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Icewind Dale 2: Game Info, Rules (Back to contents)
1) Ability Scores
2) Armor Class and Armor Type
3) Base Attack Bonusses
4) Cleric Domain Spells
5) Damage Reduction
6) Dual Wielding
7) Energy Drain
8) Feats
9) Multiclassing
10) Saving Throws
11) Skills
12) Spell Disruption
13) Use Magic Device

Skills

CAVEAT LECTOR: This is a premature list, subject to change. Don't cry too much if some of these skills or subsystems aren't implemented in the game.

Icewind Dale 2 will be using a small portion of the 3E skills and the 3E method for distributing skill points based on class, level, race, and the Intelligence stat.

The following skills are planned for implementation:

  • Alchemy - Allows the character to identify potions (Brd, Clr, Drd, Sor, Wiz)
  • Animal Empathy - Allows the user to charm animals (Drd, Rgr only)
  • Bluff - Character can gain dialogue options to deceive opponents (Brd, Rog, Sor*)
  • Concentration - Prevents the disruption of spellcasting (Brd, Clr, Drd, Mnk, Pal, Rgr, Sor, Wiz)
  • Diplomacy - Character can gain dialogue options to maintain peaceful relations and still get his or her way (Brd, Clr, Drd, Mnk, Pal, Rog, Sor*)
  • Disable Device - Disarms traps (Rog)
  • Hide - Conceals the character from sight (Brd, Mnk, Rgr, Rog)
  • Intimidate - Character can gain dialogue options to imply threats through dialogue (Bbn, Ftr*, Rog)
  • Knowledge: Arcana - Allows the character to identify all magic items (Brd, Clr, Drd, Pal, Rgr, Sor, Wiz)
  • Move Silently - Prevents the character from being detected (Brd, Mnk, Rgr, Rog)
  • Open Lock - Opens locks and similar devices (Rog)
  • Pick Pockets - Lift valuables off of neutral targets (Brd, Rog)
  • Search - Used to find traps and similar concealed items (Rgr, Rog)
  • Spellcraft - Identifies enemy spells as they are being cast (Brd, Clr, Drd, Sor, Wiz).
  • Use Magic Device - Activates wands and scrolls despite class restrictions (Brd, Rog only)
  • Wilderness Lore - Tracking (Rgr only)

The classes listed in parentheses are the classes that take those skills at a 1:1 cost. If a class is not listed behind a given skill, it must spend 2 points to gain one rank in a skill. If a skill has "only" listed after its classes, only the listed classes may purchase ranks in the skill (and use it).

Classes get the following number of skill points at 1st level.

Barbarian: (2 + Int modifier) x4
Bard: (2 + Int modifier) x4
Cleric: (1 + Int modifier) x4
Druid: (2 + Int modifier) x4
Fighter: (1 + Int modifier) x4
Monk: (2 + Int modifier) x4
Paladin: (1 + Int modifier) x4
Ranger: (2 + Int modifier) x4*
Rogue: (4 + Int modifier) x4
Sorcerer: (1 + Int modifier) x4*
Wizard: (1 + Int modifier) x4

Every level thereafter, they receive the base amount (X + Int modifier). For example, Invae Cathimon begins play as a Ranger. Her Intelligence is 14, resulting in a bonus of +2. She begins with 16 skill points ([2+2]x4). At 2nd level, she takes a level of Fighter. For that level, she receives an additional 3 (1+2) skill points.

Characters can only have a number of ranks in their skills equal to their class level +3. A 5th level character could only have 8 ranks in Hide, for instance.

Humans gain 2 extra skill points at 1st level and an additional 1 point every level. Several other races have small bonuses to the listed skills. Elves gain +2 to Search, Gnomes gain +2 to Alchemy, Half-Elves gain +1 to Search, and Halflings gain +2 to Move Silently (no, they don't get the size bonus to Hide because they don't suffer any the penalties of Small size).

* Non-canonical

 
 
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