Forgotten Realms conversion to Rolemaster- Dwarves and Gnomes
Copyright Charles Morris © 2012
Edited by Aaron Smalley for The Guild Companion
"Weighing as much as an adult human, gold dwarves are stocky and muscular."
Forgotten Realms conversion to Rolemaster
Dwarves and Gnomes of the Forgotten Realms
This fourth installment covers various dwarven and gnomish peoples of the Forgotten Realms.
DWARVES
Dwarf, Arctic
Physical Character
Build: Arctic dwarves are squat and hardy, with blocky bodies,
pinched faces, and stubby legs. Their fingers and toes are thick and
blunt and their feet flat and wide.
Coloring: Their eyes are bright blue, their cheeks as ruddy as
apples. Their skin is white, almost bluish, but because of their
fondness for basking under the bright sun, many of them are sunburned
red from head to toe, a condition that causes them no discomfort or
other ill effects. Curly white hair covers their heads and tumbles down
their backs nearly to their waists. Males sport short beards and
twisting mustaches.
Height/Weight: Male 2'8" or Female 2'4" +2d4". Take the random roll
from height and multiply that number by 1d4 and add (50 for males and 40
for females) to determine the character's weight in pounds.
Lifespan: Adulthood 40 years, middle age 125 years. Lifespan can be
up to 450 years.
Special Abilities: Darkvision to 60 feet; +5 to DB and to all attack
rolls against aberrations; +25 to Awareness: Searching [Detect Traps]
skill checks when the trap in question is worked in stone; +10 to
Awareness: Senses [Direction Sense] skills. This includes depth and
angle of slope while underground; +25 to exhaustion points; Able to go
two days without sleep; Dwarves get +10 to all attempts to find secret
or hidden doors that involve stonework. Gets a free Locate Hidden check
even if not searching for a hidden portal if they pass within 10 feet of
the door; +10 to Crafts: Metal-crafts skill checks; +10 to Crafts:
Stone-crafts skill checks; +10 to Technical/Trade: Vocational [Evaluate
Metal and Stone] of all stone and metal items; Recovery Multiplier
x0.75; +20 to Subterfuge: Stealth [Hiding] skill checks; and Immune to
all cold attacks (+100 to RRs versus cold).
Culture
Region: The Great Glacier and the Spine of the World.
Fears & Inabilities: None.
Religion: Among the various dwarven subraces, the Inugaakalikurit
are unique in that they do not venerate the Morndinsamman or, indeed,
worship any gods. A few exceptions exist, including a few arctic dwarves
who have turned to the worship of the human god Ulutiu. Instead, the
arctic dwarves follow a druidic tradition, venerating Talos and Ulutiu.
Other Factors
Language: Starting language(s): Dwarven (S8/W6) and Appropriate
Regional Language (S8/W6). Allowed Adolescence Development: Draconic,
Goblin, Ignan, Shaaran, Tashalan or Appropriate Regional Language up to
(S8/W8).
Professions: Ranger, Barbarian, Outrider, Fighter rare Animist,
extremely rare Priests and no Magician, Sorcerer, Illusionist
Alignment: Tend toward Neutral alignments.
Special Skills: Everyman: Hunting, Leather-crafts, and Survival
[Arctic]; Restricted: None.
Standard Hobby Ranks: Alertness, Ambush, Animal Handling [Dog],
Animal Training [Dog], Animal Healing, Armor - Light [Soft], any
Athletic - Brawn or Endurance skill, Body Development, Climbing, Boat
Pilot, Dancing, Fauna Lore [Polar], First Aid, Foraging, Frenzy,
Hiding, Hunting, Jumping, Locate Hidden, Observation, Orienteering,
Reading Tracks, Riding [Dog Sled], Rowing, Scaling, Setting Traps,
Skating, Skiing, Signaling, Singing, Stalking, Survival [Polar], Tale
Telling, Tracking, Weapon [Arctic Harpoon, Battleaxe, Half Spear, Short
Bow, Light Pick, Short Spear], Weather Watching
Background Options
Background Options: 30 Talent Points.
Hits/Power -15, Lifespan 5, RR 0, Lang 0, Stats 40, Sleep/End/Size/Rec
Mult 15, Adol Ranks 8, Every/Rest 3, Talents/Flaws 123 = 179.
Stat Bonuses:
Ag: -4
Co: +4
Me: +0
Re: +0
SD: +2
Em: +0
In: +2
Pr: -4
Qu: -2
St: +6
RR Mods:
Ess: +0
Chan: +0
Ment: +0
Poison: +0
Disease: +0
Body Dev. Progression: 0-7-5-3-1
Channeling PP Dev. Progression: 0-6-5-4-3
Essence PP Dev. Progression: 0-3-2-1-1
Mentalism PP Dev. Progression: 0-3-2-1-1
Dwarf, Gold
Physical Character
Build: Weighing as much as an adult human, gold dwarves are stocky
and muscular.
Coloring: The skin of a gold dwarf is light brown or deeply tanned,
and her eyes are usually brown or hazel. Both genders wear their hair
long, and males (and some females) have long, carefully groomed beards
and mustaches. Hair color ranges from black to gray or brown, with all
shades fading to light gray as time progresses.
Height/Weight: Male 3'9" or Female 3'7" +2d4". Take the random roll
from height and multiply that number by 2d6 and add (130 for males and
100 for females) to determine the character's weight in pounds.
Lifespan: Adulthood 40 years, middle age 125 years and can live up
to 450 years.
Special Abilities: Darkvision up to 60 feet; +5 to DB and to all
attack rolls against aberrations; +25 to Awareness: Searching [Detect
Traps] skill checks when the trap in question is worked in stone; +10
to Awareness: Senses [Direction Sense] skills. This includes depth and
angle of slope while underground; +25 to exhaustion points; Able to go
two days without sleep; Dwarves get +10 to all attempts to find secret
or hidden doors that involve stonework. Gets a free Locate Hidden check
even if not searching for a hidden portal if they pass within 10 feet of
the door; +10 to Crafts: Metal-crafts skill checks; +10 to Crafts:
Stone-crafts skill checks; Recovery Multiplier x0.75; and +10 to
Technical/Trade: Vocational [Evaluate Stone and Evaluate Metal] of all
stone and metal items.
Culture
Region: Dragon Coast, dwarf (gold), Unther, Western Heartlands. Gold
dwarves are native to the Great Rift.
Fears & Inabilities: Fear of water
Religion: Moradin and Berronar but any of the good Morndinsamman are
possible.
Other Factors
Language: Starting languages: Dwarven (S8/W6) and Appropriate
Regional Language (S8/W6). Allowed Adolescence Development: Appropriate
Regional Language up to (S8/W8).
Professions: Fighter, Cleric, Priest, Paladin, Alchemist with rare
Ranger, Outrider, Rogue, Sage, Thief, Lay Healer and extremely rare
Magician, Sorcerer
Alignment: LG or LN typically.
Special Skills: Everyman: Caving, Leather-crafts, Metal-crafts,
Mining, Stone-crafts, Survival [underground]; Restricted: Swimming.
Standard Hobby Ranks: Animal Handling [Hippogriff, Mule, Roth�],
Animal Training [Hippogriff, Lizard, Mule, Roth�], any Armor skills,
any Athletic - Brawn or Endurance skills, Body Development, Brawling,
Caving, any Crafts skill, Culture Lore [Own], Engineering, Evaluate
Armor, Evaluate Metal, Evaluate Stone, Evaluate Weapon, First Aid,
Heraldry, History [Dwarven], Leadership, Locate Hidden, Metal Lore,
Military Organization, Mining, Observation, Public Speaking, Region Lore
[Own], Riding [Riding Lizard, Hippogriff], Stone Lore, Survival
[Underground], Tactics [Small Unit], any Weapon skill.
Background Options
Background Options: 40 Talent Points.
Hits/Power -5, Lifespan 5, RR 5, Lang 0, Stats 5, Sleep/End/Size/Rec
Mult 15, Adol Ranks 5, Every/Rest 4, Talents/Flaws 95 = 134.
Stat Bonuses:
Ag: -4
Co: +4
Me: +0
Re: +0
SD: +2
Em: -2
In: +0
Pr: +2
Qu: -4
St: +4
RR Mods:
Ess: +10
Chan: +0
Ment: +0
Poison: +10
Disease: +0
Body Dev. Progression: 0-7-5-3-1
Channeling PP Dev. Progression: 0-6-5-4-3
Essence PP Dev. Progression: 0-4-3-2-1
Mentalism PP Dev. Progression: 0-3-2-1-1
Dwarf, Gray
Physical Character
Build: Gray dwarves weigh as much as an adult human. Duergar are wide of shoulder but wiry and lean, their limbs corded with tough muscle. Coloring: the skin of a gray dwarf is light or dark gray, and his eyes are dull black. Both genders are usually bald, with males having long gray beards and mustaches. Height/Weight: Male 4'1" or Female 3'7" +2d4". Take the random roll from height and multiply that number by 2d4 and add (110 for males and 80 for females) to determine the character's weight in pounds. Lifespan: Adulthood 40 years, middle age 125 years and can live up to 450 years. Special Abilities: Darkvision up to 120 feet; Immune to paralysis, magical/alchemical poisons and illusions; +20 to Subterfuge: Stealth [Hiding] and [Stalking] skill checks; +5 to Awareness: Perceptions [Alertness] skill checks; +5 to Awareness: Searching [Observation and Locate Hidden] skill checks; +25 to exhaustion points; +25 to Awareness: Searching [Detect Traps] skill checks when the trap in question is worked in stone; +10 to Awareness: Senses [Direction Sense] skills. This includes depth and angle of slope while underground; Able to go two days without sleep; Dwarves get +10 to all attempts to find secret or hidden doors that involve stonework. Gets a free Observation check even if not searching for a hidden portal if they pass within 10 feet of the door; +10 to Crafts: Metal-crafts skill checks; +10 to Crafts: Stone-crafts skill checks; +10 to Technical/Trade: Vocational [Evaluate Stone and Metal] of all stone and metal items; Able to cast the Invisibility spell from the Invisible Ways list from the Closed Essence spell list once per day; Recovery Multiplier x0.75; and Able to cast the Enlarge Self spell from the Living Change list from the Closed Essence spell list once per day.
Culture
Region: Dwarf (gray), the North, Turmish, Vaasa, Vilhon Reach. Most Duergar characters have little Contact with other cultures and choose the gray dwarf region. Fears & Inabilities: Fear of water; and -10 to all skill or attack rolls while in direct sunlight or other magical sunlight-type spell. Religion: Laduguer or Deep Duerra.
Other Factors
Language: Starting languages: Dwarven (S8/W6), Undercommon (S8/W6), and Appropriate Regional Language (S8/W6). Allowed Adolescence Development: Appropriate Regional Language up to (S8/W8). Professions: Fighter, Mentalist, Rogue, Cleric, Alchemist, Thief with rare Priest, Magent, Sage, Magician, Outrider, Ranger and extremely rare Dabbler, Sorcerer, Illusionist, Animist Alignment: Mostly Evil (CN, LE, NE or CE). Special Skills: Everyman: Caving, Metal-crafts, Mining, Stone-crafts, and Survival [Underdark]; Restricted: Swimming. Standard Hobby Ranks: Ambush, Animal Handling [Roth�, Pack Lizard, Steeders], Animal Training [Bat, Hairy Spider, Osquip, Spitting Crawler, Pack Lizard, Steeders], any Armor skills, any Athletic - Brawn or Endurance skills, Body Development, Brawling, Camouflage, Caving, any Crafts skill, Culture Lore [Own], Engineering, Evaluate Armor, Evaluate Metal, Evaluate Stone, Evaluate Weapon, First Aid, Heraldry, History [Dwarven], Leadership, Locate Hidden, Metal Lore, Military Organization, Mining, Observation, Public Speaking, Region Lore [Own], Stone Lore, Survival [Underdark], Tactics [Small Unit], Weapon [Heavy Pick, Light Crossbow, Light Pick, Maul, Warhammer].
Background Options
Background Options: 20 Talent points.
Hits/Power 50, Lifespan 5, RR 10, Lang 0, Stats 25, Sleep/End/Size/Rec
Mult 10, Adol Ranks 31, Every/Rest 2, Talents/Flaws 113 = 246.
Stat Bonuses: Ag: -2 Co: +4 Me: +0 Re: +0 SD: +4 Em: +0 In: +0 Pr: -4 Qu: -2 St: +2
RR Mods:
Ess: +10
Chan: +0
Ment: +0
Poison: +10
Disease: +0
Body Dev. Progression: 0-7-5-3-1
Channeling PP Dev. Progression: 0-6-5-4-3
Essence PP Dev. Progression: 0-6-5-4-3
Mentalism PP Dev. Progression: 0-7-6-5-4
Dwarf, Shield
Physical Character
Build: Taller by half a foot than their gold dwarf cousins, shield
dwarves average 4'6" feet tall and weigh as much as an adult human. Both
genders wear their hair long, and males (and a very few females) have
long, carefully groomed beards and mustaches.
Coloring: The skin of a shield dwarf is fair or lightly tanned, and
her eyes are usually green or silvered blue. Hair color ranges from
light brown to red, with all shades fading to silver or white as time
progresses.
Height/Weight: Male 4'2" or Female 4'0" +2d4". Take the random roll
from height and multiply that number by 2d6 and add (145 for males and
110 for females) to determine the character's weight in pounds.
Lifespan: Adulthood 40 years, middle age 125 years and can live up
to 450 years.
Special Abilities: Darkvision; up to 60 feet; +20 to DB against giants
(generally large size humanoids); +25 to Awareness: Searching [Detect
Traps] skill checks when the trap in question is worked in stone; +20
to Awareness: Senses [Direction Sense] skills while underground; +25
to Awareness: Searching [Detect Traps] skill checks when the trap in
question is worked in stone; +10 to Awareness: Senses [Direction
Sense] skills. This includes depth and angle of slope while
underground; +25 to exhaustion points; Able to go two days without
sleep; Dwarves get +10 to all attempts to find secret or hidden doors
that involve stonework. Gets a free Locate Hidden check even if not
searching for a hidden portal if they pass within 10 feet of the door;
+10 to Crafts: Metal-crafts skill checks; +10 to Crafts: Stone-crafts
skill checks; Recovery Multiplier x0.75; and +10 to Technical/Trade:
Vocational [Evaluate Metal and Stone] of all stone and metal items.
Culture
Region: Damara, dwarf (shield), Impiltur, the North, Silverymoon,
Vaasa, the Vast, and Western Heartlands.
Fears & Inabilities: Fear of water
Religion: Dumathoin (patron of shield dwarves), Marthammor Duin
(wanderers) or any of the Morndinsamman.
Other Factors
Language: Starting languages: Common (S8/W6), Dwarven (S8/W6) and
Appropriate Regional Language (S8/W6). Allowed Adolescence Development:
Appropriate Regional Language up to (S8/W8).
Professions: Fighter, Paladin, Priest, Alchemist, Cleric with rare
Rogue, Sage, Outrider, Illusionist and extremely rare Magician,
Sorcerer, Thief, Animist
Alignment: LG or LN typically.
Special Skills: Everyman: Caving, Leather-crafts, Metal-crafts,
Mining, Stone-crafts, and Survival [underground]. Restricted:
Swimming.
Standard Hobby Ranks: Animal Handling [Pack Lizard, Mule, Pony,
Riding Lizard, Dire Bat, Dire Boar], Animal Training [Common Bat,
Spitting Crawler, Pack Lizard, Mule, Pony, Riding Lizard, Dire Bat, Dire
Boar], any Armor skills, any Athletic - Brawn or Endurance skills, Body
Development, Brawling, Caving, any Crafts skill, Culture Lore [Own],
Engineering, Evaluate Armor, Evaluate Metal, Evaluate Stone, Evaluate
Weapon, First Aid, Heraldry, History [Dwarven], Leadership, Locate
Hidden, Metal Lore, Military Organization, Mining, Observation, Public
Speaking, Region Lore [Own], Riding [pony, riding lizard, dire bat,
dire boar], Stone Lore, Survival [Underground], Tactics [Small
Unit], any Weapon [Battleaxes, Crossbows, Hand Axes, Heavy Picks,
Light Hammers, Light Picks, Long Swords, Half Spears, Short Swords,
Mauls, Throwing Axes and War Hammers].
Background Options
Background Options: 45 Talent Points.
Hits/Power -15, Lifespan 5, RR 10, Lang 0, Stats 10, Sleep/End/Size/Rec
Mult 10, Adol Ranks 5, Every/Rest 4, Talents/Flaws 85 = 114.
Stat Bonuses:
Ag: -2
Co: +4
Me: +0
Re: +0
SD: +4
Em: +0
In: +0
Pr: -4
Qu: -2
St: +4
RR Mods:
Ess: +10
Chan: +0
Ment: +0
Poison: +10
Disease: +0
Body Dev. Progression: 0-7-5-3-1
Channeling PP Dev. Progression: 0-6-5-4-3
Essence PP Dev. Progression: 0-3-2-1-1
Mentalism PP Dev. Progression: 0-3-2-1-1
| Region | Forgotten Realms Subraces | Appropriate Regional Languages* | Favored Deities |
|---|---|---|---|
| Chult | Wild Dwarf | Chultan, Dwarven, Draconic, Goblin, Ignan, Shaaran, Tashalan | Thard Harr |
| The Galena Mountains | Shield Dwarf | Damaran, Dwarven, Chondathan, Giant, Goblin, Orc, Undercommon | The dwarven pantheon |
| The Great Glacier | Arctic Dwarf, Shield Dwarf | Dwarven, Uluik, Aquan, Auran, Damaran, Draconic, Giant | Talos, Ulutiu |
| The Great Rift | Gold Dwarf | Dwarven, Giant, Gnome, Goblin, Shaaran, Terran, Untheric | Moradin, the dwarven pantheon |
| Oldonnar (the Lake of Steam) | Urdunnir | Dwarven, Draconic, Giant, Terran, Undercommon | Dumathoin |
| The Smoking Mountains | Gold Dwarf | Dwarven, Chessentan, Goblin, Mulhorandi, Undercommon, Untheric | The dwarven pantheon |
| The Spine of the World (Many-Arrows) | Arctic Dwarf, Shield Dwarf, Urdunnir | Dwarven, Chondathan, Draconic, Giant, Goblin, Illuskan, Orc | The dwarven pantheon |
| The Sword Coast | Shield Dwarf | Dwarven, Illuskan, Chondathan, Elven, Giant, Gnome, Orc | Dumathoin, Marthammor Duin, Moradin |
| Turmish | Gold Dwarf, Shield Dwarf | Dwarven, Turmic, Chondathan, Elven, Giant, Gnome, Halfling | The dwarven pantheon |
| Underdark (Darklands) | Gray Dwarf | Dwarven, Undercommon, Aquan, Chondathan, Draconic, Giant, Goblin | Deep Duerra |
| Underdark (Northdark) | Gray Dwarf | Dwarven, Undercommon, Draconic, Giant, Goblin, Orc, Terran | Laduguer |
| Underdark (Old Shanatar) | Shield Dwarf | Dwarven, Undercommon, Aquan, Draconic, Elven, Gnome, Terran | Dumathoin |
| Waterdeep | Shield Dwarf | Dwarven, Alzhedo, Chondathan, Elven, Halfling, Illuskan, Orc | The dwarven pantheon |
*Language in bold is considered the character's automatic language (which shows up as "Appropriate Regional Language" in the racial descriptions). Others may be purchased during adolescence.
GNOME
Gnome, Deep
Physical Character
Build: Deep gnomes are wiry and lean with a body as hard as a slab
or rock. Males are completely bald and beardless, while the females
sport hair.
Coloring: Most deep gnomes have gray skin, with dark gray eyes, as
well as gray hair if female.
Height/Weight: Male 3'2" or Female 2'8" +1d6". Take the random roll
from height and multiply by 1d4 lbs and add (37 for males and 32 for
females) to determine the character's weight in pounds.
Lifespan: Adulthood 40 years, middle age 100 years and can live to
500 years.
Special Abilities: Darkvision; up to 120 feet; +10 to all
Subterfuge: Stealth [Hiding] skill checks. +20 while underground; +20
to all Technical/Trade: Vocational [Gimmickry] skill checks; +10 to
all Technical/Trade: Professional [Machination] skill checks; +5 OB
vs. kobolds and goblinoids; +20 DB (as the Instinctive Defense Talent);
Able to cast the Blur spell from the Open Mentalism spell list Cloaking
once per day; Non-Detection (as the Undetectable Talent); Deep Gnome's
racial -4 to Pr affects the majority of their skills, however, the
following categories (Power Awareness, Power Manipulation, Power Point
Development, and Spells) are instead a +4 racial bonus for determining
their skill totals; Able to cast the Fa�ade I spell from the Magent
Base spell list Disguise Mastery once per day; and Able to cast the
Animal Tongues spell from the Ranger Base list Path Mastery at no power
cost once per day lasting 1 minute with burrowing animals.
Culture
Region: ??
Fears & Inabilities: None
Religion: Callarduran Smoothhands is the most popular.
Other Factors
Language: Starting languages: Gnome (S8/W6), Undercommon (S8/W6) and
Appropriate Regional Language (S6/W6). Allowed Adolescence Development:
Draconic, Dwarven, Elven, Illuskan, Terran or Appropriate Regional
Language up to (S8/W8).
Professions: Illusionist, Magician, Sorcerer, Outrider, Fighter,
Ranger, Rogue, Dabbler with rare Magent, Mentalist, Priest, Cleric and
extremely rare Lay Healer
Alignment: tend toward the Neutral alignments (TN, NG, LN, CN or
NE).
Special Skills: Everyman: Camouflage, Hiding, Stalking, and Survival
[Underground]; Restricted: None. Standard Hobby Ranks: Acting, Ambush,
Animal Handling [Deep Roth�, Goat, Sheep], any Light or Medium -
Armor skills, Attunement, Camouflage, Caving, Climbing, any Crafts
skill, Culture Lore [Own], First Aid, Gimmickry, Hiding, History
[Own], Leadership, Lie Perception, Locate Hidden, Metal-crafting,
Military Organization, Mining, Observation, Poison Lore, Power
Perception, Power Point Development, Prepare Poisons, Public Speaking,
Region Lore [Own], Sense Ambush, Signaling, Spell Lists [up to 2
ranks in Realm appropriate Open and Closed spell lists], Stalking,
Stone-crafting, Survival [Underdark], Tactics [Small Unit],
Using/Removing Poison, Weapon [Light Picks, Dart, Light Crossbow].
Background Options
Background Options: 25 Talent Points.
Hits/Power 25, Lifespan 5, RR 25, Lang 5, Stats 15, Sleep/End/Size/Rec
Mult 0, Adol Ranks 12, Every/Rest 4, Talents/Flaws 126 = 217.
Stat Bonuses:
Ag: +2
Co: +2
Me: +4
Re: +4
SD: +0
Em: +0
In: +2
Pr: -4
Qu: +2
St: -4
RR Mods:
Ess: +10
Chan: +10
Ment: +10
Poison: +10
Disease: +10
Body Dev. Progression: 0-6-3-1-1
Channeling PP Dev. Progression: 0-6-5-4-3
Essence PP Dev. Progression: 0-7-6-5-4
Mentalism PP Dev. Progression: 0-7-6-5-4
Gnome, Forest
Physical Character
Build: Forest gnomes are the smallest of the gnomes, averaging only
2 to 2 1/2 feet tall. Even the tallest forest gnome is less than 3 feet.
They usually weigh around 25 to 30 pounds. Unlike other gnomes, they
wear their hair and beards long, often almost to their feet when
unbound. The males often trim their beards to a fine point or curl them
into hornlike spikes extending to either side of their faces.
Coloring: Their skin is the color of bark, and their eyes are
usually brown or blue. Their hair is brown or black, becoming gray or
white with age.
Height/Weight: Male 2'0" +1d10" or Female 2'0" +1d6". Take the
random roll from height and add (25 for males and 20 for females) to
determine the character's weight in pounds.
Lifespan: Adulthood 150 years, middle age 225 years and can live to
700 years.
Special Abilities: Low-light Vision; +20 to all Subterfuge: Stealth
[Hiding] skill checks with a +40 bonus when in the forest; +5 to OB on
attacks against kobolds, orcs, goblinoids, and reptilian humanoids; Able
to cast the Animal Tongues spell from the Ranger Base list Path Mastery
at no power cost once per day lasting 1 minute with burrowing animals;
and Able to cast the Traceless Passing spell from the Ranger Base list
Moving Ways at no power cost.
Culture
Region:
Fears & Inabilities: None.
Religion: Baervan Wildwanderer is the patron deity of most forest
gnomes. Segojan is also popular.
Other Factors
Language: Starting language(s): Common (S8/W6), Gnome (S8/W6),
Sylvan (S8/W6) and Appropriate Regional Language (S8/W6). Allowed
Adolescence Development: Draconic, Elven, Gnoll, Goblin, Halfling, Orc,
Sylvan, Treant, or Appropriate Regional Language up to (S8/W8).
Professions: Alchemist, Illusionist, Priest, Animist, Bard,
Outrider, Rogue with rare Cleric, Lay Healer and with extremely rare
Magician, Thief
Alignment: Usually TN or NG.
Special Skills: Everyman: Fauna Lore [Own Region], Flora Lore
[Own Region]; Restricted: any Urban skill.
Standard Hobby Ranks: Acrobatics, Alertness, Animal Healing, Armor -
Light, any Artistic skill, any Athletic - Endurance or Gymnastics skill,
Attunement, Camouflage, Dancing, Diplomacy, Direction Sense, Fauna Lore
[Own Region], Flora Lore [Own Region], First Aid, Foraging, Herb
Lore, Hiding, Hiding Items, Locate Hidden, Observation, Orienteering,
any Play Instrument, Power Point Development, Preparing Herbs, Reading
Tracks, Region Lore [Own], Signaling, Singing, Stalking, Surveillance,
Survival [Forest], Tale Telling, Tracking, Trickery, Using Prepared
Herbs, Weapon [Short Bow, Dagger, Club, Quarterstaff], Weather
Watching
Background Options
Background Options: 30 Talent Points.
Hits/Power 35, Lifespan 7, RR 0, Lang 5, Stats 15, Sleep/End/Size/Rec
Mult 0, Adol Ranks 51, Every/Rest -6, Talents/Flaws 75 = 182.
Stat Bonuses:
Ag: +2
Co: +0
Me: +2
Re: +2
SD: +0
Em: +2
In: +0
Pr: +2
Qu: +4
St: -4
RR Mods:
Ess: +0
Chan: +0
Ment: +0
Poison: +0
Disease: +0
Body Dev. Progression: 0-6-3-1-1
Channeling PP Dev. Progression: 0-6-5-4-3
Essence PP Dev. Progression: 0-7-6-5-4
Mentalism PP Dev. Progression: 0-7-6-5-4
Gnome, Rock
Physical Character
Build: Gnomes are very small compared to other races weighing
between 40 to 45 lbs. They have pointed ears and high cheekbones with
neatly trimmed beards on males.
Coloring: Gnome skin comes in many different shades of brown, but is
unaffected by exposure to the sun. The hair of young gnomes can vary
greatly in color, but in adulthood they all tend toward gray or white.
Height/Weight: Male 3'0" or Female 2'10" +2d4". Take the random roll
from height and add (40 for males and 35 for females) to determine the
character's weight in pounds.
Lifespan: Adulthood 40 years, middle age 100 years and can live to
500 years.
Special Abilities: Low-light Vision; +20 to all Subterfuge: Stealth
[Hiding] skill checks; Able to cast the Animal Tongues spell from the
Ranger Base list Path Mastery at no power cost lasting 1 minute with
burrowing animals; +20 to all Technical/Trade: Vocational [Gimmickry]
skill checks; and +10 to all Technical/Trade: Professional
[Machination] skill checks.
Culture
Region: ??
Fears & Inabilities: None
Religion: Garl Glittergold is the patron of the rock gnomes (also
Baervan Wildwanderer).
Other Factors
Language: Starting languages: Common (S8/W6), Gnome (S8/W6) and
Appropriate Regional Language (S6/W4). Allowed Adolescence Development:
Appropriate Regional Language up to (S6/W6).
Professions: Illusionist, Priest, Magician, Sorcerer, Outrider,
Sage, Ranger with rare Bard, Alchemist, Animists, Cleric, Rogue and
extremely rare Fighter
Alignment: Tend toward NG though any are possible.
Special Skills: Everyman: Duping, Trickery; Restricted: None.
Standard Hobby Ranks: Animal Handling [Badger, Wolverine], Animal
Training [Badger, Wolverine], Architecture, Attunement, Caving,
Climbing, Contortions, Culture Lore [Own], Diplomacy, Directed Spells,
Disguise, Duping, Engineering, Gimmickry, Hiding, Hiding Items, History
[Own Region], Leather-crafting, Lock Lore, Machination,
Metal-crafting, Mining, Observation, Picking Pockets, Power Point
Development, Read Runes, Region Lore, any Scientific/Analytic skill,
Scribing, Spell Lists [up to 2 ranks in any Realm appropriate Open or
Closed spell lists], Star-gazing, Stone-crafting, Survival [Own
Region], Tactical Games, Technical/Trade - Vocational [Gimmickry],
Technical/Trade - Professional [Machination], Trading, Trading Lore,
Trickery, Ventriloquism, Wood-crafting
Background Options
Background Options: 40 Talent Points.
Hits/Power 25, Lifespan 5, RR 0, Lang 5, Stats 25, Sleep/End/Size/Rec
Mult 0, Adol Ranks 6, Every/Rest 2, Talents/Flaws 70 = 138.
Stat Bonuses:
Ag: +2
Co: +0
Me: +2
Re: +2
SD: +0
Em: +2
In: +0
Pr: +2
Qu: +4
St: -4
RR Mods:
Ess: +0
Chan: +0
Ment: +0
Poison: +0
Disease: +0
Body Dev. Progression: 0-6-3-1-1
Channeling PP Dev. Progression: 0-6-5-4-3
Essence PP Dev. Progression: 0-7-6-5-4
Mentalism PP Dev. Progression: 0-7-6-5-4
| Region | Forgotten Realms Subraces | Appropriate Regional Languages* | Favored Deities |
|---|---|---|---|
| The Great Dale | Forest Gnome, Rock Gnome | Damaran, Gnome, Draconic, Elven, Gnoll, Goblin, Orc, Sylvan | Baervan Wildwanderer |
| Lantan | Rock Gnome | Gnome, Lantanese, Alzhedo, Chondathan, Draconic, Dwarven, Ignan, Illuskan | Gond |
| Thesk | Rock Gnome | Aglarondan, Gnome, Damaran, Draconic, Elven, Goblin, Orc, Sylvan | The gnome pantheon |
| Underdark (Northdark) | Deep Gnome | Gnome, Undercommon, Draconic, Dwarven, Elven, Illuskan, Terran | Callarduran Smoothhands |
| The Western Heartlands | Rock Gnome | Gnome, Chondathan, Draconic, Dwarven, Goblin, Illuskan, Sylvan, Terran | The gnome pantheon |
*Language in bold is considered the character's automatic language (which shows up as "Appropriate Regional Language" in the racial descriptions). Others may be purchased during adolescence.