Author Topic: Neverwinter Nights (Full)  (Read 1564 times)

Taishyr

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Neverwinter Nights (Full)
« on: August 28, 2008, 12:51:26 AM »
Info from InfinityDragon.

This is more a product of boredom than anything else, since just about everything I own is in a warehouse waiting to be unpacked.  NWN more or less follows D+D 3rd Edition rules (Only some minor differences in spell effects and the like), but I'll still recap what the different effects are, and how I'd consider those stats in a DL setting.

The game has 6 henchman NPCs, of which you can have one following you around at a time.  Since the main character can be of any race and class, he/she will not be included.  For the three PC spellcasters, I don't have spelllists on me so this will be from memory.  I'll give them spells that fit their profiles.  Once I get my disc back, I can test better to see what they actually have.  Thusly, take their ability lists with a grain of salt for the time being.

Statistics Overview
----------------------
HP:  Lose these and die
Armor Class (AC):  How hard it is to be hit physically.  Evade.
Spell Resistance (SR):  How hard it is to be hit magically.  Magic Evade.  (Few characters have this)
Attack:  How easy it is to hit a target (Attack hits if 1d20 + Attack > AC).  Accuracy.  If more than one number is listed (i.e.  24/19), then the character gets additional attacks with the Attack values listed (So the first attack would be at +24, the second at +19).
Damage:  How much HP an attack or ability takes off.

Fortitude:  Defense against attacks that affect bodily state, such as Poison and Disease.  Physical Status Resistance
Will:  Defense against attacks that affect mental state, such as Confusion and Fear.  Mental Status Resistance
Reflex:  Defense against indirect attacks that can be avoided, such as Traps and splash damage.  Probably useless in the DL for the most part.

(The following stats are just for flavor, since they are already accounted for in the above stats)
Strength:  Affects carrying capacity (Useless), Melee Attack, and Melee Damage.
Dexterity:  Affects AC, Ranged Attack, and Reflex Save.
Constitution:  Affects HP, Fortitude Save
Intelligence:  Affects Skill Points (Mostly useless), and Wizard spells per day (Useless for non-Wizards).
Wisdom:  Affects Will Save, and Cleric/Druid/Paladin/Ranger spells per day.
Charisma:  Turn Undead (Paladin and Cleric ability), Bluff/Persuade (Useless)

NPC Henchman Stats[/i]

Linu La'narel-  Elf Cleric 14
HP:  140
AC:  28
SR:  0
Attack:  +16/+11 (Light Mace +3)
Melee Damage:  7-13 x2 (5% critical rate) [21]

Fortitude:  14
Reflex:  5
Will:  16

STR:  16
DEX:  12
CON:  17
INT:  10
WIS:  21
CHA:  12

Abilities/Spells:
-Air, Animal Domain Cleric Spells

~Resistance x6:  All saving throws (Fortitude, Will, Reflex) are increased by 1.  Effect lasts 10 rounds.
---
~Shield of Faith:  +4 to AC.  Lasts 140 rounds.
~Entropic Shield:  20% chance for Ranged attacks to miss caster.  Lasts 140 Rounds.
~Endure Elements:  Reduces all elemental damage by 10.  Lasts all day.
~Divine Favor x2:  +4 to Attack and Melee damage.  Lasts 10 rounds.
---
~Cat's Grace:  Gains 1d4+1 Dexterity [4] (Usually +2 to AC, Reflex, and Ranged attack).  Lasts 14 hours.
~Resist Elements:  Elemental damage reduced by 20.  Lasts 140 rounds.
~Lesser Restoration x2:  Removes negative effects that cause ability score loss (Stat downs), AC penalties, damage penalties, and saving throw penalties.
~Hold Person:  Target must suceed a Will save (DC17) [30% accuracy] or be Paralyzed for 14 rounds.
---
~True Seeing:  Characters see through all forms of invisibility and magical hide effects.  Lasts 140 Rounds.
~Call Lightning x3:  10d6 Electrical damage [35] to all targets in the AOE.
---
~Death Ward:  Caster becomes immune to all Death effects.  Lasts 1400 rounds.
~Freedom of Movement:  Caster becomes immune to Paralyze, Hold, Slow, Stop, and other such effects.  Lasts 1400 rounds.
~Restoration:  As Lesser Restoration, but also removes Blindness and Level Drain.
~Neutralize Poison:  Cures target of Poison effects.
---
~Polymorph Self:  Caster can turn into a Giant Spider, Troll, Umberhulk, Pixie, or Zombie.
~Flame Strike x2:  Deals 14d6 [50] Fire/Divine damage.  Half the damage is Fire, the other half is Divine (Non-elemental).
---
Heal x3:  Target recovers all HP.
---
Destruction x2:  Instantly slays the target (DC22, Fort) [45% accuracy].  Any target slain this way cannot be ressurected except by a spell that resurrects the target with full HP.  If the death effect misses, the target still recieves 10d6 [35] damage.

-Turn Undead/Air Elementals x4:  Can turn an Undead of level 1d20+1 [12] or less.  If affected, the target runs (does nothing else) from the caster for 10 rounds.
-Sleep Immunity
- +2 to saving throws against Mind affecting attacks
-Power Attack:  Can reduce Attack by 5 [-25 from hit %] to increase damage by 5.
-Spell Penetration:  +2 [+10 to hit %] to checks against Spell Resistance.

Comments:  Her spell selection makes her or breaks her.  With the spells I've given her here, she has a wide array of buffing spells, along with a few Heal spells for the HP recovery (Cure "---" Wounds spells are awful and not worth using).  She uses either the damage spells or status spells to get wins.  Probably a borderline Middle/Heavy.

Sharwyn- Human Bard 14
HP:  140
AC:  22
SR:  0
Attack:  +17/+12, +17 (Off-hand) (Double Sword +3)
Melee Damage:  9-16 x2 + 6-13 (10% critical rate) [40]

Fortitude:  7
Reflex:  11
Will:  9

STR:  20
DEX:  15
CON:  17
INT:  10
WIS:  10
CHA:  21

Abilities/Spells:

-Bardic Magic:

*Level 0 x4-
~Resistance:  +1 Bonus to all saving throws.  Lasts 10 rounds.
~Cure Minor Wounds:  Heal 4 HP of damage
~Flare:  -1 to target's Attack (DC16, Fort) [15% accuracy]
~Daze:  If target is level 4 or less, it becomes Dazed for one round (DC16, Will) [25% accuracy].
---
*Level 1 x3-
~Mage Armor:  +4 to AC.  Lasts 14 hours.
~Protection from Alignment:  +2 AC and +2 to saving throws from attacks of the chosen alignment (Good or Evil).  Lasts 140 rounds.
~Magic Weapon:  Adds a +1 bonus to weapon (+1 Attack, +1 Damage)
~Grease:  Anything that enters the AOE must succeed a Reflex save or slip (DC16) [25% accuracy].  All charactes in AOE move at half speed.
---
*Level 2 x3-
~Bull's Strength:  Target's strength increased by 1d4+1 [4] (Usually gives +2 to Attack and Damage).  Lasts 14 hours.
~Cat's Grace:  Gains 1d4+1 Dexterity [4] (Usually +2 to AC, Reflex, and Ranged attack).  Lasts 14 hours.
~See Invisibility:  Target can see invisible creatures.  Lasts 1400 rounds.
~Hold Person:  Target must suceed a Will save (DC17) [30% accuracy] or be Paralyzed for 14 rounds.
---
*Level 3 x3-
~Bestow Curse:  Reduces all of target's ability scores (Stats) by 2.  Touch attack [95% accuracy] followed by Will save (DC18) [35% accuracy].
~Dispel Magic:  Removes spell effects from target, but each affect is attempted individually (DC25) [35% accuracy per effect].
~Haste:  +4 Dodge Bonus to AC, one additional physical attack (At 17 attack and 9-16 damage), and 50% increase in movement speed.  Lasts 14 rounds.
~Keen Edge:  Doubles the probablility of critical hits.  Lasts 1400 rounds.
---
*Level 4 x3-
~Cure Critical Wounds:  Target recovers 4d8+14 (32) HP.
~Dismissal:  Banishes a summoned creature (DC19) [40% accuracy].
~War Cry:  +2 bonus to Attack and physical damage.  All enemies in AOE are stricken with Fear (Run around doing nothing) (DC19) [40% accuracy].
~Neutralize Poison:  Target is cured of all Poison effects.
---
*Level 5 x2-
~Ethereal Visage:  Target gains Damage Reduction 20/+3 and immunity to low level spells.  Lasts 14 rounds.
~Greater Dispelling:  As Dispel Magic, but each effect has a 50% chance of being removed.
~Mind Fog:  All enemies caught in the AOE have their Will saves reduced by 10 (DC20, Will) [45% accuracy].

-Bard Song x14:  +2 Attack, +3 Damage, +1 to all saving throws, +16 HP, +3 AC.  Lasts 10 rounds.
-Disarm:  Knocks opponent's weapon from hands [65% accuracy].  If the attempt fails, then the opponent gets a free attack on the one attempting to disarm.

Comments:  Bard Song is a fairly hefty boost, though it does take a round to cast it, and Sharwyn lacks decent healing.  The other spells are nifty, but either aren't accuarate enough or don't have enough of an impact to make worth using (Exceptions might be Ethereal Visage and spells used after a successful Mind Fog).  Best bet is to probably buff a little (Bard Song, Wary Cry, or Keen Edge), then let loose with her passable physical.  AC is pretty bad though...probably a high Middle or a losing Heavy.

Boddyknock Glinkle-  Gnome Sorcerer 14
HP:  121
AC:  24
SR:  10
Attack:  +11/+6 (Light Crossbow +3)
Ranged Damage:  1-8 x2 (10% critical rate)

Fortitude:  11
Reflex:  6
Will:  11

STR:  10
DEX:  12
CON:  23
INT:  12
WIS:  8
CHA:  21

Abilities/Spells:

-Sorcerer Spells:  Like Sharwyn, Boddyknock can cast any combination of spells he knows from each spell level, giving him a bit of variety in his spellcasting ability.

*Level 0 x6-
~Electric Jolt:  1d3 [2] Electical damage to the target.
~Acid Splash:  1d3 [2] Acid damage to the target.
~Ray of Frost:  1d4 [3] Cold damage to the target.
~Resistance:  +1 bonus to all saving throws.  Lasts 10 rounds.
---
*Level 1 x6-
~Burning Hands:  5d4 [13] Fire damage to the AOE (Cone).
~Magic Missle:  5d4+5 [18] damage to the target.
~Horizikaul's Boom:  5d4 [13] Sonic damage to the target.
~Shield:  +4 AC, immune to Magic Missle spell.  Lasts 140 rounds
~Protection from Alignment:  +2 AC and saving throws against attacks of the chosen alignment (Good or Evil).  Lasts 140 rounds.
---
*Level 2 x6-
~Combust:  2d6+10 [17] Fire damage to the target.  30% chance of an additional 1d6 damage.
~Melf's Acid Arrow:  3d6 [11] +1d6 [4] damage per round for the next 5 rounds.
~Resist Elements:  Elemental damage reduced by 20.  Lasts 140 rounds.
~Stone Bones:  +3 Natural Armor bonus to AC.
~Gedlee's Electric Loop:  5d6 [18] Electical damage to all targets in area.
---
*Level 3 x6-
~Lightning Bolt:  10d6 [35] Electical damage to target
~Mestil's Acid Breath:  10d6 [35] Acid damage to target
~Haste:  +4 Dodge Bonus to AC, 50% faster movement, one extra attack (At +11 Attack) per round.  Lasts 14 rounds.
~Flame Arrow:  12d6 [42] Fire damage to target
---
*Level 4 x6-
~Isaac's Lesser Missle Storm:  10d6 [35] damage to target.
~Wall of Fire:  4d6 [14] Fire damage in AOE per round.
~Improved Invisibility:  Cannot be directly targetted by attacks until he takes an action.  50% chance to avoid physical attacks after that.  Lasts 14 rounds.
~Ice Storm:  3d6 [11] Bludgeoning damage plus 6d6 [21] Ice damage to area [32 total].
---
*Level 5 x6-
~Ball Lightning:  14d6 [49] Electrical damage to target.
~Mestil's Acid Sheath:  Anything that physically attacks the caster takes 1d6 [4] plus 7 Acid damage per attack [11 total].
~Firebrand:  14d6 [49] Fire damage to target.
---
*Level 6 x5-
~Isaac's Greater Missle Storm:  20d6 [70] damage to all targets in the area.  Focuses.
~Greater Stoneskin:  20/+5 damage reduction.  Absorbs 140 damage before the effect is lost.
---
*Level 7 x3
Delayed Blast Fireball:  Deals 14d8 [63] Fire damage to AOE.  Blast can be delayed up to 5 rounds.

-Spell Focus Evocation:  All Evocation spells (Basically the direct damage ones) have a +2 DC to resist their effects, if they can be resisted (In this case, most of them are Reflex saves for half damage...which don't translate to the DL well at all).

Comments:  Boddyknock is a nasty little bugger.  HP is very good for a mage, and he can play hell with some of his effects.  Delayed Blast Fireball is a nightmare for healers (Set 3 fireballs to trigger on the same round he casts Greater Missle Storm for 259 damage which is overkill), and with stuff like Greater Stoneskin and Improved Invisibility, he can live for quite some time.  The spell resistance isn't that great, but it helps.  I think he'd make a very solid Heavy.

Tomi Undergallows-  Halfling Rogue 14
HP:  156
AC:  29
SR:  0
Attack:  +21/+16 (Kukri +3)
Melee Damage:  4-7 x2 (15% critical rate) [12]

Fortitude:  10
Reflex:  18
Will:  5

STR:  10
DEX:  26
CON:  21
INT:  12
WIS:  10
CHA:  10

Abilities/Spells:

-Fearless:  +2 bonus to Fear saves
-Improved Evasion:  Successful save = no damage.  Failed save = half.
-Slippery Mind:  Reroll Will saves once
-Sneak Attack:  +7d6 [25] damage when enemy is flanked or caught off guard (Should never happen in the DL).

Comments:  Utter trash.  He's useful in-game because he actually can use sneak attack to some degree and his lockpicking comes in handy.  In a duel, he'll get his ass stomped by most.  His saving throws are pretty bad, and his AC and HP are just above average.  Borderline Light/Puny.

Daelan Red Tiger-  Half Orc Barbarian 14
HP:  188
AC:  26
SR:  0
Attack:  +24/+19/+14, +24 (Double Axe +3)
Damage:  12-19 x3 +8-15 (5% chance to do a 3x damage critical) [61]

Fortitude:  13
Reflex:  6
Will:  4

STR:  26
DEX:  14
CON:  19
INT:  10
WIS:  10
CHA:  7

Abilities/Spells:

-Barbarian Rage x4:  +2 Attack and Damage, +28 temporary HP, +2 Will, -2 AC.  Lasts 9 Rounds.
-Knockdown:  First a successful attack at -4 Attack [70% accuracy] followed by opposed Discipline check [Varies.  Probably around 60%].  If successful, opponent is knocked prone (Must spend next turn getting up).
-Power Attack:  -5 Attack for +5 to damage.

Comments:  A solid character overall.  Good HP and excellent physical damage output.  Saving throws are a bit low, so status whores make him cry and he's completely reliant on his physical for damage.  Still, he's probably a solid Heavy.

Grimgnaw-  Dwarf Monk 14
HP:  142
AC:  29
SR:  0
Attack:  +21/+18/+15/+12, +21 (Haste Attack) (Unarmed Attack)
Melee Damage:  7-18 x5 + 1-6x5(Cold damage) (5% for critical hit) [66+18 Cold = 84]

Fortitude:  16
Reflex:  12
Will:  13

STR:  22
DEX:  16
CON:  25
INT:  10
WIS:  19
CHA: 4

Abilities/Spells:

-Flurry of Blows:  Deals an extra attack (7-18 + 1-6 Cold) but all attacks have a -2 penalty to Attack [-10 from accuracy %]
-Deflect Arrows:  Automatically has a chance [65%] to deflect any incoming ranged attacks.
-Hardiness vs. Poison:  +2 resistance against poison attacks
-Hardiness vs. Spells:  +2 bonus to resist effects of spells.
-Still Mind:  +2 save vs. Mind affecting attacks.
-Stunning Fist:  -4 Attack and Damage, stuns opponent for 3 rounds [40% accuracy].
-Auto Haste

Comments:  Grimgnaw is insane.  Good AC and saves help to keep him alive and he hits like a Mack truck.  Stunning Fist can help him get a few rounds in where he can demolish the helpless opponent and Flurry of Blows can increase his damage by a fair margin.  Other abilities are there to further increase his ability to stay alive.  Only downside is that he's pure physical and his HP is just slightly below average.  Probably would be a winning High Heavy.

AVERAGES

HP:  150
AC:  26
SR:  --
Attack (First Hit):  18
Damage (Both magical and physical):  50

Fortitude:  12
Reflex:  10
Will:  10

NPC Enemy Stats[/i]-  SPOILERS FOR SOME

Lady Aribeth de Tylmarande  Elf Paladin 20/Cleric 18
HP:  200
AC:  25
SR:  0
Attack:  +37/+32/+27 (Aribeth's Bastard Sword +5)
Damage:  12-21 (+15 if target is Good)x3 (20% chance of critical) [60, 75 if target is Good]

Fortitude:  28
Reflex:  20
Will:  25

STR:  22
DEX:  17
CON:  14
INT:  10
WIS:  19
CHA:  19

Abilities/Spells:

Cleric/Paladin Spells-

~Hold Person x2-  Paralyze a humanoid for 18 rounds [25% accuracy]
---
~Clarity-  Removes Sleep, Stun, and Charm from the target
~Dispel Magic-  Removes magical effects from target [30% accuracy per effect]
~Invisibility Purge-  Invisibility is removed in the area for 180 rounds.
~Negative Energy Protection-  Immunity to Negative Energy.  Lasts 18 rounds.
~Remove Curse-  Removes Curse effects.
---
~Cure Critical Wounds-  Heals 4d8+18 [36] HP
~Divine Power-  Gain 38 temporary HP.  Lasts 18 Rounds.
~Freedom of Movement-  Immune to movement hindrance effects.  Lasts 380 rounds).
~Hammer of the Gods-  9d8 [41] Divine damage.
~Neutralize Poison-  Removes Poison/Venom effects from target.
---
~Flame Strike x2-  15d6 [54] Fire/Divine damage to area.
~Raise Dead-  Target ressurected with minimal HP.
~True Seeing-  See through all forms of invisibility.  Lasts 180 rounds.
---
~Blade Barrier-  18d6 [63] Slashing damage to area.
~Greater Dispelling-  Removes magical effects from target [70% accuracy per effect]
~Harm-  Touch attack [95% accuracy] that reduces target to 1d4 [3] HP.  No save.
~Heal-  Fully recover all HP.
---
~Greater Restoration-  Dispels all harmful magic effects from target.
~Ressurection-  Restores target to life with full HP.
~Word of Faith-  Stuns all targets in area for 9 rounds [100% accuracy].
---
~Fire Storm x3-  18d6 [54] Fire damage to AOE.
~Mass Heal-  All friendly units, including caster, are fully healed.
---
~Implosion-  50% chance of ID per round, up to four rounds.  Requires concentrating to keep the spell going.  New target can be selected each round.
~Storm of Vengeance-  3d6 [11] Acid damage to AOE each round.

-Power Attack:  Can take a -5 penalty to Attack to increase damage by 5.
-Turn Undead:  Can turn Undead of 1d20+4 [15] level or lower.
-Immune to Fear, Sleep, and Disease
- +2 saves against Mind affecting attacks.

Comments:  Fairly impressive dueller.  Her physical packs a mean punch, especially to those good heroes and she's no slouch at spell casting either.  She can whore people out with Implosion and Word of Faith or by easily reducing them to low HP with Harm.  Full healing and excellent HP help keep her alive, along with insane saving throws to stave off status attacks (Most of which can be later blocked via spells).  Probably a low Godlike, since she feels too strong for Heavy.

Maugrim Korothir-  Human Wizard 20/ Cleric 8
HP:  297
AC:  35
SR:  0
Attack:  +15/+10 (Staff of Defense)
Melee Damage:  4-9 x2 (5% chance of critical) [13]

Fortitude:  14
Reflex:  11
Will:  23

STR:  16
DEX:  17
CON:  14
INT:  18
WIS:  20
CHA:  12

Abilities/Spells-

Cleric Spells:

~Light x3-  Enchanted object radiates light (Useless)
~Resistance-  +1 to all saving throws.  Lasts 10 rounds.
~Virtue-  +1 temporary HP.  Lasts 10 rounds.
---
~Bless x2-  +1 Attack, +1 save against Fear
~Cure Light Wounds-  Recover 13 HP
---
~Aid-  As Bless, but also gives +5 temporary HP
~Hold Person x2-  Paralyze a humanoid for 8 rounds [30% accuracy]
---
~Clarity-  Removes Sleep, Stun, and Charm from target
~Dispel Magic-  Removes magic effects from target (30% accuracy per effect)
~Invisibility Purge-  Invisiblity removed from area for 80 rounds.
~Negative Energy Protection-  Immune to Negative Energy for 8 rounds.
~Remove Curse-  Remove all Curse effects from target.
---
~Cure Critical Wounds-  Target recovers 4d8+8 [26] HP
~Dismissal-  Banishes a summoned creature [45% accuracy]
~Divine Power-  Temporarily gain 28 HP.  Lasts 8 rounds.
~Freedom of Movement-  Target becomes immune to movement hindrance attacks.
~Hammer of the Gods-  4d8 [18] Divine damage.
~Neutralize Poison-  Remove all Venom/Poison effects from target
---
~Flame Strike x3-  Deals 8d6 [28] Divine/Fire damage to target.
~Healing Circle-  All friendly units in AOE recover 13 HP.
~Raise Dead-  Ressurects target with minimal HP.
~True Seeing-  Sees through all invisibility effects.  Lasts 280 rounds.
---
~Blade Barrier-  Deals 8d6 [28] slashing damage to AOE.
~Greater Dispelling x3-  Removes magical effects from target [95% accuracy per effect]
~Heal x2-  Target recovers all HP
---
~Destruction x3-  Instantly slays target [45% accuracy].  Target slain in this way cannot be ressurected except by a spell that ressurects the target with full HP.  If death effect fails, target still takes 10d6 [35] damage.
~Greater Restoration-  Removes all negative magical effects from target.
~Ressurection-  Target returned to life with full HP.
~Word of Faith x3-  Stuns all enemies in area for 4 rounds.
---
~Fire Storm x2-  Deals 8d6 [28] fire damage to all targets in AOE.
~Mass Heal-  Fully heals all friendly units in AOE.
~Summon Creature VIII-  Summons a Greater Elemental to serve summoner.
---
~Implosion x3-  50% chance of ID per round, up to four rounds.  Requires concentrating to keep the spell going.  New target can be selected each round.
~Storm of Vengeance-  Deals 3d6 [11] Acid damage to AOE each round.

Wizard Spells:

~Daze-  Dazes an enemy of level 5 or less (Useless)
~Light-  See above
~Resistance-  See above
---
~Burning Hands-  5d4 [13] Fire damage to AOE.
~Grease-  Make enemies slip [25% accuracy].  Halves movement speed in AOE.
~Mage Armor x2-  +4 AC.  Lasts 20 hours.
~Magic Missle-  Deals 5d4+5 [18] damage to target.
~Ray of Enfeeblement-  Target loses 1d6+5 [9] Strength [10% accuracy]
---
~Blindness-  Target becomes blind (50% chance of missing each attack) (15% accuracy)
~Bull's Strength-  Target gains 1d4+1 [4] Strength.
~Cat's Grace-  Target gains 1d4+1 [4] Agility.
~Ghostly Visage x3-  Damage Reduction 10/+2, immunity to very low level spells.
~Ghoul Touch-  Paralyze opponent for 1d6+2 [6] rounds [10% accuracy].
---
~Dispel Magic-  See above
~Fireball x3-  Deals 10d6 [35] Fire damage to AOE.
---
~Confusion-  Causes confusion in target [35% accuracy].
~Contagion-  Inflcits the target with a disease [20% accuracy].
~Fear-  Causes the target to panick [35% accuracy].

-Power Attack:  Can take a -5 penalty to attack to increase damage by 5.  (Haha, like he'd ever use this).

Comments:  Eh, the HP and AC are excellent, but he's pretty shitty everywhere else.  He completely lacks any decent damage and most of his status is highly inaccurate.  However, he has so many uses of deadly status that combined with his HP and multiple full healing spells that they might suceed.  Probably a Heavy, thanks to that HP.

Morag-  Creator Race Wizard 19
HP:  195
AC:  17
SR:  0
Attack:  +13/+8 (Staff of Valmaxiam)
Melee Damage:  5-10 x2 (5% chance of critical) [16]

Fortitude:  14
Reflex:  15
Will:  13

STR:  12
DEX:  18
CON:  18
INT:  20
WIS:  12
CHA:  27

Abilities/Spells:

-Wizard Spells:

~Flame Arrow x2- 16d6 [56] Fire damage to target
~Lightning Bolt-  10d6 [35] Electrical damage to target
---
~Elemental Shield-  50% Fire and Cold resistance.   Enemies who attack in melee take 1d6 +19 [23] Fire damage.
~Enervation-  Target loses 1d4 [3] levels [30% accuracy]
~Stoneskin-  Target gains Damage Reduction 10/+5.  Effect lost after 150 damage has been absorbed.
---
~Lesser Spell Mantle-  Absorbs the next 1d4+6 [9] levels of spells cast by opponents.
---
~Chain Lightning x7-  Deals 19d6 [67] Electical damage to target and half that amount to nearby targets.
~Mass Haste-  All friendly units in AOE gain Haste effect (+4 Dodge AC, 50% increased movement speed, one extra attack per round).  Lasts 19 rounds.
---
~Power Word Stun-  Stuns below average (100-150) for 2d4 [5] rounds and above average [151+] for 1d4 [3] rounds.
---
~Incendiary Cloud-  All caugh in AOE take 4d6 [14] Fire damage per round.  Lasts 19 rounds.
---
~Wail of the Banshee-  Instantly slays all enemies in AOE [55% accuracy per target]

-Staff of Valmaxian Spells:
~Fireball x3-  Deals 10d6 [35] Fire damage to all targets in AOE.
~Ethereal Visage x5-  Gains 20/+3 Damage Reduction and immunity to low level spells.

-Spell Penetration:  +2 to throw when overcoming spell resistance.
-Immune to Critical Hits, Death effects, Disease, Fear, Knockdown, Level/Ability Drain, Mind Affecting, Paralysis, Poison, and Sneak Attacks.

Comments:  Decent as far as duellers go.  Immunities are extremely helpful.  Terrible AC, however, and the HP isn't too great either.  Can try to status out with Power Word Stun and Wail of the Banshee or just slug it out with fairly powerful Chain Lighning spells.  Feels like a low Heavy to me.

Klauth "Old Snarl"-  Dragon 34
HP:  706 o_0!!!
AC:  38
SR:  28
Attack:  +39/+34/+29/+24 (Natural Weapons)
Damage:  18-46 + 16-30 x3 (5% chance of critical) [106]

Fortitude:  28
Reflex:  19
Will:  26

STR:  39
DEX:  10
CON:  29
INT:  24
WIS:  25
CHA:  24

Abilities/Spells-

-Dragon Spells:
~Flame Strike x3:  Deals 15d6 [52] Fire/Divine damage to AOE.
~Fire Storm x2:  Deals 15d6 [52] Fire damage to AOE.
~Greater Dispelling x2:  Removes magical effects from target [55% accuracy per effect]
~Hold Person x4:  Paralyzes a humanoid target for 15 rounds [45% accuracy].
~Mordenkainen's Disjunction x2:  Strips all magical effects [95% accuracy per effect] from target as well as up to 6 defense buffs from target.
~Power Word Kill x2:  Instantly slays target with less than 100 cHP [100% accuracy, no save].
~Protection from Spells: +8 to saving throws to resist the effects of enemy spells.  Lasts for 15 rounds.
~Searing Light x3:  Deals 5d8 [18] Light damage to area, 10d6 [35] to Undead, and 10d8 [45] to Undead vulnerable to light.
~Spell Mantle:  Absorbs the next 1d8+8 [13] levels of spells to be cast against the user.

-Aura of Fear:  Causes panic to all in AOE [50% accuracy]
-Aura of Fire x3:  Deals 4d6 [14] Fire damage to all in AOE each round.  Lasts 11 rounds.
-Dragon Breath, Fire x3:  Deals 24d10 [132] Fire damage to all targets in AOE.
-Improved Disarm:  Can knock opponent's weapon away instead of dealing damage with an attack [95% accuracy].
-Improved Knockdown:  Can knock the opponent into prone position instead of dealing damage with an attack [95% accuracy]
-Improved Power Attack:  Can take a -10 Penalty on Attack to increase damage by 10.
-True Seeing (Permanent):  Always can see through all forms of invisibility and magical hiding.
-Immune to Fire, Knockdown, Mind Affects, Paralysis, Sneak Attacks, and Low Level (3 and under) magic.
-Takes 50% more damage from Cold attacks
-Damage Reduction 15/+2

Comments:  Well, he wouldn't be considered the most powerful mortal creature in all of Faerun without a reason now, would he?  His physical and breath damages are absolutely insane, capable of shredding most opponents up in a round or two, and his accuracy is obscene (95% chance to hit even the HIGHEST AC thing in the game).  And that's just the offensive part of him.  His defenses are even scarier.  38 AC means he dodges average accuracy attacks, oh, only 95% of the time.  Even against Daelan, the most accurate character, he evades 65% of the time.  On top of this is his enormus HP count....yeah.  SR of 28 means he evades dedicated spell casters 65% of the time, and fighter/mages and other hybrid classes even more often.  After Spell Mantle he's essentially magic immune, given that it'll take 3-4 successful spells to break the Mantle, which means 9-12 total spells need to be cast to break it.  He'd be a Godlike, easily, and winning.