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
- Pyrrhic Victory (3.5e Maneuver) + (Attack reduces you to −1 hit points, number of hit points lost is added to your attack damage.)
- Thousand Knives (3.5e Maneuver) + (Attack repeatedly with cumulative -2 penalties until you miss, adding damage for each previous hit.)
- Capped Modifiers and DCs (3.5e Variant Rule) + (Attack rolls, saving throws, DCs, and armor class can get a little wonky what with all the miscellaneous bonuses. This variant fixes that.)
- SRD:Greater Multiweapon Fighting + (Attack thrice with each weapon.)
- Crosscut (3.5e Feat) + (Attack twice as a standard attack.)
- Fell the Ettin (3.5e Maneuver) + (Attack twice for every attack)
- SRD:Improved Multiweapon Fighting + (Attack twice with each weapon.)
- Crushing Wall (3.5e Maneuver) + (Attack two adjacent opponents)
- Dancing Ribbon Strike (3.5e Maneuver) + (Attack with +2 to hit, and save vs 20% miss chance for 1 round.)
- Dancing Flag Strike (3.5e Maneuver) + (Attack with +4 to hit, and save vs 50% miss chance for 1 round.)
- Cobra Lash (3.5e Maneuver) + (Attack with 10 ft. greater reach, target is denied Dexterity bonus to AC. Deals 1d4 Constitution damage.)
- Wrath of Quetzalcoatl (3.5e Maneuver) + (Attack with 15 ft. greater reach, target is denied Dexterity bonus to AC. Deals 1d8 Constitution damage.)
- Death Adder Lash (3.5e Maneuver) + (Attack with 5 ft. greater reach, target is denied Dexterity bonus to AC. Deals 1 Constitution damage.)
- Viper Lash (3.5e Maneuver) + (Attack with 5 ft. greater reach, target is denied Dexterity bonus to AC.)
- Hidden Blade (3.5e Maneuver) + (Attack with a hidden or sheathed weapon as an immediate action.)
- SRD:Multiattack + (Attack with better precision with secondary natural weapons.)
- Scissor Blade Style (3.5e Feat) + (Attack with both weapons at once in this special style.)
- Thorns of Relentless Darkness (3.5e Spell) + (Attack with dark thorns, and take advantage of the surrounding shadows to increase the power of your attacks.)
- SRD:Perfect Multiweapon Fighting + (Attack with full BAB with each weapon.)
- SRD:Perfect Two-Weapon Fighting + (Attack with off-hand weapon as many times as primary weapon attacks without penalty.)
- Mosquito Biting Giant (3.5e Maneuver) + (Attack without being easy to see.)
- Paralyze Limbs (3.5e Maneuver) + (Attack, [[Immobilized (3.5e Condition)|immobilize]].)
- Shadow Distortion (3.5e Maneuver) + (Attack, and distort and deform the body to more resemble their distorted shadow.)
- Slipstrike Flurry (3.5e Power) + (Attack, teleport, and attack some more until the whole room lies dead.)
- Gut-Inducing Strike (3.5e Manuever) + (Attacked creatures are [[SRD:Sickened|sickened]] for 3 rounds.)
- Fear of The Other (3.5e Maneuver) + (Attacked creatures cannot attack nearby ally without fright.)
- Marathon (3.5e Power) + (Double overland speed.)
- Sublime Hobgoblin (3.5e Race) + (Because stealth is for regular [[SRD:Goblin|goblins]]…)
- 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.)
- Cashooie (3.5e Deity) + (Cashooie can perceive the past perfectly, and therefore sees no reason for anything to exist for more than a moment.)
- 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.)
- Shadows of the Mage-Lords (3.5e Spell) + (Call up shadows, deal negative levels in area.)
- 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.)
- Flaying Wind (3.5e Spell) + (Create a blast of wind that strips flesh from bones.)