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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
- 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.)
- Impressive Wordcasting (3.5e Feat) + (Your spells may not do more to any given target, but they sure are big.)
- 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.)
- Persistent Spell (3.5e Feat) + (Your spells stay around longer than the average mage.)
- Safeguard Spell (3.5e Feat) + (Your spells won't affect you, allowing you to target places too close for comfort.)
- Vita Purge (3.5e Maneuver) + (Your spirit and body are one, and through will alone you can purge yourself of toxins.)
- Spiritual Resistance (3.5e Maneuver) + (Your spirit and mind are one, and as master of the spirit you are not as easy to ply as others.)
- Intervene (3.5e Feat) + (Your spirit and willingness to sacrifice yourself are a true testament to the lengths you'll go to let your own flesh me torn for the good of your team.)
- Binding Ring (3.5e Flaw) + (Your spirit has been bound with a special ring, which can be used to control you. Currently, it's in your possession, but if anyone else gets their hands on it.)
- Spiritual Reflexes (3.5e Maneuver) + (Your spirit is aware of what you are not, granting your the precognition to move out of harms way.)
- Soul Mirror (3.5e Maneuver) + (Your spirit protects you from harmful magic, knocking it back to its source when it can.)
- Ravenous Spirit Theft (3.5e Feat) + (Your spirit theft ability deal an extra 2d10 damage..)
- Spiritual Pressure (3.5e Maneuver) + (Your spiritual body is much larger and imposing than your physical body, and you can impose its presence upon the material world to seem bigger than you are.)
- Anima Wave (3.5e Maneuver) + (Your spiritual energy erupts from your hands, blowing away the opposition!)
- Rushing Cascade Stance (3.5e Maneuver) + (Your spiritual energy torrents into your body and pushes your attacks faster and faster, becoming a blur of strikes.)
- Pressure (3.5e Feat) + (Your spiritual presence wears people down faster than normal, expending their resources at an accelerated rate.)
- Hard Light (3.5e Feat) + (Your sprites can carry things.)
- Plane of Life (3.5e Sourcebook)/Spells and Feats + (Protect your target from the plane of positive energy)
- Robilar's Defense (3.5e Feat) + (Your stance allows you to attack opponents whom target your allies)
- Trogdolyte's Blight (3.5e Maneuver) + (Your stench causes nausea, and destroys scent for good.)
- Deformity, Digesting Saliva (3.5e Feat) + (Your stomach mouth gains an acidic bite)
- Petrifying Gaze (3.5e Feat) + (Your stony gaze deals increased damage and may petrify opponents.)
- Greater Petrifying Gaze (3.5e Feat) + (Your stony gaze deals increased damage and may petrify opponents.)
- Reaching Stony Gaze (3.5e Feat) + (Your stony gaze has greater range.)
- Gymaholic (3.5e Flaw) + (Your strength comes from hard work in the gym. Gotta keep working at it, lest those gains slip away.)
- Extreme Strength (3.5e Feat) + (Your strength grows as you do, always evolving with your experiences.)
- Bend Strike (3.5e Feat) + (Your strike ignores some cover.)
- Shrine Purification (3.5e Maneuver) + (Your strike wards away evil and purifies places of worship.)
- Dagger Finesse (3.5e Feat) + (Your strikes are precise, relying on finesse to inflict damage.)
- Knowledge Overlap (3.5e Feat) + (Your studies in one area sometimes teach you things in other fields.)
- Dabbler (3.5e Feat) + (Your studies let you dabble in powers you would not normally possess.)
- Self-Repairing (3.5e Equipment) + (Your stuff fixes itself.)
- Improved Stunning Fist-CE (3.5e Feat) + (Your stunning fist partly works on creatures which are immune, and those it stuns it leaves vulnerable to further unarmed blows. You can change what ability to use for the DC.)
- SRD:Improved Stunning Fist + (Your stunning fist stuns more often.)
- Belial's Dominance (3.5e Feat) + (Your success in battle builds upon itself as your opponents into a corner, powerless to fight back.)
- SRD:Augment Summoning + (Your summoned creatures are stronger than normal.)
- Focus of Merciful Summons (3.5e Equipment) + (Your summoned creatures deal non-lethal damage)
- Favored Summon, Variant (3.5e Feat) + (Your summoned creatures gains additional benefits at the cost of quantity)
- Skyblessed Summons (3.5e Feat) + (Your summoning magic is infused with favor of gods of the sky)
- Paranatural Summons (3.5e Feat) + (Your summons count as natural creature whenever doing is advantageous. You may also summon in zone where planar travel is restricted.)
- Utility Summon (3.5e Feat) + (Your summons last longer, but can't fight to save their lives. Or Yours.)
- Shrapnel Strike (3.5e Feat) + (Your sunder attacks transform objects into a cone of slashing fragments)
- Absurdly Sharp Blade (3.5e Maneuver) + (Your sword can cut things better. Yay!)
- Emotional Crisis (3.5e Invocation) + (Your target out to 60 ft suddenly stops what they are doing as they question what they even want in life.)
- Publication:Hyperconscious/Psionic Powers/Brutalize Wounds + (Your target takes more damage than normal from wounds.)
- Improved Shield Bash, Variant (3.5e Feat) + (Your technique when shield bashing allow you to retain your defense when bashing and disrupt your foes.)
- Systematic Attack (3.5e Feat) + (Your techniques, altough almost theoretical in their execution, are very successful and their predictability is countered by their effectiveness.)
- Masterwork Bite (3.5e Feat) + (Your teeth are of excellent quality)
- Hezrou Smash (3.5e Soulmeld) + (Your teeth become sharp and pointy.)
- Tactile Telepathy (3.5e Trait) + (Your telepathic powers are more powerful and easy to use but they are limited to your touch.)
- Unconventional Human Learning (3.5e Feat) + (Your thirst for knowledge gives you access to additional unconventional abilities, which you master as you learn and experience.)
- Zaprat Thunderstorm (3.5e Feat) + (Your thundershock becomes powerful.)
- Publication:Unearthed Arcana/Breadth of Knowledge (Feat) + (Your time spent plumbing the depths of magic knowledge has resulted in a treasure trove of obscure facts.)
- Heavy Build (3.5e Feat) + (Your time spent with armor or carrying a weight has lent you a build that allows you to move quickly even under the heaviest load.)