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Races of the Realms (2nd Ed)

Dwarves


Possible Classes: Cleric, Fighter, Thief, Fighter/Cleric, Fighter/Thief

Possible Starting Languages: Common, Dwarf, Gnome, Goblin, Kobold, and Orc

Racial Advantages:
  • +1 Constitution, -1 Charisma
  • Infravision: 60 feet
  • +1 bonus for every 3 1/2 points of Constitution to saving throws vs. wands, staves, rods, and spells
  • +1 bonus for every 3 1/2 points of Constitution to saving throws vs. poison
  • +1 bonus to hit orcs, half-orcs, goblins, and hobgoblins
  • Ogres, trolls, ogre magi, giants, and titans have a -4 penalty to their attack rolls vs. dwarves
  • Have a chance of detecting/determining grade or slopes in a passage, a new tunnel, sliding/shifting walls, depth underground, and stonework traps and pits
Racial Disadvantages:
  • Magic items not specifically for the character's class have a 20% chance to malfunction, except for weapons, shields, armor, gauntlets, girdles, and clerical items (in the case of a Dwarven Cleric)

Elves


Possible Classes: Cleric, Fighter, Mage, Thief, Ranger, Fighter/Mage, Fighter/Thief, Fighter/Mage/Thief, Mage/Thief

Possible Starting Languages: Common, Elf, Gnome, Halfling, Goblin, Hobgoblin, Orc, and Gnoll

Racial Advantages:
  • +1 Dexterity, -1 Constitution
  • 90% resistance to Sleep and Charm-related spells
  • +1 bonus to attack rolls when using any bow (other than crossbow) or a short/long sword
  • Opponents suffer -4 penalty to surprise rolls if elf is in non-metal armor
  • Infravision: 60 feet
  • Have a chance of finding concealed doors and portals
Racial Disadvantages:
  • Cannot be restored to life via a Raise Dead spell, only a Resurrection or equivelant spell will suffice

Gnome


Possible Classes: Fighter, Thief, Cleric, Illusionist, Fighter/Thief, Fighter/Cleric, Fighter/Illusionist, Illusionist/Thief, Cleric/Illusionist, Cleric/Thief

Possible Starting Languages: Common, Dwarf, Gnome, Halfling, Goblin, Kobold, & common speech of burrowing mammals (moles, squirrels, etc)

Racial Advantages:
  • +1 Intelligence, -1 Wisdom
  • Infravision: 60 feet
  • +1 bonus for every 3 1/2 points of Constitution to saving throws vs. wands, staves, rods, and spells
  • +1 bonus to hit kobolds or goblins
  • Gnolls, bugbears, ogres, trolls, ogre magi, giants, and titans have a -4 penalty to their attack rolls vs. gnomes
  • Have a chance of detecting/determining grade or slopes in a passage, unsafe walls, ceilings, & floors, depth underground, and approximate direction underground
Racial Disadvantages:
  • Magic items not specifically for the character's class have a 20% chance to malfunction, except for weapons, armor, shields, illusionist items, and items that duplicate thieving abilities (if character is not a Thief)

Half-elves


Possible Classes: Cleric, Druid, Fighter, Ranger, Mage, Specialist Wizard, Thief, Bard, Cleric/Fighter, Druid/Fighter, Cleric/Fighter/Mage, Druid/Fighter/Mage, Cleric/Ranger, Druid/Ranger, Cleric/Mage, Druid/Mage, Fighter/Mage, Fighter/Thief, Fighter/Mage/Thief, Mage/Thief

Possible Starting Languages: Common, Elf, Gnome, Halfling, Goblin, Hobgoblin, Orc, and Gnoll

Racial Advantages:
  • 30% resistance to Sleep and Charm-related spells
  • Infravision: 60 feet
  • Have a chance of finding concealed doors and portals

Halflings


Possible Classes: Cleric, Fighter, Thief, Fighter/Thief

Possible Starting Languages: Common, Halfling, Dwarf, Elf, Gnome, Goblin, and Orc

Racial Advantages:
  • +1 Dexterity, -1 Strength
  • +1 bonus for every 3 1/2 points of Constitution to saving throws vs. wands, staves, rods, and spells
  • +1 bonus for every 3 1/2 points of Constitution to saving throws vs. poison
  • +1 bonus to attack rolls when using thrown weapons and slings
  • Opponents suffer -4 penalty to surprise rolls if halfling is in non-metal armor
  • A halfling has a 15% chance of having Infravision: 60 feet (this means he is pure Stout), but if not, there is still a 25% chance that he has limited Infravision: 30 feet
  • As above, if the halfling is pure Stout, he has a chance of detecting grade or slopes in a passage and determining direction

Humans


Possible Classes: Any

Possible Starting Languages: Varies

Racial Advantages:
  • Can dual-class
  • Can be any character class
  • Can rise to any level in any class