Weel Naxel, aasimar oracle
Weel brightens considerably as Lem offers his nickname, and nods vigorously.
"Oh, tubs are wonderful, solid supporters and comforting souls. I'd be happy to use that name."
He's quickly distracted by the locked door, however, so further treatises on the nature of tubs fall to the wayside.
"Alrighty, then," Weel says, calling out his tools once again and approaching the door.
"I know you're defensive, but your friend across the way didn't have any trouble, so there's no reason for you to be worried," Weel tells the new door as he works to pick it open.
"And if we can find your mutual friend-key, I'm sure we'll bring her by for a visit." he adds.
[sblock=ooc]
Disable Device (pick lock) (1d20+20=30)
I didn't miss a bit where we found a set of keys, did I? Just checking that I didn't go missing pertinent info while I was goofing around with Weel-babble.[/sblock]
[sblock=mini-stats]
Weel Naxel
Initiative: +1
AC: 21 (23 w/ Magic Vestment) Current: 23
HP:85 Current: 85
Senses: Perception 6, Sense Motive 2
CMB: +11
CMD: 22
Fort: +7
Reflex: +6
Will: +8
Spell Resistance: 14 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 (9 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, Groundswell, Heat Metal, Levitate, Make Whole, Minor Image, Shatter, Silence
3rd (4/7 remaining)(DC 16): Cure Serious Wounds, Dispel Magic, Keen Edge, Locate Object, Magic Vestment, Stone Shape
4th (4/4 remaining)(DC 17): Blessing of Fervor, Cure Critical Wounds, Freedom of Movement, Versatile Weapon
[/sblock]