Weel Naxel, human oracle
Weel shrugs.
"Maybe he just liked pretty lights," Weel offers. "It's not his fault if they make us dizzy. Everyone has a thing that doesn't sit right with them. I mean, I don't ask people to stop cooking with cilantro just because I think it tastes like dish water, do I?"
He pauses a moment, then turns to ask the air above his head, far more uncertainly, "Seriously, do I? I don't remember."
Weel shakes his head and whispers to his blade, something about 'getting gussied up for the bigwigs.' There is a slight glow along its edge, but nothing else noticable.
[sblock=ooc]Casting Keen Edge. Might as well go for broke. though the Macguffin being "thing that kills magic" may make it a waste of time...
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[sblock=mini-stats]Weel Naxel
Initiative: +1
AC: 21 (23 w/ Magic Vestment) Current: 28
HP:85 Current: 82 (14 NL damage)
Senses: Perception 8, Sense Motive 2
CMB: +12 CMD: 23 Fort: +7
Reflex: +6 Current +7
Will: +9
Spell Resistance: 15 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.
* Levitate (9 minutes, 900 lbs)
* Haste (+1 AC & Ref, attack, extra attack on full, +30' move)
* Keen Edge (Greatsword crit on 17-20)
In Hand: Iron Weapon (Greatsword)
Common Attacks:
(Cold) Iron Weapon Options Attack: +13/+08
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, Light, Mage Hand, Mending, Purify Food and Drink, Read Magic, Spark, Stabilize
1st (3/7 remaining)(DC 14): Cure Light Wounds, Obscuring Mist, Lead Blades, Liberating Command, Protection from Evil, Shield of Faith, Sun Metal
2nd (6/7 remaining)(DC 15): Align Weapon, Cure Moderate Wounds, Grace, Groundswell, Heat Metal, Levitate, Make Whole, Minor Image, Shatter, Silence
3rd (2/7 remaining)(DC 16): Cure Serious Wounds, Dispel Magic, Keen Edge, Locate Object, Magic Vestment, Stone Shape
4th (5/5 remaining)(DC 17): Blessing of Fervor, Cure Critical Wounds, Freedom of Movement, Versatile Weapon
5th (2/3 remaining)(DC 18): Cure Light Wounds mass, Major Creation (metal only), Telekinesis, Wall of Stone.
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Weel shrugs.
"Maybe he just liked pretty lights," Weel offers. "It's not his fault if they make us dizzy. Everyone has a thing that doesn't sit right with them. I mean, I don't ask people to stop cooking with cilantro just because I think it tastes like dish water, do I?"
He pauses a moment, then turns to ask the air above his head, far more uncertainly, "Seriously, do I? I don't remember."
Weel shakes his head and whispers to his blade, something about 'getting gussied up for the bigwigs.' There is a slight glow along its edge, but nothing else noticable.
[sblock=ooc]Casting Keen Edge. Might as well go for broke. though the Macguffin being "thing that kills magic" may make it a waste of time...

[sblock=mini-stats]Weel Naxel
Initiative: +1
AC: 21 (23 w/ Magic Vestment) Current: 28
HP:85 Current: 82 (14 NL damage)
Senses: Perception 8, Sense Motive 2
CMB: +12 CMD: 23 Fort: +7
Reflex: +6 Current +7
Will: +9
Spell Resistance: 15 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.
* Levitate (9 minutes, 900 lbs)
* Haste (+1 AC & Ref, attack, extra attack on full, +30' move)
* Keen Edge (Greatsword crit on 17-20)
In Hand: Iron Weapon (Greatsword)
Common Attacks:
(Cold) Iron Weapon Options Attack: +13/+08
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, Light, Mage Hand, Mending, Purify Food and Drink, Read Magic, Spark, Stabilize
1st (3/7 remaining)(DC 14): Cure Light Wounds, Obscuring Mist, Lead Blades, Liberating Command, Protection from Evil, Shield of Faith, Sun Metal
2nd (6/7 remaining)(DC 15): Align Weapon, Cure Moderate Wounds, Grace, Groundswell, Heat Metal, Levitate, Make Whole, Minor Image, Shatter, Silence
3rd (2/7 remaining)(DC 16): Cure Serious Wounds, Dispel Magic, Keen Edge, Locate Object, Magic Vestment, Stone Shape
4th (5/5 remaining)(DC 17): Blessing of Fervor, Cure Critical Wounds, Freedom of Movement, Versatile Weapon
5th (2/3 remaining)(DC 18): Cure Light Wounds mass, Major Creation (metal only), Telekinesis, Wall of Stone.
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