IWD2 :: Skills
- CAVEAT LECTOR: This is a premature list, subject to change. Don’t cry too much if some of these skills or subsystems aren’t implemented in the game.
- Icewind Dale 2 will be using a small portion of the 3E skills and the 3E method for distributing skill points based on class, level, race, and the Intelligence stat.
- The following skills are planned for implementation:
- Animal Empathy – Allows the user to charm animals (Drd, Rgr only)
- Bluff – Character can gain dialogue options to deceive opponents (Brd, Rog, Sor*)
- Concentration – Prevents the disruption of spellcasting (Brd, Clr, Drd, Mnk, Pal, Rgr, Sor, Wiz)
- Diplomacy – Character can gain dialogue options to maintain peaceful relations and still get his or her way (Brd, Clr, Drd, Mnk, Pal, Rog, Sor*)
- Disable Device – Disarms traps (Rog)
- Hide – Conceals the character from sight (Brd, Mnk, Rgr, Rog)
- Intimidate – Character can gain dialogue options to imply threats through dialogue (Bbn, Ftr*, Rog)
- Lore: Alchemy – Allows the character to identify potions (Brd, Clr, Drd, Sor, Wiz)
- Lore: Arms and Armor – Allows the character to identify magical weapons and armor (Brd, Clr, Drd, Ftr, Pal, Rgr, Sor, Wiz)
- Lore: Ex Miscellanea – Allows the character to identify miscellaneous magical items (Brd, Clr, Drd, Sor, Wiz)
- Lore: Scrolls and Wands – Allows the character to identify scrolls and wands (Brd, Clr, Drd, Pal, Rgr, Sor, Wiz)
- Move Silently – Prevents the character from being detected (Brd, Mnk, Rgr, Rog)
- Open Lock – Opens locks and similar devices (Rog)
- Pick Pockets – Lift valuables off of neutral targets (Brd, Rog)
- Search – Used to find traps and similar concealed items (Rgr, Rog)
- Spellcraft – Identifies enemy spells as they are being cast (Brd, Clr, Drd, Sor, Wiz)
- Use Magic Device – Activates wands and scrolls despite class restrictions (Brd, Rog only)
- Wilderness Lore – Tracking (Rgr only)
- The classes listed in parentheses are the classes that take those skills at a 1:1 cost. If a class is not listed behind a given skill, it must spend 2 points to gain one rank in a skill. If a skill has “only” listed after its classes, only the listed classes may purchase ranks in the skill (and use it).
| Classes get the following number of skill points at 1st level |
- Barbarian: (4 + Int modifier) x4
- Bard: (4 + Int modifier) x4
- Cleric: (2 + Int modifier) x4
- Druid: (4 + Int modifier) x4
- Fighter: (2 + Int modifier) x4
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- Monk: (4 + Int modifier) x4
- Paladin: (2 + Int modifier) x4
- Ranger: (6 + Int modifier) x4*
- Rogue: (8 + Int modifier) x4
- Sorcerer: (4 + Int modifier) x4*
- Wizard: (2 + Int modifier) x4
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- Every level thereafter, they receive the base amount (X + Int modifier). For example, Invae Cathimon begins play as a Ranger. Her Intelligence is 14, resulting in a bonus of +2. She begins with 32 skill points ([6+2]x4). At 2nd level, she takes a level of Fighter. For that level, she receives an additional 4 (2+2) skill points.
- Characters can only have a number of ranks in their skills equal to their class level +3. A 5th level character could only have 8 ranks in Hide, for instance.
- Humans gain 4 extra skill points at 1st level and an additional 1 point every level. Several other races have small bonuses to the listed skills. Elves gain +2 to Search, Gnomes gain +2 to Lore: Alchemy, Half-Elves gain +1 to Search, and Halflings gain +2 to Move Silently (no, they don’t get the size bonus to Hide because they don’t suffer any the penalties of Small size).
- We are still working out the details of this system. For instance, what happens when a player creates a Human Rogue with an 18 Intelligence. Stuff like that. We will have skill resolution details later on.
* Non-canonical
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