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
- Apprenticeship (3.5e Feat) + (New Mentor Types for the Lower Planes.)
- 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.)
- 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.)
- 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.)
- Lucky Strike (3.5e Feat) + (When you use a luck reroll, your weapons deals maximum damage.)
- Delay Power (4e Feat) + (When you use a psionic power on your turn, augment to delay effects)
- Reliable Healing Melody (4e Feat) + (When you use your ''Healing Melody'' power, you can roll the dice roll the extra hit points granted twice and use the highest total.)
- Privacy Hat (3.5e Equipment) + (When you wear this hat your face will be hidden by shadow, preventing people from seeing your face. It'll take more than just removing the hat to reveal you!)
- Headless Helm (3.5e Equipment) + (When you wear this helmet, your head can come off! That may or may not be a good thing.)
- Publication:Grim-N-Gritty/Appendix 4/Dynamic Grip (3.5e Feat) + (When you wield a weapon, you do not lock y … When you wield a weapon, you do not lock your hands in a fixed position on its handle. Instead, you can constantly adjust your grip, sliding up and down the weapon’s length, even gripping the blade of the weapon (if it’s single-edged). This allows you to extend your reach with the weapon and optimize your striking opportunities.and optimize your striking opportunities.)
- Counterattack (3.5e Feat) + (When you're attacked, there is a small chance you attack back!)
- Glass Jaw (3.5e Flaw) + (When you're hit hard, you're hit REALLY hard.)
- Yeenoghu's Victory (3.5e Feat) + (When you're taking down little things, Yeenoghu's power makes itself shown.)
- Intoxicated (3.5e Condition) + (When you've had one beer too many.)
- Grim Desperation (3.5e Feat) + (When your LP pool is empty, you can choose to pay the "grim cost" in HP instead.)
- Hostile Flock Threat (3.5e Maneuver) + (When your allies threaten, so do you!)
- Deadly Precision (4e Feat) + (When your enemy presents an opportunity for you to strike, you make sure to take full advantage of it.)
- Blood Frenzied (3.5e Trait) + (When your life is in danger, the feel of your blood being shed drives you into a berserk rage.)
- Exceptional Luck (3.5e Trait) + (When your luck is good, it's great. But when it's bad, it's terrible.)
- Rending Counterstrike (3.5e Maneuver) + (Whenever a creature attack you and miss in melee it provoke from you.)
- Spell Draining (3.5e Equipment) + (Whenever a spell draining weapon hits a spellcaster, it leeches some of that spellcaster's power.)
- Combat Detector (Legend Item) + (Whenever an [encounter] begins within 500 feet, it is located for you.)
- Punish the Kind (3.5e Spell) + (Whenever the cursed creature heals another, they are harmed an equal amount. In addition, they cannot heal themselves.)
- Scorched (3.5e Condition) + (Whenever you are exposed to fire and flames you could remain burned.)
- Vengeful Flow (3.5e Maneuver) + (Whenever you are hit by a ranged attack, you can make a free attack against the attacker at your highest attack bonus. If the attack succeeds, it does an extra 1d6 damage.)
- Nosebleed (3.5e Flaw) + (Whenever you are struck or heavily stressed you have a terrible nosebleed.)
- Limit Break (3.5e Equipment) + (Whenever you are subject to a critical hit, you gain the ability to return the favor with criticals next round.)
- Health Burn (3.5e Flaw) + (Whenever you are wounded you take a long time to recover, not even magic can speed up the process.)
- Show Off (3.5e Maneuver) + (Whenever you defeat an opponent, you can finish them off with a snappy comeback or taunting pose which fills you with morale and heals you.)
- Master of Snake Mountain (3.5e Prestige Class) + (Whenever you find a dungeon, take it over. Get eyebeams.)