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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

Ability Scores

In IWD2, ability scores are initially generated using a point-buy system. All statistics start at 8 and the player has 30 points to distribute. Racial modifiers are applied to the initial scores, do not subtract from the point pool, and modify the minimum and maximum value of ability scores. E.g., an elf would start with a 10 Dexterity, 6 Constitution, and could get as high as a 20 Dexterity and as low as a 1 Constitution.

When possible, ability scores follow 3E bonus scaling. In almost all cases, the character gains a higher bonus for every 2 points above 10, a lower penalty for every 2 points under 11. E.g., a character with a 14 Strength would have +2 attack bonus, +2 to damage. A character with a 9 Dexterity would have -1 attack bonus (missile), -1 to armor class, and -1 to reflex saving throws.

Here are the things that ability scores modify:

Strength Melee attack bonus, melee damage bonus, carry weight, bash doors
Dexterity Missile attack bonus, armor class, reflex saving throws
Constitution Bonus hit points (not class-restricted), fortitude saving throws, caster concentration checks.
Intelligence Starting weapon proficiencies, chance to learn spells, wizard bonus spells, dialogue options
Wisdom Will saving throws, priest, paladin, druid, ranger bonus spells
Charisma Store prices, dialogue options, bard and sorcerer bonus spells, turning undead, paladin saving throws

You start with 10s in each stat and have 16 points to spend. You can also drop points down to racial minimums if you so desire (and suffer the consequences). Every four levels, you will receive a bonus point to place in the statistic of your choice.

Here's something that could fit a paladin:.

STR: 14
DEX: 12
CON: 14
INT: 10
WIS: 12
CHA: 14

This "sucky" character using the listed system gets +2 to hit and damage with melee weapons, +1 to AC, +1 to hit with missile weapons, +1 to Reflex saves, +2 to hit points per level, +2 to Fortitude saves, +1 to Will saves, a bonus 1st level cleric spell, and +2 to all saving throws on top of all other bonuses.

Bonuses granted to ability scores do not stack. The highest available bonus is applied. E.g., a character is wearing a ring of strength that grants a +1 bonus. The party sorcerer casts a strength spell on the character, granting a +3 bonus. The target will only use the +3 bonus.

The effect of INT on weapon proficiencies:

5 or less: -2
6-9: -1
12-15: +1
16 or more: +2

The effect of CON on a fighter:
A fighter with a low Con would lose possible bonuses to his or her fortitude save. Wisdom modifies will saves.

Druids get bonus spells from Wisdom. Sorcerers get bonus spells from Charisma.

 

 
 
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