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CONTENTS Heroes of Horror

Archivist. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 46
Dread Necromancer. . . . . . . . . . . . . . . . . . . . . 47
Introduction. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 3
Magic of Incarnum
CORE PAGES Incarnate . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 48
Basic. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 7 Soulborn. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 49
Extended. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 9 Totemist. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 50
Psionic . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 13 Psionics Handbook
Generic. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 16 Psion. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 51
Psychic Warrior. . . . . . . . . . . . . . . . . . . . . . . . 52
CLASSES
Soulknife. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 53
Player’s Handbook
Wilder. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 54
Barbarian . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 17
Tome of Battle
Bard. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 19
Crusader. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 55
Cleric. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 20
Swordsage. . . . . . . . . . . . . . . . . . . . . . . . . . . . . 56
Druid . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 21
Warblade . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 57
Monk. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 23
Blank Tome of Battle. . . . . . . . . . . . . . . . . . . . 58
Paladin. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 24
Ranger. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 25 Tome of Magic
Sorcerer. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 26 Binder. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 59
Wizard . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 28 Shadowcaster. . . . . . . . . . . . . . . . . . . . . . . . . . . 61
Truenamer. . . . . . . . . . . . . . . . . . . . . . . . . . . . 62
Player’s Handbook 2
Beguiler. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 29 Generic
Dragon Shaman. . . . . . . . . . . . . . . . . . . . . . . . 30 Extended Classes. . . . . . . . . . . . . . . . . . . . . . . 63
Duskblade. . . . . . . . . . . . . . . . . . . . . . . . . . . . . 31 Blank Spellcasters . . . . . . . . . . . . . . . . . . . . . . 64

Complete Adventurer SUPPORT PAGES


Ninja. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 32 Character Background. . . . . . . . . . . . . . . . . . . . . 67
Spellthief . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 33 Party Funds. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 68
Complete Adventurer Spell Book. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 69
Warlock . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 34 Familiar / Animal Companion /.
Warmage . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 35 Summoned Creature. . . . . . . . . . . . . . . . . . . . . . . 71
Wu Jen . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 36 Psicrystal . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 72

Complete Divine DUNGEON MASTER


Favoured Soul. . . . . . . . . . . . . . . . . . . . . . . . . . 37 NPC. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 73
Shugenja. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 38 Party Summary. . . . . . . . . . . . . . . . . . . . . . . . . . . 74
Spirit Shaman. . . . . . . . . . . . . . . . . . . . . . . . . . 39 NPC Group. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 75
Complete Psionic Timelines . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 76
Ardent. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 40
Maps. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 78
Divine Mind. . . . . . . . . . . . . . . . . . . . . . . . . . . . 41
Lurk. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 42
Complete Warrior
Hexblade. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 43
Dungeonscape
Factotum. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 44
Eberron Campaign Setting
Artificer. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 45
oleplaying games are all about your
character. Whatever your game, race
and class, you spend a lot of time using
your character sheet so it’s worth having
a good one.
When I started playing D&D, I wasn’t
Minotaur.cc presents quite satisfied with the default sheets. In
a surprisingly complete set of investigating the other options, I found many
with features that were interesting, but none

CHARACTER entirely to my satisfaction. I found myself


compiling a list of desired features, and had
started designing these sheets before I realised.

SHEETS The feature I was most certain of was that each


class would have a sheet of their own. There
for Dungeons & Dragons 3.5 are hundreds of classes for D&D 3.5, each with
their own rules and variants, and a one-size-
fits-all sheet can’t possibly do them justice: it
wastes space on things that don’t belong there,
while failing to keep track of the inspiration
points, psionic powers, spell-like abilities,
favoured enemies and sneak attack bonuses
that make each class special.
These character sheets are entirely free, and my
only hope is that they are useful to you.
HOW TO PRINT
You are not expected to print and use this whole
document. Instead, you should choose the pages your
character needs.
This will generally consist of:
Core pages
1
The first page will typically have Character Info
on the front, and Combat on the back. There is a
choice here: you can have the simpler version on
two sides, or the expanded version with a separate
sheet for armour and inventory. I’d recommend the
simpler sheet for beginner players and characters
under level 6, and the expanded version thereafter.
If you’re playing a psionic character, use the psionic
version of the core pages with the relevant skills
included.
A few classes use modified versions of these core
pages — for example the Barbarian, whose class
2
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 Rogue and Fighter, but
they’re the exception.
I’ve tried to include many of the most requested
classes from official rulebooks. If your favourite
class isn’t included, you may find one of the generic
sheets a good starting point.
3
I typically choose to put the inventory on the
reverse of the class-specific sheet.
Support pages
Some classes require extra pages. For example, a
Wizard has a spell book and a familiar; a Druid has
wild shapes and an animal companion; a Binder
has extra vestiges. A spell book is a good place to
fill in extra details on spells, like damage, range and 4
material components.
Other sheets you may find useful include a party
inventory for sharing your loot, and a character
background for noting your character’s history
with NPCs.
The result could be anything from one to a dozen
sheets of paper - though most likely two for a fighting
character and three or four for a spellcaster.

Example of a wizard’s pages:


1 Character Info, with Combat on the reverse
2 Wizard
3 Familiar
4 Spell Book, on two sides
HOW TO USE COMPATIBILITY
These sheets do not replace the Dungeons & Dragons These sheets are for use with the Dungeons and
books. Your group should always have a copy of the Dragons 3.5 Edition; they aren’t made for 2nd, 3.o or 4th
core books (the Player’s Handbook, the Dungeon Edition, or Pathfinder.
Master’s Guide and probably the Monster Manual), However, many of the classes and scenarios created
along with any books for classes you wish to play. for 3.5 can be adapted for 3.0 or Pathfinder, so
You will typically consult the books each time your the sheets may be of some use too. Combine the
character levels up, as well as when you need to check class-specific pages from this set with any standard
out the details of some rule, spell or class feature. Pathfinder character sheet, or use the version of the
I’ve done my best to use a consistent style that makes core page with blanked-out skills.
the flow of information clear. There are certain styles But first you should first make sure your DM
that have meaning: understands and agrees with what you’re trying to do,
• Boxes with heavy outlines are important, lighter and consult with an experience player who can guide
ones less so. you through the rule changes.
• Soft grey boxes and lines are for temporary values,
like buffs and nerfs.
HOW TO DM
• Labels go above fields, or to the left of them. In
As a rule, the dungeon master should avoid
calculations, the answer is on the left.
interfering with their players’ character sheets. The
• Dotted lines indicate information that comes DM has the whole world to create and play with, while
directly from elsewhere on one of these sheets, players have only this one little character, so they
like caster level or base attack bonus, while fields should be allowed to own it.
with solid lines are calculated or come from the
But players need help from time to time, especially if
books themselves.
they’re new to gaming, so it may be your job to print
• Ability modifiers are marked with six codes:. out the character sheets people need, guide them in
STR, CON, DEX, INT, WIS and CHA. the process of building a character, and nudge them
• Bonus spells are shown using a series of vertical when they forget to use rage or sneak attack. You
checkboxes. Start by filling in the first column should try to be familiar with the character sheets
from the top with the relevant ability modifer your players will be using.
(usually INT, WIS or CHA). Fill in the next There are also a number of sheets towards the back
column with four fewer, the next with four fewer, that you may find useful in running a campaign.
etc. Add the filled boxes in each row to find the
• Various map grids, including hex and isometric
bonus spells at that level.
• Timelines to show the chronology of historical
This is your character and these are your character
events and plot points
sheets, so nobody can tell you how to use it - as long
as you don’t cheat. • Simplified character sheet for an NPC
• Party summary, useful for when you need to roll
secret checks against a PC’s scores.
ADAPTING TO YOUR GAME
• Similar NPC group summary
There are as many versions of Dungeons and
Dragons as there are groups playing it; and more Which of these you choose to make use of is entirely
prestige classes, house rules and variants than I up to you – there’s no one correct way to run a
could ever hope to encompass. campaign.

Where possible, I’ve included versions of the sheets


that are more generic, with space for customisation.
This includes a version of the character information
page where the skills list is blank, and adaptable
versions of several of the common base classes.
If you need something special, how about making it
yourself? As well as being free, these sheets are open
source. You can download the original files to make
changes.
HOW THEY WERE CREATED CREDITS
The bulk of the sheets were made using Adobe Creator
Illustrator. This introduction was created in Marcus Downing
InDesign, the backgrounds and front cover were Illustrations
made in Photoshop, and the document was Brandon K
assembled in Acrobat.
Playtesters
All these files are available in the open source Bob790 Cosmicnut Doctor7
repository. Paul Belsey Soruk Scorpions__

FEEDBACK & PARTICIPATION


These sheets will continue to evolve based on your LINKS
feedback. Drop me a line on the discussion thread in
the links at the end. Character Sheets
http://www.minotaur.cc/charactersheets
I don’t promise to do everything people ask - they are
free, after all - but I’ll consider sensible requests. Open source repository
If you’d like to contribute yourself, you can download http://code.google.com/p/charactersheets
the original files from the open source repository.
You’ll need Adobe Illustrator CS3 to edit the files. Wizards of the Coast, Inc.
Send them back to me, either directly or via a http://www.wizards.com
discussion on a forum.
The Artistic License
If your submissions prove to match the quality of the http://dev.perl.org/licenses/artistic.html
existing sheets, and you are able to use Subversion,
I may choose to grant you access to the repository Discussion and feedback thread
yourself. More likely though is that I’ll accept your http://www.giantitp.com/forums/showthread.php?t=126909
work with a little modification to preserve the existing
standard. D&D Doodle
http://dandddoodles.blogspot.com

HOW TO SHOW YOUR APPRECIATION


If you’re ever passing through Basingstoke, I rarely
refuse a pint.

COPYRIGHT
Dungeons & Dragons and all related trademarks and
copyrights remain the property of Wizards of the
Coast Inc.
The illustrations were provided by the artist of the
D&D Doodle blog, Brandon K.
This document is released entirely free of charge,
under the Artistic License 2.0. It is not for sale under
any conditions, nor are its constituents. You are free
to make and distribute modifications, provided no
version of this sheet is ever charged for or released
under a commercial license.
CHARACTER SHEET 3.5e CHARACTER
Player Name

FEMALE
MALE
LA
OD

W
GO

FU
L
Campaign Race Size

CH
Size

IL
AO

EV
TI
Modifier

C
XP
CLASSES Skill Ranks Hit Die Level Level
Adjustment
ABILITIES 1 d
Ability Item Ability Temp Temp 2 d
Score Bonus Modifier Bonus Modifier Effective
3 d Character
STR STR STR 4 d
Level

CON CON CON 5 d


DEX DEX DEX SKILLS
Max Racial, Favoured Armour
= ECL + 3
INT INT INT Ranks / Skill Class Skills Ranks Feats, Misc Enemy Check
Untrained Bonus 1 2 3 4 5 Synergy Bonus Penalty
WIS WIS WIS Appraise INT
CHA CHA CHA
Balance DEX -
Bluff CHA
Ability Modifier = (Total Ability Score - 10) ÷ 2 (Round down)
Climb STR -
INVENTORY
Value Weight
Concentration CON
Decipher Script INT
Diplomacy CHA
Disable Device INT
Disguise CHA
Escape Artist DEX -
Forgery INT
Gather Information CHA
Handle Animal CHA
Heal WIS
Hide DEX - Size
mod x4 -
Intimidate CHA + Size
diff x4

Jump STR -
Listen WIS
Move Silently DEX -
Open Lock DEX
Ride DEX
Search INT
Sense Motive WIS
Sleight of Hand DEX -
Spellcraft INT
Spot WIS
Survival WIS
Track Trained SURVIVAL
Carried Items lb
Weapons, Ammo, Scrolls, Potions lb
Swim STR - x2
Armour, Shield, Protective Items lb
Tumble DEX -
Total Weight lb
Use Magic Device CHA
Light Load Medium Load Heavy Load Max Load
Use Rope DEX
lb lb lb lb
Knowledge: INT
MONEY LANGUAGES
Copper cp

Silver sp
Gold gp
Knowledge - INT
Profession - WIS

Platinum pp
Total Cash gp
Perform - CHA

Items gp
Other skills:
Craft - INT

TOTAL gp
ATTACKS INITIATIVE
INITIATIVE BONUS Feats Misc

Range Type Attack Bonus Damage Critical INIT = DEX + +


ft sq d x SPEED
Ammo Special Ammo SPEED Speed with Armour Temp Speed
# #
ft sq ft sq ft sq

BASE ATTACK
Range Type Attack Bonus Damage Critical Temp Attack Temp Damage
BASE ATTACK BONUS Bonus Bonus
ft sq d x
+ +
Range Type Attack Bonus Damage Critical

ft sq d x
GRAPPLE
Size Modifier
Attack Bonus Damage Critical GRAPPLE BONUS x4 Misc
Range Type

Attack
Base
ft sq d x = + x 4 + STR +
SAVES HEALTH
FORTITUDE SAVE Base Racial Misc Temp HIT POINTS Wounds Dying Stable Non-lethal Unconcious

FORT = CON + + + + hp hp hp

REFLEX SAVE ARMOUR CLASS


REF = DEX + + + + Armour AC Shield AC
Natural
Armour
Size
Modifier
Deflection
Modifier Misc
ARMOUR CLASS
WILL SAVE
AC = 10 + DEX + + + - + +
WILL = WIS + + + +
FLAT-FOOTED ARMOUR CLASS
Evasion Improved Endurance Trap
Evasion Sense AC = 10 / + + + - + +
TOUCH ARMOUR CLASS

ARMOUR
AC = 10 + DEX / / / - + +
Temp AC Spell Resistance Damage Reduction Conditional Modifiers

Type Max Speed Max AC DEX AC


ft sq EFFECTS COMBAT ABILITIES
Check Penalty Spell Failure Weight Armour AC
+ % lb +
SHIELD

Check Penalty Spell Failure Weight Shield AC

+ % lb +
EQUIPMENT
Head
FEATS SPECIAL ABILITIES
Properties

Throat

Properties

Body

Properties

Arms

Properties

Hands

Properties

Ring

Properties
CHARACTER SHEET 3.5e CHARACTER
Player Name

FEMALE
MALE
LA
OD

W
GO

FU
L
Campaign Race Size

CH
Size

IL
AO

EV
TI
Modifier

C
XP
CLASSES Skill Ranks Hit Die Level Level
Adjustment
ABILITIES 1 d
Ability Item Ability Temp Temp 2 d
Score Bonus Modifier Bonus Modifier Effective
3 d Character
STR STR STR 4 d
Level

CON CON CON 5 d


DEX DEX DEX SKILLS
Max Racial, Favoured Armour
= ECL + 3
INT INT INT Ranks / Skill Class Skills Ranks Feats, Misc Enemy Check
Untrained Bonus 1 2 3 4 5 Synergy Bonus Penalty
WIS WIS WIS Appraise INT
CHA CHA CHA
Balance DEX -
Bluff CHA
Ability Modifier = (Total Ability Score - 10) ÷ 2 (Round down)
Climb STR -
FEATS SPECIAL ABILITIES
Concentration CON
Decipher Script INT
Diplomacy CHA
Disable Device INT
Disguise CHA
Escape Artist DEX -
Forgery INT
Gather Information CHA
Handle Animal CHA
Heal WIS
Hide DEX - Size
mod x4 -
Intimidate CHA + Size
diff x4

Jump STR -
Listen WIS
Move Silently DEX -
Open Lock DEX
Ride DEX
Search INT
Sense Motive WIS
Sleight of Hand DEX -
Spellcraft INT
Spot WIS
Survival WIS
Track Trained SURVIVAL

Swim STR - x2
Tumble DEX -
Use Magic Device CHA
Use Rope DEX
Knowledge: INT
LANGUAGES
Knowledge - INT
Profession - WIS
Perform - CHA
Other skills:
Craft - INT
ATTACKS INITIATIVE
INITIATIVE BONUS Feats Misc

Attack Bonus Damage Critical


INIT = DEX + +
Range Type

ft sq d x SPEED
Ammo Special Ammo SPEED Speed with Armour Temp Speed
# #
ft sq ft sq ft sq
Swim Speed Fly Speed

Range Type Attack Bonus Damage Critical ft sq ft sq

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

Range Type Attack Bonus Damage Critical

ft sq d x Temp Attack Power


Bonus Courage Buffs Nerfs Attack

+ = + - -
Range Type Attack Bonus Damage Critical
Temp Damage Power
ft sq d x Bonus Courage Buffs Nerfs Attack

+ = + - +
Range Type Attack Bonus Damage Critical

ft sq d x
Ammo Special Ammo GRAPPLE
# # Size Modifier
GRAPPLE BONUS x4 Misc
Ammo Special Ammo

Attack
= + x 4 + STR +

Base
# #
SAVES HEALTH
FORTITUDE SAVE Base Racial Misc Temp HIT POINTS Wounds Dying Stable Non-lethal Unconcious

FORT = CON + + + + hp hp hp

REFLEX SAVE ARMOUR CLASS


REF = DEX + + + + Armour AC Shield AC
Natural
Armour
Size
Modifier
Deflection
Modifier Misc
ARMOUR CLASS
WILL SAVE
AC = 10 + DEX + + + - + +
WILL = WIS + + + +
FLAT-FOOTED ARMOUR CLASS
Evasion Improved Endurance Trap
Evasion Sense AC = 10 / + + + - + +
TOUCH ARMOUR CLASS

EFFECTS AC = 10 + DEX / / / - + +
Temp AC Spell Resistance Damage Reduction Conditional Modifiers

AC

METAMAGIC COMBAT ABILITIES


INVENTORY ARMOUR EQUIPMENT
Value Weight Head

Properties Properties

Type Max Speed Max AC DEX

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

SHIELD

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

Properties

Arms / Wrists

Properties

Body

Properties

Torso

Properties

Light Load Carried Items lb Hands Waist


lb
Weapons, Ammo lb Properties Properties
Medium Load
lb Armour, Shield lb
Heavy Load Worn Items lb
lb Scrolls, Potions,
Wands, Components lb
Max Load Properties Properties
lb Total Weight lb

MONEY
Copper cp Total Cash gp
Properties Properties
Silver sp Debts gp

Gold gp Items gp
SCROLLS POTIONS
Platinum pp Total gp
WANDS
CHARGES

#
CHARGES

#
CHARGES

#
CHARGES

#
INVENTORY ARMOUR EQUIPMENT
Value Weight Head

Properties Properties

Type Max Speed Max AC DEX

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

SHIELD

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

Properties

Arms / Wrists

Properties

Body

Properties

Torso

Properties

Hands Waist

Properties Properties

Ring Feet

Properties Properties

Ring

Properties Properties

MONEY
Copper cp

Silver sp

Gold gp
Light Load Carried Items lb
lb Platinum pp
Weapons, Ammo lb
Medium Load
Total Cash gp cp
lb Armour, Shield lb
Heavy Load Worn Items Debts gp cp
lb
lb Scrolls, Potions, Items
Wands, Components lb gp cp
Max Load
lb Total Weight lb Total gp cp
Player
CHARACTER SHEET 3.5e
Name
CHARACTER

FEMALE
MALE
LA
OD

W
GO

FU
L
Campaign Race Size

CH
Size

IL
AO

EV
TI
Modifier

C
XP
CLASSES Skill Ranks Hit Die Level Level
Adjustment
ABILITIES 1 d
Ability Item Ability Temp Temp 2 d
Score Bonus Modifier Bonus Modifier Effective
3 d Character
STR STR STR 4 d
Level

CON CON CON 5 d


SKILLS
DEX DEX DEX Racial, Favoured Armour
Max = ECL + 3
INT INT INT Ranks / Skill Class Skills Ranks Feats, Misc Enemy Check
Untrained Bonus 1 2 3 4 5 Synergy Bonus Penalty

WIS WIS WIS Appraise INT


Autohypnosis WIS
CHA CHA CHA
Balance DEX -
Ability Modifier = (Total Ability Score - 10) ÷ 2 (Round down)
Bluff CHA
FEATS SPECIAL ABILITIES
Climb STR -
Concentration CON
Decipher Script INT
Diplomacy CHA
Disable Device INT
Disguise CHA
Escape Artist DEX -
Forgery INT
Gather Information CHA
Handle Animal CHA
Heal WIS
Hide DEX - Size
mod x4 -
Intimidate CHA + Size
diff x4

Jump STR -
Listen WIS
Move Silently DEX -
Open Lock DEX
Psicraft INT
Ride DEX
Search INT
Sense Motive WIS
Sleight of Hand DEX -
Spellcraft INT
Spot WIS
Survival WIS
Track SURVIVAL Trained

Swim STR
Tumble DEX - x2
Use Magic Device CHA -
Use Psionic Device CHA
LANGUAGES
Use Rope DEX
Knowledge: Psionics INT
Knowledge - INT
Profession - WIS
Perform - CHA
Other skills:
Craft - INT
ATTACKS INITIATIVE
INITIATIVE BONUS Feats Misc

Attack Bonus Damage Critical


INIT = DEX + +
Range Type

ft sq d x SPEED
Ammo Special Ammo SPEED Speed with Armour Temp Speed
# #
ft sq ft sq ft sq
Swim Speed Fly Speed

Range Type Attack Bonus Damage Critical ft sq ft sq

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

Range Type Attack Bonus Damage Critical

ft sq d x Temp Attack Power


Bonus Courage Buffs Nerfs Attack

+ = + - -
Range Type Attack Bonus Damage Critical
Temp Damage Power
ft sq d x Bonus Courage Buffs Nerfs Attack

+ = + - +
Range Type Attack Bonus Damage Critical

ft sq d x
Ammo Special Ammo GRAPPLE
# # Size Modifier
GRAPPLE BONUS x4 Misc
Ammo Special Ammo

Attack
= + x 4 + STR +

Base
# #
SAVES HEALTH
FORTITUDE SAVE Base Racial Misc Temp HIT POINTS Wounds Dying Stable Non-lethal Unconcious

FORT = CON + + + + hp hp hp

REFLEX SAVE ARMOUR CLASS


REF = DEX + + + + Armour AC Shield AC
Natural
Armour
Size
Modifier
Deflection
Modifier Misc
ARMOUR CLASS
WILL SAVE
AC = 10 + DEX + + + - + +
WILL = WIS + + + +
FLAT-FOOTED ARMOUR CLASS
Evasion Improved Endurance Trap
Evasion Sense AC = 10 / + + + - + +
TOUCH ARMOUR CLASS

EFFECTS AC = 10 + DEX / / / - + +
Temp AC Spell Resistance Damage Reduction Conditional Modifiers

AC

METAPSIONICS COMBAT ABILITIES


INVENTORY ARMOUR EQUIPMENT
Value Weight Head

Properties Properties

Type Max Speed Max AC DEX

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

SHIELD

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

Properties

Arms / Wrists

Properties

Body

Properties

Torso

Properties

Light Load Carried Items lb Hands Waist


lb
Weapons, Ammo lb Properties Properties
Medium Load
lb Armour, Shield lb
Heavy Load Worn Items lb
lb Scrolls, Potions, POWER STONES TATTOOS
Wands, Components lb 1
Max Load
lb Total Weight lb 2
MONEY 3
4
Copper cp Total Cash gp
5
Silver sp Debts gp
6
Gold gp Items gp 7
Platinum pp Total 8
gp
DORJES 9
10
11
CHARGES

#
12
13
CHARGES

# 14
15
16
CHARGES

# 17
18
19
CHARGES

# 20
CHARACTER SHEET 3.5e CHARACTER
Player Name

FEMALE
MALE
LA
OD

W
GO

FU
L
Campaign Race Size

CH
Size

IL
AO

EV
TI
Modifier

C
XP
CLASSES Skill Ranks Hit Die Level Level
Adjustment
ABILITIES 1 d
Ability Item Ability Temp Temp 2 d
Score Bonus Modifier Bonus Modifier Effective
3 d Character
STR STR STR 4 d
Level

CON CON CON 5 d


DEX DEX DEX SKILLS
Max Racial,
= ECL + 3
INT INT INT Ranks / Skill Class Skills Ranks Feats, Misc
Untrained Bonus 1 2 3 4 5 Synergy
WIS WIS WIS
CHA CHA CHA
Ability Modifier = (Total Ability Score - 10) ÷ 2 (Round down)

FEATS SPECIAL ABILITIES

LANGUAGES
Knowledge - INT
Profession - WIS
Perform - CHA
Other skills:
Craft - INT
CHARACTER SHEET 3.5e CHARACTER
Player Name

FEMALE
MALE
LA
OD

W
GO

FU
L
Campaign Race Size

CH
Size

IL
AO

EV
TI
Modifier

C
XP
CLASSES Skill Ranks Hit Die Level Level

1 Barbarian
Adjustment
ABILITIES d
Ability Item Ability RAGE! Fatigue 2 d
Score Bonus Modifier Modifier Modifier Effective
3 d Character
STR +
STR - 4 d
Level

CON CON + 5 d
DEX DEX - SKILLS
Racial, Forbidden Armour
Max = ECL + 3
INT INT Ranks / Skill Class Skills Ranks Feats, Misc During Check
Untrained Bonus 1 2 3 4 5 Synergy RAGE! Penalty
WIS WIS Appraise INT
CHA CHA
Balance DEX -
Bluff CHA
Ability Modifier = (Total Ability Score - 10) ÷ 2 (Round down)
Climb STR -
BARBARIAN
Barbarian
Concentration CON
Level Decipher Script INT
{
Fast Movement
1 Illiteracy Diplomacy CHA
RAGE! 1/day
Disable Device INT
2 Uncanny Dodge
Disguise CHA
3 Trap Sense +1 Escape Artist DEX -
4 Rage 2/day
Forgery INT
Gather Information CHA
5 Improved Uncanny Dodge
Handle Animal CHA
6 Trap Sense +2 Heal WIS
7 Damage Reduction 1/― Hide DEX - Size
mod x4 -
Intimidate CHA + Size
diff x4
8 Rage 3/day
Jump STR -
9 Trap Sense +3 Listen WIS
10 Damage Reduction 2/― Move Silently DEX -
11 Greater RAGE!
Open Lock DEX
Ride DEX
12 { Rage 4/day
Trap Sense +4 Search
Sense Motive
INT
WIS
13 Damage Reduction 3/―
Sleight of Hand DEX -
14 Indomitable Will Spellcraft INT
15 Trap Sense +5 Spot WIS
WIS
{
Survival
Rage 5/day
16 Damage Reduction 4/― Track Trained SURVIVAL

17 Tireless RAGE!
Swim STR - x2
Tumble DEX -
18 Trap Sense +6
Use Magic Device CHA
19 Damage Reduction 5/― Use Rope DEX
20 { Mighty RAGE!
Rage 6/day
Knowledge: INT

NOTES LANGUAGES
Knowledge - INT
Profession - WIS
Perform - CHA
Other skills:
Craft - INT
ATTACKS INITIATIVE
INITIATIVE BONUS Feats Misc

Attack Bonus Damage Critical


INIT = DEX + +
Range Type

ft sq d x SPEED
Ammo Special Ammo SPEED Speed with Armour Temp Speed
# #
ft sq ft sq ft sq

+ 10 to speed Swim Speed Fly Speed


unless wearing
Range Type Attack Bonus Damage Critical heavy armour ft sq ft sq

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

Range Type Attack Bonus Damage Critical

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

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

ft sq d x
Ammo Special Ammo GRAPPLE
# # Size Modifier
GRAPPLE BONUS x4 Misc
Ammo Special Ammo

Attack
# # = + x 4 + STR +

Base
RAGE! HEALTH
RAGE! RAGE! Temporary Total CON HIT POINTS Wounds Dying Stable Non-lethal Unconcious RAGE!
Today Hit Points Level Increase
PER DAY
hp hp hp +
+ hp = x
ARMOUR CLASS
RAGE! DURATION Natural Size Deflection

rds = CON + 3 (Use adjusted CON)


ARMOUR CLASS Armour AC Shield AC Armour Modifier Modifier Misc

RAGE! +4 Strength +4 Constitution +2 Will -2 AC


AC = 10 + DEX + + + - + +
Greater RAGE! +6 Strength +6 Constitution +3 Will -2 AC FLAT-FOOTED ARMOUR CLASS
Mighty RAGE! +8 Strength +8 Constitution +4 Will -2 AC
AC = 10 / + + + - + +
Fatigued -2 Strength -2 Dexterity Can’t charge or run
TOUCH ARMOUR CLASS
SAVES AC = 10 + DEX / / / - + +
Base Misc Temp RAGE!
FORTITUDE SAVE
Temp AC Uncanny Dodge Improved Uncanny Dodge
FORT = CON + + + + Damage Reduction
AC Conditional Modifiers
REFLEX SAVE Fatigued

REF = DEX + + + - RAGE!

WILL SAVE RAGE! -2


WILL = WIS + + + +
Evasion Improved Evasion Trap FEATS SPECIAL ABILITIES
Endurance Imdomitable Will Sense
RAGE!
EFFECTS
BARD Bard PREPAREDSPELLS
KNOWN SPELLS
Level

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

CHA - 12
CHA - 4
CHA - 8
0

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

ARCANE SPELL FAILURE THRESHOLD


Bards can wear light armour without risking
% spell failure.
3
BARDIC KNOWLEDGE
BARDIC KNOWLEDGE Bard
Misc
BONUS Level

= INT + +
4
BARD
Bard Perform
Level Ranks
Courage Bonus

{
Inspire Courage
1 3 Countersong
Fascinate
5
3 6 Inspire Competence

6 9 Suggestion

Number of
9 12 Inspire Greatness
Affected Allies 6
12 15 Song of Freedom

Number of
15 18 Inspire Heroics
Affected Allies

18 21 Mass Suggestion

FASCINATE
AUDIENCE Bard
MAX FASCINATED Level

= ( +1 ÷3 )

WANDS

SCROLLS POTIONS
PREPARED SPELLS
CLERIC Cleric
Level
PREPARED SPELLS
DEITY
0
DOMAINS
Domain Domain

Domain Spell
Granted Power Granted Power

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

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

4
WIS - 4
WIS - 8

0
WIS

1
2 Domain Spell

3
4
5
5
6 Domain Spell

7
8
6
9
Spell Save DC = 10 + WIS + Spell Level Domain Spell

TURN / REBUKE UNDEAD


Good Cleric Evil Cleric
7
LA
OD

W
GO

Turn, Halt, Rebuke, Halt, Awe,


FU
L

Rout and Control, Dispel Turning


CH

IL
AO

EV

Destroy Undead and Bolster Undead


T

Domain Spell
IC

TURNS / REBUKES PER DAY Misc Today 8


= 3 + CHA +
Domain Spell

1 TURNING CHECK 9
= d20 + CHA
SCROLLS POTIONS
2 TO TURN CREATURE MAX HIT DICE
Cleric Level

= ( Turning
Check ÷ 3 )+ -4
3 TO DESTROY CREATURE MAX HIT DICE
Cleric Level

= ÷2 (Round down)

4 CREATURES AFFECTED TOTAL HIT DICE


Cleric Level

= 2d6 + CHA +
5 TURNING SAVE WILL DC

CHA
DRUID Druid PREPARED SPELLS
PREPARED SPELLS
Level
DEITY

LA
0

OD

W
GO

FU
L
CH

IL
AO

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

WIS - 12
WIS - 4
WIS - 8
0 1

WIS
1
2
3
4
5 2
6
7
8
9
3
Spell Save DC = 10 + WIS + Spell Level
WILD SHAPE
Times per day Times Today

4
Current Shape

8
WANDS

9
SCROLLS POTIONS
WILD SHAPE Druid
Level
ATTACKS WILD SHAPE Druid
Level
ATTACKS
Creature Type Creature Type

Range Attack Bonus Damage Critical Range Attack Bonus Damage Critical
Size Size Size Size
Modifier ft sq Modifier ft sq

ABILITIES ABILITIES
Ability Item Temp Ability Ability Item Temp Ability
Score Bonus Bonus Modifier Attack Bonus Damage Critical Score Bonus Bonus Modifier Attack Bonus Damage Critical
Range Range

STR STR ft sq STR STR ft sq

CON CON CON CON


DEX DEX Range
Attack Bonus Damage Critical DEX DEX Range
Attack Bonus Damage Critical

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

SPEED Temp Speed ft sq SPEED Temp Speed ft sq


ARMOUR CLASS ARMOUR CLASS
ft sq ft sq ft sq ft sq
Natural Size Misc Natural Size Misc
Size ARMOUR CLASS Armour Modifier Modifier Size ARMOUR CLASS Armour Modifier Modifier
GRAPPLE BONUS Modifier x4 Misc GRAPPLE BONUS Modifier x4 Misc
AC = 10 + DEX + - + AC = 10 + DEX + - +
Attack

Attack
Base

Base
= + STR + x 4 + = + STR + x 4 +
FLAT-FOOTED ARMOUR CLASS FLAT-FOOTED ARMOUR CLASS
SAVES AC = 10 / + - + SAVES AC = 10 / + - +
Base Misc Temp Base Misc Temp
FORTITUDE SAVE TOUCH ARMOUR CLASS FORTITUDE SAVE TOUCH ARMOUR CLASS

FORT =CON + + AC = 10 + DEX / - + FORT =CON + + AC = 10 + DEX / - +


REFLEX SAVE Temp AC Spell Resistance Damage Reduction REFLEX SAVE Temp AC Spell Resistance Damage Reduction

REF = DEX + + AC / REF = DEX + + AC /


PORTRAIT SPECIAL ABILITIES PORTRAIT SPECIAL ABILITIES
MONK Monk
Level
Monk
MONK
Level
FLURRY OF BLOWS
FLURRY ATTACK BONUS
1 { Flurry of Blows
Unarmed Strike
Use a full attack action for more attacks
Treat hands as weapons

2 Evasion Avoid all damage on successful reflex

WHOLENESS OF BODY 3 Still Mind +2 to saves against enchantments

HEALING POINTS
PER DAY Monk Level
4 { Ki Strike (magic)
Slow Fall 20 ft
Treat unarmed attacks as magic weapons
Reduce effective falling height using wall

= ×2 5 Purity of Body Immune to all diseases

Points Healed 6 Slow Fall 30 ft

7 Wholeness of Body Heal wounds

8 Slow Fall 40 ft

hp 9 Improved Evasion Take only half damage even on failed reflex

CASTER LEVEL
ABUNDANT STEP
Monk Level
10 { Ki Strike (lawful)
Slow Fall 50 ft
Treat unarmed attacks as lawful weapons

= ÷2 (Round down) 11 { Diamond Body


Greater Flurry
Immune to all poisons

SPELL RESISTANCE
DIAMOND SOUL
Monk Level
12 { Abundant Step
Slow Fall 60 ft
Use dimension door once per day

= 10 + 13 Diamond Soul Spell resistance

QUIVERING PALM 14 Slow Fall 70 ft

QUIVER DAYS Monk Level 15 Quivering Palm Delayed death, once a week

SAVE DC
=
Monk Level
16 { Ki Strike (adamantine)
Slow Fall 80 ft
Treat unarmed attacks as adamantine weapons

= 10 + ( x 2 ) + WIS 17 { Timeless Body


Tongue of the Sun and Moon
No age penalties or artificial aging
Speak with any living creature

EMPTY BODY 18 Slow Fall 90 ft


ETHERIAL
ROUNDS Monk Level Rounds Today 19 Empty Body Assume etherial state

rds = 20 { Perfect Self


Slow Fall any distance
Treated as outsider

PERFECT SELF
Immune to Charm Person
Damage reduction 10/magic
PALADIN Paladin SPECIAL MOUNT
LA
OD Level
W
GO

FU
Name
L
DEITY
CH

IL
AO

EV
TI
C

Mount Type Summoned


SPELLS Mount Today
Spell Spells Base Bonus Spells
= + WIS
Save DC per day Spells
PREPARED SPELLS
PREPARED SPELLS
1
2 1
3
4
Spell Save DC = 10 + WIS + Spell Level
2
CASTER LEVEL Paladin Level

= ÷2 (Round down)

TURN UNDEAD 3
TURNS PER DAY Misc Today

= 3 + CHA + 4
SMITE EVIL
1 TURNING CHECK SMITINGS
PER DAY Smitings Today
= d20 + CHA

2 TO TURN CREATURE MAX HIT DICE SMITING ATTACK


Paladin Level BONUS Weapon Attack Bonus
= ( Turning
Check ÷ 3 )+ -7 = + CHA
3 TO DESTROY CREATURE MAX HIT DICE
SMITING DAMAGE
Weapon
Paladin Level Damage Paladin
BONUS Bonus Level
= ( - 3 )÷ 2 Round down + = + +
4 CREATURES AFFECTED TOTAL HIT DICE LAY ON HANDS
Paladin Level
HEALING POINTS Paladin
= 2d6 + CHA + -3 PER DAY Level Misc

5 TURNING SAVE WILL DC hp = ( CHA × )+


Healing Points
CHA

hp

WANDS SCROLLS POTIONS


RANGER Ranger
Level
PREPARED SPELLS

FAVOURED ENEMIES 1
Favoured Enemy Bonus
FAVOURED ENEMY 2 4 6 8 10 12

4
WILD EMPATHY
WILD EMPATHY BONUS Ranger Level Misc

= CHA + +
SPELLS
From Level 4
Spell Spells Base Bonus Spells
= + WIS
Save DC per day Spells

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

CASTER LEVEL Ranger Level

= ÷2 (Round down)

WANDS

SCROLLS POTIONS
SORCERER Sorcerer PREPARED SPELLS
KNOWN SPELLS
Level

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

CHA - 12
CHA - 4
CHA - 8
0

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

ARCANE SPELL FAILURE THRESHOLD 2


%
SCROLLS

5
POTIONS

7
WANDS

9
SORCERER Sorcerer
Level
PREPARED SPELLS
KNOWN SPELLS
METAMAGIC SPECIALIST
SPELLS
Spells Spell Spells
=
Base Bonus Spells
+
0
Known Save DC per day Spells

CHA - 12
CHA - 4
CHA - 8
0

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

ARCANE SPELL FAILURE THRESHOLD


2
%
INSTANT METAMAGIC
INSTANT METAMAGIC
USES PER DAY Misc Uses Today

= 3 + INT +
3
SCROLLS

5
POTIONS

7
WANDS

9
WIZARD Wizard
Level
PREPARED SPELLS
PREPARED SPELLS

SPELL SCHOOLS
SPECIALITY SCHOOL
0
PROHIBITED SCHOOLS
Speciality Spell

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

INT - 12
INT - 4
INT - 8
0
INT
1 Speciality Spell

2
3
4 2
5
6
7 Speciality Spell
8
9
Spell Save DC = 10 + INT + Spell Level 3
ARCANE SPELL FAILURE THRESHOLD

%
SCROLLS Speciality Spell

Speciality Spell

POTIONS
Speciality Spell

Speciality Spell

Speciality Spell
WANDS
8

Speciality Spell

9
BEGUILER Beguiler
Level
PREPAREDSPELLS
KNOWN SPELLS
Dancing Lights Daze Detect Magic Ghost Sound
SPELLS 0 Message Open / Close Read Magic
Spell Spells = Base + Bonus Spells
Save DC per day Spells CHA

0
Charm Person Colour Spray Compehend Languages Detect Secret Doors
1
1 Disguise Self Expeditious Retreat Hypnotism Mage Armour
2 Obscuring Mist Rouse Silent Image Sleep
3 Undetectable Alignment Whelm

4
5
Blinding Colour Surge Blur Daze Monster Detect Thoughts
6
Fog Cloud Glitterdust Hypnotic Pattern Invisibility
7 2 Knock Minor Image Mirror Image Misdirection
8 See Invisibility Silence Spider Climb Stay the Hand
Touch of Idiocy Vertigo Whelming Blast
9
Spell Save DC = 10 + CHA + Spell Level + Cloaked Casting Bonus

ARCANE SPELL FAILURE THRESHOLD


Beguilers can wear Light Armour Arcane Sight Clairaudience / Clairvoyance Crown of Veils
% without risk of spell failure Deep Slumber Dispel Magic Displacement Glibness
3 Halt Haste Hesitate Hold Person
CLOAKED CASTING Inevitable Defeat Invisibility Sphere Legion of Sentinals Major Image
SPELL DC +2 to overcome Nondetection Slow Suggestion Vertigo Field
From Level 8:
BONUS Spell Resistance
Zone of Silence
+ From Level 20:
Always overcome
Spell Resistance

SCROLLS
Charm Monster Confusion Crushing Despair Freedom of Movement
4 Greater Invisibility Greater Mirror Image Locate Creature Mass Whelm
Phantom Battle Rainbow Pattern Solid Fog

Break Enchantment Dominate Person Feeblemind Friend to Foe


5 Hold Monster Incite Riot Mind Fog Rary’s Telepathic Bond
Seeming Sending Swift Etherealness

Greater Dispel Magic Mass Suggestion Mislead Overwhelm


6 Repulsion Shadow Walk True Seeing Veil

POTIONS
7 Ethereal Jaunt Greater Arcane Sight Mass Hold Person Mass Invisibility
Phase Door Power Word Blind Project Image Spell Turning

8 Demand Discern Location Mind Blank Moment of Prescience


Power Word Stun Scintillating Pattern Screen

9 Dominate Monster
Power Word Kill
Etherealness
Time Stop
Foresight Mass Hold Monster

WANDS
Dragon
PREPARED
TOTEM SPELLS
DRAGON
DRAGON SHAMAN Shaman
Level

Bronze

Copper

Green

White
Silver
Black

Brass
Blue

Gold
DRACONIC AURA

Red
AURAS KNOWN ENERGY TYPE Alignment
Acid Electricity
Fire Cold

LA
OD

W
GO

FU
L
Auras Active

CH

IL
AO
Known Aura

EV
TI
C
PLAYERS HANDOOK 2
DRACONIC ADAPTATION
Energy Shield +2 pts returned energy damage
(when hit in melée) From Level 3:

Endure Elements
Water Breathing

Water Breathing

Water Breathing

Water Breathing

Treasure Seeker
Activate

Ventriloquism
Power +1 melée damage

(always active)

(always active)

(always active)

(always active)

(always active)
Spider Climb
ability

Feather Fall

Ice Walker
(skill bonus)
Presence +1 Bluff, Diplomacy From Level 13:

(at will)

(at will)

(at will)

(at will)
and Intimidate Share effect
with allies
Resistance +5 resistance to selected within 30 ft
energy type
Equivalent Level 1 1 2 1
Senses +1 Listen, Spot; +1 Initiative
Save DC = 10 + CHA
Toughness +1 damage reduction /magic + Equivalent level
Vigour Fast healing +1 hp BREATH WEAPON
(when under half hit points)

Line of Electricity

Line of Electricity
DRAGON MAGIC

Cone of Cold

Cone of Cold
Cone of Acid
Energy +1 to DC on selected energy type

Cone of Fire

Cone of Fire
Line of Acid

Line of Acid
Line of Fire
Insight +1 Decipher Script, Knowledge
and Spellcraft
Power +1 caster level to overcome
spell resistance
From level 4: 30 ft From level 4: 15 ft
Resolve +1 Concentration, saves against Range From level 12: 60 ft From level 12: 30 ft
fear, paralysis and sleep effects
From level 20: 120 ft From level 20: 60 ft
Stamina +1 Constitution checks;
+1 Fortitude saves Dragon Dragon
BREATH WEAPON Shaman REFLEX Shaman
Swiftness +1 Climb, Jump, Swim; DAMAGE Level SAVE DC Level
+5ft climb, fly, swim speeds
d6 = ( ÷2 ) = 10 + ( ÷ 2 + CON )
(Round down)
TOUCH OF VITALITY
Dragon
HEALING Shaman
Aura Bonus
PER DAY Level Misc
Multiplier
hp = 2×( × CHA )+
AURA Active
BONUS = Aura Bonus
× Points Healed

AURA BONUS Dragon Shaman


MULTIPLIER Level

= ( ÷5 +1 ) (Round
down)
Healing Effects Cost (healing points)
Dazed, Fatigued, Sickened 5
WANDS Exhausted, Nauseated, Poisoned, Stunned 10
Blinded, Deafened, Diseased 20

SCROLLS POTIONS
DUSKBLADE PREPARED SPELLS
KNOWN SPELLS

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

INT - 12
INT - 4
INT - 8
0

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

ARCANE SPELL FAILURE THRESHOLD


Duskblades can use light armour and
% light shields without risk of spell failure.
From level 4: Can wear medium armour
From level 7: Can use heavy shield 2
ARCANE ATTUNEMENT
ATTUNEMENTS
PER DAY Misc

= 3 + INT +
Dancing Lights Detect Magic Flare
Ghost Sound Read Magic 3
QUICK CAST
QUICK CAST Duskblade Quick Cast
PER DAY Level Spells Today

= ( -4 ÷5 )
SPELL POWER 4
CASTER LEVEL Duskblade
CHECK BONUS Level 6 to 10 → +2

+ = ( :
11 to 15
16 to 17


+3
+4 )
18 up → +5
when you injure an opponent with a melée attack

WANDS

SCROLLS POTIONS
Ninja NINJA
Level
NINJA KI POWER
PER DAY
Ninja
Level
Ki Power
Used Today
Ki powers can only be used if

SUDDEN STRIKE
= WIS + ( ÷2 ) a ninja is wearing no armour
and is unencumbered.

DAMAGE BONUS Sudden Ki


Applies whenever the target is Ninja Acrobatics
Strike Power
d6 denied a DEX bonus to AC. Level Bonus
Bonus Cost
Sudden Strike stacks with Sneak Attack.
1 1d6 Trapfinding
KI DODGE
MISS CHANCE 2 Ghost Step Invisible (1 round) 1

This effect is negated by True Seeing but not


3 2d6 Poison Use Apply poison without risk of poisoning yourself
% by See Invisibility. The effect of Ki Dodge does
not stack with Blink or Displacement.
4 Great Leap +4 to Jump, no run-up
GHOST MIND
5 3d6
CASTER LEVEL Ninja
CHECK DC Level 6 +2 Ki Dodge 20% miss chance (1 round) 1

= 20 + 7 4d6 Speed Climb

Attempting to scry on the ninja prompts a caster level check. 8 Ghost Strike Strike incorporeal and ethereal 1
Failure renders the ninja undetectable.
9 5d6 Improved Poison Use Apply poison as move action

10 Ghost Step (Ethereal) 1

11 6d6
12 +4 Evasion

13 7d6
14 Ghost Mind Resist Scrying

15 8d6
16 Ghost Sight See invisible and ethereal

17 9d6
18 +6 Greater Ki Dodge 50% miss chance (1 round) 1

19 10d6
20 Ghost Walk Enter the ethereal plane 2
SPELLTHIEF Spellthief PREPARED SPELLS
KNOWN SPELLS
Level

SPELLS 1
Spells Spell Spells = Base + Bonus Spells
Known Save DC per day Spells CHA
1
2
3 2
4
Spell Save DC = 10 + CHA + Spell Level

ARCANE SPELL FAILURE THRESHOLD

%
Spellthiefs can cast their own spells while wearing
light armour without risk of spell failure, but not
3
those stolen from arcane casters.

STEAL SPELL
SNEAK ATTACK Spellthief
BONUS Level

d6 = ( )
+3 ÷4 (Round down)
4
Forgo 1d6 of bonus for Steal Spell, Steal Spell Effect,
Steal Energy Resistance or Steal Spell-Like Ability on a successful
sneak attack; or forgo 3d6 of bonus for Steal Spell Resistance;
or take from a willing target. PREPARED SPELLS
STOLEN SPELLS
Spellthief Spell / Spell-Like Ability Level / Cost
MAX STOLEN
SPELL LEVEL Level 1

= ÷2 (Minimum 1)
2
3
STOLEN SPELL Spellthief
CAPACITY Level 4
= 5
6
STEAL SPELL EFFECT
MAX CASTER 7
Spellthief
LEVEL Level 8
= + CHA 9
MAX EFFECT Spellthief 10
DURATION Level
11
mins = 12
STEAL ENERGY RESISTANCE 13
Energy Resistance Stolen from
14
15
16
17
From level 3: Energy Resistance 10 Duration 1 min 18
From level 11: Energy Resistance 20
From level 19: Energy Resistance 30 19
STEAL SPELL RESISTANCE 20
From level 15: Spell Resistance stolen from 21
22
SPELL Spellthief
RESISTANCE Level 23

= +5 (No greater than target’s 24


own spell resistance)
RESISTANCE
25
DURATION 26

rds = CHA 27

SWIFT ACTIONS 28
From level 2: 29
DETECT MAGIC Detect Magic
Today
30
PER DAY
31
= CHA (Minimum 1) 32
From level 9:
ARCANE SIGHT Arcane Sight 33
PER DAY Today 34
= CHA (Minimum 1)
Level 0 spells take up ½ point of capacity. Total Stolen
All other spells take up their level points of capacity. Spell Points
WARLOCK Warlock PREPARED SPELLS
INVOCATIONS
Level
Level 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20
ELDRITCH BLAST Least
DAMAGE Lesser
Greater
d6
Dark
FIENDISH RESILIENCE Invocations
Known 1 2 2 3 3 4 4 5 5 6 7 7 8 8 9 10 10 11 11 12
Duration 2 mins
Used Today Invocation Equivalent Invocation
Invocation
Level Spell Level Save DC
FAST HEALING
PER ROUND Warlock Level 1
( )
8 to 12 → 1
= : 13 to 17 → 2 2
18+ →5
3
ENERGY RESISTANCE
4
From level 10:
Energy Type Energy Resistance 5
1 5 10 6
2 5 10 7
8
Energy Resistance increases to 10 at level 20
9
10
11
12
13
14
15
16
Invocation Save DC = 10 + CHA + Equivalent Spell Level

ARCANE SPELL FAILURE THRESHOLD

WANDS

SCROLLS POTIONS
WARMAGE Warmage
Level
PREPARED SPELLS
KNOWN SPELLS
0 Acid Splash Disrupt Undead Light Ray of Frost
SPELLS
Spell Spells Base Bonus Spells
= +
Save DC per day Spells CHA Accuracy Burning Hands Chill Touch Fist of Stone
1
1 Hail of Stone Lesser Orb of Acid Lesser Orb of Cold Lesser Orb of Electricity
2 Lesser Orb of Fire Lesser Orb of Sound Magic Missile Shocking Grasp
True Strike
3
4
5
Blades of Fire Continual Flame Fire Trap Fireburst
6
2 Flaming Sphere Ice Knife Melf’s Acid Arrow Pyrotechnics
7 Scorching Ray Shatter Whirling Blade
8
9
Spell Save DC = 10 + CHA + Spell Level
Fire Shield Fireball Flame Arrow Gust of Wind
ARCANE SPELL FAILURE THRESHOLD 3 Ice Storm Lightning Bolt Poison Ring of Blades
Warmages can use light armour and shields Sleet Storm Stinking Cloud
% without penalty. From level 8, this includes
medium armour.

WARMAGE EDGE
Extra damage
Blast of Flame Contagion Evard’s Black Tentacles Orb of Acid
INT 4 Orb of Cold Orb of Electricity Orb of Fire Orb of Force
Orb of Sound Phantasmal Killer Shout Wall of Fire

Arc of Lightning Cloudkill Cone of Cold Flame Strike


5 Greater Fireburst Mass Fire Shield Prismatic Ray

Acid Fog Blade Barrier Chain Lightning Circle of Death


6 Disintegrate Fire Seeds Otiluke’s Freezing Sphere
Tenser’s Transformation

7 Delayed Blast Fireball Earthquake


Mordenkainen’s Sword Prismatic Spray
Finger of Death
Sunbeam
Firestorm
Waves of Exhaustion

8 Greater Shout Horrid Wilting Incendiary Cloud


Prismatic Wall Scintillating Pattern Sunburst Polay Ray

WANDS Elemental Swarm Implosion Meteor Swarm Prismatic Sphere


9 Wail of the Banshee Weird

SCROLLS POTIONS
Wu Jen PREPARED SPELLS
PREPARED SPELLS
Level
WU JEN
0
ELEMENTAL MASTERY

Earth Fire Metal Water Wood


1
SPELL SECRET
Wu Jen Spell Modification
Level
3
9
12
2
15
18
TABOOS

8
WANDS

9
SCROLLS POTIONS
FAVOURED SOUL Soul
Favoured PREPARED SPELLS
KNOWN SPELLS
Level
DEITY

LA
OD

W
GO

FU
L
CH

IL
AO

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

WIS - 12
WIS - 4
WIS - 8
0

WIS
1
2
1
3
4
5
6
7
8 2
9
Spell Save DC = 10 + WIS + Spell Level
ENERGY RESISTANCE
Favoured
Energy Type Energy Resistence
Soul Level
5 10
10 10
3
15 10
SCROLLS

6
POTIONS

9
Shugenja PREPARED SPELLS
KNOWN SPELLS
Level
SHUGENJA
0
SHUGENJA ORDER

FAVOURED ELEMENT
Earth Air Fire Water

1
Earth Air Fire Water
FORBIDDEN ELEMENT
0
1
2
3
4 2
5
6
7
8
9
3
SPELLS
Spells Spell Spells Base Bonus Spells
= +
Known Save DC per day Spells
CHA - 12
CHA - 4
CHA - 8

1+ + 0
CHA

1+ + 1
1+ + 2 4
1+ + 3
1+ + 4
1+ + 5
1+ + 6
1+ + 7
5
1+ + 8
1+ + 9
Shugenja Order Spells
Favoured Element Spells
Other Spells
Spell Save DC = 10 + CHA + Spell Level
6
ARCANE SPELL FAILURE THRESHOLD

%
SENSE ELEMENTS
SENSE ELEMENTS Shugenja
PER DAY Level Uses Today
7
= 3 +( ÷5)
Shugenja
MAX RANGE Level

= 10 ft 2 sq + ( × 5 ft 1 sq )
ft sq 8

9
SPIRIT Spirit
Shaman
SPIRIT SHAMAN
Spirit Shaman
SHAMAN Level
Level

SPIRIT GUIDE 1 Wild empathy Influence an animal


2 Chastise spirits Harm spirits, 1d6 /level, within 30ft
3 Detect spirits Sense nearby spirits at will

Spirit Guide Type 4 Blessing of the spirits Protect self against spirits, casting time 10 mins
5 Follow the guide Retry failed enchantment save on next round
6 Ghost warrior Resist incorporeal, ghost touch weapon

SPELLS 7 Warding of the spirits Protect party against spirits, lasts 10 mins / level
Spells
Spell Spells Base Bonus 9 Spirit form 1 /day Become incorporeal for 1 min
Retrieved = +
per day
Save DC per day Spells Spells 10 Guide magic Let guide concentrate on spell

WIS - 12
11

WIS - 4
WIS - 8
Recall spirit Restore life to -1 hp, within 1 round of death
0
WIS
13 Exorcism Expel posessing spirit
1
15 Spirit form 2 /day
2 16 Weaken spirits Swap 3d6 of chastise damage, weaken for 1 round
3 17 Spirit journey Enter the spirit world

4 19 Favoured of the spirits Lose 1000 xp, recieve Heal on reaching 0 hp


20 Spirit form 3 /day; Spirit who walks Become fey, gain damage reduction 5 /cold iron
5
6 PREPARED SPELLS
RETRIEVED SPELLS
7
8
0
9
Spell Save DC = 10 + CHA + Spell Level

ARCANE SPELL FAILURE THRESHOLD


1
%
WILD EMPATHY
Spirit
WILD EMPATHY Shaman
BONUS Level 2
= CHA +
CHASTISE SPIRITS
CHASTISE SPIRITS
PER DAY Uses Today 3
= 3 + CHA
Spirit
WILL SAVE Shaman
DC Level
4
= 10 + CHA +
EXORCISM
Spirit
EXORCISM Shaman
BONUS Level 5
= CHA +
Target’s Target’s
EXORCISM Hit Dice CHA
DC 6
= 10 + +

9
Manifester KNOWN POWERS
Level
LA
OD

W
ARDENT POWERS MAX POWER POWER POINTS Manifester
GO

FU
L Level KNOWN LEVEL MAX COST Level
+
CH

IL
AO

EV

Bonus
TI
C

=
DEITY
Power Level Cost

MANTLES 1
2
PRIMARY

3
4
5
SECONDARY

6
7
8
9
PSIONICS 10
POWER POINTS Base
PER DAY Points
Bonus
Points
Racial Misc 11
12
= + + +
13
14
Bonus Points Manifester
Level 15
= WIS × ÷2 16
(Round down)
17
Power Points
18
19
20
21
POWER LEVELS 22
Power Point Power 23
Level Cost Save DC
24
1 1
2 3
25
3 5
4 7
5 9
6 11
7 13
8 15
9 17
Power Save DC = 10 + CHA + Power Level
Manifester PSYCHIC AURA
OD

LA
W
DIVINE Level
AURA MAX 1 hour meditation
GO

FU
L
MIND Level
+ RANGE AURAS Standard action
CH

IL
CHANGE
AO

EV

Bonus
TI

AURAS Move action


C

ft sq Swift action
DEITY
Divine
Active Bonus Mind
MANTLES Aura Aura Affects Bonus Level
1 Attack Attack and damage = 1 + ÷ 5
2 Defence Armour class = 1 + ÷ 5
3 Perception Initiative, Listen and Spot = 2 + ÷ 5
4 = + ÷
PSIONICS 5 = + ÷
POWER POINTS Base Bonus Wild Talent 6 = + ÷
Misc
PER DAY Points Points Reserve
5 = + ÷
= + + + 2
6 = + ÷
KNOWN POWERS
Bonus Points Manifester POWERS MAX POWER POWER POINTS Manifester
Level KNOWN LEVEL MAX COST Level

= WIS × ÷2 (Round down) =


Power Points
Power Level Cost
1
2
3
4
POWER LEVELS 5
Power Point Power
Level Cost Save DC 6
1 1 7
2 3 8
3 5 9
4 7 10
5 9
11
6 11
12
Power Save DC = 10 + CHA + Power Level
13
DIVINE GRACE
14
SAVING THROW
BONUS 15
+ = CHA
Manifester LURK AUGMENTS
Level
LA
OD

W
LURK Extra
GO

FU
Lurk Available Basic Extra
L Level Point
+
CH

IL
Level Augments Benefit Benefit
AO

Cost
EV

Bonus
TI
C

1 Additional Sneak Attack Damage +1d6 2 Damage +1d6


LURK
Psionic Unfocusing Strike Lose psionic focus; Will DC = 10 + INT 2 DC +1
Lurk
Sneak 3 Solid Strike Damage +1 1 Damage +1
Level
Attack
1 Lurk Augment Stunning Strike Stunned 1 round, Fort DC = 10 + INT 2 DC +1
Activate an augment to bolster your attacks
5 Ignore Concealment Ignore miss chance
2 Psionic Sneak Attack 1d6 Mental Assault Intelligence or Wisdom nerf -2 points 2 Nerf -1
While psionically focused, sneak attack
unsuspecting enemies. 8 Deceptive Strike Deny DEX bonus to AC

6 Initiative Boost Sneak Attack Undead Allow sneak attack, if applicable


Add your INT to initiative.
11 Ghost Touch Strike incorporeal creatures
7 2d6 Power Drain Steal power points = half of damage
9 Evasion Aligned Attack Overcome DR/good or DR/evil
Take no damage on a successful Reflex save.
14 Sneak Attack Constructs Allow sneak attack, if applicable
10 Lurk Augment
Two at once Stygian Weapon 1d4 negative levels, 1 round 4 Duration +1 round

12 3d6 17 Planar Attack Damage +2d6 to good/evil creatures 1 Damage +1d6

Slippery Mind Synaptic Disconnect Prevent magic, psionics and abilities 2 DC +1


15 Will DC = 10 + INT
If you fail a save against enchantment,
try again next round. 20 Greater Power Drain Steal power points = all of damage

17 4d6
18 Lurk Augment
Three at once

LURK AUGMENTS
AUGMENTS MAX EXTRA Lurk
AT ONCE POINT BUY Level KNOWN POWERS
POWERS MAX POWER POWER POINTS Manifester
= KNOWN LEVEL MAX COST Level
AUGMENTS
PER DAY
Lurk
Level
=
= + INT Power Level Cost
1
Augments Today
2
3
4
PSIONICS 5
POWER POINTS Base Bonus 6
Racial Misc
PER DAY Points Points
7
= + + +
8
9
Bonus Points Manifester
Level
10
= INT × ÷2 11
(Round down)
Power Points
12
13
14
15
16
POWER LEVELS 17
Power Point Power
Level Cost Save DC
18
1 1 19
2 3 20
3 5 21
4 7 22
5 9 23
6 11 24
Power Save DC = 10 + INT + Power Level 25
HEXBLADE Hexblade HEXBLADE’S CURSE
LA
OD
Level
W
GO

FU
CURSES Curses WILL SAVE Hexblade
L
CH

IL
PER DAY Today DC Level
AO

EV
TI

( )
C

ARCANE RESISTANCE = 10 + ÷ 2 + CHA


SAVING THROW (Round down)
BONUS ATTACK DAMAGE

}
PENALTY PENALTY
+ = CHA (From level 2)
HEXBLADE’S
CURSE
- - PENALTY
METTLE
Negate the lesser effect on a successful saving throw SAVING THROW SKILL = -
Does not apply while sleeping or unconscious PENALTY PENALTY
(From level 3)
- -
FAMILIAR
Name
PREPARED SPELLS
PREPARED SPELLS

Creature Type
1
(From level 4)

SPELLS
Spells
Known
Spell
Save DC
Spells
per day
=
Base
Spells
+
Bonus Spells
CHA
2
1
2
3 3
4
Spell Save DC = 10 + CHA + Spell Level

CASTER Hexblade 4
LEVEL Level

= ÷2 (Round down) AURA OF UNLUCK


A hexblade’s caster level is zero until they reach level 4 AURAS Hexblade Auras Today
PER DAY Level Misc
BONUS FEATS
( )+
12 → 1
Combat Casting = : 16 → 2
20 → 3
Spell Focus: Enchantment AURAS UNLUCKY MISS
DURATION CHANCE
Greater Spell Focus: Enchantment
Spell Focus: Necromancy rds = 3 + CHA % = 20 %
Greater Spell Focus: Necromancy
Spell Focus: Transmutation
Greater Spell Focus: Transmutation
Spell Penetration
Greater Spell Penetration
WANDS

SCROLLS POTIONS
FACTOTUM Factotum
Level
FACTOTUM
INSPIRATION POINTS Inspiration Points Used
CUNNING KNOWLEDGE
Skills Used Today
INT

Factotum Inspiration
Level Point Cost

{
Cunning Insight Attack, damage or save + INT 1 IP
1 Cunning Knowledge Skill + Factotum Level 1 IP
Trapfinding
BRAINS OVER BRAWN
2 Arcane Dilletante 1
STR = STR + INT
DEX = DEX + INT } From Level 3 3 { Brains Over Brawn
Cunning Defence AC + INT (1 round) 1 IP

Applies to strength and dexterity checks,


and strength- and dexterity-based skills
4 { Arcane Dilletante 2
Cunning Strike Damage +1d6 sneak attack 1 IP

OPPORTUNISTIC PIETY 5 Opportunistic Piety Turn Undead, Harm Undead or Heal Injuries 1 IP

TURNS / REBUKES / HEALING Opportunistic


Piety Modifier Misc
7 Arcane Dilletante 3
USES PER DAY
= 3 + WIS + + 8 Cunning Surge Extra standard action (1 round) 3 IP

HEALING HIT POINTS Uses Today


9 Arcane Dilletante 4
Factotum Level

= INT + ( ×2) 10 Opportunistic Piety +1

11 Cunning Breach Overcome spell resistence and damage reduction 2 IP


1 TURNING CHECK
12 Arcane Dilletante 5

= d20 + CHA 13 Cunning Dodge Ignore fatal or incapacitating damage 4 IP

2 TO TURN CREATURE MAX HIT DICE


Factotum Level
14 Arcane Dilletante 6

= ( Turning
Check ÷ 3 )+ -4 15 Opportunistic Piety +2

16 Improved Cunning Defence AC + INT 0 IP


3 TO DESTROY CREATURE MAX HIT DICE
Factotum Level 17 Arcane Dilletante 7

= ÷2 Round down 19 Cunning Brilliance Activate Extraordinary Ability 4 IP

4 CREATURES AFFECTED TOTAL HIT DICE


Factotum Level
20 { Arcane Dilletante 8
Opportunistic Piety +3

= 2d6 + CHA + PREPARED


ARCANE SPELLS
DILLETANTE
5 TURNING SAVE WILL DC PREPARED SPELLS PER DAY Max Spell Level
Spell Spell
CHA Save DC = 10 + INT + Level

CUNNING BRILLIANCE School


Prepared Extraordinary Abilities

Cost Level DC

School
HOLY SYMBOLS

Cost Level DC

School School

Cost Level DC Cost Level DC

School School

Cost Level DC Cost Level DC


ARTIFICER Artificer
Level
PREPARED
KNOWN SPELLS
INFUSIONS
Armour Enhancement, Lesser Energy Alteration Enhancement Alteration
Artificer Effective
+2= Identify Inflict Light Damage Light
Level Caster Level 1 Magic Stone Magic Vestment Magic Weapon
INFUSIONS Repair Light Damage Resistance Item Shield of Faith
Bonus Skill Enhancement Spell Storing Item
Infusion Infusions Base
Level = + Infusions
Save DC per day Infusions Weapon Augmentation, Personal
INT
1
2
3 Align Weapon Armour Enhancement Bear’s Endurance

4 2 Bull’s Strength Cat’s Grace Chill Metal


Eagle’s Splendour Fox’s Cunning Heat Metal
5 Inflict Moderate Damage Owl’s Widsom Repair Moderate Damage
6 Toughen Construct Weapon Augmentation, Lesser
Spell Save DC = 10 + INT + Spell Level
Learnimg a new infusion requires a Spellcraft check
with DC 20 + Spell Level
Armour Enhancement, Greater Construct Energy Ward Inflict Serious Damage
CRAFT RESERVE
CRAFT RESERVE POINTS
3 Magic Weapon, Greater Metamagic Item Power Surge
Repair Serious Damage Stone Construct Suppress Requirement
Craft Reserve points can be spent in place of XP
pts when crafting magic items.
Point are completely replenished each level;
unspent points are lost.
Construct Energy Ward, GreaterGlobe of Invulnerability, LesserInflict Critical Damage
Item Alteration Iron Construct Minor Creation
Current Reserve
4 Repair Critical Damage Rusting Grasp Shield of Faith, Legion’s
Weapon Augmentation

ARTIFICER KNOWLEDGE Disrupting Weapon Fabricate Major Creation

ARTIFICER KNOWLEDGE Artificer


5 Wall of Force Wall of Stone
BONUS Level

= WIS +
Blade Barrier Disable Construct Globe of Invulnerability
6 Hardening Move Earth Total Repair
Wall of Iron Weapon Augmentation, Greater

WANDS SCROLLS POTIONS


ARCHIVIST Archivist
Level
PREPARED SPELLS
PREPARED SPELLS
DEITY

LA
OD

W
0

GO

FU
L
CH

IL
AO

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

WIS - 12
WIS - 4
WIS - 8
0

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

DARK KNOWLEDGE
KNOWLEDGE PER DAY Knowledge Today

3
ENCOUNTER Knowledge Check
KNOWLEDGE Success Margin
0 to 9 → 1
=( : 10 to 19 → 2
20 to 29 → 3
)
From Level 8:
Party Attack Encounter Party Damage Encounter
Bonus Knowledge Bonus Knowledge

+ = + d6 = 4
From Level 11: From Level 14:
Enemy Dazzled Encounter Encounter
Rounds Knowledge Party AC Bonus Knowledge

= -1 + =
SCROLLS 5

POTIONS
7

8
POTIONS

9
DREAD Dread
Necromancer
KNOWN SPELLS
Level Bane Bestow Wound Cause Fear Chill Touch
NECROMANCER 1 Detect Magic Detect Undead Doom Hide from Undead
SPELLS Inflict Light Wounds Ray of Enfeeblement Summon Undead I Undetectable Alignment
Spell Spells = Base + Bonus Spells
Save DC per day Spells CHA
1
Blindness / Deafness Command Undead Darkness Death Knell
2 2 False Life Gentle Repose Ghost Touch Inflict Moderate Wounds
3 Scare Spectal Hand Summon Swarm Summon Undead II
4
5
Crushing Despair Death Ward Halt Undead Inflict Serious Wounds
6 3 Ray of Exhaustion Speak with Dead Summon Undead III Vampiric Touch
7
8
9
Animate Dead Bestow Curse Contagion Death Ward
Spell Save DC = 10 + CHA + Spell Level
4 Dispel Magic Enervation Evard’s Black TentaclesFear
ARCANE SPELL FAILURE THRESHOLD Giant Vermin Inflict Critical Wounds Phantasmal Killer Poison
Spell failure does not apply to Summon Undead IV
% Dread Necromancer spells
while wearing light armour.

Dread
Necromancer Blight Cloudkill Fire in the Blood Greater Dispel Magic
ATTACK DC Level
5 Insect Plague Lessar Planar Binding Magic Jar Mass Inflict Light Wounds
= 10 + ( ÷ 2 ) + CHA Nightmare Oath of Blood Slay Living Summon Undead V
Undeath to Death Unhallow Waves of Fatigue
Use this DC for the Negative Energy Burst will save,
the Fear Aura will save,
the Scabrous Touch fortitude save
and the Enervating Touch removal save (Round down)
Acid Fog Circle of Death Create Undead Eyebite
CHARNEL TOUCH
Dread
6 Geas/Quest Harm Mass Inflict Moderate Wounds
NEGATIVE ENERGY Necromancer Planar Binding Waves of Exhaustion
DAMAGE Level

= 1d8 + ( ÷4)
Dread 7 Control Undead Destruction
Mass Inflict Serious Wounds
Finger of Death
Song of Discord
Greater Harm
Vile Death
Necromancer
UNDEAD HEALING
Level

hp = 1+( ÷4) 8 Create Greater Undead Horrid Wilting


(Round down) Mass Inflict Critical Wounds Symbol of Death

REBUKE UNDEAD
REBUKES PER DAY Misc Today 9 Energy Drain Imprison Soul Mass Harm Plague of Undead
Wail of the Banshee
= 3 + CHA +
NEGATIVE ENERGY BURST SCABROUS TOUCH
1 REBUKING CHECK
Dread SCABROUS TOUCH PER DAY
NEGATIVE ENERGY
Necromancer
= d20 + CHA DAMAGE Level

Dread d4 = UNDEAD MASTERY


2 TO REBUKE CREATURE Necromancer
MAX HIT DICE Level MENTAL BASTION STR AND DEX BONUS HIT DIE BONUS

= ( Rebuking
Check ÷ 3 )+ -4 MENTAL BASTION
BONUS
+ +
Bonus applies to restist MAX ANIMATE UNDEAD
3 TO DESTROY CREATURE sleep, stunning, paralysis,
poison or disease.
TOTAL HIT DICE
Caster
Level
MAX HIT DICE
Dread
NecromancerLevel NEGATIVE ENERGY RESISTANCE hd = ( 4 + CHA )×
= ÷2 RESISTANCE MAX CONTROL UNDEAD Caster
(Round down) BONUS TOTAL HIT DICE Level
Bonus applies to resist
4 CREATURES REBUKED TOTAL HIT DICE
Cleric Level
energy drain, ability drain
or inflict spells. hd = ( 2 + CHA )×
= 2d6 + CHA + ENERVATING TOUCH
NEGATIVE LEVELS Dread
5 REBUKE SAVE WILL DC
PER DAY Necromancer Level Negative Levels Today

CHA = ( :
12 to 16 → level ÷ 2
17 to 20 → level )
INCARNATE Incarnate
Level
SOULMELD
SOULMELDS

Meldshaper SHAPES CHAKRA


Level PER DAY BINDS 2 4 9 14 16 19

Shoulders
INCARNUM

Throat
Crown

Hands

Waist
Heart
Arms
Brow
ESSENTIA Invested Soulmeld

Soul
Feet
Base Racial
POOL Essentia Bonus Misc Essentia Save DC

= + + 1
Properties
ESSENTIA
CAPACITY Meldshaper Expanded
PER SOULMELD Level Capacity Misc 2
= ( ÷6 + ) + Properties

(Round down)
3
From level 3: Capacity + 1 From level 15: Capacity + 2 Properties

Constitution
Score 4

{
MAX SOULMELDS - 10 Properties

= The lower of: Soulmeld


Allowance 5
Properties

INCARNUM RADIANCE
RADIANT USES Incarnate
6
PER DAY Level Properties

= ( +2 ÷5 ) (Round down)
7
DURATION ROUNDS
Properties
= 3 + CON (Minimum 1)

8
RADIANCE BONUS:
Incarnate Properties
Level

+ = ( ÷5 × ) Alignment
Bonus
9
(Round down) Properties

AC +1 Melee Attack +1 Misc


LA
OD

W
GO

FU

Soulmeld Invested
= 10 + + WIS +
L
CH

Speed +10 ft Melee Damage +2 Save DC Essentia


IL
AO

EV
TI
C

MAGIC ITEMS

Properties

Properties

Properties

Properties

Properties

Properties

Properties

You cannot wear a magical item over the same chakra as a bound soulmeld.
OD

LA
SOULBORN Soulborn
Level
SOULMELDS
W
GO

SOULMELD SHAPES
FU
L PER DAY CHAKRA BINDS
CH

IL Meldshaper Soulborn
8 14 18
AO

EV
TI

Level Level:
C

Shoulders
INCARNUM

Throat
Crown

Hands

Waist
Brow
Invested Soulmeld

Arms
Feet
ESSENTIA Base Racial Essentia Save DC
POOL Essentia Bonus Misc
1
= + + Properties
ESSENTIA
CAPACITY Meldshaper
PER SOULMELD Level Misc
2

= ( ÷6 + ) Properties

(Round down)
3
Constitution Properties
Score

{ - 10
MAX SOULMELDS
4
= The lower of: Soulmeld Properties
Allowance

5
INCARNUM DEFENCE Properties

IMMUNE TO IMMUNE TO
Misc
LA

FEAR
OD

PARALYSIS
W
GO

FU

Soulmeld Invested
= 10 + + CON +
L

IMMUNE TO IMMUNE TO
CH

Save DC Essentia
IL
AO

EV

EXHAUSTION
TI

STRENGTH EFFECTS
C

SMITE OPPOSITION
SMITINGS Smitings
PER DAY Today

Affected
TEMP ATTACK Alignments
BONUS Misc
LA

+
OD

= CHA +
GO

FU
L
CH

IL
AO

EV
TI
C

TEMP DAMAGE Soulborn


BONUS Level Misc

+ = +

WANDS

SCROLLS POTIONS
OD

LA
TOTEMIST Totemist
Level
SOULMELDS
W
GO

SOULMELD SHAPES
FU
L
Meldshaper PER DAY CHAKRA BINDS Totemist
CH

IL
2 5 9 14 17
AO

EV
TI

Level Level:
C

Shoulders
INCARNUM

Throat
Crown

Hands
Totem

Heart
Waist
Invested Soulmeld

Brow
Arms
Feet
ESSENTIA Base Racial Essentia Save DC
POOL Essentia Bonus Misc
1
= + + Properties
ESSENTIA
CAPACITY Meldshaper
PER SOULMELD Level Misc
2

= ( ÷6 + ) Properties

Essentia Capacity for soulmelds bound to the (Round down) 3


Totem Chakra is 1 higher; 2 higher from level 15
Properties
Constitution
Score

{
4
MAX SOULMELDS - 10 Properties
= The lower of: Soulmeld
Allowance
5
Properties

6
Properties

7
Properties

8
Properties

9
Properties

Misc
Soulmeld Invested
Save DC = 10 + Essentia + CON +

WANDS

SCROLLS POTIONS
PREPARED
KNOWN SPELLS
POWERS
PSION Manifester
Level
POWERS MAX POWER MAX POINTS Manifester
Level KNOWN LEVEL POWER COST Level
Bonus +
=
DISCIPLINE
Power Level Cost
Clairsentience Metacreativity Psychokinesis
Psychometabolism Psychoportation Telepathy
1
2
PSIONICS
3
POWER POINTS Base Bonus
PER DAY Points Points
Racial Misc 4
= + + + 5
6
7
Bonus Points Manifester
Level 8
= INT × ÷2 (Round down)
9
Power Points 10
11
12
13
14
POWER LEVELS 15
Power Point Power Discipline Power
Level Cost Save DC 16
1 1 17
2 3 18
3 5 19
4 7 20
5 9 21
6 11 22
7 13 23
8 15 24
9 17 25
Power Save DC = 10 + INT + Power Level
26
PSICRYSTAL
27
Name
28
Personality 29
Artiste Liar Resolved
30
Bully Meticulous Sage
Coward Nimble Single-minded
31
Friendly Observant Sneaky 32
Hero Poised Sympathetic 33
34
35
36
Manifester PREPARED
KNOWN SPELLS
POWERS
PSYCHIC Level
POWERS MAX POWER MAX POINTS Manifester
WARRIOR Level
Bonus + KNOWN LEVEL POWER COST Level

=
PSIONICS
Power Level Cost
POWER POINTS Base Bonus
PER DAY Points Points
Racial Misc 1
= + + + 2
3
4
Bonus Points Manifester
Level 5
= WIS × ÷2 (Round down)
6
Power Points 7
8
9
10
11
POWER LEVELS 12
Power Point Power
Level Cost Save DC 13
1 1 14
2 3 15
3 5 16
4 7 17
5 9 18
6 11 19
7 13 20
8 15 21
9 17
22
Power Save DC = 10 + INT + Power Level 23
24
25
SOULKNIFE Manifester
Level
MIND BLADE
MIND BLADE Soulknife On entering an anti-psionic area, pass a
MIND BLADE ENHANCEMENT BONUS Level Will Save (DC 20) to keep your mind blade
active for this duration:
MIND BLADE SPECIAL ABILITY POINTS = ÷4 (Round down) MIND BLADE Soulknife
+ DURATION Level

Special Ability Point Cost


rds =
Defending 1 Base Attack Mind Blade
Bonus Bonus Misc
Keen 1

Lucky 1
+ + STR +
Default Critical Range: 19-20
Mighty Cleaving 1
Range Type Attack Bonus Damage Critical
Psychokinetic 1
ft sq + x2
Sundering 1

Vicious 1
Soulknife Blade Mind Blade Bonus Damage:
Collision 2 Level Shape Adjustment Small Medium Large

Mindcrusher 2 1 Shortsword 1d3 1d6 1d8

Psychokinetic Burst 2 5 Longsword 1d4 1d8 2d6 Mind Blade Psychic Strike
Bonus Charge
Suppression 2 5 Bastard Sword * 1d6 1d10 2d8
Wounding 2
+
5 2 x Shortsword -1 1d3 1d6 1d8
Body Feeder 3
* When using the mind blade in the shape of a From level 3:
Mind Feeder 3 Bastard Sword as a two-handed weapon,
STR bonus to attack is multiplied by 1½.
Soul Breaker 3 PSYCHIC
The damage type is Slashing unless altered. STRIKE Soulknife
CAPACITY Level

= ( +1 ÷4 )
THROW MIND BLADE
From level 2:
Base Attack Mind Blade
Bonus Bonus Misc

+ + DEX +
Range Type Attack Bonus Damage Critical

30 6 sq + x2
WILDER Manifester
Level
KNOWN POWERS
POWERS MAX POWER POWER POINTS Manifester
Level KNOWN LEVEL MAX COST Level
Bonus +
=
PSIONICS
POWER POINTS Base Power Level Cost
Bonus
PER DAY Points Points
Racial Misc 1
= + + + 2
3
4
Bonus Points Manifester
Level 5
= CHA x ÷2 (Round down)
6
Power Points used today 7
8
9
10
11
POWER LEVELS 12
Power Point Power
Level Cost Save DC 13
1 1 14
2 3 15
3 5 16
4 7 17
5 9 18
6 11 19
7 13 20
8 15
9 17
Power Save DC = 10 + CHA + Power Level
WILD SURGE
MANIFESTER LEVEL Risk of Psychic Manifester
MAX BONUS Enervation Level Bonus

+ % = x 5%
From level 4: SURGING
Temp Attack EUPHORIA Manifester
Bonus DURATION Level Bonus

+ rds =

}
Surging
Temp Damage Euphoria
Bonus Bonus

+ =
Temp Saving
Throw Bonus

+
ELUDE TOUCH
From level 2:
TOUCH AC BONUS

+ = CHA
VOLATILE MIND
From level 5:
POINT COST Wilder
ADJUSTMENT Level

+ = ( -1 ÷5 )
CRUSADER Crusader PREPARED SPELLS
MANEUVRES
Level
Martial Adept Martial Prestige Other Class
INITIATOR LEVEL Class Levels Class Levels Levels
MARTIAL ADEPT
MAX MANEUVRE LEVEL = 1 2 3 + + ( ÷2 ) (Round down)

Gr a d y
Re
an
Maneuvre Type Range Area Save DC
MANEUVRES KNOWN MANEUVRES READIED

te
d
1
2
STANCES KNOWN
3
4
STEELY RESOLVE 5
DELAYED DAMAGE POOL CAPACITY
6
Damage Pool
7
8
9
10
11
FURIOUS COUNTERSTRIKE 12
Attack Bonus
Damage 13

}
1 to 9 →1
+ Pool

( )
10 to 14 →2 14
15 to 19 →3
Damage Bonus = : 20 to 24 →4 15
25 to 29 →5

+ 30+ →6 16
17
ZEALOUS SURGE
From level 3: 18
Zealous Surge Used Today 19
SMITE 20
From level 6: From level 18:
STANCES
Smite Used Today Smite Used Today
Ac

Stance Range Area Save DC


Attack Bonus
tiv
e

1
+ = CHA
2
Damage Bonus Crusader Level 3
+ = 4
5
6
7
SWORDSAGE Swordsage PREPARED SPELLS
MANEUVRES
Level
Martial Adept Martial Prestige Other Class
INITIATOR LEVEL Class Levels Class Levels Levels
MARTIAL ADEPT
MAX MANEUVRE LEVEL = 1 2 3 + + ( ÷2 )

Re
Maneuvre Type Range Area Save DC

U
ad
se
MANEUVRES KNOWN MANEUVRES READIED

d
y
1
2
STANCES KNOWN 3
4
DISCIPLINE FOCUS 5
Swordsage
Level
Discipline 6
7
Weapon Focus 8
1
9
Insightful Strike 10
4 11
12
Defensive Stance
8 13
14
Insightful Strike
12 15
16
Defensive Stance 17
16
18
QUICK TO ACT 19
INITIATIVE Swordsage 20
BONUS Level
21
+ = ( +4 ÷5) (Round down) 22
AC BONUS 23
ARMOUR CLASS 24
BONUS
25
+ = WIS
26
27
28
29
30
STANCES
Ac

Stance Range Area Save DC


tiv
e

1
2
3
4
5
6
7
8
9
10
WARBLADE Warblade
Level
Martial Adept
PREPARED SPELLS
MANEUVRES
Martial Prestige Other Class
INITIATOR LEVEL Class Levels Class Levels Levels
MARTIAL ADEPT
MAX MANEUVRE LEVEL = 1 2 3 + + ( ÷2 )

Re
Maneuvre Type Range Area Save DC

U y
se
ad
MANEUVRES KNOWN MANEUVRES READIED

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

Stance Range Area Save DC


tiv
e

1
2
3
4
5
6
7
Tome of Battle class Martial Adept PREPARED SPELLS
MANEUVRES
Class Level INITIATOR Martial Adept Martial Prestige Other Class
LEVEL Class Levels Class Levels Levels
MARTIAL ADEPT
MAX MANEUVRE LEVEL = 1 2 3 + +( ÷2)

Re
Maneuvre Type Range Area Save DC

U y
se
ad
MANEUVRES KNOWN MANEUVRES READIED

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

Stance Range Area Save DC


tiv
e

1
2
3
4
5
6
7
BINDER Binder VESTIGES
LA
OD
Level
W
GO

FU
VESTIGE NAME VESTIGE NAME
L
Binder Prestige Effective
CH

IL
AO

EV
TI

Class Levels Binder Level


C

Vestige Level Binding DC Vestige Level Binding DC


BINDER
Max
Binder Sign Sign
Vestiges Vestige

s F on
Level

ti

t
ta
Level

ea
en
1 1 1
gm
Special Requirements Special Requirements

nu
Au

Bo
2 Suppress Sign
3 2
4 Granted Abilities Granted Abilities
5 3
6 Soul Guardian
(immune to fear)
7 4
8 2
Soul Guardian
9 (slippery mind)
10 5
11 VESTIGE NAME VESTIGE NAME
12 6
Soul Guardian
13 (immune to energy Vestige Level Binding DC Vestige Level Binding DC
14 3 drain and
negative levels)
15 7 Sign Sign
16
17 8 Special Requirements Special Requirements

18
Soul Guardian
19 (mind blank)
20 4 Granted Abilities Granted Abilities

SOUL BINDING
BINDING CHECK Binder Level

= d20 + CHA +
Binding time: 1 minute If rushed, take a -10 penalty
Good Bad
1 Bind Bind VESTIGE NAME VESTIGE NAME
Good Bad
2 Bind Bind
Good Bad
3 Bind Bind
Vestige Level Binding DC Vestige Level Binding DC
Good Bad
4 Bind Bind Sign Sign
PACT AUGMENTATION
+5 Hit Points +1 Saving Throws Special Requirements Special Requirements
Energy Resistance 5 / acid Damage Reduction 1/―
Energy Resistance 5 / cold +1 Armour Class
Energy Resistance 5 / electricity +1 Attack Rolls
Energy Resistance 5 / fire +1 Damage Granted Abilities Granted Abilities
Energy Resistance 5 / sonic +1 Initiative
BONUS FEATS
Armour Proficiency (medium)
Armour Proficiency (heavy)
Defence Against The Supernatural
Diligent
Empower Supernatural Ability
Enlarge Supernatural Ability VESTIGE NAME VESTIGE NAME
Expel Vestige
Extend Supernatural Ability
Vestige Level Binding DC Vestige Level Binding DC
Favoured Vestige
Favoured Vestige Focus
Sign Sign
Rapid Recovery
Ignore Special Requirements
Improved Binding Special Requirements Special Requirements
Investigator
Martial Weapon Proficiency
Negotiator
Persuasive Granted Abilities Granted Abilities
Rapid Pact Making
Shield Proficiency
Skilled Pact Making
Sudden Ability Focus
Supernatural Crusader
Supernatural Opportunist
Widen Supernatural Ability
VESTIGES
VESTIGE NAME VESTIGE NAME VESTIGE NAME

Vestige Level Binding DC Vestige Level Binding DC Vestige Level Binding DC

Sign Sign Sign

Special Requirements Special Requirements Special Requirements

Granted Abilities Granted Abilities Granted Abilities

VESTIGE NAME VESTIGE NAME VESTIGE NAME

Vestige Level Binding DC Vestige Level Binding DC Vestige Level Binding DC

Sign Sign Sign

Special Requirements Special Requirements Special Requirements

Granted Abilities Granted Abilities Granted Abilities

VESTIGE NAME VESTIGE NAME VESTIGE NAME

Vestige Level Binding DC Vestige Level Binding DC Vestige Level Binding DC

Sign Sign Sign

Special Requirements Special Requirements Special Requirements

Granted Abilities Granted Abilities Granted Abilities

VESTIGE NAME VESTIGE NAME VESTIGE NAME

Vestige Level Binding DC Vestige Level Binding DC Vestige Level Binding DC

Sign Sign Sign

Special Requirements Special Requirements Special Requirements

Granted Abilities Granted Abilities Granted Abilities


SHADOWCASTER PATHS & MYSTERIES
LA
OD

W
GO

FU
Path Mystery Level Uses per day
L
Shadowcaster
CH

IL
AO

1 #
EV

Level
TI
C

Category
2 #

School
SHADOWCASTER
ta
ls 3 #
Shadow
en

s
rie
am

Caster
te
nd

ys

Level #
Fu

1 3 1 Apprentice paths
#
2 2 Bonus feats
#
3 3 Umbral sight (darkvision 30ft)
4 4 4
5 5 Sustaining shadow (eat 1 meal /week) #
6 6 #
7 7 Initiate paths #
Appentice paths as spell-like abilities
8 5 8
9 9 #
10 10 Sustaining shadow (sleep 1 hour /day) #
11 11 Umbral sight (see in darkness 60ft) #
12 6 12
13 13 Master paths #
Initiate paths as spell-like abilities
Apprentice paths as supernatural abilities
#
14 14 Unlimited use of fundamentals #
15 15 Sustaining shadow
(immune to poison and disease)
#
16 7 16
#
17 17
18 18 #
19 19
20 8 20 Sustaining shadow #
(no need to breathe, eat or sleep)
#
FUNDAMENTALS #
Uses per day
1 # #
2 # #
3 # #
4 #
5 # #
6 # #
7 # #
8 #
9 #
#
10 #
#
11 #
#
12 #
ABILITIES
#
al

#
s ur
tie at
tie ke

ili rn
ili l-li

#
ab pe
s
ab pel

Su
ls
el

S
Sp

Affected by antimagic field √ √ √


Use provokes attack of opportunity √ √
#
Subject to spell resistance √ √ #
Can be dispelled √ √ #
Can be counterspelled √
Requires somatic components √
#
BONUS FEATS #
BONUS Known
FEATS Paths
#

= ÷2 (Round down)
#
#
#
TRUENAMER Truenamer
Level
UTTERANCES
Utterances Max
TRUENAMER LEXICON OF THE EVOLVING MIND Known Level Level
Utterances Known 1
Lexicons
2

ap
d
in

M
l
True 3
oo
M

d
dT

te
ng

Namer
ec
te
vi

4
ol

rf
af

Level
Pe
Ev

Cr

1 1 Know Personal Truename


5
2 2 Knowledge Focus
6
3 3
7
4 4 1
5 5 8
6 6 Truename Research 9
7 7 2 Knowledge Focus
10
8 8 1 Bonus Recitation Feat
11
9 9 See the Named 1 /day
10 10 Knowledge Focus 12
11 11 3 13
12 12 2 14
13 13 Sending 15
14 14 Knowledge Focus
16
15 15 4 Bonus Recitation Feat
16 16 3 17
17 17 Speak unto the masses 18
18 18 19
19 19 5 20
20 20 4 Say my name and I am there
21
TRUESPEAK 22
Target’s CR, 23
TRUESPEAK Effective Level
or Hit Dice Modifiers
24
SKILL DC
25
= 15 + 2 × ( )+ Utterances Max
LEXICON OF THE CRAFTED TOOL Known Level Level
Pass a Truespeak skill check each time to use an
utterance or recitation. 1
DC MODIFIERS 2
Subsequent truespeak checks +2 3
The same utterance on the same day
Failed utterances don’t count
4
5
Speaking a personal truename +2
If successful, gain a +2 to utterance save DC and 6
caster level check to overcome target’s spell resistance
7
Speaking your own truename ø 8
Gain a +4 competence bonus to Truespeak check
9
Utter defensively +5
Prevents attacks of opportunity Utterances Max
Apply for each enemy in range LEXICON OF THE PERFECTED MAP Known Level Level

Overcome spell resistance +5 1


Voluntary 2
Speak unto the masses +2 3
For each additional target beyond the first
4
RECITATIONS 5
1 6
2 7
3 8
4 9
5 UTTERANCE Truenamer
SAVE DC Level Misc

= 10 + ( )
÷ 2 + CHA +
DC increases by +2 when
using a personal truename
Extended Cleric
Class PREPARED SPELLS
Level
DEITY
0

LA
OD

W
GO

FU
L
CH

IL
AO

EV
TI
C
Domain Spell

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

WIS - 12
WIS - 4
WIS - 8
0

WIS
1 Domain Spell

2
3 2
4
5
6 Domain Spell

7
8
3
9
Spell Save DC = 10 + WIS + Spell Level Domain Spell
TURN / REBUKE UNDEAD
Good Cleric Evil Cleric
4
LA
OD

W
GO

Turn, Halt, Rebuke, Halt, Awe,


FU
L

Rout and Control, Dispel Turning


CH

IL
AO

EV

Destroy Undead and Bolster Undead


TI

Domain Spell
C

TURNS / REBUKES PER DAY Misc Today


5
= 3 + CHA +

1 TURNING CHECK Domain Spell

= d20 + CHA 6
2 TO TURN CREATURE MAX HIT DICE
Cleric Level

= ( Turning
Check ÷ 3 )+ -4 Domain Spell

3 TO DESTROY CREATURE MAX HIT DICE 7


Cleric Level

= ÷2 (Round down)
Domain Spell
4 CREATURES AFFECTED TOTAL HIT DICE
Cleric Level 8
= 2d6 + CHA +
Domain Spell
5 TURNING SAVE WILL DC
9
CHA
CLERIC DOMAINS
Domain Domain Domain Domain

Granted Power Granted Power Granted Power Granted Power

1 1 1
2 2 2
3 3 3
4 4 4
5 5 5
6 6 6
7 7 7
8 8 8
9 9 9
Class PREPARED SPELLS
KNOWN SPELLS
LA
OD Level
W
GO

FU
L
CH

IL
AO

EV
TI

0
C

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

0
1
2
3 1
4
5
6
7
8
9 2
ARCANE SPELL FAILURE THRESHOLD

3
SCROLLS

POTIONS

WANDS
8

9
Class PREPARED SPELLS
PREPARED SPELLS
LA
OD
Level
W
GO

FU
L
CH

IL
AO

EV
TI
C

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

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

ARCANE SPELL FAILURE THRESHOLD

3
SCROLLS

POTIONS

WANDS
8

9
Other Class SPELLS
LA
D Level
W
O
GO

FU
L
CH

1
AO

I
EV
TI
C

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

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

WANDS

SCROLLS POTIONS
CHARACTER Parents
ORIGINS

BACKGROUND

LA
OD

W
GO

FU
L
Name FRIENDLY

CH

IL
AO

EV
TI
C
HOSTILE

Origin

Country / Region / Town

LA
OD

W
GO

FU
L
FRIENDLY

CH

IL
AO

EV
TI
C
HOSTILE

PORTRAIT AFFILIATIONS
Religion

LA
OD

W
GO

FU
L
FRIENDLY

CH

IL
AO

EV
TI
C
HOSTILE

Employer

LA
OD

W
GO

FU
L
FRIENDLY

CH

IL
AO

EV
TI
C
HOSTILE

Current Country / Region / Town

LA
OD

W
GO

FU
L
FRIENDLY

CH

IL
AO

EV
TI
C
HOSTILE

Affiliation

LA
OD

W
GO

FU
L
FRIENDLY

CH

IL
AO

EV
TI
C
HOSTILE

Affiliation

LA
OD

W
GO

FU
L
FRIENDLY

CH

IL
AO

EV
TI
C
HOSTILE

APPEARANCE FRIENDS AND FOES


Race
FEMALE
MALE

LA
OD

W
GO

FU
L
Age Height Weight FRIENDLY

CH

IL
AO

EV
TI
C
HOSTILE

Eyes Hair

LA
OD

W
GO

FU
L
Defining Features FRIENDLY

CH

IL
AO

EV
TI
C
HOSTILE

LA
OD

W
GO

FU
L
FRIENDLY
CH

Preferred Clothing
IL
AO

EV
TI
C

HOSTILE
LA
OD

W
GO

FU
L

PERSONALITY FRIENDLY
CH

IL
AO

EV
TI
C

Motivations HOSTILE
LA
D

W
O
GO

FU
L

FRIENDLY
CH

IL
AO

Fears
EV
TI
C

HOSTILE
LA
OD

W
GO

FU
L

Likes FRIENDLY
CH

IL
AO

EV
TIC

HOSTILE
LA
OD

Dislikes
GO

FU
L

FRIENDLY
CH

L
AO

I
EV
TI
C

HOSTILE

Quirks
LA
OD

W
GO

FU
L

FRIENDLY
CH

IL
AO

EV
TI
C

HOSTILE
PARTY FUNDS Item
QUEST ITEMS
Attained Carried by / given to

Copper cp

Silver sp

Gold gp

Platinum pp

INVENTORY CONTAINER CONTAINER


Value Weight

Value Weight Value Weight

Total Weight lb Total Weight lb


Max Weight lb Max Weight lb
VEHICLE VEHICLE

DEBTS

Total Weight lb
SPELL BOOK
Level Level Level

School School School

Cost Cost Cost

School School School

Cost Cost Cost

School School School

Cost Cost Cost

School School School

Cost Cost Cost

School School School

Cost Cost Cost

School School School

Cost Cost Cost

School School School

Cost Cost Cost

School School School

Cost Cost Cost

School School School

Cost Cost Cost

School School School

Cost Cost Cost


SPELL BOOK
Level Level 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 SUMMONED CREATURE ATTACKS INITIATIVE
Creature Name Age Creature Level INITIATIVE BONUS Misc
Level Ranks Adjustment

Range Attack Bonus Damage Critical INIT = DEX +


Creature Type Subtype Weight
lb Effective SPEED
LA

ft sq
D

W
O

Hit die
GO

FU

Level
L

Size Height BASIC SPEED Swim Speed Fly Speed


Size
CH

FEMALE
IL

MALE
AO

EV

d
T

Modifier
IC

Attack Bonus
ft sq ft sq ft sq
Range Damage Critical
XP SKILLS
BASE ATTACK
Ranks Racial, Feats ft sq BASE ATTACK Temp Attack Temp Damage
Balance DEX
ABILITIES Climb STR + +
Attack Bonus Damage Critical
Ability Item Ability Temp Range
Score Bonus Modifier Bonus
Escape Artist DEX
ft sq
STR STR
Hide DEX
GRAPPLE
Jump STR Size
CON CON GRAPPLE BONUS Modifier Misc
Listen WIS Range
Attack Bonus Damage Critical

Attack
Base
DEX DEX Move Silently DEX ft sq
= + STR + x 4 +
INT INT Search INT HEALTH
HIT POINTS Wounds Dying Stable Non-lethal Unconcious
WIS WIS Sense Motive WIS
Spot WIS hp hp hp
CHA CHA
Ability Modifier = (Total Ability Score - 10) ÷ 2
Survival WIS SAVES ARMOUR CLASS
EQUIPMENT
Swim STR FORTITUDE SAVE
Base Save Misc Temp
ARMOUR CLASS
Natural
Armour
Size
Modifier
Misc
Modifier

FORT = CON + + AC = 10 + DEX + - +


Properties AC Bonus REFLEX SAVE FLAT-FOOTED ARMOUR CLASS

+ REF = DEX + + AC = 10 / + - +
TOUCH ARMOUR CLASS
WILL SAVE

Properties AC Bonus
FEATS
WILL = WIS + + AC = 10 + DEX / - +
+ Temp AC Spell Resistance Damage Reduction

AC
EFFECTS
Properties AC Bonus SPECIAL ABILITIES
+
Properties AC Bonus

+
Properties AC Bonus

+
Owner’s
Level
PSICRYSTAL SKILLS HEALTH
Crystal Name Skill Owner’s HIT POINTS Wounds
Untrained Bonus Ranks Misc
hp
Appraise INT hp
PERSONALITY Autohypnosis WIS COMBAT ATTACKS
Artiste Observant Balance DEX BASE ATTACK Temp Attack Temp Damage
Bully Poised
Coward Resolved
Bluff CHA + + Attack Bonus Damage Critical
Range
Friendly Sage
Climb DEX +8
Concentration CON ft sq
Hero Single-minded
Liar Sneaky
Decipher Script INT
Meticulous Sympathetic Diplomacy CHA Attack Bonus Damage Critical
INITIATIVE with Self-propulsion: with Flight: Range
Nimble Disable Device INT BONUS Basic Speed Fly Speed
ft sq
ABILITIES
Disguise CHA INIT 30 ft 6 sq 50 ft10 sq
Ability Ability Temp Escape Artist DEX Size
Score Modifier Bonus Forgery INT GRAPPLE BONUS Modifier Misc
Range
Attack Bonus Damage Critical
STR CHA

Attack
STR Gather Information
+ STR - 12 +

Base
= ft sq
CON CON
Handle Animal CHA
SAVING THROWS ARMOUR
INT
Heal WIS
DEX Bonus DEX Hide DEX Owner’s
ARMOUR CLASS
Natural
Armour
Size
Modifier
Misc
Modifier
Base Save Misc Temp
INT INT Intimidate CHA FORTITUDE SAVE
AC = 10 + DEX + +4+
Jump STR FORT = CON + +
WIS WIS FLAT-FOOTED ARMOUR CLASS
Listen WIS REFLEX SAVE
CHA CHA AC = 10 / + +4+
Move Silently DEX REF = DEX + + TOUCH ARMOUR CLASS
Ability Modifier = (Total Ability Score - 10) ÷ 2 Open Lock DEX
Psicraft INT WILL SAVE AC = 10 + DEX / +4+
PSICRYSTAL
Owner’s Granted Natural INT Ride DEX WILL = WIS + + Spell Resistance Damage Reduction
Temp AC
Level Abilities Armour Bonus Search INT
AC
Alertness *
Improved Evasion
Sense Motive WIS
Self-propulsion Sleight of Hand DEX
1 Shared Powers +0 +0 Spellcraft INT
Sighted
COMBAT ABILITIES
Telepathic Link Spot WIS
3 Deliver Touch Powers +1 +1 Survival WIS EFFECTS
5 Telepathic Speech +2 +2 Track SURVIVAL
7 +3 +3 Swim STR
9 Flight +4 +4 Tumble DEX
11 Power Resistance +5 +5 Use Magic Device CHA
13 Sight Link +6 +6 Use Psionic Device CHA
15 Channel Power +7 +7 Use Rope DEX
17 +8 +8 Knowledge: Psionics INT
19 +9 +9
* Applies to owner when within 5 ft
NPC Character Name
HEALTH
Level HIT POINTS Wounds Dying Stable Non-lethal Unconcious
Race Class
LA
OD

W
GO

FU

hp hp hp
L
CH

IL
AO

EV

Allegiance Size COMBAT ATTACKS


TI

Size

FEMALE
C

MALE
Modifier
BASE ATTACK Temp Attack Temp Damage
ABILITIES SKILLS
Ability Item Ability Temp Skill Ranks Racial, Feats + + Range
Attack Bonus Damage Critical
Bonus Bonus
Score Modifier
Balance DEX ft sq
STR STR Climb STR
CON CON Escape Artist DEX INITIATIVE BONUS Misc
Attack Bonus Damage Critical
DEX DEX Hide DEX INIT = DEX + Range

Jump STR SPEED Temp Speed


ft sq
INT INT
Listen WIS ft sq ft sq
WIS WIS Move Silently DEX Attack Bonus Damage Critical
Size Range
GRAPPLE BONUS
CHA CHA Search INT Modifier Misc
ft sq

Attack
Base
Ability Modifier = (Total Ability Score - 10) ÷ 2 Sense Motive WIS = + STR + x 4 +
EQUIPMENT Spot WIS SAVING THROWS Attack Bonus Damage Critical
Range
Survival WIS FORTITUDE SAVE
Base Save Misc Temp
ft sq
Properties Swim STR FORT = CON + + DEFENCE
REFLEX SAVE Armour Size Misc
ARMOUR CLASS & Shield Modifier Modifier
REF = DEX + +
AC = 10 + DEX + - +
WILL SAVE FLAT-FOOTED ARMOUR CLASS
Properties
WILL = WIS + + AC = 10 / + - +
INVENTORY
Evasion TOUCH ARMOUR CLASS
AC = 10 + DEX / - +
Properties Spell Resistance Damage Reduction
EFFECTS Temp AC

AC /
COMBAT ABILITIES

Properties

Properties
3.5e

LA

LA

LA

LA

LA

LA

LA

LA

LA

LA
OD

OD

OD

OD

OD

OD

OD

OD

OD

OD
W

W
GO

GO

GO

GO

GO

GO

GO

GO

GO

GO
FU

FU

FU

FU

FU

FU

FU

FU

FU

FU
L

L
CH

CH

CH

CH

CH

CH

CH

CH

CH

CH
IL

IL

IL

IL

IL

IL

IL

IL

IL

IL
AO

AO

AO

AO

AO

AO

AO

AO

AO

AO
EV

EV

EV

EV

EV

EV

EV

EV

EV

EV
TI

TI

TI

TI

TI

TI

TI

TI

TI

TI
C

C
PARTY
Campaign

Name

Name

Name

Name

Name

Name

Name

Name

Name

Name
XP

DEFENCE & SAVING THROWS


FORTITUDE SAVE
REFLEX SAVE
WILL SAVE
ARMOUR CLASS
TOUCH AC
FLAT-FOOTED AC
SKILLS
Appraise
Balance
Climb
Concentration
Decipher Script
Diplomacy
Disguise
Forgery
Gather Information
Handle Animal
Heal
Hide
Listen
Move Silently
Ride
Sense Motive
Spellcraft
Spot
Survival
Use Magic Device

LANGUAGES
3.5e

Spot
Ride
Hide
Heal
NPC GROUP

Climb
Campaign

Listen
Forgery
Balance

Survival
Disguise
Appraise

Spellcraft
Diplomacy
TOUCH AC

Sense Motive
WILL SAVE
Organisation

Move Silently
Concentration

Handle Animal
CH
GO

Decipher Script
AO
OD

REFLEX SAVE
TI
C

Use Magic Device


Gather Information
LA

ARMOUR CLASS
EV W
IL
FU

FLAT-FOOTED AC
FORTITUDE SAVE
L

NPC Rank / Position

NPC Rank / Position

NPC Rank / Position

NPC Rank / Position

NPC Rank / Position

NPC Rank / Position

NPC Rank / Position

NPC Rank / Position

NPC Rank / Position

SKILLS

LANGUAGES
NPC Rank / Position

NPC Rank / Position


DEFENCE & SAVING THROWS

NPC Rank / Position

NPC Rank / Position

NPC Rank / Position

NPC Rank / Position

NPC Rank / Position

NPC Rank / Position

NPC Rank / Position

NPC Rank / Position

NPC Rank / Position


3.5e
7 19 31

8 20 32
TIMELINE

9 21 33

10 22 34

11 23 35
of
Campaign

Page

12 24 36
Era

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

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

6 18 30

5 17 29

4 16 28

3 15 27

2 14 26

1 13 25
Campaign
TIMELINE 3.5e THREAD

Era

Page

of
DATE EVENT OTHER EVENTS

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