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NICKNAME/ALIAS/TITLE
LEVEL
ALIGNMENT
GENDER
RACE RELIGION/DEITY
EYE COLOUR
ABILITY SCORE
HAIR COLOUR
BONUS
BUILD
HEIGHT
WEIGHT
AGE
HANDEDNESS
QUIRK
STR
Strength
DEX
Dexterity
CONDITIONS
BLEED CONFUSED COWERING
STATUS
PARALYZED PETRIFIED SHAKEN SICKENED STAGGERED STUNNED NAUSEATED PANICKED
DISEASE-POISON-MAGIC.
CON
Constitution
INT
Intelligence
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.
=
Dex. Mod.
+
Feat(s)
+
Misc.
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
= = =
+ + +
+ + +
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:
Total Damage:
Total Damage:
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:
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:
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
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
EXPERIENCE
TOTAL XP
Pathfinder
SKILLS
Total Bonus Ranks Ability Bonus Class Bonus Misc. Bonus
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]*
+ + + + + + + + + + + +
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:
COMPANION-COHORT-FAMILIAR
NAME:
SCORE BONUS
BASE CREATURE
TYPE/SUBTYPE
ALIGNMENT
Skill Name
MASTERS CLASS
Total Bonus Ability
HIT DICE-LEVEL
Class Bonus
ABILITY
Racial Base
+ + + + + + + + + + +
+ + + + + + + + + + +
ARMOUR CLASS
FLATFOOTED TOUCH
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
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
Run x4 60ft
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
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
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
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
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