PCs first, courtesy of Strago unless when noted.
A few notes, which have been changed quite a bit as of November 11th, 2004.
1) The Nameless One is in the topic now, as a pure Fighter with stats that I think are both reasonably balanced and reasonably reflective of how badass he is in-game. I did factor in all the stat boosts he gets from story/dialogue events. I don't think I've accidentally added anything that wouldn't be attainable without a higher starting WIS, say, but those are largely inconsequential to duelling abilities to begin with. I'm not adding him to the averages just yet (though I will add his info in that section as well), as people might take umbrage with a TNO who wasn't built with average stats across the board. Go ahead and give feedback.
2) I consider tattoos illegal these days, except for the few that are unique to TNO, which means things in the topic have changed since I first made it. If you allow them... well, I'm not going to list them all. That would be insane.
3) Everyone in the cast has average defense. There's simply nothing you can equate to a DEF stat in D&D. AC, or Armor Class, is evasion, because... well, that's what it is; this means everyone has some measure of it, though not all excel. I’m treating a 0 AC as an average amount of evasion; in other words, nothing a character with averagish accuracy couldn’t get past. In the same spirit, THAC0 is accuracy. 10 is average, lower is better, higher is worse.
4) I basically don't know what to do with Saving Throws, but my thought is either to ignore them completely or just make sure not to inflate how well they work in PCs favore. Using Save v. Spell as an MDef approximation is reasonable, as is using the others for resistance vs. certain statuses, but for the love of God do not take them literally. Too many spells and attacks in P:T and D&D in general ignore saves or enforce a penalty on them to assume that all attacks in the DL wouldn't have an approximation of that.
5) The cast has a critical hit rate of 5%, and crits do 2x damage, as per D&D rules. Some of them have equips and spells that boost it, though. I'll list all the pertinent damage numbers.
6) I'd say that Speed Factor, a value that is unique to every weapon/spell, should be used as DL speed for the PCs. It makes more sense than using DEX, since I'm 90% sure that DEX isn't even used to determine initiative in the darn game. So, a PC is as fast as whatever they're attacking with. Not too complicated or off-base.
7) Magic Resistance, which is listed as a percentage, is a flat % of magic evasion. Elemental and physical resistances, on the other hand, are damage reduction. Just so we're clear on that.
8) HP values used are the max possible given the levels I'm going by, taking into account the HP that they started at upon joining. If they look skewed at all, tha tis the reason why. It's the game's bias, not mine. ^_^
On with the show, starting with The Nameless One.
The Nameless One
"What can change the nature of a man?"
Level 20 Fighter
-Stats-
STR: 25 (Base 23)
DEX: 18
CON: 24 (Base 22)
INT: 12 (Base 13)
WIS: 20 (Base 21)
CHA: 14
HP: 263
AC: 0 [-1] (-3 vs. Piercing)
THAC0: 1
Attacks per round: 3
To hit: +13 [+11]
Damage: +19
-Saving Throws-
Paralyze/Poison/Death: 0 (-1 vs. Paralyzation)
Rod/Staff/Wand: 2
Petrify/Polymorph: 1
Breath Weapon: 1
Spell: 3
-Resistances-
Crushing: 10%
-Equipment-
Celestial Fire (Hammer)
3-18 Crushing
+10 Fire Damage
+10% Resistance to crushing attacks
Speed 3
Or
“Reason”
5-12 Crushing
+2 Crushing damage
+1 Charisma
+1 AC
Speed 3
Deionarra’s Wedding Ring
+3 to all Saving Throws
+3 AC
+3 AC vs. Piercing
Tattoo of the Lost Incarnation
Increases rate of regeneration
Tattoo of Ravel’s Kiss
-1 to Wisdom
-1 to Intelligence
+2 to Strength
+2 to Constitution
+1 to Save vs. Paralyzation
Average Damage:
[29.5 phys (.95)] + [59 phys (.05)] x 3 attacks per round = 93 phys damage w/ “Reason”
[29.5 phys (.95)] + [59 phys (.05)] + 10 fire x 3 attacks per round = 93 phys + 30 fire w/ Celestial Fire
Summary: Heavy/Godlike. Yeesh. Fewer unique equips than I recalled TNO possessing, but... just oodles of raw power. Ness-esque HP, extremely high damage, and with CON that high and his tattoo his regen might actually be worth something. I'm not sure. Get a load of those saving throws, too. Under a pretty reasonable interpretation I can see him being extremely hard to hit with non-100% status, and having solid MDef as well.
---------
Ignus
"Ignusss wishesss to burrrrn..."
Level 12 Mage
-Stats-
STR: 13
INT: 19
WIS: 8
DEX: 16
CON: 20
CHR: 3
HP: 66
AC: 3
THAC0: 17
Attacks per round: 1
To hit: +0
-Saving Throws-
Paralyze/Poison/Death: 11
Rod/Staff/Wand: 7
Petrify/Polymorph: 9
Breath Weapon: 11
Spells: 8
-Equipment-
Ignus' Fireball
1-3 Missile
2-8 Fire
Speed 5
I don't believe he has any DL-legal equipment, aside from his fireball.
AC Bonuses
Slashing: -2
Piercing: -2
Crushing: -2
Missile: -2
-Resistances-
Normal Fire: 125%
Magic Fire: 125%
Electricity: 100%
Acid: 100%
Slashing Attacks: 25%
Piercing Attacks: 25%
Crushing Attacks: 25%
Missile Attacks: 25%
Spells:
5 level 1 spells
5 level 2 spells
5 level 3 spells
5 level 4 spells
5 level 5 spells
2 level 6 spells
First Level
Tongues of Flame: 5 Missiles that do 2-5 magical fire damage. Speed 1.
Seeking Flames: Gives all enemies within a 50 ft. redius a -1 to Attacks and -1 to saving throws. Speed 1.
Second Level
Infernal Orb: 1-6 damage, along with a -1 penalty to the enemy's Stregnth and Dex for 10 seconds. Accuracy is the user's base hit with a +3 bonus. Speed 1.
Ignus' Terror: Causes all non-undead creatures within a 30 foot radius of the target point to flee in terror from the area, if they fail their saving throw at a -1 penalty. Speed 2.
Third Level
Infernal Shield: Works on caster only. Creates a fiery shield that bestows a 150% Normal Fire Resistance and 150% Magical Fire Resistance. The spell expires after... 55 seconds. I'm not quite sure how useful this is for him, since he already has 125% in both. OMG IM MORE IMMUNE TO FIRE THAN BEFORE! It may be possible that fire magic heals him at this point, but I haven't tested it. Speed 3.
Fiery Rain: 10 Meteors fall on a single target. Each missile that hits inflicts 1-2 points of blunt damage and 1-4 points of fire damage. Speed 3.
Fourth Level
Elemental Strike: Creates a globe of elemental energy that does 2-8 damage. This always hits, regardless of the saving throw. It then explodes for damage equal to 1/level of the caster if the target does not make the saving throw. If the target makes the saving throw, this additional damage is negated. At level 12, Ignus can create 2 missiles (he's just one level short of getting another). Speed 4.
Average Damage:
Suckass Physical: [2 phys x (.95)] + [4 phys x (.05)] + 5 fire = 7 damage w/ Ignus' Fireball
Tongues of Flame: 3.5 magical fire x 5 = 17.5
Fiery Rain: 10*(1.5 + 2.5) = 40
Elemental Strike: 2*(5 + 12) = 34
Summary: Light. So very Light. Utter crap HP that is not saved by his minor damage reduction against physicals, below average damage, an utter lack of variety in spells. Yeah. Beats pure fire mages and has decent speed. I guess.
-Dak’kon-
The tormented Githzerai warrior mage, and follower of the way of Zerthimon. *Know* that he will own you.
Level 10 Fighter/Level 11 Mage
-Stats-
STR: 18
DEX: 18
CON: 18
INT: 13
WIS: 13
CHA: 13
HP: 111
AC: -5
THAC0: 11
Attacks per round: 2
To hit: -1 (+3 w/ Power of One)
Damage: +6 (+12 w/ Power of One)
-Saving Throws-
Paralyze/Poison/Death: 8
Rod/Staff/Wand: 7
Petrify/Polymorph: 9
Breath Weapon: 9
Spell: 8
-Equipment-
Dak’kon’s Zerth Blade (“Chained Blade”)
- 6 AC
5-20 Slashing
Doubles 1st & 2nd Level Mage spells
Speed 6
Dak’kon’s Zerth Armor - AC 5
-Spells-
6 lvl 1 slots
6 lvl 2 slots
4 lvl 3 slots
First Level
Reign of Anger: Launches 5 energy bolts of 3-6 damage each. Speed 1.
Vilquar’s Eye: Enemy makes save vs. Spell at –1 penalty. On failure, receives –4 penalty to AC and THAC0. Speed 1.
Second Level
Power of One: Boost STR 1d8 + 1 points. Cannot go past 21. Speed 2.
Third Level
Balance in All Things: Self-targeted. Enemy takes damage equal to their own attack when they strike Dak’kon, magically or physically. Lasts for 3 enemy attacks, or 55 seconds, which is 9 rounds. Speed 3.
Zerthimon’s Focus: Increases Dak’kon’s critical hit rate by ~20%. Speed 3.
Average Damage:
[18.5 phys (.95)] + [37 phys (.05)] x 2 attacks per round = 39 phys damage w/ Chained Blade
[18.5 phys (.75)] + [37 phys (.25)] x 2 attacks per round = 46 phys damage w/ Chained Blade & Zerthimon's Focus
[24.5 phys (.95)] + [49 phys (.05)] x 2 attacks per round = 52 phys damage w/ Chained Blade & Power of One
[24.5 phys (.75)] + [49 phys (.25)] x 2 attacks per round = 62 phys damage w/ Chained Blade & Zerthimon's Focus & Power of One
4.5 magical x 5 bolts = 22 magical damage w/ Reign of Anger
Summary: A good Middle, I think. Game low AC, 2nd in the cast for HP, magic defense a bit above average, decent damage with his sword, and some nice tricks with his spells. Balance in All Things can be particularly nasty, and his damage is great if he has time to buff.
------------
-Annah-
The fiery fiendling sneakthief.
Level 10 Fighter/Level 12 Thief
(Quantities in parantheses denote values for Punch Daggers of Shar)
-Stats-
STR: 14
DEX: 19 (Base 18)
CON: 16
INT: 11
WIS: 9
CHA: 13
HP: 112 (97)
AC: -3
THAC0: 11
Attacks per round: 2
To hit: +5 (+1)
Damage: +3
-Saving Throws-
Paralyze/Poison/Death: 8 (6)
Rod/Staff/Wand: 10 (8)
Petrify/Polymorph: 9 (7)
Breath Weapon: 9 (7)
Spell: 5 (3)
-Resistances-
Normal Cold: 50%
Normal Fire: 5%
Magical Fire: 5%
Magic: 66% (100%)
Slashing: 25%
Piercing: 25%
Crushing: 25%
Missile: 25%
-Equipment-
Mark of the Savant
3-18 Piercing
THAC0 +4
+2 AC
+1 DEX
+15 to base HP
Speed 2
Or
Punch Daggers of Shar
1-4 Piercing
+2 to all Saving Throws
35% Magic Resistance
Speed 2
Serpent Ring
33% Magic Resistance
+2 Save vs. Spells
Immunity to Poison
Serpent Ring
33% Magic Resistance
+2 Save vs. Spells
Immunity to Poison
Spider Bracelet
25% Resistance to Physicals
+10 to base HP
-1 to Intelligence
-1 to Wisdom
Jerkin of the Brazen Rogue – AC 4, THAC0 +1
-Skills-
Damage x4 on a successful Backstab. Whether anyone considers this or not is up to them. I don’t, personally, given how difficult it would be to hide from an openly hostile foe in an Arena setting.
Average Damage:
[13.5 phys (.95)] + [27 phys (.05)] x 2 attacks per round = 28 phys damage w/ Mark of the Savant
[5.5 phys (.95)] + [11 phys (.05)] x 2 attacks per round = 12 phys w/ Punch Daggers of Shar
Summary: Light, but not a bad one. Definitely fast, and depending on her weapon of choice she's either a decent slugger, a status whore, or a competent anti-mage. Somewhat tankier than her HP indicates, as well, thanks to the Spider Bracelet. The damage just isn’t there, though. Especially if she goes for the Punch Daggers of Shar, mages will barely be able to touch her… but her damage becomes stupidly bad. Being the only thief in the cast means she’s got some great equipment options, and those really help her out.
------------
-Nordom-
"I think therefore I am, I think."
Level 12 Fighter
-Stats-
STR: 18
DEX: 17
CON: 18
INT: 14
WIS: 8
CHA: 8
HP: 123 HP
AC: -1
THAC0: 7
Attacks per round: 2
To hit: +4
Damage: +9
-Saving Throws-
Paralyze/Poison/Death: 7
Rod/Staff/Wand: 9
Petrify/Polymorph: 8
Breath Weapon: 8
Spell: 10
-Resistances-
None!
-Equipment-
Nordom's Crossbows
+1 THAC0
Speed 10
Optix
+2 Damage
+15% chance of Critical Hit
+1 Luck
Bolts of Wincing
2-9 Piercing
2-9 Slashing Damage on Impact
Increases Chance of Critical Hits (+5%)
+1 THAC0
Average Damage:
[14.5 phys (.75)] + [29 phys (.25)] + 5.5 phys x 2 attacks per round = 47 slashing damage w/ Bolts of Wincing
Summary: Light. Above average damage, pretty bad speed, good accuracy, good durability, alright save, and a real lack of anything special about him. Aside from his writeup fodder, of course, which is grand.