Icewind
Dale II Skills
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Your skills represent a variety of abilities, and you get better at them as you go up in level. The amount of skill points you receive every level depends on your character's race, class and intelligence modifier. You can select to use "cross-class" skills, but you will not be as adept at them as the classes more suited to using them. For example, spellcraft is easier for a caster to learn than one of the non-casting classes, hence it costs casting classes less to buy and they are more proficient in it.
Name |
Skill
Mod |
Description
|
Check
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ALCHEMY |
Int
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Used
for identifying potions and other magical substances or poisons.
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The check for this skill is done in dialog for making alchemical items, or by comparing the skill value + ability score modifier to the lore value of the item. If the skill result is equal to or greater than the lore value, the item is successfully identified. |
In-game
description: ALCHEMY (Int; Trained Only): Alchemists combine strange ingredients in secret ways to make marvelous substances. Skilled alchemists are able to identify potions, poison and other alchemical substances. |
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ANIMAL EMPATHY |
Cha
|
Used
to calm enemy animals. This is used like the Ranger Charm Animal
ability.
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Animal must roll a Will Save of 5 + player's total skill or higher to avoid becoming charmed. |
In-game
description: ANIMAL EMPATHY (Cha; Trained only; Druid, Ranger only): Use this skill to keep a guard dog from barking at you, to get a wild bird to land on your hand, or to keep an Owlbear calm while you back off. |
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BLUFF |
Cha
|
Used
to bluff NPC's in dialog to gain knowledge or other beneficial things.
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The check is your Bluff score + Charisma Modifier which must be equal to or higher than the target Difficulty Class. |
In-game
description: BLUFF (Cha): You can make the outrageous or the untrue seem plausible. The skill encompasses acting, conning, fast talking, misdirection, prevarication, and misleading body language. Use a bluff to sow temporary confusion, get someone to turn his head to look where you point, or simply look innocuous. |
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CONCENTRATION |
Con
|
Used
to better a mage's concentration in combat. The higher the skill,
the better the mage is at maintaining the spell he is casting while
being attacked.
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The check is d20 + Concentration Skill Level + Constitution bonus must be greater than or equal to 15 + spell level. If the character has Combat Casting they get a +4 to their side of the equation as well. |
In-game
description: CONCENTRATION (Con): You are particularly good at focusing your mind. Those with high Concentration skill can cast spells despite distractions such as taking damage, getting hit by unfriendly spells, and so on. |
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DIPLOMACY |
Cha
|
Used
primarily in dialog to allow players to talk their way out of something,
or to talk their way into getting something they want.
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The check is your Diplomacy score + Charisma Modifier must be equal to or higher than the target Difficulty Class. |
In-game
description: DIPLOMACY (Cha): Use this skill to persuade the enemy to let you see the head guy, to negotiate peace between two feuding parties, or convince the evil goblins that captured you that they should ransom you back to your friends instead of killing you. Diplomacy includes etiquette, social grace, tact, subtlety, and a way with words. A skilled character knows the formal and informal rules of conduct, social expectations, proper forms of address, and so on. |
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DISABLE DEVICE |
Int
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Used
to disable traps and other mechanical devices.
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Character's Disable Device + Intelligence Modifier must be equal to or greater than the Difficulty Class to disarm the trap. |
In-game
description: DISABLE DEVICE (Int; Trained Only): Use this skill to disarm a trap, jam a lock, or rig a wagon wheel to fall off. You can examine a fairly simple or fairly small mechanical device and disable it. |
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HIDE |
Dex
|
Used
to hide in shadows. Creatures check against the target when they
come into range.
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Creatures roll d20 + level + Wisdom Modifier to beat the hidden character's Hide + Dexterity Modifier + 10. Additional modifiers may also apply. |
In-game
description: HIDE (Dex; Armor Check Penalty): Use this skill to sink back into the shadows and proceed unseen, to approach a wizard's tower under cover of brush, or to tail someone through a busy street without being noticed. |
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INTIMIDATE |
Cha
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Used
to intimidate NPC's through perceived force into giving
the player what they want. |
The check is your Intimidate score + Charisma Modifier must be equal to or higher than the number checked in dialog. |
In-game
description: INTIMIDATE (Cha): Use this skill to get a bully to back down or to make a character give you the information you want. Intimidation includes verbal threats and body language. |
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KNOWLEDGE (ARCANA) |
Int
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Used
to identify magic artifacts, scrolls, wands, etc.
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Identification is determined as described in Alchemy. |
In-game
description: KNOWLEDGE(ARCANA) (Int; Trained Only): Knowledge (Arcana) represents the study of arcane knowledge, such as ancient mysteries, magic traditions, arcane symbols and cryptic phrases. Knowledge (Arcana) also gives the skilled the ability to identify many types of magical artifacts such as wands, scrolls, rods and other arcane magic items. |
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MOVE SILENTLY |
Dex
|
Used
to allow the player to move quietly and not disturb enemy creatures.
|
Creatures
check against the target when they come into range. Creatures roll d20 + level + Wisdom Modifier to beat the hidden character's Move Silently + Dexterity Modifier + 10. Additional modifiers apply. |
In-game
description: MOVE SILENTLY (Dex; Armor Check Penalty): Use this skill to sneak up behind an enemy or to slink away without being noticed. |
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OPEN LOCK |
Dex
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Used
to unlock locked doors.
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Character's Open Lock + Dexterity Modifier must be equal to or greater than the difficulty of the lock. |
In-game
description: OPEN LOCK (Dex; Trained Only): You can pick padlocks, finesse combination locks, and solve puzzle locks. |
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PICK POCKET |
Dex
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Used
to pick pocket PC's or NPC's.
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Character's Pick Pockets + Dexterity Modifier must be equal to or greater than the target's Level + Intelligence Modifier. |
In-game
description: PICK POCKET (Dex; Trained Only; Armor Check Penalty): You can cut or lift the purse and hide it on your person, palm an unattended object, or perform some feat of legerdemain with an object no larger than a hat or a loaf of bread. You can pick pocket non-hostile NPC's as well as your own party members. |
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SEARCH |
Int
|
Used
to find secret doors, hidden compartments and other not-so-obvious
details. |
Character's Search + Intelligence Modifier must be equal to or greater than the difficulty to detect the trap. |
In-game
description: SEARCH (Int): Use this skill to find secret doors, simple traps, hidden chests, and other details that aren't readily apparent. The Spot lets you notice something, such as a hiding rogue. The Search skill lets a character discern some small detail or irregularity through active effort. |
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SPELLCRAFT |
Int
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Used
to show what spells NPC's are casting.
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Any PC with line of sight to the spell caster makes a check to determine whether they can identify the spell or not. d20 + Spellcraft skill + Intelligence Modifier must be equal to or greater than 15 + spell level of caster's spell. |
In-game
description: SPELLCRAFT (Int; Trained Only): Use this skill to identify spells as they are cast or spells already in place. Additionally, certain spells allow you to gain information about magic provided that you make a Spellcraft check. Lastly, wizards use this skill to learn new spells from scrolls they find or purchase. |
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USE
MAGIC DEVICE
|
Cha
|
Allows
player to use a magic device that they normally would not be able
to use.
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For example, a thief could use a wand of fireballs to cast fireballs. If they fail, they take magical damage. |
In-game
description: USE MAGIC DEVICE (Cha; Trained only; Bard, Rogue only): This skill allows a bard or rogue to use wands or scrolls normally forbidden to them. When the character uses such items, he or she attempts to use a mish-mash of arcane knowledge to activate it. The more powerfull the effect is, the more difficut the power is to evoke. It the character fails to activate the item, that charge is destroyed and the user takes 1-6 points of magic damage per level of the effect they were attempting to invoke. |
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WILDERNESS LORE |
Wis
|
Allows
a character to find out information about an area that would not
have been available without this skill.
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d20 + Wilderness Lore + Wisdom Modifier is equal to or greater than 10 + Difficulty Class. |
In-game
description: WILDERNESS LORE (Wis): Use this skill to hunt wild game, guide a party safely through frozen wastelands, identify signs that a foe lives nearby, or avoid other natural hazards. To use Wilderness Lore, select it from the Skills menu. |