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Isaiah
 
PostPosted: Thu, May 06 2010, 19:01 PM 

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I know in order to know a language that is not your native language or common you must have an intelligence modifier equal to the number of extra languages you want.

Is it the same for shifters? If the shifter has an intelligence score of 12 but does not RP knowing any extra languages then they shift into let's say dragon form, do they know how to speak draconic for the duration of the shift? If not is there a spell that will work?

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QPR
 
PostPosted: Thu, May 06 2010, 19:14 PM 

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Shifters gain no new languages.

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TormakSaber
 
PostPosted: Thu, May 06 2010, 19:15 PM 

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Shifters gain no new languages. Look look like a Drow but you do not understand or comprehend Drow better than you did before. The same is true for all forms.

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StandingBehindYou
 
PostPosted: Thu, May 06 2010, 19:21 PM 

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Isaiah wrote:
I know in order to know a language that is not your native language or common you must have an intelligence modifier equal to the number of extra languages you want.


There's no rule like that on Amia, unless this is a recent change?

That's also not quite how it works in pnp either; you get bonus languages based on your intelligence, but you also learn a new language every time you buy a rank in the skill Speak Language.


 
      
TormakSaber
 
PostPosted: Thu, May 06 2010, 19:31 PM 

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The int mod thing has been around for forever.

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ainjyll
 
PostPosted: Thu, May 06 2010, 19:32 PM 

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StandingBehindYou wrote:
Isaiah wrote:
I know in order to know a language that is not your native language or common you must have an intelligence modifier equal to the number of extra languages you want.


There's no rule like that on Amia, unless this is a recent change?

That's also not quite how it works in pnp either; you get bonus languages based on your intelligence, but you also learn a new language every time you buy a rank in the skill Speak Language.


In the old skool D&D there wasn't a Speak Language skill and languages your character knew (or could know) was limited by the character's INT bonus. With NWN having no Speak Language skill, it reasons to default back to the old way with the INT modifier.

Damn, ninja'd!

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Isaiah
 
PostPosted: Thu, May 06 2010, 19:39 PM 

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http://www.d20srd.org/srd/skills/SpeakLanguage.htm

I knew all of that. Just wasn't sure about shifters. Now I know. Thank you guys. A great help as always.

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StandingBehindYou
 
PostPosted: Thu, May 06 2010, 19:49 PM 

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TormakSaber wrote:
The int mod thing has been around for forever.


Is that an actual rule, or just a guideline?

It doesn't affect any of my existing characters either way, but it would be good to know for future reference.


 
      
QPR
 
PostPosted: Thu, May 06 2010, 20:03 PM 

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The int mod rule, I believe, represents how many languages you are capable of learning, not necesarily how many you know. Then again, no one forbids you from speeaking any langauge you want, but some may consider you poor sport.

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Logicality
 
PostPosted: Thu, May 06 2010, 20:10 PM 

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But of course it makes no sense that someone of "average" intelligence, IE 10, can't be bilingual even.

My primary character has 10 INT, I roleplay him as only being fluent in Common, but attempting to learn Elven and Sylvan. I would consider him to have a proficiency in each similar to the proficiency a second-year French student might have in French... for the most part, unable to understand native speakers, poor pronunciation, and weak grasp of vocabulary in general. When trying to say "Hello" in Elven, he says "Hellhound", or other words sounding loosely similar to "Hello".

But yes, shifters change shape only; while they gain the physical abilities of their assumed forms, they do not gain their knowledge. So no languages, knowledge of cultural customs, etc. From that one might easily be able to distinguish a shifter from one's own race, by their awkwardness. Alternatively, one might think the shifter to be mentally/socially challenged...

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StandingBehindYou
 
PostPosted: Thu, May 06 2010, 20:12 PM 

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QPR wrote:
Then again, no one forbids you from speeaking any langauge you want


That's why I'm asking if this is a rule, or if it's just a guideline.


 
      
QPR
 
PostPosted: Thu, May 06 2010, 20:20 PM 

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Well, it is a rule that shifters do not learn new languages when taking new shapes. But there is no rule saying that you didn't learn, say, drow, sometiem before you got the shape. But once again, people may consider you poor sport.

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Yurell
 
PostPosted: Thu, May 06 2010, 23:14 PM 

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StandingBehindYou wrote:
TormakSaber wrote:
The int mod thing has been around for forever.


Is that an actual rule, or just a guideline?

It doesn't affect any of my existing characters either way, but it would be good to know for future reference.


From what I've seen it's a guideline. Don't expect to get a DC with one's dozen languages and 8 int, but I doubt a DM is going to smite you if you learn an extra language after months of RP.

As far as Shifters, its been said - only your shape changes, and you do not gain any new languages. This makes it difficult when you change into a form that cannot physically speak a language.

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QPR
 
PostPosted: Thu, May 06 2010, 23:25 PM 

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And to make it clear: "Wolf", "bird" etc are not languages. Just no.

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BrainSplitter
 
PostPosted: Thu, May 06 2010, 23:26 PM 

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And likewise, Druidic is not a Talk to Animals language.

urgh.

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QPR
 
PostPosted: Thu, May 06 2010, 23:29 PM 

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And if you want to be a cool druid, you ofcourse follow the Complete Druid Handbook from 2e where it is stated that Druidic is not a very usefull language to discuss everyday chit-chatter in, as it lacks most words for any developed society, being a language reserved for ancient rituals and discussion of matters about Nature between druids.

But that is just my pet-peeve.

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Dark Immolation
 
PostPosted: Fri, May 07 2010, 0:06 AM 

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BrainSplitter wrote:
And likewise, Druidic is not a Talk to Animals language.

urgh.


It was my understanding though that Animal Empathy allowed you to communicate basic concepts to animals like "Danger", "Food", "Attack", "Enemy", "Flee", etc. Correct?


 
      
Isaiah
 
PostPosted: Fri, May 07 2010, 0:28 AM 

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I thought empathy was more like you can impart your feelings not actually communicate basic concepts. but in essence it is the same I think. That is the definition of empathy, to share and understand one's feelings.

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Yurell
 
PostPosted: Fri, May 07 2010, 1:21 AM 

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Animal Empathy: "A successful check allows a character to charm or dominate certain creatures. "

Wild Empathy (Ex): Allows you to improve the attitude of animal to you. Works like a diplomacy check @ d20 + druid level + cha modifier. Yo must be within 30ft and it takes ~1 minute. You can also use this on a magical beast with an int of 1-2 at a -4 penalty.

Handle Animal (a skill): Attack, Come, Defend, Down, Fetch, Guard, Hell, Perform, Seek, Stay, Track, Work

Animal Empathy seems a mixture of Handle Animal and Dominate Monster to be honest ... it works nothing like Wild Empathy (except maybe as an OP version).

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Charles1810
 
PostPosted: Fri, May 07 2010, 1:29 AM 

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Quote:
Awaken
Transmutation
Level: Drd 5
Components: V, S, DF, XP
Casting Time: 24 hours
Range: Touch
Target: Animal or tree touched
Duration: Instantaneous
Saving Throw: Will negates
Spell Resistance: Yes
You awaken a tree or animal to humanlike
sentience. To succeed, you must make a
Will save (DC 10 + the animal’s current
HD, or the HD the tree will have once
awakened).
The awakened animal or tree is friendly
toward you. You have no special empathy
or connection with a creature you awaken,
although it serves you in specific tasks or
endeavors if you communicate your
desires to it.
An awakened tree has characteristics as if
it were an animated object (see the Monster
Manual), except that it gains the plant type
and its Intelligence, Wisdom, and
Charisma scores are each 3d6. An awakened
plant gains the ability to move its limbs,
roots, vines, creepers, and so forth, and it
has senses similar to a human’s.
An awakened animal gets 3d6 Intelligence,
+1d3 Charisma, and +2 HD. Its
type becomes magical beast (augmented
animal). An awakened animal can’t serve as
an animal companion, familiar, or special
mount.
An awakened tree or animal can speak
one language that you know, plus one
additional language that you know per
point of Intelligence bonus (if any).
XP Cost: 250 XP.


Is it alright if all those near said animal companion (Since in nwn it only works on your animal companion) are asked permission for use of the enhanced version of the spell awaken to have said animal companion speak? Am asking due to from pnp to nwn this spell was changed a lot so wanting to see if by this if it would be okay, or if a dm would need to be present to deduct the 250xp.

//Brought up since the animal empathy and speaking with your animal.

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BrainSplitter
 
PostPosted: Fri, May 07 2010, 1:31 AM 

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No Talking Animals without DM Permission, I'm sorry to say. It's been used to such horrible ends before that it's better kept unused, anyway. There's no reason for your animal companion to know how to talk.

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Yurell
 
PostPosted: Fri, May 07 2010, 1:40 AM 

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@ Charles - Awaken is one of the most cruel spells in existence. You give a creature true sentience, only to know that it will be snatched from them, that they will die as soon as the spell is over.

Also, it states in either PHB or MM that animals cannot talk, period. They just aren't designed for it (and no, not even parrot form).

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BrainSplitter
 
PostPosted: Fri, May 07 2010, 1:46 AM 

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Specific Rule always overrules the General Rule in DnD, Yurell. If the General Rule says "animals can't speak", but a Specific Rule (in a spell) says "Animal can now speak" - then the second takes precident.

IE; Talking Animals and Trees if Awakened. Which is disgusting ew, but gotta make sure you get your rules right.

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Yurell
 
PostPosted: Fri, May 07 2010, 1:57 AM 

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Oh, I didn't mean to contradict the spell, I was meaning in general. I guess I phrased myself badly.

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TormakSaber
 
PostPosted: Fri, May 07 2010, 2:07 AM 

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An Awakened Animal (in the Pn sense) cannot function as an Animal Companion. This is stated in the confines of the Awaken Spell.

And:

Quote:
No Talking Animals without DM Permission, I'm sorry to say. It's been used to such horrible ends before that it's better kept unused, anyway. There's no reason for your animal companion to know how to talk.

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Gunz
 
PostPosted: Fri, May 07 2010, 6:51 AM 



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Indeed. Once you awaken a companion in the PnP sense, it can't be your companion anymore.

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Gravemaskin
 
PostPosted: Fri, May 07 2010, 10:17 AM 

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Question then, what if someone has a DC altered Animal companion to another. Like a Worg for instance?

Quote:
Unlike most animalistic creatures, worgs can speak. They can speak both Common and Goblinoid, as well as a language of their own.


Or any other animal that have ".... speak their own language." specified?

Can they speak the languages listed or would that still require DM permission?

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The Peacock
 
PostPosted: Fri, May 07 2010, 10:32 AM 

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I think I know the answer to that. But because I'm not sure... *Is quiet.*

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blackvswhite
 
PostPosted: Fri, May 07 2010, 16:00 PM 

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The whole idea is talking animals is childish and RP shattering (imo) and I grimace and fill with a sense of overwhelming annoyance whenever I see a speaking animal. I will inform the person that animals can't talk, and most likely not be capable of RPing with the person.

and although there are no hard set rules on shifters and languages, its generally known that shifting does not effect your mind, just your body. You gain no new knowledge (other than instinctual things for the creature if you want) and no new languages.

My shifter does actually have the ability to speak draconic when shifted into a wyrmling/kobold, though. She also has the ability to speak it when in any other form, but doesn't like how it treats her vocal cords. She has the int modifier and legitimately knows the languages.

EDIT: talking worgs are blech... whatever lore says... I still don't like talking animals


 
      
Moonangel
 
PostPosted: Fri, May 07 2010, 16:20 PM 

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Having ''animals don't talk'' as a house rule is fair, but saying someone is childish or a bad rper for it is kind of silly considering the lore and PnP allows for it.

Does the tropical island on B still have a bunch of talking animal npcs, for that matter?


 
      
blackvswhite
 
PostPosted: Fri, May 07 2010, 17:32 PM 

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sorry, just personal opinion. I just ~really~ dislike talking animals...


 
      
Logicality
 
PostPosted: Fri, May 07 2010, 18:45 PM 

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As an aside, is there a hard list on which Shifter forms cannot speak at all?

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TormakSaber
 
PostPosted: Fri, May 07 2010, 18:52 PM 

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Moonangel wrote:
Having ''animals don't talk'' as a house rule is fair, but saying someone is childish or a bad rper for it is kind of silly considering the lore and PnP allows for it.

Does the tropical island on B still have a bunch of talking animal npcs, for that matter?


Those are directly related to a DM plot and have a specific reason and purpose as to why they are able to speak.

Otherwise, yes, it is childish, and it is poor. That it is allowed doesn't make it good.

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LordAzack
 
PostPosted: Fri, May 07 2010, 19:09 PM 

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Moonangel wrote:

Does the tropical island on B still have a bunch of talking animal npcs, for that matter?



Yeps, and their so cute an cudelly

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Gunz
 
PostPosted: Fri, May 07 2010, 22:56 PM 



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Gravemaskin wrote:
Question then, what if someone has a DC altered Animal companion to another. Like a Worg for instance?

Quote:
Unlike most animalistic creatures, worgs can speak. They can speak both Common and Goblinoid, as well as a language of their own.


Or any other animal that have ".... speak their own language." specified?

Can they speak the languages listed or would that still require DM permission?


I think most people who have their companions switched to the Worg model did it simply for the look; they just wanted a meaner looking wolf. I would imagine that if you wanted a Worg and wanted it to talk, you'd need DM permission to do it. Kinda like the platinum coin thing. But I'm just guessing.

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Yurell
 
PostPosted: Fri, May 07 2010, 23:09 PM 

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I didn't think (as a general rule) that worgs cold be animal companions - they're sentient, with an intelligence of six (naturally DM decision overrule the 'in general' and I'm not trying to argue against their decisions).

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TormakSaber
 
PostPosted: Sat, May 08 2010, 3:14 AM 

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Worgs are magical beasts and thus 'against the rules'. But most all of NWN's default familiars are 'against the rules' wthout lots of special feats, too.

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IronAngel
 
PostPosted: Sat, May 08 2010, 15:26 PM 

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Either way: you need to make a request for a worg skin, so it should probably be handled in the same request. I would assume that DMs take the language capability into consideration when they make decisions about worg companions, so you'll probably know if your worg is allowed to talk (which it obviously should, if it's actually one of the creature's traits). Well, at least from now on if it hadn't come up before; I for one had no idea worgs were anything but black dogs.

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Logicality
 
PostPosted: Sat, May 08 2010, 16:39 PM 

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Logicality wrote:
As an aside, is there a hard list on which Shifter forms cannot speak at all?

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blackvswhite
 
PostPosted: Sat, May 08 2010, 16:43 PM 

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if I had a list of the forms in front of me I could make one...


 
      
Logicality
 
PostPosted: Sat, May 08 2010, 17:14 PM 

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Wyrmlings
Gargoyle
Harpy
Minotaur
Basilisk
Drider
Manticore
Drow Warrior
Lizardman
Kobold Commando
Dire Tiger
Medusa
Mindflayer
Badger - Normal and Dire
Bear - Normal and Dire
Boar - Normal and Dire
Panther - Normal and Improved
Wolf - Normal and Dire
Earth Elemental
Fire Elemental
Water Elemental
Wind Elemental
Risen Lord
Vampire
Spectre
Azer
Raksasha
Death Slaad
Iron Golem
Stone Golem
Demonflesh Golem
Blue Dragon
Green Dragon
Red Dragon

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QPR
 
PostPosted: Sat, May 08 2010, 17:25 PM 

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Common sense I'd say. If the creature in question have the organs required to speak, it can probably speak. ie: animals can't speak because they dont have the organs necesary to do so.

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Logicality
 
PostPosted: Sat, May 08 2010, 17:27 PM 

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Yes, yes, but... I don't know what organs belong to creatures like wyrmlings and basilisks. I'd imagine a wyrmling can speak, because dragons can speak; but I'd imagine basilisks can't, because they look like lizard-pigs.

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QPR
 
PostPosted: Sat, May 08 2010, 17:31 PM 

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I would guess that most humanoids are able to speak, though I suspect, say, a minotaur would have a harder time making itself understood than a human, or Raksasha. Basilisk I would guess are just that, lizard pigs without the ability to speak.

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Garret Smith - Archer and peddler of deity-statuettes
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blackvswhite
 
PostPosted: Sat, May 08 2010, 17:41 PM 

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they can all speak their native language ~if you already know it~ unless of course they don't have a language.
wyrmlings - capable of draconic at least
drow can speak
kobolds can speak
dragons can speak
golems can't speak
animals can't speak
harpies can speak
mindflayers are capable of speech but real illithids usually don't because they prefer telekinetic communication...
azer can speak
vampire can speak
idk about elementals... probs have speech capability for auran(air)/aquan(water)/ignan(fire)/terran(earth) ~if you already know it~
medusa can speak
minotaur can speak
I would imagine risen lord and spectre can, but not entirely sure
not sure about gargoyle, manticore, slaad, or drider


 
      
IronAngel
 
PostPosted: Sat, May 08 2010, 18:42 PM 

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Manticors, Slaadi, Driders and Gargoyles can and do all speak, most of them several languages.

I don't think Elementals can speak anything but their respective elemental language. MM says that's what they (rarely) speak, and describes their speech specifically as something like howls, grumbles, crackles etc. I doubt they're capable of speaking Common.

So yeah, I'd say the no-speak list boils down to basilisks, animals, elementals and golems.

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Moonangel
 
PostPosted: Sat, May 08 2010, 18:47 PM 

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Golems have been portrayed as knowing how to speak on several occasions, likely depending on the design of the golem in question.


 
      
IronAngel
 
PostPosted: Sat, May 08 2010, 18:48 PM 

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True, but that's not what Monster Manual says. They don't have lungs or vocal chords. The real golems that do speak must have been specifically enchanted to do so. You can even make singing swords, piece of cake. Since you're simply taking a form, there would have been no mage to enchant you with a speaking spell capable of producing the vocals, I guess.

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Gravemaskin
 
PostPosted: Tue, May 11 2010, 17:35 PM 

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Quote:
Demonflesh Golems

Demonstrating truly fiendish grafting of demonic body parts assembled into a vile whole. These bear superficial resemblance to flesh golems. Most are reasonably intelligent. The making of demonflesh golems has become close to a sport on some levels of the Nine Hells.


I always figured demonflesh golems can speak, though stone and iron can't.

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IronAngel
 
PostPosted: Wed, May 12 2010, 16:40 PM 

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Location: Helsinki, Finland

Well, at least normal flesh golems can't speak. They can only scream.

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The guy that probably has sexual fantasies about masturbation. I mean, Iron, you're a bookworm nerd that even in your wildest escapism fantasies flee to the internet to play the role of another bookworm nerd? Come on!


 
      
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