CONTENTS Introduction. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 3
CORE PAGES Basic. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . Extended. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . Psionic . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . Generic. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .
7 9 13 16
CLASSES Player’s Handbook Barbarian . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 17 Bard. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 19 Cleric. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 20 Druid . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 21 Monk. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 23 Paladin. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 24 Ranger. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 25 Sorcerer. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 26 Wizard . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 28 Player’s Handbook 2 Beguiler. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 29 Dragon Shaman. . . . . . . . . . . . . . . . . . . . . . . . 30 Duskblade. . . . . . . . . . . . . . . . . . . . . . . . . . . . . 31 Complete Adventurer Ninja. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 32 Spellthief . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 33
Heroes of Horror Archivist. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 46 Dread Necromancer. . . . . . . . . . . . . . . . . . . . . 47 Magic of Incarnum Incarnate . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 48 Soulborn. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 49 Totemist. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 50 Psionics Handbook Psion. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 51 Psychic Warrior. . . . . . . . . . . . . . . . . . . . . . . . 52 Soulknife. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 53 Wilder. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 54 Tome of Battle Crusader. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . Swordsage. . . . . . . . . . . . . . . . . . . . . . . . . . . . . Warblade . . . . . . . . . . . . . . . . . . . . . . . . . . . . . Blank Tome of Battle. . . . . . . . . . . . . . . . . . . .
55 56 57 58
Tome of Magic Binder. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 59 Shadowcaster. . . . . . . . . . . . . . . . . . . . . . . . . . . 61 Truenamer. . . . . . . . . . . . . . . . . . . . . . . . . . . . 62 Generic Extended Classes. . . . . . . . . . . . . . . . . . . . . . . 63 Blank Spellcasters . . . . . . . . . . . . . . . . . . . . . . 64
Complete Adventurer Warlock . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 34 Warmage . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 35 Wu Jen . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 36
SUPPORT PAGES Character Background. . . . . . . . . . . . . . . . . . . . . 67 Party Funds. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 68 Spell Book. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 69 Familiar / Animal Companion /. Summoned Creature. . . . . . . . . . . . . . . . . . . . . . . 71 Psicrystal . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 72
Complete Divine Favoured Soul. . . . . . . . . . . . . . . . . . . . . . . . . . 37 Shugenja. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 38 Spirit Shaman. . . . . . . . . . . . . . . . . . . . . . . . . . 39
DUNGEON MASTER NPC. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 73 Party Summary. . . . . . . . . . . . . . . . . . . . . . . . . . . 74 NPC Group. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 75
Complete Psionic Ardent. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 40 Divine Mind. . . . . . . . . . . . . . . . . . . . . . . . . . . . 41 Lurk. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 42
Timelines . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 76
Complete Warrior Hexblade. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 43 Dungeonscape Factotum. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 44 Eberron Campaign Setting Artificer. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 45
Maps. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 78
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.
Minotaur.cc presents a surprisingly complete set of
CHARACTER SHEETS
for Dungeons & Dragons 3.5
When I started playing D&D, I wasn’t quite satisfied with the default sheets. In investigating the other options, I found many with features that were interesting, but none entirely to my satisfaction. I found myself compiling a list of desired features, and had started designing these sheets before I realised. The feature I was most certain of was that each class would have a sheet of their own. There are hundreds of classes for D&D 3.5, each with their own rules and variants, and a one-sizefits-all sheet can’t possibly do them justice: it wastes space on things that don’t belong there, while failing to keep track of the inspiration points, psionic powers, spell-like abilities, favoured enemies and sneak attack bonuses that make each class special. These character sheets are entirely free, and my only hope is that they are useful to you.
HOW TO PRINT You are not expected to print and use this whole document. Instead, you should choose the pages your character needs. This will generally consist of:
1
Core pages The first page will typically have Character Info on the front, and Combat on the back. There is a choice here: you can have the simpler version on two sides, or the expanded version with a separate sheet for armour and inventory. 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.
2
A few classes use modified versions of these core pages — for example the Barbarian, whose class features are closely tied to combat. Class pages You then need a sheet for each of your 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 and material components.
4
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.
Example of a wizard’s pages: 1 2 3 4
Character Info, with Combat on the reverse Wizard Familiar Spell Book, on two sides
HOW TO USE
COMPATIBILITY
These sheets do not replace the Dungeons & Dragons books. Your group should always have a copy of the core books (the Player’s Handbook, the Dungeon Master’s Guide and probably the Monster Manual), along with any books for classes you wish to play. You will typically consult the books each time your character levels up, as well as when you need to check out the details of some rule, spell or class feature.
These sheets are for use with the Dungeons and Dragons 3.5 Edition; they aren’t made for 2nd, 3.o or 4th Edition, or Pathfinder.
I’ve done my best to use a consistent style that makes the flow of information clear. There are certain styles that have meaning: •
Boxes with heavy outlines are important, lighter ones less so.
•
Soft grey boxes and lines are for temporary values, like buffs and nerfs.
•
Labels go above fields, or to the left of them. In calculations, the answer is on the left.
•
Dotted lines indicate information that comes directly from elsewhere on one of these sheets, like caster level or base attack bonus, while fields with solid lines are calculated or come from the books themselves.
•
Ability modifiers are marked with six codes:. STR, CON, DEX, INT, WIS and CHA.
•
Bonus spells are shown using a series of vertical checkboxes. Start by filling in the first column from the top with the relevant ability modifer (usually INT, WIS or CHA). Fill in the next column with four fewer, the next with four fewer, etc. Add the filled boxes in each row to find the bonus spells at that level.
This is your character and these are your character sheets, so nobody can tell you how to use it - as long as you don’t cheat.
ADAPTING TO YOUR GAME There are as many versions of Dungeons and Dragons as there are groups playing it; and more prestige classes, house rules and variants than I could ever hope to encompass. Where possible, I’ve included versions of the sheets that are more generic, with space for customisation. This includes a version of the character information page where the skills list is blank, and adaptable versions of several of the common base classes. If you need something special, how about making it yourself? As well as being free, these sheets are open source. You can download the original files to make changes.
However, many of the classes and scenarios created for 3.5 can be adapted for 3.0 or Pathfinder, so the sheets may be of some use too. Combine the class-specific pages from this set with any standard Pathfinder character sheet, or use the version of the core page with blanked-out skills. But first you should first make sure your DM understands and agrees with what you’re trying to do, and consult with an experience player who can guide you through the rule changes.
HOW TO DM As a rule, the dungeon master should avoid interfering with their players’ character sheets. The DM has the whole world to create and play with, while players have only this one little character, so they should be allowed to own it. But players need help from time to time, especially if they’re new to gaming, so it may be your job to print out the character sheets people need, guide them in the process of building a character, and nudge them when they forget to use rage or sneak attack. You should try to be familiar with the character sheets your players will be using. There are also a number of sheets towards the back that you may find useful in running a campaign. •
Various map grids, including hex and isometric
•
Timelines to show the chronology of historical events and plot points
•
Simplified character sheet for an NPC
•
Party summary, useful for when you need to roll secret checks against a PC’s scores.
•
Similar NPC group summary
Which of these you choose to make use of is entirely up to you – there’s no one correct way to run a campaign.
HOW THEY WERE CREATED The bulk of the sheets were made using Adobe Illustrator. This introduction was created in InDesign, the backgrounds and front cover were made in Photoshop, and the document was assembled in Acrobat. All these files are available in the open source repository.
CREDITS Creator Marcus Downing Illustrations Brandon K Playtesters Bob790 Paul Belsey
Cosmicnut Soruk
Doctor7 Scorpions__
FEEDBACK & PARTICIPATION These sheets will continue to evolve based on your feedback. Drop me a line on the discussion thread in the links at the end. I don’t promise to do everything people ask - they are free, after all - but I’ll consider sensible requests.
LINKS Character Sheets http://www.minotaur.cc/charactersheets
Open source repository
If you’d like to contribute yourself, you can download the original files from the open source repository. You’ll need Adobe Illustrator CS3 to edit the files. Send them back to me, either directly or via a 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, I may choose to grant you access to the repository yourself. More likely though is that I’ll accept your work with a little modification to preserve the existing standard.
http://dev.perl.org/licenses/artistic.html
HOW TO SHOW YOUR APPRECIATION If you’re ever passing through Basingstoke, I rarely refuse a pint.
COPYRIGHT Dungeons & Dragons and all related trademarks and copyrights remain the property of Wizards of the Coast Inc. The illustrations were provided by the artist of the D&D Doodle blog, Brandon K. 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.
Wizards of the Coast, Inc. http://www.wizards.com
The Artistic License Discussion and feedback thread
http://www.giantitp.com/forums/showthread.php?t=126909
D&D Doodle http://dandddoodles.blogspot.com
3.5e
MALE
Race
IL
OD GO C TI
XP
L FU W LA
AO CH
Campaign
CHARACTER
Name
EV
CHARACTER SHEET
Size
ABILITIES Item Bonus
Ability Modifier
Temp Bonus
Temp Modifier
STR
STR
STR
CON
CON
CON
1 2 3 4 5
d d d d SKILLS
DEX
DEX
INT
INT
INT
WIS
WIS
WIS
Appraise
CHA
CHA
CHA
Balance
INVENTORY
(Round down)
Value
Weight
Max Ranks
= ECL + 3
/
Untrained
Bluff Climb Concentration Decipher Script Diplomacy Disable Device Disguise Escape Artist Forgery Gather Information Handle Animal Heal Hide Intimidate Jump Listen Move Silently Open Lock Ride Search Sense Motive Sleight of Hand Spellcraft Spot Survival
Carried Items
lb
Weapons, Ammo, Scrolls, Potions
lb
Armour, Shield, Protective Items
lb
Total Weight
lb
Medium Load
Heavy Load
lb
lb
lb
MONEY
Max Load
lb
Track
Trained
Swim Tumble Use Magic Device Use Rope Knowledge:
Skill Bonus
INT DEX CHA STR CON INT CHA INT CHA DEX INT CHA CHA WIS DEX CHA STR WIS DEX DEX DEX INT WIS DEX INT WIS WIS SURVIVAL
STR DEX CHA DEX INT
Racial, Class Skills Ranks Feats, Synergy 1 2 3 4 5
Favoured Armour Misc Enemy Check Bonus Penalty
-
-
- Size mod x4 + Size diff x4
-
-
-
x2
LANGUAGES
Copper
cp
Silver
sp
Gold
gp
Platinum
pp
Total Cash
gp
Items
gp
TOTAL
gp
Knowledge - INT Profession - WIS
Light Load
Level Adjustment
Effective Character Level
d
DEX
Ability Modifier = (Total Ability Score - 10) ÷ 2
Level
Other skills: Craft - INT Perform - CHA
Ability Score
Size Modifier
Skill Ranks Hit Die
CLASSES
FEMALE
Player
ATTACKS
INITIATIVE INITIATIVE BONUS
Attack Bonus
Type
ft
Damage
d
sq
Ammo
#
Range
Attack Bonus
Type
Range
Attack Bonus
Type
ft
Range
Attack Bonus
ft
FORT
= CON +
Temp
Misc
=
HIT POINTS Wounds
+
+
+
+
+
+
+
+
WILL SAVE
WILL
= WIS +
Evasion
Improved Evasion
Size Modifier x4
GRAPPLE BONUS
Endurance
Dying
Trap Sense
hp
Armour AC
ARMOUR CLASS
AC
= 10 + DEX +
Natural Armour
Shield AC
Temp AC
ft Spell Failure
+
sq
Weight
%
Armour AC
lb
SHIELD Check Penalty
Spell Failure
+
Weight
%
EQUIPMENT Head Properties Throat Properties Body Properties Arms Properties Hands Properties Ring Properties
Max AC DEX
hp
= 10
/
+
= 10 + DEX
Size Modifier
Deflection Modifier
Misc
+
+
-
+
+
+
+
-
+
+
-
+
+
FLAT-FOOTED ARMOUR CLASS
AC
Max Speed
Unconcious
Non-lethal
ARMOUR CLASS
AC
ARMOUR
Check Penalty
+ x 4 + STR +
Stable
hp
TOUCH ARMOUR CLASS
Type
Misc
HEALTH
Racial
+
= DEX +
+
GRAPPLE
x
REFLEX SAVE
REF
sq
Temp Attack Temp Damage Bonus Bonus
+
SAVES Base
ft
sq
BASE ATTACK BONUS
Critical
d
FORTITUDE SAVE
ft
sq
x
Damage
sq
Temp Speed
Critical
d
Type
Speed with Armour
BASE ATTACK
x
Damage
sq
ft
Critical
d
sq
ft
SPEED
# Damage
+
SPEED
x
Special Ammo
Misc
INIT = DEX +
Critical
Base Attack
Range
Feats
/
Spell Resistance Damage Reduction
/
/
Conditional Modifiers
AC EFFECTS
COMBAT ABILITIES
FEATS
SPECIAL ABILITIES
+
Shield AC
lb
+
3.5e
MALE
Race
IL
OD GO C TI
XP
L FU W LA
AO CH
Campaign
CHARACTER
Name
EV
CHARACTER SHEET
Size
ABILITIES Ability Modifier
Temp Bonus
Temp Modifier
STR
STR
STR
CON
CON
CON
d d d d SKILLS
DEX
DEX
INT
INT
INT
WIS
WIS
WIS
Appraise
CHA
CHA
CHA
Balance
FEATS
(Round down)
SPECIAL ABILITIES
Effective Character Level
d
DEX
Ability Modifier = (Total Ability Score - 10) ÷ 2
Level Adjustment
Max Ranks
= ECL + 3
/
Untrained
Bluff Climb Concentration Decipher Script Diplomacy Disable Device Disguise Escape Artist Forgery Gather Information Handle Animal Heal Hide Intimidate Jump Listen Move Silently Open Lock Ride Search Sense Motive Sleight of Hand Spellcraft Spot Survival Track
Trained
Swim Tumble Use Magic Device Use Rope Knowledge:
Skill Bonus
INT DEX CHA STR CON INT CHA INT CHA DEX INT CHA CHA WIS DEX CHA STR WIS DEX DEX DEX INT WIS DEX INT WIS WIS SURVIVAL
STR DEX CHA DEX INT
Racial, Class Skills Ranks Feats, Synergy 1 2 3 4 5
Favoured Armour Misc Enemy Check Bonus Penalty
-
-
- Size mod x4 + Size diff x4
-
-
-
x2
LANGUAGES
Knowledge - INT Profession - WIS
Item Bonus
1 2 3 4 5
Level
Other skills: Craft - INT Perform - CHA
Ability Score
Size Modifier
Skill Ranks Hit Die
CLASSES
FEMALE
Player
ATTACKS
INITIATIVE INITIATIVE BONUS
Range
Attack Bonus
Type
ft
Range
Attack Bonus
Type
ft
Speed with Armour
Temp Speed
ft
ft
sq
Fly Speed
ft
ft
sq
x
Attack Bonus
Type
ft
Attack Bonus
Type
x
Damage
Temp Attack Bonus
+
Critical
d
sq
Temp Damage Bonus
x
ft
Damage
Ammo
Ammo
FORT
Base
= CON +
Misc
= DEX +
+
+
+
+
+
+
WILL SAVE
WILL
= WIS +
Evasion
Improved Evasion
Temp
=
Endurance
-
+
Size Modifier x4
=
#
Trap Sense
Dying
Misc
+ x 4 + STR +
Stable
Unconcious
Non-lethal
hp
hp
hp
ARMOUR CLASS Armour AC
ARMOUR CLASS
AC
= 10 + DEX +
Natural Armour
Shield AC
= 10
/
+
AC Temp AC
= 10 + DEX Spell Resistance
/
Deflection Modifier
Misc
+
-
+
+
+
+
-
+
+
-
+
+
FLAT-FOOTED ARMOUR CLASS
AC
Size Modifier
+
TOUCH ARMOUR CLASS
EFFECTS
Power Attack
Nerfs
+
GRAPPLE BONUS
HIT POINTS Wounds
+
+
REFLEX SAVE
REF
Buffs
-
HEALTH
Racial
+
-
GRAPPLE
SAVES FORTITUDE SAVE
Courage
Power Attack
Nerfs
+
#
Special Ammo
#
Buffs
x
Special Ammo
#
RANGED ATTACK
Critical
d
sq
Courage
Base Attack
Attack Bonus
Type
MELEE ATTACK
=
+ Range
sq
Critical
d
sq
Range
ft
Damage
sq
BASE ATTACK BASE ATTACK BONUS
Range
sq
Swim Speed Critical
d
sq
SPEED
#
Damage
+
SPEED
x
Special Ammo
#
Misc
INIT = DEX +
Critical
d
sq
Ammo
ft
Damage
Feats
/
Damage Reduction
/
Conditional Modifiers
AC METAMAGIC
COMBAT ABILITIES
INVENTORY
Value
ARMOUR
Weight
Head
Properties
Properties Max Speed
Type
ft Check Penalty
Weight
Max AC DEX
sq
Spell Failure
%
lb
SHIELD
Armour AC
AC
Face Properties
Neck / Throat
Properties Check Penalty
EQUIPMENT
Weight
Spell Failure
lb
%
Shield AC
Properties
AC Shoulders Properties
Arms / Wrists Properties
Body Properties
Torso Properties
Light Load
Carried Items
lb
Hands
Waist
Weapons, Ammo
lb
Properties
Properties
lb
Armour, Shield
lb
Heavy Load
Worn Items Scrolls, Potions, Wands, Components
lb lb
Properties
Properties
Total Weight
lb
Properties
Properties
lb Medium Load
lb Max Load
lb
MONEY Copper
cp
Total Cash
gp
Silver
sp
Debts
gp
Gold
gp
Items
gp
Platinum
pp
Total
gp
CHARGES
#
CHARGES
#
CHARGES
#
CHARGES
WANDS
#
SCROLLS
POTIONS
INVENTORY
Value
ARMOUR
Weight
Head
Properties
Properties Max Speed
Type
ft Check Penalty
Weight
sq
Spell Failure
%
lb
Max AC DEX
SHIELD
Armour AC
AC
Properties
Neck / Throat
Properties Check Penalty
Face
Weight
Spell Failure
lb
%
Shield AC
Properties
AC Shoulders Properties
Arms / Wrists Properties
Body Properties
Torso Properties
Hands
Waist
Properties
Properties
Ring
Feet
Properties
Properties
Ring Properties
Properties
MONEY
Light Load
Carried Items
lb
Weapons, Ammo
lb
lb
Armour, Shield
lb
Heavy Load
Worn Items Scrolls, Potions, Wands, Components
lb
Total Weight
lb Medium Load
lb Max Load
lb
Copper
cp
Silver
sp
Gold
gp
Platinum
pp
Total Cash
gp
cp
Debts
gp
cp
lb
Items
gp
cp
lb
Total
gp
cp
EQUIPMENT
3.5e
MALE
Race
IL
OD GO C TI
Size Skill Ranks Hit Die
CLASSES Ability Score
Item Bonus
Ability Modifier
Temp Bonus
Temp Modifier
STR
STR
STR
CON
CON
CON
DEX
DEX
DEX
INT
INT
INT
WIS
WIS
WIS
CHA
CHA
CHA
Ability Modifier = (Total Ability Score - 10) ÷ 2
FEATS
(Round down)
SPECIAL ABILITIES
1 2 3 4 5
d d d
Level Adjustment
Effective Character Level
d d SKILLS
Max Ranks
/
= ECL + 3
Appraise Autohypnosis Balance Bluff Climb Concentration Decipher Script Diplomacy Disable Device Disguise Escape Artist Forgery Gather Information Handle Animal Heal Hide Intimidate Jump Listen Move Silently Open Lock Psicraft Ride Search Sense Motive Sleight of Hand Spellcraft Spot Survival Track Swim Tumble Use Magic Device
LANGUAGES
Level
Use Psionic Device Use Rope Knowledge: Psionics
Untrained
Skill Bonus
INT WIS DEX CHA STR CON INT CHA INT CHA DEX INT CHA CHA WIS DEX CHA STR WIS DEX DEX INT DEX INT WIS DEX INT WIS WIS
Racial, Class Skills Ranks Feats, Synergy 1 2 3 4 5
SURVIVAL
STR DEX CHA CHA DEX INT
Favoured Armour Misc Enemy Check Bonus Penalty
-
-
- Size mod x4 + Size diff x4
-
-
Trained
-
x2
Knowledge - INT Profession - WIS
ABILITIES
Size Modifier
Other skills: Craft - INT Perform - CHA
XP
L FU W LA
AO CH
Campaign
CHARACTER
Name
EV
CHARACTER SHEET
FEMALE
Player
ATTACKS
INITIATIVE INITIATIVE BONUS
Range
Attack Bonus
Type
ft
Range
Attack Bonus
Type
ft
Speed with Armour
Temp Speed
ft
ft
sq
Fly Speed
ft
ft
sq
x
Attack Bonus
Type
ft
Attack Bonus
Type
x
Damage
Temp Attack Bonus
+
Critical
d
sq
Temp Damage Bonus
x
ft
Damage
Ammo
Ammo
FORT
Base
= CON +
Misc
= DEX +
+
+
+
+
+
+
WILL SAVE
WILL
= WIS +
Evasion
Improved Evasion
Temp
=
Endurance
-
+
Size Modifier x4
=
#
Trap Sense
Dying
Misc
+ x 4 + STR +
Stable
Unconcious
Non-lethal
hp
hp
hp
ARMOUR CLASS Armour AC
ARMOUR CLASS
AC
= 10 + DEX +
Natural Armour
Shield AC
= 10
/
+
AC Temp AC
= 10 + DEX Spell Resistance
/
Deflection Modifier
Misc
+
-
+
+
+
+
-
+
+
-
+
+
FLAT-FOOTED ARMOUR CLASS
AC
Size Modifier
+
TOUCH ARMOUR CLASS
EFFECTS
Power Attack
Nerfs
+
GRAPPLE BONUS
HIT POINTS Wounds
+
+
REFLEX SAVE
REF
Buffs
-
HEALTH
Racial
+
-
GRAPPLE
SAVES FORTITUDE SAVE
Courage
Power Attack
Nerfs
+
#
Special Ammo
#
Buffs
x
Special Ammo
#
RANGED ATTACK
Critical
d
sq
Courage
Base Attack
Attack Bonus
Type
MELEE ATTACK
=
+ Range
sq
Critical
d
sq
Range
ft
Damage
sq
BASE ATTACK BASE ATTACK BONUS
Range
sq
Swim Speed Critical
d
sq
SPEED
#
Damage
+
SPEED
x
Special Ammo
#
Misc
INIT = DEX +
Critical
d
sq
Ammo
ft
Damage
Feats
/
Damage Reduction
/
Conditional Modifiers
AC METAPSIONICS
COMBAT ABILITIES
INVENTORY
Value
ARMOUR
Weight
Head
Properties
Properties Max Speed
Type
ft Check Penalty
Weight
Max AC DEX
sq
Spell Failure
%
lb
SHIELD
Armour AC
AC
Face Properties
Neck / Throat
Properties Check Penalty
EQUIPMENT
Weight
Spell Failure
lb
%
Shield AC
Properties
AC Shoulders Properties
Arms / Wrists Properties
Body Properties
Torso Properties
Light Load
Carried Items
lb
Hands
Waist
Weapons, Ammo
lb
Properties
Properties
lb
Armour, Shield
lb
Heavy Load
Worn Items Scrolls, Potions, Wands, Components
lb lb
Total Weight
lb
lb Medium Load
lb Max Load
lb
POWER STONES
TATTOOS 1 2 3
MONEY
4
Copper
cp
Total Cash
gp
Silver
sp
Debts
gp
Gold
gp Items
gp
7
Platinum
pp
gp
8
Total
CHARGES
DORJES
#
5 6
9 10 11 12
#
14 15
CHARGES
16
#
CHARGES
CHARGES
13
#
17 18 19 20
3.5e
IL
MALE
OD GO C TI
XP
L FU W LA
AO CH
Campaign
CHARACTER
Name
EV
CHARACTER SHEET
Race
Size
ABILITIES Ability Modifier
Temp Bonus
Temp Modifier
STR
STR
STR
CON
CON
CON
DEX
DEX
DEX
INT
INT
INT
WIS
WIS
WIS
CHA
CHA
CHA
Ability Modifier = (Total Ability Score - 10) ÷ 2
FEATS
Max Ranks
d d d
Level Adjustment
Effective Character Level
d d SKILLS /
= ECL + 3 Untrained
Skill Bonus
Racial, Class Skills Ranks Feats, Synergy 1 2 3 4 5
Misc
(Round down)
SPECIAL ABILITIES
LANGUAGES
Knowledge - INT Profession - WIS
Item Bonus
1 2 3 4 5
Level
Other skills: Craft - INT Perform - CHA
Ability Score
Size Modifier
Skill Ranks Hit Die
CLASSES
FEMALE
Player
3.5e
IL
Race
EV
OD GO C TI
XP
L FU W LA
AO CH
Campaign
CHARACTER
Name
MALE
CHARACTER SHEET
Size
ABILITIES Ability Modifier
RAGE! Modifier
Fatigue Modifier
1 Barbarian 2 3 4 5
STR
-
DEX
DEX
-
INT
INT
WIS
WIS
Appraise
CHA
CHA
Balance
+ CON +
CON
Ability Modifier = (Total Ability Score - 10) ÷ 2 Barbarian Level
1
(Round down)
BARBARIAN
{
Max Ranks
Concentration Diplomacy Disable Device
3
Trap Sense +1
Escape Artist Forgery
4
Rage 2/day
5
Improved Uncanny Dodge
6
Trap Sense +2
Heal
7
Damage Reduction 1/―
Hide
8
Rage 3/day
9
Trap Sense +3
Listen
Damage Reduction 2/―
Move Silently
Gather Information Handle Animal
Intimidate Jump
Open Lock
Greater RAGE!
{
Ride
Rage 4/day Trap Sense +4
Search Sense Motive
13
Damage Reduction 3/―
14
Indomitable Will
Spellcraft
15
Trap Sense +5
Spot
16
{
Rage 5/day Damage Reduction 4/―
Tireless RAGE!
18
Trap Sense +6
19
Damage Reduction 5/―
{
Survival Track
Trained
Tumble Use Magic Device Use Rope Knowledge:
Mighty RAGE! Rage 6/day
NOTES
Sleight of Hand
Swim
17
20
Untrained
Climb
Disguise
12
d SKILLS
Decipher Script
Fast Movement Illiteracy RAGE! 1/day
Effective Character Level
d
Bluff
Uncanny Dodge
11
d d
= ECL + 3
/
2
10
d
Level Adjustment
Skill Bonus
INT DEX CHA STR CON INT CHA INT CHA DEX INT CHA CHA WIS DEX CHA STR WIS DEX DEX DEX INT WIS DEX INT WIS WIS SURVIVAL
STR DEX CHA DEX INT
Racial, Class Skills Ranks Feats, Synergy 1 2 3 4 5
Forbidden Armour Misc During Check RAGE! Penalty
-
-
- Size mod x4 + Size diff x4
-
-
-
x2
LANGUAGES
Knowledge - INT Profession - WIS
STR
Level
Other skills: Craft - INT Perform - CHA
Item Bonus
Ability Score
Size Modifier
Skill Ranks Hit Die
CLASSES
FEMALE
Player
ATTACKS
INITIATIVE INITIATIVE BONUS
Range
Attack Bonus
Type
ft
Damage
Ammo
Range
Attack Bonus
Type
ft
Speed with Armour
Temp Speed
ft
ft
sq
+ 10 to speed unless wearing heavy armour
Critical
d
sq
ft
SPEED
#
Damage
x
ft
Damage
Range
Attack Bonus
Type
ft
Range
Attack Bonus
Ammo
RAGE! PER DAY
RAGE!
RAGE! Today
hp
Total Level
=
CON Increase
RAGE!
= CON + 3
(Use adjusted CON)
+4 Strength +4 Constitution +2 Will -2 AC
Mighty RAGE! +8 Strength +8 Constitution +4 Will -2 AC -2 Strength -2 Dexterity
Can’t charge or run
SAVES FORTITUDE SAVE
FORT
= CON +
Base
Misc
+
= DEX +
+
WILL SAVE
WILL
= WIS +
Evasion Endurance
Temp
RAGE!
+
+
Fatigued
REFLEX SAVE
REF
+ Improved Evasion Imdomitable Will
EFFECTS
Buffs
-
+ RAGE!
Nerfs
-
=
Fatigued
Fatigued
-
+
Size Modifier x4
GRAPPLE BONUS
#
=
Misc
+ x 4 + STR +
Dying
-
+
RAGE!
+
Stable
Non-lethal
hp
hp
RAGE!
Unconcious
+
hp
ARMOUR CLASS
Greater RAGE! +6 Strength +6 Constitution +3 Will -2 AC Fatigued
-
=
+
RAGE!
Nerfs
GRAPPLE
RAGE! DURATION
rds
Buffs
Temp Damage Bonus
HIT POINTS Wounds
x
Armour AC
ARMOUR CLASS
AC
= 10 + DEX +
Natural Armour
Shield AC
= 10
/
+
Temp AC
AC
= 10 + DEX Uncanny Dodge Damage Reduction
/
Misc
+
-
+
+
+
+
-
+
+
-
+
+
TOUCH ARMOUR CLASS
AC
Deflection Modifier
+
FLAT-FOOTED ARMOUR CLASS
AC
Size Modifier
/
/
Improved Uncanny Dodge Conditional Modifiers
RAGE!
-2
+
Trap Sense
sq
RANGED ATTACK
HEALTH
Temporary Hit Points
+
MELEE ATTACK
#
Special Ammo
#
ft
sq
x
Special Ammo
#
ft
Critical
d
Ammo
+
x
Damage
sq
Temp Attack Bonus
Critical
d
Type
ft
x
Damage
sq
Fly Speed
Critical
d
sq
sq
Swim Speed
Base Attack
Attack Bonus
Type
sq
BASE ATTACK BASE ATTACK BONUS
Range
+
SPEED
x
Special Ammo
#
Misc
INIT = DEX +
Critical
d
sq
Feats
FEATS
SPECIAL ABILITIES RAGE!
BARD
PREPAREDSPELLS SPELLS KNOWN
Bard Level
0
SPELLS Spell Save DC
Spells = Base + Bonus Spells per day Spells CHA CHA - 4 CHA - 8 CHA - 12
Spells Known
0 1
1
2 3 4 5
2
6 Spell Save DC = 10 + CHA + Spell Level
ARCANE SPELL FAILURE THRESHOLD
%
Bards can wear light armour without risking spell failure.
3
BARDIC KNOWLEDGE Bard Level
BARDIC KNOWLEDGE BONUS
= INT +
Misc
+
4
BARD Bard Level
Perform Ranks
{
Courage Bonus
Inspire Courage Countersong Fascinate
1
3
3
6
Inspire Competence
6
9
Suggestion
9
12
Inspire Greatness
12
15
Song of Freedom
15
18
Inspire Heroics
18
21
Mass Suggestion
5 Number of Affected Allies
6
Number of Affected Allies
FASCINATE AUDIENCE MAX FASCINATED
=
(
Bard Level
)
+1 ÷3
WANDS
SCROLLS
POTIONS
CLERIC
PREPARED SPELLS PREPARED SPELLS
Cleric Level
DEITY
0
DOMAINS
Domain
Domain
Granted Power
Domain Spell
Granted Power
1 1 Domain Spell
2 3
2
4 5 6 Domain Spell
7
3
8 9
SPELLS =
Domain Spell
Base Bonus Spells + Spells WIS WIS - 4 WIS - 8 WIS - 12
Spells per day
Spell Save DC
0
4
1 2
Domain Spell
3
5
4 5 Domain Spell
6 7
6
8 9 Domain Spell
Spell Save DC = 10 + WIS + Spell Level
TURN / REBUKE UNDEAD OD GO
Rebuke, Halt, Awe, Control, Dispel Turning and Bolster Undead
FU
CH IC
T AO
EV IL
L
Turn, Halt, Rout and Destroy Undead
7
Evil Cleric
W LA
Good Cleric
TURNS / REBUKES PER DAY
Misc
Domain Spell
8
Today
= 3 + CHA +
1
Domain Spell
9
TURNING CHECK
= d20 + CHA
2
=
3
(
Turning Check
÷ 3 )+
Cleric Level
Cleric Level
÷2
(Round down)
CREATURES AFFECTED TOTAL HIT DICE
Cleric Level
= 2d6 + CHA +
5
-4
TO DESTROY CREATURE MAX HIT DICE
=
4
SCROLLS
TO TURN CREATURE MAX HIT DICE
TURNING SAVE WILL DC
CHA
POTIONS
DRUID
IL
OD GO
L FU W LA
C TI
AO CH
0
EV
DEITY
PREPARED SPELLS PREPARED SPELLS
Druid Level
SPELLS =
Base Bonus Spells + Spells WIS WIS - 4 WIS - 8 WIS - 12
Spells per day
Spell Save DC
0
1
1 2 3 4
2
5 6 7 8 9
3
Spell Save DC = 10 + WIS + Spell Level
WILD SHAPE Times per day
Times Today
4 Current Shape
5
6
7 8 WANDS
9 SCROLLS
POTIONS
WILD SHAPE Creature Type
Creature Type Attack Bonus
Range
Size
WILD SHAPE
ATTACKS
Druid Level
Damage
Critical
Range
Size
Size Modifier
ft
Size Modifier
sq
ABILITIES
STR
CON
CON
DEX
DEX
Attack Bonus
Range
ft
COMBAT Misc
ft
sq Base Attack
=
Size Modifier x4
Misc
+ STR + x 4 + Misc
FORTITUDE SAVE
FORT =CON +
+
REF
= DEX +
+
PORTRAIT
Damage
Critical
STR
CON
CON
DEX
DEX
Natural Armour
ARMOUR CLASS
AC
Temp
AC
= 10 + DEX + = 10
/ +
TOUCH ARMOUR CLASS
AC AC
Misc
Critical
Attack Bonus
Damage
Critical
ft
Attack Bonus
Damage
Critical
Attack Bonus
Damage
Critical
Size Modifier
Misc Modifier
-
+
-
+
ft
Range
ft
= 10 + DEX
/
-
Spell Resistance Damage Reduction
/ SPECIAL ABILITIES
+
ft
sq
Size Modifier x4
GRAPPLE BONUS
Misc
Base
Misc
FORTITUDE SAVE
+
= DEX +
ARMOUR CLASS
+
PORTRAIT
Natural Armour
ARMOUR CLASS
AC
Temp
AC
= 10 + DEX + = 10
/ +
TOUCH ARMOUR CLASS
AC Temp AC
REFLEX SAVE
sq Size Modifier
Misc Modifier
-
+
-
+
-
+
FLAT-FOOTED ARMOUR CLASS
SAVES
REF
ft
sq
+ STR + x 4 +
FORT =CON +
sq
Range Temp Speed
=
sq
Initiative
INIT = DEX + SPEED
ARMOUR CLASS
Temp AC
REFLEX SAVE
STR
FLAT-FOOTED ARMOUR CLASS
SAVES Base
Damage
sq
Range
COMBAT
sq
sq
Ability Modifier
Ability Modifier = (Total Ability Score - 10) ÷ 2
Attack Bonus
ft
Temp Bonus
Item Bonus
INITIATIVE BONUS
Temp Speed
GRAPPLE BONUS
Critical
sq
Range
SPEED
Damage
Initiative
INIT = DEX + ft
Attack Bonus
ft
Critical
sq
Range
Ability Modifier = (Total Ability Score - 10) ÷ 2
Damage
Ability Score
Base Attack
Ability Modifier
STR
INITIATIVE BONUS
ft
Attack Bonus
ABILITIES
Temp Bonus
Item Bonus
Ability Score
ATTACKS
Druid Level
AC
= 10 + DEX
/
Spell Resistance Damage Reduction
/ SPECIAL ABILITIES
MONK
MONK
Monk Level
Monk Level
FLURRY OF BLOWS
1
FLURRY ATTACK BONUS
WHOLENESS OF BODY HEALING POINTS Monk Level PER DAY
=
3
Still Mind
+2 to saves against enchantments
{
Ki Strike (magic) Slow Fall 20 ft
Purity of Body
Points Healed
6
Slow Fall 30 ft
7
Wholeness of Body
8
Slow Fall 40 ft
9
Improved Evasion
=
÷2
10 (Round down)
DIAMOND SOUL SPELL RESISTANCE
11 12
Monk Level
{ { {
Abundant Step Slow Fall 60 ft
Use dimension door once per day
14
Slow Fall 70 ft
15
Quivering Palm
Monk Level
= 10 + (
x 2 ) + WIS
EMPTY BODY ETHERIAL ROUNDS
Monk Level
= PERFECT SELF
Immune to Charm Person Damage reduction 10/magic
Rounds Today
17
{ {
Delayed death, once a week Treat unarmed attacks as adamantine weapons
Timeless Body Tongue of the Sun and Moon
No age penalties or artificial aging Speak with any living creature
Slow Fall 90 ft
19
Empty Body
{
Spell resistance
Ki Strike (adamantine) Slow Fall 80 ft
18
20
Take only half damage even on failed reflex
Immune to all poisons
QUIVERING PALM
16
Heal wounds
Diamond Body Greater Flurry
Diamond Soul
=
Immune to all diseases
Treat unarmed attacks as lawful weapons
13
Monk Level
Treat unarmed attacks as magic weapons Reduce effective falling height using wall
Ki Strike (lawful) Slow Fall 50 ft
= 10 + QUIVER DAYS
rds
Avoid all damage on successful reflex
5
Monk Level
Use a full attack action for more attacks Treat hands as weapons
Evasion
×2
ABUNDANT STEP
SAVE DC
Flurry of Blows Unarmed Strike
2
4
hp
CASTER LEVEL
{
Perfect Self Slow Fall any distance
Assume etherial state Treated as outsider
OD GO AO CH C TI
EV
IL
L FU W LA
PALADIN
SPECIAL MOUNT
Paladin Level
Name
DEITY
Mount Type
SPELLS Spells per day
Spell Save DC
=
Summoned Mount Today
Base Bonus Spells + WIS Spells
PREPARED SPELLS PREPARED SPELLS
1
1
2 3 4 Spell Save DC = 10 + WIS + Spell Level
2
CASTER LEVEL Paladin Level
=
÷2
(Round down)
3
TURN UNDEAD TURNS PER DAY
Misc
Today
4
= 3 + CHA +
1
SMITE EVIL TURNING CHECK
SMITINGS PER DAY
= d20 + CHA
2
TO TURN CREATURE MAX HIT DICE Paladin Level
=
3
-7
TO DESTROY CREATURE MAX HIT DICE
(
- 3 )÷ 2
Round down
Weapon Attack Bonus
Paladin Level
TURNING SAVE WILL DC
-3
+ CHA
=
+
Weapon Damage Bonus
= +
CREATURES AFFECTED TOTAL HIT DICE
= 2d6 + CHA +
5
SMITING ATTACK BONUS
SMITING DAMAGE BONUS
Paladin Level
=
4
( Turning Check ÷ 3 )+
Smitings Today
Paladin Level
+ LAY ON HANDS
HEALING POINTS PER DAY hp
=
( CHA ×
Paladin Level
)+
Misc
Healing Points
CHA
hp
WANDS
SCROLLS
POTIONS
RANGER
Ranger Level
PREPARED SPELLS
FAVOURED ENEMIES
1
Favoured Enemy Bonus 2 4 6 8 10 12
FAVOURED ENEMY
2 3 4 WILD EMPATHY WILD EMPATHY BONUS
Ranger Level
= CHA +
Misc
+
SPELLS From Level 4 Spell Save DC
Spells per day
=
Bonus Spells Base + WIS Spells
1 2 3 4 Spell Save DC = 10 + WIS + Spell Level
CASTER LEVEL Ranger Level
=
÷2
(Round down)
WANDS
SCROLLS
POTIONS
SORCERER
PREPARED SPELLS KNOWN SPELLS
Sorcerer Level
SPELLS Spell Save DC
Spells per day
=
Base Bonus Spells + Spells
0
CHA CHA - 4 CHA - 8 CHA - 12
Spells Known
0
1 2 3 4 5
1
6 7 8 9 Spell Save DC = 10 + CHA + Spell Level
ARCANE SPELL FAILURE THRESHOLD
2
% SCROLLS
3
4
POTIONS
5
6
7 WANDS
8
9
SORCERER
PREPARED SPELLS KNOWN SPELLS
Sorcerer Level
METAMAGIC SPECIALIST
SPELLS Spell Save DC
Spells per day
=
Base Bonus Spells + Spells
0
CHA CHA - 4 CHA - 8 CHA - 12
Spells Known
0 1 2 3 4
1
5 6 7 8 9 Spell Save DC = 10 + CHA + Spell Level
2
ARCANE SPELL FAILURE THRESHOLD
% INSTANT METAMAGIC INSTANT METAMAGIC USES PER DAY
= 3 + INT +
Misc
Uses Today
3
SCROLLS
4
POTIONS
5
6
7 WANDS
8
9
WIZARD
PREPARED SPELLS PREPARED SPELLS
Wizard Level
SPELL SCHOOLS
0
SPECIALITY SCHOOL PROHIBITED SCHOOLS Speciality Spell
1
SPELLS Spells per day
Base Specialist Bonus = + + Spells Spell Spells
0 1
INT INT - 4 INT - 8 INT - 12
Spell Save DC
Speciality Spell
2 3
2
4 5 6 7
Speciality Spell
8 9
3
Spell Save DC = 10 + INT + Spell Level
ARCANE SPELL FAILURE THRESHOLD
%
SCROLLS
Speciality Spell
4
Speciality Spell
5 POTIONS Speciality Spell
6 Speciality Spell
7 WANDS
Speciality Spell
8 Speciality Spell
9
BEGUILER SPELLS Spell Save DC
Spells per day
=
PREPAREDSPELLS SPELLS KNOWN
Beguiler Level
0
Dancing Lights Message
Daze Open / Close
Detect Magic Read Magic
Ghost Sound
1
Charm Person Colour Spray Disguise Self Expeditious Retreat Obscuring Mist Rouse Undetectable Alignment
Compehend Languages Detect Secret Doors Hypnotism Mage Armour Silent Image Sleep Whelm
Blinding Colour Surge Blur Fog Cloud Glitterdust Knock Minor Image See Invisibility Silence Touch of Idiocy Vertigo
Daze Monster Hypnotic Pattern Mirror Image Spider Climb Whelming Blast
Base + Bonus Spells Spells CHA
0 1 2 3 4 5 6
2
7 8 9
Detect Thoughts Invisibility Misdirection Stay the Hand
Spell Save DC = 10 + CHA + Spell Level + Cloaked Casting Bonus
ARCANE SPELL FAILURE THRESHOLD
%
Beguilers can wear Light Armour without risk of spell failure
CLOAKED CASTING SPELL DC BONUS
+
From Level 8:
+2 to overcome Spell Resistance
From Level 20:
Always overcome Spell Resistance
Arcane Sight Deep Slumber Halt Inevitable Defeat Nondetection Zone of Silence
Clairaudience / Clairvoyance Dispel Magic Displacement Haste Hesitate Invisibility Sphere Legion of Sentinals Slow Suggestion
Crown of Veils Glibness Hold Person Major Image Vertigo Field
4
Charm Monster Greater Invisibility Phantom Battle
Confusion Crushing Despair Greater Mirror Image Locate Creature Rainbow Pattern Solid Fog
Freedom of Movement Mass Whelm
5
Break Enchantment Hold Monster Seeming
Dominate Person Incite Riot Sending
Feeblemind Mind Fog Swift Etherealness
Friend to Foe Rary’s Telepathic Bond
6
Greater Dispel Magic Mass Suggestion Repulsion Shadow Walk
Mislead True Seeing
Overwhelm Veil
7
Ethereal Jaunt Phase Door
Greater Arcane Sight Mass Hold Person Power Word Blind Project Image
Mass Invisibility Spell Turning
8
Demand Power Word Stun
Discern Location Mind Blank Scintillating Pattern Screen
Moment of Prescience
9
Dominate Monster Power Word Kill
Etherealness Time Stop
Mass Hold Monster
3
SCROLLS
POTIONS
WANDS
Foresight
Dragon
White
Silver
Red
Green
Gold
Copper
Bronze
IL EV
(always active)
Ice Walker
(at will)
Feather Fall
(skill bonus)
Treasure Seeker
(always active)
Water Breathing
(always active)
Water Breathing
(at will)
Spider Climb
2
1
OD GO
+1 Concentration, saves against fear, paralysis and sleep effects
Stamina
+1 Constitution checks; +1 Fortitude saves
Swiftness
+1 Climb, Jump, Swim; +5ft climb, fly, swim speeds
Range
From level 4: From level 12: From level 20: Dragon
BREATH WEAPON Shaman DAMAGE Level
d6
=
(
÷2
)
30 ft 60 ft 120 ft
15 ft 30 ft 60 ft
From level 4: From level 12: From level 20:
REFLEX SAVE DC
= 10 +
(
Cone of Cold
Resolve
Cone of Cold
+1 caster level to overcome spell resistance
Cone of Fire
Power
Cone of Acid
+1 Decipher Script, Knowledge and Spellcraft
Line of Acid
+1 to DC on selected energy type
Insight
Cone of Fire
BREATH WEAPON Line of Acid
DRAGON MAGIC Energy
(always active)
Fast healing +1 hp (when under half hit points)
Water Breathing
+1 damage reduction /magic
Vigour
1
Save DC = 10 + CHA + Equivalent level
Line of Electricity
Toughness
1
Equivalent Level
(at will)
+1 Listen, Spot; +1 Initiative
Endure Elements
Senses
Line of Fire
+5 resistance to selected energy type
(at will)
Resistance
Ventriloquism
+1 Bluff, Diplomacy and Intimidate
Line of Electricity
Presence
From Level 3: Activate ability From Level 13: Share effect with allies within 30 ft
(always active)
+1 melée damage
DRACONIC ADAPTATION Water Breathing
(when hit in melée)
Power
C TI
PLAYERS HANDOOK 2 Energy Shield +2 pts returned energy damage
L FU W LA
Auras Known
Alignment
AO CH
ENERGY TYPE Acid Electricity Fire Cold Active Aura
Blue
Black
DRACONIC AURA AURAS KNOWN
Brass
PREPARED SPELLS TOTEM DRAGON
DRAGON SHAMAN Shaman Level
Dragon Shaman Level
)
÷ 2 + CON (Round down)
TOUCH OF VITALITY HEALING PER DAY
Aura Bonus Multiplier
AURA BONUS
=
Active Aura Bonus
AURA BONUS MULTIPLIER
(
(
= 2×
×
× CHA
)+
Misc
Points Healed
Dragon Shaman Level
=
hp
Dragon Shaman Level
)
÷5 +1 WANDS
(Round down)
Healing Effects
Cost (healing points)
Dazed, Fatigued, Sickened Exhausted, Nauseated, Poisoned, Stunned Blinded, Deafened, Diseased
SCROLLS
5 10 20
POTIONS
PREPARED SPELLS KNOWN SPELLS
DUSKBLADE SPELLS Spell Save DC
0
Spells Base Bonus Spells = + per day Spells INT INT - 4 INT - 8 INT - 12
Spells Known
0 1 2 3
1
4 5 Spell Save DC = 10 + INT + Spell Level
ARCANE SPELL FAILURE THRESHOLD Duskblades can use light armour and % light shields without risk of spell failure. From level 4:
Can wear medium armour
From level 7:
Can use heavy shield
2
ARCANE ATTUNEMENT ATTUNEMENTS PER DAY
Misc
= 3 + INT + Dancing Lights
Detect Magic
Ghost Sound
Read Magic
Flare
3
QUICK CAST QUICK CAST PER DAY
=
(
Duskblade Level
Quick Cast Spells Today
)
-4 ÷5
SPELL POWER CASTER LEVEL CHECK BONUS
+
=
(
Duskblade Level
:
6 to 10 11 to 15 16 to 17 18 up
4 → → → →
+2 +3 +4 +5
)
when you injure an opponent with a melée attack
5
WANDS
SCROLLS
POTIONS
NINJA
Ninja Level
NINJA KI POWER PER DAY
= WIS +
SUDDEN STRIKE DAMAGE BONUS Applies whenever the target is denied a DEX bonus to AC. Sudden Strike stacks with Sneak Attack.
d6
KI DODGE MISS CHANCE This effect is negated by True Seeing but not by See Invisibility. The effect of Ki Dodge does not stack with Blink or Displacement.
%
GHOST MIND CASTER LEVEL CHECK DC
Ninja Level
= 20 + Attempting to scry on the ninja prompts a caster level check. Failure renders the ninja undetectable.
Ninja Level
Sudden Strike Bonus
1
1d6 2d6
+2 4d6 5d6
10 11
+4
20
Apply poison without risk of poisoning yourself
Great Leap
+4 to Jump, no run-up
Ki Dodge
20% miss chance (1 round)
1
Ghost Strike
Strike incorporeal and ethereal
1
Improved Poison Use
Apply poison as move action 1
Evasion
Ghost Mind
Resist Scrying
Ghost Sight
See invisible and ethereal
Greater Ki Dodge
50% miss chance (1 round)
1
Ghost Walk
Enter the ethereal plane
2
8d6 9d6
18 19
Poison Use
1
7d6
16 17
Invisible (1 round)
6d6
14 15
Ghost Step
Ghost Step (Ethereal)
12 13
Ki Power Cost
Speed Climb
8 9
Ki powers can only be used if a ninja is wearing no armour and is unencumbered.
3d6
6 7
)
Trapfinding
4 5
÷2
Ki Power Used Today
Acrobatics Bonus
2 3
(
Ninja Level
+6 10d6
SPELLTHIEF
PREPARED SPELLS KNOWN SPELLS
Spellthief Level
1
SPELLS Spells Known
Spell Save DC
Spells = Base + Bonus Spells per day Spells CHA
1 2
2
3 4 Spell Save DC = 10 + CHA + Spell Level
ARCANE SPELL FAILURE THRESHOLD
3
Spellthiefs can cast their own spells while wearing light armour without risk of spell failure, but not those stolen from arcane casters.
%
STEAL SPELL SNEAK ATTACK BONUS
=
d6
(
Spellthief Level
)
+3 ÷4
4
(Round down)
Forgo 1d6 of bonus for Steal Spell, Steal Spell Effect, Steal Energy Resistance or Steal Spell-Like Ability on a successful sneak attack; or forgo 3d6 of bonus for Steal Spell Resistance; or take from a willing target. Spellthief Level
MAX STOLEN SPELL LEVEL
=
÷2
(Minimum 1)
2 4 5 6
STEAL SPELL EFFECT
7
Spellthief Level
8
+ CHA
=
mins
Level / Cost
3
=
MAX EFFECT DURATION
STOLEN SPELLS PREPARED SPELLS
1
STOLEN SPELL Spellthief Level CAPACITY
MAX CASTER LEVEL
Spell / Spell-Like Ability
9 10
Spellthief Level
11
=
12 13
STEAL ENERGY RESISTANCE
Energy Resistance
Stolen from
14 15 16
From level 3: From level 11: From level 19:
Energy Resistance Energy Resistance Energy Resistance
10 Duration 20 30
1 min
STEAL SPELL RESISTANCE From level 15:
Spell Resistance stolen from
SPELL RESISTANCE
19 20 22 23
+5
(No greater than target’s own spell resistance)
RESISTANCE DURATION
rds
18
21
Spellthief Level
=
17
24 25 26
= CHA
27 28
SWIFT ACTIONS
29
From level 2: Detect Magic Today
DETECT MAGIC PER DAY
= CHA
31 (Minimum 1)
32
From level 9: Arcane Sight Today
ARCANE SIGHT PER DAY
= CHA
30
(Minimum 1)
33 34 Level 0 spells take up ½ point of capacity. All other spells take up their level points of capacity.
Total Stolen Spell Points
WARLOCK
PREPARED SPELLS INVOCATIONS
Warlock Level
ELDRITCH BLAST DAMAGE
d6
FIENDISH RESILIENCE Duration
2 mins
Used Today
Level
1
2
3
4
5
6
7
8
9 10 11 12 13 14 15 16 17 18 19 20
Least Lesser Greater Dark Invocations Known
1
2
2
3
3
4
4
5
5
=
(
:
8 to 12 → 1 13 to 17 → 2 →5 18+
)
8 9
10 10 11 11 12 Equivalent Invocation Spell Level Save DC
2 3 4
Energy Resistance
5
1
5
10
6
2
5
10
7
Energy Resistance increases to 10 at level 20
8
1
ENERGY RESISTANCE From level 10: Energy Type
7 7
Invocation Level
Invocation
FAST HEALING PER ROUND Warlock Level
6
8 9 10 11 12 13 14 15 16 Invocation Save DC = 10 + CHA + Equivalent Spell Level
ARCANE SPELL FAILURE THRESHOLD
%
WANDS
SCROLLS
POTIONS
WARMAGE
Warmage Level
SPELLS Spell Save DC
Acid Splash
Disrupt Undead
1
Accuracy Hail of Stone Lesser Orb of Fire True Strike
Burning Hands Chill Touch Lesser Orb of Acid Lesser Orb of Cold Lesser Orb of Sound Magic Missile
Fist of Stone Lesser Orb of Electricity Shocking Grasp
2
Blades of Fire Flaming Sphere Scorching Ray
Continual Flame Ice Knife Shatter
Fire Trap Melf’s Acid Arrow Whirling Blade
Fireburst Pyrotechnics
3
Fire Shield Ice Storm Sleet Storm
Fireball Lightning Bolt Stinking Cloud
Flame Arrow Poison
Gust of Wind Ring of Blades
4
Blast of Flame Orb of Cold Orb of Sound
Contagion Orb of Electricity Phantasmal Killer
Evard’s Black Tentacles Orb of Acid Orb of Fire Orb of Force Shout Wall of Fire
5
Arc of Lightning Greater Fireburst
Cloudkill Mass Fire Shield
Cone of Cold Prismatic Ray
6
Acid Fog Blade Barrier Disintegrate Fire Seeds Tenser’s Transformation
Chain Lightning Circle of Death Otiluke’s Freezing Sphere
7
Delayed Blast Fireball Earthquake Mordenkainen’s Sword Prismatic Spray
Finger of Death Sunbeam
8
Greater Shout Prismatic Wall
Horrid Wilting Incendiary Cloud Scintillating Pattern Sunburst
9
Elemental Swarm Wail of the Banshee
Implosion Weird
Spells Base Bonus Spells = + per day Spells CHA
1 2
PREPARED SPELLS KNOWN SPELLS
0
3
Light
Ray of Frost
4 5 6 7 8 9 Spell Save DC = 10 + CHA + Spell Level
ARCANE SPELL FAILURE THRESHOLD
%
Warmages can use light armour and shields without penalty. From level 8, this includes medium armour.
WARMAGE EDGE Extra damage
INT
WANDS
SCROLLS
Meteor Swarm
Flame Strike
Firestorm Waves of Exhaustion
Polay Ray Prismatic Sphere
POTIONS
PREPARED SPELLS PREPARED SPELLS
Wu Jen Level
WU JEN
0
ELEMENTAL MASTERY
Earth
Wu Jen Spell Level
Fire
Metal
SPELL SECRET
Water
Wood
1
Modification
3 9 12
2
15 18
TABOOS
3
4
5
6
7 8 WANDS
9 SCROLLS
POTIONS
PREPARED SPELLS KNOWN SPELLS
Favoured FAVOURED SOUL Soul Level
C TI
IL
AO CH
0
EV
GO
L FU W LA
OD
DEITY
SPELLS Spell Save DC
Spells per day
=
Base + Spells
0
Bonus Spells
WIS WIS - 4 WIS - 8 WIS - 12
Spells Known
1
1
2 3 4 5 6 7
2
8 9 Spell Save DC = 10 + WIS + Spell Level
ENERGY RESISTANCE
Favoured Energy Type Soul Level
Energy Resistence
5
10
10
10
15
3
10 SCROLLS
4
5
6 POTIONS
7
8
9
SHUGENJA
Shugenja Level
0
SHUGENJA ORDER
Earth
FAVOURED ELEMENT
Earth
PREPARED SPELLS KNOWN SPELLS
Air
Fire
Water
Air
Fire
Water
1
FORBIDDEN ELEMENT
0 1 2 3
2
4 5 6 7 8 9
3
SPELLS Spell Save DC
Base Bonus Spells Spells = + Spells per day
1+
+
0
1+
+
1
1+
+
2
1+
+
3
1+
+
4
1+
+
5
1+
+
6
1+
+
7
1+
+
8
1+
+
9
CHA CHA - 4 CHA - 8 CHA - 12
Spells Known
4
5
Shugenja Order Spells Favoured Element Spells Other Spells Spell Save DC = 10 + CHA + Spell Level
6
ARCANE SPELL FAILURE THRESHOLD
%
SENSE ELEMENTS SENSE ELEMENTS PER DAY
Shugenja Level
= 3 +(
sq
÷5)
7
Shugenja Level
MAX RANGE ft
Uses Today
= 10 ft 2 sq + (
× 5 ft 1 sq )
8
9
SPIRIT SHAMAN
Spirit Shaman Level
SPIRIT SHAMAN Spirit Shaman Level
SPIRIT GUIDE
Spirit Guide Type
SPELLS Spell Save DC
Spells Base + = per day Spells
Bonus Spells WIS WIS - 4 WIS - 8 WIS - 12
Spells Retrieved per day
0 1 2 3 4 5
1 2 3 4 5 6 7 9 10 11 13 15 16 17 19 20
Wild empathy
Influence an animal
Chastise spirits
Harm spirits, 1d6 /level, within 30ft
Detect spirits
Sense nearby spirits at will
Blessing of the spirits
Protect self against spirits, casting time 10 mins
Follow the guide
Retry failed enchantment save on next round
Ghost warrior
Resist incorporeal, ghost touch weapon
Warding of the spirits
Protect party against spirits, lasts 10 mins / level
Spirit form 1 /day
Become incorporeal for 1 min
Guide magic
Let guide concentrate on spell
Recall spirit
Restore life to -1 hp, within 1 round of death
Exorcism
Expel posessing spirit
Spirit form 2 /day Weaken spirits
Swap 3d6 of chastise damage, weaken for 1 round
Spirit journey
Enter the spirit world
Favoured of the spirits
Lose 1000 xp, recieve Heal on reaching 0 hp
Spirit form 3 /day; Spirit who walks
Become fey, gain damage reduction 5 /cold iron
PREPARED SPELLS RETRIEVED SPELLS
6 7
0
8 9 Spell Save DC = 10 + CHA + Spell Level
ARCANE SPELL FAILURE THRESHOLD
1
% WILD EMPATHY Spirit Shaman Level
WILD EMPATHY BONUS
2
= CHA + CHASTISE SPIRITS CHASTISE SPIRITS PER DAY
Uses Today
= 3 + CHA Spirit Shaman Level
WILL SAVE DC
= 10 + CHA +
3
4
EXORCISM Spirit Shaman Level
EXORCISM BONUS
= CHA + Target’s Hit Dice
EXORCISM DC
= 10 +
Target’s CHA
+
5 6 7 8 9
IL
OD C TI
AO CH
ARDENT
EV
GO
L FU W LA
KNOWN POWERS
Manifester Level Level Bonus
POWERS KNOWN
+
Power
PRIMARY SECONDARY
PSIONICS POWER POINTS Base Points PER DAY
=
Bonus Points
+
Racial
+
Bonus Points
Misc
+
Manifester Level
= WIS ×
÷2
Power Points
POWER LEVELS Power Level
Point Cost
1
1
2
3
3
5
4
7
5
9
6
11
7
13
8
15
9
17
Power Save DC
Power Save DC = 10 + CHA + Power Level
(Round down)
POWER POINTS Manifester Level MAX COST
=
DEITY
MANTLES
MAX POWER LEVEL
1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 21 22 23 24 25
Level
Cost
IL
OD C TI
AO CH
EV
GO
L FU W LA
PSYCHIC AURA
Manifester Level
DIVINE MIND
Level Bonus
AURA RANGE
+
ft
DEITY
MANTLES
Aura
PSIONICS POWER POINTS Base Points PER DAY
=
Bonus Points
+
Misc
+
Wild Talent Reserve
+
2
1 Attack 2 Defence 3 Perception 4 5 6 5 6
MAX AURAS sq Active Bonus Aura Affects
CHANGE AURAS
1 hour meditation Standard action Move action Swift action Divine Mind Level
Bonus
Attack and damage
= 1 +
÷ 5
Armour class
= 1 +
÷ 5
Initiative, Listen and Spot
= 2 +
÷ 5
=
+
÷
=
+
÷
=
+
÷
=
+
÷
=
+
÷
KNOWN POWERS Bonus Points
Manifester Level
= WIS ×
POWERS KNOWN
÷2
POWER LEVELS Point Cost
1
1
2
3
3
5
4
7
5
9
6
11
Power Save DC
Power Save DC = 10 + CHA + Power Level
DIVINE GRACE SAVING THROW BONUS
+
= CHA
POWER POINTS Manifester Level MAX COST
=
(Round down)
Power Points
Power Level
MAX POWER LEVEL
Power
1 2 3 4 5 6 7 8 9 10 11 12 13 14 15
Level
Cost
OD GO
L FU W LA IL
AO CH
LURK
C TI
EV
LURK AUGMENTS
Manifester Level Level Bonus
+
1
LURK Psionic Sneak Attack
Lurk Level
1
Lurk Augment
2
Psionic Sneak Attack
Lurk Available Level Augments
Activate an augment to bolster your attacks
1d6
While psionically focused, sneak attack unsuspecting enemies.
3
5
8
Initiative Boost
6
Add your INT to initiative.
7
2d6
11
Evasion
9
Take no damage on a successful Reflex save.
14
Lurk Augment
10
Two at once
12
3d6
17
Slippery Mind
15
If you fail a save against enchantment, try again next round.
20
17
Extra Point Cost
Basic Benefit
Extra Benefit
Additional Sneak Attack
Damage +1d6
2
Damage +1d6
Unfocusing Strike
Lose psionic focus; Will DC = 10 + INT
2
DC +1
Solid Strike
Damage +1
1
Damage +1
Stunning Strike
Stunned 1 round, Fort DC = 10 + INT
2
DC +1
Ignore Concealment
Ignore miss chance
Mental Assault
Intelligence or Wisdom nerf -2 points
2
Nerf -1
Deceptive Strike
Deny DEX bonus to AC
Sneak Attack Undead
Allow sneak attack, if applicable
Ghost Touch
Strike incorporeal creatures
Power Drain
Steal power points = half of damage
Aligned Attack
Overcome DR/good or DR/evil
Sneak Attack Constructs
Allow sneak attack, if applicable
Stygian Weapon
1d4 negative levels, 1 round
4
Duration +1 round
Planar Attack
Damage +2d6 to good/evil creatures
1
Damage +1d6
Synaptic Disconnect
Prevent magic, psionics and abilities Will DC = 10 + INT
2
DC +1
Greater Power Drain
Steal power points = all of damage
4d6 Lurk Augment
18
Three at once
LURK AUGMENTS AUGMENTS AT ONCE
MAX EXTRA POINT BUY
Lurk Level
KNOWN POWERS POWERS KNOWN
= AUGMENTS PER DAY
+ INT
=
Power
Augments Today
PSIONICS POWER POINTS Base Points PER DAY
Bonus Points
+
Racial
+
Bonus Points
Misc
+
Manifester Level
= INT ×
÷2
Power Points
POWER LEVELS Power Level
Point Cost
1
1
2
3
3
5
4
7
5
9
6
11
POWER POINTS Manifester Level MAX COST
=
Lurk Level
=
MAX POWER LEVEL
Power Save DC
Power Save DC = 10 + INT + Power Level
(Round down)
1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 21 22 23 24 25
Level
Cost
GO
OD
L FU W LA
Hexblade Level
AO CH C TI
EV
IL
HEXBLADE
HEXBLADE’S CURSE WILL SAVE DC
Curses Today
CURSES PER DAY
= 10 +
ARCANE RESISTANCE
)
÷ 2 + CHA (Round down)
SAVING THROW BONUS
+
(
Hexblade Level
= CHA
(From level 2)
METTLE Negate the lesser effect on a successful saving throw Does not apply while sleeping or unconscious (From level 3)
FAMILIAR
ATTACK PENALTY
DAMAGE PENALTY
-
}
-
SAVING THROW PENALTY
-
= -
SKILL PENALTY
-
Name
HEXBLADE’S CURSE PENALTY
PREPARED SPELLS PREPARED SPELLS
Creature Type
1 (From level 4)
SPELLS Spells Known
Spell Save DC
2
Spells Base Bonus Spells = + CHA per day Spells
1 2
3
3 4 Spell Save DC = 10 + CHA + Spell Level
CASTER LEVEL
4
Hexblade Level
=
÷2
AURA OF UNLUCK
(Round down)
A hexblade’s caster level is zero until they reach level 4
BONUS FEATS
AURAS PER DAY
=
Combat Casting Spell Focus: Enchantment Greater Spell Focus: Enchantment Spell Focus: Necromancy
AURAS DURATION rds
(
Hexblade Level
:
= 3 + CHA
12 → 1 16 → 2 20 → 3
)+
Auras Today
Misc
UNLUCKY MISS CHANCE %
= 20 %
Greater Spell Focus: Necromancy Spell Focus: Transmutation Greater Spell Focus: Transmutation Spell Penetration Greater Spell Penetration
WANDS SCROLLS
POTIONS
FACTOTUM
FACTOTUM
Factotum Level
INSPIRATION POINTS
CUNNING KNOWLEDGE
Inspiration Points Used
INT
Skills Used Today Factotum Level
1 BRAINS OVER BRAWN
STR = STR + INT DEX = DEX + INT
}
2
From Level 3
4
Applies to strength and dexterity checks, and strength- and dexterity-based skills
OPPORTUNISTIC PIETY TURNS / REBUKES / HEALING USES PER DAY
Opportunistic Piety Modifier
= 3 + WIS + HEALING HIT POINTS
= INT + (
1
Misc
+
Factotum Level
Uses Today
×2)
TURNING CHECK
= d20 + CHA
2
TO TURN CREATURE MAX HIT DICE
Factotum Level
=
3
( Turning Check ÷ 3 )+
4
-4
TO DESTROY CREATURE MAX HIT DICE Factotum Level
=
÷2
3
Round down
CREATURES AFFECTED TOTAL HIT DICE
Factotum Level
TURNING SAVE WILL DC
{
Cunning Insight Cunning Knowledge Trapfinding
Attack, damage or save + INT Skill + Factotum Level
1 IP 1 IP
Brains Over Brawn Cunning Defence
AC + INT (1 round)
1 IP
Arcane Dilletante 2 Cunning Strike
Damage +1d6 sneak attack
1 IP
Turn Undead, Harm Undead or Heal Injuries
1 IP
Extra standard action (1 round)
3 IP
Overcome spell resistence and damage reduction
2 IP
Ignore fatal or incapacitating damage
4 IP
AC + INT
0 IP
Activate Extraordinary Ability
4 IP
Arcane Dilletante 1
{ {
5
Opportunistic Piety
7
Arcane Dilletante 3
8
Cunning Surge
9
Arcane Dilletante 4
10
Opportunistic Piety +1
11
Cunning Breach
12
Arcane Dilletante 5
13
Cunning Dodge
14
Arcane Dilletante 6
15
Opportunistic Piety +2
16
Improved Cunning Defence
17
Arcane Dilletante 7
19
Cunning Brilliance
20
= 2d6 + CHA +
5
Inspiration Point Cost
{
Arcane Dilletante 8 Opportunistic Piety +3
ARCANE DILLETANTE PREPARED SPELLS PREPARED SPELLS PER DAY
Max Spell Level Spell Save DC
CHA
= 10 + INT +
CUNNING BRILLIANCE
Spell Level
School
Prepared Extraordinary Abilities
Cost
Level
DC School
HOLY SYMBOLS
Cost
Level
School
Cost
Level
DC
School
Cost
Level
School
Cost
Level
DC
DC
DC School
Cost
Level
DC
ARTIFICER Artificer Level
+2=
Effective Caster Level
INFUSIONS Infusion Save DC
Level
PREPARED SPELLS KNOWN INFUSIONS
Artificer Level
Infusions Base = + per day Infusions
1
Bonus Infusions INT
Armour Enhancement, Lesser Energy Alteration Inflict Light Damage Identify Magic Vestment Magic Stone Resistance Item Repair Light Damage Skill Enhancement Spell Storing Item Weapon Augmentation, Personal
Enhancement Alteration Light Magic Weapon Shield of Faith
1 2 3
2
4 5 6
Align Weapon Bull’s Strength Eagle’s Splendour Inflict Moderate Damage Toughen Construct
Armour Enhancement Bear’s Endurance Cat’s Grace Chill Metal Fox’s Cunning Heat Metal Owl’s Widsom Repair Moderate Damage Weapon Augmentation, Lesser
Spell Save DC = 10 + INT + Spell Level Learnimg a new infusion requires a Spellcraft check with DC 20 + Spell Level
CRAFT RESERVE CRAFT RESERVE POINTS
pts
3
Armour Enhancement, Greater Construct Energy Ward Metamagic Item Magic Weapon, Greater Stone Construct Repair Serious Damage
4
Construct Energy Ward, GreaterGlobe of Invulnerability, LesserInflict Critical Damage Iron Construct Minor Creation Item Alteration Rusting Grasp Shield of Faith, Legion’s Repair Critical Damage Weapon Augmentation
Craft Reserve points can be spent in place of XP when crafting magic items. Point are completely replenished each level; unspent points are lost. Current Reserve
ARTIFICER KNOWLEDGE ARTIFICER KNOWLEDGE BONUS
Artificer Level
5
= WIS +
6
WANDS
Inflict Serious Damage Power Surge Suppress Requirement
Disrupting Weapon Wall of Force
Fabricate Wall of Stone
Blade Barrier Hardening Wall of Iron
Disable Construct Globe of Invulnerability Move Earth Total Repair Weapon Augmentation, Greater
SCROLLS
Major Creation
POTIONS
PREPARED SPELLS PREPARED SPELLS
C TI
AO CH
IL
GO
L FU W LA
OD
Archivist Level
EV
DEITY
ARCHIVIST
0
SPELLS Spells per day
Base Spells
=
Bonus Spells
+
WIS WIS - 4 WIS - 8 WIS - 12
Spell Save DC
0 1
1
2 3 4 5 6
2
7 8 9 Spell Save DC = 10 + INT + Spell Level
DARK KNOWLEDGE KNOWLEDGE PER DAY Knowledge Today
3 ENCOUNTER Knowledge Check KNOWLEDGE Success Margin
=(
:
0 to 9 → 1 10 to 19 → 2 20 to 29 → 3
)
From Level 8: Party Attack Bonus
+ From Level 11: Enemy Dazzled Rounds
Encounter Knowledge
Party Damage Bonus
+
=
d6
Encounter Knowledge
=
4
From Level 14: Encounter Knowledge
=
-1
Party AC Bonus
+
SCROLLS
Encounter Knowledge
=
5
6
POTIONS
7
8 POTIONS
9
Dread DREAD Necromancer Level NECROMANCER
KNOWN SPELLS
1
Bane Detect Magic Inflict Light Wounds
2
Blindness / Deafness Command Undead False Life Gentle Repose Scare Spectal Hand
Darkness Ghost Touch Summon Swarm
3
Crushing Despair Ray of Exhaustion
Death Ward Speak with Dead
Halt Undead Inflict Serious Wounds Summon Undead III Vampiric Touch
Animate Dead Dispel Magic Giant Vermin Summon Undead IV
Bestow Curse Contagion Death Ward Enervation Evard’s Black TentaclesFear Inflict Critical Wounds Phantasmal Killer Poison
5
Blight Insect Plague Nightmare Undeath to Death
Cloudkill Fire in the Blood Lessar Planar Binding Magic Jar Oath of Blood Slay Living Unhallow Waves of Fatigue
6
Acid Fog Geas/Quest Planar Binding
Circle of Death Create Undead Eyebite Harm Mass Inflict Moderate Wounds Waves of Exhaustion
7
Control Undead Destruction Mass Inflict Serious Wounds
Finger of Death Song of Discord
8
Create Greater Undead Mass Inflict Critical Wounds
Horrid Wilting Symbol of Death
9
Energy Drain Wail of the Banshee
Mass Harm
SPELLS Spell Save DC
Spells per day
=
Bestow Wound Cause Fear Detect Undead Doom Ray of Enfeeblement Summon Undead I
Chill Touch Hide from Undead Undetectable Alignment
Base + Bonus Spells Spells CHA
1 2 3
Death Knell Inflict Moderate Wounds Summon Undead II
4 5 6 7 8 9
4
Spell Save DC = 10 + CHA + Spell Level
ARCANE SPELL FAILURE THRESHOLD
%
Spell failure does not apply to Dread Necromancer spells while wearing light armour. Dread Necromancer Level
ATTACK DC
= 10 + (
÷ 2 ) + CHA
Use this DC for the Negative Energy Burst will save, the Fear Aura will save, the Scabrous Touch fortitude save and the Enervating Touch removal save (Round down)
CHARNEL TOUCH Dread Necromancer Level
NEGATIVE ENERGY DAMAGE
= 1d8 + ( Dread Necromancer Level
UNDEAD HEALING hp
÷4)
= 1+(
÷4) (Round down)
REBUKE UNDEAD REBUKES PER DAY
Misc
Today
= 3 + CHA +
1
NEGATIVE ENERGY BURST
REBUKING CHECK
=
3
Dread Necromancer Level
TO REBUKE CREATURE MAX HIT DICE
(
Rebuking Check
÷ 3 )+
-4
=
÷2
UNDEAD MASTERY
MENTAL BASTION MENTAL BASTION BONUS
Bonus applies to restist sleep, stunning, paralysis, poison or disease.
RESISTANCE BONUS
Bonus applies to resist energy drain, ability drain or inflict spells.
CREATURES REBUKED TOTAL HIT DICE
Cleric Level
= 2d6 + CHA +
5
REBUKE SAVE WILL DC
CHA
STR AND DEX BONUS
+
HIT DIE BONUS
+
MAX ANIMATE UNDEAD TOTAL HIT DICE
NEGATIVE ENERGY RESISTANCE (Round down)
Plague of Undead
SCABROUS TOUCH
=
TO DESTROY CREATURE MAX HIT DICE
Dread NecromancerLevel
4
d4
Greater Harm Vile Death
SCABROUS TOUCH PER DAY
Dread NEGATIVE ENERGY Necromancer DAMAGE Level
= d20 + CHA
2
Imprison Soul
Greater Dispel Magic Mass Inflict Light Wounds Summon Undead V
hd
= ( 4 + CHA
Caster Level
)×
MAX CONTROL UNDEAD TOTAL HIT DICE hd
= ( 2 + CHA
Caster Level
)×
ENERVATING TOUCH NEGATIVE LEVELS Dread Necromancer Level PER DAY
=
(
:
12 to 16 → level ÷ 2 17 to 20 → level
Negative Levels Today
)
INCARNATE
SOULMELDS
Incarnate Level
SOULMELD SHAPES PER DAY
Meldshaper Level
CHAKRA BINDS
2
+ (Round down)
From level 3:
Capacity + 1
From level 15:
Capacity + 2
Constitution Score
{
MAX SOULMELDS
=
- 10
=
(
Incarnate Level
=
(
6
)
+2 ÷5
(Round down)
(Minimum 1)
8 Properties
Incarnate Level
)
÷5 ×
Alignment Bonus
OD GO C
TI
IL EV
9 Properties Misc
Melee Attack +1
L
FU
W LA
AO
CH
Speed +10 ft
7 Properties
(Round down)
AC +1
Properties
Properties
= 3 + CON
+
Properties
5
DURATION ROUNDS
RADIANCE BONUS:
3
Properties
INCARNUM RADIANCE RADIANT USES PER DAY
Properties
4
Soulmeld Allowance
The lower of:
2
Melee Damage +2
Soulmeld Save DC
= 10 +
Invested Essentia
+ WIS + MAGIC ITEMS
Properties
Properties
Properties
Properties
Properties
Properties
Properties
You cannot wear a magical item over the same chakra as a bound soulmeld.
Soul
)
÷6 +
Misc
Heart
Expanded Capacity
Waist
(
Properties
Throat
=
1
+
ESSENTIA CAPACITY Meldshaper PER SOULMELD Level
14 16 19 Shoulders
+
Soulmeld Save DC
Brow
=
Invested Essentia
Misc
Arms
Racial Bonus
9 Hands
Base Essentia
4 Feet
ESSENTIA POOL
Crown
INCARNUM
C TI
AO CH
IL
OD
SOULMELDS
Soulborn Level
SOULMELD SHAPES CHAKRA BINDS PER DAY
Properties
2
Misc
)
Properties
÷6 + (Round down)
MAX SOULMELDS
= The lower of:
{
- 10
4
Soulmeld Allowance
Properties
5
IL EV
GO C
TI
AO CH
IMMUNE TO STRENGTH EFFECTS
L FU W LA
OD
INCARNUM DEFENCE IMMUNE TO PARALYSIS
3 Properties
Constitution Score
Properties
IMMUNE TO FEAR IMMUNE TO EXHAUSTION
Misc Soulmeld Save DC
= 10 +
Invested Essentia
+ CON +
SMITE OPPOSITION SMITINGS PER DAY
Smitings Today Affected Alignments
TEMP ATTACK BONUS
OD GO
EV
C
TI
=
IL
L
FU
AO
TEMP DAMAGE Soulborn Level BONUS
+
W LA
= CHA +
CH
+
Misc
Misc
+
WANDS
SCROLLS
POTIONS
Waist
Meldshaper Level
(
1
+
18 Throat
=
Misc
Soulmeld Save DC
Arms
ESSENTIA CAPACITY PER SOULMELD
+
Invested Essentia
Brow
=
Racial Bonus
Feet
Base Essentia
14 Hands
ESSENTIA POOL
8 Crown
INCARNUM
Soulborn Level:
Shoulders
Meldshaper Level
EV
GO
L FU W LA
SOULBORN
C TI
AO CH
IL
OD
SOULMELDS
Totemist Level
SOULMELD SHAPES CHAKRA BINDS PER DAY
Meldshaper Level
EV
GO
L FU W LA
TOTEMIST
Essentia Capacity for soulmelds bound to the Totem Chakra is 1 higher; 2 higher from level 15
(Round down)
Constitution Score
MAX SOULMELDS
= The lower of:
{
3 Properties
- 10 Soulmeld Allowance
4 Properties
5 Properties
6 Properties
7 Properties
8 Properties
9 Properties Misc Soulmeld Save DC
= 10 +
Invested Essentia
+ CON +
WANDS
SCROLLS
POTIONS
Waist
÷6 +
2 Properties
Heart
Misc
Throat
)
Brow
(
1 Properties
14 17 Shoulders
=
Meldshaper Level
+
Soulmeld Save DC
Arms
ESSENTIA CAPACITY PER SOULMELD
+
Misc
Invested Essentia
9 Hands
=
Racial Bonus
5 Feet
Base Essentia
Totem
ESSENTIA POOL
2 Crown
INCARNUM
Totemist Level:
PSION
PREPARED SPELLS KNOWN POWERS
Manifester Level Level Bonus
POWERS KNOWN
+
Metacreativity
Psychokinesis
Psychometabolism
Psychoportation
Telepathy
PSIONICS POWER POINTS Base Points PER DAY
Bonus Points
=
+
Bonus Points
Racial
Misc
+
+
Manifester Level
= INT ×
÷2
(Round down)
Power Points
POWER LEVELS Power Point Level Cost
1
1
2
3
3
5
4
7
5
9
6
11
7
13
8
15
9
17
Power Save DC
Discipline Power
Power Save DC = 10 + INT + Power Level
PSICRYSTAL Name Personality Artiste
Liar
Resolved
Bully
Meticulous
Sage
Coward
Nimble
Single-minded
Friendly
Observant
Sneaky
Hero
Poised
Sympathetic
MAX POINTS POWER COST
Manifester Level
=
DISCIPLINE Clairsentience
MAX POWER LEVEL
Power
1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 21 22 23 24 25 26 27 28 29 30 31 32 33 34 35 36
Level
Cost
PREPARED SPELLS KNOWN POWERS
Manifester Level
PSYCHIC WARRIOR
Level Bonus
POWERS KNOWN
+
=
Power
Bonus Points
+
Bonus Points
Racial
+
Misc
+
Manifester Level
= WIS ×
÷2
Power Points
POWER LEVELS Power Level
Point Cost
1
1
2
3
3
5
4
7
5
9
6
11
7
13
8
15
9
17
Power Save DC
Power Save DC = 10 + INT + Power Level
(Round down)
MAX POINTS POWER COST
Manifester Level
=
PSIONICS POWER POINTS Base Points PER DAY
MAX POWER LEVEL
1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 21 22 23 24 25
Level
Cost
SOULKNIFE
Manifester Level
MIND BLADE ENHANCEMENT
MIND BLADE
MIND BLADE SPECIAL ABILITY POINTS
=
+ Special Ability
On entering an anti-psionic area, pass a Will Save (DC 20) to keep your mind blade active for this duration:
MIND BLADE Soulknife Level BONUS
÷4
MIND BLADE DURATION
(Round down)
Point Cost
Defending
1
Keen
1
Lucky
1
Mighty Cleaving
1
Psychokinetic
1
Sundering
1
Vicious
1
Collision
2
Base Attack Bonus
rds
Mind Blade Bonus
+
Default Critical Range: 19-20 Attack Bonus
Type
ft
=
Misc
+ STR +
Range
Soulknife Level
Damage
Critical
+
sq
Soulknife Blade Level Shape
Mind Blade Bonus Adjustment
Small
Damage: Medium
Large
Shortsword
1d3
1d6
1d8
Mindcrusher
2
1
Psychokinetic Burst
2
5
Longsword
1d4
1d8
2d6
Suppression
2
5
Bastard Sword *
1d6
1d10
2d8
Wounding
2
5
2 x Shortsword
1d3
1d6
1d8
Body Feeder
3
Mind Feeder
3
Soul Breaker
3
-1
* When using the mind blade in the shape of a
From level 3:
The damage type is Slashing unless altered.
PSYCHIC STRIKE CAPACITY
Bastard Sword as a two-handed weapon, STR bonus to attack is multiplied by 1½.
x2
Mind Blade Psychic Strike Bonus Charge
+
=
(
Soulknife Level
)
+1 ÷4
THROW MIND BLADE From level 2: Base Attack Bonus
Mind Blade Bonus
+ 30
+ DEX + Type
Range
6 sq
Misc
Attack Bonus
Damage
+
Critical
x2
WILDER
KNOWN POWERS
Manifester Level Level Bonus
POWERS KNOWN
+
=
Power
Bonus Points
+
Racial
+
Bonus Points
Misc
+
Manifester Level
= CHA x
÷2
(Round down)
Power Points used today
POWER LEVELS Power Level
Point Cost
1
1
2
3
3
5
4
7
5
9
6
11
7
13
8
15
9
17
Power Save DC
Power Save DC = 10 + CHA + Power Level
WILD SURGE MANIFESTER LEVEL Risk of Psychic MAX BONUS Enervation
+
%
Temp Attack Bonus
Temp Saving Throw Bonus
+
x 5%
}
rds
Surging Euphoria Bonus
Temp Damage Bonus
+
=
SURGING EUPHORIA DURATION
From level 4:
+
Manifester Level Bonus
=
ELUDE TOUCH From level 2:
TOUCH AC BONUS
+
= CHA VOLATILE MIND
From level 5:
POINT COST ADJUSTMENT
+
=
(
Wilder Level
)
-1 ÷5
Manifester Level Bonus
=
POWER POINTS Manifester Level MAX COST
=
PSIONICS POWER POINTS Base Points PER DAY
MAX POWER LEVEL
1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20
Level
Cost
CRUSADER
PREPARED SPELLS MANEUVRES
Crusader Level
Martial Adept INITIATOR LEVEL Class Levels
MARTIAL ADEPT
= 1
MAX MANEUVRE LEVEL
MANEUVRES READIED
Maneuvre
3
Other Class Levels
+
+ Type
d te an Gr a d y Re
MANEUVRES KNOWN
2
Martial Prestige Class Levels
(
)
(Round down)
Range
Area
Save DC
Range
Area
Save DC
÷2
1 2
STANCES KNOWN
3 4
STEELY RESOLVE
5
DELAYED DAMAGE POOL CAPACITY
6 7
Damage Pool
8 9 10 11
FURIOUS COUNTERSTRIKE Attack Bonus
+
}
=
Damage Bonus
+
(
Damage Pool
:
1 to 9 10 to 14 15 to 19 20 to 24 25 to 29 30+
1 2 →3 →4 →5 →6 → →
12
)
ZEALOUS SURGE From level 3: Zealous Surge Used Today
SMITE From level 6: Smite Used Today
15 16 17 18 19 20
2 3 4 5 6 7
e tiv
=
1
STANCES Ac
= CHA
Damage Bonus Crusader Level
+
14
Stance
Attack Bonus
+
From level 18: Smite Used Today
13
SWORDSAGE
Swordsage Level
MARTIAL ADEPT
PREPARED SPELLS MANEUVRES Martial Adept INITIATOR LEVEL Class Levels
= 1
MAX MANEUVRE LEVEL
1
+
+ Type
(
d se U y ad
MANEUVRES READIED
3
Other Class Levels
Re
Maneuvre
MANEUVRES KNOWN
2
Martial Prestige Class Levels
÷2
)
Range
Area
Save DC
Range
Area
Save DC
2 STANCES KNOWN
3 4
Swordsage Level
1 4 8 12 16
5
DISCIPLINE FOCUS
6
Discipline
7 8
Weapon Focus
9 10
Insightful Strike
11 12
Defensive Stance
13 14
Insightful Strike
15 16 17
Defensive Stance
18 19
QUICK TO ACT INITIATIVE BONUS
+
=
(
Swordsage Level
20
)
+4 ÷5 AC BONUS
ARMOUR CLASS BONUS
+
= WIS
21 (Round down)
22 23 24 25 26 27 28 29 30
2 3 4 5 6 7 8 9 10
e tiv
1
Ac
Stance
STANCES
WARBLADE
Warblade Level
MARTIAL ADEPT
PREPARED SPELLS MANEUVRES Martial Adept INITIATOR LEVEL Class Levels
= 1
MAX MANEUVRE LEVEL Maneuvre
1
+
+ Type
(
d se U y ad
STANCES KNOWN
MANEUVRES READIED
3
Other Class Levels
Re
MANEUVRES KNOWN
2
Martial Prestige Class Levels
÷2
)
Range
Area
Save DC
Range
Area
Save DC
2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20
2 3 4 5 6 7
e tiv
1
Ac
Stance
STANCES
Tome of Battle class
Martial Adept Class Level
MARTIAL ADEPT
PREPARED SPELLS MANEUVRES INITIATOR LEVEL
= 1
MAX MANEUVRE LEVEL Maneuvre
1
3
+ Type
Other Class Levels
+(
d se U y ad
STANCES KNOWN
MANEUVRES READIED
2
Martial Prestige Class Levels
Re
MANEUVRES KNOWN
Martial Adept Class Levels
÷2)
Range
Area
Save DC
Range
Area
Save DC
2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20
2 3 4 5 6 7
e tiv
1
Ac
Stance
STANCES
IL
OD C TI
AO CH
EV
GO
L FU W LA
BINDER
VESTIGES
Binder Level
Binder Prestige Class Levels
Effective Binder Level
nu
gm
1
Bo
1
Au
1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20
VESTIGE NAME
Vestige Level
Vestige Level
Binding DC
Binding DC
Sign
Sign
Special Requirements
Special Requirements
Granted Abilities
Granted Abilities
VESTIGE NAME
VESTIGE NAME
Vestige Level
Vestige Level
en
Max Binder Vestiges Vestige Level Level
ta ti s F on ea t
BINDER
VESTIGE NAME
Suppress Sign
2 3 2
Soul Guardian (immune to fear)
4
Soul Guardian (slippery mind)
5 6 3
Soul Guardian (immune to energy drain and negative levels)
7 8
Binding DC
Binding DC
Sign
Sign
Special Requirements
Special Requirements
Granted Abilities
Granted Abilities
VESTIGE NAME
VESTIGE NAME
Vestige Level
Vestige Level
Soul Guardian (mind blank)
4 SOUL BINDING
BINDING CHECK
Binder Level
= d20 + CHA + Binding time: 1 minute
If rushed, take a -10 penalty Good Bind Good Bind Good Bind Good Bind
1 2 3 4
PACT AUGMENTATION +5 Hit Points Energy Resistance 5 / acid Energy Resistance 5 / cold Energy Resistance 5 / electricity Energy Resistance 5 / fire Energy Resistance 5 / sonic
Bad Bind Bad Bind Bad Bind Bad Bind
+1 Saving Throws Damage Reduction 1/― +1 Armour Class +1 Attack Rolls +1 Damage +1 Initiative
Binding DC
Binding DC
Sign
Sign
Special Requirements
Special Requirements
Granted Abilities
Granted Abilities
VESTIGE NAME
VESTIGE NAME
Vestige Level
Vestige Level
BONUS FEATS Armour Proficiency (medium) Armour Proficiency (heavy) Defence Against The Supernatural Diligent Empower Supernatural Ability Enlarge Supernatural Ability Expel Vestige Extend Supernatural Ability Favoured Vestige Favoured Vestige Focus Rapid Recovery Ignore Special Requirements Improved Binding Investigator Martial Weapon Proficiency Negotiator Persuasive Rapid Pact Making Shield Proficiency Skilled Pact Making Sudden Ability Focus Supernatural Crusader Supernatural Opportunist Widen Supernatural Ability
Binding DC
Binding DC
Sign
Sign
Special Requirements
Special Requirements
Granted Abilities
Granted Abilities
VESTIGES VESTIGE NAME Vestige Level
VESTIGE NAME Binding DC
Vestige Level
VESTIGE NAME Binding DC
Vestige Level
Binding DC
Sign
Sign
Sign
Special Requirements
Special Requirements
Special Requirements
Granted Abilities
Granted Abilities
Granted Abilities
VESTIGE NAME
VESTIGE NAME
VESTIGE NAME
Vestige Level
Binding DC
Vestige Level
Binding DC
Vestige Level
Binding DC
Sign
Sign
Sign
Special Requirements
Special Requirements
Special Requirements
Granted Abilities
Granted Abilities
Granted Abilities
VESTIGE NAME
VESTIGE NAME
VESTIGE NAME
Vestige Level
Binding DC
Vestige Level
Binding DC
Vestige Level
Binding DC
Sign
Sign
Sign
Special Requirements
Special Requirements
Special Requirements
Granted Abilities
Granted Abilities
Granted Abilities
VESTIGE NAME
VESTIGE NAME
VESTIGE NAME
Vestige Level
Binding DC
Vestige Level
Binding DC
Vestige Level
Binding DC
Sign
Sign
Sign
Special Requirements
Special Requirements
Special Requirements
Granted Abilities
Granted Abilities
Granted Abilities
Fu
Shadow Caster Level
nd am en M ta ys ls te rie s
SHADOWCASTER
1 2 3 4 5 6 7
3
8 9 10 11 12 13
5
4
6
Apprentice paths Bonus feats Umbral sight (darkvision 30ft) Sustaining shadow (eat 1 meal /week) Initiate paths Appentice paths as spell-like abilities
8 9 10 11 12 13
Sustaining shadow (sleep 1 hour /day) Umbral sight (see in darkness 60ft) Master paths Initiate paths as spell-like abilities Apprentice paths as supernatural abilities
14 15
14 15 16 17 18 19 20
1 2 3 4 5 6 7
7
8
Unlimited use of fundamentals Sustaining shadow (immune to poison and disease)
16 17 18 19 20
Sustaining shadow (no need to breathe, eat or sleep)
FUNDAMENTALS
School
C TI
EV
IL
AO CH
Shadowcaster Level
PATHS & MYSTERIES Path Category
OD GO
L FU W LA
SHADOWCASTER
1 2 3
Mystery Level
Uses per day
# # # # # # # # # # # # # # # # # # # # #
Uses per day
1 2 3 4 5 6 7 8 9 10 11 12
# # # # # # # # # # # #
# # # # # # # # #
S ab pel ili l-li tie ke s Su ab pe ili rn tie at s ur al
Sp el ls
ABILITIES
Affected by antimagic field
√
√
Use provokes attack of opportunity
√
√
Subject to spell resistance
√
√
Can be dispelled
√
√
Can be counterspelled
√
Requires somatic components
√
√
Known Paths
=
÷2
# # # # # #
BONUS FEATS BONUS FEATS
# # #
(Round down)
# # #
TRUENAMER
UTTERANCES
Truenamer Level
TRUENAMER
True Namer Level
1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20
Ev ol vi ng M Cr in af d te dT oo Pe l rf ec te d M ap
Utterances Known Lexicons
1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20
Know Personal Truename Knowledge Focus
1 Truename Research
2
Knowledge Focus
1
Bonus Recitation Feat See the Named 1 /day Knowledge Focus
3
2 Sending Knowledge Focus
4
Bonus Recitation Feat
3 Speak unto the masses
5
4
Say my name and I am there
TRUESPEAK Target’s CR, Effective Level or Hit Dice
TRUESPEAK SKILL DC
(
= 15 + 2 ×
Modifiers
)+
Pass a Truespeak skill check each time to use an utterance or recitation.
DC MODIFIERS
Subsequent truespeak checks The same utterance on the same day Failed utterances don’t count
Speaking a personal truename If successful, gain a +2 to utterance save DC and caster level check to overcome target’s spell resistance
Speaking your own truename Gain a +4 competence bonus to Truespeak check
Utter defensively Prevents attacks of opportunity Apply for each enemy in range
Overcome spell resistance Voluntary
Speak unto the masses For each additional target beyond the first
RECITATIONS 1 2 3 4 5
+2 +2 ø +5 +5 +2
LEXICON OF THE EVOLVING MIND 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 21 22 23 24 25 LEXICON OF THE CRAFTED TOOL 1 2 3 4 5 6 7 8 9 LEXICON OF THE PERFECTED MAP 1 2 3 4 5 6 7 8 9
Utterances Known
Max Level
Level
Utterances Known
Max Level
Level
Utterances Known
Max Level
Level
Truenamer Level
UTTERANCE SAVE DC
= 10 +
(
Misc
)
÷ 2 + CHA +
DC increases by +2 when using a personal truename
Extended Cleric
PREPARED SPELLS
Class Level
0
GO
OD
L FU W LA
DEITY
C TI
EV
IL
AO CH
Domain Spell
SPELLS =
1
Base Bonus Spells + Spells WIS WIS - 4 WIS - 8 WIS - 12
Spells per day
Spell Save DC
0 1
Domain Spell
2
2
3 4 5 6
Domain Spell
7
3
8 9 Domain Spell
Spell Save DC = 10 + WIS + Spell Level
TURN / REBUKE UNDEAD OD GO
Rebuke, Halt, Awe, Control, Dispel Turning and Bolster Undead
EV
C
TI
AO
CH
IL
L
FU
Turn, Halt, Rout and Destroy Undead
4
Evil Cleric
W LA
Good Cleric
TURNS / REBUKES PER DAY
Misc
Domain Spell
Today
5
= 3 + CHA +
1
TURNING CHECK
Domain Spell
= d20 + CHA
2
TO TURN CREATURE MAX HIT DICE
=
3
( Turning Check ÷ 3 )+
Cleric Level Domain Spell
-4
7
TO DESTROY CREATURE MAX HIT DICE Cleric Level
=
4
6
÷2
(Round down)
Domain Spell
8
CREATURES AFFECTED TOTAL HIT DICE
Cleric Level
= 2d6 + CHA +
5
Domain Spell
TURNING SAVE WILL DC
9
CHA Domain
Domain
Granted Power
Granted Power
CLERIC DOMAINS Domain
Domain
Granted Power
Granted Power
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
PREPARED SPELLS KNOWN SPELLS
IL
OD C TI
AO CH
EV
GO
L FU W LA
Class Level
0 SPELLS
Spells Known
Spell Save DC
Spells per day
=
Base Bonus Spells + Spells
0 1 2 3
1
4 5 6 7 8 9
2
ARCANE SPELL FAILURE THRESHOLD
%
3 SCROLLS
4
5 POTIONS
6
7
WANDS
8
9
C TI
AO CH
IL
OD
PREPARED SPELLS PREPARED SPELLS
EV
GO
L FU W LA
Class Level
0
SPELLS Spell Save DC
Spells per day
=
Base Bonus Spells + Spells
0 1
1
2 3 4 5 6 7
2
8 9 ARCANE SPELL FAILURE THRESHOLD
%
3 SCROLLS
4
5 POTIONS
6
7 WANDS
8
9
FU
GO O
SPELLS
Class Level
W LA
D
Other
L
L EV I
C TI AO CH
1
SPELLS Spells per day
Spell Save DC
=
Base + Bonus Spells Spells
2
1 2 3
3
4 Spell Save DC = 10 + Stat + Spell Level
4
WANDS
SCROLLS
POTIONS
ORIGINS
IL
OD GO
L FU W LA
FRIENDLY
C TI
EV
Parents
AO CH
Name
CHARACTER BACKGROUND
HOSTILE
Origin / Town
IL
GO
L FU W LA
C
TI
AO CH
FRIENDLY
EV
/ Region
OD
Country
HOSTILE
AFFILIATIONS
IL
GO C
TI
AO CH
FRIENDLY
L FU W LA
OD
Religion
EV
PORTRAIT
HOSTILE
IL EV
GO C
TI
AO CH
FRIENDLY
L FU W LA
OD
Employer
HOSTILE
/ Town
IL
GO
L FU W LA
C
TI
AO CH
FRIENDLY
EV
/ Region
OD
Current Country
HOSTILE
GO
EV
C
TI
AO
CH
FRIENDLY
IL
L
FU
W LA
OD
Affiliation
HOSTILE
OD GO
EV
C
TI
AO
CH
FRIENDLY
IL
L
FU
W LA
Affiliation
HOSTILE
APPEARANCE
FRIENDS AND FOES OD
IL
FRIENDLY
C
TI
EV
MALE
GO
L
FU
W LA
Weight
AO
Height
CH
Age
FEMALE
Race
HOSTILE
Hair GO C
TI
AO
FRIENDLY
CH
Defining Features
EV IL
L
FU
W LA
OD
Eyes
GO
FU
W LA
OD
HOSTILE
EV IL
L
C TI
AO
CH
FRIENDLY
Preferred Clothing
GO
FU
W LA
OD
HOSTILE
EV
IL
L
C
TI
AO
HOSTILE
C
TI
AO
FRIENDLY
CH
HOSTILE
GO IC
T AO
FRIENDLY
CH
Likes
EV IL
L
FU
W LA
OD
Fears
EV IL
L
FU
GO O
W LA
D
Motivations
FRIENDLY
CH
PERSONALITY
EV I
C
TI
AO
CH
FRIENDLY
L
L
FU
GO
Dislikes
W LA
OD
HOSTILE
HOSTILE
OD C
HOSTILE
EV
TI
AO
CH
FRIENDLY
IL
L
FU
GO
W LA
Quirks
PARTY FUNDS Copper
cp
Silver
sp
Gold
gp
Platinum
pp
INVENTORY
Value
QUEST ITEMS Item
Weight
Attained
Carried by / given to
CONTAINER
CONTAINER Value
Total Weight Max Weight
Weight
lb lb
VEHICLE
lb
Total Weight Max Weight
VEHICLE
DEBTS
Total Weight
Value
Weight
lb lb
SPELL BOOK Level
Level
School
Cost
School
Cost School
Cost
Cost
Cost
Cost
School
School
School
School
School
School
School
School
School
School
School
Cost School
Cost School
Cost
School
Cost
Cost
Cost
School
Cost
Cost
Cost
School
Cost
Cost
Cost
School
Cost
Cost
Cost
School
Cost
Cost
Cost
School
School
School
School
Cost School
Cost School
Cost
Level
School
Cost School
Cost
School
Cost
SPELL BOOK Level
Level
Level
School
School
School
School
School
School
School
School
School
School
School
School
School
School
School
School
School
School
School
School
School
School
School
School
School
School
School
School
School
School
School
School
School
School
School
School
School
School
School
School
School
School
School
School
School
School
School
School
School
School
School
School
School
School
ANIMAL COMPANION Subtype
FEMALE
IC
Size Modifier
MALE
L
Size
Level
Height
Climb
ABILITIES Ability Score
Item Bonus
Ability Modifier
Temp Bonus
Escape Artist Hide
STR
STR
CON
CON
DEX
DEX
Move Silently
INT
INT
Search
WIS
WIS
Sense Motive
CHA
CHA
Jump Listen
Spot
Ability Modifier = (Total Ability Score - 10) ÷ 2
EQUIPMENT
Survival Swim
Attack Bonus
ft
DEX STR DEX DEX STR WIS DEX INT WIS WIS WIS STR
Attack Bonus
Properties
+
Attack Bonus
Range
AC Bonus
+
Properties
AC Bonus
Properties
AC Bonus
Properties
AC Bonus
+ + +
Fly Speed
ft
ft
ft
Critical
sq
sq
sq
Damage
Temp Attack Temp Damage
+
Critical
+
sq
GRAPPLE Attack Bonus
Range
ft
Damage
Size Modifier
GRAPPLE BONUS
Critical
=
sq
Misc
+ STR + x 4 +
HEALTH HIT POINTS Wounds
Dying
Stable
Non-lethal
Unconcious
hp
hp
SAVES FORTITUDE SAVE
= DEX +
hp
ARMOUR CLASS
Base Save
REF FEATS
Swim Speed
BASE ATTACK
+
Misc
Temp
Natural Armour
ARMOUR CLASS
AC
= 10 + DEX +
+
AC
= 10
/ +
TOUCH ARMOUR CLASS
WILL SAVE
WILL = WIS +
Size Modifier
Misc Modifier
-
+
-
+
-
+
FLAT-FOOTED ARMOUR CLASS
REFLEX SAVE
AC Bonus
Damage
BASIC SPEED
BASE ATTACK
FORT = CON + Properties
INIT = DEX +
Critical
sq
ft
Misc
SPEED
Range
ft
Damage
sq
d Ranks Racial, Feats
Balance
INITIATIVE INITIATIVE BONUS
Hit die
SKILLS
XP
ATTACKS
Level Ranks Adjustment Range
lb Effective
FU
T AO
CH
EV IL
Creature Level
Weight
W LA
D
Creature Type GO O
SUMMONED CREATURE Age
Base Attack
FAMILIAR Creature Name
+
AC Temp AC
EFFECTS
= 10 + DEX
/
Spell Resistance Damage Reduction
AC SPECIAL ABILITIES
PSICRYSTAL
Untrained
Appraise
PERSONALITY
Autohypnosis
Artiste
Observant
Bully
Poised
Coward
Resolved
Friendly
Sage
Hero
Single-minded
Liar
Sneaky
Meticulous
Sympathetic
Balance Bluff Climb
Disguise
Ability Modifier
STR CON INT Bonus
DEX
Temp Bonus
CON
Handle Animal Heal
DEX
WIS
WIS
CHA
CHA
Hide Intimidate Jump Listen Move Silently
Ability Modifier = (Total Ability Score - 10) ÷ 2
Granted Abilities Alertness * Improved Evasion Self-propulsion Shared Powers Sighted Telepathic Link Deliver Touch Powers
Open Lock Psicraft
PSICRYSTAL
Telepathic Speech
Forgery Gather Information
INT
3 5 7 9 11 13 15 17 19
Escape Artist
STR
INT
1
Decipher Script Disable Device
ABILITIES
Owner’s Level
Concentration Diplomacy
Nimble Ability Score
Natural INT Armour Bonus
Ride Search Sense Motive Sleight of Hand
+0
+0
Spellcraft Spot
+1
+1
Survival Track
+2
+2
+3
+3
Swim
Flight
+4
+4
Tumble
Power Resistance
+5
+5
Use Magic Device
Sight Link
+6
+6
Use Psionic Device
Channel Power
+7
+7
Use Rope
+8
+8
Knowledge: Psionics
+9
+9
* Applies to owner when within 5 ft
HEALTH
SKILLS
Crystal Name
Skill Bonus
Owner’s Ranks
INT WIS DEX CHA DEX CON INT CHA INT CHA DEX INT CHA CHA WIS DEX CHA STR WIS DEX DEX INT DEX INT WIS DEX INT WIS WIS SURVIVAL
STR DEX CHA CHA DEX INT
Misc
HIT POINTS Wounds hp
hp
COMBAT BASE ATTACK
ATTACKS
Temp Attack Temp Damage
+
+8
+
Range
ft
INITIATIVE with Self-propulsion: with Flight: Basic Speed Fly Speed BONUS
INIT
30 ft 6 sq
=
Misc
+ STR - 12 +
FORTITUDE SAVE
FORT = CON +
= DEX +
Damage
Critical
Range
Attack Bonus
Damage
Critical
ft
sq
ARMOUR
Misc
Temp
Natural Armour
ARMOUR CLASS
AC
= 10 + DEX +
FLAT-FOOTED ARMOUR CLASS
+
TOUCH ARMOUR CLASS
WILL SAVE
WILL = WIS +
Attack Bonus
+
REFLEX SAVE
REF
Critical
sq
SAVING THROWS Owner’s Base Save
Damage
sq
Range
ft
Attack Bonus
50 ft10 sq Size Modifier
GRAPPLE BONUS Base Attack
Owner’s Level
+
AC AC Temp AC
= 10
/
= 10 + DEX
Size Modifier
+4+
+
+4+ /
+4+
Spell Resistance Damage Reduction
AC COMBAT ABILITIES EFFECTS
Misc Modifier
Character Name
HEALTH
Race
Level
Class
HIT POINTS Wounds
Dying
Stable
Non-lethal
Unconcious
hp
hp
ABILITIES Ability Score
Item Bonus
Ability Modifier
SKILLS Temp Bonus
Skill
Balance
STR
STR
CON
CON
Escape Artist
DEX
DEX
Hide
INT
INT
WIS
WIS
CHA
CHA
Ability Modifier = (Total Ability Score - 10) ÷ 2
EQUIPMENT
Climb
Jump Listen Move Silently Search Sense Motive Spot Survival
Properties
Size Modifier
Swim
DEX STR DEX DEX STR WIS DEX INT WIS WIS WIS STR
COMBAT BASE ATTACK
+
Ranks Racial, Feats
+
INITIATIVE BONUS
ft
Temp Speed
sq
ft Size Modifier
GRAPPLE BONUS
=
Misc
Range
ft
Base Save
FORTITUDE SAVE
Misc
Temp
Range
ft
+ +
WILL SAVE
WILL = WIS +
Damage
Critical
Attack Bonus
Damage
Critical
Attack Bonus
Damage
Critical
+
Evasion
sq
DEFENCE Armour & Shield
ARMOUR CLASS
AC
= 10 + DEX +
AC
= 10
/ +
TOUCH ARMOUR CLASS
EFFECTS
Size Modifier
Temp AC
AC
-
+
-
+
= 10 + DEX
/
-
+
Spell Resistance Damage Reduction
/ COMBAT ABILITIES
Properties
Properties
Misc Modifier
FLAT-FOOTED ARMOUR CLASS
AC Properties
Attack Bonus
sq
SAVING THROWS
= DEX +
Critical
sq
sq
+ STR + x 4 +
FORT = CON +
Damage
sq
Range
SPEED ft
Attack Bonus
Misc
INIT = DEX +
REF
INVENTORY
Range
ft
REFLEX SAVE
Properties
ATTACKS
Temp Attack Temp Damage
Base Attack
Size
MALE
IL
hp Allegiance
FEMALE
C TI
AO CH
EV
GO
L FU W LA
OD
NPC
TOUCH AC FLAT-FOOTED AC
SKILLS Appraise Balance Climb Concentration Decipher Script Diplomacy Disguise Forgery Gather Information Handle Animal Heal Hide Listen Move Silently Ride Sense Motive Spellcraft Spot Survival Use Magic Device
LANGUAGES
IL
OD
Name
Name
Name
Name
Name
Name
Name
Name
Name
Name
XP
Campaign
WILL SAVE ARMOUR CLASS
EV
GO
OD
IL EV
GO
IL EV
OD GO
OD
IL EV
GO
OD
IL EV
GO
OD
IL EV
GO
OD
IL EV
GO
OD
IL EV
GO
OD
IL EV
GO
OD GO
IL EV
3.5e
PARTY
C TI
REFLEX SAVE
L FU W LA
AO CH
C TI
L FU W LA
AO CH
C TI
L FU W LA
AO CH
C TI
L FU W LA
AO CH
C TI
L FU W LA
AO CH
C TI
L FU W LA
AO CH
C TI
L FU W LA
AO CH
C TI
L FU W LA
AO CH
C TI
L FU W LA
AO CH
C TI
L FU W LA
AO CH
DEFENCE & SAVING THROWS FORTITUDE SAVE
Rank / Position Rank / Position Rank / Position Rank / Position Rank / Position Rank / Position Rank / Position Rank / Position Rank / Position
NPC NPC NPC NPC NPC NPC NPC NPC NPC
Rank / Position
NPC
Rank / Position
Rank / Position
NPC
NPC
Rank / Position
NPC
Rank / Position
Rank / Position
NPC
NPC
Rank / Position
NPC
Rank / Position
Rank / Position
NPC
NPC
Rank / Position
NPC
IL
Rank / Position
EV
OD
GO
3.5e
NPC
Organisation
NPC GROUP C TI
Campaign
L FU W LA
AO CH
FORTITUDE SAVE
DEFENCE & SAVING THROWS
REFLEX SAVE
WILL SAVE ARMOUR CLASS
TOUCH AC
FLAT-FOOTED AC
Appraise
SKILLS
Balance
Climb
Concentration
Decipher Script
Diplomacy
Disguise
Forgery
Gather Information
Handle Animal
Heal
Hide
Listen
Move Silently
Ride
Sense Motive
Spellcraft
Spot
Survival
Use Magic Device
LANGUAGES
3.5e
7
19
TIMELINE
8
20 9 10
33 22
34 23
35
of Page
Era
Campaign
2
3
4
12
5
6
24
13 14 15 16 17 18 7
8
9
10 11 12
36
31 32 33 34 35 36
18
5
30
17
4
29
16
3
28
15
2
27
14 13
37 38 39 40 41 42
25 26 27 28 29 30 19 20 21 22 23 24
6
1
32 21
11
1
31
26 25
Campaign
TIMELINE
3.5e
THREAD
Era Page
of DATE
EVENT
OTHER EVENTS