Weel Naxel, aasimar oracle
"Do you want to come with us, blinky?" Weel asks the crystal overhead, offering his hand as if to shake some imaginary palm the crystal might proffer. The crystal shivers slightly, but stays embedded in the ceiling. Weel looks to Vincenzo and shakes his head.
"I think it likes the cozy bed the ceiling gives it," he offers apologetically.
"But his kind tend to live close to cousins, so I'm sure we'll find more. And the little bloody friend seems up for playing with us," he says with a grin, pointing to the silver dagger, which floats into the air and seems to do a little dance until someone claims it.
"He's very eager to see the rest of the house. He's been stuck here with the boring lizards and weeds for too long, I think."
[sblock=ooc]using Mage Hand. From the description, I believe the crystals are in the ceiling itself, not floating where we could claim them. For all that, though, if the wizard lit the entryway, it seems likely there are crystal lights elsewhere.
Weel doesn't have any particular need for the dagger. If someone wants it, that's cool. Otherwise, we can pocket it for selling later. In any event, Weel's ready to move on down the stairs. Maui should probably lead since he's sneakier and has good Perception, but Weel's cool with taking second position in case Big Tiger spots any traps. [/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 (4/6 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]