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Updated 
 13 August, 2006

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Dolphin's Dance

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(Converted to 3E D&D from AD&D)

The cutlass is a bright silver weapon decorated with small and medium aquamarine stones. The blade is always brightly polished, and does not tarnish or stain, but can become dirty.  It reflects light easily, with a chrome-like luster. 

Dolphin's Dance was created by undersea elves to reward a friendly ship's captain.  The name of the captain is lost, but the manufacture and magic of the blade mark it as a sea-elf creation.  Most recently, the blade was won by the pirate Ribisi.  This villain is known for pushing captains off their ships and leaping into the water after them, killing them as they flounder in the waves.  He  then swims out and returns, leaping out of the water and catching the side of the ship and boarding it, killing everyone aboard, with the possible exception of his boarding party. 

Dolphin's Dance is a Cutlass +2 with the following additional abilities: 

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When this blade is unsheathed underwater and held, the wielder's base swimming movement becomes 40' and he gains +10 to his swimming skill.  Usual encumbrance and armor movement penalties still apply.

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All penalties for fighting underwater are negated when the cutlass is used underwater. 

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The blade confers Water Breathing (as the spell) to anyone touching the cutlass for the duration of the time they are in contact with the unsheathed weapon.

 Additional Notes

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Under bright lighting conditions, where there is a source of bright light, the blade can be used to reflect the bright light into another creature's eyes, temporarily blinding them.  Catching and manipulating the light is a standard action.  The opponent may make a successful Reflex Save with a DC of 15 to avoid being blinded for 1d3 rounds.  The wielder cannot use this tactic if there is no direct light source, the light source is behind the wielder, or there is something to block the light from reaching the opponent.

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The owner of Dolphin's Dance can use the Dolphin Leap Feat (below) to leap out of the water like a dolphin, when the blade is unsheathed and held. 

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The sword only conveys a means to move, attack, and breathe underwater, it does not make the wielder warm.  If the water is not warm enough to swim in comfortably, the wielder may begin to suffer penalties for being cold. 

Caster Level: 12th; Prerequisites: Craft Arms & Armor, Water Breathing, Freedom of Movement, Expeditious Retreat, Blindness/Deafness; Market Price: 87,000 gp; Weight: 5 lbs; Source:  KingsTears@aol.com.

Dolphin Leap Feat [General]

You can leap out of the water as a dolphin does.
    Prerequisites:  Dex 13+, Swim movement of 40'
    Benefit: You can make a Running Jump from the water and into the air, as per the rules on page 70 of the Player's Handbook.  This feat does not confer any other Jumping abilities.

Source:  KingsTears@aol.com

 


This page designed and written by Catherine Keene, unless otherwise stated. 2001-2005.
Direct comments and site problems to her at: KingsTears@aol.com
This page was updated on Sunday, August 13, 2006