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A list of all pages that have property "Summary" with value "Natalupes are monstrous, terrifying predators of the coast.". Since there have been only a few results, also nearby values are displayed.

Showing below up to 126 results starting with #1.

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List of results

  • 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]].)
  • 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.)
  • Apprenticeship (3.5e Feat)  + (New Mentor Types for the Lower Planes.)
  • Breather (5e Variant Rule)  + (New [[SRD5:Rest|rest]] type)
  • Crab Dance (3.5e Feat)  + (New movement option that makes you look like a crab.)
  • Enhanced Polearms (5e Variant Rule)  + (New properties, minor stat modifications, and an optional rule useful for polearms.)
  • Exotic Weapon (5e Variant Rule)  + (New weapon category for 5th edition)
  • Magic Hates You (3.5e Flaw)  + (Nice spells work a little less for you. Naughty spells work a little harder against you.)
  • Night Hag, Aarnott (3.5e Monster)  + (Night hags are incredibly evil creatures hailing from the Fiendish Planes.)
  • Night Sorcerer (3.5e Alternate Class Feature)  + (Night sorcerers are descendants of an anci
    Night sorcerers are descendants of an ancient cabal of nightcasters, who drew their power from the night sky. While the ancient cult is no more, their children and children's children have inherited a portion of their power. Night sorcerers are usually sorcerers of the arcane or shadow bloodline, but some of them have more exotic lineage.
    but some of them have more exotic lineage.)
  • Eyedrake (5e)  + (Nightmare produced when a [[Beholder (5e)|Beholder]] is worried about a [[Dragon (5e)|Dragon]].)
  • Nightwalker (5e)  + (Nightwalkers look like 30 ft. tall solidified shadow of a humanoid with horns and talons.)
  • Nik'task (3.5e Deity)  + (Nik'task demands the spread of chaos, and war.)
  • Nikeneh (3.5e Deity)  + (Nikeneh is the goddess of lightning, thunder and wind. Patron of female warriors everywhere and martial adepts.)
  • Nimble (3.5e Equipment)  + (Nimble equipment increases maximum Dexterity bonus.)
  • Fire Sprite (3.5e Monster)  + (Nimble little pests, these sprites have bulbous round bellies that glow with an internal flame.)
  • Sage Stalker (3.5e Feat)  + (Ninja and Swordsage levels stack for some purposes)
  • Nitrion (3.5e Equipment)  + (Nitrion is an extremely rare and deadly substance. It generate incredible magical radiation and possess great energy.)
  • Unusual Specialization (3.5e Feat)  + (No Pokémon type is too bizarre for you to master.)
  • Pokémon d20 (3.5e Sourcebook)/The Pokémaster  + (You caught a Golem!)
  • SRD:Shield Proficiency  + (No armor check penalty on attack rolls.)
  • Summon Backup (3.5e Spell)  + (No bassist? No Drummer? No keyboardist? No problem.)
  • Building Surf (3.5e Maneuver)  + (No falling damage as long as you're riding a piece of building down to ground level.)
  • 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.)
  • Publication:Dread Codex/Magic Items/Bergasalt  + (No known substance proves more lethal against undead than bergasalt.)
  • SRD:Great Cleave  + (No limit to cleave attacks each round.)
  • Races of War (3.5e Sourcebook)  + (No longer are we allowing our Fighting Men to go without a last name unless and until they get to fourth level without being eaten by an owlbear.)
  • Positive Sustenance (3.5e Feat)  + (No longer need food, drink, sleep or air)
  • Plane of Life (3.5e Sourcebook)/Spells and Feats  + (Protect your target from the plane of positive energy)
  • Perfect Dodge (3.5e Feat)  + (No matter how skilled a foe is, you can dodge out of the way perfectly.)
  • SRD:Half-Fiend  + (No matter its form, a half-[[SRD:Fiend|fiend]] is always hideous to behold, having dark scales, horns, glowing red eyes, bat wings, a fetid odor, or some other obvious sign that it is tainted with evil.)
  • SRD:Half-Celestial  + (No matter the form, half-celestials are always comely and delightful to the senses, having golden skin, sparkling eyes, angelic wings, or some other sign of their higher nature.)
  • Visage of the Erinyes (3.5e Soulmeld)  + (No matter what other soulmelds you may have, or how ugly you may be normally, you appear to be of unnatural beauty.)
  • Idealistic (3.5e Flaw)  + (No matter your alignment, you have strong ideals which drive you or break you if you compromise them too much.)
  • Airhead (3.5e Flaw)  + (No matter your level of [[Intelligence]], you are always a bit of an airhead. You are always distracted by trivial matters and you tend not to think too much.)
  • SRD:Agile  + (No more slipping into a tight spot.)
  • Dynamic Entry (3.5e Skill Trick)  + (No need to stop to break the window, when you can crash right through!)
  • Inexorable (3.5e Feat)  + (No one avoids your attacks, no matter how nimble they are.)
  • Legendary Wrangler (3.5e Feat)  + (No one can tell where you end and your ropes begin.)
  • Copyright Form (3.5e Feat)  + (No one else may assume your form.)
  • Phantom Step (3.5e Feat)  + (No one is really sure where you're standing once your sword starts swinging...)
  • Precise Blast (3.5e Invocation)  + (No penalty for blasting into melee.)
  • SRD:Exotic Weapon Proficiency  + (No penalty on attacks with specific exotic weapon.)
  • Entrapment (3.5e Cleric Domain)  + (No retreat. No escape.)
  • SRD:Precise Shot  + (No –4 penalty for shooting into melee.)
  • Noble Jar (3.5e Racial Paragon Class)  + (Noble Jars are fine and powerful warriors, who host the corpse of a great hero.)
  • Eagoran (MC Race)  + (Noble and wise, these flawless avians are as much mentors as they are scholars in an ever-changing world.)
  • Touch Me If You Can (3.5e Feat)  + (Nobody can quite put a finger on you. Or anything else, for that matter.)
  • Llaman (3.5e Race)  + (Nobody expects the llama. Especially the llama with the humanoid face.)
  • Samurai (3.5e Monster)  + (Nobody from Kingdom Hearts II, uses duels.)
  • Unmemorable (3.5e Trait)  + (Nobody remembers you and it suits you just fine.)
  • Disdainful Shoulder (3.5e Maneuver)  + (Nobody who misses you with an [[SRD:Attack of Opportunity|AoO]] can remain standing.)
  • Nocturne Elf (3.5e Race)  + (Nocturne elves are tall gaunt beings associated with a moon deity long missing. They hear the whispers in the dark, and gain powers under the light of the moon.)
  • Djin (5e Race)  + (Non traditional Djin that have colorful magic and the ability to live inside objects. They are tall and furry with a strong sense of community.)
  • Tradesmen (3.5e Class)  + (Non-magical Artificer)
  • N-TWSL-1 (3.5e Equipment)  + (Non-toxic water soluble lubricant. Provides a minor reduction in armor check penalty for an hour.)
  • Publication:Dread Codex/New Spells/Seek the Soulless  + (Nonliving, nonmortal creatures in area take 1d6 damage per caster level.)
  • Noo (3.5e Race)  + (Noo are one, and there is only one Noo. Noo are hivemind, and stem from the planet Noosphere, where Noo waits.)
  • Centipede (5e Monster)  + (Normal centipede)
  • SRD5:Norse Pantheon  + (Norse gods)
  • Legionblood Fang (3.5e Equipment)  + (Not a single specific item but instead a type of artifact weapon in whatever form it takes, it is a weapon so bathed in blood and war it has collected the dead within and bound it to the power of an elder evil of endless necrotic power.)
  • Ancestral Roots (3.5e Location)  + (Not a single specific location, one's ancestral roots are a place where the spirits of your forefathers gather, and rich history unfolds. It lets you delve deep into what your genetic and cultural history has established.)
  • Dark Scoundrel (3.5e Alternate Class Feature)  + (Not all Antipaladin are armored champions with heavy weapons that strikes fear in the heart of men. The dark scoundrels are wily and tricky, preferring to use deceit and trickery to gain upper hand rather than brute force.)
  • Corrupted Death Knight (3.5e Alternate Class Feature)  + (Not all Death Knights make oath of servitu
    Not all Death Knights make oath of servitude to concept, some are enrolled in the army of death through bad luck or by pledging oneself to a dark lord. These death knight do not have an oath, they cannot fall, for their power is inborn. Many Corrupted Death knight are the result of negative energy tainting the world. Although most Corrupted Death Knights are evil, they do not need to be, a few strive to be brave soul despite their curse.
    rive to be brave soul despite their curse.)
  • Ironclad Samurai (3.5e Alternate Class Feature)  + (Not all Iaijustu Master use incredible spe
    Not all Iaijustu Master use incredible speed to take their foes, some embrace a more diligent and patient approach. They often allow their foe to take a shot at them, dodge or allow the attack to bounce off their armor and immediately strike them down. These masters are often intimidating, training and honing their body and voice to make themselves true obstacle on the field. The Ironclade Samurai fulfill more the role of a tank than a striker, using her added hit point and mobility to focus on dangerous target and draw their ire for themsleves.
    target and draw their ire for themsleves.)
  • Divine Spark Paladin (3.5e Alternate Class Feature)  + (Not all Paladins are powered by their Gods
    Not all Paladins are powered by their Gods, some carry their own divine spark within them which is further empowered by their own righteousness. They cannot be stripped of their power, going after their core beliefs cause their divine spark to shrivel and weaken then considerably. This alternate class feature is designed for those who like the idea of the Code of Conduct, without all the hassle rulewise it causes.
    without all the hassle rulewise it causes.)
  • Shadow Paladin (3.5e Alternate Class Feature)  + (Not all Paladins fight in the light, some
    Not all Paladins fight in the light, some prefer the cover of the shadow to do their work. These paladins have a mildly different code of conduct, allowing them to associate with evil creature and later take them out with lies and poison. Those Paladins know that in in light's triumph against the darkness, there will always be shadows.
    he darkness, there will always be shadows.)
  • Knight Nurse (3.5e Alternate Class Feature)  + (Not all Paladins seek to destroy evil, som
    Not all Paladins seek to destroy evil, some are protectors and rescuers. The Order of the Knight Nurse focus on providing medical relief to communities besiege by war. They are adept of both magical healing and mundane medical healing and possess the ability to defend themselves. While they can, like normal Paladins, be decked in the heaviest armor and wielding martial weapons, they lack the ability to detect and smite evil.
    lack the ability to detect and smite evil.)
  • Educated Barbarian (3.5e Alternate Class Feature)  + (Not all barbarian are braindead maniacs, t
    Not all barbarian are braindead maniacs, the educated barbarian is a a clever warrior more than capable of using his brain to bring down the opposition. In exchange for a weaker rage progression and increased MAD, the educated barbarian gain much needed versatility.
    ed barbarian gain much needed versatility.)
  • Battlesmith (3.5e Class)  + (Not all blacksmiths stay in the forge, some go into the world to gather rare supplies, craft new weapons and armor, and survive right besides adventurers on the go.)
  • Child, DR Variant (3.5e Template)  + (Not all children are weak, useless and unable to become adventurers early in their life.)
  • Opposable Thumb (3.5e Equipment)  + (Not all creatures have working hands, but give them a thumbs up and they'll be able to pick up items like the rest of us.)
  • Epic Spells from a Practical Viewpoint (3.5e Other)  + (Not all epic spells are equally practical. Here's the lineup of the good, the bad, and the ugly.)
  • Telekinetic Blademaster (3.5e Alternate Class Feature)  + (Not all fighters use sheer physical prowes
    Not all fighters use sheer physical prowess, some who are adept of the occult have learned the art of wielding weapons telekinetically. These strange fighters rely on their [[Dexterity]] as they wield weapons without touching them, eschewing strength and instead using sheer mental prowess to damage their foes.
    sheer mental prowess to damage their foes.)
  • Clockwork (3.5e Template)  + (Not all golems are solid stone or iron. Some are complex creations of turning gears and pressurized steam.)
  • Empowered Grim (3.5e Alternate Class Feature)  + (Not all grims perform their duties as psychopomp constantly, some maintain mortal identities and work under the cover of anonymity. These grims often use standing as mortals to keep watch of the world of the living.)
  • Highborn Knight (3.5e Alternate Class Feature)  + (Not all knights are hulking brutes smashin
    Not all knights are hulking brutes smashing through the battlefield in the heaviest of plate, the Highborn Knight represents a more refined, but still resilient and willful, version of the sublime knight. It combine many of the abilities of the [[Duelist (3.5e Class)|Duelist]] and Swashbuckler, however it comes at the cost of their ability to use heavy armor effectively and battlefield resilience.
    or effectively and battlefield resilience.)
  • Bergentrückung (3.5e Feat)  + (Not all legendary heroes dies, some sleep until the day they are needed again.)
  • Flurry Sniper (3.5e Alternate Class Feature)  + (Not all mystic sniper rely on precision damage, some prefer to turn their foes into pincushions instead. Which tend to work regardless of immunities and whatnot.)
  • Ninja Ambusher (3.5e Alternate Class Feature)  + (Not all ninja wait in the shadow to strike
    Not all ninja wait in the shadow to strike their foes, some prefer agile moment to constantly strike at their foes and inflict a lethal amount of damage. The Ninja Ambusher does rely on stealth and flanking, but not for it kill, as it able to prowl the battlefield with great agility to strike her foe in a most unexpected angle.
    strike her foe in a most unexpected angle.)
  • Humble Champion (3.5e Alternate Class Feature)  + (Not all paladins are clad in shining armor
    Not all paladins are clad in shining armor, nor wield the sword and shield. Some prefer a lonely, ascetic existence, while others may live and work side-by-side with the poor and vulnerable. Others take up the mantle of humility as a personal choice and demonstration of piety and service to their cause, while continuing to work and train alongside the more traditional paladins of their order. On rare occasions, a deity may test a chosen warrior's devotion to the faith and not to glory, imposing these restrictions upon them for either a set amount of time, or permanently. Whatever the reason, these paladins find that devotion and faith can provide just as much power and protection as manufactured arms and armor.
    protection as manufactured arms and armor.)
  • Underworld Musician (3.5e Alternate Class Feature)  + (Not all rogues practice low-blows and snea
    Not all rogues practice low-blows and sneaky strikes. Many prefer to turn to art and music to suit their needs. Some use their talents to be invited to concert halls to pickpocket jewelry, while others stay in the underground scene and inspire their fellows. In any case a Underworld Musician is skilled in performance, while a bit lacking in combat abilities.
    , while a bit lacking in combat abilities.)
  • Kenjutsu Disciple (3.5e Alternate Class Feature)  + (Not all samurai wear heavy armor and carry banners, some prefer to be duelists perfecting their art. The kenjutsu disciple is a master of sword-fighting, eschewing heavy armor and becoming an unparalleled champion of the blade.)
  • Gunslinger Scoundrel (3.5e Alternate Class Feature)  + (Not all scoundrel smell like rose and bloo
    Not all scoundrel smell like rose and blood, some smell like black powder and rose! The Gunslinger Scoundrel is a ranged variant of the Scoundrel, losing the ability fight effectively in melee in exchange for ranged ability. Their ability to use maneuvers is also reduced considerably, losing about half of their maneuvers known and access to many disciplines. In exchange they gain a higher HD, base attack bonus and some additional special abilities and feat.
    ome additional special abilities and feat.)
  • Ninja Exorcist (3.5e Alternate Class Feature)  + (Not all shinobi are Assassin, some temple
    Not all shinobi are Assassin, some temple train specialized priestess in the art of banishing evil spirits and allow good spirits to rest. These shinobi wander the world and seek out and destroy the threat of undeath wherever they find it. They are usually accompanied by a benign spirit or a hallowed bird, which aid them on their journey and allow them to channel holy energy.
    ney and allow them to channel holy energy.)
  • Covert Wizard (3.5e Alternate Class Feature)  + (Not all societies are tolerant toward magi
    Not all societies are tolerant toward magic, especially not arcane magic. In such places wizards and sorcerers are hunted down, imprisoned or even killed. However struggles breed innovation. The wizards produced by such circumstances are especially adept at hiding their magic, from covering up their spellbook to casting spells with little fanfare.
    ook to casting spells with little fanfare.)
  • Silver Swordsman (3.5e Alternate Class Feature)  + (Not all swashbucklers are lightly armored
    Not all swashbucklers are lightly armored dastardly dashing foes. The silver swordsman, known for the silver full plate they tend to wear, fights while wearing the heaviest of armor. A silver swordsman is able to wear heavy armor, but lacks the inherent nimbleness of the typical swashbuckler.
    nt nimbleness of the typical swashbuckler.)
  • Aquatic Wergard (3.5e Racial Substitution Levels)  + (Not all the wergards are statue-esque colossi of the land. Some have sunk below the waves and become sentient ruins of seaweed, shale, and sand. This change applies to any class, and some changes for the paragon class.)
  • Abyssal Heritor Warlock (3.5e Alternate Class Feature)  + (Not all warlocks need damage reduction. For those that don't, gaining a few flavorful feats is a better choice.)
  • War-Lock (3.5e Alternate Class Feature)  + (Not all warlocks throw energy blasts...)
  • Crusade Fighter (3.5e Alternate Class Feature)  + (Not all warriors of faith are paladins or
    Not all warriors of faith are paladins or clerics, often found amongst them are devoted mundane armsmen. While unable to cast spells, these men and women fight with the same faithful fervor. Amongst those, a few gain such favor from their deity that they find themselves divinely inspired and can perform deeds no mundane armsmen could.
    an perform deeds no mundane armsmen could.)
  • Warmage Fix (3.5e Class)  + (A beefed up Warmage)
  • Feat Wilder (3.5e Alternate Class Feature)  + (Not all wilder go crazy when they wild surge, some have a calmer mind and focus on other things.)
  • White Witch (3.5e Alternate Class Feature)  + (Not all witches are dark patron-dealing he
    Not all witches are dark patron-dealing hexers who brings bad luck to those who cross them. White witches instead focus on bringing good luck to others and communing with more peaceful spirits. Just as they are benevolent witches, not all white witches are good-aligned, some might be using their powers for their own interests or even outright malevolent.
    own interests or even outright malevolent.)