Hmm.  Are oozes subject to tripping?  I don't think they should be, but I can't find anything saying they're specifically immune to it...<br/><br/><br/><br/>As the living wall of ice approached Rose, she didn't panic.  Just as she'd planned, she lashed out at the thing, her guisarme's blade scoring a deep strike against it.  Then she felt the biting cold as it rushed over her, and she was picked up off her feet and carried along, while it went after Aria.  It didn't get the dextrous rogue, however, and while she was keeping it occupied, the shifter activated her Ring of Blinking.<br/><br/>The Ethereal Plane wasn't exactly a very warm place, but shifting to it at random let her knock the ice off every now and then as she dodged to and fro, making her way out of the creature's grasp.  Tumbling back to a fair distance, she held her weapon at the ready, doing her best to menace the living ice wall so that her companion could deal it a damaging blow.<br/><br/>She'd be ready to strike at it again if it made another move for her, though she was actually honestly hoping that it would go after her companion again.  Aria could dodge that beast's blows easily, she was sure, and if it went after the rogue, the shifter would have room to charge...  And she was also sure that it had no idea just how damaging her charges could be, either.<br/><br/>"Aria!  Hit it!"  Rose called out, hoping that the rogue might also be able to deal enough damage to the ooze to draw its attention, or perhaps even kill it herself.  "It looks like our best chance is to just hit this thing, as hard as we can!"<br/><br/><br/><br/>...I just accidentally hit the back button in the middle of this post. -.-; Anyway, Rose is going to take the attack of opportunity, since she isn't worried about the Cold damage.  I think I get two AoOs on the ooze, though, since the engulfing is a seperate source of AoOs from the movement.<br/><br/>I'll resolve everything else first, though.  So then, for the reflex save...<br/><br/>Reflex save. (1d20+16=19) (http://invisiblecastle.com/roller/view/2701043/)  8 for the Bludgeoning, Cold Resistance takes care of the 7 since it's a seperate source, and then the remaining is reduced to either 22 or 23 by a successful save, then to either 2 or 3 by Cold Resistance.  So...  10 or 11 damage total?<br/><br/>After that, it's a Standard Action to active the Ring of Blinking while in a grapple.  Conveniently enough, that then lets me move freely through the living spell, and so I'll make a Tumble check to move back into a flanking position with Aria.<br/><br/>Tumble check. (1d20+11=18) (http://invisiblecastle.com/roller/view/2701055/)  Success. ;D And now Aria can make use of Penetrating Strike to get half her sneak attack dice on this thing.  And possibly full Craven damage, depending on how you interpret the feat's wording.<br/><br/>...Oh, wait.  Immune to flanking. ><; D'oh!  Well, I guess Rose doesn't know that, so she'll still move there.<br/><br/>Anyway, now for the second AoO that I might get...<br/><br/>Other attack of opportunity, still Power Attacking for 4. (1d20+25=27) (http://invisiblecastle.com/roller/view/2701074/)<br/>Damage roll. (2d4+25=29) (http://invisiblecastle.com/roller/view/2701077/)<br/><br/>