Professional Documents
Culture Documents
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
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 .
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
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
EV
Race
GO OD
MALE
Player
CHARACTER SHEET
3.5e
W LA FU L
Joe Furst
Name
CHARACTER
FEMALE
CH C TI AO
-1
Level
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
8 14 14 12 16 8
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
+2 for alchemy
Use the boxes with big grey borders for temporary changes, like buffs and nerfs.
1 1
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
The base languages for your race and class, plus one for each point of INT modifier.
6 8
2 2 1
5 5
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)
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
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
Range
Type
Attack Bonus
Damage
Critical
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
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
Improved Evasion
Endurance
= 10
+2 /illusions
AC 15
Temp AC
= 10 + DEX 2
EFFECTS
AC
Damage Reduction
/
METAMAGIC COMBAT ABILITIES
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
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
lb
AC
Body Properties
Torso Properties
Hands Properties
Waist Properties
Ring
Ring of Protection +2
Feet Properties
Properties
+2 deflection bonus to AC
MONEY
Copper Silver Gold Platinum
Carried Items
Light Load
VALUABLE ITEMS
,
1 9 cp
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
lb
Heavy Load
, , , ,
, , , ,
. . . .
lb
Max Load
lb
The money fields are lined up to make adding up easier: 10 copper = 1 silver 10 silver = 1 gold 10 gold = 1 platinum
DRUID
DEITY
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.
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
3
WILD SHAPE
Times Today
1
Current Shape
7 8
WANDS
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
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
16 14 14 2 11 4
STR +3 CON +2
+2 DEX -4 INT +0 WIS -3 CHA
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 +
AC 14
11 AC
Temp AC
= 10
/ +
FEATS PORTRAIT
Endurance Evasion
WILL SAVE
0 0 WILL = WIS + Endurance, Evasion
1 = 10 + DEX
/ /
EFFECTS
AC
Low light vision Scent Link Share Spells Bonus tricks: Work, Track
SPECIAL ABILITIES
11
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
ABILITIES
Ability Score
Item Bonus Temp Bonus
Ability Modi er
Improved Grab
Range
Attack Bonus
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
ft
sq
ft
sq
INITIATIVE BONUS
The base attack bonus is your own, not your animal forms.
Misc
INITIATIVE BONUS
Misc
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
+ + +
11
8 + STR + x 4 +
15 AC 14 AC 10 AC
Temp AC
1 = 10 + DEX +
5 5
1 1 1
+ + +
SAVES
FORTITUDE SAVE REFLEX SAVE
Base Misc
= 10
/ +
SAVES
FORTITUDE SAVE
4 8 FORT =CON +
Base Misc
= 10
/ +
6 2 FORT =CON + 4
+ +
2 = 10 + DEX
/ /
4 1
+ +
1 = 10 + DEX
/ /
REFLEX SAVE
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
Dont forget your animal forms special abilities, but remember they might not all apply to you.
12
XP
EV
IL
Campaign
GO
Race
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
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
d d d d d SKILLS /
= ECL + 3 Untrained Skill Bonus Racial, Class Skills Ranks Feats, Synergy 1 2 3 4 5
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
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
MONEY
, , , , , , , , pp . , gp sp cp
LANGUAGES
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
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
Stable
+ + +
+ + +
Trap Sense
+ + +
hp
hp
De ection Modi er
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
ARMOUR
Type Max Speed Max AC DEX
= 10 + DEX
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
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
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
d d d d d SKILLS /
= ECL + 3 Untrained Skill Bonus Racial, Class Skills Ranks Feats, Synergy 1 2 3 4 5
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
LANGUAGES
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
ft
Fly Speed
sq
ft
sq
Climb Speed
ft
sq
ft
sq
ft
sq
ft
sq
BASE ATTACK
MELEE ATTACK RANGED ATTACK
Range
Type
Attack Bonus
Damage
Critical
ft
sq
Morale Bonus
Buffs
Nerfs
Power Attack
Range
Type
Attack Bonus
Damage
Critical
+ +
=
Morale Bonus
+
Buffs
Nerfs
Power Attack
ft
sq
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
Stable
+ + +
+ + +
Trap Sense
+ + +
hp
hp
De ection Modi er
ARMOUR CLASS
ARMOUR CLASS
Armour AC Shield AC Natural Armour Size Modi er Misc
AC AC AC
Temp AC
= 10 + DEX + = 10 / + /
+ + /
+ + /
+ + +
+ + +
= 10 + DEX
EFFECTS
AC
Damage Reduction
/
METAMAGIC COMBAT ABILITIES
INVENTORY
Value
ARMOUR
Head Properties
EQUIPMENT
Max Speed
ft
Check Penalty Weight
sq
Armour AC
Spell Failure
lb
SHIELD
Properties Check Penalty Weight Spell Failure
AC
Shield AC
lb
AC
Shoulders Properties
Body Properties
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
ARMOUR
Head Properties
EQUIPMENT
Max Speed
ft
Check Penalty Weight
sq
Armour AC
Spell Failure
lb
SHIELD
Properties Check Penalty Weight Spell Failure
AC
Shield AC
lb
AC
Shoulders Properties
Body Properties
Torso Properties
Hands Properties
Waist Properties
Ring Properties
Feet Properties
MONEY
Copper Silver Gold Platinum
Carried Items
Light Load
VALUABLE ITEMS
, cp sp gp pp , . coins
Value
, , , , , , ,
lb lb lb lb lb lb lb
Total
Weapons, Ammo Armour, Shield Worn Items Scrolls, Potions, Wands, Components Coins Total Weight
lb
Medium Load
lb
Heavy Load
, , , ,
, , , ,
. . . .
lb
Max Load
lb
XP
EV
IL
Campaign
GO
Race
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
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
d d d d d SKILLS /
= ECL + 3 Untrained Skill Bonus Racial, Class Skills Ranks Feats, Synergy 1 2 3 4 5
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
LANGUAGES
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
ft
Fly Speed
sq
ft
sq
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
Morale Bonus
Buffs
Nerfs
Power Attack
Range
Type
Attack Bonus
Damage
Critical
+ +
=
Morale Bonus
+
Buffs
Nerfs
Power Attack
ft
sq
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
Stable
+ + +
+ + +
Trap Sense
+ + +
hp
hp
De ection Modi er
ARMOUR CLASS
ARMOUR CLASS
Armour AC Shield AC Natural Armour Size Modi er Misc
AC AC AC
Temp AC
= 10 + DEX + = 10 / + /
+ + /
+ + /
+ + +
+ + +
EFFECTS
= 10 + DEX
AC
Damage Reduction
/
METAPSIONICS COMBAT ABILITIES
INVENTORY
Value
ARMOUR
Head Properties
EQUIPMENT
Max Speed
ft
Check Penalty Weight
sq
Armour AC
Spell Failure
lb
SHIELD
Properties Check Penalty Weight Spell Failure
AC
Shield AC
lb
AC
Shoulders 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
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
1 2 3 4 5
Max Ranks
AO CH C TI
d d d d d SKILLS /
= ECL + 3 Untrained Skill Bonus Racial, Class Skills Ranks Feats, Synergy 1 2 3 4 5 Misc
SPECIAL ABILITIES
LANGUAGES
XP
EV
IL
Campaign
GO
Race
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
+ CON +
STR DEX INT WIS CHA
1 Barbarian 2 3 4 5
/
= ECL + 3 Untrained Skill Bonus
Max Ranks
Appraise Balance
(Round down)
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
d d d d d SKILLS
Racial, Class Skills Ranks Feats, Synergy 1 2 3 4 5
BARBARIAN
1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20
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!
{ { {
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
Tireless RAGE! Trap Sense +6 Damage Reduction 5/ Mighty RAGE! Rage 6/day
x2
NOTES
LANGUAGES
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
ft
sq
ft
sq
Range
Type
Attack Bonus
Damage
Critical
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
Buffs
Nerfs
Range
Type
Attack Bonus
Damage
Critical
+ +
RAGE!
Fatigued
=
Buffs
Nerfs
+
RAGE!
Fatigued
ft
sq
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!
Total Level
CON Increase
Non-lethal
RAGE!
+
RAGE! DURATION
hp
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
AC AC AC
Temp AC
= 10 + DEX + = 10 / + /
+ + /
+ + /
+ + +
+ + +
Conditional Modi ers
SAVES
FORTITUDE SAVE
Base Misc Temp
RAGE!
= 10 + DEX
Spell Resistance
+ + +
Improved Evasion Imdomitable Will
+ + +
Trap Sense
+
Fatigued
Uncanny Dodge
AC -2 /
AC Penalty
RAGE!
RAGE!
Damage Reduction
FEATS
EFFECTS
BARD
Level Bonus
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
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
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
0
AO CH C TI
Domain Spell
DOMAINS
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
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
8
Domain Spell
GO
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
= 2d6 + CHA +
DRUID
DEITY
+
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
3
WILD SHAPE
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
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
ft
sq
STR CON
Attack Bonus Damage Critical
ft
sq
DEX
Attack Bonus
Damage
Critical
ft
sq
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
+ STR + x 4 +
SAVES
Base Misc Temp
AC AC AC
Temp AC
= 10 + DEX + = 10 / + / /
+ + +
FORTITUDE SAVE
FORT =CON +
REFLEX SAVE
+ +
= 10 + DEX
FORTITUDE SAVE
FORT =CON +
REFLEX SAVE
+ +
= 10 + DEX
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
{ {
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
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
1 2 3 4
CHARGES
CHARGES
CHARGES
CHARGES
CHARGES
AO CH C TI
2 = Caster Level
AO CH
DEITY
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
- 3 ) 2
=
SMITING DAMAGE BONUS
Weapon Damage Bonus Paladin Level
+ CHA
Round down
Paladin Level
= 2d6 + CHA +
-3
= +
+
LAY ON HANDS
Paladin Level
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 =
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 =
% SCROLLS
POTIONS
WANDS
CHARGES
# # # #
CHARGES
CHARGES
CHARGES
SORCERER
% 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
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
Speciality Spell
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
0
Speciality Spell Speciality Spell Speciality Spell
SPELL SCHOOLS
SPECIALITY SCHOOL PROHIBITED SCHOOLS
SPELLS
INT INT - 4 INT - 8 INT - 12
Spell Save DC
0 1 2 3 4 5 6 7 8 9
Spell Save DC = 10 + INT + Spell Level
SCROLLS
Speciality Spell
POTIONS
WANDS
Speciality Spell
CHARGES
# # #
CHARGES
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
+
Bonus Spells
Ghost Sound
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
Daze Monster Hypnotic Pattern Mirror Image Spider Climb Whelming Blast
CLOAKED CASTING
Spell Save DC
= 10 + INT +
Spell Level
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
SPELL DC BONUS
Confusion Crushing Despair Greater Mirror Image Locate Creature Rainbow Pattern Solid Fog
6 7
WANDS
CHARGES
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
8 9
# # # # #
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
GO
Electricity Cold
Alignment
L FU W LA OD
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
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
Swiftness
d6
= 10 +
2 + CON
(Round down)
TOUCH OF VITALITY
HEALING PER DAY hp
= 2
CHA
)+
Misc
Points Healed
5 +1
WANDS
CHARGES
Healing Effects
(Round down)
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
AO CH C TI
DUSKBLADE
Level Bonus
+
SPELLS
0 1 2 3 4 5
INT INT - 4 INT - 8 INT - 12
Spells Known
Spell Save DC
%
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
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 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
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.
GHOST MIND
CASTER LEVEL CHECK DC
Ninja Level
Ki Dodge Speed Climb Ghost Strike Improved Poison Use Ghost Step (Ethereal)
= 20 +
Attempting to scry on the ninja prompts a caster level check. Failure renders the ninja undetectable.
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
1 2 3 4
Spell Save DC = 10 + CHA + Spell Level
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.
Spellthief Level
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
From level 3: From level 11: From level 19: From level 15:
10 Duration 20 30
1 min
SPELL RESISTANCE
=
RESISTANCE DURATION
+5
24 25 26 27 28 29
rds
From level 2:
= CHA
SWIFT ACTIONS
Detect Magic Today (Minimum 1) Arcane Sight Today (Minimum 1)
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:
= CHA
WARLOCK
DAMAGE
Warlock Level
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
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
WANDS
CHARGES
# # # # #
SCROLLS
POTIONS
CHARGES
CHARGES
CHARGES
CHARGES
WARMAGE
SPELLS
Spell Save DC
Warmage Level
0 1
1 2 3 4 5 6 7 8 9
Spell Save DC = 10 + CHA + Spell Level
Burning Hands Chill Touch Lesser Orb of Acid Lesser Orb of Cold Lesser Orb of Sound Magic Missile
Fireburst Pyrotechnics
Warmages can use light armour and shields without penalty. From level 8, this includes medium armour.
WARMAGE EDGE
Extra damage
INT
Evards Black Tentacles Orb of Acid Orb of Fire Orb of Force Shout Wall of Fire
Flame Strike
7 8
WANDS
Implosion Weird
Meteor Swarm
SCROLLS
POTIONS
WU JEN
Elemental Mastery Bonus
+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
Base Spells
Bonus Spells
4
Wu Jen Level
= 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.
6
Modi cation
%
Wu Jen Spell Level
SPELL SECRET
3 9 12 15 18
7 8
TABOOS SCROLLS
9
POTIONS
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
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 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
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
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
Spirit Shaman Level
SPELLS
WIS WIS - 4 WIS - 8 WIS - 12
Spell Save DC
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
% 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
OD
KNOWN POWERS
L FU W LA IL
+
L FU W LA OD
POWERS KNOWN
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
DORJES
# # # #
DIVINE MIND
GO
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
Bonus Points
CHARGES
CHARGES
CHARGES
CHARGES
CHARGES
AO CH
C TI
AO CH C TI
Aura
Bonus
MANTLES
PSIONICS
Bonus Points Misc Wild Talent Reserve
+
Manifester Level
= 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
OD
LURK AUGMENTS
L FU W LA IL
+
Psionic Sneak Attack
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
AUGMENTS AT ONCE
Bonus Points
AO CH
Lurk Level
1 2 6 7 9 10 12 15 17 18
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
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
4 1 2
3d6
Slippery Mind
If you fail a save against enchantment, try again next round.
17
20
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
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
C TI
2 + CHA
(Round down)
= CHA
METTLE
SKILL PENALTY
FAMILIAR
= -
1
SPELLS
Spell Save DC
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
= 3 + CHA
= 20 %
# # # # #
BATTLE DANCER
BONUS DURATION rds
Battle Dancer Level
BATTLE DANCER
Battle Tumble Dancer Ranks Level
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
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
= 5 + CHA
TUMBLE
14
+2
17 20
DC MODIFIERS
Subsequent enemies...
Each enemy being bypassed after
17 18
Surface is...
Lightly obstructed
Scree, light ruble, shallow bog, undergrowth
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
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
+
=
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
%
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
= 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
+
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
= 2d6 + CHA +
JESTER
Level Bonus
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
JESTER
Jester Perform Level (Comedy) Ranks
1 2 3 6 9 10 12 15 18
3 5 6 9 12 15 18 21
{
{
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)
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
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
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
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.
INFERNAL ESCAPE
TELEPORT RANGE
Mountebank Level Misc
= 10
INFERNAL DEFENSE
Mountebank Level
= 100
Mountebank Level
+
INFERNAL DECEPTION
Rounds Passed
Rounds Passed
Misc
=
INFERNAL JAUNT
Mountebank Level
+
Smite Good
Smite Good Used Today Weapon Damage Bonus
Uses
Save DC
= 10 +
(5
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
= +
+ 20
Outsider Traits Immune to Charm Person and other effects that target non-outsiders. Damage reduction 10/magic
# # # #
SCROLLS
CHARGES
POTIONS
CHARGES
CHARGES
SAVANT
Divine Level Bonus
Savant Level
2 = Caster Level
Savant Level
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
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
Talent Lore: Sneak Attack +1d6 Skill Assistance (10ft.) Talent Lore: Skill Assistance (15ft.) Sneak Attack +2d6
= INT
ACADEMIC LORE BONUS
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
SPELLS
0 1 2 3 4 5 6 7 8 9
Spell Save DC = 10 + CHA + Spell Level
CHA CHA - 4 CHA - 8 CHA - 12
% SPELL 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
+
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
3
URBAN SHAPE
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
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
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
Scales +3
5 3 6 7 8
Scales +5 Immunities (paralysis, sleep) Breath weapon range doubles
4
Scales +4
5
Damage Reduction 5/Magic
BREATH EFFECTS
Breath Effect Minimum DFA Level
CoolDown Rounds
6 BREATH WEAPON
1 2 3 4 5 6 7 8
d6
REFLEX SAVE DC
= 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 IP 1 IP
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
3 IP
= INT + (
Factotum Level
2)
Synergy
1 2 3 4
2 IP
TURNING CHECK
= d20 + CHA +
TO TURN CREATURE MAX HIT DICE
Factotum Level
4 IP
( Turning 3 )+ Check
2
-4
AC + INT
0 IP
Round down
4 IP
Factotum Level
= 2d6 + CHA +
CUNNING BRILLIANCE
Prepared Extraordinary Abilities
= 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
+
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
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
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
Major Creation
= WIS +
WANDS
CHARGES
# # # # # # # # #
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
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
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 11: Enemy Dazzled Rounds
=
Encounter Knowledge
d6
=
Encounter Knowledge
-1
SCROLLS
POTIONS
DREAD NECROMANCER
SPELLS
Spell Save DC Spells per day =
KNOWN SPELLS
Caster Level
Level Bonus
1
+
Bestow Wound Cause Fear Detect Undead Doom Ray of Enfeeblement Summon Undead I
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
Halt Undead In ict Serious Wounds Summon Undead III Vampiric Touch
Bestow Curse Contagion Death Ward Enervation Evards Black Tentacles Fear In ict Critical Wounds Phantasmal Killer Poison
%
ATTACK DC
Spell failure does not apply to Dread Necromancer spells while wearing light armour. Dread Necromancer Level
= 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)
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
= 1+(
4)
(Round down)
REBUKE UNDEAD
REBUKES PER DAY
Misc Today
Plague of Undead
= 3 + CHA +
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)
= ( 4 + CHA = ( 2 + CHA
)
Caster Level
ENERVATING TOUCH
NEGATIVE LEVELS PER DAY
DN Level
= 2d6 + CHA +
12 to 16 level 2 17 to 20 level
INCARNATE
Level Bonus
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
=
From level 3:
6 +
From level 15: Constitution Score
2
Properties
+
(Round down) Capacity + 2
3
Properties
Capacity + 1
MAX SOULMELDS
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
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
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
- 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
SMITE OPPOSITION
SMITINGS PER DAY
Smitings Today Affected Alignments Misc
W LA GO OD FU L CH
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
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
+
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
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
PSICRYSTAL
Name Personality Artiste Bully Coward Friendly Hero
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
+
Misc
POWERS KNOWN
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
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
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
MIND BLADE
Soulknife Level
Blade Shape
Strength Multiplier
Small
Damage: Medium
Large
Point Cost 1 1 1 1 1 1 1 2 2 2 2 2 3 3 3
2 Shortsword
=(
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
ATTACK BONUS
Base Attack 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 +
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
+1 4
(Round down)
DORJES
CHARGES CHARGES CHARGES CHARGES CHARGES
# # # # #
WILDER
PSIONICS
POWER POINTS Base Points PER DAY
Bonus Points
KNOWN POWERS
+
Misc
POWERS KNOWN
=
Power Level Cost
Racial
=
Bonus Points
+
Manifester Level
= CHA x
(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
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
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
+
Name Personality Artiste Bully
rds
PSICRYSTAL
CRUSADER
MAX MANEUVRE LEVEL
Crusader Level
MARTIAL ADEPT
= 1
Maneuvre
+
Type
+
d te an Gr a d y Re
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
SWORDSAGE
MAX MANEUVRE LEVEL
Swordsage Level
MARTIAL ADEPT
= 1
Maneuvre
+
Re
Type
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
= 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
MARTIAL ADEPT
= 1
Maneuvre
+
Re
Type
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
MARTIAL ADEPT
MAX MANEUVRE LEVEL
= 1
Maneuvre
+
Re
Type
+(
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
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
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
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
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
1
Truename Research
Knowledge Focus
2
Sending Knowledge Focus
3
Speak unto the masses
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
Utter defensively
Prevents attacks of opportunity Apply for each enemy in range
Utterances Known
Max Level
Level
RECITATIONS 1 2 3 4 5
Misc
= 10 +
2 + CHA +
CLERIC
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
1
Domain Spell
Good Cleric
Evil Cleric Rebuke, Halt, Awe, Control, Dispel Turning and Bolster Undead Misc Today
L
4
Domain Spell
W LA FU EV IL
= 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
7
Domain Spell
= 2d6 + CHA +
8
Domain Spell
9
Domain Granted Power Domain Granted Power
CLERIC DOMAINS
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
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
GO
OD
EV
IL
1 2 3 4
CHARGES
CHARGES
CHARGES
CHARGES
CHARGES
AO CH C TI
DEITY
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
AO CH TI C
Paladin Level
-7
SMITING DAMAGE BONUS
=
Weapon Damage Bonus Paladin Level
+ CHA
- 3 ) 2
+
Round down
= +
+
LAY ON HANDS
Paladin Level
Paladin Level
= 2d6 + CHA +
-3
CHA
)+
Misc
Healing Points
hp
WANDS
SCROLLS
POTIONS
# # # # #
Class Level
GO
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
L FU W LA EV IL
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
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
QUEST ITEMS
Attained Carried by / given to
CONTAINER
Value Weight
CONTAINER
Value Weight
lb lb
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
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
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
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 / + / /
+ + +
= DEX +
WILL SAVE
WILL = WIS +
= 10 + DEX
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
Base Attack
Owners Level
Granted Abilities Alertness * Improved Evasion Self-propulsion Shared Powers Sighted Telepathic Link Deliver Touch Powers Telepathic Speech
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 / + /
REF
= DEX +
WILL SAVE
WILL = WIS +
Evasion Endurance Improved Evasion
= 10 + DEX
AC
/
COMBAT ABILITIES
EFFECTS
NPC
L FU W LA EV IL GO OD AO CH C TI
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
Balance Climb Escape Artist Hide Jump Listen Move Silently Search Sense Motive Spot Survival Swim
Properties
DEX STR DEX DEX STR WIS DEX INT WIS WIS WIS STR
+
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
= 10 + DEX
Properties
EFFECTS
Temp AC
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
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
Gather Information
FLAT-FOOTED AC
FORTITUDE SAVE
SKILLS
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
TIMELINE
3.5e
THREAD
DATE
EVENT
THREAD
OTHER EVENTS