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<blockquote data-quote="WizarDru" data-source="post: 772259" data-attributes="member: 151"><p><strong>Wave:</strong> +3 Trident that acts as a Trident of Fish Command and a Trident of Warning. While clutching it, you are under the effects of a water breathing spell, can see 5x greater than normal underwater (can act as if wearing a helm of underwater action). Wave communicates telepathically in a bunch of languages and can read magic. It is a Neutral in alignment, and spreads the word of it's aquatic sea god (whichever diety is campaign appropriate) and will not cooperate with someone who goes against that goal. If Wave scores a successful critical hit against a target, it does a DC 22 <strong>Horrid Wilting!</strong></p><p></p><p><strong>Whelm</strong> is a +3 warhammer, but in a dwarf's hands it becomes a +5 warhammer that can be with 30 ft. increments and returns on the following round. It does +1d8 bonus damage, or +2d8 bonus damage. Whelm has three powers: detect secret doors, detect evil and locate object in a 120 foot radius, all at will. Whelm can communicate telepathically in several languages. It's specialized goal is to destroy goblinoids and giants. Once per day, when striking in aid of this goal, Whelm sends forth a shock wave (DC 18) that will force all creatures in 30 ft. to be stunned for 1d4 rounds. It has a minor curse, that gives the wielder agoraphobia (-2 like being shaken, increasing to -5 over time).</p></blockquote><p></p>
[QUOTE="WizarDru, post: 772259, member: 151"] [b]Wave:[/b] +3 Trident that acts as a Trident of Fish Command and a Trident of Warning. While clutching it, you are under the effects of a water breathing spell, can see 5x greater than normal underwater (can act as if wearing a helm of underwater action). Wave communicates telepathically in a bunch of languages and can read magic. It is a Neutral in alignment, and spreads the word of it's aquatic sea god (whichever diety is campaign appropriate) and will not cooperate with someone who goes against that goal. If Wave scores a successful critical hit against a target, it does a DC 22 [b]Horrid Wilting![/b] [b]Whelm[/b] is a +3 warhammer, but in a dwarf's hands it becomes a +5 warhammer that can be with 30 ft. increments and returns on the following round. It does +1d8 bonus damage, or +2d8 bonus damage. Whelm has three powers: detect secret doors, detect evil and locate object in a 120 foot radius, all at will. Whelm can communicate telepathically in several languages. It's specialized goal is to destroy goblinoids and giants. Once per day, when striking in aid of this goal, Whelm sends forth a shock wave (DC 18) that will force all creatures in 30 ft. to be stunned for 1d4 rounds. It has a minor curse, that gives the wielder agoraphobia (-2 like being shaken, increasing to -5 over time). [/QUOTE]
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