Using This Book (DHR)

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The format for each kit presented in Demihumans of the Realms is similar to that for kits given in two earlier FORGOTTEN REALMS accessories, Wizards and Rogues of the Realms and Warriors and Priests of the Realms. An explanation of each entry appears below.
==Class Information==
Each entry begins with a description of the kit's alternations from the normal base skills of the Warrior, Rogue, or Wizard classes. While a kit still resembles its parent class in many fundamental ways, the kit changes the class sufficiently to develop unique and entertaining characters.
===Class Requirements===
Most kits can be used with only one specific class. A few kits can be used with two or more classes, though certain aspects of these kits are modified for each class. A kit allowed for a fighter cannot be used for a ranger unless specifically stated; likewise, a kit allowed for a mage cannot be taken for a specialist wizard unless specifically stated.
Unless otherwise noted, a kit can be applied to one of the classes used by a multiclassed character, so long as the class combinations are within the rules for the character race involved. Only one kit is allowed per character.
Thus, a moon-elf fighter/mage could use either the acrobat kit or the forester kit but not both kits together. Multiclassing enormously improves the power of a character using a kit, but multiclassed characters cannot use the optional rules for exceeding level limits (DUNGEON MASTER® Guide, Tables 7 and 8).
===Racial Requirements===
The kits in this book restrict the types of demihuman races that can use them, reflecting the cultural background and basic abilities of each race. Some regions, nations, and cultures of Faerûn are dominated by certain races and completely lack others, which affects the types of races allowed for each kit. (Citadel Adbar has no elves, for instance, and Evermeet has no dwarves, half-elves, or drow.)
The notation "halfling" indicates that hairfeet, tallfellow, and stout halflings alike may take a kit, unless a parenthetical restriction is given.
===Ability Requirements===
Some kits require that characters taking them be gifted in one or more mental or physical abilities. A character race's ability-score minimums may be lower than those given for a particular kit, but this simply means that characters of that race with those lower scores cannot take that kit. Nonplayer characters with lower scores certainly exist in kitlike occupations (such as a festival acrobat with a Dexterity of 6, or a Waterdeep thug with an Intelligence of 18). However, these kits represent trained and skilled characters, those most likely to succeed in their chosen work. It might be fun to roleplay a weak barbarian or clumsy acrobat, but these characters should act in those capacities without the benefits granted by the kits given here.
All ability scores other than those given for a kit are assumed to be 6 or above, except for the prime requisite, which must be 9 or better. The ability requirements for certain kits were modified slightly from previously published versions of similar kits; these kits were designed to be specific to Faerûnian characters. Some kits have ability-score maximums that must be met for the kits to be used.
Kits that involve leadership, negotiation, or even working with animals like horses or dogs, often require minimum scores in Wisdom (representing the PC's willpower and self-confidence) as well as Charisma (which applies to animals as well as more intelligent beings). The Wisdom score also represents a character's ability to be devoted to a cause and not be talked out of his principles.Prime Requisite
This is the most important ability score or scores for heroes using a particular kit. All listed prime requisite scores must be 16 or above in order for a character to gain a 10% bonus to earned experience when using a particular kit, as per the Player's Handbook. It may be that a kit has more prime requisite scores than normally given for that kit's class; this serves as a penalty to counterbalance the benefits of that kit.
===Alignments===
Though alignment is irrelevant to some kits, it is important to others. Some demihuman homelands have strong alignment preferences (Evermeet is devoid of evil elves, for instance), while certain occupations have alignment restrictions (such as the orcslayer). Kit alignment restrictions and preferences are noted here.
===Social Rank===
Social classes characteristic of most characters taking this kit are given here. The DM should take this rating with a grain of salt and may adjust it for a particular character if circumstances warrant it.
Social status is important in most societies, human or demihuman, as described in the FORGOTTEN REALMS campaign. The rural lower class usually holds the bulk of a kingdom's population: peasants, laborers, beggars, farmers, men-at-arms, criminals, freed slaves, and so forth. The urban middle class comes into being when considerable money from trade enters society, producing craftsmen, tradesmen, merchants, scholars, military officers, and artists. The urban upper class consists of a realm's royalty, nobility, and great landowners.
Demihuman realms rarely fit this mold, however. Luiren, a decentralized halfling realm, has no upper class except for a few wealthy merchant families; most halflings here are lower class with a comfortably large middle class of artisans, bakers, merchants, etc. Gnomes have a similar setup in their communities, though deep gnomes have royalty, too. The gold dwarves of the Great Rift claim to have no lower class, though their hired gnome servants fit this rank; most gold dwarves are wealthy, upper-middle class or above. The miners and rockhaulers of a shield dwarf mining community might be called lower class, but they share so many benefits with their artisan brethren that they are lower-middle class.
As for elves, even nomadic hunter/gatherer wild elves may have nobility. A good case could be made that the wild elves and lythari of Evermeet are lower
class, the moon elves are middle or upper class, and the gold elves are all upper class. However, social background is irrelevant to most elves, who look to the individual first and not his or her surroundings. Class-conscious humans and dwarves have great trouble with this attitude. Only gold elves cling tightly to status awareness, even the lowest of them seeing himself as royalty when compared with any other sort of elf, not to mention any other race.
===Hit Die Type===
It is very rare for a kit to cause a change in the Hit Dice normally received for the class to which the kit applies. This occurs to reflect a kit's apparent strength or weakness in a character's combat ability or physical toughness. Most kits can be applied to a class used in a multiclass character, so the Hit Dice for any extra classes beyond the one to which a kit is applied must always be considered. The possibility of gaining multiclassed Hit Dice isn't noted here.
===Attack as===
In most cases, a kit offers the same THAC0 attack table as the parent class. In a few instances, however, a kit carries with it more or less martial training than usual, and a change in attack tables reflects this.
===Save as===
As above, a kit usually offers the same saving throw table as the parent class. In a minority of cases, this is not so, and any changes to this are explained in the text following the statistics section.
===Advance as===
The kits in this volume use the same experience tables as their parent classes. Very powerful kits, however, might slow progression; if this is the case, details are noted here.
===Spell Ability?===
If a kit's class allows spellcasting, the spellcasting ability is given here. The possibility of gaining spell ability by multiclassing is not considered here.
===Exceptional Strength?===
Normally, only Warriors in the AD&D® game get Exceptional Strength scores, even if multiclassed. However, halfling fighters do not receive exceptional Strength, as per the Player's Handbook; this note is repeated in the text only for the halfling marshal.
===Exceptional Constitution?===
As a rule, Warriors alone get more than a +2 hit point bonus for high Constitution scores, even if multiclassed. This is spelled out to avoid confusion.
==Starting Cash (×10 gp)==
Starting wealth varies greatly according to the kit chosen, though many follow the basic rules for their class as per the Player's Handbook. The number and type of dice rolled are shown, and this result is multiplied by 10 to get the final figure on gold pieces gained when the character is generated, so that equipment may be purchased. Starting cash does not include regular pay for heroes that are currently employed, such as active-duty soldiers; weekly or monthly pay should be determined by the DM but kept low and reasonable. Some poverty-stricken kits like the professional beggar and peasant hero receive even less gold than normal, as indicated.
===Proficiencies===
If the optional proficiency rules are being used, the next few entries fill out the details on the number and type of slots gained, including any restrictions on weapon type or nonweapon proficiencies for 1st-level characters at the time they are generated.
===Weapon Slots===
This is the initial number of weapon proficiency slots available to a character with this kit. Some kits grant bonuses or penalties to the usual number of slots appropriate to a class, and this is so noted.
===Initial Weapons===
This is the selection of weapons available to a 1st-level character using this kit. Because of the character's race or background, many kits greatly restrict the weapons with which a 1st-level character can be familiar. For example, dwarves (who don't use cavalry in their armies) are highly unlikely to use lances, and jungle-dwarf barbarians (who do not make or use swords in their culture) have no chance to learn to use swords at 1st level. Often, other sorts of weapons may be learned after 1st level, when the character has traveled around in the world.
Some weapon proficiencies are taken from sources other than the Player's Handbook. Abbreviations in parentheses are: CFH (Complete Fighter's Handbook); CSH (Complete Spacefarer's Handbook).
Even if "Any" is noted, allowing the use of any weapon, a DM can restrict the use of certain weapons in play if not appropriate to the setting (for example, the arquebus cannot be learned if smoke powder is not available in the campaign).
If "(spec.)" appears after a certain weapon, then specialization with that weapon is required, and two weapon proficiency slots must be devoted to it when the character is generated. Some weapon specializations are granted as bonuses, however, leaving the initial slots open for other selections.
"Standard thief" means any weapon normally allowed to thieves may be learned at 1st level by a character with this kit. "Standard thief" weapons are restricted to the club, dagger, dart, hand crossbow, knife, lasso, quarterstaff, short sword, sling, broad sword, long sword, and short sword.
"Standard wizard" means any weapon normally allowed to mages and specialist wizards may be learned at 1st level by a character with this kit. "Standard wizard" weapons are restricted to the dagger, dart, knife, quarterstaff, and sling.
"Primitive" means all initial weapons selected must be of either wood, stone, or bone, using no metal whatsoever. These weapons are subject to the following modifications compared to metallic weapons of the same type: Bone: 30% cost, 50% weight, -1 damage, -1 to attack roll; Stone: 50% cost, 75% weight, -1 damage, -2 to attack roll; Wood: 10% cost, 50% weight, -2 damage, -3 to attack roll. Damage modifiers apply to missile weapons, with a minimum damage of 1 point. The attack penalty does not apply to missile weapons. Note that some weapons are always assumed to be made from wood (for example, club, quarterstaff) and are not subject to these penalties; weight and damage factors were accounted for in their statistics. Primitive weapons are made using the crude weaponsmithing proficiency (Complete Ranger's Handbook).
The size of the demihuman has a dramatic effect on the type of weapon that can be used. For the following races, the given types of weapons cannot be chosen, as they cannot be effectively used by a being of the given average height. (A short arm reach and low weight are assumed for short folk.)
l Dwarf (4 feet tall): long bow, long composite bow, bastard sword, two-handed sword, polearm (all but piercing/thrusting types, like the spear or trident). Broad and long swords may be used two-handed.
l Halfling, gnome, arctic dwarf (3 feet tall): battle axe, long bow, long composite bow, heavy crossbow, footman's flail and mace (horseman versionsallowed), lasso, polearm (all but piercing/thrusting types, like the spear or trident), quarterstaff, sword (all but short). As a rule of thumb, weapons should be size M or S only (except for spears) and weigh less than 10 lbs. Because of their mass, arctic dwarves can use footman's weapons and the battle axe.
===Additional WP Slot===
A character must advance this many levels to gain an additional weapon proficiency slot.
===Additional Weapons===
These are the weapons that can be learned beyond 1st level, after the character is active in a game. Some kits place no restrictions on weapons learned after 1st level, while others do because of cultural or racial traits. Gnomes cannot handle polearms, for instance, and Knights of Evermeet will never learn to use a lasso. "Standard thief, and "Standard wizard" mean that any weapon normally allowed to thieves and mages, respectively, may be learned; see "Initial Weapons" for details.
===Nonproficiency Penalty===
If a character uses a weapon with which he is not familiar, his attack rolls with that weapon suffer. The penalty shown is applied to all such attack rolls.
===Nonweapon Slots===
This shows the number of nonweapon proficiency slots available to a 1st-level character using this kit. Some kits grant bonuses or penalties to the usual number of slots appropriate to a class.
===Additional NWP Slot===
This is the number of levels that a character must advance to gain a new nonweapon proficiency slot.
===Available Categories===
All AD&D game nonweapon proficiencies are divided into categories by class, reflecting the skills usually learned by characters of those classes. Skills from the categories given here are available at the normal cost in slots; skills from outside these categories cost one additional slot, as per the Player's Handbook rules. Some kits allow a character to choose from additional categories at the normal (not increased) cost in slots.
===Bonus Proficiencies===
Most kits grant automatic nonweapon proficiencies at 1st level to characters who are assumed to have had previous experience and training in their line of work. Characters need not allocate nonweapon proficiency slots to receive bonus proficiencies, but they can do so in order to raise the base chance for success at using those skills.
Some proficiencies given here were taken from sources other than the Player's Handbook. Abbreviations used are: CBardH (Complete Bard's Handbook); CBDw (Complete Book of Dwarves); CFH (Complete Fighter's Handbook); CPalH (Complete Paladin's Handbook); CRH (Complete Ranger's Handbook), CSH (Complete Spacefarer's Handbook); CTH (Complete Thief's Handbook); POSP (PLAYER'S OPTION: Skills & Powers).
Note that some skills are renamed in various AD&D rule books for example, boating (CRH) = boat piloting (POSP), direction sense = orienteering (POSP), dwarf runes (CBDw) = reading/writing (Dwarvish/Dethek)). The DM and players should examine the definitions of similar proficiencies and decide on which name to use and whether similar skills can be merged.
Here, the foraging (CRH) proficiency is assumed a part of the survival proficiency. Also, the mountaineering proficiency is allowed to a number of kits involving travel through the Underdark, as this form of aided rock climbing is much the same in either environment.
A maximum of only four bonus nonweapon proficiencies is granted per kit. If the language bonus for Intelligence (PHB, Table 4) is used for adding extra proficiencies instead, which this author strongly recommends, it is unnecessary to grant too many proficiencies to a 1st-level character anyway.
===Recommended Proficiencies===
These are proficiencies that characters using this kit typically find most useful in their careers. It is recommended that characters using this kit acquire some or all of these proficiencies to become most successful at using the kit. Normal proficiency slot costs apply.
Certain proficiencies should be clearly defined by the DM and player to cover specific regions or subjects. In particular, proficiencies involving animals, artistic ability, history, languages, musical instruments, religions, riding, and survival should be tied to specific sorts of animals, artistic skills, areas and time periods, languages, etc., as appropriate to the character's homeland. An Underdark merchant would learn the languages of Underdark beings, recall the history of certain local Underdark areas, learn to survive in the Underdark environment, work with different Underdark pack animals, and so forth. Distinctions should be reasonable and useful in regular campaign play as DM and players decide.
===Secondary Skills===
If the secondary skills system is used from the Player's Handbook, the character taking the kit automatically acquires one of the skills listed here (player's choice). A six-sided die is then rolled; on a roll of 1, the character gains a second skill. A maximum of two secondary skills can be received in this manner.
==Overview==
The overview offers a definition and capsule description of the kit, including its abilities, how it fits into a campaign, reasons why demihumans take up this line of work, and places in Faerûn that serve as home to demihumans with this kit.
==Description==
Each kit has a certain stereotypical look. Particular types of armor, styles of clothing, weapons and tools, ornamentation, levels of cleanliness, and even odors (unwashed? perfumed?) are common among characters using this kit. Characters may vary in appearance from the description given here, as appropriate to the personality being roleplayed, but those who vary greatly from the stereotype may be shunned by their peers and draw unwanted attention; they might even be penalized, as outlined.
==Roleplaying==
Players are free to generate personalities for their characters as they please, but this section includes an assortment of values, behaviors, goals, priorities, codes of conduct, and other roleplaying suggestions that are considered typical of characters with this kit. Relationships with superiors, peers, subordinates, and other races and realms are mentioned if relevant, as well as likely allies, enemies, and quests. Some variety is reasonable, but playing a character wildly at divergence from the norm can cause problems for the character in play (less experience earned; trouble with peers, subordinates, and superiors; etc.).
FORGOTTEN REALMS products providing important details related to this kit are also mentioned here. These references are valuable to those who wish to roleplay their characters with greater campaign knowledge, game realism, and depth.
==Special Advantages==
Any special advantages gained from this kit in game statistics, combat abilities, proficiencies and skills, adventuring options, awards, contacts, possessions, and so forth are noted here. Advantages are meant to be specific and have a real effect during game play.
==Special Disadvantages==
Drawbacks attached to this kit appear here. Some are general, involving roleplaying situations moderated by the DM, while others are specific deficiencies in game statistics, restricted choices of proficiencies, reduced starting money, modifications to NPC reaction modifiers, etc. Note that on the Encounter Reactions table (DMG, Table 59), a positive modifier to the die roll leads to a hostile result; a negative modifier leads to a beneficial result.
It has often been said that one of the drawbacks of character kits is the failure of DMs to implement the disadvantages of those kits. This is similar to a DM allowing a paladin character to rob and kill innocent people but still retain his normal paladin powers. A responsible DM is careful to deliberately apply the drawbacks as well as the benefits of a kit in game play. If a kit has special enemies connected to it, those enemies must show up at times and make life difficult for the character. A good player is also mindful of all kit drawbacks and takes them into account when roleplaying a character. The "best" drawbacks are those with straightforward game mechanics attached to them (inability to use certain proficiencies or weapons, restrictions on possessions retained, vulnerability to certain attack forms, etc.). These should be played out fully and aggressively.