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Build A Character
Build A Character
Build A Character
LA
OD
STEP ONE
W
GO
FU
L
CH
What sort of character do you want to play?
IL
AO
EV
TI
C
STEP TWO CHOOSE A RACE
Race represents your species. Race Caste
LA
OD
W
GO
FU
L
Player Home World
CH
IL
AO
EV
TI
C
Campaign RACE
XP Size
12
18
1
2
3
+ INT + CON
per level per level per level
SKILLS
Class Class Race + Feats + Armour
Skill Ranks Skills Bonus Theme Misc Check
Untrained Bonus +3 Penalty
FEATS + PROFICIENCIES
LANGUAGES
SKILL NOTES
© 2009-2023 Marcus Downing https://www.dyslexic-charactersheets.com/ This character sheet uses trademarks and/or copyrights owned by Paizo Publishing, LLC, which are used under Paizo's Community Use Policy. We are expressly prohibited from charging you to use or access
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INITIATIVE WEAPONS
INITIATIVE BONUS Feats Training Misc LEVEL Critical
INIT
AC = DEX + + +
Clips Clip size Current clip ATTACK BONUS Damage Wep.Spec. Range
ATTACK BONUS # d + ft sq
BASE ATTACK
BONUS BAB LEVEL Critical
# + = ÷2
ARMOUR CLASS HEALTH
Armour
ENERGY ARMOUR CLASS Bonus Misc HIT POINTS Racial Class Level CURRENT HIT POINTS Dying
EAC
AC = 10 + DEX + + hp = +[ × ] hp
KINETIC ARMOUR CLASS STAMINA POINTS Class Level STAMINA POINTS
ARMOUR INVENTORY
LEVEL LEVEL Bulk LEVEL Bulk
Armour Check
Max DEX Penalty
EAC KAC
Speed Bulk
UPGRADE
SLOTS ft sq
MAGIC ITEMS
1
ENCUMBERED Strength
bulk = ÷2
TOTAL UNIVERSAL
2 BULK ubp
OVERBURDENED Strength POLYMER BASE
bulk = CREDITS cr
10 L = 1 bulk
© 2009-2023 Marcus Downing https://www.dyslexic-charactersheets.com/ This character sheet uses trademarks and/or copyrights owned by Paizo Publishing, LLC, which are used under Paizo's Community Use Policy. We are expressly prohibited from charging you to use or access
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INITIATIVE WEAPONS
INITIATIVE BONUS Feats Training Misc LEVEL Critical
INIT
AC = DEX + + +
Clips Clip size Current clip ATTACK BONUS Damage Wep.Spec. Range
ATTACK BONUS # d + ft sq
BASE ATTACK
BONUS BAB LEVEL Critical
Clips Clip size Current clip ATTACK BONUS Damage Wep.Spec. Range
# d + ft sq
LEVEL Critical
SAVING THROW
FORTITUDE SAVE Class Misc Temp Clips Clip size Current clip ATTACK BONUS Damage Wep.Spec. Range
FORT
AC = CON + + # d + ft sq
REFLEX SAVE
AMMUNITION WEAPON SPECIALISATION
REF = DEX + + Type Rounds DAMAGE
BONUS Level
WILL SAVE #
+ =
WILL = WIS + + # Level
3 SMALL ARMS
CONDITIONAL MODIFIERS # BONUS Level
# + = ÷2
EAC
AC = 10 + DEX + + hp = +[ × ] hp
COMBAT MANOEUVRE ARMOUR CLASS Misc RESOLVE POINTS Level Key Ability RESOLVE POINTS
/
2
UPGRADE
SLOTS
© 2009-2023 Marcus Downing https://www.dyslexic-charactersheets.com/ This character sheet uses trademarks and/or copyrights owned by Paizo Publishing, LLC, which are used under Paizo's Community Use Policy. We are expressly prohibited from charging you to use or access
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INVENTORY WEAPONS
LEVEL
INVENTORY
Critical ATTACK BONUS Damage Wep.Spec. Range
LEVEL Bulk L
d + ft sq
LEVEL
d + ft sq
LEVEL
d + ft sq
LEVEL
d + ft sq
LEVEL
d + ft sq
AMMUNITION
Type Rounds Clips Clip size Current clip
# #
BULK # #
CONTAINER #
#
# #
LEVEL Bulk L
ARMOUR ARMOUR
LEVEL LEVEL
BULK
EXPENDABLE
Bulk
ENCUMBERANCE CURRENCY
ENCUMBERED Strength
UNIVERSAL
= ÷2 ubp
bulk POLYMER BASE
OVERBURDENED Strength
10 Light = 1 bulk TOTAL CREDITS cr
BULK bulk =
© 2009-2023 Marcus Downing https://www.dyslexic-charactersheets.com/ This character sheet uses trademarks and/or copyrights owned by Paizo Publishing, LLC, which are used under Paizo's Community Use Policy. We are expressly prohibited from charging you to use or access
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TIER FEATURES
COMPUTER MODULES
CONTROL
Operate a complex device:
BASIC FUNCTIONS
SECURE DATA
An enclave of data reachable only with root access.
SPELL CHIP
User gains +2 to skills using this spell:
UPGRADES
ARTIFICIAL PERSONALITY
Hold simple conversations.
HARDENED
Encased in armour. +10 hardness, +8 to relevant saves
MINITUARISED Rank
DC 10 Computers check to add an appropriate Reduce the computer’s bulk.
basic function.
USER INTERFACE
RANGE Range I 100 ft
A secure remote access point. Range II 1 mile
Range III planetwide
SECURITY Rank
Increase the hacking DC.
SIZE
BULK Tier Miniaturisation SELF-CHARGING
2 Allow the device to operate without power for up to a week.
=[ – ] COUNTERMEASURES
ALARM Destination
SECURE ACCESS Send an alert message.
Unsecured
Password FAKE SHELL
Presents a simulated environment containing nothing useful.
Security Key
FEEDBACK
If you fail the hack DC by 5, your device is infected, incurring a -5
Biometrics penalty to all skill checks using that device.
FIREWALL
HACKING Need a second hacking check at +2 DC to reach partitioned modules
Security
LOCKOUT Duration
DIFFICULTY Tier Rank
Prevent access to the device after
DC = 13 + [ ×4]+ three failed attempts.
+5 bonus to hacking if you have either the password SHOCK GRID Rank DC Damage
or the security key. Stun Kill
d6
ROOT ACCESS
WIPE Failures
Succeed at a hacking check by 20 or more to gain Erases data after a number of failures.
root access, allowing unrestricted access.
© 2009-2023 Marcus Downing https://www.dyslexic-charactersheets.com/ This character sheet uses trademarks and/or copyrights owned by Paizo Publishing, LLC, which are used under
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ENVOY ENVOY IMPROVISATION
1 5 9 13 17 20 2
Expertise 1d6 1d6 1d6 1d8 1d8 1d8
Bonus
+1 +2 +2 +3 +4
SKILLS
9 Level
6
13
17
Level
12
Level
7
Level
Level 14
11
Level
Level 16
15
Level
Level
18
19
TRUE EXPERTISE
Improvisation
Level Level
20 20
While you have 1 resolve point, gain the effect for free.
© 2009-2023 Marcus Downing https://www.dyslexic-charactersheets.com/ This character sheet uses trademarks and/or copyrights owned by Paizo Publishing, LLC, which are used under Paizo's Community Use Policy. We are expressly prohibited from charging you to use or access
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ENVOY ENVOY IMPROVISATION
1 5 9 13 17 20 8
Expertise 1d6 1d6 1d6 1d8 1d8 1d8
Bonus
+1 +2 +2 +3 +4
SKILL EXPERTISE
9 Level
12
13
17
Level
18
Level
7
Level
Level 20
11
Level
15
Level
19
TRUE EXPERTISE
Improvisation
Level
20 While you have 1 resolve point, gain the effect for free.
© 2009-2023 Marcus Downing https://www.dyslexic-charactersheets.com/ This character sheet uses trademarks and/or copyrights owned by Paizo Publishing, LLC, which are used under Paizo's Community Use Policy. We are expressly prohibited from charging you to use or access
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ENVOY ENVOY IMPROVISATION
1 5 9 13 17 20 8
Expertise 1d6 1d6 1d6 1d8 1d8 1d8
Bonus
+1 +2 +2 +3 +4
SKILL EXPERTISE
13 Level
14
17
Level Level
3 20
Level
7
Level
11
Level
15
Level
19
TRUE EXPERTISE
Improvisation
Level
20 While you have 1 resolve point, gain the effect for free.
© 2009-2023 Marcus Downing https://www.dyslexic-charactersheets.com/ This character sheet uses trademarks and/or copyrights owned by Paizo Publishing, LLC, which are used under Paizo's Community Use Policy. We are expressly prohibited from charging you to use or access
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MECHANIC MECHANIC TRICK
Mechanic Mechanic
SAVING THROW Level OPPOSED SKILL Level
ARTIFICIAL INTELLIGENCE
Drone Exocortex DC
AC = 10 + [ ÷ 2 ] + INT DC
AC = 10 + [ × 1½ ] + INT
CONTROL NET This saving throw DC is also used for Overload, Override
and attempts to identify the source of Remote Hack.
Level Drone Exocortex
17 Levels Levels
REMOTE HACK
Level
Mechanic
Level
RANGE Level 4
5 ft = 10ft × [ ÷ 2 ] - 10ft
ROUND UP
EXPERT RIG
Your custom rig now functions as a computer. Level
Level
When hacking, disable one countermeasure (except firewall). 6
7
Your custom rig counts as any special kit up to Level 6.
ADVANCED RIG
Your custom rig’s computer gains a bonus firewall module.
Level
13 Use your custom rig to communicate with your ship’s sensors, Level
security systems and engines up to 50 miles away.
8
SUPERIOR RIG
Level Your custom rig’s computer gains wipe and lockout modules.
19 You can use your custom rig while it’s locked out.
OVERLOAD Level
As a standard action, disable an electronic device for 1 round. 10
You or your drone must be adjacent to the target.
If used on an item in somebody’s possession, they can
Level attempt a reflex save to evade.
3 Affects energy weapons, powered weapons and armour.
Does not affect androids, robots, drones, cybernetics, Level
powered armour, technological creatures or items 12
larger than Medium size.
OVERRIDE
Affects androids, drones, robots and technological creatures.
Level
Targets may attempt a will save. If they fail by 10, you can
9 dictate their actions for 1 round; otherwise they are dazed Level
for 1 round.
14
GHOST IN THE MACHINE
If a target of Override which fail their will save, you can
Level dictate their actions for 1 round.
19
To use again on the same target within 24 hours: 1 rp
Level
MIRACLE WORKER 16
Uses ARMOUR
Level per day +2 Bonus to AC for 1 minute.
7 1 WEAPON
+2 Attack and damage for
11 2 1 minute.
Level
15 3 SHIP
hp Hit points equal to the ship’s 18
19 4 base frame HP increment.
Uses If it crosses an increment,
today repair one system one step.
TECH MASTER
To craft a weapon, armour or item in one minute 1 rp Level
Level per item level: 20
20 To convert a weapon or amour into a different type 1 rp
up to the same value in one minute per item level:
© 2009-2023 Marcus Downing https://www.dyslexic-charactersheets.com/ This character sheet uses trademarks and/or copyrights owned by Paizo Publishing, LLC, which are used under Paizo's Community Use Policy. We are expressly prohibited from charging you to use or access
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MECHANIC DRONE ATTACK BONUS ATTACK
DRONE Level
Hit
Points
Base
Attack
Armour Saves
Class Good Poor
Ability
Increase Feat Mod
BASE ATTACK
BONUS BAB
LEVEL
COMBAT TRACKING
Proficient in heavy armour and longarms.
You may replace this skill focus at each Mechanic level.
As a move action, designate a target for your
exocortex to track. As long as you can see the target, WIRELESS HACK
get constant status feedback and a bonus to hit.
As a standard action, hack a computer.
TARGET Level RANGE
You may make a fresh Computers check each round.
1 5 20ft Count both your action and your exocortex’s
Level standard action towards long tasks.
10 2 MULTITASKING
15 3 You may use Combat Tracking and Wireless Hack
Level RANGE at the same time, but the computer being hacked
20 4 15 40ft counts as one tracking target.
You may use your Memory Module while in combat.
Base
ATTACK Mechanic Attack MODS
BONUS Level Bonus
Level
= – 7
WEAPON SPECIALISATION
Level
Level Damage Bonus 11
3 Long arms Mechanic
Level Level
14
QUAD TRACKING
Level Wireless Hack no longer counts as a Level
20 tracking target. 17
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MYSTIC CONNECTION POWERS
Level
CONNECTION 1
Level
Mystic 3
SAVING THROW Level
DC
AC = 10 + [ ÷ 2 ] + WIS
Level
Mystic 6
OPPOSED SKILL Level
DC
AC = 10 + [ × 1½ ] + WIS
Level
12
TRANSCENDENCE
Level
Cast each of your connection spells once a day without 15
Level spending a spell slot.
19
To project your consciousness beyond your body
as an intangible psychic image:
1 rp
Level
HEALING TOUCH 18
Mystic Used
HEALING Level Today
Take 10 minutes to
KNOWN SPELLS
AC hp = ×5 heal one ally.
SPELLS › 0
Spells Spells Spells Base Bonus
Save DC Known per day
=
Spells
+
Spells ∞
0 ∞ WIS
Connection Spell
1 1
2
3
4
Connection Spell
5
2
6
Spell Spell
Save DC = 10 + WIS + Level
TELEPATHIC BOND
As a standard action, form a telepathic link with 6 allies. Connection Spell
Level
All the members can communicate with each other over
4
11
any distance (but not across planes), regardless of language.
ENLIGHTENMENT
No longer age.
Connection Spell
Once a week, cast miracle as a spell-like ability. 5
Level Once a day as a move action, enter a state of total communion
for 1 minute.
20
Bonus to attack rolls, saving throws Connection Spell
+4 and skill checks. 6
Temporary resolve points to spend on
20 rp connection powers.
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OPERATIVE OPERATIVE EXPLOITS
Operative Operative
SPECIALISATION SAVING THROW Level OPPOSED SKILL Level
DC
AC = 10 + [ ÷ 2 ] + DEX DC
AC = 10 + [ × 1½ ] + DEX
SKILL FOCUS
Level
2
OPERATIVE’S EDGE
Level
Operative
BONUS Level 6
Bonus to initiative
+ =1+[ +1]÷4 and skill checks
ROUND DOWN
TRICK ATTACK
Level
1st Optionally, move up to your speed.
8
2nd Make a Bluff, Intimidate or Stealth check
Target’s
DC = 20 + CR
If successful, do bonus damage and target is flat-footed.
3rd Attack with an Operative melee weapon or small arm.
Level
10
Level
1 3 5
Damage Operative
Bonus
1d4 1d8 d8 = Level ÷2
ROUND UP
DEBILITATING TRICK
Level
Level
Make your target flat-footed or off-target for 1 round. 12
4
DOUBLE DEBILITATION
Level
Apply two negative effects on trick attack.
17
Level
QUICK MOVEMENT
14
Level
3 10 15
Base
Speed
+10ft +20ft +30ft
UNCANNY AGILITY Level
Never flat-footed. Opponents get no bonus for flanking 16
Level
or attacking you when prone.
7 Covering fire and harrying fire have no effect on you.
TRIPLE ATTACK
Level When making a full attack with operative melee or small
8 arms, make 3 attacks. Level
18
QUAD ATTACK
Level When making a full attack with operative melee or small
13 arms, make 4 attacks.
SUPREME OPERATIVE
Level
When rolling a specialisation skill, roll twice and take the
Level better of the two. 20
20 Once a day as a move action, swap out any Operative
exploit for any other.
© 2009-2023 Marcus Downing https://www.dyslexic-charactersheets.com/ This character sheet uses trademarks and/or copyrights owned by Paizo Publishing, LLC, which are used under Paizo's Community Use Policy. We are expressly prohibited from charging you to use or access
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SOLARIAN STELLAR REVELATIONS
Solarian Graviton
BALANCE
Photon
DIFFICULTY CLASS Level Revelations Revelations
SOLAR MANIFESTATION
SOLAR ARMOUR DC
AC = 10 + [ ÷ 2 ] + CHA
AC Energy Suit design Light Dark ZENITH REVELATIONS
Level Bonus Resistance
BLACK HOLE
1 +1 As a standard action, drag others closer if they fail a Fortitude save.
5 5 RANGE = 20ft + [
Solarian
= 10ft + [ Solarian
Level ÷ 5 ] × 5ft Level ÷ 5 ] × 5ft
Level DISTANCE
10 +2 10 1 SUPERNOVA
20 15 Only change suit design on level up
As a standard action, deal fire damage to nearby creatures who fail a Reflex save.
Solarian
Level
Level
Level
SOLAR WEAPON 1 10ft 9 15ft 17 20ft DAMAGE =[ Level + 1 ] × d6
Level
DAMAGE 2
Solarian Piercing
Level ÷3 Slashing
Bludgeoning
MIN 1
Level
d6 + STR + 4
Weapon Crystals
Level
6
STELLAR MODE
Graviton mode Photon mode
Level
Solarian REFLEX DAMAGE Solarian 8
Level BONUS BONUS Level
SIDEREAL INFLUENCE
Level
Level
9
3
Level Level
11 10
Level Level
19 12
FLASHING STRIKES
Level
Level
7
When making a full attack, take only -3 penalty. 14
SOLARIAN’S ONSLAUGHT
Level When making a full attack, make up to 3 attacks with Level
13 -6 penalty; or -5 penalty for melee attacks. 16
STELLAR PARAGON
Raise or lower light levels. ZENITH REVELATIONS
When entering a stellar mode, and at the start of each
Level round if not changing stellar mode, +2 attunement points.
20 To become fully attuned immediately: 1 rp
Level
To swap attunement points: 1 rp
17
Level
18
Level
20
© 2009-2023 Marcus Downing https://www.dyslexic-charactersheets.com/ This character sheet uses trademarks and/or copyrights owned by Paizo Publishing, LLC, which are used under Paizo's Community Use Policy. We are expressly prohibited from charging you to use or access
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SOLDIER FIGHTING STYLE
COMBAT FEATS
Level Level
2 1
Level Level
4 5
Level
Level
6 9
Level
Level
8
13
Level
10 Level
17
Level
SECONDARY FIGHTING STYLE
12 =
Soldier
–8
Level
Level
Level 9
14
Level
Level
13
16
Level Level
18 17
GEAR BOOST
Level Level
20 3
Each level you take a combat feat, you may also swap an existing Level
combat feat. 7
SOLDIER’S ONSLAUGHT
Level When making a full attack, you may make up to three Level
11 attacks at -6 penalty. 11
KILL SHOT
Level
As a standard action, make one attack. If it hits and does
not kill, the enemy must pass a fortitude save or die. 15
Level
FORTITUDE Soldier
20 SAVING THROW Level Level
DC
AC = 10 + [ ÷ 2 ] + INT 19
© 2009-2023 Marcus Downing https://www.dyslexic-charactersheets.com/ This character sheet uses trademarks and/or copyrights owned by Paizo Publishing, LLC, which are used under Paizo's Community Use Policy. We are expressly prohibited from charging you to use or access
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TECHNOMANCER KNOWN SPELLS
SPELLS ›
0
Spells Spells Spells Base Bonus
Save DC Known per day
=
Spells
+
Spells ∞
0 ∞ INT
1 1
2
3
4
5 2
6
Spell Spell Spell
Save DC = 10 + INT + Level + Focus
Level
Level
Level
3 +1 11 +2 17 +3 3
SPELL CACHE
Level
17
Level
20
© 2009-2023 Marcus Downing https://www.dyslexic-charactersheets.com/ This character sheet uses trademarks and/or copyrights owned by Paizo Publishing, LLC, which are used under Paizo's Community Use Policy. We are expressly prohibited from charging you to use or access
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BIOHACKER THEOREM
Biohacker Key Biohacker Key
SAVING THROW Level Ability OPPOSED SKILL Level Ability
CUSTOM MICROLAB
A kit of medical supplies etc. DC
AC = 10 + [ ÷2]+ DC
AC = 10 + [ × 1½ ] +
• Functions as a basic medkit and chemalyzer Range
• Use Physical Science or Life Science to create 60ft Saving throw DC is also used for Superserum.
non-magical serums.
• As a move action, make a 20-equivalent Life Science (if living) or
Physical Science (if non-living) check to identify a creature.
• Take 10 minutes to attune your lab to a number of willing creatures;
apply boosters to these characters at range without an attack roll. Level
Key 2
MAX CREATURES Ability
AC = 3+
If your microlab is lost, take 1 hour to make one out of any medkit
or chemalyzer.
Level Level
Functions as an advanced medkit.
5 4
Level Range
Functions as a medical lab.
9 90ft
Level Range
17 120ft
Level
SCIENTIFIC METHOD
6
STUDIOUS
Bonus Level
1 3 8 16
+1 +2 +3 +4
Will
Gain a bonus to Life Science, Medicine and Physical Science checks: Level
8
Bonus Level
1 3 7 11 15 19
+1 +2 +3 +4 +5 +6
Skill
1 3 7 11 15 19
+1 +2 +3 +4 +5 +6
Skill
Level
2 9 18
Attack
+1 +2 +3 Level
20
When you hit an ally with an injection weapon, do no damage but
still apply the booster or inhibitor effect.
If you have multiple ammo types loaded, choose which to fire.
© 2009-2023 Marcus Downing https://www.dyslexic-charactersheets.com/ This character sheet uses trademarks and/or copyrights owned by Paizo Publishing, LLC, which are used under Paizo's Community Use Policy. We are expressly prohibited from charging you to use or access
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BIOHACKER FIELD OF STUDY
BIOHACKS PRIMARY
BIOHACKS
BOOSTER
BIOHACKS Key Uses
PER DAY Ability Today
=1+
Replenish biohacks with a 10 minute rest. INHIBITOR
MINOR BIOHACKS
Minor biohacks don’t count against your
biohacks per day.
BREAKTHROUGH
BASIC BOOSTER
One of: +1 AC, +2 skill checks, or +10ft base speed Level
Key
DURATION Ability
5
rds =
SECONDARY
BASIC INHIBITOR
One of: -2 AC, -5 DR, or -5 energy resist (one type)
Level BOOSTER
9 -10 DR or -10 resist
17 -15 DR or -15 resist Level
Key 7
DURATION Ability INHIBITOR
rds = 3 +
MINOR BOOSTER
Attempt a free medicine check against a target: BREAKTHROUGH
Level Administer first aid to stop bleeding or
Level
1 stop a target dying.
Treat drugs or poison; target gets +4 to
11
3 one save within the next hour.
Treat disease; target gets +4 to one save
6 within the next hour. TERTIARY
MINOR INHIBITOR
-1 attack roles BOOSTER
Key
DURATION Ability
Level
rds = 3 + 13
INHIBITOR
SUPERSERUM
Prepare 2 superserums per day.
• Grant major healing or bring back the dead
as raise dead or regenerate.
BREAKTHROUGH
Level • Deal 17d10 damage; target is exhausted
20 and stunned for 1 round. Fort save to halve
damage and negate effects. Level
• Remove all physical or all mental conditions. 17
Also remove confusion, fear, insanity and
any false memories.
© 2009-2023 Marcus Downing https://www.dyslexic-charactersheets.com/ This character sheet uses trademarks and/or copyrights owned by Paizo Publishing, LLC, which are used under Paizo's Community Use Policy. We are expressly prohibited from charging you to use or access
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VANGUARD ENTROPIC POOL
Begin combat with 1 entropy point. Entropy
Points ep
MITIGATE Level AGENT OF CHANGE
As a reaction, reduce any damage you take 19 Begin combat with 3 entropy points.
1 ep by your Vanguard Level. You cannot gain
entity points from this attack. GAINING ENTROPY POINTS
DAMAGE Vanguard
As a swift action, you can end or waive any effect granting Gain 1ep when you: THRESHOLD Level
Level
you damage reduction or a bonus to AC.
2 • Take damage equal to twice your level (after DR) = ×2
• If the effect has a duration, you can end it.
• Take damage from a critical hit
• If the effect does not a duration, you can suspend it for
this turn. • Score a critical hit
• You can refuse an effect when you first gain it. • Take a full action to charge
UNCANNY AGILITY Gain 1ep when your ally takes damage equal to twice their level.
Level Using a combat manoeuvre for which you have Improved Combat Manoeuvre, target EAC + 8
5 (rather than KAC + 8) and determine level of success using EAC.
ENTROPIC ATTUNEMENT
Level WEAPON PROPERTY
5 Breach Bright Feint Force Penetrating
10 13 16 19
Level
10
Entropic
Strike
13 16 19
Level
2 ep
13
Entropic
Blast
A single attack roll against the EAC of all targets within 20ft.
Level
16 Exclude a number of targets
1 ep equal to your CON. CON
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VANGUARD VANGUARD DISCIPLINES
ASPECTS DC
AC = 10 + [ ÷ 2 ] + CON
FIRST
Saving throw DC is used for Entropic Attunement, Vanguard Aspects and Disciplines.
ASPECT INSIGHT
Level
2
Level
4
ASPECT EMBODIMENT
Level
4 Level
6
ASPECT CATALYST
Level
Level 8
12
Level
ASPECT FINALE
10
Level
18
Level
12
SECOND
Level
8
Level
16
ASPECT EMBODMENT
Level Level
17 18
Level
20
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WITCHWARPER KNOWN SPELLS + WORLD EFFECTS
SPELLS ›
0
Spells Spells Spells Base Bonus
= +
Save DC Known per day Spells Spells
4 0 ∞ CHA 1
1
2 ENVIRONMENTAL INSTANTANEOUS
Difficult terrain, which may affect any or all movement A bright flash of light. Fortitude save or be dazzled 1rd
3 types. per level. On rolling a 1, also blinded 1rd.
4
5 2
6
Spell Spell
Save DC = 10 + CHA + Level ENVIRONMENTAL INSTANTANEOUS
A hazard which deals damage equal to spell level. A destabilishing event. Reflex save or be knocked
INFINITE WORLDS › Fortitude save for half. prone. On rolling a 1, also moved 5ft per spell level.
Witchwarper
DURATION Level BURST AREA
4
ACrds = 10
ACft
COMPOUND SIGHT ENVIRONMENTAL INSTANTANEOUS
SKILL Witchwarper A barrier made of 5ft cubes equal to 2x spell level. A burst of elemental damage equal to 2d6 per spell
BONUS Level level. Reflex save for half.
Level
DC
AC = ÷3
3
SKILLS 5
1
Level ENVIRONMENTAL INSTANTANEOUS
9 2 Make the air thicker, thinner or filled with smoke. Reflex save or be entangle and held in place for rds
Fortitude save or be sickened. equal to spell level.
ALTERNATE OUTCOME
As a reaction once a day, either:
• Reroll an attack, save, ability or skill check
Uses 6
Today
• Reduce a critical hit against you or an ally
Level
within 100ft to a normal hit ENVIRONMENTAL
6 Reduce hardness of objects 50% (Fortitude negates)
Level Level or increase 10 (up to double).
Twice a day. Three times a day.
12 18 PARADIGM SHIFTS
UNFOLD EXISTENCES Level
USES PER DAY 2
= CHA
TEMPORARY PARADIGM SHIFTS Level
1 5
Level
2 Level
19
8
3
Level
4 11
5
Level
REALITY STUTTER 14
Once a turn, apend 1 resolve to use a paradigm shift you know
(or use unfold existences) as a free action on your turn.
Level
Once a week, cast warp reality:
Level 17
Duplicate any Witchwarper spell up to 6th level, Used
20 or any other spell up to 5th level. this
Undo the harmful effects of certain spells, week
Level
or produce similar effects.
20
Save DCs are as a 7th level spell.
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ARCANAMIRIUM SAGE
ARCHETYPE OF Level
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AUGMENTED AUGMENTATIONS
LEFT
ARCHETYPE OF Level
2
3
FAVOURED AUGMENTATION ARMS
RIGHT
SYSTEM
Level
2
2
Reduce price of augmentations by 50%.
3
NESTED AUGMENTATION
BRAIN
SYSTEM
Level
LEFT
4 EARS
Install a second augmentation in this system. RIGHT
OVERCLOCKED SYSTEMS 3
HANDS
Level As a swift action, spend 1rp to gain a RIGHT
temporary ability boost from a personal
9 upgrade.
2
STRENGTH
Circumstance bonus to STR and DEX 3
checks and skills. Reduce ACP.
DEXTERITY HEART
Increase speed 10ft.
LEFT
CONSTITUTION
At the end of your turn, regain 3sp.
2
INTELLIGENCE LEGS
Circumstance bonus to INT checks RIGHT
and skills. Criticals deal +4.
WISDOM 3
Circumstance bonus to WIS checks
and skills. Bonus to initiative. LUNGS
CHARISMA
SPINAL COLUMN
Circumstance bonus to CHA checks
and skills. Allies can reroll as a reaction.
SKIN
Level
Level
CHAMPION
LA
OD
W
GO
FU
L
CH
IL
AO
CHAOTIC UNHOLY
EV
TI
OF Level
C
4 Once a day as a move action, spend 1rp to designate one target
the enemy of your faith.
ARCHETYPE OF Level Until the target dies or your next long rest, your weapon gains the
above property to bypass DR and energy resistances.
DIVINE POWER
DIVINE AWAKENING CONNECTION
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PHRENIC LESSER PHRENIC POWER
Spell
Once a day as a standard action, cast:
Level
Level
13 Twice a day 17 Three times a day
Level Psychic-only languages
2 PHRENIC POWER
Spell
Once a day as a standard action, cast:
Level
Confusion 4 Used
Level
PHRENIC DEFENCE today
12
Spend 1 resolve to reroll a failed saving Mind probe 4
throw with the emotion, fear, mind-affecting
or pain descriptor. Telepathic bond 4
Level
16 Twice a day 20 Three times a day
4 = Class
Level
GREATER PHRENIC POWER
Effect duration is reduced to half, Class Key
if it was at least two rounds. SAVE DC Level Ability
PSYCHIC CRUSH
THOUGHT SHIELD
Bonus to saves against
+5 mind-affecting effects.
Immune to effects that read your thoughts.
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SKYFIRE COMBAT BOND
Increased bonus from bonded ally’s covering or
Level +4
CENTURION 4
harrying fire.
Increased captain’s bonus to encourage action.
CONCENTRATED FIRE
Spend an hour training with an ally to form Make a readied action together to attack the same target with
Level a combat bond. the same condition.
4 You may only have a combat bond with one If you both hit, total results before applying damage reduction
ally at a time. Level and energy resistances.
Level Spend 1rp to form a bond with a new ally as 9 In starship combat, attack the same target together. Take the
10 a standard action. higher roll (not including modifiers) to both attacks.
If you both hit, total results before applying the target’s
damage threshold.
PERSEVERENCE
Apply first aid to your bonded ally as a move action.
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STAR KNIGHT ABILITIES
LEVEL 6 ABILITY
KNIGHT
ORDER OF
ARCHETYPE OF Level
ARMOUR MASTERY
Gain one of: Level
Level
• Proficiency with light armour 6
2 • Proficiency with heavy armour = + +
• Fortification ability with heavy armour
granting 20% critical resistance.
CHALLENGE
As a full action, move and make a single
attack against one target. This may be a
trick attack.
Roll an intimidate check, optionally using
Level your base attack bonus in place of total
4 skill bonus, to demoralise the target.
If successful, the target is also off-target
for any attack not against you. LEVEL 9 ABILITY
You cannot challenge the same target
for 24 hours.
Level
9
= + +
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STARFINDER FAST RETRIEVAL
With access to an infosphere or downloaded data set,
Level
Level
• Hack a computer system 8 Second skill 14 Third skill 20 Fourth skill
Roll twice and take the better result.
MASTER OF LORE
TACTICAL ANALYSIS
Level Use your full Computers skill bonus to selected skills,
As a move action, attempt a skill check to 18 without spending rp.
analyse a target using the Engineering,
Life Science or Mysticism skills.
Level
DC = 15 + CR
9 If successful, gain +1 to attacks on that
target, and ignore 5 points of damage
reduction or energy resistance.
Spend a second move action to grant this
damage benefit to allies.
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STARFINDER READY FOR ANYTHING
Bonus to initiative when able to act in
+2
FORERUNNER Level
a surprise round.
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STEWARD MILITARY TRAINING
Advanced Melee Weapon Proficiency
OFFICER
Level
6 Weapon Specialisation
ARCHETYPE OF Level [advanced melee weapons]
Longarm Proficiency
Level
DIPLOMATIC TRAINING 6 Weapon Specialisation
[longarms]
Gain Culture and Diplomacy skills, or extra Level
languages. 4 Improved Unarmed Strike
Level
May use:
Level 4 8 12 15 20
• Diplomacy in place of Intimidate checks
2 to demoralise a target Unarmed Strike Damage
1d6 2d6 3d6 5d6 7d6
• Culture in place of Life Science checks
to identify a humanoid or monstrous
Level
humanoid 6 Improved Combat Manoeuvre
[ ]
DEMAND SURRENDER
As a full round action, ready an action to attack a foe if they
take any action other than to change grip, banter, drop an item,
drop prone, sheath a weapon or total defence.
At the same time you may attempt to demoralise the foe;
Level if successful, gain +1 to your attack.
9 If an ally attacks first, you lose your readied action and bonus.
Allies can ready an action on the same trigger, and gain the
same +1 bonus to attack.
Level
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ANDROID ABOLITIONIST AEGIS
CUNNING LIBERATOR
Reduced DC of Culture checks to
recall knowledge about a place
Level
you’re lying low.
4 -5
TRACELESS PERSONA
Level
18
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BATTLEFLOWER BATTLEFLOWER TRAINING
ADVANCED MELEE WEAPON
ARCHETYPE OF Level PROFICIENCY
Proficient in advanced melee weapons.
Gain Weapon Specialisation with advanced
Level
3 melee weapons.
STUNNING STRIKE BODYGUARD
Level When you make an unarmed strike, make an As a reaction when an adjacent ally is attacked,
grant them +2 circumstance bonus to AC for that attack.
9 attempt to stun your target for 1 round. Take -2 to AC yourself until the start of your next turn.
FORTITUDE Class Key CLOSE COMBAT
SAVE DC Level Ability When you hit an adjacent foe with a melee attack, gain
+2 AC against attacks from other creatures not adjacent,
= 10 + + until the beginning of your next turn as long as you
remain adjacent.
Level IMPROVED COMBAT MANOEUVRE
May stagger a target for 1d6+1 rounds.
12 Bull rush Dirty trick Disarm
Grapple Reposition Sunder
Level Trip
May permanently blind or deafen a target.
16 Level +4 Bonus to combat manoeuvre attack roll
2 IMPROVED UNARMED STRIKE
Level
May paralyse a target for 1d6+1 rounds.
Damage Level
20 4 8 12 15 20
Unarmed
BALANCED SCALES
1d6 2d6 3d6 5d6 7d6
Spend 1 resolve to take 20 on Acrobatics
Level checks to balance for 1 minute. Adjacent squares are threatened, even if you don’t have
12 a free hand, unless all your limbs are immobilised.
Spend 2 resolve to take 20 on Acrobatics
checks to tumble for 1 round. You cannot take combat manoeuvres without a free
hand.
UNCANNY INITIATIVE JET DASH
Level Pick any number 1-20 for your initiative Run at 6x your base speed. Not flat footed when running.
20 roll. Add bonuses as normal. Jump double the height and distance.
SPECIAL WEAPON PROFICIENCY
Weapon
Level
ACROBATIC GRACE
Use Acrobatics in place of Diplomacy to influcence others.
= 10 + [ ÷2]+
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ARCHETYPE ABILITY
NAME
ARCHETYPE OF Level
ABILITY
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ARCHETYPE ABILITY
NAME
ARCHETYPE OF Level
ABILITY
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ARCHETYPE ABILITY
NAME
ARCHETYPE OF Level
ABILITY
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ARCHETYPE ABILITY
NAME
ARCHETYPE OF Level
ABILITY
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ARCHETYPE ABILITY
NAME
ARCHETYPE OF Level
ABILITY
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ARCHETYPE ABILITY
NAME
ARCHETYPE OF Level
ABILITY
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STARSHIP FORWARD SHIELDS
sp sp
sp sp
Frame
POWER CORE Power budget
ARBOARD
pcu
Size Modifier
PORT
+ SHIELD Power cost Shield total
pcu sp
ST
SENSORS Short 5 Skill modifier
Medium 10 +
sp sp Long 20
pcu + TL
sp sp COMPUTER Nodes Power cost ICM bonus
STATUS EXPANSION
PORT Linked HULL POINTS CURRENT HULL POINTS EXPANSION
BAYS
hp hp
WEAPON DETAILS
W ing
tio
itc
re
ck
h
Light
ed
Light STARBOARD
2
ARRAY
31 - 60
Direct Heavy
Tracking Capital
Short 5 Speed Power cost Damage AFT
3
Medium 10
Long 20 pcu d
PORT
4
61 - 80 ENGINES
Light
Direct Heavy
Tracking Capital 81 - 00 POWER CORE
Short 5 Speed Power cost Damage
Medium 10 MOVEMENT
Long 20 pcu d
THRUSTERS
Speed Piloting modifier Power cost
Light
+ pcu
Direct Heavy Manoeuvrability Turning distance
Tracking Capital
Short 5 Speed Power cost Damage
Medium 10
Long 20 pcu d DRIFT
DRIFT
÷
RATING
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STARSHIP CREW STARSHIP
DEX BAB
DEX BAB
DEX BAB
DEX BAB
DEX BAB
DEX BAB
DEX BAB
DEX BAB
DEX BAB
DEX BAB
DEX BAB
DEX BAB
STARSHIP COMBAT PHASES ACTION DIFFICULTY
ENGINEERING PHASE Ship
1 Repair or boost systems. Captain may inspire crew. Tier
Base Scale
HELM PHASE DC = value
+[ × factor
]
All ships roll piloting check, and move in order from lowest to highest.
2 Ships without a pilot act on 0. Pilots may attempt manoeuvres.
10 1½
Science officer can scan other ships.
10 1½ 10 1½
GUNNERY
3 Fire weapons, in the same order as helm phase. Other ship must Other ship’s tier
All ships fire before any damage is taken. attempt check (add countermeasures)
COMMON DCs
STUNTS
DC =5+ [ × 1½ ] 5 1½
DC = 10 + [ × 1½ ] 10 1½
DC = 15 + [ × 1½ ] 15 1½
DC = 20 + [ × 1½ ] 20 1½
NOTES
TURN IN PLACE
If manoeuverability is clumsy, take -4 to AC and TL this turn; if poor, take -2; otherwise no penalty.
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STARSHIP COMBAT ACTIONS
1 ENGINEERING PHASE
OPEN CREW ACTIONS CAPTAIN ENGINEER
ERRATIC MANOEUVERING DEMAND DIVERT
15 1½
Small movements grant +1 AC and TL against the Intimidate to grant +4 to a another’s check. Engineering to give one system a boost:
flyby manoeuvre. ENCOURAGE Engines +2 speed
10 10 1½
Attempt same skill to grant +2 to another’s check. Science +2 science officer’s actions
FEIGN DISASTER 15 1½ Weapons Damage dice with 1 become 2
Diplomacy to grant +2 to another’s check.
Activate distress call and simulate catastrophe to give the
TAUNT Shields 5% of PCU distributed between shields
impression of an imminent explosion.
Each enemy captain (or science officer) must Bluff or intimidate to impose -2 for one phase. 15 1½ HOLD IT TOGETHER
10 1½ Cannot be used against the same enemy ship again. 15 1½
make a Computers check to see through the ruse. Treat a system’s damage as 2 lower this round.
On failing, they take -2 to scan or lock on, or Piloting Level ORDERS PATCH
checks within 1 hex of your ship. Spend 1 resolve and piloting to grant an 15 1½ Treat a systems’s damage as 1 lower for 1 hour.
6 additional action to one crew member. Engineers can work together.
PRIORITISE CALCULATION
Give +1 to a Computers check for any other task. Level MOVING SPEECH Glitching 1 10 1½
Actions
Spend 1 resolve and diplomacy to allow all 20 1½
12 crew members to take the better of two rolls. Malfunctioning 2 15 1½
RANGE FINDING
Grant the gunner, pilot or science officer +1 to an attack roll MAGIC OFFICER Wrecked 3 20 1½
or skill check related to starship combat. Engineering
ELDRITCH SHOT
READY WEAPONS SYSTEMS Mysticism check to add +5 to the range of one 10 1½ 6 OVERPOWER 15 1½
weapon. Does not work for Point weapons. ranks Divert to three systems at once.
Focus on one weapon system not firing this round;
grant that weapon +1 damage next round. 12 QUICK FIX
PRECOGNITION 20 1½
(+2 for starships tier 6 and up)
Mysticism check to add +2 to the 10 1½ ranks Spend 1rp to fix a system for 1 hour.
CHIEF MATE Piloting check for initiative.
2 HELM PHASE
CHIEF MATE SCIENCE OFFICER PILOT
HARD TURN BALANCE FLY
Acrobatics or Athletics check to add +1 to the 10 1½ Computers check to move shield points 10 1½ Move up to the ship’s speed and make allowed turns.
ship’s manoeuvrability this round. or redistribute shield points equally. MANOEUVRE
15 1½
If you fail by 10 or more, take -1 manoeuvreability. SCAN Fly; piloting check to reduce turning distance 1.
5 1½
Computers check to scan enemy ship, to learn one STUNT
MANUAL REALIGNMENT
piece of information (and one extra for every 5 by Pull one of the stunts.
Acrobatics or Athletics check to let your science 10 1½
which you beat the check):
officer gain an extra piece of information from Level FULL POWER
Scan this round. Basic information
If you fail by 10 or more, prevent any Scans this turn.
Crew, ship classification, size, speed, manoeuvrability 6 Spend 1 resolve to fly 1½ speed (turning distance +2)
Defences
Acrobatics or Athletics AC, TL, hp, current hp, shields, core PCU Level AUDACIOUS GAMBIT
Reduce turning distance 2 and fly through 20 1½
MAXIMISE SPEED Weapon (each) 12 enemy hexes. End facing any direction.
12 Spend 1rp and an Acrobatics or Athletics Firing arc, damage.
ranks check to add +2 to ship speed this round. 25 1½ Load MINOR CREW ACTIONS
This stacks with other speed increases. Expansion bays, cargo.
Other GLIDE
Any other stats. Fly at ½ speed; turning distance is 2 higher.
Add your piloting ranks to AC and TL this round.
TARGET SYSTEM
Computers check to aim next attack at one system. 5 1½ QUICK RESCAN
On a 19 or 20, deal critical damage. Learn one piece of information about a previously 5 1½
scanned target.
Level LOCK ON
Spend 1 resolve and a computers check to 5 1½ Cannot use if science officer has acted this round.
6 gain +2 against one enemy for this round.
VISUAL IDENTIFICATION
Level IMPROVE COUNTERMEASURES Computers, Engineering or Perception check to 10 1½
5 1½ learn one of: basic information, defences or
12 Force their gunner to take the worse of two
rolls. one weapon.
Cannot use if science officer has acted this round.
3 GUNNERY PHASE
GUNNER MINOR CREW ACTIONS
SHOOT Level PRECISE TARGETING SNAP SHOT
Fire one weapon. Spend 1 resolve to fire one weapon. If shields are Fire one weapon at -2.
12 depleted on that quadrant, do critical damage to a
FIRE AT WILL
random system.
Fire any two weapons at -4.
Level BROADSIDE
6 Spend 1 resolve to fire all weapons in an arc at -2.
© 2009-2023 Marcus Downing https://www.dyslexic-charactersheets.com/ This character sheet uses trademarks and/or copyrights owned by Paizo Publishing, LLC, which are used under Paizo's Community Use Policy. We are expressly prohibited from charging you to use or access
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CAPTAIN ENGINEER SYSTEMS
DEMAND DIVERT LIFE SUPPORT
15 1½ 10 1½
Intimidate to give +4 to a another’s check. Engineering to give one system a boost: SENSORS
Engines +2 speed
FORWARD
WEAPONS
ENCOURAGE Science +2 science officer’s actions
ARRAY
Attempt same skill to give +2 to crew check. 10 Weapons Damage dice with 1 become 2 STARBOARD
Diplomacy to grant +2 to another’s check. 15 1½ Shields 5% of PCU distributed between shields AFT
Actions
Level MOVING SPEECH QUICK FIX
Spend 1 resolve and diplomacy: 20 1½ 12 Spend 1 resolve to fix a MALFUNCTIONING 2 15 1½
12 crew take the better of two rolls. ranks system for 1 hour.
20 1½ WRECKED 3 20 1½
PILOT
FLY
Move up to the ship’s speed and make allowed turns.
MANOEUVRE
15 1½
Fly; piloting check to reduce turning distance 1.
STUNT
Pull one of the stunts.
STARSHIP
Speed Piloting modifier Turning distance
+
Manoeuvrability
© 2009-2023 Marcus Downing https://www.dyslexic-charactersheets.com/ This character sheet uses trademarks and/or copyrights owned by Paizo Publishing, LLC, which are used under Paizo's Community Use Policy. We are expressly prohibited from charging you to use or access
this content. This character sheet is not published, endorsed, or specifically approved by Paizo Publishing. For more information about Paizo's Community Use Policy, please visit paizo.com/communityuse. For more information about Paizo Publishing and Paizo products, please visit paizo.com.
ENGINEERING PHASE HELM PHASE GUNNERY PHASE
OPEN CREW ACTIONS MINOR CREW ACTIONS MINOR CREW ACTIONS
ERRATIC MANOEUVERING GLIDE SNAP SHOT
Small movements grant +1 AC and TL against the Fly at ½ speed; turning distance is 2 higher. Fire one weapon at -2.
flyby manoeuvre. Add your piloting ranks to AC and TL this round.
FEIGN DISASTER QUICK RESCAN
Activate distress call and simulate catastrophe to give the Learn one piece of information about a previously 5 1½
impression of an imminent explosion. scanned target.
Each enemy captain (or science officer) must Cannot use if science officer has acted this round.
10 1½
make a Computers check to see through the ruse.
On failing, they take -2 to scan or lock on, or Piloting VISUAL IDENTIFICATION
checks within 1 hex of your ship. Computers, Engineering or Perception check to 10 1½
learn one of: basic information, defences or
PRIORITISE CALCULATION one weapon.
Give +1 to a Computers check for any other task. Cannot use if science officer has acted this round.
RANGE FINDING
Grant the gunner, pilot or science officer +1 to an attack roll
or skill check related to starship combat.
HELM PHASE
HARD TURN
Acrobatics or Athletics check to add +1
10 1½
to the ship’s manoeuvrability this round.
If you fail by 10 or more, take -1 manoeuvreability.
MANUAL REALIGNMENT
Acrobatics or Athletics check to let your
10 1½
MAGIC OFFICER
science officer gain an extra piece of
information from Scan this round. ELDRITCH SHOT
If you fail by 10 or more, prevent any Scans this turn. Mysticism check to add +5 to the range of one10 1½
weapon. Does not work for Point weapons.
Acrobatics or Athletics
PRECOGNITION
MAXIMISE SPEED Mysticism check to add +2 to the 10 1½
12 Spend 1rp and an Acrobatics or 25 1½ Piloting check for initiative.
ranks Athletics check to add +2 to ship
speed this round. SCRYING
This stacks with other speed increases. Mysticism check to Scan. 5 1½
Mysticism
MYSTIC HAZE
6 Spend 1rp and a Mysticism check
ranks to add +1 to AC and force enemy 20 1½
science officers to take the worse
of two rolls to Scan or Lock On to your ship.
12 PSYCHIC CURRENTS
ranks Spend 1rp and a Mysticism check 20 1½
to get -1 to your ship’s turning
distance.
© 2009-2023 Marcus Downing https://www.dyslexic-charactersheets.com/ This character sheet uses trademarks and/or copyrights owned by Paizo Publishing, LLC, which are used under Paizo's Community Use Policy. We are expressly prohibited from charging you to use or access
this content. This character sheet is not published, endorsed, or specifically approved by Paizo Publishing. For more information about Paizo's Community Use Policy, please visit paizo.com/communityuse. For more information about Paizo Publishing and Paizo products, please visit paizo.com.
INVENTORY
LEVEL Bulk
CREW FUNDS TOTAL FUNDS
Cash , ,
Credits , , ,
Valuables + , ,
VALUABLE ITEMS Debit + , ,
LEVEL Bulk
Credit - , ,
Assets + , ,
Sundry + , ,
Total , , ,
, , per
PAYMENTS
, , ,
#
, , , , , per
PAYMENTS
#
, , ,
, , per
PAYMENTS
, , , #
MISSION ITEMS
Item Attained Carried by / given to
CONTAINER CONTAINER
Cash , , , Cash , , ,
LEVEL Bulk LEVEL Bulk
Name
ARBOARD
Name
PORT
Name
ST
AFT
Make & model
AC TL HEX
DAMAGE THRESHOLD CRITICAL TOKENS
DT CT
INITIATIVE
Permission to Print
This document may be freely printed, copied, reproduced and distributed.
https://www.dyslexic-charactersheets.com
Copyright © Marcus Downing
5. You may Distribute Compiled forms of the Standard Version without the Source, provided that you include
complete instructions on how to get the Source of the Standard Version. Such instructions must be valid at the
time of your distribution. If these instructions, at any time while you are carrying out such distribution, become
invalid, you must provide new instructions on demand or cease further distribution. If you provide valid instruc-
tions or cease distribution within thirty days after you become aware that the instructions are invalid, then you do
not forfeit any of your rights under this license.
This document uses properties covered by the Open Game License v1.0a
http://www.opengamingfoundation.org/ogl.html
This document uses trademarks and/or copyrights owned by Paizo Publishing, LLC, which are used under Paizo's
Community Use Policy. We are expressly prohibited from charging you to use or access this content.
This document is not published, endorsed, or specifically approved by Paizo Publishing.
http://paizo.com/paizo/about/communityuse
© 2009-2023 Marcus Downing https://www.dyslexic-charactersheets.com/ This character sheet uses trademarks and/or copyrights owned by Paizo Publishing, LLC, which are used under Paizo's Community Use Policy. We are expressly prohibited from charging you to use or access
this content. This character sheet is not published, endorsed, or specifically approved by Paizo Publishing. For more information about Paizo's Community Use Policy, please visit paizo.com/communityuse. For more information about Paizo Publishing and Paizo products, please visit paizo.com.
AUGMENTATIONS AUGMENTATIONS
LEFT
3
ARMS
RIGHT
BRAIN
LEFT
EARS
RIGHT
LEFT
EYES
RIGHT
LEFT
2
FEET
RIGHT
LEFT
3
HANDS
RIGHT
HEART
LEFT
2
LEGS
RIGHT
LUNGS
SPINAL COLUMN
SKIN
THROAT
© 2009-2023 Marcus Downing https://www.dyslexic-charactersheets.com/ This character sheet uses trademarks and/or copyrights owned by Paizo Publishing, LLC, which are used under
Paizo's Community Use Policy. We are expressly prohibited from charging you to use or access this content. This character sheet is not published, endorsed, or specifically approved by Paizo Publishing.
For more information about Paizo's Community Use Policy, please visit paizo.com/communityuse. For more information about Paizo Publishing and Paizo products, please visit paizo.com.
CHARACTER ORIGINS
Parents
BACKGROUND
LA
OD
W
GO
FU
Background Bonus Gifts Insults Events
L
Name
FRIEND
CH
IL
AO
= CHA + + + + +
EV
TI
C
RIVAL
Origin
LA
OD
W
GO
FU
Background Bonus Gifts Insults Events
L
FRIEND
CH
IL
AO
= CHA + + + + +
EV
TI
C
RIVAL
PORTRAIT AFFILIATIONS
Religion
LA
OD
W
GO
FU
L
FRIENDLY
CH
IL
AO
EV
TI
C
HOSTILE
Employer
LA
OD
W
GO
FU
L
FRIENDLY
CH
IL
AO
EV
TI
C
HOSTILE
LA
OD
W
GO
FU
L
FRIENDLY
CH
IL
AO
EV
TI
C
HOSTILE
Affiliation
LA
OD
W
GO
FU
L
FRIENDLY
CH
IL
AO
EV
TI
C
HOSTILE
Affiliation
LA
OD
W
GO
FU
L
FRIENDLY
CH
IL
AO
EV
TI
C
HOSTILE
LA
OD
W
GO
FU
L
Age Height Size FRIENDLY
CH
IL
AO
EV
TI
C
HOSTILE
LA
OD
W
GO
FU
L
Defining Features FRIENDLY
CH
IL
AO
EV
TI
C
HOSTILE
LA
OD
W
GO
FU
L
IL
AO
EV
TI
C
HOSTILE
LA
OD
W
GO
FU
L
PERSONALITY FRIENDLY
CH
IL
AO
EV
TI
C
Motivations HOSTILE
LA
OD
W
GO
FU
L
FRIENDLY
CH
Fears
IL
AO
EV
TI
C
HOSTILE
LA
OD
W
GO
FU
L
Likes FRIENDLY
CH
IL
AO
EV
TI
C
HOSTILE
LA
OD
Dislikes
GO
FU
L
FRIENDLY
CH
IL
AO
EV
TI
C
HOSTILE
Quirks
LA
OD
W
GO
FU
L
FRIENDLY
CH
IL
AO
EV
TI
C
HOSTILE
© 2009-2023 Marcus Downing https://www.dyslexic-charactersheets.com/ This character sheet uses trademarks and/or copyrights owned by Paizo Publishing, LLC, which are used under Paizo's Community Use Policy. We are expressly prohibited from charging you to use or access
this content. This character sheet is not published, endorsed, or specifically approved by Paizo Publishing. For more information about Paizo's Community Use Policy, please visit paizo.com/communityuse. For more information about Paizo Publishing and Paizo products, please visit paizo.com.
SPELL BOOK
Spell Level Spell Level Spell Level
© 2009-2023 Marcus Downing https://www.dyslexic-charactersheets.com/ This character sheet uses trademarks and/or copyrights owned by Paizo Publishing, LLC, which are used under Paizo's Community Use Policy. We are expressly prohibited from charging you to use or access
this content. This character sheet is not published, endorsed, or specifically approved by Paizo Publishing. For more information about Paizo's Community Use Policy, please visit paizo.com/communityuse. For more information about Paizo Publishing and Paizo products, please visit paizo.com.
SPELL BOOK
Spell Level Spell Level
School School
School School
School School
School School
School School
0 1 2 3 4 5 6 7 8 9 INT
THROW
SAVING
WIS
Saving throw = 10 + Casting Stat + Spell Level
CHA
Caster Levels
ft sq ft sq ft sq
© 2009-2023 Marcus Downing https://www.dyslexic-charactersheets.com/ This character sheet uses trademarks and/or copyrights owned by Paizo Publishing, LLC, which are used under Paizo's Community Use Policy. We are expressly prohibited from charging you to use or access
this content. This character sheet is not published, endorsed, or specifically approved by Paizo Publishing. For more information about Paizo's Community Use Policy, please visit paizo.com/communityuse. For more information about Paizo Publishing and Paizo products, please visit paizo.com.
SPELL BOOK
Spell Level Spell Level Spell Level
© 2009-2023 Marcus Downing https://www.dyslexic-charactersheets.com/ This character sheet uses trademarks and/or copyrights owned by Paizo Publishing, LLC, which are used under Paizo's Community Use Policy. We are expressly prohibited from charging you to use or access
this content. This character sheet is not published, endorsed, or specifically approved by Paizo Publishing. For more information about Paizo's Community Use Policy, please visit paizo.com/communityuse. For more information about Paizo Publishing and Paizo products, please visit paizo.com.
INITIATIVE
MARKER
MAP FIGURE
STATS DISPLAY
Name
Name
Name
HEX
STR DEX CON INT WIS CHA
TOKENS
STR DEX CON INT WIS CHA
ARMOUR CLASS Manoeuvres
EAC KAC CM
SAVING THROWS
Fortitude Reflex Will
INITIATIVE
MAP
TOKEN
MAP FIGURE
STATS DISPLAY
Name
Name
Name
HEX
STR DEX CON INT WIS CHA
TOKENS
STR DEX CON INT WIS CHA
ARMOUR CLASS Manoeuvres
EAC KAC CM
SAVING THROWS
Fortitude Reflex Will
INITIATIVE
MAP
TOKEN
MAP FIGURE
Name
Name
Name
HEX
STR DEX CON INT WIS CHA
TOKENS
STR DEX CON INT WIS CHA
ARMOUR CLASS Manoeuvres MAP
EAC KAC CM TOKEN
SAVING THROWS
Fortitude Reflex Will
INITIATIVE
MAP FIGURE
STATS DISPLAY
Name
Name
Name
HEX
STR DEX CON INT WIS CHA
TOKENS
STR DEX CON INT WIS CHA
ARMOUR CLASS Manoeuvres
EAC KAC CM
SAVING THROWS
Fortitude Reflex Will
INITIATIVE
MAP
TOKEN
MAP FIGURE
STATS DISPLAY
Name
Name
Name
HEX
STR DEX CON INT WIS CHA
TOKENS
STR DEX CON INT WIS CHA
ARMOUR CLASS Manoeuvres
EAC KAC CM
SAVING THROWS
Fortitude Reflex Will
INITIATIVE
MAP
TOKEN
MAP FIGURE
Name
Name
Name
HEX
STR DEX CON INT WIS CHA
TOKENS
STR DEX CON INT WIS CHA
ARMOUR CLASS Manoeuvres MAP
EAC KAC CM TOKEN
SAVING THROWS
Fortitude Reflex Will
INITIATIVE