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
- Combat School (3.5e Feat) + (You are a member of a completely arbitrary fighting school that has a number of recognizable signature fighting moves.)
- Ravaged By Abaddon (3.5e Racial Paragon Class) + (For those that have been ravaged by Abaddon.)
- Combat Looting (3.5e Feat) + (You can put things into your pants in the middle of combat.)
- Combat Casting (3.5e Feat) + (Having a sword sticking out of your chest doesn't noticeably impede your ability to do... well, just about anything.)
- Carrier (3.5e Feat) + (You are a carrier of a dangerous disease, though you are immune to its effects.)
- Broker of the Infernal (3.5e Feat) + (Due to the study of the Infernal laws, you have learned to harness the powers of True Names in your summoning magic.)
- Grease (TOToM Spell) + (Creates a patch of slippery terrain, or coats something in grease.)
- Blood War Squaddie (3.5e Feat) + (Due to your time during the Blood War, you’ve been tainted, honed, and hardened by the horrors you’ve seen.)
- Blood War Sorcerer (3.5e Feat) + (As a battle magician in the blood War, you’ve learned killing arts that would amaze common spellcasters.)
- Aspect of the Stinkbug (3.5e Feat) + (When disturbed, the stinkbug releases a malodorous gas that debilitates would-be predators. With your supernaturally strengthened anatomy, you can use it to become the hunter instead of the hunted.)
- Apprenticeship (3.5e Feat) + (New Mentor Types for the Lower Planes.)
- Acrobatic (3.5e Feat) + (You can totally flip out and kill someone with your gymnastic prowess.)
- Bio (3.5e Spell) + (Target takes 1d6 damage/level (max 10d6), 2 Constitution damage.)
- Mummy (3.5e Template) + (A 3.x Mummy Template. For level 5 or above.)
- Dirty Deeds Done Dirt Cheap (3.5e Feat) + (You can offer a discount on your Deeds since you get to do so many.)
- Races of War (3.5e Sourcebook)/Warriors with Style + (You don't have to ''see'' to kill.)
- Flaying Wind (3.5e Spell) + (Create a blast of wind that strips flesh from bones.)
- Tome of Fiends (3.5e Sourcebook) + (This is the second entry in our line of articles begun with the the Tome of Necromancy, which is a reflection of how the rules for fiends ought to function.)
- Races of War (3.5e Sourcebook) + (No longer are we allowing our Fighting Men to go without a last name unless and until they get to fourth level without being eaten by an owlbear.)
- Corpselight Whisperer (3.5e Prestige Class) + (Master of decay, and the secrets of the Will-o-Wisps.)
- What's That? (3.5e Spell) + (Hey, did you just see that? Too late, made you look, you just provoked an [[SRD:Attack of Opportunity|AoO]]! Mwahahahaha!)
- Sahuagin (3.5e Race) + (Known to all others as sea devils, sahuagin have a reputation of being deadly raiders who strike at seaborne vessels and terrorize land settlements with destructive fury.)
- Berserker (3.5e Class) + (An adrenaline-filled junkie who cares only about the next foe before him.)
- Spell Drain (3.5e Feat) + (Magical foes damaged by your spell also gain a [[Spellstrained (3.5e Condition)|spellstrained]] level.)
- Nullstrain (3.5e Equipment) + (Gain protection against spellstrained.)
- Miniature Blast (3.5e Invocation) + (Negate most firing penalties.)
- Holt's Crushing Hand (3.5e Spell) + (As ''[[Holt's Clenched Fist (3.5e Spell)|Holt's clenched fist]]'', except the hand crushes its victims to death.)
- Shadows of the Mage-Lords (3.5e Spell) + (Call up shadows, deal negative levels in area.)
- Die Pool for Ability Scores (3.5e Variant Rule) + (Roll lots of d6 and place 3 results into each ability to determine ability scores.)
- Dork In A Bottle (3.5e Equipment) + (The players aren't afraid of a simple pit trap, at least not until this one.)
- Summon Steed (3.5e Spell) + (You call a nearby mount to you.)
- Decanter of Endless Kittens (3.5e Equipment) + (It's a decanter. I'm sure you can guess what comes out of it.)
- Still Invocation (3.5e Feat) + (Make a [[SRD:Charisma|Charisma]] check to invocate without moving.)
- Cashooie (3.5e Deity) + (Cashooie can perceive the past perfectly, and therefore sees no reason for anything to exist for more than a moment.)
- Bio, Mass (3.5e Spell) + (As ''[[Bio (3.5e Spell)|bio]]'', but 20d6 maximum damage and affects all creatures in a spread and it deals 4 Con damage.)
- Sublime Hobgoblin (3.5e Race) + (Because stealth is for regular [[SRD:Goblin|goblins]]…)
- Marathon (3.5e Power) + (Double overland speed.)
- Detonation (TOToM Spell) + (A big burst of energy that knocks people over and blinds or deafens them.)
- Adventuring Caster (3.5e Feat) + (You do not suffer from arcane spell failure in light armor.)
- Improved Buckler Use (3.5e Feat) + (You do not take the -1 penalty for using a weapon in your off-hand with a buckler.)
- Mistrust (3.5e Cleric Domain) + (You do not trust anyone. You are always prepared.)
- Untrained Magic (3.5e Flaw) + (You do not understand the nature of your innate powers, perhaps due to a lack of tutelage or strange mutation. Either way, understanding magic does not come to you naturally, despite your talent.)
- Lightly Armored (3.5e Alternate Class Feature) + (You do not wear cumbersome armor like your brethren, preferring lighter loads. When wearing light or no armor you are quite proficient at getting out of the way.)
- Adjacent Marksman (3.5e Feat) + (You do ranged combat close and personal.)
- Split Punch (3.5e Maneuver) + (You do the splits before hitting your opponent where it really hurts — between the legs.)
- Experimental Scientist (3.5e Feat) + (You do what you can, with peer review and careful study.)
- Mad Scientist (3.5e Feat) + (You do what you must, because you can. All in the name of SCIENCE!)
- Enslave Soul (3.5e Invocation) + (You dominate a target for a short period of time.)
- Brainwashing Mindbreaker (3.5e Feat) + (You dominate those you mindbreak, and if it would render them insane you seize control of their mind.)
- Relaxed Caster (3.5e Feat) + (You don't [[Mana-Based Spellcasting (3.5e Variant Rule)|strain]] yourself so much while casting.)
- Atheism (3.5e Cleric Domain) + (You don't believe in these "higher powers". Just some powerful outsiders playing puppets with weaker minds.)
- Mountain Barbarian (3.5e Alternate Class Feature) + (You don't dodge attacks, you soak them.)
- Infallible (3.5e Feat) + (You don't fail at things you could not fail at.)
- Metaphors Go Over Your Head (3.5e Trait) + (You don't get metaphors.)
- Active Immune System (3.5e Trait) + (You don't get sick often, but when you do, it's unpleasant.)
- Flyweight (3.5e Feat) + (You don't have the eye of the tiger, but you do have the eye of... something.)
- Races of War (3.5e Sourcebook)/Warriors with Style + (You don't have to ''see'' to kill.)
- Blind Fighting (3.5e Feat) + (You don't have to ''see'' to kill.)
- Subtle Spells (3.5e Feat) + (You don't have to both talk and gesture.)
- Vegan Caster (3.5e Trait) + (You don't hurt sentient creatures for food and needs or when using your spells.)
- Publication:Unearthed Arcana/Traits/Relentless + (You don't know the meaning of the word "tired." You go all out until you simply can't continue.)
- Ancestral Ignorance (3.5e Flaw) + (You don't know the things the other dwarves do.)
- Speed Polka (3.5e Feat) + (You don't need to waste valuable actions on making music.)
- Superstitious Barbarian (3.5e Alternate Class Feature) + (You don't quite trust mages and gain benefits against them while raging.)
- Latent Activity (3.5e Flaw) + (You don't realize the call of action, or take too long getting ready. This lead to you wasting a lot of time, unless an ally rush you into action.)
- Quiet Type (3.5e Trait) + (You don't say much...)
- Slow Recovery (3.5e Flaw) + (You don't spring back from injuries quickly.)
- Go Last (3.5e Flaw) + (You don't take the initiative.)
- Summoning Sickness (3.5e Flaw) + (You don't travel well dimensionally.)
- Homeopathy Believer (3.5e Trait) + (You don't trust the big words from the clergy. You know you need just your vegetal remedies and crystals to stay healthy.)
- Shaky Resolves (3.5e Flaw) + (You don't want to die. Maybe you were not trained for battlefield action, maybe you are a massive coward. Either way your resolves quickly diminish when in combat.)
- Improved Combat Casting-CE (3.5e Feat) + (You don’t incur attacks of opportunity for casting spells when threatened, and concentrate better.)
- Heavy Blow (3.5e Feat) + (You don’t mess around with extra attacks, preferring to strike at your opponent with one all-or-nothing attack.)
- Curse of the Annoying Speech Impediment (3.5e Spell) + (You doom someone to speak in an annoying way.)
- Implement Invocation (3.5e Feat) + (You double the damage granted by intense focus and gain the ability to fire your energy ray at-will.)
- Eldritch Attraction (3.5e Utterance) + (You drag an opponent towards you, or reject them and fling them away!)
- Death Pulse (3.5e Maneuver) + (You drain every creature around you)
- Heat Drain (3.5e Power) + (You drain the heat out of a target to heal yourself.)
- Heat-Draining Strike (3.5e Maneuver) + (You drain the heat out of your foe, dealing cold damage and leaving them shaken. You may extinguish heat-based ability from the struck creature.)
- Psychic Vampire (3.5e Feat) + (You drain the minds of others to heal yourself.)
- Celestial Domain (5e Divine Domain) + (You draw divine power from the hope-giving light in the night sky - And the darkness in between.)
- Vita Surge (3.5e Maneuver) + (You draw in life energy from your surroundings, giving yourself additional temporary hp.)
- Intellectual Grip (3.5e Feat) + (You draw your mental energy from your intellect rather than personality.)
- Theurgist (3.5e Alternate Class Feature) + (You draw your spell from inner faith rather than logic.)
- Psychotic Decay (3.5e Spell) + (You drive the enemies into such confusion that their minds begin to decay from the madness in their brain.)
- Boulder Jaunt (3.5e Maneuver) + (You drop a boulder on area, dealing damage and crushing your opponents underneath)
- Molten Jaunt (3.5e Maneuver) + (You drop a large ball of lava on an area, dealing damage and burning your opponents underneath)
- Meteor Strike (3.5e Spell) + (You drop a meteor from the sky. Self-explanatory, really.)
- Stone Jaunt (3.5e Maneuver) + (You drop a rock on the target's head, dealing damage and dazzling them.)