A number of character classes have been improved in Heart of Winter, and
many of them have gained new special abilities. Please note, the following
special abilities were inspired by those found in the new Dungeons &
Dragons rule system by Wizards of the Coast. These special abilities were
interpreted and modified to fit within the Icewind Dale series of games, and
are not officially documented within the 2nd Edition Advanced Dungeons
& Dragons rules. A summary of these abilities is as follows:
PALADINS
Smite Evil. Paladins now have the ability to call down a column of holy
light once per day. This column of holy light does 1d6 + 1d6 points of
damage for every 3 levels of the paladin. The paladin can select this power
from his special abilities bar (accessed through the star button on the
bottom right of the main screen).
Divine Courage. At 3rd level, paladins gain an immunity to fear.
Earlier Spell Access. Paladins now have access to spells at an earlier
level. See the Paladin Spell Progression Table at the end of this manual.
Immunity to Disease. Paladins are now completely immune to all forms
of disease , magical or mundane.
RANGERS
Earlier Spell Access. Rangers now have access to spells at an earlier
level. See the Ranger Spell Progression Table at the end of this manual.
Tracking. Rangers have a new special ability, tracking, which can be
selected from the special abilities bar (accessed through the star button on
the bottom right of the main screen). When used, the ranger can attempt
to look for tracks and gain information on what type of creatures, if any,
have passed through the area. Potential information that can be gained
from tracking includes the number of creatures, the direction they were
traveling in, and how long ago the tracks were made. This ability works on
any map in Icewind Dale and Heart of Winter, and it can provide
important clues to what creatures lurk in the area. The skill’s success is
based on the ranger’s level (+5% for every three levels) and his wisdom
(+5% per point of wisdom), and it can only be used once per day.
DRUIDS
New Experience Table. Druids have a new experience table that allows
them to advance past 14th level. See the end of this manual for details.
Druidic Shape Change. This power is now available at 5th level, and
the druid now gains a new form they can shape change into every other
level thereafter, to 15th level. In addition, druids will heal some of their
wounds when they shift to their animal form.
Elemental Form. Once druids reach 11th level, they gain the ability to
transform themselves into a fire elemental, with all the advantages,
resistances, and immunities that a fire elemental possesses. The druid gains
the ability to transform into new elemental forms at higher levels: an earth
elemental at 13th level and a water elemental 15th level.
Immunity to Poison. At 9th level, druids become immune to poison,
both mundane and magical.
Timeless Body. At 15th level, druids no longer accrue fatigue through
magical or mundane means. They need sleep only to refresh their spells;
otherwise, they can stay active for weeks on end with no penalties. Note
this immunity to fatigue also applies to spells that normally cause fatigue
(such as Haste or Righteous Wrath of the Faithful).
THIEVES
Sneak Attack. Sneak Attack is an optional ability that can replace a
thief’s Backstab ability; if you wish your thieves to use Sneak Attack
instead of Backstab while playing the game, the option can be switched in
the Config program. When Sneak Attack is in effect, any time a thief
attacks an opponent from a flank or rear position, he or she can do
additional damage once (and only once) on that opponent. The additional
damage is plus +1d6 every 4 levels of experience (i.e., an 8th level thief
could do +3d6 damage, and a 23rd level thief could do +6d6). A Sneak
Attack does not require the thief to be hidden or moving silently in order
to work (although these skills can help a thief to get into position). Critical
hits do not double Sneak Attack damage.
Evasion. At 7th level, thieves gain the power to evade effects that would
normally hurt other characters. Whenever a thief is hit by a spell that can
be evaded (Fireball, Lightning Bolt, etc.), the thief is allowed a saving
throw vs. breath to completely avoid the effects of the spell. If the saving
throw is failed, then the spell works normally, including a save for halfdamage
if the spell allows for it. Evasion improves as the thief goes up in
level, giving him bonuses to the saving throw vs. breath (for Evasion
purposes only). Keep in mind that thieves cannot evade their own effects,
so mage/thieves should think twice before throwing a fireball at their feet.
Crippling Strike. At 5th level, thieves gain a feel for how to hamstring
their enemies in unpleasant ways. This allows thieves to cripple an
opponent with a successful Sneak Attack, reducing their chances to hit
and damage. This crippling effect is in addition to the normal Sneak
Attack damage. A Crippling Strike improves with the thief’s level. At 5th
level, a thief’s Crippling Strike causes the victim to suffer a -1 to hit and
damage rolls, at 9th level, -2 to hit and damage, at 13th level, -3 to hit
and damage, and so on, with an additional -1 penalty to hit and damage
for every four levels of the thief. A creature hit with a Crippling Strike will
regain their normal to hit and damage rolls one turn after being crippled.
BARDS
Bards have a number of new songs in addition to their starting song (The
Ballad of the Three Heroes). Unless otherwise noted, all bard songs have
a radius of 30 feet.
The Ballad of Three Heroes. Bards start the game with the ability to
play this ballad. When the Ballad of Three Heroes is played, all the bard’s
allies gain +1 to hit, +1 damage, and +1 saving throws.
The Tale of Curran Strongheart. Bards gain this song at 3rd level.
When the Tale of Curran Strongheart is being played, any fear effect on
the bard’s allies are removed, and they gain an immunity to fear effects for
as long as the song lasts.
Tymora’s Melody. Bards gain this song at 5th level. When played,
Tymora’s Melody gives the bard’s allies +1 luck, +3 saving throws, and
+10% to their lore skill and thief skills.
The Song of Kaudies. Bards gain this song at 7th level. When the Song
of Kaudies is played, the bard’s allies have a 50% chance to shrug off the
effects of spells such as Silence, Shout, Great Shout, Command, or any
other sound-based attack.
The Siren’s Yearning. Bards gain the Siren’s Yearning at 9th level.
When played, the bard’s enemies must save vs. spell or be enthralled,
unable to take action until 1 turn passes or they take damage.
War Chant of Sith. The War Chant of Sith becomes available to bards
when they reach 11th level. When played, the bard’s allies gain -2 bonus
to AC, +10% Resistance to slashing, piercing, crushing, and missile
attacks, and the ability to regenerate 2 hit points every round.