View Full Version : First of Five Uratha Base Classes: The Irraka! [Peach]

Primal Fury
2008-04-21, 08:21 AM
its taken quite some time, but i finished the Irraka. dont be shy with the comments, i plan on entering it in the upcoming Class Creation contest, and i want to make sure its good enough.

Now! without further to do! The Irraka!!!


“Took you long enough to find me. Too bad I’ve already killed all the guards and poisoned your king. I hope you have fun explaining how you weren’t able to stop me. Bye.”
-An unknown Irraka.


You shouldn’t be surprised that those born in shadow are adept at using it. Irraka are swift, silent and unseen. They are scouts, the first to catch sight or scent of their prey. They are wolves who hunt without howling and kill without growling. For some reason, Irraka spend more time in human form — and are more adept at dealing with humans, and other races — than other werewolves. In this form, Irraka learn trickery and deceit, so they remain stealthy physically, mentally and socially.

Adventures: An Irraka can adventure for any number of reasons. They may quest for wealth, power, or just to make a name for themselves.
Characteristics: Among all the Uratha, the Irraka are the most introverted. They were reborn on a night with no moon; because of this, they always feel alone, even when surrounded by allies. Strangely enough, they are the most social of all the auspices when it comes to other races. They enjoy making people believe they’re still human, or whatever race they were before the change.
Alignment: Irraka run the entire gamut of alignments. Lawful Irraka sometimes work for a specific government as a spies and informants, whereas chaotic Irraka live as mercenaries, and sell their skills to the highest bidder. Evil Irraka are almost always assassins, willing to kill anyone for a price. Good Irraka are the silent defenders of their chosen territory.
Religion: A good number of Irraka, along with most other Uratha, worship the spirit of the moon, Luna. They believe that she is their ancient mother. Those few who do not worship Luna mostly worship deities of nature, or those of stealth and cunning.
Background: Before their first change, Irraka were quiet and introverted, now that trait has been amplified. More than any other auspice, they have the desire to hold on to what they were before the change. Though they are the most adept at this, eventually they may lose control, and injure or even kill those close to them
Races: To date, most Uratha have been human, though any humanoid race could presumably become one.
Other Classes: Irraka sometimes do not get along well with other classes. They are always plotting and scheming off by themselves, and often the plots involve ways to show up their allies. The eternal rival. If told they can’t do something, they’ll do their damndest to prove that person wrong. They are often at odds with rouges, claiming they can do a better job than them, and are willing to go quite far to prove that. Though, when it comes down to it, there are few friends that are better to have when a situation goes to hell.
Role: Irraka can make excellent rouges; they have a good sneak-attack, a decent number of skill points, and higher survivability. This, coupled with their gifts and shape changing, can make an Irraka a very dangerous opponent, in and out of combat.

Game Rule Information
Uratha that change under the new moon have the following game statistics
Abilities: Dexterity is the most important ability for an Irraka. They need to be able to move from place to place swiftly and silently. Wisdom is very important because of their Pathfinders Sense ability, which allows them to sniff out supernatural horrors, and because they must resist their own rages. Intelligence is nice for more skill points, and just knowing the word around town. Constitution is important for more hit points, as well as essence. Though not very social, a medium charisma is good, for talking your way out of a tight spot, as well as making their abilities more powerful. Strength does not really matter that much at medium levels since they can get a tremendous boost from their shape changing.
Alignment: Any
Hit Die: d8

{table=head]Level|Base Attack Bonus|Fort Save|Ref Save|Will Save|Special

+0| Uratha Traits, Sneak Attack +1d6, Pathfinders Sense, Track

+0|Essence Pool, Trap-Finding

+1| Ability Increase +2 Dex, Alternate Form (Urhan)

+1| Sneak Attack +2d6


+2| Alternate Form (Dalu), Lunacy, Evasion

+2| Sneak Attack +3d6

+2|Special Ability

+3|Alternate Form (Urshul)

+3| Sneak Attack +4d6


+4|Alternate Form (Gauru), Rage, Special Ability

+4|Sneak Attack +5d6


+5|Step Sideways

+5|Sneak Attack +6d6, Special Ability


+6|Hide In Plain Sight

+6|Sneak Attack +7d6

+6|New Moon’s Shadow, Special Ability[/table]

Class Skills
The Irraka’s class skills (and the key ability for each skill) are Balance (Dex), Bluff (Cha), Climb (Str), Craft (Int), Diplomacy (Cha), Disable Device (Int), Disguise (Cha), Escape Artist (Dex), Forgery (Int), Gather Information (Cha), Handle Animal (Cha), Hide (Dex), Intimidate (Cha), Jump (Str), Knowledge (local) (Int), Listen (Wis), Move Silently (Dex), Open Lock (Dex), Profession (any) (Wis), Search (Int), Sense Motive (Wis), Spot (Wis), Survival (Wis), Swim (Str), Tumble (Dex), Use Magic Device (Cha), and Use Rope (Dex).
Skill Points at 1st level: (6 + Int modifier) x 4
Skill Points at Each Additional Level: 6 + Int modifier
Starting Age: As Rouge
Starting Gold: As Rouge

Class Features:
All of the following are class features of the Irraka.

Weapon and Armor Proficiency: Irraka are proficient with all simple weapons, light and ranged martial weapons; as well as any natural attacks they gain when shapeshifting. They are proficient with light armor, but with no shields.

Uratha Traits: All Uratha have certain traits in commom. Upon starting this class, the character gains the Shapechanger sub-type, along with the following traits:

Ability Increases: Like all werewolves, Irraka are hardier than others of their previous race. They gain a +2 bonus to constitution at 1st level. When they first learn to control their shape changing, they gain an increase based on their auspice. Irraka gain a +2 bonus to their dexterity at level 3.

Silver Vulnerability: Regardless of their current form, all damage from weapons made of pure silver is multiplied by 1.5. This damage cannot be healed naturally, or by the werewolf’s regeneration.

Regeneration: Starting at level 5, an Uratha gains the ability to heal wounds that would kill a lesser creature. They gain Faster Healing as a bonus feat. Also, if they choose to, they can gain 1 point of fast healing for each point of essence they invest in this ability. This lasts for a number of rounds equal to the werewolf’s Con modifier +2. They can only heal a number of hit points equal to twice their HD in a single day with this method.

Lunacy: Starting at level 6, a werewolf unlocks the secret of Luna’s madness. Any creature that has less HD than the werewolf that perceives them in Dalu, Urshul, or Gauru form must make a will save with a DC of 10 + 1/2 Class level + Cha modifier. If the creature fails their saving throw, they are shaken. If they fail the save by 10 or more, they are panicked. If they succeed, then they are immune to that werewolf’s lunacy for the next 24 hours. When the Uratha is in Dalu form, all creatures get a +4 bonus on this save. When in Urshul form, this bonus is decreased to +2. When in Gauru form, no such bonuses are given. This affects allies as well. Uratha and other lycanthropes are immune to Lunacy. This is a mind-affecting fear effect.

Rage: Upon reaching the 12th level, you unlock the secret of Luna’s rage. Whenever you take Gauru form, you must immediately make a will save (DC= 10 + 1/2 Class level), or fly into a rage. This rage is treated as a barbarians of half your hit die, except the werewolf has no control over it while in this form. You must attack the nearest living creature. This rage is also triggered when you suffer a critical hit from a silver weapon, at which point you must make a will save (DC= 10 + Class Level + the damage dealt rounded up), or fly into a rage. When gravely injured in this stated, animal instinct will take over and force the werewolf to flee. This rage lasts for 5 rounds. After it is over, you revert back to your Hinshu form and become exhausted for 10 minutes.
Note: If the cause of the rage is a critical hit from a silver weapon, the instinct to flee is suppressed; you will fight until you or your opponent dies, or until the rage ends.

Pathfinders Sense: Of all the auspices, the Irraka have the keenest senses. At level 1, an Irraka gains a bonus equal to half their class level (rounded down) on Spot, Listen, and Search checks (minimum 1). This bonus applies to Survival checks as well, but only when tracking.

Track: An Irraka gains Track as a bonus feat at 1st level.

Sneak Attack: If an Irraka of can catch an opponent when she is unable to defend herself effectively from his attack, he can strike a vital spot for extra damage. The Irraka’s attack deals extra damage any time his target would be denied a Dexterity bonus to Armor Class (whether the target actually has a Dexterity bonus or not), or when the gutter mage flanks his target. This extra damage is 1d6 points at 1st level and it increases by 1d6 every three Irraka levels thereafter. If the Irraka scores a critical hit with a sneak attack, this extra damage is not multiplied. In all other respects, this functions as a rouge’s sneak attack.

Gifts: An Uratha begins play with one gift, and learns a new gift every level except 4th, 8th, 12th, 16th, and 20th. These gifts may be chosen from any list except that of another auspice. He cannot learn a higher level gift until he has learned the level below that one (i.e. An Irraka cannot learn Slip Away if he doesn’t know Sense Weakness).

Trap-Finding: As the rouge ability of the same name.

Essence Pool: Beginning at level 2, the Uratha gains access to a special type of energy called essence. It functions like essentia with the following exceptions: Rather than a fixed amount per level, they gain their Con modifier x 4 at level 2, and they gain an amount equal to their Con modifier each level after that. They can spend 2 points of essence for every 5 levels on a given ability. Rather than storing essence in an ability, it is used. It can be regained in one of 3 ways: You gain essence equal to your Con modifier per hour of rest. When you spend time in the Ethereal Realm you gain 1 essence per minute. The final way is to eat the flesh of another creature, gaining a number of essence points equal to that creatures hit die. Essence can be used to fuel essentia feats and soul-melds.
Note: When the Uratha’s auspice moon is in the sky, they gain a bonus number of essence points equal to half their class level. If there is extra essence left over from this portion whe the night is over, then those points vanish.

Evasion: Beginning at 6th level, an Irraka can avoid even magical and unusual attacks with great agility. If he makes a successful Reflex saving throw against an attack that normally deals half damage on a successful save (such as a lightning bolt or a behir’s lightning breath), he instead takes no damage. Evasion applies only if the Irraka is wearing light armor or no armor. A helpless Irraka (such as one who is tied up, unconscious or held) does not gain the benefit of evasion.

Special Abilities: At 8th level and every fourth level thereafter (12th, 16th, and 20th), an Irraka gains a special ability of his choice from among the following options.

Imporved Evasion: As evasion, except the Irraka only takes half damage on a failed save.

Feat: An Irraka may gain a bonus feat in place of a special ability. He must meet all the prerequisites for the bonus feat.

Pack Mentality: Once per round, an Irraka can make a melee attack of opportunity against an opponent who has just been struck for damage in melee by another character.
This attack counts as the Irraka’s attack of opportunity for that round. Even an Irraka with the Combat Reflexes feat can’t use the opportunity more than once per round. The Irraka must be threatening his opponent to use the ability.

Stalker’s Fang: An Irraka can maximize his advantage when he catches others off guard. He can take a full attack action when he charges an opponent who is surprised, flat footed, or who would be denied his Dexterity bonus to Armor Class.

Shank: Using a standard action, an Irraka can make an off-hand attack with a light piercing or slashing weapon. With this attack, an Irraka can use a sneak attack without having their opponent be flat-footed; but the dice gained from the sneak-attack is halved.

Slippery Mind: If an Irraka with slippery mind is affected by an enchantment spell or effect and fails her saving throw, he can attempt it again 1 round later at the same DC. He gets only this one extra chance to succeed on his saving throw.

Alternate Form: Beginning at 3rd level, an Uratha learns to control their shape-changing. Hishu is the human form (or whatever race they are), and offers no bonuses. Changing their shape is a full-round action that does not provoke attacks of opportunity. They gain the following forms at the specified level:


From left to right: Hishu, Dalu, Gauru, Urshul, and Urhan
Urhan (Wolf): At level 3, they gain the ability to take the form of a wolf. When they take this form, the following changes are made: They loose the ability to speak, but gain a bonus of +4 bonus to diplomacy checks when dealing with canines. They gain Scent, Low-Light vision, and a +4 bonus to Listen checks. They gain a +2 bonus to dexterity. They gain a bite attack that does 1d6 damage. They gain a 20ft bonus to their base land speed, and the gain a natural armot bonus of +2.

Dalu (Near-Man): At level 6, they gain the ability to adopt wolf-like features. When they take this form, the following changes are made: They gain a +2 bonus to strength and constitution. They gain 2 claw attacks that do 1d4 damage. They suffer a -2 penalty to all charisma based checks when dealing with humanoids, with the exception of intimidate, which they gain a +2 bonus on. They gain a +2 bonus to handle animal checks when dealing with canines. They gain Scent, and a +2 bonus to Listen and Spot checks. They gain a 10 ft bonus to their base land speed. They can still use their weapons, and retain the benefits of any armor they were wearing, and they gain a natural armor bonus of +1.

Urshul (Near-Wolf): At level 9, they gain the ability to take the form of a large, feral-looking wolf. When they take this form, the following changes are made: They loose the ability to speak. They gain Scent, and a +4 bonus to listen checks, and a +2 bonus to spot checks. They gain a +4 bonus to strength, dexterity and constitution. They gain a bite attack that does 1d6 damage, and two claw attacks that do 1d4 damage. They gain a 50ft bonus to their base land speed, and a natural armor bonus of +3. Due to the frightening appearance of this form, most wolves will flee when confronted with it, making communication with them all but impossible.

Gauru (War Form): At level 12, they gain the ability to merge their human form and their wolf form into the perfect killing machine, if only for a while. When they take this form, the following changes are made: They loose the ability to speak in complex sentences, but they can form snippets such as “Fresh meat” or “Die now” or something equally as threatening. They gain Scent and Low-Light vision. They loose the ability to make charisma and intelligence based skill checks. You gain a bonus of +6 to Spot (when color is not important), Listen, and Survival while tracking. They gain a +6 bonus to strength, and constitution; as well as a +4 bonus to dexterity. They gain a bite attack that does 1d8 damage, and 2 claw attacks that do 1d6 damage. They gain a 30ft bonus to their base land speed, and a +4 natural armor bonus. Every round on his turn, a werewolf in Gauru form must attack or move toward an enemy; if the werewolf can’t see a living foe, he has to strike out at something nearby (a tree, fallen foe and so on). He can still discern friend from foe, fallen foes from living ones, and can decide between multiple available foes. To do anything other than move, attack or activate an allowed gift (even to exit Gauru form), the werewolf must make a DC 20 Will save. A werewolf can remain in Gauru form for a number of rounds equal to his (current) Constitution bonus (minimum 1); when this time is up, he must change to one of his other forms and is fatigued. Once a werewolf leaves Gauru form, he cannot return to it for at least an hour.
Note: When changing form under your auspice moon, it is a move action rather than a full-round action.

Step Sideways: Once an Uratha reaches level 15, their half-spirit natures manifest themselves. They gain the ability to use Ethereal Jaunt as a spell-like ability twice per day; except with a duration of Instantaneous.

Hide In Plain Sight: At 17th level, an Irraka can hide in plain sight, which functions as the ranger ability of the same name.

New Moon’s Shadow: At the 20th level, an Irraka can draw upon the power of his ancient father, New Moon. Upon activating this ability, an Irraka immediately enters a form similar to Gauru, but with the following differences: Rage is not triggered, and neither is Lunacy. Because New Moon was stealth and silence incarnate, the Irraka loses the ability to speak; as a result he cannot make any charisma based checks that require speech. He is surrounded by swirling darkness that grants him concealment. He gains a +10 bonus to his dexterity, and a +8 bonus to constitution. His sneak-attack die become d8 rather than d6 (if any of your sneak-attack dice are already d8’s, add an extra d8 for each one instead of increasing them). He gains the Death Attack ability. He gains a bonus on Hide and Move Silently checks equally to half his class level, and takes no penalties to these checks while moving at full speed. He gains a 70ft bonus to his base land speed, and a natural armor bonus of +3. He can only use gifts from the New Moon, Stealth, and Evasion list. This form lasts for a number of rounds equal to his new constitution modifier +3. Assuming this for is a full-round action that provokes attacks of opportunity. After the duration is up, the Irraka will lose the ability to change his shape until the next moon rise.
Note: Once this form is used, it cannot be used again until a full lunar cycle has passed. After this cycle, the Irraka must meditate under the New Moon for the entire night in order to take this form again.

EDIT: I gave them Evasion at 6th level and made the special ability Improved Evasion. No idea why i didnt do that in the first place.

EDIT 2: Added a few pics just in case you were curious about what the other forms looked like. Sorry about the poor quality on the second pic, it's the only one I could find.

EDIT 3: Changed Trap-Finding to a 2nd level ability, reduced the number of special abilities, and clarified Rage

Primal Fury
2008-04-23, 08:23 AM
what the... :smallsigh: you know guys... i cant really fix this class if you guys dont tell me whats wrong with it. i mean come on! people who posted after me are gettin posts!:smallannoyed:

ah well... "bump"

2008-04-23, 02:36 PM
i think it reasonable that the new moon's shadow capstone should be usable more often than 1/month. i would say 1/day. you seem to have started in that direction, in the second to last paragraph.

After the duration is up, the Irraka will lose the ability to change his shape until the next moon rise.

i took that to mean the following night.

but then in the note attached below, you say that it cannot be used to next month. help me out if i am misunderstanding something. try comparing it to other classes, whose capstones are generally usable 1/day if restricted at all. some (jade phoenix mage) are less often, but those are rare.

i was also toying with the idea of good will save progression, but i think that the class is pretty well-loaded as it is.

Primal Fury
2008-04-23, 03:00 PM
ah! finally a review! and a good one at that! okay um.... i suppose you're right about the per day thing, when i thought of that, i thought of them channeling the predecessor and being overloaded, and thus, losing the ability to change their shape. but i guess your way is less complicted :smalltongue:

when you say that this class is well-loaded, do you mean that i should get rid of some things? and the low will save was on pupose, because werewolves are creatures of monstrous rage and have less control over themsleves than others... but a couple of the other auspices will have good will saves, like the Elodoth and Itheaur.

2008-04-25, 10:53 AM
Just a thought, have you considered giving them limited acces to soulmelds, since Essence allows it be used with essentia feats and soulmelds, again, just a though.

Primal Fury
2008-04-25, 12:51 PM
i had considered that... i even thought about giving them totemist soulmelds in place of gifts... which, now that i think about it, isnt really a bad idea:smallconfused: huh

2008-04-25, 03:25 PM
i like the gifts. there is a lot to the flavor of werewolf that i don't think the soulmelds capture. at the same time though, soulmelds could work nicely with the right flavor. i would probably create a couple of custom ones if i were you, even if all you did was say 'works the same as (fill in blank) soulmeld, and give it a different name and flavor.

system-wise, i'm not sure how you would work it. maybe just offer a few of them as gift choices. so along with whatever normal gifts they can choose from, they can also choose from a number of werewolf-specific soulmelds.

2009-09-21, 11:41 PM
I rather liked WWs material, and you converted it VERY well.

I'm still going through everything but it looks like everything is pretty balanced so far.


2009-10-17, 08:51 PM
I really like this class. werewolves (of any kind) don't get nearly enough love in D&D.

one thing though (and I might just be blind) I don't see any werewolf gifts actually listed.

The Tygre
2009-10-18, 03:54 AM
Ooh, WoD conversions (sort of)... Y'know, I was just thinking about this the other day. That the best thing to do would be to use WoD characters as classes instead of races. Except in my mind I had a single class for each 'race', with class options as the Clan or Pack or whatever. By the way, how do lodges fit into this?

Primal Fury
2009-10-29, 12:53 PM
This thread hasn't been locked for thread necromancy yet? Really?? Well... I guess I'll answer some o' these questions then.

The only reasons I didn't put any gifts up was because there seemed to be a lack of interest in this, but I guess I can dust this puppy off and get it goin again. The lodges would most certianly fit in as prestige classes... with the possible exception of "Luna's Devote's" (at least I think that's there name). That one would most likely be a feat tree that allows for extra forms in addition to those already listed.

I think I'm gonna start on... Ithaeur next. I think that gifts will be completely different from soulmelds. I'll use Monte Cook's nWoD d20 for some inspiration.

The Tygre
2009-10-30, 03:28 PM
Can't wait for it then. :smallcool: