Dyslectic Charactersheet
Dyslectic Charactersheet
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CHARACTER
Name
Gender
LA
OD
W
GO
FU
L
Player Race Size Size
CH
IL
AO
EV
TI
Modifier
C
Campaign CLASSES Skill Ranks Hit Die Level Level
Adjustment
1 d
XP
2 d
ABILITIES 3 d Effective
Ability Item Ability RAGE! Fatigue Temp 4 d Character
Score Bonus Modifier Modifier Modifier Modifier Level
5 d
STR + - STR Favoured class + INT + CON
+1 per level hp rks per level per level
DEX - DEX SKILLS
Class Racial, Forbidden Armour
CON + CON Skill Skills Ranks Feats, Misc During Check
Untrained Bonus +3 Synergy RAGE! Penalty
INT INT Acrobatics DEX -
WIS WIS Appraise INT X
Autohypnosis WIS
CHA CHA
Bluff CHA +Mesmerist
Level ÷ 2 X
Ability Modifier = (Total Ability Score - 10) ÷ 2 (Round down)
Climb STR -
FEATS & SPECIAL ABILITIES
Concentration CHA + SacredLevel Servant
Bold SchemerDaredevil Dread
Level Level X
Level
Medium Mesmerist S
Level Level
Concentration INT + Magus Level
Occultist Cryptic
Level Level
Wizard Tactician Arcanist
X
Level Level Level
Concentration WIS + Hunter Level
Undead Lord Trapper Warpriest Druid
Level Level X
Level Level
Shaman Ma
Level
Diplomacy CHA X
Wild Empathy + Druid Level
Trapper
Level X
Disable Device DEX X -
Disarm Traps + Level Level ÷ 2
Trapsmith Trapper
Disguise CHA X
Escape Artist DEX X -
Fly DEX -
Handle Animal CHA X
Heal WIS
Intimidate CHA ±4 ifsmaller
larger/
Linguistics INT X
Perception WIS
Locate Traps + Trapsmith
Level Level ÷ 2
Trapper
Ride DEX -
Sense Motive WIS
Sleight of Hand DEX X -
Spellcraft INT X
Stealth DEX X -
Survival WIS
Track + Trapper Level Level ÷ 2
Hunter
X
Swim STR -
Use Magic Device CHA X
Craft (alchemy) INT X
Knowledge (arcana) INT X
Knowledge (dungeoneering) INT X
Knowledge (engineering) INT X
Knowledge (geography) INT X
Knowledge (history) INT X
Knowledge (local) INT X
Knowledge - INT
Profession - WIS
INT
Craft - INT
Knowledge (psionics) X
Knowledge (religion) INT X
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This character sheet uses trademarks and/or copyrights owned by Paizo Publishing, LLC, which are usedCHA
(comedy) Xyou to use or access
under Paizo's Community Use Policy. We are expressly prohibited from charging
this content. This character sheet is not published, endorsed, or specifically approved by Paizo Publishing. For more information about Paizo's Community Use Policy, please visit paizo.com/communityuse. For more information about Paizo Publishing and Paizo products, please visit paizo.com.
Profession (engineer) WIS X
INITIATIVE ATTACKS
Make unarmed strikes with any free limb
INITIATIVE BONUS Feats Training Misc Unarmed Strike Flurry of blows uses full STR bonus, even with off hand
INIT = DEX + + + Flurry of Blows Attack Bonus Attack Bonus Damage Critical
SPEED d ×
SPEED Speed with Armour Temp Speed
BASE ATTACK
Range Type Attack Bonus Damage Critical
BASE MELEE RANGED
ATTACK BONUS ATTACK ATTACK
ft sq d ×
ft sq d ×
COMBAT MANOEUVRES
COMBAT Ammo Special Ammo
Base
MANOEUVRE Attack Bonus / Size # #
BONUS Monk Level Modifier Misc
Ammo Special Ammo
CMB = STR + - + # #
COMBAT MANOEUVRE Dodge Deflection Monk Level Base Size SAVES
DEFENCE Modifier Modifier ÷4 Attack Bonus Modifier Base Racial Misc Temp
FORTITUDE SAVE
CMD = 10 + STR + DEX + + + WIS + + BAB - FORT = CON + + + +
FLAT-FOOTED Deflection Monk Level Base Size REFLEX SAVE
CMD Modifier ÷4 Attack Bonus Modifier
REF = DEX + + + +
CMD = 10 + STR / / + + WIS + + BAB - WILL SAVE
Temp CMB Temp CMD Conditional Modifiers WILL = WIS + + + +
+ CMB + CMD Level Level
2 Evasion 5 Purity of Body
4 Still Mind 9 Improved Evasion
HEALTH
Conditional Modifiers
HIT POINTS Wounds Dying Stable Non-lethal Unconscious
hp hp hp
AC = 10 + DEX + + + WIS + + +
FLAT-FOOTED ARMOUR CLASS
AC = 10 / / + + WIS + + +
TOUCH ARMOUR CLASS
AC = 10 + DEX + + + WIS + / +
Temp AC Spell Resistance Monk bonus applies when
unarmoured and unencumbered
+ AC Conditional Modifiers
Damage Reduction
/
Notes
© Marcus Downing 2022 https://www.dyslexic-charactersheets.com/ This character sheet uses trademarks and/or copyrights owned by Paizo Publishing, LLC, which are used under Paizo's Community Use Policy. We are expressly prohibited from charging you to use or access
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INVENTORY ARMOUR EQUIPMENT
Value Weight Head / Hat / Mask
Properties Properties
ft sq Headband
Check Penalty Weight Spell Failure Armour AC
lb % AC Properties
SHIELD
Eyes
Properties
Properties
Check Penalty Weight Spell Failure Shield AC
lb % AC
Neck / Throat
Properties
Shoulders
Properties
Chest
Properties
Belts
Properties
Properties Properties
Properties Properties
Ring Feet
Properties Properties
Silver , , sp
#
Gold , , gp
# Platinum , , pp
Carried Items lb Total , , , .
Light Load Weapons, Ammo lb
lb 50 coins weighs 1lb coins
Armour, Shield lb
Medium Load
Worn Items Debts , , .
lb
lb Scrolls, Potions, Valuables , , .
Wands, Components lb
Heavy Load
Coins lb Other items , , .
lb
Total Weight lb Total , , , .
© Marcus Downing 2022 https://www.dyslexic-charactersheets.com/ This character sheet uses trademarks and/or copyrights owned by Paizo Publishing, LLC, which are used under Paizo's Community Use Policy. We are expressly prohibited from charging you to use or access
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PRESTIGE CLASS FORCE OF WILL
LA
OD
W
imperial
GO
FU
Level Continue fighting Current
L
3 = 15 +
man-at-arms
CH
Will save DC negative hp
IL
AO
EV
TI
C
Staggered rather than disabled when hp drops below 0.
Man-at-Arms
Level
4 No Failure Allowed
5 Undying Loyalty
ARMORED STEALTH
ARMOR CHECK
PENALTY Man-at-arms
REDUCTION Level
- = ÷2 (Round down)
= + +
BROTHER IN ARMS
An Imperial Man-at-Arms is assumed to have any
Level teamwork feat to allow an ally to use the feat.
2 The Man-at-Arms does not himself gain any benefit from
the teamwork feat.
NO FAILURE ALLOWED
WILL SAVE Man-at-arms
Level BONUS Level
4
+ =
Applies against compulsion and mind-affecting effects.
© Marcus Downing 2022 https://www.dyslexic-charactersheets.com/ This character sheet uses trademarks and/or copyrights owned by Paizo Publishing, LLC, which are used under Paizo's Community Use Policy. We are expressly prohibited from charging you to use or access
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PREPARED SPELLS
ALCHEMIST
Alchemist EXTRACTS
Level
ALCHEMY
Extract Extracts Base 1
INT - 12
= +
INT - 4
INT - 8
Save DC per day Extracts
INT
1
2
3
4
5 2
6
= ( ÷2 )+
(Round down) 3
1
3
4
5
6
8 6
MUTAGENS
10
Strength Intelligence Natural Armour
Bonus + STR - INT Penalty + AC Bonus
11 Dexterity Wisdom
Bonus + DEX - WIS Penalty Alchemist
DURATION Level
Constitution Charisma
12
Bonus + CON - CHA Penalty mins = 10 mins ×
BOMBS
POISON RESISTANCE
POISON RESISTANCE FORTITUDE SAVE BONUS d6 +
+ BASIC DAMAGE OTHER DAMAGE Bombs Today
+ = 10 + ( ÷2 ) + INT
Splash Use this DC for Splash reflex saves, (Round down)
ft radius Discovery fortitude saves etc.
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this content. This character sheet is not published, endorsed, or specifically approved by Paizo Publishing. For more information about Paizo's Community Use Policy, please visit paizo.com/communityuse. For more information about Paizo Publishing and Paizo products, please visit paizo.com.
ALCHEMIST’S EXTRACT FORMULAE
Level Level Level
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Artificer ARTIFICER
TOME OF SECRETS Level
Artificer Crafting Elbow
ARTIFICER Caster Level Abilities Grease
Level
1 Jack of All Trades Weird Science +2
INVENTIONS
Bonus
2 Item Creation Scribe Scroll
Invention Inventions = Base +
Level Inventions
Save DC per day Inventions INT
3 Bonus Feat Brew Potion
1 4 Craft Wondrous Item
2 5 Salvage Craft Magic Arms and Armour
3
6 Metamagic Science +4
4
7 Craft Wand
Invention Save DC = 10 + INT + Spell Level
Invention time = 4 hours per spell level
8 Bonus Feat
Salvage Value , , , .
WANDS
CHARGES
#
CHARGES
SCROLLS POTIONS
CHARGES
#
CHARGES
#
CHARGES
#
CHARGES
#
CHARGES
#
© Marcus Downing 2022 https://www.dyslexic-charactersheets.com/ This character sheet uses trademarks and/or copyrights owned by Paizo Publishing, LLC, which are used under Paizo's Community Use Policy. We are expressly prohibited from charging you to use or access
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SACRED SERVANT SMITE EVIL
OF FOES Paladin Paladin Foes
Paladin PER DAY Level Level Misc Today
Level
( )+( )-1+
LA
OD
= ÷3 ÷6
W
GO
FU
(PALADIN)
L
Paladin Caster
CH
-3 =
IL
AO
EV
Level Level
C
ATTACK DEFLECTION
DETECT EVIL BONUS BONUS
Misc Misc
As a move action, detect evil in one creature or item within 60ft.
Does not detect any other evil auras nearby. + = CHA + + AC = CHA +
DIVINE GRACE
A successful strike with smite evil Smiting damage bonus applies double for the
Level Bonus to all bypasses damage reduction. first successful strike against evil outsiders,
2 CHA saving throws evil dragons and the undead.
DAMAGE Paladin EVIL DAMAGE Paladin
AURA BONUS BONUS
Level Misc Level Misc
( )+
AURA OF COURAGE
Level
Immune to fear effects including magic. + = + + = ×2
3 Allies within 10ft get +4 to saves against fear effects.
LAY ON HANDS
AURA OF JUSTICE
Level USES Paladin
Spend two uses of Smite Evil to grant allies the ability to
11 smite evil. The bonus lasts 1 minute, but must be used in
PER DAY Level Misc Uses Today
Level
the first round.
AURA OF FAITH
= ( ÷2 ) + CHA +
Level (Round down)
14 Weapons considered Good aligned for overcoming DR.
2 HEALING Paladin
AURA OF RIGHTEOUSNESS HIT POINTS Level Misc
( )+
Level Gain damage reduction 5/evil.
17 Immune to compulsion effects including magic. d6 = ÷2
Allies within 10ft get +4 to saves against charm effects.
(Round down)
DIVINE HEALTH MERCIES
Level Level
3 Immune to all diseases including magic.
3 12
CHANNEL POSITIVE ENERGY
6 15
Level Channelling positive energy uses up two of today’s
4 uses of Lay On Hands. 9 18
ENERGY Paladin
ROLL
PREPARED SPELLS
Level Misc
( )+
Domain Spell + 1
d6 = ÷2
(Round up)
1
WILL Paladin
SAVE DC Level
(Round down) 2
DOMAIN
Level Domain Domain Spell + 1
4
Granted Power Granted Power
3
Domain Spell + 1
Level
Level
4
DC
DC
Uses Uses
per day per day DIVINE BOND
Uses HOLY SYMBOL OF
SPELLS Level Bonuses per day
Spell Spells
=
Base
+
Bonus Spells 5 1 1
Save DC per day Spells CHA
8 2 Paladin
1 DURATION Level
9 2
mins =
Uses
2 11 3 today
3 13 3
+1 caster level on any Paladin spell +1 use /day of Lay On Hands
4 14 4
+1 DC on Channel Positive Energy +1d6 Channel Energy damage
Spell Save DC = 10 + CHA + Spell Level 17 5 4
CALL CELESTIAL ALLY 20 6
Level HOLY CHAMPION
Paladin Caster
8 Lesser Planar Ally
Level
-3= Level Increase damage reduction to 10/evil.
12 Planar Ally Level On using Smite Evil to successfully hit an outsider, that outsider is subject to Banishment.
Called
20 The effect of Smite Evil ends after this attack.
16 Greater Planar Ally this week
On using Channel Positive Energy or Lay On Hands, heal the maximum possible amount.
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SPELL BOOK
Spell Level Spell Level Spell Level
Components / Focus Book Page Components / Focus Book Page Components / Focus Book Page
Components / Focus Book Page Components / Focus Book Page Components / Focus Book Page
Components / Focus Book Page Components / Focus Book Page Components / Focus Book Page
Components / Focus Book Page Components / Focus Book Page Components / Focus Book Page
Components / Focus Book Page Components / Focus Book Page Components / Focus Book Page
Components / Focus Book Page Components / Focus Book Page Components / Focus Book Page
Components / Focus Book Page Components / Focus Book Page Components / Focus Book Page
Components / Focus Book Page Components / Focus Book Page Components / Focus Book Page
Components / Focus Book Page Components / Focus Book Page Components / Focus Book Page
Components / Focus Book Page Components / Focus Book Page Components / Focus Book Page
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this content. This character sheet is not published, endorsed, or specifically approved by Paizo Publishing. For more information about Paizo's Community Use Policy, please visit paizo.com/communityuse. For more information about Paizo Publishing and Paizo products, please visit paizo.com.
Magus WEAPON
Level
MAGUS Caster
Level Enhancement Attack Bonus Damage Critical
Spell Combat
ARCANE POOL -2 Attack Penalty + d ×
ARCANE POOL Magus
CAPACITY Level Misc DEFENSIVE CASTING
pts = ( ÷2 ) + INT + -
Defensive Casting
Attack Penalty Caster
Defensive
Casting Level 8
Level Bonus Bonus
(round down, min 1)
Maximum
INT Penalty Concentration = INT + + + 2
Level
Defensive Casting Bonus is double the Attack Penalty taken
pts 14
Automatic success on casting defensively
WEAPON ENHANCEMENT Level When casting a spell and attempting a melee attack against the same target, choose one of:
20 Attack Spell Save to overcome target’s
MAX WEAPON Magus + 2 Bonus + 2 DC Bonus + 2 spell resistance
ENHANCEMENT Level
PREPARED SPELLS
PREPARED SPELLS
+ = ÷4 (Round up)
Enhancement
Level ENHANCEMENT
9 +3 Speed 1
13 +4 Dancing
17 +5 Vorpal
SPELLS
Spell Spells Base Bonus Spells
= +
Save DC per day Spells
2
INT - 12
INT - 4
INT - 8
0
INT
1
2
3
4
3
5
6
Spell Save DC = 10 + INT + Spell Level
ARCANE SPELL FAILURE
% THRESHOLD
MAGUS ARCANA 4
ARCANA Magus
KNOWN Level
Arcane
= ÷3 Pool Cost
1 pts
5
2 pts
3 pts
6
5 pts
Level Knowledge Pool Arcane
= 1 pt
7 Prepare any Magus spell as if known Pool Cost
( Level ) + Adjustment
Improved Spell Recall Arcane Spell Metamagic
Pool Cost = ÷2
Level Reprepare any spell already cast today
6 pts
11 Improved Spell Recall Arcane Spell
Prepare any known spell as a swift action Pool Cost = Level (cannot use metamagic)
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MONK Monk
Level
MONK
Unarmed
UNCHAINED Monk Bonus Strike
Level Feats Damage
STUNNING FIST Sml / Lrg Armour Class Bonus
STUNNING FIST Monk Non-Monk Flurry of Blows Use a full attack action for an extra attack
PER DAY Level Levels
1 d6 Unarmed Strike Treat hands, feet, knees and elbows as weapons
( )
d4 / d8 Stunning Fist Stun (or other effects) target for one round
= + ÷4
2 Evasion Avoid all damage on successful reflex save
(Round down)
STUNNING FIST
TODAY Fast Movement +10 ft (which grants +4 to Acrobatics checks for jumping)
3
FORTITUDE Monk
SAVE DC Level 4 d8 Still Mind +2 to saves against enchantment
( ) + WIS
d6 / 2d6
= 10 + ÷2
5 Purity of Body Immune to all diseases
Level
1 Stunned No action this round Fast Movement +20 ft (which grants +8 to Acrobatics checks for jumping)
Lose DEX bonus to AC; -2 AC 6
4 Fatigued Cannot run or charge
7 Wholeness of Body Heal your own wounds - 2 ki points
-2 Strength and Dexterity
8 Sickened -2 to attack rolls, damage rolls,
8 d10
saving throws, skill and ability checks d8 / 2d8
12 Staggered May make a standard or move action, Improved Evasion Avoid half damage on failed reflex save
but not both 9 Fast Movement +30 ft (which grants +12 to Acrobatics checks for jumping)
16 Blinded Lose DEX bonus to AC; -2 AC
-4 on STR and DEX skills, opposed Perception 10
or 50% miss chance when attacking
DC 10 Acrobatics to move more than half speed 11 Flurry of blows (second) Additional attack
Deafened -4 initiative; 20% miss chance when attacking
-4 on opposed Perception 12 2d6 Fast Movement +40 ft (which grants +16 to Acrobatics checks for jumping)
automatically fail Perception checks for sound d10 / 3d6
20 Paralysed No action for 1d6 rounds 13 Tongue of the Sun and Moon Speak with any living creature
Lose DEX bonus to AC; -2 AC
BONUS FEATS 14
Catch off-guard Combat Reflexes
15 Fast Movement +50 ft (which grants +20 to Acrobatics checks for jumping)
Level Deflect Arrows Dodge
1 Improved Grapple Scorpion Style 16 2d8
2d6 / 3d8
Throw Anything
Gorgon’s Fist Improved Bull Rush
17 Timeless Body No age penalties or artificial ageing
Level
Improved Disarm Improved Feint 18 Fast Movement +60 ft (which grants +24 to Acrobatics checks for jumping)
6
Improved Trip Mobility
19 Flawless Mind Take the better of 2 will saves
Level Improved Critical Medusa’s Wrath
10 Snatch Arrows Spring Attack 20 2d10 Perfect Self Treated as outsider
2d8 / 4d8
KI POOL
KI POOL Monk KI POWERS
Level CAPACITY Level
Level
3
= ( ÷2 )+ WIS 4
KI
POOL Level
Level KI STRIKE
6
3 As long as you have at least 1 ki point left,
treat unarmed attacks as magic weapons
7 Treat unarmed attacks as cold iron and silver weapons Level
8
10 Treat unarmed attacks as lawful weapons
16 Treat unarmed attacks as adamantine weapons Level
STYLE STRIKE 10
Level
Level
5 12
Level Level
9 14
Level
Level
13 16
Level Level
Apply two unarmed style strikes each round
15 18
Level Level
17 20
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BOLD SCHEMER
Skald PREPARED SPELLS
KNOWN SPELLS
Level
SPELLS
Spells Spell Spells = Base + Bonus Spells
0
Known Save DC per day Spells
CHA - 12
CHA - 4
CHA - 8
0
CHA
1
1
2
3
2
4
5
6
3
Spell Save DC = 10 + CHA + Spell Level
ARCANE SPELL FAILURE THRESHOLD
Skalds can wear light or medium armour and a
% shield without risking spell failure.
BARDIC KNOWLEDGE 4
KNOWLEDGE Skald Misc
BONUS Level
= ( ÷2 )+ 5
RAGING SONG!
Level Strength Constitution Will AC
1 +2 +2 +1 –1
INSPIRED RAGE!
4 +2 6
8 +4 +4 +3
12 +4
16 +6 +6 +5
RAGING SONG!
DURATION Skald
20 +6 –0
PER DAY Level
Misc
Rounds today
( )
Level SONG OF MARCHING
3 Allow allies to march at full speed without fagigue for an rds = 1 + × 2 + CHA +
hour. Counts as one use of raging song.
Level SONG OF STRENGTH Skald Level Level Level
Begin or switch raging song as a move action. Begin or switch raging song as a move action.
6 Strength bonus = ÷2 7 13
Level SONG OF THE FALLEN Level MASTER SKALD
14 Temporarily revive dead allies. Spend 1 round of raging Allies with rage class abilities may use features dependent on those abilities without restriction.
20 Allies may make an additional attack as part of a full-round action.
song per revived ally.
WELL-VERSED RAGE! POWERS
Level Bonus to saves against Bardic Performance, RAGE! POWERS Skald
2 +4 sonic and language-dependent effects. KNOWN Level
Misc
= ( ÷4 )×2 5
Level BOLD STRATEGY
10 Grant half that bonus to allies that can see you.
SPELL KENNING
6
Once a day, cast any bard, cleric or sorcerer/wizard spell.
Level Uses a spell slot of the spell’s level. Spells
5 Level Twice a day Level
Thrice a day Today 7
11 17
LORE MASTER
Level TAKE 10 TAKE 20 PER DAY Take 20 8
Unlimited uses Today
7 per day
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HUNTER
Hunter PREPARED SPELLS
KNOWN SPELLS
Level
SPELLS
Spells Spell Spells = Base + Bonus Spells 0
Known Save DC per day Spells
WIS - 12
WIS - 4
WIS - 8
0
WIS
1
2 1
3
4
5
6 2
Spell Save DC = 10 + WIS + Spell Level
Caster
Concentration = WIS + Level
ANIMAL COMPANION
Animal Companion’s Name
4
Creature Type
Level
Level
Level
Improve the attitude of a wild animal as if using Diplomacy. companion
1 8 12 15
Take -4 penalty to influce a magical beast.
Bat Darkvision 60ft Darkvision 90ft Blindsense 10ft
Hunter
Wild Empathy = CHA + Level Bear +2 Constitution +4 Constitution +6 Constitution
Bull +2 Strength +4 Strength +6 Strength
Level Hunter
Survival Level Falcon +4 Perception +6 Perception +8 Perception
2
Track = +( ÷ 2) Frog +4 Swim and jump +6 Swim and jump +8 Swim and jump
Monkey +4 Climb +6 Climb +8 Climb
Level SWIFT TRACKER Mouse Evasion Improved evasion
8 Track at normal speed with no penalty, or at twice normal Owl +4 Stealth +6 Stealth +8 Stealth
speed with only -10 penalty.
Snake +2 AoO attack and AC +4 AoO attack and AC +6 AoO attack and AC
BONUS FEATS
Stag +5ft Speed +10ft Speed +20ft Speed
Level
Precise shot Outflank Tiger +2 Dexterity +4 Dexterity +6 Dexterity
2
Wolf Scent 10ft Scent 20ft Scent 30ft
3
Level
6 8
Apply two aspects to yourself, and two to your animal compaion.
WOODLAND STRIDE
Level Hunter and animal companion may move through any sort
5 of undergrowth without slowing down or taking damage.
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this content. This character sheet is not published, endorsed, or specifically approved by Paizo Publishing. For more information about Paizo's Community Use Policy, please visit paizo.com/communityuse. For more information about Paizo Publishing and Paizo products, please visit paizo.com.
FAMILIAR / ANIMAL COMPANION / MOUNT / SUMMONED CREATURE HEALTH
Creature Name Age Creature HIT POINTS Wounds Dying Stable Non-lethal Unconscious
Level
hp hp hp
Creature Type Subtype Weight Height
DICE
COMBAT ATTACKS
HIT
lb ft d
LA
OD
W
GO
FU
SKILLS
CH
IL
AO
EV
INIT = DEX +
TI
Gender
C
Attack
WIS + STR -
Base
Swim CMB = +
CHA CHA COMBAT MANOEUVRE Dodge Deflection Base Size Morale
DEFENCE Modifier Modifier Attack Bonus Modifier Misc Bonus
Ability Modifier = (Total Ability Score - 10) ÷ 2
EFFECTS
TRAINING
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Paizo's Community Use Policy. We are expressly prohibited from charging you to use or access this content. This character sheet is not published, endorsed, or specifically approved by Paizo Publishing.
For more information about Paizo's Community Use Policy, please visit paizo.com/communityuse. For more information about Paizo Publishing and Paizo products, please visit paizo.com.
STEELBLOOD!
Bloodrager BLOODLINE
Level
(BLOODRAGER)
BLOODRAGER Bloodline powers
Bloodrager Level
1
{
Level
Indomitable Stance
1 BLOODRAGE!
Level
20 Mighty BLOODRAGE!
20
INDOMITABLE STANCE
CMB, CMD against overrun combat manoeuvres, reflex BLOODRAGE!
+1 saves against trample attacks, AC against charge attacks,
BLOODRAGE! DURATION Bloodrager BLOODRAGE!
attack and damage against charging foes. Misc
PER DAY Level TODAY
MAX ARMOUR
ARMOUR TRAINING
ARMOUR CHECK rds = 2 + CON + ( ×2 )+ rds
Level DEX BONUS PENALTY REDUCTION
STRENTH CONSTITUTION WILL ARMOUR
5 + - SCORE SCORE SAVE CLASS
BONUS BONUS BONUS PENALTY
SPELLS
BLOODRAGE! 4 4 2 -2
Spells Spell Spells Base
CHA - 12
CHA - 4
CHA - 8
= +
Known Save DC per day Spells GREATER BLOODRAGE! 6 6 3 -2
CHA
1 MIGHTY BLOODRAGE! 8 8 4 -2
2
3 STR CON AC
4 Strength Score Dexterity Score
FATIGUED BLOOD Penalty: -2 Penalty: -2
Spell Save DC = 10 + CHA + Spell Level
DURATION = RAGE! ×2 Cannot rage, run or charge
BLOODLINE FEATS Duration STR
-1 DEX
-1 while fatigued.
Level SPELLS
6 Bloodline Spell
1
Level
9
Level
15
Bloodline Spell
Level 3
18
BLOOD DEFLECTION
Level Sacrifice a spell slot to gain an AC bonus of that level.
7 This can be done after a hit is confirmed.
Bloodline Spell
4
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this content. This character sheet is not published, endorsed, or specifically approved by Paizo Publishing. For more information about Paizo's Community Use Policy, please visit paizo.com/communityuse. For more information about Paizo Publishing and Paizo products, please visit paizo.com.
DAREDEVIL Bard
Level
PREPARED SPELLS
KNOWN SPELLS
(BARD)
SPELLS 0
Spells Spell Spells = Base + Bonus Spells
Known Save DC per day Spells
CHA - 12
CHA - 4
CHA - 8
0
CHA
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 PERFORMANCE
DURATION Bard
Misc
PER DAY Level
rds = 2 + ( )
× 2 + CHA +
4
Rounds
Today
WILL SAVE DC Bard Level
= 10 + ( ÷2 ) + CHA
Level Begin or switch a bardic performance as a move action,
5
7 rather than as a standard action.
PERFORMANCES
COUNTERSONG
Counter magical effects that depend on sound. 6
Allies within 30ft use Performance roll in place of a saving throw
DISTRACTION
Counter magical effects that depend on sight.
Allies within 30ft use Performance roll in place of a saving throw AGILE
Bard AGILE Bard Misc
FASCINATE
Level BONUS Level
MAX AUDIENCE
= ÷3 (Round up)
+ = ( ÷2 )+ Apply this bonus to Acrobatics, Bluff, Climb
and Escape Artist skill checks
+ = ( +1 )÷6 Level
2
COMBAT MANOEUVRES
+2
Bonus to allies’ reflex saves, and double to Dexterity-based skills
Allies who move at least 10ft gain a dodge bonus to their AC 6 Bonus applies to CMB to attempt,
and CMD to resist, any of your
INSPIRE COMPETENCE 10
Level chosen manoeuvres.
3 + 14
Level SUGGESTION
18
6 Suggest actions to one already fascinated creature DAUNTLESS
Level DIRGE OF DOOM MORALE Bard
BONUS Level
8 Cause enemies within 30ft to become shaken Level
Level
INSPIRE GREATNESS MAX AFFECTED
2 + = ( +2 )÷4 Apply this bonus to saving throws against
mind-affecting effects, including fear effects
2 × (d10 + CON) temporary hit points,
9 +2 attack, +1 fortitude save SCOUNDREL’S FORTUNE
FORTUNE Bard Fortune
Level SOOTHING PERFORMANCE PER DAY Level Today
Mass Cure Serious Wounds Level
12 Removes the fatigued, sickened and shaken conditions 5 Roll the d20 twice for a skill check
+ = ÷5 and take the better result
Level FRIGHTENING TUNE
14 Enemies are frightened and flee your performance JACK OF ALL TRADES
Level
INSPIRE HEROICS MAX AFFECTED Use any skill as if you were trained
Level 10
+ 4 to all saving throws
15 Level
+ 4 to AC All skills are considered class skills
16
Level MASS SUGGESTION
Level
18 Suggest actions to already fascinated creatures Able to take 10 on any skill
19
Level DEADLY PERFORMANCE
20 Cause an enemy to die of joy or sorrow
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PREPARED SPELLS
INVESTIGATOR
Investigator EXTRACTS
Level
ALCHEMY
Extract Extracts Base 1
INT - 12
INT - 4
INT - 8
= +
Save DC per day Extracts
INT
1
2
3
4
5
2
6
Extract Save DC = 10 + INT + Extract Level
INSPIRATION
INSPIRATION Investigator Misc
PER DAY Level
=( ÷ 2 ) + INT +
Inspiration
today 3
Add 1d6 to any skill check 1pt
Including skill checks on which you take 10 or 20
Add 1d6 to Knowledge, Linguistics or Spellcraft 0pt
Provided you have one rank in the skill
Add 1d6 to one attack roll 2pt
Add 1d6 to one saving throw 2pt
Level Inspiration bonus is now 2d6
4
20 Apply the Inspiration bonus to any skill check.
TRAPS
Investigator
Perception Level
Locate traps = +( ÷ 2)
Disable
Device
Investigator
Level
5
Disable traps = +( ÷ 2)
TRAP Investigator
SENSE Level
Level
3 = ÷3
(Round down)
Bonus to reflex saves and AC against traps. 6
POISON LORE
Cannot accidentally poison yourself.
Spend a minute examining a poison to identify it with
Level Knowledge (nature) or Knowledge (arcana).
2 DC = the poison’s saving throw DC.
Spend a minute to neutralise a poison with Craft (alchemy). INVESTIGATOR TALENTS
DC = the poison’s saving throw DC.
KEEN RECOLLECTION
Level
Attempt any knowledge skill check untrained.
3
STUDIED COMBAT
Study foe as a move action to increase attack and damage.
INSIGHT Investigator
BONUS Level
= ÷2
(Round down)
Level To study the same foe within 24 hours, spend 1 inspiration.
4 STUDIED Investigator
STRIKE Level
d6 = ( ÷2)-1
(Round down)
This damage bonus is not multiplied by critical hits.
You must be able to see your target clearly.
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this content. This character sheet is not published, endorsed, or specifically approved by Paizo Publishing. For more information about Paizo's Community Use Policy, please visit paizo.com/communityuse. For more information about Paizo Publishing and Paizo products, please visit paizo.com.
Class PREPARED SPELLS
KNOWN SPELLS
LA
OD Level
W
GO
FU
L
CH
IL
AO
EV
TI
0
C
SPELLS
Spell Spells Base Bonus Spells
= +
Save DC per day Spells
1
2
3 1
4
5
6
7
8
9 2
ARCANE SPELL FAILURE
% THRESHOLD
SCROLLS
POTIONS
5
WANDS
8
CHARGES
#
CHARGES
#
9
CHARGES
#
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this content. This character sheet is not published, endorsed, or specifically approved by Paizo Publishing. For more information about Paizo's Community Use Policy, please visit paizo.com/communityuse. For more information about Paizo Publishing and Paizo products, please visit paizo.com.
MOUNTED RAGE!
Barbarian
Level
RAGE! RAGE!
FURY!
DURATION Barbarian Misc
PER DAY Level TODAY
{
Level
Fast Rider
1 RAGE! 4 4 2 -2
RAGE!
GREATER RAGE! 6 6 3 -2
3 Trap Sense +1
MIGHTY RAGE! 8 8 4 -2
5 Bestial Mount
Ability Modifier =
6 Trap Sense +2 (Total Ability Score - 10) ÷ 2 STR CON AC
7 Damage Reduction 1/― FATIGUED RAGE! Strength Score Dexterity Score
DURATION Duration Penalty: -2 Penalty: -2
9 Trap Sense +3 Cannot rage, run or charge
rds = ×2 STR
-1 DEX
-1 while fatigued.
10 Damage Reduction 2/―
RAGE! POWERS
11 Greater RAGE!
RAGE! POWERS Barbarian Misc
KNOWN Level
12 Trap Sense +4
14 Indomitable Will 1
15 Trap Sense +5
18 Trap Sense +6
3
19 Damage Reduction 5/―
20 Mighty RAGE!
4
FAST RIDER
Increased movement speed for
10 ft 2 sq any creature you ride 5
BESTIAL MOUNT
Barbarian Druid
Level
- 4= Level 6
MOUNT
Level
3
Morale bonus to your mount’s strength
7
STR
+1 modifier during RAGE!
(+2 to Strength score)
10
11
12
13
14
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Class PREPARED SPELLS
PREPARED SPELLS
LA
OD
Level
W
GO
FU
L
CH
IL
AO
EV
TI
C
0
SPELLS
Spell Spells Base Bonus Spells
= +
Save DC per day Spells
1
2 1
3
4
5
6
7
8
2
9
SCROLLS
POTIONS
7
WANDS
CHARGES
#
8
CHARGES
9
CHARGES
#
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this content. This character sheet is not published, endorsed, or specifically approved by Paizo Publishing. For more information about Paizo's Community Use Policy, please visit paizo.com/communityuse. For more information about Paizo Publishing and Paizo products, please visit paizo.com.
FIGHTER Fighter
Level
ATTACK BONUS DMG CRIT
Base
WEAPON TRAINING
Attack + + + / / /
Bonus
Level Weapon type
Dexterity DEX
5
Strength rating (composite bow) STR
9
Penalty for insufficient strength -2
13
Off-hand weapon (crossbow only) -4 / -8
17 Two-weapon fighting Reduces penalty to: -2 / -2
ARMOUR TRAINING Masterwork Doesn’t stack with magic bonus +1
MAX ARMOUR ARMOUR CHECK
DEX BONUS PENALTY REDUCTION
Weapon Focus: +1
+2
WEAPON BONUSES
Greater Weapon Focus
+ -
Weapon Specialisation: +2
19
Level
Favoured Enemy
2
BUFFS
Critical Mastery Apply two critical effects at once Morale Bonus Inspire Courage and similar
+ +
Sneaking Precision Apply a critical effect to the
second sneak attack in a round
TEAMWORK FEATS SUBTOTAL BUFFS & TEAMWORK / / /
Allied Spellcaster +2 to overcome spell resistance Hammer the Gap On a successful attack +1 per successive hit
Coordinated Defence +2 to CMD Point-blank shot Within 30ft +1 +1
Coordinated Manoeuvres +2 to CMB Precise shot No penalty firing into melee
Duck and Cover Take ally’s result on reflex save Clustered shots Group arrows to overcome damage reduction
Lookout Act in surprise round if ally can act Bullseye shot Line up shot as a move action +4
Shield Wall +1 / +2 to AC when both using shields
Focused shot Within 30ft INT
Shielded Caster +4 to concentration checks
Rapid shot Extra attack at full -2
ATTACK ACTIONS
}
Escape Route Don’t provoke AoO when adjacent to an ally
Vital Strike Extra damage dice + 1 die
Feint Partner When ally feints, enemy loses DEX bonus to AC Improved Vital Strike + 2 dice + d
Improved Feint Partner When ally feints, gain AoO
Greater Vital Strike + 3 dice
Pack Attack Ally’s attack allows you to take 5ft step Devastating Strike +2 per extra die +
Seize the Moment AoO when ally confirms critical hit Improved Devastating Strike +2 per die + to confirm criticals
Shake It Off +1 to all saving throws per adjacent ally
Tandem Trip When ally is adjacent, roll twice for trip CMB Critical Focus + 4 to confirm criticals
Target of Opportunity Extra attack when ally hits with ranged
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UNDEAD Cleric PREPARED SPELLS
PREPARED SPELLS
LA
OD
Level
W
GO
FU LORD
L Caster
CH
IL
AO
EV
TI
Level
C
OF
0
(CLERIC)
DEATH DOMAIN Domain Spell + 1
Domain
SPELLS
Spell Spells Base Bonus Spells
Save DC per day
=
Spells
+
2
WIS - 12
WIS - 4
WIS - 8
0
WIS
1 +1 +1
2 +1 +1
Domain Spell + 1
3 +1 +1
4 +1 +1
5 +1 +1
3
6 +1 +1
7 +1 +1
8 +1 +1
Domain Spell + 1
9 +1 +1
Spell Save DC = 10 + WIS + Spell Level
1d8 + Level 1 5
Light Wounds (1 - 5)
4
Mass Spell Level
= 3 + CHA +
Domain Spell + 1
ENERGY Cleric
ROLL Level Misc
7
d6 = ( ÷2 )+ (Round up)
WILL Cleric
SAVE DC Level Misc
Domain Spell + 1
=10 + ( )
÷ 2 + CHA +
CHANNEL RANGE 8
Radius centred
30 ft on the Cleric
Level
(RANGER) Bonus
+ Ranger
Level
FAVOURED ENEMIES 2
Level FAVOURED ENEMY BONUS +2 4 6 8 10
1
6
5
10 10
14
15 Ranger bonus feats can be taken without the normal pre-requisites,
18
but only apply when not wearing heavy armour.
20
HUNTER’S BOND
Bonus to attack, damage and selected skills against this enemy
Level
SHARE FAVOURED ENEMY ANIMAL COMPANION
FAVOURED TERRAINS 4
Level FAVOURED TERRAIN BONUS +2 4 6 8 SHARE FAVOURED ENEMY Name
3 DURATION Misc
(WIS minimum 1)
13 Ranger Druid
As a move action, share half your Favoured Enemy -3=
bonus against a single target with all allies within 30 ft Level Level
18
TRAPS
Bonus to Initiative and selected skills when in this terrain
TRAPS Ranger Traps
WILD EMPATHY PER DAY Level today
= 10 + ( ÷ 2 ) + WIS + -2
Level
SNARE TRAP
5
5
11
13
15
17
19
WANDS
SCROLLS POTIONS
CHARGES
#
CHARGES
#
CHARGES
#
CHARGES
#
CHARGES
#
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SWASHBUCKLER DEEDS
Cost
Swashbuckler
Level Derring-do Add 1d6 to Acrobatics, Climb, Escape Artist, Fly, Ride or Swim. 1 pt
If the roll is 6, add another (up to your DEX).
PANACHE Dodging panache Move 5ft immediately when attacked, gaining a bonus to AC equal 1 pt
Level
PANACHE to your CHA. This provokes attacks of opportunity.
1
PER DAY Misc
Opportune parry Spend use of attack of opportunity to parry a melee attack. 1 pt
= CHA + and riposte Make an attack roll (taking -2 per size category); if it’s higher than the
pts attackers, they miss. Must declare before the attack is rolled.
Current panache cannot exceed daily allowance. If successful, make an immediate melee attack.
Gain the Weapon Finesse feat, letting you use dexterity in place of
strength with selected weapons. Swashbuckler’s Take no Acrobatics penalty when moving through threatened square *
Use charisma in place of intelligence to qualify for combat feats. grace at full speed.
CHARMED LIFE Superior feint Purposefully miss melee attack to deny target their DEX bonus to AC. *
Uses Level Targeted strike Make one attack as a full round action to cripple opponent. 1 pt
Level per day Add CHA to a saving throw before it is rolled. 7 Head Confused for 1 round.
2 3
6 4 Arms Takes no damage but drops carried item.
10 5 Uses Legs Knocked prone (does not affect four-legged creatures)
14 6 today Torso Staggered for 1 round.
18 7
Bleeding wound On a successful hit, deal bleed damage equal to your DEX. 1 pt
NIMBLE
Or deal 1 point of Strength, Dexterity or Constitution damage. 2 pts
NIMBLE Swashbuckler
DODGE BONUS Level Evasive Evasion Avoid any damage on a successful reflex save. *
Level
3 + AC = ( +1 )÷4 Level
11
Uncanny dodge Cannot be caught flat-footed or denied DEX bonus to
AC against an invisible attacker.
*
While wearing only light armour. Anything that takes away Improved Cannot suffer sneak attack by being flanked, *
your DEX bonus to AC also takes this bonus. uncanny dodge unless by Rogue four levels higher.
BONUS FEATS Subtle blade Immune to disarm, steal and sunder combat manoeuvres targeting *
a light or one-handed piercing melee weapon.
Level
4 Dizzying defence Fight defensively as a swift action, gainint +4 AC for -2 attack. 1 pt
Level Perfect thrust As a full-round action, make a single attack against target’s touch AC, *
Level 15 bypassing damage reduction.
8 Swashbuckler’s edge Take 10 on Acrobatics, Climb, Escape Artist, Fly, Ride or Swim checks, *
even while distracted or in immediate danger.
Level
Cheat death On falling to 0hp or lower, restore to 1hp. all remaining points
12
Level
19
Deadly stab On confirming a critical hit, target must make fortitude save or die. 1 pt
Level Stunning stab On a hit, target must make fortitude save or be stunned for 1 round. 2 pts
16
* Deeds with no cost are only available while you have at least 1 panache point remaining
FORTITUDE Swashbuckler
Level SAVE DC Level
20
= 10 + ( ÷2 ) + DEX (Round down)
SWASHBUCKLER WEAPON TRAINING
ATTACK /
DAMAGE Swashbuckler
BONUS Level
Level
5
+ = ( -1 )÷4
With a light or one-handed piercing melee weapon.
Gain the Improved Critical feat with light or one-handed
piercing melee weapons.
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Dread TERROR
PSIONICS expanded Level
TERRORS Bonus
DREAD Manifester
Level
PER DAY
=
Points
+ CHA
Uses today
DREAD TALENTS
1 1
2 2
FEARSOME INSIGHT
INTIMIDATE Dread 3
BONUS Level
= + + + 1
2
Manifester 3
Bonus Points Level
4
= CHA × ÷2 (Round down)
5
Power Points used today
6
7
8
POWER LEVELS
Power Point Power Wild Surge 9
Level Cost Save DC Save DC
10
0 0
11
1 1
12
2 4
13
3 5
14
4 7
15
5 9
16
6 11
17
Power Save DC = 10 + CHA + Power Level
POWER LEVELS 18
Become a native outsider 19
Level Damage resistance 10 / psionic
20
15 Turn ethereal at will
Use Nightmare Form at will
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Caster PREPARED SPELLS
KNOWN SPELLS
OCCULTIST Level
Abjuration Evocation
0
Conjuration Illusion
Divination Necromancy
1
Enchantment Transmutation
SPELLS
2
Spells Spell Spells = Base + Bonus Spells
Known Save DC per day Spells
INT - 12
INT - 4
INT - 8
0
INT
1 3
2
3
4
4
5
5
6
Spell Save DC = 10 + INT + Spell Level
6
To cast a spell without the corresponding implement:
CONCENTRATION Spell
CHECK DC Level IMPLEMENTS
Implement School Mental Focus
= 10 +
MENTAL FOCUS
Spend 1 hour each morning to invest mental focus in implements.
Activate the resonant power of your implements by expending
mental focus.
POINTS Occultist
PER DAY Level
= + INT
GENERIC FOCUS
Focus invested in yourself can be used to activate any
implement’s resonant power, but costs twice as much.
SHIFT FOCUS
Level
With 1 minute of quiet contemplation, shift a number of
4 points from one implement to another at the cost of 1pt. MAGIC CIRCLES
OBJECT READING Level
Spend 1 minute drawing a circle (using chalk, sand, blood etc) and 1pt of mental focus from anywhere.
It becomes a permanent magic circle against any alignment not your own.
Spend 1 minute handling an item to learn its history. 8
Only a living creature can break the circle.
• If the item is magical, learn its properties and command
word as if successful at detect magic and Spellcraft. BINDING CIRCLES
Level This may not reveal a cursed item’s properties. Spend an additional 1pt of mental focus from anywhere to create an invisible binding circle.
2 • If the item is historical, learn one piece of information Level
A creature of the given alignment who steps into the circle will be trapped.
about its past. REFLEX Occultist
12 SAVE DC
• If the item was used recently (1 day per Occultist Level), Level
learn one piece of information about its last user.
= 10 + ( ÷ 2 ) + INT
AURA SIGHT
FAST CIRCLES
Level As a standard action, read the auras of creatures. Level
Draw a magic circle as a full-round action. Fast circles have a duration of only 1 minute per level.
5 Allows you to detect alignments for 1 round. 16 Fast binding circles have a duration of 1 round per level.
IMPLEMENT MASTERY OUTSIDE CONTACT
School OUTSIDE CONTACT
Learn the true names of outsiders (with no more than 3HD):
Level
Object
IMPLEMENT Object
IMPLEMENT
Abjuration Conjuration Divination BASE FOCUS POWER Abjuration Conjuration Divination BASE FOCUS POWER
Description Description
FOCUS POWERS FOCUS POWERS
Object
IMPLEMENT Object
IMPLEMENT
Abjuration Conjuration Divination BASE FOCUS POWER Abjuration Conjuration Divination BASE FOCUS POWER
Description Description
FOCUS POWERS FOCUS POWERS
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WEAPON ADEPT MONK
Monk
Level
Unarmed
(MONK) Monk Bonus Strike
Level Feats Damage
ARMOUR CLASS BONUS Sml / Lrg Armour Class Bonus
AC BONUS Flurry of Blows Use a full attack action for more attacks
1 d6
}
Monk Unarmed Strike Treat hands, feet, knees and elbows as weapons
+ AC Level d4 / d8 Perfect Strike Roll attack twice when using a monk weapon
CMD BONUS = WIS + ( ÷4 ) 2 Way of the Weapon Master Weapon Focus for one monk weapon
(Round down)
+ CMD Fast Movement +10 ft (which grants +4 to Acrobatics checks for jumping)
Bonus only applied when unarmoured, 3 Manoeuvre Training Use monk level in place of BAB for calculating CMB
unencumbered and not helpless Still Mind +2 saving throws against enchantment
PERFECT STRIKE
4 d8 Ki Pool (magic) Treat unarmed attacks as magic weapons
PERFECT STRIKE Monk Non-Monk d6 / 2d6 Slow Fall 20 ft Reduce effective falling height using wall
PER DAY Level Levels
= + ( ÷4 ) 5
High Jump Add monk level to Acrobatics checks for jumping
+20 to jump checks - 1 ki point
Purity of Body Immune to all diseases
(Round down)
PERFECT STRIKE
TODAY Fast Movement +20 ft (which grants +8 to Acrobatics checks for jumping)
6 Slow Fall 30 ft
Announce before making an attack using a kama, nunchaku,
Way of the Weapon Master 2 Weapon Specialisation for the same monk weapon
quarterstaff, sai or siangham. Roll the attack twice, and take the
higher result. If one attack is within critical threat range,
the other is the confirmation roll.
7 Wholeness of Body Heal your own wounds - 2 ki points
Distance 5ft 10ft 15ft 20ft 25ft 30ft 35ft 40ft 45ft 50ft 55ft
LONG JUMP DC 5 10 15 20 25 30 35 40 45 50 55
Distance 1ft 2ft 3ft 4ft 5ft 6ft 7ft 8ft 9ft 10ft 11ft
HIGH JUMP DC 4 8 12 16 20 24 28 32 36 40 44
Acrobatics skill +4 for every 10ft of your standard move above 30ft
CATCH LEDGE DC 20 Reflex save if you fail a jump by 4 or less
FALL DC 15 Acrobatics to ignore 10ft of falling damage
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GUNSLINGER Gunslinger
Level
FIREARMS
Capacity
GRIT
Attack Bonus Damage Critical
GRIT POINTS Range Misfire
PER DAY Misc
ft sq 1 - ( ft ) d ×
pts = WIS + Capacity
pts ft sq 1 - ( ft ) d ×
Capacity
Successful critical hit with a firearm +1 grit point
Killing blow with a firearm +1 grit point
Attack Bonus Damage Critical
Daring acts GM’s ruling Range Misfire
GUN TRAINING ft sq 1 - ( ft ) d ×
DAMAGE BONUS MISFIRE VALUE Capacity
ft sq 1 - ( ft ) d ×
DEEDS
Cost
NIMBLE Deadeye Use touch AC beyond first range increment 1 pt per range increment
Gunslinger Level Gunslinger’s Dodge Move 5ft immediately; +2 AC against triggering attack 1 pt
NIMBLE
DODGE BONUS Level 1 Alternatively, drop prone for +4 AC
+ AC = ( +2 ) ÷ 4 (Round down) Quick Clear Fix a broken firearm as standard action (1 pt to fix as a move action)
BONUS FEATS Gunslinger Initiative +2 Initiative; (with Quick Draw, draw firearm as part of initiative) *
Level
Level
Pistol-whip Surprise melee attack. One handed: d6/d4 Two handed: d10/d8 1 pt
4 Also, CMB to knock prone
3
Level
Utility Shot Blast lock or *
8 Shoot unattended object or
Level Stop bleeding
12
Level Dead Shot Roll all attacks, additional hits add dice 1 pt
16
Startling Shot On a miss, target is flat footed till its next turn *
Level
20 Level Targeting As a full round, target a part of the body: 1 pt
7 Arms: drops one carried item (no damage)
TRUE GRIT Head: confused for one round
Legs: knocked prone
Level Torso: 19-20 critical range
20 Wings: begins to fall
Any 2 deeds except Slinger’s Luck Bleeding Wound Bleed damage equal to DEX 1 pt
Level Alternatively, 1 pt Strength, Dexterity or Constitution damage 2 pt
11 Expert Loading Keep a broken gun from exploding on a misfire 1 pt
Lightning Reload Reload as a swift action once per round (with Rapid Reload, free action) *
Cheat Death On falling to 0hp or below, restore to 1hp all remaining pts
Level
19 Stunning Shot On a hit, Fort (DC 10 + ½ level + WIS) or stunned for 1 round 2 pt
* Deeds with no cost are only available while you have at least 1 grit point remaining
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TRAPSMITH Trapsmith
Level
ROGUE TALENTS
(ROGUE) TALENTS Rogue Misc
KNOWN Level From level 10, a Rogue
( )+
can take Advanced Talents
TRAPSMITH
Rogue
= ÷2
(Round down)
Level
1 { Trapfinding
Sneak Attack
1
2 Evasion
4 Careful Disarm 2
8 Trapmaster
10 Advanced Talents 3
20 Master Strike
4
TRAPS
TRAP SENSE Rogue
Level Misc
Level REFLEX BONUS
5
3
+ = ( ÷3 )+
Level Apply this bonus × 2 to avoid a trap you sprang while
4 attempting to disable it. 6
Level Failing to disarm a trap does not spring the trap unless
4 you fail by 10 or more.
7
TRAP MASTER
Level On disabling a trap you can bypass it even if your result did
not beat the trap’s DC by 10.
8 8
If it’s a magical trap that only lets certain people through,
you can change who it will allow.
SNEAK ATTACK
SNEAK DAMAGE Rogue 9
Level Misc
BONUS
d6 = ( ÷2 )+ 10
(Round up)
Sneak attack damage can be applied when a target is flanked or
is denied their DEX bonus to AC.
On ranged attacks, it only applies within 30 ft. 11
It is not multiplied by critical hits.
It cannot be non-lethal unless using a non-lethal weapon.
MASTER STRIKE 12
A successful sneak attack can also deliver one of:
Level • Sleep for 1d4 hours
20 • Paralysed for 2d6 rounds 13
• Slain
MASTER STRIKE Rogue
FORTITUDE DC Level
14
= 10 + ( ÷2 ) + INT
Master strike cannot be used again on the same target within
24 hours, whether they pass the Fortitude save or not.
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SHADOW ILLUSION
SHADOWDANCER Create illusions filling four 10ft cubes per level.
PRESTIGE CLASS
ILLUSIONS Shadowdancer Illusions
Level
PER DAY Level
SHADOWDANCER 3 today
Shadowdancer Rogue = ÷2
Level Talents
ILLUSION Shadowdancer
1 Hide in plain sight WILL SAVE DC Level
2
Evasion
Darkvision 60ft
= 11 + ( ÷2 ) + CHA
Uncanny dodge
SUMMON SHADOW
Shadow illusion Summon an undead shade, which shares your alignment.
3 Summon shadow
+1
SHADOW Shadowdancer
Shadow call HIT POINTS hit points
4 Shadow jump 40ft
Level hp = hp ÷ 2
Defensive roll 3
5 Improved uncanny dodge Shadow gains +4 to Will saves against channel positive energy.
Shadow cannot be turned or commanded.
6 Shadow jump 80ft +2 If the shadow is destroyed or dismissed, it cannot be replaced
for 30 days; and you must pass a DC 15 Fortitude save or take
7 Slippery mind a negative level.
SPELLS
0
Spells Spell Spells = Base + Bonus Spells
Known Save DC per day Spells
CHA - 12
CHA - 4
CHA - 8
0 1
CHA
1 / /
2 / /
3 / / 2
4 / /
Spell Save DC = 10 + CHA + Spell Level
INFLUENCE 3
1
Level PROPITIATION
5
9 Once a day, spend 10 minutes on a ritual to -1
appease your channelled spirit.
SPIRIT SURGE
6
Once per round, add 1d6 to the result of a failed d20 roll
that included your spirit bonus. +1
Level Level
10 +1d8 20 +1d10 SPIRITS
Level SPIRIT MASTERY
19 Use spirit surge twice a day without incurring influence. Archmage Champion Guardian Hierophant Marshal Trickster
Level As a free action channel any of the spirits for 1 round, Spirit
18 gaining access to their intermediate, greater and
supreme spirit powers.
Power
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Archmage Champion Guardian Hierophant Marshal Trickster Archmage Champion Guardian Hierophant Marshal Trickster
Spirit Spirit
Bonus Bonus
Seance Seance
Boon Boon
Influence Influence
3 Penalty
3 Penalty
Taboo Taboo
Spirit Spirit
11 Power 11 Power
Spirit Spirit
17 Power 17 Power
Archmage Champion Guardian Hierophant Marshal Trickster Archmage Champion Guardian Hierophant Marshal Trickster
Spirit Spirit
Bonus Bonus
Seance Seance
Boon Boon
Influence Influence
3 Penalty
3 Penalty
Taboo Taboo
Spirit Spirit
11 Power 11 Power
Spirit Spirit
17 Power 17 Power
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TRICKSTER
Mythic TRICKSTER ATTACK
Tier
HARD TO KILL
When below 0hp, always stabilise without needing to make a
constitution check (though bleed damage still counts).
Don’t die until negative hp equals double your constitution score.
Bonus hit points
+ 4 hp per tier MYTHIC POWER
POWER Mythic
SURGE PER DAY Tier
Extra
2 5
Spend one use of mythic power to take an additional
standard action
RECUPERATION
6
Recover all hit points with 8 hours rest
Tier
3 Spend one use of mythic power to regain half your
maximum hit points and use of any limited daily abilities
7
MYTHIC SAVING THROWS
On a successful saving throw against a non-mythic
Tier
effect, suffer no effects.
5 8
Saving throws against mythic effects are unaffected.
FORCE OF WILL
Tier Spend one use of mythic power to reroll any d20, or 9
6 force a foe to reroll, even after the result is revealed.
UNSTOPPABLE
Spend one use of mythic power to end any one of: 10
• Bleed • Blind • Confused
• Cowering • Dazed • Dazzled
Tier • Deafened • Entangled • Exhasted
8 • Fascinated • Fatigued • Frightened
• Nauseated • Panicked • Paralysed
• Shaken • Sickened • Staggered
• Stunned
IMMORTAL
If you are killed return to life 24 hours later, regardless of
Tier the condition of your body. You do not regain any limited
9 daily abilities.
This does not apply if you were killed by a coup-de-grace
or critical hit by a mythic enemy, or an epic weapon. Tier
1
Tier Can only be permanently killed by a coup-de-grace or
10 critical hit with an artefact.
LEGENDARY HERO 3
MYTHIC FEATS
Tier
Regain one use of mythic power per hour.
10
SUPREME TRICKSTER 5
Whenever you attack a non-mythic enemy, they are treated
as flat-flooted, even if they have abilities to prevent it.
Tier
10 Once per round, when you roll a natural 20 on an opposed 7
skill check against a mythic enemy, regain one use of
mythic power.
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Cryptic INSIGHTS
PSIONICS expanded Level
CRYPTIC Manifester
Level
1
PSIONICS
POWER POINTS Base Bonus 2
PER DAY Racial Misc
Points Points
= + + +
3
6
POWER LEVELS
Power Point Power Wild Surge 7
Level Cost Save DC Save DC
0 0
1 1 8
2 4
3 5 9
4 7
5 9
10
6 11
Power Save DC = 10 + CHA + Power Level KNOWN POWERS
ALTERED DEFENCE POWERS Cryptic MAX POWER POWER POINTS Manifester
As a swift action, Absorb Damage reduction /― KNOWN Level LEVEL MAX COST Level
choose one of: Deflect Dodge bonus to AC = =
Retaliate Bonus to attack in return
Cryptic Power Level Cost
BONUS Level
1
+ = ÷4 (Round up) 2
USES PER DAY Uses today
3
rds = 4 + INT 4
Level Use your altered defence as a free action, even when not 5
4 your turn, by expending psionic focus
6
Level ENDURING DEFENCE
14 Keep one ability active indefinitely 7
DISRUPT PATTERN 8
On gaining psionic focus, choose one enemy type: 9
Aberration Animal Construct Dragon
10
Fey Humanoid Magical beast Monstrous
Ooze Outsider Plant humanoid 11
Undead Vermin Construct
12
Attack range 30ft, half damage to targets of the wrong type
13
Cryptic
Misc
Level ÷ 2 14
DISRUPTION
DAMAGE
= d6 + INT + 15
(Round up) 16
TRAPS 17
Cryptic
Perception Level 18
Locate Traps = +( ÷ 2) 19
Craft: Cryptic 20
traps Level
Craft Traps = +
Level SWIFT TRAPPER
6 Create traps in half the normal time
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Kineticist WILD TALENTS
KINETICIST Level
BASIC UTILITY
Aether
Level Level
1 Fire Air 1 INFUSION
7
Level
Burn
Earth Water DC
15
ELEMENTAL DEFENCE
Treat kineticist level as 4 lower for 2nd and 3rd elements.
Learn an extra utility wild talent or infusion if you take the
Level
same element twice.
2 UTILITY
Bonus to attack, damage, caster level and DCs
+1 if you take the same element three times.
Level
Burn
DC
BURN
INFUSION
Kineticist Level
MAX BURN
PER ROUND Level 3
Level
Burn
DC
hp = ÷3 UTILITY
Current Burn Level
MAX BURN 4
Level
Burn
DC
hp = 3 + CON hp
INFUSION
Burn damage cannot be reduced or redirected. Level
Level
Burn
DC
GATHER POWER UTILITY
Level
Spend time gathering power to reduce Level
6
11
Level
Burn
the burn cost of your next blast. DC
You need both hands free to gather power. SUPERCHARGE UTILITY
Move action -1 burn -2 burn Level
Full round -2 burn -3 burn 8
Level
Burn
DC
Full round + Move action -3 burn
INFUSION
Level
If damaged before unleashing the power, make a concentration
check or take the burn you would have saved. 9
Level
Burn
DC
CONCENTRATION Damage Effective
SAVE DC Taken Spell Level UTILITY
Level
= 10 + + 10
Level
Burn
DC
INTERNAL BUFFER INFUSION
Level
Max
Internal Buffer 11
Level
Burn
Level Buffer Take burn in advance as a full DC
6 1 round action. UTILITY
hp Level
11 2 Spend 1pt of buffer on a single
wild talent to avoid 1 burn. 12
Level
16 3
Burn
DC
METAKINESIS INFUSION
Level
Level EMPOWER 1 burn 13
Level
Burn
5 +50% damage DC
MAXIMISE 2 burn UTILITY
9 Level
All dice roll at maximum
14
Level
Burn
13 QUICKEN 3 burn DC
Perform as a swift action UTILITY
17 4 burn Level
DOUBLE KINETIC BLAST
Perform twice with the same action. 16
Level
Burn
Burn
DC
OMNIKINESIS UTILITY
Level
Level Accept 1 burn as a standard action to replace one of your
20 wild talents with any other for one day. 18
Level
Burn
DC
INFUSION
Level
19
Level
Burn
DC
DC UTILITY
Burn
Level
20
Level
Burn
DC
DC
Burn
Level
Burn
DC
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KINETICIST KINETIC BLAST
KINETIC BLAST Kinetic blast is a standard action.
You need at least one hand free to aim a blast.
WILD BLASTS Range 30ft 120ft 480ft
A physical blast is a ranged attack that bypasses spell resistance.
An energy blast is a ranged touch attack.
PHYSICAL
BLAST = d6 + + CON
DAMAGE
Kineticist
Level ÷ 2
(Round up)
ENERGY
BLAST = d6 + ( CON ÷ 2 )
DAMAGE
INFUSIONS
Apply one form infusion and one substance infusion to a kinetic blast.
Effective
FORM
INFUSION DC
= 10 + Spell Level + DEX
Effective
SUBSTANCE
INFUSION DC
= 10 + Spell Level + CON
EFFECTIVE Kineticist
SPELL LEVEL Level
= ÷2 (Round down)
KINETIC Wild Substance Form
BLAST = Talent + Infusion + Infusion
BURN Burn Burn Burn
ELEMENTAL OVERFLOW
Accepting burn causes your body to visibly surge with energy.
ATTACK Current DAMAGE Current
BONUS
= Burn BONUS
= Burn ×2
Level
3 Kineticist
MAX BONUS Level
= ÷3 (Round down)
Bonus to Critical/sneak
Level At burn physical scores miss chance
STR
6 3 +2, +2 5% × burn
DEX
11 5 +4, +2, +2
COMPOSITE SPECIALISATION
Level
-1 burn when using a composite blast.
16
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Caster PREPARED SPELLS
KNOWN SPELLS
MESMERIST Level
SPELLS
0
Spells Spell Spells = Base + Bonus Spells
Known Save DC per day Spells
CHA - 12
1
CHA - 4
CHA - 8
0
CHA
1
2
3 2
4
5
6
3
Spell Save DC = 10 + CHA + Spell Level
HYPNOTIC STARE
-2
Penalty to one target’s Will bonus.
4
Ends when either of you dies, target moves
more than 30ft away, or you pick a new target.
Level
8 -3 Target is unaware of the effect and will not
remember unless you allow it.
PAINFUL Mesmerist
5
STARE Level Bonus damage when
target of your stare is
= ÷2 damages.
RULE MINDS
2
Level Cast a successful enchantment on the target of your spell.
If target fails an additional Will save (same DC, or 5 lower
20 if target isn’t humanoid), they are permanently enslaved. Level
Only one target may be enthralled at once. 4
MESMERIST TRICKS
As a standard action, touch a willing target to implant a trick.
Uses
USES Today Level
Mesmerist
PER DAY Level 6
=( ÷ 2 ) + CHA
Level Level Level Level Level
5 2 tricks 9 3 tricks 13 4 tricks 17 5 tricks 8
GLIB LIE
CASTER LEVEL Mesmerist Level
Level Deceive CHECK DC Level 10
truth-detecting
11 magic.
= 15 +
TOWERING EGO Level
WILL BONUS 12
Level
2 = CHA
Level
TOUCH TREATMENT
14
USES PER DAY
= 3 + CHA
Level Level
3 Fascinated, shaken 16
6 Confused, dazed, frightened, sickened
10 Cowering, nauseated, panicked, stunned.
14 Break Enchantment Level
18
MENTAL POTENCY
HD LIMIT Mesmerist
Level BONUS Level Level
5 ÷5 Both HD limit 20
= and total HD
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ROGUE Rogue
Level
ROGUE TALENTS
TALENTS Rogue
UNCHAINED Misc From level 10, a Rogue
KNOWN Level
can take Advanced Talents
ROGUE = ( ÷2 )+ (Round down)
Rogue
Level Trapfinding
Sneak Attack
1
1
Finesse Training
2 Evasion
2
3 Danger Sense
Debilitating Injury
4 3
Uncanny Dodge
5 Rogue’s Edge
20 Master Strike 5
TRAPS
Rogue 6
Perception Level
Locate Traps = +( ÷ 2)
7
Disable Rogue
Device Level
Disable Traps = +( ÷ 2) 8
DANGER SENSE Rogue
Level Misc
Level BONUS
3
+ = ( ÷3 )+ 9
Bewildered
Penalty to AC, and an extra AC penalty against yourself. ROGUE’S EDGE
4 -2 AC -4 AC against yourself Level
Gain skill unlock powers appropriate to your ranks in:
10 -2 AC -6 AC against yourself 5
16 -2 AC -8 AC against yourself
10
Disoriented
Penalty to attack, and an extra penalty against yourself.
15
4 -2 attack -4 to attack yourself
10 -2 attack -6 to attack yourself 20
16 -2 attack -8 to attack yourself
MASTER STRIKE
Hampered
All target’s speeds are reduced to half (min 5ft), A successful sneak attack can also deliver one of:
and target cannot take 5ft steps. • Sleep for 1d4 hours • Paralysed for 2d6 rounds • Slain
MASTER STRIKE Rogue
Level FORTITUDE DC Level
20
= 10 + ( ÷2 ) + DEX
Master strike cannot be used again on the same target within
24 hours, whether they pass the Fortitude save or not.
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PREPARED SPELLS
SORCERER
Caster KNOWN SPELLS
Level
Level
Bonus
+
BLOODLINE 0
Bloodline powers
Level
1 Bloodline Spell
1
Level
3
Level
9
Bloodline Spell
Level
15 2
Level
20
SPELLS
Spells Spell Spells Base Bonus Spells Bloodline Spell
= +
Known Save DC per day Spells
3
CHA - 12
CHA - 4
CHA - 8
0
CHA
1
2
3
Bloodline Spell
4
5
4
6
7
8
Bloodline Spell
9
%
BLOODLINE FEATS Bloodline Spell
6
Level
7
Bloodline Spell
Level 7
13
Bloodline Spell
Level 8
19
Bloodline Spell
9
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WARPRIEST SACRED WEAPON / ARMOUR
Warpriest
LA
Level
OD
W
GO
Brilliant energy +4
FU
Sacred Weapons
EV
TI
Level
C
Weapon Disruption +2
Bonus feat
BLESSINGS Warpriest Damage Weapon Armour Flaming +1
Level Sml / Lrg Enhancement Enhancement Frost +1
Blessing Blessing
1 d6 Keen +1
d4 / d8
Shock +1
Minor Power Minor Power 3 Axiomatic +2
LAWFUL
4 +1 Merciful +1
5 d8 Ghost touch +1
GOOD
d6 / 2d6 Holy +2
Major Power Major Power
6 Anarchic +2
CHAOTIC
Level 7 +1 Vicious +1
10 8 +2 Mighty cleaving +1
EVIL
Save DC Level Unholy +2
9
Spell storing +1
= 10 + ( ÷ 2 ) + WIS
NEUTRAL
10 d10 +2 Thundering +1
d8 / 2d8
Uses per day Level
18
WIS - 4
WIS - 8
19 +5 15 pts +3
1 17 pts +4
20 2d8 +5
2d6 / 3d8 19 pts +5
2
PREPARED SPELLS
PREPARED SPELLS
3
4
0
5
6
FERVOUR
Inflict or cure wounds with a touch. 2
Level
2
Good Warpriest Evil Warpriest
Cure Wounds Inflict Wounds
Harm Undead Heal Undead
Channel Positive Energy Channel Negative Energy
FERVOUR Warpriest
PER DAY Level Misc
= ( ÷2 )+ WIS + 3
HEAL / Warpriest
DAMAGE Level
d6 = ( –1 )÷ 3
Spend one use of Fervour to cast a prepared spell which targets
only yourself as a swift action with no somatic component.
4
CHANNEL ENERGY
Level
Spend two uses of Fervour to channel energy
4
Warpriest
WILL
SAVE DC Level Misc 5
=10 + ( )
÷ 2 + WIS +
ASPECT OF WAR
For one minute, use your level as your Base Attack Bonus,
Level gain damage reduction 10/—, move at full speed regardless 6
20 of armour or encumberance, and blessings do not count
against your daily total.
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this content. This character sheet is not published, endorsed, or specifically approved by Paizo Publishing. For more information about Paizo's Community Use Policy, please visit paizo.com/communityuse. For more information about Paizo Publishing and Paizo products, please visit paizo.com.
Druid PREPARED SPELLS
PREPARED SPELLS
Level
DRUID Level
+
Bonus
0
DEITY
LA
OD
W
GO
FU
L
CH
IL
AO
EV
TI
C
DRUID
Druid
Level
Nature Sense 1
+2 to Knowledge (nature) and Survival
1 Wild Empathy
Improve the attitude of an animal
Woodland Stride
2 Move through undergrowth at normal speed
and taking no damage
3
Trackless Step
Leave no trail, unless deliberately
2
Resist Nature’s Lure
+4 to saves against the fey and plants
4
Wild Shape
Become any small or medium animal
Venom Immunity
9 Immune to all poisons 3
A Thousand Faces
13 Change appearance at will
Timeless Body
15 No longer age, cannot be magically aged
SPELLS
4
Spell Spells Base Bonus Spells
= +
Save DC per day Spells
WIS - 12
WIS - 4
WIS - 8
0
WIS
1
5
2
3
4
5
6
6
7
8
9
7
Spell Save DC = 10 + WIS + Spell Level
Caster
Concentration = WIS + Level
NATURE BOND 8
× ANIMAL COMPANION DOMAIN
Animal Companion’s Name
9
Creature Type
SCROLLS POTIONS
WILD EMPATHY
WILD EMPATHY
BONUS Druid Level Misc
= CHA + +
WILD SHAPE
Times per day Times Today
Current Shape
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WILD SHAPE Creature Type Size
Modifier
WILD SHAPE Creature Type Size
Modifier
ft sq ft sq ft sq ft sq ft sq ft sq
Attack
Base
Base
CMB = + STR + + ft sq CMB = + STR + + ft sq
COMBAT MANOEUVRE Dodge Deflection Base Size Morale COMBAT MANOEUVRE Dodge Deflection Base Size Morale
DEFENCE Modifier Modifier Attack Bonus Modifier Misc Bonus DEFENCE Modifier Modifier Attack Bonus Modifier Misc Bonus
AC / AC /
SPECIAL ABILITIES SPECIAL ABILITIES
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Paizo's Community Use Policy. We are expressly prohibited from charging you to use or access this content. This character sheet is not published, endorsed, or specifically approved by Paizo Publishing.
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WIZARD
Caster PREPARED SPELLS
PREPARED SPELLS
Level
SPELL SCHOOLS
SPECIALITY SCHOOL
0
Speciality Spell + 1
8
Level
1
OPPOSED SCHOOLS
Spells from your opposed schools cost two slots to prepare. Speciality Spell + 1
ARCANE BOND
× FAMILIAR BONDED OBJECT
2
Master’s bonus ability
0
INT
1 Speciality Spell + 1
2
3
5
4
5
6
Speciality Spell + 1
7
8
6
9
Spell Save DC = 10 + INT + Spell Level
FEATS 7
Scribe scroll
Level
5 Speciality Spell + 1
Level 8
10
LA
OD
W
caneus
GO
FU
L
HIGH GUARD
CH
IL
AO
EV
TI
C
High
Guard
Level
HIGH GUARD
Bonus
Level Combat
1 { Danger Sense
Uncanny Dodge
Feat
2 { Dedicated
Take The Blow
4 Focused Mind
5 Ultimate Defender
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this content. This character sheet is not published, endorsed, or specifically approved by Paizo Publishing. For more information about Paizo's Community Use Policy, please visit paizo.com/communityuse. For more information about Paizo Publishing and Paizo products, please visit paizo.com.
Caster PREPARED SPELLS
PREPARED SPELLS
SHAMAN Level
SPIRIT 0
Spirit Magic + 1
1 6
SPIRIT MAGIC
2 7 1
3 8
4 9
Spirit Magic + 1
5
Spirit ability
2
Level Greater spirit ability
8
Level True spirit ability Spirit Magic + 1
16
Level Manifestation 3
20
SPIRIT ANIMAL
Level Spirit Magic + 1
3 Deliver touch spells through your spirit animal.
SPELLS 4
Spell Spells Base Bonus
= +
Save DC per day Spells Spells
WIS - 12
WIS - 4
WIS - 8
0 Spirit Magic + 1
WIS
1 +1 +1
2 +1 +1 5
3 +1 +1
4 +1 +1
Spirit Magic + 1
5 +1 +1
6
6 +1 +1
7 +1 +1
8 +1 +1
9
Spirit Magic + 1 7
+1 +1
Spell Save DC = 10 + WIS + Spell Level
WANDERING SPIRIT
Level Spirit ability 8
4
Spirit Magic + 1
Greater spirit ability
12
20
True spirit ability
9
Spirit Magic + 1
Level Wandering hex
6
Second wandering hex
14
KNOWN HEXES
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Tactician KNOWN POWERS
PSIONICS expanded Level
POWERS Tactitian MAX POWER POWER POINTS Manifester
TACTICIAN Manifester
Level
KNOWN
=
Level LEVEL MAX COST Level
=
COLLECTIVE
MAXIMUM Power Level Cost
Tactician
MEMBERS Level 1
= INT or ÷2 2
If a member dies, make a Fortitude save (DC 15) or lose 3
power points equal to their hit dice.
Members must be within Medium range (100ft + 10ft per level). 4
Level
Unlimited range
Level
Collective may cross planes
5
15 19
6
COORDINATED STRIKE
As a swift action, grant members a bonus against one foe. 7
INSIGHT Tactician 8
BONUS Level
9
=( + 3) ÷ 4 10
SPIRIT OF MANY 11
Level Network powers may manifest on any members, even
2 those out of range or who would be immune. 12
Spend additional power points to affect more members. 13
TELEPATHY 14
Level
Members can communicate without sharing a language.
3 15
Members can borrow abilities as if they were touching.
IMPROVED SHARE
16
Level May manifest 2 Shared powers at once 17
5 Level Level
3 Shared powers 4 Shared powers 18
11 17
19
COORDINATE
Level
Share a teamwork feat with any member as a free action, 20
6
if you have psionic focus and have line of sight and effect.
STRATEGIES
ECHO EFFECT USES
PER DAY Misc Uses today
Level Copy magical and psionic effects between members.
8 This costs points equal to the caster or manifester level.
For 4 points, extend the effect to an extra target.
= 3 + INT +
SHARED KNOWLEDGE Level
Level
By expending psionic focus, try to manifest a power 4
14 known by any member. Must pass a spellcraft check
(DC = 20 + spell level).
7
PSIONICS
POWER POINTS Base Bonus
PER DAY Racial Misc
Points Points
10
= + + +
Manifester 13
Bonus Points Level
19
POWER LEVELS
Power Point Power Wild Surge
Level Cost Save DC Save DC Level MASTER STRATEGIST
20 Sacrifice two daily uses of Strategy to grant all allies an insight bonus to attack, damage, AC and saves
0 0 equal to INT for up to two minutes.
1 1
2 4
3 5
4 7
5 9
6 11
Power Save DC = 10 + INT + Power Level
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Cavalier PREPARED SPELLS
CAVALIER Level
Name
MOUNT
ORDER
Creature type Mounted Speed
EDICTS
ft sq
CHARGE Attack Bonus Damage Critical Range
Level Cavalier’s Charge +4
3 No Armour Check penalty when charging.
= +
Take -2 penalty to AC against any enemy except challenged target
Level Challenged target suffers -2 penalty to AC against Level
17 any target other than you. 9
Level
17
SKILLS
Level EXPERT Cavalier
4 TRAINER = Level ÷2
Handle Animal
Training = + Bonus
When training an animal to serve as a mount
BANNER
Level Cavalier
= ÷5
5 Level
Attack
Bonus + =
Saving
Throw + = +1
Bonus
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PREPARED SPELLS
ARCANIST
Caster PREPARED SPELLS
Level
SPELLS
Spells Spell Spells Base Bonus Spells
= +
Prepared Save DC per day Spells 0
INT - 12
INT - 4
INT - 8
0
INT
1
2
3 1
4
5
6
7 2
8
9
Caster 3
Concentration = INT + Level
% 4
EXPLOITS
Level
1
5
Level
3
Level 6
5
Level
7 7
Level
9 8
GREATER EXPLOITS
Level
11 9
POINTS Arcanist
Level PER DAY Level
17
pts = 3+ ( ÷2 ) Arcane reservoir starts
fresh each day.
Level
19 Spend one arcane reservoir point when casting a spell to add 1 to either the caster level or the saving throw DC.
CONSUME SPELLS
As a move action, convert any prepared spell into a number of arcane reservoir points equal to the spell level.
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Marksman KNOWN POWERS
PSIONICS expanded Level
POWERS MAX POWER POWER POINTS Manifester
Marksman Manifester
Level
KNOWN LEVEL MAX COST Level
=
COMBAT STYLE
Power Level Cost
Level Style technique
2 1
Level Style skill 2
3 3
Level Style mantra
4
3
5
Level
4 6
Level 7
8 8
Level 9
12
10
Level
11
16
12
Level
20 WIND READER
As a swift action while maintaining psionic focus, add your WIS bonus to ranged attack rolls.
PSIONICS USES Marksman
PER DAY Level Misc Uses today
POWER POINTS Base Bonus
PER DAY Racial Misc
Points Points
=3+ +
= + + +
FAVOURED WEAPON
Manifester Bows: composite longbow, composite shortbow, longbow and shortbow
Bonus Points Level Crossbows: double crossbow, hand crossbow, heavy crossbow, light crossbow, repeating heavy crossbow
and repeating light crossbow
= WIS × ÷2 (Round down) Spears: javelin, lance, pilum, shortspear, spear and trident
Power Points used today Level
Thrown: blowgun, bolas, boomerang, chakram, club, dagger, dart, halfling sling staff, javelin, light hammer,
2 net, shortspear, shuriken, sling, spear, starknife, throwing axe, trident and wooden stake
COMPETENCE Marksman
BONUS Level Misc
POWER LEVELS =( +2)÷4+
Power Point Power Wild Surge
Level Cost Save DC Save DC
COVER FIRE
0 0 Fire an arrow into a square (AC 10) to distract an enemy instead of doing damage. If enemy fails a reflex save,
they’re staggered for one round. A confirmed critical does normal damage.
1 1
Level DODGE Marksman
2 4 4 BONUS Level
3 5 = 10 + DEX + ( ÷ 2)
4 7
DISENGAGE
5 9
Level When moving out of a threatened square, expend psionic focus to add WIS to Acrobatics rolls to evade attacks
6 11 7 of opportunity. Move at full speed without increasing Acrobatic rolls.
Power Save DC = 10 + WIS + Power Level
DEFENSIVE SHOT
EVADE ARROWS
Level
DODGE Marksman Make ranged attacks without proviking attacks of opportunity.
Level
BONUS Level 13
2
=( +2)÷4 RANGED SPECIALIST
Level Critical multiplier is one higher.
BONUS FEATS 19 If you have the Far Shot feat, suffer no penalty for range increments instead.
Level
5
Level
8
Level
11
Level
14
Level
17
Level
20
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PREPARED SPELLS
warlord Warlord
Level
INITIATOR Warlord
MANOEUVRES
Martial Prestige Other
MANOEUVRES LEVEL Level Class Levels Class Levels
MAX MANOEUVRE
LEVEL
Initiator
Level
= + + ( 1 2 3 ÷2 )
= ( +1 ) ÷2 Manoeuvre Type Range Area Save DC
Re
Us
ad
ed
y
Manoeuvre Manoeuvre 1
Save DC = 10 + CHA + Level
2
MANOEUVRES READIED
KNOWN MANOEUVRES 3
4
Ac
Stance Range Area Save DC
tiv
e
1
Level 2
5
3
4
Level
Level
Level
Level
3 1
Risk Reward
Level Level
– pp / xp
Scenario Outcome Rewards
pp xp
pp xp
pp xp
PORTRAIT pp xp
pp xp
pp xp
pp xp
pp xp
pp xp
pp xp
ORIGINS
Parents
LA
OD
W
GO
FU
Background Bonus Gifts Insults Events
L
FRIEND
CH
IL
= CHA +
AO
+ + + +
EV
TI
C
RIVAL
LA
OD
W
GO
FU
Background Bonus Gifts Insults Events
L
FRIEND
CH
IL
= CHA +
AO
+ + + +
EV
APPEARANCE
TI
C
RIVAL
Race
LA
OD
Eyes Hair
W
GO
FU
L
FRIENDLY
CH
IL
AO
EV
TI
C
HOSTILE
Defining Features
Employer
LA
OD
W
GO
FU
L
FRIENDLY
CH
IL
AO
EV
TI
C
HOSTILE
Preferred Clothing
Current Country / Region / Town
LA
OD
W
GO
FU
L
FRIENDLY
CH
IL
AO
EV
TI
C
PERSONALITY HOSTILE
W
GO
FU
L
FRIENDLY
CH
IL
Fears
AO
EV
TI
C
HOSTILE
LA
OD
W
GO
FU
L
Likes FRIENDLY
CH
IL
AO
EV
TI
C
HOSTILE
LA
OD
Dislikes
GO
FU
L
FRIENDLY
CH
IL
AO
EV
TI
C
HOSTILE
Quirks
LA
OD
W
GO
FU
L
FRIENDLY
CH
IL
AO
EV
TI
C
HOSTILE
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this content. This character sheet is not published, endorsed, or specifically approved by Paizo Publishing. For more information about Paizo's Community Use Policy, please visit paizo.com/communityuse. For more information about Paizo Publishing and Paizo products, please visit paizo.com.
LYCANTHROPE Creature Type Size
LYCANTHROPE Creature Type Size
HYBRID FORM Modifier ANIMAL FORM Modifier
SPEED Temp Speed Attack Bonus Damage Critical SPEED Temp Speed Attack Bonus Damage Critical
Range Range
ft sq ft sq ft sq ft sq ft sq ft sq ft sq ft sq
Attack
Base
Base
CMB = + STR + + ft sq CMB = + STR + + ft sq
COMBAT MANOEUVRE Dodge Deflection Base Size Morale COMBAT MANOEUVRE Dodge Deflection Base Size Morale
DEFENCE Modifier Modifier Attack Bonus Modifier Misc Bonus DEFENCE Modifier Modifier Attack Bonus Modifier Misc Bonus
LA
EGO SCORE
OD
W
GO
FU
L
Intelligent items with an ego 20 or more always
CH
+ EGO
IL
Item value
AO
gp
EV
, ,
TI
consider themselves superior to any character.
C
In the event of a personality conflict, the wielder POWERS AND PURPOSE
must make a will save against the item’s ego,
or the item becomes dominant.
ABILITIES
Ability Bonus Ability Temp + EGO
Score Modifier Bonus
INT INT
WIS WIS
+ EGO
CHA CHA
Ability Modifier =
(Total Ability Score - 10) ÷ 2 + EGO
SENSES + EGO
EMPATHY
Item can communicate emotional intent.
SPEECH
Item can talk in languages it knows.
TELEPATHY + EGO
Item can communicate with its wielder, +1
regardless of language.
SENSES 30ft 60ft 120ft
Darkvision
+ EGO
Blindsense +1
READ LANGUAGES
Item can read any language. +1
READ MAGIC
+1
Item can decipher magical writing. + EGO
LANGUAGES
+ EGO
+ EGO
Total ego bonus from item powers, dedicated powers,
special purpose etc. + EGO
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PARTY INVENTORY TOTAL FUNDS
Value Weight
PARTY FUNDS
Cash , , .
CASH
Valuables + , , .
Copper , cp
Debit + , , .
Silver , , sp Credit - , , .
Gold , , gp Assets + , , .
Platinum , , pp Sundry + , , .
Total , , , Total , , , .
DEBTS REGULAR PAYMENTS
, , . per
PAYMENTS
, , , . #
, , , . , , . per
PAYMENTS
#
, , , .
, , . per
PAYMENTS
, , , . #
QUEST ITEMS
Item Attained Carried by / given to
CONTAINER CONTAINER
Cash , , , . Cash , , , .
Value Weight Value Weight
MAP FIGURE
STATS DISPLAY
Name
Name
Name
HEX
STR DEX CON INT WIS CHA
TOKENS
STR DEX CON INT WIS CHA
AC Touch Flat-footed
AC AC AC
CMB CMD Flat-footed
INITIATIVE
MAP
TOKEN