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Icewind Dale II Feats

Icewind Dale 2 uses 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.

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.

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.

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

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.

ARTERIAL STRIKE:
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.

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:
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.

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:
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.

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

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.

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.

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.

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.

ENVENOM WEAPON:
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.
Benefits: 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.
Special: Barbarians, fighters, paladins, and rangers are proficient with all martial weapons. You can gain this feat multiple times.

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.I would like to see the envoy.Yes, but they are only allowed a certain amount of food. They are slaves and cannot get more.

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.

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.

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

HAMSTRING:
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.

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.

IMPROVED EVASION:
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.

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.

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.

IRON WILL:
You have a stronger will than normal.
Benefit: You get a +2 bonus to all Will saving throws.This looks like a modest dwelling attached to the inn next door. There is no sign of any inhabitants, and the door is sealed shut.This looks to be an old storehouse for the inn next door. The entrance has been nailed shut, and there is no sign of anyone within.

LIGHTNING REFLEXES:
You have faster than normal reflexes.
Benefit: You get a +2 bonus to all Reflex saving throws.Based on the sudden drop, it looks as if an earthquake or stone shape spell was used to terminate this path.

LINGERING SONG:
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.

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, AXE:
This feat will allow you to be proficient with axes.
Benefits: 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.
Special: Barbarians, fighters, paladins, and rangers are proficient with all martial weapons. You can gain this feat multiple times.

MARTIAL WEAPON PROFICIENCY, BOW:
This feat will allow you to be proficient with bows.
Benefits: 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.
Special: Barbarians, fighters, paladins, and rangers are proficient with all martial weapons. You can gain this feat multiple times.

MARTIAL WEAPON PROFICIENCY, FLAIL:
This feat will allow you to be proficient with flails.
Benefits: 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.
Special: Barbarians, fighters, paladins, and rangers are proficient with all martial weapons. You can gain this feat multiple times.

MARTIAL WEAPON PROFICIENCY, GREATSWORD:
This feat will allow you to be proficient with greatswords.
Benefits: 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.
Special: Barbarians, fighters, paladins, and rangers are proficient with all martial weapons. You can gain this feat multiple times.

MARTIAL WEAPON PROFICIENCY, HAMMER:
This feat will allow you to be proficient with hammers.
Benefits: 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.
Special: Barbarians, fighters, paladins, and rangers are proficient with all martial weapons. You can gain this feat multiple times.

MARTIAL WEAPON PROFICIENCY, LARGE SWORD:
This feat will allow you to be proficient with large swords.
Benefits: 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.
Special: Barbarians, fighters, paladins, and rangers are proficient with all martial weapons. You can gain this feat multiple times.

MARTIAL WEAPON PROFICIENCY, POLEARM:
This feat will allow you to be proficient with polearms.
Benefits: 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.
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.

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.

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.

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.

SIMPLE WEAPON PROFICIENCY, MACE:
You understand how to use maces.
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.

SIMPLE WEAPON PROFICIENCY, MISSILE:
You understand how to use missile weapons such as darts and slings.
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.
Note: Shortbows and longbows use Martial Weapon Proficiency, Bow.

SIMPLE WEAPON PROFICIENCY, QUARTERSTAFF:
You understand how to use quarterstaves.
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.

SIMPLE WEAPON PROFICIENCY, SMALL BLADE:
You understand how to use small blades such as daggers and short swords.
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:
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.

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, ENCHANTMENT:
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.
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.

SPELL FOCUS, EVOCATION:
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.
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.

SPELL FOCUS, NECROMANCY:
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.
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.

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.
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.

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.

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.

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

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.

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

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.

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.

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.

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.


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