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Note: If your cleric has problem wearing heavy armor, you might want to sacrifice a feat for this.
15>>> Toughness (auto)
Effect: You gain +3 hp each time you pick this feat.
Note: A total of +15 hp at the end isn't that big deal.
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IV.3 weapon fighting feats ppgfe3
---------------------------------------------------------------------------
Do you want to fight like the people in ?
The following feats will make your at least close to them.
1 >>> Ambidexterity (auto)
Effect: You ignore all penalites for using an off hand.
Without this feat, a character suffers a -4 penalty to her/his off hand attack while using two weapons.
Prerequisite: Dex 15+
2 >>> Two-Weapon Fighting (auto)
Effect: Your penalties for fighting with two weapons are reduced by 2.
Note: The standard dual-wield penalty is -6 mainhand and -10 offhand without any feat. 'Ambidexterity' reduce 4 to both hands and
'Two Weapon Fighting' reduce 2 to both. With both feats picked, you get -4main/-4off at the end. In addition, if you use a small blade in your offhand, the resultant would be -2main/-2off.
3 >>> Blind-Fight (auto)
Effect: In laymen language, this feat protects you and helps you while melee fighting an invisible enemy or you are blined.
4 >>> Cleave and Great Cleave (auto)
Effect: After you kill your target in melee, you get an addition attack next immediate round. If you do not attack or simply moved, then that extra attack expires. 'Great Cleave' gives you 2 extra attack in total.
Prerequisite: Strength 13+, Power Attack feat
5 >>> Deflect Arrows (semi auto, only applies when one hand is free)
Effect: First, you must have at least one hand free to use this feat.
Once per round when you would normally be hit with a ranged weapon, you may make a Reflex saving throw against a DC of 20 (ranged weapon's bonus to attack increases the DC). If succeed, you deflect the weapon. Spell arrows (like 'Melf's acid arrows') cannot be deflected.
Prerequisite: Dex 13+
6 >>> Dirty Fighting (auto)
Effect: 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.
Prequisite: Dex 13+, base attack bonus +2 or greater
Note: Must pick.
7 >>> Dodge (auto)
Effect: +1 dodge bonus to armor class against attacks from an opponent.
Prerequisite: Dex 13+
8 >>> Expertise (select)
Effect: When attack 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.
Prerequisite: Int 13+
9 >>> Power Attack (select)
Effect: 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.
Prerequisite: Str 13+
10>>> Improved Critical (auto)
Effect: The threat range of the weapon being wielded is increased by 1.
Prerequisite: Base attack bonus +8 or higher.
Note: Must pick.
11>>> Maximized Attacks (select)
Effect: All attacks do maximum damage for 10 seconds. Usable 1/day.
Prerequisites: 4 ranks in Concentration and Weapon Specialization in 2 weapons.
12>>> Stunning Attack (semi auto, only applies in unarmed attack)
Effect: When attacking with Stunning Attack, it forces a foe damaged by your unarmed attack to make a Fortitude saving throw
(DC 10 + one-half your 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.
Prerequisites: Dex 13+, Wis 13+, base attack bonus +8 or higher
Note: Essentially this is a monk feat, but then it opens to everyone.
13>>> Weapon Finesse (semi auto, only applies when using small baldes)
Effect: You may use your DEX modifier instead of your STR modifier on attack rolls while using small blades. Since you need your second hand for balance, if you carry a shield, apply the shield's armor check penalty to your attack rolls.
Prerequisite: Proficient with small blade, base attack bonus +1.
14>>> Precise Shot (select)
Effect: Reduces the to hit penalty for firing in close quarters from -8 to -4.
15>>> Rapid Shot (select)
Effect: 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.
Prerequisite: Dex 13+
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IV.4 spell casting feats ppgfe4
---------------------------------------------------------------------------
The following feats are what seperate a polished spellcaster from ordinary, untrained spellcasters. Depends on how you want your spellcaster be, you have a wide variety of feats to choose from. Of course there is always this kind "must choose" that you don't want to miss.
1 >>> Armored Arcana (auto)
Effect: Taking this feat reduces the chances of casting failure by
5%. This feat may be taken up to three times.
Prerequisite: The ability to cast arcane spells.
2 >>> Combat Casting (auto)
Effect: You get a +4 bonus to Concentration checks made to cast a spell while being injured.
3 >>> Spell Penetration (auto)
Effect: You get a +2 bonus to caster level checks to beat a creature's spell resistance for each pick.
Note: Must pick. It makes all your spells harder to resist initially by enemies.
4 >>> Subvocal Casting (auto)
Effect: This feat conveys the ability to cast spells while silenced.
Prerequisite: Ability to cast Arcane or Divine spells.
Note: Although enemies rarely cast 'silence' and 'deaf' but still this is a feat worth investing.
5 >>> Aegis of Rime (Cold)
6 >>> Aqua Mortis (Acid)
7 >>> Scion of Storms (Electical)
8 >>> Spirit of Flame (Fire) (all auto)
Effect: Permanently gives 5 [elemental] resistance and a +20% to all [elemental] damage
Prerequisites: You must be able to cast 4th level spells and have a
Spellcraft of 10 or higher.
Note: It all falls down to you, what spell you want your character to cast? For example, my druid constantly casts 'Flame strike',
'Sol's searing orb', 'Call lightning' and 'Static charge' so it would be benefitcial if she picks 'Scion of Storms' and 'Spirit and Flame'.
9 >>> Spell Focus, Greater Spell Focus: Enchantment
10>>> Spell Focus, Greater Spell Focus: Evocation
11>>> Spell Focus, Greater Spell Focus: Necromancy
12>>> Spell Focus, Greater Spell Focus: Transmutation (all auto)
Effect: +2 to the Difficulty Class (DC) for all saving throws against spells from this school of magic.
Note: Again this is a very personal thing. My arcane spellcasters max-ed 'Evocation' and 'Necromancy' because they cast these spells more often. My divine spellcasters max-ed transmutation because they use 'tremor' often.
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IV.5 class feats ppgfe5
---------------------------------------------------------------------------
The following feats only open to certain class after certain level. There are 'extra something' feats that give extra 'something' to use per day.
Frankly, this is useless because if i out of 'something' to use, i would rest. Take a close look at rogue feats. 'Arterial Strike', 'Hamstring' and 'Crippling Strike' do not have saving throw aganist. These are the reasons why rogues are deadly.
Babarian
1 >>> Extra Rage (select)
Effect: Allows a barbarian an extra use of their rage ability one time per day. This feat may be taken up to three times.
Barbarian, bard, paladin
1 >>> Heroic Inspiration (auto)
Effect: When the character drops below 50% hit points, he or she gains a +1 bonus to hit, damage, and saving throws.
Bard
1 >>> Lingering Song (auto)
Effect: When a bard stops playing, the effects of his or her song last an additional 2 rounds.
Cleric, paladin
1 >>> Extra Turning (select)
Effect: An extra 'Turn undead' per day for each pick.
Prerequisite: 1 level of cleric or 3 levels of Paladin
2 >>> Improved Turning (auto)
Effect: After a successful turning, the character is able to rebuke or destroy 2 extra Hit Dice of undead.
Prerequisite: 1 level of cleric or 3 levels of paladin
Cleric, druid, paladin, ranger
1 >>> HereticÝs Bane (auto)
Effect: The character gains a +1 bonus to hit and damage against clerics and druids.
Prerequisite: The ability to cast divine spells, base attack bonus
+4 or greater
Druid
1 >>> Extra Wild Shape (select)
Effect: Allows a druid with wild shape to gain an additional use per day. This feat may be taken up to three times.
Prerequisite: 3 levels of druid
2 >>> Wild Shape: Boring Beetle (available after 5 Levels of druid)
3 >>> Wild Shape: Panther (available after 5 levels of druid)
4 >>> Wild Shape: Shambling Mound (available after 8 Levels of druid) (all select)
Effect: Allows a druid to shapeshift to [animal].
Note: The only time i used a druid's shapeshifting ability is in
BG because i need Jaheira to carry some extra things.
However, there are people in gamefaqs.com IWD2 forum that claimed 'Shambling Mound' works.
Fighter
1 >>> Weapon Specialization (auto)
Effect: Gives +2 damage while use selected weapon(s).
Prerequisite: 4 levels of fighter
Note: This feat is available under every weapon feats. Upon picking the third rank in a certain weapon feat, Weapon Specialization is granted while using that weapon.
Paladin
1 >>> Extra Smiting (select)
Effect: Allows a paladin to gain an additional smite evil use per day. This feat may be taken up to three times.
15>>> Toughness (auto)
Effect: You gain +3 hp each time you pick this feat.
Note: A total of +15 hp at the end isn't that big deal.
---------------------------------------------------------------------------
IV.3 weapon fighting feats ppgfe3
---------------------------------------------------------------------------
Do you want to fight like the people in ?
The following feats will make your at least close to them.
1 >>> Ambidexterity (auto)
Effect: You ignore all penalites for using an off hand.
Without this feat, a character suffers a -4 penalty to her/his off hand attack while using two weapons.
Prerequisite: Dex 15+
2 >>> Two-Weapon Fighting (auto)
Effect: Your penalties for fighting with two weapons are reduced by 2.
Note: The standard dual-wield penalty is -6 mainhand and -10 offhand without any feat. 'Ambidexterity' reduce 4 to both hands and
'Two Weapon Fighting' reduce 2 to both. With both feats picked, you get -4main/-4off at the end. In addition, if you use a small blade in your offhand, the resultant would be -2main/-2off.
3 >>> Blind-Fight (auto)
Effect: In laymen language, this feat protects you and helps you while melee fighting an invisible enemy or you are blined.
4 >>> Cleave and Great Cleave (auto)
Effect: After you kill your target in melee, you get an addition attack next immediate round. If you do not attack or simply moved, then that extra attack expires. 'Great Cleave' gives you 2 extra attack in total.
Prerequisite: Strength 13+, Power Attack feat
5 >>> Deflect Arrows (semi auto, only applies when one hand is free)
Effect: First, you must have at least one hand free to use this feat.
Once per round when you would normally be hit with a ranged weapon, you may make a Reflex saving throw against a DC of 20 (ranged weapon's bonus to attack increases the DC). If succeed, you deflect the weapon. Spell arrows (like 'Melf's acid arrows') cannot be deflected.
Prerequisite: Dex 13+
6 >>> Dirty Fighting (auto)
Effect: 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.
Prequisite: Dex 13+, base attack bonus +2 or greater
Note: Must pick.
7 >>> Dodge (auto)
Effect: +1 dodge bonus to armor class against attacks from an opponent.
Prerequisite: Dex 13+
8 >>> Expertise (select)
Effect: When attack 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.
Prerequisite: Int 13+
9 >>> Power Attack (select)
Effect: 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.
Prerequisite: Str 13+
10>>> Improved Critical (auto)
Effect: The threat range of the weapon being wielded is increased by 1.
Prerequisite: Base attack bonus +8 or higher.
Note: Must pick.
11>>> Maximized Attacks (select)
Effect: All attacks do maximum damage for 10 seconds. Usable 1/day.
Prerequisites: 4 ranks in Concentration and Weapon Specialization in 2 weapons.
12>>> Stunning Attack (semi auto, only applies in unarmed attack)
Effect: When attacking with Stunning Attack, it forces a foe damaged by your unarmed attack to make a Fortitude saving throw
(DC 10 + one-half your 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.
Prerequisites: Dex 13+, Wis 13+, base attack bonus +8 or higher
Note: Essentially this is a monk feat, but then it opens to everyone.
13>>> Weapon Finesse (semi auto, only applies when using small baldes)
Effect: You may use your DEX modifier instead of your STR modifier on attack rolls while using small blades. Since you need your second hand for balance, if you carry a shield, apply the shield's armor check penalty to your attack rolls.
Prerequisite: Proficient with small blade, base attack bonus +1.
14>>> Precise Shot (select)
Effect: Reduces the to hit penalty for firing in close quarters from -8 to -4.
15>>> Rapid Shot (select)
Effect: 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.
Prerequisite: Dex 13+
---------------------------------------------------------------------------
IV.4 spell casting feats ppgfe4
---------------------------------------------------------------------------
The following feats are what seperate a polished spellcaster from ordinary, untrained spellcasters. Depends on how you want your spellcaster be, you have a wide variety of feats to choose from. Of course there is always this kind "must choose" that you don't want to miss.
1 >>> Armored Arcana (auto)
Effect: Taking this feat reduces the chances of casting failure by
5%. This feat may be taken up to three times.
Prerequisite: The ability to cast arcane spells.
2 >>> Combat Casting (auto)
Effect: You get a +4 bonus to Concentration checks made to cast a spell while being injured.
3 >>> Spell Penetration (auto)
Effect: You get a +2 bonus to caster level checks to beat a creature's spell resistance for each pick.
Note: Must pick. It makes all your spells harder to resist initially by enemies.
4 >>> Subvocal Casting (auto)
Effect: This feat conveys the ability to cast spells while silenced.
Prerequisite: Ability to cast Arcane or Divine spells.
Note: Although enemies rarely cast 'silence' and 'deaf' but still this is a feat worth investing.
5 >>> Aegis of Rime (Cold)
6 >>> Aqua Mortis (Acid)
7 >>> Scion of Storms (Electical)
8 >>> Spirit of Flame (Fire) (all auto)
Effect: Permanently gives 5 [elemental] resistance and a +20% to all [elemental] damage
Prerequisites: You must be able to cast 4th level spells and have a
Spellcraft of 10 or higher.
Note: It all falls down to you, what spell you want your character to cast? For example, my druid constantly casts 'Flame strike',
'Sol's searing orb', 'Call lightning' and 'Static charge' so it would be benefitcial if she picks 'Scion of Storms' and 'Spirit and Flame'.
9 >>> Spell Focus, Greater Spell Focus: Enchantment
10>>> Spell Focus, Greater Spell Focus: Evocation
11>>> Spell Focus, Greater Spell Focus: Necromancy
12>>> Spell Focus, Greater Spell Focus: Transmutation (all auto)
Effect: +2 to the Difficulty Class (DC) for all saving throws against spells from this school of magic.
Note: Again this is a very personal thing. My arcane spellcasters max-ed 'Evocation' and 'Necromancy' because they cast these spells more often. My divine spellcasters max-ed transmutation because they use 'tremor' often.
---------------------------------------------------------------------------
IV.5 class feats ppgfe5
---------------------------------------------------------------------------
The following feats only open to certain class after certain level. There are 'extra something' feats that give extra 'something' to use per day.
Frankly, this is useless because if i out of 'something' to use, i would rest. Take a close look at rogue feats. 'Arterial Strike', 'Hamstring' and 'Crippling Strike' do not have saving throw aganist. These are the reasons why rogues are deadly.
Babarian
1 >>> Extra Rage (select)
Effect: Allows a barbarian an extra use of their rage ability one time per day. This feat may be taken up to three times.
Barbarian, bard, paladin
1 >>> Heroic Inspiration (auto)
Effect: When the character drops below 50% hit points, he or she gains a +1 bonus to hit, damage, and saving throws.
Bard
1 >>> Lingering Song (auto)
Effect: When a bard stops playing, the effects of his or her song last an additional 2 rounds.
Cleric, paladin
1 >>> Extra Turning (select)
Effect: An extra 'Turn undead' per day for each pick.
Prerequisite: 1 level of cleric or 3 levels of Paladin
2 >>> Improved Turning (auto)
Effect: After a successful turning, the character is able to rebuke or destroy 2 extra Hit Dice of undead.
Prerequisite: 1 level of cleric or 3 levels of paladin
Cleric, druid, paladin, ranger
1 >>> HereticÝs Bane (auto)
Effect: The character gains a +1 bonus to hit and damage against clerics and druids.
Prerequisite: The ability to cast divine spells, base attack bonus
+4 or greater
Druid
1 >>> Extra Wild Shape (select)
Effect: Allows a druid with wild shape to gain an additional use per day. This feat may be taken up to three times.
Prerequisite: 3 levels of druid
2 >>> Wild Shape: Boring Beetle (available after 5 Levels of druid)
3 >>> Wild Shape: Panther (available after 5 levels of druid)
4 >>> Wild Shape: Shambling Mound (available after 8 Levels of druid) (all select)
Effect: Allows a druid to shapeshift to [animal].
Note: The only time i used a druid's shapeshifting ability is in
BG because i need Jaheira to carry some extra things.
However, there are people in gamefaqs.com IWD2 forum that claimed 'Shambling Mound' works.
Fighter
1 >>> Weapon Specialization (auto)
Effect: Gives +2 damage while use selected weapon(s).
Prerequisite: 4 levels of fighter
Note: This feat is available under every weapon feats. Upon picking the third rank in a certain weapon feat, Weapon Specialization is granted while using that weapon.
Paladin
1 >>> Extra Smiting (select)
Effect: Allows a paladin to gain an additional smite evil use per day. This feat may be taken up to three times.
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- Icewind Dale 2 FAQ by System on 09/03/2006, 09:50






