I tend to be somewhat verbose at times, especially when I want to add flavor to things like new kits. These are the Kit 
Descriptions that I wound up dropping from the README (and the game) due to excess length.


BOWMAN:
     When it became clear just how devastating a group of archers could be against a tightly packed mass of opposing men
armed primarily with melee weapons, entire nations began throwing their military budgets into archery training. The result
is the Bowman, a soldier whose practical learning boils down to just two skills: firing accurately and reloading quickly.
This is not to say that Bowmen cannot be just as wise, educated, or entertaining as the next man, but these qualities tend
to be under-utilized, and therefore underdeveloped, in the vast majority of the warlike professions. A Bowman's gear tends
to be both spartan and government issue: A decent bow and a pair of bracers, some leather armor that is light to wear on a
long march and will let the wearer expand his chest to draw back the bowstring, and usually a helmet. Most Bowmen are
trained in the use of one and only one melee weapon; all the rest of their time is devoted to marksmanship trials and
fletching more arrows.

SHIELDBEARER:
     Shieldbearers are most commonly seen on the front lines of large battles, serving as juggernauts of defense that are
very difficult to bring down, enabling them to protect their comrades by halting the enemy's offensive. Instead of the
traditional warrior's regimen of sparring, weaponmastery, and archery practice, their training consists of dodging,
blocking, and parrying incoming blows, sometimes even to the point of knocking an enemy's weapon out of his hands, or
snatching incoming arrows before they strike an ally. Shieldbearers are most effective when used <i>en masse</i> in a
shieldwall formation, and so they are almost always trained in large groups, which has the effect of teaching them to move
and react as a unit. They are known for their loyalty, honesty, and devotion to companions, and it is this emotional
fortitude that helps them resist certain spells that might otherwise cause them to fail in their task of guarding their
friends in combat. They develop a close rapport with their shield and armor (just as other warriors strive to become one
with their weapon), and have developed a means of using their shield to drive away dangerous opponents that threaten their
allies: In an emergency, a Shieldbearer can plant his feet and drive the full weight of his armored body squarely into his
attacker, shield first, thus knocking the enemy away and sending him sprawling to the ground.

MARTYR:
     Above all else, Ilmater commands his faithful to espouse the virtues of self-sacrifice, patience, and endurance as
means to shield the innocent from suffering. Devotees are charged with seeking out sources of pain and anguish (with the
clergy of Loviator being the favored target) and exterminating them. The Church of Ilmater has the reputation of being the
most fanatic religion in all Faerun, but the Paladins, usually called Martyrs, are commonly nothing short of zealots, known
to actively cause themselves hardship even without being truly sure that doing so would help to ease anyone's burden. In
battle, they are almost always on the forefront of every engagement, hoping to protect their companions by absorbing the
brunt of the damage themselves. Their combat skills are focused on defending themselves and their allies, leaving them
relatively untrained in the arts of actually using weapons. Curiously, for all their righteous zeal, they remain pacifists:
They must be careful not to tempt Ilmater's displeasure by actually causing or escalating conflict, except in cases where an
Evil seems likely to pose a real danger to innocents if not disposed of promptly.

MYSTIC MARKSMAN:
     Not all holy warriors whose hearts burn with righteous fury are endowed with the strength and endurance to wear heavy
armor and grapple hand-to-hand with the forces of darkness: there are plenty of others who would do so if they could, but
alas, excellence of spirit does not guarantee excellence of flesh. Other champions of goodness choose to take up ranged
combat in order to provide a stern check to those fiends, imps, and dragons who prefer to remain airborne for their entire
attack, staying safely out of range of all landbound combatants. Finally, some followers of the more militant Good-aligned
deities are wont to adhere to a "kill or be killed" ethos in their dealings with Evil, and in such encounters as those,
victory commonly goes to whoever lands the first hit--hence the Mystic Marksman's strong drive to shoot rapidly, and well,
the better to serve as an agent of their god's wrath.

HUNTSMAN OF SILVANUS:
     Although Druids themselves have often used bows to hunt for their food, they are well-known to look very unkindly on
those who hunt for pelts, or for meat to sell, or in lands far removed from their own homes, or--worst of all--for sport or
trophies. Traditionally, Druids would use their spells to defend their home territories against these cultured savages, but
there was a problem: Hunters usually travel in small groups, and a lone, wandering Druid who tried to confront them usually
did so at the cost of his own life. So a certain branch of defenders of the wild broke off from traditional Druid teachings,
and began easing more toward the ways of the Ranger instead, learning mastery of the Bow and stealthy woodcraft, until the
hunters became the hunted.

SPELLSHAFTER:
     Ever since the name "Arcane Archer" was adopted by a splinter group of warriors barely able to cast anything more
complex than a Magic Missile, Bards have been resentful of what they considered to be the underhanded theft of a title that
should rightfully belong to them. In retaliation, some of them began honing their own skills at ranged combat--partially out
of a desire to reclaim the stolen title, and partially to break the adventuring stereotype that Bards are little more than
3rd-rate Mages. Happily, their toil has paid off: their markedly increased skill with missile weapons means that their
precision shots are a very welcome contribution to every single engagement. Of course, the practice this requires exacts a
rather heavy toll on the amount of songs and spells they can memorize, but they can still supplement their missile barrage
with a well-timed incantation or two. In addition, the more creative members of the sect have developed a way to allow
weakened versions of certain spells to "ride piggyback," as it were, on the missiles they fire--with the result being an
enchantment that can be channeled through a projectile, and upon a successful hit will weaken the victim's resistance to the
Spellshafter's subsequent castings.

SNIPER:
     The motivation to become a Sniper is a simple one: Most thieves are simply neither built, nor trained, nor equipped to
stand on the front lines and duke it out with their enemies toe-to-toe. In fact, the very essence of being a Thief is
closely akin to selfishness, and minimizing one's personal risk of being harmed--and how better to avoid harm than to shoot
somebody in the back while they're busy fighting someone else, and then quickly duck back out of sight before their target
can turn around and see them? To this end, Snipers spend a great deal of time honing their skill with ranged weapons, to the
exclusion of a good part of their skills at close-quarters combat. In fact, they never even bother to learn the best ways to
cut a man's throat from behind, because they know that they'll never do it: It's simply not their style. Their abilities in
the actual Thieving skills suffer somewhat as well, but not to any remarkable extent, and their increased odds of surviving
a fight make the trade-off well worth it.



And a sneak preview of coming attractions . . . 

ACOLYTE:
     A Bard that has forsaken most of his leanings toward the Warrior and Rogue skills, and focused on Magery instead.
     Altered spell progression matches (as closely as possible) that of a pureclass Mage of equivalent EXP.

BEASTMASTER:
     A total revisioning of the previously worthless kit. They are still barred from using a great deal of equipment, but
     now their distinctive feature is their Canine Familiar that is constantly at their side, gaining levels as they do.

CAVALIER:
     A minor reworking, tweaking their abilities & immunities a bit, to make them less of a generic all-purpose Tank, and
     more focused against their intended foes of demons & dragons.

DRUNKARD:
     This Fighter is a rowdy sot who, despite a near-total lack of formal training, is actually quite a deadly combatant
     with a broad array of simple and improvised weapons--provided he's been fortified with liquid courage, that is.

GEOMANCER:
     A Druid who, instead of tending to plants & animals, chooses to care for the mother earth herself in his never-ceasing
     efforts to preserve balance. Frequently shunned, even by other Druids, but they do have unique powers . . . 

HIVEMASTER:
     A Druid who has chosen insectoid life as his own proper sphere, this warden of the colonies can convince nearly any
     creature with an exoskeleton to become his friend.

JOURNEYMAN:
     Technically a Ranger kit, this is an adventurer who truly could not make up his mind: Traits of the Fighter, Cleric,
     Druid, Thief, Mage, and maybe even Bard all show up in this character, who learns half of everything.

KENSAI:
     For those of you who like to think that a Sword Saint should be able to *parry* as well as *thrust,* this reworking
     drops their attack power a bit, to compensate for their improved defensive skills & equipment.

HUNTER OF THE OCCULT:
     Fighters are not the only class that can produce Wizard Slayer-type magic haters: There's ample evidence to show that
     Rangers can do it too. Includes the option to give this kit to Valygar.

RAPSCALLION:
     Not all Bards are dashing and romantic--some are drawn to the trade simply because they hate working for a living. One
     such type is the Rapscallion, little more than a sneaky, low-minded thug with a dirty trick always up his sleeve.

SWASHBUCKLER:
     Dampens the Swashie down a bit, so now he doesn't leave the other Thieves *quite* so far behind. This is largely done
     by restricting his combat prowess to melee only. He can also Backstab now, but only a little bit.

WILD MAN:
     Something of a Druid among Druids, this loner lives for years with neither shelter nor the company of intelligent
     creatures--resulting in a bewildering array of shapeshifting forms, and an insanity that borders on the psionic.

WIZARD SLAYER:
     Another total rebuild of a kit that got short shrift. Their item restrictions are actually appropriate now, and they
     have the ability to detect illusions and temporarily invoke local fields of Dead Magic around themselves.