Uncommon languages


Rules Discussion

Vigilant Seal

Pathfinder Lost Omens, Rulebook Subscriber

I'm trying to figure out if my oread goblin from oprak (scav background) and elemental lore (earth plane)qualifies to learn the Terran language at level 5 with a bump to Intelligence and not have to take multilingual.

So far I can't solidly justify gaining the uncommon language, but I feel there may be some wiggle room with oread being an "earth elemental creature". Did I miss anything that could grant access to Terran? Also, oread in the Beastiary know Terran but Beastiary rules =/= pc rules.

These are all the things I could find on language and accessibility

uncommon trait (crb 13):
"Uncommon items are game element, it is of common rarity. Uncommon items are available only to those who have special training, grew up available only to those who have special training, grew up in a certain culture, or come from a particular part of the in a certain culture, or come from a particular part of the world."

intelligence modifier(crb 31):
"If an ability boost this adds 1 Hit Point per level). If an ability boost increases your character’s Intelligence modifier, they increases your character’s Intelligence modifier, they become trained in an additional skill and language."
[spoiler=ancestry(crb 33)]"This tells you the languages that members of the ancestry speak at 1st level. If your Intelligence modifier is +1 or higher, you can select more languages from a list given here."

languages and ancestry(crb 65):
"Your ancestry entry states which languages you know at 1st level."

languages(crb 65):
"Other abilities and effects might grant access to common or uncommon languages, as detailed in their descriptions."

traits(crb 637):
"Often a trait indicates how other rules interact with an ability, creature, item, or other rules element with that trait"

Terran language(crb table 2-2):
"Terran- Earth elemental creatures"

oread heritage(loag 105):
"You gain the oread trait"


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You forget about the most important description that is in your goblin (and all others) ancestry:

Quote:
Additional languages equal to your Intelligence modifier (if it's positive). Choose from Draconic, Dwarven, Gnoll, Gnomish, Halfling, Orcish, and any other languages to which you have access (such as the languages prevalent in your region).

In general (with some noticeable exceptions like focus spells) rarity rules like uncommon only exists to help the GM and player to notice that something is not common in the Avistan region or that can used as warn to players and GM that some spells and abilities that could be used to try workaround some mystery stories (ex.: Spells like Detect Alignment, Detect Poison, Magic Aura and many other are classified as uncommon as way to alert the GM and players to take attention to this spells. To GM because they can be used to try to detect some evil shapeshifted creature or some poisoned item/consumable that you don't want the players easily detect. To players to help them to know when they take spells that they need to first consult the GM. This try to avoid inadvertently spell bans or to know that they can suffer some restriction during the game).

That said to you know some uncommon language you just need to talk to your GM asking if it allows it! Usually you just need to explain why this make sense to your char build is sufficient to most sensate GM to allow.

Horizon Hunters

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In society play, all versatile heritages gain access to their associated language. So Oreads can learn Terran, Tieflings can learn Abysal or Infernal, etc. I believe the boons have been updated to reflect this.


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The nation Oprak has unusual geography that makes Terran one of its native languages. The Lost Omens World Guide lists the languages of the Eye of Dread region (Belkzen, Gravelands, Molthune, Nurmathas, Oprak, and Ustalav) as Common, Goblin, Hallit, Necril, Orcish, and Varisian, but not all those languages are spoken in all the countries, and a few countries have additional languages.

Lost Omens World Guide, Eye of Dread chapter, Oprak, page 44 wrote:

With the aid of a powerful artifact called the Onyx Key, Azaersi and her troops made their base in a strange castle deep within the Plane of Earth called the Vault of the Onyx Citadel. From there, she could create dimensional pathways to any location she chose, allowing the Ironfang Legion to move supplies and troops with ease. ...

Although Oprak is little more than three hundred miles across and consists primarily of forbidding mountains, the hobgoblins have substantially more resources than they have revealed to the rest of the world. The Onyx Citadel rests in a large, verdant cavern that the hobgoblins call the Onyx Vault, which is even larger than the territory Azaersi claims on Golarion. Created long ago by a powerful species of terraformers called xiomorns, the Onyx Vault has a variety of terrain, its own day and night cycle, and even clouds and rain. The hobgoblins are industriously taming this strange land, negotiating with powerful elemental natives, and mining the profusion of gems and ores in the wondrous place.

Half of the nation of Oprak is on the Elemental Plane of Earth and has some elemental inhabitants whose native language is Terran. A goblin with oread versatile heritage is likely to be from the Onyx Vault side of Oprak.

Vigilant Seal

Pathfinder Lost Omens, Rulebook Subscriber
YuriP wrote:

You forget about the most important description that is in your goblin (and all others) ancestry:

Quote:
Additional languages equal to your Intelligence modifier (if it's positive). Choose from Draconic, Dwarven, Gnoll, Gnomish, Halfling, Orcish, and any other languages to which you have access (such as the languages prevalent in your region).

In general (with some noticeable exceptions like focus spells) rarity rules like uncommon only exists to help the GM and player to notice that something is not common in the Avistan region or that can used as warn to players and GM that some spells and abilities that could be used to try workaround some mystery stories (ex.: Spells like Detect Alignment, Detect Poison, Magic Aura and many other are classified as uncommon as way to alert the GM and players to take attention to this spells. To GM because they can be used to try to detect some evil shapeshifted creature or some poisoned item/consumable that you don't want the players easily detect. To players to help them to know when they take spells that they need to first consult the GM. This try to avoid inadvertently spell bans or to know that they can suffer some restriction during the game).

That said to you know some uncommon language you just need to talk to your GM asking if it allows it! Usually you just need to explain why this make sense to your char build is sufficient to most sensate GM to allow.

I intended for"Your ancestry entry states which languages you know at 1st level." to coverthat.

Cordell Kintner wrote:
In society play, all versatile heritages gain access to their associated language. So Oreads can learn Terran, Tieflings can learn Abysal or Infernal, etc. I believe the boons have been updated to reflect this.

I was not aware of this, definitely going to look into that.

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