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::Favored Class becomes [[Cleric]] or [[Mystic]], depending on if your Mischta was born pre- or post-Chaos War.
::Favored Class becomes [[Cleric]] or [[Mystic]], depending on if your Mischta was born pre- or post-Chaos War.


[[Category: Dungeons & Dragons]] [[Category: Dungeons & Dragons Races]] [[Category: Monsters]]
[[Category:Dungeons & Dragons]][[Category:Dungeons & Dragons Races]][[Category:Dragonlance]][[Category:Monsters]]

Revision as of 09:02, 17 October 2017

An obscure race native to the Dungeons & Dragons setting of Dragonlance, the Irda represent the last survivors of a long-lost and unmourned race.

Say, way back in the mythic dawn of creation, the evil gods created an uber-race even more Mary Sue than the elves. Blessed with every advantage they could think of, from superhuman strength to immense longevity to a natural knack for arcane magic, ultimately, it all went terribly wrong for them: when the Age of Dreams ended, all these goodies were ripped away from them and they were reduced to the pitiful degenerate ogres who now plague the world.

Except... not all of them. See, some of the Irda had the sense not to fuck things up by embracing evil, and these small clans of isolationist uber-ogres still exist in the hidden regions of the world, relying on magic to go unnoticed and untouched by the other races.

Despite being the most isolated and xenophobic of the races in Dragonlance, they have actually been playable, first receiving PC status in the original "Dragonlance Adventures" for Advanced Dungeons & Dragons 1st edition, and then being coverted to 3rd edition in the 3e "Dragonlance Campaign Setting" and then "Races of Ansalon".

AD&D 1e 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
Class Limits: Cavalier, Paladin, Fighter, Ranger, Wizard (Tower of High Sorcery), Thief, Thief-Acrobat, Cleric (Holy Orders of the Stars)
Gain Shapechanging as a unique racial proficiency.
Irda clerics and wizards gain +1 spell of the highest level they can cast.

3.X Stats

In the original Dragonlance 3e campaign setting, Irda were given the following statblock:

-2 Constitution, +2 Intelligence, +2 Charisma
Medium
Humanoid (Shapeshifter)
Base Land Seed 30 feet
Low-Light Vision
Change Shape (Su): 3/day, an irda can assume the form of any humanoid type creature between Small and Large size. Equipment and clothing don't change. Natural attacks, natural armor, movemient modes and extraordinary special attacks of the new form are gained, but not special qualities. Retain original ability scores, hit points, saving throws, special attacks and qualities. Retain spellcasting ability (if any). This ability grants a +10 bonus to Disguise checks and the irda can remain in its chosen form as long as it wishes. Changing back does not expend a use. An irda reverts to its true form upon death.
Spell-Like Abilities: Dancing Lights, Detect Magic, Flare, Ghost Sound, Light and Mage Hand, all usable 1/day as if cast by a Sorcerer of the irda's character level (DC 10 + Cha modifier).
Favored Class: Wizard
Level Adjustment: +2

When "Races of Ansalon" was released, it tweaked the formula in a few ways...

-2 Constitution, +2 Intelligence, +2 Charisma
Medium
Humanoid (Ogre, Shapeshifter)
Base Land Seed 30 feet
Low-Light Vision
Change Shape (Su): An irda can assume the form of any humanoid, monstrous humanoid, or giant type creature between Small and Large size. In this form, an irda retains most of its physical qualities. An irda can be identified by a True Seeing spell. This power canot be used to take the form of a creature with a template. All gear that an irda is carrying/wearing shifts sizes so long as it remains in contact with the irda.
Spell-Like Abilities: Dancing Lights, Detect Language, Flare, Ghost Sound, Light, Mage Hand, all usable 1/day as if cast by a Sorcerer of the irda's character level (DC 10 + Cha modifier).
Favored Class: Any Arcane Spellcaster
Level Adjustment: +2

Races of Ansalon also introduced the Mischta, or "Twilight Ogres"; these are an Irda sub-race that abandoned their traditional mastery of arcane magic to instead focus on clerical magic. Mischta use the Irda statblock with the following changes:

+2 Wisdom instead of +2 Intelligence
No spell-like abilities
Alternate Form replaces Change Shape; this functions as Change Shape, but the Mischta only has a single humanoid, monstrous humanoid or giant alter-ego that it can transform into. A Mischta can swap the species of this alternate feorm by spending a week engaging in mystical practices under the light of Solinari.
Level Adjustment decreases to +1
Favored Class becomes Cleric or Mystic, depending on if your Mischta was born pre- or post-Chaos War.