Professional Documents
Culture Documents
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
CHARACTER SHEETS
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 .
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 .
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 .
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 .
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
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 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 .
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
12 12 14 14 18
+1 DEX
STR -2
Temp Score
Temp Modifier
2 3 4 5
d d d d
20 10
ft 4 sq
20
ft 4 sq
ft
sq
Bolts
Type
# 20
Campaign
IL
CHARACTER SHEET
Race
+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
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
Fly Speed
Climb Speed
ft
2 sq
ft
sq
ft
1 sq
Luck Blade,
Range
+2 short sword
Attack Bonus
6
Untrained
hp
SKILLS
2 rks
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
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:
-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
Range
Type
Attack Bonus
Damage
Critical
ft
sq
+
Range Type Attack Bonus Damage Critical
1 1
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
+ + 3
Ammo
Special Ammo
1 1 1 1
Dodge Modifier
Deflection Modifier
SAVES
FORTITUDE SAVE REFLEX SAVE WILL SAVE
Evasion Base
Special bonus damage like Sneak Attack doesnt get multiplied by a critical .
+ + +
6 + BAB - 1 +
Base Attack Bonus Size Modifier Misc
+ 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
+ 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.
LANGUAGES
CHA CHA
N /A
1 1 1 2 1 1 4 2
4 4 4
Conditional Modifiers
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
18 AC
2 8
AC = 10 + DEX + 15 1
Temp AC
+ AC
Damage Reduction
/
Notes
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
8 8
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
0 1
Travellers clothes (small) Performers clothes (small) Maids uniform (small) Cake Stilts Mistreated Stilt Coverings Lye
INVENTORY
Value
Weight
EQUIPMENT
0 1 2 3 4 5 6
6 5 3
4 4 2
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
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
Concentration
5 13 = CHA + 8
Caster Level
%
BARDIC KNOWLEDGE BONUS
BARDIC KNOWLEDGE
Properties
Bard Level
Misc
2 +
Chest
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
23 20 14
19
Rounds Today
Extra Performance Use bonus in place of... Bluff, Disguise Bluff, Intimidate Acrobatics, Fly
Comedy Dance
WILL SAVE DC
Conditional Modifiers
= 10 +
Bard Level
5 8 2 + CHA
Bard Level
Diplomacy, Intimidate
Properties
FASCINATE
nconcious
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
Value
1,2 7 2 gp
,
1 9 pp
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
LORE MASTER
TAKE 10
Unlimited uses per day
, , , ,
2,4 0 0. 1 5,0 0 0.
, .
Take 20 Today
lb
Heavy Load
lb
1 4,1 5 2. 6 5
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 .
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
MALE
Name
L FU W LA OD
CHARACTER
FEMALE
AO CH C TI
CLASSES
ABILITIES
Ability Score
Item Bonus
Ability Modifier
Temp Score
Temp Modifier
1 2 3 4 5
d d d d
hp rks + INT 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
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
LANGUAGES
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
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
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
+
Dodge Modifier
Ammo
Special Ammo
Deflection Modifier
SAVES
FORTITUDE SAVE
Base
+
Deflection Modifier
+
Misc
+ + +
+ + +
Trap Sense
+ + +
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
+ + +
= 10 + DEX +
+ AC
Damage Reduction
/
Notes
INVENTORY
Value
ARMOUR
EQUIPMENT
Max Speed
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
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
ARMOUR
EQUIPMENT
Max Speed
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
Ring 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
, , , ,
, , , ,
. . . .
lb
Heavy Load
lb
Campaign XP
EV
Player
IL
CHARACTER SHEET
GO
Race
MALE
Name
L FU W LA OD
CHARACTER
FEMALE
AO CH C TI
CLASSES
ABILITIES
Ability Score
Item Bonus
Ability Modifier
Temp Modifier
1 BARBARIAN! 2 3 4 5
d d d d
hp rks + INT per level
SKILLS
Untrained Skill Bonus
Class Skills +3
Ranks
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
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
X X
X XX X-
X X X X
X
+ Size diff x4
XX XN/A
X X X X X X X
LANGUAGES
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
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!
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!
+
Dodge Modifier
Ammo
Special Ammo
Deflection Modifier
SAVES
FORTITUDE SAVE
Base
+
Deflection Modifier
+ BAB +
Base Attack Bonus
+
Size Modifier RAGE!
+ + +
Endurance
+ + +
Trap Sense
+
Fatigued
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
+ + +
= 10 + DEX +
+ AC
-2
Notes
RAGE!
Damage Reduction
AC Penalty
BARBARIAN!
Barbarian Level
Barbarian Level
BARBARIAN
RAGE!
1 2 3 5 6 7 9 10 11 12 13 14 15 16 17 18 19 20
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!
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
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
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
%
BARDIC KNOWLEDGE BONUS
BARDIC KNOWLEDGE
Bard Level
Misc
2 +
PERFORMANCES
5
Misc
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
=
COURAGE BONUS
(Round up)
SCROLLS
POTIONS
COMPETENCE BONUS
INSPIRE
Bonus hit dice + 2d10 (including CON) Competence +2 to attack +1 to fortitude saves Saving bonus + 4 to all saves Dodge bonus +4 to AC
LORE MASTER
TAKE 10
Unlimited uses per day
Take 20 Today
CLERIC
OF
GO
L FU W LA EV IL
OD AO CH C TI
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
= WIS +
1d8 + Level (Max 5)
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
GO
= 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
+
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
Concentration
= WIS +
NATURE BOND
DOMAIN
ANIMAL COMPANION
Creature Type
5
WILD SHAPE
Times Today
Current Shape
7 8
WANDS
CHARGES
9
SCROLLS POTIONS
# # # # #
CHARGES
CHARGES
CHARGES
CHARGES
DRUID
DEITY
+
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
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
Range
Attack Bonus
Damage
Critical
Range
Attack Bonus
Damage
Critical
ft
sq
ft
sq
Range
Attack Bonus
Damage
Critical
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
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
+
Size Modi er
+ BAB +
Misc Modi er
+
Temp
+
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
+ +
REF
= DEX +
REF
= DEX +
= 10 + DEX
PORTRAIT
= 10 + DEX
PORTRAIT
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
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
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
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
GO
OD
PREPARED SPELLS
L FU W LA IL EV
GO
EV
IL
Concentration
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
1 2 3 4
Spell Save DC = 10 + WIS + Spell Level
=
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
LAY ON HANDS
d6
)+
Misc
=
HEALING HIT POINTS
( (
2 + CHA +
Paladin Level
Uses Today
(Round up)
= 10 +
Paladin Level
d6
)+
2 + CHA
(Round down)
MERCIES
SCROLLS WANDS
POTIONS
# # # #
Campaign XP
EV
Player
IL
CHARACTER SHEET
GO
Race
MALE
Name
L FU W LA OD
CHARACTER
FEMALE
AO CH C TI
CLASSES
ABILITIES
Ability Score
Item Bonus
Ability Modifier
Temp Score
Temp Modifier
1 Ranger 2 3 4 5
d d d d
hp rks + INT per level
SKILLS
Untrained Skill Bonus
Class Skills +3
Ranks
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 Knowledge: Geography
Trained
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
LANGUAGES
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
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
Range
Type
Attack Bonus
Damage
Critical
ft
sq
Conditional Modifiers
ft
sq
COMBAT MANOEUVRES
COMBAT MANOEUVRE Base Attack Bonus BONUS
Size Modifier Misc
Ammo
# #
Size Modifier Misc
Special Ammo
# #
Racial Misc Temp
+
Dodge Modifier
Ammo
Special Ammo
Deflection Modifier
SAVES
FORTITUDE SAVE
Base
+
Deflection Modifier
+ BAB +
Base Attack Bonus Size Modifier
+
Misc
+ + +
+ + +
Trap Sense
+ + +
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
+ + +
= 10 + DEX +
+ 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
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
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)
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
+( 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
= 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
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
3
= CHA +
Concentration
% SCROLLS
POTIONS
7
WANDS
CHARGES
# # #
CHARGES
CHARGES
WIZARD
SPELL SCHOOLS
SPECIALITY SCHOOL
0
Speciality Spell
OPPOSED SCHOOLS
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
Concentration
= INT +
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
1 2 3 4 5 6
Extract Save DC = 10 + INT + Extract Level
2
DISCOVERIES
DISCOVERIES KNOWN
=
1
Alchemist Level
2 +
(Round down)
Misc
5
6 7
10
Strength Bonus
MUTAGENS
+ AC
DURATION
11
12
mins
= 10 mins
POISON RESISTANCE
POISON RESISTANCE FORTITUDE SAVE BONUS
BOMBS
+
Level
BASIC DAMAGE
Immune to all poisons
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
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
Cavalier Level
=1+(
Cavalier Level
5)+
Misc Rounds Shared This Encounter
=(
3)+
(Round up)
Challenges Today
rds
=1+(
2)+
TEAMWORK FEATS
Misc
=
Level
+
Level
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
CAVALIER ORDER
BANNER
Level
= + + = = +1
Cavalier Level
14 + 2
INQUISITOR
DEITY
Caster Level
L FU W LA EV IL OD
0 1
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
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
CH AO TI C
5 6
JUDGEMENT
JUDGEMENTS PER DAY
}
(
Inquisitor Level
Inquisitor Level
Track
= 1 +(
Inquisitor Level
Misc
Destruction
Damage bonus
+ + + + + + + +
3 )+
Judgements Today
Healing Justice
= 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
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
Resilience
Damage reduction
Level
Resistance
Invoke two judgements at once Invoke three judgements at once
Level
Smiting
SLAYER
Level Level
BANE
Weapon Enhancement Bonus
16 17
+2 +2
+ 2 + 2d6 + 2 + 4d6
Misc
Select one judgement at start of combat to apply its bonus at 5 levels higher
12
Inquisitor Level
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
+ + +
FORTITUDE SAVE DC
=(
2 ) + WIS
MYSTERY
ORACLE
CURSE
Revelations
2 4 6 8
Level
Level
SPELLS
CHA CHA - 4 CHA - 8 CHA - 12
Spells Known
Spell Save DC
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
Concentration
= CHA +
Caster Level
% SCROLLS
2
POTIONS
3 4 5
WANDS
6
CHARGES
# # #
7 8 9
CHARGES
CHARGES
SUMMONER
SUMMONER
Summoner Level
Caster Level
1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20
Spells Known
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
SCROLLS
POTIONS
% WANDS
CHARGES CHARGES CHARGES
# # #
EIDOLON
ABILITIES
Ability Score
Item Bonus
EV
IL
CHARACTER SHEET
GO
MALE
Name
L FU W LA OD
EIDOLON
FEMALE
AO CH C TI
Ability Modifier
Temp Score
Temp Modifier
d10
Armour Bonus (Good) Saves (Bad) Good saves:
/
SKILLS
Untrained Skill Bonus
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
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
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
Morale Bonus
Buffs
Nerfs
Power Attack
Range
Type
Attack Bonus
Damage
Critical
+ +
=
Morale Bonus
+
Buffs
Nerfs
Power Attack
ft
sq
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
+
Dodge Modifier Deflection Modifier Base Attack Bonus Size Modifier Misc
+ + +
+ + +
Trap Sense
+ + +
+
Deflection 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
+ + +
+ + +
+ + +
FEATS
=10 + DEX +
+ AC
Damage Reduction
/
Notes
WITCH
FAMILIAR
Name Creature type
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
Base Spells
Bonus Spells
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
WEAPON
Attack Bonus Damage Critical
-2
Misc
+
DEFENSIVE CASTING
d
Defensive Casting Bonus
2 + INT +
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)
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
Spell Save DC
% THRESHOLD
ARCANA KNOWN
Magus Level
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
ARTIFICER
INVENTIONS
Invention Save DC Level
TOME OF SECRETS
ARTIFICER
Arti cer Level Crafting Abilities Elbow Grease
1 2 3 4 5 6 7 8 9
+2
1 2 3 4
Invention Save DC = 10 + INT + Spell Level Invention time = 4 hours per spell level Arti er Level
+4
Craft Wand
=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
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.
MATERIALS
MAGIC ITEMS
Salvage Value
WANDS
CHARGES CHARGES
# # # # # # #
SCROLLS POTIONS
CHARGES
CHARGES
CHARGES
CHARGES
CHARGES
GO
OD
TOME OF SECRETS
EV
PRIEST OF
L FU W LA IL
Concentration
Channel Positive Energy
ENERGY ROLL
WILL SAVE DC
AO CH C TI
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
+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
+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
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
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
DEVOTEE TALENTS
TALENTS KNOWN
DEVOTEE TALENTS
=
Witch Focus
2 +
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
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
12
WITCH SENSE
= 30 -
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
= WIS + 3
BACKLASH
BACKLASH WILL SAVE DC
Witch Hunter Level
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
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
QUEST ITEMS
Attained Carried by / given to
CONTAINER
Value Weight
CONTAINER
Value Weight
lb lb
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
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
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
ft
Ammo
sq
CMB =
+ STR +
+
Dodge Modi er
#
Base Attack Bonus Size Modi er Misc Morale Bonus
De ection Modi er
+
Size Modi er Misc
+ BAB +
FORTITUDE SAVE
+
Base Save Misc
+
Temp
SAVING THROWS
AC AC
= 10 + DEX + = 10 / + /
+ + +
FORT = CON +
REFLEX SAVE
+ + +
REF
= DEX +
PORTRAIT
AC AC
= 10 + DEX
WILL SAVE
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
Base Attack
Properties
Properties
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
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
+ + +
REF
= DEX +
= 10 + DEX
WILL SAVE
WILL = WIS +
Evasion Endurance
INVENTORY
NOTES
AC
/
COMBAT ABILITIES
EFFECTS
3.5e
7 8 9 10 11
Campaign Page
19 20 21 22 23 12 24
31 32 33 34 35 36
TIMELINE
Era
of 6 7 8 9 10 11 12
13 14 15 16 17 18 19 20 21 22 23 24
25 26 27 28 29 30 31 32 33 34 35 36
37 38 39 40 41 42
6 5 4 3 2 1 13 14 15 16 17
18 29 28 27 26 25
30
7 8 9 10 11 12
19 20 21 22 23 24
31 32 33 34 35 36
6 7 8 9 10 11 12
13 14 15 16 17 18 19 20 21 22 23 24
25 26 27 28 29 30 31 32 33 34 35 36
37 38 39 40 41 42
6 5 4 3 2 1 13 14 15 16 17
18 29 28 27 26 25
30
TIMELINE
3.5e
THREAD
DATE
EVENT
THREAD
OTHER EVENTS