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<blockquote data-quote="jkason" data-source="post: 6327962" data-attributes="member: 2710"><p><strong>Weel Naxel, aasimar oracle</strong></p><p></p><p><span style="color: orange">"Pish,"</span> Weel says as Menik talks about leaving and returning. <span style="color: orange">"Sure, mud is dirt that's had a lot to drink, but just because it's having a good time doesn't mean it won't settle down if you ask nice."</span></p><p></p><p>He looks down to the silty water around is ankles, spreading his fingers as he seems to ask the brackish water, <span style="color: orange">"Isn't that right, little muds?"</span></p><p></p><p>The characteristic chittering about the odd man seems to rise a moment, but the water around him does, indeed, become surprisingly clear in comparison to the muddy nastiness around the others. </p><p></p><p><span style="color: orange">"See? Now, drunk dirt and dirty water don't hear too well, I'll admit, but if we just work the room, I'm sure we can get them all calmed down and properly separated."</span></p><p></p><p>[sblock=ooc]I'm making an assumption about Purify Food and Drink, but I have to imagine drinkable water would be free of muck and silt, so it seemed reasonable the spell could effectively negate murkiness within its area of effect.</p><p></p><p>It only has a range of 10 feet, and he can only cast it on 8 cubic feet of water each time, but if we were walking around a room searching, anyway, it doesn't seem appreciably longer to have Weel walking in front of someone who's looking while he spams the spell to clear the view for searcher(s).</p><p></p><p>SK, feel free to nix it if you think it's an abuse of the spell. Again, I've not used this one much, so my idea of "creative use" may really just be "annoying misinterpretation."[/sblock]</p><p></p><p>[sblock=mini-stats]<a href="http://livingpf.wikia.com/wiki/Weel_Naxel_(jkason)" target="_blank">Weel Naxel</a> </p><p></p><p> <strong><span style="color: orange">Initiative:</span></strong> +1</p><p> <strong><span style="color: orange">AC:</span></strong> 21 (23 w/ Magic Vestment)</p><p> <strong><span style="color: orange">HP:</span></strong>76 Current: 76</p><p> <strong><span style="color: orange">Senses:</span></strong> Perception 4, Sense Motive 2</p><p> <strong><span style="color: orange">CMB:</span></strong> +11 <strong><span style="color: orange">CMD:</span></strong> 22 <strong><span style="color: orange">Fort:</span></strong> +6</p><p><strong><span style="color: orange">Reflex:</span></strong> +5 </p><p><strong><span style="color: orange">Will:</span></strong> +8</p><p><strong><span style="color: orange">Spell Resistance:</span></strong> 13 vs. evil descriptor / evil outsiders</p><p></p><p></p><p><strong><span style="color: orange">Conditions:</span></strong> </p><p>* Magic Vestment (8 hours)</p><p>* Iron Weapon (8 minutes)</p><p>* Lead Blades (8 minutes), damage bump to 3d6 on Greatsword</p><p></p><p><strong><span style="color: orange">In Hand:</span></strong> Iron Weapon (Greatsword)</p><p></p><p></p><p><strong><span style="color: orange">Common Attacks:</span></strong></p><p></p><p>(Cold) Iron Weapon Options Attack: +12/+07 = [BAB (06/01) + STR (05) + Enhance (01)]</p><p> Damage (Greatsword): 2d6+8, Crit: 19-20/x2, S</p><p> Damage (Halberd): 1d10+8, Crit: x3, P or S, brace, trip</p><p> Damage (Earthbreaker): 2d6+8, Crit: x3, B</p><p> Damage (Lucerne Hammer): 1d12+8, Crit: x2, B or P, brace, reach</p><p></p><p>Conditional: -2/+4 (+6 2H) Power Attack </p><p> Furious Focus negates 1st attack penalty for 2H</p><p> +1 attack if moving at least 10' during turn</p><p> </p><p> <span style="color: orange"><strong>Iron Weapon (8 minutes, +1 cold iron):</strong></span> 5/6 Remaining </p><p> <span style="color: orange"><strong>Spells:</strong></span> Orisons (DC 13): Create Water, Detect Magic, Detect Poison, Ghost Sound, Mage Hand, Mending, Purify Food and Drink, Read Magic, Spark, Stabilize</p><p>1st (5/7 remaining)(DC 14): Cure Light Wounds, Obscuring Mist, Lead Blades, Liberating Command, Protection from Evil, Shield of Faith, Sun Metal </p><p>2nd (7/7 remaining)(DC 15): Align Weapon, Cure Moderate Wounds, Grace, Heat Metal, Levitate, Make Whole, Minor Image, Shatter, Silence</p><p>3rd (4/6 remaining)(DC 16): Cure Serious Wounds, Keen Edge, Magic Vestment, Stone Shape</p><p>4th (3/3 remaining)(DC 17): Blessing of Fervor, Cure Critical Wounds, Versatile Weapon</p><p>[/sblock]</p></blockquote><p></p>
[QUOTE="jkason, post: 6327962, member: 2710"] [b]Weel Naxel, aasimar oracle[/b] [color=orange]"Pish,"[/color] Weel says as Menik talks about leaving and returning. [color=orange]"Sure, mud is dirt that's had a lot to drink, but just because it's having a good time doesn't mean it won't settle down if you ask nice."[/color] He looks down to the silty water around is ankles, spreading his fingers as he seems to ask the brackish water, [color=orange]"Isn't that right, little muds?"[/color] The characteristic chittering about the odd man seems to rise a moment, but the water around him does, indeed, become surprisingly clear in comparison to the muddy nastiness around the others. [color=orange]"See? Now, drunk dirt and dirty water don't hear too well, I'll admit, but if we just work the room, I'm sure we can get them all calmed down and properly separated."[/color] [sblock=ooc]I'm making an assumption about Purify Food and Drink, but I have to imagine drinkable water would be free of muck and silt, so it seemed reasonable the spell could effectively negate murkiness within its area of effect. It only has a range of 10 feet, and he can only cast it on 8 cubic feet of water each time, but if we were walking around a room searching, anyway, it doesn't seem appreciably longer to have Weel walking in front of someone who's looking while he spams the spell to clear the view for searcher(s). SK, feel free to nix it if you think it's an abuse of the spell. Again, I've not used this one much, so my idea of "creative use" may really just be "annoying misinterpretation."[/sblock] [sblock=mini-stats][URL="http://livingpf.wikia.com/wiki/Weel_Naxel_(jkason)"]Weel Naxel[/URL] [B][color=orange]Initiative:[/COLOR][/B] +1 [B][color=orange]AC:[/COLOR][/B] 21 (23 w/ Magic Vestment) [B][color=orange]HP:[/COLOR][/B]76 Current: 76 [B][color=orange]Senses:[/COLOR][/B] Perception 4, Sense Motive 2 [B][color=orange]CMB:[/COLOR][/B] +11 [B][color=orange]CMD:[/COLOR][/B] 22 [B][color=orange]Fort:[/COLOR][/B] +6 [B][color=orange]Reflex:[/COLOR][/B] +5 [B][color=orange]Will:[/COLOR][/B] +8 [b][color=orange]Spell Resistance:[/color][/b][color=orange][/color] 13 vs. evil descriptor / evil outsiders [B][color=orange]Conditions:[/COLOR][/B] * Magic Vestment (8 hours) * Iron Weapon (8 minutes) * Lead Blades (8 minutes), damage bump to 3d6 on Greatsword [B][color=orange]In Hand:[/COLOR][/B] Iron Weapon (Greatsword) [B][color=orange]Common Attacks:[/COLOR][/B] (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 [color=orange][B]Iron Weapon (8 minutes, +1 cold iron):[/B][/COLOR] 5/6 Remaining [color=orange][B]Spells:[/B][/COLOR] 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 (4/6 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] [/QUOTE]
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