Weel Naxel, aasimar oracle
Weel cocks his head a moment, listening to the chittering at his ears and scratching sound on the walls, then he nods.
"I keep forgetting some people need the glowies to see by," he says.
"The jibber jabbers and I don't use that, I'm afraid. Oh! But we can make some splashing. Let's try that!"
Weel makes a shooing motion with his hands, and the whispers around him do seem to disappear. There's a swirling motion in the air at the other end of the pool, and from it, a patter of water seems to splash along the surface of the pond.
[sblock=ooc]Weel intentionally doesn't know any light spells, I'm afraid. He's even swapped out the racial Daylight, so he won't be any help there.
I figure either Mage Hand or Create Water, though, could be used to make some splashing in the water, trying to attract leechy attention that way. Mage Hand would be my first choice, but since the Scoop spell exists, I'm fine if you rule he'd need to make a little rain with Create Water, instead. [/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 (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]