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A list of all pages that have property "Summary" with value "Myosines are humanoids with rodent-like features and sparse hair.". Since there have been only a few results, also nearby values are displayed.

Showing below up to 126 results starting with #1.

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List of results

  • Coutlsaur (3.5e Monster)  + (Mysterious guardians of jungle temples, descended from coutls and lizardfolk.)
  • Mousa (3.5e Race)  + (Mysterious spirits from the Plane of Dreams, they watch material beings with strange curiosity.)
  • Mystic Delver (3.5e Class)  + (Mystic Delvers are expert explorer, thieves, charmer and wizards. A happy mix between a rogue and a wizard not relying on backstabbing but rather on cunning and a few powerful spells (and a lot of weaker spells).)
  • Literate Mage (3.5e Prestige Class)  + (Mystic Theurge for the [[Wordmaster_(3.5e_Class)|Wordmaster]] or the [[Word_Wizard_(3.5e_Class)|Word Wizard]].)
  • Mystic Revenant (3.5e Template)  + (Mystic revenants are created when a creature dies of mystic rot, which is spread by mystic leeches and other mystic revenants.)
  • Disciple of the Spectral Tiger (3.5e Prestige Class)  + (Mystic shamans who have learned to bring predatory spirits into the world.)
  • Mystical Rain (3.5e Martial Discipline)  + (Mystical Rain is a discipline focusing on
    Mystical Rain is a discipline focusing on precision and the search for perfect perception. Masters of the discipline are said to be able to stop the rain around them through focus and shoot incredibly deadly arrows (Rain Shots and Perception Stance). Another key point of the style is the use of the Silver Arrows technique, a living arrow made of pure force seeking their target and even hitting them repeatably before passing out. The Mystical rain technique is all about the focus of one perception and the serenity of water.
    one perception and the serenity of water.)
  • Mystic Cenobite (3.5e Class)  + (Mystical monks of the sublime way, these martial adepts take the art of fighting to a spiritual, magical level.)
  • Moonshimmer Sand (3.5e Equipment)  + (Mystical sand found on rare and enchanted beaches, it glows under the darkness of a new moon.)
  • Supreme Counterspell (3.5e Epic Spell)  + (Mystically sense all magical energy being unleashed, and negate any spell by willing the magic to stop before it starts.)
  • Tromokratis (5e)  + (Mythic [[SRD5:Kraken|kraken]].)
  • Hythonia (5e)  + (Mythic [[SRD5:Medusa|medusa]].)
  • SRD5:Assassin (NPC)  + (NPC Rogue of the [[Assassin (5e)|Assassin]] subclass.)
  • Duelist (5e NPC)  + (NPC that specializes in dueling.)
  • Nababb'ib Wish Granter (3.5e Racial Paragon Class)  + (Nababb'ib wish granters tap into their supernatural capabilities to become .)
  • Nabassi (5e)  + (Nabassu are voracious, even cannibalistic, [[Demon (5e)|demon]]s)
  • Naiad (3.5e Race)  + (Naiads are a variety of fey nymph, found in and around freshwater bodies.)
  • Claymore (3.5e Class)  + (Named after the Great swords they wield, they are half-human, half-monster hybrid warriors.)
  • Grim Legion (3.5e Class)  + (Named after the organization they below to, these mercenary-cultists cultivate shadow magic and use it to aid their attacks.)
  • Hecatoncheires (3.5e Race)  + (Named for the great hundred handed giants, these monstrosities wear the name proudly and with good reason.)
  • Ocanthus (3.5e Equipment)  + (Named for the planar layer it hails from, ocanthus is a black shard of ice which has been alchemically stabilized and forged into a weapon. Its nature makes it dangerously sharp, but extremely fragile.)
  • SM-20 Hisser Mecha (3.5e Equipment)  + (Named for the unique 'hissing' noise of their turbines in action, the SM-20 Hisser is a Gokian war mecha which occupies the role of heavy anti-personelle firepower against soft targets.)
  • Namekian-Iskerbabble (3.5e Race)  + (Namekians are a solitary and quite people.
    Namekians are a solitary and quite people. Despite their Demon-like appearance may suggest, most Namekians are incredibly peaceful and hospitable. Though, due to abuse in the past and many seeking the Dragon Balls that their race can produce, they have learned to be wary of other races and can have a deep sense of skepticism about outsiders. These people live usually in small, isolated tribes, and have a strong sense of community. And while they enjoy peace, they are more than willing to stand up against anyone who threatens them.
    tand up against anyone who threatens them.)
  • Nagpa (5e)  + (Napa look like Skeksis from ''Dark Crystal
    Napa look like Skeksis from ''Dark Crystal''. Hunched over vulture-like humanoids. These [[SRD5:Wizard|wizard]]s were cursed by the [[Raven Queen (5e)|Raven Queen]] after they betrayed her by ruining a ritual her mortal self and her followers were performing to gain divinity and end the quarrel between [[Corellon (5e)|Corellon]] and [[Lolth (5e)|Lolth]].
    (5e)|Corellon]] and [[Lolth (5e)|Lolth]].)
  • Natalupe (3.5e Race)  + (Natalupes are monstrous, terrifying predators of the coast.)
  • Lucerna (3.5e Race)  + (Natives to the Plane of Positive Energy, these outsiders are made of positive energy.)
  • Plane of Life (3.5e Sourcebook)/The People  + (Natives to the Plane of Positive Energy, these outsiders are made of positive energy.)
  • SRD5:Sorcerer  + (Natural Arcane Spellcasters)
  • SRD:Improved Natural Armor  + (Natural Armor +1)
  • Celest (3.5e Race)  + (Near perfect human replica made from a mix of stone collected from the moon and [[Vitalized Livemetal (3.5e Equipment)|vitalized livemetal]].)
  • Prayer of Healing (One)  + (Nearby [[Creature (One)|creature]]s of your choice gain the benefit of a [[Short Rest (One)|Short Rest]] and regain [[SRD5:Hit Point|Hit Point]]s.)
  • Enthralling Aura (3.5e Maneuver)  + (Nearby creatures are dazzled by your grace.)
  • Master of the Seven Necromantic Mysteries (3.5e Prestige Class)  + (Necromancer extraordinaire, the Master of the Seven Necromantic Mysteries has control over life and death.)
  • Extra Digit (3.5e Equipment)  + (Need a hand? No? How about an extra thumb?)
  • Magic Zippo (3.5e Equipment)  + (Need a light? Light up with this infinite supply of small handheld fire.)
  • Random City and Region Names (3.5e Other)  + (Need a name for a various region, city, country, or like? Well, here is a list of sample names.)
  • Seyayi Dorval (3.5e NPC)  + (Needs summary)
  • Talk:Half-Lunarian (3.5e Race)  + (Needs summary)
  • Bloodied Chains of Pyrrhos (3.5e Spell)  + (Nefarious cursed energy chains tether you physically, mentally and spiritually to another creature, sharing all pain, afflictions and even death.)
  • Gentle Fist (3.5e Maneuver)  + (Negate a foe's ability to use spells, psionics, maneuvers, etc.)
  • Thought-Destroying Contradiction (3.5e Maneuver)  + (Negate an ability being used.)
  • Instant Neutralizing Serum (3.5e Maneuver)  + (Negate any one status effect you have just come under.)
  • Solid Throughout (3.5e Maneuver)  + (Negate critical hits or sneak attacks against you for 1 round.)
  • SRD:Eyes in the Back of Your Head  + (Negate flanking bonus to attackers.)
  • All Sides Defense (3.5e Feat)  + (Negate flanking bonuses when using two weapons or double weapons.)
  • Miniature Blast (3.5e Invocation)  + (Negate most firing penalties.)
  • Fragile Lifeforce (3.5e Flaw)  + (Negative energy hurts you really, really badly.)
  • Harming (3.5e Cleric Domain)  + (Negative energy version of [[SRD:Healing Domain|healing domain]].)
  • Persistent Misfortune (3.5e Flaw)  + (Negative status conditions last twice as long as normal, while positive conditions have their durations cut in half.)
  • Entity (3.5e Type)  + (Neither organic nor artificial. Not a crea
    Neither organic nor artificial. Not a creature of this world or of any other world. Their origins are inscrutable and their minds are leagues beyond comprehension. They don't follow any rules that you or I would easily understand and the only word in any language that could accurately describe them is "Entity".
    ould accurately describe them is "Entity".)
  • Nemean Hide (3.5e Equipment)  + (Nemean Hide possess resistance akin to steel with a fraction of the weight.)
  • Neneki (3.5e Race)  + (Neneki are a rare race of magically altered humanoids, and their semi-amorphous bodies have many traits attributed to [[SRD:Ooze Type|oozes]].)
  • Neogi Master (5e)  + (Neogi Warlock)
  • Nerfed Death (3.5e Variant Rule)  + (Nerf instant death effects, making them bring you to -1 and dying instead.)
  • Publication:Grim-N-Gritty/Appendix 4/Basic Nerve Strikes (3.5e Feat)  + (Nerve strikes are martial arts techniques
    Nerve strikes are martial arts techniques for melee combat. Also known as ripping or tearing techniques, they focus on apply excruciating pressure to vulnerable points on your opponent’s anatomy. By gripping the appropriate spot and pinching, twisting, tearing, or stabbing it, you can render an enemy weak with pain. All nerve strikes impose a penalty to your attack roll. All nerve strikes cause a special effect in addition to inflicting damage on your target.
    ition to inflicting damage on your target.)
  • Unaccounted Arrows (3.5e Trait)  + (Never run out of arrows or other projectiles.)
  • Resist and Bite (3.5e Maneuver)  + (Never surrender. Never falter. Death is your only rest.)
  • Overflowing Health (3.5e Feat)  + (Never waste excess health or healing.)
  • Apprenticeship (3.5e Feat)  + (New Mentor Types for the Lower Planes.)
  • Breather (5e Variant Rule)  + (New [[SRD5:Rest|rest]] type)
  • Crab Dance (3.5e Feat)  + (New movement option that makes you look like a crab.)
  • Enhanced Polearms (5e Variant Rule)  + (New properties, minor stat modifications, and an optional rule useful for polearms.)
  • Exotic Weapon (5e Variant Rule)  + (New weapon category for 5th edition)
  • Magic Hates You (3.5e Flaw)  + (Nice spells work a little less for you. Naughty spells work a little harder against you.)
  • Night Hag, Aarnott (3.5e Monster)  + (Night hags are incredibly evil creatures hailing from the Fiendish Planes.)
  • Night Sorcerer (3.5e Alternate Class Feature)  + (Night sorcerers are descendants of an anci
    Night sorcerers are descendants of an ancient cabal of nightcasters, who drew their power from the night sky. While the ancient cult is no more, their children and children's children have inherited a portion of their power. Night sorcerers are usually sorcerers of the arcane or shadow bloodline, but some of them have more exotic lineage.
    but some of them have more exotic lineage.)
  • Eyedrake (5e)  + (Nightmare produced when a [[Beholder (5e)|Beholder]] is worried about a [[Dragon (5e)|Dragon]].)
  • Nightwalker (5e)  + (Nightwalkers look like 30 ft. tall solidified shadow of a humanoid with horns and talons.)
  • Nik'task (3.5e Deity)  + (Nik'task demands the spread of chaos, and war.)
  • Nikeneh (3.5e Deity)  + (Nikeneh is the goddess of lightning, thunder and wind. Patron of female warriors everywhere and martial adepts.)
  • Nimble (3.5e Equipment)  + (Nimble equipment increases maximum Dexterity bonus.)
  • Fire Sprite (3.5e Monster)  + (Nimble little pests, these sprites have bulbous round bellies that glow with an internal flame.)
  • Sage Stalker (3.5e Feat)  + (Ninja and Swordsage levels stack for some purposes)
  • Nitrion (3.5e Equipment)  + (Nitrion is an extremely rare and deadly substance. It generate incredible magical radiation and possess great energy.)
  • Unusual Specialization (3.5e Feat)  + (No Pokémon type is too bizarre for you to master.)
  • Pokémon d20 (3.5e Sourcebook)/The Pokémaster  + (You caught a Golem!)
  • SRD:Shield Proficiency  + (No armor check penalty on attack rolls.)
  • Summon Backup (3.5e Spell)  + (No bassist? No Drummer? No keyboardist? No problem.)
  • Building Surf (3.5e Maneuver)  + (No falling damage as long as you're riding a piece of building down to ground level.)
  • 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.)
  • Publication:Dread Codex/Magic Items/Bergasalt  + (No known substance proves more lethal against undead than bergasalt.)
  • SRD:Great Cleave  + (No limit to cleave attacks each round.)
  • 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.)
  • Positive Sustenance (3.5e Feat)  + (No longer need food, drink, sleep or air)
  • Plane of Life (3.5e Sourcebook)/Spells and Feats  + (Protect your target from the plane of positive energy)
  • Perfect Dodge (3.5e Feat)  + (No matter how skilled a foe is, you can dodge out of the way perfectly.)
  • SRD:Half-Fiend  + (No matter its form, a half-[[SRD:Fiend|fiend]] is always hideous to behold, having dark scales, horns, glowing red eyes, bat wings, a fetid odor, or some other obvious sign that it is tainted with evil.)
  • SRD:Half-Celestial  + (No matter the form, half-celestials are always comely and delightful to the senses, having golden skin, sparkling eyes, angelic wings, or some other sign of their higher nature.)
  • Visage of the Erinyes (3.5e Soulmeld)  + (No matter what other soulmelds you may have, or how ugly you may be normally, you appear to be of unnatural beauty.)
  • Idealistic (3.5e Flaw)  + (No matter your alignment, you have strong ideals which drive you or break you if you compromise them too much.)
  • Airhead (3.5e Flaw)  + (No matter your level of [[Intelligence]], you are always a bit of an airhead. You are always distracted by trivial matters and you tend not to think too much.)
  • SRD:Agile  + (No more slipping into a tight spot.)
  • Dynamic Entry (3.5e Skill Trick)  + (No need to stop to break the window, when you can crash right through!)
  • Inexorable (3.5e Feat)  + (No one avoids your attacks, no matter how nimble they are.)
  • Legendary Wrangler (3.5e Feat)  + (No one can tell where you end and your ropes begin.)
  • Copyright Form (3.5e Feat)  + (No one else may assume your form.)
  • Phantom Step (3.5e Feat)  + (No one is really sure where you're standing once your sword starts swinging...)
  • Precise Blast (3.5e Invocation)  + (No penalty for blasting into melee.)
  • SRD:Exotic Weapon Proficiency  + (No penalty on attacks with specific exotic weapon.)
  • Entrapment (3.5e Cleric Domain)  + (No retreat. No escape.)
  • SRD:Precise Shot  + (No –4 penalty for shooting into melee.)
  • Eagoran (MC Race)  + (Noble and wise, these flawless avians are as much mentors as they are scholars in an ever-changing world.)
  • Touch Me If You Can (3.5e Feat)  + (Nobody can quite put a finger on you. Or anything else, for that matter.)
  • Llaman (3.5e Race)  + (Nobody expects the llama. Especially the llama with the humanoid face.)
  • Samurai (3.5e Monster)  + (Nobody from Kingdom Hearts II, uses duels.)
  • Unmemorable (3.5e Trait)  + (Nobody remembers you and it suits you just fine.)
  • Disdainful Shoulder (3.5e Maneuver)  + (Nobody who misses you with an [[SRD:Attack of Opportunity|AoO]] can remain standing.)
  • Nocturne Elf (3.5e Race)  + (Nocturne elves are tall gaunt beings associated with a moon deity long missing. They hear the whispers in the dark, and gain powers under the light of the moon.)
  • Djin (5e Race)  + (Non traditional Djin that have colorful magic and the ability to live inside objects. They are tall and furry with a strong sense of community.)
  • Tradesmen (3.5e Class)  + (Non-magical Artificer)
  • N-TWSL-1 (3.5e Equipment)  + (Non-toxic water soluble lubricant. Provides a minor reduction in armor check penalty for an hour.)
  • Publication:Dread Codex/New Spells/Seek the Soulless  + (Nonliving, nonmortal creatures in area take 1d6 damage per caster level.)
  • Noo (3.5e Race)  + (Noo are one, and there is only one Noo. Noo are hivemind, and stem from the planet Noosphere, where Noo waits.)
  • Centipede (5e Monster)  + (Normal centipede)
  • SRD5:Norse Pantheon  + (Norse gods)
  • Legionblood Fang (3.5e Equipment)  + (Not a single specific item but instead a type of artifact weapon in whatever form it takes, it is a weapon so bathed in blood and war it has collected the dead within and bound it to the power of an elder evil of endless necrotic power.)
  • Ancestral Roots (3.5e Location)  + (Not a single specific location, one's ancestral roots are a place where the spirits of your forefathers gather, and rich history unfolds. It lets you delve deep into what your genetic and cultural history has established.)
  • Dark Scoundrel (3.5e Alternate Class Feature)  + (Not all Antipaladin are armored champions with heavy weapons that strikes fear in the heart of men. The dark scoundrels are wily and tricky, preferring to use deceit and trickery to gain upper hand rather than brute force.)
  • Corrupted Death Knight (3.5e Alternate Class Feature)  + (Not all Death Knights make oath of servitu
    Not all Death Knights make oath of servitude to concept, some are enrolled in the army of death through bad luck or by pledging oneself to a dark lord. These death knight do not have an oath, they cannot fall, for their power is inborn. Many Corrupted Death knight are the result of negative energy tainting the world. Although most Corrupted Death Knights are evil, they do not need to be, a few strive to be brave soul despite their curse.
    rive to be brave soul despite their curse.)
  • Ironclad Samurai (3.5e Alternate Class Feature)  + (Not all Iaijustu Master use incredible spe
    Not all Iaijustu Master use incredible speed to take their foes, some embrace a more diligent and patient approach. They often allow their foe to take a shot at them, dodge or allow the attack to bounce off their armor and immediately strike them down. These masters are often intimidating, training and honing their body and voice to make themselves true obstacle on the field. The Ironclade Samurai fulfill more the role of a tank than a striker, using her added hit point and mobility to focus on dangerous target and draw their ire for themsleves.
    target and draw their ire for themsleves.)
  • Divine Spark Paladin (3.5e Alternate Class Feature)  + (Not all Paladins are powered by their Gods
    Not all Paladins are powered by their Gods, some carry their own divine spark within them which is further empowered by their own righteousness. They cannot be stripped of their power, going after their core beliefs cause their divine spark to shrivel and weaken then considerably. This alternate class feature is designed for those who like the idea of the Code of Conduct, without all the hassle rulewise it causes.
    without all the hassle rulewise it causes.)
  • Shadow Paladin (3.5e Alternate Class Feature)  + (Not all Paladins fight in the light, some
    Not all Paladins fight in the light, some prefer the cover of the shadow to do their work. These paladins have a mildly different code of conduct, allowing them to associate with evil creature and later take them out with lies and poison. Those Paladins know that in in light's triumph against the darkness, there will always be shadows.
    he darkness, there will always be shadows.)
  • Knight Nurse (3.5e Alternate Class Feature)  + (Not all Paladins seek to destroy evil, som
    Not all Paladins seek to destroy evil, some are protectors and rescuers. The Order of the Knight Nurse focus on providing medical relief to communities besiege by war. They are adept of both magical healing and mundane medical healing and possess the ability to defend themselves. While they can, like normal Paladins, be decked in the heaviest armor and wielding martial weapons, they lack the ability to detect and smite evil.
    lack the ability to detect and smite evil.)
  • Educated Barbarian (3.5e Alternate Class Feature)  + (Not all barbarian are braindead maniacs, t
    Not all barbarian are braindead maniacs, the educated barbarian is a a clever warrior more than capable of using his brain to bring down the opposition. In exchange for a weaker rage progression and increased MAD, the educated barbarian gain much needed versatility.
    ed barbarian gain much needed versatility.)
  • Battlesmith (3.5e Class)  + (Not all blacksmiths stay in the forge, some go into the world to gather rare supplies, craft new weapons and armor, and survive right besides adventurers on the go.)