# 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 ';'
#   World      (DS = Dark Sun, Std = Standard, etc.), followed 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).
#
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
#-----------------------------------------------------------------------------
Dwarf                   ;S;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;Std;
- +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;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.
- 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;Std;
- +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;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.
- 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;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.
- 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;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.
- 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;
Abjurer(15),Cleric(15),Conjurer(15),Defiler(16),Diviner(15),Enchanter(15),
Fighter(14),Gladiator(10),Illusionist(12),Invoker(15),Necromaner(15),
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;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;Std;
- 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;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 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;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.
- 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;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
.
3/18,6/18,7/18,8/18,3/18,8/18;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;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.
- 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
#-----------------------------------------------------------------------------
#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
#-----------------------------------------------------------------------------
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;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;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.
- 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, 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;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.
- 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;Std;
- +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
#-----------------------------------------------------------------------------
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;  
Abjurer(12),Bard,Cleric(16),Conjurer(12),Defiler,Diviner(12),Druid(14),
Enchanter(12),Fighter,Gladiator,Illusionist(16),Invoker(12),Necromancer(12),
Preserver(12),Psionicist,Ranger(14),Templar(14),Thief(12),Trader(10),
Transmuter(12);
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;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                ;M;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-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
#-----------------------------------------------------------------------------
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;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;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.
- +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;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.
- 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;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.
- 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
#-----------------------------------------------------------------------------
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;   
Abjurer,Bard,Cleric,Conjurer,Defiler,Diviner,Druid,Enchanter,Fighter,
Gladiator,Illusionist,Invoker,Necromancer,Preserver,Psionicist,Ranger,
Templar,Thief,Trader,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                   ;M;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
#-----------------------------------------------------------------------------
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;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,+1,0,0,0,0;0;
Cleric(6),Druid(5),Fighter(5),Ranger(5),Thief;
.
;
+5,+5,+5,+10,+15,+5,-15,-5
#-----------------------------------------------------------------------------
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
#-----------------------------------------------------------------------------
Minotaur                ;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
#-----------------------------------------------------------------------------
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
#-----------------------------------------------------------------------------
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
#-----------------------------------------------------------------------------
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
