d20 - GURPS Conversion Notes

Dice

d20 DC GURPS Skill Mod d20 Skill GURPS Skill d20 Damage GURPS Damage
4-5 3 -6 to -5 7 1d4 1d-2
6-7 2 -4 to -3 8 1d6 1d
8-9 1 -2 to -1 9 1d8 1d+1
10-11 0 0 to 1 10 1d10 1d+2
12-13 -1 2 to 3 11 2d6 2d
14-15 -2 4 to 5 12
16-17 -3 6 to 7 13 -2 -2
18-19 -4 8 to 9 14 -1 -1
20-21 -5 10 15 0 0
22-23 -6 11 to 12 16 +1 +1
24-25 -7 13 17 +2 +2
26-27 -8 14 to 15 18 +3 +3
28-29 -9 16 19
30-31 -10 17 to 18 20 +4 +1d
32-33 -11 19 21 +8 +2d
34-35 -12 20 to 21 22 +12 +3d
36-37 -13 22 23 +16 +4d
38-39 -14 23 to 24 24 +20 +5d
40-41 -15 25 25 +24 +6d
26-27 26
28 27
29-30 28
31 29

Attributes & Features

d20 Calculation GURPS
Str = ST
Dex 10 + Mod = DX
Higher of: Int or Wis 10 + Mod = IQ
Con 10 + Mod = HT
Cha Mod = x Charisma x Advantage
Higher of: Str or Con = HP
Higher of: Con, Int, Wis, or Cha = FP
Perception Skill Conversion = PER
Speed 1/5 = Move
Initiative Skill Conversion/2 = Speed
CMB Skill Conversion = Grappling Skill
Fort *creatures without Con Skill Conversion = HT
Ref *creatures without Dex Skill Conversion = DX
Will Skill Conversion = Will
Natural Armor = Damage Resistance
Damage Reduction (DR/x) = Damage Resistance/Vulnerability
Immune / Resist = Damage Resistance (Limited) / Resistant
Vulnerability = Susceptible / Vulnerability
Spell Resistance (SR) ½ = Magic Resistance / Magic Resistance (Limited)

Conditions

Flat-Footed = No Defense Roll
Touch Attack = Armor Divisor (∞)
Concealment (Miss Chance) 5%= -1 Attack Penalty
Energy Drained = -1 All Basic Attributes

Skills

d20 GURPS
Acrobatics Acrobatics, Jumping
Appraise Merchant
Autohypnosis Autohypnosis
Bluff Acting, Fast-Talk
Climb Climbing
Craft Artist, Carpentry, Jeweler, Leatherworking, Masonry, Sewing, Smith
Diplomacy Carousing, Diplomacy, Fast-Talk, Streetwise
Disable Device Lockpicking, Traps
Disguise Disguise
Escape Artist Escape
Fly Flight
Handle Animal Animal Handling
Heal Diagnosis, First Aid, Surgery
Intimidate Intimidate
Knowledge (Arcana) Hidden Lore, Thaumatology
Knowledge (Dungeoneering) Engineer (Mining), Geology, Naturalist, Traps
Knowledge (Engineering) Architecture, Engineer
Knowledge (Geography) Geography
Knowledge (History) History
Knowledge (Local) Area Knowledge
Knowledge (Nature) Naturalist
Knowledge (Nobility) Heraldry
Knowledge (Planes) Hidden Lore (Demons, Elementals, Planes), Occultism
Knowledge (Psionics) Expert Skill (Psionics)
Knowledge (Religion) Hidden Lore (Undead), Religious Ritual, Theology
Linguistics Linguistics
Perception Perception, Observation, Search, Shadowing
Perform Dancing, Performance, Public Speaking, Singing
Profession Professional Skill
Ride Riding
Sense Motive Body Language, Detect Lies
Sleight of Hand Filch, Pickpocket, Sleight of Hand
Spellcraft Thaumatology
Stealth Shadowing, Stealth
Survival Tracking, Survival, Urban Survival
Swim Swimming
Use Magical Device Thaumatology

Creature Types & Lore

d20 GURPS Knowledge to ID (Modified by Rarity)
Aberration Mundane / Elder Thing Hidden Lore (Aberrations), Occultism
Animal Animal / Giant Animal Naturalist
Construct Construct Hidden Lore (Constructs), Thaumatology-4
Dragon Dire Animal Hidden Lore (Dragons), Naturalist-5, Thaumatology-4
Fey Faerie Hidden Lore (Fey)
Humanoid Mundane Area Knowledge, Xenology
Magical Beast Dire Animal Naturalist, Thaumatology-2
Monstrous Humanoid Mundane / Hybrid Area Knowledge, Xenology
Ooze Slime Naturalist
Outsider Demon / Devil / Elemental Hidden Lore (Demons/Devils), Hidden Lore (Elementals)
Plant Plant Naturalist
Undead Undead Hidden Lore (Undead)
Vermin Animal / Giant Animal Naturalist

Feats & Abilities

d20 Feat GURPS
Combat Reflexes Combat Reflexes
Dodge Enhanced Dodge
Fast Healing Regeneration
Mobility +1 to Evade
Spring Attack Heroic Charge
Weapon Finesse n/a

Ethics & Morality

Good = Charitable, Chummy, Compulsive Generosity, Fanaticism (any charitable cause), Guilt Complex, Intolerance (groups with “evil” traits), Pacifism, Selfless, Sense of Duty, and Truthfulness
Neutral = Callous, Hidebound, Killjoy, Loner, Low Empathy, No Sense of Humor, Oblivious, and Paranoia
Evil = Bloodlust, Bully, Compulsive Lying, Fanaticism (any harmful cause), Greed, Intolerance (groups with “good” traits), Jealousy, Megalomania, and Sadism
Lawful = Code of Honor, Disciplines of Faith, Fanaticism (any orderly cause), Honesty, Intolerance (groups with “chaotic” traits), Vows, and Workaholic
Neutral = Overconfidence and Stubbornness
Chaotic = Bad Temper, Berserk, Bestial, Compulsive Carousing, Fanaticism (any rebellious cause), Impulsiveness, Intolerance (groups with “lawful” traits), Lecherousness, On the Edge, Pyromania, Selfish, Trickster, and Uncontrollable Appetite

d20 - GURPS Conversion Notes

GURPS on Golarion Garrion