Give demi-humans an even break!
More dice are nice when rolling ability scores
by John R. Prager


 
Die-rolling procedure - - - Racial notes
Dragon - - - Dragon 129

Character Generation Table
                                                Number of dice rolled for
Race Str Int Wis Dex Con Cha Com
Dwarf, gray 8 5 5 6 8 3 3
Dwarf, hill 7 5 5 6 8 4 3
Dwarf, mountain 8 5 5 4 9 4 3
- - - - - - - -
Elf, dark (male) 5 8 6 7 4 5 4
Elf, dark (female) 5 6 8 7 4 5 4
Elf, gray or high 6 7 6 7 5 5 5
Elf, valley 6 7 5 6 6 4 4
Elf, wild 8 6 6 6 5 6 4
Elf, wood 7 5 5 7 5 5 5
- - - - - - - -
Gnome, deep 6 7 6 6 7 4 4
Gnome, surface 6 6 5 6 7 4 4
- - - - - - - -
Half-elf, dark 6 7 7 7 5 6 5
Half-elf, all others 6 6 6 6 6 6 6
Halfling, all 5 5 5 6 6 6 5
Half-orc 7 4 5 6 7 3 3

Characters of the major demi-human
races begin their AD&D® game lives with
distinct advantages. Some advantages,
such as infravision, resistance to magic
and poison, and bonuses to attack rolls,
inhibit the attrition rate of these 1st-level
characters. Thus, a demi-human character
often has a greater chance of surviving to
advanced levels than an identical character of the human race. The lifespans of
demi-humans are nearly always longer
than those of humans as well. To offset
this, the demi-human character is limited
to relatively few classes and cannot advance to the highest reaches in most of
these. This guarantees that virtually all
long-term AD&D games are dominated by
humans, because of that race?s capacity
for unlimited advancement. At best, there
may be a few demi-human henchmen or
hirelings.

Unearthed Arcana  attempts to redress
this imbalance by extending the maximum
levels of demi-human races, as well as by
opening up more classes in which they
may participate. The idea seems to be that
there will be greater impetus to develop
demi-human PCs, now that higher experience levels are accessible to them. Sadly,
Unearthed Arcana  offsets this by adding
the new method for generating PC ability
scores (page 74). This method, which is
restricted to human characters, gives
much higher totals than those methods
available to demi-humans  (Dungeon Masters Guide,  page 11). It can be argued that
the human character needs better scores
in order to survive at lower experience
levels, and that such scores serve to balance out the initial advantages of the other
racial types. Certainly, it is true that an
adventurer must be an unusual individual,
with unusually high scores in his fundamental attributes. Nevertheless, any contest involving either a human or a
demi-human of equal class and level will
ultimately favor the character with the
better ability scores  ? and the current
rules guarantee the human will be the
better endowed.

F u r t h e r m o r e ,   the rules   i n   Unearthed
Arcana  allow a player to specify the class
of his human character beforehand, thus
being assured of meeting the minimum
standards for that class. Indeed, he usually
receives exceptionally high ratings in his
prime requisite area due to the distribution of dice rolls. A player desiring a demihuman character, on the other hand, must
make the best of whatever is rolled, and
consequently may not qualify for the class
desired. Otherwise, he may just meet the
minimum criteria in the prime requisites.
The net result is that demi-human PCs are
even more effectively discouraged under
the new rules.

This article seeks to redress this situation by providing a new method of generating demi-human ability scores. As with
all such changes, these rules can only be
incorporated in an existing campaign with
the DM?s approval. The proposed method
allows for higher ability scores overall and
some preselection of class. Coupled with
access to higher experience levels, this
should encourage more demi-human PCs
in a campaign.

D i e - r o l l i n g   p r o c e d u r e
Once the player decides to generate a
demi-human character, he should consult
the Character Generation Table, which
specifies the number of six-sided dice to be
rolled for each of the ability scores. In
general, the number of dice rolled reflect
the natural tendencies of the racial type.

For example, dwarven races roll several
dice for constitution, but few for charisma.

    The three highest dice for any roll
are added together; the sum is the rating
for that ability.

In addition, the player is allowed to add
four more dice to those to be rolled. These
dice may be incorporated in the roll for
one ability score, or distributed among
several. In this manner, the player may try
to preselect his class, and obtain a good
chance of high prime requisite abilities.

For example, a player, desiring his hill
dwarf character to be a strong fighter,
may choose to roll as many as 11 dice for
strength, instead of the usual seven dice.
Another player, hoping to create a highelven magic-user/thief, may opt to roll nine
dice for both intelligence and dexterity.
Yet a third may reject the stereotypical halforc, and use his extra dice to boost comeliness and charisma.

In all cases, the player must tell the DM
where his extra dice rolls will be spent
before he begins rolling for any ability. No
more than four extra dice may be rolled.
The player may not decrease the number
of dice rolled for any category below the
minimum listed on the table; in particular,
he may not reduce the dice for one ability
in order to increase the dice for another
ability.

Once the ability ratings are generated,
they are modified according to the standard rules for adjusting demi-human scores
in order to find the character's final attributes. At this point, the player may officially choose his class.
The new character must meet the normal score requirements
for the chosen class; if the prime requisite
scores are too low, another class must be
selected instead.

Racial notes
The "generic" dwarf character is typically a hill dwarf or mountain dwarf. As
detailed in the  Players Handbook,  such
characters receive a +1 bonus to initial
constitution, and a -1 penalty to charisma. No such adjustments apply to the
scores of their evil subterranean cousins,
the gray dwarves.

Both high elves (the most common subrace) and gray elves use the same numbers for generating ability scores; each
race gains a +1 bonus to dexterity and a
-1 penalty to constitution. Additionally,
gray-elven characters receive a +1 modifier to their initial rolls for intelligence.
Wood elves are stronger, but less intelligent, with a +1 on strength and a -1 to
intelligence scores. Wild elves tend to be
the strongest of all, with a +2 modifier to
the initial strength roll. Note that a player
choosing to create a drow character must
specify the gender before he rolls the dice;
dark-elven ability scores are not adjusted
once generated.

    Half-elves are the most humanlike of the
demi-human races; this is reflected by the
range of dice in their ability scores. Those
few of dark-elven parentage gain a modicum
of the drow's native attributes. The
DM should require any player who wishes
to generate a half-elf of drow stock to
justify the existence of such a character.
Few humans venture to the depths where
drow make their homes, and drow, for
their part, rarely visit the surface lands;
consequently, such crossbreeds must be
rare indeed. And why would such a character
become a surface-dwelling adventurer?
["Children of the Spider Goddess,"
in this issue.] The player proposing a half-drow character should provide a complete
history for the DM's approval before any
dice are rolled.

    All halfling characters receive a penalty
of -1 to their initial strength score, and a
bonus of +1 to dexterity. Those of pure
stoutish ancestry roll two more dice for
constitution and one more die for strength
than is indicated above; those of pure
tallfellow stock gain two dice for dexterity
and one for intelligence. In either of these
cases, the player is only allowed two additional
dice, not the customary four, to be
rolled at his discretion. When a halfling of
mixed ancestry is created, all four bonus
dice are used.

    Gnomes of all sorts do not have modifications to their initial scores.

    Half-orcs gain +1 bonuses to strength and
constitution, but must accept a -2 penalty
to their initial charisma score, as the
Players Handbook requires.

Give Demi-humans an Even Break! More dice are nice when rolling ability scores

By John R. Prager

Characters of the major demi-human
races begin their AD&D® game lives with
distinct advantages. Some advantages,
such as infravision, resistance to magic
and poison, and bonuses to attack rolls,
inhibit the attrition rate of these 1st-level
characters. Thus, a demi-human character
often has a greater chance of surviving to
advanced levels than an identical charac-
ter of the human race. The lifespans of
demi-humans are nearly always longer
than those of humans as well. To offset
this, the demi-human character is limited
to relatively few classes and cannot ad-
vance to the highest reaches in most of
these. This guarantees that virtually all
long-term AD&D games are dominated by
humans, because of that race’s capacity
for unlimited advancement. At best, there
may be a few demi-human henchmen or
hirelings.
Unearthed Arcana attempts to redress
this imbalance by extending the maximum
levels of demi-human races, as well as by
opening up more classes in which they
may participate. The idea seems to be that
there will be greater impetus to develop
demi-human PCs, now that higher experi-
ence levels are accessible to them. Sadly,
Unearthed Arcana offsets this by adding
the new method for generating PC ability
scores (page 74). This method, which is
restricted to human characters, gives
much higher totals than those methods
available to demi-humans (Dungeon Mas-
ters Guide, page 11). It can be argued that
the human character needs better scores
in order to survive at lower experience
levels, and that such scores serve to bal-
ance out the initial advantages of the other
racial types. Certainly, it is true that an
adventurer must be an unusual individual,
with unusually high scores in his funda-
mental attributes. Nevertheless, any con-
test involving either a human or a
demi-human of equal class and level will
ultimately favor the character with the
better ability scores  — and the current
rules guarantee the human will be the

better endowed.
Furthermore, the rules in Unearthed
Arcana allow a player to specify the class
of his human character beforehand, thus
being assured of meeting the minimum
standards for that class. Indeed, he usually
receives exceptionally high ratings in his
prime requisite area due to the distribu-
tion of dice rolls. A player desiring a demi-
human character, on the other hand, must
make the best of whatever is rolled, and
consequently may not qualify for the class
desired. Otherwise, he may just meet the
minimum criteria in the prime requisites.
The net result is that demi-human PCs are
even more effectively discouraged under
the new rules.
This article seeks to redress this situa-
tion by providing a new method of gener-
ating demi-human ability scores. As with
all such changes, these rules can only be
incorporated in an existing campaign with
the DM’s approval. The proposed method
allows for higher ability scores overall and
some preselection of class. Coupled with
access to higher experience levels, this
should encourage more demi-human PCs
in a campaign.
Die-rolling procedure
Once the player decides to generate a
demi-human character, he should consult
the Character Generation Table, which
specifies the number of six-sided dice to be
rolled for each of the ability scores. In
general, the number of dice rolled reflect
the natural tendencies of the racial type.
For example, dwarven races roll several
dice for constitution, but few for cha-
risma. The three highest dice for any roll
are added together; the sum is the rating
for that ability.
In addition, the player is allowed to add
four more dice to those to be rolled. These
dice may be incorporated in the roll for
one ability score, or distributed among
several. In this manner, the player may try
to preselect his class, and obtain a good
chance of high prime requisite abilities.
For example, a player, desiring his hill
dwarf character to be a strong fighter,
may choose to roll as many as 11 dice for

strength, instead of the usual seven dice.
Another player, hoping to create a high-
elven magic-user/thief, may opt to roll nine
dice for both intelligence and dexterity. Yet
a third may reject the stereotypical half-
orc, and use his extra dice to boost comeli-
ness and charisma.
In all cases, the player must tell the DM
where his extra dice rolls will be spent
before he begins rolling for any ability. No
more than four extra dice may be rolled.
The player may not decrease the number
of dice rolled for any category below the
minimum listed on the table; in particular,
he may not reduce the dice for one ability
in order to increase the dice for another
ability.
Once the ability ratings are generated,
they are modified according to the stand-
ard rules for adjusting demi-human scores
in order to find the character’s final attri-
butes. At this point, the player may offi-
cially choose his class. The new character
must meet the normal score requirements
for the chosen class; if the prime requisite
scores are too low, another class must be
selected instead.
Racial notes
The “generic” dwarf character is typi-
cally a hill dwarf or mountain dwarf. As
detailed in the Players Handbook, such
characters receive a +1 bonus to initial
constitution, and a -1 penalty to cha-
risma. No such adjustments apply to the
scores of their evil subterranean cousins,
the gray dwarves.
Both high elves (the most common sub-
race) and gray elves use the same num-
bers for generating ability scores; each
race gains a +1 bonus to dexterity and a
-1 penalty to constitution. Additionally,
gray-elven characters receive a +1 modi-
fier to their initial rolls for intelligence.
Wood elves are stronger, but less intelli-
gent, with a +1 on strength and a -1 to
intelligence scores. Wild elves tend to be
the strongest of all, with a +2 modifier to
the initial strength roll. Note that a player
choosing to create a drow character must
specify the gender before he rolls the dice;

dark-elven ability scores are not adjusted
few of dark-elven parentage gain a modi-
cum of the drow’s native attributes. The
once generated.
DM should require any player who wishes
to generate a half-elf of drow stock to
justify the existence of such a character.
Half-elves are the most humanlike of the
Few humans venture to the depths where
drow make their homes, and drow, for
demi-human races; this is reflected by the
their part, rarely visit the surface lands;
consequently, such crossbreeds must be
range of dice in their ability scores. Those
rare indeed. And why would such a char-
acter become a surface-dwelling adven-
turer? [“Children of the Spider Goddess,”
in this issue.] The player proposing a half-
drow character should provide a complete
history for the DM’s approval before any
constitution and one more die for strength
dice are rolled.
than is indicated above; those of pure
tallfellow stock gain two dice for dexterity
and one for intelligence. In either of these
All halfling characters receive a penalty
cases, the player is only allowed two addi-
of
tional dice, not the customary four, to be
rolled at his discretion. When a halfling of
-1 to their initial strength score, and a
mixed ancestry is created, all four bonus
bonus of +1 to dexterity. Those of pure
dice are used.
Gnomes of all sorts do not have modifi-
stoutish ancestry roll two more dice for
cations to their initial scores. Half-orcs
gain +1 bonuses to both strength and
constitution, but must accept a -2 penalty
to their initial charisma score, as the
Players Handbook requires.
 
 
 
 

* Remember that you get 4 bonus dice, which you can assign at your discretion.

CHARACTER GENERATION TABLE
                                                                                                                                                                           NUMBER OF DICE ROLLED FOR
Race Str Int Wis Dex Con Cha Com
Dwarf, gray (+0 Con, -0 Cha) 8 5 5 6 8 3 3
Dwarf, hill (+1 Con, -1 Cha) 7 5 5 6 8 4 3
Dwarf, mountain (+1 Con, -1 Cha) 8 5 5 4 9 4 3
- - - - - - - -
Elf, dark (male) (+0 Dex, +0 Con) 5 8 6 7 4 5 4
Elf, dark (female) (+0 Dex, +0 Con) 5 6 8 7 4 5 4
Elf, gray or high (+1 Dex, -1 Con) (gray elves: +1 Int) 6 7 6 7 5 5 5
Elf, valley (+0 Dex, +0 Con) 6 7 5 6 6 4 4
Elf, wild (+2 Str) 8 6 6 6 5 6 4
Elf, wood (+1 Str, -1 Int) 7 5 5 7 5 5 5
- - - - - - - -
Gnome, deep (0) 6 7 6 6 7 4 4
Gnome, surface (0) 6 6 5 6 7 4 4
- - - - - - - -
Half-elf, dark (0) 6 7 7 7 5 6 5
Half-elf, all others (0) 6 6 6 6 6 6 6
- - - - - - - -
Halfling, all (-1 Str, +1 Dex) 5* 5** 5 6** 6* 6 5
- - - - - - - -
Half-orc (+1 Str, +1 Con, -2 Cha) 7 4 5 6 7 3 3

* Stout: roll 2 more dice for Con, roll 1 more die for Str. Do not roll the 4 bonus dice.
** Tallfellow: roll 2 more dice for Dex, roll 1 more die Int. Do not roll the 4 bonus dice.
 

<check adjustments>


Here is just the template, to start:

Perspicacious readers will note that I added a field for Perception.
 

GRAY DWARF
S: 8
I: 5
W: 5
D: 6
C: 8
CH: 3
CO: 3
P:

HILL DWARF
S: 7
I: 5
W: 5
D: 6
C: 8
CH: 4
CO: 3
P:

MOUNTAIN DWARF
S: 8
I: 5
W: 5
D: 4
C: 9
CH: 4
CO: 3
P:

DROW (MALE)
S: 5
I: 8
W: 6
D: 7
C: 4
CH: 5
CO: 4
P:

DROW (FEMALE)
S: 5
I: 6
W: 8
D: 7
C: 4
CH: 5
CO: 4
P:

FAERIE
S: 6
I: 7
W: 6
D: 7
C: 5
CH: 5
CO: 5
P:
 

HIGH ELF
S: 6
I: 7
W: 6
D: 7
C: 5
CH: 5
CO: 5
P:

VALLEY ELF
S: 6
I: 7
W: 5
D: 6
C: 6
CH: 4
CO: 4
P:
 

WILD ELF
S: 8
I: 6
W: 6
D: 6
C: 5
CH: 6
CO: 4
P:
 

WOOD ELF
S: 7
I: 5
W: 5
D: 7
C: 5
CH: 5
CO: 5
P:
 
 

DEEP GNOME
S: 6
I: 7
W: 6
D: 6
C: 7
CH: 4
CO: 4
P:
 

SURFACE GNOME
S: 6
I: 6
W: 5
D: 6
C: 7
CH: 4
CO: 4
P:

HALF-DARK
S: 6
I: 7
W: 7
D: 7
C: 5
CH: 6
CO: 5
P:

HALF-FAERIE
S: 6
I: 6
W: 6
D: 6
C: 6
CH: 6
CO: 6
P:
 

HALF-HIGH ELF
S: 6
I: 6
W: 6
D: 6
C: 6
CH: 6
CO: 6
P:
 
 

HALF-VALLEY ELF
S: 6
I: 6
W: 6
D: 6
C: 6
CH: 6
CO: 6
P:
 

HALF-WILD ELF <are there even half-wild elves? cf. D103>
S: 6
I: 6
W: 6
D: 6
C: 6
CH: 6
CO: 6
P:

HALF-WOOD ELF
S: 6
I: 6
W: 6
D: 6
C: 6
CH: 6
CO: 6
P:

HOBBIT
S: 5
I: 5
W: 5
D: 6
C: 6
CH: 6
CO: 5
P:
 

HALF-ORC
S: 7
I: 4
W: 5
D: 6
C: 7
CH: 3
CO: 3
P:

* * * * * * * * *

HUMAN ORIENTAL BARBARIAN
S:
I:
W:
D:
C:
CH:
CO:
P:

HUMAN BUSHI
S:
I:
W:
D:
C:
CH:
CO:
P:

HUMAN KENSAI
S:
I:
W:
D:
C:
CH:
CO:
P:

HUMAN NINJA
S:
I:
W:
D:
C:
CH:
CO:
P:

HUMAN SAMURAI
S:
I:
W:
D:
C:
CH:
CO:
P:

HUMAN SHUKENJA
S:
I:
W:
D:
C:
CH:
CO:
P:

HUMAN SOHEI
S:
I:
W:
D:
C:
CH:
CO:
P:

HUMAN WU JEN
S:
I:
W:
D:
C:
CH:
CO:
P:

HUMAN YAKUZA
S:
I:
W:
D:
C:
CH:
CO:
P:

KOROBOKURU
S:
I:
W:
D:
C:
CH:
CO:
P:
 

HENGEYOKAI, CARP
S:
I:
W:
D:
C:
CH:
CO:
P:

HENGEYOKAI, CAT
S:
I:
W:
D:
C:
CH:
CO:
P:

HENGEYOKAI, CRAB
S:
I:
W:
D:
C:
CH:
CO:
P:

HENGEYOKAI, CRANE
S:
I:
W:
D:
C:
CH:
CO:
P:

HENGEYOKAI, DOG
S:
I:
W:
D:
C:
CH:
CO:
P:
 

HENGEYOKAI, DRAKE
S:
I:
W:
D:
C:
CH:
CO:
P:
 

HENGEYOKAI, FOX
S:
I:
W:
D:
C:
CH:
CO:
P:
 

HENGEYOKAI, HARE
S:
I:
W:
D:
C:
CH:
CO:
P:
 

HENGEYOKAI, MONKEY
S:
I:
W:
D:
C:
CH:
CO:
P:

HENGEYOKAI, RACCOON DOG
S:
I:
W:
D:
C:
CH:
CO:
P:
 

HENGEYOKAI, RAT
S:
I:
W:
D:
C:
CH:
CO:
P:
 

HENGEYOKAI, SPARROW
S:
I:
W:
D:
C:
CH:
CO:
P:
 

SPIRIT FOLK, BAMBOO
S:
I:
W:
D:
C:
CH:
CO:
P:

SPIRIT FOLK, RIVER
S:
I:
W:
D:
C:
CH:
CO:
P:

SPIRIT FOLK, SEA
S:
I:
W:
D:
C:
CH:
CO:
P:

* * * * * * * *

HUMAN KNIGHT OF THE CROWN
S:
I:
W:
D:
C:
CH:
CO:
P:

TINKER GNOME TINKER
S:
I:
W:
D:
C:
CH:
CO:
P:

HUMAN ORDER OF HIGH SORCERY (WHITE MAGICIAN, RED MAGICIAN, BLACK MAGICIAN)
S:
I:
W:
D:
C:
CH:
CO:
P:

HUMAN HOLY ORDER OF THE STARS (GOOD PRIEST, NEUTRAL PRIEST, EVIL PRIEST)
S:
I:
W:
D:
C:
CH:
CO:
P:

KENDER
S:
I:
W:
D:
C:
CH:
CO:
P:

SILVENESTI (HIGH) ELF
S:
I:
W:
D:
C:
CH:
CO:
P:

QUALINESTI ELF
S:
I:
W:
D:
C:
CH:
CO:
P:
 

KAGONESTI (WILD) ELF
S:
I:
W:
D:
C:
CH:
CO:
P:
 

DIMERNESTI ELF
S:
I:
W:
D:
C:
CH:
CO:
P:
 

KRYNN HALF-ELF
S:
I:
W:
D:
C:
CH:
CO:
P:
 

KRYNN HILL DWARF
S:
I:
W:
D:
C:
CH:
CO:
P:
 

KRYNN MOUNTAIN DWARF
S:
I:
W:
D:
C:
CH:
CO:
P:

IRDA
S:
I:
W:
D:
C:
CH:
CO:
P:

MINOTAUR
S:
I:
W:
D:
C:
CH:
CO:
P:
 

That's a start ..
 



 

Here is just the template, to start:

Perspicacious readers will note that I added a field for Perception.
 

GRAY DWARF PRIEST
S:
I:
W:
D:
C:
CH:
CO:
P:

GRAY DWARF FIGHTER
S:
I:
W:
D:
C:
CH:
CO:
P:

GRAY DWARF THIEF
S:
I:
W:
D:
C:
CH:
CO:
P:

GRAY DWARF ASSASSIN
S:
I:
W:
D:
C:
CH:
CO:
P:

HILL DWARF PRIEST
S:
I:
W:
D:
C:
CH:
CO:
P:

HILL DWARF FIGHTER
S:
I:
W:
D:
C:
CH:
CO:
P:

HILL DWARF THIEF
S:
I:
W:
D:
C:
CH:
CO:
P:

HILL DWARF ASSASSIN <are there hill dwarf assassins? check D103>
S:
I:
W:
D:
C:
CH:
CO:
P:

MOUNTAIN DWARF PRIEST
S:
I:
W:
D:
C:
CH:
CO:
P:

MOUNTAIN DWARF FIGHTER
S:
I:
W:
D:
C:
CH:
CO:
P:

MOUNTAIN DWARF THIEF
S:
I:
W:
D:
C:
CH:
CO:
P:

MOUNTAIN DWARF ASSASSIN
S:
I:
W:
D:
C:
CH:
CO:
P:
 

FAERIE KNIGHT
S:
I:
W:
D:
C:
CH:
CO:
P:

FAERIE PRIEST
S:
I:
W:
D:
C:
CH:
CO:
P:

FAERIE DRUID
S:
I:
W:
D:
C:
CH:
CO:
P:

FAERIE FIGHTER

S:
I:
W:
D:
C:
CH:
CO:
P:

FAERIE RANGER
S:
I:
W:
D:
C:
CH:
CO:
P:

FAERIE THIEF
S:
I:
W:
D:
C:
CH:
CO:
P:

FAERIE ASSASSIN
S:
I:
W:
D:
C:
CH:
CO:
P:

HIGH ELF KNIGHT
S:
I:
W:
D:
C:
CH:
CO:
P:

HIGH ELF PRIEST
S:
I:
W:
D:
C:
CH:
CO:
P:

HIGH ELF DRUID
S:
I:
W:
D:
C:
CH:
CO:
P:

HIGH ELF FIGHTER

S:
I:
W:
D:
C:
CH:
CO:
P:

HIGH ELF RANGER
S:
I:
W:
D:
C:
CH:
CO:
P:

HIGH ELF THIEF
S:
I:
W:
D:
C:
CH:
CO:
P:

HIGH ELF ASSASSIN
S:
I:
W:
D:
C:
CH:
CO:
P:

VALLEY ELF PRIEST
S:
I:
W:
D:
C:
CH:
CO:
P:

VALLEY ELF DRUID
S:
I:
W:
D:
C:
CH:
CO:
P:

VALLEY ELF FIGHTER
S:
I:
W:
D:
C:
CH:
CO:
P:

VALLEY ELF RANGER
S:
I:
W:
D:
C:
CH:
CO:
P:

VALLEY ELF WIZARD
S:
I:
W:
D:
C:
CH:
CO:
P:

VALLEY ELF THIEF
S:
I:
W:
D:
C:
CH:
CO:
P:

VALLEY ELF ASSASSIN
S:
I:
W:
D:
C:
CH:
CO:
P:

WILD ELF DRUID
S:
I:
W:
D:
C:
CH:
CO:
P:

WILD ELF FIGHTER
S:
I:
W:
D:
C:
CH:
CO:
P:

WILD ELF THIEF
S:
I:
W:
D:
C:
CH:
CO:
P:

WILD ELF ASSASSIN
S:
I:
W:
D:
C:
CH:
CO:
P:

WOOD ELF PRIEST
S:
I:
W:
D:
C:
CH:
CO:
P:

WOOD ELF DRUID
S:
I:
W:
D:
C:
CH:
CO:
P:

WOOD ELF FIGHTER
S:
I:
W:
D:
C:
CH:
CO:
P:

WOOD ELF RANGER
S:
I:
W:
D:
C:
CH:
CO:
P:

WOOD ELF WIZARD
S:
I:
W:
D:
C:
CH:
CO:
P:

WOOD ELF THIEF
S:
I:
W:
D:
C:
CH:
CO:
P:

WOOD ELF ASSASSIN
S:
I:
W:
D:
C:
CH:
CO:
P:

DEEP GNOME PRIEST
S:
I:
W:
D:
C:
CH:
CO:
P:

DEEP GNOME FIGHTER
S:
I:
W:
D:
C:
CH:
CO:
P:

DEEP GNOME ILLUSIONIST
S:
I:
W:
D:
C:
CH:
CO:
P:

DEEP GNOME THIEF
S:
I:
W:
D:
C:
CH:
CO:
P:

DEEP GNOME ASSASSIN
S:
I:
W:
D:
C:
CH:
CO:
P:

SURFACE GNOME PRIEST
S:
I:
W:
D:
C:
CH:
CO:
P:

SURFACE GNOME FIGHTER
S:
I:
W:
D:
C:
CH:
CO:
P:

SURFACE GNOME ILLUSIONIST
S:
I:
W:
D:
C:
CH:
CO:
P:

SURFACE GNOME THIEF
S:
I:
W:
D:
C:
CH:
CO:
P:

SURFACE GNOME ASSASSIN
S:
I:
W:
D:
C:
CH:
CO:
P:

HALF-FAERIE KNIGHT
S:
I:
W:
D:
C:
CH:
CO:
P:

HALF-FAERIE PRIEST
S:
I:
W:
D:
C:
CH:
CO:
P:

HALF-FAERIE DRUID
S:
I:
W:
D:
C:
CH:
CO:
P:

HALF-FAERIE FIGHTER

S:
I:
W:
D:
C:
CH:
CO:
P:

HALF-FAERIE RANGER
S:
I:
W:
D:
C:
CH:
CO:
P:

HALF-FAERIE THIEF
S:
I:
W:
D:
C:
CH:
CO:
P:

HALF-FAERIE ASSASSIN
S:
I:
W:
D:
C:
CH:
CO:
P:

HALF-HIGH ELF KNIGHT
S:
I:
W:
D:
C:
CH:
CO:
P:

HALF-HIGH ELF PRIEST
S:
I:
W:
D:
C:
CH:
CO:
P:

HALF-HIGH ELF DRUID
S:
I:
W:
D:
C:
CH:
CO:
P:

HALF-HIGH ELF FIGHTER

S:
I:
W:
D:
C:
CH:
CO:
P:

HALF-HIGH ELF RANGER
S:
I:
W:
D:
C:
CH:
CO:
P:

HALF-HIGH ELF THIEF
S:
I:
W:
D:
C:
CH:
CO:
P:

HALF-HIGH ELF ASSASSIN
S:
I:
W:
D:
C:
CH:
CO:
P:

HALF-VALLEY ELF PRIEST
S:
I:
W:
D:
C:
CH:
CO:
P:

HALF-VALLEY ELF DRUID
S:
I:
W:
D:
C:
CH:
CO:
P:

HALF-VALLEY ELF FIGHTER
S:
I:
W:
D:
C:
CH:
CO:
P:

HALF-VALLEY ELF RANGER
S:
I:
W:
D:
C:
CH:
CO:
P:

HALF-VALLEY ELF WIZARD
S:
I:
W:
D:
C:
CH:
CO:
P:

HALF-VALLEY ELF THIEF
S:
I:
W:
D:
C:
CH:
CO:
P:

HALF-VALLEY ELF ASSASSIN
S:
I:
W:
D:
C:
CH:
CO:
P:

HALF-WILD ELF DRUID <are there even half-wild elves? cf. D103>
S:
I:
W:
D:
C:
CH:
CO:
P:

HALF-WILD ELF FIGHTER <are there even half-wild elves? cf. D103>
S:
I:
W:
D:
C:
CH:
CO:
P:

HALF-WILD ELF THIEF <are there even half-wild elves? cf. D103>
S:
I:
W:
D:
C:
CH:
CO:
P:

HALF-WILD ELF ASSASSIN <are there even half-wild elves? cf. D103>
S:
I:
W:
D:
C:
CH:
CO:
P:

HALF-WOOD ELF PRIEST
S:
I:
W:
D:
C:
CH:
CO:
P:

HALF-WOOD ELF DRUID
S:
I:
W:
D:
C:
CH:
CO:
P:

HALF-WOOD ELF FIGHTER
S:
I:
W:
D:
C:
CH:
CO:
P:

HALF-WOOD ELF RANGER
S:
I:
W:
D:
C:
CH:
CO:
P:

HALF-WOOD ELF WIZARD
S:
I:
W:
D:
C:
CH:
CO:
P:

HALF-WOOD ELF THIEF
S:
I:
W:
D:
C:
CH:
CO:
P:

HALF-WOOD ELF ASSASSIN
S:
I:
W:
D:
C:
CH:
CO:
P:

HOBBIT PRIEST
S:
I:
W:
D:
C:
CH:
CO:
P:

HOBBIT DRUID
S:
I:
W:
D:
C:
CH:
CO:
P:

HOBBIT FIGHTER
S:
I:
W:
D:
C:
CH:
CO:
P:

HOBBIT THIEF
S:
I:
W:
D:
C:
CH:
CO:
P:

HALF-ORC PRIEST
S:
I:
W:
D:
C:
CH:
CO:
P:

HALF-ORC FIGHTER
S:
I:
W:
D:
C:
CH:
CO:
P:

HALF-ORC THIEF
S:
I:
W:
D:
C:
CH:
CO:
P:

HALF-ORC ASSASSIN
S:
I:
W:
D:
C:
CH:
CO:
P:

* * * * * * * * *

HUMAN ORIENTAL BARBARIAN
S:
I:
W:
D:
C:
CH:
CO:
P:

HUMAN BUSHI
S:
I:
W:
D:
C:
CH:
CO:
P:

HUMAN KENSAI
S:
I:
W:
D:
C:
CH:
CO:
P:

HUMAN NINJA
S:
I:
W:
D:
C:
CH:
CO:
P:

HUMAN SAMURAI
S:
I:
W:
D:
C:
CH:
CO:
P:

HUMAN SHUKENJA
S:
I:
W:
D:
C:
CH:
CO:
P:

HUMAN SOHEI
S:
I:
W:
D:
C:
CH:
CO:
P:

HUMAN WU JEN
S:
I:
W:
D:
C:
CH:
CO:
P:

HUMAN YAKUZA
S:
I:
W:
D:
C:
CH:
CO:
P:

KOROBOKURU SAMURAI
S:
I:
W:
D:
C:
CH:
CO:
P:

KOROBOKURU ORIENTAL BARBARIAN
S:
I:
W:
D:
C:
CH:
CO:
P:

KOROBOKURU BUSHI
S:
I:
W:
D:
C:
CH:
CO:
P:

KOROBOKURU WU JEN
S:
I:
W:
D:
C:
CH:
CO:
P:

KOROBOKURU YAKUZA
S:
I:
W:
D:
C:
CH:
CO:
P:

HENGEYOKAI SHUKENJA
S:
I:
W:
D:
C:
CH:
CO:
P:

HENGEYOKAI KENSAI
S:
I:
W:
D:
C:
CH:
CO:
P:

HENGEYOKAI BUSHI
S:
I:
W:
D:
C:
CH:
CO:
P:

HENGEYOKAI WU JEN
S:
I:
W:
D:
C:
CH:
CO:
P:

SPIRIT FOLK SAMURAI
S:
I:
W:
D:
C:
CH:
CO:
P:

SPIRIT FOLK KENSAI
S:
I:
W:
D:
C:
CH:
CO:
P:

SPIRIT FOLK BUSHI
S:
I:
W:
D:
C:
CH:
CO:
P:

SPIRIT FOLK MONK
S:
I:
W:
D:
C:
CH:
CO:
P:

* * * * * * * *

HUMAN KNIGHT OF THE CROWN
S:
I:
W:
D:
C:
CH:
CO:
P:

TINKER GNOME TINKER
S:
I:
W:
D:
C:
CH:
CO:
P:

HUMAN WHITE MAGICIAN
S:
I:
W:
D:
C:
CH:
CO:
P:

HUMAN RED MAGICIAN
S:
I:
W:
D:
C:
CH:
CO:
P:

HUMAN BLACK MAGICIAN
S:
I:
W:
D:
C:
CH:
CO:
P:

HUMAN GOOD PRIEST
S:
I:
W:
D:
C:
CH:
CO:
P:

HUMAN NEUTRAL PRIEST
S:
I:
W:
D:
C:
CH:
CO:
P:

HUMAN EVIL PRIEST
S:
I:
W:
D:
C:
CH:
CO:
P:

KENDER FIGHTER
S:
I:
W:
D:
C:
CH:
CO:
P:

KENDER BARBARIAN
S:
I:
W:
D:
C:
CH:
CO:
P:

KENDER RANGER
S:
I:
W:
D:
C:
CH:
CO:
P:

KENDER THIEF
S:
I:
W:
D:
C:
CH:
CO:
P:

KENDER HOLY ORDER OF THE STARS
S:
I:
W:
D:
C:
CH:
CO:
P:

SILVENESTI (HIGH) ELF PALADIN
S:
I:
W:
D:
C:
CH:
CO:
P:

SILVANESTI (HIGH) ELF FIGHTER
S:
I:
W:
D:
C:
CH:
CO:
P:

SILVANESTI (HIGH) ELF RANGER
S:
I:
W:
D:
C:
CH:
CO:
P:

SILVANESTI (HIGH) ELF WIZARD OF HIGH SORCERY
S:
I:
W:
D:
C:
CH:
CO:
P:

SILVANESTI (HIGH) ELF HOLY ORDERS OF THE STARS
S:
I:
W:
D:
C:
CH:
CO:
P:

QUALINESTI ELF CAVALIER
S:
I:
W:
D:
C:
CH:
CO:
P:

QUALINESTI ELF FIGHTER
S:
I:
W:
D:
C:
CH:
CO:
P:

QUALINESTI ELF RANGER
S:
I:
W:
D:
C:
CH:
CO:
P:

QUALINESTI ELF WIZARD OF HIGH SORCERY
S:
I:
W:
D:
C:
CH:
CO:
P:

QUALINESTI ELF THIEF
S:
I:
W:
D:
C:
CH:
CO:
P:

QUALINESTI ELF HOLY ORDERS OF THE STARS
S:
I:
W:
D:
C:
CH:
CO:
P:

KAGONESTI (WILD) ELF FIGHTER
S:
I:
W:
D:
C:
CH:
CO:
P:

KAGONESTI (WILD) ELF BARBARIAN
S:
I:
W:
D:
C:
CH:
CO:
P:

KAGONESTI (WILD) ELF RANGER
S:
I:
W:
D:
C:
CH:
CO:
P:

KAGONESTI (WILD) ELF THIEF
S:
I:
W:
D:
C:
CH:
CO:
P:

KAGONESTI (WILD) ELF HOLY ORDERS OF THE STARS
S:
I:
W:
D:
C:
CH:
CO:
P:

DIMERNESTI ELF CAVALIER
S:
I:
W:
D:
C:
CH:
CO:
P:

DIMERNESTI ELF PALADIN
S:
I:
W:
D:
C:
CH:
CO:
P:

DIMERNESTI ELF FIGHTER
S:
I:
W:
D:
C:
CH:
CO:
P:

DIMERNESTI ELF WIZARD OF HIGH SORCERY
S:
I:
W:
D:
C:
CH:
CO:
P:

DIMERNESTI ELF HOLY ORDERS OF THE STARS
S:
I:
W:
D:
C:
CH:
CO:
P:

KRYNN HALF-ELF KNIGHT OF THE CROWN
S:
I:
W:
D:
C:
CH:
CO:
P:

KRYNN HALF-ELF FIGHTER
S:
I:
W:
D:
C:
CH:
CO:
P:

KRYNN HALF-ELF RANGER
S:
I:
W:
D:
C:
CH:
CO:
P:

KRYNN HALF-ELF WIZARD OF HIGH SORCERY
S:
I:
W:
D:
C:
CH:
CO:
P:

KRYNN HALF-ELF THIEF
S:
I:
W:
D:
C:
CH:
CO:
P:

KRYNN HALF-ELF HOLY ORDERS OF THE STARS
S:
I:
W:
D:
C:
CH:
CO:
P:

KRYNN HILL DWARF FIGHTER
S:
I:
W:
D:
C:
CH:
CO:
P:

KRYNN HILL DWARF BARBARIAN
S:
I:
W:
D:
C:
CH:
CO:
P:

KRYNN HILL DWARF RANGER
S:
I:
W:
D:
C:
CH:
CO:
P:

KRYNN HILL DWARF THIEF
S:
I:
W:
D:
C:
CH:
CO:
P:

KRYNN HILL DWARF HOLY ORDERS OF THE STARS
S:
I:
W:
D:
C:
CH:
CO:
P:

KRYNN MOUNTAIN DWARF CAVALIER
S:
I:
W:
D:
C:
CH:
CO:
P:

KRYNN MOUNTAIN DWARF PALADIN
S:
I:
W:
D:
C:
CH:
CO:
P:

KRYNN MOUNTAIN DWARF FIGHTER
S:
I:
W:
D:
C:
CH:
CO:
P:

KRYNN MOUNTAIN DWARF THIEF
S:
I:
W:
D:
C:
CH:
CO:
P:

KRYNN MOUNTAIN DWARF HOLY ORDERS OF THE STARS
S:
I:
W:
D:
C:
CH:
CO:
P:

IRDA CAVALIER
S:
I:
W:
D:
C:
CH:
CO:
P:

IRDA PALADIN
S:
I:
W:
D:
C:
CH:
CO:
P:

IRDA FIGHTER
S:
I:
W:
D:
C:
CH:
CO:
P:

IRDA RANGER
S:
I:
W:
D:
C:
CH:
CO:
P:

IRDA WIZARD OF HIGH SORCERY
S:
I:
W:
D:
C:
CH:
CO:
P:

IRDA THIEF
S:
I:
W:
D:
C:
CH:
CO:
P:

IRDA HOLY ORDERS OF THE STARS
S:
I:
W:
D:
C:
CH:
CO:
P:

MINOTAUR FIGHTER
S:
I:
W:
D:
C:
CH:
CO:
P:

MINOTAUR BARBARIAN
S:
I:
W:
D:
C:
CH:
CO:
P:

MINOTAUR RANGER
S:
I:
W:
D:
C:
CH:
CO:
P:

MINOTAUR WIZARD OF HIGH SORCERY
S:
I:
W:
D:
C:
CH:
CO:
P:

MINOTAUR HOLY ORDERS OF THE STARS
S:
I:
W:
D:
C:
CH:
CO:
P:

That's a start ..