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name type size owner

movement
HP
hit points
total nonlethal ft. sq. ft. sq. ft.
ability ability ability temp. temp.
name score modifier score modifier base speed armor speed burrow

STR
strength wounds/current hp ft. ft. ft.
fly manuverability swim climb temp. modifiers
DEX
dexterity
space reach skills
CON init.
mod.
total Ability Misc.
constitution
total dex mod. misc. mod.
SKILL NAME bonus mod. ranks mod.
INT
intelligence
damage
Acrobatics =DEX + +
reduction
WIS
wisdom
spell Climb =STR + +
resistance
CHA energy Fly =DEX + +
charisma resistance
Perception =WIS + +
AC
armor class
10 Stealth =DEX + +
total
armor
bonus
shield
bonus
dex
mod.
size
mod.
nat.
armor
deflect
mod.
misc.
mod. Swim =STR + +
modifiers + +
TOUCH
+ +
flat
footed + +

modifiers modifiers
+ +
fortitude B.A.B.
constitution
tricks
reflex
dexterity CMB
WILL
wisdom CMD

PRIMARY ATK. attack bonus damage critical

armor/protective item type ac bonus max dex


type range special properties

check penalty weight special properties

SECONDARY ATK. attack bonus damage critical

protective item ac bonus weight special properties

type range special properties

special abilities
extraordinary atk.
abilities

carrying capacity
LIGHT MEDIUM HEAVY LIFT OVER LIFT OFF PUSH OR
LOAD LOAD LOAD HEAD GROUND DRAG

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appearance/description

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name type size owner

movement
HP
hit points
total nonlethal ft. sq. ft. sq. ft.
ability ability ability temp. temp.
name score modifier score modifier base speed armor speed burrow

STR
strength wounds/current hp ft. ft. ft.
fly manuverability swim climb temp. modifiers
DEX
dexterity
space reach skills
CON init.
mod.
total Ability Misc.
constitution
total dex mod. misc. mod.
SKILL NAME bonus mod. ranks mod.
INT
intelligence
damage
Acrobatics =DEX + +
reduction
WIS
wisdom
spell Climb =STR + +
resistance
CHA energy Fly =DEX + +
charisma resistance
Perception =WIS + +
AC
armor class
10 Stealth =DEX + +
total
armor
bonus
shield
bonus
dex
mod.
size
mod.
nat.
armor
deflect
mod.
misc.
mod. Swim =STR + +
modifiers + +
TOUCH
+ +
flat
footed + +

modifiers modifiers
+ +
fortitude B.A.B.
constitution
tricks
reflex
dexterity CMB
WILL
wisdom CMD

PRIMARY ATK. attack bonus damage critical

armor/protective item type ac bonus max dex


type range special properties

check penalty weight special properties

SECONDARY ATK. attack bonus damage critical

protective item ac bonus weight special properties

type range special properties

special abilities
extraordinary atk.
abilities

carrying capacity
LIGHT MEDIUM HEAVY LIFT OVER LIFT OFF PUSH OR
LOAD LOAD LOAD HEAD GROUND DRAG

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appearance/description

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name type size owner

movement
HP
hit points
total nonlethal ft. sq. ft. sq. ft.
ability ability ability temp. temp.
name score modifier score modifier base speed armor speed burrow

STR
strength wounds/current hp ft. ft. ft.
fly manuverability swim climb temp. modifiers
DEX
dexterity
space reach skills
CON init.
mod.
total Ability Misc.
constitution
total dex mod. misc. mod.
SKILL NAME bonus mod. ranks mod.
INT
intelligence
damage
Acrobatics =DEX + +
reduction
WIS
wisdom
spell Climb =STR + +
resistance
CHA energy Fly =DEX + +
charisma resistance
Perception =WIS + +
AC
armor class
10 Stealth =DEX + +
total
armor
bonus
shield
bonus
dex
mod.
size
mod.
nat.
armor
deflect
mod.
misc.
mod. Swim =STR + +
modifiers + +
TOUCH
+ +
flat
footed + +

modifiers modifiers
+ +
fortitude B.A.B.
constitution
tricks
reflex
dexterity CMB
WILL
wisdom CMD

PRIMARY ATK. attack bonus damage critical

armor/protective item type ac bonus max dex


type range special properties

check penalty weight special properties

SECONDARY ATK. attack bonus damage critical

protective item ac bonus weight special properties

type range special properties

special abilities
extraordinary atk.
abilities

carrying capacity
LIGHT MEDIUM HEAVY LIFT OVER LIFT OFF PUSH OR
LOAD LOAD LOAD HEAD GROUND DRAG

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appearance/description

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name type size summoner

movement
HP
hit points
total nonlethal ft. sq. ft. sq. ft.
ability ability ability temp. temp.
name score modifier score modifier base speed armor speed burrow

STR
strength wounds/current hp ft. ft. ft.
fly manuverability swim climb temp. modifiers
DEX
dexterity
100 - 1,000 ft. 1,000 - 10,000 ft. skills
CON init.
mod.
total Ability Misc.
constitution
total dex mod. misc. mod.
SKILL NAME bonus mod. ranks mod.
INT
intelligence
damage
Bluff =CHA + +
reduction
WIS
wisdom
spell Craft =INT + +
resistance
CHA energy Knowledge (PLANES)* =INT + +
charisma resistance
Perception =WIS + +
AC
armor class
10 Sense Motive =WIS + +
total
armor
bonus
shield
bonus
dex
mod.
size
mod.
nat.
armor
deflect
mod.
misc.
mod. Stealth =DEX + +
modifiers + +
TOUCH
+ +
flat
footed + +

modifiers modifiers
+ +
fortitude B.A.B.
constitution
+ +
reflex
dexterity CMB + +

WILL carrying capacity


wisdom CMD LIGHT MEDIUM HEAVY LIFT OVER LIFT OFF PUSH OR
LOAD LOAD LOAD HEAD GROUND DRAG

WEAPON attack bonus damage critical

type range special properties


evolutions
evolution point
WEAPON attack bonus damage critical

evolution point
type range special properties

evolution point

WEAPON attack bonus damage critical


evolution point

type range special properties


evolution point

extraordinary atk. evolution point

evolution point
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evolution point
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evolution point

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evolution
pool

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name type size summoner

movement
HP
hit points
total nonlethal ft. sq. ft. sq. ft.
ability ability ability temp. temp.
name score modifier score modifier base speed armor speed burrow

STR
strength wounds/current hp ft. ft. ft.
fly manuverability swim climb temp. modifiers
DEX
dexterity
100 - 1,000 ft. 1,000 - 10,000 ft. skills
CON init.
mod.
total Ability Misc.
constitution
total dex mod. misc. mod.
SKILL NAME bonus mod. ranks mod.
INT
intelligence
damage
Bluff =CHA + +
reduction
WIS
wisdom
spell Craft =INT + +
resistance
CHA energy Knowledge (PLANES)* =INT + +
charisma resistance
Perception =WIS + +
AC
armor class
10 Sense Motive =WIS + +
total
armor
bonus
shield
bonus
dex
mod.
size
mod.
nat.
armor
deflect
mod.
misc.
mod. Stealth =DEX + +
modifiers + +
TOUCH
+ +
flat
footed + +

modifiers modifiers
+ +
fortitude B.A.B.
constitution
+ +
reflex
dexterity CMB + +

WILL carrying capacity


wisdom CMD LIGHT MEDIUM HEAVY LIFT OVER LIFT OFF PUSH OR
LOAD LOAD LOAD HEAD GROUND DRAG

WEAPON attack bonus damage critical

type range special properties


evolutions
evolution point
WEAPON attack bonus damage critical

evolution point
type range special properties

evolution point

WEAPON attack bonus damage critical


evolution point

type range special properties


evolution point

extraordinary atk. evolution point

evolution point
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evolution point

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evolution
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name type size summoner

movement
HP
hit points
total nonlethal ft. sq. ft. sq. ft.
ability ability ability temp. temp.
name score modifier score modifier base speed armor speed burrow

STR
strength wounds/current hp ft. ft. ft.
fly manuverability swim climb temp. modifiers
DEX
dexterity
100 - 1,000 ft. 1,000 - 10,000 ft. skills
CON init.
mod.
total Ability Misc.
constitution
total dex mod. misc. mod.
SKILL NAME bonus mod. ranks mod.
INT
intelligence
damage
Bluff =CHA + +
reduction
WIS
wisdom
spell Craft =INT + +
resistance
CHA energy Knowledge (PLANES)* =INT + +
charisma resistance
Perception =WIS + +
AC
armor class
10 Sense Motive =WIS + +
total
armor
bonus
shield
bonus
dex
mod.
size
mod.
nat.
armor
deflect
mod.
misc.
mod. Stealth =DEX + +
modifiers + +
TOUCH
+ +
flat
footed + +

modifiers modifiers
+ +
fortitude B.A.B.
constitution
+ +
reflex
dexterity CMB + +

WILL carrying capacity


wisdom CMD LIGHT MEDIUM HEAVY LIFT OVER LIFT OFF PUSH OR
LOAD LOAD LOAD HEAD GROUND DRAG

WEAPON attack bonus damage critical

type range special properties


evolutions
evolution point
WEAPON attack bonus damage critical

evolution point
type range special properties

evolution point

WEAPON attack bonus damage critical


evolution point

type range special properties


evolution point

extraordinary atk. evolution point

evolution point
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common summoned monsters
summon monster CR summon monster CR
HP HP HP HP
current max current max
init. fort reflex will init. fort reflex will

AC Flat AC Flat
STR Touch Footed STR Touch Footed
speed b.a.b. cmb cmd speed b.a.b. cmb cmd
DEX PRIMARY ATK. attack bonus damage crit. DEX PRIMARY ATK. attack bonus damage crit.

CON special properties CON special properties

INT INT
SECONDARY ATK. attack bonus damage crit. SECONDARY ATK. attack bonus damage crit.
WIS WIS
special properties special properties
CHA CHA
skills feats special properties and abilities skills feats special properties and abilities

summon monster CR summon monster CR


HP HP HP HP
current max current max
init. fort reflex will init. fort reflex will

AC Flat AC Flat
STR Touch Footed STR Touch Footed
speed b.a.b. cmb cmd speed b.a.b. cmb cmd
DEX PRIMARY ATK. attack bonus damage crit. DEX PRIMARY ATK. attack bonus damage crit.

CON special properties CON special properties

INT INT
SECONDARY ATK. attack bonus damage crit. SECONDARY ATK. attack bonus damage crit.
WIS WIS
special properties special properties
CHA CHA
skills feats special properties and abilities skills feats special properties and abilities

summon monster CR summon monster CR


HP HP HP HP
current max current max
init. fort reflex will init. fort reflex will

AC Flat AC Flat
STR Touch Footed STR Touch Footed
speed b.a.b. cmb cmd speed b.a.b. cmb cmd
DEX PRIMARY ATK. attack bonus damage crit. DEX PRIMARY ATK. attack bonus damage crit.

CON special properties CON special properties

INT INT
SECONDARY ATK. attack bonus damage crit. SECONDARY ATK. attack bonus damage crit.
WIS WIS
special properties special properties
CHA CHA
skills feats special properties and abilities skills feats special properties and abilities
INVENTORY
item # ref. lbs. item # ref. lbs. item # ref. lbs.

total
weight

staves cl charges wands cl dc charges container lbs.

spells: dc: capacity:

dc:

dc: capacity:

dc:

capacity:

spells: dc:

dc: capacity:

dc:

dc: capacity:
MAGIC ITEMS
head ref. face ref.

throat ref. shoulders ref.

body ref. arms ref.

torso ref. hands ref.

waist ref. ring ref.

ring ref.
feet ref.

weaponry ref. wondrous items ref.

armor & shields ref.


spellcasting features
spells conditional modifiers
save
per day DC
times per total 1/2 class key stat. misc.
bonus day level modifier
spells

0 1st 2nd 3rd 4th 5th 6th 7th 8th 9th


spells
known

save
DC

spells
scroll
known

prepd

spell name school comp. cast time range duration save SR effect
spells
scroll
known

prepd

spell name school comp. cast time range duration save SR effect
spellcasting features
spells conditional modifiers
save
per day DC
times per total 1/2 class key stat. misc.
bonus day level modifier
spells

0 1st 2nd 3rd 4th 5th 6th 7th 8th 9th


spells
known

save
DC

spells
scroll
known

prepd

spell name school comp. cast time range duration save SR effect
spells
scroll
known

prepd

spell name school comp. cast time range duration save SR effect
spells
scroll
known

prepd

spell name school comp. cast time range duration save SR effect
spells
scroll
known

prepd

spell name school comp. cast time range duration save SR effect
background portrait

hometown:

campaign notes
People

Places

Things
background portrait

hometown:

campaign notes
actions in combat portrait
Attack of
Standard Action Opportunity1
ATTACK (MELEE) NO
ATTACK (RANGED) YES
ATTACK (UNARMED) YES
ACTIVATE A MAGIC ITEM OTHER THAN A POTION OR OIL NO
AID ANOTHER MAYBE2
CAST A SPELL (1 STANDARD ACTION CASTING TIME) YES
CHANNEL ENERGY NO
CONCENTRATE TO MAINTAIN AN ACTIVE SPELL NO
DISMISS A SPELL NO
DRAW A HIDDEN WEAPON (SEE SLIGHT OF HAND SKILL) NO
DRINK A POTION OR APPLY AN OIL YES
ESCAPE A GRAPPLE NO
FEINT NO
LIGHT A TORCH WITH A TINDERWIG YES
LOWER SPELL RESISTANCE NO
READ A SCROLL YES
READY (TRIGGERS A STANDARD ACTION) NO
STABILIZE A DYING FRIEND (SEE HEAL SKILL) YES
TOTAL DEFENSE NO
USE EXTRAORDINARY ABILITY NO
USE SKILL THAT TAKES 1 ACTION USUALLY
USE SPELL-LIKE ABILITY YES
USE SUPERNATURAL ABILITY NO

Move Action
MOVE YES
CONTROL A FRIGHTENED MOUNT YES
DIRECT OR REDIRECT AN ACTIVE SPELL NO
DRAW A WEAPON3 NO
LOAD A HAND CROSSBOW OR LIGHT CROSSBOW YES
OPEN OR CLOSE A DOOR NO
MOUNT/DISMOUNT A STEED NO
MOVE A HEAVY OBJECT YES
PICK UP AN ITEM YES
SHEATHE A WEAPON YES
STAND UP FROM PRONE YES
READY OR DROP A SHIELD NO
RETRIEVE A STORED ITEM YES
Full-Round Action
FULL ATTACK NO
CHARGE4 NO
DELIVER COUP DE GRACE YES
ESCAPE FROM A NET YES
EXTINGUSIH FLAMES NO
LIGHT A TORCH YES
LOAD A HEAVY OR REPEATING CROSSBOW
LOCK OR UNLOCK WEAPON IN LOCKED GAUNTLET
YES
YES
background
PREPARE TO THROW A SPLASH WEAPON YES
RUN YES
USE SKILL THAT TAKES 1 ROUND USUALLY
USE A TOUCH SPELL ON UP TO SIX FRIENDS YES
WITHDRAW NO
Free Action
CEASE CONCENTRATION ON A SPELL NO
DROP AN ITEM NO
DROP TO THE FLOOR NO
PREPARE SPELL COMPONENTS TO CAST A SPELL5 NO
SPEAK NO
Swift Action
CAST A QUICKENED SPELL NO

Immediate Action
CAST FEATHER FALL NO
No Action
DELAY NO
5-FOOT STEP NO

Action Type Varies


PERFORM A COMBAT MANEUVER6 YES
USE FEAT7 VARIES

1 Regardless of the action, if you move out of a threatened


square, you usualy provoke an attack of opportunity. this
column indicates whether the action itself, not moving,
provokes an attack of opportunity.
2 If you aid someone performing an action that would
normally provoke an attack of opportunity, then the act of
aiding another provokes an attack of opportunity as well.
3 If you have a base attack bonus of +1 or higher, you can
combine one of these action with a regular move. If you
have the Two-Weapon Fighting feat, you can draw two light
or one-handed weapons in the time it would normally take
to draw one.
4 May be taken as a standard action if you are limited to
taking only a single action in a round.
5 Unless the component is an extremely large or awkward item.
6 Some combat maneuvers substitute for a melee attack, not
an action. As melee attacks, they can be used once in an
attack or charge action, one of more times in a full-attack
action, or even as an attack of opportunity. Other are used
as a separate action.
7 The description of a feat defines its effect.
combat maneuvers portrait
CMB = + +
total b.a.b. str size
modifier modifier
Bull Rush Standard Action / Charge

Failure You end your movement in front


+ Vs. CMD of the target.
CMB Bonus Pass You push the target 5ft.
Improved You push the target +5ft for
Pass +5 every 5 you beat the CMD, up to
Greater your available movement.
Disarm Standard Action / Melee
Fail -10 You drop the weapon or item
+ Vs. CMD you attempted the disarm with.

CMB Bonus Failure Nothing happens.


attempting to disarm while Pass Target drops 1 item it carries.
You pick which item.
unarmed imposes a -4 penalty.
Pass +10
Target drops items carried in
Improved Greater both hands, max of 2.

Grapple Standard Action


Failure Nothing happens.
+ Vs. CMD
You and your opponent are grappled;
CMB Bonus
Pass you get +5 to maintain the grapple, and
you can perform any of the following
Improved Greater actions:
Actions While Grappling
Move both you and your target up to half your speed. At the end of your
movement, you can place your target in any square adjacent to you.
Move Placing him on a hazard gives him a free attempt to break your grapple
with a +4 bonus.
inflict damage to your target = your unarmed strike, a natural attack,
Damage or an attack made with armor spikes or a light or one-handed weapon.
This damage can be either lethal or non-lethal.
Opponent is Pinned. While pinning, you are still considered grappled,
Pin but you lose your Dex bonus to AC.
While opponent is pinned or unconscious, you can use rope to tie him up. This
Tie Up works like a pin effect, but the DC to escape = 20 + your CMB. If the target is
grappled, you can tie him up at a -10 penalty.
Release You can release your grapple as a free action.

Overrun Standard / Move / Charge


Your target can choose to avoid you, letting you
pass. if not, make a combat maneuver check.
+ Vs. CMD
CMB Bonus Failure You stop in front of target.
You move through an opponents Pass You move through a targets
space.
square, who is no more than 1
size category larger than you. You move through a targets
Greater Pass 5 space and the target is
+
Improved knocked prone.

Sunder In place of a Melee attack


Failure Nothing happens.
+ Vs. CMD
Deal damage to the item
normally. Hardness applies. at
background
CMB Bonus Pass 50% hp, the item gains the
broken condition. at 0 hp, you
Improved Greater can choose to break it.

Trip In place of a Melee attack


If the target has more than 2 legs, add +2 to the
DC for each additional leg.
+ Vs. CMDFail -10 You are knocked prone.
CMB Bonus
Failure Nothing happens.
Improved Greater Pass Target is knocked prone.

Feint Standard Action


10+Sense Failure Nothing happens.
Motive
+ Vs. or
10 + BAB Pass Target is denied Dex bonus to
AC for your next attack.
CMB Bonus + Wis
Vs. Non Humanoid creatures = -4 Penalty.
Improved Greater Vs. Animal Int (1 or 2) = -8 Penalty.
Vs. Creature with no int score = Impossible.

Dirty Trick Standard Action


Failure Nothing happens.
+ Vs. CMD Situational attack that can make
the target blinded, dazzled,
CMB Bonus Pass deafened, entangled, shaken, or
sickened for 1 round. It can be
Improved removed as a move action.
Greater Add +1 round to the duration
Pass +5 for every 5 you beat the CMD.

Drag Standard Action


Failure Nothing happens.
+ Vs. CMD
Pass You drag the target back 5 ft.
CMB Bonus You drag the target +5 ft. for
Pass +5 every 5 you beat the CMD, up to
your remaining movement. You
Improved Greater must travel in a straight line.

Reposition Standard Action


Failure Nothing happens.
+ Vs. CMD You move the target 5 ft, within your
current reach. The target cannot be
CMB Bonus Pass moved to a space thats intrinsically
dangerous.
Improved You move the target +5 ft. for
Pass +5 every 5 you beat the CMD. The
Greater final 5 ft. can be a space adjacent
to your reach.
Steal Standard Action
You must have one hand free to steal. Choose a
+ Vs. CMD visible, unheld item on your target. Loose items are
normal, fastened items are harder (+5 DC or more),
CMB Bonus and anything closely worn cannot be stolen.
Stealing with a whip can be done at a -4 penalty.
Improved Failure Nothing happens.
Greater Pass You steal the chosen item from
your target.
SKILL DCs portrait
Acrobatics Disable device
surface width DC device time DC*
.. >3 feet wide 0* .. Simple 1 round 10

.. 1-3 feet wide


7-11 inches wide
5*
10 .. Tricky
Difficult
1d4 rounds
2d4 rounds
15
20

. 2-6 inches wide


<2 inches wide
15
20
Wicked 2d4 rounds 25
*If you attempt to leave behined no trace
* No check is needed to move unless of your tampering add 5 to the DC.
surface type increases DC by 10 or more.
Lock Quality DC*
Situation DC
.. Simple 10
. Treat a fall as if it were 10ft. 15 .. Average
Good
15
20
shorter than it really is when
Superior 25
.
determining damage.
*If you do not have a set of thieves tools,
Move at one-half speed as part Opp. CMD these DCs increase by 10.
of normal movement, provoking
no attacks of opportnity while
doing so. Failure means you Disguise
provoke attacks of opportunity
disguise check mod.
normally. Check seperately
.. Minor details only +5
.
for each opponent you move past.
Move at one-half speed through
an area occupied by an enemy as
Opp. CMD+5 .. AA different gender
different race
-2
-2
part of normal movement,
provoking no attacks of
. A different age category
A different size category
-2~
-10
opportunity while doing so.
*These modifiers stack.
~Per step between actual age category
Failure means you stop before
and disguised age category.
entering the enemy-occupied
area and provoke an attack of
Familiarity Viewer bonus
opportunity from that enemy.
Check seperatly for each .. Recognizes on sight +4
opponent.
*Each additional enemy after the first .. Friends or Associates
Close Friends
+6
+8
adds +2 to the DC. To move at full Intimate +10
speed adds +10 to the DC. You cannot
perform these manuvers if your speed
is reduced by load size or armor, unless
Escape artist
restraint DC
.. Rope/bindings
your speed is enhanced to normal land
speed of a creature your size. Binders CMB+20
Net, animate rope, command 20

Long jump
distance DC*
High jump
distance DC*
.. Snare spell
plants, control plants, entangle
23

5 feet 5 1 foot 4 .. Manacles


Tight space
30
30

.
10 feet 10 2 feet 8 Masterwork manacles 35
15 feet 15 3 feet 12 Grappler Grapplers CMD
20 feet 20 4 feet 16
etc... etc etc... etc
*Requires a 20-foot running start. Perception
If not double the DC. detail DC
.. Hear the sound of battle -10
Terrain
.. Slightly Obstructed +2
DC mod.
.. Smell rotting garbage
Detect the smell of smoke
-10
0

.. Severely Obstructed +5 .. Hear the details of a conversation 0


Slightly Slippery +2
Notice a visible creature

.. Determine if food is spoiled


0
5 background
.. Slightly Sloped
Severely Slippery +5
+2
Hear a creature walking 10

.. Severely Sloped
Slightly Unsteady
+5
+2
.. Find the average concealed door 15
Hear a whispered conversation 15

.. Severely Unsteady
Moderately Unsteady +5
+10
.. Hear a key turn in a lock
Find the average secret door
20
20
Hard terrain at full speed +5*
*does not apply to checks made to jump.
.. Feel a burrowing creature
Hear a bow being drawn 25
25

.. Notice a pickpocket
Notice a stealthed creature
Opp. SoH
Opp. Slth
Bluff
Circumstances Bluff Mod.
. Find a hidden trap
Identify a potion through taste
Varies
15+C.Lvl.
.. Wants to believe you +5 Circumstance DC Mod.
.. Lie is believable
Lie is unlikely
+0
-5
.. Distance to source of check +1/10 ft.
.. Lie is impossible
Lie is far-fetched -10
-20
.. Through a closed door
Through a wall
+5
+10/ft. thick

. Target is drunk/impaired
Have convincing proof
+5
up to +10
.. Unfavorable conditions
Favorable conditions -2
+2

.. Creature w/check is distracted +5


Terrible conditions +5

Climb
Climb DC example surface or activity
. Creature w/check is asleep
Creature or object is Invisible
+10
+20

0 Slope too steep to walk up; knotted


Ride
rope with wall to brace up against.
5 task DC
Rope with wall to brace, or knotted
rope, or rope affected by rope trick
spell.
.. Guide with knees 5

10 Surface with ledges, a very rough


wall, or ships rigging.
.. Stay in saddle
Fight w/ combat-trained mount
5
10
15 Surface with adequate handholds
and footholds, an unknotted rope,
.. Soft Fall
Cover 15
15
or pulling yourself up when dangling
by your hands. .. Leap
Spur Mount
15
15
20 Uneven surface with some narrow
handholds and footholds. . Control mount in battle
Fast mount or dismount
20
20
25 Rough surface, such as a natural
rock wall.
30 An overhand or ceiling with
Sleight of hand
handholds but no footholds. task DC
- A perfectly smooth flat vertical
surface cannot be climbed.
. Palm a coin-sized object, make a 10

DC mod.* example surface or activity


. Lift
coin disappear.
a small object from a person 20

-10 Climbing a chimney or other location


where you can brace against two Use magic device
opposite walls. task DC
-5 Climbing a corner where you can
brace against perpandicular walls.
.. Activate blindly 25
+5 Surface is slippery.
*These modifiers stack
.. Decipher a written spell
Use a scroll
25+spell lvl.
20+caster lvl.

.. Emulate a class feature


Use a wand 20
20

.. Emulate an ability score


Emulate a race
Special*
25
Emulate an alignment 30
*See CRB pg. 109
combat maneuvers actions in combat
Attack of
CMB = + + Standard Action Opportunity1
total b.a.b. str size ATTACK (MELEE) NO
modifier modifier
Bull Rush Standard Action / Charge ATTACK (RANGED) YES
ATTACK (UNARMED) YES
Failure You end your movement in front
+ Vs. CMD of the target. ACTIVATE A MAGIC ITEM OTHER THAN A POTION OR OIL NO
CMB Bonus AID ANOTHER MAYBE2
Pass You push the target 5ft.
CAST A SPELL (1 STANDARD ACTION CASTING TIME) YES
Improved You push the target +5ft for every CHANNEL ENERGY NO
Pass +5 5 you beat the CMD, up to your CONCENTRATE TO MAINTAIN AN ACTIVE SPELL NO
Greater available movement.
DISMISS A SPELL NO
Disarm Standard Action / Melee DRAW A HIDDEN WEAPON (SEE SLIGHT OF HAND SKILL) NO
Fail -10 You drop the weapon or item DRINK A POTION OR APPLY AN OIL YES
+ Vs. CMD you attempted the disarm with.
ESCAPE A GRAPPLE NO
CMB Bonus Failure Nothing happens. FEINT NO
LIGHT A TORCH WITH A TINDERWIG YES
attempting to disarm while Pass Target drops 1 item it carries.
You pick which item.
unarmed imposes a -4 penalty. LOWER SPELL RESISTANCE NO
Pass +10
Target drops items carried in READ A SCROLL YES
Improved Greater both hands, max of 2.
READY (TRIGGERS A STANDARD ACTION) NO
Grapple Standard Action STABILIZE A DYING FRIEND (SEE HEAL SKILL) YES
TOTAL DEFENSE NO
Failure Nothing happens.
+ Vs. CMD USE EXTRAORDINARY ABILITY NO
CMB Bonus You and your opponent are grappled; USE SKILL THAT TAKES 1 ACTION USUALLY
Pass you get +5 to maintain the grapple, and you USE SPELL-LIKE ABILITY YES
Improved Greater can perform any of the following actions:
USE SUPERNATURAL ABILITY NO
Actions While Grappling
Move Action

reference
Move both you and your target up to half your speed. At the end of your
movement, you can place your target in any square adjacent to you. MOVE YES
Move Placing him on a hazard gives him a free attempt to break your grapple with
a +4 bonus. CONTROL A FRIGHTENED MOUNT YES
inflict damage to your target = your unarmed strike, a natural attack, or DIRECT OR REDIRECT AN ACTIVE SPELL NO
Damage an attack made with armor spikes or a light or one-handed weapon. This DRAW A WEAPON3 NO
damage can be either lethal or non-lethal.
LOAD A HAND CROSSBOW OR LIGHT CROSSBOW YES
Opponent is Pinned. While pinning, you are still considered grappled, but
Pin you lose your Dex bonus to AC. OPEN OR CLOSE A DOOR NO
While opponent is pinned or unconscious, you can use rope to tie him up. This MOUNT/DISMOUNT A STEED NO
Tie Up works like a pin effect, but the DC to escape = 20 + your CMB. If the target is MOVE A HEAVY OBJECT YES
grappled, you can tie him up at a -10 penalty.
PICK UP AN ITEM YES
Release You can release your grapple as a free action.
SHEATHE A WEAPON YES
Overrun Standard / Move / Charge STAND UP FROM PRONE YES
Your target can choose to avoid you, letting you READY OR DROP A SHIELD NO
pass. if not, make a combat maneuver check. RETRIEVE A STORED ITEM YES
+ Vs. CMD
CMB Bonus Failure You stop in front of target. Full-Round Action
You move through an opponents Pass You move through a targets space. FULL ATTACK NO
square, who is no more than 1
size category larger than you. CHARGE4 NO
You move through a targets space DELIVER COUP DE GRACE YES
Greater Pass 5 and the target is knocked prone.
+
Improved
ESCAPE FROM A NET YES
EXTINGUSIH FLAMES NO
Sunder In place of a Melee attack
sheet

LIGHT A TORCH YES


Failure Nothing happens. LOAD A HEAVY OR REPEATING CROSSBOW YES
+ Vs. CMD
Deal damage to the item normally. LOCK OR UNLOCK WEAPON IN LOCKED GAUNTLET YES
CMB Bonus Pass Hardness applies. at 50% hp, the PREPARE TO THROW A SPLASH WEAPON YES
item gains the broken condition. at
Improved Greater 0 hp, you can choose to break it. RUN YES
USE SKILL THAT TAKES 1 ROUND USUALLY
Trip In place of a Melee attack USE A TOUCH SPELL ON UP TO SIX FRIENDS YES
If the target has more than 2 legs, add +2 to the WITHDRAW NO
DC for each additional leg.
+ Vs. CMDFail -10 You are knocked prone. Free Action
CMB Bonus
Failure Nothing happens. CEASE CONCENTRATION ON A SPELL NO
Improved Greater DROP AN ITEM NO
Pass Target is knocked prone.
DROP TO THE FLOOR NO
Feint Standard Action PREPARE SPELL COMPONENTS TO CAST A SPELL5 NO
10+Sense Failure Nothing happens. SPEAK NO
Motive
+ Vs. or
10 + BAB Pass Target is denied Dex bonus to
for your next attack.
AC Swift Action
CMB Bonus + Wis
Vs. Non Humanoid creatures = -4 Penalty.
CAST A QUICKENED SPELL NO
Improved Greater Vs. Animal Int (1 or 2) = -8 Penalty.
Vs. Creature with no int score = Impossible. Immediate Action
CAST FEATHER FALL NO
Dirty Trick Standard Action
Failure Nothing happens. No Action
+ Vs. CMD Situational attack that can make DELAY NO
the target blinded, dazzled, 5-FOOT STEP NO
CMB Bonus Pass deafened, entangled, shaken, or
sickened for 1 round. It can be
Improved removed as a move action. Action Type Varies
Greater Add +1 round to the duration
Pass +5 for every PERFORM A COMBAT MANEUVER6 YES
5 you beat the CMD. USE FEAT7 VARIES
Drag Standard Action
1 Regardless of the action, if you move out of a threatened
Failure Nothing happens. square, you usualy provoke an attack of opportunity. this
+ Vs. CMD
Pass You drag the target back 5 ft. column indicates whether the action itself, not moving,
CMB Bonus You drag the target +5 ft. for provokes an attack of opportunity.
Pass +5 every 5 you beat the CMD, up to
your remaining movement. You
Improved Greater 2 If you aid someone performing an action that would
must travel in a straight line. normally provoke an attack of opportunity, then the act of
aiding another provokes an attack of opportunity as well.
Reposition Standard Action
Failure Nothing happens. 3 If you have a base attack bonus of +1 or higher, you can
+ Vs. CMD You move the target 5 ft, within your combine one of these action with a regular move. If you
CMB Bonus Pass current reach. The target cannot be
moved to a space thats intrinsically
have the Two-Weapon Fighting feat, you can draw two light
dangerous. or one-handed weapons in the time it would normally take
Improved You move the target +5 ft. for every 5
to draw one.
Greater Pass +5 you beat the CMD. The final 5 ft. can 4 May be taken as a standard action if you are limited to
be a space adjacent to your reach. taking only a single action in a round.
Steal Standard Action 5 Unless the component is an extremely large or awkward item.
You must have one hand free to steal. Choose a visible, 6 Some combat maneuvers substitute for a melee attack, not
+ Vs. CMD unheld item on your target. Loose items are normal,
fastened items are harder (+5 DC or more), and anything an action. As melee attacks, they can be used once in an
CMB Bonus closely worn cannot be stolen. Stealing with a whip can attack or charge action, one of more times in a full-attack
be done at a -4 penalty. action, or even as an attack of opportunity. Other are used
Improved Failure Nothing happens. as a separate action.
Greater Pass You steal the chosen item from your
target. 7 The description of a feat defines its effect.
SKILL DCs
Acrobatics Diplomacy Ride
surface width DC starting attitude DC task DC
.. >3 feet wide 0* .. Hostile 25 + targets Cha mod. .. Guide with knees 5
.. 1-3 feet wide
7-11 inches wide
5*
10 .. Unfriendly
Indifferent
20 + targets Cha mod.
15 + targets Cha mod. .. Stay in saddle
Fight w/ combat-trained mount
5
10
. <2 inches wide
2-6 inches wide 15
20 . Friendly
Helpful
10 + targets Cha mod.
0 + targets Cha mod. .. Cover
Soft Fall
15
15
* No check is needed to move unless Request DC mod. .. Leap 15
surface type increases DC by 10 or more.
.. Advice or directions -5
Spur Mount
. Control mount in battle
15
20

.
Situation DC .. Detailed
Simple aid
advice +0
+0
Fast mount or dismount 20

Treat a fall as if it were 10ft.


shorter than it really is when
15
.. An unimportant secret
Lengthy or complicated aid
+5
+5
Sleight of hand
task DC
. determining damage.
Move at one-half speed as part Opp. CMD .. An
Dangerous aid
important secret
+10
+10 or more . Palm a coin-sized object, make a 10
of normal movement, provoking
no attacks of opportnity while
Aid that could result in
. Additional
punishment
requests
+15 or more
+5 per request
. Lift
coin disappear.
a small object from a person. 20
doing so. Failure means you
provoke attacks of opportunity Survival
normally. Check seperately Disable device task DC
. for each opponent you move past.
Move at one-half speed through Opp. CMD+5 device
.. Simple time
1 round 10
DC* .. Get along in the Wild
+2 to Fort. saves vs. weather
10
15
an area occupied by an enemy as
part of normal movement,
.. Tricky
Difficult
1d4 rounds
2d4 rounds
15
20 . Avoid
while moving (+4 if stationary)*
getting lost and 15
. Predict
provoking no attacks of
opportunity while doing so. Wicked 2d4 rounds 25 natural hazards.
Failure means you stop before *If you attempt to leave behined no trace weather up to 24 in 15
entering the enemy-occupied of your tampering add 5 to the DC. advance.~
area and provoke an attack of
*Applies to one other char. for every point
Lock Quality DC* your check exceeds 15.
opportunity from that enemy.
Check seperatly for each .. Simple 10
~+24 hours for every five points your check
exceeds 15.
opponent.
*Each additional enemy after the first .. Average
Good
15
20 surface DC
adds +2 to the DC. To move at full
speed adds +10 to the DC. You cannot
Superior 25
*If you do not have a set of thieves tools, .. Very soft ground 5
perform these manuvers if your speed
is reduced by load size or armor, unless
these DCs increase by 10. .. Soft ground
Firm ground
Hard ground
10
15
20
your speed is enhanced to normal land
speed of a creature your size. Disguise Condition DC mod.
disguise
.. Minor details only
check mod.
+5
.. Per three creatures in group
Size of creature being tracked
-1
Long jump
distance DC*
High jump
distance DC* .. AAA different gender
different race
-2
-2
Fine
Diminutive
+8
+4
5 feet
10 feet
15 feet
5
10
15
1 foot
2 feet
3 feet
4
8
12
. A different size category
different age category -2~
-10
Tiny
Small
+2
+1
*These modifiers stack. Medium +0
20 feet 20 4 feet 16 ~Per step between actual age category Large -1
etc... etc etc... etc and disguised age category. Huge -2
*Requires a 20-foot running start. Gargantuan -4
Familiarity Viewer bonus
If not double the DC.
.. Recognizes on sight +4 . Colossal
Per 24 hours since trail was
-8
+1
Terrain
.. Slightly DC mod. .. Friends or Associates
Close Friends
+6
+8 . made.
Per hour of rain since trail +1

.. Severely
Obstructed
Obstructed
+2
+5
Intimate +10
. was made.
Fresh snow since trail was +10
Slightly Slippery
.. Slightly
Severely Slippery
Sloped
+2
+5
+2
Escape artist . made.
Poor visibility
Overcast or moonless night +6
restraint DC
.. Severely Sloped +5 .. Rope/bindings Moonlight +3
Slightly Unsteady
.. Severely
Moderately Unsteady
+2
+5 Net, animate rope, command
Binders CMB+20
20 . Fog or precipitation
Target hides trail (half speed)
+3
+5
Unsteady
Hard terrain at full speed
+10
+5*
.. Snare plants, control plants, entangle
spell 23
Spellcraft
*does not apply to checks made to jump. .. Manacles Tight space
30
30 task DC
Bluff . Grappler Masterwork manacles 35 . Identify a spell as it is being cast 15+spell
Grapplers CMD . Learn a spell from a spellbook
lvl.
15+spell lvl.
Circumstances
.. Wants Bluff Mod.
Heal . Prepare
or scroll.
a spell from a 15+spell lvl.

.. Lie
to believe you
is believable
+5
+0 task
.. Stabilize DC . borrowed spellbook.
Identify properties of an item with 15+items CL
Lie is unlikely
.. Lie is far-fetched
Lie is impossible
-5
-10
-20 . Treat
a dying character
Long-term care (day or more)
wounds from caltrops,
15
15
15
. Detect Magic.
. Craft a magic item.
decipher a scroll. 20+spell lvl.
Varies by item
. Have convincing proof
Target is drunk/impaired +5
up to +10 .. Treat spike growth, or spike stones
deadly wounds (1 hour) 20
Use magic device
. Treat poison Poisons save DC
Diseases save DC task DC
Climb
Climb DC
Treat disease
.. Activate blindly 25

0
example surface or activity
Perception
detail DC
.
.. Use
Decipher a written spell
Use a scroll
25+spell lvl.
20+caster lvl.
.. Hear
Slope too steep to walk up; knotted
rope with wall to brace up against. a wand 20
5 Rope with wall to brace, or knotted
rope, or rope affected by rope trick
spell. .. Detect
the sound of battle
Smell rotting garbage
the smell of smoke
-10
-10
0
. Emulate a class feature
.. Emulate
Emulate an ability score
a race
20
Special*
25
10 Surface with ledges, a very rough
wall, or ships rigging. .. Hear the details of a conversation
Notice a visible creature
0
0
Emulate an alignment
*See CRB pg. 109
30

15 Surface with adequate handholds


and footholds, an unknotted rope, .. Determine if food is spoiled
Hear a creature walking
5
10
Concentration
or pulling yourself up when dangling
by your hands. .. Hear a whispered conversation
Find the average concealed door
15
15 task DC
20 Uneven surface with some narrow
handholds and footholds. .. Find Hear a key turn in a lock
the average secret door
20
20 ..
Cast defensively. 15 + double spell lvl
25 Rough surface, such as a natural
rock wall. .. Hear a bow being drawn
Feel a burrowing creature
25
25 .
Injured while casting.
Continuous damage while casting.
10 + dmg dealt + spell lvl
10 + 1/2 dmg dealt
30 An overhand or ceiling with
.. Notice
Notice a pickpocket Opp. SoH
. + spell lvl

-
handholds but no footholds. a stealthed creature Opp. Slth Affected by a non-dmg spell DC of the spell + spell lvl
A perfectly smooth flat vertical
surface cannot be climbed. . Find a hidden trap
Identify a potion through taste
Varies
15+C.Lvl. .
while casting.
Grappled or pinned while casting. 10 + grapplers CMB

Circumstance DC Mod. .. + spell lvl

.. Distance
Vigourous motion while casting. 10 + spell lvl
DC mod.* example surface or activity
-10 to source of check +1/10 ft. .
Violent motion while casting. 15 + spell lvl

.. Through
Climbing a chimney or other location Extremely violent motion while 20 + spell lvl
a closed door +5
where you can brace against two
opposite walls. Through a wall +10/ft. thick .
casting.

.. Favorable
Wind with rain or sleet while 5 + spell lvl
-5 conditions -2
Climbing a corner where you can
brace against perpandicular walls. Unfavorable conditions +2 .
casting.

.. Terrible
Wind with hail and debris while 10 + spell lvl
+5 conditions +5
Surface is slippery.
*These modifiers stack
Creature w/check is distracted +5 ..
casting.

. Creature
Weather caused by spell. see spell
w/check is asleep +10 entangled while casting. 15 + spell lvl
Creature or object is Invisible +20
targeting portrait

background
(Ex): As a full-round action, make a single firearm
attack and choose part of the body to target.
The attack gains one of the following effects
depending on the part of the body targeted.
This deed costs 1 grit point to perform no
matter which part of the creature you target.
Creatures that are immune to sneak attacks are
immune to these effects.

1 - head: The target is damaged normally, and is


also confused for 1 round. This is a
mind-affecting effect.

2 - torso: Targeting the torso threatens a


critical on a 1920.

3 - arm: The target takes no damage from the


hit but drops one carried item of the
gunslingers choice, even if the item is
wielded with two hands. Items held in a
locked gauntlet are not dropped on
a hit.

4 - leg: The target is damaged normally and


knocked prone. Creatures that have
four or more legs or that are
immune to trip attacks are immune to
this effect.

5 - wing: The target is damaged normally, and


must make a DC 20 Fly check or fall
20 ft.
mindblade portrait
weapon special enhancement required
property value level
Defending +1 5
Distance +1 5
Flaming +1 5
Frost +1 5
Ghost touch +1 5
Keen** +1 5
Lucky* +1 5
Merciful +1 5
Mighty cleaving +1 5
Psychokinetic* +1 5
Shock +1 5
Sundering* +1 5
Vicious +1 5
Anarchic +2 7
Axiomatic +2 7
Collision* +2 7
Flaming burst +2 7
Frost burst +2 7
Holy +2 7
Mindcrusher* +2 7
Psychokinetic burst* +2 7
Shocking burst +2 7
Suppression* +2 7
Unholy +2 7
Wounding +2 7
Bodyfeeder* +3 9
Mindfeeder* +3 9
Soulbreaker* +3 9
Brilliant energy +4 12
Coup de grace* +5 15
*Options detailed in Chapter 7: Psionic Items in Psionics Unleashed background
**A Keen mind blade gains its benefits no matter the assigned damage type

mind blade presets


attack bonus type range damage critical

special properties

attack bonus type range damage critical

special properties

attack bonus type range damage critical

special properties

attack bonus type range damage critical

special properties

attack bonus type range damage critical

special properties
psionics features
conditional modifiers
save
DC
manifester wild powers max level times per total 1/2 class key stat. misc.
level surge known power known day level modifier

class bonus total power points


power points power points
1st 2nd 3rd 4th 5th 6th 7th 8th 9th
save
DC

powers
pp cost
dorjes
known

power name school comp. cast time range duration save PR effect
powers
pp cost
dorjes
known

power name school display cast time range duration save PR effect

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