Two first strikes, two gargoyles down.  Where Rose finished things with one brutal strike, Aria was like poetry in motion, twin blades flitting about gracefully and severing nerves and arteries.  It was a style that was ultimately far more damaging than the shifter's, but that tended to work on a much smaller subset of foes.  Of course, that was something that could be gotten around with the appropriate magic...  But as had been demonstrated, these weren't the sorts of foes that were immune to such strikes.<br/><br/>Turning to the next foe, the warrior let out a flurry of furious blows of her own, and was able to strike home with at least the first of them.  That one struck true, then the next one saw her Blinking out a moment before the blade would have hit.  On the third, she hesitated for a moment, misjudging the timing on her phasing in and out of the Ethereal Plane, and that moment's hesitation cost her her strike, while recovering from that, the fourth blow...  Well, it would be close, and likely a question of whether or not her blade would penetrate the creature's stony hide at the angle it was going, or simply bounce off.<br/><br/>It would be just as powerful a blow as the first if it struck, though...<br/><br/>Afterwards came the hooking of the hook at the end of her guisarme-blade, and a tug at the gargoyle's ankles.  Ideally, she'd be knocking it flat...  And at worst, it would tug the weapon right out of her hands.  Naturally, she was hoping for the former, rather than the latter.<br/><br/><br/><br/>Ah, that all makes sense. ^^ And the thing about Heedless Charge specifically has to do with how Power Attack works.  It's a bit of a common trick with these Charge + AoO builds that I remember hearing about.  Getting a full attack at the end of the charge is the final element for the classic version, but Rose has been doing pretty well focusing on trip attempts.<br/><br/>Anyway, with one gargoyle gone, I think I'll focus on the one that Aria will have the most difficulty reaching, the Southern-most gargoyle...<br/><br/>Blink miss-chances on Full Attack. (1d100=85, 1d100=19, 1d100=97, 1d100=94) (http://invisiblecastle.com/roller/view/2732105/) Ooh, good roll.<br/><br/>Hits on the Full Attack, Power Attacking for 4 (+10 damage). (1d20+28=43, 1d20+18=19, 1d20+13=28) (http://invisiblecastle.com/roller/view/2732107/) ...And the middle one's a Natural One.  I'm guessing the last one probably won't hit, either, but just in case, I'll roll damage for both.<br/><br/>Weapon damage rolls. (2d4+27=32, 2d4+27=32) (http://invisiblecastle.com/roller/view/2732108/)  So<strong>64</strong>damage if both rolls hit,<strong>32</strong>if only one hits.  And now for the free trip attempt...<br/><br/>Touch attack for Trip Attempt. (1d20+28=30) (http://invisiblecastle.com/roller/view/2732109/)<br/>Opposed Strength check for Trip Attempt. (1d20+14=18) (http://invisiblecastle.com/roller/view/2732110/) Ooh.  I'm not rolling to well on these... ><;<br/><br/>Opposed Strength check to resist Counter-Trip Attempt (Just in case). (1d20+14=22) (http://invisiblecastle.com/roller/view/2732111/)<br/><br/><br/>If the Gargoyle she attacked goes down but doesn't die, Rose is going to stay where she is and be ready to hit it when it gets back up again.  If it counters her trip attempt and succeeds, or if it doesn't get tripped up at all, she'll stay where she is all the same.<br/><br/>If, however, those hits are enough to knock it out, she'll take a 5-ft step South, and keep the remaining three gargoyles covered until Aria can deal with them.