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CONTENTS

Introduction. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 3

Dragon Magic Dragonfire.Adept. . . . . . . . . . . . . . . . . . . . . . . . 58 Dungeonscape Factotum .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. . 59 Eberron Campaign Setting . Artificer. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 60 Heroes of Horror Archivist. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 61 Dread.Necromancer. . . . . . . . . . . . . . . . . . . . . . 62 Magic of Incarnum Incarnate . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 63 Soulborn. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 64 Totemist. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 65 Psionics Handbook Psion. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .66 Psychic.Warrior. . . . . . . . . . . . . . . . . . . . . . . . . 67 . Soulknife. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 68 Wilder. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .69 Tome of Battle Crusader. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 70 Swordsage. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 71 Warblade . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 72 Blank.Tome.of.Battle. . . . . . . . . . . . . . . . . . . . . 73 Tome of Magic Binder. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 74 Shadowcaster. . . . . . . . . . . . . . . . . . . . . . . . . . . 76 Truenamer. . . . . . . . . . . . . . . . . . . . . . . . . . . . . 77 Generic Extended.Classes. . . . . . . . . . . . . . . . . . . . . . . . 78 Blank.Spellcasters . . . . . . . . . . . . . . . . . . . . . . . 80

CORE PAGES Basic. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 13 Extended. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 15 . Psionic . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 19 Generic. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 22 CLASSES Players Handbook Barbarian . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 23 . Bard. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 25 . Cleric. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 26 Druid . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 27 . Monk. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 29 Paladin. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 30 Ranger. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 31 . . Sorcerer. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 32 Wizard . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 34
Players Handbook 2 . Beguiler. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 36 Dragon.Shaman. . . . . . . . . . . . . . . . . . . . . . . . . 37 Duskblade .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. . 38 Complete Adventurer Ninja. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 39 Spellthief . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 40 Complete Arcane Warlock . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 41 Warmage . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 42 Wu.Jen . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 43 Complete Divine Favoured.Soul. . . . . . . . . . . . . . . . . . . . . . . . . . . 44 Shugenja. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 45 Spirit.Shaman. . . . . . . . . . . . . . . . . . . . . . . . . . . 46 Complete Psionic . Ardent. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 47 Divine.Mind. . . . . . . . . . . . . . . . . . . . . . . . . . . . 48 Lurk .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. . 49 Complete Warrior . Hexblade. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 50 Dragon Compendium Battle.Dancer. . . . . . . . . . . . . . . . . . . . . . . . . . . 51 Death.Master. . . . . . . . . . . . . . . . . . . . . . . . . . . 52 Jester. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 53 Mountebank. . . . . . . . . . . . . . . . . . . . . . . . . . . . 54 Savant. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 55 Shair. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 56 Urban.Druid. . . . . . . . . . . . . . . . . . . . . . . . . . . . 57

SUPPORT PAGES Character.Background. . . . . . . . . . . . . . . . . . . . . . 83 Party.Funds. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 84 . Spell.Book. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 85 . Familiar./.Animal.Companion./. Summoned.Creature. . . . . . . . . . . . . . . . . . . . . . . 88 Psicrystal . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .89 DUNGEON MASTER NPC. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .90 Party.Summary. . . . . . . . . . . . . . . . . . . . . . . . . . . . 91 NPC.Group. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 92
Timelines . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 93 . Maps. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 97

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

for Dungeons & Dragons 3.5

CHARACTER SHEETS

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.for.D&D.3 .5,.each.with. their.own.rules.and.variants,.and.a.one-sizefits-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 . 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 ..There.is.a. choice.here:.you.can.have.the.simpler.version.on. two.sides,.or.the.expanded.version.with.a.separate. sheet.for.armour.and.inventory ..Id.recommend.the. simpler.sheet.for.beginner.players.and.characters. under.level.6,.and.the.expanded.version.thereafter . If.youre.playing.a.psionic.character,.use.the.psionic. version.of.the.core.pages.with.the.relevant.skills. included . 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.tried.to.include.many.of.the.most.requested. classes.from.official.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.Dungeons.&.Dragons. books ..Your.group.should.always.have.a.copy.of.the. core.books.(the.Players.Handbook,.the.Dungeon. Masters.Guide.and.probably.the.Monster.Manual),. along.with.any.books.for.classes.you.wish.to.play .. 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,.CON,.DEX,.INT,.WIS.and.CHA .

COMPATIBILITY
These.sheets.are.for.use.with.the.Dungeons.and. Dragons.3 .5.Edition;.they.arent.made.for.2nd,.3 .o.or.4th. Edition,.or.Pathfinder . However,.many.of.the.classes.and.scenarios.created. for.3 .5.can.be.adapted.for.3 .0.or.Pathfinder,.so. the.sheets.may.be.of.some.use.too ..Combine.the. class-specific.pages.from.this.set.with.any.standard. Pathfinder.character.sheet,.or.use.the.version.of.the. core.page.with.blanked-out.skills . 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 .

. 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. There.are.also.a.number.of.sheets.towards.the.back. with.four.fewer,.the.next.with.four.fewer,.etc ..Add. that.you.may.find.useful.in.running.a.campaign . the.filled.boxes.in.each.row.to.find.the.bonus. . Various.map.grids,.including.hex.and.isometric spells.at.that.level . . Timelines.to.show.the.chronology.of.historical. This.is.your.character.and.these.are.your.character. events.and.plot.points sheets,.so.nobody.can.tell.you.how.to.use.it.-.as.long. . Simplified.character.sheet.for.an.NPC as.you.dont.cheat .

ADAPTING TO YOUR GAME There.are.as.many.versions.of.Dungeons.and. Dragons.as.there.are.groups.playing.it;.and.more. prestige.classes,.house.rules.and.variants.than.I. could.ever.hope.to.encompass.here . Where.possible,.Ive.included.versions.of.the.sheets. that.are.more.generic,.with.space.for.customisation .. This.includes.a.version.of.the.character.information. 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 .

. Party.summary,.useful.for.when.you.need.to.roll. secret.checks.against.a.PCs.scores . . Similar.NPC.group.summary Which.of.these.you.choose.to.make.use.of.is.entirely. up.to.you..theres.no.one.correct.way.to.run.a. campaign .

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 DrWonton Illustrations crazyred Playtesters and suggestions Vangor Bob790 Doctor7 Soruk Darkfire Cedrass PId6 Eldariel qoalabear Cosmicnut Paul Belsey Scorpions__

valadil lsfreak DragonWraith Bakkan Random832 Evil the Cat kosjsjach Thespianus Seracain

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

Open source repository


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

Wizards of the Coast, Inc.


http://www.wizards.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=126909

D&D Doodles
http://dandddoodles.blogspot.com

COPYRIGHT
Dungeons.&.Dragons.and.all.related.trademarks.and. copyrights.remain.the.property.of.Wizards.of.the. Coast.Inc . The.illustrations.were.generously.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 .

IL

Campaign XP

The treasure of Witchs Hill

EV

Race

Jonas Patrick Forsyth


Gnome Small
Skill Ranks Hit Die Size

GO OD

MALE

Player

CHARACTER SHEET

3.5e
W LA FU L

Joe Furst

Name

CHARACTER
FEMALE

CH C TI AO

-1
Level

Size Modi er Level Adjustment

8106

CLASSES

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

ABILITIES
Ability Score
Item Bonus

Ability Modi er

Temp Bonus

Temp Modi er

STR CON DEX INT WIS CHA

8 14 14 12 16 8

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


Track Scribe Scroll

STR CON DEX INT WIS CHA


(Round down)

1 Druid 2 3 4 5
8 /4
= ECL + 3 Untrained Skill Bonus

d8 d d d d

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

0
Effective Character Level

5
Favoured Armour Misc Enemy Check Bonus Penalty

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

SKILLS
1 INT DEX CHA STR 2 CON INT -1 CHA INT CHA DEX INT CHA -1 CHA 3 WIS DEX CHA STR WIS 3 DEX 2 DEX 2 DEX INT WIS DEX INT 1 3 WIS 3 WIS
SURVIVAL

Max Ranks

Appraise Balance Bluff Climb Concentration Decipher Script Diplomacy Disable Device Disguise Escape Artist Forgery Gather Information Handle Animal Heal Hide Intimidate Jump Listen Move Silently Open Lock Ride Search Sense Motive Sleight of Hand Spellcraft Spot Survival Track Swim Tumble Use Magic Device Use Rope Knowledge:
Trained

Racial, Class Skills Ranks Feats, Synergy 1 2 3 4 5

+2 for alchemy

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

1 1

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

5 ranks in Craft: Alchemy gives a +2 bonus to Appraise on alchemic targets

SPECIAL ABILITIES 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

FEATS

5
- Size mod x4 + Size diff x4

1 1 1
+2 racial bonus to Listen 5 ranks in Handle Animal gives a +2 bonus to Ride

8 2 7

3 1 3

4 6 8 8 -1

3 3 5 2

+2 in nature
- 1 per 5lb carried

EXAMPLE Gnome Druid 5 7

Other skills: Craft - INT Perform - CHA

Knowledge - INT Profession - WIS

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

LANGUAGES Common Gnome Druidic Orc

Nature Craft: Alchemy

6 8

STR -1 DEX CHA DEX 1 INT


1

2 2 1

5 ranks in Knowledge: Nature gives a +2 bonus to Survival in a natural environment

5 5

+2 racial bonus to Craft Alchemy

ATTACKS

INITIATIVE
INITIATIVE BONUS
Damage Critical Feats Misc

Masterwork Longbow
Range Type

(small)
Attack Bonus

INIT = DEX + 2 2
SPEED
SPEED

+
Temp Speed

100 ft 20 sq
Ammo

Piercing

+6
Special Ammo

d6

Arrows

# 40
(small)

Speed with Armour

20 ft 4 sq
Swim Speed

20 ft 4 sq
Fly Speed

ft

sq

Masterwork Quarterstaff
Range Type

Climb Speed

Attack Bonus

Damage

Critical

ft

sq

ft

sq

ft

sq

ft

sq Bludgeoning

+3 / +3

d4

2
BASE ATTACK BONUS

BASE ATTACK
MELEE ATTACK RANGED ATTACK

Melee = BAB + STR Ranged = BAB + DEX

Range

Type

Attack Bonus

Damage

Critical

+3
Temp Attack Bonus Morale Bonus

+2
Buffs Nerfs

+5
Power Attack

ft

sq

Range

Type

Attack Bonus

Damage

Critical

+ +

= =

1
Morale Bonus

+
Buffs

Nerfs

Power Attack

ft

sq

Temp Damage Bonus

A level 5 bards inspire courage gives the party a +1 morale bonus

Range

Type

Attack Bonus

Damage

Critical

+1 /kobolds and goblins GRAPPLE


GRAPPLE BONUS
Size Modi er 4 Base Attack Misc

ft
Ammo

sq

# #
SAVES
Base Racial Misc Temp

Special Ammo

# #
-2 HEALTH
Dying

Ammo

Special Ammo

+ -44 + STR + -1
Non-lethal Unconcious

Remember the size modifier, x4! Counting down the hit points as youre injured.

FORTITUDE SAVE

HIT POINTS Wounds

Stable

2 6 FORT = CON +
REFLEX SAVE

4 + 1 + 4 +

+ + +
Trap Sense

+ + +

28 hp

25

21

14 ARMOUR CLASS
Natural Armour

hp
Size Modi er

-2
De ection Modi er

hp

2 REF = DEX + 3
WILL SAVE

ARMOUR CLASS

Armour AC

Shield AC

Misc

3 WILL = WIS + 7
Evasion

18 AC 16 AC

2 = 10 + DEX +

3 3

+ + /

+ + /

-1 -1 -1

+ + +

2 + 2 + 2 +
+4 /giants

+2 racial bonus to saves against illusions

Improved Evasion

Endurance

FLAT-FOOTED ARMOUR CLASS

= 10

+2 /illusions

TOUCH ARMOUR CLASS

Be careful of double negatives on the size modifier!

AC 15
Temp AC

= 10 + DEX 2

Spell Resistance Conditional Modi ers

EFFECTS

AC
Damage Reduction

/
METAMAGIC COMBAT ABILITIES

Many thanks to crazyred for the doodles.

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 Anvil

Weight

ARMOUR

Studded Leather Armour


Properties Type Max Speed Max AC DEX

Head Properties

EQUIPMENT

Light
Check Penalty

20 ft 4 sq
Weight

+5
Armour AC

-1

20 lb 15 % SHIELD

Spell Failure

Face Properties

+3 AC

The random stuff adenturers always pick up.

Properties Check Penalty Weight Spell Failure Shield AC

Neck / Throat Properties

Amulet of Retributive Healing

lb

AC

When healing someone, also recieve healing effects myself


Shoulders Properties

Arms / Wrists Properties

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

Body Properties

Torso Properties

Hands Properties

Waist Properties

Ring

Ring of Protection +2

Feet Properties

Properties

+2 deflection bonus to AC

Ring Properties 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 x 2 0 Flare
Purify Food & Drink Charm Animal Entangle Cure Light Wounds x 2 Beast Claws Bulls Strength Warp Wood Frost Breath
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.

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

EV

Garl Glittergold
Spell Save DC Spells per day

GO CH AO C TI

IL

5 4 3 2

5 3 2 1

WIS WIS - 4 WIS - 8 WIS - 12

Base Bonus Spells + Spells

Cure Moderate Wounds

3
WILD SHAPE

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

Times per day

Times Today

1
Current Shape

The most important bit of the sheet.

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
Age Subtype

SUMMONED CREATURE
9
Weight Creature Level Level Ranks Adjustment

ATTACKS
Hoof (melee)
Range Attack Bonus Damage Critical

INITIATIVE
INITIATIVE BONUS
Misc

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

Sugarmuffin
Creature Type

2 INIT = DEX + +2

War Pony
Size

GO

(Highland)
Size Modi er
FEMALE MALE

450
Height

lb Effective Level

Hit die

ft

sq

+3 / +3

1d3+3
BASIC SPEED

SPEED
Swim Speed Fly Speed Critical

W LA FU L IL EV

OD CH AO TI C

Medium

11 hands

4 d 8
Range Ranks Racial, Feats

XP

SKILLS ABILITIES
Ability Score
Item Bonus

Attack Bonus

Damage

40 ft 8 sq
BASE ATTACK

ft

sq

ft

sq

Balance
Temp Bonus

2 3 2 2 2 5 2 5 0 5 0
Trained

Ability Modi er

Climb Escape Artist Hide Jump Listen Move Silently Search Sense Motive Spot Survival Track Swim

STR CON DEX INT WIS CHA

16 14 14 2 11 4

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

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

EQUIPMENT

2 DEX 3 STR 2 DEX 2 DEX 3 STR 0 WIS 2 DEX 5 INT 0 WIS 0 WIS 0 WIS
SURVIVAL

ft

sq

BASE ATTACK
Temp Attack Temp Damage

+1
Range Attack Bonus Damage Critical

+
GRAPPLE

ft

sq
Size Modi er

ft

sq

+4

Base Attack

Range

Attack Bonus

Damage

Critical

GRAPPLE BONUS

Misc

3 + STR + x04 +
Non-lethal Unconcious

HEALTH
HIT POINTS Wounds
Dying Stable

26 hp

22

21
Misc

15
Temp

hp

hp
Size Modi er Misc Modi er

SAVES
FORTITUDE SAVE
5 2 FORT = CON +
Base Save

ARMOUR CLASS
ARMOUR CLASS
Natural Armour

3 STR

3 3

+ + +

15 AC

1 = 10 + DEX +

4 4

+ + +

REFLEX SAVE
4 REF 1 = DEX +

FLAT-FOOTED ARMOUR CLASS

AC 14
11 AC
Temp AC

= 10

/ +

FEATS PORTRAIT
Endurance Evasion

WILL SAVE
0 0 WILL = WIS + Endurance, Evasion

TOUCH ARMOUR CLASS

1 = 10 + DEX

/ /

Spell Resistance Damage Reduction

EFFECTS

AC
Low light vision Scent Link Share Spells Bonus tricks: Work, Track

SPECIAL ABILITIES

11

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

Dont forget the size modifier.

WILD SHAPE
Creature Type

Druid Level

5
Bite
Range Size Modi er

ATTACKS
Attack Bonus Damage Critical

WILD SHAPE
Creature Type

Druid Level

5
Claws
Range

ATTACKS
Attack Bonus Damage Critical

Wolf
Size

Brown Bear
Size

ft

sq

+3

1d6+1

Large

+1

Size Modi er

ft

sq

+11

1d8+8

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

ABILITIES
Ability Score
Item Bonus Temp Bonus

Ability Modi er

Trip
Range

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


Attack Bonus Damage Critical

ABILITIES
Ability Score
Item Bonus Temp Bonus

Ability Modi er

Improved Grab
Range

Hit with claws, then start grappling as a free action


Damage Critical

Attack Bonus

STR CON DEX

13 15 15

STR +1
+2 CON +2 DEX
COMBAT
Range

ft

sq

+1 to trip

STR CON
Damage Critical

27 19 13

STR +8
+4 CON +1 DEX
COMBAT
Range

ft

sq

Attack Bonus

DEX

Attack Bonus

Damage

Critical

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

ft

sq

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

ft

sq

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

Misc

Initiative Range Temp Speed Attack Bonus Damage Critical

INITIATIVE BONUS

Misc

Initiative Range Temp Speed Attack Bonus Damage Critical

2 INIT
SPEED

2 DEX +

1 INIT =
SPEED

1 DEX +

ft

sq

ft

sq

50 ft 10sq
GRAPPLE BONUS
Base Attack

ft
Size Modi er x4

sq
Misc

ARMOUR CLASS
ARMOUR CLASS
Natural Armour Size Modi er Misc Modi er

40 ft 8 sq
GRAPPLE BONUS
Base Attack

ft
Size Modi er x4

sq
Misc

ARMOUR CLASS
ARMOUR CLASS
Natural Armour Size Modi er Misc Modi er

4
Base saves are the same as your basic form, but the abilities CON and DEX are different. Will save is unaffected by Wild Shape.

1 + STR + x 4 +

14 AC 12 AC 12 AC
Temp AC

2 = 10 + DEX +

2 2

+ + +

FLAT-FOOTED ARMOUR CLASS


Temp

11

8 + STR + x 4 +

15 AC 14 AC 10 AC
Temp AC

1 = 10 + DEX +

5 5

1 1 1

+ + +

FLAT-FOOTED ARMOUR CLASS


Temp

SAVES
FORTITUDE SAVE REFLEX SAVE
Base Misc

= 10

/ +

SAVES
FORTITUDE SAVE
4 8 FORT =CON +
Base Misc

= 10

/ +

TOUCH ARMOUR CLASS

TOUCH ARMOUR CLASS

6 2 FORT =CON + 4

+ +

2 = 10 + DEX

/ /

4 1

+ +

1 = 10 + DEX

/ /

Spell Resistance Damage Reduction

REFLEX SAVE

Spell Resistance Damage Reduction

REF 3

2 = DEX +

AC
Low-light vision Scent Track (+4)

REF 2

1 = DEX +

AC
Low-light vision Scent Endurance Run Track +4 Swim

PORTRAIT

SPECIAL ABILITIES

PORTRAIT

SPECIAL ABILITIES

The most important bit: the picture.

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

12

XP

EV

IL

Campaign

GO

Race

Size Skill Ranks Hit Die Level

MALE

Player

CHARACTER SHEET

3.5e
L FU W LA OD

Name

CHARACTER
FEMALE

CLASSES

ABILITIES
Ability Score
Item Bonus

Ability Modi er

Temp Bonus

Temp Modi er

STR CON DEX INT WIS CHA

STR CON DEX INT WIS CHA


INVENTORY
Value

STR CON DEX INT WIS CHA


(Round down) Weight

1 2 3 4 5
Max Ranks

Appraise Balance Bluff Climb Concentration Decipher Script Diplomacy Disable Device Disguise Escape Artist Forgery Gather Information Handle Animal Heal Hide Intimidate Jump Listen Move Silently Open Lock Ride Search Sense Motive Sleight of Hand Spellcraft Spot Survival Track Swim Tumble Use Magic Device Use Rope Knowledge:
Trained

AO CH C TI

Size Modi er Level Adjustment

d d d d d SKILLS /
= ECL + 3 Untrained Skill Bonus Racial, Class Skills Ranks Feats, Synergy 1 2 3 4 5

Effective Character Level

Favoured Armour Misc Enemy Check Bonus Penalty

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

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

- Size mod x4 + Size diff x4

Carried Items Weapons, Ammo, Scrolls, Potions Armour, Shield, Protective Items Total Weight
Light Load Medium Load Heavy Load Max Load

lb lb lb lb lb lb

lb

lb

STR DEX CHA DEX INT

- 1 per 5lb carried

MONEY
, , , , , , , , pp . , gp sp cp

LANGUAGES

Other skills: Craft - INT Perform - CHA

Knowledge - INT Profession - WIS

ATTACKS
Range Type Attack Bonus Damage Critical

INITIATIVE
INITIATIVE BONUS
Feats Misc

INIT = DEX +
SPEED
SPEED ft sq

+
Temp Speed

ft
Ammo

sq

Special Ammo

#
Damage Critical

Speed with Armour

ft

sq

ft

sq

Range

Type

Attack Bonus

BASE ATTACK
BASE ATTACK BONUS
Temp Attack Temp Damage Bonus Bonus

ft

sq

d
Attack Bonus Damage

Critical

Range

Type

ft

sq

GRAPPLE BONUS

GRAPPLE
Size Modi er 4 Base Attack Misc

Range

Type

Attack Bonus

Damage

Critical

ft

sq

d SAVES
Base Racial Misc Temp

HEALTH
Dying

+ 4 + STR +
Non-lethal Unconcious

FORTITUDE SAVE

HIT POINTS Wounds hp

Stable

FORT REF WILL

= CON + = DEX + = WIS +


Improved Evasion

+ + +

+ + +
Trap Sense

+ + +

hp

hp
De ection Modi er

REFLEX SAVE WILL SAVE


Evasion Endurance

ARMOUR CLASS
ARMOUR CLASS
Armour AC Shield AC Natural Armour Size Modi er Misc

AC AC AC
Temp AC

= 10 + DEX + = 10 / + /

+ + /

+ + /

+ + +

+ + +
Conditional Modi ers

FLAT-FOOTED ARMOUR CLASS

TOUCH ARMOUR CLASS

ARMOUR
Type Max Speed Max AC DEX

= 10 + DEX

Spell Resistance Damage Reduction

AC
EFFECTS COMBAT ABILITIES

ft
Check Penalty Spell Failure Weight

sq
Armour AC

lb

SHIELD
Check Penalty Spell Failure Weight

+ +

Shield AC

+
Head Properties Throat Properties Body Properties Arms Properties Hands Properties Ring Properties

lb

EQUIPMENT

FEATS

SPECIAL ABILITIES

XP

EV

IL

Campaign

GO

Race

Size Skill Ranks Hit Die Level

MALE

Player

CHARACTER SHEET

3.5e
L FU W LA OD

Name

CHARACTER
FEMALE

CLASSES

ABILITIES
Ability Score
Item Bonus

Ability Modi er

Temp Bonus

Temp Modi er

STR CON DEX INT WIS CHA SPECIAL ABILITIES

STR CON DEX INT WIS CHA

STR CON DEX INT WIS CHA


(Round down)

1 2 3 4 5
Max Ranks

Appraise Balance Bluff Climb Concentration Decipher Script Diplomacy Disable Device Disguise Escape Artist Forgery Gather Information Handle Animal Heal Hide Intimidate Jump Listen Move Silently Open Lock Ride Search Sense Motive Sleight of Hand Spellcraft Spot Survival Track Swim Tumble Use Magic Device Use Rope Knowledge:
Trained

AO CH C TI

Size Modi er Level Adjustment

d d d d d SKILLS /
= ECL + 3 Untrained Skill Bonus Racial, Class Skills Ranks Feats, Synergy 1 2 3 4 5

Effective Character Level

Favoured Armour Misc Enemy Check Bonus Penalty

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

FEATS

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

- Size mod x4 + Size diff x4

STR DEX CHA DEX INT

- 1 per 5lb carried

LANGUAGES

Other skills: Craft - INT Perform - CHA

Knowledge - INT Profession - WIS

ATTACKS
Attack Bonus Damage Critical

INITIATIVE
INITIATIVE BONUS
Feats Misc

Range

Type

INIT = DEX +
SPEED
SPEED ft sq

+
Temp Speed

ft
Ammo

sq

Special Ammo

Speed with Armour

ft
Fly Speed

sq

ft

sq

Swim Speed Range Type Attack Bonus Damage Critical

Climb Speed

ft

sq

ft

sq

ft

sq

ft

sq

BASE ATTACK BONUS

BASE ATTACK
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

Range

Type

Attack Bonus

Damage

Critical

ft
Ammo

sq

# #
SAVES
Base Racial Misc Temp

Special Ammo

#
GRAPPLE BONUS

GRAPPLE
Size Modi er 4 Base Attack Misc

Ammo

Special Ammo

#
HEALTH
Dying

+ 4 + STR +
Non-lethal Unconcious

FORTITUDE SAVE

HIT POINTS Wounds hp

Stable

FORT REF WILL

= CON + = DEX + = WIS +


Improved Evasion

+ + +

+ + +
Trap Sense

+ + +

hp

hp
De ection Modi er

REFLEX SAVE WILL SAVE


Evasion Endurance

ARMOUR CLASS
ARMOUR CLASS
Armour AC Shield AC Natural Armour Size Modi er Misc

AC AC AC
Temp AC

= 10 + DEX + = 10 / + /

+ + /

+ + /

+ + +

+ + +

FLAT-FOOTED ARMOUR CLASS

TOUCH ARMOUR CLASS

= 10 + DEX

Spell Resistance Conditional Modi ers

EFFECTS

AC
Damage Reduction

/
METAMAGIC COMBAT ABILITIES

INVENTORY

Value

Weight Properties Type

ARMOUR

Head Properties

EQUIPMENT

Max Speed

Max AC DEX Face Properties

ft
Check Penalty Weight

sq
Armour AC

Spell Failure

lb

SHIELD
Properties Check Penalty Weight Spell Failure

AC

Neck / Throat Properties

Shield AC

lb

AC
Shoulders Properties

Arms / Wrists Properties

Body Properties

Torso Properties Light Load

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

lb lb lb lb lb lb
Properties Properties Hands Properties Waist Properties

lb
Medium Load

lb
Heavy Load

lb
Max Load

lb

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

Properties

Properties

SCROLLS

POTIONS

WANDS
CHARGES CHARGES CHARGES CHARGES

# # # #

INVENTORY

Value

Weight Properties Type

ARMOUR

Head Properties

EQUIPMENT

Max Speed

Max AC DEX Face Properties

ft
Check Penalty Weight

sq
Armour AC

Spell Failure

lb

SHIELD
Properties Check Penalty Weight Spell Failure

AC

Neck / Throat Properties

Shield AC

lb

AC
Shoulders Properties

Arms / Wrists Properties

Body Properties

Torso Properties

Hands Properties

Waist Properties

Ring Properties

Feet Properties

Ring Properties 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

XP

EV

IL

Campaign

GO

Race

Size Skill Ranks Hit Die Level

MALE

Player

CHARACTER SHEET

3.5e
L FU W LA OD

Name

CHARACTER
FEMALE

CLASSES

ABILITIES
Ability Score
Item Bonus

Ability Modi er

Temp Bonus

Temp Modi er

STR CON DEX INT WIS CHA SPECIAL ABILITIES

STR CON DEX INT WIS CHA

STR CON DEX INT WIS CHA


(Round down)

1 2 3 4 5
Max Ranks

Appraise Autohypnosis Balance Bluff Climb Concentration Decipher Script Diplomacy Disable Device Disguise Escape Artist Forgery Gather Information Handle Animal Heal Hide Intimidate Jump Listen Move Silently Open Lock Psicraft Ride Search Sense Motive Sleight of Hand Spellcraft Spot Survival Track Swim Tumble Use Magic Device Use Psionic Device Use Rope Knowledge: Psionics
Trained

AO CH C TI

Size Modi er Level Adjustment

d d d d d SKILLS /
= ECL + 3 Untrained Skill Bonus Racial, Class Skills Ranks Feats, Synergy 1 2 3 4 5

Effective Character Level

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

FEATS

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

Favoured Armour Misc Enemy Check Bonus Penalty

- Size mod x4 + Size diff x4

LANGUAGES

STR DEX CHA CHA DEX INT

- 1 per 5lb carried

Other skills: Craft - INT Perform - CHA

Knowledge - INT Profession - WIS

ATTACKS
Attack Bonus Damage Critical

INITIATIVE
INITIATIVE BONUS
Feats Misc

Range

Type

INIT = DEX +
SPEED
SPEED ft sq

+
Temp Speed

ft
Ammo

sq

Special Ammo

Speed with Armour

ft
Fly Speed

sq

ft

sq

Swim Speed Range Type Attack Bonus Damage Critical

Cimb Speed

ft

sq

ft

sq

ft

sq

ft

sq

x
BASE ATTACK BONUS

BASE ATTACK
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

Range

Type

Attack Bonus

Damage

Critical

ft
Ammo

sq

# #
SAVES
Base Racial Misc Temp

Special Ammo

#
GRAPPLE BONUS

GRAPPLE
Size Modi er x4 Base Attack Misc

Ammo

Special Ammo

#
HEALTH
Dying

+ x 4 + STR +
Non-lethal Unconcious

FORTITUDE SAVE

HIT POINTS Wounds hp

Stable

FORT REF WILL

= CON + = DEX + = WIS +


Improved Evasion

+ + +

+ + +
Trap Sense

+ + +

hp

hp
De ection Modi er

REFLEX SAVE WILL SAVE


Evasion Endurance

ARMOUR CLASS
ARMOUR CLASS
Armour AC Shield AC Natural Armour Size Modi er Misc

AC AC AC
Temp AC

= 10 + DEX + = 10 / + /

+ + /

+ + /

+ + +

+ + +

FLAT-FOOTED ARMOUR CLASS

TOUCH ARMOUR CLASS

EFFECTS

= 10 + DEX

Spell Resistance Conditional Modi ers

AC
Damage Reduction

/
METAPSIONICS COMBAT ABILITIES

INVENTORY

Value

Weight Properties Type

ARMOUR

Head Properties

EQUIPMENT

Max Speed

Max AC DEX Face Properties

ft
Check Penalty Weight

sq
Armour AC

Spell Failure

lb

SHIELD
Properties Check Penalty Weight Spell Failure

AC

Neck / Throat Properties

Shield AC

lb

AC
Shoulders Properties

Arms / Wrists Properties

Body Properties

Torso Properties

Light Load

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

lb lb lb lb lb lb
Hands Properties Waist Properties

lb
Medium Load

lb
Heavy Load

lb
Max Load

lb

POWER STONES 1 2 3 4 5 6 7 8 9 10 11 12 13

TATTOOS

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

WANDS
CHARGES CHARGES

# # # #

14 15 16 17 18 19 20

CHARGES

CHARGES

XP

EV

IL

Campaign

GO

Race

Size Skill Ranks Hit Die Level

MALE

Player

CHARACTER SHEET

3.5e
L FU W LA OD

Name

CHARACTER
FEMALE

CLASSES

ABILITIES
Ability Score
Item Bonus

Ability Modi er

Temp Bonus

Temp Modi er

STR CON DEX INT WIS CHA FEATS

STR CON DEX INT WIS CHA

STR CON DEX INT WIS CHA


(Round down)

1 2 3 4 5
Max Ranks

AO CH C TI

Size Modi er Level Adjustment

d d d d d SKILLS /
= ECL + 3 Untrained Skill Bonus Racial, Class Skills Ranks Feats, Synergy 1 2 3 4 5 Misc

Effective Character Level

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

SPECIAL ABILITIES

LANGUAGES

Other skills: Craft - INT Perform - CHA

Knowledge - INT Profession - WIS

XP

EV

IL

Campaign

GO

Race

Size Skill Ranks Hit Die Level

MALE

Player

CHARACTER SHEET

3.5e
L FU W LA OD

Name

CHARACTER
FEMALE

CLASSES

ABILITIES
Ability Score
Item Bonus

Ability Modi er

RAGE! Modier

Fatigue Modier

STR CON DEX INT WIS CHA

+ CON +
STR DEX INT WIS CHA

1 Barbarian 2 3 4 5
/
= ECL + 3 Untrained Skill Bonus

Max Ranks

Appraise Balance
(Round down)

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

Bluff Climb Concentration Decipher Script Diplomacy Disable Device Disguise Escape Artist Forgery Gather Information Handle Animal Heal Hide Intimidate Jump Listen Move Silently Open Lock Ride Search Sense Motive Sleight of Hand Spellcraft Spot Survival Track Swim Tumble Use Magic Device Use Rope Knowledge:
Trained

AO CH C TI

Size Modi er Level Adjustment

d d d d d SKILLS
Racial, Class Skills Ranks Feats, Synergy 1 2 3 4 5

Effective Character Level

BARBARIAN

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

Fast Movement Illiteracy RAGE! 1/day

Uncanny Dodge Trap Sense +1 Rage 2/day Improved Uncanny Dodge Trap Sense +2 Damage Reduction 1/ Rage 3/day Trap Sense +3 Damage Reduction 2/ Greater RAGE!

{ { {

Rage 4/day Trap Sense +4

Damage Reduction 3/ Indomitable Will Trap Sense +5 Rage 5/day Damage Reduction 4/

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

Forbidden Armour Misc During Check RAGE! Penalty

- Size mod x4 + Size diff x4

Tireless RAGE! Trap Sense +6 Damage Reduction 5/ Mighty RAGE! Rage 6/day

STR DEX CHA DEX INT

x2

NOTES

LANGUAGES

Other skills: Craft - INT Perform - CHA

Knowledge - INT Profession - WIS

ATTACKS
Attack Bonus Damage Critical

INITIATIVE
INITIATIVE BONUS
Feats Misc

Range

Type

INIT = DEX +
SPEED
SPEED ft sq

+
Temp Speed

ft
Ammo

sq

Special Ammo

Speed with Armour

ft

sq

ft

sq

Range

Type

Attack Bonus

Damage

Critical

+ 10 to speed unless wearing heavy armour

Swim Speed

Fly Speed

ft

sq

ft

sq

ft

sq

x
BASE ATTACK BONUS

BASE ATTACK
MELEE ATTACK RANGED ATTACK

Range

Type

Attack Bonus

Damage

Critical

ft

sq

Temp Attack Bonus

Buffs

Nerfs

Range

Type

Attack Bonus

Damage

Critical

+ +

RAGE!

Fatigued

=
Buffs

Nerfs

+
RAGE!

Fatigued

ft

sq

Temp Damage Bonus

Range

Type

Attack Bonus

Damage

Critical

ft
Ammo

sq

# #
RAGE! Today Temporary Hit Points

Special Ammo

#
GRAPPLE BONUS

GRAPPLE
Size Modi er x4 Base Attack Misc

Ammo

Special Ammo

#
HEALTH
Dying Stable

+ x 4 + STR +
Unconcious

RAGE! PER DAY

RAGE!

Total Level

CON Increase

HIT POINTS Wounds hp

Non-lethal

RAGE!

+
RAGE! DURATION

hp

(Use adjusted CON)

hp

hp
Size Modi er De ection Modi er

hp

ARMOUR CLASS
ARMOUR CLASS
Armour AC Shield AC Natural Armour Misc

rds
RAGE!

= CON + 3

+4 Strength +4 Constitution +2 Will -2 AC

AC AC AC
Temp AC

= 10 + DEX + = 10 / + /

+ + /

+ + /

+ + +

+ + +
Conditional Modi ers

Mighty RAGE! +8 Strength +8 Constitution +4 Will -2 AC Fatigued -2 Strength -2 Dexterity

Greater RAGE! +6 Strength +6 Constitution +3 Will -2 AC Cant charge or run

FLAT-FOOTED ARMOUR CLASS

TOUCH ARMOUR CLASS

SAVES
FORTITUDE SAVE
Base Misc Temp

RAGE!

= 10 + DEX
Spell Resistance

FORT REF WILL

= CON + = DEX + = WIS +

+ + +
Improved Evasion Imdomitable Will

+ + +
Trap Sense

+
Fatigued

Uncanny Dodge

Improved Uncanny Dodge

REFLEX SAVE WILL SAVE


Evasion Endurance

AC -2 /
AC Penalty

RAGE!

RAGE!

Damage Reduction

FEATS

EFFECTS

SPECIAL ABILITIES RAGE!

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

ARCANE SPELL FAILURE THRESHOLD

Bards can wear light armour without risking spell failure.

BARDIC KNOWLEDGE
BARDIC KNOWLEDGE BONUS
Bard Level Misc

= INT +
BARD
Bard Level Perform Ranks

1 3 6 9 12 15 18

3 6 9 12 15 18 21

Inspire Courage Countersong Fascinate

Courage Bonus

5 6

Inspire Competence Suggestion Inspire Greatness Song of Freedom Inspire Heroics Mass Suggestion Number of Affected Allies Number of Affected Allies

FASCINATE
AUDIENCE MAX FASCINATED

Bard Level

+1 3

WANDS
CHARGES

SCROLLS

POTIONS

# # # # #

CHARGES

CHARGES

CHARGES

CHARGES

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 Power

DOMAINS

Domain Granted Power 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
Domain Spell Evil Cleric Rebuke, Halt, Awe, Control, Dispel Turning and Bolster Undead Misc Today
L

TURN / REBUKE UNDEAD


OD

Good Cleric Turn, Halt, Rout and Destroy Undead

8
Domain Spell

GO

TURNS / REBUKES PER DAY

EV IL

}
FU

W LA

= 3 + CHA +

CH

}
T AO IC

9
SCROLLS POTIONS

1 2 3 4

TURNING CHECK

Synergy

= d20 + CHA +
TO TURN CREATURE MAX HIT DICE

( Turning 3 ) + Check
Cleric Level

Cleric Level

-4

TO DESTROY CREATURE MAX HIT DICE

(Round down) Cleric Level

CREATURES AFFECTED TOTAL HIT DICE

= 2d6 + CHA +

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
WIS WIS - 4 WIS - 8 WIS - 12

GO AO CH C TI

Spell Save DC

Spells per day

Base Bonus Spells + Spells

3
WILD SHAPE

Times per day

Times Today

Current Shape

7 8
WANDS
CHARGES

9
SCROLLS POTIONS

# # # # #

CHARGES

CHARGES

CHARGES

CHARGES

WILD SHAPE
Creature Type Size

Druid Level

ATTACKS
Attack Bonus Damage Critical

WILD SHAPE
Creature Type Size

Druid Level

ATTACKS
Attack Bonus Damage Critical

Range Size Modi er

Range Size Modi er

ft

sq

ft

sq

ABILITIES
Ability Score
Item Bonus Temp Bonus

ABILITIES
Ability Modi er Range Attack Bonus Damage Critical Ability Score
Item Bonus Temp Bonus

Ability Modi er

Range

Attack Bonus

Damage

Critical

STR CON DEX COMBAT


INITIATIVE BONUS
Misc

STR CON DEX


Initiative Range Temp Speed Range

ft

sq

STR CON
Attack Bonus Damage Critical

STR CON DEX


COMBAT
Misc Initiative Range Temp Speed Range

ft

sq

DEX

Attack Bonus

Damage

Critical

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

ft

sq

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

ft

sq

INITIATIVE BONUS
Attack Bonus Damage Critical

INIT = DEX +
SPEED ft sq
Base Attack

INIT = DEX +
SPEED ft sq
Base Attack

Attack Bonus

Damage

Critical

ft

sq

ft

sq

ft
Size Modi er x4

sq
Misc

ARMOUR CLASS
ARMOUR CLASS
Natural Armour Size Modi er Misc Modi er

ft
Size Modi er x4

sq
Misc

ARMOUR CLASS
ARMOUR CLASS
Natural Armour Size Modi er Misc Modi er

GRAPPLE BONUS

+ STR + x 4 +
SAVES
Base Misc Temp

AC AC AC
Temp AC

= 10 + DEX + = 10 / + / /

+ + +

GRAPPLE BONUS

FLAT-FOOTED ARMOUR CLASS TOUCH ARMOUR CLASS

+ STR + x 4 +
SAVES
Base Misc Temp

AC AC AC
Temp AC

= 10 + DEX + = 10 / + / /

+ + +

FLAT-FOOTED ARMOUR CLASS TOUCH ARMOUR CLASS

FORTITUDE SAVE

FORT =CON +
REFLEX SAVE

+ +

= 10 + DEX

FORTITUDE SAVE

FORT =CON +
REFLEX SAVE

+ +

= 10 + DEX

Spell Resistance Damage Reduction

Spell Resistance Damage Reduction

REF

= DEX +

AC

REF

= DEX +

AC

PORTRAIT

SPECIAL ABILITIES

PORTRAIT

SPECIAL ABILITIES

MONK
FLURRY OF BLOWS
FLURRY ATTACK BONUS

Monk Level

MONK
Monk Level

1 2

{ {

Flurry of Blows Unarmed Strike

Use a full attack action for more attacks Treat hands as weapons Avoid all damage on successful re ex +2 to saves against enchantments Treat unarmed attacks as magic weapons Reduce effective falling height using wall Immune to all diseases

Evasion Still Mind Ki Strike (magic) Slow Fall 20 ft

WHOLENESS OF BODY
HEALING POINTS Monk Level PER DAY

3 4

2
Points Healed

5 6 7 8
hp

Purity of Body Slow Fall 30 ft Wholeness of Body Slow Fall 40 ft Improved Evasion

Heal wounds

9 10

Take only half damage even on failed re ex Treat unarmed attacks as lawful weapons Immune to all poisons Use dimension door once per day

ABUNDANT STEP
CASTER LEVEL
Monk Level

=
SPELL RESISTANCE

2
Monk Level

(Round down)

11 12 13 14 15 16 17 18

DIAMOND SOUL

= 10 +
QUIVERING PALM
QUIVER DAYS
Monk Level

{ { { { { {

Ki Strike (lawful) Slow Fall 50 ft Diamond Body Greater Flurry Abundant Step Slow Fall 60 ft

Diamond Soul Slow Fall 70 ft Quivering Palm Ki Strike (adamantine) Slow Fall 80 ft Timeless Body Tongue of the Sun and Moon

Spell resistance

=
SAVE DC
Monk Level

Delayed death by days equal to monk level, once a week Treat unarmed attacks as adamantine weapons No age penalties or arti cial aging Speak with any living creature

= 10 + (
Monk Level

2 ) + WIS
Rounds Today

EMPTY BODY
ETHERIAL ROUNDS rds

Slow Fall 90 ft Empty Body Perfect Self Slow Fall any distance Assume ethereal state Treated as outsider

19 20

=
PERFECT SELF

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

PALADIN
Paladin Level

Paladin Level

GO

OD

SPECIAL MOUNT
Name Mount Type
L FU W LA GO OD

L FU W LA EV IL

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

EV

IL

TURNS PER DAY

1 2 3 4

CHARGES

CHARGES

CHARGES

CHARGES

CHARGES

AO CH C TI

2 = Caster Level
AO CH

DEITY

Summoned Mount Today

PREPARED SPELLS

C TI

1 2

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

TURN UNDEAD
Misc Today

3 4
Misc

= 3 + CHA +
TURNING CHECK

= d20 + CHA +
TO TURN CREATURE MAX HIT DICE

SMITE EVIL
SMITINGS PER DAY
Smitings Today

( Turning 3 )+ Check
Paladin Level

Paladin Level

-7

TO DESTROY CREATURE MAX HIT DICE

SMITING ATTACK BONUS

Weapon Attack Bonus

- 3 ) 2

=
SMITING DAMAGE BONUS
Weapon Damage Bonus Paladin Level

+ CHA

Round down

CREATURES AFFECTED TOTAL HIT DICE

Paladin Level

= 2d6 + CHA +

-3

= +

+
LAY ON HANDS
Paladin Level

HEALING POINTS PER DAY hp

CHA

)+

Misc

Healing Points

hp

WANDS

SCROLLS

POTIONS

# # # # #

RANGER
Level Bonus

Ranger Level

PREPARED SPELLS

Ranger Level

2 = Caster Level
Favoured Enemy Bonus 2 4 6 8 10 12

1 2 3 4

FAVOURED ENEMIES
FAVOURED ENEMY

WILD EMPATHY
WILD EMPATHY BONUS
Ranger Level Misc

= CHA +
SPELLS
From Level 4 Spell Save DC Spells per day =

Bonus Spells Base + WIS Spells

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

WANDS
CHARGES

# # # # #

SCROLLS

POTIONS

CHARGES

CHARGES

CHARGES

CHARGES

SORCERER
SPELLS
0 1 2 3 4 5 6 7 8 9
Spell Save DC = 10 + CHA + Spell Level Spells Known Spell Save DC Spells per day =

Caster Level Level Bonus

PREPARED SPELLS KNOWN SPELLS

CHA CHA - 4 CHA - 8 CHA - 12

Base Bonus Spells + Spells

ARCANE SPELL FAILURE THRESHOLD

% SCROLLS

POTIONS

WANDS
CHARGES

# # # #

CHARGES

CHARGES

CHARGES

METAMAGIC SPECIALIST SPELLS


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

SORCERER

Caster Level Level Bonus

PREPARED SPELLS KNOWN SPELLS

CHA CHA - 4 CHA - 8 CHA - 12

Base Bonus Spells + Spells

ARCANE SPELL FAILURE THRESHOLD

% INSTANT METAMAGIC
INSTANT METAMAGIC USES PER DAY
Misc Uses Today

= 3 + INT +
SCROLLS

5
POTIONS

7
WANDS
CHARGES

# # #

CHARGES

CHARGES

WIZARD
SPELL SCHOOLS
SPECIALITY SCHOOL

Caster Level Level Bonus

PREPARED SPELLS PREPARED SPELLS

0
Speciality Spell

PROHIBITED SCHOOLS

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

Spell Save DC

Spells per day

Base Specialist Bonus + + Spells Spell Spells

Speciality Spell

ARCANE SPELL FAILURE THRESHOLD

Speciality Spell

SCROLLS

Speciality Spell

5
POTIONS
Speciality Spell

6
Speciality Spell

7
WANDS
Speciality Spell
CHARGES

# # #
Speciality Spell

CHARGES

9
CHARGES

WIZARD
FOCUSED SPECIALIST

Caster Level Level Bonus

PREPARED SPELLS PREPARED SPELLS

0
Speciality Spell Speciality Spell Speciality Spell

SPELL SCHOOLS
SPECIALITY SCHOOL PROHIBITED SCHOOLS

SPELLS
INT INT - 4 INT - 8 INT - 12

Speciality Spell Speciality Spell Speciality Spell

Spell Save DC

Spells per day

Base Specialist Bonus + + Spells Spells Spells

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

Speciality Spell Speciality Spell Speciality Spell

Speciality Spell Speciality Spell Speciality Spell

ARCANE SPELL FAILURE THRESHOLD

SCROLLS

Speciality Spell Speciality Spell Speciality Spell

Speciality Spell

POTIONS

Speciality Spell Speciality Spell

Speciality Spell Speciality Spell Speciality Spell

WANDS
Speciality Spell
CHARGES

# # #

Speciality Spell Speciality Spell

CHARGES

Speciality Spell Speciality Spell Speciality Spell

CHARGES

BEGUILER
SPELLS
0 1 2 3 4 5 6 7 8 9
ARCANE SPELL FAILURE THRESHOLD
Spell Save DC Spells per day = Base Spells

Caster Level Level Bonus

PREPARED SPELLS KNOWN SPELLS

+
Bonus Spells

Dancing Lights Message

Daze Open / Close

Detect Magic Read Magic

Ghost Sound

INT INT - 4 INT - 8 INT - 12

Charm Person Colour Spray Disguise Self Expeditious Retreat Obscuring Mist Rouse Undetectable Alignment

Comprehend Languages Detect Secret Doors Hypnotism Mage Armour Silent Image Sleep Whelm

Blinding Colour Surge Fog Cloud Knock See Invisibility Touch of Idiocy

Blur Glitterdust Minor Image Silence Vertigo

Daze Monster Hypnotic Pattern Mirror Image Spider Climb Whelming Blast

Detect Thoughts Invisibility Misdirection Stay the Hand

Beguilers can wear light armour without risk of spell failure

CLOAKED CASTING
Spell Save DC

= 10 + INT +

Spell Level

Cloaked Casting Bonus

Arcane Sight Deep Slumber Halt Inevitable Defeat Nondetection Zone of Silence

Clairaudience / Clairvoyance Dispel Magic Displacement Haste Hesitate Invisibility Sphere Legion of Sentinals Slow Suggestion

Crown of Veils Glibness Hold Person Major Image Vertigo Field

SPELL DC BONUS

From Level 8: From Level 20:

+2 to overcome Spell Resistance Always overcome Spell Resistance

Charm Monster Greater Invisibility Phantom Battle

Confusion Crushing Despair Greater Mirror Image Locate Creature Rainbow Pattern Solid Fog

Freedom of Movement Mass Whelm

Break Enchantment Hold Monster Seeming

Dominate Person Incite Riot Sending

Feeblemind Mind Fog Swift Etherealness

Friend to Foe Rarys Telepathic Bond

6 7
WANDS
CHARGES

Greater Dispel Magic Mass Suggestion Repulsion Shadow Walk

Mislead True Seeing

Overwhelm Veil

Ethereal Jaunt Phase Door Demand Power Word Stun Dominate Monster Power Word Kill

Greater Arcane Sight Mass Hold Person Power Word Blind Project Image Discern Location Mind Blank Scintillating Pattern Screen Etherealness Time Stop Foresight

Mass Invisibility Spell Turning Moment of Prescience

8 9

# # # # #

Mass Hold Monster

CHARGES

CHARGES

CHARGES

CHARGES

SCROLLS

POTIONS

Copper

Bronze

Green

AURAS KNOWN

Auras Known Energy Shield Power Presence Resistance Senses Toughness Vigour DRAGON MAGIC Energy Insight Power Resolve Stamina 5

Acid Fire Other:

GO

Electricity Cold

Alignment
L FU W LA OD

PLAYERS HANDOOK 2 Water Breathing 2


pts returned energy damage (when hit in mele) Mele damage Bluff, Diplomacy, Intimidate Resistance to selected energy type Listen, Spot, Initiative Damage reduction /magic
From Level 3: Activate ability From Level 13: Share effect with allies within 30 ft Equivalent Level Save DC = 10 + CHA + Equivalent level

EV

IL

DRACONIC ADAPTATION
Endure Elements Water Breathing Water Breathing Water Breathing Treasure Seeker Ventriloquism
(always active) (always active) (always active) (always active) (always active)

Spider Climb

Red

DRACONIC AURA

Feather Fall

BREATH WEAPON
Line of Electricity Line of Electricity Cone of Cold Cone of Cold 15 ft 30 ft 60 ft Cone of Acid Cone of Fire Cone of Fire Line of Acid Line of Acid Line of Fire

Hit points of fast healing (when under half hit points)

DC on selected energy type Decipher Script, Knowledge and Spellcraft Caster level to overcome spell resistance Concentration, saves against fear, paralysis and sleep effects Constitution checks; Fortitude saves

Range

From level 4: From level 12: From level 20:


Dragon

30 ft 60 ft 120 ft REFLEX SAVE DC

From level 4: From level 12: From level 20:


Dragon Shaman Level

BREATH WEAPON Shaman DAMAGE Level

Swiftness

Climb, Jump, Swim

d6

= 10 +

2 + CON
(Round down)

Climbing, ying and swimming speeds

TOUCH OF VITALITY
HEALING PER DAY hp

= 2

Dragon Shaman Level

CHA

)+

Misc

Points Healed

AURA BONUS MULTIPLIER

Dragon Shaman Level

5 +1
WANDS
CHARGES

Healing Effects
(Round down)

Cost (healing points) 5 10 20

Dazed, Fatigued, Sickened Exhausted, Nauseated, Poisoned, Stunned Blinded, Deafened, Diseased

SCROLLS

POTIONS

# # # # #

CHARGES

CHARGES

CHARGES

CHARGES

Ice Walker

(skill bonus)

(at will)

(at will)

(at will)

(at will)

White

Silver

Black

Brass

DRAGON SHAMAN Shaman Level

Dragon

PREPARED SPELLS TOTEM DRAGON


Blue Gold

AO CH C TI

DUSKBLADE
Level Bonus

PREPARED SPELLS KNOWN SPELLS

+
SPELLS
0 1 2 3 4 5
INT INT - 4 INT - 8 INT - 12

Spells Known

Spell Save DC

Spells Base Bonus Spells = + per day Spells

Spell Save DC = 10 + INT + Spell Level

ARCANE SPELL FAILURE THRESHOLD

%
From level 4: From level 7:

Duskblades can use light armour and light shields without risk of spell failure. Can wear medium armour Can use heavy shield

ARCANE ATTUNEMENT
ATTUNEMENTS PER DAY
Misc

= 3 + INT +
Dancing Lights Ghost Sound QUICK CAST PER DAY Detect Magic Read Magic Flare

QUICK CAST
Duskblade Level Quick Cast Spells Today

=
CASTER LEVEL CHECK BONUS

5
SPELL POWER
Duskblade Level

4
6 to 10 11 to 15 16 to 17 18 up +2 +3 +4 +5

when you injure an opponent with a mele attack

WANDS
CHARGES

# # # # #

SCROLLS

POTIONS

CHARGES

CHARGES

CHARGES

CHARGES

NINJA
SUDDEN STRIKE
DAMAGE BONUS

Ninja Level

NINJA
KI POWER PER DAY

= WIS +
Ninja Level Sudden Strike Bonus Acrobatics Bonus

Ninja Level

Ki Power Used Today

Ki powers can only be used if a ninja is wearing no armour and is unencumbered. Ki Power Cost

d6

Applies whenever the target is denied a DEX bonus to AC. Sudden Strike stacks with Sneak Attack.

KI DODGE
MISS CHANCE

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

1d6 2d6 3d6 +2 4d6 5d6 6d6 +4 7d6

Trap nding Ghost Step Poison Use Great Leap Invisible (1 round) 1

This effect is negated by True Seeing but not by See Invisibility. The effect of Ki Dodge does not stack with Blink or Displacement.

Apply poison without risk of poisoning yourself


+4 to Jump, no run-up

GHOST MIND
CASTER LEVEL CHECK DC
Ninja Level

Ki Dodge Speed Climb Ghost Strike Improved Poison Use Ghost Step (Ethereal)

20% miss chance (1 round)

= 20 +
Attempting to scry on the ninja prompts a caster level check. Failure renders the ninja undetectable.

Strike incorporeal and ethereal Apply poison as move action

Evasion

Ghost Mind

Resist Scrying

8d6
Ghost Sight See invisible and ethereal

9d6 +6 10d6
Ghost Walk Enter the ethereal plane 2 Greater Ki Dodge 50% miss chance (1 round) 1

SPELLTHIEF
SPELLS
Spells Known Spell Save DC

Spellthief Level

PREPARED SPELLS KNOWN SPELLS

Spells = Base + Bonus Spells per day Spells CHA

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

ARCANE SPELL FAILURE THRESHOLD

Spellthiefs can cast their own spells while wearing light armour without risk of spell failure, but not those stolen from arcane casters.

STEAL SPELL
SNEAK ATTACK BONUS

d6

Spellthief Level

+3 4

(Round down)

4
STOLEN SPELLS PREPARED SPELLS

Forgo 1d6 of bonus for Steal Spell, Steal Spell Effect, Steal Energy Resistance or Steal Spell-Like Ability on a successful sneak attack; or forgo 3d6 of bonus for Steal Spell Resistance; or take from a willing target.

MAX STOLEN SPELL LEVEL

Spellthief Level

Spell / Spell-Like Ability

Level / Cost

=
STOLEN SPELL Spellthief Level CAPACITY

(Minimum 1)

2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 21 22 23

=
STEAL SPELL EFFECT
MAX CASTER LEVEL
Spellthief Level

=
MAX EFFECT DURATION
Spellthief Level

+ CHA

mins

=
Stolen from

Energy Resistance

STEAL ENERGY RESISTANCE

From level 3: From level 11: From level 19: From level 15:

Energy Resistance Energy Resistance Energy Resistance

10 Duration 20 30

1 min

STEAL SPELL RESISTANCE


Spell Resistance stolen from Spellthief Level

SPELL RESISTANCE

=
RESISTANCE DURATION

+5

(No greater than targets own spell resistance)

24 25 26 27 28 29

rds
From level 2:

= CHA
SWIFT ACTIONS
Detect Magic Today (Minimum 1) Arcane Sight Today (Minimum 1)

DETECT MAGIC PER DAY

30 31 32 33 34
Level 0 spells take up point of capacity. All other spells take up their level points of capacity. Total Stolen Spell Points

= CHA
From level 9:

ARCANE SIGHT PER DAY

= CHA

WARLOCK
DAMAGE

Warlock Level

PREPARED SPELLS INVOCATIONS


Level Least Lesser Greater Dark Invocations Known
Invocation

ELDRITCH BLAST
d6

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

FIENDISH RESILIENCE
Duration 2 mins Used Today

7 7

8 9

10 10 11 11 12
Equivalent Invocation Spell Level Save DC

FAST HEALING PER ROUND Warlock Level

Invocation Level

=
From level 10: Energy Type

8 to 12 1 13 to 17 2 5 18+

)
5 5 10 10

1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16
Invocation Save DC = 10 + CHA + Equivalent Spell Level

ENERGY RESISTANCE
Energy Resistance

1 2
Energy Resistance increases to 10 at level 20

ARCANE SPELL FAILURE THRESHOLD

WANDS
CHARGES

# # # # #

SCROLLS

POTIONS

CHARGES

CHARGES

CHARGES

CHARGES

WARMAGE
SPELLS
Spell Save DC

Warmage Level

0 1

PREPARED SPELLS KNOWN SPELLS


Acid Splash Disrupt Undead Light Ray of Frost

Spells Base Bonus Spells = + per day Spells CHA

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

Accuracy Hail of Stone Lesser Orb of Fire True Strike

Burning Hands Chill Touch Lesser Orb of Acid Lesser Orb of Cold Lesser Orb of Sound Magic Missile

Fist of Stone Lesser Orb of Electricity Shocking Grasp

Blades of Fire Flaming Sphere Scorching Ray

Continual Flame Ice Knife Shatter

Fire Trap Melfs Acid Arrow Whirling Blade

Fireburst Pyrotechnics

ARCANE SPELL FAILURE THRESHOLD

Warmages can use light armour and shields without penalty. From level 8, this includes medium armour.

Fire Shield Ice Storm Sleet Storm

Fireball Lightning Bolt Stinking Cloud

Flame Arrow Poison

Gust of Wind Ring of Blades

WARMAGE EDGE
Extra damage

INT

Blast of Flame Orb of Cold Orb of Sound

Contagion Orb of Electricity Phantasmal Killer

Evards Black Tentacles Orb of Acid Orb of Fire Orb of Force Shout Wall of Fire

Arc of Lightning Greater Fireburst

Cloudkill Mass Fire Shield

Cone of Cold Prismatic Ray

Flame Strike

Acid Fog Blade Barrier Disintegrate Fire Seeds Tensers Transformation

Chain Lightning Circle of Death Otilukes Freezing Sphere

7 8
WANDS

Delayed Blast Fireball Earthquake Mordenkainens Sword Prismatic Spray

Finger of Death Sunbeam

Firestorm Waves of Exhaustion

Greater Shout Prismatic Wall

Horrid Wilting Incendiary Cloud Scintillating Pattern Sunburst

Polay Ray Prismatic Sphere

Elemental Swarm Wail of the Banshee

Implosion Weird

Meteor Swarm

SCROLLS

POTIONS

WU JEN
Elemental Mastery Bonus

Wu Jen Level Caster Level Level Bonus

PREPARED SPELLS PREPARED SPELLS

+2

ELEMENTAL MASTERY

1
Earth Fire Metal Water Wood

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

4
Wu Jen Level

WU JEN SPELLS KNOWN

= INT + 3 +
Wu Jen know all 0-level Wu Jen spells. Wu Jen can learn other spells they nd.

At each level, a Wu Jen learns two spells of any level they can cast.

ARCANE SPELL FAILURE THRESHOLD

6
Modi cation

%
Wu Jen Spell Level

SPELL SECRET

3 9 12 15 18

7 8

TABOOS SCROLLS

9
POTIONS

Favoured FAVOURED SOUL Soul Level

PREPARED SPELLS KNOWN SPELLS

DEITY

L FU W LA EV IL

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

Spells Known

Spell Save DC

Spells per day

Base + Spells

GO AO CH C TI

OD

Bonus Spells

ENERGY RESISTANCE
Energy Resistence

5 10 15 SCROLLS

10 10 10

6
POTIONS

SHUGENJA

Shugenja Level Caster Level

PREPARED SPELLS KNOWN SPELLS

SHUGENJA ORDER

Earth

FAVOURED ELEMENT
Air Fire

Water

1
Earth Air Fire Water

FORBIDDEN ELEMENT

0 1 2 3 4 5 6 7 8 9

3
SPELLS
CHA CHA - 4 CHA - 8 CHA - 12

Spells Known

Spell Save DC

Base Bonus Spells Spells = + Spells per day

1+ 1+ 1+ 1+ 1+ 1+ 1+ 1+ 1+ 1+

+ + + + + + + + + +

0 1 2 3 4 5 6 7 8 9
Shugenja Order Spells Favoured Element Spells Other Spells

Spell Save DC = 10 + CHA + Spell Level

ARCANE SPELL FAILURE THRESHOLD

SENSE ELEMENTS
SENSE ELEMENTS PER DAY
Shugenja Level Uses Today

= 3 +(

5)
Shugenja Level

MAX RANGE ft sq

= 10 ft 2 sq + (

5 ft 1 sq )

SPIRIT SHAMAN
SPIRIT GUIDE
Spirit Guide Type

Spirit Shaman Level Caster Level

SPIRIT SHAMAN
Spirit Shaman Level

SPELLS
WIS WIS - 4 WIS - 8 WIS - 12

Spells Retrieved per day

Spell Save DC

Spells Base + = per day Spells

Bonus Spells

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

1 2 3 4 5 6 7 9 10 11 13 15 16 17 19 20

Wild empathy Chastise spirits Detect spirits Blessing of the spirits Follow the guide Ghost warrior Warding of the spirits Spirit form 1 /day Guide magic Recall spirit Exorcism Spirit form 2 /day Weaken spirits Spirit journey Favoured of the spirits Spirit form 3 /day; Spirit who walks

In uence an animal Harm spirits, 1d6 /level, within 30ft Sense nearby spirits at will Protect self against spirits, casting time 10 mins Retry failed enchantment save on next round Resist incorporeal, ghost touch weapon Protect party against spirits, lasts 10 mins / level Become incorporeal for 1 min Let guide concentrate on spell Restore life to -1 hp, within 1 round of death Expel posessing spirit Swap 3d6 of chastise damage, weaken for 1 round Enter the spirit world Lose 1000 xp, recieve Heal on reaching 0 hp Become fey, gain damage reduction 5 /cold iron

PREPARED SPELLS RETRIEVEDSPELLS

ARCANE SPELL FAILURE THRESHOLD

% WILD EMPATHY
WILD EMPATHY BONUS
Spirit Shaman Level

= CHA +
CHASTISE SPIRITS
CHASTISE SPIRITS PER DAY
Uses Today

= 3 + CHA
WILL SAVE DC
Spirit Shaman Level

= 10 + CHA +
EXORCISM
EXORCISM BONUS
Spirit Shaman Level

5 6 7 8 9

= CHA +
EXORCISM DC
Targets Hit Dice Targets CHA

= 10 +

EV

ARDENT

GO

Manifester Level Level Bonus

OD

KNOWN POWERS

L FU W LA IL

+
L FU W LA OD

POWERS KNOWN

MAX POWER LEVEL

POWER POINTS Manifester Level MAX COST

GO

MANTLES
PRIMARY

SECONDARY

PSIONICS
POWER POINTS Base Points PER DAY
Bonus Points Racial Misc

=
Bonus Points

+
Manifester Level

= WIS
Power Points

(Round down)

POWER LEVELS
Power Level Point Cost Power Save DC

1 2 3 4 5 6 7 8 9

1 3 5 7 9 11 13 15 17

EV

IL

CHARGES

CHARGES

CHARGES

CHARGES

AO CH C TI

DEITY

=
Power Level Cost

1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 21 22 23 24 25
POWER STONES 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 TATTOOS

AO CH C TI

Power Save DC = 10 + CHA + Power Level

DORJES

# # # #

DIVINE MIND

GO

Manifester Level Level Bonus

OD

PSYCHIC AURA

L FU W LA EV IL

+
L FU W LA OD

AURA RANGE ft sq
Active Bonus Aura Affects

MAX AURAS

CHANGE AURAS

GO

DEITY

1 hour meditation Standard action Move action Swift action Divine Mind Level

EV

IL

POWER POINTS Base Points PER DAY

Bonus Points

SAVING THROW BONUS

CHARGES

CHARGES

CHARGES

CHARGES

CHARGES

AO CH

Power Save DC = 10 + CHA + Power Level

C TI

AO CH C TI

Aura

Bonus

MANTLES

PSIONICS
Bonus Points Misc Wild Talent Reserve

+
Manifester Level

1 Attack 2 Defence 3 Perception 4 5 6 5 6


POWERS KNOWN

Attack and damage Armour class Initiative, Listen and Spot

= 1 + = 1 + = 2 + = = = = = + + + + +

5 5 5

KNOWN POWERS
MAX POWER LEVEL POWER POINTS Manifester Level MAX COST

= WIS
Power Points

=
(Round down) Power Level Cost

POWER LEVELS
Power Level Point Cost Power Save DC

1 2 3 4 5 6

1 3 5 7 9 11

DIVINE GRACE

1 2 3 4 5 6 7 8 9 10 11 12 13 14 15
POWER STONES 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 TATTOOS

= CHA
DORJES

# # # # #

EV

LURK
LURK

GO

Manifester Level Level Bonus

OD

LURK AUGMENTS

L FU W LA IL

+
Psionic Sneak Attack

Lurk Available Level Augments 1

Basic Bene t Damage +1d6 Lose psionic focus; Will DC = 10 + INT Damage +1 Stunned 1 round, Fort DC = 10 + INT Ignore miss chance Intelligence or Wisdom nerf -2 points Deny DEX bonus to AC Allow sneak attack, if applicable Strike incorporeal creatures Steal power points = half of damage Overcome DR/good or DR/evil Allow sneak attack, if applicable 1d4 negative levels, 1 round Damage +2d6 to good/evil creatures Prevent magic, psionics and abilities Will DC = 10 + INT Steal power points = all of damage

Extra Point Cost 2 2 1 2

Extra Bene t Damage +1d6 DC +1 Damage +1 DC +1

AUGMENTS AT ONCE

AUGMENTS PER DAY

POWER POINTS Base Points PER DAY

Bonus Points

AO CH

Lurk Level

1 2 6 7 9 10 12 15 17 18

Power Save DC = 10 + INT + Power Level

C TI

Additional Sneak Attack Unfocusing Strike Solid Strike Stunning Strike Ignore Concealment Mental Assault Deceptive Strike Sneak Attack Undead Ghost Touch Power Drain Aligned Attack

Lurk Augment
Activate an augment to bolster your attacks

Psionic Sneak Attack


While psionically focused, sneak attack unsuspecting enemies.

1d6

Nerf -1

Initiative Boost
Add your INT to initiative.

2d6
Evasion
Take no damage on a successful Re ex save.

11

Lurk Augment
Two at once

14

Sneak Attack Constructs Stygian Weapon Planar Attack Synaptic Disconnect

4 1 2

Duration +1 round Damage +1d6 DC +1

3d6
Slippery Mind
If you fail a save against enchantment, try again next round.

17

20

Greater Power Drain

4d6
Lurk Augment
Three at once

LURK AUGMENTS
MAX EXTRA POINT BUY
Lurk Level

KNOWN POWERS
POWERS KNOWN MAX POWER LEVEL POWER POINTS Manifester Level MAX COST

=
Lurk Level

= + INT
Power Level Cost

Augments Today

PSIONICS
Bonus Points Racial Misc

+
Manifester Level

= INT
Power Points

(Round down)

POWER LEVELS
Power Level Point Cost Power Save DC

1 2 3 4 5 6

1 3 5 7 9 11

1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 21 22 23 24 25

HEXBLADE Hexblade Level


Hexblade Level

GO

OD

HEXBLADES CURSE
CURSES PER DAY
Curses Today

L FU W LA EV IL

2 = Caster Level

WILL SAVE DC

ARCANE RESISTANCE
SAVING THROW BONUS ATTACK PENALTY
(From level 2)

= 10 +
DAMAGE PENALTY

Hexblade Level

Spells Known

CHARGES

CHARGES

CHARGES

CHARGES

CHARGES

AO CH

Negate the lesser effect on a successful saving throw Does not apply while sleeping or unconscious (From level 3)

Name

Creature Type (From level 4)

Spell Save DC = 10 + CHA + Spell Level

C TI

2 + CHA
(Round down)

= CHA
METTLE

SAVING THROW PENALTY

SKILL PENALTY

FAMILIAR

PREPARED SPELLS PREPARED SPELLS

HEXBLADES CURSE PENALTY

= -

1
SPELLS

Spell Save DC

Spells Base Bonus Spells = + CHA per day Spells

2 3

1 2 3 4
(From level 4)

BONUS FEATS
Combat Casting Spell Focus: Enchantment Greater Spell Focus: Enchantment Spell Focus: Necromancy Greater Spell Focus: Necromancy Spell Focus: Transmutation Greater Spell Focus: Transmutation Spell Penetration Greater Spell Penetration
AURAS PER DAY

4
AURA OF UNLUCK
Hexblade Level Auras Today

=
AURAS DURATION rds

12 1 16 2 20 3

)+

Misc

UNLUCKY MISS CHANCE %

= 3 + CHA

= 20 %

WANDS SCROLLS POTIONS

# # # # #

BATTLE DANCER
BONUS DURATION rds
Battle Dancer Level

Battle Dancer Level

BATTLE DANCER
Battle Tumble Dancer Ranks Level

DANCE OF RECKLESS BRAVERY

1 2 5 6
and

Unarmed Strike

Treat hands as weapons Move action while within opponents threatened space to grant allies within 30ft. +4 bonus vs. fear effects Tumble at normal speed, use tumble to move full speed without penalty Standard action to treat hands as magic for overcoming damage reduction

= 5 + CHA
DANCERS STRIKE

5 8

Dance of Reckless Bravery

Dance of the Vexing Snake Dancers Strike (magic)

Unarmed strikes count as... Magic,

6 12 18

8 11 12

11 14

Dance of the Floating Step Dance of the Springing Tiger Dancers Strike (alignment) DC 20 Tumble check to to make full attack after charging Strikes treated as aligned for overcoming damage reduction DC 25 Tumble check to enter oppenents space and attack, if successful, opponent takes -2 AC penalty and cant make attacks of opportunity until the start of your next turn damage when making aerial charge in place of normal Springing Tiger

AURA DURATION rds

= 5 + CHA
TUMBLE

14
+2

17 20

Dance of the Crushing Python

DC MODIFIERS

Subsequent enemies...
Each enemy being bypassed after

17 18

Dance of the Soaring Eagle

Surface is...
Lightly obstructed
Scree, light ruble, shallow bog, undergrowth

Dancers Strike (any)

Choose one material to treat unarmed strikes as for overcoming damage reduction Full-round action; DC 35 Tumble check to deal +2d6 damage on each hit against designated target and have your next turn

+2

Severely obstructed
undergrowth

20
+5 +2 +5 +2

23

Dance of Deaths Embrace

Lightly slippery Severely slippery


Ice sheet

Sloped or angled

Accelerated tumbling...
Move through enemies squares/threatened space at full speed

on check

-10

WANDS
CHARGES

# # # # #

SCROLLS

POTIONS

CHARGES

CHARGES

CHARGES

CHARGES

DEATH MASTER
Level Bonus

DM Level Caster Level

PREPARED SPELLS PREPARED SPELLS

+
=

SPELLS
Spell Save DC Spells per day Base + Bonus Spells Spells INT

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

ARCANE SPELL FAILURE THRESHOLD

%
WILL SAVE DC

Death Masters can negate the somatic components of spells by using a vial of blood while casting the spell Death Master Level

MASTER OF THE DEAD

= 10 + (

2 ) + CHA

Undead must succeed on save or be unable to attack you for 24 hours unintelligent undead automatically fail. Use this DC for Sustenance of the Dead as well

SUSTENANCE OF THE DEAD


Temporary Hit Points Undeads Total Hit Dice
Applies to undead under control within 60 ft. If the creature saves it is no longer under control

+
SAVE DC

hp

= 2

LICH ABILITIES
Hit Dice

= 10 + (

2 ) + CHA

Use this DC for the damage will (halves) save, the Fear Aura will (negates) save, and the Paralyzing Touch fortitude (negates) save

7 8 9

REBUKE UNDEAD
REBUKES PER DAY
Misc

= 3 + CHA +

1 2 3

REBUKING CHECK

= d20 + CHA
TO REBUKE CREATURE MAX HIT DICE
Death Master Level

SCROLLS

POTIONS

( Rebuking 3 ) + Check
Death Master Level

TO DESTROY CREATURE MAX HIT DICE

(Round down) Death Master Level

CREATURES REBUKED TOTAL HIT DICE

= 2d6 + CHA +

JESTER
Level Bonus

Jester 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

ARCANE SPELL FAILURE THRESHOLD

JESTER
Jester Perform Level (Comedy) Ranks

1 2 3 6 9 10 12 15 18

3 5 6 9 12 15 18 21

{
{

Jesters Audicity Inspiring Quip Fascinate

Dodge Bonus (Up to CHA)

De ect Arrows Taunt Calming Performance Snatch Arrows

5 6
FASCINATE
AUDIENCE MAX FASCINATED
Jester Level

Buffoonery Bone Rattler Vicious Lampoon Vexing Dialogue Morale Penalty Mass Suggestion

Misc

CHA

+1 3 +
CALMING PERFORMANCE
Jester Level Misc

WILL SAVE DC

JESTERS PERFORMANCE
Jester Level

= 10 + (
From level 10:

2 ) + CHA
Affect intelligent undead (they recieve a +2 to save)

FRIENDLY ATTITUDE DURATION mins

Use this DC for the Fascinate, Taunt, Buffoonery, Vicious Lampoon, Vexing Dialogue, and Scathing Wit will (negates) save

= 10

WANDS
CHARGES

SCROLLS

POTIONS

# # # # #

CHARGES

CHARGES

CHARGES

CHARGES

MOUNTEBANK
PATRON

Mountebank Level
L FU W LA EV IL OD

MOUNTEBANK
Mountebank Level
GO

1 2 3 4 5 6 8 10 12 14 16 18

Beguiling Stare Mark of Damnation Bonus Language:

Beguile Victim; -2 Will, and -5 Sense Motive, lose DEX to AC DC 25 Diplomacy or Bluff check to be resurrected, gain bonus equal to half Mountebank level

AO CH C TI

BEGUILING STARE
SAVE DC

Deceptive Attack +1d6 Infernal Patron (IP) IP: Infernal Guise

Extra damage on beguiled or feinted opponents +2 to saves against enchantments Disguise self as similarily shaped creature

= 10 + (

Mountebank Level

2 ) + CHA

INFERNAL PATRON
USES PER DAY rds

Mountebank Level

IP: Disguise the Souls Aspect Use CHA check against oppnents Sense Motive check to project a false alignment reading Deceptive Attack +2d6 IP: Infernal Defense Gain 50% miss chance; self only Teleport short distance; self only

2 ) + CHA

Uses Today

IP: Infernal Jaunt Deceptive Attack +3d6

SAVE DC

= 10 + (

Mountebank Level

Cause single target to act irrationally Deceptive Attack +4d6 IP: Infernal Escape Deceptive Attack +5d6 Teleport self and familiar only, must expend two uses of IP

2 ) + CHA
Mountebank Level

MASS BEGUILE
BURST RANGE ft.

= 100 + ( 10
INFERNAL GUISE
Mountebank Level

20

{
mi.

IP: Infernal Deception Aspect of the Damned

Create illusory double and become invisible

INFERNAL ESCAPE
TELEPORT RANGE
Mountebank Level Misc

ALTER SELF DURATION mins

= 10
INFERNAL DEFENSE
Mountebank Level

= 100
Mountebank Level

+
INFERNAL DECEPTION
Rounds Passed

DISPLACEMENT DURATION rds

Rounds Passed

MISLEAD: GREATER INVISIBILITY DURATION rds

Misc

=
INFERNAL JAUNT
Mountebank Level

+
Smite Good
Smite Good Used Today Weapon Damage Bonus

ASPECT OF THE DAMNED: HALF-FIEND ABILITIES


Spell-Like Abilities (If Int or Wis is 8 or higher)
Spell-Like Ability Level
2 2 4 3 3 7 8 5 8

DIMENSION DOOR RANGE ft.

Uses

Save DC

= 10 +

(5

Cape of the + 100 ft. Mountebank:

INFERNAL INFLUENCE
CONFUSION DURATION rds
Mountebank Level Rounds Passed

=
WANDS
CHARGES

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

Darkness Desecrate Unholy Blight Poison Contagion Blasphemy Unholy Aura Unhallow Horrid Wilting

SMITING DAMAGE BONUS

= +

+ 20

Outsider Traits Immune to Charm Person and other effects that target non-outsiders. Damage reduction 10/magic

Summon Monster 9 IX ( ends only) Destruction 7

# # # #

SLA Save DC = 10 + CHA + Spell Level

SCROLLS
CHARGES

POTIONS

CHARGES

CHARGES

SAVANT
Divine Level Bonus

Savant Level

2 = Caster Level
Savant Level

PREPARED ARCANE SPELLS

Arcane Level Bonus

1 2 3 4
PREPARED DIVINE SPELLS

ARCANE SPELLS
From Level 5 Spell Save DC Spells per day = Bonus Spells Base + INT Spells

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

ARCANE SPELL FAILURE THRESHOLD

DIVINE SPELLS
From Level 10 Spell Save DC Spells per day = Bonus Spells Base + WIS Spells

1 2

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

SAVANT
Savant Level

1 2 3 4 7 8 9 12 15 16 17 20

3 4
SKILL ASSISTANCE
ALLIES MAX ASSISTED Balance Disguise Other: Cimb Hide Listen Ride Move Silently Other: Swim Spot

Academic Lore Skill Assistance (5 ft.) Trap nding

Talent Lore: Sneak Attack +1d6 Skill Assistance (10ft.) Talent Lore: Skill Assistance (15ft.) Sneak Attack +2d6

= INT
ACADEMIC LORE BONUS

Skill Assistance (20ft.) Talent Lore:

ACADEMIC LORE
Savant Level Misc

Sneak Attack +3d6 Skill Assistance (25ft.) Talent Lore: Skill Assistance (30ft.)

= INT +

WANDS
CHARGES

SCROLLS

POTIONS

# # # # #

CHARGES

CHARGES

CHARGES

CHARGES

SHAIR
Spells Known Spell Save DC

Level Bonus

+
=

Caster Level

PREPARED SPELLS PREPARED SPELLS

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

Spells per day

Base Bonus Spells + Spells

ARCANE SPELL FAILURE THRESHOLD

% SPELL RETRIEVAL
DC 20 Diplomacy check on DIPLOMACY MODIFIERS behalf of your gen to retrieve... +1 per Shair level

Any known arcane spell in (1d4 + spell level) rounds Any identi ed arcane spell in (1d6 + spell level) minutes Any divine spell from the Air Chaos, Earth, Fire, Knowledge, Law, Luck, Sun, or Water Domains in (1d6 + spell level) hours Shair Level

+2 if spell is in spells known category (arcane only) -2 per level of the desired spell -6 if the spell is an unknown divine spell -2 per attempt to retrieve the same spell in the same day after failing to retrieve it

SHAIR 1 3 5 7 9 11 13 15 18
Summon Gen Familiar Recognize Genie Works Elemental Protection Call Janni Elemental Travel 1/day Call Genie Craft Genie Prison Elemental Travel 2/day Elemental Travel (At will)

SCROLLS

WANDS
CHARGES

9
IDENTIFIED SPELLS

# # #

CHARGES

CHARGES

URBAN DRUID
HOME

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 + CHA + Spell Level
CHA CHA - 4 CHA - 8 CHA - 12

GO AO CH C TI

Spell Save DC

Spells per day

Base Bonus Spells + Spells

3
URBAN SHAPE

Times per day

Times Today

Current Shape

5
FAVOURED CITY
FAVOURED CITY
Favoured City Bonus 2 4 6 8 10 12

7 8
WANDS
CHARGES

9
SCROLLS POTIONS

# # # # #

CHARGES

CHARGES

CHARGES

CHARGES

DRAGONFIRE ADEPT
D Le FA ve Br l e Da ath m W ag ea e po (d n Br 6) ea th Ef fe ct

DFA Level

PREPARED SPELLS DRACONIC INVOCATIONS


Level Least Lesser Greater Dark Invocations Known
Invocation

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

DRAGONFIRE ADEPT

5 5

6 6

7 7

Dragontouched (+1 hp, listen, search, spot, saves vs paralysis/sleep, qualify for draconic feats as sorcerer)

Invocation Level

Equivalent Invocation Spell Level Save DC

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

1
2

1 2 3 4 5 6 7 8 9 10 11 12
Invocation Save DC = 10 + CHA + Equivalent Spell Level

Scales +2 (natural armour bonus) Dragonkin (+4 comp bonus vs dragons/ dragonblood when using diplomacy. Treated as dragon vs frightful presence)

3 4

Damage Reduction 2/Magic

Scales +3

5 3 6 7 8
Scales +5 Immunities (paralysis, sleep) Breath weapon range doubles

4
Scales +4

5
Damage Reduction 5/Magic

ARCANE SPELL FAILURE THRESHOLD

BREATH EFFECTS
Breath Effect Minimum DFA Level
CoolDown Rounds

6 BREATH WEAPON

1 2 3 4 5 6 7 8

BREATH WEAPON DAMAGE

From Level 1: From Level 10: DFA Level

d6
REFLEX SAVE DC

15ft. Cone or 30ft. Line 30ft. Cone or 60ft. Line

= 10 +

2 + CON
(Round down)

WANDS
CHARGES

# # # # #

SCROLLS

POTIONS

CHARGES

CHARGES

CHARGES

CHARGES

FACTOTUM
Skills Used Today

Factotum Level

FACTOTUM
INSPIRATION POINTS
Inspiration Points Used

CUNNING KNOWLEDGE
Factotum Level

INT
Inspiration Point Cost

1 BRAINS OVER BRAWN

{ { {

Cunning Insight Cunning Knowledge Trap nding

Attack, damage or save + INT Skill + Factotum Level

1 IP 1 IP

STR = STR + INT DEX = DEX + INT

Applies to strength and dexterity checks, and strength- and dexterity-based skills

2 3 4 5
Misc

Arcane Dilletante 1 Brains Over Brawn Cunning Defence Arcane Dilletante 2 Cunning Strike

From Level 3

AC + INT (1 round) Damage +1d6 sneak attack Turn Undead, Harm Undead or Heal Injuries

1 IP 1 IP 1 IP

OPPORTUNISTIC PIETY
TURNS / REBUKES / HEALING USES PER DAY
Opportunistic Piety Modier

Opportunistic Piety Arcane Dilletante 3 Cunning Surge Arcane Dilletante 4 Opportunistic Piety +1 Cunning Breach Arcane Dilletante 5 Cunning Dodge Arcane Dilletante 6 Opportunistic Piety +2 Improved Cunning Defence Arcane Dilletante 7 Cunning Brilliance

7 8 9 10 11 12 13 14 15 16 17 19 20

= 3 + WIS +
HEALING HIT POINTS

+
Uses Today

Extra standard action (1 round)

3 IP

= INT + (

Factotum Level

2)
Synergy

1 2 3 4

Overcome spell resistence and damage reduction

2 IP

TURNING CHECK

= d20 + CHA +
TO TURN CREATURE MAX HIT DICE
Factotum Level

Ignore fatal or incapacitating damage

4 IP

( Turning 3 )+ Check
2

-4

AC + INT

0 IP

TO DESTROY CREATURE MAX HIT DICE


Factotum Level

Round down

Activate Extraordinary Ability

4 IP

CREATURES AFFECTED TOTAL HIT DICE

Factotum Level

Arcane Dilletante 8 Opportunistic Piety +3

= 2d6 + CHA +
CUNNING BRILLIANCE
Prepared Extraordinary Abilities

ARCANE DILLETANTE PREPARED SPELLS


PREPARED SPELLS PER DAY
Max Spell Level Spell Save DC

= 10 + INT +

Spell Level

School

HOLY SYMBOLS

Cost

Level

DC School

Cost School

Level

DC School

Cost

Level

DC School

Cost

Level

DC School

Cost

Level

DC

Cost

Level

DC

ARTIFICER
Level Bonus

Arti cer Level

PREPARED SPELLS KNOWN INFUSIONS

+
Level

Arti cer Level

+2=

Caster Level

INFUSIONS
Infusion Save DC Infusions Base = + per day Infusions Bonus Infusions INT

Armour Enhancement, Lesser Energy Alteration In ict Light Damage Identify Magic Vestment Magic Stone Resistance Item Repair Light Damage Skill Enhancement Spell Storing Item Weapon Augmentation, Personal

Enhancement Alteration Light Magic Weapon Shield of Faith

1 2 3 4 5 6
Spell Save DC = 10 + INT + Spell Level Learnimg a new infusion requires a Spellcraft check with DC 20 + Spell Level

Align Weapon Bulls Strength Eagles Splendour In ict Moderate Damage Toughen Construct

Armour Enhancement Bears Endurance Cats Grace Chill Metal Foxs Cunning Heat Metal Owls Widsom Repair Moderate Damage Weapon Augmentation, Lesser

CRAFT RESERVE
CRAFT RESERVE POINTS

Armour Enhancement, Greater Construct Energy Ward Metamagic Item Magic Weapon, Greater Stone Construct Repair Serious Damage

In ict Serious Damage Power Surge Suppress Requirement

pts

Craft Reserve points can be spent in place of XP when crafting magic items. Point are completely replenished each level; unspent points are lost.

4
ARTIFICER KNOWLEDGE
ARTIFICER KNOWLEDGE BONUS
Arti cer Level

Construct Energy Ward, GreaterGlobe of Invulnerability, Lesser ict Critical Damage In Iron Construct Minor Creation Item Alteration Rusting Grasp Shield of Faith, Legions Repair Critical Damage Weapon Augmentation

Disrupting Weapon Wall of Force

Fabricate Wall of Stone

Major Creation

= WIS +
WANDS
CHARGES

# # # # # # # # #

Blade Barrier Hardening Wall of Iron

Disable Construct Globe of Invulnerability Move Earth Total Repair Weapon Augmentation, Greater

CHARGES

CHARGES

CHARGES

CHARGES

CHARGES

CHARGES

CHARGES

CHARGES

SCROLLS

POTIONS

ARCHIVIST
DEITY

Caster Level
L FU W LA EV IL GO OD

PREPARED SPELLS PREPARED SPELLS

AO CH C TI

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

Spell Save DC

Spells per day

Base Spells

Bonus Spells

DARK KNOWLEDGE
KNOWLEDGE PER DAY Knowledge Today

3
ENCOUNTER KNOWLEDGE
Knowledge Roll

=(
Party Attack Bonus Encounter Knowledge

15 to 24 1 25 to 34 2 3 35+

)
Encounter Knowledge

From Level 8: Party Damage Bonus

+
From Level 11: Enemy Dazzled Rounds

=
Encounter Knowledge

d6

=
Encounter Knowledge

From Level 14: Party AC Bonus

-1

SCROLLS

POTIONS

DREAD NECROMANCER
SPELLS
Spell Save DC Spells per day =

Dread Necromancer Level

KNOWN SPELLS

Caster Level
Level Bonus

1
+

Bane Detect Magic In ict Light Wounds

Bestow Wound Cause Fear Detect Undead Doom Ray of Enfeeblement Summon Undead I

Chill Touch Hide from Undead Undetectable Alignment

Base + Bonus Spells Spells CHA

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

Blindness / Deafness Command Undead False Life Gentle Repose Scare Spectal Hand

Darkness Ghost Touch Summon Swarm

Death Knell In ict Moderate Wounds Summon Undead II

Crushing Despair Ray of Exhaustion

Death Ward Speak with Dead

Halt Undead In ict Serious Wounds Summon Undead III Vampiric Touch

Animate Dead Dispel Magic Giant Vermin Summon Undead IV

Bestow Curse Contagion Death Ward Enervation Evards Black Tentacles Fear In ict Critical Wounds Phantasmal Killer Poison

ARCANE SPELL FAILURE THRESHOLD

%
ATTACK DC

Spell failure does not apply to Dread Necromancer spells while wearing light armour. Dread Necromancer Level

Blight Insect Plague Nightmare Undeath to Death

Cloudkill Lessar Planar Binding Oath of Blood Unhallow

Fire in the Blood Magic Jar Slay Living Waves of Fatigue

Greater Dispel Magic Mass In ict Light Wounds Summon Undead V

= 10 + (

2 ) + CHA

Use this DC for the Negative Energy Burst will save, the Fear Aura will save, the Scabrous Touch fortitude save and the Enervating Touch removal save (Round down)

Acid Fog Geas/Quest Planar Binding

Circle of Death Create Undead Eyebite Harm Mass In ict Moderate Wounds Waves of Exhaustion

CHARNEL TOUCH
NEGATIVE ENERGY DAMAGE
DN Level

= 1d8 + (
UNDEAD HEALING hp
DN Level

4)

7 8

Control Undead Destruction Mass In ict Serious Wounds Create Greater Undead Mass In ict Critical Wounds Energy Drain Wail of the Banshee Imprison Soul

Finger of Death Song of Discord Horrid Wilting Symbol of Death Mass Harm

Greater Harm Vile Death

= 1+(

4)

(Round down)

REBUKE UNDEAD
REBUKES PER DAY
Misc Today

Plague of Undead

= 3 + CHA +

NEGATIVE ENERGY BURST


NEGATIVE ENERGY DAMAGE d4
Dread Necromancer Level DN Level

SCABROUS TOUCH
SCABROUS TOUCH PER DAY

1 2 3

REBUKING CHECK

= d20 + CHA
TO REBUKE CREATURE MAX HIT DICE

= +

UNDEAD MASTERY
STR AND DEX BONUS HIT DIE BONUS

MENTAL BASTION
MENTAL BASTION BONUS
Bonus applies to restist sleep, stunning, paralysis, poison or disease.

+
Caster Level

( Rebuking 3 ) + Check

-4
RESISTANCE BONUS
(Round down)

MAX ANIMATE UNDEAD TOTAL HIT DICE hd

TO DESTROY CREATURE MAX HIT DICE

NEGATIVE ENERGY RESISTANCE


Bonus applies to resist energy drain, ability drain or in ict spells.

= ( 4 + CHA = ( 2 + CHA

)
Caster Level

Dread Necromancer Level

MAX CONTROL UNDEAD TOTAL HIT DICE hd

CREATURES REBUKED TOTAL HIT DICE

Dread Necromancer Level

ENERVATING TOUCH
NEGATIVE LEVELS PER DAY
DN Level

= 2d6 + CHA +

Negative Levels Today

12 to 16 level 2 17 to 20 level

INCARNATE
Level Bonus

Incarnate Level Meldshaper Level

SOULMELDS
SOULMELD SHAPES PER DAY CHAKRA BINDS
Invested Essentia

+
Base Essentia

CHAKRAS
Incarnate Level Soulmeld Save DC

2
Crown

4
Hands Arms Feet

9
Shoulders Brow

14 16 19
Throat Waist Heart Soul

INCARNUM
ESSENTIA POOL
Racial Bonus Misc

+
Expanded Capacity Misc

1
Properties

ESSENTIA CAPACITY Meldshaper PER SOULMELD Level

=
From level 3:

6 +
From level 15: Constitution Score

2
Properties

+
(Round down) Capacity + 2

3
Properties

Capacity + 1

MAX SOULMELDS

The lower of:

4
Properties

- 10
Soulmeld Allowance

5
Properties

INCARNUM RADIANCE
RADIANT USES PER DAY

Incarnate Level

6
Properties (Round down)

+2 5

DURATION ROUNDS

7
Properties

= 3 + CON
RADIANCE BONUS:
Incarnate Level

(Minimum 1)

8
Properties

+
AC +1

5
(Round down)
W LA FU L

Alignment Bonus

9
Properties

GO

Melee Attack +1 Melee Damage +2

10
Properties

Speed +10 ft

OD CH AO TI C

EV

IL

11
Properties Misc Soulmeld Save DC

= 10 +

Invested Essentia

+ WIS +
MAGIC ITEMS

Properties

Properties

Properties

Properties

Properties

You cannot wear a magical item over a chakra with a bound soulmeld.

SOULBORN
Level Bonus

Soulborn Level Meldshaper Level

SOULMELDS
SOULMELD SHAPES CHAKRA BINDS PER DAY
Soulborn Level: Crown Invested Essentia Soulmeld Save DC

Soulborn Level

2=

8
Hands Arms Feet

14
Shoulders Brow

18
Throat Waist

INCARNUM
ESSENTIA POOL
Base Essentia Racial Bonus Misc

=
ESSENTIA CAPACITY PER SOULMELD

+
Meldshaper Level

+
Misc

1
Properties

6 +
(Round down) Constitution Score

2
Properties

3
Properties

MAX SOULMELDS

= The lower of:

- 10
Soulmeld Allowance

4
Properties

INCARNUM DEFENCE
IMMUNE TO PARALYSIS IMMUNE TO FEAR IMMUNE TO EXHAUSTION
L FU W LA GO OD

5
Properties Misc Soulmeld Save DC

IMMUNE TO STRENGTH EFFECTS

SMITE OPPOSITION
SMITINGS PER DAY
Smitings Today Affected Alignments Misc
W LA GO OD FU L CH

TEMP ATTACK BONUS

TEMP DAMAGE Soulborn Level BONUS

Misc

WANDS
CHARGES

EV

IL

= CHA +

EV

= 10 +

Invested Essentia

+ CON +

CHARGES

CHARGES

CHARGES

CHARGES

AO CH TI C

IL

AO TI C

# # # # #

SCROLLS

POTIONS

TOTEMIST
Level Bonus

Totemist Level

SOULMELDS
SOULMELD SHAPES CHAKRA BINDS PER DAY
Totemist Level: Soulmeld Save DC

+
INCARNUM
Base Essentia

Meldshaper Level

2
Crown Totem

5
Hands Arms Feet

9
Shoulders Brow

14 17
Throat Heart Waist

ESSENTIA POOL

Racial Bonus

Misc

Invested Essentia

=
ESSENTIA CAPACITY PER SOULMELD

+
Meldshaper Level

+
Misc

1
Properties

6 +
(Round down)

2
Properties

Essentia Capacity for soulmelds bound to the Totem Chakra is 1 higher; 2 higher from level 15

3
Properties

MAX SOULMELDS

= The lower of:

Constitution Score

- 10
Soulmeld Allowance

4
Properties

5
Properties

6
Properties

7
Properties

8
Properties

9
Properties Misc Soulmeld Save DC

= 10 +

Invested Essentia

+ CON +

WANDS
CHARGES

# # # # #

SCROLLS

POTIONS

CHARGES

CHARGES

CHARGES

CHARGES

PSION
DISCIPLINE
Clairsentience Psychometabolism Metacreativity

Manifester Level Level Bonus

PREPARED SPELLS KNOWN POWERS

+
1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 21 22 23 24 25 26 27 28 29 30 31 32 33 34 35 36

POWERS KNOWN

MAX POWER LEVEL

MAX POINTS POWER COST

Manifester Level

=
Power Level Cost

Psychokinesis Telepathy

Psychoportation

PSIONICS
POWER POINTS Base Points PER DAY
Bonus Points Racial Misc

=
Bonus Points

+
Manifester Level

= INT
Power Points

(Round down)

POWER LEVELS
Power Point Level Cost Power Save DC Discipline Power

1 2 3 4 5 6 7 8 9

1 3 5 7 9 11 13 15 17

Power Save DC = 10 + INT + Power Level

PSICRYSTAL
Name Personality Artiste Bully Coward Friendly Hero

Liar Meticulous Nimble Observant Poised

Resolved Sage Single-minded Sneaky Sympathetic

DORJES
CHARGES

POWER STONES 1 2 3 4 5 6 7 8 9 10

TATTOOS

# # # #

CHARGES

CHARGES

CHARGES

PSYCHIC WARRIOR
PSIONICS
POWER POINTS Base Points PER DAY
Bonus Points

Manifester Level Level Bonus

PREPARED SPELLS KNOWN POWERS

+
Misc

POWERS KNOWN

MAX POWER LEVEL

MAX POINTS POWER COST

Manifester Level

=
Power Level Cost

Racial

=
Bonus Points

+
Manifester Level

= WIS
Power Points

(Round down)

POWER LEVELS
Power Level Point Cost Power Save DC

1 2 3 4 5 6 7 8 9

1 3 5 7 9 11 13 15 17

Power Save DC = 10 + INT + Power Level

PSICRYSTAL
Name Personality Artiste Bully Coward Friendly Hero

1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 21 22 23 24 25
POWER STONES 1 2 3 4 5 6 TATTOOS

Liar Meticulous Nimble Observant Poised

Resolved Sage Single-minded Sneaky Sympathetic

DORJES
CHARGES

7 8 9 10 11 12 13 14 15 16 17 18 19 20

# # # # #

CHARGES

CHARGES

CHARGES

CHARGES

SOULKNIFE
+
Special Ability Defending Keen Lucky Mighty Cleaving Psychokinetic Sundering Vicious Collision Mindcrusher Psychokinetic Burst Suppression Wounding Body Feeder Mind Feeder Soul Breaker

Manifester Level Level Bonus

MIND BLADE

Soulknife Level

Blade Shape

Mind Blade Penalty

Strength Multiplier

Small

Damage: Medium

Large

Shortsword Longsword Bastard Sword 1 1

1d4 1d6 1d8 1d4

1d6 1d8 1d10 1d6

1d8 2d6 2d8 1d8

MIND BLADE ENHANCEMENT


MIND BLADE SPECIAL ABILITY POINTS

Point Cost 1 1 1 1 1 1 1 2 2 2 2 2 3 3 3

2 Shortsword

DAMAGE ROLL MIND BLADE BONUS


Soulknife Level Penalty

=(

4)-

ATTACK BONUS
Base Attack Bonus

DAMAGE BONUS
Mind Blade Bonus Strength Multiplier Misc Mind Blade Bonus Psychic Strike Charge

+
Range Type

+ ( STR

)+
Attack Bonus Damage

+
Critical

ft

sq

d + THROW MIND BLADE

ATTACK BONUS
Base Attack Bonus

Mind Blade Bonus

Default damage type Slashing Misc Default critical range 19-20, 2 Default range increment 30 ft / 6 sq. Attack Bonus Damage Critical

ANTI-PSIONICS
On entering an anti-psionic area, pass a Will Save (DC 20) to keep your mind blade active for this duration:

+
Range Type

+ DEX +

MIND BLADE DURATION

Soulknife Level

rds

=
PSYCHIC STRIKE

ft

sq

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

POWER STONES

PSYCHIC STRIKE Soulknife CAPACITY Level

+1 4

(Round down)

DORJES
CHARGES CHARGES CHARGES CHARGES CHARGES

# # # # #

WILDER
PSIONICS
POWER POINTS Base Points PER DAY
Bonus Points

Manifester Level Level Bonus

KNOWN POWERS

+
Misc

POWERS KNOWN

MAX POWER LEVEL

POWER POINTS Manifester Level MAX COST

=
Power Level Cost

Racial

=
Bonus Points

+
Manifester Level

= CHA x

(Round down)

Power Points used today

POWER LEVELS
Power Level Point Cost Power Save DC

1 2 3 4 5 6 7 8 9

1 3 5 7 9 11 13 15 17

1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20
ELUDE TOUCH
From level 2: From level 5:

VOLATILE MIND
POINT COST ADJUSTMENT
Wilder Level

Power Save DC = 10 + CHA + Power Level

WILD SURGE
MANIFESTER LEVEL Risk of Psychic MAX BONUS Enervation
Manifester Level Bonus

TOUCH AC BONUS

= CHA
POWER STONES

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

+
From level 4: Temp Attack Bonus

-1 5

5%
Manifester Level Bonus

TATTOOS

+ +
Temp Saving Throw Bonus

SURGING EUPHORIA DURATION

Temp Damage Bonus

+
Name Personality Artiste Bully

Surging Euphoria Bonus

rds

PSICRYSTAL

Liar Meticulous Nimble Observant Poised

Resolved Sage Single-minded Sneaky Sympathetic

Coward Friendly Hero

CRUSADER
MAX MANEUVRE LEVEL

Crusader Level

PREPARED SPELLS MANEUVRES


Martial Adept INITIATOR LEVEL Class Levels Martial Prestige Class Levels

MARTIAL ADEPT

= 1
Maneuvre

+
Type

+
d te an Gr a d y Re

Other Class Levels

2
Range

(Round down)

MANEUVRES KNOWN

MANEUVRES READIED

Area

Save DC

1 2 3 4 5 6 7 8 9 10 11

STANCES KNOWN

STEELY RESOLVE
DELAYED DAMAGE POOL CAPACITY
Damage Pool

FURIOUS COUNTERSTRIKE
Attack Bonus

12

+ +

Damage Bonus

Damage Pool

1 to 9 10 to 14 15 to 19 20 to 24 25 to 29 30+

1 2 3 4 5 6

13 14 15 16 17 18 19 20
Stance

ZEALOUS SURGE
From level 3: Zealous Surge Used Today

SMITE
From level 6: Smite Used Today Attack Bonus From level 18: Smite Used Today

STANCES
Ac e tiv
Range Area Save DC

+ +

= CHA =

1 2 3 4 5 6 7

Damage Bonus Crusader Level

SWORDSAGE
MAX MANEUVRE LEVEL

Swordsage Level

PREPARED SPELLS MANEUVRES


Martial Adept INITIATOR LEVEL Class Levels Martial Prestige Class Levels

MARTIAL ADEPT

= 1
Maneuvre

+
Re
Type

Other Class Levels

2
Range

)
Area Save DC

d se U y ad

MANEUVRES KNOWN

MANEUVRES READIED

1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 21

STANCES KNOWN

Swordsage Level

DISCIPLINE FOCUS
Discipline

1 4 8 12 16

Weapon Focus

Insightful Strike

Defensive Stance

Insightful Strike

Defensive Stance

QUICK TO ACT
INITIATIVE BONUS

Swordsage Level

+4 5
AC BONUS

(Round down)

22 23 24 25 26 27 28 29 30
Stance

ARMOUR CLASS BONUS

= WIS

STANCES
Ac e tiv
Range Area Save DC

1 2 3 4 5 6 7 8 9 10

WARBLADE
MAX MANEUVRE LEVEL

Warblade Level

PREPARED SPELLS MANEUVRES


Martial Adept INITIATOR LEVEL Class Levels Martial Prestige Class Levels

MARTIAL ADEPT

= 1
Maneuvre

+
Re
Type

Other Class Levels

2
Range

)
Area Save DC

d se U y ad

MANEUVRES KNOWN

MANEUVRES READIED

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

STANCES KNOWN

STANCES
Ac e tiv
Range Area Save DC

1 2 3 4 5 6 7

Tome of Battle class

Martial Adept Class Level

PREPARED SPELLS MANEUVRES


INITIATOR LEVEL
Martial Adept Class Levels Martial Prestige Class Levels

MARTIAL ADEPT
MAX MANEUVRE LEVEL

= 1
Maneuvre

+
Re
Type

+(

Other Class Levels

2)
Area Save DC

MANEUVRES KNOWN

MANEUVRES READIED

Range

d se U y ad

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

STANCES KNOWN

STANCES
Ac e tiv
Range Area Save DC

1 2 3 4 5 6 7

BINDER
Binder Prestige Class Levels

Binder Level Effective Binder Level

GO

VESTIGES
VESTIGE NAME
Vestige Level Sign Special Requirements Binding DC

L FU W LA EV IL

OD

VESTIGE NAME
Vestige Level Sign Special Requirements Binding DC

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

Au

Bo
Suppress Sign

1 2 3

gm

nu

ta ti s F on ea t

en

BINDING CHECK

AO CH

Max Binder Vestiges Vestige Level Level

Binding time: 1 minute

1 2 3 4
+5 Hit Points Energy resistance: 5 /acid 5 /cold 5 /electricity 5 / re 5 /sonic

C TI

BINDER

Granted Abilities Soul Guardian (immune to fear) Soul Guardian (slippery mind)

Granted Abilities

4 5 6

VESTIGE NAME
Soul Guardian (immune to energy drain and negative levels) Vestige Level Sign Special Requirements Soul Guardian (mind blank) Granted Abilities Binding DC

VESTIGE NAME
Vestige Level Sign Special Requirements Binding DC

7 8

4 SOUL BINDING

Granted Abilities

Binder Level

= d20 + CHA +
If rushed, take a -10 penalty Good Bind Good Bind Good Bind Good Bind Bad Bind Bad Bind Bad Bind Bad Bind

VESTIGE NAME
Vestige Level Sign Special Requirements Binding DC

VESTIGE NAME
Vestige Level Sign Special Requirements Binding DC

PACT AUGMENTATION

+1 Saving Throws Damage Reduction 1/ +1 Armour Class +1 Attack Rolls +1 Damage +1 Initiative

Granted Abilities

Granted Abilities

BONUS FEATS
Armour Pro ciency (medium) Armour Pro ciency (heavy) Defence Against The Supernatural Diligent Empower Supernatural Ability Enlarge Supernatural Ability Expel Vestige Extend Supernatural Ability Favoured Vestige Favoured Vestige Focus Rapid Recovery Ignore Special Requirements Improved Binding Investigator Martial Weapon Pro ciency Negotiator Persuasive Rapid Pact Making Shield Pro ciency Skilled Pact Making Sudden Ability Focus Supernatural Crusader Supernatural Opportunist Widen Supernatural Ability

VESTIGE NAME
Vestige Level Sign Special Requirements Binding DC

VESTIGE NAME
Vestige Level Sign Special Requirements Binding DC

Granted Abilities

Granted Abilities

VESTIGES
VESTIGE NAME
Vestige Level Sign Special Requirements Binding DC

VESTIGE NAME
Vestige Level Sign Special Requirements Binding DC

VESTIGE NAME
Vestige Level Sign Special Requirements Binding DC

Granted Abilities

Granted Abilities

Granted Abilities

VESTIGE NAME
Vestige Level Sign Special Requirements Binding DC

VESTIGE NAME
Vestige Level Sign Special Requirements Binding DC

VESTIGE NAME
Vestige Level Sign Special Requirements Binding DC

Granted Abilities

Granted Abilities

Granted Abilities

VESTIGE NAME
Vestige Level Sign Special Requirements Binding DC

VESTIGE NAME
Vestige Level Sign Special Requirements Binding DC

VESTIGE NAME
Vestige Level Sign Special Requirements Binding DC

Granted Abilities

Granted Abilities

Granted Abilities

VESTIGE NAME
Vestige Level Sign Special Requirements Binding DC

VESTIGE NAME
Vestige Level Sign Special Requirements Binding DC

VESTIGE NAME
Vestige Level Sign Special Requirements Binding DC

Granted Abilities

Granted Abilities

Granted Abilities

SHADOWCASTER
Category Shadowcaster Level

GO

PATHS & MYSTERIES


Path Mystery Level Uses per day

L FU W LA IL EV

OD AO CH

SHADOWCASTER
Shadow Caster Level

nd am en M ta ys ls te rie s

1 2 3

# # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # #

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

Fu

3 4

1 2 3 4 5 6 7 8 9 10 11 12 13 14 15

Apprentice paths Bonus feats Umbral sight (darkvision 30ft) Sustaining shadow (eat 1 meal /week) Initiate paths Appentice paths as spell-like abilities

Sustaining shadow (sleep 1 hour /day) Umbral sight (see in darkness 60ft) Master paths Initiate paths as spell-like abilities Apprentice paths as supernatural abilities Unlimited use of fundamentals Sustaining shadow (immune to poison and disease)

16 17 18 19 20

Sustaining shadow (no need to breathe, eat or sleep)

FUNDAMENTALS
Uses per day

1 2 3 4 5 6 7 8 9 10 11 12 ABILITIES

# # # # # # # # # # # #
S ab pel ili l-li tie ke s Su ab pe ili rn tie at s ur al

Sp el ls

Affected by antimagic eld Use provokes attack of opportunity Subject to spell resistance Can be dispelled Can be counterspelled Requires somatic components

BONUS FEATS
BONUS FEATS
Known Paths

(Round down)

School

C TI

# # #

TRUENAMER
TRUENAMER
Utterances Known Lexicons True Namer Level

Truenamer Level

UTTERANCES LEXICON OF THE EVOLVING MIND 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 21 22 23 24 25 LEXICON OF THE CRAFTED TOOL 1 2 3 4 5 6 7 8 9 LEXICON OF THE PERFECTED MAP 1 2 3 4 5 6 7 8 9
UTTERANCE SAVE DC
Truenamer Level Utterances Known Max Level Level

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

TRUESPEAK SKILL DC

Ev ol vi ng M Cr in af d te dT oo Pe l rf ec te d M ap

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

Know Personal Truename Knowledge Focus

1
Truename Research

Knowledge Focus

Bonus Recitation Feat See the Named 1 /day Knowledge Focus

2
Sending Knowledge Focus

Bonus Recitation Feat

3
Speak unto the masses

Say my name and I am there

TRUESPEAK
Targets CR, Effective Level or Hit Dice Modi ers

= 15 + 2
Pass a Truespeak skill check each time to use an utterance or recitation.

)+
+2 +2 +5 +5 +2

Utterances Known

Max Level

Level

DC MODIFIERS

Subsequent truespeak checks


The same utterance on the same day Failed utterances dont count

Speaking a personal truename


If successful, gain a +2 to utterance save DC and caster level check to overcome targets spell resistance

Speaking your own truename


Gain a +4 competence bonus to Truespeak check

Utter defensively
Prevents attacks of opportunity Apply for each enemy in range

Utterances Known

Max Level

Level

Overcome spell resistance


Voluntary

Speak unto the masses


For each additional target beyond the rst

RECITATIONS 1 2 3 4 5

Misc

= 10 +

2 + CHA +

DC increases by +2 when using a personal truename

CLERIC

Class Level Caster Level


GO

PREPARED SPELLS

DEITY

0
L FU W LA IL OD AO CH C TI

Domain Spell

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

EV

Spell Save DC

Spells per day

Base Bonus Spells + Spells

1
Domain Spell

TURN / REBUKE UNDEAD


Turn, Halt, Rout and Destroy Undead
GO OD

Good Cleric

Evil Cleric Rebuke, Halt, Awe, Control, Dispel Turning and Bolster Undead Misc Today
L

4
Domain Spell

W LA FU EV IL

TURNS / REBUKES PER DAY

= 3 + CHA +

CH AO TI C

5
Domain Spell

1 2 3 4

TURNING CHECK

= d20 + CHA
TO TURN CREATURE MAX HIT DICE

6
Cleric Level

Turning Check

3 )+ 2

-4

Domain Spell

TO DESTROY CREATURE MAX HIT DICE


Cleric Level

7
Domain Spell

(Round down) Cleric Level

CREATURES AFFECTED TOTAL HIT DICE

= 2d6 + CHA +

8
Domain Spell

9
Domain Granted Power Domain Granted Power

CLERIC DOMAINS
Domain Granted Power

Domain Granted Power

1 2 3 4 5 6 7 8 9

1 2 3 4 5 6 7 8 9

1 2 3 4 5 6 7 8 9

PALADIN

Paladin Level Caster Level


L FU W LA GO OD

GO

OD

SPECIAL MOUNT
Name Mount Type

L FU W LA EV IL

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

EV

IL

Turn, Halt, Rout and Destroy Undead

GO

OD

EV

IL

TURNS PER DAY

1 2 3 4

CHARGES

CHARGES

CHARGES

CHARGES

CHARGES

AO CH C TI

DEITY

Summoned Mount Today

AO CH C TI

PREPARED SPELLS

1 2

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

TURN UNDEAD
Good Paladin Evil Paladin Rebuke, Halt, Awe, Control, Dispel Turning and Bolster Undead Misc Today
L FU W LA

3 4
SMITE EVIL
SMITINGS PER DAY
Synergy Smitings Today

= 3 + CHA +
TURNING CHECK

= d20 + CHA +
TO TURN CREATURE MAX HIT DICE

( Turning 3 )+ Check
Paladin Level

TO DESTROY CREATURE MAX HIT DICE

AO CH TI C

SMITING ATTACK BONUS

Weapon Attack Bonus

Paladin Level

-7
SMITING DAMAGE BONUS

=
Weapon Damage Bonus Paladin Level

+ CHA

- 3 ) 2

+
Round down

= +

+
LAY ON HANDS
Paladin Level

CREATURES AFFECTED TOTAL HIT DICE

Paladin Level

HEALING POINTS PER DAY hp

= 2d6 + CHA +

-3

CHA

)+

Misc

Healing Points

hp

WANDS

SCROLLS

POTIONS

# # # # #

Class Level

GO

PREPARED SPELLS KNOWN SPELLS

L FU W LA EV IL

OD AO CH C TI

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

Spells Known

0 1 2 3 4 5 6 7 8 9
ARCANE SPELL FAILURE THRESHOLD

3
SCROLLS

5
POTIONS

WANDS

Class Level

GO

OD

PREPARED SPELLS PREPARED SPELLS

L FU W LA EV IL

ARCANE SPELL FAILURE THRESHOLD

AO CH C TI

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

0 1 2 3 4 5 6 7 8 9

3
SCROLLS

5
POTIONS

7
WANDS

Other
W LA FU L L EV I GO O D C TI AO CH

Class Level

SPELLS

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

1 2 3 4

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

WANDS

SCROLLS

POTIONS

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 Creature Type
W LA FU L EV IL GO O D

ANIMAL COMPANION
Age Subtype

SUMMONED CREATURE
Creature Level Level Ranks Adjustment Range Weight

ATTACKS
Attack Bonus Damage Critical

INITIATIVE
INITIATIVE BONUS
Misc

INIT = DEX +
SPEED
BASIC SPEED
Swim Speed Fly Speed

lb Effective
MALE

Size

Size Modi er

Height

Level

Hit die

ft

sq

XP

STR CON DEX INT WIS CHA

Base Attack

CH T AO IC

FEMALE

SKILLS
Ranks Racial, Feats

Range

Attack Bonus

Damage

Critical

ft

sq

ft

sq

ft

sq

ABILITIES
Ability Score
Item Bonus

Balance
Temp Bonus

Ability Modi er

Climb Escape Artist Hide Jump Listen Move Silently Search Sense Motive Spot Survival Track Swim
Trained

STR CON DEX INT WIS CHA


EQUIPMENT

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

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

ft

sq

BASE ATTACK
BASE ATTACK
Attack Bonus Damage Critical Temp Attack Temp Damage

+
GRAPPLE

Range

ft

sq
Size Modi er

Range

Attack Bonus

Damage

Critical

GRAPPLE BONUS

Misc

ft

sq

=
HEALTH
Dying

+ STR + x 4 +
Non-lethal Unconcious

HIT POINTS Wounds hp

Stable

hp

hp
Size Modi er Misc Modi er

SAVES
FORTITUDE SAVE
Base Save Misc Temp

ARMOUR CLASS
ARMOUR CLASS
Natural Armour

STR

FORT = CON +
REFLEX SAVE

+ + +

AC AC AC
Temp AC

= 10 + DEX + = 10 / + / /

+ + +

FLAT-FOOTED ARMOUR CLASS TOUCH ARMOUR CLASS

REF FEATS PORTRAIT

= DEX +

WILL SAVE

WILL = WIS +

= 10 + DEX

Spell Resistance Damage Reduction

EFFECTS

AC

SPECIAL ABILITIES

Owners Level

PSICRYSTAL
Crystal Name

SKILLS
Untrained Skill Bonus Owners Ranks Misc

HEALTH
HIT POINTS Wounds hp hp

PERSONALITY
Artiste Bully Coward Friendly Hero Liar Meticulous Nimble Observant Poised Resolved Sage Single-minded Sneaky Sympathetic

Appraise Autohypnosis Balance Bluff Climb Concentration Decipher Script Diplomacy Disable Device Disguise
Temp Bonus

ABILITIES
Ability Score Ability Modi er

Escape Artist Forgery Gather Information Handle Animal Heal Hide Intimidate Jump Listen Move Silently Open Lock Psicraft Ride Search Sense Motive Sleight of Hand

STR CON DEX INT WIS CHA


INT Bonus

Base Attack

STR CON DEX INT WIS CHA


PSICRYSTAL

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

Owners Level

Granted Abilities Alertness * Improved Evasion Self-propulsion Shared Powers Sighted Telepathic Link Deliver Touch Powers Telepathic Speech

Natural INT Armour Bonus

1 3 5 7 9 11 13 15 17 19

+0

+0

Spellcraft Spot Survival Track Swim Tumble Use Magic Device Use Psionic Device Use Rope Knowledge: Psionics
Trained

+1 +2 +3 +4 +5 +6 +7 +8 +9

+1 +2 +3 +4 +5 +6 +7 +8 +9

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

COMBAT
BASE ATTACK
Temp Attack Temp Damage

ATTACKS

+8

Range

Attack Bonus

Damage

Critical

ft

sq

INITIATIVE BONUS

with Self-propulsion:

with Flight:

Basic Speed

Fly Speed

Range

Attack Bonus

Damage

Critical

INIT

ft

sq

30 ft 6 sq

50 ft 10 sq
Size Modi er Misc Range Attack Bonus Damage Critical

GRAPPLE BONUS

+ STR - 12 +
Misc Temp

ft

sq

SAVING THROWS
FORTITUDE SAVE
Owners Base Save

ARMOUR
ARMOUR CLASS
Natural Armour Size Modi er Misc Modi er

FORT = CON +
REFLEX SAVE

+ + +
Trap Sense

AC AC AC
Temp AC

= 10 + DEX + = 10 / + /

+4+ +4+ +4+

FLAT-FOOTED ARMOUR CLASS TOUCH ARMOUR CLASS

REF

= DEX +

WILL SAVE

WILL = WIS +
Evasion Endurance Improved Evasion

= 10 + DEX

Power Resistance Damage Reduction

AC

/
COMBAT ABILITIES

EFFECTS

Flight Power Resistance Sight Link Channel Power

STR DEX CHA CHA DEX INT

* Applies to owner when within 5 ft

NPC
L FU W LA EV IL GO OD AO CH C TI

Character Name Race Allegiance Class Size Size Modi er Level

HEALTH
HIT POINTS Wounds hp
MALE

Dying

Stable

Non-lethal

Unconcious

hp

hp

COMBAT
BASE ATTACK
Temp Attack Temp Damage

ATTACKS

FEMALE

ABILITIES
Ability Score
Item Bonus

SKILLS
Temp Bonus

Ability Modi er

Skill

STR CON DEX INT WIS CHA

STR CON DEX INT WIS CHA


EQUIPMENT

Balance Climb Escape Artist Hide Jump Listen Move Silently Search Sense Motive Spot Survival Swim

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

Properties

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

Ranks Racial, Feats

+
INITIATIVE BONUS
Misc

Range

Attack Bonus

Damage

Critical

ft

sq

INIT = DEX +
SPEED ft sq
Size Modi er Temp Speed

Range

Attack Bonus

Damage

Critical

ft

sq

ft

sq
Misc Range

Attack Bonus

Damage

Critical

GRAPPLE BONUS
Base Attack

+ STR + x 4 +
Base Save Misc Temp Range

ft

sq

SAVING THROWS
FORTITUDE SAVE

Attack Bonus

Damage

Critical

FORT = CON +
REFLEX SAVE

+ + + AC AC AC

ft

sq

DEFENCE
ARMOUR CLASS
Armour & Shield Size Modi er Misc Modi er

REF
Properties

= DEX +

WILL SAVE

= 10 + DEX + = 10 / + / /

+ + +

INVENTORY

WILL = WIS +
Evasion

FLAT-FOOTED ARMOUR CLASS TOUCH ARMOUR CLASS

= 10 + DEX

Properties

EFFECTS

Temp AC

Spell Resistance Damage Reduction

AC
Properties

COMBAT ABILITIES

Properties

3.5e

L FU W LA IL EV

L FU W LA

L FU W LA

L FU W LA

L FU W LA

L FU W LA

L FU W LA

L FU W LA

L FU W LA

L FU W LA

OD

OD

OD

OD

OD

OD

OD

OD

OD

GO

GO

GO

GO

GO

GO

GO

GO

GO

IL

IL

IL

IL

IL

IL

IL

IL

GO AO CH

OD C TI

EV

EV

EV

EV

EV

EV

EV

EV

Campaign

PARTY

Name

Name

Name

Name

Name

Name

Name

Name

Name

DEFENCE & SAVING THROWS


FORTITUDE SAVE REFLEX SAVE WILL SAVE ARMOUR CLASS TOUCH AC FLAT-FOOTED AC

SKILLS
Appraise Balance Climb Concentration Decipher Script Diplomacy Disguise Forgery Gather Information Handle Animal Heal Hide Listen Move Silently Ride Sense Motive Spellcraft Spot Survival Use Magic Device

LANGUAGES

Name

XP

EV

AO CH C TI

AO CH C TI

AO CH C TI

AO CH C TI

AO CH C TI

AO CH C TI

AO CH C TI

AO CH C TI

AO CH C TI

IL

Spot

Ride
Campaign

Hide

Heal

NPC GROUP
3.5e
GO C TI EV AO CH OD L FU W LA IL

Climb

Listen

Forgery

Balance

Survival

Disguise

Appraise

Spellcraft

Diplomacy

TOUCH AC

Sense Motive

Move Silently

Concentration
Organisation

Handle Animal

Decipher Script

REFLEX SAVE

Use Magic Device

Gather Information

WILL SAVE ARMOUR CLASS


NPC NPC NPC NPC NPC NPC NPC NPC NPC NPC NPC NPC NPC NPC NPC NPC NPC NPC NPC NPC Rank / Position Rank / Position Rank / Position Rank / Position Rank / Position Rank / Position Rank / Position Rank / Position Rank / Position Rank / Position Rank / Position Rank / Position Rank / Position Rank / Position Rank / Position Rank / Position Rank / Position Rank / Position Rank / Position Rank / Position

FLAT-FOOTED AC

FORTITUDE SAVE

SKILLS

DEFENCE & SAVING THROWS

LANGUAGES

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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