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.