Languages

Rule

The people of the Inner Sea region speak dozens of different languages, along with hundreds of dialects and regional variations. While a character can generally get by with Taldane, also known as Common, knowing another language is vital in some regions. Being able to speak these tongues can help you with negotiation, spying on enemies, or just conducting simple commerce. Languages also afford you the chance to contextualize your character in the world and give meaning to your other character choices.

Your ancestry entry states which languages you know at 1st level. Typically, this means you can both speak and read these languages. Having a positive Intelligence modifier grants a number of additional languages equal to your Intelligence modifier. You can choose these languages from the list presented in your character’s ancestry entry and from those available from your region or ethnicity. Ask your GM if there’s a language you want to select that isn’t on these lists. If your Intelligence changes later on, you adjust your number of languages accordingly.

The languages presented here are grouped according to how common they are throughout the Inner Sea region. Languages that are common are regularly encountered in most places, even among those who aren’t native speakers. Languages that are uncommon (see Table 2–2 and Regional Languages) are most frequently spoken by native speakers, but they are also spoken by certain scholars and others interested in the associated cultures.

Druidic is a secret language, and is available only to characters who are druids. In fact, druids are prohibited from teaching the language to non-druids (described further in Anathema).

It is possible for your character to learn languages later in their adventuring career. Selecting the

feat, for example, grants a character two new languages chosen from those listed in Table 2–1: Common Languages and Table 2–2: Uncommon Languages. Other abilities and effects might grant access to common or uncommon languages, as detailed in their descriptions.

Table 2—1: Common Languages
LanguageSpeakers
Common Humans, dwarves, elves, halflings, and other common ancestries
DraconicDragons, reptilian humanoids
DwarvenDwarves
ElvenElves, half-elves
GnomishGnomes
GoblinGoblins, hobgoblins, bugbears
HalflingHalflings
JotunGiants, ogres, trolls, ettins, cyclopes
OrcishOrcs, half-orcs
SylvanFey, centaurs, plant and fungus creatures
UndercommonDrow, duergars, xulgaths
Table 2–2: Uncommon Languages
LanguageSpeakers
AbyssalDemons
AkloDeros, evil fey, otherworldly monsters
AquanAquatic creatures, water elemental creatures
AuranAir elemental creatures, flying creatures
CelestialAngels
GnollGnolls
IgnanFire elemental creatures
InfernalDevils
NecrilGhouls, intelligent undead
ShadowtongueNidalese, Shadow Plane creatures
TerranEarth elemental creatures
Table 2–3: Secret Language
LanguageSpeakers
DruidicDruids

Regional Languages

Regional languages depend on the game world you’re playing in. Chapter 8: The Age of Lost Omens lists the regional languages of the Pathfinder world and where they’re spoken. These languages are uncommon.

Most characters learn the Common language. This is the most widely used language in the region where the campaign takes place. In the Inner Sea region of Golarion, the Common tongue is Taldane, for example. Characters with Common might face a language barrier if they travel somewhere with a different Common language.

Sign Language

The language entry for most characters lists languages they use to communicate in spoken words. However, you might know the signed languages associated with the languages you know, or how to read lips. You can learn these by taking the

or skill feats, or both. If you are creating a character who is deaf, hard of hearing, or unable to speak, discuss with your GM whether it makes sense for your character to know sign languages or lip reading. If so, your GM might allow you to select one of these feats for free (even if you don’t meet the prerequisites) to represent your character concept.