Golden Orb

Unk's Summoned Monsters's page

28 posts. Alias of ScegfOd.


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NG Small Outsider |Small Fire Elemental| HP 15 | AC 16 | Speed 50' | Conditions:

The mephit slowly turns towards the wall, stretches out a hand, and causes the wall to glow very faintly orange for a brief moment.
Most of the wall seems to melt as the top falls in chunks.

Once the clay has settled, the mephit begins scooping up clay and tossing it to one side.


NG Small Outsider |Small Fire Elemental| HP 15 | AC 16 | Speed 50' | Conditions:

The difficult terrain slows the elementals down enough that they don't all arrive at once.

green
slam+augment summons + inspire courage: 1d20 + 4 + 1 + 2 ⇒ (15) + 4 + 1 + 2 = 22
bludgeoning+augment summons: 1d4 + 3 ⇒ (4) + 3 = 7
fire (burn) damage: 1d4 ⇒ 2

yellow
slam+augment summons + inspire courage: 1d20 + 4 + 1 + 2 ⇒ (15) + 4 + 1 + 2 = 22
bludgeoning+augment summons: 1d4 + 3 ⇒ (2) + 3 = 5
fire (burn) damage: 1d4 ⇒ 3

that's also two DC 13 reflex saves vs taking d4 fire damage for d4 rounds (assuming the mummy lives that long)


NG Small Outsider |Small Fire Elemental| HP 15 | AC 16 | Speed 50' | Conditions:

will for red +IC: 1d20 + 0 + 2 ⇒ (13) + 0 + 2 = 15
will for green +IC: 1d20 + 0 + 2 ⇒ (18) + 0 + 2 = 20
will for blue +IC: 1d20 + 0 + 2 ⇒ (16) + 0 + 2 = 18

The fire elementals attack the blue mummy! (minus one whose feeling despair?)

green
slam+augment summons: 1d20 + 4 + 1 ⇒ (12) + 4 + 1 = 17 +2 if red isn't helpless from the paralyzed condition, which is probably the case unless this fear effect isn't technically paralysis
bludgeoning+augment summons: 1d4 + 3 ⇒ (3) + 3 = 6
fire (burn) damage: 1d4 ⇒ 2

blue
slam+augment summons + flank: 1d20 + 4 + 1 + 2 ⇒ (15) + 4 + 1 + 2 = 22
bludgeoning+augment summons: 1d4 + 3 ⇒ (2) + 3 = 5
fire (burn) damage: 1d4 ⇒ 4


NG Small Outsider |Small Fire Elemental| HP 15 | AC 16 | Speed 50' | Conditions:

The Hound archon, having given himself Aid already, waits with his sword poised to strike.

Readied action (swing on the next ice-man in range):
Swift Sword of Justice vs hoarfrost spirit +Aid +IC: 1d20 + 9 + 1 + 2 ⇒ (9) + 9 + 1 + 2 = 21
Slashing +IC: 2d6 + 3 + 2 ⇒ (4, 3) + 3 + 2 = 12
And now you're in range of Aura of Menace too!
Aura of Menace (Su): (DC 16) A righteous aura surrounds archons that fight or get angry. Any hostile creature within a 20-foot radius of an archon must succeed on a Will save to resist its effects. The save DC varies with the type of archon, is Charisma-based, and includes a +2 racial bonus. Those who fail take a –2 penalty on attacks, AC, and saves for 24 hours or until they successfully hit the archon that generated the aura. A creature that has resisted or broken the effect cannot be affected again by the same archon's aura for 24 hours.


NG Small Outsider |Small Fire Elemental| HP 15 | AC 16 | Speed 50' | Conditions:

The archon casts aid on itself, and waits in a fighting stance.

aid temp HP: 1d8 + 6 ⇒ (1) + 6 = 7


NG Small Outsider |Small Fire Elemental| HP 15 | AC 16 | Speed 50' | Conditions:

It's actually d4 rounds after the initial burn damage, which is guaranteed for touching :D
tl;dr: those two rounds are at the start of its subsequent turns

The fire elemental disappears after setting its attacker on fire, smothered by the cold life-sucking touch.
cold touch too: 1d6 ⇒ 3
17 damage before the 5 from a negative level and it isn't on the list that gets diehard, so... poof!


NG Small Outsider |Small Fire Elemental| HP 15 | AC 16 | Speed 50' | Conditions:

The small fire elemental attacks 1=blue, 2=orange, 3=red: 1d3 ⇒ 3 with its fiery maw.
Slam + Augment Summons: 1d20 + 4 + 1 ⇒ (20) + 4 + 1 = 25
Bludgeon + Augment Summons: 1d4 + 3 ⇒ (2) + 3 = 5
Fire damage: 1d4 ⇒ 3
crit?: 1d20 + 4 + 1 ⇒ (15) + 4 + 1 = 20
crit?: 1d4 + 3 ⇒ (2) + 3 = 5
DC 13 reflex save or catch fire, taking d4 fire damage at turn start for d4 rounds; full round action for an extra save
Also anyone hitting it with natural attacks or touch attacks take d4 fire and the same DC 13 reflex save vs d4 rounds of catching on fire

Elemental takes cold +vulnerability: 1d6 + 2 ⇒ (5) + 2 = 7 15->8 hp & only 16 AC


NG Small Outsider |Small Fire Elemental| HP 15 | AC 16 | Speed 50' | Conditions:

The Celestial Pteradon pecks in the correct general direction again before veering off to the right.

triggering an AoO?
Bite +smite evil: 1d20 + 5 + 1 ⇒ (3) + 5 + 1 = 9
Concealment: 1d100 ⇒ 70
Damage +smite evil: 2d6 + 4 + 5 ⇒ (6, 4) + 4 + 5 = 19


NG Small Outsider |Small Fire Elemental| HP 15 | AC 16 | Speed 50' | Conditions:

Unk's Pteranodon flies up to meet his foe.
can't charge while flying up and the beast isn't technically evil, is it?

Bite: 1d20 + 5 ⇒ (1) + 5 = 6+1 if evil, yay smite evil!
concealment @ 10': 1d100 ⇒ 45
Damage: 2d6 + 4 ⇒ (3, 4) + 4 = 11+5 if evil

It pecks in the correct general direction, but misses.


NG Small Outsider |Small Fire Elemental| HP 15 | AC 16 | Speed 50' | Conditions:

aura or broadside: 1d2 ⇒ 1
The archon decides that the guy stuck in one place is getting too many hits on Durgan and gets close enough to instill the fear of God archons into him.
Landing within 20', it blasts a single shaft of light at the apprentice.

Ranged Touch vs Tunuak +Bless +Haste +prayer +IC -into melee: 1d20 + 3 + 1 + 1 + 1 + 2 - 4 ⇒ (18) + 3 + 1 + 1 + 1 + 2 - 4 = 22
DR piercing light ray damage +IC +prayer: 1d6 + 2 + 1 ⇒ (3) + 2 + 1 = 6

DC 13 will save for Naquun:
Aura of Menace (Su) A righteous aura surrounds archons that fight or get angry. Any hostile creature within a 20-foot radius of an archon must succeed on a Will save to resist its effects. The save DC varies with the type of archon, is Charisma-based, and includes a +2 racial bonus. Those who fail take a –2 penalty on attacks, AC, and saves for 24 hours or until they successfully hit the archon that generated the aura. A creature that has resisted or broken the effect cannot be affected again by the same archon's aura for 24 hours.


NG Small Outsider |Small Fire Elemental| HP 15 | AC 16 | Speed 50' | Conditions:

Will for yellow + prayer: 1d20 + 2 + 1 ⇒ (1) + 2 + 1 = 4
Will for blue + prayer: 1d20 + 2 + 1 ⇒ (3) + 2 + 1 = 6
birds go from 7hp to -11 and dying

Will for red + prayer: 1d20 + 2 + 1 ⇒ (20) + 2 + 1 = 23 17+3->6hp
Will for green + prayer + guidance: 1d20 + 2 + 1 + 1 ⇒ (13) + 2 + 1 + 1 = 17 7->-22 and poof

The two eagles collapse from the vile spell while one of the archons disappears entirely, the other holding on a little longer. It continues pelting the evil conjurer:

Ranged Touch vs Tunuak +Bless +Haste +prayer: 1d20 + 3 + 1 + 1 + 1 ⇒ (7) + 3 + 1 + 1 + 1 = 13
DR piercing light ray damage: 1d6 ⇒ 1
Ranged Touch vs Tunuak +Bless +Haste +prayer: 1d20 + 3 + 1 + 1 + 1 ⇒ (20) + 3 + 1 + 1 + 1 = 26
DR piercing light ray damage: 1d6 ⇒ 4
crit?: 1d20 + 3 + 1 + 1 + 1 ⇒ (18) + 3 + 1 + 1 + 1 = 24
crit? damage: 1d6 ⇒ 5
Ranged Touch vs Tunuak +Bless +Haste +prayer: 1d20 + 3 + 1 + 1 + 1 ⇒ (15) + 3 + 1 + 1 + 1 = 21
DR piercing light ray damage: 1d6 ⇒ 6


NG Small Outsider |Small Fire Elemental| HP 15 | AC 16 | Speed 50' | Conditions:

I'm sure blue is toast by now, so:
The birds attack the next foe:
Beak+flank: 1d20 + 3 + 2 ⇒ (7) + 3 + 2 = 12
Damage+Augment Summons: 1d4 + 2 ⇒ (1) + 2 = 3

Beak+flank: 1d20 + 3 + 2 ⇒ (11) + 3 + 2 = 16
Damage+Augment Summons: 1d4 + 2 ⇒ (3) + 2 = 5
plus if it's red and not tunuak, yellow gets to full attack after only a 5' step:
Talon1+flank: 1d20 + 3 + 2 ⇒ (16) + 3 + 2 = 21
Damage+Augment Summons: 1d4 + 2 ⇒ (1) + 2 = 3
Talon2+flank: 1d20 + 3 + 2 ⇒ (9) + 3 + 2 = 14
Damage+Augment Summons: 1d4 + 2 ⇒ (4) + 2 = 6

The archons begin pelting the bad guy who just conjured a river of wind:

Ranged Touch vs Tunuak +Bless +Haste -into melee: 1d20 + 3 + 1 + 1 - 4 ⇒ (19) + 3 + 1 + 1 - 4 = 20
DR piercing light ray damage: 1d6 ⇒ 1
Ranged Touch vs Tunuak +Bless +Haste -into melee: 1d20 + 3 + 1 + 1 - 4 ⇒ (14) + 3 + 1 + 1 - 4 = 15
DR piercing light ray damage: 1d6 ⇒ 2
Ranged Touch vs Tunuak +Bless +Haste -into melee: 1d20 + 3 + 1 + 1 - 4 ⇒ (4) + 3 + 1 + 1 - 4 = 5
DR piercing light ray damage: 1d6 ⇒ 3

Ranged Touch vs Tunuak +Aid -into melee: 1d20 + 3 + 1 - 4 ⇒ (4) + 3 + 1 - 4 = 4
DR piercing light ray damage: 1d6 ⇒ 5
Ranged Touch vs Tunuak +Aid -into melee: 1d20 + 3 + 1 - 4 ⇒ (1) + 3 + 1 - 4 = 1
DR piercing light ray damage: 1d6 ⇒ 4


NG Small Outsider |Small Fire Elemental| HP 15 | AC 16 | Speed 50' | Conditions:

The two eagles team up on the spirit that the flaming sphere rolled over to.
Beak+flank: 1d20 + 3 ⇒ (2) + 3 = 5
Damage+Augment Summons: 1d4 + 2 ⇒ (3) + 2 = 5

Beak+flank: 1d20 + 3 ⇒ (17) + 3 = 20
Damage+Augment Summons: 1d4 + 2 ⇒ (3) + 2 = 5
huh, and they resist cold 5 even without a buff...

The archons fly up near the new foes and begin pelting them with rays of light.
blue or red: 1d2 ⇒ 2
Ranged Touch vs Red +Bless +Haste -into melee: 1d20 + 3 + 1 + 1 - 2 ⇒ (10) + 3 + 1 + 1 - 2 = 13
DR piercing light ray damage: 1d6 ⇒ 2

Ranged Touch vs Red +Aid -into melee: 1d20 + 3 + 1 - 2 ⇒ (5) + 3 + 1 - 2 = 7
DR piercing light ray damage: 1d6 ⇒ 2


NG Small Outsider |Small Fire Elemental| HP 15 | AC 16 | Speed 50' | Conditions:

The two eagles can't do much, but they try to peck and claw at the tough dragon scales.
sadly bless is not an emanation... though I suspect they need a nat 20 to do any damage anyway~
DC 15 Fly check to hover and full attack: 1d20 + 8 ⇒ (7) + 8 = 15
Bite+flank: 1d20 + 3 + 2 ⇒ (2) + 3 + 2 = 7
Talon1+flank: 1d20 + 3 + 2 ⇒ (4) + 3 + 2 = 9
Talon2+flank: 1d20 + 3 + 2 ⇒ (17) + 3 + 2 = 22 damage+augment summons+smite: 1d4 + 2 + 1 ⇒ (4) + 2 + 1 = 7
bird 2:
DC 15 Fly check to hover and full attack: 1d20 + 8 ⇒ (19) + 8 = 27
Bite+flank: 1d20 + 3 + 2 ⇒ (10) + 3 + 2 = 15
Talon1+flank: 1d20 + 3 + 2 ⇒ (3) + 3 + 2 = 8
Talon2+flank: 1d20 + 3 + 2 ⇒ (5) + 3 + 2 = 10

The archons get within range and star blasting with light beams too:
red has to move two squares, so only one attack:
Ranged Touch +Bless -into melee: 1d20 + 3 + 1 - 4 ⇒ (18) + 3 + 1 - 4 = 18
DR ignoring damage: 1d6 ⇒ 6

green moves one square and full attacks, but no haste:
Ranged Touch +Aid -into melee: 1d20 + 3 + 1 - 4 ⇒ (3) + 3 + 1 - 4 = 3
DR ignoring damage: 1d6 ⇒ 1
Ranged Touch +Aid -into melee: 1d20 + 3 + 1 - 4 ⇒ (20) + 3 + 1 - 4 = 20
DR ignoring damage: 1d6 ⇒ 3
Ranged Touch crit?: 1d20 + 3 + 1 - 4 ⇒ (4) + 3 + 1 - 4 = 4
crit? damage: 1d6 ⇒ 4

and I almost forgot the save for green (red has the resist from Durgan)
Reflex vs DC 19 for green: 1d20 + 3 + 2 ⇒ (8) + 3 + 2 = 13
that's the full 17 damage, going from 17+7 hp to 7, now I'm not so sad I rolled aid targeting an archon xD


NG Small Outsider |Small Fire Elemental| HP 15 | AC 16 | Speed 50' | Conditions:

round 1
The first archon, already having cast Aid on itself...
alphabetical order (Ameiko, Durgan, Kisaiya, Mukluk, Snowball, Unk): 1d6 ⇒ 3
decides to go for Kisaiya first.
Temp HP for Kisaiya: 1d8 + 3 ⇒ (4) + 3 = 7 sadly bless and aid are both +1 morale to attack

round 2
alphabetical order (Ameiko, Archon2(green?), Durgan, Mukluk, Snowball, Unk): 1d6 ⇒ 6
Temp HP for Unk: 1d8 + 3 ⇒ (3) + 3 = 6
The original archon then goes to Aid his master next.

alphabetical order (Ameiko, Archon2(green?), Durgan, Mukluk, Snowball): 1d5 ⇒ 4
Temp HP for Mukluk: 1d8 + 3 ⇒ (2) + 3 = 5 sadly bless and aid are both +1 morale to attack
The new archon goes to Aid the one that trusts that most trustworthy of companions, Moose.

round 3
alphabetical order (Ameiko, Archon2(green?), Durgan, Snowball): 1d4 ⇒ 2
Temp HP for archon 2 (green?): 1d8 + 3 ⇒ (4) + 3 = 7 someone who gets the +1 to attack! yay! xD
The first archon then Aids the second.

alphabetical order (Ameiko, Durgan, Snowball): 1d3 ⇒ 1
Temp HP for Ameiko: 1d8 + 3 ⇒ (5) + 3 = 8 sadly bless and aid are both +1 morale to attack
And Ameiko gets the final Aid before something happens.


NG Small Outsider |Small Fire Elemental| HP 15 | AC 16 | Speed 50' | Conditions:

Reflex: 1d20 + 3 + 2 + 1 ⇒ (14) + 3 + 2 + 1 = 20
still goes to -2 hp.
Which brings us to one of PF1's 'contradictions'
should the Archon go poof as usual? Or should there be an exception for Summon Good Monster?
I.e. should we ignore that Summon Good Monster gives the Diehard feat, or remove the the "disappear at 0 hp" clause for summons conjured by someone with said feat? (perhaps replacing it with at -con instead of 0 hp)
edit:
Per discussion:
1) Summon Good Monster and/or the Diehard feat also adjusts summons to disappear at -con hp instead of 0
2) Temp HP + current HP being above 0 counts as not disabled :D

The archon struggles in the air a moment.
Realizing that it can attack much more effectively with a little bit more strength, it casts Aid on itself.
Aid temp hpz: 1d8 + 3 ⇒ (1) + 3 = 4 and minus 1 after the action because that's how diehard works...

It barely manages to stabilize itself.


NG Small Outsider |Small Fire Elemental| HP 15 | AC 16 | Speed 50' | Conditions:

The glowing orb of holy light begins pelting the dragon with rays of everything-piercing light.

Ranged Touch vs white dragon: 1d20 + 3 + 1 ⇒ (7) + 3 + 1 = 11
Ranged Touch vs white dragon (bit of luck): 1d20 + 3 + 1 ⇒ (9) + 3 + 1 = 13 +2 if Ameiko did IC on her turn
DR ignoring light damage: 1d6 ⇒ 3
Ranged Touch vs white dragon: 1d20 + 3 + 1 ⇒ (6) + 3 + 1 = 10
Ranged Touch vs white dragon (bit of luck): 1d20 + 3 + 1 ⇒ (8) + 3 + 1 = 12 +2 if Ameiko did IC on her turn
DR ignoring light damage: 1d6 ⇒ 5
Ranged Touch vs white dragon: 1d20 + 3 + 1 ⇒ (1) + 3 + 1 = 5
Ranged Touch vs white dragon (bit of luck): 1d20 + 3 + 1 ⇒ (3) + 3 + 1 = 7 +2 if Ameiko did IC on her turn
DR ignoring light damage: 1d6 ⇒ 5

Wow, Unk really was seeing the future, here xD
hopefully starting at 10-1 for touch is enough to get a hit or two...


NG Small Outsider |Small Fire Elemental| HP 15 | AC 16 | Speed 50' | Conditions:

The archons start by casting aid a few times to help with the cold on the worst buried people visible from the sky.
Not having hands, they continue helping by... launching themselves into the snow. Ballistic calculations to maximize the scattering of the snow away from entombed victims turn out to not be their forte, but their efforts help marginally more than they hurt, and only a couple faces get a smattering of snow.


NG Small Outsider |Small Fire Elemental| HP 15 | AC 16 | Speed 50' | Conditions:

Chimera is evil, right?

Reflex LAR+PfE?+haste: 1d20 + 3 + 2 + 1 ⇒ (14) + 3 + 2 + 1 = 20
Reflex LAG+PfE?+haste: 1d20 + 3 + 2 + 1 ⇒ (6) + 3 + 2 + 1 = 12
Reflex LAB+PfE?+haste: 1d20 + 3 + 2 + 1 ⇒ (12) + 3 + 2 + 1 = 18

One of the Archons becomes a frozen lump before it even hits the ground. The other two are injured but continue pelting the Chimera.

Red:
Concealment: 1d100 ⇒ 60
Ranged Touch +Inspire +Haste +Aid: 1d20 + 3 + 2 + 1 + 1 ⇒ (4) + 3 + 2 + 1 + 1 = 11
Damage: 1d6 ⇒ 1

Concealment: 1d100 ⇒ 54
Ranged Touch 2 +Inspire +Haste +Aid: 1d20 + 3 + 2 + 1 + 1 ⇒ (13) + 3 + 2 + 1 + 1 = 20
Damage: 1d6 ⇒ 3

Concealment: 1d100 ⇒ 80
Ranged Touch Haste +Inspire +Haste +Aid: 1d20 + 3 + 2 + 1 + 1 ⇒ (5) + 3 + 2 + 1 + 1 = 12
Damage: 1d6 ⇒ 1

Blue:
Concealment: 1d100 ⇒ 67
Ranged Touch +Inspire +Haste: 1d20 + 3 + 2 + 1 + 1 ⇒ (15) + 3 + 2 + 1 + 1 = 22
Damage: 1d6 ⇒ 5

Concealment: 1d100 ⇒ 15
Ranged Touch 2 +Inspire +Haste: 1d20 + 3 + 2 + 1 + 1 ⇒ (7) + 3 + 2 + 1 + 1 = 14
Damage: 1d6 ⇒ 3

Concealment: 1d100 ⇒ 66
Ranged Touch Haste +Inspire +Haste: 1d20 + 3 + 2 + 1 + 1 ⇒ (17) + 3 + 2 + 1 + 1 = 24
Damage: 1d6 ⇒ 3


NG Small Outsider |Small Fire Elemental| HP 15 | AC 16 | Speed 50' | Conditions:

Looks like the perception DC for sounds of battle starts at -10, the archons are around 60' away, and the conditions might be unfavorable due to the cloud?
I think they can beat a -2 DC perception without rolling :D

The glowing balls of purity and righteousness seek out the sound of flapping wings and snapping jaws. When they wander into sight of the chimera, they each shoot out a column of evil-cleansing light in turn.

Ranged Touch +Inspire +Haste +Aid: 1d20 + 3 + 2 + 1 + 1 ⇒ (10) + 3 + 2 + 1 + 1 = 17
DR ignoring damage: 1d6 ⇒ 2

Ranged Touch +Inspire +Haste: 1d20 + 3 + 2 + 1 ⇒ (1) + 3 + 2 + 1 = 7
DR ignoring damage: 1d6 ⇒ 2

Ranged Touch +Inspire +Haste: 1d20 + 3 + 2 + 1 ⇒ (16) + 3 + 2 + 1 = 22
DR ignoring damage: 1d6 ⇒ 5


NG Small Outsider |Small Fire Elemental| HP 15 | AC 16 | Speed 50' | Conditions:

Fly (Hover): 1d20 + 14 ⇒ (14) + 14 = 28

and, I guess might as well:
Aid on self: 1d8 + 3 ⇒ (3) + 3 = 6

I'll fixup the stats later, probably next post xD


NG Small Outsider |Small Fire Elemental| HP 15 | AC 16 | Speed 50' | Conditions:

The hound nods and lays a paw on her shoulder, and she somehow feels like the frost doesn't bite until the weight of his paw fades away along with the rest of him.
Aid temp hp for the archon's second to last round: 1d8 + 6 ⇒ (4) + 6 = 10
Aid temp hp to help with one last round of chill metal: 1d8 + 6 ⇒ (5) + 6 = 11
The aid will end after Ameiko's next two cold damages, because that's how summons work I'm pretty sure ^^;


NG Small Outsider |Small Fire Elemental| HP 15 | AC 16 | Speed 50' | Conditions:

The Hound Archon tries to take the hag out before it can take out Durgan.

Mwk Greatsword -power attack +Augmented Summons +IC: 1d20 + 9 - 2 + 2 + 2 ⇒ (18) + 9 - 2 + 2 + 2 = 29
slashing +power attack +Augmented Summons +IC: 2d6 + 3 + 6 + 3 + 2 ⇒ (4, 2) + 3 + 6 + 3 + 2 = 20

2nd iterative -power attack +Augmented Summons +IC: 1d20 + 4 - 2 + 2 + 2 ⇒ (15) + 4 - 2 + 2 + 2 = 21
slashing +power attack +Augmented Summons +IC: 2d6 + 3 + 6 + 3 + 2 ⇒ (3, 6) + 3 + 6 + 3 + 2 = 23

bite -power attack +Augmented Summons +IC: 1d20 + 3 - 2 + 2 + 2 ⇒ (11) + 3 - 2 + 2 + 2 = 16
slashing +power attack +Augmented Summons +IC: 1d8 + 2 + 4 + 2 + 2 ⇒ (3) + 2 + 4 + 2 + 2 = 13


NG Small Outsider |Small Fire Elemental| HP 15 | AC 16 | Speed 50' | Conditions:

The hound archon is first to get to the hag, he deflects her claw the the flat of his blade before following up with an attack of his own.

Mwk Greatsword -power attack +Augmented Summons +IC: 1d20 + 9 - 2 + 2 + 2 ⇒ (16) + 9 - 2 + 2 + 2 = 27
slashing +power attack +Augmented Summons +IC: 2d6 + 3 + 6 + 3 + 2 ⇒ (2, 6) + 3 + 6 + 3 + 2 = 22


NG Small Outsider |Small Fire Elemental| HP 15 | AC 16 | Speed 50' | Conditions:

Able to use both arms again thanks to the giant trying to claw more and grab less, the hound uses its sword.

Mwk Greatsword -power attack +Augmented Summons +IC: 1d20 + 9 - 2 + 2 + 2 ⇒ (7) + 9 - 2 + 2 + 2 = 18
slashing +power attack +Augmented Summons +IC: 2d6 + 3 + 6 + 3 + 2 ⇒ (1, 6) + 3 + 6 + 3 + 2 = 21

2nd iterative -power attack +Augmented Summons +IC: 1d20 + 4 - 2 + 2 + 2 ⇒ (2) + 4 - 2 + 2 + 2 = 8
slashing +power attack +Augmented Summons +IC: 2d6 + 3 + 6 + 3 + 2 ⇒ (2, 6) + 3 + 6 + 3 + 2 = 22

bite -power attack +Augmented Summons +IC: 1d20 + 3 - 2 + 2 + 2 ⇒ (11) + 3 - 2 + 2 + 2 = 16
slashing +power attack +Augmented Summons +IC: 1d8 + 2 + 4 + 2 + 2 ⇒ (3) + 2 + 4 + 2 + 2 = 13

Do any of those hit? Maybe it's time to switch off PA xD
If I'm lucky and the first strike hits, the Hound Archon would like to continue on its quest to slay the hag with a move action instead of going for the FRA xD
(a 40' move since it was conjured after the Haste)


NG Small Outsider |Small Fire Elemental| HP 15 | AC 16 | Speed 50' | Conditions:

Thanks for the clarification! I was worried they'd become red and not disappeared because they're obstacles now ^^;
Also grappled, darn xD
Well...
If he gets grappled by the AoO, then at least that means I can't spend the standard action to move a second time, right?
So one last thing, then:

Unable to reach the hag, the archon bites down on the monster holding him back.
Hard.
Bite! +augment summons -grappled -power attack: 1d20 + 8 + 2 - 2 - 2 ⇒ (16) + 8 + 2 - 2 - 2 = 22
damage +augment summons +power attack: 1d8 + 3 + 3 + 6 ⇒ (7) + 3 + 3 + 6 = 19
sadly no two-handers while grappled >.<


NG Small Outsider |Small Fire Elemental| HP 15 | AC 16 | Speed 50' | Conditions:

The Hound Archon climbs over one giant and past another to get across the slippery water to the fishy looking hag.

I think that's 15' of movement to climb on pink diagonally?
Also provokes from green~
Now that the hag is within 20' of the archon, it gets to make the DC 16 will save too :D
Unrelated:
Kisaiya is (among other things) immune to charm spells of evil creatures while within 10' of the Hound Archon, which she was during the hag's turn :P

AoO if the Hag provokes:
Greatsword -Power Attack +Augment Summoning: 1d20 + 9 - 2 + 2 ⇒ (4) + 9 - 2 + 2 = 13
Slashing +Power Attack +Augment Summoning: 2d6 + 3 + 6 + 3 ⇒ (6, 5) + 3 + 6 + 3 = 23


NG Small Outsider |Small Fire Elemental| HP 15 | AC 16 | Speed 50' | Conditions:

The Hound Archon looks up at the giant he is conjured next to, growls, feels the tap of fortune flowing into him, and starts swinging.
Hard.

all vs pink:

Mwk Greatsword -power attack +Diviner's Fortune +Augmented Summons: 1d20 + 9 - 2 + 3 + 2 ⇒ (1) + 9 - 2 + 3 + 2 = 13
slashing +power attack +Augmented Summons: 2d6 + 3 + 6 + 3 ⇒ (3, 5) + 3 + 6 + 3 = 20

2nd Mwk Greatsword -power attack +Diviner's Fortune +Augmented Summons: 1d20 + 4 - 2 + 3 + 2 ⇒ (15) + 4 - 2 + 3 + 2 = 22
slashing +power attack +Augmented Summons: 2d6 + 3 + 6 + 3 ⇒ (4, 4) + 3 + 6 + 3 = 20

bite -power attack +Diviner's Fortune +Augmented Summons: 1d20 + 3 - 2 + 3 + 2 ⇒ (1) + 3 - 2 + 3 + 2 = 7
b+s+p +power attack +Augmented Summons: 1d8 + 2 + 2 + 2 ⇒ (2) + 2 + 2 + 2 = 8

wow, two nat 1s xD
Also: Aura of Menace (Su) (for green, pink, & purple): DC 16 will save or take a -2 penalty on attacks, AC, and saves for 24 hours or until they successfully hit the archon
Aaaaaand: 10' radius Magic Circle against Evil: +2 deflection to AC & CMD, +2 to saves, and everyone within 10' gets the usual charm & compulsion immunity (from evil creatures, which these guys are)