Irda: Difference between revisions
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1d4chan>QuietBrowser Added details and stats on the Mischta and Nzunda subraces. |
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::[[Level Adjustment]]: +2 | ::[[Level Adjustment]]: +2 | ||
==Mischta and Nzunta== | |||
Now, most would have thought that the Irda were magical proto-ogres enough. But Dragonlance's authors didn't think so. In 2nd edition, they released the splatbook "Otherlands", which details various less regions beyond the "core lands" of Ansalon and the more famous "foreign lands" of Taladas. Divided into three chapters, the second chapter detailed the coral reef island chain of Selasia, home to two branches of the irda family tree; the Mischta and the Nzunta. | |||
The Mischta are a religious sub-culture of Irda, the only survivors when their High King, with incredible ironic timing, officially declared the renounciation of the gods at the same time as the Cataclysm struck, resulting in much of the mischta's former island home sinking into the sea - taking the High King with it. They cling deeply to their philosophy, which advocates seeking knowledge and tempering it with love and mercy, a pacifistic religion at heart that renounces violence except as an act of last resort and condemns evil. | |||
Mischta in AD&D have the following stats: | |||
::Ability Score Minimum/Maximum: Strength 12/18, Dexterity 8/20, Constitution 12/16, Intelligence 5/20, Wisdom 10/18, Charisma 15/20 | |||
::Ability Score Adjustments: -2 Constitution, +2 Dexterity, +2 Intelligence, +2 Charisma | |||
::Class Level Limits: [[Fighter]] 10, [[Ranger]] 15, [[Paladin]] 10, [[Wizard]] (High Sorcery) 15, [[Cleric]] (Holy Order of Stars) 15, [[Thief] 10 | |||
::Ogre Strength: Mischta deal 1d10 damage on a melee hit and add +2 to their damage rolls. | |||
::Pacifist: Mischta suffer a -1 penalty to all attack rolls, and will never wear armor made from animal skin, bone, chitin or other body parts. | |||
::Poison Vulnerability: -1 penalty to saves vs. poison. | |||
::Shapeshifter: Mischta can transform into a human form at will. A mischta with 18+ Intelligence can, from the age of 100, spend 20 years to learn to become a Changer Adept, letting them shapechanger as per the 9th level wizard spell 3/day. | |||
The Nzunta, on the other hand, are the dark reflection of irda and mischta both. They are the remnants of the original corrupt irda culture, somehow spared the karmic transformation that laid their kindred low, and still believing that it is their right to conquer all other races. Fortunately, the nzunta still struggle with the corruption manifesting itself through their blood; only 1d2 baby nzunta per century will be born as purebloods; all of the others will be born as "fallen" - [[ogre]]s, [[ettin]]s, [[troll]]s and [[hag]]s. These imperfect babies are killed, to avoid polluting the bloodline further. They rely heavily on slaves, mostly the Orughi; a strain of [[half-ogre]] adapted for an amphibious life. | |||
Nzunta in AD&D have the following stats: | |||
::Ability Score Minimum/Maximum: Strength 12/18, Dexterity 8/20, Constitution 12/16, Intelligence 5/20, Wisdom 10/18, Charisma 15/20 | |||
::Ability Score Adjustments: -2 Constitution, +2 Dexterity, +2 Intelligence, +2 Charisma | |||
::Class Level Limits: [[Fighter]] Unlimited, [[Wizard]] (Black Robes) Unlimited, [[Cleric]] (Holy Order of Stars) Unlimited, [[Thief]] 15 | |||
::Ogre Strength: Nzunta deal 1d10 damage on a melee hit and add +2 to their damage rolls. | |||
::Master Magi: Nzunta wizards and clerics gain +1 spell of the highest level they can use. | |||
::Shapeshifter: Nzunta can transform into a human form at will. An nzunta with 16+ Intelligence can, from the age of 75, spend 15 years to learn to become a Changer Adept, letting them shapechanger as per the 9th level wizard spell 3/day. Those with 18+ Intelligence and at least 150 years old can spend 75 years learning to become Changer Savants, who can use their shapechange spell-like ability at-will. | |||
Both the mischta and the nzunta made a surprise reappearance in 3rd edition, through the Races of Ansalon splatbook. 3e nzunta use the same statblock as irda (see above), but are evil aligned. 3e mischta work by taking the irda statblock and tweaking it as follows: | |||
::+2 Wisdom instead of +2 Intelligence | ::+2 Wisdom instead of +2 Intelligence | ||
::No spell-like abilities | ::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 | ::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 form by spending a week engaging in mystical practices under the light of Solinari. | ||
::Level Adjustment decreases to +1 | ::Level Adjustment decreases to +1 | ||
::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. | ||
"Otherlands" also introduces a species called the Bolandi; [[halfling]]-like mischievous humanoids with an innate knack for the art of the [[Illusionist]], a strain of ogre-kin warped into small forms and childlike minds by the karmic punishment that created the other ogre strains of Krynn. Unlike the irda, mischta and nzunta, there are no rules for playing bolandi. | |||
[[Category:Dungeons & Dragons]][[Category:Dungeons & Dragons Races]][[Category:Dragonlance]][[Category:Monsters]] | [[Category:Dungeons & Dragons]][[Category:Dungeons & Dragons Races]][[Category:Dragonlance]][[Category:Monsters]] |
Revision as of 09:53, 19 October 2018
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
Mischta and Nzunta
Now, most would have thought that the Irda were magical proto-ogres enough. But Dragonlance's authors didn't think so. In 2nd edition, they released the splatbook "Otherlands", which details various less regions beyond the "core lands" of Ansalon and the more famous "foreign lands" of Taladas. Divided into three chapters, the second chapter detailed the coral reef island chain of Selasia, home to two branches of the irda family tree; the Mischta and the Nzunta.
The Mischta are a religious sub-culture of Irda, the only survivors when their High King, with incredible ironic timing, officially declared the renounciation of the gods at the same time as the Cataclysm struck, resulting in much of the mischta's former island home sinking into the sea - taking the High King with it. They cling deeply to their philosophy, which advocates seeking knowledge and tempering it with love and mercy, a pacifistic religion at heart that renounces violence except as an act of last resort and condemns evil.
Mischta in AD&D have the following stats:
- Ability Score Minimum/Maximum: Strength 12/18, Dexterity 8/20, Constitution 12/16, Intelligence 5/20, Wisdom 10/18, Charisma 15/20
- Ability Score Adjustments: -2 Constitution, +2 Dexterity, +2 Intelligence, +2 Charisma
- Class Level Limits: Fighter 10, Ranger 15, Paladin 10, Wizard (High Sorcery) 15, Cleric (Holy Order of Stars) 15, [[Thief] 10
- Ogre Strength: Mischta deal 1d10 damage on a melee hit and add +2 to their damage rolls.
- Pacifist: Mischta suffer a -1 penalty to all attack rolls, and will never wear armor made from animal skin, bone, chitin or other body parts.
- Poison Vulnerability: -1 penalty to saves vs. poison.
- Shapeshifter: Mischta can transform into a human form at will. A mischta with 18+ Intelligence can, from the age of 100, spend 20 years to learn to become a Changer Adept, letting them shapechanger as per the 9th level wizard spell 3/day.
The Nzunta, on the other hand, are the dark reflection of irda and mischta both. They are the remnants of the original corrupt irda culture, somehow spared the karmic transformation that laid their kindred low, and still believing that it is their right to conquer all other races. Fortunately, the nzunta still struggle with the corruption manifesting itself through their blood; only 1d2 baby nzunta per century will be born as purebloods; all of the others will be born as "fallen" - ogres, ettins, trolls and hags. These imperfect babies are killed, to avoid polluting the bloodline further. They rely heavily on slaves, mostly the Orughi; a strain of half-ogre adapted for an amphibious life.
Nzunta in AD&D have the following stats:
- Ability Score Minimum/Maximum: Strength 12/18, Dexterity 8/20, Constitution 12/16, Intelligence 5/20, Wisdom 10/18, Charisma 15/20
- Ability Score Adjustments: -2 Constitution, +2 Dexterity, +2 Intelligence, +2 Charisma
- Class Level Limits: Fighter Unlimited, Wizard (Black Robes) Unlimited, Cleric (Holy Order of Stars) Unlimited, Thief 15
- Ogre Strength: Nzunta deal 1d10 damage on a melee hit and add +2 to their damage rolls.
- Master Magi: Nzunta wizards and clerics gain +1 spell of the highest level they can use.
- Shapeshifter: Nzunta can transform into a human form at will. An nzunta with 16+ Intelligence can, from the age of 75, spend 15 years to learn to become a Changer Adept, letting them shapechanger as per the 9th level wizard spell 3/day. Those with 18+ Intelligence and at least 150 years old can spend 75 years learning to become Changer Savants, who can use their shapechange spell-like ability at-will.
Both the mischta and the nzunta made a surprise reappearance in 3rd edition, through the Races of Ansalon splatbook. 3e nzunta use the same statblock as irda (see above), but are evil aligned. 3e mischta work by taking the irda statblock and tweaking it as follows:
- +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 form 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.
"Otherlands" also introduces a species called the Bolandi; halfling-like mischievous humanoids with an innate knack for the art of the Illusionist, a strain of ogre-kin warped into small forms and childlike minds by the karmic punishment that created the other ogre strains of Krynn. Unlike the irda, mischta and nzunta, there are no rules for playing bolandi.