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Rolemaster Professions in the Forgotten Realms

Copyright Chris Adams ©2003

Edited by Peter Mork for The Guild Companion

Editor's Note

Forgotten Realms is a copyright and trademark property of Wizards of the Coast. No challenge is intended by this article to Wizards' copyrights or trademarks. For details on the world of Faerun, you should consult the Forgotten Realms Campaign Setting, published by Wizards of the Coast.

The Forgotten Realms conversion uses the Forgotten Realms campaign setting as a sourcebook for the following information. Basically, every NPC and Player Character that could be encountered in the world of Faerun falls into one of the following professions. The basic character classes are the same as the ones used in Rolemaster, with a few exceptions. Animists are called Druids. Magicians are considered Wizards. Since multi-classing is not allowed in the Rolemaster Standard Rules, a few new classes were developed to account for certain profession types.

 

Psionics are not normally present in the world of Faerun and therefore there is no Mentalism Realm. Thus there are no Mentalism professions.

 

The following is a summary of the classes:

 

Fighter: Standard Realm of Arms profession dealing with the use of weapons and armor. Sometimes called a "warrior" in Faerun.

 

Thief: Standard Realm of Arms profession dealing with subterfuge and stealth.

 

Monk: Originally called the Warrior Monk in Rolemaster. In Faerun, the monk is a Arms Realm profession dealing with unarmed combat and subterfuge. Most of the abilities and feats that characterize the traditional monk can be represented by certain training packages and talents. With these decisions left up to the player, it allows a great deal of customization.

(Editor's Note: The spells available to semi-spell-using monks correspond nicely to Faerun monks as well.)

 

Rogue: Essentially a fighter/thief. This is an Arms Realm profession combining good fighting abilities with good subterfuge capabilities.

 

Wizard: Originally called the Magician in Rolemaster. In Faerun, the wizard is the standard Essence Realm profession that wields magic for a variety of purposes.

 

Cleric: Standard Realm of Channeling profession dealing with healing and decent combat abilities.

 

Druid: Originally called the Animist in Rolemaster. In Faerun, the druid is a Channeling Realm profession specializing in nature spells and the outdoors.

 

Paladin: Profession combining the Realm of Arms and Channeling. This profession is the typical "holy warrior." Similar to the monk, the paladin special abilities can be easily represented by the use of training packages and talents. This allows for different types of paladins. A paladin of Tyr would have slightly different abilities than a paladin of Bane.

 

Ranger: Profession combining the Realms of Arms and Channeling, but specializing in the outdoors.

 

Warrior Mage: Essentially a fighter/wizard. This profession combines the Realms of Arms and Essence.

 

Bard: Profession combining the Realms of Arms and Essence.

 

The magic system used in my campaign is slightly different than the standard Rolemaster magic system, which helps justify the skill costs you see on the Master Skill Table. Those rules will be contained in a future article.


 

Profession Table T-1.4

Profession

Prime Stats

Realm of Power

Profession Bonuses for Categories & Groups of Categories

Fighter

St / Co

Choice

Armor Group (10); Body Development (10); Combat Maneuvers (10); Weapon Group (20)

Thief

Ag / Qu

Choice

Athletic Gymnastics (5); Awareness Group (10); Body Development (5); Self Control (5); Subterfuge Group (15); Weapon Group (10)

Rogue

Ag / St

Choice

Armor Group (5); Athletic Gymnastics (5); Awareness Group (5);

Body Development (5); Combat Maneuvers (5); Subterfuge Group (10); Weapon Group (15)

Monk

Qu / SD

Choice

Athletic Gymnastics (5); Awareness Group (5); Body Development (10); Martial Arts Group (15); Self Control (15)

Cleric

In / Me

Channeling

Awareness Group (5); Influence (5); Lore Magical (5); Outdoor Group (5); Power Awareness (15); Power Point Development (5); Spell Group (5); Weapon Group (5)

Druid

In / Me

Channeling

Awareness Group (5); Lore Magical (5); Outdoor Group (20);

Power Awareness (5); Power Manipulation (5);

Power Point Development (5); Spell Group (5)

Wizard

Em / Re

Essence

Lore Magical (10); Power Awareness (10);

Power Manipulation (10); Power Point Development (5); Spell Group (15)

Ranger

In / Co

Channeling

Athletic Group (5); Awareness Group (10); Body Development (5);

Outdoor Group (20); Subterfuge Stealth (5); Weapon Group (5)

Paladin

In / SD

Channeling

Athletic Group (5); Armor Group (5); Awareness Group (5);

Body Development (10); Combat Maneuvers (10); Power Manipulation (5); Weapon Group (10)

Warrior Mage

Em / St

Essence

Armor Group (5); Body Development (5);

Combat Maneuvers (5); Influence (5); Lore Magical (5);

Power Awareness (5); Power Manipulation (5); Spell Group (10);

Weapon Group (5)

Bard

Pr / Me

Mentalism

Artistic Active (5); Awareness Group (5); Body Development (5); Communications (5); Influence (5); Lore Group (10); Power Awareness (5); Self Control (5); Weapon Group (5)


Master Skill Cost Table

Skill Category

Fighter

Thief

Rogue

Monk

Cleric

Druid

Wizard

Ranger

Paladin

Warrior Mage

Bard

Armor Heavy

2/2/2

4/4/4

3/3/3

10

11

11

11

5/5/5

3/3/3

5/5/5

5/5/5

Armor Light

1/1/1

2/2/2

1/1/1

9

2/2/2

2/2/2

9

2/2/2

1/1/1

1/1/1

2/2/2

Armor Medium

2/2/2

3/3/3

2/2/2

10

10

10

10

4/4/4

2/2/2

2/2/2

3/3/3

Artistic Active

2/5

2/4

2/4

2/5

2/5

2/5

2/5

2/5

2/5

2/5

1/2

Artistic Passive

2/5

2/5

2/5

2/5

2/5

2/5

2/5

2/5

2/5

2/5

1/3

Athletic Brawn

2/5

3/6

2/6

2/5

5

4

6

3/7

3/7

3/9

4/9

Athletic Endurance

2/6

2/7

2/5

2/6

3

3

3

1/5

2/7

2/7

2/7

Athletic Gymnastics

2/5

1/3

1/5

1/3

3

3

3

3/6

3/7

3/7

2/6

Awareness Perceptions

2/9

2/5

2/6

2/9

6

6

6

3/12

5/14

4/10

4/12

Awareness Searching

2/5

1/3

1/5

2/5

2/6

1/5

3

1/4

2/6

2/6

2/6

Awareness Senses

2/6

2/5

2/6

2/5

3/7

3/7

3/7

2/5

3/7

3/7

3/7

Body Development

2/5

5/12

3/9

4/10

10

8

15

4/12

4/10

4/10

6/14

Combat Maneuvers

3/9

4/12

4/10

4/9

10

10

18

5/12

4/10

4/10

6/14

Communication

3/3/3

3/3/3

3/3/3

3/3/3

2/2/2

2/2/2

2/2/2

3/3/3

3/3/3

2/2/2

1/1/1

Crafts

4/10

4/10

4/10

4/10

4/10

4/10

4/10

4/10

4/10

4/10

4/10

Influence

2/7

2/5

2/5

2/7

2/4

2/6

2/6

2/6

1/5

2/4

1/4

Lore General

1/3

1/3

1/3

1/3

1/3

1/3

1/3

1/3

1/3

1/3

1/2

Lore Magical

6

5

4

6

2/4

2/5

1/4

3/6

3/6

2/6

1/4

Lore Obscure

3/7

3/7

3/7

3/7

3/7

3/7

3/7

3/7

3/7

3/7

2/4

Lore Technical

2/6

2/4

2/5

2/6

2/6

2/6

2/6

2/6

2/6

2/5

2/4

Martial Arts Striking

3/5

3/7

3/7

1/3

6

6

9

4

6

4

3

Martial Arts Sweeps

3/5

3/7

3/7

1/3

6

6

9

4

6

4

3

Outdoor Animal

1/4

2/5

1/5

2/6

3

1/2

3

1/5

2/6

2/6

2/7

Outdoor Environmental

2/5

2/6

2/4

2/6

2/7

1/2

3

1/3

2/6

2/6

2/6

Power Awareness

8

6

7

8

2/5

2/6

1/4

5

6

2/7

3/6

Power Manipulation

18

18

12

14

4/10

4/10

4/10

6/12

6/12

6/12

6/12

Power Point Development

20

15

12

15

4

4

4

8

8

8

8

Science/Analytic Basic

3/6

3/6

3/6

3/6

1/4

1/4

1/4

2/5

2/5

2/5

2/5

Science/Analytic Specialized

12

12

12

12

6/14

6/14

6/14

8

8

8

8

Self Control

2/6

2/6

2/6

1/3

5

5

6

2/7

2/7

2/7

2/7

Special Attacks

2/6

2/8

2/7

2/10

10

10

15

3/9

2/8

3/7

6

Special Defenses

35

35

35

6/12

40

40

40

40

40

40

20

Spells Abjuration

40

35

35

25

3/3/3

3/3/3

3/3/3

6/6

6/6

6/6

6/6

Spells Conjuration

40

35

35

25

3/3/3

3/3/3

3/3/3

6/6

6/6

6/6

6/6

Spells Divination

40

35

35

25

3/3/3

3/3/3

3/3/3

6/6

6/6

6/6

6/6

Spells Enchantment

40

35

35

25

3/3/3

3/3/3

3/3/3

6/6

6/6

6/6

6/6

Spells Evocation

40

35

35

25

3/3/3

3/3/3

3/3/3

6/6

6/6

6/6

6/6

Spells Illusion

40

35

35

25

3/3/3

3/3/3

3/3/3

6/6

6/6

6/6

6/6

Spells Necromancy

40

35

35

25

3/3/3

3/3/3

3/3/3

6/6

6/6

6/6

6/6

Spells Transmutation

40

35

35

25

3/3/3

3/3/3

3/3/3

6/6

6/6

6/6

6/6

Spells Universal

40

35

35

25

3/3/3

3/3/3

3/3/3

6/6

6/6

6/6

6/6

Subterfuge Attack

6/10

2/6

4/8

6/12

15

10

15

6

15

6/12

12

Subterfuge Mechanics

3/8

1/3

2/5

3/9

7

8

7

4

7

3/8

4

Subterfuge Stealth

2/5

1/3

1/3

2/4

5

3

5

1/5

5

3/7

2/7

Technical/Trade General

3/7

3/7

3/7

3/7

3/7

3/7

3/7

3/7

3/7

3/7

3/7

Technical/Trade Professional

8

8

8

8

8

8

8

8

8

8

8

Technical/Trade Vocational

5/12

5/12

5/12

5/12

5/12

5/12

5/12

5/12

5/12

5/12

5/12

Urban

2/4

1/2

1/3

3/6

3

4

3

3/6

4

3/6

2/4

Weapon 1-H Concussion

1/5

2/7

2/5

4

6

6

9

3/7

2/5

2/5

3/9

Weapon 1-H Edged

2/5

3/8

3/8

6

7

7

20

4

3/8

3/8

6

Weapon 2-Handed

2/7

4

3/9

8

9

9

20

6

4

4

7

Weapon Missile

2/7

4

3/9

8

9

9

20

6

4

4

7

Weapon Missile Artillery

2/7

4

3/9

8

9

9

20

6

4

4

7

Weapon Pole Arms

5

6

6

15

20

20

20

9

6

6

15

Weapon Thrown

5

6

6

15

20

20

20

9

6

6

15


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