character. Whatever your game, race and class, you spend a lot of time using your character sheet so it’s it’s worth worth having having a good one.
Dyslexic Stdeos present a surrisingly complete set of
CHARACTER SHEETS for Pathnder Pathnder Role Roleplayin playingg Game TM
When I started started playing D&D D&D,, I wasn’t wasn’t quite satised with the default sheets. In investigating the other options, I found many with features features that were interestin interesting, g, but none none entirely to my satisfaction. I found myself compiling a list of desired features, and had started designing these sheets before I realised. The feature I was most certain of was that each class would have a sheet of their own. There are hundreds of classes for D&D, each with their own rules and variants, and a one-size-ts-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.
character. Whatever your game, race and class, you spend a lot of time using your character sheet so it’s it’s worth worth having having a good one.
Dyslexic Stdeos present a surrisingly complete set of
CHARACTER SHEETS for Pathnder Pathnder Role Roleplayin playingg Game TM
When I started started playing D&D D&D,, I wasn’t wasn’t quite satised with the default sheets. In investigating the other options, I found many with features features that were interestin interesting, g, but none none entirely to my satisfaction. I found myself compiling a list of desired features, and had started designing these sheets before I realised. The feature I was most certain of was that each class would have a sheet of their own. There are hundreds of classes for D&D, each with their own rules and variants, and a one-size-ts-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
CORE PAGES
Character Info . . . . . . . . . . . . . . . . . . . . . . . . . . . 1 10 0 Combat . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .11 Inventory (with accessories) accessories). . . . . . . . . . . . . . . . . . . . . . . 12 (without accessories) accessories) . . . . . . . . . . . . . . . . . . . . 13 CLASSES
Core Rulebook Barbarian Character Info . . . . . . . . . . . . . . . . . . . . . . . 14 Combat . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 15 Barbarian . . . . . . . . . . . . . . . . . . . . . . . . . . . 1 16 6 Bard. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 17 Cleric.. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 1 18 Cleric 8 Druid (with Animal Animal Companion) . . . . . . . . . . . . . 19 (with Domain) . . . . . . . . . . . . . . . . . . . . . . . 20 Wild Shape Sha pe . . . . . . . . . . . . . . . . . . . . . . . . . . 21 Monk.. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 22 Monk Paladin . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 23 Antipaladin Antipalad in . . . . . . . . . . . . . . . . . . . . . . . . . 24 Ranger Character Info . . . . . . . . . . . . . . . . . . . . . . . 25 Combat . . . . . . . . . . . . . . . . . . . . . . . . . . . . .26 Ranger. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 27 Rogue . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 28 Sorcerer Sorcer er. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 29 Wizard . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 30 Advanced Player’s Guide Alchemistt . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 31 Alchemis Cavalier. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 32 Inquisitor . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 33 Oracle . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 34 Summoner . . . . . . . . . . . . . . . . . . . . . . . . . . . . 35 Eidolon Creature Info . . . . . . . . . . . . . . . . . . . . . . 36 Combat . . . . . . . . . . . . . . . . . . . . . . . . . . . 37 Witch . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 38 Ultimate Magic Magus . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 39 Ultimate Combat Gunslinger Gunsling er . . . . . . . . . . . . . . . . . . . . . . . . . . . .40 Ninja . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 41 Samurai. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 42 Ronin . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 43
PSIONICS
Character Info . . . . . . . . . . . . . . . . . . . . . . . . . . .44 Inventory Inve ntory . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 45 Psionics Unleashed Psion . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .46 Psychic War Warrior rior . . . . . . . . . . . . . . . . . . . . . . . . 47 Soulknife. . . . . . . . . . . . . . . . . . . . . . . . . . . . . .48 Wilder . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .49 THIRD PARTY CLASSES
Tome of Secrets Articer. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 50 Priest. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 51 Shaman . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 52 Witch Hunter . . . . . . . . . . . . . . . . . . . . . . . . . . 53 SUPPORT PAGES
Character Backgroun Background d . . . . . . . . . . . . . . . . . . . . . 54 Party Funds Funds. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 55 Spell Books Normal . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 56 Large . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 57 57 Small . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .58
Familiar / Animal Companion / Summoned Creature Creature . . . . . . . . . . . . . . . . . . . . . .59 DUNGEON MASTER
NPC . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .60
Timelines Landscape. . . . . . . . . . . . . . . . . . . . . . . . . . . . . 61 Portrait Portr ait . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 63 Maps Grid . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .65 Hex . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .66 Isometric.. . . . . . . . . . . . . . . . . . . . . . . . . . . . . .68 Isometric
HOW TO PRINT
HOW TO USE
You are not expected to print and use this whole document. Instead, choose the pages your character needs.
These sheets do not replace the Pathnder books. Your group should always have a copy of the Core Rulebook, along with any books for classes you wish to play. You will typically consult the books each time your character levels up and when you need to check the details of some rule, spell or class feature.
The easy way to do this is with the Character Sheet Composer, on the project’s website. This will select the right pages for you and bundle them into one le. It will even adjust the colours for you.
There’s a lled in example of a Bard on pages 6 to 9. TYPICAL PAGES
A printed set for one player will generally consist of: Core pages
The rst page will typically have Character Info on the front, and Combat on the back. A few classes use modied versions of these core pages — for example the Barbarian and Ranger, whose class features are closely tied to combat. Class pages
You then need a sheet for each of your character’s classes. There are a few classes that don’t need their own sheet, such as the Fighter, but they’re the exception. I typically choose to put the inventory on the reverse of the class-specic sheet. Support pages
There are as many versions of Dungeons and Dragons as there are groups playing it, and more prestige classes, house rules, variants and archetypes than I could ever hope to encompass. Where possible, I’ve included versions of the sheets that are more generic, with space for customisation. This includes a version of the character information page where the skills list is blank, and adaptable versions of several of the common base classes. If you need something special, how about making it yourself? As well as being free, these sheets are open source. You can download the original les to make changes. HOW TO GM
As a rule, the Game Master should avoid interfering with their players’ character sheets. You have the whole world to run, while players have only this one little character, so they should be allowed to own it. But players need help from time to time, especially if they’re new to gaming, so it may be your job to print out the character sheets people need, guide them in the process of building a character, and nudge them when they forget to use rage or sneak attack. You should try to be familiar with the character sheets your players will be using.
Some classes require extra pages. For example, a 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 nd 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 ll in extra details on spells, like damage, range no one correct way to run a campaign. and material components. Other sheets you may nd useful include a party inventory for sharing your loot, and a character background for noting your character’s history with NPCs.
COMPATIBILITY
These sheets are for use with the Pathnder roleplaying game; they aren’t made for other versionf of Dungeons & Dragons or other games under the Open Game License. There is a version of the sheets for Dungeons & Dragons 3.5 on the project’s website.
FEEDBACK & PARTICIPATION
These sheets will continue to evolve based on your feedback. Drop me a line on the discussion thread in the links at the end. I don’t promise to do everything people ask - they are free, after all - but I’ll consider sensible requests. If you’d like to contribute yourself, you can download the original les from the open source repository. You’ll need Adobe Illustrator CS3 to edit the les. Send them back to me, either directly or via a discussion on a forum.
CREDITS
Creator Marcus Downing Contributors DrWonton Illustrations crazyred Playtesters and suggestions Vangor Bob790 Doctor7 Soruk
HOW THEY WERE CREATED
The bulk of the sheets were made using Adobe Illustrator. This introduction was created in InDesign, the backgrounds and front cover were made in Photoshop, and the document was assembled in Acrobat. At some point I expect I’ll gure out a way to work After Eects into the list. All these les are available in the open source repository.
Scorpions__
Cosmicnut Paul Belsey
Darkre Cedrass PId6
valadil lsfreak DragonWraith Bakkan Random832
Eldariel qoalabear
Evil the Cat kosjsjach
Thespianus Seracain
Special thanks Dreamscarred Press
LINKS
Character Sheets hp://dyslexic-st.blogspot.com
HOW TO SHOW YOUR APPRECIATION
Open source repository
If you’re ever passing through Basingstoke, I rarely refuse a pint.
hp://code.google.com/p/charactersheets
Paizo Publishing LLC hp://www.paizo.com
COPYRIGHT
Pathnder and all related trademarks and copyrights remain the property of Paizo Publishing LLC. Dungeons & Dragons and all related trademarks and copyrights remain the property of Wizards of the Coast, Inc. The illustrations were generously provided by the artist of the D&D Doodles blog, crazyred. This document is released entirely free of charge, under the Artistic License 2.0. It is not for sale under any conditions, nor are its constituents. You are free to make and distribute modications, provided no version of this sheet is ever charged for or released under a commercial license.
The Artistic License hp://dev.perl.org/licenses/arsc.html
Discussion and feedback thread hp://www.giantp.com/forums/showthread.php?t=126909
D&D Doodles hp://dandddoodles.blogspot.com
PAGE 1: CHARACTER INFORMATION The rst sheet is about what denes your character: their race, classes and skills. CLASS LEVELS
SKILLS
When you create the character, pick a favoured class (or two if you’re human). Each time you take a level that class, you get a bonus hit point or skill rank.
Your character learns skills at they progress. There’s space for various bonuses and penalties, as well as conditional modiers.
ABILITY SCORE / MODIFIER
FEATS AND SPECIAL ABILITIES
Each class gives you certain number of skill ranks and hit points for each level. Add your INT modier to the skill ranks, and your CON to the roll of your hit die.
Through a combination of class and racial features, story traits, feats and other extras, your character becomes unique.
In Pathnder these increase retroactively, so adding a point to your intelligence modier when you reach level 8 would give you 8 additional skill ranks to spend.
CHARACTER Name
CHARACTER SHEET
Player
D O O G
C H ■ A
O T I C
John Smith
Campaign
An ability score of 10 results in an ability modifer of 0. Add two points to the score to get an extra one point to the modier. Almost everything in Pathnder uses ability modiers: use this number whenever you see an abbreviation like CHA.
You get a +3 in class skills, provided you have at least one rank in them. Some skills can be used untrained. Others only become available when you have a rank in them.
■
XP
ABILITIES
DEX CON INT WIS CHA
Ability Score
Item Bonus
Ability Modifier
6 12 12 14 14 18
-2 +1 DEX CON +1 INT +2 WIS +2 +5 +2 CHA
Temp Score
Temp Modifier
STR
Ability Modifier = (Total Ability Score - 10) ÷ 2
1
Race
L I V E
Skill Ranks Hit Die
Bard ♪
6
d
3
d
4
d
CON Untrained
INT
Acrobatics
WIS
Appraise
CHA
Bluff
♫ Strings
Climb Diplomacy
♪ Strings or acting
Disable Device
☺ Acting
Disguise Escape Artist Fly
2
rks
+ INT per level
Intimidate Linguistics Perception Ride
Survival Track
4 8 10 1 9 –
9 5 2
–
Trained
-3 9 10 10 11 10 10 13 11 6
Perform: String ♫ Perform: Act ☺
Craft: Musical Instruments Concentration Profession: Servant
Swim Use Magical Device
Knowledge: Dungeoneering Knowledge: Religion Knowledge: Nature Knowledge: The Planes
Knowledge: Nobility Knowledge: History Knowledge: Anything
y a
d — a
r e e t c n s o a 0 2 M e e k a r t o ; L 0 1 e k a t
—
–
Class Skills
Skill Bonus
2 11 6 11 1 10 8 6 7 6
Heal
Knowledge: Arcana
S E G A U G N A L
hp
–
Handle Animal
Stealth
Common Gnome Sylvan
8
Level Adjustment
Effective Character Level
8
+ CON per level
SKILLS
Spellcraft
Track is a pseudo-skill - you can’t put ranks into it, but it gets extra bonuses on top of your Survival bonus.
There’s space at the bottom for extra Craft, Perform, Profession and Knowledge skills. These are dierent in every campaign, so only the most common Knowledge skills are lled in. You can also use this space for pseudo-skills like Concentrate or Trapnding.
6
Sleight of Hand
TRAITS:
Level
d
Favoured class
Sense Motive
+1 DC for illusion +2 saves illusion +2 Perception +4 AC against giants +1 to attack reptilian & goblinoid
d8
2
F E M A L E
+1 Size Modifier
Small
DEX
FEATS & SPECIAL ABILITIES
M
Size
Gnome
+1 hp or skill rank per level
Obsessive: +2 Craft Improved Initiative Musical Instruments Extra Performance Low-light vision Go Unnoticed: Gnome Magic 1/day: Stealth on 1st rnd to hide from flatDancing Lights, footed enemies Ghost Sound, Prestidigitation, Speak with Animals Lightning Reflexes
E L A
5
STR
(Round down)
♂■
Corio Berengel Fudwyn
CLASSES
Kingmaker
STR
L A W F U L
Ranks
Racial, Feats
Armour Check Penalty
Misc
+3
1 DEX 2 INT 5 CHA -2 STR 5 CHA DEX 1 CHA 5 DEX 1 DEX 1 5 CHA 2 WIS 5 CHA INT 2 WIS 2 DEX 1 WIS 2 DEX 1 2 INT DEX 1 2 WIS
■ ■ ■ ■ ■
1 3 2 1 1
■ ■
1 2
- 1 - 1 - 1 - 1
2 ■ ■ ■
3 1 4
■ ■ ■ ■
5 4 1 3
+ Size diff x4
2
- 1 - 1 -
1
4 N/ A
SURVIVAL
STR -2 CHA 5 INT 2 INT 2 2 INT INT 2 2 INT
- 1
■ ■
- 1 1 1 1 2 1 1 4 2
T N I T N I T N I
2 2 2
■ ■ ■ ■ ■ ■ ■
N / A
16 13
A H C A H C
5 ■ 5 ■
8 5
9 13 9
T N I A H C S I W
2 ■ 5 2 ■
N / A
2 2
4 4 4 4 4 4 4 4
Bardic Knowledge
2 8 2
T S N I I - W e n g o d s e i l s e w f o o n r K P A H : C s T l l i N I k s - m r r f t f o e r a e h r t O C P
PAGE 2: COMBAT The second sheet is for ghting. 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 modiers, Melee attacks add STR to that; ranged attacks add DEX. and remember to apply them. Both add your size modier. On top of that you add weapon-specic bonuses.
DAMAGE Melee weapons add your STR to damage, but ranged weapons don’t add your DEX. Two-handed weapons get ½ times your STR added to attack and damage.
INITIATIVE INITIATIVE BONUS
Feats
INIT 5 = DEX 1 +
4
ATTACKS Training
Misc
+
Crossbow
+
Range
Speed with Armour
Temp Speed
20 ft 4 sq
ft
Fly Speed
Climb Speed
20 ft 4 sq Swim Speed
10 ft 2 sq
ft
Luck Blade,
5 ft 1 sq
sq
Range
MELEE
RANGED
ATTACK BONUS
ATTACK
ATTACK
6/1 Temp Attack Bonus
+
5/0
ft –
Morale Bonus
2
=
Temp Damage Bonus
+
♫
2
=
Buffs
Nerfs
-
Base Attack Bonus
1
-
Misc
Damage
3
+
N/ A
N/ A
3
+
BAB 6 Base Attack Bonus
6 BAB
+
1
Misc
+
1
#
6
FORT Misc
+
#
= CON 1 +
Base
Racial
10
REF
11
= DEX 1 + = WIS 2 +
Evasion
Stable
36 29 35 41 – – –
Non-lethal
2
3
+
6
+
+
5
+
6
+
+
3
+
Improved Evasion
Endurance
Unconcious
hp
hp
ARMOUR CLASS Dodge Modifier
= 10 + DEX 1 +
Deflection Modifier
Natural Armour
Shield AC
Size Modifier
+
3
+
4
+
+
+
1
+
3
+
4
+
+
+
1
+
3
+
1
FLAT-FOOTED ARMOUR CLASS
18 AC
= 10
N/ A
N/ A
TOUCH ARMOUR CLASS
AC 15 = 10 + DEX 1 + Temp AC
Spell Resistance
+ AC Damage Reduction
/ Notes
Cloak of Resistance +3 Lightning Reflexes +2 EFFECTS
Armour AC
N/ A
N/ A
N/ A
Temp
+
+2 against illusions
HEALTH Dying
Misc
+
These extra ammo slots can be used for special ammo like Flaming Arrows.
WILL SAVE
WILL
HIT POINTS Wounds
Special bonus damage like Sneak Attack doesn’t get multiplied by a critical.
REFLEX SAVE
Size Modifier
-
FORTITUDE SAVE
Attack and damage bonuses can be adjusted by a Bard’s singing, by Power Attack, and by other bus and nerfs.
×
SAVES
Size Modifier
-
Critical
Special Ammo
#
+
Damage
Conditional Modifiers
19 AC
×
d
ConditionalModifiers
ARMOUR CLASS
Critical
Special Ammo
#
Base Attack Bonus
Deflection Modifier
CMD
Attack Bonus
sq
Ammo
Deflection Modifier
FLAT-FOOTED
44 hp
2
×
d
+
CMD 17 = 10 + STR -2 + DEX 1 +
Temp CMD
Attack Bonus
Type
ft
Dodge Modifier
DEFENCE
+ CMD
×
Critical
d
Ammo
Size Modifier
COMBAT MANOEUVRE
Temp CMB
Critical
19-
Damage
sq
Range
COMBAT MANOEUVRES
+ CMB
Damage
d 4+2
+
COMBAT MANOEUVRE
-2 CMD 16 = 10 + STR
2
Good Fortune: 1/day reroll one die 0 wishes
Attack Bonus
Type
ft
+½ Ranger’s favoured enemy bonus +1 to attack reptilians/goblinoids
CMB 3 = STR -2 + BAB 6
×
#
sq
Range
Power Attack
ConditionalModifiers
BONUS
19-
-
Buffs
+
Critical
Special Ammo
7/2
Type
ft
–
d6
Attack Bonus
Piercing
sq
Range
Power Attack
Nerfs
+
Morale Bonus
8/3
+2 short sword
Type
BASE ATTACK BASE
■■ ■ ■■ ■ # ■■■ 20 ■■■
Bolts
Damage
9/4
Piercing
Ammo
sq
Attack Bonus
Type
80 ft 16sq
SPEED SPEED
(masterwork small)
The rst weapon has space for ammo because almost everybody carries at least one ranged weapon.
Trap Sense
Small characters like gnomes get a +1 size modier. This gets added to attack bonus, armour class and combat manoeuvres. It doesn’t get added to damage - in fact, small weapons generally do less damage.
Conditional Modifiers
+4 dodge against giants
Bonuses of the same type typically don’t stack (except for Dodge bonus)
Bonus spells are lled in vertically, based on your primary casting stat. Each successive column gets 4 fewer than the one before it. This Bard’s charisma modier is +5, so he lls in 5 boxes in the rst column and only 1 in the second. So he gets two bonus spells at level 1, but only one at levels 2 to 5. These are added to his allowance from being a Bard.
Bard Level
8
Caster Level
8
BARD Level Bonus
+
SPELLS
n o i s u l l i
Spells Known
Spell Save DC
6 5 4 3
15 16 17 18
—
Spells = Base + Bonus Spells 2 per day Spells 4 8 1 - - -
A A A A H H H H C C C C
0
6 5 3
1 2 3
4 4 2
■■ ■ ■ ■ ■
4
1 +
5
C D
6
Spell Save DC = 10 + CHA + Spell Level
5
13
Concentration
8
= CHA +
Caster Level
ARCANE SPELL FAILURE THRESHOLD
KNOWN SPELLS PREPARED SPELLS
Lullaby Message Mage Hand Light Disguise Self (illusion) Alarm Expeditious Retreat Silent Image (illusion) Alter Self (illusion) Invisibility (illusion) Heroism Hold Person Major Image (illusion) Cure Serious Wounds Crushing Despair
0
Magic Aura
1
(illusion)
■■■ ■ 2
■
3
■■■
Bards can wear light armour without risking spell failure.
%
4
BARDIC KNOWLEDGE
Don’t forget to apply bonuses like Bardic Knowledge to your skills.
Summon Instrument Ghost Sound (illusion)
BARDIC
Bard Level
KNOWLEDGE BONUS
4
=
Misc
( 8
÷2
) +
5
Bards can use all knowledge skills untrained.
PERFORMANCES Bard Level
DURATION PER DAY
Misc
29 rds = 2 + ( 8
)
5
× 2 + CHA +
Rounds Today
27 25 23 20 – 26 – –
Take care of when to round a divider number up rather than down. Unless stated otherwise, you generally round down in Pathnder.
6
6
Extra Performance
14 11 –
–
VERSATILE PERFORMANCE Use bonus in place of...
■
Act
☺
Comedy Dance Bard Level
WILL SAVE DC
19
= 10 +
( 8
E T AUDIENCE A N MAX FASCINATED I C S = A F
÷2
5 ) + CHA
Keyboard Instruments
Use bonus in place of...
Bluff, Disguise
Oratory
Diplomacy, Sense Motive
Bluff, Intimidate
Percussion
Handle Animal, Intimidate
Acrobatics, Fly
Sing
Bluff, Sense Motive
–
Diplomacy, Intimidate
■
String
♫
Bluff, Diplomacy
–
Wind Instruments
Other:
Diplomancy, Handle Animal
Bard Level
8
COURAGE BONUS
÷3
(Round up)
COMPETENCE BONUS
+2
SCROLLS
Raise Dead
+3
INSPIRE GREATNESS
E MAX AFFECTED R I P S N I
Bonus hit dice + 2d10 (including CON) Competence +2 to attack +1 to fortitude saves
INSPIRE HEROICS
POTIONS
Cure Light Wounds x5 Cure Moderate Wounds x2 Lesser Restoration Gaseous Form Bull’s Strength Water Breathing
Saving bonus
MAX AFFECTED
+ 4 to all saves Dodge bonus +4 to AC
LORE MASTER TAKE 10
Unlimited uses per day
TAKE 20 PER DAY
Take 20 Today
1
PAGE 3: CLASS-SPECIFIC SHEET Each class gets a sheet of specic features. MULTICLASSING
SPELLS
If your character has levels in more than one class, you’ll probably need a sheet for each one.
Some spellcasters choose their spells spontaneously, while others must prepare at the start of the day.
ROUNDING UP OR DOWN?
Level 0 spells can be used unlimited times by all spellcasters. Divine casters call these ‘orisons’, arcane casters call them ‘cantrips’.
When dividing a number, you almost always round down. If you need to round up, the sheet will say so. Many calculations say “minimum 1”, while others will only be available from certain levels. If in doubt, you should check the books to be certain.
INVENTORY
Traveller’s clothes (small) Value Performer’s clothes (small) Maid’s uniform (small)
ARMOUR Weight
Properties
Properties
Type
Max Speed
Max AC DEX
4
20 ft 4 sq
Cake Stilts Mistreated Stilt Coverings
Check Penalty
-1
Weight
Spell Failure
25 lb
Armour AC
4
AC
20 %
SHIELD
Lye
Armour and shield both contribute to your AC
EQUIPMENT Hat / Mask
Masterwork Chain Shirt
Headband
Headband of Alluring Charisma Properties +2 Charisma
Items that you wear often grant magical bonuses.
Eyes
Properties
Properties
200m silk rope Antitoxin x 2
Check Penalty
Weight
Spell Failure
Shield AC
Don’t forget to incorporate those elsewhere.
AC
%
lb
Neck / Throat
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
25 cp The Crown of Sum’wir 15,000 90 4 sp ,
Copper
,
Silver
,
Gold
,
Platinum
Light Load
lb
Carried Items
lb
Weapons, Ammo
lb
Armour, Shield
lb
Medium Load
Worn Items
lb
Scrolls, Potions, Wands, Components
Heavy Load
lb
Total
, ,
1272 gp , ,
,
19
pp
155265 , .
50 coins weighs 1lb
lb lb
coins ,
2400 , .
Valuables
,
15000 , .
,
Debts
Coins
lb
Other items
Total Weight
lb
Total
,
,
,
.
1415265 , .
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 worth 1 gold piece and so on. Add the columns up to get your total cash.
Armour and shields both grant you a bonus to AC, but at a cost to mobility and spellcasting ability. Masterwork 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
Player
CHARACTER SHEET
D O O G
L A W F U L
C H A O T I C
L I V E
Campaign
Race
Size
ABILITIES Ability Score
Item Bonus
Ability Modifier
Temp Score
Temp Modifier
STR
1
d
2
d
3
d
4
d
5
STR
+1 hp or skill rank per level
DEX
DEX
CON
CON
CON
INT
INT
INT
Acrobatics
WIS
WIS
WIS
Appraise
CHA
CHA
CHA
Bluff
Ability Modifier = (Total Ability Score - 10) ÷ 2
(Round down)
FEATS & SPECIAL ABILITIES
Level Adjustment
Effective Character Level
hp
rks
+ INT per level
+ CON per level
SKILLS
Untrained
Climb Diplomacy
Disguise Escape Artist Fly Handle Animal Heal Intimidate Linguistics Perception Ride Sense Motive Sleight of Hand Spellcraft Stealth Survival Track
Class Skills
Skill Bonus
Ranks
Trained
Swim Use Magical Device Knowledge: Arcana Knowledge: Dungeoneering Knowledge: Religion Knowledge: Nature Knowledge: The Planes
Racial, Feats
Armour Check Penalty
Misc
+3
-
DEX INT CHA STR CHA DEX CHA DEX DEX CHA WIS CHA INT WIS DEX WIS DEX INT DEX WIS
Disable Device
S E G A U G N A L
Level
d
Favoured class
DEX
F E M A L E
Size Modifier
Skill Ranks Hit Die
CLASSES
XP
STR
E L A M
SURVIVAL
STR CHA INT INT INT INT INT
+ Size diff x4
N/ A
-
T S N I I - W e n g o d i s e s l e w f o o n r K P A H : s T C l l N i I k s - m r r f o e t r a f h r t e O C P
INITIATIVE INITIATIVE BONUS
Feats
INIT = DEX +
ATTACKS Training
Misc
+
+ Range
SPEED SPEED
ft Temp Speed
Speed with Armour
ft
sq
ft
Swim Speed
ft
sq
ft
Fly Speed
sq
ft
sq
MELEE
RANGED ATTACK
sq
Range
+
Buffs
-
=
ft
-
COMBAT MANOEUVRE Base Attack Bonus BONUS
Size Modifier
-
Misc
Dodge Modifier
DEFENCE
CMD = 10 + STR + DEX +
Attack Bonus
Damage
+
N/ A
N/ A
BAB
+
Base Attack Bonus
BAB
+
Misc
+
#
FORTITUDE SAVE
FORT
Base
= CON +
Racial
Misc
+
REF
WILL
= DEX + = WIS +
Evasion
Dying
Stable
Non-lethal
+
+
+
+
+
+
+
+
+
Improved Evasion
Endurance
Unconcious
hp
hp
hp
ARMOUR CLASS Dodge Modifier
= 10 + DEX +
Deflection Modifier
EFFECTS
Armour AC
Natural Armour
Shield AC
Size Modifier
+
+
+
+
+
+
+
+
+
+
FLAT-FOOTED ARMOUR CLASS
= 10
N/ A
N/ A
TOUCH ARMOUR CLASS
AC Temp AC
= 10 + DEX + Spell Resistance
+ AC Damage Reduction
/ Notes
+
Conditional Modifiers
N/ A
N/ A
N/ A
Temp
WILL SAVE
Conditional Modifiers
HIT POINTS Wounds
Misc
REFLEX SAVE
Size Modifier
-
#
SAVES
Size Modifier
-
×
Special Ammo
#
+
Critical
Special Ammo
#
HEALTH
AC
×
d
Conditional Modifiers
AC
Critical
Damage
sq
Base Attack Bonus
Deflection Modifier
CMD
Attack Bonus
Type
Ammo
Deflection Modifier
FLAT-FOOTED
ARMOUR CLASS
×
d
+
COMBAT MANOEUVRE
+ CMD
d
Ammo
COMBAT MANOEUVRES
+ CMB
Critical
+
ft
Temp CMD
×
Damage
sq
Range
Temp CMB
Attack Bonus
Type
ft
Conditional Modifiers
CMD = 10 + STR
d
sq
Range
Power Attack
Nerfs
CMB = STR + BAB
Critical
-
Buffs
+
Damage
sq
Type
Power Attack
Nerfs
+ Morale Bonus
#
Attack Bonus
Type
Range
Temp Damage Bonus
×
Special Ammo
#
ft
ATTACK
=
d
sq
ft
BASE
+
Critical
Climb Speed
ATTACK BONUS
Morale Bonus
Damage
sq
Ammo
BASE ATTACK
Temp Attack Bonus
Attack Bonus
Type
+
Trap Sense
INVENTORY
ARMOUR Value
EQUIPMENT Hat / Mask
Weight Properties
Properties Type
Max Speed
ft Check Penalty
Weight
sq
Spell Failure
%
lb
Max AC DEX Headband Armour AC
AC
Properties
SHIELD Eyes
Properties
Properties Check Penalty
Weight
Spell Failure
lb
%
Shield AC
AC Neck / Throat Properties
Shoulders Properties
Chest Properties
Belts Properties
Carried Items
lb
Weapons, Ammo
lb
Medium Load
Armour, Shield
lb
lb
Worn Items
lb
Scrolls, Potions, Wands, Components
lb
Total Weight
lb
Light Load
lb
Heavy Load
lb
MONEY Copper ,
Gold Platinum Total
, ,
WANDS
S E G R A H C
#
S E G R A H C
#
S E G R A H C
#
S E G R A H C
#
gp
,
Properties
Properties
Ring
Arms / Wrists
Properties
Properties
Ring
Feet
Properties
Properties
pp
, ,
sp
,
,
Clothes / Body
cp
,
Silver
Hands
,
.
SCROLLS
POTIONS
INVENTORY
ARMOUR Value
EQUIPMENT Hat / Mask
Weight Properties
Properties Type
Max Speed
ft Check Penalty
Weight
Max AC DEX
sq
Headband
Spell Failure
Armour AC
AC
%
lb
Properties
SHIELD Eyes
Properties
Properties Check Penalty
Weight
Spell Failure
Shield AC
AC
%
lb
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
Copper Silver
,
Gold
lb
Weapons, Ammo
lb
lb
Armour, Shield
lb
Medium Load
Worn Items
Light Load
lb Heavy Load
lb
Total
, ,
gp
,
pp
, ,
sp
,
,
Platinum Carried Items
cp
,
,
.
50 coins weighs 1lb
lb
coins
Debts
,
,
.
Valuables
,
,
.
,
,
.
,
,
.
Scrolls, Potions, Wands, Components
lb
Coins
lb
Other items
Total Weight
lb
Total
,
Value
CHARACTER Name
Player
CHARACTER SHEET
D O O G
L A W F U L
C H A O T I C
L I V E
Campaign
Race
Size
ABILITIES Item Bonus
Ability Modifier
RAGE! Modifier
STR + DEX
Fatigue Modifier
-
Temp Modifier
1 BARBARIAN!
d
2
d
3
d
4
d
5
STR
INT
INT
Acrobatics
WIS
WIS
Appraise
CHA
CHA
Bluff
FEATS & SPECIAL ABILITIES
Untrained
Climb Diplomacy
Disguise Escape Artist Fly Handle Animal Heal Intimidate Linguistics Perception Ride Sense Motive Sleight of Hand Spellcraft Stealth Survival Track
Skill Bonus
Class Skills
Ranks
+3
DEX INT CHA STR CHA DEX CHA DEX DEX CHA WIS CHA INT WIS DEX WIS DEX INT DEX WIS
Disable Device
Trained
Swim Use Magical Device Knowledge: Arcana Knowledge: Dungeoneering Knowledge: Religion Knowledge: Nature Knowledge: The Planes
S E G A U G N A L
Level Adjustment
Effective Character Level
+ CON per level
SKILLS
CON
(Round down)
rks
hp
DEX
CON +
Ability Modifier = (Total Ability Score - 10) ÷ 2
Level
d + INT per level
Favoured class
+1 hp or skill rank per level
-
F E M A L E
Size Modifier
Skill Ranks Hit Die
CLASSES
XP
Ability Score
E L A M
Racial, Feats, Synergy
Misc
Forbidden Armour During Check RAGE! Penalty
-
X X X
-
X
X X X X -
X
X
X
+ Size diff x4
X X X
X X X -
X
SURVIVAL
STR X CHA INT INT INT INT X INT
N/ A
X
X X X X X X
T S I N I W - e n g o d s e i l s e w f o n o r K P A H : s T C l l i I N k s - m r r o f f e t r a e h r t O C P
INITIATIVE INITIATIVE BONUS
Feats
INIT = DEX +
ATTACKS Training
Misc
+
+ Range
SPEED SPEED
ft Temp Speed
Speed with Armour
ft
sq
ft
Swim Speed
ft
sq
ft
Fly Speed
sq
ft
sq
MELEE
RANGED ATTACK
sq
Range
+
RAGE!
Nerfs
-
ft
Size Modifier
RAGE!
-
Dodge Modifier
DEFENCE
CMD = 10 + STR + DEX +
+
N/ A
N/ A
BAB
Size Modifier
BAB
+ Size Modifier
FORT
RAGE!
+
-
FORTITUDE SAVE
# #
Base
= CON +
Misc
+
REF
+
hp
+
= WIS +
+
Improved Evasion
Endurance
hp
ARMOUR CLASS Dodge Modifier
ARMOUR CLASS
AC
= 10 + DEX +
Deflection Modifier
EFFECTS
Armour AC
Natural Armour
Shield AC
Size Modifier
+
+
+
+
+
+
+
+
+
+
FLAT-FOOTED ARMOUR CLASS
AC
= 10
N/ A
N/ A
TOUCH ARMOUR CLASS
AC Temp AC
= 10 + DEX +
+
Spell Resistance
Conditional Modifiers
RAGE!
Damage Reduction
+ AC
-2 Notes
AC Penalty
/
N/ A
N/ A
N/ A
+
+
RAGE!
Unconcious
hp
hp
+
WILL SAVE
HEALTH Non-lethal
+
RAGE!
Fatigued
= DEX +
Evasion
Stable
Temp
REFLEX SAVE
WILL
Dying
×
SAVES RAGE!
Conditional Modifiers
Wounds
Critical
Special Ammo
-
Base Attack Bonus
+
Damage
Conditional Modifiers
RAGE!
×
Special Ammo
#
+
+
Attack Bonus
#
Base Attack Bonus
Deflection Modifier
CMD
HIT POINTS
Critical
d
Ammo
Deflection Modifier
FLAT-FOOTED
+ CMD
Damage
sq
+
COMBAT MANOEUVRE
+ CMB
×
d
Ammo
COMBAT MANOEUVRES
Temp CMD
Attack Bonus
Type
ft
Temp CMB
d
sq
Range
CMD = 10 + STR
Critical
-
Conditional Modifiers
CMB = STR + BAB
Damage
sq
Type
Fatigued
+
COMBAT MANOEUVRE Base Attack Bonus BONUS
Attack Bonus
×
-
RAGE!
-
d
Type
Range
=
Critical
Fatigued
+ Nerfs
Damage
sq
ft
Buffs
#
Attack Bonus
Type
Range
Temp Damage Bonus
×
Special Ammo
#
ft
ATTACK
=
d
sq
ft
BASE
+
Critical
Climb Speed
ATTACK BONUS
Buffs
Damage
sq
Ammo
BASE ATTACK
Temp Attack Bonus
Attack Bonus
Type
+
+
Trap Sense
BARBARIAN!
Barbarian Level
BARBARIAN Barbarian Level
1
{
RAGE! DURATION
Barbarian Level
PER DAY
rds = 2 + CON +
(
Fast Movement RAGE!
2
Uncanny Dodge
3
Trap Sense +1
5
Improved Uncanny Dodge
6
Trap Sense +2
7
Damage Reduction 1/ ―
9
Trap Sense +3
10
RAGE!
Damage Reduction 2/ ―
11
Greater RAGE!
12
Trap Sense +4
13
Damage Reduction 3/ ―
14
Indomitable Will
15
Trap Sense +5
16
Damage Reduction 4/ ―
17
Tireless RAGE!
18
Trap Sense +6
19
Damage Reduction 5/ ―
20
Mighty RAGE!
RAGE!
Misc
×2
TODAY
) +
rds
STRENTH
CONSTITUTION
WILL
ARMOUR
SCORE
SCORE
SAVE
CLASS
BONUS
BONUS
BONUS
PENALTY
RAGE!
4
4
2
-2
GREATER RAGE!
6
6
3
-2
RAGE!
8
8
4
-2
STR
CON
MIGHTY
Ability Modifier = (Total Ability Score - 10) ÷ 2
Strength Score Penalty: -2
RAGE! Duration
FATIGUED DURATION
-1 STR
×2
rds =
AC
Dexterity Score Penalty: -2
-1 DEX
Cannot rage, run or charge while fatigued.
RAGE! POWERS RAGE! POWERS
Barbarian Level
KNOWN
= 1
2
3
4
5
6
7
8
9
10
11
12
13
14
(
Misc
÷2
) +
(Round down)
Level Bonus
PREPARED SPELLS KNOWN SPELLS
Bard Level
BARD
Caster Level
+
0
SPELLS Spells Known
Spell Save DC
Spells = Base + Bonus Spells 2 per day Spells 4 8 1 - - -
1
A A A A H H H H C C C C
0 1 2 3
2
4 5 6
Spell Save DC = 10 + CHA + Spell Level
3
Caster Level
= CHA +
Concentration
ARCANE SPELL FAILURE THRESHOLD
Bards can wear light armour without risking spell failure.
%
4
BARDIC KNOWLEDGE BARDIC
Bard Level
KNOWLEDGE BONUS
=
Misc
(
÷2
) +
5
Bards can use all knowledge skills untrained.
PERFORMANCES Bard Level
DURATION PER DAY
rds = 2 +
Misc
(
×2
6
) + CHA +
Rounds Today
VERSATILE PERFORMANCE Use bonus in place of...
Bard Level
WILL SAVE DC
= 10 +
(
E T AUDIENCE A N MAX FASCINATED I C S = A F
÷2
INSPIRE GREATNESS
INSPIRE HEROICS MAX AFFECTED
÷3
(Round up)
COMPETENCE BONUS
Bonus hit dice + 2d10 (including CON)
Competence +2 to attack +1 to fortitude saves
Saving bonus + 4 to all saves
Dodge bonus +4 to AC
LORE MASTER TAKE 10
Unlimited uses per day
Bluff, Disguise
Oratory
Diplomacy, Sense Motive
Comedy
Bluff, Intimidate
Percussion
Handle Animal, Intimidate
Dance
Acrobatics, Fly
Sing
Bluff, Sense Motive
String
Bluff, Diplomacy
Wind Instruments
Diplomancy, Handle Animal
Keyboard Instruments
Diplomacy, Intimidate
Other:
Bard Level
COURAGE BONUS
E MAX AFFECTED R I P S N I
) + CHA
Use bonus in place of...
Act
TAKE 20 PER DAY
Take 20 Today
SCROLLS
POTIONS
D O O G
L A W F U L
C H A O T I C
L I V E
PREPARED PREPARED SPELLS SPELLS
Cleric Level
CLERIC OF
Caster Level
0
DOMAINS Domain
Domain
Granted Power
Granted Power
l e v e L
l e v e L
C D
C D
Uses per day
Domain Spell + 1
Domain Spell + 1
1
Uses per day
Granted Power
Granted Power
l e v e L
l e v e L
C D
C D
Uses per day
Domain Spell + 1
Domain Spell + 1
2
Uses per day
SPELLS Spell Save DC
Spells = per day
Base Bonus Spells + 2 Spells 4 8 1
- - S I S I S I S I W W W W
0 1
+1
+1
2
+1
+1
3
+1
+1
4
+1
+1
5
+1
+1
6
+1
+1
7
+1
+1
8
+1
+1
9
+1
+1
Domain Spell + 1
Domain Spell + 1
3
Domain Spell + 1
Domain Spell + 1
4
Spell Save DC = 10 + WIS + Spell Level Caster Level
= WIS +
Concentration
1d8 + Level
TLight Wounds C I L Moderate Wounds F N I Serious Wounds / E RCritical Wounds U CHeal / Harm
(1 - 5)
1
2d8 + Level (3 - 10)
l e 2 v e L 3 l l e p S 4
3d8 + Level (5 - 15) 4d8 + Level (7 - 20) 10 × Level
6
Domain Spell + 1
5 l e v e L 6 l l e 7 p S s s 8 a M 9
Domain Spell + 1
5
Domain Spell + 1
Domain Spell + 1
CHANNEL ENERGY Good Cleric Channel Positive Energy Cure Wounds
Evil Cleric Channel Negative Energy Inflict Wounds
6
CHANNAL PER DAY
Misc
Today Domain Spell + 1
= 3 + CHA +
Domain Spell + 1
7
ENERGY ROLL
d6 =
(
Cleric Level
÷2
)+
Misc Domain Spell + 1
Domain Spell + 1
(Round up) WILL SAVE DC
=10+
(
Cleric Level
8
Misc
)
÷2 + CHA + (Round down)
Domain Spell + 1
Domain Spell + 1
CHANNEL
9
RANGE
30 ft
Radius centred on the Cleric
Caster Level
DRUID
PREPARED SPELLS SPELLS PREPARED
Level Bonus
DEITY
+
0
D O O G
L A W F U L
C H A O T I C
L I V E
SPELLS Spell Save DC
Spells per day
=
1
Base Bonus Spells + 2 Spells 4 8 1
- - S I S I S I S I W W W W
0 1 2 3
2
4 5 6 7
3
8 9
Spell Save DC = 10 + WIS + Spell Level
= WIS +
Concentration
Caster Level
4
NATURE BOND
× ANIMAL COMPANION
DOMAIN
Animal Companion’s Name
5 Creature Type
WILD SHAPE Times per day
Times Today
6
Current Shape
7
8
WANDS
9 S E G R A H C
#
S E G R A H C
#
S E G R A H C
#
S E G R A
#
S E G R A H C
#
H C
SCROLLS
POTIONS
Caster Level
DRUID
PREPARED SPELLS SPELLS PREPARED
Level Bonus
DEITY
+
0
D O O G
L A W F U L
C H A O T I C
L I V E
SPELLS Spell Save DC
Spells per day
=
1
Base Bonus Spells + 2 Spells 4 8 1
- - S I S I S I S I W W W W
0 1 2 3
2
4 5 6 7
3
8 9
Spell Save DC = 10 + WIS + Spell Level
= WIS +
Concentration
Caster Level
4
NATURE BOND ANIMAL COMPANION
DOMAIN ×
Domain
5
Granted Powers
Domain Spells
6
1 2 3 4
7
5 6 7 8
8
9
WILD SHAPE Times per day
Times Today
WANDS
S E G R A H C
#
S E G R A H C
#
S E G R A
#
S E G R A H C
#
H C
9 SCROLLS
POTIONS
Druid Level
WILD SHAPE
Creature Type
ABILITIES Ability Score
Item Bonus
ATTACKS
STR
STR
DEX
DEX
CON
CON
Ability Score Attack Bonus
Range
ft
Ability Modifier = (Total Ability Score - 10) ÷ 2
Damage
Critical
sq
Attack Bonus
Range
Damage
Misc
STR
DEX
DEX
CON
CON
Critical
ft
Initiative
sq
INITIATIVE BONUS
Temp Speed
ft
sq
Attack Bonus
Range
ft
sq
Damage
Critical
Size Modifier
BONUS k e c s a a t B t A
+ STR +
Misc
sq
f
Range
ft Dodge Modifier
CMD = 10 + STR + DEX +
+
Natural Armour
ARMOUR CLASS
BAB
Size Modifier
+
/
Misc
+
Critical
Morale Bonus
-
FORT =CON +
+
-
/
AC
INITIATIVE BONUS
Critical
Attack Bonus
Damage
Critical
Attack Bonus
Damage
Critical
Misc
Morale Bonus
+
AC AC
+
PORTRAIT
AC Temp AC
AC
Range
ft Dodge Modifier
sq
Deflection Modifier
+
Base Attack Bonus
+
BAB
Size Modifier
+
+
Natural Armour
SAVES Size Modifier
-
= 10 + DEX + = 10
/
+
Misc Base Modifier FORTITUDE SAVE
+
FORT =CON+
Misc
+
REFLEX SAVE
+
-
+
-
+
REF = DEX +
+
Feats
Training
Misc
+
sq
ft
Swim Speed
Range
ft
sq
Range
Climb Speed
sq
ft
MELEE
RANGED
ATTACK BONUS
ATTACK
ATTACK
=
d
Attack Bonus
Type
ft
Morale Bonus
Buffs
+
-
Attack Bonus
Type
ft
Critical ×
Attack Bonus
Type
ft
Damage
Critical
Damage
×
Critical
d
sq
Range
Damage
×
Critical
d
sq
×
Power Attack
+
Range
Ammo Size Modifier
Attack Bonus
Type
ft
Damage
Critical
d
sq
#
Special Ammo
×
#
Misc Ammo
-
Damage
d
sq
Range
COMBAT MANOEUVRES
CMB = STR +
Attack Bonus
Type
ft
Nerfs
Base Attack Bonus / Monk Level
×
d
sq
Range
Power Attack
Nerfs
-
+
Critical
sq
Using any combination of unarmed strikes and Monk weapons: Kama, Nunchaku, Quarterstaff, Sai, Shuriken, Siangham Buffs
Damage
Temp Speed
BASE
Morale Bonus
/
sq
BASE ATTACK
FLURRY OF BLOWS
PORTRAIT
Spell Resistance Damage Reduction
Attack Bonus
Type
ft
sq
ft
ATTACK BONUS
/
Unarmed Strike
+
Fly Speed
sq
= 10 + DEX
ATTACKS
Speed with Armour
MANOEUVRE
Misc
SPECIAL ABILITIES
SPEED
COMBAT
sq
FLAT-FOOTED ARMOUR CLASS
REF = DEX +
+
INIT = DEX +
=
ft
sq
+
ARMOUR CLASS
INITIATIVE
Temp Damage Bonus
+ STR +
Temp
SPECIAL ABILITIES
BONUS
Damage
ARMOUR CLASS Misc
/
+
Attack Bonus
sq
Range
CMD = 10 + STR + DEX +
Spell Resistance Damage Reduction
+
Critical
TOUCH ARMOUR CLASS
= 10 + DEX
Temp Attack Bonus
k e c s a a t B t A
SAVES
+
Size Modifier
DEFENCE
REFLEX SAVE
+
SPEED
ft
COMBAT MANOEUVRE
TOUCH ARMOUR CLASS
ft
ft
Initiative
sq
BONUS
+
Misc Base Modifier FORTITUDE SAVE
FLAT-FOOTED ARMOUR CLASS
ft
Damage
sq
Range
Temp Speed
CMB =
Base Attack Bonus
+
Size Modifier
-
= 10 + DEX +
Damage
sq
Deflection Modifier
ARMOUR CLASS
Temp AC
Misc
COMBAT MANOEUVRE
Attack Bonus
+
DEFENCE
AC
ft
Attack Bonus
COMBAT MANOEUVRES
COMBAT MANOEUVRE
= 10
SPEED
COMBAT MANOEUVRES
AC
Range
INIT = DEX +
COMBAT MANOEUVRE
AC
ATTACKS Ability Modifier
Temp Bonus
Ability Modifier = (Total Ability Score - 10) ÷ 2
INIT = DEX +
CMB =
Size Modifier
COMBAT
SPEED f
Item Bonus
STR
COMBAT INITIATIVE BONUS
Creature Type
ABILITIES
Ability Modifier
Temp Bonus
Druid Level
WILD SHAPE
Size Modifier
+
#
Special Ammo
#
Temp
INITIATIVE INITIATIVE BONUS
Feats
ATTACKS Training
INIT = DEX +
Misc
+
Unarmed Strike
+
Range
ft
SPEED SPEED
sq
ft
Swim Speed
ft
sq
ft
Fly Speed
sq
ft
sq
Range
sq
ft
Attack Bonus
Type
Climb Speed
BASE
MELEE
RANGED
ATTACK BONUS
ATTACK
ATTACK
FLURRY OF BLOWS
Temp Attack Bonus
ft
+
=
Temp Damage Bonus
+
Buffs
-
Morale Bonus
=
ft
-
MANOEUVRE BONUS
Range
Range
+
FLAT-FOOTED
Temp CMD
+ CMB
+ CMD
Monk Level Base Size ÷4 Attack Bonus Modifier
+ BAB -
+ WIS +
+
REF
Stable
Non-lethal
Natural Armour
Size Modifier
+
+ WIS +
+
+
+
+ WIS +
+
+
+
+ WIS +
FLAT-FOOTED ARMOUR CLASS N/ A
N/ A
TOUCH ARMOUR CLASS
Temp AC
= 10 + DEX + Spell Resistance
+ AC Damage Reduction
/ Notes
Monk bonus applies when unarmoured and unencumbered Conditional Modifiers
+
+
+
+
= WIS +
+
+
+
Improved Evasion
Endurance
EFFECTS Monk Level ÷4
N/ A
+
Temp
+
hp
ARMOUR CLASS
AC
= DEX +
Misc
+
Unconcious
hp
= 10
= CON +
Racial
Conditional Modifiers Dying
Deflection Modifier
Base
WILL SAVE
WILL
hp
AC
FORTITUDE SAVE
FORT
+ BAB -
#
SAVES
Monk Level Base Size REFLEX SAVE ÷4 Attack Bonus Modifier
+ WIS +
HIT POINTS Wounds
= 10 + DEX +
#
Special Ammo
#
HEALTH
AC
×
Special Ammo
Evasion
Dodge Modifier
Critical
d
Conditional Modifiers
ARMOUR CLASS
×
Damage
sq
#
Deflection Modifier
CMD N/ A
Attack Bonus
Type
Dodge Deflection Modifier Modifier
CMD = 10+ STR + DEX +
Temp CMB
Critical
d
+
N/ A
×
Misc
-
CMD =10+ STR
Critical
Damage
sq
ft
Size Modifier
DEFENCE
×
Damage
Attack Bonus
Type
ft
Critical
d
Ammo
COMBAT MANOEUVRE
Attack Bonus
sq
Ammo
CMB = STR +
Damage
d
Type
ft
+
Base Attack Bonus / Monk Level
Attack Bonus
sq
Range
COMBAT MANOEUVRES COMBAT
×
Power Attack
Nerfs
+
Critical
d
Type
-
Buffs
Damage
sq
Range
Power Attack
Nerfs
+
×
sq
Using any combination of unarmed strikes and Monk weapons: Kama, Nunchaku, Quarterstaff, Sai, Shuriken, Siangham
Morale Bonus
Critical
d
sq
BASE ATTACK
ATTACK BONUS
Damage
Temp Speed
Speed with Armour
ft
Attack Bonus
Type
Trap Sense
MONK
Monk Level
MONK
Monk Bonus Level Feats
ARMOUR CLASS BONUS AC BONUS
+ AC CMD BO BON NUS
+ CMD
}
1
Armour Class Bonus Flurry of Blows Unarmed Strike Stunning Fist
Use a full attack action for more attacks Treat hands as weapons Stun (or other effects) target for one round
2
Evasion
Avoid all damage on successful reflex save
3
Fast Movement +10 ft Maneuvre Traini Training ng Still Mind
Use monk level in place of BAB for calculating CMB +2 saving throws against enchantment
4
Ki Pool (magic) Slow Fall 20 ft
Treat unarmed attacks as magic weapons Reduce effective falling height using wall
High Jump
Add monk level to Acrobatics checks for jumping +20 to jump checks - 1 ki point Immune to all diseases
Monk Level
= WIS + (
÷4) (Round down)
Bonus only applied when unarmoured, unencumbered and not helpless
FLURRY OF BLOWS FLURRY ATTACK BONUS
Monk Level
=
-2
5 Purity of Body
UNARMED STRIKE UNARMED STRIKE DAMAGE ROLL
d6 ›
d8 ›
d10 ›
2d6 ›
2d8 ›
2d10
STUNNING FIST STUNNING FIST PER DAY
Monk Level
Non-Monk Level
+(
=
÷4)
STUNNING FIST TODAY FORTITUDE SAVE DC
÷ 2 ) + WIS
Monk Effects Level
1
Stunned
No action this round Lose DEX bonus to AC; -2 AC
4
Fatigued
Cannot run or charge -2 Strength and Dexterity
8
Sickened
-2 to attack rolls, damage rolls, saving throws, skill and ability checks
12
Staggered
May make a standard or move action, but not both
16
Blinded
Lose DEX bonus to AC; -2 AC -4 on STR and DEX skills, opposed Perception 50% miss chance when attacking DC 10 Acrobatics to move more than half speed
or
20
Fast Movement +20 ft Slow Fall 30 ft
7
Wholeness of Body
8
Slow Fall 40 ft
9
Improved Evasion Fast Movement +30 ft
Avoid half damage on failed reflex save
10
Ki Pool (lawful) Slow Fall 50 ft
Treat unarmed attacks as lawful we apons
11
Diamond Body
Immune to all poisons
Abundant step Fast Movement +40 ft Slow Fall 60 ft
Slip magically between spaces - 2 ki points
12 13
Diamond Soul
Spell resistance
14
Slow Fall 70 ft
15
Quivering Palm Fast Movement +50 ft
Delayed death
16
Ki Pool (adamantine) Slow Fall 80 ft
Treat unarmed attacks as adamantine weapons
17
Timeless Body Tongue Tong ue of the Sun and Moon
No age penalties or artificial aging Speak with any living creature
18
Fast Movement +60 ft Slow Fall 90 ft
19
Empty Body
Assume ethereal state for 1 minute - 3 ki points
20
Perfect Self Slow Fall Any distance
Treated as outsider
(Round down)
Monk Level
= 10 + (
6
Deafened
-4 initiative; 20% miss chance when attacking -4 on opposed Perception automatically fail Perception checks for sound
Paralysed
No action this round Lose DEX bonus to AC; -2 AC
WHOLENESS OF BODY Monk Level
7
SPELL RESISTANCE
Monk Level
QUIVERING PALM QUIVER DAYS
Monk Level
= Level
15
FORTITUDE SAVE DC
Monk Level
= 10 10+ +(
÷ 2 ) + WIS Ki Pool
= 10 +
11
Monk Level
=(
= DIAMOND SOUL
Level
KI POOL KI POOL CAPACITY
HEALING Level POINTS
Heal your own wounds - 2 ki points
÷ 2 ) + WIS
PERFECT SELF Treated as an Outsider Level Immune to Charm Person and other effe cts that 20 target non-outsiders. Damage reduction 10/chaotic
D O O G
L A W F U L
C H A O T I C
L I V E
Paladin Level
PALADIN
PREPARED PREP ARED SPELLS
Paladin Caster - 3 = Level Level
DEITY
1 D O O G
L A W F U L
C H A O T I C
L I V E
2
DIVINE BOND SPECIAL MOUNT
BONDED WEAPON
Name
3 Type
Summoned Today
Enhancements
4 SMITE EVIL FOES
SPELLS Spell Save DC
Spells per day
=
Paladin Level
PER DAY
Base Bonus Spells + Spells CHA
=
(
Foes Today
Misc
÷3
) +
(Round up)
1 ATTACK
2
DEFLECTION
BONUS
3
BONUS
Misc
+
= CHA +
Misc
+ AC
= CHA +
4
Spell Save DC = 10 + WIS + Spell Level Caster Level
= CHA +
Concentration
CHANNEL POSITIVE ENERGY
ROLL
d6 =
(
Paladin Level
÷2
)+
DAMAGE
+
= 10 +
(
÷2
+
Misc USES
Paladin Level
PER DAY
) + CHA (Round down)
=
(
Paladin Level
Misc
×2
=
(
HEALING
d6 =
÷2
) +
Paladin Level
HIT POINTS
(
Uses Today
Misc
CHA +
(Round down)
Misc
÷2
)+
(Round down)
MERCIES
SCROLLS
WANDS
S E G R A H C
S E G R A H C
S E G R A H C
S E G R A H C
#
#
#
#
) +
LAY ON HANDS
Paladin Level
SAVE DC
BONUS
Misc
+
=
(Round up) WILL
Smiting damage bonus applies double for the first successful strike against evil outsiders, evil dragons and the undead. EVIL DAMAGE
Paladin Level
BONUS
Channelling positive energy uses up two of today’s uses of Lay On Hands. ENERGY
A successful strike with smite evil bpasses damage reduction.
POT IONS
PREPARED PREP ARED SPELLS
ANTIPALADIN D O O G
L A W F U L
C H A O T I C
L I V E
Antipaladin Level
1
Antipaladin Caster - 3 = Level Level
PATRON
D O O G
L A W F U L
C H A O T I C
L I V E
2
FIENDISH BOON FIENDISH SERVANT
BONDED WE AP APON
3
Name
Type
Summoned Today
4
Enhancements
SMITE GOOD VICTIMS
Antipaladin Level
PER DAY
SPELLS Spell Save DC
Spells per day
=
=
(
Base Bonus Spells + Spells CHA
Victims Today
Misc
÷3
) +
(Round up) ATTACK
1
DEFLECTION
BONUS
2
BONUS
Misc
+
= CHA +
+ AC
Misc
= CHA +
3 4
A successful strike with smite good bpasses damage reduction.
Spell Save DC = 10 + WIS + Spell Level Caster Level
= CHA +
Concentration
DAMAGE
CHANNEL NEGATIVE ENERGY
+
Channelling negative energy uses up two of today’s uses of Touch of Corruption. ENERGY
d6 =
(
Misc
÷2
)+
USES
=
Antipaladin Level
SAVE DC
= 10 +
+
Antipaladin Level
PER DAY
(Round up) WILL
+
=
Antipaladin Level
BONUS
Misc
=
(
Misc
×2
(
(
CORRUPTION
÷2
) + CHA
d6 =
÷2
) +
Antipaladin Level
HIT POINTS
(
Uses Today
Misc
CHA +
(Round down)
Misc
÷2
)+
(Round down)
(Round down)
CRUELTIES
SCROLLS
WANDS
S E G R A H C
S E G R A H C
S E G R A H C
) +
TOUCH OF CORRUPTION
Antipaladin Level
ROLL
GOOD DAMAGE
Antipaladin Level
BONUS
Smiting damage bonus applies double for a successful strike against good outsiders, good dragons, good Clerics and Paladins.
#
#
#
POT IONS
CHARACTER Name
Player
CHARACTER SHEET
D O O G
L A W F U L
C H A O T I C
L I V E
Campaign
Race
Size
ABILITIES Ability Score
Item Bonus
Ability Modifier
Temp Score
Temp Modifier
STR
1 Ranger
d
2
d
3
d
4
d
5
STR
hp
+1 hp or skill rank per level
DEX
DEX
CON
CON
CON
INT
INT
INT
Acrobatics
WIS
WIS
WIS
Appraise
CHA
CHA
CHA
Bluff
Ability Modifier = (Total Ability Score - 10) ÷ 2
(Round down)
FEATS & SPECIAL ABILITIES
Level Adjustment
Effective Character Level
rks
+ INT per level
+ CON per level
SKILLS
Untrained
Climb Diplomacy
Disguise Escape Artist Fly Handle Animal Heal Intimidate Linguistics Perception Ride Sense Motive Sleight of Hand Spellcraft Stealth Survival Track
Class Skills
Skill Bonus
Ranks
+3
Trained
Swim Use Magical Device Knowledge: Arcana Knowledge: Dungeoneering Knowledge: Religion Knowledge: Nature Knowledge: The Planes Knowledge: Geography
SURVIVAL
STR CHA INT INT INT INT INT INT
Racial, Feats, Synergy
Favoured Armour Misc Enemy Check Terrain Penalty
-
DEX INT CHA STR CHA DEX CHA DEX DEX CHA WIS CHA INT WIS DEX WIS DEX INT DEX WIS
Disable Device
S E G A U G N A L
Level
d
Favoured class
DEX
F E M A L E
Size Modifier
Skill Ranks Hit Die
CLASSES
XP
STR
E L A M
-
+ Size diff x4
N/ A - 1 per 5lb carried
-
T S I N I W - e n g o d s e i l s e w f o n o r K P A H : s T C l l i I N k s - m r r o f f e t r a e h r t O C P
INITIATIVE INITIATIVE BONUS
Feats
INIT = DEX +
ATTACKS Training
Misc
+
+ Range
SPEED SPEED
ft Temp Speed
Speed with Armour
ft
sq
ft
Swim Speed
ft
sq
ft
Fly Speed
sq
ft
sq
MELEE
RANGED ATTACK
sq
Range
+
Buffs
+
=
Buffs
ft
Attack Bonus
Damage
COMBAT MANOEUVRE Base Attack Bonus BONUS
Size Modifier
-
Misc
Dodge Modifier
DEFENCE
CMD = 10 + STR + DEX +
+
FLAT-FOOTED
N/ A
N/ A
BAB
+
Base Attack Bonus
BAB
+
Special Ammo
Misc
+
#
FORTITUDE SAVE
FORT
Base
= CON +
Racial
Misc
+
REF
WILL
= DEX + = WIS +
Evasion
+
+
+
+
+
+
+
+
+
Improved Evasion
Endurance
Conditional Modifiers
HEALTH Dying
Stable
Non-lethal
Unconcious
hp
hp
hp
ARMOUR CLASS Dodge Modifier
= 10 + DEX +
Deflection Modifier
EFFECTS
Armour AC
Natural Armour
Shield AC
Size Modifier
+
+
+
+
+
+
+
+
+
+
FLAT-FOOTED ARMOUR CLASS
AC
= 10
N/ A
N/ A
TOUCH ARMOUR CLASS
AC Temp AC
= 10 + DEX + Spell Resistance
+ AC Damage Reduction
/ Notes
+
Conditional Modifiers
N/ A
N/ A
N/ A
Temp
WILL SAVE
Conditional Modifiers
HIT POINTS Wounds
Misc
REFLEX SAVE
Size Modifier
-
#
SAVES
Size Modifier
-
×
Special Ammo
#
+
Critical
d #
Base Attack Bonus
Deflection Modifier
CMD
AC
×
Damage
sq
Ammo
Deflection Modifier
Attack Bonus
Type
+
COMBAT MANOEUVRE
ARMOUR CLASS
Critical
d
Ammo
COMBAT MANOEUVRES
+ CMD
×
-
ft
+ CMB
Critical
d
sq
Range
Temp CMD
×
Damage
sq
Type
Nerfs
Conditional Modifiers
Temp CMB
Attack Bonus
Type
Range
+
CMD = 10 + STR
d
-
Morale Bonus
CMB = STR + BAB
Critical
Nerfs
+
+
Damage
sq
ft
Morale Bonus
Favoured Enemy
#
Attack Bonus
Type
Range
Temp Damage Bonus
×
Special Ammo
#
ft
ATTACK
=
d
sq
ft
BASE
+
Critical
Climb Speed
ATTACK BONUS
Favoured Enemy
Damage
sq
Ammo
BASE ATTACK
Temp Attack Bonus
Attack Bonus
Type
+
Trap Sense
Ranger Level
RANGER
COMBAT STYLE ARCHERY
Level Bonus
Ranger Caster - 3 = Level Level
+
Ranger Select a bonus feat for your style at 2nd, 6th, 10th, 14th and 18th levels: Level Far Shot Double Slice
FAVOURED ENEMIES Favoured Enemy Bonus 2 4 6 8 10 12
FAVOURED ENEMY
TWO-WEAPON FIGHTING
2
6 10
Point Blank Shot
Improved Shield Bash
Precise Shot
Quick Draw
Rapid Shot
Two-weapon Fighting
Improved Precise Shot
Improved Two-weapon Fighting
Manyshot
Two-weapon Defence
Pinpoint Targeting
Greater Two-weapon Fighting
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
Name
SHARE FAVOURED ENEMY
FAVOURED TERR AINS Favoured Terrain Bonus 2 4 6 8
FAVOURED TERRA IN
ANIMAL COMPANION
Misc
DURATION
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
Ranger Level
BONUS
= CHA +
Misc
2
+
TRACK Ranger Level
=
Track
(
3
)
÷ 2 +
Survival Bonus
SPELLS From Level 4 Spell Save DC
Spells per day
=
4
Base Bonus Spells + WIS Spells
1 2 3 4
Spell Save DC = 10 + WIS + Spell Level
Concentration
= WIS +
Caster Level
WANDS
S E G R A H C
S E G R A H C
S E G R A H C
S E G R A H C
S E G R A H C
#
#
#
#
#
SCROLLS
POTIONS
ROGUE TALENTS
Rogue Level
ROGUE
TALENTS KNOWN
ROGUE Rogue Level
{
1
Trapfinding Sneak Attack
1
2
Evasion
4
Uncanny Dodge
8
Improved Uncanny Dodge
2
10
Advanced Talents
20
Master Strike
3 4
TRAPS Rogue Level
Perception
+(
=
Locate Traps
Disable Device
Rogue Level
TRAP SENSE REFLEX BONUS
+
Rogue Level
+(
=
Disable Traps
=(
÷ 2)
÷ 2) Misc
6 7
÷ 3 ) + 8
SNEAK ATTACK SNEAK DAMAGE BONUS
5
Rogue Level
d6 = (
Misc
9
÷ 2 ) + (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 FORTITUDE DC
= 10 + (
13
Rogue Level
÷ 2 ) + INT
Master strike cannot be used again on the same target within 24 hours, whether they pass the Fortitude save or not.
14
Rogue Level
=(
Misc
÷ 2 ) +
From level 10, a Rogue can take Advanced Talents (Round down)
Caster Level
SORCERER
Level Bonus
PREPARED SPELLS KNOWN SPELLS
+
BLOODLINE
0
1 Spells Known
Spell Save DC
SPELLS Spells per day
=
Base Bonus Spells + Spells 2 4 8 1 - - -
A A A A H H H H C C C C
0 1 2
2
3 4 5 6 7 8
3
9
Spell Save DC = 10 + CHA + Spell Level
Concentration
= CHA +
Caster Level
ARCANE SPELL FAILURE THRESHOLD
4
% SCROLLS
5
POTIONS
6
7
WANDS
S E G R A H C
S E G R A H C
S E G R A H C
#
8
#
9 #
Caster Level
WIZARD
Level Bonus
PREPARED SPELLS PREPARED SPELLS
+
0
SPELL SCHOOLS SPECIALITY SCHOOL
Speciality Spell OPPOSED SCHOOLS
1 Spells from your opposed schools cost two slots to prepare.
ARCANE BOND FAMILIAR
BONDED OBJECT
Speciality Spell
SPELLS Spell Save DC
Spells per day
=
2
Base Specialist Bonus + + Spells Spell Spells
2 4 8 1 - - T T T T N N N N I I I I
0 1
Speciality Spell
2 3 4
3
5 6 7 8
Speciality Spell
9
Spell Save DC = 10 + INT + Spell Level
Concentration
= INT +
4
Caster Level
ARCANE SPELL FAILURE THRESHOLD
%
Speciality Spell
SCROLLS
5
Speciality Spell
6 POTIONS
Speciality Spell
7 WANDS Speciality Spell S E G R A H C
S E G R A H C
#
#
8
Speciality Spell
9 S E G R A H C
#
PREPARED SPELLS EXTRACTS
Alchemist Level
ALCHEMIST ALCHEMY Extract Save DC
Extracts per day
=
Base Extracts
+
1
2 4 8 1 - - T T T T N N N N I I I I
1 2 3 4
2
5 6
Extract Save DC = 10 + INT + Extract Level
DISCOVERIES DISCOVERIES KNOWN
=
(
Alchemist Level
Misc
÷2
) + 3
(Round down) 1
2
3
4
4
5
5 6
7
6
8
9
MUTAGENS
10
Strength Bonus
+ STR
- INT
Intelligence Penalty
Dexterity Bonus
+ DEX
- WIS
Wisdom Penalty
Constitution Bonus
+CON
11
12
- CHA
Natural Armour Bonus
+ AC
Alchemist Level
DURATION
Charisma Penalty
mins = 10 mins ×
BOMBS POISON RESISTANCE
d6 +
POISON RESISTANCE FORTITUDE SAVE BONUS
+ Level
10
BASIC DAMAGE
Immune to all poisons
MUNDANE POTIONS
(
OTHER DAMAGE BOMBS
Alchemist Level
÷2
Alchemist Level
PER DAY
)
INT
=
Bombs Today
Misc
+ INT +
(Round up) SAVING SPLASH DAMAGE
+ ft
Splash radius
Alchemist Level
THROW DC
= 10 +
(
Use this DC for Splash reflex saves, Discovery fortitude saves etc.
÷2
) +
INT (Round down)
Cavalier Level
CAVALIER
PREPARED MOUNT SPELLS Name
ORDER Creature type
Mounted Speed
ft
EDICTS CHARGE
Level
3 ABILITIES
Level
2 Level
Attack Bonus
No Armour Check penalty when charging.
×2
Level
Mighty Charge
11
Free bull rush, disarm, sunder or trip on successful charge; no Attack of Opportunity.
Level
Supreme Charge
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)
×2/×3
Attack Bonus
Damage
d Level
TACTICIAN
15
FEAT SHARING
Cavalier Level
PER DAY
CHALLENGE CHALLENGES
Cavalier Level
PER DAY
=(
=1+ FEAT SHARING
rds = 1 + TEAMWORK FEATS
BONUS
Cavalier Level
Misc
+
=
Take -2 penalty to AC against any enemy except challenged target Level
17
Challenged target suffers -2 penalty to AC against any target other than you.
Level
9
CAVALIER ORDER CHALLENGE ABILITY
Level
17 SKILLS Level
4
EXPERT TRAINER
=
Training
=
Cavalier Level ÷ 2
+
Handle Animal Bonus
When training an animal to serve as a mount CAVALIER ORDER SKILLS
BANNER Level
=
5
Cavalier Level ÷ 5
Attack Bonus
+
=
Saving Throw Bonus
+
=
+ 2
Bonus to saves against charm and compulsion effects.
Level
14
Feat Sharing Today
Misc
Rounds Shared This Encounter
÷5)+ Cavalier Level
DURATION
(Round up)
Challenges Today MELEE DAMAGE
(
Misc
Misc
÷3)+
+1
Critical Range
+4
Cavalier’s Charge
Charge attack
8
Damage
(
÷2)+
sq
Critical
×
PREPARED SPELLS KNOWN SPELLS
Caster Level
INQUISITOR DEITY
D O O G
L A W F U L
C H A O T I C
L I V E
0
DOMAIN Domain
1
Granted Powers
2
SPELLS Spells Known
Spell Save DC
Spells = Base + Bonus Spells 2 per day Spells 4 8 1
- - S I S I S I S I W W W W
0
3
1 2 3 4
4
5 6 Spell Save DC = 10 + WIS + Spell Level The inquisitor cannot cast spells of an alignment opposed to her own or her deity’s.
D O O G
L A W F U L
C H A O T I C
L I V E
5
SKILLS MONSTER LORE
= WIS
+
Knowledge
When identifying the abilities and weaknesses of creatures.
STERN GAZE
Intimidate
+
Sense Motive
+
Level
2
}
÷2 =(
CUNNING INITIATIVE
Level
TEAMWORK FEATS Level
3
CURRENT FEATS
1
Inquisitor Level
=
(
Misc
÷ 3 )+
Invoke one Judgement on your foes and recieve a bonus as long as you are in combat.
=1+(
+
+ Level
8 Level
BANE
Level
12
Weapon Enhancement Bonus
BANE PER DAY
+2 +2
Inquisitor Level
+ 2 + 2d6 + 2 + 4d6 Misc
Damage Bonus
Bane Rounds Today
=
Misc
+
Inquisitor Level
=1+(
÷3)
Invoke two judgements at once
Discern Lies Today
+
3-Level Bonus
+
3-Level Bonus
Justice
+
Piercing
+
5-Level Bonus Attack bonus From level 10, bonus doubles to confirm critical hits
+
Purity
+
5-Level Bonus
+
5-Level Bonus
+
3-Level Bonus × 2
5-Level Bonus Armour class bonus From level 10, bonus doubles against critical hits Saving throw bonus
Resilience Damage reduction Energy resistance bonus
Smiting
Level
SLAYER Select one judgement at start of combat to apply its bonus at 5 levels higher
Your weapon counts as magical for bypassing damage resistance. Level Your weapon also counts as aligned, 6 to an alignment that matches your own. Level
10
Your weapon also counts as adamantine for overcoming damage resistance.
TRUE JUDGEMENT InvokeTrue Judgement before one attack Level
3-Level Bonus
Protection
Resistance
16 17
}
If the attack is successful, the target must pass a Fortitude save or die Whether successful or not, that target is then immune to True Judgement for 24 hours
DISCERN LIES DISCERN LIES Inquisitor Level PER DAY
Judgements Today
÷5)
Invoke three judgements at once
20
+
rds =
Fast healing per round
Inquisitor Level
3-LEVEL BONUS
5
Healing
Overcome spell resistance
5-LEVEL BONUS
)
÷ 3 +
Temporary feat
Level
Damage bonus
(Round up)
= WIS
+
Initiative
JUDGEMENT Destruction Misc
JUDGEMENTS Inquisitor Level PER DAY
+
Track
6
Inquisitor Level
FORTITUDE SAVE DC
=(
+ +
Inquisitor Level
÷ 2 ) + WIS
+
MYSTERY Mystery
ORACLE
Level Bonus
1
Revelations
+ Deity
CURSE Bonus Spells Level
2
2 Level
4 3
Level
6 Spells Known
Spell Save DC
SPELLS Spells per day
=
Base Bonus Spells + Spells 2 4 8 1 - - -
A A A A H H H H C C C C
0
Level
8
4
Level
10
1
Level
2
12
3
5
Level
4
14
5
Level
16
6
6
Level
7
18 8
PREPARED SPELLS KNOWN SPELLS
9
Spell Save DC = 10 + CHA + Spell Level
Concentration
= CHA +
Caster Level
0
ARCANE SPELL FAILURE THRESHOLD
% SCROLLS
1
2
POTIONS
3
4
5 WANDS
6 S E G R A H C
S E G R A H C
S E G R A H C
#
7 #
8 9
#
Final Revelation
Caster Level
SUMMONER
PREPARED SPELLS KNOWN SPELLS
SUMMONER Summoner Level
1
0
{
Eidolon Life Link Summon monster I
2
Bond Senses
3
Summon monster II
4
Shield ally
5
Summon monster III
6
Maker’s call
7
Summon monster IV
8
Transposition
9
Summon monster V
1
2
10
Aspect
11
Summon monster VI
12
Greater shield ally
13
Summon monster VII
14
Life bond
15
Summon monster VIII
16
Merge forms
17
Summon monster IX
18
Greater aspect
19
Gate
20
Twin eidolon
3
4
5
6
SPELLS Spells Known
Spell Save DC
Spells per day
=
Base Bonus Spells + Spells 2
0
4 8 1 - - -
A A A A H H H H C C C C
1 2 3 4 5 6 7
SCROLLS
8 9
Spell Save DC = 10 + CHA + Spell Level ARCANE SPELL FAILURE THRESHOLD
% WANDS
S E G R A H C
S E G R A H C
S E G R A H C
#
#
#
POTIONS
EIDOLON Name
CHARACTER SHEET
EIDOLON
D O O G
L A W F U L
C H A O T I C
L I V E
E L A M
Base Form
Size
Hit Dice
ABILITIES Ability Score
Item Bonus
Ability Modifier
SUMMONER
Temp Score
STR
STR
STR
DEX
DEX
DEX
CON
CON
CON
INT
INT
INT
WIS
WIS
WIS
CHA
CHA
CHA
Ability Modifier = (Total Ability Score - 10) ÷ 2
EVOLUTIONS
LEVEL
Temp Modifier
(Round down)
F E M A L E
Size Modifier
Base Attack Bonus
Max Attacks
Armour Bonus
(Good)
Skill Ranks
Feats
d10
EVOLUTION POOL
Saves
Good saves: (Bad)
FORT REF WILL
/ SKILLS
Untrained
Ranks
+3
DEX INT CHA STR CHA DEX CHA DEX DEX CHA WIS CHA INT WIS DEX WIS DEX INT DEX WIS
Acrobatics Appraise Bluff Climb Diplomacy Disable Device Disguise Escape Artist Fly Handle Animal Heal Intimidate Linguistics Perception Ride Sense Motive Sleight of Hand Spellcraft Stealth Survival Track
Class Skills
Skill Bonus
Trained
Swim Use Magical Device Knowledge: Arcana Knowledge: Dungeoneering Knowledge: Religion Knowledge: Nature Knowledge: The Planes
SURVIVAL
n s i o t u l v o E
Feats
Misc
+ Size diff x4
N/ A
STR CHA INT INT INT INT INT
T S I N I W - e g n o d s e i l s e w f o o n r K P A H : s C l l T i N I m k s - r r f t f o e h t a r r e O C P
INITIATIVE INITIATIVE BONUS
Feats
ATTACKS Training
INIT = DEX +
Misc
+
+ Range
Attack Bonus
Type
SPEED
ft
Damage
Critical
d
sq
×
Temp Speed
SPEED
ft
sq
ft
Swim Speed
Fly Speed
sq Range
Climb Speed
ft ft
sq
ft
sq
ft
Attack Bonus
Type
Damage
Critical
d
sq
×
sq
BASE ATTACK BASE
MELEE
RANGED
ATTACK BONUS
ATTACK
ATTACK
Temp Attack Bonus
+
Morale Bonus
=
Temp Damage Bonus
+
Buffs
-
Morale Bonus
=
ft
Attack Bonus
CMB = STR + BAB
Size Modifier
-
FORTITUDE SAVE
CMD = 10 + STR + DEX +
FORT
Deflection Modifier
+
Base Attack Bonus
CMD
Temp CMB
Temp CMD
+ CMB
+ CMD
N/ A
BAB
+ Deflection Modifier
N/ A
Base
= CON +
Racial
+
Size Modifier
-
Base Attack Bonus
+
BAB
Misc
+
+
+
Size Modifier
-
REF
= DEX +
+
+
+
WILL Misc
= WIS +
+
+
+
Evasion
Improved Evasion
Endurance
+ EFFECTS
HEALTH HIT POINTS Wounds
Dying
Stable
Non-lethal
Unconcious
hp
hp
hp
ARMOUR CLASS Dodge Modifier
AC
=10
+ DEX +
Deflection Modifier
+
Natural Armour
+
Size Modifier
+
Misc
Evolutions
+
+ FEATS
FLAT-FOOTED ARMOUR CLASS
AC
= 10
N/ A
N/ A
+
+
+
+
+
+
+
+
TOUCH ARMOUR CLASS
AC Temp AC
=10
Spell Resistance
+ AC Damage Reduction
/ Notes
+ DEX +
+
Conditional Modifiers
Temp
WILL SAVE
+
Conditional Modifiers
ARMOUR CLASS
Misc
REFLEX SAVE
FLAT-FOOTED
CMD = 10 + STR
×
SAVES
Misc
Dodge Modifier
DEFENCE
Critical
d
sq
+
COMBAT MANOEUVRE
×
Damage
COMBAT MANOEUVRES COMBAT MANOEUVRE Base Attack Bonus BONUS
Critical
d
Type
+
×
Damage
sq
Range
-
+
Attack Bonus
Power Attack
Nerfs
Critical
d
Type
ft
Damage
sq
Range
-
Buffs
Attack Bonus
Type
ft
Power Attack
Nerfs
+
Range
N/ A
Trap Sense
Caster Level
WITCH
Level Bonus
PREPARED SPELLS SPELLS PREPARED
0
+
FAMILIAR Name
1
Creature type
SPELLS Spell Save DC
Spells per day
=
Base Spells
+
Bonus Spells 2
2
4 8 1 - - T T T T N N N N I I I I
0 1 2
3
3 4 5 6
4
7 8 9
Spell Save DC = 10 + INT + Spell Level
5
ARCANE SPELL FAILURE THRESHOLD
% PATRON SPELLS Patron
6
Level 2 4
7
6 8 10
8
12 14
9
16 18
KNOWN HEXES
Magus Level
MAGUS
WEAPON
Caster Level
Enhancement
-2
ARCANE POOL Magus Level
ARCANE POOL CAPACITY
pts
(
=
Spell Combat Attack Penalty
)+
INT +
-
Defensive Casting Attack Penalty
INT
Maximum Penalty
Level
MAX WEAPON ENHANCEMENT
+
Magus Level
t n e m e c n a h t s n o E C
20
Magus Level
=
14 Level
WEAPON ENHANCEMENT
Critical
d
×
DEFENSIVE CASTING
(round down, min 1)
pts
Damage
+
Misc
÷2
Attack Bonus
Defensive Casting Bonus
Caster Level
= INT +
Concentration
+
Level 8 Bonus
+
2
Defensive Casting Bonus is double the Attack Penalty taken Automatic success on casting defensively When casting a spell and attempting a melee attack against the same target, choose one of:
+2
Attack Bonus
+2
Spell Save DC Bonus
+2
to overcome target’s spell resistance
PREPARED SPELLS PREPARED SPELLS
÷4
(Round up)
Weapon enhancements are powered from your Arcane Pool
0
ENHANCEMENT
+1
Flaming
+2
Flaming burst
9
+3
Speed
13
+4
Dancing
17
+5
Vorpal
Frost
Keen
Shock
5 Ic y burst
S hoc king burst
1
SPELLS Spell Save DC
Spells per day
=
Base Bonus Spells + Spells 2
0
2
4 8 1 - - T T T T N N N N I I I I
1 2 3 4
3
5 6 Spell Save DC = 10 + INT + Spell Level ARCANE SPELL FAILURE
%
THRESHOLD
4
MAGUS ARCANA ARCANA
Magus Level
KNOWN
=
÷3
Arcane Pool Cost
1
pts
2
pts
3
pts
4
pts
5
6
pts
pts
5
6
SPELL RECALL / KNOWLEDGE POOL Level Spell Recall 4 Reprepare any spell already cast today
Arcane = Pool Cost
Spell Metamagic + Adjustment Level
Level Knowledge Pool 7 Prepare any Magus spell as if known
Arcane = Pool Cost
1 pt
Improved Spell Recall Level Reprepare any spell already cast today
Arcane = Pool Cost
11
Improved Spell Recall Prepare any known spell as a swif t action
Arcane = Pool Cost
Spell
Metamagic
Spell Level
(cannot use metamagic)
( Level ÷ 2 ) + Adjustment
GUNSLINGER
Gunslinger Level
FIREARMS Capacity
GRIT GRIT POINTS
Range Misc
PER DAY
ft
pts = WIS +
Attack Bonus
Misfire
1-
sq
(
ft
Damage
)
Critical
×
d
Capacity
Range
ft
pts Successful critical hit with a firearm
+1 grit point
Killing blow with a firearm
+1 grit point
Daring acts
GM’s ruling
1-
sq
(
ft
Damage
)
Critical
×
d
Capacity
Range
Attack Bonus
Misfire
ft
GUN TRAINING DAMAGE BONUS
Attack Bonus
Misfire
1-
sq
(
ft
Damage
)
Critical
×
d
Capacity
MISFIRE VALUE
= DEX
2 Range
FIREARMS
Attack Bonus
Misfire
ft
1-
sq
(
ft
Damage
)
Critical
×
d
Capacity
Range
Attack Bonus
Misfire
ft
sq
1-
(
ft
Damage
)
Critical
×
d DEEDS
NIMBLE Gunslinger Level
NIMBLE DODGE BONUS
+
AC
=
Level 1
(
+2
) ÷ 4
(Round down)
BONUS FEATS Level 3
Level 4 Level 8 Level 12 Level 16 Level 20
Level 7
Deadeye
Use touch AC beyond first range increment
Gunslinger’s Dodge
Move 5ft immediately; +2 AC against triggering attack Alternatively, drop prone for +4 AC
Quick Clear
Fix a broken firearm as standard action
Gunslinger Initiative
+2 Initiative; (with Quick Draw, draw firearm as part of initiative)
Pistol-whip
Surprise melee attack. One handed: d6/d4 Two handed: d10/d8 Also, CMB to knock prone
Utility Shot
Blast lock or Shoot unattended object or Stop bleeding
Dead Shot
Roll all attacks, additional hits add dice
Startling Shot
On a miss, target is flat footed till its next turn
Targeting
As a full round, target a part of the body: Arms: drops one carried item (no damage) Head: confused for one round Legs: knocked prone Torso: 19-20 critical range Wings: begins to fall
Cost: 1
pt
Bleeding Wound
Bleed damage equal to DEX Alternatively, 1 pt Strength, Dexterity or Constitution damage
Cost: 1 Cost: 2
pt pt
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
*
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) Reroll a skill check
Cost: 2 Cost: 1
pt pt
TRUE GRIT Level 20
Any 2 deeds except Slinger’s Luck
Level 11
Level 15
Level 19
Cost: 1
Cost: (1
pt per range increment Cost: 1
pt
pt to fix as a move action)
* Cost: 1
pt
*
Cheat Death
remaining grit Restore hp equal to all
Stunning Shot
stun target for 1 round
Death’s Shot
On a critical, Fort (DC 10 + ½ level + DEX) or die
Cost: 1
pt
*
Cost: all remaining pts
* Deeds with no cost are only available while you have at least 1 grit point remaining
Cost: 1
pt
Cost: 1
pt
NINJA
KI POOL
Ninja Level
KI POOL CAPACITY
=(
NINJA Ninja Level
{ {
1 2
÷ 2 ) + CHA + (Round down)
Ki Pool
Poison Use Sneak Attack Ki Pool Ninja Tricks
3
No Trace
4
Uncanny Dodge
6 8
Ki cost
Treat any jump check as if from a running start As long as you have at least one ki point
Make one additional attack when making a full attack
1
Light Steps
Increase your move speed by 20ft for one round
1
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
Hidden Master
20 Trade sneak attack dice for ability score damage NINJA TRICKS
SNEAK ATTACK SNEAK DAMAGE BONUS
Ninja Level
d6 = (
TRICKS KNOWN Misc
÷ 2 ) + (Round up)
1
Sneak attack damage can be applied when a target is flanked or is denied their DEX bonus to AC.
2
On ranged attacks, it only applies within 30 ft. It is not multiplied by critical hits. It cannot be non-lethal unless using a non-lethal weapon.
NO TRACE Ninja Level
NO TRACE BONUS
+
Misc
Ninja Level
=(
3 Misc
÷ 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
•
6 7 8 9 10 11 12 13 14
Ninja Level
=(
Misc
÷ 2 ) +
(Round down)
Sneak Attack Trick
PREPARED SPELLS MOUNT
Samurai Level
SAMURAI
Name
Creature type
Mounted Speed
ORDER
ft
sq
RESOLVE EDICTS
RESOLVE
Samurai Level
PER DAY
=
(
Resolve Today
Misc
÷2
)+
Regain one use of Resolve when you defeat the target of a C hallenge
(Round down) 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
UNSTOPPABLE
Immediately stabilise and remain conscious (but staggered)
GREATER RESOLVE
Convert a confirmed c ritical hit to a standard hit
TRUE RESOLVE
Spend all remaining resolve (at least 2 ) to avoid death
ABILITIES
Level
2 Level Level
9
8
Level
17 Level
WEAPON EXPERTISE
15
Level
3 CHALLENGE CHALLENGES
Samurai Level
PER DAY
=
(
)+ (Round up)
Challenges Today MELEE DAMAGE BONUS
Samurai Level
Misc
+
=
Take -2 penalty to AC against any enemy except challenged target HONOURABLE STAND
Level
11
Once per day, while fighting a challenge: immune to being shakened, frightened or panicked remain conscious below 0 hp may spend one use of Resolve to reroll any save. • • •
Level 16: Twice per day Level
12
DEMANDING CHALLENGE
Challenged target suffers -2 penalty to A C against any target other than you. LAST STAND
Level
20
Once per day, while fighting a challenge: all weapons (except c riticals) do minimum damage remain conscious and not staggered below 0 hp cannot be killed by weapons except by target • • •
SAMURAI ORDER CHALLENGE ABILITY
BANNER Level
=
5
Cavalier Level ÷ 5
Attack Bonus
+
=
Saving Throw Bonus
+
=
+ 2
Bonus to saves against charm and compulsion effects.
Level
14
Katana
Naginata
Wakizashi
+2 to confirm critical hits with selected weapon Misc
÷3
Draw selected weapon as an immediate action:
+1
Longbow
PREPARED MOUNT SPELLS
Ronin Level
RONIN
Name
(SAMURAI)
Creature type
RONIN
Mounted Speed
ft
CODE OF HONOUR
sq
RESOLVE RESOLVE USES PER DAY
Ronin Level
=( Level
2
SELF RELIANT
Level WITHOUT MASTER per combat: remain at 1 hp; reroll to confirm a 8 Once critical hit; or take 10 on a skill check during combat
Level
9
Level CHOSEN DESTINY twice against charm or compulsion 15 Roll Once per day, take 20 on any d20
Level
17
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
UNSTOPPABLE
Immediately stabilise and remain conscious (but staggered)
GREATER RESOLVE
Convert a confirmed c ritical hit to a standard hit
TRUE RESOLVE
Spend all remaining resolve (at least 2 ) to avoid death
WEAPON EXPERTISE
Ronin Level
Level
Misc
3
÷3)+ (Round up)
MELEE DAMAGE BONUS
Ronin Level
Challenges Today
Misc
Take -2 penalty to AC against any enemy except challenged target
HONOURABLE STAND Level
11
Once per day, while fighting a challenge: immune to being shakened, frightened or panicked remain conscious below 0 hp may spend one use of Resolve to reroll any save. • • •
Level 16: Twice per day Level
12
DEMANDING CHALLENGE Challenged target suffers -2 penalty to A C against any target other than you.
LAST STAND Level
20
Once per day, while fighting a challenge: all weapons (except c riticals) do minimum damage remain conscious and not staggered below 0 hp cannot be killed by weapons except by target • • •
RONIN CHALLENGE ABILITY Bonus in combat against the target of the challenge: Attack Bonus
+
Dodge Bonus
+ AC =
=
Ronin Level
÷4
Ronin Level
÷5
=
BANNER Level
=
5 Attack Bonus
+
=
Saving Throw Bonus
+
=
+ 2
Bonus to saves against charm and compulsion effects
Level
14
Draw selected weapon as an immediate action: Katana
Naginata
Wakizashi
+2 to confirm critical hits with selected weapon
+
=
Regain one use of Resolve when you defeat the target of a C hallenge
DETERMINED
CHALLENGE
=(
÷2)+ (Round down)
Retry a will save after the 2nd round of duration Roll twice to stabilise
CHALLENGES PER DAY
Resolve Today
Misc
+1
Longbow
CHARACTER Name
Player
PSIONICS UNLEASHED
D O O G
L A W F U L
C H A O T I C
L I V E
Campaign
Race
Size
ABILITIES Ability Score
Item Bonus
Ability Modifier
Temp Score
Temp Modifier
STR
1
d
2
d
3
d
4
d
5
STR
+1 hp or skill rank per level
DEX
DEX
CON
CON
CON
INT
INT
INT
Acrobatics
WIS
WIS
WIS
Appraise
CHA
CHA
CHA
Autohypnosis
Ability Modifier = (Total Ability Score - 10) ÷ 2
(Round down)
FEATS & SPECIAL ABILITIES
hp
Level Adjustment
Effective Character Level
rks
+ INT per level
+ CON per level
SKILLS
Untrained
Bluff Climb Diplomacy
Disguise Escape Artist Fly Handle Animal Heal Intimidate Linguistics Perception Ride Sense Motive Sleight of Hand Spellcraft Stealth Survival Track
Class Skills
Skill Bonus
Ranks
Trained
SURVIVAL
Knowledge: Nature
STR CHA INT INT INT INT INT
Knowledge: The Planes
INT
Swim Use Magical Device Knowledge: Arcana Knowledge: Dungeoneering Knowledge: Psionics Knowledge: Religion
Racial, Feats
Armour Check Penalty
Misc
+3
-
DEX INT WIS CHA STR CHA DEX CHA DEX DEX CHA WIS CHA INT WIS DEX WIS DEX INT DEX WIS
Disable Device
S E G A U G N A L
Level
d
Favoured class
DEX
F E M A L E
Size Modifier
Skill Ranks Hit Die
CLASSES
XP
STR
E L A M
+ Size diff x4
N/ A
-
T S N I I - W e n g o d i s e s l e w f o o n r K P A H : s T C l l N i I k s - m r r f o e t r a f h r t e O C P
INVENTORY
ARMOUR Value
EQUIPMENT Hat / Mask
Weight Properties
Properties Max Speed
Type
ft Check Penalty
Weight
sq
Spell Failure
%
lb
Max AC DEX Headband Armour AC
AC
Properties
SHIELD Eyes
Properties
Properties Check Penalty
Weight
Spell Failure
lb
%
Shield AC
AC Neck / Throat Properties
Shoulders Properties
Chest Properties
Belts Properties Light Load
Carried Items
lb
Weapons, Ammo
lb
Armour, Shield
lb
Worn Items
lb
lb Dorjes, Power stones, Tattoos, Components Max Load
lb
Total Weight
lb
lb Medium Load
lb Heavy Load
lb
MONEY Copper ,
Gold Platinum Total
, ,
DORJES
gp
,
Properties
Properties
Ring
Arms / Wrists
Properties
Properties
Ring
Feet
Properties
Properties
pp
, ,
sp
,
,
Clothes / Body
cp
,
Silver
Hands
,
.
POWER STONES
TATTOOS 1 2
S E G R A H C
3
#
4 5
S E G R A H C
#
6 7 8
S E G R A H C
#
9 10
S E G R A H C
11
#
12
PSIoN
PREPARED SPELLS KNOWN POWERS
Psion Level
PSIONICS UNLEASHED
Manifester Level
POWERS
MAX POWER
MAX POINTS
KNOWN
LEVEL
POWER COST
Manifester Level
=
DISCIPLINE Power
Discipline
Additional Class Skills
Generalist
UMD,
Seer ( clairsentie nc e)
D iplom ac y, Pe rc eption
2
Egoist (psychometabolism)
Acrobatics, Heal
3
Shaper (metacreativity)
Bluff, Disguise, UMD
Nomad (psychoportation)
Climb, Fly, Survival, Swim
Kineticist (psychokinesis)
Disable Device, Intimidate
5
Telepath (telepathy)
Bluff, Diplomacy, Sense Motive
6
1
Discipline Talents
4
7 8 9
Level Discipline Abilities
10
2
11
8
12 14
13
20
14 15
PSIONICS POWER POINTS Base PER DAY
Bonus Points
Points
pts =
+
Racial
Misc
16 17
+
+
18 19
Bonus Points
20
Manifester Level
= INT ×
÷2
21 (Round down)
Power Points
22 23 24 25
pts POWER LEVELS Power Save DC
26 27 28
Power Level
Point Cost
1
1
2
3
3
5
4
7
5
9
6
11
34
7
13
35
8
15
36
9
17
29 30 31 32 33
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
Level
C ost
PSIONICS UNLEASHED
PSYCHIC WARRIoR
Psychic Warrior Level
WARRIOR’S PATH
Manifester Level
Trance
PATH SKILLS +2
4
6 Manoeuvre
SECONDARY PATH Level
9 Trance
PSIONICS POWER POINTS Base Points PER DAY
=
Bonus Points
+
Bonus Points
Racial
Misc
+
Manoeuvre
+
Manifester Level
= WIS ×
PREPARED SPELLS KNOWN POWERS
÷2
(Round down)
POWERS
MAX POWER
MAX POINTS
KNOWN
LEVEL
POWER COST
Power Points
Manifester Level
= Path Power
Level
Cost
1 2 POWER LEVELS
3
Power Level
Point Cost
Power Save DC
1
1
2
3
3
5
4
7
5
9
5
6
11
6
Power
1 2 3 4
7
Power Save DC = 10 + INT + Power Level
8
BONUS FEATS Level
9
1
10
2
11 5
12
8
13
11
14
14
15
17
16 17
20 Bonus feats should be Combat Feats or Psionic Feats
18
TRANCE
19
Level TWISTING PATH 12 Switch your trance as a swift action Level PATHWEAVING Gain the benefit of both trances for up to 15 5 mins, provided you maintain psionic focus
20 Uses per day
ETERNAL WARRIOR
Level Add your wisdom modifier to attack, damage, 20 AC, skill checks, ability chec ks, saving throws, initiative rolls and speed (gain 5ft per point)
WIS
Level
C ost
PSIONICS UNLEASHED
Soulknife Level
SoULKNIFE
Manifester Level
MIND BLADE Blade Shape
Light weapon
MIND BLADE ENHANCEMENT ENHANCEMENT POOL
+
Soulknife Level
Dual light weapons
One-handed weapon
ENHANCEMENT BONUS
+
Strength Multiplier
Two-handed w eapon
1½
Small
Damage: Medium
Large
Thrown Range
1d4
1d6
1d8
20 ft 4 sq
1d6
1d8
2d6
15 ft 3 sq
1d10
2d6
3d6
10 ft 2 sq
* Requires the Two Handed Throw blade skill
Damage type:
Maximum +5
Piercing
Point Cost
*
DAMAGE
Slashing
Damage Roll
Bludgeoning
5
Defending
1
5
Distance
1
5
Flaming
1
5
Frost
1
5
Ghost touch
1
5
Keen
1
5
Lucky
1
5
Merciful
1
5
Mighty cleaving
1
5
Psychokinetic
1
5
Shock
1
5
Sundering
1
ATTACK BONUS
5
Vicious
1
7
Anarchic
2
Base Attack Bonus
7
Axiomatic
2
7
Collision
2
7
Flaming burst
2
7
Holy
2
7
Icy burst
2
7
Mindcrusher
2
7
Psychokinetic burst
2
7
Shocking burst
2
7
Suppression
2
Level
7
Unholy
2
4
7
Wounding
2
9
Bodyfeeder
3
9
Mindfeeder
3
9
Soulbreaker
3
Level
12
Brilliant energy
4
8
15
Coup de grace
5
Changing blade shape or damage type requires a full-round action
Enhancement Bonus
+
d
Psychic Strike
+
Misc
d8 +
ATTACK BONUS Base Attack Bonus
BAB
(
)
MIND BLADE MASTERY No longer need a will save to maintain your mind blade in a Level null psionics field. A blade still loses its enhancement bonus. 20 Change the configuration of you mind blade as a full-round action, resetting any penalties from Fluid Form.
+
Critical
×
Default damage type Slashing Misc
+ Attack Bonus
Level
2
Level
6
Level
16 Level
18 Level
20
Damage
d
sq
BLADE SKILLS
(Round down)
Level Manifest your mind blade as a free action, once per round. 5 (More often when using the Multiple Throw blade skill)
Enhancement Bonus
Type
ft
14
QUICK DRAW
Damage
d
sq
Range
12
Imbuing a weapon with a psychic strike charge requires a Level move action, or a swift action if you lose psionic focus. 3 Psychic strike is discharged on any attack y ou choose to use it, whether successful or not.
Default critical range 19-20, ×2
+ Attack Bonus
+ DEX +
Level
+ 1 ÷ 4
) +
Misc
THROW MIND BLADE
Level
d8 =
Enhancement Bonus
Type
ft
10
PSYCHIC STRIKE Soulknife CAPACITY Level
+ ( STR ×
Range
Level
PSYCHIC STRIKE
Strength Multiplier
+
Critical
×
Wilder Level
PSIONICS UNLEASHED
WILDER
WILD SURGE Surge Type
+
Manifester Level
WILD SURGE BONUS
PSIONICS POWER POINTS Base PER DAY
Points
=
Psychic Enervation
Bonus Points
+
Racial
+
Risk of Psychic
15 % Enervation
Misc
+ SURGE BLAST
Bonus Points
Make a ranged touch attack (range 30ft) Surge blasts do not trigger psychic enervation
Manifester Level
= CHA ×
Surge Blast Damage
d6 =
Wild Surge Bonus
rds =
Wild Surge Bonus
Surge Bond
÷2
(Round down)
Improved Surge Bond Level
Power Points used today
5
SURGING EUPHORIA
Level While surging, recieve a morale bonus to 4 attack rolls, damage and saving throws. The effect of this bonus ends if you succumb to psychic enervation.
POWER LEVELS Power Level
Point Cost
1
1
2
3
3
5
4
7
5
9
6
11
7
13
8
15
9
17
Power Save DC
Wild Surge Save DC
Eurphoria Duration
Once per day, manifest one power with a +10 wild surge bonus. Also add +3 to the power’s save DC, +3 to any attack rolls Level and treat the power as if it were 5 levels higher. 20 Double the power’s effect radius, and its visual intensity. Anyone touching you during a perfect surge suffers 1d4 fire damage.
+ 10
WILD SURGE BONUS
Risk of Psychic
100 % Enervation
Psychic enervation: Using perfect surge triggers psychic enervation for 1d4 rounds. Also lose power points or hp equal to manifester level +10, and take 2 points burn to every ability score.
KNOWN POWERS POWERS
MAX POWER
POWER POINTS Manifester
KNOWN
LEVEL
MAX COST
Level
=
1
Power Save DC = 10 + CHA + Power Level
2
ELUDE ATTACK DODGE
3
Wilder Level
Level BONUS
+ AC
+
PERFECT SURGE
Power
2
Euphoria Bonus
=
(
4
+2
)÷4
5 (Round down)
6 7 8 9 10 11
Level
Cost
Artificer Level
TOME OF SECRETS
ARTIFICER
ARTIFICER Artificer Level
Caster Level
INVENTIONS Invention Save DC
Level
Bonus Inventions = Base + Inventions per day Inventions INT
Jack of All Trades
2
Item Creation
Scribe Scroll
3
Bonus Feat
Brew Potion
4
2
5
Salvage
3
6
Metamagic Science
Weird Science
8
= 4 hours per spell level
INVENTION USES PER DAY
=1+
(
÷2
)
+4 Craft Wand
Bonus Feat Craft Rod
10 (Round up)
USE MAGICAL DEVICE To use an invention crafted by someone else
DC 20
To use an invention when its uses are spent rising 1 each time it’s used
+6
11
Improved Metamagic Science
12
Bonus Feat
13
Improved Jack of All Trades
Craft Staff
Forge Ring
14
DC 25
To use several magical effects at once plus the number of effects
CRAFT MAGIC ITEM CRAFT
16
Bonus Feat
19
Bonus Feat
20
Exemplar
DC 20
To create a magical item plus required caster level
BONUS FEATS Select a bonus feat from this list at 3rd, 8th, 12th, 16th and 19th levels:
DC 20
To create magical item with metamagic plus 3× modified caster level
SALVAGE Salvaging a magical item takes one day, and recovers the a value equal to the cost of the materials that can be used to craft other items. It cannot be spent. When deconstructing a wand with some spent charges, the value recovered is an equivalent fraction of the cost of the wand.
Salvage Value
,
,
,
Empower Spell +2
Heighten Spell
Quicken Spell +4
Still Spell +1
Enlarge Spell +1
Magical Aptitude
Silent Spell +1
Widen Spell +3
Extend Spell +1
Maximise Spell +3
Skill Focus
Metamagic feats apply a spell level increase
MATERIALS
MAGIC ITEMS
SCROLLS
POTIONS
.
WANDS S E G R A H C
#
S E G R A H C
#
S E G R A H C
#
S E G R A H C
#
S E G R A H C
#
S E G R A H C
#
S E G R A H C
#
+2
Craft Magic Arms and Armour
9
Artifier Level
Elbow Grease
Craft Wondrous Item
7
Invention Save DC = 10 + INT + Spell Level
DC 15
1
1
4 Invention time
Crafting Abilities
D O O G
L A W F U L
C H A O T I C
L I V E
TOME OF SECRETS
Priest Level
PRIEST OF
PREPARED SPELLS SPELLS PREPARED
Caster Level
0
DOMAINS 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
2
8 9
Domain
Additional Domain
Granted Powers
Granted Powers Domain Spell + 1 Domain Spell + 1 1
3
2 3 4 5 6
Domain Spell + 1
7
Domain Spell + 1
8
4
9
SPELLS Spell Save DC
Spells per day
Base Bonus Spells + 2 Spells 4 8 1
=
- - S I S I S I S I W W W W
0
Domain Spell + 1 Domain Spell + 1
1
+2
+2
2
+2
+2
3
+2
+2
4
+2
+2
5
+2
+2
Domain Spell + 1
6
+2
+2
Domain Spell + 1
7
+2
+2
8
+2
+2
9
+2
+2
5
6
Domain Spell + 1
Spell Save DC = 10 + WIS + Spell Level Caster Level
= WIS +
Concentration
Domain Spell + 1
7
CHANNEL ENERGY Channel Positive Energy
Channel Negative Energy
CHANNEL ENERGY PER DAY
Misc
Today
= 3 + CHA + ENERGY ROLL
d8 =
(
Priest Level
÷2
WILL SAVE DC
= 10 +
(
Domain Spell + 1 Domain Spell + 1
)+
Misc Domain Spell
+1
Domain Spell
+1
(Round up)
Priest Level
÷2
8
) + CHA (Round down)
9
TOME OF SECRETS
SHAMAN
Shaman Level
SPIRIT COMPANION COMPANION
CREATURE TYPE
SHAMAN Shaman Level
1
{
Communicate with spirit See spirit
2
Spirit companion
3
Bonus feat
4
Summon spirit
5
Control spirit
6
Bonus feat
7
Spiritual significance (self)
8
Spirit heal
9
Bonus feat
10
Spirit walk
11
Spiritual significance (other)
12
Bonus feat
13
Spirit heal, mass
14
Tether spirit
15
Bonus feat
16
Control living spirit
17
Break spirit
18
Bonus feat
19
Bonus feat
20
Lasting spiritual significance
Spiritual significance bonus
CONTROL SPIRIT CONTROLLED CAPACITY
SPIRITS
=
SPIRIT HEAL HEALING
= CHA SKILLS CRAFT: FOCUS DC 20
To give an item spiritual significance
DC 15
To create a tether
KNOWLEDGE: SPIRITS DC 15
To gain the insight bonus from See Spirit
PERFORM: RITUAL
To communicate with spirits DC 15
To persuade an indifferent or unfriendly spirit to communicate, or a spirit associated with a deity that is unfriendly to shamans
DC 20
To persuade a hostile spirit to communicate
DC 25
To persuade a spirit that is associated with a deity that is unfriendly to shamans to communicate.
To summon spirits 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
Shaman Level
HEALING
= CHA + 2
+1
d6 = SPIRIT WALK
+2
TETHER
sq =
150 ft / 30 sq
10-minute increments
% =
×
10 %
BONUS FEATS METAMAGIC FEATS
+5
RISK
×
+3
+4
BREAKING
Shaman Level
RANGE
ft
Knowledge (spirits) to add this bonus to next skill check
INSIGHT BONUS
SPIRIT
Healing Today
PER DAY
SEE SPIRIT DC 15
Spirit’s Charisma
CONTROLLED
Charisma Score
SPIRIT
Bouncing Spell Dazing Spell Disruptive Spell Ectoplasmic Spell Elemental Spell Empower Spell Enlarge Spell Extend Spell Focused Spell Heighten Spell Intensified Spell Lingering Spell Maximize Spell Merciful Spell Persistent Spell Quicken Spell Reach Spell Selective Spell Sickening Spell Silent Spell Still Spell Thanatopic Spell Threatening Illusion Threnodic Spell Thundering Spell Widen Spell
ITEM CREATION FEATS
+1 +3 +1 +1 +1 +2 +1 +1 +1 +1 +1 +3 +0 +2 +4 +1 +2 +1 +1 +2 +1 +1 +2 +3
Awakened Arcane Bond Brew Fleshcrafting Poison Brew Potion Craft Construct Craft Magic Arms and Armor Craft Rod Craft Staff Craft Wand Craft Wondrous Item Forge Ring Improved Arcane Bond Scribe Scroll
OTHER FEATS
Alertness Animal Affinity Deceitful Endurance Diehard Fleet Great Fortitude Improved Great Fortitude Intimidating Prowess Iron Will Improved Iron Will Leadership Lightning Reflexes Improved Lightning Reflexes Persuasive Self-Sufficient Spell Penetration Greater Spell Penetration
TOME OF SECRETS
WITCH HUNTER
Witch Hunter Level
DEVOTEE TALENTS TALENTS
DEVOTEE TALENTS Witch Hunter Level
{
1 2
Devotee Talent
3
Detect Curse
4
Devotee Talent
5
(
÷2
Level
Misc
) +
10
Advanced Talents
(Round down)
1
2
3
Spellbane 4
6 7
= Witch Focus
Devoted Strike Witch Sense
Witch Hunter Level
KNOWN
Devotee Talent
Disruptive 5
8 9
Devotee Talent
10 11
6
Advanced Talent
12 13
+1
Cursebreaker
Spellbreaker
7
Advanced Talent
+2
Backlash
14
Advanced Talent
15
Greater Spellbane
16
Advanced Talent
9
17
+3
18 19
8
10
Advanced Talent
20
11
Uncursed
{
Mystic Null Advanced Talent
12
WITCH SENSE Perception Check DC
Highest
DEVOTED STRIKE
Number of
= 30 - Level or - Witches Hit Dice
DEVOTED STRIKES
Strikes Today
PER DAY
WITCH FOCUS
DAMAGE BONUS
= WIS + 3
+
= WIS
ATTACK BONUS
SPELLBANE & CURSEBREAKER
+ KNOWLEDGE BONUS
+ DISPEL BONUS
+ ARMOUR BONUS
+ AC
}
Witch Focus Bonus
SPELLBANE OR CURSEBREAKER
Uses Today
PER DAY
= WIS + 3
=
Level Mystic Null Unlimited spellbane 20 uses per day
BACKLASH BACKLASH WILL SAVE DC
Witch Hunter Level
= 10 +
+ WIS
BACKLASH DAMAGE
2d6
CHARACTER
ORIGINS Parents
BACKGROUND Name
FRIENDLY
D O O G
L A W F U L
C H A O T I C
L I V E
D O O G
L A W F U L
C H A O T I C
L I V E
D O O G
L A W F U L
C H A O T I C
L I V E
D O O G
L A W F U L
C H A O T I C
L I V E
D O O G
L A W F U L
C H A O T I C
L I V E
D O O G
L A W F U L
C H A O T I C
L I V E
D O O G
L A W F U L
C H A O T I C
L I V E
D O O G
L A W F U L
C H A O T I C
L I V E
D O O G
L A W F U L
C H A O T I C
L I V E
D O O G
L A W F U L
C H A O T I C
L I V E
D O O G
L A W F U L
C H A O T I C
L I V E
D O O G
L A W F U L
C H A O T I C
L I V E
D O O G
L A W F U L
C H A O T I C
L I V E
D O O G
L A W F U L
C H A O T I C
L I V E
D O O G
L A W F U L
C H A O T I C
L I V E
HOSTILE
Origin
Country
/ Region
/ Town
FRIENDLY HOSTILE
AFFILIATIONS
PORTRAIT Religion
FRIENDLY HOSTILE
Employer
FRIENDLY HOSTILE
Current Country
/ Region
/ Town
FRIENDLY HOSTILE
Affiliation
FRIENDLY HOSTILE
Affiliation
FRIENDLY HOSTILE
APPEARANCE
FRIENDS AND FOES
Race Age
E L A M
Height
Weight
F E M A L E
FRIENDLY HOSTILE
Eyes
Hair
FRIENDLY
Defining Features
HOSTILE
FRIENDLY
Preferred Clothing
HOSTILE
PERSONALITY Motivations
FRIENDLY HOSTILE
FRIENDLY
Fears HOSTILE
Likes
FRIENDLY HOSTILE
Dislikes FRIENDLY HOSTILE
Quirks FRIENDLY HOSTILE
PARTY INVENTORY Value
PARTY FUNDS
Weight
Copper Silver
,
Gold , ,
sp
,
,
Platinum Total
cp
,
gp
,
pp
, ,
,
Cash
,
,
.
Inventory
,
,
.
Debts
,
,
.
Valuables
,
,
.
Other items
,
,
.
,
,
.
Total
,
QUEST ITEMS Item
Attained
Carried by / given to
CONTAINER
CONTAINER
Value
Weight
lb
Weight
Total Weight
lb
Total Weight
lb
Max Weight
lb
Max Weight
lb
NOTES
Total Weight
Value
SPELL BOOK Level
Level
School
Cost
School
Cost School
Cost
Cost
Cost
Cost
School
School
School
School
School
School
School
School
School
School
School
Cost School
Cost School
Cost
School
Cost
Cost
Cost
School
Cost
Cost
Cost
School
Cost
Cost
Cost
School
Cost
Cost
Cost
School
Cost
Cost
Cost
School
School
School
School
Cost School
Cost School
Cost
Level
School
Cost School
Cost
School
Cost
SPELL BOOK Level
Level
School
Cost
School
Cost
School
Cost
School
Cost
School
Cost
School
Cost
School
Cost
School
Cost
School
Cost
School
Cost
School
Cost
School
Cost
School
Cost
School
Cost
SPELL BOOK Level
Level
Level
School
School
School
School
School
School
School
School
School
School
School
School
School
School
School
School
School
School
School
School
School
School
School
School
School
School
School
School
School
School
School
School
School
School
School
School
School
School
School
School
School
School
School
School
School
School
School
School
School
School
School
School
School
School
FAMILIAR
ANIMAL COMPANION
MOUNT
SUMMONED CREATURE Age
Creature Name
Creature Type D O O G
L A W F U L
C H A O T I C
L I V E
Weight
Height
lb F E M A L E
ABILITIES Item Bonus
Ranks Racial, Feats
Escape Artist
Ability Modifier
Temp Bonus
DEX
DEX
CON
CON
INT
INT
WIS
WIS
CHA
CHA
Fly Perception
STR
STR
d
DEX STR DEX DEX WIS WIS DEX WIS
Climb Ability Score
ft
T E I C I H D
SKILLS Acrobatics
XP
Dying
Stable
Sense Motive Stealth Survival Track
Trained
Swim
COMBAT INITIATIVE BONUS
ATTACKS
Temp Attack Temp Damage
+ Swim Speed
Fly Speed
ft
ft
ft
sq
sq
Climb Speed
Burrow Speed
Temp Speed
ft
ft
ft
sq
sq
COMBAT MANOEUVRE BONUS
STR
CMB =
+ STR +
CMD
EQUIPMENT
= 10 +
Range
ft
Critical
Attack Bonus
Damage
Critical
Attack Bonus
Damage
Critical
Misc
Morale Bonus
sq
ft
Size Modifier
e k c s a a t B t A
Damage
sq
Range Misc
sq
Ammo
#
+
COMBAT MANOEUVRE DEFENCE
Ability Modifier = (Total Ability Score - 10) ÷ 2
ft
Attack Bonus
sq
COMBAT MANOEUVRES
/
Range
+
BASIC SPEED
sq
Dodge Modifier
STR + DEX +
Deflection Modifier
Base Attack Bonus
AC
Size Modifier
-
= 10 + DEX +
Misc
= 10
/
FORT = CON+
+
AC
+
= 10 + DEX
/
-
+
Temp
+
-
+
= DEX +
REF
+
WILL SAVE
WILL = WIS +
Temp AC Spell Resistance Damage Reduction
AC
Misc
REFLEX SAVE
TOUCH ARMOUR CLASS
PORTRAIT
Base Save
FORTITUDE SAVE
FLAT-FOOTED ARMOUR CLASS
AC
+
+
SAVING THROWS
Armour & Shield
ARMOUR CLASS
Size Modifier
+ BAB +
+
DEFENCE
TRICKS / FEATS / SPECIAL ABILITIES
hp
Misc
INIT = DEX + BASE ATTACK
SURVIVAL
Unconcious
Non-lethal
hp
hp
Subtype
E L A M
HEALTH HIT POINTS Wounds
Creature Level
Evasion
+
Endurance
/ COMBAT ABILITIES EFFECTS
C P N
Class
D O O G
L A W F U L
C H A O T I C
L I V E
Race
STR
CR
HEALTH HIT POINTS Wounds
SKILLS +3
Skill E L A M
F E M A L E
ABILITIE S Ability Score
Level
Item Bonus
Ability Modifier
Temp Bonus
STR
Acrobatics Appraise Bluff Climb Diplomacy Disable Device
DEX
DEX
CON
CON
Escape Artist
INT
INT
Fly
WIS
WIS
CHA
CHA
Ability Modifier = (Total Ability Score - 10) ÷ 2
EQUIPMENT
Disguise
Handle Animal Heal Intimidate Linguistics Perception Ride Sense Motive
Properties
Sleight of Hand Spellcraft Stealth Survival Properties
Swim Use Magical Device
DEX INT CHA STR CHA DEX CHA DEX DEX CHA WIS CHA INT WIS DEX WIS DEX INT DEX WIS STR CHA
R an ks
Dying
COMBAT INITIATIVE BONUS
Misc
Temp Attack Temp Damage
+
Range
ft
+
with Armour
Temp Speed
ft
ft
sq
Swim
ft
sq
ft
sq
ft
COMBAT MANEUVRE BONUS
Size Modifier
e k s c
a a t CMB = B t+ STR + A
ft Misc
Damage
Critical
Attack Bonus
Damage
Critical
sq
#
+ Size Modifier
e k c s a a t B t A
+ STR + DEX +
Deflection Modifier
+
+
+
AC
SAVING THROWS
Armour & Shield
ARMOUR CLASS
Size Modifier
-
= 10 + DEX +
Misc
/
AC
+
AC
FORT = CON+
+
REFLEX SAVE
-
+
= 10 + DEX
Base Save
FORTITUDE SAVE
FLAT-FOOTED ARMOUR CLASS
= 10
Morale Bonus
Misc
DEFENCE
/
-
Temp AC Spell Resistance Damage Reduction
NOTES
Attack Bonus
Ammo
+
TOUCH ARMOUR CLASS
INVENTORY
Critical
sq
Range
COMBAT MANEUVRE DEFENCE
= 10 +
Damage
sq
COMBAT MANOEUVRES
CMD
ft
Climb
Fly
sq
sq
Attack Bonus
sq
Range
ft
hp
ATTACKS
INIT = DEX + BASE ATTACK
SPEED
Unconcious
Non-lethal
hp
hp
M is c
AC Properties
Stable
REF
= DEX +
+
WILL SAVE
+
WILL = WIS + Evasion
+
Endurance
/ COMBAT ABILITIES EFFECTS
Misc
Temp
C P N
Class
D O O G
L A W F U L
C H A O T I C
L I V E
Level
Race
HIT POINTS Wounds
SKILLS +3
Skill E L A M
F E M A L E
ABILITIE S Ability Score
HEALTH
CR
Ability Modifier
Item Bonus
Temp Bonus
Acrobatics Appraise Bluff Climb Diplomacy
STR
STR
DEX
DEX
CON
CON
Escape Artist
INT
INT
Fly
WIS
WIS
CHA
CHA
Disable Device Disguise
Handle Animal Heal Intimidate
Ability Modifier = (Total Ability Score - 10) ÷ 2
Linguistics Perception
EQUIPMENT
Ride Sense Motive
Properties
Sleight of Hand Spellcraft Stealth Survival Properties
Swim Use Magical Device
R an ks
Dying
DEX INT CHA STR CHA DEX CHA DEX DEX CHA WIS CHA INT WIS DEX WIS DEX INT DEX WIS STR CHA
COMBAT INITIATIVE BONUS
BASE ATTACK
ATTACKS
Temp Attack Temp Damage
+
Range
ft
+
with Armour
Temp Speed
ft
ft
sq
Swim
ft
sq
ft
sq
ft
COMBAT MANEUVRE BONUS
+ STR +
Range
Misc
= 10 +
Attack Bonus
Damage
Critical
Attack Bonus
Damage
Critical
sq
Ammo
#
+
COMBAT MANEUVRE DEFENCE
CMD
Critical
sq
ft
Size Modifier
e k c s a a t B t A
Damage
sq
COMBAT MANOEUVRES
CMB =
ft
Climb
Fly
sq
sq
Attack Bonus
sq
Range
ft
Size Modifier
e k s c a a t B t A
+ STR + DEX +
Deflection Modifier
+
+
+
SAVING THROWS
Armour & Shield
ARMOUR CLASS
= 10 + DEX +
Size Modifier
Misc
/
-
+
-
+
-
+
FORT = CON+
AC
= 10 + DEX
REF
/
AC
+
= DEX +
+
WILL SAVE
WILL = WIS +
Temp AC Spell Resistance Damage Reduction
NOTES
Misc
REFLEX SAVE
+
TOUCH ARMOUR CLASS Properties
Base Save
FORTITUDE SAVE
FLAT-FOOTED ARMOUR CLASS
= 10
Morale Bonus
Misc
DEFENCE
AC
hp
Misc
INIT = DEX +
SPEED
Unconcious
Non-lethal
hp
hp
M is c
AC
INVENTORY
Stable
Evasion
+
Endurance
/ COMBAT ABILITIES EFFECTS
e 5 . 3
D O O G
L A W F U L
C H A O T I C
L I V E
n o i t i s o P / k n a R
n o i t i s o P / k n a R
n o i t i s o P / k n a R
n o i t i s o P / k n a R
n o i t i s o P / k n a R
n o i t i s o P / k n a R
n o i t i s o P / k n a R
n o i t i s o P / k n a R
n o i t i s o P / k n a R
n o i t i s o P / k n a R
n o i t i s o P / k n a R
n o i t i s o P / k n a R
n o i t i s o P / k n a R
n o i t i s o P / k n a R
n o i t i s o P / k n a R
n o i t i s o P / k n a R
n o i t i s o P / k n a R
n o i t i s o P / k n a R
n o i t i s o P / k n a R
n o i t i s o P / k n a R
C P N
C P N
C P N
C P N
C P N
C P N
C P N
C P N
C P N
C P N
C P N
C P N
C P N
C P N
C P N
C P N
C P N
C P N
C P N
C P N
P U O R G C P N
n g i a p m a C
n o i t a s i n a g r O
DEFENCE & SAVING THROWS FORTITUDE SAVE REFLEX SAVE WILL SAVE ARMOUR CLASS TOUCH AC FLAT-FOOTED AC
SKILLS
Acrobatics Appraise Bluff
Temp
e 5 . 3
D O O G
L A W F U L
C H A O T I C
L I V E
n o i t i s o P / k n a R
n o i t i s o P / k n a R
n o i t i s o P / k n a R
n o i t i s o P / k n a R
n o i t i s o P / k n a R
n o i t i s o P / k n a R
n o i t i s o P / k n a R
n o i t i s o P / k n a R
n o i t i s o P / k n a R
n o i t i s o P / k n a R
n o i t i s o P / k n a R
n o i t i s o P / k n a R
n o i t i s o P / k n a R
n o i t i s o P / k n a R
n o i t i s o P / k n a R
n o i t i s o P / k n a R
n o i t i s o P / k n a R
n o i t i s o P / k n a R
n o i t i s o P / k n a R
n o i t i s o P / k n a R
C P N
C P N
C P N
C P N
C P N
C P N
C P N
C P N
C P N
C P N
C P N
C P N
C P N
C P N
C P N
C P N
C P N
C P N
C P N
C P N
P U O R G C P N
n g i a p m a C
n o i t a s i n a g r O
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
e 5 . 3
D O O G
L A W F U L
D O O G
L A W F U L
D O O G
L A W F U L
D O O G
L A W F U L
D O O G
L A W F U L
D O O G
L A W F U L
D O O G
L A W F U L
D O O G
L A W F U L
D O O G
L A W F U L
D O O G
L A W F U L
C H A O T I C
L I V E
C H A O T I C
L I V E
C H A O T I C
L I V E
C H A O T I C
L I V E
C H A O T I C
L I V E
C H A O T I C
L I V E
C H A O T I C
L I V E
C H A O T I C
L I V E
C H A O T I C
L I V E
C H A O T I C
L I V E
Y T R A P n g i a p m a C
P X
e m a N
e m a N
e m a N
e m a N
e m a N
e m a N
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
e m a N
e m a N
e m a N
e m a N
e 5 . 3 7
19
8
E N I L E M I T
31
20
9
32
21
10
33
22
11
23
e g a P
a r E
2
3
4
12
5
6
13 7
8
9
10
11
24
14
15
16
17
18
12
25 19
6
20
21
22
23
1
30
22
12
42
35
24
15
16
17
18
12
25 19
6
20
21
22
23
36
26
27
28
29
30
24
5
30
17
4
29
16
3
37 31
18
28
15
27
14
13
41
34
23
2
40
33
11
11
39
32
10
14
38
36
31
21
13
42
25
9
6
35
41
26
20
10
34
40
27
8
9
33
39
28
19
8
32
38
29
7
7
37
30
13
5
29
31
14
4
28
24
15
2
3
27
16
3
1
26
17
4
2
36
18
5
1
35
f o
n g i a p m a C
1
34
26
25
32
33
34
35
36
7
19
8
31
20
9
32
21
10
33
22
11
34
23
12
1
2
3
4
5
6
13 7
8
9
10
11
35
24
14
15
16
17
18
12
25 19
6
36
20
21
22
23
26
28
29
24
4
34
35
40
41
42
36
28
27
14
26
13
TIMELINE
33
39
29
15
2
32
38
30
16
3
37 31
17
1
30
18
5
Campaign
27
25
3.5e
THREAD
Era
Page
of DATE
EVENT
OTHER EVENTS
Campaign
TIMELINE
3.5e
THREAD
Era
Page
of DATE
EVENT
OTHER EVENTS
DATE
EVENT
THREAD
OTHER EVENTS