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A list of all pages that have property "Summary" with value "Jump from enemy to enemy until you complete a full attack.". Since there have been only a few results, also nearby values are displayed.

Showing below up to 26 results starting with #1.

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List of results

  • 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.)