Search by property

Jump to: navigation, search

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.

Search by property

A list of all pages that have property "Summary" with value "In an instant, protect yourself from energy damage.". Since there have been only a few results, also nearby values are displayed.

Showing below up to 26 results starting with #1.

View (previous 50 | next 50) (20 | 50 | 100 | 250 | 500)


    

List of results

  • Two Handed Strength (3.5e Feat)  + (Improve your two handed damage.)
  • Armor Focus (3.5e Feat)  + (Improved AC and Reflex saves in certain armor.)
  • Improved Ink Sac (3.5e Feat)  + (Improved capacity and ability for the [[Ink Sac (3.5e Equipment)|ink sac graft]].)
  • Torched Rabbit Springs for Bushes (3.5e Maneuver)  + (Improved evasion, then move and hide.)
  • Advanced Dark Companion (3.5e Feat)  + (Improved the dark companion alternate feature for the hexblade.)
  • Alertness, Balmz (3.5e Feat)  + (Improved version of alertness)
  • Hideous Blow, Revised (3.5e Invocation)  + (Improved version of standard Hideous Blow)
  • Frightful Blast, Revised (3.5e Invocation)  + (Improved version of the standard Frightful Blast.)
  • Colourful Flag, Improved (3.5e Feat)  + (Improvements to numeric effects of ''Colourful Flag''.)
  • Magi's Hand (3.5e Feat)  + (Improves the ''hand of the apprentice'' or ''hand of sorcery'' class features.)
  • MetaPower (3.5e Feat)  + (Improves the uses of other metamagic feats)
  • Expert Assault (3.5e Feat)  + (Improves your iterative attacks granted by BaB)
  • Project Patron (3.5e Other)  + (In D&D 5e warlocks have patrons, eldritch entities that grant them powers. This variant rule adds them to 3.5e warlocks, granting them access to custom invocations)
  • Humusque Gale (3.5e Maneuver)  + (In a brief whirlwind, launch yourself to the skies.)
  • Cursewood (3.5e Equipment)  + (In a distant land it became tradition that
    In a distant land it became tradition that all of the world's curses would be bound into special spirit trees, for this world could not heal curses but only transfer them to another. So it came to be that curse-bearing trees were born. Over centuries the curses piled up, and the trees awakened to a horrible malignant power which ravaged the land and its people. Over time, heroes would eventually carve up the scourge of these evil plant monsters but the curses remained ever-present even in death.
    urses remained ever-present even in death.)
  • Evesor Worm (3.5e NPC)  + (In a high balance game, a scary but fragile melee dork. In anything lower, a means of punishing/trolling the players.)
  • Slow Time (3.5e Feat)  + (In a moment of truth everything seem to slow down to a crawl except you. Bullet time in dnd.)
  • Kevlarium (3.5e Equipment)  + (In a search for a lightweight strong fiber
    In a search for a lightweight strong fiber for tires in anticipation for a shortage of petroleum, alchemists stumbled across the synthetic alchemical material known as kevlarium. Forming into thick pale yellow fibers, it proved to be light, strong, thermally durable, and ended up forming excellent body armor. It is the material of choice of military forces, protecting them from dangerous ranged combat long enough for them to get into melee, or counter with their own ranged attacks.
    or counter with their own ranged attacks.)
  • Exodus of NOPE (3.5e Vestige)  + (In a single night, an entire nation raptured themselves out of existence after witnessing something so dreadful, their sheer disgust made them leave existence completely.)
  • Bleeding Edge (3.5e Campaign Setting)  + (In a world where strange and powerful monsters now roam, only those warriors bearing special "blood weapons" can fight off the scourge of evil that threatens the land.)
  • Publication:Hoard of the Dragon Queen  + (In an audacious bid for power the Cult of the Dragon, along with its dragon allies and the Red Wizards of Thay, seek to bring Tiamat from her prison in the Nine Hells to Faerun.)
  • Publication:Tyranny of Dragons  + (In an audacious bid for power the Cult of the Dragon, along with its dragon allies and the Red Wizards of Thay, seek to bring Tiamat from her prison in the Nine Hells to Faerun.)
  • Crayons of Danger (3.5e Equipment)  + (In an emergency, a crayon will burn for 30 minutes.)
  • Average Initiative (3.5e Feat)  + (In an encounter with at least two other initiative rolls, you can always choose to go in the middle.)
  • Skeletonize (3.5e Spell)  + (In an instant, burn a target to the bones.)
  • Ruk (3.5e Race)  + (In ancient times, when the gods were still
    In ancient times, when the gods were still shaping the races into the forms we know the precursor to orcs, goblins, and other green skinned creatures existed in a primitive wild state. They were great hunters, lords of the forest, and in constant conflict with the fair folk. They were the ruk, and their fierce legacy lives on in modern races today.
    rce legacy lives on in modern races today.)
  • Combat Acrobat (3.5e Feat)  + (In battle, you are able to move fluidly, befuddling your opponents.)
  • Combat Adrenaline (3.5e Feat)  + (In battle, you call upon a reserve of strength deep within you, granting you the ability to do inhuman feats.)
  • Demonbinder (4e Paragon Path)  + (In becoming a demonbinder, you sacrifice your immortal soul for the instant power granted by the abyss.)
  • Bounty Hunter (3.5e Class)  + (In civilized lands, local lords call upon
    In civilized lands, local lords call upon Bounty Hunters to capture criminals that live or have traveled beyond their reach or criminals that outclass the knights or soldiers in the lords employ. Closer to the frontier, the Bounty Hunter might be the only law capable of bringing dangerous criminals to justice. Those who hire Bounty Hunters both like them, and scorn them.
    ty Hunters both like them, and scorn them.)
  • Publication:Grim-N-Gritty/Appendix 4/Unbalance Opponent (3.5e Feat)  + (In close combat, you keep your opponents off balance and unable to effectively apply force.)
  • Limiting Points (3.5e Other)  + (In contrast to spellcasters' spell slots,
    In contrast to spellcasters' spell slots, lots of classes and creatures have limiting points of some type to regulate the use of their abilities. This is a page where we list all the limiting point types, give a quick summary of how they work, and list the classes and creatures that use them.
    t the classes and creatures that use them.)
  • Caliginosity (3.5e Invocation)  + (In darkness we protect)
  • Curse of the Day (3.5e Maneuver)  + (In darkness, target takes -6 penalty to ability score of your choice.)
  • Laser Blade (3.5e Equipment)  + (In effect, it is a lightsaber.)
  • Phrase Tablet (3.5e Equipment)  + (In essence, a [[Truespeech (3.5e Variant Rule)]] scroll.)
  • Blind (3.5e Trait)  + (In exchange for your eyes, you gain a different type of "eyesight".)
  • SRD5:Werebear  + (In humanoid form, the werebear appears human, in bear form as a large bear, and in hybrid form as a blend of the two.)
  • SRD5:Wereboar  + (In humanoid form, the wereboar appears human, in boar form as a normal boar, and in hybrid form as a blend of the two.)
  • SRD5:Wererat  + (In humanoid form, the wererat appears human, in rat form as a giant rat, and in hybrid form as a blend of the two.)
  • Sliris (5e)  + (In humanoid form, the wererat appears human, in rat form as a giant rat, and in hybrid form as a blend of the two.)
  • SRD5:Weretiger  + (In humanoid form, the weretiger appears human, in tiger form as a [[SRD5:Tiger|tiger]], and in hybrid form as a blend of the two.)
  • SRD5:Werewolf  + (In humanoid form, the werewolf appears human, in wolf form as a wolf, and in hybrid form as a blend of the two.)
  • Fey (3.5e Type)  + (In many cases, fey are the physical embodi
    In many cases, fey are the physical embodiment of some natural force, whether it be the land itself or the emotions and souls of those who inhabit it. Others are creatures with just a bit too much mysticism and power to be called humanoids. Commonly fragile in stature but strong in magical ability, making them very difficult opponents.
    ity, making them very difficult opponents.)
  • Publication:Unearthed Arcana/Racial Paragon Classes  + (In most d20 campaigns, the ideas of [[SRD:
    In most d20 campaigns, the ideas of [[SRD:Classes|class]] and [[SRD:Races|race]] are separate concepts. But with racial paragon classes, the line between the two becomes blurred. Racial paragons are, as their name suggests, nearly ideal examples of the strengths and abilities of the character’s race.
    ths and abilities of the character’s race.)
  • Death Beads (3.5e Equipment)  + (In natalupe and other similar warrior cultures, death beads are a sign of experience and power.)
  • Tiny Hammerer (3.5e Prestige Class)  + (In pictures of you holding a weapon, it's hard to find you.)
  • Vile Platinum (3.5e Equipment)  + (In rare cases there is an evil so great, it warps whatever it touches transforming mortals into fiends, environments into hellscapes, and in the case of the material holy platinum, it can warp this celestial metal into something it should not be.)
  • Hungry Iron (3.5e Equipment)  + (In spite of the name hungry iron is not ac
    In spite of the name hungry iron is not actually iron (or at least not completely), but is rather a non-living but self propagating "fungus" that devours its surroundings (primarily carbon, oxygen, and iron) and converts it into more of itself, materials providing.
    into more of itself, materials providing.)
  • Steam Engine (3.5e Equipment)  + (In steampunk societies, the steam engine is the go-to method of power generation in the brave new world.)