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character name alignment player


character level deity homeland campaign
AlchemiSt race size gender age height weight hair eyes
ability ability ability temp. temp.
name score modifier score modifier
movement
STR
strength
HP
hit points
total mutagen hp
DEX
dexterity
ft.
base speed
sq. ft.
armor speed
sq.
burrow
ft.

CON ft. ft. ft.


constitution wounds/current hp nonlethal damage
fly manuverability swim climb temp. modifiers
INT initiative = +
intelligence
total dex mod. misc. mod.
skills
WIS damage total Ability Misc.
wisdom reduction SKILL NAME bonus mod. ranks mod.
CHA spell
resistance Acrobatics =DEX + +
charisma
Appraise =INT + +
AC
armor class
=10+ + + + + + + Bluff =CHA + +
armor shield dex size natural deflection
total bonus bonus modifier modifier armor
misc.
modifier modifier Climb =STR + +
modifiers Craft =INT + +
TOUCH
Craft =INT + +
flat Diplomacy =CHA + +
footed
Disable Device * =DEX + +
base ability magic misc. temp.
total save modifier modifier modifier modifier Disguise =CHA + +
fortitude = + + + +
modifiers Escape Artist =DEX + +
constitution
Fly =DEX + +
reflex
dexterity
= + + + +
Handle Animal * =CHA + +
WILL Heal =WIS + +
wisdom
= + + + +
Intimidate =CHA + +
B.A.B. bomb Knowledge (ARCANA)* =INT + +
Knowledge (DUNGEONEERING)* =INT + +
CMB = + +
modifiers
Knowledge (ENGINEERING)* =INT + +
total b.a.b. str size Knowledge (GEOGRAPHY)* =INT + +
modifier modifier
Knowledge (HISTORY)* =INT + +
CMD = + + + + 10 Knowledge (LOCAL)* =INT + +
total b.a.b. str dex size
modifier modifier modifier Knowledge (NATURE)* =INT + +
EXTRACTS touch attack save dc mod.
Knowledge (NOBILITY)* =INT + +
Knowledge (PLANES)* =INT + +
1st 2nd 3rd 4th 5th 6th melee ranged
Knowledge (RELIGION)* =INT + +
caster level special properties
Linguistics * =INT + +
Perception =WIS + +
Perform =CHA + +
BOMB attack bonus damage Perform =CHA + +
direct splash Profession * =WIS + +
critical range save dc special properties Profession * =WIS + +
Ride =DEX + +
Sense Motive =WIS + +
WEAPON attack bonus damage critical Sleight of Hand * =DEX + +
Spellcraft * =INT + +
Stealth =DEX + +
type range ammunition special properties
Survival =WIS + +
Swim =STR + +
Use Magic Device * =CHA + +
WEAPON attack bonus damage critical
+ +
+ +
type range ammunition special properties Class Skill * Trained Only
conditional modifiers:

WEAPON attack bonus damage critical


languages:
type range ammunition special properties
INVENTORY

staves cl charges item # ref. lbs. item # ref. lbs.

spells: dc:

dc:

dc:

dc:

spells: dc:

dc:

dc:

dc:

wands cl dc charges

total
weight
container lbs.

character gear
capacity: head ref.

capacity: face ref.

capacity: throat ref.

armor shoulders ref.

ARMOR/PROTECTIVE ITEM TYPE AC BONUS MAX DEX


body ref.

CHECK PENALTY SPELL FAIL SPEED WEIGHT SPECIAL PROPERTIES

torso ref.

SHIELD/PROTECTIVE ITEM WEIGHT AC BONUS CHECK PENALTY arms ref.

SPELL FAIL SPECIAL PROPERTIES


hands ref.

waist ref.
carrying capacity
light load lift over head max feet ref.

medium load lift off ground max x2


ring ref.
heavy load push or drag max x5
ring ref.
wealth
coins valuables
other/notes
cp

sp

gp

pp
feats extracts
formulae extract extracts bonus
FEAT PAGE REF. FEAT PAGE REF. known save dc level per day extracts

1st
NOTES

NOTES
2nd
FEAT PAGE REF. FEAT PAGE REF.
3rd
NOTES

NOTES
4th

5th
FEAT PAGE REF. FEAT PAGE REF.
6th
NOTES

NOTES
conditional modifiers

FEAT PAGE REF. FEAT PAGE REF.


NOTES

NOTES
mutagen
mutagen new new new new
FEAT PAGE REF. FEAT PAGE REF. bonus score mod. score mod.

str int
NOTES

NOTES

dex wis
con cha
FEAT PAGE REF. FEAT PAGE REF.
nat.
armor
bonus
NOTES

NOTES

armor
class touch f.f. duration

conditional modifiers
FEAT PAGE REF. FEAT PAGE REF.
NOTES

NOTES

racial traits discoveries


page ref.

class features

notes

experience
experience:
next level:
character name alignment player

character level deity homeland campaign
Antipaladin race size gender age height weight hair eyes
ability ability ability temp. temp.
name score modifier score modifier
movement
STR
strength
HP
hit points
total nonlethal damage
DEX
dexterity
ft.
base speed
sq. ft.
armor speed
sq.
burrow
ft.

CON ft. ft. ft.


constitution wounds/current hp
fly manuverability swim climb temp. modifiers
INT initiative = +
intelligence
total dex mod. misc. mod.
skills
WIS damage total Ability Misc.
wisdom reduction SKILL NAME bonus mod. ranks mod.
CHA spell
resistance Acrobatics =DEX + +
charisma
Appraise =INT + +
AC
armor class
=10+ + + + + + + Bluff =CHA + +
armor shield dex size natural deflection
total bonus bonus modifier modifier armor
misc.
modifier modifier Climb =STR + +
modifiers Craft =INT + +
TOUCH
Craft =INT + +
flat Diplomacy =CHA + +
footed
Disable Device * =DEX + +
base ability magic misc. temp.
total save modifier modifier modifier modifier Disguise =CHA + +
fortitude = + + + +
modifiers Escape Artist =DEX + +
constitution
Fly =DEX + +
reflex
dexterity
= + + + +
Handle Animal * =CHA + +
WILL Heal =WIS + +
wisdom
= + + + +
Intimidate =CHA + +
touch of Knowledge (ARCANA)* =INT + +
B.A.B. corruption
Knowledge (DUNGEONEERING)* =INT + +
CMB = + +
modifiers
Knowledge (ENGINEERING)* =INT + +
total b.a.b. str size Knowledge (GEOGRAPHY)* =INT + +
modifier modifier
Knowledge (HISTORY)* =INT + +
CMD = + + + + 10 Knowledge (LOCAL)* =INT + +
total b.a.b. str dex size
modifier modifier modifier Knowledge (NATURE)* =INT + +
SMITE GOOD attack bonus damage
Knowledge (NOBILITY)* =INT + +
Knowledge (PLANES)* =INT + +
good cleric
Knowledge (RELIGION)* =INT + +
critical type special properties
Linguistics * =INT + +
Perception =WIS + +
Perform =CHA + +
WEAPON attack bonus damage critical Perform =CHA + +
Profession * =WIS + +
type range ammunition special properties Profession * =WIS + +
Ride =DEX + +
Sense Motive =WIS + +
WEAPON attack bonus damage critical Sleight of Hand * =DEX + +
Spellcraft * =INT + +
Stealth =DEX + +
type range ammunition special properties
Survival =WIS + +
Swim =STR + +
Use Magic Device * =CHA + +
WEAPON attack bonus damage critical c. lvl
Concentration =CHA + +
+ +
type range ammunition special properties Class Skill * Trained Only
conditional modifiers:

WEAPON attack bonus damage critical


languages:
type range ammunition special properties
INVENTORY

staves cl charges item # ref. lbs. item # ref. lbs.

spells: dc:

dc:

dc:

dc:

spells: dc:

dc:

dc:

dc:

wands cl dc charges

total
weight
container lbs.

character gear
capacity: head ref.

capacity: face ref.

capacity: throat ref.

armor shoulders ref.

ARMOR/PROTECTIVE ITEM TYPE AC BONUS MAX DEX


body ref.

CHECK PENALTY SPELL FAIL SPEED WEIGHT SPECIAL PROPERTIES

torso ref.

SHIELD/PROTECTIVE ITEM WEIGHT AC BONUS CHECK PENALTY arms ref.

SPELL FAIL SPECIAL PROPERTIES


hands ref.

waist ref.
carrying capacity
light load lift over head max feet ref.

medium load lift off ground max x2


ring ref.
heavy load push or drag max x5
ring ref.
wealth
coins valuables
other/notes
cp

sp

gp

pp
feats spells
spells spell spells bonus
FEAT PAGE REF. FEAT PAGE REF. known save dc level per day spells

1st
NOTES

NOTES
2nd
FEAT PAGE REF. FEAT PAGE REF.
3rd
NOTES

NOTES
4th

conditional modifiers
FEAT PAGE REF. FEAT PAGE REF.
NOTES

NOTES
FEAT PAGE REF. FEAT PAGE REF.

cruelties
NOTES

NOTES

FEAT PAGE REF. FEAT PAGE REF.


NOTES

NOTES

FEAT PAGE REF. FEAT PAGE REF.


NOTES

NOTES

class features racial traits


channel energy
save
DC = 10 + + +

damage total 1/2 antip. charisma misc.


level modifier

touch of corruption

uses per day touch attack damage / healing

notes

experience
experience:
next level:
character name alignment player

character level deity homeland campaign
Cavalier race size gender age height weight hair eyes
ability ability ability temp. temp.
name score modifier score modifier
movement
STR
strength
HP
hit points
total nonlethal damage
DEX
dexterity
ft.
base speed
sq. ft.
armor speed
sq.
burrow
ft.

CON ft. ft. ft.


constitution wounds/current hp
fly manuverability swim climb temp. modifiers
INT initiative = +
intelligence
total dex mod. misc. mod.
skills
WIS damage total Ability Misc.
wisdom reduction SKILL NAME bonus mod. ranks mod.
CHA spell
resistance Acrobatics =DEX + +
charisma
Appraise =INT + +
AC
armor class
=10+ + + + + + + Bluff =CHA + +
armor shield dex size natural deflection
total bonus bonus modifier modifier armor
misc.
modifier modifier Climb =STR + +
modifiers Craft =INT + +
TOUCH
Craft =INT + +
flat Diplomacy =CHA + +
footed
Disable Device * =DEX + +
base ability magic misc. temp.
total save modifier modifier modifier modifier Disguise =CHA + +
fortitude = + + + +
modifiers Escape Artist =DEX + +
constitution
Fly =DEX + +
reflex
dexterity
= + + + +
Handle Animal * =CHA + +
WILL Heal =WIS + +
wisdom
= + + + +
Intimidate =CHA + +
B.A.B. challenge Knowledge (ARCANA)* =INT + +
Knowledge (DUNGEONEERING)* =INT + +
CMB = + +
modifiers
Knowledge (ENGINEERING)* =INT + +
total b.a.b. str size Knowledge (GEOGRAPHY)* =INT + +
modifier modifier
Knowledge (HISTORY)* =INT + +
CMD = + + + + 10 Knowledge (LOCAL)* =INT + +
total b.a.b. str dex size
modifier modifier modifier Knowledge (NATURE)* =INT + +
WEAPON attack bonus damage critical
Knowledge (NOBILITY)* =INT + +
Knowledge (PLANES)* =INT + +
Knowledge (RELIGION)* =INT + +
type range ammunition special properties
Linguistics * =INT + +
Perception =WIS + +
Perform =CHA + +
WEAPON attack bonus damage critical Perform =CHA + +
Profession * =WIS + +
type range ammunition special properties Profession * =WIS + +
Ride =DEX + +
Sense Motive =WIS + +
WEAPON attack bonus damage critical Sleight of Hand * =DEX + +
Spellcraft * =INT + +
Stealth =DEX + +
type range ammunition special properties
Survival =WIS + +
Swim =STR + +
Use Magic Device * =CHA + +
WEAPON attack bonus damage critical
+ +
+ +
type range ammunition special properties Class Skill * Trained Only
conditional modifiers:

WEAPON attack bonus damage critical


languages:
type range ammunition special properties
INVENTORY
item # ref. lbs. item # ref. lbs. item # ref. lbs.

total
weight
container lbs.

character gear
capacity: head ref.

capacity: face ref.

capacity: throat ref.

armor shoulders ref.

ARMOR/PROTECTIVE ITEM TYPE AC BONUS MAX DEX


body ref.

CHECK PENALTY SPELL FAIL SPEED WEIGHT SPECIAL PROPERTIES

torso ref.

SHIELD/PROTECTIVE ITEM WEIGHT AC BONUS CHECK PENALTY arms ref.

SPELL FAIL SPECIAL PROPERTIES


hands ref.

waist ref.
carrying capacity
light load lift over head max feet ref.

medium load lift off ground max x2


ring ref.
heavy load push or drag max x5
ring ref.
wealth
coins valuables
other/notes
cp

sp

gp

pp
feats
FEAT PAGE REF. FEAT PAGE REF. FEAT PAGE REF.
NOTES

NOTES

NOTES
FEAT PAGE REF. FEAT PAGE REF. FEAT PAGE REF.
NOTES

NOTES

NOTES
FEAT PAGE REF. FEAT PAGE REF. FEAT PAGE REF.
NOTES

NOTES

NOTES
FEAT PAGE REF. FEAT PAGE REF. FEAT PAGE REF.
NOTES

NOTES

NOTES
FEAT PAGE REF. FEAT PAGE REF. FEAT PAGE REF.
NOTES

NOTES
NOTES

FEAT PAGE REF. FEAT PAGE REF. FEAT PAGE REF.


NOTES

NOTES
NOTES

racial traits order


Order

Edict

challenge
order bonus

damage demanding challenge


class features order abilities

tactician
Swift Action
Two T.W. Feats
rounds per day times per day

notes

experience
experience:
next level:
character name alignment player

character level deity homeland campaign
Oracle race size gender age height weight hair eyes
ability ability ability temp. temp.
name score modifier score modifier
movement
STR
strength
HP
hit points
total nonlethal damage
DEX
dexterity
ft.
base speed
sq. ft.
armor speed
sq.
burrow
ft.

CON ft. ft. ft.


constitution wounds/current hp
fly manuverability swim climb temp. modifiers
INT initiative = +
intelligence
total dex mod. misc. mod.
skills
WIS damage total Ability Misc.
wisdom reduction SKILL NAME bonus mod. ranks mod.
CHA spell
resistance Acrobatics =DEX + +
charisma
Appraise =INT + +
AC
armor class
=10+ + + + + + + Bluff =CHA + +
armor shield dex size natural deflection
total bonus bonus modifier modifier armor
misc.
modifier modifier Climb =STR + +
modifiers Craft =INT + +
TOUCH
Craft =INT + +
flat Diplomacy =CHA + +
footed
Disable Device * =DEX + +
base ability magic misc. temp.
total save modifier modifier modifier modifier Disguise =CHA + +
fortitude = + + + +
modifiers Escape Artist =DEX + +
constitution
Fly =DEX + +
reflex
dexterity
= + + + +
Handle Animal * =CHA + +
WILL Heal =WIS + +
wisdom
= + + + +
Intimidate =CHA + +
Knowledge (ARCANA)* =INT + +
BASE ATTACK BONUS
Knowledge (DUNGEONEERING)* =INT + +
CMB = + +
modifiers
Knowledge (ENGINEERING)* =INT + +
total b.a.b. str size Knowledge (GEOGRAPHY)* =INT + +
modifier modifier
Knowledge (HISTORY)* =INT + +
CMD = + + + + 10 Knowledge (LOCAL)* =INT + +
total b.a.b. str dex size
modifier modifier modifier Knowledge (NATURE)* =INT + +
SPELLS touch attack save dc mod.
Knowledge (NOBILITY)* =INT + +
Knowledge (PLANES)* =INT + +
O 1st 2nd 3rd 4th 5th 6th 7th 8th 9th melee ranged
Knowledge (RELIGION)* =INT + +
caster level special properties
Linguistics * =INT + +
Perception =WIS + +
Perform =CHA + +
WEAPON attack bonus damage critical Perform =CHA + +
Profession * =WIS + +
type range ammunition special properties Profession * =WIS + +
Ride =DEX + +
Sense Motive =WIS + +
WEAPON attack bonus damage critical Sleight of Hand * =DEX + +
Spellcraft * =INT + +
Stealth =DEX + +
type range ammunition special properties
Survival =WIS + +
Swim =STR + +
Use Magic Device * =CHA + +
WEAPON attack bonus damage critical c. lvl
Concentration =CHA + +
+ +
type range ammunition special properties Class Skill * Trained Only
conditional modifiers:

WEAPON attack bonus damage critical


languages:
type range ammunition special properties
INVENTORY

staves cl charges item # ref. lbs. item # ref. lbs.

spells: dc:

dc:

dc:

dc:

spells: dc:

dc:

dc:

dc:

wands cl dc charges

total
weight
container lbs.

character gear
capacity: head ref.

capacity: face ref.

capacity: throat ref.

armor shoulders ref.

ARMOR/PROTECTIVE ITEM TYPE AC BONUS MAX DEX


body ref.

CHECK PENALTY SPELL FAIL SPEED WEIGHT SPECIAL PROPERTIES

torso ref.

SHIELD/PROTECTIVE ITEM WEIGHT AC BONUS CHECK PENALTY arms ref.

SPELL FAIL SPECIAL PROPERTIES


hands ref.

waist ref.
carrying capacity
light load lift over head max feet ref.

medium load lift off ground max x2


ring ref.
heavy load push or drag max x5
ring ref.
wealth
coins valuables
other/notes
cp

sp

gp

pp
feats spells
spells spell spells bonus
FEAT PAGE REF. FEAT PAGE REF. known save dc level per day spells

0
NOTES

NOTES
1st
FEAT PAGE REF. FEAT PAGE REF.
2nd
NOTES

NOTES
3rd

FEAT PAGE REF. FEAT PAGE REF.


4th
NOTES

NOTES
5th

6th
FEAT PAGE REF. FEAT PAGE REF.

7th
NOTES

NOTES
8th

FEAT PAGE REF. FEAT PAGE REF.


9th
NOTES

NOTES

conditional modifiers

FEAT PAGE REF. FEAT PAGE REF.


NOTES

NOTES

MYSTERY

FEAT PAGE REF. FEAT PAGE REF.


Oracle’s Curse
NOTES

NOTES

class features racial traits


Revelation Power
save = 10 + + +
DC
total 1/2 oracle charisma misc.
level modifier

notes

experience
experience:
next level:
combat maneuvers actions in combat
Attack of
CMB = + + Standard Action Opportunity1
total b.a.b. str size ATTACK (MELEE) NO
modifier modifier
Bull Rush Standard Action / Charge ATTACK (RANGED) YES
ATTACK (UNARMED) YES
Failure You end your movement in front
of the target.
+ Vs. CMD ACTIVATE A MAGIC ITEM OTHER THAN A POTION OR OIL NO
CMB Bonus AID ANOTHER MAYBE2
Pass You push the target 5ft.
CAST A SPELL (1 STANDARD ACTION CASTING TIME) YES
Improved You push the target +5ft for CHANNEL ENERGY NO
Pass +5 every 5 you beat the CMD, up to CONCENTRATE TO MAINTAIN AN ACTIVE SPELL NO
Greater your available movement.
DISMISS A SPELL NO
Disarm Standard Action / Melee DRAW A HIDDEN WEAPON (SEE SLIGHT OF HAND SKILL) NO
DRINK A POTION OR APPLY AN OIL YES
Fail -10 You drop the weapon or item you
attempted the disarm with.
+ Vs. CMD ESCAPE A GRAPPLE NO
CMB Bonus Failure Nothing happens. FEINT NO
Target drops 1 item it carries. LIGHT A TORCH WITH A TINDERWIG YES
attempting to disarm while Pass You pick which item. LOWER SPELL RESISTANCE NO
unarmed imposes a -4 penalty.
Improved Greater Pass +10 Target drops items carried in
both hands, max of 2.
READ A SCROLL YES
READY (TRIGGERS A STANDARD ACTION) NO
Grapple Standard Action STABILIZE A DYING FRIEND (SEE HEAL SKILL) YES
TOTAL DEFENSE NO
Failure Nothing happens.
+ Vs. CMD USE EXTRAORDINARY ABILITY NO
You and your opponent are USE SKILL THAT TAKES 1 ACTION USUALLY
CMB Bonus grappled; you get +5 to maintain the
Pass grapple, and you can perform any of USE SPELL-LIKE ABILITY YES
Improved Greater the following actions: USE SUPERNATURAL ABILITY NO
Actions While Grappling
Move Move both you and your target up to half your speed. At the end of your Move Action
movement, you can place your target in any square adjacent to you. Placing MOVE YES
him on a hazard gives him a free attempt to break your grapple with a +4 CONTROL A FRIGHTENED MOUNT YES
bonus.

reference
Damage inflict damage to your target = your unarmed strike, a natural attack, or an DIRECT OR REDIRECT AN ACTIVE SPELL NO
attack made with armor spikes or a light or one-handed weapon. This damage DRAW A WEAPON3 NO
can be either lethal or non-lethal.
LOAD A HAND CROSSBOW OR LIGHT CROSSBOW YES
Pin Opponent is Pinned. While pinning, you are still considered grappled, but
OPEN OR CLOSE A DOOR NO
you lose your Dex bonus to AC.
Tie Up While opponent is pinned or unconscious, you can use rope to tie him up. This works MOUNT/DISMOUNT A STEED NO
like a pin effect, but the DC to escape = 20 + your CMB. If the target is grappled, you MOVE A HEAVY OBJECT YES
can tie him up at a -10 penalty.
PICK UP AN ITEM YES
Release You can release your grapple as a free action.
SHEATHE A WEAPON YES
STAND UP FROM PRONE YES
Overrun Standard / Move / Charge
Your target can choose to avoid you, letting you READY OR DROP A SHIELD NO
pass. if not, make a combat maneuver check. RETRIEVE A STORED ITEM YES
+ Vs. CMD
CMB Bonus Failure You stop in front of target.
Full-Round Action
You move through an opponents Pass You move through a target’s FULL ATTACK NO
square, who is no more than 1 size space.
category larger than you. CHARGE4 NO
Pass +5 You move through a target’s
space and the target is knocked DELIVER COUP DE GRACE YES
Improved Greater prone ESCAPE FROM A NET YES
EXTINGUSIH FLAMES NO
Sunder In place of a Melee attack
LIGHT A TORCH YES
Failure Nothing happens.
+ Vs. CMD LOAD A HEAVY OR REPEATING CROSSBOW YES
Deal damage to the item
sheet

normally. Hardness applies. at LOCK OR UNLOCK WEAPON IN LOCKED GAUNTLET YES


CMB Bonus Pass 50% hp, the item gains the PREPARE TO THROW A SPLASH WEAPON YES
broken condition. at 0 hp, you RUN YES
Improved Greater can choose to break it.
USE SKILL THAT TAKES 1 ROUND USUALLY
Trip In place of a Melee attack USE A TOUCH SPELL ON UP TO SIX FRIENDS YES
If the target has more than 2 legs, add +2 to the DC WITHDRAW NO
+ for each additional leg.
Vs. CMD Free Action
Fail -10 You are knocked prone.
CMB Bonus CEASE CONCENTRATION ON A SPELL NO
Failure Nothing happens.
DROP AN ITEM NO
Improved Greater Pass Target is knocked prone.
DROP TO THE FLOOR NO
Feint Standard Action PREPARE SPELL COMPONENTS TO CAST A SPELL5 NO
10 + S e n s e Failure Nothing happens. SPEAK NO
+ Vs. Motive
or Target is denied Dex bonus to AC Swift Action
10 + BAB
Pass for your next attack.
Bluff Bonus + Wis CAST A QUICKENED SPELL NO
Vs. Non Humanoid creatures = -4 Penalty.
Vs. Animal Int (1 or 2) = -8 Penalty.
Improved Greater Vs. Creature with no int score = Impossible. Immediate Action
CAST FEATHER FALL NO
Dirty Trick Standard Action
Failure Nothing happens. No Action
+ Vs. CMD Situational attack that can make DELAY NO
CMB Bonus the target blinded, dazzled, 5-FOOT STEP NO
Pass deafened, entangled, shaken, or
sickened for 1 round. It can be Action Type Varies
Improved removed as a move action.
PERFORM A COMBAT MANEUVER6 YES
Greater Pass +5 Add +1 round to the duration for
every 5 you beat the CMD. USE FEAT7 VARIES
Drag Standard Action 1 Regardless of the action, if you move out of a threatened
Failure Nothing happens. square, you usualy provoke an attack of opportunity. this
+ Vs. CMD Pass You drag the target back 5 ft. column indicates whether the action itself, not moving,
CMB Bonus You drag the target +5 ft. for provokes an attack of opportunity.
Pass +5 every 5 you beat the CMD, up to
your remaining movement. You
Greater
2 If you aid someone performing an action that would
Improved must travel in a straight line. normally provoke an attack of opportunity, then the act of
Reposition Standard Action aiding another provokes an attack of opportunity as well.
Failure Nothing happens. 3 If you have a base attack bonus of +1 or higher, you can
+ Vs. CMD You move the target 5 ft, within your
current reach. The target cannot be
combine one of these action with a regular move. If you
CMB Bonus Pass moved to a space thats intrinsically have the Two-Weapon Fighting feat, you can draw two light
dangerous. or one-handed weapons in the time it would normally take
Improved You move the target +5 ft. for every to draw one.
Pass +5 5 you beat the CMD. The final 5 ft.
can be a space adjacent to your
Greater 4 May be taken as a standard action if you are limited to
reach.
taking only a single action in a round.
Steal Standard Action 5 Unless the component is an extremely large or awkward item.
You must have one hand free to steal. Choose a visible,
6 Some combat maneuvers substitute for a melee attack, not
+ Vs. CMD unheld item on your target. Loose items are normal,
fastened items are harder (+5 DC or more), and anything an action. As melee attacks, they can be used once in an
CMB Bonus closely worn cannot be stolen. Stealing with a whip can
attack or charge action, one of more times in a full-attack
be done at a -4 penalty.
action, or even as an attack of opportunity. Other are used
Improved Failure Nothing happens.
as a separate action.
Pass You steal the chosen item from
Greater your target. 7 The description of a feat defines its effect.
SKILL DCs
Acrobatics Diplomacy Ride
starting attitude DC task DC
surface width
.. >3 feet wide 0*
DC
.. Hostile 25 + target’s Cha mod. .. Guide with knees 5

.. 1-3 feet wide


7-11 inches wide
5*
10 .. Unfriendly
Indifferent
20 + target’s Cha mod.
15 + target’s Cha mod. .. Stay in saddle
Fight w/ combat-trained mount
5
10

. <2 inches wide


2-6 inches wide 15
20
. Friendly
Helpful
10 + target’s Cha mod.
0 + target’s Cha mod. .. Cover
Soft Fall
15
15
* No check is needed to move unless Request DC mod. .. Leap 15
surface type increases DC by 10 or more.
.. Advice or directions -5
Spur Mount
. Control mount in battle
15
20

.
Situation DC .. Simple
Detailed advice
aid
+0
+0
Fast mount or dismount 20

Treat a fall as if it were 10ft.


shorter than it really is when
15
.. An unimportant secret
Lengthy or complicated aid
+5
+5
Sleight of hand
task DC
. determining damage.
Opp. CMD .. An
Dangerous aid
important secret
+10
+10 or more . Palm a coin-sized object, make a 10
. Lift
Move at one-half speed as part
of normal movement, provoking Aid that could result in +15 or more coin disappear.
no attacks of opportnity while
doing so. Failure means you
. Additional
punishment
requests +5 per request
a small object from a person. 20

provoke attacks of opportunity Survival


normally. Check seperately Disable device task DC
. for each opponent you move past.
Move at one-half speed through Opp. CMD+5
device
.. Simple time
1 round 10
DC* .. Get along in the Wild
+2 to Fort. saves vs. weather
10
15
.. Tricky . Avoid
an area occupied by an enemy as
1d4 rounds 15 while moving (+4 if stationary)*
part of normal movement,
Difficult 2d4 rounds 20 getting lost and 15
provoking no attacks of
opportunity while doing so.
Failure means you stop before
Wicked 2d4 rounds 25
*If you attempt to leave behined no trace . Predict
natural hazards.
weather up to 24 in
advance.~
15
entering the enemy-occupied
of your tampering add 5 to the DC.
*Applies to one other char. for every point
area and provoke an attack of
Lock Quality DC* your check exceeds 15.
opportunity from that enemy.
Check seperatly for each
.. Simple 10 ~+24 hours for every five points your check
exceeds 15.
opponent.
*Each additional enemy after the first .. Average
Good
15
20 surface DC
adds +2 to the DC. To move at full Superior 25
*If you do not have a set of thieves’ tools, .. Very soft ground 5
speed adds +10 to the DC. You cannot
perform these manuvers if your speed
is reduced by load size or armor, unless
these DCs increase by 10. .. Soft ground
Firm ground
Hard ground
10
15
20
your speed is enhanced to normal land
speed of a creature your size.
Disguise Condition DC mod.
disguise
.. Minor details only
check mod.
+5
.. Per three creatures in group
Size of creature being tracked
-1
Long jump
distance DC*
High jump
distance DC* .. AAA different gender
different race
-2
-2
Fine
Diminutive
+8
+4
5 feet
10 feet
5
10
1 foot
2 feet
4
8 . A different size category
different age category -2~
-10
Tiny
Small
+2
+1
15 feet 15 3 feet 12 *These modifiers stack. Medium +0
20 feet 20 4 feet 16 ~Per step between actual age category Large -1
etc... etc etc... etc and disguised age category. Huge -2
*Requires a 20-foot running start. Gargantuan -4
Familiarity Viewer bonus
If not double the DC.
.. Recognizes on sight +4 . Colossal
Per 24 hours since trail was
-8
+1
Terrain
.. Slightly DC mod. .. Friends or Associates
Close Friends
+6
+8 . made.
Per hour of rain since trail +1

.. Severely
Obstructed
Obstructed
+2
+5
Intimate +10
. was made.
Fresh snow since trail was +10
Slightly Slippery
.. Slightly
Severely Slippery
+2
+5 Escape artist . made.
Poor visibility
Overcast or moonless night +6
Sloped +2 restraint DC
.. Severely Sloped +5 .. Rope/bindings Moonlight +3
Slightly Unsteady +2 Net, animate rope, command
Binder’s CMB+20
20 .
Fog or precipitation +3

.. Severely
Moderately Unsteady
Unsteady
+5
+10 .. Snare plants, control plants, entangle
spell 23
Target hides trail (half speed) +5

Spellcraft
Hard terrain at full speed +5*
*does not apply to checks made to jump. .. Manacles
Tight space
30
30 task DC
. Grappler
Masterwork manacles 35
Grappler’s CMD
.. Identify a spell as it is being cast 15+spell lvl.
Bluff Learn a spell from a spellbook 15+spell lvl.
Circumstances
.. Wants Bluff Mod. Heal . Prepare
or scroll.
a spell from a 15+spell lvl.

.. Lie
to believe you
is believable
+5
+0
task
.. Stabilize DC . borrowed spellbook.
Identify properties of an item with 15+item’s CL
Lie is unlikely
.. Lie is far-fetched
Lie is impossible
-5
-10
-20 . Treat
a dying character
Long-term care (day or more)
wounds from caltrops,
15
15
15
. Detect Magic.
. Craft a magic item.
decipher a scroll. 20+spell lvl.
Varies by item
. Have convincing proof
Target is drunk/impaired +5
up to +10
.. Treat spike growth, or spike stones
deadly wounds (1 hour) 20
Use magic device
. Treat poison Poison’s save DC
task DC
Climb Treat disease Disease’s save DC
.. Activate blindly 25
Climb DC
0
example surface or activity Perception
detail DC
. Decipher a written spell
.. Use
Use a scroll
25+spell lvl.
20+caster lvl.
.. Hear
Slope too steep to walk up; knotted
rope with wall to brace up against. a wand 20
5 Rope with wall to brace, or knotted
rope, or rope affected by rope trick .. Detect
the sound of battle
Smell rotting garbage
the smell of smoke
-10
-10
0
. Emulate a class feature
.. Emulate
Emulate an ability score
a race
20
Special*
25
spell.
10 Surface with ledges, a very rough
wall, or ship’s rigging.
.. Hear the details of a conversation
Notice a visible creature
0
0
Emulate an alignment
*See CRB pg. 109
30

15 Surface with adequate handholds


and footholds, an unknotted rope,
.. Determine if food is spoiled
Hear a creature walking 10
5

or pulling yourself up when dangling


by your hands. .. Find
Hear a whispered conversation
the average concealed door
15
15 Concentration
20 Uneven surface with some narrow
handholds and footholds. .. Hear a key turn in a lock
Find the average secret door
20
20
task
..
DC

.. Feel
Cast defensively. 15 + double spell lvl
25 Rough surface, such as a natural Hear a bow being drawn 25
rock wall. a burrowing creature 25 .
Injured while casting. 10 + dmg dealt + spell lvl

.. Notice
Continuous damage while casting. 10 + 1/2 dmg dealt
30 An overhand or ceiling with a pickpocket Opp. SoH
. + spell lvl

-
handholds but no footholds. Notice a stealthed creature Opp. Slth
. Find
Affected by a non-dmg spell DC of the spell + spell lvl
A perfectly smooth flat vertical a hidden trap Varies
surface cannot be climbed. Identify a potion through taste 15+C.Lvl. .
while casting.
Grappled or pinned while casting. 10 + grapplers CMB

DC mod.* example surface or activity Circumstance


.. Distance to source of check
DC Mod.
+1/10 ft.
..
Vigourous motion while casting.
+ spell lvl
10 + spell lvl
-10 Climbing a chimney or other location
where you can brace against two .. Through Through a closed door
a wall
+5
+10/ft. thick
.
Violent motion while casting.
Extremely violent motion while
15 + spell lvl
20 + spell lvl

-5
opposite walls.
Climbing a corner where you can .. UnfavorableFavorable conditions
conditions
-2
+2
.
casting.
Wind with rain or sleet while 5 + spell lvl

+5
brace against perpandicular walls.
Surface is slippery. .. Creature Terrible conditions
w/check is distracted
+5
+5
.
casting.
Wind with hail and debris while 10 + spell lvl
*These modifiers stack
. Creature or object is Invisible +20
Creature w/check is asleep +10 ..
casting.
Weather caused by spell. see spell
entangled while casting. 15 + spell lvl
background portrait
hometown:

campaign notes
spellcasting features
spells conditional modifiers
save
per day DC = 10 + + +

times per total 1/2 class key stat. misc.


bonus day
level modifier

spells
0 1st 2nd 3rd 4th 5th 6th 7th 8th 9th
spells
known
save
DC

spells
known

scroll
prep’d

spell name s. lvl. school comp. cast time range duration save SR effect

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