The skill descriptions come from the in-game descriptions (which are incorrect in many cases particularly as to which classes can use them). The descriptions and class usage have been modified based on the information in the NWN2 manual and then corrected for the mistakes in the manual.
Class skill ranks are increased by spending a single skill point for each rank. The maximum rank in a class skill is your character level +3. Unless otherwise indicated, all classes not specifically mentioned in the Class description of a particular skill may take that skill as a cross class skill. Cross Class skills require 2 skill points to increase a skill rank by a single point. The maximum rank for a cross class skill is one half of (your character level +3), rounded down. The Able Learner feat reduces the cost of cross class skills to one skill point per rank but the maximum number of ranks is not increased.
Characters in NWN2 can store a maximum of 5 skill points gained each level to spend at a later point, but only when leveling.
Skill Check
When your character uses a skill, you make a skill check to see how well he or she does. The higher the result of the skill check, the better. Based on the circumstances, your result must match or beat a particular number (a DC or the result of an opposed skill check) for the check to be successful. The harder the task, the higher the number you need to roll.A skill check takes into account a character’s training (skill rank), natural talent (ability modifier), and luck (the die roll). It may also take into account his or her race’s knack for doing certain things (racial bonus) or what armor he or she is wearing (armor check penalty), or a certain feat the character possesses, among other things.
To jump to a particular skill description, click on the skill in the following list.
Ability: Intelligence Requires Training: No Classes: Bard, Rogue, Arcane Scholar of Candlekeep, Arcane trickster, Harper agent, Shadow Thief of Amn
The higher the character's skill the better the price received when selling or purchasing goods.
Check: The character makes an opposed roll against the merchant's Appraise skill. If the merchant wins, the characters pay more for the goods in the store. If the character wins, they pay less. The first time the player interacts with a merchant dictates the prices in that store until their Appraise skill improves. Use: Automatic in stores.
Bluff
Ability: Charisma Requires Training: No Classes: Bard, Rogue, Sorcerer, Warlock, Arcane trickster, Assassin, Duelist, Harper agent, Invisible blade, Red Wizard of Thay, Shadow Thief of Amn, Shadowdancer
The character can make the outrageous or the untrue seem plausible. This skill encompasses acting, conning, fast talking, misdirection and misleading body language.
Check: The character can use this skill to change someones behavior with a successful check. The DC is determined by the NPC being spoken to. Use: Used in conversation and with the Feint feat.
Concentration
Ability: Constitution Requires Training: No Classes: Bard, Cleric, Druid, Favored soul, Monk, Paladin, Ranger, Sorcerer, Spirit shaman, Warlock, Wizard, Arcane Scholar of Candlekeep, Arcane trickster, Blackguard, Eldritch knight, Neverwinter Nine, Pale master, Red dragon disciple, Red Wizard of Thay, Warpriest
Concentration checks are made whenever your character is hit during the act of casting a spell.
Check: The DC to avoid casting failure is equal to 10 + damage received + spell level. The caster receives a -4 penalty to his check if casting within three meters of an enemy. Use: Automatic
Craft Alchemy
Ability: Intelligence Requires Training: No Classes: All except Fighter, Paladin, Blackguard, Duelist, Frenzied Beserker, Shadow Dancer, Weapon Master
The character knows how to create a variety of alchemical items, such as alchemist's fire, acid, and poison. He can also extract raw, magical essence from the remains of certain creatures, which can then be used in the crafting of magical items.
The Craft Alchemy skill requires a mortar & pestle and an alchemical workbench. To create an alchemical item, the character must place the proper ingredients in the alchemical workbench's inventory, then use the mortar & pestle on the workbench. If the correct ingredients were used and the character has the required skill ranks in Craft Alchemy, an alchemical item is created. Alchemical recipes can be foun in recipe books throughout the game. Skilled alchemists can create more potent versions of alchemical items, which are not generally sold by merchants.
Craft Alchemy can also be used to distill certain items, usually the body parts of exotic monsters, into one of the five types of mystical essence required to create magic items. In order to distill an item into its essence form, the character must simply use the mortar & pestle item on the distillable item. If the character has the required ranks in Craft Alchemy, the item is distilled. The minimum skill ranks required, as well as the Essences an item yields, is listed in the item's description.
The character knows how to craft armor and shields from a variety of materials.
Using Craft Armor requres an anvil (blacksmith's workbench) and a Smith's Hammer, in addition to the appropriate materials (metal ingots, wooden planks, and/or leather hides) and a mold for the desired armor or shield. The character places all components, including the mold, in the anvil's (blacksmith's workbench) inventory, then uses the Smith's Hammer's special ability on the anvil (blacksmith's workbench). If the character has enough ranks in Craft Armor, the new item is created. The mold for each specific armor or shield lists which materials that item requires. The base skill requirement for crafting a suit of armor or a shield is equal to the armor bonus that item provides. For example, a breastplate provides a +5 armor bonus to AC, so the character must have 5 ranks of Craft Armor to craft a breastplate.
Armor and shields can be crafted from basic materials (iron, wood, or leather) or from more exotic components, such as mithral or wyvern hide. Exotic materials increase the skill requirement to craft the item, but also provide additional benefits.
Iron: No modifier Leather: No modifier Darksteel: +10 ranks Duskwood: +5 ranks Mithral: +10 ranks Zalantar: +10 ranks Salamander Hide: +12 ranks Adamantine: +15 ranks Umber Hulk Hide: +17 ranks Wyvern Hide: +20 ranks Red Dragon Hide: +23 ranks
Note that in order to create a suit of armor or shield out of an exotic material, all the materials used to craft that armor must be of the same type. For example, crafting a suit of full plate requires three [in game description says four, but this is obviously wrong] metal ingots. In order to create a suit of adamantine full plate, three adamantine ingots must be used. Alloying such exotic materials is beyond even the greatest smiths.
Use: Selected
Craft Trap
Ability: Intelligence Requires Training: No Classes: Barbarian, Monk, Ranger, Rogue, Arcane trickster, Assassin, Blackguard, Divine champion, Eldritch knight, Harper agent, Invisible blade, Pale master, Red dragon disciple, Shadowdancer, Shadow Thief of Amn
The character using this skill can combine raw components to form various trap kits. Creating a trap kit requires a trap kit mold, which can be purchased from many merchants throughout the game, a number of elemental components (see below), and access to a blacksmith's workbench and a Smith's Hammer item. To create a trap, place the trap mold and all elemental components into the workbench's inventory, then use the Smith's Hammer on the workbench.
To create a specific type of trap, you need the appropriate elemental components, as follows:
Acid Splash Trap: Acid Flask Blob of Acid Trap: Acid Flask and Tanglefoot Bag Electrical Trap: Quartz Crystal Fire Trap: Alchemist's Fire Frost Trap: Coldstone Gas Trap: Choking Powder Holy Trap: Holy Water Negative Energy Trap: Obsidian Sonic Trap: Thunderstone spike Trap: Dagger Tangle Trap: Tanglefoot Bag
In addition, the power level of the trap is determined by the number of elemental components you use in the crafting of the trap. The power level, in turn, determines the minimum Craft Trap ranks required to create the item.
The character knows how to create most types of weapons and ammunition from different materials.
Using Craft Weapon requires an anvil (blacksmith's workbench) and a Smith's Hammer item, in addition to the appropriate materials (metal ingots, wooden planks, and/or leather hides) and a mold for the desired weapon. The character places all components, including the mold, in the anvil's inventory, then uses the smith's hammer's special ability on the anvil (blacksmith's workbench). If the character has enough ranks in Craft Weapon, then new item is created. The mold for each specific
weapon lists which materials a weapon requires. The base skill requirements for crafting weapons are:
Weapons can be crafted from basic materials (iron, wood, or leather), or from more exotic components, such as mithral or Shederran wood. Exotic materials increase the skill requirement to craft a weapon, but also provide additional benefits.
Note that in order to create a weapon out of an exotic material, all the materials used to craft that weapon must be of the same type. For example, crafting a longsword requires two metal ingots. In order to create a darksteel longsword, two darksteel ingots must be used. Alloying such exotic materials is beyond even the greatest smiths.
Use: Selected
Diplomacy
Ability: Charisma Requires Training: No Classes: Bard, Cleric, Druid, Favored soul, Monk, Paladin, Rogue, Spirit shaman; Arcane Scholar of Candlekeep, Arcane trickster, Assassin, Blackguard, Harper agent, Neverwinter Nine, Pale master, Red dragon disciple, Shadowdancer, Shadow Thief of Amn, Warpriest (all others are cross class)
A successful Diplomacy check prompts NPCs to reveal additional information or give bonus treasure in conversation.
Check: The DC is determined by the NPC spoken to. Use: Used in conversation
This skill allows the character to perform a variety of actions on a trap.
Check: There are four progressively difficult actions that a character may perform on a trap: base DC is determined by the difficulty rating of the trap, modified by the action being performed.
Assessing a trap to determine its difficulty modifies the DC by -7.
Flagging a trap to make it visible to the rest of the party modifies the DC by -5.
Disarming a trap has no effect on the trap DC.
Recovering a trap raises the trap DC by +10.
Special: A rogue is the only class capable of disarming traps with a DC of 20 or greater. With 5 or more ranks in the Set Trap skill a character gets a +2 synergy bonus on Disable Device checks. Spectacular Failure: When disarming or recovering a trap, a spectacular failure results in the trap immediately going off. Use: Assess, Flag, Recover, and Disarm are dropdown menu options off of detected device.
With this skill a character can use a healing kit to cure wounds and heal poisons and diseases.
Check: To heal poisons and diseases, the healer must make a successful check against their DC. If he is successful, the target is healed and is cured a number of HP equal to the skill roll, plus all modifiers. If the target suffers from no poisons or diseases, it is still cured of damage. Use: Use healing kit on a wounded creature.
This skill allows a character to hide from enemies.
Check: The character must succeed at an opposed test against a searching creature's Spot check. Success means that the character goes undetected. Special: The Hide and Move Silently skills combine into a single Stealth action. Movement in Stealth mode is slower than the normal rate. Wearing armor or using a torch inhibits this ability, but low light can provide a bonus. A character in Stealth mode is harder to spot if standing still, and if his stature is small. Use: Select the Stealth action on the modal bar. Invisible characters automatically enter Stealth mode. Opposed Spot and Listen rolls are made once per round, where applicable.
Intimidate
Ability: Charisma Requires Training: No Classes: Barbarian, Fighter, Rogue, Warlock, Assassin, Blackguard, Frenzied berserker, Red Wizard of Thay, Shadow Thief of Amn, Stormlord, Warpriest, Weapon master
A character can use this skill to threaten opponents into revealing sensitive information or to convince them to back down from a fight.
Check: The character can use this skill to change someone's behavior with a successful check. The DC is determined by the NPC being spoken to. Use: Used in conversation
Listen
Ability: Wisdom Requires Training: No Classes: Barbarian, Bard, Druid, Monk, Ranger, Rogue, Arcane archer, Arcane trickster, Assassin, Duelist, Dwarven defender, Harper agent, Neverwinter Nine, Pale master, Red dragon disciple, Shadow Thief of Amn, Shadowdancer
Listen alerts a character to hidden creatures that may be nearby.
Check: Listen detects hidden creatures by opposing their Move Silently check. A successful check renders the hidden creature visible, and makes it a valid target for the listener. Special: Standing still provides a +5 bonus to a Listen check. A character with the Alertness feat gains a +2 bonus to Listen checks. Rangers gain a bonus when Listening against a favored enemy. Elves, gnomes and halflings gain a +2 racial bonus to Listen checks. Half-Elves receive a +1 racial bonus. Use: Listen is part of the Detect modal action. In Passive Detect mode, checks are made automatically every round. Active Detect mode is a modal action that reduces the normal movement rate and makes the character perform an Active Listen, as well as Spot and Search checks.
Lore
Ability: Intelligence Requires Training: No Classes: Bard, Cleric, Druid, Favored soul, Fighter, Monk, Paladin, Ranger, Rogue, Sorcerer, Spirit shaman, Warlock, Wizard, Arcane Scholar of Candlekeep, Arcane trickster, Blackguard, Divine champion, Eldritch knight, Harper agent, Neverwinter Nine, Pale master, Red dragon disciple, Red Wizard of Thay, Shadow Thief of Amn, Stormlord, Warpriest, Weapon master
Lore allows a character to identify unknown magic items.
Check: A roll against an unidentified item's value to determine magical properties that the item may possess. Special: Bards are able to identify items more easily than other classes. Various spells and items also give a character a bonus to their Lore skill. Use: Automatic every time the character acquires an item.
Move Silently
Ability: Dexterity Requires Training: No Classes: Bard, Monk, Ranger, Rogue, Arcane archer, Arcane trickster, Assassin, Harper agent, Invisible blade, Pale master, Shadow Thief of Amn, Shadowdancer
A character may sneak quietly past an enemy.
Check: A Move Silently check is opposed by the listening creature's Listen check. If the character is successful, the opposing creature remains unaware as the character moves. Special: Hide and Move Silently are combined into a single Stealth action. Movement in Stealth mode is slower than the normal rate. Wearing armor inhibits this ability, but low light can provide a bonus. Use: Select the Stealth action from the modal bar. Invisible creatures automatically enter Stealth mode.
This skill allows a character to enter locked rooms and open locked containers.
Check: The DC is determined by the lock's difficulty rating. A successful check opens the lock. Special: Thieve's tools can be used to provide bonuses to a character's Open Lock attempt, but are destroyed in the attempt whether successful or not. Use: Select the skill and then target a locked object.
Parry allows the character to block incoming attacks and make spectacular counterattacks.
Check: The DC is the modified attack roll of the incoming blow. A successful Parry check means that the attack does not damage the parrying character. A character may only parry a number of attacks per round equal to the number of attacks per round available to the character. Special: If the parry is successful and the difference between the roll and the DC is ten points or greater, a counterattack occurs. A counterattack is a free attack made by the parrying character against the parried opponent. The first counterattack in a round is made with a full attack bonus and subsequent counterattacks are made at -5, -10, -15, and so on. Use: Select the Parry mode. The character will remain in Parry mode until the mode is exited.
Perform
Ability: Charisma Requires Training: Yes Classes: Bard, Harper agent Cross Class: NONE (Perform is a prohibited skill for all classes except the Bard and Harper agent)
A Bard using Perform can perform the bardsong, which improves their allies' ability to fight in combat and withstand mind-affecting enemies. Perform is essential for any Bard who wants to have access to their bardsong.
Check: None required. The higher the rank in this skill, the better the bardsong. Use: Select the skill to affect a 30-foot radius of allies around the singer.
Search
Ability: Intelligence Requires Training: No Classes: Ranger, Rogue, Arcane Scholar of Candlekeep, Arcane trickster, Assassin, Neverwinter Nine, Red dragon disciple, Shadow Thief of Amn, Shadowdancer
Search is used to detect traps.
Check: Detecting a trap is an opposed test, pitting the character's Search check against a DC equal to the Set Trap skill check, plus the strength of the trap. Only rogues may detect traps with a DC greater than 20. Special: Elves and dwarves receive a +2 bonus to their Search checks, and hal-elves gain a +1 bonus. Use: Search is part of the Detect modal action. In Passive Detect mode, checks are made automatically every round. Active Detect mode is a modal action that reduces the character's normal movement rate and performs an Active Search, as well as Spot and Listen checks.
Check: When a trap kit is used, the character makes a skill check. The DC of the task is determined by power of the trap. Special: 5 or more ranks in Disable Trap grants a +2 synergy bonus on Set Trap checks. Any party members are able to see traps that one character has set. Spectacular Failure: If a skill check is failed by 10 or more, the trap goes off in the attempt to set it. This can only occur if you are in combat when trying to set the trap. Use: Use a trap kit from your inventory. An icon visible to you and your party will appear on the ground to represent the trap.
Sleight of Hand allows a character to pick the target's pocket and attempt to steal items.
Check: There are two parts to successfully picking a pocket. First, the item must be acquired, and then the targeted creature must not notice the theft. Stealing the item is a simple skill test against the target's DC. The base DC for a neutral or tolerant creature is 20, and 30 for a hostile creature. This roll is modified by armor check penalties. The targeted creature then makes an opposed Spot check against the character's Sleight of Hand check. Hostile creatures have a +10 bonus to their Spot checks in this test. If the targeted creature succeeds at this opposed check, then the target hast detected the theft attempt. An NPC who detects the attempt will turn hostile, and a PC will be informed that the character hast attempted to use Sleight of Hand on him. If the character is successful in both checks, then he steals the item without being detected. Use: Select skill, then select valid target.
Spellcraft
Ability: Intelligence Requires Training: Yes Classes: Bard, Cleric, Druid, Favored soul, Sorcerer, Spirit shaman, Warlock, Wizard, Arcane Scholar of Candlekeep, Arcane trickster, Eldritch knight, Pale master, Red dragon disciple, Red Wizard of Thay, Stormlord, Warpriest
Spellcraft is used to identify spells being cast by other spellcasters.
Check: A successful check means that the character has identified a spell being cast by an opponent. The DC of this check is equal to 15 + spell level. The character also gains a +1 bonus for every 5 ranks in this skill to all saving throws against spells. Special: a specialist wizard gets a +2 bonus when dealing with a spell from his specialized school. Use: Spellcraft checks are automatic whenever a spell is cast nearby.
A successful Spot check reveals a hidden creature.
Check: The DC is determined by the Hide check of the hidden creature. Special: The Alertness feat grants a +2 bonus on Spot checks. Rangers receive a bonus on Spot checks against their favored enemy. Elves gain a +2 bonus on Spot checks, and half-elves a +1 bonus. Use: Spot is part of the Detect modal action. In Passive Detect mode, checks are made automatically avery round. Active Detect mod is a modal action that reduces the normal movement rate and makes the character perform an Active Spot, as well as Search and Listen checks.
Character with this skill may enter Tracking mode, wherein hostile humanoids, animals, and vermin are made visible on the minimap. Higher Survival skill increases the range of detection.
This skill also determines the range for the Track feat and Swift Tracker ranger ability.
Taunt is used to provoke an enemy into dropping his guard for a short time. At higher ranks, multiple enemies can be affected.
Check: The enemy must make a Will save against the DC equal to 5 + the attacker's Taunt skill or suffer -2 to AC and -2 to Concentration for five rounds. Special: At five ranks, the Taunt effects all enemies within 5 feet of the initial target. This radius increasies by 5 feet every additional five ranks the character has. Using Taunt provokes Attacks of Opportunity and Taunt penalties are not cumulative. Use: Select skill and then target creature.
The character with high tumbling is able to roll away from attacks during combat, positioning themselves safely at all times. Any time the character might receive an attack of opportunity for moving past enemies, they will automatically atempt a tumble check against a DC of 15. If successful, the attack is avoided. For every ten ranks in this skill (not including Dexterity bonus) the character's armor class is also improved by +1.
Check: DC 15 to avoid attack of opportunity while moving. Use: Automatic
Use Magic Device
Ability: Charisma Requires Training: Yes Classes: Bard, Rogue, Warlock, Assassin Cross Class: All others (UMD is a NOT a prohibited skill to other classes as indicated by the manual)
A successful Use Magic Device check allows the character to use a magic item as if he had a required class, race, or alignment.
Check: The base DC is determined by the value of the item, and modified by the type of emulation the character is attempting. If the character attempts to emulate a specific race, the DC increases by 5; if he attempts to emulate a specific alignment, the DC increases by 10. Emulating a specific class does not modify the base DC. Use: Automatically applied whenever a character attempts to use or equip an item normally unusable by his class, race, or alignment.