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 Player’s Handbook Barbarian . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 23 . Bard. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 25 . Cleric. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 26 Druid . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 27 . Monk. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 29 Paladin. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 30 Ranger. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 31 . . Sorcerer. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 32 Wizard . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 34
Player’s 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 Sha’ir. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 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

2

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

Dyslexic Studeos present a surprisingly complete set of

for Dungeons & Dragons 3.5

CHARACTER SHEETS

When.I.started.playing.D&D,.I.wasn’t. 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.can’t.possibly.do.them.justice:.it. wastes.space.on.things.that.don’t.belong.there,. while.failing.to.keep.track.of.the.inspiration. points,.psionic.powers,.spell-like.abilities,. favoured.enemies.and.sneak.attack.bonuses. that.make.each.class.special . These.character.sheets.are.entirely.free,.and.my. only.hope.is.that.they.are.useful.to.you .

3

tried..is..Character.There.of.a.in.. they’re.generally.psionic.range.core..as.filled.exception .closely.recommend.and.could.to.and.print.with.example.whole.your.familiar.include.spell. background.for. 1 2 3 4 Example of a wizard’s pages: 1 2 3 4 4 Character Info.characters.version. under.modified.relevant.beginner..included.many.should.damage.character.the.sheet.paper.NPCs .to..—.the.has.playing.use.to..with.use.spells..result.your.I’d.and.find.you.the.extra.may.tied. I’ve.will.few.and.the.Rogue.sheet .a.the.spell..an.typically.core.point .level.but.this.the.a.a. I.and.and.your.Instead..each.sheets.are.from.here:.example. There’s.one.sharing..these.the.has.own.pages.put.on.character’s..7.needs .have. character.-.a.of..and.find. pages.don’t.expanded.you’re. with.noting.There.animal. with Combat on the reverse Wizard Familiar Spell Book.likely.on..require.. sheets.a.then. Other.on.extra.the.If.pages .companion.may.to.isn’t.or.of.a. has.the.of.Barbarian.6.sheet.a.consist. and. choice.to.Info. Wizard. fill.details.sheet.three.sheets.for.the.on.you.a.of.page. class. generic.in.a.choose. simpler.history.combat .for.skills.sides.spellcaster ..versions.of.two.starting.a.12 .character’s..for. reverse.be.useful. character.the. sheet..loot. inventory.a.shapes.not.HOW TO PRINT You.four.a. Support pages Some.place.psionic.back .are.separate. classes.a.few.typically.include.a.Druid.expected.your.you.whose.though.the. This..need.a.a.favourite.book.inventory .simpler.pages.classes.party.or.Fighter.of.the..pages. version.version.a.most..rulebooks .for. on two sides . features.Combat.is.book.requested.from.dozen. two.and.of: Core pages The.Binder.on.vestiges .players.extra.the.like. included .an.are.for.use.fighting.thereafter .your. document ..first. wild. A. The.most. classes .version.classes.one. If.have.inventory.can.choose.of.class.official.expanded.such.A.anything.to.good.armour.front.example.the.will.class-specific.components . Class pages You. on.and.need.character.that.the.for.material.For.you.for.sheet.and.good. their.to.the.the.classes.

a. •.than.INT.trying. Dragons. prestige.I’ve.be.Guide.of.your.buffs.new.one. Labels.adaptable.. could. they’re.show.for.rules.is.for.standard. from.of. Pathfinder.above.character.through.use. for.character.attack.as.to.relevant. calculations.(the.when.and.are.from. campaign .to.information. If.common.to.Monster.classes. interfering..answer.has.these.here .more.of.. •.character.list. the. Bonus. you..these..isometric spells..so . along.possible.to.you.level .customisation .with.of..can.make.are.the.you.Your.spells.open.do. But.do.use.Edition.sheets.codes:.3 .be.so.as.something.the.are.and.well.with.as.details.or.important. changes .Add.and.character. 5 .the.marked.column.and.style.where.to.the..to.have.for.version.sheets . You.about.lines. like.help.classes .more. Boxes.sheet.changes .always..generic.historical.may.series.first.with.to.number.allowed.the.versions.boxes.each.it.and. •.sheets....wish.so.on.group.with.too .need.WIS.while.are.the.at.what.as.on.a. Where. and.or.by. that.page.You...choose.a.are.some.rage.little.the. STR.guide.DM.boxes. up.-.classes.books.come..Pathfinder ..nobody.INT.or..5.vertical.also.encompass..you.or.character. Ability.books.to.them.use...sheet. core.character.of.agrees.versions.variants.. Party.useful. Master’s.be.these.of.character.I..sheets.or.summary Which..levels.lines.how.to.sneak.checks.includes.need..you. source .any.makes.they. versions.the.DEX.guide.bonus.Dungeons.it.the.from.time.entirely. like...and.with.should.the.HOW TO USE These.make. Simplified.can. Various. that.the. out.this.summary.fewer. events.one. checkboxes .and. •.of.who.flow.adapted.as. But.world.modifer.need.these. Soft.consult.players’.NPC. the. •.download.no.a.a.of.made. (usually.group.player.to.may.make. HOW TO DM As.several.filling. out.they.elsewhere.the.scenarios..of.a.job.sheets.sheets.information.of.while.PC’s.Combine.towards.running.try..to.the.base.own. your.for.it.the.check.use. players. should.fewer.not.a.fields..to.. character.0.six.have.sheets.building.outlines.CON.up.your.sure.can.may.original.of.you.a.useful.2nd.level.tell.nerfs .you.NPC as.how.you.cheat .Manual).groups.four.to.in.clear .house.lighter.less.and.being.heavy.don’t.Dungeon. Dragons.need.for.play.the.scores .correct.rule.to.find.your.familiar.use.time.attack .skills .to. ADAPTING TO YOUR GAME There.fields. books..Pathfinder.files. This.or.of.and.this.find.is.space.created. •..meaning: •.class.you’re.playing.copy.many.an.your. when...way.the.with.or.need.so.people.sheets.whole.if.them. However.The..the.to.spell.skills...play . understands.in.There.it .map.a.shown.are.rule.points sheets.certain.In.are.Master. •. ones.Handbook..plot.is.to.blank.any.the.blanked-out. with.row.grey.consult.filled.free.of.3 .hope.that.consistent.that.with..are.character.use.is.their.rule.classes.sheets.time.in.including.the.are.Dungeons.the.as.with.replace.each.done.when. This.of. Dotted..them .there’s.and.nudge.players.long.making.probably.included. •.best. yourself?.lines.3 .grids. •.are.temporary. core.there.especially.. with.of.and.against.5. that.the.o.roll. COMPATIBILITY These.and.modifiers.the.information.indicate.for.the.styles.As.Dragons.&.Fill.to. the.. There.forget.the.Start.the.feature .to.from.use.of.themselves .will.chronology.with. should.for.of.your.players.of.using..Player’s.books.print.one.gaming...well.some.4th.character.they.to.caster.or.using .special.base. Similar.should.version.it.run.the.left.you.should. books .so..many.that. page.to.have.with.etc .of.the.–.sheets.from.with. the.an.ever.first.four.can.the.pages. Timelines.character.first.the.solid. directly.calculated.typically.the.left .only.next.create.3 .values.and.be.WIS.set.be.next.with.will.You.in.or.you.are.bonus. secret.go.aren’t.you.. I’ve.Dungeon.column.or.back.the.with.CHA) .a.the.hex.campaign .be. class-specific.and. DM...for. •.Dungeons.experienced.the.are.in...comes.CHA . Edition.top.ability.my.process.and.are.with...and.avoid.

yourself.need.a.end .consider. All.list .D&D..charge.ask.existing. free.the. copyrights.was.the.sheets.org/licenses/artistic.don’t.of.sensible. I. You’ll.and..nor.but.preserve..match.of.Illustrator.in.in.access.people.commercial.the.using.ever.likely.released.bulk.are.made.prove.to.is.pint .open.source. the.promise.via.them. version.free.a.forum .able.through.0 .or. repository .based.are.conditions..License.make.Effects.in.for.of.to.of.by.modification.expect. made.wizards.choose.. existing.com/p/charactersheets Wizards of the Coast.com COPYRIGHT Dungeons.the.blog.line. If.into.It.the.after.Inc .little.sale.provided.these.you.files.that..-.will.under.original.a..available.are.and.a.to.You.front.cover.open.like.I.property.to.grant.were. I.I’ll. Illustrator .Basingstoke.the. http://www.created.Dragons.document..to..com Open source repository http://code.charged.related.links.its.and.you.a.in.google. If.repository..the.free.of.Photoshop.directly.figure.me.CS3.accept.no.on.blogspot.your.in.contribute.I.are. After.modifications. http://www.and.evolve.they.a.the.way.to.the.php?t=126909 D&D Doodles http://dandddoodles.&. The.to.backgrounds.is.this.introduction.Adobe.source.requests ...2 ..download. Inc.Subversion.I’ll.released.or.not.point.out..at.HOW THEY WERE CREATED The.to.remain.on.everything.ever.continue. refuse.either.discussion.generously.the.crazyred . yourself . InDesign.you. to. 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.the.were. feedback .Artistic.html Discussion and feedback thread HOW TO SHOW YOUR APPRECIATION If.me.to.Adobe.were.your.and.is.More.was.you’d.is. under. discussion.com/forums/showthread.rarely. At.files .submissions.repository . This.Doodles.com The Artistic License http://dev.the.back.the.the.edit. FEEDBACK & PARTICIPATION These.. standard .do. any.can.the.perl.the.files.. artist. 6 .. under.to..for.trademarks.and.illustrations.Wizards.document.all.giantitp.on.I’ll.entirely.to.use.with..license .thread. work.a.sheets.passing.you’re.are.constituents .of.work.sheet.your.the.This.sheets.though.Acrobat .quality.Drop.-. Send. assembled. the.the.blogspot.distribute.all. Coast.some.of.may.from.provided.

like buffs and nerfs.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. Gnomes get +2 Constitution. plus one for each point of INT modifier.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 Nature’s Lure Wild Shape 1/day FEATS 5 . 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 3 Racial.CHA Knowledge .INT Profession .1 per 5lb carried 1 EXAMPLE Gnome Druid 5 7 Other skills: Craft . 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 +2 racial bonus to Craft Alchemy .IL Campaign XP The treasure of Witch’s Hill EV Race Jonas Patrick Forsyth Gnome Small Skill Ranks Hit Die Size GO OD MALE Player CHARACTER SHEET 3.WIS The base languages for your race and class.Size mod x4 + Size diff x4 1 4 - 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 2 2 4 6 8 8 -1 3 3 5 2 +2 in nature . not a score. Class Skills Ranks Feats. -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 4 d8 d d d d 5 Your skill ranks each level are the class’s + your INT. - 1 1 Ability Modi er = (Total Ability Score . 0 Effective Character Level 5 Favoured Armour Misc Enemy Check Bonus Penalty The hit points you gain each level are the class’s hit die + your CON. Synergy 1 2 3 4 5 2 +2 for alchemy Use the boxes with big grey borders for temporary changes.INT Perform .

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 ×3 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 d × Range Type Attack Bonus Damage Critical + + 1 = = 1 Morale Bonus + Buffs Nerfs Power Attack ft sq d × Temp Damage Bonus 1 1 + - + A level 5 bard’s “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 d × # # 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 you’re 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 .

3 4 8 gp . Potions. . consider using a party funds sheet to keep your shared spoils. . Poor guy. also recieve healing effects myself Shoulders Properties Arms / Wrists Properties This guy in the middle exists to be scribbled on.2 7 6 sp 3. . (It has room for more loot instead!) Also. we’ll use the version of the inventory sheet without these. scrolls and potions on the druid’s sheet. . . Properties Check Penalty Weight Spell Failure Shield AC Neck / Throat Properties Amulet of Retributive Healing lb % AC When healing someone. . lb Medium Load 50 coins weighs 1lb lb Heavy Load Debts Valuables Other items Total .9 9 5 . . Ammo Armour. 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 . Wands. . 1 9 cp Letter to the King of Argor King of Argor’s Signet Ring Value . .INVENTORY Value Antique walking stick Travelling clothes (small) Sacred robes (small) Fake Magic Ring Unidentified Ancient Artifact Evening clothes (small) Bag of Drugged Nuts Maid’s outfit (small) Unidentified dagger (transmutation magic?) Bag of Holding: Piano King of Argor’s 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. . . . Components Coins Total Weight 20 lb lb lb lb lb lb Total 3. .7 9 coins Since there are slots for wands. 6 2 pp lb Weapons. . Shield Worn Items Scrolls. . 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 . . .

8 WIS .12 = Base Bonus Spells + Spells 1 2 Cure Moderate Wounds 3 WILD SHAPE For details of a specific wild shape. refer to the separate sheet. in the third column. in the second column. 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 . the same . or start with them full and rub them out. Whether you start with the boxes empty and cross them off.8. is up to you. fill in as many bonus spells as your relevant modifier.4 WIS . he gets 3 bonus spells in the first column and none in the others.4.A character’s alignment isn’t always the same as their deity’s. 6 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 . Since our druid’s wisdom modifier is 3. Times per day Times Today 4 1 Current Shape 5 The most important bit of the sheet. Spell DC: +1 for illusion In the first column of check boxes. the same . 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 Bull’s Strength Warp Wood Frost Breath Use the checkboxes to keep track of the spells you’ve used today.

The same sheet serves familiars, animal companions and summoned creatures (like the Paladin’s 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 don’t necessarily have the same alignment as their owner. This pony is chaotic and doesn’t 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

5

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

5

Range

Attack Bonus

Damage

Critical

GRAPPLE BONUS

Misc

=

3 + STR + x04 +
Non-lethal Unconcious

HEALTH
HIT POINTS Wounds
Dying Stable

5

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

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.

Don’t 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 creature’s 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 form’s.

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 +

1

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.

Don’t forget your animal form’s 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

-

×2

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 d × # 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 d × 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 .

CHA Knowledge .XP EV IL Campaign GO Race Size Skill Ranks Hit Die Level MALE Player CHARACTER SHEET 3.Size mod x4 + Size diff x4 - - STR DEX CHA DEX INT . 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 - - .INT Perform .INT Profession .WIS . Class Skills Ranks Feats.1 per 5lb carried - ×2 LANGUAGES Other skills: Craft .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.

ATTACKS Attack Bonus Damage Critical INITIATIVE INITIATIVE BONUS Feats Misc Range Type INIT = DEX + SPEED SPEED ft sq + Temp Speed ft Ammo sq d × # 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 d × BASE ATTACK BONUS BASE ATTACK MELEE ATTACK RANGED ATTACK Range Type Attack Bonus Damage Critical ft sq d × Temp Attack Bonus Morale Bonus Buffs Nerfs Power Attack Range Type Attack Bonus Damage Critical + + = Morale Bonus + Buffs Nerfs Power Attack ft sq d × Temp Damage Bonus = + - + Range Type Attack Bonus Damage Critical ft Ammo sq d × # # 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 .

. . Potions. Shield Worn Items Scrolls.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. Wands. sp cp Properties Properties SCROLLS POTIONS WANDS CHARGES CHARGES CHARGES CHARGES # # # # . gp . . 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 . . .

. cp sp gp pp .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 . Ammo Armour. . . lb lb lb lb lb lb lb Total Weapons. coins Value . Wands. . . . . . Components Coins Total Weight lb Medium Load 50 coins weighs 1lb lb Heavy Load Debts Valuables Other items Total . . . lb Max Load lb . . Potions. . . . . . Shield Worn Items Scrolls. . . . .

INT Perform .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.WIS .XP EV IL Campaign GO Race Size Skill Ranks Hit Die Level MALE Player CHARACTER SHEET 3.10) ÷ 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 - - . Synergy 1 2 3 4 5 Effective Character Level Ability Modi er = (Total Ability Score .Size mod x4 + Size diff x4 - - LANGUAGES STR DEX CHA CHA DEX INT . Class Skills Ranks Feats.1 per 5lb carried - ×2 Other skills: Craft .INT Profession .CHA Knowledge .

ATTACKS Attack Bonus Damage Critical INITIATIVE INITIATIVE BONUS Feats Misc Range Type INIT = DEX + SPEED SPEED ft sq + Temp Speed ft Ammo sq d x # 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 d x BASE ATTACK BONUS BASE ATTACK MELEE ATTACK RANGED ATTACK Range Type Attack Bonus Damage Critical ft sq d x Temp Attack Bonus Morale Bonus Buffs Nerfs Power Attack Range Type Attack Bonus Damage Critical + + = Morale Bonus + Buffs Nerfs Power Attack ft sq d x Temp Damage Bonus = + - + Range Type Attack Bonus Damage Critical ft Ammo sq d x # # 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 .

Potions. . 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 . . Ammo Armour. . . sp cp WANDS CHARGES CHARGES # # # # 14 15 16 17 18 19 20 CHARGES CHARGES . . Shield Worn Items Scrolls. . gp . Wands.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. . .

WIS . Class Skills Ranks Feats.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.10) ÷ 2 SPECIAL ABILITIES LANGUAGES Other skills: Craft .INT Profession .CHA Knowledge . Synergy 1 2 3 4 5 Misc Effective Character Level Ability Modi er = (Total Ability Score .INT Perform .

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 .5e L FU W LA OD Name CHARACTER FEMALE CLASSES ABILITIES Ability Score Item Bonus Ability Modi er RAGE! Modifier Fatigue Modifier 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 .INT Profession .WIS .INT Perform . Class Skills Ranks Feats.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.CHA Knowledge . 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 - - .XP EV IL Campaign GO Race Size Skill Ranks Hit Die Level MALE Player CHARACTER SHEET 3.

ATTACKS Attack Bonus Damage Critical INITIATIVE INITIATIVE BONUS Feats Misc Range Type INIT = DEX + SPEED SPEED ft sq + Temp Speed ft Ammo sq d x # 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 d x BASE ATTACK BONUS BASE ATTACK MELEE ATTACK RANGED ATTACK Range Type Attack Bonus Damage Critical ft sq d x Temp Attack Bonus Buffs Nerfs Range Type Attack Bonus Damage Critical + + RAGE! Fatigued = Buffs Nerfs + RAGE! Fatigued ft sq d x Temp Damage Bonus = - + - Range Type Attack Bonus Damage Critical ft Ammo sq d x # # 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 Can’t 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! .

8 CHA .BARD Level Bonus Bard Level Caster Level PREPARED SPELLS KNOWN SPELLS + 0 CHA CHA . BARDIC KNOWLEDGE BARDIC KNOWLEDGE BONUS Bard Level Misc = INT + BARD Bard Level Perform Ranks + 4 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 .4 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 1 2 ARCANE SPELL FAILURE THRESHOLD 3 % Bards can wear light armour without risking spell failure.

Dispel Turning and Bolster Undead Misc Today L TURN / REBUKE UNDEAD OD Good Cleric Turn.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 1 2 3 4 5 6 7 8 9 Domain Spell Domain Spell 2 3 SPELLS WIS 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. Control. Halt.4 WIS . Awe. 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 = ÷2 (Round down) Cleric Level CREATURES AFFECTED TOTAL HIT DICE = 2d6 + CHA + .8 WIS . Halt.

8 WIS .DRUID DEITY Caster Level Level Bonus PREPARED SPELLS PREPARED SPELLS + L FU W LA EV IL OD 0 SPELLS 0 1 2 3 4 5 6 7 8 9 Spell Save DC = 10 + WIS + Spell Level WIS WIS .4 WIS .12 GO AO CH C TI Spell Save DC Spells per day = Base Bonus Spells + Spells 1 2 3 WILD SHAPE Times per day Times Today 4 Current Shape 5 6 7 8 WANDS CHARGES 9 SCROLLS POTIONS # # # # # CHARGES CHARGES CHARGES CHARGES .

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 .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 .

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.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. 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 .

4 CHA .8 CHA .12 Base Bonus Spells + Spells 1 2 ARCANE SPELL FAILURE THRESHOLD % SCROLLS 3 4 POTIONS 5 6 WANDS CHARGES 7 # # # # CHARGES CHARGES 8 9 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 + 0 CHA CHA .

12 = Base Bonus Spells + Spells 1 2 ARCANE SPELL FAILURE THRESHOLD % INSTANT METAMAGIC INSTANT METAMAGIC USES PER DAY Misc Uses Today = 3 + INT + SCROLLS 3 4 5 POTIONS 6 7 WANDS CHARGES # # # 8 CHARGES 9 CHARGES .4 CHA .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 + 0 CHA CHA .8 CHA .

8 INT .12 Spell Save DC Spells per day = Base Specialist Bonus + + Spells Spell Spells Speciality Spell 2 3 ARCANE SPELL FAILURE THRESHOLD % Speciality Spell SCROLLS 4 Speciality Spell 5 POTIONS Speciality Spell 6 Speciality Spell 7 WANDS Speciality Spell CHARGES # # # Speciality Spell 8 CHARGES 9 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 .

4 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 2 Speciality Spell Speciality Spell Speciality Spell 3 Speciality Spell Speciality Spell Speciality Spell ARCANE SPELL FAILURE THRESHOLD % 4 SCROLLS Speciality Spell Speciality Spell Speciality Spell 5 Speciality Spell POTIONS Speciality Spell Speciality Spell 6 Speciality Spell Speciality Spell Speciality Spell 7 WANDS Speciality Spell CHARGES # # # Speciality Spell Speciality Spell 8 CHARGES Speciality Spell Speciality Spell Speciality Spell 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 1 SPELLS INT INT .8 INT .

12 1 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 2 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 3 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 4 + Charm Monster Greater Invisibility Phantom Battle Confusion Crushing Despair Greater Mirror Image Locate Creature Rainbow Pattern Solid Fog Freedom of Movement Mass Whelm 5 Break Enchantment Hold Monster Seeming Dominate Person Incite Riot Sending Feeblemind Mind Fog Swift Etherealness Friend to Foe Rary’s 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 .4 INT .8 INT .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 0 Dancing Lights Message Daze Open / Close Detect Magic Read Magic Ghost Sound + INT INT .

Jump. Intimidate Resistance to selected energy type Listen. paralysis and sleep effects Constitution checks. Poisoned. 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 . 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 1 1 2 1 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. 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. Spot. Nauseated. Fatigued. saves against fear. Swim d6 = ( ÷2 ) = 10 + ( ÷ 2 + CON (Round down) ) ×5 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.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 melée) Melée damage Bluff. Diplomacy. Deafened. Sickened Exhausted. Stunned Blinded. Knowledge and Spellcraft Caster level to overcome spell resistance Concentration.

DUSKBLADE Level Bonus PREPARED SPELLS KNOWN SPELLS + SPELLS 0 1 2 3 4 5 INT INT .12 0 Spells Known Spell Save DC Spells Base Bonus Spells = + per day Spells 1 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.4 INT . Can wear medium armour Can use heavy shield 2 ARCANE ATTUNEMENT ATTUNEMENTS PER DAY Misc = 3 + INT + Dancing Lights Ghost Sound QUICK CAST PER DAY Detect Magic Read Magic Flare 3 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 melée attack 5 WANDS CHARGES # # # # # SCROLLS POTIONS CHARGES CHARGES CHARGES CHARGES .8 INT .

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) 1 = 20 + Attempting to scry on the ninja prompts a caster level check. Ki Power Cost d6 Applies whenever the target is denied a DEX bonus to AC. Sudden Strike stacks with Sneak Attack. Apply poison without risk of poisoning yourself +4 to Jump. Strike incorporeal and ethereal Apply poison as move action 1 1 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 . The effect of Ki Dodge does not stack with Blink or Displacement. 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.NINJA SUDDEN STRIKE DAMAGE BONUS Ninja Level NINJA KI POWER PER DAY = WIS + Ninja Level Sudden Strike Bonus Acrobatics Bonus ( Ninja Level ÷2 ) Ki Power Used Today Ki powers can only be used if a ninja is wearing no armour and is unencumbered. Failure renders the ninja undetectable.

Steal Energy Resistance or Steal Spell-Like Ability on a successful sneak attack. or forgo 3d6 of bonus for Steal Spell Resistance. MAX STOLEN SPELL LEVEL Spellthief Level Spell / Spell-Like Ability Level / Cost 1 = STOLEN SPELL Spellthief Level CAPACITY ÷2 (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 target’s 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 ½ point of capacity. or take from a willing target.SPELLTHIEF SPELLS Spells Known Spell Save DC Spellthief Level PREPARED SPELLS KNOWN SPELLS Spells = Base + Bonus Spells per day Spells CHA 1 1 2 3 4 Spell Save DC = 10 + CHA + Spell Level 2 ARCANE SPELL FAILURE THRESHOLD % Spellthiefs can cast their own spells while wearing light armour without risk of spell failure. 3 STEAL SPELL SNEAK ATTACK BONUS d6 = ( Spellthief Level +3 ÷4 ) (Round down) 4 STOLEN SPELLS PREPARED SPELLS Forgo 1d6 of bonus for Steal Spell. All other spells take up their level points of capacity. Steal Spell Effect. Total Stolen Spell Points = CHA From level 9: ARCANE SIGHT PER DAY = CHA . but not those stolen from arcane casters.

WARLOCK DAMAGE Warlock Level PREPARED SPELLS INVOCATIONS Level Least Lesser Greater Dark Invocations Known Invocation ELDRITCH BLAST d6 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 FIENDISH RESILIENCE Duration 2 mins Used Today 1 2 2 3 3 4 4 5 5 6 7 7 8 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 .

this includes medium armour. 3 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 4 Blast of Flame Orb of Cold Orb of Sound Contagion Orb of Electricity Phantasmal Killer Evard’s Black Tentacles Orb of Acid Orb of Fire Orb of Force Shout Wall of Fire 5 Arc of Lightning Greater Fireburst Cloudkill Mass Fire Shield Cone of Cold Prismatic Ray Flame Strike 6 Acid Fog Blade Barrier Disintegrate Fire Seeds Tenser’s Transformation Chain Lightning Circle of Death Otiluke’s Freezing Sphere 7 8 WANDS Delayed Blast Fireball Earthquake Mordenkainen’s 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 9 Elemental Swarm Wail of the Banshee Implosion Weird Meteor Swarm SCROLLS POTIONS . From level 8.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 2 Blades of Fire Flaming Sphere Scorching Ray Continual Flame Ice Knife Shatter Fire Trap Melf’s Acid Arrow Whirling Blade Fireburst Pyrotechnics ARCANE SPELL FAILURE THRESHOLD % Warmages can use light armour and shields without penalty.

( ×2 ) 5 At each level.12 Spell Save DC Spells per day = Base Spells + Bonus Spells 2 3 4 Wu Jen Level WU JEN SPELLS KNOWN = INT + 3 + Wu Jen know all 0-level Wu Jen spells. a Wu Jen learns two spells of any level they can cast. Wu Jen can learn other spells they nd. ARCANE SPELL FAILURE THRESHOLD 6 Modi cation % Wu Jen Spell Level SPELL SECRET 3 9 12 15 18 7 8 TABOOS SCROLLS 9 POTIONS .WU JEN Elemental Mastery Bonus Wu Jen Level Caster Level Level Bonus PREPARED SPELLS PREPARED SPELLS +2 + 0 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 .

4 WIS .12 Spells Known Spell Save DC Spells per day = Base + Spells GO AO CH C TI OD Bonus Spells 1 2 ENERGY RESISTANCE Energy Resistence 5 10 15 SCROLLS 10 10 10 3 4 5 6 POTIONS 7 8 9 .Favoured FAVOURED SOUL Soul Level PREPARED SPELLS KNOWN SPELLS DEITY 0 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 .8 WIS .

SHUGENJA Shugenja Level Caster Level PREPARED SPELLS KNOWN SPELLS SHUGENJA ORDER 0 Earth FAVOURED ELEMENT Air Fire Water 1 Earth Air Fire Water FORBIDDEN ELEMENT 0 1 2 3 4 5 6 7 8 9 2 3 SPELLS CHA 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 4 5 Spell Save DC = 10 + CHA + Spell Level 6 ARCANE SPELL FAILURE THRESHOLD % SENSE ELEMENTS SENSE ELEMENTS PER DAY Shugenja Level Uses Today = 3 +( ÷5) Shugenja Level 7 MAX RANGE ft sq = 10 ft 2 sq + ( × 5 ft 1 sq ) 8 9 .8 CHA .4 CHA .

recieve Heal on reaching 0 hp Become fey. casting time 10 mins Retry failed enchantment save on next round Resist incorporeal.SPIRIT SHAMAN SPIRIT GUIDE Spirit Guide Type Spirit Shaman Level Caster Level SPIRIT SHAMAN Spirit Shaman Level SPELLS WIS WIS . weaken for 1 round Enter the spirit world Lose 1000 xp. 1d6 /level. Spirit who walks In uence an animal Harm spirits. gain damage reduction 5 /cold iron PREPARED SPELLS RETRIEVEDSPELLS 0 ARCANE SPELL FAILURE THRESHOLD 1 % WILD EMPATHY WILD EMPATHY BONUS Spirit Shaman Level 2 = CHA + CHASTISE SPIRITS CHASTISE SPIRITS PER DAY Uses Today 3 = 3 + CHA WILL SAVE DC Spirit Shaman Level 4 = 10 + CHA + EXORCISM EXORCISM BONUS Spirit Shaman Level 5 6 7 8 9 = CHA + EXORCISM DC Target’s Hit Dice Target’s CHA = 10 + + . within 1 round of death Expel posessing spirit Swap 3d6 of chastise damage.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.8 WIS .4 WIS . lasts 10 mins / level Become incorporeal for 1 min Let guide concentrate on spell Restore life to -1 hp. within 30ft Sense nearby spirits at will Protect self against spirits. ghost touch weapon Protect party against spirits.

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 ÷2 (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 # # # # .

Listen and Spot = 1 + = 1 + = 2 + = = = = = + + + + + ÷ 5 ÷ 5 ÷ 5 ÷ ÷ ÷ ÷ ÷ KNOWN POWERS MAX POWER LEVEL POWER POINTS Manifester Level MAX COST = WIS × Power Points ÷2 = (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 # # # # # .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 + 2 1 Attack 2 Defence 3 Perception 4 5 6 5 6 POWERS KNOWN Attack and damage Armour class Initiative.

Will DC = 10 + INT Damage +1 Stunned 1 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 ÷2 (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 . if applicable Strike incorporeal creatures Steal power points = half of damage Overcome DR/good or DR/evil Allow sneak attack. 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.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. Fort DC = 10 + INT Ignore miss chance Intelligence or Wisdom nerf -2 points Deny DEX bonus to AC Allow sneak attack. 2d6 Evasion Take no damage on a successful Re ex save. 1 round Damage +2d6 to good/evil creatures Prevent magic. if applicable 1d4 negative levels. sneak attack unsuspecting enemies. 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 3 Lurk Augment Activate an augment to bolster your attacks Psionic Sneak Attack While psionically focused. try again next round. 1d6 5 2 Nerf -1 8 Initiative Boost Add your INT to initiative.

HEXBLADE Hexblade Level Hexblade Level GO OD HEXBLADE’S 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 } HEXBLADE’S 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 # # # # # .

if successful. opponent takes -2 AC penalty and can’t 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. 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 Death’s Embrace Lightly slippery Severely slippery Ice sheet Sloped or angled Accelerated tumbling... +4 bonus vs. light ruble.. shallow bog... 6 12 18 8 11 12 11 14 Dance of the Floating Step Dance of the Springing Tiger Dancer’s 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 oppenent’s space and attack. Move through enemies squares/threatened space at full speed on check -10 WANDS CHARGES # # # # # SCROLLS POTIONS CHARGES CHARGES CHARGES CHARGES . Magic.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 opponent’s threatened space to grant allies within 30ft. Lightly obstructed Scree.. undergrowth Dancer’s Strike (any) Choose one material to treat unarmed strikes as for overcoming damage reduction Full-round action. fear effects Tumble at normal speed... Each enemy being bypassed after 17 18 Dance of the Soaring Eagle Surface is. use tumble to move full speed without penalty Standard action to treat hands as magic for overcoming damage reduction = 5 + CHA DANCER’S STRIKE 5 8 Dance of Reckless Bravery Dance of the Vexing Snake Dancer’s Strike (magic) Unarmed strikes count as.

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 = ÷2 (Round down) Death Master Level 4 CREATURES REBUKED TOTAL HIT DICE = 2d6 + CHA + .DEATH MASTER Level Bonus DM Level Caster Level PREPARED SPELLS PREPARED SPELLS + = SPELLS Spell Save DC Spells per day Base + Bonus Spells Spells INT 0 1 2 3 4 5 6 7 8 9 Spell Save DC = 10 + INT + Spell Level 1 2 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 3 MASTER OF THE DEAD = 10 + ( ÷ 2 ) + CHA 4 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 Undead’s Total Hit Dice Applies to undead under control within 60 ft. the Fear Aura will (negates) save. If the creature saves it is no longer under control 5 + SAVE DC hp = 2 × LICH ABILITIES Hit Dice 6 = 10 + ( ÷ 2 ) + CHA Use this DC for the damage will (halves) save.

and Scathing Wit will (negates) save = 10 × + WANDS CHARGES SCROLLS POTIONS # # # # # CHARGES CHARGES CHARGES CHARGES . Buffoonery.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 1 2 ARCANE SPELL FAILURE THRESHOLD 3 % JESTER Jester Perform Level (Comedy) Ranks 1 2 3 6 9 10 12 15 18 3 5 6 9 12 15 18 21 { { Jester’s Audicity Inspiring Quip Fascinate Dodge Bonus (Up to CHA) 4 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 JESTER’S 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.8 CHA .4 CHA . Vexing Dialogue. Vicious Lampoon. Taunt.JESTER Level Bonus Jester Level Caster Level PREPARED SPELLS KNOWN SPELLS + 0 CHA CHA .

-2 Will. Damage reduction 10/magic Summon Monster 9 IX ( ends only) Destruction 7 # # # # SLA Save DC = 10 + CHA + Spell Level SCROLLS CHARGES POTIONS CHARGES CHARGES . 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.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. and -5 Sense Motive. = 100 + ( 10 × INFERNAL GUISE Mountebank Level ) 20 { mi. Uses Save DC = 10 + (5× ) Cape of the + 100 ft. self only Teleport short distance. 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. 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. 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 Soul’s Aspect Use CHA check against oppnent’s Sense Motive check to project a false alignment reading Deceptive Attack +2d6 IP: Infernal Defense Gain 50% miss chance. must expend two uses of IP ÷ 2 ) + CHA Mountebank Level MASS BEGUILE BURST RANGE ft.

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.) = INT + + WANDS CHARGES SCROLLS POTIONS # # # # # CHARGES CHARGES CHARGES CHARGES .) Sneak Attack +2d6 = INT ACADEMIC LORE BONUS { Skill Assistance (20ft.) Trap nding Talent Lore: Sneak Attack +1d6 Skill Assistance (10ft.) Talent Lore: ACADEMIC LORE Savant Level Misc Sneak Attack +3d6 Skill Assistance (25ft.) Talent Lore: Skill Assistance (15ft.) Talent Lore: Skill Assistance (30ft.

.SHA’IR 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 . Earth. Law. or Water Domains in (1d6 + spell level) hours Sha’ir 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 4 SHA’IR 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) 5 6 7 SCROLLS 8 WANDS CHARGES 9 IDENTIFIED SPELLS # # # CHARGES CHARGES . Sun. Knowledge.8 CHA . Luck. Fire.4 CHA . +1 per Sha’ir level 3 - 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..12 Spells per day Base Bonus Spells + Spells 0 1 2 ARCANE SPELL FAILURE THRESHOLD % SPELL RETRIEVAL DC 20 Diplomacy check on DIPLOMACY MODIFIERS behalf of your gen to retrieve.

8 CHA .URBAN DRUID HOME Caster Level Level Bonus PREPARED SPELLS PREPARED SPELLS + L FU W LA EV IL OD 0 SPELLS 0 1 2 3 4 5 6 7 8 9 Spell Save DC = 10 + CHA + Spell Level CHA CHA .4 CHA .12 GO AO CH C TI Spell Save DC Spells per day = Base Bonus Spells + Spells 1 2 3 URBAN SHAPE Times per day Times Today 4 Current Shape 5 FAVOURED CITY FAVOURED CITY Favoured City Bonus 2 4 6 8 10 12 6 7 8 WANDS CHARGES 9 SCROLLS POTIONS # # # # # CHARGES CHARGES CHARGES CHARGES .

saves vs paralysis/sleep. spot. search. listen. Cone or 60ft. Line = 10 + ( ÷ 2 + CON (Round down) ) WANDS CHARGES # # # # # SCROLLS POTIONS CHARGES CHARGES CHARGES CHARGES . 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. 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 9 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.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 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 DRAGONFIRE ADEPT 1 1 2 2 2 3 3 4 4 4 5 5 6 6 6 7 7 8 8 8 1 1 Dragontouched (+1 hp. Treated as dragon vs frightful presence) 3 4 2 Damage Reduction 2/Magic Scales +3 5 3 6 7 8 Scales +5 Immunities (paralysis. Line 30ft. Cone or 30ft.

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.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. Harm Undead or Heal Injuries 1 IP 1 IP 1 IP OPPORTUNISTIC PIETY TURNS / REBUKES / HEALING USES PER DAY Opportunistic Piety Modifier 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 .

Lesser Energy Alteration In ict Light Damage Identify Magic Vestment Magic Stone Resistance Item Repair Light Damage Skill Enhancement Spell Storing Item Weapon Augmentation. Greater CHARGES CHARGES CHARGES CHARGES CHARGES CHARGES CHARGES CHARGES SCROLLS POTIONS . 4 ARTIFICER KNOWLEDGE ARTIFICER KNOWLEDGE BONUS Arti cer Level Construct Energy Ward. Legion’s Repair Critical Damage Weapon Augmentation 5 Disrupting Weapon Wall of Force Fabricate Wall of Stone Major Creation = WIS + WANDS CHARGES # # # # # # # # # 6 Blade Barrier Hardening Wall of Iron Disable Construct Globe of Invulnerability Move Earth Total Repair Weapon Augmentation.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 1 Armour Enhancement. GreaterGlobe of Invulnerability. unspent points are lost. 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 2 Align Weapon Bull’s Strength Eagle’s Splendour In ict Moderate Damage Toughen Construct Armour Enhancement Bear’s Endurance Cat’s Grace Chill Metal Fox’s Cunning Heat Metal Owl’s Widsom Repair Moderate Damage Weapon Augmentation. Lesser ict Critical Damage In Iron Construct Minor Creation Item Alteration Rusting Grasp Shield of Faith. Point are completely replenished each level. 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. Lesser CRAFT RESERVE CRAFT RESERVE POINTS 3 Armour Enhancement.

4 WIS .12 Spell Save DC Spells per day = Base Spells + Bonus Spells 1 2 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 4 From Level 14: Party AC Bonus = -1 + = SCROLLS 5 6 POTIONS 7 8 9 .8 WIS .ARCHIVIST DEITY Caster Level L FU W LA EV IL GO OD PREPARED SPELLS PREPARED SPELLS 0 AO CH C TI SPELLS 0 1 2 3 4 5 6 7 8 9 Spell Save DC = 10 + INT + Spell Level WIS WIS .

the Scabrous Touch fortitude save and the Enervating Touch removal save (Round down) 6 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 9 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. the Fear Aura will save. ability drain or in ict spells. stunning. + 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. Dread Necromancer Level 5 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. paralysis. = ( 4 + CHA = ( 2 + CHA )× Caster Level Dread Necromancer Level MAX CONTROL UNDEAD TOTAL HIT DICE hd = ÷2 )× 4 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 ) . poison or disease.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 2 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 3 Crushing Despair Ray of Exhaustion Death Ward Speak with Dead Halt Undead In ict Serious Wounds Summon Undead III Vampiric Touch 4 Animate Dead Dispel Magic Giant Vermin Summon Undead IV Bestow Curse Contagion Death Ward Enervation Evard’s 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.

.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.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 . 2 higher from level 15 3 Properties MAX SOULMELDS = The lower of: { Constitution Score .

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 ÷2 (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 ÷2 (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 1 Shortsword Longsword Bastard Sword 1½ 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 5 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 ÷2 (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 2 3 + 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 2 3 + 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 2 3 + 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 2 3 + 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 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 2 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 3 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 .

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 = ÷2 (Round down) School C TI # # # .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 5 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) 6 7 8 16 17 18 19 20 Sustaining shadow (no need to breathe.

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

2

Knowledge Focus

1

Bonus Recitation Feat See the Named 1 /day Knowledge Focus

3

2
Sending Knowledge Focus

4

Bonus Recitation Feat

3
Speak unto the masses

5

4

Say my name and I am there

TRUESPEAK
Target’s 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 ø +5 +5 +2

Utterances Known

Max Level

Level

DC MODIFIERS

Subsequent truespeak checks
The same utterance on the same day Failed utterances don’t count

Speaking a personal truename
If successful, gain a +2 to utterance save DC and caster level check to overcome target’s 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

2

3

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 1 2 % 3 SCROLLS 4 5 POTIONS 6 7 WANDS 8 9 .

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 0 1 2 3 4 5 6 7 8 9 1 2 % 3 SCROLLS 4 5 POTIONS 6 7 WANDS 8 9 .

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 . . 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 . pp . . . . . . . . . . . .

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 .

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 .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 d SKILLS Ranks Racial.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 .

12 + Misc Temp ft sq SAVING THROWS FORTITUDE SAVE Owner’s 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 .Owner’s Level PSICRYSTAL Crystal Name SKILLS Untrained Skill Bonus Owner’s 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 Owner’s 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 .

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 .

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 .3.

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 1 2 3 Era 4 5 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 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 37 38 39 40 41 42 6 5 4 3 2 1 13 14 15 16 17 18 29 28 27 26 25 30 .

5e THREAD of DATE EVENT OTHER EVENTS .Campaign Era Page TIMELINE 3.

DATE EVENT THREAD OTHER EVENTS .

Sign up to vote on this title
UsefulNot useful