Difference between revisions of "KOTB"

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Soilchild4 believes that the druids discovered in today’s mission were a remnant of Wondertree’s cult. As for Wondertree himself, he moved on to the Caves of Chaos to establish a high temple. A high temple dedicated to Joboth, god of monsters!
 
Soilchild4 believes that the druids discovered in today’s mission were a remnant of Wondertree’s cult. As for Wondertree himself, he moved on to the Caves of Chaos to establish a high temple. A high temple dedicated to Joboth, god of monsters!
 +
 +
==Marching Order==
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Zilisha
 +
Abbin/ Beetle
 +
Greyclaw and Midnight
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 +
  
 
==Zilisha==
 
==Zilisha==

Revision as of 11:53, 19 October 2019

Keep on the borderrrrrlaaaaand

IC Thread OOC Thread

MAP

Kotbgrid.png

Concept

A KOTB-like run-through but with i) a few twists and ii) a sweaty, low-tech sword and sorcery aesthetic. The Borderlands lie near the edge of lands that are languishing in a dark age (the result of a magic apocalypse). Landscape is arid semi-desert. I’ve discovered in my bit of prep that the setting idea shares similarities with the Dark Sun world; it’s perhaps a ‘softer’ version in which most standard D&D tropes survive mechanically unchanged. I'd run the game so there's enough similarity to the original to trigger a few of the nostalgia chills. Obviously they'll be changes and surprises (and a different overall feel) to make the experience novel. Warning in advance: I don't intend to make it a huge dungeon crawler, though that will certainly be an element.

System: Pathfinder

Races: humans, tieflings only

Armor: perhaps an odd thing to focus on first, but I intend to restrict players to light or medium war harness to support feel. Worn in setting partly for reasons of the climate, but also for freedom of movement).


Two types of armour predominate (boosted versions of gladiator and provocator on SRD). Both are partial, piecemeal.

Light harness (reqs light arm prof)
Cost ........AC Bonus ....Max Dex Bonus .....Check Penalty .....Spell Fail ....Weight
15 coins... [+4].............+6 ................. 0 ..............10%.........15 lbs.

Medium harness (reqs med arm prof)
Cost.......... AC Bonus..... Max Dex Bonus ....Check Penalty .....Spell Fail.... Weight
75 coins .... [+6]............... +4 ............ -3 ..............20%...........30 lbs.

Heavy armor only exists as lamellar or other bulky lower tech forms.

The Cult of Joboth: setting lore and the story so far

-The chapel at the Keep is currently occupied by 'good' druids.

-When Greyclaw and Zilsiha went into the basement of the chapel they found fungusy dead bad druids who had been worshiping a weird god

-After making the discovery the leader of the good druids confessed that his forerunner had been a bad guy, Wondertree1 who worshipped Joboth, a 'god of monsters'

-Wondertree1 (and presumably Joboth) respected all forms of life, good and evil, not distinguishing between wholesome 'good' life and evil and chaotic forms

-Wondertree1 was expelled by the Castellan. He went to the Caves of Chaos to set up a temple to this god of monsters, called Joboth.

-It makes sense that the Dry Ones's 'King of Life' is Joboth

-This is what Soilchild4 said after G and Z discovered the evil shrine under the chapel:

Then he offers an explanation for their bizarre find. His circle of druids , he relates, were called to the Keep by a powerful Druidic master, Wondertree 1. Wondertree 1’s group did not 
distinguish between the pure, natural life of the wholesome earth, and the perverse vitality of the corrupt forces stirred by the magical apocalypse. All were one, he taught. Soilchild 4 was 
ordered to the Keep by the high circle of druids to moderate and report on Wondertree 1’s heresies.
When Soilchild 4 arrived with his circle they found that Wondertree 1 and his followers had moved on. The castellan had expelled them, sensing an unhealthy interest in monstrous life and 
encouraging, not checking the wild things that stalked the borderlands. The castellan had closed off the lower chambers of the chapel building, which remained unexplored til today. He was 
reluctant to accept druids again to the Keep until he was given assurances that they did not follow Wondertree 1’s creed , but obeyed the more conventional teachings of druidry.


Soilchild4 believes that the druids discovered in today’s mission were a remnant of Wondertree’s cult. As for Wondertree himself, he moved on to the Caves of Chaos to establish a high temple. A high temple dedicated to Joboth, god of monsters!

Marching Order

Zilisha Abbin/ Beetle Greyclaw and Midnight


Zilisha

Female Tiefling Bloodrager (Abyssal Bloodline) 3 CG

Str 16 Dex 11 (13) Con 14 Int 10 (12) Wis 13 Cha 16 (14) They gain +2 Dexterity, +2 Intelligence, and –2 Charisma.


Darkvision: Tieflings can see perfectly in the dark for up to 60 feet Maw or Claw Some tieflings take on the more bestial aspects of their fiendish ancestors. These tieflings exhibit dangerous claws. The tiefling can choose two claws that each deal 1d4 points of damage. These attacks are primary natural attacks. This racial trait replaces the spell-like ability racial trait. Scaled Skin The skin of these tieflings provides some energy resistance, but is also as hard as armor. Choose one of the following energy types: cold, electricity, or fire. A tiefling with this trait gains resistance 5 in the chosen energy type (FIRE) and also gains a +1 natural armor bonus to AC. This racial trait replaces fiendish resistance. Prehensile Tail Many tieflings have tails, but some have long, flexible tails that can be used to carry items. While they cannot wield weapons with their tails, they can use them to retrieve small, stowed objects carried on their persons as a swift action. This racial trait replaces fiendish sorcery Vestigial Wings Some tieflings possess a pair of undersized, withered, or stunted wings like a mockery of those of their fiendish forbearer. Sometimes these wings are leathery, like those of a bat. Other times they are covered with a scattering of black, red, or violet feathers. Rare manifestations can take even more bizarre forms. These wings do not provide the lift required for actual flight, but do have enough power to aid flight attained by some other method, and grant a +4 racial bonus on Fly skill checks. This racial trait replaces skilled.

Skills (6/level): Climb 2:8 (5) Craft (Armor) 2:6 Diplomacy 3:8 (11 with Badlanders) Intimidate 3:8 Knowledge Arcana 1:5 Knowledge Planes 1:2 Perception 3:7 Spellcraft 1:5 Survival 2:6

BAB: +3 Fort 5 Ref 2 Will 2 +2 vs spells from me or allies

Speed: 40’ Languages: Common, Badlander, Fiendish

HD: d10 HP: 24/24 (30/30) AC: 17 (15) Claw x2: +6, 1d4+3, (+8, 1d6+5), Whetstone Planson: +7, 1d10+4 (+10, 1d10+7), B or P Chakram: +4, 1d8+3, 30’, Whetstone

Feat: Improved Natural Armor: +1 natural armor

Additional Traits

 Trifler: Prestidigitation as spell-like ability 3/day
 Arcane Dabbler: 2 non-harmful arcane, 1/day each - Spark, Mending 

Traits: Human Affinity: Diplomacy is a class skill for all characters, paid for (1 skill point for free) at chargen. Add your class level to interact with characters of a similar profession/ background (e.g. fighters, etc).

Prideful Temper: You gain a +1 trait bonus on attack rolls made against creatures that have insulted you until you actually succeed in dealing damage.

Bloodline Powers: Claws: At 1st level, you grow claws while bloodraging. These claws are treated as natural weapons, allowing you to make two claw attacks as a full attack, using your full base attack bonus. These attacks deal 1d6 points of damage each (1d4 if you are Small) plus your Strength modifier. At 4th level, these claws are considered magic weapons for the purpose of overcoming damage resistance. At 8th level, the damage increases to 1d8 points (1d6 if you are Small). At 12th level, these claws become flaming weapons, which deal an additional 1d6 points of fire damage on a hit.

Bloodrage: 10 rds, free action to start, +4 Str & Con, +2 Will save, -2 AC, fatigued 2x # of rds A fatigued character can neither run nor charge and takes a –2 penalty to Strengthand Dexterity. Doing anything that would normally cause fatigue causes the fatigued character to become exhausted.


Fast Movement: +10’, not carrying a heavy load

Uncanny Dodge: She cannot be caught flat-footed, nor does she lose her Dexteritybonus to AC if the attacker is invisible. She still loses her Dexterity bonus to AC if immobilized. A bloodrager with this ability can still lose her Dexterity bonus to AC if an opponent successfully uses the feintaction against her.

Blood Sanctuary: +2 vs spells from me or allies


Medium harness (reqs med arm prof) Cost.......... AC Bonus..... Max Dex Bonus ....Check Penalty .....Spell Fail.... Weight 75 coins .......... [+6].................. +4 .......................... -3 ..................20%.........30 lbs.

Equipment: 105 Medium harness 75 Planson (masterwork) Chakram (2) 2 Barbarian’s kit 9

 backpack, a belt pouch, a blanket, a flint and steel, an iron pot, rope, soap, torches (10), trail rations (5 days), and a waterskin

Grappling hook 1/87 Artisan’s tools (Armorer) 5 Whetstone 0.02/102.02

 Honing a blade with a whetstone requires about 15 minutes of work and grants the weapon a +1 bonus on your damage roll the first time you hit with it. This only works on nonmagical blades.

Outfit, peasant’s (rags) 0.1 Oil (2) 0.2 2 bullets, 6 tin pieces, 8 tin bits

52 bullets 150b (necklace sales)

three ordinary cure potions potion of strength making pot of antivenom powerful healing potion

Masterwork harness


Contact: Zorn, smith at Keep


Background: These arid lands are a brutal, unforgiving place, but the daily struggle for survival hasn’t dampened Zilisha’s spirits. She is grateful to be alive, and willing to help others (within reason). Even when things are going bad, she’s feeling good as Hell.

Appearance: Zilisha’s a big girl. Her skin is brick-red with little scales, her shoulder-length hair is black and wavy, and she has little horns on her forehead. She has undersized bat wings, and a tail that sways when she walks. Her fingernails are long, sharp and immaculate.

Greyclaw


Human Hunter (Packmaster/Roof Runner)
CG
Stats and Stuff
Str 13 Dex 18 Con 11 Int 14 Wis 16 Cha 9

Skills
Acrobatics 6:10
Climb 6:7
Diplomacy 6:5 (6 with Druids/Rangers)
Disable Device 6:10
Handle Animal 6:5 (7 with dogs)
Heal 5:8
Knowledge(nature) 4:6 (8 with regards to dogs)
Perception 6:9
Sleight of Hand 4:8
Stealth 6:10
Survival 6:9 (1 point comes from Heart of the Wilderness)
Sense Motive 0:2 (Due to Eye for Talent)
Saves Fort: +3
Ref: +7
Will: +4
Feats
Huntmaster
Outflank
Boon Companion
Bonded Mind
Racial Traits
Heart of the Wilderness
Eye for Talent
Traits
Human Affinity
Wisdom in the Flesh
Background
Lost as a child, Greyclaw had with him the family dog(Alice). After wandering lost and alone they were taken in by a wolfpack. Years later he wanders, with one of his packmates (Alice's grandson), Midnight, to not only find himself, but perhaps find his origin.
Description
Tall and gangly Greyclaw moves with a feral grace. His blue eyes shine with a predatory intensity beneath his mop of brown hair.

Abbin Mec

Male Human Cleric Level 3, HP 16

Str 10 Dex 10 Con 11 Int 14 Wis 18 Cha 16

Skills (6/level):

Appraise 1:6 Diplomacy 2:10 (11 with Clerics) Heal 1:8 Knowledge: Arcana 2:7 Knowledge History 2:7 Knowledge: Nobility 2:7 Knowledge: Planes 2:7 Knowledge Religion 3:8 Linguistics 1:6 Perception 1:9 Sense Motive 1:8

Speed 20' Fort +4, Ref +2 Will +8 AC 18, BAB Melee 2 BAB Rng 2

Traits Human Affinity (+1 to Diplomacy Rolls for dealing with same profession) Eyes and Ears of the City (+2 to perception and it is now a class skill)

Feats: Extend Spell (Spell duration is automatically doubled) Persuasive (+2 to diplomacy and intimidate rolls) Selective Channeling (Ability to not affect up to 3 targets from channeling)

Languages: Common Ancient Half Badlander

Proficiencies Simple Weapons (Skull Mace is the preferred weapon of the Lord of Skulls, it also doubles as a holy symbol and symbol of authority)

Class Features (Cleric Domains Law, Protection) Touch of Law - You can touch a willing creature as a standard action, infusing it with the power of divine order and allowing it to treat all attack rolls, skill checks, ability checks, and saving throws for 1 round as if the natural d20 roll resulted in an 11. You can use this ability a number of times per day equal to 3 + your Wisdom modifier.

Resistant Touch Power - Resistant Touch (Sp): As a standard action, you can touch an ally to grant him your resistance bonus for 1 minute. When you use this ability, you lose your resistance bonus granted by the Protection domain for 1 minute. You can use this ability a number of times per day equal to 3 + your Wisdom modifier.

Aura - Powerful Lawful Aura

Channel Energy - 6 times per day 2d6 each time

Spells (unless otherwise noted) Level 0 Mend Stabilize Light Enhanced Diplomacy

Level 1 Protection from Chaos Aspect of the Nightingale Divine Favor Remove Sickness Bless

Level 2 Shield Other Resist Energy Spiritual Weapon

Wealth 2047 Bullets, 7 Tin

Equipment # Cost Weight Medium Harness 75 30 Shield, wood 7 10 Mace, Heavy 12 8 sling ammo 20 0.2 10 backpack 2 2 blanket 0.5 3 bedroll 0.1 5 crowbar 2 5 hammer 0.5 2 flint & steel 1 Mirror 10 0.5 belt pouch 1 0.5 Rations 2 5 2 rope silk 10 5 waterskin 1 4 Explorer's * 8 compass 10 0.5 holy symbol Iron 5 1

Corwyn Dale

Name Corwyn Dale Size Medium Gender Male
Class Fighter 3 Age 22 Hair Close Crop/Dark Brown
Race Human Height 6’2” Eyes Dark Brown
Alignment True Neutral Weight 195 Languages Common, Wanderer
Traits Human Affinity, Observant F. Class Fighter (Skill Point)
Attributes Score Modifier Temp S Temp M
Strength 18 +4 - -
Dexterity 15 +2 - -
Consitution 14 +2 - -
Intelligence 13 +1 - -
Wisdom 15 +2 - -
Charisma 7 -7 - -
HP 34/34 Temp HP - Initiative +2 Speed: 30 feet base
Total Armor Shield Dex Mod Misc
AC 23 = 10 +7 +4 +2
Touch 12 = 10 +2
Flat-Footed 21 = 10 +7 +4
Saving Throws Total Base Ability Misc
Fortitude +5 = +3 +2 -
Reflex +3 = +1 +2 -
Will +5 = +1 +2 +2
BAB +3 CMB +7 CMD 19
Weapon Attack Damage Critical Type Range
S+2/W+1 Spiked Shield, Heavy Steel +9 1d6 + 5 x2 Piercing Reach
Armour Spikes +7 1d6 + 2 x2 Piercing Reach
Armour Armour Bonus Max Dex Bonus Check Penalty Spell Failure Weight
Spiked Medium Harness +7 +5 -3 20% 40 lbs
S+2/W+1 Spiked Shield, Heavy Steel +4 - -1 5% 20 lbs
Skill Total Class Ranks Ability Armour Misc
Climb 7 = Y 3 +4 -3
Diplomacy 4 = Y 3 -2 +1 if Warrior/Caravan Guard
Handle Animal 2 = Y 1 -2
Perception 9 = Y 3 +2 +1 from Observant
Sense Motive 5 = N 3 +2
Survival 8 = Y 3 +2

Class Features

  • Bravery +1
  • Armour Training 1

Feats

  • Simple Weapon Proficiency (all)
  • Martial Weapon Proficiency (all)
  • Light Armour Proficiency
  • Medium Armour Proficiency
  • Exotic Armour Proficiency (Partial)
  • Two-Weapon Fighting
  • Improved Shield Bash
  • Power Attack
  • Weapon Focus (Spiked Shield)
  • Iron Will
  • At Level 4 - Combat Reflexes
  • At Level 5 - Advanced Weapon Training
  • At Level 6 - Weapon Specialization (Spiked Shield)
  • At Level 7 - Double Slice
  • At Level 8 - Improved Two Weapon Fighting
  • At Level 9 - Greater Weapon Focus (Spiked Shield)
  • At Level 10 - Shield Slam
  • At Level 11 - Shield Master

Equipment

  • Spiked Medium Harness. 40 lbs.
  • S+2/W+1 Spiked Shield, Heavy. 20 lbs.
  • Fighter’s Kit - a backpack, a bedroll, a belt pouch, a flint and steel, an iron pot, a mess kit, rope, soap, torches (10), trail rations (5 days), and a waterskin. 29 lbs.
  • 5 bullets

Physical Description: Tall, blocky and grim-looking. Numerous scars across his face, arms and torso. Constant four o'clock shadow. Tanned, rough skin.

Beetle!

Beetle

Human Wizard (School of Earth)

AC: 10

HD: 1d6

HP: 13

Hit Dice: 1

Movement rate: 30

Initiative modifier: +0

Abilities (+modifiers):

  • Wisdom 15 (+2)
  • Intelligence 18 (+4)
  • Constitution 10 (+0)
  • Strength 8 (-2)
  • Dexterity 10 (+0)
  • Charisma 12 (+1)

Reflex: +1 Fortitude: +1 Will: +5

Size: Medium

Speed: 30 ft

Skills (6/level):

  • Appraise (Int) (1: +8)
  • Craft (Int) (1: +8)
  • Diplomacy (Cha) (2: +6)
  • Knowledge (Arcana) (Int) (3: +10)
  • Knowledge (History) (Int) (1: +8)
  • Knowledge (Religion) (Int) (1: +8)
  • Linguistics (Int) (1: +8)
  • Spellcraft (Int) (3: +10)
  • Sense Motive (Wis) (3: +5)
  • Survival (Wis) (2: +4)


Feats:

Spell Focus: Earth Choose a school of magic. Any spells you cast of that school are more difficult to resist.

Benefit: Add +1 to the Difficulty Class for all saving throws against spells from the school of magic you select.


Minor Spell Expertise: Shield You are able to cast a 1st-level spell as a spell-like ability.

Prerequisite: Ability to cast 4th-level spells.

Benefit: Choose one 1st-level spell that you know. You may cast that spell twice per day as a spell-like ability. The caster level for this spell-like ability is equal to your caster level in the class from whose spell list the spell is taken. The spell-like ability’s save DC is Charisma-based. If the spell has an expensive focus or material component, it may not be chosen for this feat. You cannot apply metamagic feats to this spell.

Scribe Scroll (Item Creation) (bonus) You can create magic scrolls.

Prerequisite: Caster level 1st.

Benefit: You can create a scroll of any spell that you know. Scribing a scroll takes 2 hours if its base price is 250 gp or less, otherwise scribing a scroll takes 1 day for each 1,000 gp in its base price. To scribe a scroll, you must use up raw materials costing half of this base price. See the magic item creation rules in Chapter 15 for more information.

Traits:

Focused Mind: Your childhood was either dominated by lessons of some sort (whether musical, academic, or other) or by a horrible home life that encouraged your ability to block out distractions and focus on the immediate task at hand. You gain a +2 trait bonus on concentration checks.

Human Affinity: Diplomacy is a class skill for all characters, paid for (1 skill point for free) at chargen. Add your class level to interact with characters of a similar profession/ background (e.g. fighters, etc).

Languages spoken (+2 bonus):

  • Common
  • Fiendish
  • Vegepygmy

Earth School

The earth elementalist draws power from the stone around him, shaping it, shattering it, and bending it to his will. He can use it to defend himself or cause it to rise up and crush his foes.

Earth Supremacy (Su): You gain a +2 enhancement bonus to your CMD to resist bull rush, drag, reposition, trip, and overrun attempts as long as you are touching the ground. This bonus increases by +1 for every five wizard levels you possess. In addition, you gain a +1 insight bonus on melee attack and damage rolls whenever both you and your foe are touching the ground. At 20th level, earth and stone do not block the line of effect of your spells, although they do still block your line of sight.

Acid Cloud (Su): As a standard action, you can create a 5-foot-radius cloud of acid vapor within 30 feet that lasts for 1 round. This cloud deals 1d6 points of acid damage + 1 point for every two wizard levels you possess to all creatures in the cloud and sickens them for 1 round. A successful Fortitude save negates the sickened effect and halves the damage. The DC of this save is equal to 10 + 1/2 your wizard level + your Intelligence modifier. Creatures that begin their turn inside the cloud can move out that turn without penalty, but those that enter the cloud are affected. You can use this ability a number of times per day equal to 3 + your Intelligence modifier.

Earth Glide (Su): At 8th level, you gain the ability to move through earth, dirt, and stone for a number of rounds per day equal to your wizard level. You cannot move through worked earth or stone; only natural substances can be traversed. If your total duration expires before you exit the earth, you are flung back to the point where you entered the stone, take 4d6 points of damage, and are stunned for 1 round. Your burrowing does not leave a hole, nor does it give any sign of your presence (although you can be detected by creatures with tremorsense). These rounds do not need to be consecutive.

Arcane Bond: Ornate brown ring, embedded with topaz

Physical appearance: Diminutive old man, wrinkled brown skin. Long grey he air peeks out from under a wreath made out of various crystals. He wears brown earthy tattered robes, his ring glinting from underneath them.

Classes

Classes and archetypes: mostly mechanically pretty close to RAW or RAW; other suggestions welcome but please try to get with the setting groove.


Warrior: Caravans guards, pit fighters, bandits. Likely ttracted to the borderlands to gain fame fortune and artefact weapons. Standard fighter mechs but you can swap heavy armour prof for exotic armor (partial) to make the most of those harnesses.

Ranger: Sweaty border scouts and bounty hunters. Mechanically as RAW;

Rogue: no fancy thieves guilds in this setting, but the rogue art persists in savage form

Wizard: only literate class, carrying encyclopaedia/ almanacs as well as spellbooks. School choice would hopefully emphasize this scholarly role. Player may wish to make this character a Psion instead-in which case we’ll swap out arcane magic for psionics across the setting.

Cleric: warrior priests who serve the grim but fair LN Lord of Skulls.

Druid: long-haired, beardy or flower-garlanded priests of the life force. Convocations create potions fonts to marshal the power of life and nature.

Badlander: barbarian mechanically, sweaty badland and desert-dwelling survivalist

Tiefling: only race that can be a sorcerer


House rules

Level/advancement: A low level setting starting at level one , E6-ish in that advancement is Fast until level 6, when it switches to medium-few high level characters exist

Traits: all characters take the compulsory trait Human Affinity and one further trait. Human Affinity: Diplomacy is a class skill for all characters, paid for (1 skill point for free) at chargen. Add your class level to interact with characters of a similar profession/ background (e.g. fighters, etc).

House rules: we'll use party initiative for most combats. I'll assign the party 'plot immunity' points that players win from good writing, , interesting play choices, etc.

Chargen: 20pt point buy OR roll your characters using the 4d6 , best of 3 method. If the character is disappointing, reroll the whole array, repeating til you get something playable. You can use the native roller or orokos as you wish...

Expectations

  • Please give me an idea as to how freq you expect to post. I am after a flexible daily post rate. If you can’t post or need a break, let me know and I’ll put your character on hold. I’ll puppet characters either on request or when someone is randomly absent
  • Please make a new character just for the setting, supporting the atmosphere.
  • Please use the few terms -for currency, monsters, classes- that come up (if currency is 'bullets' not 'gps', try to get with the name change)
  • Please make sure you know thoroughly the mechanics any class that you want to play
  • Please choose spells, mechanics that are easy to rule in PbP
  • Please be willing to engage in conversation and diplomacy- compulsory trait makes this an option for every class and player

Setting feel/current ideas

  • two suns , three moons (one a ringed planet, obv.)
  • hot semi-desert Badlands with stands of lush forest and ponds that are worshipped by the druids.
  • currency: stamped heavy metal (lead alloy) spheres. Smaller transactions use [tin?] pieces (1 bullet = ten pieces) or barter.
  • The Castellan is ex-bandit tuned bandit killer, now lording it over the keep and a lucrative trade in jewels
  • Landscape once lush: ruins everywhere with ghouls, etc.
  • Giant monsters spawn randomly on full double moon.


Languages

  • Apeman
  • Ancient: pre-apocalypse language that most writing uses; useful to read writings on ruins, etc.
  • Badlander: spoken by wild Badlands barbarians
  • Derro: Spoken By: derro, inhuman or otherworldly monsters, evil fey. This ancient tongue is spoken by strange eldritch entities, and certain ancient beings.
  • Fiendish: The language of demons, devils, often also spoken by evil spirits.
  • Half: spoken by dwarf-like halflings
  • Necril. Spoken by undead. An ancient language of the dead, this whispering tongue is shared among undead and is also often associated with necromancy.
  • Ophdian: spoken by serpentine monsters like ophidians; allows limited communication with snakes
  • Signals: hunter-gather sign language , useful for silent comms during hunt or ambush
  • Undercommon. Spoken By: trogs, morlocks, (deep halfs).
  • Vegepygmy. Vegepygmy is not a spoken language since vegepygmies cannot speak. They communicate via a crude language of rhythmic taps, beats, and clicks.
  • Wild: fey creatures, plant creatures; allows limited communication with intelligent animals like crows, apes, dogs, felines. Druids get this for free.
  • Wanderer: a cant spoken by human wanderers, only partially comprehensible by those who know Common. Includes a mark language like hobo code.