TEXT: D20 to Rolemaster Conversion Guidelines 
   
   
   
  Designed by:  Tim Dugger 
  © 2002, Iron Crown Enterprises 
   
   
  Requires the use of the Dungeons & 
  Dragons® Player's Handbook, Third 
  Edition, published by Wizards of the 
  Coast® 
  The Rolemaster™ material in this product requires the use of 
  Rolemaster Fantasy Role-Playing™, published by Mjolnir 
  LLC dba Iron Crown Enterprises™ (ICE™), under license 
  from Aurigas Aldebaron LLC, and available from 
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  Introduction  
  The purpose of this set of conversion guidelines is to help you, the player, convert 
  your d20 characters to Rolemaster. Because of the tremendous amount of material 
  available to both systems, I will only be explaining how to convert characters made from 
  the core rules as detailed in the System Reference Document (SRD) to characters made 
  with the Rolemaster Fantasy Roleplaying Game (RMFRP).  
   
  On the Rolemaster side, I will attempt to keep all conversion notes to what can be 
  done with just the main RMFRP rulebook, although I may offer additional options for 
  using other Rolemaster expansion books where it may be applicable. 
   
  I will be covering the conversion in sections. Each section will cover a different 
  aspect of your character, which will also allow you to convert them with a minimum of 
  fuss.  
   
  It is important to note that these conversions are not for those who have never 
  created a Rolemaster character before. It will not cover such details such as totaling skill 
  bonuses, or normal character creation methods. What it will do is give you the options 
  you need to convert your character to Rolemaster, and make it as close as possible to the 
  original character within the Rolemaster rules system.  
   
  Just remember that no conversion process between different systems will ever be 
  100% complete, as each will do things differently, and in such a way to make them 
  slightly less than fully compatible. The goal of this document is to help you make such a 
  conversion as closely as possible. 
   
   
   
  Stats 
   
  Where the d20 system only has six stats, Rolemaster has ten.  Even though a 
  quick glance may have you assume that just multiplying a stat in d20 by 5 will give you 
  the converted stat, this is not the case. In the d20 system, racial and other bonuses and 
  penalties are added directly to the stat itself, while in Rolemaster such things are added to 
  the stat’s bonus.  
  Use the following chart to compare your d20 stats, prior to racial or other 
  adjustments. Your unmodified stat in the D20 Stat column will match up to the 
  Rolemaster Stat column to give you a converted stat.  
  For stat bonuses other than racial, compare the amount of the bonus in the D20 
  Bonus column, and use the equivalent Rolemaster Bonus to add to your overall stat 
  bonus. 
  Finally, use the second chart, to determine which D20 Stat converts to which 
  Rolemaster Stat. You will notice that a single stat often converts to multiple Rolemaster 
  stats. These are pretty much straightforward with the exception of Intelligence. It is the 
  
  primary stat for Wizards, yet in Rolemaster, those who are often considered to be a 
  wizard are spell users of the magical realm of Essence, so it is also used for the Empathy 
  Stat, since that is one of the prime stats for those of this realm. 
   
   
  D20 Stat 
  D20 Bonus 
  Rolemaster Stat 
  Rolemaster Bonus 
  0 
  -5 
  1 
  -10 
  1 
  -5 
  2 
  -9 
  2 
  -4 
  4 
  -8 
  3 
  -4 
  6 
  -7 
  4 
  -3 
  8 
  -6 
  5 
  -3 
  10 
  -5 
  6 
  -2 
  15 
  -4 
  7 
  -2 
  20 
  -3 
  8 
  -1 
  25 
  -2 
  9 
  -1 
  30 
  -1 
  10 
  0 
  50 
  0 
  11 
  0 
  70 
  1 
  12 
  1 
  75 
  2 
  13 
  1 
  80 
  3 
  14 
  2 
  85 
  4 
  15 
  2 
  90 
  5 
  16 
  3 
  92 
  6 
  17 
  3 
  94 
  7 
  18 
  4 
  96 
  8 
  19 
  4 
  98 
  9 
  20-21 
  5 
  100 
  10 
  22-23 
  6 
  101 
  12 
  24-25 
  7 
  102 
  14 
   
   
  D20 Stat 
  Rolemaster Stats 
  Strength 
  Strength 
  Dexterity 
  Agility, Quickness 
  Constitution
  Constitution 
  Intelligence Memory, Reasoning, Empathy* 
  Wisdom 
  Self Discipline, Intuition 
  Charisma 
  Presence  
   
  *While not really related to Intelligence, Empathy is the prime stat for magic users from 
  the realm of Essence, so it is placed with Intelligence for the purpose of the conversion. 
   
   
   
  
   
  Race 
   
   
  This section will cover the conversion of races to the equivalent Rolemaster races. 
  For most of the races, the conversion to Rolemaster races will be extremely 
  straightforward. 
   
  D20 Races 
  Rolemaster Races 
  Dwarf 
  Use the standard Rolemaster Dwarven race 
  Elf 
  Use the standard Rolemaster Elven Race 
  Gnome 
  The basic RMFRP book does not contain this race, but it is included in 
  the Rolemaster book, Races & Cultures: Underground Races. If you do 
  not have this book, you can use the following Rolemaster stats from 
  Underground Races in the meantime. Underground Races contain much 
  more information than just these stats. See the section on Classes for 
  more information on the contents of this product. 
   
  Stat Bonuses 
  Ag: +0 
  Co: +1 
  Me: +6 
  Re: +3 
  SD: +3 
  Em: +5 
  In: -4 
  Pr: -2 
  Qu: -2 
  St: -3 
   
  Background Options: 
  4 
  RR Mods: 
  Ess: +0 
  Chan: +20 
  Ment: +5 
  Poison: +0 
  Disease: +0 
   
  Body Dev. Progression: 
  0•6•2•2•1 
  Ess. PP Progression: 
  0•6•6•4•3 
  Chan. PP Progression: 
  0•2•1•1•1 
  Ment. PP Progression: 
  0•6•4•3•2 
   
  
  Half-elf 
  The basic RMFRP book does not contain this race, but it is included in 
  the Rolemaster book, Character Law. If you do not have this book, you 
  can use the following racial stat modifiers from Character Law in the 
  meantime. Character Law contains much more information than just 
  these stats. See the section on Classes for more information on the 
  contents of this product. 
   
  Stat Bonuses 
  Ag: +2 
  Co: +2 
  Me: +0 
  Re: +0 
  SD: -3 
  Em: +0 
  In: +0 
  Pr: +4 
  Qu: +4 
  St: +2 
   
  Background Options: 
  4 
  RR Mods: 
  Ess: -5 
  Chan: -5 
  Ment: -5 
  Poison: +0 
  Disease: +50 
   
  Body Dev. Progression: 
  0•7•5•3•1 
  Ess. PP Progression: 
  0•6•6•4•3 
  Chan. PP Progression: 
  0•6•5•4•3 
  Ment. PP Progression: 
  0•7•5•4•3 
   
   
  Half-orc 
  The basic RMFRP book does not contain this race, but it is included in 
  the Rolemaster book, Character Law. If you do not have this book, you 
  can use the following stats from Character Law in the meantime. 
  Character Law contains much more information than just these stats. See 
  the section on Classes for more information on the contents of this 
  product. 
   
  Stat Bonuses 
  Ag: +0 
  Co: +2 
  Me: +0 
  Re: +0 
  SD: +2 
  Em: +0 
  In: +0 
  Pr: +0 
  Qu: +0 
  St: +2 
   
  Background Options: 
  4 
  RR Mods: 
  Ess: +0 
  Chan: +0 
  Ment: +0 
  Poison: +5 
  Disease: +5 
   
  Body Dev. Progression: 
  0•7•4•2•1 
  Ess. PP Progression: 
  0•6•4•3•2 
  Chan. PP Progression: 
  0•6•5•4•3 
  Ment. PP Progression: 
  0•6•4•3•2 
   
  
  Halfling 
  Use the standard Halfling race 
  Options 
  • If you have the Rolemaster book, Races & Cultures: 
  Underground Races then you may select from the four variations 
  of Halflings presented there. 
  Human 
  Use the standard Common Man race or the High Man race 
  Options 
  • If you have Rolemaster book, Character Law, then you may 
  select one of several different human/culture combinations. These 
  include such Human races as Mixed Men as well as the two 
  already available. It also includes such culture choices like Urban 
  men, Hillman, Mariners, and Nomads.  
   
   
  Class/Profession 
   
   
  In Rolemaster, there is no need for what the d20 system calls multi-classing. This 
  is because every profession in Rolemaster has the capability for any character to learn 
  anything. The real main difference between the professions is how easy or difficult it is to 
  learn a given skill for that profession. 
   
  Another reason for the absence of multi-classing is the advent of what Rolemaster 
  calls Training Packages. These are basically package deals that give the character a group 
  of skills, and other small perks for a reduced development point cost.  
   
  When determining what Rolemaster profession your character should become, 
  you need to take into account not only the primary class of your character, but also what 
  multi-classing the character has done, as well as what Prestige Classes the character has 
  acquired.  
   
  You, as the player, and your GM must then consider which Rolemaster 
  professions and Training Packages will combine to give your character the same flavor as 
  your original character. 
   
  Below there are two charts. The first will be used in converting your base class 
  from D20 to Rolemaster. If your character has multi-classed, then you will have to select 
  a primary profession which most closely matches your character, and then you will have 
  to select those Training Packages which help round out the character to most closely 
  match your character’s concept. 
   
  I will not be detailing every possible combination, but I will give not only short 
  descriptions of the various Training Packages available in the RMFRP, but also 
  descriptions of the professions and Training Packages available in other Rolemaster 
  products as well. If you happen to have these products, and wish to use them, you will 
  have to use the information below as a guide in how to convert your character to those 
  other professions.  
   
  Training Packages come in two varieties, Lifestyle and Vocational. A character 
  should not have more than one Training Package per level of the character, and only one 
  package is allowed to be a Lifestyle package.  It is also important to note that the skill 
  ranks gained through a Training Package cannot normally give a character any ranks if 
  those ranks would give him a total number of ranks greater than 10 in total. 
  
   
  D20 Class 
  Rolemaster Profession 
  Barbarian 
  For this class, you would use the Fighter profession. The fighter would 
  include lots of skill ranks in the Frenzy skill. At least 2 ranks of the Self 
  Control category and 2 ranks of Frenzy for each level.  
  • If you do not have Character Law, the character would have a 
  bonus of 4 ranks in both the Self Control category and the 
  Frenzy skill. 
  • The character would also have 2 ranks per level of the 
  Maneuver in Armor (light), and Maneuver in Armor (medium) 
  skills 
  • 2 ranks per level of two weapon categories, and 2 ranks per 
  level of any 4 weapons within those two categories. 
  • For every level in this class, you gain two ranks in Body 
  Development. 
  Option 
  • If you have Character Law, you would also have the Lifestyle 
  training package of Berserker instead of 4 ranks in Self Control 
  and Frenzy. 
  • If you have the ICE product, School of Hard Knocks you can 
  just use the Barbarian profession detailed in that product. 
   
  Bard 
  For this class, you would use the core RMFRP profession of Bard. 
  • For each level in this class you gain 2 ranks in either Maneuver 
  in Armor (light) or Maneuver in Armor (medium). 
  • For each level in this class you gain one rank each in two 
  weapon categories, and one rank each in any two weapons from 
  those two categories. 
  • For each level in this class, you get 3 ranks in 2 of your Base 
  lists. 
  • For every second level in this class, you gain 2 ranks in one 
  Open list. 
  • For every third level in this class you gain 1 rank in a single 
  Closed list 
  • For every level in this class, you gain 2 ranks in the 
  Artistic•Active category, and 2 ranks in each of three skills 
  within that category. 
  • For every level in this class, you gain one rank in Power Point 
  Development 
  • For every level in this class, you gain one rank in Body 
  Development. 
  Cleric 
  For this class, you would use the core RMFRP profession of Cleric. 
  Extra Base lists should be selected according to the spheres of influence 
  of the deity that the Cleric worships. 
  • For each level in this class, you gain 2 ranks in Maneuver in 
  
  Armor (light), Maneuver in Armor (medium), or Maneuver in 
  Armor (heavy). 
  • For each level in this class you gain one rank each in two 
  weapon categories, and one rank each in any two weapons from 
  those two categories. 
  • For each level in this class, you gain 3 ranks in each of three of 
  your Base lists. 
  • For every second level in this class, you gain 3 ranks one Open 
  list. 
  • For every third level in this class, you gain 3 ranks in one 
  Closed list. 
  • For every level in this class, you gain one rank in Power Point 
  Development 
  • For every level in this class, you gain one rank in Body 
  Development. 
  Druid 
  For this class, you would use the core RMFRP profession of Druid. For 
  the Druid, use the six Ranger Base lists as your six normal Base lists. 
  • For each level in this class, you gain 2 ranks in Maneuver in 
  Armor (light), Maneuver in Armor (medium), or Maneuver in 
  Armor (heavy). 
  • For each level in this class you gain one rank each in two 
  weapon categories, and one rank each in any two weapons from 
  those two categories. 
  • For each level in this class, you gain 3 ranks in each of three of 
  your Base lists. 
  • For every second level in this class, you gain 3 ranks one Open 
  list. 
  • For every third level in this class, you gain 3 ranks in one 
  Closed list. 
  • For every level in this class, you gain one rank in Power Point 
  Development 
  • For every level in this class, you gain one rank in Body 
  Development. 
  Option 
  • If you have Character Law, instead of using the Cleric 
  profession, use the Animist profession as well as using the 
  Animist Base lists. 
  Fighter 
  For the Fighter, you would use the core RMFRP profession of Fighter. 
  • For each level in this class, you gain 2 ranks of Maneuver in 
  Armor (light), Maneuver in Armor (medium), and Maneuver in 
  Armor (heavy) 
  • For each level in this class, you gain 2 ranks in each of three 
  different weapon categories, and 2 ranks each in 6 different 
  weapons, split how you want among those categories. 
  • For every level in this class, you gain two ranks in Body 
  
  Development. 
  Monk 
  Unfortunately the core RMFRP book does not include a Monk, 
  although Character Law does provide both the Warrior Monk (who 
  does not use spells), and the Monk (who has mystical abilities in the 
  form of spells).  
   
  For Martial Arts Strikes, use the Tooth & Claw attack table, with 
  Strikes Rank 4 resulting in the table’s maximum attack, and each lesser 
  rank doing one attack size less accordingly.  
   
  For Martial Arts Sweeps, use the Bash & Grapple attack table, with 
  Sweeps Rank 4 resulting in the table’s maximum attack, and each 
  lesser rank doing one attack size less accordingly 
   
  You may simulate a Monk using one of the two following choices. 
   
  Warrior Monk 
  For this class, you would use the core RMFRP profession of Rogue, 
  changing the Marital Arts • Striking cost to 1/3 and adding a Marital 
  Arts • Sweeps category with the same cost. Under each category, there 
  will be four skills, Strikes Rank 1 – 4, and Sweeps Rank 1 – 4 
  respectively. 
  • For each level in this class, you gain 2 ranks in both the Strikes 
  and Sweeps categories, and 2 skill ranks in each of the four 
  Strikes skills and each of the four Sweeps skills. 
  • For each level in this class, you gain 2 ranks in the Self Control 
  category and 2 ranks each in Meditation and Stun Removal. 
  • For every level in this class, you gain one rank in a special skill 
  called Adrenal Defense, which provides a bonus of +5 to DB 
  for each rank in this skill. (ranks in this skill costs 6/10 
  normally). 
  • For every level in this class, you gain 2 ranks in Body 
  Development 
   
  Monk 
  For this class, you would use the core RMFRP profession of Dabbler, 
  except that the realm would be Essence instead of Mentalism, and you 
  would use the following spell lists as the Monk’s Base lists. Also 
  change the Marital Arts • Striking cost to 2/5 and adding a Marital Arts 
  • Sweeps category with the same cost. Under each category, there will 
  be four skills, Strikes Rank 1 – 4, and Sweeps Rank 1 – 4. 
  • Use the folling Spell Lists as your Base lists for this version of 
  the Monk: 
  Physical Enhancement 
  Self Healing 
  Movement Mastery 
  Anticipations 
  Senses 
  Attack Avoidance 
  
  • For each level in this class, you gain 2 ranks in both the Strikes 
  and the Sweeps categories, and 1 rank in each of the four 
  Strikes skills and each of the four Sweeps skills. 
  • For each level in this class, you gain 1 rank in the Self Control 
  category and one rank each in the Meditation and Stun Removal 
  skills. 
  • For each level in this class, you gain 3 ranks in each of two of 
  your base lists. 
  • For every second level in this class, you get 2 ranks in one Open 
  list. 
  • For every third level third level in this class, you gain 1 rank in 
  a single Closed list. 
  • For every level in this class, you gain one rank in Power Point 
  Development 
  • For every level in this class, you gain one rank in Body 
  Development. 
   
  Option 
  • If you have the RMFRP book, Character Law, then you can use 
  the proper profession costs for the Warrior Monk and/or the 
  Monk, along with the proper Base lists for the Monk. Character. 
   
  Paladin 
  For this class, you would use the core RMFRP profession of Rogue 
  with the following exceptions. 
  • Use the spell lists costs for the Ranger 
  • Add the Knight Training Package 
  • Use the development costs of the Cleric for the three Subterfuge 
  skill categories. 
  • Use the following spell lists as the Base lists for the Paladin. 
  Spell Defense 
  Protections 
  Repulsions 
  Purifications 
  Concussion’s Ways 
  Lore 
   
  • For each level in this class, you gain 2 ranks in either Maneuver 
  in Armor (medium) or Maneuver in Armor (heavy). 
  • For each level in this class you gain one rank each in two 
  weapon categories, and one rank each in any two weapons from 
  those two categories. 
  • For each level in this class, you get 3 ranks in 2 of your Base 
  lists. 
  • For every second level in this class, you gain 2 ranks in one 
  Open list. 
  • For every third level in this class you gain 1 rank in a single 
  Closed list 
  • For every level in this class, you gain one rank in Power Point 
  
  Development 
  • For every level in this class, you gain one rank in Body 
  Development. 
  Option 
  • If you have Character Law, then use the Paladin profession and 
  Base lists detailed in that product. 
  Ranger 
  For this class, you would use the core RMFRP profession of Ranger. 
  • For each level in this class you gain 2 ranks in either Maneuver 
  in Armor (light) or Maneuver in Armor (medium). 
  • For each level in this class you gain one rank each in two 
  weapon categories, and one rank each in any two weapons from 
  those two categories. 
  • For each level in this class, you get 3 ranks in 2 of your Base 
  lists. 
  • For every second level in this class, you gain 2 ranks in one 
  Open list. 
  • For every third level in this class you gain 1 rank in a single 
  Closed list 
  • For every level in this class, you gain 2 ranks in the 
  Awareness•Searching category and 2 ranks in the skills Read 
  Tracks and Tracking. 
  • For each level in this class, you gain 2 ranks in the 
  Outdoor•Environment category and 2 ranks in one skill within 
  that category. 
  • For every level in this class, you gain one rank in Power Point 
  Development 
  • For every level in this class, you gain one rank in Body 
  Development. 
  Rogue 
  For this class, you would use the RMFRP core professions of Rogue. 
  • For every level in this class, you would gain 2 ranks in either 
  Maneuver in Armor (light) or Maneuver in Armor (medium). 
  • For every level in this class you get 2 ranks in two weapon 
  categories, and 2 ranks per level of any 4 weapons within those 
  two categories. 
  • For every level in this class, you gain 2 ranks in Body 
  Development 
  Sorcerer 
  For this class, you would use the RMFRP core profession of Magician 
  or Mentalist. Base lists would be according to the profession selected. 
  To decide which one to select, compare your current spells against the 
  spell lists for each profession to see which is more suited to your 
  character. 
  • You would also select 4 additional Open or Closed spell lists of 
  the proper Realm to be considered as additional Base lists. 
  • For every level in this class, you gain one rank in two different 
  weapon categories, and one each in one weapon from each 
  
  category. 
  • For each level in this class, you gain three ranks in each of three 
  different Base spell lists. 
  • For every other level in this class, you gain 2 ranks in each of 
  two Open lists. 
  • For every third level in this class you gain 2 ranks in one Closed 
  list. 
  • For every level in this class, you gain one rank in Power Point 
  Development 
  • For every level in this class, you gain one rank in Body 
  Development. 
  Option 
  • If you have Character Law, you may also select from the 
  RMFRP core classes of Sorcerer, Mystic, Lay Healer, Healer, or 
  Illusionist. To decide which one to select, compare your current 
  spells against the spell lists for each profession to see which is 
  more suited to your character. 
  Wizard 
  For this class, you would use the RMFRP core profession of Magician 
  or Mentalist. Base lists would be according to the profession selected. 
  To decide which one to select, compare your current spells against the 
  spell lists for each profession to see which is more suited to your 
  character. 
  • You would also select 4 additional Open or Closed spell lists of 
  the proper Realm to be considered as additional Base lists. 
  • For every level in this class, you gain one rank in two different 
  weapon categories, and one each in one weapon from each 
  category. 
  • For each level in this class, you gain three ranks in each of three 
  different Base spell lists. 
  • For every other level in this class, you gain 2 ranks in each of 
  two Open lists. 
  • For every third level in this class you gain 2 ranks in one Closed 
  list. 
  • For every level in this class, you gain one rank in Power Point 
  Development 
  • For every level in this class, you gain one rank in Body 
  Development. 
  Option 
  If you have Character Law, you may also select from the RMFRP core 
  classes of Sorcerer, Mystic, Lay Healer, Healer, or Illusionist. To 
  decide which one to select, compare your current spells against the 
  spell lists for each profession to see which is more suited to your 
  character. 
   
   
  
  The follow chart will give a short list and description of the various professions 
  and Training Packages available in the various Rolemaster products. Lifestyle Training 
  Packages are indicated with (L) while Vocational Training Packages are marked with 
  (V). 
   
   
  Please note that this list does not contain every single Rolemaster product. A 
  number of products are either out of print or do not contain information that includes 
  additional professions or training packages. 
   
  Rolemaster Product 
  Professions & Training Packages Available 
  RMFRP 
  Professions 
  • Fighter – non-spell user with good combat skills 
  • Thief – non-spell user who is adept at subterfuge and 
  maneuvering skills. 
  • Rogue - non-spell user who is a cross between the Thief 
  and the Fighter. Very good at a wide variety of skills. 
  • Magician – pure spell user who specializes in elemental 
  spells. Of the realm of Essence 
  • Cleric – pure spell user of Channeling, dedicated to a 
  deity. 
  • Mentalist – pure spell user of Mentalism, who 
  concentrates on spells that interact and deal with the 
  mind. 
  • Ranger – semi-spell using outdoorsman of the realm of 
  Channeling 
  • Dabbler – semi-spell user of Essence who concentrates 
  on spells dealing with subterfuge and self-enhancement. 
  • Bard – semi-spell user of Mentalism who concentrates 
  on spells dealing with music, entertainment and lore. 
  Training Packages 
  • Adventurer (L) – this is for those who seek adventure 
  for a living. 
  • Amateur Mage (L) – somebody who studies magic in 
  their spare time 
  • Animal Friend (L) – wilderness lover who spends time 
  with his animal friends 
  • Burglar (V) – he who robs houses for a living 
  • City Guard (V) – your average town cop 
  • Doctor (V) – dedicated to healing the sick 
  • Herbalist (V) – specializes in growing and preparing 
  herbs for use 
  • Hunter (L) – hunts for a living 
  • Knight (L) – a warrior dedicated to a lord or cause 
  • Loremaster (V) – the perpetual scholar 
  • Merchant (V) – seller of goods 
  
  • Performer (V) – the entertainer 
  • Scout (V) – he who goes first to check things out 
  • Soldier (V) – the professional warrior 
  • Traveller (V) – knows where he is going 
  Races 
  • Common Men 
  • High Men 
  • Wood Elves 
  • Dwarves 
  • Halflings 
   
  Character Law 
  Professions 
  • Warrior Monk – non-spell user who specializes in the 
  Martial Arts 
  • Layman – non-spell user who represents your average 
  NPC character 
  • Illusionist – pure spell user of Essence who specializes 
  in illusion spells 
  • Animist – pure spell user of Channeling who specializes 
  in nature and animal spells (much like a Druid) 
  • Lay Healer – pure spell user of Mentalism who 
  specializes in spells that heal, and in artificial limbs 
  • Healer – hybrid spell user of Channeling and Mentalism 
  who specializes in healing others by taking wounds 
  upon themselves before healing them 
  • Mystic – hybrid spell used of Essence and Mentalism 
  who specializes in spells of misdirection and personal 
  illusions 
  • Sorcerer – hybrid spell user of Essence and Channeling 
  who specializes in spells of destruction 
  • Paladin – semi-spell user of Channeling, specializing in 
  combat and protections 
  • Monk – semi-spell user of Essence who specializes in 
  enhancing their own minds and bodies 
  • Magent – a semi-spell user of Mentalism who 
  specializes in spying 
  Training Packages 
  • Assassin (V) – bringer of death for hire 
  • Berserker (L) – a frenzied fighting machine 
  • Cloistered Academic (L) – spends time hiding from the 
  world to learn all he can 
  • Con Man (V) – the scam artist 
  • Crafter (V) – specialist in his craft 
  • Crusading Academic (L) – after years of study, they 
  now follow a cause 
  
  • Cut Purse (V) – specializes in picking pockets 
  • Detective (V) – the investigator 
  • Diplomat (V) - he smoothes things over 
  • Explorer (L) – going where no man has gone before 
  • Guardian (L) – guards something or somebody 
  • Highwayman (V) – waylays travelers on the road 
  • Martial Artist (L) – studies the Martial Arts 
  • Mercenary (L) – fights for money 
  • Philosopher (L) - thinker looks for reasons  
  • Sailor (V) – works on ships 
  • Shaman Priest ((L) – tribal holy man 
  • Spy (V) – sneaky guy checking out the opposition 
  • Wanderer (L) – likes to move from place to place 
  • Weapon Master (L) – skilled in many weapons 
  • Zealot (L) – willing to die for a cause 
  Races 
  • Common Orcs 
  • Greater Orcs 
  • Grey Elves 
  • Half-Elves 
  • Half – Orcs 
  • High Elves 
  • Hillmen 
  • Mariners 
  • Nomads 
  • Urbanmen 
  • Woodmen 
   
  Channeling 
  Companion 
  Professions 
  • Summoner – hybrid spell user of Channeling and 
  Essence who specializes in summoning and controlling 
  spells 
  • Warlock – hybrid spell user of Channeling and 
  Mentalism who specializes in manipulating the fates of 
  others 
  • Mythic – semi-spell user of Channeling who specializes 
  in infiltrating other religions 
  • Priest – pure spell user who is extremely customizable 
  and dedicated to a specific deity. 
  Training Packages 
  • Chancellor (V) – a religious institution’s administrator 
  • Cultist (L) – a poor man’s Summoner 
  • Inquisitor (V) – heretics beware 
  • Medic (V) – a jackleg healer, trained in various healing 
  
  methods 
  • Medium (L) – likes getting spiritual, and doing trances 
  • Minister (V) – a religious teacher 
  • Missionary (L) – likes to spread the word 
  • Pilgrim (L) – a seeker of truth, or at least a place to 
  worship 
  • Protector (L) – hunts specific types of creatures for his 
  religion 
  • Templar (L) – defenders of temples and holy lands 
  • Theurgist (L) – battlefield medic 
  • Witch (L) – consorts with demons in exchange for 
  power 
  Mentalism Companion Professions 
  • Seer – pure spell users of Mentalism, they are seekers of 
  information through magical means 
  • Astrologer – hybrid spell user of Channeling and 
  Mentalism, specializes in spells of information gathering 
  using the stars 
  • Enchanter - hybrid spell user of Essence and Mentalism, 
  concentrates on mind affecting spells 
  • Arms Master – semi-spell  user who concentrates in 
  spells used to lead armies 
  Training Packages 
  • Beastmaster (L) – has animal friends 
  • Charlatan (L) – a magical con man 
  • Dream Traveller (L) – walks the world of dreams 
  • Dreamweaver (L) – shapes the dreams of others 
  • Fortune Teller (V) – want your palm read? 
  • Hermit (L) – likes to live alone 
  • Houri (L) – a magical seductress 
  • Mariner (L) – a magical sailor 
  • Oracle (L) – the ultimate in divinations 
  • Physician (L) – a professional healer 
  • Protégé (L) – the apprentice 
  • Sage (L) – the consummate scolar 
  Arcane Companion 
  Note: Arcane magic is an ancient, powerful, and dangerous 
  magic that is extremely hard to control 
  Professions 
  • Arcanist – pure arcane spell user who deal with the 
  manipulation of raw magical power 
  • Wizard – pure arcane spell user who concentrates in 
  spells that affect other spells 
  • Chaotic – arcane semi-spell user, often called the Wild 
  Mage because his self-taught spells often act in ways not 
  expected 
  
  • Magehunter – arcane semi-spell user who uses his spells 
  to hunt down rogue mages 
  Training Packages 
  • Conjuror (L) – likes to summon his own friends 
  • Famulus (V) – the wizard’s assistant 
  • Manipulator (L) - like to work behind the scenes 
  • Necromancer (L) – digs dead bodies 
  • Runemaster (L) – into magical symbols of all sorts 
  • Warlock (L) – controls others through magic 
  Martial Arts 
  Companion 
  Professions 
  • Taoist Monk – a semi-spell user of Essence, his spells 
  are for the control and enhancement of his own body, 
  while studying the Martial Arts 
  • Zen Monk – a semi-spell user of Mentalism, uses his 
  spells for the enhancement of his physical abilities 
  Training Packages 
  • Arms Instructor (L) – teaches wealthy students 
  • Bodyguard (V) – one who protects others 
  • Caravan Guard (V) – he guards caravans 
  • Chi Master (L) – a master of his chi powers 
  • Martial Artist (L) – studies the Martial Arts 
  • Martial Arts Challenger (L) – got to be the best 
  • Martial Arts Champion (V) – fights for others 
  • Martial Arts Opera Performer (L) – an acrobatic opera 
  performer 
  • Ninja (L) – a master of stealth and the deadly arts 
  • School Master (V) – trains other in a specific style 
  • Secret Society Member (V) – hides from authorities 
  • Martial Arts Street Performer (V) – uses his skills to 
  earn money on the streets 
  • Temple Monk (L) – spends his life in a temple 
  • Wandering Monk (V) – wanders to gain wisdom 
  • Warrior Priest (L) – a fighting priest 
  • Weapon Master (L) – a master of weapons 
   
  Treasure Companion 
  Professions 
  • Essence-Based Alchemists – pure spell users of the 
  Essence who specialize in the creation of magic items 
  • Channeling-Based Alchemists – pure spell users of 
  Channeling who specialize in creating magic items 
  • Mentalism-Based Alchemists – pure spell users of 
  Mentalism who specialize in creating magic items 
  School of Hard 
  Knocks 
  Professions 
  • Barbarian – an uncivilized outdoor fighter 
  
  • Outrider – another type of scout 
  • Sage – a non-spell using scholar 
  • Swashbuckler – he does everything with style 
  Training Packages 
  • Athlete (V) – pursues physical prowess 
  • Cavalier (V) – an honorable warrior in service to another 
  • Chamberlain (L) – runs the noble’s household 
  • Escort (V) – a professional companion 
  • Farmer (L) – likes to grow crops 
  • Gladiator (L) – a professional arena fighter 
  • Gossip (V) – likes to tell tales out of school 
  • Guide (V) – leads people from place to place 
  • Guild Member (V) – member of some sort of guild 
  • Henchman (V) – hired servant 
  • Innkeeper (V) – runs the local inn 
  • Librarian (V) – works in a library 
  • Mother (V) – a female parent 
  • Noble (L) – member of the ruling class 
  • Panhandler (V) – makes a living by begging 
  • Pirate (L) – thieves of the high seas 
  • Scribe (V) – makes a living by writing things for others 
  • Veterinarian (V) – animal healers 
  Races & Cultures: 
  Underground Races 
  This section will take a different style from the others presented. 
  In it, I will list each player character race from the product, and 
  then list the racial Training Packages underneath it. Afterwards, 
  I will list the other races contained in the book, but not their 
  Training Packages, since they are normally NPC/Monster races. 
  Dwarves 
  • Meneumerakkinîm [Cunning Hands] (V) – those who 
  specialize in disarming traps 
  • Bherscheurkûm [Wrothful Beards] (L) – Dwarven 
  berserkers 
  • Ghârnurghir [They Who Defend] (L) – defenders of the 
  dwarven realms 
  • Hoythij Râk [The Unhomed] (L) – Dwarves who 
  wander the world 
  • Hephuzâd [Smith/Forgebeard] (L) – Dwarven forge 
  workers 
  • Shieldsman (V) – Dwarven shield formations 
  • Bhoudirrim [Woodwise] (L) – Dwarven woodsmen 
  • Sokhudnerrim [The Undrowned] (L) – underground 
  sailors 
  • Dërnakwmün [Rockfists] (L) – Dwarven priests 
  Gnomes 
  
  • Collector (L) – likes to collect magic items 
  • Scholar (V) – studious Gnomes 
  • Tabula Rasa (L) – likes to search for knowledge 
  Halflings 
  • Shirriff (V) – Halfling police 
  • Finder (V) – thieves 
  Gnolls 
  Goblins 
  Hobgoblins 
  Common Orc/Scrug Orc 
  Greater Orc/Vard Orc 
  Grey Orcs 
  Kobolds 
  Trglodytes 
   
   
   
  Skills 
   
   
  The following table is used to convert your d20 skills to their equivalent 
  Rolemaster skills. In most cases one skill will convert to multiple skills. This conversion 
  works on a 1 to 1 basis. Meaning that for each rank you have in the d20 skill, you get one 
  rank in each of the listed Rolemaster skills.  
   
  Special Note: The D20 system provides characters with skill points based upon the class 
  of the character, rather than their stats. In converting to the Rolemaster system, you will 
  need to give the players some extra skill ranks to place into skills that their d20 skills do 
  not convert into. 
      The following list is broken down by the number of skill points a class gets each level. 
  Use it to determine how many extra skill ranks are given for each level the character has. 
  These skill ranks should be assigned to any skill available that is not listed on the chart 
  below. This will help to round out character. The skill ranks cannot be used to give more 
  ranks in a skill than is normally allowed for one level, and they must be assigned to skills 
  with a development cost of less than 10 points for any rank. 
      These skill ranks are given to round out the characters, and not to be used for weapon 
  skills, although spell users may use them to gain additional Open or Closed spell lists that 
  they do not already have. 
   
  • 2 points per level – 20skill ranks per level 
  • 4 points per level – 15 skill ranks per level 
  • 6 points per level – 10 skill ranks per level 
  • 8 points per level – 5 skill ranks per level 
   
   
   
  
  • All Rolemaster skills are from the core RMFRP book with the exception of those 
  in italics, which are from Character Law. 
   
  D20 Skills 
  Rolemaster Skills 
  Alchemy  
  Science/Analytic•Specialized (no ranks in category) 
  Alchemy 
  Animal Empathy 
  Outdoor•Animal 
  Animal Handling 
  Animal Training 
  Animal Healing 
  Animal Mastery 
  Appraise  
  Technical/Trade•Vocational (no ranks in category) 
  Appraisal 
  Evaluate Armor 
  Evaluate Metal 
  Evaluate Stone 
  Evaluate Weapon 
  Balance  
  Athletics•Gymnastics 
  Acrobatics 
  Athletic Games (Gymnastics) 
  Self Control 
  Adrenal Balance 
  Bluff  
  Artistic•Active 
  Acting 
  Influence 
  Duping 
  Public Speaking 
  Seduction 
  Climb  
  Athletics•Gymnastics 
  Climbing 
  Concentration  
  Self Control 
  Meditation 
  Adrenal Concentration 
  Craft  
  Crafts (no ranks in category) 
  One rank in an appropriate crafting skill. 
  Decipher Script  
  Communication 
  5 skill ranks each in both Spoken and Written for each 
  language spoken by the character. 
  Magical Languages 
  Diplomacy  
  Influence 
  Diplomacy 
  Disable Device  
  Subterfuge•Mechanics 
  Disarming Traps 
  Setting Traps 
  Trap Building 
  
  Disguise 
  Subterfuge•Mechanics 
  Disguise 
  Escape Artist  
  Athletic•Gymnastics 
  Contortions 
  Forgery  
  Subterfuge•Mechanics 
  Counterfeiting 
  Forgery 
  Gather Information Urban 
  Contacting 
  Mingling 
  Streetwise 
  Handle Animal  
  Outdoor•Animal 
  Animal Handling 
  Animal Training 
  Animal Healing 
  Heal  
  Technical/Trade•General 
  First Aid 
  Technical/Trade•Professional (no ranks in the category) 
  Second Aid 
  Hide  
  Subterfuge•Mechanics 
  Camouflage 
  Subterfuge•Stealth 
  Hiding 
  Innuendo  
  Influence 
  Bribery 
  Diplomacy 
  Public Speaking 
  Seduction 
  Propaganda 
  Intimidate  
  Influence 
  Duping 
  Leadership 
  Intuit Direction  
  Awareness•Senses 
  Direction Sense 
  Jump  
  Athletic•Brawn 
  Jumping 
  Knowledge  
  For each of these skills, select the appropriate Lore category and 
  one appropriate skill under that category. 
  Listen  
  Awareness•Senses 
  Sense Awareness (Hearing) 
  Move Silently  
  Subterfuge•Stealth 
  Stalking 
  
  Open Lock  
  Lore•Technical 
  Lock Lore 
  Subterfuge•Mechanics 
  Pick Locks 
  Pick Pocket  
  Subterfuge•Stealth 
  Picking Pockets 
  Profession  
  Select the Technical/Trade•Professional or the 
  Technical/Trade•Vocational skill that is the closest match to this 
  skill, with no skill ranks to the category. 
  Read Lips  
  Communication 
  Lip Reading 
  Ride  
  Outdoor•Animal 
  Riding 
  Scry  
  Power Awareness 
  Divinations 
  Search  
  Awareness•Searching 
  Detect traps 
  Locate Hidden 
  Sense Motive  
  Awareness•Searching 
  Lie Perception 
  Speak Language  
  Communication 
  Speak Language (five ranks of Spoken in each language the 
  character speaks) 
  Spellcraft  
  Lore•Magical 
  Artifact Lore 
  Spell Lore 
  Circle Lore 
  Planar Lore 
  Symbol Lore 
  Warding Lore 
  Spot  
  Awareness•Perceptions (no ranks in the category) 
  Alertness 
  Sense Ambush 
  Awareness•Searching 
  Observation 
  Swim  
  Athletic•Endurance 
  Swimming 
  Tumble  
  Athletic•Gymnastics 
  Acrobatics 
  Tumbling 
  Combat Maneuvers (no ranks in the category) 
  Tumbling Evasion 
  Use Magic Device  Power Awareness 
  Attunement 
  Read Runes 
  
  Use Rope  
  Crafts (no ranks in the category) 
  Rope Mastery 
  Wilderness Lore  
  Awareness•Searching 
  Reading Tracks 
  Tracking 
  Outdoor•Environmental 
  Caving 
  Foraging 
  Hunting 
  Survival (one environment type) 
  Weather Watching 
   
  A Note on Armor 
   
  In regards to your armor, there are two main things to remember in Rolemaster. 
  First, shields to not add to your armor type, they add to your Defensive Bonus, which in 
  turn is subtracted from attacks against you.  
   
  Secondly, Rolemaster armors are slightly different from the armors you are used 
  to.  Studded Leather armor would translate to Rigid Leather armor for Rolemaster. As a 
  general rule of thumb, read the actual description of your armor and compare it against 
  the descriptions of Rolemaster armors to find out what your Armor Type (AT) is going to 
  be. 
   
   
   
  Special Abilities 
   
   
  The D20 system provides a number of special abilities, which it calls Feats. Use 
  the chart below to convert your D20 system Feats to Rolemaster. It is important to note 
  that the Rolemaster Talent/Flaw system is much more detailed and full of many more 
  interesting abilities that just what is available to you through this conversion. 
   
  For each Feat listed below, I have supplied 2 choices. The first choice, listed 
  under the heading of Rolemaster Conversion is for use if you do not have Character Law 
  to be able to use Talents out of it. Because of the nature of the conversions in this 
  column, with them being derived from the actual Feats, this column is open gaming 
  content. The final column is a more direct mapping of D20 feats to the closest equivalent 
  Talent in Character Law. This final column is not open game content. There may be cases 
  where a Feat is not close to any specific Talent. In those cases, you can either use the 
  open game content version, or just select a new Talent from Character Law with your 
  GM’s approval for both options. It is also important to note that a given Feat may map to 
  more than one Talent. In such cases, you select only one of the Talents listed.  
   
  Important Note: Unlike the system you are converting from, Rolemaster uses a balanced 
  system of Talents and Flaws. In doing a straight conversion, your converted character 
  will end up with a number of Talents without any flaws. This alone will tend to make 
  them much more powerful than your average character. To counteract this imbalance, I 
  would suggest the inclusion of one of the following two options. 
  
   
  Option 1: Since the player characters do not have flaws remove any flaws from 
  any NPCs you are using, without diminishing any of their Talents. 
   
  Option 2: In combination, the GM and the Player should select a number of 
  Flaws for the character being converted. I recommend a ratio of 1 Flaw for every 
  2 Talents gained from the chart below. 
   
  Option 2 is the option that I recommend be used. 
   
   
  D20 Feats 
  Rolemaster Conversion 
   Character Law Talents 
  Alertness  
  The character gains a +10 to all 
  observation related skills 
  Skilled (Minor) – limited to 
  the Awareness•Searching 
  category. 
  Ambidexterity  
  You may use either hand equally 
  well, and receive no penalty for 
  using a weapon in your “off-hand”.
  Ambidexterity (Lesser) or 
  Ambidexterity (Minor) 
  Armor Proficiency 
  (heavy)  
  You gain a +10 bonus to your 
  heavy armor skills 
  Natural Facility With Armor 
  Armor Proficiency 
  (light)  
  You gain a +10 bonus to your light 
  armor skills 
  Natural Facility With Armor 
  Armor Proficiency 
  (medium)  
  You gain a +10 bonus to your 
  medium armor skills 
  Natural Facility With Armor 
  Blind-Fight  
  You gain a +20 to all attacks while 
  blinded to offset the penalties. 
  Character law has no 
  matching Talents 
  Brew Potion  
  Use as written 
  Character law has no 
  matching Talents 
  Option: If you have Treasure 
  Companion, you can allow 
  the character access to the 
  appropriate Alchemist Spell 
  List 
  Cleave  
  If the character does enough 
  damage to a creature to drop it 
  (reduce it to 0 hits, knock it 
  unconscious, etc), he may 
  immediately make an extra attack 
  against a foe within reach. This 
  ability may only be used once per 
  round. 
  Reverberative Strength 
  Combat Casting  
  You may cast spells in melee 
  without a penalty 
  Aggression 
  
  Combat Reflexes  
  You have extremely advanced 
  reflexes. You gain a special +5 
  bonus your melee skills, as well as 
  being able to roll an extra die for 
  initiative, and discard the die of 
  your choice. 
  Combat Reflexes 
  Craft Magic Arms 
  and Armor  
  Use as written 
  Character law has no 
  matching Talents 
  Option: If you have Treasure 
  Companion, you can allow 
  the character access to the 
  appropriate Spell List 
  Craft Rod  
  Use as written 
  Character law has no 
  matching Talents 
  Option: If you have Treasure 
  Companion, you can allow 
  the character access to the 
  appropriate Spell List 
  Craft Staff  
  Use as written 
  Character law has no 
  matching Talents 
  Option: If you have Treasure 
  Companion, you can allow 
  the character access to the 
  appropriate Spell List 
  Craft Wand  
  Use as written 
  Character law has no 
  matching Talents 
  Option: If you have Treasure 
  Companion, you can allow 
  the character access to the 
  appropriate Spell List 
  Craft Wondrous 
  Item  
  Use as written 
  Character law has no 
  matching Talents 
  Option: If you have Treasure 
  Companion, you can allow 
  the character access to the 
  appropriate Spell List 
  Deflect Arrows  
  You must have one hand free, with 
  nothing it. When targeted by a 
  missile, you may make an 
  appropriately stat based saving roll 
  versus level 20. If successful, you 
  deflect the missile. Other aspects of 
  this ability remain the same.  
  Skilled (Major) – applied 
  towards Combat Maneuvers• 
  Adrenal Deflecting 
  
  Dodge  
  During your action, you may 
  designate one foe, against which 
  you receive a special +5 bonus to 
  your defenses. You may change 
  which foe this applies to no more 
  than once a round, and only during 
  your action. 
  Instinctive Defense 
  Empower Spell  
  All variable spell parameters are 
  1.5 times normal. This spell is 
  treated as 6 levels higher than 
  normal for casting purposes. 
  Innate Magician 
  Endurance  
  You gain a +20 to all actions that 
  take place over a period of time 
  (running, swimming, etc.) 
  Unnatural Stamina 
  Enlarge Spell  
  Spell has its ranges doubled. They 
  are treated as being 3 levels higher 
  than normal. 
  Spatial Skills (Minor) 
  Extend Spell  
  Spells have their duration doubled. 
  Spells requiring concentration are 
  not affected. This makes spell be 
  treated as if they were 3 levels 
  higher than normal for casting 
  purposes. 
  Temporal Skills 
  Extra Turning  
  Your turning spells have double the 
  number of targets. 
  Scope skills (targets) 
  Exotic Weapon 
  Proficiency  
  You gain a +10 bonus for one 
  exotic weapon. 
  Directed Weapons Master 
  (Minor) 
  Expertise  
  You may use part of your attack 
  bonus for defense. This is integral 
  to the system being converted to. 
  Survival Instinct 
  Far Shot  
  Your range for missile weapons is 
  increased by 1.5 times, and your 
  range for thrown weapons is 
  doubled. 
  Natural Archer and Great 
  Arm both are gained for this 
  ability. 
  Forge Ring  
  Use as written 
  Character law has no 
  matching Talents 
  Option: If you have Treasure 
  Companion, you can allow 
  the character access to the 
  appropriate Spell List 
  Great Cleave  
  This ability is the same as Cleave, 
  except that it has no limits on how 
  many times it may be used per 
  round. 
  General Weapons Master 
  (Minor) 
  
  Great Fortitude  
  The character gains a +10 bonus to 
  all Constitution based saving rolls. 
  Sturdy Build 
  Heighten Spell  
  Your spells will be treated as being 
  one level higher for purposes of all 
  level dependant attributes, 
  resistance purposes, and casting 
  requirements. 
  Character Law has no 
  matching Talents 
  Option: Allow the use of the 
  Rolemaster conversion to the 
  left or allow the player to 
  select another Talent for his 
  character. Eloquence is the 
  one I would suggest. 
  Improved Bull 
  Rush  
  When charging a foe, the character 
  does not receive any penalties on 
  his attack. 
  Battle Cry 
  Improved Critical  
  With this ability, your criticals are 
  increased by one point. 
  Precision 
  Improved Disarm  
  The character gains a +10 bonus to 
  all attempts to Disarm an opponent.
   
  Disarm Skill 
  Improved Initiative 
  The character gains a special +4 
  bonus to all initiative rolls. 
  Battle Reflexes 
  Improved Trip  
  If the character successfully trips 
  his foe, he is immediately able to 
  make a normal attack against the 
  prone foe. 
  Fluid Wrists 
  Improved Two-
  Weapon Fighting  
  You are able to wield two weapons 
  at once, with no modifier to your 
  attack bonus. 
  Skilled (Major) using the 
  Combat Maneuvers• Two 
  Weapon Combat skill. 
   
  Improved Unarmed 
  Strike  
  With this ability, the character may 
  make Martial Arts attacks without a 
  penalty. 
  Martial Arts Training (Minor)
  Iron Will  
  The character gains a +10 to all 
  saving rolls that are versus any 
  spell with a mental effect. 
  Immovable Will 
  Leadership  
  This ability gives a +10 bonus to all 
  leadership related skills. 
  Commanding Demeanor 
  Lightning Reflexes 
  The character receives a +10 bonus 
  to all rolls were fast reflexes would 
  be a benefit, such as for saving 
  against falling in a pit that opens 
  suddenly beneath him. 
  Nimble Skeleton 
  
  Martial Weapon 
  Proficiency  
  For each instance of this ability, 
  you gain a +10 in one individual 
  weapon. This may be taken 
  multiple times for different 
  weapons. 
  Directed Weapons Master 
  (Minor) 
  Maximize Spell  
  All numerical variables of the spell 
  (ranges larger than touch, area of 
  effect, duration, and any non-chart 
  related numerical effects) increase 
  by 50%. This means that a spell 
  which heals 1d10 points will heal 
  1d10 and an additional 1d5 points, 
  and that a spell that damages a 
  target for 25% of their hits will 
  now do 37% (25% + 12.5%, 
  rounded down) of the target’s hits. 
  Any spell used with the ability is 
  treated as being 3 times its normal 
  level for casting purposes. 
   
  Exceptional Magical Abilities
   
  Mobility  
  Foes do not gain positional 
  modifiers to their attack rolls as 
  your character moves past them 
  during melee. In addition, you gain 
  an additional +20 to your defense 
  while moving past foes (without 
  attacking them). 
  Character Law has no 
  matching Talents 
  Option: Allow the use of the 
  Rolemaster conversion to the 
  left or allow the player to 
  select another Talent for his 
  character. 
  Mounted Archery  
  You gain a special +20 modifier to 
  using missile weapons while 
  mounted. This bonus can only be 
  used to offset any penalties from 
  riding. (if you receive no penalties, 
  then this bonus does not apply). 
  Natural Archer 
  Mounted Combat  
  Once per round, if your mount is 
  hit during combat, you may attempt 
  a Very Hard Riding maneuver. If 
  successful, that particular hit 
  against your mount is negated. 
  Natural Horseman 
  Point Blank Shot  
  You gain a special +10 bonus in 
  addition to normal range modifiers 
  for all missile attacks that are less 
  than 30 ‘ in range. 
  Character Law has no 
  matching Talents 
  Option: Allow the use of the 
  Rolemaster conversion to the 
  left or allow the player to 
  select another Talent for his 
  character. 
  
  Power Attack  
  Before making your attack, you 
  may subtract some of your attack 
  bonus to increase the damage of 
  your critical should your attack 
  succeed. For every 5 points you 
  remove from your attack bonus, 
  you may add a +1 to your critical 
  roll. You may not use this ability to 
  add more to your critical roll than 
  the number of ranks you have with 
  the weapon you are using. 
  Skilled (Greater) with the 
  skill: Power-Striking in the 
  Athletic•Brawn category. 
  Precise Shot  
  You may shoot or throw missiles 
  into melee without suffering any 
  penalties to your attack bonus. 
  Character Law has no 
  matching Talents 
  Option: Allow the use of the 
  Rolemaster conversion to the 
  left or allow the player to 
  select another Talent for his 
  character. 
  Quick Draw  
  Drawing your weapon is a free 
  action, rather than the normal 
  activity percentage it requires. 
  Skilled (Minor) with the skill 
  Self Control • Adrenal 
  Quickdraw 
  Quicken Spell  
  Once per round, you may cast any 
  spell, that has been properly 
  prepared for the correct length of 
  time, as an instantaneous action, 
  allowing you to perform other 
  actions during the round, including 
  attacking or casting another spell. 
  Any spell cast in this manner is 
  treated as double its normal level 
  for casting purposes. 
  Character Law has no 
  matching Talents 
  Option: Allow the use of the 
  Rolemaster conversion to the 
  left or allow the player to 
  select another Talent for his 
  character. 
  Rapid Shot  
  The character gains an extra shot 
  per round with a missile weapon. 
  This second attack has a modifier 
  of –10 to the attack bonus. 
  Subconscious Preparation 
  Ride-By Attack  
  You gain a special bonus of +10 to 
  your mounted combat skill. 
  Skilled (Minor) with the skill 
  Combat Maneuvers • 
  Mounted Combat 
  Run  
  With this ability, you may move 
  one pace category higher than your 
  normal maximum as determined by 
  the pace limitations chart. 
  Blazing Speed 
  
  Scribe Scroll  
  Use as written. 
  Character law has no 
  matching Talents 
  Option: If you have Treasure 
  Companion, you can allow 
  the character access to the 
  appropriate Spell List 
  Shield Proficiency  
  You gain a special +10 bonus to 
  your defense. 
  Shield Mastery 
  Shot on the Run  
  This ability allows you to move 
  your full base movement rate and 
  still fire your missile weapon 
  without penalty. This movement 
  may be taken before and/or after 
  your attack, split up any way you 
  select. 
  Character Law has no 
  matching Talents 
  Option: Allow the use of the 
  Rolemaster conversion to the 
  left or allow the player to 
  select another Talent for his 
  character. 
  Silent Spell  
  With this ability, you may cast any 
  spell without its normal verbal 
  component. Spells without a verbal 
  component are not affected when 
  using this ability. The use of this 
  ability requires double the normal 
  casting requirements. 
  Character Law has no 
  matching Talents 
  Option: Allow the use of the 
  Rolemaster conversion to the 
  left or allow the player to 
  select another Talent for his 
  character. 
  Simple Weapon 
  Proficiency 
  With this ability you are able to use 
  any Simple Weapon (see the rules 
  for the game you are converting 
  from for a list of Simple Weapons) 
  with your attack bonus for your 
  normal weapon of use. 
  General Weapons Master 
  (Minor) 
  Skill Focus  
  You gain a special +10 bonus to the 
  selected skill(s). Use the chart 
  above to see what that specific skill 
  translates into for Rolemaster. 
  Skilled (Lesser) – Use the 
  skills conversion chart above 
  to determine which skills in 
  Rolemaster gain this bonus 
  based upon the original skill 
  selected. 
  Spell Penetration  
  All saving rolls against spells that 
  you cast have a special modifier of 
  –10 the person trying to resist your 
  spells. 
  Eloquence 
  Spell Focus  
  You gain a +10 bonus to all spell 
  casting rolls for one particular type 
  of spell. 
  Innate Magician 
   
  
  Spell Mastery  
  This ability normally gives you the 
  ability to have spells that you do 
  not have to memorize. This is 
  already a part of the system being 
  converted to. Therefore, for every 
  skill rank you purchase in one 
  selected list, you actually gain 2 
  ranks. 
  Magical Affinity 
  Spirited Charge  
  You deal double concussion 
  damage when making a mounted 
  charging attack. Any critical 
  received from such an attack gains 
  a +10 to its roll. 
  Character Law has no 
  matching Talents 
  Option: Allow the use of the 
  Rolemaster conversion to the 
  left or allow the player to 
  select another Talent for his 
  character. 
  Spring Attack  
  You make a full move in addition 
  to a normal attack. You may split 
  this move up between the time 
  before and after the attack in any 
  manner you select. The attack has 
  no penalty against it for this move.
  Character Law has no 
  matching Talents 
  Option: Allow the use of the 
  Rolemaster conversion to the 
  left or allow the player to 
  select another Talent for his 
  character. 
  Still Spell  
  In this game, spell casting does not 
  have somatic components per se, 
  but it does require that the caster 
  have at least one hand free. With 
  this ability, you may cast a spell 
  without having one hand free and 
  without receiving any penalty to 
  your spell-casting roll. 
  Character Law has no 
  matching Talents 
  Option: Allow the use of the 
  Rolemaster conversion to the 
  left or allow the player to 
  select another Talent for his 
  character. 
  Stunning Fist  
  You must declare that you are 
  using this ability prior to making 
  your attack. If the attack is 
  successful, the target must make a 
  successful Constitution based 
  saving roll versus your level, or be 
  stunned for one round for each 
  severity level of the critical. Note: 
  this ability may only be used a 
  number of times each day equal to 
  your current level. 
  Character Law has no 
  matching Talents 
  Option: Allow the use of the 
  Rolemaster conversion to the 
  left or allow the player to 
  select another Talent for his 
  character. Hammerhands is 
  the Talent that I would 
  suggest. 
  
  Sunder  
  When attempting to strike a foe’s 
  weapon or shield, in order to 
  damage it, you do not receive any 
  penalties. 
  Character Law has no 
  matching Talents 
  Option: Allow the use of the 
  Rolemaster conversion to the 
  left or allow the player to 
  select another Talent for his 
  character. I would suggest 
  selecting a Talent like Disarm 
  Skill. 
  Toughness  
  You gain an extra hit point for each 
  set of hits you get. 
  Natural Physique 
  Track  
  This ability gives you a +20 bonus 
  to tracking skills 
  Outdoorsman 
  Trample  
  You gain a special bonus of +25 to 
  your attempts to overrun an 
  opponent with a mount, using a 
  standard Very Hard Maneuver. If 
  the maneuver is successful, the 
  mount gets a free hoof/trample 
  attack on the now prone foe. 
  Character Law has no 
  matching Talents 
  Option: Allow the use of the 
  Rolemaster conversion to the 
  left or allow the player to 
  select another Talent for his 
  character. I would suggest 
  something like Reverberative 
  Strength 
  Two-Weapon 
  Fighting  
  You are able to wield two weapons 
  at once, with the second weapon 
  having a –20 modifier to your 
  attack bonus. 
  Skilled (Minor) using the 
  Combat Maneuvers• Two 
  Weapon Combat skill. 
  Weapon Finesse  
  With this ability, you may replace 
  the normal stat bonuses for this one 
  weapon with 3 times your Agility 
  bonus. 
  Weapon Control 
  Weapon Focus  
  You gain a special +5 bonus to 
  your chosen weapon skill. 
  Directed Weapons Master 
  (Major) 
  Weapon 
  Specialization  
  You gain a special bonus of +10 to 
  all attack rolls with the selected 
  weapon type. If the weapon type is 
  a missile weapon, then the target 
  must be within 30’ for this ability 
  to apply. 
  General Weapons Master 
  (Major) 
  Whirlwind Attack  
  With this ability, you may make 
  one attack against all foes within 5’ 
  of you, but only if you spend 100% 
  of your activity on this action. 
  Character Law has no 
  matching Talents 
  Option: Allow the use of the 
  Rolemaster conversion to the 
  left or allow the player to 
  select another Talent for his 
  character. 
   
  
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SOURCE: textdata/thevault/Rolemaster/Utilities/Rolemaster - d20 to Rolemaster [Official Addendum].pdf