Search by property
This page provides a simple browsing interface for finding entities described by a property and a named value. Other available search interfaces include the page property search, and the ask query builder.
List of results
- Red Ripple Drive (3.5e Maneuver) + (Make an attack which deals an extra +3d6 fire damage and deals damage over time to creatures vulnerable to sunlight; spend breath energy to gain a +2 bonus on the attack roll, deals an additional fire damage and may cause the target to catch fire.)
- Blue Ripple Drive (3.5e Maneuver) + (Make an attack which deals an extra +3d6 c … Make an attack which deals an extra +3d6 cold damage and deals damage over time to creatures vulnerable to sunlight; spend breath energy to gain a +2 bonus on the attack roll, deals an additional cold damage and may cause the target to become immobilized in ice.e the target to become immobilized in ice.)
- Electric Ripple Drive (3.5e Maneuver) + (Make an attack which deals an extra +5d6 electricity damage and deals damage over time to creatures vulnerable to sunlight; spend breath energy to gain a +2 bonus on the attack roll, deals an additional electricity damage and possibly stun the target.)
- Sunlight Ripple Drive (3.5e Maneuver) + (Make an attack which deals an extra +7d6 d … Make an attack which deals an extra +7d6 damage, deals damage over time to creatures vulnerable to sunlight and exposed to creature to sunlight; spend breath energy to gain a +2 bonus on the attack roll, deals an additional damage and possibly blind the target.onal damage and possibly blind the target.)
- Spectral Beam (3.5e Maneuver) + (Make an attack, then another attack at range.)
- Called Shot (3.5e Maneuver) + (Make an especially damaging attack)
- Sudden Bash (3.5e Feat) + (Make an extra attack with shield, all attacks at -2.)
- Divine Wind Flurry (3.5e Maneuver) + (Make an extra attack, but all attacks are at -2.)
- Twitch Dodge (3.5e Maneuver) + (Make an immediate 5 ft step.)
- Phantom Palm (3.5e Spell) + (Make an incorporeal touch attack, and age your opponent briefly.)
- Deriding Comment (3.5e Skill Trick) + (Make an incredibly hurtful comment or insult.)
- Angry Glare (3.5e Skill Trick) + (Make an intimidate check to demoralize as a swift action or prevent people from speaking up against you.)
- Metal Hardening (3.5e Spell) + (Make an object harder)
- Far Fist (3.5e Maneuver) + (Make an unarmed attack as a ranged attack.)
- Cheap Shot, Variant (3.5e Feat) + (Make an unarmed attack as part of a feint.)
- Annoying Combat Noises (3.5e Feat) + (Make annoying noises in battle to distract foes)
- Light in Armor (3.5e Feat) + (Make any armor you wear as one category lighter than normal.)
- 24-Hour Gym (3.5e Equipment) + (Make any flat surface a door to a fully-equipped gym!)
- Span's EverReady Outhouse (3.5e Equipment) + (Make any flat surface a door to a magical restroom! (AF))
- Nimble Steel (3.5e Feat) + (Make armor check penalties a thing of the past.)
- Multiweapon Attack (3.5e Feat) + (Make as many attacks as you have weapons (up to a limit).)
- Power Tap (3.5e Maneuver) + (Make attack as touch attack, deal +4d6 damage, hurl target back.)
- Mighty Tap (3.5e Maneuver) + (Make attack as touch attack, shove target back.)
- Great Tap (3.5e Maneuver) + (Make attack as touch attack.)
- Legion-Slaying Strike (3.5e Maneuver) + (Make attacks against adjacent foes, they become flanked.)
- Counterstroke (3.5e Feat) + (Make attacks of opportunity when others miss you.)
- Create Ultimate Undead (3.5e Spell) + (Make basically any undead creature. Then allow it access to its own portion undead followers.)
- Shining Jade Corpsman (3.5e Prestige Class) + (Make boxing out of shining jade light! Among other things.)
- Called Shot (3.5e Feat) + (Make called shot for save or suck.)
- Pathfinder Skill Point Expenditure (3.5e Feat) + (Make certain skills into combined, single skills, in order to save skill points.)
- Linked Companion (3.5e Feat) + (Make companion-based class more multiclass friendly.)
- Functional Craft Item Rule (3.5e Variant Rule) + (Make crafting items a viable option and not simply a waste of skill points.)
- Functional Craft Trap (3.5e Variant Rule) + (Make crafting traps a viable option, and not just a waste of skill points.)
- Dying is Serious (3.5e Variant Rule) + (Make death actually ''mean'' something — no more revolving door!)
- Spontaneous Combustion (3.5e Feat) + (Make enemies blow up from inside. What a terrible fate.)
- Psionic Saturation (3.5e Power) + (Make everyone around you manifest minor powers at random.)
- Black Whirlwind (3.5e Feat) + (Make extra attacks on when you use [[SRD:Whirlwind Attack|whirlwind attack]].)
- Scoundrel's Luck (3.5e Maneuver) + (Make extra damage rolls after receiving a maximum result.)
- Improved Spurt Shot (3.5e Feat) + (Make foes bleed more easily)
- Resounding Blow, Balmz (3.5e Feat) + (Make foes cower from your attacks)
- Hurl Weapon (3.5e Maneuver) + (Make full attack at range.)
- Alternative Iterative Attacks (3.5e Variant Rule) + (Make full attacks with every attack (including the first) at a set penalty, instead of gradually increasing penalties.)
- Blossoms of Fire (3.5e Weave) + (Make giant explosions of flame.)
- Mage's Antipathy (3.5e Maneuver) + (Make it more difficult for spellcasters to cast in your presence.)
- Structural Weakness (3.5e Skill Trick) + (Make it possible to critical hit objects and constructs.)
- Intelligence and Skill (3.5e Variant Rule) + (Make low Int character less boned in the game of skill.)
- Crystal Intuition (3.5e Maneuver) + (Make mental and perception skill checks in the blink of an eye)
- Multi-Form (3.5e Invocation) + (Make multiple weaker copies of yourself that move at your direction.)
- Disrupt Rejuvenation (3.5e Maneuver) + (Make mundane healing impossible and magical healing difficult.)
- Silver Rain (3.5e Maneuver) + (Make one attack at every enemy within the first range increment of your bow.)
- Basic Fire Weaving (3.5e Weave) + (Make one of a variety of minor effects.)
- Basic Earth Weaving (3.5e Weave) + (Make one of a variety of minor effects.)
- Basic Air Weaving (3.5e Weave) + (Make one of a variety of minor effects.)
- Basic Water Weaving (3.5e Weave) + (Make one of a variety of minor effects.)
- Basic Spirit Weaving (3.5e Weave) + (Make one of a variety of minor effects.)
- Publication:Grim-N-Gritty/Appendix 5/Iron Claw (3.5e Power) + (Make one of your natural weapons armor-piercing.)
- Coinspinner's Form (3.5e Maneuver) + (Make one reroll each round.)
- Pierce the Gap (3.5e Maneuver) + (Make ranged attacks as touch attacks)
- Careful Shooting (3.5e Maneuver) + (Make ranged attacks in melee without provoking attacks of opportunity)
- Touch Versatility (3.5e Feat) + (Make ranged touch attacks as melee, or vice versa.)
- Moon Boots (3.5e Equipment) + (Make running jumps without needing to move, and make super powered jumps.)
- Ring of the Favorite Spell (3.5e Equipment) + (Make small changes in how you cast your favorite spell.)
- Variant Druid Shapeshift (3.5e Variant Rule) + (Make some slight changes and expand on the ''Shapeshift''<sup>[[Publication:Player's Handbook II|PHB2]]</sup> alternate class feature.)
- Counterbluff (3.5e Skill Trick) + (Make someone believe you swallowed their lie whole.)
- Cranial Explosion (3.5e Power) + (Make someone's head explode.)
- Intoxication (3.5e Spell) + (Make target drunk, or aggravate intoxication.)
- Projected Cloud Mind (3.5e Power) + (Make the ''cloud mind'' power into an area of effect.)
- Runic Ward (3.5e Feat) + (Make the AC granted by spells apply to touch AC.)
- Keen Blood (3.5e Blood Spell) + (Make the blood cells of the victim so sharp they cut through his body.)
- Earth Power (3.5e Spell) + (Make the ground erupt with power — it's like [[SRD:Flame Strike|''flame strike'']], except that it comes from below. (Useful against foes on the ground, not so much against foes in the air.))
- Vibralloy (3.5e Spell) + (Make the metal vibrate until it breaks like glass.)
- Delayed Spell (3.5e Feat) + (Make the poor bastards think they're off the hook, only to crush them once most opportune.)
- Irresistible Incarnum (3.5e Feat) + (Make the save DCs of your soulmelds '''actually ''relevant'''''.)
- Polymorphic Hypnotism (3.5e Spell) + (Make the target believe it has been the subject of ''baleful polymoprh''.)
- Rejuvenate (3.5e Spell) + (Make the target of the spell younger.)
- Create Object (3.5e Power) + (Make things.)
- Three Times’ the Harm (3.5e Maneuver) + (Make three Truespeak checks instead of attack rolls. Use your highest roll with a bonus.)
- Iron Legion (3.5e Maneuver) + (Make two attack rolls for each attack, deal double damage if both hit.)
- Flurry of Possibilities (3.5e Maneuver) + (Make two attack rolls for each attack, use the higher result.)
- Possibility Smite (3.5e Maneuver) + (Make two attack rolls, use lower result for +4d6 damage and doubled critical threat range.)
- Chance's Blessing (3.5e Maneuver) + (Make two attack rolls, use lower result for +6d6 damage and 1d3 Constitution damage.)
- Mightstrike (3.5e Maneuver) + (Make two attack rolls, use lower result for +1d6 damage.)
- Cast the Die (3.5e Maneuver) + (Make two attack rolls, use lower result for +8d6 damage and stunning.)
- Dire Blow (3.5e Maneuver) + (Make two attack rolls, use lower result to deal 1d3 Con damage.)
- Savaging Strike (3.5e Maneuver) + (Make two attacks as a standard action, staggering any foe struck twice.)
- Divine Storm Flurry (3.5e Maneuver) + (Make two extra attacks, but all attacks are at -2.)
- Iron Grasp (3.5e Maneuver) + (Make two melee attacks against an opponent who hits you in melee.)
- Blitzkrieg (3.5e Maneuver) + (Make two melee attacks as a [[SRD:Standard Action|standard action]].)
- Dance of the Dead (3.5e Feat) + (Make undead dance to your bardic music, thus eliminating the threat for now.)
- Practiced Meldshaper (3.5e Feat) + (Make up for lost meldshaper levels, adding +4 to your effective meldshaper level and essentia pool up to your HD.)
- Triple Stat Tripper (3.5e Optimized Character Build) + (Make use of Strength, Intelligence, and Charisma combined with turning into a giant to make massive trip checks.)
- Magical Beast Companion-CE (3.5e Feat) + (Make your animal companion a magical beast.)
- Springed Arms (3.5e Spell) + (Make your arms become extendable springs to gain reach with your fists.)
- Piercing Evocation (3.5e Spell) + (Make your evocations effective against magical defenses.)
- Omnislash v5 (3.5e Maneuver) + (Make your foe say "Oh, crap." as copies of your sword appear around them.)
- Hero's Edge (3.5e Martial Discipline)/All Maneuvers + (No falling damage as long as you're riding a piece of building down to ground level.)
- Guilt (3.5e Spell) + (Make your opponent feel guilt for what they've done.)
- Verbose Assault (3.5e Feat) + (Make your opponents feel inferior to yourself in every way.)
- Exalted Assassin (3.5e Feat) + (Make your opponents physically blind as they are spiritually blind.)
- Superior Pact Augmentation (3.5e Feat) + (Make your pact augmentation as good as it get.)
- Greater Pact Augmentation (3.5e Feat) + (Make your pact augmentation way stronger.)
- Destroy Immunity (3.5e Maneuver) + (Make your target's next Fortitude save fail automatically.)
- Destroy Evasion (3.5e Maneuver) + (Make your target's next Reflex save fail automatically.)
- Destroy Willpower (3.5e Maneuver) + (Make your target's next Will save fail automatically.)
- Argentum Scourge (3.5e Maneuver) + (Make your weapons count as silver weapons.)
- Noncompliance (3.5e Spell) + (Make yourself immune to compulsions for one round.)
- Dark Elocution (3.5e Invocation) + (Make yourself understood by and understand another intelligent creature.)
- Dull Dagger (3.5e Equipment) + (Make yourself unsensable to [[SRD:Aberration Type|aberrations]].)
- Mantissa's Banana Peel (3.5e Spell) + (Makes a location slippery.)
- Effects of Aging, Revised (3.5e Variant Rule) + (Makes aging less wonky and more customizable. Also repurposes Unearthed Arcana flaws and gives longer lived kindreds more skills.)
- Publication:Dread Codex/New Spells/Undead Friend + (Makes an undead creature perceive you as an allied undead creature.)
- Publication:Dread Codex 2/New Spells/Ramble of the Mad + (Makes creatures unable to communicate, cast spells with verbal components.)
- Shadow II- Cloak (3.5e Phrase) + (Makes many creatures invisible.)
- Stork Call (3.5e Spell) + (Makes one adult, conscious, living, willing creature pregnant by another willing creature of the same species.)
- Stork Call, Lesser (3.5e Spell) + (Makes one adult, conscious, living, willing creature pregnant by another willing creature of the same species.)
- Stork Call, Greater (3.5e Spell) + (Makes one conscious, living, willing creature pregnant by another.)
- Charm of Apathy (3.5e Spell) + (Makes one person apathetic to you.)
- Shadow I- Shadow (3.5e Phrase) + (Makes someone invisible)
- Nealan's Erotic Gaze (3.5e Spell) + (Makes those that you stare at 'lose concentration' at a distance.)
- Power I- Power (3.5e Phrase) + (Makes weapon/armor temporarily magic.)
- Moon Madness (3.5e Disease) + (Makes you belive you are a Were-creature)
- Improved Energy Bite (3.5e Feat) + (Makes your elemental bite even stronger.)
- True Strike (TOToM Spell) + (Makes your next attack strike true.)
- Bludgeoning is Less Lethal; Piercing and Slashing are More Lethal (3.5e Variant Rule) + (Making bludgeoning weapons just a touch less lethal than slashing/piercing weapons)
- Illusion (3.5e Cleric Domain) + (Making things seem as they are not.)
- Channeler of Saidin (3.5e Class) + (Male channelers of the One Power.)
- Wood Woad (5e) + (Man sized, anthropoid tree-like creature.)
- Carib (5e Race) + (Man-eating humans with sharp shark-like teeth and a craving for flesh.)
- Manasa (3.5e Deity) + (Manasa, Starborn goddess of psionics)
- Skydancer's Finesse (3.5e Maneuver) + (Maneuverability goes up by one step, and you may hover.)
- Cross-Discipline Maneuvers (3.5e Variant Rule) + (Maneuvers that belong to more than one school.)
- Scaling Maneuvers (3.5e Variant Rule) + (Maneuvers that deal d6 damage scale with level, as spells.)
- Free Power (3.5e Feat) + (Manifest a power as a free action usable outside of your turn and concentrate on it as a free action.)
- Manifest Flayer (3.5e Power) + (Manifest mind flayer servants who follow your orders and act as a mental connection for you.)
- Way of the Astral Self (5e) + (Manifest parts of their spirit body.)
- Aspect of Bahamut (5e) + (Manifestation of [[Bahamut (5e)|Bahamut]])
- Aspect of Tiamat (5e) + (Manifestation of [[Tiamat (5e)|Tiamat]])
- Art Elemental Mascot (5e) + (Manifestation of the spirit of art)
- Swanlight (3.5e Spell) + (Manifests multiple lights which can be turned off and on for the duration.)
- Control Flames (One) + (Manipulate existing flames in an area)
- Control Flames (5e) + (Manipulate existing flames in an area<br /><br />)
- Chapalu's Desert Control (3.5e Spell) + (Manipulate sand to form waves and moving dunes that can attack, reposition, reshape, and bury.)
- Master of Time and Space (Legend Track) + (Manipulate space and/or time)
- Dancing Shadow Snake Stance (3.5e Maneuver) + (Manipulate your shadow to extend how far you can handle and grab things.)
- Ixitxachitl Common (5e) + (Manta-ray looking [[SRD5:Aberration|aberration]].)
- SRD5:Manticore + (Manticore appear as a lion with the face of a man, the wings of a dragon, and a long spiked tail.)
- Lesser Thri-Kreen (3.5e Race) + (Mantis warriors of the desert, thri-kreen are four-armed insectile nomads on the brink of civilization.)
- Thri-kreen Common (5e) + (Mantis-man)
- Thri-kreen Exoskeleton (5e Monster) + (Mantis-man's animated exoskeleton)
- Mantissa's Theft Avenger (3.5e Spell) + (Mantissa didn't think things through before researching this spell. But then, she never does.)
- Fae Pact Warlock (3.5e Alternate Class Feature) + (Many Warlocks appeal to the fey for their … Many Warlocks appeal to the fey for their power. While the stories of children wandering into the woods and returning with terrible gifts of Mab or Oberon are largely exaggerated, even stumbling upon a dryad grove, nymph's pool, or satyr revel can be a path to tremendous magical power. Provided, that is, you can convince the fae you are worthy of their attention, and survive receiving it. Most who follow this path become simple hedge witches (in many cultures, "witch" refers almost exclusively to fae-sworn Warlocks), but the truly powerful among them find themselves drawn into the otherworldly machinations of the great courts.rworldly machinations of the great courts.)
- Mage Monk (3.5e Prestige Class) + (Many adventurers begin as either a martial class or a spell caster and wish to learn the intricacies of the other. This prestige class allows just that, without the worry of stagnating in the original.)
- Rothan (3.5e Race) + (Many centuries ago, the human species bran … Many centuries ago, the human species branched off into two. One, the common human, is adaptable and skillful, the other, rothand, are mental elites capable of telekinesis. Over the decades, they interbred with elves and began to share their physical and mental attributes.hare their physical and mental attributes.)
- Life Surge (3.5e Spell) + (Many creatures get fast healing 20 and haste)
- Plane of Life (3.5e Sourcebook)/Spells and Feats + (Protect your target from the plane of positive energy)
- Refillable Potions (3.5e Variant Rule) + (Many people don't use potions, hoarding them but never actually using them for the most part. This fixes that issue.)
- Desertwalker Step (3.5e Soulmeld) + (Many sand creatures inspired totemists in the way of the desert traveller.)
- Skintight (3.5e Equipment) + (Many thieves and spy need their armor to be easy to hide, although some prefer the added agility and good look of those armor.)
- SRD:Planetouched—Tieflings (Race) + (Many tieflings are indistinguishable from [[SRD:Humans (Race)|humans]]. Others have small horns, pointed teeth, red eyes, a whiff of brimstone about them, or even cloven feet. No two tieflings are the same.)
- Wastecrawler (3.5e Race) + (Many-limbed creatures that are at home in the wastelands.)
- Mareep (3.5e Monster) + (Mareep are blue skinned sheep with lovely … Mareep are blue skinned sheep with lovely golden fleece. A Mareep has yellow and black striped horns which are enormously thick and are not sharp. The striped tail of a Mareep ends in a large golden ball that acts as a tesla coil and emits shocking electric jolts. Mareeps hold a large negative charge, which causes their fleece to poof out to ridiculous proportions.ece to poof out to ridiculous proportions.)
- Mareyye Cuu (3.5e Vestige) + (Mareyyye Cuu was once a mortal who seemed to embody perfection)
- Marid (3.5e Race) + (Marids are the genies from the Elemental Plane of Water. A common marid is a creature of enormous power, and only their short attention span and inability to work in organized groups keeps them from dominating the entire plane.)
- Book of Elements (3.5e Sourcebook)/Races of the Elements + (Genasi are the descendents of mortals and genies of various kinds.)
- Marijan (3.5e Race) + (Marijans are a race of partly-hemp humanoids, with long, braided hair and a cultural tendency to use psychoactive substances.)
- Astral Seal (5e Spell) + (Mark a target, to heal your allies when it is struck if it is strong, or to suffer additional damage if it is weak.<br /><br />)
- Githyanki Subrace (5e) + (Martial [[SRD5:Humanoid|humanoid]]s, once slaves of the [[Mind Flayer (5e)|mind flayer]]s.)
- Hero's Edge (3.5e Martial Discipline) + (Martial discipline for defeating opponents larger than oneself.)
- Earth Breaker (3.5e Prestige Class) + (Martial warriors who have linked themselves with the power of earth, imbued with heavy power.)
- Flare Buster (3.5e Prestige Class) + (Martial warriors who have linked themselves with the power of fire, their souls burn with an unquenchable flame to cause all their problems to... explode!)
- Air Cutter (3.5e Prestige Class) + (Martial warriors who have linked themselves with the power of air, they dash at great speed unbound by earth's grip.)
- Deathblows (5e Variant Rule) + (Martials should have more things to do with their extra attacks then just bonk an enemy a few times, this rule intends to address this.)
- Buried Presence (3.5e Force Power) + (Mask your presence to divinations.)
- Cloud Giant Smiling One MotM (5e) + (Masked [[SRD5:Cloud Giant|cloud giant]] tricksters (MotM variant))
- Warmage Fix (3.5e Class) + (A beefed up Warmage)
- Final Destination, Mass (3.5e Spell) + (Mass version of Final Destination)
- Massive Critical (3.5e Equipment) + (Massive Critical weapons increase the critical multiplier of the weapon by one step.)
- Winds of Memory (3.5e Spell) + (Massively affect the memories or thoughts of a creature.)
- Black Beast Blood (3.5e Maneuver) + (Massively damage weapons (and natural weapon attackers) which strike at you in melee.)
- Master Shifter (D20 Modern Advanced Class) + (Master Shifters are Transmutation Specialists or Werewolves. Or Both. They learn to gain extra power while not in their own form, which augments their already impressive abilities.)
- Autoplate Pilot, Variant (3.5e Class) + (Master craftsman and tinkerers whose intelligence is turned to martial bent, in the form of a wondrous suit of mechanical armor.)
- Dwarf, Variant (4e Race) + (Master craftsmen of iron and stone, unyielding as the rock of which they were forged.)
- Red Magus (3.5e Class) + (Master of all, the red magus can cast harmful magic, healing magic, and even tough it out with a sword when needed.)
- Biotechnician (3.5e Class) + (Master of biotechnology, you graft, augment, and change biology to work in your favor.)
- Corpselight Whisperer (3.5e Prestige Class) + (Master of decay, and the secrets of the Will-o-Wisps.)
- Carcinomancer (3.5e Class) + (Master of disease magic)
- Magus Portalus (3.5e Prestige Class) + (Master of the Portal)
- Constructor (3.5e Class) + (Master of the construct, create golems and form an army to fight in battle.)
- Death Magus (3.5e Class) + (Master of the save or die, they feed on death to fuel their abilities.)
- Spellwielder (3.5e Prestige Class) + (Master of the touch spell, you can use them to much greater effect than normal.)
- Master of the Blade (3.5e Feat) + (Master the blade until you use your it with ease and swiftness.)
- Apprentice of the Sublime Way (3.5e Feat) + (Master the sublime way.)
- Portalist (3.5e Prestige Class) + (Master thinking with portals, making shortcuts from A to B.)
- Shinobi (3.5e Class) + (Masterful ninja, you stalk the night. All will fear the assassin in the dark: the shinobi!)
- Meteoric Explosive Wave (3.5e Invocation) + (Mastering the explosive wave invoaction has allowed for unique uses for it)
- Ninja of the Ebon Shadow (3.5e Prestige Class) + (Masters of stealth that use shadow magic to foil sensors and confuse enemies.)
- Aspect of the Dragonfly (3.5e Feat) + (Masters of the air, they are proof power can come in small packages.)
- True Archer (3.5e Class) + (Masters of the bow and crossbow, the true archer is the prime example of power at a distance.)
- Biomancer (3.5e Class) + (Masters of the world unseen, good Biomancers heal and improve the body, and evil ones are masters of disease, decay, and suffering.)
- Time Mage (3.5e Class) + (Masters of time and space, the Time Mage can cause opponents to freeze or the stars to fall upon them.)
- SRD5:Monk + (Masters of unarmed combat and ki)
- Skycutter (3.5e Class) + (Masters of wind, these free spirits dance in the skies with their air elemental brethren.)
- Adult Kruthik (5e) + (Mature Kruthik)
- Kruthik Hive Lord (5e) + (Mature Kruthik)
- Vegepygmy Chief (5e) + (Mature [[Vegepygmy (5e)|vegepygmy]], capable of reproduction via spores.)
- Maw Demon (5e) + (Maw demons look like a nightmare version of a [[SRD5:Xorn|Xorn]].)
- Metamagic Spells And Metapsionic Powers (3.5e Variant Rule) + (Replaces metamagic and metapsionic feats with spells and powers of the same level as the feat's effective adjustment.)
- Maximize Strike (3.5e Feat) + (Maximize the damage of your attack by taking a -6 penalty to hit.)
- Maximize Spell (4e Feat) + (Maximized damage to one target, as if a Critical Hit)
- Mayahuel (3.5e Deity) + (Mayahuel is the only female deity in the brachyuran pantheon appearing as a [[Brachyura (3.5e Race)|brachyura]] with a snake tail bottom and endless claw pincers along her entire length, like a centipede.)
- Races of War (3.5e Sourcebook)/Warriors with Style + (You don't have to ''see'' to kill.)
- Danger Sense (3.5e Feat) + (Maybe Spiders tell you what's up. You certainly react to danger with uncanny effectiveness.)
- Shunned Energy (3.5e Flaw) + (Maybe fire elementals killed your mom, or you got dropped in acid as a baby. Whatever the case, there’s an energy type that freaks you out and you avoid anything to do with it.)
- Self-Experimenter (3.5e Alternate Class Feature) + (Maybe it because you ran out of test subjects or perhaps you have a twisted sense of ethic, but you make dangerous bizarre experiment upon yourself. This grant you strange and powerful abilities beyond most chemist but distract you from)
- Animal Hatred (3.5e Trait) + (Maybe you are cursed, or perhaps you just don't have a way with critters, but animals really have a distaste for you.)
- Obvious Weak Spot (3.5e Flaw) + (Maybe you should cover up that big red flashing weak spot on your chest. No? Alright then.)
- Feral Child (3.5e Feat) + (Maybe you were abandoned as a child by accident or maybe you have an ancient demon fox bound to your body that makes you shout stupid things and run around on all fours. Whatever it is, you're really quite feral.)
- Mercedes Powers (3.5e NPC) + (Mayor of the city of Rhine and former adventurer, the one-eyed archer is retired. For now.)
- Cave Bear (5e) + (Mean, subterranean bear)
- Anvilwrought Raptor (5e) + (Mechanical bird (raptor))
- Gold-Forged Sentinel + (Mechanical creature (goat?).)
- Burnished Hart (5e) + (Mechanical hart (deer).)
- Bronze Sable (5e) + (Mechanical sable (martin) made of bronze.)
- Steamcog Wings (3.5e Equipment) + (Mechanical steampunk wings grant flight, but be wary of the icing problem.)
- FT42 Plasma Armor (3.5e Equipment) + (Medium alien armor.)
- Category 1 Krasis (5e) + (Medium sized [[Krasis (5e)|krasis]])
- SRD5:Medusa + (Medusa appear as a humanoid with snakes for hair.)
- Medusa (3.5e Equipment) + (Medusa weapons petrify creatures on a critical hit or with a standard action cone attack. It can also petrify those slain by the weapon, or unpetrify creatures.)
- Sleeping Sovereign Medusa (5e) + (Medusa who is sovereign of the [[Sleeping Court (5e)|Sleeping Court]].)
- Meenlock (5e) + (Meenlocks are vaguely insect-looking evil fey)
- Mega Ampharos (3.5e Monster) + (Mega Ampharos looks very similar to its co … Mega Ampharos looks very similar to its cousin, the [[Ampharos_(3.5e_Monster)|Ampharos]], except that it flaunts a thick mane of soft white fur down the back of its neck and another bright patch of fur covering its long tail. Unlike the other members of its family ([[Mareep (3.5e Monster)|Mareep]], [[Flaaffy (3.5e Monster)|Flaaffy]], and, of course, [[Ampharos_(3.5e_Monster)|Ampharos]]), the Mega Ampharos has evolved to become a Dragon-type creature. Due to this quirk of evolution, they may speak Draconic. Other than that, they share very few similarities to other true dragons.ry few similarities to other true dragons.)
- Bodytaker Plant (5e) + (Megalomaniac [[SRD5:Plant|plant]] that creates [[Podling (5e)|Podling]]s.)
- Meganium (3.5e Monster) + (Meganium are horse-sized plants with giant … Meganium are horse-sized plants with giant flowers on their necks. Meganium do not have leaves on their heads, but do have pistils growing out of their heads which give them much the same sensory information. Meganium lurk in trees, and drop down upon potential victims. They have huge red flowers on their necks, so it isn't like creatures don't see them from a mile off, but Meganium are fast like hippos and nearly as dangerous.fast like hippos and nearly as dangerous.)
- Mantle of the Dust Devil (3.5e Soulmeld) + (Meldshapers from desert lands channel the force of the sand and wind to their advantage. Devisouled are unique in this approach, as they claim this power directly by the araton<sup>Sa</sup>, the real dust devil.)
- Publication:Hyperconscious/Psionic Feats/Visceral Surge + (Melee and ranged attacks against living targets that inflict critical damage shake your foe.)
- Snake Reverse Molts (3.5e Maneuver) + (Melee attack for +9d6 damage. If you succeed, disguise yourself as the target.)
- Blade of Cocytus (3.5e Maneuver) + (Melee attacks deal +3d6 cold damage +1/initiator level)
- Champion of Fate (3.5e Maneuver) + (Melee attacks deal 50% extra damage.)
- Andellion Warrior (3.5e Class) + (Melee warriors who share in the power of a goddess known as Eden.)
- Tome (Legend Item) + (Melee, range [Melee], [Brutal 2], [Thrown])
- Initiate of High Sorcery (5e) + (Member of [[Mages of High Sorcery (5e)|Mages of High Sorcery]] - gain access to specific [[SRD5:Cantrip|cantrip]]s and [[SRD5:Spell|spell]]s.)
- Guild Artisan (5e) + (Member of an artisan guild)
- Nyxbane (3.5e Race) + (Members of a cursed tribe of humans who dabbled with the shadows, they now live in constant fear of being swallowed by the darkness.)
- Memorize (3.5e Spell) + (Memorizes an arcane spell cast, and allows the caster to reproduce its effects.)
- Mental Altarx (3.5e Feat) + (Mental ability score penalties have a capped minimum.)
- Mephistopheles, Lord of the Eight (3.5e Witch Patron) + (Mephistopheles is the inventor of Hellfire and the Lord of Cania, the frozen eight layer of the Nine Hell.)
- Quill and Vellum of Translation (3.5e Equipment) + (Messages written become understood by any literate reader of any language.)
- Meta Spellfire (5e Subclass) + (Meta Spellfire path)
- Meta-Orbs (3.5e Equipment) + (Meta-orbs are objects that are in high demand amongst the magi of the world, and rightfully so, for they can turn even the lowest spell into a mighty force of magic.)
- Metacombat (3.5e Feat Type) + (Metacombat feats are like metamagic for melee classes. You take some form of attack penalty, and gain special bonuses and effects on your attacks.)
- Solidify (3.5e Spell) + (Metal objects touched become nigh-indestructible and rustproof.)
- Mage of the Iron Cross (3.5e Feat) + (Metal spells become harder to avoid.)
- Sanguine Adept (5e Feat) + (Metamagic Adept, now with extra Edge (tm).)
- SRD:Metamagic (Feat Type) + (Metamagic feats allow a spellcaster to change the way a spell is cast, often by increasing the spell's level and the slot it is cast from.)
- Metamaneuver (3.5e Feat Type) + (Metamaneuver feats are like metamagic feats for initiators.)
- Khonsou's Zoomorphism (3.5e Spell) + (Metamorphose into a myriad of different creatures.)
- Metaphrase (3.5e Feat Type) + (Metaphrase feats allow a truespeaker to alter their phrases in slight ways.)
- SRD:Metapsionic (Feat Type) + (Metapsionic feats allow a manifester to change the way a power functions, often by increasing the power's cost.)
- Improved Metapsionics-CE (3.5e Feat) + (Metapsionic powers you manifest cost 2 power points less than normal (to a minimum of 1 power point).)
- Mewling (3.5e Race) + (Mewlings are condemned or punished souls that have been confined to the physical restrictions of that of a domestic house cat.)
- Mey'tra (3.5e Deity) + (Mey'tra considers the farmer, the druid, the barbarian, the ranger, the animal her children. Treating them with maternal love, however with a "The Strong Survive" reaction.)
- Micoyan (3.5e Race) + (Micoyans are hairy, bestial humaniods with an opposable toe on each foot.)
- SRD5:Hunter Shark + (Mid-size [[Shark (5e)|shark]])
- Giff (5e Race) + (Militant Hippo-people with guns.)
- Griffon Cavalry Rider (5e) + (Military [[SRD5:Griffon|griffon]] rider)
- Miluda Quivira (3.5e NPC) + (Miluda is the leader of the Sand Rats, a g … Miluda is the leader of the Sand Rats, a group of bandits which prowl the Desert of Illusions in Piesok. They make a living off of preying on traveling merchants and bands of adventurers, stripping them of their gear and using their city contacts to sell it for goods.their city contacts to sell it for goods.)
- Mimic (3.5e Template) + (Mimics are imitation, a mockery of nature. Mimics are very similar in apparence and personality to the base creature. However they are aberration with an instinctive loyalty toward it master.)
- Sublime Soulknife (3.5e Feat) + (Mind blade is discipline weapon, soulknife levels increase initiator level.)
- Mindbreak (3.5e Variant Rule) + (Mindbreak represents the assimilation of harmful eldritch knowledge.)
- Cross the Bridge (3.5e Maneuver) + (Mindless undead treat you as undead and you take less damage from some forms of vile damage.)
- Belladone's Curse of Inconvenience (3.5e Spell) + (Minor curses which are really annoying, and mostly temporary.)
- SRD5:Wyvern + (Minor dragon creature with no forelegs.)
- Minor Fixes (Legend Variant Rule) + (Minor fixes to the game that make sense.)
- Blood-Toll Harpy (5e) + (Minor harpy)
- Cantrips Mastery (3.5e Feat) + (Minor magic is second nature to you.)
- Disappointing Runes (3.5e Spell) + (Minor rune goes off with a plip of daunting disappointment.)
- Popping Rune (3.5e Spell) + (Minor rune goes off with a pop of force.)
- Minotaur Lineage (5e) + (Minotaur as playable lineage)
- Baphomet (5e) + (Minotaur-like demon lord)
- Youkai Oni (3.5e Race) + (Mischievous and strong humanoids with horns, these alcohol-loving spirits known for being both paragons of justice and cruel destroyers.)
- Meazel (5e) + (Miserable humanoids of the [[Shadowfell (5 … Miserable humanoids of the [[Shadowfell (5e)|shadowfell]], meazels stealthy ambush the unwarry. They are grey-brown in color with sparse spots and tufts of hair at elbows and knees. They have large, pointed ears the tips of which splay out away from the head.ips of which splay out away from the head.)
- Vampiric Mist (5e) + (Mist of blood that was a destroyed vampire.)
- Mist Phantom (3.5e Template) + (Mist phantoms aren't creatures per se. They are either magical effects given life, or brief ghosts bound to enhanced smoke and fog. Either way, these invisible foes prove quite a challenge.)
- Publication:Dread Codex/New Spells/Draining Mist + (Misty spread deals 1 strength damage / 2 levels.)
- SRD:Multiweapon Fighting + (Mitigate multiweapon fighting penalties.)
- Martial Rogue (3.5e Feat) + (Mix Fighter and Rogue for the purpose of sneak attack, fighter level, and bonus feats.)
- Nuclear Spell (3.5e Feat) + (Mix force, fire, acid and sonic damage to destroy your opponents.)
- War Breakdancer (3.5e Prestige Class) + (Mixing music and unarmed combat, the War Breakdancer spins across the battlefield, a flurry of fists, feat, and song.)
- Witch Knight (3.5e Prestige Class) + (Mixing your Mind Blade and Eldritch Blast into a seamless whole.)
- Orb of Light (3.5e Spell) + (Mobile ball of light provides illumination.)
- Tree Blight (5e) + (Mobile carnivorous tree)
- Masked Knight (3.5e Prestige Class) + (Mobile fighters who barrage their opponents with a storm of blades.)
- Thorn Slinger (5e) + (Mobile plant that can throw its thorns.)
- Corpse Flower (5e) + (Mobile plant that scavenges and reanimates corpses)
- Zegway (3.5e Equipment) + (Mobile platform which gives a 40ft base land speed.)
- Oaken Bolter MToF (5e) + (Mobile, animated ballista platform)
- Oaken Bolter MotM (5e) + (Mobile, animated ballista platform)
- Fey Kelpie (5e Monster) + (Modification of the [[Kelpie (5e)|Kelpie]] - a preditory seaweed. It can assume other forms (notably that of a beautiful woman).)
- Modify Spell (One) + (Modify a [[Spell (One)|spell]] you have prepared. Changes can include: Components, concentration, damage type, range, ritual, or targets.)
- Adjusted Pact Making (3.5e Feat) + (Modify the length of time you remain bound to a vestige.)
- Daze (5e Spell) + (Momentarily disorient a creature<br /><br />)
- Githzerai Subrace (5e) + (Monastic [[SRD5:Humanoid|humanoid]]s, once slaves of the [[Mind Flayer (5e)|mind flayer]]s.)
- Mongrelfolk (5e) + (Mongrelfolk were [[SRD5:Humanoid|humanoid]]s that have been magically transformed, or descendants of other mongrelfolk. They have some features of various [[SRD5:Beast|beast]]s.)
- Monitor (3.5e Prestige Class) + (Monitors are nihilistic Monks with their roots in the Kuo-Toa culture)
- Ascetic Initiator (3.5e Feat) + (Monk and Tome of Battle base classes stack for Unarmed Strike and one ToB ability)
- Monk (3.5e Feat Type) + (Monk feats are feats that a monk can take as a monk bonus feat. They may dictate what level they are available as a bonus feat, but many allow pre-requisites to be ignored if taken as a monk bonus feat.)
- Improved Monk Unarmed Strike (4e Feat) + (Monk unarmed strike damage improves to 1d10)
- Sea Monkey (5e Monster) + (Monkeys of the sea.)
- Anima River (3.5e Martial Discipline) + (Monks and incarnates who sought power thro … Monks and incarnates who sought power through enlightement and spirituality found ways to understand and train their soul as one would their body. In times of battle, this allows them to strike at the invisible flow of life and wound their opponents most grievously.and wound their opponents most grievously.)
- Flurry Monk (3.5e Alternate Class Feature) + (Monks are fast but can't take advantage of it, they need to stand still to flurry. Well, not anymore.)
- Wirefighting Monk (3.5e Alternate Class Feature) + (Monks are wuxia warriors who look like their fighting on wires, defying gravity and all that fun stuff.)
- Dancing Blossom Stance (3.5e Feat) + (Monks fly through the air as if on wires, balance on a single mote of dust, and walk on water.)
- Monk Weapon Focus (3.5e Feat) + (Monks now can apply their unarmed damage to a special monk weapon.)
- Way of the Turtle (5e Monastic Tradition) + (Monks of The Way of the Turtle focus on the body, and how Ki can push it to unthinkable heights.)
- Way of the Crane (5e Monastic Tradition) + (Monks of the Way of the Crane focus on the more mental and mystical side of martial arts.)
- Way of Shadow (5e) + (Monks of this tradition are ninjas and assassins.)
- Way of the Time Phaser (5e Monastic Tradition) + (Monks who dabble in Chronomancy to enhance their fighting potential.)
- Way of the Force (5e Monastic Tradition) + (Monks who focus on the ebb and flow of the universal life force, and combine it with the power of glowing swords and fancy spins.)
- Radiant Wave Monk (3.5e Prestige Class) + (Monks who focus on their inner ki, allowing them to shoot blasts of energy, fly, and perform other supernatural feats.)
- College of Hunters (5e Bard College) + (Monster indentification, now in Bard flavor.)
- Ba Summoner (3.5e Class) + (Monster summoners capable of manifesting the spirits of the dead.)
- Sea Lion (5e)/Monstrosity + (Monster with the head and claws of a lion and a fish-like tail.)
- SRD5:Winter Wolf + (Monstrous [[SRD5:Wolf|wolf]] adapted to arctic climes.)
- Shell Shark (5e) + (Monstrous [[Shark (5e)|shark]] blessed by [[Sahuagin Priestess (5e)|Sahuagin Priestess]] of [[Sekolah (5e)|Sekolah]].)
- Monstrous (3.5e Feat Type) + (Monstrous feats are for non-humanoid characters.)
- Snarrgoth (3.5e Race) + (Monstrous humanoids with long arms that are distantly related to halflings.)
- Duck (4e Race) + (Moo!)
- Moogle (3.5e Race) + (Moogles are cute and fluffy which creatures who enjoy wandering, learning new things and celebrating.)
- Blademind (3.5e NPC Class) + (Mooks cool enough to be able to create and wield psychic knives, but even more underpowered than the actual Soulknife.)
- Fount of Moonlight (One) + (Moonlight envelops you providing illumination. It also provides [[SRD5:Resistance|Resistance]] to and provides bonus [[SRD5:Radiant|Radiant]] damage. It can also [[SRD5:Blinded|blind]] opponents.)
- Moosu (3.5e Race) + (Moose-headed creatures from the frozen north, they are well known for their strength, endurance, and politeness. They are the epitome of the gentle giant.)
- Rune Carver Adept (5e) + (More casting with the [[Rune Carver Apprentice (5e)|Rune Carver Apprentice]] [[SRD5:Feat|feat]])
- Octosuit (3.5e Equipment) + (More collar than armor, this half-armor half-wondrous item gives four tentacles and the ability to traverse the water with ease.)
- Conjetium (3.5e Equipment) + (More commonly known as blood steel or "demon rust", Conjetium is most easily recognized for it's signature red sheen and the odd, sharp smell that accompanies it.)
- SRD:Persuasive + (More easily convince people when truth is not on your side.)
- Greater Glibness (3.5e Spell) + (More powerful glibness)
- Performer's Outfit (3.5e Equipment) + (More respectable than the Entertainer's Garb, but still attention-getting.)
- Gengar (3.5e Monster) + (More solid than [[Haunter (3.5e Monster)|H … More solid than [[Haunter (3.5e Monster)|Haunters]] or [[Gastly (3.5e Monster)|Gastlys]], the Gengar is justly feared by the living. Gengar have hands and feet, and interact fairly normally with physical objects. Gengar appear as grinning purple fiends with clawed hands and tremendous maws.nds with clawed hands and tremendous maws.)
- More Subschools (3.5e Other) + (More subschools, because why not.)
- Bone Shape (3.5e Spell) + (Morph bone into any shape you desire, or use it to fuse a skeleton solid and paralyze your victim.)
- Aspect of the Mosquito (3.5e Feat) + (Mosquitoes are well-known carriers of disease and death, not to mention the fact that they're annoying as hell when they bite.)
- Lay on Hands Crusader (3.5e Alternate Class Feature) + (Most Crusaders learn to better steel their wills against foreign assaults. Your will, however, is already plenty sharp, so you have instead spent your time practicing your healing abilities.)
- Nihilistic Champion (3.5e Alternate Class Feature) + (Most antipaladin are dedicated to the idea … Most antipaladin are dedicated to the ideals of evil, such as imposing tyranny, slaughtering the innocent and crushing the weak. The nihilistic champion however does not fight for any ideals, seeing them as meaningless, much like all of existence. They mock the concept of good and evil, drawing their power from the dark being, whobenefits or even encourage such views. They are able to act much more freely than most antipaladin, some being fuelled by pure selfishness and id, seeking only short-term benefits and pleasures. Other nihilistic champions are more philosophical, and enjoy convincing others to see their way, especially would-be heroes. Rarely, a nihilistic champion will turn against the forces of evil, as a grand mockery of purposes, or perhaps to show those who would control them that they also ultimately don’t matter.em that they also ultimately don’t matter.)
- SRD5:Fire Elemental + (Most common form of [[Fire Elemental (5e)|Fire Elemental]].)
- SRD5:Cloud Giant + (Most common form of cloud giant.)
- Planarblood Elf (3.5e Race) + (Most elves have some obscure distant relation to fey, but planarblood elves stem their origins from elemental spirits of the inner planes.)
- Explorer (3.5e Class) + (Most encounters with aliens and future tec … Most encounters with aliens and future technology in lore, cinema and games involve the protagonists using the technology of the alien culture in a new way. This difference in application and lack of understanding (or rebellion) with the current powers, allows the protagoist to rise above the rest. However, an explorer has only an elementary understanding of the tools they possess. This is in essence '''the''' base class for xeno adventurers. Giving a balanced amount of features that aid in surviving an alien universe.s that aid in surviving an alien universe.)
- Elements Pact Warlock (3.5e Alternate Class Feature) + (Most interactions between mortals and geni … Most interactions between mortals and genies are transient. Wishes granted for freedom, in trade, or simply on a whim. But there are stories of those who came away from the genies with more. Not some temporary boon or magical working, but real and lasting power. It's unclear weather this power is something anyone could wish for, or if it represents a deeper relationship. Some claim these individuals are genie outcasts, stripped of the bulk of their powers and forced to wander among mortals. Others hold that this state is a punishment for mortals who's wishes overstepped the bounds set by the genies, or that these Warlocks have simply managed to tap into whatever power source the genies draw their strength from.ource the genies draw their strength from.)
- Eiji (3.5e Bloodline) + (Most likely the result of a very bored deity. Candy, anyone?)
- Judge of Existence (3.5e Class) + (Most live in a prosaic world of the base p … Most live in a prosaic world of the base perceptions, bound by Ultimate Laws – truths that hinder the capacity of progress. Prisoners to common sense and logic, a land where even science becomes a religion. Even the most basic manipulations of existence cannot be understood by these sorry souls. This is the way of the lesser man. A judge of existence is a proponent of straining the limits – nay, being without limits, then deciding what limits the rest must follow. A Judge of Existence is a student of the power of Space. They can warp matter, and alter gravity and weather in an area.and alter gravity and weather in an area.)
- SRD5:Human + (Most numerous of the civilized humanoids.)
- Holy Bolt (3.5e Alternate Class Feature) + (Most paladin face threats with a melee weapon in hands, often a sword or a shield. However a few prefer more advanced weapons, such the crossbow. The holy bolts focus on ranged combat over melee combat, and master the crossbow in particular.)
- Eijilund Plushie Paragon (3.5e Racial Paragon Class) + (Most plushies take levels in this class, relying on their natural powers. The class grants them many of their key abilities that are associated with the normally level adjusted race.)
- Sorcerer (3.5e Monster) + (Most powerful of the standard nobodies from Kingdom Hearts II)
- Evangelist (3.5e Alternate Class Feature) + (Most religions need people who spread them … Most religions need people who spread them, many of these people are clerics, paladins and other believers. The evangelist is a divine bard, they sacrifice their superior arcane spellcasting and some of their later bardic music for slightly weaker divine spellcasting and orating spell.ker divine spellcasting and orating spell.)
- SRD:Dwarves, Mountain (Race) + (Mountain dwarves live deeper under the mountains than hill dwarves but generally not as far underground as deep dwarves.)
- Squire of Solamnia (5e) + (Mounting/Dismounting costs less movement, gain [[Superiority Dice (5e)|Superiority Dice]] and [[Maneuver (5e)|Maneuver]].)
- Float Like a Butterfly (3.5e Maneuver) + (Move 5 feet every time you make an attack or another's attack misses you.)
- Kurihara's Finisher (3.5e Maneuver) + (Move across the battlefield in a flash, then cut up your opposition in ribbons.)
- Evasive Movement (3.5e Maneuver) + (Move after a successful Reflex save.)
- Reaching Shadow (3.5e Feat) + (Move and attack through your own shadow.)
- Peerless Eldritch Charge (3.5e Invocation) + (Move and attack with your Eldritch blast at the same time)
- Darting Hare (3.5e Maneuver) + (Move and attack, dealing extra damage to foes you move through)
- Skirmish (3.5e Feat) + (Move and attack.)
- Abrupt Withdrawal (3.5e Maneuver) + (Move and hide.)
- Hands and Feet (3.5e Maneuver) + (Move and reload as a single action)
- Flash Step (3.5e Maneuver) + (Move at 3 times your speed in a straight line.)
- Footsteps of the Slug (3.5e Maneuver) + (Move at full speed stealthily.)
- SRD:Spring Attack + (Move before and after melee attack.)
- SRD:Shot on the Run + (Move before and after ranged attack.)
- Cricket Hops on Head (3.5e Maneuver) + (Move fast through occupied and difficult terrain.)
- Blinding Speed, Balmz (3.5e Feat) + (Move faster then before)
- Flickering Presence (3.5e Maneuver) + (Move freely within your reach after each melee attack, and use both time and finesse to ensure you only act when most opportune.)
- Zeno's Lemma (3.5e Maneuver) + (Move halfway towards target, never quite reaching.)
- Force Speed (3.5e Force Power) + (Move more quickly, take more actions.)
- Improved Shieldsurfing (3.5e Feat) + (Move nimbly through opponents, avoiding their hits.)
- Indiana Jaunt (3.5e Maneuver) + (Move out of the way of an area of effect)
- SRD:Acrobatic + (Move out of the way!)
- Teleport (3.5e Power) + (Move people and things from one point to another without crossing the intervening distance.)
- Up the Walls (3.5e Maneuver) + (Move quickly, ignore angle of surface.)
- Octopus Squeezes Through Mesh (3.5e Maneuver) + (Move reasonably fast through unreasonably small holes.)
- Tip Toe (3.5e Feat) + (Move slower, sneak better.)
- Vanguard of One (3.5e Maneuver) + (Move so quickly that you appear in multiple places at once; initiate 1st level maneuvers.)
- Legion of One (3.5e Maneuver) + (Move so quickly you appear in multiple places at once, initiate 3rd level maneuvers.)
- Army of One (3.5e Maneuver) + (Move so quickly you appear in multiple places at once, initiate 6th level maneuvers.)
- Creeping Shadow (3.5e Maneuver) + (Move stealthily, keeping concealment.)
- Puppeteer (3.5e Feat) + (Move summoned or mind-controlled creatures as you please.)
- Tactical Wall Jump (3.5e Skill Trick) + (Move tactically, using the walls to your advantage.)
- Mudra Liberation (3.5e Maneuver) + (Move through enemy squares as if they were unoccupied, and ignore difficult terrain for 1 round.)
- Angles of Tintalos (3.5e Power) + (Move through the angles of time and space to attack in strange means.)
- Deep Worm Ring (3.5e Equipment) + (Move unhindered through mud, quicksand, and other liquid or semi-solid materials. Grants tremorsense in these terrains, and the ability to burrow by melting earth into mud and ooze.)
- Crown of the Battle Queen (3.5e Equipment) + (Move up to half your move speed as a swift action, provided you move in a straight line.)
- Scurrying Rat Dance (3.5e Maneuver) + (Move very fast, use Move Silently for checks.)
- Wind Scorpion Pursuit (3.5e Maneuver) + (Move with the blazing speed of the wind scorpion!)
- Wind Howls at Mountain (3.5e Maneuver) + (Move without moving, attacking from afar while standing solidified.)
- Stone Dragon (3.5e Martial Discipline)/All Maneuvers + (Roll down a mountain and become like a boulder.)
- Boots of Dwarvenkind (3.5e Equipment) + (Move your normal speed in medium or heavy armor.)
- Dancing Flame (3.5e Maneuver) + (Move, dealing fire damage to adjacent foes.)
- Arson Step (3.5e Maneuver) + (Move, lighting nearby objects on fire.)
- Action Without Motion (3.5e Maneuver) + (Move, returning [[SRD:Attack of Opportunity|AoOs]] and gaining Sudden Strike damage.)
- Sudden Pounce (3.5e Maneuver) + (Move, then immediately attack, dealing extra damage.)
- Clash of Wills (3.5e Maneuver) + (Mow through people, forcing them to either move or exchange attacks with you.)
- Mubrai (5e Subrace) + (Mubrai tend to be the politicians, salesmen, and scoundrels of the duskken.)
- Vanishing Strike (5e Spell) + (Much in the line of the Smite spells, charge up, and vanish the moment you strike.<br /><br />)
- Warping Strike (5e Spell) + (Much in the line of the Smite spells, hit your target and teleport away.<br /><br />)
- Thousandfold Strike (5e Spell) + (Much in the line of the Smite spells, hit your foe with a multitude of attacks across dozens of timelines.<br /><br />)
- Venomous Strike (5e Spell) + (Much in the line of the Smite spells, imbue your weapon with deadly poison.<br /><br />)
- Freezing Strike (5e Spell) + (Much in the line of the Smite spells, imbue your weapon with the power to freeze a foe in its tracks.<br /><br />)
- Hastening Strike (5e Spell) + (Much in the line of the Smite spells, steal your opponent's time.<br /><br />)
- Passionate Barbarian (5e Alternate Class Feature) + (Much like Monk, Barbarian is designed in a self-limiting way by putting too much power into a single ability - Rage, in Barbarian's case. This ACF intends to make Barbarian feel a little bit better, while keeping its purpose similar.)
- Reckless Celerity (3.5e Feat) + (Much like Power Attack or Combat Reflexes, you can trade AC for Initiative.)
- Duskwalker (3.5e Monster) + (Much like Shadows or Shadow Elementals, Duskwalkers are creatures of shadow. They often end up as familiars for the darkest of casters.)
- Wall of Plasma (3.5e Invocation) + (Much like a ''wall of fire'', but much, much hotter.)
- Mud Mephit (5e) + (Mud [[Mephit (5e)|mephit]]s appear similar to [[SRD5:Imp|Imp]]s made of mud.)
- Muffle (3.5e Utterance) + (Muffle the noises on a creature, object, or in a point of space, or make them louder.)
- Creeping Darkness (3.5e Spell) + (Muffle your presence, and phase out within the darkness.)
- Warrior Poet (3.5e Prestige Class) + (Multiclass Bard/Martial Adept of the Hero's Edge and Pungeon Pendragon disciplines whom learns from the secretes of the First's Poetic teachings)
- Sublime Practice (3.5e Feat) + (Multiclass Initiator level increase.)
- Multiclass (3.5e Feat Type) + (Multiclass feats help mitigate the level-dependent penalties of multiclassing.)
- Dedicated Steed (3.5e Feat) + (Multiclassing [[SRD:Paladin|paladins]] and other classes which provide special mounts, they can now have their other classes now count to determining the power of the mount.)
- Star Spawn Mangler (5e) + (Multilimbed creature of ambush.)
- Dungeonomicon (3.5e Sourcebook)/Maginomicon + (You are transformed into a creature of your choosing.)
- Mass Polymorph, Tome (3.5e Spell) + (Multiple targets are transformed into alternate creatures.)
- Schizophrenia, Mass (3.5e Spell) + (Multiple targets suffer conditions similar to schizophrenia.)
- Conjure Volley (5e) + (Multiplies your projectiles or thrown weapons mid-air. (More powerful version of [[Conjure Barrage (5e)]])<br /><br />)
- Conjure Barrage (5e) + (Multiplies your projectiles or thrown weapons mid-air.<br /><br />)
- Mumsteel (3.5e Equipment) + (Mumsteel is a sound-dampening metal which quiets the area around itself.)
- Derro (4e Race) + (Murderously insane and cruel, combining the worst qualities of human and dwarf.)
- Muscle Mesh (3.5e Equipment) + (Muscle mesh is a fabric material made of artificial muscles, it is highly protective and adaptable.)
- Mythic Beast (3.5e Race) + (Mutable flavor and options to create a variety of non-humanoid mythic beasts as playable characters.)
- Mutant (3.5e Template) + (Mutant creatures which possess strange unique powers, formed by someone with the Craft Mutant feat.)
- Malformed Kraken (5e) + (Mutated [[Kraken (5e)|kraken]])
- Arcane, Mutagen (3.5e Disease) + (Mutates Arcane ability into Psionic Aptitude)
- Starvation (3.5e Disease) + (My Tummy Hurts!!!!!)
- Z's Wild Magic (5e Variant Rule) + (My personal Wild Magic rules and tables.)
- Z's Cure Wounds (5e Spell) + (My redux of Cure Wounds. Can't heal targets above half HP.<br /><br />)
- Z's Wendigo (5e Monster) + (My take on the stats of a cryptid from indigenous American folklore.)
- Phoenix Command Rules (3.5e Flaw) + (My turn in combat took 37 minutes, but at least it was SUPER REALISTIC...)
- Eldritch Armor (5e Eldritch Invocation) + (My version of the Eldritch Armor invocation from UA: Class Feature Variants.)
- Z's Armory (5e Variant Rule) + (My version of the weapons and armor in D&D that makes things a little bit more interesting.)
- Z's Variant Attunement (5e Variant Rule) + (My way of doing attunement.)
- Myconid Sprout (5e) + (Myconids are a fungoid sentient species. The sprout is a juvenile specimen.)
- Myosines (3.5e Race) + (Myosines are humanoids with rodent-like features and sparse hair.)
- Coutlsaur (3.5e Monster) + (Mysterious guardians of jungle temples, descended from coutls and lizardfolk.)
- Mousa (3.5e Race) + (Mysterious spirits from the Plane of Dreams, they watch material beings with strange curiosity.)
- Mystic Delver (3.5e Class) + (Mystic Delvers are expert explorer, thieves, charmer and wizards. A happy mix between a rogue and a wizard not relying on backstabbing but rather on cunning and a few powerful spells (and a lot of weaker spells).)
- Literate Mage (3.5e Prestige Class) + (Mystic Theurge for the [[Wordmaster_(3.5e_Class)|Wordmaster]] or the [[Word_Wizard_(3.5e_Class)|Word Wizard]].)
- Mystic Revenant (3.5e Template) + (Mystic revenants are created when a creature dies of mystic rot, which is spread by mystic leeches and other mystic revenants.)
- Disciple of the Spectral Tiger (3.5e Prestige Class) + (Mystic shamans who have learned to bring predatory spirits into the world.)
- Mystical Rain (3.5e Martial Discipline) + (Mystical Rain is a discipline focusing on … Mystical Rain is a discipline focusing on precision and the search for perfect perception. Masters of the discipline are said to be able to stop the rain around them through focus and shoot incredibly deadly arrows (Rain Shots and Perception Stance). Another key point of the style is the use of the Silver Arrows technique, a living arrow made of pure force seeking their target and even hitting them repeatably before passing out. The Mystical rain technique is all about the focus of one perception and the serenity of water.one perception and the serenity of water.)
- Mystic Cenobite (3.5e Class) + (Mystical monks of the sublime way, these martial adepts take the art of fighting to a spiritual, magical level.)
- Moonshimmer Sand (3.5e Equipment) + (Mystical sand found on rare and enchanted beaches, it glows under the darkness of a new moon.)
- Supreme Counterspell (3.5e Epic Spell) + (Mystically sense all magical energy being unleashed, and negate any spell by willing the magic to stop before it starts.)
- Tromokratis (5e) + (Mythic [[SRD5:Kraken|kraken]].)
- Hythonia (5e) + (Mythic [[SRD5:Medusa|medusa]].)
- SRD5:Assassin (NPC) + (NPC Rogue of the [[Assassin (5e)|Assassin]] subclass.)
- Duelist (5e NPC) + (NPC that specializes in dueling.)
- Nababb'ib Wish Granter (3.5e Racial Paragon Class) + (Nababb'ib wish granters tap into their supernatural capabilities to become merchant of wishes.)
- Nabassi (5e) + (Nabassu are voracious, even cannibalistic, [[Demon (5e)|demon]]s)
- Naiad (3.5e Race) + (Naiads are a variety of fey nymph, found in and around freshwater bodies.)
- Claymore (3.5e Class) + (Named after the Great swords they wield, they are half-human, half-monster hybrid warriors.)
- Grim Legion (3.5e Class) + (Named after the organization they below to, these mercenary-cultists cultivate shadow magic and use it to aid their attacks.)
- Hecatoncheires (3.5e Race) + (Named for the great hundred handed giants, these monstrosities wear the name proudly and with good reason.)
- Ocanthus (3.5e Equipment) + (Named for the planar layer it hails from, ocanthus is a black shard of ice which has been alchemically stabilized and forged into a weapon. Its nature makes it dangerously sharp, but extremely fragile.)
- SM-20 Hisser Mecha (3.5e Equipment) + (Named for the unique 'hissing' noise of their turbines in action, the SM-20 Hisser is a Gokian war mecha which occupies the role of heavy anti-personelle firepower against soft targets.)
- Namekian-Iskerbabble (3.5e Race) + (Namekians are a solitary and quite people. … Namekians are a solitary and quite people. Despite their Demon-like appearance may suggest, most Namekians are incredibly peaceful and hospitable. Though, due to abuse in the past and many seeking the Dragon Balls that their race can produce, they have learned to be wary of other races and can have a deep sense of skepticism about outsiders. These people live usually in small, isolated tribes, and have a strong sense of community. And while they enjoy peace, they are more than willing to stand up against anyone who threatens them.tand up against anyone who threatens them.)
- Nagpa (5e) + (Napa look like Skeksis from ''Dark Crystal … Napa look like Skeksis from ''Dark Crystal''. Hunched over vulture-like humanoids. These [[SRD5:Wizard|wizard]]s were cursed by the [[Raven Queen (5e)|Raven Queen]] after they betrayed her by ruining a ritual her mortal self and her followers were performing to gain divinity and end the quarrel between [[Corellon (5e)|Corellon]] and [[Lolth (5e)|Lolth]].(5e)|Corellon]] and [[Lolth (5e)|Lolth]].)
- Natalupe (3.5e Race) + (Natalupes are monstrous, terrifying predators of the coast.)
- Lucerna (3.5e Race) + (Natives to the Plane of Positive Energy, these outsiders are made of positive energy.)
- Plane of Life (3.5e Sourcebook)/The People + (Natives to the Plane of Positive Energy, these outsiders are made of positive energy.)
- SRD5:Sorcerer + (Natural Arcane Spellcasters)
- SRD:Improved Natural Armor + (Natural Armor +1)
- Celest (3.5e Race) + (Near perfect human replica made from a mix of stone collected from the moon and [[Vitalized Livemetal (3.5e Equipment)|vitalized livemetal]].)
- Prayer of Healing (One) + (Nearby [[Creature (One)|creature]]s of your choice gain the benefit of a [[Short Rest (One)|Short Rest]] and regain [[SRD5:Hit Point|Hit Point]]s.)
- Enthralling Aura (3.5e Maneuver) + (Nearby creatures are dazzled by your grace.)
- 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.)
- Extra Digit (3.5e Equipment) + (Need a hand? No? How about an extra thumb?)
- Magic Zippo (3.5e Equipment) + (Need a light? Light up with this infinite supply of small handheld fire.)
- Random City and Region Names (3.5e Other) + (Need a name for a various region, city, country, or like? Well, here is a list of sample names.)
- Seyayi Dorval (3.5e NPC) + (Needs summary)
- Talk:Half-Lunarian (3.5e Race) + (Needs summary)
- Bloodied Chains of Pyrrhos (3.5e Spell) + (Nefarious cursed energy chains tether you physically, mentally and spiritually to another creature, sharing all pain, afflictions and even death.)
- Gentle Fist (3.5e Maneuver) + (Negate a foe's ability to use spells, psionics, maneuvers, etc.)
- Thought-Destroying Contradiction (3.5e Maneuver) + (Negate an ability being used.)
- Instant Neutralizing Serum (3.5e Maneuver) + (Negate any one status effect you have just come under.)
- Solid Throughout (3.5e Maneuver) + (Negate critical hits or sneak attacks against you for 1 round.)
- SRD:Eyes in the Back of Your Head + (Negate flanking bonus to attackers.)
- All Sides Defense (3.5e Feat) + (Negate flanking bonuses when using two weapons or double weapons.)
- Miniature Blast (3.5e Invocation) + (Negate most firing penalties.)
- Fragile Lifeforce (3.5e Flaw) + (Negative energy hurts you really, really badly.)
- Harming (3.5e Cleric Domain) + (Negative energy version of [[SRD:Healing Domain|healing domain]].)
- Persistent Misfortune (3.5e Flaw) + (Negative status conditions last twice as long as normal, while positive conditions have their durations cut in half.)
- Entity (3.5e Type) + (Neither organic nor artificial. Not a crea … Neither organic nor artificial. Not a creature of this world or of any other world. Their origins are inscrutable and their minds are leagues beyond comprehension. They don't follow any rules that you or I would easily understand and the only word in any language that could accurately describe them is "Entity".ould accurately describe them is "Entity".)
- Nemean Hide (3.5e Equipment) + (Nemean Hide possess resistance akin to steel with a fraction of the weight.)
- Neneki (3.5e Race) + (Neneki are a rare race of magically altered humanoids, and their semi-amorphous bodies have many traits attributed to [[SRD:Ooze Type|oozes]].)
- Neogi Master (5e) + (Neogi Warlock)
- Nerfed Death (3.5e Variant Rule) + (Nerf instant death effects, making them bring you to -1 and dying instead.)
- Publication:Grim-N-Gritty/Appendix 4/Basic Nerve Strikes (3.5e Feat) + (Nerve strikes are martial arts techniques … Nerve strikes are martial arts techniques for melee combat. Also known as ripping or tearing techniques, they focus on apply excruciating pressure to vulnerable points on your opponent’s anatomy. By gripping the appropriate spot and pinching, twisting, tearing, or stabbing it, you can render an enemy weak with pain. All nerve strikes impose a penalty to your attack roll. All nerve strikes cause a special effect in addition to inflicting damage on your target.ition to inflicting damage on your target.)
- Unaccounted Arrows (3.5e Trait) + (Never run out of arrows or other projectiles.)
- Resist and Bite (3.5e Maneuver) + (Never surrender. Never falter. Death is your only rest.)
- Overflowing Health (3.5e Feat) + (Never waste excess health or healing.)