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FEATS, Icewind Dale 2, IWD2, Best


Icewind Dale 2 Feats



Welcome to my Feats guide for Black Isle's cRPG Definition of 2002, Icewind Dale 2It depends on IWD2 Build, but the best feats in Icewind Dale 2 are Cleave, Dash, Improved Critical and Rapid Shot.

The best feats are highlighted in blue. Feats which are naturally acquired at specific levels by certain classes are highlighted in purple. Feats that are broken or buggy are highlighted in red.

• Narrow down (trim the fat):


List of Icewind Dale 2 Feats


AMBIDEXTERITY


You are equally adept at using either hand.
◦ Prerequisite: Dex 15+
◦ Benefit: You ignore all penalites for using an off hand.  You are neither left-handed nor right-handed.
◦ Normal: Without this feat, a character suffers a -4 penalty to his or her off hand attack while using two weapons.

AMBIDEXTERITY: RANGER


1st level. Only when wearing Light or no armor.

AEGIS OF RIME


Your mastery of cold magic has yielded impressive results.
◦ Prerequisites: You must be able to cast 4th level spells and have a Spellcraft of 10 or higher.
◦ Benefit: Grants 5 Cold Resistance (permanent), and a +20% increase to all Cold Damage done.

AQUA MORTIS 


Your mastery of acid magic has yielded impressive results.
◦ Prerequisites: You must be able to cast 4th level spells and have a Spellcraft of 10 or higher.
◦ Benefit: Grants 5 Acid Resistance (permanent), and a +20% increase to all Acid Damage done.

ARMOR PROFICIENCY


You are accustomed to wearing certain types of armor.
◦ Benefit: When you wear a type of armor with which you are proficient, the armor check penalty applies only to Hide, Move Silently and Pick Pocket.
◦ Normal: A character who is wearing armor with which he is not proficient suffers its armor check penalty on attack rolls and on all skill checks that involve moving.
◦ Proficiency Types:
1 - Light
2 - Medium
3 - Heavy

Note that the Chain of Drakkas IWD2 can be worn without Armor Proficiency.

ARMORED ARCANA


You can cast spells with less chance of failure while wearing armor.
◦ Prerequisite: The ability to cast arcane spells.
◦ Benefit: Taking this feat reduces the chances of casting failure by 5%.  This feat may be taken up to three times.

Note that spellcasting and thieving skills are not penalized while wearing the Chain of Drakkas IWD2.

ARTERIAL STRIKE: ROGUE SPECIAL ABILITY


Your skill with sneak attacks allows you to cause a bleeding wound.
◦ Prerequisite: At least one level of rogue, base attack bonus +4 or higher.
◦ Benefit: Allows the rogue to sacrifice 1d6 points of sneak attack damage to inflict a bleeding wound that causes damage over many rounds. 

AURA OF COURAGE: PALADIN


2nd level. Paladins become immune to fear, and allies within 10 feet receive a bonus of +4 to saving throws against fear effects.

BLIND-FIGHT


You know how to fight in melee without being able to see your foes.
◦ Benefit: In melee, every time you miss because of concealment, you can reroll your miss chance percentile roll one time to see if you actually hit. An invisible attacker gets no bonus to hit you in melee. That is, you don't lose your positive Dexterity bonus to Armor Class, and the attacker doesn't get the usual +2 bonus.  The invisible attacker's bonuses do still apply for ranged attacks, however. 

BULLHEADED


The stubbornness and determination of your kind is legendary. You are exceptionally headstrong and difficult to sway from your intended course.
◦ Prerequisite: Human or dwarf
◦ Benefit: You receive a +1 bonus on Will saves and a +2 bonus on Intimidate checks.

CLEAVE & GREAT CLEAVE


You can follow through with powerful blows.
◦ Prerequisite: Strength 13+, Power Attack feat.  Note: To take a second level in this feat requires a Base Attack Bonus of at least +4.
◦ Benefit: If you deal enough damage with a melee weapon to kill your target, then you will get another immediate, extra melee attack against another creature in the immediate vicinity. You cannot move before making this extra attack. The attack is with the same weapon and at the same bonus as the attack that dropped the previous creature.  This feat may be taken twice to gain GREAT CLEAVE. Great Cleave provides no limit to the number of times you can use it per round.

We want +Strength and a two-handed weapon in order to get the most out of Cleave and GC.

COMBAT CASTING


You are adept at casting spells in combat.
◦ Benefit: You get a +4 bonus to Concentration checks made to cast a spell while being injured.

COURTEOUS MAGOCRACY


You were raised in a land where mighty wizards order affairs. Where powerful spellcasters are common, cautious courtesy is the norm and everyone has an eye for magic goods.
◦ Benefit: You receive a +2 on all Diplomacy and Spellcraft checks.

CRIPPLING STRIKE: ROGUE SPECIAL ABILITY


When making a sneak attack, you are able to deal a devastating blow that weakens an enemy.
◦ Prerequisite: 10th level rogue
◦ Benefit: Any time the character makes a successful sneak attack, the attack does its normal damage and also causes 1 point of temporary Strength damage.

DAMAGE REDUCTION: BARBARIAN


11th level. The barbarian gains 1/- point of resistance to slashing, piercing, bludgeoning and missile damage. He gains 1/- additional point of resistance every 3 levels thereafter.

DASH


Your character moves a little faster than his or her comrades.
◦ Benefit: Your character moves about 15% faster than normal.

Movement rate boosts are useful since they allow our melee warriors to more quickly close in on and pin down wizards and archers.

DEATH BLOW


Your character can deal a coup-de-grace to helpless opponents.
◦ Prerequisite: Improved Initiative, base attack bonus +2 or higher.
◦ Benefit: When your character hits a paralyzed, sleeping, or unconscious foe in melee, the target must make a fortitude save or die.

DEFLECT ARROWS


You can deflect incoming arrows, as well as crossbow bolts, spears, and other shot or thrown weapons.
◦ Prerequisite: Dex 13+
◦ Benefit: The character gains a +1 miscellanous bonus against missile weapons.

DEFLECT ARROWS: MONK


2nd level. The monk gains the Deflect Arrows feat, yielding a +1 miscellanous bonus against missile weapons.

DIAMOND BODY: MONK


11th level. The monk is in such control of his own metabolism that he gains immunity to poison of all kinds.

DIAMOND SOUL: MONK


13th level. The monk gains spell resistance.  His spell resistance equals his level + 10. In order to affect the monk with a spell, a spellcaster must roll the monk's spell resistance or higher on 1d20 + the spellcaster's level.

DIRTY FIGHTING


You know how to land blows that can blind or cripple your foes.
◦ Prequisite: Dex 13+, base attack bonus +2 or greater
◦ Benefit: On a critical hit, the character causes Blindness (50% chance) or Slow (50% chance) for five rounds unless a Fortitude save is made.  Undead, golems, and elementals are immune to these effects.

Dirty Fighting inflicts Blindness on crits with a 50% chance, even with ranged weapons.

DISCIPLINE


You are admired for your single-minded determination and clarity of purpose. You are difficult to distract by spell or blow.
◦ Benefit: You gain a +1 bonus on Will saves and a +2 bonus on Concentration checks.

DIVINE GRACE: PALADIN


1st level. Paladins add their Charisma modifier to all saving throws.

DIVINE HEALTH: PALADIN


1st level. Paladins are immune to all forms of disease.

DIVINE SPELLCASTING: PALADIN


4th level. Paladins gain the ability to cast spells.

DIVINE SPELLCASTING: RANGER


4th level. Rangers gain the ability to cast spells.

DODGE


You are adept at dodging blows.
◦ Prerequisite: Dex 13+
◦ Benefit: You receive a +1 dodge bonus to armor class against attacks from an opponent.

EMPTY BODY: MONK


19th level. The monk can assume an ethereal state for  2 rounds a number of times a day equal to his level divided by 2.

ENVENOM WEAPON: ROGUE


You have learned the seldom taught skill of the poisoner. As you wander the world of Faerun you constantly scavenge for herbs and plants that can taint the tip of your weapon.
◦ Prerequisite: 1 level of rogue, Alchemy 8 or greater
◦ Benefit: The first successful attack with the weapon forces a Fortitude save (20 DC) or the target temporarily loses 1d6 points of Constitution. One round later, the target must make a second Fortitude save (20 DC) or lose an additional 1d6 points of Constitution. The Constitution loss lasts for 10 rounds.  This ability can be used once per day.

EXOTIC WEAPON PROFICIENCY, BASTARD SWORD


You are proficient with using bastard swords as a one-handed weapon.
◦ Benefit: You make attack rolls with the weapon normally. Two ranks in this feat is Weapon Focus, which grants +1 to hit. Three ranks in the feat is Weapon Specialization, which grants +2 to damage. Only characters with four or more levels of Fighter may take Weapon Specialization.
◦Normal: A character who uses a weapon without being proficient with it suffers a -4 penalty on attack rolls.

EXPERTISE


You are trained at using your combat skill for defense as well as offense.
◦ Prerequisite: Int 13+
◦ Benefit: When you use the attack action or full attack action in melee, you can take a penalty of as much as -5 on your attack and add the same number  (up to +5) to your Armor Class.  This number may not exceed your base attack bonus.  The changes to attack rolls and armor bonus last until your next action.  The bonus to your Armor Class is a dodge bonus.

EXTRA RAGE


You have the ability to invoke your barbarian rage more often.
◦ Prerequisite: 1 level of barbarian
◦ Benefit: Allows a barbarian an extra use of their rage ability one time per day. This feat may be taken up to three times.

EXTRA WILD SHAPE


You can use your wild shape ability more often.
◦ Prerequisite: 3 levels of druid.
◦ Benefit: Allows a druid with wild shape to gain an additional use per day. This feat may be taken up to three times.

EXTRA SMITING


You may use your smite evil ability more often than normal.
◦ Prerequisite: 2 levels of paladin
◦ Benefit: Allows a paladin to gain an additional smite evil use per day. This feat may be taken up to three times.

EXTRA TURNING


You are able to turn undead more often than normal.
◦ Prerequisite: 1 level of Cleric or 3 levels of Paladin
◦ Benefit: Grants a cleric or paladin an extra Turn Undead per day. This feat may be taken up to three times.

EVASION: ROGUE


When a rogue reaches 2nd level, he or she gains the ability to evade damage from area affect spells.  Whenever a rogue makes a successful reflex save against an area effect spell that allows a reflex save for half damage, he or she takes no damage.

Mirror Image > Evasion.

EVASION: MONK


1st level. Monks have the ability to evade damage from area affect spells. Whenever a monk makes a successful reflex save against an area effect spell that allows a reflex save for half damage, he or she takes no damage.

Mirror Image > Evasion.

FAST MOVEMENT: BARBARIAN


1st level. Fast Movement: Barbarians can move 10 feet faster than a standard character.

FAVORED ENEMY: RANGER


1st level. They gain +1 to damage against creatures of that race type. Rangers gain an additional Favored Enemy every five levels, and the bonus against previous Favored Enemies increases by 1.

FIENDSLAYER


You are particularly effective at defeating the classic foes of evil-kind.
◦ Prerequisite: 8th level Paladin, Weapon Focus in Large Swords or Greatswords
◦ Benefit: Allows a paladin to gain a +2 bonus to hit and damage against chimeras, demons, dragons, and half-dragons.

FORESTER


Faerun's great forests stretch for hundreds of miles across the northlands. You are knowledgable about the secrets of the forest and wise in its ways.
◦ Benefit: You receive a +2 bonus on all Wilderness Lore checks.

GRAM'S PARADOX


◦ Prerequisite: Infuriating Dilemma, 7 ranks in Appraise, Alchemy, or Knowledge Arcana.
◦ Benefit: The target subjected to this riddle must make will save or be confused for five rounds. It is useable 1/day.

GREAT FORTITUDE


You are tougher than normal.
◦ Benefit: You get a +2 bonus to all Fortitude saving throws.

HAMSTRING: ROGUE SPECIAL ABILITY


When making a sneak attack, your character can maim their target in such a way that their movement is significantly decreased.
◦ Prerequisite: At least three levels of rogue.
◦ Benefit:  Allows a rogue character to sacrifice 2d6 points of sneak attack damage to reduce the target's movement by 50% for ten rounds.

The movement rate reduction is non-trivial, making this feat tactically useful.

HERETIC'S BANE


Your character is particularly adept at fighting the minions of enemy faiths.
◦ Prerequisite: The ability to cast divine spells, base attack bonus +4 or greater
◦ Benefit: The character gains a +1 bonus to hit and damage against clerics and druids.

HEROIC INSPIRATION


When things look grim, your character rises to the occasion.
◦ Prerequisite: At least one level of barbarian, bard or paladin
◦ Benefit: When the character drops below 50% hit points, he or she gains a +1 bonus to hit, damage, and saving throws.

IMPROVED CRITICAL


You are especially adept at causing critical hits.
◦ Prerequisite: Base attack bonus +8 or higher.
◦ Benefit: When determining criticals, the threat range of the weapon being wielded is increased by 1.

One of the best martial feats in the game.

IMPROVED EVASION: ROGUE SPECIAL ABILITY


As a rogue, you have become even more adept at escaping the effects of damaging spells.
◦ Prerequisite: 10 Levels of Rogue
◦ Benefit: This ability works like evasion, except that while the rogue still takes no damage on a successful Reflex save against spells such as fireball or a breath weapon, he now takes only half damage on a failed save (the rogue's reflexes allow him to get out of harm's way with incredible speed.

Mirror Image > Improved Evasion.

IMPROVED EVASION: MONK


9th level. The monk gains the Improved Evasion feat that is normally only available to rogues.

Mirror Image > Improved Evasion.

IMPROVED INITIATIVE


You can react more quickly than normal in a fight.
◦ Benefit: The weapon speed and casting time for all spells is reduced by 1 to a minimum of 1.
◦ Note: Feat does not function.

IMPROVED TURNING


Your attempts to turn undead are even more powerful than normal.
◦ Prerequisite: 1 level Cleric or 3 levels of paladin
◦ Benefit: After a successful turning, the character is able to rebuke or destroy 2 extra Hit Dice of undead.

IMMUNITY TO POISON: DRUID


9th level. The druid becomes immune to all forms of poison.

INFURIATING DILEMMA


◦ Prerequisite: 1 level of bard, the ability to cast arcane spells, 4 ranks in Appraise, Alchemy, or Knowledge Arcana.
◦ Benefit: The bard has the ability to present a riddle to an intelligent creature. This riddle is so annoying to the target that he or she goes berserk for five rounds. It is useable 3/day.

IRON WILL


You have a stronger will than normal.
◦ Benefit: You get a +2 bonus to all Will saving throws.

KI STRIKE: MONK


10th level. The monk's unarmed attack is empowered with ki. The unarmed strike damage from such an attack can deal damage to a creature with damage reduction, such as a wight, as if the blow were made with a weapon with a +1 enhancement bonus. Ki strike improves as the monk gains experience, increasing to +2 at 13th level, +3 at 16th level, and +4 at 21st level. Unarmored movement speed increases.

KING'S LOGIC: BARD


◦ Prerequisite: Infuriating Dilemma, 6 ranks of Appraise, Alchemy, or Knowledge Arcana
◦ Benefit: The character presents a logic puzzle so fascinating that the target is stunned for five rounds unless he or she makes a successful Will save.  It is useable 3/day.

LAY ON HANDS: PALADIN


1st level. Paladins may use Lay On Hands 1/Day.  Lay On Hands heals the target for a number of hit points equal to the paladin's Charisma modifier times their paladin level (minimum of 1 point per level).

LIGHTNING REFLEXES


You have faster than normal reflexes.
◦ Benefit: You get a +2 bonus to all Reflex saving throws.

LINGERING SONG: BARD


Your bardic music stays with the listeners long after the last note has died away.
◦ Prerequisite: At least one level of bard.
◦ Benefit: When a bard stops playing, the effects of his or her song last an additional 2 rounds.
Bug: Bard Song effects erroneously stack. See: Deep Gnome Build IWD2.

LUCK OF HEROES


Through pluck, determination, and resilience, you survive in the most trying of circumstances.
◦ Prerequisite: Human
◦ Benefit: You receive a +1 luck bonus on all saving throws.

MARTIAL WEAPON PROFICIENCY


  • MARTIAL WEAPON PROFICIENCY, AXE
  • MARTIAL WEAPON PROFICIENCY, BOW
  • MARTIAL WEAPON PROFICIENCY, FLAIL
  • MARTIAL WEAPON PROFICIENCY, GREATSWORD
  • MARTIAL WEAPON PROFICIENCY, HAMMER
  • MARTIAL WEAPON PROFICIENCY, LARGE SWORD
  • MARTIAL WEAPON PROFICIENCY, POLEARM

This feat will allow you to be proficient in specific martial weapons.
◦ Benefits: You make attack rolls with the weapon normally.


WEAPON FOCUS

 
Two ranks in this feat is WEAPON FOCUS, which grants +1 to hit.

WEAPON SPECIALIZATION


Three ranks in the feat is WEAPON SPECIALIZATION, which grants +2 to damage. Only characters with four or more levels of Fighter may take Weapon Specialization.

◦ Normal: A character who uses a weapon without being proficient with it suffers a -4 penalty on attack rolls.
◦ Special: Barbarians, fighters, paladins, and rangers are proficient with all martial weapons.  You can gain this feat multiple times.


MAXIMIZED ATTACKS


You have learned how to maximize the effect of your attacks while performing a short concentrated attack.
◦ Prerequisites: 4 ranks in Concentration and Weapon Specialization in 2 weapons.
◦ Benefit: All attacks do maximum damage for 10 seconds.  Usable 1/day.

MERCANTILE BACKGROUND


Powerful trading costers and craft builds control the wealth and commerce of Faerun's lands.  You come from a family that excels at a particular trade and knows well the value of any kind of trade good or commodity.
◦ Prerequisite: Human, deep gnome, or gray dwarf
◦ Benefit: You receive a 5% discount on buying items and a 5% mark up on selling items at stores.

PERFECT SELF: MONK


20th level. The monk has tuned his body with skill and quasi-magical abilities to the point that he becomes a magical creature. He is forevermore treated as an outsider (extraplanar creature) rather than as a humanoid. For instance, charm person does not affect him. Additionally, the monk gains damage reduction 20/+1. This means that the monk ignores (instantly regenerates) the first 20 points of damage from any attack unless the damage is dealt by a weapon with a +1 enhancement bonus (or better), by a spell, or by a form of energy (fire, cold, etc.). As an outsider, a 20th level monk is subject to spells that repel enchanted creatures, such as protection from law. 

POWER ATTACK


You can make exceptionally powerful melee attacks.
◦ Prerequisite: Str 13+
◦ Benefit: On your action, before making attack rolls for a round, you may choose to subtract a number from all melee attack rolls and add the same number to all melee damage rolls.   This number may not exceed your base attack bonus.  The penalty on attacks and bonus on damage apply until your next action.

PRECISE SHOT


You are skilled at timing and aiming ranged attacks.
◦ Benefit: Reduces the to hit penalty for firing in close quarters from -8 to -4.

PURITY OF BODY: MONK


5th level. The monk gains control over his body's immune system. He gains immunity to all diseases.

QUIVERING PALM: MONK


15th level. This terrifying attack allows the monk to set up vibrations within the body of another creature that can be fatal.  The monk can use the quivering palm attack once per day. Constructs, oozes, plants, elementals and undead cannot be affected. The monk must be of higher level than the target (or have more levels than the target's number of Hit Dice). If the monk strikes successfully and the target takes damage from the blow, the target dies unless it makes a Fortitude saving throw (DC 10 + one-half the monk's level + Wisdom modifier). Unarmored movement speed increases.

RAGE: BARBARIAN


◦ 1st level: Barbarian Rage: Can rage once per day per every 4 levels (starts at 1st level with one use). Rage gives them +4 to constitution and strength for 5 rounds. Gives a 2 point armor class penalty and +2 to Will saves. After raging the barbarian will be fatigued for a period of time which will lower some of his abilities.

GREATER RAGE


◦ 15th level: Greater Rage. All of the barbarian's rages become greater rages, which increase the strength and constitution bonuses to +6 and the saving throw bonus to +3.  He or she still receives the -2 armor penalty.

TIRELESS RAGE


◦ 20th level: Tireless Rage. The barbarian is no longer fatigued after a rage.

RAPID SHOT


You can use ranged weapons with exceptional speed.
◦ Prerequisite: Dex 13+
◦ Benefit: You can get one extra attack per round with a ranged weapon.  The attack is at your highest base attack bonus, but each attack (the extra one and the normal ones) suffers -2 penalty.  NOTE: This feat does not increase the reload time for crossbows.

All ranged units should take the Rapid Shot feat (bows and slings only). Even Wizards.

REMOVE DISEASE: PALADIN


3rd level. The paladin gains the ability to remove disease from other characters a number of times per day equal to his level divided by 3.

RESIST POISON


Over years, some among your people carefully expose themselves to poisons in controlled dosages in order to build up immunity to their effects.  A few are thereby weakened, but the strong adjust.
◦ Prerequisite: Gray dwarf, half-orc
◦ Benefit: You get a +4 bonus on Fortitude saving throws against poison.
◦ Special: You may only take this feat as a 1st-level character.

SCION OF STORMS


Your mastery of electrical magic has yielded impressive results.
◦ Prerequisites: You must be able to cast 4th level spells and have a Spellcraft of 10 or higher.
◦ Benefit: Grants 5 Electrical resistance (permanent) and a +20% to all electrical damage done.

SHIELD PROFICIENCY


You are proficient with shields.
◦ Benefit: You can use a shield and suffer only the standard penalties.

SNEAK ATTACK


To use Sneak Attack, attack an enemy's back when you have a melee weapon equipped.  Your first successful attack at the creature's back will do normal damage plus 1-6 points of damage with an additional 1-6 points at 3rd level and every two levels thereafter.

Sneak Attack doesn't work for ranged weapons and Sneak Attacks can only be executed once per four rounds. Subject to certain regulations, in Neverwinter Nights (also 3.0), ranged Sneak Attacks and many-attack Sneak Attacks are possible, which is much cooler.

SPELL PENETRATION


Your spells are especially potent, breaking through spell resistance more readily than normal.
◦ Benefit:  You get a +2 bonus to caster level checks to beat a creature's spell resistance.
◦ Special: You can take this feat a second time in Icewind Dale II to give yourself Greater Spell Penetration, which provides a +4 bonus.

STILL MIND: MONK


3rd level. The monk gains a +2 bonus to saving throws against spells and effects from the Enchantment school.  Unarmored movement speed increases.

STRONG BACK


You have learned to distribute weight more evenly and increase the overall amount you can carry.
◦ Benefit: Carry weight increased by 50%.

SIMPLE WEAPON PROFICIENCY


SIMPLE WEAPON PROFICIENCY, MISSILE, SIMPLE WEAPON PROFICIENCY, QUARTERSTAFF, SIMPLE WEAPON PROFICIENCY, SMALL BLADE, SIMPLE WEAPON PROFICIENCY, MACE, SIMPLE WEAPON PROFICIENCY, CROSSBOW.

You understand how to use specific simple weapons.
◦ Benefit: You make attack rolls with simple weapons normally. Two ranks in this feat is Weapon Focus, which grants +1 to hit. Three ranks in the feat is Weapon Specialization, which grants +2 to damage. Only characters with four or more levels of Fighter may take Weapon Specialization.
◦ Normal: A character who uses a weapon without being proficient with it suffers a -4 penalty on attack rolls.


SLIPPERY MIND: ROGUE SPECIAL ABILITY


This extraordinary ability represents your ability as a rogue to wriggle free from magical effects that would otherwise control or compel you.
◦ Prerequisite: 10 Levels of Rogue
◦ Benefit:  If you are affected by either Charm or Command enchantments and fail your saving throw, 1 round later you can attempt your saving throw again.  You only get this one extra chance to succeed at your saving throw.

Mind Blank > Rogue Slippery Mind.

SMITE EVIL: PALADIN


2nd level. Once per day, the paladin may now attempt to smite evil with one normal melee attack. He adds his Charisma modifier (if positive) to his attack roll and deals 1 extra point of damage per level.

SNAKE BLOOD


The taint of the yuan-ti runs in your veins.  No outward signs give away your heritage, but you are something more - or less - than entirely human.
◦ Prerequisite: Human
◦ Benefit: You get a +2 bonus on Fortitude saving throws against poison and a +1 bonus on all Reflex saving throws.
Special: You may only take this feat as a 1st-level character.

SPELL FOCUS


SPELL FOCUS, ENCHANTMENT, SPELL FOCUS, EVOCATION, SPELL FOCUS, NECROMANCY, SPELL FOCUS, TRANSMUTATION.

Your spells with this school are more potent than normal.
◦ Benefit: Add +2 to the Difficulty Class for all saving throws against spells from this school of magic.

GREATER SPELL FOCUS


◦ Special: You can take this feat a second time in Icewind Dale II to give yourself GREATER SPELL FOCUS in this school, which provides a +4 bonus.

SPIRIT OF FLAME


Your mastery of fire magic has yielded impressive results.
◦ Prerequisites: You must be able to cast 4th level spells and have a Spellcraft of 10 or higher.
◦ Benefit: Grants 5 Fire Resistance (permanent), and a +20% increase to all Fire Damage done.

STUNNING ATTACK


You know how to strike opponents in vulnerable areas.
◦ Prerequisites: Dex 13+, Wis 13+, base attack bonus +8 or higher
◦ Benefit: When attacking with Stunning Attack, it forces a foe damaged by your unarmed attack to make a Fortitude saving throw (DC 10 + one-half you level + Wis modifier), in addition to dealing damage normally. If the defender fails his saving throw, he is stunned for 1 round. A stunned character can't act and loses any Dexterity bonus to Armor Class. Attackers get a +2 bonus on attack rolls against a stunned opponent. You may attempt a stunning attack once per day for every four levels you have attained.

STUNNING ATTACKS: MONK


1st level. When this ability is used, all of the monk's attacks in the next round force the victim to make a saving throw or be stunned. This special ability automatically modifies a monk's normal attack, no targeting needs to be done.  A monk can make a stunning attack 1/day/level.

SUBVOCAL CASTING


You have been trained in the art of casting spells even while silenced.
◦ Prerequisite: Ability to cast Arcane or Divine spells.
◦ Benefit: This feat conveys the ability to cast spells while silenced.

TIMELESS BODY: DRUID


15th level. The druid is immune to the effects of fatigue.

TOUGHNESS


You are tougher than normal.
◦ Benefit: You gain +3 hit points.
◦ Special: You may gain this feat up to 5 times in Icewind Dale 2.

TRACK


You are able to learn about an areas inhabitants simply by studying the environment.
◦ Benefit: This feat allows you to put ranks in the Wilderness Lore. This, in turn, allows you to use the Wilderness Lore skill to explore areas for clues about their inhabitants.

TURN UNDEAD: CLERIC


Clerics have the ability to Turn Undead.  When this power is invoked, the cleric attempts to use the power of his or her patron deity to either terrify (if good or neutral) or control (if evil) a group of undead.  The higher the cleric's level and charisma are, the greater his or her chance of success is.

TURN UNDEAD: PALADIN


3rd level. When this power is invoked, the paladin attempts to use the power of his or her patron deity to terrify a group of undead.  The higher the paladin's level and charisma are, the greater his or her chance of success is.  Though this ability is similar to the cleric's Turn Undead ability, the paladin's ability functions as though he or she were two levels lower than a cleric.

TWO-WEAPON FIGHTING


You can fight with a weapon in each hand.  You can make one extra attack each round with the second weapon.
◦ Benefit: Your penalties for fighting with two weapons are reduced by 2.
◦ Special:  The Ambidexterity Feat reduces the attack penalty for the second weapon by 4.

TWO-WEAPON FIGHTING: RANGER


1st level. Only when wearing Light or no armor.

UNARMORED MOVEMENT SPEED INCREASE: MONK


Movement rate increase when unarmored at 3rd, 6th, 10th, 12th, 13th and 18th level.

UNCANNY DODGE: BARBARIAN


◦ 2nd level. Barbarians retain their Dexterity bonus to Armor Class if they are attacked by invisible foes.
◦ 5th level: Barbarians cannot be Sneak Attacked by rogues unless the attacker is at least four levels higher than the barbarian.

UNCANNY DODGE: ROGUE


◦ 3rd level: Rogues retain their Dexterity bonus to Armor Class if they are attacked by invisible foes. 
◦ 6th level: Rogues can't be Sneak Attacked by another rogue unless the attacker is four or more levels higher.

WEAPON FINESSE


You are especially skilled at using daggers and short swords, which allows you to benefit as much from Dexterity as from Strength.  
◦ Prerequisite: Proficient with small blade, base attack bonus +1.
◦ Benefit: With the selected weapon, you may use your Dexterity modifier instead of your Strength modifier on attack rolls.  Since you need your second hand for balance, if you carry a shield, apply the shield's armor check penalty to your attack rolls.

The usefulness of weapon finesse is reduced by IWD2 allowing for extreme min-maxing: most Rogue builds can easily max Strength in addition to maxing Dex and Int.

WHOLENESS OF BODY: MONK


7th level. The monk can cure up to twice his current level in hit points once each day.

WILDSHAPE: DRUID


◦ 5th level: Wild Shape Boar. The druid gains the ability to shapechange into an Boar. This transformation also heals some damage.  The druid can Wild Shape 1/day.
◦ 6th level: The druid can Wild Shape 2/day.
◦ 7th level: Wild Shape Winter Wolf.  The druid gains the ability to shapechange into a winter wolf.  The winter wolf is resistant to cold, moves quickly, and has a bite attack.  This transformation also heals some damage. The druid can Wild Shape 3/day.
◦ 9th level: Wild Shape Polar Bear.  The druid gains the ability to shapechange into a polar bear.  The polar bear has extremely powerful claw attacks.  This transformation also heals some damage.
◦ 10th level: The druid can Wild Shape 4/day.
◦ 12th level: Wild Shape Dire Bear.  The druid gains the ability to shapechange into a dire bear.  The dire bear has even more powerful claw attacks than the polar bear.  This transformation also heals some damage.
◦ 14th level: Wild Shape Dire Panther.  The druid gains the ability to shapechange into a powerful dire panther. This transformation also heals some damage.  The druid can Wild Shape 5/day.
◦ 16th level: Elemental Shape Fire Elemental.  The druid gains the ability to shapechange into a fire elemental.  The fire elemental is highly resistant to fire and can burn opponents.  This transformation also heals some damage.
◦ 18th level: Elemental Shape Earth Elemental.  The druid gains the ability to shapechange into an earth elemental.  The earth elemental has powerful fist attacks.  This transformation also heals some damage.  The druid can Wild Shape 6/day.
◦ 20th level: Elemental Shape Water Elemental.  The druid gains the ability to shapechange into a water elemental.  The water elemental has powerful fist attacks.  This transformation also heals some damage.
◦ 22nd level: Elemental Shape Air Elemental.  The druid gains the ability to shapechange into an air elemental.  The air elemental has powerful attacks.  This transformation also heals some damage.  The druid can Wild Shape 7/day.
◦ 26th level: The druid can Wild Shape 8/day.
◦ 30th level: The druid can Wild Shape 9/day.

WILD SHAPE, BORING BEETLE


Putting yourself more in tune with the creatures of the insect world, you have gained the ability to transform into a boring beetle.
◦ Prerequisite: 5 Levels of Druid
◦ Benefit:  This grants the ability to shapeshift into a Boring Beetle.

WILD SHAPE, PANTHER


Putting yourself more in tune with what surrounds you, you have come to understand the nature of the panther.
◦ Prerequisite: 5 levels of Druid
◦ Benefit:  This grants the incredible ability of shapeshifting into the form of a panther.

WILD SHAPE, SHAMBLING MOUND


Putting yourself more in tune with what surrounds you, you have come to understand the nature of the shambler.
◦ Prerequisite: 8 Levels of Druid
◦ Benefit: This grants the incredible ability of shapeshifting into the form of a Shambling Mound.

Wildshape pathfinding routines can be buggy. It is best to stick with naturally acquired Wildshapes, such as Polar Bears and Dire Bears. These are strong Wildshapes with good BAB.

Icewind Dale 2 (Index) Stats IWD2 Skills IWD2 Weapons IWD2
Best Builds Icewind Dale 2 Races IWD2 Feats IWD2 Best Weapon IWD2
Icewind Dale 2 Walkthrough Classes IWD2 Best Party IWD2 Wizard Spells IWD2
Icewind Dale 2 Enemies Heart of Fury IWD2 Icewind Dale 2 Review Cleric Spells IWD2

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