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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.

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A list of all pages that have property "Summary" with value "Nobody can quite put a finger on you. Or anything else, for that matter.". 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

  • 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.)
  • Child, DR Variant (3.5e Template)  + (Not all children are weak, useless and unable to become adventurers early in their life.)
  • Opposable Thumb (3.5e Equipment)  + (Not all creatures have working hands, but give them a thumbs up and they'll be able to pick up items like the rest of us.)
  • Epic Spells from a Practical Viewpoint (3.5e Other)  + (Not all epic spells are equally practical. Here's the lineup of the good, the bad, and the ugly.)