Power Attack; Precise Shot; Rapid Shot; Resist Poison - Black Isle ICEWIND DALE 2 Manual

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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 num-
ber 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.

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.
Benefit: Grants 5 Electrical Resistance (permanent), and a +20% increase to all Electrical
Damage done.
Prerequisites: You must be able to cast 4th level spells and have a spellcraft of 10 or higher.
Shield Proficiency
You are proficient with shields.
Benefit: You can use a shield and suffer only the standard penalties
Simple Weapon Proficiency
You understand how to use all types of simple weapons in combat
Benefit: You make attack rolls with simple weapons normally.
Special: All characters except for druids, monks, rogues, and wizards are automatically proficient
with all simple weapons.
A wizard who casts the spell Tenser's transformation on herself gains proficiency with all simple
weapons for the duration of the spell.
Slippery Mind
This extraordinary ability represents a rogue's ability to wriggle free from magical effects that would otherwise
control or compel her.
Prerequisite: 10 Levels of Rogue
Benefit: If a rogue with a slippery mind is affected by a Charm or Command enchantment and fails
her saving throw, 1 round later she can attempt her saving throw again. She only gets this one extra
chance to succeed at her saving throw.
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