Showing posts with label characters. Show all posts
Showing posts with label characters. Show all posts

Saturday, December 7, 2024

Character Creation House Rules

Has it really been 3+ years since I tried to restart this blog? Wow. A lot has happened to me in that time. 

I posted about my "Ideal OSR Campaign" and I made a list. Not sure where I'd like to start, so I thought I'd start with some low hanging fruit. 

Character creation

In my campaigns, I still want players to roll up their PCs. I don't like stat matrixes. I like the randomness of figuring out what kind of character you can play by rolling dice.

Here are a couple of my methods. Nothing Earth shattering, but I thought I'd share. The community is large and hey, maybe this will be new to someone! 

4d6x7

When rolling the standard 6 attributes, my players roll 4d6 (drop lowest) 7 times. They can then arrange those rolls in any order they'd like. The 7th number, multiplied by 10, becomes their starting gold. If I'm feeling generous I'll let them keep all 4 dice for gold.

If a player rolls 4 sixes for any attribute, they can have a 19.  If 18/00 is a thing for STR, they can have that instead.

30d6

There are NO attribute bonuses by race. No variations of attributes by race.  Instead, YOU get to decide how you want to split up your dice.  What attribute is most important to you?  Where do you put your extra dice?


You get to roll 30d6, divided into 6 rolls, keep the high 3 each time. Heck if you want to roll 2d6 for an attribute, go for it, it’s your character.  If you roll a 2, count it as a 3.  A 3 sucks bad enough.  


You must roll your attributes in some order, once you group the dice. I usually roll STR, INT, WIS, DEX, CON, CHA.


For example, I want to play a strong fighter character.


STR          8d6

INT     3d6

WIS 3d6

DEX 5d6

CON 8d6

CHA  3d6

In this system, if you roll five (5) or more sixes on any attribute roll, that attribute is 19.

I plan to expand on Character creation more in the future!

Saturday, September 7, 2013

Roll A Character All At Once

Awhile back, I proposed a Boggle character rolling method.  Here's another one.

I made a "funnel" out of cardboard and I put it into a locking "tupperware" box.  You can shake the dice and wiggle them and eventually they will fall into 7 rows of 4d6.  Pick the top 3d6 in each row and arrange to taste.

This is not very "old school," but it is the way that my new DM wants to roll up characters.  (PS: It's one of my favorite methods too, truth be told.)

Here are some pics --

14, 14, 12, 14, 16, 17, 10 -- not bad...


 It's a little fiddly and you do kind of have to wiggle the dice while you are looking at them.  I suppose if I made the "hole" a bit larger, the dice might fall into the frame a bit easier and you would be able to roll by "feel."

Saturday, December 29, 2012

Boggle Character Generation

Now, I'm not going to tell you that 3d6 in order -- or 4d6/best3 -- are difficult methods for generating characters.  They are not.  But occasionally my brain takes me on little side trips and I feel compelled to see where they go.

Sometimes, I like to share these ideas with those of you who are good enough to read this blog.

Here's my idea -- use a Boggle game tray to generate a character in one whack.

Here's a pic --

Take 16d6 and put them in the Boggle tray.  3 of them should be a different color -- in this case green.  Shake liberally then set down.  If the dice don't fit exactly, minor rearrangement may be necessary.  Your character is now generated.

One possible advantage to this method would be when generating NPCs.  You could shake the dice and set them aside.  Maybe you only need to know their STR right now.  Fine.  Read it off the dice.  At the next lull in the game, you can jot down all their other stats into your notes.

If you prefer 3d6 in order, here's the way I'd read the dice --

The stats would be -
STR - 9, INT - 15, WIS - 9, DEX - 9, CON -  8, CHA - 12
If you prefer 4d6/best3, here's the way I'd read the dice -

The stats would be -
STR - 10, INT - 17, WIS - 10, DEX - 13, CON - 12, CHA - 12
In either case, I would give 80 gp to Wizard characters, 100 gp to all others.

What do you think?

Sunday, December 9, 2012

RIP Elin

Months ago, my CotMA campaign was exploring the Bone Road in search of the Everfrost.  The Everfrost is a crystal of immense cold that is the only thing capable of melting down Collen's broken frostbrand so it can be reforged.

The characters found the location of some extra-dimensional chambers, known as the Wheel of the Year, and they set out to defeat each guardian within.

The guardian of Ostara was a large, spell casting red dragon, named Murmaugh.  He was a canny and rather clever opponent and he was difficult to deal with.  During the battle, he managed to incinerate Elin the Grieved, the party's 6th level Cleric of Coriptis.

Elin had a rough go in the campaign.  Her face had been completely melted away by chaos magic.  Now she wears a mask that allows her to see.  She also had a run-in with the Regen-O-Pod of Uuthak and came out with insect eyes on the palms of her hands.

Anyway, she died bravely and will be remembered for her heroic contributions.

Here are some scans from the notebook Elin's player used to track her exploits.  I found them fascinating.

















Thursday, May 31, 2012

RIP Knand

DnD is a funny game.  I know, I know, I'm currently playing Labyrinth Lord, but this game will always be DnD to me.

Anyway, it's a funny game.

If you allow the dice to be "oracles," you never know what will happen and that's the beauty of it all.  The game can still surprise you.

The randomness of the dice allow for an "emergent narrative" that just happens.  It's not a railroad.  It's not a fixed plot-line.  Events transpire and the dice help determine what takes place.

Well, last night, a loyal henchman died.  Sometimes those surprises can be bittersweet.

Trouble is, he didn't die at the hands of a vicious enemy.  He wasn't incinerated by a dragon.  He wasn't killed by fell magic.

He died at the hands of a trusted ally; victim to a fumble.  A random accident.  A one in 2400 chance.

Knand was an NPC that entered our game as the result of a draw from a Deck of Many Things.  You can read a bit about that episode here.   Hanuman was lost to the Donjon and ended up in a cage, suspended above a cavern, with his loyal 4th level fighter Knand.

They adventured together and escaped back into the world and were inseparable.  Knand owed Hanuman his life.

Hanuman grumbled a bit about how fat Knand was, but they relied on each other.

Today, Hanuman, in the heat of battle, accidentally snapped Knand's neck.  He died.

RIP Knand.  You will be missed.


Friday, May 11, 2012

This Just Isn't MY D&D

Saw this out on the blogosphere.  It's a list of characters (pregens) being played in a D&D Encounters 4e game.

  • Windsoul/Firesoul Genasi Assassin
  • Earthsoul Genasi Swordmage [Earthforger]
  • Firesoul Genasi Barbarian (Berserker) [Ironwrought]
  • Sandsoul Genasi Ranger (Hunter) [Unseelie Agent]
  • Elf Ranger (Scout)
OK, that last one I get. 

What the hell are those other characters?  What's a Genasi?  Are they playing in Talislanta now?

Just sayin...

Wednesday, April 18, 2012

Fitz's 6x6 Matrix Idea

I realize that I'm a little behind in my blog reading, but I was really taken with Fitz's idea over at his Shouting Into the Void blog.

His idea is to roll 3d6 36 times and let a player pick the row or column that she likes for her character's stats.

I whipped up a Google Spreadsheet here


Sunday, November 27, 2011

Partial Party Kill (PPK)

Earlier this year, I blogged about using a Deck of Many Things in my CotMA game.  I believed at the time (and I still do) that that little "one off" adventure was a big success.

One of the draws was the Sun card:
SunKDGain beneficial miscellaneous magic item and 50,000 experience points.
Xavier the Marked (a cleric of Mesha) drew the card and was catapulted to 7th level.  I randomly rolled in the LL AEC for the magic item and it was a "Helm of Brilliance."

I've never played with one of these before.  When I announced that Xavier had found this, I didn't fully realize what it could do.  See below.



Wow.  This thing is practically an artifact.  

Upon reflection, I had an epiphany (1) about this kind of powerful magic item (at least with regard to my campaign.)

Xavier became the heart of the party.  I know the group felt that there was no foe too powerful to handle if Xavier was around.  DB was excellent at using the gems on the helm to maximum benefit and he also used the flametongue and detect undead powers to maximum effect. 

Xavier became the party leader, the party powerhouse and the party savior, time and time again.

DB made a special card (I hope to get a scan of it) to keep track of all the things Xavier could do with the helm.  It was excellent.

We all knew in our heart of hearts, however, that that little clause (I highlighted in blue above) would be the death of him (eventually...)

Well, it happened.  

It was awhile ago now, but I feel I had to memorialize Xavier with this post.  Writing nothing about it just doesn't seem right.

The party was completing their exploration of the second level of CotMA.  They came upon a somewhat isolated room and the monster description said that there was a "worry hag" in the room.  I'm sure that Joseph had a perfectly fine description of this monster in Appendix III, but I decided to wing it.

The party listened at the door and they heard a creaky voice... "Oh, I hope they don't come in here...  Oh, I hope they go away....  Oh no...."  I decided that this was a suitable warning that something nasty lurked beyond...  

The adventurers took this as an invite to go in.  Funny lot those adventurer types...

Well, the party was split.  Half of the group was checking out an adjacent room and the other half was listening to the hag worry away.  The hag group included the Sir Owyn the Paladin, Vera Diamondtree the Wizard, Kalen the Wizard and Xavier.

The party knocked on the door.

In a hushed voice, "Oh no, oh no...  I hope they don't come in..." Then a louder voice, "Who is it?"  Quieter again, "Oh no, why did I say that..."

Sir Owyn asks, "Is there evil on the other side of the door?"  Yes I say.  It reeks of evil...

I'm still hoping to creep the party out and hoping they'll just go away.  I've decided that this hag has some serious claw attacks (3d6x2) and that her claws will turn you to stone if you don't save.  She's got a crystal ball and a couple of cat familars.  One cat familiar has accidentally been turned to stone by an errant scratch under the chin.  She has a potion that can be used to cure petrification of one victim.  She keeps it around to cure her cats...

The party goes in through the door.

Xavier and Sir Owyn close in on the hag who erupts from her quiet repose with a blood curdling shriek.  She leaps over the table she's seated at (with her crystal ball) and tears into the party.  

The battle is joined.  Sir Owyn loses his protection from evil ability because he's attacking her directly (but he's still AC -4).  Xavier is AC 0.  They both begin to wail on the hag, who has considerable HPs, 8 HD, but a low AC of 5.  

Eventually Owyn is hit and he (amazingly) fails his save.  Instant Paladin statue.  JW is bummed that his Paladin is petrified.  

Things start to go sideways.  Kalen casts protection from evil on himself.  He uses his Wand of Illusion to simulate a Blur spell, making Xavier harder to hit.  The group retreats to the doorway and slams it shut.  The hag is on the other side.

The rest of the group joins the fray and there is some discussion about how they will finish the hag off.  Will they use a web?  Magic missiles?  Lightning?  Will they fireball the hag?

They decide that Xavier will fireball the hag and that he'll do it at close range because he has fire resistance from the helm.  Collen Redsides has a frostbrand that likewise confers fire resistance so he'll stick around as backup.  The idea is to throw the fireball into the room and slam the door shut.

A few other party members, Thannor the Ranger and Larot the Warrior linger in the immediate area...  The rest run to minimum safe distance...

The hag is ready and when the door is opened, she fights to get through...  The fireball goes off...

Xavier rolls a "1" on his save.  

The helm detonates.

We took the time to roll the Prismatic Sprays to see if any of the characters were sent to another dimension.  Nope.

The minimum damage from all the fireballs and walls of fire was hundreds of points.  

We rolled saves for all their magic items.  Only a couple survived.  Here's a scan of everything that was destroyed in the conflagration:

All that was left was a statue of a Paladin.  JW is now happy that his Paladin is petrified...  :)

RIP -- Collen Redsides, barbarian warrior of the North; Thannor, Ranger of the Deep Woods; Larot, grim Warrior (we hardly knew ye...) and Xavier the Marked.

You will all be missed.


(1) A magic item of this magnitude just couldn't be made by a single wizard.  Either these things are made by a cabal or, I've decided, they are made by the gods.  You see,  the gods put items of chance, like the Deck of Many Things into the world and then if an adventurer is lucky enough, they bestow items like The Helm of Brilliance upon them.  That's how items of this power make it in to the world at large...  at least in Queston.

Wednesday, July 13, 2011

Character Names

I guess this is a philosophical post that asks a question --
Do you allow silly or absurd character names in your games?
Why do I ask?  Well, I think if your campaign has a particular theme or style, nothing breaks the theme or style like a silly name.
The kingdom is in peril.  Anglarth the Black Dragon is at the gates.  The tome of Arl-an-Uuthark must be opened.  The sword of Tor Azul must be reforged.
Can you save us, Eye-Pad McRib San-Witch?
See what I mean?

In the Rythlondar Chronicle, it seems like the PCs didn't even have names (caveat - I haven't read the whole thing yet), but the NPCs do.  Of course, this is very early in our hobby's history.

I actually think this might be preferable to silly names.

I know that when I played Wizardry, I *tried* to come up with a clever, somewhat silly name.  Of course, you are playing against the computer in this case.  Basically, you use a silly name to amuse yourself.  One of friends came up with one of the all-time best Wizardry character names (in my opinion)
Sir Loinsteak
In my games, I like the PCs to (eventually) have realistic sounding names.  I don't rush the process.  For a session or two, players might refer to their characters by their class.

In my Queston Campaign, I used HyperCard (years ago) to create a stack that randomly generated names for each fantasy race in play.

First names were made from an assortment of sounds (you might loosely call them phonemes) that were randomized and assembled by the program.

Last names were made from two-word combinations (in most instances)

Since these were computer generated, you could still get some silly results.  I made up for this by generating hundreds of names and then allowing the player to mix and match.  It seemed to work pretty well.

Here's a scan of a page of names from my "Questoni Book of Names"

Now, of course, with the internet you can find many random generators out there.  My favorites are here.  Special nod to this name generator which I like a great deal.

So, do you allow silly names at your table?

Tuesday, June 21, 2011

Voltaaran

In my Queston Campaign, I have dragons and then I have "true dragons."

True dragons are the real bad-asses of the setting.  They are AWESOME.  There are only a few of them around, one for each color.

The blue "true dragon" is Voltaaran.

Skanderbag the Unexpected, a powerful wizard, married Fyrprincess Fyrissa and as part of the ceremony, the Fyrking wanted to go on a "Dragon Hunt."

They decided to go after Voltaaran.

I don't remember the play-by-play, but you can see Voltaaran's HPs dwindle on this scan (I will never erase it...)  I know that the battle was fought on the ground and in the air.  Diagrams were drawn on the whiteboard.  The tide of battle went back and forth.

In the end, both sides called a truce and walked away.  One more round of combat and someone or some dragon was going to die.

It was EPIC!

Here are some scans of Voltaaran:
 

Monday, June 20, 2011

Grymjaw, the baddest axe you'll ever see

Back in the day, my buddy Norm and I used to do a bunch of "solo" or "one-player" gaming.  He would run adventures for a hero of mine and I would run for him.

I've already mentioned how I left one of his characters in limbo after a fall down a slide...

Well, after UNEARTHED ARCANA came out, I wanted to play a barbarian, so, I made up Grym.  If I ever find a copy of Grym, I'll post him too.

Well, Grym didn't start at 1st level, I think he was 4th.  Norm said that I could have a magic weapon and I parlayed that into designing one specifically for Grym.

The result was Grymjaw.

I was a big fan of THE SWORD AND THE SORCERER.  If you don't know, the hero in that movie has a really cool sword.  Watch the clip --



Another weapon, JART, was based upon this sword.  Read about it here.

I designed Grymjaw to have similar properties, but I turned it up to 11.  Here are some pics for your gaming pleasure.  Maybe one of the characters in your game deserves a real "badaxe" weapon...  LOL!
 

Download Grymjaw here as PDF

Wednesday, June 15, 2011

Armory Character Sheet

Here's a real blast from the past -- a blank Armory Character sheet.

Download it here and use it in your OSR games.  Enjoy!

Monday, June 13, 2011

Lorien Longbow

Over at Quag Keep, Wymarc posted about the Armory Character sheet.  I bought a TON OF THOSE, but can I find a blank one?  Nope.

Here's a scan of one of my buddies characters.  He's Lorien Longbow.  He's a ranger and he was the companion of one of my favorite characters, Robyn Hoodwynk. (I'll have to post some Robyn stuff someday...)  This character was played in my buddy Jim D's game.
click to embiggen

click to embiggen

I only post him because not to do so seems wrong.  After all, I'm going to erase these scans so that I can get a clean copy of the Armory Char Sheet...  I'll post that later too...

Friday, April 22, 2011

CotMA Campaign -- Now with T-Shirts!

One of my players can silkscreen shirts.  I bought him a couple and he put the name of the campaign home city on the front and some of the details about our characters on the back.

Fun stuff!


Tuesday, March 15, 2011

Deck of Normal Things Redux

I've updated the deck of Normal Things.

It has 49 different items and some cards have clarifying text.  Each card has the LL price.

Download it here.

(EDIT) I fixed the link above for the most recent/accurate file.

Monday, March 14, 2011

Found Characters

When I go to the secondhand bookstores to look for gaming stuff, I cannot resist buying the old TSR character sheet folios when I find them.

Without fail there are lost characters found within.

I present two found characters from who knows when.  :)

The character sheets were printed in 1980, so they could be as much as 31 years old.

Clint N played a character named "Ozone" who was a neutral barbarian.  Dusty H was the DM.  Maybe Clint and Dusty are out there somewhere?  The back of the sheet belongs to "Ozone" too.

Ryan Z played "Eareal" an elven thief in Dusty's campaign as well.  There was nothing written on the back of "Eareal."


Bonus:  Here's the example character from the back of the character sheet book.

Enjoy!

Friday, March 11, 2011

Deck of Normal Things

I've put together a deck of cards (using art I've "borrowed" off the interwebs).  If I've borrowed your art and you'd like me to take it down; please leave a comment and I will remove/replace the offending image.  I'm very sorry to have appropriated it without permission.

It's a deck of normal equipment that a character might want to have while out on adventure.

Here's a sneak peek:

I figure that I'll make a copy or two, then use one of those card protector sheets for each character.  There are 9 pockets on each page.  Characters will be able to carry a number of items equal to HALF THEIR STR score.  I'm cutting their score in half because I'm allowing them to carry weapons and armor IN ADDITION to these normal items.  Wizards need to be relatively unencumbered so they can effectively cast spells.  

Some items might count as two or more items (like a ladder) and other items might make carrying items easier or let you carry an extra item or two (like a backpack).  With the backpack, I'd probably make the player put the backpack card in front and then 2 or 3 small items behind it where they can't see them.  Then they'd have to remember what's in the pack...

This hasn't been playtested yet, but what can it hurt?

Tuesday, January 18, 2011

The Dvarik Mk. IX, Sharky's ride...

You've seen Sharky Dangerthorn in several different incarnations.  Now you can experience the awesomeness that is "Dave",  the Dvarik Mk. IX, Transdimensional Battle Tank!
Most of the stuff on Dave was never statted out; I just adjudicated it as needed.  In fact, I still don't know what some of it does.  I created some of the items/powers with the idea that I'd make it up later when I needed it for story/plot/adventure purposes.

Farium Armor Plating!  Copyright ME!  It seems that someone in the Star Wars Universe made this one up in 1990 -- and for STARSHIP ARMOR PLATING!  Hah!  How about that!?!  I said it first!  Dibs!  Actually, in Queston, Farium is a strong, light metal that can be found only on the continent opposite the one that the Fyrkingdom is found on.  Extremely rare material in Queston.

Hellfyr Missiles are just huge fireballs, 15d6 or so, and they work swimmingly against dragons...

Discordant Field Generator?  Probably something that makes folks angry.

Field Warper?  I think that kinda "Passwalls" the tank through stuff...

ChaoCannon?  Do you know what an infinite improbability drive does?  What about a genesis device?

Sunday, January 16, 2011

The Labyrinth Lord Fighter - Updated!

One of my players, RF, in my CotMA game pointed out that there's little reason to play a fighter in Labyrinth Lord.  They are inferior to nearly every class based upon their experience point table and their class abilities.


I haven't done the work of comparing fighters to clerics, paladins, rangers, monks, etc., but I trust RF when he tells me things.  :)


I think fighters SHOULD be a relevant class -- one that is PRIMARY to the play of my game.


With that in mind, I did a little modification that HAS NOT BEEN PLAYTESTED YET, but that will be in my CotMA game very soon.  I'll keep everyone up on the successes and failures of this proposal, as well as any changes made, as time goes along.


So, here you go, the new and improved OSR Fighter!  Special thanks to Al Krombach at Beyond the Black Gate and his list of Old School Feats.  I've used them as the basis for the fighter's advancement/specialization.  No other classes will be selecting Feats at this time.


Get the PDF here



Fighters
(Based on Labyrinth Lord, p. 15, Advanced Edition Companion)
Requirements: None
Prime Requisite: STR
Hit Dice: 1d10
Maximum Level: None


Fighters, as their name implies, are exclusively trained in the arts of combat and war. They are specialists at dealing physical blows. Unlike other classes, fighters are particularly burdened in
a group of adventurers because they are tougher and must take the lead to defend others. Fighters can use any weapons and armor. Beginning at 4th level, a fighter gains additional attacks in melee combat. Additional fractional attacks come in the final round of a series.


Beginning at 3rd level and then at additional levels according to the chart below, the fighter may choose an additional combat-oriented feat. The list of feats was developed by Al Krombach at www.beyondtheblackgate.blogspot.com. They are re-printed here (in slightly modified form) for convenience only. No challenge to Al's work or copyright is implied. Special thanks to Al for sharing this list with the OSR.

Reaching 9th Level: At level 9 a fighter may become a great leader, taking control of a parcel of land and a leadership rank in his society. A fighter will, assuming money is at hand, build a castle. He may ultimately control several villages and towns, but must be a good, strong leader and provide protection.

FIGHTER LEVEL PROGRESSION
Experience
0
2,035
4,065
8,125
16,251
32,501
65,001
120,001
240,001
360,001
480,001
600,001
720,001
840,001
960,001
1,080,001
1,200,001
1,320,001
1,440,001
1,560,001
Level
1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
Attacks per Round
1
1
1
5/4
5/4
5/4
3/2
3/2
3/2
2
2
2
2
9/4
9/4
9/4
5/2
5/2
5/2
3
Hit Dice (1d10)
1
2
3
4
5
6
7
8
9
+2 hp only *
+4 hp only *
+6 hp only *
+8 hp only *
+10 hp only *
+12 hp only *
+14 hp only *
+16 hp only *
+18 hp only *
+20 hp only *
+22 hp only *
Feats
Cleave/Chop when they drop

Choose one more from list

Choose 1

Choose 1

Choose 1


Choose 1



Choose 1



Choose 1

*Hit point modifiers from constitution are ignored.


Alertness – The characters is unusually alert, and gets a bonus of 1 to the normal chance in six to be surprised, detect traps, or notice secret and concealed doors.
Blind Fighting – The character is able to fight while blind or in total darkness with a penalty of 2 to attack rolls.
Cleave – Upon successfully dispatching an enemy with a melee attack, the character gets an immediate attack against another adversary within reach. (Automatically gained by fighters at 1st level)
Combat Expertise – While in melee combat, the character is allowed to take a penalty of 1 to melee attacks in exchange for a bonus of 1 to armor class.
Combat Expertise, improved – Must have Combat Expertise to take this feat, and can increase the armor class bonus to 2 (while still suffering only a penalty of 1 to attacks).
Dodge – The character is unusually adept at getting out of harm’s way, and gains a bonus of 1 to armor class when wearing light or no armor.
Endurance – The character is unusually hardy, and can heal at twice the normal rate per day, as well as being able to subsist on just half the daily food and water of a normal person for as long as a month.
Fisticuffs - The character is a brawler, +1 to-hit and damage when fighting bare-handed, and automatically knocks out humanoid opponents with a natural roll of “20”. Save applies.
Great Fortitude - The character receives a bonus of 1 to saves against poisons and diseases.
Grenadier – The character has a knack for hurled items such as flaming flasks of oil, acid, holy water, etc, and gains +1 to hit and damage with such items, as well as twice the normal throwing range.
Improved Critical – The character scores a critical hit on a natural roll of 19 or 20. The character must be at least 9th level to take this feat.
Iron Will – The character receives a bonus of 1 to saving throws against charms and compulsions.
Leadership – The character may take on double the normal number of followers allowed by his charisma score, and receives double the maximum number of followers upon achieving “name” level. The character must be at least 5th level to take this feat.
Lightning Reflexes – The character receives a bonus of 1 to saving throws against traps, breath weapons, and targeted spells.
Lucky Bastard – Once per day, the character can reroll a failed saving throw with a +1 bonus.
Mounted Combat – The character receives a +1 bonus to melee attacks made while mounted.
Mounted Archery – The character receives no penalty to ranged attacks made while mounted.
Point Blank Shot – The character receives a bonus of 1 to attacks and damage against targets within thirty feet range.
Power Attack – The character can take a penalty of 1 to melee attacks in exchange for a bonus of 2 to damage inflicted.
Precise Shot – The character can fire into melee combat without risk of hitting an ally.
Quick Draw – The character can pull a weapon or change weapons before initiative is rolled without penalty.
Rapid Reload – The character can reload crossbows and other mechanical ranged weapons at twice the normal rate.
Run – The character can run at 50% greater than normal running speed for up to 2d6 rounds.
Shield Bash – The character, if equipped with a shield, can elect to forgo the armor class benefit (must state the intention to do so before initiative is checked) in exchange for gaining a second attack at -1 to-hit for 1d4 points of damage (plus any strength bonus).
Two-handed Defense – The character, when wielding a two-handed weapon, gains a bonus of 1 to armor class.
Two-weapon Fighting – A character with a minimum Dex of 13 may use a weapon in each hand, provided one is of smaller size. The character so equipped does not receive any additional attacks, but receives a bonus of +1 to melee attacks and damage.
Two-weapon Defense – A character with the Two-weapon fighting feat receives a bonus of +1 to armor class when wielding two weapons.
Weapon Finesse – A character may use his Dex bonus, rather than Str bonus, when fighting with light melee weapons.
Weapon Focus – A character may select one weapon he can normally use to apply a +1 bonus to-hit with. This feat can be taken multiple times, each time for a different weapon.
Weapon Specialization – Fighting men of fourth level or higher may apply this feat to a weapon they have Weapon Focus with and apply a +2 bonus to damage rolls.
Weapon Specialization, Greater – Fighting men of seventh level or higher may apply this feat to a weapon they have specialized in to gain an extra attack with that weapon every other round of combat.
Weapon Mastery – Fighting men of at least ninth level may apply this feat to a weapon they have Greater Weapon Specialization with. The bonus to-hit and damage increases to +3, and they may make two attacks per round.
Will-to-live – The character is entitled to a saving throw vs. death magic to resist attacks that would normally drain one or more levels.