AD&D Players Handbook/Database/Races/Humans
- Humans
CHARACTER RACES (HUMANS) to the following bonuses for constitution: 4-6 = + 1,7-10 = +2, 11-13 = +3,14-17 = +4,and 18 = +5. As halflings also have a similar resistance to poisons of all sorts, they gain a constitution bonus identical to that for saving throws versus magical attacks when they make saving throws versus poison, i.e. +1 to +5 depending on constitution score. All halfling characters are able to speak the following languages in addition to mankind's "common tongue" and the alignment language: dwarven, elven, gnome, goblin, halfling, and orcish. Halflings with intelli- gence above 16 can learn one additional language for every point of intei-, ligence they possess above the 16 minimum, so at 17 intelligence the character can learn one additional language, and at 18 intelligence two can be learned. Certain halfling characters have infravision. Those with mixed blood are assumed to have infravision which functions up to 30' distant, while those of pure Stoutish blood are able to see heat radiation variation at up to 60' (normal infravision). Similarly, halflings of mixed type and those of pure Stoutish blood are able to note if a passage is an up or down grade 75% (d4, 1-3) of the time, and they can determine direction 50% of the time. Note that these abilities function only when the character is concentrating on the desired information to the exclusion of all other thought and activity. If alone (or well in advance - 90' or more - of a party which does not consist entirely of halflings or elves not in metal armor) and not in metal armor, halfling characters are able to move very silently; thus, if they do not have to open some form of door or other screen, they will surprise (q.v.) a monster 66 2/3% (d6, 1-4) of the time. If a door must be opened, chance for surprise drops to 33 1 /3% (d6,l-2). Halfling characters must accept a penalty of -1 from their initially generated strength ability score, and they gain a bonus of + 1 on dexterity. Half-Ores: Orcs are fecund and create many cross-breeds, most of the offspring of such being typically orcish. However, some one-tenth of orc-human mongrels ore sufficiently non-orcish to pass for human. Complete details of orcs and crossbreeds will be found under the heading Orc in ADVANCED DUNGEONS L DRAGONS, MONSTER MANUAL. As it is assumed that player characters which are of half-orc race are within the superior lo%, they have certain advantages. A half-orc character can become a cleric (maximum of 4th level), a fighter (maximum of 10th level), a thief (maximum of 8th level), or an assassin. It is also possible for a half-orc character to operate in two classes at the same time: cleric/fighter, cleric/thief, cleric/assassin, fighter/thief, or fighter/assassin. When playing a multi-classed character, the half-orc must abide by the restrictions of the least favorable class with regard only to armor. All earned experience is always divided equally between the player's two classes, even though the character might no longer be able to progress upwards in level in one of the two classes. (See CHARACTER CLASSES for more information regarding this subject.) Half-orc characters are able to speak the "common tongue" of humanity, their alignment language, and orcish as well. These characters are able to learn a maximum of two additional languages. Half-orcs have infravision, so that they can detect varying degrees of heat radiation up to 60' distant in the dark. As has been shown before, half-orc characters have bonuses of + 1 to both their strength and constitution scores initially rolled, but they must subtract a charisma penalty of -2. Note that this penalty is in regard to those non- player character henchmen who are not themselves of half-orc race, so the initial, unaltered, charisma ability score should be recorded (cf. Dwarves). Humans: Human characters are neither given penalties nor bonuses, as they are established as the norm upon which these subtractions or additions for racial stock are based. Human characters are not limited as to what class of character they can become, nor do they have any maximum limit - other 17
- Source
Supplied Players Handbook PDF, page 18.