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.
Leon Kirshtein
Feats:
Ambidexterity - Off-handed weapon skills are at 2/3
Armor Proficiencies - Allows a character to rest even
Blind-Fight - You suffer only -50% to hit and parry
Brew Potion - +20% to Alchemy skill.
Cleave - Allows an additional attack at 1/2 attack
Combat Casting - +20% to Concentration checks.
Combat Reflexes - character does not incur 3SR penalty
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
Endurance - +4 to Con for resistance checks (poisons,
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
Extend Spell - 10% base in Range skill.
Extra Turning - +50% to <Cult> Lore skill.
Far Shot - Choose a missile weapon. When you use this
Forge Ring - +20% to Enchant (or Ceremony) skill.
Great Cleave - Allows an additional attack at full
Great Fortitude - +2 bonus to Con based checks
Heighten Spell - 10% base in Heighten skill. (allows
Improved Critical - Choose a weapon. With that weapon
Improved Disarm - You do not have to wait till SR 10
Improved Initiative - You get -1 to you Dex and Melee
Improved Trip - +20% Maneuver skill.
Improved Two-Weapon Fighting - Same as Two-Weapon
Improved Unarmed Strike - 20% base Martial Arts
Leadership - x2 Chr during combat situations
Lightning Reflexes - šx2 Dex for purposes of
Martial Weapon Proficiency - Base weapon attack at
Maximize Spell - 10% base in Maximize skill. (allows
Mobility - Use (Dex * 2) / 5 to determine movement
Mounted Archery - 20% base skill at Kushile archery.
Mounted Combat - Weapon attacks and spell casting is
Point Blank Shot - +5% to hit +1 damage with a
Power Attack - You may convert up to 25% of your
Precise Shot - Allows to fire into melee with out a
Quick Draw - Allows a character to ready a weapon with
Quicken Spell - 10% base in Speed skill.
Rapid Shot - An additional attack may be taken with an
Ride-By Attack - Allows full movement in the same
Run - Allows a character to move at x2 normal rate
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
Silent Spell - 10% base in Silent skill. (allows to
Simple Weapon Proficiency - Base weapon attack at 25%.
Skill Focus - +20% with any skill
Spell Focus - A particular spell can be intensified to
Spell Mastery - A particular spell's difficulty is
Spell Penetration - A particular spell's intensity is
Spirited Charge - Allows to use mounts damage bonus
Spring Attack - Allows full movement in the same round
Still Spell - 10% base in Still skill. (allows to cast
Stunning Fist - Subdual damage delivered by Fist or
Sunder - You do not suffer a 50% penalty for aiming an
Toughness - x2 Con for purposes of calculating hit
Track - +20% to Tracking skill.
Trample - May attempt to knock an opponent down. If
Two-Weapon Fighting - Off-handed weapon skills are at
Weapon Finesse - use Dex instead of Str to calculate
Weapon Focus - Get a skill bonus of +5% to Attack,
Weapon Specialization - Get an additional skill bonus
Whirlwind Attack - Allows a master to use full
__________________________________________________
These are my ideas on converting D&D3 feats. Please
let me know what you guys think.
Alertness - +10% to Listen and Scan checks.
skill from the primary hand.
if wearing armor at a penalty ( -10% from all skills
per night of rest in armor)
for being unable to see your opponent.
skill against another opponent, if the first opponent
is incapacitated the same round.
in between attacks.
cast spells with 1.5 time the Intensity for purposes
of resistance rolls for x2 mp cost)
disease, fear shock, etc)
Attack into Parry or Dodge.
weapon, such as a bow, its range increment increases
by one-half. If it is a thrown weapon, its increment
is doubled.
attack skill against another opponent, if the first
opponent is incapacitated the same round.
(stackable with Endurance)
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.
your chance to critical is 1/10th of your skill.
to strike a weapon.
SR.
Fighting by allows the use of a Buckler and Two handed
weapon at no penalty.
skill.
Iron Will - š+2 Pow for defending vs. spells and in
spirit combat.
calculating skill modifiers.
25%.
to cast spells at maximum effect for x2 mp cost)
rate.
not limited by the ride skill.
particular missile weapon at range of 30 feet or less.
Weapon Attack into Damage on a 5% for +1damage basis.
chance to hit an unintended target.
out taking 3SR penalty.
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.
round as engaged in combat if mounted.
without making Con rolls.
round as engaged in missile combat.
cast spells without making a sound for x2 mp cost)
skill/5
reduced ( an easy spell will be treated as per Spell
Focus)
considered to be doubled for purposes of resistance
rolls.
with any weapon (not just lance)
as engaged in combat.
spells without making gestures for x2 mp cost)
Kick attack ignores physical armor.
attack at the opponents weapon.
points.
successful then the mount may attempt a trample
attack.
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.
Attack skill modifier.
Parry, and +1 Damage with a selected weapon.
of +10% to Attack, Parry, and +2 Damage with a
selected weapon.
attack/defense skill then splitting a skill.
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