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===AD&D Stats=== Irda have two different statblocks, based on whether you're looking at the mechanics from Dragonlance Adventures, which is for AD&D 1e, or at the Tales of the Lance splatbook, which is 2nd edition. Regardless of version, Irda have no level limitations on their available classes, a ''very'' rare trait. In "Dragonlance Adventures", Irda have the following stats: ::Ability Score Modifiers: -2 [[Constitution]], +2 [[Dexterity]], +2 [[Intelligence]], +2 [[Charisma]] ::Ability Score Minimums/Maximums: Strength 12/18, Dexterity 8/20, Constitution 12/16, Intelligence 5/20, Wisdom 10/18, Charisma 15/20 ::Available Classes: [[Cavalier]], [[Paladin]], [[Fighter]], [[Ranger]], [[Wizard]] (Tower of High Sorcery), [[Rogue|Thief]], Thief-Acrobat, [[Cleric]] (Holy Orders of the Stars) ::Gain Shapechanging as a unique racial proficiency. Exact mechanics on this aren't actually spelled out in the book itself! Their description states that they can "change their height by as much as two feet and can attain the features of any humanoid race (particularly elves, half-elves, and humans)", but that's all the info players are given in that splatbook. ::Irda clerics and wizards gain +1 spell of the highest level they can cast. Meanwhile, in "Tales of the Lance": ::Ability Score Modifiers: -3 [[Constitution]], +1 [[Dexterity]], +1 [[Intelligence]], +1 [[Charisma]] ::Ability Score Minimums/Maximums: Strength 12/18, Dexterity 8/19, Constitution 12/15, Intelligence 5/19, Wisdom 10/18, Charisma 15/19 ::Available Classes: [[Fighter]], [[Cavalier]], Mariner, [[Paladin]], [[Wizard|High Sorcerer]], [[Cleric|Priest of the Holy Orders]], [[Thief]] ::Shapechanging: The Irda can, after several years of practice, learn to shapechange into different forms. They can change their height by 2 feet in either direction and take the form of any humanoid race. They are most convincing as elves, half-elves, and humans. However, shapechanging requires quite a bit of practice and often drains the Irda for a time. A shapechanger usually practice assuming a specific form, which he can slip into and out of it with a minimum of bother. Then he only uses other forms in rare instances. Although an Irda can shift into a familiar form in 1 round, he must rest for 5 rounds (5 minutes) to adjust to the new form. For 2 rounds after this adjustment period, the Irda suffers a -2 to all rolls as he learns the nuances of his new body. If shifting to an unfamiliar form, the Irda must rest for 1d6+6 rounds, and then suffers a -2 to all rolls for 4 rounds. Irda bodies cannot be dispelled: they are solid and take damage just as other bodies do. ::Irda clerics and wizards gain +1 spell of the highest level they can cast.
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