I recognize this thread is quite old, but since it was resurrected, I may as well respond to some of the older points that were never addressed.
bladeofBG: Skeleton Warriors have 90% Magic Resistance, and b/c bones aren't flesh, bladed weapons won't do the damage they do against fleshy opponents.
True from a story perspective. From a gameplay perspective, the designers gave the Skeleton Warrior a damage resistance rating consistent with this observation. According to
Baldur's Gate Wiki: Skeleton Warrior, this creature is 40% resistant to slashing damage, 50% resistant to piercing damage, and 60% resistant to missile damage, and 100% resistant to cold damage. The wiki makes no mention of other damage resistances, which usually means 0% resistance for all others.
bladeofBG: And they're worth 4000 xp each, so your clerics won't be able to turn them effectively, unless they get a really high roll.
You are correct that they are difficult to turn, but incorrect about the reason. Effectiveness of Turn Undead is based on the level of the monster, not its experience value. However, Skeleton Warriors are level 9, so yes, OP's cleric has very little chance of a successful Turn Undead here.
bladeofBG: I also don't believe they can be hit with non-magical weapons
This seems to be incorrect. The Skeleton Warriors found in area AR0146 (Thieves' Guild Maze) do not wear IMMUNE1.itm, the typical way of granting indefinite protection from non-magical weapons. Additionally, I used a Dwarf Fighter equipped with a Throwing Axe (non-magical) in melee mode, and was able to damage one such Skeleton Warrior. That said, magical weapons are preferable for their to-hit and damage bonus, even if they are not required.
Shiek2005: Also, magic isn't as ineffective as "90% spell resistance" might suggest, most spells still work sometimes so their worth trying to cast.
Some spells bypass magic resistance entirely. For those that don't, trying to target a Skeleton Warrior should result in the spell failing outright in 90% of attempts. This suggests two courses of action:
- Use magic to improve the party, rather than trying to impair the enemy.
- Use spells that ignore magic resistance, if the party has them.
dshookowsky: I stumbled on the fact that if you cast protection from undead on Khalid, he can just sit there with a long bow and normal arrows and pick them off and they won't even move to attack him (BG EE).
Correct. Contrary to the in-game description of Protection from Undead, the practical effect seems to be that undead monsters are unable to detect the protected character at all. I used a similar technique to clear an area of Durlag's Tower. One character, under protection from undead, was able to clear out several rooms of skeleton archers without the enemy reacting at all. You could equally have used a melee weapon, and undead would still have ignored him.