Elmorel's lithe body whipped around violently, his movements less than graceful as the sharp singing sword of Kass razed and knocked his body, tearing off half his silk shirt to reveal a lithe azure-skinned physique, violet-hued blood like that of a fey creature, and toned forearms girded by bracers - one of which he used to block one slash on-edge. Eyeing Aria, the elf taunted, "Ethereal? I'll do thee one better!" He promptly faded to invisibility....well, from the eyes of most. Unbeknowst to the elf just yet, both his opponents could still see him quite cleanly, a a slightly translucent form which cued his 'invisible' status (a handy trait of such divinations, Aria had found atimes, to know that someone or something would still be perceived as invisible to others - and likely up to no good), but no harder to mark precisely. The elf floated aside a bit, grinning and blissfully unaware for one split second that those who mattered could still see which way he'd gone.<br/><br/><br/><br/>Triple Cha mod to attack!<br/>checking mods: 19 bab 5 weapon 3x13 cha (from slippers, snowflake, and battle dance) 2 flanking = 65, damage mod 5 weapon 13 cha (slippers) 14 fire 13 sonic. You have 24 instead of 18; not sure where the other 6 was from. Inspire Courage is not still going on.<br/><br/>Kass hit hit miss hit for 149 - 15x3 (DR) = 104<br/>Elmorel saves vs stunning<br/>(one save; IIRC it has a once/round limit, but is declared after a hit (as opposed to before like Stunning Fist, i.e. Stunning Fist can be wasted on a miss but Stunning Surge is not).)<br/><br/><span class="bbc_u">Elmorel</span><br/>spa Gr. Invis<br/>(no impact on Kass/Aria due to true seeing / see invis)<br/>5' out from between girls<br/><br/><br/><span class="bbc_u">Aria</span><br/>delay action 'til after Kass - her motivation being, if the turns go Elmorel/Aria/Kass, and on his turn(s) Elmorel takes a 5' step out of flanked position, and both girls match the 5' steps, then in most cases only the 2nd PC will have flanking when she attacks - because it takes both girls 'matching' the flankee's movements. Since flanking matters more to Aria (+4 instead of +2, and sneak attack) she likes to go 2nd. Also Kass usually moves at least 10', which makes it easier for her to flank on her turns. (If the flankee 5' stepped but is stil adjacent to Aria, as in this case, Kass can usually move 10' to regain flanking even before Aria moved. Aria could also spend an item charge to swift move 10', but she figures Kass is going to use the BoB for the slippers anyway, so she might as well let Kass do the movement.)<br/><br/>(If these tactics seem like a 'metagame' consideration induced by the rules, I think of it as the way the rules incorporate and incentivize the footwork and gradual movement you see in fencing, or at least Hollywood fencing - where every duel involves the combatants moving around each other and the floor rather than staying put excactly.)<br/><br/>Plus Kass's attacks are more likely to stun or otherwise debuff, which often helps Aria's connect or add SA (for example stunning or holding allows SA even vs a foe with Uncanny Dodge and Improved Uncanny Dodge.) Aria's only attack debuff is staggering (which reduces the actions the foe can take, but doesn't reduce their defenses.)<br/><br/><span class="bbc_font" style="font-family: courier;"><br/>. A . <br/>. . E<br/>. K .</span>