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
- Simmering Bile Blade (3.5e Maneuver) + (Deal 1d6 acid damage +1 per initiator level, and weakens targets to poisoning attempts.)
- Chill Blade (3.5e Maneuver) + (Deal 1d6 cold damage +1/initiator level)
- Comet Crush (3.5e Maneuver) + (Deal 1d6 points of damage per point of Strength-based damage you would normally deal.)
- Disintegrating Bile Blade (3.5e Maneuver) + (Deal 1d8 acid damage per initiator level, plus the full amount next round.)
- Deliverance (3.5e Maneuver) + (Deal 1d8 points of damage per two initiator levels to all foes you threaten in melee each turn that you maintain this stance.)
- Fumbling Stomach Smash (3.5e Maneuver) + (Deal 2d6 extra damage and force a Reflex save to avoid dropping things.)
- Gentle Mist Shot (3.5e Maneuver) + (Deal 4d6 extra nonlethal damage. If a creature is reduced to 0 HP or lower by this attack, the creature becomes the center of effect to an [[SRD:Obscuring Mist|''obscuring mist'']] spell.)
- Seagull Divebombs the Elephant (3.5e Maneuver) + (Deal 4d8 extra damage and move on every attack if hidden.)
- Forceful Blast (3.5e Maneuver) + (Deal 9d6 damage at range, possible knockdown effect.)
- Frostblade Fury (4e Feat) + (Deal Cold damage with melee or ranged basic attack)
- Rebuke of the Talisman (5e) + (Deal [[SRD5:Psychic|psychic]] damage to an attacker that hits you.<sup>(Unofficial Summation)</sup>)
- Graze Damage (3.5e Variant Rule) + (Deal a little damage, even on a miss.)
- Needle Point Purification (3.5e Maneuver) + (Deal a minor amount of non-lethal damage in order to purge a great deal of staus effects from a creature.)
- Logic-Overriding Postulate (3.5e Maneuver) + (Deal additional damage, change opponent's alignment, charm.)
- Bounded Infinity (3.5e Maneuver) + (Deal additional damage, confuse opponent)
- Thundersnap Lash (3.5e Maneuver) + (Deal additional sonic damage, and possibly deafen your opponent.)
- Epic Weapon Specialization-CE (3.5e Feat) + (Deal an extra +4 damage with your weapon, and damage now affects maximum hp.)
- SRD:Positive Energy Aura + (Deal automatic turn attempts to nearby weak undead.)
- Elegant Execution (3.5e Maneuver) + (Deal bonus damage at point blank range, or make a coup de grace against a downed enemy.)
- Mental Might (3.5e Maneuver) + (Deal bonus damage based on Autohypnosis ranks, take a penalty to attacks.)
- Heart of Stone (3.5e Maneuver) + (Deal bonus damage based on how weakened the target already is.)
- Truevenom, Revised (3.5e Power) + (Deal constitution damage with your claw attacks.)
- Truevenom Weapon, Revised (3.5e Power) + (Deal constitution damage with your weapon attacks.)
- Aneis's Blood Cone (3.5e Spell) + (Deal damage and knock creatures out with a cone of blood.)
- Maneuver Strike (3.5e Feat) + (Deal damage and perform a combat maneuver by taking a -4 penalty to hit.)
- Mind Rampage (3.5e Feat) + (Deal damage and rampage the foe's mind)
- Marathon (3.5e Power) + (Double overland speed.)
- 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.)
- 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.)
- 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.)
- Races of War (3.5e Sourcebook)/Warriors with Style + (You don't have to ''see'' to kill.)
- Dirty Deeds Done Dirt Cheap (3.5e Feat) + (You can offer a discount on your Deeds since you get to do so many.)
- Bio (3.5e Spell) + (Target takes 1d6 damage/level (max 10d6), 2 Constitution damage.)
- Insightful Strikers (3.5e Optimized Character Build) + (You hack people down with inherent awesomeness.)