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I'm working on this project and very excited to see it come to life.


"Averting Eyes: The opponent avoids looking at the creature’s face, instead looking at its body, watching its shadow, tracking it in a reflective surface, etc. Each round, the opponent has a 50% chance to avoid having to make a saving throw against the gaze attack. The creature with the gaze attack, however, gains concealment against that opponent."

"the creature with the gaze attack....so only that creature. This only helps you half the time though.

Alternatively...

Wearing a Blindfold: The foe cannot see the creature at all (also possible to achieve by turning one's back on the creature or shutting one's eyes). The creature with the gaze attack gains total concealment against the opponent.

This would be all creatures they couldn't see. There's your 50% miss chance against everyone to avoid gaze completely.
(If you turned your back...I wouldn't put it past a creature to move around you to stair you in the face.)


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1) You could run one on one with him between sessions. (If you did that, I'd open to the rest of the party to do something from character journal, cartography, etc.. for the same bonus xp you'd give him.) That or offer a similar one on one...like the barbarian being challenged to a drinking contest, the wizard being initiated into a secretive order, etc...

2) If you're an experienced GM...you could split the party. You'd have to be able to manage what's going on in two different places. This isn't too hard if they're both battling, turn order takes care of that, but for stealth and something else it gets more tricky.
a) Maybe if you did turn order for them doing movement to avoid the guards like video games (maybe with some knock out item) OR you go back and forth between them scaling walls and other stealthy actions....while the rest of the party encountered something else.
b) There's a version of chase scenes that are done out in stages with skill challenges to overcome (like d&d tiny adventures or 4e). Skill roles don't take too much time, with added description of actions. This would just involved two different sets of skill checks for two different goals. Maybe the rest of the party is trying to bribe a guard or convince/train goblins/monsters to attack as a distraction.


1st) That's how the specific spell is written while assuming you're small/med, but you should look at more general rules of polymorph spells. It doesn't list turning Colossal to small, but you could extrapolate.
http://www.d20pfsrd.com/classes/core-classes/wizard/arcane-schools/paizo--- arcane-schools/classic-arcane-schools/transmutation

2nd) Same link states:
"While under the effects of a polymorph spell, you lose all extraordinary and supernatural abilities that depend on your original form (such as keen senses, scent, and darkvision), as well as any natural attacks and movement types possessed by your original form. You also lose any class features that depend upon form, but those that allow you to add features (such as sorcerers that can grow claws) still function. While most of these should be obvious, the GM is the final arbiter of what abilities depend on form and are lost when a new form is assumed. Your new form might restore a number of these abilities if they are possessed by the new form."
So was the SR granted by race, class, or other ability?

3rd) I'm assuming the new humanoid type makes you vulnerable to the spells that target that type of monster. I'd point to the same quote above for support of it being the GM's decision if challenged.

4th) Dismissing a spell is a standard action that does not provoke attacks of opportunity.

5th) I'd recommend a spellcraft check to identify a spell as it is being cast (given they can be seen and heard).
"A creature that successfully saves against a spell that has no obvious physical effects feels a hostile force or a tingle, but cannot deduce the exact nature of the attack."