Dragon Fist d20

Character Classes

Fighter
Base attack: +2
Hit Dice: 1d12
Gains Weapon focus and Weapon specialization
Allowed weapons: All
Level	Rank 1	Rank 2	Rank 3	Rank 4	Rank 5	Fort	Ref	Will	
1	1					+2	+0	+0	
2	2	1				+3	+0	+0	
3	3	2				+3	+1	+1	
4	4	2	1			+4	+1	+1	
5	4	3	2			+4	+1	+1	
6	5	3	2	1		+5	+2	+2	
7	5	3	3	2		+5	+2	+2	
8	5	4	3	2	1	+6	+2	+2	
9	6	4	3	2	2	+6	+3	+3	
10	7	5	4	3	3	+7	+3	+3	

Wizard
Base attack: +0
Hit Dice: 1d6
Allowed weapons: Light or repeating crossbow, dagger, staff, three-section staff and war fan.
Level	Rank 1	Rank 2	Rank 3	Rank 4	Rank 5	Fort	Ref	Will	
1	1					+0	+0	+2	
2	2					+0	+0	+3	
3	2	1				+1	+1	+3	
4	2	2				+1	+1	+4	
5	2	2	1			+1	+1	+4	
6	3	2	1			+2	+2	+5	
7	3	2	1	1		+2	+2	+5	
8	3	2	2	1		+2	+2	+6	
9	3	2	2	1	1	+3	+3	+6	
10	4	3	3	2	2	+3	+3	+7	

Level	Spell Level 1	Spell Level 2	Spell Level 3	Spell Level 4	Spell Level 5	
1	1					
2	2					
3	2	1				
4	3	2				
5	4	2	1			
6	4	2	2			
7	4	3	2	1		
8	4	3	3	2		
9	4	3	3	2	1	
10	4	4	3	2	2	
Shaman
Base attack: +1
Hit Dice: 1d10
Allowed weapons: Bow, dagger, halberd, sickle, single-edged sword, spear, staff, tiger fork and war fan.
Level	Rank 1	Rank 2	Rank 3	Rank 4	Rank 5	Fort	Ref	Will	
1	1					+2	+0	+2	
2	2	1				+3	+0	+3	
3	2	2				+3	+1	+3	
4	3	2	1			+4	+1	+4	
5	3	3	1			+4	+1	+4	
6	3	3	2	1		+5	+2	+5	
7	4	3	2	1		+5	+2	+5	
8	4	4	2	1	1	+6	+2	+6	
9	4	4	2	2	1	+6	+3	+6	
10	5	5	3	3	2	+7	+3	+7	

Level	Spell Level 1	Spell Level 2	Spell Level 3	Spell Level 4	Spell Level 5	
1	1					
2	2					
3	2	1				
4	3	2				
5	3	3	1			
6	3	3	2			
7	3	3	2	1		
8	3	3	3	2		
9	4	4	3	2	1	
10	4	4	3	3	2	

Thief
Base attack: +1
Hit Dice: 1d8
Sneak attack as per D&D3e
Allowed weapons: Butterfly sword, dagger, double-stick, horse bow, light or repeating crossbow, monk’s stick, sickle, single- or double-edged sword, staff, throwing spikes, war fan and whipping chain.
Level	Rank 1	Rank 2	Rank 3	Rank 4	Rank 5	Fort	Ref	Will		
1	2					+0	+2	+0	Sneak attack +1d6	
2	3					+0	+3	+0		
3	4	1				+1	+3	+1	Sneak attack +2d6	
4	4	2				+1	+4	+1		
5	4	3	1			+1	+4	+1	Sneak attack +3d6	
6	4	3	2			+2	+5	+2		
7	4	3	3	1		+2	+5	+2	Sneak attack +4d6	
8	4	3	3	2		+2	+6	+2		
9	4	3	3	3	1	+3	+6	+3	Sneak attack +5d6	
10	5	4	4	4	2	+3	+7	+3		
Kits

Regarding the thief kits certain special abilities are slightly modified. The Knock out blow of the Iron Monkey is now handled as follows:

Instead of a sneak attack an Iron Monkey may try to knock his foe unconscious. The Iron Monkey has the same bonus to hit as if he was trying to sneak attack, and if he hits the opponent must make a Fortitude save to avoid being knocked-out. The DC is 10 + half the attackers level (round down). If the fortitude save succeeds the victim still suffers normal damage, but NO sneak attack damage. An unconscious opponent is out for 1 round for every point the saving throw failed. The knock-out blow can NOT be used against an opponent who is flanked but otherwise at all other opportunities granting a sneak attack.

If a Ghost Eater succeeds in inflicting a Lethal Strike, and the damage is over half the victims current hit points, the victim must manage a Fortitude save or die outright. The DC is 10 + half the attackers level (round down). A lethal strike may neither be used against an flanked opponent, but otherwise at all other opportunities granting a sneak attack.

Stunt dice

The stunt bonuses are based on the ability scores as usually with some minor modifications:

Ability Score		Bonus
10-11	no bonus
12-13	1d2
14-15	1d3
16-17	1d4
18-19	1d6
20-21	1d8
22-23	1d10
24-25	1d12

Also, low ability scores give characters a penalty when performing feats. 

Ability Score		Feat Penalty
8-9	-1
6-7	-2
4-5	-3
2-3	-4
1		-5

The different stunt give the following benefits:
Might – Bonus to hit in melee and to damage.
Acrobatics – Bonus to AC, the reflex saving throw and to hit with ranged weapons. 
Fortitude – Bonus to the fortitude saving throw and to the hit points that round.
Savvy – Gives a bonus to any one roll that round. If the PC is a wizard to bonus may be used to increase the DC of the wizard’s spells.
Insight – Bonus to the will saving throw and to initiative. If the PC is a shaman to bonus may be used to increase the DC of the shaman’s spells.
Charm – Bonus to reaction rolls.
Saving throws

Saving throws are now a modifier increasing by level as per PHB3e. They are temporarily raised by performing certain stunts. The fortitude saving throw receives bonus from a fortitude stunt, the reflex save from acrobatic stunts and the will save from a insight stunt. Pretty basic. This gives the character more strategic choices when choosing stunts. 

Thief skills

A thief starts with 32 skill points at level 1. These are to be distributed to the thief skills available, depending on the chosen thief kit. Every new level after the first the thief gains 8 additional skill points to raise certain skills. (A Ghost Eater starts with only 28 skill points and only gains 7 new skill points per level.) Each skill corresponds to a certain stunt type, and can be raised be performing that stunt.

Skill Name		Stunt Type
Bribe		Charm
Climb Walls		Acrobatics
Detect Noise		Savvy
Detect Undead	Insight
Disguise		Charm
Escape Bonds	Acrobatics
Find and Remove Traps	Savvy (find), Acrobatics (remove)
Hide in shadows	Acrobatics
Move silently	Acrobatics
Open locks		Acrobatics
Pick Pockets		Acrobatics
Tracking		Savvy

Martial Arts maneuvers

There are a few modifications the martial arts maneuvers in order to make it compatible with the d20 rules. 

Rank1
Speed of the Leopard – Movement is 30’ + 5’ per result of the acrobat die. If the character does nothing but move this round the movement is 60’ + 10’ per result of the acrobat die.

Spring of the Tiger – The characters jump 60’ out of combat and provokes no attacks of opportunity. He cannot perform anything else that round.

Pounce of the Tiger – Prone characters must use a move-equivalent action to get up. This is now a Rank 1 maneuver! 

Rank 2
Mantis Strike – The opponent must make a fortitude saving throw to prevent being stunned. The DC is 10 + half the attackers level (round down), and by performing an insight stunt the bonus may be added to the DC.

One Hundred Eye – The character can not be flanked.

Rank 3
Nerve Strike – The opponent must make a fortitude save or be paralysed. The DC is 10 + half the attackers level (round down), and by performing an insight stunt the bonus may be added to the DC.

Step of the Crane – This is now a Rank 3 maneuver! 

Rank 4
Poison of the Spirit – The opponent must make a fortitude save with –2 sensitivity penalty to the die roll. The DC is 10 + half the attackers level (round down), and by performing an insight stunt the bonus may be added to the DC.

Ride the Wind – The character can “fly” by running through the air. The height the character can reach is limited by his wuxia maneuver, but there is no limit to how far horizontally the character can run. The maneuver is compatible with Speed of the Leopard. This is now a Rank 4 maneuver!

Torrent of Chi – The damage is lowered to whatever martial arts damage roll the character has, since it would otherwise be way to powerful.

Weapon and combat

Weapon stats have been converted to fit more seamlessly in to the d20 system. That means the adoption of the critical hit system, the full-die-only damage rolls (no more 1d6+1) and the new range increments (-2/range increment). However, weapon speed has to stay, since you make a new initiative roll every round anyway. Regardless of weapons you are only allowed one attack per round (this makes throwing spikes far less effective). 

Weapon	Cost	Size	Type	Speed	Damage	Critical	Range	
Battle axe	5	M	S	Av(4)	1d8	X3		
Bow, Horse	30	M	P	Av(4)	1d6	X3	60’	
Bow, Foot	75	L	P	Av(4)	1d8	X3	100’	
Crossbow, Light	35	M	P	Av(4)	1d8	19-20/X2	80’	
Crossbow, Heavy*	50	M	P	Sl(2)	1d10	19-20/X2	120’	
Crossbow, Repeating	75	M	P	Fa(6)	1d6	19-20/X2	80’	
Crossbow, Siege*	100	L	P	Sl(2)	1d12	19-20/X2	150’	
Dagger	2	S	P	Fa(6)	1d4	19-20/X2	10’	
Double-stick	1	M	B	Fa(6)	1d6	X2		
Halberd	10	L	S	Sl(2)	1d10	X3		
Hand axe	1	M	S	Av(4)	1d6	X3		
Throwing axe	1	M	S	Av(4)	1d6	X2	10’	
Lance	10	L	P	Av(4)	1d6	X3		
Martial Arts	-	S	B	Fa(6)	1d4	X2		
Monk’s spade	7	L	S	Sl(2)	2d4	X2		
Monk’s stick	1	S	B	Fa(6)	1d6	X2		
Sickle	1	M	S	Av(4)	1d6	X2		
Spear	1	M	P	Av(4)	1d6	X3	20’	
Staff	10f	L	B	Fa(6)	1d6/1d6	X2		
Sword, Butterfly	10	S	S	Fa(6)	1d6	19-20/X2		
Sword, Double-edged	15	M	S	Av(4)	1d8	19-20/X2		
Sword, Nine-ring	15	M	S	Av(4)	1d8	18-20/X2		
Sword, Single-edged	10	S	S	Fa(6)	1d6	19-20/X2		
Sword, War	25	M	S	Av(4)	2d4	18-20/X2		
Three-section staff	2	M	B	Av(4)	1d6	19-20/X2		
Throwing spike	20f	S	P	Fa(6)	1d4	X2	20’	
Tiger fork	15	L	P	Av(4)	1d8	X2	10’	
War fan	3	S	B	Fa(6)	1d4	X2		
Whipping chain	2	M	B	Av(4)	1d8	X2		

*Reloading a Heavy Crossbow is a move-equivalent action, and reloading a Siege Crossbow is a full-round action.

Spells
All spellcasting kits now gain bonus spells from certain stunts each day. All shamans makes an insight stunt at the beginning of each day: the result is the number of bonus spells gained that day. Dragon’s Breath wizards also uses an insight stunt roll, but the Great Immortals use a might stunt, due to their yang influence. A spellcaster can not select bonus spells of a given level above 1st unless he or she has chosen at least two spells from each lower level.

The following spells gives the target a saving throw to avoid or decrease Its effect. The list shows what saving throw is to be used. The Difficulty Class (DC) of a spell is 10 + spell level. The wizard may increase the DC by performing a savvy stunt and add the bonus to the DC. The shaman can do the same thing with an insight stunt.

Wizard Spells	Saving throw
Charm person	Will
Cobra’s breath	Fort
Light of Yang	Ref
Delusion		Will
Heart Ripper		Fort
Ice Blast		Fort
Kiss of the Toad	Fort
Blinding Flash	Fort
Earthbolt		Ref
Poison Needles	Fort
Breath of Wind	Fort
Needle’s Puppet	Ref
Shout		Fort
Snake Darts		Fort
Decapitating Scarf	Ref
Essence Absorption	Ref
Fire Breath		Ref
Tomb of Ice		Fort

Shaman Spells	Saving throw
Eyes of Fire		Fort
Light of Yang	Ref
Rebuke		Will
Lash of Fire		Ref
Remove Curse	Will
Detect Lie		Will
The Hungry Earth	Ref
Blood of Fire		Ref

Coversion by Tom Paulsson, 2max1@swipnet.se