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oleplaying games are all about your

character. Whatever your game, race


and class, you spend a lot of time using
your character sheet so it’s worth having
a good one.
When I started playing D&D, I wasn’t
Dyslexic Studeos present quite satisfied with the default sheets. In
a surprisingly complete set of investigating the other options, I found many
with features that were interesting, but none

CHARACTER
entirely to my satisfaction. I found myself
compiling a list of desired features, and had
started designing these sheets before I realised.

SHEETS The feature I was most certain of was that each


class would have a sheet of their own. There are
for Pathfinder Roleplaying Game
TM
hundreds of classes for D&D, each with their
own rules and variants, and a one-size-fits-all
sheet can’t possibly do them justice: it wastes
space on things that don’t belong there, while
failing to keep track of the ki points, spell-like
abilities, favoured enemies and sneak attack
bonuses that make each class special.
These character sheets are entirely free, and my
only hope is that they are useful to you.
CONTENTS
INTRODUCTION . . . . . . . . . . . . . . . . . . . . . . . . . . . 2 PSIONICS
Character Info . . . . . . . . . . . . . . . . . . . . . . . . . . . 44
CORE PAGES
Inventory . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 45
Character Info . . . . . . . . . . . . . . . . . . . . . . . . . . . . 10
Combat. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 11 Psionics Unleashed
Inventory Psion. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 46
(with accessories). . . . . . . . . . . . . . . . . . . . . . . . 12 Psychic Warrior. . . . . . . . . . . . . . . . . . . . . . . . 47
(without accessories). . . . . . . . . . . . . . . . . . . . . 13 Soulknife. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 48
Wilder. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 49
CLASSES
Core Rulebook THIRD PARTY CLASSES
Barbarian Tome of Secrets
Character Info . . . . . . . . . . . . . . . . . . . . . . . . 14 Artificer. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 50
Combat. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 15 Priest. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 51
Barbarian . . . . . . . . . . . . . . . . . . . . . . . . . . . . 16 Shaman. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 52
Bard. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 17 Witch Hunter. . . . . . . . . . . . . . . . . . . . . . . . . . 53
Cleric. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 18 SUPPORT PAGES
Druid Character Background. . . . . . . . . . . . . . . . . . . . . 54
(with Animal Companion) . . . . . . . . . . . . . . 19 Party Funds. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 55
(with Domain). . . . . . . . . . . . . . . . . . . . . . . 20
Spell Books
Wild Shape. . . . . . . . . . . . . . . . . . . . . . . . . . . 21
Normal. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 56
Monk. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 22
Large. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 57
Paladin. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 23
Small. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 58
Antipaladin . . . . . . . . . . . . . . . . . . . . . . . . . 24
Familiar / Animal Companion /
Ranger
Summoned Creature. . . . . . . . . . . . . . . . . . . . . . 59
Character Info . . . . . . . . . . . . . . . . . . . . . . . 25
Combat. . . . . . . . . . . . . . . . . . . . . . . . . . . . . 26 DUNGEON MASTER
Ranger. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 27 NPC. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 60
Rogue. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 28 Timelines
Sorcerer. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 29 Landscape. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 61
Wizard . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 30 Portrait. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 63
Advanced Player’s Guide Maps
Alchemist. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 31 Grid. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 65
Cavalier. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 32 Hex. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 66
Inquisitor. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 33 Isometric. . . . . . . . . . . . . . . . . . . . . . . . . . . . . .68
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
HOW TO PRINT HOW TO USE
You are not expected to print and use this whole These sheets do not replace the Pathfinder books.
document. Instead, choose the pages your character Your group should always have a copy of the Core
needs. Rulebook, along with any books for classes you wish
to play. You will typically consult the books each time
The easy way to do this is with the Character Sheet
your character levels up and when you need to check
Composer, on the project’s website. This will select
the details of some rule, spell or class feature.
the right pages for you and bundle them into one file.
It will even adjust the colours for you. There are as many versions of Dungeons and
Dragons as there are groups playing it, and
more prestige classes, house rules, variants and
archetypes than I could ever hope to encompass.
Where possible, I’ve included versions of the sheets
There’s a filled in example of a Bard on pages 6 to 9. 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
TYPICAL PAGES versions of several of the common base classes.
A printed set for one player will generally consist of: If you need something special, how about making it
Core pages yourself? As well as being free, these sheets are open
source. You can download the original files to make
The first page will typically have Character Info on changes.
the front, and Combat on the back.
A few classes use modified versions of these core
pages — for example the Barbarian and Ranger, HOW TO GM
whose class features are closely tied to combat. As a rule, the Game Master should avoid interfering
Class pages with their players’ character sheets. You have the
whole world to run, while players have only this one
You then need a sheet for each of your character’s
little character, so they should be allowed to own it.
classes. There are a few classes that don’t need
their own sheet, such as the Fighter, but they’re the But players need help from time to time, especially if
exception. they’re new to gaming, so it may be your job to print
out the character sheets people need, guide them in
I typically choose to put the inventory on the
the process of building a character, and nudge them
reverse of the class-specific sheet.
when they forget to use rage or sneak attack. You
Support pages should try to be familiar with the character sheets
Some classes require extra pages. For example, a your players will be using.
Wizard has a spell book and a familiar; a Druid has There are also a number of sheets towards the back
wild shapes and an animal companion; a Binder that you may find useful in running a campaign. How
has extra vestiges. A spell book is a good place to you choose to use these is entirely up to you – there’s
fill in extra details on spells, like damage, range no one correct way to run a campaign.
and material components.
Other sheets you may find useful include a party
COMPATIBILITY
inventory for sharing your loot, and a character
background for noting your character’s history These sheets are for use with the Pathfinder
with NPCs. roleplaying game; they aren’t made for other versionf
of Dungeons & Dragons or other games under the
Open Game License. There is a version of the sheets
for Dungeons & Dragons 3.5 on the project’s website.
FEEDBACK & PARTICIPATION CREDITS
These sheets will continue to evolve based on your Creator
feedback. Drop me a line on the discussion thread in Marcus Downing
the links at the end.
Contributors
I don’t promise to do everything people ask - they are DrWonton Scorpions__
free, after all - but I’ll consider sensible requests.
Illustrations
If you’d like to contribute yourself, you can download crazyred
the original files from the open source repository.
Playtesters and suggestions
You’ll need Adobe Illustrator CS3 to edit the files.
Vangor Bob790 Cosmicnut
Send them back to me, either directly or via a
Doctor7 Soruk Paul Belsey
discussion on a forum.
Darkfire valadil lsfreak
Cedrass DragonWraith
HOW THEY WERE CREATED PId6 Bakkan Random832
The bulk of the sheets were made using Adobe Eldariel Evil the Cat Thespianus
Illustrator. This introduction was created in qoalabear kosjsjach Seracain
InDesign, the backgrounds and front cover were Special thanks
made in Photoshop, and the document was Dreamscarred Press
assembled in Acrobat. At some point I expect I’ll
figure out a way to work After Effects into the list.
LINKS
All these files are available in the open source
repository. Character Sheets
http://dyslexic-st.blogspot.com

HOW TO SHOW YOUR APPRECIATION Open source repository


If you’re ever passing through Basingstoke, I rarely http://code.google.com/p/charactersheets
refuse a pint.
Paizo Publishing LLC
http://www.paizo.com
COPYRIGHT
The Artistic License
Pathfinder and all related trademarks and copyrights http://dev.perl.org/licenses/artistic.html
remain the property of Paizo Publishing LLC.
Discussion and feedback thread
Dungeons & Dragons and all related trademarks and
http://www.giantitp.com/forums/showthread.php?t=126909
copyrights remain the property of Wizards of the
Coast, Inc. D&D Doodles
The illustrations were generously provided by the http://dandddoodles.blogspot.com
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.
PAGE 1: CHARACTER INFORMATION
The first sheet is about what defines your character: their race, classes and skills.

CLASS LEVELS SKILLS


When you create the character, pick a favoured class (or Your character learns skills at they progress. There’s space
two if you’re human). Each time you take a level that class, for various bonuses and penalties, as well as conditional
you get a bonus hit point or skill rank. modifiers.
ABILITY SCORE / MODIFIER FEATS AND SPECIAL ABILITIES
Each class gives you certain number of skill ranks and hit Through a combination of class and racial features, story
points for each level. Add your INT modifier to the skill traits, feats and other extras, your character becomes
ranks, and your CON to the roll of your hit die. unique.
In Pathfinder these increase retroactively, so adding a point
to your intelligence modifier when you reach level 8 would
give you 8 additional skill ranks to spend.

CHARACTER
♂■
Name
Corio Berengel Fudwyn

FEMALE
MALE
LA
OD

W
CHARACTER SHEET

GO

FU
L

Player Race
+1
Size

CH
Size
John Smith Small

IL
Gnome

AO

EV
TI
Modifier

C
Campaign CLASSES Skill Ranks Hit Die Level Level
Kingmaker ■ 1 Bard ♪ 6 d8 8 Adjustment

An ability score of 10 results XP


2 d
in an ability modifier of 0. ABILITIES 3 d Effective
Add two points to the score Ability
Score
Item
Bonus
Ability
Modifier
Temp
Score
Temp
Modifier
4 d Character
Level

to get an extra one point to STR 6 -2


STR STR
5 d
8
6 2 rks
Favoured class + INT + CON

the modifier. DEX 12 +1


DEX DEX
+1 hp or skill rank per level hp
SKILLS
per level per level

+1
Class Racial, Armour
Almost everything in CON 12 CON CON Skill Skills Ranks Feats Misc Check

+2
Untrained Bonus +3 Penalty
Pathfinder uses ability INT 14 INT INT Acrobatics 4 1
DEX ■ 1 - 1
modifiers: use this number WIS 14 +2
WIS WIS Appraise 8 2
INT ■ 3
10 5 ■ 2
whenever you see an CHA 18 +2 +5
CHA CHA Bluff ♫ Strings CHA
Climb 1 -2
STR ■ 1 - 1
abbreviation like CHA.
Ability Modifier = (Total Ability Score - 10) ÷ 2 (Round down)
Diplomacy ♪ Strings or acting 9 5
CHA ■ 1

FEATS & SPECIAL ABILITIES
Disable Device 1
DEX - 1
Obsessive: +2 Craft Improved Initiative
Disguise ☺ Acting 9 CHA5 ■ 1
Musical Instruments
Escape Artist 5 1
DEX ■ 2 - 1
Extra Performance
Low-light vision
Fly 2 1
DEX 2 - 1

You get a +3 in class skills,


Go Unnoticed:
Handle Animal
Heal

2
CHA
2
WIS
5
Gnome Magic 1/day: Stealth on 1st rnd
11 5 ■ 3
provided you have at least to hide from flat- CHA + Size
Dancing Lights, Intimidate diff x4

Ghost Sound, footed enemies Linguistics 6 2


INT ■ 1
one rank in them. Prestidigitation, Perception 11 2
WIS ■ 4 2
Speak with Animals Lightning Reflexes Ride 1 1
DEX - 1
Some skills can be used Sense Motive 10 2
WIS ■ 5
untrained. Others only +1 DC for illusion Sleight of Hand 8 DEX
1 ■ 4 - 1
+2 saves illusion 6 2
INT ■ 1
become available when you +2 Perception
Spellcraft
Stealth 7 1
DEX ■ 3 - 1
have a rank in them. +4 AC against giants
Survival 6 2
WIS 4

+1 to attack reptilian
Track Trained SURVIVAL N/A
& goblinoid
TRAITS:
Swim -2
-3 STR - 1
Use Magical Device 9 CHA
5 ■ 1
Track is a pseudo-skill - you Knowledge: Arcana 10 INT
2 ■ 1 4
— Lore Master —
take 10; take 20 once a day

can’t put ranks into it, but it Knowledge: Dungeoneering 10 INT


2 ■ 1 4
11 INT
2 ■ 2 4
gets extra bonuses on top of Knowledge: Religion
10 INT
2 ■ 1
Knowledge: Nature 4
your Survival bonus. Knowledge: The Planes 10 INT
2 ■ 1 4
13 2 ■ 4 4
INT INT INT

Knowledge: Nobility
Knowledge: History 11 2 ■ 2 4
6 2 ■ N /A 4

Knowledge: Anything Bardic Knowledge

There’s space at the bottom 16 5 ■ 8


CHA CHA

Perform: String ♫
for extra Craft, Perform, Perform: Act ☺ 13 5 ■ 5
Common
Profession and Knowledge Gnome 9 2 ■ 2 2
Craft: Musical Instruments
WIS CHA INT

skills. These are different Sylvan 5


Concentration 13 N/ A 8
in every campaign, so 9 2 ■ 2 2
Profession - WIS
Knowledge - INT

Profession: Servant

only the most common


LANGUAGES

Knowledge skills are filled


Perform - CHA

in. You can also use this


Other skills:
Craft - INT

space for pseudo-skills like


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

BASE ATTACK CONDITIONAL MODIFIERS


If you’re multiclassing, total the base attack from each class. Almost anything on this page can change based on
circumstances. Keep track of the conditional modifiers,
Melee attacks add STR to that; ranged attacks add DEX.
and remember to apply them.
Both add your size modifier. On top of that you add
weapon-specific bonuses.
DAMAGE
Melee weapons add your STR to damage, but ranged
weapons don’t add your DEX. Two-handed weapons get 1½
times your STR added to attack and damage.

INITIATIVE ATTACKS The first weapon has space


INITIATIVE BONUS Feats Training Misc
Crossbow (masterwork small) for ammo because almost
5 = DEX
INIT 1 + 4 + + Attack Bonus Damage Critical everybody carries at least
Range Type
SPEED 80 ft 16sq Piercing 9 / 4 d6 19- × 2 one ranged weapon.
SPEED Speed with Armour Temp Speed Ammo ■■ ■ ■■ Special Ammo

20 20 Bolts 20
# ■ ■■■ #
ft 4 sq ft 4 sq ft sq ■■ ■
Good Fortune: 1/day reroll one die
Swim Speed Fly Speed Climb Speed
Luck Blade, +2 short sword
0 wishes
10 ft 2 sq ft sq 5 ft 1 sq Range Type Attack Bonus Damage Critical

Piercing 7 / 2 d 4+2 19- × 2


BASE
BASE ATTACK
MELEE RANGED
–ft sq

ATTACK BONUS ATTACK ATTACK

6/1 5/0 8/3 Range Type Attack Bonus Damage Critical

ft sq d ×
Temp Attack
Bonus
Morale
Bonus ♫ Buffs Nerfs
Power
Attack

+ = 2 + - -
Attack Bonus Damage Critical
Attack and damage bonuses
can be adjusted by a Bard’s
Range Type
Temp Damage Morale Power
Bonus Bonus Buffs Nerfs Attack ft sq d ×
+ = 2 + - + singing, by Power Attack,
Conditional Modifiers
and by other buffs and nerfs.
Attack Bonus Damage Critical
+½ Ranger’s favoured enemy bonus Range Type

ft sq d ×
+1 to attack reptilians/goblinoids
COMBAT MANOEUVRES Ammo Special Ammo
# #
COMBAT MANOEUVRE Base
BONUS Attack Bonus
Size
Modifier Misc
Special bonus damage like
Ammo Special Ammo
3 = STR
CMB 6 - 1
-2 + BAB + # # Sneak Attack doesn’t get
COMBAT MANOEUVRE Dodge Deflection Base Size SAVES multiplied by a critical.
DEFENCE Modifier Modifier Attack Bonus Modifier Misc Base Racial Misc Temp
FORTITUDE SAVE
17 = 10 + STR
CMD -2 + DEX
1 + + 3 6 - 1 +
+ BAB 6 = CON
FORT 1 + 2 + + 3 + These extra ammo slots can
FLAT-FOOTED Deflection Base Size REFLEX SAVE be used for special ammo
CMD Modifier Attack Bonus Modifier Misc
10 = DEX
REF 1 + 6 + + 5 + like Flaming Arrows.
CMD -2
16 = 10 + STR N/A N/A + 3 6
+ BAB - 1 + WILL SAVE
Temp CMB Temp CMD Conditional Modifiers 11 = WIS
WILL 2 + 6 + + 3 +
+ CMB + CMD Evasion Improved Endurance Trap
Evasion
Conditional Modifiers
Sense
Small characters like
+2 against illusions gnomes get a +1 size
HEALTH
HIT POINTS Wounds Dying Stable Non-lethal Unconcious modifier. This gets added to
– – –
Cloak of Resistance +3
44 hp 41 36 29 35 hp hp
Lightning Reflexes +2
attack bonus, armour class
ARMOUR CLASS EFFECTS and combat manoeuvres.
Dodge Deflection Natural Size
ARMOUR CLASS Modifier Modifier Armour AC Shield AC Armour Modifier
It doesn’t get added to
AC 1 +
19 = 10 + DEX + 3 + 4 + + + 1
damage - in fact, small
FLAT-FOOTED ARMOUR CLASS
18
AC = 10 N/A N/A + 3 + 4 + + + 1 weapons generally do less
TOUCH ARMOUR CLASS damage.
15 = 10 + DEX
AC 1 + + 3 N/A N/A N/A + 1
Temp AC Spell Resistance Conditional Modifiers

+ AC +4 dodge against giants


Bonuses of the same type
Damage Reduction

/ typically don’t stack (except


Notes for Dodge bonus)
Bonus spells are filled in
vertically, based on your
BARD 8 PREPARED SPELLS
ATTACKS Bard KNOWN SPELLS
primary casting stat. Each Level
Lullaby Summon Instrument
successive column gets 4 Level
+ Caster
8 Message Ghost Sound (illusion)
Attack Bonus Damage Critical
Bonus Level
0
fewer than the d one before
× it. SPELLS Mage Hand
Spells Spell Spells = Base + Bonus Spells Light
Special Ammo
This Bard’s charisma# Known Save DC per day Spells
Disguise Self (illusion) Magic Aura (illusion)

CHA - 12
CHA - 4
CHA - 8
6 15 0 1

CHA
modifier is +5, so he fills in Alarm

DC +1 — illusion
5 16 1 6 4 ■■
Expeditious Retreat
■■■

5Attack
boxes Bonus
in theDamage
first column
Critical 4 17 2 5 4 ■ Silent Image (illusion)
and only 1 in dthe second. × 3 18 3 3 2 ■ Alter Self (illusion)
4 ■
Invisibility (illusion)
2
So he gets two bonus spells 5 ■
Heroism

atAttack
level
Bonus 1, but Damage
only oneCritical 6
Hold Person
at levels 2 to d5. These are × Spell Save DC = 10 + CHA + Spell Level
Major Image (illusion)
5 + 8
3
added to his allowance from 13 = CHA
Caster
Concentration Cure Serious Wounds
Level ■■■
Crushing Despair
being a Bard.Damage
Attack Bonus Critical ARCANE SPELL FAILURE THRESHOLD
Bards can wear light armour without risking
d × % spell failure.

BARDIC KNOWLEDGE 4
Don’t forget to apply Critical
BARDIC
Attack Bonus Damage
KNOWLEDGE Bard Misc
Level
bonuses like dBardic × BONUS

4 = ( 8 ÷2 + )
KnowledgeSpecial Ammo
to your skills.
# Bards can use all knowledge skills untrained.
5
Special Ammo PERFORMANCES
# DURATION Bard
Misc
PER DAY Level
SAVES
29 rds = 2 + ( 8 × 2 + CHA
5 + 6) 6
Misc Base Racial Misc Temp
FORTITUDE SAVE Extra
Rounds Today Performance
+ +
– – 23
FORT = CON + + +
REFLEX SAVE
27 26
25
– 20
– 14
– 11 VERSATILE PERFORMANCE
Use bonus in place of... Use bonus in place of...
REFTake care of+when
+ to round

Misc
= DEX + + ■ Act ☺ Bluff, Disguise Oratory Diplomacy, Sense Motive
+
a divider number up rather
WILL SAVE Comedy
Dance
Bluff, Intimidate
Acrobatics, Fly
Percussion
Sing
Handle Animal, Intimidate
Bluff, Sense Motive
= WIS
WILLthan +
down. + + + ■ ♫

Bard Keyboard String Bluff, Diplomacy
WILL SAVE DC Level Diplomacy, Intimidate
Evasion Improved Endurance Trap Instruments Wind Instruments Diplomancy, Handle Animal

Unless stated otherwise,


Evasion
Conditional Modifiers
Sense
19 = 10 + ( 5
8 ÷ 2 + CHA ) Other:

you generally round down


FASCINATE

AUDIENCE Bard
nconcious in Pathfinder. MAX FASCINATED Level

hp
= 8 ÷3 (Round up)
SCROLLS POTIONS
EFFECTS COURAGE BONUS COMPETENCE BONUS
Raise Dead Cure Light Wounds x5
+2 +3
Size
Modifier Cure Moderate Wounds x2
INSPIRE GREATNESS Bonus hit dice
Lesser Restoration
MAX AFFECTED + 2d10 (including CON) Gaseous Form
INSPIRE

Competence Bull’s Strength


Water Breathing
+2 to attack
+1 to fortitude saves

INSPIRE HEROICS Saving bonus


MAX AFFECTED + 4 to all saves
Dodge bonus
+4 to AC

LORE MASTER
TAKE 10 TAKE 20 PER DAY Take 20 Today

1
Unlimited uses
per day

PAGE 3: CLASS-SPECIFIC SHEET


Each class gets a sheet of specific features.

MULTICLASSING SPELLS
If your character has levels in more than one class, you’ll Some spellcasters choose their spells spontaneously, while
probably need a sheet for each one. others must prepare at the start of the day.
ROUNDING UP OR DOWN? Level 0 spells can be used unlimited times by all
spellcasters. Divine casters call these ‘orisons’, arcane
When dividing a number, you almost always round down.
casters call them ‘cantrips’.
If you need to round up, the sheet will say so.
Many calculations say “minimum 1”, while others will only
be available from certain levels. If in doubt, you should
check the books to be certain.
INVENTORY
Value Weight
ARMOUR
Hat / Mask
EQUIPMENT Armour and shield both
Traveller’s clothes (small) Masterwork Chain Shirt contribute to your AC
Performer’s clothes (small) Properties Properties

Maid’s uniform (small) Type Max Speed Max AC DEX

20 ft 4 sq 4
Cake Headband
Check Penalty Weight Spell Failure Armour AC
Headband of Alluring Charisma
Stilts
-1 25 lb 20 % 4
AC Properties
+2 Charisma
Mistreated Stilt Coverings SHIELD
Items that you wear often
Lye Properties
Eyes
grant magical bonuses.
Properties
200m silk rope
Antitoxin x 2
Check Penalty Weight
lb
Spell Failure
%
Shield AC
AC
Don’t forget to incorporate
Neck / Throat
those elsewhere.
Cloak of Resistance +3
Properties
+3 bonus to all saving throws

Shoulders

Properties

Chest

Properties

Belts

Properties

Hands Clothes / Body

Properties Properties

Ring Arms / Wrists


Ring of Protection +3
Properties Properties
+3 deflection bonus to AC

Ring Feet

Properties Properties

MONEY VALUABLE ITEMS


Value
Copper , 2 5 cp The Crown of Sum’wir 1 5, 0 0 0
Silver , ,9 0 4 sp

Gold , 1,2 7 2 gp
Platinum , , 1 9 pp
Carried Items lb Total , , 1,5 5 2. 6 5
Light Load Weapons, Ammo lb
50 coins weighs 1lb coins
lb Armour, Shield lb
Medium Load
Worn Items Debts , 2,400.
lb
lb Scrolls, Potions,
lb
Valuables , 1 5,000.
Heavy Load Wands, Components
Coins lb Other items , , .
lb
Total Weight lb Total , , 1 4,1 5 2. 6 5

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

MONEY ARMOUR, SHIELD AND SPECIAL ITEMS


10 copper pieces are worth 1 silver piece, 10 silver pieces are Armour and shields both grant you a bonus to AC, but
worth 1 gold piece and so on. Add the columns up to get at a cost to mobility and spellcasting ability. Masterwork
your total cash. armour lessens that penalty.
Depts are negative, so subtract them from your total. They can also grant you other special bonuses.
INVENTORY
Armour and shields make you harder to hit, but at the cost
to mobility and spellcasting ability.
CHARACTER
Name

FEMALE
MALE
LA
OD

W
CHARACTER SHEET

GO

FU
L
Player Race Size

CH
Size

IL
AO

EV
TI
Modifier

C
Campaign CLASSES Skill Ranks Hit Die Level Level
Adjustment
1 d
XP
2 d
ABILITIES 3 d Effective
Ability Item Ability Temp Temp Character
Score Bonus Modifier Score Modifier
4 d Level
5 d
STR STR STR Favoured class + INT + CON
+1 hp or skill rank per level hp rks per level per level
DEX DEX DEX SKILLS
Class Racial, Armour
CON CON CON Skill Skills Ranks Feats Misc Check
Untrained Bonus +3 Penalty
INT INT INT Acrobatics DEX -
WIS WIS WIS Appraise INT
CHA CHA CHA Bluff CHA
Ability Modifier = (Total Ability Score - 10) ÷ 2 (Round down)
Climb STR -
Diplomacy CHA
FEATS & SPECIAL ABILITIES
Disable Device DEX -
Disguise CHA
Escape Artist DEX -
Fly DEX -
Handle Animal CHA
Heal WIS
Intimidate CHA + Size
diff x4

Linguistics INT
Perception WIS
Ride DEX -
Sense Motive WIS
Sleight of Hand DEX -
Spellcraft INT
Stealth DEX -
Survival WIS
Track Trained SURVIVAL N/A
Swim STR -
Use Magical Device CHA
Knowledge: Arcana INT
Knowledge: Dungeoneering INT
Knowledge: Religion INT
Knowledge: Nature INT
Knowledge: The Planes INT
Profession - WIS
Knowledge - INT
LANGUAGES

Perform - CHA
Other skills:
Craft - INT
INITIATIVE ATTACKS
INITIATIVE BONUS Feats Training Misc

INIT = DEX + + + Attack Bonus Damage Critical


Range Type
SPEED ft sq d ×
SPEED Speed with Armour Temp Speed Ammo Special Ammo
# #
ft sq ft sq ft sq
Swim Speed Fly Speed Climb Speed

ft sq ft sq ft sq Range Type Attack Bonus Damage Critical

BASE ATTACK ft sq d ×
BASE MELEE RANGED
ATTACK BONUS ATTACK ATTACK

Range Type Attack Bonus Damage Critical

Temp Attack Morale Power ft sq d ×


Bonus Bonus Buffs Nerfs Attack

+ = + - -
Range Type Attack Bonus Damage Critical
Temp Damage Morale Power
Bonus Bonus Buffs Nerfs Attack ft sq d ×
+ = + - +
Conditional Modifiers Attack Bonus Damage Critical
Range Type

ft sq d ×
COMBAT MANOEUVRES Ammo Special Ammo

COMBAT MANOEUVRE Base


# #
Size
BONUS Attack Bonus Modifier Misc
Ammo Special Ammo
CMB = STR + BAB - + # #
COMBAT MANOEUVRE Dodge Deflection Base Size SAVES
DEFENCE Modifier Modifier Attack Bonus Modifier Misc Base Racial Misc Temp
FORTITUDE SAVE
CMD = 10 + STR + DEX + + + BAB - + FORT = CON + + + +
FLAT-FOOTED Deflection Base Size REFLEX SAVE
CMD Modifier Attack Bonus Modifier Misc
REF = DEX + + + +
CMD = 10 + STR N/A N/A + + BAB - + WILL SAVE
Temp CMB Temp CMD Conditional Modifiers WILL = WIS + + + +
+ CMB + CMD Evasion Improved Endurance Trap
Evasion Sense
Conditional Modifiers

HEALTH
HIT POINTS Wounds Dying Stable Non-lethal Unconcious

hp hp hp

ARMOUR CLASS EFFECTS


Dodge Deflection Natural Size
ARMOUR CLASS Modifier Modifier Armour AC Shield AC Armour Modifier

AC = 10 + DEX + + + + + +
FLAT-FOOTED ARMOUR CLASS
AC = 10 N/A N/A + + + + +
TOUCH ARMOUR CLASS
AC = 10 + DEX + + N/A N/A N/A +
Temp AC Spell Resistance Conditional Modifiers

+ AC
Damage Reduction

/
Notes
INVENTORY ARMOUR EQUIPMENT
Value Weight Hat / Mask

Properties Properties

Type Max Speed Max AC DEX

ft sq Headband
Check Penalty Weight Spell Failure Armour AC
lb % AC Properties

SHIELD

Eyes
Properties
Properties
Check Penalty Weight Spell Failure Shield AC
lb % AC
Neck / Throat

Properties

Shoulders

Properties

Chest

Properties

Belts

Properties
Carried Items lb
Light Load
Weapons, Ammo lb
lb
Hands Clothes / Body
Medium Load Armour, Shield lb
Properties Properties
lb Worn Items lb
Heavy Load Scrolls, Potions,
Wands, Components lb
lb Ring Arms / Wrists
Total Weight lb

MONEY Properties Properties

Copper , cp

Silver , , sp Ring Feet

Gold , , gp Properties Properties

Platinum , , pp

Total , , , .
SCROLLS POTIONS

WANDS
CHARGES

#
CHARGES

#
CHARGES

#
CHARGES

#
INVENTORY ARMOUR EQUIPMENT
Value Weight Hat / Mask

Properties Properties

Type Max Speed Max AC DEX

ft sq Headband
Check Penalty Weight Spell Failure Armour AC
lb % AC Properties

SHIELD

Eyes
Properties
Properties
Check Penalty Weight Spell Failure Shield AC
lb % AC
Neck / Throat

Properties

Shoulders

Properties

Chest

Properties

Belts

Properties

Hands Clothes / Body

Properties Properties

Ring Arms / Wrists

Properties Properties

Ring Feet

Properties Properties

MONEY VALUABLE ITEMS


Value
Copper , cp

Silver , , sp

Gold , , gp

Platinum , , pp
Carried Items lb Total , , , .
Light Load Weapons, Ammo lb
50 coins weighs 1lb coins
lb Armour, Shield lb
Medium Load
Worn Items Debts , , .
lb
lb Scrolls, Potions, Valuables , , .
Wands, Components lb
Heavy Load
Coins lb Other items , , .
lb
Total Weight lb Total , , , .
CHARACTER
Name

FEMALE
MALE
LA
OD

W
CHARACTER SHEET

GO

FU
L
Player Race Size

CH
Size

IL
AO

EV
TI
Modifier

C
Campaign CLASSES Skill Ranks Hit Die Level Level
Adjustment
1 BARBARIAN! d
XP
2 d
ABILITIES 3 d Effective
Ability Item Ability RAGE! Fatigue Temp Character
4 d Level
Score Bonus Modifier Modifier Modifier Modifier
5 d
STR + - STR Favoured class + INT + CON
+1 hp or skill rank per level hp rks per level per level
DEX - DEX SKILLS
Class Racial, Forbidden Armour
CON + CON Skill Skills Ranks Feats, Misc During Check
Untrained Bonus +3 Synergy RAGE! Penalty
INT INT Acrobatics DEX X -
WIS WIS Appraise INT X
CHA CHA Bluff CHA X
Ability Modifier = (Total Ability Score - 10) ÷ 2 (Round down)
Climb STR X -
Diplomacy CHA X
FEATS & SPECIAL ABILITIES
Disable Device DEX X-
Disguise CHA X
Escape Artist DEX X-
Fly DEX -
Handle Animal CHA X X
Heal WIS
Intimidate CHA X
+ Size
diff x4

Linguistics INT X
Perception WIS X
Ride DEX X -
Sense Motive WIS
Sleight of Hand DEX X-
Spellcraft INT X
Stealth DEX X-
Survival WIS X
Track Trained SURVIVAL N/A X
Swim STR X -
Use Magical Device CHA X
Knowledge: Arcana INT X
Knowledge: Dungeoneering INT X
Knowledge: Religion INT X
Knowledge: Nature INT X X
Knowledge: The Planes INT X
Profession - WIS
Knowledge - INT
LANGUAGES

Perform - CHA
Other skills:
Craft - INT
INITIATIVE ATTACKS
INITIATIVE BONUS Feats Training Misc

INIT = DEX + + + Attack Bonus Damage Critical


Range Type
SPEED ft sq d ×
SPEED Speed with Armour Temp Speed Ammo Special Ammo
# #
ft sq ft sq ft sq
Swim Speed Fly Speed Climb Speed

ft sq ft sq ft sq Range Type Attack Bonus Damage Critical

BASE ATTACK ft sq d ×
BASE MELEE RANGED
ATTACK BONUS ATTACK ATTACK

Range Type Attack Bonus Damage Critical

Temp Attack ft sq d ×
Bonus Buffs Nerfs RAGE! Fatigued

+ = - + -
Range Type Attack Bonus Damage Critical
Temp Damage
Bonus Buffs Nerfs RAGE! Fatigued ft sq d ×
+ = - + -
Conditional Modifiers Attack Bonus Damage Critical
Range Type

ft sq d ×
COMBAT MANOEUVRES Ammo Special Ammo

COMBAT MANOEUVRE Base


# #
Size
BONUS Attack Bonus Modifier RAGE!
Ammo Special Ammo
CMB = STR + BAB - + # #
COMBAT MANOEUVRE Dodge Deflection Base Size SAVES
DEFENCE Modifier Modifier Attack Bonus Modifier RAGE! Base Misc Temp RAGE!
FORTITUDE SAVE
CMD = 10 + STR + DEX + + + BAB - + FORT = CON + + + +
FLAT-FOOTED Deflection Base Size REFLEX SAVE Fatigued
Modifier RAGE!
CMD Modifier Attack Bonus
REF = DEX + + + -
CMD = 10 + STR N/A N/A + + BAB - + WILL SAVE RAGE!

Temp CMB Temp CMD Conditional Modifiers WILL = WIS + + + +


+ CMB + CMD Evasion Improved Endurance Trap
Evasion Sense
Conditional Modifiers

HEALTH
HIT POINTS RAGE! Wounds Dying Stable Non-lethal Unconcious

hp + hp hp hp

ARMOUR CLASS EFFECTS


Dodge Deflection Natural Size
ARMOUR CLASS Modifier Modifier Armour AC Shield AC Armour Modifier

AC = 10 + DEX + + + + + +
FLAT-FOOTED ARMOUR CLASS
AC = 10 N/A N/A + + + + +
TOUCH ARMOUR CLASS
AC = 10 + DEX + + N/A N/A N/A +
Temp AC Spell Resistance Conditional Modifiers

+ AC
Damage Reduction
RAGE!
-2 AC Penalty /
Notes
BARBARIAN!
Barbarian RAGE!
Level
RAGE! DURATION Barbarian Misc RAGE!
BARBARIAN PER DAY Level TODAY
Barbarian
Level rds = 2 + CON + ( ×2 + ) rds
1 { Fast Movement
RAGE!
STRENTH CONSTITUTION
SCORE SCORE
WILL
SAVE
ARMOUR
CLASS
2 Uncanny Dodge BONUS BONUS BONUS PENALTY

3 Trap Sense +1 RAGE! 4 4 2 -2


5 Improved Uncanny Dodge
GREATER RAGE! 6 6 3 -2
6 Trap Sense +2
MIGHTY RAGE! 8 8 4 -2
Ability Modifier =
7 Damage Reduction 1/―
(Total Ability Score - 10) ÷ 2 STR CON AC
9 Trap Sense +3
FATIGUED RAGE! Strength Score Dexterity Score
DURATION Duration Penalty: -2 Penalty: -2
10 Damage Reduction 2/―
Cannot rage, run or charge
rds = ×2 STR
-1 DEX
-1 while fatigued.
11 Greater RAGE!
RAGE! POWERS
12 Trap Sense +4
RAGE! POWERS Barbarian Misc
13 Damage Reduction 3/― KNOWN Level

14 Indomitable Will = ( )
÷2 + (Round down)
15 Trap Sense +5
1
16 Damage Reduction 4/―

17 Tireless RAGE!
2
18 Trap Sense +6

19 Damage Reduction 5/―


3
20 Mighty RAGE!

10

11

12

13

14
BARD Bard PREPARED SPELLS
KNOWN SPELLS
Level

Level Caster
+
Bonus Level
0
SPELLS
Spells Spell Spells = Base + Bonus Spells
Known Save DC per day Spells

CHA - 12
CHA - 4
CHA - 8
0 1

CHA
1
2
3
4 2
5
6
Spell Save DC = 10 + CHA + Spell Level

Caster 3
Concentration = CHA + Level

ARCANE SPELL FAILURE THRESHOLD


Bards can wear light armour without risking
% spell failure.

BARDIC KNOWLEDGE 4
BARDIC
KNOWLEDGE Bard Misc
BONUS Level

= ( ÷2 + )
Bards can use all knowledge skills untrained.
5
PERFORMANCES
DURATION Bard
Misc
PER DAY Level

=2+ ( )
× 2 + CHA +
6
rds
Rounds Today

VERSATILE PERFORMANCE
Use bonus in place of... Use bonus in place of...
Act Bluff, Disguise Oratory Diplomacy, Sense Motive
Comedy Bluff, Intimidate Percussion Handle Animal, Intimidate
Dance Acrobatics, Fly Sing Bluff, Sense Motive
Bard Keyboard String Bluff, Diplomacy
WILL SAVE DC Level Diplomacy, Intimidate
Instruments Wind Instruments Diplomancy, Handle Animal
= 10 + ( )
÷ 2 + CHA Other:
FASCINATE

AUDIENCE Bard
MAX FASCINATED Level

= ÷3 (Round up)
SCROLLS POTIONS
COURAGE BONUS COMPETENCE BONUS

INSPIRE GREATNESS Bonus hit dice


MAX AFFECTED + 2d10 (including CON)
INSPIRE

Competence
+2 to attack
+1 to fortitude saves

INSPIRE HEROICS Saving bonus


MAX AFFECTED + 4 to all saves
Dodge bonus
+4 to AC

LORE MASTER
TAKE 10 TAKE 20 PER DAY Take 20 Today
Unlimited uses
per day
PREPARED SPELLS
OD

LA
CLERIC Cleric
Level
PREPARED SPELLS
W
GO

FU
OF
L Caster
CH

IL
AO

EV
TI

Level
C

0
DOMAINS
Domain Domain

Domain Spell +1 Domain Spell +1


Granted Power Granted Power
DC Level

DC Level
1
Uses Uses
per day per day
Granted Power Granted Power
Domain Spell +1 Domain Spell +1
DC Level

DC Level

Uses Uses
2
per day per day

SPELLS
Spell Spells Base Bonus Spells
= +
Save DC per day Spells
WIS - 12

Domain Spell +1 Domain Spell +1


WIS - 4
WIS - 8

0
WIS

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

Caster
Concentration = WIS + Level Domain Spell +1 Domain Spell +1
Light Wounds 1d8 + Level (1 - 5) 1 5
CURE / INFLICT

Mass Spell Level

Moderate Wounds 2d8 + Level (3 - 10) 2 6 5


Spell Level

Serious Wounds 3d8 + Level (5 - 15) 3 7


Critical Wounds 4d8 + Level (7 - 20) 4 8
Heal / Harm 10 × Level 6 9
Domain Spell +1 Domain Spell +1
CHANNEL ENERGY
Good Cleric Evil Cleric
Channel Positive Energy Channel Negative Energy 6
Cure Wounds Inflict Wounds

CHANNAL
PER DAY Misc Today
Domain Spell +1 Domain Spell +1
= 3 + CHA +
ENERGY Cleric
7
ROLL Level Misc

d6 = ( ÷2 )+ Domain Spell +1 Domain Spell +1


(Round up)
WILL Cleric
SAVE DC Level Misc 8
=10 + ( )
÷ 2 + CHA +
(Round down) Domain Spell Domain Spell
+1 +1
CHANNEL
RANGE 9
Radius centred
30 ft on the Cleric
Caster PREPARED SPELLS
PREPARED SPELLS
Level
DRUID Level
+
Bonus
0
DEITY

LA
OD

W
GO

FU
L
CH

IL
AO

EV
TI
C
SPELLS
Spell
Save DC
Spells
per day
=
Base
Spells
+
Bonus Spells 1

WIS - 12
WIS - 4
WIS - 8
0

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

Caster
Concentration = WIS + Level 4
NATURE BOND
× ANIMAL COMPANION DOMAIN
Animal Companion’s Name

5
Creature Type

WILD SHAPE
Times per day Times Today
6

Current Shape

WANDS
9
CHARGES

# SCROLLS POTIONS
CHARGES

#
CHARGES

#
CHARGES

#
CHARGES

#
Caster PREPARED SPELLS
PREPARED SPELLS
Level
DRUID Level
+
Bonus
0
DEITY

LA
OD

W
GO

FU
L
CH

IL
AO

EV
TI
C
SPELLS
Spell
Save DC
Spells
per day
=
Base
Spells
+
Bonus Spells 1

WIS - 12
WIS - 4
WIS - 8
0

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

Caster
Concentration = WIS + Level
4
NATURE BOND
ANIMAL COMPANION × DOMAIN
Domain

Granted Powers 5

Domain Spells
1 6
2
3
4
5 7
6
7
8
8
9
WILD SHAPE
Times per day Times Today
9
WANDS SCROLLS POTIONS
CHARGES

#
CHARGES

#
CHARGES

#
CHARGES

#
Druid Druid
WILD SHAPE Level
Creature Type Size
Modifier
WILD SHAPE Level
Creature Type Size
Modifier

ABILITIES ATTACKS ABILITIES ATTACKS


Ability Item Temp Ability Ability Item Temp Ability
Score Bonus Bonus Modifier Score Bonus Bonus Modifier

STR STR Range Attack Bonus Damage Critical


STR STR Range Attack Bonus Damage Critical

DEX DEX ft sq DEX DEX ft sq

CON CON CON CON


Ability Modifier = (Total Ability Score - 10) ÷ 2 Attack Bonus Damage Critical Ability Modifier = (Total Ability Score - 10) ÷ 2 Attack Bonus Damage Critical
Range Range
COMBAT COMBAT
ft sq ft sq
INITIATIVE BONUS Misc Initiative INITIATIVE BONUS Misc Initiative

INIT = DEX + INIT = DEX +


SPEED Temp Speed Attack Bonus Damage Critical SPEED Temp Speed Attack Bonus Damage Critical
Range Range

ft sq ft sq ft sq ft sq ft sq ft sq

COMBAT MANOEUVRES COMBAT MANOEUVRES


COMBAT MANOEUVRE Size COMBAT MANOEUVRE Size
Modifier Misc Attack Bonus Damage Critical Modifier Misc Attack Bonus Damage Critical
BONUS Range BONUS Range
Attack

Attack
CMB = CMB =
Base

Base
+ STR + + ft sq + STR + + ft sq
COMBAT MANOEUVRE Dodge Deflection Base Size Morale COMBAT MANOEUVRE Dodge Deflection Base Size Morale
DEFENCE Modifier Modifier Attack Bonus Modifier Misc Bonus DEFENCE Modifier Modifier Attack Bonus Modifier Misc Bonus

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


ARMOUR CLASS SAVES ARMOUR CLASS SAVES
Natural Size Misc Base Misc Temp Natural Size Misc Base Misc Temp
ARMOUR CLASS Armour Modifier Modifier FORTITUDE SAVE ARMOUR CLASS Armour Modifier Modifier FORTITUDE SAVE
AC = 10 + DEX + - + FORT =CON + + AC = 10 + DEX + - + FORT =CON + +
FLAT-FOOTED ARMOUR CLASS REFLEX SAVE FLAT-FOOTED ARMOUR CLASS REFLEX SAVE
AC = 10 / + - + REF = DEX + + AC = 10 / + - + REF = DEX + +
TOUCH ARMOUR CLASS TOUCH ARMOUR CLASS
PORTRAIT PORTRAIT
AC = 10 + DEX / - + AC = 10 + DEX / - +
Temp AC Spell Resistance Damage Reduction Temp AC Spell Resistance Damage Reduction

AC / AC /
SPECIAL ABILITIES SPECIAL ABILITIES
INITIATIVE ATTACKS
INITIATIVE BONUS Feats Training Misc Unarmed Strike
INIT = DEX + + + Range Type Attack Bonus Damage Critical

SPEED ft sq d ×
SPEED Speed with Armour Temp Speed

ft sq ft sq ft sq Attack Bonus Damage Critical


Range Type
Swim Speed Fly Speed Climb Speed
ft sq d ×
ft sq ft sq ft sq

BASE ATTACK
Range Type Attack Bonus Damage Critical
BASE MELEE RANGED
ATTACK BONUS ATTACK ATTACK ft sq d ×

FLURRY OF BLOWS Using any combination of Attack Bonus Damage Critical


ATTACK BONUS unarmed strikes and Monk Range Type
weapons: Kama, Nunchaku,
Quarterstaff, Sai, Shuriken, ft sq d ×
Siangham
Temp Attack Morale Power
Bonus Bonus Buffs Nerfs Attack
Range Type Attack Bonus Damage Critical
+ = + - - ft sq d ×
Temp Damage Morale Power
Bonus Bonus Buffs Nerfs Attack

+ = + - + Range Type Attack Bonus Damage Critical

ft sq d ×
COMBAT MANOEUVRES
COMBAT Ammo Special Ammo
Base
MANOEUVRE Attack Bonus / Size # #
BONUS Monk Level Modifier Misc
Ammo Special Ammo
CMB = STR + - + # #
COMBAT MANOEUVRE Dodge Deflection Monk Level Base Size SAVES
DEFENCE Modifier Modifier ÷4 Attack Bonus Modifier Base Racial Misc Temp
FORTITUDE SAVE
CMD = 10 + STR + DEX + + + WIS + + BAB - FORT = CON + + + +
FLAT-FOOTED Deflection Monk Level Base Size REFLEX SAVE
CMD Modifier ÷4 Attack Bonus Modifier
REF = DEX + + + +
CMD = 10 + STR N/A N/A + + WIS + + BAB - WILL SAVE
Temp CMB Temp CMD Conditional Modifiers WILL = WIS + + + +
+ CMB + CMD Evasion Improved Endurance Trap
Evasion Sense
Conditional Modifiers
HEALTH
HIT POINTS Wounds Dying Stable Non-lethal Unconcious

hp hp hp

ARMOUR CLASS EFFECTS


Dodge Deflection Monk Level Natural Size
ARMOUR CLASS Modifier Modifier ÷4 Armour Modifier

AC = 10 + DEX + + + WIS + + +
FLAT-FOOTED ARMOUR CLASS
AC = 10 N/A N/A + + WIS + + +
TOUCH ARMOUR CLASS
AC = 10 + DEX + + + WIS + N/A +
Temp AC Spell Resistance Monk bonus applies when
unarmoured and unencumbered
+ AC Conditional Modifiers
Damage Reduction

/
Notes
MONK Monk
Level
Monk Bonus
MONK
Level Feats
ARMOUR CLASS BONUS Armour Class Bonus
AC BONUS Flurry of Blows Use a full attack action for more attacks
1 Unarmed Strike Treat hands as weapons

}
+ AC Monk Level Stunning Fist Stun (or other effects) target for one round

CMD BONUS = WIS + ( ÷4 ) 2 Evasion Avoid all damage on successful reflex save

+ CMD (Round down)


Fast Movement +10 ft
Bonus only applied when unarmoured, 3 Maneuvre Training Use monk level in place of BAB for calculating CMB
unencumbered and not helpless Still Mind +2 saving throws against enchantment
FLURRY OF BLOWS Ki Pool (magic) Treat unarmed attacks as magic weapons
FLURRY ATTACK BONUS Monk Level
4 Slow Fall 20 ft Reduce effective falling height using wall

= -2 High Jump Add monk level to Acrobatics checks for jumping


5 +20 to jump checks - 1 ki point
Purity of Body Immune to all diseases
UNARMED STRIKE
UNARMED STRIKE DAMAGE ROLL Fast Movement +20 ft
6 Slow Fall 30 ft
d6 › d8 › d10 › 2d6 › 2d8 › 2d10
STUNNING FIST 7 Wholeness of Body Heal your own wounds - 2 ki points

STUNNING FIST Monk Non-Monk


Level Level
8 Slow Fall 40 ft
PER DAY
= + ( ÷4 ) 9
Improved Evasion
Fast Movement +30 ft
Avoid half damage on failed reflex save

(Round down)
STUNNING FIST Ki Pool (lawful) Treat unarmed attacks as lawful weapons
TODAY 10 Slow Fall 50 ft
FORTITUDE
Monk Level
11 Diamond Body Immune to all poisons
SAVE DC
= 10 + ( ÷ 2 ) + WIS 12
Abundant step
Fast Movement +40 ft
Slip magically between spaces - 2 ki points

Slow Fall 60 ft
Monk Effects
Level
13 Diamond Soul Spell resistance
1 Stunned No action this round
Lose DEX bonus to AC; -2 AC
14 Slow Fall 70 ft
4 Fatigued Cannot run or charge
-2 Strength and Dexterity Quivering Palm Delayed death
15 Fast Movement +50 ft
8 Sickened -2 to attack rolls, damage rolls,
saving throws, skill and ability checks Ki Pool (adamantine) Treat unarmed attacks as adamantine weapons
16 Slow Fall 80 ft
12 Staggered May make a standard or move action,
but not both
Timeless Body No age penalties or artificial aging
16 Blinded Lose DEX bonus to AC; -2 AC
17 Tongue of the Sun and Moon Speak with any living creature
-4 on STR and DEX skills, opposed Perception
or 50% miss chance when attacking Fast Movement +60 ft
DC 10 Acrobatics to move more than half speed
18 Slow Fall 90 ft
Deafened -4 initiative; 20% miss chance when attacking
-4 on opposed Perception
19 Empty Body Assume ethereal state for 1 minute - 3 ki points
automatically fail Perception checks for sound
Perfect Self Treated as outsider
20 Paralysed No action this round
20 Slow Fall Any distance
Lose DEX bonus to AC; -2 AC

WHOLENESS OF BODY KI POOL


HEALING KI POOL
Level POINTS Monk Level CAPACITY Monk Level
7
= = ( )
÷ 2 + WIS
DIAMOND SOUL Ki Pool

SPELL RESISTANCE Monk Level


Level
11 = 10 +
QUIVERING PALM
QUIVER DAYS Monk Level

=
Level
FORTITUDE Monk
15 SAVE DC Level

= 10 + ( ÷ 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 PREPARED SPELLS
LA
OD Level
W
GO

FU
L
CH

Paladin Caster
IL
-3= 1
AO

EV
TI

Level Level
C

DEITY

LA
OD

W
GO

FU
L
CH

IL
AO

EV
2

TI
C
DIVINE BOND
SPECIAL MOUNT BONDED WEAPON
Name
3
Type Summoned
Today
Enhancements
4

SMITE EVIL
FOES Paladin Foes
SPELLS PER DAY Level Misc Today
Spell
Save DC
Spells
per day
=
Base
Spells
+
Bonus Spells
CHA = ( ÷3 + )
1 (Round up)
ATTACK DEFLECTION
2 BONUS BONUS
Misc Misc
3
+ = CHA + + AC = CHA +
4
Spell Save DC = 10 + WIS + Spell Level A successful strike with smite evil Smiting damage bonus applies double for the
Caster bpasses damage reduction. first successful strike against evil outsiders,
Concentration = CHA + Level evil dragons and the undead.

CHANNEL POSITIVE ENERGY DAMAGE Paladin EVIL DAMAGE Paladin


BONUS Level Misc BONUS Level Misc
Channelling positive energy uses up two of today’s
uses of Lay On Hands.
ENERGY
+ = + + = ( ×2 + )
Paladin
ROLL Level Misc LAY ON HANDS
d6 = ( ÷2 )+ USES
PER DAY
Paladin
Level Misc Uses Today

WILL Paladin
(Round up)
= ( )
÷ 2 + CHA + (Round down)
SAVE DC Level

= 10 + ( )
÷ 2 + CHA
HEALING
HIT POINTS
Paladin
Level Misc

(Round down) d6 = ( ÷2 )+ (Round down)


MERCIES

SCROLLS POTIONS

WANDS
CHARGES

#
CHARGES

#
CHARGES

#
CHARGES

#
ANTIPALADIN PREPARED SPELLS
LA
Antipaladin
Level
1
OD

W
GO

FU
L
CH

Antipaladin Caster
-3=
IL
AO

EV
TI

Level Level
C

PATRON

LA
OD

W
2

GO

FU
L
CH

IL
AO

EV
TI
C
FIENDISH BOON
FIENDISH SERVANT BONDED WEAPON
Name 3
Type Summoned
Today
Enhancements 4

SMITE GOOD
VICTIMS Antipaladin Victims
PER DAY Level Misc Today

Spell
SPELLS
Spells Base Bonus Spells
= ( ÷3 + )
= + (Round up)
Save DC per day Spells CHA
ATTACK DEFLECTION
1 BONUS BONUS
Misc Misc
2
+ = CHA + + AC = CHA +
3
4 A successful strike with smite good Smiting damage bonus applies double for a
Spell Save DC = 10 + WIS + Spell Level bpasses damage reduction. successful strike against good outsiders,
good dragons, good Clerics and Paladins.
Caster
Concentration = CHA + Level DAMAGE Antipaladin GOOD DAMAGE Antipaladin
BONUS Level Misc BONUS Level Misc
CHANNEL NEGATIVE ENERGY
Channelling negative energy uses up two of today’s + = + + = ( ×2 + )
uses of Touch of Corruption.
ENERGY Antipaladin
TOUCH OF CORRUPTION
ROLL Level Misc USES Antipaladin
Uses Today
d6 = ( ÷2 )+ PER DAY

= (
Level

)
÷ 2 + CHA +
Misc

(Round down)
(Round up)
WILL Antipaladin CORRUPTION Antipaladin
SAVE DC Level HIT POINTS Level Misc
= 10 + ( )
÷ 2 + CHA d6 = ( ÷2 )+ (Round down)
(Round down)

CRUELTIES

SCROLLS POTIONS

WANDS
CHARGES

#
CHARGES

#
CHARGES

#
CHARACTER
Name

FEMALE
MALE
LA
OD

W
CHARACTER SHEET

GO

FU
L
Player Race Size

CH
Size

IL
AO

EV
TI
Modifier

C
Campaign CLASSES Skill Ranks Hit Die Level Level
Adjustment
1 Ranger d
XP
2 d
ABILITIES 3 d Effective
Ability Item Ability Temp Temp Character
Score Bonus Modifier Score Modifier
4 d Level
5 d
STR STR STR Favoured class + INT + CON
+1 hp or skill rank per level hp rks per level per level
DEX DEX DEX SKILLS
Class Racial, Favoured Armour
CON CON CON Skill Skills Ranks Feats, Misc Enemy Check
Untrained Bonus +3 Synergy Terrain Penalty
INT INT INT Acrobatics DEX -
WIS WIS WIS Appraise INT
CHA CHA CHA Bluff CHA
Ability Modifier = (Total Ability Score - 10) ÷ 2 (Round down)
Climb STR -
Diplomacy CHA
FEATS & SPECIAL ABILITIES
Disable Device DEX -
Disguise CHA
Escape Artist DEX -
Fly DEX -
Handle Animal CHA
Heal WIS
Intimidate CHA + Size
diff x4

Linguistics INT
Perception WIS
Ride DEX -
Sense Motive WIS
Sleight of Hand DEX -
Spellcraft INT
Stealth DEX -
Survival WIS
Track Trained SURVIVAL N/A
Swim STR - 1 per 5lb
carried -
Use Magical Device CHA
Knowledge: Arcana INT
Knowledge: Dungeoneering INT
Knowledge: Religion INT
Knowledge: Nature INT
Knowledge: The Planes INT
Knowledge: Geography INT
Profession - WIS
Knowledge - INT
LANGUAGES

Perform - CHA
Other skills:
Craft - INT
INITIATIVE ATTACKS
INITIATIVE BONUS Feats Training Misc

INIT = DEX + + + Attack Bonus Damage Critical


Range Type
SPEED ft sq d ×
SPEED Speed with Armour Temp Speed Ammo Special Ammo
# #
ft sq ft sq ft sq
Swim Speed Fly Speed Climb Speed

ft sq ft sq ft sq Range Type Attack Bonus Damage Critical

BASE ATTACK ft sq d ×
BASE MELEE RANGED
ATTACK BONUS ATTACK ATTACK

Range Type Attack Bonus Damage Critical

Temp Attack Favoured Morale ft sq d ×


Bonus Enemy Bonus Buffs Nerfs

+ = + + -
Range Type Attack Bonus Damage Critical
Temp Damage Favoured Morale
Bonus Enemy Bonus Buffs Nerfs ft sq d ×
+ = + + -
Conditional Modifiers Attack Bonus Damage Critical
Range Type

ft sq d ×
COMBAT MANOEUVRES Ammo Special Ammo

COMBAT MANOEUVRE Base


# #
Size
BONUS Attack Bonus Modifier Misc
Ammo Special Ammo
CMB = STR + BAB - + # #
COMBAT MANOEUVRE Dodge Deflection Base Size SAVES
DEFENCE Modifier Modifier Attack Bonus Modifier Misc Base Racial Misc Temp
FORTITUDE SAVE
CMD = 10 + STR + DEX + + + BAB - + FORT = CON + + + +
FLAT-FOOTED Deflection Base Size REFLEX SAVE
CMD Modifier Attack Bonus Modifier Misc
REF = DEX + + + +
CMD = 10 + STR N/A N/A + + BAB - + WILL SAVE
Temp CMB Temp CMD Conditional Modifiers WILL = WIS + + + +
+ CMB + CMD Evasion Improved Endurance Trap
Evasion Sense
Conditional Modifiers

HEALTH
HIT POINTS Wounds Dying Stable Non-lethal Unconcious

hp hp hp

ARMOUR CLASS EFFECTS


Dodge Deflection Natural Size
ARMOUR CLASS Modifier Modifier Armour AC Shield AC Armour Modifier

AC = 10 + DEX + + + + + +
FLAT-FOOTED ARMOUR CLASS
AC = 10 N/A N/A + + + + +
TOUCH ARMOUR CLASS
AC = 10 + DEX + + N/A N/A N/A +
Temp AC Spell Resistance Conditional Modifiers

+ AC
Damage Reduction

/
Notes
RANGER Ranger
Level
COMBAT STYLE
ARCHERY TWO-WEAPON FIGHTING
Level Ranger Caster
Bonus
+ Level
-3= Level Ranger Select a bonus feat for your style at 2nd, 6th, 10th, 14th and 18th levels:
Level
Far Shot Double Slice
FAVOURED ENEMIES
Point Blank Shot Improved Shield Bash
FAVOURED ENEMY
Favoured Enemy Bonus 2 Precise Shot Quick Draw
2 4 6 8 10 12
Rapid Shot Two-weapon Fighting

Improved Precise Shot Improved Two-weapon Fighting


6 Manyshot Two-weapon Defence

Pinpoint Targeting Greater Two-weapon Fighting


10 Shot on the Run Two-weapon Rend
Ranger bonus feats can be taken without the normal pre-requisites,
but only apply when not wearing heavy armour.

HUNTER’S BOND
SHARE FAVOURED ENEMY ANIMAL COMPANION
SHARE FAVOURED ENEMY Name
FAVOURED TERRAINS Misc
DURATION
Favoured Terrain Bonus
FAVOURED TERRAIN 2 4 6 8
rds = WIS + Creature type
(WIS minimum 1)
Share half your Favoured Enemy bonus against a
single target with all allies within 30 ft
PREPARED SPELLS

1
WILD EMPATHY
WILD EMPATHY
BONUS Ranger Level Misc

= CHA + + 2
TRACK
Ranger
Level
3
Track =( ÷2)+ Survival
Bonus
SPELLS
From Level 4
Spell Spells
=
Base
+
Bonus Spells 4
Save DC per day Spells WIS

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

Caster
Concentration = WIS + Level
WANDS

SCROLLS POTIONS
CHARGES

#
CHARGES

#
CHARGES

#
CHARGES

#
CHARGES

#
Rogue ROGUE TALENTS
ROGUE Level
TALENTS Rogue Misc
KNOWN Level From level 10, a Rogue
ROGUE
=( ) can take Advanced Talents
Rogue ÷2 + (Round down)
Level
1 { Trapfinding
Sneak Attack 1
2 Evasion

4 Uncanny Dodge
2
8 Improved Uncanny Dodge

10 Advanced Talents
3
20 Master Strike

TRAPS 4
Rogue
Perception Level

Locate Traps = +( ÷ 2) 5
Disable Rogue
Device Level
6
Disable Traps = +( ÷ 2)
TRAP SENSE Rogue
REFLEX BONUS Level Misc 7
+ = ( ÷3 + )
SNEAK ATTACK 8
SNEAK DAMAGE Rogue
Level Misc
BONUS

d6 = ( ÷2 + ) 9
(Round up)
Sneak attack damage can be applied when a target is flanked or
is denied their DEX bonus to AC.
10
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. 11
MASTER STRIKE
From level 20, a successful sneak attack can also deliver one of:
• Sleep for 1d4 hours 12
• Paralysed for 2d6 rounds
• Slain
MASTER STRIKE Rogue 13
FORTITUDE DC Level

= 10 + ( )
÷ 2 + INT
14
Master strike cannot be used again on the same target within
24 hours, whether they pass the Fortitude save or not.
PREPARED SPELLS
SORCERER Caster
Level
KNOWN SPELLS

Level
Bonus
+
BLOODLINE 0

1
SPELLS
Spells Spell Spells Base Bonus Spells
= +
Known Save DC per day Spells

CHA - 12
CHA - 4
0 CHA - 8
CHA

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

Caster
Concentration = CHA + Level

ARCANE SPELL FAILURE THRESHOLD

% 4
SCROLLS

POTIONS

WANDS

8
CHARGES

#
CHARGES

#
9
CHARGES

#
WIZARD Caster PREPARED SPELLS
PREPARED SPELLS
Level

Level
Bonus
+
0
SPELL SCHOOLS
SPECIALITY SCHOOL
Speciality Spell
OPPOSED SCHOOLS

1
Spells from your opposed schools cost two slots to prepare.

ARCANE BOND
FAMILIAR BONDED OBJECT
Speciality Spell

SPELLS
Spell Spells
=
Base
+
Specialist
+
Bonus 2
Save DC per day Spells Spell Spells
INT - 12
INT - 4
INT - 8

0
INT

1
2 Speciality Spell

3
4
5 3
6
7
8 Speciality Spell

9
Spell Save DC = 10 + INT + Spell Level

Concentration = INT + Caster 4


Level

ARCANE SPELL FAILURE THRESHOLD

% Speciality Spell

SCROLLS

Speciality Spell

6
POTIONS

Speciality Spell

7
WANDS
Speciality Spell
CHARGES

# 8
CHARGES

Speciality Spell
#
9
CHARGES

#
Alchemist PREPARED SPELLS
ALCHEMIST Level
EXTRACTS

ALCHEMY
Extract Extracts Base 1

INT - 12
= +

INT - 4
INT - 8
Save DC per day Extracts

INT
1
2
3
4
5 2
6
Extract Save DC = 10 + INT + Extract Level
DISCOVERIES
DISCOVERIES Alchemist
KNOWN Level Misc

= ( )
÷2 +
(Round down) 3
1

3
4
4

5
6

8 6

10
MUTAGENS
Strength Intelligence Natural Armour
Bonus + STR - INT Penalty + AC Bonus
11 Dexterity Wisdom
Bonus + DEX - WIS Penalty Alchemist
DURATION Level
Constitution Charisma
12 Bonus +CON - CHA Penalty mins = 10 mins ×
BOMBS
POISON RESISTANCE
POISON RESISTANCE FORTITUDE SAVE BONUS d6 +
+ BASIC DAMAGE OTHER DAMAGE Bombs Today

Level Alchemist BOMBS Alchemist Misc


Immune to all poisons
10 Level PER DAY Level

MUNDANE POTIONS ( ÷2 ) INT = + INT +


(Round up)
SAVING Alchemist
SPLASH DAMAGE THROW DC Level

+ = 10 + ( )
÷ 2 + INT
Splash Use this DC for Splash reflex saves, (Round down)
ft radius Discovery fortitude saves etc.
PREPARED SPELLS
CAVALIER Cavalier
Level
Name
MOUNT

ORDER
Creature type Mounted Speed

EDICTS
ft sq
CHARGE Attack Bonus Damage Critical Range
Level Cavalier’s Charge +4
3 No Armour Check penalty when charging.

Level Mighty Charge ×2


ABILITIES 11 Free bull rush, disarm, sunder or trip on successful charge; no Attack of Opportunity.
Level
Level Supreme Charge ×2/×3
2 20 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)
Level Charge attack Attack Bonus Damage Critical
8
d ×
Level
TACTICIAN
15
FEAT SHARING Cavalier Misc Feat Sharing
PER DAY Level Today
CHALLENGE
=1+( ÷5)+
CHALLENGES Cavalier Misc
PER DAY Level FEAT SHARING Cavalier Misc Rounds Shared
Level This Encounter
=( ÷3)+
DURATION

(Round up) rds =1+( ÷2)+


Challenges
Today TEAMWORK FEATS
MELEE DAMAGE Cavalier Misc
BONUS Level

= +
Take -2 penalty to AC against any enemy except challenged target
Level Challenged target suffers -2 penalty to AC against Level
17 any target other than you. 9
CAVALIER ORDER — CHALLENGE ABILITY

Level
17
SKILLS
Level EXPERT Cavalier
4 TRAINER = Level ÷ 2
Handle Animal
Training = + Bonus
When training an animal to serve as a mount

CAVALIER ORDER — SKILLS

BANNER
Level Cavalier
5
= Level ÷ 5
Attack
Bonus + =
Saving
Throw + = +1
Bonus

Level Bonus to saves against charm


14 + 2 and compulsion effects.
Caster PREPARED SPELLS
KNOWN SPELLS
INQUISITOR Level

DEITY

LA
OD
0

W
GO

FU
L
CH

IL
AO

EV
TI
C
DOMAIN
Domain
1
Granted Powers

2
SPELLS
Spells Spell Spells = Base + Bonus Spells
Known Save DC per day Spells
WIS - 12
WIS - 4
WIS - 8

0
WIS

1 3
2
3
4
5 4
6
Spell Save DC = 10 + WIS + Spell Level
LA
OD

W
GO

FU
L

The inquisitor cannot cast spells of an alignment


CH

IL
AO

opposed to her own or her deity’s.


EV
TI

5
C

SKILLS
MONSTER LORE
Knowledge + = WIS
When identifying the abilities and weaknesses of creatures.
STERN GAZE
6
Inquisitor
+
}
Intimidate Level

Sense Motive + ÷2 JUDGEMENT


JUDGEMENTS Inquisitor Destruction 3-Level
Level Misc
Damage bonus + Bonus
2 Track + PER DAY Level

CUNNING INITIATIVE
=( ÷ 3 )+ Healing
Fast healing per round + 3-Level
Bonus
(Round up)
Initiative + = WIS Judgements Justice
+ 5-Level
Invoke one Judgement on your Today Attack bonus Bonus
Level
TEAMWORK FEATS foes and recieve a bonus From level 10, bonus doubles to confirm critical hits
1 as long as you are in combat.
CURRENT Inquisitor Piercing 3-Level
Level FEATS Level
Misc
Overcome spell resistance + Bonus
3
= ( ÷3 +) 5-LEVEL
BONUS
Inquisitor
Level Protection
Armour class bonus + 5-Level
Bonus
+ =1+( ÷5) From level 10, bonus doubles against critical hits

}
Temporary feat
Purity 5-Level
3-LEVEL Inquisitor Saving throw bonus + Bonus
BONUS Level
Resilience 5-Level
+ =1+( ÷3) Damage reduction + Bonus
Resistance 3-Level
Level Energy resistance bonus + Bonus × 2
Invoke two judgements at once
8
Level
Smiting
Invoke three judgements at once Your weapon counts as magical for
16 bypassing damage resistance.
BANE
Level Your weapon also counts as aligned,
Level SLAYER
5 Weapon +2 + 2 + 2d6 Level
Select one judgement at start of combat
6 to an alignment that matches your own.
Enhancement
Damage 17 to apply its bonus at 5 levels higher
Level Your weapon also counts as adamantine
Level Bonus
12
Bonus +2 + 2 + 4d6 10 for overcoming damage resistance.
TRUE JUDGEMENT
BANE Inquisitor Misc Bane Rounds InvokeTrue Judgement before one attack
PER DAY Level Today Level If the attack is successful, the target +
rds = + 20 must pass a Fortitude save or die
Whether successful or not, that target is
DISCERN LIES then immune to True Judgement for 24 hours +
DISCERN LIES Inquisitor Misc Discern Lies FORTITUDE Inquisitor
PER DAY Level Today SAVE DC Level

= + =( ÷ 2 ) + WIS +
MYSTERY
Mystery Revelations
ORACLE Level
+
1
Bonus
Deity
CURSE
Bonus Spells
2
Level
2
Level
4
3
Level
6
SPELLS
Level
Spells Spell Spells Base Bonus Spells
Known Save DC per day
=
Spells
+ 8 4

CHA - 12
CHA - 4
0 CHA - 8 Level
CHA

10
1
Level
2 12 5
3
Level
4 14
5 Level Final Revelation
16 6
6
7 Level
18
8
9 PREPARED SPELLS
KNOWN SPELLS
Spell Save DC = 10 + CHA + Spell Level

Caster
Concentration = CHA + Level
0
ARCANE SPELL FAILURE THRESHOLD

%
SCROLLS 1

POTIONS
3

5
WANDS
6
CHARGES

#
7
CHARGES

# 8

9
CHARGES

#
Caster PREPARED SPELLS
KNOWN SPELLS
SUMMONER Level

SUMMONER
Summoner
Level
0
{
Eidolon
1 Life Link
Summon monster I

2 Bond Senses
1
3 Summon monster II

4 Shield ally

5 Summon monster III

6 Maker’s call 2
7 Summon monster IV

8 Transposition

9 Summon monster V
3
10 Aspect

11 Summon monster VI

12 Greater shield ally

13 Summon monster VII


4
14 Life bond

15 Summon monster VIII


5
16 Merge forms

17 Summon monster IX

18 Greater aspect 6
19 Gate

20 Twin eidolon

SPELLS
Spells Spell Spells Base Bonus Spells
= +
Known Save DC per day Spells
CHA - 12
CHA - 4
CHA - 8

0
CHA

1
2
3
4
5
6
7
8
SCROLLS POTIONS
9
Spell Save DC = 10 + CHA + Spell Level
ARCANE SPELL FAILURE THRESHOLD

%
WANDS
CHARGES

#
CHARGES

#
CHARGES

#
EIDOLON
Name

FEMALE
MALE
LA
OD
CHARACTER SHEET

W
GO

FU
L
Base Form Size Size

CH

IL
AO
EIDOLON

EV
TI
Modifier

C
Hit Dice Base Attack Max Skill Feats
ABILITIES SUMMONER Bonus Attacks Ranks
Ability Item Ability Temp Temp LEVEL
Score Bonus Modifier Score Modifier d10
EVOLUTION Armour Saves Good saves:
STR STR STR POOL Bonus (Good) (Bad) FORT
DEX DEX REF
DEX / WILL
CON CON CON SKILLS
Class
INT INT INT

s n
Skill Skills Ranks Feats Misc

io
ut
ol
Untrained Bonus +3
WIS WIS WIS

Ev
Acrobatics DEX
CHA CHA CHA Appraise INT
Ability Modifier = (Total Ability Score - 10) ÷ 2 (Round down) Bluff CHA
EVOLUTIONS Climb STR
Diplomacy CHA
Disable Device DEX
Disguise CHA
Escape Artist DEX
Fly DEX
Handle Animal CHA
Heal WIS
Intimidate CHA + Size
diff x4

Linguistics INT
Perception WIS
Ride DEX
Sense Motive WIS
Sleight of Hand DEX
Spellcraft INT
Stealth DEX
Survival WIS
Track Trained SURVIVAL N/A
Swim STR
Use Magical Device CHA
Knowledge: Arcana INT
Knowledge: Dungeoneering INT
Knowledge: Religion INT
Knowledge: Nature INT
Knowledge: The Planes INT
Profession - WIS
Knowledge - INT
Perform - CHA
Other skills:
Craft - INT
INITIATIVE ATTACKS
INITIATIVE BONUS Feats Training Misc

INIT = DEX + + + Attack Bonus Damage Critical


Range Type
SPEED ft sq d ×
SPEED Temp Speed

ft sq ft sq
Range Type Attack Bonus Damage Critical
Swim Speed Fly Speed Climb Speed
ft sq d ×
ft sq ft sq ft sq

BASE ATTACK
BASE MELEE RANGED Range Type Attack Bonus Damage Critical
ATTACK BONUS ATTACK ATTACK
ft sq d ×

Temp Attack Morale Power Attack Bonus Damage Critical


Bonus Bonus Buffs Nerfs Attack Range Type

+ d ×
= + - - ft sq

Temp Damage Morale Power


Bonus Bonus Buffs Nerfs Attack
Range Type Attack Bonus Damage Critical
+ = + - +
ft sq d ×
COMBAT MANOEUVRES SAVES
COMBAT MANOEUVRE Base Size FORTITUDE SAVE Base Racial Misc Temp
BONUS Attack Bonus Modifier Misc
FORT = CON + + + +
CMB = STR + BAB - +
REFLEX SAVE
COMBAT MANOEUVRE
DEFENCE
Dodge
Modifier
Deflection
Modifier
Base
Attack Bonus
Size
Modifier Misc
REF = DEX + + + +
WILL SAVE
CMD = 10 + STR + DEX + + + BAB - +
WILL = WIS + + + +
FLAT-FOOTED Deflection Base Size
CMD Modifier Attack Bonus Modifier Misc Evasion Improved Endurance Trap
Evasion Sense
CMD = 10 + STR N/A N/A + + BAB - +
Temp CMB Temp CMD Conditional Modifiers EFFECTS
+ CMB + CMD
HEALTH
HIT POINTS Wounds Dying Stable Non-lethal Unconcious

hp hp hp

ARMOUR CLASS
Dodge Deflection Natural Size
ARMOUR CLASS Modifier Modifier Armour Modifier Evolutions Misc

AC =10 + DEX + + + + + +
FEATS
FLAT-FOOTED ARMOUR CLASS
AC = 10 N/A N/A + + + + +
TOUCH ARMOUR CLASS
AC =10 + DEX + + N/A + + +
Temp AC Spell Resistance Conditional Modifiers

+ AC
Damage Reduction

/
Notes
Caster PREPARED SPELLS
PREPARED SPELLS
Level
WITCH Level 0
Bonus
+
FAMILIAR
Name
1
Creature type

SPELLS
Spell Spells Base Bonus
Save DC per day
=
Spells
+
Spells 2

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

ARCANE SPELL FAILURE THRESHOLD 5


%
PATRON SPELLS
Patron
6
Level
2
4
7
6
8
10 8
12
14
16 9
18
KNOWN HEXES
Magus WEAPON
Level
MAGUS Caster
Level Enhancement Attack Bonus Damage Critical
Spell Combat
ARCANE POOL -2 Attack Penalty + d ×
ARCANE POOL Magus
CAPACITY Level Misc DEFENSIVE CASTING
pts = ( )
÷ 2 + INT + - Defensive Casting
Attack Penalty Caster
Defensive
Casting Level 8
Level Bonus Bonus
(round down, min 1)
Maximum
INT Penalty Concentration = INT + + + 2
Level
Defensive Casting Bonus is double the Attack Penalty taken
pts 14
Automatic success on casting defensively
WEAPON ENHANCEMENT Level When casting a spell and attempting a melee attack against the same target, choose one of:
20
MAX WEAPON Magus + 2 AttackBonus + 2 Spell Save
DC Bonus + 2 to overcome target’s
spell resistance
ENHANCEMENT Level
PREPARED SPELLS
PREPARED SPELLS
+ = ÷4 (Round up)
Enhancement

Weapon enhancements are powered


from your Arcane Pool 0
Magus
Cost

Level ENHANCEMENT
+1 Flaming Frost Keen Shock
5
+2 Flaming burst Icy burst Shocking burst

9 +3 Speed 1
13 +4 Dancing

17 +5 Vorpal

SPELLS
Spell Spells Base Bonus Spells
= +
Save DC per day Spells
2
INT - 12
INT - 4
INT - 8

0
INT

1
2
3
4
3
5
6
Spell Save DC = 10 + INT + Spell Level
ARCANE SPELL FAILURE
% THRESHOLD
MAGUS ARCANA 4
ARCANA Magus
KNOWN Level
Arcane
= ÷3 Pool Cost

1 pts
5
2 pts

3 pts
6

4 pts SPELL RECALL / KNOWLEDGE POOL


Level Spell Recall Arcane Spell Metamagic
4 Reprepare any spell already cast today Pool Cost = Level + Adjustment

5 pts
Level Knowledge Pool Arcane
= 1 pt
7 Prepare any Magus spell as if known Pool Cost

Improved Spell Recall Arcane Spell Metamagic

6 Level Reprepare any spell already cast today Pool Cost = ( Level ÷ 2 ) + Adjustment
pts
11 Improved Spell Recall Arcane Spell
Prepare any known spell as a swift action Pool Cost = Level (cannot use metamagic)
GUNSLINGER Gunslinger
Level
FIREARMS
Capacity
GRIT
Attack Bonus Damage Critical
GRIT POINTS Range Misfire
PER DAY Misc
ft sq 1- ( ft ) d ×
pts = WIS + Capacity

Attack Bonus Damage Critical


Range Misfire

pts ft sq 1- ( ft ) d ×
Capacity
Successful critical hit with a firearm +1 grit point
Killing blow with a firearm +1 grit point
Attack Bonus Damage Critical
Daring acts GM’s ruling Range Misfire

GUN TRAINING ft sq 1- ( ft ) d ×
DAMAGE BONUS MISFIRE VALUE Capacity

= DEX 2 Attack Bonus Damage Critical


Range Misfire
FIREARMS
ft sq 1- ( ft ) d ×
Capacity

Attack Bonus Damage Critical


Range Misfire

ft sq 1- ( ft ) d ×
DEEDS
Deadeye Use touch AC beyond first range increment Cost: 1 pt per range increment

NIMBLE Level Gunslinger’s Dodge Move 5ft immediately; +2 AC against triggering attack Cost: 1 pt
NIMBLE Gunslinger 1 Alternatively, drop prone for +4 AC
DODGE BONUS Level
Quick Clear Fix a broken firearm as standard action Cost: (1 pt to fix as a move action)

+ AC = ( )
+2 ÷4 (Round down) Gunslinger Initiative +2 Initiative; (with Quick Draw, draw firearm as part of initiative) *
BONUS FEATS Pistol-whip Surprise melee attack. One handed: d6/d4 Two handed: d10/d8 Cost: 1 pt
Level
Level Also, CMB to knock prone
4 3
Utility Shot Blast lock or *
Level Shoot unattended object or
8 Stop bleeding
Level
12 Dead Shot Roll all attacks, additional hits add dice Cost: 1 pt
Level
16 Startling Shot On a miss, target is flat footed till its next turn *
Level Level
20 Targeting As a full round, target a part of the body: Cost: 1 pt
7 Arms: drops one carried item (no damage)
TRUE GRIT Head: confused for one round
Legs: knocked prone
Level Torso: 19-20 critical range
20 Wings: begins to fall

Bleeding Wound Bleed damage equal to DEX Cost: 1 pt


Any 2 deeds except Slinger’s Luck Alternatively, 1 pt Strength, Dexterity or Constitution damage Cost: 2 pt
Level
11 Expert Loading Keep a broken gun from exploding on a misfire Cost: 1 pt

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

Evasive Gain Evasion and Uncanny Dodge *


Level
15 Menacing Shot Shoot into the air to inspire fear within 30ft Cost: 1 pt

Slinger’s Luck Reroll a saving throw (must take second roll) Cost: 2 pt
Reroll a skill check Cost: 1 pt

Cheat Death Restore hp equal to all remaining grit Cost: all remaining pts
Level
19 Stunning Shot stun target for 1 round Cost: 1 pt

Death’s Shot On a critical, Fort (DC 10 + ½ level + DEX) or die Cost: 1 pt

* Deeds with no cost are only available while you have at least 1 grit point remaining
Ninja KI POOL
Level
NINJA KI POOL
CAPACITY Ninja Level
Misc

NINJA
= ( )
÷ 2 + CHA +
Ninja (Round down) Ki Pool
Level
1 { Poison Use
Sneak Attack

2 { Ki Pool
Ninja Tricks

Treat any jump check as if from a running start Ki cost


3 No Trace
As long as you have at least one ki point
4 Uncanny Dodge
Make one additional attack when making a full attack 1
6 Light Steps Increase your move speed by 20ft for one round 1
8 Improved Uncanny Dodge +4 insight bonus to Stealth checks for one round 1
10 Master Tricks Level Hidden Master: cast Greater Invisibility as a standard action 2
20 Trade sneak attack dice for ability score damage
20 Hidden Master
NINJA TRICKS
SNEAK ATTACK TRICKS Ninja Misc
KNOWN Level
SNEAK DAMAGE Ninja
BONUS Level Misc
= ( ÷2 + ) Sneak
Attack

d6 = ( ÷2 + ) (Round down) Trick

(Round up)
1
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. 2
It is not multiplied by critical hits.
It cannot be non-lethal unless using a non-lethal weapon.

NO TRACE 3
NO TRACE Ninja
Level Misc
BONUS

+ = ( ÷3 + ) 4
(Round down)
No Trace bonus is added to:
• the DC of a Survival check to track the Ninja; 5
• Disguise skill checks
• opposed Stealth checks while stationary

10

11

12

13

14
Samurai PREPARED
MOUNTSPELLS
Level
SAMURAI Name

Creature type Mounted Speed


ORDER
ft sq

RESOLVE
EDICTS RESOLVE Samurai Misc Resolve
PER DAY Level Today

=( ÷2)+ Regain one use of Resolve when you


defeat the target of a Challenge
(Round down)

DETERMINED Recover from being fatigued, shakend or sickened


ABILITIES Level 8: recover from being exhausted, frightened, nauseated or staggered
Level RESOLUTE Take the better of two rolls on a Fortitude or Will save
2 UNSTOPPABLE Immediately stabilise and remain conscious (but staggered)
Level
GREATER RESOLVE Convert a confirmed critical hit to a standard hit
Level 9
8 Level
TRUE RESOLVE Spend all remaining resolve (at least 2) to avoid death
17
Level WEAPON EXPERTISE
15 Level Draw selected weapon as an immediate action:
3 Katana Naginata Wakizashi Longbow
CHALLENGE +2 to confirm critical hits with selected weapon
CHALLENGES Samurai Misc
PER DAY Level

=( ÷3)+
Challenges (Round up)
Today

MELEE DAMAGE Samurai Misc


BONUS Level

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

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

Level DEMANDING CHALLENGE


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

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

SAMURAI ORDER — CHALLENGE ABILITY

BANNER
Level Cavalier
5
= Level ÷ 5
Attack
Bonus + =
Saving
Throw + = +1
Bonus

Level Bonus to saves against charm


14 + 2 and compulsion effects.
Ronin PREPARED
MOUNTSPELLS
Level
RONIN Name

(SAMURAI)
Creature type Mounted Speed
RONIN
CODE OF HONOUR ft sq

RESOLVE
RESOLVE Ronin Misc Resolve
USES PER DAY Level Today

=( ÷2)+ Regain one use of Resolve when you


defeat the target of a Challenge
(Round down)
Level SELF RELIANT
2 Retry a will save after the 2nd round of duration
Roll twice to stabilise DETERMINED Recover from being fatigued, shakend or sickened
Level 8: recover from being exhausted, frightened, nauseated or staggered
RESOLUTE Take the better of two rolls on a Fortitude or Will save
Level WITHOUT MASTER
8 Once per combat: remain at 1 hp; reroll to confirm a
critical hit; or take 10 on a skill check during combat
UNSTOPPABLE Immediately stabilise and remain conscious (but staggered)
Level
GREATER RESOLVE Convert a confirmed critical hit to a standard hit
Level CHOSEN DESTINY 9
15 Roll twice against charm or compulsion
Once per day, take 20 on any d20
Level
TRUE RESOLVE Spend all remaining resolve (at least 2) to avoid death
17
CHALLENGE WEAPON EXPERTISE
CHALLENGES Ronin Misc Level Draw selected weapon as an immediate action:
PER DAY Level 3 Katana Naginata Wakizashi Longbow

=( ÷3)+ +2 to confirm critical hits with selected weapon

(Round up) Challenges


Today

MELEE DAMAGE Ronin Misc


BONUS Level

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

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

Level DEMANDING CHALLENGE


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

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

RONIN CHALLENGE ABILITY


Bonus in combat against the Ronin
target of the challenge: = Level ÷4
Attack
Bonus + =
Dodge
Bonus + AC =

BANNER
Level Ronin
5
= Level ÷5
Attack
Bonus + =
Saving
Throw + = +1
Bonus

Level Bonus to saves against charm


14 + 2 and compulsion effects
CHARACTER
Name

FEMALE
MALE
LA
OD

W
GO
PSIONICS UNLEASHED

FU
L
Player Race Size

CH
Size

IL
AO

EV
TI
Modifier

C
Campaign CLASSES Skill Ranks Hit Die Level Level
Adjustment
1 d
XP
2 d
ABILITIES 3 d Effective
Ability Item Ability Temp Temp Character
Score Bonus Modifier Score Modifier
4 d Level
5 d
STR STR STR Favoured class + INT + CON
+1 hp or skill rank per level hp rks per level per level
DEX DEX DEX SKILLS
Class Racial, Armour
CON CON CON Skill Skills Ranks Feats Misc Check
Untrained Bonus +3 Penalty
INT INT INT Acrobatics DEX -
WIS WIS WIS Appraise INT
CHA CHA CHA Autohypnosis WIS
Bluff CHA
Ability Modifier = (Total Ability Score - 10) ÷ 2 (Round down)
FEATS & SPECIAL ABILITIES
Climb STR -
Diplomacy CHA
Disable Device DEX -
Disguise CHA
Escape Artist DEX -
Fly DEX -
Handle Animal CHA
Heal WIS
Intimidate CHA + Size
diff x4

Linguistics INT
Perception WIS
Ride DEX -
Sense Motive WIS
Sleight of Hand DEX -
Spellcraft INT
Stealth DEX -
Survival WIS
Track Trained SURVIVAL N/A
Swim STR -
Use Magical Device CHA
Knowledge: Arcana INT
Knowledge: Dungeoneering INT
Knowledge: Psionics INT
Knowledge: Religion INT
Knowledge: Nature INT
Knowledge: The Planes INT
Profession - WIS
Knowledge - INT
LANGUAGES

Perform - CHA
Other skills:
Craft - INT
INVENTORY ARMOUR EQUIPMENT
Value Weight Hat / Mask

Properties Properties

Type Max Speed Max AC DEX

ft sq Headband
Check Penalty Weight Spell Failure Armour AC
lb % AC Properties

SHIELD

Eyes
Properties
Properties
Check Penalty Weight Spell Failure Shield AC
lb % AC
Neck / Throat

Properties

Shoulders

Properties

Chest

Properties

Belts

Properties
Light Load Carried Items lb
lb
Weapons, Ammo lb
Medium Load
Hands Clothes / Body
lb Armour, Shield lb
Heavy Load Properties Properties
Worn Items lb
lb Dorjes, Power stones,
Tattoos, Components lb
Max Load
Total Weight lb Ring Arms / Wrists
lb

MONEY Properties Properties

Copper , cp

Silver , , sp Ring Feet

Gold , , gp Properties Properties

Platinum , , pp

Total , , , . POWER STONES TATTOOS


1
DORJES
2
3
CHARGES

# 4
5
6
CHARGES

#
7
8
CHARGES

# 9
10
11
CHARGES

# 12
PSIONICS UNLEASHED Psion PREPARED SPELLS
KNOWN POWERS
Level
POWERS MAX POWER MAX POINTS Manifester
PSIoN Manifester
Level
KNOWN LEVEL POWER COST
=
Level

DISCIPLINE
Discipline Additional Class Skills Power Level Cost

Generalist UMD,
1
Seer (clairsentience) Diplomacy, Perception 2
Egoist (psychometabolism) Acrobatics, Heal 3
Shaper (metacreativity) Bluff, Disguise, UMD
Nomad (psychoportation) Climb, Fly, Survival, Swim
4
Kineticist (psychokinesis) Disable Device, Intimidate 5
Telepath (telepathy) Bluff, Diplomacy, Sense Motive 6
Discipline Talents 7
8
9
Level Discipline Abilities
2 10
11
8
12
14
13
20 14
PSIONICS 15
POWER POINTS Base Bonus
Racial Misc
16
PER DAY Points Points
17
pts = + + +
18
19
Bonus Points Manifester 20
Level
21
= INT × ÷2 (Round down)
22
Power Points
23
24
25
pts 26
POWER LEVELS 27
Power Point Power 28
Level Cost Save DC
29
1 1
2 3
30
3 5
31
4 7 32
5 9 33
6 11 34
7 13 35
8 15 36
9 17
Power Save DC = 10 + INT + Power Level
BONUS FEATS
Level
1
5
10
15
20
Bonus feats should be Psionic Feats, Metapsionic Feats
or Psionic Item Creation Feats
PSIONICS UNLEASHED Psychic WARRIOR’S PATH
Warrior

PSYCHIC Level
Manifester
WARRIoR Level Trance

PATH SKILLS
+2 4 6

Manoeuvre

SECONDARY PATH
Level
9
Trance
PSIONICS
POWER POINTS Base Bonus
Racial Misc
PER DAY Points Points

= + + + Manoeuvre

Bonus Points Manifester


Level
PREPARED SPELLS
KNOWN POWERS
= WIS × ÷2 (Round down)
POWERS MAX POWER MAX POINTS Manifester
KNOWN LEVEL POWER COST Level
Power Points
=
Path Power Level Cost
1
2
POWER LEVELS 3
Power Point Power
Level Cost Save DC Power Level Cost

1 1
1
2 3
2
3 5 3
4 7 4
5 9 5
6 11 6
Power Save DC = 10 + INT + Power Level 7
BONUS FEATS 8
Level
9
1
10
2
11
5
12
8 13
11 14
14 15
17 16
20 17
Bonus feats should be Combat Feats or Psionic Feats 18
TRANCE 19
Level TWISTING PATH
20
12 Switch your trance as a swift action
Uses per day
Level PATHWEAVING
Gain the benefit of both trances for up to
15 5 mins, provided you maintain psionic focus
ETERNAL WARRIOR
Level Add your wisdom modifier to attack, damage,
20 AC, skill checks, ability checks, saving throws, WIS
initiative rolls and speed (gain 5ft per point)
Soulknife MIND BLADE
PSIONICS UNLEASHED Level
Blade Strength Damage: Thrown

SoULKNIFE Manifester
Level
Shape
Light weapon
Multiplier
Dual light weapons
Small
1d4
Medium
1d6
Large
1d8
Range
20 ft 4 sq
MIND BLADE ENHANCEMENT One-handed weapon 1d6 1d8 2d6 15 ft 3 sq
ENHANCEMENT ENHANCEMENT
POOL BONUS Two-handed weapon 1½ 1d10 2d6 3d6 10 ft 2 sq *

+ + Damage type: * Requires the Two Handed Throw blade skill


Piercing
Soulknife Maximum +5 Point DAMAGE
Slashing Enhancement Psychic
Level Cost
Damage Roll Bonus Strike Misc
5 Defending 1 Bludgeoning

5 Distance 1
Changing blade shape or damage type d + + d8 +
requires a full-round action
5 Flaming 1
ATTACK BONUS
5 Frost 1
Base Attack Strength Enhancement
5 Ghost touch 1 Bonus Multiplier Bonus Misc
Default critical range
5 Keen 1 BAB + ( STR × )+ + 19-20, ×2
5 Lucky 1

5 Merciful 1 Range Type Attack Bonus Damage Critical

5 Mighty cleaving 1
ft sq d + ×
5 Psychokinetic 1

5 Shock 1 THROW MIND BLADE


5 Sundering 1 ATTACK BONUS Default damage type
Slashing
5 Vicious 1 Base Attack Enhancement
Bonus Bonus Misc
7 Anarchic 2

7 Axiomatic 2 + DEX + +
7 Collision 2
Range Type Attack Bonus Damage Critical
7 Flaming burst 2

7 Holy 2 ft sq d + ×
7 Icy burst 2
BLADE SKILLS
7 Mindcrusher 2
Level
7 Psychokinetic burst 2
2
7 Shocking burst 2

7 Suppression 2 Level
7 Unholy 2 4
7 Wounding 2
Level
9 Bodyfeeder 3
6
9 Mindfeeder 3

9 Soulbreaker 3 Level
12 Brilliant energy 4 8
15 Coup de grace 5
Level
10

Level
12
PSYCHIC STRIKE
PSYCHIC STRIKE Soulknife
Level
CAPACITY Level
14
d8 = ( +1 ÷4 ) (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. 16
3 Psychic strike is discharged on any attack you choose to
use it, whether successful or not.
Level
QUICK DRAW 18
Level Manifest your mind blade as a free action, once per round.
5 (More often when using the Multiple Throw blade skill) Level
MIND BLADE MASTERY 20
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.
Wilder WILD SURGE
PSIONICS UNLEASHED Level
Surge Type

WILDER Manifester
Level
+ WILD SURGE
BONUS

PSIONICS
Psychic Enervation Risk of Psychic
POWER POINTS Base Bonus
PER DAY Points Points
Racial Misc 15 % Enervation

= + + +
SURGE BLAST
Surge Blast Wild Surge
Make a ranged touch attack (range 30ft)
Damage d6 = Bonus
Surge blasts do not trigger psychic enervation
Bonus Points Manifester
Level Surge Bond

= CHA × ÷2 (Round down) Improved Surge Bond


Power Points used today Level
5

SURGING EUPHORIA
Level While surging, recieve a morale bonus to
Euphoria
Bonus
+
4 attack rolls, damage and saving throws. Eurphoria Wild Surge
The effect of this bonus ends if you
Duration rds = Bonus
succumb to psychic enervation.
POWER LEVELS
PERFECT SURGE
Power
Level
Point
Cost
Power
Save DC
Wild Surge
Save DC Once per day, manifest one power with a +10 wild surge bonus. + 10 WILD SURGE
BONUS
Also add +3 to the power’s save DC, +3 to any attack rolls
1 1 Level and treat the power as if it were 5 levels higher. Risk of Psychic
20 Double the power’s effect radius, and its visual intensity. 100 % Enervation
2 3 Anyone touching you during a perfect surge suffers 1d4 fire damage.
Psychic enervation: Using perfect surge triggers psychic enervation for 1d4 rounds.
3 5
Also lose power points or hp equal to manifester level +10, and take 2 points burn to every ability score.
4 7
5 9
KNOWN POWERS
POWERS MAX POWER POWER POINTS Manifester
6 11 KNOWN LEVEL MAX COST Level
7 13 =
8 15
Power Level Cost
9 17 1
Power Save DC = 10 + CHA + Power Level 2
ELUDE ATTACK 3
DODGE Wilder
Level BONUS Level 4
2
+ AC = ( )
+ 2 ÷ 4 (Round down) 5
6
7
8
9
10
11
Artificer ARTIFICER
TOME OF SECRETS Level
Artificer Crafting Elbow
ARTIFICER Caster Level Abilities Grease
Level
1 Jack of All Trades Weird Science +2
INVENTIONS
Bonus
2 Item Creation Scribe Scroll
Invention Inventions = Base +
Level Inventions
Save DC per day Inventions INT
3 Bonus Feat Brew Potion
1 4 Craft Wondrous Item
2 5 Salvage Craft Magic Arms and Armour
3 6 Metamagic Science +4
4
7 Craft Wand
Invention Save DC = 10 + INT + Spell Level
Invention time = 4 hours per spell level
8 Bonus Feat

INVENTION USES Artifier


9 Craft Rod
PER DAY Level
10 +6
=1+ ( ÷2 ) (Round up) 11 Improved Metamagic Science
USE MAGICAL DEVICE 12 Bonus Feat Craft Staff
DC 15 To use an invention crafted by someone else
13 Improved Jack of All Trades
DC 20 To use an invention when its uses are spent
rising 1 each time it’s used 14 Forge Ring

DC 25 To use several magical effects at once 16 Bonus Feat


plus the number of effects

CRAFT MAGIC ITEM 19 Bonus Feat

CRAFT 20 Exemplar
DC 20 To create a magical item
plus required caster level BONUS FEATS
DC 20 To create magical item with metamagic Select a bonus feat from this list at 3rd, 8th, 12th, 16th and 19th levels:
plus 3× modified caster level Empower Spell +2 Heighten Spell Quicken Spell +4 Still Spell +1
SALVAGE Enlarge Spell +1 Magical Aptitude Silent Spell +1 Widen Spell +3
Salvaging a magical item takes one day, and recovers the a value
Extend Spell +1 Maximise Spell +3 Skill Focus
equal to the cost of the materials that can be used to craft other Metamagic feats apply a spell level increase
items. It cannot be spent.
MATERIALS MAGIC ITEMS
When deconstructing a wand with some spent charges, the value
recovered is an equivalent fraction of the cost of the wand.

Salvage Value , , , .

WANDS
CHARGES

#
CHARGES

SCROLLS POTIONS
CHARGES

#
CHARGES

#
CHARGES

#
CHARGES

#
CHARGES

#
TOME OF SECRETS Priest PREPARED SPELLS
PREPARED SPELLS
OD

LA
W
PRIEST Level
GO

FU
L
OF
CH

IL Caster
AO

EV
TI

Level
C

DOMAINS
0
Domain Domain

Granted Powers Granted Powers Domain Spell +1


Domain Spell +1

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

Granted Powers Granted Powers


Domain Spell +1
Domain Spell +1
1
2 3
3
4
5
Domain Spell +1
6
7 Domain Spell +1
8
9 4
SPELLS
Spell Spells Base Bonus Spells
= +
Save DC per day Spells
WIS - 12
WIS - 4
WIS - 8

Domain Spell +1
0
WIS

Domain Spell +1
1 +2 +2
2 +2 +2 5
3 +2 +2
4 +2 +2
+2 Domain Spell +1
5 +2
6 +2 +2 Domain Spell +1
7 +2 +2 6
8 +2 +2
9 +2 +2
Spell Save DC = 10 + WIS + Spell Level Domain Spell +1
Caster
Concentration = WIS + Domain Spell +1
Level
7
CHANNEL ENERGY
Channel Positive Energy Channel Negative Energy

CHANNEL ENERGY PER DAY Misc Today Domain Spell +1


= 3 + CHA + Domain Spell +1
Priest
8
ENERGY ROLL Level Misc

d8 = ( ÷2 )+ Domain Spell +1
(Round up)
Priest Domain Spell +1
WILL SAVE DC Level
9
= 10 + ( )
÷ 2 + CHA
(Round down)
TOME OF SECRETS Shaman SPIRIT COMPANION
SHAMAN Level
COMPANION CREATURE TYPE
SHAMAN
Shaman Spiritual
Level significance

{
Communicate with spirit bonus CONTROL SPIRIT
1 See spirit CONTROLLED CONTROLLED Spirit’s
2 Spirit companion SPIRIT Charisma SPIRITS Charisma
CAPACITY Score
3 Bonus feat
=
4 Summon spirit

5 Control spirit

6 Bonus feat SPIRIT HEAL


HEALING Healing SPIRIT Shaman
7 Spiritual significance (self) PER DAY Today HEALING Level

8 Spirit heal +1 = CHA + 2 d6 =


9 Bonus feat SPIRIT WALK
TETHER Shaman BREAKING 10-minute
10 Spirit walk +2 RANGE RISK
Level increments
11 Spiritual significance (other) = × 150 ft / 30 sq = × 10 %
ft sq %
12 Bonus feat +3
BONUS FEATS
13 Spirit heal, mass METAMAGIC FEATS ITEM CREATION FEATS OTHER FEATS
14 Tether spirit +4 Bouncing Spell +1 Awakened Arcane Bond Alertness
Dazing Spell +3 Brew Fleshcrafting Poison Animal Affinity
15 Bonus feat Disruptive Spell +1 Brew Potion Deceitful
16 +5 Ectoplasmic Spell +1 Craft Construct Endurance
Control living spirit
Elemental Spell +1 Craft Magic Arms and Armor Diehard
17 Break spirit Empower Spell +2 Craft Rod Fleet
Enlarge Spell +1 Craft Staff Great Fortitude
18 Bonus feat
Extend Spell +1 Craft Wand Improved Great Fortitude
19 Bonus feat Focused Spell +1 Craft Wondrous Item Intimidating Prowess
Heighten Spell Forge Ring Iron Will
20 Lasting spiritual significance Intensified Spell +1 Improved Arcane Bond Improved Iron Will
Lingering Spell +1 Scribe Scroll Leadership
SEE SPIRIT
Maximize Spell +3 Lightning Reflexes
DC 15 Knowledge (spirits) to add this bonus to next skill check
Merciful Spell +0 Improved Lightning Reflexes
INSIGHT BONUS
Persistent Spell +2 Persuasive
= CHA Quicken Spell +4 Self-Sufficient
Reach Spell Spell Penetration
SKILLS Selective Spell +1 Greater Spell Penetration
CRAFT: FOCUS Sickening Spell +2
DC 20 To give an item spiritual significance Silent Spell +1
DC 15 To create a tether Still Spell +1
KNOWLEDGE: SPIRITS Thanatopic Spell +2
DC 15 To gain the insight bonus from See Spirit Threatening Illusion +1
Threnodic Spell +1
PERFORM: RITUAL
Thundering Spell +2
To communicate with spirits
Widen Spell +3
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
TOME OF SECRETS Witch DEVOTEE TALENTS
WITCH HUNTER Hunter
Level
TALENTS
KNOWN
Witch Hunter
Level Misc Level Advanced

Witch
DEVOTEE TALENTS
= ( ÷2 + ) (Round down)
10 Talents

Hunter Witch
Level Focus 1

{
Devoted Strike
1 Witch Sense

2 Devotee Talent 2

3 Detect Curse

4 3
Devotee Talent

5 Spellbane
4
6 Devotee Talent

7 Disruptive
5
8 Devotee Talent

9 Cursebreaker +1
6
10 Advanced Talent

11 Spellbreaker 7
12 Advanced Talent

13 Backlash +2 8
14 Advanced Talent

15 Greater Spellbane 9
16 Advanced Talent

17 +3 10

18 Advanced Talent

19 11
Uncursed

{
Mystic Null
20 Advanced Talent 12

WITCH SENSE
Perception Highest DEVOTED STRIKE
Number of
Check = 30 - Level or - Witches DEVOTED STRIKES DAMAGE
DC Hit Dice Strikes
PER DAY Today BONUS
WITCH FOCUS
ATTACK BONUS
= WIS + 3 + = WIS
+ SPELLBANE & CURSEBREAKER

}
Witch SPELLBANE OR CURSEBREAKER Uses
KNOWLEDGE BONUS Focus PER DAY Today Level Mystic Null
Bonus Unlimited spellbane
+ = WIS + 3 20 uses per day
DISPEL BONUS =
BACKLASH
+ BACKLASH Witch Hunter BACKLASH
ARMOUR BONUS WILL SAVE DC Level DAMAGE

+ AC = 10 + + WIS 2d6
CHARACTER Parents
ORIGINS

BACKGROUND

LA
OD

W
GO

FU
L
Name FRIENDLY

CH

IL
AO

EV
TI
C
HOSTILE

Origin

Country / Region / Town

LA
OD

W
GO

FU
L
FRIENDLY

CH

IL
AO

EV
TI
C
HOSTILE

PORTRAIT AFFILIATIONS
Religion

LA
OD

W
GO

FU
L
FRIENDLY

CH

IL
AO

EV
TI
C
HOSTILE

Employer

LA
OD

W
GO

FU
L
FRIENDLY

CH

IL
AO

EV
TI
C
HOSTILE

Current Country / Region / Town

LA
OD

W
GO

FU
L
FRIENDLY

CH

IL
AO

EV
TI
C
HOSTILE

Affiliation

LA
OD

W
GO

FU
L
FRIENDLY

CH

IL
AO

EV
TI
C
HOSTILE

Affiliation

LA
OD

W
GO

FU
L
FRIENDLY

CH

IL
AO

EV
TI
C
HOSTILE

APPEARANCE FRIENDS AND FOES


Race
FEMALE
MALE

LA
OD

W
GO

FU
L
Age Height Weight FRIENDLY

CH

IL
AO

EV
TI
C
HOSTILE

Eyes Hair

LA
OD

W
GO

FU
L
Defining Features FRIENDLY

CH

IL
AO

EV
TI
C
HOSTILE

LA
OD

W
GO

FU
L
FRIENDLY
CH

Preferred Clothing
IL
AO

EV
TI
C

HOSTILE
LA
OD

W
GO

FU
L

PERSONALITY FRIENDLY
CH

IL
AO

EV
TI
C

Motivations HOSTILE
LA
D

W
O
GO

FU
L

FRIENDLY
CH

IL
AO

Fears
EV
TI
C

HOSTILE
LA
OD

W
GO

FU
L

Likes FRIENDLY
CH

IL
AO

EV
TIC

HOSTILE
LA
OD

Dislikes
GO

FU
L

FRIENDLY
CH

L
AO

I
EV
TI
C

HOSTILE

Quirks
LA
OD

W
GO

FU
L

FRIENDLY
CH

IL
AO

EV
TI
C

HOSTILE
PARTY INVENTORY
Value Weight PARTY FUNDS
Cash , , .
Copper , cp Inventory , , .
Silver , , sp Debts , , .
Gold , , gp Valuables , , .
Platinum , , pp Other items , , .

Total , , , Total , , , .
QUEST ITEMS
Item Attained Carried by / given to

CONTAINER CONTAINER

Value Weight Value Weight

Total Weight lb Total Weight lb


Max Weight lb Max Weight lb
NOTES

Total Weight lb
SPELL BOOK
Level Level Level

School School School

Cost Cost Cost

School School School

Cost Cost Cost

School School School

Cost Cost Cost

School School School

Cost Cost Cost

School School School

Cost Cost Cost

School School School

Cost Cost Cost

School School School

Cost Cost Cost

School School School

Cost Cost Cost

School School School

Cost Cost Cost

School School 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 ANIMAL COMPANION MOUNT SUMMONED CREATURE HEALTH
Creature Name Age Creature HIT POINTS Wounds Dying Stable Non-lethal Unconcious
Level
hp hp hp
Creature Type Subtype Weight Height

DICE
HIT
d COMBAT ATTACKS
LA

lb ft
D

W
O
GO

FU

INITIATIVE BONUS Misc


L

SKILLS
CH

FEMALE
IL

MALE
AO

EV

INIT = DEX +
TI
C

Ranks Racial, Feats Attack Bonus Damage Critical


Range
XP Acrobatics DEX BASE ATTACK Temp Attack Temp Damage
ft sq
Climb STR + +
ABILITIES Escape Artist DEX
Ability Item Ability Temp BASIC SPEED Swim Speed Fly Speed
Score Bonus Modifier Bonus Fly DEX Range
Attack Bonus Damage Critical
ft sq ft sq ft sq
STR STR Perception WIS ft sq
Climb Speed Burrow Speed Temp Speed
Sense Motive WIS
DEX DEX ft sq ft sq ft sq
Stealth DEX Attack Bonus Damage Critical
CON CON Survival WIS COMBAT MANOEUVRES Range
COMBAT MANOEUVRE Size ft sq
INT INT Track Trained SURVIVAL / BONUS Modifier Misc
Ammo
Swim STR

Attack
WIS WIS #

Base
CMB = + STR + +
CHA CHA COMBAT MANOEUVRE Dodge Deflection Base Size Morale
DEFENCE Modifier Modifier Attack Bonus Modifier Misc Bonus
Ability Modifier = (Total Ability Score - 10) ÷ 2

EQUIPMENT CMD = 10 + STR + DEX + + + BAB + + +


DEFENCE SAVING THROWS
Armour Size Misc Base Save Misc Temp
ARMOUR CLASS & Shield Modifier FORTITUDE SAVE

TRICKS / FEATS / SPECIAL ABILITIES AC = 10 + DEX + - + FORT = CON + +


FLAT-FOOTED ARMOUR CLASS REFLEX SAVE
AC = 10 / + - + REF = DEX + +
TOUCH ARMOUR CLASS
WILL SAVE
PORTRAIT AC = 10 + DEX / - + WILL = WIS + +
Temp AC Spell Resistance Damage Reduction
Evasion Endurance
AC /
COMBAT ABILITIES

EFFECTS
NPC Class Level
CR HEALTH
HIT POINTS Wounds Dying Stable Non-lethal Unconcious
Race SKILLS
hp hp hp
LA
OD

Skill +3 Ranks Misc


GO

FU
L

Acrobatics DEX COMBAT ATTACKS


CH

FEMALE
IL

MALE
AO

EV
TI
C

Appraise INT INITIATIVE BONUS Misc


ABILITIES
Ability Item Ability Temp
Bluff CHA INIT = DEX + Attack Bonus Damage Critical
Climb Range
Score Bonus Modifier Bonus STR BASE ATTACK Temp Attack Temp Damage
ft sq
STR STR Diplomacy CHA + +
Disable Device DEX
DEX DEX SPEED with Armour Temp Speed
Disguise CHA Attack Bonus Damage Critical
Range
CON CON Escape Artist DEX ft sq ft sq ft sq
ft sq
INT INT Fly DEX Swim Fly Climb
Handle Animal CHA
WIS WIS ft sq ft sq ft sq
Heal WIS Range
Attack Bonus Damage Critical
COMBAT MANOEUVRES
CHA CHA Intimidate CHA COMBAT MANEUVRE Size ft sq
Ability Modifier = (Total Ability Score - 10) ÷ 2 Linguistics INT BONUS Modifier Misc
Ammo
Perception

Attack
EQUIPMENT WIS #

Base
CMB = + STR + +
Ride DEX COMBAT MANEUVRE Size Deflection Morale
Sense Motive WIS DEFENCE Modifier Modifier Misc Bonus
Properties
Sleight of Hand DEX

Attack
+

Base
CMD = 10 + + STR + DEX + + +
Spellcraft INT
Stealth DEX DEFENCE SAVING THROWS
Armour Size Misc Base Save Misc Temp
Survival WIS & Shield Modifier FORTITUDE SAVE
ARMOUR CLASS
Properties Swim STR AC = 10 + DEX + - + FORT = CON + +
Use Magical Device CHA FLAT-FOOTED ARMOUR CLASS REFLEX SAVE
AC = 10 / + - + REF = DEX + +
TOUCH ARMOUR CLASS
Properties
WILL SAVE
AC = 10 + DEX / - + WILL = WIS + +
Temp AC Spell Resistance Damage Reduction
Evasion Endurance
INVENTORY NOTES AC /
COMBAT ABILITIES

EFFECTS
Fly
3.5e

Ride
Heal
Bluff
NPC GROUP

Swim
Climb
Campaign

Stealth
Disguise

Survival
Appraise

Spellcraft
Intimidate
Diplomacy

Perception
Acrobatics

Linguistics
TOUCH AC

Sense Motive
Escape Artist
WILL SAVE
Organisation

Concentration

Disable Device

Handle Animal
CH
GO

Sleight of Hand
AO
OD

REFLEX SAVE
TI
C

Use Magical Device


ARMOUR CLASS
LA
EV W
IL FU

FLAT-FOOTED AC
FORTITUDE SAVE
L

NPC Rank / Position

NPC Rank / Position

NPC Rank / Position

NPC Rank / Position

NPC Rank / Position

NPC Rank / Position

NPC Rank / Position

NPC Rank / Position

NPC Rank / Position

SKILLS
NPC Rank / Position

LANGUAGES
NPC Rank / Position
DEFENCE & SAVING THROWS

NPC Rank / Position

NPC Rank / Position

NPC Rank / Position

NPC Rank / Position

NPC Rank / Position

NPC Rank / Position

NPC Rank / Position

NPC Rank / Position

NPC Rank / Position


3.5e

LA

LA

LA

LA

LA

LA

LA

LA

LA

LA
OD

OD

OD

OD

OD

OD

OD

OD

OD

OD
W

W
GO

GO

GO

GO

GO

GO

GO

GO

GO

GO
FU

FU

FU

FU

FU

FU

FU

FU

FU

FU
L

L
CH

CH

CH

CH

CH

CH

CH

CH

CH

CH
IL

IL

IL

IL

IL

IL

IL

IL

IL

IL
AO

AO

AO

AO

AO

AO

AO

AO

AO

AO
EV

EV

EV

EV

EV

EV

EV

EV

EV

EV
TI

TI

TI

TI

TI

TI

TI

TI

TI

TI
C

C
PARTY
Campaign

Name

Name

Name

Name

Name

Name

Name

Name

Name

Name
XP

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
3.5e
7 19 31

8 20 32
TIMELINE

9 21 33

10 22 34

11 23 35
of
Campaign

Page

12 24 36
Era

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7 8 9 10 11 12 19 20 21 22 23 24 31 32 33 34 35 36

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4 16 28

3 15 27

2 14 26

1 13 25
7 19 31

8 20 32

9 21 33

10 22 34

11 23 35

12 24 36

1 2 3 4 5 6 13 14 15 16 17 18 25 26 27 28 29 30 37 38 39 40 41 42

7 8 9 10 11 12 19 20 21 22 23 24 31 32 33 34 35 36

6 18 30

5 17 29

4 16 28

3 15 27

2 14 26

1 13 25
Campaign
TIMELINE 3.5e THREAD

Era

Page

of
DATE EVENT OTHER EVENTS
DATE EVENT THREAD OTHER EVENTS
NOTES

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