
The Dapper GM |

Anaxian, I'd like to point out that the language of the ruins of Old Escarra was Necril, and Drisquar's giving up his Truespeech to get Daemon powers.
That said, I'm not going to tell you what language the legends are likely to be in—you've got enough Intelligence as a party to memorize whatever Anaxian might wind up babbling out, and enough linguistics to probably identify the language and seek out a translator.
Also, actually, Legend Lore sounds amazing here. So I'm going to say that a DC 20 geography or survival check would let you "pinpoint" the location of the sunken ship, and point out that knowing the location thus would let you cast the spell in 1d10 days instead of 2d6 weeks (as mentioned in its description).

Anaxian |

Its a first level spell. I go buy a scroll, copy it into my own book and crank out a few scrolls. I can do that in less than a day. :)
Edit: Cool trick- I have two bodies, both speak Necril (undead solidarity, yo).
One can cast the spell and the other can translate. :D

Anaxian, the Knot of Souls |

I remember there being a post about how we do hit points in this game, but I can't find it anywhere.

Anaxian |

Also, everyone please add Fogcutter Lenses to your inventory. I've made a set for everyone and taken the cost out of my share of the loot.
If anyone feels the need to pay me back, they're 4,000 gp. I'm not too worried about it though. As a crafter I already have a bit more overall gear cost than the rest of you.

Anaxian, the Knot of Souls |

Nope. Average is fine. Keeps it simple.

Anaxian |

As is Anaxian's other body, who is there with John.
I was going to let the others do their scouting stuff first since it happens before (or at the same time as) my spell casting. I've been doing a lot recently and I don't want to hog the spotlight.

The Dapper GM |

Meredian, do you want to catch and interrogate a sahuagin? This far from the shore, they're unlikely to speak anything but Aquan. (Also, they drown in air). Like murdering a whale, capturing a sahuagin warrior is a low enough CR encounter that you can just describe how you win without rolling anything.

Meredian Adriatnaic |

Meredian, do you want to catch and interrogate a sahuagin? This far from the shore, they're unlikely to speak anything but Aquan. (Also, they drown in air). Like murdering a whale, capturing a sahuagin warrior is a low enough CR encounter that you can just describe how you win without rolling anything.
Ahh. That's actually better. I'll telekinetically grab one and hold it in the air until it sufficates. The I can bring the body back to Anaxian to question. Though we probably only need the head.

Anaxian |

The Dapper GM wrote:Meredian, do you want to catch and interrogate a sahuagin? This far from the shore, they're unlikely to speak anything but Aquan. (Also, they drown in air). Like murdering a whale, capturing a sahuagin warrior is a low enough CR encounter that you can just describe how you win without rolling anything.Ahh. That's actually better. I'll telekinetically grab one and hold it in the air until it sufficates. The I can bring the body back to Anaxian to question. Though we probably only need the head.
Smart. I haven't done nearly enough corpse interrogation lately.
Also, more bodies for the collection is never bad. Can't have too many spare parts.

Meredian Adriatnaic |

I forgot I can sort of teleport. Essentially returning to my body and recasting astral projection. The spell seems to indicate that the travel part is a nearly instant act of will and I described it that way. Hope that works.
Edit: Dapper, in game I wouldn't offer the information, but I suspect anyone who sees me disappear and has enough ranks in spellcraft could figure it out. It's a 9th level spell, so they'd need a lot of ranks, but it's not inconceivable.

Meredian Adriatnaic |

Eh... Anaxian figures it out off the bat. Anyone else might have a bit of difficulty. Effectively, though, you can use your ring to Greater Teleport yourself 1/day.
Though I'm fine with that, I think you're confusing my old character and the new one.
The ring was my bonded ring of telekinesis when I was a proper caster. I revamped into a telekineticist and dropped both the bonded ring of telekinesis and all my caster levels.
My "monster levels" is an orb that allows me to use astral projection, Greater demiplane (with a permanent option), and Mind Blank at will. I'm not as overtly powerful as the others, but the orb is what makes me unkillable and immortal. Theoretically I could do more with this if I were to share, but doing so would open me up for death. Meredian would watch the world burn before she opened up her safe haven to a possible threat. She's Drow after all. Treachery is in her blood.
If you wanted to simply say that I had greater teleport/planeshift (self only) at will that wouldn't be a major issue IMO. She still needs to have been where she wants to go in order to know how to get there, even "teleporting". In the latest example she had to fly out to find the ship/Sahuagen village, but now that she's been there she could "teleport" back and forth from the city.
Else, she could effectively do these things, but it would take her 30 minutes to recast Astral Projection.
Your call, Dapper. Just tell me how you'd like to do it.
Edit: Just read your email. 1/d is fine if you want to do it that way. However, others have teleport abilities and if you wanted to allow me to effectively do something similar i sincerely doubt it'd effect game balance. Perhaps in my case i'm momentarily traveling astral to re-enter the Prime at a different location. Perhaps a 1rd delay or something. Again, your call.

The Dapper GM |

Ah, got it. Astral Projection can substitute for teleport/planeshift, then, so let's just run it as RAW (there was some price calculations that made it make sense way back); Astral Projection CAN planeshift/teleport, but only you, and it's 30 minutes/cast, unlike the faster version that Illia- has. (And if you're jumping 30 miles or less, Drisquar will outrun you).

Meredian Adriatnaic |

Ah, got it. Astral Projection can substitute for teleport/planeshift, then, so let's just run it as RAW (there was some price calculations that made it make sense way back); Astral Projection CAN planeshift/teleport, but only you, and it's 30 minutes/cast, unlike the faster version that Illia- has. (And if you're jumping 30 miles or less, Drisquar will outrun you).
Works for me. Effectively planeshift/Teleport, but with a 30 minute delay.

Anaxian |
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As a note, the reason I wanted to find a nearby island to cast the spell from is because Pseudodragon Anaxian's only form of communication is Telepathy, and I don't think he can control who he aims it at while he's chanting out Legend Lore.
I figured it would be a bad idea to pump Aklo and Aboleth lore straight into the brains of anyone at the Inn.
Anyone who gets there before the casting is up is getting a brain full of creepy gibberish.

Anaxian |

I have a desecrate aura effect.
I want to get a Darkskull, which is effectively a mobile Unhallowed Altar (which is where the ability to tie other spell effects to the radius comes from), but they are really expensive.

Anaxian |

GM, I have an important note regarding the Belier.
Anaxian now has the ability to treat Undead creatures as their original creature type for the purposes of Mind effects (2nd level Agent of the Grave ability).
That means Anaxian can actually Dominate and Charm undead.
So, the Belier is controlled both by Command Undead, and by Charm Monster. So, even if it gets controlled by another creature and commanded to attack us, the charm is still in effect and it definitely will not want to, effectively making the commands "against its nature".
I've never seen this situation come up in a game, so I'm not sure exactly how they interact. I'd imagine that if commanded to do anything against the party the Belier will interpret the commands in the most favorable way to still act in the best interests of the group. It is mindless, so that might only be on an instinctive level. How these things play out in game is up to you.

The Dapper GM |

Er... it's actually trickier than you think. The Belier, as a skeleton, is a mindless undead, which confers effective (but not "real") immunity to mind-affecting.
Its nature, strictly, as a skeleton, is to mindlessly roam and murder. I'd say with that + charm, "don't attack me" is a command against its nature right there. Command functions roughly as a dominate, which overrides charm where there's a disagreement, but doesn't actually replace or subdue its effect.
In the case of the Drow Queen, you were fighting a level 16 CE cleric; I figured Control Undead was just a reasonable feat for that sort of NPC to have.
The remaining enemies in this campaign (we've gotten through between 1/4 and 1/3 of my original material) should be a mix of humanoids, outsiders (some good, more evil), aberrations, and undead. You'll have quite a few intelligent undead to work your mojo against at some point.

Anaxian |

Undead Manipulator (Ex)
At 2nd level, the Agent of the Grave gains great insight into the minds and necromantic forces controlling undead creatures. An Agent of the Grave’s spells and spell-like abilities with mind-affecting effects treat undead creatures as their original type. Thus, an Agent of the Grave can use charm person against a humanoid zombie or confusion against a horde of skeletal champions.
Yeah, it's weird.
Charming a mindless creature is listed as an example of how the ability works though. That seems to indicate that mindless things can be charmed, but I'm not sure how.
I'm fine with Command Undead overriding the Charm. I just wanted to bring it up that even in the event that the Belier becomes Uncontrolled, it is still Charmed too.

Anaxian |

Mindless Undead are such counter-intuitive rules knots.
They're mindless, but they can clearly understand language and can be directed to perform fairly complex tasks, like dig ditches and sort objects into different piles. If you tell them to bring you that cloak, they will. Clearly they can recognize things and differentiate between kinds of objects.
They are mindless and have the armor and weapons feats they had in life. This indicates some kind of inherent knowledge. If you make an archer skeleton, it can notch an arrow, gauge distance, and fire. If you make a magus skeleton it can cast spells. This indicates that mindless undead retain some of the understanding and skill they had in life.
They are mindless, yet inherently evil, which means even though they aren't smart enough to make any kind of choices or even have desires or intuition, they still want to do evil stuff.
I've never been able to figure out how they are supposed to work, and every single GM has a different interpretation of how, and more importantly why mindless undead work they way they do.
I'd appreciate any insight you want to throw my way for this game. Now that Anaxian can effect mindless things as though they had minds, I think it will be relevant.

Anaxian, the Knot of Souls |

So in terms of Mind Control, is Dris the only one we're really worried about?

The Dapper GM |

I've always thought of mindless undead as effectively constructs with a different operating system (or vermin companions, or the proverbial 10-second goldfish).
They have RAM, but not ROM. A mindless undead can comprehend simple commands and stimuli (for which it has a pre-existing set of behavior dictated by its very form), but it can't learn, make inferences, or carry out any "think-y" tasks.
Also, Meredian's will save vs mental is good but not amazing.

Sir John the Black |

I am undead, but not mindless undead. Should I be worried? or only worried about undead-specific spells?
Also, regarding multiple wayfinders, according to item math the second one should just be 50% more expensive to fuse to the first.
For wayfinders, I was looking at it the other day and it didn't list a price for the 2- and 3-slot wayfinders.