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.