Rana and Aria both nodded. The cloak-winged tiefling alighted to as spot on the roof, traversing from the courtyard-end of the ledge over the roof until she overlooked the olive groves behind the temple instead. Anya hadn't been hard to find, what with her moans echoing nicely against the stone surfaces of the temple. From Aria's present angle, she could see Semmon backturned and bending Anya over before him, far enough over that the blonde could've thrown her palms upon the nearest bench...and with a smirk Aria noticed the dark-haired acolyte kneeling near them, bearing impassive witness to her senior prieste's ravishing of their guest.<br/><br/><br/><br/><br/><br/>(She did mean 'us'. The note was to both of you.)<br/><br/>We can go to Tsurlagol whenever (no need to wait on Semmon / Anya / inf's posting); Aria's IDing will take an hour or so but obviously that's to be breezed through.<br/><br/>Random note: the spoiler tags on Kass's sheet are producing a two-layer side effect where the Code: Select things are in little folds and you can only see like 1 line of the text at once.<br/><br/>Ooh, nice spell choices, I'd even once thought of putting Shivering Touch on Aria's gloves, and had meant to recommend Irresistable Dance once but probably forgot. Those two and Maze are crazy good what with the 'no save' thing.  And in general I agree about using debuff spells since her melee damage is so good (and b/c it's really easy to damage things that're held, blinded, etc., esp. with this party, since such foes are usually subject to sneak attack by virtue of being blind or helpless).<br/><br/>Ah yes, "wand chambers". The staff is actually bigger than the sword - staves can be wielded like quarterstaffs.<br/><br/>I think I mentioned once or twice before that you do not need a hand for the runestaff AND a second, free hand; just the runestaff in hand (I double checked this in MIC just now). It's really only a concern if you draw the runestaff and then later cast a 'regular' spell.<br/><br/>How to deal with free hands (you're doing most of this already but listed fro completeness):<br/><br/>1. I noticed you tend to err on the side of drawing stuff you don't need yet, perhaps to save move actions later (like with the bow).  Since almost all spells are standard actions, for the runestaff you can usually wait 'til the round you're casting with it. And for the sword, you've usually had to move beforehand anyway, so the action to draw it gets absorbed into that. There are of course two several reasons to draw something on a round before you use it:<br/><br/>- When you might not want to spare the move action next round (except to full attack, etc.)<br/>- "Threatening" aka flanking or attacks of opportunity. To make AoOs or count for flanking, you need to be 'threaten squares' which means being 'armed' (even if you can draw something as a free action, it can't be done when not your turn). So that's one reason to draw a weapon 'early'. But if you don't expect to actually attack with it, you just want to count for threatening, you could even draw some random cheap weapon and then drop it later.<br/><br/>2. Be willing to drop stuff (usually harmless, the bow was an exception obviously).<br/><br/>3. IIRC none of Kass's special one-handed weapon things like snowflake wardance or slippers of battledancing require the other hand be empty (whereas the Duelist PrC does have restrictions like this). With the sword in one hand and the runestaff in the other, you can still use both.<br/><br/>4. Aria has a bunch of crystals of least return Kass can borrow/have (and if you by more they are a steal at 300 gp)..Least crystals require a mw or better weapon, and although I forget if I ever said it before, consider the runestaff a mw quarterstaff. (It requires two hands to wield effectively as a weapon, but not to cast with, or to hold passively.) Some of the SRD staffs are even +2 quarterstaffs or the like.<br/><br/>5. Now you have a bunch of BoB charges to get swift move actions, which can be used to draw or sheathe stuff.<br/><br/>The only sticky situation I can think of is where you end up drawing both and then needing to do something else like cast a regular spell, draw a wand, grab a load like Anya, etc. Which are corner cases, and most of the time they can be solved by dropping something, or taking a move action to sheathe something - if you're casting a 'regular' spell, you probably have a spare move action that round since you're not full attacking and Kass has the Concentration to avoid AoOs without moving out of range (worst case, a move action is 1 belt of battle charge). IMO dealing with Aria's free hands (it's a subtle but important liability for a TWFer) has actually added a lot of interesting strategy.