<br/>The girl's blue eyes moved with the bounce of Kass's breasts in the moment the bardess sat up, and widened. Clearly she hadn't anticipated her being naked in bed, but in retrospect, given the situation, it suddenly seemed like it shouldn't have surprised her. She set the tray across the bed and sat upon its edge in one smooth but shy motion. "Well...." she spoke softly, "...the most succinct way to put it is, Aria's putting a finger in my bosom and cupping my rear, just now, was by far the most I've experienced in the ways of such things. But I'd heard from one of the other serving girls just how tantalizingly good the money can be; she said the only reason she kept her job here was to meet clients, and..."<br/><br/>Aria smiled, "I overheard Elia here whispering with a third girl about it just now; 'twas what gave the idea..." she rubbed her chin, and sat in the room's sole chair, watching avidly. "Come to think upon it, if Tsurlagol is a pirate port like Luskan, I can well believe there's a brisk trade for such." She waggled a finger, "...but mark my warning, take care when dealing with that rough lot, or avoid entirely, or you're like to find yourself stolen out to sea, passed about the whole filthy crew and scrubbing decks when not so used!" She leaned forward, elbows on her thighs, and rubbed her hands as she grinned, "...which is precisely why, if you dare to ply such a trade, 'tis best you learn skills enough to command only the deeper-pocketed, generally less uncouth, sort of gentlemen!"<br/><br/><br/><br/>In case it makes a difference in your thinking, for the vast majority of magic items, including the ring of telekinesis, the DC is 10 + the level of the spell or effect + the ability modifier of the minimum ability score needed to cast that level of spell. That ability score is 10 + spell level, which has a modifier of 1/2 spell level, for a DC of 10 + 3/2 spell level; for levels 1-9 that's 11, 13, 14, 16, 17, 19, 20, 22, 23. But the ring could still be very useful: a 20th level barbarian/fighter/paladin/ranger/rogue still has a base Will save of +6, for example, and Telekinesis also has noncombat uses, like efficiently moving stuff around. Also interesting to note is it's one of few Will spells that aren't enchantment or mind-affecting. (Oozes, constructs, plants, and vermin are immune to mind-affecting effects but tend to have mediocre Will saves.)<br/><br/>Staves have user-based DCs, which otherwise are very rare, like the 'stunning surge' weapon property and the solar harp (custom by me) are very rare. (From http://www.d20srd.org/srd/magicItems/magicItemBasics.htm#savingThrowsAgainstMagicItemPowers (http://www.d20srd.org/srd/magicItems/magicItemBasics.htm#savingThrowsAgainstMagicItemPowers) ). Runestaves also have user-based DCs (the runestaff of Zeus had Telekinesis, so that can be used for higher-DC / CL Telekiensis, at the cost of a 5th level slot.)<br/><br/>Item caster levels are specified in the descriptions, and are virtually always equal to the minimum requires to cast the spell (usually 2 x spell level - 1), and usually the price of items is linear in caster level. The ring of telekinesis is an example of this (caster level 9th) (almost all the magic items are from the SRD.)<br/><br/>The Moonblade spell conjures a separate weapon (the spell is similar to Flame Blade) which replaces (doesn't add to) the effects of the dagger. (Putting it on a powerful weapon like the echoblade wouldn't confer any particulzr advantage.). It's a 'normal' version of the spell except it uses the same hand to 'wield' as is holding the dagger (whereas when you cast the spell normally you use a free hand, probably the one used to cast the spell). The other spells are separate attacks/effects (mostly ranged touch attacks) that are not melee weapon related.<br/><br/>The Moonblade spell isn't particularly powerful as a weapon, but its main use is that spellcasters hit with it risk losing any spell they try to cast on their next turn. So it's potentially quite good when fighting a spellcaster. (It also has an advantage in that its attacks are touch attacks, i.e. ignore armor and natural armor.)<br/><br/>I agree on her keeping/using the ring of freedom of movement. It's a great buff. She has dimension door as an ace in the hole (only requires a verbal component) but FoM is still very useful (saves the turn and spell slot from DD; prevents any initial grappling 'crush' /unarmed damage; DD could be prevented by a Silence or Dimensional Anchor effect; FoM protects vs other things like slow and paralysis.) I almost had Aria start with an FoM ring (but didn't b/c her blink ring and mind blank casting item have similar protections.) I agree it's currently one of Kass's potential vulnerabilities - grapples, and Fort-save things it would prevent like some paralysis effects. Also nice if she ever fights underwater, since she has a slashing weapon and some slashing-specific abilities.<br/><br/>I say keep the solar harp; Kass can use it (note that she'll make the perform check 20/20 times, despite 'only' having bardic knack for Perform (strings) and it not being one of her maxed performs) and some of those spells are very useful. Sunbeam and Sunburst are area blinding (+ modest damage) spells are IMO potentially extremely good. (Sunbeam lets you fire beams for several rounds, so it's line several spells in one, and Sunburst affects a huge 80' radius area.) Searing Light is probably not useful (not really more damage than her regular attacks); Daylight has tactical uses sometimes (like when you can't see, or want to negate darkness-dependent foe abilities like Hide in Plain Sight), although the blindsight blindfold serves many of the same purposes.<br/><br/>As you could probably tell it's a custom item - it's based on the runestaves except using bardic music instead of spell slots; the conversion factor (1 + spell level) was based on the Lyric Spell feat (from Complete Adventurer; convert bardic music  uses into extra spells.)<br/><br/>The sunblade is generally weaker than Kass's sword, except maybe better against undead (close call with her weapon's higher enhancement bonus and sonic damage), and there's the Daylight effect .<br/><br/>If Kass doesn't want it, Aria might try using it (it's better than her +1 kukri except for the kukri's wider threat range, which is very important when Telling Blow is her only way to get sneak attack and moderately important in other cases), as the sort of thing she wouldn't normally buy herself, but if she doesn't have other stuff to do with her money, she might as well keep it 'til then (as I've mentioned before, the way the money divvying system works, one person deciding to keep or sell something has no effect on the share of the other, since its sell value is part of their share.)<br/><br/>Take your time on leveling Kass up, especially if you're undecided on her new feat.<br/><br/>Oh, and you don't need to calculate her liquid loot with stuff deducted, I can do that very easily (have a spreadsheet).<br/><br/><br/>Aria will take:<br/>'split' the wands like you said<br/>one each fortunestone like you said<br/>blindfold of true darkness<br/>ring of disguise, ring of featherfalling (will start using once she has a chance to get an item crafter to 'deslot' them, i.e. make them slotless for 2x the price)<br/>maybe the prayer beads<br/><br/><br/>Faerie Fire and all the harp spells are core, the other dagger spells are below.<br/><br/><br/>MOON LUST<br/>Illusion (Pattern) [Mind-Affecting]<br/>Level: Cleric 1<br/>Components: V, S, F<br/>Casting Time: 1 standard action<br/>Range: Medium (100 ft. + 10 ft./level)<br/>Target: One living creature<br/>Duration: 1 round/level<br/>Saving Throw: Will partial<br/>Spell Resistance: Yes<br/>Forcefully presenting a silver ingot in your<br/>hand, you extol the virtues of the moon’s<br/>beauty in a language both beautiful and<br/>dead. The words of your loving declaration<br/>call forth a silver-white glow around your<br/>target that swiftly fades.<br/>This spell instills in the target an<br/>obsessive fascination with the moon. If<br/>the target fails its save, it fixates on the<br/>moon, staring at the moon or imagining<br/>it in its mind, and is considered<br/>fascinated for the duration of the spell.<br/>If the saving throw is successful,<br/>the subject is instead dazzled for the<br/>duration of the spell.<br/>Sightless creatures are not affected<br/>by this spell.<br/>Focus: A silver ingot worth 5 gp.<br/><br/><br/>MOON BLADE<br/>Evocation<br/>Level: Moon 3<br/>Components: V, S, M/DF<br/>Casting Time: 1 standard action<br/>Range: 0 ft.<br/>Effect: A swordlike beam<br/>Duration: 1 minute/level (D)<br/>Saving Throw: None<br/>Spell Resistance: Yes<br/>A 3-foot-long blazing beam of moonlight<br/>springs forth from your hand.<br/>You call a swordlike beam of moonlight<br/>into your hand. Anyone who can cast<br/>moon blade can wield the beam with<br/>proficiency. However, if you are proficient<br/>with any type of sword, you can<br/>wield the beam as if it were any type<br/>of sword and thus gain the benefits of<br/>any special sword skill you might have,<br/>such as Weapon Focus.<br/>Attacks with a moon blade are melee<br/>touch attacks. Its strike saps vitality or<br/>life force, causing no visible wounds but<br/>dealing 1d8 points of damage +1 point<br/>per two caster levels (to a maximum<br/>of +10) to any type of creature except<br/>undead. Undead are visibly wounded<br/>by a moon blade. Their substance boils<br/>away from its touch, and they take 2d8<br/>points of damage +1 point per caster<br/>level (to a maximum of +20) per blow.<br/>The blade is immaterial, and your<br/>Strength modifier does not apply to<br/>the damage.<br/>A successful moon blade strike temporarily<br/>scrambles magic. On the target’s<br/>next turn after a hit from a moon blade,<br/>the creature must make a Concentration<br/>check to use any spell or spell-like<br/>ability. The DC is equal to 10 + damage<br/>dealt + spell level. (An opponent hit by<br/>a moon blade while casting a spell must<br/>make the usual Concentration check to<br/>avoid losing the spell in addition to the<br/>check on its next turn.)<br/><br/><br/>MOONBOW<br/>Evocation [Electricity]<br/>Level: Sorcerer/wizard 5<br/>Components: V, S, M<br/>Casting Time: 1 standard action<br/>Range: Medium (100 ft. + 10 ft./level)<br/>Effect: 1d4 motes of electricity<br/>Duration: Instantaneous or up to<br/>4 rounds; see text<br/>Saving Throw: None<br/>Spell Resistance: Yes<br/>Sparks flit among your fingers as you call<br/>electricity from the surrounding air.<br/>This spell conjures three glowing motes<br/>of electricity. You direct any number of<br/>the motes to fly off and strike targets<br/>within the spell’s range. Multiple motes<br/>can be fired at the same target, or each<br/>can be sent against a separate target.<br/>You must succeed on a ranged touch<br/>attack with a mote to strike a target.<br/>Any creature struck by a mote takes 1d6<br/>points of electricity damage per two<br/>caster levels (maximum 10d6).<br/>If you do not immediately fire all<br/>the motes created by the spell, you can<br/>choose to fire as many of the remaining<br/>ones as you wish as a standard action<br/>during the next round. If a round<br/>passes in which you do not fire one<br/>of your motes, the spell ends and all<br/>remaining motes vanish.<br/>Material Component: A small piece of<br/>moonstone.<br/><br/><br/><br/>LIGHT OF LUNIA<br/>Evocation [Good, Light]<br/>Level: Celestia 1, cleric 1, sorcerer/<br/>wizard 1<br/>Components: V, S<br/>Casting Time: 1 standard action<br/>Range: Medium (100 ft. + 10 ft./level)<br/>Target and Effect: You and up to<br/>two rays; see text<br/>Duration: 10 minutes/level (D) or<br/>until discharged; see text<br/>Saving Throw: None<br/>Spell Resistance: Yes; see text<br/>You invoke the powers of good and you<br/>begin to glow with the silver light of fabled<br/>Lunia, the first layer of the Seven Mounting<br/>Heavens of Celestia.<br/>The silvery radiance created by this<br/>spell emanates from you in a 30-foot<br/>radius, and dim light extends for an<br/>additional 30 feet.<br/>Beginning one turn after you cast<br/>this spell, you can choose to expend<br/>some or all of the light of Lunia as a ray<br/>of light. You must succeed on a ranged<br/>touch attack with the ray to strike a<br/>target. You can make a single ranged<br/>touch attack that deals 1d6 points<br/>of damage, or 2d6 points of damage<br/>against undead or evil outsiders, with a<br/>range of 30 feet. Spell resistance applies<br/>to this attack. This dims your silvery<br/>radiance to half (15-foot light, with dim<br/>light for an additional 15 feet). You can<br/>choose to fire one additional ray with<br/>the same characteristics either on the<br/>same round or on a subsequent round.<br/>Firing the second ray quenches your<br/>radiance and ends the spell.<br/><br/>ORB OF FORCE<br/>Conjuration (Creation) [Force]<br/>Level: Sorcerer/wizard 4<br/>Components: V, S<br/>Casting Time: 1 standard action<br/>Range: Medium (100 ft. + 10 ft./level)<br/>Effect: One orb of force<br/>Duration: Instantaneous<br/>Saving Throw: None<br/>Spell Resistance: No<br/>As you gather the energies of the spell, you<br/>feel against your palm a spherical weight<br/>that seems almost bonded to your skin.<br/>The sphere grows, until with a final precise<br/>movement, you release the translucent<br/>blue orb, sending it hurtling toward your<br/>intended target.<br/>You create a globe of force 3 inches<br/>across, which streaks from your palm<br/>toward your target. You must succeed on<br/>a ranged touch attack to hit the target.<br/>The orb deals 1d6 points of damage per<br/>caster level (maximum 10d6).<br/>