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.
Numbers indicate the maximum level attainable by a character of the race in question [unless special ability score requirements are met]. (1)
Dwarven fighters with a 17 Strength can achieve 8th level. Dwarven fighters with an 18 or higher Strength may achieve 9th level.
Elven fighters with a 17 Strength can achieve 6th level. Elven fighters with an 18 or higher Strength may achieve 7th level. Elven magic-users with a 17 Intelligence can achieve 10th level. Elven magic-users with an 18 Intelligence may achieve 11th level. (2)
Gnome fighters with an 18 Strength can achieve 6th level. Gnome illusionists with both an Intelligence and Dexterity of at least 17 can achieve 6th level. Gnome illusionists with both an Intelligence and Dexterity of at least 18 can achieve 7th level.
Half-elven fighters (including Rangers) with a 17 Strength can achieve 7th level. Half-elven fighters (including Rangers) with an 18 or higher Strength may achieve 8th level. Half-elven magic-users with a 17 Intelligence can achieve 7th level. Half-elven magic-users with an 18 or higher Intelligence may achieve 8th 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 [that achieve] an 18 Strength can work up to 5th level. Tallfellows that somehow obtain 18 Strength can work up to 6th level.
Half-orc thieves with Dexterity of 17 can achieve 7th level. Half-orc thieves with Dexterity of 18 or higher can achieve 8th level.
"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. Some character classes have a maximum level regardless of race, if so, this is noted.
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. (3)
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. (4)
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 [chapter dealing with Non-Player Characters], 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 Non-Player Characters section].
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. (4)
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.