Character Sheet 3.5
Character Sheet 3.5
Character Sheet 3.5
Dragonfire Adept. . . . . . . . . . . . . . . . . . . . . . . 58
Introduction. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 3
Dungeonscape
CORE PAGES Factotum. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 59
Basic. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 13 Eberron Campaign Setting
Extended. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 15 Artificer. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 60
Psionic . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 19
Heroes of Horror
Generic. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 22
Archivist. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 61
CLASSES Dread Necromancer. . . . . . . . . . . . . . . . . . . . . 62
Player’s Handbook Magic of Incarnum
Barbarian . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 23 Incarnate . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 63
Bard. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 25 Soulborn. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 64
Cleric. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 26 Totemist. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 65
Druid . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 27 Psionics Handbook
Monk. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 29 Psion. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 66
Paladin. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 30 Psychic Warrior. . . . . . . . . . . . . . . . . . . . . . . . 67
Ranger. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 31 Soulknife. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 68
Sorcerer. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 32 Wilder. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 69
Wizard . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 34
Tome of Battle
Player’s Handbook 2 Crusader. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 70
Beguiler. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 36 Swordsage. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 71
Dragon Shaman. . . . . . . . . . . . . . . . . . . . . . . . 37 Warblade . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 72
Duskblade. . . . . . . . . . . . . . . . . . . . . . . . . . . . . 38 Blank Tome of Battle. . . . . . . . . . . . . . . . . . . . 73
Complete Adventurer Tome of Magic
Ninja. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 39 Binder. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 74
Spellthief . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 40 Shadowcaster. . . . . . . . . . . . . . . . . . . . . . . . . . 76
Complete Arcane Truenamer. . . . . . . . . . . . . . . . . . . . . . . . . . . . 77
Warlock . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 41 Generic
Warmage . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 42 Extended Classes. . . . . . . . . . . . . . . . . . . . . . . 78
Wu Jen . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 43 Blank Spellcasters . . . . . . . . . . . . . . . . . . . . . . 80
Complete Divine
SUPPORT PAGES
Favoured Soul. . . . . . . . . . . . . . . . . . . . . . . . . . 44
Character Background. . . . . . . . . . . . . . . . . . . . . 83
Shugenja. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 45
Party Funds. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 84
Spirit Shaman. . . . . . . . . . . . . . . . . . . . . . . . . . 46
Spell Book. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 85
Complete Psionic
Familiar / Animal Companion /.
Ardent. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 47 Summoned Creature. . . . . . . . . . . . . . . . . . . . . . 88
Divine Mind. . . . . . . . . . . . . . . . . . . . . . . . . . . 48 Psicrystal . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 89
Lurk. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 49
DUNGEON MASTER
Complete Warrior
NPC. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 90
Hexblade. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 50
Party Summary. . . . . . . . . . . . . . . . . . . . . . . . . . . . 91
Dragon Compendium NPC Group. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 92
Battle Dancer. . . . . . . . . . . . . . . . . . . . . . . . . . . 51
Timelines . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 93
Death Master. . . . . . . . . . . . . . . . . . . . . . . . . . 52
Maps. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 97
Jester. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 53
Mountebank. . . . . . . . . . . . . . . . . . . . . . . . . . . 54
Savant. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 55
Sha’ir. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 56
Urban Druid. . . . . . . . . . . . . . . . . . . . . . . . . . . 57
2
oleplaying games are all about your
character. Whatever your game, race
and class, you spend a lot of time using
your character sheet so it’s worth having
a good one.
When I started playing D&D, I wasn’t
Dyslexic Studeos present quite satisfied with the default sheets. In
a surprisingly complete set of investigating the other options, I found many
with features that were interesting, but none
3
HOW TO PRINT
You are not expected to print and use this whole
document. Instead, you should choose the pages your
character needs.
This will generally consist of:
Core pages
1
The first page will typically have Character Info
on the front, and Combat on the back. There is a
choice here: you can have the simpler version on
two sides, or the expanded version with a separate
sheet for armour and inventory. I’d recommend the
simpler sheet for beginner players and characters
under level 6, and the expanded version thereafter.
If you’re playing a psionic character, use the psionic
version of the core pages with the relevant skills
included.
A few classes use modified versions of these core
pages — for example the Barbarian, whose class
2
features are closely tied to combat.
Class pages
You then need a sheet for each of your character’s
classes. There are a few classes that don’t need
their own sheet, such as the Rogue and Fighter, but
they’re the exception.
I’ve tried to include many of the most requested
classes from official rulebooks. If your favourite
class isn’t included, you may find one of the
generic sheets a good starting point.
3
I typically choose to put the inventory on the
reverse of the class-specific sheet.
Support pages
Some classes require extra pages. For example, a
Wizard has a spell book and a familiar; a Druid has
wild shapes and an animal companion; a Binder
has extra vestiges. A spell book is a good place to
fill in extra details on spells, like damage, range 4
and material components.
Other sheets you may find useful include a party
inventory for sharing your loot, and a character
background for noting your character’s history
with NPCs.
The result could be anything from one to a dozen
sheets of paper - though most likely two for a fighting
character and three or four for a spellcaster.
There’s an example of a filled in sheet on pages 7 to 12.
Example of a wizard’s pages:
1 Character Info, with Combat on the reverse
2 Wizard
3 Familiar
4 Spell Book, on two sides
4
HOW TO USE COMPATIBILITY
These sheets do not replace the Dungeons & Dragons These sheets are for use with the Dungeons and
books. Your group should always have a copy of the Dragons 3.5 Edition; they aren’t made for 2nd, 3.o or 4th
core books (the Player’s Handbook, the Dungeon Edition, or Pathfinder.
Master’s Guide and probably the Monster Manual), However, many of the classes and scenarios created
along with any books for classes you wish to play. for 3.5 can be adapted for 3.0 or Pathfinder, so
You will typically consult the books each time your the sheets may be of some use too. Combine the
character levels up, as well as when you need to check class-specific pages from this set with any standard
out the details of some rule, spell or class feature. Pathfinder character sheet, or use the version of the
I’ve done my best to use a consistent style that makes core page with blanked-out skills.
the flow of information clear. There are certain styles But first you should first make sure your DM
that have meaning: understands and agrees with what you’re trying to do,
• Boxes with heavy outlines are important, lighter and consult with an experienced player who can guide
ones less so. you through the rule changes.
• Soft grey boxes and lines are for temporary values,
like buffs and nerfs.
HOW TO DM
• Labels go above fields, or to the left of them. In
As a rule, the Dungeon Master should avoid
calculations, the answer is on the left.
interfering with their players’ character sheets. The
• Dotted lines indicate information that comes DM has the whole world to create and play with, while
directly from elsewhere on one of these sheets, players have only this one little character, so they
like caster level or base attack bonus, while fields should be allowed to own it.
with solid lines are calculated or come from the
But players need help from time to time, especially if
books themselves.
they’re new to gaming, so it may be your job to print
• Ability modifiers are marked with six codes:. out the character sheets people need, guide them in
STR, CON, DEX, INT, WIS and CHA. the process of building a character, and nudge them
• Bonus spells are shown using a series of vertical when they forget to use rage or sneak attack. You
checkboxes. Start by filling in the first column should try to be familiar with the character sheets
from the top with the relevant ability modifer your players will be using.
(usually INT, WIS or CHA). Fill in the next column There are also a number of sheets towards the back
with four fewer, the next with four fewer, etc. Add that you may find useful in running a campaign.
the filled boxes in each row to find the bonus
• Various map grids, including hex and isometric
spells at that level.
• Timelines to show the chronology of historical
This is your character and these are your character
events and plot points
sheets, so nobody can tell you how to use it - as long
as you don’t cheat. • Simplified character sheet for an NPC
• Party summary, useful for when you need to roll
secret checks against a PC’s scores.
ADAPTING TO YOUR GAME
• Similar NPC group summary
There are as many versions of Dungeons and
Dragons as there are groups playing it; and more Which of these you choose to make use of is entirely
prestige classes, house rules and variants than I up to you – there’s no one correct way to run a
could ever hope to encompass here. campaign.
5
HOW THEY WERE CREATED CREDITS
The bulk of the sheets were made using Adobe Creator
Illustrator. This introduction was created in Marcus Downing
InDesign, the backgrounds and front cover were Contributors
made in Photoshop, and the document was DrWonton Scorpions__
assembled in Acrobat.
Illustrations
At some point I expect I’ll figure out a way to work crazyred
After Effects into the list.
Playtesters and suggestions
All these files are available in the open source Vangor Bob790 Cosmicnut
repository. Doctor7 Soruk Paul Belsey
Darkfire valadil lsfreak
Cedrass DragonWraith
FEEDBACK & PARTICIPATION
PId6 Bakkan Random832
These sheets will continue to evolve based on your
Eldariel Evil the Cat Thespianus
feedback. Drop me a line on the discussion thread in
qoalabear kosjsjach Seracain
the links at the end.
I don’t promise to do everything people ask - they are
free, after all - but I’ll consider sensible requests. LINKS
If you’d like to contribute yourself, you can download Character Sheets
the original files from the open source repository. http://dyslexic-st.blogspot.com
You’ll need Adobe Illustrator CS3 to edit the files.
Send them back to me, either directly or via a Open source repository
discussion on a forum. http://code.google.com/p/charactersheets
If your submissions prove to match the quality of the
existing sheets, and you are able to use Subversion, Wizards of the Coast, Inc.
I may choose to grant you access to the repository http://www.wizards.com
yourself. More likely though is that I’ll accept your
The Artistic License
work with a little modification to preserve the existing
http://dev.perl.org/licenses/artistic.html
standard.
Discussion and feedback thread
http://www.giantitp.com/forums/showthread.php?t=126909
HOW TO SHOW YOUR APPRECIATION
If you’re ever passing through Basingstoke, I rarely D&D Doodles
refuse a pint. http://dandddoodles.blogspot.com
COPYRIGHT
Dungeons & Dragons and all related trademarks and
copyrights remain the property of Wizards of the
Coast Inc.
The illustrations were generously provided by the
artist of the D&D Doodles blog, crazyred.
This document is released entirely free of charge,
under the Artistic License 2.0. It is not for sale under
any conditions, nor are its constituents. You are free
to make and distribute modifications, provided no
version of this sheet is ever charged for or released
under a commercial license.
6
CHARACTER SHEET 3.5e CHARACTER
Player Name
FEMALE
Joe Furst
MALE
Jonas Patrick Forsyth
LA
OD
W
GO
FU
L
Campaign Race Size
CH
Size
IL
-1
AO
The treasure of Witch’s Hill
EV
Gnome Small
TI
Modifier
C
XP Your skill ranks
8106 CLASSES Skill Ranks Hit Die Level Level each level are the
Adjustment class’s + your INT.
The three-level ABILITIES 1 Druid 4 d8 5
abbreviations (like Ability Item Ability Temp Temp 2 d 0
“WIS”) always Score Bonus Modifier Bonus Modifier Effective
3 d Character The hit points you
refer to an ability
modifier, not a STR 8 -1
STR STR 4 d
Level gain each level are
the class’s hit die
score. CON 14 +2
CON CON 5 d 5 + your CON.
SKILLS
Gnomes get
DEX 14 +2
DEX DEX Racial, Favoured Armour
Max = ECL + 3
+2 Constitution, 8 /4 Skill Class Skills Ranks Feats, Misc Enemy Check
INT 12 +1
INT INT Ranks
Untrained Bonus 1 2 3 4 5 Synergy Bonus Penalty
5 ranks in Craft:
-2 Strength Alchemy gives
WIS 16 WIS
+3 WIS Appraise 3 1
INT 2 +2 for alchemy
a +2 bonus to
Use the boxes with CHA 8 CHA
-1 CHA
Balance DEX - 1 Appraise on
big grey borders Bluff CHA alchemic targets
Ability Modifier = (Total Ability Score - 10) ÷ 2 (Round down)
for temporary Climb STR - 1
changes, like buffs SPECIAL ABILITIES FEATS
Concentration 2
CON
and nerfs. Low-light vision Track
Decipher Script INT
Speak with Scribe Scroll
Diplomacy CHA
-1
animals 1/day
Disable Device INT
Animal Companion
Disguise CHA
Nature Sense
Escape Artist DEX - 1
Wild Empathy Forgery INT
Woodland Stride Gather Information CHA
Trackless Step Handle Animal 4 CHA
-1 5
Resist Nature’s Heal WIS
3
Lure Hide DEX - Size
mod x4 - 1
Wild Shape 1/day Intimidate CHA + Size
diff x4
Jump STR - 1
+2 racial bonus
Listen 8 WIS
3 3 2
to Listen
Move Silently 2 DEX
2 1 - 1
Open Lock DEX
2 3 5 ranks in Handle
Ride 7 DEX 2
Animal gives a +2
Search INT bonus to Ride
Sense Motive WIS
Sleight of Hand DEX - 1
Spellcraft 4 INT
1 3
Spot 6 WIS
3 3
Survival 8 3
WIS 5 +2 in nature 5 ranks in
Track Trained 8 SURVIVAL Knowledge:
Nature gives a +2
Swim -1 STR
-1 2 - 1 per 5lb
carried - ×22 bonus to Survival
Tumble DEX - 1 in a natural
Use Magic Device CHA environment
Use Rope DEX
Knowledge:Nature 6 INT
1 5
+2 racial bonus
Craft: Alchemy 8 1 5 2 to Craft Alchemy
The base LANGUAGES
languages for Common
your race and Gnome
class, plus one for
each point of Druidic
INT modifier. Orc
Knowledge - INT
Profession - WIS
Perform - CHA
Other skills:
Craft - INT
EXAMPLE
Gnome Druid 5
7
ATTACKS INITIATIVE
Masterwork Longbow (small)
INITIATIVE BONUS Feats Misc
Arrows 40# #
20 ft 4 sq 20 ft 4 sq ft sq
+ 1 = 1 + - - A level 5 bard’s
Range Type Attack Bonus Damage Critical
Temp Damage Morale Power “inspire courage”
ft sq d × Bonus Bonus Buffs Nerfs Attack gives the party a
+1 morale bonus
+ 1 = 1 + - +
Range Type Attack Bonus Damage Critical +1 /kobolds and goblins
ft sq d ×
Ammo Special Ammo GRAPPLE
# # Size Modifier
GRAPPLE BONUS ×4 Misc Remember the
Ammo Special Ammo size modifier,
Attack
= + -4 -1 +
× 4 + STR
Base
# # -2 x4!
SAVES HEALTH
FORTITUDE SAVE Base Racial Misc Temp HIT POINTS Wounds Dying Stable Non-lethal Unconcious Counting down
the hit points as
2 +
6 = CON
FORT 4 + + + 28 hp 25 21 14 hp -2 hp
you’re injured.
REFLEX SAVE ARMOUR CLASS
3 = DEX
REF 2 + 1 + + + Armour AC Shield AC
Natural
Armour
Size
Modifier
Deflection
Modifier Misc
ARMOUR CLASS
WILL SAVE
18
AC 2 +
= 10 + DEX 3 + + - -1 + 2 +
7 = WIS
WILL 3 + 4 + + + Be careful of
FLAT-FOOTED ARMOUR CLASS
Evasion Improved Endurance Trap double negatives
16
AC = 10 / + 3 + + - -1 + 2 +
Evasion Sense on the size
+2 racial bonus modifier!
to saves against +2 /illusions TOUCH ARMOUR CLASS
illusions 15
AC = 10 + DEX
2 / / / - -1 + 2 +
Temp AC Spell Resistance Conditional Modifiers
AC +4 /giants
EFFECTS Damage Reduction
/
METAMAGIC COMBAT ABILITIES
Many thanks to
crazyred for the
doodles.
EXAMPLE
Gnome Druid 5
8
INVENTORY ARMOUR EQUIPMENT
Value Weight Head
Antique walking stick Studded Leather Armour
Travelling clothes (small) Properties Properties
Sacred robes (small)
Type Max Speed Max AC DEX
Fake Magic Ring
Unidentified Ancient Artifact Light 20 ft 4 sq +5 Face
Check Penalty Weight Spell Failure Armour AC
Evening clothes (small)
-1 20 lb 15 % +3
AC Properties
SHIELD
Bag of Drugged Nuts
The random stuff Maid’s outfit (small) Neck / Throat
adenturers always Unidentified dagger
Properties Amulet of Retributive Healing
pick up. Properties
(transmutation magic?) Check Penalty Weight Spell Failure Shield AC When healing someone, also recieve
lb % AC healing effects myself
Bag of Holding: Shoulders
Piano
Properties
King of Argor’s head
This guy in the
Alchemy Tools middle exists to be
Anvil scribbled on.
Arms / Wrists
Poor guy.
Properties
Body
Properties
Torso
Properties
Hands Waist
Properties Properties
Ring Feet
Ring of Protection +2
Properties Properties
+2 deflection bonus to AC
Ring
Properties Properties
Gnome Druid 5
9
A character’s
alignment isn’t
always the same
as their deity’s.
Caster
5 PREPARED SPELLS
PREPARED SPELLS
Level
DRUID Level
Detect Magic
+ Cure Minor Wounds x 2
Bonus
0
DEITY
Flare
LA
OD
W
Purify Food & Drink
GO
FU
L
In the first column Garl Glittergold Use the
CH
IL
AO
Charm Animal
EV
TI
of check boxes, checkboxes to
C
fill in as many SPELLS Entangle keep track of the
bonus spells as Spell Spells
=
Base
+
Bonus Spells Cure Light Wounds x 2 1 spells you’ve used
your relevant Save DC per day Spells today.
WIS - 12
WIS - 4
WIS - 8
modifier; in the Beast Claws
13 0 5 5
WIS
second column, Whether you start
the same - 4; 14 1 4 3 with the boxes
Bull’s Strength
Spell DC: +1 for illusion
6
The most
important bit of
the sheet.
WANDS
Cure Moderate Wounds 9
CHARGES
2d8 + 5 #
20
SCROLLS POTIONS
Produce Flan Summon Monster II Holy Water x 3
Mage Armour Enlarge Person
CHARGES
Defective Item #
50 Shrink Person
Haste
CHARGES
#
CHARGES
#
CHARGES
EXAMPLE
Gnome Druid 5
10
The same sheet serves familiars, animal Animal companions gain benefits as their owner levels.
companions and summoned creatures A war pony starts with hit die of 2d8; the animal companion of a level 5 druid
(like the Paladin’s mount). gets to add another 2 hit dice to that. This is reflected in their hit points.
W Hit die
have the same
GO
FU Level
L BASIC SPEED Swim Speed Fly Speed
alignment as their Size Size Height
CH
FEMALE
IL
MALE
AO
5 4 d 8
EV
Medium 11 hands
TI
ft sq ft sq
is chaotic and Range
Attack Bonus Damage Critical
doesn’t care about XP SKILLS
BASE ATTACK
right and wrong. Ranks Racial, Feats ft sq BASE ATTACK Temp Attack Temp Damage
ABILITIES Balance 2 DEX
2
Ability Item Ability Temp Climb 3 STR
3 +1 + +
Score Bonus Modifier Bonus Attack Bonus Damage Critical
Range
Escape Artist 2 DEX
2
STR 16 STR
+3 ft sq
Hide 2 DEX
2
CON 14 CON
+2 GRAPPLE
Jump 2 STR
3 Size
GRAPPLE BONUS
DEX 14 DEX
+2 Listen 5 WIS
0 5 Range
Attack Bonus Damage Critical Modifier Misc
Attack
Base
Move Silently 2 DEX
2 +4 = + STR
3 + x04 +
INT 2 INT
-4 ft sq
WIS 11 WIS
+0
Search 5 INT
5 HEALTH
HIT POINTS Wounds Dying Stable Non-lethal Unconcious
Sense Motive 0 WIS
0
CHA 4 CHA
-3 Spot 5 WIS
0 5 26 hp 22 21 15 hp hp
Ability Modifier = (Total Ability Score - 10) ÷ 2
Survival 0 WIS
0 SAVES ARMOUR CLASS
EQUIPMENT Base Save Misc Temp Natural Size Misc
Track Trained SURVIVAL
FORTITUDE SAVE ARMOUR CLASS Armour Modifier Modifier
Swim 3 STR
3
FORT 2 +
5 = CON 3 + AC
15 = 10 + DEX
1 + 4 - +
REFLEX SAVE FLAT-FOOTED ARMOUR CLASS
4
REF = DEX
1 + 3 + AC
14 = 10 / + 4 - +
TOUCH ARMOUR CLASS
WILL SAVE
FEATS
0 = WIS
WILL 0 + + 11
AC = 10 + DEX
1 / - +
Endurance
PORTRAIT Endurance, Evasion Temp AC Spell Resistance Damage Reduction
Evasion
AC /
EFFECTS
SPECIAL ABILITIES
Low light vision
Scent
Link
Share Spells
Bonus tricks: Work, Track
11
Print as many Don’t forget the
copies of the Wild size modifier.
Shape page as you
need.
remain Ability Modifier = (Total Ability Score - 10) ÷ 2 Ability Modifier = (Total Ability Score - 10) ÷ 2
ft sq ft sq
unchanged.
COMBAT COMBAT
INITIATIVE BONUS Misc Initiative INITIATIVE BONUS Misc Initiative
Attack Bonus Damage Critical Attack Bonus Damage Critical
The base attack INIT
2 = 2 +
DEX Range INIT
1 = 1 +
DEX Range
bonus is your
own, not your SPEED Temp Speed ft sq SPEED Temp Speed ft sq
animal form’s. ARMOUR CLASS ARMOUR CLASS
50 ft 10sq ft sq 40 ft 8 sq ft sq
Natural Size Misc Natural Size Misc
Size ARMOUR CLASS Armour Modifier Modifier Size ARMOUR CLASS Armour Modifier Modifier
GRAPPLE BONUS Modifier x4 Misc GRAPPLE BONUS Modifier x4 Misc
14
AC 2 +
= 10 + DEX 2 - + 15
AC = 10 + DEX
1 + 5 - 1 +
Attack
Attack
Base
Base
4 = + STR
1 + x4 + 11 = + STR
8 + x4 +
FLAT-FOOTED ARMOUR CLASS FLAT-FOOTED ARMOUR CLASS
SAVES 12
AC = 10 / + 2 - + SAVES 14
AC = 10 / + 5 - 1 +
Base saves are Base Misc Temp Base Misc Temp
the same as your FORTITUDE SAVE TOUCH ARMOUR CLASS FORTITUDE SAVE TOUCH ARMOUR CLASS
basic form, but
the abilities CON 6 =CON
FORT 2 + 4 + AC
12 = 10 + DEX
2 / - + 4 +
8 =CON
FORT 4 + AC
10 = 10 + DEX
1 / - 1 +
and DEX are Temp AC Spell Resistance Damage Reduction Temp AC Spell Resistance Damage Reduction
different.
REFLEX SAVE REFLEX SAVE
Will save is REF
3 = DEX
2 + 1 + AC / REF
2 = DEX
1 + 1 + AC /
unaffected by
Wild Shape.
PORTRAIT SPECIAL ABILITIES PORTRAIT SPECIAL ABILITIES
Low-light vision Low-light vision
Scent Scent
Track (+4) Endurance
The most Run
important bit:
the picture. Track
+4 Swim
FEMALE
MALE
LA
OD
W
GO
FU
L
Campaign Race Size
CH
Size
IL
AO
EV
TI
Modifier
C
XP
CLASSES Skill Ranks Hit Die Level Level
Adjustment
ABILITIES 1 d
Ability Item Ability Temp Temp 2 d
Score Bonus Modifier Bonus Modifier Effective
3 d Character
STR STR STR 4 d
Level
Jump STR -
Listen WIS
Move Silently DEX -
Open Lock DEX
Ride DEX
Search INT
Sense Motive WIS
Sleight of Hand DEX -
Spellcraft INT
Spot WIS
Survival WIS
Track Trained SURVIVAL
Carried Items lb
Weapons, Ammo, Scrolls, Potions lb
Swim STR - 1 per 5lb
carried - ×2
Armour, Shield, Protective Items lb
Tumble DEX -
Total Weight lb
Use Magic Device CHA
Light Load Medium Load Heavy Load Max Load
Use Rope DEX
lb lb lb lb
Knowledge: INT
MONEY LANGUAGES
, cp
, , sp
, , gp
Knowledge - INT
Profession - WIS
, , pp
, , .
Perform - CHA
Other skills:
Craft - INT
ATTACKS INITIATIVE
INITIATIVE BONUS Feats Misc
BASE ATTACK
Range Type Attack Bonus Damage Critical Temp Attack Temp Damage
BASE ATTACK BONUS Bonus Bonus
ft sq d ×
+ +
Range Type Attack Bonus Damage Critical
ft sq d ×
GRAPPLE
Size Modifier
Attack Bonus Damage Critical GRAPPLE BONUS ×4 Misc
Range Type
Attack
Base
ft sq d × = + × 4 + STR +
SAVES HEALTH
FORTITUDE SAVE Base Racial Misc Temp HIT POINTS Wounds Dying Stable Non-lethal Unconcious
FORT = CON + + + + hp hp hp
ARMOUR
AC = 10 + DEX / / / - + +
Temp AC Spell Resistance Damage Reduction Conditional Modifiers
+ % lb +
EQUIPMENT
Head
FEATS SPECIAL ABILITIES
Properties
Throat
Properties
Body
Properties
Arms
Properties
Hands
Properties
Ring
Properties
CHARACTER SHEET 3.5e CHARACTER
Player Name
FEMALE
MALE
LA
OD
W
GO
FU
L
Campaign Race Size
CH
Size
IL
AO
EV
TI
Modifier
C
XP
CLASSES Skill Ranks Hit Die Level Level
Adjustment
ABILITIES 1 d
Ability Item Ability Temp Temp 2 d
Score Bonus Modifier Bonus Modifier Effective
3 d Character
STR STR STR 4 d
Level
Jump STR -
Listen WIS
Move Silently DEX -
Open Lock DEX
Ride DEX
Search INT
Sense Motive WIS
Sleight of Hand DEX -
Spellcraft INT
Spot WIS
Survival WIS
Track Trained SURVIVAL
ft sq d × SPEED
Ammo Special Ammo SPEED Speed with Armour Temp Speed
# #
ft sq ft sq ft sq
Swim Speed Fly Speed Climb Speed
ft sq d × BASE ATTACK
BASE MELEE RANGED
ATTACK BONUS ATTACK ATTACK
+ = + - -
Range Type Attack Bonus Damage Critical
Temp Damage Morale Power
ft sq d × Bonus Bonus Buffs Nerfs Attack
+ = + - +
Range Type Attack Bonus Damage Critical
ft sq d ×
Ammo Special Ammo GRAPPLE
# # Size Modifier
GRAPPLE BONUS ×4 Misc
Ammo Special Ammo
Attack
= + × 4 + STR +
Base
# #
SAVES HEALTH
FORTITUDE SAVE Base Racial Misc Temp HIT POINTS Wounds Dying Stable Non-lethal Unconcious
FORT = CON + + + + hp hp hp
AC
EFFECTS Damage Reduction
/
METAMAGIC COMBAT ABILITIES
INVENTORY ARMOUR EQUIPMENT
Value Weight Head
Properties Properties
ft sq Face
Check Penalty Weight Spell Failure Armour AC
lb % AC Properties
SHIELD
Neck / Throat
Properties
Properties
Check Penalty Weight Spell Failure Shield AC
lb % AC
Shoulders
Properties
Arms / Wrists
Properties
Body
Properties
Torso
Properties
Light Load Carried Items lb
lb
Weapons, Ammo lb
Medium Load
Hands Waist
lb Armour, Shield lb
Heavy Load Properties Properties
Worn Items lb
lb Scrolls, Potions,
Wands, Components lb
Max Load
lb Total Weight lb
Copper , cp
Silver , , sp
Platinum , , pp
Total , , , .
SCROLLS POTIONS
WANDS
CHARGES
#
CHARGES
#
CHARGES
#
CHARGES
#
INVENTORY ARMOUR EQUIPMENT
Value Weight Head
Properties Properties
ft sq Face
Check Penalty Weight Spell Failure Armour AC
lb % AC Properties
SHIELD
Neck / Throat
Properties
Properties
Check Penalty Weight Spell Failure Shield AC
lb % AC
Shoulders
Properties
Arms / Wrists
Properties
Body
Properties
Torso
Properties
Hands Waist
Properties Properties
Ring Feet
Properties Properties
Ring
Properties Properties
Silver , , sp
Gold , , gp
Platinum , , pp
Carried Items lb Total , , , .
Light Load Weapons, Ammo lb
lb 50 coins weighs 1lb coins
Armour, Shield lb
Medium Load
Worn Items Debts , , .
lb lb
Scrolls, Potions, Valuables
Heavy Load lb , , .
Wands, Components
lb Other items
Coins lb , , .
Max Load
lb Total Weight lb Total , , , .
Player
CHARACTER SHEET 3.5e
Name
CHARACTER
FEMALE
MALE
LA
OD
W
GO
FU
L
Campaign Race Size
CH
Size
IL
AO
EV
TI
Modifier
C
XP
CLASSES Skill Ranks Hit Die Level Level
Adjustment
ABILITIES 1 d
Ability Item Ability Temp Temp 2 d
Score Bonus Modifier Bonus Modifier Effective
3 d Character
STR STR STR 4 d
Level
Jump STR -
Listen WIS
Move Silently DEX -
Open Lock DEX
Psicraft INT
Ride DEX
Search INT
Sense Motive WIS
Sleight of Hand DEX -
Spellcraft INT
Spot WIS
Survival WIS
Track Trained SURVIVAL
ft sq d x SPEED
Ammo Special Ammo SPEED Speed with Armour Temp Speed
# #
ft sq ft sq ft sq
Swim Speed Fly Speed Cimb Speed
ft sq d x BASE ATTACK
BASE MELEE RANGED
ATTACK BONUS ATTACK ATTACK
+ = + - -
Range Type Attack Bonus Damage Critical
Temp Damage Morale Power
ft sq d x Bonus Bonus Buffs Nerfs Attack
+ = + - +
Range Type Attack Bonus Damage Critical
ft sq d x
Ammo Special Ammo GRAPPLE
# # Size Modifier
GRAPPLE BONUS x4 Misc
Ammo Special Ammo
Attack
= + x 4 + STR +
Base
# #
SAVES HEALTH
FORTITUDE SAVE Base Racial Misc Temp HIT POINTS Wounds Dying Stable Non-lethal Unconcious
FORT = CON + + + + hp hp hp
EFFECTS AC = 10 + DEX / / / - + +
Temp AC Spell Resistance Conditional Modifiers
AC
Damage Reduction
/
METAPSIONICS COMBAT ABILITIES
INVENTORY ARMOUR EQUIPMENT
Value Weight Head
Properties Properties
ft sq Face
Check Penalty Weight Spell Failure Armour AC
lb % AC Properties
SHIELD
Neck / Throat
Properties
Properties
Check Penalty Weight Spell Failure Shield AC
lb % AC
Shoulders
Properties
Arms / Wrists
Properties
Body
Properties
Torso
Properties
Light Load Carried Items lb
lb
Weapons, Ammo lb
Medium Load
Hands Waist
lb Armour, Shield lb
Heavy Load Properties Properties
Worn Items lb
lb Scrolls, Potions,
Wands, Components lb
Max Load
lb Total Weight lb POWER STONES TATTOOS
1
MONEY
2
Copper , cp
3
Silver , , sp 4
Gold , , gp 5
Platinum 6
, , pp
7
Total , , , .
8
WANDS 9
10
CHARGES
# 11
12
13
CHARGES
# 14
15
16
CHARGES
# 17
18
19
CHARGES
# 20
CHARACTER SHEET 3.5e CHARACTER
Player Name
FEMALE
MALE
LA
OD
W
GO
FU
L
Campaign Race Size
CH
Size
IL
AO
EV
TI
Modifier
C
XP
CLASSES Skill Ranks Hit Die Level Level
Adjustment
ABILITIES 1 d
Ability Item Ability Temp Temp 2 d
Score Bonus Modifier Bonus Modifier Effective
3 d Character
STR STR STR 4 d
Level
LANGUAGES
Knowledge - INT
Profession - WIS
Perform - CHA
Other skills:
Craft - INT
CHARACTER SHEET 3.5e CHARACTER
Player Name
FEMALE
MALE
LA
OD
W
GO
FU
L
Campaign Race Size
CH
Size
IL
AO
EV
TI
Modifier
C
XP
CLASSES Skill Ranks Hit Die Level Level
1 Barbarian
Adjustment
ABILITIES d
Ability Item Ability RAGE! Fatigue 2 d
Score Bonus Modifier Modifier Modifier Effective
3 d Character
STR +
STR - 4 d
Level
CON CON + 5 d
DEX DEX - SKILLS
Racial, Forbidden Armour
Max = ECL + 3
INT INT Ranks / Skill Class Skills Ranks Feats, Misc During Check
Untrained Bonus 1 2 3 4 5 Synergy RAGE! Penalty
WIS WIS Appraise INT
CHA CHA
Balance DEX -
Bluff CHA
Ability Modifier = (Total Ability Score - 10) ÷ 2 (Round down)
Climb STR -
BARBARIAN
Barbarian
Concentration CON
Level Decipher Script INT
{
Fast Movement
1 Illiteracy Diplomacy CHA
RAGE! 1/day
Disable Device INT
2 Uncanny Dodge
Disguise CHA
3 Trap Sense +1 Escape Artist DEX -
4 Rage 2/day
Forgery INT
Gather Information CHA
5 Improved Uncanny Dodge
Handle Animal CHA
6 Trap Sense +2 Heal WIS
7 Damage Reduction 1/― Hide DEX - Size
mod x4 -
Intimidate CHA + Size
diff x4
8 Rage 3/day
Jump STR -
9 Trap Sense +3 Listen WIS
10 Damage Reduction 2/― Move Silently DEX -
11 Greater RAGE!
Open Lock DEX
Ride DEX
12 { Rage 4/day
Trap Sense +4 Search
Sense Motive
INT
WIS
13 Damage Reduction 3/―
Sleight of Hand DEX -
14 Indomitable Will Spellcraft INT
15 Trap Sense +5 Spot WIS
WIS
{
Survival
Rage 5/day
16 Damage Reduction 4/― Track Trained SURVIVAL
17 Tireless RAGE!
Swim STR - x2
Tumble DEX -
18 Trap Sense +6
Use Magic Device CHA
19 Damage Reduction 5/― Use Rope DEX
20 { Mighty RAGE!
Rage 6/day
Knowledge: INT
NOTES LANGUAGES
Knowledge - INT
Profession - WIS
Perform - CHA
Other skills:
Craft - INT
ATTACKS INITIATIVE
INITIATIVE BONUS Feats Misc
ft sq d x SPEED
Ammo Special Ammo SPEED Speed with Armour Temp Speed
# #
ft sq ft sq ft sq
ft sq d x BASE ATTACK
BASE MELEE RANGED
ATTACK BONUS ATTACK ATTACK
ft sq d x Temp Attack
Bonus Buffs Nerfs RAGE! Fatigued
+ = - + -
Range Type Attack Bonus Damage Critical
Temp Damage
d x Bonus Buffs Nerfs RAGE! Fatigued
ft sq
+ = - + -
Range Type Attack Bonus Damage Critical
ft sq d x
Ammo Special Ammo GRAPPLE
# # Size Modifier
GRAPPLE BONUS x4 Misc
Ammo Special Ammo
Attack
# # = + x 4 + STR +
Base
RAGE! HEALTH
RAGE! RAGE! Temporary Total CON HIT POINTS Wounds Dying Stable Non-lethal Unconcious RAGE!
Today Hit Points Level Increase
PER DAY
hp hp hp + hp
+ hp = ×
ARMOUR CLASS
RAGE! DURATION Natural Size Deflection
WILL = WIS + + + + /
Evasion Improved Evasion Trap FEATS SPECIAL ABILITIES
Endurance Imdomitable Will Sense
RAGE!
EFFECTS
BARD Bard PREPAREDSPELLS
KNOWN SPELLS
Level
Level
Bonus
+ Caster
Level
0
SPELLS
Spells Spell Spells = Base + Bonus Spells
Known Save DC per day Spells
CHA - 12
CHA - 4
CHA - 8
0 1
CHA
1
2
3
4 2
5
6
Spell Save DC = 10 + CHA + Spell Level
BARDIC KNOWLEDGE
BARDIC KNOWLEDGE Bard
Misc
BONUS Level
4
= INT + +
BARD
Bard Perform
Level Ranks
Courage Bonus 5
{
Inspire Courage
1 3 Countersong
Fascinate
3 6 Inspire Competence
6 9 Suggestion 6
Number of
9 12 Inspire Greatness
Affected Allies
12 15 Song of Freedom
Number of
15 18 Inspire Heroics
Affected Allies
18 21 Mass Suggestion
FASCINATE
AUDIENCE Bard
MAX FASCINATED Level
= ( )
+1 ÷3
#
CHARGES
#
CHARGES
#
CHARGES
#
CHARGES
#
PREPARED SPELLS
CLERIC Cleric
Level
PREPARED SPELLS
Caster
Level
0
DEITY
LA
OD
W
GO
FU
L
CH
IL
AO
EV
Domain Spell
TI
C
DOMAINS
Domain Domain
1
Granted Power Granted Power
Domain Spell
1 2
2
3
4 Domain Spell
5
6
3
7
8 Domain Spell
9
4
SPELLS
Spell Spells Base Bonus Spells
= +
Save DC per day Spells
WIS - 12
Domain Spell
WIS - 4
WIS - 8
0
WIS
1 5
2
3 Domain Spell
4
5 6
6
7 Domain Spell
8
9 7
Spell Save DC = 10 + WIS + Spell Level
TURN / REBUKE UNDEAD Domain Spell
Good Cleric Evil Cleric
8
LA
OD
}
GO
IL
AO
EV
Domain Spell
TURNS / REBUKES PER DAY Misc Today
9
= 3 + CHA +
SCROLLS POTIONS
1 TURNING CHECK
Synergy
= d20 + CHA +
2 TO TURN CREATURE MAX HIT DICE
Cleric Level
= ( Turning
Check ÷ 3 ) + -4
3 TO DESTROY CREATURE MAX HIT DICE
Cleric Level
= ÷2 (Round down)
= 2d6 + CHA +
Caster PREPARED SPELLS
PREPARED SPELLS
Level
DRUID Level
+
Bonus
0
DEITY
LA
OD
W
GO
FU
L
CH
IL
AO
EV
TI
C
SPELLS
Spell
Save DC
Spells
per day
=
Base
Spells
+
Bonus Spells 1
WIS - 12
WIS - 4
WIS - 8
0
WIS
1
2
3
2
4
5
6
7
8 3
9
Spell Save DC = 10 + WIS + Spell Level
WILD SHAPE
Times per day Times Today 4
Current Shape
WANDS
9
CHARGES
# SCROLLS POTIONS
CHARGES
#
CHARGES
#
CHARGES
#
CHARGES
#
WILD SHAPE Druid
Level
ATTACKS WILD SHAPE Druid
Level
ATTACKS
Creature Type Creature Type
Range Attack Bonus Damage Critical Range Attack Bonus Damage Critical
Size Size Size Size
Modifier ft sq Modifier ft sq
ABILITIES ABILITIES
Ability Item Temp Ability Ability Item Temp Ability
Score Bonus Bonus Modifier Attack Bonus Damage Critical Score Bonus Bonus Modifier Attack Bonus Damage Critical
Range Range
Ability Modifier = (Total Ability Score - 10) ÷ 2 Ability Modifier = (Total Ability Score - 10) ÷ 2
ft sq ft sq
COMBAT COMBAT
INITIATIVE BONUS Misc Initiative INITIATIVE BONUS Misc Initiative
Attack Bonus Damage Critical Attack Bonus Damage Critical
INIT = DEX + Range INIT = DEX + Range
Attack
Base
Base
= + STR + x 4 + = + STR + x 4 +
FLAT-FOOTED ARMOUR CLASS FLAT-FOOTED ARMOUR CLASS
SAVES AC = 10 / + - + SAVES AC = 10 / + - +
Base Misc Temp Base Misc Temp
FORTITUDE SAVE TOUCH ARMOUR CLASS FORTITUDE SAVE TOUCH ARMOUR CLASS
HEALING POINTS
PER DAY Monk Level 4 { Ki Strike (magic)
Slow Fall 20 ft
Treat unarmed attacks as magic weapons
Reduce effective falling height using wall
8 Slow Fall 40 ft
hp
9 Improved Evasion Take only half damage even on failed reflex
CASTER LEVEL
ABUNDANT STEP
Monk Level
10 { Ki Strike (lawful)
Slow Fall 50 ft
Treat unarmed attacks as lawful weapons
{
DIAMOND SOUL Abundant Step Use dimension door once per day
SPELL RESISTANCE Monk Level 12 Slow Fall 60 ft
PERFECT SELF
Treated as an Outsider
Immune to Charm Person and other effects that
target non-outsiders.
Damage reduction 10/magic
PALADIN Paladin SPECIAL MOUNT
LA
OD Level
W
GO
FU
Name
L
CH
Paladin
IL
÷ 2 = Caster
AO
EV
TI
Level Level
C
LA
OD
W
GO
FU
L
CH
PREPARED SPELLS
IL
AO
EV
TI
C
SPELLS
Spell Spells
=
Base
+
Bonus Spells
WIS
1
Save DC per day Spells
1
2
3
2
4
Spell Save DC = 10 + WIS + Spell Level
TURN UNDEAD 3
TURNS PER DAY Misc Today
= 3 + CHA +
4
1 TURNING CHECK
Misc
= ( Turning
Check ÷ 3 )+ -7
SMITING ATTACK
3 TO DESTROY CREATURE MAX HIT DICE BONUS Weapon Attack Bonus
hp = ( CHA × )+
Healing Points
hp
WANDS
SCROLLS POTIONS
CHARGES
#
CHARGES
#
CHARGES
#
CHARGES
#
CHARGES
#
RANGER Ranger
Level
PREPARED SPELLS
Level Ranger
Bonus
+ Level
÷ 2 = Caster
Level 1
FAVOURED ENEMIES
Favoured Enemy Bonus
FAVOURED ENEMY 2 4 6 8 10 12
2
WILD EMPATHY
WILD EMPATHY BONUS Ranger Level Misc
= CHA + +
SPELLS
From Level 4
Spell Spells Base Bonus Spells
= + WIS
Save DC per day Spells
1
2
3
4
Spell Save DC = 10 + WIS + Spell Level
WANDS
SCROLLS POTIONS
CHARGES
#
CHARGES
#
CHARGES
#
CHARGES
#
CHARGES
#
Caster PREPARED SPELLS
KNOWN SPELLS
Level
SORCERER Level
+
Bonus
0
SPELLS
Spells Spell Spells Base Bonus Spells
= +
Known Save DC per day Spells
CHA - 12
CHA - 4
CHA - 8
0
CHA
1
2
3 1
4
5
6
7
8
9 2
Spell Save DC = 10 + CHA + Spell Level
%
SCROLLS
POTIONS
WANDS
7
CHARGES
8
CHARGES
#
CHARGES
#
9
CHARGES
#
Caster PREPARED SPELLS
KNOWN SPELLS
SORCERER Level
CHA - 12
CHA - 4
CHA - 8
0
CHA
1
2
3 1
4
5
6
7
8
9 2
Spell Save DC = 10 + CHA + Spell Level
%
INSTANT METAMAGIC
INSTANT METAMAGIC
USES PER DAY Misc Uses Today 3
= 3 + INT +
SCROLLS
5
POTIONS
WANDS
8
CHARGES
#
CHARGES
#
9
CHARGES
#
WIZARD Caster
Level
PREPARED SPELLS
PREPARED SPELLS
Level
Bonus
+
0
SPELL SCHOOLS
SPECIALITY SCHOOL
Speciality Spell
PROHIBITED SCHOOLS
1
SPELLS
Spell Spells Base Specialist Bonus
= + +
Save DC per day Spells Spell Spells
Speciality Spell
INT - 12
INT - 4
0 INT - 8
INT
1
2 2
3
4
5
Speciality Spell
6
7
8
3
9
Spell Save DC = 10 + INT + Spell Level
SCROLLS
4
Speciality Spell
POTIONS
Speciality Spell
Speciality Spell
7
WANDS
Speciality Spell
CHARGES
# 8
CHARGES
# Speciality Spell
9
CHARGES
#
Caster PREPARED SPELLS
PREPARED SPELLS
WIZARD Level
Level
FOCUSED SPECIALIST +
Bonus
0
SPELL SCHOOLS
SPECIALITY SCHOOL
Speciality Spell
Speciality Spell
1
Speciality Spell
SPELLS
Spell Spells Base Specialist Bonus Speciality Spell
= + +
Save DC per day Spells Spells Spells Speciality Spell
INT - 12
INT - 4
INT - 8
0 2
INT
1
2
3
Speciality Spell
4
Speciality Spell
5
Speciality Spell
6
3
7
8
9
Speciality Spell
Spell Save DC = 10 + INT + Spell Level
Speciality Spell
ARCANE SPELL FAILURE THRESHOLD
Speciality Spell
% 4
SCROLLS
Speciality Spell
Speciality Spell
Speciality Spell
5
Speciality Spell
Speciality Spell
POTIONS
Speciality Spell
6
Speciality Spell
Speciality Spell
Speciality Spell
7
WANDS
Speciality Spell
Speciality Spell
CHARGES
# 8
Speciality Spell
CHARGES
# Speciality Spell
Speciality Spell
Speciality Spell 9
CHARGES
#
Caster PREPAREDSPELLS
KNOWN SPELLS
Level
BEGUILER Level 0
Dancing Lights
Message
Daze
Open / Close
Detect Magic
Read Magic
Ghost Sound
Bonus
+
SPELLS
Spell Spells = Base + Bonus
Save DC per day Spells Spells Charm Person Colour Spray Comprehend Languages Detect Secret Doors
1
INT - 12
Disguise Self Expeditious Retreat Hypnotism Mage Armour
INT - 4
INT - 8
0
Obscuring Mist Rouse Silent Image Sleep
INT
1 Undetectable Alignment Whelm
2
3
4 Blinding Colour Surge Blur Daze Monster Detect Thoughts
Fog Cloud Glitterdust Hypnotic Pattern Invisibility
5 2 Knock Minor Image Mirror Image Misdirection
6 See Invisibility Silence Spider Climb Stay the Hand
7 Touch of Idiocy Vertigo Whelming Blast
8
9
Arcane Sight Clairaudience / Clairvoyance Crown of Veils
ARCANE SPELL FAILURE THRESHOLD Deep Slumber Dispel Magic Displacement Glibness
%
Beguilers can wear light armour
without risk of spell failure
3 Halt Haste Hesitate Hold Person
Inevitable Defeat Invisibility Sphere Legion of Sentinals Major Image
CLOAKED CASTING Nondetection Slow Suggestion Vertigo Field
Spell Spell Cloaked
Zone of Silence
Save DC
= 10 + INT + Level
+ Casting Bonus
7 Ethereal Jaunt Greater Arcane Sight Mass Hold Person Mass Invisibility
Phase Door Power Word Blind Project Image Spell Turning
# 9 Dominate Monster
Power Word Kill
Etherealness
Time Stop
Foresight Mass Hold Monster
SCROLLS POTIONS
CHARGES
#
CHARGES
#
CHARGES
#
CHARGES
#
Dragon
PREPARED
TOTEM SPELLS
DRAGON
DRAGON SHAMAN Shaman
Level
Bronze
Copper
Green
White
Silver
Black
Brass
Blue
Gold
DRACONIC AURA
Red
AURAS KNOWN Alignment
Acid Electricity
Fire Cold
LA
OD
W
GO
Other:
FU
L
Auras
CH
IL
AO
Known
EV
TI
C
PLAYERS HANDOOK 2
DRACONIC ADAPTATION
Energy ×2 pts returned energy damage
From Level 3:
Endure Elements
Water Breathing
Water Breathing
Water Breathing
Water Breathing
Shield (when hit in melée)
Treasure Seeker
Activate
Ventriloquism
(always active)
(always active)
(always active)
(always active)
(always active)
Spider Climb
Power ability
Feather Fall
Melée damage
Ice Walker
(skill bonus)
From Level 13:
Presence
(at will)
(at will)
(at will)
(at will)
Bluff, Diplomacy, Share effect
Intimidate with allies
within 30 ft
Resistance ×5 Resistance to selected
energy type Equivalent Level 1 1 2 1
Save DC = 10 + CHA
Senses Listen, Spot, Initiative
+ Equivalent level
Toughness Damage reduction /magic BREATH WEAPON
Line of Electricity
Line of Electricity
Vigour Hit points of fast healing
(when under half hit points)
Cone of Cold
Cone of Cold
Cone of Acid
Cone of Fire
Cone of Fire
Line of Acid
Line of Acid
Line of Fire
DRAGON MAGIC
Energy DC on selected energy type
hp = 2×( × CHA )+
Points Healed
#
CHARGES
#
CHARGES
#
CHARGES
#
CHARGES
#
DUSKBLADE PREPARED SPELLS
KNOWN SPELLS
Level
Bonus
+
0
SPELLS
Spells Spell Spells Base Bonus Spells
= +
Known Save DC per day Spells
INT - 12
INT - 4
INT - 8
0
INT
1
2
3
1
4
5
Spell Save DC = 10 + INT + Spell Level
ARCANE ATTUNEMENT
ATTUNEMENTS
PER DAY Misc
= 3 + INT +
3
Dancing Lights Detect Magic Flare
Ghost Sound Read Magic
QUICK CAST
QUICK CAST Duskblade Quick Cast
PER DAY Level Spells Today
= ÷5 4
SPELL POWER
CASTER LEVEL Duskblade
CHECK BONUS Level 6 to 10 → +2
+ = ( :
11 to 15
16 to 17
→
→
+3
+4 )
18 up → +5
when you injure an opponent with a melée attack 5
WANDS
SCROLLS POTIONS
CHARGES
#
CHARGES
#
CHARGES
#
CHARGES
#
CHARGES
#
Ninja NINJA
Level
NINJA KI POWER
PER DAY
Ninja
Level
Ki Power
Used Today
Ki powers can only be used if
SUDDEN STRIKE
= WIS + ( ÷2 ) a ninja is wearing no armour
and is unencumbered.
Attempting to scry on the ninja prompts a caster level check. 8 Ghost Strike Strike incorporeal and ethereal 1
Failure renders the ninja undetectable.
9 5d6 Improved Poison Use Apply poison as move action
11 6d6
12 +4 Evasion
13 7d6
14 Ghost Mind Resist Scrying
15 8d6
16 Ghost Sight See invisible and ethereal
17 9d6
18 +6 Greater Ki Dodge 50% miss chance (1 round) 1
19 10d6
20 Ghost Walk Enter the ethereal plane 2
SPELLTHIEF Spellthief PREPARED SPELLS
KNOWN SPELLS
Level
SPELLS 1
Spells Spell Spells = Base + Bonus Spells
Known Save DC per day Spells CHA
1
2
3 2
4
Spell Save DC = 10 + CHA + Spell Level
%
Spellthiefs can cast their own spells while wearing
light armour without risk of spell failure, but not
3
those stolen from arcane casters.
STEAL SPELL
SNEAK ATTACK Spellthief
BONUS Level
d6 = ( )
+3 ÷4 (Round down)
4
Forgo 1d6 of bonus for Steal Spell, Steal Spell Effect,
Steal Energy Resistance or Steal Spell-Like Ability on a successful
sneak attack; or forgo 3d6 of bonus for Steal Spell Resistance;
or take from a willing target. PREPARED SPELLS
STOLEN SPELLS
Spellthief Spell / Spell-Like Ability Level / Cost
MAX STOLEN
SPELL LEVEL Level 1
= ÷2 (Minimum 1)
2
3
STOLEN SPELL Spellthief
CAPACITY Level 4
= 5
6
STEAL SPELL EFFECT
MAX CASTER 7
Spellthief
LEVEL Level 8
= + CHA 9
MAX EFFECT Spellthief 10
DURATION Level
11
mins = 12
STEAL ENERGY RESISTANCE 13
Energy Resistance Stolen from
14
15
16
17
From level 3: Energy Resistance 10 Duration 1 min 18
From level 11: Energy Resistance 20
From level 19: Energy Resistance 30 19
STEAL SPELL RESISTANCE 20
From level 15: Spell Resistance stolen from 21
22
SPELL Spellthief
RESISTANCE Level 23
rds = CHA 27
SWIFT ACTIONS 28
From level 2: 29
DETECT MAGIC Detect Magic
Today
30
PER DAY
31
= CHA (Minimum 1) 32
From level 9:
ARCANE SIGHT Arcane Sight 33
PER DAY Today 34
= CHA (Minimum 1)
Level 0 spells take up ½ point of capacity. Total Stolen
All other spells take up their level points of capacity. Spell Points
WARLOCK Warlock PREPARED SPELLS
INVOCATIONS
Level
Level 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20
ELDRITCH BLAST
Least
DAMAGE Lesser
Greater
d6
Dark
FIENDISH RESILIENCE Invocations
Known 1 2 2 3 3 4 4 5 5 6 7 7 8 8 9 10 10 11 11 12
Duration 2 mins
Used Today Invocation Equivalent Invocation
Invocation
Level Spell Level Save DC
FAST HEALING
PER ROUND Warlock Level 1
( )
8 to 12 → 1
= : 13 to 17 → 2 2
18+ →5
3
ENERGY RESISTANCE
From level 10:
4
Energy Type Energy Resistance 5
1 5 10 6
2 5 10 7
8
Energy Resistance increases to 10 at level 20
9
10
11
12
13
14
15
16
Invocation Save DC = 10 + CHA + Equivalent Spell Level
WANDS
SCROLLS POTIONS
CHARGES
#
CHARGES
#
CHARGES
#
CHARGES
#
CHARGES
#
WARMAGE Warmage
Level
PREPARED SPELLS
KNOWN SPELLS
0 Acid Splash Disrupt Undead Light Ray of Frost
SPELLS
Spell Spells Base Bonus Spells
= +
Save DC per day Spells CHA Accuracy Burning Hands Chill Touch Fist of Stone
1
1 Hail of Stone Lesser Orb of Acid Lesser Orb of Cold Lesser Orb of Electricity
2 Lesser Orb of Fire Lesser Orb of Sound Magic Missile Shocking Grasp
True Strike
3
4
5
Blades of Fire Continual Flame Fire Trap Fireburst
6
2 Flaming Sphere Ice Knife Melf’s Acid Arrow Pyrotechnics
7 Scorching Ray Shatter Whirling Blade
8
9
Spell Save DC = 10 + CHA + Spell Level
Fire Shield Fireball Flame Arrow Gust of Wind
ARCANE SPELL FAILURE THRESHOLD 3 Ice Storm Lightning Bolt Poison Ring of Blades
Warmages can use light armour and shields Sleet Storm Stinking Cloud
% without penalty. From level 8, this includes
medium armour.
WARMAGE EDGE
Extra damage
Blast of Flame Contagion Evard’s Black Tentacles Orb of Acid
INT 4 Orb of Cold Orb of Electricity Orb of Fire Orb of Force
Orb of Sound Phantasmal Killer Shout Wall of Fire
SCROLLS POTIONS
Wu Jen PREPARED SPELLS
PREPARED SPELLS
Level
WU JEN Caster
Level
0
Elemental Level
Mastery Bonus +2 Bonus
+
ELEMENTAL MASTERY
1
Earth Fire Metal Water Wood
SPELLS
Spell Spells = Base + Bonus
Save DC per day Spells Spells
INT - 12
INT - 4
0 INT - 8
2
INT
1
2
3
4
5 3
6
7
8
9 4
Spell Save DC = 10 + INT + Spell Level
= INT + 3 + ( ×2 ) 5
Wu Jen know all 0-level Wu Jen spells.
At each level, a Wu Jen learns two spells of any level they can cast.
Wu Jen can learn other spells they find.
SPELL SECRET
Wu Jen Spell Modification
Level
7
3
9
12
15 8
18
TABOOS
9
SCROLLS POTIONS
FAVOURED SOUL Soul
Favoured PREPARED SPELLS
KNOWN SPELLS
Level
DEITY
LA
OD
W
GO
FU
L
CH
IL
AO
EV
TI
C
SPELLS
Spells Spell Spells Base Bonus
= +
Known Save DC per day Spells Spells
WIS - 12
WIS - 4
WIS - 8
0
WIS
1
2
1
3
4
5
6
7
8 2
9
Spell Save DC = 10 + WIS + Spell Level
ENERGY RESISTANCE
Favoured
Energy Type Energy Resistence
Soul Level
5 10
10 10
3
15 10
SCROLLS
6
POTIONS
9
Shugenja PREPARED SPELLS
KNOWN SPELLS
Level
SHUGENJA Caster
Level
0
SHUGENJA ORDER
FAVOURED ELEMENT
Earth Air Fire Water
1
Earth Air Fire Water
FORBIDDEN ELEMENT
0
1
2
3
4
2
5
6
7
8
9
3
SPELLS
Spells Spell Spells Base Bonus Spells
= +
Known Save DC per day Spells
CHA - 12
CHA - 4
CHA - 8
1+ + 0
CHA
1+ + 1
1+ + 2 4
1+ + 3
1+ + 4
1+ + 5
1+ + 6
1+ + 7 5
1+ + 8
1+ + 9
Shugenja Order Spells
Favoured Element Spells
Other Spells
Spell Save DC = 10 + CHA + Spell Level 6
ARCANE SPELL FAILURE THRESHOLD
%
SENSE ELEMENTS
SENSE ELEMENTS Shugenja
Uses Today
PER DAY Level
7
= 3 +( ÷5)
Shugenja
MAX RANGE Level
ft sq = 10 ft 2 sq + ( × 5 ft 1 sq ) 8
9
Spirit SPIRIT SHAMAN
SPIRIT Shaman
Level Spirit Shaman
SHAMAN Caster
Level
Level
1 Wild empathy Influence an animal
SPIRIT GUIDE 2 Chastise spirits Harm spirits, 1d6 /level, within 30ft
3 Detect spirits Sense nearby spirits at will
4 Blessing of the spirits Protect self against spirits, casting time 10 mins
WIS - 12
13 Exorcism Expel posessing spirit
WIS - 4
WIS - 8
0 WIS
15 Spirit form 2 /day
1 16 Weaken spirits Swap 3d6 of chastise damage, weaken for 1 round
2 17 Spirit journey Enter the spirit world
4 20 Spirit form 3 /day; Spirit who walks Become fey, gain damage reduction 5 /cold iron
5 PREPARED SPELLS
RETRIEVED SPELLS
6
7 0
8
9
Spell Save DC = 10 + CHA + Spell Level
WILD EMPATHY
Spirit
Shaman
2
BONUS Level
= CHA +
CHASTISE SPIRITS
CHASTISE SPIRITS
3
PER DAY Uses Today
= 3 + CHA
Spirit
WILL SAVE
DC
Shaman
Level
4
= 10 + CHA +
EXORCISM
Spirit
EXORCISM Shaman 5
BONUS Level
= CHA +
EXORCISM
Target’s
Hit Dice
Target’s
CHA 6
DC
= 10 + +
7
9
Manifester KNOWN POWERS
Level
LA
OD
W
ARDENT POWERS MAX POWER POWER POINTS Manifester
GO
FU
L Level KNOWN LEVEL MAX COST Level
+
CH
IL
AO
EV
Bonus
TI
C
=
DEITY
LA
OD
W
GO
FU
Power Level Cost
L
1
CH
IL
AO
EV
TI
C
MANTLES 2
3
PRIMARY
4
5
6
SECONDARY
7
8
9
10
PSIONICS 11
POWER POINTS Base Bonus
PER DAY Points Points
Racial Misc 12
= + + + 13
14
15
Bonus Points Manifester
Level 16
= WIS × ÷2 (Round down)
17
Power Points 18
19
20
21
22
POWER LEVELS 23
Power Point Power
Level Cost Save DC 24
1 1 25
2 3 POWER STONES TATTOOS
3 5 1
4 7 2
5 9 3
6 11 4
7 13 5
8 15 6
9 17 7
Power Save DC = 10 + CHA + Power Level 8
DORJES 9
10
11
CHARGES
#
12
13
CHARGES
# 14
15
16
CHARGES
# 17
18
19
CHARGES
# 20
Manifester PSYCHIC AURA
OD
LA
W
DIVINE Level
AURA MAX 1 hour meditation
GO
FU
L
MIND Level
+ RANGE AURAS Standard action
CH
IL
CHANGE
AO
EV
Bonus
TI
ft sq Swift action
DEITY
LA
OD
W
GO
FU
Divine
L
Active Bonus Mind
CH
IL
AO
EV
TI
Aura Aura Affects Bonus Level
C
MANTLES 1 Attack Attack and damage = 1 + ÷ 5
2 Defence Armour class = 1 + ÷ 5
3 Perception Initiative, Listen and Spot = 2 + ÷ 5
4 = + ÷
5 = + ÷
PSIONICS 6 = + ÷
POWER POINTS Base Bonus Wild Talent 5 = + ÷
Misc
PER DAY Points Points Reserve
6 = + ÷
= + + + 2
KNOWN POWERS
POWERS MAX POWER POWER POINTS Manifester
KNOWN LEVEL MAX COST Level
Bonus Points Manifester
Level =
= WIS × ÷2 (Round down) Power Level Cost
Power Points 1
2
3
4
5
POWER LEVELS
Power Point Power 6
Level Cost Save DC
7
1 1
8
2 3
9
3 5
10
4 7
5 9
11
6 11 12
Power Save DC = 10 + CHA + Power Level 13
DIVINE GRACE 14
SAVING THROW 15
BONUS
POWER STONES TATTOOS
+ = CHA 1
2
DORJES
3
4
CHARGES
# 5
6
7
CHARGES
# 8
9
10
CHARGES
#
11
12
CHARGES
# 13
14
15
CHARGES
# 16
Manifester LURK AUGMENTS
Level
LA
OD
W
LURK Extra
GO
FU
Lurk Available Basic Extra
L Level Point
+
CH
IL
Level Augments Benefit Benefit
AO
Cost
EV
Bonus
TI
C
17 4d6
18 Lurk Augment
Three at once
LURK AUGMENTS
AUGMENTS MAX EXTRA Lurk
AT ONCE POINT BUY Level KNOWN POWERS
POWERS MAX POWER POWER POINTS Manifester
= KNOWN LEVEL MAX COST Level
AUGMENTS
PER DAY
Lurk
Level
=
= + INT Power Level Cost
1
Augments Today
2
3
4
PSIONICS 5
POWER POINTS Base Bonus 6
Racial Misc
PER DAY Points Points
7
= + + +
8
9
Bonus Points Manifester
Level
10
= INT × ÷2 11
(Round down)
Power Points
12
13
14
15
16
POWER LEVELS 17
Power Point Power
Level Cost Save DC
18
1 1 19
2 3 20
3 5 21
4 7 22
5 9 23
6 11 24
Power Save DC = 10 + INT + Power Level 25
OD
LA
HEXBLADE Hexblade
Level
HEXBLADE’S CURSE
W
GO
FU
CURSES Curses WILL SAVE Hexblade
L
CH
Hexblade
÷ 2 = Caster PER DAY Today DC Level
IL
AO
EV
TI
Level Level
( )
C
= 10 + ÷ 2 + CHA
ARCANE RESISTANCE
(Round down)
SAVING THROW
BONUS ATTACK DAMAGE
}
PENALTY PENALTY HEXBLADE’S
+ = CHA (From level 2) CURSE
- - PENALTY
METTLE
Negate the lesser effect on a successful saving throw
SAVING THROW SKILL = -
PENALTY PENALTY
Does not apply while sleeping or unconscious
(From level 3) - -
FAMILIAR
Name
PREPARED SPELLS
PREPARED SPELLS
Creature Type
1
(From level 4)
SPELLS
Spells Spell Spells
=
Base
+
Bonus Spells 2
Known Save DC per day Spells CHA
1
2
3
3
4
Spell Save DC = 10 + CHA + Spell Level (From level 4)
BONUS FEATS 4
Combat Casting
Spell Focus: Enchantment AURA OF UNLUCK
AURAS Hexblade Auras Today
Greater Spell Focus: Enchantment Level Misc
PER DAY
( )+
Spell Focus: Necromancy 12 → 1
= : 16 → 2
Greater Spell Focus: Necromancy 20 → 3
AURAS UNLUCKY MISS
Spell Focus: Transmutation DURATION CHANCE
Greater Spell Focus: Transmutation
rds = 3 + CHA % = 20 %
Spell Penetration
Greater Spell Penetration
WANDS
SCROLLS POTIONS
CHARGES
#
CHARGES
#
CHARGES
#
CHARGES
#
CHARGES
#
Battle
BATTLE DANCER Dancer
Level Battle Tumble
BATTLE DANCER
Dancer Ranks
Level
DANCE OF RECKLESS BRAVERY
BONUS
1 Unarmed Strike Treat hands as weapons
DURATION Move action while within opponent’s threatened space
2 5 Dance of Reckless Bravery
rds
= 5 + CHA to grant allies within 30ft. +4 bonus vs. fear effects
18 11 14 Dance of the Springing Tiger DC 20 Tumble check to to make full attack after charging
AURA
Strikes treated as aligned for overcoming damage
DURATION 12 Dancer’s Strike (alignment)
reduction
rds = 5 + CHA
DC 25 Tumble check to enter oppenent’s space and attack,
14 17 Dance of the Crushing Python if successful, opponent takes -2 AC penalty and can’t make
TUMBLE attacks of opportunity until the start of your next turn
DC MODIFIERS
Subsequent enemies... +2 17 20 Dance of the Soaring Eagle damage when making aerial charge in place of normal
Each enemy being bypassed after
Springing Tiger
Lightly slippery +2
Severely slippery +5
Ice sheet
Sloped or angled +2
Accelerated tumbling...
Move through enemies squares/threatened -10
on check
space at full speed
WANDS
SCROLLS POTIONS
CHARGES
#
CHARGES
#
CHARGES
#
CHARGES
#
CHARGES
#
PREPARED SPELLS
DEATH MASTER DM
Level
PREPARED SPELLS
Level Caster
Bonus
+ Level
0
SPELLS
Spell Spells = Base + Bonus Spells
Save DC per day Spells INT
1
2
3
1
4
5
6
7
2
8
9
Spell Save DC = 10 + INT + Spell Level
= 10 + ( ÷ 2 ) + CHA 4
Undead must succeed on save or
be unable to attack you for 24 hours
unintelligent undead automatically fail.
Use this DC for Sustenance of the
Dead as well
LICH ABILITIES
6
SAVE DC Hit Dice
= 10 + ( ÷ 2 ) + CHA
Use this DC for the damage will (halves) save,
the Fear Aura will (negates) save, and
7
the Paralyzing Touch fortitude (negates) save
REBUKE UNDEAD
REBUKES PER DAY Misc
8
= 3 + CHA +
1 REBUKING CHECK
9
= d20 + CHA
SCROLLS POTIONS
2 TO REBUKE CREATURE Death Master
Level
MAX HIT DICE
= ( Rebuking
Check ÷ 3 ) +
3 TO DESTROY CREATURE
MAX HIT DICE
Death Master
Level
= ÷2 (Round down)
= 2d6 + CHA +
JESTER Jester PREPAREDSPELLS
KNOWN SPELLS
Level
Level
Bonus
+ Caster
Level
0
SPELLS
Spells Spell Spells = Base + Bonus Spells
Known Save DC per day Spells
CHA - 12
CHA - 4
CHA - 8
0 1
CHA
1
2
3
4 2
5
6
Spell Save DC = 10 + CHA + Spell Level
2 5 Deflect Arrows
3 6 Taunt
5
6 9 { Calming Performance
Snatch Arrows
9 12 Buffoonery
10 Bone Rattler 6
12 15 Vicious Lampoon
#
CHARGES
#
CHARGES
#
CHARGES
#
CHARGES
#
MOUNTEBANK Mountebank
Level Mountebank
MOUNTEBANK
{
Level
PATRON Beguiling Stare Beguile Victim; -2 Will, and -5 Sense Motive, lose DEX to AC
LA
OD
W
GO
FU
Mark of Damnation DC 25 Diplomacy or Bluff check to be resurrected, gain
1
L
bonus equal to half Mountebank level
CH
IL
AO
EV
TI
Bonus Language:
C
BEGUILING STARE 2 Deceptive Attack +1d6 Extra damage on beguiled or feinted opponents
Mountebank
SAVE DC Level 3 Infernal Patron (IP) +2 to saves against enchantments
INFERNAL PATRON 5 IP: Disguise the Soul’s Aspect Use CHA check against oppnent’s Sense Motive check to
project a false alignment reading
USES Mountebank
PER DAY Level 6 Deceptive Attack +2d6
rds = ( ÷ 2 ) + CHA
8 IP: Infernal Defense Gain 50% miss chance; self only
{
Uses Today
IP: Infernal Jaunt Teleport short distance; self only
10 Deceptive Attack +3d6
rds = rds = +
INFERNAL JAUNT ASPECT OF THE DAMNED: HALF-FIEND ABILITIES
DIMENSION DOOR Spell-Like Abilities (If Int or Wis is 8 or higher) Smite Good
Mountebank
RANGE Level Spell-Like Ability Level Uses Save DC Smite Good Used Today
1
ft. = 10 + (5× ) 2
Darkness
Desecrate
2
2 SMITING DAMAGE
Weapon
Damage
Cape of the 3 Unholy Blight 4 BONUS Bonus
+ 100 ft.
Mountebank:
4 Poison 3 + = + + 20
INFERNAL INFLUENCE 5 Contagion 3
Mountebank 6 Blasphemy 7 Outsider Traits
CONFUSION Level Rounds Passed
7 Unholy Aura 8 Immune to Charm Person and other effects
DURATION
8 Unhallow 5
that target non-outsiders.
rds
= Damage reduction 10/magic
9 Horrid Wilting 8
SCROLLS POTIONS
CHARGES
#
CHARGES
#
CHARGES
#
SAVANT Savant
Level
÷ 2 = Caster
Level
PREPARED ARCANE SPELLS
Divine Arcane
Level + Level + Savant
Level 1
Bonus Bonus
ARCANE SPELLS
From Level 5
Spell
Save DC
Spells
per day
=
Base
Spells
+
Bonus Spells
INT 2
1
2
3 3
4
Spell Save DC = 10 + INT + Spell Level
2 Talent Lore: 4
3 Sneak Attack +1d6
17 Talent Lore:
#
CHARGES
#
CHARGES
#
CHARGES
#
CHARGES
#
Level
SHA’IR Bonus
+ Caster
Level
PREPARED SPELLS
PREPARED SPELLS
SPELLS
Spells Spell Spells
=
Base Bonus Spells
+
0
Known Save DC per day Spells
CHA - 12
CHA - 4
CHA - 8
0
CHA
1
2 1
3
4
5
6
7
2
8
9
Spell Save DC = 10 + CHA + Spell Level
% 3
SPELL RETRIEVAL
DC 20 Diplomacy check on DIPLOMACY MODIFIERS
behalf of your gen to retrieve... +1 per Sha’ir level
- Any known arcane spell in +2 if spell is in spells known
(1d4 + spell level) rounds category (arcane only)
-2 per level of the desired spell
- Any identified arcane spell in
(1d6 + spell level) minutes
-6 if the spell is an unknown
divine spell
4
-2 per attempt to retrieve the
- Any divine spell from the Air
same spell in the same day
Chaos, Earth, Fire, Knowledge,
after failing to retrieve it
Law, Luck, Sun, or Water
Domains in (1d6 + spell level)
hours
SHA’IR
Sha’ir Level 5
1 Summon Gen Familiar
5 Elemental Protection
7 Call Janni
6
9 Elemental Travel 1/day
11 Call Genie
SCROLLS
WANDS 9
IDENTIFIED SPELLS
CHARGES
#
CHARGES
#
CHARGES
#
Caster PREPARED SPELLS
PREPARED SPELLS
Level
URBAN DRUID Level
+
Bonus
0
HOME
LA
OD
W
GO
FU
L
CH
IL
AO
EV
TI
C
SPELLS
Spell
Save DC
Spells
per day
=
Base
Spells
+
Bonus Spells 1
CHA - 12
CHA - 4
CHA - 8
CHA
0
1
2
3
2
4
5
6
7
8 3
9
Spell Save DC = 10 + CHA + Spell Level
URBAN SHAPE
Times per day Times Today 4
Current Shape
5
FAVOURED CITY
Favoured City Bonus
FAVOURED CITY 2 4 6 8 10 12
WANDS
9
CHARGES
# SCROLLS POTIONS
CHARGES
#
CHARGES
#
CHARGES
#
CHARGES
#
DRAGONFIRE DFA
PREPARED
DRACONIC SPELLS
INVOCATIONS
Level 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20
ADEPT Level
Least
Lesser
DRAGONFIRE ADEPT Greater
Dark
(d n
e po
ct
ag ea
6)
fe
Invocations
m W
Ef
Le FA
1 1 2 2 2 3 3 4 4 4 5 5 6 6 6 7 7 8 8 8
Da ath
Br l
th
ve
D
Known
ea
e
Br
WANDS
SCROLLS POTIONS
CHARGES
#
CHARGES
#
CHARGES
#
CHARGES
#
CHARGES
#
FACTOTUM Factotum
Level
FACTOTUM
INSPIRATION POINTS Inspiration Points Used
CUNNING KNOWLEDGE
Skills Used Today
INT
Factotum Inspiration
Level Point Cost
{
Cunning Insight Attack, damage or save + INT 1 IP
1 Cunning Knowledge Skill + Factotum Level 1 IP
Trapfinding
BRAINS OVER BRAWN
2 Arcane Dilletante 1
STR = STR + INT
DEX = DEX + INT } From Level 3 3 { Brains Over Brawn
Cunning Defence AC + INT (1 round) 1 IP
OPPORTUNISTIC PIETY 5 Opportunistic Piety Turn Undead, Harm Undead or Heal Injuries 1 IP
= ÷2 Round down
19 Cunning Brilliance Activate Extraordinary Ability 4 IP
School
School
Cost Level DC
School School
School School
ARTIFICER KNOWLEDGE
ARTIFICER KNOWLEDGE Artificer Disrupting Weapon Fabricate Major Creation
BONUS Level 5 Wall of Force Wall of Stone
= WIS +
WANDS
Blade Barrier Disable Construct Globe of Invulnerability
6 Hardening Move Earth Total Repair
Wall of Iron Weapon Augmentation, Greater
CHARGES
SCROLLS POTIONS
CHARGES
#
CHARGES
#
CHARGES
#
CHARGES
#
CHARGES
#
CHARGES
#
CHARGES
#
CHARGES
#
ARCHIVIST Caster
Level
PREPARED SPELLS
PREPARED SPELLS
DEITY
LA
OD
W
GO
0
FU
L
CH
IL
AO
EV
TI
C
SPELLS
Spell Spells Base Bonus
= +
Save DC per day Spells Spells
WIS - 12
WIS - 4
WIS - 8
0
WIS
1 1
2
3
4
5
6
7 2
8
9
Spell Save DC = 10 + INT + Spell Level
DARK KNOWLEDGE
KNOWLEDGE PER DAY Knowledge Today
3
ENCOUNTER Knowledge
KNOWLEDGE Roll
15 to 24 → 1
=( : 25 to 34 → 2
35+ →3
)
From Level 8:
Party Attack Encounter Party Damage Encounter
Bonus Knowledge Bonus Knowledge
+ = + d6 = 4
From Level 11: From Level 14:
Enemy Dazzled Encounter Encounter
Rounds Knowledge Party AC Bonus Knowledge
= -1 + =
SCROLLS 5
POTIONS
7
9
Dread
Necromancer
KNOWN SPELLS
Level Bane Bestow Wound Cause Fear Chill Touch
DREAD Caster 1 Detect Magic Detect Undead Doom Hide from Undead
NECROMANCER Level Inflict Light Wounds Ray of Enfeeblement Summon Undead I Undetectable Alignment
Level
Bonus
+
SPELLS Blindness / Deafness Command Undead Darkness Death Knell
Spell
Save DC
Spells
per day
= Base + Bonus Spells
Spells CHA
2 False Life Gentle Repose Ghost Touch Inflict Moderate Wounds
Scare Spectal Hand Summon Swarm Summon Undead II
1
2
3
Crushing Despair Death Ward Halt Undead Inflict Serious Wounds
4 3 Ray of Exhaustion Speak with Dead Summon Undead III Vampiric Touch
5
6
7 Animate Dead Bestow Curse Contagion Death Ward
8 4 Dispel Magic Enervation Evard’s Black Tentacles Fear
Giant Vermin Inflict Critical Wounds Phantasmal Killer Poison
9 Summon Undead IV
Spell Save DC = 10 + CHA + Spell Level
= 10 + ( ÷ 2 ) + CHA
Use this DC for the Negative Energy Burst will save,
Acid Fog Circle of Death Create Undead Eyebite
the Fear Aura will save,
the Scabrous Touch fortitude save 6 Geas/Quest Harm Mass Inflict Moderate Wounds
and the Enervating Touch removal save (Round down) Planar Binding Waves of Exhaustion
CHARNEL TOUCH
NEGATIVE ENERGY DN
DAMAGE Level
7 Control Undead Destruction Finger of Death Greater Harm
= 1d8 + ( ÷4) Mass Inflict Serious Wounds Song of Discord Vile Death
UNDEAD DN
HEALING Level 8 Create Greater Undead
Mass Inflict Critical Wounds
Horrid Wilting
Symbol of Death
= ÷2
energy drain, ability drain
or inflict spells. hd = ( 2 + CHA )×
(Round down)
ENERVATING TOUCH
4 CREATURES REBUKED Dread Necromancer
NEGATIVE LEVELS DN
TOTAL HIT DICE Level
PER DAY Level Negative Levels Today
= 2d6 + CHA + = ( :
12 to 16 → level ÷ 2
17 to 20 → level )
INCARNATE Incarnate
Level
SOULMELD
SOULMELDS
CHAKRAS
Level Meldshaper SHAPES CHAKRA
Bonus
+ Level PER DAY BINDS
Incarnate
2 4 9 14 16 19
Level
Shoulders
INCARNUM
Throat
Crown
Hands
Waist
Heart
Arms
Brow
ESSENTIA Invested Soulmeld
Soul
Feet
Base Racial
POOL Essentia Bonus Misc Essentia Save DC
= + + 1
Properties
ESSENTIA
CAPACITY Meldshaper Expanded
PER SOULMELD Level Capacity Misc 2
= ( ÷6 + ) + Properties
(Round down)
3
From level 3: Capacity + 1 From level 15: Capacity + 2 Properties
Constitution
Score 4
{
MAX SOULMELDS - 10 Properties
INCARNUM RADIANCE
RADIANT USES Incarnate
6
PER DAY Level Properties
= ( +2 ÷5 ) (Round down)
7
DURATION ROUNDS
Properties
= 3 + CON (Minimum 1)
8
RADIANCE BONUS:
Incarnate Properties
Level
+ = ( ÷5 × ) Alignment
Bonus
9
(Round down) Properties
AC +1 Melee Attack +1 10
LA
OD
W
GO
FU
L
Properties
CH
EV
TI
C
11
Properties
Misc
Soulmeld Invested
Save DC = 10 + Essentia + WIS +
MAGIC ITEMS
Properties
Properties
Properties
Properties
Properties
You cannot wear a magical item over a chakra with a bound soulmeld.
SOULBORN Soulborn
Level
SOULMELD SHAPES
SOULMELDS
Shoulders
INCARNUM
Throat
Crown
Hands
Waist
Brow
Invested Soulmeld
Arms
Feet
ESSENTIA Base Racial Essentia Save DC
POOL Essentia Bonus Misc
1
= + + Properties
ESSENTIA
CAPACITY Meldshaper
PER SOULMELD Level Misc
2
= ( ÷6 + ) Properties
(Round down)
3
Constitution Properties
Score
{ - 10
MAX SOULMELDS
4
= The lower of: Soulmeld Properties
Allowance
5
INCARNUM DEFENCE Properties
IMMUNE TO IMMUNE TO
Misc
LA
FEAR
OD
PARALYSIS
W
GO
FU
Soulmeld Invested
= 10 + + CON +
L
IMMUNE TO IMMUNE TO
CH
Save DC Essentia
IL
AO
EV
EXHAUSTION
TI
STRENGTH EFFECTS
C
SMITE OPPOSITION
SMITINGS Smitings
PER DAY Today
Affected
TEMP ATTACK Alignments
BONUS Misc
LA
+
OD
= CHA +
GO
FU
L
CH
IL
AO
EV
TI
C
+ = +
WANDS
SCROLLS POTIONS
CHARGES
#
CHARGES
#
CHARGES
#
CHARGES
#
CHARGES
#
TOTEMIST Totemist
Level
SOULMELD SHAPES
SOULMELDS
Level Meldshaper PER DAY CHAKRA BINDS Totemist
Bonus
+ Level Level: 2 5 9 14 17
Shoulders
INCARNUM
Throat
Crown
Hands
Totem
Heart
Waist
Invested Soulmeld
Brow
Arms
Feet
ESSENTIA Base Racial Essentia Save DC
POOL Essentia Bonus Misc
1
= + + Properties
ESSENTIA
CAPACITY Meldshaper
PER SOULMELD Level Misc
2
= ( ÷6 +) Properties
{
4
MAX SOULMELDS - 10 Properties
= The lower of: Soulmeld
Allowance
5
Properties
6
Properties
7
Properties
8
Properties
9
Properties
Misc
Soulmeld Invested
Save DC = 10 + Essentia + CON +
WANDS
SCROLLS POTIONS
CHARGES
#
CHARGES
#
CHARGES
#
CHARGES
#
CHARGES
#
PREPARED
KNOWN SPELLS
POWERS
PSION Manifester
Level
POWERS MAX POWER MAX POINTS Manifester
Level KNOWN LEVEL POWER COST Level
Bonus +
=
DISCIPLINE
Power Level Cost
Clairsentience Metacreativity Psychokinesis
Psychometabolism Psychoportation Telepathy
1
2
PSIONICS
3
POWER POINTS Base Bonus
PER DAY Points Points
Racial Misc 4
= + + + 5
6
7
Bonus Points Manifester
Level 8
= INT × ÷2 (Round down)
9
Power Points 10
11
12
13
14
POWER LEVELS 15
Power Point Power Discipline Power
Level Cost Save DC 16
1 1 17
2 3 18
3 5 19
4 7 20
5 9 21
6 11 22
7 13 23
8 15 24
9 17 25
Power Save DC = 10 + INT + Power Level
26
PSICRYSTAL
27
Name
28
Personality 29
Artiste Liar Resolved
30
Bully Meticulous Sage
Coward Nimble Single-minded
31
Friendly Observant Sneaky 32
Hero Poised Sympathetic 33
34
35
DORJES 36
POWER STONES TATTOOS
1
CHARGES
#
2
3
CHARGES
# 4
5
6
CHARGES
# 7
8
9
CHARGES
# 10
Manifester PREPARED
KNOWN SPELLS
POWERS
PSYCHIC Level
POWERS MAX POWER MAX POINTS Manifester
WARRIOR Level
Bonus + KNOWN LEVEL POWER COST Level
=
PSIONICS
POWER POINTS Base Power Level Cost
Bonus
Racial Misc
PER DAY Points Points 1
= + + + 2
3
Bonus Points Manifester
4
Level
5
= WIS × ÷2 (Round down) 6
Power Points 7
8
9
10
11
POWER LEVELS
Power Point Power
12
Level Cost Save DC 13
1 1 14
2 3
15
3 5
16
4 7
17
5 9
18
6 11
19
7 13
20
8 15
9 17
21
Power Save DC = 10 + INT + Power Level
22
PSICRYSTAL 23
Name 24
25
Personality
Artiste Liar Resolved
POWER STONES TATTOOS
Bully Meticulous Sage 1
Coward Nimble Single-minded 2
Friendly Observant Sneaky
3
Hero Poised Sympathetic
4
5
6
DORJES 7
8
CHARGES
# 9
10
11
CHARGES
# 12
13
14
CHARGES
#
15
16
CHARGES
# 17
18
19
CHARGES
# 20
Manifester MIND BLADE
Level
SOULKNIFE Level
Soulknife
Level
Blade
Shape
Mind Blade
Penalty
Strength
Multiplier Small
Damage:
Medium Large
Bonus +
1 Shortsword 1d4 1d6 1d8
MIND BLADE ENHANCEMENT Longsword 1d6 1d8 2d6
MIND BLADE SPECIAL ABILITY POINTS
Bastard Sword 1½ 1d8 1d10 2d8
+
5 2 × Shortsword 1 1d4 1d6 1d8
Special Ability Point Cost
Defending 1
Keen 1
Sundering 1
=( ÷4)-
Vicious 1
Collision 2
Wounding 2 + + ( STR × )+ +
Body Feeder 3
# 9
10
11
CHARGES
#
12
13
CHARGES
# 14
15
16
CHARGES
# 17
18
19
CHARGES
# 20
Manifester KNOWN POWERS
Level
WILDER Level
POWERS
KNOWN
MAX POWER
LEVEL
POWER POINTS Manifester
MAX COST Level
Bonus +
=
PSIONICS
POWER POINTS Base Power Level Cost
Bonus
Racial Misc
PER DAY Points Points 1
= + + + 2
3
Bonus Points Manifester
4
Level
5
= CHA x ÷2 (Round down) 6
Power Points used today 7
8
9
10
POWER LEVELS 11
Power Point Power 12
Level Cost Save DC
13
1 1
14
2 3
3 5
15
4 7 16
5 9 17
6 11 18
7 13 19
8 15 20
9 17 ELUDE TOUCH VOLATILE MIND
Power Save DC = 10 + CHA + Power Level From level 2: From level 5:
TOUCH AC POINT COST Wilder
WILD SURGE BONUS ADJUSTMENT Level
MANIFESTER LEVEL Risk of Psychic
MAX BONUS Enervation
Manifester
Level Bonus + = CHA + = ( -1 ÷5)
+ % = × 5% POWER STONES TATTOOS
1
From level 4: SURGING
Temp Attack EUPHORIA Manifester
2
Bonus DURATION Level Bonus 3
+ =
}
rds 4
Surging
Temp Damage Euphoria 5
Bonus Bonus
6
+ =
7
Temp Saving 8
Throw Bonus
9
+
10
11
PSICRYSTAL
Name
12
13
Personality 14
Artiste Liar Resolved
15
Bully Meticulous Sage
Coward Nimble Single-minded 16
Friendly Observant Sneaky 17
Hero Poised Sympathetic 18
19
20
CRUSADER Crusader PREPARED SPELLS
MANEUVRES
Level
Martial Adept Martial Prestige Other Class
INITIATOR LEVEL Class Levels Class Levels Levels
MARTIAL ADEPT
MAX MANEUVRE LEVEL = 1 2 3 + + ( ÷2 ) (Round down)
Gr a d y
Re
an
Maneuvre Type Range Area Save DC
MANEUVRES KNOWN MANEUVRES READIED
te
d
1
2
STANCES KNOWN
3
4
STEELY RESOLVE 5
DELAYED DAMAGE POOL CAPACITY
6
Damage Pool
7
8
9
10
11
FURIOUS COUNTERSTRIKE 12
Attack Bonus
Damage 13
}
1 to 9 →1
+ Pool
( )
10 to 14 →2 14
15 to 19 →3
Damage Bonus = : 20 to 24 →4 15
25 to 29 →5
+ 30+ →6 16
17
ZEALOUS SURGE
From level 3: 18
Zealous Surge Used Today 19
SMITE 20
From level 6: From level 18:
STANCES
Smite Used Today Smite Used Today
Ac
1
+ = CHA
2
Damage Bonus Crusader Level 3
+ = 4
5
6
7
SWORDSAGE Swordsage PREPARED SPELLS
MANEUVRES
Level
Martial Adept Martial Prestige Other Class
INITIATOR LEVEL Class Levels Class Levels Levels
MARTIAL ADEPT
MAX MANEUVRE LEVEL = 1 2 3 + + ( ÷2 )
Re
Maneuvre Type Range Area Save DC
U
ad
se
MANEUVRES KNOWN MANEUVRES READIED
d
y
1
2
STANCES KNOWN 3
4
DISCIPLINE FOCUS 5
Swordsage
Level
Discipline 6
7
Weapon Focus 8
1
9
Insightful Strike 10
4 11
12
Defensive Stance
8 13
14
Insightful Strike
12 15
16
Defensive Stance 17
16
18
QUICK TO ACT 19
INITIATIVE Swordsage 20
BONUS Level
21
+ = ( +4 ÷5) (Round down) 22
AC BONUS 23
ARMOUR CLASS 24
BONUS
25
+ = WIS
26
27
28
29
30
STANCES
Ac
1
2
3
4
5
6
7
8
9
10
WARBLADE Warblade
Level
Martial Adept
PREPARED SPELLS
MANEUVRES
Martial Prestige Other Class
INITIATOR LEVEL Class Levels Class Levels Levels
MARTIAL ADEPT
MAX MANEUVRE LEVEL = 1 2 3 + + ( ÷2 )
Re
Maneuvre Type Range Area Save DC
U y
se
ad
MANEUVRES KNOWN MANEUVRES READIED
d
1
2
STANCES KNOWN
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
STANCES Ac
1
2
3
4
5
6
7
Tome of Battle class Martial Adept PREPARED SPELLS
MANEUVRES
Class Level INITIATOR Martial Adept Martial Prestige Other Class
LEVEL Class Levels Class Levels Levels
MARTIAL ADEPT
MAX MANEUVRE LEVEL = 1 2 3 + +( ÷2)
Re
Maneuvre Type Range Area Save DC
U y
se
ad
MANEUVRES KNOWN MANEUVRES READIED
d
1
2
STANCES KNOWN
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
STANCES Ac
1
2
3
4
5
6
7
BINDER Binder VESTIGES
LA
OD
Level
W
GO
FU
VESTIGE NAME VESTIGE NAME
L
Binder Prestige Effective
CH
IL
AO
EV
TI
s F on
Level
ti
t
ta
Level
ea
en
1 1 1
gm
Special Requirements Special Requirements
nu
Au
Bo
2 Suppress Sign
3 2
4 Granted Abilities Granted Abilities
5 3
6 Soul Guardian
(immune to fear)
7 4
8 2
Soul Guardian
9 (slippery mind)
10 5
11 VESTIGE NAME VESTIGE NAME
12 6
Soul Guardian
13 (immune to energy Vestige Level Binding DC Vestige Level Binding DC
14 3 drain and
negative levels)
15 7 Sign Sign
16
17 8 Special Requirements Special Requirements
18
Soul Guardian
19 (mind blank)
20 4 Granted Abilities Granted Abilities
SOUL BINDING
BINDING CHECK Binder Level
= d20 + CHA +
Binding time: 1 minute If rushed, take a -10 penalty
Good Bad
1 Bind Bind VESTIGE NAME VESTIGE NAME
Good Bad
2 Bind Bind
Good Bad
3 Bind Bind
Vestige Level Binding DC Vestige Level Binding DC
Good Bad
4 Bind Bind Sign Sign
PACT AUGMENTATION
+5 Hit Points +1 Saving Throws Special Requirements Special Requirements
Energy resistance: 5 /acid Damage Reduction 1/―
5 /cold +1 Armour Class
5 /electricity +1 Attack Rolls
5 /fire +1 Damage Granted Abilities Granted Abilities
5 /sonic +1 Initiative
BONUS FEATS
Armour Proficiency (medium)
Armour Proficiency (heavy)
Defence Against The Supernatural
Diligent
Empower Supernatural Ability
Enlarge Supernatural Ability VESTIGE NAME VESTIGE NAME
Expel Vestige
Extend Supernatural Ability
Vestige Level Binding DC Vestige Level Binding DC
Favoured Vestige
Favoured Vestige Focus
Sign Sign
Rapid Recovery
Ignore Special Requirements
Improved Binding Special Requirements Special Requirements
Investigator
Martial Weapon Proficiency
Negotiator
Persuasive Granted Abilities Granted Abilities
Rapid Pact Making
Shield Proficiency
Skilled Pact Making
Sudden Ability Focus
Supernatural Crusader
Supernatural Opportunist
Widen Supernatural Ability
VESTIGES
VESTIGE NAME VESTIGE NAME VESTIGE NAME
W
GO
FU
Path Mystery Level Uses per day
L
Shadowcaster
CH
IL
AO
1 #
EV
Level
TI
C
Category
2 #
School
SHADOWCASTER
ta
ls 3 #
Shadow
en
s
rie
am
Caster
te
nd
ys
Level #
Fu
1 3 1 Apprentice paths
#
2 2 Bonus feats
#
3 3 Umbral sight (darkvision 30ft)
4 4 4
5 5 Sustaining shadow (eat 1 meal /week) #
6 6 #
7 7 Initiate paths #
Appentice paths as spell-like abilities
8 5 8
9 9 #
10 10 Sustaining shadow (sleep 1 hour /day) #
11 11 Umbral sight (see in darkness 60ft) #
12 6 12
13 13 Master paths #
Initiate paths as spell-like abilities
Apprentice paths as supernatural abilities
#
14 14 Unlimited use of fundamentals #
15 15 Sustaining shadow
(immune to poison and disease)
#
16 7 16
#
17 17
18 18 #
19 19
20 8 20 Sustaining shadow #
(no need to breathe, eat or sleep)
#
FUNDAMENTALS #
Uses per day
1 # #
2 # #
3 # #
4 #
5 # #
6 # #
7 # #
8 #
9 #
#
10 #
#
11 #
#
12 #
ABILITIES
#
al
#
s ur
tie at
tie ke
ili rn
ili l-li
#
ab pe
s
ab pel
Su
ls
el
S
Sp
= ÷2 (Round down)
#
#
#
TRUENAMER Truenamer
Level
UTTERANCES
Utterances Max
TRUENAMER LEXICON OF THE EVOLVING MIND Known Level Level
Utterances Known 1
Lexicons
2
ap
d
in
M
l
True 3
oo
M
d
dT
te
ng
Namer
ec
te
vi
4
ol
rf
af
Level
Pe
Ev
Cr
= 10 + ( )
÷ 2 + CHA +
DC increases by +2 when
using a personal truename
CLERIC Class PREPARED SPELLS
Level
Caster
Level
0
DEITY
LA
OD
W
GO
FU
L
CH
IL
Domain Spell
AO
EV
TI
C
SPELLS
Spell
Save DC
Spells
per day
=
Base
Spells
+
Bonus Spells 1
WIS - 12
WIS - 4
WIS - 8
0
WIS
1 Domain Spell
2
3
2
4
5
6 Domain Spell
7
8 3
9
Spell Save DC = 10 + WIS + Spell Level Domain Spell
TURN / REBUKE UNDEAD
Good Cleric Evil Cleric
4
LA
OD
W
GO
IL
AO
EV
Domain Spell
C
= d20 + CHA
6
2 TO TURN CREATURE MAX HIT DICE
Cleric Level
= ( Turning
Check ÷ 3 )+ -4 Domain Spell
= ÷2 (Round down)
Domain Spell
4 CREATURES AFFECTED TOTAL HIT DICE
Cleric Level 8
= 2d6 + CHA +
Domain Spell
9
CLERIC DOMAINS
Domain Domain Domain Domain
1 1 1
2 2 2
3 3 3
4 4 4
5 5 5
6 6 6
7 7 7
8 8 8
9 9 9
PALADIN Paladin SPECIAL MOUNT
LA
OD Level
W
GO
FU
Name
L
CH
IL Caster
AO
EV
TI
Level
C
LA
OD
W
GO
FU
L
CH
PREPARED SPELLS
IL
AO
EV
TI
C
SPELLS
Spell Spells
=
Base
+
Bonus Spells
WIS
1
Save DC per day Spells
1
2
3
2
4
Spell Save DC = 10 + WIS + Spell Level
TURN UNDEAD 3
Good Paladin Evil Paladin
LA
OD
W
GO
IL
AO
EV
= d20 + CHA +
SMITING ATTACK
2 TO TURN CREATURE MAX HIT DICE BONUS Weapon Attack Bonus
Paladin Level
= + CHA
= ( Turning
Check ÷ 3 )+ -7
Weapon
SMITING DAMAGE Damage Paladin
3 TO DESTROY CREATURE MAX HIT DICE BONUS Bonus Level
Paladin Level
+ = + +
= ( - 3 )÷ 2 Round down
LAY ON HANDS
4 CREATURES AFFECTED TOTAL HIT DICE HEALING POINTS Paladin
Paladin Level PER DAY Level Misc
hp
WANDS
SCROLLS POTIONS
CHARGES
#
CHARGES
#
CHARGES
#
CHARGES
#
CHARGES
#
Class PREPARED SPELLS
KNOWN SPELLS
LA
OD Level
W
GO
FU
L
CH
IL
AO
EV
TI
0
C
SPELLS
Spells Spell Spells Base Bonus Spells
= +
Known Save DC per day Spells
0
1
2
3 1
4
5
6
7
8
9 2
ARCANE SPELL FAILURE THRESHOLD
3
SCROLLS
POTIONS
WANDS
8
9
Class PREPARED SPELLS
PREPARED SPELLS
LA
OD
Level
W
GO
FU
L
CH
IL
AO
EV
TI
C
0
SPELLS
Spell Spells Base Bonus Spells
= +
Save DC per day Spells
0
1
2 1
3
4
5
6
7
8 2
9
3
SCROLLS
POTIONS
WANDS
8
9
Other Class SPELLS
LA
D Level
W
O
GO
FU
L
CH
1
AO
I
EV
TI
C
SPELLS
Spell Spells Base
= + Bonus Spells
Save DC per day Spells
1 2
2
3
4
3
Spell Save DC = 10 + Stat + Spell Level
4
WANDS
SCROLLS POTIONS
CHARACTER Parents
ORIGINS
BACKGROUND
LA
OD
W
GO
FU
L
Name FRIENDLY
CH
IL
AO
EV
TI
C
HOSTILE
Origin
LA
OD
W
GO
FU
L
FRIENDLY
CH
IL
AO
EV
TI
C
HOSTILE
PORTRAIT AFFILIATIONS
Religion
LA
OD
W
GO
FU
L
FRIENDLY
CH
IL
AO
EV
TI
C
HOSTILE
Employer
LA
OD
W
GO
FU
L
FRIENDLY
CH
IL
AO
EV
TI
C
HOSTILE
LA
OD
W
GO
FU
L
FRIENDLY
CH
IL
AO
EV
TI
C
HOSTILE
Affiliation
LA
OD
W
GO
FU
L
FRIENDLY
CH
IL
AO
EV
TI
C
HOSTILE
Affiliation
LA
OD
W
GO
FU
L
FRIENDLY
CH
IL
AO
EV
TI
C
HOSTILE
LA
OD
W
GO
FU
L
Age Height Weight FRIENDLY
CH
IL
AO
EV
TI
C
HOSTILE
Eyes Hair
LA
OD
W
GO
FU
L
Defining Features FRIENDLY
CH
IL
AO
EV
TI
C
HOSTILE
LA
OD
W
GO
FU
L
FRIENDLY
CH
Preferred Clothing
IL
AO
EV
TI
C
HOSTILE
LA
OD
W
GO
FU
L
PERSONALITY FRIENDLY
CH
IL
AO
EV
TI
C
Motivations HOSTILE
LA
D
W
O
GO
FU
L
FRIENDLY
CH
IL
AO
Fears
EV
TI
C
HOSTILE
LA
OD
W
GO
FU
L
Likes FRIENDLY
CH
IL
AO
EV
TIC
HOSTILE
LA
OD
Dislikes
GO
FU
L
FRIENDLY
CH
L
AO
I
EV
TI
C
HOSTILE
Quirks
LA
OD
W
GO
FU
L
FRIENDLY
CH
IL
AO
EV
TI
C
HOSTILE
PARTY INVENTORY
Value Weight PARTY FUNDS
Cash , , .
Copper , cp Inventory , , .
Silver , , sp Debts , , .
Gold , , gp Valuables , , .
Platinum , , pp Other items , , .
Total , , , Total , , , .
QUEST ITEMS
Item Attained Carried by / given to
CONTAINER CONTAINER
Total Weight lb
SPELL BOOK
Level Level Level
School School
Cost Cost
School School
Cost Cost
School School
Cost Cost
School School
Cost Cost
School School
Cost Cost
School School
Cost Cost
School School
Cost Cost
SPELL BOOK
Level Level Level
ft sq
D
W
O
Hit die
GO
FU
Level
L
FEMALE
IL
MALE
AO
EV
d
T
Modifier
IC
Attack Bonus
ft sq ft sq ft sq
Range Damage Critical
XP SKILLS
BASE ATTACK
Ranks Racial, Feats ft sq BASE ATTACK Temp Attack Temp Damage
ABILITIES Balance DEX
Ability Item Ability Temp Climb STR + +
Score Bonus Modifier Bonus Attack Bonus Damage Critical
Range
Escape Artist DEX
STR STR ft sq
Hide DEX
CON CON GRAPPLE
Jump STR Size
GRAPPLE BONUS
DEX DEX Listen WIS Range
Attack Bonus Damage Critical Modifier Misc
Attack
Base
INT INT Move Silently DEX ft sq
= + STR + x 4 +
WIS WIS
Search INT HEALTH
HIT POINTS Wounds Dying Stable Non-lethal Unconcious
Sense Motive WIS
CHA CHA Spot WIS hp hp hp
Ability Modifier = (Total Ability Score - 10) ÷ 2
Survival WIS SAVES ARMOUR CLASS
EQUIPMENT Base Save Misc Temp Natural Size Misc
Track Trained SURVIVAL
FORTITUDE SAVE ARMOUR CLASS Armour Modifier Modifier
Swim STR
FORT = CON + + AC = 10 + DEX + - +
REFLEX SAVE FLAT-FOOTED ARMOUR CLASS
REF = DEX + + AC = 10 / + - +
TOUCH ARMOUR CLASS
WILL SAVE
FEATS
WILL = WIS + + AC = 10 + DEX / - +
PORTRAIT Temp AC Spell Resistance Damage Reduction
AC /
EFFECTS
SPECIAL ABILITIES
Owner’s
Level
PSICRYSTAL SKILLS HEALTH
Crystal Name Skill Owner’s HIT POINTS Wounds
Untrained Bonus Ranks Misc
hp
Appraise INT hp
PERSONALITY Autohypnosis WIS COMBAT ATTACKS
Artiste Observant Balance DEX BASE ATTACK Temp Attack Temp Damage
Bully Poised
Coward Resolved
Bluff CHA + + Attack Bonus Damage Critical
Range
Friendly Sage
Climb DEX +8
Concentration CON ft sq
Hero Single-minded
Liar Sneaky
Decipher Script INT
Meticulous Sympathetic Diplomacy CHA Attack Bonus Damage Critical
INITIATIVE with Self-propulsion: with Flight: Range
Nimble Disable Device INT BONUS Basic Speed Fly Speed
ft sq
ABILITIES
Disguise CHA INIT 30 ft 6 sq 50 ft 10 sq
Ability Ability Temp Escape Artist DEX Size
Score Modifier Bonus Forgery INT GRAPPLE BONUS Modifier Misc
Range
Attack Bonus Damage Critical
STR CHA
Attack
STR Gather Information
+ STR - 12 +
Base
= ft sq
CON CON
Handle Animal CHA
SAVING THROWS ARMOUR
INT
Heal WIS
DEX Bonus DEX Hide DEX Owner’s
ARMOUR CLASS
Natural
Armour
Size
Modifier
Misc
Modifier
Base Save Misc Temp
INT INT Intimidate CHA FORTITUDE SAVE
AC = 10 + DEX + +4+
Jump STR FORT = CON + +
WIS WIS FLAT-FOOTED ARMOUR CLASS
Listen WIS REFLEX SAVE
CHA CHA AC = 10 / + +4+
Move Silently DEX REF = DEX + + TOUCH ARMOUR CLASS
Ability Modifier = (Total Ability Score - 10) ÷ 2 Open Lock DEX
Psicraft INT WILL SAVE AC = 10 + DEX / +4+
PSICRYSTAL
Owner’s Granted Natural INT Ride DEX WILL = WIS + + Power Resistance Damage Reduction
Temp AC
Level Abilities Armour Bonus Search INT Evasion Improved Trap
Evasion Sense AC /
Alertness *
Improved Evasion
Sense Motive WIS Endurance
7 +3 +3 Swim STR
9 Flight +4 +4 Tumble DEX
11 Power Resistance +5 +5 Use Magic Device CHA
13 Sight Link +6 +6 Use Psionic Device CHA
15 Channel Power +7 +7 Use Rope DEX
17 +8 +8 Knowledge: Psionics INT
19 +9 +9
* Applies to owner when within 5 ft
NPC Character Name
HEALTH
Level HIT POINTS Wounds Dying Stable Non-lethal Unconcious
Race Class
LA
OD
W
GO
FU
hp hp hp
L
CH
IL
AO
EV
Size
FEMALE
C
MALE
Modifier
BASE ATTACK Temp Attack Temp Damage
ABILITIES SKILLS
Ability Item Ability Temp Skill Ranks Racial, Feats + + Range
Attack Bonus Damage Critical
Bonus Bonus
Score Modifier
Balance DEX ft sq
STR STR Climb STR
CON CON Escape Artist DEX INITIATIVE BONUS Misc
Attack Bonus Damage Critical
DEX DEX Hide DEX INIT = DEX + Range
Attack
Base
Ability Modifier = (Total Ability Score - 10) ÷ 2 Sense Motive WIS = + STR + x 4 +
EQUIPMENT Spot WIS SAVING THROWS Attack Bonus Damage Critical
Range
Survival WIS FORTITUDE SAVE
Base Save Misc Temp
ft sq
Properties Swim STR FORT = CON + + DEFENCE
REFLEX SAVE Armour Size Misc
ARMOUR CLASS & Shield Modifier Modifier
REF = DEX + +
AC = 10 + DEX + - +
WILL SAVE FLAT-FOOTED ARMOUR CLASS
Properties
WILL = WIS + + AC = 10 / + - +
INVENTORY
Evasion TOUCH ARMOUR CLASS
AC = 10 + DEX / - +
Properties Spell Resistance Damage Reduction
EFFECTS Temp AC
AC /
COMBAT ABILITIES
Properties
Properties
3.5e
LA
LA
LA
LA
LA
LA
LA
LA
LA
LA
OD
OD
OD
OD
OD
OD
OD
OD
OD
OD
W
W
GO
GO
GO
GO
GO
GO
GO
GO
GO
GO
FU
FU
FU
FU
FU
FU
FU
FU
FU
FU
L
L
CH
CH
CH
CH
CH
CH
CH
CH
CH
CH
IL
IL
IL
IL
IL
IL
IL
IL
IL
IL
AO
AO
AO
AO
AO
AO
AO
AO
AO
AO
EV
EV
EV
EV
EV
EV
EV
EV
EV
EV
TI
TI
TI
TI
TI
TI
TI
TI
TI
TI
C
C
PARTY
Campaign
Name
Name
Name
Name
Name
Name
Name
Name
Name
Name
XP
LANGUAGES
3.5e
Spot
Ride
Hide
Heal
NPC GROUP
Climb
Campaign
Listen
Forgery
Balance
Survival
Disguise
Appraise
Spellcraft
Diplomacy
TOUCH AC
Sense Motive
WILL SAVE
Organisation
Move Silently
Concentration
Handle Animal
CH
GO
Decipher Script
AO
OD
REFLEX SAVE
TI
C
ARMOUR CLASS
EV W
IL
FU
FLAT-FOOTED AC
FORTITUDE SAVE
L
SKILLS
LANGUAGES
NPC Rank / Position
8 20 32
TIMELINE
9 21 33
10 22 34
11 23 35
of
Campaign
Page
12 24 36
Era
1 2 3 4 5 6 13 14 15 16 17 18 25 26 27 28 29 30 37 38 39 40 41 42
7 8 9 10 11 12 19 20 21 22 23 24 31 32 33 34 35 36
6 18 30
5 17 29
4 16 28
3 15 27
2 14 26
1 13 25
7 19 31
8 20 32
9 21 33
10 22 34
11 23 35
12 24 36
1 2 3 4 5 6 13 14 15 16 17 18 25 26 27 28 29 30 37 38 39 40 41 42
7 8 9 10 11 12 19 20 21 22 23 24 31 32 33 34 35 36
6 18 30
5 17 29
4 16 28
3 15 27
2 14 26
1 13 25
Campaign
TIMELINE 3.5e THREAD
Era
Page
of
DATE EVENT OTHER EVENTS
DATE EVENT THREAD OTHER EVENTS