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CONTENTS

Dragon Magic
Dragonfire Adept. . . . . . . . . . . . . . . . . . . . . . . 58

Introduction. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 3

Dungeonscape
Factotum. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 59

CORE PAGES
Basic. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 13
Extended. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 15
Psionic . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 19
Generic. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 22

Eberron Campaign Setting


Artificer. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 60
Heroes of Horror
Archivist. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 61
Dread Necromancer. . . . . . . . . . . . . . . . . . . . . 62

CLASSES
Players Handbook
Barbarian . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 23
Bard. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 25
Cleric. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 26
Druid . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 27
Monk. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 29
Paladin. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 30
Ranger. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 31
Sorcerer. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 32
Wizard . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 34

Magic of Incarnum
Incarnate . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 63
Soulborn. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 64
Totemist. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 65
Psionics Handbook
Psion. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .
Psychic Warrior. . . . . . . . . . . . . . . . . . . . . . . .
Soulknife. . . . . . . . . . . . . . . . . . . . . . . . . . . . . .
Wilder. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .

66
67
68
69

Tome of Battle
Crusader. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 70
Swordsage. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 71
Warblade . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 72
Blank Tome of Battle. . . . . . . . . . . . . . . . . . . . 73

Players Handbook 2
Beguiler. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 36
Dragon Shaman. . . . . . . . . . . . . . . . . . . . . . . . 37
Duskblade. . . . . . . . . . . . . . . . . . . . . . . . . . . . . 38
Complete Adventurer
Ninja. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 39
Spellthief . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 40

Tome of Magic
Binder. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 74
Shadowcaster. . . . . . . . . . . . . . . . . . . . . . . . . . 76
Truenamer. . . . . . . . . . . . . . . . . . . . . . . . . . . . 77

Complete Arcane
Warlock . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 41
Warmage . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 42
Wu Jen . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 43

Generic
Extended Classes. . . . . . . . . . . . . . . . . . . . . . . 78
Blank Spellcasters . . . . . . . . . . . . . . . . . . . . . . 80

Complete Divine
Favoured Soul. . . . . . . . . . . . . . . . . . . . . . . . . . 44
Shugenja. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 45
Spirit Shaman. . . . . . . . . . . . . . . . . . . . . . . . . . 46

SUPPORT PAGES
Character Background. . . . . . . . . . . . . . . . . . . . .
Party Funds. . . . . . . . . . . . . . . . . . . . . . . . . . . . . .
Spell Book. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .
Familiar / Animal Companion /.
Summoned Creature. . . . . . . . . . . . . . . . . . . . . .
Psicrystal . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .

Complete Psionic
Ardent. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 47
Divine Mind. . . . . . . . . . . . . . . . . . . . . . . . . . . 48
Lurk. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 49

83
84
85
88
89

DUNGEON MASTER
NPC. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 90
Party Summary. . . . . . . . . . . . . . . . . . . . . . . . . . . . 91
NPC Group. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 92

Complete Warrior
Hexblade. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 50
Dragon Compendium
Battle Dancer. . . . . . . . . . . . . . . . . . . . . . . . . . . 51
Death Master. . . . . . . . . . . . . . . . . . . . . . . . . . 52
Jester. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 53
Mountebank. . . . . . . . . . . . . . . . . . . . . . . . . . . 54
Savant. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 55
Shair. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 56
Urban Druid. . . . . . . . . . . . . . . . . . . . . . . . . . . 57

Timelines . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 93
Maps. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 97

oleplaying games are all about your


character. Whatever your game, race
and class, you spend a lot of time using
your character sheet so its worth having
a good one.
When I started playing D&D, I wasnt
quite satisfied with the default sheets. In
investigating the other options, I found many
with features that were interesting, but none
entirely to my satisfaction. I found myself
compiling a list of desired features, and had
started designing these sheets before I realised.

Dyslexic Studeos present


a surprisingly complete set of

CHARACTER
SHEETS

The feature I was most certain of was that each


class would have a sheet of their own. There
are hundreds of classes for D&D 3.5, each with
their own rules and variants, and a one-sizefits-all sheet cant possibly do them justice: it
wastes space on things that dont belong there,
while failing to keep track of the inspiration
points, psionic powers, spell-like abilities,
favoured enemies and sneak attack bonuses
that make each class special.

for Dungeons & Dragons 3.5

These character sheets are entirely free, and my


only hope is that they are useful to you.

HOW TO PRINT
You are not expected to print and use this whole
document. Instead, you should choose the pages your
character needs.
This will generally consist of:

Core pages
The first page will typically have Character Info
on the front, and Combat on the back. There is a
choice here: you can have the simpler version on
two sides, or the expanded version with a separate
sheet for armour and inventory. Id recommend the
simpler sheet for beginner players and characters
under level 6, and the expanded version thereafter.
If youre playing a psionic character, use the psionic
version of the core pages with the relevant skills
included.

A few classes use modified versions of these core


pages for example the Barbarian, whose class
features are closely tied to combat.
Class pages
You then need a sheet for each of your characters
classes. There are a few classes that dont need
their own sheet, such as the Rogue and Fighter, but
theyre the exception.
Ive tried to include many of the most requested
classes from official rulebooks. If your favourite
class isnt included, you may find one of the
generic sheets a good starting point.

I typically choose to put the inventory on the


reverse of the class-specific sheet.
Support pages
Some classes require extra pages. For example, a
Wizard has a spell book and a familiar; a Druid has
wild shapes and an animal companion; a Binder
has extra vestiges. A spell book is a good place to
fill in extra details on spells, like damage, range
and material components.

Other sheets you may find useful include a party


inventory for sharing your loot, and a character
background for noting your characters history
with NPCs.
The result could be anything from one to a dozen
sheets of paper - though most likely two for a fighting
character and three or four for a spellcaster.
Theres an example of a filled in sheet on pages 7 to 12.

Example of a wizards pages:


1
2
3
4
4

Character Info, with Combat on the reverse


Wizard
Familiar
Spell Book, on two sides

HOW TO USE

COMPATIBILITY

These sheets do not replace the Dungeons & Dragons


books. Your group should always have a copy of the
core books (the Players Handbook, the Dungeon
Masters Guide and probably the Monster Manual),
along with any books for classes you wish to play.
You will typically consult the books each time your
character levels up, as well as when you need to check
out the details of some rule, spell or class feature.

These sheets are for use with the Dungeons and


Dragons 3.5 Edition; they arent made for 2nd, 3.o or 4th
Edition, or Pathfinder.
However, many of the classes and scenarios created
for 3.5 can be adapted for 3.0 or Pathfinder, so
the sheets may be of some use too. Combine the
class-specific pages from this set with any standard
Pathfinder character sheet, or use the version of the
core page with blanked-out skills.

Ive done my best to use a consistent style that makes


the flow of information clear. There are certain styles
that have meaning:

But first you should first make sure your DM


understands and agrees with what youre trying to do,
and consult with an experienced player who can guide
you through the rule changes.

Boxes with heavy outlines are important, lighter


ones less so.
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


calculations, the answer is on the left.

As a rule, the Dungeon Master should avoid


interfering with their players character sheets. The
DM has the whole world to create and play with, while
players have only this one little character, so they
should be allowed to own it.

Dotted lines indicate information that comes


directly from elsewhere on one of these sheets,
like caster level or base attack bonus, while fields
with solid lines are calculated or come from the
books themselves.

But players need help from time to time, especially if


theyre new to gaming, so it may be your job to print
out the character sheets people need, guide them in
the process of building a character, and nudge them
when they forget to use rage or sneak attack. You
should try to be familiar with the character sheets
your players will be using.

Ability modifiers are marked with six codes:.


STR, CON, DEX, INT, WIS and CHA.
Bonus spells are shown using a series of vertical
checkboxes. Start by filling in the first column
from the top with the relevant ability modifer
(usually INT, WIS or CHA). Fill in the next column
with four fewer, the next with four fewer, etc. Add
the filled boxes in each row to find the bonus
spells at that level.

There are also a number of sheets towards the back


that you may find useful in running a campaign.
Various map grids, including hex and isometric
Timelines to show the chronology of historical
events and plot points

This is your character and these are your character


sheets, so nobody can tell you how to use it - as long
as you dont cheat.

Simplified character sheet for an NPC


Party summary, useful for when you need to roll
secret checks against a PCs 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
prestige classes, house rules and variants than I
could ever hope to encompass here.

Which of these you choose to make use of is entirely


up to you theres no one correct way to run a
campaign.

Where possible, Ive included versions of the sheets


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

HOW THEY WERE CREATED

CREDITS
Creator

Marcus Downing

The bulk of the sheets were made using Adobe


Illustrator. This introduction was created in
InDesign, the backgrounds and front cover were
made in Photoshop, and the document was
assembled in Acrobat.

Contributors

DrWonton

Scorpions__

Illustrations

crazyred

At some point I expect Ill figure out a way to work


After Effects into the list.
All these files are available in the open source
repository.

Playtesters and suggestions



Vangor
Bob790

Doctor7
Soruk

FEEDBACK & PARTICIPATION

Darkfire
Cedrass
PId6

valadil
lsfreak
DragonWraith
Bakkan
Random832

Eldariel
qoalabear

Evil the Cat


kosjsjach

These sheets will continue to evolve based on your


feedback. Drop me a line on the discussion thread in
the links at the end.
I dont promise to do everything people ask - they are
free, after all - but Ill consider sensible requests.

Cosmicnut
Paul Belsey

Thespianus
Seracain

LINKS

If youd like to contribute yourself, you can download


the original files from the open source repository.
Youll need Adobe Illustrator CS3 to edit the files.
Send them back to me, either directly or via a
discussion on a forum.

Character Sheets
http://dyslexic-st.blogspot.com

Open source repository


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,
I may choose to grant you access to the repository
yourself. More likely though is that Ill accept your
work with a little modification to preserve the existing
standard.

Wizards of the Coast, Inc.


http://www.wizards.com

The Artistic License


http://dev.perl.org/licenses/artistic.html

Discussion and feedback thread

http://www.giantitp.com/forums/showthread.php?t=126909

HOW TO SHOW YOUR APPRECIATION

D&D Doodles

If youre ever passing through Basingstoke, I rarely


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.

3.5e
L

FU

GO
OD

W
LA

Joe Furst

XP

The three-level
abbreviations (like
WIS) always
refer to an ability
modifier, not a
score.
Gnomes get
+2 Constitution,
-2 Strength

Use the boxes with


big grey borders
for temporary
changes, like buffs
and nerfs.

8106

Jonas Patrick Forsyth

Race

Size

Gnome

Item
Bonus

Ability
Modifier

Temp
Bonus

Temp
Modifier

Skill Ranks Hit Die

STR

STR
-1

STR

CON

14

CON
+2

CON

1 Druid
2
3
4
5

DEX

14

DEX
+2

DEX

INT

12

INT
+1

INT

WIS

16

WIS
+3

WIS

Appraise

CHA

CHA
-1

CHA

Balance

Ability Modifier = (Total Ability Score - 10) 2

SPECIAL ABILITIES
Low-light vision
Speak with
animals 1/day

(Round down)

FEATS

Track
Scribe Scroll

Max
Ranks

0
Effective
Character
Level

d
= ECL + 3
Untrained

Skill
Bonus

Bluff
Climb
Concentration
Decipher Script
Diplomacy
Disguise
Escape Artist
Forgery
Gather Information

Handle Animal
Heal
Hide
Intimidate

8
2

Listen
Move Silently
Open Lock

Ride
Search
Sense Motive
Sleight of Hand
Spellcraft
Spot
Survival
Trained

Swim

4
6
8
8
-1

Tumble
Use Magic Device
Use Rope

Nature
Craft: Alchemy

6
8

1
INT
DEX
CHA
STR
2
CON
INT
-1
CHA
INT
CHA
DEX
INT
CHA
-1
CHA
3
WIS
DEX
CHA
STR
WIS
3
DEX
2
DEX
2
DEX
INT
WIS
DEX
INT
1
3
WIS
3
WIS

Racial,
Class Skills Ranks Feats,
Synergy
1 2 3 4 5

+2 for alchemy

The hit points you


gain each level are
the classs hit die
+ your CON.

- Size
mod x4
+ Size
diff x4

3
1

+2 in nature

5
5

5 ranks in Handle
Animal gives a +2
bonus to Ride

3
3
5

+2 racial bonus
to Listen

- 1 per 5lb
carried

22
1

5 ranks in
Knowledge:
Nature gives a +2
bonus to Survival
in a natural
environment

+2 racial bonus
to Craft Alchemy

Other skills:
Craft - INT
Perform - CHA

EXAMPLE
Gnome Druid 5

5 ranks in Craft:
Alchemy gives
a +2 bonus to
Appraise on
alchemic targets

SURVIVAL

STR
-1
DEX
CHA
DEX
1
INT

Favoured Armour
Misc Enemy Check
Bonus Penalty

Knowledge - INT
Profession - WIS

Knowledge:

LANGUAGES
Common
Gnome
Druidic
Orc

Your skill ranks


each level are the
classs + your INT.

SKILLS

Jump

The base
languages for
your race and
class, plus one for
each point of
INT modifier.

Level
Adjustment

8 /4

Track

d8

Level

d
d

Disable Device

Animal Companion
Nature Sense
Wild Empathy
Woodland Stride
Trackless Step
Resist Natures
Lure
Wild Shape 1/day

Size
Modifier

-1

Small

CLASSES

ABILITIES
Ability
Score

IL

The treasure of Witchs Hill

EV

C
TI
AO

CH

Campaign

CHARACTER

Name

MALE

CHARACTER SHEET

FEMALE

Player

ATTACKS

Masterwork Longbow
Range

(small)
Attack Bonus

Type

100 ft 20 sq

Masterwork Quarterstaff
Range

Damage

Critical

d4

20 ft 4 sq

ft

Fly Speed

Climb Speed

ft

sq

ft

ft

sq

Range

Attack Bonus

Type

ft

Damage

Damage

Temp Attack
Bonus

Critical

sq

Attack Bonus

Type

ft

Damage

sq

Ammo

Ammo

Base

2 +
6 = CON
FORT

Misc

Evasion

1 +

+2 racial bonus
to saves against
illusions

4 +

Improved
Evasion

Temp

4 +

WILL SAVE

3 +
WILL
7 = WIS

Endurance

+2 /illusions

Morale
Bonus

Nerfs

Buffs

Power
Attack

Nerfs

Size Modifier
4

GRAPPLE BONUS

-2

Trap
Sense

HIT POINTS Wounds

28 hp

25

Dying

21

14

A level 5 bards
inspire courage
gives the party a
+1 morale bonus

Misc

+ -4
4 + STR
-1 +

Remember the
size modifier,
x4!

Stable

Non-lethal

hp

-2

Unconcious

hp

Counting down
the hit points as
youre injured.

ARMOUR CLASS
Armour AC

ARMOUR CLASS

18
AC

2 +
= 10 + DEX

FLAT-FOOTED ARMOUR CLASS

16
AC

= 10

3
3

Natural
Armour

Shield AC

TOUCH ARMOUR CLASS

AC
15
Temp AC

EFFECTS

Buffs

HEALTH

Racial

REFLEX SAVE

2 +
REF
3 = DEX

Ranged =
BAB + DEX

Power
Attack

GRAPPLE

SAVES
FORTITUDE SAVE

Special Ammo

+5

Special Ammo

+2

+1 /kobolds and goblins

Critical

Melee =
BAB + STR

Morale
Bonus

Temp Damage
Bonus

+
Range

sq

RANGED
ATTACK

+3

Critical

ft

MELEE
ATTACK

Base
Attack

Attack Bonus

Type

sq

sq

BASE ATTACK
BASE
ATTACK BONUS

Range

Temp Speed

Speed with Armour

20 ft 4 sq

(small)

+3 / +3

sq Bludgeoning

Misc

SPEED
SPEED

Swim Speed

Attack Bonus

Type

ft

d6

Feats

= DEX
INIT
2
2 +

Critical

Special Ammo

40#

Arrows

Damage

+6

Piercing

Ammo

INITIATIVE
INITIATIVE BONUS

= 10 + DEX
2

Spell Resistance Conditional Modifiers

AC

Size
Modifier

-1

Deflection
Modifier

2 +

-1

2 +

-1

2 +
+4 /giants

Damage Reduction

/
METAMAGIC

Many thanks to
crazyred for the
doodles.

EXAMPLE
Gnome Druid 5
8

Misc

COMBAT ABILITIES

Be careful of
double negatives
on the size
modifier!

INVENTORY
Value
Antique walking stick
Travelling clothes (small)
Sacred robes (small)
Fake Magic Ring
Unidentified Ancient Artifact
Evening clothes (small)

The random stuff


adenturers always
pick up.

Weight

ARMOUR

Studded Leather Armour

Head

Properties

Properties
Max Speed

Type

Check Penalty

-1

Bag of Drugged Nuts


Maids outfit (small)
Unidentified dagger
(transmutation magic?)

Max AC DEX

20 ft 4 sq

Light
Weight

+5

Spell Failure

Armour AC

+3
AC

20 lb
15 %
SHIELD

Face
Properties

Neck / Throat

Amulet of Retributive Healing

Properties
Check Penalty

EQUIPMENT

Weight

Spell Failure

Bag of Holding:
Piano
King of Argors head

Shield AC

AC

lb

Properties

When healing someone, also recieve


healing effects myself
Shoulders
Properties

Alchemy Tools
Anvil

This guy in the


middle exists to be
scribbled on.
Poor guy.

Arms / Wrists
Properties

Body
Properties

Torso
Properties

Hands

Waist

Properties

Properties

Ring

Ring of Protection +2

Feet

Properties

Properties

+2 deflection bonus to AC

Ring
Properties

Properties

MONEY

VALUABLE ITEMS

Copper
Silver
,

Platinum
Light Load

lb
Medium Load

lb
Heavy Load

lb
Max Load

lb

lb

Weapons, Ammo

20 lb

Armour, Shield

lb

Worn Items

lb

Total

,2 7 6 sp

Gold

Carried Items

1 9 cp

,
,

6 2 pp

3,9 9 5 .7 9

50 coins weighs 1lb

coins

Debts

Valuables

lb

Other items

lb

Total

Scrolls, Potions,
Wands, Components

lb

Coins
Total Weight

King of Argors Signet Ring

3,3 4 8 gp
,

Letter to the King of Argor

The money fields are lined up to


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

EXAMPLE
Gnome Druid 5
9

Value

Since there are


slots for wands,
scrolls and
potions on the
druids sheet, well
use the version
of the inventory
sheet without
these.
(It has room
for more loot
instead!)
Also, consider
using a party
funds sheet to
keep your shared
spoils.

A characters
alignment isnt
always the same
as their deitys.

Caster
Level

DRUID

Level
Bonus

OD
GO

EV

C
TI

AO

IL

FU

Garl Glittergold

CH

SPELLS
13
14

15
16

Base
Bonus Spells
+
Spells

5
4

5
3

WIS
WIS - 4
WIS - 8
WIS - 12

Spells
per day

Spell
Save DC

Spell DC: +1 for illusion

Since our druids


wisdom modifier
is 3, he gets 3
bonus spells in
the first column
and none in the
others.

+
W
LA

DEITY

In the first column


of check boxes,
fill in as many
bonus spells as
your relevant
modifier; in the
second column,
the same - 4;
in the third
column, the
same - 8.

PREPARED SPELLS
PREPARED
SPELLS
Detect Magic
Cure Minor Wounds x 2
0
Flare
Purify Food & Drink
Charm Animal
Entangle
Cure Light Wounds x 2
Beast Claws
Bulls Strength
Warp Wood
Frost Breath

5
6

Cure Moderate Wounds

8
9
Spell Save DC = 10 + WIS + Spell Level

WILD SHAPE
For details of
a specific wild
shape, refer to the
separate sheet.

Times per day

Times Today

1
Current Shape

The most
important bit of
the sheet.

7
8
WANDS

CHARGES

#
20

CHARGES

#
50

CHARGES

CHARGES

2d8 + 5

CHARGES

Cure Moderate Wounds

Produce Flan
Defective Item

SCROLLS
Summon Monster II
Mage Armour

EXAMPLE
Gnome Druid 5
10

POTIONS
Holy Water x 3
Enlarge Person
Shrink Person
Haste

Use the
checkboxes to
keep track of the
spells youve used
today.
Whether you start
with the boxes
empty and cross
them off, or start
with them full and
rub them out, is
up to you.

Animal companions gain benefits as their owner levels.


A war pony starts with hit die of 2d8; the animal companion of a level 5 druid
gets to add another 2 hit dice to that. This is reflected in their hit points.

FAMILIAR

ANIMAL COMPANION

SUMMONED CREATURE
Age

Creature Name

9
Subtype

War Pony

IL
EV

FEMALE

TI

AO

Size
Modifier

Medium

Height

lb Effective
Level

11 hands

ft

Hit die

ABILITIES
Ability
Score

Item
Bonus

Ability
Modifier

Temp
Bonus

Balance

Climb

Escape Artist

Hide

Jump

+2
DEX

Listen

-4
INT

Move Silently

Search

Sense Motive

STR

16

STR
+3

CON

14

CON
+2

DEX

14

INT

WIS

11

+0
WIS

CHA

-3
CHA

Ability Modifier = (Total Ability Score - 10) 2

EQUIPMENT

Spot

Survival

Track
Swim

Trained

2
DEX
3
STR
2
DEX
2
DEX
3
STR
0
WIS
2
DEX
5
INT
0
WIS
0
WIS
0
WIS

ft

1d3+3

Critical

SPEED
BASIC SPEED

Swim Speed

Fly Speed

40 ft 8 sq

ft

ft

Critical

sq

Temp Attack Temp Damage

+1
Attack Bonus

ft

sq

BASE ATTACK
BASE ATTACK
Damage

Critical

sq

GRAPPLE
5

Attack Bonus

Range

ft

Damage

Size
Modifier

GRAPPLE BONUS

Critical

+4

sq

Misc

3 + x04 +
+ STR

HEALTH
HIT POINTS Wounds

Dying

22

26 hp

21

Base Save

5 = CON
2 +
FORT

4
REF

1 +
= DEX

hp

+
+

Endurance, Evasion

Evasion

EFFECTS

Misc

Temp

Natural
Armour

ARMOUR CLASS

15
AC

1 +
= 10 + DEX

AC
14

= 10

/ +

11
AC
Temp AC

1
= 10 + DEX

Size
Modifier

Misc
Modifier

Spell Resistance Damage Reduction

AC

/
SPECIAL ABILITIES

Low light vision


Scent
Link
Share Spells

Bonus tricks: Work, Track

11

hp

TOUCH ARMOUR CLASS

0 = WIS
0 +
WILL

Endurance

Unconcious

FLAT-FOOTED ARMOUR CLASS

WILL SAVE

FEATS

Non-lethal

ARMOUR CLASS

FORTITUDE SAVE

3
STR

Stable

15

SAVES

REFLEX SAVE

PORTRAIT

Damage

Misc

= DEX
2 +
INIT
+2

sq

Range

SURVIVAL

Damage

+3 / +3

Attack Bonus

Range
Ranks Racial, Feats

Attack Bonus

sq

4 d 8

SKILLS

XP

INITIATIVE
INITIATIVE BONUS

Hoof (melee)
Range

450

(Highland)

Size

ATTACKS

Level
Ranks Adjustment

Weight

MALE

GO

FU

W
LA

OD

Creature Type

CH

Companions
dont necessarily
have the same
alignment as their
owner. This pony
is chaotic and
doesnt care about
right and wrong.

Sugarmuffin

Creature
Level

Base
Attack

The same sheet serves familiars, animal


companions and summoned creatures
(like the Paladins mount).

Dont forget the


size modifier.

Print as many
copies of the Wild
Shape page as you
need.

Creature Type

Druid
Level

When in wild
shape, your
physical abilities
(STR, CON, DEX)
come from the
creatures listing
in the Monster
Manual, while the
mental abilities
(INT, WIS, CHA)
remain
unchanged.

Range
Size
Modifier

ABILITIES
Temp
Bonus

Item
Bonus

Ability
Score

13

STR
+1

CON

15

+2
CON

DEX

15

+2
DEX

ft

Misc

ft

Base
Attack

ft

sq

Size
Modifier x4

Misc

1 + x4 +
+ STR
Misc

FORTITUDE SAVE

6 =CON
2 + 4
FORT

REF
3

2 +
= DEX

sq

Attack Bonus

ft

Critical

Temp

Attack Bonus

Damage

Critical

27

STR
+8

CON

19

+4
CON

DEX

13

+1
DEX

Natural
Armour

2 +
= 10 + DEX

= 10

/ +

2
= 10 + DEX

Size
Modifier

11

AC

ft

sq

Size
Modifier x4

Misc

8 + x4 +
+ STR

Range

ft

Base

Misc

FORTITUDE SAVE

4 +
8 =CON
FORT

REF
2

1 +
= DEX

Range

ft

ft

Attack Bonus

Damage

Critical

Attack Bonus

Damage

Critical

Natural
Armour

ARMOUR CLASS

15
AC

1 +
= 10 + DEX

Temp

14
AC

= 10

Size
Modifier

Misc
Modifier

/ +

TOUCH ARMOUR CLASS

10
AC

1
= 10 + DEX

Spell Resistance Damage Reduction

AC

/
SPECIAL ABILITIES

Scent

Scent

Track (+4)

Endurance
Run
Track
+4 Swim

12

Critical

ARMOUR CLASS

Low-light vision

Dont forget your animal forms special abilities,


but remember they might not all apply to you.

Damage

sq

Low-light vision

The most
important bit:
the picture.

Attack Bonus

sq

PORTRAIT

SPECIAL ABILITIES

Hit with claws, then start


grappling as a free action

sq

Temp AC

REFLEX SAVE

Critical

FLAT-FOOTED ARMOUR CLASS

SAVES

1d8+8

Improved Grab

Temp Speed

Damage

+11

sq

Range

GRAPPLE BONUS

Attack Bonus

Initiative

40 ft 8 sq

Misc
Modifier

Spell Resistance Damage Reduction

PORTRAIT

Misc

1 +
DEX

SPEED

TOUCH ARMOUR CLASS

12
AC

Ability
Modifier

STR

=
1
INIT

sq

ARMOUR CLASS

12
AC

Temp
Bonus

Item
Bonus

ft

COMBAT

ARMOUR CLASS

14
AC

Size
Modifier

Ability Modifier = (Total Ability Score - 10) 2

sq

ft

Claws

ABILITIES

Critical

Damage

+1

INITIATIVE BONUS

Temp AC

REFLEX SAVE

Damage

ATTACKS

5
Range

Large
Ability
Score

FLAT-FOOTED ARMOUR CLASS

SAVES
Base

Size

+1 to trip

Range

Temp Speed

1d6+1

Attack Bonus

Range

50 ft 10sq

+3

Druid
Level

Brown Bear

Critical

Initiative

2 +
DEX

SPEED

Damage

Hit with bite, then trip as a free


action, no attack of opportunity

Range

COMBAT
2
INIT

Attack Bonus

sq

Trip

Ability Modifier = (Total Ability Score - 10) 2

GRAPPLE BONUS

Base saves are


the same as your
basic form, but
the abilities CON
and DEX are
different.
Will save is
unaffected by
Wild Shape.

Ability
Modifier

STR

INITIATIVE BONUS
The base attack
bonus is your
own, not your
animal forms.

Creature Type

Bite

Wolf
Size

WILD SHAPE

ATTACKS

Base
Attack

WILD SHAPE

3.5e

IL

OD
GO

MALE

Race

Size

ABILITIES
Item
Bonus

Ability
Score

Ability
Modifier

Temp
Bonus

Temp
Modifier

STR

STR

STR

CON

CON

CON

1
2
3
4
5

d
d
d
SKILLS

DEX

INT

INT

INT

WIS

WIS

WIS

Appraise

CHA

CHA

CHA

Balance

(Round down)

Value

Weight

Max
Ranks

= ECL + 3

Untrained

Bluff
Climb
Concentration
Decipher Script
Diplomacy
Disable Device
Disguise
Escape Artist
Forgery
Gather Information
Handle Animal
Heal
Hide
Intimidate
Jump
Listen
Move Silently
Open Lock
Ride
Search
Sense Motive
Sleight of Hand
Spellcraft
Spot
Survival

Carried Items

lb

Weapons, Ammo, Scrolls, Potions

lb

Armour, Shield, Protective Items

lb

Total Weight

lb

Medium Load

Heavy Load

lb

lb

lb

MONEY

gp
pp

Use Magic Device


Use Rope
Knowledge:

- Size
mod x4
+ Size
diff x4

SURVIVAL

STR
DEX
CHA
DEX
INT

- 1 per 5lb
carried

sp

,
,

Tumble

Knowledge - INT
Profession - WIS

Swim

Favoured Armour
Misc Enemy Check
Bonus Penalty

cp

lb

Trained

INT
DEX
CHA
STR
CON
INT
CHA
INT
CHA
DEX
INT
CHA
CHA
WIS
DEX
CHA
STR
WIS
DEX
DEX
DEX
INT
WIS
DEX
INT
WIS
WIS

Racial,
Class Skills Ranks Feats,
Synergy
1 2 3 4 5

LANGUAGES

,
,

Max Load

Track

Skill
Bonus

Other skills:
Craft - INT
Perform - CHA

Light Load

Level
Adjustment

Effective
Character
Level

DEX

INVENTORY

Level

DEX

Ability Modifier = (Total Ability Score - 10) 2

Size
Modifier

Skill Ranks Hit Die

CLASSES

FEMALE

C
TI

XP

L
FU
W
LA

AO
CH

Campaign

CHARACTER

Name

EV

CHARACTER SHEET

Player

ATTACKS

INITIATIVE
INITIATIVE BONUS

Attack Bonus

Type

ft

Damage

sq

Ammo

Range

Attack Bonus

Type

Range

Attack Bonus

Type

ft

Range

Attack Bonus

ft

FORT

= CON +

Temp

Misc

HIT POINTS Wounds

WILL SAVE

WILL

= WIS +

Evasion

Improved
Evasion

Size Modifier
4

GRAPPLE BONUS

Endurance

Dying

Trap
Sense

hp

Armour AC

ARMOUR CLASS

AC

= 10 + DEX +

Natural
Armour

Shield AC

Temp AC

ft
Spell Failure

sq

Weight

Armour AC

lb

SHIELD
Check Penalty

Spell Failure

Weight

EQUIPMENT
Head
Properties
Throat
Properties
Body
Properties
Arms
Properties
Hands
Properties
Ring
Properties

Max AC DEX

hp

= 10

= 10 + DEX

Size
Modifier

Deflection
Modifier

Misc

FLAT-FOOTED ARMOUR CLASS

AC

Max Speed

Unconcious

Non-lethal

ARMOUR CLASS

AC

ARMOUR

Check Penalty

+ 4 + STR +

Stable

hp

TOUCH ARMOUR CLASS

Type

Misc

HEALTH

Racial

= DEX +

GRAPPLE

REFLEX SAVE

REF

sq

Temp Attack Temp Damage


Bonus
Bonus

SAVES
Base

ft

sq

BASE ATTACK BONUS

Critical

FORTITUDE SAVE

ft

sq

Damage

sq

Temp Speed

Critical

Type

Speed with Armour

BASE ATTACK

Damage

sq

ft

Critical

sq

ft

SPEED

#
Damage

SPEED

Special Ammo

Misc

INIT = DEX +

Critical

Base
Attack

Range

Feats

Spell Resistance Damage Reduction

Conditional Modifiers

AC
EFFECTS

COMBAT ABILITIES

FEATS

SPECIAL ABILITIES

Shield AC

lb

3.5e

MALE

Race

IL

OD
GO
C
TI

XP

L
FU
W
LA

AO
CH

Campaign

CHARACTER

Name

EV

CHARACTER SHEET

Size

ABILITIES
Ability
Modifier

Temp
Bonus

Temp
Modifier

STR

STR

STR

CON

CON

CON

d
d
d
d
SKILLS

DEX

DEX

INT

INT

INT

WIS

WIS

WIS

Appraise

CHA

CHA

CHA

Balance

SPECIAL ABILITIES

(Round down)

FEATS

Effective
Character
Level

DEX

Ability Modifier = (Total Ability Score - 10) 2

Level
Adjustment

Max
Ranks

= ECL + 3

Untrained

Bluff
Climb
Concentration
Decipher Script
Diplomacy
Disable Device
Disguise
Escape Artist
Forgery
Gather Information
Handle Animal
Heal
Hide
Intimidate
Jump
Listen
Move Silently
Open Lock
Ride
Search
Sense Motive
Sleight of Hand
Spellcraft
Spot
Survival
Track

Trained

Swim
Tumble
Use Magic Device
Use Rope
Knowledge:

Skill
Bonus

INT
DEX
CHA
STR
CON
INT
CHA
INT
CHA
DEX
INT
CHA
CHA
WIS
DEX
CHA
STR
WIS
DEX
DEX
DEX
INT
WIS
DEX
INT
WIS
WIS
SURVIVAL

STR
DEX
CHA
DEX
INT

Racial,
Class Skills Ranks Feats,
Synergy
1 2 3 4 5

Favoured Armour
Misc Enemy Check
Bonus Penalty

- Size
mod x4
+ Size
diff x4

- 1 per 5lb
carried

LANGUAGES

Knowledge - INT
Profession - WIS

Item
Bonus

1
2
3
4
5

Level

Other skills:
Craft - INT
Perform - CHA

Ability
Score

Size
Modifier

Skill Ranks Hit Die

CLASSES

FEMALE

Player

ATTACKS

INITIATIVE
INITIATIVE BONUS

Range

Attack Bonus

Type

ft

Range

Attack Bonus

Type

ft

Speed with Armour

Temp Speed

ft

ft

sq

Fly Speed

ft

ft

sq

Attack Bonus

Type

ft

Attack Bonus

Type

Damage

Temp Attack
Bonus

Critical

sq

Temp Damage
Bonus

ft

Damage

Ammo

Ammo

FORT

Base

= CON +

Misc

= DEX +

WILL SAVE

WILL

= WIS +

Evasion

Improved
Evasion

Temp

Endurance

Power
Attack

Nerfs

Size Modifier
4

GRAPPLE BONUS

Trap
Sense

Dying

Misc

+ 4 + STR +

Stable

Unconcious

Non-lethal

hp

hp

hp

ARMOUR CLASS
Armour AC

ARMOUR CLASS

AC

= 10 + DEX +

Natural
Armour

Shield AC

= 10

AC
Temp AC

= 10 + DEX

Deflection
Modifier

Misc

FLAT-FOOTED ARMOUR CLASS

AC

Size
Modifier

TOUCH ARMOUR CLASS

EFFECTS

Buffs

HIT POINTS Wounds

REFLEX SAVE

REF

Morale
Bonus

Power
Attack

Nerfs

HEALTH

Racial

Buffs

GRAPPLE

SAVES
FORTITUDE SAVE

RANGED
ATTACK

Special Ammo

sq

Special Ammo

ft

Critical

sq

Morale
Bonus

Base
Attack

Attack Bonus

Type

sq

MELEE
ATTACK

+
Range

Climb Speed

Critical

sq

Range

ft

Damage

sq

BASE ATTACK
BASE
ATTACK BONUS

Range

sq

Swim Speed
Critical

sq

SPEED

Damage

SPEED

Special Ammo

Misc

INIT = DEX +

Critical

sq

Ammo

ft

Damage

Feats

Spell Resistance Conditional Modifiers

AC
Damage Reduction

/
METAMAGIC

COMBAT ABILITIES

INVENTORY

Value

ARMOUR

Weight

Head

Properties

Properties
Max Speed

Type

ft
Check Penalty

Weight

Max AC DEX

sq

Spell Failure

lb

SHIELD

Armour AC

AC

Face
Properties

Neck / Throat

Properties
Check Penalty

EQUIPMENT

Weight

Spell Failure

lb

Shield AC

Properties

AC
Shoulders
Properties

Arms / Wrists
Properties

Body
Properties

Torso
Properties
Light Load

Carried Items

lb

Weapons, Ammo

lb

lb

Armour, Shield

lb

Heavy Load

Worn Items
Scrolls, Potions,
Wands, Components

lb
lb

Total Weight

lb

lb
Medium Load

lb
Max Load

lb

MONEY
Copper
,

Gold
Platinum
,

CHARGES

CHARGES

CHARGES

WANDS

#
#

gp

Properties

Properties

Properties

Properties

Properties

pp

CHARGES

Total

Properties

sp

Waist

cp

Silver

Hands

SCROLLS

POTIONS

INVENTORY

Value

ARMOUR

Weight

Head

Properties

Properties
Max Speed

Type

ft
Check Penalty

Weight

Max AC DEX

sq

Spell Failure

Armour AC

AC

lb

SHIELD

Face
Properties

Neck / Throat

Properties
Check Penalty

EQUIPMENT

Weight

Spell Failure

Shield AC

AC

lb

Properties

Shoulders
Properties

Arms / Wrists
Properties

Body
Properties

Torso
Properties

Hands

Waist

Properties

Properties

Ring

Feet

Properties

Properties

Ring
Properties

Properties

MONEY

VALUABLE ITEMS

Copper
Silver

Gold

Light Load

lb
Medium Load

lb
Heavy Load

lb
Max Load

lb

lb

Weapons, Ammo

lb

Armour, Shield

lb

Worn Items

lb

Total

,
,

gp

,
pp

,
,

sp

Platinum
Carried Items

cp

50 coins weighs 1lb

coins

Debts

Valuables

Scrolls, Potions,
Wands, Components

lb

Coins

lb

Other items

Total Weight

lb

Total

Value

3.5e

MALE

Race

IL

OD
GO
C
TI

Size
Skill Ranks Hit Die

CLASSES
Ability
Score

Item
Bonus

Ability
Modifier

Temp
Bonus

Temp
Modifier

STR

STR

STR

CON

CON

CON

DEX

DEX

DEX

INT

INT

INT

WIS

WIS

WIS

CHA

CHA

CHA

Ability Modifier = (Total Ability Score - 10) 2

SPECIAL ABILITIES

(Round down)

FEATS

1
2
3
4
5

d
d
d

Level
Adjustment

Effective
Character
Level

d
d
SKILLS

Max
Ranks

= ECL + 3

Untrained

Appraise
Autohypnosis
Balance
Bluff
Climb
Concentration
Decipher Script
Diplomacy
Disable Device
Disguise
Escape Artist
Forgery
Gather Information
Handle Animal
Heal
Hide
Intimidate
Jump
Listen
Move Silently
Open Lock
Psicraft
Ride
Search
Sense Motive
Sleight of Hand
Spellcraft
Spot
Survival
Track

Trained

Swim
Tumble
Use Magic Device

LANGUAGES

Level

Use Psionic Device


Use Rope
Knowledge: Psionics

Skill
Bonus

INT
WIS
DEX
CHA
STR
CON
INT
CHA
INT
CHA
DEX
INT
CHA
CHA
WIS
DEX
CHA
STR
WIS
DEX
DEX
INT
DEX
INT
WIS
DEX
INT
WIS
WIS

Racial,
Class Skills Ranks Feats,
Synergy
1 2 3 4 5

Favoured Armour
Misc Enemy Check
Bonus Penalty

- Size
mod x4
+ Size
diff x4

SURVIVAL

STR
DEX
CHA
CHA
DEX
INT

- 1 per 5lb
carried

Knowledge - INT
Profession - WIS

ABILITIES

Size
Modifier

Other skills:
Craft - INT
Perform - CHA

XP

L
FU
W
LA

AO
CH

Campaign

CHARACTER

Name

EV

CHARACTER SHEET

FEMALE

Player

ATTACKS

INITIATIVE
INITIATIVE BONUS

Range

Attack Bonus

Type

ft

Range

Attack Bonus

Type

ft

Speed with Armour

Temp Speed

ft

ft

sq

Fly Speed

ft

ft

sq

Attack Bonus

Type

ft

Attack Bonus

Type

Damage

Temp Attack
Bonus

Critical

sq

Temp Damage
Bonus

ft

Damage

Ammo

Ammo

FORT

Base

= CON +

Misc

= DEX +

WILL SAVE

WILL

= WIS +

Evasion

Improved
Evasion

Temp

Endurance

Power
Attack

Nerfs

Size Modifier
x4

GRAPPLE BONUS

Trap
Sense

Dying

Misc

+ x 4 + STR +

Stable

Unconcious

Non-lethal

hp

hp

hp

ARMOUR CLASS
Armour AC

ARMOUR CLASS

AC

= 10 + DEX +

Natural
Armour

Shield AC

= 10

AC
Temp AC

= 10 + DEX

Deflection
Modifier

Misc

FLAT-FOOTED ARMOUR CLASS

AC

Size
Modifier

TOUCH ARMOUR CLASS

EFFECTS

Buffs

HIT POINTS Wounds

REFLEX SAVE

REF

Morale
Bonus

Power
Attack

Nerfs

HEALTH

Racial

Buffs

GRAPPLE

SAVES
FORTITUDE SAVE

RANGED
ATTACK

Special Ammo

sq

Special Ammo

ft

Critical

sq

Morale
Bonus

Base
Attack

Attack Bonus

Type

sq

MELEE
ATTACK

+
Range

Cimb Speed

Critical

sq

Range

ft

Damage

sq

BASE ATTACK
BASE
ATTACK BONUS

Range

sq

Swim Speed
Critical

sq

SPEED

Damage

SPEED

Special Ammo

Misc

INIT = DEX +

Critical

sq

Ammo

ft

Damage

Feats

Spell Resistance Conditional Modifiers

AC
Damage Reduction

/
METAPSIONICS

COMBAT ABILITIES

INVENTORY

Value

ARMOUR

Weight

Head

Properties

Properties
Max Speed

Type

ft
Check Penalty

Weight

Max AC DEX

sq

Spell Failure

lb

SHIELD

Armour AC

AC

Face
Properties

Neck / Throat

Properties
Check Penalty

EQUIPMENT

Weight

Spell Failure

lb

Shield AC

Properties

AC
Shoulders
Properties

Arms / Wrists
Properties

Body
Properties

Torso

Light Load

Properties

Carried Items

lb

Weapons, Ammo

lb

lb

Armour, Shield

lb

Heavy Load

Worn Items
Scrolls, Potions,
Wands, Components

lb
lb

Total Weight

lb

lb
Medium Load

lb
Max Load

lb

Copper
,

,
,

WANDS

gp

,
pp

,
,

sp

Platinum

Properties

Properties

POWER STONES

TATTOOS

2
3
4
5
6
7
8
9

11
12

CHARGES

13

CHARGES

CHARGES

10

14
15
16
17
18

CHARGES

Total

cp

Gold

Waist

MONEY
Silver

Hands

19
20

3.5e

IL

MALE

OD
GO
C
TI

XP

L
FU
W
LA

AO
CH

Campaign

CHARACTER

Name

EV

CHARACTER SHEET

Race

Size

ABILITIES
Ability
Modifier

Temp
Bonus

Temp
Modifier

STR

STR

STR

CON

CON

CON

DEX

DEX

DEX

INT

INT

INT

WIS

WIS

WIS

CHA

CHA

CHA

Ability Modifier = (Total Ability Score - 10) 2

FEATS

Max
Ranks

d
d
d

Level
Adjustment

Effective
Character
Level

d
d
SKILLS
/

= ECL + 3
Untrained

Skill
Bonus

Racial,
Class Skills Ranks Feats,
Synergy
1 2 3 4 5

Misc

(Round down)

SPECIAL ABILITIES

LANGUAGES

Knowledge - INT
Profession - WIS

Item
Bonus

1
2
3
4
5

Level

Other skills:
Craft - INT
Perform - CHA

Ability
Score

Size
Modifier

Skill Ranks Hit Die

CLASSES

FEMALE

Player

3.5e

IL

Race

EV

OD
GO
C
TI

XP

L
FU
W
LA

AO
CH

Campaign

CHARACTER

Name

MALE

CHARACTER SHEET

Size

ABILITIES
Ability
Modifier

RAGE!
Modier

Fatigue
Modier

1 Barbarian
2
3
4
5

STR

DEX

DEX

INT

INT

WIS

WIS

Appraise

CHA

CHA

Balance

+
CON +

CON

Ability Modifier = (Total Ability Score - 10) 2


Barbarian
Level

(Round down)

BARBARIAN

Max
Ranks

Concentration
Diplomacy
Disable Device

Trap Sense +1

Escape Artist
Forgery

Rage 2/day

Improved Uncanny Dodge

Trap Sense +2

Heal

Damage Reduction 1/

Hide

Rage 3/day

Trap Sense +3

Listen

Damage Reduction 2/

Move Silently

Gather Information
Handle Animal

Intimidate
Jump

Open Lock

Greater RAGE!

Ride

Rage 4/day
Trap Sense +4

Search
Sense Motive

13

Damage Reduction 3/

14

Indomitable Will

Spellcraft

15

Trap Sense +5

Spot

16

Rage 5/day
Damage Reduction 4/

Tireless RAGE!

18

Trap Sense +6

19

Damage Reduction 5/

Survival
Track

Trained

Tumble
Use Magic Device
Use Rope
Knowledge:

Mighty RAGE!
Rage 6/day

NOTES

Sleight of Hand

Swim

17

20

Untrained

Climb

Disguise

12

d
SKILLS

Decipher Script

Fast Movement
Illiteracy
RAGE! 1/day

Effective
Character
Level

Bluff

Uncanny Dodge

11

d
d

= ECL + 3

10

Level
Adjustment

Skill
Bonus

INT
DEX
CHA
STR
CON
INT
CHA
INT
CHA
DEX
INT
CHA
CHA
WIS
DEX
CHA
STR
WIS
DEX
DEX
DEX
INT
WIS
DEX
INT
WIS
WIS
SURVIVAL

STR
DEX
CHA
DEX
INT

Racial,
Class Skills Ranks Feats,
Synergy
1 2 3 4 5

Forbidden Armour
Misc During Check
RAGE! Penalty

- Size
mod x4
+ Size
diff x4

x2

LANGUAGES

Knowledge - INT
Profession - WIS

STR

Level

Other skills:
Craft - INT
Perform - CHA

Item
Bonus

Ability
Score

Size
Modifier

Skill Ranks Hit Die

CLASSES

FEMALE

Player

ATTACKS

INITIATIVE
INITIATIVE BONUS

Range

Attack Bonus

Type

ft

Damage

Ammo

Range

Damage

ft

Speed with Armour

Temp Speed

ft

ft

sq

+ 10 to speed
unless wearing
heavy armour

Critical

sq

ft

SPEED

Attack Bonus

Type

Attack Bonus

ft

Damage

Range

Attack Bonus

Type

ft

Range

Attack Bonus

Ammo

RAGE!
PER DAY

RAGE!

RAGE!
Today

hp

Total
Level

CON
Increase

RAGE!

= CON + 3

(Use adjusted CON)

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

Mighty RAGE! +8 Strength +8 Constitution +4 Will -2 AC


-2 Strength -2 Dexterity

Cant charge or run

SAVES
FORTITUDE SAVE

FORT

= CON +

Base

Misc

= DEX +

WILL SAVE

WILL

= WIS +

Evasion
Endurance

Temp

RAGE!

Fatigued

REFLEX SAVE

REF

+
Improved Evasion
Imdomitable Will

EFFECTS

Buffs

+
RAGE!

Nerfs

Fatigued

Fatigued

GRAPPLE
Size Modifier
x4

GRAPPLE BONUS

Misc

+ x 4 + STR +

Dying

RAGE!

Trap
Sense

Stable

Non-lethal

hp

hp

RAGE!

Unconcious

hp

hp

ARMOUR CLASS

Greater RAGE! +6 Strength +6 Constitution +3 Will -2 AC


Fatigued

RAGE!

Nerfs

RAGE! DURATION

rds

Buffs

Temp Damage
Bonus

HIT POINTS Wounds

sq

RANGED
ATTACK

HEALTH

Temporary
Hit Points

MELEE
ATTACK

Special Ammo

ft

sq

Special Ammo

ft

Critical

Ammo

Damage

sq

Temp Attack
Bonus

Critical

Type

ft

Damage

sq

Fly Speed

Critical

sq

sq

Swim Speed

Base
Attack

Type

sq

BASE ATTACK
BASE
ATTACK BONUS

Range

SPEED

Special Ammo

Misc

INIT = DEX +

Critical

sq

Feats

Armour AC

ARMOUR CLASS

= 10 + DEX +

AC

Natural
Armour

Shield AC

= 10

= 10 + DEX

Temp AC

Spell Resistance

Misc

TOUCH ARMOUR CLASS

AC

Deflection
Modifier

FLAT-FOOTED ARMOUR CLASS

AC

Size
Modifier

/
Uncanny Dodge

Improved Uncanny Dodge

Conditional Modifiers

AC
RAGE!

-2

AC Penalty

Damage Reduction

FEATS

SPECIAL ABILITIES
RAGE!

Bard
Level

PREPAREDSPELLS
SPELLS
KNOWN

Caster
Level

BARD
Level
Bonus

SPELLS
Spell
Save DC

Spells = Base + Bonus Spells


per day
Spells
CHA
CHA - 4
CHA - 8
CHA - 12

Spells
Known

1
2
3

4
5
6
Spell Save DC = 10 + CHA + Spell Level

ARCANE SPELL FAILURE THRESHOLD

Bards can wear light armour without risking


spell failure.

BARDIC KNOWLEDGE
Bard
Level

BARDIC KNOWLEDGE
BONUS

= INT +

Misc

BARD
Bard
Level

Perform
Ranks

Courage Bonus

Inspire Courage
Countersong
Fascinate

Inspire Competence

Suggestion

12

Inspire Greatness

12

15

Song of Freedom

15

18

Inspire Heroics

18

21

Mass Suggestion

6
Number of
Affected Allies

Number of
Affected Allies

FASCINATE

+1 3

CHARGES

CHARGES

WANDS

CHARGES

CHARGES

Bard
Level

CHARGES

AUDIENCE
MAX FASCINATED

SCROLLS

POTIONS

CLERIC

PREPARED SPELLS
PREPARED
SPELLS

Cleric
Level
Caster
Level

0
GO

OD

L
FU
W
LA
IL

AO
CH
C
TI

DOMAINS

Domain

EV

DEITY

Domain Spell

Domain

Granted Power

Granted Power
Domain Spell

1
2
3
4

Domain Spell

6
7
8

Domain Spell

SPELLS
=

Base
Bonus Spells
+
Spells
WIS
WIS - 4
WIS - 8
WIS - 12

Spells
per day

Spell
Save DC

Domain Spell

1
2
3

Domain Spell

5
6
7

Domain Spell

9
Spell Save DC = 10 + WIS + Spell Level

TURN / REBUKE UNDEAD

OD
GO
IC

T
AO

CH

EV
IL

FU

Turn, Halt,
Rout and
Destroy Undead

Domain Spell

Evil Cleric

W
LA

Good Cleric

TURNS / REBUKES PER DAY

Rebuke, Halt, Awe,


Control, Dispel Turning
and Bolster Undead
Misc

Domain Spell

Today

= 3 + CHA +

SCROLLS

TURNING CHECK

Synergy

= d20 + CHA +

TO TURN CREATURE MAX HIT DICE

Cleric Level

-4

TO DESTROY CREATURE MAX HIT DICE


Cleric Level

( Turning
Check 3 ) +
2

(Round down)

CREATURES AFFECTED TOTAL HIT DICE

Cleric Level

= 2d6 + CHA +

POTIONS

PREPARED SPELLS
PREPARED
SPELLS

Caster
Level
Level
Bonus

C
TI

AO
CH

IL

OD
GO

0
L
FU
W
LA

DEITY

EV

DRUID

SPELLS
=

Base
Bonus Spells
+
Spells
WIS
WIS - 4
WIS - 8
WIS - 12

Spells
per day

Spell
Save DC

0
1
2
3

4
5
6
7

8
9
Spell Save DC = 10 + WIS + Spell Level

WILD SHAPE
Times per day

Times Today

Current Shape

7
8

CHARGES

CHARGES

CHARGES

CHARGES

CHARGES

WANDS

9
SCROLLS

POTIONS

WILD SHAPE
Creature Type

Creature Type
Attack Bonus

Range

Size

WILD SHAPE

ATTACKS

Druid
Level

Damage

Critical

Range

Size

Size
Modifier

ft

Size
Modifier

sq

ABILITIES

STR

CON

CON

DEX

DEX

Attack Bonus

Range

ft

COMBAT
Misc

ft

sq
Base
Attack

Size
Modifier x4

Misc

+ STR + x 4 +
Misc

FORTITUDE SAVE

FORT =CON +

REF

= DEX +

PORTRAIT

Damage

Critical

STR

CON

CON

DEX

DEX

Natural
Armour

ARMOUR CLASS

AC

Temp

AC

= 10 + DEX +
= 10

/ +

TOUCH ARMOUR CLASS

AC
AC

Misc

Critical

Attack Bonus

Damage

Critical

ft

Attack Bonus

Damage

Critical

Attack Bonus

Damage

Critical

Size
Modifier

Misc
Modifier

ft

Range

ft

= 10 + DEX

Spell Resistance Damage Reduction

/
SPECIAL ABILITIES

ft

sq

Size
Modifier x4

GRAPPLE BONUS

Misc

Base

Misc

FORTITUDE SAVE

= DEX +

ARMOUR CLASS

PORTRAIT

Natural
Armour

ARMOUR CLASS

AC

Temp

AC

= 10 + DEX +
= 10

/ +

TOUCH ARMOUR CLASS

AC
Temp AC

REFLEX SAVE

sq
Size
Modifier

Misc
Modifier

FLAT-FOOTED ARMOUR CLASS

SAVES

REF

ft

sq

+ STR + x 4 +

FORT =CON +

sq

Range
Temp Speed

sq

Initiative

INIT = DEX +
SPEED

ARMOUR CLASS

Temp AC

REFLEX SAVE

STR

FLAT-FOOTED ARMOUR CLASS

SAVES
Base

Damage

sq

Range

COMBAT

sq

sq

Ability
Modifier

Ability Modifier = (Total Ability Score - 10) 2

Attack Bonus

ft

Temp
Bonus

Item
Bonus

INITIATIVE BONUS

Temp Speed

GRAPPLE BONUS

Critical

sq

Range

SPEED

Damage

Initiative

INIT = DEX +
ft

Attack Bonus

ft

Critical

sq

Range

Ability Modifier = (Total Ability Score - 10) 2

Damage

Ability
Score

Base
Attack

Ability
Modifier

STR

INITIATIVE BONUS

ft

Attack Bonus

ABILITIES

Temp
Bonus

Item
Bonus

Ability
Score

ATTACKS

Druid
Level

AC

= 10 + DEX

Spell Resistance Damage Reduction

/
SPECIAL ABILITIES

MONK

MONK

Monk
Level

Monk
Level

FLURRY OF BLOWS

FLURRY ATTACK BONUS

WHOLENESS OF BODY
HEALING POINTS
Monk Level
PER DAY

Still Mind

+2 to saves against enchantments

Ki Strike (magic)
Slow Fall 20 ft

Purity of Body

Points Healed

Slow Fall 30 ft

Wholeness of Body

Slow Fall 40 ft

Improved Evasion

10
(Round down)

DIAMOND SOUL
SPELL RESISTANCE

11
12

Monk Level

{
{
{

Abundant Step
Slow Fall 60 ft

Use dimension door once per day

14

Slow Fall 70 ft

15

Quivering Palm

16

= 10 + (

2 ) + WIS

EMPTY BODY
ETHERIAL
ROUNDS

Monk Level

Rounds Today

=
PERFECT SELF

Treated as an Outsider
Immune to Charm Person and other effects that
target non-outsiders.
Damage reduction 10/magic

17

{
{

Delayed death by days equal to monk level, once a week


Treat unarmed attacks as adamantine weapons

Timeless Body
Tongue of the Sun and Moon

No age penalties or artificial aging


Speak with any living creature

Slow Fall 90 ft

19

Empty Body

Spell resistance

Ki Strike (adamantine)
Slow Fall 80 ft

18

20

Take only half damage even on failed reflex

Immune to all poisons

QUIVERING PALM

Monk Level

Heal wounds

Diamond Body
Greater Flurry

Diamond Soul

Immune to all diseases

Treat unarmed attacks as lawful weapons

13

Monk Level

Treat unarmed attacks as magic weapons


Reduce effective falling height using wall

Ki Strike (lawful)
Slow Fall 50 ft

= 10 +
QUIVER DAYS

rds

Avoid all damage on successful reflex

Monk Level

Use a full attack action for more attacks


Treat hands as weapons

Evasion

ABUNDANT STEP

SAVE DC

Flurry of Blows
Unarmed Strike

hp

CASTER LEVEL

Perfect Self
Slow Fall any distance

Assume ethereal state


Treated as outsider

C
TI

EV

IL

AO
CH

Paladin
Level

SPECIAL MOUNT

Paladin
Level

Name

2 = Caster
Level

Mount Type

Summoned
Mount Today

GO

OD

L
FU
W
LA

DEITY

IL

AO
CH

PREPARED SPELLS

C
TI

EV

OD
GO

L
FU
W
LA

PALADIN

SPELLS
Spells
per day

Spell
Save DC

Base
Bonus Spells
+
WIS
Spells

1
2

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

TURN UNDEAD
TURNS PER DAY

Misc

Today

= 3 + CHA +

TURNING CHECK

Misc

SMITE EVIL

= d20 + CHA +

( Turning
Check 3 )+

-7

TO DESTROY CREATURE MAX HIT DICE

SMITING ATTACK
BONUS

Weapon Attack Bonus

- 3 ) 2

Round down

CREATURES AFFECTED TOTAL HIT DICE

Paladin Level

= 2d6 + CHA +

+ CHA

Paladin Level

-3

Weapon
Damage
Bonus

SMITING DAMAGE
BONUS

= +

Paladin
Level

+
LAY ON HANDS

HEALING POINTS
PER DAY
hp

Paladin
Level

CHA

)+

Misc

Healing Points

hp

CHARGES

CHARGES

CHARGES

WANDS

CHARGES

Smitings Today

Paladin Level

SMITINGS
PER DAY

TO TURN CREATURE MAX HIT DICE

CHARGES

SCROLLS

POTIONS

RANGER
Level
Bonus

Ranger
Level

Ranger
Level

PREPARED SPELLS

2 = Caster
Level

FAVOURED ENEMIES
Favoured Enemy Bonus
2 4 6 8 10 12

FAVOURED ENEMY

2
3
4

WILD EMPATHY
WILD EMPATHY BONUS

Ranger Level

= CHA +

Misc

SPELLS
From Level 4
Spell
Save DC

Spells
per day

Bonus Spells
Base
+
WIS
Spells

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

CHARGES

CHARGES

CHARGES

CHARGES

CHARGES

WANDS

SCROLLS

POTIONS

PREPARED
SPELLS
KNOWN SPELLS

Caster
Level

SORCERER

Level
Bonus

SPELLS
Spell
Save DC

Spells
per day

Base Bonus Spells


+
Spells

CHA
CHA - 4
CHA - 8
CHA - 12

Spells
Known

1
2

3
4
5
6
7
8

9
Spell Save DC = 10 + CHA + Spell Level

ARCANE SPELL FAILURE THRESHOLD

%
SCROLLS

POTIONS

CHARGES

CHARGES

CHARGES

CHARGES

WANDS

PREPARED
SPELLS
KNOWN SPELLS

Caster
Level

SORCERER

METAMAGIC SPECIALIST

Level
Bonus

SPELLS
Spell
Save DC

Spells
per day

Base Bonus Spells


+
Spells
CHA
CHA - 4
CHA - 8
CHA - 12

Spells
Known

0
1
2

3
4
5
6
7
8

9
Spell Save DC = 10 + CHA + Spell Level

ARCANE SPELL FAILURE THRESHOLD

%
INSTANT METAMAGIC
INSTANT METAMAGIC
USES PER DAY

Misc

= 3 + INT +

Uses Today

SCROLLS

5
POTIONS

CHARGES

CHARGES

CHARGES

WANDS

WIZARD

PREPARED SPELLS
PREPARED
SPELLS

Caster
Level
Level
Bonus

SPELL SCHOOLS
SPECIALITY SCHOOL
Speciality Spell

PROHIBITED SCHOOLS

1
SPELLS
Spells
per day

Base
Specialist
Bonus
+
+
Spells
Spell
Spells

INT
INT - 4
INT - 8
INT - 12

Spell
Save DC

Speciality Spell

2
3
4
5

Speciality Spell

6
7
8

9
Spell Save DC = 10 + INT + Spell Level

ARCANE SPELL FAILURE THRESHOLD


Speciality Spell

SCROLLS

Speciality Spell

5
POTIONS

Speciality Spell

6
Speciality Spell

7
WANDS
CHARGES

CHARGES

Speciality Spell

8
Speciality Spell

CHARGES

9
#

WIZARD

Caster
Level

FOCUSED SPECIALIST

Level
Bonus

PREPARED SPELLS
PREPARED
SPELLS

SPELL SCHOOLS
SPECIALITY SCHOOL

Speciality Spell
Speciality Spell

PROHIBITED SCHOOLS

Speciality Spell

Speciality Spell

SPELLS
Spells
per day

Base
Specialist
Bonus
+
+
Spells
Spells
Spells

INT
INT - 4
INT - 8
INT - 12

Spell
Save DC

Speciality Spell
Speciality Spell

1
2
3

Speciality Spell

Speciality Spell

Speciality Spell

6
7

8
9
Spell Save DC = 10 + INT + Spell Level

ARCANE SPELL FAILURE THRESHOLD

Speciality Spell
Speciality Spell
Speciality Spell

SCROLLS

Speciality Spell
Speciality Spell
Speciality Spell

Speciality Spell

POTIONS

Speciality Spell
Speciality Spell

Speciality Spell
Speciality Spell
Speciality Spell

WANDS
CHARGES

CHARGES

Speciality Spell

Speciality Spell
Speciality Spell

Speciality Spell
Speciality Spell

CHARGES

Speciality Spell

PREPAREDSPELLS
SPELLS
KNOWN

Caster
Level

BEGUILER

Level
Bonus

Bonus
Spells

Dancing Lights
Message

Daze
Open / Close

Detect Magic
Read Magic

Ghost Sound

Charm Person
Colour Spray
Disguise Self
Expeditious Retreat
Obscuring Mist
Rouse
Undetectable Alignment

Comprehend Languages Detect Secret Doors


Hypnotism
Mage Armour
Silent Image
Sleep
Whelm

Blinding Colour Surge


Fog Cloud
Knock
See Invisibility
Touch of Idiocy

Blur
Glitterdust
Minor Image
Silence
Vertigo

Daze Monster
Hypnotic Pattern
Mirror Image
Spider Climb
Whelming Blast

Arcane Sight
Deep Slumber
Halt
Inevitable Defeat
Nondetection
Zone of Silence

Clairaudience / Clairvoyance
Dispel Magic
Displacement
Haste
Hesitate
Invisibility Sphere
Legion of Sentinals
Slow
Suggestion

Crown of Veils
Glibness
Hold Person
Major Image
Vertigo Field

Charm Monster
Greater Invisibility
Phantom Battle

Confusion
Crushing Despair
Greater Mirror Image Locate Creature
Rainbow Pattern
Solid Fog

Freedom of Movement
Mass Whelm

Break Enchantment
Hold Monster
Seeming

Dominate Person
Incite Riot
Sending

Feeblemind
Mind Fog
Swift Etherealness

Friend to Foe
Rarys Telepathic Bond

Greater Dispel Magic Mass Suggestion


Repulsion
Shadow Walk

Mislead
True Seeing

Overwhelm
Veil

Ethereal Jaunt
Phase Door

Greater Arcane Sight Mass Hold Person


Power Word Blind
Project Image

Mass Invisibility
Spell Turning

Demand
Power Word Stun

Discern Location
Mind Blank
Scintillating Pattern Screen

Moment of Prescience

Dominate Monster
Power Word Kill

Etherealness
Time Stop

Mass Hold Monster

Spells
per day

Base
Spells

0
1

INT
INT - 4
INT - 8
INT - 12

SPELLS
Spell
Save DC

2
3
4

5
6
7

Detect Thoughts
Invisibility
Misdirection
Stay the Hand

8
9
ARCANE SPELL FAILURE THRESHOLD

Beguilers can wear light armour


without risk of spell failure

CLOAKED CASTING

= 10 + INT +

Cloaked
Casting Bonus

+2 to overcome
Spell Resistance

From Level 20:

Always overcome
Spell Resistance

CHARGES

CHARGES

WANDS

CHARGES

From Level 8:

CHARGES

SPELL DC
BONUS

Spell
Level

CHARGES

Spell
Save DC

SCROLLS

Foresight

POTIONS

Dragon

OD

PLAYERS HANDOOK 2

Equivalent Level

White

Silver

Red

Green

Gold

Copper

(always active)

Ice Walker

(at will)

Feather Fall

(skill bonus)

Treasure Seeker

(always active)

Water Breathing

(always active)

(at will)

Spider Climb

(always active)

Water Breathing

Water Breathing

Energy

DC on selected energy type

Insight

Decipher Script, Knowledge


and Spellcraft

Power

Caster level to overcome


spell resistance

Resolve

Concentration, saves against


fear, paralysis and sleep effects

Stamina

Constitution checks;
Fortitude saves

Range

Dragon

BREATH WEAPON Shaman


DAMAGE
Level

d6

Climb, Jump, Swim

From level 4:
From level 12:
From level 20:

30 ft
60 ft
120 ft

15 ft
30 ft
60 ft

From level 4:
From level 12:
From level 20:

REFLEX
SAVE DC

= 10 +

Cone of Cold

DRAGON MAGIC

Cone of Cold

Hit points of fast healing


(when under half hit points)

Cone of Fire

Vigour

BREATH WEAPON
Cone of Acid

Damage reduction /magic

Cone of Fire

Toughness

Line of Acid

Listen, Spot, Initiative

Save DC = 10 + CHA
+ Equivalent level

Senses

Swiftness

(at will)

Resistance to selected
energy type

Line of Electricity

Endure Elements

Resistance

Line of Fire

Bluff, Diplomacy,
Intimidate

(at will)

Presence

Ventriloquism

Mele damage

From Level 3:
Activate
ability
From Level 13:
Share effect
with allies
within 30 ft

Line of Electricity

Power

DRACONIC ADAPTATION
(always active)

pts returned energy damage


(when hit in mele)

Water Breathing

Line of Acid

Energy
Shield

Bronze

IL
EV

GO
C
TI

AO
CH

Auras
Known

Alignment

Electricity
Cold

L
FU
W
LA

Acid
Fire
Other:

Blue

Black

DRACONIC AURA
AURAS KNOWN

Brass

PREPARED
SPELLS
TOTEM
DRAGON

DRAGON SHAMAN Shaman


Level

Dragon
Shaman
Level

2 + CON
(Round down)

Climbing, flying and


swimming speeds

TOUCH OF VITALITY
HEALING
PER DAY
hp

Dragon
Shaman
Level

= 2

CHA

)+

Misc

Points Healed

AURA BONUS
MULTIPLIER

Dragon Shaman
Level

5 +1

CHARGES

CHARGES

CHARGES

CHARGES

WANDS

CHARGES

Healing Effects
(Round
down)

Cost (healing points)

Dazed, Fatigued, Sickened


Exhausted, Nauseated, Poisoned, Stunned
Blinded, Deafened, Diseased

SCROLLS

5
10
20

POTIONS

PREPARED
SPELLS
KNOWN SPELLS

DUSKBLADE
Level
Bonus

SPELLS
Spell
Save DC

Spells
Base
Bonus Spells
=
+
per day
Spells
INT
INT - 4
INT - 8
INT - 12

Spells
Known

0
1
2

3
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.

From level 4:

Can wear medium armour

From level 7:

Can use heavy shield

ARCANE ATTUNEMENT
ATTUNEMENTS
PER DAY

Misc

= 3 + INT +
Dancing Lights

Detect Magic

Ghost Sound

Read Magic

3
Flare

QUICK CAST
QUICK CAST
PER DAY

Quick Cast
Spells Today

Duskblade
Level

5
SPELL POWER

CASTER LEVEL
CHECK BONUS

Duskblade
Level

6 to 10
11 to 15
16 to 17
18 up

+2
+3
+4
+5

when you injure an opponent with a mele attack

CHARGES

CHARGES

CHARGES

CHARGES

CHARGES

WANDS

SCROLLS

POTIONS

NINJA

Ninja
Level

NINJA
KI POWER
PER DAY

= WIS +

SUDDEN STRIKE
DAMAGE BONUS
Applies whenever the target is
denied a DEX bonus to AC.
Sudden Strike stacks with Sneak Attack.

d6

KI DODGE
MISS CHANCE
This effect is negated by True Seeing but not
by See Invisibility. The effect of Ki Dodge does
not stack with Blink or Displacement.

GHOST MIND
CASTER LEVEL
CHECK DC

Ninja
Level

= 20 +
Attempting to scry on the ninja prompts a caster level check.
Failure renders the ninja undetectable.

Ninja
Level

Sudden
Strike
Bonus

1d6
2d6

+2
4d6
5d6

10
11

+4

20

Apply poison without risk of poisoning yourself

Great Leap

+4 to Jump, no run-up

Ki Dodge

20% miss chance (1 round)

Ghost Strike

Strike incorporeal and ethereal

Improved Poison Use

Apply poison as move action


1

Evasion

Ghost Mind

Resist Scrying

Ghost Sight

See invisible and ethereal

Greater Ki Dodge

50% miss chance (1 round)

Ghost Walk

Enter the ethereal plane

8d6
9d6

18
19

Poison Use

7d6

16
17

Invisible (1 round)

6d6

14
15

Ghost Step

Ghost Step (Ethereal)

12
13

Ki
Power
Cost

Speed Climb

8
9

Ki powers can only be used if


a ninja is wearing no armour
and is unencumbered.

3d6

6
7

Trapfinding

4
5

Ki Power
Used Today

Acrobatics
Bonus

2
3

Ninja
Level

+6
10d6

SPELLTHIEF

PREPARED
SPELLS
KNOWN SPELLS

Spellthief
Level

SPELLS
Spells
Known

Spell
Save DC

Spells = Base + Bonus Spells


per day
Spells
CHA

1
2

3
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
those stolen from arcane casters.

STEAL SPELL
SNEAK ATTACK
BONUS

d6

Spellthief
Level

+3 4

(Round down)

Forgo 1d6 of bonus for Steal Spell, Steal Spell Effect,


Steal Energy Resistance or Steal Spell-Like Ability on a successful
sneak attack; or forgo 3d6 of bonus for Steal Spell Resistance;
or take from a willing target.
Spellthief
Level

MAX STOLEN
SPELL LEVEL

(Minimum 1)

2
4
5
6

STEAL SPELL EFFECT

Spellthief
Level

+ CHA

mins

Level / Cost

MAX EFFECT
DURATION

STOLEN SPELLS
PREPARED
SPELLS

STOLEN SPELL Spellthief


Level
CAPACITY

MAX CASTER
LEVEL

Spell / Spell-Like Ability

9
10

Spellthief
Level

11

12
13

STEAL ENERGY RESISTANCE

Energy Resistance

Stolen from

14
15
16

From level 3:
From level 11:
From level 19:

Energy Resistance
Energy Resistance
Energy Resistance

10 Duration
20
30

1 min

STEAL SPELL RESISTANCE


From level 15:

Spell Resistance stolen from

SPELL
RESISTANCE

19
20
22
23

+5

(No greater than targets


own spell resistance)

RESISTANCE
DURATION

rds

18

21

Spellthief
Level

17

24
25
26

= CHA

27
28

SWIFT ACTIONS

29

From level 2:
Detect Magic
Today

DETECT MAGIC
PER DAY

= CHA

31
(Minimum 1)

32

From level 9:
Arcane Sight
Today

ARCANE SIGHT
PER DAY

= CHA

30

(Minimum 1)

33
34
Level 0 spells take up point of capacity.
All other spells take up their level points of capacity.

Total Stolen
Spell Points

WARLOCK

PREPARED
SPELLS
INVOCATIONS

Warlock
Level

ELDRITCH BLAST
DAMAGE

d6

FIENDISH RESILIENCE
Duration

2 mins

Used Today

Level

9 10 11 12 13 14 15 16 17 18 19 20

Least
Lesser
Greater
Dark
Invocations
Known

8 to 12 1
13 to 17 2
5
18+

8 9

10 10 11 11 12
Equivalent Invocation
Spell Level Save DC

2
3
4

Energy Resistance

10

10

Energy Resistance increases to 10 at level 20

ENERGY RESISTANCE
From level 10:
Energy Type

7 7

Invocation
Level

Invocation

FAST HEALING
PER ROUND
Warlock Level

8
9
10
11
12
13
14
15
16
Invocation Save DC = 10 + CHA + Equivalent Spell Level

ARCANE SPELL FAILURE THRESHOLD

CHARGES

CHARGES

CHARGES

CHARGES

CHARGES

WANDS

SCROLLS

POTIONS

WARMAGE

Warmage
Level

SPELLS
Spell
Save DC

Acid Splash

Disrupt Undead

Accuracy
Hail of Stone
Lesser Orb of Fire
True Strike

Burning Hands
Chill Touch
Lesser Orb of Acid
Lesser Orb of Cold
Lesser Orb of Sound Magic Missile

Fist of Stone
Lesser Orb of Electricity
Shocking Grasp

Blades of Fire
Flaming Sphere
Scorching Ray

Continual Flame
Ice Knife
Shatter

Fire Trap
Melfs Acid Arrow
Whirling Blade

Fireburst
Pyrotechnics

Fire Shield
Ice Storm
Sleet Storm

Fireball
Lightning Bolt
Stinking Cloud

Flame Arrow
Poison

Gust of Wind
Ring of Blades

Blast of Flame
Orb of Cold
Orb of Sound

Contagion
Orb of Electricity
Phantasmal Killer

Evards Black Tentacles Orb of Acid


Orb of Fire
Orb of Force
Shout
Wall of Fire

Arc of Lightning
Greater Fireburst

Cloudkill
Mass Fire Shield

Cone of Cold
Prismatic Ray

Acid Fog
Blade Barrier
Disintegrate
Fire Seeds
Tensers Transformation

Chain Lightning
Circle of Death
Otilukes Freezing Sphere

Delayed Blast Fireball Earthquake


Mordenkainens Sword Prismatic Spray

Finger of Death
Sunbeam

Greater Shout
Prismatic Wall

Horrid Wilting
Incendiary Cloud
Scintillating Pattern Sunburst

Elemental Swarm
Wail of the Banshee

Implosion
Weird

Spells
Base
Bonus Spells
=
+
per day
Spells
CHA

1
2

PREPARED
SPELLS
KNOWN SPELLS

Light

Ray of Frost

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

ARCANE SPELL FAILURE THRESHOLD

Warmages can use light armour and shields


without penalty. From level 8, this includes
medium armour.

WARMAGE EDGE
Extra damage

INT

WANDS

SCROLLS

Meteor Swarm

Flame Strike

Firestorm
Waves of Exhaustion

Polay Ray
Prismatic Sphere

POTIONS

WU JEN
Elemental
Mastery Bonus

PREPARED SPELLS
PREPARED
SPELLS

Wu Jen
Level
Caster
Level
Level
Bonus

+2

ELEMENTAL MASTERY

1
Earth

Fire

Metal

Water

Wood

SPELLS
Spells
per day

Base
Spells

0
1

Bonus
Spells

INT
INT - 4
INT - 8
INT - 12

Spell
Save DC

2
3
4

5
6
7
8

9
Spell Save DC = 10 + INT + Spell Level

WU JEN SPELLS
KNOWN

= INT + 3 +

Wu Jen
Level

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

%
Wu Jen Spell
Level

SPELL SECRET

Modification

3
9
12

15
18

TABOOS

9
SCROLLS

POTIONS

PREPARED
SPELLS
KNOWN SPELLS

Favoured
FAVOURED SOUL Soul
Level

C
TI

IL

AO
CH

EV

GO

L
FU
W
LA

OD

DEITY

SPELLS
Spell
Save DC

Spells
per day

Base
+
Spells

Bonus
Spells

WIS
WIS - 4
WIS - 8
WIS - 12

Spells
Known

2
3
4
5
6
7

8
9
Spell Save DC = 10 + WIS + Spell Level

ENERGY RESISTANCE

Favoured
Energy Type
Soul Level

Energy Resistence

10

10

10

15

10
SCROLLS

6
POTIONS

PREPARED
SPELLS
KNOWN SPELLS

Shugenja
Level

SHUGENJA

Caster
Level

SHUGENJA ORDER

Earth

FAVOURED ELEMENT
Air

Fire

Water

1
Earth

Air

Fire

Water

FORBIDDEN ELEMENT

0
1
2
3

4
5
6
7
8
9

3
SPELLS
Spell
Save DC

Base Bonus Spells


Spells
=
+
Spells
per day

1+

1+

1+

1+

1+

1+

1+

1+

1+

1+

CHA
CHA - 4
CHA - 8
CHA - 12

Spells
Known

Shugenja Order Spells


Favoured Element Spells
Other Spells

Spell Save DC = 10 + CHA + Spell Level

ARCANE SPELL FAILURE THRESHOLD

SENSE ELEMENTS
SENSE ELEMENTS
PER DAY

Shugenja
Level

= 3 +(

sq

5)

Shugenja
Level

MAX RANGE
ft

Uses Today

= 10 ft 2 sq + (

5 ft 1 sq )

Spirit
Shaman
Level

SPIRIT
SHAMAN

SPIRIT SHAMAN
Spirit Shaman
Level

Caster
Level

SPIRIT GUIDE
Spirit Guide Type

SPELLS
Spell
Save DC

Spells
Base
+
=
per day
Spells

Bonus
Spells
WIS
WIS - 4
WIS - 8
WIS - 12

Spells
Retrieved
per day

0
1
2
3
4

1
2
3
4
5
6
7
9
10
11
13
15
16
17
19
20

Wild empathy

Influence an animal

Chastise spirits

Harm spirits, 1d6 /level, within 30ft

Detect spirits

Sense nearby spirits at will

Blessing of the spirits

Protect self against spirits, casting time 10 mins

Follow the guide

Retry failed enchantment save on next round

Ghost warrior

Resist incorporeal, ghost touch weapon

Warding of the spirits

Protect party against spirits, lasts 10 mins / level

Spirit form 1 /day

Become incorporeal for 1 min

Guide magic

Let guide concentrate on spell

Recall spirit

Restore life to -1 hp, within 1 round of death

Exorcism

Expel posessing spirit

Spirit form 2 /day


Weaken spirits

Swap 3d6 of chastise damage, weaken for 1 round

Spirit journey

Enter the spirit world

Favoured of the spirits

Lose 1000 xp, recieve Heal on reaching 0 hp

Spirit form 3 /day; Spirit who walks

Become fey, gain damage reduction 5 /cold iron

PREPARED SPELLS
RETRIEVED
SPELLS

5
6

7
8
9
Spell Save DC = 10 + CHA + Spell Level

ARCANE SPELL FAILURE THRESHOLD

%
WILD EMPATHY

Spirit
Shaman
Level

WILD EMPATHY
BONUS

= CHA +
CHASTISE SPIRITS
CHASTISE SPIRITS
PER DAY

3
Uses Today

= 3 + CHA
Spirit
Shaman
Level

WILL SAVE
DC

= 10 + CHA +
EXORCISM
Spirit
Shaman
Level

EXORCISM
BONUS

= CHA +
Targets
Hit Dice

EXORCISM
DC

= 10 +

Targets
CHA

6
7
8
9

Level
Bonus

C
TI

AO
CH

SECONDARY

PRIMARY

MANTLES

PSIONICS
POWER POINTS Base
Points
PER DAY

Bonus
Points

Racial

Bonus Points

Misc

Manifester
Level

= WIS

Power Points

POWER LEVELS
Power
Level

Point
Cost

Power
Save DC

MAX POWER
LEVEL

POWER POINTS Manifester


Level
MAX COST

=
IL

GO

OD

+
L
FU
W
LA

DEITY

POWERS
KNOWN

EV

IL

OD
C
TI

AO
CH

ARDENT

EV

GO

L
FU
W
LA

KNOWN POWERS

Manifester
Level

(Round down)

Power

Level

1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
POWER STONES

TATTOOS

11

13

15

17

Power Save DC = 10 + CHA + Power Level

DORJES

8
9

CHARGES

10

11
12

14
15

CHARGES

16

CHARGES

CHARGES

13

17
18
19
20

Cost

Level
Bonus

AURA
RANGE

Misc

Bonus Points

Aura

POWER LEVELS
Point
Cost

11

Power
Save DC

Power Save DC = 10 + CHA + Power Level

DIVINE GRACE
SAVING THROW
BONUS

Bonus

= 1 +

Armour class

= 1 +

Initiative, Listen and Spot

= 2 +

MAX POWER
LEVEL

POWER POINTS Manifester


Level
MAX COST

=
(Round down)

Power

Level

1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
TATTOOS
1

CHARGES

DORJES

2
3
4
5

CHARGES

7
8
10
11

CHARGES

12

CHARGES

CHARGES

Divine
Mind
Level

Attack and damage

POWER STONES

= CHA

1 hour meditation
Standard action
Move action
Swift action

KNOWN POWERS
POWERS
KNOWN

Power Points

Power
Level

Active Bonus
Aura Affects

1 Attack
2 Defence
3 Perception
4
5
6
5
6

Manifester
Level

= WIS

Wild Talent
Reserve

sq

IL

OD
GO
C
TI

PSIONICS
Bonus
Points

CHANGE
AURAS

L
FU
W
LA

AO
CH

MANTLES

POWER POINTS Base


Points
PER DAY

MAX
AURAS

ft

DEITY

EV

IL

OD
C
TI

AO
CH

EV

GO

L
FU
W
LA

PSYCHIC AURA

Manifester
Level

DIVINE
MIND

13
14
15
16

Cost

OD
GO

L
FU
W
LA
IL

AO
CH

LURK

C
TI

EV

LURK AUGMENTS

Manifester
Level
Level
Bonus

LURK
Psionic
Sneak
Attack

Lurk
Level

Lurk Augment

Psionic Sneak Attack

Lurk Available
Level Augments

Activate an augment to bolster your attacks

1d6

While psionically focused, sneak attack


unsuspecting enemies.

Initiative Boost

Add your INT to initiative.

2d6

11

Evasion

Take no damage on a successful Reflex save.

14

Lurk Augment

10

Two at once

12

3d6

17

Slippery Mind

15

If you fail a save against enchantment,


try again next round.

20

17

Extra
Point
Cost

Basic
Benefit

Extra
Benefit

Additional Sneak Attack

Damage +1d6

Damage +1d6

Unfocusing Strike

Lose psionic focus; Will DC = 10 + INT

DC +1

Solid Strike

Damage +1

Damage +1

Stunning Strike

Stunned 1 round, Fort DC = 10 + INT

DC +1

Ignore Concealment

Ignore miss chance

Mental Assault

Intelligence or Wisdom nerf -2 points

Nerf -1

Deceptive Strike

Deny DEX bonus to AC

Sneak Attack Undead

Allow sneak attack, if applicable

Ghost Touch

Strike incorporeal creatures

Power Drain

Steal power points = half of damage

Aligned Attack

Overcome DR/good or DR/evil

Sneak Attack Constructs

Allow sneak attack, if applicable

Stygian Weapon

1d4 negative levels, 1 round

Duration +1 round

Planar Attack

Damage +2d6 to good/evil creatures

Damage +1d6

Synaptic Disconnect

Prevent magic, psionics and abilities


Will DC = 10 + INT

DC +1

Greater Power Drain

Steal power points = all of damage

4d6
Lurk Augment

18

Three at once

LURK AUGMENTS
AUGMENTS
AT ONCE

MAX EXTRA
POINT BUY

Lurk
Level

KNOWN POWERS
POWERS
KNOWN

=
AUGMENTS
PER DAY

+ INT

Power

Augments Today

PSIONICS
POWER POINTS Base
Points
PER DAY

Bonus
Points

Racial

Bonus Points

Misc

Manifester
Level

= INT

Power Points

POWER LEVELS
Power
Level

Point
Cost

11

POWER POINTS Manifester


Level
MAX COST

Lurk
Level

MAX POWER
LEVEL

Power
Save DC

Power Save DC = 10 + INT + Power Level

(Round down)

1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25

Level

Cost

GO

OD

L
FU
W
LA

HEXBLADE Hexblade
Level

C
TI

EV

IL

AO
CH

Hexblade
Level

2 = Caster
Level

HEXBLADES CURSE
WILL SAVE
DC

Curses
Today

CURSES
PER DAY

= 10 +

ARCANE RESISTANCE
ATTACK
PENALTY

= CHA

2 + CHA
(Round down)

SAVING THROW
BONUS

Hexblade
Level

(From level 2)

METTLE
Negate the lesser effect on a successful saving throw
Does not apply while sleeping or unconscious
(From level 3)

DAMAGE
PENALTY

SAVING THROW
PENALTY

= -

SKILL
PENALTY

FAMILIAR
Name

HEXBLADES
CURSE
PENALTY

PREPARED SPELLS
PREPARED
SPELLS

Creature Type
(From level 4)

SPELLS
Spells
Known

Spell
Save DC

Spells
Base
Bonus Spells
=
+
CHA
per day
Spells

1
2

3
4
Spell Save DC = 10 + CHA + Spell Level

(From level 4)

BONUS FEATS
Combat Casting

AURA OF UNLUCK

Spell Focus: Enchantment


Greater Spell Focus: Enchantment
Spell Focus: Necromancy
Greater Spell Focus: Necromancy
Spell Focus: Transmutation
Greater Spell Focus: Transmutation
Spell Penetration

AURAS
PER DAY

=
AURAS
DURATION
rds

Hexblade
Level

= 3 + CHA

12 1
16 2
20 3

)+

Auras Today

Misc

UNLUCKY MISS
CHANCE
%

= 20 %

Greater Spell Penetration

WANDS
CHARGES

CHARGES

CHARGES

CHARGES

CHARGES

SCROLLS

POTIONS

BATTLE DANCER

Battle
Dancer
Level

BATTLE DANCER
Battle Tumble
Dancer Ranks
Level

DANCE OF RECKLESS BRAVERY

BONUS
DURATION

= 5 + CHA

rds
Battle
Dancer
Level

DANCERS STRIKE
Unarmed strikes count as...

12

and

18
AURA
DURATION
rds

Dance of Reckless Bravery

Move action while within opponents threatened space


to grant allies within 30ft. +4 bonus vs. fear effects

Dance of the Vexing Snake

Tumble at normal speed, use tumble to move full speed


without penalty

Dancers Strike (magic)

Standard action to treat hands as magic for overcoming


damage reduction

11

Dance of the Floating Step

11

14

Dance of the Springing Tiger

DC 20 Tumble check to to make full attack after charging

Dancers Strike (alignment)

Strikes treated as aligned for overcoming damage


reduction

12

= 5 + CHA
TUMBLE

Treat hands as weapons

Magic,

Unarmed Strike

14

17

Dance of the Crushing Python

DC 25 Tumble check to enter oppenents space and attack,


if successful, opponent takes -2 AC penalty and cant make
attacks of opportunity until the start of your next turn

17

20

Dance of the Soaring Eagle

damage when making aerial charge in place of normal

DC MODIFIERS

Subsequent enemies...
Each enemy being bypassed after

+2

Springing Tiger

18

Surface is...
Lightly obstructed
Scree, light ruble, shallow bog, undergrowth

+2

20

Severely obstructed

Dancers Strike (any)

23

Dance of Deaths Embrace

+5

Choose one material to treat unarmed strikes as for


overcoming damage reduction
Full-round action; DC 35 Tumble check to deal +2d6
damage on each hit against designated target and have
your next turn

undergrowth

Lightly slippery

+2

Severely slippery

+5

Ice sheet

+2

Sloped or angled

Accelerated tumbling...
Move through enemies squares/threatened
space at full speed

-10

on check

CHARGES

CHARGES

CHARGES

CHARGES

CHARGES

WANDS

SCROLLS

POTIONS

DEATH MASTER
Level
Bonus

PREPARED SPELLS
PREPARED
SPELLS

DM
Level
Caster
Level

SPELLS
Spell
Save DC

Spells
per day

Base + Bonus Spells


Spells
INT

1
2

3
4
5
6
7

8
9
Spell Save DC = 10 + INT + Spell Level

ARCANE SPELL FAILURE THRESHOLD

Death Masters can negate the somatic


components of spells by using a vial of blood
while casting the spell

MASTER OF THE DEAD


WILL
SAVE DC

Death Master
Level

= 10 + (

2 ) + CHA

Undead must succeed on save or


be unable to attack you for 24 hours
unintelligent undead automatically fail.
Use this DC for Sustenance of the
Dead as well

SUSTENANCE OF THE DEAD


Temporary
Hit Points

hp

= 2

Undeads
Total
Hit Dice

Applies to undead under


control within 60 ft. If the
creature saves it is no
longer under control

LICH ABILITIES
SAVE DC

Hit Dice

= 10 + (

2 ) + CHA

Use this DC for the damage will (halves) save,


the Fear Aura will (negates) save, and
the Paralyzing Touch fortitude (negates) save

REBUKE UNDEAD
REBUKES PER DAY

Misc

= 3 + CHA +

REBUKING CHECK

= d20 + CHA

Death Master
Level

TO REBUKE CREATURE
MAX HIT DICE

( Rebuking
Check 3 ) +

TO DESTROY CREATURE
MAX HIT DICE
Death Master
Level

CREATURES REBUKED
TOTAL HIT DICE

= 2d6 + CHA +

(Round down)
Death Master
Level

SCROLLS

POTIONS

Jester
Level

PREPAREDSPELLS
SPELLS
KNOWN

Caster
Level

JESTER
Level
Bonus

SPELLS
Spell
Save DC

Spells = Base + Bonus Spells


per day
Spells
CHA
CHA - 4
CHA - 8
CHA - 12

Spells
Known

1
2
3

4
5
6
Spell Save DC = 10 + CHA + Spell Level

ARCANE SPELL FAILURE THRESHOLD

JESTER
Jester Perform
Level (Comedy)
Ranks

Jesters Audicity
Inspiring Quip
Fascinate

Deflect Arrows

Taunt

12

10

Dodge Bonus
(Up to CHA)

Calming Performance
Snatch Arrows

Buffoonery

Bone Rattler

12

15

Vicious Lampoon

15

18

Vexing Dialogue

FASCINATE
Morale Penalty

Mass Suggestion

CHA

AUDIENCE
MAX FASCINATED

Jester
Level

Jester Level

= 10 + (

Use this DC for the Fascinate,


Taunt, Buffoonery, Vicious
Lampoon, Vexing Dialogue,
and Scathing Wit
will (negates) save

2 ) + CHA
From
level 10:

CHARGES

CHARGES

CHARGES

WANDS

#
#
#

Misc

+1 3 +

JESTERS PERFORMANCE

CHARGES

WILL
SAVE DC

21

CHARGES

18

CALMING PERFORMANCE
FRIENDLY ATTITUDE
DURATION
mins

Misc

Jester Level

= 10

Affect intelligent
undead (they
recieve a +2
to save)

SCROLLS

POTIONS

MOUNTEBANK

MOUNTEBANK

Mountebank
Level

C
TI

IL

AO
CH

EV

OD
GO

L
FU
W
LA

PATRON

Mountebank
Level

BEGUILING STARE
Mountebank
Level

SAVE DC

= 10 + (

2 ) + CHA

INFERNAL PATRON
USES
PER DAY
rds

Mountebank
Level

2 ) + CHA

Uses Today

= 10 + (

2 ) + CHA
Mountebank
Level

ft.

Bonus Language:

Deceptive Attack +1d6

Extra damage on beguiled or feinted opponents

Infernal Patron (IP)

+2 to saves against enchantments

IP: Infernal Guise

Disguise self as similarily shaped creature

IP: Disguise the Souls Aspect Use CHA check against oppnents Sense Motive check to
project a false alignment reading

Deceptive Attack +2d6

IP: Infernal Defense

= 100 + ( 10

IP: Infernal Jaunt


Deceptive Attack +3d6

14

Deceptive Attack +4d6

16

IP: Infernal Escape

18

Deceptive Attack +5d6

20

IP: Infernal Deception


Aspect of the Damned

= 100

mi.

INFERNAL DEFENSE
Mountebank
Level

Rounds Passed

(5

Spell-Like Ability

Cape of the
+ 100 ft.
Mountebank:

INFERNAL INFLUENCE
Mountebank
Level

CONFUSION
DURATION

CHARGES

WANDS

CHARGES

CHARGES

#
#

Rounds Passed

Rounds Passed

1
2
3
4
5
6
7
8
9
10
11
12

Level

Darkness

Desecrate

Unholy Blight

Poison

Contagion

Blasphemy

Unholy Aura

Unhallow

Horrid Wilting

Uses

Save DC

Smite Good
Smite Good Used Today

SMITING DAMAGE
BONUS

Weapon
Damage
Bonus

= +

+ 20

Outsider Traits
Immune to Charm Person and other effects
that target non-outsiders.
Damage reduction 10/magic

Summon Monster 9
IX ( ends only)
Destruction
7

SLA Save DC = 10 + CHA + Spell Level

SCROLLS

CHARGES

rds

Misc

Spell-Like Abilities (If Int or Wis is 8 or higher)

Mountebank
Level

= 10 +

Mountebank
Level

ASPECT OF THE DAMNED: HALF-FIEND ABILITIES

INFERNAL JAUNT

ft.

rds

DIMENSION DOOR
RANGE

Misc

INFERNAL DECEPTION
MISLEAD: GREATER
INVISIBILITY
DURATION

rds

Create illusory double and become invisible

Mountebank
Level

TELEPORT
RANGE

= 10

DISPLACEMENT
DURATION

Teleport self and familiar only, must expend two uses of IP

INFERNAL ESCAPE

Mountebank
Level

mins

Teleport short distance; self only

Cause single target to act irrationally

INFERNAL GUISE
ALTER SELF
DURATION

Gain 50% miss chance; self only

12

MASS BEGUILE
BURST
RANGE

Beguile Victim; -2 Will, and -5 Sense Motive, lose DEX to AC


DC 25 Diplomacy or Bluff check to be resurrected, gain
bonus equal to half Mountebank level

10

Mountebank
Level

SAVE DC

Beguiling Stare
Mark of Damnation

POTIONS

SAVANT
Divine
Level
Bonus

Savant
Level

Arcane
Level
Bonus

PREPARED ARCANE SPELLS

2 = Caster
Level

Savant
Level

ARCANE SPELLS
From Level 5
Spell
Save DC

Spells
per day

Bonus Spells
Base
+
INT
Spells

1
2

3
4
Spell Save DC = 10 + INT + Spell Level

ARCANE SPELL FAILURE THRESHOLD

PREPARED DIVINE SPELLS

DIVINE SPELLS
From Level 10
Spell
Save DC

Spells
per day

Bonus Spells
Base
+
WIS
Spells

1
2

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

SAVANT
Savant
Level

Talent Lore:

Sneak Attack +1d6

Skill Assistance (10ft.)

Talent Lore:

Skill Assistance (15ft.)

Sneak Attack +2d6

12

Academic Lore
Skill Assistance (5 ft.)
Trapfinding

Skill Assistance (20ft.)


Talent Lore:

15

Sneak Attack +3d6

16
17

Skill Assistance (25ft.)


Talent Lore:

20

Skill Assistance (30ft.)

CHARGES

CHARGES

CHARGES

CHARGES

CHARGES

WANDS

4
SKILL ASSISTANCE
ALLIES
MAX ASSISTED

= INT

Balance
Disguise
Other:

Cimb
Hide

Listen
Ride

Move
Silently
Other:

ACADEMIC LORE
ACADEMIC LORE
BONUS

= INT +

SCROLLS

Savant Level

Misc

POTIONS

Swim
Spot

SHAIR

Level
Bonus

PREPARED SPELLS
PREPARED
SPELLS

Caster
Level

SPELLS
Spell
Save DC

Spells
per day

Base Bonus Spells


+
Spells

CHA
CHA - 4
CHA - 8
CHA - 12

Spells
Known

2
3
4
5
6

7
8
9
Spell Save DC = 10 + CHA + Spell Level

ARCANE SPELL FAILURE THRESHOLD

%
SPELL RETRIEVAL
DC 20 Diplomacy check on
DIPLOMACY MODIFIERS
behalf of your gen to retrieve... +1 per Shair level

Any known arcane spell in


(1d4 + spell level) rounds

Any identified arcane spell in


(1d6 + spell level) minutes

Any divine spell from the Air


Chaos, Earth, Fire, Knowledge,
Law, Luck, Sun, or Water
Domains in (1d6 + spell level)
hours

+2 if spell is in spells known


category (arcane only)
-2 per level of the desired spell
-6 if the spell is an unknown
divine spell
-2 per attempt to retrieve the
same spell in the same day
after failing to retrieve it

SHAIR
Shair Level

Summon Gen Familiar

Recognize Genie Works

Elemental Protection

Call Janni

Elemental Travel 1/day

11

Call Genie

13

Craft Genie Prison

15

Elemental Travel 2/day

18

Elemental Travel (At will)

SCROLLS

CHARGES

CHARGES

CHARGES

WANDS

9
IDENTIFIED SPELLS

PREPARED SPELLS
PREPARED
SPELLS

Caster
Level
Level
Bonus

C
TI

AO
CH

IL

OD
GO

0
L
FU
W
LA

HOME

EV

URBAN DRUID

SPELLS
=

Base
Bonus Spells
+
Spells
CHA
CHA - 4
CHA - 8
CHA - 12

Spells
per day

Spell
Save DC

0
1
2
3

4
5
6
7

8
9
Spell Save DC = 10 + CHA + Spell Level

URBAN SHAPE
Times per day

Times Today

Current Shape

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

FAVOURED CITY

7
8

CHARGES

CHARGES

CHARGES

CHARGES

CHARGES

WANDS

9
SCROLLS

POTIONS

DRAGONFIRE
ADEPT

DFA
Level

D
Le FA
ve
Br l
e
Da ath
m W
ag ea
e po
(d n
Br
6)
ea
th
Ef
fe
ct

DRAGONFIRE ADEPT

2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20

Dragontouched (+1 hp, listen, search,


spot, saves vs paralysis/sleep, qualify
for draconic feats as sorcerer)

Scales +2 (natural armour bonus)

2
Dragonkin (+4 comp bonus vs dragons/
dragonblood when using diplomacy.
Treated as dragon vs frightful presence)

Damage Reduction 2/Magic

Breath weapon range doubles

9 10 11 12 13 14 15 16 17 18 19 20

Least
Lesser
Greater
Dark
Invocations
Known

5 5

6 6

Invocation
Level

Invocation

7 7

Equivalent Invocation
Spell Level Save DC

1
2
3
4
5
6

9
10
12
Invocation Save DC = 10 + CHA + Equivalent Spell Level

5
Damage Reduction 5/Magic

ARCANE SPELL FAILURE THRESHOLD

8
Scales +5

BREATH EFFECTS

Immunities (paralysis, sleep)

11

4
Scales +4

5
6

Scales +3

PREPARED
SPELLS
DRACONIC
INVOCATIONS
Level

6
BREATH WEAPON

BREATH WEAPON
DAMAGE

From
Level 1:
From
Level 10:

REFLEX
SAVE DC

= 10 +

DFA
Level

15ft. Cone or
30ft. Line
30ft. Cone or
60ft. Line

2 + CON
(Round down)

2
3
4
5
6
7
8

CHARGES

CHARGES

CHARGES

CHARGES

WANDS

CHARGES

d6

Minimum
DFA
Level

Breath Effect

SCROLLS

POTIONS

CoolDown
Rounds

FACTOTUM

FACTOTUM

Factotum
Level

INSPIRATION POINTS

CUNNING KNOWLEDGE

Inspiration Points Used

INT

Skills Used Today


Factotum
Level

1
BRAINS OVER BRAWN

STR = STR + INT


DEX = DEX + INT

From Level 3

Applies to strength and dexterity checks,


and strength- and dexterity-based skills

OPPORTUNISTIC PIETY
TURNS / REBUKES / HEALING
USES PER DAY

Opportunistic
Piety Modier

= 3 + WIS +
HEALING HIT POINTS

Misc

+
Uses Today

Factotum Level

= INT + (

2)

TURNING CHECK

Synergy

= d20 + CHA +

TO TURN CREATURE MAX HIT DICE


Factotum Level

( Turning
Check 3 )+

-4

TO DESTROY CREATURE MAX HIT DICE


Factotum Level

Round down

CREATURES AFFECTED TOTAL HIT DICE

Factotum Level

Inspiration
Point Cost

Cunning Insight
Cunning Knowledge
Trapfinding

Attack, damage or save + INT


Skill + Factotum Level

1 IP
1 IP

Brains Over Brawn


Cunning Defence

AC + INT (1 round)

1 IP

Arcane Dilletante 2
Cunning Strike

Damage +1d6 sneak attack

1 IP

Turn Undead, Harm Undead or Heal Injuries

1 IP

Extra standard action (1 round)

3 IP

Overcome spell resistence and damage reduction

2 IP

Ignore fatal or incapacitating damage

4 IP

AC + INT

0 IP

Activate Extraordinary Ability

4 IP

Arcane Dilletante 1

{
{

Opportunistic Piety

Arcane Dilletante 3

Cunning Surge

Arcane Dilletante 4

10

Opportunistic Piety +1

11

Cunning Breach

12

Arcane Dilletante 5

13

Cunning Dodge

14

Arcane Dilletante 6

15

Opportunistic Piety +2

16

Improved Cunning Defence

17

Arcane Dilletante 7

19

Cunning Brilliance

20

Arcane Dilletante 8
Opportunistic Piety +3

= 2d6 + CHA +
CUNNING BRILLIANCE

ARCANE
DILLETANTE
PREPARED
SPELLS
PREPARED SPELLS PER DAY

Max Spell Level


Spell
Save DC

Prepared Extraordinary Abilities

= 10 + INT +

Spell
Level

School

HOLY SYMBOLS

Cost

Level

DC
School

Cost

Level

School

Cost

Level

DC

School

Cost

Level

School

Cost

Level

DC

DC

DC
School

Cost

Level

DC

ARTIFICER
Level
Bonus

Artificer
Level

+2=

Caster
Level

INFUSIONS
Infusion
Save DC

Level

PREPARED
SPELLS
KNOWN
INFUSIONS

Artificer
Level

Infusions
Base
=
+
per day
Infusions

Bonus
Infusions
INT

Armour Enhancement, Lesser Energy Alteration


Inflict Light Damage
Identify
Magic Vestment
Magic Stone
Resistance Item
Repair Light Damage
Skill Enhancement
Spell Storing Item
Weapon Augmentation, Personal

Enhancement Alteration
Light
Magic Weapon
Shield of Faith

1
2
3

4
5
6

Align Weapon
Bulls Strength
Eagles Splendour
Inflict Moderate Damage
Toughen Construct

Armour Enhancement
Bears Endurance
Cats Grace
Chill Metal
Foxs Cunning
Heat Metal
Owls Widsom
Repair Moderate Damage
Weapon Augmentation, Lesser

Spell Save DC = 10 + INT + Spell Level


Learnimg a new infusion requires a Spellcraft check
with DC 20 + Spell Level

CRAFT RESERVE
CRAFT RESERVE POINTS

pts

Armour Enhancement, Greater Construct Energy Ward


Metamagic Item
Magic Weapon, Greater
Stone Construct
Repair Serious Damage

Construct Energy Ward, GreaterGlobe of Invulnerability, LesserInflict Critical Damage


Iron Construct
Minor Creation
Item Alteration
Rusting Grasp
Shield of Faith, Legions
Repair Critical Damage
Weapon Augmentation

Craft Reserve points can be spent in place of XP


when crafting magic items.
Point are completely replenished each level;
unspent points are lost.

Inflict Serious Damage


Power Surge
Suppress Requirement

ARTIFICER KNOWLEDGE
ARTIFICER KNOWLEDGE
BONUS

Artificer
Level

Disrupting Weapon
Wall of Force

Fabricate
Wall of Stone

Major Creation

Blade Barrier
Hardening
Wall of Iron

Disable Construct
Globe of Invulnerability
Move Earth
Total Repair
Weapon Augmentation, Greater

= WIS +

CHARGES

CHARGES

CHARGES

CHARGES

CHARGES

CHARGES

CHARGES

CHARGES

CHARGES

WANDS

SCROLLS

POTIONS

ARCHIVIST

PREPARED SPELLS
PREPARED
SPELLS

Caster
Level

IL

OD
C
TI

AO
CH

EV

GO

L
FU
W
LA

DEITY

SPELLS
Spells
per day

Base
Spells

Bonus
Spells

WIS
WIS - 4
WIS - 8
WIS - 12

Spell
Save DC

0
1

2
3
4
5
6

7
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
3
35+

From Level 8:
Party Attack
Bonus

+
From Level 11:
Enemy Dazzled
Rounds

Encounter
Knowledge

Party Damage
Bonus

d6

Encounter
Knowledge

From Level 14:


Encounter
Knowledge

-1

Party AC Bonus

SCROLLS

Encounter
Knowledge

POTIONS

Dread
Necromancer
Level

DREAD
NECROMANCER

KNOWN SPELLS

Caster
Level
Level
Bonus

Spells
per day

Bestow Wound
Cause Fear
Detect Undead
Doom
Ray of Enfeeblement Summon Undead I

Chill Touch
Hide from Undead
Undetectable Alignment

Blindness / Deafness Command Undead


False Life
Gentle Repose
Scare
Spectal Hand

Darkness
Ghost Touch
Summon Swarm

Crushing Despair
Ray of Exhaustion

Death Ward
Speak with Dead

Halt Undead
Inflict Serious Wounds
Summon Undead III Vampiric Touch

Animate Dead
Dispel Magic
Giant Vermin
Summon Undead IV

Bestow Curse
Contagion
Death Ward
Enervation
Evards Black Tentacles Fear
Inflict Critical Wounds Phantasmal Killer
Poison

Blight
Insect Plague
Nightmare
Undeath to Death

Cloudkill
Lessar Planar Binding
Oath of Blood
Unhallow

Acid Fog
Geas/Quest
Planar Binding

Circle of Death
Create Undead
Eyebite
Harm
Mass Inflict Moderate Wounds
Waves of Exhaustion

Control Undead
Destruction
Mass Inflict Serious Wounds

Finger of Death
Song of Discord

Create Greater Undead


Mass Inflict Critical Wounds

Horrid Wilting
Symbol of Death

Energy Drain
Wail of the Banshee

Mass Harm

SPELLS
Spell
Save DC

Bane
Detect Magic
Inflict Light Wounds

Base + Bonus Spells


Spells
CHA

Death Knell
Inflict Moderate Wounds
Summon Undead II

2
3
4
5
6
7

8
9
Spell Save DC = 10 + CHA + Spell Level

ARCANE SPELL FAILURE THRESHOLD

Spell failure does not apply to


Dread Necromancer spells
while wearing light armour.
Dread Necromancer
Level

ATTACK DC

= 10 + (

Fire in the Blood


Magic Jar
Slay Living
Waves of Fatigue

Greater Dispel Magic


Mass Inflict Light Wounds
Summon Undead V

2 ) + CHA

Use this DC for the Negative Energy Burst will save,


the Fear Aura will save,
the Scabrous Touch fortitude save
and the Enervating Touch removal save
(Round down)

CHARNEL TOUCH
DN
Level

NEGATIVE ENERGY
DAMAGE

= 1d8 + (

4)

DN
Level

UNDEAD
HEALING
hp

= 1+(

4)

(Round
down)

REBUKE UNDEAD
REBUKES PER DAY

Misc

NEGATIVE ENERGY BURST


NEGATIVE ENERGY
DAMAGE

REBUKING CHECK

= d20 + CHA

d4
Dread Necromancer
Level

TO REBUKE CREATURE
MAX HIT DICE

( Rebuking
Check 3 ) +

CREATURES REBUKED
TOTAL HIT DICE

DN
Level

UNDEAD MASTERY

MENTAL BASTION
MENTAL BASTION
BONUS

RESISTANCE
BONUS

Dread Necromancer
Level

SCABROUS TOUCH

Bonus applies to restist


sleep, stunning, paralysis,
poison or disease.

STR AND DEX BONUS

Bonus applies to resist


energy drain, ability drain
or inflict spells.

(Round down)
Dread Necromancer
Level

= 2d6 + CHA +

HIT DIE BONUS

MAX ANIMATE UNDEAD


TOTAL HIT DICE

NEGATIVE ENERGY RESISTANCE

Plague of Undead

SCABROUS TOUCH PER DAY

-4

TO DESTROY CREATURE
MAX HIT DICE

Imprison Soul

Today

= 3 + CHA +

Greater Harm
Vile Death

hd

= ( 4 + CHA

Caster
Level

MAX CONTROL UNDEAD


TOTAL HIT DICE
hd

= ( 2 + CHA

Caster
Level

ENERVATING TOUCH
NEGATIVE LEVELS
PER DAY

DN
Level

Negative Levels Today

12 to 16 level 2
17 to 20 level

INCARNATE
Level
Bonus

SOULMELDS

Incarnate
Level

SOULMELD
SHAPES
PER DAY

Meldshaper
Level

CHAKRAS

CHAKRA
BINDS

Incarnate
Level

(Round down)
From level 3:

Capacity + 1

From level 15:

Capacity + 2

Constitution
Score

MAX SOULMELDS

- 10

Incarnate
Level

6
Properties

+2 5

(Round down)

(Minimum 1)

8
Properties

Incarnate
Level

Alignment
Bonus

GO

Melee Attack +1

9
Properties

10

EV

TI

AO

CH

Speed +10 ft

IL

FU

W
LA

OD

(Round down)

AC +1

7
Properties

= 3 + CON

Properties

DURATION ROUNDS

RADIANCE BONUS:

Properties

Properties

INCARNUM RADIANCE
RADIANT USES
PER DAY

Soulmeld
Allowance

The lower of:

Properties

Melee Damage +2

Properties

11
Properties
Misc
Soulmeld
Save DC

= 10 +

Invested
Essentia

+ WIS +
MAGIC ITEMS

Properties

Properties

Properties

Properties

Properties

You cannot wear a magical item over a chakra with a bound soulmeld.

Soul

Heart

6 +

Misc

Waist

Expanded
Capacity

Throat

Properties

14 16 19
Shoulders

ESSENTIA
CAPACITY
Meldshaper
PER SOULMELD
Level

Brow

Soulmeld
Save DC

Arms

Invested
Essentia

Misc

9
Hands

Racial
Bonus

4
Feet

Base
Essentia

Crown

INCARNUM
ESSENTIA
POOL

SOULBORN
Soulborn
Level

SOULMELD SHAPES
CHAKRA BINDS
PER DAY

Meldshaper
Level

2=

Properties

Misc

Properties

6 +
(Round down)

MAX SOULMELDS

= The lower of:

- 10

Soulmeld
Allowance

Properties

IL
EV

GO
C

TI

AO
CH

IMMUNE TO
STRENGTH EFFECTS

L
FU
W
LA

OD

INCARNUM DEFENCE
IMMUNE TO
PARALYSIS

3
Properties

Constitution
Score

Properties

IMMUNE TO
FEAR
IMMUNE TO
EXHAUSTION

Misc
Soulmeld
Save DC

= 10 +

Invested
Essentia

+ CON +

SMITE OPPOSITION
SMITINGS
PER DAY

Smitings
Today
Affected
Alignments

TEMP ATTACK
BONUS

OD
GO

EV

TI

Misc

CHARGES

CHARGES

CHARGES

CHARGES

WANDS

CHARGES

IL

FU

AO

TEMP DAMAGE Soulborn


Level
BONUS

W
LA

= CHA +

CH

Misc

SCROLLS

POTIONS

Waist

Meldshaper
Level

18
Throat

Misc

Soulmeld
Save DC

Arms

ESSENTIA
CAPACITY
PER SOULMELD

Invested
Essentia

Brow

Racial
Bonus

Feet

Base
Essentia

14
Hands

ESSENTIA
POOL

8
Crown

INCARNUM

Soulborn
Level:

Shoulders

Level
Bonus

SOULMELDS

Soulborn
Level

TOTEMIST
Level
Bonus

SOULMELDS

Totemist
Level

SOULMELD SHAPES
CHAKRA BINDS
PER DAY

Meldshaper
Level

Essentia Capacity for soulmelds bound to the


Totem Chakra is 1 higher; 2 higher from level 15

(Round down)

Constitution
Score

MAX SOULMELDS

= The lower of:

3
Properties

- 10
Soulmeld
Allowance

4
Properties

5
Properties

6
Properties

7
Properties

8
Properties

9
Properties
Misc
Soulmeld
Save DC

= 10 +

Invested
Essentia

+ CON +

CHARGES

CHARGES

CHARGES

CHARGES

CHARGES

WANDS

SCROLLS

POTIONS

Waist

6 +

2
Properties

Heart

Misc

Throat

Brow

1
Properties

14 17
Shoulders

Meldshaper
Level

Soulmeld
Save DC

Arms

ESSENTIA
CAPACITY
PER SOULMELD

Misc

Invested
Essentia

9
Hands

Racial
Bonus

5
Feet

Base
Essentia

Totem

ESSENTIA
POOL

2
Crown

INCARNUM

Totemist
Level:

PSION

PREPARED
SPELLS
KNOWN
POWERS

Manifester
Level
Level
Bonus

POWERS
KNOWN

Metacreativity

Psychokinesis

Psychometabolism

Psychoportation

Telepathy

PSIONICS
POWER POINTS Base
Points
PER DAY

Bonus
Points

Racial

Misc

Bonus Points

Manifester
Level

= INT

(Round down)

Power Points

POWER LEVELS
Power Point
Level Cost

11

13

15

17

Power
Save DC

Discipline Power

Power Save DC = 10 + INT + Power Level

PSICRYSTAL
Name
Personality
Artiste

Liar

Resolved

Bully

Meticulous

Sage

Coward

Nimble

Single-minded

Friendly

Observant

Sneaky

Hero

Poised

Sympathetic

CHARGES

CHARGES

CHARGES

CHARGES

DORJES

MAX POINTS
POWER COST

Manifester
Level

DISCIPLINE
Clairsentience

MAX POWER
LEVEL

Power

Level

1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
POWER STONES

TATTOOS
1
2
3
4
5
6
7
8
9
10

Cost

PREPARED
SPELLS
KNOWN
POWERS

Manifester
Level

PSYCHIC
WARRIOR

Level
Bonus

POWERS
KNOWN

Bonus
Points

Racial

Misc

Bonus Points

Manifester
Level

= WIS

(Round down)

Power Points

POWER LEVELS
Power
Level

Point
Cost

11

13

15

17

Power
Save DC

Power Save DC = 10 + INT + Power Level

PSICRYSTAL
Name
Personality
Artiste

MAX POINTS
POWER COST

Power

Level

1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
POWER STONES

TATTOOS

Liar

Resolved

Bully

Meticulous

Sage

Coward

Nimble

Single-minded

Friendly

Observant

Sneaky

Hero

Poised

Sympathetic

3
4
5
6

DORJES

CHARGES
CHARGES

#
#

9
10
11
12
14
15

CHARGES

16

CHARGES

CHARGES

13

Manifester
Level

PSIONICS
POWER POINTS Base
Points
PER DAY

MAX POWER
LEVEL

17
18
19
20

Cost

MIND BLADE

Manifester
Level

SOULKNIFE

Level
Bonus

Soulknife
Level

MIND BLADE ENHANCEMENT


MIND BLADE SPECIAL ABILITY POINTS

Strength
Multiplier

Small

Damage:
Medium

Large

Shortsword

1d4

1d6

1d8

Longsword

1d6

1d8

2d6

1d8

1d10

2d8

1d4

1d6

1d8

Bastard Sword

+
Special Ability

Mind Blade
Penalty

Blade
Shape

Point Cost

Defending

Keen

Lucky

Mighty Cleaving

Psychokinetic

Sundering

Vicious

Collision

Mindcrusher

Psychokinetic Burst

Suppression

Wounding

Body Feeder

Mind Feeder

Soul Breaker

2 Shortsword

DAMAGE ROLL
MIND BLADE
BONUS

Soulknife
Level

=(

ATTACK BONUS
Base Attack
Bonus

4)-

DAMAGE BONUS
Mind
Blade
Bonus

Strength
Multiplier

+ ( STR

+
Range

Penalty

Misc

)+

Type

ft

Mind
Blade
Bonus

Psychic
Strike
Charge

Attack Bonus

Damage

d +

sq

Critical

THROW MIND BLADE


ATTACK BONUS
Base Attack
Bonus

ANTI-PSIONICS
On entering an anti-psionic area, pass a Will Save (DC 20)
to keep your mind blade active for this duration:

MIND BLADE
DURATION

rds

Soulknife
Level

+1 4

Default range increment


30 ft / 6 sq.
Attack Bonus

TATTOOS
1
2

(Round down)

CHARGES

DORJES

3
4
6
7
8
9

CHARGES

10

11
12
14
15
16

CHARGES

CHARGES

13

#
#
#

Damage

d +

sq

CHARGES

+ DEX +

Default critical range


19-20, 2

POWER STONES

PSYCHIC STRIKE
PSYCHIC STRIKE Soulknife
CAPACITY
Level

Misc

Type

ft

Range

Default damage type


Slashing

Mind
Blade
Bonus

17
18
19
20

Critical

KNOWN POWERS

Manifester
Level

WILDER

Level
Bonus

POWERS
KNOWN

Power

Bonus
Points

Racial

Misc

Bonus Points

Manifester
Level

= CHA x

(Round down)

Power Points used today

POWER LEVELS
Power
Level

Point
Cost

11

13

15

17

Power
Save DC

WILD SURGE
MANIFESTER LEVEL Risk of Psychic
MAX BONUS
Enervation

Manifester
Level Bonus

5%

Temp Attack
Bonus

Surging
Euphoria
Bonus

Temp Damage
Bonus

rds

Manifester
Level Bonus

From level 5:

TOUCH AC
BONUS

POINT COST
ADJUSTMENT

= CHA

POWER STONES
2
3
4

7
8
9
10
11
12

Name

Wilder
Level

13
14

Liar

Resolved

Bully

Meticulous

Sage

Coward

Nimble

Single-minded

16

Friendly

Observant

Sneaky

17

Hero

Poised

Sympathetic

18

15

19
20

-1 5

TATTOOS

PSICRYSTAL

Personality
Artiste

From level 2:

Temp Saving
Throw Bonus

VOLATILE MIND

SURGING
EUPHORIA
DURATION

From level 4:

Level

1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
ELUDE TOUCH

Power Save DC = 10 + CHA + Power Level

POWER POINTS Manifester


Level
MAX COST

PSIONICS
POWER POINTS Base
Points
PER DAY

MAX POWER
LEVEL

Cost

CRUSADER

PREPARED
SPELLS
MANEUVRES

Crusader
Level

Martial Adept
INITIATOR LEVEL Class Levels

MARTIAL ADEPT

= 1

MAX MANEUVRE LEVEL

MANEUVRES READIED

Maneuvre

Other Class
Levels

+
Type

d
te
an
Gr a d y
Re

MANEUVRES KNOWN

Martial Prestige
Class Levels

(Round down)

Range

Area

Save DC

Range

Area

Save DC

1
2

STANCES KNOWN

3
4

STEELY RESOLVE

DELAYED DAMAGE POOL CAPACITY

6
7

Damage Pool

8
9
10
11

FURIOUS COUNTERSTRIKE
Attack Bonus

Damage Bonus

Damage
Pool

1 to 9
10 to 14
15 to 19
20 to 24
25 to 29
30+

1
2
3
4
5
6

12

ZEALOUS SURGE
From level 3:
Zealous Surge Used Today

SMITE
From level 6:
Smite Used Today

15
16
17
18
19
20

2
3
4
5
6
7

e
tiv

STANCES
Ac

= CHA

Damage Bonus Crusader Level

14

Stance

Attack Bonus

From level 18:


Smite Used Today

13

SWORDSAGE

Swordsage
Level

MARTIAL ADEPT

PREPARED
SPELLS
MANEUVRES
Martial Adept
INITIATOR LEVEL Class Levels

= 1

MAX MANEUVRE LEVEL

+
Type

d
se
U
y
ad

MANEUVRES READIED

Other Class
Levels

Re

Maneuvre

MANEUVRES KNOWN

Martial Prestige
Class Levels

Range

Area

Save DC

Range

Area

Save DC

2
STANCES KNOWN

3
4

Swordsage
Level

1
4
8
12
16

DISCIPLINE FOCUS

Discipline

7
8

Weapon Focus

9
10

Insightful Strike

11
12

Defensive Stance

13
14

Insightful Strike

15
16
17

Defensive Stance

18
19

QUICK TO ACT
INITIATIVE
BONUS

Swordsage
Level

20

+4 5
AC BONUS

ARMOUR CLASS
BONUS

= WIS

21
(Round down)

22
23
24
25
26
27
28
29
30

2
3
4
5
6
7
8
9
10

e
tiv

Ac

Stance

STANCES

WARBLADE

Warblade
Level

MARTIAL ADEPT

PREPARED
SPELLS
MANEUVRES
Martial Adept
INITIATOR LEVEL Class Levels

= 1

MAX MANEUVRE LEVEL


Maneuvre

+
Type

d
se
U y
ad

STANCES KNOWN

MANEUVRES READIED

Other Class
Levels

Re

MANEUVRES KNOWN

Martial Prestige
Class Levels

Range

Area

Save DC

Range

Area

Save DC

2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20

2
3
4
5
6
7

e
tiv

Ac

Stance

STANCES

Tome of Battle class

Martial Adept
Class Level

MARTIAL ADEPT

PREPARED
SPELLS
MANEUVRES
INITIATOR
LEVEL

= 1

MAX MANEUVRE LEVEL


Maneuvre

+
Type

Other Class
Levels

+(

d
se
U y
ad

STANCES KNOWN

MANEUVRES READIED

Martial Prestige
Class Levels

Re

MANEUVRES KNOWN

Martial Adept
Class Levels

2)

Range

Area

Save DC

Range

Area

Save DC

2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20

2
3
4
5
6
7

e
tiv

Ac

Stance

STANCES

IL

OD
C
TI

AO
CH

EV

GO

L
FU
W
LA

BINDER

VESTIGES

Binder
Level

Binder Prestige
Class Levels

Effective
Binder Level

nu

gm

Bo

Au

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

VESTIGE NAME

Vestige Level

Vestige Level

Binding DC

Binding DC

Sign

Sign

Special Requirements

Special Requirements

Granted Abilities

Granted Abilities

VESTIGE NAME

VESTIGE NAME

Vestige Level

Vestige Level

en

Max
Binder
Vestiges Vestige
Level
Level

ta
ti
s F on
ea
t

BINDER

VESTIGE NAME

Suppress Sign

2
3
2

Soul Guardian
(immune to fear)

Soul Guardian
(slippery mind)

5
6
3

Soul Guardian
(immune to energy
drain and
negative levels)

7
8

Binding DC

Binding DC

Sign

Sign

Special Requirements

Special Requirements

Granted Abilities

Granted Abilities

VESTIGE NAME

VESTIGE NAME

Vestige Level

Vestige Level

Soul Guardian
(mind blank)

4
SOUL BINDING

BINDING CHECK

Binder Level

= d20 + CHA +
Binding time: 1 minute

If rushed, take a -10 penalty


Good
Bind
Good
Bind
Good
Bind
Good
Bind

1
2
3
4

PACT AUGMENTATION
+5 Hit Points
Energy resistance: 5 /acid
5 /cold
5 /electricity
5 /fire
5 /sonic

Bad
Bind
Bad
Bind
Bad
Bind
Bad
Bind

+1 Saving Throws
Damage Reduction 1/
+1 Armour Class
+1 Attack Rolls
+1 Damage
+1 Initiative

Binding DC

Binding DC

Sign

Sign

Special Requirements

Special Requirements

Granted Abilities

Granted Abilities

VESTIGE NAME

VESTIGE NAME

Vestige Level

Vestige Level

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

Binding DC

Binding DC

Sign

Sign

Special Requirements

Special Requirements

Granted Abilities

Granted Abilities

VESTIGES
VESTIGE NAME
Vestige Level

VESTIGE NAME
Binding DC

Vestige Level

VESTIGE NAME
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

Fu

Shadow
Caster
Level

nd
am
en
M
ta
ys
ls
te
rie
s

SHADOWCASTER

1
2
3
4
5
6
7

8
9
10
11
12
13

Apprentice paths
Bonus feats
Umbral sight (darkvision 30ft)
Sustaining shadow (eat 1 meal /week)
Initiate paths
Appentice paths as spell-like abilities

8
9
10
11
12
13

Sustaining shadow (sleep 1 hour /day)


Umbral sight (see in darkness 60ft)
Master paths
Initiate paths as spell-like abilities
Apprentice paths as supernatural abilities

14
15

14
15
16
17
18
19
20

1
2
3
4
5
6
7

Unlimited use of fundamentals


Sustaining shadow
(immune to poison and disease)

16
17
18
19
20

Sustaining shadow
(no need to breathe, eat or sleep)

FUNDAMENTALS

School

C
TI

EV

IL

AO
CH

Shadowcaster
Level

PATHS & MYSTERIES


Path
Category

OD
GO

L
FU
W
LA

SHADOWCASTER

1
2
3

Mystery Level

Uses per day

#
#
#
#
#
#
#
#
#
#
#
#
#
#
#
#
#
#
#
#
#

Uses per day

1
2
3
4
5
6
7
8
9
10
11
12

#
#
#
#
#
#
#
#
#
#
#
#

#
#
#
#
#
#
#
#
#

S
ab pel
ili l-li
tie ke
s
Su
ab pe
ili rn
tie at
s ur
al

Sp
el
ls

ABILITIES

Affected by antimagic field

Use provokes attack of opportunity

Subject to spell resistance

Can be dispelled

Can be counterspelled

Requires somatic components

Known
Paths

#
#
#
#
#
#

BONUS FEATS
BONUS
FEATS

#
#
#

(Round down)

#
#
#

TRUENAMER

UTTERANCES

Truenamer
Level

TRUENAMER

True
Namer
Level

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

Ev
ol
vi
ng
M
Cr
in
af
d
te
dT
oo
Pe
l
rf
ec
te
d
M
ap

Utterances Known
Lexicons

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

Know Personal Truename


Knowledge Focus

1
Truename Research

Knowledge Focus

Bonus Recitation Feat


See the Named 1 /day
Knowledge Focus

2
Sending
Knowledge Focus

Bonus Recitation Feat

3
Speak unto the masses

Say my name and I am there

TRUESPEAK
Targets CR,
Effective Level
or Hit Dice

TRUESPEAK
SKILL DC

= 15 + 2

Modifiers

)+

Pass a Truespeak skill check each time to use an


utterance or recitation.

DC MODIFIERS

Subsequent truespeak checks


The same utterance on the same day
Failed utterances dont count

Speaking a personal truename


If successful, gain a +2 to utterance save DC and
caster level check to overcome targets spell resistance

Speaking your own truename


Gain a +4 competence bonus to Truespeak check

Utter defensively
Prevents attacks of opportunity
Apply for each enemy in range

Overcome spell resistance


Voluntary

Speak unto the masses


For each additional target beyond the first

RECITATIONS
1
2
3
4
5

+2
+2

+5
+5
+2

LEXICON OF THE EVOLVING MIND


1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
LEXICON OF THE CRAFTED TOOL
1
2
3
4
5
6
7
8
9
LEXICON OF THE PERFECTED MAP
1
2
3
4
5
6
7
8
9

Utterances
Known

Max
Level

Level

Utterances
Known

Max
Level

Level

Utterances
Known

Max
Level

Level

Truenamer
Level

UTTERANCE
SAVE DC

= 10 +

Misc

2 + CHA +

DC increases by +2 when
using a personal truename

CLERIC

PREPARED SPELLS

Class
Level
Caster
Level

0
IL

OD
C
TI

Domain Spell

EV

GO

L
FU
W
LA

AO
CH

DEITY

SPELLS
=

Base
Bonus Spells
+
Spells
WIS
WIS - 4
WIS - 8
WIS - 12

Spells
per day

Spell
Save DC

0
1

Domain Spell

2
3

4
5
6

Domain Spell

8
9
Spell Save DC = 10 + WIS + Spell Level

Domain Spell

TURN / REBUKE UNDEAD


OD
GO

Rebuke, Halt, Awe,


Control, Dispel Turning
and Bolster Undead

EV

TI

AO

CH

IL

FU

Turn, Halt,
Rout and
Destroy Undead

Evil Cleric

W
LA

Good Cleric

TURNS / REBUKES PER DAY

Misc

Domain Spell

Today

= 3 + CHA +

TURNING CHECK

Domain Spell

= d20 + CHA

Turning
Check

3 )+

Cleric Level

-4

Domain Spell

TO DESTROY CREATURE MAX HIT DICE


Cleric Level

TO TURN CREATURE MAX HIT DICE

(Round down)

Domain Spell

CREATURES AFFECTED TOTAL HIT DICE

Cleric Level

= 2d6 + CHA +

Domain Spell

9
Domain

Domain

Granted Power

Granted Power

CLERIC DOMAINS
Domain

Domain

Granted Power

Granted Power

SPECIAL MOUNT

Paladin
Level

Name

C
TI

EV

IL

AO
CH

Caster
Level

Mount Type

Summoned
Mount Today

GO

OD

L
FU
W
LA

DEITY

IL

AO
CH

PREPARED SPELLS

C
TI

EV

OD
GO

L
FU
W
LA

PALADIN

SPELLS
Spells
per day

Spell
Save DC

Base
Bonus Spells
+
WIS
Spells

1
2

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

TURN UNDEAD

IL
EV

OD
GO

Rebuke, Halt, Awe,


Control, Dispel Turning
and Bolster Undead

TI

AO
CH

Turn, Halt,
Rout and
Destroy Undead

Evil Paladin

L
FU
W
LA

Good Paladin

TURNS PER DAY

Misc

Today

= 3 + CHA +

SMITE EVIL
SMITINGS
PER DAY

TURNING CHECK

= d20 + CHA +

( Turning
Check 3 )+
(

- 3 ) 2

= +

Round down

CREATURES AFFECTED TOTAL HIT DICE

Paladin Level

= 2d6 + CHA +

Weapon
Damage
Bonus

SMITING DAMAGE
BONUS

Paladin Level

-3

+ CHA

-7

TO DESTROY CREATURE MAX HIT DICE

Paladin
Level

+
LAY ON HANDS

HEALING POINTS
PER DAY
hp

Paladin
Level

CHA

)+

Misc

Healing Points

hp

CHARGES

CHARGES

CHARGES

WANDS

CHARGES

Weapon Attack Bonus

Paladin Level

SMITING ATTACK
BONUS

TO TURN CREATURE MAX HIT DICE

CHARGES

Smitings Today

Synergy

SCROLLS

POTIONS

PREPARED
SPELLS
KNOWN SPELLS

IL

OD
C
TI

AO
CH

EV

GO

L
FU
W
LA

Class
Level

0
SPELLS

Spells
Known

Spell
Save DC

Spells
per day

Base Bonus Spells


+
Spells

0
1
2
3

4
5
6
7
8
9

ARCANE SPELL FAILURE THRESHOLD

3
SCROLLS

5
POTIONS

WANDS

C
TI

AO
CH

IL

OD

PREPARED SPELLS
PREPARED
SPELLS

EV

GO

L
FU
W
LA

Class
Level

SPELLS
Spell
Save DC

Spells
per day

Base
Bonus Spells
+
Spells

0
1

2
3
4
5
6
7

8
9
ARCANE SPELL FAILURE THRESHOLD

3
SCROLLS

5
POTIONS

7
WANDS

FU

GO
O

SPELLS

Class
Level

W
LA

Other

L
EV
I

C
TI
AO
CH

SPELLS
Spells
per day

Spell
Save DC

Base
+ Bonus Spells
Spells

1
2
3

4
Spell Save DC = 10 + Stat + Spell Level

WANDS

SCROLLS

POTIONS

ORIGINS

IL

OD
GO

L
FU
W
LA

FRIENDLY

C
TI

EV

Parents

AO
CH

Name

CHARACTER
BACKGROUND

HOSTILE

Origin
/ Town

IL

GO

L
FU
W
LA

TI

AO
CH

FRIENDLY

EV

/ Region

OD

Country

HOSTILE

AFFILIATIONS

IL

GO
C

TI

AO
CH

FRIENDLY

L
FU
W
LA

OD

Religion

EV

PORTRAIT

HOSTILE

IL
EV

GO
C

TI

AO
CH

FRIENDLY

L
FU
W
LA

OD

Employer

HOSTILE

/ Town

IL

GO

L
FU
W
LA

TI

AO
CH

FRIENDLY

EV

/ Region

OD

Current Country

HOSTILE

GO

EV

TI

AO

CH

FRIENDLY

IL

FU

W
LA

OD

Affiliation

HOSTILE

OD
GO

EV

TI

AO

CH

FRIENDLY

IL

FU

W
LA

Affiliation

HOSTILE

APPEARANCE

FRIENDS AND FOES


OD

IL

FRIENDLY

TI

EV

MALE

GO

FU

W
LA

Weight

AO

Height

CH

Age

FEMALE

Race

HOSTILE

Hair
GO
C

TI

AO

FRIENDLY

CH

Defining Features

EV
IL

FU

W
LA

OD

Eyes

GO

FU

W
LA

OD

HOSTILE

EV
IL

C
TI

AO

CH

FRIENDLY

Preferred Clothing

GO

FU

W
LA

OD

HOSTILE

EV

IL

TI

AO

HOSTILE

TI

AO

FRIENDLY

CH

HOSTILE

GO
IC

T
AO

FRIENDLY

CH

Likes

EV
IL

FU

W
LA

OD

Fears

EV
IL

FU

GO
O

W
LA

Motivations

FRIENDLY

CH

PERSONALITY

EV
I

TI

AO

CH

FRIENDLY

FU

GO

Dislikes

W
LA

OD

HOSTILE

HOSTILE

OD
C

HOSTILE

EV

TI

AO

CH

FRIENDLY

IL

FU

GO

W
LA

Quirks

PARTY INVENTORY
Value

PARTY FUNDS

Weight

Copper

Silver

Gold
,
,

gp

,
pp

,
,

sp

Platinum
Total

cp

Cash

Inventory

Debts

Valuables

Other items

Total

QUEST ITEMS
Item

Attained

Carried by / given to

CONTAINER

CONTAINER
Value

Total Weight
Max Weight

Weight

lb

Weight

lb

Total Weight

lb

lb

Max Weight

lb

NOTES

Total Weight

Value

SPELL BOOK
Level

Level

School

Cost

School

Cost
School

Cost

Cost

Cost

Cost

School

School

School

School

School

School

School

School

School

School

School

Cost
School

Cost
School

Cost

School

Cost

Cost

Cost

School

Cost

Cost

Cost

School

Cost

Cost

Cost

School

Cost

Cost

Cost

School

Cost

Cost

Cost

School

School

School

School

Cost
School

Cost
School

Cost

Level

School

Cost
School

Cost

School

Cost

SPELL BOOK
Level

Level

School

Cost

School

Cost

School

Cost

School

Cost

School

Cost

School

Cost

School

Cost

School

Cost

School

Cost

School

Cost

School

Cost

School

Cost

School

Cost

School

Cost

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

ANIMAL COMPANION

SUMMONED CREATURE
Age

MALE

FEMALE

EV
IL

IC

T
AO

CH

Size
Modifier

Level

Height

ft

Hit die

Ranks Racial, Feats

Balance

Ability
Score

Item
Bonus

Ability
Modifier

Temp
Bonus

Climb
Escape Artist

STR

STR

CON

CON

DEX

DEX

Listen

INT

INT

Move Silently

WIS

WIS

CHA

CHA

Ability Modifier = (Total Ability Score - 10) 2

EQUIPMENT

Hide
Jump

Search
Sense Motive
Spot
Survival
Track
Swim

Trained

DEX
STR
DEX
DEX
STR
WIS
DEX
INT
WIS
WIS
WIS
SURVIVAL

STR

Damage

BASIC SPEED

Swim Speed

Fly Speed

ft

ft

ft

Critical

sq

sq

sq

BASE ATTACK
BASE ATTACK
Attack Bonus

Range

Damage

Temp Attack Temp Damage

Critical

sq

GRAPPLE
Attack Bonus

Range

ft

Damage

Size
Modifier

GRAPPLE BONUS

Critical

sq

Misc

+ STR + x 4 +

HEALTH
HIT POINTS Wounds

Dying

Stable

SAVES

Unconcious

FORTITUDE SAVE

FORT = CON +

= DEX +

hp

ARMOUR CLASS

Base Save

REF

Non-lethal

hp

hp

Misc

Temp

Natural
Armour

ARMOUR CLASS

AC

= 10 + DEX +

AC

= 10

/ +

TOUCH ARMOUR CLASS

WILL SAVE

WILL = WIS +

Size
Modifier

Misc
Modifier

FLAT-FOOTED ARMOUR CLASS

REFLEX SAVE

FEATS

INIT = DEX +

Critical

sq

ft

Misc

SPEED
Attack Bonus

ft

Damage

sq

Range

SKILLS
ABILITIES

Attack Bonus

XP

INITIATIVE
INITIATIVE BONUS

Range

lb Effective
Size

ATTACKS

Level
Ranks Adjustment

Weight

FU

GO
O

Subtype

W
LA

Creature Type

Creature
Level

Base
Attack

FAMILIAR
Creature Name

PORTRAIT

AC
Temp AC

EFFECTS

AC

= 10 + DEX

Spell Resistance Damage Reduction

/
SPECIAL ABILITIES

PSICRYSTAL

Untrained

Appraise

PERSONALITY

Autohypnosis

Artiste

Observant

Bully

Poised

Coward

Resolved

Friendly

Sage

Hero

Single-minded

Liar

Sneaky

Meticulous

Sympathetic

Balance
Bluff
Climb
Concentration
Decipher Script
Diplomacy
Disable Device

Nimble

Disguise

ABILITIES
Ability
Score

Ability
Modifier

STR
CON
INT
Bonus

DEX

Temp
Bonus

CON

Handle Animal
Heal

DEX

WIS

WIS

CHA

CHA

Hide
Intimidate
Jump
Listen
Move Silently

Ability Modifier = (Total Ability Score - 10) 2

3
5
7
9
11
13
15
17
19

Granted
Abilities
Alertness *
Improved Evasion
Self-propulsion
Shared Powers
Sighted
Telepathic Link
Deliver Touch Powers
Telepathic Speech

Open Lock
Psicraft

PSICRYSTAL

Forgery
Gather Information

INT

Owners
Level

Escape Artist

STR

INT

Natural INT
Armour Bonus

Ride
Search
Sense Motive
Sleight of Hand

+0

+0

Spellcraft
Spot

+1

+1

Survival
Track

Trained

+2

+2

+3

+3

Swim

Flight

+4

+4

Tumble

Power Resistance

+5

+5

Use Magic Device

Sight Link

+6

+6

Use Psionic Device

Channel Power

+7

+7

Use Rope

+8

+8

Knowledge: Psionics

+9

+9

* Applies to owner when within 5 ft

HEALTH

SKILLS

Crystal Name

Skill
Bonus

Owners
Ranks

INT
WIS
DEX
CHA
DEX
CON
INT
CHA
INT
CHA
DEX
INT
CHA
CHA
WIS
DEX
CHA
STR
WIS
DEX
DEX
INT
DEX
INT
WIS
DEX
INT
WIS
WIS
SURVIVAL

STR
DEX
CHA
CHA
DEX
INT

Misc

HIT POINTS Wounds


hp

hp

COMBAT
BASE ATTACK

ATTACKS

Temp Attack Temp Damage

+8

Range

ft

INITIATIVE
BONUS

INIT

with Self-propulsion:

Basic Speed

30 ft 6 sq

with Flight:

Fly Speed

Misc

+ STR - 12 +

FORTITUDE SAVE

FORT = CON +

Misc

= DEX +

Range

ft

Evasion
Endurance

Damage

Critical

Attack Bonus

Damage

Critical

sq

ARMOUR
Temp

Natural
Armour

ARMOUR CLASS

AC

= 10 + DEX +

FLAT-FOOTED ARMOUR CLASS

TOUCH ARMOUR CLASS

AC
AC

WILL SAVE

WILL = WIS +

Attack Bonus

REFLEX SAVE

REF

Critical

sq

SAVING THROWS
Owners
Base Save

Damage

sq

Range

ft

Attack Bonus

50 ft 10 sq
Size
Modifier

GRAPPLE BONUS
Base
Attack

Owners
Level

Improved
Evasion

Temp AC
Trap
Sense

AC

= 10

= 10 + DEX

Size
Modifier

+4+

+4+
/

+4+

Power Resistance Damage Reduction

/
COMBAT ABILITIES

EFFECTS

Misc
Modifier

Character Name

HEALTH

Race

Level

Class

HIT POINTS Wounds

Dying

Stable

Non-lethal

Unconcious

hp

hp

ABILITIES
Ability
Score

Item
Bonus

Ability
Modifier

SKILLS
Temp
Bonus

Skill

Balance

STR

STR

CON

CON

Escape Artist

DEX

DEX

Hide

INT

INT

WIS

WIS

CHA

CHA

Ability Modifier = (Total Ability Score - 10) 2

EQUIPMENT

Climb

Jump
Listen
Move Silently
Search
Sense Motive
Spot
Survival

Properties

Size
Modifier

Swim

DEX
STR
DEX
DEX
STR
WIS
DEX
INT
WIS
WIS
WIS
STR

COMBAT
BASE ATTACK

Ranks Racial, Feats

INITIATIVE BONUS

ft

Temp Speed

sq

ft
Size
Modifier

GRAPPLE BONUS

Misc

Range

ft

Base Save

FORTITUDE SAVE

Misc

Temp

Range

ft

+
+

WILL SAVE

WILL = WIS +

Damage

Critical

Attack Bonus

Damage

Critical

Attack Bonus

Damage

Critical

Evasion

sq

DEFENCE
Armour
& Shield

ARMOUR CLASS

AC

= 10 + DEX +

AC

= 10

/ +

TOUCH ARMOUR CLASS

EFFECTS

Size
Modifier

Temp AC

AC

= 10 + DEX

Spell Resistance Damage Reduction

/
COMBAT ABILITIES

Properties

Properties

Misc
Modifier

FLAT-FOOTED ARMOUR CLASS

AC
Properties

Attack Bonus

sq

SAVING THROWS

= DEX +

Critical

sq

sq

+ STR + x 4 +

FORT = CON +

Damage

sq

Range

SPEED
ft

Attack Bonus

Misc

INIT = DEX +

REF

INVENTORY

Range

ft

REFLEX SAVE

Properties

ATTACKS

Temp Attack Temp Damage

Base
Attack

Size

MALE

IL

hp
Allegiance

FEMALE

C
TI

AO
CH

EV

GO

L
FU
W
LA

OD

NPC

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

IL

OD

Name

Name

Name

Name

Name

Name

Name

Name

Name

Name

XP

Campaign

WILL SAVE
ARMOUR CLASS

EV

GO

OD

IL
EV

GO

IL
EV

OD
GO

OD

IL
EV

GO

OD

IL
EV

GO

OD

IL
EV

GO

OD

IL
EV

GO

OD

IL
EV

GO

OD

IL
EV

GO

OD
GO

IL
EV

3.5e

PARTY

C
TI

REFLEX SAVE

L
FU
W
LA

AO
CH

C
TI

L
FU
W
LA

AO
CH

C
TI

L
FU
W
LA

AO
CH

C
TI

L
FU
W
LA

AO
CH

C
TI

L
FU
W
LA

AO
CH

C
TI

L
FU
W
LA

AO
CH

C
TI

L
FU
W
LA

AO
CH

C
TI

L
FU
W
LA

AO
CH

C
TI

L
FU
W
LA

AO
CH

C
TI

L
FU
W
LA

AO
CH

DEFENCE & SAVING THROWS


FORTITUDE SAVE

Rank / Position
Rank / Position
Rank / Position
Rank / Position
Rank / Position
Rank / Position
Rank / Position
Rank / Position
Rank / Position

NPC
NPC
NPC
NPC
NPC
NPC
NPC
NPC
NPC

Rank / Position

NPC

Rank / Position

Rank / Position

NPC

NPC

Rank / Position

NPC

Rank / Position

Rank / Position

NPC

NPC

Rank / Position

NPC

Rank / Position

Rank / Position

NPC

NPC

Rank / Position

NPC

IL

Rank / Position

EV

OD

GO

3.5e

NPC

Organisation

NPC GROUP
C
TI

Campaign

L
FU
W
LA

AO
CH

FORTITUDE SAVE

DEFENCE & SAVING THROWS

REFLEX SAVE

WILL SAVE
ARMOUR CLASS

TOUCH AC

FLAT-FOOTED AC

Appraise

SKILLS

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

19

TIMELINE

20
9
10

33
22

34
23

35

of
Page

Era

Campaign

12

24

13 14 15 16 17 18
7

10 11 12

36

31 32 33 34 35 36

18

30

17

29

16

28

15

27

14
13

37 38 39 40 41 42

25 26 27 28 29 30
19 20 21 22 23 24

32
21

11

31

26
25

19
8

31
20

32
21

10

33
22

11

34
23

12

24

13 14 15 16 17 18
7

10 11 12

36

31 32 33 34 35 36

18

30

17

29

16

28

15

27

14
13

37 38 39 40 41 42

25 26 27 28 29 30
19 20 21 22 23 24

35

26
25

Campaign

TIMELINE

3.5e

THREAD

Era
Page

of
DATE

EVENT

OTHER EVENTS

DATE

EVENT

THREAD

OTHER EVENTS

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