The dolphin keens loudly in pain and attempts to strike at its shrouded foe.
Hearing his allies pain, and conscious of the halfing's plight Izzik decides that he must act again and calls,
"Good job Flipsey, Keykey get it!" As he summons a second celestial dolphin causing Flipsey to fade out back to his home.
Keykey appears and streaks through the water at the blurry foe letting out a screeching battle cry as she evokes her powers to cast judgment upon evil! The creatures concealment is no match for a dolphins echo location which allows Keykey to pierce the murk and find her foe - probably.
[sblock=Actions]Izzik delays until after Flipsey. Flipsey attacks. Izzik moves up and uses his standard action to use his SM1 ability (6/8 uses remaining) again which "immediately ends" Flipsey's summon. Keykey then charges the thing.[/sblock]
[sblock=OOC]HM an 11 does actually hit Flipsey as I had him charge - hence the +7 to hit. I'll alter my post if he's killed or incapacitated in some way. Missed out high is good ext on Keykey's misschance roll, but that was my intent so she misses - for the record I always want high as good unless a DM dictates otherwise.
Edit: Aha! Dolphins have Blindsight 120 feet! "This ability is similar to
blindsense, but is far more discerning. Using non-visual senses, such as sensitivity to vibrations, keen smell, acute hearing, or echolocation, a creature with
blindsight maneuvers and fights as well as a sighted creature. Invisibility, darkness, and most kinds of
concealment are irrelevant". So the miss chance may well not apply.[/sblock]
[sblock=Celestial Dolphin]
Init +2; Senses darkvision 60 ft., blindsight 120ft; Perception +9
DEFENSES
AC 11, touch 10, flat-footed 9 (+2 Dex, +1 natural, -2 charge)
hp 15 [2d8+6]
Fort +6, Ref +5, Will +1
SR 5
Celestial - Resist Acid, Cold, and Electricity 5
OFFENSE
Speed swim 80 ft.
Melee slam +5 [1d4+3]
Special Attacks Smite evil
STATISTICS
Str 16, Dex 15, Con 17, Int 2, Wis 13, Cha 6
Base Atk +1; CMB +4; CMD 16
Feats Weapon Finesse
Skills Perception +9, Swim +13; Racial Modifiers +4 Perception
SPECIAL ABILITIES
Smite evil/good 1/day as a swift action +0 to hit, +2 damage vs. evil foes.[/sblock]