I've played a fair amount of NWN and D&D 3rd, so I actually have a fe helpfull hints.
Classes:
I'll go from the Men at arms classes to the holymen classes then to the spellcasters. The Base attack progressions should be in your manual somewhere but incase you'd like to have one here as well I'll go ahead and lay it out: Men at Arms are +1 for each level, holymen, bards, and thieves are 3/4 of level, and the spell casters are 1/2 of level.
Fighters are great for thier massive amount of hit points, ability to pick up virtually anyweapon and kick arse with it, and all the oodles of feats they get. Pump up strength, Constitution, and Dexterity for some great multi-munching.
Barbarians are fun for all the built in feats they get as they progres in levels and all thier oodles of hitpoints. A high constituition is always good, for different flavor try a dwarven barbarian.
Rangers are fun for thier favored enemy and tracking, also usefull is while in light armor they get two-weapon fighting for free. Also have divine spell casting abilities. Obviously a high dex to take advantage of the two weapon fighting for free while in light armor is good.
Paladins. These are good for the properly minded munchkin. Same hitpoints and weapon proficiencies as a fighter. The only drag is the requirement to be lawfull good in allignment, but depending on how you play it lawfull good can be very destructive and blood thirsty. Smite Evil, Lay on Hands, Turning Undead, Divine Spell casting(higher levels for the last two) make this class hard to resist. Tough one to pull off because of all the attribute demands. Str, Cha, Dex, Con, Wis, and Int roughly in that order should be your priorities.
Clerics are very powerfull right from the first level against undead. Thier healing spells and domain abilities can make them a cornerstone of any adventuring party. The lack of Martial Weapons proficiency is a bit of a consideration but try playing an Elf cleric(Longsword and Longbow training for free at the cost of a feat vs. human). Having the power of god on thier side Clerics can be very powerfull combatants and spell casters but in dual versus wizards and sorceres, they cannot dish out nearly as much damage with thier spells. Almost every atribute is important to a cleric. The one most easily skimped on is Int. Cha affects your turning checks against undead. Wis for spells. Con for HP. Dex for AC. Str for damage.
Druids are more intersting in table top rather then a computer game. A lot of thier more usefull spells and abilities at lower levels drop by the ways side or don't even get included in most computer conversions of D&D tabletop. The lack of metal armor makes them a bit weak defensivly but thier wildshape ability and ability to pass without trace can come in handy, also useful is thier automatic ability to identify plants and natural animals. Wisdom for spells, Dex and Con for AC and HP bonuses.
Rogues are just plain nasty. Sneak attack, Use Magic Device, and Disabling traps make them a worthy choice, especially if there is a spell caster in the party(a cleric will do in a pinch but a wizard or sorcerer will have more spells of use for the rouge) they can become the ultimate threat, especially in tabletop. Dexterity, Inteligence and Strength make for potent rogues, strength for the extra damage in a sneak attack, Inteligance for the huge number of skill points, and Dex for all the skills a rouge depends on for survival.
Bards, another class that is more usefull in tabletop then a computer game. They have the ability to learn new spells in the form of songs from other bards but thier spell selection is rather weak in NWN. Basicly I only take this class if it'll help me get a prerequisite for a prestige class. Thier main saving grace is thier ability to just cast one of the spells they know without having to memorize it like a wizard. A charisma higher then 16 is only helpfull for improving the dificulty of the saves against your spells and a couple more spells per day, but the other attributes are also fairly important.
Sorcerers have a couple advantages, like the bard they can cast on the fly without having to memorize spells, but unlike bards they don't have the ability to learn new spells from other spell casters. Thier other main advatnage is the sheer number of spells per day they can have. Charisma, Dexterity, Constitution, and Toughness are good things to invest in.
Wizards are very valuable especially at higher levels, though no spell does as much damage as a fireball they still have a lot of other useful things they can do with that fireball and a couple other spells for dishing out damage. Forget burning Hands and go straight for the magic missle from 1st level. Int for spells.
Races:
I find the big three that tend to be the most usefull and provide the best benifits are Human, Dwarf and Elf.
The extra feat of the human and the any favored class make the human a great choice for pretty much any class, esspecialy if you want to multiclass.
Dwarves are great for whenever you need the extra durability. Also don't discount them for spell casters, thier bonuses to saves against posions and spells actually provide quite a complement to thier increased Con for spell casting.
Elves as clerics, rouges, bards, wizards, and sorceres are dangerous because of thier automatic weapon proficiencies and increased dex.
Time for me to leave for school, hopefully my take on what is good for whom isn't too far out in left field.
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