Author Topic: Baldur's Gate 2  (Read 3150 times)

Dhyerwolf

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Baldur's Gate 2
« on: December 19, 2007, 07:46:43 AM »
Notes
1. Explanation of Some Statuses
Deafness= 50% Spell Failure Rate
Silence= Inability to cast spells
Confusion= High probability of doing nothing, otherwise uses physicals
Blind= -20% Accuracy and Evasion, Makes area fog of warred if alone
Poison= Evil damage should it hit
Charm=Controlling the Enemies abilities
Hold Enemy/Stun= Types of Paralysis/Stop that hit different checks

2. On the nature of Good and Evil creatures- Characters, especially Viconia, have a few spells that target Good and Evil characters. Note that this actually encompasses many more than in some games due to the Good/Neutral/Evil typing of this type of game. So these might actually have some DL use.

3. Conjuring. Removed most of them from the topic, but it anyone has any stats for good ones, feel free to bug me to include them.


Minsc
Jump on my sword while you can evil! I won’t be so gentle!

Male Human
Ranger 17
Chaotic Good

HP: 117
AC w/ Full Plate Armor: -1 (-5 vs Slashing, -4 vs Piercing) (8 base)
THAC0: Main Hand -1 (Offhand 1) (Two Handed Sword -1) (4 Base)
Number of Attacks: 3.5 (2.5) (2 Base)

Two Maces +2 (Two Handed Sword+2)
Full Plate Armor
Helmet (Protects from Critical Hits)
Note: The Second Mace gives Minsc off additional attack, but has 10% less accuracy than the rest of the Mace hits

Saving Throws
Pois/Paral/Death: 3
R/S/W: 5
P/P: 4
BW: 4
S: 6

Physicals:
- Mace: 47.25 Damage (57.75 with Berserk), 5% Critical Chance, Speed factor of 5
- Two-Handed Sword +2: 38.75 Damage (46.25 with Berserk), 10% Critical; Speed factor of 4

Special:
- Berserk- OPB- Gains 15 HP, 10% Accuracy, 3 Damage a hit, +2 saves vs spells bonus. Gains Immunity to Charm, Hold, Confusion, Fear, Level Drain, and Maze.
Takes 15 points of damage when it wears off, and loses 10% accuracy
Lasts 5 Rounds, Comes off instantly, and it’s a free action


Spells
1/3:
- Armor of Faith (Casting Time: 1, Duration: 20 Rounds, Absorbs 15% of damage dealt to character)     

2/3:
- Slow Poison- Cures Poison, Casting Time: 1

3/3:
- Dispel Magic- 50% chance of Dispel, Casting Time: 6   
- Protection From Fire- 80% Fire Resistance, Lasts 20 Rounds, Casting Time: 6   
- Summon Insects- 12 Damage a round, 50% Spell Failure Rate, Accuracy and Evasion fall 10%, Lasts 7 Rounds, 50% chance of the whole spell hitting (Save vs Breath), Casting Time: 9
- Rigid Thinking- 30% Chance of Inflicting Confusion, Duration: 10 rounds, Casting Time: 4

~~~


Jaheira
Nature! Take the life she gave!

Female Half-Elf
Fighter 13/Druid 13
True Neutral

HP: 90
AC: -2 (-4 with Shield, (-8 vs Slashing, -7 vs Piercing, -8 vs Missile)) (7 base)
THAC0: 4 (6) (8 base)
Number of Attacks: 2.5 (2.5) (2 Base)

Cleric’s Staff (Scimitar +1)
(Large Shield +1-Can’t be used with Cleric’s Staff)
Full Plate Armor
Helmet (Protects from Critical Hits)

Saving Throws
P/P/D: 5
R/S/W: 7
P/P: 6
BW: 5
S: 8

Physicals:
- Cleric’s Staff: 21.25 Damage, 5% Critical Chance, Speed Factor 1
Scimitar +1: 11.25 Damage, 5% Critical Chance, Speed Factor of 5

Special
- Shapeshift: Brown Bear- Adds 9 HP, Sets AC to 6 and THAC0 to 5, and effectively doubles damage, Instant transformation
Shapeshift Physical:
- Brown Bear: 42 Damage, 5% Critical Chance, Speed Factor of 0-

Special
- Shapeshift: Brown Bear- Adds 9 HP, Sets AC to 6 and THAC0 to 5, and effectively doubles damage, Instant transformation

Spells
1/8:
- Armor of Faith (Casting Time: 1, Duration: 20 Rounds, Absorbs 15% of damage dealt to character)

2/6:
- Slow Poison- Cures Poison, Casting Time: 1

3/6:
- Dispel Magic- 50% Dispel, Casting Time: 6
- Protection From Fire- Cuts Fire Damage by 80%, Lasts 20 Rounds, Casting Time: 6
- Summon Insects- 50% chance of 12 Damage a round, 50% Spell Failure Rate a round, Accuracy and Evasion fall 10%, Lasts 7 Rounds, (Save vs Breath), Casting Time: 9
- Rigid Thinking- 30% Confusion, Duration: 10 rounds, Casting Time: 4
- Strength of One- Improves Jaheira physical damage to 33.75 for 10 rounds, Improves Accuracy 10% on normal physical, Casting Time: 3

4/4:
- Protection From Lightning- Lightning immunity, Lasts 65 rounds, Casting Time: 7
- Death Ward- ID Protection, Lasts 13 rounds, Casting Time: 1 Round
- Mental Domination- 40% chance of gaining complete control over target, Lasts 8 rounds, Casting Time: 4
- Poison- 30% chance of Poison, Does 22 damage for 10 turns, Casting Time: 4
- Neutralize Poison- Heals 10 HP and Poison, Blind, Deafness and Disease, Casting Time: 1

5/2:
- Insect Plague- 3 Damage a Round and 100% Silence (Spellcasting rendered impossible; Works on bosses), 30% Chance of Forcing them to Flee, Lasts 6 Rounds, Casting Time: 5, Duration 6 rounds
- Iron Skin- Protects from 6 physical attacks (Multi hit attacks do exist, so this could be seen as lower), Casting Time: 1
- Magic Resistance- Gains 26% Magic Resistance (Can be seen as resistance of evasion), Lasts for 14 turns, Casting Time: 1 round

- Chaotic Commands- Immunity to Mind Effecting Status for 13 rounds , Casting Time: 3
- Cure Critical Wounds- Heals 27 HP, Casting Time: 8

6/2:
- Heal- Fully heals HP and status, Casting Time: 1 Round
- Harm- Attaches an HP-1 weapon on the caster’s physical for two turns, Casting time: 1 round

- Physical Mirror- Refracts all ranged physicals, Lasts 9 rounds, Casting Time: 6
- Wondrous Recall- Regains two charges of level 5 or lower, regens highest missing levels, Casting Time: 9
~~~


Viconia
Need

Female Elf
Cleric 21
Neutral Evil

HP: 74
Base AC: -1 (-3 vs Missiles, -3 vs Slashing, 1 vs Bludgeoning) (6 base)
THAC0: 6 (8 base)
Base Number of Attacks: 1

Equips
Mace +2
Chainmail +2
Helmet (Protects from Critical Hits)

Saving Throws
P/P/D: 2
R/S/W: 6
P/P: 5
BW: 8
S: 7

Physicals:
- Mace +2: 6.5 Damage, 5% Critical Chance, Speed Factor of 5

Special
[b}- Magic Resistance 65% (Resists Magic 65% of the time)[/b]

Spells
1/11:
- Armor of Faith (Casting Time: 1, Duration: 20 Rounds, Absorbs 15% of damage dealt to character)     
- Sanctuary- ST Attacks can't target the caster unless they make an offensive move, Duration: 10 turns, Casting Time: 4
- Cure light Wounds- Heals 8 HP, Casting Time: 5 (Sanctuary makes this have a point)

2/11:
- Hold Person- 30% chance of Paralysis, Lasts 8 Rounds, Casting Time: 5
- Resist Fire/Cold- 50% Fire and Ice Res, Duration: 21 turns, Casting Time: 5   
- Silence 15' Radius- 55% Silence, Negated by Save vs Spells, Duration: 42 rounds, Casting time: 5
- Aid- Regens 4.5 HP and gains 10% eva/acc for 21 rounds. This HP can exceed her max HP (Useful with Sanctuary), Stack with other Regen spells, Casting Time: 5
- Slow Poison- Cures Poison, Casting Time: 1 

3/10:
- Dispel Magic- 50% Dispel, Casting Time: 6
- Holy Smite- Deals 26.25 Damage (After save to spells) to Evil targets and inflicts 30% Blind. Both check save vs spells (halve/negate), Casting Time: 3   
- Unholy Blight- Deals 26.25 Damage (After save to spells) to Good targets and inflicts 30% Blind. Both check save vs spells (halve/negate), Casting Time: 3   
- Protection From Fire- 80% Fire res, Lasts 20 rounds, Casting Time: 6   
- Cure Moderate Wounds- Heals 14 HP, Casting Time: 5 )   
- Rigid Thinking- 30% Confusion, Lasts 10 rounds, Casting Time: 4

4/10:
- Death Ward- Nulls ID for 21 turns, Casting time: 1 round
- Defensive Harmony- 10% Evasion boost, Lasts 6 rounds, Casting Time: 1
 - Holy Power- Increases her physical damage to 13.5 for 21 turns, gives her a notable Acc boost, and heals 21 HP (can go above her max), Casting Time: 6   
- Mental Domination- 40% Charm, Lasts 8 rounds, Casting Time: 4   
- Neutralize Poison- Heals 10 HP and cures Poison, Blind, Deafness, and Disease, Casting Time: 1
- Poison- 30% chance of Poison, Does 22 damage for 10 turns, Casting Time: 4
- Protection From Lightning- Lightning immunity, Lasts 65 rounds, Casting Time: 7

5/8:
- Cause Critical Wounds- Adds on a swing that does 27 damage to weapon for 2 rounds,  Casting Time: 8
- Chaotic Commands- Immunity to Mind Effecting Status for 21 rounds, Casting Time: 3
- Cure Critical Wounds- Heals 27 HP, Casting Time: 8, Heals 27 HP
- Flame Strike- 47.25 Fire Damage (After save versus spells), Casting time: 8
- Slay Living- Attached an extra swing to physicals that does 16 damage and a 30% chance of ID, Lasts 3 turns, Casting Time: 1

6/6:
- Harm- Attaches an HP-1 weapon on the caster’s physical for two turns, Casting time: 1 round
- Heal- Fully heals HP and status, Casting Time: 1 Round   
- Physical Mirror- Refracts all ranged physicals, Lasts 9 rounds, Casting Time: 6
- Wondrous Recall- Regains two charges of level 5 or lower, regens highest missing levels, Casting Time: 9


7/2:
- Confusion- 40% Confusion, Lasts 10 Rounds, Casting Time: 7
- Finger of Death- 40% ID, 30 damage on failure, Casting Time: 5   
- Greater Restoration (Casting Time: 3, Full Healing + status curing. Fatigues the caster)- Neglibble stat downs
- Regeneration- 3 HP Regeneration for 10 rounds, Casting Time: 7
- Shield of the Archons- Nulls spells totaling up to 10 spell levels (Example, nulls a level 3 and level 7 spell), Casting Time: 9
- Sunray- 10.5 Damage, 30% Blind (Lasts for 10 rounds), Casting Time: 4
- Holy Word- 100% Deaf against Evil Creatures, Lasts 10 rounds, Casting Time: 1
- Unholy Word- 100% Deaf against Good Creatures, Lasts 10 rounds, Casting Time: 1

~~~

Edwin

Male Human
Conjurer 17
Lawful Evil

HP: 64
AC: 5 (10 Base)
THAC0: 12 (15 base)
Base Number of Attacks: 1

Cleric’s Staff
Robe of the Evil Archmagi (Provides a 5 Armor Bonus to AC, 5% Magic Resistance and a +1 to all saving throws)
Edwin’s Amulet (Gives Edwin to extra spell charges at each level. Unremovable)

Saving Throws
P/P/D: 10
R/S/W: 5
P/P: 7
BW: 9
S: 6

Physicals: Isn’t in topic, but likely near worthless

Spells
1/8:
- Magic Missile- 17.5 Magical Damage (5d4+5 Damage), Casting Time: 1

2/8:
- Horror- 30% Confuse, Lasts 10 rounds, Casting Time: 2
- Acid Arrow- 5 Acid damage a turn, lasts for 3 turns past the casting turn, Casting Time: 2
- Mirror Image- Creates 2-8 Duplicates that can take ST hits for the caster. An image disappears upon being hit. Major note is that in game fighters have multiple swings and can burn through this easily, and that the caster and any image have an even chance of being hit with any one attack. Hitting the caster cancels all the images; Casting Time: 1

3/8:
- Flame Arrow- 31.5 Damage, 10.5 NE+21.5 Fire (Fire is halved by save vs spells), Casting Time: 3
- Remove Magic- 50% Dispel, Casting Time: 3
- Fireball- 17.5 Fire Damage (after save vs spells), Casting Time: 3
- Vampiric Touch- Drains 28 damage (Drained damage can increase max HP), Casting Time 3

4/8:
- Fireshield Blue- 50% Ice Resistance, and Counters Short range physicals with 6.5 Ice damage, Lasts 20 rounds, Casting Time: 4
- Polymorph Self- Turns into another creature and can shift at will for next  54 rounds, Casting Time: 4
   -Can turn into Mustard Jelly (Magic Immune and Immune to Crush attacks,       but pitiful otherwise)
- Minor Globe of Invulnerability- Protects caster from 1st, 2nd, and 3rd level spells, Lasts 17 rounds, Casting Time: 4

5/8:
- Chaos- 50% Confuse, Lasts 7 turns, Casting Time: 4
- Cloudkill- Does 5.5 Damage for 10 rounds, Casting Time: 5
- Domination- 40% Charm, Lasts 8 rounds, Casting Time: 5
- Shadow Door- Can’t be targeted with ST magic (and ST physicals until you act) for 17 turns, Boosts evade 20% and saving throws by 4, Casting Time: 2
- Breach- Dispel, Casting Time: 5
- Minor Spell Turning- Reflects low level spells for 51 rounds, Casting Time: 5

6/6:
- Mislead- Can’t be targeted with ST magic. Can’t be targeted with ST physicals until you make an action, Boosts evade 20% and saving throws by 4, Lasts 17 turns, Casting Time: 1
- Pierce Magic- Lowers spell resistance by 17% (could be seen as Mevade or Mdef) +Dispels one effect, Casting Time: 6
- Power Word: Silence- 100% Silence, Lasts 7 Rounds, Casting Time: 1

7/6:
- Power Word: Stun- 100% Stun, duration depends on enemy’s HP (60-89 HP=2.5 Rounds average, 30-59=5 Rounds, 1-29=10 Rounds, Casting Time: 1

8/5:
- Power Word: Blind (Casting Time: 1, Duration: 6 rounds, Blinds all in a 10ft radius)

Damages:
- Flame Arrow: 3d6 + 12d6 Fire; 10.5 + 42 Average Damage, 10.5 + 21 Average Damage on Save, Casting Time 3
- Fireball: 10d6 Fire Damage; Average of 35 Damage, 17.5 Damage on Save, Casting Time 3

~~~


Imoen
Need

Female Human
Thief 7/Mage 17
Chaotic Good

HP: 73
AC: 4 (6 base)
THAC0: 13 (15 base)
Number of Attacks: 1

Short Sword +2
Bracers of Defense AC 8

Saving Throws
P/P/D: 10
R/S/W: 5
P/P: 7
BW: 9
S: 6

Physical Attack: Not present, likely bad.

Spells
1/5:
- Magic Missile- 17.5 Magical Damage , Casting Time: 1

2/5:
- Acid Arrow- 5 Acid damage a turn, lasts for 3 turns past the casting turn, Casting Time: 2
- Mirror Image- Creates 2-8 Duplicates that can take ST hits for the caster. An image disappears upon being hit. Major note is that in game fighters have multiple swings and can burn through this easily, and that the caster and any image have an even chance of being hit with any one attack. Hitting the caster cancels all the images; Casting Time: 1

3/5:
- Haste (Casting Time: 3, Duration: 3 rounds + 1 round/level, Gains a -2 bonus to initiative and an extra attack a round. Is fatigued when the spell ends)
- Lightning Bolt- 17.5 Lightning Damage (After save vs spells), Casting Time: 3
- Remove Magic- 50% Chance of Dispel, Casting Time: 3
- Fireball- 17.5 Fire damage (After save vs spells), Casting Time: 3

4/5:
- Fireshield Blue- 50% Ice Resistance, and Counters short range physicals with 6.5 Ice damage, Lasts 20 rounds, Casting Time: 4
- Fireshield Red- 50% Fire Resistance, and Counters short range physicals Fighters with 6.5 Fire damage, Lasts 20 rounds, Casting Time: 4
- Stoneskin- Protects caster from 8 physical attacks (Note that there are a number of multi-hit attacks, so this could be seen as lower in practice), Casting Time: 1 round
- Minor Globe of Invulnerability- Protects caster from 1st, 2nd, and 3rd level spells, Lasts 17 rounds, Casting Time: 4
- Improved Invisibility- Can’t be targeted with ST magic. Can’t be targeted with ST physicals until you make an action, Boosts evade 20% and saving throws by 4, Lasts 20 turns, Casting Time: 4

5/5:
- Chaos- 50% Confuse, Lasts 7 turns, Casting Time: 4
- Domination- 40% chance of Charm, Lasts 8 rounds, Casting Time: 5
- Shadow Door- Can’t be targeted with ST magic. Can’t be targeted with ST physicals until you make an action, Boosts evade 20% and saving throws by 4, Lasts 17 turns, Casting Time: 2
- Breach- Dispel, Casting Time: 5

6/3:
- Chain Lightning- 14 Lightning magic (After Save vs spells), Casting Time: 5
- Mislead- Can’t be targeted with ST magic. Can’t be targeted with ST physicals until you make an action, Boosts evade 20% and saving throws by 4, Lasts 17 turns, Casting Time: 1



AVERAGES
Only Included the DL PCs in the list in this section. The full averages can still be found below.

HP 
Minsc: 117 
Jaheria: 90 
Viconia: 74
Imoen: 73 
Edwin: 64 
Average: 95

Damages
Minsc: 57.75
(Minsc Two-Handed Sword: 46.25)
(Jaheria Brown Bear: 42) 
(Average: 31.7) 
Edwin Flame Arrows: 31.5 
(Edwin Vampiric Touch: 28)
Viconia Holy Smite/Unholy Blight: 25
Jaheria w/ Cleric’s Staff: 21.25
Imoen Magic Missile: 17.5
Jaheria w/ Scimitar +1: 11.25 
(Viconia Sol’s Searing Orb: 10.5)
Average: 31.7 (79 Kill Point)

AC (Evasion)
(Jaheria with Shield: -4) (20% Above Average Evasion)
Jaheria: -2 (10% Above Avearage)
(Unenraged Minsc: -1) (5% Above Average)
Viconia: -1  (5% Above Average)
Enraged Minsc: 1  (5% Below Average)
Edwin: 5 (25% Below Average)
Imoen: 6 (30% Below Average)
Average: 0

THAC0 (Accuracy)
Enraged Minsc Main Hand: -3 (37.5% Above Average Accuracy)
Enraged Minsc Off Hand: -1 (27.5% Above Average)
(Unenraged Minsc Main Hand: -1) (27.5% Above Average)
(Unenraged Minsc Off Hand: 1) (17.5% Above Average)
Jaheria w/ Cleric’s Staff: 4 (2.5% Above Average)
(Jaheria Brown Bear: 5)  (2.5% Below Average)
Viconia: 6 (7.5% Below Average)
(Jaheria w/ Scimitar +1: 6) (7.5% Below Average)
Edwin: 12 (37.5% Below Average)
Imoen w/ Short Sword: 13 (42.5% Below Average)
Average: 4.5

Speed Factor 
Imoen, Magic Missile: 1 
Jaheria, Cleric’s Staff Physical: 1 
Viconia, Holy Smite/Unholy Blight: 3
Edwin, Flame Arrow: 3 
Minsc, Dual Wielding Mace +2 Physical: 5
Average: 2.625

Save vs Poison/Paralysis/Death 
Viconia: 2
Minsc: 3 
Jaheria: 5
Edwin: 9 
Imoen: 10 
Average: 5.25

Saves vs Rod/Staves/Wands 
Minsc: 5 
Edwin: 5
Imoen: 5 
Viconia: 6 
Jaheria: 7
Average: 5

Saves vs Petrification/Polymorph
Minsc: 4 
Viconia: 5
Edwin w/ Robe: 6
Jaheria: 6
Nalia: 7
Imoen: 7

Saves vs Breath Weapon
Minsc: 4 
Jaheria: 5
Edwin w/ Robe: 8
Viconia: 8 
Imoen: 9
Average: 7.7

Saves vs Spells 
Edwin w/ Robe: 5
Minsc: 6 
Imoen: 6 
Viconia: 7 
Jaheria: 8
Average: 6
...into the nightfall.

Dhyerwolf

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Re: Baldur's Gate 2
« Reply #1 on: May 18, 2009, 11:27:24 PM »
Yoshimo
Male Human
Bounty Hunter 23
True Neutral

Str 17
Dex 18
Con 16
Int 13
Wis 10
Cha 14

HP: 102
AC: 6
AC w/ Studded Leather Armor +2: 1 (-1 vs Slashing, 0 vs Piercing)
AC w/ Studded Leather Armor +2 and Single Weapon Style: 0 (-2 vs Slashing, -1 vs Piercing)
Base THAC0: 10
THAC0 w/ Katana +2: 7
THAC0 w/ Short Bow +2: 6
Base Number of Attacks: 1
Number of Attacks w/ Katana +2: 1
Number of Attacks w/ Short Bow: 2

Saving Throws
P/P/D: 9
R/S/W: 6
P/P: 8
BW: 12
S: 7

Proficiences
Long Sword 1/Short Sword 1/Katana 1/Scimitar 1/Dagger 1/Short Bow 1/Single Weapon Style 1

Special
- Backstab x5 (Deals 5x damage on a backstab... a situation that should never occur in the DL)
- Set Snare x5 (Useless)
- Set Special Snare (Useless)

Equips
Katana +2
Studded Leather Armor +2
Short Bow +2

Damages:
- Katana +2: 1d10 Base, +1 Strength, +2 magic; 8.5 average damage, 1 attack a round, 10% Critical Chance, Speed Factor of 2
- Short Bow +2: 1d6 Base, +2 Magic; 5.5 Average Damage, 2 attacks a round, 5% Critical Chance, Speed Factor of 5

Comments
Ugh. Just... ugh. Poor Yoshimo really loses out in the DL translation. His really unique trait, Traps, are sadly useless in the DL since they have to be set-up before a fight begins.. This leaves Yoshimo with his horribly lackluster physical, something no thief wants to be relying on to win matches. Undoubtedly a low, low, low Light, but one who beats the majority of Punies.

~~~
Korgan
Need

Male Dwarf
Beserker 19
True Neutral

Str 18/77
Dex 15
Con 19
Int 12
Wis 9
Cha 7

HP: 145
AC: 9
AC w/ Full Plate and Large Shield +1: -2 (-6 vs Slashing, -5 vs Piercing, -6 vs Missiles)
Base THAC0: 2
THAC0 w/ Battle Axe +2: -4 (-6)
Base Number of Attacks: 2
Number of Attacks w/ Battle Axe +2: 5/2

Saving Throws
P/P/D: 0
R/S/W: 0
P/P: 4
BW: 4
S: 1

Proficiences
Axe: 5
Warhammer: 3
Sword and Shield Style: 2

Special:
- Enrage x5 (Duration: 5 Rounds, +4 to Strength and Con [Gains 15 HP, +2 to Hit, +3 to Damage], +2 Armor Class Penalty, +2 bonus on Saves vs Spells, Immunity to Charm, Hold, Fear, Maze, Confusion and level drain. Takes 15 points of damage when Enrage wears off)

Equips:
Storebought/Starting Equips
Battle Axe +2
Full Plate Armor
Large Shield +1
Helmet (Protects from critical hits)

Damages:
- Battle Axe +2: 1d8 Base, +3 Grand Master, +4 Strength, (+3 Enrage), +2 Magic; 13.5 (16.5) damage, 2.5 attacks a round, 5% Critical Chance, Speed Factor of 4

Comments:
Ah... the lovably abrasive and rude Korgan. As a pure Fighter, Korgan has a very simple battle plan: hit things in the face with his axe until they stop moving. Quite shockingly, Korgan is damn good at it. For all intents and purposes, Korgan is essentially Minsc++. Although he gives up spells, he trades it for superior accuracy, marginally better evasion, game best HP (basically 1.5x average) and better saves across the board (making him highly resistant to status, ID and the like). His Enrage provides the same bonuses as Minsc’s Berserk. The only thing really holding him back is his lackluster damage (coming in at just around 2-3HKO). Still, Korgan is a slug-fester that not many people want to meet, which likely justifies me thinking he is a Heavy.

~~~


Nalia
Need

Female Human
Thief 4/Mage 17
Chaotic Good

Str 14
Dex 18
Con 16
Int 17
Wis 9
Cha 13

HP: 71
AC: 4
AC w/ Bracers of Defense 8: 2
AC w/ Bracers of Defense 8 and Single Weapon Style: 1
Base THAC0: 15
THAC0 w/ Short Sword +2: 13
THAC0 w/ Short Bow +2: 11
Base Number of Attacks: 1
Number of Attacks w/ Short Sword +2: 1
Number of Attacks w/ Short Bow +2: 2

Saving Throws
P/P/D: 10 (8 w/ Ring)
R/S/W: 5 (3 w/ Ring)
P/P: 7 (5 w/ Ring)
BW: 9 (7 w/ Ring)
S: 6 (4 w/ Ring)

Proficiences
Short Sword 1
Dagger 1
Quarterstaff 1
Short Bow 1
Single Weapon Style 1

Spells
lvl/number of slots: available spells

1/5:
- Burning Hands (Casting Time: 1, Deals 1d3 +2 damage/per caster level to a target [Maxes at +20]. Save vs Spells reduces it by half)
- Chromatic Orb (Casting Time: 1, Deals 2-16 points of Acid damage. Aditionally, kills the target if they fail a Save vs Spells at +6)
- Color Spray (Useless)
- Identify (Useless)
- Shocking Grasp (Casting Time: 1, Deals 1d8 +1 damage/per caster level to target on a successful touch. They have 1 round per level to make the touch and the spell is wasted if it misses).

2/5:
- Knock (Useless)
- Acid Arrow (Casting Time: 2, Deal 2d4 points of acid damage, plus an additional 2d4 for the next three rounds)
- Mirror Image (Casting Time: 1, Duration: 3 round + 1 round/level, Creates 2-8 Duplicates that make it harder to hit the caster. If an image is struck, it vanishes)
- Strength (Debatably useless)
- Web (Casting Time: 2, Duration: 1 turn, Creates a 30ft diameter web that immobilizes anyone caught in it. Negated by a Save vs Spells at -2 and the save is repeated each round in the Web)

3/5:
- Flame Arrow (Casting Time: 3, Throws 1 arrow + 1 for every 5 levels beyond fifth that deal 1d6 piercing and 4d6 fire damage [fire damage is halved on a save vs spells])
- Haste (Casting Time: 3, Duration: 3 rounds + 1 round/level, Gains a -2 bonus to initiative and an extra attack a round. Is fatigued when the spell ends)
- Hold Person (Casting Time: 3, Duration: 1 turn, Renders a humanoid creature unable to take any actions for 1 turn)
- Lightning Bolt (Casting Time: 3, Deals 1d6 damage/per caster level [Max of 10d6] and can reflect off walls for multiple hits. Damage is halved by a Save vs Spells)
- Slow (Casting Time: 3, Duration 1 turn, Target’s movement is halved and they receive a +4 penalty to AC and a -4 penalty to attacks. Negates haste. Negated by a Save vs Spells)

4/5:
- Fireshield Blue (Casting Time: 4, Duration 3 rounds + 1 round/level, Grants 50% Cold resistance and deals 1d8+2 cold damage back to physical attackers who strike the caster)
- Fireshield Red (Casting Time: 4, Duration 3 rounds + 1 round/level, Grants 50% Fire resistance and deals 1d8+2 fire damage back to physical attackers who strike the caster)
- Polymorph Other (Casting Time: 4, Duration: Permanent, turns the target into a squirrel. Negated by a save vs Petrification/Polymorph)
- Polymorph Self (Casting Time: 4, Duration 1 round + 3 rounds/level, Turns the caster into another type of creature [Forthcoming] and may shift whenever they like for the spell’s duration,
- Stoneskin (Casting Time: 1 round, Duration: 12 hours, Protects the caster from 1 physical attack per 2 caster levels)

5/5:
- Chaos (Casting Time: 4, Duration: 5 rounds + 1 round/6 levels, Foe is effectively confused. Negated by a Save vs Spells at -4)
- Cloudkill (Casting Time: 5, Duration 1 turn, Creats a 40'x20'x20' cloud that deals 1d10 damage to any creature in it every round)
- Domination (Casting Time: 5, Duration: 8 Rounds, The caster gains complete control over the targets actions. Negated by a Save vs Spells at a -2 penalty)
- Shadow Door (Casting Time: 2, Duration: 1 round/level, As per improved invisibility [essentially targeting immunity])

6/3:
- Disintegrate (Casting Time: 6, Target must make a Save vs Spells or die)
- Stone to Flesh (Useless)

7/3:
- Project Image (Casting Time: 1, Duration 1 round/level, The caster ceases movement and an exact duplicate is created. This duplicate can cast spells as per the caster, but cannot make attacks. If the caster takes damage, the spell ends)

Special
- Traps
- Backstab x2 (Deals 2x damage on a backstab... a situation that should never occur in the DL)

Equips:
Starting/Storebought
D’Arnisse Signet Ring (Provides a +2 Bonus to all saving throws, +2 armor class bonus and 50% fire resistance. Cannot be removed)
Short Sword +2
Short Bow +2
Bracers of Defense 8

Damages:
- Short Sword +2: 1d6 Base, +2 Magic; 5.5 Average Damage, 1 attack a round, 10% Critical Chance, Speed Factor of 3
- Short Bow +2: 1d6 Base, +2 Magic; 5.5 Average Damage, 2 attacks a round, 5% Critical Chance, Speed Factor of 5
- Chromatic Orb: 2-16 Damage; 7 Average, Casting Time 1, Chance of ID
- Burning Hands: 1d3+20 Fire Damage; 21.5 Fire Average Damage, 10.75 Average on Save Damage, Casting Time 1
- Acid Arrow: 2d4, plus 2d4 over 3 rounds; Average of 5 damage each round over 4 rounds, Casting Time 2
- Flame Arrow: 3d6 + 12d6 Fire; 10.5 + 42 Average Damage, 10.5 + 21 Average Damage on Save, Casting Time 3
- Lightning Bolt: 10d6 Electrical Damage; Average of 35 Damage, 17.5 Damage on Save, Casting Time 3

Comments:
*Turns fanboyism off* In all seriousness, much like Jaheria, Nalia is a fine example of why spell casters should be feared. Nalia has a very nasty defensive game in Stoneskin and Shadow Door (which essentially provide her with physical and magical immunity respectively) and is a serious threat to anyone with low Mdef/MEvade thanks to Polymorph Other and Disintegrate. Failing that, she still has access to some annoying status that can put a serious damper on her opponents (Chaos, Domination and Hold Person) and solid damage (Flame Arrow). Although her durability is a bit suspect, she manages barely below average evasion, has solid saves and even naturally resists Fire damage by 50% (and this isn’t counting the resistances that she can gain from the Fireshields). A solid Heavy, even if she risks getting one-hit by those who can smash her before she gets her defenses up.

~~~


Anomen
Need

Male Human
Fighter 7/Cleric 21
Lawful Neutral

Str 18/52
Dex 10
Con 16
Int 10
Wis 12(16 w/ Quest)
Cha 13

HP: 120
AC: 10
AC w/ Full Plate Armor and Delryn Family Shield: 0 (-4 vs Slashing, -3 vs Piercing and -2 vs Missile) (-3)
Base THAC0: 8
THAC0 w/ Mace +2: 2
Base Number of Attacks: 2
Number of Attacks w/ Mace +2: 2

Saving Throws
P/P/D: 2
R/S/W: 6
P/P: 5
BW: 8
S: 7

Proficiences
Warhammer 1
Quarterstaff 1
Mace 4
Sling 2
Sword and Shield Style 1

Spells
lvl/number of slots: available spells

1/9(11 w/ Quest):
- Armor of Faith (Casting Time: 1, Duration: 20 Rounds, Absorbs 15% of damage dealt to character)
- Bless (Casting Time: 1 Round, Duration: 6 Rounds, Saves vs Fear and Attack Rolls go up by 1. AoE)
- Cure light Wounds (Casting Time: 5, Heals 8 HP of damage)
- Detect Evil (Useless)
- Doom (Casting Time: 1 Round, Duration: 1 Turn, Target takes a -2 penalty on all rolls. No Save)
- Entangle (Casting Time: 4, Duration: 1 Turn, Target can’t move from where they are entangled. +3 to saves vs this spell)
- Shillelagh (Casting Time: 2, Duration 21 Rounds, Creates a weapon with a +1 to hit that deals 2d4 damage)
- Command (Casting Time: 1, Duration: 1 Round, Target lays helpless for 1 round unless they make a Save vs Spells)
- Magic Stone (Debatably Useless)
- Remove Fear (Debatably Useless)
- Sanctuary (Casting Time: 4, Duration: 1 turn, Opponents ignore the caster as long as they take no offensive action or don’t heal others until the duration ends)

2/9(11 w/ Quest):
- Barkskin (Casting Time: 5, Duration: 21 Rounds, Changes base AC to 2 and grants a +1 to saves vs everything but spells)
- Find Traps (Useless)
- Flame Blade (Casting Time: 4, Duration: 12 rounds, Creates a sword that deals 1d4 slashing damage and 1d2+4 fire damage)
- Know Alignment (Useless)
- Slow Poison (Casting Time: 1, Neutralizes most poisons)
- Aid (Casting Time: 5, Duration: 1 round + 1 round/level, Target gets a +1 to attacks/saving throws and 1d8 temporary HP)
- Chant (Casting Time: 1 round, Duration: 1 turn, Caster and all allies withing 30ft get a +1 bonus to all attack rolls, damage and saves while all enemies get a -1 penalty to those rolls)
- Draw Upon Holy Might (Casting Time: 2, Duration: 1 turn, the caster gains +1 to his Strength, Constitution and Dexterity for every 3 caster levels)
- Spiritual Hammer (Debatably Useless)
- Hold Person (Casting Time: 5, Duration: 8 Rounds, Holds humanoids in place. Saving throw vs Spells negates)
- Resist Fire/Cold (Casting Time: 5, Duration: 1 round/level, Target gains 50% resistance to fire and cold damage)
- Silence 15' Radius (Casting time: 5, Duration: 2 rounds/level, All creatures within 15' are silenced. Negated by a Save vs Spells at -5)

3/9:
- Animate Dead (Casting Time: 1 round, Duration: 8 hours, Summons a Skeleton Warrior that fights for the caster for 8 hours or until slain)
- Cure Disease (Useless/Casting Time: 1, Cures Disease)
- Cure Moderate Wounds (Casting Time: 5, Heals 14 HP of damage)
- Dispel Magic (Casting Time: 6, 50% chance of canceling magic effects in an area)
- Glyph of Warding (Useless)
- Holy Smite (Casting Time: 3, Deals 1d4 damage/caster level to evil targets and blinds them. Blindness is negated and damage is halved by a Save vs Spells)
- Invisibility Purge (Useless)
- Miscast Magic (Casting time: 5, Duration: 1 Turn, Target has an 80% chance of failing the next spell they cast. Negated with a save vs Spells at -2)
- Protection From Fire (Casting Time: 6, Duration: 20 Rounds, 80% Resistance vs Fire)
- Remove Curse (Casting Time: 6, Removes 6, Removes curses)
- Remove Paralysis (Debatably Useless)
- Rigid Thinking (Casting Time: 4, Duration: 1 Turn, Target acts randomly. Negated by Save vs Spells)
- Strength of One (Casting Time: 3, Duration: 1 Turn, Changes group strength to 18/75)
- Unholy Blight (Casting Time: 3, Deals 1d4 damage/caster level to good targets and blinds them. Blindness is negated and damage is halved by a Save vs Spells)
- Zone of Sweet Air (Useless)

4/9:
- Animal Summoning 1 (Casting Time: 7, Duration 3 turns, Calls 2-3 animals with 4 or less HD that obey the caster until slain/duration expires)
- Cause Serious Wounds (Casting Time: 7, Deals 17 damage on a successful touch from the caster. Has 2 rounds to make the attack and is wasted if they miss)
- Cloak of Fear (Casting Time: 6, All creatures within a 3-foot radius run away in panic for 4 rounds. Negated by Save vs Spells)
- Cure Serious Wounds (Casting Time: 7, Heals 17 damage)
- Death Ward (Casting time: 1 round, Duration: 1/Round per caster level, Protects from death effects)
- Defensive Harmony (Casting Time: 1, Duration 6 rounds, Provides the caster and everyone in a 10ft radius with a +2 bonus to AC)
- Farsight (Useless)
- Free Action (Casting Time: 5, Duration 1 turn + 1 round/level, Renders the caster immune to spells like Web and Hold Person)
- Holy Power (Casting Time: 6, Duration: 1 round/level, Increases the Caster’s strength to 18/00, their THAC0 to that of an equal level Fighter and gains 1 temporary HP/level)
- Lesser Restoration (Debatably useless)
- Mental Domination (Casting Time: 4, Duration: 8 Rounds, The caster gains complete control over the targets actions. Negated by a Save vs Spells at a -2 penalty)
- Negative Plane Protection (Useless)
- Neutralize Poison (Casting Time 1, Cures poison, disease, blindness, deafness and restores 10 hp)
- Poison (Casting Time: 4, Duration: 1 turn, Deals 4d8+4 damage/round to the target. Negated by Save vs Poison)
- Protection from Evil 10' Radius (Casting Time: 7, Duration: 1 turn/level, Evil creatures attacking the target/those within the circle suffer a -2 penalty and the target/those within the circle get a +2 bonus on saves against evil creatures)
- Protection From Lightning (Casting Time: 7, Duration: 5 Rounds/level, Renders target immune to electrical attacks)

5/8:
- Animal Summoning 2 (Casting Time: 8, Duration: 3 turns, Summons 1-3 animals of 8 or less HD that serve the caster until slain or the duration expires)
- Cause Critical Wounds (Casting Time: 8, Causes 27 damage on a successful touch from the caster. Has 2 rounds to make the attack and is wasted if they miss)
- Champion’s Strength (Debatably Useless)
- Chaotic Commands (Casting Time: 3, Duration: 1 round/level, Protects from magical commands)
- Cure Critical Wounds (Casting Time: 8, Heals 27 HP)
- Flame Strike (Casting time: 8, Deals 1d8 damage/caster level. Save vs Spells halves the damage)
- Greater Command (Casting Time: 1, Duration: 1/round level, As per command, with greater duration and AoE)
- Magic Resistance (Casting Time: 1 round, Duration: 3 rounds + 1 per level, Target gains 2% magic resistance for every caster level of the caster)
- Mass Cure (Useless)
- Raise Dead (Useless)
- Repulse Undead (Debatably Useless)
- Righteous Magic (Casting Time: 1 round, Duration: 1 round/level, Caster gains 1 temporary HP/level, 1 point of Strength [maxes at 25]/3 levels and deals maximum damage on each strike)
- Slay Living (Casting Time: 1, Creates a special item that the caster has 18 seconds to attack with. If they hit, they deal 2d6+9 damage and must make a Save vs Spells or die. If the attack misses, the spell is wasted)
- True Seeing (Debatably Useless)

6/6:
- Aerial Servant (Casting Time: 9, Duration: 1 round/level, Summons an Aerial Servant that obeys the caster until slain or the duration of the spell ends)
- Blade Barrier (Casting Time: 9, Essentially, its deals 8d8 damage. Negated by a Save vs Spells)
- Animal Summoning 3 (Useless *shakes head*)
- Bolt of Glory (Casting Time: 9, Deals 6d6 damage to Prime Material Targets, 3d4 damage to Elemental Targets, 8d6 damage to Undead and 10d6 to Demons)
- Conjure Animals (Casting Time: 9, Duration: 4 rounds, Summons 1-2 massive mountain bears that obey the caster until slain or the duration expires)
- False Dawn (Casting Time: 9, Deals 6d6 damage and confuses undead for one round)
- Sol’s Searing Orb (Casting Time: 6, Caster makes an attack to hit the target at a +3 bonus. If it hits, normal targets are dealt 6d6 damage and blinded for 1d6 rounds [Save vs Spells halves the damage and negates blindness] while undead take 12d6 damage and are blinded for twelve round [Save vs Spells reduces this to 9d6 damage and 6 rounds of blindness])
- Harm (Casting time: 1 round, Reduces the target to 1 HP on a successful touch from the caster. Has 2 rounds to make the attack and is wasted if they miss)
- Heal (Casting Time: 1 round, Fully heals HP and cures all status ailments)
- Physical Mirror (Casting Time: 6, Duration: 9 rounds, Sends all ranged attacks back at the attacker), Wondrous Recall (Casting Time: 9, Allows the caster to recall two previously cast spells of level 5 or lower)

7/2:
- Confusion (Casting Time: 7, Duration 1 round/2 levels, Target acts randomly for the duration of the spell. Negated by a Save vs Spells at -2)
- Earthquake (Casting Time: 1 Round, Causes 3 Tremors that affect all within a 40ft radius. First deals 6d6 and causes those affected to fall prone for 4 rounds [Save vs Spells at -6 halves damage and negates the falling], Second deals 3d6 [Save for half at -2] and third deals 2d6 damage [Save for half]. An earth elemental may appear and attack the caster)
- Finger of Death (Casting Time: 5, Target must make a Save vs Spells at -2 or die. Even if they save, they take 2d8 + 1/caster level damage)
- Fire Storm (Casting Time: 1 Round, Duration: 4 rounds, Deals 2d8 + 1/caster level damage to all creatures in a 20ft radius each round)
- Gate (Casting Time: 5, Duration: 33 Rounds, Summons a Pit Fiend. MUST USE PROTECTION FROM EVIL ON SELF OR THE PIT FIEND ATTACKS HIM)
- Greater Restoration (Casting Time: 3, Full Healing + status curing. Fatigues the caster)
- Holy Word (Casting Time: 1, Deafens evil creatures in range for 1 turn [causes 50% spell failure])
- Regeneration (Casting Time: 7, Duration: 1 round/2 levels, Causes the target to regenerate 3 hp a second)
- Resurrection (Useless)
- Shield of the Archons (Casting Time: 9, Duration: 3 rounds/level, Allows the caster to absorb a number of spell levels equal to half his level
- Sunray (Casting Time: 4, Those in a 20ft Radius take 3-18 damage and must make a Save vs Spells or be blinded for 10 rounds. Undead take 1d6 damage/caster level and must make a Save vs Spells or be destroyed)
- Symbol Fear (Debatably Useless)
- Symbol Death (Debatably Useless)
- Symbol Stun (Debatably Useless)
- Unholy Word (Casting Time: 1, Deafens good creatures in range for 1 turn [causes 50% spell failure])

Special
- Turn Undead (Not really important)

Equips:
Starting/Storebought
Mace +2
Helmet
Full Plate Mail
Delryn Family Shield (Grants 30% Fire/Cold Resistance and allows Anomen to protect himself from normal missiles 3 times a day)

Damages:
- Mace +2: 1d6+1 Base, +3 Strength, +2 High Mastery, +2 Magic; 11.5 Average Damage, 2 Attacks a round, 5% Critical Chance, Speed Factor of 5
- Mace +2 under Draw Upon Holy Might: 1d6+1 Base, +12 Strength, +2 High Mastery, +2 Magic; 20.5 Average Damage, 2 attacks a round, Speed Factor of 6
- Holy Smite: 20d4 Damage vs Evil Targets; 50 Average Damage, 25 Average Damage on Save, Casting Time 3
- Unholy Blight: See above
- Flamestrike: 20d8 Damage; 90 Average Damage, 45 Average Damage on Save, Casting Time 8

Comments:
The brave warrior Anomen... who is really much more of an asshole than a holy warrior of justice and what not. Keldorn really needs to teach this guy something about fighting for good and righteousness. Either way, Anomen is a pretty solid competitor in the DL. Above average durability and decent damage on a healer are annoying qualities, especially backed by decent saves. However, the majority of the spells that Anomen really wants to use (mostly his healing and direct offensive spells) are slow enough that interruption is a big problem. If he can get them off though, Anomen has some nasty buffs, Instant Death, HP -> 1, full healing and the like. Just... too slow. An average to high Middle.

...into the nightfall.

Dhyerwolf

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Re: Baldur's Gate 2
« Reply #2 on: May 18, 2009, 11:28:16 PM »
Keldorn
Need

Male Human
Inquisitor 17
Lawful Good

Str 17
Dex 9
Con 17
Int 12
Wis 16
Cha 18

HP: 133
AC: 10
AC w/ Armor: 0 (-3 vs Missiles/Piercing and -4 vs Slashing)
Base THAC0: 4
THAC0 w/ The Hallowed Redeemer: 0
THAC0 w/ The Carsomyr: -3
Base Number of Attacks: 5/2
Number of Attacks w/ The Carsomyr: 5/2

Saving Throws
P/P/D: 1 (0 w/ Armor)
R/S/W: 3 (2 w/ Armor)
P/P: 2 (1 w/ Armor)
BW: 2 (1 w/ Armor)
S: 4 (3 w/ Armor)

Proficiences
Bastard Sword 2
Longsword 2
Two Handed Sword 2
Crossbow 2
Two-Handed Weapon Style 1

Special
- Detect Evil x20 (Useless)
- Protection from Evil x17 (Casting Time: 1, Evil creatures attacking the target suffer a -2 penalty and the target gets a +2 bonus on saves against evil creatures)
- Dispel Magic x5 (50% chance of canceling magic effects in an area)
- True Sight x5 (Penetrates illusions and the like)
- Immune to Charm and Hold (w/ Hallowed)/[b:bea7d.

Jan
Need

Male Gnome
Thief 16/Illusionist 13
Chaotic Neutral

Str 9
Dex 17
Con 15
Int 16
Wis 14
Cha 10

HP: 61
AC: 7
AC w/ Jansen Adventure Wear and Bracers of Defense AC 8: 4 (-1 vs Missile Weapons)
AC w/ Robe of the Neutral Archmagi: 2
Base THAC0: 13
THAC0 w/ Flasher Launcher: 10
THAC0 w/ Light Crossbow +2: 9
Base Number of Attacks: 1

Saving Throws
P/P/D: 10 (9 w/ Robe)
R/S/W: 3 (2 w/ Robe)
P/P: 9 (8 w/ Robe)
BW: 11 (10 w/ Robe)
S: 4 (3 w/ Robe)

Proficiences
Short Sword 1
Dagger 1
Quarterstaff 1
Cross Bow 1
Katana 1
Single Weapon Style 1

Spells
lvl/number of slots: available spells

1/6:
- Chromatic Orb (Casting Time: 1, Deals 2-16 points of Acid damage. Aditionally, kills the target if they fail a Save vs Spells at +6)
- Color Spray (Useless)
- Identify (Useless)
- Magic Missile (Casting Time: 1, Fires one missile per two levels of experience beyond the first [capping at five missiles] that deal 1d4+1 damage to target)
- Reflected Image (Casting Time: 1, Duration: 3 rounds + 1 round/level, Creates one image of the caster and acts as per Mirror Image)

2/5:
- Acid Arrow (Casting Time: 2, Deal 2d4 points of acid damage, plus an additional 2d4 for the next three rounds)
- Mirror Image (Casting Time: 1, Duration: 3 round + 1 round/level, Creates 2-8 Duplicates that make it harder to hit the caster. If an image is struck, it vanishes)
- Blur (Casting Time: 2, Duration 4 rounds + 2 rounds/level, All ranged and melee attacks against the caster suffer a -3 penalty and the caster gets a +1 bonus to all saving throws)
- Detect Invisibility (Debatably Useless)
- Invisibility (Casting Time: 2, Duration: 24 hours or until they attack, Makes the target invisible)

3/5:
- Flame Arrow (Casting Time: 3, Throws 1 arrow + 1 for every 5 levels beyond fifth that deal 1d6 piercing and 4d6 fire damage [fire damage is halved on a save vs spells])
- Haste (Casting Time: 3, Duration: 3 rounds + 1 round/level, Gains a -2 bonus to initiative and an extra attack a round. Is fatigued when the spell ends)
- Lightning Bolt (Casting Time: 3, Deals 1d6 damage/per caster level and can reflect off walls for multiple hits. Damage is halved by a Save vs Spells)
- Remove Magic (Casting Time: 3, Has a 50% chance of removing magical effects [Increases by 5% for each level higher the caster is and decreases by 10% for each level higher the target is]. Only affects opponents)
- Invisibility 10' radius (Debatably Useless)

4/5:
- Polymorph Self (Casting Time: 4, Duration 1 round + 3 rounds/level, Turns the caster into another type of creature [Forthcoming] and may shift whenever they like for the spell’s duration)
- Stoneskin (Casting Time: 1 round, Duration: 12 hours, Protects the caster from 1 physical attack per 2 caster levels)
- Improved Invisibility (Casting Time: 4, Duration: 3 rounds + 1 round/level, The character remains difficult to spot even after attacking, causing a -4 penalty on attacks made against the character and providing the caster a +4 bonus on saving throws)
- Confusion (Casting Time: 4, Duration 5 round + 1 round/6 levels, Target acts randomly for the duration of the spell. Negated by a Save vs Spells at -2)
- Greater Malison (Casting Time: 4, Duration: 2 rounds/level, Target suffers a -4 penalty on all saves)

5/5:
- Chaos (Casting Time: 4, Duration: 5 rounds + 1 round/6 levels, Foe is effectively confused. Negated by a Save vs Spells at -4)
- Domination (Casting Time: 5, Duration: 8 Rounds, The caster gains complete control over the targets actions. Negated by a Save vs Spells at a -2 penalty)
- Shadow Door (Casting Time: 2, Duration: 1 round/level, As per improved invisibility [essentially targetting immunity]), Hold Monster (Casting Time: 5, Duration: 1 round/level, as per Hold Person, but affects all but undead and requires a Save vs Spells at a -2 penalty to negate)

6/3:
- True Seeing (Debatably Useless)
- Mislead (Casting Time: 1, Duration: 1 round/level, Makes the caster Invisible [as per Improved Invisibility] and creates an illusionary decoy. Has the same HP as the caster, but cannot take an actions but be a decoy)

Special:
- Traps (Forthcoming)
- Backstab x5 (Deals 5x damage on a backstab... a situation that should never occur in the DL)

Equips:
Jansen Spectroscopes (Debatably Useless)
Jansen Techno-Gloves (Debatably Useless)
Jansen AdventureWear (Reduces physical damage by 25%, Gives +5 AC bonus vs Missile weapons and provides +1 AC bonus despite the item description saying it doesn’t)
Robe of the Neutral Archmagi (Provides a 5 Armor Bonus to AC, 5% Magic Resistance and a +1 to all saving throws)
Flasher Launcher (Cross Bow with +1 to hit)
Light Crossbow +2
Flasher Master Bruiser Mate (Stuns opponent for 2 rounds if they hit and the target fails a Save vs Spells. 1d2+1 damage. Jan can make these himself)

Damages:
- Light Crossbow +2: 1d10 base, +2 Magic, Average of 7.5 damage per swing, 1 attack per round, 5% Chance of Critical, Speed Factor 3
- Chromatic Orb: 2-16 Damage; 7 Average, Casting Time 1, Chance of ID
- Magic Missile: 5d4+5 Damage; 17.5 Average Damage, Casting Time 1
- Acid Arrow: 2d4, plus 2d4 over 3 rounds; Average of 5 damage each round over 4 rounds, Casting Time 2
- Flame Arrow: 3d6 + 12d6 Fire; 10.5 + 42 Average Damage, 10.5 + 21 Average Damage on Save, Casting Time 3
- Lightning Bolt: 10d6 Electrical Damage; Average of 35 Damage, 17.5 Damage on Save, Casting Time 3

~~~


Mazzy
Need

Female Halfling
Fighter 19
Lawful Good

Str 15
Dex 18
Con 16
Int 10
Wis 13
Cha 14

HP: 131
AC: 6
AC w/ Full Plate Armor: -1 (-5 vs Slashing, -4 vs Piercing)
AC w/ Full Plate Armor and Single Weapon Style: -2 (-4 vs Slashing, -3 vs Piercing)
Base THAC0: 2
THAC0 w/ Bow of Arvoreen: -4
THAC0 w/ Sword of Arvoreen: -2 (-5)
Base Number of Attacks: 2
Number of Attacks w/ Bow of Arvoreen: 7/2
Number of Attacks w/ Sword of Arvoreen: 5/2

Saving Throws
P/P/D: 0
R/S/W: 1
P/P: 4
BW: 4
S: 2

Proficiences
Short Sword 4
Short Bow: 5
Single Weapon Style: 1

Special:
- Haste x2 (As per the spell for forthcoming)
- Invoke Courage x2 (Resist Fear and +1 bonus to all saves for forthcoming)
- Lay on Hands x2 (Heals 38 hp)
- Strength x2 (Increases strength to 18/00 for forthcoming)

Equips:
Sword of Arvoreen (+2 to hit and slows movement rate on those it hits if they fail a Save vs Wands, makes wielder immune to stun or slow effects)
Bow of Arvoreen (+2 to hit)
Short Bow +2
Full Plate Armor

Damages:
- Sword of Arvoreen: 1d6 Base, +3 High Mastery, (+6 Strength w/ Strength); Average of 9.5 (15.5) Damage per swing, 2.5 (3.5 w/ Haste) Swings per round, 10% Critical Hit chance, Speed Factor 1
- Short Bow +2: 1d6 Base, +3 Grand Mastery, +2 Magic; Average of 11.5 Damage per swing, 3.5 (4.5 w/ Haste) Swings per round, 5% Critical Chance, Speed Factor 5

~~~


Cernd
Need

Male Human
Shapeshifter 14
True Neutral

Str 13
Dex 9
Con 13
Int 12
Wis 18
Cha 15

HP: 82
AC: 10
AC w/ Cloak of the High Forest and Bracers of Defense AC 8: 7
Base THAC0: 12
THAC0 w/ Staff of the High Forest: 10
Base Number of Attacks: 1
Number of Attacks w/ Staff of the High Forest: 1

Saving Throws
P/P/D: 5 (4 w/ Cloak)
R/S/W: 9 (8 w/ Cloak)
P/P: 8 (7 w/ Cloak)
BW: 11 (10 w/ Cloak)
S: 10 (9 w/ Cloak)

Proficiences
Scimitar: 1
Dagger: 1
Quarter Staff: 1
Sling: 1
Single Weapon Style: 1

Spells
lvl/number of slots: available spells

1/8:
- Armor of Faith (Casting Time: 1, Duration: 20 Rounds, Absorbs 15% of damage dealt to character)
- Bless (Casting Time: 1 Round, Duration: 6 Rounds, Saves vs Fear and Attack Rolls go up by 1. AoE)
- Cure light Wounds (Casting Time: 5, Heals 8 HP of damage)
- Detect Evil (Useless)
- Doom (Casting Time: 1 Round, Duration: 1 Turn, Target takes a -2 penalty on all rolls. No Save)
- Entangle (Casting Time: 4, Duration: 1 Turn, Target can’t move from where they are entangled. +3 to saves vs this spell)
- Shillelagh (Casting Time: 2, Duration 21 Rounds, Creates a weapon with a +1 to hit that deals 2d4 damage)

2/8:
- Barkskin (Casting Time: 5, Duration: 21 Rounds, Changes base AC to 2 and grants a +1 to saves vs everything but spells)
- Charm Person or Mammel (Casting Time: 5, Duration: 1 Turn, The caster controls the creatures action while the spell is in place. Spells breaks if hostile actions are taken against the creature. +3 and +Appropriate Wisdom effects to saves vs the spell. Affects humanoids or smaller)
- Find Traps (Useless)
- Flame Blade (Casting Time: 4, Duration: 12 rounds, Creates a sword that deals 1d4 slashing damage and 1d2+4 fire damage)
- Goodberries (Useless)
- Know Alignment (Useless)
- Slow Poison (Casting Time: 1, Neutralizes most poisons)

3/7:
- Call lightning (Useless/Casting Time: 1 Turn, Duration: 4 turns, Calls down a bolt of lightning that deals 9d8 damage each turn for 4 turns. Save vs Spells for half damage)
- Cure Disease (Useless/Casting Time: 1, Cures Disease)
- Cure Moderate Wounds (Casting Time: 5, Heals 14 HP of damage)
- Hold Animal (Casting Time: 5, Duration: 8 Rounds, Holds animals in place. Saving throw vs Spells negates)
- Dispel Magic (Casting Time: 6, 50% chance of canceling magic effects in an area)
- Invisibility Purge (Useless)
- Miscast Magic (Casting time: 5, Duration: 1 Turn, Target has an 80% chance of failing the next spell they cast. Negated with a save vs Spells at -2)
- Protection From Fire (Casting Time: 6, Duration: 20 Rounds, 80% Resistance vs Fire)
- Rigid Thinking (Casting Time: 4, Duration: 1 Turn, Target acts randomly. Negated by Save vs Spells)
- Strength of One (Casting Time: 3, Duration: 1 Turn, Changes group strength to 18/75)
- Summon Insects (Casting Time: 9, Duration: 7 Rounds, Target takes 2 damage per second for the duration of the spell. Takes a -2 penalty to attack rolls. Takes a +2 penalty to AC. Suffers a 50% chance of Spell Failure. Save vs Breath Weapons a -4 Negates)
- Zone of Sweet Air (Useless)

4/6:
- Animal Summoning 1 (Casting Time: 7, Duration 3 turns, Calls 2-3 animals with 4 or less HD that obey the caster until slain/duration expires)
- Call Woodland Beings (Casting Time: 7, Duration 3 turns, Summons a Nymph to aid the party)
- Cause Serious Wounds (Casting Time: 7, Deals 17 damage on a successful touch from the caster. Has 2 rounds to make the attack and is wasted if they miss)
- Cloak of Fear (Casting Time: 6, All creatures within a 3-foot radius run away in panic for 4 rounds. Negated by Save vs Spells)
- Cure Serious Wounds (Casting Time: 7, Heals 17 damage)
- Death Ward (Casting time: 1 round, Duration: 1/Round per caster level, Protects from death effects)
- Defensive Harmony (Casting Time: 1, Duration 6 rounds, Provides the caster and everyone in a 10ft radius with a +2 bonus to AC)
- Farsight (Useless)
- Mental Domination (Casting Time: 4, Duration: 8 Rounds, The caster gains complete control over the targets actions. Negated by a Save vs Spells at a -2 penalty)
- Negative Plane Protection (Useless)
- Neutralize Poison (Casting Time 1, Cures poison, disease, blindness, deafness and restores 10 hp)
- Poison (Casting Time: 4, Duration: 1 turn, Deals 4d8+4 damage/round to the target. Negated by Save vs Poison)
- Protection From Lightning (Casting Time: 7, Duration: 5 Rounds/level, Renders target immune to electrical attacks)

5/3:
- Animal Summoning 2 (Casting Time: 8, Duration: 3 turns, Summons 1-3 animals of 8 or less HD that serve the caster until slain or the duration expires)
- Cause Critical Wounds (Casting Time: 8, Causes 27 damage on a successful touch from the caster. Has 2 rounds to make the attack and is wasted if they miss)
- Chaotic Commands (Casting Time: 3, Duration: 1 round/level, Protects from magical commands)
- Cure Critical Wounds (Casting Time: 8, Heals 27 HP)
- Insect Plague (Casting Time: 5, Duration 6 rounds, Spellcasting is rendered impossible, the target takes 1 damage per 2 seconds and must make a Save vs Breath Weapon or flee for one round)
- Iron Skin (Casting Time: 1 round, Duration: 12 hours, Protects the caster from 1 physical attack per 2 caster levels)
- Magic Resistance (Casting Time: 1 round, Duration: 3 rounds + 1 per level, Target gains 2% magic resistance for every caster level of the caster)
- Mass Cure (Useless)
- Pixie Dust (Casting Time: 1 round, Duration: 24 hours or until an attack is made, Renders the caster invisible)
- True Seeing (Debatably Useless)

6/2:
- Animal Summoning 3 (Useless *shakes head*)
- Conjure Fire Elemental (Casting Time: 1 round, Duration: 1 round/level, Summons a fire elemental that obeys the caster [60% 12 HD, 35% 16 HD, 5% 24 HD] until slain or the duration expires)
- Dolorous Decay (Casting Time: 1 round, Slows the target for two rounds, and, if they fail a Save vs Poison at a -2 penalty, they suffer 1 point of damage a second until 50 damage occurs)
- Fire Seeds (Useless)
- Harm (Casting time: 1 round, Reduces the target to 1 HP on a successful touch from the caster. Has 2 rounds to make the attack and is wasted if they miss)
- Heal (Casting Time: 1 round, Fully heals HP and cures all status ailments)
- Physical Mirror (Casting Time: 6, Duration: 9 rounds, Sends all ranged attacks back at the attacker)
- Wondrous Recall (Casting Time: 9, Allows the caster to recall two previously cast spells of level 5 or lower)

7/1:
- Confusion (Casting Time: 7, Duration 1 round/2 levels, Target acts randomly for the duration of the spell. Negated by a Save vs Spells at -2)
- Earthquake (Casting Time: 1 Round, Causes 3 Tremors that affect all within a 40ft radius. First deals 6d6 and causes those affected to fall prone for 4 rounds [Save vs Spells at -6 halves damage and negates the falling] Second deals 3d6 [Save for half at -2] and third deals 2d6 damage [Save for half]. An earth elemental may appear and attack the caster)
- Shield of the Archons (Casting Time: 9, Duration: 3 rounds/level, Allows the caster to absorb a number of spell levels equal to half his level)
- Regeneration (Casting Time: 7, Duration: 1 round/2 levels, Causes the target to regenerate 3 hp a second)
- Conjure Earth Elemental (Casting Time: 1 round, Duration: 1 turn/level, Summons an earth elemental that obeys the caster [60% 12 HD, 35% 16 HD, 5% 24 HD] until slain or the duration expires)
- Fire Storm (Casting Time: 1 Round, Duration: 4 rounds, Deals 2d8 + 1/caster level damage to all creatures in a 20ft radius each round)
- Creeping Doom (Casting Time: 5, Duration: 3 rounds, Deals 2 damage a second, causes 100% spell failure and the target must make a Save vs Spells at -2 or run in fear for 1 round)
- Nature’s Beauty (Casting Time: 6, Target must make a Save vs Spells at +3 or die. Blind’s viewers even if they save)

Special:
- Shapeshift Werewolf x6 (Increases Str to 19, Dex to 16, Con to 15, AC to -3, THAC0 to 9, HP to 91, grants an extra attack and 20% Resistance to Magic)
- Shapeshift Greater Werewolf x1 (Increases Str to 21, Dex to 20, Con to 25, AC to -12, THAC0 to 9, HP to 100, grants two extra attacks, provides 50% Resistance to Fire, Cold, Electricity, Acid, Magic Fire, Magic Cold and 40% Resistance to Magic)

Equips:
Staff of the High Forest (+2 bonus to hit, Cernd regenerates 1 hit point every 12 seconds)
Cloak of the High Forest (+1 bonus to AC and Saves)
Bracers of Defense AC 8

Damages:
- Greater Werewolf Claws: 1d6 Base, +9 Strength; Average of 12.5 Damage per swing, 3 Swings a round, 5% Critical Hit chance, Speed Factor of 0

~~~


Valygar
Need

Male Human
Stalker 17
Neutral Good

Str 17
Dex 18
Con 16
Int 10
Wis 14
Cha 10

HP: 127
AC: 6
AC w/ Corthala Family Armor: -1 (1 vs Crushing and -5 vs Slashing)
Base THAC0: 4
THAC0 w/ Corthala Family Blade and Katana +2: Main Hand 0 and off-hand 2
Base Number of Attacks: 2
Number of Attacks w/ Corthala Family Blade and Katana +2: 7/2

Saving Throws
P/P/D: 3
R/S/W: 5
P/P: 4
BW: 4
S: 6

Proficiences
Katana: 2
Dagger: 2
Spear: 2
Longbow: 2
Two Weapon Style: 3

1/3:
- Armor of Faith (Casting Time: 1, Duration: 20 Rounds, Absorbs 15% of damage dealt to character)
- Bless (Casting Time: 1 Round, Duration: 6 Rounds, Saves vs Fear and Attack Rolls go up by 1. AoE)
- Cure light Wounds (Casting Time: 5, Heals 8 HP of damage)
- Detect Evil (Useless)
- Doom (Casting Time: 1 Round, Duration: 1 Turn, Target takes a -2 penalty on all rolls. No Save)
- Entangle (Casting Time: 4, Duration: 1 Turn, Target can’t move from where they are entangled. +3 to saves vs this spell)
- Shillelagh (Casting Time: 2, Duration 21 Rounds, Creates a weapon with a +1 to hit that deals 2d4 damage)

2/3:
- Barkskin (Casting Time: 5, Duration: 21 Rounds, Changes base AC to 2 and grants a +1 to saves vs everything but spells)
- Charm Person or Mammel (Casting Time: 5, Duration: 1 Turn, The caster controls the creatures action while the spell is in place. Spells breaks if hostile actions are taken against the creature. +3 and +Appropriate Wisdom effects to saves vs the spell. Affects humanoids or smaller)
- Find Traps (Useless)
- Flame Blade (Casting Time: 4, Duration: 12 rounds, Creates a sword that deals 1d4 slashing damage and 1d2+4 fire damage)
- Goodberries (Useless)
- Know Alignment (Useless)
- Slow Poison (Casting Time: 1, Neutralizes most poisons)

3/3:
- Call lightning (Useless/Casting Time: 1 Turn, Duration: 4 turns, Calls down a bolt of lightning that deals 9d8 damage each turn for 4 turns. Save vs Spells for half damage)
- Cure Disease (Useless/Casting Time: 1, Cures Disease)
- Cure Moderate Wounds (Casting Time: 5, Heals 14 HP of damage)
- Hold Animal (Casting Time: 5, Duration: 8 Rounds, Holds animals in place. Saving throw vs Spells negates)
- Dispel Magic (Casting Time: 6, 50% chance of canceling magic effects in an area)
- Invisibility Purge (Useless)
- Miscast Magic (Casting time: 5, Duration: 1 Turn, Target has an 80% chance of failing the next spell they cast. Negated with a save vs Spells at -2)
- Protection From Fire (Casting Time: 6, Duration: 20 Rounds, 80% Resistance vs Fire)
- Rigid Thinking (Casting Time: 4, Duration: 1 Turn, Target acts randomly. Negated by Save vs Spells)
- Strength of One (Casting Time: 3, Duration: 1 Turn, Changes group strength to 18/75)
- Summon Insects (Casting Time: 9, Duration: 7 Rounds, Target takes 2 damage per second for the duration of the spell. Takes a -2 penalty to attack rolls. Takes a +2 penalty to AC. Suffers a 50% chance of Spell Failure. Save vs Breath Weapons a -4 Negates)
- Haste (Casting Time: 3, Duration: 3 rounds + 1 round/level, Gains a -2 bonus to initiative and an extra attack a round. Is fatigued when the spell ends)
- Minor Spell Deflection (Casting Time: 3, Duration: 3 rounds/level, Allows the caster to absorb up to 4 levels worth of spells and only affects up to 7th level spells. If a spell would go over the limit, it is still absorbed and this spell ends), Protection from Normal Missiles (Casting Time: 3, Duration: 5 rounds, The target cannot be affected by non-magical projectiles)

Special:
- Charm Animal x9 (Charms an animal. See Charm Person and Mammel.)
- Favored Enemy Golem (Forthcoming)

Equips:
Corthala Family Blade (Katana +2, Causes 2 points of additional bleeding damage on target every round for 2 rounds and provides a +2 bonus to AC against slashing weapons)
Corthala Family Armor (Provides Immunity to Charm and 25% resistance to Fire, Acid and Magic Damage)
Katana +2
Helmet (Protects from Critical Hits)

Damages:
- Corthala Family Blade: 1d10 Base, +1 Strength, +2 Magic, +2 Specialization (+2 Damage over 2 rounds); Average of 12.5 Damage per swing, 2.5 (3.5 w/ Haste) swings per round, 5% Critical Hit chance, Speed Factor 2
And
- Katana +2: 1d10 Base, +1 Strength, +2 Magic, +2 Specialization; Average of 10.5 Damage per swing, 1 attack per round, 5% Critical Hit chance, Speed Factor 4

~~~


Haer’Dalis
Need

Male Tiefling
Blade 23
Chaotic Neutral

Str 17
Dex 17
Con 9
Int 15
Wis 13
Cha 16

HP: 81
Base AC: 7
AC w/ Melodic Chain: -1
Base THAC0: 10
THAC0 w/ Chaos and Entropy: Main Hand 6 and Off-Hand 8 (4 and 6)
Base Number of Attacks: 2
Number of Attacks w/ Chaos and Entropy: 2

Saving Throws
P/P/D: 9
R/S/W: 6
P/P: 8
BW: 12
S: 7

Proficiences
Long Sword 2
Short Sword 2
Dagger 1
Flail 1
Dart 1
Two Weapon Style 3

Spells
lvl/number of slots: available spells

1/5:
- Magic Missile (Casting Time: 1, Fires one missile per two levels of experience beyond the first [capping at five missiles] that deal 1d4+1 damage to target)
- Protection from Evil (Casting Time: 1, Evil creatures attacking the target suffer a -2 penalty and the target gets a +2 bonus on saves against evil creatures)
- Sleep (Useless)
- Blindness (Casting Time: 2, Duration 10 Turns, Blinds the target [they suffer a -4 penalty to attacks and a -4 penalty to AC]. Negated by a Save vs Spells)

2/5:
- Blur (Casting Time: 2, Duration 4 rounds + 2 rounds/level, All ranged and melee attacks against the caster suffer a -3 penalty and the caster gets a +1 bonus to all saving throws)
- Invisibility (Casting Time: 2, Duration: 24 hours or until they attack, Makes the target invisible)
- Mirror Image (Casting Time: 1, Duration: 3 round + 1 round/level, Creates 2-8 Duplicates that make it harder to hit the caster. If an image is struck, it vanishes)
- Luck (Casting Time: 2, Duration: 3 rounds, Target receives a 5% bonus to all actions)

3/5:
- Flame Arrow (Casting Time: 3, Throws 1 arrow + 1 for every 5 levels beyond fifth that deal 1d6 piercing and 4d6 fire damage [fire damage is halved on a save vs spells])
- Haste (Casting Time: 3, Duration: 3 rounds + 1 round/level, Gains a -2 bonus to initiative and an extra attack a round. Is fatigued when the spell ends)
- Slow (Casting Time: 3, Duration 1 turn, Target’s movement is halved and they receive a +4 penalty to AC and a -4 penalty to attacks. Negates haste. Negated by a Save vs Spells)

4/4:
- Confusion (Casting Time: 4, Duration 5 round + 1 round/6 levels, Target acts randomly for the duration of the spell. Negated by a Save vs Spells at -2)
- Minor Globe of Invulnerability (Casting Time: 4, Duration: 1 round/level, Protects the caster from 1st, 2nd, and 3rd level spells)

5/4:
- Spell Immunity (Casting Time: 5, Duration: 1 round/level, Protects the caster from one school of spells)
- Chaos (Casting Time: 4, Duration: 5 rounds + 1 round/6 levels, Foe is effectively confused. Negated by a Save vs Spells at -4)

Special:
- Offensive Spin x6 (User gets +2 to hit and damage, and an extra attack. All attacks do their maximum damage. Lasts 4 rounds)
- Defensive Spin x6 (Roots user to the spot and gives -10 AC. Lasts 4 rounds)

Equips:
Chaos (Short Sword +2, Opponent loses 2 dexterity for 30 seconds each time they are hit)
Entropy (Short Sword +2, Opponent loses 3 additional HP if they fail a Save vs Poison)
Melodic Chain (Chain Shirt +3, Can cast while wearing it)

Damages:
- Offensive Spin Chaos: 1d6 Base, +1 Strength, +2 Specialization, +2 Magic, +2 Spin; Average of 13 per swing, 2 swings per round, 5% Critical Hit chance, Speed Factor of 0
And
- Offensive Spin Entropy: 1d6 Base, +1 Strength, +2 Specialization, +2 Magic, +2 Spin (+3 on failed Save vs Poison); Average of 13 per swing, 1 swing per round, 5% Critical Hit chance, Speed Factor of 0
- Magic Missile: 5d4+5 Damage; 17.5 Average Damage
- Flame Arrow: 3d6 + 12d6 Fire; 10.5 + 42 Average Damage, 10.5 + 21 Average Damage on Save, Casting Time 3
...into the nightfall.

Dhyerwolf

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Re: Baldur's Gate 2
« Reply #3 on: May 18, 2009, 11:28:59 PM »
Minsc
Jump on my sword while you can evil! I won’t be so gentle!

Male Human
Ranger 17
Chaotic Good

Str 18/93
Dex 16
Con 16
Int 8
Wis 6
Cha 9

HP: 117
AC: 8
AC w/ Full Plate Armor: -1 (-5 vs Slashing, -4 vs Piercing)
Base THAC0: 4
THAC0 w/ Two-Hand Sword +2: -1 (-3)
THAC0 w/ Two-Weapon Fighting and Maces +2: Main Hand -1 (-3) and Off-Hand 1 (-1)
Base Number of Attacks: 2
Number of Attacks w/ Two-Hand Sword +2: 5/2
Number of Attacks w/ Two-Weapon Fighting and Maces +2: 7/2

Saving Throws
P/P/D: 3
R/S/W: 5
P/P: 4
BW: 4
S: 6

Proficiences
Axe 1
Two-Handed Sword 2
Mace 2
Longbow 2
Two-Handed Style 2
Two Weapon Style 2

Spells
lvl/number of slots: available spells

1/3:
- Armor of Faith (Casting Time: 1, Duration: 20 Rounds, Absorbs 15% of damage dealt to character)
- Bless (Casting Time: 1 Round, Duration: 6 Rounds, Saves vs Fear and Attack Rolls go up by 1. AoE)
- Cure light Wounds (Casting Time: 5, Heals 8 HP of damage)
- Detect Evil (Useless)
- Doom (Casting Time: 1 Round, Duration: 1 Turn, Target takes a -2 penalty on all rolls. No Save)
- Entangle (Casting Time: 4, Duration: 1 Turn, Target can’t move from where they are entangled. +3 to saves vs this spell)
- Shillelagh (Casting Time: 2, Duration 21 Rounds, Creates a weapon with a +1 to hit that deals 2d4 damage)

2/3:
- Barkskin (Casting Time: 5, Duration: 21 Rounds, Changes base AC to 2 and grants a +1 to saves vs everything but spells)
- Charm Person or Mammel (Casting Time: 1, Duration: 5 rounds, The caster controls the creatures action while the spell is in place. Spells breaks if hostile actions are taken against the creature. +3 and +Appropriate Wisdom effects to saves vs the spell. Affects humanoids or smaller)
- Find Traps (Useless)
- Flame Blade (Casting Time: 4, Duration: 12 rounds, Creates a sword that deals 1d4 slashing damage and 1d2+4 fire damage)
- Goodberries (Useless)
- Know Alignment (Useless)
- Slow Poison (Casting Time: 1, Neutralizes most poisons)

3/3:
- Call lightning (Useless/Casting Time: 1 Turn, Duration: 4 turns, Calls down a bolt of lightning that deals 9d8 damage each turn for 4 turns. Save vs Spells for half damage)
- Cure Disease (Useless/Casting Time: 1, Cures Disease)
- Cure Moderate Wounds (Casting Time: 5, Heals 14 HP of damage)
- Hold Animal (Casting Time: 5, Duration: 8 Rounds, Holds animals in place. Saving throw vs Spells negates)
- Dispel Magic (Casting Time: 6, 50% chance of canceling magic effects in an area)
- Invisibility Purge (Useless)
- Miscast Magic (Casting time: 5, Duration: 1 Turn, Target has an 80% chance of failing the next spell they cast. Negated with a save vs Spells at -2)
- Protection From Fire (Casting Time: 6, Duration: 20 Rounds, 80% Resistance vs Fire)
- Rigid Thinking (Casting Time: 4, Duration: 1 Turn, Target acts randomly. Negated by Save vs Spells)
- Strength of One (Casting Time: 3, Duration: 1 Turn, Changes group strength to 18/75)
- Summon Insects (Casting Time: 9, Duration: 7 Rounds, Target takes 2 damage per second for the duration of the spell. Takes a -2 penalty to attack rolls. Takes a +2 penalty to AC. Suffers a 50% chance of Spell Failure. Save vs Breath Weapons a -4 Negates)

Special:
- Charm Animal x9 (Charms an animal. See Charm Person and Mammel.)
- Berserk x1 (Duration: 5 Rounds, +4 to Strength and Con [Gains 15 HP, +2 to Hit, +3 to Damage], +2 Armor Class Penalty, +2 bonus on Saves vs Spells, Immunity to Charm, Hold, Fear, Maze, Confusion and level drain. Takes 15 points of damage when Beserk wears off)
- Favored Enemy Vampire (Forthcoming)

Equipment Options:
Storebought/Starting Equips-
Boo (Does nothing but be awesome, and can’t be removed)
Helmet (Protects from Critical Hits)
Full Plate Armor
Two-Handed Sword +2
Two Maces +2

Damages:
- Mace: 1d6+1 base +2 specialization +5 Strength (+3 Beserked), +2 Magic; 13.5 (16.5) damage per swing, 3.5 attacks a round, 5% Critical Chance; Speed factor of 5
- Two-Handed Sword +2: 1d10 base +2 Specialization +1 Two-Handed Fighting Style +5 Strength (+3 Beserked), +2 Magic; 15.5 (18.5) damage per swing, 2.5 attacks a round, 10% Critical Chance; Speed factor of 4

Comments:
Everybody’s favorite miniature giant space hamster toting Ranger is back again for another go in Baldur’s Gate 2. He hasn’t changed much from his previous incarnation in style, except he now has access to a slightly larger repertoire of Ranger spells and a more applicable favored enemy for the game. Although he has the worst durability and evasion of the fighter-types, he makes up for it by having nearly game best damage (only a Hasted Valygar and some unsaved spells outdoing him). Sadly, his spell casting options are practically negligible. They do provide some useful variety in special circumstances though; Summon Insects could potentially give him an edge against spell casters and Dispel Magic allows him to go toe-to-toe with buff fighters. Berserk provides him an extra edge early in the fight, upping his damage, durability and providing some status resistance (bolstering Minsc’s mostly average to slightly above average saves) at the cost of some evasion. Still, he looks to fall a bit short of Korgan, Keldorn and Mazzy as a fighter-type. A solid slug-fester, I’d tend to call Minsc a High Middle.

~~~


Jaheira
Nature! Take the life she gave!

Female Half-Elf
Fighter 13/Druid 13
True Neutral

Str 15
Dex 17
Con 17
Int 10
Wis 14
Cha 15

HP: 90
AC: 7
AC w/ Full Plate Armor and Large Shield +1: -4 (-8 vs Slashing, -7 vs Piercing, -8 vs Missile)
AC w/ Full Plate Armor: -2
Base THAC0: 8
THAC0 w/ Scimitar +1: 6
THAC0 w/ Cleric’s Staff: 4
Base Number of Attacks: 2
Number of Attacks w/ Scimitar: 5/2
Number of Attacks w/ Cleric’s Staff: 5/2

Saving Throws
P/P/D: 5
R/S/W: 7
P/P: 6
BW: 5
S: 8

Proficiences
Scimitar 1
Club 2
Quarterstaff 2
Sling 1
Sword and Shield Style 2

Spells
lvl/number of slots: available spells

1/8:
- Armor of Faith (Casting Time: 1, Duration: 20 Rounds, Absorbs 15% of damage dealt to character)
- Bless (Casting Time: 1 Round, Duration: 6 Rounds, Saves vs Fear and Attack Rolls go up by 1. AoE)
- Cure light Wounds (Casting Time: 5, Heals 8 HP of damage)
- Detect Evil (Useless)
- Doom (Casting Time: 1 Round, Duration: 1 Turn, Target takes a -2 penalty on all rolls. No Save)
- Entangle (Casting Time: 4, Duration: 1 Turn, Target can’t move from where they are entangled. +3 to saves vs this spell)
- Shillelagh (Casting Time: 2, Duration 21 Rounds, Creates a weapon with a +1 to hit that deals 2d4 damage)

2/6:
- Barkskin (Casting Time: 5, Duration: 21 Rounds, Changes base AC to 2 and grants a +1 to saves vs everything but spells)
- Charm Person or Mammel (Casting Time: 5, Duration: 1 Turn, The caster controls the creatures action while the spell is in place. Spells breaks if hostile actions are taken against the creature. +3 and +Appropriate Wisdom effects to saves vs the spell. Affects humanoids or smaller)
- Find Traps (Useless)
- Flame Blade (Casting Time: 4, Duration: 12 rounds, Creates a sword that deals 1d4 slashing damage and 1d2+4 fire damage)
- Goodberries (Useless)
- Know Alignment (Useless)
- Slow Poison (Casting Time: 1, Neutralizes most poisons)

3/6:
- Call lightning (Useless/Casting Time: 1 Turn, Duration: 4 turns, Calls down a bolt of lightning that deals 9d8 damage each turn for 4 turns. Save vs Spells for half damage)
- Cure Disease (Useless/Casting Time: 1, Cures Disease)
- Cure Moderate Wounds (Casting Time: 5, Heals 14 HP of damage)
- Hold Animal (Casting Time: 5, Duration: 8 Rounds, Holds animals in place. Saving throw vs Spells negates)
- Dispel Magic (Casting Time: 6, 50% chance of canceling magic effects in an area)
- Invisibility Purge (Useless)
- Miscast Magic (Casting time: 5, Duration: 1 Turn, Target has an 80% chance of failing the next spell they cast. Negated with a save vs Spells at -2)
- Protection From Fire (Casting Time: 6, Duration: 20 Rounds, 80% Resistance vs Fire)
- Rigid Thinking (Casting Time: 4, Duration: 1 Turn, Target acts randomly. Negated by Save vs Spells)
- Strength of One (Casting Time: 3, Duration: 1 Turn, Changes group strength to 18/75)
- Summon Insects (Casting Time: 9, Duration: 7 Rounds, Target takes 2 damage per second for the duration of the spell. Takes a -2 penalty to attack rolls. Takes a +2 penalty to AC. Suffers a 50% chance of Spell Failure. Save vs Breath Weapons a -4 Negates)
- Zone of Sweet Air (Useless)

4/4:
- Animal Summoning 1 (Casting Time: 7, Duration 3 turns, Calls 2-3 animals with 4 or less HD that obey the caster until slain/duration expires)
- Call Woodland Beings (Casting Time: 7, Duration 3 turns, Summons a Nymph to aid the party)
- Cause Serious Wounds (Casting Time: 7, Deals 17 damage on a successful touch from the caster. Has 2 rounds to make the attack and is wasted if they miss)
- Cloak of Fear (Casting Time: 6, All creatures within a 3-foot radius run away in panic for 4 rounds. Negated by Save vs Spells)
- Cure Serious Wounds (Casting Time: 7, Heals 17 damage)
- Death Ward (Casting time: 1 round, Duration: 1/Round per caster level, Protects from death effects)
- Defensive Harmony (Casting Time: 1, Duration 6 rounds, Provides the caster and everyone in a 10ft radius with a +2 bonus to AC)
- Farsight (Useless)
- Mental Domination (Casting Time: 4, Duration: 8 Rounds, The caster gains complete control over the targets actions. Negated by a Save vs Spells at a -2 penalty)
- Negative Plane Protection (Useless)
- Neutralize Poison (Casting Time 1, Cures poison, disease, blindness, deafness and restores 10 hp)
- Poison (Casting Time: 4, Duration: 1 turn, Deals 4d8+4 damage/round to the target. Negated by Save vs Poison)
- Protection From Lightning (Casting Time: 7, Duration: 5 Rounds/level, Renders target immune to electrical attacks)

5/2:
- Animal Summoning 2 (Casting Time: 8, Duration: 3 turns, Summons 1-3 animals of 8 or less HD that serve the caster until slain or the duration expires)
- Cause Critical Wounds (Casting Time: 8, Causes 27 damage on a successful touch from the caster. Has 2 rounds to make the attack and is wasted if they miss)
- Chaotic Commands (Casting Time: 3, Duration: 1 round/level, Protects from magical commands)
- Cure Critical Wounds (Casting Time: 8, Heals 27 HP)
- Harper’s Call (Useless)
- Insect Plague (Casting Time: 5, Duration 6 rounds, Spellcasting is rendered impossible, the target takes 1 damage per 2 seconds and must make a Save vs Breath Weapon or flee for one round)
- Iron Skin (Casting Time: 1, Duration: 12 hours, Protects the caster from 1 physical attack per 2 caster levels)
- Magic Resistance (Casting Time: 1 round, Duration: 3 rounds + 1 per level, Target gains 2% magic resistance for every caster level of the caster)
- Mass Cure (Useless)
- Pixie Dust (Casting Time: 1 round, Duration: 24 hours or until an attack is made, Renders the caster invisible)
- True Seeing (Debatably Useless)

6/2:
- Animal Summoning 3 (Useless *shakes head*)
- Conjure Fire Elemental (Casting Time: 1 round, Duration: 1 round/level, Summons a fire elemental that obeys the caster [60% 12 HD, 35% 16 HD, 5% 24 HD] until slain or the duration expires)
- Dolorous Decay (Casting Time: 1 round, Slows the target for two rounds, and, if they fail a Save vs Poison at a -2 penalty, they suffer 1 point of damage a second until 50 damage occurs)
- Fire Seeds (Useless)
- Harm (Casting time: 1 round, Reduces the target to 1 HP on a successful touch from the caster. Has 2 rounds to make the attack and is wasted if they miss)
- Heal (Casting Time: 1 round, Fully heals HP and cures all status ailments)
- Physical Mirror (Casting Time: 6, Duration: 9 rounds, Sends all ranged attacks back at the attacker)
- Wondrous Recall (Casting Time: 9, Allows the caster to recall two previously cast spells of level 5 or lower)

Special
- Shapeshift: Brown Bear (Changes Strength to 18/00, Dexterity to 12, Constitution to 18. Adds 9 HP, Sets AC to 6, Gives 4 attacks at THAC0 5, 1d8 base damage)
- Shapeshift: Wolf (Changes Strength to 18, Sets AC to 3, Gives 2 attacks at THAC0 7, 1d6 base damage)
- Shapeshift: Black Bear (See Brown Bear, but AC is set to 7 and base damage is 1d10)

Equips:
Storebought/Starting Equips-
Helmet
Full Plate
Large Shield +1
Scimitar +1

Damages:
- Brown Bear: 1d8 Base, +6 Strength; 10.5 average damage, 4 attacks a round, 5% Critical Chance, Speed Factor of 0
- Black Bear: 1d6 Base, +6 Strength; 9.5 average damage, 4 attacks a round, 5% Critical Chance, Speed Factor of 0
- Wolf: Forthcoming: 1d10 Base, +2 Strength; 7.5 average damage, 2 attacks a round, 5% Critical Chance, Speed Factor of 0
Scimitar +1: 1d6 Base, +1 Magic; 4.5 average damage, 2.5 attacks a round, 5% Critical Chance, Speed Factor of 5
- Cleric’s Staff: 1d6 Base, +3 Magic, +2 Specialization; 8.5 average damage, 2.5 attacks a round, 5% Critical Chance, Speed Factor 1

Comments:
Another character returning from Baldur’s Gate 1: the balance obsessed and slightly bitchy druid Jaheira! And what a duelist she is! Jaheira easily shows what makes spell casters a force to be reckoned with in D&D: options. Jaheira can, essentially, do everything and do it pretty well. Healing, temporary physical immunity, a variation on silence, HP -> 1 and damage, all stacked on top of barely below average durability and okay evasion makes for a very nasty competitor. The only flaws really holding Jaheira back are her lackluster saves, the casting times of some of her best spells and spell slot issues. Still, a definite Heavy.

~~~


Viconia
Need

Female Elf
Cleric 21
Neutral Evil

Str 10
Dex 19
Con 18
Int 16
Wis 18
Cha 14

HP: 74
Base AC: 6
AC w/ Chainmail +2 and Large Shield +1: -1 (-3 vs Missiles, -3 vs Slashing, 1 vs Bludgeoning)
Base THAC0: 8
THAC0 w/ Mace +2: 6
Base Number of Attacks: 1

Saving Throws
P/P/D: 2
R/S/W: 6
P/P: 5
BW: 8
S: 7

Proficiences
Warhammer 1
Mace 1
Sling 1
Club 1
Flail 1
Sword and Shield Style 1
Single Weapon Style 1

Spells
lvl/number of slots: available spells

1/11:
- Armor of Faith (Casting Time: 1, Duration: 20 Rounds, Absorbs 15% of damage dealt to character)
- Bless (Casting Time: 1 Round, Duration: 6 Rounds, Saves vs Fear and Attack Rolls go up by 1. AoE)
- Cure light Wounds (Casting Time: 5, Heals 8 HP of damage)
- Detect Evil (Useless)
- Doom (Casting Time: 1 Round, Duration: 1 Turn, Target takes a -2 penalty on all rolls. No Save)
- Entangle (Casting Time: 4, Duration: 1 Turn, Target can’t move from where they are entangled. +3 to saves vs this spell)
- Shillelagh (Casting Time: 2, Duration 21 Rounds, Creates a weapon with a +1 to hit that deals 2d4 damage)
- Command (Casting Time: 1, Duration: 1 Round, Target lays helpless for 1 round unless they make a Save vs Spells)
- Magic Stone (Debatably Useless)
- Remove Fear (Debatably Useless)
- Sanctuary (Casting Time: 4, Duration: 1 turn, Opponents ignore the caster as long as they take no offensive action or don’t heal others until the duration ends)

2/11:
- Barkskin (Casting Time: 5, Duration: 21 Rounds, Changes base AC to 2 and grants a +1 to saves vs everything but spells)
- Find Traps (Useless)
- Flame Blade (Casting Time: 4, Duration: 12 rounds, Creates a sword that deals 1d4 slashing damage and 1d2+4 fire damage)
- Know Alignment (Useless)
- Slow Poison (Casting Time: 1, Neutralizes most poisons)
- Aid (Casting Time: 5, Duration: 1 round + 1 round/level, Target gets a +1 to attacks/saving throws and 1d8 temporary HP)
- Chant (Casting Time: 1 round, Duration: 1 turn, Caster and all allies withing 30ft get a +1 bonus to all attack rolls, damage and saves while all enemies get a -1 penalty to those rolls)
- Draw Upon Holy Might (Casting Time: 2, Duration: 1 turn, the caster gains +1 to his Strength, Constitution and Dexterity for every 3 caster levels)
- Spiritual Hammer (Debatably Useless)
- Hold Person (Casting Time: 5, Duration: 8 Rounds, Holds humanoids in place. Saving throw vs Spells negates)
- Resist Fire/Cold (Casting Time: 5, Duration: 1 round/level, Target gains 50% resistance to fire and cold damage)
- Silence 15' Radius (Casting time: 5, Duration: 2 rounds/level, All creatures within 15' are silenced. Negated by a Save vs Spells at -5)

3/10:
- Animate Dead (Casting Time: 1 round, Duration: 8 hours, Summons a Skeleton Warrior that fights for the caster for 8 hours or until slain)
- Cure Disease (Useless/Casting Time: 1, Cures Disease)
- Cure Moderate Wounds (Casting Time: 5, Heals 14 HP of damage)
- Dispel Magic (Casting Time: 6, 50% chance of canceling magic effects in an area)
- Glyph of Warding (Useless)
- Holy Smite (Casting Time: 3, Deals 1d4 damage/caster level to evil targets and blinds them. Blindness is negated and damage is halved by a Save vs Spells)
- Invisibility Purge (Useless)
- Miscast Magic (Casting time: 5, Duration: 1 Turn, Target has an 80% chance of failing the next spell they cast. Negated with a save vs Spells at -2)
- Protection From Fire (Casting Time: 6, Duration: 20 Rounds, 80% Resistance vs Fire)
- Remove Curse (Casting Time: 6, Removes 6, Removes curses)
- Remove Paralysis (Debatably Useless)
- Rigid Thinking (Casting Time: 4, Duration: 1 Turn, Target acts randomly. Negated by Save vs Spells)
- Strength of One (Casting Time: 3, Duration: 1 Turn, Changes group strength to 18/75)
- Unholy Blight (Casting Time: 3, Deals 1d4 damage/caster level to good targets and blinds them. Blindness is negated and damage is halved by a Save vs Spells)
- Zone of Sweet Air (Useless)

4/10:
- Animal Summoning 1 (Casting Time: 7, Duration 3 turns, Calls 2-3 animals with 4 or less HD that obey the caster until slain/duration expires)
- Cause Serious Wounds (Casting Time: 7, Deals 17 damage on a successful touch from the caster. Has 2 rounds to make the attack and is wasted if they miss)
- Cloak of Fear (Casting Time: 6, All creatures within a 3-foot radius run away in panic for 4 rounds. Negated by Save vs Spells)
- Cure Serious Wounds (Casting Time: 7, Heals 17 damage)
- Death Ward (Casting time: 1 round, Duration: 1/Round per caster level, Protects from death effects)
- Defensive Harmony (Casting Time: 1, Duration 6 rounds, Provides the caster and everyone in a 10ft radius with a +2 bonus to AC)
- Farsight (Useless)
- Free Action (Casting Time: 5, Duration 1 turn + 1 round/level, Renders the caster immune to spells like Web and Hold Person)
- Holy Power (Casting Time: 6, Duration: 1 round/level, Increases the Caster’s strength to 18/00, their THAC0 to that of an equal level Fighter and gains 1 temporary HP/level)
- Lesser Restoration (Debatably useless)
- Mental Domination (Casting Time: 4, Duration: 8 Rounds, The caster gains complete control over the targets actions. Negated by a Save vs Spells at a -2 penalty)
- Negative Plane Protection (Useless)
- Neutralize Poison (Casting Time 1, Cures poison, disease, blindness, deafness and restores 10 hp)
- Poison (Casting Time: 4, Duration: 1 turn, Deals 4d8+4 damage/round to the target. Negated by Save vs Poison)
- Protection from Evil 10' Radius (Casting Time: 7, Duration: 1 turn/level, Evil creatures attacking the target/those within the circle suffer a -2 penalty and the target/those within the circle get a +2 bonus on saves against evil creatures)
- Protection From Lightning (Casting Time: 7, Duration: 5 Rounds/level, Renders target immune to electrical attacks)

5/8:
- Animal Summoning 2 (Casting Time: 8, Duration: 3 turns, Summons 1-3 animals of 8 or less HD that serve the caster until slain or the duration expires)
- Cause Critical Wounds (Casting Time: 8, Causes 27 damage on a successful touch from the caster. Has 2 rounds to make the attack and is wasted if they miss)
- Champion’s Strength (Debatably Useless)
- Chaotic Commands (Casting Time: 3, Duration: 1 round/level, Protects from magical commands)
- Cure Critical Wounds (Casting Time: 8, Heals 27 HP)
- Flame Strike (Casting time: 8, Deals 1d8 damage/caster level. Save vs Spells halves the damage)
- Greater Command (Casting Time: 1, Duration: 1/round level, As per command, with greater duration and AoE)
- Magic Resistance (Casting Time: 1 round, Duration: 3 rounds + 1 per level, Target gains 2% magic resistance for every caster level of the caster)
- Mass Cure (Useless)
- Raise Dead (Useless)
- Repulse Undead (Debatably Useless)
- Righteous Magic (Casting Time: 1 round, Duration: 1 round/level, Caster gains 1 temporary HP/level, 1 point of Strength [maxes at 25]/3 levels and deals maximum damage on each strike)
- Slay Living (Casting Time: 1, Creates a special item that the caster has 18 seconds to attack with. If they hit, they deal 2d6+9 damage and must make a Save vs Spells or die. If the attack misses, the spell is wasted)
- True Seeing (Debatably Useless)

6/6:
- Aerial Servant (Casting Time: 9, Duration: 1 round/level, Summons an Aerial Servant that obeys the caster until slain or the duration of the spell ends)
- Blade Barrier (Castin Time: 9, Essentially, its deals 8d8 damage. Negated by a Save vs Spells)
- Animal Summoning 3 (Useless *shakes head*)
- Bold of Glory (Casting Time: 9, Deals 6d6 damage to Prime Material Targets, 3d4 damage to Elemental Targets, 8d6 damage to Undead and 10d6 to Demons)
- Conjure Animals (Casting Time: 9, Duration: 4 rounds, Summons 1-2 massive mountain bears that obey the caster until slain or the duration expires)
- False Dawn (Casting Time: 9, Deals 6d6 damage and confuses undead for one round)
- Sol’s Searing Orb (Casting Time: 6, Caster makes an attack to hit the target at a +3 bonus. If it hits, normal targets are dealt 6d6 damage and blinded for 1d6 rounds [Save vs Spells halves the damage and negates blindness] while undead take 12d6 damage and are blinded for twelve round [Save vs Spells reduces this to 9d6 damage and 6 rounds of blindness])
- Harm (Casting time: 1 round, Reduces the target to 1 HP on a successful touch from the caster. Has 2 rounds to make the attack and is wasted if they miss)
- Heal (Casting Time: 1 round, Fully heals HP and cures all status ailments)
- Physical Mirror (Casting Time: 6, Duration: 9 rounds, Sends all ranged attacks back at the attacker)
- Wondrous Recall (Casting Time: 9, Allows the caster to recall two previously cast spells of level 5 or lower)

7/2:
- Confusion (Casting Time: 7, Duration 1 round/2 levels, Target acts randomly for the duration of the spell. Negated by a Save vs Spells at -2)
- Earthquake (Casting Time: 1 Round, Causes 3 Tremors that affect all within a 40ft radius. First deals 6d6 and causes those affected to fall prone for 4 rounds [Save vs Spells at -6 halves damage and negates the falling], Second deals 3d6 [Save for half at -2] and third deals 2d6 damage [Save for half]. An earth elemental may appear and attack the caster)
- Finger of Death (Casting Time: 5, Target must make a Save vs Spells at -2 or die. Even if they save, they take 2d8 + 1/caster level damage)
- Fire Storm (Casting Time: 1 Round, Duration: 4 rounds, Deals 2d8 + 1/caster level damage to all creatures in a 20ft radius each round)
- Gate (Casting Time: 5, Duration: 33 Rounds, Summons a Pit Fiend. MUST USE PROTECTION FROM EVIL ON SELF OR THE PIT FIEND ATTACKS HIM)
- Greater Restoration (Casting Time: 3, Full Healing + status curing. Fatigues the caster)
- Holy Word (Casting Time: 1, Deafens evil creatures in range for 1 turn [causes 50% spell failure])
- Regeneration (Casting Time: 7, Duration: 1 round/2 levels, Causes the target to regenerate 3 hp a second)
- Resurrection (Useless)
- Shield of the Archons (Casting Time: 9, Duration: 3 rounds/level, Allows the caster to absorb a number of spell levels equal to half his level)
- Sunray (Casting Time: 4, Those in a 20ft Radius take 3-18 damage and must make a Save vs Spells or be blinded for 10 rounds. Undead take 1d6 damage/caster level and must make a Save vs Spells or be destroyed)
- Symbol Fear (Debatably Useless)
- Symbol Death (Debatably Useless)
- Symbol Stun (Debatably Useless)
- Unholy Word (Casting Time: 1, Deafens good creatures in range for 1 turn [causes 50% spell failure])

Special
- Turn Undead (Not really important)
- Magic Resistance 65% (Resists Magic 65% of the time)

Equips
Mace +2
Chainmail +2
Helmet

Damages
- Mace +2: 1d6+1 Base, +2 Magic; Average of 6.5 Damage per swing, 1 Swing a round, 5% Critical Chance, Speed Factor of 5
- Holy Smite: 20d4 Damage vs Evil Targets; 50 Average Damage, 25 Average Damage on Save, Casting Time 3
- Unholy Blight: See Above except Good targets
- Sol’s Searing Orb: 6d6 Damage; Average of 21 damage, 10.5 Damage on Save, Casting Time 6
- Flamestrike: 20d8 Damage; 90 Average Damage, 45 Average Damage on Save, Casting Time 8

Comments
Another returning PC from BG, Viconia the drow. For most purposes, Viconia is essntially a chibi-Anomen who trades in durability and raw physical offense for 65% magic resistance. The trade is a bit costly, dulling her damage significantly and putting her well below average for HP. Still, between buffs, ID, HP -> 1 and healing, Viconia can be a pretty nasty competitor, just significantly more fragile than Anomen by raw stats and lacking the defensive spells of the Druids or Mages. Nevertheless, a good Middle.

~~~

Edwin
Need

Male Human
Conjurer 17
Lawful Evil

Str 10
Dex 10
Con 16
Int 18
Wis 10
Cha 10

HP: 64
Base AC: 10
AC w/ Robe of the Evil Archmagi: 5
Base THAC0: 15
THAC0 w/ Cleric’s Staff: 12
Base Number of Attacks: 1

Saving Throws
P/P/D: 10
R/S/W: 5
P/P: 7
BW: 9
S: 6

Proficiences
Dagger 1
Quarterstaff 1
Sling 1

Spells
lvl/number of slots: available spells

1/8:
- Armor (Casting Time: 1 round, Duration: 9 hours, Sets the Mage’s base AC at 6)
- Charm Person (Casting Time: 1, Duration: 5 rounds, The caster controls the creatures action while the spell is in place. Spells breaks if hostile actions are taken against the creature. +3 and +Appropriate Wisdom effects to saves vs the spell. Affects humanoids or smaller)
- Grease (Debatably Useless)
- Larloch’s Minor Drain (Casting Time: 1, Deals 4 damage to target and heals the caster by 4 HP)
- Magic Missile (Casting Time: 1, Fires one missile per two levels of experience beyond the first [capping at five missiles] that deal 1d4+1 damage to target)

2/8:
- Horror (Casting Time: 2, Duration: 1 turn, Causes creatures in the area to flee in horror. Negated by a Save vs Spells)
- Acid Arrow (Casting Time: 2, Deal 2d4 points of acid damage, plus an additional 2d4 for the next three rounds)
- Mirror Image (Casting Time: 1, Duration: 3 round + 1 round/level, Creates 2-8 Duplicates that make it harder to hit the caster. If an image is struck, it vanishes)
- Web (Casting Time: 2, Duration: 1 turn, Creates a 30ft diameter web that immobilizes anyone caught in it. Negated by a Save vs Spells at -2 and the save is repeated each round in the Web)
- Power Word: Sleep (Casting Time: 1, Causes a creature with less than 20 hit points to fall asleep)

3/8:
- Flame Arrow (Casting Time: 3, Throws 1 arrow + 1 for every 5 levels beyond fifth that deal 1d6 piercing and 4d6 fire damage [fire damage is halved on a save vs spells])
- Haste (Casting Time: 3, Duration: 3 rounds + 1 round/level, Gains a -2 bonus to initiative and an extra attack a round. Is fatigued when the spell ends)
- Remove Magic (Casting Time: 3, Has a 50% chance of removing magical effects [Increases by 5% for each level higher the caster is and decreases by 10% for each level higher the target is]. Only affects opponents)
- Fireball (Casting Time: 3, Deals 1d6 fire damage/level [maxes at 10d6] in a 30 foot radius. Save vs Spells halves)
- Monster Summoning I (Casting Time: 4, Duration: 2 rounds + 1 round/level, Summons 1-2 random 3HD monsters [60% chance of 1 and 40% chance of 2] that serve the caster until slain or the duration expires)
- Vampiric Touch (Casting Time: 3, Deals 1d6 damage/2 caster levels to target and gives the caster an equal amount of temporary HP that lasts for 5 turns. Cannot stack)

4/8:
- Fireshield Blue (Casting Time: 4, Duration 3 rounds + 1 round/level, Grants 50% Cold resistance and deals 1d8+2 cold damage back to physical attackers who strike the caster)
- Polymorph Self (Casting Time: 4, Duration 1 round + 3 rounds/level, Turns the caster into another type of creature [Forthcoming] and may shift whenever they like for the spell’s duration)
- Minor Globe of Invulnerability (Casting Time: 4, Duration: 1 round/level, Protects the caster from 1st, 2nd, and 3rd level spells)
- Monster Summoning II (Casting Time: 4, Duration: 3 rounds + 1 round/level, Summons 1-2 random 4HD monsters [60% chance of 1 and 40% chance of 2] that serve the caster until slain or the duration expires)

5/8:
- Chaos (Casting Time: 4, Duration: 5 rounds + 1 round/6 levels, Foe is effectively confused. Negated by a Save vs Spells at -4)
- Cloudkill (Casting Time: 5, Duration 1 turn, Creats a 40'x20'x20' cloud that deals 1d10 damage to any creature in it every round)
- Domination (Casting Time: 5, Duration: 8 Rounds, The caster gains complete control over the targets actions. Negated by a Save vs Spells at a -2 penalty)
- Shadow Door (Casting Time: 2, Duration: 1 round/level, As per improved invisibility [essentially targetting immunity])
- Conjure Lesser Air/Earth/Fire Elemental (All Debatably Useless)
- Breach (Casting Time: 5, Removes the majority of protective spells from the target)
- Minor Spell Turning (Casting Time: 5, Duration: 3 rounds/level, As per Minor Spell Deflection, but reflects the spell at the caster)
- Monster Summoning III (Casting Time: 5, Duration: 4 rounds + 1 round/level, Summons 1-2 random 5HD monsters [60% chance of 1 and 40% chance of 2] that serve the caster until slain or the duration expires)

6/6:
- Chain Lightning (Casting Time: 5, Deals 1d6 damage/2 caster levels to target. Damage is halved on a successful Save vs Spells)
- Conjure Air/Earth/Fire Elemental (All debatably useless)
- Contingency (Casting Time: 1 Turn, Duration: 1 day/level, The caster can choose one spell up to 6th level, then set a condition under which the contingency is cast [Forthcoming]. When the condition is reached, the spell is cast automatically and instantaneously, requiring no action from the caster)
- Death Spell (Useless)
- Invisible Stalker (Casting time: 1 round, Duration: 9 hours, Summons an invisible Stalker that serves the caster until death or the duration expires)
- Mislead (Casting Time: 1, Duration: 1 round/level, Makes the caster Invisible [as per Improved Invisibility] and creates an illusionary decoy. Has the same HP as the caster, but cannot take an actions but be a decoy)
- Pierce Magic (Casting Time: 6, Lowers spell resistance by 1%/caster level and cancels one protection spell of 8th level or higher. Resistance remains lowered 1 round/caster level)
- Power Word: Silence (Casting Time: 1, Duration: 7 rounds, Silences creature)
- Wyvern Call (Casting Time: 1 round, Duration: 1 round/level, Summons a Wyvern that serves the caster until death or the duration expires)

7/6:
- Power Word: Stun (Casting Time: 1, Stuns creatures with 1-29 hp for 4d4 rounds, 30-59 hp 2d4 rounds and 60-89 hp 1d4 rounds)

8/5:
- Power Word: Blind (Casting Time: 1, Duration: 6 rounds, Blinds all in a 10ft radius)

Special:
Nada

Equips:
Edwin’s Amulet (Gives Edwin to extra spell charges at each level. Unremovable)
Robe of the Evil Archmagi (Provides a 5 Armor Bonus to AC, 5% Magic Resistance and a +1 to all saving throws)
Cleric’s Staff

Damages:
- Magic Missile: 5d4+5 Damage; 17.5 Average Damage, Casting Time 1
- Flame Arrow: 3d6 + 12d6 Fire; 10.5 + 42 Average Damage, 10.5 + 21 Average Damage on Save, Casting Time 3
- Fireball: 10d6 Fire Damage; Average of 35 Damage, 17.5 Damage on Save, Casting Time 3
- Vampiric Touch: 8d6 Damage; Average of 28 Damage, Casting Time 3

~~~


Imoen
Need

Female Human
Thief 7/Mage 17
Chaotic Good

Str 9
Dex 18
Con 16
Int 17
Wis 11
Cha 16

HP: 73
Base AC: 6
AC w/ Bracers of Defense AC 8: 4
Base THAC0: 15
THAC0 w/ Short Sword +2: 13
Base Number of Attacks: 1

Saving Throws
P/P/D: 10
R/S/W: 5
P/P: 7
BW: 9
S: 6

Proficiences
Short Bow 1
Dagger 1
Quarterstaff 1
Dart 1
Single Weapon Style 1

Spells
lvl/number of slots: available spells

1/5:
- Chromatic Orb (Casting Time: 1, Deals 2-16 points of Acid damage. Aditionally, kills the target if they fail a Save vs Spells at +6)
- Identify (Useless)
- Armor (Casting Time: 1 round, Duration: 9 hours, Sets the Mage’s base AC at 6)
- Magic Missile (Casting Time: 1, Fires one missile per two levels of experience beyond the first [capping at five missiles] that deal 1d4+1 damage to target)

2/5:
- Acid Arrow (Casting Time: 2, Deal 2d4 points of acid damage, plus an additional 2d4 for the next three rounds)
- Mirror Image (Casting Time: 1, Duration: 3 round + 1 round/level, Creates 2-8 Duplicates that make it harder to hit the caster. If an image is struck, it vanishes)
- Strength (Debatably useless)
- Web (Casting Time: 2, Duration: 1 turn, Creates a 30ft diameter web that immobilizes anyone caught in it. Negated by a Save vs Spells at -2 and the save is repeated each round in the Web)
- Stinking Cloud (Casting Time: 2, Duration: 1 turn, Creates a 30 foot stinking cloud that forces those within it to make a saving throw vs poison or fall prone for 1-2 rounds. They must make this save each round they are in the cloud)

3/5:
- Haste (Casting Time: 3, Duration: 3 rounds + 1 round/level, Gains a -2 bonus to initiative and an extra attack a round. Is fatigued when the spell ends)
- Lightning Bolt (Casting Time: 3, Deals 1d6 damage/per caster level and can reflect off walls for multiple hits. Damage is halved by a Save vs Spells)
- Remove Magic (Casting Time: 3, Has a 50% chance of removing magical effects [Increases by 5% for each level higher the caster is and decreases by 10% for each level higher the target is]. Only affects opponents)
- Fireball (Casting Time: 3, Deals 1d6 fire damage/level [maxes at 10d6] in a 30 foot radius. Save vs Spells halves)
- Monster Summoning I (Casting Time: 4, Duration: 2 rounds + 1 round/level, Summons 1-2 random 3HD monsters [60% chance of 1 and 40% chance of 2] that serve the caster until slain or the duration expires)

4/5:
- Fireshield Blue (Casting Time: 4, Duration 3 rounds + 1 round/level, Grants 50% Cold resistance and deals 1d8+2 cold damage back to physical attackers who strike the caster)
- Fireshield Red (Casting Time: 4, Duration 3 rounds + 1 round/level, Grants 50% Fire resistance and deals 1d8+2 fire damage back to physical attackers who strike the caster)
- Stoneskin (Casting Time: 1 round, Duration: 12 hours, Protects the caster from 1 physical attack per 2 caster levels)
- Minor Globe of Invulnerability (Casting Time: 4, Duration: 1 round/level, Protects the caster from 1st, 2nd, and 3rd level spells)
- Improved Invisibility (Casting Time: 4, Duration: 3 rounds + 1 round/level, The character remains difficult to spot even after attacking, causing a -4 penalty on attacks made against the character and providing the caster a +4 bonus on saving throws)

5/5:
- Chaos (Casting Time: 4, Duration: 5 rounds + 1 round/6 levels, Foe is effectively confused. Negated by a Save vs Spells at -4)
- Domination (Casting Time: 5, Duration: 8 Rounds, The caster gains complete control over the targets actions. Negated by a Save vs Spells at a -2 penalty)
- Shadow Door (Casting Time: 2, Duration: 1 round/level, As per improved invisibility [essentially targetting immunity])
- Breach (Casting Time: 5, Removes the majority of protective spells from the target)
- Monster Summoning II (Casting Time: 5, Duration: 4 rounds + 1 round/level, Summons 1-2 random 5HD monsters [60% chance of 1 and 40% chance of 2] that serve the caster until slain or the duration expires)

6/3:
- Chain Lightning (Casting Time: 5, Deals 1d6 damage/2 caster levels to target. Damage is halved on a successful Save vs Spells)
- Conjure Air/Earth/Fire Elemental (All debatably useless)
- Contingency (Casting Time: 1 Turn, Duration: 1 day/level, The caster can choose one spell up to 6th level, then set a condition under which the contingency is cast [Forthcoming]. When the condition is reached, the spell is cast automatically and instantaneously, requiring no action from the caster)
- Mislead (Casting Time: 1, Duration: 1 round/level, Makes the caster Invisible [as per Improved Invisibility] and creates an illusionary decoy. Has the same HP as the caster, but cannot take an actions but be a decoy)

7/3: None

Special:
- Traps (Useless)
- Backstab x3 (Deals 2x damage on a backstab... a situation that should never occur in the DL)

Equips:
Bracers of Defense AC 8
Short Sword +2

Damages:
- Magic Missile: 5d4+5 Damage; 17.5 Average Damage, Casting Time 1
- Chromatic Orb: 2-16 Damage; 7 Average, Casting Time 1, Chance of ID
- Acid Arrow: 2d4, plus 2d4 over 3 rounds; Average of 5 damage each round over 4 rounds, Casting Time 2
- Fireball: 10d6 Fire Damage; Average of 35 Damage, 17.5 Damage on Save, Casting Time 3
...into the nightfall.

Dhyerwolf

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Re: Baldur's Gate 2
« Reply #4 on: May 18, 2009, 11:29:17 PM »
AVERAGES

HP
Korgan: 145
Keldorn: 133
Mazzy: 131
Valygar: 127
Anomen: 120
Minsc: 117
Yoshimo: 102
(Cernd Greater Werewolf: 100)
(Average: 95)
Jaheria: 90
Cernd: 82
Haer’Dalis: 81
Viconia: 74
Imoen: 73
Nalia: 71
Edwin: 64
Jan: 61
Aerie: 49

AC
Greater Werewolf Cernd: -12
(Defensive Spin Haer’Dalis: -11)
(Jaheria with Shield: -4)
(Draw Upon Holy Might Anomen: -3)
Mazzy: -2
Jaheria: -2
(Unbeserked Korgan: -2)
(Unenraged Minsc: -1)
Haer’Dalis: -1
Viconia: -1
Valygar: -1
Keldorn: 0
Yoshimo: 0
Beserked Korgan: 0
(Average: 0)
Enraged Minsc: 1
Nalia: 1
Jan: 2
Anomen: 3
(Jan w/ Adventure Gear: 4)
Edwin: 5
Imoen: 6
Aerie: 7
(Cernd: 7)

THAC0
Beserked Korgan: -6
(Strength Mazzy w/ Short Sword of Arvoreen: -5)
Mazzy w/ Bow of Arvoreen: -4
(Unbeserked Korgan: -4)
Keldorn w/ Carsomyr: -3
Enraged Minsc Main Hand: -3
(Draw Upon Holy Might Anomen: -2)
Enraged Minsc Off Hand: -1
(Unenraged Minsc Main Hand: -1)
(Keldorn w/ Hallowed Redeemer: 0)
Valygar Main Hand: 0
(Unenraged Minsc Off Hand: 1)
Valygar Off Hand: 2
Anomen: 2
(Average: 4.5)
Jaheria w/ Cleric’s Staff: 4
Offensive Spin Haer’Dalis Main Hand: 4
(Jaheria Brown Bear: 5)
Offensive Spin Haer’Dalis Off Hand: 6
Viconia: 6
(Jaheria w/ Scimitar +1: 6)
Yoshimo w/ Short Bow: 6
(Haer’Dalis Main Hand: 6)
(Yoshimo w/ Katana +2: 7)
(Haer’Dalis Off Hand: 8)
Greater Werewolf Cernd: 9
Aerie: 10
(Cernd: 10)
(Nalia w/ Short Bow: 11)
Edwin: 12
Nalia w/ Short Sword: 13
Imoen w/ Short Sword: 13

Speed Factor
Haer’Dalis, Chaos and Entropy Physical: 0
Cernd, Greater Werewolf Physical: 0
Imoen, Magic Missile: 1
Aerie, Magic Missile: 1
Keldorn, Carsomyer Physical: 1
Jaheria, Cleric’s Staff Physical: 1
Valygar, Corthala Family Blade Physical: 2
(Average: 2.625)
Nalia, Flame Arrow: 3
Viconia, Holy Smite/Unholy Blight: 3
Edwin, Flame Arrow: 3
Valygar, Katana +2 Physical: 4
Minsc, Dual Wielding Mace +2 Physical: 5
Anomen, Mace +2 Physical: 5
Mazzy, Short Bow +2 Physical: 5

Damages
(Valygar w/ Haste: 58.25)
Minsc: 57.75
(Mazzy Buffed w/ Sword: 54.25)
(Mazzy w/ Haste and Bow of Avoreen: 51.75)
(Minsc Two-Handed Sword: 46.25)
(Jaheria Brown Bear: 42)
Valygar: 41.75
Korgan: 41.25
(Anomen w/ Draw Upon Holy Might: 41)
Mazzy w/ Short Bow +2: 40.25
Offensive Spin Haer’Dalis: 39
Greater Werewolf Cernd: 37.5
Keldorn w/ Carsomyr: 36.25
(Average: 31.7)
Jan Flame Arrows: 31.5
(Haer’Dalis Flame Arrows: 31.5)
Edwin Flame Arrows: 31.5
Nalia Flame Arrows: 31.5
(Edwin Vampiric Touch: 28)
(Keldorn Holy Smite/Unholy Blight: 25)
Viconia Holy Smite/Unholy Blight: 25
(Mazzy w/ Sword of Arvoreen: 23.75)
Anomen: 23
Jaheria w/ Cleric’s Staff: 21.25
Aerie Magic Missile: 17.5
Imoen Magic Missile: 17.5
(Jan Magic Missile: 17.5)
Jaheria w/ Scimitar +1: 11.25
Yoshimo w/ Short Bow +2: 11
(Viconia Sol’s Searing Orb: 10.5)
(Yoshimo w/ Katana +1: 8.5)

Save vs Poison/Paralysis/Death
Korgan: 0
Mazzy: 0
(Keldorn w/ Firecam Plate: 0)
Keldorn: 1
Anomen: 2
Viconia: 2
Minsc: 3
Valygar: 3
(Cernd w/ Cloak of the High Forest: 4)
(Average: 5.25)
Cernd: 5
Aerie: 5
Jaheria: 5
(Nalia w/ Signet Ring: 8)
(Jan w/ Robe: 9)
(Edwin w/ Robe: 9)
Yoshimo: 9
Haer’Dalis: 9
Edwin: 10
Nalia: 10
Imoen: 10
Jan: 10

Saves vs Rod/Staves/Wands
Korgan: 0
Mazzy: 1
(Keldorn w/ Firecam Plate: 2)
(Jan w/ Robe: 2)
Keldorn: 3
(Nalia w/ Signet Ring: 3)
Jan: 3
(Edwin w/ Robe: 4)
(Average: 5)
Minsc: 5
Nalia: 5
Valygar: 5
Edwin: 5
Imoen: 5
Haer’Dalis: 6
Yoshimo: 6
Anomen: 6
Viconia: 6
Aerie: 7
Jaheria: 7
(Cernd w/ Cloak of the Highforest: 8)
Cernd: 9

Saves vs Petrification/Polymorph
(Keldorn w/ Firecam Armor: 1)
Keldorn: 2
Minsc: 4
Korgan: 4
Mazzy: 4
Valygar: 4
(Nalia w/ Signet Ring: 5)
Anomen: 5
Viconia: 5
(Edwin w/ Robe: 6)
Jaheria: 6
(Cernd w/ Cloak of the High Forest: 7)
Nalia: 7
Edwin: 7
Imoen: 7
(Jan w/ Robe: 8)
Yoshimo: 8
Cernd: 8
Aerie: 8
Haer’Dalis: 8
Jan: 9

Saves vs Breath Weapon
(Keldorn w/ Firecam Armor: 1)
Keldorn: 2
Minsc: 4
Korgan: 4
Mazzy: 4
Valygar: 4
Jaheria: 5
(Average: 7.7)
(Nalia w/ Signet Ring: 7)
(Edwin w/ Robe: 8)
Anomen: 8
Viconia: 8
Nalia: 9
Edwin: 9
Imoen: 9
(Aerie w/ Traveler’s Robes: 10)
(Cernd w/ Cloak of the High Forest: 10)
(Jan w/ Robe: 10)
Aerie: 11
Cernd: 11
Jan: 11
Yoshimo: 12
Haer’Dalis: 12

Saves vs Spells
Korgan: 1
Mazzy: 2
(Keldorn w/ Firecam Armor: 3)
(Jan w/ Robe: 3)
Keldorn: 4
Jan: 4
(Nalia w/ Signet Ring: 4)
(Edwin w/ Robe: 5)
(Average: 6)
Minsc: 6
Nalia: 6
Valygar: 6
Edwin: 6
Imoen: 6
Yoshimo: 7
Anomen: 7
Viconia: 7
Haer’Dalis: 7
Jaheria: 8
Aerie: 8
(Cernd w/ Cloak of the High Forest: 9)
Cernd: 10
...into the nightfall.