WILDERNESS RUNNER

There are rangers, and then there are rangers. Elves are uniquely connected with the rhythms of the forests, some more deeply than others. Only those who have chosen to become rangers may elect to become more fully part of the forest. They are called Wilderness Runners.

· Role. Wilderness Runners have cast aside the trappings of even elven society to serve the needs of the wood. Although they still respect and serve their own society, they take no part in its functions. They may serve as scouts or advance guards for elf cities, but they will not willingly enter civilization.

If the Wilderness Runner is a high elf, he is far less civilized than his brethren and demonstrates the tendencies of sylvan elves.

· Secondary Skills. Trapper/Furrier.

· Weapon Proficiencies. Bonus: Quarterstaff, long bow. Recommended: Two-handed style, dagger, organic weapons.

· Bonus Nonweapon Proficiencies. Endurance, Running, Set Snares.

· Recommended Nonweapon Proficiencies. Fire-Building, Fishing, Hunting, Mountaineering, Survival, Swimming.

· Equipment. The Wilderness Runner is notable for his lack of encumbrance. He travels light whenever possible, preferring to own distance rather than material goods.

· Distinctive Appearance. Wilderness Runners never wear "civilized" clothes, preferring instead to dress in leather. They also tend to bathe only while swimming or if caught in a downpour. They do not care for the petty habits and concerns of city folk.

· Special Benefits. Wilderness Runners, like all rangers, gain the Tracking proficiency. However, because of their proximity to the land, they gain a +2 bonus and are usually far better trackers than their cousins.

Because of their constant exposure to the elements, they have inured themselves to all but the most extreme temperatures. Unless the air is below 32 degrees F or above 100 degrees F, Wilderness Runners feel nothing. The variation in temperature is merely a pleasant change.

Runners can use the Set Snares proficiency to entrap people as can thieves. Their understanding of the ways to lure people and animals into these traps is rarely exceeded.

Wilderness Runners never run out of equipment. Although they carry very little and need even less, they can fashion weapons and other working gear from organic materials with astounding speed. While their work may seem crude, it is functional and works as well as, or better than, much of the equipment manufactured by civilized folk.

· Special Hindrances. Wilderness Runners are acutely uncomfortable in civilization. Their need for fresh air and the freedom of the forest overwhelms them within one day unless they can make a Wisdom check at –4. Past the second day, they cannot remain within walls and must wait outside for their companions.

Likewise, they find it difficult to remain within dungeons, crypts, or other unnatural caverns for long. If a cave is natural, Wilderness Runners will be able to remain inside without having to make a Wisdom check. Even then, they do retain their claustrophobia and long for the open air.

Wilderness Runners never use mounts. For one thing, mounts cannot move through the forests quickly enough for them. For another, the Runners respect animals too much to abuse them in such a fashion.

Wilderness Runners are greeted with some contempt by civilized elves who, although they respect the abilities of the Wilderness Runners, sneer at their "backward" ways. Most civilized elves react at a –2 to Wilderness Runners. They will not be overtly hostile, but they will be unfriendly to any unwashed elves. Sylvan elves and their allies, however, will react to their unwashed Wilderness Runner cousins at a +2.

· Wealth Options. Wilderness Runners start with 3 to 30 (3d10) gp. They must create the rest of their gear from natural sources. They scoff at material wealth and are unlikely to have more than 10 or 20 gp at any time.

· Suggested Elf Subraces. High elf, sylvan elf.

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