Professional Documents
Culture Documents
CMB
Bull Rush
+
actions in combat
+
size modifier
=
total
Standard Action / Charge
+
b.a.b.
str modifier
Standard Action
ATTACK (MELEE) ATTACK (RANGED) ATTACK (UNARMED) ACTIVATE A MAGIC ITEM OTHER THAN A POTION OR OIL AID ANOTHER CAST A SPELL (1 STANDARD ACTION CASTING TIME) CHANNEL ENERGY CONCENTRATE TO MAINTAIN AN ACTIVE SPELL DISMISS A SPELL DRAW A HIDDEN WEAPON (SEE SLIGHT OF HAND SKILL) DRINK A POTION OR APPLY AN OIL ESCAPE A GRAPPLE FEINT LIGHT A TORCH WITH A TINDERWIG LOWER SPELL RESISTANCE READ A SCROLL READY (TRIGGERS A STANDARD ACTION) STABILIZE A DYING FRIEND (SEE HEAL SKILL) TOTAL DEFENSE USE EXTRAORDINARY ABILITY USE SKILL THAT TAKES 1 ACTION USE SPELL-LIKE ABILITY USE SUPERNATURAL ABILITY
Attack of Opportunity1
NO YES YES NO MAYBE2 YES NO NO NO NO YES NO NO YES NO YES NO YES NO NO USUALLY YES NO YES YES NO NO YES NO NO YES YES YES YES NO YES NO NO YES YES NO YES YES YES YES YES USUALLY YES NO NO NO NO NO NO NO NO NO NO YES VARIES
Vs. Bonus
CMB
CMD
Failure You end your movement in front of the target. Pass Pass +5 You push the target 5ft. You push the target +5ft for every 5 you beat the CMD, up to your available movement.
CMB
CMD
Fail -10 You drop the weapon or item you attempted the disarm with. Failure Nothing happens. Target drops 1 item it carries. Pass You pick which item. carried in 10 Target drops items 2. Pass + both hands, max of Failure Nothing happens. Pass You and your opponent are grappled; you get +5 to maintain the grapple, and you can perform any of the following actions:
Grapple
+ Vs. Bonus
Standard Action
CMB
CMD
Improved Greater Actions While Grappling Move both you and your target up to half your speed. At the end of your Move Damage Pin Tie Up Release
Move Action
movement, you can place your target in any square adjacent to you. Placing him on a hazard gives him a free attempt to break your grapple with a +4 bonus. inflict damage to your target = your unarmed strike, a natural attack, or an attack made with armor spikes or a light or one-handed weapon. This damage can be either lethal or non-lethal. Opponent is Pinned. While pinning, you are still considered grappled, but you lose your Dex bonus to AC. While opponent is pinned or unconscious, you can use rope to tie him up. This works like a pin effect, but the DC to escape = 20 + your CMB. If the target is grappled, you can tie him up at a -10 penalty. You can release your grapple as a free action.
r e f e r e n c e s h e e t
Overrun
+
Vs. Bonus
Standard / Move / Charge Your target can choose to avoid you, letting you pass. if not, make a combat maneuver check.
CMB
CMD
MOVE CONTROL A FRIGHTENED MOUNT DIRECT OR REDIRECT AN ACTIVE SPELL DRAW A WEAPON3 LOAD A HAND CROSSBOW OR LIGHT CROSSBOW OPEN OR CLOSE A DOOR MOUNT/DISMOUNT A STEED MOVE A HEAVY OBJECT PICK UP AN ITEM SHEATHE A WEAPON STAND UP FROM PRONE READY OR DROP A SHIELD RETRIEVE A STORED ITEM
Failure You stop in front of target. You move through a targets space. Pass +5 You move through a targets space and the target is knocked prone Pass Failure Nothing happens. Deal damage to the item normally. Hardness applies. at Pass 50% hp, the item gains the broken condition. at 0 hp, you can choose to break it.
Full-Round Action
FULL ATTACK CHARGE4 DELIVER COUP DE GRACE ESCAPE FROM A NET EXTINGUSIH FLAMES LIGHT A TORCH LOAD A HEAVY OR REPEATING CROSSBOW LOCK OR UNLOCK WEAPON IN LOCKED GAUNTLET PREPARE TO THROW A SPLASH WEAPON RUN USE SKILL THAT TAKES 1 ROUND USE A TOUCH SPELL ON UP TO SIX FRIENDS WITHDRAW
You move through an opponents square, who is no more than 1 size category larger than you.
Improved
Greater
Sunder
+
Vs. Bonus
CMB
CMD
Improved
Greater
Trip
+
Vs. Bonus
In place of a Melee attack If the target has more than 2 legs, add +2 to the DC for each additional leg.
CMB
CMD
Improved
Greater
You are knocked prone. Failure Nothing happens. Target is knocked prone. Pass Nothing happens. Target is denied Dex bonus to AC for your next attack.
Fail -10
Free Action
CEASE CONCENTRATION ON A SPELL DROP AN ITEM DROP TO THE FLOOR PREPARE SPELL COMPONENTS TO CAST A SPELL5 SPEAK
Feint
+ Bluff Bonus
Pass
Swift Action
CAST A QUICKENED SPELL
Improved
Vs. Non Humanoid creatures = -4 Penalty. Vs. Animal Int (1 or 2) = -8 Penalty. Vs. Creature with no int score = Impossible.
Immediate Action
CAST FEATHER FALL
Dirty Trick
+ Vs. Bonus
Standard Action
CMB
CMD
Failure Nothing happens. Situational attack that can make the target blinded, dazzled, Pass deafened, entangled, shaken, or sickened for 1 round. It can be removed as a move action. Pass +5 Add +1 round to the duration for every 5 you beat the CMD. Failure Nothing happens. You drag the target back 5 ft. Pass You drag the target +5 ft. for 5 you beat the CMD, up to Pass +5 everyremaining movement. You your must travel in a straight line. Failure Nothing happens. Pass
No Action
DELAY 5-FOOT STEP
Standard Action
CMB
CMD
Improved
2 3
Reposition
+ Vs. Bonus
Standard Action
CMB
CMD
You move the target +5 ft. for every CMD. The final 5 Pass +5 5 you beat the adjacent to your ft. can be a space reach.
Standard Action You must have one hand free to steal. Choose a visible, unheld item on your target. Loose items are normal, fastened items are harder (+5 DC or more), and anything closely worn cannot be stolen. Stealing with a whip can be done at a -4 penalty.
You move the target 5 ft, within your current reach. The target cannot be moved to a space thats intrinsically dangerous.
4 5 6
CMB
CMD
Improved Greater
Failure Nothing happens. You steal the chosen item from Pass your target.
square, you usualy provoke an attack of opportunity. this column indicates whether the action itself, not moving, provokes an attack of opportunity. If you aid someone performing an action that would normally provoke an attack of opportunity, then the act of aiding another provokes an attack of opportunity as well. If you have a base attack bonus of +1 or higher, you can combine one of these action with a regular move. If you have the Two-Weapon Fighting feat, you can draw two light or one-handed weapons in the time it would normally take to draw one. May be taken as a standard action if you are limited to taking only a single action in a round. Unless the component is an extremely large or awkward item. Some combat maneuvers substitute for a melee attack, not an action. As melee attacks, they can be used once in an attack or charge action, one of more times in a full-attack action, or even as an attack of opportunity. Other are used as a separate action. The description of a feat defines its effect.
SKILL DCs
Acrobatics
surface width
Diplomacy
DC
. >3 feet wide . 1-3 feet wide . 7-11inches wide inches wide . 2-6inches wide . <2 . . .
Situation
starting attitude
DC
25 + targets Cha mod. 20 + targets Cha mod. 15 + targets Cha mod. 10 + targets Cha mod. 0 + targets Cha mod.
Ride
task
Treat a fall as if it were 10ft. shorter than it really is when determining damage. Move at one-half speed as part of normal movement, provoking no attacks of opportnity while doing so. Failure means you provoke attacks of opportunity normally. Check seperately for each opponent you move past. Move at one-half speed through an area occupied by an enemy as part of normal movement, provoking no attacks of opportunity while doing so. Failure means you stop before entering the enemy-occupied area and provoke an attack of opportunity from that enemy. Check seperatly for each opponent.
DC 15 Opp. CMD
DC mod. . Advice oradvice -5 . Detailed directions +0 . Simple aid secret +0 . An unimportant +5 . Lengthy or complicated aid +10 +5 . Dangerous aid . An important secret in +10 or more . Aid that could result +15 or more punishment . Additional requests +5 per request
. Guideinwith knees . Stay w/ combat-trained mount . Fight saddle . Cover . Soft Fall . Leap Mount . Spur mount in battle . Control or dismount . Fast mount
Sleight of hand
task
DC
5 5 10 15 15 15 15 20 20
. Palmdisappear. object, make a a coin-sized coin . Lift a small object from a person.
Survival
task
DC
10 20
Disable device
Opp. CMD+5
device
time
DC*
1 round 10 1d4 rounds 15 2d4 rounds 20 2d4 rounds 25 *If you attempt to leave behined no trace of your tampering add 5 to the DC.
. Getto Fort.insavesWildweather . +2 along the if stationary)* vs. while moving . Avoid getting (+4 and lost natural hazards. . Predict weather up to 24 in advance.~
surface
DC
10 15 15 15
Lock Quality
adds +2 to the DC. To move at full speed adds +10 to the DC. You cannot perform these manuvers if your speed is reduced by load size or armor, unless your speed is enhanced to normal land speed of a creature your size.
DC*
10 15 20 25 *If you do not have a set of thieves tools, these DCs increase by 10.
*Applies to one other char. for every point your check exceeds 15. ~+24 hours for every five points your check exceeds 15.
Disguise
5 feet 5 1 foot 10 feet 10 2 feet 15 feet 15 3 feet 20 feet 20 4 feet etc... etc etc... *Requires a 20-foot running start. If not double the DC.
DC*
4 8 12 16 etc
DC*
. Minor details only . A different gender . A different racecategory . A different age category . A different size
Familiarity
check mod.
+5 -2 -2 -2~ -10
. Very soft ground . Softground . Firm ground . Hard ground Condition . Per three creatures intracked . Size of creature being group
Fine Diminutive Tiny Small Medium Large Huge Gargantuan Colossal Per 24 hours since trail was made. Per hour of rain since trail was made. Fresh snow since trail was made. Poor visibility Overcast or moonless night Moonlight Fog or precipitation Target hides trail (half speed)
DC
5 10 15 20
DC mod.
-1 +8 +4 +2 +1 +0 -1 -2 -4 -8 +1 +1 +10 +6
*These modifiers stack. ~Per step between actual age category and disguised age category. Viewer bonus
+4 +6 +8 +10
Terrain
. Slightly Obstructed . SeverelySlippery . Slightly Obstructed . SeverelySloped . Slightly Slippery . SeverelyUnsteady . Slightly Sloped . Moderately Unsteady . Severely Unsteady speed . Hard terrain at full
Bluff
Circumstances
DC mod.
. Wants to believe you . Lie is believable . Lie is unlikely . Lie is far-fetched . Lie is impossible . Target is drunk/impaired . Have convincing proof
Climb
5 10 15 20 25 30 Climb DC 0
Bluff Mod.
+5 +0 -5 -10 -20 +5 up to +10
DC mod.* -10 -5 +5
DC +3 . Rope/bindings command Binders20 CMB+20 +3 . Net, animate rope, . +5 plants, control plants, entangle . Snare spell 23 Spellcraft . Manacles 30 . Tight space manacles 30 task DC . Masterwork 35 . Identify spell fromitais being cast 15+spell lvl. . Grappler Grapplers CMD . Learn a a spell as spellbook 15+spell lvl. or scroll. . Prepare a spell from a Heal 15+spell lvl. borrowed spellbook. task DC . IdentifyMagic. of an item with 15+items CL properties . Stabilize a care (day or more) 15 Detect . Long-term dying character 15 . deciphermagic item. 20+spell lvl. . Treatgrowth, or spike stones wounds from caltrops, 15 . Craft a a scroll. Varies by item spike . Treat deadly wounds (1 hour) Poisons save DC Use magic device 20 . Treat poison . Treat disease task DC Diseases save DC . Activate blindly spell 25 . Decipher a written 25+spell lvl. Perception . Use a scroll 20+caster lvl. detail DC . Use a wandclass feature 20 . Hear the sound of battle . Emulate a ability score -10 20 . Smell rotting garbage . Emulate anrace -10 Special* . Detect the smellof asmoke . Emulate a alignment of 0 25 . Hear thevisible creature . Emulate an conversation 0 30 . Notice a details is spoiled 0 *See CRB pg. 109 . Determine if food 5 . Hear a creature walking 10 . Hearthe average concealed door 15 a whispered conversation . Find a key turn in a lock Concentration 15 . Hearthe average secret door 20 task DC . Find a bow being drawn 20 . . Heara burrowing creature 25 . . Feel a pickpocket 25 . . Notice a stealthed creature Opp. Slth Opp. SoH . Noticehidden trap . . Find a a potion through taste 15+C.Lvl. Varies . Identify . Circumstance DC Mod. . . Distance a closed doorcheck +1/10 ft. to source . . Through a wall of +5 . . Through conditions +10/ft. thick . Favorable conditions -2 . . Unfavorable +2 . Terrible conditionsis distracted +5 . . Creature w/check is asleep +5 . Creature w/check is Invisible +20 +10 . . Creature or object .
Cast defensively. 15 + double spell lvl Injured while casting. 10 + dmg dealt + spell lvl Continuous damage while casting. 10 + 1/2 dmg dealt + spell lvl Affected by a non-dmg spell DC of the spell + spell lvl while casting. Grappled or pinned while casting. 10 + grapplers CMB + spell lvl Vigourous motion while casting. 10 + spell lvl Violent motion while casting. 15 + spell lvl Extremely violent motion while 20 + spell lvl casting. Wind with rain or sleet while 5 + spell lvl casting. Wind with hail and debris while 10 + spell lvl casting. Weather caused by spell. see spell entangled while casting. 15 + spell lvl
. . . .
background
hometown:
portrait
campaign notes
actions in combat
Standard Action Attack of Opportunity1
ATTACK (MELEE) NO ATTACK (RANGED) YES ATTACK (UNARMED) YES ACTIVATE A MAGIC ITEM OTHER THAN A POTION OR OIL NO AID ANOTHER MAYBE2 CAST A SPELL (1 STANDARD ACTION CASTING TIME) YES CHANNEL ENERGY NO CONCENTRATE TO MAINTAIN AN ACTIVE SPELL NO DISMISS A SPELL NO DRAW A HIDDEN WEAPON (SEE SLIGHT OF HAND SKILL) NO DRINK A POTION OR APPLY AN OIL YES ESCAPE A GRAPPLE NO FEINT NO LIGHT A TORCH WITH A TINDERWIG YES LOWER SPELL RESISTANCE NO READ A SCROLL YES READY (TRIGGERS A STANDARD ACTION) NO STABILIZE A DYING FRIEND (SEE HEAL SKILL) YES TOTAL DEFENSE NO USE EXTRAORDINARY ABILITY NO USE SKILL THAT TAKES 1 ACTION USUALLY USE SPELL-LIKE ABILITY YES USE SUPERNATURAL ABILITY NO
portrait
Move Action
MOVE CONTROL A FRIGHTENED MOUNT DIRECT OR REDIRECT AN ACTIVE SPELL DRAW A WEAPON3 LOAD A HAND CROSSBOW OR LIGHT CROSSBOW OPEN OR CLOSE A DOOR MOUNT/DISMOUNT A STEED MOVE A HEAVY OBJECT PICK UP AN ITEM SHEATHE A WEAPON STAND UP FROM PRONE READY OR DROP A SHIELD RETRIEVE A STORED ITEM
YES YES NO NO YES NO NO YES YES YES YES NO YES NO NO YES YES NO YES YES YES YES YES USUALLY YES NO NO NO NO NO NO NO NO NO NO YES VARIES
Full-Round Action
FULL ATTACK CHARGE4 DELIVER COUP DE GRACE ESCAPE FROM A NET EXTINGUSIH FLAMES LIGHT A TORCH LOAD A HEAVY OR REPEATING CROSSBOW LOCK OR UNLOCK WEAPON IN LOCKED GAUNTLET PREPARE TO THROW A SPLASH WEAPON RUN USE SKILL THAT TAKES 1 ROUND USE A TOUCH SPELL ON UP TO SIX FRIENDS WITHDRAW
background
Free Action
CEASE CONCENTRATION ON A SPELL DROP AN ITEM DROP TO THE FLOOR PREPARE SPELL COMPONENTS TO CAST A SPELL5 SPEAK
Swift Action
CAST A QUICKENED SPELL
Immediate Action
CAST FEATHER FALL
No Action
DELAY 5-FOOT STEP
2 3
4 5 6
square, you usualy provoke an attack of opportunity. this column indicates whether the action itself, not moving, provokes an attack of opportunity. If you aid someone performing an action that would normally provoke an attack of opportunity, then the act of aiding another provokes an attack of opportunity as well. If you have a base attack bonus of +1 or higher, you can combine one of these action with a regular move. If you have the Two-Weapon Fighting feat, you can draw two light or one-handed weapons in the time it would normally take to draw one. May be taken as a standard action if you are limited to taking only a single action in a round. Unless the component is an extremely large or awkward item. Some combat maneuvers substitute for a melee attack, not an action. As melee attacks, they can be used once in an attack or charge action, one of more times in a full-attack action, or even as an attack of opportunity. Other are used as a separate action. The description of a feat defines its effect.
combat maneuvers
CMB
Bull Rush
+
portrait
+
size modifier
=
total
Standard Action / Charge
+
b.a.b.
str modifier
Vs. Bonus
CMB
CMD
movement in Failure You end your target. front of the Pass You push the target 5ft.
You push the target +5ft for Pass +5 every 5 you beat the CMD, up to your available movement.
Standard Action / Melee
CMB
CMD
drop the weapon or item Fail -10 You attempted the disarm with. you Failure Nothing happens. Target drops 1 item it carries. You pick which item. Target drops items carried in both hands, max of 2.
Pass attempting to disarm while unarmed imposes a -4 penalty. + Improved Greater Pass 10
Grapple
+ Vs. Bonus
Standard Action
CMB
CMD
Failure Nothing happens. Pass You and your opponent are grappled; you get +5 to maintain the grapple, and you can perform any of the following actions:
Improved Greater Actions While Grappling Move Move both you and your target up to half your speed. At the end of Damage Pin Tie Up Release
your movement, you can place your target in any square adjacent to you. Placing him on a hazard gives him a free attempt to break your grapple with a +4 bonus. inflict damage to your target = your unarmed strike, a natural attack, or an attack made with armor spikes or a light or one-handed weapon. This damage can be either lethal or non-lethal. Opponent is Pinned. While pinning, you are still considered grappled, but you lose your Dex bonus to AC. While opponent is pinned or unconscious, you can use rope to tie him up. This works like a pin effect, but the DC to escape = 20 + your CMB. If the target is grappled, you can tie him up at a -10 penalty. You can release your grapple as a free action. Standard / Move / Charge Your target can choose to avoid you, letting you pass. if not, make a combat maneuver check.
Overrun
+
Vs. Bonus
CMB
CMD
Failure You stop in front of target. Pass You move through a targets space. Pass +5 You move through a targets space and the target is knocked prone Failure Nothing happens. Deal damage to the item normally. Hardness applies. at Pass 50% hp, the item gains the broken condition. at 0 hp, you can choose to break it.
You move through an opponents square, who is no more than 1 size category larger than you.
Improved
Greater
Sunder
+
Vs. Bonus
CMB
CMD
background
Improved
Greater
Trip
+
Vs. Bonus
In place of a Melee attack If the target has more than 2 legs, add +2 to the DC for each additional leg.
CMB
CMD
Improved
Greater
Fail -10 You are knocked prone. Failure Nothing happens. Target is knocked prone. Pass Nothing happens. Target is denied Dex bonus to AC for your next attack.
Feint
+ Bluff Bonus
Vs. Motive or
Pass
Improved
Greater
Vs. Non Humanoid creatures = -4 Penalty. Vs. Animal Int (1 or 2) = -8 Penalty. Vs. Creature with no int score = Impossible.
Dirty Trick
+ Vs. Bonus
Standard Action
CMB
CMD
Failure Nothing happens. Situational attack that can make the target blinded, dazzled, Pass deafened, entangled, shaken, or sickened for 1 round. It can be removed as a move action. Pass +5 Add +1 round to the duration for every 5 you beat the CMD. Failure Nothing happens. You drag the target back 5 ft. Pass You drag the target +5 ft. for 5 you beat the CMD, up to Pass +5 everyremaining movement. You your must travel in a straight line. Failure Nothing happens. Pass
Standard Action
CMB
CMD
Improved
Reposition
+ Vs. Bonus
Standard Action
CMB
CMD
You move the target +5 ft. for 5 you beat Pass +5 every 5 ft. can bethe CMD. The final a space adjacent to your reach.
Standard Action You must have one hand free to steal. Choose a visible, unheld item on your target. Loose items are normal, fastened items are harder (+5 DC or more), and anything closely worn cannot be stolen. Stealing with a whip can be done at a -4 penalty.
You move the target 5 ft, within your current reach. The target cannot be moved to a space thats intrinsically dangerous.
CMB
CMD
Improved Greater
Failure Nothing happens. You steal the chosen item from Pass your target.
SKILL DCs
Acrobatics
surface width
portrait
time DC*
Disable device
DC device
. >3 feet wide . 1-3 feet wide . 7-11 inches wide . 2-6 inches wide .
Situation
0* 5* 10 15 <2 inches wide 20 * No check is needed to move unless surface type increases DC by 10 or more.
1 round 10 1d4 rounds 15 2d4 rounds 20 2d4 rounds 25 *If you attempt to leave behined no trace of your tampering add 5 to the DC.
Lock Quality
. . .
Treat a fall as if it were 10ft. shorter than it really is when determining damage. Move at one-half speed as part of normal movement, provoking no attacks of opportnity while doing so. Failure means you provoke attacks of opportunity normally. Check seperately for each opponent you move past. Move at one-half speed through an area occupied by an enemy as part of normal movement, provoking no attacks of opportunity while doing so. Failure means you stop before entering the enemy-occupied area and provoke an attack of opportunity from that enemy. Check seperatly for each opponent.
DC 15 Opp. CMD
DC*
10 15 20 25 *If you do not have a set of thieves tools, these DCs increase by 10.
Disguise
Opp. CMD+5
. Minor details only . A different gender . A different race . A different age category .
Familiarity
check mod.
+5 -2 -2 -2~ -10
A different size category *These modifiers stack. ~Per step between actual age category and disguised age category.
Viewer bonus
+4 +6 +8 +10
DC*
DC*
4 8 12 16 etc
5 feet 5 1 foot 10 feet 10 2 feet 15 feet 15 3 feet 20 feet 20 4 feet etc... etc etc... *Requires a 20-foot running start. If not double the DC.
. Rope/bindings CMB+20 . Net, animate rope, commandBinders20 plants, control plants, entangle . Snare spell 23 . Manacles 30 . Tight space 30 . Masterwork manacles 35 .
Grappler Grapplers CMD
DC
Perception
detail
Terrain
. Slightly Obstructed . Severely Obstructed . Slightly Slippery . Severely Slippery . Slightly Sloped . Severely Sloped . Slightly Unsteady . Moderately Unsteady . Severely Unsteady . Hard terrain at full speed
Bluff
Circumstances
DC mod.
. Wants to believe you . Lie is believable . Lie is unlikely . Lie is far-fetched . Lie is impossible . Target is drunk/impaired . Have convincing proof
Climb
Climb DC 0 5 10 15 20 25 30
Bluff Mod.
+5 +0 -5 -10 -20 +5 up to +10
. Hear the sound of battle -10 . Smell rotting garbage -10 . Detect the smell of smoke 0 . Hear the details of a conversation 0 . Notice a visible creature 0 . Determine if food is spoiled 5 . Hear a creature walking 10 . Hear a whispered conversation 15 . Find the average concealed door 15 . Hear a key turn in a lock 20 . Find the average secret door 20 . Hear a bow being drawn 25 . Feel a burrowing creature 25 . Notice a pickpocket Opp. SoH . Notice a stealthed creature Opp. Slth . Find a hidden trap Varies . Identify a potion through taste 15+C.Lvl.
Circumstance
DC
background
. Distance to source of check +1/10 ft. . Through a closed door +5 . Through a wall +10/ft. thick . Favorable conditions -2 . Unfavorable conditions +2 . Terrible conditions +5 . Creature w/check is distracted +5 . Creature w/check is asleep +10 . Creature or object is Invisible +20
Ride
task
DC Mod.
. Guide with knees . Stay in saddle . Fight w/ combat-trained mount . Cover . Soft Fall . Leap . Spur Mount . Control mount in battle . Fast mount or dismount
Sleight of hand
task
DC
5 5 10 15 15 15 15 20 20
DC mod.* -10 -5
. Palm a coin-sized object, make a coin . Lift adisappear. from a person small object
Use magic device
task
DC
10 20
. Activate blindly . Decipher a written spell . Use a scroll . Use a wand . Emulate a class feature . Emulate an ability score . Emulate a race .
Emulate an alignment *See CRB pg. 109
DC
25 25+spell lvl. 20+caster lvl. 20 20 Special* 25 30
INVENTORY
item # ref. lbs. item # ref. lbs. item # ref. lbs.
total weight
staves
spells:
cl
charges
wands
cl
dc
charges
container
capacity:
lbs.
capacity:
spellcasting
spells per day bonus spells
conditional modifiers
features
save DC
times per day
= 10 +
total
1/2 class level
+
key stat. modifier
+
misc.
0
spells known save DC
1st
known
prepd
scroll
spells
spell name
s. lvl. school comp. cast time range duration save SR
effect
known
scroll
prepd
spells
spell name
school comp. cast time range duration save SR
effect
0 level 1st level 2nd level 3rd level 4th level 5th level 6th level
known
scroll
prepd
spells
spell name
school comp. cast time range duration save SR
effect
0 level 1st level 2nd level 3rd level 4th level 5th level 6th level 7th level 8th level 9th level
spellcasting
spells per day bonus spells
conditional modifiers
features
save DC
times per day
= 10 +
total
1/2 class level
+
key stat. modifier
+
misc.
0
spells known save DC
1st
known
prepd
scroll
spells
spell name
school comp. cast time range duration save SR
effect
known
scroll
prepd
spells
spell name
school comp. cast time range duration save SR
effect
3rd level 4th level 5th level 6th level 7th level 8th level 9th level
name
type
size
owner
HP
movement
total
nonlethal
ft. sq. ft. sq. ft.
armor speed
burrow
STR
ft.
ft.
ft.
DEX dexterity
constitution
manuverability
swim
climb
temp. modifiers
intelligence
init. mod.
=
dex mod.
+
misc. mod.
skills
SKILL NAME
key ability total bonus Ability mod. ranks Misc. mod.
+ + + +
+ +
+ + + + + + + + + +
charisma
CHA
armor class
AC
= 10+
total
armor bonus
+
shield bonus
+
dex mod.
+
size mod.
+
nat. armor
+ + + + + +
modifiers
modifiers
tricks
critical
armor/protective item
special properties check penalty weight
special properties
SECONDARY ATK.
type range
attack bonus
damage
critical
protective item
special properties
ac bonus
weight
special properties
special abilities
extraordinary atk.
abilities
carrying capacity
LIGHT LOAD MEDIUM LOAD HEAVY LOAD LIFT OVER HEAD LIFT OFF GROUND PUSH OR DRAG
FEAT
.. .
PAGE REF.
FEAT
.. .
PAGE REF.
FEAT
.. .
PAGE REF.
FEAT
.. .
PAGE REF.
FEAT
.. .
PAGE REF.
FEAT
.. .
PAGE REF.
appearance/description
PAGE REF.
FEAT
.. .
PAGE REF.
FEAT
.. .
name
type
size
owner
HP
movement
total
nonlethal
ft. sq. ft. sq. ft.
armor speed
burrow
STR
ft.
ft.
ft.
DEX dexterity
constitution
manuverability
swim
climb
temp. modifiers
intelligence
init. mod.
=
dex mod.
+
misc. mod.
skills
SKILL NAME
key ability total bonus Ability mod. ranks Misc. mod.
+ + + +
+ +
+ + + + + + + + + +
charisma
CHA
armor class
AC
= 10+
total
armor bonus
+
shield bonus
+
dex mod.
+
size mod.
+
nat. armor
+ + + + + +
modifiers
modifiers
tricks
critical
armor/protective item
special properties check penalty weight
special properties
SECONDARY ATK.
type range
attack bonus
damage
critical
protective item
special properties
ac bonus
weight
special properties
special abilities
extraordinary atk.
abilities
carrying capacity
LIGHT LOAD MEDIUM LOAD HEAVY LOAD LIFT OVER HEAD LIFT OFF GROUND PUSH OR DRAG
FEAT
.. .
PAGE REF.
FEAT
.. .
PAGE REF.
FEAT
.. .
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FEAT
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FEAT
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FEAT
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appearance/description
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FEAT
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FEAT
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name
type
size
master
Familiar
ability name
strength ability score ability modifier temp. score temp. modifier
hit points
HP
movement
total
nonlethal
ft. sq.
base speed
fly
ft.
manuverability
STR
wounds/current hp
DEX dexterity
constitution
burrow
ft.
swim
ft.
ft.
climb
temp. modifiers
space
reach
intelligence
init. mod.
=
dex mod.
+
misc. mod.
skills
SKILL NAME Acrobatics Climb Fly Perception Stealth Swim
total bonus =DEX =STR =DEX =WIS =DEX =STR Ability mod. ranks Misc. mod.
+ + + + + + + + + + + +
+ + + + + + + + + + + +
charisma
CHA
armor class
AC
= 10+
total
armor bonus
+
shield bonus
+
dex mod.
+
size mod.
+
nat. armor
modifiers
modifiers
tricks
critical
special properties
armor/protective item
SECONDARY ATK.
type range
attack bonus
damage
special properties
special abilities
extraordinary atk.
abilities
carrying capacity
LIGHT LOAD MEDIUM LOAD HEAVY LOAD LIFT OVER HEAD LIFT OFF GROUND PUSH OR DRAG
FEAT
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FEAT
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FEAT
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FEAT
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FEAT
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FEAT
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appearance/description
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FEAT
.. .
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FEAT
.. .
name
type
size
summoner
EIDOLON
ability name
strength ability score ability modifier temp. score temp. modifier
hit points
HP
movement
total
nonlethal
ft. sq.
fly
ft.
manuverability
STR
DEX dexterity
constitution
swim
ft.
ft.
climb
temp. modifiers
intelligence
init. mod.
skills
SKILL NAME Bluff Craft Knowledge (PLANES)* Perception Sense Motive Stealth
total bonus =CHA =INT =INT =WIS =WIS =DEX Ability mod. ranks Misc. mod.
=
dex mod.
+
misc. mod.
+ + + + + + + + + + + +
+ + + + + + + + + + + +
charisma
CHA
armor class
AC
= 10+
total
armor bonus
+
shield bonus
+
dex mod.
+
size mod.
+
nat. armor
modifiers
modifiers
carrying capacity
LIGHT LOAD MEDIUM LOAD HEAVY LOAD LIFT OVER HEAD LIFT OFF GROUND PUSH OR DRAG
attack bonus
damage
critical
special properties
evolutions
evolution point
WEAPON
type range ammunition
attack bonus
damage
critical
evolution
special properties
point
evolution
point
WEAPON
type range ammunition
attack bonus
damage
critical
evolution
point
special properties
evolution
point
extraordinary atk.
evolution
point
evolution
point
FEAT
.. .
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FEAT
.. .
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evolution
point
FEAT
.. .
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FEAT
.. .
PAGE REF.
evolution
point
evolution
point
FEAT
.. .
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FEAT
.. .
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appearance/description
evolution pool
FEAT
.. .
PAGE REF.
FEAT
.. .
PAGE REF.
name
type
size
summoner
EIDOLON
ability name
strength ability score ability modifier temp. score temp. modifier
hit points
HP
movement
total
nonlethal
ft. sq.
fly
ft.
manuverability
STR
DEX dexterity
constitution
swim
ft.
ft.
climb
temp. modifiers
intelligence
init. mod.
skills
SKILL NAME Bluff Craft Knowledge (PLANES)* Perception Sense Motive Stealth
total bonus =CHA =INT =INT =WIS =WIS =DEX Ability mod. ranks Misc. mod.
=
dex mod.
+
misc. mod.
+ + + + + + + + + + + +
+ + + + + + + + + + + +
charisma
CHA
armor class
AC
= 10+
total
armor bonus
+
shield bonus
+
dex mod.
+
size mod.
+
nat. armor
modifiers
modifiers
carrying capacity
LIGHT LOAD MEDIUM LOAD HEAVY LOAD LIFT OVER HEAD LIFT OFF GROUND PUSH OR DRAG
attack bonus
damage
critical
special properties
evolutions
evolution point
WEAPON
type range ammunition
attack bonus
damage
critical
evolution
special properties
point
evolution
point
WEAPON
type range ammunition
attack bonus
damage
critical
evolution
point
special properties
evolution
point
extraordinary atk.
evolution
point
evolution
point
FEAT
.. .
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FEAT
.. .
PAGE REF.
evolution
point
FEAT
.. .
PAGE REF.
FEAT
.. .
PAGE REF.
evolution
point
evolution
point
FEAT
.. .
PAGE REF.
FEAT
.. .
PAGE REF.
appearance/description
evolution pool
FEAT
.. .
PAGE REF.
FEAT
.. .
PAGE REF.
name
type
size
summoner
EIDOLON
ability name
strength ability score ability modifier temp. score temp. modifier
hit points
HP
movement
total
nonlethal
ft. sq.
fly
ft.
manuverability
STR
DEX dexterity
constitution
swim
ft.
ft.
climb
temp. modifiers
intelligence
init. mod.
skills
SKILL NAME Bluff Craft Knowledge (PLANES)* Perception Sense Motive Stealth
total bonus =CHA =INT =INT =WIS =WIS =DEX Ability mod. ranks Misc. mod.
=
dex mod.
+
misc. mod.
+ + + + + + + + + + + +
+ + + + + + + + + + + +
charisma
CHA
armor class
AC
= 10+
total
armor bonus
+
shield bonus
+
dex mod.
+
size mod.
+
nat. armor
modifiers
modifiers
carrying capacity
LIGHT LOAD MEDIUM LOAD HEAVY LOAD LIFT OVER HEAD LIFT OFF GROUND PUSH OR DRAG
attack bonus
damage
critical
special properties
evolutions
evolution point
WEAPON
type range ammunition
attack bonus
damage
critical
evolution
special properties
point
evolution
point
WEAPON
type range ammunition
attack bonus
damage
critical
evolution
point
special properties
evolution
point
extraordinary atk.
evolution
point
evolution
point
FEAT
.. .
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FEAT
.. .
PAGE REF.
evolution
point
FEAT
.. .
PAGE REF.
FEAT
.. .
PAGE REF.
evolution
point
evolution
point
FEAT
.. .
PAGE REF.
FEAT
.. .
PAGE REF.
appearance/description
evolution pool
FEAT
.. .
PAGE REF.
FEAT
.. .
PAGE REF.
CR HP HP max
init. fort reflex will
summon monster
current
CR HP HP max
init. fort reflex will
AC
speed
b.a.b.
cmb damage
cmd crit.
AC
speed
b.a.b.
cmb damage
cmd crit.
attack bonus
attack bonus
special properties
special properties
SECONDARY ATK.
special properties
attack bonus
damage
crit.
WIS CHA
skills
SECONDARY ATK.
special properties
attack bonus
damage
crit.
feats
feats
summon monster
current
CR HP HP max
init. fort reflex will
summon monster
current
CR HP HP max
init. fort reflex will
AC
speed
b.a.b.
cmb damage
cmd crit.
AC
speed
b.a.b.
cmb damage
cmd crit.
attack bonus
attack bonus
special properties
special properties
SECONDARY ATK.
special properties
attack bonus
damage
crit.
WIS CHA
skills
SECONDARY ATK.
special properties
attack bonus
damage
crit.
feats
feats
summon monster
current
CR HP HP max
init. fort reflex will
summon monster
current
CR HP HP max
init. fort reflex will
AC
speed
b.a.b.
cmb damage
cmd crit.
AC
speed
b.a.b.
cmb damage
cmd crit.
attack bonus
attack bonus
special properties
special properties
SECONDARY ATK.
special properties
attack bonus
damage
crit.
WIS CHA
skills
SECONDARY ATK.
special properties
attack bonus
damage
crit.
feats
feats