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
- 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.)
- Cloud Control (3.5e Power) + (You manipulate the sky, producing weather to your specifications.)
- 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.)
- Mage Knight (3.5e Feat) + (You have learned the secrets to combining sword-work and sorcery.)
- Grimoire Fighter (3.5e Alternate Class Feature) + (You learn to deal massive damage with weapons that you've mastered.)
- Ultrametamagical Sorcerer (3.5e Alternate Class Feature) + (You sacrifice knowledge of higher level spells for extra levels of spell slots.)
- 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.)
- 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.)
- 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.)
- 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.)
- 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.)
- Death Metal (3.5e Spell) + (Your music creates a destructive darkness in your allies hearts.)
- Techno (3.5e Spell) + (Your music electrifies those around you with inspired motion.)
- Unearthly Chorus (5e) + (Your music gives advantage on charisma checks against targets that fail a save.<br /><br />)
- Alternative (3.5e Spell) + (Your music inspires desperate action in allies.)
- Dark Heritage (5e Feat) + (Your mutations provide you actual benefits.)
- Nymph Grace (3.5e Feat) + (Your naiad heritage grant you the unearthly grace ability of a nymph.)
- Deadly Chill (3.5e Maneuver) + (Your next attack deals additional cold damage and leaves a persistent chill.)
- Red Terror Strike (3.5e Maneuver) + (Your next attack deals bleeding damage.)
- Masque of Red Death (3.5e Maneuver) + (Your next attack deals higher Strength-based damage than normal.)
- Deathstroke (3.5e Maneuver) + (Your next attack gains a higher critical chance, especially if the enemy is already weakened.)
- Vile Strike (3.5e Spell) + (Your next attack in the round deals vile damage.)
- Unavoidable Strike (3.5e Power) + (Your next attack will hit and deal damage, no matter what.)
- Inconsiderate Arrival (3.5e Maneuver) + (Your next landing will be quite explosive, dealing 1d8 points of sonic damage per initiator level in an area.)
- Lightning Arrow (5e) + (Your next ranged weapon attack does [[SRD5:Lightning|lightning]] damage to the target and nearby creatures.<br /><br />)
- Lightning Arrow (One) + (Your next ranged weapon attack does [[SRD5:Lightning|lightning]] damage to the target and nearby creatures.)
- Void Meditation (3.5e Feat) + (Your nonthoughts protect you from prying eyes.)
- Advanced Familiar (3.5e Feat) + (Your normal familiar gets improved benefits.)
- Red Nose (3.5e Soulmeld) + (Your nose glow of a familiar red light.)
- Middling Spellcaster (3.5e Feat) + (Your novice spellcasting abilities improve to middling spellcasting.)
- Expose Weakness (3.5e Feat) + (Your opening blow opens the way for additional strikes to deal great damage.)
- Jitterbug (3.5e Power) + (Your opponent can't stop moving, and their twitching bodies disrupts their accuracy.)
- Dissonant Whispers (One) + (Your opponent hears whispers that damages their psyche)
- Dissonant Whispers (5e) + (Your opponent hears whispers that damages their psyche<br /><br />)
- Burden of Sin (3.5e Spell) + (Your opponent's sins weight them down.)
- Battery Core (3.5e Feat) + (Your overheat deals electricity damage instead of fire damage and may shock everyone around you instead of catching fire.)
- Improved Pact Augmentation (3.5e Feat) + (Your pact augmentation class feature is stronger.)
- Jealous Patron (3.5e Flaw) + (Your patron gives you power but at an high cost.)
- Zen Reflexes (3.5e Feat) + (Your peace of mind grant you incredible reflexes, both to avoid incoming threats and act before others. You may also do a cool somersault once per encounter.)
- Mammon's Greed (3.5e Feat) + (Your penchant for excess and selfishness knows no bounds, and in the name of your lord Mammon you take what you desire.)
- Legendary Prowess (3.5e Feat) + (Your perception and skill in combat are the stuff of legend.)
- Motivational Performer (3.5e Feat) + (Your performances inspire your allies beyond what they thought themselves capable of! You're like that Tony Robbins guy or something.)
- Melodic Fighting (3.5e Feat) + (Your performing style emphasizes martial rhythms and you combine fighting with art.)
- Schizophrenic (3.5e Flaw) + (Your personality changes, often vibrantly and unpredictably.)
- Hard Freeze (3.5e Feat) + (Your personality chills people to the bone.)
- Punch Ghost (3.5e Alternate Class Feature) + (Your phantom has an inherent knowledge of martial arts, prefering to deliver barrage of blows over powerful slam attacks.)
- Enduring Tether (3.5e Feat) + (Your phantom is sent back to your consciousness instead of being banished to the ethereal plane and slowly healed while harbored in your consciousness.)
- Planar Philosopher (5e) + (Your philosophy of the nature and working of the [[SRD5:Plane|plane]]s dominated your pre-adventurer life.)
- Toxic Corrosion (3.5e Feat) + (Your poison can eat through dead flesh, wood and even metal. This allows it to affect creatures normally immune to poison.)
- Supernatural Virulence (3.5e Feat) + (Your poison is as much magical as it is biological.)
- Venom of Obox-ob (3.5e Feat) + (Your poisons are like those of Obox-ob himself.)
- Putrifying Poison Potency (3.5e Maneuver) + (Your poisons bypass immunity while in this stance, and carry an extra burning acid touch.)
- Maintenance (3.5e Spell) + (Your possessions become unwilling to leave your side.)
- Potion Potency (3.5e Feat) + (Your potions are more potent for the first 24 hours.)
- Tainted Source (3.5e Feat) + (Your power flows from a dark source that taints your magical abilities.)
- Awesome Power Focus (3.5e Feat) + (Your power focus flaw turn into a boon somewhat.)
- Minimal Power (3.5e Feat) + (Your power is cheaper, maybe even free, but it won't grow at all.)
- Eldritch Power (3.5e Feat) + (Your power over eldritch magic manifests in additional power for your rays.)
- Lunar Flight (3.5e Feat) + (Your power seem to affect the very gravity around you, as old lunars you discovered the secret of flight.)
- SRD:Power Penetration + (Your powers are especially potent, breaking through power resistance more readily than normal.)
- Psionic Interference (3.5e Alternate Class Feature) + (Your powers are very subtle but also strangely disrupted when wearing armor. This lack of physical defense lead you to adapt using flahses of isnight for defensive purposes.)
- Hybrid Bloodline (3.5e Feat) + (Your powers come from a mixed bloodline.)