<br/>Aria lashed out at the nearest diving werejaguar, then vanished for several seconds; on the ethereal plane she drew her other kukri and whisked them across at the untouchably material savage.<br/><br/>She reappeared, catching the eagle-cloaked jaguar-man with only a grazing slice as he dodged with uncanny anticipation of her invisible movements. Aria tightened her jaw; these were expert hand to than fighters like those crossdressing babau demons, shadowdancing sirines, and prancing Sharran satyrs, who'm she'd have trouble catching with vital strikes.<br/><br/>As he turned, Aria fell right between the legs of the looming savage, her knees kicking up the shallow water. Her upper body popped through his legs, both arms arcing up and back - driving the kukri tips into the kidneys of the werejaguar. He threw his maw to the tropical sky, roared horribly, and fell forward into the water, nearly crushing Aria underneath.<br/><br/>One of the other savages came at her with a flurry of claws, but she vanished again; the man spun about, slashing his claws at air, and even when Aria reappeared, she sidestepped a fierce backhand and a snap of the creature's fangs.<br/><br/>Another set upon his fellow, tearing at spotted flesh with rapid clawings; the wounds were deep, but as with other lycanthropic creatures, they seemed to partially seal up again on the spot. The beset-upon werejaguar roared at his enchanted fellow and thumped his bare chest in a show of dominance - but belying the bravado, he backpaced away, foreclaws up to bat away further clawings, stepping through the running water and wheeling around Aria's far side.<br/><br/>The pattern repeated in the air above the level of the trees downstream - one of the flying werejaguars continued to crazily claw at his tribemate; the other, batting away the savage attacks and snarling, had enough lucidity in the moment to dip in flight, flying around the far side of the just-appeared Kass.<br/><br/><br/><br/><br/><br/><br/><span class="bbc_u">Aria</span><br/>draw adamantine kukri, haste full attack west werejaguar (at 60 dmg)<br/>atk mod 37/37/... and 37/...<br/>http://invisiblecastle.com/roller/view/3038251/ (http://invisiblecastle.com/roller/view/3038251/)<br/>mh0 phase<br/>mh1 phase<br/>oh1 phase<br/>mh2 crit 166-10+2str+3con<br/>oh2 nat1<br/>mh3 phase<br/>oh3 hit 14 (no sneak attack...Uncanny Dodge!)<br/>mh4 phase<br/>oh4 crit 161-10+2str+3con slain<br/>5' step west<br/><br/><span class="bbc_u">Werejaguars</span><br/>NW (119 dmg + 2 str/con, north of Aria)<br/>discord, full attack nearest creature (adjacent E jaguarman)<br/>2 claws hit, 2 miss, 1 crits, bite hits, total dmg 88-4x10(DR) = 48<br/><br/>SE (78 dmg, east of Aria)<br/>act normal, use withdraw action to move away from NW jaguar and to W of Aria, landing<br/><br/>SW (60 dmg, south of Aria)<br/>act normal, 5' step down, full attack Aria<br/>(Aria's 50% miss chance from blink and 20% from blur and minor displacement net a 1-(1-.5)*(1-.2)^2 = 68% miss chance, easier to roll one d100 than three sequentially, and mathematically identical)<br/>(p = miss due to percentage miss chance effect)<br/>claw p<br/>claw p<br/>claw atk 51 miss<br/>claw p<br/>claw p<br/>bite atk 31 miss<br/><br/>NE (59 dmg)<br/>discord, full attack E werejaguar<br/>5 claws and bite hit, total dmg 117-60(10x6 DR) = 57<br/><br/>E (97 dmg)<br/>act normal, withdraw action to move opposite Kass from NE<br/><br/><br/><span class="bbc_font" style="font-family: courier;"><br/>- - H - - H - -<br/>- - - - - - - -<br/>- - - NwNw- - -<br/>- - - NwNw- - - <br/>- - - - - - - -<br/>- - A - - - - -<br/>SeSe- SwSw- - - <br/>SeSe- SwSw- - -<br/>- - - - - - - -<br/>- - - - - - - - (20' south of Aria/nymph row)<br/>~ <br/>- - - - - - E E (altitude 60')<br/>- - - - - - E E<br/>- - - - - - K - (125' south)<br/>- - - - - - - -<br/>- - - - - - - -<br/>- - - - - - - -<br/>- - - - - - - -<br/>- - - - - - NeNe (140' south)<br/>- - - - - - NeNe<br/><br/><br/></span><br/><br/>1. delaying<br/>Aria delaying 'til after their turn would be like doing nothing wit hher turn - its not like she'd then get two full attacks in a row, she'd just get the one turn she's now taking anyway. When you delay, your initiative order stays at the 'new' point for subsequent rounds, it doesn't revert back. (If A goes before B during a round, and then delays 'til after B, they stay after B for subsequent rounds. You can also delay to 'flip' from later in one round to earlier in the next. Once combat begins, the round breakpoints have no effect, they're just useful yardsticks. Turns are simply a rotation, like a circle, with no beginning or end. Also worth noting that spell effect durations are keyed off of the turns of their initiator, rather than ending at the 'end of a round'.)<br/><br/>Current order:<br/>Aria NPCs Kass Volera<br/>If she delayed:<br/>NPCs Aria Kass Volera<br/><br/>So she'd be losing a turn vs the jaguarmen (and if she and Kass want to 'switch' their order, they can do that with delay actions to leap after each other, without losing turns vs the enemies.)<br/><br/>You might be thinking of a readied action, in which case her order would remain before whichever jaguarman she used it against. However a) you can only ready a standard or move action (so just 1 attack again) b) any jaguarmen who moved before the one she attacked with the readied action would then be before her in order (i.e. she'd have 'lost a turn' relative to them.)<br/><br/>2. AoOs<br/>That's why they are at altitude 5'. If you view a vertical slice, it looks more like 'beside' her (and more exactly, it never had to exit any threatened square, which is what provokes an AoO; entering one doesn't.) The jaguarman 'behind' Kass moved diagonally down into that position from out of reach.<br/><br/>Vertical slice (before Kass DDs)<br/><span class="bbc_font" style="font-family: courier;"><br/>- J J J J J J -<br/>- J J J J J J - <br/>- - - A K - - -<br/></span>