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
- 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.)
- Overspecialized (3.5e Flaw) + (You lose even more spell schools than normal.)
- Grimoire Totemist (3.5e Alternate Class Feature) + (You lose some of your natural speech with animals for enhanced ferocity.)
- Disciplined Wilder (3.5e Alternate Class Feature) + (You lose the ability to elude touch attack in exchange for the ability to draw powers from a discipline.)
- Monocular Vision (3.5e Flaw) + (You lost sight in one of your eyes, or maybe even the entire eye. Therefore your depth perception suffers, making spotting targets at range and firing a ranged weapon more difficult.)
- Acquisitive (3.5e Flaw) + (You love gifts, and cannot refuse one, even if you know accepting the bribe is a bad idea.)
- Spicy Food Fanatic (3.5e Trait) + (You love spicy food of all kind, especially the one that could melt a fire giant's tongue.)
- Wanderlust (3.5e Trait) + (You love to travel and see new places, while becoming quickly bored when staying too long in one place)
- Familicide (3.5e Spell) + (You made the mistake of involving family in our conflict.)
- Student of Necromancy (3.5e Feat) + (You made your first skeleton, now you are going to be a real necromancer!)
- Deformity, Bulky (3.5e Feat) + (You made yourself stronger, if less agile.)
- Psychic Scream (One) + (You magically attack up to 10 creatures that take [[SRD5:Psychic|psychic]] damage and are [[SRD5:Stunned|stunned]].)
- Psychic Scream (5e) + (You magically attack up to 10 creatures that take [[SRD5:Psychic|psychic]] damage and are [[SRD5:Stunned|stunned]].<br /><br />)
- Publication:Unearthed Arcana/Traits/Detached + (You maintain a distance from events that keeps you grounded but limits your reaction speed.)
- Efficient Monster Crafter (3.5e Feat) + (You make Monsters more cheaply than normal.)
- SRD:Simple Weapon Proficiency + (You make [[SRD:Attack Roll|attack rolls]] with simple weapons normally.)
- Hellfire Void (3.5e Spell) + (You make a ball of flames that sap magical energy from those within to sustain itself.)
- Unseen Shackles (3.5e Martial Discipline)/Heavy Gravity Slam + (You make a bull rush attempt and send a foe flying, deal heavy damage if it hit a surface.)
- Unseen Shackles (3.5e Martial Discipline)/Planetary Gravity Smash + (You make a bull rush attempt and send a foe flying, deal extreme damage if it hit a surface.)
- Cryostinger Charge (3.5e Maneuver) + (You make a charge attack with extra speed that deals additional cold damage. May freeze opponent solid ona successful hit.)
- Clone Pincer Strike (3.5e Maneuver) + (You make a charge attack, splitting into two to deliver a pincer attack.)
- Pretty Please! (3.5e Maneuver) + (You make a creature reroll a save against one of your maneuvers or spell within limitations.)
- Ten Million Fists (3.5e Maneuver) + (You make a full-attack against any number of creatures within your reach, gain extra attacks and deal increased damage.)
- Boomjump (3.5e Maneuver) + (You make a high jump check by using your firearm as propulsion.)
- Leaping Strike (3.5e Feat) + (You make a jump check to move toward an opponent and deal a terrible blow.)
- Jolting Blow (3.5e Maneuver) + (You make a melee or ranged attack; if it hits, it deals an additional 1d6+1 per initiator level (maximum +5) electricity damage. Can be channeled.)
- Concussive Fist (3.5e Power) + (You make a powerful unarmed strike, which always count as 'armed'.)