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Weel Naxel

Basic InformationEdit

      Race: Aasimar
     Class: Oracle 
     Level: 10
Experience: 71,151 XP (105,000 TNL)
 Alignment: Chaotic Neutral
 Languages: Common (Low Landellian), Northern Isle, Aquan, Auran, Ignan, Terran, Abyssal, Celestial, Infernal, Sylvan
     Deity: none / "the jibber jabbers"
First Seen: Dunn Wright Inn
  Location: From Whence None Return
Background: Open


AbilitiesEdit

STR: 21 +5 (13 pts)** 
DEX: 12 +1 (2 pts)
CON: 14 +2 (2 pts)*** 
INT: 10 +0 (0 pts)
WIS: 10 +0 (-2 pts)*
CHA: 16 +3 (5 pts)*

* +2 Racial
** +1 lvl 4 & 8, +2 Belt
*** +2 Belt

Current Location

From Whence None Return

Combat StatisticsEdit

(Max -2)      HP:  95 = [10d8(62) +CON(20) + Toughness (10) + FC (3)] (Oracle) 

              AC:  21 = [10 +1 DEX +9 Armor +1 Nat]*           
        AC Touch:  11 = [10 +1 DEX]
   AC Flatfooted:  20 = [10 +9 Armor +1 Nat]

            INIT: +01 = [+1 DEX]

             BAB: +07 = [+7 Oracle]
             CMB: +12 = [+7 BAB +5 STR]
             CMD:  23 = [10 +7 BAB +5 STR +1 DEX ]

       Fortitude: +07 = [+3 Oracle +2 CON +2 Cloak]
          Reflex: +06 = [+3 Oracle +1 DEX +2 Cloak]
            Will: +09 = [+7 Oracle +0 WIS +2 Cloak] 

           Speed:  40' 

Damage Reduction:  00/Any
Spell Resistance:  15 vs. evil descriptor / evil outsiders
* Will usually also include +2 Magic Vestment 

Weapon StatisticsEdit

(Cold) Iron Weapon Options Attack: +13/+08 = [BAB (07/02) + 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
Mithril Gauntlets: Attack: +12/+07 = [BAB (07/02) + STR (05)]
          Damage: 1d3+5, Crit: x2
Morningstar (2h): Attack: +12/+07 = [BAB (07/02) + STR (05)]
          Damage: 1d4+7, Crit: x2
Dagger: Attack: +12/+07 = [BAB (07/02) + STR (05)]
          Damage: 1d4+5, Crit: 19-20/x2
Dagger (thrown)*: Attack: +08/+03 = [BAB (07/02) + DEX (01)]
          Damage: 1d4+5, Crit: 19-20/x2, range 10'

Conditional: -2/+4 (+6 2H) Power Attack 
                 Furious Focus negates 1st attack penalty for 2H)
             +1 if moving at least 10' during turn

Racial FeaturesEdit

• Favored Class: Oracle +1 HP x3
                      +1/2 lvl revelation (Armor Mastery) x4
                      +1 Spell known x3 (Shatter, Make Whole, Locate Object) 
• Racial Abilities: +2 WIS, +2 CHA
• Spell-Like Ability: Daylight 1/day (character level = caster level)
• Normal Speed: Base speed of 30 feet.
• Darkvision: 60'
• Languages: Draconic, Dwarven, Elven, Gnome, Halfling, and Sylvan 
     available as bonus
• Exalted Resistance: 5 + Character level SR vs. spells / SLA with evil
     descriptor and all spells / SLA of evil outsiders (replaces Celestial Resistance)
• Scion of Humanity: Counts as an outsider (native) and a humanoid (human) 
     for any effect related to race, including feat prereq and spell effects 
     (and Favored Class options ref). 
     Pass for human without using the Disguise skill. (Replaces Celestial 
     auto-language and alters the native subtype).
• Truespeaker: +2 Linguistics and Sense Motive, learn 2 languages per 
     Ling rank (replaces Skilled)

Class FeaturesEdit

Oracle

• Weapon Proficiency: Simple weapons

• Armor Proficiency: Light & Medium armor, non-tower shields
  
• Spells: Spontaneous Divine Caster. 
          Known: Orisons: 8, 1st: 5, 2nd: 4, 3rd: 3, 4th: 2

• Cure Spells: Add Cure spells to spells known

• Mystery (Metal):
       Skills: Appraise, Bluff, Disable Device, Intimidate
       Bonus Spells:
            lead blades (2nd)
            heat metal (4th)
            keen edge (6th)
            versatile weapon (8th)
       Armor Mastery (Ex) (1st)(EL 11): 
                 No speed penalty for medium metal armor                   
                 Reduce ACP & increase max Dex by 1 @ 5th, 10th, 15th
       Dance of Blades (Ex) (3rd): 
                 Increase speed by 10'
                 +1 attack w/ metal weapon if move 10' @ 7th
       Iron Weapon (Su) (7th):
                 Create melee simple or martial weapon
                 Considered proficient in weapon
                 Disappears 1 round after leaving hand
                 Cold iron @ 3rd
                 +1 enhance @ 7th
                 Lasts 1 minute per level (9)
                 Use 3 + cha times per day 

•Oracle's Curse: Haunted
       Retrieving Stored item takes at least a Standard Action
       Dropped items land 10 feet away
       (1st): Add Mage Hand and Ghost Sound to spells known
       (5th): Add Levitate and Minor Image to spells known
      (10th): Add Telekinesis to spells known

FeatsEdit

• Toughness (1st level): +1 HP per HD
• Power Attack (3rd level): -2 melee attack for +4 (+6 2H) melee damage (@ +4 bab)
• Endurance (5th level): various Con save bonuses,
                                Sleep in medium armor without fatigue 
• Furious Focus (7th level): Ignore PA penalty on first attack ea round (2h only)
• Cleave (9th level): On standard action hit, extra hit on adjacent enemy for -2 AC

TraitsEdit

• Dangerously Curious: +1 UMD and add to class skills
• Armor Expert (Combat): Reduce ACP by 1

SkillsEdit

Skill Points: 40 = [Base (4)] (Oracle 10)


Skills                Total   Rank     CS   Ability  ACP  Misc
Acrobatics               1     0       0       1    -0    +0
Appraise                 0     0       *       0          +0
Bluff                    3     0       *       3          +0
Climb                    5     0       0       5     -0   +0
Craft (       )          0             *       0          +0
Diplomacy                3     0       *       3          +0
Disable Device          21    10       3       1     -0   +7 Goggles
                                                             MW Tools (Bracers)
Disguise                 3     0       0       3          +0
Escape Artist            1     0       0       1     -0   +0
Fly                      1     0       0       1     -0   +0
Handle Animal                  0       0       3          +0
Heal                     0     0       *       0          +0
Intimidate               3     0       *       3          +0
Knowledge (Arcana)             0       0       0          +0
Knowledge (Dngnrng)            0       0       0          +0
Knowledge (Engnrng)            0       0       0          +0
Knowledge (Geography)          0       0       0          +0
Knowledge (History)            0       *       0          +0
Knowledge (Local)              0       0       0          +0
Knowledge (Nature)             0       0       0          +0
Knowledge (Nobility)           0       0       0          +0
Knowledge (Planes)      11     8       3       0          +0
Knowledge (Religion)           0       *       0          +0
Linguistics             06     4       0       0          +2 Truespeaker
Perception              08     8       0       0          +0
Perform    (       )     3     0       0       3          +0
Profession (       )           0       *       0          +0
Ride                     1     0       0       1     -0   +0
Sense Motive             2     0       *       0          +2 Truespeaker
Sleight of Hand                0       0       1     -0   +0
Spellcraft                     0       *       0          +0
Stealth                  1     0       0       1     -0   +0
Survival                 0     0       *       0          +0
Swim                     5     0       0       5     -0   +0
Use Magic Device        17    10       3       3          +1 Trait

* = untrained class skill

Spell Lists (Known)Edit

Concentration checks = +13 [Caster level (10) + CHA (03)]

  • DC 13
  • Usage: Unlimited
• Create Water
• Detect Magic
• Detect Poison
• Ghost Sound (curse)
• Light
• Mage Hand (curse)
• Mending
• Purify Food and Drink
• Read Magic
• Spark
• Stabilize

  • DC 14
  • Usage: 7/day
• Cure Light Wounds (Cure Oracle)
• Obscuring Mist
• Lead Blades (Mystery)
• Liberating Command
• Protection from Evil
• Shield of Faith
• Sun Metal 

  • DC 15
  • Usage: 7/day
• Align Weapon
• Cure Moderate Wounds (Cure Oracle)
• Grace 
• Groundswell
• Heat Metal (Mystery)
• Levitate (curse)
• Make Whole (FC bonus)
• Minor Image (curse)
• Shatter (FC bonus)
• Silence

  • DC 16
  • Usage: 7/day
• Cure Serious Wounds (Cure Oracle)
• Dispel Magic
• Keen Edge (Mystery)
• Locate Object (FC bonus)
• Magic Vestment 
• Stone Shape

  • DC 17
  • Usage: 5/day
• Blessing of Fervor
• Cure Critical Wounds (Cure Oracle)
• Freedom of Movement
• Versatile Weapon (Mystery)

  • DC 18
  • Usage: 3/day
• Cure Light Wounds, mass (Cure Oracle)
• Major Creation (metal only, Mystery)
• Telekinesis (Curse)
• Wall of Stone

  • DC 19
  • Usage: 0/day

Magic Item SlotsEdit

Armor: Mithral Full Plate (non-magical)
Belt: STR & CON +2
Body: 
Chest: 
Eyes: Goggles of Minute Seeing 
Feet: 
Hands: 
Head: 
Headband: 
Neck: Amulet of Natural Armor +1
Ring 1: Sustenance
Ring 2: 
Shield: 
Shoulders: Cloak of Resistance +2
Wrist: Burglar's Bracers

EquipmentEdit

Average Lifestyle (NT > 1gp)      100 gp
Equipment                         Cost     Weight
Explorer's Outfit                 --         --

Mithril Full Plate             10500 gp      25 lb
Amulet Nat Armor +1             2000 gp      --
Cloak of Resist +2	         4000 gp       1 lb
								
Dagger                             2 gp       1 lb
Morningstar                        8 gp       6 lb

Burglar's Bracers               1050 gp       1 lb	
Goggles Minute Seeing           2500 gp      -- 					
Ring Sustenance                 2500 gp      --					
Belt of Str & Con +2           10000 gp       1 lb

Spell comp. pouch                  5 gp       2 lb
Belt pouch                        NT        0.5 lb
Backpack                           2 gp       2 lb					
     Bedroll                      NT          5 lb
     Blanket                      NT          3 lb					
     Rope, hempen 50 ft           NT         10 lb				
     Waterproof bag               NT        0.5 lb
         Journal x2               20 gp       2 lb					
         Inkpen	           NT          --					
         Ink                       8 gp       --					
         Scrolls
           Endure Elements(2)    50 gp        --
           Ant Haul (2)          50 gp        --
           Comprehend Lang (2)   50 gp        --
                               ========     ======
                     Totals:  32845 gp        60 lb
            Light  Medium   Heavy    
Max Weight: 0-153  154–306  307–460
Consumed or Destroyed Items    
(none yet)                       0 gp
                               ======
               Total Consumed:   0 gp

FinancesEdit

PP:  0                           Initial Character Money (8th lvl):  33,000 gp
GP:  155                                 earned on first adventure:      +0 gp
SP:  0                                                             ==========
CP:  0                                             Career Earnings:  33,000 gp
                                                 Carried Inventory: -32,845 gp
                                       consumed or destroyed items:      -0 gp
Gems/Jewelry/Other:                          living accommodations:      -0 gp
0000                                                               ==========
                                                           Coinage:     155 gp

DetailsEdit

      Size: Medium
    Gender: Male
       Age: 81
    Height: 5'10"
    Weight: 190 lbs
Hair Color: Light Brown
 Eye Color: Brown
Skin Color: Olive
Appearance: Weel is something of a quickly-clamboring junk heap. His armor (he calls it his "walking suit") is ... eccentric in design, incorporating odd gears and multiple styles of armor. His hair is almost always a bit mussed, and it's not uncommon for there to be inexplicable grease smudges on his face from whatever gadget he found and decided to tear apart last. 
  Demeanor: It's not always clear when Weel is talking to the people near him and when he's having conversations with his unseen 'jibber jabbers.' While his grip on reality often seems tenuous, one suspects that he may be occasionally exaggerating his (mis)understanding of the world. There is definitely a spark of delight in his eyes which is not entirely innocent, and which seems to grow in the presence of the right kind of chaos.

BackgroundEdit

Extraplanar visitors are far less noteworthy in Illi Esse than other places in E'n, lying as it does along several major Path intersections. Bearing a child from a dalliance with such a visitor is rarer, but still fairly low on the eyebrow-raising list of fallout from such visits. Weel Naxel was one of those children, and his mother saw him as a rather literal gift from the heavenly planes.

Growing up, Weel was quite talkative. It's just that he rarely talked to people. Chairs, tools, clockworks, these were his playmates. But it all seemed relatively benign, and he was just so darned clever. There didn't seem to be much he couldn't fix, so if letting him prattle on like his trinkets talked settled his nerves, there was little harm in it, his mother thought.

What she didn't realize was that Weel wasn't a clever tinkerer. What his mind interpreted as voices in the furniture were in fact unseen celestial spirits which had attached themselves to him, and whose energies he instinctively channeled. That inborn talent first manifested in his ability to fix the mundane, but his untrained powers soon began unintentionally infusing those objects with supernatural qualities. A clock glowed in the dark, a set of scales hovered six inches from any surface, a cart righted itself after it tipped into a ditch. And people wondered: how long until Weel managed to 'fix' a pulley to explode or electrify some poor horse's bridle?

His mother protected him as long as she could, but while he took decades to grow from a precocious child to a young man (and an imposing wall of one, at that), his too-human mother grew old and infirm. Meanwhile, Weel's unnerving talents only grew: he began summoning deadly weapons from thin air to play with, crafted himself a 'walking suit' from rare metals that called out to him, and his 'jibber-jabbers' began to manifest themselves more directly in the world.

It was with a sense of relief, then, that the town welcomed a young sorcerer with similar celestial attendants (though a firmer grasp of reality) on the day Weel's mother died. It seems Weel's father had many dalliances, and Nathan Tchanlach had begun his own search to find and help those abandoned souls find their place in the world.

Seeing his half-brother's particular talents, Nathan sent Weel to The City of Glass, assuring the town that if any place had the resources to handle Weel's natural powers, it would be Venza's heroes.

Or did he say weirdos...?

Adventure LogEdit

Replacing eighth level retired character Nathan Tchanlach

      XP Received: 34,000
Treasure Received: 33,000 GP

Adventure: From Whence None Return:

Cratchen, representing The Mystic Pearl, recruits Weel, Vincenzo, Maui, Lem the Cook, and Menik Krill to find a rumored staff filled with anti-magical properties. Its maker dabbled in necromancy, but all evidence suggests he's been dead for ages. Unfortunately, that seems to be the state of every other party which has gone looking for the artifact.

The group trek through the swamps to a partially-submerged stronghold, encountering ornery local flora and fauna which appear to have taken up residence. As teeming with aggressive wildlife as the castle seems to be, it's equally populated with traps. 

Experience: -- XP
Treasure: -- gp

Level UpsEdit

  Level 10:
    Class: Oracle
      BAB: +6 to +7
     Fort: +2 to +3
      Ref: +2 to +3
     Will: +6 to +7
     Feat fix: Cleave
 Features: +1 4th lvl spell / day
           +3 5th lvl spell / day 
           +1 0th lvl spell known (Light)
           +1 5th lvl spell known (Wall of Stone)
           + cure spell @ new level (CLW, Mass)
           Mystery spell (Major Creation - metal only)
           +1 minute Iron Weapon (total 10)
           Curse spell (Telekinesis)
           +1 Spell resistance (racial alt)         
       HP: 10 (6 + 2 Con +1 Tough +1 FC)
Skill Pts: +4 = +4 (Class) +0 (Race) +36 (Old Total) 
              = 40 (New Total) (2 Perception, 1 each UMD & DD) 
  Level 9:
    Class: Oracle
      BAB: +6 to +6
     Fort: +2 to +3
      Ref: +2 to +3
     Will: +6 to +6
     Feat: Extra Revelation (Iron Skin)
 Features: +1 3rd lvl spell / day
           +1 4th lvl spell / day 
           +1 2nd lvl spell known (Groundswell)
           +1 3rd lvl spell known (Dispel Magic)
           FC bonus +1 3rd lvl spell known (Locate Object)
           +1 4th lvl spell known (Freedom of Movement)  
           +1 minute Iron Weapon (total 9)
           +1 Spell Resistance (racial alt)         
       HP: 9 (6 + 2 Con +1 Tough
Skill Pts: +4 = +4 (Class) +0 (Race) +32 (Old Total) 
              = 36 (New Total) (2 Perception, 1 each UMD & DD) 
 

NPCs EncounteredEdit

Venza

  • Nathan Tchanlach: Weel's human half-brother, a former adventurer now on a quest to locate their celestial-blooded siblings.
  • Cratchen: Human wizard, looking for adventurers to retrieve an anti-magic staff from the swamps. ref
  • Coroliatheon: Legendary necromancer purported to have created and anti-magic staff. Presumed dead (mentioned but not met) ref

ApprovalsEdit

  • Approval (March 27th, 2014) (Aura - non-judge) level 8
  • Approval (June 2nd, 2014) (Satin Knights - Judge) level 8
  • Approval (Sept 19th, 2014) (Aura) level 9

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