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UPDATE:I’ve noticed that my page traffic is going well, but the clicks on the pdf are not as high. So I’ve decided to post the basic class information in this post (minus the advancement chart and spell list and descriptions). Hopefully you see something you like.
The most common elf that adventurers will encounter in Lymdonshire are elven rangers. Elven Rangers are the armed protectors of the elven way of life. They are the champions of the wilderness and balance in nature between human progress and demonic destruction. They will often join adventurers to insure that elven interests are protected. As an elven ranger grows in power and reputation, he might establish an outpost to protect wilderness areas and become a semi-retired adventurer.
Racial Abilities: All elves have the following abilities. They can see in the dark at a range of 60 feet. They can also have a 4 in 6 chance to find secret or hidden doors when searching. They are immune to the effects of charm person and sleep. Elves in keeping with their “balance in nature” ethos, are the natural enemies of the undead and have developed a immunity to ghoul paralysis.
Prime Attribute: Dexterity or Wisdom, 15+ (5% experience)
Hit Dice: 1d6 (Gains 2hp/level after 9th.)
Armor/Shield Permitted: Any
Weapons Permitted: Any
Elven Ranger Special Abilities
Tracking: Elven rangers have the ability to track their quarry in both wilderness and dungeon settings. The Game Master is always the final arbiter on how this ability works.
Bow Use: Elven rangers are trained in the expert use of bows and gain a +1 with all attacks using either a short or long bow and composite versions thereof.
Favored Enemy:The elves are also natural enemies of the goblinoid races and as such, elven rangers gain a bonus to damage equal to their level against any creature belonging to one of the goblinoid races. Examples include: goblins, bugbears, and dark ones.
Surprise: Elven rangers that are both not wearing metallic armor and far enough away from their party may surprise opponents 50% of the time. They are rarely surprised (generally half the amount of their more boisterous companions).
Spell Casting: Elven rangers cast druidic spells from a specific list. Each day, the ranger communes with nature, choosing any spells from the standard list. Once a spell is cast, it cannot be cast again until the next day, unless the ranger had prepared the spell more than once.
Wilderness Outpost (9th): At 9th-level, an elven ranger may establish an outpost in a land on the outskirts of civilization and attract a body of loyal followers. The Game Master may also allow local creatures and monsters to develop a friendship with the elven ranger provided he demonstrates the desire to protect their interests. This effect usually has a range of the hex that the outpost protects.