After a player has determined the abilities of his or her character, it is then time to decide of what racial stock the character is to be. For purposes of the game, the racial stocks are limited to the following: Dwarven, Elven, Gnome, Half-elven, Halfling, Half-orc, and Human.
Each racial stock has advantages and disadvantages, although in general, human is superior to the others for reasons you will discover as you read on. The Dungeon Master may have restrictions as to which races are allowed in the campaign due to the circumstances of the milieu.
[...]Tables for easy reference are given below in order that you can select the racial stock of your character based on abilities generated and with an eye towards what class of adventurer the character will be. Most non-human races are able to work in two or more classes at the same time, and same gain ability score bonuses as well, but most are limited as to how great a level they may attain in a given class, except in the case of a thief.
[* See Notes Regarding Character Race Table I]
Numbers in Parentheses ( ) indicate that this class exists only as non-player characters in the race in question.
Numbers - not in parenthesis - indicate the maximum level attainable by a character of the race in question.
U appearing in a race column indicates that a character of the race in question has no limitation as to how high the character can go with regard to level in the appropriate class.
Dwarven fighters with less than 17 Strength are limited to 7th level; those with 17 Strength are limited to 8th level.
Elven fighters with less than 17 Strength are limited to 5th level; those with 17 Strength are limited to 6th level.
Gnome fighters of less than 18 Strength are limited to 5th level.
Half-elven fighters of less than 17 Strength are limited to 6th level; those of 17 Strength are limited to 7th level.
Halfling fighters of Hairfeet sub-race, as well as all other types of sub-races with Strength of under 17, are limited to 4th level. Tallfellows of 17 Strength and Stouts of 18 Strength can work up to 5th level. Tallfellows that somehow obtain 18 Strength can work up to 6th level.
Elven magic-users with Intelligence of less than 17 are limited to 9th level; those with Intelligence of 17 are limited to 10th level.
Half-elven magic-users with Intelligence of less than 17 are limited to 6th level; those with Intelligence of 17 are limited to 7th level.
Gnome illusionists with Intelligence or Dexterity under 17 are limited to 5th level; those with both Intelligence and Dexterity of 17 are limited to 6th level.
Half-Orc thieves with Dexterity of less than 17 are limited to 6th level; those with Dexterity of 17 are limited to 7th level.
Certain racial stocks excel in certain ability areas and have shortcomings in others. These penalties and bonuses are applied to the initial ability scores generated by a player for his or her character as soon as the racial stock of the character is selected, and the modified ability scores then are considered as if they were the actual ability scores generated for all game purposes.
There are certain other disadvantages and advantages to characters of various races; these are described in the paragraphs pertaining to each race which follow.
As noted previously in the section pertaining to character abilities, the non- and part-human races must meet certain minimum ability scores, and some races have lower maximum possible scores as well. In order for your character to be of one of these races, these minimums and maximums must be met. The minimum scores must have been generated in the initial abilities rolls, or if bonuses are given for the race, then the minimums must be met considering such bonuses. Maximums applicable are easily met, for the ability score is simply lowered to conform to the maximum.
The table shows these minimum and maximum figures at a glance.
The limitations given for races on the Ability Score Table are intended to apply to the entire race, not just player characters. Therefore, several inconsistencies between the maximum scores and the player character racial adjustments are not mistakes. For example, although player character elves have a ‑1 on their Constitution, the racial maximum for Constitution of elves is 18. This is because, as explained in the Dungeon Masters Guide, exceptional non‑player elves may have a Constitution of 18. Likewise, although it is impossible for a player character halfling to roll the maximum 19 Constitution, a non‑player halfling could, due to the bonus received on Constitution for NPC halflings in the DMG.
Minimum Scores indicate the lowest possible roll for consideration of a character to be of the racial type indicated. Scores below the minimum indicated are not allowable, so any character with less than the minimum shown cannot be of the appropriate race.
Maximum Scores include racial penalties and bonuses; thus, some races can exceed the 18 total possible in the initial generation of abilities with three six-sided dice. Penalties and bonuses for race are taken before adjusting for maximum score.
The Slash (/) separates the minimums and maximums possible[...].
As noted previously, fighters of all races might be entitled to an Exceptional Strength bonus.
All humans, as well as those semi-humans and non-humans in close contact with people, speak the “common tongue”. This language is spoken by all states in the central campaign area, but your referee may well have areas in which the common tongue is different from that which your character speaks.
In addition to the common tongue, all intelligent creatures able to converse in speech use special languages particular to their alignment. These alignment languages are: Chaotic Evil, Chaotic Good, Chaotic Neutral, Lawful Evil, Lawful Good, Lawful Neutral, Neutral Evil, Neutral Good, and Neutrality. The alignment of the character will dictate which language he or she speaks, for only one alignment dialect can be used by a character (cf. The Assassin). If a character changes alignment, the previously known language is no longer able to be spoken by him or her.
In addition to the above, druids have their own special tongue, and thieves have their secret speech, the Thieves’ Cant. Therefore, a character will speak at least two languages—common and alignment. He or she might also be able to converse in the special patois of druids or thieves.
Semi-human and non-human characters are able to speak racial tongues as well. In most campaigns, it is likely that open alignment speech will be frowned upon as a serious breach of social etiquette.
A character can learn additional languages. Even the rather slow (80 I.Q.) can learn one additional language. However, his vocabulary, usage, and ability to translate must, perforce, be limited. The very bright can learn five, six, or even seven. (For details of the number of tongues which can be learned see Intelligence).
The character must find a person (human, semi-human, or non-human) or talking creature who speaks the language which is to be learned.
The character must then be in close proximity to his or her instructor for up to one year, and prior to that period the language can be learned one month early for each point of Intelligence above 12. Thus, a character with 13 Intelligence learns the new language in 11 months, 14 Intelligence learns in 10 months, all the way to 18 intelligence which requires but six months to learn.
Only one new language can be studied at any given time.
Which languages are knowable in a campaign is strictly up to the DM who runs it. The following list gives some of the languages typically used:
Dwarvish
Elvish
Goblin
Halfling
Hobgoblin
Kobold
Lizardman
Ogre
Orcish
All of the above may not normally be available due to campaign circumstances, and languages not listed might be common as determined by the Dungeon Master.
Note that if, for example, you capture a centaur or talking dragon of some sort, it is possible to learn the appropriate creature tongue.