IWD2 :: Feats
- Icewind Dale 2 will be using 3E feats. The feats are a number of passive and active abilities than can be employed by a wide variety of characters. Unlike skills, feats typically do not have “levels”; they usually give a single ability to the character that gives them additional options or bonuses. Fallout’s “perks” are a good analogy.
- All characters start with one feat. Human characters start with an additional feat. Fighters start with another additional feat. Characters gain an additional feat at 3rd, 6th, 9th, etc. level. Some classes, like fighters and rangers, also gain bonus feats as they advance. In fact, the fighter class’ bread and butter is the use of feats in combat.
- Often, feats have prerequisites. If a character does not have the prerequisites required for a feat, he or she cannot take it. This list is not complete and is subject to change.
- Ambidexterity/Two-Weapon Fighting – Lowers penalties for two-weapon fighting.
- Arterial Strike – Allows a rogue character to sacrifice 1d6 points of sneak attack damage to inflict a bleeding wound that causes damage over many rounds.
- Combat Casting – Grants a bonus to concentration checks for spellcasters.
- Dash – Increases movement by 1.
- Death Blow – When a character with this feat strikes a paralyzed, unconscious, or sleeping character, the target must make a Fortitude save or die.
- Deflect Arrows – Grants a bonus vs. missile attacks.
- Dodge – Grants a +1 miscellaneous AC bonus.
- Expertise – Allows a character to take a penalty to hit in order to raise his or her AC.
- Great Fortitude – +2 bonus to Fortitude saves.
- Hamstring – Allows a rogue character to sacrifice 2d6 points of sneak attack damage to reduce the target’s movement by 50%.
- Improved Critical – Grants a +1 bonus to critically hit.
- Iron Will – +2 bonus to Will saves.
- Lightning Reflexes – +2 bonus to Reflex saves.
- Lingering Song – When a bard stops playing, the effects of his or her song last an additional 2 rounds.
- Power Attack – This feat allows the character to take a penalty to hit in order to increase his or her damage with melee weapons.
- Point Blank Shot – Reduces the penalty for firing in melee from -8 to -4.
- Still Spell – Reduces the arcane spell failure chance for casting in armor (different from the metamagic feat of the same name).
- Toughness – +3 hit points (can be taken multiple times).
- Weapon Finesse – Allows a character to use his or her Dexterity bonus when making attack rolls with daggers and shortswords.
| Weapon Feats |
| In addition to the feats listed above, there are also weapon and armor feats. The weapon types are divided into simple and martial categories: |
- Simple:
- SW: Crossbow
- SW: Mace
- SW: Missile
- SW: Quarterstaff
- SW: Small Blade
| - Martial:
- MW: Axe
- MW: Bow
- MW: Flail
- MW: Great Sword
- MW: Hammer
- MW: Large Sword
- MW: Polearm
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Most non-warrior characters (wizards, sorcerers, rogues, clerics, etc.) start with proficiency (one star) in most or all simple weapons. Warrior characters (barbarians, paladins, rangers, fighters) start with proficiency in all weapon types.
Increasing an individual weapon proficiency is the equivalent of taking the feat Weapon Focus, which grants +1 to hit. Characters with 4 or more levels of fighter may also take Weapon Specialization (three stars), which grants an additional +2 to damage. Elf characters start with a free proficiency in either MW: Bow or MW: Large Sword.
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- Armor proficiencies reduce the inherent penalties for wearing armor. Although any character can wear armor, most will not want to wear armor. Wearing armor causes chances of arcane spellcasting failure, penalizes thief skills, and can even cause penalties to hit for those without the proper feats.
- The following list breaks down armor types. The first column lists the types of armor. The second column lists the chance for arcane spell failure. The third column lists penalties to thief skills (which may be translated into 3E 5% into 1 values). The fourth column lists the maximum dexterity bonus to AC that a character may receive while wearing that armor type.
| Armour Type | Chance of Spell Failure | Penalties to Thief Skills | Maximum Dexterity Bonus |
| Leather (Light) | 10% | 0 | +6 |
| Studded Leather (Light) | 15% | -5% | +5 |
| Chain Mail (Medium) | 30% | -30% | +2 |
| Splint Mail (Medium) | 40% | -35% | +0 |
| Plate Mail (Heavy) | 40% | -35% | +0 |
| Full Plate (Heavy) | 35% | -30% | +1 |
| Buckler | 5% | -5% | |
| Small Shield | 5% | -5% | |
| Medium Shield | 10% | -10% | |
| Large Shield | 15% | -15% | |
- If a character does not have the appropriate armor feats (light, medium, heavy, and shield), he or she gains additional penalties for wearing that armor. Fighters, clerics, and paladins start out with all armor proficiencies. Rangers, druids, barbarians, and rogues start out with less. Wizards and sorcerers have no armor proficiency.
- We are also translating some of the previously used kit powers into feats (Envenom Weapon, Trick Shot, etc.).
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