Professional Documents
Culture Documents
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
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
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
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
ARMOUR
AC = 10 + DEX / / / - + +
Temp AC Spell Resistance Damage Reduction Conditional Modifiers
+ % 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
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
ft sq d x SPEED
Ammo Special Ammo SPEED Speed with Armour Temp Speed
# #
ft sq ft sq ft sq
Swim Speed Fly Speed
ft sq d x BASE ATTACK
BASE MELEE RANGED
ATTACK BONUS ATTACK 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
EFFECTS AC = 10 + DEX / / / - + +
Temp AC Spell Resistance Damage Reduction Conditional Modifiers
AC
Properties Properties
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
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
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
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
ft sq d x SPEED
Ammo Special Ammo SPEED Speed with Armour Temp Speed
# #
ft sq ft sq ft sq
Swim Speed Fly Speed
ft sq d x BASE ATTACK
BASE MELEE RANGED
ATTACK BONUS ATTACK 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
EFFECTS AC = 10 + DEX / / / - + +
Temp AC Spell Resistance Damage Reduction Conditional Modifiers
AC
Properties Properties
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
#
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
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
ft sq d x SPEED
Ammo Special Ammo SPEED Speed with Armour Temp Speed
# #
ft sq ft sq ft sq
ft sq d x BASE ATTACK
BASE MELEE RANGED
ATTACK BONUS ATTACK ATTACK
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
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
= 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
W
GO
IL
AO
EV
Domain Spell
IC
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)
= 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
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
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
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
8 Slow Fall 40 ft
CASTER LEVEL
ABUNDANT STEP
Monk Level
10 { Ki Strike (lawful)
Slow Fall 50 ft
Treat unarmed attacks as lawful weapons
SPELL RESISTANCE
DIAMOND SOUL
Monk Level
12 { Abundant Step
Slow Fall 60 ft
Use dimension door once per day
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
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
= ÷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
hp
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
= ÷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
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
= 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
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
POTIONS
7 Ethereal Jaunt Greater Arcane Sight Mass Hold Person Mass Invisibility
Phase Door Power Word Blind Project Image Spell Turning
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
= ( ÷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
= 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.
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
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
%
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
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
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
SCROLLS POTIONS
Wu Jen PREPARED SPELLS
PREPARED SPELLS
Level
WU JEN
0
ELEMENTAL MASTERY
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 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
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
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
W
LURK Extra
GO
FU
Lurk Available Basic Extra
L Level Point
+
CH
IL
Level Augments Benefit Benefit
AO
Cost
EV
Bonus
TI
C
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
}
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
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
OPPORTUNISTIC PIETY 5 Opportunistic Piety Turn Undead, Harm Undead or Heal Injuries 1 IP
= ( Turning
Check ÷ 3 )+ -4 15 Opportunistic Piety +2
Cost Level DC
School
HOLY SYMBOLS
Cost Level DC
School School
School School
= WIS +
Blade Barrier Disable Construct Globe of Invulnerability
6 Hardening Move Earth Total Repair
Wall of Iron Weapon Augmentation, Greater
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
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
= ( 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
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
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
W
GO
FU
Soulmeld Invested
= 10 + + WIS +
L
CH
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
+ = +
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
{
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
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
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
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
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
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
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
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
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
= ÷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
= 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
IL
AO
EV
Domain Spell
C
= d20 + CHA 6
2 TO TURN CREATURE MAX HIT DICE
Cleric Level
= ( Turning
Check ÷ 3 )+ -4 Domain Spell
= ÷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
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
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
LA
OD
W
GO
FU
L
FRIENDLY
CH
IL
AO
EV
TI
C
HOSTILE
PORTRAIT AFFILIATIONS
Religion
LA
OD
W
GO
FU
L
FRIENDLY
CH
IL
AO
EV
TI
C
HOSTILE
Employer
LA
OD
W
GO
FU
L
FRIENDLY
CH
IL
AO
EV
TI
C
HOSTILE
LA
OD
W
GO
FU
L
FRIENDLY
CH
IL
AO
EV
TI
C
HOSTILE
Affiliation
LA
OD
W
GO
FU
L
FRIENDLY
CH
IL
AO
EV
TI
C
HOSTILE
Affiliation
LA
OD
W
GO
FU
L
FRIENDLY
CH
IL
AO
EV
TI
C
HOSTILE
LA
OD
W
GO
FU
L
Age Height Weight FRIENDLY
CH
IL
AO
EV
TI
C
HOSTILE
Eyes Hair
LA
OD
W
GO
FU
L
Defining Features FRIENDLY
CH
IL
AO
EV
TI
C
HOSTILE
LA
OD
W
GO
FU
L
FRIENDLY
CH
Preferred Clothing
IL
AO
EV
TI
C
HOSTILE
LA
OD
W
GO
FU
L
PERSONALITY FRIENDLY
CH
IL
AO
EV
TI
C
Motivations HOSTILE
LA
D
W
O
GO
FU
L
FRIENDLY
CH
IL
AO
Fears
EV
TI
C
HOSTILE
LA
OD
W
GO
FU
L
Likes FRIENDLY
CH
IL
AO
EV
TIC
HOSTILE
LA
OD
Dislikes
GO
FU
L
FRIENDLY
CH
L
AO
I
EV
TI
C
HOSTILE
Quirks
LA
OD
W
GO
FU
L
FRIENDLY
CH
IL
AO
EV
TI
C
HOSTILE
PARTY FUNDS Item
QUEST ITEMS
Attained Carried by / given to
Copper cp
Silver sp
Gold gp
Platinum pp
DEBTS
Total Weight lb
SPELL BOOK
Level Level Level
ft sq
D
W
O
Hit die
GO
FU
Level
L
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
+ 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
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
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
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
ARMOUR CLASS
EV W
IL
FU
FLAT-FOOTED AC
FORTITUDE SAVE
L
SKILLS
LANGUAGES
NPC Rank / Position
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