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To use this character sheet, you must first copy it to your own Google Drive. You will then have full Edit access to that version. Email: autopathfindersheet@gmail.com Reddit: /u/darthmarth28
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Alt. Rules:
The most up to
White cells are not referenced by anything - write notes here!
CLICK HERE Unchained Skills [1] Background Skills [2]
date Version is: v6.2.1 Yellow cells are referenced by formulas and refer to pluses
This sheet is: v6.2 Red cells are referenced by formulas and refer to minuses
TO MAKE A Wound Thresholds [3] INACTIVE
Click here for the Changelog! Grey cells contain formulas, and should not be edited! [4] COPY Minimum 4+INT skill ranks [5] INACTIVE
Don't worry, its safe. Click "Advanced" to proceed.
Ctrl+z works to undo the effects of the script
Mini-FAQ (Permissions and Compatibility): Other Pathfinder Resources by me: "File" -> "Make a Copy" Protips:
> No, I will not grant you access to this sheet. This is the Master. You may not Massive, comprehensive, and automatically updating.
Copy/Paste the address of your copied sheet to link this
This sheet is meant to be viewed without gridlines. It will look super ugly if you
build your PC on it. My Gmail automatically filters requests. have them enabled. To toggle gridlines, go to "View", then uncheck "Gridlines"
AutoSpellcasting Sheet seperate GooglyDoc to your PC.
(See ImportRange permissions protip to the right for more
I followed the link to make a copy, but it still isn't letting me Edit. details) Hover over this cell to learn how to Insert Notes
> If the provided link doesn't work, try making a manual copy to your personal Drive by Are you a pack rat? an OCD neat-freak? Does your GM force Notes are a HUGE asset to minutia tracking - very important for when the GM asks
going to "File" -> "Make a Copy". If that's still giving you grief, double check that it is your party to actually track encumbrance? This Equipment page
how in the hell you have a +59 to Stealth checks without Invisibility. [6]
"Copy of Pathfinder Autosheet" and that it is from your Google Drive - the most Equipment Tracker has you covered. Features multiple sections to sort your gear
and automatically calculates carry capacity for you, your
common error I've seen is being signed into alternate work or school Google accounts. magical bags, AND a pack animal! Named Ranges: many important values can now be used by directly typing their
I can't find feature X that was in Autosheet v5, what gives? Input Treasure and XP into this chart to track your progress as names into formulas. For a complete list, see "Data" --> "Named Ranges".
you adventure. Easily divide your rewards fairly. Also has
> Some of v6's functionality has been split over multiple spreadsheets. Cohorts and Party Treasure, XP, and GM calculations for debts, loans, and of course XP tracking. Every
Animal Companions should get their own sheet, the old-school Spell Sheet is a Reference party should have 1 shared copy of this sheet.
Printing this character sheet: I recommend 69% zoom, Narrow Margins, and Portrait
standalone now (see right), and Encumbrance-tracking madmen can find that feature Also contains an automated GM Reference Screen orientation. This cuts the less-important right-hand edge of the sheet off while retaining
in the Equipment Tracker (ditto). While it IS possible to reintigrate these support You probably don't need this, but my players do. Have a look if all of the critical information. I also recommend:
sheets, doing so is difficult and may make the sheet laggy and less responsive. I you'd like, though! 1. Replacing the Quick Toggle section with large resource-tracking boxes
suggest pasting a hyperlink to your support sheets into the Main Sheet's note section. My Personal Houserule Doc -- Feat Tax reduction -- Class Balancing (buffs/bans) 2. Add 13 rows above Spellcasting to place that section entirely on the second page
-- New/Modified Feats (more buffs/bans)
-- Marksman Weapons (new firearm/crossbow rules)
instead of being cut in half by the page break (or delete/hide rows 59-68 if you're a
tertiary caster). Maybe move the Resources, Magic Items, and Notes sections that
Can I do a thing with this sheet? Like Pathfinder? Like Sci-Fi? You're probably already a fan of would otherwise be deleted over to this new space.
Starfinder. The Starfinder Autosheet contains all the goodies
> You may use or modify this sheet for any non-commercial purpose. Starfinder Autosheet and tricks of the Pathfinder Autosheet, combined with a sweet
3. Edit the HP box to =" / " & $AK$6
sci-fi color scheme. 4. Print in Black and White, obviously
My internet is terrible. Can I use this offline? (still incomplete / in Beta)
> To use the autosheet offline, try downloading the offline Googlesheets app. The ImportRange updates only when something else on the sheet is changed, NOT a
The previous-gen Autosheet, if for some reason you decide this
AutoSpellcasting Sheet ABSOLUTELY will not work, but everything else should. timer, so if you're trying to keep something like the "Party Treasure, XP, and GM
Pathfinder Autosheet v5 one is ugly and everything is terrible about it... or if it breaks for
Unfortunately, this sheet isn't compatible with Microsoft Excel. Many of its important some strange reason and I can't figure out why for a while. Reference" sheet synced, all you need to do is type a quick string of gibberish in the
formulas rely on GoogleSheet-only commands. margins, hit Enter, and re-delete it.
ImportRange permissions may cause an error for the AutoSpellcasting, Equipment ,
or Party Treasure support sheets. In order to work, these sheets need permission to
access the main sheet they pull values from just like a human would. You can solve
this problem by setting everything's Sharing Settings to "Viewable by Everyone with
the Hyperlink". [7]
Building an Undead Character? You'll want to set your Constitution score equal to
DO NOT DELETE THIS TAB! When those grey cells in the top-right go missing, lots of things break. (actually just Skills, but you get the picture) your Charisma score (overwrite F11 with "=F14"), with that done, you can hide the
Feel free to right click the red "Welcome Page" tab below and select "Hide Sheet" though. You can find it again by going to the top bar menu, View->Hidden Sheets Constitution row either by filling it Black or changing the text color to the same
parchment-esque yellow as the background.
Massive Errors in the Skills Section probably originate from either trying to
customize the skill list or messing up the formatting. The cell which is causing you grief
is AE9 "Acrobatics", which is importing the entire 34-row list of skills from the bottom of
the Formula References tab. You can either Copy AE9:AE45 and Right-Click ->
"Paste Special" -> "Paste Values Only..." to break the OFFSET formula, or you can
edit the Formula References tab to change things around.
Category Filter Class HD Skills BAB Fort Reflex Will Level
Dragomir Zhirkov Lawful Good Human Medium Favored Class Bonuses Base Monk d8 5 +3 +4 +4 +4 4
Character Name Alignment Race Deity XP Growth Rate Bonus HP [8] Hybrid<--Use Filters to navigate-->
15k XP to next level Bonus Skills [9]MonstrousOver 200 Classes!
Medium [10]M [11] Adult [12] 23 Other Bonus [13] (Custom Class or Mythic Path) [14]
Base/Current Size Age Category Experience Points Totals 27 20 +3 +4 +4 +4 4
HP Ranks BAB Fort Reflex Will Level
Str
0
-3
=
=
0
0 -3
INTELLIGENCE 12 1 = 12 [22] 0 Resistances Diplomacy Cha 0 = 0
Nonlethal
WISDOM 16 3 = 14 [23] 2 0 Fire 0 Cold 0 Disable Device Dex = 4 -3
CHARISMA 10 0 = 10 [24] 0 Acid 0 Elect 0 7 Damage
Disguise Cha 0 = 0
X Escape Artist Dex 1 = 4 -3
SAVES Total Base Ability Resist Misc. Temp. DEFENSES Total Armor Shield Dex SizeNatural [25]Deflect Dodge Misc. Temp. Fly Dex 1 = 4 -3
FORTITUDE 6 = +4 1 1 0 ARMOR CLASS 25 = 6 0 3 0 3 2 0 1 Heal Wis 3 = 3
REFLEX 9 = +4 4 1 0 FLAT-FOOTED 22 = 6 0 0 3 2 1 X Intimidate Cha 0 = 0
WILL 8 = +4 3 1 0 TOUCH 16 = BAB STR 3 0 2 0 1 Kn. Arcana Int = 1
CMD 19 = +3 0 3 0 2 0 1 Kn. Dungeoneering Int = 1
Saving Throw Notes Armor Class Notes Kn. Local Int = 1
make note of special resistances, immunities, and other tricks here. make note of DR, Circumstantial bonuses, and other tricks here. Kn. Nature Int = 1
Cloak of Resistance etc. can be entered in the buff table below. Ring of Protection etc. can be entered in the buff table below. Kn. Planes Int = 1
X Kn. Religion Int = 1
mAtk [26]
mDmg [27]Enh. [28] OFFENSES Formula Variables Attacks Dice [29] Damage Crit Mult Range Type Perception Wis 3 = 3
Longsword STR to hit,Melee
STR toAttack
damage (Standard Melee)
+2 1d8 1d8 + 2 19-20 / x2 - S X Ride Dex 1 = 4 -3
1 [30]2 [31] 1 2 Claws Natural Attacks (Searches
DEX/STR Primary
attack name
Natural
forAttacks
# of attacks,
(Hastedefaults
Applies)
+8 / +8
to 1) 1d4 1d4 + 5 20 / x2 - S/P X Sense Motive Wis 3 = 3
1d6 Spellcraft Int = 1
X Stealth Dex 1 = 4 -3
Survival Wis 3 = 3
X Swim Str -3 = 0 -3 RESOURCES MAGICAL ITEMS
Attack Notes Combat Effect Quick Toggles - see Row 123 Use Magic Device Cha = 0 Uses / Max Resource, Item, or Ability Slot Item
Two-Weapon Fighting must be
make note of circumstantial bonuses or abilities like Sneak Attack
enabled in the "Bonus Attacks" x Power Attack (Custom Effect 6) 3 /3 HERO POINTS head
Double your effective rows by merging cells! -> section of the Buff Table at the Combat Expertise (Custom Effect 7) B. SKILLS 5 / 10 Stunning Fist Headband of INT, +2; Diplomacy
bottom of the sheet.
0/8 Total Ranks Ability Class Misc. Temp. Armor headband
Flight
Move Charge Run Base 20 40 60 Maneuverability average [32] Total DEXMisc. [33]
Temp. [34] Haste (Custom Effect 10) Kn. Engineering Int 1 = 1 shoulders Cloak of Resistance +2
Run
Climb Fly Multiplier [35] 4 = 4 0 Entangled Dazzled Kn. Geography Int = 1 3 Potion of Cure Moderate body Belt of +2 STR, CON, DEX
Charge
Swim Burrow Bonus Distance [36] Blinded [37] Negative Levels X Kn. History Int = 1 2 Potion of Cure Serious torso Armor of the Pious
Kn. Nobility Int = 1 129 / 150 Wands of Cure Light Wounds arms
mSkill [38]
mDex [39]
Enh. [40] ARMOR AND PROTECTIVES Item Material AC Skills MaxDex Spells Magical Item or Feature Target Type Value Linguistics Int = 1 hands
make note of special resistances, immunities, and other tricks here. Wild Instinct AC Insight 1 X Prof: Wis = 3 ring
Damage Reduction and Elemental Resistances can be noted up near your HP Languages: Taldan
SPELLCASTING (To reveal this hidden section, click the arrows in the Row Numbers to the far left edge of the screen) (To hide this row completely, right-click the Row Number and select "Hide Row") (Tertiary casters can highlight and right-click to "Hide Rows 60-69" to remove 5th-9th level)
TRAITS AND DRAWBACK CLASS FEATURES FEATS STORY & MISC. NOTES
Trait Aspect of the Bear Swift Action: +2 CON for 1 min/level free Power Attack Sacrifice accuracy for bonus damage
Trait Shifter Claws Bypass DR/cold iron and DR/silver 1 Weapon Finesse Used Dex to hit with Light melee weapons HERO POINTS <-- Make as many copies of this box as you need for your character!
DB Wild Empathy Roll Level+CHA as a Diplomacy vs. animals 3 Shifter's Edge Add 1/2 Shifter level to Finesse Claw damage You can keep them here, or move 2 at a time into the Resources or
Trait Defensive Instinct Add WIS+1 to AC while unarmored; half armored
3 / 3 Class Features columns with space to spare!
Track Add +Level to relevant Survival checks
RACIAL FEATURES Woodland Stride Ignore nonmagical difficult terrain CHANNEL
Elf +2 to DEX, INT; -2 to CON Wild Shape Dire Bear
ENERGY 1 / 2 <-- This longer resource tracker is the correct size to overwrite the Combat
Effect Quick Toggles space... perfect for when you want to print this sheet!
Elf Medium Size, 30ft base speed, Humanoid (Elf) ^-- Note how easy it is to write custom formulas for pool-based abilities now!
Elf Elf Resistances: Immune to Sleep, +2 vs. Enchantments
Elf Silent Hunter: Move at full speed without Stealth penalty Clnl. Mustard in the Study with the Rod of Wonder
Elf Weapon Familiarity
What are your personal life goals? What challenges do you seek?
> Vengeance upon humananity - especially the ones who destroyed her homeland
> Seek out a new home for the fey and greater spirits travelling with/in her
> Establish control over a vast new home territory and protect it from incursion
What character flaw(s) is/are most likely to cause trouble for you?
> extreme aggression in the face of perceived threats
> blatant, violent, only-semi-irrational racism towards pretty much all non-elves
<-- Expand for more! What do you secretly fear, even in times of easygoing peace?
Combat Quick Toggle Effects: AC Nat Fort Ref Will Str Dex Con Int Wis Cha Attack Dmg OHD 2HD 1stA Attack Dmg 1stA CL TWF MeleeRange Size Base Fly SwimBurrowClimb All Specified Skills, Initiative Dumaq fears that her trusted "family" (spirits, fellow PCs) do not intend to stay with
her and that she will some day be as vulnerable again as the day her family was
Power Attack Untyped (stacks) ACTIVE -1 2 -1 1 killed.
Combat Expertise Dodge (stacks) INACTIVE 1 -1 For GMs: How to build a whole campaign around backstories
Deadly Aim Untyped (stacks) INACTIVE -1 2
Conditions (see Combat Effect Quick Toggles): AC Nat Fort Ref Will Str Dex Con Int Wis Cha Attack Dmg OHD 2HD 1stA Attack Dmg 1stA CL TWF MeleeRange Size Base Fly SwimBurrowClimb All Specified Skills, Initiative
Entangled Untyped (stacks) INACTIVE -4 -2 -2 x0.5 x0.5 x0.5 x0.5 x0.5
Blinded Untyped (stacks) INACTIVE -6 Acrobatics, Climb, Disable Device, Escape Artist, Fly, Ride, Stealth, Swim, Sleight of Hand -4
Advanced Class Guide Note: ACG classes are distinctly more powerful than other Base Classes. Use with caution! Wizard
[Region 2 Start] HD BAB Fort Ref Will Skills Spellcasting spells/day spells known Barbarian (Unchained)
Hybrid Arcanist 6 0.5 Poor Poor Good 2 INT $A$383 Spellbook Monk (Unchained)
Hybrid Brawler 10 1.00 Good Good Poor 4 — — — Rogue (Unchained)
Hybrid Bloodrager 10 1 Good Poor Poor 4 CHA $A$406 $N$406 Summoner (Unchained)
Hybrid Hunter 8 0.75 Good Good Poor 6 WIS $A$314 Divine
Hybrid Investigator 8 0.75 Poor Good Good 6 INT $A$314 Spellbook
Hybrid Shaman 8 0.75 Poor Poor Good 4 WIS $A$291 Divine
Hybrid Skald 8 0.75 Good Poor Good 4 CHA $A$314 $O$314
Hybrid Slayer 10 1 Good Good Poor 6 — — —
Hybrid Swashbuckler 10 1 Poor Good Poor 4 — — —
Hybrid Warpriest 8 0.75 Good Poor Good 2 WIS $A$314 Divine
[Region 2 End]
Occult Adventures
[Region 3 Start] HD BAB Fort Ref Will Skills Spellcasting spells/day spells known
Occult Kineticist 8 0.75 Good Good Poor 2 — — —
Occult Medium 8 0.75 Poor Poor Good 4 CHA $A$359 $O$359
Occult Medium (Archmage/Heirophant
8 0.75
Mode) Poor Poor Good 4 CHA $A$314 $O$314
Occult Mesmerist 8 0.75 Poor Good Good 6 CHA $A$314 $O$314
Occult Occultist 8 0.75 Good Poor Good 4 INT $A$314 Special
Occult Psychic 6 0.5 Poor Poor Good 2 INT $A$268 $O$268
Occult Spiritualist 8 0.75 Poor Poor Good 4 CHA $A$314 $O$314
[Region 3 End]
Monstrous HD (Bestiary)
[Region 4 Start] HD BAB Multiplier Fort Ref Will Skills
Monstrous Aberration 8 0.75 Poor Poor Good 4
Monstrous Animal 8 0.75 Good Good Poor 2
Monstrous Construct 10 1 Poor Poor Poor 2
Monstrous Dragon 12 1 Good Good Good 6
Monstrous Fey 6 0.5 Poor Good Good 6
Monstrous Humanoid 8 0.75 Poor Good Poor 2
Monstrous Magical beast 10 1 Good Good Poor 2
Monstrous Monstrous Humanoid
10 1 Poor Good Good 4
Monstrous Ooze 8 0.75 Poor Poor Poor 0
Outsider /Monstrous
Eidolon (Low Fortitude) 10 1 Poor Good Good 6
Outsider
Monstrous
/ Eidolon (Low Reflex) 10 1 Good Poor Good 6
Outsider
Monstrous
/ Eidolon (Low Will) 10 1 Good Good Poor 6
Monstrous Plant 8 0.75 Good Poor Poor 2
Monstrous Undead 8 0.75 Poor Poor Good 4
Monstrous Vermin 8 0.75 Good Poor Poor 0
[Region 4 End]
Psionic Classes (3rd Party Publisher - Dreamscarred Press "Ultimate Psionics" and "Psionics Expanded")
[Region 8 Start] HD BAB Fort Ref Will Skills Spellcasting PP/day Powers known Max Level
3PP-Psionics Aegis 10 1 Good Poor Good 4 INT $D$474 $L$474 $L$474
3PP-Psionics Cryptic 8 0.75 Poor Good Good 4 INT $C$474 $H$474 $Q$474
3PP-Psionics Dread 8 0.75 Poor Good Good 6 CHA $C$474 $H$474 $Q$474
3PP-Psionics Marksman 8 0.75 Poor Good Good 4 WIS $D$474 $I$474 $R$474
3PP-Psionics Psion 6 0.5 Poor Poor Good 2 INT $B$474 $G$474 $O$474
3PP-Psionics Psychic Warrior 8 0.75 Good Poor Poor 4 WIS $C$474 $H$474 $Q$474 Psionic
3PP-Psionics Soulknife 10 1 Poor Good Good 4 — — — —
3PP-Psionics Tactician 8 0.75 Poor Poor Good 4 INT $B$474 $H$474 $O$474
3PP-Psionics Vitalist 6 0.5 Good Poor Good 2 WIS $B$474 $J$474 $O$474 Psionic
3PP-Psionics Wilder 8 0.75 Poor Poor Good 4 CHA $B$474 $K$474 $P$474
[Region 8 End]
Other
[Region 9 Start] HD BAB Fort Ref Will Skills Spellcasting spells/day spells known PrC PrC Caster Levels
Other
Other
Other
Other
Other
Other
Other
Other
Other
Other
Other
Other
Primary Caster (Prepared) Spells Per Day Spellbook/Familiar Free Spells Known (assume highest level possible)
Level (Character \0Spell) 1 2 3 4 5 6 7 8 9 Level (Character \0Spell) 1 2 3 4 5 6 7 8 9
1 3 1 — — — — — — — — 1 ∞ #REF! — — — — — — — —
2 4 2 — — — — — — — — 2 ∞ #REF! — — — — — — — —
3 4 2 1 — — — — — — — 3 ∞ #REF! — — — — — — — —
4 4 3 2 — — — — — — — 4 ∞ #REF! 2 — — — — — — —
5 4 3 2 1 — — — — — — 5 ∞ #REF! 4 — — — — — — —
6 4 3 3 2 — — — — — — 6 ∞ #REF! 4 2 — — — — — —
7 4 4 3 2 1 — — — — — 7 ∞ #REF! 4 4 — — — — — —
8 4 4 3 3 2 — — — — — 8 ∞ #REF! 4 4 2 — — — — —
9 4 4 4 3 2 1 — — — — 9 ∞ #REF! 4 4 4 — — — — —
10 4 4 4 3 3 2 — — — — 10 ∞ #REF! 4 4 4 2 — — — —
11 4 4 4 4 3 2 1 — — — 11 ∞ #REF! 4 4 4 4 — — — —
12 4 4 4 4 3 3 2 — — — 12 ∞ #REF! 4 4 4 4 2 — — —
13 4 4 4 4 4 3 2 1 — — 13 ∞ #REF! 4 4 4 4 4 — — —
14 4 4 4 4 4 3 3 2 — — 14 ∞ #REF! 4 4 4 4 4 2 — —
15 4 4 4 4 4 4 3 2 1 — 15 ∞ #REF! 4 4 4 4 4 4 — —
16 4 4 4 4 4 4 3 3 2 — 16 ∞ #REF! 4 4 4 4 4 4 2 —
17 4 4 4 4 4 4 4 3 2 1 17 ∞ #REF! 4 4 4 4 4 4 4 —
18 4 4 4 4 4 4 4 3 3 2 18 ∞ #REF! 4 4 4 4 4 4 4 2
19 4 4 4 4 4 4 4 4 3 3 19 ∞ #REF! 4 4 4 4 4 4 4 4
20 4 4 4 4 4 4 4 4 4 4 20 ∞ #REF! 4 4 4 4 4 4 4 4
Secondary Caster Spells per Day Bard, Inquisitor, Summoner Spells Known
Level (Character \0Spell) 1 2 3 4 5 6 7 8 9 Level (Character \0Spell) 1 2 3 4 5 6 7 8 9
1 ∞ 1 — — — — — — — — 1 4 2 — — — — — — — —
2 ∞ 2 — — — — — — — — 2 5 3 — — — — — — — —
3 ∞ 3 — — — — — — — — 3 6 4 — — — — — — — —
4 ∞ 3 1 — — — — — — — 4 6 4 2 — — — — — — —
5 ∞ 4 2 — — — — — — — 5 6 4 3 — — — — — — —
6 ∞ 4 3 — — — — — — — 6 6 4 4 — — — — — — —
7 ∞ 4 3 1 — — — — — — 7 6 5 4 2 — — — — — —
8 ∞ 4 4 2 — — — — — — 8 6 5 4 3 — — — — — —
9 ∞ 5 4 3 — — — — — — 9 6 5 4 4 — — — — — —
10 ∞ 5 4 3 1 — — — — — 10 6 5 5 4 2 — — — — —
11 ∞ 5 4 4 2 — — — — — 11 6 6 5 4 3 — — — — —
12 ∞ 5 5 4 3 — — — — — 12 6 6 5 4 4 — — — — —
13 ∞ 5 5 4 3 1 — — — — 13 6 6 5 5 4 2 — — — —
14 ∞ 5 5 4 4 2 — — — — 14 6 6 6 5 4 3 — — — —
15 ∞ 5 5 5 4 3 — — — — 15 6 6 6 5 4 4 — — — —
16 ∞ 5 5 5 4 3 1 — — — 16 6 6 6 5 5 4 2 — — —
17 ∞ 5 5 5 4 4 2 — — — 17 6 6 6 6 5 4 3 — — —
18 ∞ 5 5 5 5 4 3 — — — 18 6 6 6 6 5 4 4 — — —
19 ∞ 5 5 5 5 5 4 — — — 19 6 6 6 6 5 5 4 — — —
20 ∞ 5 5 5 5 5 5 — — — 20 6 6 6 6 6 5 5 — — —
128
Psychic Max
Psion, Cryptic, Cryptic,
Powers Warrior, Psionic Psion,
Tactician, Dread, Marksman, Dread,
PP / Day Vitalist, Psychic Aegis
Psion Cryptic, Marksman Vitalist Wilder Aegis Vitalist, Wilder
Psychic
Marksman
Known Dread, Power Tactician
Wilder Warrior Level Warrior
Tactician
1 2 1 1 1 3 1 0 2 1 0 1 1st 1st 1st 1st
2 6 2 2 2 5 2 1 2 2 0 2 1st 1st 1st 1st
3 11 4 3 3 7 3 2 3 2 0 3 2nd 1st 1st 1st
4 17 6 5 4 9 4 2 3 3 0 4 2nd 2nd 2nd 1st
5 25 8 7 5 11 5 3 4 3 0 5 3rd 2nd 2nd 2nd
6 35 12 9 6 13 6 4 4 4 0 6 3rd 3rd 2nd 2nd
7 46 16 11 7 15 7 5 5 4 0 7 4th 3rd 3rd 2nd
8 58 20 14 8 17 8 5 5 5 0 8 4th 4th 3rd 2nd
9 72 24 17 9 19 9 6 6 5 0 9 5th 4th 3rd 3rd
10 88 28 20 10 21 10 7 6 6 0 10 5th 5th 4th 3rd
11 106 36 24 11 22 11 8 7 6 0 11 6th 5th 4th 3rd
12 126 44 28 12 24 12 8 7 7 0 12 6th 6th 4th 3rd
13 147 52 32 13 25 13 9 8 7 0 13 7th 6th 5th 4th
14 170 60 37 14 27 14 9 8 8 0 14 7th 7th 5th 4th
15 195 68 42 15 28 15 10 9 8 0 15 8th 7th 5th 4th
16 221 80 47 16 30 16 10 9 9 0 16 8th 8th 6th 4th
17 250 92 52 17 31 17 11 10 9 0 17 9th 8th 6th 4th
18 280 104 58 18 33 18 11 10 10 0 18 9th 9th 6th 4th
19 311 116 64 19 34 19 12 11 10 0 19 9th 9th 6th 4th
20 343 128 70 20 36 20 12 11 11 0 20 9th 9th 6th 4th
Acrobatics
AppraiseBluff Climb Craft: Craft: Diplomacy
Disable Disguise
Device Escape Fly
Artist Handle Animal
Heal Intimidate
Kn. Arcana
Kn. Dungeoneering
Kn. Engineering
Kn. Geography
Kn. History
Kn. Local
Kn. Nature
Kn. Nobility
Kn. Planes
Kn. Religion
Linguistics
Perception
Perform:Perform:Prof: Prof: Ride Sense Motive
Sleight of
Spellcraft
Hand Stealth SurvivalSwim Use Magic
(Custom
Device
(Custom
Skill) Artistry:
Skill) Lore: C. Acrobatics
C. Athletics
C. Finesse
C. Influence
C. Nature
C. Perception
C. Performance
C. Religion
C. Society
C. Spellcraft
C. Stealth
C. Survival Autohypnosis
Kn: Psionics
Trained Only Trained Only Trained Trained
Only Trained
Only Only
Trained
Trained
OnlyTrained
Only Trained
Only Trained
Only Trained
Only Trained
Only Trained
Only Only Trained Trained
Only Only Trained Trained
Only Only Trained Only Trained Only Trained Only Trained Only Trained Trained
Only Trained
Only Only Trained Trained
Only Only
Dex Int Cha Str Int Int Cha Dex Cha Dex Dex Cha Wis Cha Int Int Int Int Int Int Int Int Int Int Int Wis Cha Cha Wis Wis Dex Wis Dex Int Dex Wis Str Cha Int Int Dex Str Dex Cha Int Wis Cha Int Int Int Dex Wis Wis Int
BASE CLASSES Armor Penalty Armor Penalty Armor Penalty Armor Penalty
Armor Penalty Armor Penalty Armor Penalty Armor Penalty Armor Penalty X Armor Penalty
Armor Penalty
Armor Penalty Armor Penalty
Alchemist X X X X X X X X X X X X X X X X X X X X
Antipaladin X X X X X X X X X X X X X X X X X
Barbarian X X X X X X X X X X X X X X X
Bard X X X X X X X X X X X X X X X X X X X X X X X X X X X X X X X X X X X X X X
Cavalier X X X X X X X X X X X X X X X X X
Cleric X X X X X X X X X X X X X X X X X X X X
Druid X X X X X X X X X X X X X X X X X X X X
Fighter X X X X X X X X X X X X X X X X
Gunslinger X X X X X X X X X X X X X X X X X X X
Inquisitor X X X X X X X X X X X X X X X X X X X X X X X X X X X X X
Magus X X X X X X X X X X X X X X X X X X
Monk X X X X X X X X X X X X X X X X X X X X X
Ninja X X X X X X X X X X X X X X X X X X X X X X X X X X X X X X X X
Oracle X X X X X X X X X X X X X X
Paladin X X X X X X X X X X X X X X X X
Ranger X X X X X X X X X X X X X X X X X X X X X X X X
Rogue X X X X X X X X X X X X X X X X X X X X X X X X X X X X X X X X
Samurai X X X X X X X X X X X X X X X X X
Sorcerer X X X X X X X X X X X X X X X
Summoner X X X X X X X X X X X X X X X X X X X X X X X
Witch X X X X X X X X X X X X X X X X X X
Wizard X X X X X X X X X X X X X X X X X X X X X X X
Vigilante X X X X X X X X X X X X X X X X X X X X X X X X X X X X X X X X X X X
Shifter X X X X X X X X X X X X X X X X X X X X X X
Barbarian (Unchained) X X X X X X X X X X X X X X X
Monk (Unchained) X X X X X X X X X X X X X X X X X X X X X X
Rogue (Unchained) X X X X X X X X X X X X X X X X X X X X X X X X X X X X X X X X
Summoner (Unchained) X X X X X X X X X X X X X X X X X X X X X X X
NPC CLASSES
Adept X X X X X X X X X X X X X X X X X X X X
Aristocrat X X X X X X X X X X X X X X X X X X X X X X X X X X X X X X
Commoner X X X X X X X X X X X
Expert [57] X
Warrior X X X X X X X X X X X
MONSTROUS HD Acrobatics
AppraiseBluff Climb Craft: Craft: Diplomacy
Disable Disguise
Device*Escape Fly
Artist Handle Animal*
Heal Intimidate
Kn. Arcana*
Kn. Dungeoneering*
Kn. Engineering*
Kn. Geography*
Kn. History*
Kn. Local*
Kn. Nature*
Kn. Nobility*
Kn. Planes*
Kn. Religion*
Linguistics*
Perception
Perform:Perform:Prof: Prof: Ride Sense Motive
Sleight of
Spellcraft*
Hand*Stealth SurvivalSwim Use Magic
(Custom
Device*
(Custom
Skill) Artistry:
Skill) Lore: C. Acrobatics
C. Athletics
C. Finesse
C. Influence
C. Nature
C. Perception
C. Performance
C. Religion
C. Society
C. Spellcraft
C. Stealth
C. Survival
Aberration [58] X X X X X X X X X X X
Animal X X X X X X X X X X
Construct X
Dragon X X X X X X X X X X X X X X X X X X X X X X X X X X X X X
Fey X X X X X X X X X X X X X X X X X X X X X X X
Humanoid X X X X X X X X X X X
Magical Beast X X X X X X X
Monstrous Humanoid X X X X X X X X X X X X
Ooze X
Outsider / Eidolon (Low Fortitude) [59] X X X X X X X X X X
Outsider / Eidolon (Low Reflex) [60] X X X X X X X X X X
Outsider / Eidolon (Low Will) [61] X X X X X X X X X X
Plant X X X
Undead X X X X X X X X X X X
Vermin X
Category 1 - # of # of # of # of
Attack roll type Melee Attack Iterative Attacks: 1 Off-Hand Melee Iterative
Attack (must
Attacks:
have0TWF 1, 2, or 3 active
Rangedon Buff
Attack
Table)
Iterative Attacks: 1 Off-Hand Ranged
Iterative
Attack Attacks:
(must have
0 TWF 1, 2, or 3 Combat
active onManeuver
Buff Table) 1 Magic 1 Monk Flurry 1 Single Attack 1 Natural Attacks (Searches attack name for # of attacks,
Otherdefaults to 1) 1
Melee Attack STR to hit, STR to damage
2 (Standard Melee)
2 STR to hit, STR * 0.5 to damage
2 (Standard
1 Off-Hand)
DEX to hit (Crossbows, Firearms,
7 Ranged0Touch attacks)
DEX to hit (Crossbows, Firearms)
7 0 STR to hit (Standard) 3 #DIV/0! Caster Level Check (CL)4 #DIV/0! STR/STR Monk Melee Flurry
3 (Uses Monk2level as full
Melee:
BAB)STR to hit, STR to
2 damage (Standard
2 Melee)STR/STR*1.5 Single Primary
2 Natural Attack
3 (Haste Alchemist
Applies) Bomb (DEX to7hit, INT to damage)
1 (Single Attack)
Off-Hand Melee Attack (must haveSTR
TWFto1,hit,
2, STR*1.5
or 3 active
to on
damage
2Buff Table)
(Two-Handed
3 Melee)
STR to hit, STR to damage
2 (Double Slice)1 DEX to hit, STR to Damage
7 (Composite Bows,
0 Thrown
DEXWeapons)
to hit, STR * 0.5 to Damage
7 (Thrown0Weapons)DEX to hit (Weapon Finesse,
7 Agile Maneuvers)
#DIV/0! Concentration Check (CL5 + Ability) #DIV/0! STR/STR*1.5 Monk Melee
3 Flurry (Base Monk
3 does Melee:
not get STR
*1.5 STR,
to hit, but
STR does
*21.5get
to better
damage Power
(Two-Handed
3 Attack ratio;
STR/STR
Melee)
Unchained
PrimaryMonk
Natural
gets
2 Attacks
both) (Uses
(HasteMonk
2Applies)
level Alchemist
as full BAB)
Bomb (DEX to7hit, INT to damage)
1 (Rapid Bomb)
Ranged Attack ~~~~~~~~~~ DEX to hit, DEX to Damage
7 (Gun Training4+ Firearm)
DEX to hit, STR to Damage
7 (Double Slice0+ Thrown,WIS
Kasatha
to hit double
(Guidedarchery)
Hand)6 #DIV/0! ~~~~~~~~~~ STR/STR Primary Natural
2 Attack (Haste does
2 not apply)
~~~~~~~~~~
Off-Hand Ranged Attack (must have
~~~~~~~~~~
TWF 1, 2, or 3 active on Buff Table) DEX to hit, STR * 0.5 to damage
6 (Weapon1Finesse)~~~~~~~~~~ DEX to hit, DEX to Damage
7 (Gun Training4+ Firearm)
~~~~~~~~~~ DEX/STR Monk Melee Flurry
7 (Uses Monk2level as full
Melee:
BAB)DEX to hit, STR to
6 damage (Weapon
2 Finesse)
STR/STR*0.5 Secondary2Natural Attack (-5
2 or -2 penalty
WitchtoPrehensile
hit must be
Hair
added
(INT
3 manually)
to hit / INT(Haste
to damage)
3 does not apply)
Combat Maneuver DEX to hit, STR to damage
6 (Weapon Finesse)
2 DEX to hit, STR to damage
6 (Weapon Finesse
1 + Double
STRSlice)
to hit, STR to damage
3 (Belt of Mighty0Hurling) ~~~~~~~~~~ STR + Maneuver Training
4 (Class #1 grants
#DIV/0!
full BAB) DEX/DEX Monk Melee Flurry
7 (Uses Monk6level as full
Melee:
BAB)DEX to hit, DEX to
6 damage (Agile 6
property, Unchained
~~~~~~~~~~Rogue 3, Slashing Grace, Mythic Weapon
White
Finesse)
Witch Hair (STR to2 hit / INT to damage)
3
Magic DEX to hit, DEX to damage
6 (Agile property,
6 Unchained
DEXRogue
to hit, 3,
DEXSlashing
* 0.5 toGrace,
damage
6 Mythic
(Agile
Weapon
property,
3 Finesse)
Unchained
~~~~~~~~~~~
Rogue 3, Mythic Weapon Finesse) STR to hit, STR * 0.5 to damage
3 (Belt of Mighty
0 Hurling)
DEX + Maneuver Training
8 (Class #1 grants
#DIV/0!
full BAB) ~~~~~~~~~~~ Melee: DEX to hit, DEX*1.5
6 to damage (Unchained
9 Rogue)
DEX/STR*1.5 Single Primary
6 Natural Attack
3 (Haste White
Applies)
Witch Hair (DEX to6 hit / INT to damage)
3
Monk Flurry DEX to hit, DEX*1.5 to damage
6 (Unchained
9 Rogue)DEX to hit, DEX to damage
6 (Double Slice 5+ Agile/Rogue/Mythic
WIS to hit (Guided
Finesse)
Hand)6 0 ~~~~~~~~~~~ WIS + Maneuver Training
7 (Class #1 grants
#DIV/0!
full BAB) WIS/STR Monk Melee Flurry
6 (Uses Monk 2level as full BAB) DEX/STR Primary Natural
6 Attacks (Haste 2Applies) White Witch Hair (INT Combat
3 Maneuver)
#DIV/0!
Single Attack ~~~~~~~~~~~ WIS to hit, STR to Damage
6 (Guided Hand)0 WIS to hit (Guided Hand)6 0 ~~~~~~~~~~~ WIS/STR*1.5 Monk Melee
6 Flurry (Monk does
3 not getMelee:
*1.5 STR,
WIS but
to hit,
doesSTR
getto5better
damagePower
(Guided
Attack
2 Hand)
ratio) (Uses
DEX/STR
Monk
Primary
level as
Natural
full BAB)
6 Attack (Haste does
2 not apply)
~~~~~~~~~~~
Natural Attacks (Searches attack name
~~~~~~~~~~~
for # of attacks, defaults to 1) WIS to hit, 0.5 * STR to damage
5 (Guided Hand)
1 WIS to hit, WIS to Damage
6 (Mythic Guided3 Hand) WIS to hit, STR * 0.5 to Damage
6 (Guided 0
Hand) Spell-Based (CL + Casting
5 Ability) #DIV/0! WIS/WIS Monk Melee Flurry
6 (Uses Monk 5
level as full
Melee:
BAB) WIS to hit, WIS to5damage (Mythic5Guided Hand)
DEX/STR*0.5 Secondary6 Natural Attack (-5
2 or -2 penalty
Kineticist
to hitRanged
must be(DEX
added
to
7 manually)
hit, CON to(Haste
damage)
1 does not apply)
Other WIS to hit, STR to damage
5 (Guided Hand)2 WIS to hit, STR to damage
5 (Double Slice +1 Guided Hand) WIS to hit, STR to Damage
6 (Double Slice 0+ Guided Hand) ----------- ~~~~~~~~~~ ~~~~~~~~~~~ Kineticist Ranged (DEX to
7 hit, CON*0.5 to0damage)
WIS to hit, WIS to damage
5 (Mythic Guided5Hand) WIS to hit, 0.5 * WIS to damage
5 (Mythic Guided
3 Hand) WIS to hit, WIS * 0.5 to Damage
6 (Mythic Guided
1 Hand) DEX/--- Monk Ranged Flurry
8 (Uses Monk 0level as full
Ranged:
BAB) DEX to hit (Crossbows,
7 Firearms,0 Ranged DEX/DEX*1.5
Touch attacks)Single Primary
6 Natural Attack
9 (Unchained
Kineticist
Rogue Melee
Only)
(DEX
(Haste
to 6hit,
Applies)
CON to damage)
1
WIS to hit, WIS to damage
5 (Double Slice +5 Mythic Guided Hand) WIS to hit, WIS to Damage
6 (Mythic Guided3 Hand) DEX/STR Monk Ranged8Flurry (Uses Monk
0 level asRanged:
full BAB)DEX to hit, STR7to Damage (Composite
0 Bows,
DEX/DEX
Thrown
Primary
Weapons)
Natural
6 Attacks (Haste 6Applies) Kineticist Melee (DEX to 6hit, CON*0.5 to damage)
0
DEX/DEX Monk Ranged8Flurry (Uses Monk
4 level asRanged:
full BAB)DEX to hit, DEX7 to Damage (Gun4 Training DEX/DEX
+ Firearm)Primary Natural
6 Attack (Haste does
6 not apply)
Kineticist Melee (STR to 2hit, CON to damage)
3
STR/STR Monk Ranged 4Flurry (Belt of Mighty
0 Hurling)
Ranged:
(UsesSTR
Monktolevel
hit, STR
as full
3to BAB)
damage (Belt 0of Mighty DEX/DEX*0.5
Hurling) Secondary6 Natural Attack (-5
4 or -2 penalty
Kineticist
to hitMelee
must (STR
be added
to 2hit,manually)
CON*0.5(Haste
to damage)
2 does not apply)
WIS/STR Monk Ranged 7Flurry (Uses Monk
0 level as Ranged:
full BAB)WIS to hit (Guided
6 Hand) 0
WIS/WIS Monk Ranged Flurry
7 (Uses Monk
3 level as Ranged:
full BAB) WIS to hit, STR6to Damage (Guided
0 Hand)
Ranged: WIS to hit, WIS6to Damage (Mythic
3 Guided Hand)
'Formula
Attack References'!$C$71:$E$93
1 Main Sheet Attack #1 Main Sheet Attack #2 Main Sheet Attack #3 Main Sheet Attack #4 Main Sheet Attack #5 Main Sheet Attack #6
# of
'Formula
Attack References'!$F$71:$H$93
2 Melee Attack Iterative Attacks: 1 Natural Attacks (Searches attack name for # of attacks,
No Category
defaults to
Selected
1) No Category Selected No Category Selected No Category Selected
'Formula
Attack 3References'!$I$71:$K$93 STR to hit, STR to damage
2 (Standard Melee)
2 STR/STR*1.5 Single Primary
2 Natural Attack
3 (Haste Applies)
'Formula
Attack 4
References'!$L$71:$N$93 STR to hit, STR*1.5 to damage
2 (Two-Handed
3 Melee)
STR/STR Primary Natural
2 Attacks (Haste 2Applies)
'Formula
Attack References'!$O$71:$Q$93
5 STR/STR Primary Natural
2 Attack (Haste does
2 not apply)
'Formula
Attack References'!$R$71:$T$94
6 ~~~~~~~~~~ STR/STR*0.5 Secondary2Natural Attack (-5
2 or -2 penalty to hit must be added manually) (Haste does not apply)
Attack 6 #REF! DEX to hit, STR to damage
6 (Weapon Finesse)
2 ~~~~~~~~~~
DEX to hit, DEX to damage
6 (Agile property,
6 Unchained
DEX/STR*1.5
Rogue 3, Slashing
Single Primary
Grace,
6 Natural
Mythic Weapon
Attack
3 (Haste
Finesse)
Applies)
DEX to hit, DEX*1.5 to damage
6 (Unchained
9 Rogue)DEX/STR Primary Natural
6 Attacks (Haste 2Applies)
DEX/STR Primary Natural
6 Attack (Haste does
2 not apply)
~~~~~~~~~~~ DEX/STR*0.5 Secondary6 Natural Attack (-5
2 or -2 penalty to hit must be added manually) (Haste does not apply)
WIS to hit, STR to5 damage (Guided2 Hand) ~~~~~~~~~~~
WIS to hit, WIS to5damage (Mythic5Guided Hand) DEX/DEX*1.5 Single
6 Primary Natural
9 Attack (Unchained Rogue Only) (Haste Applies)
DEX/DEX Primary6 Natural Attacks 6(Haste Applies)
DEX/DEX Primary6 Natural Attack (Haste
6 does not apply)
DEX/DEX*0.5 Secondary
6 Natural Attack
4 (-5 or -2 penalty to hit must be added manually) (Haste does not apply)
Types of Bonuses
Alchemical
Armor
Circumstance (stacks)
Competence
Deflect/Enhance/Resist
Dodge (stacks)
Insight
Luck
Morale
Precision Damage
Sacred / Profane
Size
Untyped (stacks)
Experience Chart
XP Chart Slow Medium Fast
1 — — —
2 3000 2000 1300
3 7500 5000 3300
4 14000 9000 6000
5 23000 15000 10000
6 35000 23000 15000
7 53000 35000 23000
8 77000 51000 34000
9 115000 75000 50000
10 160000 105000 71000
11 235000 155000 105000
12 330000 220000 145000
13 475000 315000 210000
14 665000 445000 295000
15 955000 635000 425000
16 1350000 890000 600000
17 1900000 1300000 850000
18 2700000 1800000 1200000
19 3850000 2550000 1700000
20 5350000 3600000 2400000
Size Modifiers
Key Number Size Attack / AC CMB / CMD Fly Skill Stealth Skill Carrying Capacity
F Fine 8 -8 8 16 0.125
D Diminutive 4 -4 6 12 0.25
T Tiny 2 -2 4 8 0.5
S Small 1 -1 2 4 0.75
M Medium 0 0 0 0 1
L Large -1 1 -2 -4 2
H Huge -2 2 -4 -8 4
G Gargantuan -4 4 -6 -12 8
C Colossal -8 8 -8 -16 16
Armor Weight as #: 2
Armor TableAC Bonus Max Dex Penalty Spell Failure Type Category Special MaterialsWeight Category Main Sheet Armors 1 and 2
~~Magic Armors~~ (no shield) Equipment URL:
Mage Armor (Spell) 4 Unarmored Special 0 Buckler PC or Companion? PC
Bracers of Armor (Wondrous Item)
0 Unarmored Special Leather 0 Klar
Clothing 0 0 0% Unarmored Standard 0 Madu Max Dex: Armor Penalty
~~Light Armors~~ Eastern Light Shield Armor Medium 3 -3
Armored Kilt 1 6 0 0% Light Standard Plate/Chain 1 Heavy Shield Encumbrance:
Haramaki 1 0 0% Light Eastern Plate/Chain 1 (Spell) Shield Totals 3 -3
Padded Cloth 1 8 0 5% Light Standard Leather 1 Tower Shield
Quilted Cloth 1 8 0 10% Light Standard Leather 1
Silken Ceremonial Armor 1 0 0% Light Eastern Leather 1
Lamellar Cuirass 2 4 0 5% Light Eastern Leather 1
Leather 2 6 0 10% Light Standard Leather 1
Rosewood Armor 2 6 0 10% Light Standard Leather 1
Hide Shirt 3 4 1 15% Light Standard Leather 1
Leaf Armor 3 5 0 15% Light Standard Leather 1
Parade Armor 3 5 1 15% Light Standard Plate/Chain 1
Studded Leather 3 5 1 15% Light Standard Leather 1
Wooden 3 3 1 15% Light Standard Wood 1
Chain Shirt 4 4 2 20% Light Standard Plate/Chain 1
Leather Lamellar 4 3 2 20% Light Eastern Leather 1
~~Medium Armors~~ Standard
Eastern
Armored Coat 4 3 2 20% Medium Standard Plate/Chain 2
Hide 4 4 3 20% Medium Standard Leather 2
Do-Maru 5 4 4 25% Medium Eastern Plate/Chain 2
Horn Lamellar 5 3 4 25% Medium Eastern Leather 2
Kikko Armor 5 4 3 20% Medium Eastern Plate/Chain 2
Scale Mail 5 3 4 25% Medium Standard Plate/Chain 2
Agile Breastplate 6 3 4 25% Medium Standard Plate/Chain 2
Breastplate 6 3 4 25% Medium Standard Plate/Chain 2
Chainmail 6 2 5 30% Medium Standard Plate/Chain 2
Four-Mirror Armor 6 2 5 30% Medium Eastern Plate/Chain 2
Mountain Pattern Armor 6 3 4 30% Medium Eastern Plate/Chain 2
Steel Lamellar 6 3 5 25% Medium Eastern Plate/Chain 2
~~Heavy Armors~~ Standard
Eastern
Banded Mail 7 1 6 35% Heavy Standard Plate/Chain 3
Field Plate 7 1 5 35% Heavy Standard Plate/Chain 3
Iron Lamellar 7 0 7 40% Heavy Standard Plate/Chain 3
Kusari Gusoku 7 1 7 35% Heavy Eastern Plate/Chain 3
Splint Mail 7 0 7 40% Heavy Standard Plate/Chain 3
Tatami-Do 7 3 6 35% Heavy Eastern Plate/Chain 3
Agile Half-Plate 8 0 7 40% Heavy Standard Plate/Chain 3
Half-Plate 8 0 7 40% Heavy Standard Plate/Chain 3
O-Yoroi 8 2 6 35% Heavy Eastern Plate/Chain 3
Stone Coat 8 0 7 40% Heavy Eastern Plate/Chain 3
Full Plate 9 1 6 35% Heavy Standard Plate/Chain 3
Shield TableAC Bonus Max Dex Penalty Spell Failure Type
(no shield) Shield
Buckler 1 1 5% Buckler Shield Plate/Chain Armor / Shield Special Material
Klar 1 1 5% Light Shield Plate/Chain Adamantine Darkwood
Madu 1 2 5% Light Shield Plate/Chain Armored Kilt Dragonhide
Light Shield 1 1 5% Light Shield Plate/Chain Bone Greenwood
Heavy Shield 2 2 15% Heavy Shield Plate/Chain Bronze Living steel
(Spell) Shield 4 0 0% Force Shield Plate/Chain Dragonhide Mithral
Tower Shield 4 2 10 50% Tower Shield Plate/Chain Elysian Bronze Steel
Fire-forged steel Wood
Armor Materials
AC Bonus Max Dex Penalty Spell Failure Type Special Notes Frost-forged steel
Adamantine Plate/Chain DR 2/- Horacalcum
Angelskin Leather Masks Evil alignment Living steel
Armored Kilt 1 -1 -1 Leather 1 Mithral
Armored Kilt Plate/Chain Mithral + Armored Kilt
Bone -1 Plate/Chain Fragile Steel
Bronze Plate/Chain Fragile
Darkleaf Cloth 2 3 -10% Leather
Darkwood 2 - Non-metallic Shield
Dragonhide Plate/Chain Impervious to Element
Shield
Dragonhide Leather Impervious to Element
Eel Hide 1 Leather Electricity Resist 2
Elysian Bronze Plate/Chain DR 2/- vs. Beasts/Humanoids
Fire-forged steel Plate/Chain Fire Resist 2
Frost-forged steel Plate/Chain Cold Resist 2
Greenwood - Self-Repairs in Sunlight
Shield
Griffon mane Leather +2 Fly
Horacalcum Plate/Chain +2 Initiative
Leather / Hide Leather
Living steel Plate/Chain Self-Repairs in Sunlight
Shield
Mithral 2 2 -10% Plate/Chain Counts as Silver Shield -1
Mithral + Armored Kilt 1 2 1 -10% Plate/Chain Counts as Silver 0
Confused
Cowering -6
Dazed
Dazzled -1 -1 Perception -1
Deafened Initiative, Perception -4
Entangled -4 -2 -2 x0.5 0 0
Exhausted -6 -6 x0.5 0 0
Fascinated
Fatigued -2 -2 0 0
Frightened -2 -2 -2 -2 -2 -2
Grappled -4 0 0
Invisible 2 2
Nauseated 0 0
Panicked -2 -2 -2 -2
Paralyzed -999 -999
Pinned -8
Prone -4
Shaken -2 -2 -2 -2 -2 -2
Sickened -2 -2 -2 -2 -2 -2 -2 -2
Staggered 0.5 0
Stunned -2
Light Encumbrance
Medium Encumbrance
Heavy Encumbrance
Overencumbered 0 0
Unchained Wound System -1 -1 -1 -1 -1 -1 -1
Negative Levels
Acrobatics, Appraise, Bluff, Climb, Diplomacy, Disable Device, Disguise, Escape Artist, Fly, Handle Animal, Heal, Intimidate, Kn. Arcana, Kn. Dungeoneering, Kn. Engineering, Kn. Geography, Kn. History, Kn. Local, Kn. Nature, Kn. Nobility, Kn. Planes, Kn. Religion, Linguistics, Perception, Ride, Sense Motive, Sleight of Hand, Spellcraft, Stealth, Survival, Swim, Use Magic Device, Artistry:, Craft:, Lore:, Perform:, Prof:,
Changelog
Aug 10th-ish
PF2 v1 Expect a link here for the PF2 Autosheet when Paizo releases the second edition playtest
2018
-- Background Skills
All PCs are given 2 extra skill ranks per level to be spent in "bad" skills like Appraise, Craft, or Perform.
-- Consolidated Skills
All PCs are automatically given half as many skill ranks to work with.
~~~~~~~~~~~~~~~~~~~~~~~
3PP Rules
~~~~~~~~~~~~~~~~~~~~~~~
-- Psionics
adds two new skills to the roster: Autohypnosis and Kn. Psionics. You will need to wipe the existing skill
formulas downward to erase the Background Skills formatting just like you would with the standard skill
block.
Start by Cut/Pasting (NOT Copy Pasting) the Background Skills formatting into the empty notes section.
Follow the instructions for setting up Standard Skills (wiping the formulae downwards to fill the blank
spaces), then move the Background Skills formatting back into its new position.
[2] Changing to Standard Skills requires one additional step once you reach the Main Page.
To delete the Background Skills formatting, you'll want to highlight a range like like AD32:AQ32, then
duplicate or copy/paste it downwards to overwrite the inapplicable content - the formulas will take care of
everything else!
~~~~~~~~~~~~~~~~~~~~~~~
Changing to Consolidated Skills will free up a ton of space, but that space will be somewhat unusable
unless you also edit cell AE9 to only insert 12 rows of content instead of 34 - it's pretty easy to do so
though, even if you're uncertain as to how the spreadsheet formulas work.
Depending on which class you pick, you may also have to manually enter your consolidated class skills.
In this homebrew, PCs and monsters gain a "Death Spiral" mechanic that inflicts penalties to their actions
when injured. This incentivizes mid-combat healing and makes combat more deadly, and the sheet's
automation removes the headache of bookkeeping.
Note that this ruleset is powered by a row in the Buff Table at the bottom of the Main Sheet - if a Player
selects the Endurance feat, they will need to edit the if-then formulas found there.
[5] -- Homebrew
With this homebrew ruleset, classes like the Cleric which naturally gain only 2+INT skill ranks per level are
buffed to 4+INT skill ranks per level. This stacks with the 2 free skill ranks per level potentially granted by
the Background Skills optional ruleset.
[5] -- Homebrew
With this homebrew ruleset, classes like the Cleric which naturally gain only 2+INT skill ranks per level are
buffed to 4+INT skill ranks per level. This stacks with the 2 free skill ranks per level potentially granted by
the Background Skills optional ruleset.
To insert a note like this, just right-click a cell and select "Insert Note". "Insert Comment" can serve a similar
purpose, but it'll spam your email and won't survive a sheet copy.
To delete a note, just highlight and delete all its contents, or right click and select "Clear Note".
Use Notes to track the source of miscellaneous bonuses or input detailed longtext for relevant abilities
when you can't summarize them in the given space.
[7] If your sheet's privacy is of paramount importance, a second, more complicated solution is also possible:
1. in an empty cell somewhere on the error-filled support sheet, type in a simple ImportRange function
pointing to any cell or range in the relevant spreadsheet you want it to access.
=ImportRange("[target URL]",A1)
2. After pressing Enter and seeing your formula resolve as an error, you should be able to mouse over the
problem-cell and see a pop-up from Google asking if you'd like to connect the two sheets (assuming you
have edit permission to both).
-- Toughness feat
-- HP Retraining (when using an automated HP formula)
-- Mythic Tiers
-- miscellaneous class features or magic items
[9] Also include bonus skill ranks from other sources here!
Fine
Diminutive
Tiny
Small
Medium
Large
Huge
Gargantuan
Colossal
[11] Do no edit this Cell - it is referenced by formulas elsewhere and changes when you activate effects like
Enlarge Person.
[12] Your Age Category will adjust your ability scores.
Note however that this is NOT connected to your actual Age number, so you can still play Discworld's
Cohen the Barbarian without the crippling Venerable penalties if your GM allows. Blank or Error values
default to "Adult" in the code.
Young:
-2 Str/Con/Wis; +2 Dex
(Note that Young Characters are normally restricted to NPC classes only - GM approval may bypass this, of
course.)
Adult:
-0 Str/Dex/Con; +0 Int/Wis/Cha
Middle-Aged:
-1 Str/Dex/Con; +1 Int/Wis/Cha
Old:
-3 Str/Dex/Con; +2 Int/Wis/Cha
Venerable:
-6 Str/Dex/Con; +3 Int/Wis/Cha
[13] Specify here what special Racial Favored Class Option you have access to.
[14] This cell is not included in the Total Level below - this lets you denote your Mythic Tiers while keeping
any relevant HD calculations accurate.
To change this, just edit the SUM() formula in the cell below.
[15] If you want to track your Level Up, Racial, or Mythic bonuses, consider writing this number as a formula
instead of a flat number.
So, your Elf Rogue might have a DEX of "=14+2" instead of just "16", or your Mythic Half Orc Barbarian
may have a STR of "=18+2+1+1+6" instead of "28".
[16] Use this column for Ability boosting Wondrous Items like a Belt of Giant Strength or a Headband of
Vast Intellect.
[17] Inherent Bonuses are gained either via plot or through late-game applications of *Wish*, *Miracle*, or
Ability-boosting Tomes.
[19] 13 pt buy
[20] 15 pt buy
+2 racial
+1 @ level 4
[21] 14 pt buy
-2 racial
[22] 10 pt buy
+2 racial
[23] 14 pt buy
[24] 10 pt buy
[25] For characters with a base Natural Armor, enter it as a Buff or Magical Protective (Untyped bonus to
Natural Armor).
[29] Input your weapon and bonus damage dice here, or write formulas here to toggle your weapon
damage between multiple states. The text color will make any entry in these cells invisible against the
background.
Examples:
(Flaming Greatsword)
2d6 + 1d6
(Enlarge Person Greataxe)
=IF(F5="L", 3d6, 1d12)
[32] (Capitalization does not matter here, so long as the spelling is correct. Bonuses are automatically
applied to the Fly skill, regardless of whether or not you actually possess a Fly speed.)
Clumsy -8
Poor -4
Average +0
Good +4
Perfect +8
[33] Note the sources of any miscellaneous bonuses to initiative here.
-- Ioun Stones, Class Features, Feats, Traits, etc.
[34] Temporary initiative boosts, such as from Ranger Favored Terrain, are drawn from the "Specified Skills
& Initiative" column of the effect table below.
[35] Enter a number here to represent an abnormal speed multiplier when using the Run Action
"5": Run feat + Light or No Armor
"4": Run feat + Medium/Heavy Armor
[36] Add this value to your base speeds *before multiplication* for effects that boost your speeds for
charge/run actions
-- 10 Fiendish Sprinter
[37] Negative Levels are special - rather than being controlled just by an ISBLANK( ) conditional, the value
you type here will carry into the actual numerical penalties suffered by your character - if you get hit by a
Maximized Enervate (you poor bastard), you'd type a "4" here, for example.
You can get clever with this to change other custom effects based on what you type in! With a few IF( )
statements, you could put several similar effects into one row - are you gaining a +1 from Coordinated Shot,
or +2 because your allies are flanking your target?
[40] Enter either "Mwk" or a value from 0 to 5 here. Numbers higher than 5 are supported by the sheet...
just not so much the game.
(Except for Bracers of Armor! Those count as Clothing with up to a +8 Enhancement bonus)
-- Reduce Person -1
-- Enlarge Person +1
-- Giant Form II +2 (base Medium)
-- Giant Form II +3 (base Small)
[42] Note that the default "natural" Speed values are Size type. Spells which grant new movement modes
(such as Monkey Fish or Fly) should be input as Size buffs - NOT untyped. This means that a shapeshifting
character can safely input the true move speeds of his favorite polymorph forms.
Other types of boosts will only alter speeds which already have a Size bonus in them.
A special exception has also been coded to make "Dodge" bonuses to Speed equivalent to Enhancement
bonuses, which should cover Haste and Haste-Like spells.
Effects which multiply your speed (such as Entangled or Exhausted) can be input by using x as a
multiplication sign
-- x0.5
A special exception has also been coded to make "Dodge" bonuses to Speed equivalent to Enhancement
bonuses, which should cover Haste and Haste-Like spells.
Effects which multiply your speed (such as Entangled or Exhausted) can be input by using x as a
multiplication sign
-- x0.5
Note that Enhancement bonuses to Armor (such as from Magic Vestment) should be coded as an "Armor"
bonus. Notably, this DOES NOT STACK with the characters existing Armor. Spells like Ironbeard will need
to provide an Armor bonus of...
This column is required due to the ridiculous number of ways to add bonuses to Natural Armor.
-- Barkskin adds an Enhancement bonus
-- Mutagen adds an Alchemical
-- most polymorphs add Size
-- untyped racial bonuses
-- untyped class bonuses
-- etc.
Use this to correct the damage value of effects which provide a lesser or greater damage benefit to off-
hand attacks.
This value stacks with "Damage", so Power Attack and Piranha Strike should give -1 damage per
increment.
Use this to correct the damage value of effects which provide a lesser or greater damage benefit to two-
handed attacks.
This value stacks with "Damage", so Power Attack should give +1 damage per increment here.
Use this to apply a bonus or penalty just to the first number in a given Full-Attack.
--True Strike
--Furious Focus (modifies Power Attack)
--Swordplay Style (modifies Combat Expertise)
Use this to apply a bonus or penalty just to the first attack made in a given Full-Attack.
--True Strike
[51] Haste and Haste-like effects (which do not stack) are the only ways to attain extra melee attacks. Only
values of 0 or 1 are supported.
Unchained Monks can get their extra attacks by selecting Monk Unchained attack variants in the Melee
category of the attack block.
[52] There is some controversy over whether Rapid Shot stacks with Haste, and no official word from the
devs. Haste says that "this effect is not cumulative with similar effects", but the question is whether Rapid
Shot counts as a similar effect. Ask your GM for their ruling.
1 = Rapid Shot
2 = Rapid Shot + Haste or Mythic Rapid Shot
3 = lol Mythic Rapid Shot + Haste
[53] Initiative is included here because it is technically a Dexterity Check - effects which boost "all skills and
ability checks" also boost Initiative. Also Ranger Favored Terrain.
1. A single cell can add a bonus to multiple skills, so long as the skills are spelled correctly and capitalized
properly. The formula does not care how you separate the words, or even if you separate them at all.
("StealthPerception" = good; "stealth" = bad)
[54] For some reason, having the Unchained Wound System apply a penalty to Skills causes a massive
circular dependency error. Fuck if I know why... something to do with the temporary modifier to Constitution.
If anyone figures out how to fix this problem, let me know. I'm stumped.
[55] 5/7
[56] 5/7
[58] Choose any 1 knowledge skill as an Aberration class skill (not automated).
[59] Outsiders and Eidolons select any 4 additional skills as class skills.
[60] Outsiders and Eidolons select any 4 additional skills as class skills.
[61] Outsiders and Eidolons select any 4 additional skills as class skills.
Generalist (None): Add Use Magic Device and any one skill chosen from the above discipline lists.
[63] Wilders with the Pain Surge add Heal as a Class Skill