As Aria found herself standing in the stream right between the nymphs - just where she wanted to be and where she was sure the still-casting fey did<em>not</em>want her to be, thanks to Kass - her left leg wheeled up out of the shallow water. She phased out, seeing the nymph in a ghostly gray as her leg passed 'through' her chanting lips - but the tiefling hooked her heel back, and reappeared to everyone else with that heel cracking sharply against the back of the nymph's head. The fey, caught quite by surprise unlike with the arrows, hadn't rolled with he impact or dodged at all, and was jarred violently, spell ruined. Aria's nearer hand flashed out with the kukri, slicing through naked leg tendons, and the nymph fell helplessly, splashing in the and stilled save for the motions of the water around her.<br/><br/>The other nymph, still casting, was eyeing Aria evasively, and saw the redheaded assailant vanish again. She looked around helplessly, turning about constantly as if expecting Aria to appear behind her - which she nonetheless did, slicing the kurki in between her shoulderblades and then kicking her right in the small of the back. The fey's four limbs all went stunned at once, spell ruined, and she too flopped into the water.<br/><br/>She managed to cry out enough for the flying lycanthropes, puzzled by the disappearance of those on dragonback, to turn about. They howled in unison - some sort of savage war-chant - and even began what barely passed for singing, wheeling about on their feathered cloaks and flying back upstream towards their dropped companions, abandoned captives, and the two intervening adventurers.<br/><br/><br/><br/>Volera can only 5' (perhaps it was a typo, or perhaps you thought creatures could 5'-step as far as their own size) and also you can't 5' step in the same round where you do other movements.<br/><br/>(Also I'll note that Remove Blindness/Deafness from the wand will work on Volera. Constructs are unaffected by things which allow Fort saves unless they have the harmless descriptor, which it does. They would be immune to Fort-save-allowing blindness such as the Blindness/Deafness spell or the nymph blinding beauty, but not to Reflex or Will blindness like Sunburst or Glitterdust.)<br/><br/>re: 'where the mechanics end and the roleplay begins' - no reason the two should be at odds. (You do see people say things like that often, generally when by roleplaying they mean 'being able to do what I want with no obstacles' which in my observation in the long run leads to less interesting and varied roleplay since you see the same patterns every time, since the effects of the circumstances get washed out / ignored / bypassed.)<br/>My advice would be to think creatively and in-character about ways to accomplish things, like:<br/><br/>-Aria spams her new Charm Monster item unless it works. Oh wait, it's Charm Person not Monster, oops. Which is weird b/c they Heightened the item to 4th level. I remembered it had the typical DC, 16, of a 4th level spell item. SO it'd work on humanoids, like human lycanthropes, but not fey.<br/>-Threaten to kill captive if it tries anything (it still might, but it only gets one try).<br/>-Cast an enchantment spell after telling captive they will be killed if they resist it (creatures can voluntarily fail saves)<br/>-Dimensional Shackles we looted prevent teleportive abilities (note that breaking fingers etc. doesn't necessarily stop spell-like or supernatural abilities, since they have no somatic or verbal components.)<br/><br/>Also, Kass's feytouched race makes her Fey type and immune to the blinding beauty. (Not that Kass necessarily knows that, or even the abilities of nymphs to begin with.)<br/><br/><br/>Nymphs are 10' apart, Aria arrived adjacent to W nymph (and one 5' step from other)<br/>Aria: haste and full attack with unarmed / kukri<br/>unarmed mods 37/37/... (mods 22 bab 13 dex 1 weapon 2 blink -2 twf 1 haste), damage 1d3+14 (1 weapon 4 Str 9 Int)<br/>http://invisiblecastle.com/roller/view/3037081/ (http://invisiblecastle.com/roller/view/3037081/)<br/>kukri mods 41/... (same with 5 weapon), damge 1d4+16 (5 weapon 2 Str 9 Int)<br/>http://invisiblecastle.com/roller/view/3037083/ (http://invisiblecastle.com/roller/view/3037083/)<br/>mh0 phase<br/>mh1 hit 124<br/>oh1 hit 103+1con unconscious<br/>5' step to east nymph<br/>mh2 hit 87<br/>oh2 hit 112+1con unconscious<br/><br/>Can't think of a way to use iteratives on the lycanthropes...they're out of throwing range. On a side note I haven't figured out yet whether it's legal for a character to mix two-handed attacks (the bow) in a TWF routine (if they were using handless weapons like unarmed / gnomish quickrazors so they actually have two hands for the bow.) Hm, I guess that's one nice thing about her new crossbow (IIRC you can fire a crossbow one-handed, albeit with penalties. It normally takes a free hand to reload, but she got an enhancement so it stores bolts extradimensionally.  and autoloads.)<br/><br/>Lycanthropes:<br/>Fly 240' north! (northmost pair are now 130' south of where nymphs were, and still at altitude 60')