Kalgor
Sighing, "Most aberrations would bleed. And that sword is too mangled to not cause damage."
After taking time to put the sheets back in an respectable fashion, he spends a bit of time casting some protection for the panther. "OK. Lets go see what that glyph is." Kalgor walks out of the tent, expecting one of the crows to follow along to show where the glyph is.
[sblock=actions]Cast Mage Armor on Gragnor. Got the other two learning rolls out of the way for now, even though they are not in the current memorized list. Succeeded on all three rolls.[/sblock]
[sblock=mini-stats]Kalgor AC 15 HP 45/45, Init +2, Perception +8/+10 vs human
STR 18 Dex 14
+1 Greatsword +8, 2d6+7+1 dirty fighting trait when flanking, or
Handbo +7, d6+4
Comp Longbow, +6, d8+4..... Arrows 10 Normal, 5 CI, 3 Blunt, 2 Smoking
Fort: +5, Reflex +5, Will +5
...Summoner Cantrips: Detect Magic, Acid Splash, Arcane Mark, Mage Hand, Jolt
...... . . Mage Cantrips: Read Magic, Prestidigitation, Dancing Lights
.,....Summoner 1st Lvl: 4/4 remaining; Lesser Rejuvenate Eidolon, Shield, Magic Fang, Expeditious Retreat
..,,,Mage 1st Lvl Spells: 3; Mage Armor(3hr), Vanish(3r), Enlarge Self*(3m), Bonded Amulet
...,,......,..Racial Spells: 1/day, not used; Daylight (50 minutes)
,.Summoner Monster II: 4/4 remaining; std action SLA summon, (3 min), Celestial Hyena, d3 Celestial dogs, d3 celestial eagles
.,,.........Battle Shaper: 4/4 remaining; swift action to grow a claw, bite or gore attack
...,,.......Combat Feats: Precise Strike
.............Consumables: 2 Alchemist's Fires, 1 Cure Light Wounds potion
Effects: Precise Strike
Gragnor HP: 26/26, AC 25 with Mage Armor (3.0 hrs left)
Bite +8, d4; Claw +8, d3; Claw +8, d3
Fort +3, Reflex +7, Will +1, Evasion
Perception +14, Stealth +14, Acrobatics +18, Init +4, Evasion, Precise Strike
Effects: Precise Strike [/sblock]