Choosing Languages

Updated: 11 March 2009

If your character is a... Then he starts off speaking...
Common (E) + Naurie (E) + Tick-Talk (E) + bonus languages (B)
Dwarven (E) + Common (C) + bonus languages (B) + one "automatic racial language" from PHB (A)
Native Elven Dialect (E) + Additional Elven Dialect (C) + Common (C) + bonus languages (B) + four "automatic racial languages" from PHB (A)
Naurie (E) + Common (E) + bonus languages (B) + one "automatic racial language" from PHB (A)
Naurie (E) + Common (E) + bonus languages (B) + one "automatic racial language" from PHB, of either Hobbits or Gnomes (A)
(1) Common (E) + Human National language (C) + bonus languages (B) + Patois (E) or one "automatic racial language" from PHB (A)
(2) Human National language (E) + Common (C) + bonus languages + Patois or one "automatic racial language" from PHB (A)
(3) Elven (E) + Common (C) + bonus languages (B) + Patois (E) or one "automatic racial language" from PHB (A)
(1) Common (E) + Human National language (B) + bonus languages (A) + one "automatic racial language" from PHB (A)
(2) Common (E) + Orcish (C) + bonus languages (A) + one "automatic racial language" from PHB (A)
(3) Orcish (E) + Common (B) + bonus languages (A) + one "automatic racial language" from PHB (A)
Naurie (E) + Common (E) + bonus langages (B) + one "automatic racial language" from PHB (A)
(1) Common (E) + Human National language (C) + bonus languages (B) + Dwarven (A)
(2) Human National language (E) + Common (C) + bonus languages (B) + Half-Elf Patois (A)
Goblin (E) + Common (C) + bonus languages (B) + one "automatic racial language" from PHB (A)
Orcish (E) + Common (B) + bonus languages (A) + one "automatic racial language" from PHB (A)
T'Kel Patois (E) + Common (C) + bonus languages (B) + one automatic racial language from list (A)
Bonus Languages = See p. 82 of the PHB. Your character gets the same number of Bonus Languages as his Intelligence modifier.

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Improving Language Abilities
Want to get rid of that accent when you speak Elven? Just add Skill Points!
LEVEL
DESCRIPTION
Skill Point COST
GAME EFFECTS
A
Basic knowledge of Language, Speaks like a caveman
1
A to B
2
• DC 15 (Cha, Wis or Int) to be understood without time penalties
• DC 15 (Wis or Int) to understand without time penalties
B
Heavily Accented, Too many gaps to be considered fluent
2 (3)
B to C
4
• DC 10 (Cha, Wis or Int) to be understood without time penalties
• DC 12 (Wis or Int) to understand without time penalties
C
Functionally Fluent, Accented
4 (7)
C to E
8
• Roll 1d20, communication fails for 1d4 rounds on a 1; roll again. Another 1 indicates a complete breakdown in communications
• DC 20 Bluff to pass as a native speaker
E (Exemption)
Native Speaker, No accent
8 (15)

• Communication automatically succeeds
may provide improved interaction if individual is not the same race

  
• A roll of a 1 on a language check is an automatic failure and immediately results in a negative reaction unless the character makes an immediate successful Cha check
• The character begins as a "native speaker" in one language and as "fluent" in as many languages as he has intelligence modifiers (minimum one). e.g. a character with 18 Intellignce begins the game speaking as though he were fluent in 4 languages.
• All remaining languages begin "accented."

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