Forgotten Realms conversion to Rolemaster- Other Races
Copyright Charles Morris © 2013
Edited by Aaron Smalley for The Guild Companion
"If the half-orc grew up with human parents they will follow the applicable description for those areas (usually human Region that is the same as one of the orc ones below or borders an orc Region)."
Aasimar, Dragonborn, Genasi, Halflings, Orcs, Tieflings
This fifth and final installment of the Forgotten Realms conversion to Rolemaster covers the remaining important races that populate the Forgotten Realms, such as the Assimar, Dragonborn, Genasi, Halflings, Orcs, and Tieflings.
AASIMAR
Physical Character
Build: Aasimar are slightly taller but frailer than humans.
Coloring: Sallow-skinned, with eyes of hazel or brown. Their hair
ranges from black to dark brown. Possible differences because of their
celestial background: golden eyes, silver hair, emerald skin (planetar),
feathers at the shoulder (astral deva, ayoral celestial, planetar,
solar, trumpet archon), feathers� in hair (avoral celestial), pearly
opalescent eyes (ghaele celestial), powerful ringing voice (lillend,
trumpet archon), brilliant topaz eyes (solar), silvery or golden skin
(solar), iridescent scales in small patches (couatl or lillend).
Height/Weight: Male's base height is 4'10" and female height is 4'5"
+2d10". Take the random roll from height and multiply that number by 5
and add (120 for males and 85 for females) to determine the character's
weight in pounds.
Lifespan: Middle age 45 and old age 63 and can live up to 150
years.
Special Abilities: Darkvision to 60 feet; Light I from the Light's
Way spell list from the Open Channeling once per day costing 2 power
points; +10 to Awareness: Searching [Observation and Locate Hidden]
skills; +5 to RR versus acid, cold and electricity; and Select one of
acid, cold or electricity to get a +25 to RRs.
Culture
Regions: Mulhorand, Unther, and Chessenta.
Fears & Inabilities: None by race though there may be a local fear
or inability based on culture.
Religion: Aasimar have no common racial deity but often worship
whatever deity their supernatural ancestor serves (or that being itself
if the ancestor is a deity).
Other Factors
Language: Starting language(s): Appropriate Regional Language
(S8/W6). Allowed Adolescence Development: Celestial or Appropriate
Regional Language up to (S8/W8).
Professions: Cleric, Paladin, Bard with rare Animist, Ranger,
Outrider, Magician, Sorcerer
Alignment: Predisposed to Lawful and Good alignments but may be
other alignments.
Special Skills: See Chart below to determine appropriate Rolemaster
Culture (Human).
Standard Hobby Ranks: See Chart below to determine appropriate
Rolemaster Culture (Human).
Background Options
Background Options: Based on the table below by Region.
Hits/Power 30, Lifespan 0, RR 0, Lang *, Stats 20, Sleep/End/Size/Rec
Mult 0, Adol Ranks *, Every/Rest *, Talents/Flaws 65 = 115. *Add 115
to the base human culture from the table below.
Stat Bonuses:
Ag: +0
Co: -4
Me: +0
Re: +0
SD: +2
Em: +0
In: +4
Pr: +4
Qu: +0
St: +2
RR Mods:
Ess: +0
Chan: +0
Ment: +0
Poison: +0
Disease: +0
Body Dev. Progression: 0-6-3-2-1
Channeling PP Dev. Progression: 0-6-5-4-3
Essence PP Dev. Progression: 0-6-5-4-3
Mentalism PP Dev. Progression: 0-6-5-4-3
| Region | Appropriate Regional Languages* | Favored Deities |
|---|---|---|
| Chessenta | Chessentan, Common, Aglarondan, Chondathan, Draconic, Mulhorandi, Turmic, Untheric | Anhur, Azuth, Hoar, Lathander, Red Knight, Tiamat |
| Mulhorand | Common, Mulhorandi, Aglarondan, Celestial, Rashemi, Shaaran, Untheric | Mulhorandi pantheon |
| Unther | Common, Untheric, Abyssal, Chessentan, Dwarven, Orc, Shaaran | Anhur, Bane, Mystra, Tempus, Tiamat |
*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.
| Region | Rolemaster Culture | |||
|---|---|---|---|---|
| Mariner | Nomad | Rural | Urban | |
| 65 | 77 | 69 | 60 | |
| Chessenta | 180 | 184 | 175 | |
| Talent Points | 30 | 30 | 35 | |
| Mulhorand | 192 | |||
| Talent Points | 30 | |||
| Unther | 184 | 175 | ||
| Talent Points | 30 | 35 | ||
The top number is for administrative purposes only (showing total points for racial abilities that determines how many Talent Points a race gets). The lower number is the total Talent Points by character Culture and Region.
DRAGONBORN
Physical character
Build: Dragonborn resemble humanoid dragons. They're covered in
scaly hide, but they don't have tails. They are tall and strongly build
and weighing 300 lbs. or more. Their hands and feet are strong,
talon-like claws with three fingers and a thumb on each hand. A
dragonborn's head features a blunt snout, a strong brow, and distinctive
frills at the cheek and ear. Behind the brow, a crest of hornlike scales
of various lengths resembles think, ropy hair.
Coloring: Their eyes are shades of red or gold. A typical
dragonborn's scales can be scarlet, gold, rust ocher, bronze, or brown.
Rarely do an individual's scales match the hue of a chromatic or
metallic dragon, and scale color gives no indication of the type of
breath weapon dragonborn uses. Most dragonborn have very fine scales
over their body, giving their skin a leathery texture, with regions of
larger scales on the forearms, lower leg and feet, shoulders, and
thigh.
Height/Weight: Male 5'9" or Female 5'7" +1d10". Take the random roll
from height and multiply that number by 2d6 and add (270 for males and
200 for females) to determine the character's weight in pounds.
Lifespan: Adulthood 15 years, middle age 35 years and can live to 90
years of age.
Special Abilities: Natural Armor (same as the Tough Skin talent);
the dragonborn's AT is 3 without armor; Dragon Breath (same as the
Natural Ranged Attack [lesser] talent); at character creation the
dragonborn must select only one type of breath which he or she is able
to cast once every 10 minutes: Shock Bolt from the Magician Base list,
Light Law; Fire Bolt from the Magician Base list, Fire Law; or Ice Bolt
from the Magician Base list, Ice Law; Gliding talent, unable to attain
winged flight but able to glide (quality based on Flying/Gliding skill).
Culture
Region: This race is not native to Faer�n so any Region is
possible.
Fears & Inabilities: None
Religion: Bahamut (good) or Tiamat (evil).
Other Factors
Language: Starting languages: Draconic (S8/W6) and Appropriate
Regional Language (S8/W6). Allowed Adolescence Development: Appropriate
Regional Language (S8/W8) and Draconic (S10/W10).
Professions: Fighter, Paladin, Barbarian with rare Sorcerer,
Magician and no Rogue, Thief, Magent, Animist
Alignment: Lawful in alignment.
Special Skills: Everyman: None; Restricted: None.
Standard Hobby Ranks: Adrenal Stabilization, any Armor skill, Body
Development, Culture Lore [Dragonborn], Diplomacy, Directed Spells
[Breath Weapon], Evaluate Armor, Evaluate Weapon, First Aid,
Flying/Gliding, Heraldry, History [Dragonborn], Jumping, Leadership,
Military Organization, Observation, Region Lore [Own], Tactics [Small
Unit], any Weapon skills.
Background Options
Background Options: 50 Talent Points.
Hits/Power 25, Lifespan 0, RR 0, Lang 0, Stats 15, Sleep/End/Size/Rec
Mult 0, Adol Ranks 5, Every/Rest 0, Talents/Flaws 45 = 90.
Stat Bonuses:
Ag: -4
Co: +4
Me: +0
Re: +0
SD: +0
Em: +0
In: +0
Pr: +4
Qu: -2
St: +4
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: 0-5-3-2-2
Mentalism PP Dev. Progression: 0-5-3-2-2
GENASI
Genasi, Air
Physical Character
Build: Air genasi look human.
Coloring: They usually have one or two distinguishing features
related to their elemental ancestor. Some examples of these features
are: light blue skin, pale white skin, white hair, light blue hair, a
constant slight breeze in their presence, flesh that is cool to the
touch, voice that can be heard over any non-magical wind and sudden
movement is accompanied by whistling wind.
Height/Weight: Male 4'10" or Female 4'5" +2d10". Take the random
roll from height and multiply that number by 2d4 and add (120 for males
and 85 for females) to determine the character's weight in pounds.
Lifespan: Adulthood 15 years, middle age 35 years and can live to 90
years of age.
Special Abilities: Darkvision to 60 feet; Levitation from the Closed
Essence list, Lofty Bridge castable on self, once per day lasting 30
minutes; +5 to RRs versus air based attacks; +5 to casting any air based
spell; +25 to RRs versus cold; and Life Support (greater) talent. Air
genasi do not breathe, so they are immune to drowning, suffocation and
attacks that require inhalation.
Culture
Region: Calimshan.
Fears & Inabilities: None.
Religion: Air genasi have no common racial deity. Air genasi priests
worship Aerdrie Faenya, Akadi (not terribly popular), Auril, Set,
Shaundakul, Sheela Peryroyl, or Valkur. Destructive air genasi gravitate
to Talos.
Other Factors
Language: Starting language(s): Appropriate Regional Language
(S8/W6). Allowed Adolescence Development: Auran and Appropriate Regional
Language up to (S8/W8).
Professions: Fighter, Barbarian, Magician, Sorcerer, Paladin, Cleric
with extremely rare Bard, Priest, Animist
Alignment: As varied as humans.
Special Skills: See Chart at the end of the genasi section with
appropriate Rolemaster Culture (Human).
Standard Hobby Ranks: See Chart at the end of the genasi section
with appropriate Rolemaster Culture (Human).
Background Options
Background Options: See table at end of Genasi section.
Hits/Power 20, Lifespan 0, RR 0, Stats 15, Sleep/End/Size/Rec Mult 0,
Talents/Flaws 85 = 120.
Stat Bonuses:
Ag: +4
Co: +0
Me: +2
Re: +2
SD: -2
Em: +0
In: +0
Pr: -2
Qu: +2
St: +0
RR Mods:
Ess: +0
Chan: +0
Ment: +0
Poison: +0
Disease: +0
Body Dev. Progression: 0-6-3-2-1
Channeling PP Dev. Progression: 0-6-5-4-3
Essence PP Dev. Progression: 0-6-5-4-3
Mentalism PP Dev. Progression: 0-5-3-2-2
Genasi, Earth
Physical Character
Build: Earth genasi are obviously not human, but have mostly human
features except for one or two distinguishing traits related to their
elemental ancestor.
Coloring: Some examples of these features are: earthlike skin, eyes
like black pits, eyes like gems, gravelly voice, very large hands and
feet, iron gray hair, sweats mud instead of water, and metallic sheen to
skin or hair.
Height/Weight: Male 4'10" or Female 4'5" +2d10". Take the random
roll from height and multiply that number by 2d6 and add (120 for males
and 85 for females) to determine the character's weight in pounds.
Lifespan: Adulthood 15 years, middle age 35 years and can live to 90
years of age.
Special Abilities: Darkvision to 60 feet; Able to cast Traceless
Passing spell from the Ranger Base spell list Moving Ways once per day
at no power cost; +5 to RRs versus any earth based attacks; and +5 to
cast any earth based spells.
Culture
Region: Mulhorand or the North.
Clothing & Decoration:
Fears & Inabilities: None.
Religion: Earth genasi have no racial deity or pantheon. Earth
genasi priests worship Callarduran Smoothhands, Chauntea, Dumathoin,
Geb, Good, Grumbar, Luthic, Moradin, Segojan Earthcaller, Urdlen, or
Urogalan.
Other Factors
Language: Starting language(s): Appropriate Regional Language
(S8/W6). Allowed Adolescence Development: Appropriate Regional Language
up to (S8/W8).
Professions: Fighter, Outrider, Barbarian, Ranger, with extremely
rare Magician
Alignment: As varied as humans.
Special Skills: See Chart at the end of the genasi section with
appropriate Rolemaster Culture (Human).
Standard Hobby Ranks: See Chart at the end of the genasi section
with appropriate Rolemaster Culture (Human).
Background Options
Background Options: See table at end of Genasi section.
Hits/Power 25, Lifespan 0, RR 0, Stats -5, Sleep/End/Size/Rec Mult 0,
Talents/Flaws 35 = 55.
Stat Bonuses:
Ag: +0
Co: +4
Me: +0
Re: +0
SD: -2
Em: +0
In: -4
Pr: -4
Qu: +0
St: +4
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: 0-5-3-2-2
Mentalism PP Dev. Progression: 0-5-3-2-2
Genasi, Fire
Physical Character
Build: Fire genasi are obviously not fully human, having mostly
human features except for one or two exceptional traits related to their
elemental ancestor.
Coloring: Some examples of these features are: charcoal gray skin,
deep red skin, red or orange hair that waves like flames, and eyes that
glow when the genasi is angry and unusually warm skin, large red teeth
and always smells like smoke.
Height/Weight: Male 4'10" or Female 4'5" +2d12". Take the random
roll from height and multiply that number by 2d4 and add (120 for males
and 85 for females) to determine the character's weight in pounds.
Lifespan: Adulthood 15 years, middle age 35 years and can live to 90
years of age.
Special Abilities: Dark Vision to 60 feet; +5 to RRs versus
fire/heat; and Control Flame allows the character to increase and
decrease the light and heat of a fire once per day. It doesn't increase
or decrease fuel consumption can last up to 5 minutes with any fire
within 10 feet.
Culture
Region: Calimshan, Chult, Lake of Steam, or Unther.
Clothing & Decoration:
Fears & Inabilities: None.
Religion: Fire genasi have no common racial deity. Fire genasi
priests worship Gond, Kossuth, or Talos.
Other Factors
Language: Starting language(s): Appropriate Regional Language
(S8/W6). Allowed Adolescence Development: Ignan and Appropriate Regional
Language up to (S8/W8).
Professions: Fighter, Barbarian, Sorcerer with rare Magician, Cleric
and extremely rare Paladin
Alignment: As varied as humans.
Special Skills: See Chart at the end of the genasi section with
appropriate Rolemaster Culture (Human).
Standard Hobby Ranks: See Chart at the end of the genasi section
with appropriate Rolemaster Culture (Human).
Background Options
Background Options: See table at end of Genasi section.
Hits/Power 10, Lifespan 0, RR 0, Stats 15, Sleep/End/Size/Rec Mult 0,
Talents/Flaws 23 = 48.
Stat Bonuses:
Ag: +0
Co: +0
Me: +4
Re: +2
SD: +0
Em: +4
In: +0
Pr: -4
Qu: +0
St: +0
RR Mods:
Ess: +0
Chan: +0
Ment: +0
Poison: +0
Disease: +0
Body Dev. Progression: 0-6-3-2-1
Channeling PP Dev. Progression: 0-6-5-4-3
Essence PP Dev. Progression: 0-6-5-4-3
Mentalism PP Dev. Progression: 0-5-3-2-2
Genasi, Water
Physical Character
Build: Water genasi look human except for one distinguishing feature
related to their elemental-ancestor.
Coloring: Some examples of these features are: lightly scaled skin,
clammy flesh, blue-green skin or hair, large blue-black eyes or webbed
hands and feet.
Height/Weight: Male 4'10" or Female 4'5" +2d10". Take the random
roll from height and multiply that number by 2d4 and add (120 for males
and 85 for females) to determine the character's weight in pounds.
Lifespan: Adulthood 15 years, middle age 35 years and can live to 90
years of age.
Special Abilities: Darkvision to 60 feet; water genasi's swimming
BMR is the same as their walking BMR; +5 to RRs versus water based
attacks; Able to cast Water Production III as the Closed Channeling
spell list Creations once per day at no power cost; and Life Support
(major) talent; water genasi can breathe underwater
Culture
Region: Aglarond, Chessenta, Dragon Coast, Sembia, or Vilhon Reach.
Fears & Inabilities: None.
Religion: Water genasi have no common racial deity. Water genasi
priests worship Auril, Deep Sashelas, Eldath, Isis, Istishia, Sebek,
Silvanus, or Umberlee.
Other Factors
Language: Starting language(s): Appropriate Regional Language
(S8/W6). Allowed Adolescence Development: Aquan, Serusan, Sahuagin,
Elven or Appropriate Regional Language up to (S8/W8).
Professions: Fighter, Magician with rare Priest, Cleric, Animist
Alignment: As varied as humans.
Special Skills: See Chart at the end of the genasi section with
appropriate Rolemaster Culture (Human).
Standard Hobby Ranks: See Chart at the end of the genasi section
with appropriate Rolemaster Culture (Human).
Background Options
Background Options: See table at end of Genasi section.
Hits/Power 20, Lifespan 0, RR 0, Stats 0, Sleep/End/Size/Rec Mult 0,
Talents/Flaws 51 = 71.
Stat Bonuses:
Ag: +0
Co: +4
Me: +0
Re: +0
SD: +0
Em: +0
In: +0
Pr: -4
Qu: +0
St: +0
RR Mods:
Ess: +0
Chan: +0
Ment: +0
Poison: +0
Disease: +0
Body Dev. Progression: 0-6-3-2-1
Channeling PP Dev. Progression: 0-6-5-4-3
Essence PP Dev. Progression: 0-6-5-4-3
Mentalism PP Dev. Progression: 0-5-3-2-2
| Region | Forgotten Realms Subraces | Rolemaster Culture | Appropriate Regional Languages* | Favored Deities |
|---|---|---|---|---|
| Aglarond | Water Genasi | Mariner or Woodsman | Aglarondan, Chessentan, Damaran, Draconic, Elven, Mulhorandi, Orc, Sylvan, Untheric | Chauntea, Sel�ne, Valkur |
| Calimshan | Air Genasi, Fire Genasi | Mariner, Rural, Urban, or Woodsman | Alzhedo, Auran, Chondathan, Goblin, Ignan, Shaaran, Tashalan | Ilmater, Shar, Sharess, Talos, Tyr |
| Chessenta | Water Genasi | Mariner, Rural, or Urban | Chessentan, Aglarondan, Chondathan, Draconic, Mulhorandi, Turmic, Untheric | Anhur, Azuth, Hoar, Lathander, Red Knight, Tiamat |
| Chult | Fire Genasi | Barbarian, Mariner, or Woodsman | Chultan, Alzhedo, Draconic, Dwarven, Goblin, Shaaran, Sylvan, Tashalan | Shar, Thard Harr, Ubtao |
| The Dragon Coast | Water Genasi | Mariner, Urban, or Woodsman | Chondathan, Aglarondan, Chessentan, Damaran, Goblin, Halfling, Orc, Turmic | Helm, Mask, Nobanion, Sune, Tempus, Tymora, Umberlee |
| The Lake of Steam | Fire Genasi | Mariner, Rural, or Urban | Shaaran, Alzhedo, Chondathan, Dwarven, Goblin, Tashalan | Bane, Chauntea, Cyric, Lathander, Sune, Tyr, Waukeen |
| Mulhorand | Earth Genasi | Nomad | Mulhorandi, Aglarondan, Celestial, Rashemi, Shaaran, Untheric | Mulhorandi pantheon, Mask, Mystra, Red Knight |
| The North | Earth Genasi | Mariner, Rural, or Urban | Illuskan, Chondathan, Dwarven, Elven, Giant, Goblin, Orc | Auril, Deneir, Eldath, Lurue, Malar, Mielikki, Milil, Mystra, Oghma, Sel�ne, Shaundakul, Shiallia, Silvanus, Talos, Tempus |
| Sembia | Water Genasi | Mariner, Rural, or Urban | Chondathan, Chessentan, Damaran, Gnome, Halfling, Mulhorandi, Shaaran, Turmic | Azuth, Deneir, Lathander, Loviatar, Mystra, Sune, Tymora, Tyr, Waukeen |
| Thay | Genasi (any) | Rural or Urban | Mulhorandi, Aglarondan, Damaran, Gnoll, Infernal, Rashemi | Bane, Cyric, Kossuth, Loviatar, Shar |
| Unther | Fire Genasi | Rural or Urban | Untheric, Abyssal, Chessentan, Dwarven, Orc, Shaaran | Anhur, Bane, Mystra, Tempus, Tiamat |
| The Vilhon Reach | Water Genasi | Mariner, Rural, Urban, or Woodsman | Chondathan, Damaran, Draconic, Elven, Shaaran, Turmic | Eldath, Helm, Lliira, Malar, Nobanion, Silvanus, Talos, Tempus, Tyr |
*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.
Genasi Talent Points by Region of Birth
| Genasi Region (Type) |
Rolemaster Human Culture | |||||
|---|---|---|---|---|---|---|
| Barbarian | Mariner | Nomad | Rural | Urban | Woodsman | |
| 19 | 65 | 77 | 69 | 60 | 68 | |
| Aglarond | 136 | 139 | ||||
| Talent Points | 40 | 40 | ||||
| Calimshan (Air) | 185 | 189 | 180 | 188 | ||
| Talent Points | 30 | 30 | 30 | 30 | ||
| Calimshan (Fire) | 113 | 117 | 108 | 116 | ||
| Talent Points | 45 | 45 | 45 | 45 | ||
| Chessenta | 136 | 140 | 131 | |||
| Talent Points | 40 | 40 | 40 | |||
| Chult | 67 | 113 | 116 | |||
| Talent Points | 55 | 45 | 45 | |||
| The Dragon Coast | 136 | 131 | 139 | |||
| Talent Points | 40 | 40 | 40 | |||
| Lake of Steam | 113 | 117 | 108 | |||
| Talent Points | 45 | 45 | 45 | |||
| Mulhorand | 132 | |||||
| Talent Points | 40 | |||||
| The North | 120 | 124 | 115 | |||
| Talent Points | 45 | 45 | 45 | |||
| Sembia | 136 | 140 | 131 | |||
| Talent Points | 40 | 40 | 40 | |||
Top number is for administrative purposes only (the total number of points to determine the number of Talent Points a race receives). The bottom number is the total Talent Points for a Genasi from that Region.
HALFLING
Halfling, Ghostwise
Physical Character
Build: Halflings stand about 3 feet tall and usually weigh between
30 and 35 pounds. Halfling men often have long sideburns, but beards are
rare among them and mustaches almost unseen.
Coloring: Their skin is ruddy, their hair black and straight. They
have brown or black eyes.
Height/Weight: Male 2'8" or Female 2'6" +2d4". Take the random roll
from height and add (30 for males and 25 for females) to determine the
character's weight in pounds.
Lifespan: Adulthood 20 years, middle age 50 years and can live to
200 years of age.
Special Abilities: Low-light Vision; Able to cast Mind Tongue I from
the Mentalist Base list Mind Speech at will costing no power; +10 to RRs
versus Fear; +20 to all Subterfuge: Stealth [Hiding] skill checks; +10
to Awareness: Perceptions [Alertness and Sense Ambush] and Awareness:
Searching checks that involve hearing; +5 to all attack rolls with
slings and thrown weapons; +10 to Subterfuge: Stealth [Stalking],
Athletic: Brawn [Jumping] and Athletic: Gymnastics [Climbing] skill
checks; and +10 to exhaustion points.
Culture
Regions: Chondalwood.
Fears & Inabilities: None.
Religion: Each clan, however, tends to adopt one specific halfling
deity as its patron and venerates that power above all others.
Other Factors
Language: Starting language(s): Halfling (S8/W6) and Appropriate
Regional Language (S8/W6). Allowed Adolescence Development: Chondathan
and Sylvan, Gnoll or Appropriate Regional Language at up to (S8/W8).
Professions: Barbarian, Rogue, Outrider, Rangers, Thief, Monk,
Animist with rare Bard, Cleric, Lay Healer and extremely rare Sorcerer,
Illusionist Magician
Alignment: Halflings tend to be neutral. While they are comfortable
with change (a chaotic trait), they also tend to rely on intangible
constants, such as clan ties and personal honor (a lawful trait).
Special Skills: Everyman: Camouflage, Hiding, Stalking, and Survival
[Forest]; Restricted: Language [Spoken and Written].
Standard Hobby Ranks: Acrobatics, Alertness, Ambush, Animal Handling
[Giant Owl, Dire Bat, Tressym], Animal Healing, Animal Mastery, Animal
Training [Giant Owl, Dire Bat, Tressym], Armor - Light, any Athletic -
Endurance or Gymnastics skill, Body Development, Camouflage, Climbing,
Dancing, Detect Traps, Direction Sense, Fauna Lore [Own Region], Flora
Lore [Own Region], First Aid, Foraging, Frenzy, Herb Lore, Hiding,
Hunting, Jumping, Locate Hidden, Observation, Orienteering, any Play
Instrument, Poison Lore, Poison Perception, Preparing Herbs, Preparing
Poison, Reading Tracks, Region Lore [Own], Riding [Giant Owl, Dire
Bat], Setting Traps, Signaling, Singing, Sprinting, Stalking, Survival
[Forest], Swimming, Tale Telling, Tracking, Using Prepared Herbs,
Using/Remove Poison, Weapon [Sling, Staff, Dagger, Club], Weather
Watching
Background Options
Background Options: 45 Talent Points.
Hits/Power -45, Lifespan 3, RR 15, Lang 0, Stats 37, Sleep/End/Size/Rec
Mult -2, Adol Ranks 31, Every/Rest -4, Talents/Flaws 90 = 125.
Stat Bonuses:
Ag: +6
Co: +6
Me: +0
Re: +0
SD: -4
Em: -2
In: +0
Pr: -6
Qu: +6
St: -6
RR Mods:
Ess: +5
Chan: +5
Ment: +5
Poison: +5
Disease: +5
Body Dev. Progression: 0-6-3-1-1
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
Halfling, Lightfoot
Physical Character
Build: Halflings stand about 3 feet tall and usually weigh between
30 and 35 pounds. Halfling men often have long sideburns, but beards are
rare among them and mustaches almost unseen.
Coloring: Their skin is ruddy, their hair black and straight. They
have brown or black eyes.
Height/Weight: Male 2'8" or Female 2'6" +2d4". Take the random roll
from height and add (30 for males and 25 for females) to determine the
character's weight in pounds.
Lifespan: Adulthood 20 years, middle age 50 years and can live to
200 years of age.
Special Abilities: Low-light Vision; +10 to RRs versus Fear; +20 to
all Subterfuge: Stealth [Hiding] skill checks; +10 to Awareness:
Perceptions [Alertness and Sense Ambush] and Awareness: Searching
checks that involve hearing; +5 to all attack rolls with slings and
thrown weapons; +10 to Subterfuge: Stealth [Stalking], Athletic: Brawn
[Jumping] and Athletic: Gymnastics [Climbing] skill checks; and +10
to exhaustion points.
Culture
Region: Any human region, Luiren
Fears & Inabilities: None.
Religion: Of all the hin subraces, the lightfoot are the most likely
to worship deities other than those belonging to Yondalla's Children.
Other Factors
Language: Starting language(s): Common (S8/W6), Halfling (S8/W6) and
Appropriate Regional Language (S8/W6). Allowed Adolescence Development:
Appropriate Regional Language at up to (S8/W8).
Professions: Thief, Bard, Rogue, Outrider, Rangers, Monk, Animist
with rare Cleric, Lay Healer and extremely rare Sorcerer, Illusionist
Magician
Alignment: Halflings tend to be neutral. While they are comfortable
with change (a chaotic trait), they also tend to rely on intangible
constants, such as clan ties and personal honor (a lawful trait).
Special Skills: Everyman: Direction Sense, Orienteering; Restricted:
Meditation.
Standard Hobby Ranks: Alertness, Animal Handling [Mastiff Hound],
Animal Training [Mastiff Hound], any Armor - Light skill, any Artistic
skill, any Athletic - Endurance or Gymnastics skill [except
Flying/Gliding], Basic Math, Boat Pilot, Cartography, any Crafts skill,
Direction Sense, Fauna Lore [Own Region], First Aid, Flora Lore [Own
Region], Foraging, Gambling, Hiding Items, Hunting, any Influence
skill, Lie Perception, Language, Locate Hidden, any Lore - Technical
[except Poison], Mapping, Observation, Orienteering, any Outdoor -
Animal skill, Preparing Herbs, Region Lore [Own], Star-gazing, any
Subterfuge - Stealth skill, any Urban skill, Using Prepared Herbs,
Weapon [Sling, Dagger, Quarterstaff], Weather Watching
Background Options
Background Options: 50 Talent Points.
Hits/Power -45, Lifespan 3, RR 15, Lang 0, Stats 30, Sleep/End/Size/Rec
Mult -2, Adol Ranks 16, Every/Rest 0, Talents/Flaws 60 = 77.
Stat Bonuses:
Ag: +6
Co: +6
Me: +0
Re: +0
SD: -4
Em: -2
In: +0
Pr: -6
Qu: +6
St: -6
RR Mods:
Ess: +5
Chan: +5
Ment: +5
Poison: +5
Disease: +5
Body Dev. Progression: 0-6-3-1-1
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
Halfling, Strongheart
Physical Character
Build: Halflings stand about 3 feet tall and usually weigh between
30 and 35 pounds. Halfling men often have long sideburns, but beards are
rare among them and mustaches almost unseen.
Coloring: Halflings have the same range of complexions as humans,
but most halflings have dark hair and eyes. Halfling males don't have
beards, but many have long, full sideburns. Halflings of both genders
often wear complicated hairstyles, featuring complex braiding and
weaving.
Height/Weight: Male 2'8" or Female 2'6" +2d4". Take the random roll
from height and add (30 for males and 25 for females) to determine the
character's weight in pounds.
Lifespan: Adulthood 20 years, middle age 50 years and can live to
200 years of age.
Special Abilities: Low-light Vision; +10 to RRs versus Fear; +20 to
all Subterfuge: Stealth [Hiding] skill checks; +10 to Awareness:
Perceptions [Alertness and Sense Ambush] and Awareness: Searching
checks that involve hearing; +5 to all attack rolls with slings and
thrown weapons; +10 to Subterfuge: Stealth [Stalking], Athletic: Brawn
[Jumping] and Athletic: Gymnastics [Climbing] skill checks; and +10
to exhaustion points.
Culture
Region: Luiren, strongheart halfling
Fears & Inabilities: None
Lifestyle:
Religion: Arvoreen (in Luiren) and then Yondalla in popularity.
Sheela Peryroyl (animists and rangers).
Other Factors
Language: Starting languages: Common (S8/W6), Halfling (S8/W6) and
Appropriate Regional Language (S6/W4). Allowed Adolescence Development:
Appropriate Regional Language at up to (S8/W8).
Professions: Thief, Bard, Rogue, Outrider, Ranger, Monk, Paladin,
Animist with rare Cleric, Lay Healer and extremely rare Sorcerer,
Illusionist Magician
Alignment: Halflings tend to be neutral. While they are comfortable
with change (a chaotic trait), they also tend to rely on intangible
constants, such as clan ties and personal honor (a lawful trait).
Special Skills: Everyman: Direction Sense, Orienteering; Restricted:
Meditation.
Standard Hobby Ranks: Alertness, any Armor - Light skill, any
Artistic skill, any Athletic - Endurance or Gymnastics skill, Basic
Math, Boat Pilot, Cartography, any Crafts skill, Direction Sense, Fauna
Lore [Own Region], First Aid, Flora Lore [Own Region], Foraging,
Gambling, Hiding Items, Hunting, any Influence skill, Jumping, Lie
Perception, Language, Locate Hidden, any Lore - Technical [except
Poison], Mapping, Observation, Orienteering, any Outdoor - Animal
skill, Preparing Herbs, Region Lore [Own], Star-gazing, any
Subterfuge - Stealth skill, any Urban skill, Using Prepared Herbs,
Weapon [any possible], Weather Watching
Background Options
Background Options: 50 Talent Points.
Hits/Power -45, Lifespan 3, RR 15, Lang 5, Stats 37, Sleep/End/Size/Rec
Mult -2, Adol Ranks 29, Every/Rest 0, Talents/Flaws 65 = 92.
Stat Bonuses:
Ag: +6
Co: +6
Me: +0
Re: +0
SD: -4
Em: -2
In: +0
Pr: -6
Qu: +6
St: -6
RR Mods:
Ess: +5
Chan: +5
Ment: +5
Poison: +5
Disease: +5
Body Dev. Progression: 0-6-3-1-1
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 |
|---|---|---|---|
| Channath Vale | Ghostwise Halfling, Strongheart Halfling | Halfling, Shaaran, Dambrathan, Dwarven, Elven, Gnoll, Halruaan | The halfling pantheon |
| The Chondalwood | Ghostwise Halfling | Chondathan, Halfling, Chessentan, Elven, Gnoll, Shaaran, Sylvan | Sheela Peryroyl, Urogalan |
| Luiren | Lightfoot Halfling | Halfling, Dambrathan, Durpari, Dwarven, Elven, Gnoll, Halruaan, Shaaran | Yondalla |
| The Western Heartlands | Lightfoot Halfling, Strongheart Halfling | Chondathan, Halfling, Alzhedo, Dwarven, Gnome, Goblin, Illuskan | The halfling 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.
ORC
Orc, Gray
Physical Character
Build: Gray orcs look less bestial than their more savage northern
kin but are still obviously non-human. They are somewhat hairy, with
long manes of bristly hair on their heads, shoulders, and backs. Their
faces are less porcine than the mountain orcs, with the exception of
their tusks.
Coloring: They have yellow, orange, or red eyes, lupine ears, and
black or gray hair. Skin tones are usually gray with mottled patches of
lighter or darker -gray on the chest and flanks.
Height/Weight: Male 4'10" or Female 4'5" 2d12". Take the random roll
from height and multiply that number by 2d6 and add (150 for males and
110 for females) to determine the character's weight in pounds.
Lifespan: Adulthood 14 years, middle age 30 years and can live to 80
years of age.
Special Abilities: +5 to all attacks with axes or the long bow; +10
to exhaustion points; and Acute Smell talent.
Culture
Region: Damara, Moonsea, orc, Rashemen, Thesk, Vaasa, or the Vast.
Fears & Inabilities: -5 to all actions while in direct sunlight.
Religion: Any of the orc pantheon is possible.
Other Factors
Language: Starting language(s): Orc (S8/W6) and Appropriate Regional
Language (S8/W6). Allowed Adolescence Development: Appropriate Regional
Language up to (S8/W8).
Professions: Priest, Barbarian, Fighter, Ranger, Outrider, Rogue
with rare Thief, Cleric, Animist and extremely rare Sorcerer, Magician,
Illusionist
Alignment: Tend toward NE and CE.
Special Skills: Everyman: None; Restricted: None.
Standard Hobby Ranks: Alertness, Ambush, Animal Handling [Dire
Weasel, Dire Wolverine, Dire Boar, Owlbear], Animal Training [Dire
Weasel, Dire Wolverine, Dire Boar, Owlbear], any Armor - Light or
Medium, any Athletic - Brawn, Endurance, or Gymnastics [except
Flying/Gliding, Juggling], Body Development, Brawling, Camouflage,
Direction Sense, Fauna Lore [Own Region], First Aid, Flora Lore [Own
Region], Foraging, Frenzy, Hiding, Hunting, Interrogation, Language,
Locate Hidden, Metal-crafts, Metal Lore, Mounted Combat, Observation,
Reading Tracks, Region Lore [Own], Riding, Rope Mastery, Sense Ambush,
Setting Traps, Signaling, Stalking, Survival [Plains], Tracking, Using
Prepared Herbs, Weapon [Axes of any sort, Short Bow], Weather
Watching, Wood-crafts
Background Options
Background Options: 60 Talent Points.
Hits/Power -7, Lifespan -5, RR 0, Lang 0, Stats -10, Sleep/End/Size/Rec
Mult 3, Adol Ranks 5, Every/Rest 0, Talents/Flaws 5 = -9.
Stat Bonuses:
Ag: +0
Co: +0
Me: -2
Re: -4
SD: -2
Em: +0
In: +4
Pr: -4
Qu: +0
St: +4
RR Mods:
Ess: +0
Chan: +0
Ment: +0
Poison: +0
Disease: +0
Body Dev. Progression: 0-7-4-2-1
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
Half-Orc
NOTE:
Half-orcs that grew up with their orcish parents will follow the orcish
parents Culture, Other Factors, Outfitting Options and Background
Options below. If the half-orc grew up with human parents they will
follow the applicable description for those areas (usually human Region
that is the same as one of the orc ones below or borders an orc Region).
Physical Character
Build: Tend to be a little taller and stronger than humans on
average.
Coloring: Their skin tends to be gray with green or even purple
undertones and their faces feature sloping brows, jutting jaws with
prominent teeth, and flat, squashed noses. This and their coarse body
hair make their lineage plain for all to see.
Height: Male 4'10" or Female 4'5" 2d12". Take the random roll from
height and multiply that number by 2d6 and add (150 for males and 110
for females) to determine the character's weight in pounds.
Lifespan: Adulthood 14 years, middle age 30 years and can live to 80
years of age.
Special Abilities: Darkvision up to 60 feet; and +10 to exhaustion
points.
Culture
Region: Amn, Chessenta, Damara, the Moonsea, the North, Yassa, and
Waterdeep.
Fears & Inabilities: None.
Religion: Half-orcs who remain among their orc kindred worship the
gods of the orc pantheon. Common patron deities for such half-orcs
include Bane, Garagos, Hoar, Loviatar, Malar, Talona, Tempus, and Tyr.
Other Factors
Language: Starting languages: Common (S8/W6), Orc (S8/W6) and
Appropriate Regional Language (S5/W2). Allowed Adolescence Development:
Appropriate Regional Language up to (S6/W6).
Professions: Barbarian, Fighter, Outrider, Rogues with rare Ranger,
Thief, Priest
Alignment: Tend toward Chaotic (CG, CN or CE).
Special Skills: Depends on whether the half-orc grew up with their
orc or human parent (see applicable orc type or the applicable
Rolemaster Culture for human.
Standard Hobby Ranks: Adrenal Toughness, Alertness, Ambush, Animal
Handling [Horse, Hunting Dog, Falcon, Owlbear, Spider Eater], Animal
Training [Horse, Hunting Dog, Falcon], any Light or Medium - Armor
skill, Athletic Games - Brawn and Endurance skills, Boat Pilot, Body
Development, Brawling, Camouflage, Climbing, Crafts [Fletching],
Culture Lore [Own], Distance Running, Evaluate Armor, Evaluate Weapon,
First Aid, Frenzy, Hiding, Interrogation, Jumping, Leadership,
Leather-crafting, Metal-crafting [Armorer, Blacksmithing, Weapon
smithing], Observation, Orienteering, any Outdoor skill, Prepare Herbs,
Region Lore [Own], Rope Mastery, Signaling, Skinning, Sprinting,
Stalking, Stunned Maneuvering, Swimming, Tactics [all but Naval],
Tracking, Trapping, Use Prepared Herbs, any Weapon skill, Wood-crafting
[Carpentry or Lumbering], Wrestling.
Background Options
Background Options: Varies according to character's culture.
Hits/Power 33, Lifespan -5, RR 20, Lang *, Stats 40, Sleep/End/Size/Rec
Mult 3, Adol Ranks *, Every/Rest *, Talents/Flaws 10 = 101.
*Take applicable Culture and add 101.
Stat Bonuses:
Ag: -2
Co: +4
Me: -2
Re: -2
SD: +0
Em: +0
In: +0
Pr: +2
Qu: -2
St: +6
RR Mods:
Ess: +0
Chan: +0
Ment: +0
Poison: +20
Disease: +20
Body Dev. Progression: 0-7-4-2-1
Channeling PP Dev. Progression: 0-6-5-4-3
Essence PP Dev. Progression: 0-6-5-4-3
Mentalism PP Dev. Progression: 0-5-3-2-2
Number of Talent Points whether the half-orc is raised by a human or orc parent
| Orc grew up with | Base Pts | Rolemaster Culture | |||||
|---|---|---|---|---|---|---|---|
| Barbarian | Mariner | Nomad | Rural | Urban | Woodsman | ||
| 19 | 65 | 77 | 69 | 60 | 68 | ||
| Human | 101 | 120 | 166 | 178 | 170 | 161 | 169 |
| Talent Points | 45 | 35 | 30 | 35 | 35 | 35 | |
| Gray | Mountain | Orog | |||||
| 5 | 6 | 7 | |||||
| Orc | 101 | 106 | 107 | 108 | |||
| Talent Points | 45 | 45 | 45 | ||||
The top number is for administrative purposes only (it is the total number of points that determine how many Talent Points a race receive) and the second number is the total number of Talent Points the character receives when created.
Orc, Mountain
Physical Character
Build: A mountain orc is quite obviously a monstrous creature to
most of the civilized folk of Faer�n. Mountain orcs look vaguely like
primitive humans but are a fair bit taller at seven or more feet in
height; a rare few exceed eight feet in height. They have stocky,
powerful necks, and their bestial heads seem to sit directly on their
massive shoulders.
Coloring: Their eyes are always a deep shade of red, and their faces
are dominated by porcine snouts and large tusks.
Height/Weight: Male 5'8" or Female 5'0" 2d10". Take the random roll
from height and multiply that number by 2d6 and add (150 for males and
115 for females) to determine the character's weight in pounds.
Lifespan: Adulthood 30 years, middle age 40 years with some living
to 70 years.
Special Abilities: Darkvision to 60 feet; and +10 to exhaustion
points.
Culture
Region: The North, orc, or Silver Marches.
Fears & Inabilities: -5 to all actions while in sunlight.
Religion: Almost all mountain orc clerics and priests are worshipers
of Gruumsh.
Other Factors
Language: Starting language(s): Common (S8/W6), Orc (S8/W6) and
Appropriate Regional Language (S8/W6). Allowed Adolescence Development:
Appropriate Regional Language up to (S8/W8).
Professions: Barbarian, Fighter, Outrider, Rogues with rare Ranger,
Thief, Priest
Alignment: Tend toward NE and CE.
Special Skills: Everyman: Frenzy; Restricted: Diplomacy.
Standard Hobby Ranks: Alertness, Ambush, any Armor - Light or
Medium, any Athletic - Brawn, Endurance, or Gymnastics [except
Flying/Gliding, Juggling], Body Development, Brawling, Camouflage,
Direction Sense, Fauna Lore [Own Region], First Aid, Flora Lore [Own
Region], Foraging, Frenzy, Hiding, Hunting, Interrogation, Language,
Locate Hidden, Metal-crafts, Metal Lore, Mounted Combat, Observation,
Reading Tracks, Region Lore [Own], Riding, Rope Mastery, Sense Ambush,
Setting Traps, Signaling, Stalking, Survival [Plains], Tracking, Using
Prepared Herbs, Weapon [Axes of any sort, Short Bow], Weather
Watching, Wood-crafts.
Background Options
Background Options: 60 Talent Points.
Hits/Power -7, Lifespan -5, RR 0, Lang 0, Stats -5, Sleep/End/Size/Rec
Mult 3, Adol Ranks 6, Every/Rest 0, Talents/Flaws 5 = -3.
Stat Bonuses:
Ag: +0
Co: +0
Me: -2
Re: -4
SD: -2
Em: -4
In: -4
Pr: -4
Qu: +0
St: +6
RR Mods:
Ess: +0
Chan: +0
Ment: +0
Poison: +0
Disease: +0
Body Dev. Progression: 0-7-4-2-1
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
Orc, Orog
Physical Character
Build: Physically, an orog looks similar to a large mountain orc,
except that the ears are somewhat larger, and their eyes are huge and
pale. They average six and a half feet tall.
Coloring:
Height/Weight: Male 5'8" or Female 5'0" 2d10". Take the random roll
from height and multiply that number by 2d6 and add (150 for males and
115 for females) to determine the character's weight in pounds.
Lifespan: Adulthood 14 years, middle age 35 years and can live to 85
years of age.
Special Abilities: Darkvision to 120 feet; +5 to attacks with a
Weapon: 2-Handed [Two-handed Sword] and Weapon: Thrown [Throwing
Axe]; +10 to exhaustion points; +10 to all Crafts: Metal-crafts
[Armorer and Weaponsmithing] skill checks; +25 to all RRs versus cold
and heat; and Tough Skin talent as AT 9.
Culture
Region: Anauroch, the North, Silver Marches, orc, or orog.
Fears & Inabilities: -5 to all actions while in light.
Religion: Gruumsh typically with rare Ghaunadaur.
Other Factors
Language: Starting language(s): Orc (S8/W6), Undercommon (S8/W6) and
Appropriate Regional Language (S8/W6). Allowed Adolescence Development:
Appropriate Regional Language up to (S8/W8).
Professions: Fighter, Barbarian, Outrider, Rogues with rare Ranger,
Priest, Bard, Sorcerer, Thief, Magician
Alignment: Tend toward CE.
Special Skills: Everyman: Frenzy; Restricted: None.
*Standard Hobby Ranks:* Alertness, Ambush, Animal Handling [Dire
Boar, Dire Bear, Giant Lizard, Dire Bat], Animal Training [Dire Boar,
Dire Bear, Giant Lizard, Dire Bat], Armor - Light or Medium, any
Athletic - Brawn, Endurance, or Gymnastics [except Flying/Gliding,
Juggling], Body Development, Brawling, Camouflage, Caving, Direction
Sense, Fauna Lore [Own Region], First Aid, Flora Lore [Own Region],
Foraging, Frenzy, Hiding, Hunting, Interrogation, Language, Leadership,
Locate Hidden, Metal-crafts, Metal Lore, Observation, Reading Tracks,
Region Lore [Own], Riding [Giant Lizard, Dire Bat], Rope Mastery,
Sense Ambush, Setting Traps, Signaling, Stalking, Survival
[Underdark], Tracking, Using Prepared Herbs, Weapon [Axes of any
sort, Short Bow], Weather Watching
Background Options
Background Options: 45 Talent Points.
Hits/Power -7, Lifespan 0, RR 0, Lang 0, Stats 45, Sleep/End/Size/Rec
Mult 3, Adol Ranks 6, Every/Rest 1, Talents/Flaws 70 = 118.
Stat Bonuses:
Ag: -4
Co: +0
Me: +0
Re: +0
SD: -2
Em: +0
In: -4
Pr: +4
Qu: -2
St: +8
RR Mods:
Ess: +0
Chan: +0
Ment: +0
Poison: +0
Disease: +0
Body Dev. Progression: 0-7-4-2-1
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
| Region | Forgotten Realms Subraces | Appropriate Regional Languages* | Favored Deities |
|---|---|---|---|
| Amn | Half-orc | Chondathan, Orc, Alzhedo, Draconic, Giant, Gnoll, Halfling | Bane, Cyric, Tempus, Tyr, Waukeen |
| Chessenta | Half-orc, Mountain Orc | Chessentan, Orc, Chondathan, Draconic, Giant, Turmic | Hoar, Tiamat, Tempus, Tyr |
| The Hordelands | Half-orc, Gray Orc | Orc, Rashemi, Damaran, Gnoll, Mulhorandi, Tuigan | The orc pantheon |
| The Moonsea | Half-orc, Mountain Orc, Orog | Damaran, Orc, Chondathan, Draconic, Dwarven, Giant | The orc pantheon, Bane, Cyric, Talona, Talos |
| The North (Many-Arrows) | Half-orc, Mountain Orc, Orog, Tanarukk | Illuskan, Orc, Draconic, Dwarven, Goblin, Giant | The orc pantheon, Bane, Malar, Tempus |
| Thesk | Half-orc, Gray Orc, Mountain Orc | Damaran, Orc, Giant, Gnoll, Gnome, Mulhorandi, Rashemi | Bane, Shaundakul, Waukeen |
| Underdark (Northdark) | Mountain Orc, Orog, Tanarukk | Orc, Abyssal, Giant, Goblin, Illuskan, Undercommon | The orc pantheon |
| Vaasa | Half-orc, Mountain Orc | Damaran, Orc, Dwarven, Giant, Goblin, Uluik, Undercommon | The orc pantheon, Bane |
*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.
TIEFLINGS
Physical Character
Build: Tieflings' appear human other than the below differences.
Coloring: Tieflings look human except for one or two distinguishing
features related to their unusual ancestor. Some examples of these
features (and the ancestors that cause them) are: small horns on head
(demon, devil, night hag), fangs or pointed teeth , forked tongue
(demon, devil), glowing red eyes (demon, devil, night hag), cat eyes
(rakshasa), more or less than 5 fingers (demon, devil), goat-like legs
(devil), hooves (devil), non-prehensile tail (demon, devil), furry,
leathery, or scaly skin (demon, devil, rakshasa), red skin (demon,
devil), bruised blue skin (night hag), casts no shadow (demon, devil),
throws no reflection (demon, devil), skin is hot to the touch (demon,
devil), or smell of brimstone (demon, devil).
Height/Weight: Male 4'10" or Female 4'5" +2d10". Take the random
roll from height and multiply that number by 2d4 and add (120 for males
and 85 for females) to determine the character's weight in pounds.
Lifespan: Adulthood 15 years, middle age 35 years and can live to 90
years of age.
Special Abilities: Darkvision to 60 feet; +25 to RRs versus
fire/heat, cold and electricity; Darkness II from the Evil Essence spell
list, Darkness once per day; and +10 to all Subterfuge: Stealth
[Hiding] and Influence: Duping and Seduction skill checks.
Culture
Region: ??
Fears & Inabilities: None.
Religion: Tieflings have no common racial deity. Beshaba, Cyric,
Gargauth, Mask and Shar are popular.
Other Factors
Language: Starting language(s): Appropriate Regional Language
(S8/W6). Allowed Adolescence Development: Infernal, Abyssal, or
Appropriate Regional Language up to (S8/W8).
Professions: Thief, Rogue, Dabbler, Sorcerer, Magician with rare
Swashbuckler, Priest, Illusionist, Bard, Cleric
Alignment: Tend toward Evil alignments (LE, NE, CE or TN).
Special Skills: Everyman: Duping, Trickery; Restricted: None.
Standard Hobby Ranks: Acrobatics, Acting, Ambush, Animal Handling,
Appraisal, any Armor skills, any Artistic skill, Begging, Boat Piloting,
Body Development, Brawling, Climbing, Contortions, Cooking, Crafts
[Embroidery, Fletching Sewing/Weaving], Dancing, Demon/Devil Lore,
Directed Spells, First Aid, Gambling, History [Local City], all
Influence skills, Juggling, Jumping, Languages, Leather-crafting
[any], Lie Perception, Metal-crafting [any], Observation, Power
Point Development, Read Runes, Region Lore Own[Local], Riding Spell
Lists [up to 2 Realms appropriate Open or Closed spell lists],
Stilt-walking, Stone-crafting [any], all Subterfuge - Mechanics and
Stealth skills, Tightrope-walking, any Urban skills, any Weapon skills,
Wood-crafting [any but Shipwright], Wrestling.
Background Options
Background Options: 35 Talent Points.
Hits/Power 20, Lifespan 0, RR 0, Lang 0, Stats 10, Sleep/End/Size/Rec
Mult 0, Adol Ranks 17, Every/Rest 2, Talents/Flaws 110 = 159.
Stat Bonuses:
Ag: +4
Co: +0
Me: +4
Re: +2
SD: -2
Em: +4
In: +0
Pr: -4
Qu: +2
St: +0
RR Mods:
Ess: +0
Chan: +0
Ment: +0
Poison: +0
Disease: +0
Body Dev. Progression: 0-6-4-2-1
Channeling PP Dev. Progression: 0-6-5-4-3
Essence PP Dev. Progression: 0-5-3-2-2
Mentalism PP Dev. Progression: 0-5-3-2-2
| Region | Appropriate Regional Languages* | Favored Deities |
|---|---|---|
| Mulhorand | Mulhorandi, Aglarondan, Celestial, Rashemi, Shaaran, Untheric | Mulhorandi pantheon |
| Thay | Mulhorandi, Aglarondan, Damaran, Gnoll, Infernal, Rashemi | Bane, Cyric, Kossuth, Loviatar, Shar |
| Unther | Untheric, Abyssal, Chessentan, Dwarven, Orc, Shaaran | Anhur, Bane, Mystra, Tempus, Tiamat |
*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.