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<blockquote data-quote="jkason" data-source="post: 6350756" data-attributes="member: 2710"><p><strong>Weel Naxel, assimar oracle</strong></p><p></p><p>Weel's attention sparks up as the elemental comes into being. There's a swift bit of chatter from his haunting spirits as well. While the summoned creature proceeds to crush the leeches, Weel cheers it on in a language wholly unfamiliar to the others. He chatters on in syllables which seem to bear a passing resemblance to the dripping and bubbling of water, with the occasional gushing sound as he cheerfully watches the elemental do its work. </p><p></p><p>[sblock=Aquan]<span style="color: orange">"Oh, I <em>love</em> the spinny trick. I get ever so dizzy when I try it, but it looks like such fun. Does it give you a tummy ache, though? Having all those little things up inside you getting squish-ified? </span></p><p><span style="color: orange"></span></p><p><span style="color: orange">"That's probably rude, isn't it? I'm sorry. It's none of my business what it feels like in anyone else's insides. But thank you for taking care of the little ickies. They wouldn't have been fun for us to play with at all."</span>[/sblock]</p><p></p><p>At some sharply whispered voices near his ears, Weel stops the gabbing and looks to the others. <span style="color: orange">"Oh, goodness. Am I the only one who talks Water?"</span> he says. He glances across the pond to avoid their gaze, then points. <span style="color: orange">"Oh, there's a door on the other side. Maybe Maui's water friend can help us open it?"</span></p><p></p><p>[sblock=ooc]Because his schtick is sort of a twisted "planes-touched," Weel knows all the elemental languages. I don't know if you can provide commands to a summoned creature through an interpreter, but if so, feel free to assume Weel provides translation both ways.[/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 (3/6 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: 6350756, member: 2710"] [b]Weel Naxel, assimar oracle[/b] Weel's attention sparks up as the elemental comes into being. There's a swift bit of chatter from his haunting spirits as well. While the summoned creature proceeds to crush the leeches, Weel cheers it on in a language wholly unfamiliar to the others. He chatters on in syllables which seem to bear a passing resemblance to the dripping and bubbling of water, with the occasional gushing sound as he cheerfully watches the elemental do its work. [sblock=Aquan][color=orange]"Oh, I [i]love[/i] the spinny trick. I get ever so dizzy when I try it, but it looks like such fun. Does it give you a tummy ache, though? Having all those little things up inside you getting squish-ified? "That's probably rude, isn't it? I'm sorry. It's none of my business what it feels like in anyone else's insides. But thank you for taking care of the little ickies. They wouldn't have been fun for us to play with at all."[/color][/sblock] At some sharply whispered voices near his ears, Weel stops the gabbing and looks to the others. [color=orange]"Oh, goodness. Am I the only one who talks Water?"[/color] he says. He glances across the pond to avoid their gaze, then points. [color=orange]"Oh, there's a door on the other side. Maybe Maui's water friend can help us open it?"[/color] [sblock=ooc]Because his schtick is sort of a twisted "planes-touched," Weel knows all the elemental languages. I don't know if you can provide commands to a summoned creature through an interpreter, but if so, feel free to assume Weel provides translation both ways.[/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 (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] [/QUOTE]
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