Okay, so Greywolf got 13, 15, 10, 16, 12, and 8. Tristen got 13, 10, 14, 16, 13 and 7.
What is an Irda? I know pretty much nothing about DL except what I picked up in the Haven and PG games and the following:
kender are 10 yr olds, steel is money but people still make weapons and armor from it, goblins are red and there are apparently no clerics for 300 yrs before the dragon wars. lol. minor exaggeration maybe but you get the gist
That is all true, except the Dragon Wars (there were three of them) happened hundreds of years before the Cataclysm. It was the War of the Lance where clerical powers finally returned.
(Also as an aside, I have a short list of possibilities of modules to run; I was going to wait and see what everyone rolls first before making a choice. However, all of them occur after the War of the Lance, so if you want to be a paladin, cleric, knight or any other character with divine powers, you don't have to worry about that.)
Anyway, yeah, feel free to ask about any race or class and I'll be happy to add more info. You probably already know there are three pantheons (Good, Neutral and Evil). The head of each pantheon created one of the races--Paladine made elves, Gilean made humans and Takhisis made ogres. All of the other races are Greygem races--corruptions of the other three caused by wild magic (although many of those races, like the dwarves and minotaur, would strongly disagree with that.)
The original ogres were actually beautiful and intelligent--they were known as high ogres. The story goes that over time, their evil caused them to degenerate and become 'fallen ogres' which is the kind you think of now (large, violent, dumb and ugly). Which has some...unfortunate implications, when you think about it. Anyway, there was a small faction of high ogres who defected to Paladine and they became the Irda. Because of this, they got to keep their beauty and intelligence. They have a hidden island where they dwell. Most are happy to spend their entire lives on it, but sometimes one of the younger ones get curious about the outside world, so they slip out, shapechange to look like another race, and sort of have some fun for awhile.
Consequently, if you wish to play an Irda, you will likely be in disguise the entire time as another race.
Stats for them are:
Irda receive a +1 to DEX, INT and CHA because they are graceful, brilliant and beautiful, but they have a fainting nature that endures shocks poorly so suffer a -3 to CON.
Minimums and Maximums
STR 12/18
DEX 8/19
CON 12/15
INT 5/19
WIS 10/18
CHA 15/19
Shapechanging: The lrda 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 lrda 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 lrda 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 lrda suffers a -2 to all rolls as he learns the nuances of his new body. If shifting to an unfamiliar form, the lrda must rest for 1d6+6 rounds, and then suffers a -2 to all rolls for 4 rounds. lrda bodies cannot be dispelled: they are solid and take damage just as other bodies do.
Magic: Because of their close relationship to magic, lrda spellcasters gain one additional spell of the highest level they can cast. This additional spell applies only to the highest level; it does not remain with the lower levels as an lrda increases in level.
I myself will probably go with a dwarf right now I am considering either a Gully dwarf because i have kind of wanted to play one it'd be interesting being the more childish lower intelligence type potentially.
Otherwise my considering right now is a Mountain Dwarf Cavalier (sounds interesting), or a Gully Dwarf Thief, or Hill Dwarf Barbarian or Ranger.
If you are a hill dwarf, you'll probably be a Neidar. If a mountain dwarf, probably either Hylar or Daewar. Mechanically, they're all pretty much the same.
Dwarves get a +1 to CON and -1 to CHA. Racial abilities are identical to those found in the PHB.
Minimums and Maximums
STR 8/18 for Mountain, 9/18 for Hill
DEX 3/17 for Mountain, 3/17 for Hill
CON 12/19 for Mountain, 14/19 for Hill
INT 3/18 for Mountain, 3/18 for Hill
WIS 3/18 for Mountain, 3/18 for Hill
CHA 3/16 for Mountain, 3/12 for Hill
Gully Dwarves, or Aghar, are another matter. You can find their racial abilities in the Complete Book of Dwarves, if you have it. (If not, let me know and I'll post it here.)
Minimums and Maximums
STR 6/18
DEX 6/18
CON 3/12
INT 3/9
WIS 3/9
CHA 3/9
Here's the write up for the Barbarian class:
And the Cavalier class: