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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.)
- Burning (3.5e Condition) + (While burning, characters quickly lose health as their HP plummets.)
- Hammer of All-Forging (3.5e Equipment) + (While crafting, convert gold into other materials required for the job, with a maximum hardness of 20.)
- Resilient (3.5e Creature Ability) + (While damage reduction tends to mess with characters that have many attacks per round, few things can stand up to someone who does incredible amounts of damage with a single strike. Until now.)
- Combat Reactions (3.5e Feat) + (While fighting, you notice every little movement, every little flick of the wrist, and this can save your life.)
- Ruinous Rage-CE (3.5e Feat) + (While in a rage, you ignore hardness and can break objects easier.)
- Thundering Rage-CE (3.5e Feat) + (While in a rage, your weapon is a better version of a thundering weapon.)
- Focus of the Edgemaster (3.5e Feat) + (While in this mantra, you improve your chances of scoring critical hit and ignore immunity to critical hit.)
- Absolute Maneuver Mastery (3.5e Maneuver) + (While in this stance, your other maneuvers are improved. Iron Heart maneuvers are improved the most.)
- Hydration (3.5e Feat) + (While in water, you have your status effects washes away.)
- Aspect of the Caterpillar (3.5e Feat) + (While it has other potent defenses, the caterpillar is perhaps best known for its ability to wrap itself into a protective, shell-like coccoon.)
- Brutal Charge (3.5e Alternate Class Feature) + (While it takes you longer to build up speed than other scouts, none can contest that once you get going, you hit harder.)
- Phantasm-Haunted (3.5e Alternate Class Feature) + (While madness is a ail that plagues all me … While madness is a ail that plagues all men, it is most dangerous to a psychic mind. A phantasm-haunted mesmerist is an afflicted being, whose mental struggles have taken a terrible form. The abilities to manipulate mind granted by a mesmerist is turned on its head, with the phantasm-haunted mesmerist being able to manifest a ghostly being that is naught but a shard of her consciousness. Typically, phantasm-haunted mesmerists are individuals deeply troubled by despair, seeking unconscionable revenge or similar negative emotions; who have been driven to the very end of their sanity through mistreatment, imprisonment or arcane experiments.tment, imprisonment or arcane experiments.)
- Trained Psyker (3.5e Alternate Class Feature) + (While most [[Psyker (3.5e NPC Class)|psyker]] remains untrained, some do manage to get a grasp on their powers. Those who manage to keep their powers in check become fearsome psychic spellcasters.)
- Time Skipper (3.5e Alternate Class Feature) + (While most [[Skipper (3.5e Class)|skippers … While most [[Skipper (3.5e Class)|skippers]] have anomalous power over space, the time skipper's power is over time. A time skipper has the ability to greatly accelerate her own personal time, to the point of 'skipping' ahead in time. Because of subtle but key differences in their ability, they lack control over inertia and thus rely on surprise attacks to fight.nd thus rely on surprise attacks to fight.)
- Archaeologist (3.5e Alternate Class Feature) + (While most archaeologist are not all dashi … While most archaeologist are not all dashing adventurers (most would be simple [[Specialist (3.5e NPC Class)|Specialists]]), some of them are. These unconcentional adventurers have acquired skill and moxie allowing them to survive even the most unlikely of situations. They however do not possess the awesome power of virtuous performance, instead having the ability to draw upon their own experience and insight to thrive.heir own experience and insight to thrive.)
- Mystical Paladin (3.5e Alternate Class Feature) + (While most paladins focus on martial superiority, the mystical paladin leans toward the magical side. She is more skilled caster, but her combat skills are comparable to a cleric.)
- Shadow Stalker (3.5e Alternate Class Feature) + (While most rangers are most comfortable while in nature, others can flourish in any environment as long as they are cloaked in shadows and darkness.)
- Crane School Shinobi (3.5e Alternate Class Feature) + (While most shinobi fight with strange exot … While most shinobi fight with strange exotic weapons, the crane school focus on their skills with unarmed combat. The school was ultimately destroyed by a band of roaming monks, who sought to prove themselves. The remaining students wandered and joined other schools, but their tradition survived and many shinobi today possess their fighting style.hinobi today possess their fighting style.)
- Heroic Aspirant (3.5e Alternate Class Feature) + (While most skalds are traveling warrior-po … While most skalds are traveling warrior-poets and historians, the heroic aspirant are usually young and foolish glory seekers. These individuals, emboldened by the stories of great heroes and invincible warriors, seek to write their own stories rather than record the stories of others. While most of them are doomed to a violent death, then being forgotten, a few are aiming to be forever the subjects of songs. While many heroic aspirants can still be inspiring leaders, they have a strong focus on their own combat abilities. This increase in martial might come at the cost of their abilities to inspire allies and their spellcasting, but reward them with access to powerful maneuvers.rd them with access to powerful maneuvers.)
- Psyblade (3.5e Feat) + (While most soulknives are psionic in nature, you have learned to delve more deeply into the psychic powers within your mind when compared to most soulknives.)
- Gravsteel (3.5e Equipment) + (While normal magnets use electromagnetics to push or pull materials, gravsteel uses gravitational energy to affect other objects.)
- Tactician of Legend (3.5e Prestige Class) + (While not a pushover herself, the Tactician of Legend just make everyone around her a complete fool or a badass. This is a good thing.)
- Dwarven Lorekeeper (3.5e Alternate Class Feature) + (While not restricted to Dwarves this ACF has roots in Dwarven tradition as Dwarven Bards were less charismatic or musically inclined as other bards.)
- Night Hunter (3.5e Alternate Class Feature) + (While not the knight in shining armor, the … While not the knight in shining armor, the night hunter is a skilled destroyer of evil. Typically hailing from countries in the borderland, plagued by evil at night, the night hunter seeks out monsters who prey on humanoids and destroy them. Many of them have developed techniques that aid them in stalking evil in rural or wild areas. Rather than fighting in a blaze of glory, the night hunter is trained in studying their foes and dealing devastating damage to them. These techniques are especially potent against their nemesis, an ever-growing list of monsters they are trained to destroy. As a result of their lifestyles, the night hunters tend to be more cynical than most paladins. They lack many of the paladin’s more powerful divine powers, but have a looser code of conduct and restriction on their beliefs. They do not rely on heavy armor, preferring to say light armored, and make good uses of their spells.mored, and make good uses of their spells.)
- Grim Mystic (3.5e Alternate Class Feature) + (While other grim focus on martial prowess you have developed much stronger spellcasting abilities. You also gain the ability to steal spells from the memories of the dead, building a dangerous repertoire of spells.)
- Recreant (3.5e Flaw) + (While others perseveres when pushed to their limit, you fold and become scared.)