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CONTENTS

INTRODUCTION . . . . . . . . . . . . . . . . . . . . . . . . . . . 3 TOME OF SECRETS


Artificer. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 41
CORE PAGES
Priest. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 42
Character Information. . . . . . . . . . . . . . . . . . . . . . 13
Shaman. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 43
Combat. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 14
Witch Hunter. . . . . . . . . . . . . . . . . . . . . . . . . . . . 44
Inventory
(with accessories). . . . . . . . . . . . . . . . . . . . . . . . 15 SUPPORT PAGES
(without accessories). . . . . . . . . . . . . . . . . . . . . 16 Character Background. . . . . . . . . . . . . . . . . . . . . 45
Party Funds. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 46
CLASSES
Spell Books
Core Rulebook
Normal. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 47
Barbarian
Large. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 48
Character Information. . . . . . . . . . . . . . . . . . 17
Small. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 49
Combat. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 18
Barbarian . . . . . . . . . . . . . . . . . . . . . . . . . . . . 19 Familiar / Animal Companion /.
Summoned Creature. . . . . . . . . . . . . . . . . . . . . . 50
Bard. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 20
Cleric. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 21 DUNGEON MASTER
Druid NPC. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 51
(with Animal Companion) . . . . . . . . . . . . . 22
Timelines
(with Domain). . . . . . . . . . . . . . . . . . . . . . . 23
Landscape. . . . . . . . . . . . . . . . . . . . . . . . . . . . . 52
Wild Shape. . . . . . . . . . . . . . . . . . . . . . . . . . 24
Portrait. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 54
Monk. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 25
Maps
Paladin. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 26
Grid. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 56
Ranger
Hex. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 57
Character Information. . . . . . . . . . . . . . . . . 27
Isometric. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 59
Combat. . . . . . . . . . . . . . . . . . . . . . . . . . . . . 28
Ranger. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 29
Rogue. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 30
Sorcerer. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 31
Wizard . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 32
Advanced Player’s Guide
Alchemist. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 33
Cavalier. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 34
Inquisitor. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 35
Oracle. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 36
Summoner
Summoner. . . . . . . . . . . . . . . . . . . . . . . . . . 37
Eidolon
Character Information. . . . . . . . . . . . . . . 38
Combat. . . . . . . . . . . . . . . . . . . . . . . . . . . 39
Witch . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 40

2
oleplaying games are all about your
character. Whatever your game, race
and class, you spend a lot of time using
your character sheet so it’s worth having
a good one.
When I started playing D&D, I wasn’t
Dyslexic Studeos present quite satisfied with the default sheets. In
investigating the other options, I found many
a surprisingly complete set of with features that were interesting, but none
entirely to my satisfaction. I found myself
CHARACTER compiling a list of desired features, and had
started designing these sheets before I realised.

SHEETS The feature I was most certain of was that each


class would have a sheet of their own. There
are hundreds of classes, each with their own
for Pathfinder Roleplaying Game rules and variants, and a one-size-fits-all sheet
can’t possibly do them justice: it wastes space
on things that don’t belong there, while failing
to keep track of the inspiration points, psionic
powers, spell-like abilities, favoured enemies
and sneak attack bonuses that make each class
special.
The original version of these sheets was made
for Dungeons & Dragons 3.5. This conversion to
Pathfinder is a more recent addition, but I hope
to make it as complete.
These character sheets are entirely free, and my
only hope is that they are useful to you.

3
HOW TO PRINT
You are not expected to print and use this whole
document. Instead, you should choose the pages your
character needs.
This will generally consist of:
Core pages
1
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, whose class
features are closely tied to combat.
Class pages
You then need a sheet for each of your character’s
classes. There are a few classes that don’t need
their own sheet, such as the Rogue and Fighter, but
they’re the exception.
I’ve included all the base classes from official 2
Pathfinder rulebooks. If your favourite class isn’t
included, you may find one of the generic sheets a
good starting point.
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
3
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 character’s history
with NPCs.
The result could be anything from one to a dozen
sheets of paper - though most likely two for a fighting
character and three or four for a spellcaster.
4
There’s an example of a filled in sheet on pages 7 to 12.

Example of a wizard’s pages:


1 Character Info, with Combat on the reverse
2 Wizard
3 Familiar
4 Spell Book, on two sides

4
HOW TO USE COMPATIBILITY
These sheets do not replace the Pathfinder books. These sheets are for use with the Pathfinder
Your group should always have a copy of the Core Roleplaying Game; they aren’t made for Dungeons &
Rulebook, and most likely the Bestiary; as well as Dragons 2nd, 3.o, 3.5 or 4th Edition, nor for other games
any books for classes you wish to play, such as the based on the d20 system.
Advanced Players Guide. You will typically consult the On our website you’ll find the 3.5 version of these
books each time your character levels up, as well as sheets, which includes a version of the cover sheet
when you need to check out the details of some rule, with blanked out skills that may be useful for other
spell or class feature. systems.
I’ve done my best to use a consistent style that makes Pathfinder was designed as a compatible
the flow of information clear. There are certain styles improvement to 3.5, so much of the material written
that have meaning: for 3.0 and 3.5 can be adapted to suit it. Combine
• Boxes with heavy outlines are important, lighter the class-specific pages from this set with any other
ones less so. sheets you need, or adapt the sheets yourself.
• Soft grey boxes and lines are for temporary values, But first you should first make sure your DM
like buffs and nerfs. understands and agrees with what you’re trying to do,
and consult with an experienced player who can guide
• Labels go above fields, or to the left of them. In
you through the rule changes.
calculations, the answer is on the left.
• Dotted lines indicate information that comes
directly from elsewhere on one of these sheets, HOW TO DM
like caster level or base attack bonus, while fields
As a rule, the Dungeon Master should avoid
with solid lines are calculated or come from the
interfering with their players’ character sheets. The
books themselves.
DM has the whole world to create and play with, while
• Ability modifiers are marked with six codes:. players have only this one little character, so they
STR, DEX, CON, INT, WIS and CHA. should be allowed to own it.
• Bonus spells are shown using a series of vertical But players need help from time to time, especially if
checkboxes. Start by filling in the first column they’re new to gaming, so it may be your job to print
from the top with the relevant ability modifer out the character sheets people need, guide them in
(usually INT, WIS or CHA). Fill in the next column the process of building a character, and nudge them
with four fewer, the next with four fewer, etc. Add when they forget to use rage or sneak attack. You
the filled boxes in each row to find the bonus should try to be familiar with the character sheets
spells at that level. your players will be using.
This is your character and these are your character There are also a number of sheets towards the back
sheets, so nobody can tell you how to use it - as long that you may find useful in running a campaign.
as you don’t cheat.
• Various map grids, including hex and isometric
• Timelines to show the chronology of historical
ADAPTING TO YOUR GAME events and plot points
There are as many versions of Dungeons and • Simplified character sheet for an NPC
Dragons as there are groups playing it. Even the • Party summary, useful for when you need to roll
rationalised rules of Pathfinder vary with each secret checks against a PC’s scores.
group.
• Similar NPC group summary
Where possible, I’ve included versions of the sheets
that are more generic, with space for customisation. Which of these you choose to make use of is entirely
up to you – there’s no one correct way to run a
This includes a version of the character information
campaign.
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.

5
HOW THEY WERE CREATED CREDITS
The bulk of the sheets were made using Adobe Creator
Illustrator. This introduction was created in Marcus Downing
InDesign, the backgrounds and front cover were Contributors
made in Photoshop, and the document was Scorpions__
assembled in Acrobat.
Illustrations
At some point I expect I’ll figure out a way to work crazyred
After Effects into the list.
Playtesters and suggestions
All these files are available in the open source DrWonton Vangor Bob790
repository. Doctor7 Soruk Cosmicnut
Paul Belsey Darkfire valadil
lsfreak Cedrass DragonWraith
FEEDBACK & PARTICIPATION
PId6 Bakkan Random832
These sheets will continue to evolve based on your
Eldariel Evil the Cat Thespianus
feedback. Drop me a line on the discussion thread in
qoalabear kosjsjach Seracain
the links at the end.
I don’t promise to do everything people ask - they are
free, after all - but I’ll consider sensible requests. LINKS
If you’d like to contribute yourself, you can download Character Sheets
the original files from the open source repository. http://dyslexic-st.blogspot.com
You’ll need Adobe Illustrator CS3 to edit the files.
Send them back to me, either directly or via a Open source repository
discussion on a forum. http://code.google.com/p/charactersheets
If your submissions prove to match the quality of the
existing sheets, and you are able to use Subversion, Paizo Publishing LLC
I may choose to grant you access to the repository http://www.paizo.com
yourself. More likely though is that I’ll accept your
The Artistic License
work with a little modification to preserve the existing
http://dev.perl.org/licenses/artistic.html
standard.
Discussion and feedback thread
http://www.giantitp.com/forums/showthread.php?t=163358
HOW TO SHOW YOUR APPRECIATION
If you’re ever passing through Basingstoke, I rarely D&D Doodles
refuse a pint. http://dandddoodles.blogspot.com

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 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.

6
CHARACTER
Name

FEMALE
MALE
Jonas Patrick Forsyth

LA
OD

W
CHARACTER SHEET

GO

FU
L
Player Race Size

CH
Size

IL
AO
-1

EV
Joe Furst

TI
Small Modifier

C
Gnome
Campaign Skill Ranks Hit Die Level
Your skill ranks
CLASSES Level
The treasure of Witch’s Hill Adjustment each level are the
1
Druid 4 d8 5 class’s + your INT.
XP
The three-level 0
8106 2 d
abbreviations (like
“WIS”) always ABILITIES 3 d Effective The hit points you
refer to an ability Ability Item Ability Temp Temp 4 d Character
Level gain each level are
modifier, not a Score Bonus Modifier Bonus Modifier
score. 5 d 5 the class’s hit die
STR 8 STR
-1 STR Favoured class + INT + CON + your CON.
+1 hp or skill rank per level per level per level

Gnomes get DEX 14 DEX


+2 DEX SKILLS
+2 Constitution, Class Racial, Armour
-2 Strength
CON 14 CON
+2 CON Skill Skills Ranks Feats Misc Check
Untrained Bonus +3 Penalty
INT 12 INT
+1 INT Acrobatics DEX - 1
Use the boxes with WIS 16 WIS
+3 WIS Appraise 3 INT
1 2
big grey borders Bluff CHA
for temporary CHA 8 CHA
-1 CHA
changes, like buffs Ability Modifier = (Total Ability Score - 10) ÷ 2 (Round down)
Climb STR - 1
and nerfs. Diplomacy CHA
SPECIAL ABILITIES FEATS
Disable Device DEX - 1 Don’t forget to add
Low-light vision Track Disguise CHA the +3 for class
Speak with Scribe Scroll skills,and deduct
animals 1/day
Escape Artist DEX - 1 your Armour
Fly DEX - 1 Check Penalty
Handle Animal 4 CHA
-1 2 (but only if you’re
Animal Companion wearing armour at
Nature Sense
Heal WIS
the time).
Wild Empathy Intimidate CHA + Size
diff x4

Woodland Stride Linguistics INT


Trackless Step Perception 8 WIS
3 2
Resist Nature’s Ride 8 DEX
2 4 - 1
Lure Sense Motive WIS
Wild Shape 1/day Sleight of Hand DEX - 1
Spellcraft 7 INT
2 2
Stealth DEX - 1
Survival 10 WIS
3 4
Track Trained SURVIVAL /
Swim STR - 1
Use Magical Device CHA
Knowledge: Arcana INT
Knowledge: Dungeoneering INT
Knowledge: Religion INT
Knowledge: Nature 7 INT
1 3
Knowledge: The Planes INT Gnomes get
Knowledge: Geography 6 1 2 +2 to a selected
Craft: Alchemy 10 1 4 2 Craft skill

LANGUAGES
Common
Gnome
Druidic
Plenty of space to
Orc
Knowledge - INT
Profession - WIS

fill in new forms


of knowledge,
crafting,
performance or
profession.
Perform - CHA
Other skills:
Craft - INT

The base
languages for
your race and
class, plus one for
each point of EXAMPLE
INT modifier.
Gnome Druid 5

7
INITIATIVE ATTACKS
INITIATIVE BONUS Feats Misc
Masterwork Longbow (small)
2 = DEX
INIT 2 + + Attack Bonus Damage Critical
Range Type
SPEED 100 ft 20 sq Piercing +6 d6 ×3
SPEED Speed with Armour Temp Speed Ammo Special Ammo

20 ft 4 sq Arrows 40# #
20 ft 4 sq ft sq
Swim Speed Fly Speed Climb Speed
Masterwork Quarterstaff (small)
ft sq ft sq ft sq Range Type Attack Bonus Damage Critical

BASE ATTACK ft sq Bludgeoning +3 / +3 d4 ×2


Melee Attack = BASE MELEE RANGED
BAB + STR ATTACK BONUS ATTACK ATTACK
+ Size modifier
+3 +2 +5 Range Type Attack Bonus Damage Critical

Ranged Attack = Temp Attack Morale Power ft sq d ×


BAB + DEX Bonus Bonus Buffs Nerfs Attack
+ Size modifier
+ 1 = 1 + - -
Range Type Attack Bonus Damage Critical
The Bard’s singing Temp Damage Morale Power
gives a morale Bonus Bonus Buffs Nerfs Attack ft sq d ×
bonus to attack
and damage
+ 1 = 1 + - +
Conditional Modifiers Attack Bonus Damage Critical
Racial bonus to +1 /kobolds and goblins Range Type
specific attacks. ft sq d ×
COMBAT MANOEUVRES Ammo Special Ammo

COMBAT MANOEUVRE Base


# #
Size
BONUS Attack Bonus Modifier Misc
Ammo Special Ammo
CMB
1 -1 + BAB
= STR 3 + -1 + # #
Remember the
size modifier! COMBAT MANOEUVRE Dodge Deflection Base Size SAVES
DEFENCE Modifier Modifier Attack Bonus Modifier Misc Base Racial Misc Temp
FORTITUDE SAVE
13 = 10 + STR
CMD -1 + DEX
2 + + 3
+ BAB + -1 + 2 +
6 = CON
FORT 4 + + +
FLAT-FOOTED Deflection Base Size REFLEX SAVE
CMD Modifier Attack Bonus Modifier Misc
2 +
3 = DEX
REF 1 + + +
CMD = 10 + STR / / + + BAB + + WILL SAVE
Temp CMB Temp CMD Conditional Modifiers WILL 3 +
7 = WIS 4 + + +
+ CMB + CMD Evasion Improved Endurance Trap
Evasion Sense +2 racial bonus
+2 /illusions to saves against
illusions
Counting down
HEALTH EFFECTS
the hit points as
you’re injured. HIT POINTS Wounds Dying Stable Non-lethal Unconcious

28 hp 25 21 14 hp -2 hp
Non-lethal or
“subdual” damage ARMOUR CLASS
goes in a different Dodge Deflection Natural Size
box. ARMOUR CLASS Modifier Modifier Armour AC Shield AC Armour Modifier

18
AC 2 + 3 +
= 10 + DEX + + -1 + 2 -
Be careful of FLAT-FOOTED ARMOUR CLASS
double negatives
on the size
16
AC = 10 / 3
/ + + + -1 + 2 -
modifier! TOUCH ARMOUR CLASS
15
AC = 10 + DEX
2 + + / -1/ 2/ -
Temp AC Spell Resistance Conditional Modifiers
+4 /giants
+ AC Owlbear!
Damage Reduction

/ Many thanks to
Notes crazyred for the
doodles.

EXAMPLE
Gnome Druid 5

8
INVENTORY ARMOUR EQUIPMENT
Value Weight Hat / Mask
Antique walking stick Studded Leather Armour
Travelling clothes (small) Properties Properties
Sacred robes (small)
Type Max Speed Max AC DEX
Fake Magic Ring
Unidentified Ancient Artifact Light 20 ft 4 sq +5 Headband
Check Penalty Weight Spell Failure Armour AC
Evening clothes (small)
-1 20 lb 15 % +3
AC Properties

SHIELD
Bag of Drugged Nuts
The random stuff Maid’s outfit (small) Eyes
Properties
adenturers always Unidentified dagger
pick up. Properties
(transmutation magic?) Check Penalty Weight Spell Failure Shield AC
lb % AC
Bag of Holding:
Amulet of Retributive Healing
Neck / Throat
Piano
Properties
King of Argor’s head When healing someone, also recieve
Alchemy Tools healing effects myself
Shoulders

Properties
This guy in the
middle exists to be
scribbled on.
Chest
Poor guy.
Properties

Belts

Properties

Hands Clothes / Body


Ring of Protection +2
Properties Properties
+2 deflection bonus to AC

Ring Arms / Wrists

Properties Properties

Ring Feet

Properties Properties

MONEY VALUABLE ITEMS


Value Since there are
Copper , 1 9 cp Letter to the King of Argor slots for wands,
King of Argor’s Signet Ring scrolls and
Silver , ,2 7 6 sp potions on the
druid’s sheet, we’ll
Gold , 3,3 4 8 gp
use the version
Platinum 6 2 pp of the inventory
, ,
sheet without
Carried Items lb Total , , 3,9 9 5 .7 9 these.
Light Load Weapons, Ammo 20 lb
lb 50 coins weighs 1lb coins (It has room
Armour, Shield lb for more loot
Medium Load
Worn Items Debts , , . instead!)
lb lb
Scrolls, Potions, Valuables
Heavy Load
Wands, Components lb , , . Also, consider
lb using a party
Coins lb Other items , , . funds sheet to
Max Load
Total keep your shared
lb Total Weight lb , , , .
spoils.

The money fields are lined up to


make adding up easier:
10 copper = 1 silver
10 silver = 1 gold
EXAMPLE 10 gold = 1 platinum

Gnome Druid 5

9
A character’s
alignment isn’t
always the same
as their deity’s.

Caster
5 PREPARED SPELLS
PREPARED SPELLS
Level
DRUID Level
Detect Magic Cantrips are free
+ Cure Minor Wounds in Pathfinder.
Bonus
0
DEITY
Flare

LA
OD

W
Purify Food & Drink

GO

FU
L
In the first column Garl Glittergold

CH

IL
AO
Charm Animal

EV
TI
of check boxes,

C
fill in as many SPELLS Entangle
bonus spells as Spell Spells
=
Base
+
Bonus Spells Cure Light Wounds x 2 1 Use the
your relevant Save DC per day Spells

WIS - 12
checkboxes to

WIS - 4
WIS - 8
modifier; in the Beast Claws
13 0 4 4 keep track of the

WIS
second column, spells you’ve used
the same - 4; 14 1 4 3
Bull’s Strength today.
Spell DC: +1 for illusion

in the third 15 2 3 2
column, the Warp Wood Whether you start
16 3 2 1
same - 8. Frost Breath 2 with the boxes
4 empty and cross
Since our druid’s 5 them off, or start
wisdom modifier with them full and
is 3, he gets 3 6
Cure Moderate Wounds rub them out, is
bonus spells in 7 up to you.
the first column
and none in the 8 3
others. 9
Spell Save DC = 10 + WIS + Spell Level

Caster
Concentration = WIS + Level 4
NATURE BOND
See the Animal × ANIMAL COMPANION DOMAIN
Companion’s own Animal Companion’s Name
sheet. Sugarmuffin
5
Creature Type
War Pony
For details of WILD SHAPE
a specific wild
shape, refer to the
Times per day Times Today
6
separate sheet. 1
Current Shape
Wolf
7

WANDS
Cure Moderate Wounds 9
CHARGES

2d8 + 5 #
20
SCROLLS POTIONS
Produce Flan Summon Monster II Holy Water x 3
Mage Armour Enlarge Person
CHARGES

Defective Item #
50 Shrink Person
Haste
CHARGES

#
CHARGES

#
CHARGES

EXAMPLE
Gnome Druid 5

10
The same sheet serves familiars, animal Animal companions gain benefits as their owner levels.
companions and summoned creatures A war pony starts with hit die of 2d8; the animal companion of a level 5 druid
(like the Paladin’s mount). gets to add another 2 hit dice to that. This is reflected in their hit points.

FAMILIAR ANIMAL COMPANION MOUNT SUMMONED CREATURE HEALTH


Creature Name Age Creature HIT POINTS Wounds Dying Stable Non-lethal Unconcious

Sugarmuffin 9
Level
26 hp 22 21 15 hp hp
Companions Creature Type Subtype Weight Height

DICE
HIT
don’t necessarily LA War Pony (Highland) 450 lb 11 hands ft 4 d8 COMBAT ATTACKS
OD

W
GO

have the same FU


INITIATIVE BONUS Misc
L
alignment as their SKILLS Hoof (melee)
CH

FEMALE
IL

Medium

MALE
AO

EV

INIT
+2 = DEX
2 +
TI

owner. This pony


C

Ranks Racial, Feats Attack Bonus Damage Critical


is chaotic and Range
doesn’t care about XP Acrobatics 2 DEX
2 BASE ATTACK Temp Attack Temp Damage +3 / +3 1d3+3
ft sq
right and wrong. Climb 3 STR
3
+1 + +
ABILITIES Escape Artist 2 DEX
2
Ability Item Ability Temp BASIC SPEED Swim Speed Fly Speed
Score Bonus Modifier Bonus Fly 2 DEX
2 Range
Attack Bonus Damage Critical
40 ft 8 sq ft sq ft sq
STR 16 STR
+3 Perception 7 WIS
0 7 ft sq
Climb Speed Burrow Speed Temp Speed
Sense Motive 0 WIS
0
DEX 14 DEX
+2 ft sq ft sq ft sq
Stealth 2 DEX
2 Attack Bonus Damage Critical
CON 14 CON
+2 Survival 0 WIS
0 COMBAT MANOEUVRES Range
COMBAT MANOEUVRE ft sq
INT 2 INT
-4 Track Trained SURVIVAL / BONUS
Size
Modifier Misc
Ammo
STR
3

Attack
WIS 11 WIS
+0 Swim 3 #

Base
CMB
4 = 3 +
+ STR +
CHA 4 CHA
-3 COMBAT MANOEUVRE Dodge Deflection Base Size Morale
DEFENCE Modifier Modifier Attack Bonus Modifier Misc Bonus
Ability Modifier = (Total Ability Score - 10) ÷ 2

EQUIPMENT CMD
16 = 10 + STR + DEX
3 +2 + + BAB + + +
DEFENCE SAVING THROWS
Armour Size Misc Base Save Misc Temp
ARMOUR CLASS & Shield Modifier FORTITUDE SAVE

TRICKS / FEATS / SPECIAL ABILITIES


15
AC = 10 + DEX
1 + 4 - + FORT 2 +
5 = CON 3 +
FLAT-FOOTED ARMOUR CLASS REFLEX SAVE
Endurance
Run
AC
14 = 10 / + 4 - + 4
REF = DEX
1 + 3 +
TOUCH ARMOUR CLASS
WILL SAVE
PORTRAIT 11
AC = 10 + DEX
1 / - + 0 = WIS
WILL 0 + +
Temp AC Spell Resistance Damage Reduction
Evasion Endurance
AC /
COMBAT ABILITIES
Low light vision
EFFECTS
Scent
Link
Share Spells
Bonus tricks: Work, Track

11
Print as many Don’t forget the
copies of the Wild size modifier.
Shape page as you
need.

Druid Druid
WILD SHAPE Level 5
Creature Type
Wolf
Size
Modifier
WILD SHAPE Level 5 Creature Type
Brown Bear Large Size
Modifier

ABILITIES ATTACKS ABILITIES ATTACKS


Ability Item Temp Ability Ability Item Temp Ability
Score Bonus Bonus Modifier Bite Score Bonus Bonus Modifier Claws
+1
When in wild
STR 13 STR
+1 Range Attack Bonus Damage Critical
STR 27 STR
+8 Range Attack Bonus Damage Critical

shape, your +3 1d6+1 +11 1d8+8


physical abilities
DEX 15 DEX
+2 ft sq DEX 13 DEX
+1 ft sq

(STR, DEX, CON) Hit with bite, then trip as a free Hit with claws, then start
CON 15 +2
CON Trip action, no attack of opportunity CON 19 +4
CON Improved Grab grappling as a free action
come from the
creature’s listing Ability Modifier = (Total Ability Score - 10) ÷ 2 Attack Bonus Damage Critical Ability Modifier = (Total Ability Score - 10) ÷ 2 Attack Bonus Damage Critical
Range Range
in the Monster COMBAT COMBAT
+1 to trip
Manual, while the ft sq ft sq
mental abilities INITIATIVE BONUS Misc Initiative INITIATIVE BONUS Misc Initiative
(INT, WIS, CHA) 1 +
remain
INIT
2 = DEX
2 + INIT
1 = DEX
unchanged. SPEED Temp Speed Attack Bonus Damage Critical SPEED Temp Speed Attack Bonus Damage Critical
Range Range

50 ft 10 sq ft sq ft sq 40 ft 8 sq ft sq ft sq
The base attack
bonus is your COMBAT MANOEUVRES COMBAT MANOEUVRES
own, not your COMBAT MANOEUVRE Size COMBAT MANOEUVRE Size
animal form’s. Modifier Misc Attack Bonus Damage Critical Modifier Misc Attack Bonus Damage Critical
BONUS Range BONUS Range
Attack

Attack
Base

Base
CMB
4 = + STR
1 + + ft sq CMB
12 = + STR
8 + 1 + ft sq
Don’t forget the COMBAT MANOEUVRE Dodge Deflection Base Size Morale COMBAT MANOEUVRE Dodge Deflection Base Size Morale
size modifier! DEFENCE Modifier Modifier Attack Bonus Modifier Misc Bonus DEFENCE Modifier Modifier Attack Bonus Modifier Misc Bonus

CMD
16 = 10 + STR + DEX
1 +2 + + BAB + + + CMD DEX +
23 = 10 + STR + 8 1 +1 + BAB + + +
Base saves are ARMOUR CLASS SAVES ARMOUR CLASS SAVES
the same as your Natural Size Misc Base Misc Temp Natural Size Misc Base Misc Temp
basic form, but ARMOUR CLASS Armour Modifier Modifier FORTITUDE SAVE ARMOUR CLASS Armour Modifier Modifier FORTITUDE SAVE
the abilities CON
and DEX are AC
14 = 10 + DEX
2 + 2 - + 6 =CON
FORT 2 + 4 + AC
15 = 10 + DEX
1 + 5 - 1 + 8 =CON
FORT 4 + 4 +
different.
FLAT-FOOTED ARMOUR CLASS REFLEX SAVE FLAT-FOOTED ARMOUR CLASS REFLEX SAVE
Will save is
unaffected by AC
12 = 10 / + 2 - + 3
REF = DEX
2 + 1 + AC
14 = 10 / + 5 - 1 + REF
2 = DEX
1 + 1 +
Wild Shape.
TOUCH ARMOUR CLASS TOUCH ARMOUR CLASS
PORTRAIT PORTRAIT
AC
12 = 10 + DEX
2 / - + AC
10 = 10 + DEX
1 / - 1 +
Temp AC Spell Resistance Damage Reduction Temp AC Spell Resistance Damage Reduction

AC / AC /
SPECIAL ABILITIES SPECIAL ABILITIES
Don’t forget your Low-light vision Low-light vision Scent
animal form’s
special abilities, Scent Endurance +4 Swim
but remember they Track (+4) Run
might not all apply
Track
to you.

The most
12 important bit:
the picture.
CHARACTER
Name

FEMALE
MALE
LA
OD

W
CHARACTER SHEET

GO

FU
L
Player Race Size

CH
Size

IL
AO

EV
TI
Modifier

C
Campaign CLASSES Skill Ranks Hit Die Level Level
Adjustment
1 d
XP
2 d
ABILITIES 3 d Effective
Ability Item Ability Temp Temp Character
Score Bonus Modifier Score Modifier
4 d Level
5 d
STR STR STR Favoured class + INT + CON
+1 hp or skill rank per level per level per level
DEX DEX DEX SKILLS
Class Racial, Armour
CON CON CON Skill Skills Ranks Feats Misc Check
Untrained Bonus +3 Penalty
INT INT INT Acrobatics DEX -
WIS WIS WIS Appraise INT
CHA CHA CHA Bluff CHA
Ability Modifier = (Total Ability Score - 10) ÷ 2 (Round down)
Climb STR -
Diplomacy CHA
SPECIAL ABILITIES FEATS
Disable Device DEX -
Disguise CHA
Escape Artist DEX -
Fly DEX -
Handle Animal CHA
Heal WIS
Intimidate CHA + Size
diff x4

Linguistics INT
Perception WIS
Ride DEX -
Sense Motive WIS
Sleight of Hand DEX -
Spellcraft INT
Stealth DEX -
Survival WIS
Track Trained SURVIVAL /
Swim STR -
Use Magical Device CHA
Knowledge: Arcana INT
Knowledge: Dungeoneering INT
Knowledge: Religion INT
Knowledge: Nature INT
Knowledge: The Planes INT

LANGUAGES
Knowledge - INT
Profession - WIS
Perform - CHA
Other skills:
Craft - INT
INITIATIVE ATTACKS
INITIATIVE BONUS Feats Misc

INIT = DEX + + Attack Bonus Damage Critical


Range Type
SPEED ft sq d ×
SPEED Speed with Armour Temp Speed Ammo Special Ammo
# #
ft sq ft sq ft sq
Swim Speed Fly Speed Climb Speed

ft sq ft sq ft sq Range Type Attack Bonus Damage Critical

BASE ATTACK ft sq d ×
BASE MELEE RANGED
ATTACK BONUS ATTACK ATTACK

Range Type Attack Bonus Damage Critical

Temp Attack Morale Power ft sq d ×


Bonus Bonus Buffs Nerfs Attack

+ = + - -
Range Type Attack Bonus Damage Critical
Temp Damage Morale Power
Bonus Bonus Buffs Nerfs Attack ft sq d ×
+ = + - +
Conditional Modifiers Attack Bonus Damage Critical
Range Type

ft sq d ×
COMBAT MANOEUVRES Ammo Special Ammo

COMBAT MANOEUVRE Base


# #
Size
BONUS Attack Bonus Modifier Misc
Ammo Special Ammo
CMB = STR + BAB + + # #
COMBAT MANOEUVRE Dodge Deflection Base Size SAVES
DEFENCE Modifier Modifier Attack Bonus Modifier Misc Base Racial Misc Temp
FORTITUDE SAVE
CMD = 10 + STR + DEX + + + BAB + + FORT = CON + + + +
FLAT-FOOTED Deflection Base Size REFLEX SAVE
CMD Modifier Attack Bonus Modifier Misc
REF = DEX + + + +
CMD = 10 + STR / / + + BAB + + WILL SAVE
Temp CMB Temp CMD Conditional Modifiers WILL = WIS + + + +
+ CMB + CMD Evasion Improved Endurance Trap
Evasion Sense

HEALTH EFFECTS
HIT POINTS Wounds Dying Stable Non-lethal Unconcious

hp hp hp

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

AC = 10 + DEX + + + + + -
FLAT-FOOTED ARMOUR CLASS
AC = 10 / / + + + + -
TOUCH ARMOUR CLASS
AC = 10 + DEX + + / / / -
Temp AC Spell Resistance Conditional Modifiers

+ AC
Damage Reduction

/
Notes
INVENTORY ARMOUR EQUIPMENT
Value Weight Hat / Mask

Properties Properties

Type Max Speed Max AC DEX

ft sq Headband
Check Penalty Weight Spell Failure Armour AC
lb % AC Properties

SHIELD

Eyes
Properties
Properties
Check Penalty Weight Spell Failure Shield AC
lb % AC
Neck / Throat

Properties

Shoulders

Properties

Chest

Properties

Belts

Properties
Light Load Carried Items lb
lb
Weapons, Ammo lb
Medium Load
Hands Clothes / Body
lb Armour, Shield lb
Heavy Load Properties Properties
Worn Items lb
lb Scrolls, Potions,
Wands, Components lb
Max Load
Total Weight lb Ring Arms / Wrists
lb

MONEY Properties Properties

Copper , cp

Silver , , sp Ring Feet

Gold , , gp Properties Properties

Platinum , , pp

Total , , , .
SCROLLS POTIONS

WANDS
CHARGES

#
CHARGES

#
CHARGES

#
CHARGES

#
INVENTORY ARMOUR EQUIPMENT
Value Weight Hat / Mask

Properties Properties

Type Max Speed Max AC DEX

ft sq Headband
Check Penalty Weight Spell Failure Armour AC
lb % AC Properties

SHIELD

Eyes
Properties
Properties
Check Penalty Weight Spell Failure Shield AC
lb % AC
Neck / Throat

Properties

Shoulders

Properties

Chest

Properties

Belts

Properties

Hands Clothes / Body

Properties Properties

Ring Arms / Wrists

Properties Properties

Ring Feet

Properties Properties

MONEY VALUABLE ITEMS


Value
Copper , cp

Silver , , sp

Gold , , gp

Platinum , , pp
Carried Items lb Total , , , .
Light Load Weapons, Ammo lb
lb 50 coins weighs 1lb coins
Armour, Shield lb
Medium Load
Worn Items Debts , , .
lb lb
Scrolls, Potions, Valuables
Heavy Load lb , , .
Wands, Components
lb Other items
Coins lb , , .
Max Load
lb Total Weight lb Total , , , .
CHARACTER
Name

FEMALE
MALE
LA
OD

W
CHARACTER SHEET

GO

FU
L
Player Race Size

CH
Size

IL
AO

EV
TI
Modifier

C
Campaign CLASSES Skill Ranks Hit Die Level Level
Adjustment
1 BARBARIAN! d
XP
2 d
ABILITIES 3 d Effective
Ability Item Ability RAGE! Fatigue Temp Character
Score Bonus Modifier Modifier Modifier Modifier
4 d Level
5 d
STR + - STR Favoured class + INT + CON
+1 hp or skill rank per level per level per level
DEX - DEX SKILLS
Class Racial, Forbidden Armour
CON + CON Skill Skills Ranks Feats, Misc During Check
Untrained Bonus +3 Synergy RAGE! Penalty
INT INT Acrobatics DEX -
WIS WIS Appraise INT ×
CHA CHA Bluff CHA ×
Climb STR -
Ability Modifier = (Total Ability Score - 10) ÷ 2
SPECIAL ABILITIES FEATS
(Round down)
Diplomacy CHA ×
Disable Device DEX ×-
Disguise CHA ×
Escape Artist DEX ×-
Fly DEX -
Handle Animal CHA ×
Heal WIS
Intimidate CHA + Size
diff x4

Linguistics INT ×
Perception WIS
Ride DEX -
Sense Motive WIS
Sleight of Hand DEX ×-
Spellcraft INT ×
Stealth DEX ×-
Survival WIS
Track Trained SURVIVAL / ×
Swim STR -
Use Magical Device CHA ×
Knowledge: Arcana INT ×
Knowledge: Dungeoneering INT ×
Knowledge: Religion INT ×
Knowledge: Nature INT ×
Knowledge: The Planes INT ×

LANGUAGES
Knowledge - INT
Profession - WIS
Perform - CHA
Other skills:
Craft - INT
INITIATIVE ATTACKS
INITIATIVE BONUS Feats Misc

INIT = DEX + + Attack Bonus Damage Critical


Range Type
SPEED ft sq d ×
SPEED Speed with Armour Temp Speed Ammo Special Ammo
# #
ft sq ft sq ft sq
Swim Speed Fly Speed Climb Speed

ft sq ft sq ft sq Range Type Attack Bonus Damage Critical

BASE ATTACK ft sq d ×
BASE MELEE RANGED
ATTACK BONUS ATTACK ATTACK

Range Type Attack Bonus Damage Critical

Temp Attack ft sq d ×
Bonus Buffs Nerfs RAGE! Fatigued

+ = - + -
Range Type Attack Bonus Damage Critical
Temp Damage
Bonus Buffs Nerfs RAGE! Fatigued ft sq d ×
+ = - + -
Conditional Modifiers Attack Bonus Damage Critical
Range Type

ft sq d ×
COMBAT MANOEUVRES Ammo Special Ammo

COMBAT MANOEUVRE Base


# #
Size
BONUS Attack Bonus Modifier RAGE!
Ammo Special Ammo
CMB = STR + BAB + + # #
COMBAT MANOEUVRE Dodge Deflection Base Size SAVES
DEFENCE Modifier Modifier Attack Bonus Modifier RAGE! Base Misc Temp RAGE!
FORTITUDE SAVE
CMD = 10 + STR + DEX + + + BAB + + FORT = CON + + + +
FLAT-FOOTED Deflection Base Size REFLEX SAVE Fatigued
Modifier RAGE!
CMD Modifier Attack Bonus
REF = DEX + + + -
CMD = 10 + STR / / + + BAB + + WILL SAVE RAGE!

Temp CMB Temp CMD Conditional Modifiers WILL = WIS + + + +


+ CMB + CMD Evasion Improved Endurance Trap
Evasion Sense

HEALTH EFFECTS
HIT POINTS RAGE! Wounds Dying Stable Non-lethal Unconcious

hp + hp hp hp

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

AC = 10 + DEX + + + + + -
FLAT-FOOTED ARMOUR CLASS
AC = 10 / / + + + + -
TOUCH ARMOUR CLASS
AC = 10 + DEX + + / / / -
Temp AC Spell Resistance Conditional Modifiers

+ AC
Damage Reduction
RAGE!
-2 AC Penalty /
Notes
BARBARIAN!
Barbarian RAGE!
Level
RAGE! DURATION Barbarian Misc RAGE!
BARBARIAN PER DAY Level TODAY
Barbarian
Level rds = 2 + CON + ( ×2 + ) rds
1 { Fast Movement
RAGE!
STRENTH CONSTITUTION
SCORE SCORE
WILL
SAVE
ARMOUR
CLASS
2 Uncanny Dodge BONUS BONUS BONUS PENALTY

3 Trap Sense +1 RAGE! 4 4 2 -2


5 Improved Uncanny Dodge
GREATER RAGE! 6 6 3 -2
6 Trap Sense +2
MIGHTY RAGE! 8 8 4 -2
Ability Modifier =
7 Damage Reduction 1/―
(Total Ability Score - 10) ÷ 2 STR CON AC
9 Trap Sense +3
FATIGUED RAGE! Strength Score Dexterity Score
DURATION Duration Penalty: -2 Penalty: -2
10 Damage Reduction 2/―
Cannot rage, run or charge
rds = ÷2 STR
-1 DEX
-1 while fatigued.
11 Greater RAGE!
RAGE! POWERS
12 Trap Sense +4
RAGE! POWERS Barbarian Misc
13 Damage Reduction 3/― KNOWN Level

14 Indomitable Will = ( )
÷2 + (Round down)
15 Trap Sense +5
1
16 Damage Reduction 4/―

17 Tireless RAGE!
2
18 Trap Sense +6

19 Damage Reduction 5/―


3
20 Mighty RAGE!

10

11

12

13

14
BARD Bard PREPAREDSPELLS
KNOWN SPELLS
Level

Level Caster
+
Bonus Level
0
SPELLS
Spells Spell Spells = Base + Bonus Spells
Known Save DC per day Spells

CHA - 12
CHA - 4
CHA - 8
0 1

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

Caster 3
Concentration = CHA + Level

ARCANE SPELL FAILURE THRESHOLD


Bards can wear light armour without risking
% spell failure.

BARDIC KNOWLEDGE 4
BARDIC
KNOWLEDGE Bard Misc
BONUS Level

= ( ÷2 + )
Bards can use all knowledge skills untrained.
5
PERFORMANCES
ROUNDS Bard
PER DAY Level

= 2+ ( )
× 2 + CHA
6
Rounds Today

VERSATILE PERFORMANCE
Use bonus in place of... Use bonus in place of...
Act Bluff, Disguise Oratory Diplomacy, Sense Motive
Comedy Bluff, Intimidate Percussion Handle Animal, Intimidate
Dance Acrobatics, Fly Sing Bluff, Sense Motive
Bard Keyboard String Bluff, Diplomacy
WILL SAVE DC Level Diplomacy, Intimidate
Instruments Wind Instruments Diplomancy, Handle Animal
= 10 + ( )
÷ 2 + CHA Other:
FASCINATE

AUDIENCE Bard
MAX FASCINATED Level

= ( )
+2 ÷3
SCROLLS POTIONS
COURAGE BONUS COMPETENCE BONUS

INSPIRE GREATNESS Bonus hit dice


MAX AFFECTED + 2d10 (including CON)
INSPIRE

Competence
+2 to attack
+1 to fortitude saves

INSPIRE HEROICS Saving bonus


MAX AFFECTED + 4 to all saves
Dodge bonus
+4 to AC

LORE MASTER
TAKE 10 TAKE 20 PER DAY Take 20 Today
Unlimited uses
per day
PREPARED SPELLS
OD

LA
CLERIC Cleric
Level
PREPARED SPELLS
W
GO

FU
OF
L
CH

IL Caster
AO

EV
TI

Level
0
C

DOMAINS
Domain Domain

Domain Spell +1
Granted Powers Granted Powers

Domain Spell +1
1
2
3 2
4
5
Domain Spell +1
6
7 3
8
9
Domain Spell +1
SPELLS
Spell
Save DC
Spells
per day
=
Base
Spells
+
Bonus Spells 4
WIS - 12
WIS - 4
WIS - 8

0
WIS

1 +1 +1 Domain Spell +1
2 +1 +1
3 +1 +1
5
4 +1 +1
5 +1 +1 Domain Spell +1
6 +1 +1
6
7 +1 +1
8 +1 +1
9 +1 +1 Domain Spell +1
Spell Save DC = 10 + WIS + Spell Level
Caster
7
Concentration = WIS + Level

Light Wounds 1d8 + Level (Max 5) 1 5


CURE / INFLICT

Domain Spell +1
Mass Spell Level

Moderate Wounds 2d8 + Level (Max 10) 2 6


8
Spell Level

Serious Wounds 3d8 + Level (Max 15) 3 7


Critical Wounds 4d8 + Level (Max 20) 4 8
Domain Spell +1
Heal / Harm 10 × Level 6 9
CHANNEL ENERGY 9
Good Cleric Evil Cleric
LA
OD

SCROLLS POTIONS
W

}
GO

Channel Channel
FU
L

Positive Negative
CH
}
IL
AO

EV

Energy Energy
TI
C

TIMES PER DAY Misc Today

= 3 + CHA +
ENERGY Cleric
ROLL Level Misc

d6 = ( ÷2 )+
(Round up)
WILL Cleric
SAVE DC Level

= 10 + ( )
÷ 2 + CHA
(Round down)
Caster PREPARED SPELLS
PREPARED SPELLS
Level
DRUID Level
+
Bonus
0
DEITY

LA
OD

W
GO

FU
L
CH

IL
AO

EV
TI
C
SPELLS
Spell
Save DC
Spells
per day
=
Base
Spells
+
Bonus Spells 1

WIS - 12
WIS - 4
WIS - 8
0

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

Caster
Concentration = WIS + Level 4
NATURE BOND
× ANIMAL COMPANION DOMAIN
Animal Companion’s Name

5
Creature Type

WILD SHAPE
Times per day Times Today
6

Current Shape

WANDS
9
CHARGES

# SCROLLS POTIONS
CHARGES

#
CHARGES

#
CHARGES

#
CHARGES

#
Caster PREPARED SPELLS
PREPARED SPELLS
Level
DRUID Level
+
Bonus
0
DEITY

LA
OD

W
GO

FU
L
CH

IL
AO

EV
TI
C
SPELLS
Spell
Save DC
Spells
per day
=
Base
Spells
+
Bonus Spells 1

WIS - 12
WIS - 4
WIS - 8
0

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

Caster
Concentration = WIS + Level
4
NATURE BOND
ANIMAL COMPANION × DOMAIN
Domain

Granted Powers 5

Domain Spells
1 6
2
3
4
5 7
6
7
8
8
9
WILD SHAPE
Times per day Times Today
9
WANDS SCROLLS POTIONS
CHARGES

#
CHARGES

#
CHARGES

#
CHARGES

#
Druid Druid
WILD SHAPE Level
Creature Type Size
Modifier
WILD SHAPE Level
Creature Type Size
Modifier

ABILITIES ATTACKS ABILITIES ATTACKS


Ability Item Temp Ability Ability Item Temp Ability
Score Bonus Bonus Modifier Score Bonus Bonus Modifier

STR STR Range Attack Bonus Damage Critical


STR STR Range Attack Bonus Damage Critical

DEX DEX ft sq DEX DEX ft sq

CON CON CON CON


Ability Modifier = (Total Ability Score - 10) ÷ 2 Attack Bonus Damage Critical Ability Modifier = (Total Ability Score - 10) ÷ 2 Attack Bonus Damage Critical
Range Range
COMBAT COMBAT
ft sq ft sq
INITIATIVE BONUS Misc Initiative INITIATIVE BONUS Misc Initiative

INIT = DEX + INIT = DEX +


SPEED Temp Speed Attack Bonus Damage Critical SPEED Temp Speed Attack Bonus Damage Critical
Range Range

ft sq ft sq ft sq ft sq ft sq ft sq

COMBAT MANOEUVRES COMBAT MANOEUVRES


COMBAT MANOEUVRE Size COMBAT MANOEUVRE Size
Modifier Misc Attack Bonus Damage Critical Modifier Misc Attack Bonus Damage Critical
BONUS Range BONUS Range
Attack

Attack
Base

Base
CMB = + STR + + ft sq CMB = + STR + + ft sq
COMBAT MANOEUVRE Dodge Deflection Base Size Morale COMBAT MANOEUVRE Dodge Deflection Base Size Morale
DEFENCE Modifier Modifier Attack Bonus Modifier Misc Bonus DEFENCE Modifier Modifier Attack Bonus Modifier Misc Bonus

CMD = 10 + STR + DEX + + + BAB + + + CMD = 10 + STR + DEX + + + BAB + + +


ARMOUR CLASS SAVES ARMOUR CLASS SAVES
Natural Size Misc Base Misc Temp Natural Size Misc Base Misc Temp
ARMOUR CLASS Armour Modifier Modifier FORTITUDE SAVE ARMOUR CLASS Armour Modifier Modifier FORTITUDE SAVE
AC = 10 + DEX + - + FORT =CON + + AC = 10 + DEX + - + FORT =CON + +
FLAT-FOOTED ARMOUR CLASS REFLEX SAVE FLAT-FOOTED ARMOUR CLASS REFLEX SAVE
AC = 10 / + - + REF = DEX + + AC = 10 / + - + REF = DEX + +
TOUCH ARMOUR CLASS TOUCH ARMOUR CLASS
PORTRAIT PORTRAIT
AC = 10 + DEX / - + AC = 10 + DEX / - +
Temp AC Spell Resistance Damage Reduction Temp AC Spell Resistance Damage Reduction

AC / AC /
SPECIAL ABILITIES SPECIAL ABILITIES
MONK Monk
Level
Monk Bonus
MONK
Level Feats
ARMOUR CLASS BONUS Armour Class Bonus
AC BONUS Flurry of Blows Use a full attack action for more attacks
1

}
Unarmed Strike Treat hands as weapons
+ AC Monk Level Stunning Fist Stun (or other effects) target for one round

CMD BONUS = WIS + ( ÷4 ) 2 Evasion Avoid all damage on successful reflex


+ CMD Only applied when unarmoured, Fast Movement +10 ft
unencumbered end not helpless 3 Maneuvre Training Use monk level in place of BAB for calculating CMB
The maximum bonus to AC and CMD is 5 Still Mind +2 saving throws against enchantment

FLURRY OF BLOWS 4
Ki Pool (magic) Treat unarmed attacks as magic weapons
Slow Fall 20 ft Reduce effective falling height using wall
FLURRY ATTACK BONUS
High Jump Add monk level to Acrobatics checks for jumping
5 +20 to jump checks - 1 ki point
Purity of Body Immune to all diseases
UNARMED STRIKE
Fast Movement +20 ft
UNARMED STRIKE DAMAGE ROLL 6 Slow Fall 30 ft

d 7 Wholeness of Body Heal your own wounds - 2 ki points

STUNNING FIST
8 Slow Fall 40 ft
Monk
Level Improved Evasion Avoid all damage on successful reflex
1 Stunned No action this round
9 Fast Movement +30 ft
Lose DEX bonus to AC; -2 AC
Ki Pool (lawful) Treat unarmed attacks as lawful weapons
4 Fatigued Cannot run or charge 10 Slow Fall 50 ft
-2 Strength and Dexterity

8 Sickened -2 to attack rolls, damage rolls, 11 Diamond Body Immune to all poisons
saving throws, skill and ability checks
Abundant step Slip magically between spaces - 2 ki points
12 Staggered May make a standard or move action, 12 Fast Movement +40 ft
but not both Slow Fall 60 ft
16 Blinded Lose DEX bonus to AC; -2 AC
13 Diamond Soul Spell resistance
-4 on STR and DEX skills, opposed Perception
or 50% miss chance when attacking
DC 10 Acrobatics to move more than half speed 14 Slow Fall 70 ft
Deafened -4 initiative; 20% miss chance when attacking
Quivering Palm Delayed death
-4 on opposed Perception 15 Fast Movement +50 ft
automatically fail Perception checks for sound

20 Paralysed No action this round


16
Ki Pool (adamantine) Treat unarmed attacks as adamantine weapons
Lose DEX bonus to AC; -2 AC Slow Fall 80 ft

WHOLENESS OF BODY 17
Timeless Body No age penalties or artificial aging
Tongue of the Sun and Moon Speak with any living creature
HEALING
POINTS Monk Level Fast Movement +60 ft
18 Slow Fall 90 ft
=
19 Empty Body Assume etherial state for 1 minute - 3 ki points
DIAMOND SOUL
Monk Level Perfect Self Treated as outsider
SPELL RESISTANCE 20 Slow Fall Any distance
= 10 +
KI POOL
QUIVERING PALM KI POOL
QUIVER DAYS Monk Level CAPACITY Monk Level
= = ( )
÷ 2 + WIS
FORTITUDE
Monk Level Ki Pool
SAVE DC
= 10 + ( ÷ 2 ) + WIS
PERFECT SELF
Treated as an Outsider
Immune to Charm Person and other effects that
target non-outsiders.
Damage reduction 10/chaotic
PALADIN Paladin PREPARED SPELLS
LA
OD Level
W
GO

FU
L
CH

Paladin Caster
IL
-3= 1
AO

EV
TI

Level Level
C

DEITY

LA
OD

W
GO

FU
L
CH

IL
AO

EV
2

TI
C
DIVINE BOND
SPECIAL MOUNT BONDED WEAPON
Name
3
Type Summoned
Today
Enhancements
4

SMITE EVIL
SMITINGS
SPELLS PER DAY Smitings Today
Spell Spells Base Bonus Spells
= + WIS
Save DC per day Spells

1 SMITING ATTACK
BONUS Weapon Attack Bonus
2
3 = + CHA
4 Weapon
SMITING DAMAGE Damage Paladin
Spell Save DC = 10 + WIS + Spell Level BONUS Bonus Level Smiting damage bonus applies double for the
Caster
Concentration = CHA + Level + = + + first successful strike against evil outsiders,
evil dragons and the undead.

CHANNEL POSITIVE ENERGY LAY ON HANDS


Channelling positive energy uses up two of today’s USES Paladin
uses of Lay On Hands. Level Misc Uses Today
PER DAY
ENERGY
ROLL
Paladin
Level Misc = ( )
÷ 2 + CHA + (Round down)

d6 = ( ÷2 )+ HEALING
HIT POINTS
Paladin
Level Misc

WILL
SAVE DC
Paladin
(Round up)
d6 = ( ÷2 )+ (Round down)
Level

= 10 + ( )
÷ 2 + CHA
(Round down)

MERCIES

SCROLLS POTIONS

WANDS
CHARGES

#
CHARGES

#
CHARGES

#
CHARGES

#
CHARACTER
Name

FEMALE
MALE
LA
OD

W
CHARACTER SHEET

GO

FU
L
Player Race Size

CH
Size

IL
AO

EV
TI
Modifier

C
Campaign CLASSES Skill Ranks Hit Die Level Level
Adjustment
1 Ranger d
XP
2 d
ABILITIES 3 d Effective
Ability Item Ability Temp Temp Character
Score Bonus Modifier Score Modifier
4 d Level
5 d
STR STR STR Favoured class + INT + CON
+1 hp or skill rank per level per level per level
DEX DEX DEX SKILLS
Class Racial, Favoured Armour
CON CON CON Skill Skills Ranks Feats, Misc Enemy Check
Untrained Bonus +3 Synergy Terrain Penalty
INT INT INT Acrobatics DEX -
WIS WIS WIS Appraise INT
CHA CHA CHA Bluff CHA
Ability Modifier = (Total Ability Score - 10) ÷ 2 (Round down)
Climb STR -
Diplomacy CHA
SPECIAL ABILITIES FEATS
Disable Device DEX -
Disguise CHA
Escape Artist DEX -
Fly DEX -
Handle Animal CHA
Heal WIS
Intimidate CHA + Size
diff x4

Linguistics INT
Perception WIS
Ride DEX -
Sense Motive WIS
Sleight of Hand DEX -
Spellcraft INT
Stealth DEX -
Survival WIS
Track Trained SURVIVAL /
Swim STR - 1 per 5lb
carried -
Use Magical Device CHA
Knowledge: Arcana INT
Knowledge: Dungeoneering INT
Knowledge: Religion INT
Knowledge: Nature INT
Knowledge: The Planes INT
Knowledge: Geography INT

LANGUAGES
Knowledge - INT
Profession - WIS
Perform - CHA
Other skills:
Craft - INT
INITIATIVE ATTACKS
INITIATIVE BONUS Feats Misc

INIT = DEX + + Attack Bonus Damage Critical


Range Type
SPEED ft sq d ×
SPEED Speed with Armour Temp Speed Ammo Special Ammo
# #
ft sq ft sq ft sq
Swim Speed Fly Speed Climb Speed

ft sq ft sq ft sq Range Type Attack Bonus Damage Critical

BASE ATTACK ft sq d ×
BASE MELEE RANGED
ATTACK BONUS ATTACK ATTACK

Range Type Attack Bonus Damage Critical

Temp Attack Favoured Morale ft sq d ×


Bonus Enemy Bonus Buffs Nerfs

+ = + + -
Range Type Attack Bonus Damage Critical
Temp Damage Favoured Morale
Bonus Enemy Bonus Buffs Nerfs ft sq d ×
+ = + + -
Conditional Modifiers Attack Bonus Damage Critical
Range Type

ft sq d ×
COMBAT MANOEUVRES Ammo Special Ammo

COMBAT MANOEUVRE Base


# #
Size
BONUS Attack Bonus Modifier Misc
Ammo Special Ammo
CMB = STR + BAB + + # #
COMBAT MANOEUVRE Dodge Deflection Base Size SAVES
DEFENCE Modifier Modifier Attack Bonus Modifier Misc Base Racial Misc Temp
FORTITUDE SAVE
CMD = 10 + STR + DEX + + + BAB + + FORT = CON + + + +
FLAT-FOOTED Deflection Base Size REFLEX SAVE
CMD Modifier Attack Bonus Modifier Misc
REF = DEX + + + +
CMD = 10 + STR / / + + BAB + + WILL SAVE
Temp CMB Temp CMD Conditional Modifiers WILL = WIS + + + +
+ CMB + CMD Evasion Improved Endurance Trap
Evasion Sense

HEALTH EFFECTS
HIT POINTS Wounds Dying Stable Non-lethal Unconcious

hp hp hp

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

AC = 10 + DEX + + + + + -
FLAT-FOOTED ARMOUR CLASS
AC = 10 / / + + + + -
TOUCH ARMOUR CLASS
AC = 10 + DEX + + / / / -
Temp AC Spell Resistance Conditional Modifiers

+ AC
Damage Reduction

/
Notes
RANGER Ranger
Level
COMBAT STYLE
ARCHERY TWO-WEAPON FIGHTING
Level Ranger Caster
Bonus
+ Level
-3= Level Ranger Select a bonus feat for your style at 2nd, 6th, 10th, 14th and 18th levels:
Level
Far Shot Double Slice
FAVOURED ENEMIES
Point Blank Shot Improved Shield Bash
FAVOURED ENEMY
Favoured Enemy Bonus 2 Precise Shot Quick Draw
2 4 6 8 10 12
Rapid Shot Two-weapon Fighting

Improved Precise Shot Improved Two-weapon Fighting


6 Manyshot Two-weapon Defence

Pinpoint Targeting Greater Two-weapon Fighting


10 Shot on the Run Two-weapon Rend
Ranger bonus feats can be taken without the normal pre-requisites,
but only apply when not wearing heavy armour.

HUNTER’S BOND
SHARE FAVOURED ENEMY ANIMAL COMPANION
SHARE FAVOURED ENEMY Name
FAVOURED TERRAINS Misc
DURATION
Favoured Terrain Bonus
FAVOURED TERRAIN 2 4 6 8
rds = WIS + Creature type
(minimum 1)
Share half your Favoured Enemy bonus against a
single target with all allies within 30 ft
PREPARED SPELLS

1
WILD EMPATHY
WILD EMPATHY
BONUS Ranger Level Misc

= CHA + + 2
TRACK
Ranger
Level
3
Track =( ÷2)+ Survival
Bonus
SPELLS
From Level 4
Spell Spells
=
Base
+
Bonus Spells 4
Save DC per day Spells WIS

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

Caster
Concentration = WIS + Level
WANDS

SCROLLS POTIONS
CHARGES

#
CHARGES

#
CHARGES

#
CHARGES

#
CHARGES

#
Rogue ROGUE TALENTS
ROGUE Level
TALENTS Rogue Misc
KNOWN Level From level 10, a Rogue
ROGUE
=( ) can take Advanced Talents
Rogue ÷2 + (Round down)
Level

{
Trapfinding
1 Sneak Attack 1
2 Evasion

4 Uncanny Dodge
2
8 Improved Uncanny Dodge

10 Advanced Talents
3
20 Master Strike

TRAPS 4
Rogue
Perception Level

Locate Traps = +( ÷ 2) 5
Disable Rogue
Device Level
6
Disable Traps = +( ÷ 2)
TRAP SENSE Rogue
Level Misc 7
REFLEX BONUS

+ = ( ÷3 + )
8
SNEAK ATTACK
SNEAK DAMAGE Rogue
Level Misc
BONUS
9
d6 =( +1 ÷2+ )
Sneak attack damage can be applies when a target is flanked or
is denied their DEX bonus to AC. 10
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. 11
MASTER STRIKE
From level 20, a successful sneak attack can also deliver one of:
• Sleep for 1d4 hours 12
• Paralysed for 2d6 rounds
• Slain

MASTER STRIKE Rogue 13


FORTITUDE DC Level

= 10 + ( )
÷ 2 + INT
14
Master strike cannot be used again on the same target within
24 hours, whether they pass the Fortitude save or not.
PREPARED SPELLS
SORCERER Caster
Level
KNOWN SPELLS

Level
Bonus
+
BLOODLINE 0

1
SPELLS
Spells Spell Spells Base Bonus Spells
= +
Known Save DC per day Spells

CHA - 12
CHA - 4
0 CHA - 8
CHA

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

Caster
Concentration = CHA + Level

ARCANE SPELL FAILURE THRESHOLD

% 4
SCROLLS

POTIONS

WANDS

8
CHARGES

#
CHARGES

#
9
CHARGES

#
WIZARD Caster
Level
PREPARED SPELLS
PREPARED SPELLS

Level
Bonus
+
0
SPELL SCHOOLS
SPECIALITY SCHOOL
Speciality Spell
OPPOSED SCHOOLS

1
Spells from your opposed schools cost two slots to prepare.

ARCANE BOND
FAMILIAR BONDED OBJECT
Speciality Spell

SPELLS
Spell Spells
=
Base
+
Specialist
+
Bonus 2
Save DC per day Spells Spell Spells
INT - 12
INT - 4
INT - 8

0
INT

1
2 Speciality Spell

3
4
5 3
6
7
8 Speciality Spell

9
Spell Save DC = 10 + INT + Spell Level

Concentration = INT + Caster 4


Level

ARCANE SPELL FAILURE THRESHOLD

% Speciality Spell

SCROLLS

Speciality Spell

6
POTIONS

Speciality Spell

7
WANDS
Speciality Spell
CHARGES

# 8
CHARGES

# Speciality Spell

9
CHARGES

#
PREPARED SPELLS
ALCHEMIST Alchemist
Level
EXTRACTS

ALCHEMY
Extract Extracts Base 1

INT - 12
= +

INT - 4
INT - 8
Save DC per day Extracts

INT
1
2
3
4
5 2
6
Extract Save DC = 10 + INT + Extract Level
DISCOVERIES
DISCOVERIES Alchemist
KNOWN Level Misc

= ( ÷2 + )
(Round down) 3
1

3
4
4

5
6

8 6

10
MUTAGENS
Strength Intelligence Natural Armour
Bonus + STR - INT Penalty + AC Bonus
11 Dexterity Wisdom
Bonus + DEX - WIS Penalty Alchemist
DURATION Level
Constitution Charisma
12 Bonus +CON - CHA Penalty mins = 10 mins ×
BOMBS
POISON RESISTANCE
POISON RESISTANCE FORTITUDE SAVE BONUS d6 +
+ BASIC DAMAGE OTHER DAMAGE

Level Alchemist BOMBS Alchemist


Immune to all poisons
10 Level PER DAY Level Bombs Today

MUNDANE POTIONS ( ÷2 ) INT = + INT


(Round up)
SAVING Alchemist
SPLASH DAMAGE THROW DC Level

+ = 10 + ( )
÷ 2 + INT
Splash Use this DC for Splash reflex saves, (Round down)
ft radius Discovery fortitude saves etc.
PREPARED SPELLS
CAVALIER Cavalier
Level
Name
MOUNT

ORDER
Creature type Mounted Speed

EDICTS
ft sq
CHARGE Attack Bonus Damage Critical Range
Level Cavalier’s Charge +4
3 No Armour Check penalty when charging.

Level Mighty Charge ×2


ABILITIES 11 Free bull rush, disarm, sunder or trip on successful charge; no Attack of Opportunity.
Level
Level Supreme Charge ×2/×3
2 20 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)
Level Charge attack Attack Bonus Damage Critical
8
d ×
Level
TACTICIAN
15
FEAT SHARING Cavalier Misc Feat Sharing
PER DAY Level Today
CHALLENGE
=1+( ÷5)+
CHALLENGES Cavalier Misc
PER DAY Level FEAT SHARING Cavalier Misc Rounds Shared
Level This Encounter
=( ÷3)+
DURATION

(Round up) rds =1+( ÷2)+


Challenges
Today TEAMWORK FEATS
MELEE DAMAGE Cavalier Misc
BONUS Level

= +
Take -2 penalty to AC against any enemy except challenged target
Level Challenged target suffers -2 penalty to AC against Level
17 any target other than you. 9
CAVALIER ORDER — CHALLENGE ABILITY

Level
17
SKILLS
Level EXPERT Cavalier
4 TRAINER = Level ÷ 2
Handle Animal
Training = + Bonus
When training an animal to serve as a mount

CAVALIER ORDER — SKILLS

BANNER
Level Cavalier
5
= Level ÷ 5
Attack
Bonus + =
Saving
Throw + = +1
Bonus

Level Bonus to saves against charm


14 + 2 and compulsion effects.
Caster PREPAREDSPELLS
KNOWN SPELLS
INQUISITOR Level

DEITY

LA
OD
0

W
GO

FU
L
CH

IL
AO

EV
TI
C
DOMAIN
Domain
1
Granted Powers

2
SPELLS
Spells Spell Spells = Base + Bonus Spells
Known Save DC per day Spells
WIS - 12
WIS - 4
WIS - 8

0
WIS

1 3
2
3
4
5 4
6
Spell Save DC = 10 + WIS + Spell Level
LA
OD

W
GO

FU
L

The inquisitor cannot cast spells of an alignment


CH

5
IL
AO

opposed to her own or her deity’s.


EV
TI
C

SKILLS
MONSTER LORE
Knowledge + = WIS
When identifying the abilities and weaknesses of creatures. 6
STERN GAZE Inquisitor
+
}
Intimidate Level

÷2 JUDGEMENT
Sense Motive + JUDGEMENTS Inquisitor Destruction 3-Level
PER DAY Level
Misc
Damage bonus + Bonus
Level
2 Track + = 1 +( ÷ 3 )+ Healing 3-Level
Fast healing per round + Bonus
CUNNING INITIATIVE
Judgements Justice 5-Level
Initiative + = WIS Level
Invoke one Judgement on your Today Attack bonus + Bonus
foes and recieve a bonus
1 as long as you are in combat.
From level 10, bonus doubles to confirm critical hits
TEAMWORK FEATS
Piercing 3-Level
CURRENT Inquisitor Misc Overcome spell resistance + Bonus
Level FEATS Level 5-LEVEL Inquisitor
3 BONUS Level Protection
( )
5-Level
= ÷3 + +
=1+( ÷5)
Armour class bonus Bonus
+

}
From level 10, bonus doubles against critical hits
Purity 5-Level
3-LEVEL Inquisitor
Saving throw bonus + Bonus
BONUS Level

+ =1+( ÷3) Resilience


Damage reduction + 5-Level
Bonus
Resistance 3-Level
Level
Invoke two judgements at once Energy resistance bonus + Bonus × 2
8
Level Smiting
Invoke three judgements at once Your weapon counts as magical for
16 bypassing damage resistance.
BANE Level Your weapon also counts as aligned,
Level SLAYER
Creature Type
Select one judgement at start of combat 6 to an alignment that matches your own.
Level 17 to apply its bonus at 5 levels higher Level Your weapon also counts as adamantine
5
10 for overcoming damage resistance.
TRUE JUDGEMENT
BANE ROUNDS Inquisitor Misc Bane Rounds InvokeTrue Judgement before one attack
PER DAY Level Today Level If the attack is successful, the target +
rds = + 20 must pass a Fortitude save or die
Whether successful or not, that target is
DISCERN LIES then immune to True Judgement for 24 hours
+
DISCERN LIES Inquisitor Misc Discern Lies FORTITUDE Inquisitor
PER DAY Level Today SAVE DC Level

= + =( ÷ 2 ) + WIS +
MYSTERY
Mystery Revelations
ORACLE Level
+
1
Bonus
Deity
CURSE
Bonus Spells
2
Level
2
Level
4
3
Level
6
SPELLS
Level
Spells Spell Spells Base Bonus Spells
Known Save DC per day
=
Spells
+ 8 4

CHA - 12
CHA - 4
0 CHA - 8 Level
CHA

10
1
Level
2 12 5
3
Level
4 14
5 Level Final Revelation
16 6
6
7 Level
18
8
9 PREPARED SPELLS
KNOWN SPELLS
Spell Save DC = 10 + CHA + Spell Level

Caster
Concentration = CHA + Level
0
ARCANE SPELL FAILURE THRESHOLD

%
SCROLLS 1

POTIONS
3

5
WANDS
6
CHARGES

#
7
CHARGES

# 8

9
CHARGES

#
Caster PREPARED SPELLS
KNOWN SPELLS
SUMMONER Level

SUMMONER
Summoner
Level
0
{
Eidolon
1 Life Link
Summon monster I

2 Bond Senses
1
3 Summon monster II

4 Shield ally

5 Summon monster III

6 Maker’s call 2
7 Summon monster IV

8 Transposition

9 Summon monster V
3
10 Aspect

11 Summon monster VI

12 Greater shield ally

13 Summon monster VII


4
14 Life bond

15 Summon monster VIII


5
16 Merge forms

17 Summon monster IX

18 Greater aspect 6
19 Gate

20 Twin eidolon

SPELLS
Spells Spell Spells Base Bonus Spells
= +
Known Save DC per day Spells
CHA - 12
CHA - 4
CHA - 8

0
CHA

1
2
3
4
5
6
7
8
SCROLLS POTIONS
9
Spell Save DC = 10 + CHA + Spell Level
ARCANE SPELL FAILURE THRESHOLD

%
WANDS
CHARGES

#
CHARGES

#
CHARGES

#
EIDOLON
Name

FEMALE
MALE
LA
OD
CHARACTER SHEET

W
GO

FU
L
Base Form Size Size

CH

IL
AO
EIDOLON

EV
TI
Modifier

C
Hit Dice Base Attack Max Skill Feats
ABILITIES SUMMONER Bonus Attacks Ranks
Ability Item Ability Temp Temp LEVEL
Score Bonus Modifier Score Modifier d10
EVOLUTION Armour Saves Good saves:
STR STR STR POOL Bonus (Good) (Bad) FORT
DEX DEX DEX REF
/ WILL
CON CON CON SKILLS
INT INT INT Class

s n
io
Skill Skills Ranks Feats Misc

ut
ol
Untrained Bonus +3
WIS WIS WIS

Ev
Acrobatics DEX
CHA CHA CHA Appraise INT
Ability Modifier = (Total Ability Score - 10) ÷ 2 (Round down) Bluff CHA
EVOLUTIONS Climb STR
Diplomacy CHA
Disable Device DEX
Disguise CHA
Escape Artist DEX
Fly DEX
Handle Animal CHA
Heal WIS
Intimidate CHA + Size
diff x4

Linguistics INT
Perception WIS
Ride DEX
Sense Motive WIS
Sleight of Hand DEX
Spellcraft INT
Stealth DEX
Survival WIS
Track Trained SURVIVAL /
Swim STR
Use Magical Device CHA
Knowledge: Arcana INT
Knowledge: Dungeoneering INT
Knowledge: Religion INT
Knowledge: Nature INT
Knowledge: The Planes INT
Knowledge - INT
Profession - WIS
Perform - CHA
Other skills:
Craft - INT
INITIATIVE ATTACKS
INITIATIVE BONUS Feats Misc

INIT = DEX + + Attack Bonus Damage Critical


Range Type
SPEED ft sq d ×
SPEED Temp Speed

ft sq ft sq
Range Type Attack Bonus Damage Critical
Swim Speed Fly Speed Climb Speed
ft sq d ×
ft sq ft sq ft sq

BASE ATTACK
BASE MELEE RANGED Range Type Attack Bonus Damage Critical
ATTACK BONUS ATTACK ATTACK
ft sq d ×

Temp Attack Morale Power Attack Bonus Damage Critical


Bonus Bonus Buffs Nerfs Attack Range Type

+ d ×
= + - - ft sq

Temp Damage Morale Power


Bonus Bonus Buffs Nerfs Attack
Range Type Attack Bonus Damage Critical
+ = + - +
ft sq d ×
COMBAT MANOEUVRES SAVES
COMBAT MANOEUVRE Base Size FORTITUDE SAVE Base Racial Misc Temp
BONUS Attack Bonus Modifier Misc
FORT = CON + + + +
CMB = STR + BAB + +
REFLEX SAVE
COMBAT MANOEUVRE
DEFENCE
Dodge
Modifier
Deflection
Modifier
Base
Attack Bonus
Size
Modifier Misc
REF = DEX + + + +
WILL SAVE
CMD = 10 + STR + DEX + + + BAB + +
WILL = WIS + + + +
FLAT-FOOTED Deflection Base Size
CMD Modifier Attack Bonus Modifier Misc Evasion Improved Endurance Trap
Evasion Sense
CMD = 10 + STR / / + + BAB + +
Temp CMB Temp CMD Conditional Modifiers EFFECTS
+ CMB + CMD
HEALTH
HIT POINTS Wounds Dying Stable Non-lethal Unconcious

hp hp hp

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

AC = 10 + DEX + + + - + +
FEATS
FLAT-FOOTED ARMOUR CLASS
AC = 10 / / + + - + +
TOUCH ARMOUR CLASS
AC = 10 + DEX + + / - + +
Temp AC Spell Resistance Conditional Modifiers

+ AC
Damage Reduction

/
Notes
Caster PREPARED SPELLS
PREPARED SPELLS
Level
WITCH Level 0
Bonus
+
FAMILIAR
Name
1
Creature type

SPELLS
Spell Spells Base Bonus
Save DC per day
=
Spells
+
Spells 2

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

ARCANE SPELL FAILURE THRESHOLD 5


%
PATRON SPELLS
Patron
6
Level
2
4
7
6
8
10 8
12
14
16 9
18
KNOWN HEXES
Artificer ARTIFICER
TOME OF SECRETS Level
Artificer Crafting Elbow
ARTIFICER Caster Level Abilities Grease
Level
1 Jack of All Trades Weird Science +2
INVENTIONS
Bonus
2 Item Creation Scribe Scroll
Invention Inventions = Base +
Level Inventions
Save DC per day Inventions INT
3 Bonus Feat Brew Potion
1 4 Craft Wondrous Item
2 5 Salvage Craft Magic Arms and Armour
3 6 Metamagic Science +4
4
7 Craft Wand
Invention Save DC = 10 + INT + Spell Level
Invention time = 4 hours per spell level
8 Bonus Feat

INVENTION USES Artifier


9 Craft Rod
PER DAY Level
10 +6
=1+ ( ÷2 ) (Round up) 11 Improved Metamagic Science
USE MAGICAL DEVICE 12 Bonus Feat Craft Staff
DC 15 To use an invention crafted by someone else
13 Improved Jack of All Trades
DC 20 To use an invention when its uses are spent
rising 1 each time it’s used 14 Forge Ring

DC 25 To use several magical effects at once 16 Bonus Feat


plus the number of effects

CRAFT MAGIC ITEM 19 Bonus Feat

CRAFT 20 Exemplar
DC 20 To create a magical item
plus required caster level BONUS FEATS
DC 20 To create magical item with metamagic Select a bonus feat from this list at 3rd, 8th, 12th, 16th and 19th levels:
plus 3× modified caster level Empower Spell +2 Heighten Spell Quicken Spell +4 Still Spell +1
SALVAGE Enlarge Spell +1 Magical Aptitude Silent Spell +1 Widen Spell +3
Salvaging a magical item takes one day, and recovers the a value
Extend Spell +1 Maximise Spell +3 Skill Focus
equal to the cost of the materials that can be used to craft other Metamagic feats apply a spell level increase
items. It cannot be spent.
MATERIALS MAGIC ITEMS
When deconstructing a wand with some spent charges, the value
recovered is an equivalent fraction of the cost of the wand.

Salvage Value , , , .

WANDS
CHARGES

#
CHARGES

SCROLLS POTIONS
CHARGES

#
CHARGES

#
CHARGES

#
CHARGES

#
CHARGES

#
TOME OF SECRETS Priest PREPARED SPELLS
PREPARED SPELLS
OD

LA
W
PRIEST Level
GO

FU
L
OF
CH

IL Caster
AO

EV
TI

Level
C

DOMAINS
0
Domain Domain

Granted Powers Granted Powers Domain Spell +1


Domain Spell +1

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

Granted Powers Granted Powers


Domain Spell +1
Domain Spell +1
1
2 3
3
4
5
Domain Spell +1
6
7 Domain Spell +1
8
9 4
SPELLS
Spell Spells Base Bonus Spells
= +
Save DC per day Spells
WIS - 12
WIS - 4
WIS - 8

Domain Spell +1
0
WIS

Domain Spell +1
1 +2 +2
2 +2 +2 5
3 +2 +2
4 +2 +2
+2 Domain Spell +1
5 +2
6 +2 +2 Domain Spell +1
7 +2 +2 6
8 +2 +2
9 +2 +2
Spell Save DC = 10 + WIS + Spell Level Domain Spell +1
Caster
Concentration = WIS + Domain Spell +1
Level
7
CHANNEL ENERGY
Channel Positive Energy Channel Negative Energy

CHANNEL ENERGY PER DAY Misc Today Domain Spell +1


= 3 + CHA + Domain Spell +1
Priest
8
ENERGY ROLL Level Misc

d8 = ( ÷2 )+ Domain Spell +1
(Round up)
Priest Domain Spell +1
WILL SAVE DC Level
9
= 10 + ( )
÷ 2 + CHA
(Round down)
TOME OF SECRETS Shaman SPIRIT COMPANION
SHAMAN Level
COMPANION CREATURE TYPE
SHAMAN
Shaman Spiritual
Level significance

{
Communicate with spirit bonus CONTROL SPIRIT
1 See spirit CONTROLLED CONTROLLED Spirit’s
2 Spirit companion SPIRIT Charisma SPIRITS Charisma
CAPACITY Score
3 Bonus feat
=
4 Summon spirit

5 Control spirit

6 Bonus feat SPIRIT HEAL


HEALING Healing SPIRIT Shaman
7 Spiritual significance (self) PER DAY Today HEALING Level

8 Spirit heal +1 = CHA + 2 d6 =


9 Bonus feat SPIRIT WALK
TETHER Shaman BREAKING 10-minute
10 Spirit walk +2 RANGE RISK
Level increments
11 Spiritual significance (other) = × 150 ft / 30 sq = × 10 %
ft sq %
12 Bonus feat +3
BONUS FEATS
13 Spirit heal, mass METAMAGIC FEATS ITEM CREATION FEATS OTHER FEATS
14 Tether spirit +4 Bouncing Spell +1 Awakened Arcane Bond Alertness
Dazing Spell +3 Brew Fleshcrafting Poison Animal Affinity
15 Bonus feat Disruptive Spell +1 Brew Potion Deceitful
16 +5 Ectoplasmic Spell +1 Craft Construct Endurance
Control living spirit
Elemental Spell +1 Craft Magic Arms and Armor Diehard
17 Break spirit Empower Spell +2 Craft Rod Fleet
Enlarge Spell +1 Craft Staff Great Fortitude
18 Bonus feat
Extend Spell +1 Craft Wand Improved Great Fortitude
19 Bonus feat Focused Spell +1 Craft Wondrous Item Intimidating Prowess
Heighten Spell Forge Ring Iron Will
20 Lasting spiritual significance Intensified Spell +1 Improved Arcane Bond Improved Iron Will
Lingering Spell +1 Scribe Scroll Leadership
SEE SPIRIT
Maximize Spell +3 Lightning Reflexes
DC 15 Knowledge (spirits) to add this bonus to next skill check
Merciful Spell +0 Improved Lightning Reflexes
INSIGHT BONUS
Persistent Spell +2 Persuasive
= CHA Quicken Spell +4 Self-Sufficient
Reach Spell Spell Penetration
SKILLS Selective Spell +1 Greater Spell Penetration
CRAFT: FOCUS Sickening Spell +2
DC 20 To give an item spiritual significance Silent Spell +1
DC 15 To create a tether Still Spell +1
KNOWLEDGE: SPIRITS Thanatopic Spell +2
DC 15 To gain the insight bonus from See Spirit Threatening Illusion +1
Threnodic Spell +1
PERFORM: RITUAL
Thundering Spell +2
To communicate with spirits
Widen Spell +3
DC 15 To persuade an indifferent or unfriendly spirit
to communicate, or a spirit associated with
a deity that is unfriendly to shamans
DC 20 To persuade a hostile spirit to communicate
DC 25 To persuade a spirit that is associated with
a deity that is unfriendly to shamans to
communicate.
To summon spirits
DC 5 To summon any spirit
DC 10 To summon an unembodied spirit of a
non-particular spell effect
DC 15 To summon an unembodied spirit of a
particular spell effect
DC 20 To summon an unfriendly deceased spirit
DC 25 To summon any type of spirit associated with
a deity unfriendly to shamans
DC 30 To summon any type of spirit associated with
a deity hostile to shamans
DC 30 To locate a spirit with a desired ability
To tether spirits
DC 20 To break a tether
TOME OF SECRETS Witch DEVOTEE TALENTS
WITCH HUNTER Hunter
Level
TALENTS
KNOWN
Witch Hunter
Level Misc Level Advanced

Witch
DEVOTEE TALENTS
= ( ÷2 + ) (Round down)
10 Talents

Hunter Witch
Level Focus 1

{
Devoted Strike
1 Witch Sense

2 Devotee Talent 2

3 Detect Curse

4 3
Devotee Talent

5 Spellbane
4
6 Devotee Talent

7 Disruptive
5
8 Devotee Talent

9 Cursebreaker +1
6
10 Advanced Talent

11 Spellbreaker 7
12 Advanced Talent

13 Backlash +2 8
14 Advanced Talent

15 Greater Spellbane 9
16 Advanced Talent

17 +3 10

18 Advanced Talent

19 11
Uncursed

{
Mystic Null
20 Advanced Talent 12

WITCH SENSE
Perception Highest DEVOTED STRIKE
Number of
Check = 30 - Level or - Witches DEVOTED STRIKES DAMAGE
DC Hit Dice Strikes
PER DAY Today BONUS
WITCH FOCUS
ATTACK BONUS
= WIS + 3 + = WIS
+ SPELLBANE & CURSEBREAKER

}
Witch SPELLBANE OR CURSEBREAKER Uses
KNOWLEDGE BONUS Focus PER DAY Today Level Mystic Null
Bonus Unlimited spellbane
+ = WIS + 3 20 uses per day
DISPEL BONUS =
BACKLASH
+ BACKLASH Witch Hunter BACKLASH
ARMOUR BONUS WILL SAVE DC Level DAMAGE

+ AC = 10 + + WIS 2d6
CHARACTER Parents
ORIGINS

BACKGROUND

LA
OD

W
GO

FU
L
Name FRIENDLY

CH

IL
AO

EV
TI
C
HOSTILE

Origin

Country / Region / Town

LA
OD

W
GO

FU
L
FRIENDLY

CH

IL
AO

EV
TI
C
HOSTILE

PORTRAIT AFFILIATIONS
Religion

LA
OD

W
GO

FU
L
FRIENDLY

CH

IL
AO

EV
TI
C
HOSTILE

Employer

LA
OD

W
GO

FU
L
FRIENDLY

CH

IL
AO

EV
TI
C
HOSTILE

Current Country / Region / Town

LA
OD

W
GO

FU
L
FRIENDLY

CH

IL
AO

EV
TI
C
HOSTILE

Affiliation

LA
OD

W
GO

FU
L
FRIENDLY

CH

IL
AO

EV
TI
C
HOSTILE

Affiliation

LA
OD

W
GO

FU
L
FRIENDLY

CH

IL
AO

EV
TI
C
HOSTILE

APPEARANCE FRIENDS AND FOES


Race
FEMALE
MALE

LA
OD

W
GO

FU
L
Age Height Weight FRIENDLY

CH

IL
AO

EV
TI
C
HOSTILE

Eyes Hair

LA
OD

W
GO

FU
L
Defining Features FRIENDLY

CH

IL
AO

EV
TI
C
HOSTILE

LA
OD

W
GO

FU
L
FRIENDLY
CH

Preferred Clothing
IL
AO

EV
TI
C

HOSTILE
LA
OD

W
GO

FU
L

PERSONALITY FRIENDLY
CH

IL
AO

EV
TI
C

Motivations HOSTILE
LA
D

W
O
GO

FU
L

FRIENDLY
CH

IL
AO

Fears
EV
TI
C

HOSTILE
LA
OD

W
GO

FU
L

Likes FRIENDLY
CH

IL
AO

EV
TIC

HOSTILE
LA
OD

Dislikes
GO

FU
L

FRIENDLY
CH

L
AO

I
EV
TI
C

HOSTILE

Quirks
LA
OD

W
GO

FU
L

FRIENDLY
CH

IL
AO

EV
TI
C

HOSTILE
PARTY INVENTORY
Value Weight PARTY FUNDS
Cash , , .
Copper , cp Inventory , , .
Silver , , sp Debts , , .
Gold , , gp Valuables , , .
Platinum , , pp Other items , , .

Total , , , Total , , , .
QUEST ITEMS
Item Attained Carried by / given to

CONTAINER CONTAINER

Value Weight Value Weight

Total Weight lb Total Weight lb


Max Weight lb Max Weight lb
NOTES

Total Weight lb
SPELL BOOK
Level Level Level

School School School

Cost Cost Cost

School School School

Cost Cost Cost

School School School

Cost Cost Cost

School School School

Cost Cost Cost

School School School

Cost Cost Cost

School School School

Cost Cost Cost

School School School

Cost Cost Cost

School School School

Cost Cost Cost

School School School

Cost Cost Cost

School School 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 ANIMAL COMPANION MOUNT SUMMONED CREATURE HEALTH
Creature Name Age Creature HIT POINTS Wounds Dying Stable Non-lethal Unconcious
Level
hp hp hp
Creature Type Subtype Weight Height

DICE
HIT
d COMBAT ATTACKS
LA

lb ft
D

W
O
GO

FU

INITIATIVE BONUS Misc


L

SKILLS
CH

FEMALE
IL

MALE
AO

EV

INIT = DEX +
TIC

Ranks Racial, Feats Attack Bonus Damage Critical


Range
XP Acrobatics DEX BASE ATTACK Temp Attack Temp Damage
ft sq
Climb STR + +
ABILITIES Escape Artist DEX
Ability Item Ability Temp BASIC SPEED Swim Speed Fly Speed
Score Bonus Modifier Bonus Fly DEX Range
Attack Bonus Damage Critical
ft sq ft sq ft sq
STR STR Perception WIS ft sq
Climb Speed Burrow Speed Temp Speed
Sense Motive WIS
DEX DEX ft sq ft sq ft sq
Stealth DEX Attack Bonus Damage Critical
CON CON Survival WIS COMBAT MANOEUVRES Range
COMBAT MANOEUVRE ft sq
INT INT Track Trained SURVIVAL / BONUS
Size
Modifier Misc
Ammo
STR

Attack
WIS WIS Swim #

Base
CMB = + STR + +
CHA CHA COMBAT MANOEUVRE Dodge Deflection Base Size Morale
DEFENCE Modifier Modifier Attack Bonus Modifier Misc Bonus
Ability Modifier = (Total Ability Score - 10) ÷ 2

EQUIPMENT CMD = 10 + STR + DEX + + + BAB + + +


DEFENCE SAVING THROWS
Armour Size Misc Base Save Misc Temp
ARMOUR CLASS & Shield Modifier FORTITUDE SAVE

TRICKS / FEATS / SPECIAL ABILITIES AC = 10 + DEX + - + FORT = CON + +


FLAT-FOOTED ARMOUR CLASS REFLEX SAVE
AC = 10 / + - + REF = DEX + +
TOUCH ARMOUR CLASS
WILL SAVE
PORTRAIT AC = 10 + DEX / - + WILL = WIS + +
Temp AC Spell Resistance Damage Reduction
Evasion Endurance
AC /
COMBAT ABILITIES

EFFECTS
NPC Class Level
CR HEALTH
HIT POINTS Wounds Dying Stable Non-lethal Unconcious
Race SKILLS
hp hp hp
LA
OD

Skill +3 Ranks Misc


GO

FU
L

Acrobatics DEX COMBAT ATTACKS


CH

FEMALE
IL

MALE
AO

EV
TI
C

Appraise INT INITIATIVE BONUS Misc


ABILITIES
Ability Item Ability Temp
Bluff CHA INIT = DEX + Attack Bonus Damage Critical
Score Bonus Modifier Bonus Climb STR BASE ATTACK Temp Attack Temp Damage
Range
ft sq
STR STR Diplomacy CHA + +
Disable Device DEX
DEX DEX SPEED with Armour Temp Speed
Disguise CHA Attack Bonus Damage Critical
Range
CON CON Escape Artist DEX ft sq ft sq ft sq
ft sq
INT INT Fly DEX Swim Fly Climb
Handle Animal CHA ft sq ft sq ft sq
WIS WIS Heal WIS Attack Bonus Damage Critical
COMBAT MANOEUVRES Range
CHA CHA Intimidate CHA COMBAT MANEUVRE Size ft sq
Ability Modifier = (Total Ability Score - 10) ÷ 2 Linguistics INT BONUS Modifier Misc
Ammo

Attack
EQUIPMENT Perception WIS #

Base
CMB = + STR + +
Ride DEX COMBAT MANEUVRE Size Deflection Morale
Properties
Sense Motive WIS DEFENCE Modifier Modifier Misc Bonus
DEX

Attack
Sleight of Hand
+

Base
CMD = 10 + + STR + DEX + + +
Spellcraft INT
Stealth DEX DEFENCE SAVING THROWS
Armour Size Misc Base Save Misc Temp
Survival WIS ARMOUR CLASS & Shield Modifier FORTITUDE SAVE
Properties Swim STR AC = 10 + DEX + - + FORT = CON + +
Use Magical Device CHA FLAT-FOOTED ARMOUR CLASS REFLEX SAVE
AC = 10 / + - + REF = DEX + +
TOUCH ARMOUR CLASS
Properties
WILL SAVE
AC = 10 + DEX / - + WILL = WIS + +
Temp AC Spell Resistance Damage Reduction
Evasion Endurance
INVENTORY NOTES AC /
COMBAT ABILITIES

EFFECTS
3.5e
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8 20 32
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