Mikhaila Burnett |
Ok, so I just recently wrote up a Gnome language junkie. He's built using the APG rules, so he's taken that... um... thing where he swaps out a racial trait for the ability to learn languages BOGO. (One point in linguistics nets two languages learned)
It REALLY fits the Gnome as written in Gnomes of Golarion, and I ADORE Gnomes.
But, with max ranks in Linguistics at 13th level (meaning 13 ranks in linguistics) I ran out of languages in the core rules a while back.
...
So, I added some that fit my homebrew game well. Planar Trade, Kitsune, Tengu.
I'm still 3 short.
So I ask... what more should I take to fill those 'slots'? Keeping in mind that the character in question is a planar traveler extraordinaire and is willing to go to ANY length to learn a new language. (He's been trying to find a Druid...but hasn't yet. Is about to resort to geas...)
James Jacobs Creative Director |
There are a LOT more languages to choose from in Golarion. And by extension, there should be lots more to choose from depending on whatever campaign world you game in. If you're gaming just using the core books, you can search through the Bestiary for more—there's quite a bit of relatively obscure languages like Aboleth, Boggard, Cyclops, Dark Folk, and others in the Bestiary than those listed in the Core Rulebook. You'll need to sift through all the monsters' "Languages" line in their stat blocks, though, since there's no master list of languages in that book.
Kyle Baird |
Did you take the Gift of Tongues alternative racial ability? You'd have 26 languages, plus the three starting, plus the languages you get for an intelligence bonus. Level 13 Gnome with 12 Int would have 30 languages known!
Mikhaila Burnett |
Phazzle! That totally rules!
James, I knew I could count on you. I'll do that when I get home this evening!
Kyle.... Crap. I totally forgot the bonus languages from Intelligene and starting languages. *mutter*
Botchi? Not sure I know that one Zoot...
Baobab merchants? I think I'm missing something here Urizen...
*baps Lachlan* Bad! Bad pun! ... But yes, thanks for the suggestions.
Oh, and Ice Titan, you totally rule. That's a perfect language for this character!
Diction |
Hehe, he's a regular... Gnome Chomsky.
*more on-topic: Esperanto, halfling, golbintongue, dwarfish, elvish, Aboleth,Celestial, Draconic, Aklo, Auran, Undercommon, Inferal, Abyssal, Truespeech, Boggard, Terran, Aquan...
Truespeech isn't a language, it's a supernatural ability that allows someone to converse with any creature that has a language.
Random Sidenote: I've always houseruled that anyone with 20 ranks in Linguistics gains Truespeech for free.
Mauril |
Aboleth
Abyssal
Aklo
Aquan
Auran
Boggard
Celestial
(Chelaxian)
Cyclops
Dark Folk
*Drow Sign Language*
*Druidic*
Elven
Ettin
Giant
Gnoll
Gnome
Goblin
Halfling
(Hallit)
Ignan
Infernal
(Kelish)
Orc
(Osiriani)
(Osiriani, Ancient)
(Polyglot)
Sahaugin
(Shoanti)
(Skald)
Sphinx
Sylvan
Tengu
Terran
(Thassilonian)
Treant
Undercommon
(Varisian)
Vegepygmy
Worg
Languages in parentheses are Golarion languages. Languages in asterisks are secret languages. Enjoy!
Mikhaila Burnett |
Diction - Yep, caught that distinction when reading through the Bestiary. Cool house rule!
Mauril - Drow Sign Language? Awesome! Also, I'm rather curious how a creature that can't speak can have its own racial language (vegepygmy)
GodzFirefly - Well, that's easy. I'm the GM. Guess I should have mention that this is an NPC-ish character.
Urizen - Thanks for the clarification. I'm thinking that this character is more of a language tinker than a gadget tinker. I've had a bad Krynn experience and Gnomes don't tinker like that in games I run. Dwarves do.
Morgen - Thanks! I had forgotten about those, mostly as they're WotC IP and my current Golarion is mostly pure PFRPG. *snaps fingers* Crying shame that.
Mauril |
I have no idea how the vegepygmies have their own language, but it is listed, so there you go. I'm currently running a character who is something of a linguist himself, so I just happened to have this list handy. I had to remove the half dozen or so regional languages for our world and replace them with the ones from Golarion, but that was an easy fix.
Keep in mind that, barring some apostate revealing it, both Drow Sign Language and Druidic are secret languages, so your character can't know them without becoming a drow druid. But, since you are the GM, I'm sure you can come up with an interesting story as to how he learned them.
Mikhaila Burnett |
I have no idea how the vegepygmies have their own language, but it is listed, so there you go. I'm currently running a character who is something of a linguist himself, so I just happened to have this list handy. I had to remove the half dozen or so regional languages for our world and replace them with the ones from Golarion, but that was an easy fix.
Keep in mind that, barring some apostate revealing it, both Drow Sign Language and Druidic are secret languages, so your character can't know them without becoming a drow druid. But, since you are the GM, I'm sure you can come up with an interesting story as to how he learned them.
I have a cool story about the time he tried to learn Drow Sign Language. Back when he was much younger.
It involves a maximized fireball and a lot of running.
James Jacobs Creative Director |
Mauril wrote:I have no idea how the vegepygmies have their own language, but it is listed, so there you go.The Vegepygmy description tells you how they have a language. They communicate through rhythmic taps, clicks, etc. In other words, they "speak" through music. :-D
Which reminds me; there's a dozen or so new languages in "Into the Darklands."
Mauril |
GodzFirefly wrote:Which reminds me; there's a dozen or so new languages in "Into the Darklands."Mauril wrote:I have no idea how the vegepygmies have their own language, but it is listed, so there you go.The Vegepygmy description tells you how they have a language. They communicate through rhythmic taps, clicks, etc. In other words, they "speak" through music. :-D
Those languages happen to be Canto, Gug, Orvian, Necril and Sakvroth.
Canto: This crude language involves a complex series
of thumps and raps, delivered often by slapping the chest,
clanging weapons together, or striking stone walls with
rocks or clubs. Canto relies on echoes and acoustics
to carry over long distances in Darklands tunnels—
sometimes for miles.
Gug: The gurgling, grunting language of the deepestdwelling,
bestial gugs.
Orvian: The ancient language still spoken by many
dwellers of the Orvian Vaults. Possibly the original tongue
or derivative of that of the mythical Vault Keepers.
Necril: This is the gibbering, muttering tongue of the
Darklands ghouls.
Sakvroth: A secret language of silent hand gestures
useful at close range by creatures with prehensile digits.
It is most commonly used by individuals with darkvision
in order to communicate discreetly without the need for
light or noise.
Azlanti is also listed in the Serpentfolk statblock.
Benchak the Nightstalker Contributor, RPG Superstar 2010 Top 8 |
Aboleth
Abyssal
Aklo
Aquan
Auran
-(Azlanti, Ancient)-
Boggard
(Canto)
Celestial
Common (Taldane)
Cyclops
Dark Folk
Draconic
*Drow Sign Language (Sakvroth)*
*Druidic*
Dwarven
Elven
Ettin
Giant
Gnoll
Gnome
Goblin
(Gug)
Halfling
(Hallit)
Ignan
Infernal
-(Jistka)-
(Kelish)
(Necril)
Orc
(Orvian)
(Osiriani)
-(Osiriani, Ancient)-
(Polyglot)
Sahaugin
(Shadowtongue)
(Shoanti)
(Skald)
Sphinx
(Strix)
Sylvan
-(Tekritanin)-
Tengu
Terran
-(Thassilonian)-
(Tien)
Treant
Undercommon
(Varisian)
Vegepygmy
(Vudrani)
WorgLanguages in parentheses are Golarion languages. Languages in asterisks are secret languages. Enjoy!
Added a few to the list (bolded). Also put -dashes- around the dead languages.
53 in all, if I count correctly?
EDIT: Ninja's on the Darkland's languages. Also added (Sakvroth) next to Drow Sign Language, as they're listed on the pathfinder wiki as being the same thing.
DOUBLE EDIT: Replaced "(Chelaxian)" with "Common (Taldane)", as it's the same language, they just call it Chelaxian in Cheliax.