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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 "You have bad breath. It is bad for speaking, and an insulting weapon.". 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

  • Burn Scars (3.5e Flaw)  + (You have bad burn scars, which ache and have a bad habit of getting infected. Even through the years, they never seemed to have fully healed.)
  • Publication:Grim-N-Gritty/Appendix 4/Basic Breaking Strikes (3.5e Feat)  + (You have basic training in hard martial arts designed to shatter an opponent’s weapons, body, and spirit. These “breaking” strikes impose a penalty to your attack roll, but cause a special effect in addition to inflicting damage on your target.)
  • Flanking Master (3.5e Feat)  + (You have become adept at Flanking your opponents, which grants you a myriad of benefits.)
  • Sidestep (3.5e Feat)  + (You have become so reactive you may now take a 5 foot step every time you dodge an attack.)
  • Witchlight Hand (background) (5e)  + (You have been a part of the [[Witchlight Carnival (5e)|Witchlight Carnival]])
  • Zombie-Bitten (3.5e Trait)  + (You have been bitten by a zombie, resulting in a partial transformation.)
  • God's Grace (3.5e Feat)  + (You have been blessed by the gods and you can easily show for it.)
  • Dark Brand (3.5e Feat)  + (You have been branded by a dark god or fiend, gaining some of their power.)
  • Public Enemy (3.5e Flaw)  + (You have been declared, rightly or wrongfully, as a public enemy by a ruler or ruling body. As a result, you are an hounded outcast who must rely on disguise and paranoia to survive. Even in exile, you rarely feel safe from the wrath of your enemies.)
  • Addled Mind (3.5e Flaw)  + (You have been dominated for quite some time, resulting in a reduced sense of self and a weakened identity. You often dissociate for large periods of time and do not take care of yourself as much as you should, as you are insensitive to your own needs.)
  • Wings of Compassion (3.5e Feat)  + (You have been graced with the ability to fly.)
  • Mental Conditioning (3.5e Flaw)  + (You have been heavily mentally conditioned, to the point you follow a set of rules and obey to a command word.)
  • Host Zonder Core (3.5e Feat)  + (You have been infected, willingly or not, by a small Zonder Core. As it starts to take over your body, you start to gain powers associated with the Zonder.)
  • Infusion of Elemental Essence (3.5e Feat)  + (You have been infused with the power of one of the elemental planes, granting you an affinity for that element and a small degree of magical power.)
  • Impendo Tradition (3.5e Feat)  + (You have been schooled in the ways of the extending of, adding to, or changing spells, in ways others would find difficult.)
  • Assassination Training (3.5e Feat)  + (You have been trained in the art of the swift, stealthy kill.)
  • Pugilist (3.5e Feat)  + (You have been trained in the unarmed arts, be it through bar brawls, instinct, or rigorous training.)
  • Harsh Training (3.5e Feat)  + (You have been trained since childhood to do dangerous stuff.)
  • Soldier (One)  + (You have been trained to fight as part of a military organization.)
  • Terrified (3.5e Flaw)  + (You have been traumatized by past events, which may have led you to start adventuring, but it still carries deep scar within yourself.)
  • Obsessive Revenge (3.5e Flaw)  + (You have been wronged in the past, and cannot let it go. To the point where unless you are fighting for your life, you see little interest in other opponents.)
  • Bond of the Ant (3.5e Feat)  + (You have begun to immulate even more traits of the ants that spill over you, as they form their intricate colonies on almost every inch of your body.)
  • Mastered Ability (3.5e Feat)  + (You have begun to master one aspect of you
    You have begun to master one aspect of your life. Pick one ability score upon taking this feat, which cannot be changed. This ability gains a myriad of benefits as you level up. Because of your focus on one ability, you must leave one behind. Choose two ability scores upon taking this feat. They must be above a 10 when chosen. They become 10, and cannot be increased by any means.
    10, and cannot be increased by any means.)
  • Aspect of the Aphid (3.5e Feat)  + (You have bonded with the hordes of tiny pests that coat every inch of your body, and learned to use them to your advantage.)
  • Secret Identity (3.5e Feat)  + (You have built up a secret Identity, to help keep your loved ones safe.)