Professional Documents
Culture Documents
CHARACTER
entirely to my satisfaction. I found myself
compiling a list of desired features, and had
started designing these sheets before I realised.
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
+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
Knowledge: Nobility
Knowledge: History 11 2 ■ 2 4
6 2 ■ N /A 4
–
Knowledge: Anything Bardic Knowledge
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
Profession: Servant
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
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
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
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
LORE MASTER
TAKE 10 TAKE 20 PER DAY Take 20 Today
1
Unlimited uses
per day
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
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
Properties Properties
Ring Feet
Properties Properties
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.
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
BASE ATTACK ft sq d ×
BASE MELEE RANGED
ATTACK BONUS ATTACK 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
HEALTH
HIT POINTS Wounds Dying Stable Non-lethal Unconcious
hp hp hp
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
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
Copper , cp
Platinum , , pp
Total , , , .
SCROLLS POTIONS
WANDS
CHARGES
#
CHARGES
#
CHARGES
#
CHARGES
#
INVENTORY ARMOUR EQUIPMENT
Value Weight Hat / Mask
Properties Properties
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
Properties Properties
Properties Properties
Ring Feet
Properties Properties
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
BASE ATTACK ft sq d ×
BASE MELEE RANGED
ATTACK BONUS ATTACK ATTACK
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
HEALTH
HIT POINTS RAGE! Wounds Dying Stable Non-lethal Unconcious
hp + hp hp hp
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
14 Indomitable Will = ( )
÷2 + (Round down)
15 Trap Sense +5
1
16 Damage Reduction 4/―
17 Tireless RAGE!
2
18 Trap Sense +6
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
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
Competence
+2 to attack
+1 to fortitude saves
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
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
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
CHANNAL
PER DAY Misc Today
Domain Spell +1 Domain Spell +1
= 3 + CHA +
ENERGY Cleric
7
ROLL Level Misc
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
ft sq ft sq ft sq ft sq ft sq ft sq
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
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
BASE ATTACK
Range Type Attack Bonus Damage Critical
BASE MELEE RANGED
ATTACK BONUS ATTACK ATTACK ft sq d ×
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
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
(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
=
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.
WILL Paladin
(Round up)
= ( )
÷ 2 + CHA + (Round down)
SAVE DC Level
= 10 + ( )
÷ 2 + CHA
HEALING
HIT POINTS
Paladin
Level Misc
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
BASE ATTACK ft sq d ×
BASE MELEE RANGED
ATTACK BONUS ATTACK ATTACK
+ = + + -
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
HEALTH
HIT POINTS Wounds Dying Stable Non-lethal Unconcious
hp hp hp
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
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
% 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
% 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
+ = 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.
= +
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
BANNER
Level Cavalier
5
= Level ÷ 5
Attack
Bonus + =
Saving
Throw + = +1
Bonus
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
IL
AO
5
C
SKILLS
MONSTER LORE
Knowledge + = WIS
When identifying the abilities and weaknesses of creatures.
STERN GAZE
6
Inquisitor
+
}
Intimidate 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
6 Maker’s call 2
7 Summon monster IV
8 Transposition
9 Summon monster V
3
10 Aspect
11 Summon monster VI
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
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 ×
+ d ×
= + - - ft sq
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
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
5 pts
Level Knowledge Pool Arcane
= 1 pt
7 Prepare any Magus spell as if known Pool Cost
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
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
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
Lightning Reload Reload as a swift action once per round (with Rapid Reload, free action) *
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
* 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
(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
RESOLVE
EDICTS RESOLVE Samurai Misc Resolve
PER DAY Level Today
=( ÷3)+
Challenges (Round up)
Today
= +
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
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
BANNER
Level Cavalier
5
= Level ÷ 5
Attack
Bonus + =
Saving
Throw + = +1
Bonus
(SAMURAI)
Creature type Mounted Speed
RONIN
CODE OF HONOUR ft sq
RESOLVE
RESOLVE Ronin Misc Resolve
USES PER DAY Level Today
= +
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
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
BANNER
Level Ronin
5
= Level ÷5
Attack
Bonus + =
Saving
Throw + = +1
Bonus
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
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
Copper , cp
Platinum , , pp
# 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
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 *
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 Mighty cleaving 1
ft sq d + ×
5 Psychokinetic 1
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
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
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
1
1
2
3
4
5 Domain Spell +1
6 Domain Spell +1
7
8 2
9
Domain Additional Domain
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
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
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
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
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
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
Total Weight lb
SPELL BOOK
Level 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
DICE
HIT
d COMBAT ATTACKS
LA
lb ft
D
W
O
GO
FU
SKILLS
CH
FEMALE
IL
MALE
AO
EV
INIT = DEX +
TI
C
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
EFFECTS
NPC Class Level
CR HEALTH
HIT POINTS Wounds Dying Stable Non-lethal Unconcious
Race SKILLS
hp hp hp
LA
OD
FU
L
FEMALE
IL
MALE
AO
EV
TI
C
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
FLAT-FOOTED AC
FORTITUDE SAVE
L
SKILLS
NPC Rank / Position
LANGUAGES
NPC Rank / Position
DEFENCE & SAVING THROWS
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
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
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
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