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==Irda PCs== Despite being the most isolated and xenophobic of the races in Dragonlance, they have actually been playable in it for a very long time, 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". Although irda adventurers are naturally cautious, seeking to avoid revealing who they are if they can avoid it, they also have an elf-like mentality; they are often given to flights of fancy and whim, and while they are rarely risk takers, they will imbibe in trickery and good humor, often placing their traveling companions on the receiving end. The most serious and sacred duty of any Irda adventurer is to recover Irda artifacts when any news arises, so that such powerful items do not fall into the hands of the servants of the dark gods. ===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. ===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 Speed 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
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