Emirikol
Adventurer
Did I get these about right?
jh
WFRP Talents to D&D 4.0 Feat Conversion
Skill to Skill conversion
..just because our D&D game is set there
Talent Equivalent Feat
Alley Cat = Skill Focus (SF): Streetwise
Aethyric Attunement = SF: Arcana
Ambidextrous =Two Weapon Fight. or SF: Acrobatics
Arcane Lore = Wizard feats or SF: Arcana
Armoured Casting = Basic armor or shield proficiency
Artistic = Role playing
Contortionist = SF: Acrobatics
Coolheaded = SF: Diplomacy
Dark Lore = SF: Arcana
Dark Magic = SF: Arcana or any Warlock pact
Dealmaker = SF: Bluff
Disarm = Defensive mobility or Nimble Blade
Divine Lore == SF: Religion
Dwarfcraft = Role Playing
Etiquette = SF: Diplomacy
Excellent Vision = SF: Perception
Fast Hands = SF: Thievery
Fearless = As Halfling
Flee! = Fast Runner
Fleet Footed = Fast Runner
Hardy = Durable or Toughness
Hedge Magic = SF: Arcana
Keen Senses = Alertness
Lesser Magic = Ritual Caster
Lightning Parry = Defensive Mobility
Lightning Reflexes = Human Perseverance
Linguistics = Linguist
Luck = Human Perseverance
Marksman = Weapon Focus
Master Gunner = Reload only 1 round with Save
Mighty Shot = Weapon Focus
Mimic = SF: Bluff
Night Vision = Dragonborn Senses feat
Orientation = SF: Nature or Dungeoneering
Petty Magic = Ritual Caster
Public Speaking = Diplomacy
Quick Draw = Quick Draw
Rapid Reload = Weapon Focus
Resistance to Chaos = Human Perseverance
Resistance to Disease= SF: Endurance
Resistance to Magic = Human Perseverance
Resistance to Poison SF: Endurance
Rover = SF: Nature
Savvy = SF: (CHOICE)
Schemer = SF: Bluff
Seasoned Traveller = Jack of All Trades
Sharpshooter = Farshot
Sixth Sense = Alertness
Specialist Weapon = Weapon Focus (plus proficiency)
Stout-hearted = Action Surge
Street Fighting = Weapon Focus: Unarmed
Streetwise = SF: Streetwise
Strike Mighty Blow = Power Attack
Strike to Injure = Any one damage attack feat
Strike to Stun = Surprise Knockdown
Strong-minded = Human Perseverance
Sturdy = SF: Endurance
Suave == SF: Diplomacy or Bluff
Sure Shot = Weapon Focus
Surgery = SF: Heal
Super Numerate = SF: Insight
Swashbuckler = Nimble Blade
Trapfinder = SF: Thievery
Tunnel Rat = SF: Stealth
Very Resilient = Durable
Very Strong = Power Attack
Warrior Born = Any one combat feat
Wrestling = +2 to grab/grapple checks
MULTICLASS FEATS
These feats will be relevant to particular careers (e.g. Initiate career: "Initiate of the Faith" option)
Initiate of the Faith (cleric)
Student of the Sword (fighter)
Soldier of the Faith (paladin)
Warrior of the Wild (ranger)
Sneak of Shadows (rogue)
Pact Initiate (warlock)
Student of Battle (warlord)
Arcane Initiate (wizard)
Some Paragon and Heroic Feats will be relevant for advanced classes (considered 'equivalent' feats). Ask your DM.
jh
WFRP Talents to D&D 4.0 Feat Conversion
Skill to Skill conversion
..just because our D&D game is set there
Talent Equivalent Feat
Alley Cat = Skill Focus (SF): Streetwise
Aethyric Attunement = SF: Arcana
Ambidextrous =Two Weapon Fight. or SF: Acrobatics
Arcane Lore = Wizard feats or SF: Arcana
Armoured Casting = Basic armor or shield proficiency
Artistic = Role playing
Contortionist = SF: Acrobatics
Coolheaded = SF: Diplomacy
Dark Lore = SF: Arcana
Dark Magic = SF: Arcana or any Warlock pact
Dealmaker = SF: Bluff
Disarm = Defensive mobility or Nimble Blade
Divine Lore == SF: Religion
Dwarfcraft = Role Playing
Etiquette = SF: Diplomacy
Excellent Vision = SF: Perception
Fast Hands = SF: Thievery
Fearless = As Halfling
Flee! = Fast Runner
Fleet Footed = Fast Runner
Hardy = Durable or Toughness
Hedge Magic = SF: Arcana
Keen Senses = Alertness
Lesser Magic = Ritual Caster
Lightning Parry = Defensive Mobility
Lightning Reflexes = Human Perseverance
Linguistics = Linguist
Luck = Human Perseverance
Marksman = Weapon Focus
Master Gunner = Reload only 1 round with Save
Mighty Shot = Weapon Focus
Mimic = SF: Bluff
Night Vision = Dragonborn Senses feat
Orientation = SF: Nature or Dungeoneering
Petty Magic = Ritual Caster
Public Speaking = Diplomacy
Quick Draw = Quick Draw
Rapid Reload = Weapon Focus
Resistance to Chaos = Human Perseverance
Resistance to Disease= SF: Endurance
Resistance to Magic = Human Perseverance
Resistance to Poison SF: Endurance
Rover = SF: Nature
Savvy = SF: (CHOICE)
Schemer = SF: Bluff
Seasoned Traveller = Jack of All Trades
Sharpshooter = Farshot
Sixth Sense = Alertness
Specialist Weapon = Weapon Focus (plus proficiency)
Stout-hearted = Action Surge
Street Fighting = Weapon Focus: Unarmed
Streetwise = SF: Streetwise
Strike Mighty Blow = Power Attack
Strike to Injure = Any one damage attack feat
Strike to Stun = Surprise Knockdown
Strong-minded = Human Perseverance
Sturdy = SF: Endurance
Suave == SF: Diplomacy or Bluff
Sure Shot = Weapon Focus
Surgery = SF: Heal
Super Numerate = SF: Insight
Swashbuckler = Nimble Blade
Trapfinder = SF: Thievery
Tunnel Rat = SF: Stealth
Very Resilient = Durable
Very Strong = Power Attack
Warrior Born = Any one combat feat
Wrestling = +2 to grab/grapple checks
MULTICLASS FEATS
These feats will be relevant to particular careers (e.g. Initiate career: "Initiate of the Faith" option)
Initiate of the Faith (cleric)
Student of the Sword (fighter)
Soldier of the Faith (paladin)
Warrior of the Wild (ranger)
Sneak of Shadows (rogue)
Pact Initiate (warlock)
Student of Battle (warlord)
Arcane Initiate (wizard)
Some Paragon and Heroic Feats will be relevant for advanced classes (considered 'equivalent' feats). Ask your DM.
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