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AD&D Players Handbook/Database/Races/Half-Orcs

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  1. Half-Orcs
unbidden. In melee combat (see COMBAT), dwarves add 1 to their dice rolls to hit opponents who are half-orcs, goblins, hobgoblins, or orcs. When being attacked by ogres, trolls, ogre magi, giants, and/or titans, dwarves subtract 4 from their opponents' "to hit" dice rolls because of the dwarves' small size and combat ability against these much bigger creatures. As has already been noted, dwarven characters get a bonus of 1 added to their initial constitution ability, and a penalty of 1 on their charisma score due to racial characteristics. It is very important to note the actual charisma score prior to racial adjustment, however, for dwarven characters do not suffer charisma penalties, nor are they limited to a 16 charisma maximum with regard to their own race. For example, let us suppose a player who has rolled a charisma score of 18 decides to have a dwarven character, thus reducing charisma score by 1 due to racial characteristics. However, the highest score possible for a dwarf is 16 (see CHARACTER ABILITIES, CHARISMA TABLE), so the character's charisma score is recorded as 16 (le), the parenthetical number being the actual score rolled. With regard to non-dwarven henchmen, the character is limited to a maximum of 8, but with regard to dwarves the character has a score of 18 charisma,'so up to 15 henchmen would serve the character if the additional servitors'(0ver and above 8) were themselves dwarves. Elves: There are many sorts of elves, and descriptions of the differing types are found in ADVANCED DUNGEONS & DRAGONS, MONSTER MANUAL. Elven player characters are always considered to be high elves, the most common sort of elf. A character of elven stock can opt to be a fighter (maximum of 7th level), o magic-user (maximum of 11th level), a thief, or on assassin (maximum of 10th level). An elven character can also be multi-classed, i.e. a fighter/magic-user, a fighter/thief, a magic-user/thief, or a fighter/magic-user/thief. If the character is multi-clossed, the following restrictions and strictures apply: Although able to operate freely with the benefits of armor, weapons, and magical items available to the classes the character is operating in, any thieving is restricted to the armor and weaponry usable by the thief class. All earned experience is always divided equally among the classes of the character, even though the charocter is no longer able to gain levels in one or more of the classes. (More detailed information is given in the CHARACTER CLASSES section hereafter.) Elven characters have a 90% resistonce to sleep and charm spells (if these spells are cost upon them a percentile dice roll of 91% or better is required to allow the magic any chance of having an effect, and even then the saving throw against spells is allowed versus the charm spell). When employing either a bow of any sort other than a crossbow, or a short or long sword, elven characters gain a bonus of + 1 on their die rolls "to hit". All elven characters are able to speak the following languoges in addition to that of their chosen alignment: elvish, gnome, holfling, 
    1. Source

Supplied Players Handbook PDF, page 17.

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