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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
investigating the other options, I found many
a surprisingly complete set of with features that were interesting, but none
entirely to my satisfaction. I found myself
CHARACTER compiling a list of desired features, and had
started designing these sheets before I realised.
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.
A few classes use modified versions of these core
pages — for example the Barbarian, whose class
features are closely tied to combat.
Class pages
You then need a sheet for each of your 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 included all the base classes from official 2
Pathfinder rulebooks. If your favourite class isn’t
included, you may find one of the generic sheets a
good starting point.
I typically choose to put the inventory on the
reverse of the class-specific sheet.
Support pages
Some classes require extra pages. For example, a
Wizard has a spell book and a familiar; a Druid has
wild shapes and an animal companion; a Binder
has extra vestiges. A spell book is a good place to
3
fill in extra details on spells, like damage, range
and material components.
Other sheets you may find useful include a party
inventory for sharing your loot, and a character
background for noting your 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.
4
There’s an example of a filled in sheet on pages 7 to 12.
4
HOW TO USE COMPATIBILITY
These sheets do not replace the Pathfinder books. These sheets are for use with the Pathfinder
Your group should always have a copy of the Core Roleplaying Game; they aren’t made for Dungeons &
Rulebook, and most likely the Bestiary; as well as Dragons 2nd, 3.o, 3.5 or 4th Edition, nor for other games
any books for classes you wish to play, such as the based on the d20 system.
Advanced Players Guide. You will typically consult the On our website you’ll find the 3.5 version of these
books each time your character levels up, as well as sheets, which includes a version of the cover sheet
when you need to check out the details of some rule, with blanked out skills that may be useful for other
spell or class feature. systems.
I’ve done my best to use a consistent style that makes Pathfinder was designed as a compatible
the flow of information clear. There are certain styles improvement to 3.5, so much of the material written
that have meaning: for 3.0 and 3.5 can be adapted to suit it. Combine
• Boxes with heavy outlines are important, lighter the class-specific pages from this set with any other
ones less so. sheets you need, or adapt the sheets yourself.
• Soft grey boxes and lines are for temporary values, But first you should first make sure your DM
like buffs and nerfs. understands and agrees with what you’re trying to do,
and consult with an experienced player who can guide
• Labels go above fields, or to the left of them. In
you through the rule changes.
calculations, the answer is on the left.
• Dotted lines indicate information that comes
directly from elsewhere on one of these sheets, HOW TO DM
like caster level or base attack bonus, while fields
As a rule, the Dungeon Master should avoid
with solid lines are calculated or come from the
interfering with their players’ character sheets. The
books themselves.
DM has the whole world to create and play with, while
• Ability modifiers are marked with six codes:. players have only this one little character, so they
STR, DEX, CON, INT, WIS and CHA. should be allowed to own it.
• Bonus spells are shown using a series of vertical But players need help from time to time, especially if
checkboxes. Start by filling in the first column they’re new to gaming, so it may be your job to print
from the top with the relevant ability modifer out the character sheets people need, guide them in
(usually INT, WIS or CHA). Fill in the next column the process of building a character, and nudge them
with four fewer, the next with four fewer, etc. Add when they forget to use rage or sneak attack. You
the filled boxes in each row to find the bonus should try to be familiar with the character sheets
spells at that level. your players will be using.
This is your character and these are your character There are also a number of sheets towards the back
sheets, so nobody can tell you how to use it - as long that you may find useful in running a campaign.
as you don’t cheat.
• Various map grids, including hex and isometric
• Timelines to show the chronology of historical
ADAPTING TO YOUR GAME events and plot points
There are as many versions of Dungeons and • Simplified character sheet for an NPC
Dragons as there are groups playing it. Even the • Party summary, useful for when you need to roll
rationalised rules of Pathfinder vary with each secret checks against a PC’s scores.
group.
• Similar NPC group summary
Where possible, I’ve included versions of the sheets
that are more generic, with space for customisation. Which of these you choose to make use of is entirely
up to you – there’s no one correct way to run a
This includes a version of the character information
campaign.
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 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 DrWonton Vangor Bob790
repository. Doctor7 Soruk Cosmicnut
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, Paizo Publishing LLC
I may choose to grant you access to the repository http://www.paizo.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=163358
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
Pathfinder and all related trademarks and copyrights
remain the property of Paizo Publishing LLC.
Dungeons & Dragons and all related trademarks and
copyrights remain the property of Wizards of the
Coast Inc.
The illustrations were 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
Jonas Patrick Forsyth
Joe Furst Small -1
Gnome
Your skill ranks
The treasure of Witch’s Hill each level are the
Druid 4 8 5 class’s + your INT.
The three-level 0
abbreviations (like 8106
“WIS”) always
The hit points you
refer to an ability
gain each level are
modifier, not a
score. 5 the class’s hit die
8 -1 + your CON.
Gnomes get 14 +2
+2 Constitution,
-2 Strength
14 +2
1
12 +1 3 1 2
Use the boxes with 16 +3
big grey borders
1
for temporary 8 -1
changes, like buffs
and nerfs. 1
Don’t forget to add
Low-light vision Track the +3 for class
1
Speak with Scribe Scroll skills,and deduct
1 your Armour
animals 1/day
4 -1 2 Check Penalty
(but only if you’re
Animal Companion wearing armour at
Nature Sense the time).
Wild Empathy
Woodland Stride 8 3 2
Trackless Step 8 2 4 1
Resist Nature’s
Lure 1
Wild Shape 1/day 7 2 2
1
10 3 4
7 1 3
Knowledge: Geography 6 1 2
Gnomes get
Craft: Alchemy 10 1 4 2 +2 to a selected
Craft skill
Common
Gnome
Druidic
Plenty of space to
Orc
fill in new forms
of knowledge,
crafting,
performance or
profession.
The base
languages for
your race and
class, plus one for
each point of EXAMPLE
INT modifier.
Gnome Druid 5
7
Masterwork Longbow (small)
2 2
100 20 Piercing +6 6 3
20 4 Arrows 40
20 4
Bludgeoning +3 / +3 4 2
Melee =
BAB + STR
Ranged = +3 +2 +5
BAB + DEX
1 1
1 1
1 -1 3 -1
Remember the
size modifier!
13 -1 2 3 -1 6 2 4
Counting down
the hit points as 3 2 1
you’re injured.
28 25 21 14 -2
Non-lethal or 7 3 4
“subdual” damage
goes in a different
box.
18 2 3 -1 2 +2 /illusions
+4 /giants
Owlbear!
Many thanks to
crazyred for the
doodles.
If you use metamagic, you have to apply Combat Abilities is a handy collection
a Spell Level Adjustment. of the feats, special abilities and other
actions you might take.
If not, you can doodle in the space.
EXAMPLE
Gnome Druid 5
8
Antique walking stick Studded Leather Armour
Travelling clothes (small)
Sacred robes (small)
Fake Magic Ring
Unidentified Ancient Artifact Light 20 4 +5
Evening clothes (small)
-1 20 15 +3
Bag of Holding:
Amulet of Retributive Healing
Piano
King of Argor’s head When healing someone, also recieve
Alchemy Tools healing effects myself
Ring of Protection +2
+2 deflection bonus to AC
Also, consider
using a party
funds sheet to
keep your shared
spoils.
Gnome Druid 5
9
A character’s
alignment isn’t
always the same
as their deity’s.
5
Detect Magic Cantrips are free
Cure Minor Wounds in Pathfinder.
Flare
Purify Food & Drink
In the first column Garl Glittergold
of check boxes,
Charm Animal
fill in as many Entangle
bonus spells as Cure Light Wounds x 2 Use the
your relevant checkboxes to
modifier; in the Beast Claws
13 4 4 keep track of the
second column, spells you’ve used
the same - 4; 14 4 3
Bull’s Strength today.
Spell DC: +1 for illusion
in the third 15 3 2
column, the Warp Wood Whether you start
same - 8. 16 2 1
Frost Breath with the boxes
empty and cross
Since our druid’s them off, or start
wisdom modifier with them full and
is 3, he gets 3 rub them out, is
bonus spells in Cure Moderate Wounds
up to you.
the first column
and none in the
others.
War Pony
For details of
a specific wild
shape, refer to the
separate sheet. 1
Wolf
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.
Sugarmuffin 9 26 22 21 15
Companions
don’t necessarily
have the same
War Pony (Highland) 450 11 hands 4 8
alignment as their Hoof (melee)
Medium
owner. This pony +2 2
is chaotic and
doesn’t care about
2 2 +3 / +3 1d3+3
right and wrong. 3 3
+1
2 2
2 2
40 8
7 0 7
16 +3
0 0
14 +2
2 2
14 +2
0 0
2 -4
11 +0 3 3
4 3
4 -3
16 3 2
15 1 4 5 2 3
Endurance
14 4 4 1 3
Run
11 1
0 0
11
Print as many Don’t forget the
copies of the Wild size modifier.
Shape page as you
need.
Bite Claws
+1
When in wild 13 +1 27 +8
shape, your +3 1d6+1 +11 1d8+8
physical abilities
15 +2 13 +1
(STR, DEX, CON) Hit with bite, then trip as a free Hit with claws, then start
15 +2 Trip action, no attack of opportunity 19 +4 Improved Grab grappling as a free action
come from the
creature’s listing
in the Monster
+1 to trip
Manual, while the
mental abilities
(INT, WIS, CHA) 2 2 1
1
remain
unchanged.
50 10 40 8
The base attack
bonus is your
own, not your
animal form’s.
4 1 12 8 1
Don’t forget the
size modifier!
16 1 2 23 8 1 1
12 2 10 1 1
The most
12 important bit:
the picture.
CHARACTER
Name
FEMALE
MALE
LA
OD
W
CHARACTER SHEET
GO
FU
L
Player Race Size
CH
Size
IL
AO
EV
TI
Modifier
C
Campaign Skill Ranks Hit Die Level Level
CLASSES
Adjustment
XP
1 d
2 d
Effective
ABILITIES 3 d Character
Ability Item Ability Temp Temp Level
Score Bonus Modifier Bonus Modifier
4 d
5 d
STR STR STR
SKILLS
DEX DEX DEX Class Racial, Armour
Skill Skills Ranks Feats Misc Check
CON CON CON Untrained Bonus +3 Penalty
Acrobatics DEX -
INT INT INT Appraise INT
WIS WIS WIS Bluff CHA
CHA CHA CHA Climb STR -
Ability Modifier = (Total Ability Score - 10) ÷ 2 (Round down)
Diplomacy CHA
SPECIAL ABILITIES FEATS
Disable Device DEX -
Disguise CHA
Escape Artist DEX -
Fly DEX -
Handle Animal CHA
Heal WIS
Intimidate CHA + Size
diff x4
Linguistics INT
Perception WIS
Ride DEX -
Sense Motive WIS
Sleight of Hand DEX -
Spellcraft INT
Stealth DEX -
Survival WIS
Track Trained SURVIVAL
Swim STR -
Use Magical Device CHA
Knowledge: Arcana INT
Knowledge: Dungeoneering INT
Knowledge: Religion INT
Knowledge: Nature INT
Knowledge: The Planes INT
LANGUAGES
Knowledge - INT
Profession - WIS
Perform - CHA
Other skills:
Craft - INT
INITIATIVE ATTACKS
INITIATIVE BONUS Feats Misc
BASE ATTACK ft sq d ×
BASE MELEE RANGED
ATTACK BONUS ATTACK ATTACK
+ = + - -
Range Type Attack Bonus Damage Critical
Temp Damage Morale Power
Bonus Bonus Buffs Nerfs Attack ft sq d ×
+ = + - +
Range Type Attack Bonus Damage Critical
ft sq d ×
COMBAT MANOEUVRES Ammo Special Ammo
COMBAT MANEUVRE
# #
Base Size
BONUS Attack Bonus Modifier Misc
Ammo Special Ammo
CMB = STR + BAB + + # #
COMBAT MANEUVRE Base Size Deflection Morale SAVES
DEFENCE Attack Bonus Modifier Modifier Bonus Misc Base Racial Misc Temp
FORTITUDE SAVE
CMD = 10 + STR + DEX + BAB + + + + FORT = CON + + + +
HEALTH REFLEX SAVE
HIT POINTS Wounds Dying Stable Non-lethal Unconcious REF = DEX + + + +
hp hp hp WILL SAVE
ARMOUR CLASS
WILL = WIS + + + +
Natural Size Deflection Evasion Improved Endurance Trap
Armour AC Shield AC Armour Modifier Modifier Misc Evasion Sense
ARMOUR CLASS
AC = 10 + DEX + + + - + +
FLAT-FOOTED ARMOUR CLASS EFFECTS
AC = 10 / + + + - + +
TOUCH ARMOUR CLASS
AC = 10 + DEX / / / - + +
Temp AC Spell Resistance Conditional Modifiers
AC
Damage Reduction
/
METAMAGIC COMBAT ABILITIES
INVENTORY ARMOUR EQUIPMENT
Value Weight Hat / Mask
Properties Properties
ft sq Headband
Check Penalty Weight Spell Failure Armour AC
lb % AC Properties
SHIELD
Eyes
Properties
Properties
Check Penalty Weight Spell Failure Shield AC
lb % AC
Neck / Throat
Properties
Shoulders
Properties
Chest
Properties
Belts
Properties
Light Load Carried Items lb
lb
Weapons, Ammo lb
Medium Load
Hands Clothes / Body
lb Armour, Shield lb
Heavy Load Properties Properties
Worn Items lb
lb Scrolls, Potions,
Wands, Components lb
Max Load
Total Weight lb Ring Arms / Wrists
lb
Copper , cp
Platinum , , pp
Total , , , .
SCROLLS POTIONS
WANDS
CHARGES
#
CHARGES
#
CHARGES
#
CHARGES
#
INVENTORY ARMOUR EQUIPMENT
Value Weight Hat / Mask
Properties Properties
ft sq Headband
Check Penalty Weight Spell Failure Armour AC
lb % AC Properties
SHIELD
Eyes
Properties
Properties
Check Penalty Weight Spell Failure Shield AC
lb % AC
Neck / Throat
Properties
Shoulders
Properties
Chest
Properties
Belts
Properties
Properties Properties
Properties Properties
Ring Feet
Properties Properties
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 , , , .
CHARACTER
Name
FEMALE
MALE
LA
OD
W
CHARACTER SHEET
GO
FU
L
Player Race Size
CH
Size
IL
AO
EV
TI
Modifier
C
Campaign Skill Ranks Hit Die Level Level
CLASSES
Adjustment
XP
1 BARBARIAN! d
2 d
Effective
ABILITIES 3 d Character
Ability Item Ability RAGE! Fatigue Temp Level
Score Bonus Modifier Modifier Modifier Modifier
4 d
5 d
STR + - STR
SKILLS
DEX - DEX
Skill
Class
Skills Ranks
Racial,
Feats,
Forbidden Armour
Misc During Check
CON + CON Untrained Bonus +3 Synergy RAGE! Penalty
Acrobatics DEX -
INT INT Appraise INT ×
WIS WIS Bluff CHA ×
CHA CHA Climb STR -
Ability Modifier = (Total Ability Score - 10) ÷ 2 (Round down)
Diplomacy CHA ×
SPECIAL ABILITIES FEATS
Disable Device DEX ×-
Disguise CHA ×
Escape Artist DEX ×-
Fly DEX -
Handle Animal CHA ×
Heal WIS
Intimidate CHA + Size
diff x4
Linguistics INT ×
Perception WIS
Ride DEX -
Sense Motive WIS
Sleight of Hand DEX ×-
Spellcraft INT ×
Stealth DEX ×-
Survival WIS
Track Trained SURVIVAL ×
Swim STR -
Use Magical Device CHA ×
Knowledge: Arcana INT ×
Knowledge: Dungeoneering INT ×
Knowledge: Religion INT ×
Knowledge: Nature INT ×
Knowledge: The Planes INT ×
LANGUAGES
Knowledge - INT
Profession - WIS
Perform - CHA
Other skills:
Craft - INT
INITIATIVE ATTACKS
INITIATIVE BONUS Feats Misc
BASE ATTACK ft sq d ×
BASE MELEE RANGED
ATTACK BONUS ATTACK ATTACK
Temp Attack ft sq d ×
Bonus Buffs Nerfs RAGE! Fatigued
+ = - + -
Range Type Attack Bonus Damage Critical
Temp Damage
Bonus Buffs Nerfs RAGE! Fatigued d ×
ft sq
+ = - + -
Range Type Attack Bonus Damage Critical
ft sq d ×
COMBAT MANOEUVRES Ammo Special Ammo
COMBAT MANEUVRE
# #
Base Size
BONUS Attack Bonus Modifier RAGE!
Ammo Special Ammo
CMB = STR + BAB + + # #
COMBAT MANEUVRE Base Size Deflection SAVES
DEFENCE Attack Bonus Modifier Modifier Misc RAGE! Base Misc Temp RAGE!
FORTITUDE SAVE
CMD = 10 + STR + DEX + BAB + + + + FORT = CON + + + +
REFLEX SAVE Fatigued
HEALTH
HIT POINTS RAGE! Wounds Dying Stable Non-lethal Unconcious REF = DEX + + + -
hp + hp hp hp WILL SAVE RAGE!
ARMOUR CLASS
WILL = WIS + + + +
Natural Size Deflection Evasion Improved Endurance Trap
Armour AC Shield AC Armour Modifier Modifier Misc Evasion Sense
ARMOUR CLASS
AC = 10 + DEX + + + - + +
FLAT-FOOTED ARMOUR CLASS EFFECTS
AC = 10 / + + + - + +
TOUCH ARMOUR CLASS
AC = 10 + DEX / / / - + +
Temp AC Spell Resistance Conditional Modifiers
AC
Damage Reduction
RAGE!
-2 AC Penalty /—
NOTES COMBAT ABILITIES
BARBARIAN!
Barbarian RAGE!
Level
RAGE! DURATION Barbarian Misc RAGE!
BARBARIAN PER DAY Level TODAY
Barbarian
Level rds = 2 + CON + ( ×2 + ) rds
1 { Fast Movement
RAGE!
STRENTH CONSTITUTION
SCORE SCORE
WILL
SAVE
ARMOUR
CLASS
2 Uncanny Dodge BONUS BONUS BONUS PENALTY
14 Indomitable Will = ( )
÷2 + (Round down)
15 Trap Sense +5
1
16 Damage Reduction 4/―
17 Tireless RAGE!
2
18 Trap Sense +6
10
11
12
13
14
BARD Bard PREPAREDSPELLS
KNOWN SPELLS
Level
Level Caster
+
Bonus 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
Caster 3
Concentration = CHA + Level
BARDIC KNOWLEDGE 4
BARDIC
KNOWLEDGE Bard Misc
BONUS Level
= ( ÷2 + )
Bards can use all knowledge skills untrained.
5
PERFORMANCES
ROUNDS Bard
PER DAY Level
= 2+ ( )
× 2 + CHA
6
Rounds Today
VERSATILE PERFORMANCE
Use bonus in place of... Use bonus in place of...
Act Bluff, Disguise Oratory Diplomacy, Sense Motive
Comedy Bluff, Intimidate Percussion Handle Animal, Intimidate
Dance Acrobatics, Fly Sing Bluff, Sense Motive
Bard Keyboard String Bluff, Diplomacy
WILL SAVE DC Level Diplomacy, Intimidate
Instruments Wind Instruments Diplomancy, Handle Animal
= 10 + ( )
÷ 2 + CHA Other:
FASCINATE
AUDIENCE Bard
MAX FASCINATED Level
= ( )
+2 ÷3
SCROLLS POTIONS
COURAGE BONUS COMPETENCE BONUS
Competence
+2 to attack
+1 to fortitude saves
LORE MASTER
TAKE 10 TAKE 20 PER DAY Take 20 Today
Unlimited uses
per day
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 Powers Granted Powers
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
CHANNEL ENERGY
8
Good Cleric Evil Cleric
LA
Domain Spell
OD
}
GO
Channel Channel
FU
L
Positive Negative
9
CH
}
IL
AO
EV
Energy Energy
TIC
d6 = ( ÷2 )+
(Round up)
WILL Cleric
SAVE DC Level
= 10 + ( )
÷ 2 + CHA
(Round down)
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
Caster
Concentration = WIS + Level 4
NATURE BOND
× ANIMAL COMPANION DOMAIN
Animal Companion’s Name
5
Creature Type
WILD SHAPE
Times per day Times Today
6
Current Shape
WANDS
9
CHARGES
# SCROLLS POTIONS
CHARGES
#
CHARGES
#
CHARGES
#
CHARGES
#
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
Caster
Concentration = WIS + Level
4
NATURE BOND
ANIMAL COMPANION × DOMAIN
Domain
Granted Powers 5
Domain Spells
1 6
2
3
4
5 7
6
7
8
8
9
WILD SHAPE
Times per day Times Today
9
WANDS SCROLLS POTIONS
CHARGES
#
CHARGES
#
CHARGES
#
CHARGES
#
Druid Druid
WILD SHAPE Level
Creature Type Size
Modifier
WILD SHAPE Level
Creature Type Size
Modifier
ft sq ft sq ft sq ft sq ft sq ft sq
Attack
Base
Base
CMB = + STR + + ft sq CMB = + STR + + ft sq
COMBAT MANEUVRE Size Deflection Morale COMBAT MANEUVRE Size Deflection Morale
DEFENCE Modifier Modifier Misc Bonus DEFENCE Modifier Modifier Misc Bonus
Attack
Attack
+ +
Base
Base
CMD = 10 + + STR + DEX + + + CMD = 10 + + STR + DEX + + +
ARMOUR CLASS SAVES ARMOUR CLASS SAVES
Natural Size Misc Base Misc Temp Natural Size Misc Base Misc Temp
ARMOUR CLASS Armour Modifier Modifier FORTITUDE SAVE ARMOUR CLASS Armour Modifier Modifier FORTITUDE SAVE
AC = 10 + DEX + - + FORT =CON + + AC = 10 + DEX + - + FORT =CON + +
FLAT-FOOTED ARMOUR CLASS REFLEX SAVE FLAT-FOOTED ARMOUR CLASS REFLEX SAVE
AC = 10 / + - + REF = DEX + + AC = 10 / + - + REF = DEX + +
TOUCH ARMOUR CLASS TOUCH ARMOUR CLASS
PORTRAIT PORTRAIT
AC = 10 + DEX / - + AC = 10 + DEX / - +
Temp AC Spell Resistance Damage Reduction Temp AC Spell Resistance Damage Reduction
AC / AC /
SPECIAL ABILITIES SPECIAL ABILITIES
MONK Monk
Level
Monk Bonus
MONK
Level Feats
ARMOUR CLASS BONUS Armour Class Bonus
AC BONUS Flurry of Blows Use a full attack action for more attacks
1
}
Unarmed Strike Treat hands as weapons
+ AC Monk Level Stunning Fist Stun (or other effects) target for one round
FLURRY OF BLOWS 4
Ki Pool (magic) Treat unarmed attacks as magic weapons
Slow Fall 20 ft Reduce effective falling height using wall
FLURRY ATTACK BONUS
High Jump Add monk level to Acrobatics checks for jumping
5 +20 to jump checks - 1 ki point
Purity of Body Immune to all diseases
UNARMED STRIKE
Fast Movement +20 ft
UNARMED STRIKE DAMAGE ROLL 6 Slow Fall 30 ft
STUNNING FIST
8 Slow Fall 40 ft
Monk
Level Improved Evasion Avoid all damage on successful reflex
1 Stunned No action this round
9 Fast Movement +30 ft
Lose DEX bonus to AC; -2 AC
Ki Pool (lawful) Treat unarmed attacks as lawful weapons
4 Fatigued Cannot run or charge 10 Slow Fall 50 ft
-2 Strength and Dexterity
8 Sickened -2 to attack rolls, damage rolls, 11 Diamond Body Immune to all poisons
saving throws, skill and ability checks
Abundant step Slip magically between spaces - 2 ki points
12 Staggered May make a standard or move action, 12 Fast Movement +40 ft
but not both Slow Fall 60 ft
16 Blinded Lose DEX bonus to AC; -2 AC
13 Diamond Soul Spell resistance
-4 on STR and DEX skills, opposed Perception
or 50% miss chance when attacking
DC 10 Acrobatics to move more than half speed 14 Slow Fall 70 ft
Deafened -4 initiative; 20% miss chance when attacking
Quivering Palm Delayed death
-4 on opposed Perception 15 Fast Movement +50 ft
automatically fail Perception checks for sound
WHOLENESS OF BODY 17
Timeless Body No age penalties or artificial aging
Tongue of the Sun and Moon Speak with any living creature
HEALING
POINTS Monk Level Fast Movement +60 ft
18 Slow Fall 90 ft
=
19 Empty Body Assume etherial state for 1 minute - 3 ki points
DIAMOND SOUL
Monk Level Perfect Self Treated as outsider
SPELL RESISTANCE 20 Slow Fall Any distance
= 10 +
KI POOL
QUIVERING PALM KI POOL
QUIVER DAYS Monk Level CAPACITY Monk Level
= = ( )
÷ 2 + WIS
FORTITUDE
Monk Level Ki Pool
SAVE DC
= 10 + ( ÷ 2 ) + WIS
PERFECT SELF
Treated as an Outsider
Immune to Charm Person and other effects that
target non-outsiders.
Damage reduction 10/chaotic
PALADIN Paladin PREPARED SPELLS
LA
OD Level
W
GO
FU
L
CH
Paladin Caster
IL
-3= 1
AO
EV
TI
Level Level
C
DEITY
LA
OD
W
GO
FU
L
CH
IL
AO
EV
2
TI
C
DIVINE BOND
SPECIAL MOUNT BONDED WEAPON
Name
3
Type Summoned
Today
Enhancements
4
SMITE EVIL
SMITINGS
SPELLS PER DAY Smitings Today
Spell Spells Base Bonus Spells
= + WIS
Save DC per day Spells
1 SMITING ATTACK
BONUS Weapon Attack Bonus
2
3 = + CHA
4 Weapon
SMITING DAMAGE Damage Paladin
Spell Save DC = 10 + WIS + Spell Level BONUS Bonus Level Smiting damage bonus applies double for the
Caster
Concentration = CHA + Level + = + + first successful strike against evil outsiders,
evil dragons and the undead.
d6 = ( ÷2 )+ HEALING
HIT POINTS
Paladin
Level Misc
WILL
SAVE DC
Paladin
(Round up)
d6 = ( ÷2 )+ (Round down)
Level
= 10 + ( )
÷ 2 + CHA
(Round down)
MERCIES
SCROLLS POTIONS
WANDS
CHARGES
#
CHARGES
#
CHARGES
#
CHARGES
#
CHARACTER
Name
FEMALE
MALE
LA
OD
W
CHARACTER SHEET
GO
FU
L
Player Race Size
CH
Size
IL
AO
EV
TI
Modifier
C
Campaign Skill Ranks Hit Die Level Level
CLASSES
Adjustment
XP
1 Ranger d
2 d
Effective
ABILITIES 3 d Character
Ability Item Ability Temp Temp Level
Score Bonus Modifier Bonus Modifier
4 d
5 d
STR STR STR
SKILLS
DEX DEX DEX Class Racial, Favoured Armour
Skill Skills Ranks Feats, Misc Enemy Check
CON CON CON Untrained Bonus +3 Synergy Terrain Penalty
Acrobatics DEX -
INT INT INT Appraise INT
WIS WIS WIS Bluff CHA
CHA CHA CHA Climb STR -
Ability Modifier = (Total Ability Score - 10) ÷ 2 (Round down)
Diplomacy CHA
SPECIAL ABILITIES FEATS
Disable Device DEX -
Disguise CHA
Escape Artist DEX -
Fly DEX -
Handle Animal CHA
Heal WIS
Intimidate CHA + Size
diff x4
Linguistics INT
Perception WIS
Ride DEX -
Sense Motive WIS
Sleight of Hand DEX -
Spellcraft INT
Stealth DEX -
Survival WIS
Track Trained SURVIVAL
LANGUAGES
Knowledge - INT
Profession - WIS
Perform - CHA
Other skills:
Craft - INT
RANGER Ranger
Level
COMBAT STYLE
ARCHERY TWO-WEAPON FIGHTING
Level Ranger Caster
Bonus
+ Level
-3= Level Ranger Select a bonus feat for your style at 2nd, 6th, 10th, 14th and 18th levels:
Level
Far Shot Double Slice
FAVOURED ENEMIES
Point Blank Shot Improved Shield Bash
FAVOURED ENEMY
Favoured Enemy Bonus 2 Precise Shot Quick Draw
2 4 6 8 10 12
Rapid Shot Two-weapon Fighting
HUNTER’S BOND
SHARE FAVOURED ENEMY ANIMAL COMPANION
SHARE FAVOURED ENEMY Name
FAVOURED TERRAINS Misc
DURATION
Favoured Terrain Bonus
FAVOURED TERRAIN 2 4 6 8
rds = WIS - 1 + Creature type
PREPARED SPELLS
1
WILD EMPATHY
WILD EMPATHY
BONUS Ranger Level Misc
2
= CHA + +
TRACK
Ranger
Level
3
Track =( ÷2)+ Survival
Bonus
SPELLS
From Level 4 4
Spell Spells Base Bonus Spells
= + WIS
Save DC per day Spells
1
2
3
4
Spell Save DC = 10 + WIS + Spell Level
Caster
Concentration = WIS + Level
WANDS
SCROLLS POTIONS
CHARGES
#
CHARGES
#
CHARGES
#
CHARGES
#
CHARGES
#
Rogue ROGUE TALENTS
ROGUE Level
TALENTS Rogue Misc
KNOWN Level From level 10, a Rogue
ROGUE
=( ) can take Advanced Talents
Rogue
Level
÷2 + (Round down)
{
Trapfinding
1 Sneak Attack
1
2 Evasion
4 Uncanny Dodge
2
8 Improved Uncanny Dodge
10 Advanced Talents
3
20 Master Strike
TRAPS 4
Rogue
Perception Level
Locate Traps = +( ÷ 2) 5
Disable Rogue
Device Level
6
Disable Traps = +( ÷ 2)
TRAP SENSE Rogue
REFLEX BONUS Level
Misc
7
+ = ( ÷3 + )
SNEAK ATTACK 8
SNEAK DAMAGE Rogue Misc
BONUS Level
d6 = ( +1 ÷2+ ) 9
Sneak attack damage can be applies when a target is flanked or
is denied their DEX bonus to AC.
On ranged attacks, it only applies within 30 ft.
10
It is not multiplied by critical hits.
It cannot be non-lethal unless using a non-lethal weapon.
MASTER STRIKE 11
From level 20, a successful sneak attack can also deliver one of:
• Sleep for 1d4 hours
• Paralysed for 2d6 rounds 12
• Slain
MASTER STRIKE Rogue
FORTITUDE DC Level 13
= 10 + ( )
÷ 2 + INT
Master strike cannot be used again on the same target within
24 hours, whether they pass the Fortitude save or not.
14
PREPARED SPELLS
SORCERER Caster
Level
KNOWN SPELLS
Level
Bonus
+
BLOODLINE 0
1
SPELLS
Spells Spell Spells Base Bonus Spells
= +
Known Save DC per day Spells
CHA - 12
CHA - 4
0 CHA - 8
CHA
1
2
3 2
4
5
6
7
8
9
3
Spell Save DC = 10 + CHA + Spell Level
Caster
Concentration = CHA + Level
% 4
SCROLLS
POTIONS
WANDS
8
CHARGES
#
CHARGES
#
9
CHARGES
#
WIZARD Caster
Level
PREPARED SPELLS
PREPARED SPELLS
Level
Bonus
+
0
SPELL SCHOOLS
SPECIALITY SCHOOL
Speciality Spell
OPPOSED SCHOOLS
1
Spells from your opposed schools cost two slots to prepare.
ARCANE BOND
FAMILIAR BONDED OBJECT
Speciality Spell
SPELLS
Spell Spells
=
Base
+
Specialist
+
Bonus 2
Save DC per day Spells Spell Spells
INT - 12
INT - 4
INT - 8
0
INT
1
2 Speciality Spell
3
4
5 3
6
7
8 Speciality Spell
9
Spell Save DC = 10 + INT + Spell Level
% Speciality Spell
SCROLLS
Speciality Spell
6
POTIONS
Speciality Spell
7
WANDS
Speciality Spell
CHARGES
# 8
CHARGES
# Speciality Spell
9
CHARGES
#
PREPARED SPELLS
ALCHEMIST Caster
Level
EXTRACTS
ALCHEMY
Extract Extracts Base 1
INT - 12
= +
INT - 4
INT - 8
Save DC per day Extracts
INT
1
2
3
4
5 2
6
Extract Save DC = 10 + INT + Extract Level
DISCOVERIES
DISCOVERIES Alchemist
KNOWN Level Misc
= ( ÷2 + )
(Round down) 3
1
3 4
5
5
6
8
6
MUTAGENS
10
Strength Intelligence Natural Armour
Bonus + STR - INT Penalty + AC Bonus
11 Dexterity Wisdom
Bonus + DEX - WIS Penalty Alchemist
DURATION Level
Constitution Charisma
12 Bonus +CON - CHA Penalty mins = 10 mins ×
BOMBS
POISON RESISTANCE Alchemist
POISON RESISTANCE FORTITUDE SAVE BONUS Level
+ ÷2 INT
(Round up)
From level 10: Immune to all poisons
FIRE DAMAGE OTHER DAMAGE
d6 + +
SPLASH SPLASH REFLEX Alchemist
DAMAGE SAVE DC Level
= 10 + ( )
÷ 2 + INT
Splash damage is equal to a (Round down)
minimum roll of direct damage.
PREPARED SPELLS
CAVALIER Cavalier
Level
Name
MOUNT
ORDER
Creature type Mounted Speed
EDICTS
ft sq
CHARGE Attack Bonus Damage Critical Range
Level Cavalier’s Charge +4
3 No Armour Check penalty when charging.
= +
Take -2 penalty to AC against any enemy except challenged target
Level Challenged target suffers -2 penalty to AC against Level
17 any target other than you. 9
CAVALIER ORDER — CHALLENGE ABILITY
Level
17
SKILLS
Level EXPERT Cavalier
4 TRAINER = Level ÷ 2
Handle Animal
Training = + Bonus
When training an animal to serve as a mount
BANNER
Level Cavalier
5
= Level ÷ 5
Attack
Bonus + =
Saving
Throw + = +1
Bonus
DEITY
LA
OD
0
W
GO
FU
L
CH
IL
AO
EV
TI
C
DOMAIN
Domain
1
Granted Powers
2
SPELLS
Spells Spell Spells = Base + Bonus Spells
Known Save DC per day Spells
CHA - 12
CHA - 4
CHA - 8
0
CHA
1 3
2
3
4
5 4
6
Spell Save DC = 10 + WIS + Spell Level
LA
OD
W
GO
FU
L
5
IL
EV
TI
C
SKILLS
MONSTER LORE
Knowledge
Knowledge = WIS + Bonus
When identifying the abilities and weaknesses of creatures.
6
STERN GAZE Inquisitor
Bonus = Level ÷ 2
JUDGEMENT
Intimidate
Intimidate = + Bonus
5-LEVEL Inquisitor Destruction
+ 3-Level
BONUS Level Damage bonus Bonus
Sense Motive
Sense Motive = + Bonus =1+( ÷5) Healing 3-Level
TEAMWORK FEATS =1+( ÷3 ) From level 10, bonus doubles to confirm critical hits
Piercing 3-Level
CURRENT Inquisitor Misc Overcome spell resistance + Bonus
Level FEATS Level JUDGEMENTS Misc Judgements
3 PER DAY Today Protection
+ 5-Level
= ÷3+ Armour class bonus Bonus
= + From level 10, bonus doubles against critical hits
Judgement effects apply only during combat Purity 5-Level
Saving throw bonus + Bonus
Level
Use 2 judgements at once
8 Resilience
+ 5-Level
Level Damage reduction Bonus
Use 3 judgements at once
16 Resistance
+ 3-Level
Energy resistance bonus Bonus × 2
Level SLAYER
17 Select one judgement at start of combat Smiting
to apply its bonus at 5 levels higher Weapon counts as magical
From level 6, weapon counts as aligned
BANE TRUE JUDGEMENT From level 10, weapon counts as adamantine
Creature Type InvokeTrue Judgement on one attack
Level Level If successful, the target must pass
5 20 a Fortitude save or die +
That target is then immune to True Judgement
BANE ROUNDS Inquisitor Bane Rounds for 24 hours
PER DAY Level
Misc
Today FORTITUDE Inquisitor
+
SAVE DC Level
rds = +
=( ÷ 2 ) + WIS +
DISCERN LIES
DISCERN LIES Inquisitor Misc Discern Lies
PER DAY Level Today
= +
MYSTERY
Mystery Revelations
ORACLE Level
+
1
Bonus
Deity
CURSE
Bonus Spells
2
Level
2
Level
4
3
Level
6
SPELLS
Level
Spells Spell Spells Base Bonus Spells
Known Save DC per day
=
Spells
+ 8 4
CHA - 12
CHA - 4
0 CHA - 8 Level
CHA
10
1
Level
2 12 5
3
Level
4 14
5 Level Final Revelation
16 6
6
7 Level
18
8
9 PREPARED SPELLS
KNOWN SPELLS
Spell Save DC = 10 + CHA + Spell Level
Caster
Concentration = CHA + Level
0
ARCANE SPELL FAILURE THRESHOLD
%
SCROLLS 1
POTIONS
3
5
WANDS
6
CHARGES
#
7
CHARGES
# 8
9
CHARGES
#
Caster PREPARED SPELLS
KNOWN SPELLS
SUMMONER Level
SUMMONER
Summoner
Level
0
{
Eidolon
1 Life Link
Summon monster I
2 Bond Senses
1
3 Summon monster II
4 Shield ally
6 Maker’s call 2
7 Summon monster IV
8 Transposition
9 Summon monster V
3
10 Aspect
11 Summon monster VI
17 Summon monster IX
18 Greater aspect 6
19 Gate
20 Twin eidolon
SPELLS
Spells Spell Spells Base Bonus Spells
= +
Known Save DC per day Spells
CHA - 12
CHA - 4
CHA - 8
0
CHA
1
2
3
4
5
6
7
8
SCROLLS POTIONS
9
Spell Save DC = 10 + CHA + Spell Level
ARCANE SPELL FAILURE THRESHOLD
%
WANDS
CHARGES
#
CHARGES
#
CHARGES
#
EIDOLON
Name
FEMALE
MALE
LA
OD
CHARACTER SHEET
W
GO
FU
L
Base Form Size Size
CH
IL
AO
EIDOLON
EV
TI
Modifier
C
Hit Dice Base Attack Max Skill Feats
ABILITIES SUMMONER Bonus Attacks Ranks
Ability Item Ability Temp Temp LEVEL
Score Bonus Modifier Bonus Modifier d10
EVOLUTION Armour Saves Good saves:
STR STR STR POOL Bonus (Good) (Bad) FORT
DEX DEX DEX REF
/ WILL
CON CON CON SKILLS
INT INT INT Class
s n
io
Skill Skills Ranks Feats Misc
ut
ol
Untrained Bonus +3
WIS WIS WIS
Ev
Acrobatics DEX
CHA CHA CHA Appraise INT
Ability Modifier = (Total Ability Score - 10) ÷ 2 (Round down) Bluff CHA
EVOLUTIONS Climb STR
Diplomacy CHA
Disable Device DEX
Disguise CHA
Escape Artist DEX
Fly DEX
Handle Animal CHA
Heal WIS
Intimidate CHA + Size
diff x4
Linguistics INT
Perception WIS
Ride DEX
Sense Motive WIS
Sleight of Hand DEX
Spellcraft INT
Stealth DEX
Survival WIS
Track Trained SURVIVAL
Swim STR
Use Magical Device CHA
Knowledge: Arcana INT
Knowledge: Dungeoneering INT
Knowledge: Religion INT
Knowledge: Nature INT
Knowledge: The Planes INT
Knowledge - INT
Profession - WIS
Perform - CHA
Other skills:
Craft - INT
INITIATIVE ATTACKS
INITIATIVE BONUS Feats Misc
ft sq ft sq ft sq
Range Type Attack Bonus Damage Critical
Swim Speed Fly Speed Climb Speed
ft sq d ×
ft sq ft sq ft sq
BASE ATTACK
BASE MELEE RANGED Range Type Attack Bonus Damage Critical
ATTACK BONUS ATTACK ATTACK
ft sq d ×
+ = + - - ft sq d ×
hp hp hp
AC = 10 + DEX + + - + + +
FLAT-FOOTED ARMOUR CLASS
AC = 10 / + + - + + +
TOUCH ARMOUR CLASS
AC = 10 + DEX / / - + + +
Temp AC Spell Resistance Conditional Modifiers
AC
Damage Reduction
/
FEATS SPECIAL ABILITIES
Caster PREPARED SPELLS
PREPARED SPELLS
Level
WITCH Level 0
Bonus
+
FAMILIAR
Name
1
Creature type
SPELLS
Spell Spells Base Bonus
Save DC per day
=
Spells
+
Spells 2
INT - 12
INT - 4
INT - 8
0
INT
1
2
3 3
4
5
6
7 4
8
9
Spell Save DC = 10 + INT + Spell Level
BACKGROUND
LA
OD
W
GO
FU
L
Name FRIENDLY
CH
IL
AO
EV
TI
C
HOSTILE
Origin
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
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
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
Total Weight lb
SPELL BOOK
Level 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
DICE
HIT
d COMBAT ATTACKS
LA
lb ft
D
W
O
GO
FU
SKILLS
CH
FEMALE
IL
MALE
AO
EV
INIT = DEX +
TIC
Attack
WIS WIS Swim #
Base
CMB = + STR + +
CHA CHA COMBAT MANEUVRE Size Deflection Morale
DEFENCE Modifier Modifier Misc Bonus
Ability Modifier = (Total Ability Score - 10) ÷ 2
Attack
+
Base
EQUIPMENT CMD = 10 + + STR + DEX + + +
DEFENCE SAVING THROWS
Armour Size Misc Base Save Misc Temp
ARMOUR CLASS & Shield Modifier FORTITUDE SAVE
EFFECTS
NPC Class Level
CR HEALTH
HIT POINTS Wounds Dying Stable Non-lethal Unconcious
Race SKILLS
hp hp hp
LA
OD
FU
L
FEMALE
IL
MALE
AO
EV
TI
C
Attack
EQUIPMENT Perception WIS #
Base
CMB = + STR + +
Ride DEX COMBAT MANEUVRE Size Deflection Morale
Properties
Sense Motive WIS DEFENCE Modifier Modifier Misc Bonus
DEX
Attack
Sleight of Hand
+
Base
CMD = 10 + + STR + DEX + + +
Spellcraft INT
Stealth DEX DEFENCE SAVING THROWS
Armour Size Misc Base Save Misc Temp
Survival WIS ARMOUR CLASS & Shield Modifier FORTITUDE SAVE
Properties Swim STR AC = 10 + DEX + - + FORT = CON + +
Use Magical Device CHA FLAT-FOOTED ARMOUR CLASS REFLEX SAVE
AC = 10 / + - + REF = DEX + +
TOUCH ARMOUR CLASS
Properties
WILL SAVE
AC = 10 + DEX / - + WILL = WIS + +
Temp AC Spell Resistance Damage Reduction
Evasion Endurance
INVENTORY NOTES AC /
COMBAT ABILITIES
EFFECTS
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
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5 17 29
4 16 28
3 15 27
2 14 26
1 13 25
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8 20 32
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11 23 35
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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
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of
DATE EVENT OTHER EVENTS
DATE EVENT THREAD OTHER EVENTS