Riptide Trident

*Slot Hands; Descriptors Enhanced (Trident), Mantle Veils (Avenine), Water
*Class Daevic, Helmsman, Kheshig, Nexus, Radiant, Soulforge, Stormbound
*Saving Throw None
When you shape Riptide Trident you gain the ability to call upon a trident infused with elemental water. This grants you a +1 bonus to Swim skill checks as long as you are wielding it, it occurs no penalty when thrown through water, and the first 5 ft. it travels through water do not count against its range when thrown.
For each point of essence invested in Riptide Trident, the bonus to Swim skill checks increases by +1, and an additional 5 ft. of travel through water do not count against its range when thrown.
*Hands Daevic 4, Helmsman 2, Kheshig 2, Nexus 2, Radiant 3, Soulforge 2, Stormbound 4
When bound to the hands chakra, the Riptide Trident gains the ability to make a riptide surge. As a full-round action while wielding the trident, you may move in a straight line up to the higher of (the trident's maximum range when thrown [including any distance it ignores]) or (twice your swim speed) if you possess one. You must move a minimum of 10 ft., and the first 10 ft. of this movement must be through water, but the current can propel you out of the water if you wish. At the end of this movement (or at any point during it if you have the On the Run feat), you may make a melee attack with the trident, gaining a bonus to attack and weapon damage equal to (the essence invested in Riptide Trident). This attack is treated as a charge and has all the standard effects of a charge. 
Alternatively, you may let go of the trident at any point once you have traveled 10 ft. through water, allowing it to continue to travel up to (its maximum range when thrown [including any distance it ignores] - the distance it has already traveled). If it runs into a creature or object in this movement, treat this as a thrown attack with no penalty due to range, gaining the aforementioned bonus to attack and weapon damage. 
After using a riptide surge, the elemental water within the trident needs time to recharge, and you must wait 1d4+1 rounds before using this ability again. As part of using a riptide surge, you may burn 1 point of essence invested in the trident, creating a burst of water around you and negating the need for the first 10 ft. of movement to be through water, and negating the need to move at all when using its thrown application.
Category:Veils
Category:Hands Veils
Category:Enhanced Veils
Category:Weapon Veils
Category:Mantle Veils
Category:Water Veils
Category:Daevic Veils
Category:Helmsman Veils
Category:Kheshig Veils
Category:Nexus Veils
Category:Radiant Veils
Category:Soulforge Veils
Category:Stormbound Veils