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IWD2 :: Kits

Icewind Dale II IWD2 ::
Features | Subraces | Kits | Feats | Skills

  • Kits have been abandoned. Instead, you can create many of the “kits” with the relevant Feats. Specialist Mages are unaffected.
  • There are no “Mage kits”. However, as with the original, a mage may choose to specialise in one of the nine schools of magic.
Fighters
  • Mercenary
    • Mercenaries are soldiers who sell their services to the highest bidder. Traveling great distances in harsh conditions for coin and fame, the mercenary is a man or woman who must master a variety of weapons and styles to satisfy his or her employer’s needs. The Mercenary gains the ability to carry more gear, but suffers by not being able to achieve Grand Master status in any weapons.
  • Wizard Slayer
    • This warrior has been specially trained by his sect to excel in hunting and attacking spellcasters of all kinds. The Wizard Slayer has increased Magic Resistance, but cannot use magical items except magical armor and weapons.
  • Kensai
    • This class is also known as the “sword saint”, a warrior who has been specially trained to be one with his or her sword. They are deadly and fast and are trained to fight without encumbrance. The Kensai gains increased bonuses to hit and damage, but is limited in their selection of armor and weapons.
Rangers
  • Rangers may pick a new racial enemy every five levels. They also receive a +4 bonus to Damage against their racial enemy in addition to their +4 bonus to Hit.
  • Giant Killer
    • The classic heroes of countless tales throughout the Realms, giant killers are rangers who devote their efforts towards the protection of civilized lands from evil giants and their kin. As you would expect, the Giant Killer has increased to hit and damage against Giant-kin, but he loses the ability to Track.
  • Archer
    • The archer is the epitome of skill with the bow. He or she is the ultimate marksman, able to make almost any shot, no matter how difficult. To achieve their level of skill, archers sacrifice attention to melee weapons and heavy armor.
  • Stalker
    • Stalkers serve as covert intelligence-gatherers, comfortable in both wilderness and urban settings. They are the spies, informants and interrogators… and their mastery of stealth makes them deadly opponents. Stalkers gain the ability to Backstab, but may not use armor greater than Studded Leather.
Paladins
  • Cavalier
    • The name “cavalier” represents an attitude rather than a profession. The cavalier is a fearless combatant against monstrous opponents, inspiring others with his or her fearless dedication and prowess in battle. Cavaliers always fight at the front of every battle in heavy armor, deigning to use close-combat melee weapons over weapons with reach. Cavaliers have more immunities than Paladins and are especially effective against Demons and Dragons. They gain these abilities at the cost of weapon and armor restrictions.
  • Inquisitor
    • The inquisitor has dedicated his or her life to finding and eliminating practitioners of evil magic and defeating the forces of darkness. Inquisitors have good spell immunities, but cannot use many of the Paladin’s special abilities.
  • Votary
    • Grim, intensely devoted champions of their faith, votaries are the bane of all evil priests. Votaries are known for their vehement dislike for all foreign religions and their skill at dispatching the agents of such faiths. Votaries receive a bonus to hit and damage against Clerics and Druids, but cannot use some of the Paladin’s special abilities.
Clerics
  • Silverstar of Selune
    • The goddess of the moon, Selune, is popular across the Forgotten Realms. Her priests are champions of goodness and freedom. They preach tolerance and acceptance and wage war against hatred and ignorance. Silverstars gain many special abilities pertinent to their goddess’ domain, but cannot Turn Undead.
  • Battleguard of Tempus
    • Priests of the god of war can be found wherever there is conflict in the Realms. They believe that the execution of war makes civilization stronger for future generations. Battleguards act in the belief that death on the battlefield is one of the most honorable ways to die. Battleguards receive many benefits that make them more proficient in battle, but lose the ability to Turn Undead.
  • Dreadmaster of Bane
    • The most feared and reviled deity in the Forgotten Realms, Bane is the lord of strife, hatred, and tyranny. His followers fight each other almost as much as enemy faiths, which is one of the prime reasons their devious priesthood has not dominated the Realms. Dreadmasters are masters of fear, but lose the ability to Turn Undead.
Druids
  • Aes Dana
    • Among the more civic-minded of druids, the aes dana are well versed in history, frequently assist war bands, and heal the wounded after battle. Druids like the aes dana are often found in the Moonshae Isles. Aes Dana gain spells not normally available to Druids, but sacrifice their ability to shapeshift into animals.
  • Avenger
    • A member of a special sect within a druidic order, a druid of this type is dedicated to fighting those who would defile nature. Avengers have powers the average druid does not, additional abilities that have been earned through extensive rituals; a process that is very physically draining. Avengers gain special attacks like Beast Claw, but cannot shapeshift into animals.
  • Shapeshifter
    • These druids master their shapechanging abilities much earlier than others and train intensely to increase their powers throughout their life. Shapeshifters gain the ability to shift into more forms than the traditional Druid. They do this at the cost of losing some of the Druid’s special abilities.
Thieves
  • Assassin
    • This is a killer trained in discreet and efficient murder, thriving on anonymity and surprise to perform his or her tasks. Assassins can use poison very efficiently, but lose some of the points that normal Thieves get to allocate to their skills upon leveling.
  • Arcane Rogue
    • Combining the skills of a thief with minor magical powers, the arcane rogue is a potent scout and decoy. The arcane rogue focuses less time on lethal combat than his or her fellow thieves. The Arcane Rogue can cast spells that focus on stealth, but loses the ability to Backstab.
  • Swashbuckler
    • This rogue is part acrobat, part swordsman and part wit… the epitome of charm and grace. Swashbucklers gain bonuses to Armor Class, to hit and damage, but do not gain a Backstab multiplier.
Bards
  • Blade
    • The Blade is an expert fighter and adventurer whose bardic acting abilities go towards making him appear more intimidating and fearsome. His fighting style is showy but also quite deadly. Blades get special attacks at the cost of being able to play only one Bard song.
  • Riddlemaster
    • This bard uses odd, confusing riddles to infuriate and dazzle opponents. The less intelligent the victims are, the more potent the riddlemaster’s effects. Riddlemasters gain many special attacks relative to confusing their opponents. They gain these at the cost of only being able to play one Bard song.
  • Skald
    • This is a tribal bard who is also a warrior of great strength, skill and virtue. His songs are inspiring sagas of battle and valor, and the skald devotes his life to those pursuits. Skalds gain bonuses to hit and damage, but it costs them their effectiveness at Picking Pockets and Using Magical Devices.

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