Athasian Elf (Race)

The "Exceeding Level Limits" optional rule from the DMG is mandatory in DARK SUN campaigns. However DMG Table 8 is replaced with the "Exceeding Racial Level Limits" table from the Dark Sun Campaign Setting Revised book.
Special Advantages:
* When using long swords or long bows crafted by their tribe, an elf receives a +1 bonus to all attack rolls made with these specific weapons.
* An elf character gains a surprise bonus when in the desert or steppes of Athas. Alone or in the company of other elves, the elf moves with great stealth—nonelves or mixed groups suffer a -4 surprise roll penalty.
* Elves have infravision to 60 feet.
* Elves have a natural resistance to extreme temperatures and aren't adversely affected by the heat of the day or the chill of the night. However, this resistance doesn't extend to magical or supernatural heat and cold.
* Can use Elf Run (see section below).
Special Disadvantages:
* No special resistance to any types of spells.
* No ability to find secret or concealed doors.
* No attack or surprise bonuses beyond those described above.
* None of the special abilities from The Complete Book of Elves, including communion, manifestation, and reverie.
Multiclass Notes:
* Defiler or preserver may be substituted for any mage entry.
* Ranger may be substituted for any fighter entry under elves, half-elves, half-giants, halflings, and thri-kreen.
* Gladiator may never be a part of a multiclass combination for demihumans.
Elf Run
* The elf character receives a bonus to their base movement rate (12) according to their Dexterity score, as noted below. The fastest, most dexterous elf has a movement rate of 21.
Dex 	12-13	14-15	16	17	18	19	20	21	22
Bonus	+1 	+2 	+3	+4	+6	+7	+5	+8	+9
* The elf run is a state of mind that causes adrenaline to flow, inhibiting the tiring nature of the elf's weaker Constitution. When the elf run flows through an elf, they can run as many as 50 miles in a single day and keep up the grueling pace for a maximum of seven days in a row before fatigue sets in.
* To engage in the elf run, an elf adds their Constitution score to their base movement rate for overland travel to determine the distance they can cover in miles (or points) per day. (Note that overland travel rates are at twice the base movement rates.)
* An elf can induce an elf run with a minimum of concentration (one turn) and a successful Constitution check.
 Table 10: Elf Run
Roll Equal to 	Days Before Penalties Begin
Failure/No preparation	1
Con score to Con -3 	2
Con -4 to Con -7 	3
Con -8 to Con -10 	4
Con -11 to Con -13 	5
Con -14 to Con -16 	6
Con -17 or lower 	7
 Racial Adjustment for Thieves
PP 	OL 	F/RT	MS 	HS 	DN 	CW	RL	FD 	BO 	EB
+5%	-5%	— 	+5%	+10%	+5%	— 	— 	+5%	+10%	—
Note: Dexterity modifiers for Athasian thieves are different than modifiers in the Player's Handbook. See Thief (DSC) from the Dark Sun Campaign setting book for the changes to the Thief class.