AD&D Mystara

by Agathokles

Here is a guide to AD&D Mystara characters. Mostly, it is concerned with character kits for the Known World nations. It is still far from complete, so only about two thirds of the gazetteer nations have been covered.


Character Classes in the Mystara setting

Not all core AD&D classes are present on Mystara with the same diffusion they enjoy in standard settings.


Warrior

As in every world, warriors are common in the Mystara setting, both as individual heroes and as warleaders. Warriors of Mystara often swear allegiance to a government or religious organization.

Fighter

Fighters are the most common warrior type. They fit every role, from the soldier to the knight, to the simple adventurer.

Ranger

Rangers are less common than one would expect in an AD&D world. The lands of the Known World are mostly civilized, with the wilder lands occupied by demihumans or humanoids.

Paladin

AD&D Paladins are very different from the Mystaran Paladin. Most Mystaran holy warriors are selected to defend their religion only late in their career. Paladins may be allowed by the DM, but this is not recommended. The Defender kit should be used instead.


Priest

As many Immortals are worshipped by the Mystarans, so there are many priests ready to serve them and spread their philosophy.

Cleric

Clerics are generalist priests who either serve a Pantheon, a collection of Immortals patrons of their nation, or one of the moral philosophies, Law, Chaos, and Neutrality.
They function as the standard AD&D Cleric in all respects.

Specialty Priest

Specialty Priesthoods are created by the Immortals who don't join a Pantheon, or by those who need personal servants to carry out their plots. Specialty Priest benefit from a wider range of powers than the standard Clerics, but they often have a limited spell selection, and their power waxes and wanes as their patron scores or suffers a major stroke in the battle agaist his peers.

Druid

Druids are rare in the Known World, for the same reasons as Rangers. On the other hand, they are common in the wilder areas, as Norwold and the central forests of Alphatia.
Druids of Brun usually have the same powers of AD&D Druids of the Forest branch, while Druids from the other continents are adapted to the local climates and terrains.


Wizard

Mystara is a magic-rich world, and wizards are prevalent in the Alphatian Empire and in Glantri, and common in Thyatis and the other civilized lands. Most wizards are generalists, but the most advanced countries harbour scores of specialists and elementalists.

Mage

The generalist Mage is the most common wizard type, especially in contries where magic is less developed. Mystaran Wizards work like their standard AD&D counterparts, but often have an unusual spell selection.

Specialist

Specialists of the eight schools aren't especially popular, due to the limited scope of their powers. However, many specialists hail from Glantri and Alphatia, where magic academies favour such focusing of the wizard's studies.
Mystaran Specialists use the same rule as standard Specialist Wizards.

Elementalist

Elementalists are more common than other specialists, as Mystara enjoys a special relation with the Inner Planes that power elemental magic. Moreover, refugees from the destruction of Old Alphatia brought a strong tradition of Fire and Air Elementalism. Fire and Air elementalists of Mystara are still bitter rivals.

Wild Mages and Other Wizards

While Specialists and Elementalists are common, other wizards are definitely rare. Some specialties have been developed by the wizardly nations, Alphatia, Glantri and Herath, but Wild Magic, Shadow Magic, and the Schools of Effect are still limited to a few individual pioneers or non-existent.


Rogue

Rogues are very common everywhere, and Mystara is no exception. From thieves and bandits to rakes and merchants, rogues fill many roles.

Thief

Thieves are a varied lot, and are the most common rogues. Many nations on Mystara have not developed the notion of private property. Thieves here cover the role of scouts.

Bard

The Bard class is strongly dependent on a nation's culture. Bards are rare, and they should have kits thathelp them fit their national culture.

Merchant

This is a sore spot: Merchants are very important in Mystara, and they are prevalent in Darokin and Minrothad, yet there is no ready way to have an AD&D Merchant class. I provide here two ways of portraying the Merchant, one lacking magical abilities, and the other as a variant of the Bard class.


Merchant Class

(cost of abilities as Player's Option are given in brackets)

Progression: as Thief
THAC0: as Thief
Save as: Thief

		Starting	Progression
Weapon Profs: 	2		4
Non-Wpn Profs:	4		2
Discretionary:  20		20

Thieving Abilities:
Open Locks (10), Find/Remove Traps (10), Read Languages (5),
Detect Noise (5), Detect Illusions (10), Bribe Official (5).

Followers (10): as Athasian Trader (the merchant receives agents instead of generic followers)
Scroll Use (10): since 1st level
Fast-Talk (10): as Athasian Trader

Proficiency Group:

Merchant:
Appraising		Forgery
Reading/Writing		Navigation
Animal Handling		Administration
Bureaucracy		Diplomacy
Information Gathering	Crowd Working
Cartography		Distance Sense
Veterinary Healing	Local History


Merchant Bard Kit

Requirements: Wis 10, All non-C
Class Modifications: Thief Skills: Bribe Officials, Read Languages, Detect Noise, Detect Illusions. Special Abilities: Alter moods is replaced by Fast-Talk Legend Lore applies only to trade goods an trade informations Resistance to song attacks and Musical instruments are removed Weapon Proficiencies: as Bard, but the Merchant tends to use thief weapons Non-weapon Proficiencies: Bonus: either Bureaucracy or Appraising. Required: one of the above, or Administration.


Character Kits for Mystara

Here is the core of this work, describing what kits Mystaran characters are more likely to have, depending on their origin.


The Grand Duchy of Karameikos

Popular kits:
Local Hero (all classes)         Noble (Fighter, Paladin, Priest)
Defender (Fighter)               Forest Runner (Ranger)
Gypsy, Herald (Bard)             Thug, Bandit, Burglar (Thief)

By AC 1000, Karameikos still is a rather backward nation, and Traladaran and Thyatians don't mix easily. Among the Traladarans, the Local Hero kit is the most common for all classes, while the Noble kit is used by the noble families of Specularum.
Thyatians Warriors and Priests use the Noble kit, or the Local Hero for pioneers, but they are more keen on adopting class-specific kits, due to their more advanced civilization.

Fighters of Karameikos often serve the various Churches, donning the Defender kit (of Halav or Vanya, depending on the ethnic background). Soldiers from the Ducal Guard use the Myrmidon kit, and are specialized in bastard or two-handed sword and crossbow.
Many Traladaran Rangers whose background includes run-ins with the Thyatians become Forest Runners, while a Thyatian Ranger is more likely to work for the local authorities, therefore using the Guardian, Warden or Falconer kit.
Paladins, if they are used, are most likely to be members of the Order of the Griffon, if Thyatian, or to be itinerant champions of Halav. They aren't common enough to use kits.

Thieves of the Veiled Society mostly use the Thug or Fence kits, while those in the Kingdom of Thieves prefer the Burglar kit. The Iron Ring attracts many Assassins, Smugglers, Bandits and Buccaneers who operate in the wilderness of Karameikos.

Priests are either Pantheists of the Church of Karameikos or the Church of Traladara, or they are Specialist Priests of Halav or Petra, if Traladaran, or Vanya or Asterius, if Thyatian. Other Specialists are somewhat uncommon, but do exist for all Immortals revered by the two main churches.

Traladaran Wizards are few and often fill the role of the hedge wizard, using the Local Hero kit. Thyatian Wizards rarely use kits, but when they do they favour the Militant and Academician kits.

Bards are popular in Karameikos, as Traladaran Gypsies, or Thyatian Heralds. Thespians and Gallants are common as well, and Charlatan Bards act as fake diviners and healers, earning the wrath of the Church of Karameikos.


The Emirates of Ylaruam

Popular kits:
Defender Fighter (Faris)		Beggar (Thief)
Academician (Wizard)

Fighting Orders (Way of the Warrior): 
War Priest, Order of the Mace		Myrmidon, Order of the Arrow
Militant Wizard, Order of the Spell	Myrmidon, Order of the Pike

New Kits:
Prayer Leader (Priest)			Dervish (Priest)
Desert Nomad (Fighter)			Itinerant (Priest)
Vizier (Rogue)				Barber (Rogue)

Ylari warriors have many options. Some join the Fighting Orders of the Ethernal Truth, while a few swear loyalty to the Caliph, becoming Faris (Defenders of Al Kalim). Fighters of the coastal areas of Nithia may become Pirates, though they can't rival with the Northmen longships. Most Alasiyans, anyway, are Nomads to the heart.
A few fighters retire to the temples, lending themselves to the study of military history or strategy, and become respected Preachers.

Priests may join the Order of the Mace, or enter a temple as Preacher, or live alone in the desert as a Dervish, or, as the most adventurous priests do, become an Itinerant priest. All of these options bring much honour to the character, along with many duties.

Wizards are quite common, especially in the capitol city of Ylaruam, where many study at the University, taking the Academician kit. More combative characters may enroll in the Order of the Spell, using the Militant kit. Some Wizards act as Viziers for the government officers.

Thieves are popular among the nomads and in the cities. Despite their lawful bent, the Ylari appreciate a wise thief who steals only from the rich and corrupt, and has the wits to get away with it. In the desert, the Thief finds employment as a Scout or Bandit. In the cities, he can cover many roles, from the Assassin to the Smuggler, from the Swindler to the Burglar, but one of the stereotypes of the Emirates is the Beggar, which is very common, due to the harshness of life in the arid lands, and to the principle of the Nameh that invites the faithful to be generous with their fellow believers in need. Many Viziers are Thieves or Bards, and they cover a vital role in the society and government of the Emirates.

Bards are extremely common as well, for every Ylari appreciates a good story, especially if it supports one of the moral principles of the Eternal Truth. Bards are often Barbers, especially those who are not of Lawful alignment, for the Barber is often considered half-crazed, and therefore has less need to care for social consideration. Lawful Neutral Bards either become Viziers or they enter the priesthood of a temple, where they excel for their rhetoric skill and deep knowledge.

Way of the Warrior: Modifications to the existing kits

All kits: Riding (Horse) is a required proficiency. The character gains a +2 bonus due to his early training and cultural background. The character must be of Lawful alignment. Reading/Writing, Ceremony (Al Kalim), and Religion (Eternal Truth) are recommended proficiencies.
Militant Wizard, Order of the Spell: available weapon proficiencies are dagger, scimitar, composite short bow, short bow, light lance, throwing hammer.
War Priest, Order of the Mace: the weapon of choice is the Scimitar. All War Priests are required to take proficiency in the Horseman's mace or Throwing hammer as well.
Myrmidon, Order of the Pike: required specialization in pike and scimitar. Required to take proficiency in (composite) short bow and dagger as soon as possible.
Myrmidon, Order of the Arrow: required specialization in (composite) short bow. Required proficiency in light lance, scimitar and dagger or throwing hammer.


The Principalities of Glantri

Popular kits:
Swashbuckler (all save Priest)	Local Hero (all save Priest)	
Militant (Wizard)		Academician (Wizard)
Noble (Wizard)			Spy (all classes)
Assassin (Thief)		Beggar (Thief)
Myrmidon (Fighter)		Outlaw (Priest)
Loremaster (Bard)		Thespian (Bard)
Herald (Bard)			Jongleur (Bard)

Glantri has a rich, varied culture, which offers many possibilities to Glantrian adventurers. The elegant, if somewhat decadent, milieu of Glantri City fits perfectly for the Swabuckling characters, be them wizards or warriors. The Free Provinces are a haven for Local Heroes, often fighting to keep their lands outside of the fief system. Due to the constant, covert war waged between the Princes, Spies don't have to worry about finding employment.

Wizards is Glantri are the most powerful class. Some pursue their careers as Militant Wizards in the Grand Army, while many are born in the Noble families. Others yet never leave the Great School of Magic, earning power and honour as Academicians.

Warriors do exist in Glantri, mostly as Fighters in the Grand Army or in the service of noble houses. These professional soldiers are often Myrmidons.

Priests are rare at best. They are almost all Outlaws or Spies, working as agitators from nearby Ethengar, or supporting the revolutionary societies against the Wizard Princes.

As can be expected in a large city hosting many riches and secrets, Thieves are very common in Glantri. As the power of the Wizard Princes is too great to be faced directly as a Warrior would do, people who aren't lucky enough to have the ability to wield magic must use stealth and secrecy to reach their goals. From the Assassin to the Burglar, from the Acrobat to the Fence, all kinds of rogues abound in Glantri City and in the other towns of the Principalities. Beggars have their own sort of "guild", the Beggars' Court.

Bards, as rogues who dabble in wizardly magic, are even more fit to the Glantrian society than their mundane colleagues. Their political skills are valued, and Heralds are needed for their ability to deal with the complex alliance patterns of the princely houses. As a nation with a rather large noble class, Glantri attracts and supports a consistent number of professional entertainers of all kinds, from Averoignese Jongleurs to the popular Thespians. Last, the Sages' League provides a haven for Loremasters and Riddlemaster Bards.


The Kingdom of Ierendi

Popular kits:
Swashbuckler (all save priests)   Smuggler Thief
Pirate Fighter                    Savage Warrior (Makai)
Buccaneer Thief	                  Shaman Cleric (Makai)
Sea Ranger                        Thespian Bard
Investigator Thief                

Ierendian economy is based on sea trade, adventurers, pirates and plantations. That's why adventurous kits are more common, especially among the immigrants. In the capitol city, Darokinian, Thyatian, and Glantrian Swashbucklers are often seen, especially during the good season.

Ierendi Fighters can enroll in the Naval Academy, becoming Myrmidons, or join Pirate crews. Rangers, on the other hand, are sometimes found on the ships as Sea Rangers, but are much more common as guardians of the natural parks of the Ierendi and Safari islands. Makai warriors who aren't attracted by civilization choose the Savage kit.

Religion is not a primary concern of Ierendians, so there aren't many priests. Most belong to the People's Temple, an organization of Philosophers of Neutrality. They seldom use kits. Makai priests use the Shaman kit.

Wizards aren't especially common here, due to the scarcity of magic guilds and academies. Wizardry is not pursued for its own sake, and most wizards either work as art performers, or they enroll in the navy, using the Militant kit. Many find employment as thieves, assassins or other shady jobs, using the Spy kit.

Thieves are extremely common in the achipelago. Buccaneers and Smugglers fight a constant battle of strenght and wits against the navy and the guard. Private Investigator are also common, since justice isn't swift or efficient in Ierendi. Bards are popular too, as street musicians or performing in the Art School's Theatre. Thespian companies are a common sight in the city of Ierendi.


The Dwarves of Rockhome

Popular kits:
Clansdwarf (Any clan)		Sharpshooter (Torkrest)
Highborn (Everast)		Diplomat (Everast)
Patrician (Buhrodar)		Champion (Buhrodar)
Locksmith (Skarrad)		Trader (Syrklist)

Dwarves of Rockhome may use most kits from the Complete Book of Dwarves. Some, however, are incompatible with the Rockborn Dwarves' mindset. For example, one won't find priests of Immortals other than Kagyar in a Rockhome stronghold, so there are no Pariah priests. Other kits are more common for wandering Dwarves met outside their homeland, like the Outcast or the Axe for Hire.

Most settled Dwarves belong to the Clansdwarf Fighter kit, suitable for all clans, and especially common among the craftsmen. Other popular Fighter kits are the Highborn, used by many Senators and Clan leaders. Torkrest warriors may use the Myrmidon or Sharpshooter kit.

Dwarven Priests from the Buhrodar clan may take the Patrician kit, or the Champion kit if they are multiclass Fighter/Cleric. Otherwise, they are specialty priests of Kagyar.

Dwarven Thieves do not use their skill for illegal activities. They may be Diplomats, especially common in the Everast clan, or Locksmiths, experts in making traps and locks employed by all clans, but especially popular in the techically-oriented Skarrad clan. Syrklist Dwarves are often multiclass Fighter/Thief Traders, while Torkrest scouts may take the Wayfinder kit. The Vermin Slayer and Pest Controller kits are uncommon, but are necessary in all clans to keep the underground regions free from bonelesses and other monsters.


The Northern Reaches

Popular kits:
Northman (Fighter)		Berserker (Fighter or Priest)
Wilderness Warrior		Defender (Odin, Thor or Frey)
Skald (Bard)

The most common warrior kit for the Northern Reaches is clearly the Northman, which epitomizes the sea raider so popular among Ostlanders. Warriors of the landlocked clanholds of Soderfjord or Vestland choose the Wilderness Warrior kit instead, while every powerful jarl keeps a guard of Berserkers. Clan leaders often become Defenders of Odin, as do some heroic characters. Defenders of Thor and Frey most often come from the karl social class.

Priests of the Northern gods are called "godi". They are usually specialty priests, and need no kits. Berserker Priests are a special case, and are often present in the Berserker guards of the jarls.

Wizards are rare in these lands, and must get their knowledge from outsiders. Therefore, there are no native kits for Northern Reaches Wizards.

Thieving is alien to the mindset of the Northman. Thieves are few, and they are most often Scouts. Those who use their skill for larcenous purposes are often Swindlers, following Loki's example. Bards are more popular, and every clan has its Skald, who acts as a loremaster and storyteller, in addition to his role as fighter and war chanter.


The Five Shires

Popular kits:
Local Hero (all classes)	Swashbuckler (all classes)
Archer/Slinger (Fighter)	Homesteader (Fighter)
Sheriff	(Fighter)		Pirate (Fighter)
Trader (Fighter/Thief)		Smuggler (Thief)
Bandit (Thief)			Buccaneer (Thief)

Modified kit:
Hin Master (Defender Fighter)

Shire Halflings may be Fighters, Thieves, or Fighter/Thieves. All Hin may take the Local Hero kit, which fits well with their high loyalty to the clan and family. Due to the piratical activities of the Shire Hin, and their curiosity and flair, many take the Swashbuckler kit. Most Hin captains are Swashbucklers, due to their inspiring leadership.
Multiclassed Hin may take also the Trader kit, a very common option, especially for Hin living near the Darokin frontier.

Fighters are very common, even though the Hin are usually pacific. All Halfling communities produce sharpshooters, and the Five Shires have their share of Slingers and Archers. Homesteaders are common, even though much of the land is already settled. To protect the Hin villages, Sheriffs are employed. There are five Sheriff, one for each Shire. However, each has a number of deputies, called Krondar. Finally, the most aggressive, and less glamourous, sailors take the Pirate kit. Hin Fighters may also choose to follow the path of the High Heroes, and study the magic of nature as Hin Masters.

Halfling Thieves are most common in the eastern Shires, due to the proximity of the Black Eagle Barony. They usually take the Bandit or Smuggler kit. Seafaring rogues may use the Buccaneer kit.

Hin Master

The Hin variant of the Defender must have Neutral Good alignment and a minimum Charisma score of 13. The Hin Master progresses has a human Defender up to 8th level. Thereafter, he raises in level only for spellcasting purposes, up to 20th level. They are considered Higher Masters after reaching 18th level.
They always choose the detect evil ability. Hin Masters are secretive, and are required to conceal their activities, so they do not receive reaction bonuses or penalties. They have access to the spheres of Protection, Healing, Elemental (All), Weather.
The Hin Master must devote half of his non-weapon proficiencies slots to proficiencies related to nature, such as Animal Lore, Weather Sense, Orienteering, Survival.


The Republic of Darokin

Popular kits:
Merchant (All Classes)		Local Hero (All Classes)
Swashbuckler (All Classes)	Thespian Bard	
Pacifist Priest			Gallant Bard
Acrobat Thief			Herald Bard

Darokin is famed for its Merchants. These characters are most common even among adventurers here. The lower classes often take the Local Hero kit, but this is more common in the backwater villages than in towns, as the Local Hero's ethics are frowned upon by the mainstream Darokinian philosophy. In the great cities, wealth allows for the growth of a number of Swashbucklers. Most warriors choose among these kits, as do many adventurers of other classes.

Bards may be the most common class in Darokin. Besides Swashbucklers, the Gallant are popular among the upper classes, while Thespians easily find employment here. Heralds are wanted among the DDC ranks, or in the Merchant Houses for their diplomatic skills. Since riches abound, so do thieves. All kits appropriate for urban settings are popular in Darokin, as are Bandits in the border regions. Acrobats are a common complement to Thespians in the Darokinian entertainment.

Priests and wizards aren't common in Darokin, since most people focus on obtaining wealth, not supernatural powers. Many priests are pacifists, and support the Darokinian ideals of peaceful and honest trade among nations. Wizards are often mercenaries, but they're not aggressive enough to take the Militant kit. Some more scholarly types take the Academician kit.


Atruaghin Clans

Popular kits:
Savage Warrior		Scout Thief
Wilderness Warrior	Trader Bard
Beast Rider Warrior	Shaman Priest

Warriors are the most common adventurers among the Children of Atruaghin. Many are Rangers, and most take either the Savage or the Wilderness Warrior kits, the latter being used by the forest dwelling Elk and Turtle clans. Warriors of the Horse clan prefer the Beast Rider kit, their mounts being horses.

Thieves aren't common, except as Scouts. These guides are especially popular in the Elk clan. Trader Bards are more common in the peaceful Bear clan. Thieves of the Tiger clan are usually bullies, rarely using kits.

All priests of the Atruaghin clans are Shamans of one of the Immortals of Atruaghin's pantheon. Druids are uncommon, but do exist here.

Wizards are very rare, and must use the Savage Wizard kit.


The Heldannic Territories

Heldannic kits:
Defender (Fighter)		Myrmidon (Fighter)
Crusader (Priest)		War Priest

Heldanner kits:
Northman (Fighter)		Berserker (Fighter or Priest)
Wilderness Warrior		Defender (Odin, Thor or Frey)
Skald (Bard)			Forest Runner (Ranger)
Outlaw (Priest)			Bandit (Thief)

The Heldannic Knights are the dominant presence here, and their influence shapes the diffusion of kits as well. Heldannic Knights are either Fighters or Priests of Vanya. In the former case, they use the Defender kit. In the latter, they can be Crusaders, War Priests or other specialty priests of Vanya. Warriors of lesser status are employed as sergeants, and their training brings them to the Myrmidon kit.

Native Heldanner characters not enrolled in the Heldannic Knights may choose the traditional kits of the Northmen (see Northern Reaches kits), or they can choose bandit kits: the Forest Runner for Rangers, the Outlaw for Priests and the Bandit for Thieves.

There aren't enough Wizards here, nor there is a tradition of wizardly magic, and the Knights actively oppose the diffusion of wizardry, so there are no native kits. The few Wizards may be the rare Militant employed by the Heldannic Knights, or Spies from Alphatia, Thyatis, or Glantri.


The Elven Kingdom of Wendar

Popular elven kits:
Archer (Fighter)		Defender of the Korrigan (Fighter)
Wilderness Runner (Ranger)	Undead Slayer (All Classes)

Popular human kits:
Barbarian (Fighter)		Defender of Frey (Fighter)

Popular kits for both races:
Wilderness Warrior		Scout (Thief)
Bandit (Thief)

Wendar has a mixed human-elf population, and the kit choice mirrors it. Elves are more likely to be warriors than wizards here, so the Archer, Wilderness Warrior and Wilderness Runner are most popular. Due to the threat of the Undeads from both the southern Boldavia and the northern Denagoth, the Undead Slayer kit is frequently used. Wendarian Elves are followers of the Korrigan, so the Defender of the Korrigan kit is used. It allows for Fighter/Wizard multiclass combination.

Humans are of Heldanner stock, and have a similar kit choice to the other Heldanners. Thieves of both races are likely to be of the wilderness variant, either Scouts or Bandits. Due to the proximity of the Northwestern Wastelands, a number of Barbarians can be found within the borders of Wendar.


Tables & Notes

What's Missing
=============================
The Elves of Alfheim 		
The Minrothad Guilds		
The Orcs of Thar		
The Golden Khan of Ethengar	
The Shadow Elves		
The Kingdom of Undersea		
The Empire of Thyatis 		
The Empire of Alphatia		


New Kits:
=============================
Prayer Leader	Dervish
Itinerant	Desert Nomad
Barber		Vizier

All of these new kits are available at the Vault's 
of Pandius, under the New Character Kits section.


Sources for the Kits used
=============================

Dragon Magazine
Completing the Complete Fighter, by David Howery
-----------------------------
Northman 

Complete Bard's Handbook
-----------------------------	
Gypsy		Herald
Loremaster	Thespian 		
Jongleur	Gallant		

Complete Fighter's Handbook
-----------------------------
Barbarian	Berserker
Pirate		

Complete Priest's Handbook
-----------------------------
Pacifist	Crusader
Outlaw		Berserker
		
Complete Ranger's Handbook
-----------------------------
Sea Ranger	Forest Runner

Complete Thief's Handbook
-----------------------------
Beggar		Thug	
Burglar		Investigator
Buccaneer	Assassin
Acrobat		

Complete Wizard's Handbook
-----------------------------
Academician	

Savage Coast Campaign Setting / Orc's Head
-----------------------------
Myrmidon		Scout
War Priest		Defender
Wilderness Warrior	Skald	
Bandit			Noble
Savage Warrior 		Shaman
Militant		Spy
Trader			Beast Rider
Local Hero		Swashbuckler

Complete Book of Dwarves
-----------------------------
Clansdwarf	Sharpshooter
Highborn	Diplomat
Patrician	Champion
Locksmith	Trader

Complete Book of Elves
-----------------------------
Archer		Undead Slayer
Wilderness Runner

Complete Book of Gnomes & Halflings
-----------------------------
Archer/Slinger	Homesteader
Sheriff		Trader
Smuggler	

Agathokles
June 2, 2001