Realizing she couldn't see the attackers, Aria tugged the blindfold over her eyes, throwing the hound-creatures into sudden sharp extrasensory relief. She triggered her ring again, and began blinking.<br/><br/>The beast assaulting her snapped its jaws, growling in frustration as they clamped down on air. The ethereal tiefling floated up 'through' the jaws, reappearing after her first phase several feet in the air, flapping her wings, hoping to preclude a trip.<br/><br/>The other mastiff fared even worse, emitting a high-pitched, kicked-puppy yip. It sagged back with a pained look on its face, and scrunched eyes, as if its acute canine hearing had been painfully offended and its head suddenly ached. Indeed, the creature bled from its ears, and still yipping, exposed its backside as it turned to dash and cower pathetically in the furthest corner of the room.<br/><br/><br/><br/>Outsider is an odd Type that has more to do with place of origin than body shape/substance. Like how erinyes and succubi are not, say, (Monstrous) Humanoids or even Fey.<br/><br/>IIRC Pathfinder lessens the effect of size on the mods (from 4 to like 1 or 2), which I'm guessing is what you're referring to. In this case they're only 1 size category up.<br/><br/>The perm spells I priced at what wand/staff charges of those spells would cost: 15 gp x spell level x caster level, and for the Permanencies also add 5 gp per XP. In-character, she visited an emporium that does precisely this as a service, 'renting' charges (esp. the sort that would be most in-demand for self-perming). In general the default price for spellcasting services is 10 gp x spell level x caster level, for healing and divination services etc cetera, which is a third cheaper...but in for permanencies the recipient needs to cast the spell on themselves. At caster level 30th this was<br/><br/>arcane sight 1350<br/>perm 1500 xp 9750<br/>see invis 900<br/>perm 1000 xp 7250<br/>read magic 225<br/>perm 500 xp 4750<br/>comprehend languages 450<br/>perm 500 xp 4750<br/>tongues 900<br/>perm 1000 xp 7250<br/><br/>Kass has (Greater) Blink and Haste as spells, and also Fly from the runestaff (although the nice thing about an always-on item is not so much that it's unlimited per se as not needing an action to activate.) See Invis was important for Aria b/c even when you 'make' the 50% miss chance to hit an invisible thing, you can't add sneak attack damage. A lot of her items are oriented around 'be able to sneak attack when you otherwise wouldn't', like the blink ring and deathstrike bracers, the sniper's shot casting even the fly and other mobility stuff - b/c of the 30' range limit on sneak attack (you may remember her not being that effective in long-range combat in the other RP, despite a high Dex.) There are certain ways that spellcasters or other unusual enemies can be very annoying to melee characters, like flight and invisibility, and a bunch of ways to negate sneak attack damge (crit immunity that 5 Types and some other enemies have, uncanny dodge, concealment, being more than 30' away, just not being flat-footed or flanked) so I tried to have a way to deal with most of those.<br/><br/>See Invis was also b/c she has an awful Spot and Listen mod (-1) to even detect the right square to target. But it's pretty useful for anyone (and invisibility prevents spell targeting). btw Glitterdust is an excellent anti-invis spell (reveals them with no save, and has a chance to blind anyone).<br/><br/>See Invis would probably be worth getting eventually (but less important with the blindsight item). The other 4 are a toss up; 1 party member having is about as useful as all, and Kass has Detect Magic and Tongues. I chose Arcane Sight to justify convenient looting, and the others kinda for the heck of it.<br/><br/>Where Aria's not that well invested is ability mod, AC, and save items. Her low Will save is a big weakness (the Swashbuckler class feature next level, Slippery Mind, and her likely next feat, Dextrous Will, will help with that) as is her flat-footed AC (but Uncanny Dodge usually helps there).<br/><br/>Aria: pull down blindfold, activate blink, vertical 5' step<br/><br/>btw thanks for getting the spell text; awesome.<br/><br/>Right mastiff fails save (DC 23 from 5 spell level and 8 cha), takes 41 dmg, and runs panicked to the corner of the room and cowers. You can roll an AoO for Kass to make as it runs away I believe you can make AoOs while prone,  but you have a -4 attack penalty like with other melee attacks. Nice move casting before standing though (to preclude its AoO you'd provoke by standing).<br/><br/>Another bit of party synergy I just noticed: cowering creatures lose their Dex bonus to AC (i.e. can be sneak attacked.)<br/><br/>Left mastiff: attacks Aria...misses due to blink<br/><br/><br/><span class="bbc_font" style="font-family: courier;"><br/>         ___ _ _ _________ _ _ ___<br/>        /. . . . . . . . . . . . .\<br/>      =. . . . . . . . . . . . . . .=<br/>    =. . . . . . . . . . . . . . . . .=<br/>  /. . . . . . . . . . . . . . . . . . .\<br/>X. . . . . . . . M M . . . . . . . . M M .X<br/>  \. . . . . . . M M A K . . . . . . M M/<br/>   ---- d --- - --- d --- - --- d -----<br/><br/></span><br/>