Weel Naxel, aasimar oracle
Weel finally nods at his work, using one gauntleted finger to push the goggles back into their regular place on his forehead. He whispers thanks to the tools on his wrists, and they flatten back out until he's only wearing inscribed bracers again.
"Oh, hasn't Lem made friends with the rope yet?" he asks.
"If he really doesn't get along with the rope, I can probably ask the jibber jabbers to boost him up, but really, ropes are very helpful folks, I've found. They're always helping hold and lift. Real work ethic, ropes have."
Apparently satisfied that he has recommended ropes well enough, the northern islander cocks his head as he looks between the walls and the door. He whispers back and forth with the unseen speakers who swirl about him, biting his lip as he puzzles things out.
"I'm not sure if I've heard this story before," he says, his gaze still moving between the strips of pictograph,
"But if this is a cypher--" he points to the longer, raised tiles on the door,
"Then it's missing the second and fourth symbol from each of these words," here he points to the shorter strips of characters above each raised tile line. He points to the walls, as well, saying.
"There, too: Second and fourth symbols aren't on the longer lines. And the fourth is always the scale."
He bites his lip a moment, considering.
[sblock=ooc]I'm horrible at puzzles, but I'll give it a go. Rolled Linguistics in case it gives Weel any insight. I'm not entirely convinced it's a language, but I figure it's a reasonable skill to use for analyzing codes, too, so I gave it a shot:
Linguistics re: heiroglyphs (1d20+6=25)[/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), MW Thieves' tools
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
Bracer auto take 10: 1/1 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]