Heliasillyel's hands moved with impossible alacrity, loosening four arrows constructed of light at her target. The projectiles spread illumination across the snowy landscape as the burst with fiery explosions across the neck of the creature that had began burrowing out of the snow. The Goddess was still humming, when she directed her flock of birds to attack as well.
The magnificent golden plumed flock aired a noble call and the birds dove, one after the other, flying past the creature and burying their claws in it's flesh. Each time a bird strikes, a flash of yellow energy erupts from it's talons.
[sblock]Heliasillyel gets a standard action and uses it to do a regular attack. Four arrows,
41, 45, 26, 23, no critical. Damage is dice + 4 from enchantment + 2 STR bonus:
20 for arrow #1 (subtract 3 if the creature is not of Evil alignment),
26 for arrow #2 (subtract 10 if the creature is not of Evil alignment),
19 for arrow #3 (subtract 7 if the creature is not of Evil alignment),
20 for arrow #4 (subtract 6 if the creature is not of Evil alignment)
Total damage for Heliasillyel this round: 85, 59 if the creature is not Evil.
7 Rocs use flyby attack and wingover to not get in each other's way, then they circle back and fly between the party and the enemy.
They all hit AC 20 They do a combined total of
142 damage. Each one uses Smite Evil and deals +18 damage per bird if the target is of evil alignment (an additional 126)
Total damage for Rocs this round is 268
Total dealt for all of us: 353[/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]