Weel Naxel, aasimar oracle
Weel frowns at the clanking sound, and the voices around him seem to take on a much tenser tone.
"What? Well, no, I wouldn't be upset at all if you took a few more precautions," he says to the air around him. The air around the north islander shimmers slightly in response. Then he squints.
"I still can't see what's making the angry noises," Weel says.
"Sir Catt... er, Jungle Warrior?" the broad-shouldered man asks, leaning forward a bit to Maui. "I'm not sure whatever's making that sound is friendly, and the more distance between us and it, probably the better. Maybe I can talk your little glowing friend into taking a little stroll closer, so we can see further down without stumbling?" As Weel points to the sunrod, Maui feels the slightest tug against it in his hand.
"We should probably watch out for the grates, too. They might be prickly like this one," Weel says, pointing back to the spikes.
[sblock=ooc]Weel casts Shield of Faith. +3 deflection to AC. Lasts 9 minutes with his last level up.
Weel's offering to use Mage Hand to float the sunrod further down the hall and shed light thataway to see what the clanking is without anyone having to move just yet. He should be able to keep it at its normal light radius away, possibly a bit further (I think he has a 45' range on the spell at present). We'd have to move slightly slower (the spell only allows propulsion at a 15' move), but with all the traps, it's probably better to move slower to spot those, anyway.
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[sblock=mini-stats]Weel Naxel
Initiative: +1
AC: 21 (23 w/ Magic Vestment) Current: 26
HP:85 Current: 64
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
* Shield of Faith (9 minutes), +3 deflection to AC.
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 (4/7 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]
Weel frowns at the clanking sound, and the voices around him seem to take on a much tenser tone.
"What? Well, no, I wouldn't be upset at all if you took a few more precautions," he says to the air around him. The air around the north islander shimmers slightly in response. Then he squints.
"I still can't see what's making the angry noises," Weel says.
"Sir Catt... er, Jungle Warrior?" the broad-shouldered man asks, leaning forward a bit to Maui. "I'm not sure whatever's making that sound is friendly, and the more distance between us and it, probably the better. Maybe I can talk your little glowing friend into taking a little stroll closer, so we can see further down without stumbling?" As Weel points to the sunrod, Maui feels the slightest tug against it in his hand.
"We should probably watch out for the grates, too. They might be prickly like this one," Weel says, pointing back to the spikes.
[sblock=ooc]Weel casts Shield of Faith. +3 deflection to AC. Lasts 9 minutes with his last level up.
Weel's offering to use Mage Hand to float the sunrod further down the hall and shed light thataway to see what the clanking is without anyone having to move just yet. He should be able to keep it at its normal light radius away, possibly a bit further (I think he has a 45' range on the spell at present). We'd have to move slightly slower (the spell only allows propulsion at a 15' move), but with all the traps, it's probably better to move slower to spot those, anyway.

[sblock=mini-stats]Weel Naxel
Initiative: +1
AC: 21 (23 w/ Magic Vestment) Current: 26
HP:85 Current: 64
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
* Shield of Faith (9 minutes), +3 deflection to AC.
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 (4/7 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
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