sure, that makes sense
np. skill lists always sneak stuff by us.Ah I didn't see that. I concede the point.
well, while that is true, there are other things one can do with the SI. don't want to tip my hand if we get it next time thoughThe only two entries I can think of are sneak and melee. I assumed sneak because I assumed you wanted to get the most mileage out of the pseudopods (1 hit builds are usually not pure melee builds) and because of the 3/4 BAB (and because the melee classes usually don't get Disguise or Bluff on their skill list). When fighting with them you will only be able to hit once (using a full attack action for two hits is a waste) so you'll want to stack on status effects/damage. Melee builds usually need more attacks than 1.
you are misunderstanding some rules, but to be fair, there's like 3 creatures with gaze attacks, so it's not like it comes up much or it gives us much chance to practice:I may be missing something but it seems by RAW only the creature with the gaze attack would get the concealment.
gaze attacks let you "avert your gaze" to only have to have a 50% chance of having to make the save in exchange for granting the gazer concealment.
however, if your enemy wants to protect themselves fully, they can close their eyes (effectively blinding themselves) which gives the gazer and all other enemies the saver may be facing total concealment
while that may indeed be true, an opponent can't (without cheating) know if you are still gazing or not the next round if his eyes are closed and he has no other means of visual input. su abilities don't have components and there's no spellcraft to rollNot only that but since each use of the charming gaze only lasts for 1 round you'd have to activate it again each round to get the concealment...and you only have level/day uses!