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
- 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.)
- Summon Steed (3.5e Spell) + (You call a nearby mount to you.)
- 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.)
- Charging Strike (3.5e Maneuver) + (You charge at your foes and use that power to rips your opponents apart.)
- Spirit Bomb (3.5e Spell) + (You charge up a massive ball of ki, which explodes in a massive burst.)
- Animilistic Frenzy (3.5e Maneuver) + (You charge your opponent then shred him.)
- Gravitic Eruption (3.5e Maneuver) + (You charge your weapon with gravitational energy, increasing it damage and creating a explosion of gravity a round later.)
- Divergent Traditions (3.5e Feat) + (You choose a class and alter one of its key ability scores.)
- Feral Striker Monk (3.5e Feat) + (You choose a feral strike to deal more damage,)
- Sidearm Expertise (3.5e Feat) + (You choose a light weapon to gain all benefits of weapon specific feats you have.)
- Bonded Weapon (3.5e Feat) + (You choose a weapon, eventually growing stonger and stronger in it's use.)
- Hatchet Hands (3.5e Feat) + (You chop down trees bare-handed)
- Quivering Soul (3.5e Maneuver) + (You cleave soul from body, but by a single thread which you may snap at any moment.)
- Undying Spirit (3.5e Spell) + (You cloak yourself in necromantic energy that will carry your spirit onto unlife immediately in the event of your death.)
- Soulfire Surge (3.5e Maneuver) + (You coat your hands or weapon in chi and deal more damage at the cost of damaging yourself.)
- Hawthorn Essence (3.5e Invocation) + (You coat your vine lash in a powerful anticoagulant which cause bleeding.)
- Outlaw Druggist (3.5e Feat) + (You combine Chemist and Rogue for the determining some class features.)
- Arcane Archer Fix (3.5e Alternate Class Feature) + (You combine archery and magic almost perfectly. This time however you don't suffer from crippling flaws built in your class.)
- Stealthy, Aarnott (3.5e Feat) + (You combine hide and move silently into a single skill.)
- Perceptive (3.5e Feat) + (You combine spot and listen to create a new skill called perception, freeing up skill points.)
- Mixed Stance (3.5e Feat) + (You combine two stances from different disciplines and use them as one.)
- Familiar Companion (3.5e Feat) + (You combine your familiar and animal companion.)
- Fell Artisan (3.5e Feat) + (You combine your knowledge of the Artificer's art with your dark magic.)
- Ascetic Performer (3.5e Feat) + (You combine your martial skills with your artistic prowess, balancing two apparent opposites.)
- Polearm Master Monk (3.5e Alternate Class Feature) + (You come from a tradition of monk which had less emphasis on unarmed combat, instead training it students in the way of the polearm.)
- Dig Your Own Grave (3.5e Spell) + (You command the opponent to dig their own grave, and they do so. If permitted to complete the task, they shall soon die.)
- Crowns (3.5e Suit) + (You command, and others obey.)
- Anti-Hero (3.5e Feat) + (You commit not-so-heroic actions, but are still a (relatively) good person.)
- Epic Perfected Dodge (3.5e Feat) + (You completely master the art of dodging attacks using your dexterity.)