Familiar/Companion Sheet
Familiar/Companion Sheet
Familiar/Companion Sheet
type
size
owner
HP
movement
total
nonlethal
ft. sq. ft. sq. ft.
armor speed
burrow
STR
ft.
ft.
ft.
DEX dexterity
constitution
manuverability
swim
climb
temp. modifiers
init. mod.
skills
SKILL NAME Acrobatics Climb Fly Perception Stealth
total bonus =DEX =STR =DEX =WIS =DEX =STR Ability mod. ranks Misc. mod.
intelligence
dex mod.
misc. mod.
+ + + + + + + + + +
+ + + + + + + + + +
charisma
CHA
armor class
AC
10
total
armor bonus shield bonus dex mod. size mod. nat. armor deflect mod. misc. mod.
Swim
modifiers
modifiers
tricks
critical
armor/protective item
special properties check penalty weight
special properties
SECONDARY ATK.
type range
attack bonus
damage
critical
protective item
special properties
ac bonus
weight
special properties
extraordinary atk.
special abilities
abilities
carrying capacity
LIGHT LOAD MEDIUM LOAD HEAVY LOAD LIFT OVER HEAD LIFT OFF GROUND PUSH OR DRAG
FEAT
.. .
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FEAT
.. .
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FEAT
.. .
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FEAT
.. .
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FEAT
.. .
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FEAT
.. .
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appearance/description
PAGE REF.
FEAT
.. .
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FEAT
.. .
name
type
size
owner
HP
movement
total
nonlethal
ft. sq. ft. sq. ft.
armor speed
burrow
STR
ft.
ft.
ft.
DEX dexterity
constitution
manuverability
swim
climb
temp. modifiers
init. mod.
skills
SKILL NAME Acrobatics Climb Fly Perception Stealth
total bonus =DEX =STR =DEX =WIS =DEX =STR Ability mod. ranks Misc. mod.
intelligence
dex mod.
misc. mod.
+ + + + + + + + + +
+ + + + + + + + + +
charisma
CHA
armor class
AC
10
total
armor bonus shield bonus dex mod. size mod. nat. armor deflect mod. misc. mod.
Swim
modifiers
modifiers
tricks
critical
armor/protective item
special properties check penalty weight
special properties
SECONDARY ATK.
type range
attack bonus
damage
critical
protective item
special properties
ac bonus
weight
special properties
extraordinary atk.
special abilities
abilities
carrying capacity
LIGHT LOAD MEDIUM LOAD HEAVY LOAD LIFT OVER HEAD LIFT OFF GROUND PUSH OR DRAG
FEAT
.. .
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FEAT
.. .
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FEAT
.. .
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FEAT
.. .
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FEAT
.. .
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FEAT
.. .
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appearance/description
PAGE REF.
FEAT
.. .
PAGE REF.
FEAT
.. .
name
type
size
owner
HP
movement
total
nonlethal
ft. sq. ft. sq. ft.
armor speed
burrow
STR
ft.
ft.
ft.
DEX dexterity
constitution
manuverability
swim
climb
temp. modifiers
init. mod.
skills
SKILL NAME Acrobatics Climb Fly Perception Stealth
total bonus =DEX =STR =DEX =WIS =DEX =STR Ability mod. ranks Misc. mod.
intelligence
dex mod.
misc. mod.
+ + + + + + + + + +
+ + + + + + + + + +
charisma
CHA
armor class
AC
10
total
armor bonus shield bonus dex mod. size mod. nat. armor deflect mod. misc. mod.
Swim
modifiers
modifiers
tricks
critical
armor/protective item
special properties check penalty weight
special properties
SECONDARY ATK.
type range
attack bonus
damage
critical
protective item
special properties
ac bonus
weight
special properties
extraordinary atk.
special abilities
abilities
carrying capacity
LIGHT LOAD MEDIUM LOAD HEAVY LOAD LIFT OVER HEAD LIFT OFF GROUND PUSH OR DRAG
FEAT
.. .
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FEAT
.. .
PAGE REF.
FEAT
.. .
PAGE REF.
FEAT
.. .
PAGE REF.
FEAT
.. .
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FEAT
.. .
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appearance/description
PAGE REF.
FEAT
.. .
PAGE REF.
FEAT
.. .
name
type
size
summoner
HP
movement
total
nonlethal
ft. sq. ft. sq. ft.
base speed wounds/current hp fly 100 - 1,000 ft. 1,000 - 10,000 ft.
armor speed
burrow
STR
ft.
ft.
ft.
DEX dexterity
constitution
manuverability
swim
climb
temp. modifiers
init. mod.
skills
SKILL NAME Bluff Craft Knowledge (PLANES)* Perception Sense Motive
total bonus =CHA =INT =INT =WIS =WIS =DEX Ability mod. ranks Misc. mod.
intelligence
dex mod.
misc. mod.
+ + + + + + + + + + + +
+ + + + + + + + + + + +
PUSH OR DRAG
charisma
CHA
armor class
AC
10
total
armor bonus shield bonus dex mod. size mod. nat. armor deflect mod. misc. mod.
Stealth
modifiers
modifiers
carrying capacity
LIGHT LOAD MEDIUM LOAD HEAVY LOAD LIFT OVER HEAD LIFT OFF GROUND
attack bonus
damage
critical
special properties
evolutions
evolution point
critical
WEAPON
type range
attack bonus
damage
evolution
special properties
point
evolution
point
WEAPON
type range
attack bonus
damage
critical
evolution
point
special properties
evolution
point
extraordinary atk.
evolution
point
evolution
point
FEAT
.. .
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FEAT
.. .
PAGE REF.
evolution
point
FEAT
.. .
PAGE REF.
FEAT
.. .
PAGE REF.
evolution
point
evolution
point
FEAT
.. .
PAGE REF.
FEAT
.. .
PAGE REF.
appearance/description
evolution pool
FEAT
.. .
PAGE REF.
FEAT
.. .
PAGE REF.
name
type
size
summoner
HP
movement
total
nonlethal
ft. sq. ft. sq. ft.
base speed wounds/current hp fly 100 - 1,000 ft. 1,000 - 10,000 ft.
armor speed
burrow
STR
ft.
ft.
ft.
DEX dexterity
constitution
manuverability
swim
climb
temp. modifiers
init. mod.
skills
SKILL NAME Bluff Craft Knowledge (PLANES)* Perception Sense Motive
total bonus =CHA =INT =INT =WIS =WIS =DEX Ability mod. ranks Misc. mod.
intelligence
dex mod.
misc. mod.
+ + + + + + + + + + + +
+ + + + + + + + + + + +
PUSH OR DRAG
charisma
CHA
armor class
AC
10
total
armor bonus shield bonus dex mod. size mod. nat. armor deflect mod. misc. mod.
Stealth
modifiers
modifiers
carrying capacity
LIGHT LOAD MEDIUM LOAD HEAVY LOAD LIFT OVER HEAD LIFT OFF GROUND
attack bonus
damage
critical
special properties
evolutions
evolution point
critical
WEAPON
type range
attack bonus
damage
evolution
special properties
point
evolution
point
WEAPON
type range
attack bonus
damage
critical
evolution
point
special properties
evolution
point
extraordinary atk.
evolution
point
evolution
point
FEAT
.. .
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FEAT
.. .
PAGE REF.
evolution
point
FEAT
.. .
PAGE REF.
FEAT
.. .
PAGE REF.
evolution
point
evolution
point
FEAT
.. .
PAGE REF.
FEAT
.. .
PAGE REF.
appearance/description
evolution pool
FEAT
.. .
PAGE REF.
FEAT
.. .
PAGE REF.
name
type
size
summoner
HP
movement
total
nonlethal
ft. sq. ft. sq. ft.
base speed wounds/current hp fly 100 - 1,000 ft. 1,000 - 10,000 ft.
armor speed
burrow
STR
ft.
ft.
ft.
DEX dexterity
constitution
manuverability
swim
climb
temp. modifiers
init. mod.
skills
SKILL NAME Bluff Craft Knowledge (PLANES)* Perception Sense Motive
total bonus =CHA =INT =INT =WIS =WIS =DEX Ability mod. ranks Misc. mod.
intelligence
dex mod.
misc. mod.
+ + + + + + + + + + + +
+ + + + + + + + + + + +
PUSH OR DRAG
charisma
CHA
armor class
AC
10
total
armor bonus shield bonus dex mod. size mod. nat. armor deflect mod. misc. mod.
Stealth
modifiers
modifiers
carrying capacity
LIGHT LOAD MEDIUM LOAD HEAVY LOAD LIFT OVER HEAD LIFT OFF GROUND
attack bonus
damage
critical
special properties
evolutions
evolution point
critical
WEAPON
type range
attack bonus
damage
evolution
special properties
point
evolution
point
WEAPON
type range
attack bonus
damage
critical
evolution
point
special properties
evolution
point
extraordinary atk.
evolution
point
evolution
point
FEAT
.. .
PAGE REF.
FEAT
.. .
PAGE REF.
evolution
point
FEAT
.. .
PAGE REF.
FEAT
.. .
PAGE REF.
evolution
point
evolution
point
FEAT
.. .
PAGE REF.
FEAT
.. .
PAGE REF.
appearance/description
evolution pool
FEAT
.. .
PAGE REF.
FEAT
.. .
PAGE REF.
CR HP HP max
init. fort reflex will
summon monster
current
CR HP HP max
init. fort reflex will
AC
STR
speed b.a.b. cmb damage cmd crit. attack bonus
AC
speed
b.a.b.
cmb damage
cmd crit.
attack bonus
special properties
special properties
SECONDARY ATK.
special properties
attack bonus
damage
crit.
WIS CHA
skills
SECONDARY ATK.
special properties
attack bonus
damage
crit.
feats
feats
summon monster
current
CR HP HP max
init. fort reflex will
summon monster
current
CR HP HP max
init. fort reflex will
AC
STR
speed b.a.b. cmb damage cmd crit. attack bonus
AC
speed
b.a.b.
cmb damage
cmd crit.
attack bonus
special properties
special properties
SECONDARY ATK.
special properties
attack bonus
damage
crit.
WIS CHA
skills
SECONDARY ATK.
special properties
attack bonus
damage
crit.
feats
feats
summon monster
current
CR HP HP max
init. fort reflex will
summon monster
current
CR HP HP max
init. fort reflex will
AC
STR
speed b.a.b. cmb damage cmd crit. attack bonus
AC
speed
b.a.b.
cmb damage
cmd crit.
attack bonus
special properties
special properties
SECONDARY ATK.
special properties
attack bonus
damage
crit.
WIS CHA
skills
SECONDARY ATK.
special properties
attack bonus
damage
crit.
feats
feats
INVENTORY
item # ref. lbs. item # ref. lbs. item # ref. lbs.
total weight
staves
spells:
cl
charges
wands
cl
dc charges
container
capacity:
lbs.
capacity:
MAGIC ITEMS
head ref. face ref.
throat
ref.
shoulders
ref.
body
ref.
arms
ref.
torso
ref.
hands
ref.
waist
ref.
ring
ref.
feet
ref.
ring
ref.
weaponry
ref.
wondrous items
ref.
ref.
spellcasting
spells per day bonus spells
conditional modifiers
features
save DC
times per day total
1/2 class level key stat. modifier misc.
0
spells known save DC
1st
scroll
known
prepd
spells
spell name
school comp. cast time range duration save SR
effect
scroll
known
prepd
spells
spell name
school comp. cast time range duration save SR
effect
spellcasting
spells per day bonus spells
conditional modifiers
features
save DC
times per day total
1/2 class level key stat. modifier misc.
0
spells known save DC
1st
scroll
known
prepd
spells
spell name
school comp. cast time range duration save SR
effect
scroll
known
prepd
spells
spell name
school comp. cast time range duration save SR
effect
scroll
known
prepd
spells
spell name
school comp. cast time range duration save SR
effect
scroll
known
prepd
spells
spell name
school comp. cast time range duration save SR
effect
background
hometown:
portrait
campaign notes
People
Places
Things
background
hometown:
portrait
campaign notes
actions in combat
Standard Action Attack of Opportunity1
NO YES YES NO MAYBE2 YES NO NO NO NO YES NO NO YES NO YES NO YES NO NO USUALLY YES NO YES YES NO NO YES NO NO YES YES YES YES NO YES NO NO YES YES NO YES YES YES YES YES USUALLY YES NO NO NO NO NO NO NO NO NO NO YES VARIES ATTACK (MELEE) ATTACK (RANGED) ATTACK (UNARMED) ACTIVATE A MAGIC ITEM OTHER THAN A POTION OR OIL AID ANOTHER CAST A SPELL (1 STANDARD ACTION CASTING TIME) CHANNEL ENERGY CONCENTRATE TO MAINTAIN AN ACTIVE SPELL DISMISS A SPELL DRAW A HIDDEN WEAPON (SEE SLIGHT OF HAND SKILL) DRINK A POTION OR APPLY AN OIL ESCAPE A GRAPPLE FEINT LIGHT A TORCH WITH A TINDERWIG LOWER SPELL RESISTANCE READ A SCROLL READY (TRIGGERS A STANDARD ACTION) STABILIZE A DYING FRIEND (SEE HEAL SKILL) TOTAL DEFENSE USE EXTRAORDINARY ABILITY USE SKILL THAT TAKES 1 ACTION USE SPELL-LIKE ABILITY USE SUPERNATURAL ABILITY
portrait
Move Action
MOVE CONTROL A FRIGHTENED MOUNT DIRECT OR REDIRECT AN ACTIVE SPELL DRAW A WEAPON3 LOAD A HAND CROSSBOW OR LIGHT CROSSBOW OPEN OR CLOSE A DOOR MOUNT/DISMOUNT A STEED MOVE A HEAVY OBJECT PICK UP AN ITEM SHEATHE A WEAPON STAND UP FROM PRONE READY OR DROP A SHIELD RETRIEVE A STORED ITEM
Full-Round Action
FULL ATTACK CHARGE4 DELIVER COUP DE GRACE ESCAPE FROM A NET EXTINGUSIH FLAMES LIGHT A TORCH LOAD A HEAVY OR REPEATING CROSSBOW LOCK OR UNLOCK WEAPON IN LOCKED GAUNTLET PREPARE TO THROW A SPLASH WEAPON RUN USE SKILL THAT TAKES 1 ROUND USE A TOUCH SPELL ON UP TO SIX FRIENDS WITHDRAW
background
Free Action
CEASE CONCENTRATION ON A SPELL DROP AN ITEM DROP TO THE FLOOR PREPARE SPELL COMPONENTS TO CAST A SPELL5 SPEAK
Swift Action
CAST A QUICKENED SPELL
Immediate Action
CAST FEATHER FALL
No Action
DELAY 5-FOOT STEP
2 3
4 5 6
square, you usualy provoke an attack of opportunity. this column indicates whether the action itself, not moving, provokes an attack of opportunity. If you aid someone performing an action that would normally provoke an attack of opportunity, then the act of aiding another provokes an attack of opportunity as well. If you have a base attack bonus of +1 or higher, you can combine one of these action with a regular move. If you have the Two-Weapon Fighting feat, you can draw two light or one-handed weapons in the time it would normally take to draw one. May be taken as a standard action if you are limited to taking only a single action in a round. Unless the component is an extremely large or awkward item. Some combat maneuvers substitute for a melee attack, not an action. As melee attacks, they can be used once in an attack or charge action, one of more times in a full-attack action, or even as an attack of opportunity. Other are used as a separate action. The description of a feat defines its effect.
combat maneuvers
CMB
Bull Rush
+
portrait
+
size modifier
=
total
Standard Action / Charge
+
b.a.b.
str modifier
Vs. Bonus
CMD
Failure You end your movement in front of the target. Pass You push the target 5ft. You push the target +5ft for Pass +5 every 5 you beat the CMD, up to your available movement.
CMB
Standard Action / Melee drop the weapon or item Fail -10 You attempted the disarm with. you Vs.
CMD
CMB
Bonus
Improved
item Pass Target drops 1item. it carries. You pick which carried in Pass + 10 Target drops items 2. Greater both hands, max of
Standard Action
Grapple
+ Vs. Bonus
CMD
CMB
Improved
Move Damage Pin Tie Up Release
Greater
Overrun
+
Vs.
CMB
Bonus
You move through an opponents square, who is no more than 1 size category larger than you.
Improved
Failure You stop in front of target. Pass You move through a targets space. You move through a targets + Greater Pass 5 space and the target is knocked prone.
CMD
Sunder
+
Failure Nothing happens. Deal damage to the item normally. Hardness applies. at CMB Bonus Pass 50% hp, the item gains the broken condition. at 0 hp, you Improved Greater can choose to break it. Vs.
CMD
background
Trip
+
Vs. Bonus
In place of a Melee attack If the target has more than 2 legs, add +2 to the DC for each additional leg.
CMB
Improved
Fail -10 You are knocked prone. Failure Nothing happens. Greater Pass Target is knocked prone.
CMD
Feint
+
CMB
Bonus
Improved
Standard Action 10+Sense Failure Nothing happens. Motive Vs. or Pass Target is denied Dex bonus to 10 + BAB AC for your next attack. + Wis Vs. Non Humanoid creatures = -4 Penalty. Vs. Animal Int (1 or 2) = -8 Penalty. Greater Vs. Creature with no int score = Impossible. Standard Action
Dirty Trick
+ Vs. Bonus
CMD
CMB
Failure Nothing happens. Situational attack that can make the target blinded, dazzled, Pass deafened, entangled, shaken, or sickened for 1 round. It can be removed as a move action. Add +1 round to the duration Pass +5 for every 5 you beat the CMD.
Standard Action
Failure Nothing happens. Pass You drag the target back 5 ft. You drag the target +5 ft. for CMB Bonus up to Pass +5 every 5 you beat the CMD, You your remaining movement. Improved Greater must travel in a straight line. Vs.
CMD
Reposition
+ Vs. Bonus
Standard Action
CMD
CMB
You move the target +5 ft. for 5 you beat Pass +5 every5 ft. can bethe CMD. The final a space adjacent to your reach.
Standard Action You must have one hand free to steal. Choose a visible, unheld item on your target. Loose items are normal, fastened items are harder (+5 DC or more), and anything closely worn cannot be stolen. Stealing with a whip can be done at a -4 penalty.
CMD
CMB
Improved Greater
Failure Nothing happens. Pass You steal the chosen item from your target.
SKILL DCs
Acrobatics
surface width
portrait
time DC*
Disable device
DC device
. >3 feet wide . 1-3 feet wide . 7-11 inches wide . 2-6 inches wide .
Situation
0* 5* 10 15 <2 inches wide 20 * No check is needed to move unless surface type increases DC by 10 or more.
1 round 10 1d4 rounds 15 2d4 rounds 20 2d4 rounds 25 *If you attempt to leave behined no trace of your tampering add 5 to the DC.
Lock Quality
. . .
Treat a fall as if it were 10ft. shorter than it really is when determining damage. Move at one-half speed as part of normal movement, provoking no attacks of opportnity while doing so. Failure means you provoke attacks of opportunity normally. Check seperately for each opponent you move past. Move at one-half speed through an area occupied by an enemy as part of normal movement, provoking no attacks of opportunity while doing so. Failure means you stop before entering the enemy-occupied area and provoke an attack of opportunity from that enemy. Check seperatly for each opponent.
DC 15 Opp. CMD
DC*
10 15 20 25 *If you do not have a set of thieves tools, these DCs increase by 10.
Disguise
Opp. CMD+5
. Minor details only . A different gender . A different race . A different age category .
Familiarity
check mod.
+5 -2 -2 -2~ -10
A different size category *These modifiers stack. ~Per step between actual age category and disguised age category.
Viewer bonus
+4 +6 +8 +10
DC*
DC*
4 8 12 16 etc
5 feet 5 1 foot 10 feet 10 2 feet 15 feet 15 3 feet 20 feet 20 4 feet etc... etc etc... *Requires a 20-foot running start. If not double the DC.
. Rope/bindings CMB+20 . Net, animate rope, commandBinders20 plants, control plants, entangle . Snare spell 23 . Manacles 30 . Tight space 30 . Masterwork manacles 35 .
Grappler Grapplers CMD
DC
Perception
detail
Terrain
. Slightly Obstructed . Severely Obstructed . Slightly Slippery . Severely Slippery . Slightly Sloped . Severely Sloped . Slightly Unsteady . Moderately Unsteady . Severely Unsteady . Hard terrain at full speed
Bluff
Circumstances
DC mod.
. Wants to believe you . Lie is believable . Lie is unlikely . Lie is far-fetched . Lie is impossible . Target is drunk/impaired . Have convincing proof
Climb
Climb DC 0 5 10 15 20 25 30
Bluff Mod.
+5 +0 -5 -10 -20 +5 up to +10
. Hear the sound of battle -10 . Smell rotting garbage -10 . Detect the smell of smoke 0 . Hear the details of a conversation 0 . Notice a visible creature 0 . Determine if food is spoiled 5 . Hear a creature walking 10 . Hear a whispered conversation 15 . Find the average concealed door 15 . Hear a key turn in a lock 20 . Find the average secret door 20 . Hear a bow being drawn 25 . Feel a burrowing creature 25 . Notice a pickpocket Opp. SoH . Notice a stealthed creature Opp. Slth . Find a hidden trap Varies .
Identify a potion through taste
DC
background
15+C.Lvl.
Circumstance
. Distance to source of check +1/10 ft. . Through a closed door +5 . Through a wall +10/ft. thick . Favorable conditions -2 . Unfavorable conditions +2 . Terrible conditions +5 . Creature w/check is distracted +5 . Creature w/check is asleep +10 . Creature or object is Invisible +20
Ride
task
DC Mod.
. Guide with knees . Stay in saddle . Fight w/ combat-trained mount . Cover . Soft Fall . Leap . Spur Mount . Control mount in battle . Fast mount or dismount
Sleight of hand
task
DC
5 5 10 15 15 15 15 20 20
DC mod.* -10 -5
. Palm a coin-sized object, make a coin . Lift adisappear. from a person small object
Use magic device
task
DC
10 20
. Activate blindly . Decipher a written spell . Use a scroll . Use a wand . Emulate a class feature . Emulate an ability score . Emulate a race .
Emulate an alignment *See CRB pg. 109
DC
25 25+spell lvl. 20+caster lvl. 20 20 Special* 25 30
combat maneuvers
CMB
Bull Rush
+
actions in combat
+
Standard Action
size modifier
=
total
Standard Action / Charge
+
b.a.b.
str modifier
Attack of Opportunity1
NO YES YES NO MAYBE2 YES NO NO NO NO YES NO NO YES NO YES NO YES NO NO USUALLY YES NO YES YES NO NO YES NO NO YES YES YES YES NO YES NO NO YES YES NO YES YES YES YES YES USUALLY YES NO NO NO NO NO NO NO NO NO NO YES VARIES
Vs. Bonus
CMD
Failure You end your movement in front of the target. Pass You push the target 5ft. You push the target +5ft for every Pass +5 5 you beat the CMD, up to your available movement.
CMB
Standard Action / Melee drop the weapon or item Fail -10 You attempted the disarm with. you Vs.
CMD
CMB
Bonus
Improved
item Pass Target drops 1item. it carries. You pick which carried in Pass + 10 Target drops items 2. Greater both hands, max of
Standard Action
Grapple
+ Vs. Bonus
CMD
CMB
Improved
Move Damage Pin Tie Up Release
Greater
ATTACK (MELEE) ATTACK (RANGED) ATTACK (UNARMED) ACTIVATE A MAGIC ITEM OTHER THAN A POTION OR OIL AID ANOTHER CAST A SPELL (1 STANDARD ACTION CASTING TIME) CHANNEL ENERGY CONCENTRATE TO MAINTAIN AN ACTIVE SPELL DISMISS A SPELL DRAW A HIDDEN WEAPON (SEE SLIGHT OF HAND SKILL) DRINK A POTION OR APPLY AN OIL ESCAPE A GRAPPLE FEINT LIGHT A TORCH WITH A TINDERWIG LOWER SPELL RESISTANCE READ A SCROLL READY (TRIGGERS A STANDARD ACTION) STABILIZE A DYING FRIEND (SEE HEAL SKILL) TOTAL DEFENSE USE EXTRAORDINARY ABILITY USE SKILL THAT TAKES 1 ACTION USE SPELL-LIKE ABILITY USE SUPERNATURAL ABILITY
r e f e r e n c e s h e e t
Move Action
MOVE CONTROL A FRIGHTENED MOUNT DIRECT OR REDIRECT AN ACTIVE SPELL DRAW A WEAPON3 LOAD A HAND CROSSBOW OR LIGHT CROSSBOW OPEN OR CLOSE A DOOR MOUNT/DISMOUNT A STEED MOVE A HEAVY OBJECT PICK UP AN ITEM SHEATHE A WEAPON STAND UP FROM PRONE READY OR DROP A SHIELD RETRIEVE A STORED ITEM
Overrun
+
Standard / Move / Charge Your target can choose to avoid you, letting you pass. if not, make a combat maneuver check.
Vs.
CMD
CMB
Bonus
Failure You stop in front of target. Pass You move through a targets space.
Full-Round Action
FULL ATTACK CHARGE4 DELIVER COUP DE GRACE ESCAPE FROM A NET EXTINGUSIH FLAMES LIGHT A TORCH LOAD A HEAVY OR REPEATING CROSSBOW LOCK OR UNLOCK WEAPON IN LOCKED GAUNTLET PREPARE TO THROW A SPLASH WEAPON RUN USE SKILL THAT TAKES 1 ROUND USE A TOUCH SPELL ON UP TO SIX FRIENDS WITHDRAW
You move through an opponents square, who is no more than 1 size category larger than you.
Improved
You move through a targets space + Greater Pass 5 and the target is knocked prone.
Sunder
+
Vs. Bonus
CMD
Failure Nothing happens. Pass Deal damage to the item normally. Hardness applies. at 50% hp, the item gains the broken condition. at 0 hp, you can choose to break it.
CMB
Improved
Greater
Trip
+
Fail -10 You are knocked prone. CMB Bonus Failure Nothing happens. Improved Greater Pass Target is knocked prone.
Vs.
In place of a Melee attack If the target has more than 2 legs, add +2 to the DC for each additional leg.
CMD
Free Action
CEASE CONCENTRATION ON A SPELL DROP AN ITEM DROP TO THE FLOOR PREPARE SPELL COMPONENTS TO CAST A SPELL5 SPEAK
Feint
+
CMB
Bonus
Improved
Standard Action 10+Sense Failure Nothing happens. Motive Vs. or denied Dex bonus to Pass Target is next attack. 10 + BAB for your + Wis Vs. Non Humanoid creatures = -4 Penalty. (1 or 2) = Greater Vs. Animal Intwith no int-8 Penalty. Vs. Creature score = Impossible. Standard Action
AC
Swift Action
CAST A QUICKENED SPELL
Immediate Action
CAST FEATHER FALL
Dirty Trick
+ Vs. Bonus
CMD
CMB
Failure Nothing happens. Situational attack that can make the target blinded, dazzled, Pass deafened, entangled, shaken, or sickened for 1 round. It can be removed as a move action. Add +1 round to the duration Pass +5 for every 5 you beat the CMD.
No Action
DELAY 5-FOOT STEP
Standard Action
Failure Nothing happens. Pass You drag the target back 5 ft. You drag the target +5 ft. for CMB Bonus up to Pass +5 every 5 you beat the CMD, You your remaining movement. Improved Greater must travel in a straight line. Vs.
CMD
2 3
Reposition
+ Vs. Bonus
Standard Action
CMD
CMB
Failure Nothing happens. You move the target 5 ft, within your Pass current reach. The target cannot be moved to a space thats intrinsically dangerous. You move the target +5 ft. for every 5 Pass +5 you beat the CMD. The final 5 ft. can be a space adjacent to your reach.
4 5 6
CMD
CMB
Improved Greater
Standard Action You must have one hand free to steal. Choose a visible, unheld item on your target. Loose items are normal, fastened items are harder (+5 DC or more), and anything closely worn cannot be stolen. Stealing with a whip can be done at a -4 penalty.
Failure Nothing happens. Pass You steal the chosen item from your target.
Regardless of the action, if you move out of a threatened square, you usualy provoke an attack of opportunity. this column indicates whether the action itself, not moving, provokes an attack of opportunity. If you aid someone performing an action that would normally provoke an attack of opportunity, then the act of aiding another provokes an attack of opportunity as well. If you have a base attack bonus of +1 or higher, you can combine one of these action with a regular move. If you have the Two-Weapon Fighting feat, you can draw two light or one-handed weapons in the time it would normally take to draw one. May be taken as a standard action if you are limited to taking only a single action in a round. Unless the component is an extremely large or awkward item. Some combat maneuvers substitute for a melee attack, not an action. As melee attacks, they can be used once in an attack or charge action, one of more times in a full-attack action, or even as an attack of opportunity. Other are used as a separate action. The description of a feat defines its effect.
SKILL DCs
Acrobatics
surface width
. >3 feet wide . 1-3 feet wide . 7-11inches wide inches wide . 2-6inches wide . <2 . . .
Situation
DC
Diplomacy
starting attitude
DC
25 + targets Cha mod. 20 + targets Cha mod. 15 + targets Cha mod. 10 + targets Cha mod. 0 + targets Cha mod.
Ride
task
Treat a fall as if it were 10ft. shorter than it really is when determining damage. Move at one-half speed as part of normal movement, provoking no attacks of opportnity while doing so. Failure means you provoke attacks of opportunity normally. Check seperately for each opponent you move past. Move at one-half speed through an area occupied by an enemy as part of normal movement, provoking no attacks of opportunity while doing so. Failure means you stop before entering the enemy-occupied area and provoke an attack of opportunity from that enemy. Check seperatly for each opponent.
DC 15 Opp. CMD
DC mod. . Advice oradvice -5 . Detailed directions +0 . Simple aid secret +0 . An unimportant +5 . Lengthy or complicated aid +10 +5 . Dangerous aid . An important secret in +10 or more . Aid that could result +15 or more punishment . Additional requests +5 per request
. Guideinwith knees . Stay w/ combat-trained mount . Fight saddle . Cover . Soft Fall . Leap Mount . Spur mount in battle . Control or dismount . Fast mount
Sleight of hand
task
DC
5 5 10 15 15 15 15 20 20
. Palmdisappear. object, make a a coin-sized coin . Lift a small object from a person.
Survival
task
DC
10 20
Disable device
Opp. CMD+5
device
time
DC*
1 round 10 1d4 rounds 15 2d4 rounds 20 2d4 rounds 25 *If you attempt to leave behined no trace of your tampering add 5 to the DC.
. Getto Fort.insavesWildweather . +2 along the if stationary)* vs. while moving . Avoid getting (+4 and lost natural hazards. . Predict weather up to 24 in advance.~
surface
DC
10 15 15 15
Lock Quality
adds +2 to the DC. To move at full speed adds +10 to the DC. You cannot perform these manuvers if your speed is reduced by load size or armor, unless your speed is enhanced to normal land speed of a creature your size.
DC*
10 15 20 25 *If you do not have a set of thieves tools, these DCs increase by 10.
*Applies to one other char. for every point your check exceeds 15. ~+24 hours for every five points your check exceeds 15.
Disguise
5 feet 5 1 foot 10 feet 10 2 feet 15 feet 15 3 feet 20 feet 20 4 feet etc... etc etc... *Requires a 20-foot running start. If not double the DC.
DC*
4 8 12 16 etc
DC*
. Minor details only . A different gender . A different racecategory . A different age category . A different size
Familiarity
check mod.
+5 -2 -2 -2~ -10
. Very soft ground . Softground . Firm ground . Hard ground Condition . Per three creatures intracked . Size of creature being group
Fine Diminutive Tiny Small Medium Large Huge Gargantuan Colossal Per 24 hours since trail was made. Per hour of rain since trail was made. Fresh snow since trail was made. Poor visibility Overcast or moonless night Moonlight Fog or precipitation Target hides trail (half speed)
DC
5 10 15 20
DC mod.
-1 +8 +4 +2 +1 +0 -1 -2 -4 -8 +1 +1 +10 +6
*These modifiers stack. ~Per step between actual age category and disguised age category. Viewer bonus
+4 +6 +8 +10
Terrain
. Slightly Obstructed . SeverelySlippery . Slightly Obstructed . SeverelySloped . Slightly Slippery . SeverelyUnsteady . Slightly Sloped . Moderately Unsteady . Severely Unsteady speed . Hard terrain at full
Bluff
Circumstances
DC mod.
. Wants to believe you . Lie is believable . Lie is unlikely . Lie is far-fetched . Lie is impossible . Target is drunk/impaired . Have convincing proof
Climb
5 10 15 20 25 30 Climb DC 0
Bluff Mod.
+5 +0 -5 -10 -20 +5 up to +10
DC mod.* -10 -5 +5
DC +3 . Rope/bindings command Binders20 CMB+20 +3 . Net, animate rope, . +5 plants, control . Snare spell plants, entangle 30 23 Spellcraft . Manacles . Tight space manacles 30 task DC . Masterwork 35 . Identify a spell as it is being cast 15+spell lvl. . Grappler Grapplers CMD . Learn a spell from a spellbook 15+spell lvl. or scroll. . Prepare a spell from a 15+spell lvl. Heal borrowed spellbook. task DC . IdentifyMagic. of an item with 15+items CL properties . Stabilize a care (day or more) 15 Detect . Long-term dying character 15 . deciphermagic item. 20+spell lvl. . Treatgrowth, or spike stones wounds from caltrops, 15 . Craft a a scroll. Varies by item spike . Treat deadly wounds (1 hour) Poisons save DC Use magic device 20 . Treat poison . Treat disease DC Diseases save DC task . Activate blindly spell 25 . Decipher a written 25+spell lvl. Perception . Use a scroll 20+caster lvl. detail DC . Use a wandclass feature 20 . Hear the sound of battle . Emulate a ability score -10 20 . Smell rotting garbage . Emulate anrace -10 Special* . Detect the smellof asmoke . Emulate a alignment of 0 25 . Hear thevisible creature . Emulate an conversation 0 30 . Notice a details is spoiled 0 *See CRB pg. 109 . Determine if food 5 . Hear a creature walking 10 . Hearthe average concealed door 15 Concentration . Find a whispered conversation 15 task DC . Hearthe averageinsecret door a key turn a lock 20 . . Find a bow being drawn 20 . . Heara burrowing creature 25 . . Feel a pickpocket 25 . Notice a stealthed creature Opp. Slth Opp. SoH . . Noticehidden trap . Find a a potion through taste 15+C.Lvl. . Varies . Identify . Circumstance DC Mod. . Distance a closed doorcheck +1/10 ft. . to source . . Through a wall of +5 . Through conditions +10/ft. thick . . Favorable conditions -2 . Unfavorable +2 . . Terrible conditionsis distracted +5 . Creature w/check is asleep +5 . . Creature w/check is Invisible +20 +10 . . Creature or object
. . . .
Cast defensively. 15 + double spell lvl Injured while casting. 10 + dmg dealt + spell lvl Continuous damage while casting. 10 + 1/2 dmg dealt + spell lvl Affected by a non-dmg spell DC of the spell + spell lvl while casting. Grappled or pinned while casting. 10 + grapplers CMB + spell lvl Vigourous motion while casting. 10 + spell lvl Violent motion while casting. 15 + spell lvl Extremely violent motion while 20 + spell lvl casting. Wind with rain or sleet while 5 + spell lvl casting. Wind with hail and debris while 10 + spell lvl casting. Weather caused by spell. see spell entangled while casting. 15 + spell lvl
targeting
portrait
background
(Ex):
As a full-round action, make a single firearm attack and choose part of the body to target. The attack gains one of the following effects depending on the part of the body targeted. This deed costs 1 grit point to perform no matter which part of the creature you target. Creatures that are immune to sneak attacks are immune to these effects. The target is damaged normally, and is also confused for 1 round. This is a mind-affecting effect. Targeting the torso threatens a critical on a 1920. The target takes no damage from the hit but drops one carried item of the gunslingers choice, even if the item is wielded with two hands. Items held in a locked gauntlet are not dropped on a hit. The target is damaged normally and knocked prone. Creatures that have four or more legs or that are immune to trip attacks are immune to this effect. The target is damaged normally, and must make a DC 20 Fly check or fall 20 ft.
1 - head:
2 - torso: 3 - arm:
4 - leg:
5 - wing:
mindblade
weapon special property
Defending Distance Flaming Frost Ghost touch Keen** Lucky* Merciful Mighty cleaving Psychokinetic* Shock Sundering* Vicious Anarchic Axiomatic Collision* Flaming burst Frost burst Holy Mindcrusher* Psychokinetic burst* Shocking burst Suppression* Unholy Wounding Bodyfeeder* Mindfeeder* Soulbreaker* Brilliant energy Coup de grace*
portrait
required level
5 5 5 5 5 5 5 5 5 5 5 5 5 7 7 7 7 7 7 7 7 7 7 7 7 9 9 9 12 15
enhancement value
+1 +1 +1 +1 +1 +1 +1 +1 +1 +1 +1 +1 +1 +2 +2 +2 +2 +2 +2 +2 +2 +2 +2 +2 +2 +3 +3 +3 +4 +5
*Options detailed in Chapter 7: Psionic Items in Psionics Unleashed **A Keen mind blade gains its benefits no matter the assigned damage type
background
special properties
attack bonus
type
range
damage
critical
special properties
attack bonus
type
range
damage
critical
special properties
attack bonus
type
range
damage
critical
special properties
attack bonus
type
range
damage
critical
special properties
psionics
conditional modifiers
features
save DC
times per day total
1/2 class level key stat. modifier misc.
manifester level
wild surge
powers known
1st
save DC
2nd
3rd
4th
5th
6th
7th
8th
9th
pp cost
dorjes
known
powers
power name
school comp. cast time range duration save PR
effect
pp cost
dorjes
known
powers
power name
school display cast time range duration save PR
effect