Kingmaker is a module for the game Neverwinter Nights, a Dungeons and Dragons video game. It takes place in a unique setting and is a complete story, the only official story in that universe, making it technically one of the shortest "series" and universes in the setting. This is how to be OP in it.
Wall Tier:
This tier contains the inhabitants of the Keep and most of the minions of the villainous Masked Man. This tier has a CR (Challenge Rating) up to 4, meaning they should be at least comparable to the creature called the Rothe, a large mountainous cow variant known to uproot trees and shatter stone walls. This is consistent with basic spells doing things like creating a wall of flame, the usage of siege weapons by the Masked Man's forces. In terms of speed, characters can dodge arrows even from close range which would be subsonic speed. This may be considered gameplay mechanics but this tier includes as well various summoned animals including some birds of prey which can reach subsonic regardless so this tier does include at least SOME subsonic characters, it just may not scale back to most of the characters if you don't include the arrow-timing.
The Masked Man is a powerful force of evil who has gathered five different evil groups under his domicile. This includes it goblinoids, the small chaotic and violent creatures called goblins and their larger more disciplined and ruthless counterparts the Hobgoblins. Most are warriors armed with blades and bows but some of them are Shamans, primitive magic-users with various magical abilities including healing, power-draining, power amplification, creating a magic circle of protection, confusion inducing, creating rays of cold, and creating magic missiles and magical armor. The Masked Man's forces include Orcs, large warriors known for their brutality. The Orcs have their own Shamans with many the ability the Goblin Shamans but also the ability to create light, the ability to lightly mentally manipulate people and to shoot arrows of acid. The Masked Man's forces include Duerger, the Dark Dwarves, an underground tunneling race. The Duerger are immune to paralysis and can turn invisible at will. Their Wizards are more advanced than the Shamans of the Goblins and Orcs and can cast more complex spells like inducing sleep or dispelling enemy magic. The Masked Man's forces also include the Drow, the dark underground siblings of the Elves, elegant assassins with resistance to various magical effects, increased dexterity and speed, enhanced senses, and the ability to conjure darkness at will. Finally the Masked Man's forces include the Kobolds, a race of small Reptillian humanoids known for their swarm and ambush tactics. Their Shamans along with some of the prior spells can bolster the resistance of their allies and shoot a dazzling display of color to confuse all who see it. All of the Masked Man's forces have blades, poisonous arrows, and various potions, mostly healing potions. Their magic-users can also use summoning spells to summon dire animals (larger and more aggressive, often prehistoric animals), and elementals, creatures made of pure elements.
This tier would also include the denizens and military of the Keep, the central stronghold against the Masked Man. Though their military is stretched, they have to repel the Masked Man's assaults against the Keep until the Masked Man himself showed up to attack them. Even more impressive, they did this despite their self-admitted lack of spellcasters, relying almost purely on martial might. There is a dark underbelly of the Keep that helps keep it functioning despite itself including assassins, skilled thieves like Stiletto, and amoral manipulators like Thaddeus Squilt. The Keep's forces also include the Scout Alias who can take The Lord of the Keep into the middle of the enemy's domain without being noticed, the captain of the guard Dylan Ogder, and the adventuring whip-wielding archeologist Ohio Smith (a reference to Indiana Jones.) The Keep's forces have access to a wide array of enchanted weapons and armor as well as potions that can heal and bolster one's stats temporarily.
Outside the two forces there are also neutral forces roaming, mostly animals. Outside the keep are a traveling gypsies with enchanted items and powerful enough magic to render their whole caravan invisible to the Masked Man, and the bee-keeping hermit who can attack with a swarm of bees. There are many zombies coming from the Ancient Crypt far afield the Keep that attack life directly and try to infect them. The Rakshasa are known to keep so many slaves that in a single slave rebellion hundreds of thousands of them died. Outside the material plane are the dwarf-like creatures known as Azer whose heads are constantly aflame who engage in political games and contract fire elementals as assassins. Wererats, humanoid rat creatures able to shift between human and humanoid rat form at will are used as stealthy assassins, and the forest is home to Dryads, the protective fey of the trees.
However perhaps the biggest threat overall in my opinion are the ghosts. The Manor of the late Lady Rehan is haunted by malevolent spirits who can possess physical objects like suits of armor to fight and in their natural form are incorporeal to all but magical weapons. The Lady Rehan herself, or at least her soul, lingers in the manor, ever-weeping. These ghosts can sap the strength and life of opponents. Far crueler there is a creature called the Soul Harvester, the "blackest death" an evil spirit that steals away the souls of the suicidal after death to torture them and feed on their despair.
So how to fight this tier? Well while it is generally a very well rounded tier of characters, it does have some weaknesses. Most of the characters are lacking in either power or speed compared to the max of the tier so anyone with full subsonic wall level stats will, against anyone but the best warriors, be able to blitz or easily overpower anyone here. While the verse has a lot of stealth from the Gypsies' invisibility to the Duerger invisibility to the ghosts being astral plane to more conventional stealth of assassins and animals to the drows darkness, what it doesn't have a lot of are anti-stealth outside the animals senses meaning someone who is themselves very stealthy would have a good benefit here, as that's the reason that it's so commonly used. This is especially true as the only ones here who scale fully to the upper end of the stats AND have stealth capabilities are the Duerger and Drow Warriors and possibly the Ghosts if you think they scale to arrow-timing.
While having astral and even a spiritual plane is difficult,, there are some ways around it. The Soul Harvester can only harvest a soul that is suicidal and has died meaning against most characters it can't really hurt them. Both of them can be hit by any of the magical weapons in the setting meaning an attacker can hypothetically take it from their bodies to use against them. Both the Masked Man's Forces and the Keep's Forces rely a lot on their weapons for their abilities with only the Masked Man's mages having non-magical non-item abilities so removing them would be a great help. And the mages have the general weakness of mages in the verse, they need to speak and concentrate for several seconds to cast, and interrupting either will break the spell.
Perhaps the biggest help against the tier would be intangibility. While magic weapons and spells can hit intangible enemies, this removes the threat of anyone else including the many kinds of poisons from weapons or bees, the bites of zombies, the Duerger's sleep spells and so forth. Alternatively one could do an elemental form of opponent which is slightly more at risk from conventional attacks but which even magic weapons would have a hard time hurting and provides much the same benefit.
So the kind of character that would be strong here is a stealthy elemental or ghostly character who can easily break enemies' concentration, that can steal their opponents weapons and has stats in the right range. So who would be a good counter?
The Weird Sisters from Dracula would be a good counter.
The Weird Sisters are fairly in the range of the tier statwise. As vampires, they have 20 times the strength of humans and are stated to be invulnerable to all weapons existing at the time, putting them likely around the strength of fighters in the tier. During Nighttime, they should have greater speed than Count Dracula had during the day when he was powerless, where he was described as having the speed of a panther consistent with John Harker, a powerless human the Weird Sisters would scale to in speed outrunning wolves for kilometers in a forest at night. This would put them around most fighters speed-wise if you think the arrow-timing is a gameplay mechanic.
The Weird Sisters are invulnerable to conventional combat due to their immortality and regen factor, as well as their power to turn into elemental mist at any time. This would make them immune to most of the forms of the attacks in the verse. Even magical weapons have no showings suggesting they would affect something like mist tangibly. And it's unlikely magic would work. Magic in this verse requires concentration but the Weird Sisters project a passive aura of fear that caused horses to outright die of fright and can paralyze people especially if they use their hypnotic gaze, stated to sap away Harker's strength. It's likely this would completely break any mage's concentration.
Because of this the only way anyone could hurt them is through a blitz, unlikely for anyone in this tier, or through stealth. That said the Weird Sisters not only have night vision and can turn into bats or wolves to use their senses, they also command the creatures of the night and can use them as extra senses for them. But they of course they have their own stealth, including invisibility, turning into mist, changing their size so extremely they can slip through the cracks in their coffins. This combined with their teleportation would make them a nightmare for the tier, almost impossible to land a blow on and which can land one in return at any time.
They also have numerous other helpful abilities. They are said to know the art of necromancy, the raising and divination of the dead which could be used to control much of the undead of the tier. They can command the elements with fog and lightning being particularly noted. The two elementals seen are the water elementals and fire elementals by lightning can counter water elementals and fire elementals can be damped by fog, weakening them. It's possible they may have a lesser form of Count Dracula's telekinesis which maintained his castle and the hill it stood upon, and if they have even a fraction of that, disarming enemies of their weapons and potions should be fairly straightforward.
Indeed their only counter-strategy is their own weaknesses. Holy Forces, the Sunlight, Running Water and so forth. While I think they could get by through the vampires' usual MO of a slow and subtle infiltration if found out in the daytime, they would be at a massive disadvantage and the world of Kingmaker is not a modernist rationalist verse that wouldn't believe in vampires. For an even better counter you could use
Koto from Yu Yu Hakusho
Koto's Spirit Class is not clear, but she's likely at least a D Class demon which would scale her to or significantly above Gouki being able to easily tear a tree from the ground similar to the Rothe as well as to or above Jyaki who moved so fast as to be a blur of energy. This means Koto should be at least comparable to the strongest warriors of the tier.
Koto is a Demon, an invisible race who can interact with incorporeal characters natively including astral entity and even spiritual plane entities. Through her ability to sense spiritual energy and her fox-like hearing, Koto should be able to see through any stealth in the tier while her own invisibility would make her mostly indetectable to anyone but animals, the ghosts, and the Soul Harvester (all of whom she can overpower stat-wise) and she should be able to physically interact with anyone but maybe the Soul Harvester
Koto, as a demon, uses Demon Energy "Yoki". Yoki doesn't just amplify her stats and let her hit incorporeal enemies. Demons can use yoki to telekinetically control objects and affect the elements which Koto can use to mess with any of the Masked Man or The Keep's forces' magical equipment and affect the elementals.
Koto has numerous advantages outside these. Against someone like the mages, Koto is a skilled announcer of the Dark Tournament and is used to manipulating people and focusing their attention and should be able to break their attention. She can use her Yoki to create barriers or heal herself and is a naturally highly acrobatic demon which make it very difficult for anyone to do any kind of significant damage to her.
The only threats to Koto would be wide groups of enemies at once. Also she may be too high in stats depending on how strong you think she is. For the best counter to the tier I would use
Paxton Fettel from FEAR
Paxton Fettel should be somewhat relative to his brother Point Man who has super speed fast enough to avoid bullet fire and is tough enough to withstand the shockwaves of a distant nuclear blast that was throwing cars all around him. As such Paxton while in the same general range, should be noticeably above the tier in stats.
Paxton is psychopathic cannibal psychic ghost with his psychic powers being potent enough to affect astral and spiritual entities as though they were made of matter. His standard tactic is to use his telekinetic powers to make enemies explode around them. This would be... slightly distracting to any near mages and is beyond the capacity of anyone in the tier to maintain. And given his psychic powers he should be able to just overwhelm any of the verse's ghosts or the Soul Harvester.
With his telekinetic capability, Paxton should also be able to pretty easily crumple any magic weapons that might harm him or perform one of his infamous thunderclaps, telekinetically levitating a thrashing enemy before splattering them in a shockwave powerful enough to take out large groups of enemies.
In terms of stealth, Paxton is himself an astral entity and not only does Paxton demonstrate telepathic sensing that lets him see peoples spiritual energy making him immune to stealth himself, but he can possess people and gain all their memories making him an unstoppable infiltrator as well.
Even if Paxton was somehow killed, it's likely he could return through his own psychic energy just as he did the first time. The only way the tier would have to permanently kill him is the Ghosts life draining but they have functionally no defenses against him. Paxton and Point Man basically went modern cities of soldiers with anti-ghost weapons and were fine. Something like the Keep would be relatively easy.
Building Tier:
This tier includes the strongest characters in the story outside the gods who never appear and whose divine rank is unknown. The strongest characters in the story reach into the small building range scaling from spells like Cone of Cold able to freeze multiple people solid or summoning a lightning bolt as a spell and the Masked Man being stated to be able to completely destroy the entirety of The Keep, a large city, over a long timeframe. Technically a lightning bolt contains over a ton of tnt in power, but is highly inefficient in doing damage with normal humans having survived lightning strikes. However considering that someone like the Masked Man can in gameplay terms endure a lightning bolt against Jaboli, it's like the top tiers scale to at least a portion of the energy, putting the characters at nearly a ton of tnt of power.
In terms of speed similarly the characters are fast enough to somewhat dodge lightning bolts in gameplay terms, even at somewhat close range, though with a bit of a caveat mentioned later. To perform this feat however is calced at double digit mach.
The strongest fighters of the Keep would be here including Feran Fairhand, an Elvish Fighter who leads the military with a talent, the Dwarvish Hunter and Forester Levio'sa (as well as the fearsome manticore she challenges the player to hunt), and the Half-Orc Adventurer "The Stan." All of whom have access to various magical equipment and potions. The Keep is bereft of pure spellcasters, but it does have a few. This includes the three lead priests Rafael Leonallomen, priest of the god of money Callahi who has a magic coin that grants supernatural luck such that he made it come up heads 147 times in a row (a chance of 1 in 178 tredecillion), Lavos Gallian the priestess of Mistress Death who can exorcise astral plane entities and absorb spiritual energies, and Dynschall LaVelisi, priest of Pharos, God of Battles. It also includes Yenna, a powerful wizard whose magic blasts can threaten The Masked Man, the PC and all his companions at once as well create magic shields to protect eight people from the blast. She also has magical divination, can sense things about people, is implied to have spatial manipulation as her mirror can teleport one to a mirror in the guildhall, and has other wizardly powers. Yenna is so strong that the Keep is made up of nine guilds that elect their leaders and Yenna is one of the Guilds by herself.
The two leaders of the keep and two candidates outside the PC to become Lord or Lady of the Keep are Sir Becket and Enivid Divine. Sir Becket is an evil warrior and brute who use intimidation, manipulation and assassination to maintain his control over the underworld of the Keep. Enivid is a righteous paladin who uses her ideals and charisma to keep control over the official part of the Keep and has the usual holy paladin abilities. Both of them have resistance to magic and outright in-universe immunity to mental effects due to high willpower and special gear.
The Masked Man's greatest forces would be in this tier including his "pets", intellect devourers, small walking brains that consume the intelligence of those they latch onto as well as the leader of the crypt, a Mummy. Mummies have a broad range of powers including a supernatural aura of fear and despair, a paralyzing gaze and the ability to use their negative energy to induce diseases and corrosion that's hard to heal, even turning enemies to dust and preventing their souls from being resurrected. Mummies are also immortal and regenerate faster, though they are weak to fire.
However their leader is the Masked Man who is, in reality, a Mind Flayer, a psychic monster of the underground. The Masked Man has various psychic abilities including telekinesis, telepathic communication across a large region, telepathic sensing, the ability to control several minds at once, levitation, psychic blasts and dimensional travel. Mind Flayers also have a resistance to magic and can drain the memories and thoughts of enemies. The Masked Man in particular has also shown soul manipulation, stealing away the souls of two of the four companions, even away from the Soul Harvester, and bringing them to his lair before reconstituting bodies for them. Beyond abilities Mind Flayers are also all supergenius intellects as they are all connected to an Elder Brain, a brain with the collective knowledge of a giant colony of Mind Flayers including ones who have perished, a level of intelligence beyond that of characters who can enslave empires just via manipulation.
The Masked Man was eventually defeated by the PC and his/her companions, of which there are four. The first is the noble if tempestuous Azer Calibast, a dwarf-like being from the plane of fire who has a constantly flaming head and an immunity to fire. In addition to being a powerful fighter, Calibast can affect fire elementals directly and is a shrew and charismatic person having been the advisor to the duke of his plane of reality. Second is Jaboli the wise Rakshasa Wizard. Rakshasa are a race of evil catlike outsiders with a natural tendency towards enchantment and illusion magic with a superior complex and outside of Jaboli rebelling against the evil nature of her species, she is pretty much exactly one of them being a skilled enchantress and illusionist. Jaboli also has other access to other schools of magic, telepathic sensing, and while she is unlikely to use it most of the time the natural ability of the Rakshasa to use their claws to induce horrific visions and night terrors. Third of the PC's companions is Kaidala, the depressed Nymph Druid who has the natural beauty of the nymphs as well as the ability to communicate with, summon, and shapeshift into animals along with other druidic magic such as summoning plants, healing, and purifying. Finally there's the cowardly insane and possibly slightly cannibalistic wererat Trip, a giant anthromorphic rat who is a talented thief and is especially good at stealth to the point that despite being a giant rat man, Trip can disappear into a crowd of normal humanoids. They were lead by the PC, the eventual Lord or Lady of the Keep and while much about them is determined by the player, one thing that remains constant is that they the spirit of their dead demon-hunter grandfather manifested as a living weapon that can psychically communicate with them. This weapon can gain a wide variety of abilities including setting enemies on fire, becoming so cold it hurts, shocking enemies, acid burning them, poisoning them, making their heads explode, confusing enemies, stunning enemies, healing allies, resurrecting allies, and blocking out psychic interference from the Masked Man.
However that leads to the final and greatest threat of the game, Momma Dane. Momma Dane, while she seems to be a sweet old lady who likes gossip, is actually the demon grandmother of the PC in disguise who masterminded the entire sequence of events of the game to kill the Mind Flayer and get her blood on the throne of the Keep. Did she do it to maneuver herself into a position of power while staying out of the spotlight, as her own twisted form of love for her kin, or some combination? Who's to say. However as a demon she's obviously very strong to the point she can mentally compel Yenna and the PC's weapon to be unable to reveal her plans and designs (though Yenna was able to somewhat trick her.) She can obviously disguise herself however she wishes and fly. As an outsider, demons in any D&D universe have roughly the same abilities, giving Momma Dane access to a wide spread of abilities by scaling. Demons are part of the multiversal balance of good vs evil and order vs chaos on both the evil and chaos side. This means their presence corrupts and warps chaotically reality around them, turning animals into dire versions (aggressive meaner versions), causing diseases, making weather more chaotic, causing plants and animals to die inexplicably, warping space to make buildings bigger on the inside than outside, making magic more sickly and deathly in appearance than normal, and causing blood to start seeping from random places such as walls. Demons in their native state are conceptual entities that create bodies to interact with the material plane, but can they also possess people warping their bodies, souls, and minds gradually as they do so. If one of their fleshly forms is destroyed they are sent back to their home realm, the Abyss, to eventually come back someday. Momma Dane as a demon should also have a few other abilities including dimensional travel, soul consumption, enhanced senses, telepathy, and black blood that messes with the minds of anyone who comes into contact with it.
So how to counter this tier? Well the biggest threats of the tier to my mind are Momma Dane and to a lesser extent the Masked Man and Rafael's Magic Coin. As a Demon, Momma Dane is particularly weak to weapons and abilities associated with goodness or law. The Masked Man and Rafael have extremely potent abilities but are clearly not used to fighting conventional opponents with the Masked Man used to easily psychically dominating enemies and Rafael not being any kind of conventional fighter.
Beyond that, the tier has a pretty notable weakness. While the characters can reach fast enough speeds to avoid lightning, they can only do over an extremely short distance. While the verse has extremely potent offenses, most of them are within an extended melee range and past roughly the range of a building, the only abilities anyone on the tier has are mental manipulation from Momma Dane and the Masked Man and literally arrows from people like Enivid and Levio'sa, things that are a lot easier to protect against. Yenna's spatial manipulation might be a problem though that's at best warping space between two close buildings and it's unclear what kind of prep that requires.
So the kind of character that would be really strong here are characters with good aligned weapons, resistant to mental hax, with comparable stats but farther range so they can snipe away at them while keeping at range, is highly skilled to avoid arrow fire and out-skill the biggest threats of the tier, and ideally can somehow sense where the big threats of the verse are.
The first counter I would suggest is
Wing from Hunter x Hunter
Be merely pushing his Nen, Wing was able to dramatically fracture a wall, calced at being over 22 megajoules of energy or small building level. While the feat was much weaker than the feat for this tier, about 100 times weaker, this was extremely casual done by laying his hand on the wall and he should probably near the power level of the tier. He should be in the same range of speed as someone like Kite who was able to blitz large squadrons of chimera ants officers, calced in the hypersonic range and should down scale to a fraction of Killua's lightning speed putting him in the same speed range as the tier.
Win is a master of martial arts and the usage of Nen, a power system allowing him to utilize his aura for supernatural powers. Nen as a symbol has the particular quality that one applies self-imposed restrictions upon ones own aura as a way of defining one's ability, making the techniques much stronger when those conditions are met. It's likely this would count as making Nen techniques law-aligned in D&D terms and therefore able to banish someone like Momma Dane. As an enhancer like Gon, Wing should have 80% capacility to use emission type nen techniques which allow for ranged attacks equivalent to the range of something like meaning he could attack most of the verse from outside their range.
Beyond this, Wing has access to all the basic techniques of Nen including Zetsu to make him stealthy against the tier and Gyo to see through the tier's own stealth, Ren which creates a paralyzing fear aura which can help him fight against the large number of opponents and Ten which creates a barrier around oneself to protect against negative effects and potentially can protect against the Masked Man's mental attacks.
However Wing's defense against psychic attack is a bit more speculative and if Rafael gets serious and uses his magic coin, Wing wouldn't have much defense from it. Also the stat comparison is kind of shaky. Another counter you could use would be
Ardor B from Bayonetta
Ardor is one of the highest ranked of the third sphere Angels, outranking the Fidelity, a large Angel that can tank the pressure difference of quickly going between the bottom of the ocean and the surface quickly, with some calcs for this reach 64 megajoules, and Ardor significantly outclassing the Fidelity, suggesting Ardor would have comparable stats to the tier. In terms of speed, even the lowest class of Angels can engage in fights with witches so quickly that the outside world seems frozen in comparison, suggesting hypersonic speeds with Ardor upscaling from them.
Ardor is an angel meaning that it typically resides in a dimensional called Paradiso where Ardor can still interact with things in the physical realm but can't be seen or interacted with from there. Neither the Masked Man's psychic powers nor Rafael's magic coin naturally has the range to affect something as far as Paradiso. The only one who might be able to reach Ardor would be Momma Dane. Unfortunately for her, she's a demon and is highly weak to lawful and good aligned things like the weapons and attacks of an angel. Momma Dane might be able to take an ally with her, but if she can't it would be at most a few at a time, and even then it's speculative.
But even if she can Ardor would be fully equipped to stop almost anyone in the tier even in a direct fight. Ardor are highly skilled warriors having fought the demons of Hell for at least thousands of years and, can likely steal magic, and can Ardor B is constantly enwreathed in flames. As shown with their interactions with Caliblast, Trip and Jaboli are both light-sensitive and Kaidala's plants and animals are threatened by fire. Similarly the mummy is highly weak to fire.
The only real weakness Ardor has here is that Third Sphere Angels are not especially bright. While difficult it would not be impossible to imagine the few mages of the Keep to divine the invisible extra-dimensional angelic force attacking them and deceive it into entering the physical world. Even then Ardor would still be massively dangerous as it can potentially just re-enter Purgatorio at will and has a strong suite of powers, but for the best counter to the tier I would suggest
Nubia from DC Comics
Nubia is one of the strongest of the Amazons and should be at least around the same strength as Artemis who could knock down a building with one strike, if not stronger than her, putting her in the same range as the tier, if not a bit stronger. Similarly even normal Amazons can bullet-time, with Nubia downscaling from characters who can lightning-time putting her in similar range of speed as the verse's best.
Nubia like all Amazons has millennia of combat experience, in fact is considered one of the most skilled fighters of the Amazons, and is a superhuman master of melee fighter as well as archery and horsemanship which she could pretty easily use to keep at range of most of the tier. She wields the golden staff of understanding which not only allows her to shoot electric bolts from, something the verse would have a hard time fighting, as well as the Sword of Mars, a sword blessed by the god of war that can nullify magic and mind manipulation as strong as the Lasso of Truth's. This means things like the Rafael's Magic Coin or the Masked Man's mind manipulation would simply be nullified against Nubia, especially given her naturally high willpower and, if she uses it, the ring of Mars which clouds her mind with hatred and prevents her from her mental state from shifting.
Amazons are trained primarily for fighting demons and mythological creatures and would absolutely know how to fight something like Momma Dane with her staff, blessed directly by Aphrodite, Athena, and Hestia and sword blessed by Mars as well as the mummy via using her staff's lightning to create fire, a fairly simple application of it. Even Nubia's body itself was blessed by Mars to become a weapon meaning even a punch from her would be a threat to Momma Dane. Even if Momma Dane tried to go to the Abyss or BFR Nubia, it's like Nubia could simply follow her or return as Nubia's armor allows her to travel back and forth to mystical realms as far as Hades at will, a similar distance away to the Abyss.
And that's not even getting into Nubia's other abilities. She was gifted cold sight by the Gorgons allowing her to turn people she looks at to stone, something that would allow her to fend of any kind of attack from a large number of fighters from the tier at once. The Staff of Understanding similar to the Lasso of Truth can reveal illusions and intent, allowing Nubia to bypass the stealth of characters like Momma Dane or Trip. Nubia has the high level of intelligence all the Amazons do and even if damaged conventionally, has both a passive healing factor and can regenerate herself with the Earth under her feet. Nubia would be able to easily withstand any direct blow the verse has, resist all its supernatural type abilities, and fire back with conventional power tied to the top tiers' weaknesses that most of the verse couldn't withstand all while keeping out of range and avoiding returning fire.
And that's how to be OP in the NWN: Kingmaker-verse.