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
- Equivallence (3.5e Maneuver) + (Attack all the creatures of the same species at the same time.)
- Ogre's Reach (3.5e Maneuver) + (Attack an adjacent foe foolish enough to let their guard down)
- Driving Lance (3.5e Maneuver) + (Attack an enemy and a foe behind him with a reach weapon.)
- Greater Trip (3.5e Feat) + (Attack an opponent other than the one you tripped.)
- Advancing Wall (3.5e Maneuver) + (Attack and Bull Rush an enemy)
- Overwhelming Rotation (3.5e Maneuver) + (Attack and force a save vs daze for 1d4 rounds. Even on a successful save they are confused for 1 round.)
- Flying Dagger Trick (3.5e Maneuver) + (Attack and make a combat maneuver, such as disarm or trip, from a distance. You may use your [[Dex]] in place of your [[Str]] for these checks.)
- Squirrel Trades for Nut (3.5e Maneuver) + (Attack and swap held item. Target might not notice.)
- Eldritch Cleaver (3.5e Feat) + (Attack another enemy with your blast)
- Wave Strike (3.5e Feat) + (Attack at range by taking a −3 or greater penalty to hit.)
- Embrittle Bones (3.5e Maneuver) + (Attack causes enemy to take increased physical damage, cold damage refreshes duration and fatigues)
- SRD:Ride-By Attack + (Attack creatures while charging.)
- Army-Felling Blow (3.5e Maneuver) + (Attack deals +6d6 damage, +4d6 damage to a secondary target, +2d6 to a third.)
- Blade of Dire Fates (3.5e Maneuver) + (Attack deals +6d6 damage, curses target.)
- Arctic Winter Strike (3.5e Maneuver) + (Attack deals 3d6 dexterity damage)
- Creeping Chill (3.5e Maneuver) + (Attack deals cold damage, and target takes 1d6 cumulative cold damage per round for 3 rounds)
- Whirlwind Attack, Balmz (3.5e Feat) + (Attack enemies around you)
- Eldritch Doom (3.5e Invocation) + (Attack enemies around you with your blast)
- Shards Of Stardust (3.5e Maneuver) + (Attack enemies in a cone, outlining invisible creatures)
- Bloody Path (3.5e Feat) + (Attack everyone in the way during a charge, bullrush, or when you move from your square.)
- Maggot Ravage (3.5e Invocation) + (Attack foes with maggots)
- Bats in The Belfry (3.5e Invocation) + (Attack foes with your bats and drive them insane)
- Hunting Komodo Slice (3.5e Maneuver) + (Attack for +8d6 damage, delay all effects of attack until later time.)
- High Ground Low Blow (3.5e Maneuver) + (Attack from above to deal +1 attack and 1d6+ 1 point per initiator level in extra damage.)
- Icy Burial (3.5e Maneuver) + (Attack immobilizes creature and takes away its damage reduction, reduces armor/natural armor AC)
- Weaponkinesis (3.5e Power) + (Attack in melee, at range, by telekinetically controlling your weapon.)
- Marathon (3.5e Power) + (Double overland speed.)
- Sublime Hobgoblin (3.5e Race) + (Because stealth is for regular [[SRD:Goblin|goblins]]…)
- 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.)
- Cashooie (3.5e Deity) + (Cashooie can perceive the past perfectly, and therefore sees no reason for anything to exist for more than a moment.)
- 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.)
- Shadows of the Mage-Lords (3.5e Spell) + (Call up shadows, deal negative levels in area.)
- 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.)
- Flaying Wind (3.5e Spell) + (Create a blast of wind that strips flesh from bones.)