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.)
- Warrior Princess (3.5e Feat) + (You are a warrior, you are a princess, you are a warrior princess!)
- Rituals (3.5e Variant Rule) + (You can share your rituals with others.)
- Racial Mutation (3.5e Trait) + (You are a weird little mutant, exceeding where your race typically does not. Maybe it the start of a new subrace?)
- Sage Wizard (3.5e Alternate Class Feature) + (You are a wise wizard, and your arts seem closer to divine than arcane.)
- Diehard, Alternative (3.5e Feat) + (You are able to act whole below 0 hit points and can make one last act upon dying.)
- Quicken Focus Power (3.5e Feat) + (You are able to activate a focus power as a swift action by doubling its mental focus cost.)
- Master of the Elemental Winds (3.5e Feat) + (You are able to alter your desert wind maneuvers to other energy type.)
- Object Animancy (3.5e Feat) + (You are able to animate objects for longer and you can do it at whims.)
- Telekinetic Proficiency (3.5e Feat) + (You are able to automatically concentrate on telekinesis and gain a few special abilities when using it.)
- Light Bender (3.5e Feat) + (You are able to bend light with your desert wind maneuvers.)
- Influence Resistance (3.5e Feat) + (You are able to better resist the influence of spirits, increasing the amount of influence you can accept.)
- Kunai Star Style (3.5e Feat) + (You are able to better use kunai and shuriken in combat, and gain special maneuvers when using them.)
- Shinai Parry (3.5e Feat) + (You are able to block incoming attacks with your shinai, giving you a shield bonus to AC and lowering the mortality of each blows.)
- Warding Shield (3.5e Feat) + (You are able to blocks area of effect with your shield, granting protection to yourself and allies.)
- Gate Invoker (3.5e Feat) + (You are able to call upon other powers as a Gate Knight.)
- Dual Providence (3.5e Feat) + (You are able to channel positive and negative energy with equal proficiency.)
- Quick Climber (3.5e Feat) + (You are able to climb quickly with a climber's kit.)
- Champion's Guidance (3.5e Feat) + (You are able to communicate with past divine champions, gaining their insight.)
- Medium (3.5e Feat) + (You are able to communicate with the dead and feel their presence.)
- Craft Consumables (3.5e Feat) + (You are able to create all kind of consumables items.)
- Craft Wondrous Artifice (3.5e Feat) + (You are able to create items of great powers.)
- Craft Arcane Device (3.5e Feat) + (You are able to create powerful arcane devices.)
- Shinai Smite (3.5e Feat) + (You are able to deliver a mighty smite with your wooden sword, however doing so breaks it.)
- Oneiromancy (3.5e Feat) + (You are able to dip into)
- Supreme Versatility (3.5e Feat) + (You are able to draw from other schools of magic than your focused school.)
- Melody of Power (3.5e Feat) + (You are able to draw upon the power of your performance to cast your spell or manifest your powers.)