"War was all that was meant for me to learn and not peace and growth. And the decades that follow have only more trouble. Would be nice if it ended. " You get the impression Azote is a war child. Seem she feels that war hasn't ended for her although she wishes it would. You also feel Azote is on the run and perhaps she joined here to do just that. There is an unwritten bond between the two. Both understand the need for healing.
Act II, Chapter One: Between Stone and Snow
"War was all that was meant for me to learn and not peace and growth. And the decades that follow have only more trouble. Would be nice if it ended. " You get the impression Azote is a war child. Seem she feels that war hasn't ended for her although she wishes it would. You also feel Azote is on the run and perhaps she joined here to do just that. There is an unwritten bond between the two. Both understand the need for healing.
Seelah keeps Bladeguard drawn, maintaining steady warrior-minded readiness. She glances at the blade’s pommel, gripped tightly in gauntleted grip. Perceptive friends can perhaps hear her utter, amidst fast-falling snow,
Acemi…
It is only when wolves make malelovent canine appearance, that our ebony erelander eventually falls into action!
2 HD or less: The creature is unconscious, blinded, and stunned for 2d4 rounds, then blinded and stunned for 1d4 rounds, and then stunned for 1 round. (Only living creatures are knocked unconscious.)
3 or 4 HD: The creature is blinded and stunned for 1d4 rounds, then stunned for 1 round.
5 or more HD: The creature is stunned for 1 round.
Ahead, the dire wolf’s breath plumes in white gusts while another pack-mate breaks from its flank, bounding toward the giant-blooded hunter. Ulfr pivots; the lunging jaws clap shut on empty air, scattering rime from his cloak.
A low, rolling growl rumbles from the dire wolf as it lowers its head and readies to advance, amber eyes fixed on the party. The mist swirls, carrying the scent of wet fur and old carnage.
Rolls
Will Save - (1d20+1)
(20) + 1 = 21
Strength Save - (1d20+1)
(11) + 1 = 12
Wolf 1 Bite - (1d20+2)
(5) + 2 = 7
I would like to move to O14. If Wolf two moves past me, I would like to use an AoO to use Stand Still on it.
GM: Wolf Saved.
@WanderOne,@Greemology You're both up.
Benefit: You must declare that you are using this feat before you make your attack roll (thus, a failed attack roll ruins the attempt). Stunning Fist forces a foe damaged by your unarmed attack to make a Fortitude saving throw (DC 10 + 1/2 your character level + your Str modifier), in addition to dealing damage normally. A defender who fails this saving throw is stunned for 1 round (until just before your next turn). A stunned character drops everything held, can’t take actions, loses any Dexterity bonus to AC, and takes a –2 penalty to AC. You may attempt a stunning attack once per Defender level + 3 you have attained (but see Special), and no more than once per round. Constructs, oozes, plants, undead, incorporeal creatures, and creatures immune to critical hits cannot be stunned.
Rolls
Varin: Unarmed - Atk/Dam - (1d20+5, 1d4+2)
1d20+5 : (17) + 5 = 22
1d4+2 : (1) + 2 = 3
Fort Save - (1d20+5)
(12) + 5 = 17
"War was all that was meant for me to learn and not peace and growth. And the decades that follow have only more trouble. Would be nice if it ended..
"Born into this, not FOR this. This endless war gets in the way of all we were truly meant to be. We can only make the best of whatever circumstance we find ourselves in but we must also hope for better and try to bring it about."
Rolls
Rock Attack - (1d20+7)
(16) + 7 = 23
Rock Damage - (1d10+4)
(5) + 4 = 9

Azote to use naturefriend to cast 'entangle' at P4. It should radius out and effect wolf 3 & the dire wolf with hopes to keep both of them out of the combat and not entrap any party members.
DC14 to save.
School transmutation; Level druid 1, ranger 1, shaman 1; Domain plant 1; Bloodline fey 1; Elemental School wood 2
CASTING
Casting Time 1 standard action
Components V, S, DF
EFFECT
Range long (400 ft. + 40 ft./level)
Area plants in a 40-ft.-radius spread
Duration 1 min./level (D)
Saving Throw Reflex partial; see text; Spell Resistance no
DESCRIPTION
This spell causes tall grass, weeds, and other plants to wrap around creatures in the area of effect or those that enter the area. Creatures that fail their save gain the entangled condition. Creatures that make their save can move as normal, but those that remain in the area must save again at the end of your turn. Creatures that move into the area must save immediately. Those that fail must end their movement and gain the entangled condition. Entangled creatures can attempt to break free as a move action, making a Strength or Escape Artist check. The DC for this check is equal to the DC of the spell. The entire area of effect is considered difficult terrain while the effect lasts.
If the plants in the area are covered in thorns, those in the area take 1 point of damage each time they fail a save against the entangle or fail a check made to break free. Other effects, depending on the local plants, might be possible at GM discretion.
A heartbeat later Azote flings her hands wide. Frozen grasses, half-buried briars, and brittle willow-switches answer her call, surging up in a forty-foot burst. Green and grey tendrils twist into living snares, just as the ancient spells of druids once did, binding flesh where they find it. The dire wolf’s foreleg is yanked mid-stride; vines cinch around its shaggy chest and haunches. For a moment the monster thrashes, teeth clacking, but raw strength tears the stems apart, and it lopes on, snow flying, in a low, predatory charge toward Varin.
Rolls
Wolf 3 Reflex - (1d20+5)
(12) + 5 = 17
Dire Wolf Reflex - (1d20+6)
(2) + 6 = 8
Dire Wolf Strength - (1d20+4)
(10) + 4 = 14
Wolf 2 Strength - (1d20+1)
(8) + 1 = 9
You will be smitten today, she declares, proudly, but also plainly.
The steel of Dawn-Ward interrupts icy air, as Seelah delivers her opening strike!
Edit Strikes Back - My AC 24 vs the dire wolf.
Return of Edit - Bring it. lol
Rolls
Power Attack and Smite: Cold-Iron MW Longsword - Atk/Dam - (1d20+10, 1d8+14)
1d20+10 : (1) + 10 = 11
1d8+14 : (4) + 14 = 18
2 HD or less: The creature is unconscious, blinded, and stunned for 2d4 rounds, then blinded and stunned for 1d4 rounds, and then stunned for 1 round. (Only living creatures are knocked unconscious.)
3 or 4 HD: The creature is blinded and stunned for 1d4 rounds, then stunned for 1 round.
5 or more HD: The creature is stunned for 1 round.
Her options are limited by how closely her friends (and the entangle spell) are clustered around her, including Jasir's shift to stand beside Ulfr and Varin before his impressive multihued magic explosion.
The dwarrow scoots her boot deeper into the cold earth and presses her palm against her "giant-kin" friend Ulfr's hip. Announcing her intentions she says, "Ulfr, ju tjockare huden ar, desto svarare att bita!"
Next she speaks the "first Dwarven" tongue, willing his hide to thicken. Snaking roots of Aryth's power climb through her and transfer into the Dorn, winding around his limbs with a painless jolt that offers no outward signs of magical energy.
Lastly she drops her staff and bundled pack, draws her knife, and wades into the fray to confront the [third] wolf still crouching amid Azote's cumbersomely difficult terrain of gnarly roots---aiming to stop at least this wolf from moving past her to attack her friends.
((Referring to barkskin spell.))
Free drop staff with 'bundle' of gear into N12.
Move from N14 to N12, Free drawing knife while moving so Petra can 'threaten' Wolf 3 if it tries to Move away from N11. (Free as part of Move action, unlike Quick Draw which doesn't require moving.)
EDIT: DOH! I needed to adjust my *barkskin* description, it should only be +2 Natural Armor Bonus and last 40 minutes at Caster Level 4, now that I have re-read the entry with prompting from Greemology.
Behind her, Jasir thrusts both palms outward. A whorl of impossible color fans across the gully; shards of indigo and emerald slice through the fog. The dire wolf’s eyes glass over, muscles seize, jaws slacken, and the brute staggers, stunned senseless for a heartbeat too long. The nearer free wolf scrunches its muzzle, shakes off the rainbow glare, and keeps its footing.
Across the gully, vines still clutch and tighten. One grey wolf twists and claws, but the woven snare of rawhide and briar holds fast; another entangled beast gathers enough leverage to snap at Varin’s leg yet finds only air and snow. The hunter’s trap-line and Azote’s magic hold, even as the stunned pack-lord looms motionless in the frozen haze.
Rolls
Dire Wolf Will - (1d20+2)
(2) + 2 = 4
Wolf 2 Will - (1d20+1)
(19) + 1 = 20
Wolf 3 Strength - (1d20+1)
(6) + 1 = 7
Wolf 1 Attack - (1d20+2)
(5) + 2 = 7
Benefit: You must declare that you are using this feat before you make your attack roll (thus, a failed attack roll ruins the attempt). Stunning Fist forces a foe damaged by your unarmed attack to make a Fortitude saving throw (DC 10 + 1/2 your character level + your Str modifier), in addition to dealing damage normally. A defender who fails this saving throw is stunned for 1 round (until just before your next turn). A stunned character drops everything held, can’t take actions, loses any Dexterity bonus to AC, and takes a –2 penalty to AC. You may attempt a stunning attack once per Defender level + 3 you have attained (but see Special), and no more than once per round. Constructs, oozes, plants, undead, incorporeal creatures, and creatures immune to critical hits cannot be stunned.
Rolls
Varin: Unarmed - Atk/Dam - (1d20+5, 1d4+2)
1d20+5 : (16) + 5 = 21
1d4+2 : (2) + 2 = 4
Dire Wolf Fort - (1d20+7)
(18) + 7 = 25
He shouts at the wolf in Norther. "Back down!"
Assuming it hit, I declare a Hunter's Strike.
Rolls
Rock Attack - (1d20+6)
(16) + 6 = 22
Rolls
Rock Damage - (1d10+4)
(9) + 4 = 13
Additional Rock Damage - (1d10+4)
(6) + 4 = 10
@Greemology Yes. Your choice. +2 bonus.
Success. Demoralize?
Rolls
Handle Animal - (1d20+10)
(9) + 10 = 19
Success. Demoralize?

She is using her Naturefriend ability to cast calm 5 HD of animals. (DC 14 Will save to negate.)
School enchantment (compulsion) [emotion, mind-affecting]; Level druid 1, psychic 1, ranger 1, shaman 1; Domain animal 1
Casting Time 1 standard action
Components V, S
Range close (25 ft. + 5 ft./2 levels)
Targets animals within 30 ft. of each other
Duration 1 min./level
Saving Throw Will negates; Spell Resistance yes
This spell soothes and quiets animals, rendering them docile and harmless. Only ordinary animals (those with Intelligence scores of 1 or 2) can be affected by this spell. All the subjects must be of the same kind, and no two may be more than 30 feet apart. The maximum number of HD of animals you can affect is equal to 2d4 + caster level.
The affected creatures remain where they are and do not attack or flee. They are not helpless and defend themselves normally if attacked. Any threat breaks the spell on the threatened creatures.
Rolls
HD affected - (2d4+3)
(11) + 3 = 5