# This is the Races table
#
# All text after a '#' is treated as a comment.
# Feel free to include your own races.
#
# The format is :
#
#   1ST LINE :
#
#   Name       (up to 20 characters), followed by a ';'
#   Size       (Size of the race), followed by a ';'
#   Worlds     (DS = Dark Sun, Std = Standard, etc.), seperated by a ',',
#              terminated by a ';'
#
#   2ND LINE :
#
#   Description(Any text you want to have included in the savefiles, like
#               special abilities etc.), followed by an empty line
#               containing only a '.'
#
#   3RD LINE :
#
#   Limits     (The minimum/maximum requirements, the order is :
#               Str,Dex,Con,Int,Wis,Cha), followed by a ';'
#   Extrastr   (Determines whether extra strength is rolled for a
#               warrior with strength 18), followed by a ';'
#
#   4TH LINE :
#
#   Modifiers  (The racial modifiers for the attributes, the order is :
#               Str,Dex,Con,Int,Wis,Cha)
#               Even if the modifier is 0, it has to be included,
#               followed by a ';'
#   XP penalty (A percentage value which is added to the XP needed to
#               gain a level.
#               e.g. 10,000 needed to reach level 4, 20% penalty
#               thus the character needs 12,000 XP to reach 4th level),
#               followed by a ';'
#
#   5TH LINE :
#
#   Classes    (The possible classes for the race, without multi-class
#               combinations, followed by the maximum level in brackets,
#               if no level limit is specified, the advancement is not
#               limited. The maximum length is 20 characters),
#              followed by a ';'. If the list is longer than one line,
#              only the last line ends with a ';'
#
#   6TH LINE :
#
#   Groups     (Groups of classes are defined by a setname, these setnames
#               can then be used in the multiclass entries.
#               When groups are used, any ONE member of the group can be
#               substituted for the group entry. A class can only be
#               member of one group.
#               The maximum length is 10 characters.)
#              Each group is is followed by a ';'. The last group ends
#              with a '.'.
#              Even when no groups are specified, the '.' has to be included.
#
#   7TH LINE :
#
#   Multiclass (The possible multi-class combinations, the classes
#               are seperated by a '/'.
#               The classes/groups have to be in alphabetical order
#               e.g. Fighter/Thief, NOT Thief/Fighter), followed by a ';'
#              If the list is longer than one line, only the last line
#              ends with a ';'. Even when no multiclasses are possible,
#              the ';' has to be be included.
#
#   8TH LINE :
#
#   Thieving   (This line contains the thieving skill modifiers,
#               the order is :
#               pick pocket,open locks,find/remove traps,move silently,
#               hide in shadows,detect noise,climb walls,read languages)
#               Even if the modifier is 0, it has to be included, and even
#               if the race cannot be a thief, the line has to be included.
#
#   No comments are allowed in the racial definition (only between two
#   races, comments are allowed).
#
Aarakocra           ;M;Ext;
- Natural Armor Class: 7.
- Fly with MV 36 (C).
- 2 talon attacks (1d3) per round.
- 1 beak attack (1d3) per round.
- -3 penalty to attacks in enclosed areas.
.
3/16,8/18,6/16,8/18,3/17,3/18;Y;
-1,+1,-1,0,0,0;0;
Fighter(11),Shaman(7),Thief(11);
C = Shaman;
F = Fighter;
T = Thief.
C/F,F/T;
0,-10,0,-5,0,+15,0,-5
#-----------------------------------------------------------------------------
# Alaghi druids MUST be Neutral Good.
#-----------------------------------------------------------------------------
Alaghi              ;L;Ext;
- +9 additional hp at 1st level.
- Natural Armor Class: 4.
- Fists can inflict 2d6 damage.
- Move Silently: 40% + 5% per level after 1st.
- Hide in natural surroundings: 35% + 5% per level after 1st.
.
12/19,3/17,12/18,3/16,3/16,3/16;Y;
+2,0,0,-2,0,0;0;
Druid(11),Fighter(12),Shaman(6);
.
;
0,0,0,0,0,0,0,0
#-----------------------------------------------------------------------------
Bakali              ;L;DL ;
- Natural Armor Class: 7.
- Base MV 9, even in water.
- Suffer 1 extra point of damage from cold-based attacks.
- +1 bonus on saving throws vs. blinding or dazzling effects.
.
7/18,3/18,8/18,3/17,3/17,3/15;Y;
+1,0,+1,-1,0,-1;0;
Fighter(12),Priest(7);
.
;
0,0,0,0,0,0,0,0
#-----------------------------------------------------------------------------
Bariaur,Female       ;L;PS ;
- MV rate 15.
- Infravision up to 60 feet.
- +2 to suprise rolls if opponent has scent or makes noise.
- +3 bonus for saving throws versus spells.
- Can see planar gates.
- Subject to "Monster Summoning", et. al.
- Subject to "Protection from Evil/Good", et. al.
.
3/18,3/18,3/18,3/18,3/18,3/18;Y;
-1,-1,0,+1,+1,0;0;
Cleric(13),Druid(13),Fighter(13),Mage(13);
.
;
0,0,0,0,0,0,0,0
#-----------------------------------------------------------------------------
Bariaur,Male         ;L;PS ;
- MV rate 15.
- Infravision up to 60 feet.
- Head Butt attach for 1d8 damage (X3 if 30' straight line charge).
- Can see planar gates.
- Subject to "Monster Summoning", et. al.
- Subject to "Protection from Evil/Good", et. al.
.
3/18,3/18,3/18,3/18,3/18,3/18;Y;
+1,-1,+1,0,-1,0;0;
Cleric(13),Druid(13),Fighter(13),Paladin(13),Ranger(13);
.
;
0,0,0,0,0,0,0,0
#-----------------------------------------------------------------------------
Beastman            ;M;Ext;
- Natural Armor Class: 8.
- 90% undetectable in forests (Impose -6 on surprise).
- Magic resistance 80%, even to beneficial spells.
.
6/18(50),6/18,6/16,3/18,3/18,3/16;Y;
0,+2,0,0,0,-2;0;
Fighter(10),Ranger(12),Thief(10);
F = Fighter;
T = Thief.
F/T;
0,-5,-5,+5,+5,0,+5,-5
#-----------------------------------------------------------------------------
Bugbear             ;L;Ext;
- +3 additional hp at 1st level.
- Infravision up to 60 feet.
- Impose -3 on others' surprise.
- Take damage as a large creature.
.
8/18,8/17,8/18,3/16,3/18,3/14;Y;
+1,0,0,-1,0,-1;0;
Cleric(8),Fighter(12),Shaman(7),Thief(12),Witch-Doctor(7);
C = Cleric;
F = Fighter;
S = Shaman,Witch-Doctor;
T = Thief.
C/F,C/T,F/S,F/T;
-5,-5,0,+10,+10,+5,-5,-10
#-----------------------------------------------------------------------------
Bullywug, Advanced  ;M;Ext;
- Natural Armor Class: 6.
- 75% undetectable in natural surroundings (-2 on others' surprise).
- Hop attack (30 ft forward, 15 ft up), which gives +1 to hit.
- Bonus proficiency: Swimming.
- Must wet entire body at least 3 times a day.
.
6/18(75),4/18,6/18,3/14,6/16,3/14;Y;
0,+1,0,-1,0,-1;0;
Fighter(10),Shaman(7),Thief(9);
C = Shaman;
F = Fighter;
T = Thief.
C/F,F/T;
0,-5,0,0,+5,0,0,-5
#-----------------------------------------------------------------------------
Centaur             ;L;Ext;
- +4 additional hp at 1st level.
- Natural Armor Class: 5.
- 2 hooves attacks (1d6) per round, plus weapon attacks.
.
11/18,3/16,11/18,3/16,4/18,3/18;Y;
0,-2,+1,0,+1,0;0;
Bard(12),Druid(14),Fighter(12),Mage(12),Ranger(10),Shaman(7);
F = Fighter;
M = Mage;
R = Ranger;
S = Shaman.
F/M,R/S;
0,0,0,-10,-5,0,0,-5
#-----------------------------------------------------------------------------
Dracon              ;L;SJ ;
- Takes damage as large creature.
- Base MV 18.
- 2 claw attacks (1d4) per round.
.
11/18,3/17,8/18,8/18,8/18,3/18;Y;
+1,-1,0,0,0,0;0;
Cleric(12),Fighter(14);
.
;
0,0,0,0,0,0,0,0
#-----------------------------------------------------------------------------
Dwarf               ;S;DS ;
- +1 bonus for saving throws versus wands,staves,rods or spells or
  poison for every 3 points of constitution.
- +1 bonus to all saving throws while performing tasks related to focus.
- +2 bonus to all proficiency rolls while performing tasks related to
  focus.
- Infravision up to 60 feet.
.
10/20,5/20,14/20,5/20,5/20,5/20;Y;
+1,-1,+2,0,0,-2;0;
Cleric(12),Fighter(16),Gladiator,Psionicist,Templar(10),Thief(12);
C = Cleric,Templar;
F = Fighter;
P = Psionicist;
T = Thief.
C/F,C/P,F/P,F/T,P/T,C/F/P,F/P/T;
0,+10,+15,0,0,0,-10,-5
#-----------------------------------------------------------------------------
Dwarf               ;S;KT ;
- +1 bonus for saving throws versus wands,staves,rods or spells or
  poison for every 3 points of constitution.
- Magical items have a 20% chance to malfunction.
- Ogres, trolls, giants and titans suffer -4 to hit.
- +1 to hit goblinkind.
- Infravision up to 60 feet.
- Detect grade or slope in passage           : 1-5 on 1d6
- Detect new tunnel/passage construction     : 1-5 on 1d6
- Detect sliding/shifting walls or rooms     : 1-4 on 1d6
- Detect stonework traps, pits and deadfalls : 1-3 on 1d6
- Determine approximate depth underground    : 1-4 on 1d6
.
8/18,3/17,11/18,3/18,3/18,3/17;Y;
0,0,+1,0,0,-1;0;
Barbarian(16),Bushi(16),Kensai(16),Yakuza(12);
.
;
0,+10,+15,0,0,0,-10,-5
#-----------------------------------------------------------------------------
# Desert dwarves can choose between +1 STR and +1 DEX or +1 WIS.
#-----------------------------------------------------------------------------
Dwarf, Desert       ;S;MZ ;
- +1 bonus for saving throws versus wands,staves,rods or spells or
  poison for every 3 points of constitution.
- Magical items have a 20% chance to malfunction.
- Infravision up to 60 feet.
- Detect grade or slope in passage           : 1-5 on 1d6
- Detect new tunnel/passage construction     : 1-5 on 1d6
- Detect sliding/shifting walls or rooms     : 1-4 on 1d6
- Detect stonework traps, pits and deadfalls : 1-3 on 1d6
- Determine approximate depth underground    : 1-4 on 1d6
.
8/18,3/17,11/18,3/18,3/18,3/17;Y;
+1,0,+1,-1,0,-1;0;
Cleric(10),Eagle-Knight(15),Fighter(15),Plumaweaver(12),Thief(12);
C = Cleric;
F = Fighter;
T = Thief.
C/F,F/T;
0,+10,+15,0,0,0,-10,-5
#-----------------------------------------------------------------------------
Dwarf               ;S;PS ,SJ ,Std;
- +1 bonus for saving throws versus wands,staves,rods or spells or
  poison for every 3 points of constitution.
- Magical items have a 20% chance to malfunction.
- Infravision up to 60 feet.
- Detect grade or slope in passage           : 1-5 on 1d6
- Detect new tunnel/passage construction     : 1-5 on 1d6
- Detect sliding/shifting walls or rooms     : 1-4 on 1d6
- Detect stonework traps, pits and deadfalls : 1-3 on 1d6
- Determine approximate depth underground    : 1-4 on 1d6
.
8/18,3/17,11/18,3/18,3/18,3/17;Y;
0,0,+1,0,0,-1;0;
Cleric(10),Fighter(15),Psionicist(8),Thief(12);
C = Cleric;
F = Fighter;
P = Psionicist;
T = Thief.
C/F,F/T,F/P,P/T;
0,+10,+15,0,0,0,-10,-5
#-----------------------------------------------------------------------------
Dwarf, Deep         ;S;Ext;
- +1 bonus for saving throws versus wands,staves,rods or spells or
  poison for every 3 points of constitution, and a further +1.
- Magical items have a 20% chance to malfunction.
- Ogres, trolls, giants and titans suffer -4 to hit.
- +1 to hit goblinkind.
- Suffer -1 to hit in bright sunlight.
- Infravision up to 90 feet.
- Detect grade or slope in passage           : 1-5 on 1d6
- Detect new tunnel/passage construction     : 1-5 on 1d6
- Detect sliding/shifting walls or rooms     : 1-4 on 1d6
- Detect stonework traps, pits and deadfalls : 1-3 on 1d6
- Determine approximate depth underground    : 1-4 on 1d6
.
8/18,3/16,13/19,3/18,3/18,3/15;Y;
0,0,+2,0,0,-2;10;
Cleric(12),Fighter(14),Psionicist(8),Thief(10);
C = Cleric;
F = Fighter;
P = Psionicist;
T = Thief.
C/F,F/T,F/P,P/T;
+5,0,+10,0,+5,0,-10,-15
#-----------------------------------------------------------------------------
Dwarf, Duergar      ;S;Ext;
- +1 bonus for saving throws versus wands,staves,rods or spells or
  poison for every 3 points of constitution.
- Magical items have a 20% chance to malfunction.
- Ogres, trolls, giants and titans suffer -4 to hit.
- +2 on surprise; impose -2 to opponent's if stealthy.
- Immune to Paralysis, Illusion and Phantasm spells, as well as to magical
  or alchemical poisons.
- Can use Enlarge and Invisibility once per day.
- Other dwarves react at -3.
- Suffer -2 to hit and -2 DEX in bright sunlight.
- Infravision up to 120 feet.
- Detect grade or slope in passage           : 1-5 on 1d6
- Detect new tunnel/passage construction     : 1-5 on 1d6
- Detect sliding/shifting walls or rooms     : 1-4 on 1d6
- Detect stonework traps, pits and deadfalls : 1-3 on 1d6
- Determine approximate depth underground    : 1-4 on 1d6
.
8/18,3/17,11/18,3/16,3/18,3/15;Y;
0,0,+1,0,0,-2;20;
Cleric(12),Fighter(12),Psionicist(8),Thief(14);
C = Cleric;
F = Fighter;
P = Psionicist;
T = Thief.
C/F,F/T,F/P,P/T;
+5,0,+10,+10,+5,+10,-10,-15
#-----------------------------------------------------------------------------
Dwarf, Gully        ;S;DL ;
- +1 bonus for saving throws versus wands,staves,rods or spells or
  poison for every 3 points of constitution.
- Magical items have a 40% chance to malfunction.
- Ogres, trolls, giants and titans suffer -4 to hit.
- +1 to hit goblinkind.
- +1 to DEX when climbing or dodging.
- Can attempt to 'grovel' if in danger.
- Infravision up to 60 feet.
- Detect grade or slope in passage           : 1-5 on 1d6
- Detect new tunnel/passage construction     : 1-5 on 1d6
- Detect sliding/shifting walls or rooms     : 1-4 on 1d6
- Detect stonework traps, pits and deadfalls : 1-3 on 1d6
- Determine approximate depth underground    : 1-4 on 1d6
.
6/18,6/18,8/16,3/12,3/14,3/12;Y;
+1,+1,0,0,0,-2;0;
Barbarian(7),Fighter(6),Priest(5),Thief(8);
.
;
+10,-5,+5,0,-5,0,-5,-25
#-----------------------------------------------------------------------------
Dwarf, Gully        ;S;Ext;
- +1 bonus for saving throws versus wands,staves,rods or spells or
  poison for every 3 points of constitution.
- Magical items have a 40% chance to malfunction.
- Ogres, trolls, giants and titans suffer -4 to hit.
- +1 to hit goblinkind.
- Can attempt to 'grovel' if in danger.
- Infravision up to 60 feet.
- Detect grade or slope in passage           : 1-5 on 1d6
- Detect new tunnel/passage construction     : 1-5 on 1d6
- Detect sliding/shifting walls or rooms     : 1-4 on 1d6
- Detect stonework traps, pits and deadfalls : 1-3 on 1d6
- Determine approximate depth underground    : 1-4 on 1d6
.
6/18,6/18,8/16,3/12,3/14,3/12;Y;
+1,+1,0,0,0,-2;0;
Cleric(8),Fighter(8),Psionicist(8),Thief(16);
C = Cleric;
F = Fighter;
P = Psionicist;
T = Thief.
C/F,F/T,F/P,P/T;
+10,-5,+5,0,-5,0,-5,-25
#-----------------------------------------------------------------------------
Dwarf, Hill         ;S;DL ;
- +1 bonus for saving throws versus wands,staves,rods or spells or
  poison for every 3 points of constitution.
- Magical items have a 20% chance to malfunction.
- Ogres, trolls, giants and titans suffer -4 to hit.
- +1 to hit goblinkind.
- Infravision up to 60 feet.
- Detect grade or slope in passage           : 1-5 on 1d6
- Detect new tunnel/passage construction     : 1-5 on 1d6
- Detect sliding/shifting walls or rooms     : 1-4 on 1d6
- Detect stonework traps, pits and deadfalls : 1-3 on 1d6
- Determine approximate depth underground    : 1-4 on 1d6
.
8/18,3/17,11/18,3/18,3/18,3/17;Y;
0,0,+1,0,0,-1;0;
Barbarian,Fighter,Priest(10),Ranger(8),Thief(13);
.
;
0,+10,+15,0,0,0,-10,-5
#-----------------------------------------------------------------------------
Dwarf, Hill         ;S;Ext;
- +1 bonus for saving throws versus wands,staves,rods or spells or
  poison for every 3 points of constitution.
- Magical items have a 20% chance to malfunction.
- Ogres, trolls, giants and titans suffer -4 to hit.
- +1 to hit goblinkind.
- Infravision up to 60 feet.
- Detect grade or slope in passage           : 1-5 on 1d6
- Detect new tunnel/passage construction     : 1-5 on 1d6
- Detect sliding/shifting walls or rooms     : 1-4 on 1d6
- Detect stonework traps, pits and deadfalls : 1-3 on 1d6
- Determine approximate depth underground    : 1-4 on 1d6
.
8/18,3/17,11/18,3/18,3/18,3/17;Y;
0,0,+1,0,0,-1;0;
Cleric(10),Fighter(15),Psionicist(8),Thief(12);
C = Cleric;
F = Fighter;
P = Psionicist;
T = Thief.
C/F,F/T,F/P,P/T;
0,+10,+15,0,0,0,-10,-5
#-----------------------------------------------------------------------------
Dwarf, Mountain     ;S;DL ;
- +1 bonus for saving throws versus wands,staves,rods or spells or
  poison for every 3 points of constitution.
- Magical items have a 20% chance to malfunction.
- Ogres, trolls, giants and titans suffer -4 to hit.
- +1 to hit goblinkind.
- Infravision up to 60 feet.
- Detect grade or slope in passage           : 1-5 on 1d6
- Detect new tunnel/passage construction     : 1-5 on 1d6
- Detect sliding/shifting walls or rooms     : 1-4 on 1d6
- Detect stonework traps, pits and deadfalls : 1-3 on 1d6
- Determine approximate depth underground    : 1-4 on 1d6
.
8/18,3/17,11/19,3/18,3/18,3/16;Y;
0,0,+1,0,0,-1;0;
Cavalier(15),Fighter,Priest(10),Thief(9);
.
;
0,+10,+15,0,0,0,-10,-5
#-----------------------------------------------------------------------------
Dwarf, Mountain     ;S;Ext;
- +1 bonus for saving throws versus wands,staves,rods or spells or
  poison for every 3 points of constitution.
- Magical items have a 20% chance to malfunction.
- Ogres, trolls, giants and titans suffer -4 to hit.
- +1 to hit goblinkind.
- Infravision up to 60 feet.
- Detect grade or slope in passage           : 1-5 on 1d6
- Detect new tunnel/passage construction     : 1-5 on 1d6
- Detect sliding/shifting walls or rooms     : 1-4 on 1d6
- Detect stonework traps, pits and deadfalls : 1-3 on 1d6
- Determine approximate depth underground    : 1-4 on 1d6
.
8/18,3/17,11/19,3/18,3/18,3/16;Y;
0,0,+1,0,0,-1;0;
Cleric(10),Fighter(16),Psionicist(8),Thief(12);
C = Cleric;
F = Fighter;
P = Psionicist;
T = Thief.
C/F,F/T,F/P,P/T;
0,+10,+15,0,0,0,-10,-5
#-----------------------------------------------------------------------------
Dwarf, Sundered     ;S;Ext;
- +1 bonus for saving throws versus wands,staves,rods or spells or
  poison for every 3 points of constitution.
- Magical items have a 20% chance to malfunction.
- Ogres, trolls, giants and titans suffer -4 to hit.
- +1 to hit goblinkind.
- Claustrophobic: ST vs death to go underground, and each day; -2 to hit
  -1 per day spent underground.
- Infravision up to 30 feet.
- Detect grade or slope in passage           : 1-5 on 1d6
- Detect new tunnel/passage construction     : 1-5 on 1d6
- Detect sliding/shifting walls or rooms     : 1-4 on 1d6
- Detect stonework traps, pits and deadfalls : 1-3 on 1d6
- Determine approximate depth underground    : 1-4 on 1d6
.
8/18,3/17,11/18,3/16,3/18,3/16;Y;
+1,0,+1,0,0,-1;0;
Cleric(10),Fighter(14),Psionicist(8),Thief(15);
C = Cleric;
F = Fighter;
P = Psionicist;
T = Thief.
C/F,F/T,F/P,P/T;
0,+5,+10,+5,+5,0,0,-10
#-----------------------------------------------------------------------------
Elf                 ;M;DS ;
- +1 bonus to attacks with long bows and long sword (tribal weapons only).
- Infravision up to 60 feet.
- High overland movement.
.
5/20,12/20,8/20,8/20,5/20,5/20;Y;
0,+2,-2,+1,-1,0;0;
Cleric(15),Defiler(16),Fighter(14),Gladiator(10),Preserver(15),Psionicist,
Ranger(16),Templar(16),Thief(12),Trader(16);
C = Cleric,Templar;
F = Fighter,Ranger;
M = Defiler,Preserver;
P = Psionicist;
R = Trader;
T = Thief.
C/F,C/M,C/P,C/R,C/T,F/M,F/P,F/R,F/T,M/P,M/R,M/T,P/R,P/T,R/T,C/F/M,
C/F/P,C/F/R,C/F/T,C/M/P,C/M/R,C/M/T,C/P/R,C/P/T,C/R/T,F/M/P,F/M/R,
F/M/T,F/P/R,F/P/T,F/R/T,M/P/R,M/P/T,M/R/T,P/R/T;
+5,-5,0,+5,+10,+5,0,0
#-----------------------------------------------------------------------------
Elf                 ;M;KT ;
- 90% resistance to sleep and all charm-related spells.
- +1 Bonus to attack rolls when using a bow (except crossbow) or a short
  or long sword.
- Infravision up to 60 feet.
- Detect secret or hidden doors       :   1 on 1d6.
- Detect secret doors while searching : 1-2 on 1d6
- Detect hidden doors while searching : 1-3 on 1d6
.
3/18,6/18,7/18,8/18,3/18,8/18;Y;
0,+1,-1,0,0,0;0;
Barbarian(12),Bushi(12),Kensai(12),Monk(12),Shukenja(12),Yakuza(12);
.
;
+5,-5,0,+5,+10,+5,0,0
#-----------------------------------------------------------------------------
Elf                 ;M;PS ,SJ ,Std;
- 90% resistance to sleep and all charm-related spells.
- +1 Bonus to attack rolls when using a bow (except crossbow) or a short
  or long sword.
- Infravision up to 60 feet.
- Detect secret or hidden doors       :   1 on 1d6.
- Detect secret doors while searching : 1-2 on 1d6
- Detect hidden doors while searching : 1-3 on 1d6
.
3/18,6/18,3/18,8/18,3/18,8/18;Y;
0,+1,-1,0,0,0;0;
Cleric(12),Diviner(15),Enchanter(15),Fighter(12),Mage(15),Psionicist(7),
Ranger(15),Thief(12);
C = Cleric;
F = Fighter;
M = Mage;
T = Thief.
F/M,F/T,M/T,F/M/T;
+5,-5,0,+5,+10,+5,0,0
#-----------------------------------------------------------------------------
Elf, Aquatic        ;M;Ext;
- 90% resistance to sleep and all charm-related spells.
- +1 Bonus to attack rolls when using a short or long sword.
- Infravision up to 360 feet in water only.
- Can breathe water.
- Detect secret or hidden doors       :   1 on 1d6.
- Detect secret doors while searching : 1-2 on 1d6
- Detect hidden doors while searching : 1-3 on 1d6
.
3/18,6/18,8/18,7/18,3/18,8/18;Y;
0,+1,0,-1,0,0;0;
Cleric(12),Diviner(15),Enchanter(15),Fighter(12),Mage(15),Psionicist(7),
Ranger(15),Thief(12);
C = Cleric;
F = Fighter;
M = Mage;
T = Thief.
F/M,F/T,M/T,F/M/T;
+5,-5,0,+5,+10,+5,0,0
#-----------------------------------------------------------------------------
Elf, Dargonesti     ;M;DL ;
- 90% resistance to sleep and all charm-related spells.
- +1 Bonus to attack rolls when using a bow (except crossbow) or a short
  or long sword.
- Can breathe water.
- Can shapechange into a dolphin 3 times per day.
- Infravision up to 60 feet.
- Detect secret or hidden doors       :   1 on 1d6.
- Detect secret doors while searching : 1-2 on 1d6
- Detect hidden doors while searching : 1-3 on 1d6
.
3/18,10/18,3/18,8/18,8/18,3/18;Y;
-1,+1,0,0,0,0;0;
Cavalier(10),Fighter(16),Priest,Wizard(10);
.
;
+5,-5,0,+5,+10,+5,0,0
#-----------------------------------------------------------------------------
Elf, Dimernesti     ;M;DL ;
- 90% resistance to sleep and all charm-related spells.
- +1 Bonus to attack rolls when using a bow (except crossbow) or a short
  or long sword.
- Can breathe water.
- Can shapechange into a sea otter 3 times per day.
- Infravision up to 60 feet.
- Detect secret or hidden doors       :   1 on 1d6.
- Detect secret doors while searching : 1-2 on 1d6
- Detect hidden doors while searching : 1-3 on 1d6
.
3/18,10/18,3/18,8/18,8/18,3/18;Y;
-1,+1,0,0,0,0;0;
Cavalier(10),Fighter(16),Priest,Wizard(10);
.
;
+5,-5,0,+5,+10,+5,0,0
#-----------------------------------------------------------------------------
Elf, Drow           ;M;Ext;
- 90% resistance to sleep and all charm-related spells.
- +1 Bonus to attack rolls when using a bow (except crossbow) or a short
  or long sword.
- Infravision up to 90 feet.
- Once per day can use Dancing Lights, Faerie Fire, Darkness.
- Once per day, from 4th level, can use Levitate, Know Alignment,
  Detect Magic.
- If priest, can use once per day Clairvoyance, Detect Lie, Suggestion
  and Dispel Magic.
- Magic resistance 50% + 2% per level (max. 80%).
- +2 on saving throws involving magic.
- Suffer -2 to hit and -2 DEX in bright sunlight.
- At least -4 reaction penalty with other elves.
- Detect secret or hidden doors       :   1 on 1d6.
- Detect secret doors while searching : 1-2 on 1d6
- Detect hidden doors while searching : 1-3 on 1d6
.
3/18,8/18,7/18,8/18,3/18,8/18;Y;
0,+2,-1,+1,0,-2;20;
Cleric(12),Diviner,Enchanter,Fighter(12),Mage,Psionicist(7),
Ranger(15),Thief(12);
C = Cleric;
F = Fighter;
M = Mage;
T = Thief.
F/M,F/T,M/T,F/M/T;
+5,-5,0,+5,+10,+5,0,0
#-----------------------------------------------------------------------------
Elf, Grey           ;M;Ext;
- 90% resistance to sleep and all charm-related spells.
- +1 Bonus to attack rolls when using a bow (except crossbow) or a short
  or long sword.
- Infravision up to 60 feet.
- Unlimited access to elven libraries and sages.
- Suffer -3 on reaction with non-elves, and -1 with other elves.
- Detect secret or hidden doors       :   1 on 1d6.
- Detect secret doors while searching : 1-2 on 1d6
- Detect hidden doors while searching : 1-3 on 1d6
.
3/18,6/18,5/18,8/18,3/18,8/18;Y;
-1,+1,-2,+2,0,0;15;
Cleric(12),Diviner(15),Enchanter(15),Fighter(12),Mage(15),Psionicist(7),
Ranger(15),Thief(12);
C = Cleric;
F = Fighter;
M = Mage;
T = Thief.
F/M,F/T,M/T,F/M/T;
+5,-5,0,+5,+10,+5,0,0
#-----------------------------------------------------------------------------
Elf, High           ;M;Ext;
- 90% resistance to sleep and all charm-related spells.
- +1 Bonus to attack rolls when using a bow (except crossbow) or a short
  or long sword.
- Infravision up to 60 feet.
- Detect secret or hidden doors       :   1 on 1d6.
- Detect secret doors while searching : 1-2 on 1d6
- Detect hidden doors while searching : 1-3 on 1d6
.
3/18,6/18,7/18,8/18,3/18,8/18;Y;
0,+1,-1,0,0,0;0;
Cleric(12),Diviner(15),Enchanter(15),Fighter(12),Mage(15),Psionicist(7),
Ranger(15),Thief(12);
C = Cleric;
F = Fighter;
M = Mage;
T = Thief.
F/M,F/T,M/T,F/M/T;
+5,-5,0,+5,+10,+5,0,0
#-----------------------------------------------------------------------------
Elf, Kagonesti      ;M;DL ;
- 90% resistance to sleep and all charm-related spells.
- +1 Bonus to attack rolls when using a bow (except crossbow) or a short
  or long sword.
- Infravision up to 60 feet.
- Detect secret or hidden doors       :   1 on 1d6.
- Detect secret doors while searching : 1-2 on 1d6
- Detect hidden doors while searching : 1-3 on 1d6
.
8/18,8/18,8/18,3/15,8/18,8/18;Y;
+1,+2,+1,-3,0,0;0;
Barbarian(12),Bard(7),Fighter(12),Ranger(15),Priest(12),Thief(12);
.
;
+5,-5,0,+5,+10,+5,0,0
#-----------------------------------------------------------------------------
Elf, Qualinesti     ;M;DL ;
- 90% resistance to sleep and all charm-related spells.
- +1 Bonus to attack rolls when using a bow (except crossbow) or a short
  or long sword.
- Infravision up to 60 feet.
- Detect secret or hidden doors       :   1 on 1d6.
- Detect secret doors while searching : 1-2 on 1d6
- Detect hidden doors while searching : 1-3 on 1d6
.
7/18,7/18,7/18,8/18,6/18,8/18;Y;
0,+1,-1,0,0,0;0;
Bard,Fighter(14),Ranger,Priest,Thief(12),Wizard;
.
;
+5,-5,0,+5,+10,+5,0,0
#-----------------------------------------------------------------------------
Elf, Silvanesti     ;M;DL ;
- 90% resistance to sleep and all charm-related spells.
- +1 Bonus to attack rolls when using a bow (except crossbow) or a short
  or long sword.
- Infravision up to 60 feet.
- Detect secret or hidden doors       :   1 on 1d6.
- Detect secret doors while searching : 1-2 on 1d6
- Detect hidden doors while searching : 1-3 on 1d6
.
3/18,6/18,6/18,10/18,6/18,12/18;Y;
0,+1,-1,0,0,0;0;
Bard,Fighter(12),Paladin(12),Ranger,Priest,Wizard;
.
;
+5,-5,0,+5,+10,+5,0,0
#-----------------------------------------------------------------------------
Elf, Sylvan         ;M;Ext;
- 90% resistance to sleep and all charm-related spells.
- +1 Bonus to attack rolls when using a bow (except crossbow) or a short
  or long sword.
- Infravision up to 60 feet.
- Friendly approach to woodland creatures.
.
6/18,6/18,7/18,8/18,3/18,7/18;Y;
+1,+1,-1,0,0,-1;0;
Cleric(12),Diviner(15),Enchanter(15),Fighter(12),Mage(15),Psionicist(7),
Ranger(15),Thief(12);
C = Cleric;
F = Fighter;
M = Mage;
T = Thief.
F/M,F/T,M/T,F/M/T;
+5,-5,0,+5,+10,+5,0,0
#-----------------------------------------------------------------------------
Firbolg             ;L;Ext;
- +13 additional hp at 1st level.
- Natural Armor Class: 3.
- Can swat away incoming missiles with 6+ on 1d20.
- Special magical powers as they rise in level.
- 15% magic resistance, even to beneficial magic.
.
14/19,8/15,12/18,8/18,8/18,3/14;Y;
+2,0,0,0,0,-2;0;
Firbolg-Fighter(12),Firbolg-Shaman(7);
F = Firbolg-Fighter;
S = Firbolg-Shaman.
F/S;
0,0,0,0,0,0,0,0
#-----------------------------------------------------------------------------
Flind               ;M;Ext;
- Can disarm opponents using a flind-bar.
.
8/18,6/18,6/18,3/16,3/16,3/16;Y;
+1,0,0,0,0,-1;0;
Cleric(9),Fighter(12),Shaman(7),Thief(11),Witch-Doctor(7);
C = Cleric,Shaman,Witch-Doctor;
F = Fighter;
T = Thief.
C/F,F/T;
0,0,0,0,0,0,0,-5
#-----------------------------------------------------------------------------
Fremlin             ;S;Ext;
- Natural Armor Class: 6.
- Fly with MV 12 (B).
- Requires a +1 or better weapon to be hit.
.
2/11,8/18,4/13,6/18,3/16,3/18;N;
-3,+2,0,+1,0,0;0;
Illusionist(10),Mage(10),Thief(12);
M = Illusionist,Mage;
T = Thief.
M/T;
+10,0,0,0,+10,0,0,0
#-----------------------------------------------------------------------------
Furchin             ;S;SJ ;
- +1 bonus for saving throws versus wands,staves,rods or spells
  for every 3 points of constitution.
- +1 bonus on attack rolls when using throwing weapons or slings.
- +4 bonus vs. cold-based attacks.
- Giant-class creatures have -4 to hit; man-sized ones have -2.
- Free Survival NWP (Cold weather).
.
3/18,7/18,9/18,6/18,3/18,7/18;N;
-1,+1,+1,0,-1,0;0;
Cleric(8),Fighter(9),Psionicist(10),Thief(15);
F = Fighter;
P = Psionicist;
T = Thief.
F/P,F/T,P/T;
+5,+5,+5,+10,+15,+5,-15,-5
#-----------------------------------------------------------------------------
Giff                ;L;SJ ;
- Takes damage as large creature.
- Natural Armor Class: 6
- 1 head butt attack (2d6) per round.
- 10% magical item malfunction.
- 10% magic resistance, even to beneficial magic.
.
11/18,3/17,8/18,3/16,3/17,3/18;Y;
+2,0,0,-1,0,0;0;
Fighter(15),Thief(10);
.
;
0,+5,+10,-5,-5,0,-20,+5
#-----------------------------------------------------------------------------
Githzerai           ;M;PS ;
- Subject to hatred of Mind Flayers
- Subject to hatred of Githyanki
- Infravision up to 60 feet.
- 5% magic resistance per level (max 95%), if fighter or thief.
- Magic resistance always active except for mages.
- Can see planar gates.
- Subject to "Monster Summoning", et. al.
- Subject to "Protection from Evil/Good", et. al.
.
3/18,3/18,3/18,3/18,3/18,3/18;N;
-1,+1,0,+1,-1,0;0;
Fighter(19),Mage(12),Thief(15);
F = Fighter;
M = Mage.
F/M;
0,0,0,0,0,0,0,0
#------------------------------------------------------------------------------
Gnoll               ;L;Ext;
- +2 additional hp at 1st level.
- They take damage as large creatures.
.
6/18,5/18,5/18,3/14,3/16,3/14;Y;
+1,0,0,-1,0,-1;0;
Cleric(9),Fighter(11),Shaman(5),Thief(11),Witch-Doctor(5);
C = Cleric,Shaman,Witch-Doctor;
F = Fighter;
T = Thief.
C/F,F/T;
-5,-5,0,0,+5,+5,0,-10
#-----------------------------------------------------------------------------
Gnome               ;S;KT ;
- +1 bonus for saving throws versus wands,staves,rods or spells
  for every 3 points of constitution.
- Magical items have a 20% chance to malfunction.
- Ogres, trolls, giants, bugbears and gnolls suffer -4 to hit.
- +1 to hit goblins and kobolds.
- Infravision up to 60 feet.
- Detect grade or slope in passage            : 1-5 on 1d6
- Detect unsafe walls, ceiling and floors     : 1-7 on 1d10
- Detect approximate depth underground        : 1-4 on 1d6
- Determine approximate direction underground : 1-3 on 1d6
.
6/18,3/18,8/18,6/18,3/18,3/18;Y;
0,0,0,+1,-1,0;0;
Barbarian(11),Bushi(11),Yakuza(13);
.
;
0,+5,+10,+5,+5,+10,-15,0
#-----------------------------------------------------------------------------
Gnome               ;S;PS ,SJ ,Std;
- +1 bonus for saving throws versus wands,staves,rods or spells
  for every 3 points of constitution.
- Magical items have a 20% chance to malfunction.
- Infravision up to 60 feet.
- Detect grade or slope in passage            : 1-5 on 1d6
- Detect unsafe walls, ceiling and floors     : 1-7 on 1d10
- Detect approximate depth underground        : 1-3 on 1d6
- Determine approximate direction underground : 1-3 on 1d6
.
6/18,3/18,8/18,6/18,3/18,3/18;Y;
0,0,0,+1,-1,0;0;
Cleric(9),Fighter(11),Illusionist(15),Psionicist(9),Thief(13);
C = Cleric;
F = Fighter;
M = Illusionist;
P = Psionicist;
T = Thief.
C/F,C/M,C/T,F/M,F/T,M/T;
0,+5,+10,+5,+5,+10,-15,0
#-----------------------------------------------------------------------------
Gnome, Forest       ;S;Ext;
- +1 bonus for saving throws versus wands,staves,rods or spells
  for every 3 points of constitution.
- Magical items have a 20% chance to malfunction.
- Man-sized or larger creatures suffer -4 to hit.
- +1 to hit orcs, lizardmen, troglodytes, or creatures damaging
  woodlands.
- Can hide in woods.
.
3/18,8/18,8/18,3/18,6/18,3/18;N;
-1,+1,0,-1,+1,0;0;
Cleric(9),Fighter(11),Illusionist(15),Psionicist(9),Thief(13);
C = Cleric;
F = Fighter;
M = Illusionist;
P = Psionicist;
T = Thief.
C/F,C/M,C/T,F/M,F/T,M/T;
0,+5,+10,+5,+5,+10,-15,0
#-----------------------------------------------------------------------------
Gnome, Gnomoi       ;S;DL ;
- +1 bonus for saving throws versus wands,staves,rods or spells
  for every 3 points of constitution.
- Magical items have a 20% chance to malfunction.
- Ogres, trolls, giants, bugbears and gnolls suffer -4 to hit.
- Infravision up to 60 feet.
- Detect grade or slope in passage            : 1-5 on 1d6
- Detect unsafe walls, ceiling and floors     : 1-7 on 1d10
- Detect approximate depth underground        : 1-4 on 1d6
- Determine approximate direction underground : 1-3 on 1d6
.
6/18,3/18,8/18,6/18,3/13,3/18;Y;
-1,+2,0,0,-1,0;0;
Fighter(11),Illusionist(15),Priest(9),Thief(13),Tinker;
F = Fighter;
I = Illusionist;
T = Thief.
F/I,F/T;
0,+5,+10,+5,+5,+10,-15,0
#-----------------------------------------------------------------------------
Gnome, Minoi        ;S;DL ;
- +1 bonus for saving throws versus wands,staves,rods or spells
  for every 3 points of constitution.
- Magical items have a 20% chance to malfunction.
- Ogres, trolls, giants, bugbears and gnolls suffer -4 to hit.
- Infravision up to 60 feet.
- Detect grade or slope in passage            : 1-5 on 1d6
- Detect unsafe walls, ceiling and floors     : 1-7 on 1d10
- Detect approximate depth underground        : 1-4 on 1d6
- Determine approximate direction underground : 1-3 on 1d6
.
6/18,8/18,8/18,8/18,3/13,3/18;Y;
-1,+2,0,0,-1,0;0;
Fighter(11),Illusionist(15),Priest(9),Thief(13),Tinker;
.
;
0,+5,+10,+5,+5,+10,-15,0
#-----------------------------------------------------------------------------
Gnome, Rock         ;S;Ext;
- +1 bonus for saving throws versus wands,staves,rods or spells
  for every 3 points of constitution.
- Magical items have a 20% chance to malfunction.
- Ogres, trolls, giants, bugbears and gnolls suffer -4 to hit.
- +1 to hit goblins and kobolds.
- Infravision up to 60 feet.
- Detect grade or slope in passage            : 1-5 on 1d6
- Detect unsafe walls, ceiling and floors     : 1-7 on 1d10
- Detect approximate depth underground        : 1-4 on 1d6
- Determine approximate direction underground : 1-3 on 1d6
.
6/18,3/18,8/18,6/18,3/18,3/18;Y;
0,0,0,+1,-1,0;0;
Cleric(9),Fighter(11),Illusionist(15),Psionicist(9),Thief(13);
C = Cleric;
F = Fighter;
M = Illusionist;
P = Psionicist;
T = Thief.
C/F,C/M,C/T,F/M,F/T,M/T;
0,+5,+10,+5,+5,+10,-15,0
#-----------------------------------------------------------------------------
Gnome, Svirfneblin  ;S;Ext;
- +2 bonus vs. poison, +3 to all other saving throws.
- Magic resistance 20% + 5% per level beyond 3rd.
- Magical items have a 20% chance to malfunction.
- Radiate Non-detection; can use Blindness, Blur, Change self once
  per day.
- Surprised only on a roll of 1; surprise others 90% of the time.
- Armor Class improves by 1 per level beyond 3rd, to a max. of -6.
- Infravision up to 120 feet.
- Detect grade or slope in passage            : 1-5 on 1d6
- Detect unsafe walls, ceiling and floors     : 1-7 on 1d10
- Detect approximate depth underground        : 1-4 on 1d6
- Determine approximate direction underground : 1-3 on 1d6
.
6/18,5/18,6/18,3/18,3/18,3/18;Y;
0,+1,0,-1,+1,-2;0;
Cleric(9),Fighter(11),Illusionist(15),Psionicist(9),Thief(13);
C = Cleric;
F = Fighter;
M = Illusionist;
P = Psionicist;
T = Thief.
C/F,C/M,C/T,F/M,F/T,M/T;
0,+5,+10,+5,+5,+10,-15,0
#-----------------------------------------------------------------------------
Goblin              ;S;DL ;
- -1 to hit in bright light.
- Infravision up to 60 feet.
- Detect new construction/stone traps :   1 on 1d4.
- +1 on saving throws vs. disease (normal or magical).
.
3/17,5/18,3/18,3/18,3/17,3/16;Y;
-1,+1,0,0,0,0;0;
Fighter(9),Priest(6),Ranger(7),Thief(15);
F = Fighter,Ranger;
P = Priest;
T = Thief.
F/T,P/T;
+5,0,+10,+5,+5,0,-10,-10
#-----------------------------------------------------------------------------
Goblin              ;S;Ext;
- Infravision up to 60 feet.
- Detect new contruction underground: 1 on 1d4.
- -1 to hit in bright light.
.
4/15,4/17,5/16,3/18,3/18,3/12;Y;
-1,0,0,0,0,-1;0;
Cleric(9),Fighter(10),Shaman(7),Thief(12),Witch-Doctor(7);
C = Cleric,Shaman,Witch-Doctor;
F = Fighter;
T = Thief.
C/F,C/T,F/T;
+5,0,+10,+5,+5,0,-10,-10
#-----------------------------------------------------------------------------
Grommam, Female     ;M;SJ ;
- 40% magical items malfunction.
- Can use 2 weapons without penalty.
.
11/18,8/18,8/18,3/18,3/17,3/18;Y;
-1,-1,0,+2,+2,0;0;
Cleric(10);
.
;
+10,-5,-5,0,0,0,+25,-5
#-----------------------------------------------------------------------------
Grommam, Male       ;M;SJ ;
- 40% magical items malfunction.
- Can use 2 weapons without penalty.
.
11/18,8/18,8/18,3/18,3/17,3/18;Y;
+2,+2,0,-1,-1,0;0;
Fighter(15),Thief(15);
.
;
+10,-5,-5,0,0,0,+25,-5
#-----------------------------------------------------------------------------
Hadozee             ;M;SJ ;
- Glide: MV 18 (D).
- Can use 2 weapons without penalty.
.
6/18,8/18,3/18,3/18,3/18,3/16;Y;
0,+1,0,0,0,-2;0;
Cleric(8),Fighter(14),Thief(15);
C = Cleric;
F = Fighter;
T = Thief.
C/F,F/T;
+5,+5,+5,-5,0,0,+20,-5
#-----------------------------------------------------------------------------
Half-Elf            ;M;DL ;
- 30% resistance to sleep and all charm-related spells.
- Infravision up to 60 feet.
- Detect secret or hidden doors       :   1 on 1d6.
- Detect secret doors while searching : 1-2 on 1d6
- Detect hidden doors while searching : 1-3 on 1d6
.
3/18,6/18,6/18,4/18,3/18,3/18;Y;
0,+2,0,0,0,0;0;
Bard,Cleric(14),Druid(9),Fighter(14),Knight-Crown(10),Knight-Rose(10),
Knight-Sword(10),Mariner(10),Priest(14),Ranger(16),Thief(12),Wizard(10);
.
;
+10,0,0,0,+5,0,0,0
#-----------------------------------------------------------------------------
Half-Elf            ;M;DS ;
- Infravision up to 60 feet.
- Gains survival proficiency at 3rd level.
- Can befriend an animal at 5th level.
.
5/20,8/20,5/20,5/20,5/20,5/20;Y;
0,+1,-1,0,0,0;0;
Bard,Cleric(16),Defiler,Druid(14),Fighter,Gladiator,Preserver(12),
Psionicist,Ranger(14),Templar(14),Thief(12),Trader(10);
C = Cleric,Druid,Templar;
F = Fighter,Ranger;
M = Defiler,Preserver;
P = Psionicist;
R = Trader;
T = Thief,Bard.
C/F,C/M,C/P,C/R,C/T,F/M,F/P,F/R,F/T,M/P,M/R,M/T,P/R,P/T,R/T,C/F/M,
C/F/P,C/F/R,C/F/T,C/M/P,C/M/R,C/M/T,C/P/R,C/P/T,C/R/T,F/M/P,F/M/R,
F/M/T,F/P/R,F/P/T,F/R/T,M/P/R,M/P/T,M/R/T,P/R/T;
+10,0,0,0,+5,0,0,0
#-----------------------------------------------------------------------------
Half-Elf            ;M;Ext,PS ,SJ ,Std;
- 30% resistance to sleep and all charm-related spells.
- Infravision up to 60 feet.
- Detect secret or hidden doors       :   1 on 1d6.
- Detect secret doors while searching : 1-2 on 1d6
- Detect hidden doors while searching : 1-3 on 1d6
.
3/18,6/18,6/18,4/18,3/18,3/18;Y;
0,0,0,0,0,0;0;
Bard,Cleric(14),Conjurer(12),Diviner(12),Druid(9),Enchanter(12),
Fighter(14),Mage(12),Psionicist(7),Ranger(16),Thief(12),Transmuter(12);
C = Cleric,Druid;
F = Fighter;
M = Mage;
R = Ranger;
T = Thief.
C/F,C/M,C/R,F/M,F/T,M/T,C/F/M,F/M/T;
+10,0,0,0,+5,0,0,0
#-----------------------------------------------------------------------------
Half-Elf            ;M;KT ;
- 30% resistance to sleep and all charm-related spells.
- Infravision up to 60 feet.
- Detect secret or hidden doors       :   1 on 1d6.
- Detect secret doors while searching : 1-2 on 1d6
- Detect hidden doors while searching : 1-3 on 1d6
.
3/18,6/18,6/18,4/18,3/18,3/18;Y;
0,0,0,0,0,0;0;
Barbarian(14),Bushi(14),Kensai(14),Monk(14),Samurai(14),Wu-Jen(12),
Yakuza(12);
.
;
+10,0,0,0,+5,0,0,0
#-----------------------------------------------------------------------------
Half-Elf,Planar     ;M;PS ;
- 30% resistance to sleep and all charm-related spells.
- Infravision up to 60 feet.
- Detect secret or hidden doors       :   1 on 1d6.
- Detect secret doors while searching : 1-2 on 1d6
- Detect hidden doors while searching : 1-3 on 1d6
- Can see planar gates.
- Subject to "Monster Summoning", et. al.
- Subject to "Protection from Evil/Good", et. al.
.
3/18,6/18,6/18,4/18,3/18,3/18;Y;
0,0,0,0,0,0;0;
Bard,Cleric(14),Druid(9),Fighter(14),Mage(12),Ranger(16),Thief(12);
C = Cleric,Druid;
F = Fighter;
M = Mage;
R = Ranger;
T = Thief.
C/F,C/M,C/R,F/M,F/T,M/T,C/F/M,F/M/T;
+10,0,0,0,+5,0,0,0
#-----------------------------------------------------------------------------
Half-Giant          ;G;DS ;
- Doubles hit die rolls (program takes this into account).
.
17/20,3/15,15/20,3/15,3/17,3/17;Y;
+4,0,+2,-2,-2,-2;0;
Cleric(12),Fighter(16),Gladiator(14),Psionicist,Ranger(8);
C = Cleric;
F = Fighter,Ranger;
P = Psionicist;
T = Thief.
C/F,C/P,F/P;
0,0,0,0,0,0,0,0
#-----------------------------------------------------------------------------
Half-Ogre           ;L;Ext;
- +4 additional hp at 1st level.
- Natural Armor Class: 8.
- Take damage as large creatures.
.
14/18,3/12,14/19,3/12,2/12,2/8;Y;
+1,0,+1,-1,0,-1;0;
Cleric(4),Fighter(12),Shaman(4),Witch-Doctor(4);
C = Cleric,Shaman,Witch-Doctor;
F = Fighter.
C/F;
0,0,0,0,0,0,0,0
#-----------------------------------------------------------------------------
Half-Orc            ;M;Ext;
- Infravision up to 60 feet.
.
6/18,3/17,13/19,3/17,3/14,3/12;Y;
+1,0,+1,0,0,-2;0;
Cleric(4),Fighter(10),Shaman(4),Thief(8),Witch-Doctor(4);
C = Cleric;
F = Fighter;
S = Shaman,Witch-Doctor;
T = Thief.
C/F,C/T,F/S,F/T,S/T;
-5,+5,+5,0,0,+5,+5,-10
#-----------------------------------------------------------------------------
Halfling            ;S;DS ;
- +1 bonus for saving throws versus wands,staves,rods or spells
  for every 3 points of constitution.
- +1 bonus on attack rolls when using throwing weapons or slings.
.
3/20,12/20,5/20,5/20,7/20,5/20;N;
-2,+2,-1,0,+2,-1;0;
Cleric(12),Druid(12),Fighter(12),Gladiator(12),Illusionist(16),
Psionicist,Ranger(16),Thief(16);
C = Cleric,Druid;
F = Fighter,Ranger;
M = Illusionist;
P = Psionicist;
T = Thief.
C/F,C/M,C/P,C/T,F/M,F/P,F/T,M/P,M/T,P/T,F/P/T;
+5,+5,+5,+10,+15,+5,-15,-5
#-----------------------------------------------------------------------------
Halfling            ;S;KT ;
- +1 bonus for saving throws versus wands,staves,rods or spells
  for every 3 points of constitution.
- +1 bonus on attack rolls when using throwing weapons or slings.
- +2 bonus on reaction rolls with human NPCs.
.
3/18,7/18,10/18,6/18,3/18,7/18;N;
-1,+1,0,0,0,0;0;
Barbarian(9),Bushi(9),Shukenja(8),Yakuza(15);
.
;
+5,+5,+5,+10,+15,+5,-15,-5
#-----------------------------------------------------------------------------
Halfling            ;S;MZ ;
- +1 bonus for saving throws versus wands,staves,rods or spells
  for every 3 points of constitution.
- +1 bonus on attack rolls when using shortbows.
- Infravision up to 60 feet.
.
7/18,7/18,10/18,6/18,3/17,3/18;N;
-1,+1,+1,-1,0,0;0;
Cleric(8),Fighter(9),Hishnashaper(15),Jaguar-Knight(9),Thief(15);
F = Fighter;
T = Thief.
F/T;
0,+5,+5,+10,+15,+5,-15,-5
#-----------------------------------------------------------------------------
Halfling            ;S;PS ,SJ ,Std;
- +1 bonus for saving throws versus wands,staves,rods or spells
  for every 3 points of constitution.
- +1 bonus on attack rolls when using throwing weapons or slings.
- Variable infravision.
.
7/18,7/18,10/18,6/18,3/17,3/18;N;
-1,+1,0,0,0,0;0;
Cleric(8),Fighter(9),Psionicist(10),Thief(15);
F = Fighter;
P = Psionicist;
T = Thief.
F/P,F/T,P/T;
+5,+5,+5,+10,+15,+5,-15,-5
#-----------------------------------------------------------------------------
Halfling, Hairfoot  ;S;Ext;
- +1 bonus for saving throws versus wands,staves,rods or spells
  for every 3 points of constitution.
- +1 bonus on attack rolls when using throwing weapons or slings.
- +2 bonus on reaction rolls with human NPCs.
.
3/18,7/18,10/18,6/18,3/18,7/18;N;
-1,+1,0,0,0,0;0;
Cleric(8),Fighter(9),Psionicist(10),Thief(15);
F = Fighter;
P = Psionicist;
T = Thief.
F/P,F/T,P/T;
+5,+5,+5,+10,+15,+5,-15,-5
#-----------------------------------------------------------------------------
# Stout halflings can choose between +1 DEX and +1 CON.
#-----------------------------------------------------------------------------
Halfling, Stout     ;S;Ext;
- +1 bonus for saving throws versus wands,staves,rods or spells
  for every 3 points of constitution.
- +1 bonus on attack rolls when using throwing weapons or slings.
- Infravision up to 60 feet.
- Detect sloping passageways           : 75%
- Determine direction when underground : 50%
.
6/18,7/18,10/18,6/18,3/18,5/18;N;
-1,0,+1,0,0,0;0;
Cleric(8),Fighter(9),Psionicist(10),Thief(15);
F = Fighter;
P = Psionicist;
T = Thief.
F/P,F/T,P/T;
+5,+5,+5,+10,+15,+5,-15,-5
#-----------------------------------------------------------------------------
# Tallfellow halflings can choose between +1 DEX and +1 WIS.
#-----------------------------------------------------------------------------
Halfling, Tallfellow;S;Ext;
- +1 bonus for saving throws versus wands,staves,rods or spells
  for every 3 points of constitution.
- +1 bonus on attack rolls when using throwing weapons or slings.
- Detect secret or hidden doors : 1 on 1d6.
- +2 to surprise when in woods.
.
3/18,7/18,10/18,6/18,6/18,5/18;N;
-1,0,0,0,+1,0;0;
Cleric(8),Fighter(9),Psionicist(10),Thief(15);
F = Fighter;
P = Psionicist;
T = Thief.
F/P,F/T,P/T;
+5,+5,+5,+10,+15,+5,-15,-5
#-----------------------------------------------------------------------------
Hengeyokai          ;M;KT ;
- Shapechange into different forms a number of times equal to lev.
- Infravision up to 120 feet.
.
12/18,9/18,12/18,12/18,12/18,12/17;Y;
0,0,0,0,0,0;0;
Bushi(14),Kensai(6),Shukenja(8),Wu-Jen(9);
.
;
0,0,0,0,0,0,0,0
#-----------------------------------------------------------------------------
Hobgoblin           ;M;Ext;
- Infravision up to 60 feet.
- Detect new contruction underground: 1-4 on 1d10.
.
6/18,6/18,5/18,3/18,3/18,3/14;Y;
0,0,0,0,0,-1;0;
Cleric(9),Fighter(11),Shaman(7),Thief(12),Witch-Doctor(7);
C = Cleric,Shaman,Witch-Doctor;
F = Fighter;
T = Thief.
C/F,F/T;
0,+5,+5,0,0,0,0,-10
#-----------------------------------------------------------------------------
Human               ;M;DL ;
.
3/18,3/18,3/18,3/18,3/18,3/18;Y;
0,0,0,0,0,0;0;
Barbarian,Bard,Cavalier,Cleric,Druid,Fighter,Knight-Crown,Knight-Rose,
Knight-Sword,Mariner,Paladin,Prestidigitator,Priest,Ranger,Thief,Wizard;
.
;
0,0,0,0,0,0,0,0
#-----------------------------------------------------------------------------
Human               ;M;DS ;
.
5/20,5/20,5/20,5/20,5/20,5/20;Y;
0,0,0,0,0,0;0;
Bard,Cleric,Defiler,Druid,Fighter,Gladiator,Preserver,Psionicist,Ranger,
Templar,Thief,Trader;
.
;
0,0,0,0,0,0,0,0
#-----------------------------------------------------------------------------
Human               ;M;Ext,PS ,SJ ,Std;
.
3/18,3/18,3/18,3/18,3/18,3/18;Y;
0,0,0,0,0,0;0;
Abjurer,Bard,Cleric,Conjurer,Diviner,Druid,Enchanter,Fighter,Illusionist,
Invoker,Mage,Necromancer,Paladin,Psionicist,Ranger,Thief,Transmuter;
.
;
0,0,0,0,0,0,0,0
#-----------------------------------------------------------------------------
Human               ;M;KT ;
.
3/18,3/18,3/18,3/18,3/18,3/18;Y;
0,0,0,0,0,0;0;
Barbarian,Bushi,Kensai,Monk,Ninja,Samurai,Shukenja,Sohei,Wu-Jen,Yakuza;
.
;
0,0,0,0,0,0,0,0
#-----------------------------------------------------------------------------
Human,Dog People War;M;MZ ;
.
3/18,3/18,3/18,3/18,3/18,3/18;Y;
0,+1,+2,-1,-1,-1;0;
Bard,Fighter,Thief;
.
;
0,0,0,0,0,0,0,0
#-----------------------------------------------------------------------------
Human,Dog People Pri;M;MZ ;
.
3/18,3/18,3/18,3/18,3/18,3/18;Y;
0,0,0,+1,+1,-1;0;
Cleric,Druid,Hishnashaper,Plumaweaver;
.
;
0,0,0,0,0,0,0,0
#-----------------------------------------------------------------------------
Human, Green Folk   ;M;MZ ;
- +1 hit using bows.
.
3/18,3/18,3/18,3/18,3/18,3/18;Y;
-1,+1,0,0,0,0;0;
Bard,Cleric(9),Druid(9),Eagle-Knight,Fighter,Hishnashaper,Jaguar-Knight,
Plumaweaver,Thief;
.
;
0,0,0,0,0,0,0,0
#-----------------------------------------------------------------------------
Human, Maztican     ;M;MZ ;
.
3/18,3/18,3/18,3/18,3/18,3/18;Y;
+1,0,0,+1,-1,0;0;
Bard,Cleric,Druid,Eagle-Knight,Fighter,Hishnashaper,Jaguar-Knight,
Plumaweaver,Thief;
.
;
0,0,0,0,0,0,0,0
#-----------------------------------------------------------------------------
Human, Payit        ;M;MZ ;
.
3/18,3/18,3/18,3/18,3/18,3/18;Y;
-1,+1,-1,+1,+1,0;0;
Bard,Cleric,Eagle-Knight(9),Fighter,Hishnashaper,Jaguar-Knight(9),
Plumaweaver,Thief;
.
;
0,0,0,0,0,0,0,0
#-----------------------------------------------------------------------------
Human,Planar        ;M;PS ;
- Can see planar gates.
- Subject to "Monster Summoning", et. al.
- Subject to "Protection from Evil/Good", et. al.
.
3/18,3/18,3/18,3/18,3/18,3/18;Y;
0,0,0,0,0,0;0;
Bard,Cleric,Druid,Fighter,Illusionist,Mage,Paladin,Ranger,Thief;
.
;
0,0,0,0,0,0,0,0
#-----------------------------------------------------------------------------
Irda                ;L;DL ;
- Shapechange into different forms.
- Spellcasters gain one additional spell of their highest level.
.
12/18,8/18,12/18,4/18,10/18,14/18;Y;
0,+1,-3,+1,0,+1;0;
Cavalier,Fighter,Mariner,Paladin,Priest,Thief,Wizard;
.
;
0,0,0,0,0,0,0,0
#-----------------------------------------------------------------------------
Kender              ;S;DL ;
- Immune to fear (including magical).
- +1 bonus for saving throws versus wands,staves,rods, spells
  and poison for every 3 points of constitution.
- +1 bonus on attack rolls when using throwing weapons or slings.
- Opponent surprise roll is penalized by -4.
- Infravision up to 30 feet.
- Taunt ability.
- If not rogue, has the following thief abilities (DEX applies):
  PP 5%  OL 5%  FT 5%  MS 5%  HS 5%  DN 5%  CW 40%
.
6/17,8/18,10/18,6/18,3/16,6/18;N;
-1,+2,0,0,-2,+1;0;
Barbarian(10),Bard(6),Cleric(8),Druid(8),Fighter(9),Handler,Ranger(9),
Thief(15);
.
;
+5,+5,+5,+10,+15,+5,-15,-5
#-----------------------------------------------------------------------------
Kender              ;S;Ext,Std;
- Immune to fear (including magical).
- +1 bonus for saving throws versus wands,staves,rods, spells
  and poison for every 3 points of constitution.
- +1 bonus on attack rolls when using throwing weapons or slings.
- Opponent surprise roll is penalized by -4.
- Infravision up to 30 feet.
- Taunt ability.
- If not rogue, has the following thief abilities (DEX applies):
  PP 5%  OL 5%  FT 5%  MS 5%  HS 5%  DN 5%  CW 40%
.
6/17,8/18,10/18,6/18,3/16,6/18;N;
-1,+2,0,0,-2,+1;0;
Cleric(6),Druid(5),Fighter(5),Ranger(5),Thief;
.
;
+5,+5,+5,+10,+15,+5,-15,-5
#-----------------------------------------------------------------------------
Kobold              ;S;Ext;
- Infravision up to 60 feet.
- -1 to hit in bright light.
.
3/16,4/18,4/15,3/17,3/18,3/14;N;
-1,0,-1,0,0,0;0;
Cleric(9),Fighter(8),Shaman(7),Thief(12),Witch-Doctor(7);
C = Cleric,Shaman,Witch-Doctor;
F = Fighter;
T = Thief.
C/F,C/T,F/T;
+5,0,0,+5,+10,+10,-15,-10
#-----------------------------------------------------------------------------
Korobokuru          ;S;KT ;
- +1 bonus for saving throws versus wands,staves,rods or spells or
  poison for every 4 points of constitution.
- Ogres, trolls, giants and titans suffer -4 to hit.
- +1 to hit goblinkind.
- Infravision up to 120 feet.
- Detect grade or slope in passage           : 80%
- Detect new tunnel/passage construction     : 80%
- Detect sliding/shifting walls or rooms     : 70%
- Detect stonework traps, pits and deadfalls : 60%
- Determine approximate depth underground    : 70%
- 66% of identifying normal animals and plants.
.
8/18,6/18,12/18,3/15,3/17,3/16;Y;
+1,0,+1,-2,0,0;0;
Barbarian(10),Bushi(16),Samurai(6),Wu-Jen(7),Yakuza(10);
.
;
0,+10,+15,0,0,0,-10,-5
#-----------------------------------------------------------------------------
Lizard Man          ;M;Ext;
- Natural Armor Class: 5.
- Can move in water at MV 12, on land at MV 6.
- Must wet their body once/day.
- Can hold breath for 2/3 CON.
.
8/18,3/18,6/18,3/17,3/18,3/16;Y;
0,0,0,0,0,0;0;
Fighter(12),Shaman(7),Thief(9);
F = Fighter;
S = Shaman;
T = Thief.
F/S,F/T;
-5,-5,0,+5,+5,+5,-5,-5
#-----------------------------------------------------------------------------
Lizard Man          ;M;SJ ;
- Natural Armor Class: 5.
- Can move in water at MV 12, on land at MV 6.
- Infravision up to 60'.
- 2 claw attacks (1d2) per round.
- 1 tail attack (1d6) per round.
.
8/18,3/18,6/18,3/17,3/18,3/16;Y;
0,0,0,0,0,0;0;
Cleric(7),Fighter(12),Mage(4),Thief(11);
.
;
-5,-5,0,+5,+5,+5,-5,-5
#-----------------------------------------------------------------------------
Minotaur, Ansalon   ;L;DL ;
- If of any warrior type can specialize in a weapon.
.
12/18,8/18,12/18,5/18,3/16,3/16;Y;
+2,0,+2,0,-2,-2;0;
Barbarian,Fighter,Mariner,Priest(10),Wizard(14);
.
;
0,0,0,0,0,0,0,0
#-----------------------------------------------------------------------------
Minotaur, Taladas   ;L;DL ;
- +1 on surprise rolls.
- Infravision up to 60 feet.
- Immune to maze spells.
.
8/18,3/18,8/18,6/18,3/18,3/18;Y;
+1,0,0,-1,-1,+1;0;
Fighter(16),Paladin(9),Priest(10),Ranger(9),Wizard(12);
.
;
0,0,0,0,0,0,0,0
#-----------------------------------------------------------------------------
Minotaur            ;L;Ext;
- +6 additional hp at 1st level.
- Natural Armor Class: 6.
- Infravision up to 60 feet.
- +2 to surprise rolls.
- Immune to maze spells.
- +3 to morale scores (and to S.T. vs magical fear).
- Can track prey by scent 50% of times.
.
12/20,5/14,12/20,5/14,3/16,3/16;Y;
+2,0,+2,0,-2,-2;0;
Fighter(12),Mage(8),Ranger(8),Thief(10),Witch-Doctor(7);
F = Fighter;
M = Mage;
T = Thief.
F/M,F/T;
-5,-5,0,0,+5,+5,-15,-5
#-----------------------------------------------------------------------------
Mongrelman          ;M;Ext;
- Can add +1 to one ability score, excluding INT and CHA.
- Natural Armor Class: 5.
- Can mimic sounds.
- Can camouflage at 80% chance of success.
- Can pick pockets at 70% + 5% per level after 4th.
- On first meeting with other NPC, CHA is considered 1.
- If thief, can add a 5% bonus to one thief skill.
.
6/17,6/18,8/18,3/17,3/18,2/8;Y;
0,0,0,-1,0,-1;0;
Bard(8),Cleric(10),Fighter(10),Mage(10),Shaman(7),Thief(12);
C = Cleric;
F = Fighter;
M = Mage;
S = Shaman;
T = Thief.
C/M,C/T,F/S,M/T,S/T;
+5,0,0,+5,+5,+5,-5,-5
#-----------------------------------------------------------------------------
Mul                 ;M;DS ;
- Infravision up to 60 feet.
- Can sustain labor for days before rest.
.
10/20,5/20,8/20,5/20,5/20,5/20;Y;
+2,0,+1,-1,0,-2;0;
Cleric(10),Druid(12),Fighter,Gladiator,Psionicist,Thief(12);
C = Cleric,Druid;
F = Fighter;
P = Psionicist;
T = Thief.
C/F,C/P,C/T,F/P,F/T,P/T,C/F/T,F/P/T;
0,-5,0,+5,0,0,+5,-5
#-----------------------------------------------------------------------------
Ogre                ;L;DL ;
- +2 to all damage rolls, in addition to STR bonus.
- Infravision up to 60 feet.
- Base MV 9.
.
10/20,3/15,3/15,3/12,3/14,3/16;Y;
+2,-1,+2,-2,-1,0;0;
Fighter(16);
.
;
0,0,0,0,0,0,0,0
#-----------------------------------------------------------------------------
Ogre                ;L;Ext;
- +4 additional hp at 1st level.
- Natural Armor Class: 5.
- Take damage as large creatures.
.
16/20,2/8,14/20,2/8,2/9,2/8;Y;
+2,0,+2,-2,0,-2;0;
Fighter(12),Shaman(3);
C = Shaman;
F = Fighter.
C/F;
0,0,0,0,0,0,0,0
#-----------------------------------------------------------------------------
Ogre-Mage           ;L;Ext;
- +5 additional hp at 1st level.
- Natural Armor Class: 4.
- Take damage as large creatures.
- Various magical abilities.
- +1 on morale.
.
12/18,7/18,8/14,8/17,3/16,2/14;Y;
+1,0,0,0,-2,0;100;
Fighter(9),Mage(8),Shaman(7),Thief(8);
F = Fighter;
M = Mage;
S = Shaman;
T = Thief.
F/M,F/S,F/T,M/T,F/M/T;
-5,0,0,0,0,0,-15,+5
#-----------------------------------------------------------------------------
Orc                 ;S;Ext;
- -1 to hit in direct sunlight.
- Infravision up to 60 feet.
- Spot unusual construcions: 35%
- Spot sloping passages:     25%
.
6/18,3/17,8/18,3/16,3/16,3/12;Y;
+1,0,0,0,0,-2;0;
Cleric(9),Fighter(10),Shaman(6),Thief(11),Witch-Doctor(6);
C = Shaman,Witch-Doctor;
F = Fighter;
T = Thief.
C/F,C/T,F/T;
-5,0,0,0,+5,+5,+5,-10
#-----------------------------------------------------------------------------
Pixie               ;S;Ext;
- Natural Armor Class: 5.
- Invisibility and polymorph at will.
- Know alignment, confusion, create illusions, dispel magic, ESP,
  dancing lights 1/day.
- Fly at MV 12 (B).
.
3/14,8/19,7/16,6/18,3/16,3/18;N;
-1,+1,-1,0,0,+1;100;
Fighter(7),Thief(12);
F = Fighter;
T = Thief.
F/T;
+5,-10,0,+5,+10,+5,0,0
#-----------------------------------------------------------------------------
Rastipede           ;M;SJ ;
- Base MV 15.
- Natural Armor Class: 3.
- 2 claw attacks (1-2, or 1-4 at lev. 4, or 1-6 at lev. 7) per round.
- Detect depth underground        : 1-4 on 1d6
- Detect grade or slope in passage: 1-5 on 1d6, at lev. 3.
- Detect unsafe walls             : 1-7 on 1d10, at lev. 3.
.
8/18,3/17,8/18,3/18,3/18,3/18;Y;
0,-1,+1,0,0,0;0;
Bard(6),Fighter(8),Mage(4),Thief(11);
F = Fighter;
M = Mage;
T = Thief.
F/M,F/T,M/T;
-5,+10,+10,-5,-5,+5,-30,+10
#-----------------------------------------------------------------------------
Satyr               ;M;Ext;
- Natural Armor Class: 5.
- Infravision up to 60 feet.
- Surprised only on a 1.
- 90% undetectable in forests.
- Can head butt for 2d4 damage.
.
6/18(75),8/18,7/18,3/17,3/18,3/17;Y;
0,+1,+1,-1,0,-1;0;
Bard(7),Fighter(11),Ranger(7),Thief(11);
F = Fighter;
T = Thief.
F/T;
+5,-5,0,+5,+5,0,-10,-5
#-----------------------------------------------------------------------------
Saurial, Bladeback  ;L;Ext;
- +2 additional hp at 1st level.
- Natural Armor Class: 4.
- Infravision up to 60 feet.
- 2 claw (1d4) attacks, 1 tail attack (1d6).
- +2 vs. sound-based attacks, -2 vs. gas- or scent-based attacks.
- Take damage as large creatures.
.
10/18,3/14,5/18,3/18,7/18,5/18;N;
0,-2,0,0,+1,+1;0;
Cleric,Druid(9),Fighter(9),Mage(9),Thief(9);
.
;
0,+5,+5,-5,-5,0,-15,0
#-----------------------------------------------------------------------------
Saurial, Finhead    ;M;Ext;
- Natural Armor Class: 5.
- Infravision up to 60 feet.
- 2 claw (1d3) attacks, 1 tail attack (1d2).
- +2 vs. sound-based attacks, -2 vs. gas- or scent-based attacks.
.
7/18,5/18,3/18,3/18,3/18,3/18;N;
0,0,0,0,0,0;0;
Cleric(9),Druid(9),Fighter,Mage(9),Ranger(12),Saurial-Paladin(12),Thief(9);
.
;
0,0,0,0,0,0,+5,0
#-----------------------------------------------------------------------------
Saurial, Flyer      ;M;Ext;
- Can fly at MV 14 (C).
- Natural Armor Class: 6.
- Infravision up to 60 feet.
- 2 claw (1d2) attacks, 1 bite attack (1d2).
- +2 vs. sound-based attacks, -2 vs. gas- or scent-based attacks.
.
3/17,7/19,3/17,3/18,3/18,3/18;N;
-1,+2,-1,0,0,0;0;
Cleric(9),Druid(9),Fighter(9),Mage(9),Thief;
.
;
+5,0,0,0,+10,+5,+5,0
#-----------------------------------------------------------------------------
Saurial, Hornhead   ;L;Ext;
- +4 additional hp at 1st level.
- Natural Armor Class: 4.
- Infravision up to 60 feet.
- 2 claw (1d4) attacks, 1 tail attack (2d4), or 1 charge (2d6).
- +2 vs. sound-based attacks, -2 vs. gas- or scent-based attacks.
- Take damage as large creatures.
.
12/18,2/12,8/18,7/19,3/18,3/18;N;
+1,-2,0,+1,0,0;0;
Cleric(9),Druid(9),Fighter(9),Illusionist(12),Mage,Thief(9);
.
;
-5,0,0,-10,-5,+5,-20,+10
#-----------------------------------------------------------------------------
Scro                ;M;SJ ;
- Infravision up to 60'.
- 1 bite attack (1-3) per round.
.
8/18,3/18,8/18,3/17,3/16,3/18;Y;
+1,0,0,0,0,0;0;
Cleric(5),Fighter(15),Mage(5),Thief(12);
C = Cleric;
M = Mage.
C/M;
+5,0,+5,0,+10,-5,-5,-10
#-----------------------------------------------------------------------------
Spirit Folk, Bamboo ;M;KT ;
- Identify normal plants  : 75%
- Identify normal animals : 50%
- Hide in woods           : 75%
- +1 on saves vs. earth/wood.
- Forces -4 on opponents' tracking checks.
- Infravision up to 120 feet.
.
6/18,12/18,6/14,12/18,9/18,14/18;Y;
0,0,0,0,0,0;0;
Bushi(14),Kensai(9),Monk(17),Samurai(12);
.
;
0,0,0,0,0,0,0,0
#-----------------------------------------------------------------------------
Spirit Folk, River  ;M;KT ;
- Can breathe water.
- Lower water once per day.
- +1 on saves vs. water.
- -1 on saves vs. fire.
.
6/18,12/18,6/14,12/18,9/18,14/18;Y;
0,0,0,0,0,0;0;
Bushi(14),Kensai(9),Monk(17),Samurai(12);
.
;
0,0,0,0,0,0,0,0
#-----------------------------------------------------------------------------
Spirit Folk, Sea    ;M;KT ;
- Can breathe water.
- Can predict weather for next 24 hrs. with 75% accuracy.
- +1 on saves vs. fire
.
6/18,12/18,6/14,12/18,9/18,14/18;Y;
0,0,0,0,0,0;0;
Bushi(14),Kensai(9),Monk(17),Samurai(12);
.
;
0,0,0,0,0,0,0,0
#-----------------------------------------------------------------------------
Swanmay             ;M;Ext;
- Natural Armor Class: 7.
- Can shapechange into swans.
- Require +1 or better weapon to be hit in swan form.
- Magic Resistance 2% per level in swan form.
- Can fly in swan form at MV 19 (D).
.
13/18,13/18,14/18,9/18,14/19,9/18;Y;
0,+1,0,0,+1,0;0;
Swanmay-Druid(12),Ranger(14);
.
;
0,0,0,0,0,0,0,0
#-----------------------------------------------------------------------------
Thri-Kreen          ;M;DS ;
- Does not need sleep.
- Cannot use items designed for demihumans.
- 4 claw attacks (1d4) per round.
- 1 bite (1d4+1) per round.
- Can leap 20 feet up or 50 feet forward at 3rd level.
- Bitten opponents must save versus paralyzation or be paralyzed at 5th
  level. Smaller than man-sized are paralyzed for 2d10 rounds, man-sized
  for 2d8 rounds, larger for 1d8 rounds, huge or gargantuan for 1 round.
- Gains chatkcha proficiency at 5th level.
- Can dodge missiles on 9 or better on 1d20 at 7th level.
.
8/20,15/20,5/20,5/20,5/20,5/17;Y;
0,+2,0,-1,+1,-2;0;
Cleric(12),Druid(16),Fighter(16),Gladiator(15),Psionicist,Ranger(12);
C = Cleric,Druid;
F = Fighter,Ranger;
P = Psionicist.
C/F,C/P,F/P,C/F/P;
0,0,0,0,0,0,0,0
#-----------------------------------------------------------------------------
Tiefling            ;M;PS ;
- Cannot be Lawful Good.
- Infravision up to 60 feet.
- Can cast "Darkness Radius 15'" once per day.
- Half damage from cold based attacks.
- +2 bonus for saving throws versus fire, electricity, or poison
- Can see planar gates.
- Subject to "Monster Summoning", et. al.
- Subject to "Protection from Evil/Good", et. al.
.
3/18,3/18,3/18,3/18,3/18,3/18;Y;
-1,0,0,+1,-1,+1;0;
Bard(15),Cleric(10),Druid(10),Fighter(12),Mage(14),Ranger(12),Thief(15);
C = Cleric;
F = Fighter;
M = Mage;
T = Thief.
C/F,C/T,F/M,F/T,M/T;
0,0,+5,+10,+10,0,0,+5
#-----------------------------------------------------------------------------
Voadkyn             ;L;Ext;
- +7 additional hp at 1st level.
- Natural Armor Class: 8.
- 90% resistance to sleep and all charm-related spells.
- Infravision up to 90 feet.
- At 7th level can polymorph self in humanoid creatures.
- Impose -4 surprise to opponents in woods.
- They get no attack bonus for high strength.
- They take damage as large creatures.
.
11/18,13/19,8/16,11/17,3/16,3/18;Y;
+1,+2,-1,0,-2,0;0;
Voadkyn-Fighter(11),Mage(8),Ranger(11),Druid(5),Shaman(7),Thief(10);
F = Voadkyn-fighter;
M = Mage;
R = Ranger;
S = Shaman;
T = Thief.
F/M,F/M/T,F/S,F/T,M/R,M/T;
-5,-5,0,0,+5,+5,0,0
#-----------------------------------------------------------------------------
Wemic               ;L;Ext;
- +5 additional hp at 1st level.
- Natural Armor Class: 6.
- 2 forelegs attacks (1d4 each).
- Can leap 10 ft upwards or 30 ft forward.
- Take damage as a large creature.
.
11/18,6/17,11/18,3/18,3/18,3/18;Y;
+1,-1,0,0,0,0;0;
Bard(10),Fighter(12),Shaman(7),Witch-Doctor(7);
C = Shaman,Witch-Doctor;
F = Fighter.
C/F;
0,0,0,0,0,0,0,0
#-----------------------------------------------------------------------------
Xixchil             ;M;SJ ;
- Natural Armor Class: 5.
- 2 forelimb attacks (2d4/2d6) per round.
- Special poison/anesthetics secretion.
.
3/18,11/18,8/18,8/18,3/16,3/16;Y;
0,+1,+1,0,0,-2;0;
Fighter(14),Mage(5),Thief(15);
F = Fighter;
T = Thief.
F/T;
+5,+5,+10,-5,-5,+5,-10,-5
