Author Topic: Baldur's Gate  (Read 1772 times)

Dhyerwolf

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Baldur's Gate
« on: May 18, 2009, 11:16:17 PM »
(From Grefter)

Why did I get myself talked into this?

First up, characters are taken at the highest level they can join at (most of them are level 6) and then taken at max possible HP from there, weapon proficencies I will list what they default to, how many points they get in the level over their highest starting and where they could place it (except for fighters, who will just build off their earlier skills). Thief skills (not that they matter) are built up to max based off of what they had points put into, any extra gets dropped into their next highest skill and so on. Spells are just those that they start with, most mages still have something going for them at least. Priests and Druids are a pain in the arse to type up, got a completed priest as of right now though, so copy paste for the win there. Equipment, I just went for mostly mundane equipment, Thieves may be able to get Studded Leather +1 DL Legally or something and fighters may be able to get enough Large Shield +1s from stores, but quite frankly, I don't care enough. Weapons are pretty solidly in the mundane store bought only department. If there is any unique equipment for someone I will list that, but I don't really expect there to be much. Initials get a nod also. For weapons, I tried to mostly just go with the optimal for each character (not boning Alora and making her use Daggers since she starts with one and no Small Swords proficiency, she is CLEARLY and archer type). Think that is everything... Oh, I allowed Helmets since it is restricted to 4 classes and is cheap as hell. Your results may vary if you disagree with allowing such a large portion of the cast to be immune to criticals.

Also, the entire cast only critical on a natural 20, so 5% chance to critical for double damage. This is not taken into account for the averages.

Anyway, this is what I have so far. Edit - Finally all done! If you see any mistakes give me a yell. Might do averages one day, but I couldn't be stuffed right now. Someone else can do them if they like.

Ajantis Level 8 Human Paladin Lawful Good
Str 17
Dex 13
Con 16
Int 12
Wis 13
Cha 17

HP 69 (45 at level 6, D10 +2 per level)
AC 2 (-1 vs Slashing, 1 vs Missile)
Damage 2 attacks of 2D4+3, average of 14 damage a round. Speed Factor 8.

THAC0 11
Number of attacks 2
Lore 8
Magic Resistance 0
Turn Undead Level 6
Lay On Hands Amount 16

Saving Throws
Paralyse/Poison/Death 8
Rod/Staff/Wand 10
Petrify/Polymorph 9
Breath Weapon 10
Spells 11

Weapon Proficiencies
Large Sword ++
Small Sword ++
Bow +
Blunt Weapons +

Armor Class Modifiers
-3 Slashing

Ability Bonuses
To Hit +1
Damage +1
Open Doors 18
Weight Allowance 170
Missile Adjustment 0
Hit Points/Level +2
Reaction +4

Spells
None

Abilities
Lay on Hands 1/day Heals 16 HP, casts fast, assumed 1 speed.
Detect Evil 12/day, detects evil creatures on pretty much the whole map (in BG1). Subject to magic resist. Makes them glow red for 1 turn. 1 round casting time.
Protection From Evil 8/day Reduces AC and Saving Throws by 2 for 10 rounds. Apparently everything in the FR are evil, even good things. Casting time of 1

Equipment
Bastard Sword, 2D4 Slashing Damage. Speed Factor 8
Platemail, AC 3.
Helmet, Prevents Critical Hits.
Large Shield, -1 AC, -1 AC vs Missile.

Alora Level 10 Halfling Thief Chaotic Good
Str 8
Dex 19
Con 12
Int 14
Wis 7
Cha 10

HP 43 (19 at level 6, D6/level)
AC 3 (2 vs Missile and Piercing, 1 vs Slashing)
Damage 2 attacks of 1d6 damage, average of 7 damage a round. Speed Factor 0 OR 1 attack of 1d8 damage, average of 4.5 damage a round if you allow her a long sword. Speed Factor 5.

THAC0 13 with bow, 16 with melee weapons.
Number of attacks 2 with bow, 1 with other weapons.
Open Locks 135%
Stealth 50%
Find Traps 20%
Pick Pockets 135%
Backstab Multiplier x4
Lore 20
Magic Resistance 0

Saving Throws
Paralyse/Poison/Death 8
Rod/Staff/Wand 7
Petrify/Polymorph 10
Breath Weapon 14
Spells 8

Weapon Proficiencies
Bow +
Missile Weapons +
One point unassigned, can go in Small Swords, Long Swords or Blunt Weapons. Wants bows anyway.

Armor Class Modifiers
-1 vs missiles
-1 vs Piercing
-2 vs Slashing

Ability Bonuses
To Hit 0
Damage 0
Open Doors 8
Weight Allowance 50
Armor Class -4
Missile Adjustment +3
Hit Points/Level 0
Reaction 0

Spells
None

Abilities
None

Equipment
Studded Leather, AC 7
Short Bow, Lets her shoot arrows (listed Speed Factor of 6. Not actually used)
Arrows, 1d6 piercing damage, unlisted speed factor of 0 that the game actually uses.
Rabbit's Foot, no idea what it does. It's effects should already be taken into account from the character sheet though I think.

Branwen Level 8 Cleric True Neutral
Str 13
Dex 16
Con 15
Int 9
Wis 16
Cha 13

HP 66 (39 at level 5, d8+1/level)
AC 0 (-3 vs Slashing, -1 vs missile)
Damage 1 attack of 2D4 damage, average of 5 damage a round.

THAC0 16
Number of attacks 1
Lore 3
Magic Resistance 0
Turn Undead Level 8

Saving Throws
Paralyse/Poison/Death 7
Rod/Staff/Wand 11
Petrify/Polymorph 10
Breath Weapon 13
Spells 12

Weapon Proficiencies
Blunt Weapons +
Missile Weapons +
One unspent proficiency point, but only 1 more available proficiency anyway so.
Spiked Weapons +

Armor Class Modifiers
-3 Slashing
-1 Missile

Ability Bonuses
To Hit 0
Damage 0
Open Doors 13
Weight Allowance 90
Armor Class -2
Missile Adjustment +1
Hit Points/Level +1
Reaction +1

Bonus Priest Spell
Level 1 +2
Level 2 +2

Spells
Level 1
Bless, +1 to saves vs fear, +1 THAC0. Takes a round to cast.
Command, target sleeps for 1 round, no save, casting speed of 1.
Cure Light Wounds, heals 8 HP.
Detect Evil, detects evil creatures on pretty much the whole map (in BG1). Subject to magic resist. Makes them glow red for 1 turn.
Entangle, 40 foot circle around the target is repeatedly held in place for 1 turn, save negates and normally gives you time to move out of it, casting speed of 4. Being held in place means nothing for archers/spell casters.
Magic Stone, 1d4 damage, counts as a +1 weapon, casting speed of 4, no save.
Protection from Evil, Reduces AC and Saving Throws by 2 for 10 rounds. Apparently everything in the FR are evil, even good things.
Remove Fear, makes all allies within a 30 foot radius immune to fear effect, casting speed 1, duration 1 hour (so yeah, ages and ages).
Sanctuary, cannot be targetted with offensive spells until duration is over or performs an offensive action, can buff or heal self in this time, casting time of 4, lasts 10 rounds.
Shillelagh, creates a 2D4+1 damage weapon that counts as a +1 weapon. Only does 1D4+1 against larger than human sized enemies. Casting time of 2, lasts 4 rounds +1/level.

Level 2
Aid, gives target +1 THAC0 and saves along with an additional 8 HP which may be granted over max HP. Casting time of 5, lasts 1 Round + 1 round/level.
Barkskin, grants Target base AC of 6 -1/4 levels of the caster, also +1 to all saves against nonmagical effects. Casting time of 5, lasts 4 rounds +1 round/level.
Chant, Grants allies in a 30 foot radius +1 damage, to hit and to all saves, reduces all enemies damage, to hit and saves by 1. 1 round to cast, lasts 5 rounds. Only 1 chant effective at a time.
Find Traps, caster can do what the name says, casting time of 5, duration of 3 turns.
Flame Blade, creates a flaming sword that does 1d4+4 damage, does an extra 2 damage vs undead and enemies weak to fire, -2 to those resistant. Does not count as a magical weapon. Casting time 4, duration 4 rounds +1 round for every 2 levels.
Hold Person, holds target and other humanoids within 5 feet for 10 rounds, save negates, casting time of 5.
Detect Alignment, does that for 1 target, casting time of 1 round, duration of 1 turn, save to negate.
Resist Fire/Cold, increases target fire and cold resists by 50%.
Silence, 15' radius, does so in a 15 foot radius, save to negate, casting speed of 5, duration of 2 rounds/level, -5 penalty to save.
Slow Poison, cures most poisons but the really dangerous ones, casting speed of 1.
Spiritual Hammer, summons a warhammer that hits as a magic weapon of caster leve/6 rounded up for its enchantment level. Strikes for 1D4+1 damage. Casting speed of 5, lasts for 3 rounds +1/level.
Draw Upon Holy Might, gives the caster +1 Str, Dex and Con for each third level of the caster, casting speed of 2, lasts for 10 rounds,

Level 3
Animate Dead, summons up 1 skeleton/level, they suck, to lazy to get the stats. They last for 8 hours. 1 round to cast.
Dispel Magic, 50% chance to dispel each target within a 30 foot radius against equal caster level. +/- 5% for each level difference between the casters. Always a 5% chance to either hit or miss. Casting speed of 6
Glyph of Warding, 1d4/level damage to whoever walks into the target area, can be used offensively. Casting speed of 6.
Remove Curse, Casting Speed 6. Does that.
Remove Paralysis, does that, Casting Speed 6.
Invisibility Purge, removes invisibility from everything in a large radius, casting speed 8
Miscast Magic, target has an 80% chance to miscast spells, Casting time of 5, duration of 1 turn. Save at a -2 penalty to negate.
Rigid Thinking, target either wanders around doing nothing, stands around or randomly attacks a target (swaps around all the time), save to negate, duration of 10 rounds, casting speed of 5.
Strength of One, sets party strength at 18/75 for 1 turn, casting speed of 3.
Protection from Fire, raises fire resist by 80%.

Level 4

Cure Serious Wounds, heals 17 HP, casting time of 7.
Free Action, immune to anything that will restrict the character's movement (stun, entangle and whatnot). Casting time of 5, lasts 5 rounds +1/level.
Neutralize poison, cures poison and heals 10 HP. Casting speed of 1.
Animal Summoning 1, summons up 8 animals with up to 4 hit dice each, sucks. casting speed of 7, lasts 24 minutes.
Mental Domination, save vs spell at -2 or be under control of the caster, casting speed of 4, lasts 3 rounds/level.
Defensive Harmony, all allies within 10 feet get +2 AC for 10 rounds. Casting Speed of 1.
Protection from Electricity, target is immune to lightning damage. Casting speed of 7, lasts 5 rounds/level.
Protection from Evil 10'radius, same as Protection from Evil but in an area. Casting time of 7, lasts 1 turn/level.

Available slots, 5/5/3/2

Abilities
Spiritual Hammer 3/day.

Equipment
Morning Star, 2d4 Crushing damage, speed factor 7.
Platemail, base AC 3.
Helmet, prevent Critical hits.s
Large Shield, -1 AC and a further -1 vs Missile.



Coran Level 7/8 Elven Fighter/Thief Chaotic Good
Str 14
Dex 20
Con 12
Int 14
Wis 9
Cha 16

HP 58 (39 at level 5/5, D5 and D3/level)
AC -1 (-4 vs Slashing)
Damage 3 attacks of 1d6+5 damage, average of 25.5 damage a round. Speed Factor 0 OR 2 attacks of 1d10 damage, average of 11 damage a round if you allow the 2 handed sword (it is the most effective sword to give him to easilly swap to in game, most common, fits his proficiencies also). Speed Factor 10.

THAC0 6 with bow, 12 with large swords..
Number of attacks 3 with bow, 2 with Large swords.
Open Locks 100%
Stealth 138%
Find Traps 20%
Pick Pockets 40%
Backstab Multiplier x3
Lore 14
Magic Resistance 0

Saving Throws
Paralyse/Poison/Death 10
Rod/Staff/Wand 12
Petrify/Polymorph 11
Breath Weapon 12
Spells 13

Weapon Proficiencies
Bow +++ (normally impossible for Fighter/thieves)
Large Swords ++
One point unspent, doesn't need it really. Wishes you could assign it to Bow.

Armor Class Modifiers
-3 vs Slashing

Ability Bonuses
To Hit 0
Damage 0
Open Doors 14
Weight Allowance 120
Armor Class -4
Missile Adjustment +3
Hit Points/Level 0
Reaction +4

Spells
None

Abilities
None

Equipment
Composite Longbow, +1 to hit, +2 damage and shoots arrows. Listed Speed Factor of 7, unused.
Two Handed Sword, 1d10 Slashing damage, speed factor 10.
Platemail Armor, Base AC 3.
Helmet, Prevents Critical hits.
Arrows, 1d6 piercing damage. unlisted Speed factor 0.


Dynaheir Level 9 Human Invoker Lawful Good
Str 11
Dex 13
Con 16
Int 17
Wis 15
Cha 12

HP 49 (31 at level 6, D4+2/level)
AC 5
Damage 3 attacks of 1d4 damage, average of 7.5 damage a round. Speed Factor 2.

THAC0 18
Number of attacks 3
Lore 39
Magic Resistance 5%

Saving Throws
Paralyse/Poison/Death 12
Rod/Staff/Wand 8
Petrify/Polymorph 10
Breath Weapon 12
Spells 9

Weapon Proficiencies
Blunt Weapons +
Missile Weapons +

Armor Class Modifiers
None

Ability Bonuses
To Hit 0
Damage 0
Open Doors 11
Weight Allowance 70
Armor Class 0
Missile Adjustment 0
Hit Points/Level +2/level
Chance to learn spell 75%
Reaction 0

Spells

Level 1
Magic Missile, shoots a 1d4 missile/2 levels to a maximum of 5 missiles at level 9. Average damage per missile is 3.5. For the spell average is 17.5. No save, subject to magic resist.
Burning Hands, does 1d3 +2/level fire damage to a maximum of +20. Averages out to be 20 fire damage. Save for half damage. Casting time 1.

Level 2
Stinking Cloud, area of effect is under the stinking cloud for 1 round/level, anything within the cloud must make a save vs poison or be incapacitated for 1d4+1 rounds.
Blur, +1 to all saving throws and all missile and melee attacks take a -3 penalty to hit.

Level 3
Fireball, 1d6/level of the caster worth of fire damage up to a max of 10d6. Save for half damage.

Spell Slots, 5/4/4/3/2

Abilities
1/day can cast Slow Poison, see one of the priests.

Equipment
Darts, 1d4 piercing damage, speed factor 2.
Robes of the Good Archmagi, AC 5, Reduces saves by 1, 5% magic resist.

(Note: She gets the robes since they are unique to her and store bought, sucks to be the mages of the other alignments)

Edwin Level 9 Human Conjurer Lawful Evil
Str 9
Dex 10
Con 16
Int 18
Wis 9
Cha 10

HP 45 (27 HP at level 6, 1d4+2/level)
AC 10
Damage 3 attacks of 1d4 damage, average of 7.5 damage a round. Speed Factor 2.

THAC0 18
Number of attacks 3 (Darts)
Lore 27
Magic Resistance 0

Saving Throws
Paralyse/Poison/Death 13
Rod/Staff/Wand 9
Petrify/Polymorph 11
Breath Weapon 13
Spells 10

Weapon Proficiencies
Blunt Weapons +
Missile Weapons +

Armor Class Modifiers
None

Ability Bonuses
To Hit 0
Damage 0
Open Doors 9
Weight Allowance 50
Armor Class 0
Missile Adjustment 0
Hit Points/Level +2/level
Chance to learn spell 85%
Reaction 0

Spells

Level 1
Armor, sets base AC at 6, takes a round to cast, lasts 9 hours.
Colour Spray, has an area of effect things it can hit must save or be knocked unconscious, but it can only hit things level 4 or lower, so it sucks.
Larloch's Minor Drain, deals 1d4 damage and heals the caster for that much, can heal for over max health which lasts for 10 rounds. Casting time 1, no save, subject to magic resist.

Level 2
Mirror Image, creates 2-8 images of the caster that must be hit before the caster can, mostly stops physical damage, but Magic Missile hits it also IIRC. Casting speed of 2 and a duration of 3 rounds/level. Edwin seems to consistently get 5 images at level 9.
Horror, all enemies in the 30 foot target area must save or run around uncontrollably for 10 rounds, casting speed 2.
Melf's Acid Arrow, deals 2d4 acid damage followed by another 2d4 acid damage.every round for every three levels of the caster. (So Edwin ends up doing 4 lots of 2d4 damage.) Casting speed of 2.

Level 3
Haste, up to caster level in friendly targets within the 40 foot radius gain an extra attack and have their movement rate doubled, duration of 3 rounds+1/level casting speed of 3.
Monster Summoning 1, summons 8 scrubby monsters (wild dogs, war dogs, xvarts...) for 10 rounds.

Spell Slots, 6/5/5/4/3

Abilities
None

Equipment
Darts, 1d4 damage speed factor of 2.
Edwin's Amulet - gives him that extra spell slot per spell level.


Eldoth Level 10 Human Bard Neutral Evil
Str 16
Dex 12
Con 15
Int 13
Wis 10
Cha 16

HP 59 (24 HP at level 5, 1d6+1/level)
AC 10
Damage 2 attacks of 1d6 damage that adds 12 poison damage, average damage on the initial attack is 7 damage a round. Speed factor 0.

THAC0 15
Number of attacks 2
Lore 100
Magic Resistance 0
Pick Pockets 85%

Saving Throws
Paralyse/Poison/Death 11
Rod/Staff/Wand 10
Petrify/Polymorph 10
Breath Weapon 14
Spells 11

Weapon Proficiencies
Bow +
Small Swords +
Spear +
One point unassigned, can put it into anything else.

Armor Class Modifiers
None

Ability Bonuses
To Hit 0
Damage 1
Open Doors 16
Weight Allowance 150
Armor Class 0
Missile Adjustment 0
Hit Points/Level 12/level
Chance to learn spell 55%
Reaction +4

Spells

Level 1

Larloch's Minor Drain, deals 1d4 damage and heals the caster for that much, can heal for over max health which lasts for 10 rounds. Casting time 1, no save, subject to magic resist.
Magic Missile, shoots a 1d4 missile/2 levels to a maximum of 5 missiles at level 9. Average damage per missile is 3.5. For the spell average is 17.5. No save, subject to magic resist.

Level 2
Horror, all enemies in the 30 foot target area must save or run around uncontrollably for 10 rounds, casting speed 2.

Spell Slots, 3/3/2/1

Abilities
Create Poison Arrows - Once a day he can create 5 poison arrows that only he can use.

Equipment
Longbow, +1 To hit and lets him shoot arrows, listed speed factor 7, unused in game.
Poisoned Arrows, 1d6 damage and poisons the target causing 2 poison damage a round for 6 rounds. Poison can stack on itself. Save vs poison to resist it. Unlisted Speed factor of 0

He almost has something going there, pity he can't hit stuff for nuts. Could use Chainmail to have 6 or so AC, but loses his spells.



Faldorn Level 10 Human Druid True Neutral
Str 12
Dex 15
Con 11
Int 10
Wis 16
Cha 15

HP 62 (22 HP at level 5, 1d8/level)
AC 5 (3 vs Slashing)
Damage 1 attack of 1d6 damage, average of 3.5 damage a round. Speed Factor 4.

THAC0 14
Number of attacks 1
Lore 15
Magic Resistance 0

Saving Throws
Paralyse/Poison/Death 6
Rod/Staff/Wand 10
Petrify/Polymorph 9
Breath Weapon 12
Spells 11

Weapon Proficiencies
Blunt Weapons +
Missile Weapons +
Spear +
One point unassigned, can be put in large or small swords.

Armor Class Modifiers
-2 Slashing

Ability Bonuses
To Hit 0
Damage 0
Open Doors 12
Weight Allowance 90
Armor Class -1
Missile Adjustment 0
Hit Points/Level +0/level
Reaction 3

Bonus Priest Spells
Level 1 +2
Level 2 +2

Spells

Level 1
Bless, +1 to saves vs fear, +1 THAC0. Takes a round to cast.
Cure Light Wounds, heals 8 HP.
Detect Evil, detects evil creatures on pretty much the whole map (in BG1). Subject to magic resist. Makes them glow red for 1 turn.
Entangle, 40 foot circle around the target is repeatedly held in place for 1 turn, save negates and normally gives you time to move out of it, casting speed of 4. Being held in place means nothing for archers/spell casters.
Remove Fear, makes all allies within a 30 foot radius immune to fear effect, casting speed 1, duration 1 hour (so yeah, ages and ages).
Shillelagh, creates a 2D4+1 damage weapon that counts as a +1 weapon. Only does 1D4+1 against larger than human sized enemies. Casting time of 2, lasts 4 rounds +1/level.

Level 2
Barkskin, grants Target base AC of 6 -1/4 levels of the caster, also +1 to all saves against nonmagical effects. Casting time of 5, lasts 4 rounds +1 round/level.
Charm Person/Animal, charms a person or animal to be under control of the caster for 20 rounds, save to negate, Casting time of 5.
Find Traps, caster can do what the name says, casting time of 5, duration of 3 turns.
Flame Blade, creates a flaming sword that does 1d4+4 damage, does an extra 2 damage vs undead and enemies weak to fire, -2 to those resistant. Does not count as a magical weapon. Casting time 4, duration 4 rounds +1 round for every 2 levels.
Goodberry, creates 5 berries that can be used to heal 1 HP, takes 1 round to cast. GODLIKE spell.
Detect Alignment, does that for 1 target, casting time of 1 round, duration of 1 turn, save to negate.
Resist Fire/Cold, increases target fire and cold resists by 50%.
Slow Poison, cures most poisons but the really dangerous ones, casting speed of 1.

Level 3
Call Lightning, calls down a 2d8+1d8/level of the caster lightning bolt to strike target enemy, apparently it then strikes a random enemy once a turn. Never seen this myself, but a turn is a long time, so meh. Effectively just one bolt will ever take effect. Must be outdoors (so your results may vary), takes something like 2 rounds to cast, save for half damage.
Hold Animal, holds target and other animals (monster's don't count, so it is pretty useless) within 5 feet for 2 rounds/level, save negates, casting time of 5.
Invisibility Purge, removes invisibility from everything in a large radius, casting speed 8
Miscast Magic, target has an 80% chance to miscast spells, Casting time of 5, duration of 1 turn. Save at a -2 penalty to negate.
Protection from Fire, raises fire resist by 80%.

Level 4
Cure Serious Wounds, heals 17 HP, casting time of 7.
Neutralize poison, cures poison and heals 10 HP. Casting speed of 1.
Animal Summoning 1, summons up 8 animals with up to 4 hit dice each, sucks. casting speed of 7, lasts 24 minutes.
Defensive Harmony, all allies within 10 feet get +2 AC for 10 rounds. Casting Speed of 1.
Protection from Electricity, target is immune to lightning damage. Casting speed of 7, lasts 5 rounds/level.

Level 5
Animal SUmmoning 2, slightly less sucky summon (seems to be bears this time instead of pissy little dogs), up to 6 creatures of 8 HD, lasts 24 minutes, casting time of 8.
Cure Serious wounds, heals 27 HP, casting time of 8

Spell Slots, 6/6/3/3/2

Abilities
1/day Summon Dread Wolf, summonsup a dread wolf. Alright monster, but nothing amazing.
1/day Shift into Brown Bear/Wolf/Black Bear (once each). TO lazy. Better than her physical for sure, but if she is reduced to these she has probably already lost.

Equipment
Club, 1d6 crushing damage, speed factor of 4.
Buckler, Ac Bonus of 1, provides no protection vs Piercing and missile (counteracted by her armour anyway)
Studded Leather Armour, base AC 7
Helmet, prevents critical hits.




Garrick Level 10 Human Bard Chaotic Neutral
Str 14
Dex 16
Con 9
Int 13
Wis 14
Cha 15

HP 44 (20 HP at level 6, 1d6/level)
AC 8
Damage 2 attacks of 1d6 damage , average damage on the initial attack is 7 damage a round. Speed factor 0.

THAC0 14
Number of attacks 2
Lore 100
Magic Resistance 0
Pick Pockets 85%

Saving Throws
Paralyse/Poison/Death 11
Rod/Staff/Wand 10
Petrify/Polymorph 10
Breath Weapon 14
Spells 11

Weapon Proficiencies
Bow +
Small Swords +
Missile Weapons +
One point unassigned, can put it into anything else.

Armor Class Modifiers
None

Ability Bonuses
To Hit 0
Damage 0
Open Doors 14
Weight Allowance 120
Armor Class -2
Missile Adjustment 0
Hit Points/Level +0/level
Chance to learn spell 55%
Reaction +3

Spells

Level 1

Magic Missile, shoots a 1d4 missile/2 levels to a maximum of 5 missiles at level 9. Average damage per missile is 3.5. For the spell average is 17.5. No save, subject to magic resist.
Armor, sets base AC at 6, takes a round to cast, lasts 9 hours.
Colour Spray, has an area of effect things it can hit must save or be knocked unconscious, but it can only hit things level 4 or lower, so it sucks.

Level 2
Mirror Image, creates 2-8 images of the caster that must be hit before the caster can, mostly stops physical damage, but Magic Missile hits it also IIRC. Casting speed of 2 and a duration of 3 rounds/level. Garrick seems to consistently get 5 images at level 10.

Spell Slots, 3/3/2/1

Abilities
None.

Equipment
Longbow, +1 To hit and lets him shoot arrows, listed speed factor 7, unused in game.
Arrows, 1d6 piercing damage, unlisted speed factor of 0 that is used.


Imoen Level 10 Human Thief Neutral Good
Str 9
Dex 18
Con 16
Int 17
Wis 11
Cha 16

HP 75 (43 at level 6, D6+2/level)
AC 3 (2 vs Missile and Piercing, 1 vs Slashing)
Damage 2 attacks of 1d6 damage, average of 7 damage a round. Speed Factor 0

THAC0 14
Number of attacks 2 with bow.
Open Locks 35%
Stealth 120%
Find Traps 110%
Pick Pockets 25%
Backstab Multiplier x4
Lore 37
Magic Resistance 0

Saving Throws
Paralyse/Poison/Death 11
Rod/Staff/Wand 10
Petrify/Polymorph 10
Breath Weapon 14
Spells 11

Weapon Proficiencies
Bow +
Small Sword +
Blunt Weapons +
One point unassigned, can go in Long Swords or Missile Weapons. Wants bows anyway.

Armor Class Modifiers
-1 vs missiles
-1 vs Piercing
-2 vs Slashing

Ability Bonuses
To Hit 0
Damage 0
Open Doors 9
Weight Allowance 50
Armor Class -4
Missile Adjustment +2
Hit Points/Level +2
Reaction 4

Spells
None

Abilities
None

Equipment
Studded Leather, AC 7
Short Bow, Lets her shoot arrows (listed Speed Factor of 6. Not actually used)
Arrows, 1d6 piercing damage, unlisted speed factor of 0 that the game actually uses.

Jaheira Level 7/8 Half-Elf Fighter/Druid True Neutral
Str 15
Dex 14
Con 17
Int 10
Wis 14
Cha 15

HP 69 (41 HP at level 5/6, 1d5+3 and 1d4+2/level)
AC 2 (-1 vs Slashing, 1 vs Missile)
Damage 2 attacks of 1d6+2 damage, average of 11 damage a round. Speed Factor 4.

THAC0 13
Number of attacks 2
Lore 8
Magic Resistance 0

Saving Throws
Paralyse/Poison/Death 7
Rod/Staff/Wand 11
Petrify/Polymorph 10
Breath Weapon 12
Spells 12

Weapon Proficiencies
Blunt Weapons ++
Missile Weapons ++
Small Sword +
One point unassigned, can be put in spear,large or small swords.

Armor Class Modifiers
-2 Slashing
-1 vs Missile

Ability Bonuses
To Hit 0
Damage 0
Open Doors 15
Weight Allowance 120
Armor Class 0
Missile Adjustment 0
Hit Points/Level +3/level
Reaction +3

Bonus Priest Spells
Level 1 +2

Spells

Level 1
Bless, +1 to saves vs fear, +1 THAC0. Takes a round to cast.
Cure Light Wounds, heals 8 HP.
Detect Evil, detects evil creatures on pretty much the whole map (in BG1). Subject to magic resist. Makes them glow red for 1 turn.
Entangle, 40 foot circle around the target is repeatedly held in place for 1 turn, save negates and normally gives you time to move out of it, casting speed of 4. Being held in place means nothing for archers/spell casters.
Remove Fear, makes all allies within a 30 foot radius immune to fear effect, casting speed 1, duration 1 hour (so yeah, ages and ages).
Shillelagh, creates a 2D4+1 damage weapon that counts as a +1 weapon. Only does 1D4+1 against larger than human sized enemies. Casting time of 2, lasts 4 rounds +1/level.

Level 2
Barkskin, grants Target base AC of 6 -1/4 levels of the caster, also +1 to all saves against nonmagical effects. Casting time of 5, lasts 4 rounds +1 round/level.
Charm Person/Animal, charms a person or animal to be under control of the caster for 20 rounds, save to negate, Casting time of 5.
Find Traps, caster can do what the name says, casting time of 5, duration of 3 turns.
Flame Blade, creates a flaming sword that does 1d4+4 damage, does an extra 2 damage vs undead and enemies weak to fire, -2 to those resistant. Does not count as a magical weapon. Casting time 4, duration 4 rounds +1 round for every 2 levels.
Goodberry, creates 5 berries that can be used to heal 1 HP, takes 1 round to cast. GODLIKE spell.
Detect Alignment, does that for 1 target, casting time of 1 round, duration of 1 turn, save to negate.
Resist Fire/Cold, increases target fire and cold resists by 50%.
Slow Poison, cures most poisons but the really dangerous ones, casting speed of 1.

Level 3
Call Lightning, calls down a 2d8+1d8/level of the caster lightning bolt to strike target enemy, apparently it then strikes a random enemy once a turn. Never seen this myself, but a turn is a long time, so meh. Effectively just one bolt will ever take effect. Must be outdoors (so your results may vary), takes something like 2 rounds to cast, save for half damage.
Hold Animal, holds target and other animals (monster's don't count, so it is pretty useless) within 5 feet for 2 rounds/level, save negates, casting time of 5.
Invisibility Purge, removes invisibility from everything in a large radius, casting speed 8
Miscast Magic, target has an 80% chance to miscast spells, Casting time of 5, duration of 1 turn. Save at a -2 penalty to negate.
Protection from Fire, raises fire resist by 80%.

Level 4
Cure Serious Wounds, heals 17 HP, casting time of 7.
Neutralize poison, cures poison and heals 10 HP. Casting speed of 1.
Animal Summoning 1, summons up 8 animals with up to 4 hit dice each, sucks. casting speed of 7, lasts 24 minutes.
Defensive Harmony, all allies within 10 feet get +2 AC for 10 rounds. Casting Speed of 1.
Protection from Electricity, target is immune to lightning damage. Casting speed of 7, lasts 5 rounds/level.

Spell Slots, 5/3/3/2

Abilities

1/day Shift into Brown Bear/Wolf/Black Bear (once each). TO lazy. Better than her physical for sure, but if she is reduced to these she has probably already lost.

Equipment
Club, 1d6 crushing damage, speed factor of 4.
Platemail, AC 3.
Helmet, Prevents Critical Hits.
Large Shield, -1 AC, -1 AC vs Missile.

Kagain Level 8 Dwarf Fighter Lawful Evil
Str 16
Dex 12
Con 20
Int 15
Wis 11
Cha 8

HP 94 (64 at level 6, D10 +5 per level)
AC 2 (-1 vs Slashing, 1 vs Missile)
Damage 2 attacks of 1D8+5, average of 19 damage a round. Speed Factor 7.

THAC0 10
Number of attacks 2
Lore 13
Magic Resistance 0

Saving Throws
Paralyse/Poison/Death 5
Rod/Staff/Wand 7
Petrify/Polymorph 11
Breath Weapon 12
Spells 8

Weapon Proficiencies
Axe ++++
Blunt Weapons +
Missile Weapons+

Armor Class Modifiers
-3 vs Slashing
-1 vs Missile

Ability Bonuses
To Hit 0
Damage +1
Open Doors 16
Weight Allowance 150
Armor Class 0
Missile Adjustment 0
Hit Points/Level +5
Reaction -2

Spells
None

Abilities
None

Equipment
Axe, 1d8 damage, Speed Factor 7
Large Shield, AC Bonus 1, +1 vs Missile.
Platemail, AC 3.
Helmet, Prevents Critical Hits.


Khalid Level 8 Half-Elf Fighter Neutral Good
Str 15
Dex 16
Con 17
Int 15
Wis 10
Cha 9

HP 90 (64 at level 6, D10 +3 per level)
AC 1 (-2 vs Slashing)
Damage 2 attacks of 1D10+3, average of 17 damage a round. Speed Factor 10.

THAC0 10
Number of attacks 2
Lore 13
Magic Resistance 0

Saving Throws
Paralyse/Poison/Death 10
Rod/Staff/Wand 12
Petrify/Polymorph 11
Breath Weapon 12
Spells 13

Weapon Proficiencies
Large Sword +++
Bow ++
Axe +

Armor Class Modifiers
-3 Slashing

Ability Bonuses
To Hit 0
Damage 0
Open Doors 15
Weight Allowance 120
Armor Class -2
Missile Adjustment +1
Hit Points/Level +3
Reaction -1

Spells
None

Abilities
None

Equipment
Two Handed Sword, 1d10 damage, Speed Factor 10
Platemail, AC 3.
Helmet, Prevents Critical Hits.

Kivan Level 8 Elf Ranger Chaotic Good
Str 18/12
Dex 17
Con 14
Int 10
Wis 14
Cha 8

HP 56 (36 at level 6, D10 per level)
AC 0 (-3 vs Slashing)
Damage 3 attacks of 1D6+4, average of 22.5 damage a round. Speed Factor 0.

THAC0 8
Number of attacks 3
Lore 8
Magic Resistance 0
Stealth 87%
Racial Enemy: Ogre

Saving Throws
Paralyse/Poison/Death 10
Rod/Staff/Wand 12
Petrify/Polymorph 11
Breath Weapon 12
Spells 13

Weapon Proficiencies
Large Sword ++
Bow ++
Spear ++

Armor Class Modifiers
-3 Slashing

Ability Bonuses
To Hit +1
Damage +3
Open Doors 25
Weight Allowance 220
Armor Class -3
Missile Adjustment +2
Hit Points/Level +0
Reaction -2

Spells

Level 1
Bless, +1 to saves vs fear, +1 THAC0. Takes a round to cast.
Cure Light Wounds, heals 8 HP.
Detect Evil, detects evil creatures on pretty much the whole map (in BG1). Subject to magic resist. Makes them glow red for 1 turn.
Entangle, 40 foot circle around the target is repeatedly held in place for 1 turn, save negates and normally gives you time to move out of it, casting speed of 4. Being held in place means nothing for archers/spell casters.
Remove Fear, makes all allies within a 30 foot radius immune to fear effect, casting speed 1, duration 1 hour (so yeah, ages and ages).
Shillelagh, creates a 2D4+1 damage weapon that counts as a +1 weapon. Only does 1D4+1 against larger than human sized enemies. Casting time of 2, lasts 4 rounds +1/level.

Spell Slots, 1

Abilities
Charm Animal 1/day, charms an animal for some length of time, save to negate.

Equipment
Composite Long bow, lets him shoot arrows with +2 damage and +1 to hit
Platemail, AC 3.
Helmet, Prevents Critical Hits.

Minsc and Boo Level 8 Human Ranger Chaotic Good
Str 18/93
Dex 15
Con 15
Int 8
Wis 6
Cha 9

HP 74 (52 at level 6, D10 +1 per level)
AC 2 (-1 vs Slashing)
Damage 2 attacks of 1D10 +7 damage, average of 25 damage a round. Speed Factor 10.

THAC0 10
Number of attacks 2
Lore 0
Magic Resistance 0
Stealth 72%
Racial Enemy: Gnoll

Saving Throws
Paralyse/Poison/Death 10
Rod/Staff/Wand 12
Petrify/Polymorph 11
Breath Weapon 12
Spells 13

Weapon Proficiencies
Large Sword ++
Bow ++
Small Sword ++

Armor Class Modifiers
-3 Slashing

Ability Bonuses
To Hit +2
Damage +5
Open Doors 40
Weight Allowance 320
Armor Class -1
Missile Adjustment 0
Hit Points/Level +1
Reaction -1

Spells
Level 1
Bless, +1 to saves vs fear, +1 THAC0. Takes a round to cast.
Cure Light Wounds, heals 8 HP.
Detect Evil, detects evil creatures on pretty much the whole map (in BG1). Subject to magic resist. Makes them glow red for 1 turn.
Entangle, 40 foot circle around the target is repeatedly held in place for 1 turn, save negates and normally gives you time to move out of it, casting speed of 4. Being held in place means nothing for archers/spell casters.
Remove Fear, makes all allies within a 30 foot radius immune to fear effect, casting speed 1, duration 1 hour (so yeah, ages and ages).
Shillelagh, creates a 2D4+1 damage weapon that counts as a +1 weapon. Only does 1D4+1 against larger than human sized enemies. Casting time of 2, lasts 4 rounds +1/level.

Spell Slots, 1

Abilities
Charm Animal 1/day, charms an animal for some length of time, save to negate.

Equipment
Two Handed Sword, 1d10 damage, Speed Factor 10
Platemail, AC 3.
Helmet, Prevents Critical Hits.

Montaron Level 7/8 Halfling Fighter/Thief Neutral Evil
Str 16
Dex 17
Con 15
Int 12
Wis 13
Cha 9

HP 70 (50 at level 5/6, D5+1 and D3+1/level)
AC -1 (-4 vs Slashing, -2 vs Missile)
Damage 2 attacks of 1d8+3 damage, average of 15 damage a round. Speed Factor 7.

THAC0 13.
Number of attacks 2.
Open Locks 25%
Stealth 130%
Find Traps 10%
Pick Pockets 95%
Backstab Multiplier x3
Lore 24
Magic Resistance 0

Saving Throws
Paralyse/Poison/Death 6
Rod/Staff/Wand 8
Petrify/Polymorph 11
Breath Weapon 12
Spells 9

Weapon Proficiencies
Small Sword ++
Axe ++
Missile Weapon ++
One point unspent, who cares.

Armor Class Modifiers
-3 vs Slashing
-1 vs missile

Ability Bonuses
To Hit 0
Damage +1
Open Doors 16
Weight Allowance 150
Armor Class -3
Missile Adjustment +2
Hit Points/Level +1
Reaction -1

Spells
None

Abilities
None

Equipment
Axe, 1d8 damage, Speed Factor 7
Large Shield, AC Bonus 1, +1 vs Missile.
Platemail Armor, Base AC 3.
Helmet, Prevents Critical hits.
...into the nightfall.

Dhyerwolf

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Re: Baldur's Gate
« Reply #1 on: May 18, 2009, 11:18:03 PM »
Quayle Level 7/7 Cleric/illusionist Chaotic Neutral
Str 8
Dex 15
Con 11
Int 17
Wis 10
Cha 6

HP 32 (24 at level 6/5, d4 and d2/level)
AC 8 (7 vs missile)
Damage 1 attack of 2D4 damage, average of 5 damage a round.

THAC0 16
Number of attacks 1
Lore 28
Magic Resistance 0
Turn Undead Level 7

Saving Throws
Paralyse/Poison/Death 7
Rod/Staff/Wand 6
Petrify/Polymorph 10
Breath Weapon 13
Spells 7

Weapon Proficiencies
Blunt Weapons +
Missile Weapons +
Spiked Weapons +

Armor Class Modifiers
-1 Missile

Ability Bonuses
To Hit 0
Damage 0
Open Doors 8
Weight Allowance 50
Armor Class -1
Missile Adjustment 0
Hit Points/Level +0
Chance to Learn Spell: 75%
Reaction -5 (Godlike)

Bonus Priest Spell
None

Spells

Priest

Level 1
Bless, +1 to saves vs fear, +1 THAC0. Takes a round to cast.
Command, target sleeps for 1 round, no save, casting speed of 1.
Cure Light Wounds, heals 8 HP.
Detect Evil, detects evil creatures on pretty much the whole map (in BG1). Subject to magic resist. Makes them glow red for 1 turn.
Entangle, 40 foot circle around the target is repeatedly held in place for 1 turn, save negates and normally gives you time to move out of it, casting speed of 4. Being held in place means nothing for archers/spell casters.
Magic Stone, 1d4 damage, counts as a +1 weapon, casting speed of 4, no save.
Protection from Evil, Reduces AC and Saving Throws by 2 for 10 rounds. Apparently everything in the FR are evil, even good things.
Remove Fear, makes all allies within a 30 foot radius immune to fear effect, casting speed 1, duration 1 hour (so yeah, ages and ages).
Sanctuary, cannot be targetted with offensive spells until duration is over or performs an offensive action, can buff or heal self in this time, casting time of 4, lasts 10 rounds.
Shillelagh, creates a 2D4+1 damage weapon that counts as a +1 weapon. Only does 1D4+1 against larger than human sized enemies. Casting time of 2, lasts 4 rounds +1/level.

Level 2
Aid, gives target +1 THAC0 and saves along with an additional 8 HP which may be granted over max HP. Casting time of 5, lasts 1 Round + 1 round/level.
Barkskin, grants Target base AC of 6 -1/4 levels of the caster, also +1 to all saves against nonmagical effects. Casting time of 5, lasts 4 rounds +1 round/level.
Chant, Grants allies in a 30 foot radius +1 damage, to hit and to all saves, reduces all enemies damage, to hit and saves by 1. 1 round to cast, lasts 5 rounds. Only 1 chant effective at a time.
Find Traps, caster can do what the name says, casting time of 5, duration of 3 turns.
Flame Blade, creates a flaming sword that does 1d4+4 damage, does an extra 2 damage vs undead and enemies weak to fire, -2 to those resistant. Does not count as a magical weapon. Casting time 4, duration 4 rounds +1 round for every 2 levels.
Hold Person, holds target and other humanoids within 5 feet for 10 rounds, save negates, casting time of 5.
Detect Alignment, does that for 1 target, casting time of 1 round, duration of 1 turn, save to negate.
Resist Fire/Cold, increases target fire and cold resists by 50%.
Silence, 15' radius, does so in a 15 foot radius, save to negate, casting speed of 5, duration of 2 rounds/level, -5 penalty to save.
Slow Poison, cures most poisons but the really dangerous ones, casting speed of 1.
Spiritual Hammer, summons a warhammer that hits as a magic weapon of caster leve/6 rounded up for its enchantment level. Strikes for 1D4+1 damage. Casting speed of 5, lasts for 3 rounds +1/level.
Draw Upon Holy Might, gives the caster +1 Str, Dex and Con for each third level of the caster, casting speed of 2, lasts for 10 rounds,

Level 3
Animate Dead, summons up 1 skeleton/level, they suck, to lazy to get the stats. They last for 8 hours. 1 round to cast.
Dispel Magic, 50% chance to dispel each target within a 30 foot radius against equal caster level. +/- 5% for each level difference between the casters. Always a 5% chance to either hit or miss. Casting speed of 6
Glyph of Warding, 1d4/level damage to whoever walks into the target area, can be used offensively. Casting speed of 6.
Remove Curse, Casting Speed 6. Does that.
Remove Paralysis, does that, Casting Speed 6.
Invisibility Purge, removes invisibility from everything in a large radius, casting speed 8
Miscast Magic, target has an 80% chance to miscast spells, Casting time of 5, duration of 1 turn. Save at a -2 penalty to negate.
Rigid Thinking, target either wanders around doing nothing, stands around or randomly attacks a target (swaps around all the time), save to negate, duration of 10 rounds, casting speed of 5.
Strength of One, sets party strength at 18/75 for 1 turn, casting speed of 3.
Protection from Fire, raises fire resist by 80%.

Level 4

Cure Serious Wounds, heals 17 HP, casting time of 7.
Free Action, immune to anything that will restrict the character's movement (stun, entangle and whatnot). Casting time of 5, lasts 5 rounds +1/level.
Neutralize poison, cures poison and heals 10 HP. Casting speed of 1.
Animal Summoning 1, summons up 8 animals with up to 4 hit dice each, sucks. casting speed of 7, lasts 24 minutes.
Mental Domination, save vs spell at -2 or be under control of the caster, casting speed of 4, lasts 3 rounds/level.
Defensive Harmony, all allies within 10 feet get +2 AC for 10 rounds. Casting Speed of 1.
Protection from Electricity, target is immune to lightning damage. Casting speed of 7, lasts 5 rounds/level.
Protection from Evil 10'radius, same as Protection from Evil but in an area. Casting time of 7, lasts 1 turn/level.

Available slots, 3/3/2/1

Mage

Level 1

Larloch's Minor Drain, deals 1d4 damage and heals the caster for that much, can heal for over max health which lasts for 10 rounds. Casting time 1, no save, subject to magic resist.
Magic Missile, shoots a 1d4 missile/2 levels to a maximum of 5 missiles at level 9. Average damage per missile is 3.5. For the spell average is 17.5. No save, subject to magic resist.

Level 2
Horror, all enemies in the 30 foot target area must save or run around uncontrollably for 10 rounds, casting speed 2.
Melf's Acid Arrow, deals 2d4 acid damage followed by another 2d4 acid damage.every round for every three levels of the caster. (So Edwin ends up doing 4 lots of 2d4 damage.) Casting speed of 2.

Level 3
Monster Summoning 1, summons 8 scrubby monsters (wild dogs, war dogs, xvarts...) for 10 rounds.

Available slots, 5/4/3/2

Abilities
Invisibility 1/day.

Equipment
Morning Star, 2d4 Crushing damage, speed factor 7.
Helmet, prevent Critical hits.
Large Shield, -1 AC and a further -1 vs Missile.


Safana Level 10 Human Thief Chaotic Neutral
Str 13
Dex 17
Con 10
Int 16
Wis 9
Cha 17

HP 49 (25 at level 6, D6/level)
AC 4 (3 vs Missile and Piercing, 2 vs Slashing)
Damage 1 attack of 1d8 damage, average of 4.5 damage a round. Speed Factor 0

THAC0 14
Number of attacks 1
Open Locks 120%
Stealth 15%
Find Traps 105%
Pick Pockets 30%
Backstab Multiplier x4
Lore 25
Magic Resistance 0

Saving Throws
Paralyse/Poison/Death 11
Rod/Staff/Wand 10
Petrify/Polymorph 10
Breath Weapon 14
Spells 11

Weapon Proficiencies
Small Sword +
Missile Weapons +
Spear +
One point unassigned, can go in Large Swords, Bow or Blunt Weapons. Wants bows I suppose, to bad that is not the way I am doing the stat topic.

Armor Class Modifiers
-1 vs missiles
-1 vs Piercing
-2 vs Slashing

Ability Bonuses
To Hit 0
Damage 0
Open Doors 13
Weight Allowance 90
Armor Class -3
Missile Adjustment +2
Hit Points/Level 0
Reaction +4

Spells
None

Abilities
None

Equipment
Studded Leather, AC 7
Light Crossbow, Lets her shoot bolts (listed Speed Factor of 5. Not actually used)
Bolts, 1d8 piercing damage, unlisted speed factor of 0 that the game actually uses.


Shar-Teel Level 8 Human Fighter Chaotic Evil
Str 18/58
Dex 17
Con 9
Int 14
Wis 7
Cha 11

HP 66 (46 at level 6, D10 per level)
AC 0 (-3 vs Slashing)
Damage 2 attacks of 1D10+5, average of 21 damage a round. Speed Factor 10.

THAC0 10
Number of attacks 2
Lore 0
Magic Resistance 0

Saving Throws
Paralyse/Poison/Death 10
Rod/Staff/Wand 12
Petrify/Polymorph 11
Breath Weapon 12
Spells 13

Weapon Proficiencies
Large Sword ++
Small Sword ++
Missile Weapons ++

Armor Class Modifiers
-3 Slashing

Ability Bonuses
To Hit +2
Damage +3
Open Doors 30
Weight Allowance 250
Armor Class -3
Missile Adjustment +2
Hit Points/Level +0
Reaction 0

Spells
None

Abilities
None

Equipment
Two Handed Sword, 1d10 damage, Speed Factor 10
Platemail, AC 3.
Helmet, Prevents Critical Hits.

Skie Level 10 Human Thief True Neutral
Str 11
Dex 18
Con 15
Int 15
Wis 8
Cha 13

HP 56 (28 at level 6, D6+1/level)
AC 3 (2 vs Missile and Piercing, 1 vs Slashing)
Damage 2 attacks of 1d6 damage, average of 7 damage a round. Speed Factor 0.

THAC0 14 with bow
Number of attacks 2
Open Locks 75%
Stealth 75%
Find Traps 60%
Pick Pockets 80%
Backstab Multiplier x4
Lore 25
Magic Resistance 0

Saving Throws
Paralyse/Poison/Death 11
Rod/Staff/Wand 10
Petrify/Polymorph 10
Breath Weapon 14
Spells 11

Weapon Proficiencies
Bow +
Missile Weapons +
Small Swords +
One point unassigned, can go in Large Swords or Blunt Weapons. Wants bows anyway.

Armor Class Modifiers
-1 vs missiles
-1 vs Piercing
-2 vs Slashing

Ability Bonuses
To Hit 0
Damage 0
Open Doors 11
Weight Allowance 70
Armor Class -4
Missile Adjustment +2
Hit Points/Level +1
Reaction +1

Spells
None

Abilities
None

Equipment
Studded Leather, AC 7
Short Bow, Lets her shoot arrows (listed Speed Factor of 6. Not actually used)
Arrows, 1d6 piercing damage, unlisted speed factor of 0 that the game actually uses.

(Note: With the thief skills, she is the only one that seemed to not favour 2 areas specifically and was more generalised, she has assigned 20% on top of her initial skill levels from level ups)


Tiax Level 7/8 Gnome Cleric/Thief Chaotic Evil
Str 9
Dex 16
Con 16
Int 10
Wis 13
Cha 9

HP 69 (47 at level 5/6, d4 and d3 +2/level)
AC 1 (-1 vs Crushing 0 vs Piercing, 0 vs missile)
Damage 1 attack of 1D4+1 damage, average of 3.5 damage a round. At Speed factor 0

THAC0 15
Number of attacks 1
Lore 24
Magic Resistance 0
Turn Undead Level 7
Open Locks 65%
Stealth 55%
Find Traps 60%
Pick Pockets 55%

Saving Throws
Paralyse/Poison/Death 7
Rod/Staff/Wand 7
Petrify/Polymorph 10
Breath Weapon 13
Spells 8

Weapon Proficiencies
Blunt Weapons +
Missile Weapons +
Spiked Weapons +

Armor Class Modifiers
-2 Crushing
-1 Missile
-1 Piercing
Ability Bonuses
To Hit 0
Damage 0
Open Doors 9
Weight Allowance 50
Armor Class -2
Missile Adjustment +1
Hit Points/Level +2
Reaction -1

Bonus Priest Spell
Level 1 +1

Spells

Level 1
Bless, +1 to saves vs fear, +1 THAC0. Takes a round to cast.
Command, target sleeps for 1 round, no save, casting speed of 1.
Cure Light Wounds, heals 8 HP.
Detect Evil, detects evil creatures on pretty much the whole map (in BG1). Subject to magic resist. Makes them glow red for 1 turn.
Entangle, 40 foot circle around the target is repeatedly held in place for 1 turn, save negates and normally gives you time to move out of it, casting speed of 4. Being held in place means nothing for archers/spell casters.
Magic Stone, 1d4 damage, counts as a +1 weapon, casting speed of 4, no save.
Protection from Evil, Reduces AC and Saving Throws by 2 for 10 rounds. Apparently everything in the FR are evil, even good things.
Remove Fear, makes all allies within a 30 foot radius immune to fear effect, casting speed 1, duration 1 hour (so yeah, ages and ages).
Sanctuary, cannot be targetted with offensive spells until duration is over or performs an offensive action, can buff or heal self in this time, casting time of 4, lasts 10 rounds.
Shillelagh, creates a 2D4+1 damage weapon that counts as a +1 weapon. Only does 1D4+1 against larger than human sized enemies. Casting time of 2, lasts 4 rounds +1/level.

Level 2
Aid, gives target +1 THAC0 and saves along with an additional 8 HP which may be granted over max HP. Casting time of 5, lasts 1 Round + 1 round/level.
Barkskin, grants Target base AC of 6 -1/4 levels of the caster, also +1 to all saves against nonmagical effects. Casting time of 5, lasts 4 rounds +1 round/level.
Chant, Grants allies in a 30 foot radius +1 damage, to hit and to all saves, reduces all enemies damage, to hit and saves by 1. 1 round to cast, lasts 5 rounds. Only 1 chant effective at a time.
Find Traps, caster can do what the name says, casting time of 5, duration of 3 turns.
Flame Blade, creates a flaming sword that does 1d4+4 damage, does an extra 2 damage vs undead and enemies weak to fire, -2 to those resistant. Does not count as a magical weapon. Casting time 4, duration 4 rounds +1 round for every 2 levels.
Hold Person, holds target and other humanoids within 5 feet for 10 rounds, save negates, casting time of 5.
Detect Alignment, does that for 1 target, casting time of 1 round, duration of 1 turn, save to negate.
Resist Fire/Cold, increases target fire and cold resists by 50%.
Silence, 15' radius, does so in a 15 foot radius, save to negate, casting speed of 5, duration of 2 rounds/level, -5 penalty to save.
Slow Poison, cures most poisons but the really dangerous ones, casting speed of 1.
Spiritual Hammer, summons a warhammer that hits as a magic weapon of caster leve/6 rounded up for its enchantment level. Strikes for 1D4+1 damage. Casting speed of 5, lasts for 3 rounds +1/level.
Draw Upon Holy Might, gives the caster +1 Str, Dex and Con for each third level of the caster, casting speed of 2, lasts for 10 rounds,

Level 3
Animate Dead, summons up 1 skeleton/level, they suck, to lazy to get the stats. They last for 8 hours. 1 round to cast.
Dispel Magic, 50% chance to dispel each target within a 30 foot radius against equal caster level. +/- 5% for each level difference between the casters. Always a 5% chance to either hit or miss. Casting speed of 6
Glyph of Warding, 1d4/level damage to whoever walks into the target area, can be used offensively. Casting speed of 6.
Remove Curse, Casting Speed 6. Does that.
Remove Paralysis, does that, Casting Speed 6.
Invisibility Purge, removes invisibility from everything in a large radius, casting speed 8
Miscast Magic, target has an 80% chance to miscast spells, Casting time of 5, duration of 1 turn. Save at a -2 penalty to negate.
Rigid Thinking, target either wanders around doing nothing, stands around or randomly attacks a target (swaps around all the time), save to negate, duration of 10 rounds, casting speed of 5.
Strength of One, sets party strength at 18/75 for 1 turn, casting speed of 3.
Protection from Fire, raises fire resist by 80%.

Level 4

Cure Serious Wounds, heals 17 HP, casting time of 7.
Free Action, immune to anything that will restrict the character's movement (stun, entangle and whatnot). Casting time of 5, lasts 5 rounds +1/level.
Neutralize poison, cures poison and heals 10 HP. Casting speed of 1.
Animal Summoning 1, summons up 8 animals with up to 4 hit dice each, sucks. casting speed of 7, lasts 24 minutes.
Mental Domination, save vs spell at -2 or be under control of the caster, casting speed of 4, lasts 3 rounds/level.
Defensive Harmony, all allies within 10 feet get +2 AC for 10 rounds. Casting Speed of 1.
Protection from Electricity, target is immune to lightning damage. Casting speed of 7, lasts 5 rounds/level.
Protection from Evil 10'radius, same as Protection from Evil but in an area. Casting time of 7, lasts 1 turn/level.

Available slots, 4/3/2/1

Abilities
Summon Ghast 1/day (Alright undead monster that can Paralyse people, should be chunked in a round or 2 by decent fighters).

Equipment
Sling, lets him sling bullets at stuff, listed speed factor 6 unused like all other ranged weapons.
Splintmail, base AC 4.
Helmet, prevent Critical hits.s
Medium Shield, -1 AC .
Bullets, 1d4+1 piercing damage, unlisted speed factor of 0 that is used.

(Note: Alright so I was wrong, Tiax is rather generalised as a thief also, gets 10% per skill from levels. Further note: Tiax can wear Platemail, but can't move if he does not remove his helmet and shield. Critical hit immunity is better than different weapon ACs.)

Viconia Level 8 Elf Cleric Neutral Evil
Str 10
Dex 19
Con 8
Int 16
Wis 15
Cha 14

HP 43 (27 at level 5, d8/level)
AC -2 (-5 vs Slashing, -3 vs missile)
Damage 1 attack of 1D4+1 damage, average of 5 damage a round. At speed factor 0.

THAC0 13
Number of attacks 1
Lore 18
Magic Resistance 50%
Turn Undead Level 8

Saving Throws
Paralyse/Poison/Death 7
Rod/Staff/Wand 11
Petrify/Polymorph 10
Breath Weapon 13
Spells 12

Weapon Proficiencies
Blunt Weapons +
Missile Weapons +
Spiked Weapons +

Armor Class Modifiers
-3 Slashing
-1 Missile

Ability Bonuses
To Hit 0
Damage 0
Open Doors 10
Weight Allowance 70
Armor Class -4
Missile Adjustment +3
Hit Points/Level +0
Reaction +2

Bonus Priest Spell
Level 1 +2
Level 2 +1

Spells

Level 1
Bless, +1 to saves vs fear, +1 THAC0. Takes a round to cast.
Command, target sleeps for 1 round, no save, casting speed of 1.
Cure Light Wounds, heals 8 HP.
Detect Evil, detects evil creatures on pretty much the whole map (in BG1). Subject to magic resist. Makes them glow red for 1 turn.
Entangle, 40 foot circle around the target is repeatedly held in place for 1 turn, save negates and normally gives you time to move out of it, casting speed of 4. Being held in place means nothing for archers/spell casters.
Magic Stone, 1d4 damage, counts as a +1 weapon, casting speed of 4, no save.
Protection from Evil, Reduces AC and Saving Throws by 2 for 10 rounds. Apparently everything in the FR are evil, even good things.
Remove Fear, makes all allies within a 30 foot radius immune to fear effect, casting speed 1, duration 1 hour (so yeah, ages and ages).
Sanctuary, cannot be targetted with offensive spells until duration is over or performs an offensive action, can buff or heal self in this time, casting time of 4, lasts 10 rounds.
Shillelagh, creates a 2D4+1 damage weapon that counts as a +1 weapon. Only does 1D4+1 against larger than human sized enemies. Casting time of 2, lasts 4 rounds +1/level.

Level 2
Aid, gives target +1 THAC0 and saves along with an additional 8 HP which may be granted over max HP. Casting time of 5, lasts 1 Round + 1 round/level.
Barkskin, grants Target base AC of 6 -1/4 levels of the caster, also +1 to all saves against nonmagical effects. Casting time of 5, lasts 4 rounds +1 round/level.
Chant, Grants allies in a 30 foot radius +1 damage, to hit and to all saves, reduces all enemies damage, to hit and saves by 1. 1 round to cast, lasts 5 rounds. Only 1 chant effective at a time.
Find Traps, caster can do what the name says, casting time of 5, duration of 3 turns.
Flame Blade, creates a flaming sword that does 1d4+4 damage, does an extra 2 damage vs undead and enemies weak to fire, -2 to those resistant. Does not count as a magical weapon. Casting time 4, duration 4 rounds +1 round for every 2 levels.
Hold Person, holds target and other humanoids within 5 feet for 10 rounds, save negates, casting time of 5.
Detect Alignment, does that for 1 target, casting time of 1 round, duration of 1 turn, save to negate.
Resist Fire/Cold, increases target fire and cold resists by 50%.
Silence, 15' radius, does so in a 15 foot radius, save to negate, casting speed of 5, duration of 2 rounds/level, -5 penalty to save.
Slow Poison, cures most poisons but the really dangerous ones, casting speed of 1.
Spiritual Hammer, summons a warhammer that hits as a magic weapon of caster leve/6 rounded up for its enchantment level. Strikes for 1D4+1 damage. Casting speed of 5, lasts for 3 rounds +1/level.
Draw Upon Holy Might, gives the caster +1 Str, Dex and Con for each third level of the caster, casting speed of 2, lasts for 10 rounds,

Level 3
Animate Dead, summons up 1 skeleton/level, they suck, to lazy to get the stats. They last for 8 hours. 1 round to cast.
Dispel Magic, 50% chance to dispel each target within a 30 foot radius against equal caster level. +/- 5% for each level difference between the casters. Always a 5% chance to either hit or miss. Casting speed of 6
Glyph of Warding, 1d4/level damage to whoever walks into the target area, can be used offensively. Casting speed of 6.
Remove Curse, Casting Speed 6. Does that.
Remove Paralysis, does that, Casting Speed 6.
Invisibility Purge, removes invisibility from everything in a large radius, casting speed 8
Miscast Magic, target has an 80% chance to miscast spells, Casting time of 5, duration of 1 turn. Save at a -2 penalty to negate.
Rigid Thinking, target either wanders around doing nothing, stands around or randomly attacks a target (swaps around all the time), save to negate, duration of 10 rounds, casting speed of 5.
Strength of One, sets party strength at 18/75 for 1 turn, casting speed of 3.
Protection from Fire, raises fire resist by 80%.

Level 4

Cure Serious Wounds, heals 17 HP, casting time of 7.
Free Action, immune to anything that will restrict the character's movement (stun, entangle and whatnot). Casting time of 5, lasts 5 rounds +1/level.
Neutralize poison, cures poison and heals 10 HP. Casting speed of 1.
Animal Summoning 1, summons up 8 animals with up to 4 hit dice each, sucks. casting speed of 7, lasts 24 minutes.
Mental Domination, save vs spell at -2 or be under control of the caster, casting speed of 4, lasts 3 rounds/level.
Defensive Harmony, all allies within 10 feet get +2 AC for 10 rounds. Casting Speed of 1.
Protection from Electricity, target is immune to lightning damage. Casting speed of 7, lasts 5 rounds/level.
Protection from Evil 10'radius, same as Protection from Evil but in an area. Casting time of 7, lasts 1 turn/level.

Available slots, 5/4/3/2

Abilities
None

Equipment
Sling, lets hersling bullets at stuff, listed speed factor 6 unused like all other ranged weapons.
Platemail, base AC 3.
Helmet, prevent Critical hits.s
Large Shield, -1 AC and a further -1 vs Missile.
Bullets, 1d4+1 piercing damage, unlisted speed factor of 0 that is used.

(Notes: She can use stronger weapons at the cost of the +1 missile AC bonus from large shield, but she probably wants the much better THAC0 she gets from a ranged weapon anyhow. Also her 50% magic resist is 50% Magic evasion and applies to her own buff spells that are area effect and don't specifically target her (Defensive harmony is the only one I can think that does this), I did not see her resist a single targetting buff or healing spell regardless of how it targets when I was testing using the latest patch and the expansion pack).

Xan Level 9 Elf Enchanter Lawful Neutral
Str 13
Dex 16
Con 7
Int 17
Wis 14
Cha 16

HP 35 (17 at level 6, D4 per level)
AC 7
Damage 1 attack of 1D8+3, average of 7.5 damage a round. Speed Factor 5.

THAC0 15
Number of attacks 1
Lore 34
Magic Resistance 0

Saving Throws
Paralyse/Poison/Death 5
Rod/Staff/Wand 7
Petrify/Polymorph 11
Breath Weapon 12
Spells 8

Weapon Proficiencies
Small Swords +
Missile Weapons +

Armor Class Modifiers
None

Ability Bonuses
To Hit 0
Damage 0
Open Doors 13
Weight Allowance 90
Armor Class -2
Missile Adjustment +1
Hit Points/Level +0
Chance to Learn Spell 75%
Reaction +4

Spells

Level 1
Colour Spray, has an area of effect things it can hit must save or be knocked unconscious, but it can only hit things level 4 or lower, so it sucks.
Charm Person, Charms a person for 17 rounds to do what the controller wants them to. Save to negate and targets get a +3 bonus to saves. Pretty inaccurate, but beats Color Spray. Casting speed 1.
Protection from Evil, Reduces AC and Saving Throws by 2 for 10 rounds. Apparently everything in the FR are evil, even good things.
Abilities

Level 2
Luck, gives +1 to pretty much any dice roll for the next 3 rounds, to hit, saves and whatnot (not damage). Neat, but worthless.
Mirror Image, creates 2-8 images of the caster that must be hit before the caster can, mostly stops physical damage, but Magic Missile hits it also IIRC. Casting speed of 2 and a duration of 3 rounds/level. Xan seems to consistently get 5 images at level 9.
Melf's Acid Arrow, deals 2d4 acid damage followed by another 2d4 acid damage.every round for every three levels of the caster. (So Edwin ends up doing 4 lots of 2d4 damage.) Casting speed of 2.

Level 3
Dire Charm, Charms a person for 20 rounds, save to negate with not bonus this time. Casting speed of 3.

Spell Slots, 5/4/4/3/2

Abilities
None

Equipment
Moonblade, 1d8 +3 slashing damage, +3 to hit, +1 AC and 50% fire resist. Speed Factor 5.

Xzar Level 9 Human Necromancer Chaotic Evil
Str 14
Dex 16
Con 10
Int 17
Wis 16
Cha 10

HP 24 (12 HP at level 6, 1d4/level)
AC 8
Damage 3 attacks of 1d4 damage, average of 7.5 damage a round. Speed Factor 2.

THAC0 17
Number of attacks 3 (Darts)
Lore 39
Magic Resistance 0

Saving Throws
Paralyse/Poison/Death 13
Rod/Staff/Wand 9
Petrify/Polymorph 11
Breath Weapon 13
Spells 10

Weapon Proficiencies
Small Swords +
Missile Weapons +

Armor Class Modifiers
None

Ability Bonuses
To Hit 0
Damage 0
Open Doors 14
Weight Allowance 120
Armor Class -2
Missile Adjustment +1
Hit Points/Level +0
Chance to learn spell 75%
Reaction 0

Spells

Level 1
Larloch's Minor Drain, deals 1d4 damage and heals the caster for that much, can heal for over max health which lasts for 10 rounds. Casting time 1, no save, subject to magic resist.
Burning Hands, does 1d3 +2/level fire damage to a maximum of +20. Averages out to be 20 fire damage. Save for half damage. Casting time 1.
Chill Touch, melee range attack that does 1d8 damage and target receives -2 penalty to THAC0 for 10 rounds. Save to negate. Casting time 1.

Level 2
Horror, all enemies in the 30 foot target area must save or run around uncontrollably for 10 rounds, casting speed 2.
Melf's Acid Arrow, deals 2d4 acid damage followed by another 2d4 acid damage.every round for every three levels of the caster. (So Edwin ends up doing 4 lots of 2d4 damage.) Casting speed of 2.
Ghoul Touch, melee range attack, target creature is paralyzed for 5 rounds, save vs spell to negate. Casting time 3.

Level 3
Vampiric Touch, Target creature is drained 1d6 HP/2 levels of the caster to a maximum of 6d6 from a level 12 mage. Drained HP are added to the caster's HP and can go over their max HP and last for up to 5 turns. No saving throw. Casting time 3.
Skull Trap, casts a Skull Trap in an area that will explode in a 30 foot radius when someone walks within 20 feet of it. Does 1d6 magic damage/level of the caster, save for half damage. Casting time of 3. (Note: Can be cast offensively, in game it is generally a better spell to pick than Fireball)

Spell Slots, 5/4/4/3/2

Abilities
None

Equipment
Darts, 1d4 damage speed factor of 2.

Yeslick Level 7/7 Fighter/Cleric Lawful Good
Str 15
Dex 12
Con 17
Int 7
Wis 16
Cha 10

HP 92(56 at level 4/5, d5+3 and d4+2/level)
AC 2 (-1 vs Slashing, 1 vs missile)
Damage 2 attacks of 2D4 damage, average of 10 damage a round.

THAC0 13
Number of attacks 2
Lore 2
Magic Resistance 0
Turn Undead Level 7

Saving Throws
Paralyse/Poison/Death 3
Rod/Staff/Wand 7
Petrify/Polymorph 10
Breath Weapon 12
Spells 8

Weapon Proficiencies
Blunt Weapons ++
Missile Weapons ++
Spiked Weapons ++
(Note: One unspent proficiency point, but only 1 more available proficiency slot anyway so he gets ++ Spiked weapons. Where he came with only +)

Armor Class Modifiers
-3 Slashing
-1 Missile

Ability Bonuses
To Hit 0
Damage 0
Open Doors 15
Weight Allowance 120
Armor Class 0
Missile Adjustment 0
Hit Points/Level +3
Reaction 0

Bonus Priest Spell
Level 1 +2
Level 2 +2

Spells
Level 1
Bless, +1 to saves vs fear, +1 THAC0. Takes a round to cast.
Command, target sleeps for 1 round, no save, casting speed of 1.
Cure Light Wounds, heals 8 HP.
Detect Evil, detects evil creatures on pretty much the whole map (in BG1). Subject to magic resist. Makes them glow red for 1 turn.
Entangle, 40 foot circle around the target is repeatedly held in place for 1 turn, save negates and normally gives you time to move out of it, casting speed of 4. Being held in place means nothing for archers/spell casters.
Magic Stone, 1d4 damage, counts as a +1 weapon, casting speed of 4, no save.
Protection from Evil, Reduces AC and Saving Throws by 2 for 10 rounds. Apparently everything in the FR are evil, even good things.
Remove Fear, makes all allies within a 30 foot radius immune to fear effect, casting speed 1, duration 1 hour (so yeah, ages and ages).
Sanctuary, cannot be targetted with offensive spells until duration is over or performs an offensive action, can buff or heal self in this time, casting time of 4, lasts 10 rounds.
Shillelagh, creates a 2D4+1 damage weapon that counts as a +1 weapon. Only does 1D4+1 against larger than human sized enemies. Casting time of 2, lasts 4 rounds +1/level.

Level 2
Aid, gives target +1 THAC0 and saves along with an additional 8 HP which may be granted over max HP. Casting time of 5, lasts 1 Round + 1 round/level.
Barkskin, grants Target base AC of 6 -1/4 levels of the caster, also +1 to all saves against nonmagical effects. Casting time of 5, lasts 4 rounds +1 round/level.
Chant, Grants allies in a 30 foot radius +1 damage, to hit and to all saves, reduces all enemies damage, to hit and saves by 1. 1 round to cast, lasts 5 rounds. Only 1 chant effective at a time.
Find Traps, caster can do what the name says, casting time of 5, duration of 3 turns.
Flame Blade, creates a flaming sword that does 1d4+4 damage, does an extra 2 damage vs undead and enemies weak to fire, -2 to those resistant. Does not count as a magical weapon. Casting time 4, duration 4 rounds +1 round for every 2 levels.
Hold Person, holds target and other humanoids within 5 feet for 10 rounds, save negates, casting time of 5.
Detect Alignment, does that for 1 target, casting time of 1 round, duration of 1 turn, save to negate.
Resist Fire/Cold, increases target fire and cold resists by 50%.
Silence, 15' radius, does so in a 15 foot radius, save to negate, casting speed of 5, duration of 2 rounds/level, -5 penalty to save.
Slow Poison, cures most poisons but the really dangerous ones, casting speed of 1.
Spiritual Hammer, summons a warhammer that hits as a magic weapon of caster leve/6 rounded up for its enchantment level. Strikes for 1D4+1 damage. Casting speed of 5, lasts for 3 rounds +1/level.
Draw Upon Holy Might, gives the caster +1 Str, Dex and Con for each third level of the caster, casting speed of 2, lasts for 10 rounds,

Level 3
Animate Dead, summons up 1 skeleton/level, they suck, to lazy to get the stats. They last for 8 hours. 1 round to cast.
Dispel Magic, 50% chance to dispel each target within a 30 foot radius against equal caster level. +/- 5% for each level difference between the casters. Always a 5% chance to either hit or miss. Casting speed of 6
Glyph of Warding, 1d4/level damage to whoever walks into the target area, can be used offensively. Casting speed of 6.
Remove Curse, Casting Speed 6. Does that.
Remove Paralysis, does that, Casting Speed 6.
Invisibility Purge, removes invisibility from everything in a large radius, casting speed 8
Miscast Magic, target has an 80% chance to miscast spells, Casting time of 5, duration of 1 turn. Save at a -2 penalty to negate.
Rigid Thinking, target either wanders around doing nothing, stands around or randomly attacks a target (swaps around all the time), save to negate, duration of 10 rounds, casting speed of 5.
Strength of One, sets party strength at 18/75 for 1 turn, casting speed of 3.
Protection from Fire, raises fire resist by 80%.

Level 4

Cure Serious Wounds, heals 17 HP, casting time of 7.
Free Action, immune to anything that will restrict the character's movement (stun, entangle and whatnot). Casting time of 5, lasts 5 rounds +1/level.
Neutralize poison, cures poison and heals 10 HP. Casting speed of 1.
Animal Summoning 1, summons up 8 animals with up to 4 hit dice each, sucks. casting speed of 7, lasts 24 minutes.
Mental Domination, save vs spell at -2 or be under control of the caster, casting speed of 4, lasts 3 rounds/level.
Defensive Harmony, all allies within 10 feet get +2 AC for 10 rounds. Casting Speed of 1.
Protection from Electricity, target is immune to lightning damage. Casting speed of 7, lasts 5 rounds/level.
Protection from Evil 10'radius, same as Protection from Evil but in an area. Casting time of 7, lasts 1 turn/level.

Available slots, 5/5/2/1

Abilities
Dispel Magic, 50% chance to dispel each target within a 30 foot radius against equal caster level. +/- 5% for each level difference between the casters. Always a 5% chance to either hit or miss. Casting speed of 6. 1/day.

Equipment
Morning Star, 2d4 Crushing damage, speed factor 7.
Platemail, base AC 3.
Helmet, prevent Critical hits.s
Large Shield, -1 AC and a further -1 vs Missile.
...into the nightfall.

Dhyerwolf

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Re: Baldur's Gate
« Reply #2 on: May 18, 2009, 11:18:30 PM »
HP

Kagain 94
Yeslick 92
Khalid 90
Imoen 75
Minsc 74
Montaron 70
Ajantis 69
Jaheira 69
Tiax 69
Branwen 66
Shar-Teel 66
Faldorn 62
Eldoth 59
Coran 58
Kivan 56
Skie 56
Dynaheir 49
Safana 49
Edwin 45
Garrick 44
Alora 43
Viconia 43
Xan 35
Quayle 32
Xzar 24

Average HP 59.56


AC

Viconia -2
Coran -1
Montaron -1
Branwen 0
Kivan 0
Shar-Teel 0
Khalid 1
Tiax 1
Ajantis 2
Jaheira 2
Kagain 2
Minsc 2
Yeslick 2
Alora 3
Imoen 3
Skie 3
Safana 4
Dynaheir 5
Faldorn 5
Xan 7
Garrick 8
Quayle 8
Xzar 8
Edwin 10
Eldoth 10

Average AC 3.28


Damage

Faldorn 54 (Call lightning O_o that beats some arse, sooooooooo slow though)
Jaheira 45 (Call Lightning again, good thing only two people have it)
Dynaheir 31.5 (Fireball)
Xzar 31.5 (Skull Trap)
Coran 25.5
Minsc 25
Kivan 22.5
Shar-Teel 21
Branwen 20 (Glyph of Warding)
Viconia 20 (Glyph of Warding once again! Good thing priests are about status)
Kagain 19
Eldoth 17.5 (Magic Missile, pardon me while I laugh)
Garrick 17.5 (Magic Missile, insert more laughter)
Quayle 17.5 (Glyph of Warding)
Tiax 17.5 (Glyph of Warding, phear)
Yeslick 17.5 (Glyph of Warding. You would think you might actually use it in game with the number that do here)
Khalid 17
Montaron 15
Ajantis 14
(Jaheira 11)
Xan 7.5 (Status whore. Melf's is his best attack spell and his physical > that for average/round)
Alora 7
Imoen 7
Skie 7
Edwin 5 (Melf's Acid Arrow, note that these stack though, so his damage is slightly better than it is on paper)
Safana 4.5
(Faldorn 3.5)

Average Damage 19.46
Damage without Call Lightning 16.08


THAC0

Coran 6
Kivan 8
Kagain 10
Khalid 10
Minsc 10
Shar-Teel 10
Ajantis 11
Alora 13
Jaheira 13
Montaron 13
Viconia 13
Yeslick 13
Faldorn 14
Garrick 14
Imoen 14
Safana 14
Skie 14
Eldoth 15
Tiax 15
Xan 15
Branwen 16
Quayle 16
Xzar 17
Dynaheir 18
Edwin 18

Average THAC0 13.2


Save VS Paralyse/Poison/Death

Yeslick 3
Kagain 5
Xan 5
Faldorn 6
Montaron 6
Branwen 7
Jaheira 7
Quayle 7
Tiax 7
Viconia 7
Ajantis 8
Alora 8
Coran 10
Khalid 10
Kivan 10
Minsc 10
Shar-Teel 10
Eldoth 11
Garrick 11
Imoen 11
Safana 11
Skie 11
Dynaheir 12
Edwin 13
Xzar 13

Average Save VS Paralyse/Poison/Death 8.76


Save VS Rod/Staff/Wand

Quayle 6
Alora 7
Kagain 7
Tiax 7
Xan 7
Yeslick 7
Dynaheir 8
Montaron 8
Edwin 9
Xzar 9
Ajantis 10
Eldoth 10
Faldorn 10
Garrick 10
Imoen 10
Safana 10
Skie 10
Branwen 11
Jaheira 11
Viconia 11
Coran 12
Khalid 12
Kivan 12
Minsc 12
Shar-Teel 12

Average Save VS Rod/Staff/Wand 9.52


Save VS Petrify/Polymorph

Ajantis 9
Faldorn 9
Dynaheir 10
Alora 10
Branwen 10
Eldoth 10
Garrick 10
Imoen 10
Jaheira 10
Quayle 10
Safana 10
Skie 10
Tiax 10
Viconia 10
Yeslick 10
Coran 11
Edwin 11
Kagain 11
Khalid 11
Kivan 11
Minsc 11
Montaron 11
Shar-Teel 11
Xan 11
Xzar 11

Average Save VS Petrify/Polymorph 10.32


Save VS Breath Weapons

Ajantis 10
Coran 12
Dynaheir 12
Faldorn 12
Jaheira 12
Kagain 12
Khalid 12
Kivan 12
Minsc 12
Montaron 12
Shar-Teel 12
Xan 12
Yeslick 12
Branwen 13
Edwin 13
Quayle 13
Tiax 13
Viconia 13
Xzar 13
Alora 14
Eldoth 14
Garrick 14
Imoen 14
Safana 14
Skie 14

Average Save VS Breath Weapons 12.24


Save VS Spells

Quayle 7
Alora 8
Kagain 8
Tiax 8
Xan 8
Yeslick 8
Dynaheir 9
Montaron 9
Edwin 10
Xzar 10
Ajantis 11
Eldoth 11
Faldorn 11
Garrick 11
Imoen 11
Safana 11
Skie 11
Branwen 12
Jaheira 12
Viconia 12
Coran 13
Khalid 13
Kivan 13
Minsc 13
Shar-Teel 13

Average Save VS Spell 10.08

Average Save on all saves together (just for fun) 10.184

Speed Factor (for best damage)

Alora 0
Coran 0
Imoen 0
Kivan 0
Skie 0
Eldoth 1 (Magic Missile)
Garrick 1 (Magic Missile)
Edwin 2 (Melf's Acid Arrow)
Dynaheir 3 (Fireball)
Xzar 3 (Skull Trap)
Safana 5
Xan 5
Branwen 6 (Glyph of Warding)
Quayle 6 (Glyph of Warding)
Tiax 6 (Glyph of Warding)
Viconia 6 (Glyph of Warding)
Yeslick 6 (Glyph of Warding)
Kagain 7
Montaron 7
Ajantis 8
Faldorn 10 (Call Lightning)
Jaheira 10 (Call Lightning)
Khalid 10
Minsc 10
Shar-Teel 10

Average speed factor (Best damage) 4.88

Speed factor (basic attacks)

Alora 0
Coran 0
Eldoth 0
Garrick 0
Imoen 0
Kivan 0
Skie 0
Tiax 0
Viconia 0
Edwin 2
Dynaheir 2
Xzar 2
Faldorn 4
Jaheira 4
Safana 5
Xan 5
Branwen 7
Kagain 7
Montaron 7
Quayle 7
Yeslick 7
Ajantis 8
Khalid 10
Minsc 10
Shar-Teel 10

Average Speed Factor (basic attacks) 3.88

To lazy to add this to the main body of the post for all characters, but if you allow the archers a few magic arrows I will list what they do here and then the boosted average damage for the archers (Not listing THAC0 changes, that stuff is easy enough to work out yourself).
Acid Arrows - 1d6 +1 Piercing Damage, +1d3 Acid damage, +1 To hit. (Essentially and extra 2.5 average per arrow)
Coran 33
Kivan 30
Alora 12
Eldoth 12
Garrick 12
Imoen 12
Skie 12
Arrow of Dispelling - 1d6 Piercing damage, dispels magic on the target (think it is 100%).
Same as before
Arrow of Fire - 1d6 Piercing + 1d2 fire damage, save vs Spell to avoid fire damage (apparently). Add 1 average per attack, not hard.
Coran 28.5
Kivan 25.5
Alora 9
Eldoth 9
Garrick 9
Imoen 9
Skie 9
...into the nightfall.

Dhyerwolf

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Re: Baldur's Gate
« Reply #3 on: May 18, 2009, 11:19:34 PM »
(From Monkey)

Sarevok Stats, edited away from that original post.

HP: 285
STR: 18/00
DEX: 18
CON: 17
INT: 14
WIS: 12
CHA: 13

Grandmastery in Large Swords.

Has a Ring of Protection +2 equipped.

AC: -7 (-1 base, -4 from DEX, -2 from his ring)

THAC0: -9 (2 base, -3 from STR, -3 from Grandmastery, -5 from weapon)

Damage: 2 swings a round for (1d10+5+5+6) damage, average = 43. (+5 from weapon, +5 from Grandmastery, +6 from STR).

Speed factor 3.

Saving throws: -1 in all categories (1 base, -2 from ring)

90% resistance to fire, cold, electricity and acid. 50% resistance to missile attacks.

So far as I can tell, he lacks outright immunities to ID/status of any sort. Those saves bloody well make it not matter in-game, though; it is likely impossible to land any kind of status on him in-game.

(From Sage)
Sarevok notes:

Sarevok has an AI scripting oddity that makes his raw HP far less than shown. Actually, it's around half. (He then goes into long death sequence; presumably the added HP is to prevent you blowing past that.) It's either 150 damage taken or 150 HP left, which is around the same thing.

At least in Tales of the Sword Coast(Dunno about the original), Greater Malasion does exist, which drops all his saves by 4. This means he can reasonably be statused out. Granted, it doesn't mean he has good odds of it, 15% isn't exactly good, even with the continuous AoE status attacks.

(I...think I don't think much of this in the DL, it's the same as someone having 105% resistance to status in another game and the same game having a 20% status resistance lowerer. It doesn't make his base status resistance bad to me.)

(Also, Silence '15 Radius should have a 20% chance of hitting him without this!!1 Yes, he is a fighter. >_>)
...into the nightfall.