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.
for Pathfinder Roleplaying Game
TM
CHARACTER SHEETS
Dyslexic Studeos present a surprisingly complete set of
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.
HOW TO PRINT
You are not expected to print and use this whole document. Instead, choose the pages your character needs. 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.
HOW TO USE
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.
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.
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.
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.
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
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. HOW TO SHOW YOUR APPRECIATION
If you’re ever passing through Basingstoke, I rarely refuse a pint.
LINKS
Character Sheets
http://dyslexic-st.blogspot.com
Open source repository
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 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
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.
SKILLS
Your character learns skills at they progress. There’s space for various bonuses and penalties, as well as conditional modifiers.
ABILITY SCORE / MODIFIER
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. 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.
FEATS AND SPECIAL ABILITIES
Through a combination of class and racial features, story traits, feats and other extras, your character becomes unique.
Campaign
EV
Player
John Smith Kingmaker
IL
CHARACTER SHEET
GO
■
Race
Gnome
Size
Small 6
d8 d d d d
+1
Level
MALE
Name
W LA FU L OD
CHARACTER
Corio Berengel Fudwyn
♂■
Skill Ranks Hit Die
FEMALE
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. Almost everything in Pathfinder uses ability modifiers: use this number whenever you see an abbreviation like CHA.
XP
■ 1 Bard
CH
Size Modifier
AO TI
CLASSES
ABILITIES
Ability Score
Item Bonus
Ability Modifier
STR DEX CON INT WIS CHA
12 12 14 14 18
6
CON +1 CHA +5 WIS +2 INT +2
+1 DEX
STR -2
Temp Score
Temp Modifier
STR DEX CON INT WIS CHA
(Round down)
Favoured class +1 hp or skill rank per level
2 3 4 5
Acrobatics Appraise Bluff Climb Diplomacy Disguise Escape Artist Fly Handle Animal Heal Intimidate Linguistics Perception Ride Sense Motive Sleight of Hand Spellcraft Stealth Survival Track
Trained
C
♪
8
Level Adjustment
Effective Character Level
6
Untrained
hp
SKILLS
2 rks
+ INT per level
+ CON per level
8
Misc Armour Check Penalty
Skill Bonus
+2
♫ Strings ♪ Strings or acting ☺ Acting
Ability Modifier = (Total Ability Score - 10) ÷ 2
FEATS & SPECIAL ABILITIES
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
Disable Device
4 8 10 1 9 5 2
– 9 – 2
You get a +3 in class skills, provided you have at least one rank in them. Some skills can be used untrained. Others only become available when you have a rank in them. Track is a pseudo-skill - you can’t put ranks into it, but it gets extra bonuses on top of your Survival bonus.
11 6 11 1 10 8 6 7 6
TRAITS:
Swim Use Magical Device Knowledge: Dungeoneering Knowledge: Religion Knowledge: Nature Knowledge: The Planes
take 10; take 20 once a day
— Lore Master —
Knowledge: Arcana
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.
WIS CHA INT
Common Gnome Sylvan
Perform: String ♫ Perform: Act ☺
CHA CHA
–
-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
INT INT INT
–
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
SURVIVAL
Class Skills +3
Ranks
Racial, Feats
■ ■ ■ ■ ■ ■ ■
1 3 2 1 1 1 2
2
1 1 1
-
1 1
■ ■ ■ ■
3 1 4 5 4 1 3
N/A
+ Size diff x4
2
-
1 1 1 1
■ ■ ■
4
-
■ ■ ■ ■ ■ ■ ■ ■ ■ ■ ■ ■ ■
N /A
1 1 1 2 1 1 4 2
4 4 4
4 4 4 4 4
Bardic Knowledge
16 13 9 13 9
5 5 2 5 2
8 5
N/ A
Profession: Servant
LANGUAGES
Other skills: Craft - INT Perform - CHA
Knowledge - INT Profession - WIS
Craft: Musical Instruments Concentration
2
2
2 8
2
PAGE 2: COMBAT
The second sheet is for fighting. It should have everything you need to run a non-magical combat.
BASE ATTACK
If you’re multiclassing, total the base attack from each class. Melee attacks add STR to that; ranged attacks add DEX. Both add your size modifier. On top of that you add weapon-specific bonuses.
CONDITIONAL MODIFIERS
Almost anything on this page can change based on circumstances. Keep track of the conditional modifiers, and remember to apply them.
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
INITIATIVE BONUS
Feats Training Misc
ATTACKS
INIT 5 = DEX 1 + 20 10
ft 4 sq
4
SPEED
+
+
Temp Speed
Crossbow
Range
(masterwork small)
Type Attack Bonus
20
ft 4 sq
ft
sq
Bolts
Type
# 20
–
SPEED
Speed with Armour
Ammo
80 ft 16sq
Piercing
■■ ■ ■■ ■ ■■■ ■■ ■
9 / 4
Damage
Critical
Special Ammo
d6
19- × 2
The first weapon has space for ammo because almost everybody carries at least one ranged weapon.
#
Swim Speed
Fly Speed
Climb Speed
ft
2 sq
ft
sq
5
ft
1 sq
Luck Blade,
Range
+2 short sword
Attack Bonus
Good Fortune: 1/day reroll one die 0 wishes
BASE ATTACK
BASE ATTACK BONUS MELEE ATTACK RANGED ATTACK
–
ft
Range
sq
Piercing
Type
7 / 2
Damage
Critical
d 4+2
19- × 2
Critical
6/1
Temp Attack Bonus Morale Bonus
5/0 ♫ +
Buffs Buffs
8/3
Nerfs Power Attack
Attack Bonus
Damage
ft
sq
d
×
+ +
= =
2
Morale Bonus
Nerfs
Power Attack
Temp Damage Bonus
Range
Type
Attack Bonus
Damage
Critical
2
ft
sq
d
×
+
-
+
Range Type Attack Bonus Damage Critical
+½ Ranger’s favoured enemy bonus +1 to attack reptilians/goblinoids COMBAT MANOEUVRES
COMBAT MANOEUVRE Base Attack Bonus BONUS
Size Modifier
Conditional Modifiers
Attack and damage bonuses can be adjusted by a Bard’s singing, by Power Attack, and by other buffs and nerfs.
SAVES
FORTITUDE SAVE REFLEX SAVE WILL SAVE
Evasion Base
Special bonus damage like Sneak Attack doesn’t get multiplied by a critical.
+ + +
CMD 17 = 10 + STR -2 + DEX 1 +
FLAT-FOOTED CMD
6 - 1 + + BAB
Base Attack Bonus Size Modifier Misc
FORT 6 = CON 1 + 2 + REF 10 = DEX 1 + 6 +
+ 3 + 5 + 3
Trap Sense
Deflection Modifier
-2 CMD 16 = 10 + STR
Temp CMB Temp CMD
N/A
N/A
+ 3
6 + BAB - 1 +
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. Bonuses of the same type typically don’t stack (except for Dodge bonus)
Conditional Modifiers
+ CMB + CMD
HEALTH
HIT POINTS Wounds
WILL 11 = WIS 2 + 6 +
Improved Evasion
Endurance
Conditional Modifiers
+2 against illusions Cloak of Resistance +3 Lightning Reflexes +2 EFFECTS
44 hp
41 36 29 35
ARMOUR CLASS
Deflection Modifier Armour AC Dodge Modifier
– – –
Dying
Stable
Non-lethal
Unconcious
hp
hp
ARMOUR CLASS
Shield AC
Natural Armour
Size Modifier
1 + 19 = 10 + DEX AC = 10
N/A N/A
+ 3 + 3 + 3
+ +
4 4
N/A
+ +
N/A
+ +
N/A
+ 1 + 1 + 1
FLAT-FOOTED ARMOUR CLASS
18 AC
TOUCH ARMOUR CLASS
AC 15 = 10 + DEX 1 +
Temp AC
Spell Resistance Conditional Modifiers
+ AC
Damage Reduction
+4 dodge against giants
/
Notes
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.
DC +1 — illusion
BARD
Level Bonus
Bard Level Caster Level
8 8
PREPARED SPELLS KNOWN SPELLS Lullaby Message
+
SPELLS
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. × So he gets two bonus spells Attack Bonus 1, but Damage Critical at level only one × at levels 2 to d 5. These are added to his allowance from Attack Bonus Critical being a Bard.Damage
d ×
Attack Bonus Damage Don’t forget to apply Critical bonuses like d Bardic × Special Ammo Knowledge to your skills. # Special Ammo
6 5 4 3
15 16 17 18
CHA CHA - 4 CHA - 8 CHA - 12
Special Ammo
Spells Known
Spell Save DC
Spells = Base + Bonus Spells per day Spells
Mage Hand Light
0 1
Summon Instrument Ghost Sound (illusion)
0 1 2 3 4 5 6
6 5 3
4 4 2
■■ ■ ■ ■ ■
Disguise Self (illusion) Alarm
Magic Aura (illusion)
Expeditious Retreat Silent Image (illusion) Alter Self (illusion) Invisibility (illusion) Heroism Hold Person
■■■ ■
■
2
Spell Save DC = 10 + CHA + Spell Level
Concentration
5 + 8 13 = CHA
Caster Level
ARCANE SPELL FAILURE THRESHOLD
Major Image (illusion) Cure Serious Wounds Crushing Despair
■■■
3
%
BARDIC KNOWLEDGE BONUS
Bards can wear light armour without risking spell failure.
BARDIC KNOWLEDGE
4
4
=
(
Bard Level
Misc
8
÷2 +
)
Bards can use all knowledge skills untrained.
5
Misc
#
Racial Misc Temp
PERFORMANCES
DURATION PER DAY
SAVES
Misc
FORTITUDE SAVE
Base
29 rds = 2 +
27 26 25
(
Bard Level
8 × 2 + CHA 5 + 6 11
)
6
VERSATILE PERFORMANCE ■
Act
+
Misc
FORT = CON +
REFLEX SAVE
+
+
+
+
of+when + to round + WILL SAVE a divider number up rather = WIS + + + WILL + than down.
Evasion Conditional Modifiers
care REFTake = DEX +
Improved Evasion
– – 23 – 20 – 14 –
19
Rounds Today
Extra Performance Use bonus in place of... Bluff, Disguise Oratory Percussion Sing Bluff, Intimidate Acrobatics, Fly Use bonus in place of... Diplomacy, Sense Motive Handle Animal, Intimidate Bluff, Sense Motive
Comedy Dance
☺
–
FASCINATE
nconcious
Unless stated otherwise, you generally round down in Pathfinder.
EFFECTS
+3
Bonus hit dice + 2d10 (including CON) Competence +2 to attack +1 to fortitude saves Saving bonus + 4 to all saves Dodge bonus +4 to AC
Raise Dead
SCROLLS
Cure Light Wounds x5 Cure Moderate Wounds x2 Lesser Restoration Gaseous Form Bull’s Strength Water Breathing
POTIONS
INSPIRE HEROICS MAX AFFECTED
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
If your character has levels in more than one class, you’ll probably need a sheet for each one.
SPELLS
Some spellcasters choose their spells spontaneously, while others must prepare at the start of the day. Level 0 spells can be used unlimited times by all spellcasters. Divine casters call these ‘orisons’, arcane casters call them ‘cantrips’.
ROUNDING UP OR DOWN?
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.
Weapons, Ammo Armour, Shield Worn Items Scrolls, Potions, Wands, Components Coins Total Weight
1,5 5 2. 6 5
coins
lb
Medium Load
50 coins weighs 1lb
Debts Valuables Other items Total
,
, , , ,
2,400. 1 5,000.
, .
lb
Heavy Load
lb
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
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. Depts are negative, so subtract them from your total.
ARMOUR, SHIELD AND SPECIAL ITEMS
Armour and shields both grant you a bonus to AC, but at a cost to mobility and spellcasting ability. Masterwork armour lessens that penalty. 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.
Campaign XP
EV
Player
IL
CHARACTER SHEET
GO
Race
Size Skill Ranks Hit Die Level
MALE
Name
L FU W LA OD
CHARACTER
FEMALE
AO CH C TI
Size Modifier Level Adjustment
CLASSES
ABILITIES
Ability Score
Item Bonus
Ability Modifier
Temp Score
Temp Modifier
STR DEX CON INT WIS CHA
STR DEX CON INT WIS CHA
STR DEX CON INT WIS CHA
(Round down)
Favoured class +1 hp or skill rank per level
1 2 3 4 5
d d d d
hp rks + INT per level
Effective Character Level
d
+ CON per level
SKILLS
Untrained Skill Bonus
Class Skills +3
Ranks
Racial, Feats
Misc
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 Swim Use Magical Device Knowledge: Arcana Knowledge: Dungeoneering Knowledge: Religion Knowledge: Nature Knowledge: The Planes
Trained
Ability Modifier = (Total Ability Score - 10) ÷ 2
FEATS & SPECIAL ABILITIES
DEX INT CHA STR CHA DEX CHA DEX DEX CHA WIS CHA INT WIS DEX WIS DEX INT DEX WIS
SURVIVAL
-
Armour Check Penalty
+ Size diff x4
N/A
STR CHA INT INT INT INT INT
-
LANGUAGES
Other skills: Craft - INT Perform - CHA
Knowledge - INT Profession - WIS
INITIATIVE
INITIATIVE BONUS
Feats Training Misc
ATTACKS
INIT = DEX +
SPEED
SPEED ft
Swim Speed
+
+
Temp Speed
Range
Type
Attack Bonus
Damage
Critical
ft
Ammo
sq
d
×
Speed with Armour
sq
ft
Fly Speed
sq
ft
sq
#
Special Ammo
#
Climb Speed
ft
sq
ft
sq
ft
sq
Range
Type
Attack Bonus
Damage
Critical
BASE ATTACK
BASE ATTACK BONUS MELEE ATTACK RANGED ATTACK
Range Temp Attack Bonus Morale Bonus Buffs Nerfs Power Attack
SPELLS
Spells Known Spell Save DC Spells = Base + Bonus Spells per day Spells
0 1 2 3 4 5 6
Spell Save DC = 10 + CHA + Spell Level
1
2
Concentration
= CHA +
Caster Level
3
ARCANE SPELL FAILURE THRESHOLD
%
BARDIC KNOWLEDGE BONUS
Bards can wear light armour without risking spell failure.
BARDIC KNOWLEDGE
4
=
(
Bard Level
Misc
÷2 +
PERFORMANCES
)
Bards can use all knowledge skills untrained.
5
Misc
DURATION PER DAY
rds
=2+
(
Bard Level
× 2 + CHA +
Rounds Today
)
6
VERSATILE PERFORMANCE
Use bonus in place of... Act Comedy Dance Bluff, Disguise Bluff, Intimidate Acrobatics, Fly Diplomacy, Intimidate Oratory Percussion Sing String Wind Instruments Use bonus in place of... Diplomacy, Sense Motive Handle Animal, Intimidate Bluff, Sense Motive Bluff, Diplomacy Diplomancy, Handle Animal
WILL SAVE DC
= 10 +
FASCINATE
(
Bard Level
÷ 2 + CHA
Bard Level
)
Keyboard Instruments Other:
AUDIENCE MAX FASCINATED
=
COURAGE BONUS
÷3
(Round up)
SCROLLS
POTIONS
COMPETENCE BONUS
INSPIRE
INSPIRE GREATNESS MAX AFFECTED
Bonus hit dice + 2d10 (including CON) Competence +2 to attack +1 to fortitude saves Saving bonus + 4 to all saves Dodge bonus +4 to AC
INSPIRE HEROICS MAX AFFECTED
LORE MASTER
TAKE 10
Unlimited uses per day
TAKE 20 PER DAY
Take 20 Today
CLERIC
OF
Cleric Level Caster Level Domain Granted Power DC Level
+ CMB + CMD
HEALTH
HIT POINTS Wounds hp
Dying Stable Non-lethal Unconcious
Conditional Modifiers
hp
hp
ARMOUR CLASS
ARMOUR CLASS
Dodge Modifier Deflection Modifier Monk Level ÷4 Natural Armour Size Modifier
EFFECTS
AC AC AC
Temp AC
= 10 + DEX + = 10
N/A N/A
+ + +
+ WIS + + WIS + + WIS +
+ +
N/A
+ + +
FLAT-FOOTED ARMOUR CLASS
TOUCH ARMOUR CLASS
= 10 + DEX +
+ AC
/
Notes
Spell Resistance Monk bonus applies when unarmoured and unencumbered Conditional Modifiers
Damage Reduction
MONK
AC BONUS
Monk Level
MONK
Monk Bonus Level Feats Armour Class Bonus Flurry of Blows Unarmed Strike Stunning Fist Evasion Fast Movement +10 ft Maneuvre Training Still Mind Ki Pool (magic) Slow Fall 20 ft High Jump Purity of Body Fast Movement +20 ft Slow Fall 30 ft Wholeness of Body Slow Fall 40 ft Improved Evasion Fast Movement +30 ft Ki Pool (lawful) Slow Fall 50 ft Diamond Body Abundant step Fast Movement +40 ft Slow Fall 60 ft Diamond Soul Slow Fall 70 ft Quivering Palm Fast Movement +50 ft Ki Pool (adamantine) Slow Fall 80 ft Timeless Body Tongue of the Sun and Moon Fast Movement +60 ft Slow Fall 90 ft Empty Body Perfect Self Slow Fall Any distance Assume ethereal state for 1 minute - 3 ki points Treated as outsider Delayed death Treat unarmed attacks as adamantine weapons No age penalties or artificial aging Speak with any living creature Avoid half damage on failed reflex save Treat unarmed attacks as lawful weapons Heal your own wounds - 2 ki points Use a full attack action for more attacks Treat hands as weapons Stun (or other effects) target for one round Avoid all damage on successful reflex save
ARMOUR CLASS BONUS
+
AC
CMD BONUS
+ CMD
}
1
= WIS +
(
Monk Level
÷4
(Round down)
)
2 3 4
Bonus only applied when unarmoured, unencumbered and not helpless
Use monk level in place of BAB for calculating CMB +2 saving throws against enchantment Treat unarmed attacks as magic weapons Reduce effective falling height using wall Add monk level to Acrobatics checks for jumping +20 to jump checks - 1 ki point Immune to all diseases
FLURRY OF BLOWS
FLURRY ATTACK BONUS
Monk Level
=
UNARMED STRIKE
UNARMED STRIKE DAMAGE ROLL
-2
5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20
d6 ›
d8 ›
d10 ›
Monk Level
2d6 ›
2d8 ›
2d10
STUNNING FIST
STUNNING FIST PER DAY
=
+
(
Non-Monk Level
÷4
)
STUNNING FIST TODAY FORTITUDE SAVE DC
(Round down)
Monk Level
Immune to all poisons Slip magically between spaces - 2 ki points
= 10 + (
÷ 2 ) + WIS
Monk Effects Level
1 4 8 12 16
Stunned Fatigued Sickened
No action this round Lose DEX bonus to AC; -2 AC Cannot run or charge -2 Strength and Dexterity -2 to attack rolls, damage rolls, saving throws, skill and ability checks
Spell resistance
Staggered May make a standard or move action, but not both Blinded or Deafened 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 -4 initiative; 20% miss chance when attacking -4 on opposed Perception automatically fail Perception checks for sound No action this round Lose DEX bonus to AC; -2 AC
20
Paralysed
WHOLENESS OF BODY
HEALING Level POINTS
Monk Level
KI POOL
KI POOL CAPACITY
7
=
DIAMOND SOUL
SPELL RESISTANCE
Monk Level
=
(
Monk Level
÷ 2 + WIS
Ki Pool
)
Level
11
= 10 +
QUIVERING PALM
QUIVER DAYS
Monk Level
Level
=
FORTITUDE SAVE DC
15
= 10 + (
Monk Level
÷ 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
PALADIN
Paladin Level
Paladin Level Caster Level
L FU W LA OD
GO
OD
PREPARED SPELLS
L FU W LA IL EV
GO
EV
IL
Name Type Enhancements
Concentration
Channelling positive energy uses up two of today’s uses of Lay On Hands.
ENERGY ROLL
WILL SAVE DC
CHARGES
CHARGES
CHARGES
CHARGES
AO CH C TI
-3=
1
AO CH
DEITY
DIVINE BOND
SPECIAL MOUNT BONDED WEAPON
2 3
Summoned Today
C TI
4
SMITE EVIL SPELLS
FOES PER DAY
Base Bonus Spells + Spells CHA Paladin Level Foes Today
Spell Save DC
Spells per day
=
=
ATTACK BONUS
(
÷3 +
(Round up) Misc
)
Misc
1 2 3 4
Spell Save DC = 10 + WIS + Spell Level
DEFLECTION BONUS
Misc
+ = CHA +
Caster Level
= CHA +
+ AC
= CHA +
A successful strike with smite evil bpasses damage reduction.
Smiting damage bonus applies double for the first successful strike against evil outsiders, evil dragons and the undead. Misc
CHANNEL POSITIVE ENERGY
Paladin Level
DAMAGE BONUS
Paladin Level
EVIL DAMAGE BONUS
+
Misc
=
+
Paladin Level
+
LAY ON HANDS
=
(
Paladin Level
×2 +
Uses Today
)
Misc
d6
=
(
÷2
)+
(Round up)
USES PER DAY
= 10 +
(
Paladin Level
=
HEALING HIT POINTS
( (
÷ 2 + CHA +
Paladin Level
)
Misc (Round down)
÷ 2 + CHA
(Round down)
)
MERCIES
d6
=
÷2
)+
Misc (Round down)
SCROLLS WANDS
POTIONS
# # # #
ANTIPALADIN
L FU W LA GO OD EV AO CH
PREPARED SPELLS
Antipaladin Level Caster Level
L FU W LA OD GO
Antipaladin Level
1 2 3 4
SMITE GOOD
VICTIMS PER DAY
Antipaladin Level Victims Today
-3=
PATRON
IL
FIENDISH BOON
FIENDISH SERVANT
Name Type Enhancements
BONDED WEAPON
Summoned Today
EV
IL
Spell Save DC = 10 + WIS + Spell Level
Concentration
Channelling negative energy uses up two of today’s uses of Touch of Corruption.
ENERGY ROLL
WILL SAVE DC
CHARGES
CHARGES
CHARGES
C TI
AO CH C TI
SPELLS
Spell Save DC Spells per day Base Bonus Spells = + Spells CHA
=
ATTACK BONUS
(
÷3 +
(Round up) Misc
)
Misc
1 2 3 4
DEFLECTION BONUS
Misc
+
= CHA +
+ AC
= CHA +
A successful strike with smite good bpasses damage reduction. Caster Level
Smiting damage bonus applies double for a successful strike against good outsiders, good dragons, good Clerics and Paladins. Misc
= CHA +
CHANNEL NEGATIVE ENERGY
Antipaladin Level
DAMAGE BONUS
Antipaladin Level
GOOD DAMAGE Antipaladin BONUS Level
+
USES PER DAY
=
+
Antipaladin Level
+
=
(
×2 +
Uses Today
)
Misc
TOUCH OF CORRUPTION
Misc
d6
=
(
÷2
)+
(Round up)
=
CORRUPTION HIT POINTS
( (
÷ 2 + CHA +
Antipaladin Level
)
Misc (Round down)
= 10 +
(
Antipaladin Level
÷ 2 + CHA
(Round down)
)
d6
=
÷2
)+
Misc (Round down)
CRUELTIES
SCROLLS
POTIONS
WANDS
# # #
Campaign XP
EV
Player
IL
CHARACTER SHEET
GO
Race
Size Skill Ranks Hit Die Level
MALE
Name
L FU W LA OD
CHARACTER
FEMALE
AO CH C TI
Size Modifier Level Adjustment
CLASSES
ABILITIES
Ability Score
Item Bonus
Ability Modifier
Temp Score
Temp Modifier
STR DEX CON INT WIS CHA
STR DEX CON INT WIS CHA
STR DEX CON INT WIS CHA
(Round down)
Favoured class +1 hp or skill rank per level
1 Ranger 2 3 4 5
d d d d
hp rks + INT per level
Effective Character Level
d
+ CON per level
SKILLS
Untrained Skill Bonus
Class Skills +3
Ranks
Racial, Feats, Synergy
Misc
Favoured Armour Enemy Check Terrain Penalty
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 Swim Use Magical Device Knowledge: Arcana Knowledge: Dungeoneering Knowledge: Religion Knowledge: Nature Knowledge: The Planes Knowledge: Geography
Trained
Ability Modifier = (Total Ability Score - 10) ÷ 2
FEATS & SPECIAL ABILITIES
DEX INT CHA STR CHA DEX CHA DEX DEX CHA WIS CHA INT WIS DEX WIS DEX INT DEX WIS
SURVIVAL
-
+ Size diff x4
N/A
- 1 per 5lb carried
STR CHA INT INT INT INT INT INT
-
LANGUAGES
Other skills: Craft - INT Perform - CHA
Knowledge - INT Profession - WIS
INITIATIVE
INITIATIVE BONUS
Feats Training Misc
ATTACKS
INIT = DEX +
SPEED
SPEED ft
Swim Speed
+
+
Temp Speed
Range
Type
Attack Bonus
Damage
Critical
ft
Ammo
sq
d
×
Speed with Armour
sq
ft
Fly Speed
sq
ft
sq
#
Special Ammo
#
Climb Speed
ft
sq
ft
sq
ft
sq
Range
Type
Attack Bonus
Damage
Critical
BASE ATTACK
BASE ATTACK BONUS MELEE ATTACK RANGED ATTACK
Range Temp Attack Bonus Favoured Enemy Morale Bonus
+ CMB + CMD
HEALTH
HIT POINTS Wounds hp
Dying Stable Non-lethal Unconcious
Conditional Modifiers
hp
hp
ARMOUR CLASS
ARMOUR CLASS
Dodge Modifier Deflection Modifier Armour AC Shield AC Natural Armour Size Modifier
EFFECTS
AC AC AC
Temp AC
= 10 + DEX + = 10
N/A N/A
+ + +
+ +
N/A
+ +
N/A
+ +
N/A
+ + +
FLAT-FOOTED ARMOUR CLASS
TOUCH ARMOUR CLASS
= 10 + DEX +
Spell Resistance Conditional Modifiers
+ AC
Damage Reduction
/
Notes
RANGER
Level Bonus
Ranger Level
COMBAT STYLE
ARCHERY TWO-WEAPON FIGHTING
Ranger Select a bonus feat for your style at 2nd, 6th, 10th, 14th and 18th levels: Level Far Shot Double Slice
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 ANIMAL COMPANION
Name Misc Creature type (WIS minimum 1) Share half your Favoured Enemy bonus against a single target with all allies within 30 ft
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.
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
÷ 2 + INT
)
Master strike cannot be used again on the same target within 24 hours, whether they pass the Fortitude save or not.
14
SORCERER
BLOODLINE
Caster Level Level Bonus
PREPARED SPELLS KNOWN SPELLS
+
0
1
SPELLS
0 1 2 3 4 5 6 7 8 9
Spell Save DC = 10 + CHA + Spell Level Caster Level
CHA CHA - 4 CHA - 8 CHA - 12
Spells Known
Spell Save DC
Spells per day
=
Base Bonus Spells + Spells
2
3
= CHA +
Concentration
ARCANE SPELL FAILURE THRESHOLD
% SCROLLS
4
5
POTIONS
6
7
WANDS
CHARGES
# # #
8
CHARGES
9
CHARGES
WIZARD
SPELL SCHOOLS
SPECIALITY SCHOOL
Caster Level Level Bonus
PREPARED SPELLS PREPARED SPELLS
+
0
Speciality Spell
OPPOSED SCHOOLS
Spells from your opposed schools cost two slots to prepare.
1
ARCANE BOND
FAMILIAR BONDED OBJECT
Speciality Spell
SPELLS
0 1 2 3 4 5 6 7 8 9
Spell Save DC = 10 + INT + Spell Level Caster Level Speciality Spell Speciality Spell
INT INT - 4 INT - 8 INT - 12
Spell Save DC
Base Specialist Bonus Spells = + + Spells Spell Spells per day
2
3
Concentration
= INT +
4
ARCANE SPELL FAILURE THRESHOLD
%
Speciality Spell
SCROLLS
5
Speciality Spell
POTIONS
Speciality Spell
6
7
WANDS
Speciality Spell
CHARGES
# # #
Speciality Spell
8
CHARGES
9
CHARGES
ALCHEMIST
ALCHEMY
Extract Save DC
Alchemist Level
PREPARED SPELLS EXTRACTS
1 2 3 4 5 6
Extract Save DC = 10 + INT + Extract Level
POISON RESISTANCE
POISON RESISTANCE FORTITUDE SAVE BONUS
BOMBS
+
Level
BASIC DAMAGE
Immune to all poisons
OTHER DAMAGE BOMBS PER DAY
Alchemist Level Misc
Bombs Today
10
MUNDANE POTIONS
(
Alchemist Level
÷2
)
+
INT
=
SAVING THROW DC
+ INT +
(Round up)
SPLASH DAMAGE
= 10 +
(
Alchemist Level
÷ 2 + INT
(Round down)
)
ft
Splash radius
Use this DC for Splash reflex saves, Discovery fortitude saves etc.
CAVALIER
ORDER
Cavalier Level
PREPARED SPELLS MOUNT
Name Creature type Mounted Speed
EDICTS CHARGE
Level Attack Bonus Damage
ft
Cavalier’s Charge
No Armour Check penalty when charging.
sq
Critical Range
3
+4 ×2
Level
ABILITIES
Level
11 20
Mighty Charge
Free bull rush, disarm, sunder or trip on successful charge; no Attack of Opportunity.
2 8
Level
Supreme Charge
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 Damage Critical
×2/×3
Level
Charge attack
d TACTICIAN CHALLENGE
FEAT SHARING PER DAY
Misc Cavalier Level Misc Feat Sharing Today
×
Level
15
CHALLENGES PER DAY
Cavalier Level
=1+(
Cavalier Level
÷5)+
Misc Rounds Shared This Encounter
=(
÷3)+
(Round up)
FEAT SHARING DURATION
Challenges Today
rds
=1+(
÷2)+
TEAMWORK FEATS
Misc
MELEE DAMAGE Cavalier BONUS Level
=
Level
+
Level
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.
9
CAVALIER ORDER
CHALLENGE ABILITY
Level
17
SKILLS
Level
4
EXPERT TRAINER
= = +
SKILLS
Cavalier Level ÷
2
Training
Handle Animal Bonus
When training an animal to serve as a mount
CAVALIER ORDER
BANNER
Level
5
= + + = = +1
Cavalier Level ÷
5
Attack Bonus Saving Throw Bonus Level
14 + 2
Bonus to saves against charm and compulsion effects.
INQUISITOR
DEITY
Caster Level
L FU W LA EV IL OD
PREPARED SPELLS KNOWN SPELLS
0 1
Domain Granted Powers
DOMAIN
GO AO CH C TI
SPELLS
0 1 2 3 4 5 6
GO
2
WIS WIS - 4 WIS - 8 WIS - 12
Spells Known
Spell Save DC
Spells = Base + Bonus Spells per day Spells
3
4
W LA OD FU L CH
Spell Save DC = 10 + WIS + Spell Level The inquisitor cannot cast spells of an alignment opposed to her own or her deity’s.
EV
IL
AO TI C
SKILLS
MONSTER LORE Knowledge STERN GAZE Intimidate Sense Motive
Level
5 6
JUDGEMENT
JUDGEMENTS Inquisitor Level PER DAY
Misc
+ + + + +
= WIS
When identifying the abilities and weaknesses of creatures.
}
(
Inquisitor Level
Inquisitor Level
÷2 =( ÷ 3 )+
Destruction
Damage bonus
2
Track
+ + + + + + + +
3-Level Bonus 3-Level Bonus
CUNNING INITIATIVE Initiative
Healing
Judgements Today
= WIS
Level Misc
(Round up)
Fast healing per round
Justice
TEAMWORK FEATS
Level
3
CURRENT FEATS
1
Invoke one Judgement on your foes and recieve a bonus as long as you are in combat. Inquisitor Level
5-Level Bonus Attack bonus From level 10, bonus doubles to confirm critical hits
Piercing
=
÷3 +
)
5-LEVEL BONUS
Overcome spell resistance
3-Level Bonus
Protection
Temporary feat
+
3-LEVEL BONUS
=1+( =1+(
÷5) ÷3)
Inquisitor Level
+
}
5-Level Bonus Armour class bonus From level 10, bonus doubles against critical hits
Purity
Saving throw bonus
5-Level Bonus 5-Level Bonus 3-Level Bonus × 2
Resilience
Damage reduction
Level Level
Resistance
Invoke two judgements at once Invoke three judgements at once
8
Energy resistance bonus
Smiting
Level Level
BANE
Weapon Enhancement Bonus
16 17
5
+2 +2
+ 2 + 2d6 + 2 + 4d6
Misc
BANE PER DAY
12
Damage Bonus
Level
SLAYER
Select one judgement at start of combat to apply its bonus at 5 levels higher
Inquisitor Level
Bane Rounds Today
TRUE JUDGEMENT
Level
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.
rds
=
+
DISCERN LIES
Misc Discern Lies Today
20
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 Inquisitor Level
+ + +
DISCERN LIES Inquisitor Level PER DAY
FORTITUDE SAVE DC
=
+
=(
÷ 2 ) + WIS
MYSTERY
ORACLE
CURSE
Mystery Level Bonus
+
1
Revelations
Deity Bonus Spells Level
2
2 4 6 8
Level
Level
3
SPELLS
CHA CHA - 4 CHA - 8 CHA - 12
Spells Known
Spell Save DC
Spells per day
=
Base Bonus Spells + Spells
Level
4
0 1 2 3 4 5 6 7 8 9
Spell Save DC = 10 + CHA + Spell Level
Bond Senses Summon monster II Shield ally Summon monster III Maker’s call Summon monster IV Transposition Summon monster V Aspect Summon monster VI Greater shield ally Summon monster VII Life bond Summon monster VIII Merge forms Summon monster IX Greater aspect Gate Twin eidolon
2
3
4 5 6
SPELLS
0 1 2 3 4 5 6 7 8 9
Spell Save DC = 10 + CHA + Spell Level
CHA CHA - 4 CHA - 8 CHA - 12
Spell Save DC
Spells per day
=
Base Bonus Spells + Spells
SCROLLS
POTIONS
ARCANE SPELL FAILURE THRESHOLD
% WANDS
CHARGES CHARGES CHARGES
# # #
EIDOLON
ABILITIES
Ability Score
Item Bonus
EV
IL
CHARACTER SHEET
GO
Base Form Hit Dice Base Attack Bonus
Size Max Attacks Skill Ranks
MALE
Name
L FU W LA OD
EIDOLON
FEMALE
Size Modifier Feats
AO CH C TI
Ability Modifier
Temp Score
Temp Modifier
SUMMONER LEVEL EVOLUTION POOL
d10
Armour Bonus (Good) Saves (Bad) Good saves:
STR DEX CON INT WIS CHA
STR DEX CON INT WIS CHA
EVOLUTIONS
STR DEX CON INT WIS CHA
(Round down)
/
SKILLS
Untrained Skill Bonus
FORT REF WILL
Ranks
Ev ol ut io n
Class Skills +3
s
Feats
Misc
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 Swim Use Magical Device Knowledge: Arcana Knowledge: Dungeoneering Knowledge: Religion Knowledge: Nature Knowledge: The Planes
Trained
Ability Modifier = (Total Ability Score - 10) ÷ 2
DEX INT CHA STR CHA DEX CHA DEX DEX CHA WIS CHA INT WIS DEX WIS DEX INT DEX WIS
SURVIVAL
+ Size diff x4
STR CHA INT INT INT INT INT
N/A
Other skills: Craft - INT Perform - CHA
Knowledge - INT Profession - WIS
INITIATIVE
INITIATIVE BONUS
Feats Training Misc
ATTACKS
INIT = DEX +
SPEED
SPEED ft
Swim Speed
+
+
Temp Speed
Range
Type
Attack Bonus
Damage
Critical
ft
sq
d
×
sq
Fly Speed
ft
sq
Climb Speed
Range
Type
Attack Bonus
Damage
Critical
ft
sq
ft
sq
ft
sq
ft
sq
d
×
BASE ATTACK
BASE ATTACK BONUS MELEE ATTACK RANGED ATTACK
Range Type
Attack Bonus
Damage
Critical
ft
sq
d
×
Temp Attack Bonus
Morale Bonus
Buffs
Nerfs
Power Attack
Range
Type
Attack Bonus
Damage
Critical
+ +
=
Morale Bonus
+
Buffs
Nerfs
Power Attack
ft
sq
d
×
Temp Damage Bonus
=
+
Size Modifier
+
Range
Type
Attack Bonus
Damage
Critical
ft
sq
d SAVES
FORTITUDE SAVE
Base Racial Misc
×
Temp
COMBAT MANOEUVRES
COMBAT MANOEUVRE Base Attack Bonus BONUS
Misc
+ CMB + CMD
HEALTH
HIT POINTS Wounds hp
Dying Stable Non-lethal Unconcious
EFFECTS
hp
hp
ARMOUR CLASS
ARMOUR CLASS
Dodge Modifier Deflection Modifier Natural Armour Size Modifier Evolutions Misc
AC AC AC
Temp AC
=10 + DEX + = 10
N/A N/A
+ + +
+ +
N/A
+ + +
+ + +
+ + +
FLAT-FOOTED ARMOUR CLASS
FEATS
TOUCH ARMOUR CLASS
=10 + DEX +
Spell Resistance Conditional Modifiers
+ AC
Damage Reduction
/
Notes
WITCH
FAMILIAR
Name Creature type
Caster Level Level Bonus
PREPARED SPELLS PREPARED SPELLS
+
0 1
SPELLS
0 1 2 3 4 5 6 7 8 9
Spell Save DC = 10 + INT + Spell Level
INT INT - 4 INT - 8 INT - 12
Spell Save DC
Spells per day
=
Base Spells
+
Bonus Spells
2
3
4
ARCANE SPELL FAILURE THRESHOLD
5
%
PATRON SPELLS
Patron Level
6 7 8 9
KNOWN HEXES
2 4 6 8 10 12 14 16 18
MAGUS
ARCANE POOL
ARCANE POOL CAPACITY pts
Magus Level
Magus Level Caster Level Enhancement
WEAPON
Attack Bonus Damage Critical
-2
Misc
Spell Combat Attack Penalty
+
DEFENSIVE CASTING
d
Defensive Casting Bonus
×
=
(
÷ 2 + INT +
)
-
Defensive Casting Attack Penalty Maximum Penalty
(round down, min 1)
Caster Level
Level 8 Bonus
INT
Level
Concentration
= INT +
+
+ 2
pts
14 20
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
WEAPON ENHANCEMENT
MAX WEAPON ENHANCEMENT
Magus Level
Level
+
Enhancement Cost
=
÷4
(Round up)
PREPARED SPELLS PREPARED SPELLS
Weapon enhancements are powered from your Arcane Pool
0 1 2 3 4 5 6
Spell Save DC = 10 + INT + Spell Level
INT INT - 4 INT - 8 INT - 12
Spell Save DC
Spells = per day
Base Bonus Spells + Spells
2
3
% THRESHOLD
ARCANA KNOWN
Magus Level
ARCANE SPELL FAILURE
MAGUS ARCANA
4
Arcane Pool Cost
= 1 2 3 4 5 6
÷3
pts
5
pts
pts
6
SPELL RECALL / KNOWLEDGE POOL
Level Spell Recall 4 Reprepare any spell already cast today Level Knowledge Pool 7 Prepare any Magus spell as if known Improved Spell Recall Level Reprepare any spell already cast today Arcane Pool Cost Arcane Pool Cost Arcane Pool Cost Arcane Pool Cost
Improved Spell Recall Prepare any known spell as a swift action
GUNSLINGER
GRIT
GRIT POINTS PER DAY pts
Misc
Gunslinger Level
FIREARMS
Capacity Range Misfire Attack Bonus Damage Critical
= WIS +
Range
ft
sq
1-
(
ft
)
Attack Bonus
d
×
Capacity
Misfire
Damage
Critical
pts
Successful critical hit with a firearm Killing blow with a firearm Daring acts +1 grit point +1 grit point GM’s ruling Range
ft
sq
1-
(
ft
)
Attack Bonus
d
×
Capacity
Misfire
Damage
Critical
GUN TRAINING
DAMAGE BONUS MISFIRE VALUE
ft
sq
1-
(
ft
)
Attack Bonus
d
×
Capacity
= DEX
FIREARMS
2
Range
Misfire
Damage
Critical
ft
sq
1-
(
ft
)
Attack Bonus
d
×
Capacity
Range
Misfire
Damage
Critical
ft
sq
1-
(
ft
)
DEEDS
d
×
Deadeye
Use touch AC beyond first range increment
Cost: 1 pt per range increment Cost: 1 pt
NIMBLE
NIMBLE DODGE BONUS
Level
+ AC
Level Level Level Level Level
=
(
Gunslinger Level
1
Gunslinger’s Dodge Quick Clear
Move 5ft immediately; +2 AC against triggering attack Alternatively, drop prone for +4 AC Fix a broken firearm as standard action
+2 ÷4
)
Cost: (1 pt to fix as a move action)
(Round down) Level
Gunslinger Initiative Pistol-whip Utility Shot
+2 Initiative; (with Quick Draw, draw firearm as part of initiative) Surprise melee attack. One handed: d6/d4 Two handed: d10/d8 Also, CMB to knock prone Blast lock or Shoot unattended object or Stop bleeding Roll all attacks, additional hits add dice On a miss, target is flat footed till its next turn 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 Bleed damage equal to DEX Alternatively, 1 pt Strength, Dexterity or Constitution damage Keep a broken gun from exploding on a misfire
*
Cost: 1 pt
BONUS FEATS 4 8
3
*
12 16 20
Dead Shot Startling Shot
Level
Cost: 1 pt
*
Cost: 1 pt
TRUE GRIT
7
Targeting
Level
20
Any 2 deeds except Slinger’s Luck
Bleeding Wound
Level
Cost: 1 pt Cost: 2 pt Cost: 1 pt
11 Expert Loading
Lightning Reload Evasive
Reload as a swift action once per round (with Rapid Reload, free action) Gain Evasion and Uncanny Dodge Shoot into the air to inspire fear within 30ft Reroll a saving throw (must take second roll) Reroll a skill check Restore hp equal to all remaining grit
* *
Level
15 Menacing Shot Slinger’s Luck
Cheat Death Death’s Shot *
Treat any jump check as if from a running start
As long as you have at least one ki point
Ki cost
Make one additional attack when making a full attack Increase your move speed by 20ft for one round +4 insight bonus to Stealth checks for one round
Level Hidden Master: cast Greater Invisibility as a standard action
1 1 1 2
20
Trade sneak attack dice for ability score damage
NINJA TRICKS
Misc
SNEAK ATTACK
SNEAK DAMAGE BONUS
d6
=
(
Ninja Level
TRICKS KNOWN
÷2 +
(Round up)
)
= 1 2 3
(
Ninja Level
Misc
÷2 +
)
(Round down)
Sneak Attack Trick
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.
NO TRACE
NO TRACE BONUS
+
=
(
Ninja Level
Misc
÷3 +
(Round down)
)
4 5 6 7 8 9 10 11 12 13 14
No Trace bonus is added to: • the DC of a Survival check to track the Ninja; • Disguise skill checks • opposed Stealth checks while stationary
SAMURAI
ORDER
Samurai Level
PREPARED SPELLS MOUNT
Name Creature type Mounted Speed
ft
sq
EDICTS
RESOLVE
RESOLVE PER DAY
Samurai Level Misc Resolve Today Regain one use of Resolve when you defeat the target of a Challenge
=(
÷2)+
(Round down)
ABILITIES
Level
DETERMINED RESOLUTE UNSTOPPABLE
Level
Recover from being fatigued, shakend or sickened Level 8: recover from being exhausted, frightened, nauseated or staggered Take the better of two rolls on a Fortitude or Will save Immediately stabilise and remain conscious (but staggered) Convert a confirmed critical hit to a standard hit Spend all remaining resolve (at least 2) to avoid death
2 8
Level
9
GREATER RESOLVE TRUE RESOLVE
Level
17 3
Level
15
WEAPON EXPERTISE
Level
CHALLENGE
CHALLENGES PER DAY
Samurai Level Misc
Draw selected weapon as an immediate action: Naginata Wakizashi Katana +2 to confirm critical hits with selected weapon
Longbow
=(
÷3)+
(Round up)
Challenges Today
MELEE DAMAGE Samurai BONUS Level
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
DEMANDING CHALLENGE
Challenged target suffers -2 penalty to AC against any target other than you.
12
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
= + + = = +1
Cavalier Level ÷
5
Attack Bonus Saving Throw Bonus Level
14 + 2
Bonus to saves against charm and compulsion effects.
RONIN
(SAMURAI)
Ronin Level
PREPARED SPELLS MOUNT
Name Creature type Mounted Speed
RONIN
CODE OF HONOUR
ft
sq
RESOLVE
RESOLVE USES PER DAY
Level SELF RELIANT a will save after the 2nd round of duration 2 Retry Roll twice to stabilise 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 CHOSEN DESTINY twice against charm or compulsion 15 Roll Once per day, take 20 on any d20 Ronin Level Misc Resolve Today Regain one use of Resolve when you defeat the target of a Challenge
=(
÷2)+
(Round down)
DETERMINED RESOLUTE UNSTOPPABLE
Level
Recover from being fatigued, shakend or sickened Level 8: recover from being exhausted, frightened, nauseated or staggered Take the better of two rolls on a Fortitude or Will save Immediately stabilise and remain conscious (but staggered) Convert a confirmed critical hit to a standard hit Spend all remaining resolve (at least 2) to avoid death
9
GREATER RESOLVE TRUE RESOLVE
Level
17 3
CHALLENGE
CHALLENGES PER DAY
Ronin Level Misc Level
WEAPON EXPERTISE
Draw selected weapon as an immediate action: Naginata Wakizashi Katana +2 to confirm critical hits with selected weapon Longbow
=(
÷3)+
(Round up) Challenges Today
MELEE DAMAGE BONUS
Ronin Level
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
DEMANDING CHALLENGE
Challenged target suffers -2 penalty to AC against any target other than you.
12
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
=
Ronin Level
÷4
+
=
+ AC =
BANNER
Level
5
= + + + 2 = = +1
Ronin Level
÷5
Attack Bonus Saving Throw Bonus Level
14
Bonus to saves against charm and compulsion effects
Campaign XP
EV
Player
IL
PSIONICS UNLEASHED
GO
Race
Size Skill Ranks Hit Die Level
MALE
Name
L FU W LA OD
CHARACTER
FEMALE
AO CH C TI
Size Modifier Level Adjustment
CLASSES
ABILITIES
Ability Score
Item Bonus
Ability Modifier
Temp Score
Temp Modifier
STR DEX CON INT WIS CHA
STR DEX CON INT WIS CHA
STR DEX CON INT WIS CHA
(Round down)
Favoured class +1 hp or skill rank per level
1 2 3 4 5
d d d d
hp rks + INT per level
Effective Character Level
d
+ CON per level
SKILLS
Untrained Skill Bonus
Class Skills +3
Ranks
Racial, Feats
Misc
Acrobatics Appraise Autohypnosis 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 Swim Use Magical Device Knowledge: Arcana Knowledge: Dungeoneering Knowledge: Psionics Knowledge: Religion Knowledge: Nature Knowledge: The Planes
Trained
Ability Modifier = (Total Ability Score - 10) ÷ 2
FEATS & SPECIAL ABILITIES
DEX INT WIS CHA STR CHA DEX CHA DEX DEX CHA WIS CHA INT WIS DEX WIS DEX INT DEX WIS
SURVIVAL
1 5 10 15 20
Bonus feats should be Psionic Feats, Metapsionic Feats or Psionic Item Creation Feats
PSIONICS UNLEASHED
PSYCHIC WARRIoR
PATH SKILLS
Psychic Warrior Level Manifester Level Trance
WARRIOR’S PATH
+2
4
6 Manoeuvre
SECONDARY PATH
Level
9 PSIONICS
POWER POINTS Base Points PER DAY
Bonus Points Racial Misc Trance
=
Bonus Points
+
+
Manifester Level
+
Manoeuvre
= WIS ×
Power Points
÷2
PREPARED SPELLS KNOWN POWERS
(Round down)
POWERS KNOWN
MAX POWER LEVEL
MAX POINTS POWER COST
Manifester Level
=
Path Power Level Cost
1 2
POWER LEVELS
Power Level Point Cost Power Save DC
3
Power Level Cost
1 2 3 4 5 6
1 3 5 7 9 11
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 Level Add your wisdom modifier to attack, damage, 20 AC, skill checks, ability checks, saving throws, initiative rolls and speed (gain 5ft per point) Uses per day
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.
16
Level
QUICK DRAW
Level Manifest your mind blade as a free action, once per round. 5 (More often when using the Multiple Throw blade skill)
18
Level
MIND BLADE MASTERY
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
PSIONICS UNLEASHED
Wilder Level
WILD SURGE
Surge Type
WILDER
PSIONICS
POWER POINTS Base Points PER DAY
Bonus Points
Manifester Level
+
15 %
Surge Blast Damage
WILD SURGE BONUS
Psychic Enervation Racial Misc
Risk of Psychic Enervation
=
Bonus Points
+
+
Manifester Level
+
SURGE BLAST
Make a ranged touch attack (range 30ft) Surge blasts do not trigger psychic enervation Surge Bond
d6
=
Wild Surge Bonus
= CHA ×
÷2
(Round down) Level
Improved Surge Bond
Power Points used today
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.
SURGING EUPHORIA
Euphoria Bonus Eurphoria Duration
+
rds
POWER LEVELS
Power Level Point Cost Power Save DC Wild Surge Save DC
=
Wild Surge Bonus
1 2 3 4 5 6 7 8 9
1 3 5 7 9 11 13 15 17
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.
PERFECT SURGE
+ 10
100
WILD SURGE
KNOWN POWERS
POWERS KNOWN MAX POWER LEVEL POWER POINTS Manifester Level MAX COST
=
Power Level Cost
Power Save DC = 10 + CHA + Power Level
ELUDE ATTACK
DODGE Level BONUS
2
+ AC = (
Wilder Level
+ 2 ÷ 4 (Round down)
)
1 2 3 4 5 6 7 8 9 10 11
ARTIFICER
INVENTIONS
Invention Save DC Level
TOME OF SECRETS
Arti cer Level Caster Level
ARTIFICER
Arti cer Level Crafting Abilities Elbow Grease
Bonus Inventions = Base + Inventions per day Inventions INT
1 2 3 4
Invention Save DC = 10 + INT + Spell Level Invention time = 4 hours per spell level Arti er Level
Salvage Metamagic Science
Craft Magic Arms and Armour
+4
Craft Wand
Bonus Feat Craft Rod
INVENTION USES PER DAY
=1+
DC 15
(
÷2
)
10
(Round up)
+6
Improved Metamagic Science Bonus Feat Improved Jack of All Trades Forge Ring Bonus Feat Bonus Feat Exemplar Craft Staff
11 12 13 14 16 19 20
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 DC 25 To use several magical effects at once plus the number of effects
CRAFT MAGIC ITEM
CRAFT
DC 20 To create a magical item plus required caster level DC 20 To create magical item with metamagic plus 3× modi ed caster level
BONUS FEATS
Select a bonus feat from this list at 3rd, 8th, 12th, 16th and 19th levels:
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.
OTHER FEATS Alertness Animal Af nity Deceitful Endurance Diehard Fleet Great Fortitude Improved Great Fortitude Intimidating Prowess Iron Will Improved Iron Will Leadership Lightning Re exes Improved Lightning Re exes Persuasive Self-Suf cient Spell Penetration Greater Spell Penetration
SEE SPIRIT
DC 15 Knowledge (spirits) to add this bonus to next skill check
INSIGHT BONUS
= CHA
SKILLS
CRAFT: FOCUS
DC 20 To give an item spiritual signi cance 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 DC
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
Rank / Position Rank / Position Rank / Position Rank / Position Rank / Position Rank / Position Rank / Position Rank / Position Rank / Position Rank / Position Rank / Position Rank / Position Rank / Position Rank / Position Rank / Position Rank / Position Rank / Position Rank / Position Rank / Position Rank / Position
L FU W LA
Use Magical Device
WILL SAVE ARMOUR CLASS
FLAT-FOOTED AC
FORTITUDE SAVE
C TI
REFLEX SAVE
EV
AO CH
Survival
Appraise
Spellcraft
Intimidate
Diplomacy
Perception
Acrobatics
Linguistics
TOUCH AC
Sense Motive
Escape Artist
Campaign
NPC GROUP
3.5e
GO OD IL
Swim
Organisation
Climb
Concentration
Disable Device
Handle Animal
Sleight of Hand
SKILLS
DEFENCE & SAVING THROWS
LANGUAGES
3.5e
L FU W LA IL EV
L FU W LA
L FU W LA
L FU W LA
L FU W LA
L FU W LA
L FU W LA
L FU W LA
L FU W LA
L FU W LA
OD
OD
OD
OD
OD
OD
OD
OD
OD
GO
GO
GO
GO
GO
GO
GO
GO
GO
IL
IL
IL
IL
IL
IL
IL
IL
GO AO CH
OD C TI
EV
EV
EV
EV
EV
EV
EV
EV
Campaign
PARTY
Name
Name
Name
Name
Name
Name
Name
Name
Name
DEFENCE & SAVING THROWS
FORTITUDE SAVE REFLEX SAVE WILL SAVE ARMOUR CLASS 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