under the sea. These are the steamdolls, mermen to plushie's humanity.)
- Geometrium (3.5e Equipment) + (In the vast planes of law amidst metal gears and living machines lies a strange material not quite matter and not quite energy.)
- Kyuki (3.5e Race) + (In the windy planes of the East lie the Kyuki, fey spirits of wind known for their blistering speed and fiendish mischief. Legends have often confused them with the legendary kamaitachi weasels or elemental spirits of air.)
- Lord Eiji (3.5e Deity) + (In the world of Eijilund where the Plushie race was born, they are ruled by a God-King, Lord Eiji their deity and creator.)
- The Unworthy (3.5e Prestige Class) + (In the world, there are those who do battle. Some fight for power, some for fame, others fight for riches. A rare few fight for another, and these few are the most frightening warriors of all.)
- Publication:Unearthed Arcana/Gestalt Characters + (In this high-powered campaign variant, characters essentially take two classes at every level, taking the best aspects of each.)
- Nyimo Imbuement (3.5e Maneuver) + (In this stance, the initiator can conduct Sunlight Breath maneuvers through all weapons, and gain the ability to use household objects as improvised weapons.)
- Aeon Walker (3.5e Prestige Class) + (In this world, [[Time Walker (3.5e Class)|time walkers]] find themselves offered many thousand different paths to walk, the path of the aeon walker is one such path.)
- Moment Breaker (3.5e Prestige Class) + (In this world, [[Time Walker (3.5e Class)|time walkers]] find themselves presented with many different paths to choose, the path of the Moment breaker is one such path.)
- Temporal Dancer (3.5e Prestige Class) + (In this world, [[Time Walker (3.5e Class)|time walkers]] find themselves presented with many different paths to choose, the path of the temporal dancer is one such path.)
- Inara (3.5e Deity) + (Inara is the Wife of Dorjan and was one of the first 100 Starborn created by Erreun.)
- B'rohg (5e) + (Inarticulate [[SRD5:Giant|giant]]s with four arms and dark orange skin.)
- Moral Outlaw (3.5e Feat) + (Incarnate and Rogue level stack Incarnum radiance and Trap sense. Gain new class skill for Incarnate and Rogue level.)
- Moral Extremist (3.5e Feat) + (Incarnate and Soulborn level stack for Incarnum radiance use and Smite use.)
- Candothist (3.5e Race) + (Incarnated through unnatural means, they are haunted by their past.)
- Soul-Suffused (3.5e Template) + (Incarnum is the energy of souls. Sometimes, a creature is born with a highly energetic soul, one that taps into incarnum with ease.)
- Yama's Reprieve (3.5e Equipment) + (Incense that temporarily revives the dead)
- Power of Obedience (3.5e Power) + (Incentivize someone to do what you want.)
- SRD:Incite Rage + (Incite rage into allies within 60 feet.)
- Gallows Speaker (5e) + (Incorporeal amalgamation of spirits.)
- SRD5:Ghost + (Incorporeal spirit)
- Improved Damage Reduction (3.5e Feat) + (Increade your damage reduction and change the material bypassing it to another rarer alloy.)
- Focus Spell (3.5e Spell) + (Increase DC of next spell cast.)
- Adamantine Skin (3.5e Feat) + (Increase DR/Adamantine and sunder weapons on contact.)
- Greater Structural Integrity (3.5e Feat) + (Increase Structural Integrity by 3.)
- Cover Weakness (3.5e Feat) + (Increase an ability score by +1, to a maximum of a score of 11.)
- Boulder Hurl (3.5e Feat) + (Increase damage and combat options with stone-throwing)
- Guarding Waves (4e Feat) + (Increase defenses after using daily attack power)
- Improved Wingpin (3.5e Feat) + (Increase options while pinning opponent.)
- Alter Gravity (3.5e Spell) + (Increase or decrease gravity on a target.)
- Density Control (3.5e Spell) + (Increase or decrease the density and size of an object.)
- SRD:Far Shot + (Increase range increment by 50% or 100%.)
- Natural Number Understanding (3.5e Maneuver) + (Increase speed as long as you keep moving, improve charges, master arithmetic of natural numbers.)
- Improved Attack Bonus (3.5e Feat) + (Increase the BAB progression of a class by 1 step.)
- Faith's Inspiring Encouragement (3.5e Spell) + (Increase the bonus from aid another.)
- Bulwark of Defense-CE (3.5e Feat) + (Increase the bonuses granted to you by your ''defensive stance'' ability.)
- Spell Focus, Variant (3.5e Feat) + (Increase the caster level and DC of all spells from a selected school.)
- Enhance Spell-CE (3.5e Feat) + (Increase the damage cap on spells.)
- Improved Sneak Attack-CE (3.5e Feat) + (Increase the damage die of your sneak attack.)
- Earth Master (4e Feat) + (Increase the damage of your flurry greatly)
- Magic Essence Ring (3.5e Equipment) + (Increase the damage of your magical attacks, but take more damage from magical attacks.)
- Hardened (3.5e Equipment) + (Increase the hardness and DR/– granted by armor.)
- 100 Fists (3.5e Feat) + (Increase the number of attacks from flurry of blows.)
- Additional Forlorn Learning (3.5e Feat) + (Increase the number of spells that are forbidden to you, increase the number of spell slots you have.)
- Spell-Like Engine (3.5e Equipment) + (Increase the number of times you can use a spell-like ability you know by wearing this chestpiece.)
- Improved Harp of Time (4e Feat) + (Increase the penalty to [[4e#saving throes|saving throws]] from your Harp of Time class feature by 2.)
- Hex Blast (3.5e Feat) + (Increase the potency of your eldritch blast with an hexblade curse.)
- Epic Spell Focus-CE (3.5e Feat) + (Increase the potency of your spell focus.)
- Mold Magic (3.5e Feat) + (Increase the power of your spells of decay and gain new tactics while using plant-based spells.)
- Epic Range (3.5e Feat) + (Increase the range of your abilities, and greatly increase the range of a single ability.)
- Caster Lens (3.5e Utterance) + (Increase the target's caster level by 2, or decrease it (and their DCs) by 2.)
- Leaps and Bounds, Balmz (3.5e Invocation) + (Increase tumble, jump and balance)
- Repellent Spray (3.5e Maneuver) + (Increase your AC against certain types of creatures. It is especially effective on animals and mindless vermin.)
- Rolling Dodge (3.5e Feat) + (Increase your AC by +4 as an immediate action.)
- Durability Training (3.5e Variant Rule) + (Increase your HP total while remaining within the expected range.)
- Power Animal (3.5e Feat) + (Increase your Handle Animal skill. This feat is the prerequisite for some other feats involving an animal companion.)
- Increased Bonus Casting (3.5e Feat) + (Increase your ability score by +4, but only for the purpose of calculating bonus spells (or extra power points) due to high ability score in all classes.)
- Mighty Rage-CE (3.5e Feat) + (Increase your barbarian rage by +2 [[Str]] and [[Con]] and +1 [[Will]] saves.)
- Epic Inspiration-CE (3.5e Feat) + (Increase your bardic song abilities by +1.)
- Bending Enhancement (3.5e Feat) + (Increase your bender level)
- Improved Bending Enhancement (3.5e Feat) + (Increase your bender level farther)
- Professional Worder (3.5e Feat) + (Increase your caster level for a Wordcasting class.)
- Talented Artist (3.5e Feat) + (Increase your effective bard level by 4, up to a maximum of your hit dice.)
- Havel's Ring (3.5e Equipment) + (Increase your effective carrying capacity and move normal speed in medium armor.)
- Sorcery of the Mirage (3.5e Feat) + (Increase your enchantment and illusion spells' power and efficiency.)