The available races and classes are as follows:
Races
Human, baklunish
Human, flan
Human, oeridian
Human, suel
Human, mixed
Dwarf, hill
Dwarf, mountain
Elf, high
Elf, gray
Elf, sylvan or wood
Elf, wild or grugach
Gnome
Half-Elf (high, gray or sylvan)
Halfling, hairfoot
Halfling, stout
Halfling, tallfellow
Halfling, mixed blood
Half-Orc
Classes
Acrobat
Assassin
Barbarian
Bard (can cast MU spells)
Bard (can cast Illusion spells)
Brawler
Cavalier
Cleric
Druid
Fighter
Illusionist
Magic user
Monk
Noble
Paladin
Priest
Ranger
Skald (bard with druid spells)
Swashbuckler
Templar
Thief
Troubadour (bard w/ no magic)
Ability Generation
Before rolling abilities scores decide what race/class combination you want to play. Both humans and demihumans can multi-class. Send the GM a PM or post here indicating your choice and you will be told which ability score generation method you will use.
Players selecting a single-classed human character are guaranteed to qualify for that class. Players that choose demihuman PCs are guaranteed to qualify for that race.
There are no assurances a human character will qualify for a specific multiclass combo or that a demihuman will qualify for any single class or combination of classes.
If you are familiar with the Greyhawk setting you can select where your PCs hails from. If not, or if you are undecided you can roll 1d100 and the GM will tell you your land of origin. Some race/class combinations can limit the number of available homeland options (Suel barbarians all come from the Thillontian Peninsula, for example).
The available class choices for demihumans have been expanded, as have their multi-class combinations. Some core classes have been slightly altered, the new ones come from OSRIC Unearthed (again, some have alterations) and the Priest and Templar are of my own creation.
Rather than post a huge block of information about the differences I will answer players' questions here or via PM. get them creative juices flowin'
![Smile :)](./images/smilies/icon_e_smile.gif)
Edit: players should also roll an extra 1d100 to determine Social Class. The social class has no effect on starting money or equipment, its just there for extra background.