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CONTENTS

oleplaying games are all about your character . Whatever your game, race and class, you spend a lot of time using your character sheet so its worth having a good one . INTRODUCTION . . . . . . . . . . . . . . . . . . . . . . . . . . . 2 CORE PAGES Character Info . . . . . . . . . . . . . . . . . . . . . . . . . . . . 6 Combat . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 7 Inventory (with accessories) . . . . . . . . . . . . . . . . . . . . . . . . 8 (without accessories) . . . . . . . . . . . . . . . . . . . . . 9 CLASSES Core Rulebook Barbarian Character Info . . . . . . . . . . . . . . . . . . . . . . . 10 Combat . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .11 Barbarian . . . . . . . . . . . . . . . . . . . . . . . . . . . 12 Bard . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 13 Cleric . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 14 Druid (with Animal Companion) . . . . . . . . . . . . . 15 (with Domain) . . . . . . . . . . . . . . . . . . . . . . . 16 Wild Shape . . . . . . . . . . . . . . . . . . . . . . . . . . 17 Monk . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 18 Paladin . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 19 Ranger Character Info . . . . . . . . . . . . . . . . . . . . . . . 20 Combat . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 21 Ranger . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 22 Rogue . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 23 Sorcerer . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 24 Wizard . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 25
Advanced Players Guide Alchemist . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 26 Cavalier . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 27 Inquisitor . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 28 Oracle . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 29 Summoner . . . . . . . . . . . . . . . . . . . . . . . . . . . . 30 Eidolon Creature Info . . . . . . . . . . . . . . . . . . . . . . 31 Combat . . . . . . . . . . . . . . . . . . . . . . . . . . . 32 Witch . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 33 Ultimate Magic Magus . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 34

THIRD PARTY CLASSES


Tome of Secrets Artificer . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 35 Priest . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 36 Shaman . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 37 Witch Hunter . . . . . . . . . . . . . . . . . . . . . . . . . . 38

for Pathfinder Roleplaying Game


TM

CHARACTER SHEETS

Dyslexic Studeos present a surprisingly complete set of

When I started playing D&D, I wasnt quite satisfied with the default sheets. In investigating the other options, I found many with features that were interesting, but none entirely to my satisfaction . I found myself compiling a list of desired features, and had started designing these sheets before I realised . The feature I was most certain of was that each class would have a sheet of their own . There are hundreds of classes for D&D, each with their own rules and variants, and a one-size-fits-all sheet cant possibly do them justice: it wastes space on things that dont belong there, while failing to keep track of the ki points, spell-like abilities, favoured enemies and sneak attack bonuses that make each class special . These character sheets are entirely free, and my only hope is that they are useful to you .

SUPPORT PAGES Character Background . . . . . . . . . . . . . . . . . . . . . 39 Party Funds . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 40


Spell Books Normal . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 41 Large . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 42 Small . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 43 Familiar / Animal Companion / Summoned Creature . . . . . . . . . . . . . . . . . . . . . . 44

DUNGEON MASTER NPC . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 45


Timelines Landscape . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 46 Portrait . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 48 Maps Grid . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 50 Hex . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 51 Isometric . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 53

HOW TO PRINT
You are not expected to print and use this whole document . Instead, choose the pages your character needs . The easy way to do this is with the Character Sheet Composer, on the projects website . This will select the right pages for you and bundle them into one file. It will even adjust the colours for you .

HOW TO USE
These sheets do not replace the Pathfinder books. Your group should always have a copy of the Core Rulebook, along with any books for classes you wish to play . You will typically consult the books each time your character levels up and when you need to check the details of some rule, spell or class feature .

FEEDBACK & PARTICIPATION


These sheets will continue to evolve based on your feedback . Drop me a line on the discussion thread in the links at the end . I dont promise to do everything people ask - they are free, after all - but Ill consider sensible requests . If youd like to contribute yourself, you can download the original files from the open source repository. Youll need Adobe Illustrator CS3 to edit the files. Send them back to me, either directly or via a discussion on a forum .

CREDITS
Creator Marcus Downing Contributors DrWonton Illustrations crazyred Playtesters and suggestions Vangor Bob790 Doctor7 Soruk Darkfire Cedrass PId6 Eldariel qoalabear Cosmicnut Paul Belsey Scorpions__

There are as many versions of Dungeons and Dragons as there are groups playing it, and more prestige classes, house rules, variants and archetypes than I could ever hope to encompass . Where possible, Ive 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 .

Theres a filled in example of a Bard on pages 6 to 9.

HOW THEY WERE CREATED The bulk of the sheets were made using Adobe Illustrator . This introduction was created in InDesign, the backgrounds and front cover were made in Photoshop, and the document was assembled in Acrobat . At some point I expect Ill figure out a way to work After Effects into the list. All these files are available in the open source repository . HOW TO SHOW YOUR APPRECIATION
If youre ever passing through Basingstoke, I rarely refuse a pint .

valadil lsfreak DragonWraith Bakkan Random832 Evil the Cat kosjsjach Thespianus Seracain

TYPICAL PAGES
A printed set for one player will generally consist of: Core pages The first page will typically have Character Info on the front, and Combat on the back . A few classes use modified versions of these core pages for example the Barbarian and Ranger, whose class features are closely tied to combat . Class pages You then need a sheet for each of your characters classes . There are a few classes that dont need their own sheet, such as the Fighter, but theyre the exception . 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 material components . Other sheets you may find useful include a party inventory for sharing your loot, and a character background for noting your characters history with NPCs .

LINKS
Character Sheets
http://dyslexic-st.blogspot.com

HOW TO GM
As a rule, the Game Master should avoid interfering with their players character sheets . You have the whole world to run, while players have only this one little character, so they should be allowed to own it . But players need help from time to time, especially if theyre new to gaming, so it may be your job to print out the character sheets people need, guide them in the process of building a character, and nudge them when they forget to use rage or sneak attack . You should try to be familiar with the character sheets your players will be using . There are also a number of sheets towards the back that you may find useful in running a campaign. How you choose to use these is entirely up to you theres no one correct way to run a campaign .

Open source repository


http://code.google.com/p/charactersheets

Paizo Publishing LLC


http://www.paizo.com

The Artistic License

COPYRIGHT
Pathfinder and all related trademarks and copyrights remain the property of Paizo Publishing LLC . Dungeons & Dragons and all related trademarks and copyrights remain the property of Wizards of the Coast, Inc . The illustrations were generously provided by the artist of the D&D Doodles blog, crazyred . This document is released entirely free of charge, under the Artistic License 2 .0 . It is not for sale under any conditions, nor are its constituents . You are free to make and distribute modifications, provided no version of this sheet is ever charged for or released under a commercial license .

http://dev.perl.org/licenses/artistic.html

Discussion and feedback thread D&D Doodles


http://dandddoodles.blogspot.com

http://www.giantitp.com/forums/showthread.php?t=126909

COMPATIBILITY
These sheets are for use with the Pathfinder roleplaying game; they arent made for other versionf of Dungeons & Dragons or other games under the Open Game License . There is a version of the sheets for Dungeons & Dragons 3 .5 on the projects website .

PAGE 1: CHARACTER INFORMATION


The first sheet is about what defines your character: their race, classes and skills.

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

CLASS LEVELS
When you create the character, pick a favoured class (or two if youre human) . Each time you take a level that class, you get a bonus hit point or skill rank .

SKILLS
Your character learns skills at they progress . Theres space for various bonuses and penalties, as well as conditional modifiers.

BASE ATTACK
If youre multiclassing, total the base attack from each class . Melee attacks add STR to that; ranged attacks add DEX . Both add your size modifier. On top of that you add weapon-specific bonuses.

CONDITIONAL MODIFIERS
Almost anything on this page can change based on circumstances. Keep track of the conditional modifiers, and remember to apply them .

ABILITY SCORE / MODIFIER


Each class gives you certain number of skill ranks and hit points for each level . Add your INT modifier to the skill ranks, and your CON to the roll of your hit die . In Pathfinder these increase retroactively, so adding a point to your intelligence modifier when you reach level 8 would give you 8 additional skill ranks to spend .

FEATS AND SPECIAL ABILITIES


Through a combination of class and racial features, story traits, feats and other extras, your character becomes unique .

DAMAGE
Melee weapons add your STR to damage, but ranged weapons dont add your DEX . Two-handed weapons get 1 times your STR added to attack and damage .

MALE

Name
W LA OD

CHARACTER
Size

EV

Player

An ability score of 10 results in an ability modifier of 0 . Add two points to the score to get an extra one point to the modifier. Almost everything in Pathfinder uses ability modifiers: use this number whenever you see an abbreviation like CHA .

XP

ABILITIES
Ability Score
Item Bonus

Ability Modifier

STR DEX CON INT WIS CHA

12 12 14 14 18

CON +1 CHA +5 WIS +2 INT +2

+1 DEX

STR -2

Temp Score

Temp Modifier

STR DEX CON INT WIS CHA


(Round down)

Favoured class +1 hp or skill rank per level

2 3 4 5

d d d d

20 10

ft 4 sq

20

ft 4 sq

ft

sq

Bolts
Type

# 20

Campaign

John Smith Kingmaker

IL

CHARACTER SHEET

Race

Corio Berengel Fudwyn Gnome Small 6


d8

+1
Level Skill Ranks Hit Die

INITIATIVE
INITIATIVE BONUS
Feats Training Misc

ATTACKS

Size Modifier

INIT = DEX + 5 1

4
SPEED

+
Temp Speed

Crossbow
Range

(masterwork small)
Type Attack Bonus

1 Bard

CLASSES

Level Adjustment

SPEED

Speed with Armour

Ammo

80 ft 16sq

Piercing

9/4

Damage

Critical

Special Ammo

d6

19- 2

The first weapon has space for ammo because almost everybody carries at least one ranged weapon .

FEMALE

GO

FU L

Acrobatics Appraise Bluff Climb Diplomacy Disguise Escape Artist Fly Handle Animal Heal Intimidate Linguistics Perception Ride Sense Motive Sleight of Hand Spellcraft Stealth Survival Track
Trained

CH

AO TI C

Swim Speed Effective Character Level

Fly Speed

Climb Speed

ft

2 sq

ft

sq

ft

1 sq

Luck Blade,
Range

+2 short sword

Attack Bonus

Good Fortune: 1/day reroll one die 0 wishes

6
Untrained

hp

SKILLS

2 rks

+ INT per level

+ CON per level

8
Misc Armour Check Penalty

BASE ATTACK
BASE ATTACK BONUS MELEE ATTACK RANGED ATTACK

ft
Range

sq

Piercing
Type

7/2

Damage

Critical

d 4+2

19- 2
Critical

Skill Bonus

+2

Strings Strings or acting Acting

Ability Modifier = (Total Ability Score - 10) 2

SPECIAL ABILITIES

FEATS

You get a +3 in class skills, provided you have at least one rank in them . Some skills can be used untrained . Others only become available when you have a rank in them . Track is a pseudo-skill - you cant put ranks into it, but it gets extra bonuses on top of your Survival bonus .

Obsessive: +2 Craft Improved Initiative Musical Instruments Extra Performance Low-light vision Go Unnoticed: Gnome Magic 1/day: Stealth on 1st rnd to hide from atDancing Lights, footed enemies Ghost Sound, Prestidigitation, Speak with Animals Lightning Reexes +1 DC for illusion +2 saves illusion +2 Perception +4 AC against giants +1 to attack reptilian & goblinoid

Disable Device

4 8 10 1 9 5 2

9 2

11 6 11 1 10 8 6 7 6 9 10 10 11 10 10 13 11 6 16 13 9 13 9

TRAITS:

Swim Use Magical Device


take 10; take 20 once a day

-3

1 DEX 2 INT 5 CHA -2 STR 5 CHA DEX 1 CHA 5 DEX 1 DEX 1 5 CHA 2 WIS 5 CHA INT 2 WIS 2 DEX 1 WIS 2 DEX 1 2 INT DEX 1 2 WIS
SURVIVAL

Class Skills +3

Ranks

Racial, Feats

6/1
Temp Attack Bonus Morale Bonus

5/0 +
Buffs Buffs

8/3
Nerfs Power Attack

Attack Bonus

Damage

1 3 2 1 1 1 2

1 1 1

ft

sq

+ +

= =

2
Morale Bonus

Nerfs

Power Attack

Temp Damage Bonus

Range

Type

Attack Bonus

Damage

Critical

ft

sq

+
Range Type Attack Bonus Damage Critical

1 1

+1 to attack reptilians/goblinoids COMBAT MANOEUVRES


COMBAT MANOEUVRE Base Attack Bonus BONUS
Size Modifier Misc

Conditional Modifiers

Attack and damage bonuses can be adjusted by a Bards singing, by Power Attack, and by other buffs and nerfs.

ft
Ammo

sq

# #
Size Modifier Misc

Special Ammo

# #
Racial Misc Temp

3 1 4 5 4 1 3
N/A

+ Size diff x4

CMB = STR + BAB - 1 3 6 -2


COMBAT MANOEUVRE DEFENCE

+ + 3

Ammo

Special Ammo

1 1 1 1

Dodge Modifier

Deflection Modifier

Base Attack Bonus

SAVES
FORTITUDE SAVE REFLEX SAVE WILL SAVE
Evasion Base

Special bonus damage like Sneak Attack doesnt get multiplied by a critical .
+ + +

CMD = 10 + STR + DEX + 17 -2 1


FLAT-FOOTED CMD

6 + BAB - 1 +
Base Attack Bonus Size Modifier Misc

FORT = CON + 2 + 6 1 REF = DEX + 6 + 10 1

+ 3 + 5 + 3
Trap Sense

Deflection Modifier

-2 CMD = 10 + STR 16
Temp CMB Temp CMD

N/A

N/A

+ 3

6 + BAB - 1 +

These extra ammo slots can be used for special ammo like Flaming Arrows . Small characters like gnomes get a +1 size modifier. This gets added to attack bonus, armour class and combat manoeuvres . It doesnt get added to damage - in fact, small weapons generally do less damage . Bonuses of the same type typically dont stack (except for Dodge bonus)

Conditional Modifiers

Lore Master

Knowledge: Arcana Knowledge: Dungeoneering Knowledge: Religion Knowledge: Nature Knowledge: The Planes

Knowledge: Nobility Knowledge: History Knowledge: Anything

INT INT INT

STR -2 CHA 5 INT 2 INT 2 2 INT INT 2 2 INT


2 2 2

+ CMB + CMD
HEALTH
HIT POINTS Wounds

WILL = WIS + 6 + 11 2
Improved Evasion

Endurance

Theres space at the bottom for extra Craft, Perform, Profession and Knowledge skills. These are different in every campaign, so only the most common Knowledge skills are filled in . You can also use this space for pseudo-skills like Concentrate or Trapfinding.

WIS CHA INT

Common Gnome Sylvan

LANGUAGES

Perform: String Perform: Act

CHA CHA

N /A

1 1 1 2 1 1 4 2

4 4 4

Conditional Modifiers

+2 against illusions Cloak of Resistance +3 Lightning Reexes +2 EFFECTS

4 4 4 4 4

44 hp

41 36 29 35
ARMOUR CLASS
Deflection Modifier Armour AC Dodge Modifier

Dying

Stable

Non-lethal

Unconcious

hp

hp

ARMOUR CLASS
Bardic Knowledge

Shield AC

Natural Armour

Size Modifier

1 19 AC = 10 + DEX + = 10
N/A N/A

+ 3 + 3 + 3

+ +

4 4
N/A

+ +
N/A

+ +
N/A

+ 1 + 1 + 1

5 5 2 5 2

8 5
N/ A

FLAT-FOOTED ARMOUR CLASS

18 AC

TOUCH ARMOUR CLASS

Knowledge - INT Profession - WIS

Craft: Musical Instruments Concentration Profession: Servant

2 8

AC = 10 + DEX + 15 1

Temp AC

Spell Resistance Conditional Modifiers

+ AC
Damage Reduction

+4 dodge against giants

/
Notes

Other skills: Craft - INT Perform - CHA

Bonus spells are filled in vertically, based on your ATTACKS primary casting stat . Each successive column gets 4 Attack Bonus Damage Critical fewer than the one before it . d
DC +1 illusion

BARD
Level Bonus

Bard Level Caster Level

8 8

PREPARED SPELLS KNOWN SPELLS Lullaby Message

SPELLS
CHA CHA - 4 CHA - 8 CHA - 12

This Bards charisma# modifier is +5, so he fills in 5Attack Bonus in theDamage column boxes first Critical and only 1 in dthe second . So he gets two bonus spells Attack Bonus at level 1, but Damage one only Critical at levels 2 to d These are 5 . added to his allowance from Attack Bonus Critical being a Bard .Damage
d
Attack Bonus Damage Dont forget to apply Critical bonuses like d Bardic Special Ammo Knowledge to your skills . # Special Ammo

Special Ammo

Spells Known

6 5 4 3

Spell Save DC

15 16 17 18

Spells = Base + Bonus Spells per day Spells

Mage Hand Light

0 1

Summon Instrument Ghost Sound (illusion)

Travellers clothes (small) Performers clothes (small) Maids uniform (small) Cake Stilts Mistreated Stilt Coverings Lye

INVENTORY

Value

Weight

ARMOUR Masterwork Chain Shirt


Properties Type Max Speed Max AC DEX

Hat / Mask Properties

EQUIPMENT

Armour and shield both contribute to your AC

0 1 2 3 4 5 6

6 5 3

4 4 2

Disguise Self (illusion) Alarm

Magic Aura (illusion)

Check Penalty

Weight

Spell Failure

20 ft 4 sq

Armour AC

Expeditious Retreat Silent Image (illusion) Alter Self (illusion) Invisibility (illusion) Heroism Hold Person

-1

20 % 25 lb SHIELD

AC 4

Headband of Alluring Charisma +2 Charisma


Eyes Properties Properties

Headband

Properties Check Penalty Weight Spell Failure Shield AC

Items that you wear often grant magical bonuses . Dont forget to incorporate those elsewhere .

lb

AC
Cloak of Resistance +3 +3 bonus to all saving throws
Shoulders Properties Neck / Throat

Spell Save DC = 10 + CHA + Spell Level

Concentration

5 13 = CHA + 8

Caster Level

ARCANE SPELL FAILURE THRESHOLD

Major Image (illusion) Cure Serious Wounds Crushing Despair

%
BARDIC KNOWLEDGE BONUS

Bards can wear light armour without risking spell failure.

BARDIC KNOWLEDGE

Properties

Bard Level

Misc

2 +

Chest

Bards can use all knowledge skills untrained.

5
Misc

Properties

#
Racial Misc Temp

PERFORMANCES
DURATION PER DAY

SAVES
Misc

FORTITUDE SAVE

Base

29 rds = 2 +
27 25 26

Bard Level

Belts

8 2 + CHA + 6 5 11

6
VERSATILE PERFORMANCE
Act Hands Use bonus in place of... Oratory Percussion Sing Diplomacy, Sense Motive Handle Animal, Intimidate Bluff, Sense Motive Ring Properties

Properties

+
Misc

FORT = CON +
REFLEX SAVE WILL SAVE
Evasion

of+when to round + + a divider number up rather + WILL = WIS + + than down . + Unless stated otherwise, you generally round down in Pathfinder.
EFFECTS
Improved Evasion Endurance Trap Sense

REFTake care = DEX +

23 20 14
19

Rounds Today

Extra Performance Use bonus in place of... Bluff, Disguise Bluff, Intimidate Acrobatics, Fly

Clothes / Body Properties

Comedy Dance

WILL SAVE DC

Conditional Modifiers

= 10 +

Bard Level

5 8 2 + CHA
Bard Level

Keyboard Instruments Other:

Diplomacy, Intimidate

Bluff, Diplomacy Animal Wind Instruments Diplomancy, Handle String

Properties

Ring of Protection +3 +3 deection bonus to AC

Arms / Wrists Properties

FASCINATE

nconcious

AUDIENCE MAX FASCINATED

Ring Properties (Round up)

Feet Properties

hp

=
COURAGE BONUS

8 3

SCROLLS

COMPETENCE BONUS

Size Modifier

+2
INSPIRE
INSPIRE GREATNESS MAX AFFECTED

+3
Bonus hit dice + 2d10 (including CON) Competence +2 to attack +1 to fortitude saves Saving bonus + 4 to all saves Dodge bonus +4 to AC

Cure Light Wounds x5 Cure Moderate Wounds Lesser Restoration Gaseous Form

POTIONS

MONEY
Copper Silver Gold Platinum
Carried Items
Light Load

VALUABLE ITEMS
,

2 5 cp

, , , , ,

,9 0 4 sp

The Crown of Sumwir 1 5, 0 0 0

Value

1,2 7 2 gp
,

1 9 pp

INSPIRE HEROICS MAX AFFECTED

lb lb lb lb lb lb lb

Total

Weapons, Ammo Armour, Shield Worn Items Scrolls, Potions, Wands, Components Coins Total Weight

1,5 5 2. 6 5
coins

lb
Medium Load

50 coins weighs 1lb

LORE MASTER
TAKE 10
Unlimited uses per day

Debts Valuables Other items Total


,

, , , ,

2,4 0 0. 1 5,0 0 0.
, .

TAKE 20 PER DAY

Take 20 Today

lb
Heavy Load

lb

1 4,1 5 2. 6 5

PAGE 3: CLASS-SPECIFIC SHEET


Each class gets a sheet of specific features.

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

MULTICLASSING
If your character has levels in more than one class, youll probably need a sheet for each one .

SPELLS
Some spellcasters choose their spells spontaneously, while others must prepare at the start of the day . Level 0 spells can be used unlimited times by all spellcasters . Divine casters call these orisons, arcane casters call them cantrips .

MONEY
10 copper pieces are worth 1 silver piece, 10 silver pieces are worth 1 gold piece and so on . Add the columns up to get your total cash . Depts are negative, so subtract them from your total .

ARMOUR, SHIELD AND SPECIAL ITEMS


Armour and shields both grant you a bonus to AC, but at a cost to mobility and spellcasting ability . Masterwork armour lessens that penalty . They can also grant you other special bonuses .

ROUNDING UP OR DOWN?
When dividing a number, you almost always round down . If you need to round up, the sheet will say so . Many calculations say minimum 1, while others will only be available from certain levels . If in doubt, you should check the books to be certain .

INVENTORY
Armour and shields make you harder to hit, but at the cost to mobility and spellcasting ability .

Campaign XP

EV

Player

IL

CHARACTER SHEET

GO

Race

Size Skill Ranks Hit Die Level

MALE

Name
L FU W LA OD

CHARACTER
FEMALE

AO CH C TI

Size Modifier Level Adjustment

CLASSES

ABILITIES
Ability Score
Item Bonus

Ability Modifier

Temp Score

Temp Modifier

STR DEX CON INT WIS CHA SPECIAL ABILITIES

STR DEX CON INT WIS CHA

STR DEX CON INT WIS CHA


(Round down)

Favoured class +1 hp or skill rank per level

1 2 3 4 5

d d d d
hp rks + INT per level

Effective Character Level

+ CON per level

SKILLS
Untrained Skill Bonus

Class Skills +3

Ranks

Racial, Feats

Misc

Acrobatics Appraise Bluff Climb Diplomacy Disable Device Disguise Escape Artist Fly Handle Animal Heal Intimidate Linguistics Perception Ride Sense Motive Sleight of Hand Spellcraft Stealth Survival Track Swim Use Magical Device Knowledge: Arcana Knowledge: Dungeoneering Knowledge: Religion Knowledge: Nature Knowledge: The Planes
Trained

Ability Modifier = (Total Ability Score - 10) 2

FEATS

DEX INT CHA STR CHA DEX CHA DEX DEX CHA WIS CHA INT WIS DEX WIS DEX INT DEX WIS
SURVIVAL

Armour Check Penalty

+ Size diff x4

N/A

STR CHA INT INT INT INT INT

LANGUAGES

Other skills: Craft - INT Perform - CHA

Knowledge - INT Profession - WIS

INITIATIVE
INITIATIVE BONUS
Feats Training Misc

ATTACKS

INIT = DEX +
SPEED
SPEED ft
Swim Speed

+
Temp Speed

Range

Type

Attack Bonus

Damage

Critical

ft
Ammo

sq

Speed with Armour

sq

ft
Fly Speed

sq

ft

sq

Special Ammo

Climb Speed

ft

sq

ft

sq

ft

sq

Range

Type

Attack Bonus

Damage

Critical

BASE ATTACK
BASE ATTACK BONUS MELEE ATTACK RANGED ATTACK
Range Temp Attack Bonus Morale Bonus Buffs Nerfs Power Attack

ft

sq

Type

Attack Bonus

Damage

Critical

ft

sq

+ +

=
Morale Bonus

+
Buffs

Nerfs

Power Attack

Temp Damage Bonus

Range

Type

Attack Bonus

Damage

Critical

ft

sq

+
Range Type Attack Bonus Damage Critical

Conditional Modifiers

ft

sq

COMBAT MANOEUVRES
COMBAT MANOEUVRE Base Attack Bonus BONUS
Size Modifier Misc

Ammo

# #
Size Modifier Misc

Special Ammo

# #
Racial Misc Temp

CMB = STR + BAB COMBAT MANOEUVRE DEFENCE

+
Dodge Modifier

Ammo

Special Ammo

Deflection Modifier

Base Attack Bonus

SAVES
FORTITUDE SAVE
Base

CMD = 10 + STR + DEX +


FLAT-FOOTED CMD

+
Deflection Modifier

+ BAB Base Attack Bonus Size Modifier

+
Misc

FORT REF WILL

= CON + = DEX + = WIS +


Improved Evasion

+ + +

+ + +
Trap Sense

+ + +

REFLEX SAVE WILL SAVE


Evasion Endurance

CMD = 10 + STR
Temp CMB Temp CMD

N/A

N/A

+ BAB -

Conditional Modifiers

+ CMB + CMD
HEALTH
HIT POINTS Wounds hp
Dying Stable Non-lethal Unconcious

Conditional Modifiers

hp

hp

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

EFFECTS

AC AC AC
Temp AC

= 10 + DEX + = 10
N/A N/A

+ + +

+ +
N/A

+ +
N/A

+ +
N/A

+ + +

FLAT-FOOTED ARMOUR CLASS

TOUCH ARMOUR CLASS

= 10 + DEX +

Spell Resistance Conditional Modifiers

+ AC
Damage Reduction

/
Notes

INVENTORY

Value

Weight Properties Type

ARMOUR

Hat / Mask Properties

EQUIPMENT

Max Speed

Max AC DEX Headband Properties

ft
Check Penalty Weight

sq
Armour AC

Spell Failure

lb

SHIELD
Properties Check Penalty Weight Spell Failure

AC

Eyes Properties

Shield AC

lb

AC
Neck / Throat Properties

Shoulders Properties

Chest Properties

Belts Properties Light Load

Carried Items Weapons, Ammo Armour, Shield Worn Items Scrolls, Potions, Wands, Components Total Weight

lb lb lb lb lb lb
Ring Properties Arms / Wrists Properties Hands Properties Clothes / Body Properties

lb
Medium Load

lb
Heavy Load

lb

MONEY
Copper Silver Gold Platinum Total
, , , , , , , , pp . , gp , sp cp

Ring Properties

Feet Properties

SCROLLS

POTIONS

WANDS
CHARGES CHARGES CHARGES CHARGES

# # # #

INVENTORY

Value

Weight Properties Type

ARMOUR

Hat / Mask Properties

EQUIPMENT

Max Speed

Max AC DEX Headband Properties

ft
Check Penalty Weight

sq
Armour AC

Spell Failure

lb

SHIELD
Properties Check Penalty Weight Spell Failure

AC

Eyes Properties

Shield AC

lb

AC
Neck / Throat Properties

Shoulders Properties

Chest Properties

Belts Properties

Hands Properties

Clothes / Body Properties

Ring Properties

Arms / Wrists Properties

Ring Properties

Feet Properties

MONEY
Copper Silver Gold Platinum
Carried Items
Light Load

VALUABLE ITEMS
, cp sp gp pp , . coins
Value

, , , , , , ,

lb lb lb lb lb lb lb

Total

Weapons, Ammo Armour, Shield Worn Items Scrolls, Potions, Wands, Components Coins Total Weight

lb
Medium Load

50 coins weighs 1lb

Debts Valuables Other items Total


,

, , , ,

, , , ,

. . . .

lb
Heavy Load

lb

Campaign XP

EV

Player

IL

CHARACTER SHEET

GO

Race

Size Skill Ranks Hit Die Level

MALE

Name
L FU W LA OD

CHARACTER
FEMALE

AO CH C TI

Size Modifier Level Adjustment

CLASSES

ABILITIES
Ability Score
Item Bonus

Ability Modifier

RAGE! Fatigue Modifier Modifier

Temp Modifier

STR + DEX CON + INT WIS CHA

STR DEX CON INT WIS CHA


(Round down)

Favoured class +1 hp or skill rank per level

1 BARBARIAN! 2 3 4 5

d d d d
hp rks + INT per level

Effective Character Level

+ CON per level

SKILLS
Untrained Skill Bonus

Class Skills +3

Ranks

Racial, Feats, Synergy

Acrobatics Appraise Bluff Climb Diplomacy Disable Device Disguise Escape Artist Fly Handle Animal Heal Intimidate Linguistics Perception Ride Sense Motive Sleight of Hand Spellcraft Stealth Survival Track Swim Use Magical Device Knowledge: Arcana Knowledge: Dungeoneering Knowledge: Religion Knowledge: Nature Knowledge: The Planes
Trained

Ability Modifier = (Total Ability Score - 10) 2

SPECIAL ABILITIES

FEATS

DEX INT CHA STR CHA DEX CHA DEX DEX CHA WIS CHA INT WIS DEX WIS DEX INT DEX WIS
SURVIVAL

X X

Forbidden Armour Misc During Check RAGE! Penalty

X X

X XX X-

X X X X

X
+ Size diff x4

XX XN/A

STR X CHA INT INT INT INT X INT

X X X X X X X

LANGUAGES

Other skills: Craft - INT Perform - CHA

Knowledge - INT Profession - WIS

INITIATIVE
INITIATIVE BONUS
Feats Training Misc

ATTACKS

INIT = DEX +
SPEED
SPEED ft
Swim Speed

+
Temp Speed

Range

Type

Attack Bonus

Damage

Critical

ft
Ammo

sq

Speed with Armour

sq

ft
Fly Speed

sq

ft

sq

Special Ammo

Climb Speed

ft

sq

ft

sq

ft

sq

Range

Type

Attack Bonus

Damage

Critical

BASE ATTACK
BASE ATTACK BONUS MELEE ATTACK RANGED ATTACK
Range Temp Attack Bonus Buffs Nerfs

ft

sq

Type

Attack Bonus

Damage

Critical

+ +

=
Buffs

Nerfs

RAGE!

ft
Fatigued

sq

+
RAGE!

Range Fatigued Type

Temp Damage Bonus

Attack Bonus

Damage

Critical

Range

ft

sq

Conditional Modifiers

Type

Attack Bonus

Damage

Critical

ft

sq

COMBAT MANOEUVRES
COMBAT MANOEUVRE Base Attack Bonus BONUS
Size Modifier

Ammo

# #
Size Modifier RAGE!

Special Ammo

# #
Misc Temp RAGE!

RAGE!

CMB = STR + BAB +


COMBAT MANOEUVRE DEFENCE

+
Dodge Modifier

Ammo

Special Ammo

Deflection Modifier

Base Attack Bonus

SAVES
FORTITUDE SAVE
Base

CMD = 10 + STR + DEX +


FLAT-FOOTED CMD

+
Deflection Modifier

+ BAB +
Base Attack Bonus

+
Size Modifier RAGE!

FORT REF WILL

= CON + = DEX + = WIS +


Improved Evasion

+ + +
Endurance

+ + +
Trap Sense

+
Fatigued

REFLEX SAVE WILL SAVE


Evasion

CMD = 10 + STR
Temp CMB Temp CMD

N/A

N/A

+ BAB +

RAGE!

Conditional Modifiers

+ CMB + CMD
HEALTH
HIT POINTS RAGE! hp
Wounds Dying Stable Non-lethal Unconcious

EFFECTS
hp hp

hp

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

AC AC AC
Temp AC

= 10 + DEX + = 10
N/A N/A

+ + +

+ +
N/A

+ +
N/A

+ +
N/A

+ + +

FLAT-FOOTED ARMOUR CLASS

TOUCH ARMOUR CLASS

= 10 + DEX +

Spell Resistance Conditional Modifiers

+ AC
-2
Notes

RAGE!

Damage Reduction

AC Penalty

BARBARIAN!
Barbarian Level

Barbarian Level

BARBARIAN

RAGE! DURATION PER DAY

RAGE!

1 2 3 5 6 7 9 10 11 12 13 14 15 16 17 18 19 20

Fast Movement RAGE!

rds

= 2 + CON +

Barbarian Level

Misc

2 +
STRENTH CONSTITUTION SCORE SCORE BONUS BONUS WILL SAVE BONUS

RAGE! TODAY

rds
ARMOUR CLASS PENALTY

Uncanny Dodge Trap Sense +1 Improved Uncanny Dodge Trap Sense +2 Damage Reduction 1/ Trap Sense +3 Damage Reduction 2/ Greater RAGE! Trap Sense +4 Damage Reduction 3/ Indomitable Will Trap Sense +5 Damage Reduction 4/ Tireless RAGE! Trap Sense +6 Damage Reduction 5/ Mighty RAGE!

RAGE! GREATER RAGE! MIGHTY RAGE!


Ability Modi er = (Total Ability Score - 10) 2

4 6 8 STR
Strength Score Penalty: -2

4 6 8 CON
Dexterity Score Penalty: -2

2 3 4

-2 -2 -2 AC

FATIGUED DURATION

RAGE! Duration

rds

2
Barbarian Level

-1 STR

-1 DEX

Cannot rage, run or charge while fatigued.

RAGE! POWERS
RAGE! POWERS KNOWN
Misc

= 1 2 3 4 5 6 7 8 9 10 11 12 13 14

2 +

(Round down)

BARD
Level Bonus

Bard Level Caster Level

PREPARED SPELLS KNOWN SPELLS

0
CHA CHA - 4 CHA - 8 CHA - 12

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

0 1 2 3 4 5 6
Spell Save DC = 10 + CHA + Spell Level

Concentration

= CHA +

Caster Level

ARCANE SPELL FAILURE THRESHOLD

%
BARDIC KNOWLEDGE BONUS

Bards can wear light armour without risking spell failure.

BARDIC KNOWLEDGE

Bard Level

Misc

2 +
PERFORMANCES

Bards can use all knowledge skills untrained.

5
Misc

DURATION PER DAY

rds

=2+

Bard Level

2 + CHA +
Rounds Today

6
VERSATILE PERFORMANCE
Use bonus in place of... Act Comedy Dance Bluff, Disguise Bluff, Intimidate Acrobatics, Fly Diplomacy, Intimidate Oratory Percussion Sing String Wind Instruments Use bonus in place of... Diplomacy, Sense Motive Handle Animal, Intimidate Bluff, Sense Motive Bluff, Diplomacy Diplomancy, Handle Animal

WILL SAVE DC

= 10 +
FASCINATE

Bard Level

2 + CHA
Bard Level

Keyboard Instruments Other:

AUDIENCE MAX FASCINATED

=
COURAGE BONUS

(Round up)

SCROLLS

POTIONS

COMPETENCE BONUS

INSPIRE

INSPIRE GREATNESS MAX AFFECTED

Bonus hit dice + 2d10 (including CON) Competence +2 to attack +1 to fortitude saves Saving bonus + 4 to all saves Dodge bonus +4 to AC

INSPIRE HEROICS MAX AFFECTED

LORE MASTER
TAKE 10
Unlimited uses per day

TAKE 20 PER DAY

Take 20 Today

CLERIC
OF

Cleric Level Caster Level Domain Granted Powers

GO

PREPARED SPELLS PREPARED SPELLS

L FU W LA EV IL

OD AO CH C TI

Domain Granted Powers

DOMAINS

0
Domain Spell

+1

1
1 2 3 4 5 6 7 8 9
Domain Spell Base Bonus Spells + Spells
WIS WIS - 4 WIS - 8 WIS - 12

Domain Spell

+1

2
Domain Spell

+1

3
+1

SPELLS
Spell Save DC Spells = per day

4
Domain Spell

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

+1

5
Domain Spell

+1

6
Domain Spell

+1

Spell Save DC = 10 + WIS + Spell Level

Concentration CURE / INFLICT


Light Wounds Moderate Wounds Serious Wounds Critical Wounds Heal / Harm

= WIS +
1d8 + Level (Max 5)
Spell Level

Caster Level Mass Spell Level

7
Domain Spell

1 2 3 4 6

5 6 7 8 9

2d8 + Level (Max 10) 3d8 + Level (Max 15) 4d8 + Level (Max 20) 10 Level

+1

8 9

Domain Spell

+1

CHANNEL ENERGY
OD

Good Cleric Channel Positive Energy

Evil Cleric Channel Negative Energy Misc Today


L

GO

TIMES PER DAY

= 3 + CHA +
ENERGY ROLL

d6
WILL SAVE DC

Cleric Level

EV IL

W LA

SCROLLS

POTIONS

FU

= 10 +

CH

}
AO C TI

)+

Misc

(Round up)

Cleric Level

2 + CHA
(Round down)

DRUID
DEITY

Caster Level Level Bonus

PREPARED SPELLS PREPARED SPELLS

+
L FU W LA EV IL OD

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

GO AO CH C TI

Spell Save DC

Spells per day

Base Bonus Spells + Spells

Concentration

= WIS +
NATURE BOND
DOMAIN

Animal Companions Name

ANIMAL COMPANION

Creature Type

5
WILD SHAPE

Times per day

Times Today

Current Shape

7 8
WANDS
CHARGES

9
SCROLLS POTIONS

# # # # #

CHARGES

CHARGES

CHARGES

CHARGES

DRUID
DEITY

Caster Level Level Bonus

PREPARED SPELLS PREPARED SPELLS

+
L FU W LA EV IL OD

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

GO AO CH C TI

Spell Save DC

Spells per day

Base Bonus Spells + Spells

Concentration

= WIS +
NATURE BOND

Domain

ANIMAL COMPANION

DOMAIN
5

Granted Powers

Domain Spells

1 2 3 4 5 6 7 8 9

7 8
WILD SHAPE
Times per day Times Today

9
SCROLLS POTIONS

WANDS
CHARGES CHARGES CHARGES CHARGES

# # # #

WILD SHAPE
ABILITIES
Ability Score
Item Bonus

Druid Level

Creature Type

Size Modi er

WILD SHAPE
ABILITIES
Ability Score
Item Bonus

Druid Level

Creature Type

Size Modi er

ATTACKS
Ability Modi er

ATTACKS
Ability Modi er

Temp Bonus

Temp Bonus

STR DEX CON COMBAT


INITIATIVE BONUS
Misc

STR DEX CON

Range

Attack Bonus

Damage

Critical

STR DEX CON

STR DEX CON


COMBAT

Range

Attack Bonus

Damage

Critical

ft

sq

ft

sq

Ability Modi er = (Total Ability Score - 10) 2 Initiative

Range

Attack Bonus

Damage

Critical

Ability Modi er = (Total Ability Score - 10) 2

Range

Attack Bonus

Damage

Critical

ft

sq

INITIATIVE BONUS

Misc

Initiative

ft

sq

INIT = DEX +
SPEED ft sq
Size Modi er Temp Speed Range Attack Bonus Damage Critical

INIT = DEX +
SPEED ft sq
Size Modi er Temp Speed Range Attack Bonus Damage Critical

ft

sq

ft

sq

ft

sq

ft

sq

COMBAT MANOEUVRES
Base Attack

COMBAT MANOEUVRES
Misc Range Attack Bonus Damage Critical

CMB =

+ STR +

+
Dodge Modi er

ft
De ection Modi er

sq
Base Attack Bonus Size Modi er Misc Morale Bonus

CMB = +
SAVES
Base Misc

Base Attack

COMBAT MANOEUVRE BONUS

COMBAT MANOEUVRE BONUS

Misc

Range

Attack Bonus

Damage

Critical

+ STR +

+
Dodge Modi er

ft
De ection Modi er

sq
Base Attack Bonus Size Modi er Misc Morale Bonus

COMBAT MANOEUVRE DEFENCE

COMBAT MANOEUVRE DEFENCE

CMD = 10 + STR + DEX +


ARMOUR CLASS
ARMOUR CLASS
Natural Armour

+
Size Modi er

+ BAB +
Misc Modi er

+
Temp

CMD = 10 + STR + DEX +


ARMOUR CLASS
ARMOUR CLASS
Natural Armour

+
Size Modi er

+ BAB +
Misc Modi er

+
SAVES
Base Misc

+
Temp

FORTITUDE SAVE

FORTITUDE SAVE

AC AC AC
Temp AC

= 10 + DEX + = 10 / + / /

+ + +

FORT =CON +
REFLEX SAVE

+ +

AC AC AC
Temp AC

= 10 + DEX + = 10 / + / /

+ + +

FORT =CON +
REFLEX SAVE

+ +

FLAT-FOOTED ARMOUR CLASS TOUCH ARMOUR CLASS

FLAT-FOOTED ARMOUR CLASS TOUCH ARMOUR CLASS

REF

= DEX +

REF

= DEX +

= 10 + DEX

PORTRAIT

= 10 + DEX

PORTRAIT

Spell Resistance Damage Reduction

Spell Resistance Damage Reduction

AC

AC

SPECIAL ABILITIES

SPECIAL ABILITIES

MONK
AC BONUS

Monk Level

MONK
Monk Bonus Level Feats Armour Class Bonus Flurry of Blows Unarmed Strike Stunning Fist Evasion Fast Movement +10 ft Maneuvre Training Still Mind Ki Pool (magic) Slow Fall 20 ft High Jump Purity of Body Fast Movement +20 ft Slow Fall 30 ft Wholeness of Body Slow Fall 40 ft Improved Evasion Fast Movement +30 ft Ki Pool (lawful) Slow Fall 50 ft Diamond Body Abundant step Fast Movement +40 ft Slow Fall 60 ft Diamond Soul Slow Fall 70 ft Quivering Palm Fast Movement +50 ft Ki Pool (adamantine) Slow Fall 80 ft Timeless Body Tongue of the Sun and Moon Fast Movement +60 ft Slow Fall 90 ft Empty Body Perfect Self Slow Fall Any distance Assume etherial state for 1 minute - 3 ki points Treated as outsider Delayed death Treat unarmed attacks as adamantine weapons No age penalties or arti cial aging Speak with any living creature Avoid all damage on successful re ex Treat unarmed attacks as lawful weapons Heal your own wounds - 2 ki points Use a full attack action for more attacks Treat hands as weapons Stun (or other effects) target for one round Avoid all damage on successful re ex

ARMOUR CLASS BONUS

AC

CMD BONUS

+ CMD

= WIS +

Monk Level

2 3 4 5

Only applied when unarmoured, unencumbered end not helpless The maximum bonus to AC and CMD is 5

Use monk level in place of BAB for calculating CMB +2 saving throws against enchantment Treat unarmed attacks as magic weapons Reduce effective falling height using wall Add monk level to Acrobatics checks for jumping +20 to jump checks - 1 ki point Immune to all diseases

FLURRY OF BLOWS
FLURRY ATTACK BONUS

UNARMED STRIKE
UNARMED STRIKE DAMAGE ROLL

6 7

d STUNNING FIST
Monk Level

8 9 10 11 12 13 14 15 16 17 18 19 20

1 4 8 12 16

Stunned Fatigued Sickened

No action this round Lose DEX bonus to AC; -2 AC Cannot run or charge -2 Strength and Dexterity -2 to attack rolls, damage rolls, saving throws, skill and ability checks

Immune to all poisons Slip magically between spaces - 2 ki points

Staggered May make a standard or move action, but not both Blinded or Deafened Lose DEX bonus to AC; -2 AC -4 on STR and DEX skills, opposed Perception 50% miss chance when attacking DC 10 Acrobatics to move more than half speed -4 initiative; 20% miss chance when attacking -4 on opposed Perception automatically fail Perception checks for sound No action this round Lose DEX bonus to AC; -2 AC

Spell resistance

20

Paralysed

WHOLENESS OF BODY
HEALING POINTS
Monk Level

=
DIAMOND SOUL
SPELL RESISTANCE
Monk Level

= 10 +
QUIVERING PALM
QUIVER DAYS
Monk Level

KI POOL
KI POOL CAPACITY

=
FORTITUDE SAVE DC
Monk Level

= 2 ) + WIS

Monk Level

2 + WIS
Ki Pool

= 10 + (

PERFECT SELF
Treated as an Outsider Immune to Charm Person and other effects that target non-outsiders. Damage reduction 10/chaotic

PALADIN
Paladin Level

Paladin Level Caster Level


L FU W LA OD

GO

OD

PREPARED SPELLS

L FU W LA IL EV

GO

EV

IL

Name Type Enhancements

Concentration

Channelling positive energy uses up two of todays uses of Lay On Hands.

ENERGY ROLL

WILL SAVE DC

CHARGES

CHARGES

CHARGES

CHARGES

AO CH C TI

-3=

1
AO CH

DEITY

DIVINE BOND
SPECIAL MOUNT BONDED WEAPON

2 3

Summoned Today

C TI

4
SMITE EVIL SPELLS
SMITINGS PER DAY

Smitings Today

Spell Save DC

Spells per day

Base Bonus Spells + WIS Spells

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

SMITING ATTACK BONUS

Weapon Attack Bonus

=
SMITING DAMAGE BONUS
Caster Level Weapon Damage Bonus Paladin Level

+ CHA
Smiting damage bonus applies double for the rst successful strike against evil outsiders, evil dragons and the undead.

= CHA +

+
USES PER DAY

= +
Paladin Level

CHANNEL POSITIVE ENERGY


Paladin Level

LAY ON HANDS

d6

)+

Misc

=
HEALING HIT POINTS

( (

2 + CHA +
Paladin Level

Misc (Round down)

Uses Today

(Round up)

= 10 +

Paladin Level

d6

)+

Misc (Round down)

2 + CHA
(Round down)

MERCIES

SCROLLS WANDS

POTIONS

# # # #

Campaign XP

EV

Player

IL

CHARACTER SHEET

GO

Race

Size Skill Ranks Hit Die Level

MALE

Name
L FU W LA OD

CHARACTER
FEMALE

AO CH C TI

Size Modifier Level Adjustment

CLASSES

ABILITIES
Ability Score
Item Bonus

Ability Modifier

Temp Score

Temp Modifier

STR DEX CON INT WIS CHA SPECIAL ABILITIES

STR DEX CON INT WIS CHA

STR DEX CON INT WIS CHA


(Round down)

Favoured class +1 hp or skill rank per level

1 Ranger 2 3 4 5

d d d d
hp rks + INT per level

Effective Character Level

+ CON per level

SKILLS
Untrained Skill Bonus

Class Skills +3

Ranks

Racial, Feats, Synergy

Misc

Favoured Armour Enemy Check Terrain Penalty

Acrobatics Appraise Bluff Climb Diplomacy Disable Device Disguise Escape Artist Fly Handle Animal Heal Intimidate Linguistics Perception Ride Sense Motive Sleight of Hand Spellcraft Stealth Survival Track Swim Use Magical Device Knowledge: Arcana Knowledge: Dungeoneering Knowledge: Religion Knowledge: Nature Knowledge: The Planes Knowledge: Geography
Trained

Ability Modifier = (Total Ability Score - 10) 2

FEATS

DEX INT CHA STR CHA DEX CHA DEX DEX CHA WIS CHA INT WIS DEX WIS DEX INT DEX WIS
SURVIVAL

+ Size diff x4

N/A
- 1 per 5lb carried

STR CHA INT INT INT INT INT INT

LANGUAGES

Other skills: Craft - INT Perform - CHA

Knowledge - INT Profession - WIS

INITIATIVE
INITIATIVE BONUS
Feats Training Misc

ATTACKS

INIT = DEX +
SPEED
SPEED ft
Swim Speed

+
Temp Speed

Range

Type

Attack Bonus

Damage

Critical

ft
Ammo

sq

Speed with Armour

sq

ft
Fly Speed

sq

ft

sq

Special Ammo

Climb Speed

ft

sq

ft

sq

ft

sq

Range

Type

Attack Bonus

Damage

Critical

BASE ATTACK
BASE ATTACK BONUS MELEE ATTACK RANGED ATTACK
Range Temp Attack Bonus Favoured Enemy Morale Bonus

ft

sq

Type

Attack Bonus

Damage

Critical

ft
Buffs Nerfs

sq

+ +

=
Favoured Enemy

+
Morale Bonus

+
Buffs

Nerfs

Temp Damage Bonus

Range

Type

Attack Bonus

Damage

Critical

ft

sq

Range Type Attack Bonus Damage Critical

Conditional Modifiers

ft

sq

COMBAT MANOEUVRES
COMBAT MANOEUVRE Base Attack Bonus BONUS
Size Modifier Misc

Ammo

# #
Size Modifier Misc

Special Ammo

# #
Racial Misc Temp

CMB = STR + BAB +


COMBAT MANOEUVRE DEFENCE

+
Dodge Modifier

Ammo

Special Ammo

Deflection Modifier

Base Attack Bonus

SAVES
FORTITUDE SAVE
Base

CMD = 10 + STR + DEX +


FLAT-FOOTED CMD

+
Deflection Modifier

+ BAB +
Base Attack Bonus Size Modifier

+
Misc

FORT REF WILL

= CON + = DEX + = WIS +


Improved Evasion

+ + +

+ + +
Trap Sense

+ + +

REFLEX SAVE WILL SAVE


Evasion Endurance

CMD = 10 + STR
Temp CMB Temp CMD

N/A

N/A

+ BAB +

Conditional Modifiers

+ CMB + CMD
HEALTH
HIT POINTS Wounds hp
Dying Stable Non-lethal Unconcious

EFFECTS
hp hp

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

AC AC AC
Temp AC

= 10 + DEX + = 10
N/A N/A

+ + +

+ +
N/A

+ +
N/A

+ +
N/A

+ + +

FLAT-FOOTED ARMOUR CLASS

TOUCH ARMOUR CLASS

= 10 + DEX +

Spell Resistance Conditional Modifiers

+ AC
Damage Reduction

/
Notes

RANGER
Level Bonus

Ranger Level

COMBAT STYLE
ARCHERY TWO-WEAPON FIGHTING
Ranger Select a bonus feat for your style at 2nd, 6th, 10th, 14th and 18th levels: Level Far Shot Double Slice

Ranger Level

-3=

Caster Level

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

2 6 10

Point Blank Shot Precise Shot Rapid Shot Improved Precise Shot Manyshot Pinpoint Targeting Shot on the Run

Improved Shield Bash Quick Draw Two-weapon Fighting Improved Two-weapon Fighting Two-weapon Defence Greater Two-weapon Fighting Two-weapon Rend

Ranger bonus feats can be taken without the normal pre-requisites, but only apply when not wearing heavy armour.

HUNTERS BOND
SHARE FAVOURED ENEMY ANIMAL COMPANION
Name Misc Creature type (WIS minimum 1) Share half your Favoured Enemy bonus against a single target with all allies within 30 ft

FAVOURED TERRAINS
FAVOURED TERRAIN
Favoured Terrain Bonus 2 4 6 8

SHARE FAVOURED ENEMY DURATION

rds

= WIS +

PREPARED SPELLS

1
WILD EMPATHY
WILD EMPATHY BONUS
Ranger Level Misc

= CHA +
TRACK
Ranger Level

2 3 4

Track

=(
Spells per day

2)+
SPELLS

Survival Bonus

From Level 4 Spell Save DC

Bonus Spells Base + WIS Spells

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

Concentration

= WIS +
WANDS
CHARGES

Caster Level

# # # # #

SCROLLS

POTIONS

CHARGES

CHARGES

CHARGES

CHARGES

ROGUE
Rogue Level

Rogue Level

ROGUE TALENTS
TALENTS KNOWN

ROGUE

1 2 4 8 10 20

=(

Rogue Level

Misc

2 +

From level 10, a Rogue can take Advanced Talents (Round down)

Trapfinding Sneak Attack

1 2 3 4
Rogue Level

Evasion Uncanny Dodge Improved Uncanny Dodge Advanced Talents Master Strike

TRAPS
Perception

Locate Traps

=
Disable Device

+(
Rogue Level

2) 2)
Misc

5 6 7 8

Disable Traps TRAP SENSE REFLEX BONUS

+( 3 +

( (

Rogue Level

SNEAK ATTACK
SNEAK DAMAGE BONUS
Rogue Level Misc

d6

2 +
(Round up)

9 10 11 12 13

Sneak attack damage can be applied when a target is flanked or is denied their DEX bonus to AC. On ranged attacks, it only applies within 30 ft. It is not multiplied by critical hits. It cannot be non-lethal unless using a non-lethal weapon.

MASTER STRIKE
From level 20, a successful sneak attack can also deliver one of: Sleep for 1d4 hours Paralysed for 2d6 rounds Slain

MASTER STRIKE FORTITUDE DC

= 10 +

Rogue Level

2 + INT

Master strike cannot be used again on the same target within 24 hours, whether they pass the Fortitude save or not.

14

SORCERER
BLOODLINE

Caster Level Level Bonus

PREPARED SPELLS KNOWN SPELLS

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

Spells Known

Spell Save DC

Spells per day

Base Bonus Spells + Spells

3
= CHA +

Concentration

ARCANE SPELL FAILURE THRESHOLD

% SCROLLS

POTIONS

7
WANDS
CHARGES

# # #

CHARGES

CHARGES

WIZARD
SPELL SCHOOLS
SPECIALITY SCHOOL

Caster Level Level Bonus

PREPARED SPELLS PREPARED SPELLS

0
Speciality Spell

OPPOSED SCHOOLS

Spells from your opposed schools cost two slots to prepare.

ARCANE BOND
FAMILIAR BONDED OBJECT
Speciality Spell

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

Spell Save DC

Base Specialist Bonus Spells = + + Spells Spell Spells per day

Concentration

= INT +

ARCANE SPELL FAILURE THRESHOLD

Speciality Spell

SCROLLS

5
Speciality Spell

POTIONS
Speciality Spell

7
WANDS
Speciality Spell
CHARGES

# # #
Speciality Spell

CHARGES

9
CHARGES

ALCHEMIST
ALCHEMY
Extract Save DC

Alchemist Level

PREPARED SPELLS EXTRACTS

1 2 3 4 5 6
Extract Save DC = 10 + INT + Extract Level

INT INT - 4 INT - 8 INT - 12

Base Extracts = + Extracts per day

2
DISCOVERIES

DISCOVERIES KNOWN

=
1

Alchemist Level

2 +
(Round down)

Misc

5
6 7

10
Strength Bonus

MUTAGENS

+ STR + DEX +CON


d6 +

- INT - WIS - CHA

Intelligence Penalty Wisdom Penalty Charisma Penalty

+ AC
DURATION

Natural Armour Bonus Alchemist Level

11

Dexterity Bonus Constitution Bonus

12

mins

= 10 mins

POISON RESISTANCE
POISON RESISTANCE FORTITUDE SAVE BONUS

BOMBS

+
Level

BASIC DAMAGE
Immune to all poisons

OTHER DAMAGE BOMBS PER DAY


Alchemist Level Misc

Bombs Today

10

MUNDANE POTIONS

Alchemist Level

)
+

INT

=
SAVING THROW DC

+ INT +

(Round up)

SPLASH DAMAGE

= 10 +

Alchemist Level

2 + INT
(Round down)

ft

Splash radius

Use this DC for Splash reflex saves, Discovery fortitude saves etc.

CAVALIER
ORDER

Cavalier Level

PREPARED SPELLS MOUNT


Name Creature type Mounted Speed

EDICTS CHARGE
Level Attack Bonus Damage

ft
Cavaliers Charge
No Armour Check penalty when charging.

sq

Critical Range

+4 2

Level

ABILITIES
Level

11 20

Mighty Charge
Free bull rush, disarm, sunder or trip on successful charge; no Attack of Opportunity.

2 8

Level

Supreme Charge

On critical hit, target is stunned (or staggered if they pass a Will save) for 1d4 rds. (damage is triple only if using a lance) Attack Bonus Damage Critical

2/3

Level

Charge attack

d TACTICIAN CHALLENGE
FEAT SHARING PER DAY
Misc Cavalier Level Misc Feat Sharing Today

Level

15

CHALLENGES PER DAY

Cavalier Level

=1+(
Cavalier Level

5)+
Misc Rounds Shared This Encounter

=(

3)+
(Round up)

FEAT SHARING DURATION

Challenges Today

rds

=1+(

2)+

TEAMWORK FEATS
Misc

MELEE DAMAGE Cavalier BONUS Level

=
Level

+
Level

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

17

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

CAVALIER ORDER

CHALLENGE ABILITY
Level

17

SKILLS
Level

EXPERT TRAINER

= = +
SKILLS

Cavalier Level

Training

Handle Animal Bonus

When training an animal to serve as a mount

CAVALIER ORDER

BANNER
Level

= + + = = +1

Cavalier Level

Attack Bonus Saving Throw Bonus Level

14 + 2

Bonus to saves against charm and compulsion effects.

INQUISITOR
DEITY

Caster Level
L FU W LA EV IL OD

PREPARED SPELLS KNOWN SPELLS

0 1

Domain Granted Powers

DOMAIN

GO AO CH C TI

SPELLS
0 1 2 3 4 5 6
GO

2
WIS WIS - 4 WIS - 8 WIS - 12

Spells Known

Spell Save DC

Spells = Base + Bonus Spells per day Spells

4
W LA OD FU L

Spell Save DC = 10 + WIS + Spell Level The inquisitor cannot cast spells of an alignment opposed to her own or her deitys.

IL

SKILLS
MONSTER LORE Knowledge STERN GAZE Intimidate Sense Motive
Level

+ + + + +

= WIS

EV

When identifying the abilities and weaknesses of creatures.

CH AO TI C

5 6
JUDGEMENT
JUDGEMENTS PER DAY

}
(
Inquisitor Level

Inquisitor Level

Track

CUNNING INITIATIVE Initiative

= 1 +(

Inquisitor Level

Misc

Destruction
Damage bonus

+ + + + + + + +

3-Level Bonus 3-Level Bonus

3 )+
Judgements Today

Healing Justice

Fast healing per round

= WIS
Misc

Level

TEAMWORK FEATS
Level

Invoke one Judgement on your foes and recieve a bonus as long as you are in combat. Inquisitor Level

5-Level Bonus Attack bonus From level 10, bonus doubles to confirm critical hits

CURRENT FEATS

Piercing

3 +

5-LEVEL BONUS

Overcome spell resistance

3-Level Bonus

+
3-LEVEL BONUS

=1+( =1+(

5) 3)

Protection

Inquisitor Level

5-Level Bonus Armour class bonus From level 10, bonus doubles against critical hits

Purity

Saving throw bonus

5-Level Bonus 5-Level Bonus 3-Level Bonus 2

Resilience

Damage reduction

Level

Resistance
Invoke two judgements at once Invoke three judgements at once

Energy resistance bonus

Level

Smiting
SLAYER

Level Level

BANE
Weapon Enhancement Bonus

16 17

+2 +2

+ 2 + 2d6 + 2 + 4d6
Misc

Level Damage Bonus

Select one judgement at start of combat to apply its bonus at 5 levels higher

BANE PER DAY

12

Inquisitor Level

Bane Rounds Today

TRUE JUDGEMENT
Level

Your weapon counts as magical for bypassing damage resistance. Level Your weapon also counts as aligned, 6 to an alignment that matches your own. Level Your weapon also counts as adamantine 10 for overcoming damage resistance.

rds

+
DISCERN LIES
Misc Discern Lies Today

20

InvokeTrue Judgement before one attack If the attack is successful, the target must pass a Fortitude save or die Whether successful or not, that target is then immune to True Judgement for 24 hours Inquisitor Level

+ + +

DISCERN LIES Inquisitor Level PER DAY

FORTITUDE SAVE DC

=(

2 ) + WIS

MYSTERY

ORACLE
CURSE

Mystery Level Bonus

Revelations

Deity Bonus Spells Level

2 4 6 8

Level

Level

SPELLS
CHA CHA - 4 CHA - 8 CHA - 12

Spells Known

Spell Save DC

Spells per day

Base Bonus Spells + Spells

Level

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

Level

10 12 14 16 18

Level

Level

Level

Final Revelation

Level

PREPARED SPELLS KNOWN SPELLS

Concentration

= CHA +

Caster Level

ARCANE SPELL FAILURE THRESHOLD

% SCROLLS

2
POTIONS

3 4 5

WANDS

6
CHARGES

# # #

7 8 9

CHARGES

CHARGES

SUMMONER
SUMMONER
Summoner Level

Caster Level

PREPARED SPELLS KNOWN SPELLS

1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20
Spells Known

Eidolon Life Link Summon monster I

0 1

Bond Senses Summon monster II Shield ally Summon monster III Makers call Summon monster IV Transposition Summon monster V Aspect Summon monster VI Greater shield ally Summon monster VII Life bond Summon monster VIII Merge forms Summon monster IX Greater aspect Gate Twin eidolon

4 5 6

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

Spell Save DC

Spells per day

Base Bonus Spells + Spells

SCROLLS

POTIONS

ARCANE SPELL FAILURE THRESHOLD

% WANDS
CHARGES CHARGES CHARGES

# # #

EIDOLON
ABILITIES
Ability Score
Item Bonus

EV

IL

CHARACTER SHEET

GO

Base Form Hit Dice Base Attack Bonus

Size Max Attacks Skill Ranks

MALE

Name
L FU W LA OD

EIDOLON
FEMALE

Size Modifier Feats

AO CH C TI

Ability Modifier

Temp Score

Temp Modifier

SUMMONER LEVEL EVOLUTION POOL

d10
Armour Bonus (Good) Saves (Bad) Good saves:

STR DEX CON INT WIS CHA

STR DEX CON INT WIS CHA


EVOLUTIONS

STR DEX CON INT WIS CHA


(Round down)

/
SKILLS
Untrained Skill Bonus

FORT REF WILL

Ranks

Ev ol ut io n

Class Skills +3

Feats

Misc

Acrobatics Appraise Bluff Climb Diplomacy Disable Device Disguise Escape Artist Fly Handle Animal Heal Intimidate Linguistics Perception Ride Sense Motive Sleight of Hand Spellcraft Stealth Survival Track Swim Use Magical Device Knowledge: Arcana Knowledge: Dungeoneering Knowledge: Religion Knowledge: Nature Knowledge: The Planes
Trained

Ability Modifier = (Total Ability Score - 10) 2

DEX INT CHA STR CHA DEX CHA DEX DEX CHA WIS CHA INT WIS DEX WIS DEX INT DEX WIS
SURVIVAL

+ Size diff x4

STR CHA INT INT INT INT INT

N/A

Other skills: Craft - INT Perform - CHA

Knowledge - INT Profession - WIS

INITIATIVE
INITIATIVE BONUS
Feats Training Misc

ATTACKS

INIT = DEX +
SPEED
SPEED ft
Swim Speed

+
Temp Speed

Range

Type

Attack Bonus

Damage

Critical

ft

sq

sq
Fly Speed

ft

sq

Climb Speed

Range

Type

Attack Bonus

Damage

Critical

ft

sq

ft

sq

ft

sq

ft

sq

BASE ATTACK
BASE ATTACK BONUS MELEE ATTACK RANGED ATTACK
Range Type

Attack Bonus

Damage

Critical

ft

sq

Temp Attack Bonus

Morale Bonus

Buffs

Nerfs

Power Attack

Range

Type

Attack Bonus

Damage

Critical

+ +

=
Morale Bonus

+
Buffs

Nerfs

Power Attack

ft

sq

Temp Damage Bonus

Size Modifier

Range

Type

Attack Bonus

Damage

Critical

ft

sq

d SAVES
FORTITUDE SAVE
Base Racial Misc

Temp

COMBAT MANOEUVRES
COMBAT MANOEUVRE Base Attack Bonus BONUS
Misc

CMB = STR + BAB COMBAT MANOEUVRE DEFENCE

+
Dodge Modifier Deflection Modifier Base Attack Bonus Size Modifier Misc

FORT REF WILL


Misc

= CON + = DEX + = WIS +


Improved Evasion

+ + +

+ + +
Trap Sense

+ + +

REFLEX SAVE WILL SAVE


Evasion Endurance

CMD = 10 + STR + DEX +


FLAT-FOOTED CMD

+
Deflection Modifier

+ BAB Base Attack Bonus Size Modifier

+ +

CMD = 10 + STR
Temp CMB Temp CMD

N/A

N/A

+ BAB -

Conditional Modifiers

+ CMB + CMD
HEALTH
HIT POINTS Wounds hp
Dying Stable Non-lethal Unconcious

EFFECTS

hp

hp

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

AC AC AC
Temp AC

=10 + DEX + = 10
N/A N/A

+ + +

+ +
N/A

+ + +

+ + +

+ + +

FLAT-FOOTED ARMOUR CLASS

FEATS

TOUCH ARMOUR CLASS

=10 + DEX +

Spell Resistance Conditional Modifiers

+ AC
Damage Reduction

/
Notes

WITCH
FAMILIAR
Name Creature type

Caster Level Level Bonus

PREPARED SPELLS PREPARED SPELLS

0 1

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

Spell Save DC

Spells per day

Base Spells

Bonus Spells

ARCANE SPELL FAILURE THRESHOLD

PATRON SPELLS
Patron Level

6 7 8 9
KNOWN HEXES

2 4 6 8 10 12 14 16 18

MAGUS
ARCANE POOL
ARCANE POOL CAPACITY pts
Magus Level

Magus Level Caster Level Enhancement

WEAPON
Attack Bonus Damage Critical

-2
Misc

Spell Combat Attack Penalty

+
DEFENSIVE CASTING

d
Defensive Casting Bonus

2 + INT +

Defensive Casting Attack Penalty Maximum Penalty

(round down, min 1)

Caster Level

Level 8 Bonus

INT
Level

Concentration

= INT +

+ 2

pts

14 20

Defensive Casting Bonus is double the Attack Penalty taken Automatic success on casting defensively When casting a spell and attempting a melee attack against the same target, choose one of: + 2 Attack + 2 Spell Save + 2 to overcome targets Bonus DC Bonus spell resistance

WEAPON ENHANCEMENT
MAX WEAPON ENHANCEMENT
Magus Level

Level

+
Enhancement Cost

(Round up)

PREPARED SPELLS PREPARED SPELLS

Weapon enhancements are powered from your Arcane Pool

0
Shock

Magus Level

ENHANCEMENT
Flaming Flaming burst Speed Dancing Vorpal Frost Keen

5 9 13 17

+1 +2 +3 +4 +5

Icy burst

Shocking burst

1
SPELLS

0 1 2 3 4 5 6
Spell Save DC = 10 + INT + Spell Level

INT INT - 4 INT - 8 INT - 12

Spell Save DC

Spells = per day

Base Bonus Spells + Spells

% THRESHOLD
ARCANA KNOWN
Magus Level

ARCANE SPELL FAILURE

MAGUS ARCANA

4
Arcane Pool Cost

= 1 2 3 4 5 6

pts

pts

pts

6
SPELL RECALL / KNOWLEDGE POOL
Level Spell Recall 4 Reprepare any spell already cast today Level Knowledge Pool 7 Prepare any Magus spell as if known Improved Spell Recall Level Reprepare any spell already cast today Arcane Pool Cost Arcane Pool Cost Arcane Pool Cost Arcane Pool Cost

pts

Spell Level

Metamagic Adjustment

pts

= 1 pt = =
Spell Metamagic ( Level 2 ) + Adjustment Spell Level (cannot use metamagic)

pts

11

Improved Spell Recall Prepare any known spell as a swift action

ARTIFICER
INVENTIONS
Invention Save DC Level

TOME OF SECRETS

Arti cer Level Caster Level

ARTIFICER
Arti cer Level Crafting Abilities Elbow Grease

1 2 3 4 5 6 7 8 9

Jack of All Trades Item Creation Bonus Feat

Weird Science Scribe Scroll Brew Potion Craft Wondrous Item

+2

Bonus Inventions = Base + Inventions per day Inventions INT

1 2 3 4
Invention Save DC = 10 + INT + Spell Level Invention time = 4 hours per spell level Arti er Level

Salvage Metamagic Science

Craft Magic Arms and Armour

+4
Craft Wand

Bonus Feat Craft Rod

INVENTION USES PER DAY

=1+
DC 15

10
(Round up)

+6
Improved Metamagic Science Bonus Feat Improved Jack of All Trades Forge Ring Bonus Feat Bonus Feat Exemplar Craft Staff

11 12 13 14 16 19 20

USE MAGICAL DEVICE


To use an invention crafted by someone else DC 20 To use an invention when its uses are spent rising 1 each time its used DC 25 To use several magical effects at once plus the number of effects

CRAFT MAGIC ITEM


CRAFT
DC 20 To create a magical item plus required caster level DC 20 To create magical item with metamagic plus 3 modi ed caster level

BONUS FEATS
Select a bonus feat from this list at 3rd, 8th, 12th, 16th and 19th levels:

SALVAGE
Salvaging a magical item takes one day, and recovers the a value equal to the cost of the materials that can be used to craft other items. It cannot be spent. When deconstructing a wand with some spent charges, the value recovered is an equivalent fraction of the cost of the wand.

Empower Spell +2 Enlarge Spell +1 Extend Spell +1

Heighten Spell Magical Aptitude Maximise Spell +3

Quicken Spell +4 Silent Spell +1 Skill Focus

Still Spell +1 Widen Spell +3

Metamagic feats apply a spell level increase

MATERIALS

MAGIC ITEMS

Salvage Value

WANDS
CHARGES CHARGES

# # # # # # #
SCROLLS POTIONS

CHARGES

CHARGES

CHARGES

CHARGES

CHARGES

GO

OD

TOME OF SECRETS

EV

PRIEST OF

Priest Level Caster Level Domain Granted Powers

PREPARED SPELLS PREPARED SPELLS

L FU W LA IL

WIS WIS - 4 WIS - 8 WIS - 12

Concentration
Channel Positive Energy

CHANNEL ENERGY PER DAY

ENERGY ROLL

WILL SAVE DC

AO CH C TI

Domain Granted Powers

DOMAINS

0
Domain Spell Domain Spell

+1 +1

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

+1 +1

Domain Spell Domain Spell

+1 +1

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

+1 +1

4
Base Bonus Spells + Spells Domain Spell Domain Spell

SPELLS
Spell Save DC Spells = per day

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

+1 +1

5
Domain Spell Domain Spell

+1 +1

6
Domain Spell Caster Level Domain Spell

Spell Save DC = 10 + WIS + Spell Level

+1 +1

= WIS +
CHANNEL ENERGY

Channel Negative Energy Misc Today Domain Spell Domain Spell Misc Domain Spell (Round up) Domain Spell

= 3 + CHA +
d8

+1 +1

Priest Level

)+

= 10 +

Priest Level

+1 +1

2 + CHA
(Round down)

TOME OF SECRETS

SHAMAN

Shaman Level

SPIRIT COMPANION
COMPANION CREATURE TYPE

Shaman Level

SHAMAN

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

Communicate with spirit See spirit

Spiritual signi cance bonus

CONTROL SPIRIT
CONTROLLED SPIRIT CAPACITY Charisma Score CONTROLLED SPIRITS Spirits Charisma

Spirit companion Bonus feat Summon spirit Control spirit Bonus feat Spiritual signi cance (self) Spirit heal Bonus feat Spirit walk Spiritual signi cance (other) Bonus feat Spirit heal, mass Tether spirit Bonus feat Control living spirit Break spirit Bonus feat Bonus feat Lasting spiritual signi cance

=
SPIRIT HEAL
HEALING PER DAY
Healing Today

SPIRIT HEALING

Shaman Level

+1 +2 +3 +4 +5
TETHER RANGE

= CHA + 2
SPIRIT WALK
Shaman Level BREAKING RISK

d6

10-minute increments

ft

sq

150 ft / 30 sq
BONUS FEATS
ITEM CREATION FEATS +1 +3 +1 +1 +1 +2 +1 +1 +1 +1 +1 +3 +0 +2 +4 +1 +2 +1 +1 +2 +1 +1 +2 +3 Awakened Arcane Bond Brew Fleshcrafting Poison Brew Potion Craft Construct Craft Magic Arms and Armor Craft Rod Craft Staff Craft Wand Craft Wondrous Item Forge Ring Improved Arcane Bond Scribe Scroll

10 %

METAMAGIC FEATS Bouncing Spell Dazing Spell Disruptive Spell Ectoplasmic Spell Elemental Spell Empower Spell Enlarge Spell Extend Spell Focused Spell Heighten Spell Intensi ed Spell Lingering Spell Maximize Spell Merciful Spell Persistent Spell Quicken Spell Reach Spell Selective Spell Sickening Spell Silent Spell Still Spell Thanatopic Spell Threatening Illusion Threnodic Spell Thundering Spell Widen Spell

OTHER FEATS Alertness Animal Af nity Deceitful Endurance Diehard Fleet Great Fortitude Improved Great Fortitude Intimidating Prowess Iron Will Improved Iron Will Leadership Lightning Re exes Improved Lightning Re exes Persuasive Self-Suf cient Spell Penetration Greater Spell Penetration

SEE SPIRIT
DC 15 Knowledge (spirits) to add this bonus to next skill check

INSIGHT BONUS

= CHA
SKILLS
CRAFT: FOCUS
DC 20 To give an item spiritual signi cance DC 15 To create a tether

KNOWLEDGE: SPIRITS
DC 15 To gain the insight bonus from See Spirit

PERFORM: RITUAL
To communicate with spirits DC 15 To persuade an indifferent or unfriendly spirit to communicate, or a spirit associated with a deity that is unfriendly to shamans DC 20 To persuade a hostile spirit to communicate DC 25 To persuade a spirit that is associated with a deity that is unfriendly to shamans to communicate. To summon spirits DC

5 To summon any spirit

DC 10 To summon an unembodied spirit of a non-particular spell effect DC 15 To summon an unembodied spirit of a particular spell effect DC 20 To summon an unfriendly deceased spirit DC 25 To summon any type of spirit associated with a deity unfriendly to shamans DC 30 To summon any type of spirit associated with a deity hostile to shamans DC 30 To locate a spirit with a desired ability To tether spirits DC 20 To break a tether

WITCH HUNTER
Witch Hunter Level

TOME OF SECRETS

Witch Hunter Level

DEVOTEE TALENTS

TALENTS KNOWN

DEVOTEE TALENTS

=
Witch Focus

Witch Hunter Level

2 +

Misc (Round down)

Level

10

Advanced Talents

1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20
Perception Check DC

Devoted Strike Witch Sense

Devotee Talent Detect Curse Devotee Talent Spellbane Devotee Talent Disruptive Devotee Talent Cursebreaker Advanced Talent Spellbreaker Advanced Talent Backlash Advanced Talent Greater Spellbane Advanced Talent

+1

+2

+3
Advanced Talent Uncursed

10

11

Mystic Null Advanced Talent

12

WITCH SENSE

= 30 -

Highest Level or Hit Dice

Number of Witches

DEVOTED STRIKE
DEVOTED STRIKES PER DAY
Strikes Today

WITCH FOCUS
ATTACK BONUS

DAMAGE BONUS

= WIS + 3
SPELLBANE & CURSEBREAKER
SPELLBANE OR CURSEBREAKER PER DAY
Uses Today

= WIS

+
KNOWLEDGE BONUS

+
DISPEL BONUS

+
ARMOUR BONUS

+ AC

Witch Focus Bonus

= WIS + 3
BACKLASH
BACKLASH WILL SAVE DC
Witch Hunter Level

Level Mystic Null Unlimited spellbane uses per day

20

BACKLASH DAMAGE

= 10 +

+ WIS

2d6

HOSTILE

Origin Country
FRIENDLY HOSTILE

/ Region

/ Town
L FU W LA GO OD AO CH TI C

PORTRAIT

Religion
FRIENDLY HOSTILE

AFFILIATIONS
L FU W LA GO OD AO CH TI C

Employer
L FU W LA

HOSTILE

Current Country
FRIENDLY HOSTILE

/ Region

/ Town
L FU W LA GO OD AO CH TI C

Af liation
W LA GO OD FU L

HOSTILE

Af liation
GO OD

EV W LA FU L EV W LA FU L EV W LA FU L EV W LA FU L EV IL EV I W LA FU L L EV IL W LA FU L EV IL W LA FU L IL EV IL W LA FU L EV IL W LA FU L IL IL

FRIENDLY HOSTILE

APPEARANCE
MALE

FRIENDS AND FOES


FEMALE

Race Age Eyes De ning Features Height Hair Weight

FRIENDLY HOSTILE

GO

FRIENDLY HOSTILE

GO

Preferred Clothing

FRIENDLY HOSTILE

PERSONALITY
Motivations

FRIENDLY HOSTILE

GO

Fears

FRIENDLY HOSTILE

GO O

Likes

FRIENDLY HOSTILE

GO

Dislikes
FRIENDLY HOSTILE

GO

FRIENDLY HOSTILE

GO

Quirks

OD CH AO TI C

OD CH AO TI C

OD CH T AO IC

D CH AO TI C

OD CH AO TI C

GO

OD CH AO C TI

OD CH AO TI C

OD CH AO TI C

IL

FRIENDLY

EV

IL

EV

IL

FRIENDLY

GO

OD AO CH TI C CH AO TI C CH AO TI C

EV

IL

EV

IL

EV

IL

Name

CHARACTER BACKGROUND

Parents
FRIENDLY

ORIGINS
L FU W LA GO AO CH C TI OD

PARTY INVENTORY
Value Weight

PARTY FUNDS
Copper Silver Gold Platinum Total
Item

Cash
cp sp

, , , , , , ,

, , , , , ,

. . . . . .

, , , , , , , , , pp , gp

Inventory Debts Valuables Other items Total

QUEST ITEMS
Attained Carried by / given to

CONTAINER
Value Weight

CONTAINER
Value Weight

Total Weight Max Weight

lb lb

Total Weight Max Weight

lb lb

NOTES

Total Weight

lb

SPELL BOOK
Level Level Level

School

School

School

Cost School

Cost School

Cost School

Cost School

Cost School

Cost School

Cost School

Cost School

Cost School

Cost School

Cost School

Cost School

Cost School

Cost School

Cost School

Cost School

Cost School

Cost School

Cost School

Cost School

Cost School

Cost School

Cost School

Cost School

Cost School

Cost School

Cost School

Cost

Cost

Cost

SPELL BOOK
Level Level

School

School

Cost

Cost

School

School

Cost

Cost

School

School

Cost

Cost

School

School

Cost

Cost

School

School

Cost

Cost

School

School

Cost

Cost

School

School

Cost

Cost

SPELL BOOK
Level Level Level

School

School

School

School

School

School

School

School

School

School

School

School

School

School

School

School

School

School

School

School

School

School

School

School

School

School

School

School

School

School

School

School

School

School

School

School

School

School

School

School

School

School

School

School

School

School

School

School

School

School

School

School

School

School

FAMILIAR
Creature Name

ANIMAL COMPANION

MOUNT

SUMMONED CREATURE
Age Creature Level

HEALTH
HIT POINTS Wounds hp
Dying Stable Non-lethal Unconcious

HIT DICE

Creature Type
W LA FU L GO O D

Subtype

Weight

Height

hp

hp

lb
MALE

ft

COMBAT
INITIATIVE BONUS
Misc

ATTACKS
Attack Bonus Damage Critical

SKILLS
Ranks Racial, Feats

EV IL

XP

STR DEX CON INT WIS CHA

Base Attack

CH T AO IC

FEMALE

Acrobatics Climb

ABILITIES
Ability Score
Item Bonus

Ability Modi er

Temp Bonus

Escape Artist Fly Perception Sense Motive Stealth Survival Track Swim
Trained

STR DEX CON INT WIS CHA


EQUIPMENT

DEX STR DEX DEX WIS WIS DEX WIS


SURVIVAL

INIT = DEX +
BASE ATTACK
Temp Attack Temp Damage

Range

+
BASIC SPEED Swim Speed ft sq ft sq

+
Fly Speed

ft

sq

ft

sq

Range

Attack Bonus

Damage

Critical

Climb Speed

Burrow Speed

Temp Speed

ft

sq

ft

sq

ft

sq
Size Modi er

ft

sq
Range Misc

COMBAT MANOEUVRES

Attack Bonus

Damage

Critical

STR

COMBAT MANOEUVRE BONUS

ft
Ammo

sq

CMB =

+ STR +

+
Dodge Modi er

#
Base Attack Bonus Size Modi er Misc Morale Bonus

Ability Modi er = (Total Ability Score - 10) 2

COMBAT MANOEUVRE DEFENCE

De ection Modi er

CMD = 10 + STR + DEX +


DEFENCE
ARMOUR CLASS
Armour & Shield

+
Size Modi er Misc

+ BAB +
FORTITUDE SAVE

+
Base Save Misc

+
Temp

SAVING THROWS

TRICKS / FEATS / SPECIAL ABILITIES

AC AC

= 10 + DEX + = 10 / + /

+ + +

FORT = CON +
REFLEX SAVE

+ + +

FLAT-FOOTED ARMOUR CLASS TOUCH ARMOUR CLASS

REF

= DEX +

PORTRAIT

AC AC

= 10 + DEX

WILL SAVE

Temp AC Spell Resistance Damage Reduction

WILL = WIS +
Evasion Endurance

/
COMBAT ABILITIES

EFFECTS

NPC

Class Race
L FU W LA

Level

CR
Misc

HEALTH
HIT POINTS Wounds hp
Dying Stable Non-lethal Unconcious

OD

SKILLS
Skill +3 Ranks

GO

hp

hp

ABILITIES
Ability Score
Item Bonus

Acrobatics Appraise Bluff Climb Diplomacy Disable Device Disguise Escape Artist Fly Handle Animal Heal Intimidate Linguistics Perception Ride Sense Motive Sleight of Hand Spellcraft Stealth Survival

Ability Modi er

Temp Bonus

STR DEX CON INT WIS CHA

STR DEX CON INT WIS CHA


EQUIPMENT

Ability Modi er = (Total Ability Score - 10) 2

Base Attack

Properties

Properties

Swim Use Magical Device

DEX INT CHA STR CHA DEX CHA DEX DEX CHA WIS CHA INT WIS DEX WIS DEX INT DEX WIS STR CHA

MALE

COMBAT
INITIATIVE BONUS
Misc

ATTACKS
Attack Bonus Damage Critical

EV IL

Base Attack

Properties

AO CH C TI

FEMALE

INIT = DEX +
BASE ATTACK
Temp Attack Temp Damage

Range

+
SPEED ft
Swim with Armour

+
Temp Speed

ft

sq

sq

ft
Fly

sq

ft
Climb

sq

Range

Attack Bonus

Damage

Critical

ft

sq

ft

sq

ft

sq

ft

sq
Range

COMBAT MANOEUVRES
COMBAT MANEUVRE BONUS
Size Modi er Misc

Attack Bonus

Damage

Critical

ft
Ammo

sq

CMB =

+ STR +

#
De ection Modi er Misc Morale Bonus

COMBAT MANEUVRE DEFENCE

Size Modi er

CMD = 10 +
ARMOUR CLASS

+ STR + DEX +
Armour & Shield Size Modi er

+
Misc

+
FORTITUDE SAVE
Base Save

+
SAVING THROWS
Misc Temp

DEFENCE

AC AC AC

= 10 + DEX + = 10 / + /

+ + +

FORT = CON +
REFLEX SAVE

+ + +

FLAT-FOOTED ARMOUR CLASS TOUCH ARMOUR CLASS

REF

= DEX +

= 10 + DEX

WILL SAVE

Temp AC Spell Resistance Damage Reduction

WILL = WIS +
Evasion Endurance

INVENTORY

NOTES

AC

/
COMBAT ABILITIES

EFFECTS

3.5e

7 8 9 10 11
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TIMELINE

Era

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Campaign Era Page

TIMELINE

3.5e

THREAD

of DATE EVENT OTHER EVENTS

DATE

EVENT

THREAD

OTHER EVENTS

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