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.)
- Moonlight Frenzy (3.5e Feat) + (While raging and able to see the moon you gain several benefits.)
- Lucid Rage (3.5e Feat) + (While raging, you gain an [[Intelligence]] bonus, can cast spells, and use certain spells.)
- Vanishing Smoke Bomb (3.5e Equipment) + (While small in size, this smoke bomb has a potent effect that allows for easy escapes--at a price.)
- Arcane Vanguard (3.5e Alternate Class Feature) + (While some mages spent their time fostering a connection with an external creature, you practiced simplifying your motions to better channel your powers in situations where you'd otherwise be hindered.)
- Hunter's Trance (3.5e Alternate Class Feature) + (While some of your tribesmen learn to channel their inner fury to enhance their strength, you have learned to concentrate and focus yourself, greatly enhancing your senses and allowing for great feats of agility.)
- Thief Acrobat (3.5e Class) + (While the common rogue is a thief, con-man, and scout extraordinaire, the thief acrobat is a highly trained specialist in the art of housebreaking and feats of dexterity and acrobatics.)
- Warmage Fix (3.5e Class) + (A beefed up Warmage)
- Always Learning (3.5e Feat) + (While those of your profession generally have a thirst for the knowledge of other spells, when they turn away from this profession, they generally lose this interest; you, on the other hand keep researching these new and interesting uses for your magic.)
- Knight's Grace (3.5e Feat) + (While unarmored you add your [[Charisma]] bonus to AC, and increase your agility while armored.)
- Instantaneous Quickening (3.5e Feat) + (While under the effect of haste you can go much faster than normal.)
- Evasive Swarm (3.5e Invocation) + (While under the effects of evasive swarm, you can dodge out of the way of attacks as an immediate action.)
- Dauntless Vigor (3.5e Feat) + (While using diehard you can survive just about any blow.)
- Hyperarmor (3.5e Feat) + (While wearing medium or heavy armor, you gain immunity to being interrupted, stunning, and staggering.)
- Boots of the Tireless Runner (3.5e Equipment) + (While wearing these boots you will never tire from running, and can run in overland speeds.)
- Doorslip Shoes (3.5e Equipment) + (While wearing these shoes, all doors open for you without you using your hands.)
- Blood Rallying Ring (3.5e Equipment) + (While wearing this ring, you can recover from your freshest injuries by drawing the blood of foes.)
- Springing (3.5e Equipment) + (While wielding a springing weapon you can move both before and after the attack.)
- Sight Without Sight (3.5e Trait) + (While you are blind, either from birth or from some accident, your lack of sight has never impaired your ability to kick ass.)
- Noble Cleric (3.5e Alternate Class Feature) + (While you are devoted to the Gods, you are of noble stocks. You have learned to harness divine energy with strength of personality instead of through contemplativeness. You may possess a high office in the clergy, or believe you deserve one.)
- Scuttling Centipede Step (3.5e Maneuver) + (While you are moving you can pick up items on the ground, open doors, and sheathe weapons mid-movement.)
- Balanced Blade (3.5e Feat) + (While you are wielding a single one-handed weapon two-handed, you count as having your off-hand free for all intent and purpose)
- Templar (3.5e Alternate Class Feature) + (While you aren't as learned in your deity's ways as other clerics, you've taken the time to better train yourself for battle.)
- Ki Bruiser (3.5e Alternate Class Feature) + (While you still possess the ability to blast apart your foes, you really prefer smashing their face in. The change in your training routine made you tougher, but less likely to evade enemy blasts.)
- Immortality Stripped Asunder (3.5e Trait) + (While you were once a member of another plane, you might have even been an immortal. With your immortality stripped you appear as nothing more than a mere human.)
- Desert Bastion (3.5e Maneuver) + (Whip up a wall of sand and roaring wind, blocking the path of your foes.)
- Crack of the Whip (3.5e Maneuver) + (Whips may deal lethal damage, attack lightly armored opponents, take attacks of opportunity, and do not provoke attacks of opportunity when attacking.)