Ideas how to suppress telepathy?


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My party's getting ready to invade an enemy stronghold where all the critters can use telepathy to communicate with each other, which is going to make maintaining the element of surprise pretty difficult. I know that an anti-magic field will suppress telepathy, but is there anything else (short of unconsciousness and/or death) that will do it?


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If they have a Bard, Inquisitor or Skald, I recommend the Telepathic Censure spell. There's also the Telepathy Trap, but it's less reliable and less likely to be available.

EDIT: Added a link. =]

EDIT #2: Also, I didn't think of it at first but you can use Forbid Action to prevent communication. It only lasts 1 round though, so it's only useful in very specific circumstances.


This is something that falls outside of established rules, but lead-lined helmets strike me as something that COULD block telepathy. They would need to custom-order them fro ma craftsman (so there's a GP cost), and possibly deal with small penalties to Perception and area where having a thick, heavy helmet covering everything except your eyes, but it might be worth it for them.


Mythic silence.

What is the nature of the telepathy? Is it a spell, maybe a permanent telepathic bond or perhaps a supernatural ability like a nest of Nosferatu or what? If you assaulting some sort of hive mind it might be possible (GM award for brilliant thinking) to make the telepathy work for you, hit a significant portion of the hive with spells like serenity, or illusion and see if the telepathy causes the effect to spread.

Generally speaking any effect which prevents a critter from dictating their own actions (examples: confusion, unnatural lust) would also prevent them from sending telepathic message. Something like using a mass suggestion spell with the suggestion "don't tell the others about this invasion because they might interfere and you will not be able to show how mighty you are" could work for some groups.


We're talking serpentfolk, so they've got telepathy 100', plus they're immune to mind-affecting effects, so I'm not going to be able to mess directly with their minds that way. The spell Cuuniyevo listed is cool, but I'm not going to be able to use 3PP stuff, so I'm out of luck there. I'm thinking that antimagic field is looking like the only option for now, which feels pretty unreliable. (One move outside the radius of the field, and the jig is up.)


Honestly, there probably isn't a way to make it work. If your goal is maintaining the element of surprise as soon as one sees you (not even acts, but is aware of you) it mentally calls out to everyone in 100ft "Intruder!". You don't have time to prevent it unless you can catch the enemy unaware and kill them before they know you're there. The only way it might work out at all, is if there isn't another serprentfolk in 100ft.

Remember, using telepathy is like speaking, which is a free action that can be done when it's not your turn.

If your goal is something other than maintaining the element of surprise, you might be able to get something to work.


Everything on Archives of Nethys is from Paizo. The book Telepathic Censure appears in is the Demon Hunter's Handbook Player Companion book and one of the authors is Paizo's Editor-in-Chief.

If you've got sneaky players (and if your party can cast 5th level spells or use a scroll for 5th level spells), they could cast Telepathic Bond on themselves and then Telepathic Censure on themselves instead of the Lizardfolk. The spells last for minutes instead of rounds, during which time they'd be able to sneak around without projecting any stray thoughts.


Ah, that's good to know! I haven't visited that website before, and so didn't realize it was PF official material. That makes it much more of an option!

Though I should add that I'm more worried about their getting the message out than about their reading our thoughts. We don't treat telepathy as a constant detect thoughts effect; if you aren't seeking or responding to telepathic communication, in our game you aren't broadcasting.

Grand Lodge

Depends on how telepathy is defined. If it's only speech between creatures that can see each other, than normal stealth rules apply.

If it's omniscient psychic sensing, than it's outside of the bounds of the ruleset.

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