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CONTENTS

INTRODUCTION . . . . . . . . . . . . . . . . . . . . . . . . . . . . 3 CORE PAGES Character.Information. . . . . . . . . . . . . . . . . . . . . . Combat. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . Inventory (with.accessories). . . . . . . . . . . . . . . . . . . . . . . . (without.accessories). . . . . . . . . . . . . . . . . . . . .


13 14 15 16

SUPPORT PAGES Character.Background. . . . . . . . . . . . . . . . . . . . . . 41 Party.Funds. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 42 .


Spell Books Normal. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 43 Large. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 44 Small. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 45 Familiar./.Animal.Companion./. Summoned.Creature. . . . . . . . . . . . . . . . . . . . . . . 46

CLASSES Core Rolebook Barbarian Character.Information. . . . . . . . . . . . . . . . . 17 . Combat. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 18 Barbarian . . . . . . . . . . . . . . . . . . . . . . . . . . . . 19 . Bard. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 20 Cleric. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 21 . Druid (with.Animal.Companion) . . . . . . . . . . . . . . 22 (with.Domain). . . . . . . . . . . . . . . . . . . . . . . . 23 Wild.Shape. . . . . . . . . . . . . . . . . . . . . . . . . . . 24 . Monk. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 25 Paladin. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 26 Ranger Character.Information. . . . . . . . . . . . . . . . . 27 . Combat. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 28 . Ranger. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 29 Rogue. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 30 Sorcerer. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 31 . Wizard . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 32
Advanced Players Guide Alchemist. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 33 Cavalier. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 34 Inquisitor. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 35 Oracle. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 36 Summoner Summoner. . . . . . . . . . . . . . . . . . . . . . . . . . . 37 Eidolon Character.Information. . . . . . . . . . . . . . . 38 . Combat. . . . . . . . . . . . . . . . . . . . . . . . . . . . 39 Witch . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 40

DUNGEON MASTER NPC. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 47


Timelines . Landscape. . . . . . . . . . . . . . . . . . . . . . . . . . . . . 48 Portrait. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 50 Maps Grid. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 52 Hex. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 53 Isometric .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. . 55

oleplaying.games.are.all.about.your. character ..Whatever.your.game,.race. and.class,.you.spend.a.lot.of.time.using. your.character.sheet.so.its.worth.having. a.good.one .

Dyslexic Studeos present a surprisingly complete set of

CHARACTER SHEETS
for Pathfinder Roleplaying Game

When.I.started.playing.D&D,.I.wasnt. quite.satisfied.with.the.default.sheets ..In. investigating.the.other.options,.I.found.many. with.features.that.were.interesting,.but.none. entirely.to.my.satisfaction ..I.found.myself. compiling.a.list.of.desired.features,.and.had. started.designing.these.sheets.before.I.realised . The.feature.I.was.most.certain.of.was.that.each. class.would.have.a.sheet.of.their.own ..There. are.hundreds.of.classes,.each.with.their.own. rules.and.variants,.and.a.one-size-fits-all.sheet. cant.possibly.do.them.justice:.it.wastes.space. on.things.that.dont.belong.there,.while.failing. to.keep.track.of.the.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 .

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 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.characters. classes ..There.are.a.few.classes.that.dont.need. their.own.sheet,.such.as.the.Rogue.and.Fighter,.but. theyre.the.exception . Ive.included.all.the.base.classes.from.official. Pathfinder.rulebooks ..If.your.favourite.class.isnt. 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. fill.in.extra.details.on.spells,.like.damage,.range. and.material.components . Other.sheets.you.may.find.useful.include.a.party. inventory.for.sharing.your.loot,.and.a.character. background.for.noting.your.characters.history. with.NPCs . 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 . Theres.an.example.of.a.filled.in.sheet.on.pages.7.to.12 .

Example of a wizards pages: 1 2 3 4 4 Character Info, with Combat on the reverse Wizard Familiar Spell Book, on two sides

HOW TO USE
These.sheets.do.not.replace.the.Pathfinder.books .. Your.group.should.always.have.a.copy.of.the.Core. Rulebook,.and.most.likely.the.Bestiary;.as.well.as. any.books.for.classes.you.wish.to.play,.such.as.the. Advanced.Players.Guide ..You.will.typically.consult.the. books.each.time.your.character.levels.up,.as.well.as. when.you.need.to.check.out.the.details.of.some.rule,. spell.or.class.feature . Ive.done.my.best.to.use.a.consistent.style.that.makes. the.flow.of.information.clear ..There.are.certain.styles. that.have.meaning: . Boxes.with.heavy.outlines.are.important,.lighter. ones.less.so . . Soft.grey.boxes.and.lines.are.for.temporary.values,. like.buffs.and.nerfs . . Labels.go.above.fields,.or.to.the.left.of.them ..In. calculations,.the.answer.is.on.the.left . . Dotted.lines.indicate.information.that.comes. directly.from.elsewhere.on.one.of.these.sheets,. like.caster.level.or.base.attack.bonus,.while.fields. with.solid.lines.are.calculated.or.come.from.the. books.themselves . . Ability.modifiers.are.marked.with.six.codes:. STR,.DEX,.CON,.INT,.WIS.and.CHA . . Bonus.spells.are.shown.using.a.series.of.vertical. checkboxes ..Start.by.filling.in.the.first.column. from.the.top.with.the.relevant.ability.modifer. (usually.INT,.WIS.or.CHA) ..Fill.in.the.next.column. with.four.fewer,.the.next.with.four.fewer,.etc ..Add. the.filled.boxes.in.each.row.to.find.the.bonus. spells.at.that.level . This.is.your.character.and.these.are.your.character. sheets,.so.nobody.can.tell.you.how.to.use.it.-.as.long. as.you.dont.cheat .

COMPATIBILITY
These.sheets.are.for.use.with.the.Pathfinder. Roleplaying.Game;.they.arent.made.for.Dungeons.&. Dragons.2nd,.3 .o,.3 .5.or.4th.Edition,.nor.for.other.games. based.on.the.d20.system . On.our.website.youll.find.the.3 .5.version.of.these. sheets,.which.includes.a.version.of.the.cover.sheet. with.blanked.out.skills.that.may.be.useful.for.other. systems . Pathfinder.was.designed.as.a.compatible. improvement.to.3 .5,.so.much.of.the.material.written. for.3 .0.and.3 .5.can.be.adapted.to.suit.it ..Combine. the.class-specific.pages.from.this.set.with.any.other. sheets.you.need,.or.adapt.the.sheets.yourself . But.first.you.should.first.make.sure.your.DM. understands.and.agrees.with.what.youre.trying.to.do,. and.consult.with.an.experienced.player.who.can.guide. you.through.the.rule.changes .

HOW TO DM
As.a.rule,.the.Dungeon.Master.should.avoid. interfering.with.their.players.character.sheets ..The. DM.has.the.whole.world.to.create.and.play.with,.while. players.have.only.this.one.little.character,.so.they. should.be.allowed.to.own.it . But.players.need.help.from.time.to.time,.especially.if. theyre.new.to.gaming,.so.it.may.be.your.job.to.print. out.the.character.sheets.people.need,.guide.them.in. the.process.of.building.a.character,.and.nudge.them. when.they.forget.to.use.rage.or.sneak.attack ..You. should.try.to.be.familiar.with.the.character.sheets. your.players.will.be.using . There.are.also.a.number.of.sheets.towards.the.back. that.you.may.find.useful.in.running.a.campaign . . Various.map.grids,.including.hex.and.isometric . Timelines.to.show.the.chronology.of.historical. events.and.plot.points . Simplified.character.sheet.for.an.NPC . Party.summary,.useful.for.when.you.need.to.roll. secret.checks.against.a.PCs.scores .

ADAPTING TO YOUR GAME There.are.as.many.versions.of.Dungeons.and. Dragons.as.there.are.groups.playing.it ..Even.the. rationalised.rules.of.Pathfinder.vary.with.each. group .

. Similar.NPC.group.summary Where.possible,.Ive.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..theres.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 .

HOW THEY WERE CREATED The.bulk.of.the.sheets.were.made.using.Adobe. Illustrator ..This.introduction.was.created.in. InDesign,.the.backgrounds.and.front.cover.were. made.in.Photoshop,.and.the.document.was. assembled.in.Acrobat . At.some.point.I.expect.Ill.figure.out.a.way.to.work. After.Effects.into.the.list . All.these.files.are.available.in.the.open.source. repository . FEEDBACK & PARTICIPATION
These.sheets.will.continue.to.evolve.based.on.your. feedback ..Drop.me.a.line.on.the.discussion.thread.in. the.links.at.the.end . I.dont.promise.to.do.everything.people.ask.-.they.are. free,.after.all.-.but.Ill.consider.sensible.requests . If.youd.like.to.contribute.yourself,.you.can.download. the.original.files.from.the.open.source.repository .. Youll.need.Adobe.Illustrator.CS3.to.edit.the.files .. Send.them.back.to.me,.either.directly.or.via.a. discussion.on.a.forum . If.your.submissions.prove.to.match.the.quality.of.the. existing.sheets,.and.you.are.able.to.use.Subversion,. I.may.choose.to.grant.you.access.to.the.repository. yourself ..More.likely.though.is.that.Ill.accept.your. work.with.a.little.modification.to.preserve.the.existing. standard .

CREDITS
Creator Marcus Downing Contributors Scorpions__ Illustrations crazyred Playtesters and suggestions DrWonton Vangor Doctor7 Soruk Paul Belsey lsfreak PId6 Eldariel qoalabear Darkfire Cedrass Bakkan Evil the Cat kosjsjach Bob790 Cosmicnut valadil DragonWraith Random832 Thespianus Seracain

LINKS
Character Sheets
http://dyslexic-st.blogspot.com

Open source repository


http://code.google.com/p/charactersheets

Paizo Publishing LLC


http://www.paizo.com

The Artistic License


http://dev.perl.org/licenses/artistic.html

Discussion and feedback thread

HOW TO SHOW YOUR APPRECIATION


If.youre.ever.passing.through.Basingstoke,.I.rarely. refuse.a.pint .

http://www.giantitp.com/forums/showthread.php?t=163358

D&D Doodles
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 .

Joe Furst The treasure of Witchs Hill

EV

Player

IL

CHARACTER SHEET

Race

Jonas Patrick Forsyth


Gnome

GO OD

Size

MALE

Name
FU W LA L

CHARACTER
FEMALE

CH C TI AO

Small
Skill Ranks Hit Die

-1
Level

Size Modi er Level Adjustment

Campaign XP

CLASSES

The three-level abbreviations (like WIS) always refer to an ability modifier, not a score. Gnomes get +2 Constitution, -2 Strength

1 Druid 2 3 4 5

d8 d d d d

8106
ABILITIES
Ability Score
Item Bonus

0
Effective Character Level

Your skill ranks each level are the classs + your INT.

Ability Modi er

Temp Bonus

Temp Modi er

STR DEX CON INT WIS CHA

8 14 14 12 16 8

STR -1 DEX +2 CON +2 INT +1 WIS +3 CHA -1


Track Scribe Scroll

STR DEX CON INT WIS CHA


(Round down)

Favoured class +1 hp or skill rank per level

+ INT per level

+ CON per level

The hit points you gain each level are the classs hit die + your CON.

SKILLS
Untrained Skill Bonus Class Skills +3 Ranks Racial, Feats Misc

Acrobatics Appraise Bluff Climb Diplomacy Disable Device Disguise Escape Artist Fly Handle Animal Heal Intimidate Linguistics Perception Ride Sense Motive Sleight of Hand Spellcraft Stealth Survival Track Swim Use Magical Device Knowledge: Arcana Knowledge: Dungeoneering Knowledge: Religion Knowledge: Nature Knowledge: The Planes
Trained

Use the boxes with big grey borders for temporary changes, like buffs and nerfs.

Ability Modi er = (Total Ability Score - 10) 2

SPECIAL ABILITIES

FEATS

Low-light vision Speak with animals 1/day Animal Companion Nature Sense Wild Empathy Woodland Stride Trackless Step Resist Natures Lure Wild Shape 1/day

DEX INT 1 CHA STR CHA DEX CHA DEX DEX 4 CHA -1 WIS CHA INT 8 WIS 3 8 DEX 2 WIS DEX 7 2 INT DEX 10 WIS 3
3
SURVIVAL

Armour Check Penalty

1 1 1 1
Dont forget to add the +3 for class skills,and deduct your Armour Check Penalty (but only if youre wearing armour at the time).

+ Size diff x4

2 4

1 1 1

2 4

7 6 10

Knowledge: Geography Craft: Alchemy

STR CHA INT INT INT INT 1 INT


1 1

3 2 4
Gnomes get +2 to a selected Craft skill

LANGUAGES

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

EXAMPLE Gnome Druid 5 7

Other skills: Craft - INT Perform - CHA

Knowledge - INT Profession - WIS

Common Gnome Druidic Orc

Plenty of space to fill in new forms of knowledge, crafting, performance or profession.

INITIATIVE
INITIATIVE BONUS
Feats Misc

ATTACKS

INIT = DEX + 2 2
SPEED
SPEED

+
Temp Speed

Masterwork Longbow
Range Type

(small)
Attack Bonus Damage Critical

100 ft 20 sq
Ammo

Piercing

+6
Special Ammo

d6

Speed with Armour

20 ft 4 sq
Swim Speed

20 ft 4 sq
Fly Speed

ft

sq

Arrows

# 40
(small)

Climb Speed

Masterwork Quarterstaff
Range Type

ft

sq

ft

sq

ft

sq

Attack Bonus

Damage

Critical

BASE ATTACK
Melee Attack = BAB + STR + Size modifier Ranged Attack = BAB + DEX + Size modifier The Bards singing gives a morale bonus to attack and damage Racial bonus to specific attacks.
BASE ATTACK BONUS MELEE ATTACK RANGED ATTACK

ft

sq Bludgeoning

+3 / +3

d4

+3
Temp Attack Bonus Morale Bonus

+2
Buffs Nerfs

+5
Power Attack

Range

Type

Attack Bonus

Damage

Critical

ft

sq

+ +

= =

1
Morale Bonus

+
Buffs

Nerfs

Power Attack

Temp Damage Bonus

Range

Type

Attack Bonus

Damage

Critical

ft

sq

+
Range Type Attack Bonus Damage Critical

Conditional Modi ers

+1 /kobolds and goblins

ft

sq

COMBAT MANOEUVRES
COMBAT MANOEUVRE Base Attack Bonus BONUS
Size Modi er Misc

Ammo

# #
Size Modi er Misc

Special Ammo

# #
Racial Misc Temp

Remember the size modifier!

3 1 -1 CMB = STR + BAB +


COMBAT MANOEUVRE DEFENCE

-1

+ +

Ammo

Special Ammo

Dodge Modi er

De ection Modi er

Base Attack Bonus

SAVES
FORTITUDE SAVE
Base

13 CMD = 10 + STR + DEX + 2 -1


FLAT-FOOTED CMD

3 + BAB + -1
De ection Modi er Base Attack Bonus Size Modi er

+
Misc

2 6 FORT = CON +
REFLEX SAVE

4 1 4

+ + +

+ + +
Trap Sense

+ + +
+2 racial bonus to saves against illusions

CMD = 10 + STR
Temp CMB Temp CMD

+ BAB +

2 3 REF = DEX +
WILL SAVE

Conditional Modi ers

+ CMB
Counting down the hit points as youre injured. Non-lethal or subdual damage goes in a different box.

+ CMD
HEALTH

3 7 WILL = WIS +
Evasion Improved Evasion

Endurance

+2 /illusions

EFFECTS
Dying Stable Non-lethal Unconcious

HIT POINTS Wounds

28 hp

25

21

14

hp

-2
Natural Armour

hp

ARMOUR CLASS
ARMOUR CLASS
Dodge Modi er De ection Modi er Armour AC Shield AC Size Modi er

18 AC
Be careful of double negatives on the size modifier!

2 = 10 + DEX + 3 +

+ + /

+ -1 + -1
-1 /

+ 2 + 2 / 2

Owlbear! Many thanks to crazyred for the doodles.

FLAT-FOOTED ARMOUR CLASS

16 AC

= 10

3 + /

TOUCH ARMOUR CLASS

AC 15
Temp AC

= 10 + DEX + 2

Spell Resistance Conditional Modi ers

+ AC
Damage Reduction

+4 /giants

/
Notes

EXAMPLE Gnome Druid 5 8

INVENTORY Value Antique walking stick Travelling clothes (small) Sacred robes (small) Fake Magic Ring Unidentified Ancient Artifact Evening clothes (small)
Bag of Drugged Nuts Maids outfit (small) Unidentified dagger (transmutation magic?) Bag of Holding: Piano King of Argors head Alchemy Tools

Weight

ARMOUR

Studded Leather Armour


Properties Type Max Speed Max AC DEX

Hat / Mask Properties

EQUIPMENT

Light
Check Penalty

20 ft 4 sq
Weight

+5
Armour AC

-1

20 lb 15 % SHIELD

Spell Failure

Headband Properties

+3 AC

The random stuff adenturers always pick up.

Properties Check Penalty Weight Spell Failure Shield AC

Eyes Properties

lb

AC
Neck / Throat Properties

Amulet of Retributive Healing

When healing someone, also recieve healing effects myself

Shoulders Properties

Chest Properties

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

Belts Properties

Hands

Ring of Protection +2

Clothes / Body Properties

+2 deflection bonus to AC
Ring Properties

Properties

Arms / Wrists Properties

Ring Properties

Feet Properties

MONEY
Copper Silver Gold Platinum
Carried Items
Light Load

VALUABLE ITEMS
,

1 9 cp

Letter to the King of Argor King of Argors Signet Ring

Value

, , , , ,

,2 7 6 sp

3,3 4 8 gp
,

6 2 pp

lb

Weapons, Ammo Armour, Shield Worn Items Scrolls, Potions, Wands, Components Coins Total Weight

20 lb
lb lb lb lb lb

Total

3,9 9 5 .7 9
coins

Since there are slots for wands, scrolls and potions on the druids sheet, well use the version of the inventory sheet without these. (It has room for more loot instead!) Also, consider using a party funds sheet to keep your shared spoils.

lb
Medium Load

50 coins weighs 1lb

lb
Heavy Load

Debts Valuables Other items Total


,

, , , ,

, , , ,

. . . .

lb
Max Load

lb

EXAMPLE Gnome Druid 5 9

The money fields are lined up to make adding up easier: 10 copper = 1 silver 10 silver = 1 gold 10 gold = 1 platinum

A characters alignment isnt always the same as their deitys.

DRUID
DEITY

Caster Level Level Bonus

5
+
W LA FU L OD

PREPARED SPELLS PREPARED SPELLS


Detect Magic Cure Minor Wounds Flare Purify Food & Drink Charm Animal Entangle Cure Light Wounds x 2 Beast Claws Bulls Strength Warp Wood Frost Breath

Cantrips are free in Pathfinder.

Spell DC: +1 for illusion

In the first column of check boxes, fill in as many bonus spells as your relevant modifier; in the second column, the same - 4; in the third column, the same - 8. Since our druids wisdom modifier is 3, he gets 3 bonus spells in the first column and none in the others.

SPELLS
13 14 15 16
0 1 2 3 4 5 6 7 8 9
Spell Save DC = 10 + WIS + Spell Level Caster Level

EV

Garl Glittergold
Spell Save DC Spells per day

GO CH AO C TI

IL

4 4 3 2

4 3 2 1

WIS WIS - 4 WIS - 8 WIS - 12

Base Bonus Spells + Spells

Use the checkboxes to keep track of the spells youve used today. Whether you start with the boxes empty and cross them off, or start with them full and rub them out, is up to you.

Cure Moderate Wounds

Concentration

= WIS +
NATURE BOND
DOMAIN

See the Animal Companions own sheet.

Animal Companions Name

ANIMAL COMPANION
Sugarmuffin War Pony

Creature Type

5
WILD SHAPE

For details of a specific wild shape, refer to the separate sheet.

Times per day

Times Today

1
Current Shape

Wolf

7 8
WANDS

Cure Moderate Wounds


CHARGES

9
SCROLLS Summon Monster II Mage Armour POTIONS Holy Water x 3 Enlarge Person Shrink Person Haste

2d8 + 5

# 20 # 50 # # #

Produce Flan
Defective Item
CHARGES CHARGES CHARGES CHARGES

EXAMPLE Gnome Druid 5 10

The same sheet serves familiars, animal companions and summoned creatures (like the Paladins mount).

Animal companions gain benefits as their owner levels. A war pony starts with hit die of 2d8; the animal companion of a level 5 druid gets to add another 2 hit dice to that. This is reflected in their hit points.

FAMILIAR
Creature Name

ANIMAL COMPANION

MOUNT

SUMMONED CREATURE
Age

HEALTH
HIT POINTS Wounds
Dying Stable Non-lethal Unconcious

Companions dont necessarily have the same alignment as their owner. This pony is chaotic and doesnt care about right and wrong.

Sugarmuffin
Creature Type Subtype Weight

9
Height

Creature Level

26 hp

22

21
Misc

15 Hoof (melee)
Range

hp

hp

HIT DICE

War Pony
MALE

(Highland)
FEMALE

450 lb 11 hands ft

4 d8

GO

COMBAT
INITIATIVE BONUS

ATTACKS
Attack Bonus Damage Critical

W LA FU L IL EV

OD

Medium

SKILLS
Ranks Racial, Feats

XP

STR DEX CON INT WIS CHA

Base Attack

CH AO TI C

Acrobatics Climb

2 3 2 2 7 0 2 0
Trained

ABILITIES
Ability Score
Item Bonus

Ability Modi er

Temp Bonus

Escape Artist Fly Perception Sense Motive Stealth Survival Track Swim

16 14 14 2 11 4

STR +3 DEX +2 CON +2 INT -4 WIS +0 CHA -3


EQUIPMENT

DEX 2 STR 3 DEX 2 DEX 2 WIS 0 WIS 0 DEX 2 WIS 0


SURVIVAL

2 +2 INIT = DEX +
BASE ATTACK
Temp Attack Temp Damage

+1
40 ft 8 sq
Climb Speed

+
ft sq

+
Fly Speed

ft

sq

+3 / +3

1d3+3

BASIC SPEED Swim Speed

ft

sq

Range

Attack Bonus

Damage

Critical

Burrow Speed

Temp Speed

ft

sq

ft

sq

ft

sq
Size Modi er

ft

sq
Range Misc

COMBAT MANOEUVRES

Attack Bonus

Damage

Critical

3 STR

COMBAT MANOEUVRE BONUS

ft
Ammo

sq

4 CMB =

3 + STR +

+
Dodge Modi er

#
Base Attack Bonus Size Modi er Misc Morale Bonus

Ability Modi er = (Total Ability Score - 10) 2

COMBAT MANOEUVRE DEFENCE

De ection Modi er

CMD = 10 + STR + DEX + 2 16 3


DEFENCE
ARMOUR CLASS
Armour & Shield

+
Size Modi er Misc

+ BAB +
FORTITUDE SAVE
5 2 FORT = CON +

+
Base Save Misc

+
Temp

SAVING THROWS

TRICKS / FEATS / SPECIAL ABILITIES


Endurance Run

15 AC

1 = 10 + DEX +

4 4

+ + +

3 3

+ + +

FLAT-FOOTED ARMOUR CLASS

REFLEX SAVE
4 REF 1 = DEX +

AC 14
11 AC

= 10

/ +

PORTRAIT

TOUCH ARMOUR CLASS

1 = 10 + DEX

WILL SAVE

Temp AC Spell Resistance Damage Reduction

WILL = WIS + 0 0
Evasion Endurance

AC
Low light vision Scent Link Share Spells

/
COMBAT ABILITIES

EFFECTS

Bonus tricks: Work, Track

11

Print as many copies of the Wild Shape page as you need.

Dont forget the size modifier.

WILD SHAPE
ABILITIES
Ability Score
Item Bonus

Druid Level

5
Ability Modi er

Creature Type

Wolf

Size Modi er

WILD SHAPE
ABILITIES
Ability Score
Item Bonus

Druid Level

5
Ability Modi er

Creature Type

Brown Bear
ATTACKS

Large Size

Modi er

ATTACKS

Temp Bonus

Bite
Range Attack Bonus Damage Critical

Temp Bonus

When in wild shape, your physical abilities (STR, DEX, CON) come from the creatures listing in the Monster Manual, while the mental abilities (INT, WIS, CHA) remain unchanged.

STR DEX CON

13 15 15

STR +1 DEX +2
+2 CON
COMBAT

ft

sq

+3

1d6+1

STR DEX CON

27 13 19

+1

Claws
Range Attack Bonus Damage Critical

STR +8 DEX +1
+4 CON

ft

sq

+11

1d8+8

Trip
Range

Hit with bite, then trip as a free action, no attack of opportunity


Attack Bonus Damage Critical

Improved Grab
Range

Hit with claws, then start grappling as a free action


Damage Critical

Ability Modi er = (Total Ability Score - 10) 2

Ability Modi er = (Total Ability Score - 10) 2

Attack Bonus

INITIATIVE BONUS

Misc

Initiative

ft

sq

+1 to trip

COMBAT
INITIATIVE BONUS
Misc Initiative

ft

sq

2 2 INIT = DEX +
SPEED
Temp Speed Range Attack Bonus Damage Critical

1 1 INIT = DEX +
SPEED
Temp Speed Range Attack Bonus Damage Critical

The base attack bonus is your own, not your animal forms.

50 ft 10 sq
COMBAT MANOEUVRE BONUS
Base Attack Size Modi er

ft

sq

ft

sq

40 ft 8 sq
COMBAT MANOEUVRE BONUS
Size Modi er

ft

sq

ft

sq

COMBAT MANOEUVRES
Misc Range Attack Bonus Damage Critical

COMBAT MANOEUVRES
Misc Range Attack Bonus Damage Critical

4 CMB =
Dont forget the size modifier!

1 + STR +

+
Dodge Modi er

ft
De ection Modi er

sq
Base Attack Bonus Size Modi er Misc Morale Bonus

12 CMB =

Base Attack

8 + STR +

+
Dodge Modi er

ft
De ection Modi er

sq
Base Attack Bonus Size Modi er Misc Morale Bonus

COMBAT MANOEUVRE DEFENCE

COMBAT MANOEUVRE DEFENCE

16 1 CMD = 10 + STR + DEX + 2


Base saves are the same as your basic form, but the abilities CON and DEX are different. Will save is unaffected by Wild Shape.

+
Size Modi er

+ BAB +
Misc Modi er

+
SAVES
Base Misc

+
Temp

23 CMD = 10 + STR + 8 DEX +


Natural Armour

+1
Size Modi er

+ BAB +
Misc Modi er

+
SAVES
Base Misc

+
Temp

ARMOUR CLASS
ARMOUR CLASS
Natural Armour

ARMOUR CLASS
ARMOUR CLASS

FORTITUDE SAVE
6 2 FORT =CON +

FORTITUDE SAVE
4 8 FORT =CON +

14 AC 12 AC

2 = 10 + DEX +

2 2

+ + +

4 1

+ +

15 AC 14 AC

1 = 10 + DEX +

5 5

1 1 1

+ + +

4 1

+ +

FLAT-FOOTED ARMOUR CLASS

= 10

/ +

REFLEX SAVE
3 REF 2 = DEX +

FLAT-FOOTED ARMOUR CLASS

= 10

/ +

REFLEX SAVE

REF 2

TOUCH ARMOUR CLASS

AC 12
Temp AC

2 = 10 + DEX

/ /

PORTRAIT

TOUCH ARMOUR CLASS

1 = DEX +

AC 10
Temp AC

1 = 10 + DEX

/ /

PORTRAIT

Spell Resistance Damage Reduction

Spell Resistance Damage Reduction

AC
Dont forget your animal forms special abilities, but remember they might not all apply to you.

AC
Low-light vision Endurance Run Track

Low-light vision Scent Track (+4)

SPECIAL ABILITIES

SPECIAL ABILITIES
Scent +4 Swim

12

The most important bit: the picture.

Campaign XP

EV

Player

IL

CHARACTER SHEET

GO

Race

Size Skill Ranks Hit Die Level

MALE

Name
L FU W LA OD

CHARACTER
FEMALE

AO CH C TI

Size Modi er Level Adjustment

CLASSES

ABILITIES
Ability Score
Item Bonus

Ability Modi er

Temp Bonus

Temp Modi er

STR DEX CON INT WIS CHA SPECIAL ABILITIES

STR DEX CON INT WIS CHA

STR DEX CON INT WIS CHA


(Round down)

Favoured class +1 hp or skill rank per level

1 2 3 4 5

d d d d
+ INT per level

Effective Character Level

+ CON per level

SKILLS
Untrained Skill Bonus Class Skills +3 Ranks Racial, Feats Misc

Acrobatics Appraise Bluff Climb Diplomacy Disable Device Disguise Escape Artist Fly Handle Animal Heal Intimidate Linguistics Perception Ride Sense Motive Sleight of Hand Spellcraft Stealth Survival Track Swim Use Magical Device Knowledge: Arcana Knowledge: Dungeoneering Knowledge: Religion Knowledge: Nature Knowledge: The Planes
Trained

Ability Modi er = (Total Ability Score - 10) 2

FEATS

DEX INT CHA STR CHA DEX CHA DEX DEX CHA WIS CHA INT WIS DEX WIS DEX INT DEX WIS
SURVIVAL

Armour Check Penalty

+ Size diff x4

STR CHA INT INT INT INT INT

LANGUAGES

Other skills: Craft - INT Perform - CHA

Knowledge - INT Profession - WIS

INITIATIVE
INITIATIVE BONUS
Feats Misc

ATTACKS
Attack Bonus Damage Critical

INIT = DEX +
SPEED
SPEED ft
Swim Speed

+
Temp Speed

Range

Type

ft
Ammo

sq

Speed with Armour

sq

ft
Fly Speed

sq

ft

sq

Special Ammo

Climb Speed

ft

sq

ft

sq

ft

sq

Range

Type

Attack Bonus

Damage

Critical

BASE ATTACK
BASE ATTACK BONUS MELEE ATTACK RANGED ATTACK
Range Temp Attack Bonus Morale Bonus Power Attack

ft

sq

Type

Attack Bonus

Damage

Critical

ft

sq

Buffs

Nerfs

+ +

=
Morale Bonus

+
Buffs

Nerfs

Power Attack

Temp Damage Bonus

Range

Type

Attack Bonus

Damage

Critical

ft

sq

+
Range Type Attack Bonus Damage Critical

Conditional Modi ers

ft

sq

COMBAT MANOEUVRES
COMBAT MANOEUVRE Base Attack Bonus BONUS
Size Modi er Misc

Ammo

# #
Size Modi er Misc

Special Ammo

# #
Racial Misc Temp

CMB = STR + BAB +


COMBAT MANOEUVRE DEFENCE

+
Dodge Modi er

Ammo

Special Ammo

De ection Modi er

Base Attack Bonus

SAVES
FORTITUDE SAVE
Base

CMD = 10 + STR + DEX +


FLAT-FOOTED CMD

+
De ection Modi er

+ BAB +
Base Attack Bonus Size Modi er

+
Misc

FORT REF WILL

= CON + = DEX + = WIS +


Improved Evasion

+ + +

+ + +
Trap Sense

+ + +

REFLEX SAVE WILL SAVE


Evasion Endurance

CMD = 10 + STR
Temp CMB Temp CMD

+ BAB +

Conditional Modi ers

+ CMB

+ CMD
HEALTH

EFFECTS
Dying Stable Non-lethal Unconcious

HIT POINTS Wounds hp

hp

hp

ARMOUR CLASS
ARMOUR CLASS
Dodge Modi er De ection Modi er Armour AC Shield AC Natural Armour Size Modi er

AC AC AC
Temp AC

= 10 + DEX + = 10 / /

+ + +

+ + /

+ + /

+ +

/ -

FLAT-FOOTED ARMOUR CLASS

TOUCH ARMOUR CLASS

= 10 + DEX +

Spell Resistance Conditional Modi ers

+ AC
Damage Reduction

/
Notes

INVENTORY

Value

Weight Properties Type

ARMOUR

Hat / Mask Properties

EQUIPMENT

Max Speed

Max AC DEX Headband Properties

ft
Check Penalty Weight

sq
Armour AC

Spell Failure

lb

SHIELD
Properties Check Penalty Weight Spell Failure

AC

Eyes Properties

Shield AC

lb

AC
Neck / Throat Properties

Shoulders Properties

Chest Properties

Belts Properties Light Load

Carried Items Weapons, Ammo Armour, Shield Worn Items Scrolls, Potions, Wands, Components Total Weight

lb lb lb lb lb lb
Ring Properties Arms / Wrists Properties Hands Properties Clothes / Body Properties

lb
Medium Load

lb
Heavy Load

lb
Max Load

lb

MONEY
Copper Silver Gold Platinum Total
, , , , , , , , pp . , gp , sp cp

Ring Properties

Feet Properties

SCROLLS

POTIONS

WANDS
CHARGES CHARGES CHARGES CHARGES

# # # #

INVENTORY

Value

Weight Properties Type

ARMOUR

Hat / Mask Properties

EQUIPMENT

Max Speed

Max AC DEX Headband Properties

ft
Check Penalty Weight

sq
Armour AC

Spell Failure

lb

SHIELD
Properties Check Penalty Weight Spell Failure

AC

Eyes Properties

Shield AC

lb

AC
Neck / Throat Properties

Shoulders Properties

Chest Properties

Belts Properties

Hands Properties

Clothes / Body Properties

Ring Properties

Arms / Wrists Properties

Ring Properties

Feet Properties

MONEY
Copper Silver Gold Platinum
Carried Items
Light Load

VALUABLE ITEMS
, cp sp gp pp , . coins
Value

, , , , , , ,

lb lb lb lb lb lb lb

Total

Weapons, Ammo Armour, Shield Worn Items Scrolls, Potions, Wands, Components Coins Total Weight

lb
Medium Load

50 coins weighs 1lb

lb
Heavy Load

Debts Valuables Other items Total


,

, , , ,

, , , ,

. . . .

lb
Max Load

lb

Campaign XP

EV

Player

IL

CHARACTER SHEET

GO

Race

Size Skill Ranks Hit Die Level

MALE

Name
L FU W LA OD

CHARACTER
FEMALE

AO CH C TI

Size Modi er Level Adjustment

CLASSES

ABILITIES
Ability Score
Item Bonus

Ability Modi er

RAGE! Fatigue Modi er Modi er

Temp Modi er

STR + DEX CON + INT WIS CHA

STR DEX CON INT WIS CHA


(Round down)

Favoured class +1 hp or skill rank per level

1 BARBARIAN! 2 3 4 5

d d d d
+ INT per level

Effective Character Level

+ CON per level

SKILLS
Untrained Skill Bonus Class Skills +3 Ranks Racial, Feats, Synergy Forbidden Armour Misc During Check RAGE! Penalty

Acrobatics Appraise Bluff Climb Diplomacy Disable Device Disguise Escape Artist Fly Handle Animal Heal Intimidate Linguistics Perception Ride Sense Motive Sleight of Hand Spellcraft Stealth Survival Track Swim Use Magical Device Knowledge: Arcana Knowledge: Dungeoneering Knowledge: Religion Knowledge: Nature Knowledge: The Planes
Trained

Ability Modi er = (Total Ability Score - 10) 2

SPECIAL ABILITIES

FEATS

DEX INT CHA STR CHA DEX CHA DEX DEX CHA WIS CHA INT WIS DEX WIS DEX INT DEX WIS
SURVIVAL


+ Size diff x4

STR CHA INT INT INT INT INT

LANGUAGES

Other skills: Craft - INT Perform - CHA

Knowledge - INT Profession - WIS

INITIATIVE
INITIATIVE BONUS
Feats Misc

ATTACKS
Attack Bonus Damage Critical

INIT = DEX +
SPEED
SPEED ft
Swim Speed

+
Temp Speed

Range

Type

ft
Ammo

sq

Speed with Armour

sq

ft
Fly Speed

sq

ft

sq

Special Ammo

Climb Speed

ft

sq

ft

sq

ft

sq

Range

Type

Attack Bonus

Damage

Critical

BASE ATTACK
BASE ATTACK BONUS MELEE ATTACK RANGED ATTACK
Range Temp Attack Bonus

ft

sq

Type

Attack Bonus

Damage

Critical

Buffs

Nerfs

RAGE!

ft
Fatigued

sq

+ +

=
Buffs

Nerfs

+
RAGE!

Range Fatigued Type

Temp Damage Bonus

Attack Bonus

Damage

Critical

Range

ft

sq

Conditional Modi ers

Type

Attack Bonus

Damage

Critical

ft

sq

COMBAT MANOEUVRES
COMBAT MANOEUVRE Base Attack Bonus BONUS
Size Modi er

Ammo

# #
Size Modi er RAGE!

Special Ammo

# #
Misc Temp RAGE!

RAGE!

CMB = STR + BAB +


COMBAT MANOEUVRE DEFENCE

+
Dodge Modi er

Ammo

Special Ammo

De ection Modi er

Base Attack Bonus

SAVES
FORTITUDE SAVE
Base

CMD = 10 + STR + DEX +


FLAT-FOOTED CMD

+
De ection Modi er

+ BAB +
Base Attack Bonus

+
Size Modi er RAGE!

FORT REF WILL

= CON + = DEX + = WIS +


Improved Evasion

+ + +
Endurance

+ + +
Trap Sense

+
Fatigued

REFLEX SAVE WILL SAVE


Evasion

CMD = 10 + STR
Temp CMB Temp CMD

+ BAB +

RAGE!

Conditional Modi ers

+ CMB

+ CMD
HEALTH

EFFECTS
Dying Stable Non-lethal Unconcious

HIT POINTS RAGE! hp

Wounds

hp

hp

hp

ARMOUR CLASS
ARMOUR CLASS
Dodge Modi er De ection Modi er Armour AC Shield AC Natural Armour Size Modi er

AC AC AC
Temp AC

= 10 + DEX + = 10 / /

+ + +

+ + /

+ + /

+ +

/ -

FLAT-FOOTED ARMOUR CLASS

TOUCH ARMOUR CLASS

= 10 + DEX +

Spell Resistance Conditional Modi ers

+ AC
-2
Notes

RAGE!

Damage Reduction

AC Penalty

BARBARIAN!
Barbarian Level

Barbarian Level

BARBARIAN

RAGE! DURATION PER DAY

RAGE!

1 2 3 5 6 7 9 10 11 12 13 14 15 16 17 18 19 20

Fast Movement RAGE!

rds

= 2 + CON +

Barbarian Level

Misc

2 +
STRENTH CONSTITUTION SCORE SCORE BONUS BONUS WILL SAVE BONUS

RAGE! TODAY

rds
ARMOUR CLASS PENALTY

Uncanny Dodge Trap Sense +1 Improved Uncanny Dodge Trap Sense +2 Damage Reduction 1/ Trap Sense +3 Damage Reduction 2/ Greater RAGE! Trap Sense +4 Damage Reduction 3/ Indomitable Will Trap Sense +5 Damage Reduction 4/ Tireless RAGE! Trap Sense +6 Damage Reduction 5/ Mighty RAGE!

RAGE! GREATER RAGE! MIGHTY RAGE!


Ability Modi er = (Total Ability Score - 10) 2

4 6 7 STR
Strength Score Penalty: -2

4 6 7 CON
Dexterity Score Penalty: -2

2 3 4

-2 -2 -2 AC

FATIGUED DURATION

RAGE! Duration

rds

2
Barbarian Level

-1 STR

-1 DEX

Cannot rage, run or charge while fatigued.

RAGE! POWERS
RAGE! POWERS KNOWN
Misc

= 1 2 3 4 5 6 7 8 9 10 11 12 13 14

2 +

(Round down)

BARD
Level Bonus

Bard Level Caster Level

PREPARED SPELLS KNOWN SPELLS

0
CHA CHA - 4 CHA - 8 CHA - 12

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

0 1 2 3 4 5 6
Spell Save DC = 10 + CHA + Spell Level

Concentration

= CHA +

Caster Level

ARCANE SPELL FAILURE THRESHOLD

%
BARDIC KNOWLEDGE BONUS

Bards can wear light armour without risking spell failure.

BARDIC KNOWLEDGE

4
Misc

Bard Level

2 +

Bards can use all knowledge skills untrained.

5 6
VERSATILE PERFORMANCE
Use bonus in place of... Act Comedy Dance Bluff, Disguise Bluff, Intimidate Acrobatics, Fly Diplomacy, Intimidate Oratory Percussion Sing String Wind Instruments Use bonus in place of... Diplomacy, Sense Motive Handle Animal, Intimidate Bluff, Sense Motive Bluff, Diplomacy Diplomancy, Handle Animal

PERFORMANCES
ROUNDS PER DAY

= 2+

Bard Level

2 + CHA

Rounds Today

WILL SAVE DC

= 10 +
FASCINATE
AUDIENCE MAX FASCINATED

( (

Bard Level

2 + CHA
Bard Level

Keyboard Instruments Other:

=
COURAGE BONUS

+2 3
COMPETENCE BONUS

SCROLLS

POTIONS

INSPIRE

INSPIRE GREATNESS MAX AFFECTED

Bonus hit dice + 2d10 (including CON) Competence +2 to attack +1 to fortitude saves Saving bonus + 4 to all saves Dodge bonus +4 to AC

INSPIRE HEROICS MAX AFFECTED

LORE MASTER
TAKE 10
Unlimited uses per day

TAKE 20 PER DAY

Take 20 Today

CLERIC
DEITY

Cleric Level Caster Level


L FU W LA EV IL GO OD

PREPARED SPELLS PREPARED SPELLS

0
AO CH C TI

Domain Spell

Domain Granted Powers

DOMAINS

Domain Granted Powers Domain Spell

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

SPELLS
WIS WIS - 4 WIS - 8 WIS - 12

4
Base Bonus Spells + Spells Domain Spell

Spell Save DC

Spells per day

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

5
Domain Spell

6
Domain Spell

7
= WIS +
Caster Level Domain Spell

Concentration

CHANNEL ENERGY
OD

8
Domain Spell

Good Cleric Channel Positive Energy

Evil Cleric Channel Negative Energy Misc Today


L

GO

}
FU

W LA EV

9
SCROLLS POTIONS

TIMES PER DAY

= 3 + CHA +
ENERGY ROLL

d6
WILL SAVE DC

Cleric Level

IL

= 10 +

CH

}
T AO IC

)+

Misc

(Round up)

Cleric Level

2 + CHA
(Round down)

DRUID
DEITY

Caster Level Level Bonus

PREPARED SPELLS PREPARED SPELLS

+
L FU W LA EV IL OD

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

GO AO CH C TI

Spell Save DC

Spells per day

Base Bonus Spells + Spells

Concentration

= WIS +
NATURE BOND
DOMAIN

Animal Companions Name

ANIMAL COMPANION

Creature Type

5
WILD SHAPE

Times per day

Times Today

Current Shape

7 8
WANDS
CHARGES

9
SCROLLS POTIONS

# # # # #

CHARGES

CHARGES

CHARGES

CHARGES

DRUID
DEITY

Caster Level Level Bonus

PREPARED SPELLS PREPARED SPELLS

+
L FU W LA EV IL OD

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

GO AO CH C TI

Spell Save DC

Spells per day

Base Bonus Spells + Spells

Concentration

= WIS +
NATURE BOND

Domain

ANIMAL COMPANION

DOMAIN
5

Granted Powers

Domain Spells

1 2 3 4 5 6 7 8 9

7 8
WILD SHAPE
Times per day Times Today

9
SCROLLS POTIONS

WANDS
CHARGES CHARGES CHARGES CHARGES

# # # #

WILD SHAPE
ABILITIES
Ability Score
Item Bonus

Druid Level

Creature Type

Size Modi er

WILD SHAPE
ABILITIES
Ability Score
Item Bonus

Druid Level

Creature Type

Size Modi er

ATTACKS
Ability Modi er

ATTACKS
Ability Modi er

Temp Bonus

Temp Bonus

STR DEX CON COMBAT


INITIATIVE BONUS
Misc

STR DEX CON

Range

Attack Bonus

Damage

Critical

STR DEX CON

STR DEX CON


COMBAT

Range

Attack Bonus

Damage

Critical

ft

sq

ft

sq

Ability Modi er = (Total Ability Score - 10) 2 Initiative

Range

Attack Bonus

Damage

Critical

Ability Modi er = (Total Ability Score - 10) 2

Range

Attack Bonus

Damage

Critical

ft

sq

INITIATIVE BONUS

Misc

Initiative

ft

sq

INIT = DEX +
SPEED ft sq
Size Modi er Temp Speed Range Attack Bonus Damage Critical

INIT = DEX +
SPEED ft sq
Size Modi er Temp Speed Range Attack Bonus Damage Critical

ft

sq

ft

sq

ft

sq

ft

sq

COMBAT MANOEUVRES
Base Attack

COMBAT MANOEUVRES
Misc Range Attack Bonus Damage Critical

CMB =

+ STR +

+
Dodge Modi er

ft
De ection Modi er

sq
Base Attack Bonus Size Modi er Misc Morale Bonus

CMB = +
SAVES
Base Misc

Base Attack

COMBAT MANOEUVRE BONUS

COMBAT MANOEUVRE BONUS

Misc

Range

Attack Bonus

Damage

Critical

+ STR +

+
Dodge Modi er

ft
De ection Modi er

sq
Base Attack Bonus Size Modi er Misc Morale Bonus

COMBAT MANOEUVRE DEFENCE

COMBAT MANOEUVRE DEFENCE

CMD = 10 + STR + DEX +


ARMOUR CLASS
ARMOUR CLASS
Natural Armour

+
Size Modi er

+ BAB +
Misc Modi er

+
Temp

CMD = 10 + STR + DEX +


ARMOUR CLASS
ARMOUR CLASS
Natural Armour

+
Size Modi er

+ BAB +
Misc Modi er

+
SAVES
Base Misc

+
Temp

FORTITUDE SAVE

FORTITUDE SAVE

AC AC AC
Temp AC

= 10 + DEX + = 10 / + / /

+ + +

FORT =CON +
REFLEX SAVE

+ +

AC AC AC
Temp AC

= 10 + DEX + = 10 / + / /

+ + +

FORT =CON +
REFLEX SAVE

+ +

FLAT-FOOTED ARMOUR CLASS TOUCH ARMOUR CLASS

FLAT-FOOTED ARMOUR CLASS TOUCH ARMOUR CLASS

REF

= DEX +

REF

= DEX +

= 10 + DEX

PORTRAIT

= 10 + DEX

PORTRAIT

Spell Resistance Damage Reduction

Spell Resistance Damage Reduction

AC

AC

SPECIAL ABILITIES

SPECIAL ABILITIES

MONK
AC BONUS

Monk Level

MONK
Monk Bonus Level Feats Armour Class Bonus Flurry of Blows Unarmed Strike Stunning Fist Evasion Fast Movement +10 ft Maneuvre Training Still Mind Ki Pool (magic) Slow Fall 20 ft High Jump Purity of Body Fast Movement +20 ft Slow Fall 30 ft Wholeness of Body Slow Fall 40 ft Improved Evasion Fast Movement +30 ft Ki Pool (lawful) Slow Fall 50 ft Diamond Body Abundant step Fast Movement +40 ft Slow Fall 60 ft Diamond Soul Slow Fall 70 ft Quivering Palm Fast Movement +50 ft Ki Pool (adamantine) Slow Fall 80 ft Timeless Body Tongue of the Sun and Moon Fast Movement +60 ft Slow Fall 90 ft Empty Body Perfect Self Slow Fall Any distance Assume etherial state for 1 minute - 3 ki points Treated as outsider Delayed death Treat unarmed attacks as adamantine weapons No age penalties or arti cial aging Speak with any living creature Avoid all damage on successful re ex Treat unarmed attacks as lawful weapons Heal your own wounds - 2 ki points Use a full attack action for more attacks Treat hands as weapons Stun (or other effects) target for one round Avoid all damage on successful re ex

ARMOUR CLASS BONUS

AC

CMD BONUS

+ CMD

= WIS +

Monk Level

2 3 4 5

Only applied when unarmoured, unencumbered end not helpless The maximum bonus to AC and CMD is 5

Use monk level in place of BAB for calculating CMB +2 saving throws against enchantment Treat unarmed attacks as magic weapons Reduce effective falling height using wall Add monk level to Acrobatics checks for jumping +20 to jump checks - 1 ki point Immune to all diseases

FLURRY OF BLOWS
FLURRY ATTACK BONUS

UNARMED STRIKE
UNARMED STRIKE DAMAGE ROLL

6 7

d STUNNING FIST
Monk Level

8 9 10 11 12 13 14 15 16 17 18 19 20

1 4 8 12 16

Stunned Fatigued Sickened

No action this round Lose DEX bonus to AC; -2 AC Cannot run or charge -2 Strength and Dexterity -2 to attack rolls, damage rolls, saving throws, skill and ability checks

Immune to all poisons Slip magically between spaces - 2 ki points

Staggered May make a standard or move action, but not both Blinded or Deafened Lose DEX bonus to AC; -2 AC -4 on STR and DEX skills, opposed Perception 50% miss chance when attacking DC 10 Acrobatics to move more than half speed -4 initiative; 20% miss chance when attacking -4 on opposed Perception automatically fail Perception checks for sound No action this round Lose DEX bonus to AC; -2 AC

Spell resistance

20

Paralysed

WHOLENESS OF BODY
HEALING POINTS
Monk Level

=
DIAMOND SOUL
SPELL RESISTANCE
Monk Level

= 10 +
QUIVERING PALM
QUIVER DAYS
Monk Level

KI POOL
KI POOL CAPACITY

=
FORTITUDE SAVE DC
Monk Level

= 2 ) + WIS

Monk Level

2 + WIS
Ki Pool

= 10 + (

PERFECT SELF
Treated as an Outsider Immune to Charm Person and other effects that target non-outsiders. Damage reduction 10/chaotic

PALADIN
Paladin Level

Paladin Level Caster Level


L FU W LA OD

GO

OD

PREPARED SPELLS

L FU W LA IL EV

GO

EV

IL

Name Type Enhancements

Concentration

Channelling positive energy uses up two of todays uses of Lay On Hands.

ENERGY ROLL

WILL SAVE DC

CHARGES

CHARGES

CHARGES

CHARGES

AO CH C TI

-3=

1
AO CH

DEITY

DIVINE BOND
SPECIAL MOUNT BONDED WEAPON

2 3

Summoned Today

C TI

4
SMITE EVIL SPELLS
SMITINGS PER DAY

Smitings Today

Spell Save DC

Spells per day

Base Bonus Spells + WIS Spells

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

SMITING ATTACK BONUS

Weapon Attack Bonus

=
SMITING DAMAGE BONUS
Caster Level Weapon Damage Bonus Paladin Level

+ CHA
Smiting damage bonus applies double for the rst successful strike against evil outsiders, evil dragons and the undead.

= CHA +

+
USES PER DAY

= +
Paladin Level

CHANNEL POSITIVE ENERGY


Paladin Level

LAY ON HANDS

d6

)+

Misc

=
HEALING HIT POINTS

( (

2 + CHA +
Paladin Level

Misc (Round down)

Uses Today

(Round up)

= 10 +

Paladin Level

d6

)+

Misc (Round down)

2 + CHA
(Round down)

MERCIES

SCROLLS WANDS

POTIONS

# # # #

Campaign XP

EV

Player

IL

CHARACTER SHEET

GO

Race

Size Skill Ranks Hit Die Level

MALE

Name
L FU W LA OD

CHARACTER
FEMALE

AO CH C TI

Size Modi er Level Adjustment

CLASSES

ABILITIES
Ability Score
Item Bonus

Ability Modi er

Temp Bonus

Temp Modi er

STR DEX CON INT WIS CHA SPECIAL ABILITIES

STR DEX CON INT WIS CHA

STR DEX CON INT WIS CHA


(Round down)

Favoured class +1 hp or skill rank per level

1 Ranger 2 3 4 5

d d d d
+ INT per level

Effective Character Level

+ CON per level

SKILLS
Untrained Skill Bonus Class Skills +3 Ranks Racial, Feats, Synergy Misc Favoured Armour Enemy Check Terrain Penalty

Acrobatics Appraise Bluff Climb Diplomacy Disable Device Disguise Escape Artist Fly Handle Animal Heal Intimidate Linguistics Perception Ride Sense Motive Sleight of Hand Spellcraft Stealth Survival Track Swim Use Magical Device Knowledge: Arcana Knowledge: Dungeoneering Knowledge: Religion Knowledge: Nature Knowledge: The Planes Knowledge: Geography
Trained

Ability Modi er = (Total Ability Score - 10) 2

FEATS

DEX INT CHA STR CHA DEX CHA DEX DEX CHA WIS CHA INT WIS DEX WIS DEX INT DEX WIS
SURVIVAL

+ Size diff x4

/
- 1 per 5lb carried

STR CHA INT INT INT INT INT INT

LANGUAGES

Other skills: Craft - INT Perform - CHA

Knowledge - INT Profession - WIS

INITIATIVE
INITIATIVE BONUS
Feats Misc

ATTACKS
Attack Bonus Damage Critical

INIT = DEX +
SPEED
SPEED ft
Swim Speed

+
Temp Speed

Range

Type

ft
Ammo

sq

Speed with Armour

sq

ft
Fly Speed

sq

ft

sq

Special Ammo

Climb Speed

ft

sq

ft

sq

ft

sq

Range

Type

Attack Bonus

Damage

Critical

BASE ATTACK
BASE ATTACK BONUS MELEE ATTACK RANGED ATTACK
Range Temp Attack Bonus Favoured Enemy Morale Bonus

ft

sq

Type

Attack Bonus

Damage

Critical

ft
Buffs Nerfs

sq

+ +

=
Favoured Enemy

+
Morale Bonus

+
Buffs

Nerfs

Temp Damage Bonus

Range

Type

Attack Bonus

Damage

Critical

ft

sq

Range Type Attack Bonus Damage Critical

Conditional Modi ers

ft

sq

COMBAT MANOEUVRES
COMBAT MANOEUVRE Base Attack Bonus BONUS
Size Modi er Misc

Ammo

# #
Size Modi er Misc

Special Ammo

# #
Racial Misc Temp

CMB = STR + BAB +


COMBAT MANOEUVRE DEFENCE

+
Dodge Modi er

Ammo

Special Ammo

De ection Modi er

Base Attack Bonus

SAVES
FORTITUDE SAVE
Base

CMD = 10 + STR + DEX +


FLAT-FOOTED CMD

+
De ection Modi er

+ BAB +
Base Attack Bonus Size Modi er

+
Misc

FORT REF WILL

= CON + = DEX + = WIS +


Improved Evasion

+ + +

+ + +
Trap Sense

+ + +

REFLEX SAVE WILL SAVE


Evasion Endurance

CMD = 10 + STR
Temp CMB Temp CMD

+ BAB +

Conditional Modi ers

+ CMB

+ CMD
HEALTH

EFFECTS
Dying Stable Non-lethal Unconcious

HIT POINTS Wounds hp

hp

hp

ARMOUR CLASS
ARMOUR CLASS
Dodge Modi er De ection Modi er Armour AC Shield AC Natural Armour Size Modi er

AC AC AC
Temp AC

= 10 + DEX + = 10 / /

+ + +

+ + /

+ + /

+ +

/ -

FLAT-FOOTED ARMOUR CLASS

TOUCH ARMOUR CLASS

= 10 + DEX +

Spell Resistance Conditional Modi ers

+ AC
Damage Reduction

/
Notes

RANGER
Level Bonus

Ranger Level

COMBAT STYLE
ARCHERY TWO-WEAPON FIGHTING
Ranger Select a bonus feat for your style at 2nd, 6th, 10th, 14th and 18th levels: Level Far Shot Double Slice

Ranger Level

-3=

Caster Level

FAVOURED ENEMIES
FAVOURED ENEMY
Favoured Enemy Bonus 2 4 6 8 10 12

2 6 10

Point Blank Shot Precise Shot Rapid Shot Improved Precise Shot Manyshot Pinpoint Targeting Shot on the Run

Improved Shield Bash Quick Draw Two-weapon Fighting Improved Two-weapon Fighting Two-weapon Defence Greater Two-weapon Fighting Two-weapon Rend

Ranger bonus feats can be taken without the normal pre-requisites, but only apply when not wearing heavy armour.

HUNTERS BOND
SHARE FAVOURED ENEMY ANIMAL COMPANION
Name Misc Creature type (minimum 1) Share half your Favoured Enemy bonus against a single target with all allies within 30 ft

FAVOURED TERRAINS
FAVOURED TERRAIN
Favoured Terrain Bonus 2 4 6 8

SHARE FAVOURED ENEMY DURATION

rds

= WIS +

PREPARED SPELLS

1
WILD EMPATHY
WILD EMPATHY BONUS
Ranger Level Misc

= CHA +
TRACK
Ranger Level

2 3 4

Track

=(
Spells per day

2)+
SPELLS

Survival Bonus

From Level 4 Spell Save DC

Bonus Spells Base + WIS Spells

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

Concentration

= WIS +
WANDS
CHARGES

Caster Level

# # # # #

SCROLLS

POTIONS

CHARGES

CHARGES

CHARGES

CHARGES

ROGUE
Rogue Level

Rogue Level

ROGUE TALENTS
TALENTS KNOWN

ROGUE

1 2 4 8 10 20

Trap nding Sneak Attack

=(

Rogue Level

Misc

2 +

From level 10, a Rogue can take Advanced Talents (Round down)

1 2 3 4 2)
Rogue Level

Evasion Uncanny Dodge Improved Uncanny Dodge Advanced Talents Master Strike

TRAPS
Perception Rogue Level

Locate Traps

=
Disable Device

+( +(
Misc

5 6 7 8

Disable Traps TRAP SENSE REFLEX BONUS

2)

( (

Rogue Level

3 +
Rogue Level Misc

SNEAK ATTACK
SNEAK DAMAGE BONUS

d6

+1 2+

9 10 11 12 13 14

Sneak attack damage can be applies when a target is anked or is denied their DEX bonus to AC. On ranged attacks, it only applies within 30 ft. It is not multiplied by critical hits. It cannot be non-lethal unless using a non-lethal weapon.

MASTER STRIKE
From level 20, a successful sneak attack can also deliver one of: Sleep for 1d4 hours Paralysed for 2d6 rounds Slain

MASTER STRIKE FORTITUDE DC

= 10 + (

Rogue Level

2 + INT

Master strike cannot be used again on the same target within 24 hours, whether they pass the Fortitude save or not.

SORCERER
BLOODLINE

Caster Level Level Bonus

PREPARED SPELLS KNOWN SPELLS

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

Spells Known

Spell Save DC

Spells per day

Base Bonus Spells + Spells

3
= CHA +

Concentration

ARCANE SPELL FAILURE THRESHOLD

% SCROLLS

POTIONS

7
WANDS
CHARGES

# # #

CHARGES

CHARGES

WIZARD
SPELL SCHOOLS
SPECIALITY SCHOOL

Caster Level Level Bonus

PREPARED SPELLS PREPARED SPELLS

0
Speciality Spell

OPPOSED SCHOOLS

Spells from your opposed schools cost two slots to prepare.

ARCANE BOND
FAMILIAR BONDED OBJECT
Speciality Spell

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

Spell Save DC

Spells per day

Base Specialist Bonus + + Spells Spell Spells

Concentration

= INT +

ARCANE SPELL FAILURE THRESHOLD

Speciality Spell

SCROLLS

5
Speciality Spell

POTIONS
Speciality Spell

7
WANDS
Speciality Spell
CHARGES

# # #
Speciality Spell

CHARGES

9
CHARGES

ALCHEMIST
ALCHEMY
= Extract Save DC Extracts per day

Alchemist Level

PREPARED SPELLS EXTRACTS

1 2 3 4 5 6
Extract Save DC = 10 + INT + Extract Level

INT INT - 4 INT - 8 INT - 12

Base Extracts

2
DISCOVERIES

DISCOVERIES KNOWN

=
1

Alchemist Level

2 +
(Round down)

Misc

5
6 7

10
Strength Bonus

MUTAGENS

+ STR + DEX +CON

- INT - WIS - CHA

Intelligence Penalty Wisdom Penalty Charisma Penalty

+ AC
DURATION

Natural Armour Bonus Alchemist Level

11

Dexterity Bonus Constitution Bonus

12

mins

= 10 mins

POISON RESISTANCE
POISON RESISTANCE FORTITUDE SAVE BONUS

BOMBS
Alchemist Level

BOMBS PER DAY

Alchemist Level

Misc

+
Level

2
Immune to all poisons (Round up)

INT

+ INT +

10

MUNDANE POTIONS
SPLASH DAMAGE

FIRE DAMAGE

OTHER DAMAGE

d6 +

+
SPLASH REFLEX SAVE DC

= 10 +
Splash damage is equal to a minimum roll of direct damage.

Alchemist Level

2 + INT
(Round down)

CAVALIER
ORDER

Cavalier Level

PREPARED SPELLS MOUNT


Name Creature type Mounted Speed

EDICTS CHARGE
Level Attack Bonus Damage

ft
Cavaliers Charge
No Armour Check penalty when charging.

sq

Critical Range

+4 2

Level

ABILITIES
Level

11 20

Mighty Charge
Free bull rush, disarm, sunder or trip on successful charge; no Attack of Opportunity.

2 8

Level

Supreme Charge

On critical hit, target is stunned (or staggered if they pass a Will save) for 1d4 rds. (damage is triple only if using a lance) Attack Bonus Damage Critical

2/3

Level

Charge attack

d TACTICIAN CHALLENGE
FEAT SHARING PER DAY
Misc Cavalier Level Misc Feat Sharing Today

Level

15

CHALLENGES PER DAY

Cavalier Level

=1+(
Cavalier Level

5)+
Misc Rounds Shared This Encounter

=(

3)+
(Round up)

FEAT SHARING DURATION

Challenges Today

rds

=1+(

2)+

TEAMWORK FEATS
Misc

MELEE DAMAGE Cavalier BONUS Level

=
Level

+
Level

Take -2 penalty to AC against any enemy except challenged target

17

Challenged target suffers -2 penalty to AC against any target other than you.

CAVALIER ORDER

CHALLENGE ABILITY
Level

17

SKILLS
Level

EXPERT TRAINER

= = +
SKILLS

Cavalier Level

Training

Handle Animal Bonus

When training an animal to serve as a mount

CAVALIER ORDER

BANNER
Level

= + + = = +1

Cavalier Level

Attack Bonus Saving Throw Bonus Level

14 + 2

Bonus to saves against charm and compulsion effects.

INQUISITOR
DEITY

Caster Level
L FU W LA EV IL OD

PREPARED SPELLS KNOWN SPELLS

0 1

Domain Granted Powers

DOMAIN

GO AO CH C TI

SPELLS
0 1 2 3 4 5 6
GO OD

2
WIS WIS - 4 WIS - 8 WIS - 12

Spells Known

Spell Save DC

Spells = Base + Bonus Spells per day Spells

4
W LA FU L

Spell Save DC = 10 + WIS + Spell Level The inquisitor cannot cast spells of an alignment opposed to her own or her deitys.

SKILLS
MONSTER LORE Knowledge STERN GAZE Intimidate Sense Motive
Level

+ + + + +

= WIS

EV

IL

When identifying the abilities and weaknesses of creatures.

CH AO TI C

5 6
JUDGEMENT
JUDGEMENTS PER DAY

}
(
Inquisitor Level

Inquisitor Level

Track

CUNNING INITIATIVE Initiative

= 1 +(

Inquisitor Level

Misc

Destruction
Damage bonus

+ + + + + + + +

3-Level Bonus 3-Level Bonus

3 )+
Judgements Today

Healing Justice

Fast healing per round

= WIS
Misc

Level

TEAMWORK FEATS
Level

Invoke one Judgement on your foes and recieve a bonus as long as you are in combat. Inquisitor Level

5-Level Bonus Attack bonus From level 10, bonus doubles to con rm critical hits

CURRENT FEATS

Piercing

3 +

5-LEVEL BONUS

Overcome spell resistance

3-Level Bonus

+
3-LEVEL BONUS

=1+( =1+(

5) 3)

Protection

Inquisitor Level

5-Level Bonus Armour class bonus From level 10, bonus doubles against critical hits

Purity

Saving throw bonus

5-Level Bonus 5-Level Bonus 3-Level Bonus 2

Resilience

Damage reduction

Level

Resistance
Invoke two judgements at once Invoke three judgements at once

Energy resistance bonus

Level

Smiting
SLAYER

BANE
Level Creature Type

16 17

Level

Select one judgement at start of combat to apply its bonus at 5 levels higher

BANE ROUNDS Inquisitor Level PER DAY

Misc

Bane Rounds Today

TRUE JUDGEMENT
Level

Your weapon counts as magical for bypassing damage resistance. Level Your weapon also counts as aligned, 6 to an alignment that matches your own. Level Your weapon also counts as adamantine 10 for overcoming damage resistance.

rds

+
DISCERN LIES
Misc Discern Lies Today

20

InvokeTrue Judgement before one attack If the attack is successful, the target must pass a Fortitude save or die Whether successful or not, that target is then immune to True Judgement for 24 hours Inquisitor Level

+ + +

DISCERN LIES Inquisitor Level PER DAY

FORTITUDE SAVE DC

=(

2 ) + WIS

MYSTERY

ORACLE
CURSE

Mystery Level Bonus

Revelations

Deity Bonus Spells Level

2 4 6 8

Level

Level

SPELLS
CHA CHA - 4 CHA - 8 CHA - 12

Spells Known

Spell Save DC

Spells per day

Base Bonus Spells + Spells

Level

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

Level

10 12 14 16 18

Level

Level

Level

Final Revelation

Level

PREPARED SPELLS KNOWN SPELLS

Concentration

= CHA +

Caster Level

ARCANE SPELL FAILURE THRESHOLD

% SCROLLS

2
POTIONS

3 4 5

WANDS

6
CHARGES

# # #

7 8 9

CHARGES

CHARGES

SUMMONER
SUMMONER
Summoner Level

Caster Level

PREPARED SPELLS KNOWN SPELLS

1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20
Spells Known

Eidolon Life Link Summon monster I

0 1

Bond Senses Summon monster II Shield ally Summon monster III Makers call Summon monster IV Transposition Summon monster V Aspect Summon monster VI Greater shield ally Summon monster VII Life bond Summon monster VIII Merge forms Summon monster IX Greater aspect Gate Twin eidolon

4 5 6

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

Spell Save DC

Spells per day

Base Bonus Spells + Spells

SCROLLS

POTIONS

ARCANE SPELL FAILURE THRESHOLD

% WANDS
CHARGES CHARGES CHARGES

# # #

EIDOLON

EIDOLON
ABILITIES
Ability Score
Item Bonus

EV

IL

CHARACTER SHEET

GO

Base Form Hit Dice Base Attack Bonus

Size Max Attacks Skill Ranks

MALE

Name
L FU W LA OD

Size Modi er Feats

FEMALE

AO CH C TI

Ability Modi er

Temp Bonus

Temp Modi er

SUMMONER LEVEL EVOLUTION POOL

d10
Armour Bonus (Good) Saves (Bad) Good saves:

STR DEX CON INT WIS CHA

STR DEX CON INT WIS CHA


EVOLUTIONS

STR DEX CON INT WIS CHA


(Round down)

/
SKILLS
Untrained Skill Bonus Ranks

FORT REF WILL

Ev ol ut io n

Class Skills +3

Feats

Misc

Acrobatics Appraise Bluff Climb Diplomacy Disable Device Disguise Escape Artist Fly Handle Animal Heal Intimidate Linguistics Perception Ride Sense Motive Sleight of Hand Spellcraft Stealth Survival Track Swim Use Magical Device Knowledge: Arcana Knowledge: Dungeoneering Knowledge: Religion Knowledge: Nature Knowledge: The Planes
Trained

Ability Modi er = (Total Ability Score - 10) 2

DEX INT CHA STR CHA DEX CHA DEX DEX CHA WIS CHA INT WIS DEX WIS DEX INT DEX WIS
SURVIVAL

+ Size diff x4

STR CHA INT INT INT INT INT

Other skills: Craft - INT Perform - CHA

Knowledge - INT Profession - WIS

INITIATIVE
INITIATIVE BONUS
Feats Misc

ATTACKS
Attack Bonus Damage Critical

INIT = DEX +
SPEED
SPEED ft
Swim Speed

+
Temp Speed

Range

Type

ft

sq

sq
Fly Speed

ft

sq
Range Type

Climb Speed

Attack Bonus

Damage

Critical

ft

sq

ft

sq

ft

sq

ft

sq

BASE ATTACK
BASE ATTACK BONUS MELEE ATTACK RANGED ATTACK
Range Type

Attack Bonus

Damage

Critical

ft

sq

Temp Attack Bonus

Morale Bonus

Buffs

Nerfs

Power Attack

Range

Type

Attack Bonus

Damage

Critical

+ +

=
Morale Bonus

+
Buffs

Nerfs

Power Attack

ft

sq

Temp Damage Bonus

Size Modi er

Range

Type

Attack Bonus

Damage

Critical

ft

sq

d SAVES
FORTITUDE SAVE
Base Racial Misc

Temp

COMBAT MANOEUVRES
COMBAT MANOEUVRE Base Attack Bonus BONUS
Misc

CMB = STR + BAB +


COMBAT MANOEUVRE DEFENCE

+
Dodge Modi er De ection Modi er Base Attack Bonus Size Modi er Misc

FORT REF WILL


Misc

= CON + = DEX + = WIS +


Improved Evasion

+ + +

+ + +
Trap Sense

+ + +

REFLEX SAVE WILL SAVE


Evasion Endurance

CMD = 10 + STR + DEX +


FLAT-FOOTED CMD

+
De ection Modi er

+ BAB +
Base Attack Bonus Size Modi er

+ +

CMD = 10 + STR
Temp CMB Temp CMD

+ BAB +

Conditional Modi ers

+ CMB

+ CMD
HEALTH
Dying Stable Non-lethal Unconcious

EFFECTS

HIT POINTS Wounds hp

hp

hp

ARMOUR CLASS
ARMOUR CLASS
Dodge Modi er De ection Modi er Natural Armour Size Modi er Evolutions Misc

AC AC AC
Temp AC

= 10 + DEX + = 10 / /

+ + +

+ +

/ -

+ + +

+ + +

FLAT-FOOTED ARMOUR CLASS

FEATS

TOUCH ARMOUR CLASS

= 10 + DEX +

Spell Resistance Conditional Modi ers

+ AC
Damage Reduction

/
Notes

WITCH
FAMILIAR
Name Creature type

Caster Level Level Bonus

PREPARED SPELLS PREPARED SPELLS

0 1

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

Spell Save DC

Spells per day

Base Spells

Bonus Spells

ARCANE SPELL FAILURE THRESHOLD

PATRON SPELLS
Patron Level

6 7 8 9
KNOWN HEXES

2 4 6 8 10 12 14 16 18

HOSTILE

Origin Country
FRIENDLY HOSTILE

/ Region

/ Town
L FU W LA GO OD AO CH TI C

PORTRAIT

Religion
FRIENDLY HOSTILE

AFFILIATIONS
L FU W LA GO OD AO CH TI C

Employer
L FU W LA

HOSTILE

Current Country
FRIENDLY HOSTILE

/ Region

/ Town
L FU W LA GO OD AO CH TI C

Af liation
W LA GO OD FU L

HOSTILE

Af liation
GO OD

EV W LA FU L EV W LA FU L EV W LA FU L EV W LA FU L EV IL EV I W LA FU L L EV IL W LA FU L EV IL W LA FU L IL EV IL W LA FU L EV IL W LA FU L IL IL

FRIENDLY HOSTILE

APPEARANCE
MALE

FRIENDS AND FOES


FEMALE

Race Age Eyes De ning Features Height Hair Weight

FRIENDLY HOSTILE

GO

FRIENDLY HOSTILE

GO

Preferred Clothing

FRIENDLY HOSTILE

PERSONALITY
Motivations

FRIENDLY HOSTILE

GO

Fears

FRIENDLY HOSTILE

GO O

Likes

FRIENDLY HOSTILE

GO

Dislikes
FRIENDLY HOSTILE

GO

FRIENDLY HOSTILE

GO

Quirks

OD CH AO TI C

OD CH AO TI C

OD CH T AO IC

D CH AO TI C

OD CH AO TI C

GO

OD CH AO C TI

OD CH AO TI C

OD CH AO TI C

IL

FRIENDLY

EV

IL

EV

IL

FRIENDLY

GO

OD AO CH TI C CH AO TI C CH AO TI C

EV

IL

EV

IL

EV

IL

Name

CHARACTER BACKGROUND

Parents
FRIENDLY

ORIGINS
L FU W LA GO AO CH C TI OD

PARTY INVENTORY
Value Weight

PARTY FUNDS
Copper Silver Gold Platinum Total
Item

Cash
cp sp

, , , , , , ,

, , , , , ,

. . . . . .

, , , , , , , , , pp , gp

Inventory Debts Valuables Other items Total

QUEST ITEMS
Attained Carried by / given to

CONTAINER
Value Weight

CONTAINER
Value Weight

Total Weight Max Weight

lb lb

Total Weight Max Weight

lb lb

NOTES

Total Weight

lb

SPELL BOOK
Level Level Level

School

School

School

Cost School

Cost School

Cost School

Cost School

Cost School

Cost School

Cost School

Cost School

Cost School

Cost School

Cost School

Cost School

Cost School

Cost School

Cost School

Cost School

Cost School

Cost School

Cost School

Cost School

Cost School

Cost School

Cost School

Cost School

Cost School

Cost School

Cost School

Cost

Cost

Cost

SPELL BOOK
Level Level

School

School

Cost

Cost

School

School

Cost

Cost

School

School

Cost

Cost

School

School

Cost

Cost

School

School

Cost

Cost

School

School

Cost

Cost

School

School

Cost

Cost

SPELL BOOK
Level Level Level

School

School

School

School

School

School

School

School

School

School

School

School

School

School

School

School

School

School

School

School

School

School

School

School

School

School

School

School

School

School

School

School

School

School

School

School

School

School

School

School

School

School

School

School

School

School

School

School

School

School

School

School

School

School

FAMILIAR
Creature Name

ANIMAL COMPANION

MOUNT

SUMMONED CREATURE
Age Creature Level

HEALTH
HIT POINTS Wounds hp
Dying Stable Non-lethal Unconcious

HIT DICE

Creature Type
W LA FU L GO O D

Subtype

Weight

Height

hp

hp

lb
MALE

ft

COMBAT
INITIATIVE BONUS
Misc

ATTACKS
Attack Bonus Damage Critical

SKILLS
Ranks Racial, Feats

EV IL

XP

STR DEX CON INT WIS CHA

Base Attack

CH T AO IC

FEMALE

Acrobatics Climb

ABILITIES
Ability Score
Item Bonus

Ability Modi er

Temp Bonus

Escape Artist Fly Perception Sense Motive Stealth Survival Track Swim
Trained

STR DEX CON INT WIS CHA


EQUIPMENT

DEX STR DEX DEX WIS WIS DEX WIS


SURVIVAL

INIT = DEX +
BASE ATTACK
Temp Attack Temp Damage

Range

+
BASIC SPEED Swim Speed ft sq ft sq

+
Fly Speed

ft

sq

ft

sq

Range

Attack Bonus

Damage

Critical

Climb Speed

Burrow Speed

Temp Speed

ft

sq

ft

sq

ft

sq
Size Modi er

ft

sq
Range Misc

COMBAT MANOEUVRES

Attack Bonus

Damage

Critical

STR

COMBAT MANOEUVRE BONUS

ft
Ammo

sq

CMB =

+ STR +

+
Dodge Modi er

#
Base Attack Bonus Size Modi er Misc Morale Bonus

Ability Modi er = (Total Ability Score - 10) 2

COMBAT MANOEUVRE DEFENCE

De ection Modi er

CMD = 10 + STR + DEX +


DEFENCE
ARMOUR CLASS
Armour & Shield

+
Size Modi er Misc

+ BAB +
FORTITUDE SAVE

+
Base Save Misc

+
Temp

SAVING THROWS

TRICKS / FEATS / SPECIAL ABILITIES

AC AC

= 10 + DEX + = 10 / + /

+ + +

FORT = CON +
REFLEX SAVE

+ + +

FLAT-FOOTED ARMOUR CLASS TOUCH ARMOUR CLASS

REF

= DEX +

PORTRAIT

AC AC

= 10 + DEX

WILL SAVE

Temp AC Spell Resistance Damage Reduction

WILL = WIS +
Evasion Endurance

/
COMBAT ABILITIES

EFFECTS

NPC

Class Race
L FU W LA

Level

CR
Misc

HEALTH
HIT POINTS Wounds hp
Dying Stable Non-lethal Unconcious

OD

SKILLS
Skill +3 Ranks

GO

hp

hp

ABILITIES
Ability Score
Item Bonus

Acrobatics Appraise Bluff Climb Diplomacy Disable Device Disguise Escape Artist Fly Handle Animal Heal Intimidate Linguistics Perception Ride Sense Motive Sleight of Hand Spellcraft Stealth Survival

Ability Modi er

Temp Bonus

STR DEX CON INT WIS CHA

STR DEX CON INT WIS CHA


EQUIPMENT

Ability Modi er = (Total Ability Score - 10) 2

Base Attack

Properties

Properties

Swim Use Magical Device

DEX INT CHA STR CHA DEX CHA DEX DEX CHA WIS CHA INT WIS DEX WIS DEX INT DEX WIS STR CHA

MALE

COMBAT
INITIATIVE BONUS
Misc

ATTACKS
Attack Bonus Damage Critical

EV IL

Base Attack

Properties

AO CH C TI

FEMALE

INIT = DEX +
BASE ATTACK
Temp Attack Temp Damage

Range

+
SPEED ft
Swim with Armour

+
Temp Speed

ft

sq

sq

ft
Fly

sq

ft
Climb

sq

Range

Attack Bonus

Damage

Critical

ft

sq

ft

sq

ft

sq

ft

sq
Range

COMBAT MANOEUVRES
COMBAT MANEUVRE BONUS
Size Modi er Misc

Attack Bonus

Damage

Critical

ft
Ammo

sq

CMB =

+ STR +

#
De ection Modi er Misc Morale Bonus

COMBAT MANEUVRE DEFENCE

Size Modi er

CMD = 10 +
ARMOUR CLASS

+ STR + DEX +
Armour & Shield Size Modi er

+
Misc

+
FORTITUDE SAVE
Base Save

+
SAVING THROWS
Misc Temp

DEFENCE

AC AC AC

= 10 + DEX + = 10 / + /

+ + +

FORT = CON +
REFLEX SAVE

+ + +

FLAT-FOOTED ARMOUR CLASS TOUCH ARMOUR CLASS

REF

= DEX +

= 10 + DEX

WILL SAVE

Temp AC Spell Resistance Damage Reduction

WILL = WIS +
Evasion Endurance

INVENTORY

NOTES

AC

/
COMBAT ABILITIES

EFFECTS

3.5e

7 8 9 10 11
Campaign Page

19 20 21 22 23 12 24

31 32 33 34 35 36

TIMELINE

Era

of 6 7 8 9 10 11 12

13 14 15 16 17 18 19 20 21 22 23 24

25 26 27 28 29 30 31 32 33 34 35 36

37 38 39 40 41 42

6 5 4 3 2 1 13 14 15 16 17

18 29 28 27 26 25

30

7 8 9 10 11 12

19 20 21 22 23 24

31 32 33 34 35 36

6 7 8 9 10 11 12

13 14 15 16 17 18 19 20 21 22 23 24

25 26 27 28 29 30 31 32 33 34 35 36

37 38 39 40 41 42

6 5 4 3 2 1 13 14 15 16 17

18 29 28 27 26 25

30

Campaign Era Page

TIMELINE

3.5e

THREAD

of DATE EVENT OTHER EVENTS

DATE

EVENT

THREAD

OTHER EVENTS

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