Notes to Tables 3, 3A and 3B
For non-human shapechangers, 30-180% of the average number appearing will arrive, except for dragons, shades and vampires which will always be solitary.
Deceivers and shapechangers will either present themselves as some other type of human (60% or 40% for doppelgangers, Table 3C) or demihuman (20%, Table 3D), or try to sneak into the territory without the ruler's knowledge (20%, 40% for doppelgangers, or 100% for skulks). If their numbers are sufficient, they will appear as a complete group of such settlers. If only a few shapechangers or deceivers arrive, a group of genuine settlers will arrive at the same time.
Shades, vampires, dragons, lamia nobles, were-tigers and foxwomen are 50% likely to present themselves as nobles, as described in the Notes to Table 2. Otherwise, the percentage chances and tables above should be used.
Agent or Spy: A spy (3rd to 6th level, 70% chance to be a thief or bard) will be solitary and seeks to gather information and recruit other spies among the subjects of the territory. An agent (3rd to 8th level, 50% chance to be a thief or bard) serves his purpose by acts of corruption, sabotage, assassination or other active deeds, often using hired or recruited help from the territory. These characters may serve any of the rulers, great merchants, thieves' guilds, nonhumans or other powers around the territory. Unless the ruler has made a particular enemy of the agent's employer, his or her mission will be either establishing a presence for future action (50%), countering agents of other neighbouring powers (30%) or actively trying to gain control of the territory. After 2-12 weeks, agents and spies attract others of their kind from rival powers.
Cultists are members of some secretive and militant religion, entering the territory to promote their cult and make the place a centre for their doings. Alignment of the cult will be opposed to the ruler (50%), neutral (30%) or compatible with the ruler (20%) in each dimension of ethics and morals.
A priest of 5th to 8th level will arrive, with 1-3 assistant priests of 2nd to 4th level and 1‑6 devoted followers of other appropriate character classes and of 1st to 4th level. For 1-6 months after, a group of 2-8 0-level believers will arrive each month, with a  chance for a 1st to 4th level priest (50%) and/or 1-3 1st to 4th level followers of other classes (30%). These believers may form part of other groups of settlers. Each group of cultists will be accompanied by their spouses (100% numbers) and children (100% of cultist numbers).
Racketeers are as described in the Notes to Table 2.
Swindlers will be a thief of 2nd to 5th level, with 0-3 henchmen and accomplices. The accomplices may be character types, forgers, children, exotic races or almost any other type. The range of possible swindles is huge and impossible to predict. The swindler may work his wiles on the ruler, other rich persons in the territory, or the common folk. Although beginning immediately, swindlers have a chance to attract other swindlers after the standard 2-12 weeks of successful operation.
Thieves: If an especially rich hoard or coveted magical item is held in the territory, a band of 2-5 thieves, each of 3rd to 6th level, will attempt to steal it. Otherwise, a thief of 5th to 8th level, with 1-10 associates of 1st to 6th level, tries to set up a thieves' guild and prey on the citizens of the territory. An emigrating thief band will be accompanied by 1-8 0-level women and 0-9 children.