Weel Naxel, aasimar oracle
"Naughty, naughty, little tree," Weel says, clicking his tongue. "Not everyone likes to be hugged when you meet them. Now, you let Maui go. And Maui, you should give our new friend room to come play the killing game with everyone. No fair hogging all the fun."
At the broad shouldered man's words, Maui hears a chittering in his own ears that's usually confined to right around Weel's shoulders. He can't understand any actual language, but feels a surge of magical energy through his form.
Weel holds his greatsword up, shaking it a touch as he starts speaking to it, saying, "Yes, yes, you've been waiting for this and it's all built up inside you. Don't worry. You'll get your chance." Those looking notice a brief glow about the blade, but it doesn't appear to say anything back that anyone else can hear.
[sblock=ooc]Immediate action: Cast Liberating Command on Maui. He can make an immediate action Escape Artist check to get out of the grapple, with an additional +16 to his normal check bonus. If he makes that, I think that'll leave him all his actions for the round to be slashy-bitey tiger.
Standard Action: cast Lead Blades. Greatsword damage bumps up to 3d6
Move: Looks like there's not much of anywhere for Weel to get to that will let him engage, so he'll stay where he is until he can get anywhere. [/sblock]
[sblock=mini-stats]Weel Naxel
Initiative: +1
AC: 21 (23 w/ Magic Vestment)
HP:76 Current: 76
Senses: Perception 4, Sense Motive 2
CMB: +11 CMD: 22 Fort: +6
Reflex: +5
Will: +8
Spell Resistance: 13 vs. evil descriptor / evil outsiders
Conditions:
* Magic Vestment (8 hours)
* Iron Weapon (8 minutes)
* Lead Blades (8 minutes), damage bump to 3d6 on Greatsword
In Hand: Iron Weapon (Greatsword)
Common Attacks:
(Cold) Iron Weapon Options Attack: +12/+07 = [BAB (06/01) + STR (05) + Enhance (01)]
Damage (Greatsword): 2d6+8, Crit: 19-20/x2, S
Damage (Halberd): 1d10+8, Crit: x3, P or S, brace, trip
Damage (Earthbreaker): 2d6+8, Crit: x3, B
Damage (Lucerne Hammer): 1d12+8, Crit: x2, B or P, brace, reach
Conditional: -2/+4 (+6 2H) Power Attack
Furious Focus negates 1st attack penalty for 2H
+1 attack if moving at least 10' during turn
Iron Weapon (8 minutes, +1 cold iron): 5/6 Remaining
Spells: Orisons (DC 13): Create Water, Detect Magic, Detect Poison, Ghost Sound, Mage Hand, Mending, Purify Food and Drink, Read Magic, Spark, Stabilize
1st (5/7 remaining)(DC 14): Cure Light Wounds, Obscuring Mist, Lead Blades, Liberating Command, Protection from Evil, Shield of Faith, Sun Metal
2nd (7/7 remaining)(DC 15): Align Weapon, Cure Moderate Wounds, Grace, Heat Metal, Levitate, Make Whole, Minor Image, Shatter, Silence
3rd (5/6 remaining)(DC 16): Cure Serious Wounds, Keen Edge, Magic Vestment, Stone Shape
4th (3/3 remaining)(DC 17): Blessing of Fervor, Cure Critical Wounds, Versatile Weapon
[/sblock]
"Naughty, naughty, little tree," Weel says, clicking his tongue. "Not everyone likes to be hugged when you meet them. Now, you let Maui go. And Maui, you should give our new friend room to come play the killing game with everyone. No fair hogging all the fun."
At the broad shouldered man's words, Maui hears a chittering in his own ears that's usually confined to right around Weel's shoulders. He can't understand any actual language, but feels a surge of magical energy through his form.
Weel holds his greatsword up, shaking it a touch as he starts speaking to it, saying, "Yes, yes, you've been waiting for this and it's all built up inside you. Don't worry. You'll get your chance." Those looking notice a brief glow about the blade, but it doesn't appear to say anything back that anyone else can hear.
[sblock=ooc]Immediate action: Cast Liberating Command on Maui. He can make an immediate action Escape Artist check to get out of the grapple, with an additional +16 to his normal check bonus. If he makes that, I think that'll leave him all his actions for the round to be slashy-bitey tiger.
Standard Action: cast Lead Blades. Greatsword damage bumps up to 3d6
Move: Looks like there's not much of anywhere for Weel to get to that will let him engage, so he'll stay where he is until he can get anywhere. [/sblock]
[sblock=mini-stats]Weel Naxel
Initiative: +1
AC: 21 (23 w/ Magic Vestment)
HP:76 Current: 76
Senses: Perception 4, Sense Motive 2
CMB: +11 CMD: 22 Fort: +6
Reflex: +5
Will: +8
Spell Resistance: 13 vs. evil descriptor / evil outsiders
Conditions:
* Magic Vestment (8 hours)
* Iron Weapon (8 minutes)
* Lead Blades (8 minutes), damage bump to 3d6 on Greatsword
In Hand: Iron Weapon (Greatsword)
Common Attacks:
(Cold) Iron Weapon Options Attack: +12/+07 = [BAB (06/01) + STR (05) + Enhance (01)]
Damage (Greatsword): 2d6+8, Crit: 19-20/x2, S
Damage (Halberd): 1d10+8, Crit: x3, P or S, brace, trip
Damage (Earthbreaker): 2d6+8, Crit: x3, B
Damage (Lucerne Hammer): 1d12+8, Crit: x2, B or P, brace, reach
Conditional: -2/+4 (+6 2H) Power Attack
Furious Focus negates 1st attack penalty for 2H
+1 attack if moving at least 10' during turn
Iron Weapon (8 minutes, +1 cold iron): 5/6 Remaining
Spells: Orisons (DC 13): Create Water, Detect Magic, Detect Poison, Ghost Sound, Mage Hand, Mending, Purify Food and Drink, Read Magic, Spark, Stabilize
1st (5/7 remaining)(DC 14): Cure Light Wounds, Obscuring Mist, Lead Blades, Liberating Command, Protection from Evil, Shield of Faith, Sun Metal
2nd (7/7 remaining)(DC 15): Align Weapon, Cure Moderate Wounds, Grace, Heat Metal, Levitate, Make Whole, Minor Image, Shatter, Silence
3rd (5/6 remaining)(DC 16): Cure Serious Wounds, Keen Edge, Magic Vestment, Stone Shape
4th (3/3 remaining)(DC 17): Blessing of Fervor, Cure Critical Wounds, Versatile Weapon
[/sblock]