The mage leaps high into the air and away from the ship, his wings unfurled and marvelous in the sunlight. Soaring over the waves, Kraitauer curves back towards the Heresy, shouting "Lasau vi kaldaka!" As he says the last word, the wizard's left hand squeezes a small bag tightly, and a number of creatures appear on the deck of the Heresy. "Lusob ang isda-tao!" he calls to the summons. Each of them immediately attacks the nearest of the aquatic marauders.

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Aerial combat is a little complicated, so bare with me on this one. Kraitauer flies 20ft North, then 5ft North-East, then 15ft East, all at a 45º incline. Kraitauer then flies 15ft South with no incline. His final position is exactly 32.5ft above the ship and 10ft away from it. On the map, he would be marked in square 1-F.

After that bit of movement, Kraitauer casts Summon Monster III. He summons (1d3)[2] Celestial Wolves. They appear in 5-G, 7-G, and 7-J, respectively. If less than three wolves appear, use locations and attack in order of appearance.

Potential attacks for the wolves:
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Wolf in 5-G:
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Attack:
(1d20+5)[18](23)

Damage:
(1d6+4)[5](9)

Trip Attempt:
(1d20+3)[6](9)

Wolf in 7-G:
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Attack:
(1d20+5)[9](14)

Damage:
(1d6+4)[5](9)

Trip Attempt:
(1d20+3)[5](8)

Wolf in 7-J:
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Attack:
(1d20+5)[20](25)

Damage:
(1d6+4)[2](6)

Trip Attempt:
(1d20+3)[11](14)

Celestial Wolf Statistics:
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Size/Type: Medium Magical Beast (extraplanar)
Hit Dice: 2d8+8 (24 hp)
Initiative: +2
Speed: 50 ft. (10 squares)
Armor Class: 14 (+2 Dex, +2 natural), touch 12, flat-footed 12
BAB/Grapple: +1/+4
Attack: Bite +5 melee (1d6+4)
Full Attack: Bite +5 melee (1d6+4)
Space/Reach: 5 ft./5 ft.
S. Attacks: Smite Evil, trip
S. Qualities: Darkvision 60ft, low-light vision, resistance to acid/cold/electricity 5, scent, spell resistance 7
Saves: Fort +7, Ref +5, Will +1
Abilities: Str 17, Dex 15, Con 19, Int 3, Wis 12, Cha 6
Skills: Hide +2, Listen +3, Move Silently +3, Spot +3, Survival +1*
Feats: Track (Bonus), Weapon Focus: Bite
Alignment: Neutral good

Smite Evil (Su):
Once per day a celestial creature can make a normal melee attack to deal extra damage equal to its HD (maximum of +20) against an evil foe.

Trip (Ex):
A wolf that hits with a bite attack can attempt to trip the opponent (+3 check modifier) as a free action without making a touch attack or provoking an attack of opportunity. If the attempt fails, the opponent cannot react to trip the wolf.

Skills:
Wolves have a +4 racial bonus on Survival checks when tracking by scent.