Heliasillyel snorted at the advancing wave of cold, and exploded with a halo of yellow light around herself. She then quickly threw a ball of light around each deity - even Lavaria whom she disliked somewhat. Still, a creature of flame would not suffer while the Sun Goddess could prevent it. Heliasillyel then continued preparing the group with all the feeble magic her current form could muster.
"It is quite inconvenient to be bothered by the elements. I feel more mortal than I would wish." she muttered.
The Goddess smiled and sang a lively song about spring and sunshine, imbuing it with magic as she flew next to the group. Everyone could feel their defenses strengthen and their resolve sharpen.
The golden feathered birds she had summoned call out and circle Heliasillyel's girlish form, while more appear as the Deity smiles radiantly. It seems that nothing can dampen the Elven Goddess's good spirits.
[sblock=Actions]Casts
Fire Shield on herself. Casts
Endure Elements on herself and everyone willing. Casts
Aid on herself (
11 bonus HP for herself, others should make their own rolls.) and everyone willing.
Casts Holy Aura as she sings (Perform: Sing take 10 = 48). Every round she gets, she summons another Celestial Roc. Honestly a whole flock of the birds cannot be ignored, they have 207 HP
each. I suggest you all put every buff on with a round counter like i will in my statblock.
She will recast as necessary. HM if she uses Holy Aura on TOATM, Ubarya and Lavaria and herself, that leaves 6 creatures that can be affected. She targets the Celestial Rocs she has summoned first.
Don't know if i still needed to roll 5 x fort saves if under the effect of Endure Elements, but did so nevertheless. The others can benefit from the Holy Aura bonus to saves too i guess (she would have cast it at the first sign of trouble or predicament since it's at will):
1d20+40 x 5 = 45, 42, 55, 43, 52 [/sblock]
[sblock=Spells/Effects]Fire Shield
10/10 rounds
Endure Elements
24 hours
Aid
10 minutes (100/100 rounds)
Holy
Aura 10/10 rounds[/sblock]
[sblock=Stats]
Hit Points: 229/218 (+ 11 temporary)
Speed: 120 feet [flight/average]
Armor Class: 44 + 4 (Holy Aura)
Touch AC: 30
Flat-footed: 37
Damage Reduction: 35/ +4
Fire Resistance: 20
Spell Resistance: 32
Immunities: Fire, Transmutation, Polymorph, Petrification, Energy Drain, Ability Drain, Ability Damage, Mind-Affecting Effects, Immortal.
Caster Level: 1 (Bard), 1 (Sorcerer) 20 (SLAs), 10 (Domain)
Caster Level vs Spell Resistance: 1, 1, 20, 10 + 6 (feats)
Spell DC: 10 + Spell Level + 14 (CHA)
Initiative modifier: + 7
Fortitude save: + 36+4
Reflex save: + 43+4
Will save: + 37+4 (+4 each/ Holy Aura)
Attack (handheld): + 27
Attack (missile): + 32
Grapple check: + 27
The Suncaster Composite Longbow +4: +38/ + 28 / +23/ +18 (-1 if farther than 30ft.) + 1 (Aid)
Attack with Rapid Shot (full-round): +36/ +36/ + 26 / +21/ +16 (-1 if farther than 30ft.) + 1 (Aid)
Damage (M): 1d8 (Piercing) x 3 + 1d6 (Fire) / 2d10 (Fire) on critical + 4 (Enchantment) + 2 (STR) + 2d6 vs Evil + 1 (if within 30ft.)
[sblock=Domain spells/at will]
Good:
1. Protection from Evil
2. Aid
3. Magic Circle against Evil
4. Holy Smite
5. Dispel Evil
6. Blade Barrier
7. Holy Word
8. Holy Aura
9. Summon Monster IX
Sun:
1. Endure Elements
2. Heat Metal
3. Searing Light
4. Fire Shield
5. Flame Strike
6. Fire Seeds
7. Sunbeam
8. Sunburst
9. Prismatic Sphere
Charm:
1. Charm person
2. Calm emotions
3. Suggestion
4. Heroism
5. Charm monster
6. Geas/quest
7. Insanity
8. Demand
9. Dominate monster[/sblock]
[sblock=Spells and SLAs]
Spell-Like Abilities:
Mage’s Disjunction 1 / day, Time Stop 2 / day, True Seeing 3 /day, Dimensional Anchor 3 /day
Known Spells (Bard):
0 level - 5: Summon Instrument, Daze, Dancing Lights, Light,
Spells/Day
0 level: 2
Known Spells (Battle Sorcerer):
0 level - 3: Detect Magic. Read Magic, Touch of Fatigue
1 level - 1: True Strike
Spells/Day
0 level: 4
1 level: 2 + 4 [Cha]
[/sblock][/sblock]