Table of Contents
Elf (Demihuman Class)
Ability minimums: INT 9
Prime requisite: INT and STR
Hit Die type: 1d6
Combat aptitude: Martial
Maximum level: 10
Armour: Any, including shields
Weapons: Any
Languages: Alignment, Common, Elvish, Gnoll, Hobgoblin, Orcish
Elves are slender, fey demihumans with pointed ears, about 5′ to 5½′ tall and weighing about 120 pounds. Elves are seldom met in human settlements, preferring to feast and make merry in the woods. Elves are fascinated by spells and beautifully constructed magic items and love to collect both. If crossed, they are dangerous enemies, as they are masters of both sword and spell.
Prime requisites: An Elf with at least 13 INT and STR gains a 5% bonus to experience. An Elf with an INT of at least 16 and a STR of at least 13 receives a +10% XP bonus.
Arcane Magic
See Spells for full details on arcane magic.
Spell casting: Elves own a spell book containing the formulae for arcane spells. The level progression table (below) shows both the number of spells in the Elf’s spell book and the number they can memorise, determined by the character’s experience level. Thus, a 1st level Elf has one spell in their spell book, selected by the referee (who may allow the player to choose). Elves cast spells from the magic-user spell list.
Using magic items: As spell casters, elves are able to use magic scrolls of spells on their spell list (of any level). They can also use items that may only be used by arcane spell casters (e.g. magic wands).
Magical research: See Magical Research. An Elf of any level can spend time and money on magical research. This allows them to add new spells to their spell book and to research other magical effects. When an Elf reaches 9th level, they are also able to create magic items.
Detect Secret Doors
Elves have a 2-in-6 chance of locating secret or hidden doors when searching (see Dungeon Adventuring).
Immunity to Ghoul Paralysis
Elves are immune to the paralysing effect of ghouls’ attacks.
Infravision
Elves have Infravision to 60′ (see Darkness).
Listening at Doors
Elves have a 2-in-6 chance of hearing noises (see Dungeon Adventuring).
After Reaching 9th Level
An Elf may construct a stronghold that blends in with a site of great beauty in the deep forest—for example, in the treetops, beside a serene valley, or hidden behind a waterfall. Whatever material it is made of, the construction costs as much as similar work in stone, due to the exquisite quality of craftsmanship involved.
Forest animals within a 5 mile radius of the completed stronghold will become friends with the elves. They may warn of intruders, carry messages and news, and so on. In exchange for this friendship, the Elf must protect the animals from harm.
An Elf ruler may only hire Elf mercenaries. Specialists and retainers of any race may be hired.
Elf Level Progression
| Saving Throws | Spells | ||||||||||||
|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
| Level | XP | HD | THAC0 | D | W | P | B | S | 1 | 2 | 3 | 4 | 5 |
| 1 | 0 | 1 | 19 [0] | 12 | 13 | 13 | 15 | 15 | 1 | – | – | – | – |
| 2 | 4,000 | 2 | 19 [0] | 12 | 13 | 13 | 15 | 15 | 2 | – | – | – | – |
| 3 | 8,000 | 3 | 19 [0] | 12 | 13 | 13 | 15 | 15 | 2 | 1 | – | – | – |
| 4 | 16,000 | 4 | 17 [+2] | 10 | 11 | 11 | 13 | 12 | 2 | 2 | – | – | – |
| 5 | 32,000 | 5 | 17 [+2] | 10 | 11 | 11 | 13 | 12 | 2 | 2 | 1 | – | – |
| 6 | 64,000 | 6 | 17 [+2] | 10 | 11 | 11 | 13 | 12 | 2 | 2 | 2 | – | – |
| 7 | 120,000 | 7 | 14 [+5] | 8 | 9 | 9 | 10 | 10 | 3 | 2 | 2 | 1 | – |
| 8 | 250,000 | 8 | 14 [+5] | 8 | 9 | 9 | 10 | 10 | 3 | 3 | 2 | 2 | – |
| 9 | 400,000 | 9 | 14 [+5] | 8 | 9 | 9 | 10 | 10 | 3 | 3 | 3 | 2 | 1 |
| 10 | 600,000 | 9+2* | 12 [+7] | 6 | 7 | 8 | 8 | 8 | 3 | 3 | 3 | 3 | 2 |
THAC0: Attack matrix row to use. (Ascending AC attack bonus in [].)
*: Modifiers from CON no longer apply.
D: Death / poison; W: Wands; P: Paralysis / petrify; B: Breath attacks; S: Spells / rods / staves.
