The next slash of the echoblade severed the cock-shaped pseudopod near its base, earning a fast jet of black ichor. The appendage thudded to the floor, wriggling disturbingly, as the echoblade rended upon the body of the creature. Suddenly it spasmed, 'statue' and 'treasure chest' all, writhing, sagging to the ground, and slowly returning to some amorphous pink-gray and truly alien-seeming shape.<br/><br/>The flesh sank away from two firmer, inorganic bits - "the magic auras!" Aria pointed with a kukri tip; a ring and a pendant had 'floated' to the surface of the shiftless body. Once it was still, the tiefling used her curved blades like hooks to steal them away and step back from the gory mess (and out from under the prismatic sphere).<br/><br/>She circled around the mess to begin healing herself and Kass with wands, and made a fruitless effort to trigger the blink ring once again (she got the sense that it<em>was</em>triggering, but its effects were suppressed). After studying the prismatic sphere another moment and frowning, she said to Kass, "I remember you dispelling the giantess's mirror images and what a lifesaver that was...can the sphere be dispelled? And-or maybe the ward over the chamber, if it's what's blocking ethereal travel and might block teleports? Hmm, didn't you detect magic before too; if you used that had light to see by could you learn about what the ward does? And if we do manage to teleport inside, we might want to do so flying, like you did with the runestaff, in case there's nothing to stand on inside the sphere, or the weight destabilizes something. Worst case, I figure we confirm the place is cleared out, and try to scare up whatever magic you think we do need somewhere in Tsurlagol."<br/><br/><br/><br/>Kass hits x3 and slays it<br/><br/>Aria uses 1 lesser restoration wand charge (rolls 3 on the 1d4 and heals all Kass's Str damage) and 4 lesser vigor (one on self for 11/11 and 3 on Kass for 33/35)<br/><br/>lol, yeah, Kass has a lot more items to directly increase damage.<br/><br/>It's funny: probably b/c Charisma is the 'least useful' stat for a random character (only affects some skills, like for any character, whereas Int also does skill points, Wis also does will saves, and the physical stats do things), there seems to be the largest number of class features and items which are keyed off it and intend to 'make up' for investing in Charisma, such as paladin's divine grace and lay on hands and smite. So, when you combine a lot of them, you get things like 2x charimsa to both attack (slippers and snowflake) and damage (slippers and the heartfelt blows).<br/><br/>If you wish to increase her dmg more, the one other thing I can think of is items like Aria's for doing a full attack charge (the Lion's Charge spell Keela knew) or swift-action movement, so that she can 'trigger' the slipper's condition of 10' movement and still full attack. It makes less of a difference vs higher AC foes, where the 2nd and 3rd attacks are less likely to hit; full attacking is more important with TWF (since TWF requires a full attack to get any benefit from at all), which is why Aria is so 'invested' in such items. I don't know of any to do it an unlimited number of times per day, but at this level a substantial number of uses per day is affordable. (I guess one expensive option would be an item to cast a metamagicked Lion's Charge with Persist Spell to make it last 24 hours. Would be fairly expensive, and annoying if it got dispelled.)<br/><br/>Also Kass knows Haste, so that would give her an extra attack. May or may not be worth a round when combat has already started, but in cases where you have prep rounds (and don't think the verbal component will tip off whomever you're ambushing) it's great.<br/><br/>