The girl seemed easily liftable by Kass alone, so Aria replied "Sure, let's get her out of here; maybe she can either come along with us or hide somewhere for us to pick up once we're done....the door-blocks all seem to have associated runes, so hopefully I could open any of them by studying the runes to divine the command word...as for the other two people in the vats, not sure what you want to do about those." She gestured to them, as well as to the packs left on the floor near each of the three captives; those of the two men seemed, to judge from the outfits and khopeshes, to resemble the possessions typically worn about by royal soldiers such as Kass and Aria had seen a few times in Siwa. The attire in the woman's was, well, rather different.<br/><br/>Aria then commenced looting the two mindflayers and the giant-earth-dwarf-thing. Before she even did the latter, thing, its hulking body seemed to dissipate - swirling away into the same loose earth as when it had been 'slain' as a leonine-earth-elemental; Aria idly wondered whether it had been one creature changing forms, or one 'trapped' inside another, or gods only knew what.<br/><br/>Aria's first reaction was to be glad that its body seemed to disintegrate - that wold make looting its large armor easier, and presumably reduce or eliminate the chance of some accomplice resurrecting the thing. As the armor fell and rolled a bit at the dispersal of the weight no longer inside it, Aria noticed a topa-colored and lion-shaped gem appear to float out, or rather become exposed by the armor's movement. It seemed to ignore gravity, simply floating slowly in the direction last pushed by the armor that'd encased it. Studying it for a moment, it seemed to her arcane sight more like an object than a creature (certainly not one like the giant that'd cast spells) so she snagged the levitating gem.<br/><br/><br/>mindflayers: same as others (magic slippers and cloaks; mw sickle; nmw light flail)<br/>Hashmal: magic adamantine warhammer and adamantine full plate and lion-shaped gem<br/><br/>Lion's Charge is SL 2 (spell level 2) so a CL 3 item that casts it K times per day would be 360 gp x 2 x 3 x K = 2,160 gp x K, or possibly 1.5x that for MDA (mult diff abilities).<br/><br/>The Persistent Spell metamagic feat makes a fixed-or-personal-range (which lion's charge is) spell's duration 24 hours. It increases spell level slot by 6, so the min caster level woul be 15h for 360 gp x 8  x 15 = 43,200 gp for 1/day.<br/><br/>So it's about the same price as 20/day uses (for a 2nd level spell). Which is probably more than Kass would use (so it'd be more expensive than regular charges).<br/><br/>A subtle advantages of the persisted version is that it wouldn't use a swift action each time you 'use it' (which only matters if you also wanted to use another swift action teh same round - the Wand Bracelet and the Circlet of Rapid Casting is the only ones I can think of that Kass uses?) A disadvantage is that it can potentially be dispelled, and then you don't have it for the rest of the day.<br/><br/>In Kass's case a uses/day item is probably cheaper/better, but if it's nice to not have to keep track of or worry about charges, then it's an option.<br/><br/>One other thing I remember recommending for her was a swift-move item like the Belt of Battle or Quicksilver Boots (both in Aria's sheet for persusal). Those let you move as a swift action (or do other swift actions, in the case of the BoB). The advantages of that over pounce are not needing to meet charging conditions, and being able to do other things after a swift-move like make a ranged full attack or a 2nd move action and cast a spell. The advantages of pounce are getting to move 2x your speed, and the +2 attack bonus (but -2 AC) from charging.  This is why Aria has some of both. Swift-move is often much better for getting into af flanking position, since the nearest square to the foe may not be the one opposite the ally (in fact it's usually not since you usually start on the same side).<br/><br/>It has good synergy for Kass since her slippers are activated by moving 10'. But I'd hardly say she can't hold her own otherwise, she has a bunch of different useful spells. Even at L1, Hideous Laughter makes someone do nothing for awhile, even if attacked - unless the party takes 23 rounds to kill the other foes, that's basically as good as killing them on the spot. Glitterdust can blind several foes (most blinded foes are fairly harmless and helpless, and can almost always be sneak attacked). Ray of Light can blind with no save. And then there's all the utility like DDoor, Scrying, etc. that allow completely different ways of solving things (one DDoor would've easily prevented the TPK that Aria and Keela had).  And then even a lot of what may 'look' like Aria's damage is thanks to Kass (inspire courage bonuses, tumble skills to flank, etc.) and Kass can buff both them a lot (Haste, Invis or Blink, etc.)