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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
- Incendiary Jelly (3.5e Spell) + (Jelly within the spell's area turns into gelatinous fire.)
- Jet Jack (3.5e Equipment) + (Jet Jack is the street term for alchemical epinephrine (also known as adrenaline). It grants the effect of ''[[SRD:Haste|haste]]'' on its user for 5 rounds.)
- Dredmoor Armor (3.5e Equipment) + (Jet black armor worn by the [[SRD:Undead Type|undead]] knights of Dredmoor.)
- Jetpack (3.5e Equipment) + (Jetpacks are extraordinary mechanical devices which grant flight.)
- Job (3.5e Feat Type) + (Job feats are a type of feat that grant abilities reminiscent of multiclassing.)
- Joker (3.5e Prestige Class) + (Jokers are chaotic pranksters & comedians.)
- Sun II- Moon (3.5e Phrase) + (Jump an entire plane forwards in time.)
- Stinging Rebound (3.5e Maneuver) + (Jump and attack a target, then jump back to your starting position while knocking them backwards and prone.)
- To Hell With Gravity! (3.5e Maneuver) + (Jump checks have no limits based on your height, other benefits.)
- Hero's Edge (3.5e Martial Discipline)/All Maneuvers + (No falling damage as long as you're riding a piece of building down to ground level.)
- From Damned to Damned (3.5e Maneuver) + (Jump from enemy to enemy until you complete a full attack.)
- Feral Dash (3.5e Maneuver) + (Jump out of the way of attacks, but don't botch it or you'll be sorry.)
- Jumping Dodge (3.5e Feat) + (Jump to avoid attacks)
- Pounce From the Canopy (3.5e Maneuver) + (Jump, gaining +1d6/+1 skirmish bonuses until your next turn.)
- Jumper (3.5e Class) + (Jumpers, being the mobile, instinctive warriors that they are, can seem to be everywhere upon the battlefield at any given point in time. A battle that a jumper is involved it is sure to become hectic quickly.)
- SRD5:Acolyte (NPC) + (Junior members of a clergy)
- Z's Critical Hits (5e Variant Rule) + (Just a simple reference point for the way I do critical hits. I know it's a common rule, but it's here for an easy pointer.)
- Neria, Siren (3.5e Bloodline) + (Just as giants exist on land, there are gi … Just as giants exist on land, there are giants of the sea as well. The neria are the giants of mer-kind, and siren neria being one of the most well known ones for resembling mermaids with slightly elfish ears and being one of the most common types seen by the surface. They are also the most likely the sire with the creature of the land.ly the sire with the creature of the land.)
- Plane of Life (3.5e Sourcebook)/The People + (Natives to the Plane of Positive Energy, these outsiders are made of positive energy.)
- Positive Energy Elemental (3.5e Monster) + (Just as the other inner planes, the plane of positive energy has its own elementals.)
- Poison Point (3.5e Feat) + (Just attacking you is enough to poison others.)
- Energy Anti-Resistance (3.5e Creature Ability) + (Just because you have energy resistance/immunity doesn't mean you're always safe! Anti-resistance enables its bearer to treat some or all of a target's [[SRD:Resistance to Energy|energy resistance]] like it wasn't even there!)
- Magic III- Field (3.5e Phrase) + (Just like Antimagic Field.)
- Magic II- Remove (3.5e Phrase) + (Just like Dispel Magic, but can't target an area.)
- Curse Fruit Tree (3.5e Spell) + (Just like Jesus, you doom a tree to never bear fruit again.)
- Walk III- Shift (3.5e Phrase) + (Just like Plane Shift, but targets must be willing.)
- Magic I- Magic (3.5e Phrase) + (Just like [[SRD:Detect Magic|''detect magic'']].)
- Way of the Hare (3.5e Feat) + (Just like the hare, you can recharge your ki abilities quickly and masterfully.)
- Sentriet (3.5e Race) + (Just one of the results of research into genetic engineering.)
- Gravelord's Dance (3.5e Spell) + (Jutting swords of black energy emerge from the ground, slashing everyone.)
- Aurumvorax Baby (5e) + (Juvenile Aurumvorax)
- K'iernavu, Maker of Deals (3.5e Witch Patron) + (K'iernavu is a powerful fiend who is quite willing to make deals.)
- Kabiork (3.5e Race) + (Kabiorks are distantly related to orcs, or perhaps bears, or both. Once vicious, the species has long since chilled out after a cultural revolution and become fat, jovial, sleepy creatures dedicated to simple comforts and easy living.)
- Kadabra (3.5e Monster) + (Kadabras are more grounded in reality than … Kadabras are more grounded in reality than Abras are. They are quite likely to use weapons or spoons – and have a great love of communication. Like Abras, their bodies are covered in what appears to be yellow or orange chitinous armor – but in reality the shiny and rigid outer layer of a Kadabra is brittle and serves no protective function at all.and serves no protective function at all.)
- Kakai (3.5e Race) + (Kakai are the spirits of humanoid incarnated in the body of carrion birds who fed on the corpse.)
- Kakuna (3.5e Monster) + (Kakunas are incompletely formed and barely move. They can harden themselves, but are not dangerous.)
- Kaldan (3.5e Race) + (Kaldans, technically a type of beholder, appears nothing of the sort as they appear to be floating humanoid heads with short squid-like tendrils drifting just below where their neck is. And unlike beholders, they seem to retain some sense amongst them.)
- Anima Explosion (3.5e Maneuver) + (Kamehameha!!!!)
- SRD:Gargoyles—Kapoacinths (Race) + (Kapoacinths often appear to be stone statues, for they can perch indefinitely without moving and use this disguise to surprise their foes.)
- Karasi (3.5e Deity) + (Karasi is Erreun’s wife and the Starborn's Mother Goddess.)
- Kavka (3.5e Monster) + (Kavkas are small avians from the planet Gokia that feed on bugs and occasionally scavenge on other meats.)
- SRD:Improved Shield Bash + (Keep Shield bonus to AC while shield bashing.)
- Draw the Dark (3.5e Maneuver) + (Keep company with misery.)
- Mindspider Infiltrator (3.5e Optimized Character Build) + (Keep enemies in their place while stunning them and dealing decent damage. Also serves as a master infiltrator.)
- Cloister (3.5e Spell) + (Keep out most magical travel and ward creatures except those of a designated type.)
- Umbrella (3.5e Equipment) + (Keep out of the rain with a lovely umbrella.)
- Life Support (3.5e Spell) + (Keep someone from dying even through they should be dead.)
- Diversionary Tactics (3.5e Maneuver) + (Keep the enemy focused on yourself, allowing opportunity for allies to hide.)
- Timed Floor of Death (3.5e Equipment) + (Keep up the pressure. Can they disable the trap before the entire floor becomes lav- I mean, spikes?)
- Dimensional Pin (3.5e Equipment) + (Keep your bags of holding from imploding on you.)
- Tapas (3.5e Force Power) + (Keep yourself protected from the elements.)