You are on page 1of 75

oleplaying games are all about your character.

Whatever your game, race and class, you spend a lot of time using your character sheet so its 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 wasnt 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 cant possibly do them justice: it wastes space on things that dont belong there, while failing to keep track of the ki points, spell-like abilities, favoured enemies and sneak attack bonuses that make each class special. These character sheets are entirely free, and my only hope is that they are useful to you.

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

PSIONICS Character Info . . . . . . . . . . . . . . . . . . . . . . . . . . . 44 Inventory . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 45


Psionics Unleashed Psion. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 46 Psychic Warrior. . . . . . . . . . . . . . . . . . . . . . . . 47 Soulknife. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 48 Wilder. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 49

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

DUNGEON MASTER NPC. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 60


Timelines Landscape. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 61 Portrait. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 63 Maps Grid. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 65 Hex. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 66 Isometric. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 68

HOW TO PRINT
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 projects 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, Ive 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.

Theres 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 characters classes. There are a few classes that dont need their own sheet, such as the Fighter, but theyre 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 characters 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 theyre 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 theres no one correct way to run a campaign.

COMPATIBILITY
These sheets are for use with the Pathfinder roleplaying game; they arent 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 projects 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 dont promise to do everything people ask - they are free, after all - but Ill consider sensible requests. If youd like to contribute yourself, you can download the original files from the open source repository. Youll 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 Ill 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 youre 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

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

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 youre 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. Theres 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

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

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 atDancing Lights, footed enemies Ghost Sound, Prestidigitation, Speak with Animals Lightning Reexes +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 cant 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

Theres 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

1 1 1

1 1

3 1 4 5 4 1 3
N/A

+ Size diff x4

1 1 1 1

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 8

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

BASE ATTACK
If youre 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 dont add your DEX. Two-handed weapons get 1 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

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

+ +

= =

2
Morale Bonus

Nerfs

Power Attack

Temp Damage Bonus

Range

Type

Attack Bonus

Damage

Critical

ft

sq

+
Range Type Attack Bonus Damage Critical

+ Rangers 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 Bards singing, by Power Attack, and by other buffs and nerfs.

ft
Ammo

sq

# #
Size Modifier Misc

Special Ammo

# #
Racial Misc Temp

Misc

CMB 3 = STR 6 - 1 -2 + BAB


COMBAT MANOEUVRE DEFENCE

+ + 3

Ammo

Special Ammo

Dodge Modifier

Deflection Modifier

Base Attack Bonus

SAVES
FORTITUDE SAVE REFLEX SAVE WILL SAVE
Evasion Base

Special bonus damage like Sneak Attack doesnt 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 doesnt get added to damage - in fact, small weapons generally do less damage. Bonuses of the same type typically dont 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 Reexes +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 Bards 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 Dont 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

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

%
BARDIC KNOWLEDGE BONUS

Bards can wear light armour without risking spell failure.

BARDIC KNOWLEDGE

Bard Level

Misc

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

Endurance

Trap Sense

WILL SAVE DC

= 10 +

Bard Level

5 8 2 + CHA
Bard Level

Keyboard Instruments Other:

Diplomacy, Intimidate

Bluff, Diplomacy Wind Instruments Diplomancy, Handle Animal String

AUDIENCE MAX FASCINATED

hp

=
COURAGE BONUS

8 3

(Round up)

COMPETENCE BONUS

Size Modifier

+2
INSPIRE
INSPIRE GREATNESS MAX AFFECTED

+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 Bulls Strength Water Breathing

POTIONS

INSPIRE HEROICS MAX AFFECTED

LORE MASTER
TAKE 10
Unlimited uses per day

TAKE 20 PER DAY

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, youll 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.

Travellers clothes (small) Performers clothes (small) Maids uniform (small) Cake Stilts Mistreated Stilt Coverings Lye 200m silk rope Antitoxin x 2

INVENTORY

Value

Weight

ARMOUR Masterwork Chain Shirt


Properties Type Max Speed Max AC DEX

Hat / Mask Properties

EQUIPMENT

Armour and shield both contribute to your AC

Check Penalty

Weight

Spell Failure

20 ft 4 sq

Armour AC

-1

20 % 25 lb SHIELD

AC 4

Headband of Alluring Charisma +2 Charisma


Eyes Properties Properties

Headband

Properties Check Penalty Weight Spell Failure Shield AC

Items that you wear often grant magical bonuses. Dont forget to incorporate those elsewhere.

lb

AC
Cloak of Resistance +3 +3 bonus to all saving throws
Shoulders Properties Properties Neck / Throat

Chest Properties

Belts Properties

Hands Properties

Clothes / Body Properties

Ring

Properties

Ring of Protection +3 +3 deection bonus to AC

Arms / Wrists Properties

Ring Properties

Feet Properties

MONEY
Copper Silver Gold Platinum
Carried Items
Light Load

VALUABLE ITEMS
,

2 5 cp

, , , , ,

,9 0 4 sp

The Crown of Sumwir 1 5, 0 0 0

Value

1,2 7 2 gp
,

1 9 pp

lb lb lb lb lb lb lb

Total

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 youre 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

+ 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

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

ft

sq

Type

Attack Bonus

Damage

Critical

ft

sq

+ +

=
Morale Bonus

+
Buffs

Nerfs

Power Attack

Temp Damage Bonus

Range

Type

Attack Bonus

Damage

Critical

ft

sq

+
Range Type Attack Bonus Damage Critical

Conditional Modifiers

ft

sq

COMBAT MANOEUVRES
COMBAT MANOEUVRE Base Attack Bonus BONUS
Size Modifier Misc

Ammo

# #
Size Modifier Misc

Special Ammo

# #
Racial Misc Temp

CMB = STR + BAB COMBAT MANOEUVRE DEFENCE

+
Dodge Modifier

Ammo

Special Ammo

Deflection Modifier

Base Attack Bonus

SAVES
FORTITUDE SAVE
Base

CMD = 10 + STR + DEX +


FLAT-FOOTED CMD

+
Deflection Modifier

+ BAB Base Attack Bonus Size Modifier

+
Misc

FORT REF WILL

= CON + = DEX + = WIS +


Improved Evasion

+ + +

+ + +
Trap Sense

+ + +

REFLEX SAVE WILL SAVE


Evasion Endurance

CMD = 10 + STR
Temp CMB Temp CMD

N/A

N/A

+ BAB -

Conditional Modifiers

+ 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

INVENTORY

Value

Weight Properties Type

ARMOUR

Hat / Mask Properties

EQUIPMENT

Max Speed

Max AC DEX Headband Properties

ft
Check Penalty Weight

sq
Armour AC

Spell Failure

lb

SHIELD
Properties Check Penalty Weight Spell Failure

AC

Eyes Properties

Shield AC

lb

AC
Neck / Throat Properties

Shoulders Properties

Chest Properties

Belts Properties Light Load

Carried Items Weapons, Ammo Armour, Shield Worn Items Scrolls, Potions, Wands, Components Total Weight

lb lb lb lb lb lb
Ring Properties Arms / Wrists Properties Hands Properties Clothes / Body Properties

lb
Medium Load

lb
Heavy Load

lb

MONEY
Copper Silver Gold Platinum Total
, , , , , , , , pp . , gp , sp cp

Ring Properties

Feet Properties

SCROLLS

POTIONS

WANDS
CHARGES CHARGES CHARGES CHARGES

# # # #

INVENTORY

Value

Weight Properties Type

ARMOUR

Hat / Mask Properties

EQUIPMENT

Max Speed

Max AC DEX Headband Properties

ft
Check Penalty Weight

sq
Armour AC

Spell Failure

lb

SHIELD
Properties Check Penalty Weight Spell Failure

AC

Eyes Properties

Shield AC

lb

AC
Neck / Throat Properties

Shoulders Properties

Chest Properties

Belts Properties

Hands Properties

Clothes / Body Properties

Ring Properties

Arms / Wrists Properties

Ring Properties

Feet Properties

MONEY
Copper Silver Gold Platinum
Carried Items
Light Load

VALUABLE ITEMS
, cp sp gp pp , . coins
Value

, , , , , , ,

lb lb lb lb lb lb lb

Total

Weapons, Ammo Armour, Shield Worn Items Scrolls, Potions, Wands, Components Coins Total Weight

lb
Medium Load

50 coins weighs 1lb

Debts Valuables Other items Total


,

, , , ,

, , , ,

. . . .

lb
Heavy Load

lb

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

RAGE! Fatigue Modifier Modifier

Temp Modifier

STR + DEX CON + INT WIS CHA

STR DEX CON INT WIS CHA


(Round down)

Favoured class +1 hp or skill rank per level

1 BARBARIAN! 2 3 4 5

d d d d
hp rks + INT per level

Effective Character Level

+ CON per level

SKILLS
Untrained Skill Bonus

Class Skills +3

Ranks

Racial, Feats, Synergy

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

X X

Forbidden Armour Misc During Check RAGE! Penalty

X X

X XX X-

X X X X

X
+ Size diff x4

XX XN/A

STR X CHA INT INT INT INT X INT

X X X X X X X

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

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 Buffs Nerfs

ft

sq

Type

Attack Bonus

Damage

Critical

+ +

=
Buffs

Nerfs

RAGE!

ft
Fatigued

sq

+
RAGE!

Range Fatigued Type

Temp Damage Bonus

Attack Bonus

Damage

Critical

Range

ft

sq

Conditional Modifiers

Type

Attack Bonus

Damage

Critical

ft

sq

COMBAT MANOEUVRES
COMBAT MANOEUVRE Base Attack Bonus BONUS
Size Modifier

Ammo

# #
Size Modifier RAGE!

Special Ammo

# #
Misc Temp RAGE!

RAGE!

CMB = STR + BAB COMBAT MANOEUVRE DEFENCE

+
Dodge Modifier

Ammo

Special Ammo

Deflection Modifier

Base Attack Bonus

SAVES
FORTITUDE SAVE
Base

CMD = 10 + STR + DEX +


FLAT-FOOTED CMD

+
Deflection Modifier

+ BAB Base Attack Bonus

+
Size Modifier RAGE!

FORT REF WILL

= CON + = DEX + = WIS +


Improved Evasion

+ + +
Endurance

+ + +
Trap Sense

+
Fatigued

REFLEX SAVE WILL SAVE


Evasion

CMD = 10 + STR
Temp CMB Temp CMD

N/A

N/A

+ BAB -

RAGE!

Conditional Modifiers

+ CMB + CMD
HEALTH
HIT POINTS RAGE! hp
Wounds Dying Stable Non-lethal Unconcious

Conditional Modifiers

hp

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
-2
Notes

RAGE!

Damage Reduction

AC Penalty

BARBARIAN!
Barbarian Level

Barbarian Level

BARBARIAN

RAGE! DURATION PER DAY

RAGE!

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

Fast Movement RAGE!

rds

= 2 + CON +

Barbarian Level

Misc

2 +
STRENTH CONSTITUTION SCORE SCORE BONUS BONUS WILL SAVE BONUS

RAGE! TODAY

rds
ARMOUR CLASS PENALTY

Uncanny Dodge Trap Sense +1 Improved Uncanny Dodge Trap Sense +2 Damage Reduction 1/ Trap Sense +3 Damage Reduction 2/ Greater RAGE! Trap Sense +4 Damage Reduction 3/ Indomitable Will Trap Sense +5 Damage Reduction 4/ Tireless RAGE! Trap Sense +6 Damage Reduction 5/ Mighty RAGE!

RAGE! GREATER RAGE! MIGHTY RAGE!


Ability Modifier = (Total Ability Score - 10) 2

4 6 8 STR
Strength Score Penalty: -2

4 6 8 CON
Dexterity Score Penalty: -2

2 3 4

-2 -2 -2 AC

FATIGUED DURATION

RAGE! Duration

rds

2
Barbarian Level

-1 STR

-1 DEX

Cannot rage, run or charge while fatigued.

RAGE! POWERS
RAGE! POWERS KNOWN
Misc

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

2 +

(Round down)

BARD
Level Bonus

Bard Level Caster Level

PREPARED SPELLS KNOWN SPELLS

0
CHA CHA - 4 CHA - 8 CHA - 12

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

Concentration

= CHA +

Caster Level

ARCANE SPELL FAILURE THRESHOLD

%
BARDIC KNOWLEDGE BONUS

Bards can wear light armour without risking spell failure.

BARDIC KNOWLEDGE

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

(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

GO

PREPARED SPELLS PREPARED SPELLS

L FU W LA EV IL

OD AO CH C TI

Domain Granted Power DC Level

DOMAINS

0
Domain Spell

+1

Domain Spell

+1

Uses per day Granted Power DC Level

Uses per day Granted Power Domain Spell DC Level

+1

Domain Spell

+1

Uses per day

Uses per day

SPELLS
WIS WIS - 4 WIS - 8 WIS - 12

Spell Save DC

Spells = per day

Base Bonus Spells + Spells

Domain Spell

0 1 2 3 4 5 6 7 8 9 +1 +1 +1 +1 +1 +1 +1 +1 +1 +1 +1 +1 +1 +1 +1 +1 +1 +1

+1

Domain Spell

+1

Domain Spell

+1

Domain Spell

+1

4
Caster Level Mass Spell Level

Spell Save DC = 10 + WIS + Spell Level

Concentration CURE / INFLICT


Light Wounds Moderate Wounds Serious Wounds Critical Wounds Heal / Harm

= WIS +
1d8 + Level (1 - 5)
Spell Level

Domain Spell

+1

Domain Spell

+1

1 2 3 4 6

5 6 7 8 9
Domain Spell

2d8 + Level (3 - 10) 3d8 + Level (5 - 15) 4d8 + Level (7 - 20) 10 Level

5
+1
Domain Spell

CHANNEL ENERGY
Good Cleric Channel Positive Energy Cure Wounds Evil Cleric Channel Negative Energy Inflict Wounds

+1

6
Domain Spell

CHANNAL PER DAY

Misc

Today

= 3 + CHA +
ENERGY ROLL

+1

Domain Spell

+1

d6
WILL SAVE DC

Cleric Level

2
(Round up)

)+ )

Misc Domain Spell

+1

Domain Spell

+1

=10 +
CHANNEL RANGE

Cleric Level

Misc

8
Domain Spell

2 + CHA +
(Round down)

+1

Domain Spell

+1

30 ft

Radius centred on the Cleric

DRUID
DEITY

Caster Level Level Bonus

PREPARED SPELLS PREPARED SPELLS

+
L FU W LA EV IL OD

SPELLS
0 1 2 3 4 5 6 7 8 9
Spell Save DC = 10 + WIS + Spell Level Caster Level
WIS WIS - 4 WIS - 8 WIS - 12

GO AO CH C TI

Spell Save DC

Spells per day

Base Bonus Spells + Spells

Concentration

= WIS +
NATURE BOND
DOMAIN

Animal Companions Name

ANIMAL COMPANION

Creature Type

5
WILD SHAPE

Times per day

Times Today

Current Shape

7 8
WANDS
CHARGES

9
SCROLLS POTIONS

# # # # #

CHARGES

CHARGES

CHARGES

CHARGES

DRUID
DEITY

Caster Level Level Bonus

PREPARED SPELLS PREPARED SPELLS

+
L FU W LA EV IL OD

SPELLS
0 1 2 3 4 5 6 7 8 9
Spell Save DC = 10 + WIS + Spell Level Caster Level
WIS WIS - 4 WIS - 8 WIS - 12

GO AO CH C TI

Spell Save DC

Spells per day

Base Bonus Spells + Spells

Concentration

= WIS +
NATURE BOND

Domain

ANIMAL COMPANION

DOMAIN
5

Granted Powers

Domain Spells

1 2 3 4 5 6 7 8 9

7 8
WILD SHAPE
Times per day Times Today

9
SCROLLS POTIONS

WANDS
CHARGES CHARGES CHARGES CHARGES

# # # #

WILD SHAPE
ABILITIES
Ability Score
Item Bonus

Druid Level

Creature Type

Size Modi er

WILD SHAPE
ABILITIES
Ability Score
Item Bonus

Druid Level

Creature Type

Size Modi er

ATTACKS
Ability Modi er

ATTACKS
Ability Modi er

Temp Bonus

Temp Bonus

STR DEX CON COMBAT


INITIATIVE BONUS
Misc

STR DEX CON

Range

Attack Bonus

Damage

Critical

STR DEX CON

STR DEX CON


COMBAT

Range

Attack Bonus

Damage

Critical

ft

sq

ft

sq

Ability Modi er = (Total Ability Score - 10) 2

Range

Attack Bonus

Damage

Critical

Ability Modi er = (Total Ability Score - 10) 2

Range

Attack Bonus

Damage

Critical

Initiative

ft

sq

INITIATIVE BONUS

Misc

Initiative

ft

sq

INIT = DEX +
SPEED ft sq
Size Modi er Temp Speed Range Attack Bonus Damage Critical

INIT = DEX +
SPEED ft sq
Size Modi er Temp Speed Range Attack Bonus Damage Critical

ft

sq

ft

sq

ft

sq

ft

sq

COMBAT MANOEUVRES
Base Attack

COMBAT MANOEUVRES
Misc Range Attack Bonus Damage Critical

CMB =

+ STR +

+
Dodge Modi er

ft
De ection Modi er

sq
Base Attack Bonus Size Modi er Misc Morale Bonus

CMB = +
SAVES
Base Misc

Base Attack

COMBAT MANOEUVRE BONUS

COMBAT MANOEUVRE BONUS

Misc

Range

Attack Bonus

Damage

Critical

+ STR +

+
Dodge Modi er

ft
De ection Modi er

sq
Base Attack Bonus Size Modi er Misc Morale Bonus

COMBAT MANOEUVRE DEFENCE

COMBAT MANOEUVRE DEFENCE

CMD = 10 + STR + DEX +


ARMOUR CLASS
ARMOUR CLASS
Natural Armour

+
Size Modi er

+ BAB +
Misc Modi er

+
Temp

CMD = 10 + STR + DEX +


ARMOUR CLASS
ARMOUR CLASS
Natural Armour

+
Size Modi er

+ BAB +
Misc Modi er

+
SAVES
Base Misc

+
Temp

FORTITUDE SAVE

FORTITUDE SAVE

AC AC AC
Temp AC

= 10 + DEX + = 10 / + / /

+ + +

FORT =CON +
REFLEX SAVE

+ +

AC AC AC
Temp AC

= 10 + DEX + = 10 / + / /

+ + +

FORT =CON +
REFLEX SAVE

+ +

FLAT-FOOTED ARMOUR CLASS TOUCH ARMOUR CLASS

FLAT-FOOTED ARMOUR CLASS TOUCH ARMOUR CLASS

REF

= DEX +

REF

= DEX +

= 10 + DEX

PORTRAIT

= 10 + DEX

PORTRAIT

Spell Resistance Damage Reduction

Spell Resistance Damage Reduction

AC

AC

SPECIAL ABILITIES

SPECIAL ABILITIES

INITIATIVE
INITIATIVE BONUS
Feats Training Misc

ATTACKS

INIT = DEX +
SPEED
SPEED ft
Swim Speed

+
Temp Speed

Unarmed Strike
Range Type Attack Bonus Damage Critical

ft

sq

Speed with Armour

sq

ft
Fly Speed

sq

ft

sq

Range

Type

Attack Bonus

Damage

Critical

Climb Speed

ft

sq

ft

sq

ft

sq

ft

sq
Range Type Attack Bonus Damage Critical

BASE ATTACK
BASE ATTACK BONUS MELEE ATTACK RANGED ATTACK

ft

sq

FLURRY OF BLOWS ATTACK BONUS

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

Range

Type

Attack Bonus

Damage

Critical

ft

sq

Temp Attack Bonus

Morale Bonus

+ +

=
Morale Bonus

+
Buffs

Nerfs

Power Attack

Range

Type

Attack Bonus

Damage

Critical

ft

sq

Temp Damage Bonus

Size Modifier

Range

Type

Attack Bonus

Damage

Critical

COMBAT MANOEUVRES
COMBAT MANOEUVRE BONUS
Base Attack Bonus / Monk Level Misc

ft
Ammo

sq

# #
Monk Level Base Size 4 Attack Bonus Modifier

Special Ammo

# #
Racial Misc Temp

CMB = STR +
COMBAT MANOEUVRE DEFENCE

+
Dodge Deflection Modifier Modifier

Ammo

Special Ammo

SAVES
FORTITUDE SAVE
Base

CMD = 10 + STR + DEX +


FLAT-FOOTED CMD

+
N/A

+ WIS + + WIS +

+ BAB + BAB -

FORT REF WILL

= CON + = DEX + = WIS +


Improved Evasion

+ + +

+ + +
Trap Sense

+ + +

Deflection Modifier

Monk Level Base Size 4 Attack Bonus Modifier

REFLEX SAVE WILL SAVE


Evasion Endurance

CMD = 10 + STR
Temp CMB Temp CMD

N/A

Conditional Modifiers

+ 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

= 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

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

=
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 todays 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

)+

(Round up)

USES PER DAY

= 10 +

Paladin Level

=
HEALING HIT POINTS

( (

2 + CHA +
Paladin Level

Misc (Round down)

2 + CHA
(Round down)

MERCIES

d6

)+

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 todays 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

)+

(Round up)

=
CORRUPTION HIT POINTS

( (

2 + CHA +
Antipaladin Level

Misc (Round down)

= 10 +

Antipaladin Level

2 + CHA
(Round down)

d6

)+

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

+ 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

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

ft

sq

Type

Attack Bonus

Damage

Critical

ft
Buffs Nerfs

sq

+ +

=
Favoured Enemy

+
Morale Bonus

+
Buffs

Nerfs

Temp Damage Bonus

Range

Type

Attack Bonus

Damage

Critical

ft

sq

Range Type Attack Bonus Damage Critical

Conditional Modifiers

ft

sq

COMBAT MANOEUVRES
COMBAT MANOEUVRE Base Attack Bonus BONUS
Size Modifier Misc

Ammo

# #
Size Modifier Misc

Special Ammo

# #
Racial Misc Temp

CMB = STR + BAB COMBAT MANOEUVRE DEFENCE

+
Dodge Modifier

Ammo

Special Ammo

Deflection Modifier

Base Attack Bonus

SAVES
FORTITUDE SAVE
Base

CMD = 10 + STR + DEX +


FLAT-FOOTED CMD

+
Deflection Modifier

+ BAB Base Attack Bonus Size Modifier

+
Misc

FORT REF WILL

= CON + = DEX + = WIS +


Improved Evasion

+ + +

+ + +
Trap Sense

+ + +

REFLEX SAVE WILL SAVE


Evasion Endurance

CMD = 10 + STR
Temp CMB Temp CMD

N/A

N/A

+ BAB -

Conditional Modifiers

+ 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 Level

-3=

Caster Level

FAVOURED ENEMIES
FAVOURED ENEMY
Favoured Enemy Bonus 2 4 6 8 10 12

2 6 10

Point Blank Shot Precise Shot Rapid Shot Improved Precise Shot Manyshot Pinpoint Targeting Shot on the Run

Improved Shield Bash Quick Draw Two-weapon Fighting Improved Two-weapon Fighting Two-weapon Defence Greater Two-weapon Fighting Two-weapon Rend

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

HUNTERS 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

FAVOURED TERRAINS
FAVOURED TERRAIN
Favoured Terrain Bonus 2 4 6 8

SHARE FAVOURED ENEMY DURATION

rds

= WIS +

PREPARED SPELLS

1
WILD EMPATHY
WILD EMPATHY BONUS
Ranger Level Misc

= CHA +
TRACK
Ranger Level

2 3 4

Track

=(
Spells per day

2)+
SPELLS

Survival Bonus

From Level 4 Spell Save DC

Bonus Spells Base + WIS Spells

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

Concentration

= WIS +
WANDS
CHARGES

Caster Level

# # # # #

SCROLLS

POTIONS

CHARGES

CHARGES

CHARGES

CHARGES

ROGUE
Rogue Level

Rogue Level

ROGUE TALENTS
TALENTS KNOWN

ROGUE

1 2 4 8 10 20

=(

Rogue Level

Misc

2 +

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

Trapfinding Sneak Attack

1 2 3 4
Rogue Level

Evasion Uncanny Dodge Improved Uncanny Dodge Advanced Talents Master Strike

TRAPS
Perception

Locate Traps

=
Disable Device

+(
Rogue Level

2) 2)
Misc

5 6 7 8

Disable Traps TRAP SENSE REFLEX BONUS

+( 3 +

( (

Rogue Level

SNEAK ATTACK
SNEAK DAMAGE BONUS
Rogue Level Misc

d6

2 +
(Round up)

9 10 11 12 13

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

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

3
= CHA +

Concentration

ARCANE SPELL FAILURE THRESHOLD

% SCROLLS

POTIONS

7
WANDS
CHARGES

# # #

CHARGES

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.

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

Concentration

= INT +

ARCANE SPELL FAILURE THRESHOLD

Speciality Spell

SCROLLS

5
Speciality Spell

POTIONS
Speciality Spell

7
WANDS
Speciality Spell
CHARGES

# # #
Speciality Spell

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

INT INT - 4 INT - 8 INT - 12

Base Extracts = + Extracts per day

2
DISCOVERIES

DISCOVERIES KNOWN

=
1

Alchemist Level

2 +
(Round down)

Misc

5
6 7

10
Strength Bonus

MUTAGENS

+ STR + DEX +CON


d6 +

- INT - WIS - CHA

Intelligence Penalty Wisdom Penalty Charisma Penalty

+ AC
DURATION

Natural Armour Bonus Alchemist Level

11

Dexterity Bonus Constitution Bonus

12

mins

= 10 mins

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

)
+

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
Cavaliers Charge
No Armour Check penalty when charging.

sq

Critical Range

+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.

CAVALIER ORDER

CHALLENGE ABILITY
Level

17

SKILLS
Level

EXPERT TRAINER

= = +
SKILLS

Cavalier Level

Training

Handle Animal Bonus

When training an animal to serve as a mount

CAVALIER ORDER

BANNER
Level

= + + = = +1

Cavalier Level

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

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 deitys.

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

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

CURRENT FEATS

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

Energy resistance bonus

Smiting

Level Level

BANE
Weapon Enhancement Bonus

16 17

+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

Revelations

Deity Bonus Spells Level

2 4 6 8

Level

Level

SPELLS
CHA CHA - 4 CHA - 8 CHA - 12

Spells Known

Spell Save DC

Spells per day

Base Bonus Spells + Spells

Level

0 1 2 3 4 5 6 7 8 9
Spell Save DC = 10 + CHA + Spell Level

Level

10 12 14 16 18

Level

Level

Level

Final Revelation

Level

PREPARED SPELLS KNOWN SPELLS

Concentration

= CHA +

Caster Level

ARCANE SPELL FAILURE THRESHOLD

% SCROLLS

2
POTIONS

3 4 5

WANDS

6
CHARGES

# # #

7 8 9

CHARGES

CHARGES

SUMMONER
SUMMONER
Summoner Level

Caster Level

PREPARED SPELLS KNOWN SPELLS

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

Eidolon Life Link Summon monster I

0 1

Bond Senses Summon monster II Shield ally Summon monster III Makers 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

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

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

sq
Fly Speed

ft

sq

Climb Speed

Range

Type

Attack Bonus

Damage

Critical

ft

sq

ft

sq

ft

sq

ft

sq

BASE ATTACK
BASE ATTACK BONUS MELEE ATTACK RANGED ATTACK
Range Type

Attack Bonus

Damage

Critical

ft

sq

Temp Attack Bonus

Morale Bonus

Buffs

Nerfs

Power Attack

Range

Type

Attack Bonus

Damage

Critical

+ +

=
Morale Bonus

+
Buffs

Nerfs

Power Attack

ft

sq

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 = STR + BAB COMBAT MANOEUVRE DEFENCE

+
Dodge Modifier Deflection Modifier Base Attack Bonus Size Modifier Misc

FORT REF WILL


Misc

= CON + = DEX + = WIS +


Improved Evasion

+ + +

+ + +
Trap Sense

+ + +

REFLEX SAVE WILL SAVE


Evasion Endurance

CMD = 10 + STR + DEX +


FLAT-FOOTED CMD

+
Deflection Modifier

+ BAB Base Attack Bonus Size Modifier

+ +

CMD = 10 + STR
Temp CMB Temp CMD

N/A

N/A

+ BAB -

Conditional Modifiers

+ 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

ARCANE SPELL FAILURE THRESHOLD

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 targets + 2 Attack + 2 Spell + 2 to Bonus DC Bonus spell resistance

WEAPON ENHANCEMENT
MAX WEAPON ENHANCEMENT
Magus Level

Level

+
Enhancement Cost

(Round up)

PREPARED SPELLS PREPARED SPELLS

Weapon enhancements are powered from your Arcane Pool

0
Shock

Magus Level

ENHANCEMENT
Flaming Flaming burst Speed Dancing Vorpal Frost Keen

5 9 13 17

+1 +2 +3 +4 +5

Icy burst

Shocking burst

1
SPELLS

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

% THRESHOLD
ARCANA KNOWN
Magus Level

ARCANE SPELL FAILURE

MAGUS ARCANA

4
Arcane Pool Cost

= 1 2 3 4 5 6

pts

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

pts

Spell Level

Metamagic Adjustment

pts

= 1 pt = =
Spell Metamagic 2 ) + Adjustment ( Level Spell Level (cannot use metamagic)

pts

11

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

Capacity

Misfire

Damage

Critical

pts
Successful critical hit with a firearm Killing blow with a firearm Daring acts +1 grit point +1 grit point GMs ruling Range

ft

sq

1-

ft

)
Attack Bonus

Capacity

Misfire

Damage

Critical

GUN TRAINING
DAMAGE BONUS MISFIRE VALUE

ft

sq

1-

ft

)
Attack Bonus

Capacity

= DEX
FIREARMS

Range

Misfire

Damage

Critical

ft

sq

1-

ft

)
Attack Bonus

Capacity

Range

Misfire

Damage

Critical

ft

sq

1-

ft

)
DEEDS

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

Gunslingers 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

12 16 20

Dead Shot Startling Shot


Level

Cost: 1 pt

*
Cost: 1 pt

TRUE GRIT

Targeting

Level

20

Any 2 deeds except Slingers 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 Slingers Luck


Cheat Death Deaths Shot *

Cost: 1 pt Cost: 2 pt Cost: 1 pt Cost: all remaining pts Cost: 1 pt Cost: 1 pt

Level

19 Stunning Shot

stun target for 1 round


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

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

NINJA
Ninja Level

Ninja Level

KI POOL
KI POOL CAPACITY

NINJA

Ninja Level

Misc

2 + CHA +
(Round down) Ki Pool

1 2 3 4 6 8 10 20

{ {

Poison Use Sneak Attack Ki Pool Ninja Tricks

No Trace Uncanny Dodge Light Steps Improved Uncanny Dodge Master Tricks Hidden Master

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

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

= + + = = +1

Cavalier Level

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

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

+ AC =
BANNER

Level

= + + + 2 = = +1

Ronin Level

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

+ 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

Armour Check Penalty

+ Size diff x4

N/A

STR CHA INT INT INT INT INT INT

LANGUAGES

Other skills: Craft - INT Perform - CHA

Knowledge - INT Profession - WIS

INVENTORY

Value

Weight Properties Type

ARMOUR

Hat / Mask Properties

EQUIPMENT

Max Speed

Max AC DEX Headband Properties

ft
Check Penalty Weight

sq
Armour AC

Spell Failure

lb

SHIELD
Properties Check Penalty Weight Spell Failure

AC

Eyes Properties

Shield AC

lb

AC
Neck / Throat Properties

Shoulders Properties

Chest Properties

Belts Properties

Light Load

Carried Items Weapons, Ammo Armour, Shield

lb lb lb lb lb lb
Ring Properties Arms / Wrists Properties Hands Properties Clothes / Body Properties

lb
Medium Load

lb
Heavy Load

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

MONEY
Copper Silver Gold Platinum Total
, , , , , , , , pp . , gp , sp cp

Ring Properties

Feet Properties

POWER STONES 1 2 3 4 5 6 7 8 9 10 11 12

TATTOOS

DORJES
CHARGES CHARGES CHARGES CHARGES

# # # #

PSIONICS UNLEASHED

Psion Level Manifester Level

PREPARED SPELLS KNOWN POWERS


POWERS KNOWN MAX POWER LEVEL MAX POINTS POWER COST
Manifester Level

PSIoN
DISCIPLINE
Discipline Generalist Seer (clairsentience) Egoist (psychometabolism) Shaper (metacreativity) Nomad (psychoportation) Kineticist (psychokinesis) Telepath (telepathy) Discipline Talents UMD,

=
Power Level Cost

Additional Class Skills

Diplomacy, Perception Acrobatics, Heal Bluff, Disguise, UMD Climb, Fly, Survival, Swim Disable Device, Intimidate Bluff, Diplomacy, Sense Motive

Level Discipline Abilities

2 8 14 20 PSIONICS
POWER POINTS Base Points PER DAY
Bonus Points Racial Misc

pts
Bonus Points

+
Manifester Level

= INT
Power Points

(Round down)

pts POWER LEVELS


Power Level Point Cost Power Save DC

1 2 3 4 5 6 7 8 9

1 3 5 7 9 11 13 15 17

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

Power Save DC = 10 + INT + Power Level Level

BONUS FEATS

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

WARRIORS PATH

+2

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

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

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

ETERNAL WARRIOR

WIS

PSIONICS UNLEASHED

Soulknife Level Manifester Level

MIND BLADE
Blade Shape Strength Multiplier Small Damage: Medium Large Thrown Range

SoULKNIFE
ENHANCEMENT POOL

Light weapon

Dual light weapons

1d4 1d6

1d6 1d8 2d6

1d8 2d6 3d6

20 ft 4 sq 15 ft 3 sq 10 ft 2 sq *

MIND BLADE ENHANCEMENT


ENHANCEMENT BONUS

One-handed weapon Two-handed weapon


Damage type: Piercing Slashing Bludgeoning
Changing blade shape or damage type requires a full-round action

1d10

+
Soulknife Level 5 5 5 5 5 5 5 5 5 5 5 5 5 7 7 7 7 7 7 7 7 7 7 7 7 9 9 9 12 15 Defending Distance Flaming Frost Ghost touch Keen Lucky Merciful Mighty cleaving Psychokinetic Shock Sundering Vicious Anarchic Axiomatic Collision Flaming burst Holy Icy burst Mindcrusher

+
Maximum +5 Point Cost 1 1 1 1 1 1 1 1 1 1 1 1 1 2 2 2 2 2 2 2 2 2 2 2 2 3 3 3 4 5

* Requires the Two Handed Throw blade skill DAMAGE


Damage Roll Enhancement Bonus Psychic Strike Misc

d8

ATTACK BONUS
Base Attack Bonus Strength Multiplier Enhancement Bonus Misc Default critical range 19-20, 2

BAB
Range

+ ( STR
Type

)+

+
Attack Bonus Damage

Critical

ft

sq

d THROW MIND BLADE

ATTACK BONUS
Base Attack Bonus Enhancement Bonus Misc

Default damage type Slashing

+ DEX +
Range Type

+
Attack Bonus Damage Critical

ft

sq

d BLADE SKILLS

Psychokinetic burst Shocking burst Suppression Unholy Wounding Bodyfeeder Mindfeeder Soulbreaker Brilliant energy Coup de grace

Level

2
Level

4
Level

6
Level

8
Level

10
Level

PSYCHIC STRIKE
PSYCHIC STRIKE Soulknife CAPACITY Level

12
Level

d8 =

+1 4

14
(Round down) 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.

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

(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 powers 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 powers 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

+ 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

1 2 3 4 5 6 7 8 9

Jack of All Trades Item Creation Bonus Feat

Weird Science Scribe Scroll Brew Potion Craft Wondrous Item

+2

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

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 its 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.

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

Salvage Value

WANDS
CHARGES CHARGES

# # # # # # #
SCROLLS POTIONS

CHARGES

CHARGES

CHARGES

CHARGES

CHARGES

GO

OD

TOME OF SECRETS

EV

PRIEST OF

Priest Level Caster Level Domain Granted Powers

PREPARED SPELLS PREPARED SPELLS

L FU W LA IL

WIS WIS - 4 WIS - 8 WIS - 12

Concentration
Channel Positive Energy

CHANNEL ENERGY PER DAY

ENERGY ROLL

WILL SAVE DC

AO CH C TI

Domain Granted Powers

DOMAINS

0
Domain Spell Domain Spell

+1 +1

1 2 3 4 5 6 7 8 9
Domain Granted Powers Additional Domain Granted Powers Domain Spell Domain Spell

+1 +1

Domain Spell Domain Spell

+1 +1

1 2 3 4 5 6 7 8 9
Domain Spell Domain Spell

+1 +1

4
Base Bonus Spells + Spells Domain Spell Domain Spell

SPELLS
Spell Save DC Spells = per day

0 1 2 3 4 5 6 7 8 9 +2 +2 +2 +2 +2 +2 +2 +2 +2 +2 +2 +2 +2 +2 +2 +2 +2 +2

+1 +1

5
Domain Spell Domain Spell

+1 +1

6
Domain Spell Caster Level Domain Spell

Spell Save DC = 10 + WIS + Spell Level

+1 +1

= WIS +
CHANNEL ENERGY

Channel Negative Energy Misc Today Domain Spell Domain Spell Misc Domain Spell (Round up) Domain Spell

= 3 + CHA +
d8

+1 +1

Priest Level

)+

= 10 +

Priest Level

+1 +1

2 + CHA
(Round down)

TOME OF SECRETS

SHAMAN

Shaman Level

SPIRIT COMPANION
COMPANION CREATURE TYPE

Shaman Level

SHAMAN

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

Communicate with spirit See spirit

Spiritual signi cance bonus

CONTROL SPIRIT
CONTROLLED SPIRIT CAPACITY Charisma Score CONTROLLED SPIRITS Spirits Charisma

Spirit companion Bonus feat Summon spirit Control spirit Bonus feat Spiritual signi cance (self) Spirit heal Bonus feat Spirit walk Spiritual signi cance (other) Bonus feat Spirit heal, mass Tether spirit Bonus feat Control living spirit Break spirit Bonus feat Bonus feat Lasting spiritual signi cance

=
SPIRIT HEAL
HEALING PER DAY
Healing Today

SPIRIT HEALING

Shaman Level

+1 +2 +3 +4 +5
TETHER RANGE

= CHA + 2
SPIRIT WALK
Shaman Level BREAKING RISK

d6

10-minute increments

ft

sq

150 ft / 30 sq
BONUS FEATS
ITEM CREATION FEATS +1 +3 +1 +1 +1 +2 +1 +1 +1 +1 +1 +3 +0 +2 +4 +1 +2 +1 +1 +2 +1 +1 +2 +3 Awakened Arcane Bond Brew Fleshcrafting Poison Brew Potion Craft Construct Craft Magic Arms and Armor Craft Rod Craft Staff Craft Wand Craft Wondrous Item Forge Ring Improved Arcane Bond Scribe Scroll

10 %

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

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

WITCH HUNTER
Witch Hunter Level

TOME OF SECRETS

Witch Hunter Level

DEVOTEE TALENTS

TALENTS KNOWN

DEVOTEE TALENTS

=
Witch Focus

Witch Hunter Level

2 +

Misc (Round down)

Level

10

Advanced Talents

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

Devoted Strike Witch Sense

Devotee Talent Detect Curse Devotee Talent Spellbane Devotee Talent Disruptive Devotee Talent Cursebreaker Advanced Talent Spellbreaker Advanced Talent Backlash Advanced Talent Greater Spellbane Advanced Talent

+1

+2

+3
Advanced Talent Uncursed

10

11

Mystic Null Advanced Talent

12

WITCH SENSE

= 30 -

Highest Level or Hit Dice

Number of Witches

DEVOTED STRIKE
DEVOTED STRIKES PER DAY
Strikes Today

WITCH FOCUS
ATTACK BONUS

DAMAGE BONUS

= WIS + 3
SPELLBANE & CURSEBREAKER
SPELLBANE OR CURSEBREAKER PER DAY
Uses Today

= WIS

+
KNOWLEDGE BONUS

+
DISPEL BONUS

+
ARMOUR BONUS

+ AC

Witch Focus Bonus

= WIS + 3
BACKLASH
BACKLASH WILL SAVE DC
Witch Hunter Level

Level Mystic Null Unlimited spellbane uses per day

20

BACKLASH DAMAGE

= 10 +

+ WIS

2d6

HOSTILE

Origin Country
FRIENDLY HOSTILE

/ Region

/ Town
L FU W LA GO OD AO CH TI C

PORTRAIT

Religion
FRIENDLY HOSTILE

AFFILIATIONS
L FU W LA GO OD AO CH TI C

Employer
L FU W LA

HOSTILE

Current Country
FRIENDLY HOSTILE

/ Region

/ Town
L FU W LA GO OD AO CH TI C

Af liation
W LA GO OD FU L

HOSTILE

Af liation
GO OD

EV W LA FU L EV W LA FU L EV W LA FU L EV W LA FU L EV IL EV I W LA FU L L EV IL W LA FU L EV IL W LA FU L IL EV IL W LA FU L EV IL W LA FU L IL IL

FRIENDLY HOSTILE

APPEARANCE
MALE

FRIENDS AND FOES


FEMALE

Race Age Eyes De ning Features Height Hair Weight

FRIENDLY HOSTILE

GO

FRIENDLY HOSTILE

GO

Preferred Clothing

FRIENDLY HOSTILE

PERSONALITY
Motivations

FRIENDLY HOSTILE

GO

Fears

FRIENDLY HOSTILE

GO O

Likes

FRIENDLY HOSTILE

GO

Dislikes
FRIENDLY HOSTILE

GO

FRIENDLY HOSTILE

GO

Quirks

OD CH AO TI C

OD CH AO TI C

OD CH T AO IC

D CH AO TI C

OD CH AO TI C

GO

OD CH AO C TI

OD CH AO TI C

OD CH AO TI C

IL

FRIENDLY

EV

IL

EV

IL

FRIENDLY

GO

OD AO CH TI C CH AO TI C CH AO TI C

EV

IL

EV

IL

EV

IL

Name

CHARACTER BACKGROUND

Parents
FRIENDLY

ORIGINS
L FU W LA GO AO CH C TI OD

PARTY INVENTORY
Value Weight

PARTY FUNDS
Copper Silver Gold Platinum Total
Item

Cash
cp sp

, , , , , , ,

, , , , , ,

. . . . . .

, , , , , , , , , pp , gp

Inventory Debts Valuables Other items Total

QUEST ITEMS
Attained Carried by / given to

CONTAINER
Value Weight

CONTAINER
Value Weight

Total Weight Max Weight

lb lb

Total Weight Max Weight

lb lb

NOTES

Total Weight

lb

SPELL BOOK
Level Level Level

School

School

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 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

Cost

Cost

SPELL BOOK
Level Level

School

School

Cost

Cost

School

School

Cost

Cost

School

School

Cost

Cost

School

School

Cost

Cost

School

School

Cost

Cost

School

School

Cost

Cost

School

School

Cost

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

FAMILIAR
Creature Name

ANIMAL COMPANION

MOUNT

SUMMONED CREATURE
Age Creature Level

HEALTH
HIT POINTS Wounds hp
Dying Stable Non-lethal Unconcious

HIT DICE

Creature Type
W LA FU L GO O D

Subtype

Weight

Height

hp

hp

lb
MALE

ft

COMBAT
INITIATIVE BONUS
Misc Range

ATTACKS
Attack Bonus Damage Critical

SKILLS
Ranks Racial, Feats

EV IL

XP

STR DEX CON INT WIS CHA

WIS CHA
EQUIPMENT

CMB =

Base Attack

CH C TI AO

FEMALE

Acrobatics Climb

ABILITIES
Ability Score
Item Bonus

Ability Modifier

Temp Bonus

Escape Artist Fly Perception Sense Motive Stealth Survival Track Swim
Trained

STR DEX CON INT

DEX STR DEX DEX WIS WIS DEX WIS


SURVIVAL

INIT = DEX +
BASE ATTACK
Temp Attack Temp Damage

+
BASIC SPEED ft sq
Swim Speed

+
Fly Speed

ft

sq

ft

sq

ft

sq

Range

Attack Bonus

Damage

Critical

Climb Speed

Burrow Speed

Temp Speed

ft

sq

ft

sq

ft

sq
Size Modifier

ft

sq
Range Misc

COMBAT MANOEUVRES

Attack Bonus

Damage

Critical

STR

COMBAT MANOEUVRE BONUS

ft
Ammo

sq

+ STR +

+
Dodge Modifier

#
Base Attack Bonus Size Modifier Misc Morale Bonus

Ability Modifier = (Total Ability Score - 10) 2

COMBAT MANOEUVRE DEFENCE

Deflection Modifier

CMD = 10 + STR + DEX +


DEFENCE
ARMOUR CLASS
Armour & Shield

+
Size Modifier Misc

+ BAB +
FORTITUDE SAVE

+
Base Save Misc

+
Temp

SAVING THROWS

TRICKS / FEATS / SPECIAL ABILITIES

AC AC

= 10 + DEX + = 10 / + /

+ + +

FORT = CON +
REFLEX SAVE

+ + +

FLAT-FOOTED ARMOUR CLASS TOUCH ARMOUR CLASS

REF

= DEX +

PORTRAIT

AC AC

= 10 + DEX

WILL SAVE

Temp AC Spell Resistance Damage Reduction

WILL = WIS +
Evasion Endurance

/
COMBAT ABILITIES EFFECTS

NPC

Class Race
L FU W LA

Level

CR
Misc

HEALTH
HIT POINTS Wounds hp
Dying Stable Non-lethal Unconcious

OD

SKILLS
Skill +3 Ranks

GO

hp

hp

ABILITIES
Ability Score
Item Bonus

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

Ability Modifier

Temp Bonus

STR DEX CON INT WIS CHA

STR DEX CON INT WIS CHA


EQUIPMENT

Ability Modifier = (Total Ability Score - 10) 2

Base Attack

Properties

Properties

Swim Use Magical Device

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

MALE

COMBAT
INITIATIVE BONUS
Misc Range

ATTACKS
Attack Bonus Damage Critical

EV IL

CMB =

Base Attack

Properties

AO CH C TI

FEMALE

INIT = DEX +
BASE ATTACK
Temp Attack Temp Damage

+
SPEED ft
Swim with Armour

+
Temp Speed

ft

sq

sq

ft
Fly

sq

ft
Climb

sq

Range

Attack Bonus

Damage

Critical

ft

sq

ft

sq

ft

sq

ft

sq
Range Misc

COMBAT MANOEUVRES
COMBAT MANEUVRE BONUS
Size Modifier

Attack Bonus

Damage

Critical

ft
Ammo

sq

+ STR +

#
Deflection Modifier Misc Morale Bonus

COMBAT MANEUVRE DEFENCE

Size Modifier

CMD = 10 +
ARMOUR CLASS

+ STR + DEX +
Armour & Shield Size Modifier

+
Misc

+
FORTITUDE SAVE
Base Save

+
SAVING THROWS
Misc Temp

DEFENCE

AC AC AC

= 10 + DEX + = 10 / + /

+ + +

FORT = CON +
REFLEX SAVE

+ + +

FLAT-FOOTED ARMOUR CLASS TOUCH ARMOUR CLASS

REF

= DEX +

= 10 + DEX

WILL SAVE

Temp AC Spell Resistance Damage Reduction

WILL = WIS +
Evasion Endurance

INVENTORY

NOTES

AC

/
COMBAT ABILITIES EFFECTS

Fly

Ride

Heal

Bluff

Stealth

Disguise

NPC NPC NPC NPC NPC NPC NPC NPC NPC NPC NPC NPC NPC NPC NPC NPC NPC NPC NPC NPC

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

LANGUAGES

Name

XP

EV

AO CH C TI

AO CH C TI

AO CH C TI

AO CH C TI

AO CH C TI

AO CH C TI

AO CH C TI

AO CH C TI

AO CH C TI

IL

3.5e

7 8 9 10 11
Campaign Page

19 20 21 22 23 12 24

31 32 33 34 35 36

TIMELINE

Era

of 6 7 8 9 10 11 12

13 14 15 16 17 18 19 20 21 22 23 24

25 26 27 28 29 30 31 32 33 34 35 36

37 38 39 40 41 42

6 5 4 3 2 1 13 14 15 16 17

18 29 28 27 26 25

30

7 8 9 10 11 12

19 20 21 22 23 24

31 32 33 34 35 36

6 7 8 9 10 11 12

13 14 15 16 17 18 19 20 21 22 23 24

25 26 27 28 29 30 31 32 33 34 35 36

37 38 39 40 41 42

6 5 4 3 2 1 13 14 15 16 17

18 29 28 27 26 25

30

Campaign Era Page

TIMELINE

3.5e

THREAD

of DATE EVENT OTHER EVENTS

DATE

EVENT

THREAD

OTHER EVENTS

NOTES

You might also like