Beruflich Dokumente
Kultur Dokumente
Race
Class
Select Tier
Starting Assets
Tier
Age
Gender
STR
DEX
CON
INT
WIS
CHA
Height
Score
Mod
0
0
-5
-5
0
0
0
0
-5
-5
-5
-5
Saving Throws
Fortitude (Con)
Reflex (Dex)
Will (Wis)
Base
CMD
CMD
CMD
-5
CMD
-5
-10
Enhance
Weapon EXP
Flat-Footed
CMD
CMD
HP
Temp
Damage Threshold
25
Magic
Misc
Temp
Cond. Bonu
-10
Enhance
Weapon EXP
-10
Enhance
Attack (Dex)
-5
Range
Damage
Misc
Attack (Str)
-5
Attack (Dex)
-5
Range
Damage
Misc
Attack (Str)
-5
Attack (Dex)
-5
Range
Damage
Misc
Attack (Str)
-5
Attack (Dex)
-5
Range
Damage
Misc
Attack (Str)
-5
Attack (Dex)
-5
Range
Damage
Misc
Attack (Str)
-5
Attack (Dex)
-5
Range
Damage
Special
Enhance
Weapon EXP
-10
Attack (Str)
-5
Special
Weapon EXP
-10
Misc
Special
Special
Attack Proficiency
-5
10
Special
Attack Proficiency
Armor/Protective Item
Speed
Weapon EXP
Attack Proficiency
Weapon
CMB
-10
Enhance
Attack Proficiency
-5
-5
-5
-5
Attack Proficiency
-5
Eyes
Total
5
5
Misc
Ability
Attack Proficiency
Weapon
CMB
Tier
-5
-5
-5
Weapon
CMB
Skill
Initiative
Weapon
CMB
Inherent
Damage Reduction
Weapon
CMB
Weight
Enhance
AC
Total
-5
Deity
Touch
Weapon
CMB
Adventurer Rank
Enhance
Weapon EXP
Special
Type
AC Bonus
Max Dex
Special Properties
Weight
Shield/Protective Item
AC Bonus
Penalty
Spell Fail
Special Properties
Protective Item
AC Bonus
Type
Weight
Special Proper
Protective Item
AC Bonus
Type
Weight
Special Proper
Protective Item
AC Bonus
Type
Weight
Special Proper
Equipped Items
Magic Items
Charges
Belt
Body
Chest
Eyes
Feet
Hands
Head
Headband
Neck
Ring
Ring
Shoulder
Wrist
Traits
Walk
Carrying Capacity
0
Medium Load
Light Load
Heavy Load
Lift over
head
Uses/Day
0
Lift Off Ground
Used
0
Push or Drag
Speed
Climb
Swim
Burrow
Fly
Player
D's Dice
Deity
Eyes
10
Size
Hair
+
Flat-Footed
Total
-5
Total
Shield
Dex
0
10
-5
Dex
Skin
Armor
Size
Natural
Misc
Current
Spell Resistance
Resistances
Immunities
Weaknesses
Skills
Skill Name
Damage
Damage
Damage
Damage
Critical
Critical
Critical
Critical
Critical
Type
Type
Type
Type
Type
Key
Total
Ability
Appraise
Wis
Balance
Dex*
Bluff
Cha
Climb
Str*
Craft
Int
Craft
Int
-5
-5
-5
-5
-5
-5
-5
-5
-5
-5
-5
-5
-5
-5
-5
-5
-5
-5
-5
-5
-5
-5
-5
-5
-5
-5
-5
-5
-5
-5
-5
-5
-5
-5
-5
0
0
0
-5
-5
-5
-5
-5
-5
-5
-5
-5
-5
-5
-5
-5
-5
-5
-5
-5
-5
-5
-5
-5
-5
-5
-5
-5
-5
-5
-5
-5
-5
-5
-5
-5
-5
-5
Craft
Int
Diplomacy
Cha
Disable Device
Int
Disguise
Cha
Escape Artist
Dex*
Fly
Dex
Handle Animal
Cha
Heal
Wis
Intimidate
Cha
Jump
Str*
Know.
Int
Know.
Int
Know.
Int
Know.
Int
Linguistics
Damage
Critical
Penalty
Type
Spell Fail
Int
Listen
Wis
Perform
Cha
Perform
Cha
Profession
Wis
Ride
Dex
Sense Motive
Wis
Sleight of Hand
Dex
Spellcraft
Spell Fail
Weight
Deflection
Misc
-5
Cond. Bonuses
Damage
Dodge
Int
Spot
Wis
Stealth
Dex
Survival
Wis
Swim
Str*
Tumble
Dex*
Cha
Special Properties
Prof
ACP
Trained
0
0
0
0
Special Properties
Current Assets
Total Assets
Next Tier
Misc
Select Tier
Languages
1 per point of Int bonus
Walk
Hustle (x2)
Run (x3)
Uses/Day
Used
Feats
Special Abilities
ext Tier
Misc
lect Tier
Spells
Defensive Casting
Class
Mod
Mod
0
Total
Misc
Misc
CL
0
Spell Save
Defensive Casting
Arcane Spell Failure
Spells
Known
Save
DC
10
11
12
13
14
15
16
17
18
19
Level
Mod
0
Total
Spells/Day
CL
0
Bonus
Spells
Misc
Specialization
Prohibited Schools
1st
2nd
Bonuses
3rd
4th
5th
6th
7th
8th
9th
Prep Level
Spell
Spells 0 Level
Book
Duration
Mastery?
Prep Level
Spell
Mastery?
Spells 1 Level
Book
Duration
Save
Spell
Spells 2 Level
Book
Duration
Mastery?
Save
Prep Level
Page 7
Save
Spells
Spells 3 Level
Book
Duration
Save
Spells 4 Level
Book
Duration
Save
Spells 5 Level
Book
Duration
Save
Spells 6 Level
Book
Duration
Save
Spells 7 Level
Book
Duration
Save
Prep Level
Spell
Mastery?
Prep Level
Spell
Mastery?
Prep Level
Spell
Mastery?
Prep Level
Spell
Mastery?
Prep Level
Spell
Mastery?
Page 8
Spells
Spells 8 Level
Book
Duration
Save
Spells 9 Level
Book
Duration
Save
Prep Level
Spell
Mastery?
Prep Level
Spell
Mastery?
Page 9
Spells
Class
Mod
Misc
Spell Save
Arcane Spell Failure
Spells
Known
Save
DC
10
11
12
13
14
15
16
17
18
19
Level
Spells/Day
Bonus
Spells
1st
2nd
3rd
4th
5th
6th
7th
8th
9th
Spells 0 Le
Save
SR?
Description
Prep Level
Spell
Mastery?
Save
SR?
Description
Prep Level
Spell
Mastery?
Spells 1 Le
Spells 2 Le
Save
SR?
Description
Prep Level
Page 10
Spell
Mastery?
Spells
Spells 3 Le
Save
SR?
Description
Prep Level
Spell
Mastery?
Save
SR?
Description
Prep Level
Spell
Mastery?
Save
SR?
Description
Prep Level
Spell
Mastery?
Save
SR?
Description
Prep Level
Spell
Mastery?
Save
SR?
Description
Prep Level
Spell
Mastery?
Spells 4 Le
Spells 5 Le
Spells 6 Le
Spells 7 Le
Page 11
Spells
Spells 8 Le
Save
SR?
Description
Prep Level
Spell
Mastery?
Save
SR?
Description
Prep Level
Spell
Mastery?
Spells 9 Le
Page 12
Spells
Spells 0 Level
Mastery? Book Duration
Save
SR?
Description
Save
SR?
Description
Spells 2 Level
Mastery? Book Duration
Save
SR?
Description
Spells 1 Level
Page 13
Spells
Spells 3 Level
Mastery? Book Duration
Save
SR?
Description
Save
SR?
Description
Save
SR?
Description
Save
SR?
Description
Save
SR?
Description
Spells 4 Level
Mastery? Book Duration
Spells 5 Level
Mastery? Book Duration
Spells 6 Level
Mastery? Book Duration
Spells 7 Level
Mastery? Book Duration
Page 14
Spells
Spells 8 Level
Mastery? Book Duration
Save
SR?
Description
Save
SR?
Description
Spells 9 Level
Mastery? Book Duration
Page 15
Exp
Tier
1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
Fort
Free
1000
1500
2000
2500
3000
3500
4000
4500
5000
5500
6000
6500
7000
7500
8000
8500
9000
9500
10000
Saves
Ref
Free
1000
1500
2000
2500
3000
3500
4000
4500
5000
5500
6000
6500
7000
7500
8000
8500
9000
9500
10000
Feats
Will
Free
1000
1500
2000
2500
3000
3500
4000
4500
5000
5500
6000
6500
7000
7500
8000
8500
9000
9500
10000
Free
3000
4500
6000
7500
9000
10500
12000
13500
15000
16500
18000
19500
21000
22500
24000
25500
27000
28500
30000
All Characters using this system begin play with a number of HP equal to 3 + Con Score rounded down (con score not m
All Characters gain one point to Con every 20 hp gained. This does not increase hit-points further. All other stat points are
Page 16
Exp
Armor
Proficiency
None
Light
Light and Shields (no tower)
Medium and Shields (no tower)
Heavy and Shields (no tower)
Heavy and Shields
Cost
-500
0
500
1000
1500
2000
Additional Uses
Bonus
Trait
Hero Point
1Hp
Cost
500
500
500
Times Bought
Con Score rounded down (con score not modifier). All other HP is purchasable above in the Additional Uses Section
ase hit-points further. All other stat points are gained through game-play and skill increases.
Page 17
Exp
Uses Section
Page 18
Abilites
Abilities
Name
Cost
Spelled
Class Feature
Combat Style
Sphere Magic
Sphere Talent
Arcane Armor Lord
Backswing Attack
Brow Cut
Blood Casting
Channel Brightly
Cohort Familiar
Combat Vigilance
Improved Blood Casting
Spell Like Ability*
Extra Spell Like Ability
Supernatural Ability
Denied
Elemental Attack*
Empowered Attack*
Enlarge Attack*
Eschew Foci
Eschew Gestures
Eschew Incantations
Extended Attack*
Extra Lives
Extra Meta Attack *
Healing Factor
Heighten Attack*
Hex Maven
Master of Magic Items
Maximize Attack*
Mega-Magic Spell
MetaNatural
Penetrating Attack*
Perfect Blow*
Quicken Attack*
Silent Attack*
Spell Shifting
Widen Attack
Blue Magic
Extra Blue Magic
Page 19
Abilites
Abilities
PreReq.
Any previous abilities in chain
Any previous combat styles in chain
Sphere Magic
Arcane Armor Training,Arcane armor Mastery, Medium Armor Proficiency, caster level 11th.
Attack Proficiency +6.
Caster Level 5
Ability to channel energy, Improved Channel, Selective Channeling.
Improved Familiar, Leadership, ability to acquire a familiar.
Alertness or Combat Casting.
Blood Casting, Caster level 9
Spell Like Ability
Spell Like Ability
Eschew Materials
Still Spell
Silent Spell
Maximize Attack
Blue Magic
Page 20
Abilites
Benefit
Page 21
Abilites
Special
You may take this ability multiple times. Each time you take it you gain the next level of spell casting slots, or you may cho
This ability may be taken more than once. Each additional time you take it, you gain another class ability of your choice, o
You may take this ability multiple times. Each time you take it, you gain access to another combat style, you can only take
u take this ability you can choose any one sphere of magic which you meet the prerequisite of, you gain the base ability of this sphere. Y
You may take this ability multiple times. Each time you take this ability you gain access to another talent or sphere.
e arcane spell failure.
es per day, as a free action, when you make a weapon attack, unarmed attack, or natural weapon attack, and miss your target (but suc
Characters with Improved Unarmed Strike and Improved Grapple may also take this feat, calling it Eye Gouge, and using
er you cast a spell you may choose to expend 5 hp to increase your caster level by one, you may expend more hit points on this ability b
u channel energy, you may simultaneously heal all creatures you can heal with the ability, and harm all creatures you could harm with th
ort (from the Leadership feat) becomes your familiar. Its alignment does not change, but it is devotedly loyal and obedient to you, regard
This ability may be taken more than once. Each additional time you take it, add one to the number of times you can stand
ng your blood casting ability you may choose to instead spend 10 Hp to apply a metamagic feat on the fly. This cost goes up by 10 hp fo
This can be taken multiple times, each time you take it you gain another spell as a spell like ability.
This can be taken multiple times each time you gain an additional use of your spell like ability.
This can be taken multiple times each time it applies to a different spell like ability
day as a free action, you can decide to not be affected by a single attack, combat maneuver, spell, or effect. All its effects on you are im
s per day as a swift action, when you make a weapon attack, unarmed attack, or natural weapon attack that deals acid, cold, electricity,
s per day as a swift action, you may declare one weapon attack, natural attack, or unarmed attack to be an empowered attack. You mus
s per day as a swift action, you may declare one weapon attack to be an enlarged attack. You must make this declaration prior to makin
ot need to fulfill the focus or divine focus components of spells in order to cast them.
ot need to fulfill the somatic components of spells in order to cast them. You effectively treat all the spells you cast as if they had been ca
ot need to fulfill the verbal components of spells in order to cast them. You effectively treat all the spells you cast as if they had been cas
es per day as a swift action, you may declare one weapon attack, natural attack, or unarmed attack to be an extended attack. You must
This feat can be taken more than once. Each time you take it, the number of times your character may freely return from t
additional uses of meta-attack unique ability. You gain two additional uses per day, plus one additional use for every meta-attack unique
fast healing equal to 1/3 your HD (minimum fast healing 1).
s per day as a swift action, you may declare one weapon attack, natural attack, or unarmed attack to be a heightened attack. You must
es which state they can only affect a specific target once per day, can instead affect the same target a number of times per day equal to
use any magic item, even if you would not normally be able to do so.
day as a swift action, you may declare one weapon attack, natural attack, or unarmed attack to be a maximized attack. You must make
e spell you can cast. Its level may not be higher than half the highest level spell you can cast. Select one or more metamagic feats you
use metanatural points to apply metamagic feats you know (or have access to through a rod) to your spelllike and supernatural abilities.
s per day, as a swift action, when you make a weapon attack, unarmed attack, or natural weapon attack, you may declare it to be a pen
day you can choose to make a single attack a perfect strike. Rather than make an attack roll, you hit any AC equal to 20 + your attack b
day as a free action, you may declare one weapon attack, natural attack, or unarmed attack to be a quickened attack. You must make t
es per day as a free action, you may declare one weapon attack, natural attack, or unarmed attack to be a silent attack. You must make
access to pattern spells. You have a number of pattern spells equal to your HD, to a maximum of two pattern spells per spell level. Whe
es per day as a swift action, you may declare one weapon attack, natural attack, or unarmed attack to be a widened attack. You must m
u kill an opponent with a spell like ability or supernatural ability you may learn that ability, you may only have one ability learned this way
This ability may be taken more than once. Each time you take this ability you can learn one more supernatural or spell-like
Page 22
Abilites
target. This attack counts as the same attack for purposes of abilities that only work on a single attack roll, and the new target must be
el (evil), Channel Brightly, Improved Channel, and Selective Channeling. When she channel energy, she can heal living creatures and h
two exceptions: if the creatures type is something other than animal, its type does not change; and cohort familiars do not gain the abili
egate. Only a single use of the effect is negated -- if you prevent an ancient red dragon from grappling you, that does not prevent it from
al attack, it takes acid, cold, electricity, fire, or sonic damage at the start of its next turn. This damage is equal to the acid, cold, electricity
does by 50%.
he attack is with a melee weapon, you may throw it as a ranged thrown weapon (not taking the normal penalty for throwing a melee wea
get extra uses for meta-attack unique ability you have. You may spend these extra uses on any meta-attack unique ability you have, as
ave selected. Whenever you cast the selected spell, you may choose to apply the selected metamagic feats without changing the spell
spell level higher than a spells normal level a metamagic feat uses, it takes one metanatural point to apply it to a spelllike or supernatu
ense that would normally cause the attack to be ineffectual or have a chance to be mistargeted, such as mirror image, displacement, co
eet of you are flatfooted against a quickened attack. If it is a ranged attack, it does not provoke an attack of opportunity.
g, does not count as an attack for the invisibility spell, and cannot be traced back to you with a Perception check.
the choice cannot normally be changed. You are allowed to swap out one pattern spell for a new choice at every even level. How patter
ck roll to the AC of every foe in any four spaces (each adjacent to at least one other of the four spaces, and all within 1 space of an are
Page 23
Abilites
k roll, and the new target must be one you could have attacked instead of your original target.
he can heal living creatures and harm undead and evil outsiders (using the same channeling dice for both), or heal living creatures and
hort familiars do not gain the ability to speak with other creatures of their kind (although many of them already have the ability to comm
you, that does not prevent it from making a new grapple check on its next attack. You may use this twice per day at 8th level, and one
equal to the acid, cold, electricity, fire, or sonic damage dealt by the elemental attack when it first hits.
-attack unique ability you have, as long as you do not exceed 2 + (total meta-attack unique abilities) per day in additional uses of all you
c feats without changing the spells level or casting time. You cannot also add other metamagic feats when you do this. For example, Da
apply it to a spelllike or supernatural ability. You cannot use more metanatural points for a single use of an ability than 1/3 your hit dice.
as mirror image, displacement, concealment, invisibility, etherealness, or feats that allow an attack to be blocked or dodged. The attack
ack of opportunity.
ce at every even level. How pattern spells work depends on how you cast spells. If you are a preparation spellcaster (such as the cleric,
s, and all within 1 space of an area you threaten). Each foe whose AC is exceeded by your attack roll takes damage from the attack.
Page 24
Abilites
both), or heal living creatures and evil outsiders and harm undead.
already have the ability to communicate). Your leadership score does not take a penalty from having a familiar if it is a cohort familiar.
wice per day at 8th level, and one more time per day for every additional 8 levels you gain, to a maximum of six times per day at 40th lev
er day in additional uses of all your meta-attack unique abilities. Meta-Attack unique abilities are those marked with a *.
hen you do this. For example, Davor Runetusk is a 16th level half-orc wizard who knows fireball and has the Enlarge Spell and Maximiz
f an ability than 1/3 your hit dice.
e blocked or dodged. The attack bypasses any DR or other defense of the foe, but can be healed, recovered, or regenerated normally.
on spellcaster (such as the cleric, druid, and wizard), pattern spells are spells you can cast in place of a prepared spell of the same leve
akes damage from the attack.
Page 25
Abilites
marked with a *.
has the Enlarge Spell and Maximize Spell feats. He takes Mega-Magic, and selects those two metamagic feats (with a total level adjustm
a prepared spell of the same level or higher, in the same way a cleric can replace a prepared spell for a cure spell. Your pattern spells m
Page 26
Abilites
gic feats (with a total level adjustment of +4, half the level of the highest level spell he can cast 8th), and fireball, allowing him to cast
a cure spell. Your pattern spells must be selected from spells you could prepare if you chose to (nearly any class spell for clerics, but li
Page 27
Abilites
and fireball, allowing him to cast an Enlarged Maximized fireball as a 3rd level spell. If he decided to add another metamagic feat to the
ly any class spell for clerics, but limited to spells in your spellbook for wizards). If you are a spontaneous spellcaster (such as the bard a
Page 28
Abilites
add another metamagic feat to the spell, he could not also apply the two feats he selected with Megamagic Spell for free (though he cou
us spellcaster (such as the bard and sorcerer), pattern spells are additional spells known, which you can cast once per day by using a s
Page 29
Abilites
magic Spell for free (though he could add them with the normal increase in the fireballs effective spell level).
an cast once per day by using a spell slot of the same level or higher. If you ever gain one of your pattern spells as a spell known, you m
Page 30
Abilites
ern spells as a spell known, you may replace it with a new pattern spell of the same level.
Page 31
Weapon Prof
Weapon
Current Exp
1
20
2
160
3
540
4
1280
5
2480
6
4300
7
6840
Weapon
Current Exp
1
20
2
160
3
540
4
1280
5
2480
6
4300
7
6840
Weapon
Current Exp
1
20
2
160
3
540
4
1280
5
2480
6
4300
7
6840
Weapon
Current Exp
1
20
2
160
3
540
4
1280
5
2480
6
4300
7
6840
Weapon
Current Exp
1
20
2
160
3
540
4
1280
5
2480
6
4300
7
6840
Weapon
Current Exp
1
20
2
160
3
540
4
1280
5
2480
6
4300
7
6840
Weapon
Current Exp
1
20
2
160
3
540
4
1280
5
2480
6
4300
7
6840
Weapon
Current Exp
1
20
2
160
3
540
4
1280
5
2480
6
4300
7
6840
Weapon
Current Exp
1
20
2
160
3
540
4
1280
5
2480
6
4300
7
6840
Weapon
Current Exp
1
20
2
160
3
540
4
1280
5
2480
6
4300
7
6840
Weapon
Current Exp
1
20
2
160
3
540
4
1280
5
2480
6
4300
7
6840
Weapon
Current Exp
1
20
2
160
3
540
4
1280
5
2480
6
4300
7
6840
Weapon
Current Exp
1
20
2
160
3
540
4
1280
5
2480
6
4300
7
6840
Weapon Prof
Every time you use a weapon you gain an amount of weapon proficiency equal to the weapons base damage (the normal
sword and have a 4 str modifier and were level 6. You would gain 8 exp each hit. 1 for min damage of the longsword, 4 for
Your Weapon Proficiency level gives you a bonus to hit equal to your current proficiency, and a bonus to damage equal to
If making characters over level 1 you can start with one weapon proficiency equal to your level, or any number of weapon
Page 33
Weapon Prof
Proficiency Level
8
9
10
11
12
13
14
15
16
17
18
19
10220 14560 19980 26600 34540 43920 54860 67480 81900 98240 116620 137160
Proficiency Level
8
9
10
11
12
13
14
15
16
17
18
19
10220 14560 19980 26600 34540 43920 54860 67480 81900 98240 116620 137160
Proficiency Level
8
9
10
11
12
13
14
15
16
17
18
19
10220 14560 19980 26600 34540 43920 54860 67480 81900 98240 116620 137160
Proficiency Level
8
9
10
11
12
13
14
15
16
17
18
19
10220 14560 19980 26600 34540 43920 54860 67480 81900 98240 116620 137160
Proficiency Level
8
9
10
11
12
13
14
15
16
17
18
19
10220 14560 19980 26600 34540 43920 54860 67480 81900 98240 116620 137160
Proficiency Level
8
9
10
11
12
13
14
15
16
17
18
19
10220 14560 19980 26600 34540 43920 54860 67480 81900 98240 116620 137160
Proficiency Level
8
9
10
11
12
13
14
15
16
17
18
19
10220 14560 19980 26600 34540 43920 54860 67480 81900 98240 116620 137160
Proficiency Level
8
9
10
11
12
13
14
15
16
17
18
19
10220 14560 19980 26600 34540 43920 54860 67480 81900 98240 116620 137160
Proficiency Level
8
9
10
11
12
13
14
15
16
17
18
19
10220 14560 19980 26600 34540 43920 54860 67480 81900 98240 116620 137160
Proficiency Level
8
9
10
11
12
13
14
15
16
17
18
19
10220 14560 19980 26600 34540 43920 54860 67480 81900 98240 116620 137160
Proficiency Level
8
9
10
11
12
13
14
15
16
17
18
19
10220 14560 19980 26600 34540 43920 54860 67480 81900 98240 116620 137160
Proficiency Level
8
9
10
11
12
13
14
15
16
17
18
19
10220 14560 19980 26600 34540 43920 54860 67480 81900 98240 116620 137160
Proficiency Level
8
9
10
11
12
13
14
15
16
17
18
19
10220 14560 19980 26600 34540 43920 54860 67480 81900 98240 116620 137160
Page 34
Weapon Prof
base damage (the normal minimum damage you can deal with the weapon not counting feats or enchantments) plus half your level. IE
age of the longsword, 4 for your str, and 3 for half your level. You gain no exp on an unsuccessful hit.
bonus to damage equal to half your proficiency with that weapon. For the purpose of feats and abilities your proficiency level is your bas
or any number of weapon profs as long as their total level does not exceed your current starting level.
Page 35
Weapon Prof
20
159980
20
159980
20
159980
20
159980
20
159980
20
159980
20
159980
20
159980
20
159980
20
159980
20
159980
20
159980
20
159980
Page 36
Weapon Prof
hantments) plus half your level. IE. If you are wielding a long
Page 37
Skills Prof
Acrobatics (Balance) (Dex)
Current Exp
Appraise (Wis)
Current Exp
Bluff (Cha)
Current Exp
Climb (Str)
Current Exp
Craft: (Int)
Current Exp*
Craft: (Int)
Current Exp*
Diplomacy (Cha)
Current Exp
Disguise (Cha)
Current Exp
Fly (Dex)
Current Exp
1
2
2
6
3*
12
4
20
5*
30
6
42
7
56
1
2
2
6
3
12
4
20
5*
30
6
42
7
56
1
2
2
6
3
12
4
20
5*
30
6
42
7
56
1
2
2
6
3
12
4
20
5*
30
6
42
7
56
1
2
2
6
3
12
4
20
5*
30
6
42
7
56
1
2
2
6
3
12
4
20
5*
30
6
42
7
56
1
2
2
6
3
12
4
20
5*
30
6
42
7
56
1
2
2
6
3
12
4
20
5*
30
6
42
7
56
1
2
2
6
3
12
4
20
5*
30
6
42
7
56
1
2
2
6
3
12
4
20
5*
30
6
42
7
56
1
2
2
6
3
12
4
20
5*
30
6
42
7
56
7
56
7
56
1
2
1
2
2
6
2
6
3
12
3
12
4
20
4
20
Page 38
5*
30
5*
30
6
42
6
42
Skills Prof
Handle Animal (Cha)
Current Exp
Heal (Wis)
Current Exp
Intimidate (Cha)
Current Exp
Knowledge: (Int)
Current Exp
Knowledge: (Int)
Current Exp
Knowledge: (Int)
Current Exp
Knowledge: (Int)
Current Exp
Knowledge: (Int)
Current Exp
Linguistics (Int)
Current Exp
(Cha) Perform:
Current Exp
(Cha) Perform:
Current Exp
1
2
2
6
3
12
4
20
5*
30
6
42
7
56
1
2
2
6
3
12
4
20
5*
30
6
42
7
56
1
2
2
6
3
12
4
20
5*
30
6
42
7
56
1
2
2
6
3
12
4
20
5*
30
6
42
7
56
1
2
2
6
3
12
4
20
5*
30
6
42
7
56
1
2
2
6
3
12
4
20
5*
30
6
42
7
56
1
2
2
6
3
12
4
20
5*
30
6
42
7
56
1
2
2
6
3
12
4
20
5*
30
6
42
7
56
7
56
7
56
1
2
1
2
2
6
2
6
3
12
3
12
4
20
4
20
5*
30
5*
30
6
42
6
42
1
2
2
6
3
12
4
20
5*
30
6
42
7
56
1
2
2
6
3
12
4
20
5*
30
6
42
7
56
1
2
2
6
3
12
4
20
5*
30
6
42
7
56
Page 39
Skills Prof
(Wis) Profession:
Current Exp
Ride (Dex)
Current Exp
Spellcraft (Int)
Current Exp
Stealth (Dex)
Current Exp
Survival (Wis)
Current Exp
Swim (Str)
Current Exp
1
2
2
6
3
12
4
20
5*
30
6
42
7
56
1
2
2
6
3
12
4
20
5*
30
6
42
7
56
1
2
2
6
3
12
4
20
5*
30
6
42
7
56
1
2
2
6
3
12
4
20
5*
30
6
42
7
56
1
2
2
6
3
12
4
20
5*
30
6
42
7
56
1
2
2
6
3
12
4
20
5*
30
6
42
7
56
1
2
2
6
3
12
4
20
5*
30
6
42
7
56
1
2
2
6
3
12
4
20
5*
30
6
42
7
56
When creating a character above 1st level you instead choose this number of skills to be ranked and have the base ranks
Skills in blue are trained only skills and unless taken at 1st level cannot gain ranks without training.
Even if you do not take a skill at first level you can still gain ranks in that skill with successful use as normal for leveling a s
Page 40
Skills Prof
evel/Exp Needed*
13 14 15* 16 17 18 19 20*
182 210 240 272 306 342 380 420
evel/Exp Needed
13 14 15* 16 17 18 19 20*
182 210 240 272 306 342 380 420
evel/Exp Needed
13 14 15* 16 17 18 19 20
182 210 240 272 306 342 380 420
evel/Exp Needed
13 14 15* 16 17 18 19 20*
182 210 240 272 306 342 380 420
evel/Exp Needed
13 14 15* 16 17 18 19 20*
182 210 240 272 306 342 380 420
evel/Exp Needed
13 14 15* 16 17 18 19 20*
182 210 240 272 306 342 380 420
evel/Exp Needed
13 14 15* 16 17 18 19 20*
182 210 240 272 306 342 380 420
evel/Exp Needed
13 14 15* 16 17 18 19 20*
182 210 240 272 306 342 380 420
evel/Exp Needed
13 14 15* 16 17 18 19 20*
182 210 240 272 306 342 380 420
evel/Exp Needed
13 14 15* 16 17 18 19 20*
182 210 240 272 306 342 380 420
evel/Exp Needed
13 14 15* 16 17 18 19 20*
182 210 240 272 306 342 380 420
evel/Exp Needed
13 14 15* 16 17 18 19 20*
182 210 240 272 306 342 380 420
evel/Exp Needed
13 14 15* 16 17 18 19 20*
182 210 240 272 306 342 380 420
Page 41
Skills Prof
evel/Exp Needed
13 14 15* 16 17 18 19 20*
182 210 240 272 306 342 380 420
evel/Exp Needed
13 14 15* 16 17 18 19 20*
182 210 240 272 306 342 380 420
evel/Exp Needed
13 14 15* 16 17 18 19 20*
182 210 240 272 306 342 380 420
evel/Exp Needed
13 14 15* 16 17 18 19 20*
182 210 240 272 306 342 380 420
evel/Exp Needed
13 14 15* 16 17 18 19 20*
182 210 240 272 306 342 380 420
evel/Exp Needed
13 14 15* 16 17 18 19 20*
182 210 240 272 306 342 380 420
evel/Exp Needed
13 14 15* 16 17 18 19 20*
182 210 240 272 306 342 380 420
evel/Exp Needed
13 14 15* 16 17 18 19 20*
182 210 240 272 306 342 380 420
evel/Exp Needed
13 14 15* 16 17 18 19 20*
182 210 240 272 306 342 380 420
evel/Exp Needed
13 14 15* 16 17 18 19 20*
182 210 240 272 306 342 380 420
evel/Exp Needed
13 14 15* 16 17 18 19 20*
182 210 240 272 306 342 380 420
evel/Exp Needed
13 14 15* 16 17 18 19 20*
182 210 240 272 306 342 380 420
evel/Exp Needed
13 14 15* 16 17 18 19 20*
182 210 240 272 306 342 380 420
Page 42
Skills Prof
evel/Exp Needed
13 14 15* 16 17 18 19 20*
182 210 240 272 306 342 380 420
evel/Exp Needed
13 14 15* 16 17 18 19 20*
182 210 240 272 306 342 380 420
evel/Exp Needed
13 14 15* 16 17 18 19 20*
182 210 240 272 306 342 380 420
evel/Exp Needed
13 14 15* 16 17 18 19 20*
182 210 240 272 306 342 380 420
evel/Exp Needed
13 14 15* 16 17 18 19 20*
182 210 240 272 306 342 380 420
evel/Exp Needed
13 14 15* 16 17 18 19 20*
182 210 240 272 306 342 380 420
evel/Exp Needed
13 14 15* 16 17 18 19 20*
182 210 240 272 306 342 380 420
evel/Exp Needed
13 14 15* 16 17 18 19 20*
182 210 240 272 306 342 380 420
evel/Exp Needed
13 14 15* 16 17 18 19 20*
182 210 240 272 306 342 380 420
me class skills and begin with 1 rank, these skills are chosen from the above skill list and you are considered to have the
ly succeed at a skill check you gain 1 exp with that skill, when your exp with that skill equals the number
ck you instead gain 5 exp to that skill.
anked and have the base ranks equal to the amount of HD purchased by you for your primary class.
ul use as normal for leveling a skill, though you do not gain the +3 trained bonus unless it is a class skill for you.
Page 43
Skills Prof
Page 44
Skills Prof
Page 45
Skills Prof
d to have the
Page 46
Item Storage
Slot
1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
Base Storage
Item Name
#
Charges/Uses
Page 47
D. Upgrades
Heads-Up Display (Hud)
Ability
Cost
Monster Locator
2500
ML Upgrade 1
7500
Allies Package 1
5000
Allies Package 2
5000
Allies Package 3
1000
Hostility Indicator
10000
Storage Abilities
Ability
Cost
Fast Storage
5000
Fast Retrieval
5000
Information Retrieval
Ability
Cost
Library
4000/Knowledge
Monster Index
20000
Page 48
Notes
Page 49
Notes
Campaign Notes
Page 50
Notes
Page 51