| Prime Requisite: | STR and DEX |
| Requirements: | CON 9 |
| Hit Dice: | 1d6 |
| Maximum Level: | 13 |
The elves of Athas stand 7' tall and average 180lb. in weight, with weathered skin and rugged features. Their faces are long and sharp, with pointed ears.
Elves live in the sandy wastes of the Tyr Region, traveling great distances on foot, following the winds. They are as often raiders as they are traders, and have a dark reputation among the people of the city-states. Many city-states limit elves to an elven quarter, where they hawk exotic and often magical wares.
The elven desert runners form the majority of their tribes. They are skillful swordsmen, archers, and wilderness travellers.
Elven desert runners are excellent warriors, though not as versatile as fighters. They advance in attack throws and saving throws by two points every three levels. At first level, elven desert runners hit an unarmored foe (AC 0) with an attack throw of 10+. In addition, they gain an accuracy bonus of +1 to all attack throws with missile weapons. Elven desert runners increase their base damage roll from successful missile and melee attacks by +1 at 1st level and by an additional +1 at 3rd, 6th, 9th, and 12th level. They can wield any weapons, and fight with two weapons, a weapon and shield, or two-handed weapons. They cannot wear armor heavier than chainmail.
Elves gain a +1 bonus to surprise rolls when in the wilderness due to their attunement to nature. Elves have keen eyes that allow them to detect hidden and secret doors with a proficiency throw of 8+ on 1d20 when actively searching, or 14+ on casual inspection. Because of their connection to nature, elves are completely unaffected by the paralysis ghouls can inflict, and the target values for all their saving throws versus Spells, Paralysis, and Petrification are reduced by 1. Elves are capable of elf running, increasing their movement speed to 150' when wearing chainmail or lighter armor, and do not need to rest every 6 turns. They can force march for one day without penalty, plus one additional day for each point of Constitution bonus.
Elven desert runners have animal reflexes, gaining +1 bonus to initiative and a +1 bonus to surprise rolls.
At 3rd level (Elven Marauder), an elven desert runner becomes silent as the wind, and his opponents suffer a -1 penalty to surprise rolls when encountering him.
When an elven desert runner reaches 5th level (Elven Reaver), his experience and hardiness reassures those who follow him into the wild. Hirelings on a wilderness adventure led by the elven desert runner gain a +1 bonus to their morale score. This bonus stacks with any modifiers from the character's Charisma or proficiencies.
Starting from 5th level (Elven Reaver), elven desert runners are experts at wilderness evasion. In any terrain except clear and grassland terrain, the character's party receives a +5 bonus to proficiency throws to evade. A party guided by the character can evade wilderness encounters even when surprised on a skill roll of 19+.
Starting from 7th level (Elven Pathfinder), any time his party is in country familiar to the elven desert runner, they get a +4 bonus on proficiency throws to avoid getting lost.
At 9th level (Elven Chieftain), elven desert runners can establish a fastness in a natural setting, such as a ravine or oasis. Rather than impose upon nature, this keep must blend seamlessly with it. A total of 3d6×10 1st level elven NPCs will move in to help with it and defend the fastness at no cost to the character. Additional rules for elven fastnesses are detailed in the Campaign chapter.
Elven Desert Runner Proficiency List: Acrobatics, Alertness, Ambushing, Arcane Dabbling, Bargaining, Blind Fighting, Bribery, Climbing, Combat Reflexes, Combat Trickery (disarm, incapacitate), Command, Disguise, Eavesdropping, Fighting Style, Intimidation, Land Surveying, Manual of Arms, Mimicry, Naturalism, Navigation, Passing Without Trace, Precise Shooting, Skirmishing, Sniping, Survival, Swashbuckling, Weapon Finesse, Weapon Focus
| Experience | Title | Level | Hit Dice | Damage Bonus |
|---|---|---|---|---|
| 0 | Elven Runner | 1 | 1d6 | +1 |
| 2,000 | Elven Raider | 2 | 2d6 | +1 |
| 4,000 | Elven Marauder | 3 | 3d6 | +2 |
| 8,000 | Elven Slayer | 4 | 4d6 | +2 |
| 16,000 | Elven Reaver | 5 | 5d6 | +2 |
| 32,000 | Elven Tracker | 6 | 6d6 | +3 |
| 65,000 | Elven Pathfinder | 7 | 7d6 | +3 |
| 130,000 | Elven Scourge | 8 | 8d6 | +3 |
| 300,000 | Elven Chieftain | 9 | 9d6 | +4 |
| 470,000 | Elven Chieftain, 10th level | 10 | 9d6+2* | +4 |
| 640,000 | Elven Chieftain, 11th level | 11 | 9d6+4* | +4 |
| 810,000 | Elven Chieftain, 12th level | 12 | 9d6+6* | +5 |
| 980,000 | Elven Chieftain, 13th level | 13 | 9d6+8* | +5 |
| * Hit point modifiers from Constitution are ignored | ||||
| Level | Petrification & Paralysis | Poison & Death | Blast & Breath | Staff & Wands | Spells | Attack Throw |
|---|---|---|---|---|---|---|
| 1 | 15+ | 14+ | 16+ | 16+ | 17+ | 10+ |
| 2–3 | 14+ | 13+ | 15+ | 15+ | 16+ | 9+ |
| 4 | 13+ | 12+ | 14+ | 14+ | 15+ | 8+ |
| 5–6 | 12+ | 11+ | 13+ | 13+ | 14+ | 7+ |
| 7 | 11+ | 10+ | 12+ | 12+ | 13+ | 6+ |
| 8–9 | 10+ | 9+ | 11+ | 11+ | 12+ | 5+ |
| 10 | 9+ | 8+ | 10+ | 10+ | 11+ | 4+ |
| 11–12 | 8+ | 7+ | 9+ | 9+ | 10+ | 3+ |
| 13 | 7+ | 6+ | 8+ | 8+ | 9+ | 2+ |
Created with Hit Dice Value 1, Fighting Value 2, Thievery Value 1, and Elf Value 0.