Half-elf

Half-Elves are what you roll when you aren't planning on dual-classing and the other races can't be that class. They have bonuses to resist Enchantment spells if you have AD&D Fixpacks installed and have slightly better minimum stats so rolling is easier than it is on humans. Because they actually gain some bonuses simply for being half-elf, there are no situations in which you should not be one over a human unless it's a dual-class. Even then, it's probably better to be a full elf or gnome if possible as they simply have more beneficial racial bonuses.

Summary

 * Racial Bonuses: Infravision. 30% Resistance to Charm and Sleep effects (but only with G3 BG2 Fixpack Installed).
 * Stat Modifiers: None
 * Stat Minimum/Maximum:
 * Str: 3/18
 * Dex: 6/18
 * Con: 6/18
 * Int: 4/18
 * Wis: 3/18
 * Cha: 3/18
 * Class Accessibility: All EXCEPT Monks, Paladins, and the following Specialist Mage kits: Abjurer, Illusionist, Invoker and Necromancer.
 * Multi-Class Accessibility: All EXCEPT Cleric/Thief.
 * Recommended classes: Cleric / Ranger (only race capable of the multiclass), Bard, Sorcerer, Druid.
 * Discouraged classes: Anything playable by other races.

In-Game Description
"Half-elves are a mix of human and elven blood. They are handsome folk, with good features from each of their parent races. A half-elf has the curiosity, inventiveness, and ambition of their human ancestors and the refined senses, love of nature, and artistic tastes of their elven ancestors.

Half-elves have the following traits:
 * 30% resistance against charm and sleep magics.
 * Infravision.
 * +10% Pick Pockets, +5% Hide in Shadows."