The goblin's glowering eyes bulged as the great guisarme, enlarged alongw ith its wielder, swept in and split wide its sallow chest. The creature flew right off at the impact, dangling from one stirrup for a second before flopping onto the cobbles. The alchemical flask burst near it, but the now-riderless hellhound didn't seem to care about the leaping spurts and splashes of flame.<br/><br/>It did, however, growl horribly as Rose's weapon bit deep in its red fur and muscle yet again. The monster stepped forth, breathing in and then sweeping its head side to side as its jaws flew upon. Orange-red hellfire belched out from between the rows of fangs, blanketing the air with heat and sulfurous smell.<br/><br/>Aria's eyes bulged and she flung herself forward, collapsing to her knees then elbows, in a continuous roll under the expanding flames. Rather than pop up in front of the beast, she rolled on between its legs; the beast gritted its teeth and seemed too bewildered for the split second it might've chomped down on her. The gray-garbed redhead rolled between its hind legs, then sprang up and spun about on her feet, facing it with one hand a ther side.<br/><br/>The handle of a weapon seemed in part to be grabbed by her, and in part to respond to slide into her eyes like metal to a lodestone; a small magic of the crystal pommel. The blade was a curved style favored in the some of the remote mountainous lands of the Prime, and its warmer empires of Calimshan and Zakhara; and within Brightwater, Sharess's quarter perhaps (to what little degree weapony other than charm was favored in that quarter at all).<br/><br/>The redhead whisked one of the weapons up along the beast's inner hindleg, about where the femoral artery would've been on a human. The creature yowled, and collapsed unconscious and bleeding out from this and the deep guisarme cuts on its forebody. Aria gritted her teeth and spun about, avoiding a sulfuric bloodspray and looking about for any other foes, but saw none, nor anyone else who'd stuck around. The two aasimari cowards had yet only gotten a few blocks off, still screaming like girls.<br/><br/><br/>Goblin hit and KOed (Rose experiences no DR against it) (guess that trip is moot too!)<br/>Hellhound hit, yeah, 91<br/><br/>Hellhound: 5' step diagonally towards Rose and Aria, just able to get both in its breath cone<br/>Breath Weapon: 10' cone, 10 fire damage, reflex DC 21 for half [of course, Rose is immune, but if you were curious]<br/>Aria reflex save 12r+20, evasion<br/><br/>-- - - - - - - - - - - - - - - -<br/>--- - - - - - - - - - - - - - -<br/>--H H - R R - - -<br/>--H H - R R - - - -<br/>-XX - - A - - - -<br/>-XX - - - - - - - -<br/>--- - - - - - - - -<br/><br/>Aria: tumble through hellhound's squares to get 'behind' it relative to Rose, for flanking, then attack<br/>('taking 1' on the tumble - sometimes I wonder if it's odd the tumble DCs to avoid AoOs are fixed and don't depend on the foe...)<br/>(glad I invested in 40' speed, since it's half speed....actually she could 'take 1' on an accelerated tumbling check to go around it without halved speed or AoOs...but rolling under its legs seemed more fun)<br/>atk 8r+32 (=24 base + 4 imp. flanking + 4 'subtlety' property when SAing), hit, dmg 12 + 46, hellhound KOed<br/><br/><br/>Usually when I realize something after making rolls, I keep whatever their original designation was, rather than 'shifting', thus possibly ignoring a former roll rather than a latter. It's generally easier if it later turns out it ought be used after all, reduces the effect the change has on outcomes, and sometimes the mods will be different. But there may be advantages the other way, and you can do either.<br/><br/>Sometimes it does get genuinely ambiguous (like if I'd yanked the 2nd 'haste' attack, the Haste spell doesn't say whether the extra attack(s) are made before or after the regular ones, so it could've been the one that didn't miss...but extra=after seemed more natural, and in some cases strategic (deciding after the 1st attack rather to make it a full attack, and activate the boots then if so)<br/><br/>Rules of the Game to the rescue again, on tripping mounted opponents, for future tactical insight:<br/>(I expect Bull Rush can be used to unhorse foes too)<br/><br/>http://www.wizards.com/default.asp?x=dnd/rg/20060307a (http://www.wizards.com/default.asp?x=dnd/rg/20060307a)<br/>Tripping a Mounted Opponent: You may make a trip attack against a mounted opponent. The defender may make a Ride check in place of his Dexterity or Strength check. If you succeed, you pull the rider from his mount.<br/>http://www.wizards.com/default.asp?x=dnd/rg/20060321a (http://www.wizards.com/default.asp?x=dnd/rg/20060321a)<br/>Tripping Riders: You can pull a rider out of his seat with a trip attack. If you win the opposed check, the rider falls off his mount and takes 1d6 points of damage if the mount is moving or standing on the ground. If you make someone fall off a flying mount, she could take considerably more damage, depending on the mount's altitude.<br/>The rider on a mount that isn't flying can attempt a Ride check (DC 15) to soften the fall and take no damage. The rider lands on his feet if he successfully softens his fall. If he takes damage, he falls prone.<br/>