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Hey guys! And here I thought it unlikely I'd get any response.

You know I may be convinceable, I do miss that game too. Maybe with a slightly more casual approach. Let me see what the other players think and whether I can reconstruct maps and things. David A plays games with Joana or did until recently. Alex K is not playing any more I think? I'll message Terok / Malthir. And if anyone here is still reading and might be interested...


Wow has it really been this long?

Just wanted to say I quite miss this game. Around the time things went into hiatus life stuff happened to me and my wife. But we are now doing really well with a seven month old healthy baby boy.

For anyone still around maybe we'll play something else together some time.


My concept is a cleric with the Unholy Barrister archetype, ostensibly a lay-priest of Mitra who is an advocate at the eccelestical courts in the capital.

This character would make extensive use of the abilities from that archetype, including the Devil's Pact feat, which provides channel healing / spell sharing and other bonuses but only to those who swear loyalty to Asmodeus and with the rather severe drawback of not being able to raise dead PCs who have taken advantage without a wish/miracle.

That is fine from my side (I was thinking the Devil's Pact could reflect a contract the character had already made with a Contract Demon for the grant of unholy clerical powers and charisma) so if I die I die but thought I'd ask if that would be OK given the possible effect on others. This character would be an existing subordinate / agent to the Cardinal.

I'd probably hold off from a full equipment buy as well.


Dot

Strength 8
1d10 + 7 ⇒ (9) + 7 = 16
1d10 + 7 ⇒ (4) + 7 = 11
1d10 + 7 ⇒ (7) + 7 = 14
Wisdom 18
1d10 + 7 ⇒ (9) + 7 = 16


To be frank I think the whole game day has been one big luck fest on our part. But no complaints from me.

Has to be the most complex PBP battle I've seen (or was it the jujus). Kudos Alex, just kudos.


Happy new year to all.


Present. Even thinking about maybe getting a GM game back on track (after I make a few apologies).


Yup. Know the feeling all to well.


Very sorry for absence guys. Shocker period at work which included losing my phone right before going to saudi arabia. Reading up now and will post in the morning. Should be Ok moving forward touch wood.


Sorry for absence a shocker period for work.


We had 7 minutes total on the enlarge persons. Think they are the most critical buff to have up if we are going to try again.


OK cool I thought we needed make whole.

My spells are updated.


Same to all, we had a glorious Easter.

If the zombies decide to chase we are going to have to kill them all, 40' speed and all.

Though I suspect at least that they're operating on residual orders to defend the encampment and will (hopefully) only go as far as the path.

Next movement will tell us a lot (especially if they do down the hill after Barak) but we do need to keep Telurion screened while he channels. Kiri can't heal without exposing herself to attack unfortunately.

On the plus side half are down with many wounded and they can't presumably heal so later clean-up should be easy.

Its a pity about Telurion's weapon but we should be able to replace it fairly easily. Dealing with a break to Arachiel's sword or Barak's crossbow would be a major pain as I don't have the necessary spells and no real way to get them until teleport. The Usurer might be able to do it but that would cost us a fortune (just over 4k base gp cost).


Maths error on my part sorry I'll fix. Its slam was at +10 with augment summoning but not going to make any difference.

Suspect Durin may need a bot?

On the Ashen Wastes thing I did get an inkling from some of the stuff the rangers said but wasn't sure if that was self-serving. This quadrant does seem like a major step up in difficulty but the ghost has us a bit stuck particularly when we can't be sure where it will pop up and when. Maybe it is time for the commune to try and get some info.


DM wrote:

The furious clash of weapons upon armour, the cries of pain and dialogue coming from the living, the flashy bursts of positive energy and the extravagant fireball made the firebase quite a hotbed of activity. As a matter of fact, the struggle had attracted the attention of another walking corpse nearby- one that had quietly crawled out from underneath the nearby wagon with Telurion distracted by the fight ahead. He spotted the creature after it had already risen to its feet, below and down the edge of the trail from him.

Random undead or monstrosity that killed the scores of original defenders and raised them as jujus? Taking all bets!


Understood, will try and keep it to the IC. I wouldn't have been so overt if Durin hadn't been calling for it.

If anything the encounter is a salutory lesson that not every fight is CR appropriate :)


Appreciate the effort Alex even if your zombies are about to eat our brains.


Hi still stuck I'm afraid. Understand on LOS. Revised action is to fly within short range of Barak and summon a hound archon as a standard using Acadamy graduate to the square east of him. That will give him protection from evil and its debuffing aura should affect all zombies. Hound archon should be in reach of closest climbing zombie for full attack with its greatsword. Will get the grease down but think I need to try and land the slow first and will be able to next round.

Will post this myself as soon as I can.

Kiri moves to Telurion with wand out ASAP.


Guys I'm stuck in a meeting that is looking like an attempt at an all-nighter. Don't want to slow things up but no time for proper post sorry.

From memory I couldn't really see a good place for grease. Was going to yell out that Barak move to the protruding bit of roof on map and I'll grease the approach.

In the interim if I can be botted:
- tentacles grab at + 12 + 5, 1d6 + 4 dam
- fly toward barak to get within short range for spells (40') with 60' move
- slow 7 of the 8 zombies attacking him omitting the very wounded one

Kiri drops illusion and flies toward barricade. She can't do anything to help Barak if he's attacked in melee but she can heal the enlarged people or Telurion hopefully somewhat more safely. She will sit with Telurion. Should be back to normal sometime tomorrow.


Heh. We might need to clarify how you treat illusion interactions as I think it was different for the basilisk fight? Afterwards anyways there was no chance of it lasting more than a round.

Just to clarify the climbers have ditched swords? Hopefully a little less scary with slams.

Just in case Barak is unaware.

Climbing Rules wrote:
While climbing, you can’t move to avoid a blow, so you lose your Dexterity bonus to AC (if any). You also can’t use a shield while climbing. Anytime you take damage while climbing, make a Climb check against the DC of the slope or wall. Failure means you fall from your current height and sustain the appropriate falling damage.

Getting shades of the great cannibal fight here. Loving it so much.


Sent.


Downloaded in pdf Alex want to send me an email address by pm and I'll forward.


Huh worked for me at home. I'll try again and/or download it and stick it somewhere.


So spell prep from me would be.

- Enlarge on Durin and Arachiel (using pearl of power).
- Mage Armor / Mirror Image / Fly on Marcus.
- Invisibility on Barak.

Again, depending on relevant distances we may need to make some changes.

Not sure if we have anything that could increase Durin's AC? He's got a +2 on deflection and natural armor already I gather.

Oh and we need to reallocate pot of neutralise poison.


Welcome Ansha. I'm partial to bards as well but I'll repeat recent sentiment when I say pick something that interests you.


(Belated) salutations from me as well!


We seem to be in wilderness exploration phase so can probably do without a trapfinder. We'll have to see if Alex wants a replacement.


DMs call but have to say I agree with above particularly when we've allocated a lot of treasure to Zanzu just as he leaves. Kiri has ointment regardless.


Sorry to see you go Deevor.

Retcon Zanzu as having stayed behind at the Camp?


Yep just the neutralise poison and barkskin to take with us I thought, which were going to to Zanzu and Arachiel respectively.


I was retconning the walk north and then south. Sorry if unclear I think I understand the geography.

Are you OK with the potion buys and order as per previous OOC posts. Idea was to pay for the stuff we're buying in cash and use the tapestry as security for the pots to be made.


OK for the first time I've submitted a ticked about not getting updates on this thread. Checking it manually for now, sorry David.


Assume we conclude shopping arrangements in the morning but think we're done on loot split.


Not trying to give you a hard time and please note I'm just making stuff up as I go along.

If you go back through the OOC chat you'll see several discussions on loot distribution. Basically we divide total treasure found into shares with a seperate party/consumable share. If you want an item you make a claim. If multiple people want and can't decide amicably based on whats best for everyone then roll off. If you get an item you pay its sale (half) cost out of your share.

Basically its a system aimed at getting everyone around the same WBL. If you make lots of claims then you'll get less of a gold share. Equally though items should go to the best suited for them. Occassionally something comes along (like gem of seeing) which busts the system but they can be dealt with on a case by case basis.

We really only need to do the adjustment when we do a mass sale/buy of stuff which we haven't done yet and probably won't do for some time given lack of shopping opportunities. Until then just put your hand up for stuff you want and consider most of the consumable stuff as party items that can be shared around.


Fine with barkskin going somewhere else. Arachiel then, don't think he has an amulet of na?

Assuming that Durin had enough bits for his arm then I've got the 800gp. Just give me a credit back from the goup take.

I was thinking I'll take that expensive tapestry and give it to the hag as a deposit/surety. She makes the potions and we buy them when they are ready. We die in the wasteland she can keep the thing.

How about this then for starters
- 6 potions of feather step
- 3 potions of barksin + 2
- 6 potions of bears endurance
- people to advise on bulls strength


So to clarify as I know DM hates loot not being done.

Durin's proposal to which there were no objections was:
- Durin and Zanzu get a ring of protection + 2 each
- Arachiel gets Durin's ring of protection +1
- Zanzu gets dagger +1

Gem is party item currently being held by Zanzu. If he's going to go claw something up he can always hand to someone else.

We buy pot of neutralise poison and barkskin + 2. Propose barkskin goes to Durin, suggest np also go to a frontliner. Arachiel and dwarves poison saves are pretty good so would suggest Zanzu there as well.

This has dragged so sing out if you have an issue.

Edit: Now I think about it we should probably ask the hag to make us some potions while we're away. I'll think on that.


Hey Gwen.


I'm sorry. I hope that Telurion doesn't die but I do find really funny the idea that we come out in the morning to find a dead aasimar. Who knows you could go through a whole string of characters just trying to meet up with the group.


And here I just thought they'd taken him down.


Fine by me.

At 75K its sale value is nearly twice our individual wealth. Awesome to have obviously but its one of those things that breaks our loot system.

At a purely meta level I'm not sure Zanzu is the best one to hold it given he likes to double claw things but fine to leave things the way they are.


Alexander Kilcoyne wrote:
Almost added Zanzu to it. Damn bird made his fort save.

As to this. Note to self. Improve fort save.


Dunno what people think but possible buys from the hag IMO are the potion of neutralise poison and barkskin. Noone can cast the former so I'd rather be safe than sorry. The barkskin is cheap and a decent buff for a big fight.

My IC post is a collection of things I've been thinking about for a while. Taking the tower and now having a building at the camp made me think it would be neat to set up safe places all over and recruit friendly people to keep them.

It could all be a terrible idea and I'm more than half just going off what looks interesting on the map so I'm not going to be upset at suggested alterations. People may think in particular that locating the dwarves is a higher priority or going back to Vincent. My thinking is that we would just be basically wandering around looking for the dwarves and if there are a bunch of powerful druids they may be our best source of information about the Desolation generally (and we could possibly find the dwarves through them). Solve the ghost problem and we make Vincent safer by extension.

One thing I'm very hazy about is potential sidequests that other people seem to have. Arachiel had something about a relic of somekind? If my proposed plan ignores that its only because I don't know about it.

For the gem thing I'm proceeding on the basis that Marcus doesn't know anything unless Zanzu says something. Sammuel said that the illusionist had it not one of the other brothers. Will be a bit annoyed if it doesn't get used when appropriate though :)


Big post shortly just need to sit through a few meetings.


Plant companions can't take armor proficiency it says so in the description.


I had this big speech planned out for Marcus and then the Usurer went and offered us the place anyway.

Having K-D stay does seem optimal particularly if we can count on him to provide healing and so forth during downtime.

I was going to suggest offering some sort of profit sharing with Sammuel actually. His abilities are extremely useful and hes sniffed out two major threats for us already (that fight would have no doubt gone rather differently 3 of them vs 1 of us at a time and sick to boot). Of course he is not so trustworthy at least without incentives.

Perhaps he would like to assist Khun-Duhn (we'd be leery about leaving someone alone with a mad illusionist lurking about anyway), I'm happy to explore his motives IC.

We could always offer Sammar the protection of the place. Simon too if he is willing, he was the only other helpful person I can think of.

We're fairly close to 8th level now. At ninth I can get wall of stone and can make a nice fortress around the place.


Presume he made it during the 36 seconds that Marcus flailed around.

I say we claim the place whether he likes it or not.

I was looking for something else when I went looking back through past posts..

DM wrote:

The Usurer did not even smile although he made two audible pauses as he responded.

A... pair... of Gnomes run a boarding house- just past the Chapel on the right. You can change gold here; five pieces to one iron bit. You can also exchange iron bits back into gold; two gold pieces for one iron bit. I also offer short term loans- for collateral equalling 50% of the loan amount and 25% interest compounded daily.

The Usurer considered Vincent's questions and then nodded slightly in answer to the first. He did not respond to the compliment, either verbally or with body language.

The Hill Giant's name was Gurg. Until today, he ran the top mercenary company in the camp; The Pounders. Not very bright but he didn't cause trouble. He kept his eight ogre's in line. Clantock's Fourteen hated them. They were the second-best mercenaries once Gurg arrived and he was driving them out of business. Maybe he know's something about what happened. Or perhaps searching their camp-site might find you some clues. Its behind this building. Simply though... the Desolation probably drove him insane.

Tricksome DM :) Bastard tried to set us up.


Edeldhur looks like your missing a trait.


Durin Stonehammer wrote:
Although he didn't take the time to verbalize it before he teleported away, I'm fairly certain you can add one to the "promises of revenge" tracker. :P

Hopefully he left his spellbook behind if a wizard.


This part from DM from the first page of discussion thread didn't make its way to the wiki. Maybe source of your confusion Edeldhur, we've all had time to adapt.

DM wrote:


Core rulebook and APG are permitted sources, although the following classes are banned without exception- Alchemist, Gunslinger, Magus, Summoner, Ninja, Samurai. Cavaliers are permitted but there are a significant amount of dungeons and thus may want to consider an archetype that de-emphasises the mounted combat or playing a small race. The spell Bestow Grace is banned, and the Vital Strike feat automatically upgrades to the next feat in the chain at the appropriate BAB. Archetypes and feats from UM and UC are generally permitted but check with me first before committing to one, especially a feat chain. All player companion books are generally OK. Equipment from UM and UC generally banned.


More sticky beaking.

Using favored class bonus on channel energy would bump it a couple of dice. Seems a worthy trade for the hp loss given your feat selection...

DM has nixed UM/UC spells as above.

No alignment channel means you have to wait til 9 to enter the pc (assuming thats still the plan).

Wow is misfortune really an immediate action, between the ill omen and this Marcus will love you.

Full Name

Inikai

Race

Human

Classes/Levels

Binder 11 |Init +7 |HP 68/102 |AC 19 FF 16 T 13| CMD +8 | F+10 R+10 W+9 Percep +8

Gender

Male

Size

5'11"

Age

25

Alignment

Neutral

Deity

various

Location

Sandpoint

Languages

Chelexian, Shoanti, Taldane, Varisian, Dwarven, Giant, Ebonian*

Occupation

scribe, adventurer, person of questional character

Strength 15
Dexterity 16
Constitution 14
Intelligence 13
Wisdom 13
Charisma 18

About Inikai

Verify HP and Skill points

Bio:

Spoiler:
Inikai was born in the city of Magnimar to a low-level priest of Nethys and his Shoanti maid-servant, a woman of the Shriikirri-Quah (Hawk Clan); he shows signs of his mother's heritage in his slightly ruddy skin and his close-cropped hair. When Inikai was fifteen years old his father was sent to Sandpoint to collect texts that the church of Nethys considered heretical and carry them to Magnimar for suppression. Inikai intended to follow in his father's footsteps and lead a quiet life of religious study. The calm of Sandpoint seemed to present a perfect environment for his apprenticeship to the clergy of the All-Seeing Eye.

For the first few years that he resided in Sandpoint Inikai proved to be, at best, an indifferent student. Though he was fascinated by magic he displayed little inclination for learning the dogmatic tenets of Nethys's faith. That his father was a distant, taciturn man in his teaching even more than he was in his parenting did little to endear Inikai to the path of the church.

Everything changed for Inikai when he found the forbidden books that his father had gathered. The youngster was instantly consumed by the thought of wielding power that is denied to mortals. He hid his study of the banned tomes from his father and secretly made copies of them which he then concealed. Inikai neglected his religious studies in favor of this secret pursuit. His father did not hide the disappointment he felt in his son's failure to master the priestly rites and the two grew more estranged.

Inikai's father was killed by Chopper two years after arriving in Sandpoint. Inikai has supported himself by assisting Ilsoari at the Turandok Academy and as a scribe since then. His ambition is to amass a library of magic tomes so that he can command greater powers. It will require more gold than a scribe makes to fulfill this dream.

Senses:
Perception: +7

Combat:

Spoiler:

Normal AC 19 (chain shirt +1,+3DEX, +1 ring)
Flat Footed AC 16
Touch AC 13

HP 80[/ooc] current

Speed 30

Initiative +7 [ooc]Dex +3, Improved Initiative

BAB +7 +8 due to pact augmentation/Grapple +9/Missile +10
CMB +8
CMD +9

Saves +9/+10/+8 +10/+11/+9 with cloak
Immune to fear when bound to any vestige

Slippery Mind: If a rogue with slippery mind is affected by an enchantment spell or effect and fails her saving throw, she can attempt it again 1 round later at the same DC. She gets only this one extra chance to succeed on her saving throw.

Traits:

Spoiler:

City Born(Magnimar)

Feats:

Spoiler:

Improved Binding
Improved Initiative,
Lightning Reflexes,
Expel Vestige [4th level binder bonus feat]
Rapid Pact Making
Skilled Pact Making
Empower Supernatural Ability?

Skills:

Spoiler:

~class~ [ranks + trained + ability modifier]
Bluff 2+3+3(Cha)=9 10
Craft 0+1(Int)=1
Diplomacy 2+3+3(Cha)=8 10
Intimidate 4+3+3(Cha)=10 13
Knowledge (Arcana)5+3+1(Int)=9
Knowledge (Religion)4+3+1(Int)=8
Linguistics 3+3+1(Int)=6
Profession 0+
Sense Motive 3+3+1(Wis)=7

~non-class~
Acrobatics 0+2(Dex)-2(armor)=0
Appraise 0+1(Int)=1
Climb 0+2(Str)-2(armor)= 0
Disguise 2+3(Cha)=6 6(9 with disguise kit)
Escape Artist 0+2(Dex)-2(armor)=0
Perception 8+1(Wis)=9
Ride 0+2(Dex)-2(armor)=0
Stealth 5+2(Dex)-2(armor)=5
Survival 0+1(Wis)=1 3
Swim 1+1(Str)-2(armor)=0
Use Magic Device 2+3(Cha)=5 7

Binder class features:

Spoiler:

BAB and saves as a cleric
2 skill points per level
Light and medium armor proficiency
Simple weapon proficiency
Class skills: Bluff, Craft, Decipher Script, Diplomacy, Gather Information, Knowledge (All),Linguistics, Profession, Sense Motive

Pact augmentation-at levels 2, 5, 10, 15 and 20 the binder can draw extra power from a vestige that he is bound to while the pact is in effect. The binder can choose from the following benefits:
+5 Hit Points
Resist Acid 5
Resist Cold 5
Resist Electricity 5
Resist Fire 5
Resist Sonic 5
+1 Insight bonus on saving throws (one saving throw?)
+1 Insight bonus to AC
+1 Insight bonus to Attack rolls
+1 Insight bonus to Damage rolls
+1 Insight bonus to Initiative checks
Damage Reduction 1/-

Binders get a bonus feat that relates to their class at levels 4, 11 and 18.

Soul Guardian: The vestiges take a greater interest for the safety of the binder. At 6th level the binder is immune to fear. At 9th level the binder gains the slippery mind feature. At 13th level the binder is immune to energy draining attacks. At 19th level the binder is immune to mind-affecting effects. These benefits are lost if the binder is not bound to a vestige.

Equipment:

Spoiler:

Necklace of Fireballs:3x 2d6. In haversack
+1 Chain shirt
Handy Haversack 5Lb
Headband of Aluring Charisma +2 2000 gp
Ring of Protection +1
+1 Longsword Gift from Romon Claus
Cloak of Protection +1 Gift from Marak
Amulet of [i]Shield Self: 3/x day forge a link with target to share half of all HP damage Inikai suffers, 7th level 70 foot range, Will save DC 19 negates, if target moves out of range the effect is broken.
Belt of Strength +2
Morning Star (1d8)6LB
MW Longsword 4LB Taken from "butler" doppleganger, kept in haversack
Dagger 1LB
Book of vestiges
Bandages to draw signs of vestiges on so they can be kept on his person at all times
Pouchbelt .5Lb
Rations(1)1Lb
1 torch 1Lb
Waterskin 4Lb
Disguise Kit 8Lbs
2 Candles -
4 pieces chalk -
2 Inkpen -
2 half pound bags of flour

vial of anti-toxin 50gp 0lb
2 vials of Alchemists Fire
Potion of CLW (one discounted 50%)
Potion of Mage Armor Given to Muchorak
Potion of Protection from Arrows

Goblin dogslicer (left in house as a souvenir)
Studded Leather Armor 20Lb (in house)
Scholar's outfit 6lb (in house)
Composite Shortbow (+1 Str adjustment)taken from Tsuto 2lb and 18 Arrows (taken from Tsuto) 3lb [in house. Give to Muchorak or Romon]

Souvenirs: Head of a sin-spawn preserved in brine, dead vargouille preserved, skinsaw cultist mask
875gp
49 LB light encumbrance

Notes for me

Spoiler:

Rotten apples and hellknights, a bet with Romon
Youthful run-in with the hellknight aspirants in Magnimar
Father's friendship with inquisitor of Nethys

- Buy an armored coat to store in the haversack. It will be useful when waking up and armor must be donned right away. Armored Coat 50 gp AC +4 Max Dex +3 Skill Penalty -2 Arcane Failure 20% Speed 20 ft. Weight 20 lbs. Can be donned as a move action. No "don hastily" option.

Current powers

Spoiler:

From Zceryll:

Alien form: While bound to Zceryll, the binder gains the pseudonatural template (page 161 of Complete Arcane).
Zceryll Reference:
Pseudonatural Template (Complete Arcane, p161):
Can be applied to any corporeal creature
Size and Type: Type changes to Outsider
Special Attacks: Once per day, a pseudonatural creature can cast True Strike on itself as a supernatural ability.
Special Qualities: Resistance (Ex): A pseudonatural creature has a resistance to acid and electricity based on the base creature’s Hit Dice, see table below.
Damage Reduction (Ex): A pseudonatural creature gains damage reduction based on the base creature’s Hit Dice, see table below.

Hit Dice Acid, Electricity DR
1-3
4-7 5 5
8-11 10 5/magic
12+ 15 10/magic

Spell Resistance (Ex): The creature gain a SR of 10 + Base Creature’s HD (Maximum 25)
Alternate Form (Su): As a standard action, a pseudonatural creature can take the form of a grotesque, tentacled mass (or another appropriately gruesome form, as determined by the DM). Despite the alien appearance, its abilities remain unchanged. Other creatures receive a -1 morale penalty on their attack rolls against a pseudonatural creature when it is in this alternate form.
Abilities: Same as base creature but Intelligence is at least 3.

Alien Mind: The binder's mind is alien and does not work like that of a normal mortal. He is immune to Confusion, Insanity, and Weird spells. In addition, the binder receives a +1 bonus per four binder levels on saving throws against mind-affecting effects.

Bolts of Madness: The binder can fire a ray that dazes an opponent for 1d3 rounds. The binder must succeed on a ranged touch attack with a range of 100 feet + 10 feet per binder level. A successful Will save negates the effect. Once the binder has used this ability, he cannot do so again for 5 rounds.

Summon Alien: The binder can summon any creature from the Summon Monster list that a sorcerer of his level could summon. Any creature the binder summons with this ability gains the pseudonatural template. Thus, at 10th level the binder could summon any creature from the summon monster I-V list. When the binder reaches14th level, he can summon any creature from the summon monster I-VII list. The binder can only summon creatures that can be affected by the pseudonatural template. Once the binder has used this ability, he cannot do so again for 5 rounds.

Telepathy: The binder gains the telepathy ability with a range of 100 feet (as described on page 316 of the Monster Manual) and the Mindsight feat (as described on page 126 of Lords of Madness). Benefit: A creature that has this feat can detect and pinpoint beings that are not mindless (anything with an Intelligence score of 1 or higher) within range of its telepathy. This works much like blindsense - the creature knows what square each thinking being is in but it does not see the being and the being still has total concealment unless the creature can see it by some other means. The creature also perceives several observable characteristics about each being detected with mindsight, including the being's type and Intelligence score. The creature need not take any additional or special actions to gain this information; it is as obvious to mindsight as the being's race and clothing would be to eyesight.

Normal: Telepathy offers no special ability to sense other minds. The creature has to know that a being is there to communicate with it telepathically.

From Shub-niggurath:

Scavenging Gullet: The binder gains the Scavenging Gullet feat from Lords of Madness. This allows him to eat almost any organic material and gain nutrition and find any such 'foodstuff' quite palatable. In addition, he is immune to nonmagical ingested poisons and diseases.

Great Constitution: While bound to Shub-Niggurath, the binder gains a +4 bonus to his constitution and gains bonus hit points accordingly. These hit points are treated as normal hit points, not bonus hit points.

Lesser Call Dark Young: The binder can call upon the powers of the dark young of Shub-Niggurath. He can create the effect of an Evard's Black Tentacles spell, with the following changes: only one tentacle is summoned at a time and lasts for one round per two effective binder levels, for every round someone remains grappled he takes five points of cold damage and there is a 50% chance the creature will take 1 point of wisdom damage. The binder must wait five rounds after this power ends before using it again.

Foul Breath: As a standard action the binder can give off a breath of foul, green gas. This gas stinks of rotting meat and vegetation. The breath is a 30-foot cone of gas with two effects. All creatures caught in the area of the cone take 1d6 points of acid damage per two effective binder levels up to 5d6 at 10th level. Victims are allowed a Reflex save for half damage. All creatures with a constitution score that breathe must make a Fortitude save or be nauseated for 1d4+1 rounds. This power can be used once every five rounds. This does not count as a use of a natural breath weapon for creatures such as dragons that must wait after using their own breath weapons.