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.
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
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.
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.
#
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.
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
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
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)
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
1½
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
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