Ranger; Rogues; Sorcerer; Wizard - Black Isle ICEWIND DALE 2 Manual

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Class Features: Lay on hands, turn undead at 3rd level, at 4th level paladins gain the ability to cast
spells, adds Charisma modifier to AC, Immunity to all diseases, Smite Evil, and the ability to project an
Aura of Courage (immunity to fear for himself and those close to him).
Restrictions: Paladins must be of lawful good alignment.
Hit Die: d10 (1-10 Hit Points per Level)

Ranger

The ranger is a hunter and a woodsman, skilled with weapons and knowledgeable in wilderness lore and
woodcraft. The ranger often protects and guides lost travelers and honest peasant-folk.
Class Features: Two-Weapon Fighting, Favored Enemy (rangers can gain a new favored enemy
every five levels), and Wilderness Lore. At 4th level, rangers gain the ability to cast spells.
Hit Die: d10 (1-10 Hit Points per Level)

Rogues

Rogues share little in common with each other. Some are stealthy thieves. Others are silver-tongued tricksters.
Still others are scouts, infiltrators, spies, diplomats, or thugs. What they share is versatility, adaptability, and
resourcefulness. In general, rogues are skilled at getting what others don't want them to get: entrance into a
locked treasure vault, safe passage past a deadly trap, secret battle plans, a guard's trust, or some random
person's pocket money.
Class Features: Sneak attack, Evasion, Uncanny Dodge, Special Feats at 10th level, and twice the
skill points of any other class.
Hit Die: d6 (1-6 Hit Points per Level)

Sorcerer

Sorcerers are practitioners of magic who were born with the innate ability to cast spells. It is thought that the
blood of some powerful creature flows through their veins; perhaps they are the spawn of the gods them-
selves, or even dragons walking in humanoid form. Regardless, the sorcerer's magic is intuitive rather than
logical. They know fewer spells than wizards, and acquire spells more slowly, but they can cast spells more
often and have no need to select and prepare spells ahead of time. Sorcerers cannot specialize in magic the
way wizards do. Other than these differences, a sorcerer is very similar to the wizard. A sorcerer's prime req-
uisite is Charisma.
Class Features: Spellcasting, do not need to memorize spells.
Restrictions: A sorcerer cannot learn spells from scrolls. Sorcerers start without any armor profi-
ciencies, however they can purchase these proficiencies as feats.
Hit Die: d4 (1-4 Hit Points per Level)

Wizard

The wizard is a master of shaping magical energies and casting them as spells. To do so, he studies strange
tongues and obscure facts and devotes much of his time to magical research. A wizard must rely on knowl-
edge and wit to survive. Wizards are rarely seen adventuring without a retinue of fighters and men-at-arms.
Because there are different types (or schools) of magic, there are different types of wizards. The generalist
wizard studies all types of magic and learns a wide variety of spells. His broad range makes him well suited to
the demands of adventuring.
Advantages: Spell Casting (wizards can cast any or all wizard spells, unlike specialist wizards, below).
Restrictions: Wizards start without any armor proficiencies, however they can purchase these profi-
ciencies as feats.
Hit Die: d4 (1-4 Hit Points per Level)
Specialist Wizards: Wizards that specialize in a specific school of magic are allowed to memorize an extra
spell at each level (once they are able to use spells of the appropriate level). They are prohibited from learn-
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