Rose had to admit, she was impressed.  Her new acquaintance was one deadly little woman with those dual-wielded kukri of hers, slashing and slicing away as she tumbled into the midst of the enemies arrayed before them.  Three members of the band of brigands fell before her flashing blades, while the fourth displayed a skill that the traveller herself had also developed, an uncanny ability to dodge out of the way of the most devastating of strikes.  Unable to properly strike that enemy's vital spots, her attacks were damaging, but not deadly.<br/><br/>Still, not too bad over all.  The shifter's own target had been removed from the battlefield, thanks to her attacks, and now she could focus on whatever target she pleased.  They enemy was even now moving to surround the rogue, though, and it was only through luck and agility that she avoided becoming a pincushion as they made their attacks...  Fortunately, after that was the moment that the shifter made her own strike.<br/><br/>Lacking the training that Aria had for fancy, high-damage strikes to vital areas, Rose only really had one option for keeping up in a fight.  After recovering from the disorientation of the teleport, she had closed the distance quickly enough, a mere five foot run launching into a ten foot leap, and now, just as the enemies chose to discount her as a threat in favor of her companion, she was going to do enough damage in a single strike to prove them wrong.<br/><br/>Well, except for one scallywag in particular, who likely wouldn't even know what it was that hit him when the guisarme's blade cut him in half...  Overwhelming force had its disadvantages.<br/><br/><br/><br/>Hmm.  According to the rules for critical hits (http://www.d20srd.org/srd/combat/actionsInCombat.htm#criticalHits), when rolling for a weapon with an increased threat range, a roll of less than 20 that threatens a critical hit is not an automatic hit if the confirmation roll misses.  So, even without the miss chance, that one would have missed.  If you'd rolled a 20, on the other hand, I'd say you got the auto-hit, but critically fumbled the confirmation roll, so no extra crit damage.<br/><br/>Heeless Charging Leap Attacking Power Attack roll.  Damage roll at +45 damage, AC at 0, no attack roll penalty. (1d20+31=47) (http://invisiblecastle.com/roller/view/2691988/)  Attacking the East Scallywag, since the Wand Wielder is already dead and letting them flank Aria seems like a bad idea.  My normal attack roll is +27, with +2 for the charge and +2 for flanking, so +31 total.<br/><br/>...Wait.  Forgot the +2 from Blink...  Oh well, I think I already hit anyway. :P It's a 5 ft run followed by a 10 ft leap, (which Rose has a high enough jump-check to autosucceed at even without a 20-ft running start,) more than covering the minimum 10 ft distance required for a charge, and ending with Rose keeping 5 feet of distance between herself and the enemy while she threatens the first and second rows with her enhanced reach.<br/><br/>20% miss chance. (1d100=22) (http://invisiblecastle.com/roller/view/2691992/)  ...Phew.  Barely avoided missing.  And for the damage:<br/><br/>Damage Roll. (2d6+62=66) (http://invisiblecastle.com/roller/view/2692000/)  I take it that's enough to kill my target? ;D