[RQ-Rules] D&D3 Feats conversion to RQ

From: Leon Kirshtein (leonbk@yahoo.com)
Date: Sun 30 Dec 2001 - 19:24:47 EET


I have been working on converting D&D3 rules to RQ.
These are my ideas on converting D&D3 feats. Please
let me know what you guys think.

Leon Kirshtein

Feats:
Alertness - +10% to Listen and Scan checks.

Ambidexterity - Off-handed weapon skills are at 2/3
skill from the primary hand.

Armor Proficiencies - Allows a character to rest even
if wearing armor at a penalty ( -10% from all skills
per night of rest in armor)

Blind-Fight - You suffer only -50% to hit and parry
for being unable to see your opponent.

Brew Potion - +20% to Alchemy skill.

Cleave - Allows an additional attack at 1/2 attack
skill against another opponent, if the first opponent
is incapacitated the same round.

Combat Casting - +20% to Concentration checks.

Combat Reflexes - character does not incur 3SR penalty
 in between attacks.

Craft Skills - +20% to Enchant (or Ceremony) skill.

Deflect Arrows - 20% base Arrow Cutting skill.

Dodge - +20% Dodge (or +5% Defense) skill.

Empower Spell - 10% base in Empower skill. (allows to
cast spells with 1.5 time the Intensity for purposes
of resistance rolls for x2 mp cost)

Endurance - +4 to Con for resistance checks (poisons,
disease, fear shock, etc)

Enlarge Spell - 10% base in Intensity skill.

Exotic Weapon Proficiency - Base weapon attack at 25%.

Expertise - You may convert up to 25% from your Weapon
Attack into Parry or Dodge.

Extend Spell - 10% base in Range skill.

Extra Turning - +50% to <Cult> Lore skill.

Far Shot - Choose a missile weapon. When you use this
weapon, such as a bow, its range increment increases
by one-half. If it is a thrown weapon, its increment
is doubled.

Forge Ring - +20% to Enchant (or Ceremony) skill.

Great Cleave - Allows an additional attack at full
attack skill against another opponent, if the first
opponent is incapacitated the same round.

Great Fortitude - +2 bonus to Con based checks
(stackable with Endurance)

Heighten Spell - 10% base in Heighten skill. (allows
to cast spells at 1.5 time the effect for x2 mp cost)
Improved Bull Rush - A weapons can not be set against
you then executing a charge.

Improved Critical - Choose a weapon. With that weapon
your chance to critical is 1/10th of your skill.

Improved Disarm - You do not have to wait till SR 10
to strike a weapon.

Improved Initiative - You get -1 to you Dex and Melee
SR.

Improved Trip - +20% Maneuver skill.

Improved Two-Weapon Fighting - Same as Two-Weapon
Fighting by allows the use of a Buckler and Two handed
weapon at no penalty.

Improved Unarmed Strike - 20% base Martial Arts
skill.
Iron Will - š+2 Pow for defending vs. spells and in
spirit combat.

Leadership - x2 Chr during combat situations

Lightning Reflexes - šx2 Dex for purposes of
calculating skill modifiers.

Martial Weapon Proficiency - Base weapon attack at
25%.

Maximize Spell - 10% base in Maximize skill. (allows
to cast spells at maximum effect for x2 mp cost)

Mobility - Use (Dex * 2) / 5 to determine movement
rate.

Mounted Archery - 20% base skill at Kushile archery.

Mounted Combat - Weapon attacks and spell casting is
not limited by the ride skill.

Point Blank Shot - +5% to hit +1 damage with a
particular missile weapon at range of 30 feet or less.

Power Attack - You may convert up to 25% of your
Weapon Attack into Damage on a 5% for +1damage basis.

Precise Shot - Allows to fire into melee with out a
chance to hit an unintended target.

Quick Draw - Allows a character to ready a weapon with
out taking 3SR penalty.

Quicken Spell - 10% base in Speed skill.

Rapid Shot - An additional attack may be taken with an
1/SR missile weapon at -10% to all missile attacks
that round. Or, the reload rate can be decreased at a
cost of doubling the chance to fumble for that shot.

Ride-By Attack - Allows full movement in the same
round as engaged in combat if mounted.

Run - Allows a character to move at x2 normal rate
without making Con rolls.

Scribe Scroll - +20% to Enchant (or Ceremony) skill.

Shield Proficiency - Base shield parry at 25%.

Shot on the Run - Allows full movement in the same
round as engaged in missile combat.

Silent Spell - 10% base in Silent skill. (allows to
cast spells without making a sound for x2 mp cost)

Simple Weapon Proficiency - Base weapon attack at 25%.

Skill Focus - +20% with any skill

Spell Focus - A particular spell can be intensified to
skill/5

Spell Mastery - A particular spell's difficulty is
reduced ( an easy spell will be treated as per Spell
Focus)

Spell Penetration - A particular spell's intensity is
considered to be doubled for purposes of resistance
rolls.

Spirited Charge - Allows to use mounts damage bonus
with any weapon (not just lance)

Spring Attack - Allows full movement in the same round
as engaged in combat.

Still Spell - 10% base in Still skill. (allows to cast
spells without making gestures for x2 mp cost)

Stunning Fist - Subdual damage delivered by Fist or
Kick attack ignores physical armor.

Sunder - You do not suffer a 50% penalty for aiming an
attack at the opponents weapon.

Toughness - x2 Con for purposes of calculating hit
points.

Track - +20% to Tracking skill.

Trample - May attempt to knock an opponent down. If
successful then the mount may attempt a trample
attack.

Two-Weapon Fighting - Off-handed weapon skills are at
2/3 skill (100% if Ambidextrous) from the primary
hand. Or allows the use of Buckler Shield at 2/3
skill and a two handed weapon at 2/3 skill at the
same time.

Weapon Finesse - use Dex instead of Str to calculate
Attack skill modifier.

Weapon Focus - Get a skill bonus of +5% to Attack,
Parry, and +1 Damage with a selected weapon.

Weapon Specialization - Get an additional skill bonus
of +10% to Attack, Parry, and +2 Damage with a
selected weapon.

Whirlwind Attack - Allows a master to use full
attack/defense skill then splitting a skill.

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