Linguistics


Skills & Feats

Scarab Sages

Pathfinder Maps, Pathfinder Accessories, PF Special Edition Subscriber; Pathfinder Roleplaying Game Charter Superscriber; Starfinder Superscriber

I like how it combines forgery and decipher script, but I dislike the method of learning languages. For one thing, I can't tell how many extra languages you learn if you take this thing as a class skill at first level. For another, with skill points, unless you had a low Int, you could learn a language every level, by paying the two skill points, just like barbarians becoming literate. Last, why retain Abyssal and Infernal, but switch Auran, Aquan, Ignan and Terran to Elemental? Do summoners really need the help?

Liberty's Edge

We used a similiar version of Linguistics, simply called Language. See if you like this better.

Language (INT)

Common Languages: You start play knowing Common and your native language plus an additional number of known languages equal to your starting Intelligence bonus. For every 5 ranks in this skill, a character can add an additional known language. A character is not required to make skill checks with a known language. A character is considered literate in any known language (with the exception of the Barbarian class; they must spend an additional 2 ranks in this skill to be considered literate).
Decipher Language (Trained Only): You can attempt to communicate with a target whose language is not known by you. The difficulty varies depending on the complexity of the idea or concept you are trying to communicate. The base DC is 15 for simple messages, while a more complex idea may be DC 30. If the check succeeds, you are able to briefly communicate with the target.
Decipher Script (Trained Only): You can decipher writing in an unfamiliar language or a message written in an incomplete or archaic form. The base DC is 20 for the simplest messages, 25 for standard texts, and 30 or higher for intricate, exotic, or very old writing.
If the check succeeds, you understand the general content of a piece of writing about one page long (or the equivalent). If the check fails, make a DC 5 Wisdom check to see if you avoid drawing a false conclusion about the text. (Success means that you do not draw a false conclusion; failure means that you do.) Both the Decipher Script check and (if necessary) the Wisdom check are made secretly, so that you can’t tell whether the conclusion you draw is true or false. Deciphering the equivalent of a single page of script takes 1 minute (ten consecutive full-round actions).

On the other hand, Forgery as a skill only covers forged documents. A character should be able to craft a fake craown to replace the one they are attempting to steal, etc. Other types of Forgeries (think paintings, sculpture, jewelry, etc.) exist. I think creating and detecting them should be folded into Craft or Knowledge skills. That way a character with whichever could tell if the item is not an original. Likewise, I think Appraise should be a part of knowledge.

As a side note, we determined that a character is considered trained in a skill (for special functions of that skill) if they have 5 or more ranks in the skill. That made the addition of new skill functions easier to add to any given skill description (like Heckling added to Perform) without a new skill needed. This still uses the 3.5 version of skill points though.

RPG Superstar Season 9 Top 4, RPG Superstar 2015 Top 32

The current Linguistics skill allows for just about anyoen to be a master linguist, and I think it should be revised. A high-Intelligence, high-level character can literally know every language in the book by spending only one skill slot in Linguistics.

I'd suggest allowing the current beginning languages (Common + Racial + 1 per point of Intelligence modifier), and then allowing people to add additional languages by spending one skill slot. It's not the most elegant solution, but it keeps characters from knowing just about every language out there for a minimal investment.

Sovereign Court

Pathfinder Battles Case Subscriber; Pathfinder Maps, Starfinder Adventure Path, Starfinder Maps, Starfinder Roleplaying Game, Starfinder Society Subscriber; Pathfinder Roleplaying Game Charter Superscriber
Charlie Brooks wrote:
The current Linguistics skill allows for just about anyoen to be a master linguist, and I think it should be revised. A high-Intelligence, high-level character can literally know every language in the book by spending only one skill slot in Linguistics.

I agree that this is a problem. My thoughts ...

1) Spending a few skill points is way too easy for how hard learning a language is. Characters already have an opportunity to learn extra languages with their Int bonus and pick up new ones if their bonus goes up. I would pull language learning out of skills all together and make any additional new languages characters wanted to pick up feats. To me a feat represents just about the right amount of commitment and sacrifice required to learn a new language. Each language would be it's own feat, so learning Dwarven and Elven (beyond your normal bonus languages) would require two feats.

2) Linguistics doesn't sit well with me as a skill. One doesn't really get better at "linguistics." But it DOES make sense to me as Knowledge (linguistics). The Knowledge (linguistics) skill could allow folks to try to decipher script as well as spoken language, and would allow characters to identify unknown languages, gist out some meaning, and maybe gain some insight into the culture or mindset of the speakers/writers.

3) Forgery has nothing to do with linguistics and it's a rarely used skill anyway. I'd either roll it into Deception - 'cause that's how it's used - or create a new skill called Profession (forger). Either way, 90% of folks can forget about it and those who want it will know where to find it.

In summary, new languages = feats, Linguistics => Knowledge (linguistics), and Forgery => Deception or Profession (forger).

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