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
- Critical Mind Rampage (3.5e Feat) + (Critical hits break the mind of your foes.)
- SRD:Death of Enemies + (Critical hits threaten save or die against one of your favored enemies.)
- Piercing Crossbows (3.5e Variant Rule) + (Crossbows pierce armor better)
- Publication:Dread Codex/Monsters/Crucifixion Spirit + (Crucifixion spirits are most often encountered within 1,000 feet of the place of their execution (presumably the place where their fleshly body was laid to rest). Their only purpose seems to be to torment and kill any that cross their path.)
- Publication:Dread Codex/Monsters + (This creature was clearly once a living dog, but that time is long past.)
- Devoted Templar (3.5e Feat) + (Crusader and paladin levels stack for initiator level and smite damage.)
- Jewel of Spirit Allies (3.5e Equipment) + (Crush the jewel to summon allies you have made a contract with.)
- Bonds of Jörmungandr (3.5e Maneuver) + (Crush the life out of your target.)
- Atmospheric Press (3.5e Spell) + (Crush the opponent with the weight of the entire atmosphere.)
- Carriorn Stalker (5e) + (Crustacean-like monster who's life-cycle includes both being within living creatures and corpses.)
- Crying Owl the Wroth (3.5e Vestige) + (Crying Owl is the vestige of a brutal and … Crying Owl is the vestige of a brutal and vengeful killer who, even in death, persists to haunt the world as a vestige. She is the spirit of murder, revenge, parricide, and pent-up rage. She grants the ability to use [[SRD:Assassin#Death Attack|Death Attack]] as an [[SRD:Assassin|assassin]], the ability to deal bleeding wounds, and a supernatural ability to always be right behind her victims every step.ys be right behind her victims every step.)
- Plane of Life (3.5e Sourcebook)/The Stuff + (Allows you to survive on the plane of positive energy.)
- Ward Shard (3.5e Equipment) + (Crystal, repels undead)
- Solarite (3.5e Equipment) + (Crystallized remnants of ancient supernovas, and an incredibly potent source of fuel.)
- SRD5:Gelatinous Cube + (Cubic clear [[SRD5:Ooze|ooze]].)
- Dragonsoul (NPC) (5e) + (Cult of the Dragon cultist)
- Extended Mimicry (3.5e Feat) + (Cunning Brilliance or Mutable Class abilities last longer.)
- Curative (3.5e Equipment) + (Curative weapons deal an extra 2d6 damage against creatures which are harmed by positive energy, and can be used to heal yourself and others 1/day.)
- Instant Cure Critical Wounds (3.5e Spell) + (Cure Critical Wounds as a swift action)
- Instant Cure Light Wounds (3.5e Spell) + (Cure Light Wounds as an swift action)
- Instant Cure Moderate Wounds (3.5e Spell) + (Cure Moderate Wounds as a swift action)
- Positive Hand (3.5e Feat) + (Cure Serious Wounds and Remove Disease, 1/day)
- Instant Cure Serious Wounds (3.5e Spell) + (Cure Serious Wounds as an swift action)
- Plane of Life (3.5e Sourcebook)/Spells and Feats + (Protect your target from the plane of positive energy)
- Deific Mercy (3.5e Maneuver) + (Cure ability penalties, ability damage, and negative levels.)
- Neutralizing Serum (3.5e Maneuver) + (Cure disease, exhaustion, fatigue, nausea, paralysis, poison, or sickening, and render yourself immune to these effects as well.)
- Cure Conditions (3.5e Power) + (Cure negative conditions.)
- Cure Extended Wounds (3.5e Spell) + (Cures 5d8 damage +1/level (max +25).)
- Cure Massive Wounds (3.5e Spell) + (Cures 6d8 damage +1/level (max +30).)
- Cure Surgical Wounds (3.5e Spell) + (Cures 7d8 damage +1/level (max +35).)
- Cure Fatal Wounds (3.5e Spell) + (Cures 8d8 damage +1/level (max +40).)
- Espoir (3.5e Spell) + (Cures a list of conditions and debuffs.)
- King Iscariot Raum de Elmdore (3.5e NPC) + (Current King of Ghremlond, this charismatic vampire is charming, and without mercy for those who would call him an enemy.)
- User:Luigifan18/Edge of Seventeen (3.5e Spell) + (Curse a creature and temporally transform it into a seventeen-year-old. [http://tvtropes.org/pmwiki/pmwiki.php/Main/TeenageTropes Cue hormonal adolescent antics.])
- Seed of Influence (3.5e Spell) + (Curse a creature to be helpless against your enchantments.)
- Babble (3.5e Spell) + (Curse a creature to never be understood again.)
- Hunger of the Deep (3.5e Spell) + (Curse a target so that they may never approach a body of water, lest that which lurks within devour them whole.)
- Gravehorde (3.5e Spell) + (Curse an area to endlessly spawn an endless stream of undead which harass, entangle, and damage opponents.)
- Accursed Blade (3.5e Maneuver) + (Curse an enemy with a successful attack.)
- Curse Object (3.5e Spell) + (Curse an object (or a track of land). Those who touch said object are subject to ''[[SRD:Bestow Curse|bestow curse]]''.)
- Lycanthropic Curse (3.5e Maneuver) + (Curse an opponent with temporary mild lycanthrophy, making them stronger but driving them insane.)
- Curse (3.5e Feat Type) + (Curse feats grant powerful extraordinary or supernatural ability to character who take them, however they also possess their share of drawback.)
- Blood Mark (3.5e Maneuver) + (Curse someone's blood, making it so that you shall always be able to find them.)
- Warlock's Curse (3.5e Invocation) + (Curse your foes, much like a Hexblade, but better.)
- Curse of Acting Manually (3.5e Spell) + (Curse your opponent with incompetence, so that they cannot focus on seeing and walking or other multiple tasks at the same time.)
- Mortality Hex (3.5e Spell) + (Curse your target to unhealing)
- Jinx (5e Spell) + (Curse your target with instant bad luck, dealing random damage to them as something abrupt and painfully inconvenient happens to them.<br /><br />)
- Fail Mage (3.5e Class) + (Cursed by the gods of luck, these mages tend to experience problems at the most inopportune times.)
- Publication:Dread Codex 2/New Spells/Vampiric Lust + (Curses a victim so that they must drink humanoid blood or die.)
- Overwhelming Curse (3.5e Feat) + (Curses spell you cast become more difficult to avoid.)
- Parabolic Return (3.5e Maneuver) + (Curve space to turn any ranged attack against someone else.)
- Marathon (3.5e Power) + (Double overland speed.)
- Wrong Place, Right Time (3.5e Feat) + (You get under your opponent's feet at just the right time, causing them to move as you like.)
- Still Invocation (3.5e Feat) + (Make a [[SRD:Charisma|Charisma]] check to invocate without moving.)
- Decanter of Endless Kittens (3.5e Equipment) + (It's a decanter. I'm sure you can guess what comes out of it.)
- Extra Weapon (3.5e Feat) + (You figure out how to wield one more weapon effectively, by holding it in your teeth or armpit or something.)
- Summon Steed (3.5e Spell) + (You call a nearby mount to you.)
- Dork In A Bottle (3.5e Equipment) + (The players aren't afraid of a simple pit trap, at least not until this one.)
- Die Pool for Ability Scores (3.5e Variant Rule) + (Roll lots of d6 and place 3 results into each ability to determine ability scores.)
- Miniature Blast (3.5e Invocation) + (Negate most firing penalties.)
- Nullstrain (3.5e Equipment) + (Gain protection against spellstrained.)
- Ultrametamagical Sorcerer (3.5e Alternate Class Feature) + (You sacrifice knowledge of higher level spells for extra levels of spell slots.)
- Grimoire Fighter (3.5e Alternate Class Feature) + (You learn to deal massive damage with weapons that you've mastered.)
- Mage Knight (3.5e Feat) + (You have learned the secrets to combining sword-work and sorcery.)
- Spell Drain (3.5e Feat) + (Magical foes damaged by your spell also gain a [[Spellstrained (3.5e Condition)|spellstrained]] level.)
- Impressive Wordcasting (3.5e Feat) + (Your spells may not do more to any given target, but they sure are big.)
- Sahuagin (3.5e Race) + (Known to all others as sea devils, sahuagin have a reputation of being deadly raiders who strike at seaborne vessels and terrorize land settlements with destructive fury.)
- What's That? (3.5e Spell) + (Hey, did you just see that? Too late, made you look, you just provoked an [[SRD:Attack of Opportunity|AoO]]! Mwahahahaha!)
- Corpselight Whisperer (3.5e Prestige Class) + (Master of decay, and the secrets of the Will-o-Wisps.)
- Cloud Control (3.5e Power) + (You manipulate the sky, producing weather to your specifications.)
- 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.)
- Tome of Fiends (3.5e Sourcebook) + (This is the second entry in our line of articles begun with the the Tome of Necromancy, which is a reflection of how the rules for fiends ought to function.)
- Races of War (3.5e Sourcebook)/Warriors with Style + (You don't have to ''see'' to kill.)
- Dirty Deeds Done Dirt Cheap (3.5e Feat) + (You can offer a discount on your Deeds since you get to do so many.)
- Bio (3.5e Spell) + (Target takes 1d6 damage/level (max 10d6), 2 Constitution damage.)
- Insightful Strikers (3.5e Optimized Character Build) + (You hack people down with inherent awesomeness.)
- Acquirer's Eye (3.5e Feat) + (You know what you want, even if other people have it right now.)
- Acrobatic (3.5e Feat) + (You can totally flip out and kill someone with your gymnastic prowess.)
- Alertness (3.5e Feat) + (Your ears are so sharp you probably wouldn't miss your eyes.)
- Animal Affinity (3.5e Feat) + (You're one of those people animals just won't leave alone for no apparent reason.)
- Apprenticeship (3.5e Feat) + (New Mentor Types for the Lower Planes.)
- Aspect of the Stinkbug (3.5e Feat) + (When disturbed, the stinkbug releases a malodorous gas that debilitates would-be predators. With your supernaturally strengthened anatomy, you can use it to become the hunter instead of the hunted.)
- Attune Domain (3.5e Feat) + (You incorporate the workings of a divine domain into your magic.)
- Battlefield Surgeon (3.5e Feat) + (You like to cut people open with a saw. But it's good for them. Seriously.)
- Blind Fighting (3.5e Feat) + (You don't have to ''see'' to kill.)
- Blitz (3.5e Feat) + (You go all out and try to achieve goals in a proactive manner.)
- Blood War Squaddie (3.5e Feat) + (Due to your time during the Blood War, you’ve been tainted, honed, and hardened by the horrors you’ve seen.)
- Breath Weapon (3.5e Feat) + (You have a magical breath weapon.)
- Broker of the Infernal (3.5e Feat) + (Due to the study of the Infernal laws, you have learned to harness the powers of True Names in your summoning magic.)
- Carrier (3.5e Feat) + (You are a carrier of a dangerous disease, though you are immune to its effects.)
- Combat Casting (3.5e Feat) + (Having a sword sticking out of your chest doesn't noticeably impede your ability to do... well, just about anything.)
- Combat Looting (3.5e Feat) + (You can put things into your pants in the middle of combat.)
- Ravaged By Abaddon (3.5e Racial Paragon Class) + (For those that have been ravaged by Abaddon.)
- Combat School (3.5e Feat) + (You are a member of a completely arbitrary fighting school that has a number of recognizable signature fighting moves.)
- Command (3.5e Feat) + (You lead tiny men.)
- Con Artist (3.5e Feat) + (You can fool some of the people, all of the time.)
- Constricting Fiend (3.5e Feat) + (Your legs merge into a long tail, and you gain the ability to squeeze the life from your foes.)
- Cryptographer (3.5e Feat) + (You're good at reading things no one intended you to.)
- Danger Sense (3.5e Feat) + (Maybe Spiders tell you what's up. You certainly react to danger with uncanny effectiveness.)
- Deft Fingers (3.5e Feat) + (Your amazing manual dexterity is the talk of princes and princesses.)
- Detective (3.5e Feat) + (You're good at finding things out just by conversing with townsfolk.)