[spoiler]Felisia turns to her companion,
"I'm sorry, but our tour of the ruins is going to have to wait, as is your quarrel with the caretaker. Whatever you have against each other, the Children of Light do not abide undeath. I suggest you follow me, I can make short work of these skeletons. Nonetheless, I do not forcefully take innocents in to battle."If she does not agree to follow, Felisia continues
"I'm sorry our paths must part. And as their's a good chance I'll never see you again, I'll give you this parting advice. Do not seek your mysterious treasure, it will bring more woe than joy. If we meet again in less urgent times, call me by name: Felisia. I hope you don't begrudge this next act, but I can't risk the uncertainties of a stranger, even one as pretty as yourself, at times like these." I tell the hippogriff, who is still my summoned creature, to fly to a height at which falling would guarantee death (if we're not at that height already) and then fly as far away as possible, safely depositing the girl at the end.
If she does agree to follow, Felisia says
"Very good, you can see the Light that was gifted to my people. I'm sorry not to have introduced myself earlier, but in these dark times everything must be kept close - I'm Felisia. We can talk with the old man once the skeletons have been dealt with, but if you would take my advice, you will no longer covet what is buried in these grounds - you know not their peril."[Until Felisia makes it to the undead site, she uses each action via the Run feat to move five times her normal speed. I'm not sure when initiative will be taken into account, so here it is (
initiative (1d20=1) + 1 = 2). If Felisia is already within 180 ft of the excavation, she'll use one swift action to activate her Geta of the Dancing Fey which with her move action will get her within 60 ft. From there, she'll take a standard action to make a turning check (
turning (1d20=2) + 18 = 20 which is +3 to my turning level of 7, or 10) to see the highest possible hit die creature she can affect and a turning damage roll ((
turning (1d6=1, 1d6=5) + 7 + 8) x 1.5 = 31) to see how many hit die she actually affects.]
She becomes completely silent, not even hailing the old man. Swift and resolved are her motions while the unholy creatures last.
[I would also like to know exactly when the sun sets, as Felisia will activate an ability at that time.][/spoiler]