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<blockquote data-quote="jkason" data-source="post: 6412987" data-attributes="member: 2710"><p><strong>Weel Naxel, aasimar oracle</strong></p><p></p><p><span style="color: orange">"Oh, look, all the holes come down here,"</span> Weel says, pointing up to the darkness only he can see through. <span style="color: orange">"Well, at least it's efficiently designed, I suppose."</span></p><p></p><p><span style="color: orange">"We should keep these with their friend in your bag, Vincenzo,"</span> Weel suggests of the gear the group discovers. <span style="color: orange">"They've spent a lot of time together; it'd be cruel to separate them."</span></p><p></p><p>The broadsholdered islander waits to make sure Maui finds nothing, then follows him back to the rope. Glancing up, he frowns. </p><p></p><p><span style="color: orange">"You know, it seems like that poor rope's having to do much too much work, while my boots really have been very lazy and only holding me up on solid ground,"</span> Weel says. He glances down at his boots, wagging his finger at them. <span style="color: orange">"What <em>do</em> you two have to say for yourselves? You deserve a lashing, really."</span></p><p></p><p>Weel reaches into his sporran and pulls out a small loop of leather. Lifting each foot in turn, he does appear to be giving his boots a lashing -- though the flimsy bit of leather seems hardly effective for such a task.</p><p></p><p>Still, as soon as he's done, the oddly-touched man lifts a few feet off the ground. </p><p></p><p><span style="color: orange">"Much better,"</span> he says. Holding out a hand, he says, <span style="color: orange">"Anyone care for a lift?"</span></p><p></p><p>[sblock=ooc]Since it would take two hands to climb the rope, losing him his weapon (and, honestly, because he has no ranks in Climb and I worry about these things), Weel casts Levitate to get up out of the pit, instead. At this level, the spell can support up to 900 lbs, so he can give folks piggyback rides up to speed ascent (or if anyone's worried about making a climb check). Lasts 9 minutes. </p><p></p><p>SK, Levitate has a stabilization issue with making melee attacks. Does that extend to skill checks? With the pit open, I figured I might have Weel try picking the door again while levitating after we get everyone back up. Just didn't know if it's detrimental to the check.[/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) Current: 26</p><p> <strong><span style="color: orange">HP:</span></strong>85 Current: 64</p><p> <strong><span style="color: orange">Senses:</span></strong> Perception 6, 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> +7</p><p><strong><span style="color: orange">Reflex:</span></strong> +6 </p><p><strong><span style="color: orange">Will:</span></strong> +8</p><p><strong><span style="color: orange">Spell Resistance:</span></strong> 14 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>* Shield of Faith (9 minutes), +3 deflection to AC. </p><p>* Levitate (9 minutes, 900 lbs)</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 (9 minutes, +1 cold iron):</strong></span> 5/6 Remaining </p><p> <span style="color: orange"><strong>Bracer auto take 10</strong></span>: 1/1 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 (3/7 remaining)(DC 14): Cure Light Wounds, Obscuring Mist, Lead Blades, Liberating Command, Protection from Evil, Shield of Faith, Sun Metal </p><p>2nd (6/7 remaining)(DC 15): Align Weapon, Cure Moderate Wounds, Grace, Groundswell, Heat Metal, Levitate, Make Whole, Minor Image, Shatter, Silence</p><p>3rd (4/7 remaining)(DC 16): Cure Serious Wounds, Dispel Magic, Keen Edge, Locate Object, Magic Vestment, Stone Shape</p><p>4th (4/4 remaining)(DC 17): Blessing of Fervor, Cure Critical Wounds, Freedom of Movement, Versatile Weapon</p><p>[/sblock]</p></blockquote><p></p>
[QUOTE="jkason, post: 6412987, member: 2710"] [b]Weel Naxel, aasimar oracle[/b] [color=orange]"Oh, look, all the holes come down here,"[/color] Weel says, pointing up to the darkness only he can see through. [color=orange]"Well, at least it's efficiently designed, I suppose."[/color] [color=orange]"We should keep these with their friend in your bag, Vincenzo,"[/color] Weel suggests of the gear the group discovers. [color=orange]"They've spent a lot of time together; it'd be cruel to separate them."[/color] The broadsholdered islander waits to make sure Maui finds nothing, then follows him back to the rope. Glancing up, he frowns. [color=orange]"You know, it seems like that poor rope's having to do much too much work, while my boots really have been very lazy and only holding me up on solid ground,"[/color] Weel says. He glances down at his boots, wagging his finger at them. [color=orange]"What [i]do[/i] you two have to say for yourselves? You deserve a lashing, really."[/color] Weel reaches into his sporran and pulls out a small loop of leather. Lifting each foot in turn, he does appear to be giving his boots a lashing -- though the flimsy bit of leather seems hardly effective for such a task. Still, as soon as he's done, the oddly-touched man lifts a few feet off the ground. [color=orange]"Much better,"[/color] he says. Holding out a hand, he says, [color=orange]"Anyone care for a lift?"[/color] [sblock=ooc]Since it would take two hands to climb the rope, losing him his weapon (and, honestly, because he has no ranks in Climb and I worry about these things), Weel casts Levitate to get up out of the pit, instead. At this level, the spell can support up to 900 lbs, so he can give folks piggyback rides up to speed ascent (or if anyone's worried about making a climb check). Lasts 9 minutes. SK, Levitate has a stabilization issue with making melee attacks. Does that extend to skill checks? With the pit open, I figured I might have Weel try picking the door again while levitating after we get everyone back up. Just didn't know if it's detrimental to the check.[/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) Current: 26 [B][color=orange]HP:[/COLOR][/B]85 Current: 64 [B][color=orange]Senses:[/COLOR][/B] Perception 6, Sense Motive 2 [B][color=orange]CMB:[/COLOR][/B] +11 [B][color=orange]CMD:[/COLOR][/B] 22 [B][color=orange]Fort:[/COLOR][/B] +7 [B][color=orange]Reflex:[/COLOR][/B] +6 [B][color=orange]Will:[/COLOR][/B] +8 [b][color=orange]Spell Resistance:[/color][/b][color=orange][/color] 14 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 * Shield of Faith (9 minutes), +3 deflection to AC. * Levitate (9 minutes, 900 lbs) [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 (9 minutes, +1 cold iron):[/B][/COLOR] 5/6 Remaining [color=orange][B]Bracer auto take 10[/b][/color]: 1/1 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 (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 (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] [/QUOTE]
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