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CONTENTS Dragon Magic

Dragonfire Adept. . . . . . . . . . . . . . . . . . . . . . . 58
Introduction. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 3
Dungeonscape
CORE PAGES Factotum. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 59
Basic. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 13 Eberron Campaign Setting
Extended. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 15 Artificer. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 60
Psionic . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 19
Heroes of Horror
Generic. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 22
Archivist. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 61
CLASSES Dread Necromancer. . . . . . . . . . . . . . . . . . . . . 62
Player’s Handbook Magic of Incarnum
Barbarian . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 23 Incarnate . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 63
Bard. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 25 Soulborn. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 64
Cleric. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 26 Totemist. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 65
Druid . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 27 Psionics Handbook
Monk. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 29 Psion. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 66
Paladin. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 30 Psychic Warrior. . . . . . . . . . . . . . . . . . . . . . . . 67
Ranger. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 31 Soulknife. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 68
Sorcerer. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 32 Wilder. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 69
Wizard . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 34
Tome of Battle
Player’s Handbook 2 Crusader. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 70
Beguiler. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 36 Swordsage. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 71
Dragon Shaman. . . . . . . . . . . . . . . . . . . . . . . . 37 Warblade . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 72
Duskblade. . . . . . . . . . . . . . . . . . . . . . . . . . . . . 38 Blank Tome of Battle. . . . . . . . . . . . . . . . . . . . 73
Complete Adventurer Tome of Magic
Ninja. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 39 Binder. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 74
Spellthief . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 40 Shadowcaster. . . . . . . . . . . . . . . . . . . . . . . . . . 76
Complete Arcane Truenamer. . . . . . . . . . . . . . . . . . . . . . . . . . . . 77
Warlock . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 41 Generic
Warmage . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 42 Extended Classes. . . . . . . . . . . . . . . . . . . . . . . 78
Wu Jen . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 43 Blank Spellcasters . . . . . . . . . . . . . . . . . . . . . . 80
Complete Divine
SUPPORT PAGES
Favoured Soul. . . . . . . . . . . . . . . . . . . . . . . . . . 44
Character Background. . . . . . . . . . . . . . . . . . . . . 83
Shugenja. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 45
Party Funds. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 84
Spirit Shaman. . . . . . . . . . . . . . . . . . . . . . . . . . 46
Spell Book. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 85
Complete Psionic
Familiar / Animal Companion /.
Ardent. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 47 Summoned Creature. . . . . . . . . . . . . . . . . . . . . . 88
Divine Mind. . . . . . . . . . . . . . . . . . . . . . . . . . . 48 Psicrystal . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 89
Lurk. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 49
DUNGEON MASTER
Complete Warrior
NPC. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 90
Hexblade. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 50
Party Summary. . . . . . . . . . . . . . . . . . . . . . . . . . . . 91
Dragon Compendium NPC Group. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 92
Battle Dancer. . . . . . . . . . . . . . . . . . . . . . . . . . . 51
Timelines . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 93
Death Master. . . . . . . . . . . . . . . . . . . . . . . . . . 52
Maps. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 97
Jester. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 53
Mountebank. . . . . . . . . . . . . . . . . . . . . . . . . . . 54
Savant. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 55
Sha’ir. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 56
Urban Druid. . . . . . . . . . . . . . . . . . . . . . . . . . . 57

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.
When I started playing D&D, I wasn’t
Dyslexic Studeos present quite satisfied with the default sheets. In
a surprisingly complete set of investigating the other options, I found many
with features that were interesting, but none

CHARACTER entirely to my satisfaction. I found myself


compiling a list of desired features, and had
started designing these sheets before I realised.

SHEETS The feature I was most certain of was that each


class would have a sheet of their own. There
for Dungeons & Dragons 3.5 are hundreds of classes for D&D 3.5, each with
their own rules and variants, and a one-size-
fits-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
HOW TO PRINT
You are not expected to print and use this whole
document. Instead, you should choose the pages your
character needs.
This will generally consist of:
Core pages
1
The first page will typically have Character Info
on the front, and Combat on the back. There is a
choice here: you can have the simpler version on
two sides, or the expanded version with a separate
sheet for armour and inventory. I’d recommend the
simpler sheet for beginner players and characters
under level 6, and the expanded version thereafter.
If you’re playing a psionic character, use the psionic
version of the core pages with the relevant skills
included.
A few classes use modified versions of these core
pages — for example the Barbarian, whose class
2
features are closely tied to combat.
Class pages
You then need a sheet for each of your character’s
classes. There are a few classes that don’t need
their own sheet, such as the Rogue and Fighter, but
they’re the exception.
I’ve tried to include many of the most requested
classes from official rulebooks. If your favourite
class isn’t included, you may find one of the
generic sheets a good starting point.
3
I typically choose to put the inventory on the
reverse of the class-specific sheet.
Support pages
Some classes require extra pages. For example, a
Wizard has a spell book and a familiar; a Druid has
wild shapes and an animal companion; a Binder
has extra vestiges. A spell book is a good place to
fill in extra details on spells, like damage, range 4
and material components.
Other sheets you may find useful include a party
inventory for sharing your loot, and a character
background for noting your character’s history
with NPCs.
The result could be anything from one to a dozen
sheets of paper - though most likely two for a fighting
character and three or four for a spellcaster.
There’s an example of a filled in sheet on pages 7 to 12.
Example of a wizard’s pages:
1 Character Info, with Combat on the reverse
2 Wizard
3 Familiar
4 Spell Book, on two sides

4
HOW TO USE COMPATIBILITY
These sheets do not replace the Dungeons & Dragons These sheets are for use with the Dungeons and
books. Your group should always have a copy of the Dragons 3.5 Edition; they aren’t made for 2nd, 3.o or 4th
core books (the Player’s Handbook, the Dungeon Edition, or Pathfinder.
Master’s Guide and probably the Monster Manual), However, many of the classes and scenarios created
along with any books for classes you wish to play. for 3.5 can be adapted for 3.0 or Pathfinder, so
You will typically consult the books each time your the sheets may be of some use too. Combine the
character levels up, as well as when you need to check class-specific pages from this set with any standard
out the details of some rule, spell or class feature. Pathfinder character sheet, or use the version of the
I’ve done my best to use a consistent style that makes core page with blanked-out skills.
the flow of information clear. There are certain styles But first you should first make sure your DM
that have meaning: understands and agrees with what you’re trying to do,
• Boxes with heavy outlines are important, lighter and consult with an experienced player who can guide
ones less so. you through the rule changes.
• Soft grey boxes and lines are for temporary values,
like buffs and nerfs.
HOW TO DM
• Labels go above fields, or to the left of them. In
As a rule, the Dungeon Master should avoid
calculations, the answer is on the left.
interfering with their players’ character sheets. The
• Dotted lines indicate information that comes DM has the whole world to create and play with, while
directly from elsewhere on one of these sheets, players have only this one little character, so they
like caster level or base attack bonus, while fields should be allowed to own it.
with solid lines are calculated or come from the
But players need help from time to time, especially if
books themselves.
they’re new to gaming, so it may be your job to print
• Ability modifiers are marked with six codes:. out the character sheets people need, guide them in
STR, CON, DEX, INT, WIS and CHA. the process of building a character, and nudge them
• Bonus spells are shown using a series of vertical when they forget to use rage or sneak attack. You
checkboxes. Start by filling in the first column should try to be familiar with the character sheets
from the top with the relevant ability modifer your players will be using.
(usually INT, WIS or CHA). Fill in the next column There are also a number of sheets towards the back
with four fewer, the next with four fewer, etc. Add that you may find useful in running a campaign.
the filled boxes in each row to find the bonus
• Various map grids, including hex and isometric
spells at that level.
• Timelines to show the chronology of historical
This is your character and these are your character
events and plot points
sheets, so nobody can tell you how to use it - as long
as you don’t cheat. • Simplified character sheet for an NPC
• Party summary, useful for when you need to roll
secret checks against a PC’s scores.
ADAPTING TO YOUR GAME
• Similar NPC group summary
There are as many versions of Dungeons and
Dragons as there are groups playing it; and more Which of these you choose to make use of is entirely
prestige classes, house rules and variants than I up to you – there’s no one correct way to run a
could ever hope to encompass here. campaign.

Where possible, I’ve included versions of the sheets


that are more generic, with space for customisation.
This includes a version of the character information
page where the skills list is blank, and adaptable
versions of several of the common base classes.
If you need something special, how about making it
yourself? As well as being free, these sheets are open
source. You can download the original files to make
changes.

5
HOW THEY WERE CREATED CREDITS
The bulk of the sheets were made using Adobe Creator
Illustrator. This introduction was created in Marcus Downing
InDesign, the backgrounds and front cover were Contributors
made in Photoshop, and the document was DrWonton Scorpions__
assembled in Acrobat.
Illustrations
At some point I expect I’ll figure out a way to work crazyred
After Effects into the list.
Playtesters and suggestions
All these files are available in the open source Vangor Bob790 Cosmicnut
repository. Doctor7 Soruk Paul Belsey
Darkfire valadil lsfreak
Cedrass DragonWraith
FEEDBACK & PARTICIPATION
PId6 Bakkan Random832
These sheets will continue to evolve based on your
Eldariel Evil the Cat Thespianus
feedback. Drop me a line on the discussion thread in
qoalabear kosjsjach Seracain
the links at the end.
I don’t promise to do everything people ask - they are
free, after all - but I’ll consider sensible requests. LINKS
If you’d like to contribute yourself, you can download Character Sheets
the original files from the open source repository. http://dyslexic-st.blogspot.com
You’ll need Adobe Illustrator CS3 to edit the files.
Send them back to me, either directly or via a Open source repository
discussion on a forum. http://code.google.com/p/charactersheets
If your submissions prove to match the quality of the
existing sheets, and you are able to use Subversion, Wizards of the Coast, Inc.
I may choose to grant you access to the repository http://www.wizards.com
yourself. More likely though is that I’ll accept your
The Artistic License
work with a little modification to preserve the existing
http://dev.perl.org/licenses/artistic.html
standard.
Discussion and feedback thread
http://www.giantitp.com/forums/showthread.php?t=126909
HOW TO SHOW YOUR APPRECIATION
If you’re ever passing through Basingstoke, I rarely D&D Doodles
refuse a pint. http://dandddoodles.blogspot.com

COPYRIGHT
Dungeons & Dragons and all related trademarks and
copyrights remain the property of Wizards of the
Coast Inc.
The illustrations were generously provided by the
artist of the D&D Doodles blog, crazyred.
This document is released entirely free of charge,
under the Artistic License 2.0. It is not for sale under
any conditions, nor are its constituents. You are free
to make and distribute modifications, provided no
version of this sheet is ever charged for or released
under a commercial license.

6
CHARACTER SHEET 3.5e CHARACTER
Player Name

FEMALE
Joe Furst

MALE
Jonas Patrick Forsyth

LA
OD

W
GO

FU
L
Campaign Race Size

CH
Size

IL
-1

AO
The treasure of Witch’s Hill

EV
Gnome Small

TI
Modifier

C
XP Your skill ranks
8106 CLASSES Skill Ranks Hit Die Level Level each level are the
Adjustment class’s + your INT.
The three-level ABILITIES 1 Druid 4 d8 5
abbreviations (like Ability Item Ability Temp Temp 2 d 0
“WIS”) always Score Bonus Modifier Bonus Modifier Effective
3 d Character The hit points you
refer to an ability
modifier, not a STR 8 -1
STR STR 4 d
Level gain each level are
the class’s hit die
score. CON 14 +2
CON CON 5 d 5 + your CON.
SKILLS
Gnomes get
DEX 14 +2
DEX DEX Racial, Favoured Armour
Max = ECL + 3
+2 Constitution, 8 /4 Skill Class Skills Ranks Feats, Misc Enemy Check
INT 12 +1
INT INT Ranks
Untrained Bonus 1 2 3 4 5 Synergy Bonus Penalty
5 ranks in Craft:
-2 Strength Alchemy gives
WIS 16 WIS
+3 WIS Appraise 3 1
INT 2 +2 for alchemy
a +2 bonus to
Use the boxes with CHA 8 CHA
-1 CHA
Balance DEX - 1 Appraise on
big grey borders Bluff CHA alchemic targets
Ability Modifier = (Total Ability Score - 10) ÷ 2 (Round down)
for temporary Climb STR - 1
changes, like buffs SPECIAL ABILITIES FEATS
Concentration 2
CON
and nerfs. Low-light vision Track
Decipher Script INT
Speak with Scribe Scroll
Diplomacy CHA
-1
animals 1/day
Disable Device INT
Animal Companion
Disguise CHA
Nature Sense
Escape Artist DEX - 1
Wild Empathy Forgery INT
Woodland Stride Gather Information CHA
Trackless Step Handle Animal 4 CHA
-1 5
Resist Nature’s Heal WIS
3
Lure Hide DEX - Size
mod x4 - 1
Wild Shape 1/day Intimidate CHA + Size
diff x4

Jump STR - 1
+2 racial bonus
Listen 8 WIS
3 3 2
to Listen
Move Silently 2 DEX
2 1 - 1
Open Lock DEX
2 3 5 ranks in Handle
Ride 7 DEX 2
Animal gives a +2
Search INT bonus to Ride
Sense Motive WIS
Sleight of Hand DEX - 1
Spellcraft 4 INT
1 3
Spot 6 WIS
3 3
Survival 8 3
WIS 5 +2 in nature 5 ranks in
Track Trained 8 SURVIVAL Knowledge:
Nature gives a +2
Swim -1 STR
-1 2 - 1 per 5lb
carried - ×22 bonus to Survival
Tumble DEX - 1 in a natural
Use Magic Device CHA environment
Use Rope DEX
Knowledge:Nature 6 INT
1 5
+2 racial bonus
Craft: Alchemy 8 1 5 2 to Craft Alchemy
The base LANGUAGES
languages for Common
your race and Gnome
class, plus one for
each point of Druidic
INT modifier. Orc
Knowledge - INT
Profession - WIS
Perform - CHA
Other skills:
Craft - INT

EXAMPLE
Gnome Druid 5

7
ATTACKS INITIATIVE
Masterwork Longbow (small)
INITIATIVE BONUS Feats Misc

Attack Bonus Damage Critical


INIT
2 = DEX
2 + +
Range Type

100 ft 20 sq Piercing +6 d6 ×3 SPEED


Ammo Special Ammo SPEED Speed with Armour Temp Speed

Arrows 40# #
20 ft 4 sq 20 ft 4 sq ft sq

Masterwork Quarterstaff (small) Swim Speed Fly Speed Climb Speed

Range Type Attack Bonus Damage Critical ft sq ft sq ft sq

ft sq Bludgeoning +3 / +3 d4 ×2 BASE ATTACK


BASE MELEE RANGED Melee =
ATTACK BONUS ATTACK ATTACK
BAB + STR
Range Type Attack Bonus Damage Critical +3 +2 +5 Ranged =
d × BAB + DEX
ft sq Temp Attack Morale Power
Bonus Bonus Buffs Nerfs Attack

+ 1 = 1 + - - A level 5 bard’s
Range Type Attack Bonus Damage Critical
Temp Damage Morale Power “inspire courage”
ft sq d × Bonus Bonus Buffs Nerfs Attack gives the party a
+1 morale bonus
+ 1 = 1 + - +
Range Type Attack Bonus Damage Critical +1 /kobolds and goblins
ft sq d ×
Ammo Special Ammo GRAPPLE
# # Size Modifier
GRAPPLE BONUS ×4 Misc Remember the
Ammo Special Ammo size modifier,

Attack
= + -4 -1 +
× 4 + STR

Base
# # -2 x4!
SAVES HEALTH
FORTITUDE SAVE Base Racial Misc Temp HIT POINTS Wounds Dying Stable Non-lethal Unconcious Counting down
the hit points as
2 +
6 = CON
FORT 4 + + + 28 hp 25 21 14 hp -2 hp
you’re injured.
REFLEX SAVE ARMOUR CLASS
3 = DEX
REF 2 + 1 + + + Armour AC Shield AC
Natural
Armour
Size
Modifier
Deflection
Modifier Misc
ARMOUR CLASS
WILL SAVE
18
AC 2 +
= 10 + DEX 3 + + - -1 + 2 +
7 = WIS
WILL 3 + 4 + + + Be careful of
FLAT-FOOTED ARMOUR CLASS
Evasion Improved Endurance Trap double negatives
16
AC = 10 / + 3 + + - -1 + 2 +
Evasion Sense on the size
+2 racial bonus modifier!
to saves against +2 /illusions TOUCH ARMOUR CLASS

illusions 15
AC = 10 + DEX
2 / / / - -1 + 2 +
Temp AC Spell Resistance Conditional Modifiers

AC +4 /giants
EFFECTS Damage Reduction

/
METAMAGIC COMBAT ABILITIES

Many thanks to
crazyred for the
doodles.

EXAMPLE
Gnome Druid 5

8
INVENTORY ARMOUR EQUIPMENT
Value Weight Head
Antique walking stick Studded Leather Armour
Travelling clothes (small) Properties Properties
Sacred robes (small)
Type Max Speed Max AC DEX
Fake Magic Ring
Unidentified Ancient Artifact Light 20 ft 4 sq +5 Face
Check Penalty Weight Spell Failure Armour AC
Evening clothes (small)
-1 20 lb 15 % +3
AC Properties

SHIELD
Bag of Drugged Nuts
The random stuff Maid’s outfit (small) Neck / Throat
adenturers always Unidentified dagger
Properties Amulet of Retributive Healing
pick up. Properties
(transmutation magic?) Check Penalty Weight Spell Failure Shield AC When healing someone, also recieve
lb % AC healing effects myself
Bag of Holding: Shoulders
Piano
Properties
King of Argor’s head
This guy in the
Alchemy Tools middle exists to be
Anvil scribbled on.
Arms / Wrists
Poor guy.
Properties

Body

Properties

Torso

Properties

Hands Waist

Properties Properties

Ring Feet
Ring of Protection +2
Properties Properties
+2 deflection bonus to AC

Ring

Properties Properties

MONEY VALUABLE ITEMS


Value Since there are
Copper , 1 9 cp Letter to the King of Argor slots for wands,
King of Argor’s Signet Ring scrolls and
Silver , ,2 7 6 sp potions on the
druid’s sheet, we’ll
Gold , 3,3 4 8 gp
use the version
Platinum 6 2 pp of the inventory
, ,
sheet without
Carried Items lb Total , , 3,9 9 5 .7 9 these.
Light Load Weapons, Ammo 20 lb
lb 50 coins weighs 1lb coins (It has room
Armour, Shield lb for more loot
Medium Load
Worn Items Debts , , . instead!)
lb lb
Scrolls, Potions, Valuables
Heavy Load
Wands, Components lb , , . Also, consider
lb using a party
Coins lb Other items , , . funds sheet to
Max Load
Total keep your shared
lb Total Weight lb , , , .
spoils.

The money fields are lined up to


make adding up easier:
10 copper = 1 silver
10 silver = 1 gold
EXAMPLE 10 gold = 1 platinum

Gnome Druid 5

9
A character’s
alignment isn’t
always the same
as their deity’s.

Caster
5 PREPARED SPELLS
PREPARED SPELLS
Level
DRUID Level
Detect Magic
+ Cure Minor Wounds x 2
Bonus
0
DEITY
Flare

LA
OD

W
Purify Food & Drink

GO

FU
L
In the first column Garl Glittergold Use the

CH

IL
AO
Charm Animal

EV
TI
of check boxes, checkboxes to

C
fill in as many SPELLS Entangle keep track of the
bonus spells as Spell Spells
=
Base
+
Bonus Spells Cure Light Wounds x 2 1 spells you’ve used
your relevant Save DC per day Spells today.

WIS - 12
WIS - 4
WIS - 8
modifier; in the Beast Claws
13 0 5 5

WIS
second column, Whether you start
the same - 4; 14 1 4 3 with the boxes
Bull’s Strength
Spell DC: +1 for illusion

in the third 15 2 3 2 empty and cross


column, the Warp Wood them off, or start
16 3 2 1
same - 8. Frost Breath 2 with them full and
4 rub them out, is
Since our druid’s 5 up to you.
wisdom modifier
is 3, he gets 3 6
bonus spells in Cure Moderate Wounds
7
the first column
and none in the 8 3
others. 9
Spell Save DC = 10 + WIS + Spell Level
WILD SHAPE
For details of
Times per day Times Today 4
a specific wild 1
shape, refer to the
separate sheet. Current Shape

6
The most
important bit of
the sheet.

WANDS
Cure Moderate Wounds 9
CHARGES

2d8 + 5 #
20
SCROLLS POTIONS
Produce Flan Summon Monster II Holy Water x 3
Mage Armour Enlarge Person
CHARGES

Defective Item #
50 Shrink Person
Haste
CHARGES

#
CHARGES

#
CHARGES

EXAMPLE
Gnome Druid 5

10
The same sheet serves familiars, animal Animal companions gain benefits as their owner levels.
companions and summoned creatures A war pony starts with hit die of 2d8; the animal companion of a level 5 druid
(like the Paladin’s mount). gets to add another 2 hit dice to that. This is reflected in their hit points.

FAMILIAR ANIMAL COMPANION SUMMONED CREATURE ATTACKS INITIATIVE


Creature Name Age Creature Level INITIATIVE BONUS Misc
Level Ranks Adjustment Hoof (melee)
Sugarmuffin 9
Attack Bonus Damage Critical INIT
+2 = DEX
2 +
Companions Creature Type Subtype Range
Weight
don’t necessarily LA War Pony (Highland) 450 lb Effective ft sq
+3 / +3 1d3+3 SPEED
OD

W Hit die
have the same
GO

FU Level
L BASIC SPEED Swim Speed Fly Speed
alignment as their Size Size Height
CH

FEMALE
IL

MALE
AO

5 4 d 8
EV

Medium 11 hands
TI

owner. This pony Modifier


40 ft 8 sq
C

ft sq ft sq
is chaotic and Range
Attack Bonus Damage Critical
doesn’t care about XP SKILLS
BASE ATTACK
right and wrong. Ranks Racial, Feats ft sq BASE ATTACK Temp Attack Temp Damage
ABILITIES Balance 2 DEX
2
Ability Item Ability Temp Climb 3 STR
3 +1 + +
Score Bonus Modifier Bonus Attack Bonus Damage Critical
Range
Escape Artist 2 DEX
2
STR 16 STR
+3 ft sq
Hide 2 DEX
2
CON 14 CON
+2 GRAPPLE
Jump 2 STR
3 Size
GRAPPLE BONUS
DEX 14 DEX
+2 Listen 5 WIS
0 5 Range
Attack Bonus Damage Critical Modifier Misc

Attack
Base
Move Silently 2 DEX
2 +4 = + STR
3 + x04 +
INT 2 INT
-4 ft sq

WIS 11 WIS
+0
Search 5 INT
5 HEALTH
HIT POINTS Wounds Dying Stable Non-lethal Unconcious
Sense Motive 0 WIS
0
CHA 4 CHA
-3 Spot 5 WIS
0 5 26 hp 22 21 15 hp hp
Ability Modifier = (Total Ability Score - 10) ÷ 2
Survival 0 WIS
0 SAVES ARMOUR CLASS
EQUIPMENT Base Save Misc Temp Natural Size Misc
Track Trained SURVIVAL
FORTITUDE SAVE ARMOUR CLASS Armour Modifier Modifier
Swim 3 STR
3
FORT 2 +
5 = CON 3 + AC
15 = 10 + DEX
1 + 4 - +
REFLEX SAVE FLAT-FOOTED ARMOUR CLASS
4
REF = DEX
1 + 3 + AC
14 = 10 / + 4 - +
TOUCH ARMOUR CLASS
WILL SAVE
FEATS
0 = WIS
WILL 0 + + 11
AC = 10 + DEX
1 / - +
Endurance
PORTRAIT Endurance, Evasion Temp AC Spell Resistance Damage Reduction
Evasion
AC /
EFFECTS
SPECIAL ABILITIES
Low light vision
Scent
Link
Share Spells
Bonus tricks: Work, Track

11
Print as many Don’t forget the
copies of the Wild size modifier.
Shape page as you
need.

WILD SHAPE Druid


Level 5 ATTACKS WILD SHAPE Druid
Level 5 ATTACKS
Creature Type Creature Type
Bite Claws
Wolf Range Attack Bonus Damage Critical Brown Bear Range Attack Bonus Damage Critical
Size Size
Size
ft sq
+3 1d6+1 Large +1
Size
ft sq
+11 1d8+8
Modifier Modifier
When in wild Hit with bite, then trip as a free Hit with claws, then start
shape, your
ABILITIES Trip ABILITIES Improved Grab
Ability Item Temp Ability
action, no attack of opportunity Ability Item Temp Ability
grappling as a free action
physical abilities
Score Bonus Bonus Modifier Attack Bonus Damage Critical Score Bonus Bonus Modifier Attack Bonus Damage Critical
(STR, CON, DEX) Range Range
come from the +1 to trip
creature’s listing STR 13 STR
+1 ft sq STR 27 STR
+8 ft sq
in the Monster
Manual, while the CON 15 CON
+2 CON 19 CON
+4
mental abilities +2 +1
(INT, WIS, CHA)
DEX 15 DEX Range
Attack Bonus Damage Critical DEX 13 DEX Range
Attack Bonus Damage Critical

remain Ability Modifier = (Total Ability Score - 10) ÷ 2 Ability Modifier = (Total Ability Score - 10) ÷ 2
ft sq ft sq
unchanged.
COMBAT COMBAT
INITIATIVE BONUS Misc Initiative INITIATIVE BONUS Misc Initiative
Attack Bonus Damage Critical Attack Bonus Damage Critical
The base attack INIT
2 = 2 +
DEX Range INIT
1 = 1 +
DEX Range
bonus is your
own, not your SPEED Temp Speed ft sq SPEED Temp Speed ft sq
animal form’s. ARMOUR CLASS ARMOUR CLASS
50 ft 10sq ft sq 40 ft 8 sq ft sq
Natural Size Misc Natural Size Misc
Size ARMOUR CLASS Armour Modifier Modifier Size ARMOUR CLASS Armour Modifier Modifier
GRAPPLE BONUS Modifier x4 Misc GRAPPLE BONUS Modifier x4 Misc
14
AC 2 +
= 10 + DEX 2 - + 15
AC = 10 + DEX
1 + 5 - 1 +
Attack

Attack
Base

Base
4 = + STR
1 + x4 + 11 = + STR
8 + x4 +
FLAT-FOOTED ARMOUR CLASS FLAT-FOOTED ARMOUR CLASS
SAVES 12
AC = 10 / + 2 - + SAVES 14
AC = 10 / + 5 - 1 +
Base saves are Base Misc Temp Base Misc Temp
the same as your FORTITUDE SAVE TOUCH ARMOUR CLASS FORTITUDE SAVE TOUCH ARMOUR CLASS
basic form, but
the abilities CON 6 =CON
FORT 2 + 4 + AC
12 = 10 + DEX
2 / - + 4 +
8 =CON
FORT 4 + AC
10 = 10 + DEX
1 / - 1 +
and DEX are Temp AC Spell Resistance Damage Reduction Temp AC Spell Resistance Damage Reduction
different.
REFLEX SAVE REFLEX SAVE
Will save is REF
3 = DEX
2 + 1 + AC / REF
2 = DEX
1 + 1 + AC /
unaffected by
Wild Shape.
PORTRAIT SPECIAL ABILITIES PORTRAIT SPECIAL ABILITIES
Low-light vision Low-light vision
Scent Scent
Track (+4) Endurance
The most Run
important bit:
the picture. Track
+4 Swim

Don’t forget your animal form’s special abilities,


but remember they might not all apply to you. 12
CHARACTER SHEET 3.5e CHARACTER
Player Name

FEMALE
MALE
LA
OD

W
GO

FU
L
Campaign Race Size

CH
Size

IL
AO

EV
TI
Modifier

C
XP
CLASSES Skill Ranks Hit Die Level Level
Adjustment
ABILITIES 1 d
Ability Item Ability Temp Temp 2 d
Score Bonus Modifier Bonus Modifier Effective
3 d Character
STR STR STR 4 d
Level

CON CON CON 5 d


DEX DEX DEX SKILLS
Max Racial, Favoured Armour
= ECL + 3
INT INT INT Ranks / Skill Class Skills Ranks Feats, Misc Enemy Check
Untrained Bonus 1 2 3 4 5 Synergy Bonus Penalty
WIS WIS WIS Appraise INT
CHA CHA CHA
Balance DEX -
Bluff CHA
Ability Modifier = (Total Ability Score - 10) ÷ 2 (Round down)
Climb STR -
INVENTORY
Value Weight
Concentration CON
Decipher Script INT
Diplomacy CHA
Disable Device INT
Disguise CHA
Escape Artist DEX -
Forgery INT
Gather Information CHA
Handle Animal CHA
Heal WIS
Hide DEX - Size
mod x4 -
Intimidate CHA + Size
diff x4

Jump STR -
Listen WIS
Move Silently DEX -
Open Lock DEX
Ride DEX
Search INT
Sense Motive WIS
Sleight of Hand DEX -
Spellcraft INT
Spot WIS
Survival WIS
Track Trained SURVIVAL
Carried Items lb
Weapons, Ammo, Scrolls, Potions lb
Swim STR - 1 per 5lb
carried - ×2
Armour, Shield, Protective Items lb
Tumble DEX -
Total Weight lb
Use Magic Device CHA
Light Load Medium Load Heavy Load Max Load
Use Rope DEX
lb lb lb lb
Knowledge: INT
MONEY LANGUAGES
, cp

, , sp

, , gp
Knowledge - INT
Profession - WIS

, , pp

, , .
Perform - CHA
Other skills:
Craft - INT
ATTACKS INITIATIVE
INITIATIVE BONUS Feats Misc

Range Type Attack Bonus Damage Critical INIT = DEX + +


ft sq d × SPEED
Ammo Special Ammo SPEED Speed with Armour Temp Speed
# #
ft sq ft sq ft sq

BASE ATTACK
Range Type Attack Bonus Damage Critical Temp Attack Temp Damage
BASE ATTACK BONUS Bonus Bonus
ft sq d ×
+ +
Range Type Attack Bonus Damage Critical

ft sq d ×
GRAPPLE
Size Modifier
Attack Bonus Damage Critical GRAPPLE BONUS ×4 Misc
Range Type

Attack
Base
ft sq d × = + × 4 + STR +
SAVES HEALTH
FORTITUDE SAVE Base Racial Misc Temp HIT POINTS Wounds Dying Stable Non-lethal Unconcious

FORT = CON + + + + hp hp hp

REFLEX SAVE ARMOUR CLASS


REF = DEX + + + + Armour AC Shield AC
Natural
Armour
Size
Modifier
Deflection
Modifier Misc
ARMOUR CLASS
WILL SAVE
AC = 10 + DEX + + + - + +
WILL = WIS + + + +
FLAT-FOOTED ARMOUR CLASS
Evasion Improved Endurance Trap
Evasion Sense AC = 10 / + + + - + +
TOUCH ARMOUR CLASS

ARMOUR
AC = 10 + DEX / / / - + +
Temp AC Spell Resistance Damage Reduction Conditional Modifiers

Type Max Speed Max AC DEX AC


ft sq EFFECTS COMBAT ABILITIES
Check Penalty Spell Failure Weight Armour AC
+ % lb +
SHIELD

Check Penalty Spell Failure Weight Shield AC

+ % lb +
EQUIPMENT
Head
FEATS SPECIAL ABILITIES
Properties

Throat

Properties

Body

Properties

Arms

Properties

Hands

Properties

Ring

Properties
CHARACTER SHEET 3.5e CHARACTER
Player Name

FEMALE
MALE
LA
OD

W
GO

FU
L
Campaign Race Size

CH
Size

IL
AO

EV
TI
Modifier

C
XP
CLASSES Skill Ranks Hit Die Level Level
Adjustment
ABILITIES 1 d
Ability Item Ability Temp Temp 2 d
Score Bonus Modifier Bonus Modifier Effective
3 d Character
STR STR STR 4 d
Level

CON CON CON 5 d


DEX DEX DEX SKILLS
Max Racial, Favoured Armour
= ECL + 3
INT INT INT Ranks / Skill Class Skills Ranks Feats, Misc Enemy Check
Untrained Bonus 1 2 3 4 5 Synergy Bonus Penalty
WIS WIS WIS Appraise INT
CHA CHA CHA
Balance DEX -
Bluff CHA
Ability Modifier = (Total Ability Score - 10) ÷ 2 (Round down)
Climb STR -
SPECIAL ABILITIES FEATS
Concentration CON
Decipher Script INT
Diplomacy CHA
Disable Device INT
Disguise CHA
Escape Artist DEX -
Forgery INT
Gather Information CHA
Handle Animal CHA
Heal WIS
Hide DEX - Size
mod x4 -
Intimidate CHA + Size
diff x4

Jump STR -
Listen WIS
Move Silently DEX -
Open Lock DEX
Ride DEX
Search INT
Sense Motive WIS
Sleight of Hand DEX -
Spellcraft INT
Spot WIS
Survival WIS
Track Trained SURVIVAL

Swim STR - 1 per 5lb


carried - ×2
Tumble DEX -
Use Magic Device CHA
Use Rope DEX
Knowledge: INT
LANGUAGES
Knowledge - INT
Profession - WIS
Perform - CHA
Other skills:
Craft - INT
ATTACKS INITIATIVE
INITIATIVE BONUS Feats Misc

Attack Bonus Damage Critical


INIT = DEX + +
Range Type

ft sq d × SPEED
Ammo Special Ammo SPEED Speed with Armour Temp Speed
# #
ft sq ft sq ft sq
Swim Speed Fly Speed Climb Speed

Range Type Attack Bonus Damage Critical ft sq ft sq ft sq

ft sq d × BASE ATTACK
BASE MELEE RANGED
ATTACK BONUS ATTACK ATTACK

Range Type Attack Bonus Damage Critical

ft sq d × Temp Attack Morale Power


Bonus Bonus Buffs Nerfs Attack

+ = + - -
Range Type Attack Bonus Damage Critical
Temp Damage Morale Power
ft sq d × Bonus Bonus Buffs Nerfs Attack

+ = + - +
Range Type Attack Bonus Damage Critical

ft sq d ×
Ammo Special Ammo GRAPPLE
# # Size Modifier
GRAPPLE BONUS ×4 Misc
Ammo Special Ammo

Attack
= + × 4 + STR +

Base
# #
SAVES HEALTH
FORTITUDE SAVE Base Racial Misc Temp HIT POINTS Wounds Dying Stable Non-lethal Unconcious

FORT = CON + + + + hp hp hp

REFLEX SAVE ARMOUR CLASS


REF = DEX + + + + Armour AC Shield AC
Natural
Armour
Size
Modifier
Deflection
Modifier Misc
ARMOUR CLASS
WILL SAVE
AC = 10 + DEX + + + - + +
WILL = WIS + + + +
FLAT-FOOTED ARMOUR CLASS
Evasion Improved Endurance Trap
Evasion Sense AC = 10 / + + + - + +
TOUCH ARMOUR CLASS
AC = 10 + DEX / / / - + +
Temp AC Spell Resistance Conditional Modifiers

AC
EFFECTS Damage Reduction

/
METAMAGIC COMBAT ABILITIES
INVENTORY ARMOUR EQUIPMENT
Value Weight Head

Properties Properties

Type Max Speed Max AC DEX

ft sq Face
Check Penalty Weight Spell Failure Armour AC
lb % AC Properties

SHIELD

Neck / Throat
Properties
Properties
Check Penalty Weight Spell Failure Shield AC
lb % AC
Shoulders

Properties

Arms / Wrists

Properties

Body

Properties

Torso

Properties
Light Load Carried Items lb
lb
Weapons, Ammo lb
Medium Load
Hands Waist
lb Armour, Shield lb
Heavy Load Properties Properties
Worn Items lb
lb Scrolls, Potions,
Wands, Components lb
Max Load
lb Total Weight lb

MONEY Properties Properties

Copper , cp

Silver , , sp

Gold , , gp Properties Properties

Platinum , , pp

Total , , , .
SCROLLS POTIONS

WANDS
CHARGES

#
CHARGES

#
CHARGES

#
CHARGES

#
INVENTORY ARMOUR EQUIPMENT
Value Weight Head

Properties Properties

Type Max Speed Max AC DEX

ft sq Face
Check Penalty Weight Spell Failure Armour AC
lb % AC Properties

SHIELD

Neck / Throat
Properties
Properties
Check Penalty Weight Spell Failure Shield AC
lb % AC
Shoulders

Properties

Arms / Wrists

Properties

Body

Properties

Torso

Properties

Hands Waist

Properties Properties

Ring Feet

Properties Properties

Ring

Properties Properties

MONEY VALUABLE ITEMS


Value
Copper , cp

Silver , , sp

Gold , , gp

Platinum , , pp
Carried Items lb Total , , , .
Light Load Weapons, Ammo lb
lb 50 coins weighs 1lb coins
Armour, Shield lb
Medium Load
Worn Items Debts , , .
lb lb
Scrolls, Potions, Valuables
Heavy Load lb , , .
Wands, Components
lb Other items
Coins lb , , .
Max Load
lb Total Weight lb Total , , , .
Player
CHARACTER SHEET 3.5e
Name
CHARACTER

FEMALE
MALE
LA
OD

W
GO

FU
L
Campaign Race Size

CH
Size

IL
AO

EV
TI
Modifier

C
XP
CLASSES Skill Ranks Hit Die Level Level
Adjustment
ABILITIES 1 d
Ability Item Ability Temp Temp 2 d
Score Bonus Modifier Bonus Modifier Effective
3 d Character
STR STR STR 4 d
Level

CON CON CON 5 d


SKILLS
DEX DEX DEX Racial, Favoured Armour
Max = ECL + 3
INT INT INT Ranks / Skill Class Skills Ranks Feats, Misc Enemy Check
Untrained Bonus 1 2 3 4 5 Synergy Bonus Penalty

WIS WIS WIS Appraise INT


Autohypnosis WIS
CHA CHA CHA
Balance DEX -
Ability Modifier = (Total Ability Score - 10) ÷ 2 (Round down)
Bluff CHA
SPECIAL ABILITIES FEATS
Climb STR -
Concentration CON
Decipher Script INT
Diplomacy CHA
Disable Device INT
Disguise CHA
Escape Artist DEX -
Forgery INT
Gather Information CHA
Handle Animal CHA
Heal WIS
Hide DEX - Size
mod x4 -
Intimidate CHA + Size
diff x4

Jump STR -
Listen WIS
Move Silently DEX -
Open Lock DEX
Psicraft INT
Ride DEX
Search INT
Sense Motive WIS
Sleight of Hand DEX -
Spellcraft INT
Spot WIS
Survival WIS
Track Trained SURVIVAL

Swim STR - 1 per 5lb


carried - ×2
Tumble DEX -
Use Magic Device CHA
Use Psionic Device CHA
LANGUAGES
Use Rope DEX
Knowledge: Psionics INT
Knowledge - INT
Profession - WIS
Perform - CHA
Other skills:
Craft - INT
ATTACKS INITIATIVE
INITIATIVE BONUS Feats Misc

Attack Bonus Damage Critical


INIT = DEX + +
Range Type

ft sq d x SPEED
Ammo Special Ammo SPEED Speed with Armour Temp Speed
# #
ft sq ft sq ft sq
Swim Speed Fly Speed Cimb Speed

Range Type Attack Bonus Damage Critical ft sq ft sq ft sq

ft sq d x BASE ATTACK
BASE MELEE RANGED
ATTACK BONUS ATTACK ATTACK

Range Type Attack Bonus Damage Critical

ft sq d x Temp Attack Morale Power


Bonus Bonus Buffs Nerfs Attack

+ = + - -
Range Type Attack Bonus Damage Critical
Temp Damage Morale Power
ft sq d x Bonus Bonus Buffs Nerfs Attack

+ = + - +
Range Type Attack Bonus Damage Critical

ft sq d x
Ammo Special Ammo GRAPPLE
# # Size Modifier
GRAPPLE BONUS x4 Misc
Ammo Special Ammo

Attack
= + x 4 + STR +

Base
# #
SAVES HEALTH
FORTITUDE SAVE Base Racial Misc Temp HIT POINTS Wounds Dying Stable Non-lethal Unconcious

FORT = CON + + + + hp hp hp

REFLEX SAVE ARMOUR CLASS


REF = DEX + + + + Armour AC Shield AC
Natural
Armour
Size
Modifier
Deflection
Modifier Misc
ARMOUR CLASS
WILL SAVE
AC = 10 + DEX + + + - + +
WILL = WIS + + + +
FLAT-FOOTED ARMOUR CLASS
Evasion Improved Endurance Trap
Evasion Sense AC = 10 / + + + - + +
TOUCH ARMOUR CLASS

EFFECTS AC = 10 + DEX / / / - + +
Temp AC Spell Resistance Conditional Modifiers

AC
Damage Reduction

/
METAPSIONICS COMBAT ABILITIES
INVENTORY ARMOUR EQUIPMENT
Value Weight Head

Properties Properties

Type Max Speed Max AC DEX

ft sq Face
Check Penalty Weight Spell Failure Armour AC
lb % AC Properties

SHIELD

Neck / Throat
Properties
Properties
Check Penalty Weight Spell Failure Shield AC
lb % AC
Shoulders

Properties

Arms / Wrists

Properties

Body

Properties

Torso

Properties
Light Load Carried Items lb
lb
Weapons, Ammo lb
Medium Load
Hands Waist
lb Armour, Shield lb
Heavy Load Properties Properties
Worn Items lb
lb Scrolls, Potions,
Wands, Components lb
Max Load
lb Total Weight lb POWER STONES TATTOOS
1
MONEY
2
Copper , cp
3
Silver , , sp 4
Gold , , gp 5
Platinum 6
, , pp
7
Total , , , .
8
WANDS 9
10
CHARGES

# 11
12
13
CHARGES

# 14
15
16
CHARGES

# 17
18
19
CHARGES

# 20
CHARACTER SHEET 3.5e CHARACTER
Player Name

FEMALE
MALE
LA
OD

W
GO

FU
L
Campaign Race Size

CH
Size

IL
AO

EV
TI
Modifier

C
XP
CLASSES Skill Ranks Hit Die Level Level
Adjustment
ABILITIES 1 d
Ability Item Ability Temp Temp 2 d
Score Bonus Modifier Bonus Modifier Effective
3 d Character
STR STR STR 4 d
Level

CON CON CON 5 d


DEX DEX DEX SKILLS
Max Racial,
= ECL + 3
INT INT INT Ranks / Skill Class Skills Ranks Feats, Misc
Untrained Bonus 1 2 3 4 5 Synergy
WIS WIS WIS
CHA CHA CHA
Ability Modifier = (Total Ability Score - 10) ÷ 2 (Round down)

FEATS SPECIAL ABILITIES

LANGUAGES
Knowledge - INT
Profession - WIS
Perform - CHA
Other skills:
Craft - INT
CHARACTER SHEET 3.5e CHARACTER
Player Name

FEMALE
MALE
LA
OD

W
GO

FU
L
Campaign Race Size

CH
Size

IL
AO

EV
TI
Modifier

C
XP
CLASSES Skill Ranks Hit Die Level Level

1 Barbarian
Adjustment
ABILITIES d
Ability Item Ability RAGE! Fatigue 2 d
Score Bonus Modifier Modifier Modifier Effective
3 d Character
STR +
STR - 4 d
Level

CON CON + 5 d
DEX DEX - SKILLS
Racial, Forbidden Armour
Max = ECL + 3
INT INT Ranks / Skill Class Skills Ranks Feats, Misc During Check
Untrained Bonus 1 2 3 4 5 Synergy RAGE! Penalty
WIS WIS Appraise INT
CHA CHA
Balance DEX -
Bluff CHA
Ability Modifier = (Total Ability Score - 10) ÷ 2 (Round down)
Climb STR -
BARBARIAN
Barbarian
Concentration CON
Level Decipher Script INT
{
Fast Movement
1 Illiteracy Diplomacy CHA
RAGE! 1/day
Disable Device INT
2 Uncanny Dodge
Disguise CHA
3 Trap Sense +1 Escape Artist DEX -
4 Rage 2/day
Forgery INT
Gather Information CHA
5 Improved Uncanny Dodge
Handle Animal CHA
6 Trap Sense +2 Heal WIS
7 Damage Reduction 1/― Hide DEX - Size
mod x4 -
Intimidate CHA + Size
diff x4
8 Rage 3/day
Jump STR -
9 Trap Sense +3 Listen WIS
10 Damage Reduction 2/― Move Silently DEX -
11 Greater RAGE!
Open Lock DEX
Ride DEX
12 { Rage 4/day
Trap Sense +4 Search
Sense Motive
INT
WIS
13 Damage Reduction 3/―
Sleight of Hand DEX -
14 Indomitable Will Spellcraft INT
15 Trap Sense +5 Spot WIS
WIS
{
Survival
Rage 5/day
16 Damage Reduction 4/― Track Trained SURVIVAL

17 Tireless RAGE!
Swim STR - x2
Tumble DEX -
18 Trap Sense +6
Use Magic Device CHA
19 Damage Reduction 5/― Use Rope DEX
20 { Mighty RAGE!
Rage 6/day
Knowledge: INT

NOTES LANGUAGES
Knowledge - INT
Profession - WIS
Perform - CHA
Other skills:
Craft - INT
ATTACKS INITIATIVE
INITIATIVE BONUS Feats Misc

Attack Bonus Damage Critical


INIT = DEX + +
Range Type

ft sq d x SPEED
Ammo Special Ammo SPEED Speed with Armour Temp Speed
# #
ft sq ft sq ft sq

+ 10 to speed Swim Speed Fly Speed


unless wearing
Range Type Attack Bonus Damage Critical heavy armour ft sq ft sq

ft sq d x BASE ATTACK
BASE MELEE RANGED
ATTACK BONUS ATTACK ATTACK

Range Type Attack Bonus Damage Critical

ft sq d x Temp Attack
Bonus Buffs Nerfs RAGE! Fatigued

+ = - + -
Range Type Attack Bonus Damage Critical
Temp Damage
d x Bonus Buffs Nerfs RAGE! Fatigued
ft sq
+ = - + -
Range Type Attack Bonus Damage Critical

ft sq d x
Ammo Special Ammo GRAPPLE
# # Size Modifier
GRAPPLE BONUS x4 Misc
Ammo Special Ammo

Attack
# # = + x 4 + STR +

Base
RAGE! HEALTH
RAGE! RAGE! Temporary Total CON HIT POINTS Wounds Dying Stable Non-lethal Unconcious RAGE!
Today Hit Points Level Increase
PER DAY
hp hp hp + hp
+ hp = ×
ARMOUR CLASS
RAGE! DURATION Natural Size Deflection

rds = CON + 3 (Use adjusted CON)


ARMOUR CLASS Armour AC Shield AC Armour Modifier Modifier Misc

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


AC = 10 + DEX + + + - + +
Greater RAGE! +6 Strength +6 Constitution +3 Will -2 AC FLAT-FOOTED ARMOUR CLASS
Mighty RAGE! +8 Strength +8 Constitution +4 Will -2 AC
AC = 10 / + + + - + +
Fatigued -2 Strength -2 Dexterity Can’t charge or run
TOUCH ARMOUR CLASS
SAVES AC = 10 + DEX / / / - + +
Base Misc Temp RAGE!
FORTITUDE SAVE
Temp AC Spell Resistance Uncanny Dodge Improved Uncanny Dodge Conditional Modifiers
FORT = CON + + + +
AC
REFLEX SAVE Fatigued

REF = DEX + + + - -2 RAGE!


AC Penalty
WILL SAVE RAGE! Damage Reduction

WILL = WIS + + + + /
Evasion Improved Evasion Trap FEATS SPECIAL ABILITIES
Endurance Imdomitable Will Sense
RAGE!
EFFECTS
BARD Bard PREPAREDSPELLS
KNOWN SPELLS
Level

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

CHA - 12
CHA - 4
CHA - 8
0 1

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

ARCANE SPELL FAILURE THRESHOLD 3


Bards can wear light armour without risking
% spell failure.

BARDIC KNOWLEDGE
BARDIC KNOWLEDGE Bard
Misc
BONUS Level
4
= INT + +
BARD
Bard Perform
Level Ranks
Courage Bonus 5
{
Inspire Courage
1 3 Countersong
Fascinate

3 6 Inspire Competence

6 9 Suggestion 6
Number of
9 12 Inspire Greatness
Affected Allies

12 15 Song of Freedom

Number of
15 18 Inspire Heroics
Affected Allies

18 21 Mass Suggestion

FASCINATE
AUDIENCE Bard
MAX FASCINATED Level

= ( )
+1 ÷3

WANDS SCROLLS POTIONS


CHARGES

#
CHARGES

#
CHARGES

#
CHARGES

#
CHARGES

#
PREPARED SPELLS
CLERIC Cleric
Level
PREPARED SPELLS

Caster
Level
0
DEITY

LA
OD

W
GO

FU
L
CH

IL
AO

EV
Domain Spell

TI
C
DOMAINS
Domain Domain
1
Granted Power Granted Power

Domain Spell

1 2
2
3
4 Domain Spell

5
6
3
7
8 Domain Spell

9
4
SPELLS
Spell Spells Base Bonus Spells
= +
Save DC per day Spells
WIS - 12

Domain Spell
WIS - 4
WIS - 8

0
WIS

1 5
2
3 Domain Spell
4
5 6
6
7 Domain Spell
8
9 7
Spell Save DC = 10 + WIS + Spell Level
TURN / REBUKE UNDEAD Domain Spell
Good Cleric Evil Cleric
8
LA
OD

}
GO

Turn, Halt, Rebuke, Halt, Awe,


FU
L

Rout and Control, Dispel Turning


}CH

IL
AO

EV

Destroy Undead and Bolster Undead


TIC

Domain Spell
TURNS / REBUKES PER DAY Misc Today
9
= 3 + CHA +
SCROLLS POTIONS
1 TURNING CHECK
Synergy

= d20 + CHA +
2 TO TURN CREATURE MAX HIT DICE
Cleric Level

= ( Turning
Check ÷ 3 ) + -4
3 TO DESTROY CREATURE MAX HIT DICE
Cleric Level

= ÷2 (Round down)

4 CREATURES AFFECTED TOTAL HIT DICE


Cleric Level

= 2d6 + CHA +
Caster PREPARED SPELLS
PREPARED SPELLS
Level
DRUID Level
+
Bonus
0
DEITY

LA
OD

W
GO

FU
L
CH

IL
AO

EV
TI
C
SPELLS
Spell
Save DC
Spells
per day
=
Base
Spells
+
Bonus Spells 1

WIS - 12
WIS - 4
WIS - 8
0

WIS
1
2
3
2
4
5
6
7
8 3
9
Spell Save DC = 10 + WIS + Spell Level
WILD SHAPE
Times per day Times Today 4

Current Shape

WANDS
9
CHARGES

# SCROLLS POTIONS
CHARGES

#
CHARGES

#
CHARGES

#
CHARGES

#
WILD SHAPE Druid
Level
ATTACKS WILD SHAPE Druid
Level
ATTACKS
Creature Type Creature Type

Range Attack Bonus Damage Critical Range Attack Bonus Damage Critical
Size Size Size Size
Modifier ft sq Modifier ft sq

ABILITIES ABILITIES
Ability Item Temp Ability Ability Item Temp Ability
Score Bonus Bonus Modifier Attack Bonus Damage Critical Score Bonus Bonus Modifier Attack Bonus Damage Critical
Range Range

STR STR ft sq STR STR ft sq

CON CON CON CON


DEX DEX Range
Attack Bonus Damage Critical DEX DEX Range
Attack Bonus Damage Critical

Ability Modifier = (Total Ability Score - 10) ÷ 2 Ability Modifier = (Total Ability Score - 10) ÷ 2
ft sq ft sq
COMBAT COMBAT
INITIATIVE BONUS Misc Initiative INITIATIVE BONUS Misc Initiative
Attack Bonus Damage Critical Attack Bonus Damage Critical
INIT = DEX + Range INIT = DEX + Range

SPEED Temp Speed ft sq SPEED Temp Speed ft sq


ARMOUR CLASS ARMOUR CLASS
ft sq ft sq ft sq ft sq
Natural Size Misc Natural Size Misc
Size ARMOUR CLASS Armour Modifier Modifier Size ARMOUR CLASS Armour Modifier Modifier
GRAPPLE BONUS Modifier x4 Misc GRAPPLE BONUS Modifier x4 Misc
AC = 10 + DEX + - + AC = 10 + DEX + - +
Attack

Attack
Base

Base
= + STR + x 4 + = + STR + x 4 +
FLAT-FOOTED ARMOUR CLASS FLAT-FOOTED ARMOUR CLASS
SAVES AC = 10 / + - + SAVES AC = 10 / + - +
Base Misc Temp Base Misc Temp
FORTITUDE SAVE TOUCH ARMOUR CLASS FORTITUDE SAVE TOUCH ARMOUR CLASS

FORT =CON + + AC = 10 + DEX / - + FORT =CON + + AC = 10 + DEX / - +


REFLEX SAVE Temp AC Spell Resistance Damage Reduction REFLEX SAVE Temp AC Spell Resistance Damage Reduction

REF = DEX + + AC / REF = DEX + + AC /


PORTRAIT SPECIAL ABILITIES PORTRAIT SPECIAL ABILITIES
MONK Monk
Level
Monk
MONK
Level
FLURRY OF BLOWS
FLURRY ATTACK BONUS
1 { Flurry of Blows
Unarmed Strike
Use a full attack action for more attacks
Treat hands as weapons

2 Evasion Avoid all damage on successful reflex

WHOLENESS OF BODY 3 Still Mind +2 to saves against enchantments

HEALING POINTS
PER DAY Monk Level 4 { Ki Strike (magic)
Slow Fall 20 ft
Treat unarmed attacks as magic weapons
Reduce effective falling height using wall

= ×2 5 Purity of Body Immune to all diseases

Points Healed 6 Slow Fall 30 ft

7 Wholeness of Body Heal wounds

8 Slow Fall 40 ft
hp
9 Improved Evasion Take only half damage even on failed reflex

CASTER LEVEL
ABUNDANT STEP
Monk Level
10 { Ki Strike (lawful)
Slow Fall 50 ft
Treat unarmed attacks as lawful weapons

= ÷2 (Round down) 11 { Diamond Body


Greater Flurry
Immune to all poisons

{
DIAMOND SOUL Abundant Step Use dimension door once per day
SPELL RESISTANCE Monk Level 12 Slow Fall 60 ft

= 10 + 13 Diamond Soul Spell resistance

QUIVERING PALM 14 Slow Fall 70 ft


QUIVER DAYS Monk Level
15 Quivering Palm Delayed death by days equal to monk level, once a week
=
SAVE DC Monk Level
16 { Ki Strike (adamantine)
Slow Fall 80 ft
Treat unarmed attacks as adamantine weapons

= 10 + ( ÷ 2 ) + WIS 17 { Timeless Body


Tongue of the Sun and Moon
No age penalties or artificial aging
Speak with any living creature

EMPTY BODY 18 Slow Fall 90 ft


ETHERIAL
ROUNDS Monk Level Rounds Today 19 Empty Body Assume ethereal state

rds = 20 { Perfect Self


Slow Fall any distance
Treated as outsider

PERFECT SELF
Treated as an Outsider
Immune to Charm Person and other effects that
target non-outsiders.
Damage reduction 10/magic
PALADIN Paladin SPECIAL MOUNT
LA
OD Level
W
GO

FU
Name
L
CH

Paladin
IL
÷ 2 = Caster
AO

EV
TI

Level Level
C

Mount Type Summoned


DEITY Mount Today

LA
OD

W
GO

FU
L
CH
PREPARED SPELLS

IL
AO

EV
TI
C
SPELLS
Spell Spells
=
Base
+
Bonus Spells
WIS
1
Save DC per day Spells

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

TURN UNDEAD 3
TURNS PER DAY Misc Today

= 3 + CHA +
4
1 TURNING CHECK
Misc

= d20 + CHA + SMITE EVIL


SMITINGS
2 TO TURN CREATURE MAX HIT DICE PER DAY Smitings Today
Paladin Level

= ( Turning
Check ÷ 3 )+ -7
SMITING ATTACK
3 TO DESTROY CREATURE MAX HIT DICE BONUS Weapon Attack Bonus

Paladin Level = + CHA


= ( - 3 )÷ 2 Round down Weapon
SMITING DAMAGE Damage Paladin
4 CREATURES AFFECTED TOTAL HIT DICE BONUS Bonus Level
Paladin Level
+ = + +
= 2d6 + CHA + -3
LAY ON HANDS
HEALING POINTS Paladin
PER DAY Level Misc

hp = ( CHA × )+
Healing Points

hp

WANDS
SCROLLS POTIONS
CHARGES

#
CHARGES

#
CHARGES

#
CHARGES

#
CHARGES

#
RANGER Ranger
Level
PREPARED SPELLS

Level Ranger
Bonus
+ Level
÷ 2 = Caster
Level 1
FAVOURED ENEMIES
Favoured Enemy Bonus
FAVOURED ENEMY 2 4 6 8 10 12
2

WILD EMPATHY
WILD EMPATHY BONUS Ranger Level Misc

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

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

WANDS

SCROLLS POTIONS
CHARGES

#
CHARGES

#
CHARGES

#
CHARGES

#
CHARGES

#
Caster PREPARED SPELLS
KNOWN SPELLS
Level
SORCERER Level
+
Bonus
0
SPELLS
Spells Spell Spells Base Bonus Spells
= +
Known Save DC per day Spells

CHA - 12
CHA - 4
CHA - 8
0

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

ARCANE SPELL FAILURE THRESHOLD

%
SCROLLS

POTIONS

WANDS
7
CHARGES

8
CHARGES

#
CHARGES

#
9
CHARGES

#
Caster PREPARED SPELLS
KNOWN SPELLS
SORCERER Level

METAMAGIC SPECIALIST Level


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

CHA - 12
CHA - 4
CHA - 8
0

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

ARCANE SPELL FAILURE THRESHOLD

%
INSTANT METAMAGIC
INSTANT METAMAGIC
USES PER DAY Misc Uses Today 3
= 3 + INT +

SCROLLS

5
POTIONS

WANDS

8
CHARGES

#
CHARGES

#
9
CHARGES

#
WIZARD Caster
Level
PREPARED SPELLS
PREPARED SPELLS

Level
Bonus
+
0
SPELL SCHOOLS
SPECIALITY SCHOOL
Speciality Spell
PROHIBITED SCHOOLS

1
SPELLS
Spell Spells Base Specialist Bonus
= + +
Save DC per day Spells Spell Spells
Speciality Spell

INT - 12
INT - 4
0 INT - 8
INT

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

ARCANE SPELL FAILURE THRESHOLD


Speciality Spell
%

SCROLLS
4

Speciality Spell

POTIONS
Speciality Spell

Speciality Spell

7
WANDS
Speciality Spell
CHARGES

# 8
CHARGES

# Speciality Spell

9
CHARGES

#
Caster PREPARED SPELLS
PREPARED SPELLS
WIZARD Level

Level
FOCUSED SPECIALIST +
Bonus
0
SPELL SCHOOLS
SPECIALITY SCHOOL
Speciality Spell

PROHIBITED SCHOOLS Speciality Spell

Speciality Spell
1

Speciality Spell
SPELLS
Spell Spells Base Specialist Bonus Speciality Spell
= + +
Save DC per day Spells Spells Spells Speciality Spell
INT - 12
INT - 4
INT - 8

0 2
INT

1
2
3
Speciality Spell
4
Speciality Spell
5
Speciality Spell
6
3
7
8
9
Speciality Spell
Spell Save DC = 10 + INT + Spell Level
Speciality Spell
ARCANE SPELL FAILURE THRESHOLD
Speciality Spell
% 4
SCROLLS

Speciality Spell

Speciality Spell

Speciality Spell
5

Speciality Spell

Speciality Spell
POTIONS
Speciality Spell
6

Speciality Spell

Speciality Spell

Speciality Spell
7
WANDS
Speciality Spell

Speciality Spell
CHARGES

# 8
Speciality Spell
CHARGES

# Speciality Spell

Speciality Spell

Speciality Spell 9
CHARGES

#
Caster PREPAREDSPELLS
KNOWN SPELLS
Level
BEGUILER Level 0
Dancing Lights
Message
Daze
Open / Close
Detect Magic
Read Magic
Ghost Sound

Bonus
+
SPELLS
Spell Spells = Base + Bonus
Save DC per day Spells Spells Charm Person Colour Spray Comprehend Languages Detect Secret Doors
1

INT - 12
Disguise Self Expeditious Retreat Hypnotism Mage Armour

INT - 4
INT - 8
0
Obscuring Mist Rouse Silent Image Sleep

INT
1 Undetectable Alignment Whelm
2
3
4 Blinding Colour Surge Blur Daze Monster Detect Thoughts
Fog Cloud Glitterdust Hypnotic Pattern Invisibility
5 2 Knock Minor Image Mirror Image Misdirection
6 See Invisibility Silence Spider Climb Stay the Hand
7 Touch of Idiocy Vertigo Whelming Blast

8
9
Arcane Sight Clairaudience / Clairvoyance Crown of Veils
ARCANE SPELL FAILURE THRESHOLD Deep Slumber Dispel Magic Displacement Glibness
%
Beguilers can wear light armour
without risk of spell failure
3 Halt Haste Hesitate Hold Person
Inevitable Defeat Invisibility Sphere Legion of Sentinals Major Image
CLOAKED CASTING Nondetection Slow Suggestion Vertigo Field
Spell Spell Cloaked
Zone of Silence
Save DC
= 10 + INT + Level
+ Casting Bonus

SPELL DC +2 to overcome Charm Monster Confusion Crushing Despair Freedom of Movement


BONUS
From Level 8:
Spell Resistance 4 Greater Invisibility Greater Mirror Image Locate Creature Mass Whelm
Phantom Battle Rainbow Pattern Solid Fog
+ From Level 20:
Always overcome
Spell Resistance

Break Enchantment Dominate Person Feeblemind Friend to Foe


5 Hold Monster Incite Riot Mind Fog Rary’s Telepathic Bond
Seeming Sending Swift Etherealness

Greater Dispel Magic Mass Suggestion Mislead Overwhelm


6 Repulsion Shadow Walk True Seeing Veil

7 Ethereal Jaunt Greater Arcane Sight Mass Hold Person Mass Invisibility
Phase Door Power Word Blind Project Image Spell Turning

WANDS 8 Demand Discern Location Mind Blank Moment of Prescience


Power Word Stun Scintillating Pattern Screen
CHARGES

# 9 Dominate Monster
Power Word Kill
Etherealness
Time Stop
Foresight Mass Hold Monster

SCROLLS POTIONS
CHARGES

#
CHARGES

#
CHARGES

#
CHARGES

#
Dragon
PREPARED
TOTEM SPELLS
DRAGON
DRAGON SHAMAN Shaman
Level

Bronze

Copper

Green

White
Silver
Black

Brass
Blue

Gold
DRACONIC AURA

Red
AURAS KNOWN Alignment
Acid Electricity
Fire Cold

LA
OD

W
GO
Other:

FU
L
Auras

CH

IL
AO
Known

EV
TI
C
PLAYERS HANDOOK 2
DRACONIC ADAPTATION
Energy ×2 pts returned energy damage
From Level 3:

Endure Elements
Water Breathing

Water Breathing

Water Breathing

Water Breathing
Shield (when hit in melée)

Treasure Seeker
Activate

Ventriloquism
(always active)

(always active)

(always active)

(always active)

(always active)
Spider Climb
Power ability

Feather Fall
Melée damage

Ice Walker
(skill bonus)
From Level 13:
Presence

(at will)

(at will)

(at will)

(at will)
Bluff, Diplomacy, Share effect
Intimidate with allies
within 30 ft
Resistance ×5 Resistance to selected
energy type Equivalent Level 1 1 2 1
Save DC = 10 + CHA
Senses Listen, Spot, Initiative
+ Equivalent level
Toughness Damage reduction /magic BREATH WEAPON

Line of Electricity

Line of Electricity
Vigour Hit points of fast healing
(when under half hit points)

Cone of Cold

Cone of Cold
Cone of Acid
Cone of Fire

Cone of Fire
Line of Acid

Line of Acid
Line of Fire
DRAGON MAGIC
Energy DC on selected energy type

Insight Decipher Script, Knowledge


and Spellcraft From level 4: 30 ft From level 4: 15 ft
Power Caster level to overcome Range From level 12: 60 ft From level 12: 30 ft
spell resistance From level 20: 120 ft From level 20: 60 ft
Resolve Concentration, saves against Dragon Dragon
fear, paralysis and sleep effects BREATH WEAPON Shaman REFLEX Shaman
DAMAGE Level SAVE DC Level
Stamina Constitution checks;
Fortitude saves
d6 = ( ÷2 ) = 10 + ( ÷ 2 + CON )
{
Climb, Jump, Swim
Swiftness (Round down)
×5 Climbing, flying and
swimming speeds
TOUCH OF VITALITY
Dragon
HEALING Shaman
PER DAY Level Misc

hp = 2×( × CHA )+
Points Healed

AURA BONUS Dragon Shaman


MULTIPLIER Level
Healing Effects Cost (healing points)
= ( )
÷5 +1 (Round
down)
Dazed, Fatigued, Sickened 5
Exhausted, Nauseated, Poisoned, Stunned 10
WANDS Blinded, Deafened, Diseased 20
SCROLLS POTIONS
CHARGES

#
CHARGES

#
CHARGES

#
CHARGES

#
CHARGES

#
DUSKBLADE PREPARED SPELLS
KNOWN SPELLS

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

INT - 12
INT - 4
INT - 8
0

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

ARCANE SPELL FAILURE THRESHOLD


Duskblades can use light armour and
% light shields without risk of spell failure. 2
From level 4: Can wear medium armour
From level 7: Can use heavy shield

ARCANE ATTUNEMENT
ATTUNEMENTS
PER DAY Misc

= 3 + INT +
3
Dancing Lights Detect Magic Flare
Ghost Sound Read Magic

QUICK CAST
QUICK CAST Duskblade Quick Cast
PER DAY Level Spells Today

= ÷5 4
SPELL POWER
CASTER LEVEL Duskblade
CHECK BONUS Level 6 to 10 → +2

+ = ( :
11 to 15
16 to 17


+3
+4 )
18 up → +5
when you injure an opponent with a melée attack 5

WANDS

SCROLLS POTIONS
CHARGES

#
CHARGES

#
CHARGES

#
CHARGES

#
CHARGES

#
Ninja NINJA
Level
NINJA KI POWER
PER DAY
Ninja
Level
Ki Power
Used Today
Ki powers can only be used if

SUDDEN STRIKE
= WIS + ( ÷2 ) a ninja is wearing no armour
and is unencumbered.

DAMAGE BONUS Sudden Ki


Applies whenever the target is Ninja Acrobatics
Strike Power
d6 denied a DEX bonus to AC. Level Bonus
Bonus Cost
Sudden Strike stacks with Sneak Attack.
1 1d6 Trapfinding
KI DODGE
MISS CHANCE 2 Ghost Step Invisible (1 round) 1

This effect is negated by True Seeing but not


3 2d6 Poison Use Apply poison without risk of poisoning yourself
% by See Invisibility. The effect of Ki Dodge does
not stack with Blink or Displacement.
4 Great Leap +4 to Jump, no run-up
GHOST MIND
5 3d6
CASTER LEVEL Ninja
CHECK DC Level 6 +2 Ki Dodge 20% miss chance (1 round) 1

= 20 + 7 4d6 Speed Climb

Attempting to scry on the ninja prompts a caster level check. 8 Ghost Strike Strike incorporeal and ethereal 1
Failure renders the ninja undetectable.
9 5d6 Improved Poison Use Apply poison as move action

10 Ghost Step (Ethereal) 1

11 6d6
12 +4 Evasion

13 7d6
14 Ghost Mind Resist Scrying

15 8d6
16 Ghost Sight See invisible and ethereal

17 9d6
18 +6 Greater Ki Dodge 50% miss chance (1 round) 1

19 10d6
20 Ghost Walk Enter the ethereal plane 2
SPELLTHIEF Spellthief PREPARED SPELLS
KNOWN SPELLS
Level

SPELLS 1
Spells Spell Spells = Base + Bonus Spells
Known Save DC per day Spells CHA
1
2
3 2
4
Spell Save DC = 10 + CHA + Spell Level

ARCANE SPELL FAILURE THRESHOLD

%
Spellthiefs can cast their own spells while wearing
light armour without risk of spell failure, but not
3
those stolen from arcane casters.

STEAL SPELL
SNEAK ATTACK Spellthief
BONUS Level

d6 = ( )
+3 ÷4 (Round down)
4
Forgo 1d6 of bonus for Steal Spell, Steal Spell Effect,
Steal Energy Resistance or Steal Spell-Like Ability on a successful
sneak attack; or forgo 3d6 of bonus for Steal Spell Resistance;
or take from a willing target. PREPARED SPELLS
STOLEN SPELLS
Spellthief Spell / Spell-Like Ability Level / Cost
MAX STOLEN
SPELL LEVEL Level 1

= ÷2 (Minimum 1)
2
3
STOLEN SPELL Spellthief
CAPACITY Level 4
= 5
6
STEAL SPELL EFFECT
MAX CASTER 7
Spellthief
LEVEL Level 8
= + CHA 9
MAX EFFECT Spellthief 10
DURATION Level
11
mins = 12
STEAL ENERGY RESISTANCE 13
Energy Resistance Stolen from
14
15
16
17
From level 3: Energy Resistance 10 Duration 1 min 18
From level 11: Energy Resistance 20
From level 19: Energy Resistance 30 19
STEAL SPELL RESISTANCE 20
From level 15: Spell Resistance stolen from 21
22
SPELL Spellthief
RESISTANCE Level 23

= +5 (No greater than target’s 24


own spell resistance)
RESISTANCE
25
DURATION 26

rds = CHA 27

SWIFT ACTIONS 28
From level 2: 29
DETECT MAGIC Detect Magic
Today
30
PER DAY
31
= CHA (Minimum 1) 32
From level 9:
ARCANE SIGHT Arcane Sight 33
PER DAY Today 34
= CHA (Minimum 1)
Level 0 spells take up ½ point of capacity. Total Stolen
All other spells take up their level points of capacity. Spell Points
WARLOCK Warlock PREPARED SPELLS
INVOCATIONS
Level
Level 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20
ELDRITCH BLAST
Least
DAMAGE Lesser
Greater
d6
Dark
FIENDISH RESILIENCE Invocations
Known 1 2 2 3 3 4 4 5 5 6 7 7 8 8 9 10 10 11 11 12
Duration 2 mins
Used Today Invocation Equivalent Invocation
Invocation
Level Spell Level Save DC
FAST HEALING
PER ROUND Warlock Level 1
( )
8 to 12 → 1
= : 13 to 17 → 2 2
18+ →5
3
ENERGY RESISTANCE
From level 10:
4
Energy Type Energy Resistance 5
1 5 10 6
2 5 10 7
8
Energy Resistance increases to 10 at level 20
9
10
11
12
13
14
15
16
Invocation Save DC = 10 + CHA + Equivalent Spell Level

ARCANE SPELL FAILURE THRESHOLD

WANDS

SCROLLS POTIONS
CHARGES

#
CHARGES

#
CHARGES

#
CHARGES

#
CHARGES

#
WARMAGE Warmage
Level
PREPARED SPELLS
KNOWN SPELLS
0 Acid Splash Disrupt Undead Light Ray of Frost
SPELLS
Spell Spells Base Bonus Spells
= +
Save DC per day Spells CHA Accuracy Burning Hands Chill Touch Fist of Stone
1
1 Hail of Stone Lesser Orb of Acid Lesser Orb of Cold Lesser Orb of Electricity
2 Lesser Orb of Fire Lesser Orb of Sound Magic Missile Shocking Grasp
True Strike
3
4
5
Blades of Fire Continual Flame Fire Trap Fireburst
6
2 Flaming Sphere Ice Knife Melf’s Acid Arrow Pyrotechnics
7 Scorching Ray Shatter Whirling Blade
8
9
Spell Save DC = 10 + CHA + Spell Level
Fire Shield Fireball Flame Arrow Gust of Wind
ARCANE SPELL FAILURE THRESHOLD 3 Ice Storm Lightning Bolt Poison Ring of Blades
Warmages can use light armour and shields Sleet Storm Stinking Cloud
% without penalty. From level 8, this includes
medium armour.

WARMAGE EDGE
Extra damage
Blast of Flame Contagion Evard’s Black Tentacles Orb of Acid
INT 4 Orb of Cold Orb of Electricity Orb of Fire Orb of Force
Orb of Sound Phantasmal Killer Shout Wall of Fire

Arc of Lightning Cloudkill Cone of Cold Flame Strike


5 Greater Fireburst Mass Fire Shield Prismatic Ray

Acid Fog Blade Barrier Chain Lightning Circle of Death


6 Disintegrate Fire Seeds Otiluke’s Freezing Sphere
Tenser’s Transformation

7 Delayed Blast Fireball Earthquake


Mordenkainen’s Sword Prismatic Spray
Finger of Death
Sunbeam
Firestorm
Waves of Exhaustion

8 Greater Shout Horrid Wilting Incendiary Cloud


Prismatic Wall Scintillating Pattern Sunburst Polay Ray

WANDS Elemental Swarm Implosion Meteor Swarm Prismatic Sphere


9 Wail of the Banshee Weird

SCROLLS POTIONS
Wu Jen PREPARED SPELLS
PREPARED SPELLS
Level
WU JEN Caster
Level
0
Elemental Level
Mastery Bonus +2 Bonus
+
ELEMENTAL MASTERY

1
Earth Fire Metal Water Wood

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

INT - 12
INT - 4
0 INT - 8
2
INT

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

WU JEN SPELLS Wu Jen


KNOWN Level

= INT + 3 + ( ×2 ) 5
Wu Jen know all 0-level Wu Jen spells.
At each level, a Wu Jen learns two spells of any level they can cast.
Wu Jen can learn other spells they find.

ARCANE SPELL FAILURE THRESHOLD 6


%

SPELL SECRET
Wu Jen Spell Modification
Level
7
3
9
12
15 8
18
TABOOS
9
SCROLLS POTIONS
FAVOURED SOUL Soul
Favoured PREPARED SPELLS
KNOWN SPELLS
Level
DEITY

LA
OD

W
GO

FU
L
CH

IL
AO

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

WIS - 12
WIS - 4
WIS - 8
0

WIS
1
2
1
3
4
5
6
7
8 2
9
Spell Save DC = 10 + WIS + Spell Level
ENERGY RESISTANCE
Favoured
Energy Type Energy Resistence
Soul Level
5 10
10 10
3
15 10
SCROLLS

6
POTIONS

9
Shugenja PREPARED SPELLS
KNOWN SPELLS
Level
SHUGENJA Caster
Level
0
SHUGENJA ORDER

FAVOURED ELEMENT
Earth Air Fire Water

1
Earth Air Fire Water
FORBIDDEN ELEMENT
0
1
2
3
4
2
5
6
7
8
9
3
SPELLS
Spells Spell Spells Base Bonus Spells
= +
Known Save DC per day Spells
CHA - 12
CHA - 4
CHA - 8

1+ + 0
CHA

1+ + 1
1+ + 2 4
1+ + 3
1+ + 4
1+ + 5
1+ + 6
1+ + 7 5
1+ + 8
1+ + 9
Shugenja Order Spells
Favoured Element Spells
Other Spells
Spell Save DC = 10 + CHA + Spell Level 6
ARCANE SPELL FAILURE THRESHOLD

%
SENSE ELEMENTS
SENSE ELEMENTS Shugenja
Uses Today
PER DAY Level
7
= 3 +( ÷5)
Shugenja
MAX RANGE Level

ft sq = 10 ft 2 sq + ( × 5 ft 1 sq ) 8

9
Spirit SPIRIT SHAMAN
SPIRIT Shaman
Level Spirit Shaman

SHAMAN Caster
Level
Level
1 Wild empathy Influence an animal

SPIRIT GUIDE 2 Chastise spirits Harm spirits, 1d6 /level, within 30ft
3 Detect spirits Sense nearby spirits at will
4 Blessing of the spirits Protect self against spirits, casting time 10 mins

Spirit Guide Type


5 Follow the guide Retry failed enchantment save on next round
6 Ghost warrior Resist incorporeal, ghost touch weapon
7 Warding of the spirits Protect party against spirits, lasts 10 mins / level

SPELLS 9 Spirit form 1 /day Become incorporeal for 1 min


Spells
Spell Spells Base Bonus
10 Guide magic Let guide concentrate on spell
Retrieved = +
Save DC per day Spells Spells 11 Recall spirit Restore life to -1 hp, within 1 round of death
per day

WIS - 12
13 Exorcism Expel posessing spirit
WIS - 4
WIS - 8
0 WIS
15 Spirit form 2 /day
1 16 Weaken spirits Swap 3d6 of chastise damage, weaken for 1 round
2 17 Spirit journey Enter the spirit world

3 19 Favoured of the spirits Lose 1000 xp, recieve Heal on reaching 0 hp

4 20 Spirit form 3 /day; Spirit who walks Become fey, gain damage reduction 5 /cold iron

5 PREPARED SPELLS
RETRIEVED SPELLS
6
7 0
8
9
Spell Save DC = 10 + CHA + Spell Level

ARCANE SPELL FAILURE THRESHOLD


1
%
WILD EMPATHY

WILD EMPATHY
Spirit
Shaman
2
BONUS Level

= CHA +
CHASTISE SPIRITS
CHASTISE SPIRITS
3
PER DAY Uses Today

= 3 + CHA
Spirit
WILL SAVE
DC
Shaman
Level
4
= 10 + CHA +
EXORCISM
Spirit
EXORCISM Shaman 5
BONUS Level

= CHA +

EXORCISM
Target’s
Hit Dice
Target’s
CHA 6
DC
= 10 + +
7

9
Manifester KNOWN POWERS
Level
LA
OD

W
ARDENT POWERS MAX POWER POWER POINTS Manifester
GO

FU
L Level KNOWN LEVEL MAX COST Level
+
CH

IL
AO

EV

Bonus
TI
C

=
DEITY

LA
OD

W
GO

FU
Power Level Cost

L
1

CH

IL
AO

EV
TI
C
MANTLES 2
3
PRIMARY

4
5
6
SECONDARY

7
8
9
10
PSIONICS 11
POWER POINTS Base Bonus
PER DAY Points Points
Racial Misc 12
= + + + 13
14
15
Bonus Points Manifester
Level 16
= WIS × ÷2 (Round down)
17
Power Points 18
19
20
21
22
POWER LEVELS 23
Power Point Power
Level Cost Save DC 24
1 1 25
2 3 POWER STONES TATTOOS
3 5 1
4 7 2
5 9 3
6 11 4
7 13 5
8 15 6
9 17 7
Power Save DC = 10 + CHA + Power Level 8
DORJES 9
10
11
CHARGES

#
12
13
CHARGES

# 14
15
16
CHARGES

# 17
18
19
CHARGES

# 20
Manifester PSYCHIC AURA
OD

LA
W
DIVINE Level
AURA MAX 1 hour meditation
GO

FU
L
MIND Level
+ RANGE AURAS Standard action
CH

IL
CHANGE
AO

EV

Bonus
TI

AURAS Move action


C

ft sq Swift action
DEITY

LA
OD

W
GO

FU
Divine

L
Active Bonus Mind

CH

IL
AO

EV
TI
Aura Aura Affects Bonus Level

C
MANTLES 1 Attack Attack and damage = 1 + ÷ 5
2 Defence Armour class = 1 + ÷ 5
3 Perception Initiative, Listen and Spot = 2 + ÷ 5
4 = + ÷
5 = + ÷
PSIONICS 6 = + ÷
POWER POINTS Base Bonus Wild Talent 5 = + ÷
Misc
PER DAY Points Points Reserve
6 = + ÷
= + + + 2
KNOWN POWERS
POWERS MAX POWER POWER POINTS Manifester
KNOWN LEVEL MAX COST Level
Bonus Points Manifester
Level =
= WIS × ÷2 (Round down) Power Level Cost
Power Points 1
2
3
4
5
POWER LEVELS
Power Point Power 6
Level Cost Save DC
7
1 1
8
2 3
9
3 5
10
4 7
5 9
11
6 11 12
Power Save DC = 10 + CHA + Power Level 13
DIVINE GRACE 14
SAVING THROW 15
BONUS
POWER STONES TATTOOS
+ = CHA 1
2
DORJES
3
4
CHARGES

# 5
6
7
CHARGES

# 8
9
10
CHARGES

#
11
12
CHARGES

# 13
14
15
CHARGES

# 16
Manifester LURK AUGMENTS
Level
LA
OD

W
LURK Extra
GO

FU
Lurk Available Basic Extra
L Level Point
+
CH

IL
Level Augments Benefit Benefit
AO

Cost
EV

Bonus
TI
C

1 Additional Sneak Attack Damage +1d6 2 Damage +1d6


LURK
Psionic Unfocusing Strike Lose psionic focus; Will DC = 10 + INT 2 DC +1
Lurk
Sneak 3 Solid Strike Damage +1 1 Damage +1
Level
Attack
1 Lurk Augment Stunning Strike Stunned 1 round, Fort DC = 10 + INT 2 DC +1
Activate an augment to bolster your attacks
5 Ignore Concealment Ignore miss chance
2 Psionic Sneak Attack 1d6 Mental Assault Intelligence or Wisdom nerf -2 points 2 Nerf -1
While psionically focused, sneak attack
unsuspecting enemies. 8 Deceptive Strike Deny DEX bonus to AC

6 Initiative Boost Sneak Attack Undead Allow sneak attack, if applicable


Add your INT to initiative.
11 Ghost Touch Strike incorporeal creatures
7 2d6 Power Drain Steal power points = half of damage
9 Evasion Aligned Attack Overcome DR/good or DR/evil
Take no damage on a successful Reflex save.
14 Sneak Attack Constructs Allow sneak attack, if applicable
10 Lurk Augment
Two at once Stygian Weapon 1d4 negative levels, 1 round 4 Duration +1 round

12 3d6 17 Planar Attack Damage +2d6 to good/evil creatures 1 Damage +1d6

Slippery Mind Synaptic Disconnect Prevent magic, psionics and abilities 2 DC +1


15 Will DC = 10 + INT
If you fail a save against enchantment,
try again next round. 20 Greater Power Drain Steal power points = all of damage

17 4d6
18 Lurk Augment
Three at once

LURK AUGMENTS
AUGMENTS MAX EXTRA Lurk
AT ONCE POINT BUY Level KNOWN POWERS
POWERS MAX POWER POWER POINTS Manifester
= KNOWN LEVEL MAX COST Level
AUGMENTS
PER DAY
Lurk
Level
=
= + INT Power Level Cost
1
Augments Today
2
3
4
PSIONICS 5
POWER POINTS Base Bonus 6
Racial Misc
PER DAY Points Points
7
= + + +
8
9
Bonus Points Manifester
Level
10
= INT × ÷2 11
(Round down)
Power Points
12
13
14
15
16
POWER LEVELS 17
Power Point Power
Level Cost Save DC
18
1 1 19
2 3 20
3 5 21
4 7 22
5 9 23
6 11 24
Power Save DC = 10 + INT + Power Level 25
OD

LA
HEXBLADE Hexblade
Level
HEXBLADE’S CURSE
W
GO

FU
CURSES Curses WILL SAVE Hexblade
L
CH

Hexblade
÷ 2 = Caster PER DAY Today DC Level
IL
AO

EV
TI

Level Level
( )
C

= 10 + ÷ 2 + CHA
ARCANE RESISTANCE
(Round down)
SAVING THROW
BONUS ATTACK DAMAGE

}
PENALTY PENALTY HEXBLADE’S
+ = CHA (From level 2) CURSE
- - PENALTY
METTLE
Negate the lesser effect on a successful saving throw
SAVING THROW SKILL = -
PENALTY PENALTY
Does not apply while sleeping or unconscious
(From level 3) - -
FAMILIAR
Name
PREPARED SPELLS
PREPARED SPELLS

Creature Type
1
(From level 4)

SPELLS
Spells Spell Spells
=
Base
+
Bonus Spells 2
Known Save DC per day Spells CHA

1
2
3
3
4
Spell Save DC = 10 + CHA + Spell Level (From level 4)

BONUS FEATS 4
Combat Casting
Spell Focus: Enchantment AURA OF UNLUCK
AURAS Hexblade Auras Today
Greater Spell Focus: Enchantment Level Misc
PER DAY

( )+
Spell Focus: Necromancy 12 → 1
= : 16 → 2
Greater Spell Focus: Necromancy 20 → 3
AURAS UNLUCKY MISS
Spell Focus: Transmutation DURATION CHANCE
Greater Spell Focus: Transmutation
rds = 3 + CHA % = 20 %
Spell Penetration
Greater Spell Penetration

WANDS
SCROLLS POTIONS
CHARGES

#
CHARGES

#
CHARGES

#
CHARGES

#
CHARGES

#
Battle
BATTLE DANCER Dancer
Level Battle Tumble
BATTLE DANCER
Dancer Ranks
Level
DANCE OF RECKLESS BRAVERY
BONUS
1 Unarmed Strike Treat hands as weapons
DURATION Move action while within opponent’s threatened space
2 5 Dance of Reckless Bravery
rds
= 5 + CHA to grant allies within 30ft. +4 bonus vs. fear effects

Tumble at normal speed, use tumble to move full speed


DANCER’S STRIKE 5 8 Dance of the Vexing Snake
without penalty
Battle
Dancer Unarmed strikes count as... Standard action to treat hands as magic for overcoming
Level 6 Dancer’s Strike (magic)
damage reduction
6 Magic,
8 11 Dance of the Floating Step
12 and

18 11 14 Dance of the Springing Tiger DC 20 Tumble check to to make full attack after charging
AURA
Strikes treated as aligned for overcoming damage
DURATION 12 Dancer’s Strike (alignment)
reduction

rds = 5 + CHA
DC 25 Tumble check to enter oppenent’s space and attack,
14 17 Dance of the Crushing Python if successful, opponent takes -2 AC penalty and can’t make
TUMBLE attacks of opportunity until the start of your next turn
DC MODIFIERS
Subsequent enemies... +2 17 20 Dance of the Soaring Eagle damage when making aerial charge in place of normal
Each enemy being bypassed after
Springing Tiger

Choose one material to treat unarmed strikes as for


Surface is... 18 Dancer’s Strike (any)
overcoming damage reduction
Lightly obstructed +2
Scree, light ruble, shallow bog, undergrowth Full-round action; DC 35 Tumble check to deal +2d6
20 23 Dance of Death’s Embrace damage on each hit against designated target and have
Severely obstructed
+5 your next turn
undergrowth

Lightly slippery +2

Severely slippery +5
Ice sheet

Sloped or angled +2

Accelerated tumbling...
Move through enemies squares/threatened -10
on check
space at full speed

WANDS

SCROLLS POTIONS
CHARGES

#
CHARGES

#
CHARGES

#
CHARGES

#
CHARGES

#
PREPARED SPELLS
DEATH MASTER DM
Level
PREPARED SPELLS

Level Caster
Bonus
+ Level
0
SPELLS
Spell Spells = Base + Bonus Spells
Save DC per day Spells INT
1
2
3
1
4
5
6
7
2
8
9
Spell Save DC = 10 + INT + Spell Level

ARCANE SPELL FAILURE THRESHOLD


Death Masters can negate the somatic
components of spells by using a vial of blood
3
%
while casting the spell

MASTER OF THE DEAD


WILL Death Master
SAVE DC Level

= 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


5
Temporary Undead’s
Total Applies to undead under
Hit Points
Hit Dice control within 60 ft. If the
creature saves it is no
+ hp = 2 × longer under control

LICH ABILITIES
6
SAVE DC Hit Dice

= 10 + ( ÷ 2 ) + CHA
Use this DC for the damage will (halves) save,
the Fear Aura will (negates) save, and
7
the Paralyzing Touch fortitude (negates) save

REBUKE UNDEAD
REBUKES PER DAY Misc
8
= 3 + CHA +

1 REBUKING CHECK
9
= d20 + CHA
SCROLLS POTIONS
2 TO REBUKE CREATURE Death Master
Level
MAX HIT DICE

= ( Rebuking
Check ÷ 3 ) +

3 TO DESTROY CREATURE
MAX HIT DICE
Death Master
Level

= ÷2 (Round down)

4 CREATURES REBUKED Death Master


TOTAL HIT DICE Level

= 2d6 + CHA +
JESTER Jester PREPAREDSPELLS
KNOWN SPELLS
Level

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

CHA - 12
CHA - 4
CHA - 8
0 1

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

ARCANE SPELL FAILURE THRESHOLD 3


%
JESTER
Jester Perform Dodge Bonus
Level (Comedy) (Up to CHA) 4
{
Ranks Jester’s Audicity
1 3 Inspiring Quip
Fascinate

2 5 Deflect Arrows

3 6 Taunt
5
6 9 { Calming Performance
Snatch Arrows

9 12 Buffoonery

10 Bone Rattler 6
12 15 Vicious Lampoon

15 18 Vexing Dialogue FASCINATE


Morale Penalty AUDIENCE Jester
Level Misc
MAX FASCINATED
18 21 Mass Suggestion
CHA
= ( +1 ÷3 + )
JESTER’S PERFORMANCE CALMING PERFORMANCE
WILL Jester Level FRIENDLY ATTITUDE
SAVE DC Jester Level Misc
DURATION
= 10 + ( ÷ 2 ) + CHA +
mins = 10 ×
Use this DC for the Fascinate, From
Taunt, Buffoonery, Vicious Affect intelligent
Lampoon, Vexing Dialogue,
level 10: undead (they
and Scathing Wit recieve a +2
will (negates) save to save)

WANDS SCROLLS POTIONS


CHARGES

#
CHARGES

#
CHARGES

#
CHARGES

#
CHARGES

#
MOUNTEBANK Mountebank
Level Mountebank
MOUNTEBANK

{
Level
PATRON Beguiling Stare Beguile Victim; -2 Will, and -5 Sense Motive, lose DEX to AC

LA
OD

W
GO

FU
Mark of Damnation DC 25 Diplomacy or Bluff check to be resurrected, gain
1

L
bonus equal to half Mountebank level

CH

IL
AO

EV
TI
Bonus Language:

C
BEGUILING STARE 2 Deceptive Attack +1d6 Extra damage on beguiled or feinted opponents
Mountebank
SAVE DC Level 3 Infernal Patron (IP) +2 to saves against enchantments

= 10 + ( ÷ 2 ) + CHA 4 IP: Infernal Guise Disguise self as similarily shaped creature

INFERNAL PATRON 5 IP: Disguise the Soul’s Aspect Use CHA check against oppnent’s Sense Motive check to
project a false alignment reading
USES Mountebank
PER DAY Level 6 Deceptive Attack +2d6

rds = ( ÷ 2 ) + CHA
8 IP: Infernal Defense Gain 50% miss chance; self only

{
Uses Today
IP: Infernal Jaunt Teleport short distance; self only
10 Deceptive Attack +3d6

Mountebank 12 Cause single target to act irrationally


SAVE DC Level
14 Deceptive Attack +4d6
= 10 + ( ÷ 2 ) + CHA
16 IP: Infernal Escape Teleport self and familiar only, must expend two uses of IP
MASS BEGUILE
BURST Mountebank 18 Deceptive Attack +5d6
RANGE Level

ft. = 100 + ( 10 × ) 20 { IP: Infernal Deception


Aspect of the Damned
Create illusory double and become invisible

INFERNAL GUISE INFERNAL ESCAPE


ALTER SELF Mountebank TELEPORT Mountebank
Level Misc
DURATION RANGE Level

mins = 10 × mi. = 100 × +


INFERNAL DEFENSE INFERNAL DECEPTION
MISLEAD: GREATER
DISPLACEMENT Mountebank Mountebank Rounds Passed
Rounds Passed INVISIBILITY Misc
Level Level
DURATION DURATION

rds = rds = +
INFERNAL JAUNT ASPECT OF THE DAMNED: HALF-FIEND ABILITIES
DIMENSION DOOR Spell-Like Abilities (If Int or Wis is 8 or higher) Smite Good
Mountebank
RANGE Level Spell-Like Ability Level Uses Save DC Smite Good Used Today
1
ft. = 10 + (5× ) 2
Darkness
Desecrate
2
2 SMITING DAMAGE
Weapon
Damage
Cape of the 3 Unholy Blight 4 BONUS Bonus
+ 100 ft.
Mountebank:
4 Poison 3 + = + + 20
INFERNAL INFLUENCE 5 Contagion 3
Mountebank 6 Blasphemy 7 Outsider Traits
CONFUSION Level Rounds Passed
7 Unholy Aura 8 Immune to Charm Person and other effects
DURATION
8 Unhallow 5
that target non-outsiders.
rds
= Damage reduction 10/magic
9 Horrid Wilting 8

WANDS 10 Summon Monster 9


IX ( ends only)
11 Destruction 7
12
CHARGES

# SLA Save DC = 10 + CHA + Spell Level

SCROLLS POTIONS
CHARGES

#
CHARGES

#
CHARGES

#
SAVANT Savant
Level
÷ 2 = Caster
Level
PREPARED ARCANE SPELLS
Divine Arcane
Level + Level + Savant
Level 1
Bonus Bonus

ARCANE SPELLS
From Level 5
Spell
Save DC
Spells
per day
=
Base
Spells
+
Bonus Spells
INT 2
1
2
3 3
4
Spell Save DC = 10 + INT + Spell Level

ARCANE SPELL FAILURE THRESHOLD 4


%
DIVINE SPELLS PREPARED DIVINE SPELLS
From Level 10
Spell Spells Base Bonus Spells
Save DC per day
=
Spells
+ WIS 1
1
2
3 2
4
Spell Save DC = 10 + WIS + Spell Level
SAVANT
Savant 3
{
Level Academic Lore
1 Skill Assistance (5 ft.)
Trapfinding

2 Talent Lore: 4
3 Sneak Attack +1d6

4 Skill Assistance (10ft.) SKILL ASSISTANCE


ALLIES Balance Cimb Listen Move Swim
7 Talent Lore:
MAX ASSISTED Disguise Hide Ride Silently Spot
8 Skill Assistance (15ft.) = INT Other: Other:

9 Sneak Attack +2d6


ACADEMIC LORE
12 { Skill Assistance (20ft.)
Talent Lore: ACADEMIC LORE
BONUS
Savant Level
Misc

15 Sneak Attack +3d6


= INT + +
16 Skill Assistance (25ft.)

17 Talent Lore:

20 Skill Assistance (30ft.)

WANDS SCROLLS POTIONS


CHARGES

#
CHARGES

#
CHARGES

#
CHARGES

#
CHARGES

#
Level
SHA’IR Bonus
+ Caster
Level
PREPARED SPELLS
PREPARED SPELLS

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

CHA - 12
CHA - 4
CHA - 8
0

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

ARCANE SPELL FAILURE THRESHOLD

% 3
SPELL RETRIEVAL
DC 20 Diplomacy check on DIPLOMACY MODIFIERS
behalf of your gen to retrieve... +1 per Sha’ir level
- Any known arcane spell in +2 if spell is in spells known
(1d4 + spell level) rounds category (arcane only)
-2 per level of the desired spell
- Any identified arcane spell in
(1d6 + spell level) minutes
-6 if the spell is an unknown
divine spell
4
-2 per attempt to retrieve the
- Any divine spell from the Air
same spell in the same day
Chaos, Earth, Fire, Knowledge,
after failing to retrieve it
Law, Luck, Sun, or Water
Domains in (1d6 + spell level)
hours

SHA’IR
Sha’ir Level 5
1 Summon Gen Familiar

3 Recognize Genie Works

5 Elemental Protection

7 Call Janni
6
9 Elemental Travel 1/day

11 Call Genie

13 Craft Genie Prison

15 Elemental Travel 2/day 7


18 Elemental Travel (At will)

SCROLLS

WANDS 9

IDENTIFIED SPELLS
CHARGES

#
CHARGES

#
CHARGES

#
Caster PREPARED SPELLS
PREPARED SPELLS
Level
URBAN DRUID Level
+
Bonus
0
HOME

LA
OD

W
GO

FU
L
CH

IL
AO

EV
TI
C
SPELLS
Spell
Save DC
Spells
per day
=
Base
Spells
+
Bonus Spells 1

CHA - 12
CHA - 4
CHA - 8
CHA
0
1
2
3
2
4
5
6
7
8 3
9
Spell Save DC = 10 + CHA + Spell Level
URBAN SHAPE
Times per day Times Today 4

Current Shape

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

WANDS
9
CHARGES

# SCROLLS POTIONS
CHARGES

#
CHARGES

#
CHARGES

#
CHARGES

#
DRAGONFIRE DFA
PREPARED
DRACONIC SPELLS
INVOCATIONS
Level 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20
ADEPT Level
Least
Lesser
DRAGONFIRE ADEPT Greater
Dark
(d n
e po

ct
ag ea
6)

fe
Invocations
m W

Ef
Le FA

1 1 2 2 2 3 3 4 4 4 5 5 6 6 6 7 7 8 8 8
Da ath
Br l

th
ve
D

Known
ea
e

Br

Invocation Equivalent Invocation


Invocation
1 1 Dragontouched (+1 hp, listen, search, Level Spell Level Save DC
spot, saves vs paralysis/sleep, qualify
for draconic feats as sorcerer) 1
2 1 Scales +2 (natural armour bonus) 2
3 2
3
4 Dragonkin (+4 comp bonus vs dragons/
dragonblood when using diplomacy. 4
Treated as dragon vs frightful presence)
5 3 2 5
6 Damage Reduction 2/Magic 6
7 4 7
8 Scales +3
8
9 5
9
10 3 Breath weapon range doubles
10
11 6
12 4 11
13 Scales +4 12
14 7 Invocation Save DC = 10 + CHA + Equivalent Spell Level
15 5 ARCANE SPELL FAILURE THRESHOLD
16 Damage Reduction 5/Magic
17 8 %
18 Scales +5
BREATH EFFECTS
19 Immunities (paralysis, sleep)
Minimum Cool-
20 9 6 Breath Effect DFA Down
Level Rounds
BREATH WEAPON 1
BREATH WEAPON
From 2
DAMAGE 15ft. Cone or
Level 1:
30ft. Line 3
d6 From
30ft. Cone or 4
Level 10:
60ft. Line
5
REFLEX DFA
SAVE DC Level 6
= 10 + ( )
÷ 2 + CON 7
(Round down) 8

WANDS

SCROLLS POTIONS
CHARGES

#
CHARGES

#
CHARGES

#
CHARGES

#
CHARGES

#
FACTOTUM Factotum
Level
FACTOTUM
INSPIRATION POINTS Inspiration Points Used
CUNNING KNOWLEDGE
Skills Used Today
INT

Factotum Inspiration
Level Point Cost

{
Cunning Insight Attack, damage or save + INT 1 IP
1 Cunning Knowledge Skill + Factotum Level 1 IP
Trapfinding
BRAINS OVER BRAWN
2 Arcane Dilletante 1
STR = STR + INT
DEX = DEX + INT } From Level 3 3 { Brains Over Brawn
Cunning Defence AC + INT (1 round) 1 IP

Applies to strength and dexterity checks,


and strength- and dexterity-based skills
4 { Arcane Dilletante 2
Cunning Strike Damage +1d6 sneak attack 1 IP

OPPORTUNISTIC PIETY 5 Opportunistic Piety Turn Undead, Harm Undead or Heal Injuries 1 IP

TURNS / REBUKES / HEALING Opportunistic


Piety Modifier Misc
7 Arcane Dilletante 3
USES PER DAY
= 3 + WIS + + 8 Cunning Surge Extra standard action (1 round) 3 IP

HEALING HIT POINTS Uses Today


9 Arcane Dilletante 4
Factotum Level

= INT + ( ×2) 10 Opportunistic Piety +1

11 Cunning Breach Overcome spell resistence and damage reduction 2 IP


1 TURNING CHECK Synergy
12 Arcane Dilletante 5

= d20 + CHA + 13 Cunning Dodge Ignore fatal or incapacitating damage 4 IP

2 TO TURN CREATURE MAX HIT DICE 14 Arcane Dilletante 6


Factotum Level
15 Opportunistic Piety +2
= ( Turning
Check ÷ 3 )+ -4
16 Improved Cunning Defence AC + INT 0 IP

3 TO DESTROY CREATURE MAX HIT DICE


17 Arcane Dilletante 7
Factotum Level

= ÷2 Round down
19 Cunning Brilliance Activate Extraordinary Ability 4 IP

4 CREATURES AFFECTED TOTAL HIT DICE


Factotum Level
20 { Arcane Dilletante 8
Opportunistic Piety +3

= 2d6 + CHA + PREPARED


ARCANE SPELLS
DILLETANTE
PREPARED SPELLS PER DAY Max Spell Level
CUNNING BRILLIANCE Spell Spell
Prepared Extraordinary Abilities Save DC = 10 + INT + Level

School

HOLY SYMBOLS Cost Level DC

School

Cost Level DC

School School

Cost Level DC Cost Level DC

School School

Cost Level DC Cost Level DC


ARTIFICER Artificer
Level
PREPARED
KNOWN SPELLS
INFUSIONS
Armour Enhancement, Lesser Energy Alteration Enhancement Alteration
Level Artificer Caster
+ +2= Identify Inflict Light Damage Light
Bonus Level Level 1 Magic Stone Magic Vestment Magic Weapon
INFUSIONS Repair Light Damage Resistance Item Shield of Faith
Bonus Skill Enhancement Spell Storing Item
Infusion Infusions Base
Level = + Infusions
Save DC per day Infusions Weapon Augmentation, Personal
INT
1
2
3 Align Weapon Armour Enhancement Bear’s Endurance

4 2 Bull’s Strength Cat’s Grace Chill Metal


Eagle’s Splendour Fox’s Cunning Heat Metal
5 Inflict Moderate Damage Owl’s Widsom Repair Moderate Damage
6 Toughen Construct Weapon Augmentation, Lesser

Spell Save DC = 10 + INT + Spell Level


Learnimg a new infusion requires a Spellcraft check
with DC 20 + Spell Level
Armour Enhancement, Greater Construct Energy Ward Inflict Serious Damage
CRAFT RESERVE 3 Magic Weapon, Greater Metamagic Item Power Surge
CRAFT RESERVE POINTS Repair Serious Damage Stone Construct Suppress Requirement
Craft Reserve points can be spent in place of XP
pts when crafting magic items.
Point are completely replenished each level;
unspent points are lost.
Construct Energy Ward, GreaterGlobe of Invulnerability, LesserInflict Critical Damage
Item Alteration Iron Construct Minor Creation
4 Repair Critical Damage Rusting Grasp Shield of Faith, Legion’s
Weapon Augmentation

ARTIFICER KNOWLEDGE
ARTIFICER KNOWLEDGE Artificer Disrupting Weapon Fabricate Major Creation
BONUS Level 5 Wall of Force Wall of Stone

= WIS +
WANDS
Blade Barrier Disable Construct Globe of Invulnerability
6 Hardening Move Earth Total Repair
Wall of Iron Weapon Augmentation, Greater
CHARGES

SCROLLS POTIONS
CHARGES

#
CHARGES

#
CHARGES

#
CHARGES

#
CHARGES

#
CHARGES

#
CHARGES

#
CHARGES

#
ARCHIVIST Caster
Level
PREPARED SPELLS
PREPARED SPELLS

DEITY

LA
OD

W
GO
0

FU
L
CH

IL
AO

EV
TI
C
SPELLS
Spell Spells Base Bonus
= +
Save DC per day Spells Spells

WIS - 12
WIS - 4
WIS - 8
0

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

DARK KNOWLEDGE
KNOWLEDGE PER DAY Knowledge Today

3
ENCOUNTER Knowledge
KNOWLEDGE Roll
15 to 24 → 1
=( : 25 to 34 → 2
35+ →3
)
From Level 8:
Party Attack Encounter Party Damage Encounter
Bonus Knowledge Bonus Knowledge

+ = + d6 = 4
From Level 11: From Level 14:
Enemy Dazzled Encounter Encounter
Rounds Knowledge Party AC Bonus Knowledge

= -1 + =
SCROLLS 5

POTIONS
7

9
Dread
Necromancer
KNOWN SPELLS
Level Bane Bestow Wound Cause Fear Chill Touch
DREAD Caster 1 Detect Magic Detect Undead Doom Hide from Undead

NECROMANCER Level Inflict Light Wounds Ray of Enfeeblement Summon Undead I Undetectable Alignment
Level
Bonus
+
SPELLS Blindness / Deafness Command Undead Darkness Death Knell
Spell
Save DC
Spells
per day
= Base + Bonus Spells
Spells CHA
2 False Life Gentle Repose Ghost Touch Inflict Moderate Wounds
Scare Spectal Hand Summon Swarm Summon Undead II
1
2
3
Crushing Despair Death Ward Halt Undead Inflict Serious Wounds
4 3 Ray of Exhaustion Speak with Dead Summon Undead III Vampiric Touch
5
6
7 Animate Dead Bestow Curse Contagion Death Ward
8 4 Dispel Magic Enervation Evard’s Black Tentacles Fear
Giant Vermin Inflict Critical Wounds Phantasmal Killer Poison
9 Summon Undead IV
Spell Save DC = 10 + CHA + Spell Level

ARCANE SPELL FAILURE THRESHOLD


Spell failure does not apply to
Dread Necromancer spells Blight Cloudkill Fire in the Blood Greater Dispel Magic
%
while wearing light armour. 5 Insect Plague Lessar Planar Binding Magic Jar Mass Inflict Light Wounds
Nightmare Oath of Blood Slay Living Summon Undead V
Dread Necromancer
ATTACK DC Level Undeath to Death Unhallow Waves of Fatigue

= 10 + ( ÷ 2 ) + CHA
Use this DC for the Negative Energy Burst will save,
Acid Fog Circle of Death Create Undead Eyebite
the Fear Aura will save,
the Scabrous Touch fortitude save 6 Geas/Quest Harm Mass Inflict Moderate Wounds
and the Enervating Touch removal save (Round down) Planar Binding Waves of Exhaustion
CHARNEL TOUCH
NEGATIVE ENERGY DN
DAMAGE Level
7 Control Undead Destruction Finger of Death Greater Harm
= 1d8 + ( ÷4) Mass Inflict Serious Wounds Song of Discord Vile Death

UNDEAD DN
HEALING Level 8 Create Greater Undead
Mass Inflict Critical Wounds
Horrid Wilting
Symbol of Death

hp = 1+( ÷4) (Round


down)

9 Energy Drain Imprison Soul Mass Harm Plague of Undead


REBUKE UNDEAD Wail of the Banshee
REBUKES PER DAY Misc Today

= 3 + CHA + NEGATIVE ENERGY BURST SCABROUS TOUCH


NEGATIVE ENERGY DN SCABROUS TOUCH PER DAY
1 REBUKING CHECK DAMAGE Level

= d20 + CHA d4 = UNDEAD MASTERY


MENTAL BASTION STR AND DEX BONUS HIT DIE BONUS
2 TO REBUKE CREATURE Dread Necromancer
Level MENTAL BASTION + +
MAX HIT DICE
BONUS
Bonus applies to restist MAX ANIMATE UNDEAD
= ( Rebuking
Check ÷ 3 ) + -4 sleep, stunning, paralysis,
poison or disease.
TOTAL HIT DICE
Caster
Level

3 TO DESTROY CREATURE NEGATIVE ENERGY RESISTANCE hd = ( 4 + CHA )×


MAX HIT DICE
Dread Necromancer RESISTANCE MAX CONTROL UNDEAD Caster
Level BONUS TOTAL HIT DICE Level
Bonus applies to resist

= ÷2
energy drain, ability drain
or inflict spells. hd = ( 2 + CHA )×
(Round down)
ENERVATING TOUCH
4 CREATURES REBUKED Dread Necromancer
NEGATIVE LEVELS DN
TOTAL HIT DICE Level
PER DAY Level Negative Levels Today

= 2d6 + CHA + = ( :
12 to 16 → level ÷ 2
17 to 20 → level )
INCARNATE Incarnate
Level
SOULMELD
SOULMELDS
CHAKRAS
Level Meldshaper SHAPES CHAKRA
Bonus
+ Level PER DAY BINDS
Incarnate
2 4 9 14 16 19
Level

Shoulders
INCARNUM

Throat
Crown

Hands

Waist
Heart
Arms
Brow
ESSENTIA Invested Soulmeld

Soul
Feet
Base Racial
POOL Essentia Bonus Misc Essentia Save DC

= + + 1
Properties
ESSENTIA
CAPACITY Meldshaper Expanded
PER SOULMELD Level Capacity Misc 2
= ( ÷6 + ) + Properties

(Round down)
3
From level 3: Capacity + 1 From level 15: Capacity + 2 Properties

Constitution
Score 4

{
MAX SOULMELDS - 10 Properties

= The lower of: Soulmeld


Allowance 5
Properties

INCARNUM RADIANCE
RADIANT USES Incarnate
6
PER DAY Level Properties

= ( +2 ÷5 ) (Round down)
7
DURATION ROUNDS
Properties
= 3 + CON (Minimum 1)

8
RADIANCE BONUS:
Incarnate Properties
Level

+ = ( ÷5 × ) Alignment
Bonus
9
(Round down) Properties

AC +1 Melee Attack +1 10
LA
OD

W
GO

FU
L

Properties
CH

Speed +10 ft Melee Damage +2


IL
AO

EV
TI
C

11
Properties

Misc
Soulmeld Invested
Save DC = 10 + Essentia + WIS +
MAGIC ITEMS

Properties

Properties

Properties

Properties

Properties

You cannot wear a magical item over a chakra with a bound soulmeld.
SOULBORN Soulborn
Level
SOULMELD SHAPES
SOULMELDS

Level Soulborn Meldshaper PER DAY CHAKRA BINDS Soulborn


Bonus
+ Level ÷2= Level Level:
8 14 18

Shoulders
INCARNUM

Throat
Crown

Hands

Waist
Brow
Invested Soulmeld

Arms
Feet
ESSENTIA Base Racial Essentia Save DC
POOL Essentia Bonus Misc
1
= + + Properties
ESSENTIA
CAPACITY Meldshaper
PER SOULMELD Level Misc
2

= ( ÷6 + ) Properties

(Round down)
3
Constitution Properties
Score

{ - 10
MAX SOULMELDS
4
= The lower of: Soulmeld Properties
Allowance

5
INCARNUM DEFENCE Properties

IMMUNE TO IMMUNE TO
Misc
LA

FEAR
OD

PARALYSIS
W
GO

FU

Soulmeld Invested
= 10 + + CON +
L

IMMUNE TO IMMUNE TO
CH

Save DC Essentia
IL
AO

EV

EXHAUSTION
TI

STRENGTH EFFECTS
C

SMITE OPPOSITION
SMITINGS Smitings
PER DAY Today

Affected
TEMP ATTACK Alignments
BONUS Misc
LA

+
OD

= CHA +
GO

FU
L
CH

IL
AO

EV
TI
C

TEMP DAMAGE Soulborn


BONUS Level Misc

+ = +

WANDS

SCROLLS POTIONS
CHARGES

#
CHARGES

#
CHARGES

#
CHARGES

#
CHARGES

#
TOTEMIST Totemist
Level
SOULMELD SHAPES
SOULMELDS
Level Meldshaper PER DAY CHAKRA BINDS Totemist
Bonus
+ Level Level: 2 5 9 14 17

Shoulders
INCARNUM

Throat
Crown

Hands
Totem

Heart
Waist
Invested Soulmeld

Brow
Arms
Feet
ESSENTIA Base Racial Essentia Save DC
POOL Essentia Bonus Misc
1
= + + Properties
ESSENTIA
CAPACITY Meldshaper
PER SOULMELD Level Misc
2

= ( ÷6 +) Properties

Essentia Capacity for soulmelds bound to the (Round down) 3


Totem Chakra is 1 higher; 2 higher from level 15
Properties
Constitution
Score

{
4
MAX SOULMELDS - 10 Properties
= The lower of: Soulmeld
Allowance
5
Properties

6
Properties

7
Properties

8
Properties

9
Properties

Misc
Soulmeld Invested
Save DC = 10 + Essentia + CON +

WANDS

SCROLLS POTIONS
CHARGES

#
CHARGES

#
CHARGES

#
CHARGES

#
CHARGES

#
PREPARED
KNOWN SPELLS
POWERS
PSION Manifester
Level
POWERS MAX POWER MAX POINTS Manifester
Level KNOWN LEVEL POWER COST Level
Bonus +
=
DISCIPLINE
Power Level Cost
Clairsentience Metacreativity Psychokinesis
Psychometabolism Psychoportation Telepathy
1
2
PSIONICS
3
POWER POINTS Base Bonus
PER DAY Points Points
Racial Misc 4
= + + + 5
6
7
Bonus Points Manifester
Level 8
= INT × ÷2 (Round down)
9
Power Points 10
11
12
13
14
POWER LEVELS 15
Power Point Power Discipline Power
Level Cost Save DC 16
1 1 17
2 3 18
3 5 19
4 7 20
5 9 21
6 11 22
7 13 23
8 15 24
9 17 25
Power Save DC = 10 + INT + Power Level
26
PSICRYSTAL
27
Name
28
Personality 29
Artiste Liar Resolved
30
Bully Meticulous Sage
Coward Nimble Single-minded
31
Friendly Observant Sneaky 32
Hero Poised Sympathetic 33
34
35
DORJES 36
POWER STONES TATTOOS
1
CHARGES

#
2
3
CHARGES

# 4
5
6
CHARGES

# 7
8
9
CHARGES

# 10
Manifester PREPARED
KNOWN SPELLS
POWERS
PSYCHIC Level
POWERS MAX POWER MAX POINTS Manifester
WARRIOR Level
Bonus + KNOWN LEVEL POWER COST Level

=
PSIONICS
POWER POINTS Base Power Level Cost
Bonus
Racial Misc
PER DAY Points Points 1
= + + + 2
3
Bonus Points Manifester
4
Level
5
= WIS × ÷2 (Round down) 6
Power Points 7
8
9
10
11
POWER LEVELS
Power Point Power
12
Level Cost Save DC 13
1 1 14
2 3
15
3 5
16
4 7
17
5 9
18
6 11
19
7 13
20
8 15
9 17
21
Power Save DC = 10 + INT + Power Level
22
PSICRYSTAL 23
Name 24
25
Personality
Artiste Liar Resolved
POWER STONES TATTOOS
Bully Meticulous Sage 1
Coward Nimble Single-minded 2
Friendly Observant Sneaky
3
Hero Poised Sympathetic
4
5
6
DORJES 7
8
CHARGES

# 9
10
11
CHARGES

# 12
13
14
CHARGES

#
15
16
CHARGES

# 17
18
19
CHARGES

# 20
Manifester MIND BLADE
Level
SOULKNIFE Level
Soulknife
Level
Blade
Shape
Mind Blade
Penalty
Strength
Multiplier Small
Damage:
Medium Large
Bonus +
1 Shortsword 1d4 1d6 1d8
MIND BLADE ENHANCEMENT Longsword 1d6 1d8 2d6
MIND BLADE SPECIAL ABILITY POINTS
Bastard Sword 1½ 1d8 1d10 2d8
+
5 2 × Shortsword 1 1d4 1d6 1d8
Special Ability Point Cost
Defending 1

Keen 1

Lucky 1 DAMAGE ROLL


Mighty Cleaving 1 MIND BLADE Soulknife Penalty
BONUS Level
Psychokinetic 1

Sundering 1
=( ÷4)-
Vicious 1

Collision 2

Mindcrusher 2 DAMAGE BONUS


ATTACK BONUS Mind Mind Psychic
Psychokinetic Burst 2
Base Attack Blade Strength Blade Strike
Suppression 2 Bonus Bonus Multiplier Misc Bonus Charge

Wounding 2 + + ( STR × )+ +
Body Feeder 3

Mind Feeder 3 Range Type Attack Bonus Damage Critical


Soul Breaker 3
ft sq d + ×

THROW MIND BLADE


ATTACK BONUS Default damage type
Mind Slashing
Base Attack Blade
Default critical range
Bonus Bonus Misc
19-20, × 2
ANTI-PSIONICS + + DEX + Default range increment
30 ft / 6 sq.
On entering an anti-psionic area, pass a Will Save (DC 20)
to keep your mind blade active for this duration:
Range Type Attack Bonus Damage Critical
MIND BLADE Soulknife
DURATION Level ft sq d + ×
rds =
POWER STONES TATTOOS
PSYCHIC STRIKE
1
PSYCHIC STRIKE Soulknife
CAPACITY Level 2
= ( +1 ÷4 ) (Round down)
3
4
5
6
DORJES
7
8
CHARGES

# 9
10
11
CHARGES

#
12
13
CHARGES

# 14
15
16
CHARGES

# 17
18
19
CHARGES

# 20
Manifester KNOWN POWERS
Level
WILDER Level
POWERS
KNOWN
MAX POWER
LEVEL
POWER POINTS Manifester
MAX COST Level
Bonus +
=
PSIONICS
POWER POINTS Base Power Level Cost
Bonus
Racial Misc
PER DAY Points Points 1
= + + + 2
3
Bonus Points Manifester
4
Level
5
= CHA x ÷2 (Round down) 6
Power Points used today 7
8
9
10
POWER LEVELS 11
Power Point Power 12
Level Cost Save DC
13
1 1
14
2 3
3 5
15
4 7 16
5 9 17
6 11 18
7 13 19
8 15 20
9 17 ELUDE TOUCH VOLATILE MIND
Power Save DC = 10 + CHA + Power Level From level 2: From level 5:
TOUCH AC POINT COST Wilder
WILD SURGE BONUS ADJUSTMENT Level
MANIFESTER LEVEL Risk of Psychic
MAX BONUS Enervation
Manifester
Level Bonus + = CHA + = ( -1 ÷5)
+ % = × 5% POWER STONES TATTOOS
1
From level 4: SURGING
Temp Attack EUPHORIA Manifester
2
Bonus DURATION Level Bonus 3
+ =

}
rds 4
Surging
Temp Damage Euphoria 5
Bonus Bonus
6
+ =
7
Temp Saving 8
Throw Bonus
9
+
10
11
PSICRYSTAL
Name
12
13
Personality 14
Artiste Liar Resolved
15
Bully Meticulous Sage
Coward Nimble Single-minded 16
Friendly Observant Sneaky 17
Hero Poised Sympathetic 18
19
20
CRUSADER Crusader PREPARED SPELLS
MANEUVRES
Level
Martial Adept Martial Prestige Other Class
INITIATOR LEVEL Class Levels Class Levels Levels
MARTIAL ADEPT
MAX MANEUVRE LEVEL = 1 2 3 + + ( ÷2 ) (Round down)

Gr a d y
Re
an
Maneuvre Type Range Area Save DC
MANEUVRES KNOWN MANEUVRES READIED

te
d
1
2
STANCES KNOWN
3
4
STEELY RESOLVE 5
DELAYED DAMAGE POOL CAPACITY
6
Damage Pool
7
8
9
10
11
FURIOUS COUNTERSTRIKE 12
Attack Bonus
Damage 13

}
1 to 9 →1
+ Pool

( )
10 to 14 →2 14
15 to 19 →3
Damage Bonus = : 20 to 24 →4 15
25 to 29 →5

+ 30+ →6 16
17
ZEALOUS SURGE
From level 3: 18
Zealous Surge Used Today 19
SMITE 20
From level 6: From level 18:
STANCES
Smite Used Today Smite Used Today
Ac

Stance Range Area Save DC


Attack Bonus
tiv
e

1
+ = CHA
2
Damage Bonus Crusader Level 3
+ = 4
5
6
7
SWORDSAGE Swordsage PREPARED SPELLS
MANEUVRES
Level
Martial Adept Martial Prestige Other Class
INITIATOR LEVEL Class Levels Class Levels Levels
MARTIAL ADEPT
MAX MANEUVRE LEVEL = 1 2 3 + + ( ÷2 )

Re
Maneuvre Type Range Area Save DC

U
ad
se
MANEUVRES KNOWN MANEUVRES READIED

d
y
1
2
STANCES KNOWN 3
4
DISCIPLINE FOCUS 5
Swordsage
Level
Discipline 6
7
Weapon Focus 8
1
9
Insightful Strike 10
4 11
12
Defensive Stance
8 13
14
Insightful Strike
12 15
16
Defensive Stance 17
16
18
QUICK TO ACT 19
INITIATIVE Swordsage 20
BONUS Level
21
+ = ( +4 ÷5) (Round down) 22
AC BONUS 23
ARMOUR CLASS 24
BONUS
25
+ = WIS
26
27
28
29
30
STANCES
Ac

Stance Range Area Save DC


tiv
e

1
2
3
4
5
6
7
8
9
10
WARBLADE Warblade
Level
Martial Adept
PREPARED SPELLS
MANEUVRES
Martial Prestige Other Class
INITIATOR LEVEL Class Levels Class Levels Levels
MARTIAL ADEPT
MAX MANEUVRE LEVEL = 1 2 3 + + ( ÷2 )

Re
Maneuvre Type Range Area Save DC

U y
se
ad
MANEUVRES KNOWN MANEUVRES READIED

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

Stance Range Area Save DC


tiv
e

1
2
3
4
5
6
7
Tome of Battle class Martial Adept PREPARED SPELLS
MANEUVRES
Class Level INITIATOR Martial Adept Martial Prestige Other Class
LEVEL Class Levels Class Levels Levels
MARTIAL ADEPT
MAX MANEUVRE LEVEL = 1 2 3 + +( ÷2)

Re
Maneuvre Type Range Area Save DC

U y
se
ad
MANEUVRES KNOWN MANEUVRES READIED

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

Stance Range Area Save DC


tiv
e

1
2
3
4
5
6
7
BINDER Binder VESTIGES
LA
OD
Level
W
GO

FU
VESTIGE NAME VESTIGE NAME
L
Binder Prestige Effective
CH

IL
AO

EV
TI

Class Levels Binder Level


C

Vestige Level Binding DC Vestige Level Binding DC


BINDER
Max
Binder Sign Sign
Vestiges Vestige

s F on
Level

ti

t
ta
Level

ea
en
1 1 1
gm
Special Requirements Special Requirements

nu
Au

Bo
2 Suppress Sign
3 2
4 Granted Abilities Granted Abilities
5 3
6 Soul Guardian
(immune to fear)
7 4
8 2
Soul Guardian
9 (slippery mind)
10 5
11 VESTIGE NAME VESTIGE NAME
12 6
Soul Guardian
13 (immune to energy Vestige Level Binding DC Vestige Level Binding DC
14 3 drain and
negative levels)
15 7 Sign Sign
16
17 8 Special Requirements Special Requirements

18
Soul Guardian
19 (mind blank)
20 4 Granted Abilities Granted Abilities

SOUL BINDING
BINDING CHECK Binder Level

= d20 + CHA +
Binding time: 1 minute If rushed, take a -10 penalty
Good Bad
1 Bind Bind VESTIGE NAME VESTIGE NAME
Good Bad
2 Bind Bind
Good Bad
3 Bind Bind
Vestige Level Binding DC Vestige Level Binding DC
Good Bad
4 Bind Bind Sign Sign
PACT AUGMENTATION
+5 Hit Points +1 Saving Throws Special Requirements Special Requirements
Energy resistance: 5 /acid Damage Reduction 1/―
5 /cold +1 Armour Class
5 /electricity +1 Attack Rolls
5 /fire +1 Damage Granted Abilities Granted Abilities
5 /sonic +1 Initiative

BONUS FEATS
Armour Proficiency (medium)
Armour Proficiency (heavy)
Defence Against The Supernatural
Diligent
Empower Supernatural Ability
Enlarge Supernatural Ability VESTIGE NAME VESTIGE NAME
Expel Vestige
Extend Supernatural Ability
Vestige Level Binding DC Vestige Level Binding DC
Favoured Vestige
Favoured Vestige Focus
Sign Sign
Rapid Recovery
Ignore Special Requirements
Improved Binding Special Requirements Special Requirements
Investigator
Martial Weapon Proficiency
Negotiator
Persuasive Granted Abilities Granted Abilities
Rapid Pact Making
Shield Proficiency
Skilled Pact Making
Sudden Ability Focus
Supernatural Crusader
Supernatural Opportunist
Widen Supernatural Ability
VESTIGES
VESTIGE NAME VESTIGE NAME VESTIGE NAME

Vestige Level Binding DC Vestige Level Binding DC Vestige Level Binding DC

Sign Sign Sign

Special Requirements Special Requirements Special Requirements

Granted Abilities Granted Abilities Granted Abilities

VESTIGE NAME VESTIGE NAME VESTIGE NAME

Vestige Level Binding DC Vestige Level Binding DC Vestige Level Binding DC

Sign Sign Sign

Special Requirements Special Requirements Special Requirements

Granted Abilities Granted Abilities Granted Abilities

VESTIGE NAME VESTIGE NAME VESTIGE NAME

Vestige Level Binding DC Vestige Level Binding DC Vestige Level Binding DC

Sign Sign Sign

Special Requirements Special Requirements Special Requirements

Granted Abilities Granted Abilities Granted Abilities

VESTIGE NAME VESTIGE NAME VESTIGE NAME

Vestige Level Binding DC Vestige Level Binding DC Vestige Level Binding DC

Sign Sign Sign

Special Requirements Special Requirements Special Requirements

Granted Abilities Granted Abilities Granted Abilities


SHADOWCASTER PATHS & MYSTERIES
LA
OD

W
GO

FU
Path Mystery Level Uses per day
L
Shadowcaster
CH

IL
AO

1 #
EV

Level
TI
C

Category
2 #

School
SHADOWCASTER
ta
ls 3 #
Shadow
en

s
rie
am

Caster
te
nd

ys

Level #
Fu

1 3 1 Apprentice paths
#
2 2 Bonus feats
#
3 3 Umbral sight (darkvision 30ft)
4 4 4
5 5 Sustaining shadow (eat 1 meal /week) #
6 6 #
7 7 Initiate paths #
Appentice paths as spell-like abilities
8 5 8
9 9 #
10 10 Sustaining shadow (sleep 1 hour /day) #
11 11 Umbral sight (see in darkness 60ft) #
12 6 12
13 13 Master paths #
Initiate paths as spell-like abilities
Apprentice paths as supernatural abilities
#
14 14 Unlimited use of fundamentals #
15 15 Sustaining shadow
(immune to poison and disease)
#
16 7 16
#
17 17
18 18 #
19 19
20 8 20 Sustaining shadow #
(no need to breathe, eat or sleep)
#
FUNDAMENTALS #
Uses per day
1 # #
2 # #
3 # #
4 #
5 # #
6 # #
7 # #
8 #
9 #
#
10 #
#
11 #
#
12 #
ABILITIES
#
al

#
s ur
tie at
tie ke

ili rn
ili l-li

#
ab pe
s
ab pel

Su
ls
el

S
Sp

Affected by antimagic field √ √ √


Use provokes attack of opportunity √ √
#
Subject to spell resistance √ √ #
Can be dispelled √ √ #
Can be counterspelled √
Requires somatic components √
#
BONUS FEATS #
BONUS Known
FEATS Paths
#

= ÷2 (Round down)
#
#
#
TRUENAMER Truenamer
Level
UTTERANCES
Utterances Max
TRUENAMER LEXICON OF THE EVOLVING MIND Known Level Level
Utterances Known 1
Lexicons
2

ap
d
in

M
l
True 3
oo
M

d
dT

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ng

Namer
ec
te
vi

4
ol

rf
af

Level
Pe
Ev

Cr

1 1 Know Personal Truename


5
2 2 Knowledge Focus
6
3 3
7
4 4 1
5 5 8
6 6 Truename Research 9
7 7 2 Knowledge Focus
10
8 8 1 Bonus Recitation Feat
11
9 9 See the Named 1 /day
10 10 Knowledge Focus 12
11 11 3 13
12 12 2 14
13 13 Sending 15
14 14 Knowledge Focus
16
15 15 4 Bonus Recitation Feat
16 16 3 17
17 17 Speak unto the masses 18
18 18 19
19 19 5 20
20 20 4 Say my name and I am there
21
TRUESPEAK 22
Target’s CR, 23
TRUESPEAK Effective Level
or Hit Dice Modifiers
24
SKILL DC
25
= 15 + 2 × ( )+ Utterances Max
LEXICON OF THE CRAFTED TOOL Known Level Level
Pass a Truespeak skill check each time to use an
utterance or recitation. 1
DC MODIFIERS 2
Subsequent truespeak checks +2 3
The same utterance on the same day
Failed utterances don’t count
4
5
Speaking a personal truename +2
If successful, gain a +2 to utterance save DC and 6
caster level check to overcome target’s spell resistance
7
Speaking your own truename ø 8
Gain a +4 competence bonus to Truespeak check
9
Utter defensively +5
Prevents attacks of opportunity Utterances Max
Apply for each enemy in range LEXICON OF THE PERFECTED MAP Known Level Level

Overcome spell resistance +5 1


Voluntary 2
Speak unto the masses +2 3
For each additional target beyond the first
4
RECITATIONS 5
1 6
2 7
3 8
4 9
5 UTTERANCE Truenamer
SAVE DC Level Misc

= 10 + ( )
÷ 2 + CHA +
DC increases by +2 when
using a personal truename
CLERIC Class PREPARED SPELLS
Level

Caster
Level
0
DEITY

LA
OD

W
GO

FU
L
CH

IL
Domain Spell

AO

EV
TI
C
SPELLS
Spell
Save DC
Spells
per day
=
Base
Spells
+
Bonus Spells 1

WIS - 12
WIS - 4
WIS - 8
0

WIS
1 Domain Spell
2
3
2
4
5
6 Domain Spell
7
8 3
9
Spell Save DC = 10 + WIS + Spell Level Domain Spell
TURN / REBUKE UNDEAD
Good Cleric Evil Cleric
4
LA
OD

W
GO

Turn, Halt, Rebuke, Halt, Awe,


FU
L

Rout and Control, Dispel Turning


CH

IL
AO

EV

Destroy Undead and Bolster Undead


TI

Domain Spell
C

TURNS / REBUKES PER DAY Misc Today


5
= 3 + CHA +

1 TURNING CHECK Domain Spell

= d20 + CHA
6
2 TO TURN CREATURE MAX HIT DICE
Cleric Level

= ( Turning
Check ÷ 3 )+ -4 Domain Spell

3 TO DESTROY CREATURE MAX HIT DICE 7


Cleric Level

= ÷2 (Round down)
Domain Spell
4 CREATURES AFFECTED TOTAL HIT DICE
Cleric Level 8
= 2d6 + CHA +
Domain Spell

9
CLERIC DOMAINS
Domain Domain Domain Domain

Granted Power Granted Power Granted Power Granted Power

1 1 1
2 2 2
3 3 3
4 4 4
5 5 5
6 6 6
7 7 7
8 8 8
9 9 9
PALADIN Paladin SPECIAL MOUNT
LA
OD Level
W
GO

FU
Name
L
CH

IL Caster
AO

EV
TI

Level
C

Mount Type Summoned


DEITY Mount Today

LA
OD

W
GO

FU
L
CH
PREPARED SPELLS

IL
AO

EV
TI
C
SPELLS
Spell Spells
=
Base
+
Bonus Spells
WIS
1
Save DC per day Spells

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

TURN UNDEAD 3
Good Paladin Evil Paladin
LA
OD

W
GO

Turn, Halt, Rebuke, Halt, Awe,


FU
L

Rout and Control, Dispel Turning


CH

IL
AO

EV

Destroy Undead and Bolster Undead


4
TI
C

TURNS PER DAY Misc Today

= 3 + CHA + SMITE EVIL


SMITINGS
PER DAY Smitings Today
1 TURNING CHECK
Synergy

= d20 + CHA +
SMITING ATTACK
2 TO TURN CREATURE MAX HIT DICE BONUS Weapon Attack Bonus
Paladin Level
= + CHA
= ( Turning
Check ÷ 3 )+ -7
Weapon
SMITING DAMAGE Damage Paladin
3 TO DESTROY CREATURE MAX HIT DICE BONUS Bonus Level
Paladin Level
+ = + +
= ( - 3 )÷ 2 Round down
LAY ON HANDS
4 CREATURES AFFECTED TOTAL HIT DICE HEALING POINTS Paladin
Paladin Level PER DAY Level Misc

= 2d6 + CHA + -3 hp = ( CHA × )+


Healing Points

hp

WANDS
SCROLLS POTIONS
CHARGES

#
CHARGES

#
CHARGES

#
CHARGES

#
CHARGES

#
Class PREPARED SPELLS
KNOWN SPELLS
LA
OD Level
W
GO

FU
L
CH

IL
AO

EV
TI

0
C

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

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

3
SCROLLS

POTIONS

WANDS
8

9
Class PREPARED SPELLS
PREPARED SPELLS
LA
OD
Level
W
GO

FU
L
CH

IL
AO

EV
TI
C

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

0
1
2 1
3
4
5
6
7
8 2
9

ARCANE SPELL FAILURE THRESHOLD

3
SCROLLS

POTIONS

WANDS
8

9
Other Class SPELLS
LA
D Level
W
O
GO

FU
L
CH

1
AO

I
EV
TI
C

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

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

WANDS

SCROLLS POTIONS
CHARACTER Parents
ORIGINS

BACKGROUND

LA
OD

W
GO

FU
L
Name FRIENDLY

CH

IL
AO

EV
TI
C
HOSTILE

Origin

Country / Region / Town

LA
OD

W
GO

FU
L
FRIENDLY

CH

IL
AO

EV
TI
C
HOSTILE

PORTRAIT AFFILIATIONS
Religion

LA
OD

W
GO

FU
L
FRIENDLY

CH

IL
AO

EV
TI
C
HOSTILE

Employer

LA
OD

W
GO

FU
L
FRIENDLY

CH

IL
AO

EV
TI
C
HOSTILE

Current Country / Region / Town

LA
OD

W
GO

FU
L
FRIENDLY

CH

IL
AO

EV
TI
C
HOSTILE

Affiliation

LA
OD

W
GO

FU
L
FRIENDLY

CH

IL
AO

EV
TI
C
HOSTILE

Affiliation

LA
OD

W
GO

FU
L
FRIENDLY

CH

IL
AO

EV
TI
C
HOSTILE

APPEARANCE FRIENDS AND FOES


Race
FEMALE
MALE

LA
OD

W
GO

FU
L
Age Height Weight FRIENDLY

CH

IL
AO

EV
TI
C
HOSTILE

Eyes Hair

LA
OD

W
GO

FU
L
Defining Features FRIENDLY

CH

IL
AO

EV
TI
C
HOSTILE

LA
OD

W
GO

FU
L
FRIENDLY
CH

Preferred Clothing
IL
AO

EV
TI
C

HOSTILE
LA
OD

W
GO

FU
L

PERSONALITY FRIENDLY
CH

IL
AO

EV
TI
C

Motivations HOSTILE
LA
D

W
O
GO

FU
L

FRIENDLY
CH

IL
AO

Fears
EV
TI
C

HOSTILE
LA
OD

W
GO

FU
L

Likes FRIENDLY
CH

IL
AO

EV
TIC

HOSTILE
LA
OD

Dislikes
GO

FU
L

FRIENDLY
CH

L
AO

I
EV
TI
C

HOSTILE

Quirks
LA
OD

W
GO

FU
L

FRIENDLY
CH

IL
AO

EV
TI
C

HOSTILE
PARTY INVENTORY
Value Weight PARTY FUNDS
Cash , , .
Copper , cp Inventory , , .
Silver , , sp Debts , , .
Gold , , gp Valuables , , .
Platinum , , pp Other items , , .

Total , , , Total , , , .
QUEST ITEMS
Item Attained Carried by / given to

CONTAINER CONTAINER

Value Weight Value Weight

Total Weight lb Total Weight lb


Max Weight lb Max Weight lb
NOTES

Total Weight lb
SPELL BOOK
Level Level Level

School School School

Cost Cost Cost

School School School

Cost Cost Cost

School School School

Cost Cost Cost

School School School

Cost Cost Cost

School School School

Cost Cost Cost

School School School

Cost Cost Cost

School School School

Cost Cost Cost

School School School

Cost Cost Cost

School School School

Cost Cost Cost

School School School

Cost Cost Cost


SPELL BOOK
Level Level

School School

Cost Cost

School School

Cost Cost

School School

Cost Cost

School School

Cost Cost

School School

Cost Cost

School School

Cost Cost

School School

Cost Cost
SPELL BOOK
Level Level Level

School School School

School School School

School School School

School School School

School School School

School School School

School School School

School School School

School School School

School School School

School School School

School School School

School School School

School School School

School School School

School School School

School School School

School School School


FAMILIAR ANIMAL COMPANION SUMMONED CREATURE ATTACKS INITIATIVE
Creature Name Age Creature Level INITIATIVE BONUS Misc
Level Ranks Adjustment

Range Attack Bonus Damage Critical INIT = DEX +


Creature Type Subtype Weight
lb Effective SPEED
LA

ft sq
D

W
O

Hit die
GO

FU

Level
L

Size Height BASIC SPEED Swim Speed Fly Speed


Size
CH

FEMALE
IL

MALE
AO

EV

d
T

Modifier
IC

Attack Bonus
ft sq ft sq ft sq
Range Damage Critical
XP SKILLS
BASE ATTACK
Ranks Racial, Feats ft sq BASE ATTACK Temp Attack Temp Damage
ABILITIES Balance DEX
Ability Item Ability Temp Climb STR + +
Score Bonus Modifier Bonus Attack Bonus Damage Critical
Range
Escape Artist DEX
STR STR ft sq
Hide DEX
CON CON GRAPPLE
Jump STR Size
GRAPPLE BONUS
DEX DEX Listen WIS Range
Attack Bonus Damage Critical Modifier Misc

Attack
Base
INT INT Move Silently DEX ft sq
= + STR + x 4 +
WIS WIS
Search INT HEALTH
HIT POINTS Wounds Dying Stable Non-lethal Unconcious
Sense Motive WIS
CHA CHA Spot WIS hp hp hp
Ability Modifier = (Total Ability Score - 10) ÷ 2
Survival WIS SAVES ARMOUR CLASS
EQUIPMENT Base Save Misc Temp Natural Size Misc
Track Trained SURVIVAL
FORTITUDE SAVE ARMOUR CLASS Armour Modifier Modifier
Swim STR
FORT = CON + + AC = 10 + DEX + - +
REFLEX SAVE FLAT-FOOTED ARMOUR CLASS

REF = DEX + + AC = 10 / + - +
TOUCH ARMOUR CLASS
WILL SAVE
FEATS
WILL = WIS + + AC = 10 + DEX / - +
PORTRAIT Temp AC Spell Resistance Damage Reduction

AC /
EFFECTS
SPECIAL ABILITIES
Owner’s
Level
PSICRYSTAL SKILLS HEALTH
Crystal Name Skill Owner’s HIT POINTS Wounds
Untrained Bonus Ranks Misc
hp
Appraise INT hp
PERSONALITY Autohypnosis WIS COMBAT ATTACKS
Artiste Observant Balance DEX BASE ATTACK Temp Attack Temp Damage
Bully Poised
Coward Resolved
Bluff CHA + + Attack Bonus Damage Critical
Range
Friendly Sage
Climb DEX +8
Concentration CON ft sq
Hero Single-minded
Liar Sneaky
Decipher Script INT
Meticulous Sympathetic Diplomacy CHA Attack Bonus Damage Critical
INITIATIVE with Self-propulsion: with Flight: Range
Nimble Disable Device INT BONUS Basic Speed Fly Speed
ft sq
ABILITIES
Disguise CHA INIT 30 ft 6 sq 50 ft 10 sq
Ability Ability Temp Escape Artist DEX Size
Score Modifier Bonus Forgery INT GRAPPLE BONUS Modifier Misc
Range
Attack Bonus Damage Critical
STR CHA

Attack
STR Gather Information
+ STR - 12 +

Base
= ft sq
CON CON
Handle Animal CHA
SAVING THROWS ARMOUR
INT
Heal WIS
DEX Bonus DEX Hide DEX Owner’s
ARMOUR CLASS
Natural
Armour
Size
Modifier
Misc
Modifier
Base Save Misc Temp
INT INT Intimidate CHA FORTITUDE SAVE
AC = 10 + DEX + +4+
Jump STR FORT = CON + +
WIS WIS FLAT-FOOTED ARMOUR CLASS
Listen WIS REFLEX SAVE
CHA CHA AC = 10 / + +4+
Move Silently DEX REF = DEX + + TOUCH ARMOUR CLASS
Ability Modifier = (Total Ability Score - 10) ÷ 2 Open Lock DEX
Psicraft INT WILL SAVE AC = 10 + DEX / +4+
PSICRYSTAL
Owner’s Granted Natural INT Ride DEX WILL = WIS + + Power Resistance Damage Reduction
Temp AC
Level Abilities Armour Bonus Search INT Evasion Improved Trap
Evasion Sense AC /
Alertness *
Improved Evasion
Sense Motive WIS Endurance

Self-propulsion Sleight of Hand DEX


1 Shared Powers +0 +0 Spellcraft INT
Sighted
COMBAT ABILITIES
Telepathic Link Spot WIS
3 Deliver Touch Powers +1 +1 Survival WIS EFFECTS
5 Telepathic Speech +2 +2 Track Trained SURVIVAL

7 +3 +3 Swim STR
9 Flight +4 +4 Tumble DEX
11 Power Resistance +5 +5 Use Magic Device CHA
13 Sight Link +6 +6 Use Psionic Device CHA
15 Channel Power +7 +7 Use Rope DEX
17 +8 +8 Knowledge: Psionics INT
19 +9 +9
* Applies to owner when within 5 ft
NPC Character Name
HEALTH
Level HIT POINTS Wounds Dying Stable Non-lethal Unconcious
Race Class
LA
OD

W
GO

FU

hp hp hp
L
CH

IL
AO

EV

Allegiance Size COMBAT ATTACKS


TI

Size

FEMALE
C

MALE
Modifier
BASE ATTACK Temp Attack Temp Damage
ABILITIES SKILLS
Ability Item Ability Temp Skill Ranks Racial, Feats + + Range
Attack Bonus Damage Critical
Bonus Bonus
Score Modifier
Balance DEX ft sq
STR STR Climb STR
CON CON Escape Artist DEX INITIATIVE BONUS Misc
Attack Bonus Damage Critical
DEX DEX Hide DEX INIT = DEX + Range

Jump STR SPEED Temp Speed


ft sq
INT INT
Listen WIS ft sq ft sq
WIS WIS Move Silently DEX Attack Bonus Damage Critical
Size Range
GRAPPLE BONUS
CHA CHA Search INT Modifier Misc
ft sq

Attack
Base
Ability Modifier = (Total Ability Score - 10) ÷ 2 Sense Motive WIS = + STR + x 4 +
EQUIPMENT Spot WIS SAVING THROWS Attack Bonus Damage Critical
Range
Survival WIS FORTITUDE SAVE
Base Save Misc Temp
ft sq
Properties Swim STR FORT = CON + + DEFENCE
REFLEX SAVE Armour Size Misc
ARMOUR CLASS & Shield Modifier Modifier
REF = DEX + +
AC = 10 + DEX + - +
WILL SAVE FLAT-FOOTED ARMOUR CLASS
Properties
WILL = WIS + + AC = 10 / + - +
INVENTORY
Evasion TOUCH ARMOUR CLASS
AC = 10 + DEX / - +
Properties Spell Resistance Damage Reduction
EFFECTS Temp AC

AC /
COMBAT ABILITIES

Properties

Properties
3.5e

LA

LA

LA

LA

LA

LA

LA

LA

LA

LA
OD

OD

OD

OD

OD

OD

OD

OD

OD

OD
W

W
GO

GO

GO

GO

GO

GO

GO

GO

GO

GO
FU

FU

FU

FU

FU

FU

FU

FU

FU

FU
L

L
CH

CH

CH

CH

CH

CH

CH

CH

CH

CH
IL

IL

IL

IL

IL

IL

IL

IL

IL

IL
AO

AO

AO

AO

AO

AO

AO

AO

AO

AO
EV

EV

EV

EV

EV

EV

EV

EV

EV

EV
TI

TI

TI

TI

TI

TI

TI

TI

TI

TI
C

C
PARTY
Campaign

Name

Name

Name

Name

Name

Name

Name

Name

Name

Name
XP

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
3.5e

Spot
Ride
Hide
Heal
NPC GROUP

Climb
Campaign

Listen
Forgery
Balance

Survival
Disguise
Appraise

Spellcraft
Diplomacy
TOUCH AC

Sense Motive
WILL SAVE
Organisation

Move Silently
Concentration

Handle Animal
CH
GO

Decipher Script
AO
OD

REFLEX SAVE
TI
C

Use Magic Device


Gather Information
LA

ARMOUR CLASS
EV W
IL
FU

FLAT-FOOTED AC
FORTITUDE SAVE
L

NPC Rank / Position

NPC Rank / Position

NPC Rank / Position

NPC Rank / Position

NPC Rank / Position

NPC Rank / Position

NPC Rank / Position

NPC Rank / Position

NPC Rank / Position

SKILLS

LANGUAGES
NPC Rank / Position

NPC Rank / Position


DEFENCE & SAVING THROWS

NPC Rank / Position

NPC Rank / Position

NPC Rank / Position

NPC Rank / Position

NPC Rank / Position

NPC Rank / Position

NPC Rank / Position

NPC Rank / Position

NPC Rank / Position


3.5e
7 19 31

8 20 32
TIMELINE

9 21 33

10 22 34

11 23 35
of
Campaign

Page

12 24 36
Era

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

7 8 9 10 11 12 19 20 21 22 23 24 31 32 33 34 35 36

6 18 30

5 17 29

4 16 28

3 15 27

2 14 26

1 13 25
7 19 31

8 20 32

9 21 33

10 22 34

11 23 35

12 24 36

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

7 8 9 10 11 12 19 20 21 22 23 24 31 32 33 34 35 36

6 18 30

5 17 29

4 16 28

3 15 27

2 14 26

1 13 25
Campaign
TIMELINE 3.5e THREAD

Era

Page

of
DATE EVENT OTHER EVENTS
DATE EVENT THREAD OTHER EVENTS

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