Favored Enemy; Two-Weapon Fighting; Sneak Attack; Evasion - Black Isle ICEWIND DALE 2 Manual

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Favored Enemy

Rangers have a "favored enemy," a type of humanoid or creature they have dedicated their lives to hunting.
When attacking this creature they get a special bonus to damage. Rangers can pick from the following crea-
tures: Bugbears, Driders, Giants, Goblins, Harpies, Hook Horrors, Lizardmen, Ogres, Orcs, Salamanders,
Shapeshifters, Trolls, Umber Hulks, Undead, Wyverns and Yuan-Ti.
Rangers select one favored enemy when they are created, then they can pick a new one every five levels thereafter.

Two-Weapon Fighting

When wearing light armor or no armor, a ranger can fight with two weapons as if he had the feats
Ambidexterity and Two-Weapon Fighting. He loses this special bonus when fighting in medium or heavy armor.

Sneak Attack

If a rogue can catch an opponent when he is unable to defend himself effectively from his attack, he can
strike a vital spot for extra damage. If the Rogue is hidden, the target is incapacitated (asleep, paralyzed,
stunned, etc...) or when the rogue flanks the target, the rogue's attack deals extra damage. The extra damage
is +1d6 at 1st level and an additional 1d6 every two levels thereafter. Should the rogue score a critical hit
with a sneak attack, this extra damage is not multiplied.
Uncanny Dodge
At 3rd level, rogues retain their Dexterity bonus to Armor Class if attacked by invisible foes. At 6th level, they
cannot be sneak attacked by another rogue unless the attacker is four or more levels higher.

Evasion

At 2nd level, rogues gain the power to evade effects that would normally hurt other characters. Whenever a
rogue is hit by a spell that can be evaded (Fireball, Lightning Bolt, etc.), the rogue is allowed a Reflex save to
completely avoid the effects of the spell. If the saving throw is failed, then the spell works normally, including
a save for half-damage if the spell allows for it. Keep in mind that rogues cannot evade their own effects, so
wizard/rogues should think twice before throwing a fireball at their feet.
Special Feats
At 10th level, rogues are offered a new group of feats that are unique to them. These feats include Crippling
Strike, Improved Evasion, and Slippery Mind. Refer to the feat section on page 65 for more information.
The following special abilities are not tied to any one class.
Damage Resistances
Icewind Dale used the concept of "resistances" as a percentage basis; in Icewind Dale II, resistances are rep-
resented by a straight integer value. This means the following: a fire resistance of 5 indicates every instance of
fire damage has a flat 5 damage taken off. Example: A tiefling with electrical resistance of 5 is damaged by a
lightning bolt for 22 electrical damage. 5 points are subtracted, which means the tiefling takes only 17 elec-
trical damage (small consolation).
Darkvision
Darkvision allows characters to see more clearly at night and in the depths of the earth. If a character has
Darkvision either through a racial or magical ability, creatures and objects that might not normally be seen
will be visible to them but in black and white.
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