Languages.json 2.7 KB

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  3. "Chapter 2: Tools\r\n",
  4. "Building Creatures\r\n"
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  10. "markdown": "<title level=\"1\" right=\"Rules\">[Languages](/Rules.aspx?ID=1005)</title>\r\n\r\n<row gap=\"tiny\">**Source** [Gamemastery Guide](/Sources.aspx?ID=22) pg. 60</row>\r\n\r\n<row gap=\"medium\">\r\n<column gap=\"medium\" flex=\"1 1 400px\">\r\nThink about what languages the creature would need to communicate with other creatures in its home. For instance, many intelligent undead speak Necril, and many creatures from the Darklands speak Undercommon. If you want your creature to be able to speak to the PCs, be sure it has Common; for a creature with no reason to speak the common tongue of your setting (such as most extraplanar creatures in a typical campaign), be sure it doesn’t. Some creatures can understand language but can’t vocalize; in this case, you can state that they can’t speak any language. For creatures that need to be able to infiltrate and communicate wherever they go, you might give them [tongues](/Spells.aspx?ID=340) or a similar ability as a constant innate spell.\r\n</column>\r\n\r\n<column gap=\"medium\">\r\n\r\n</column>\r\n\r\n</row>",
  11. "name": "Languages",
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  13. "label": "Skills",
  14. "url": "/Rules.aspx?ID=1006"
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  17. "label": "Perception",
  18. "url": "/Rules.aspx?ID=1003"
  19. },
  20. "rarity": "common",
  21. "release_date": "2020-02-26",
  22. "resistance": {},
  23. "search_markdown": "<additional-info>\r\n<row gap=\"tiny\">**Source** [Gamemastery Guide](/Sources.aspx?ID=22) pg. 60</row>\r\n\r\nChapter 2: Tools\r\n/ Building Creatures\r\n\r\n</additional-info>",
  24. "source": [
  25. "Gamemastery Guide"
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  28. "Gamemastery Guide pg. 60"
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  31. "source_markdown": "<row gap=\"tiny\">[Gamemastery Guide](/Sources.aspx?ID=22) pg. 60</row>",
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  33. "text": " Languages Source Gamemastery Guide pg. 60 Think about what languages the creature would need to communicate with other creatures in its home. For instance, many intelligent undead speak Necril, and many creatures from the Darklands speak Undercommon. If you want your creature to be able to speak to the PCs, be sure it has Common; for a creature with no reason to speak the common tongue of your setting (such as most extraplanar creatures in a typical campaign), be sure it doesn’t. Some creatures can understand language but can’t vocalize; in this case, you can state that they can’t speak any language. For creatures that need to be able to infiltrate and communicate wherever they go, you might give them tongues or a similar ability as a constant innate spell. ",
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