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Pathfinder fantasy roleplay rol

CHARACTER NAME CLASS


NICKNAME/ALIAS/TITLE

LEVEL

ALIGNMENT

GENDER

RACE RELIGION/DEITY

EYE COLOUR
ABILITY SCORE

HAIR COLOUR
BONUS

BUILD

HEIGHT

WEIGHT

AGE

HANDEDNESS

QUIRK

STR
Strength

TEMPORARY SCORE BONUS

DEX
Dexterity

MAX HIT POINTS:


CURRENT HIT POINTS:

CONDITIONS
BLEED CONFUSED COWERING

STATUS
PARALYZED PETRIFIED SHAKEN SICKENED STAGGERED STUNNED NAUSEATED PANICKED

DISEASE-POISON-MAGIC.

CON
Constitution

INT
Intelligence

NON-LETHAL DAMAGE CLASS POWER USES

DAZED DAZZLED EXHAUSTED FASCINATED FATIGUED FRIGHTENED HELPLESS

WIS
Wisdom

CHA
Charisma

COMBAT
MOVEMENT
Base

/
Armour

/
Climb

/
Swim

/
Fly

ARMOUR CLASS
FLATFOOTED

10

+
Size Mod.

+
Dex. Mod.

+
Armor Bonus

+
Shield Bonus

+
Misc. Mod.

INITIATIVE BASE ATTACK SR

=
Dex. Mod.

+
Feat(s)

+
Misc.

Natural Deflection Armor Mod.

Conditional & Temporary Modifiers

TOUCH

Full Attack

CMB

=
Base Attack

+
Str. Mod.

+
Size Mod.

+
Misc.

CMD

10

+
Size Mod.

+
Dex. Mod.

+
Str. Mod.

+
Base Attack

DR

SAVING THROWS
FORTITUDE REFLEX WILL

SPELL SAVE DCs + + +


Conditional Mods Level 0 Misc. Misc. Misc. Level 1 Level 2 Level 3 Level 4 Level 5 Level 6 Level 7 Level 8 Level 9

= = =

Base Base Base

+ + +

Con. Dex. Wis.

+ + +

Bull Rush Charge Disarm Drag Fient

SPECIAL COMBAT MANUEVERS


Core 199 Grapple Core 201 Overrun Core 199 Steal APG 321
Sunder

Core 200 Core 201

Magic Magic Magic

Dirty Trick APG 320 Reposition

APG 322 APG 322 Core 201 Core 201

Core 201 Trip

OFFENSIVE ITEMS
Weapon: Critical: Type: Total Attack Bonus: Range: Total Damage: Weapon: Critical: Type: Range: Total Attack Bonus: Total Damage: Special Rules/Powers: Special Rules/ Powers:

Weapon: Critical: Type:

Total Attack Bonus: Range:

Total Damage:

Weapon: Critical: Type:

Total Attack Bonus: Range:

Total Damage:

Special Rules/Powers:

Special Rules/ Powers:

Ammunition Type:

Quantity:

Ammunition Type:

Quantity:

Ammunition Type:

Quantity:

Ammunition Type:

Quantity:

PROTECTIVE ITEMS
Armour: Shield: Protective Gear: Protective Gear: Bonus: Bonus: Bonus: Bonus: Type: Type: Check Penalty: Check Penalty: Max Dex.: Max Dex: Spell Failure: Spell Failure: Charges/Daily Uses: Charges/Daily Uses: Speed: Special Properties: Special Properties: Additional Powers/Abilities: Additional Powers/Abilities:

Modifier Type: Modifier Type:

Passive/ Activated Passive/ Activated

INVENTORY-WORN ITEMS
1 2 3 4 6 7 8 11
13 12

1 2 3 4 5 6 10 7 8 9 10 11 12 13

HEAD: Known Powers: HEADBAND: Known Powers: EYES: Known Powers: NECK: Known Powers: SHOULDERS: Known Powers: CHEST: Known Powers: ARMOUR: Known Powers: BODY: Known Powers: RING: Known Powers: RING: Known Powers: WRISTS: Known Powers: HANDS: Known Powers: BELT: Known Powers: FEET: Known Powers:

Ref. Page No. Ref. Page No. Ref. Page No. Ref. Page No. Ref. Page No. Ref. Page No. Ref. Page No. Ref. Page No. Ref. Page No. Ref. Page No. Ref. Page No. Ref. Page No. Ref. Page No. Ref. Page No.

14
* SEE P.459 FOR ITEM SLOT EXAMPLES

14

PLATINUM: GOLD:

ASSETS & WEALTH


SILVER: COPPER:

CARRYING CAPACITY & ENCUMBRANCE


ENCUMBRANCE EFFECTS

MAX WEIGHT
Lift Overhead (Heavy x 1) Lift Off Ground (Heavy x 2) Push/Drag (Heavy x5)

LIGHT LOAD
Max Dex Check Penalty Speed Speed Speed Run X Run X Run X

GEMS & VALUABLES:

MEDIUM LOAD
Max Dex Check Penalty

HEAVY LOAD
*Capacities per Table 7.4 (P. 171) Max Dex Check Penalty

Item Description

Weight

GENERAL INVENTORY
Item Description

Weight

Item Description

Weight

Total Weight Carried:

EXPERIENCE

ACCUMULATED XP / XP FOR NEXT LEVEL

TOTAL XP

Pathfinder
SKILLS
Total Bonus Ranks Ability Bonus Class Bonus Misc. Bonus

CHARACTER & RACIAL TRAITS

Class Skill

Skill Name

Acrobatics [Dex] Appraise [Int] Bluff [Cha] Climb [Str] Craft Craft [Int] [Int] [Int]

+ + + + + + + + + + + + + + + + + + + + + + + + + + +
[Cha] [Cha] [Wis]* [Wis]*

+ + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + +

+ + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + +

CLASS ABILITIES

Craft Diplomacy [Cha] Disable Device [Int] * Disguise [Cha] Escape Artist [Dex] Fly [Dex] Handle Animal [Cha] Heal [Wis] Intimidate [Cha]

Knowledge (Arcana) [Int]* Knowledge (Dungeoneering)[Int]* Knowledge (Engineering) [Int]* Knowledge (Geography) [Int]* Knowledge (History) [Int]* Knowledge (Local) [Int]* Knowledge (Nature) [Int]* Knowledge (Nobility) [Int]* Knowledge (Planes) [Int]* Knowledge (Religion) [Int]* Linguistics [Int]* Perception [Wis]

FEATS

Perform Perform Profession Profession Ride [Dex] Sense Motive [Wis] Sleight of Hand [Dex]* Spell Craft [Int]* Stealth [Dex] Survival [Wis] Swim [Str] Use Magic Device [Int]*

+ + + + + + + + + + + +

* = Trained Use Only = Check Penalty Applies


Conditional & Temporary Modifiers:

Languages Known:

CHARACTER BIOGRAPHY

CHARACTER ART

Quote:

OTHER CHARACTERS
NAME: NOTES: NAME: NOTES: NAME: NOTES: NAME: NOTES: NAME: NOTES: CLASS: CLASS: CLASS: CLASS: CLASS: NAME: NOTES: NAME: NOTES: NAME: NOTES: NAME: NOTES: NAME: NOTES:

PERSONAL CONTACTS-ENEMIES-ALLIES
RELATIONSHIP: RELATIONSHIP:

RELATIONSHIP: RELATIONSHIP: RELATIONSHIP:

COMPANION-COHORT-FAMILIAR

NAME:
SCORE BONUS

BASE CREATURE

TYPE/SUBTYPE

ALIGNMENT
Skill Name

MASTERS CLASS
Total Bonus Ability

HIT DICE-LEVEL
Class Bonus

ABILITY

STR DEX CON INT WIS CHA


INITIATIVE

MAX HIT POINTS:


NON-LETHAL DAMAGE

CURRENT HIT POINTS:

Racial Base

+ + + + + + + + + + +

+ + + + + + + + + + +

FORTITUDE REFLEX WILL

ARMOUR CLASS
FLATFOOTED TOUCH

BASE ATTACK CMB CMD DR

MOVEMENT
Base

SR

ATTACKS

SPECIAL QUALITIES

FEATS-POWERS

Base Speed:

MOVEMENT AND DISTANCE 15ft 20ft 30ft 15ft 30ft 45ft 20ft 40ft 60ft 80ft 200ft 400ft 600ft 800ft 2 miles 4 miles 16 miles 30ft 60ft 90ft 120ft 300ft 600ft 900ft 1200ft 3 miles 6 miles 24 miles

PLAYER REFERENCE SHEET


THE COMBAT ROUND SITUATIONAL ATTACK ROLL MODIFIERS Attacker is... Dazed Entangled1 Flanking Defender Invisible2 On Higher Ground Prone Shaken/Frightened In Tight Spacing Melee -1 -2 +2 +2 +1 -4 -2 -4 Ranged -1 -2 +2 3 -2 -4 40ft 40ft 80ft 120ft 160ft 400ft 800ft 1200ft 1600ft 4 miles 8 miles 32 miles Every round on YOUR initiative you are allowed

ONE ROUND Walk Hussle Run x3 ONE MINUTE Walk 150ft Hussle 300ft Run x3 450ft Run x4 600ft ONE HOUR Walk 1.5 miles Hussle 3 miles Run ONE DAY Hussle Run LOCALIZED Difficult Obstacle * Poor Visibility Impassable Walk 12 miles

1 Move Action + 1 Standard Action + 5ft movement (any order)


Or

Run x4 60ft

1 Move Action + 1 Move Action + 5ft movement (any order)


Or

1 Full Round Action + 5ft movement (any order)


Every round you may take actions OUTSIDE your initiative

1.Entangled characters also suffer 4DEX for Weapon Finesse 2.Defender loses DEX bonus to AC 3.Crossbow and Throwing Knives/Shurikens used at no penalty
SITUATIONAL ARMOR CLASS MODIFIERS Defender is... Behind Cover Blinded1 Cowering1 Entangled2 Flat Footed1 Grappling Helpless1 Kneeling or Sitting Prone1 Feint Light a Torch w/ Tindertwig Lower Spell Resistance Read a Scroll Ready (Trigger) Stabilize the Dying Total Defense In Tight Spacing Stunned1 Melee +4 -1 -2 +0 +0 +0 -4 -2 -4 -4 -2 Ranged +4 -1 -2 +0 +0 +0 +0 +2 +4 -4 -2

1 Immediate Action (certain abilities/feats will allow for more)


Each round you may take special actions to modify your initiative

DelayPass on your initiative until just after another initiative

ReadyPass on your initiative until just before another initiative

point in the round. Allows you to save your actions but you cant interrupt anything that happens. Your initiative changes to the new action point for the duration of the combat. point in the round as long as it satisfies a pre-decided condition chosen at the point of readying (fire at the next person through a door, attack a magic user if they cast, etc). Your initiative changes to the new action point for the duration of the combat. EXAMPLE ACTIONS IN COMBAT STANDARD Attack (Melee) Attack (Ranged) Attack (Unarmed) Activate Magic Item Aid Another Cast a Spell Channel Energy MOVE Move base movement Control Frightened Mount Direct an Active Spell Draw a Weapon Load Light/Hand Crossbow FULL ROUND Full Attack Charge Deliver Coup de Grace Escape from a Net Extinguish Flames FREE Move a Heavy Object Pick up Item Retrieve a stored item Sheathe a Weapon Stand up from Prone Prepare to Throw Splash Weap. Run Use a Full Round Skill Cast a Full Round Spell Use Touch Spell on up to 6 Allies Prepare Spell Components Speak

TERRAIN MODIFIERS ADDITIONAL MOVEMENT COST

x2 x2 x2
Detour LIGHT AND VISIBILITY

1.Defender loses DEX bonus to AC 2.Entangled characters also suffer 4DEX for Weapon Finesse
TWO-WEAPON FIGHTING Conditions Normal (No Feats, Powers) Normal + Light Offhand Two Weapon Fighting Feat Two Weapon + Light Offhand Main Hand -6 -4 -4 -2 Offhand -10 -8 -4 -2

Note: Penalties are additive (ie. Poor Visibility + Difficult=x4)


LIGHTING EFFECT Candle Lamp Torch/ Light/ Continual Flame Lantern(Hooded)/ Sunrod Lantern(Bullseye)cone/ Daylight NORMAL 15ft 20ft 30ft 60ft LOW-LIGHT 5ft 30ft 40ft 60ft 120ft

DAYS OF THE WEEK Sunday Moonday Toilday Wealday Oathday Fireday Starday Rest Religion Work Religion Work Market Work Pacts Oaths Work Work Work

CREATURE/OBJECT SIZE MODIFIERS Size Category Colossal Gargantuan Huge Large Medium Small Tiny Diminutive Fine Size Modifier Space Diameter 30ft -8 -4 20ft -2 -1 +0 +1 +2 +4 +8 15ft 10ft 5ft 5ft 2.5ft 1ft 0.5ft

MONTHS OF THE YEAR Abadius (Jan) Desnus (May) Rova (Sep) Calistril (Feb) Sarenith(Jun) Lamashan(Oct) Pharast (Mar) Erastus (Jul) Neth (Nov) Gozran (Apr) Arodus (Aug) Kuthona (Dec)

THE GODS OF GOLARION Abadar Asmodeus Calistria Caeden Cailean Desna Erastil Gorum Gozreh Iomedea Irori Lamashtu Nethys Norgorber Pharasma Rovagug Sarenrae Shelyn Torag Urgathoa Zon-Kuthon (Deceased) Aroden Law, Cities, Wealth, Merchants Tyranny, Slavery, Pride, Contracts Trickery, Lust, Revenge, Spite Freedom, Alcohol, Revelry, Bravery Dreams, Stars, Travelers, Luck Wilderness, Family, Hunting, Farms Strength, Battle, Slaughter, Weapons Nature, Weather, Seas Valor, Rulership, Justice, Honor History, Knowledge, Self Perfection Madness, Monsters, Birth, Nightmare Magic Secrets, Murder, Poison, Greed Fate, Death, Birth, Toil and Prophecy Wrath, Disaster, Destruction Sun, Redemption, Honesty, Healing Beauty, Art, Love, Music Forge, Protection, Strategy Gluttony, Disease, Undeath Darkness, Pain, Loss, Envy Humanity, Prophecy

OBJECT HARDNESS & HIT POINTS Substance Glass Paper/Cloth Rope Ice Leather/Hide Wood Stone Metal (Iron, Gold) Mithral Adamantine Hardness 1 0 0 0 2 5 8 10 15 20 HP/ Inch Thick 1 2 2 3 5 10 15 30 30 40

Cease Concentration on a Spell Drop an Item SWIFT Cast a Quickened Spell IMMEDIATE Engage in Attack of Opportunity VARIED ACTIONS Combat Maneuvers NON ACTION Delay

...and more...

...and more...

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PREPARED

SPELL NAME

0 LEVEL SPELLS

SPELLS KNOWN
PREPARE SPELL NAME PAGE REF.

SPELLS PER DAY


PREPARED SPELL NAME

SAVE DC
PAGE REF.

PAGE REF.

PREPARED

SPELL NAME

LEVEL 1 SPELLS

SPELLS KNOWN
PREPARE SPELL NAME PAGE REF.

SPELLS PER DAY


PREPARED SPELL NAME

SAVE DC
PAGE REF.

PAGE REF.

PREPARED

SPELL NAME

LEVEL 2 SPELLS

SPELLS KNOWN
PREPARE SPELL NAME PAGE REF.

SPELLS PER DAY


PREPARED SPELL NAME

SAVE DC
PAGE REF.

PAGE REF.

PREPARED

SPELL NAME

LEVEL 3 SPELLS

SPELLS KNOWN
PREPARE SPELL NAME PAGE REF.

SPELLS PER DAY


PREPARED SPELL NAME

SAVE DC
PAGE REF.

PAGE REF.

PREPARED

SPELL NAME

LEVEL 4 SPELLS

SPELLS KNOWN
PREPARE SPELL NAME PAGE REF.

SPELLS PER DAY


PREPARED SPELL NAME

SAVE DC
PAGE REF.

PAGE REF.

PREPARED

SPELL NAME

LEVEL 5 SPELLS

SPELLS KNOWN
PREPARE SPELL NAME PAGE REF.

SPELLS PER DAY


PREPARED SPELL NAME

SAVE DC
PAGE REF.

PAGE REF.

PREPARED

SPELL NAME

LEVEL 6 SPELLS

SPELLS KNOWN
PREPARE SPELL NAME PAGE REF.

SPELLS PER DAY


PREPARED SPELL NAME

SAVE DC
PAGE REF.

PAGE REF.

PREPARED

SPELL NAME

LEVEL 7 SPELLS

SPELLS KNOWN
PREPARE SPELL NAME PAGE REF.

SPELLS PER DAY


PREPARED SPELL NAME

SAVE DC
PAGE REF.

PAGE REF.

PREPARED

SPELL NAME

LEVEL 8 SPELLS

SPELLS KNOWN
PREPARE SPELL NAME PAGE REF.

SPELLS PER DAY


PREPARED SPELL NAME

SAVE DC
PAGE REF.

PAGE REF.

PREPARED

SPELL NAME

LEVEL 9 SPELLS

SPELLS KNOWN
PREPARE SPELL NAME PAGE REF.

SPELLS PER DAY


PREPARED SPELL NAME

SAVE DC
PAGE REF.

PAGE REF.

Conditional spell modifiers / Meta-magic effects available:

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