Pathfinder Character Sheets

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oleplaying games are all about your
character. Whatever your game, race
and class, you spend a lot of time using
your character sheet so it’s worth having
a good one.

Dyslexic Studeos present
a surprisingly complete set of

CHARACTER
SHEETS

for Pathfinder Roleplaying Game
TM

When I started playing D&D, I wasn’t
quite satisfied with the default sheets. In
investigating the other options, I found many
with features that were interesting, but none
entirely to my satisfaction. I found myself
compiling a list of desired features, and had
started designing these sheets before I realised.
The feature I was most certain of was that each
class would have a sheet of their own. There are
hundreds of classes for D&D, each with their
own rules and variants, and a one-size-fits-all
sheet can’t possibly do them justice: it wastes
space on things that don’t belong there, while
failing to keep track of the ki points, spell-like
abilities, favoured enemies and sneak attack
bonuses that make each class special.
These character sheets are entirely free, and my
only hope is that they are useful to you.

CONTENTS
INTRODUCTION . . . . . . . . . . . . . . . . . . . . . . . . . . . 2
CORE PAGES
Character Info . . . . . . . . . . . . . . . . . . . . . . . . . . . . 10
Combat. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 11
Inventory
(with accessories). . . . . . . . . . . . . . . . . . . . . . . . 12
(without accessories). . . . . . . . . . . . . . . . . . . . . 13
CLASSES
Core Rulebook
Barbarian
Character Info . . . . . . . . . . . . . . . . . . . . . . . . 14
Combat. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 15
Barbarian . . . . . . . . . . . . . . . . . . . . . . . . . . . . 16
Bard. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 17
Cleric. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 18
Druid
(with Animal Companion) . . . . . . . . . . . . . . 19
(with Domain). . . . . . . . . . . . . . . . . . . . . . . 20
Wild Shape. . . . . . . . . . . . . . . . . . . . . . . . . . . 21
Monk. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 22
Paladin. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 23
Antipaladin . . . . . . . . . . . . . . . . . . . . . . . . . 24
Ranger
Character Info . . . . . . . . . . . . . . . . . . . . . . . 25
Combat. . . . . . . . . . . . . . . . . . . . . . . . . . . . . 26
Ranger. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 27
Rogue. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 28
Sorcerer. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 29
Wizard . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 30
Advanced Player’s Guide
Alchemist. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 31
Cavalier. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 32
Inquisitor. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 33
Oracle. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 34
Summoner. . . . . . . . . . . . . . . . . . . . . . . . . . . . . 35
Eidolon
Creature Info. . . . . . . . . . . . . . . . . . . . . . 36
Combat. . . . . . . . . . . . . . . . . . . . . . . . . . . 37
Witch . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 38
Ultimate Magic
Magus. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 39
Ultimate Combat
Gunslinger . . . . . . . . . . . . . . . . . . . . . . . . . . . . 40
Ninja. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 41
Samurai. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 42
Ronin . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 43

PSIONICS
Character Info . . . . . . . . . . . . . . . . . . . . . . . . . . . 44
Inventory . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 45
Psionics Unleashed
Psion. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 46
Psychic Warrior. . . . . . . . . . . . . . . . . . . . . . . . 47
Soulknife. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 48
Wilder. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 49

THIRD PARTY CLASSES
Tome of Secrets
Artificer. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 50
Priest. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 51
Shaman. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 52
Witch Hunter. . . . . . . . . . . . . . . . . . . . . . . . . . 53
SUPPORT PAGES
Character Background. . . . . . . . . . . . . . . . . . . . . 54
Party Funds. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 55
Spell Books
Normal. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 56
Large. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 57
Small. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 58
Familiar / Animal Companion /
Summoned Creature. . . . . . . . . . . . . . . . . . . . . . 59

DUNGEON MASTER
NPC. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 60
Timelines
Landscape. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 61
Portrait. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 63
Maps
Grid. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 65
Hex. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 66
Isometric. . . . . . . . . . . . . . . . . . . . . . . . . . . . . .68

HOW TO PRINT

HOW TO USE

You are not expected to print and use this whole
document. Instead, choose the pages your character
needs.

These sheets do not replace the Pathfinder books.
Your group should always have a copy of the Core
Rulebook, along with any books for classes you wish
to play. You will typically consult the books each time
your character levels up and when you need to check
the details of some rule, spell or class feature.

The easy way to do this is with the Character Sheet
Composer, on the project’s website. This will select
the right pages for you and bundle them into one file.
It will even adjust the colours for you.

There’s a filled in example of a Bard on pages 6 to 9.

TYPICAL PAGES
A printed set for one player will generally consist of:
Core pages
The first page will typically have Character Info on
the front, and Combat on the back.
A few classes use modified versions of these core
pages — for example the Barbarian and Ranger,
whose class features are closely tied to combat.
Class pages
You then need a sheet for each of your character’s
classes. There are a few classes that don’t need
their own sheet, such as the Fighter, but they’re the
exception.
I typically choose to put the inventory on the
reverse of the class-specific sheet.
Support pages
Some classes require extra pages. For example, a
Wizard has a spell book and a familiar; a Druid has
wild shapes and an animal companion; a Binder
has extra vestiges. A spell book is a good place to
fill in extra details on spells, like damage, range
and material components.
Other sheets you may find useful include a party
inventory for sharing your loot, and a character
background for noting your character’s history
with NPCs.

There are as many versions of Dungeons and
Dragons as there are groups playing it, and
more prestige classes, house rules, variants and
archetypes than I could ever hope to encompass.
Where possible, I’ve included versions of the sheets
that are more generic, with space for customisation.
This includes a version of the character information
page where the skills list is blank, and adaptable
versions of several of the common base classes.
If you need something special, how about making it
yourself? As well as being free, these sheets are open
source. You can download the original files to make
changes.

HOW TO GM
As a rule, the Game Master should avoid interfering
with their players’ character sheets. You have the
whole world to run, while players have only this one
little character, so they should be allowed to own it.
But players need help from time to time, especially if
they’re new to gaming, so it may be your job to print
out the character sheets people need, guide them in
the process of building a character, and nudge them
when they forget to use rage or sneak attack. You
should try to be familiar with the character sheets
your players will be using.
There are also a number of sheets towards the back
that you may find useful in running a campaign. How
you choose to use these is entirely up to you – there’s
no one correct way to run a campaign.

COMPATIBILITY
These sheets are for use with the Pathfinder
roleplaying game; they aren’t made for other versionf
of Dungeons & Dragons or other games under the
Open Game License. There is a version of the sheets
for Dungeons & Dragons 3.5 on the project’s website.

FEEDBACK & PARTICIPATION
These sheets will continue to evolve based on your
feedback. Drop me a line on the discussion thread in
the links at the end.
I don’t promise to do everything people ask - they are
free, after all - but I’ll consider sensible requests.
If you’d like to contribute yourself, you can download
the original files from the open source repository.
You’ll need Adobe Illustrator CS3 to edit the files.
Send them back to me, either directly or via a
discussion on a forum.

HOW THEY WERE CREATED
The bulk of the sheets were made using Adobe
Illustrator. This introduction was created in
InDesign, the backgrounds and front cover were
made in Photoshop, and the document was
assembled in Acrobat. At some point I expect I’ll
figure out a way to work After Effects into the list.
All these files are available in the open source
repository.

CREDITS
Creator

Marcus Downing
Contributors
DrWonton Scorpions__
Illustrations
crazyred
Playtesters and suggestions

Vangor Bob790 Cosmicnut

Doctor7
Soruk
Paul Belsey

Darkfire
valadil
lsfreak
Cedrass DragonWraith

PId6 Bakkan Random832

Eldariel
Evil the Cat Thespianus
qoalabear kosjsjach Seracain
Special thanks

Dreamscarred Press

LINKS
Character Sheets
http://dyslexic-st.blogspot.com

HOW TO SHOW YOUR APPRECIATION

Open source repository

If you’re ever passing through Basingstoke, I rarely
refuse a pint.

http://code.google.com/p/charactersheets

Paizo Publishing LLC
http://www.paizo.com

COPYRIGHT
Pathfinder and all related trademarks and copyrights
remain the property of Paizo Publishing LLC.
Dungeons & Dragons and all related trademarks and
copyrights remain the property of Wizards of the
Coast, Inc.
The illustrations were generously provided by the
artist of the D&D Doodles blog, crazyred.
This document is released entirely free of charge,
under the Artistic License 2.0. It is not for sale under
any conditions, nor are its constituents. You are free
to make and distribute modifications, provided no
version of this sheet is ever charged for or released
under a commercial license.

The Artistic License
http://dev.perl.org/licenses/artistic.html

Discussion and feedback thread

http://www.giantitp.com/forums/showthread.php?t=126909

D&D Doodles
http://dandddoodles.blogspot.com

PAGE 1: CHARACTER INFORMATION
The first sheet is about what defines your character: their race, classes and skills.

CLASS LEVELS

SKILLS

When you create the character, pick a favoured class (or
two if you’re human). Each time you take a level that class,
you get a bonus hit point or skill rank.

Your character learns skills at they progress. There’s space
for various bonuses and penalties, as well as conditional
modifiers.

ABILITY SCORE / MODIFIER

FEATS AND SPECIAL ABILITIES

Each class gives you certain number of skill ranks and hit
points for each level. Add your INT modifier to the skill
ranks, and your CON to the roll of your hit die.

Through a combination of class and racial features, story
traits, feats and other extras, your character becomes
unique.

In Pathfinder these increase retroactively, so adding a point
to your intelligence modifier when you reach level 8 would
give you 8 additional skill ranks to spend.

CHARACTER

INT

Acrobatics

WIS

Appraise

+2

CHA

Bluff

CHA
+5

(Round down)

Obsessive: +2 Craft
Improved Initiative
Musical Instruments
Extra Performance
Low-light vision
Go Unnoticed:
Gnome Magic 1/day: Stealth on 1st rnd
to hide from flatDancing Lights,
footed enemies
Ghost Sound,
Prestidigitation,
Speak with Animals Lightning Reflexes
+1 DC for illusion
+2 saves illusion
+2 Perception
+4 AC against giants
+1 to attack reptilian
& goblinoid

Untrained

♫ Strings

Climb
Diplomacy

♪ Strings or acting

Disable Device

☺ Acting

Disguise
Escape Artist
Fly
Heal
Linguistics
Perception
Ride
Sleight of Hand
Spellcraft
Stealth
Survival

Class
Skills
+3

Ranks







1
3
2
1
1




1
2





3
1
4



5
4
1
3





N/A

SURVIVAL

N /A

Perform: String ♫
Perform: Act ☺

16
13

5
5




8
5

Craft: Musical Instruments
Concentration

9
13
9

2
5
2



Knowledge: Religion
Knowledge: Nature
Knowledge: The Planes



Profession: Servant



8

+ CON
per level











Use Magical Device
Knowledge: Dungeoneering

LANGUAGES

5
2

1
DEX
2
INT
5
CHA
-2
STR
5
CHA
DEX
1
CHA
5
DEX
1
DEX
1
5
CHA
2
WIS
5
CHA
INT
2
WIS
2
DEX
1
WIS
2
DEX
1
2
INT
DEX
1
2
WIS

d

+ INT
per level

-2
-3 STR
9 CHA
5
10 INT
2
10 INT
2
11 INT
2
10 INT
2
10 INT
2
13
2
11
2
2
6

Knowledge: Arcana

Common
Gnome
Sylvan


9



Trained

Swim

Knowledge: Nobility
Knowledge: History
Knowledge: Anything

There’s space at the bottom
for extra Craft, Perform,
Profession and Knowledge
skills. These are different
in every campaign, so
only the most common
Knowledge skills are filled
in. You can also use this
space for pseudo-skills like
Concentrate or Trapfinding.

4
8
10
1
9

11
6
11
1
10
8
6
7
6

Intimidate

Track

Skill
Bonus


2

Handle Animal

Sense Motive

TRAITS:

MALE

OD
GO


IL

WIS
+2

FEATS & SPECIAL ABILITIES

Track is a pseudo-skill - you
can’t put ranks into it, but it
gets extra bonuses on top of
your Survival bonus.

EV

CON

Ability Modifier = (Total Ability Score - 10) ÷ 2

2 rks

hp

SKILLS

CON
+1
INT
+2

6

Level
Adjustment

Effective
Character
Level

d

Favoured class
+1 hp or skill rank per level

DEX

8

1
1
1
2
1
1
4
2

2

N/ A

2

Racial,
Feats

Misc

-

2

Armour
Check
Penalty

1

-

1

-

1

-

1
1

+ Size
diff x4

2

4

-

1

-

1

-

1

-

1

4
4
4

4
4
4
4
4

2
8

Bardic Knowledge

2

Knowledge - INT
Profession - WIS

CHA

+1
DEX

12
12
14
14
18

STR

d
d

Level

Size
Modifier

Other skills:
Craft - INT
Perform - CHA

INT
WIS

STR
-2

Temp
Modifier

INT INT INT

CON

6

Temp
Score

d8

CHA CHA

DEX

Ability
Modifier

6

WIS CHA INT

STR

Item
Bonus

Skill Ranks Hit Die



— Lore Master —

Some skills can be used
untrained. Others only
become available when you
have a rank in them.

2
3
4
5

ABILITIES

Small

take 10; take 20 once a day

You get a +3 in class skills,
provided you have at least
one rank in them.

■ 1 Bard

+1

Size

Gnome

CLASSES

Kingmaker

Ability
Score

Race

C

TI

Almost everything in
Pathfinder uses ability
modifiers: use this number
whenever you see an
abbreviation like CHA.

AO

An ability score of 10 results
in an ability modifier of 0.
Add two points to the score
to get an extra one point to
the modifier.

XP

L

Campaign

♂■

Corio Berengel Fudwyn

FU

John Smith

CH

CHARACTER SHEET

W
LA

Player

FEMALE

Name

PAGE 2: COMBAT
The second sheet is for fighting. It should have everything you need to run a non-magical combat.

BASE ATTACK

CONDITIONAL MODIFIERS

If you’re multiclassing, total the base attack from each class.

Almost anything on this page can change based on
circumstances. Keep track of the conditional modifiers,
and remember to apply them.

Melee attacks add STR to that; ranged attacks add DEX.
Both add your size modifier. On top of that you add
weapon-specific bonuses.

DAMAGE
Melee weapons add your STR to damage, but ranged
weapons don’t add your DEX. Two-handed weapons get 1½
times your STR added to attack and damage.

INITIATIVE
Feats

INIT
5 = DEX
1 +

4

ATTACKS
Training

Crossbow

Misc

+

+

Range

80 ft 16sq

SPEED
SPEED

20

20

Swim Speed

10

Temp Speed

Speed with Armour

ft 4 sq

ft

ft 4 sq

ft

Fly Speed

2 sq

ft

5

ft

Luck Blade,
Range

MELEE
ATTACK

6/1


Temp Attack
Bonus

+

Morale
Bonus

2

=

Temp Damage
Bonus

+

RANGED
ATTACK

5/0

2

Buffs

Nerfs

Size
Modifier

CMB
3 = STR
6 - 1
-2 + BAB
COMBAT MANOEUVRE
DEFENCE

Special Ammo

Piercing

Good Fortune: 1/day reroll one die
0 wishes

7 / 2

Attack Bonus

Type

Damage

Critical

d 4+2

19- × 2

Damage

Critical

d

Attack Bonus

Type

N/A

Deflection
Modifier

+ 3
N/A

+ 3

Attack Bonus

Type

Damage

sq

#

Misc

6 - 1 +
+ BAB
Base
Attack Bonus

#

Size
Modifier

FORTITUDE SAVE

Base

Racial

FORT
6 = CON
1 + 2 +

Misc

6
+ BAB
- 1 +

REFLEX SAVE

REF
10 = DEX
1 + 6 +

WILL SAVE

WILL
11 = WIS
2 + 6 +

Conditional Modifiers

Evasion

Improved
Evasion

HEALTH
Dying

FLAT-FOOTED ARMOUR CLASS

= 10

N/A

N/A

AC
15 = 10 + DEX
1 +

Temp AC

+ AC
/

Unconcious

hp

Deflection
Modifier

Armour AC

Natural
Armour

Shield AC

Size
Modifier

+ 3

+

4

+

+

+ 1

+ 3

+

4

+

+

+ 1

+ 3

N/A

N/A

N/A

+ 1

Cloak of Resistance +3
Lightning Reflexes +2
EFFECTS

Temp

+

+ 5

+

+ 3

+

Trap
Sense

These extra ammo slots can
be used for special ammo
like Flaming Arrows.
Small characters like
gnomes get a +1 size
modifier. This gets added to
attack bonus, armour class
and combat manoeuvres.
It doesn’t get added to
damage - in fact, small
weapons generally do less
damage.

Spell Resistance Conditional Modifiers

Damage Reduction

Notes

Non-lethal

hp

ARMOUR CLASS

Dodge
Modifier

1 +
19 = 10 + DEX
AC

18
AC

Stable

41 36 29 35

Misc

+ 3

Endurance

+2 against illusions

HIT POINTS Wounds

Special bonus damage like
Sneak Attack doesn’t get
multiplied by a critical.

#

SAVES

Size
Modifier

Attack and damage bonuses
can be adjusted by a Bard’s
singing, by Power Attack,
and by other buffs and nerfs.

×

Special Ammo

#

Base
Attack Bonus

Critical

Special Ammo

Conditional Modifiers

TOUCH ARMOUR CLASS

×

d

+ CMB + CMD

ARMOUR CLASS

Critical

d

Ammo

Deflection
Modifier

– – –

×

Damage

sq

ft

+

Dodge
Modifier

FLAT-FOOTED
CMD

44 hp

Critical

19- × 2

The first weapon has space
for ammo because almost
everybody carries at least
one ranged weapon.

#

Attack Bonus

Ammo
Misc

CMD
17 = 10 + STR
-2 + DEX
1 +

Temp CMD

sq

Range

+1 to attack reptilians/goblinoids
COMBAT MANOEUVRES

Temp CMB

ft

ft

Conditional Modifiers

-2
CMD
16 = 10 + STR

+2 short sword

d6

+

+½ Ranger’s favoured enemy bonus

COMBAT MANOEUVRE Base
Attack Bonus
BONUS



sq

Range

Power
Attack

-

+

ft

Range

Power
Attack

Nerfs

+

Morale
Bonus

=

Buffs

8/3

■■ ■ ■■
■ ■■■
■■ ■

Type

BASE ATTACK
BASE
ATTACK BONUS

#
20

Damage

9 / 4

Piercing

Bolts

1 sq

Attack Bonus

Type

Ammo

sq

Climb Speed

sq

(masterwork small)



INITIATIVE BONUS

+4 dodge against giants

Bonuses of the same type
typically don’t stack (except
for Dodge bonus)

Bonus spells are filled in
vertically, based on your
ATTACKS
primary casting stat. Each
successive
column
gets
4
Attack Bonus
Damage
Critical
fewer than the
one
before
d
× it.

Level
Bonus

d

+

8

6
5
4
3

Spell
Save DC

Spells = Base + Bonus Spells
per day
Spells

15
16
17
18

0

6
5
3

1
2
3
4

CHA
CHA - 4
CHA - 8
CHA - 12

DC +1 — illusion

So he gets two bonus spells
Bonus 1, but Damage
atAttack
level
only oneCritical
×
at levels 2 to d5. These are
added to his allowance from
Attack Bonus
Critical
being
a Bard.Damage

8

Caster
Level

SPELLS
Spells
Known

Special Ammo

This Bard’s charisma#
modifier is +5, so he fills in
5Attack
boxes
in theDamage
first column
Bonus
Critical
and only 1 in dthe second.
×

Bard
Level

BARD

4
4
2

■■



6

5 + 8
13 = CHA

Caster
Level

ARCANE SPELL FAILURE THRESHOLD

×

Disguise Self (illusion)
Alarm

2

Major Image (illusion)
Cure Serious Wounds
Crushing Despair

Special Ammo

+

FORTITUDE SAVE

#

Base

FORT = CON +
Misc

+

Racial

+

Misc

Temp

REFLEX SAVE

care
REFTake
= DEX
+

of+when
+ to round
+
WILL SAVE
a divider number up rather
= WIS
+
+
+
WILLthan
+
down.
Evasion

Improved
Evasion

Endurance

4

(

Misc

)

8

Trap
Sense

Unless stated otherwise,
you generally round down
in Pathfinder.

29 rds = 2 +

÷2 +

5
Misc

)

6

8 × 2 + CHA
5 + 6

Rounds Today

– – 23
– 20
– 14


Extra
Performance

11

VERSATILE PERFORMANCE


Act



Comedy
Dance

WILL SAVE DC

19

FASCINATE

hp

(

Bard
Level

27 26
25

Conditional Modifiers

nconcious

=

Bard
Level

Bards can use all knowledge skills untrained.

DURATION
PER DAY

+

+

BARDIC
KNOWLEDGE
BONUS

PERFORMANCES

SAVES
Misc

3

■■■

Bards can wear light armour without risking
spell failure.

%

4

■■■




BARDIC KNOWLEDGE
Attack Bonus
Damage
Don’t
forget to
apply Critical
bonuses like dBardic ×
Special Ammo
Knowledge
to your skills.
#

Magic Aura (illusion)

1

Invisibility (illusion)
Heroism
Hold Person

Spell Save DC = 10 + CHA + Spell Level

Concentration

Mage Hand
Light

Alter Self (illusion)



Summon Instrument
Ghost Sound (illusion)

0

Expeditious Retreat
Silent Image (illusion)



5

PREPARED
SPELLS
KNOWN SPELLS
Lullaby
Message

EFFECTS

= 10 +

Bard
Level

(

AUDIENCE
MAX FASCINATED

8 ÷3

=

Bluff, Disguise

Oratory

Diplomacy, Sense Motive

Bluff, Intimidate

Percussion

Handle Animal, Intimidate

Acrobatics, Fly

Sing

Bluff, Sense Motive

Diplomacy, Intimidate

Other:

(Round up)

COMPETENCE BONUS

+2
INSPIRE

Use bonus in place of...







Bluff, Diplomacy

Wind Instruments
Diplomancy, Handle Animal
String

Bard
Level

COURAGE BONUS

Size
Modifier

)

5
8 ÷ 2 + CHA

Keyboard
Instruments

Use bonus in place of...

+3

INSPIRE GREATNESS
MAX AFFECTED

Bonus hit dice
+ 2d10 (including CON)
Competence
+2 to attack
+1 to fortitude saves

INSPIRE HEROICS
MAX AFFECTED

Saving bonus
+ 4 to all saves
Dodge bonus
+4 to AC

Raise Dead

SCROLLS

POTIONS

Cure Light Wounds x5
Cure Moderate Wounds x2
Lesser Restoration
Gaseous Form
Bull’s Strength
Water Breathing

LORE MASTER
TAKE 10
Unlimited uses
per day

TAKE 20 PER DAY

1

Take 20 Today

PAGE 3: CLASS-SPECIFIC SHEET
Each class gets a sheet of specific features.

MULTICLASSING

SPELLS

If your character has levels in more than one class, you’ll
probably need a sheet for each one.

Some spellcasters choose their spells spontaneously, while
others must prepare at the start of the day.

ROUNDING UP OR DOWN?

Level 0 spells can be used unlimited times by all
spellcasters. Divine casters call these ‘orisons’, arcane
casters call them ‘cantrips’.

When dividing a number, you almost always round down.
If you need to round up, the sheet will say so.
Many calculations say “minimum 1”, while others will only
be available from certain levels. If in doubt, you should
check the books to be certain.

INVENTORY

Traveller’s clothes (small)
Performer’s clothes (small)
Maid’s uniform (small)

Value

Weight

ARMOUR
Properties

Max Speed

Type

Cake
Stilts
Mistreated Stilt Coverings

Check Penalty

-1

Lye

Properties

200m silk rope

Check Penalty

Antitoxin x 2

Properties
Max AC DEX

4

20 ft 4 sq

Weight

Armour and shield both
contribute to your AC

EQUIPMENT

Hat / Mask

Masterwork Chain Shirt

Spell Failure

Armour AC

AC
4

20 %
25 lb
SHIELD

Headband

Headband of Alluring Charisma
Properties

+2 Charisma

Items that you wear often
grant magical bonuses.

Eyes

Weight

Spell Failure

Shield AC

Properties

Don’t forget to incorporate
those elsewhere.

AC

%

lb

Neck / Throat

Cloak of Resistance +3
Properties

+3 bonus to all saving throws
Shoulders
Properties

Chest
Properties

Belts
Properties

Hands

Clothes / Body

Properties

Properties

Ring

Arms / Wrists

Properties

Properties

Ring of Protection +3
+3 deflection bonus to AC

Ring

Feet

Properties

Properties

MONEY

VALUABLE ITEMS

Copper

,

Silver
,

Platinum
Light Load

Carried Items

lb

Weapons, Ammo

lb

lb

Armour, Shield

lb

Medium Load

Worn Items

lb

Scrolls, Potions,
Wands, Components

Heavy Load

lb

lb
lb

,9 0 4 sp

,

Gold
,

2 5 cp

1,2 7 2 gp
,

1 9 pp

,

1,5 5 2. 6 5

Debts

,

2,400.

Valuables

,

1 5,000.

,

Total

,

50 coins weighs 1lb

Coins

lb

Other items

Total Weight

lb

Total

,

Value

The Crown of Sum’wir 1 5, 0 0 0

coins

,

,

.

1 4,1 5 2. 6 5

PAGE 4: INVENTORY
The inventory sheet keeps track of your belongings, armour and the magic items you’re wearing.

MONEY

ARMOUR, SHIELD AND SPECIAL ITEMS

10 copper pieces are worth 1 silver piece, 10 silver pieces are
worth 1 gold piece and so on. Add the columns up to get
your total cash.

Armour and shields both grant you a bonus to AC, but
at a cost to mobility and spellcasting ability. Masterwork
armour lessens that penalty.

Depts are negative, so subtract them from your total.

They can also grant you other special bonuses.

INVENTORY
Armour and shields make you harder to hit, but at the cost
to mobility and spellcasting ability.

CHARACTER
Size
Skill Ranks Hit Die

CLASSES

ABILITIES
Ability
Score

Item
Bonus

Ability
Modifier

Temp
Score

Temp
Modifier

STR

STR

STR

DEX

DEX

DEX

CON

CON

CON

INT

INT

INT

Acrobatics

WIS

WIS

WIS

Appraise

CHA

CHA

CHA

Bluff

Ability Modifier = (Total Ability Score - 10) ÷ 2

(Round down)

FEATS & SPECIAL ABILITIES

d
d

rks

SKILLS
Untrained

Skill
Bonus

DEX
INT
CHA
STR
CHA
DEX
CHA
DEX
DEX
CHA
WIS
CHA
INT
WIS
DEX
WIS
DEX
INT
DEX
WIS

Climb
Diplomacy
Disable Device
Disguise
Escape Artist
Fly
Handle Animal
Heal
Intimidate
Linguistics
Perception
Ride
Sense Motive
Sleight of Hand
Spellcraft
Stealth
Survival
Trained

Swim
Use Magical Device
Knowledge: Arcana
Knowledge: Dungeoneering
Knowledge: Religion
Knowledge: Nature
Knowledge: The Planes

LANGUAGES

hp

SURVIVAL

STR
CHA
INT
INT
INT
INT
INT

+ INT
per level

Class
Skills
+3

Level
Adjustment

Effective
Character
Level

d

Favoured class
+1 hp or skill rank per level

Track

Level

d

1
2
3
4
5

XP

Size
Modifier

d

+ CON
per level

Ranks

Racial,
Feats

Misc

-

Armour
Check
Penalty

+ Size
diff x4

N/A

-

Knowledge - INT
Profession - WIS

OD

MALE

Race

Other skills:
Craft - INT
Perform - CHA

IL
EV

GO
C
TI

Campaign

L
FU
W
LA

CHARACTER SHEET

AO
CH

Player

FEMALE

Name

INITIATIVE
INITIATIVE BONUS

Feats

INIT = DEX +

ATTACKS
Training

Misc

+

+

Range

SPEED
SPEED
ft

ft

sq

Swim Speed

ft

sq

ft

Fly Speed

sq

ft

ft

Temp Speed

Speed with Armour

+

=

Temp Damage
Bonus

sq

#

+

ft

sq

Range

Buffs

-

-

ft

d

Attack Bonus

Misc

Damage

Dodge
Modifier

CMD = 10 + STR + DEX +

Deflection
Modifier

N/A

N/A

#
#

SAVES

Size
Modifier

Misc

+
Size
Modifier

+ BAB -

+

FORTITUDE SAVE

FORT
Misc

+

Base

= CON +

Racial

REF

= DEX +
= WIS +

Evasion

+

+

+

+

+

+

+

+

Improved
Evasion

Endurance

Conditional Modifiers

HEALTH
Stable

Non-lethal

Unconcious

hp

hp

hp

EFFECTS

ARMOUR CLASS
Dodge
Modifier

= 10 + DEX +

Deflection
Modifier

Armour AC

Natural
Armour

Shield AC

Size
Modifier

+

+

+

+

+

+

+

+

+

+

FLAT-FOOTED ARMOUR CLASS
N/A

TOUCH ARMOUR CLASS

AC
Temp AC

= 10 + DEX +

Spell Resistance Conditional Modifiers

+ AC
Damage Reduction

/
Notes

+

N/A

N/A

N/A

+

Temp

WILL SAVE

+ CMB + CMD

Dying

Misc

REFLEX SAVE

WILL

HIT POINTS Wounds

×

Special Ammo

#

Base
Attack Bonus

Critical

Special Ammo

Conditional Modifiers

N/A

×

d

#

Base
Attack Bonus

Deflection
Modifier

= 10

Critical

Damage

sq

+ BAB -

+

FLAT-FOOTED
CMD

Attack Bonus

Type

Ammo

+

COMBAT MANOEUVRE
DEFENCE

AC

×

d

Ammo

Size
Modifier

CMB = STR + BAB -

AC

Critical

+

COMBAT MANOEUVRES

ARMOUR CLASS

×

Damage

sq

ft

COMBAT MANOEUVRE Base
Attack Bonus
BONUS

Attack Bonus

Type

Range

Temp CMD

Critical

d

sq

Range

Power
Attack

Nerfs

+

ft

Conditional Modifiers

Temp CMB

Damage

sq

Type

Power
Attack

-

CMD = 10 + STR

Attack Bonus

Type

ft

Nerfs

+

=

#

RANGED
ATTACK

Buffs

Morale
Bonus

×

Special Ammo

Climb Speed

MELEE
ATTACK

Morale
Bonus

Critical

d

sq

Range
Temp Attack
Bonus

Damage

sq

Ammo

BASE ATTACK
BASE
ATTACK BONUS

Attack Bonus

Type

+
Trap
Sense

INVENTORY

Value

ARMOUR

Weight

Hat / Mask

Properties

EQUIPMENT

Properties
Max Speed

Type

ft
Check Penalty

Weight

sq

Spell Failure

%

lb

Max AC DEX

SHIELD

Armour AC

AC

Properties

Eyes

Properties
Check Penalty

Headband

Weight

Spell Failure

lb

%

Shield AC

Properties

AC
Neck / Throat
Properties

Shoulders
Properties

Chest
Properties

Belts
Properties

Carried Items

lb

Weapons, Ammo

lb

Medium Load

Armour, Shield

lb

lb

Worn Items
Scrolls, Potions,
Wands, Components

lb

Total Weight

lb

Light Load

lb

Heavy Load

lb

Copper
,

Platinum
,

,

CHARGES

#

CHARGES

#

CHARGES

WANDS

#
#

gp

,

Properties

Ring

Arms / Wrists

Properties

Properties

Ring

Feet

Properties

Properties

pp

,

CHARGES

Total

,

sp

,

,

Properties

cp

,

Gold

Clothes / Body

lb

MONEY
Silver

Hands

,

.

SCROLLS

POTIONS

INVENTORY

Value

ARMOUR

Weight

EQUIPMENT

Hat / Mask

Properties

Properties
Max Speed

Type

ft
Check Penalty

Weight

Max AC DEX

sq

Spell Failure

Armour AC

AC

%

lb

SHIELD

Properties

Eyes

Properties
Check Penalty

Headband

Weight

Spell Failure

Shield AC

AC

%

lb

Properties

Neck / Throat
Properties

Shoulders
Properties

Chest
Properties

Belts
Properties

Hands

Clothes / Body

Properties

Properties

Ring

Arms / Wrists

Properties

Properties

Ring

Feet

Properties

Properties

MONEY

VALUABLE ITEMS

Copper
Silver

,

Gold

Carried Items

lb

Weapons, Ammo

lb

lb

Armour, Shield

lb

Medium Load

Worn Items

lb

Scrolls, Potions,
Wands, Components

lb

Heavy Load

lb

lb

Total

,
,

gp

,
pp

,
,

sp

,

,

Platinum
Light Load

cp

,

,

.

50 coins weighs 1lb

coins

Debts

,

,

.

Valuables

,

,

.

,

,

.

,

,

.

Coins

lb

Other items

Total Weight

lb

Total

,

Value

CHARACTER

Skill Ranks Hit Die

1 BARBARIAN!
2
3
4
5

ABILITIES
Item
Bonus

Ability
Modifier

RAGE! Fatigue
Modifier Modifier

STR +
DEX

-

Temp
Modifier

STR

CON +

CON

INT
WIS

INT
WIS

CHA
Ability Modifier = (Total Ability Score - 10) ÷ 2

CHA
(Round down)

FEATS & SPECIAL ABILITIES

d
d

hp

Untrained

Class
Skills
+3

Skill
Bonus

DEX
INT
CHA
STR
CHA
DEX
CHA
DEX
DEX
CHA
WIS
CHA
INT
WIS
DEX
WIS
DEX
INT
DEX
WIS

Acrobatics
Appraise
Bluff
Climb
Diplomacy
Disable Device
Disguise
Escape Artist
Fly
Handle Animal
Heal
Intimidate
Linguistics
Perception
Ride
Sense Motive
Sleight of Hand
Spellcraft
Stealth
Survival
Trained

Swim
Use Magical Device
Knowledge: Arcana
Knowledge: Dungeoneering
Knowledge: Religion
Knowledge: Nature
Knowledge: The Planes

LANGUAGES

rks

+ INT
per level

SURVIVAL

Ranks

X

d

+ CON
per level

Racial,
Feats,
Synergy

Forbidden Armour
Misc During Check
RAGE! Penalty

-

X
X

X

Level
Adjustment

Effective
Character
Level

d

SKILLS

Track

Level

d

Favoured class
+1 hp or skill rank per level

DEX

Size
Modifier

-

X
XX
X-

-

X

X

X

+ Size
diff x4

X

X
X

X

STR X
CHA
INT
INT
INT
INT X
INT

XX
XN/A

X

-

X
X
X
X
X
X

Knowledge - INT
Profession - WIS

OD

MALE

Size

Other skills:
Craft - INT
Perform - CHA

IL

Race

CLASSES

XP

Ability
Score

EV

GO
C
TI

Campaign

L
FU
W
LA

CHARACTER SHEET

AO
CH

Player

FEMALE

Name

INITIATIVE
INITIATIVE BONUS

Feats

INIT = DEX +

ATTACKS
Training

Misc

+

+

Range

SPEED
SPEED
ft

ft

sq

Swim Speed

ft

sq

ft

Fly Speed

sq

ft

ft

Temp Speed

Speed with Armour

+

sq

#

Temp Damage
Bonus

ft

sq

Range

+

Fatigued

ft

-

RAGE!

Dodge
Modifier

CMD = 10 + STR + DEX +

Deflection
Modifier

FLAT-FOOTED
CMD

Deflection
Modifier

N/A

N/A

+

#

Size
Modifier RAGE!

+

#

SAVES
FORTITUDE SAVE

FORT

Base

= CON +

Misc

+

REF

+

= WIS +

+

Improved
Evasion

Endurance

HEALTH
hp

+

Non-lethal

Unconcious

hp

hp

hp

EFFECTS

ARMOUR CLASS
Dodge
Modifier

ARMOUR CLASS

AC

= 10 + DEX +

Deflection
Modifier

Armour AC

Natural
Armour

Shield AC

Size
Modifier

+

+

+

+

+

+

+

+

+

+

FLAT-FOOTED ARMOUR CLASS

AC

= 10

N/A

N/A

TOUCH ARMOUR CLASS

AC
Temp AC

= 10 + DEX +

+

Spell Resistance Conditional Modifiers

+ AC
-2
Notes

RAGE!

AC Penalty

Damage Reduction

/

N/A

N/A

N/A

+

+

-

+

RAGE!

Conditional Modifiers

Stable

RAGE!

Fatigued

= DEX +

Evasion

Dying

+

REFLEX SAVE

WILL

Wounds

Temp

WILL SAVE

Conditional Modifiers

+ CMB + CMD

HIT POINTS RAGE!

×

Special Ammo

Size
Modifier RAGE!

+ BAB -

+

Critical

Special Ammo

#

Base
Attack Bonus

×

d

#

Base
Attack Bonus

Critical

Damage

sq

+ BAB -

+

Damage

Attack Bonus

Type

Ammo

+

CMB = STR + BAB COMBAT MANOEUVRE
DEFENCE

×

d

Ammo

COMBAT MANOEUVRES

Attack Bonus

sq

ft

Size
Modifier

Critical

d

Type

Range

Temp CMD

×

Damage

sq

-

+

COMBAT MANOEUVRE Base
Attack Bonus
BONUS

Attack Bonus

Type

ft

Conditional Modifiers

Temp CMB

Critical

d

sq

Range

RAGE!

Nerfs

CMD = 10 + STR

Damage

Fatigued

+

-

=

Attack Bonus

Type

ft

RAGE!

Nerfs

Buffs

#

RANGED
ATTACK

-

=

×

Special Ammo

Climb Speed

MELEE
ATTACK

Buffs

Critical

d

sq

Range
Temp Attack
Bonus

Damage

sq

Ammo

BASE ATTACK
BASE
ATTACK BONUS

Attack Bonus

Type

+

+
Trap
Sense

BARBARIAN!
Barbarian
Level

1

Barbarian
Level

BARBARIAN

{

rds

Fast Movement
RAGE!

2

Uncanny Dodge

3

Trap Sense +1

5

Improved Uncanny Dodge

6

Trap Sense +2

7

Damage Reduction 1/―

9

Trap Sense +3

10

Damage Reduction 2/―

11

Greater RAGE!

12

Trap Sense +4

13

Damage Reduction 3/―

14

Indomitable Will

15

Trap Sense +5

16

Damage Reduction 4/―

17

Tireless RAGE!

18

Trap Sense +6

19

Damage Reduction 5/―

20

Mighty RAGE!

RAGE!

RAGE! DURATION
PER DAY

= 2 + CON +

(

Barbarian
Level

)

×2 +

rds

STRENTH CONSTITUTION
SCORE
SCORE
BONUS
BONUS
RAGE!
GREATER RAGE!
MIGHTY RAGE!
Ability Modifier =
(Total Ability Score - 10) ÷ 2

rds

4
6
8

STR

CON

-1
STR

×2

=

4
6
8

Strength Score
Penalty: -2

RAGE!
Duration

FATIGUED
DURATION

RAGE!
TODAY

Misc

WILL
SAVE
BONUS

ARMOUR
CLASS
PENALTY

2
3
4

-2
-2
-2
AC

Dexterity Score
Penalty: -2

-1
DEX

Cannot rage, run or charge
while fatigued.

RAGE! POWERS
RAGE! POWERS
KNOWN

=
1
2
3
4
5
6
7
8
9
10
11
12
13
14

(

Barbarian
Level

Misc

)

÷2 +

(Round down)

BARD
Level
Bonus

PREPARED
SPELLS
KNOWN SPELLS

Bard
Level
Caster
Level

+

0

SPELLS
Spells
Known

Spells = Base + Bonus Spells
per day
Spells
CHA
CHA - 4
CHA - 8
CHA - 12

Spell
Save DC

0

1

1
2
3

2

4
5
6
Spell Save DC = 10 + CHA + Spell Level

3

Caster
Level

= CHA +

Concentration

ARCANE SPELL FAILURE THRESHOLD
Bards can wear light armour without risking
spell failure.

%

4

BARDIC KNOWLEDGE
BARDIC
KNOWLEDGE
BONUS

=

Bard
Level

(

Misc

)

÷2 +

5

Bards can use all knowledge skills untrained.

PERFORMANCES
DURATION
PER DAY

rds

=2+

(

Bard
Level

Misc

6

)

× 2 + CHA +
Rounds Today

VERSATILE PERFORMANCE
Use bonus in place of...

WILL SAVE DC

FASCINATE

= 10 +

Bard
Level

(

AUDIENCE
MAX FASCINATED

INSPIRE

COURAGE BONUS

)

÷3

(Round up)

COMPETENCE BONUS

INSPIRE GREATNESS
MAX AFFECTED

Bonus hit dice
+ 2d10 (including CON)
Competence
+2 to attack
+1 to fortitude saves

INSPIRE HEROICS
MAX AFFECTED

Saving bonus
+ 4 to all saves
Dodge bonus
+4 to AC

LORE MASTER
Unlimited uses
per day

Oratory

Diplomacy, Sense Motive

Comedy

Bluff, Intimidate

Percussion

Handle Animal, Intimidate

Dance

Acrobatics, Fly

Sing

Bluff, Sense Motive

String

Bluff, Diplomacy

Wind Instruments

Diplomancy, Handle Animal

Diplomacy, Intimidate

Other:

Bard
Level

=

TAKE 10

Bluff, Disguise

Keyboard
Instruments

÷ 2 + CHA

Use bonus in place of...

Act

TAKE 20 PER DAY

Take 20 Today

SCROLLS

POTIONS

C
TI

AO
CH

OF

IL

OD

PREPARED
SPELLS
PREPARED SPELLS

Cleric
Level
Caster
Level

EV

GO

L
FU
W
LA

CLERIC

0

DOMAINS

Granted Power

Granted Power
DC Level

Domain

DC Level

Domain

Uses
per day
Granted Power

Uses
per day
Granted Power

Domain Spell

DC Level

DC Level

Domain Spell

+1

Domain Spell

+1

Domain Spell

+1

Domain Spell

+1

Domain Spell

+1

Domain Spell

+1

Domain Spell

+1

Domain Spell

+1

Domain Spell

+1

1

Domain Spell

Uses
per day

+1

+1

2

Uses
per day

SPELLS
Spells
=
per day

Base
Bonus Spells
+
Spells
WIS
WIS - 4
WIS - 8
WIS - 12

Spell
Save DC

0
1

+1

+1

2

+1

+1

3

+1

+1

4

+1

+1

5

+1

+1

6

+1

+1

7

+1

+1

8

+1

+1

9

+1

+1

Domain Spell

+1

3

Domain Spell

+1

4

Spell Save DC = 10 + WIS + Spell Level

1d8 + Level (1 - 5)

1

Moderate Wounds

2d8 + Level (3 - 10)

2

Serious Wounds

3d8 + Level (5 - 15)

Critical Wounds

4d8 + Level (7 - 20)

4
6

10 × Level

Heal / Harm

3

Mass Spell Level

Light Wounds

Spell Level

CURE / INFLICT

Caster
Level

= WIS +

Concentration

7
8
9

Misc

Today

= 3 + CHA +

d6

=

(

5

6

Domain Spell

Cleric
Level

÷2

6
Domain Spell

=10 +

(

)+

Cleric
Level

Misc
Domain Spell

)

+1

8

Misc

÷ 2 + CHA +
(Round down)

CHANNEL
RANGE

30 ft

+1

7

(Round up)

WILL
SAVE DC

+1

Evil Cleric
Channel Negative Energy
Inflict Wounds

CHANNAL
PER DAY

ENERGY
ROLL

+1

5

CHANNEL ENERGY
Good Cleric
Channel Positive Energy
Cure Wounds

Domain Spell

Radius centred
on the Cleric

Domain Spell

+1

9

PREPARED SPELLS
PREPARED
SPELLS

Caster
Level
Level
Bonus

0

GO

OD

L
FU
W
LA

DEITY

+

IL

AO
CH
C
TI

EV

DRUID

SPELLS
=

1

Base
Bonus Spells
+
Spells
WIS
WIS - 4
WIS - 8
WIS - 12

Spells
per day

Spell
Save DC

0
1
2
3

2

4
5
6
7

3

8
9
Spell Save DC = 10 + WIS + Spell Level

= WIS +

Concentration

Caster
Level

4

NATURE BOND

× ANIMAL COMPANION

DOMAIN

Animal Companion’s Name

5

Creature Type

WILD SHAPE
Times per day

6

Times Today

Current Shape

7
8

CHARGES

#

CHARGES

#

CHARGES

#

CHARGES

#

CHARGES

WANDS

#

9
SCROLLS

POTIONS

PREPARED SPELLS
PREPARED
SPELLS

Caster
Level
Level
Bonus

C
TI

AO
CH

IL

OD
GO

0
L
FU
W
LA

DEITY

+

EV

DRUID

SPELLS
=

1

Base
Bonus Spells
+
Spells
WIS
WIS - 4
WIS - 8
WIS - 12

Spells
per day

Spell
Save DC

0
1
2
3

2

4
5
6
7

3

8
9
Spell Save DC = 10 + WIS + Spell Level

= WIS +

Concentration

Caster
Level

4

NATURE BOND
ANIMAL COMPANION

Domain

× DOMAIN
5

Granted Powers

Domain Spells

6

1
2
3
4

7

5
6
7
8

8

9

WILD SHAPE
Times per day

Times Today

CHARGES

#

CHARGES

#

CHARGES

#

CHARGES

WANDS

#

9
SCROLLS

POTIONS

Druid
Level

WILD SHAPE

Creature Type

Size
Modifier

ABILITIES

ATTACKS

Temp
Bonus

Item
Bonus

STR

STR

DEX

DEX

CON

CON

Ability Modifier = (Total Ability Score - 10) ÷ 2

COMBAT
INITIATIVE BONUS

Misc

Attack Bonus

ft

Attack Bonus

ft

Initiative

Damage

Critical

sq

Range

Damage

Critical

Temp Speed

sq

ft

sq

Base
Attack

Size
Modifier

+ STR +

Attack Bonus

Range

ft

sq

Misc

Damage

Critical

sq

Dodge
Modifier

Deflection
Modifier

ARMOUR CLASS

-

= 10 + DEX +

-

/ +

TOUCH ARMOUR CLASS

AC

CON

Ability Modifier = (Total Ability Score - 10) ÷ 2
Misc

= 10 + DEX

/

SPEED

ft

Attack Bonus

Damage

Critical

Attack Bonus

Damage

Critical

Attack Bonus

Damage

Critical

Attack Bonus

Damage

Critical

Misc

Morale
Bonus

sq

Range

ft

Initiative

Temp Speed

sq

ft

Critical

COMBAT MANOEUVRE
BONUS

Base
Attack Bonus

Size
Modifier

Misc

Morale
Bonus

+

+

Misc
Modifier

+

-

Spell Resistance Damage Reduction

/
SPECIAL ABILITIES

+
+

Base

sq

Range

ft

sq

sq

FORT =CON +

+

= DEX +

Range

+

COMBAT MANOEUVRE
DEFENCE

ft
Dodge
Modifier

CMD = 10 + STR + DEX +

+

PORTRAIT

sq

Deflection
Modifier

Base
Attack Bonus

Size
Modifier

+ BAB +

+

Temp

Natural
Armour

ARMOUR CLASS

AC

= 10 + DEX +

AC

= 10

/ +

TOUCH ARMOUR CLASS

AC
Temp AC

AC

= 10 + DEX

/

+

+
SAVES

Size
Modifier

Misc
Modifier

-

+

-

+

-

+

FLAT-FOOTED ARMOUR CLASS

REFLEX SAVE

REF

Misc

ARMOUR CLASS
Misc

FORTITUDE SAVE

Size
Modifier

+ STR +

SAVES
Size
Modifier

FLAT-FOOTED ARMOUR CLASS

Temp AC

CON

CMB =

+ BAB +

+

Natural
Armour

Damage

sq

ARMOUR CLASS

AC

DEX

ft

Attack Bonus

Range

ft

CMD = 10 + STR + DEX +

= 10

DEX

Range

COMBAT MANOEUVRES

+

COMBAT MANOEUVRE
DEFENCE

AC

STR

INITIATIVE BONUS

COMBAT MANOEUVRES
COMBAT MANOEUVRE
BONUS

AC

STR

INIT = DEX +

SPEED

CMB =

Ability
Modifier

COMBAT

INIT = DEX +
ft

Size
Modifier

ATTACKS

Temp
Bonus

Item
Bonus

Ability
Score
Range

Creature Type

ABILITIES

Ability
Modifier

Base
Attack

Ability
Score

Druid
Level

WILD SHAPE

Spell Resistance Damage Reduction

/
SPECIAL ABILITIES

Base

Misc

FORTITUDE SAVE

FORT =CON +

+

REFLEX SAVE

REF

= DEX +

+

PORTRAIT

Temp

INITIATIVE
INITIATIVE BONUS

Feats

ATTACKS
Training

INIT = DEX +

Unarmed Strike

Misc

+

+

Range

ft

SPEED
SPEED

ft

sq

Swim Speed

ft

sq

ft

Fly Speed

sq

ft

sq

sq

ft

MELEE
ATTACK

FLURRY OF BLOWS
ATTACK BONUS

Temp Attack
Bonus

+

=

Temp Damage
Bonus

+

-

Morale
Bonus

=

-

CMB = STR +

-

Range

Attack Bonus

Misc

+
N/A

Ammo

+

Monk Level
Base
Size
÷4
Attack Bonus Modifier

+ BAB + BAB -

Stable

Non-lethal

+

+ WIS +

+

+

N/A

N/A

+

+ WIS +

+

+

+

+ WIS +

TOUCH ARMOUR CLASS

AC
Temp AC

+ AC

= 10 + DEX +

Spell Resistance Monk bonus applies when
unarmoured and unencumbered

Damage Reduction

/
Notes

REF

= DEX +

Conditional Modifiers

+

+

+

= WIS +

+

+

+

Improved
Evasion

Endurance

EFFECTS
Size
Modifier

FLAT-FOOTED ARMOUR CLASS

= 10

+

WILL SAVE

ARMOUR CLASS
Natural
Armour

N/A

+

Temp

+

hp

Monk Level
÷4

Misc

+

Unconcious

hp

hp

AC

Racial

Conditional Modifiers
Dying

= 10 + DEX +

Base

= CON +

Evasion

Deflection
Modifier

#

REFLEX SAVE

WILL

HIT POINTS Wounds

#

SAVES
FORTITUDE SAVE

FORT

Monk Level
Base
Size
÷4
Attack Bonus Modifier

+ WIS +

×

Special Ammo

#

+ WIS +

Critical

Special Ammo

#

HEALTH

AC

×

d

+ CMB + CMD

ARMOUR CLASS

Critical

Damage

sq

Conditional Modifiers

Dodge
Modifier

×

Damage

Attack Bonus

Type

Deflection
Modifier

Temp CMD

Critical

d

Ammo

FLAT-FOOTED
CMD

Temp CMB

×

Damage

sq

Range

Dodge Deflection
Modifier Modifier

N/A

Critical

d

Type

ft

+

CMD = 10 + STR + DEX +
CMD = 10 + STR

Attack Bonus

sq

ft

Size
Modifier

COMBAT MANOEUVRE
DEFENCE

Damage

d

Type

ft

+

Base
Attack Bonus /
Monk Level

Attack Bonus

sq

Range

COMBAT MANOEUVRES
COMBAT
MANOEUVRE
BONUS

×

Power
Attack

Nerfs

+

Critical

d

Type

ft

-

Buffs

Damage

sq

Range

Power
Attack

Nerfs

+

×

sq

RANGED
ATTACK

Buffs

Attack Bonus

Type

ft

Using any combination of
unarmed strikes and Monk
weapons: Kama, Nunchaku,
Quarterstaff, Sai, Shuriken,
Siangham

Morale
Bonus

Critical

d

sq

Range

Climb Speed

BASE ATTACK
BASE
ATTACK BONUS

Damage

Temp Speed

Speed with Armour

ft

Attack Bonus

Type

Trap
Sense

MONK

MONK

Monk
Level

Monk Bonus
Level Feats

ARMOUR CLASS BONUS
AC BONUS

+

AC

CMD BONUS

+ CMD

}

= WIS +

(

Monk Level

÷4

)

1

Armour Class Bonus
Flurry of Blows
Unarmed Strike
Stunning Fist

Use a full attack action for more attacks
Treat hands as weapons
Stun (or other effects) target for one round

2

Evasion

Avoid all damage on successful reflex save

3

Fast Movement +10 ft
Maneuvre Training
Still Mind

Use monk level in place of BAB for calculating CMB
+2 saving throws against enchantment

4

Ki Pool (magic)
Slow Fall 20 ft

Treat unarmed attacks as magic weapons
Reduce effective falling height using wall

High Jump

Add monk level to Acrobatics checks for jumping
+20 to jump checks - 1 ki point
Immune to all diseases

(Round down)
Bonus only applied when unarmoured,
unencumbered and not helpless

FLURRY OF BLOWS
FLURRY ATTACK BONUS

Monk Level

=

-2

5

UNARMED STRIKE
UNARMED STRIKE DAMAGE ROLL

d6 ›

d8 ›

d10 ›

2d6 ›

2d8 ›

2d10

STUNNING FIST
STUNNING FIST
PER DAY

Monk
Level

+

=

(

Non-Monk
Level

÷4

STUNNING FIST
TODAY
FORTITUDE
SAVE DC

)

= 10 + (

÷ 2 ) + WIS

Monk Effects
Level

1

Stunned

No action this round
Lose DEX bonus to AC; -2 AC

4

Fatigued

Cannot run or charge
-2 Strength and Dexterity

8

Sickened

-2 to attack rolls, damage rolls,
saving throws, skill and ability checks

12

Staggered May make a standard or move action,
but not both

16

Blinded

Lose DEX bonus to AC; -2 AC
-4 on STR and DEX skills, opposed Perception
50% miss chance when attacking
DC 10 Acrobatics to move more than half speed

or

20

6

Fast Movement +20 ft
Slow Fall 30 ft

7

Wholeness of Body

8

Slow Fall 40 ft

9

Improved Evasion
Fast Movement +30 ft

Avoid half damage on failed reflex save

10

Ki Pool (lawful)
Slow Fall 50 ft

Treat unarmed attacks as lawful weapons

11

Diamond Body

Immune to all poisons

12

Abundant step
Fast Movement +40 ft
Slow Fall 60 ft

Slip magically between spaces - 2 ki points

13

Diamond Soul

Spell resistance

14

Slow Fall 70 ft

15

Quivering Palm
Fast Movement +50 ft

Delayed death

16

Ki Pool (adamantine)
Slow Fall 80 ft

Treat unarmed attacks as adamantine weapons

17

Timeless Body
Tongue of the Sun and Moon

No age penalties or artificial aging
Speak with any living creature

18

Fast Movement +60 ft
Slow Fall 90 ft

19

Empty Body

Assume ethereal state for 1 minute - 3 ki points

20

Perfect Self
Slow Fall Any distance

Treated as outsider

(Round down)

Monk Level

Deafened

-4 initiative; 20% miss chance when attacking
-4 on opposed Perception
automatically fail Perception checks for sound

Paralysed

No action this round
Lose DEX bonus to AC; -2 AC

Purity of Body

Heal your own wounds - 2 ki points

WHOLENESS OF BODY
HEALING
Level POINTS

Monk Level

7

=

=

SPELL RESISTANCE

Monk Level

= 10 +

11

QUIVERING PALM
QUIVER DAYS
Level

15

Monk Level

=
FORTITUDE
SAVE DC

= 10 + (

Monk
Level

(

Monk Level

)

÷ 2 + WIS
Ki Pool

DIAMOND SOUL
Level

KI POOL
KI POOL
CAPACITY

÷ 2 ) + WIS

PERFECT SELF
Treated as an Outsider
Level Immune to Charm Person and other effects that
20 target non-outsiders.
Damage reduction 10/chaotic

C
TI

EV

IL

AO
CH

Paladin
Level

Paladin
Level

-3=

PREPARED SPELLS

Caster
Level

GO

OD

L
FU
W
LA

DEITY

1
IL

AO
CH
C
TI

EV

OD
GO

L
FU
W
LA

PALADIN

2

DIVINE BOND
SPECIAL MOUNT

BONDED WEAPON

Name

3

Type

Summoned
Today

Enhancements

4
SMITE EVIL
FOES
PER DAY

SPELLS
Spells
per day

Spell
Save DC

=

Base
Bonus Spells
+
Spells
CHA

3
Spell Save DC = 10 + WIS + Spell Level
Caster
Level

= CHA +

Concentration

CHANNEL POSITIVE ENERGY
Channelling positive energy uses up two of today’s
uses of Lay On Hands.

(

Paladin
Level

÷2

)+

= CHA +

= 10 +

(

Paladin
Level

Smiting damage bonus applies double for the
first successful strike against evil outsiders,
evil dragons and the undead.

Paladin
Level

)

(Round down)

+

=

+

CHARGES

#

CHARGES

#

CHARGES

#

CHARGES

#

=

(

Paladin
Level

)

Misc

×2 +

LAY ON HANDS
USES
PER DAY

=
HEALING
HIT POINTS

d6

=

(
(

Paladin
Level

)

Paladin
Level

÷2

)+

Uses Today

Misc

÷ 2 + CHA +

SCROLLS
WANDS

EVIL DAMAGE
BONUS

Misc

Misc

÷ 2 + CHA

MERCIES

DAMAGE
BONUS

Misc

= CHA +

+ AC

A successful strike with smite evil
bpasses damage reduction.

+

(Round up)

WILL
SAVE DC

DEFLECTION
BONUS

Misc

+

4

=

)

÷3 +

ATTACK
BONUS

2

d6

(

Foes
Today

Misc

(Round up)

1

ENERGY
ROLL

=

Paladin
Level

(Round down)

Misc
(Round down)

POTIONS

IL

-3=

1

Caster
Level
GO

OD

L
FU
W
LA

PATRON

IL

AO
CH

2

C
TI

EV

C
TI

AO
CH

Antipaladin
Level

EV

GO

PREPARED SPELLS

Antipaladin
Level

L
FU
W
LA

OD

ANTIPALADIN

FIENDISH BOON
FIENDISH SERVANT

BONDED WEAPON

3

Name
Type

Summoned
Today

4

Enhancements

SMITE GOOD
VICTIMS
PER DAY

SPELLS
Spells
per day

Spell
Save DC

2
4
Caster
Level

= CHA +

CHANNEL NEGATIVE ENERGY
Channelling negative energy uses up two of today’s
uses of Touch of Corruption.

=

÷3 +

(

Antipaladin
Level

÷2

)+

= CHA +

DAMAGE
BONUS

+

= 10 +

(

Antipaladin
Level

+ AC

Antipaladin
Level

Misc

= CHA +

Smiting damage bonus applies double for a
successful strike against good outsiders,
good dragons, good Clerics and Paladins.

GOOD DAMAGE Antipaladin
BONUS
Level

Misc

+

=

+

=

(

)

÷ 2 + CHA

×2 +

USES
PER DAY

=
CORRUPTION
HIT POINTS

d6

=

(
(

Antipaladin
Level

)

÷ 2 + CHA +
Antipaladin
Level

÷2

)+

Uses Today

Misc
(Round down)

Misc
(Round down)

(Round down)

CRUELTIES

SCROLLS

CHARGES

#

CHARGES

#

CHARGES

WANDS

#

)

Misc

TOUCH OF CORRUPTION
Misc

(Round up)

WILL
SAVE DC

DEFLECTION
BONUS

Misc

A successful strike with smite good
bpasses damage reduction.

Spell Save DC = 10 + WIS + Spell Level

Concentration

)

Victims
Today

Misc

(Round up)

+

3

d6

(

ATTACK
BONUS

1

ENERGY
ROLL

=

Base
Bonus Spells
=
+
Spells
CHA

Antipaladin
Level

POTIONS

CHARACTER
Size
Skill Ranks Hit Die

CLASSES

1 Ranger
2
3
4
5

XP

ABILITIES
Ability
Score

Item
Bonus

Ability
Modifier

Temp
Score

Temp
Modifier

STR

STR

STR

DEX

DEX

DEX

CON

CON

CON

INT

INT

INT

Acrobatics

WIS

WIS

WIS

Appraise

CHA

CHA

CHA

Bluff

Ability Modifier = (Total Ability Score - 10) ÷ 2

(Round down)

FEATS & SPECIAL ABILITIES

d
d

hp

rks

+ INT
per level

SKILLS
Untrained

Class
Skills
+3

Skill
Bonus

DEX
INT
CHA
STR
CHA
DEX
CHA
DEX
DEX
CHA
WIS
CHA
INT
WIS
DEX
WIS
DEX
INT
DEX
WIS

Climb
Diplomacy
Disable Device
Escape Artist
Fly
Handle Animal
Heal
Intimidate
Linguistics
Perception
Ride
Sense Motive
Sleight of Hand
Spellcraft
Stealth
Survival
Trained

Swim
Use Magical Device
Knowledge: Arcana
Knowledge: Dungeoneering
Knowledge: Religion
Knowledge: Nature
Knowledge: The Planes
Knowledge: Geography

SURVIVAL

STR
CHA
INT
INT
INT
INT
INT
INT

Ranks

Level
Adjustment

Effective
Character
Level

d

Disguise

LANGUAGES

Level

d

Favoured class
+1 hp or skill rank per level

Track

Size
Modifier

d

+ CON
per level

Racial,
Feats,
Synergy

Misc

Favoured Armour
Enemy Check
Terrain Penalty

-

+ Size
diff x4

N/A

- 1 per 5lb
carried

-

Knowledge - INT
Profession - WIS

OD

MALE

Race

Other skills:
Craft - INT
Perform - CHA

IL
EV

GO
C
TI

Campaign

L
FU
W
LA

CHARACTER SHEET

AO
CH

Player

FEMALE

Name

INITIATIVE
INITIATIVE BONUS

Feats

INIT = DEX +

ATTACKS
Training

Misc

+

+

Range

SPEED
SPEED
ft

ft

sq

Swim Speed

ft

sq

ft

Fly Speed

sq

ft

ft

Temp Speed

Speed with Armour

+

=

Temp Damage
Bonus

sq

#

+

ft

sq

Range

Morale
Bonus

Buffs

+

ft

Attack Bonus

Damage

Misc

Dodge
Modifier

CMD = 10 + STR + DEX +

Deflection
Modifier

N/A

N/A

#

Special Ammo

#

SAVES

Size
Modifier

Misc

+
Size
Modifier

+ BAB -

+

FORTITUDE SAVE

FORT
Misc

+

Base

= CON +

Racial

+ CMB + CMD

REF

= DEX +
= WIS +

Evasion

+

+

+

+

+

+

+

+

Improved
Evasion

Endurance

Conditional Modifiers

HEALTH
Stable

Non-lethal

Unconcious

hp

hp

hp

EFFECTS

ARMOUR CLASS
Dodge
Modifier

= 10 + DEX +

Deflection
Modifier

Armour AC

Natural
Armour

Shield AC

Size
Modifier

+

+

+

+

+

+

+

+

+

+

FLAT-FOOTED ARMOUR CLASS
N/A

TOUCH ARMOUR CLASS

AC
Temp AC

= 10 + DEX +

Spell Resistance Conditional Modifiers

+ AC
Damage Reduction

/
Notes

+

N/A

N/A

N/A

+

Temp

REFLEX SAVE

WILL

Dying

Misc

WILL SAVE

Conditional Modifiers

HIT POINTS Wounds

×

Special Ammo

#

Base
Attack Bonus

Critical

d

#

Base
Attack Bonus

Deflection
Modifier

N/A

×

Damage

sq

+ BAB -

+

FLAT-FOOTED
CMD

Attack Bonus

Type

Ammo

+

COMBAT MANOEUVRE
DEFENCE

= 10

Critical

d

sq

Ammo

Size
Modifier

CMB = STR + BAB -

AC

×

-

COMBAT MANOEUVRES

AC

Critical

d

Type

ft

ARMOUR CLASS

×

Damage

sq

Range
Nerfs

+

COMBAT MANOEUVRE Base
Attack Bonus
BONUS

Attack Bonus

Type

Range

Temp CMD

Critical

d

sq

ft

Conditional Modifiers

Temp CMB

Damage

Nerfs

+

CMD = 10 + STR

Attack Bonus

Type

ft

Buffs

+

=

#

RANGED
ATTACK

Morale
Bonus

Favoured
Enemy

×

Special Ammo

Climb Speed

MELEE
ATTACK

Favoured
Enemy

Critical

d

sq

Range
Temp Attack
Bonus

Damage

sq

Ammo

BASE ATTACK
BASE
ATTACK BONUS

Attack Bonus

Type

+
Trap
Sense

RANGER
Level
Bonus

Ranger
Level

Ranger
Level

+

-3=

COMBAT STYLE
ARCHERY

Caster
Level

Ranger Select a bonus feat for your style at 2nd, 6th, 10th, 14th and 18th levels:
Level
Far Shot
Double Slice

FAVOURED ENEMIES
Favoured Enemy Bonus
2 4 6 8 10 12

FAVOURED ENEMY

TWO-WEAPON FIGHTING

2
6
10

Point Blank Shot

Improved Shield Bash

Precise Shot

Quick Draw

Rapid Shot

Two-weapon Fighting

Improved Precise Shot

Improved Two-weapon Fighting

Manyshot

Two-weapon Defence

Pinpoint Targeting

Greater Two-weapon Fighting

Shot on the Run

Two-weapon Rend

Ranger bonus feats can be taken without the normal pre-requisites,
but only apply when not wearing heavy armour.

HUNTER’S BOND
SHARE FAVOURED ENEMY

FAVOURED TERRAINS
Favoured Terrain Bonus
2 4 6 8

FAVOURED TERRAIN

SHARE FAVOURED ENEMY
DURATION

rds

ANIMAL COMPANION
Name

Misc

= WIS +

Creature type
(WIS minimum 1)

Share half your Favoured Enemy bonus against a
single target with all allies within 30 ft

PREPARED SPELLS

1
WILD EMPATHY
WILD EMPATHY
BONUS

Ranger Level

= CHA +

Misc

2

+

TRACK
Ranger
Level

=(

Track

÷2)+

3

Survival
Bonus

SPELLS
From Level 4
Spell
Save DC

Spells
per day

=

4

Bonus Spells
Base
+
WIS
Spells

1
2
3
4
Spell Save DC = 10 + WIS + Spell Level

= WIS +

Caster
Level

CHARGES

#

CHARGES

#

CHARGES

#

CHARGES

WANDS

#

CHARGES

Concentration

#

SCROLLS

POTIONS

ROGUE TALENTS

Rogue
Level

ROGUE

TALENTS
KNOWN

ROGUE

Rogue
Level

{

1

Trapfinding
Sneak Attack

1

2

Evasion

4

Uncanny Dodge

8

Improved Uncanny Dodge

2

10

Advanced Talents

20

Master Strike

3
4

TRAPS
Rogue
Level

Perception

+(

=

Locate Traps

Disable
Device

TRAP SENSE
REFLEX BONUS

+

=

(

Rogue
Level

+(

=

Disable Traps

÷ 2)

Rogue
Level

÷ 2)
Misc

)

d6

=

(

6
7

÷3 +
8

SNEAK ATTACK
SNEAK DAMAGE
BONUS

5

Rogue
Level

Misc

)

9

÷2 +
(Round up)

Sneak attack damage can be applied when a target is flanked or
is denied their DEX bonus to AC.
On ranged attacks, it only applies within 30 ft.
It is not multiplied by critical hits.
It cannot be non-lethal unless using a non-lethal weapon.

10
11

MASTER STRIKE
From level 20, a successful sneak attack can also deliver one of:
• Sleep for 1d4 hours
• Paralysed for 2d6 rounds
• Slain

MASTER STRIKE
FORTITUDE DC

= 10 +

(

Rogue
Level

12
13

)

÷ 2 + INT

Master strike cannot be used again on the same target within
24 hours, whether they pass the Fortitude save or not.

14

=(

Rogue
Level

Misc

)

÷2 +

From level 10, a Rogue
can take Advanced Talents
(Round down)

SORCERER

PREPARED
SPELLS
KNOWN SPELLS

Caster
Level
Level
Bonus

+

BLOODLINE

0

1
SPELLS
Spell
Save DC

Spells
per day

=

Base Bonus Spells
+
Spells

0

CHA
CHA - 4
CHA - 8
CHA - 12

Spells
Known

1
2

2

3
4
5
6
7
8

3

9
Spell Save DC = 10 + CHA + Spell Level

Concentration

= CHA +

Caster
Level

ARCANE SPELL FAILURE THRESHOLD

4

%
SCROLLS

5

POTIONS

6

7

CHARGES

#

CHARGES

#

CHARGES

WANDS

#

8

9

WIZARD

PREPARED
SPELLS
PREPARED SPELLS

Caster
Level
Level
Bonus

+

0

SPELL SCHOOLS
SPECIALITY SCHOOL
Speciality Spell

OPPOSED SCHOOLS

1

Spells from your opposed schools cost two slots to prepare.

ARCANE BOND
FAMILIAR

BONDED OBJECT
Speciality Spell

SPELLS
Spell
Save DC

2

INT
INT - 4
INT - 8
INT - 12

Base
Specialist
Bonus
Spells
=
+
+
Spells
Spell
Spells
per day

0
1

Speciality Spell

2
3
4

3

5
6
7
8

Speciality Spell

9
Spell Save DC = 10 + INT + Spell Level

Concentration

= INT +

4

Caster
Level

ARCANE SPELL FAILURE THRESHOLD

%

Speciality Spell

SCROLLS

5
Speciality Spell

6

POTIONS
Speciality Spell

7
WANDS
CHARGES

#

CHARGES

Speciality Spell

#

8
Speciality Spell

CHARGES

9
#

PREPARED
SPELLS
EXTRACTS

Alchemist
Level

ALCHEMIST
ALCHEMY

Base
Extracts
=
+
Extracts
per day

1

INT
INT - 4
INT - 8
INT - 12

Extract
Save DC

1
2
3
4

2

5
6
Extract Save DC = 10 + INT + Extract Level

DISCOVERIES
DISCOVERIES
KNOWN

=

(

Alchemist
Level

)

Misc

÷2 +

3

(Round down)

1

2

3

4

4

5

5
6

7

6

8

9

MUTAGENS

10
Strength
Bonus

+ STR

- INT

Intelligence
Penalty

Dexterity
Bonus

+ DEX

- WIS

Wisdom
Penalty

Constitution
Bonus

+CON

- CHA

Charisma
Penalty

11

12

+

BASIC DAMAGE
Immune to all poisons

MUNDANE POTIONS

mins

= 10 mins ×

d6 +

POISON RESISTANCE FORTITUDE SAVE BONUS

10

Alchemist
Level

DURATION

BOMBS

POISON RESISTANCE

Level

Natural Armour
Bonus

+ AC

(

Alchemist
Level

÷2

OTHER DAMAGE
BOMBS
PER DAY

)

INT

(Round up)

SPLASH DAMAGE

+
ft

Splash
radius

Alchemist
Level

=
SAVING
THROW DC

= 10 +

Bombs Today

Misc

+ INT +

(

Alchemist
Level

Use this DC for Splash reflex saves,
Discovery fortitude saves etc.

)

÷ 2 + INT
(Round down)

CAVALIER

PREPARED
SPELLS
MOUNT

Cavalier
Level

Name

ORDER
Creature type

Mounted Speed

ft

EDICTS
CHARGE
Level

3

No Armour Check penalty when charging.

Level

11

ABILITIES
Level

Level

2

20

Level

Attack Bonus

Cavalier’s Charge

Free bull rush, disarm, sunder or trip on successful charge; no Attack of Opportunity.

On critical hit, target is stunned (or staggered if they pass a Will save) for 1d4 rds.
(damage is triple only if using a lance)
Attack Bonus

Level

CHALLENGE
Cavalier
Level

=(

FEAT SHARING
PER DAY

Cavalier
Level

FEAT SHARING
DURATION

Cavalier
Level

=1+(

Misc

÷3)+

rds

(Round up)

Challenges
Today
Misc

+

=

Take -2 penalty to AC against any enemy except challenged target

17

Challenged target suffers -2 penalty to AC against
any target other than you.

Level

9

CAVALIER ORDER — CHALLENGE ABILITY
Level

17

SKILLS
Level

4

EXPERT
TRAINER

=

Training

=

Cavalier
Level ÷

+

Handle Animal
Bonus

2

When training an animal to serve as a mount

CAVALIER ORDER — SKILLS

BANNER
Level

=

5

Attack
Bonus

+

=

Saving
Throw
Bonus

+

=

Level

=1+(

TEAMWORK FEATS

MELEE DAMAGE Cavalier
BONUS
Level

Level

Damage

TACTICIAN

CHALLENGES
PER DAY

14 + 2

Cavalier
Level ÷

+1

Bonus to saves against charm
and compulsion effects.

5

×2

×2/×3

Supreme Charge

d

15

Critical Range

+4

Mighty Charge

Charge attack

8

Damage

Misc

Feat Sharing
Today

Misc

Rounds Shared
This Encounter

÷5)+
÷2)+

sq

Critical

×

PREPARED
SPELLS
KNOWN SPELLS

Caster
Level

GO

OD

L
FU
W
LA

DEITY

IL

AO
CH

0

C
TI

EV

INQUISITOR

DOMAIN

Domain

1

Granted Powers

2

SPELLS
Spell
Save DC

Spells = Base + Bonus Spells
per day
Spells
WIS
WIS - 4
WIS - 8
WIS - 12

Spells
Known

0

3

1
2
3
4

4

5
6
OD
GO

L

FU

W
LA

Spell Save DC = 10 + WIS + Spell Level

IL
EV

5

C

TI

AO

CH

The inquisitor cannot cast spells of an alignment
opposed to her own or her deity’s.

SKILLS
MONSTER LORE

= WIS

+

Knowledge

When identifying the abilities and weaknesses of creatures.

STERN GAZE
Intimidate

+

Sense Motive

+

Level

2

}

÷2

JUDGEMENT
JUDGEMENTS Inquisitor
Level
PER DAY

+

Track

6

Inquisitor
Level

=(

CUNNING INITIATIVE
Level

TEAMWORK FEATS
Level

3

CURRENT
FEATS

=

(

Inquisitor
Level

Misc

)

1

Invoke one Judgement on your
foes and recieve a bonus
as long as you are in combat.

5-LEVEL
BONUS

÷3 +

+

Temporary feat

3-LEVEL
BONUS

+

Level

8

Level

BANE

Level

5

Level

12

Weapon
Enhancement
Bonus

BANE
PER DAY

rds

+2

+ 2 + 2d6

+2

+ 2 + 4d6

Inquisitor
Level

Misc

Damage
Bonus

Bane Rounds
Today

DISCERN LIES
DISCERN LIES Inquisitor
Level
PER DAY

=

Misc

+

Discern Lies
Today

=1+(

Inquisitor
Level

Judgements
Today

÷3)

}

Invoke two judgements at once

Healing

+

3-Level
Bonus

Justice

+

Piercing

+

Protection

+

Purity

+

5-Level
Bonus

Resilience

+

5-Level
Bonus

Resistance

+

3-Level
Bonus × 2

5-Level
Bonus
Attack bonus
From level 10, bonus doubles to confirm critical hits

SLAYER

Select one judgement at start of combat
to apply its bonus at 5 levels higher

TRUE JUDGEMENT
InvokeTrue Judgement before one attack
If the attack is successful, the target
must pass a Fortitude save or die
Whether successful or not, that target is
then immune to True Judgement for 24 hours

FORTITUDE
SAVE DC

=(

Inquisitor
Level

÷ 2 ) + WIS

3-Level
Bonus

5-Level
Bonus
Armour class bonus
From level 10, bonus doubles against critical hits
Saving throw bonus
Damage reduction
Energy resistance bonus

Smiting

Level

Level

3-Level
Bonus

Fast healing per round

÷5)

16
17

+

Overcome spell resistance

Invoke three judgements at once

20

+

=

=1+(

Inquisitor
Level

Destruction
Damage bonus

÷ 3 )+

(Round up)

= WIS

+

Initiative

Misc

Your weapon counts as magical for
bypassing damage resistance.
Level Your weapon also counts as aligned,
6 to an alignment that matches your own.
Level Your weapon also counts as adamantine
10 for overcoming damage resistance.

+
+
+

MYSTERY
Mystery

ORACLE

Level
Bonus

+

1

Revelations

Deity

CURSE
Bonus Spells
Level

2

2

Level

4

Level

6

SPELLS
Spell
Save DC

Spells
per day

=

Base Bonus Spells
+
Spells

0

CHA
CHA - 4
CHA - 8
CHA - 12

Spells
Known

3

1

Level

8

10

Level

2

12

3

4

Level

5

Level

4

14

5

Level

6

16

7

Level

6

18

8

PREPARED
SPELLS
KNOWN SPELLS

9
Spell Save DC = 10 + CHA + Spell Level

Concentration

= CHA +

Caster
Level

0

ARCANE SPELL FAILURE THRESHOLD

%
SCROLLS

1

2
POTIONS

3
4
5

WANDS
CHARGES

#

CHARGES

#

CHARGES

6

#

7
8
9

Final Revelation

PREPARED
SPELLS
KNOWN SPELLS

Caster
Level

SUMMONER
SUMMONER
Summoner
Level

1

{

0

Eidolon
Life Link
Summon monster I

2

Bond Senses

3

Summon monster II

4

Shield ally

5

Summon monster III

6

Maker’s call

7

Summon monster IV

8

Transposition

9

Summon monster V

1

2

10

Aspect

11

Summon monster VI

12

Greater shield ally

13

Summon monster VII

14

Life bond

15

Summon monster VIII

16

Merge forms

17

Summon monster IX

18

Greater aspect

19

Gate

20

Twin eidolon

3

4
5
6

SPELLS
Spell
Save DC

Spells
per day

=

Base Bonus Spells
+
Spells

0

CHA
CHA - 4
CHA - 8
CHA - 12

Spells
Known

1
2
3
4
5
6
7

SCROLLS

8
9
Spell Save DC = 10 + CHA + Spell Level

ARCANE SPELL FAILURE THRESHOLD

%

CHARGES

#

CHARGES

#

CHARGES

WANDS

#

POTIONS

EIDOLON

STR

STR

STR

DEX

DEX

DEX

CON

CON

CON

INT

INT

INT

WIS

WIS

WIS

CHA

CHA

CHA

Ability Modifier = (Total Ability Score - 10) ÷ 2

EVOLUTIONS

(Round down)

MALE

Armour
Bonus

(Good)

Skill
Ranks

Feats

d10

EVOLUTION
POOL

Saves

(Bad)

Good saves:

FORT
REF
WILL

/
SKILLS
Untrained

DEX
INT
CHA
STR
CHA
DEX
CHA
DEX
DEX
CHA
WIS
CHA
INT
WIS
DEX
WIS
DEX
INT
DEX
WIS

Acrobatics
Appraise
Bluff
Climb
Diplomacy
Disable Device
Disguise
Escape Artist
Fly
Handle Animal
Heal
Intimidate
Linguistics
Perception
Ride
Sense Motive
Sleight of Hand
Spellcraft
Stealth
Survival
Track

Skill
Bonus

Trained

Swim
Use Magical Device
Knowledge: Arcana
Knowledge: Dungeoneering
Knowledge: Religion
Knowledge: Nature
Knowledge: The Planes

SURVIVAL

STR
CHA
INT
INT
INT
INT
INT

Class
Skills
+3

Ranks

Feats

Misc

+ Size
diff x4

N/A

Knowledge - INT
Profession - WIS

IL

Temp
Modifier

Max
Attacks

s

Temp
Score

Base Attack
Bonus

Ev
ol
ut
io
n

Ability
Modifier

SUMMONER
LEVEL

Size
Modifier

Other skills:
Craft - INT
Perform - CHA

C
TI

Item
Bonus

Size
Hit Dice

ABILITIES
Ability
Score

Base Form

EV

OD
GO

L
FU
W
LA

EIDOLON

AO
CH

CHARACTER SHEET

FEMALE

Name

INITIATIVE
INITIATIVE BONUS

Feats

ATTACKS
Training

INIT = DEX +

+

Misc

+

Range

SPEED

ft

Temp Speed

SPEED
ft

sq

ft

Swim Speed

ft

Fly Speed

sq

sq

ft

sq

ft

Attack Bonus

Temp Attack
Bonus

+

Morale
Bonus

=

Temp Damage
Bonus

+

MELEE
ATTACK

Buffs

-

=

Buffs

-

-

+

+

Attack Bonus

Size
Modifier

CMB = STR + BAB -

Attack Bonus

Temp CMB

FORT

Deflection
Modifier

FLAT-FOOTED
CMD

Base
Attack Bonus

Temp CMD

Size
Modifier

+ BAB Deflection
Modifier

N/A

Base
Attack Bonus

Base

= CON +

Racial

Size
Modifier

REF
WILL

Misc

+

+

+

= DEX +

+

+

+

= WIS +

+

+

+

Evasion

Improved
Evasion

Endurance

HEALTH
Dying

HIT POINTS Wounds

Stable

Non-lethal

Unconcious

hp

hp

hp

ARMOUR CLASS

AC

=10 + DEX +

Deflection
Modifier

Natural
Armour

Size
Modifier

Misc

Evolutions

+

+

+

+

+

+

+

+

+

+

+

+

+

FLAT-FOOTED ARMOUR CLASS

AC

= 10

N/A

N/A

TOUCH ARMOUR CLASS

AC
Temp AC

=10 + DEX +

Spell Resistance Conditional Modifiers

+ AC
Damage Reduction

/
Notes

+

Temp

+

EFFECTS

+ CMB + CMD

ARMOUR CLASS

Misc

WILL SAVE

+

+ BAB -

+

Misc

Conditional Modifiers

Dodge
Modifier

×

SAVES
FORTITUDE SAVE

+

N/A

Critical

REFLEX SAVE

Dodge
Modifier

CMD = 10 + STR

×

d

Misc

CMD = 10 + STR + DEX +

Critical

Damage

sq

+

COMBAT MANOEUVRE
DEFENCE

×

Damage

COMBAT MANOEUVRES
COMBAT MANOEUVRE Base
Attack Bonus
BONUS

Critical

d

Type

ft

Damage

sq

Range

×

d

Type

ft
Power
Attack

Nerfs

Attack Bonus

sq

Range

Critical

d

Type

ft

Power
Attack

Nerfs

+
Morale
Bonus

Range

RANGED
ATTACK

×

Damage

sq

BASE ATTACK
BASE
ATTACK BONUS

Critical

d

Type

ft

sq

Damage

sq

Range

Climb Speed

Attack Bonus

Type

N/A

FEATS

Trap
Sense

PREPARED SPELLS
PREPARED
SPELLS

Caster
Level

WITCH

Level
Bonus

0

+

FAMILIAR
Name

1

Creature type

SPELLS
Spells
per day

=

Base
Spells

0

+

Bonus
Spells

2

INT
INT - 4
INT - 8
INT - 12

Spell
Save DC

1
2

3

3
4
5
6

4

7
8
9
Spell Save DC = 10 + INT + Spell Level

5

ARCANE SPELL FAILURE THRESHOLD

%

PATRON SPELLS
Patron

6

Level

2
4

7

6
8

8

10
12
14

9

16
18

KNOWN HEXES

WEAPON

Magus
Level

MAGUS

Caster
Level

Enhancement

-2

ARCANE POOL
ARCANE POOL
CAPACITY
pts

=

(

Magus
Level

)

÷ 2 + INT +

-

INT

Maximum
Penalty

+
Enhancement
Cost

Magus
Level

÷4

Critical

d

×
Defensive
Casting
Bonus

Caster
Level

= INT +

Concentration

+

Level 8
Bonus

+ 2

Defensive Casting Bonus is double the Attack Penalty taken
Automatic success on casting defensively
When casting a spell and attempting a melee attack against the same target, choose one of:
Save
overcome target’s
+ 2 Attack
+ 2 Spell
+ 2 to
Bonus
DC Bonus
spell resistance

PREPARED
SPELLS
PREPARED SPELLS

(Round up)

Weapon enhancements are powered
from your Arcane Pool

0

ENHANCEMENT

+1

Flaming

+2

Flaming burst

9

+3

Speed

13

+4

Dancing

17

+5

Vorpal

5

20

Magus
Level

=

14

Level

WEAPON ENHANCEMENT

Damage

DEFENSIVE CASTING
Defensive Casting
Attack Penalty

Level

pts

Attack Bonus

+

Misc

(round down, min 1)

MAX WEAPON
ENHANCEMENT

Spell Combat
Attack Penalty

Frost

Keen

Icy burst

Shock
Shocking burst

1
SPELLS
Spells
=
per day

Base
Bonus Spells
+
Spells

0

2

INT
INT - 4
INT - 8
INT - 12

Spell
Save DC

1
2
3
4

3

5
6
Spell Save DC = 10 + INT + Spell Level

ARCANE SPELL FAILURE

% THRESHOLD

4

MAGUS ARCANA
ARCANA
KNOWN

Magus
Level

=

÷3

Arcane
Pool Cost

1

pts

2

pts

3

pts

4

pts

5
6

pts

pts

5

6
SPELL RECALL / KNOWLEDGE POOL
Level Spell Recall
4 Reprepare any spell already cast today

Arcane
Pool Cost

=

Level Knowledge Pool
7 Prepare any Magus spell as if known

Arcane
Pool Cost

= 1 pt

Improved Spell Recall
Level Reprepare any spell already cast today

Arcane
Pool Cost

=

Arcane
Pool Cost

=

11

Improved Spell Recall
Prepare any known spell as a swift action

Spell
Level

+

Metamagic
Adjustment

Spell
Metamagic
÷ 2 ) + Adjustment
( Level
Spell
Level

(cannot use metamagic)

GUNSLINGER

FIREARMS

Gunslinger
Level

Capacity

GRIT
GRIT POINTS
PER DAY
pts

Range
Misc

ft

= WIS +

Attack Bonus

Misfire

sq

1-

(

ft

Damage

)

Critical

d

×
Capacity

Range

ft

pts
Successful critical hit with a firearm

+1 grit point

Killing blow with a firearm

+1 grit point

Daring acts

GM’s ruling

sq

1-

(

ft

Damage

)

Critical

d

×
Capacity

Range

Attack Bonus

Misfire

ft

GUN TRAINING
DAMAGE BONUS

Attack Bonus

Misfire

sq

1-

(

ft

Damage

)

Critical

d

×
Capacity

MISFIRE VALUE

= DEX

2

Range

FIREARMS

Attack Bonus

Misfire

ft

sq

1-

(

ft

Damage

)

Critical

d

×
Capacity

Range

Attack Bonus

Misfire

ft

sq

1-

(

ft

Damage

)

Critical

d

×

DEEDS
NIMBLE
NIMBLE
DODGE BONUS

+ AC

=

(

Gunslinger
Level

Level

1

)

+2 ÷4

BONUS FEATS
Level

(Round down)
Level

3

4

Level

Deadeye

Use touch AC beyond first range increment

Gunslinger’s Dodge

Move 5ft immediately; +2 AC against triggering attack
Alternatively, drop prone for +4 AC

Quick Clear

Fix a broken firearm as standard action

Gunslinger Initiative

+2 Initiative; (with Quick Draw, draw firearm as part of initiative)

Pistol-whip

Surprise melee attack. One handed: d6/d4 Two handed: d10/d8
Also, CMB to knock prone

Utility Shot

Blast lock or
Shoot unattended object or
Stop bleeding

Dead Shot

Roll all attacks, additional hits add dice

Startling Shot

On a miss, target is flat footed till its next turn

Targeting

As a full round, target a part of the body:
Arms: drops one carried item (no damage)
Head: confused for one round
Legs: knocked prone
Torso: 19-20 critical range
Wings: begins to fall

Cost: 1 pt

Bleeding Wound

Bleed damage equal to DEX
Alternatively, 1 pt Strength, Dexterity or Constitution damage

Cost: 1 pt
Cost: 2 pt

Keep a broken gun from exploding on a misfire

Cost: 1 pt

8

Level

12

Level

16

Level

20

Level

TRUE GRIT

7

Level

20

Any 2 deeds except Slinger’s Luck

Level

11 Expert Loading

Cost: 1 pt

Cost: (1 pt to fix as a move action)

*
Cost: 1 pt

*

Cost: 1 pt

*

Lightning Reload

Reload as a swift action once per round (with Rapid Reload, free action)

*

Evasive

Gain Evasion and Uncanny Dodge

*

Level

15 Menacing Shot
Slinger’s Luck

Level

Cost: 1 pt per range increment

Cheat Death

19 Stunning Shot
Death’s Shot
*

Shoot into the air to inspire fear within 30ft

Cost: 1 pt

Reroll a saving throw (must take second roll)
Reroll a skill check

Cost: 2 pt
Cost: 1 pt

Restore hp equal to all remaining grit

Cost: all remaining pts

stun target for 1 round

Cost: 1 pt

On a critical, Fort (DC 10 + ½ level + DEX) or die

Cost: 1 pt

Deeds with no cost are only available while you have at least 1 grit point remaining

KI POOL

Ninja
Level

NINJA

KI POOL
CAPACITY

=

NINJA

Ninja
Level

{
{

1
2

Misc

)

÷ 2 + CHA +
(Round down)

Ki Pool

Poison Use
Sneak Attack
Ki Pool
Ninja Tricks
Ki cost

3

No Trace

Treat any jump check as if from a running start

4

Uncanny Dodge

Make one additional attack when making a full attack

6

Light Steps

Increase your move speed by 20ft for one round

8

Improved Uncanny Dodge

+4 insight bonus to Stealth checks for one round

1
1
1

10

Master Tricks

Level Hidden Master: cast Greater Invisibility as a standard action

2

20

Hidden Master

As long as you have at least one ki point

20

d6

=

(

Ninja
Level

Misc

)

÷2 +
(Round up)

Sneak attack damage can be applied when a target is flanked or
is denied their DEX bonus to AC.
On ranged attacks, it only applies within 30 ft.
It is not multiplied by critical hits.
It cannot be non-lethal unless using a non-lethal weapon.

=

(

Ninja
Level

TRICKS
KNOWN

=
1
2
3

NO TRACE
NO TRACE
BONUS

Trade sneak attack dice for ability score damage

NINJA TRICKS

SNEAK ATTACK
SNEAK DAMAGE
BONUS

+

(

Ninja Level

Misc

)

4

÷3 +

No Trace bonus is added to:
• the DC of a Survival check to track the Ninja;
• Disguise skill checks
• opposed Stealth checks while stationary

(Round down)

5
6
7
8
9
10
11
12
13
14

(

Ninja
Level

Misc

)

÷2 +

(Round down)

Sneak
Attack
Trick

PREPARED
SPELLS
MOUNT

Samurai
Level

SAMURAI

Name
Creature type

ORDER

Mounted Speed

ft

sq

RESOLVE

EDICTS

RESOLVE
PER DAY

Samurai
Level

=(

Misc

Resolve
Today

÷2)+

Regain one use of Resolve when you
defeat the target of a Challenge

(Round down)

ABILITIES
Level

2

Level

9

Level

8

Level

17

Level
Level

3

CHALLENGE
CHALLENGES
PER DAY

Samurai
Level

=(

÷3)+
(Round up)

MELEE DAMAGE Samurai
BONUS
Level

Misc

+

=

Take -2 penalty to AC against any enemy except challenged target

HONOURABLE STAND
Once per day, while fighting a challenge:
• immune to being shakened, frightened or panicked
• remain conscious below 0 hp
• may spend one use of Resolve to reroll any save.
Level 16: Twice per day
Level

12

DEMANDING CHALLENGE
Challenged target suffers -2 penalty to AC against
any target other than you.

LAST STAND
Level

20

Once per day, while fighting a challenge:
• all weapons (except criticals) do minimum damage
• remain conscious and not staggered below 0 hp
• cannot be killed by weapons except by target

SAMURAI ORDER — CHALLENGE ABILITY

BANNER
Level

=

5

Attack
Bonus

+

=

Saving
Throw
Bonus

+

=

Level

RESOLUTE
UNSTOPPABLE

Take the better of two rolls on a Fortitude or Will save

GREATER RESOLVE

Convert a confirmed critical hit to a standard hit

TRUE RESOLVE

Spend all remaining resolve (at least 2) to avoid death

Immediately stabilise and remain conscious (but staggered)

14 + 2

Draw selected weapon as an immediate action:
Naginata
Wakizashi
Katana
+2 to confirm critical hits with selected weapon

Misc

Challenges
Today

11

Recover from being fatigued, shakend or sickened
Level 8: recover from being exhausted, frightened, nauseated or staggered

WEAPON EXPERTISE

15

Level

DETERMINED

Cavalier
Level ÷

+1

Bonus to saves against charm
and compulsion effects.

5

Longbow

PREPARED
SPELLS
MOUNT

Ronin
Level

RONIN

Name

(SAMURAI)

Creature type

RONIN

Mounted Speed

ft

CODE OF HONOUR

sq

RESOLVE
RESOLVE
USES PER DAY

Level WITHOUT MASTER
per combat: remain at 1 hp; reroll to confirm a
8 Once
critical hit; or take 10 on a skill check during combat

Level

9

Level CHOSEN DESTINY
twice against charm or compulsion
15 Roll
Once per day, take 20 on any d20

Level

17

CHALLENGE

MELEE DAMAGE
BONUS

Level

Misc

3

÷3)+
(Round up)

Ronin
Level

Challenges
Today

Misc

Take -2 penalty to AC against any enemy except challenged target

HONOURABLE STAND
Level

11

Once per day, while fighting a challenge:
• immune to being shakened, frightened or panicked
• remain conscious below 0 hp
• may spend one use of Resolve to reroll any save.
Level 16: Twice per day

Level

12

DEMANDING CHALLENGE
Challenged target suffers -2 penalty to AC against
any target other than you.

LAST STAND
Level

20

Once per day, while fighting a challenge:
• all weapons (except criticals) do minimum damage
• remain conscious and not staggered below 0 hp
• cannot be killed by weapons except by target

RONIN CHALLENGE ABILITY
Bonus in combat against the
target of the challenge:
Attack
Bonus

+

Dodge
Bonus

+ AC =

=

Ronin
Level

÷4

Ronin
Level

÷5

=

BANNER
Level

=

5

Attack
Bonus

+

=

Saving
Throw
Bonus

+

=

+ 2

Bonus to saves against charm
and compulsion effects

Level

14

÷2)+

Regain one use of Resolve when you
defeat the target of a Challenge

DETERMINED

Recover from being fatigued, shakend or sickened
Level 8: recover from being exhausted, frightened, nauseated or staggered

RESOLUTE
UNSTOPPABLE

Take the better of two rolls on a Fortitude or Will save

GREATER RESOLVE

Convert a confirmed critical hit to a standard hit

TRUE RESOLVE

Spend all remaining resolve (at least 2) to avoid death

Immediately stabilise and remain conscious (but staggered)

Draw selected weapon as an immediate action:
Naginata
Wakizashi
Katana
+2 to confirm critical hits with selected weapon

+

=

Resolve
Today

WEAPON EXPERTISE

Ronin
Level

=(

=(

Misc

(Round down)

Level SELF RELIANT
a will save after the 2nd round of duration
2 Retry
Roll twice to stabilise

CHALLENGES
PER DAY

Ronin
Level

+1

Longbow

CHARACTER
Size
Skill Ranks Hit Die

CLASSES

ABILITIES
Ability
Score

Item
Bonus

Ability
Modifier

Temp
Score

Temp
Modifier

STR

STR

STR

DEX

DEX

DEX

CON

CON

CON

INT

INT

INT

Acrobatics

WIS

WIS

WIS

Appraise

CHA

CHA

CHA

Autohypnosis

Ability Modifier = (Total Ability Score - 10) ÷ 2

(Round down)

FEATS & SPECIAL ABILITIES

d
d

rks

SKILLS
Untrained

Skill
Bonus

DEX
INT
WIS
CHA
STR
CHA
DEX
CHA
DEX
DEX
CHA
WIS
CHA
INT
WIS
DEX
WIS
DEX
INT
DEX
WIS

Bluff
Climb
Diplomacy
Disable Device
Disguise
Escape Artist
Fly
Handle Animal
Heal
Intimidate
Linguistics
Perception
Ride
Sense Motive
Sleight of Hand
Spellcraft
Stealth
Survival
Trained

Swim
Use Magical Device
Knowledge: Arcana
Knowledge: Dungeoneering
Knowledge: Psionics
Knowledge: Religion
Knowledge: Nature
Knowledge: The Planes

LANGUAGES

hp

SURVIVAL

STR
CHA
INT
INT
INT
INT
INT
INT

+ INT
per level

Class
Skills
+3

Level
Adjustment

Effective
Character
Level

d

Favoured class
+1 hp or skill rank per level

Track

Level

d

1
2
3
4
5

XP

Size
Modifier

d

+ CON
per level

Ranks

Racial,
Feats

Misc

-

Armour
Check
Penalty

+ Size
diff x4

N/A

-

Knowledge - INT
Profession - WIS

OD

MALE

Race

Other skills:
Craft - INT
Perform - CHA

IL
EV

GO
C
TI

Campaign

L
FU
W
LA

PSIONICS UNLEASHED

AO
CH

Player

FEMALE

Name

INVENTORY

Value

ARMOUR

Weight

Hat / Mask

Properties

EQUIPMENT

Properties
Max Speed

Type

ft
Check Penalty

Weight

sq

Spell Failure

%

lb

Max AC DEX

SHIELD

Armour AC

AC

Properties

Eyes

Properties
Check Penalty

Headband

Weight

Spell Failure

lb

%

Shield AC

Properties

AC
Neck / Throat
Properties

Shoulders
Properties

Chest
Properties

Belts

Light Load

Properties

Carried Items

lb

Weapons, Ammo

lb

Armour, Shield

lb

Worn Items
lb Dorjes, Power stones,
Tattoos, Components
Max Load

lb

Total Weight

lb

lb
Medium Load

lb
Heavy Load

lb

Copper
,

Platinum
,

,

CHARGES

DORJES

#

gp

,

Properties

Ring

Arms / Wrists

Properties

Properties

Ring

Feet

Properties

Properties

pp

,
,

.

POWER STONES

TATTOOS
1
2
3
4

CHARGES

5

#

6
7

CHARGES

8

#

CHARGES

Total

,

sp

,

,

Properties

cp

,

Gold

Clothes / Body

lb

MONEY
Silver

Hands

#

9
10
11
12

PSIoN

PREPARED
SPELLS
KNOWN POWERS

Psion
Level

PSIONICS UNLEASHED

POWERS
KNOWN

Manifester
Level

Discipline

Additional Class Skills

Power

Generalist

UMD,

Seer (clairsentience)

Diplomacy, Perception

Egoist (psychometabolism)

Acrobatics, Heal

Shaper (metacreativity)

Bluff, Disguise, UMD

Nomad (psychoportation)

Climb, Fly, Survival, Swim

Kineticist (psychokinesis)

Disable Device, Intimidate

Telepath (telepathy)

Bluff, Diplomacy, Sense Motive

Discipline Talents

Level Discipline Abilities

2
8
14
20
PSIONICS

pts

=

Bonus
Points

+

Bonus Points

Racial

+

Misc

+

Manifester
Level

= INT ×

÷2

(Round down)

Power Points

pts
POWER LEVELS
Power
Level

Point
Cost

1

1

2

3

3

5

4

7

5

9

6

11

7

13

8

15

9

17

Power
Save DC

Power Save DC = 10 + INT + Power Level
Level

MAX POINTS
POWER COST

Manifester
Level

=

DISCIPLINE

POWER POINTS Base
Points
PER DAY

MAX POWER
LEVEL

BONUS FEATS

1
5
10
15
20
Bonus feats should be Psionic Feats, Metapsionic Feats
or Psionic Item Creation Feats

1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36

Level

Cost

Psychic
Warrior
Level

PSIONICS UNLEASHED

PSYCHIC
WARRIoR

WARRIOR’S PATH

Manifester
Level

PATH SKILLS

Trance

+2

4

6
Manoeuvre

SECONDARY PATH
Level

9
Trance

PSIONICS
POWER POINTS Base
Points
PER DAY

=

Bonus
Points

+

Bonus Points

Racial

Misc

+

+

Manoeuvre

Manifester
Level

= WIS ×

÷2

PREPARED
SPELLS
KNOWN POWERS
POWERS
KNOWN

(Round down)

Power Points

MAX POWER
LEVEL

MAX POINTS
POWER COST

Manifester
Level

=
Path Power

Level

Power

Level

Cost

1
2
POWER LEVELS
Power
Level

Point
Cost

1

1

2

3

3

5

4

7

5

9

6

11

3

Power
Save DC

Power Save DC = 10 + INT + Power Level
Level

BONUS FEATS

1
2
5
8
11
14
17
20
Bonus feats should be Combat Feats or Psionic Feats

TRANCE
Level TWISTING PATH
12 Switch your trance as a swift action
Level PATHWEAVING
Gain the benefit of both trances for up to
15 5 mins, provided you maintain psionic focus

Uses per day

ETERNAL WARRIOR

Level Add your wisdom modifier to attack, damage,
20 AC, skill checks, ability checks, saving throws,
initiative rolls and speed (gain 5ft per point)

WIS

1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20

Cost

PSIONICS UNLEASHED

Soulknife
Level

SoULKNIFE

Manifester
Level

MIND BLADE
Blade
Shape

Light weapon

MIND BLADE ENHANCEMENT
ENHANCEMENT
POOL

+

Soulknife
Level

Maximum +5

Point
Cost

Two-handed weapon

5

Distance

1

5

Flaming

1

5

Frost

1

5

Ghost touch

1

5

Keen

1

5

Lucky

1

5

Merciful

1

5

Mighty cleaving

1

5

Psychokinetic

1

5

Shock

1

5

Sundering

1

5

Vicious

1

7

Anarchic

2

7

Axiomatic

2

7

Collision

2

7

Flaming burst

2

7

Holy

2

7

Icy burst

2

7

Mindcrusher

2

7

Psychokinetic burst

2

7

Shocking burst

2

7

Suppression

2

Level

7

Unholy

2

4

7

Wounding

2

9

Bodyfeeder

3

9

Mindfeeder

3

9

Base Attack
Bonus

BAB

1d6

1d8

2d6

15 ft 3 sq

1d10

2d6

3d6

10 ft 2 sq

Enhancement
Bonus

+

Psychic
Strike

+

)+

Misc

*

d8

Misc

+

Default critical range
19-20, ×2

+
Attack Bonus

Damage

d

Enhancement
Bonus

+ DEX +
Range

Type

ft

+

Critical

×

Default damage type
Slashing
Misc

+
Attack Bonus

Level

2

Level

6

Coup de grace

5

Level

10
Level

12
Level

14
Level

16
Level

18

Level Manifest your mind blade as a free action, once per round.
5 (More often when using the Multiple Throw blade skill)

Level

MIND BLADE MASTERY

20

Damage

d

sq

BLADE SKILLS

15

No longer need a will save to maintain your mind blade in a
Level null psionics field. A blade still loses its enhancement bonus.
20 Change the configuration of you mind blade as a full-round
action, resetting any penalties from Fluid Form.

20 ft 4 sq

sq

Base Attack
Bonus

8

QUICK DRAW

+ ( STR ×

ATTACK BONUS

Brilliant energy

(Round down)

1d8

THROW MIND BLADE

Level

Imbuing a weapon with a psychic strike charge requires a
Level move action, or a swift action if you lose psionic focus.
3 Psychic strike is discharged on any attack you choose to
use it, whether successful or not.

1d6

Enhancement
Bonus

Type

ft

4

)

1d4

d

Strength
Multiplier

Range

3

+1 ÷4

Thrown
Range

ATTACK BONUS

Soulbreaker

(

Large

Damage Roll

Changing blade shape or damage type
requires a full-round action

12

d8 =

Damage:
Medium

DAMAGE

Bludgeoning

1

Small

* Requires the Two Handed Throw blade skill

Slashing

Defending

PSYCHIC STRIKE Soulknife
CAPACITY
Level



Damage type:
Piercing

5

PSYCHIC STRIKE

Dual light weapons

One-handed weapon

ENHANCEMENT
BONUS

+

Strength
Multiplier

+

Critical

×

Wilder
Level

PSIONICS UNLEASHED

WILDER

WILD SURGE
Surge Type

PSIONICS
POWER POINTS Base
Points
PER DAY

=

+

Manifester
Level

Psychic Enervation

Bonus
Points

+

Racial

+

15 %

Misc

Make a ranged touch attack (range 30ft)
Surge blasts do not trigger psychic enervation

Manifester
Level

= CHA ×

÷2

(Round down)

POWER LEVELS
1

1

2

3

3

5

4

7

5

9

6

11

7

13

8

15

9

17

Power
Save DC

Wild Surge
Save DC

Wild Surge
Bonus

rds

=

Wild Surge
Bonus

Improved Surge Bond

5
Level While surging, recieve a morale bonus to
4 attack rolls, damage and saving throws.
The effect of this bonus ends if you
succumb to psychic enervation.

Euphoria
Bonus
Eurphoria
Duration

PERFECT SURGE

+
+ 10

WILD SURGE

Once per day, manifest one power with a +10 wild surge bonus.
BONUS
Also add +3 to the power’s save DC, +3 to any attack rolls
Level and treat the power as if it were 5 levels higher.
Risk of Psychic
% Enervation
20 Double the power’s effect radius, and its visual intensity.
Anyone touching you during a perfect surge suffers 1d4 fire damage.
Psychic enervation: Using perfect surge triggers psychic enervation for 1d4 rounds.
Also lose power points or hp equal to manifester level +10, and take 2 points burn to every ability score.

KNOWN POWERS
POWERS
KNOWN

+ AC = (

MAX POWER
LEVEL

POWER POINTS Manifester
Level
MAX COST

=
Power

ELUDE ATTACK
2

=

100

Power Save DC = 10 + CHA + Power Level

DODGE
Level BONUS

d6

Level

SURGING EUPHORIA

Point
Cost

Surge Blast
Damage

Surge Bond

Power Points used today

Power
Level

Risk of Psychic
Enervation

+
SURGE BLAST

Bonus Points

WILD SURGE
BONUS

Wilder
Level

)

+ 2 ÷ 4 (Round down)

1
2
3
4
5
6
7
8
9
10
11

Level

Cost

ARTIFICER

Artificer
Level

TOME OF SECRETS

ARTIFICER

Artificer
Level

Caster
Level

INVENTIONS
Invention
Save DC

Level

Bonus
Inventions = Base +
Inventions
per day
Inventions
INT

Jack of All Trades

2

Item Creation

Scribe Scroll

3

Bonus Feat

Brew Potion

4

2

5

Salvage

3

6

Metamagic Science

8

= 4 hours per spell level

INVENTION USES
PER DAY

=1+

÷2

)

USE MAGICAL DEVICE
To use an invention crafted by someone else

DC 20 To use an invention when its uses are spent
rising 1 each time it’s used

CRAFT MAGIC ITEM
CRAFT

Craft Wand
Bonus Feat
Craft Rod

+6

11

Improved Metamagic Science

12

Bonus Feat

13

Improved Jack of All Trades

Craft Staff

Forge Ring

16

Bonus Feat

19

Bonus Feat

20

Exemplar

DC 20 To create a magical item
plus required caster level

BONUS FEATS
Select a bonus feat from this list at 3rd, 8th, 12th, 16th and 19th levels:

DC 20 To create magical item with metamagic
plus 3× modified caster level

SALVAGE
Salvaging a magical item takes one day, and recovers the a value
equal to the cost of the materials that can be used to craft other
items. It cannot be spent.
When deconstructing a wand with some spent charges, the value
recovered is an equivalent fraction of the cost of the wand.

,

,

,

Empower Spell +2
Enlarge Spell +1
Extend Spell +1

Heighten Spell
Magical Aptitude
Maximise Spell +3

Quicken Spell +4
Silent Spell +1
Skill Focus

Still Spell +1
Widen Spell +3

Metamagic feats apply a spell level increase

MATERIALS

MAGIC ITEMS

SCROLLS

POTIONS

.

CHARGES

#

CHARGES

#

CHARGES

#

CHARGES

#

CHARGES

#

CHARGES

WANDS

#

CHARGES

Salvage Value

+4

14

DC 25 To use several magical effects at once
plus the number of effects

#

+2

Craft Magic Arms and Armour

10
(Round up)

Elbow
Grease

Craft Wondrous Item

9

Artifier
Level

(

Weird Science

7

Invention Save DC = 10 + INT + Spell Level

DC 15

1

1

4
Invention time

Crafting
Abilities

IL

OD
C
TI

AO
CH

EV

PREPARED SPELLS
PREPARED
SPELLS

Priest
Level

PRIEST
OF

L
FU
W
LA

GO

TOME OF SECRETS

Caster
Level

0

DOMAINS

Domain

Domain

Granted Powers

Granted Powers

Domain Spell

+1

Domain Spell

+1

1

1
2
3
4
5

Domain Spell

6

+1

Domain Spell

+1

7

2

8
9
Domain

Additional Domain

Granted Powers

Granted Powers

Domain Spell

+1

Domain Spell

+1

1

3

2
3
4
5
6

Domain Spell

+1

7

Domain Spell

+1

8

4

9

SPELLS
Spells
=
per day

Base
Bonus Spells
+
Spells
WIS
WIS - 4
WIS - 8
WIS - 12

Spell
Save DC

0

Domain Spell

+1

Domain Spell

+1

1

+2

+2

2

+2

+2

3

+2

+2

4

+2

+2

5

+2

+2

Domain Spell

+1

6

+2

+2

Domain Spell

+1

7

+2

+2

8

+2

+2

9

+2

+2

5

6

Spell Save DC = 10 + WIS + Spell Level
Caster
Level

= WIS +

Concentration

Domain Spell

+1

Domain Spell

+1

Domain Spell

+1

Domain Spell

+1

Domain Spell

+1

Domain Spell

+1

CHANNEL ENERGY
Channel Positive Energy

Channel Negative Energy

CHANNEL ENERGY PER DAY

Misc

Today

= 3 + CHA +
ENERGY ROLL

d8

=

(

Priest
Level

WILL SAVE DC

= 10 +

7

÷2

(

Priest
Level

)+

8

Misc

(Round up)

)

÷ 2 + CHA
(Round down)

9

TOME OF SECRETS

SHAMAN

Shaman
Level

1

SHAMAN

{

SPIRIT COMPANION

Shaman
Level

Communicate with spirit
See spirit

2

Spirit companion

3

Bonus feat

4

Summon spirit

5

Control spirit

6

Bonus feat

7

Spiritual significance (self)

8

Spirit heal

9

Bonus feat

10

Spirit walk

11

Spiritual significance (other)

12

Bonus feat

13

Spirit heal, mass

14

Tether spirit

15

Bonus feat

16

Control living spirit

17

Break spirit

18

Bonus feat

19

Bonus feat

20

Lasting spiritual significance

COMPANION

Spiritual
significance
bonus

= CHA
SKILLS
CRAFT: FOCUS
DC 20 To give an item spiritual significance
DC 15 To create a tether

KNOWLEDGE: SPIRITS
DC 15 To gain the insight bonus from See Spirit

PERFORM: RITUAL
To communicate with spirits
DC 15 To persuade an indifferent or unfriendly spirit
to communicate, or a spirit associated with
a deity that is unfriendly to shamans
DC 20 To persuade a hostile spirit to communicate
DC 25 To persuade a spirit that is associated with
a deity that is unfriendly to shamans to
communicate.
To summon spirits

5 To summon any spirit

DC 10 To summon an unembodied spirit of a
non-particular spell effect
DC 15 To summon an unembodied spirit of a
particular spell effect
DC 20 To summon an unfriendly deceased spirit
DC 25 To summon any type of spirit associated with
a deity unfriendly to shamans
DC 30 To summon any type of spirit associated with
a deity hostile to shamans
DC 30 To locate a spirit with a desired ability
To tether spirits
DC 20 To break a tether

Spirit’s
Charisma

CONTROLLED
SPIRITS

Charisma
Score

=
SPIRIT HEAL
HEALING
PER DAY

SPIRIT
HEALING

Healing
Today

= CHA + 2

+1

Shaman
Level

d6

=

SPIRIT WALK
+2
+3

TETHER
RANGE

+4
+5

BREAKING
RISK

Shaman
Level

ft

sq

× 150 ft / 30 sq

=

%

10-minute
increments

=

× 10 %

BONUS FEATS
METAMAGIC FEATS

SEE SPIRIT
INSIGHT BONUS

CONTROL SPIRIT
CONTROLLED
SPIRIT
CAPACITY

DC 15 Knowledge (spirits) to add this bonus to next skill check

DC

CREATURE TYPE

Bouncing Spell
Dazing Spell
Disruptive Spell
Ectoplasmic Spell
Elemental Spell
Empower Spell
Enlarge Spell
Extend Spell
Focused Spell
Heighten Spell
Intensified Spell
Lingering Spell
Maximize Spell
Merciful Spell
Persistent Spell
Quicken Spell
Reach Spell
Selective Spell
Sickening Spell
Silent Spell
Still Spell
Thanatopic Spell
Threatening Illusion
Threnodic Spell
Thundering Spell
Widen Spell

ITEM CREATION FEATS
+1
+3
+1
+1
+1
+2
+1
+1
+1
+1
+1
+3
+0
+2
+4
+1
+2
+1
+1
+2
+1
+1
+2
+3

Awakened Arcane Bond
Brew Fleshcrafting Poison
Brew Potion
Craft Construct
Craft Magic Arms and Armor
Craft Rod
Craft Staff
Craft Wand
Craft Wondrous Item
Forge Ring
Improved Arcane Bond
Scribe Scroll

OTHER FEATS
Alertness
Animal Affinity
Deceitful
Endurance
Diehard
Fleet
Great Fortitude
Improved Great Fortitude
Intimidating Prowess
Iron Will
Improved Iron Will
Leadership
Lightning Reflexes
Improved Lightning Reflexes
Persuasive
Self-Sufficient
Spell Penetration
Greater Spell Penetration

TOME OF SECRETS

WITCH HUNTER

Witch
Hunter
Level

DEVOTEE TALENTS
Witch
Hunter
Level

1

{

2

Devotee Talent

3

Detect Curse

4

Devotee Talent

5

Spellbane

6

Devotee Talent

7

Disruptive

8

Devotee Talent

9

Cursebreaker

)

÷2 +

10

Advanced
Talents

(Round down)

1

3

4

5

+1

Advanced Talent

11

Spellbreaker

12

Advanced Talent

13

Backlash

14

Advanced Talent

15

Greater Spellbane

16

Advanced Talent

6

7

+2

+3

18

Advanced Talent

19

Uncursed

8

9

17

{

(

Level

Misc

2

10

20

Witch Hunter
Level

=
Witch
Focus

Devoted Strike
Witch Sense

DEVOTEE TALENTS

TALENTS
KNOWN

10

11

Mystic Null
Advanced Talent

12

WITCH SENSE
Perception
Check
DC

= 30 -

Highest
Level or
Hit Dice

Number of
Witches

-

WITCH FOCUS
ATTACK BONUS

+
KNOWLEDGE BONUS

+
DISPEL BONUS

+
ARMOUR BONUS

+ AC

}

=

DEVOTED STRIKE
DEVOTED STRIKES
PER DAY

Strikes
Today

= WIS + 3

DAMAGE
BONUS

= WIS

+

SPELLBANE & CURSEBREAKER
Witch
Focus
Bonus

SPELLBANE OR CURSEBREAKER
PER DAY

Uses
Today

Level Mystic Null
Unlimited spellbane
uses per day

20

= WIS + 3
BACKLASH
BACKLASH
WILL SAVE DC

Witch Hunter
Level

= 10 +

+ WIS

BACKLASH
DAMAGE

2d6

ORIGINS

IL

OD
GO

L
FU
W
LA

FRIENDLY

C
TI

EV

Parents

AO
CH

Name

CHARACTER
BACKGROUND

HOSTILE

Origin
/ Town

IL

GO

L
FU
W
LA

C

TI

AO
CH

FRIENDLY

EV

/ Region

OD

Country

HOSTILE

AFFILIATIONS

IL

GO
C

TI

AO
CH

FRIENDLY

L
FU
W
LA

OD

Religion

EV

PORTRAIT

HOSTILE

IL
EV

GO
C

TI

AO
CH

FRIENDLY

L
FU
W
LA

OD

Employer

HOSTILE

/ Town

IL

GO

L
FU
W
LA

C

TI

AO
CH

FRIENDLY

EV

/ Region

OD

Current Country

HOSTILE

GO

EV

C

TI

AO

CH

FRIENDLY

IL

L

FU

W
LA

OD

Affiliation

HOSTILE

OD
GO

EV

C

TI

AO

CH

FRIENDLY

IL

L

FU

W
LA

Affiliation

HOSTILE

APPEARANCE

FRIENDS AND FOES
OD

IL

FRIENDLY

C

TI

EV

MALE

GO

L

FU

W
LA

Weight

AO

Height

CH

Age

FEMALE

Race

HOSTILE

Hair
GO
C

TI

AO

FRIENDLY

CH

Defining Features

EV
IL

L

FU

W
LA

OD

Eyes

GO

FU

W
LA

OD

HOSTILE

EV
IL

L

C
TI

AO

CH

FRIENDLY

Preferred Clothing

GO

FU

W
LA

OD

HOSTILE

EV

IL

L

C

TI

AO

HOSTILE

C

TI

AO

FRIENDLY

CH

HOSTILE

GO
IC

T
AO

FRIENDLY

CH

Likes

EV
IL

L

FU

W
LA

OD

Fears

EV
IL

L

FU

GO
O

W
LA

D

Motivations

FRIENDLY

CH

PERSONALITY

EV
I

C

TI

AO

CH

FRIENDLY

L

L

FU

GO

Dislikes

W
LA

OD

HOSTILE

HOSTILE

OD
C

HOSTILE

EV

TI

AO

CH

FRIENDLY

IL

L

FU

GO

W
LA

Quirks

PARTY INVENTORY
Value

PARTY FUNDS

Weight

Copper

,

Silver

,

Gold
,
,

gp

,
pp

,
,

sp

,

,

Platinum
Total

cp

Cash

,

,

.

Inventory

,

,

.

Debts

,

,

.

Valuables

,

,

.

Other items

,

,

.

,

,

.

Total

,

,

QUEST ITEMS
Item

Attained

Carried by / given to

CONTAINER

CONTAINER
Value

Total Weight
Max Weight

Weight

lb

Weight

lb

Total Weight

lb

lb

Max Weight

lb

NOTES

Total Weight

Value

SPELL BOOK
Level

Level

School

Cost

School

Cost
School

Cost

Cost

Cost

Cost

School

School

School

School

School

School

School

School

School

School

School

Cost
School

Cost
School

Cost

School

Cost

Cost

Cost

School

Cost

Cost

Cost

School

Cost

Cost

Cost

School

Cost

Cost

Cost

School

Cost

Cost

Cost

School

School

School

School

Cost
School

Cost
School

Cost

Level

School

Cost
School

Cost

School

Cost

SPELL BOOK
Level

Level

School

Cost

School

Cost

School

Cost

School

Cost

School

Cost

School

Cost

School

Cost

School

Cost

School

Cost

School

Cost

School

Cost

School

Cost

School

Cost

School

Cost

SPELL BOOK
Level

Level

Level

School

School

School

School

School

School

School

School

School

School

School

School

School

School

School

School

School

School

School

School

School

School

School

School

School

School

School

School

School

School

School

School

School

School

School

School

School

School

School

School

School

School

School

School

School

School

School

School

School

School

School

School

School

School

MOUNT

SUMMONED CREATURE
Age

Weight

Height

lb
MALE

Climb

ABILITIES
Ability
Score

Item
Bonus

Ability
Modifier

STR

STR

DEX

DEX

CON

CON

INT

INT

WIS

WIS

CHA

CHA

Temp
Bonus

d

Ranks Racial, Feats

Acrobatics

XP

ft

Escape Artist
Fly
Perception
Sense Motive
Stealth
Survival
Track
Swim

Trained

DEX
STR
DEX
DEX
WIS
WIS
DEX
WIS
SURVIVAL

STR

Dying

COMBAT
Misc

INIT = DEX +
Temp Attack Temp Damage

+
ft

ft

sq

ft

sq

Burrow Speed

Temp Speed

ft

ft

ft

sq

COMBAT MANOEUVRE
BONUS

CMB =

Size
Modifier

+ STR +

Misc

Critical

Attack Bonus

Damage

Critical

Attack Bonus

Damage

Critical

Misc

Morale
Bonus

sq

Ammo

Dodge
Modifier

CMD = 10 + STR + DEX +

EQUIPMENT

ft

Damage

sq

Range

+

COMBAT MANOEUVRE
DEFENCE

Range

ft

Attack Bonus

sq

sq

COMBAT MANOEUVRES

/

ft

Fly Speed

Climb Speed

sq

Range

+

Swim Speed

sq

#

Deflection
Modifier

Base
Attack Bonus

AC

Size
Modifier

-

= 10 + DEX +

Misc

+

FLAT-FOOTED ARMOUR CLASS

AC

= 10

/ +

TOUCH ARMOUR CLASS

AC

= 10 + DEX

/

Base Save

FORTITUDE SAVE

FORT = CON +

+

REFLEX SAVE

-

+

-

+

Temp AC Spell Resistance Damage Reduction

AC

+

+

SAVING THROWS

Armour
& Shield

ARMOUR CLASS

Size
Modifier

+ BAB +

+

DEFENCE

TRICKS / FEATS / SPECIAL ABILITIES

hp

ATTACKS

INITIATIVE BONUS

BASIC SPEED

Unconcious

Non-lethal

hp

BASE ATTACK

Ability Modifier = (Total Ability Score - 10) ÷ 2

PORTRAIT

Stable

hp

SKILLS

FEMALE

C
TI
AO

CH

EV
IL

L

FU

GO
O

Subtype

W
LA

D

Creature Type

HEALTH
HIT POINTS Wounds

Creature
Level

Base
Attack

ANIMAL COMPANION

HIT
DICE

FAMILIAR
Creature Name

REF

= DEX +

+

WILL SAVE

WILL = WIS +
Evasion

+

Endurance

/
COMBAT ABILITIES
EFFECTS

Misc

Temp

HEALTH

Item
Bonus

Ability
Modifier

STR

STR

DEX

DEX

CON

CON

INT

INT

WIS

WIS

CHA

CHA

Temp
Bonus

Ability Modifier = (Total Ability Score - 10) ÷ 2

EQUIPMENT

Acrobatics
Appraise
Bluff
Climb
Diplomacy
Disable Device
Disguise
Escape Artist
Fly
Handle Animal
Heal
Intimidate
Linguistics
Perception
Ride
Sense Motive

Properties

Sleight of Hand
Spellcraft
Stealth
Survival

Properties

Swim
Use Magical Device

+3 Ranks

DEX
INT
CHA
STR
CHA
DEX
CHA
DEX
DEX
CHA
WIS
CHA
INT
WIS
DEX
WIS
DEX
INT
DEX
WIS
STR
CHA

Dying

HIT POINTS Wounds

COMBAT
Misc

INIT = DEX +
BASE ATTACK

Temp Attack Temp Damage

+
ft

ft

Swim

ft

sq

ft

sq

ft

sq

COMBAT MANEUVRE
BONUS

ft

Size
Modifier

+ STR +

Range
Misc

+

Attack Bonus

Damage

Critical

Attack Bonus

Damage

Critical

ft

sq

Ammo

Size
Modifier

+ STR + DEX +

#
Deflection
Modifier

+

AC

Size
Modifier

-

= 10 + DEX +

Misc

+

FLAT-FOOTED ARMOUR CLASS

= 10

/ +

= 10 + DEX

/

+

+
Base Save

FORTITUDE SAVE

FORT = CON +

+

REFLEX SAVE

-

+

-

+

Temp AC Spell Resistance Damage Reduction

AC

Morale
Bonus

Misc

SAVING THROWS

Armour
& Shield

ARMOUR CLASS

AC
NOTES

Critical

DEFENCE

AC

INVENTORY

Damage

sq

sq

COMBAT MANEUVRE
DEFENCE

CMD = 10 +

ft

Attack Bonus

sq

Range

Climb

COMBAT MANOEUVRES

CMB =

ft

Temp Speed

Fly

sq

Range

+

with Armour

sq

hp

ATTACKS

INITIATIVE BONUS

SPEED

Unconcious

Non-lethal

hp

TOUCH ARMOUR CLASS

Properties

Stable

hp

Misc

Base
Attack

MALE

FEMALE

C
TI

AO
CH

EV
IL

GO

Skill

ABILITIES
Ability
Score

CR

SKILLS

L
FU
W
LA

OD

Race

Level

Base
Attack

NPC

Class

REF

= DEX +

+

WILL SAVE

WILL = WIS +
Evasion

+

Endurance

/
COMBAT ABILITIES
EFFECTS

Misc

Temp

Rank / Position
Rank / Position
Rank / Position
Rank / Position
Rank / Position
Rank / Position
Rank / Position
Rank / Position
Rank / Position

NPC
NPC
NPC
NPC
NPC
NPC
NPC
NPC
NPC

Rank / Position

NPC

Rank / Position

Rank / Position

NPC

NPC

Rank / Position

NPC

Rank / Position

Rank / Position

NPC

NPC

Rank / Position

NPC

Rank / Position

Rank / Position

NPC

NPC

Rank / Position

NPC

IL

Rank / Position

EV

OD

GO

3.5e

NPC

Organisation

NPC GROUP
C
TI

Campaign

L
FU
W
LA

AO
CH

FORTITUDE SAVE

DEFENCE & SAVING THROWS

REFLEX SAVE

WILL SAVE
ARMOUR CLASS

TOUCH AC

FLAT-FOOTED AC

Acrobatics

SKILLS

Appraise

Bluff

Climb

Concentration

Diplomacy

Disable Device

Disguise

Escape Artist

Fly

Handle Animal

Heal

Intimidate

Linguistics

Perception

Ride

Sense Motive

Sleight of Hand

Spellcraft

Stealth

Survival

Swim

Use Magical Device

LANGUAGES

TOUCH AC
FLAT-FOOTED AC

SKILLS
Acrobatics
Appraise
Bluff
Climb
Concentration
Diplomacy
Disable Device
Disguise
Escape Artist
Fly
Handle Animal
Heal
Intimidate
Linguistics
Perception
Ride
Sense Motive
Sleight of Hand
Spellcraft
Stealth
Survival
Swim
Use Magical Device

LANGUAGES

IL

OD

Name

Name

Name

Name

Name

Name

Name

Name

Name

Name

XP

Campaign

WILL SAVE
ARMOUR CLASS

EV

GO

OD

IL
EV

GO

IL
EV

OD
GO

OD

IL
EV

GO

OD

IL
EV

GO

IL
EV

OD
GO

OD

IL
EV

GO

OD

IL
EV

GO

OD

IL
EV

GO

OD
GO

IL
EV

3.5e

PARTY

C
TI

REFLEX SAVE

L
FU
W
LA

AO
CH

C
TI

L
FU
W
LA

AO
CH

C
TI

L
FU
W
LA

AO
CH

C
TI

L
FU
W
LA

AO
CH

C
TI

L
FU
W
LA

AO
CH

C
TI

L
FU
W
LA

AO
CH

C
TI

L
FU
W
LA

AO
CH

C
TI

L
FU
W
LA

AO
CH

C
TI

L
FU
W
LA

AO
CH

C
TI

L
FU
W
LA

AO
CH

DEFENCE & SAVING THROWS
FORTITUDE SAVE

3.5e

7

19

TIMELINE

8

20
9
10

33
22

34
23

35

of
Page

Era

Campaign

2

3

4

12

5

6

24

13 14 15 16 17 18
7

8

9

10 11 12

36

31 32 33 34 35 36

18

5

30

17

4

29

16

3

28

15

2

27

14
13

37 38 39 40 41 42

25 26 27 28 29 30
19 20 21 22 23 24

6

1

32
21

11

1

31

26
25

7

19
8

31
20

9

32
21

10

33
22

11

34
23

12

1

2

3

4

5

6

24

13 14 15 16 17 18
7

8

9

10 11 12

36

31 32 33 34 35 36

18

5

30

17

4

29

16

3

28

15

2

27

14
13

37 38 39 40 41 42

25 26 27 28 29 30
19 20 21 22 23 24

6

1

35

26
25

Campaign

TIMELINE

3.5e

THREAD

Era
Page

of
DATE

EVENT

OTHER EVENTS

DATE

EVENT

THREAD

OTHER EVENTS

NOTES

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