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Character Name

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

Limited Use Abilities

Heavy Load

Lift over
head

Uses/Day

0
Lift Off Ground

Used

0
Push or Drag

Speed
Climb
Swim
Burrow
Fly

Limited Use Abilities

Player

D's Dice

Deity
Eyes
10

Character Record Sheet

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*

Use Magic Device

Cha

Special Properties

Prof

ACP

Trained

0
0

0
0

Special Properties

Current Party Location


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

Mastery? Book Duration

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

1000 Assets times Highest level spell slot gained


Level Class Gains Feature x 2000 Assets
4000 Assets
4000 Assets
4000xp Assets
12000 Assets
12000 Assets
8000 Assets
8000 Assets
20000 Assets
10000 Assets
10000 Assets
6000 Assets
1000 Assets per spell level
Initial cost of spell like ability +50% x Number of times already taken
25000 Assets times the base spell level.
30000 Assets
10000 Assets
8000 Assets
8000 Assets
10000 Assets
10000 Assets
10000 Assets
8000 Assets
15000 Assets
12000 Assets
15000 Assets
8000 Assets
8000 Assets
10000 Assets
8000 Assets
15000 Assets
10000 Assets
10000 Assets
20000 Assets
10000 Assets
10000 Assets
20000 Assets
10000 Assets
50000 Assets
25000 Assets

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

Any Meta Attack Unique ability

Hex Class Feature


Use Magic Device as a Class Skill
Two Meta Attack Unique Abilities
Two or More Metamagic Feats

Maximize Attack

Access to Cast Spells

Blue Magic

Page 20

Abilites

Benefit

When you take this abili


You may select a class f
When you take this abil
When you take this ability you can choose any one sphere of magic which you meet the prerequisite of, you gain the base
When you take this abil
You ignore arcane spell failure.
Three times per day, as a free action, when you make a weapon attack, unarmed attack, or natural weapon attack, and m
Once per round as a fre
When ever you cast a spell you may choose to expend 5 hp to increase your caster level by one, you may expend more h
When you channel energy, you may simultaneously heal all creatures you can heal with the ability, and harm all creatures
Your cohort (from the Leadership feat) becomes your familiar. Its alignment does not change, but it is devotedly loyal and
Once per round, as a fr
When using your blood casting ability you may choose to instead spend 10 Hp to apply a metamagic feat on the fly. This c
You gain a single spell
You gain an additional u
You gain a supernatural
Once per day as a free action, you can decide to not be affected by a single attack, combat maneuver, spell, or effect. All i
Four times per day as a swift action, when you make a weapon attack, unarmed attack, or natural weapon attack that dea
Two times per day as a swift action, you may declare one weapon attack, natural attack, or unarmed attack to be an empo
Four times per day as a swift action, you may declare one weapon attack to be an enlarged attack. You must make this de
You do not need to fulfill the focus or divine focus components of spells in order to cast them.
You do not need to fulfill the somatic components of spells in order to cast them. You effectively treat all the spells you cas
You do not need to fulfill the verbal components of spells in order to cast them. You effectively treat all the spells you cast
Three times per day as a swift action, you may declare one weapon attack, natural attack, or unarmed attack to be an exte
Your character can come
You gain additional uses of meta-attack unique ability. You gain two additional uses per day, plus one additional use for ev
You gain fast healing equal to 1/3 your HD (minimum fast healing 1).
Four times per day as a swift action, you may declare one weapon attack, natural attack, or unarmed attack to be a height
Your hexes which state they can only affect a specific target once per day, can instead affect the same target a number of
You can use any magic item, even if you would not normally be able to do so.
Once per day as a swift action, you may declare one weapon attack, natural attack, or unarmed attack to be a maximized
Select one spell you can cast. Its level may not be higher than half the highest level spell you can cast. Select one or more
You can use metanatural points to apply metamagic feats you know (or have access to through a rod) to your spelllike and
Four times per day, as a swift action, when you make a weapon attack, unarmed attack, or natural weapon attack, you ma
Once per day you can choose to make a single attack a perfect strike. Rather than make an attack roll, you hit any AC equ
Once per day as a free action, you may declare one weapon attack, natural attack, or unarmed attack to be a quickened a
Three times per day as a free action, you may declare one weapon attack, natural attack, or unarmed attack to be a silent
You have access to pattern spells. You have a number of pattern spells equal to your HD, to a maximum of two pattern sp
Three times per day as a swift action, you may declare one weapon attack, natural attack, or unarmed attack to be a wide
When you kill an opponent with a spell like ability or supernatural ability you may learn that ability, you may only have one
You man learn one addit

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

based off the class you choose.

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

uired to cast it.


uired to cast it.
ge at the beginning of its next round. For this bleed, roll the extended attacks damage again, using the same modifiers as the original at

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

d/or hardness equal to your base attack bonus.

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.

l penalty for throwing a melee weapon) with a range increment of 30 feet.

e same modifiers as the original attack.

-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

a familiar if it is a cohort familiar.

um of six times per day at 40th level.

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

covered, or regenerated normally.

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 Proficiency Rules


Page 32

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

es your proficiency level is your base attack for that weapon..

Page 37

Skills Prof
Acrobatics (Balance) (Dex)
Current Exp

Acrobatics (Jump) (Str)


Current Exp

Acrobatics (Tumble) (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

Disable Device (Dex)


Current Exp

Disguise (Cha)
Current Exp

Escape Artist (Dex)


Current Exp

Fly (Dex)
Current Exp

1
2

2
6

3*
12

4
20

5*
30

6
42

7
56

Proficiency Level/Exp Needed*


8
9 10* 11 12
72 90 110 132 156

1
2

2
6

3
12

4
20

5*
30

6
42

7
56

Proficiency Level/Exp Needed


8
9 10* 11 12
72 90 110 132 156

1
2

2
6

3
12

4
20

5*
30

6
42

7
56

Proficiency Level/Exp Needed


8
9 10* 11 12
72 90 110 132 156

1
2

2
6

3
12

4
20

5*
30

6
42

7
56

Proficiency Level/Exp Needed


8
9 10* 11 12
72 90 110 132 156

1
2

2
6

3
12

4
20

5*
30

6
42

7
56

Proficiency Level/Exp Needed


8
9 10* 11 12
72 90 110 132 156

1
2

2
6

3
12

4
20

5*
30

6
42

7
56

Proficiency Level/Exp Needed


8
9 10* 11 12
72 90 110 132 156

1
2

2
6

3
12

4
20

5*
30

6
42

7
56

Proficiency Level/Exp Needed


8
9 10* 11 12
72 90 110 132 156

1
2

2
6

3
12

4
20

5*
30

6
42

7
56

Proficiency Level/Exp Needed


8
9 10* 11 12
72 90 110 132 156

1
2

2
6

3
12

4
20

5*
30

6
42

7
56

Proficiency Level/Exp Needed


8
9 10* 11 12
72 90 110 132 156

1
2

2
6

3
12

4
20

5*
30

6
42

7
56

Proficiency Level/Exp Needed


8
9 10* 11 12
72 90 110 132 156

1
2

2
6

3
12

4
20

5*
30

6
42

7
56

Proficiency Level/Exp Needed


8
9 10* 11 12
72 90 110 132 156

7
56

Proficiency Level/Exp Needed


8
9 10* 11 12
72 90 110 132 156

7
56

Proficiency Level/Exp Needed


8
9 10* 11 12
72 90 110 132 156

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

Perception (Spot) (Wis)


Current Exp

Perception (Listen) (Wis)


Current Exp

(Cha) Perform:
Current Exp

(Cha) Perform:
Current Exp

1
2

2
6

3
12

4
20

5*
30

6
42

7
56

Proficiency Level/Exp Needed


8
9 10* 11 12
72 90 110 132 156

1
2

2
6

3
12

4
20

5*
30

6
42

7
56

Proficiency Level/Exp Needed


8
9 10* 11 12
72 90 110 132 156

1
2

2
6

3
12

4
20

5*
30

6
42

7
56

Proficiency Level/Exp Needed


8
9 10* 11 12
72 90 110 132 156

1
2

2
6

3
12

4
20

5*
30

6
42

7
56

Proficiency Level/Exp Needed


8
9 10* 11 12
72 90 110 132 156

1
2

2
6

3
12

4
20

5*
30

6
42

7
56

Proficiency Level/Exp Needed


8
9 10* 11 12
72 90 110 132 156

1
2

2
6

3
12

4
20

5*
30

6
42

7
56

Proficiency Level/Exp Needed


8
9 10* 11 12
72 90 110 132 156

1
2

2
6

3
12

4
20

5*
30

6
42

7
56

Proficiency Level/Exp Needed


8
9 10* 11 12
72 90 110 132 156

1
2

2
6

3
12

4
20

5*
30

6
42

7
56

Proficiency Level/Exp Needed


8
9 10* 11 12
72 90 110 132 156

7
56

Proficiency Level/Exp Needed


8
9 10* 11 12
72 90 110 132 156

7
56

Proficiency Level/Exp Needed


8
9 10* 11 12
72 90 110 132 156

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

Proficiency Level/Exp Needed


8
9 10* 11 12
72 90 110 132 156

1
2

2
6

3
12

4
20

5*
30

6
42

7
56

Proficiency Level/Exp Needed


8
9 10* 11 12
72 90 110 132 156

1
2

2
6

3
12

4
20

5*
30

6
42

7
56

Proficiency Level/Exp Needed


8
9 10* 11 12
72 90 110 132 156

Page 39

Skills Prof
(Wis) Profession:
Current Exp

Ride (Dex)
Current Exp

Sense Motive (Wis)


Current Exp

Sleight of Hand (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

Proficiency Level/Exp Needed


8
9 10* 11 12
72 90 110 132 156

1
2

2
6

3
12

4
20

5*
30

6
42

7
56

Proficiency Level/Exp Needed


8
9 10* 11 12
72 90 110 132 156

1
2

2
6

3
12

4
20

5*
30

6
42

7
56

Proficiency Level/Exp Needed


8
9 10* 11 12
72 90 110 132 156

1
2

2
6

3
12

4
20

5*
30

6
42

7
56

Proficiency Level/Exp Needed


8
9 10* 11 12
72 90 110 132 156

1
2

2
6

3
12

4
20

5*
30

6
42

7
56

Proficiency Level/Exp Needed


8
9 10* 11 12
72 90 110 132 156

1
2

2
6

3
12

4
20

5*
30

6
42

7
56

Proficiency Level/Exp Needed


8
9 10* 11 12
72 90 110 132 156

1
2

2
6

3
12

4
20

5*
30

6
42

7
56

Proficiency Level/Exp Needed


8
9 10* 11 12
72 90 110 132 156

1
2

2
6

3
12

4
20

5*
30

6
42

7
56

Proficiency Level/Exp Needed


8
9 10* 11 12
72 90 110 132 156

Use Magic Device (Cha)


Current Exp

Proficiency Level/Exp Needed


1
2
3
4
5*
6
7
8
9 10* 11 12
2
6
12 20 30 42 56 72 90 110 132 156
* Cells marked with this have comments hidden, hover mouse of cell to reveal

Skill Proficiency Rules


At first level you choose a number of skills equal 1 + 1/2 x your intelligence score that become class skills and begin with 1
Minimun ammount of experience of that skill to equal 1 rank (1). Every time you successfully succeed at a skill check you
indicated for that skill level it increases to that level. If you Score a natural 20 on a skill check you instead gain 5 exp to tha

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

Dice Storage Capacity


Level Cost Number of Slots
Basic Free
25
I
2500
50
II
7500
100
III
15000
250
IV
25000
500

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

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