Weel Naxel, aasimar oracle
The stairs repaired, Weel turns back up to the others with a satisfied grin, then cocks his head to one side as he sees Vincenzo and Menik bracing themselves to hold the door open.
"Oh, are we playing with the door now? I thought we were going down the stairs," he says, then shrugs. "The door doesn't seem happy being forced that way, though. We should probably move through before it gets cranky. Cranky doors like to catch loose fingers, and it's never pretty.
"Maui, I feel like you certainly might want to be a not-cat now," he calls up as he trudges up toward the others. "The water looks much deeper here, and I feel like water's told me cats don't like it very much."
He turns back again to consider the water, asking, "Does anyone have tricks for walking on water? I'm sure someone told there is one, but I don't know it."
[sblock=ooc]As before, if Maui decides to stay in were tiger form, Weel can Levitate him, but between the stairs and the deep water, it may be better to just return to normal while we assess the room. An elemental form might even be a better choice if there's going to be a lot of underwater-ness to come. As an added bonus, elementals can speak, so jbear wouldn't be stuck posting growls.
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[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 (3/6 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]
The stairs repaired, Weel turns back up to the others with a satisfied grin, then cocks his head to one side as he sees Vincenzo and Menik bracing themselves to hold the door open.
"Oh, are we playing with the door now? I thought we were going down the stairs," he says, then shrugs. "The door doesn't seem happy being forced that way, though. We should probably move through before it gets cranky. Cranky doors like to catch loose fingers, and it's never pretty.
"Maui, I feel like you certainly might want to be a not-cat now," he calls up as he trudges up toward the others. "The water looks much deeper here, and I feel like water's told me cats don't like it very much."
He turns back again to consider the water, asking, "Does anyone have tricks for walking on water? I'm sure someone told there is one, but I don't know it."
[sblock=ooc]As before, if Maui decides to stay in were tiger form, Weel can Levitate him, but between the stairs and the deep water, it may be better to just return to normal while we assess the room. An elemental form might even be a better choice if there's going to be a lot of underwater-ness to come. As an added bonus, elementals can speak, so jbear wouldn't be stuck posting growls.

[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 (3/6 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]