Aria went briefly bug-eyed and flew upward as fast as she could climb; once she was a bit higher above the effigy than its own head loomed above the desert floor, she activated her blink ring once again.<br/><br/>Looking down, she saw Kass's sonically vibrating sword slash through the wooden mass of one of the animating old landmark's legs, sending lengths of wood rolling across and sticking into the sand. The fire of the blade caught the wicker alight; it seemed to burn vividly, and yet without being consumed. The flames rose quickly up the leg and across much of the wicker man's body, sending up plumes of  heat and smoke which had even the fiendishly fire-resistant Aria coughing.<br/><br/>Caged inside the wicker effigy, Rana coughed and moaned in confusion as the surface she knelt upon heated up suddenly, smoke filled her lungs, and the air around her became like that of a brick oven.<br/><br/>The effigy itself seemed almost oblivious to its own state, and with Aria flown barely out of its reach,  the looking construct's now-flaming hands swung down, surprisingly fast compared to the full-body motions of its bulk, in<br/>smacking, scooping-up motions at Kass.<br/><br/><br/>btw good thinking with Feather Fall - I'd forgotten  you could cast it on others - very clever and resourceful!<br/><br/>Snowflake Wardance lasts for 21 rounds (her number of ranks, not total modifier).<br/><br/>A Harmonizing weapon can 'hold' a song for 10 rounds, and the effects of Inspire Courage lasts, what, 5 rounds after the end of the music, or 10 with Lingering Song?<br/><br/>So 21 and 20 rounds (2 minutes). I suppose it's plausible they are still in effect.<br/><br/>Kass hits for 24 (DR 5, sure enough, and the fire damage is resisted).<br/><br/>Flaming body: when exposed to fire, a wicker man becomes sheathed in flames. Anyone within 30' of a flaming wicker man must make a DC 28 Fort save or take 1d6 fire damage. Anyone touched must make a DC 28 reflex save or take 2d6 fire damage. Grappled foes take 4d6, and encaged foes take 6d6.<br/><br/>(So Kass and Aria make Fort saves or take 1d6 fire, and Rana takes 6d6).<br/><br/><span class="bbc_u">Aria</span><br/>Fly vertically 30' (she flies at half spped up, so 30' instead of 60'), from elevation 10' to 40' (at range 25' from the wicker man, which occupies 4x4x4 cubes), with the usual tumble (which I'll stop mentioning after this), use blink ring.<br/><br/><span class="bbc_u">Wicker Man</span><br/>full attack at Kass<br/>slam atk 44 dmg 23, and improved grab 38 (its grapple check)<br/>slam atk 44 dmg 26, and improved grab 52 (assuming she's not already grappled from the first)<br/><br/>(Improved grab means that if it hits, it can try to start a grapple automatically. It can attack her with the second slam even if the first grappled her, although 'grappling her twice' is meaningless.)<br/><br/>Kass also takes 2d6 damage (if she fails the respective saves) from each slam attack, and another 4d6 (again with its own save) if she's grappled (but again, she can't be 'grappled twice').<br/><br/>(In case you're curious, the gauntlets of heartfelt blows / wicker man interaction didn't even occur to me prior to just now.)<br/>