ability name STR strength DEX dexterity CON constitution INT intelligence WIS wisdom CHA charisma ability score ability temp. score temp. name type size owner hit s space init. reduction spell resistance energy resistance FEAT PAGE REF...FEAT PAGE..REF..FEAT PAGE REF...FEAT PAGE REF...AC 10 armor class armor shield dex size TOUCH flat footed fortitude constitution B.A.B. reflex dexterity CMB WILL wisdom CMD PRIMARY ATK. type range SECONDARY ATK. type range extraordinary atk. carrying capacity LIGHT MEDIUM HEAVY LIFT OVER HEAD FEAT PAGE REF...FEAT PAGE.REF..FEAT PAGE REF...FEAT PAGE REF... wounds/current hp nonlethal reach dex misc. nat. armor LIFT OFF GROUND deflect misc. PUSH OR DRAG fly movement sq. sq. base speed armor speed manuverability SKILL NAME Acrobatics Climb Fly Perception Stealth Swim swim armor/protective item skills tricks type check penalty weight burrow climb =DEX =STR =DEX =WIS =DEX =STR special abilities abilities appearance/description Ability ac temp. ranks max dex protective item ac weight Misc.
FEAT PAGE REF...FEAT PAGE.REF..FEAT PAGE REF...FEAT PAGE REF...ability name STR strength DEX dexterity CON constitution INT intelligence WIS wisdom CHA charisma ability score ability temp. score temp. FEAT PAGE REF...FEAT PAGE..REF..FEAT PAGE REF...FEAT PAGE REF...AC 10 armor class armor shield dex size TOUCH flat footed fortitude constitution B.A.B. reflex dexterity CMB WILL wisdom CMD PRIMARY ATK. type range SECONDARY ATK. type range extraordinary atk. carrying capacity LIGHT MEDIUM HEAVY LIFT OVER HEAD name type size owner hit s space init. reduction spell resistance energy resistance wounds/current hp nat. armor LIFT OFF GROUND deflect nonlethal reach dex misc. misc. PUSH OR DRAG fly SKILL NAME Acrobatics Climb Fly Perception Stealth Swim armor/protective item movement sq. sq. base speed armor speed manuverability swim skills tricks type check penalty weight climb =DEX =STR =DEX =WIS =DEX =STR special abilities abilities appearance/description Ability ac temp. ranks max dex protective item ac weight burrow Misc.
ability name STR strength DEX dexterity CON constitution INT intelligence WIS wisdom CHA charisma ability score ability temp. score temp. name type size owner hit s space init. reduction spell resistance energy resistance FEAT PAGE REF...FEAT PAGE..REF..FEAT PAGE REF...FEAT PAGE REF...AC 10 armor class armor shield dex size TOUCH flat footed fortitude constitution B.A.B. reflex dexterity CMB WILL wisdom CMD PRIMARY ATK. type range SECONDARY ATK. type range extraordinary atk. carrying capacity LIGHT MEDIUM HEAVY LIFT OVER HEAD FEAT PAGE REF...FEAT PAGE.REF..FEAT PAGE REF...FEAT PAGE REF... wounds/current hp nonlethal reach dex misc. nat. armor LIFT OFF GROUND deflect misc. PUSH OR DRAG fly movement sq. sq. base speed armor speed manuverability SKILL NAME Acrobatics Climb Fly Perception Stealth Swim swim armor/protective item skills tricks type check penalty weight burrow climb =DEX =STR =DEX =WIS =DEX =STR special abilities abilities appearance/description Ability ac temp. ranks max dex protective item ac weight Misc.
.FEAT PAGE.REF..FEAT PAGE REF...FEAT PAGE REF...atk..FEAT PAGE.REF...extraordinary FEAT PAGE REF...FEAT PAGE REF...ability name STR strength DEX dexterity CON constitution INT intelligence WIS wisdom CHA charisma AC armor class TOUCH flat footed fortitude constitution reflex dexterity WILL wisdom ability score ability 10 WEAPON temp. score armor temp. shield name type size summoner hit s init. reduction spell resistance energy resistance nonlethal dex misc. movement sq. sq. base speed armor speed SKILL NAME Bluff Craft burrow wounds/current hp fly manuverability swim climb 100-1,000 1,000-10,000 skills dex B.A.B. CMB CMD size nat. armor deflect misc. Knowledge (PLANES)* Perception Sense Motive Stealth LIGHT MEDIUM =CHA =INT =INT =WIS =WIS =DEX carrying capacity HEAVY LIFT OVER HEAD Ability LIFT OFF GROUND temp. ranks Misc. PUSH OR DRAG type range s WEAPON type range WEAPON type range FEAT PAGE REF...FEAT PAGE REF.. appearance/description pool
.FEAT PAGE.REF..FEAT PAGE REF...FEAT PAGE REF...atk..FEAT PAGE.REF...extraordinary FEAT PAGE REF...FEAT PAGE REF...ability name STR strength DEX dexterity CON constitution INT intelligence WIS wisdom CHA charisma AC armor class TOUCH flat footed fortitude constitution reflex dexterity WILL wisdom ability score ability 10 WEAPON temp. score armor temp. shield name type size summoner hit s wounds/current hp nonlethal 100-1,000 1,000-10,000 init. reduction spell resistance energy resistance dex B.A.B. CMB CMD dex misc. size nat. armor deflect misc. fly movement sq. sq. base speed armor speed manuverability SKILL NAME Bluff Craft Knowledge (PLANES)* Perception Sense Motive Stealth LIGHT MEDIUM swim skills burrow climb =CHA =INT =INT =WIS =WIS =DEX carrying capacity HEAVY LIFT OVER HEAD Ability LIFT OFF GROUND temp. ranks Misc. PUSH OR DRAG type range s WEAPON type range WEAPON type range FEAT PAGE REF...FEAT PAGE REF.. appearance/description pool
.FEAT PAGE.REF..FEAT PAGE REF...FEAT PAGE REF...atk..FEAT PAGE.REF...extraordinary FEAT PAGE REF...FEAT PAGE REF...ability name STR strength DEX dexterity CON constitution INT intelligence WIS wisdom CHA charisma AC armor class TOUCH flat footed fortitude constitution reflex dexterity WILL wisdom ability score ability 10 WEAPON temp. score armor temp. shield name type size summoner hit s init. reduction spell resistance energy resistance nonlethal dex misc. movement sq. sq. base speed armor speed SKILL NAME Bluff Craft burrow wounds/current hp fly manuverability swim climb 100-1,000 1,000-10,000 skills dex B.A.B. CMB CMD size nat. armor deflect misc. Knowledge (PLANES)* Perception Sense Motive Stealth LIGHT MEDIUM =CHA =INT =INT =WIS =WIS =DEX carrying capacity HEAVY LIFT OVER HEAD Ability LIFT OFF GROUND temp. ranks Misc. PUSH OR DRAG type range s WEAPON type range WEAPON type range FEAT PAGE REF...FEAT PAGE REF.. appearance/description pool
common summoned monsters summon monster STR DEX CON INT WIS CHA current max AC Touch Flat Footed PRIMARY ATK. SECONDARY ATK. init. speed CR fort reflex will b.a.b. cmb cmd crit. crit. skills feats and abilities summon monster STR DEX CON INT WIS CHA current max AC Touch Flat Footed PRIMARY ATK. SECONDARY ATK. init. speed CR fort reflex will b.a.b. cmb cmd crit. crit. skills feats and abilities summon monster STR DEX CON INT WIS CHA current max AC Touch Flat Footed PRIMARY ATK. SECONDARY ATK. init. speed CR fort reflex will b.a.b. cmb cmd crit. crit. skills feats and abilities summon monster STR DEX CON INT WIS CHA current max AC Touch Flat Footed PRIMARY ATK. SECONDARY ATK. init. speed CR fort reflex will b.a.b. cmb cmd crit. crit. skills feats and abilities summon monster STR DEX CON INT WIS CHA current max AC Touch Flat Footed PRIMARY ATK. SECONDARY ATK. init. speed CR fort reflex will b.a.b. cmb cmd crit. crit. skills feats and abilities summon monster STR DEX CON INT WIS CHA current max AC Touch Flat Footed PRIMARY ATK. SECONDARY ATK. init. speed CR fort reflex will b.a.b. cmb cmd crit. crit. skills feats and abilities
INVENTORY item # lbs. item # lbs. item # lbs. weight staves cl charges wands cl dc charges container lbs. spells: dc: capacity: dc: dc: capacity: dc: capacity: spells: dc: dc: capacity: dc: dc: capacity:
MAGIC ITEMS head face throat shoulders body arms torso hands waist ring feet ring weaponry wondrous items armor & shields
spells per day spells spellcasting conditional times per day save features 1/2 class level key stat. misc. 0 1st 2nd 3rd 4th th 6th th 8th 9th spells known save known prep d scroll spells spell name school comp. cast time range duration save SR effect
known prep d scroll spells spell name school comp. cast time range duration save SR effect
spells per day spells spellcasting conditional times per day save features 1/2 class level key stat. misc. 0 1st 2nd 3rd 4th th 6th th 8th 9th spells known save known prep d scroll spells spell name school comp. cast time range duration save SR effect
known prep d scroll spells spell name school comp. cast time range duration save SR effect
known prep d scroll spells spell name school comp. cast time range duration save SR effect
known prep d scroll spells spell name school comp. cast time range duration save SR effect
background portrait hometown: campaign notes People Places Things
background portrait hometown: campaign notes
1 2 3 4 6 actions in combat Standard Action ATTACK (MELEE) ATTACK (RANGED) ATTACK (UNARMED) ACTIVATE A MAGIC ITEM OTHER THAN A POTION OR OIL AID ATHER CAST A SPELL (1 STANDARD ACTION CASTING TIME) CHANNEL ENERGY CONCENTRATE TO MAINTAIN AN ACTIVE SPELL DISMISS A SPELL DRAW A HIDDEN WEAPON (SEE SLIGHT OF HAND SKILL) DRINK A POTION OR APPLY AN OIL ESCAPE A GRAPPLE FEINT LIGHT A TORCH WITH A TINDERWIG LOWER SPELL RESISTANCE READ A SCROLL READY (TRIGGERS A STANDARD ACTION) STABILIZE A DYING FRIEND (SEE HEAL SKILL) TOTAL DEFENSE USE EXTRAORDINARY ABILITY USE SKILL THAT TAKES 1 ACTION USE SPELL-LIKE ABILITY USE SUPERNATURAL ABILITY Move Action MOVE CONTROL A FRIGHTENED MOUNT DIRECT OR REDIRECT AN ACTIVE SPELL DRAW A WEAPON 3 A HAND CROSSBOW OR LIGHT CROSSBOW OPEN OR CLOSE A DOOR MOUNT/DISMOUNT A STEED MOVE A HEAVY OBJECT PICK UP AN ITEM SHEATHE A WEAPON STAND UP FROM PRONE READY OR DROP A SHIELD RETRIEVE A STORED ITEM Full-Round Action FULL ATTACK CHARGE 4 DELIVER COUP DE GRACE ESCAPE FROM A NET EXTINGUSIH FLAMES LIGHT A TORCH A HEAVY OR REPEATING CROSSBOW LOCK OR UNLOCK WEAPON IN LOCKED GAUNTLET PREPARE TO THROW A SPLASH WEAPON RUN USE SKILL THAT TAKES 1 ROUND USE A TOUCH SPELL ON UP TO SIX FRIENDS WITHDRAW Free Action CEASE CONCENTRATION ON A SPELL DROP AN ITEM DROP TO THE FLOOR PREPARE SPELL COMPONENTS TO CAST A SPELL SPEAK Swift Action CAST A QUICKENED SPELL Immediate Action CAST FEATHER FALL No Action DELAY -FOOT STEP Action Type Varies PERFORM A COMBAT MANEUVER 6 USE FEAT Regardless of the action, if you move out of a threatened square, you usualy provoke an attack of opportunity. this column indicates whether the action itself, not moving, provokes an attack of opportunity. If you aid someone performing an action that would normally provoke an attack of opportunity, then the act of aiding another provokes an attack of opportunity as well. If you have a base of +1 or higher, you can combine one of these action with a regular move. If you have the Two-Weapon Fighting feat, you can draw two light or one-handed weapons in the time it would normally take to draw one. May be taken as a standard action if you are limited to taking only a single action in a round. Unless the component is an extremely large or awkward item. Some combat maneuvers substitute for a melee attack, not an action. As melee attacks, they can be used once in an attack or charge action, one of more times in a full-attack action, or even as an attack of opportunity. Other are used as a separate action. The description of a feat defines its effect. Attack of Opportunity 1 MAYBE 2 USUALLY USUALLY VARIES portrait background
Grapple Overrun Sunder Trip Feint Drag Reposition Steal combat maneuvers CMB = b.a.b. str size Bull Rush Standard Action / Charge + Failure You end your movement in front Vs. CMD of the target. Pass You push the target You push the target +ft for Pass + every you beat the CMD, up to your available movement. Disarm Standard Action / Melee You drop the weapon or item Fail -10 + Vs. you attempted the disarm with. CMD Failure Nothing happens. attempting to disarm while Pass Target drops 1 item it carries. unarmed imposes a -4 penalty. You pick which item. Target drops items carried in Pass +10 both hands, max of 2. Standard Action Failure Nothing happens. + Vs. CMD You and your opponent are grappled; Pass you get + to maintain the grapple, and you can perform any of the following actions: Actions While Grappling Move both you and your target up to half your speed. At the end of your movement, you can place your target in any square adjacent to you. Move Placing him on a hazard gives him a free attempt to break your grapple with a +4. inflict to your target = your unarmed strike, a natural attack, Damage or an attack made with armor spikes or a light or one-handed weapon. This can be either lethal or non-lethal. Opponent is Pinned. While pinning, you are still considered grappled, Pin but you lose your Dex to AC. While opponent is pinned or unconscious, you can use rope to tie him up. This Tie Up works like a pin effect, but the to escape = 20 + your CMB. If the target is grappled, you can tie him up at a -10 penalty. Release You can release your grapple as a free action. + Vs. CMD You move through an opponents square, who is no more than 1 size category larger than you. + + Standard Action 10+Sense Failure Nothing happens. Motive + Vs. or 10 + BAB Pass + Wis Dirty Trick Standard Action Failure Nothing happens. + Vs. CMD Situational attack that can make the target blinded, dazzled, Pass deafened, entangled, shaken, or sickened for 1 round. It can be removed as a move action. Pass + Add +1 round to the duration for every you beat the CMD. + Standard Action Failure + Vs. CMD Pass + Standard / Move / Charge In place of a Melee attack Failure Nothing happens. Vs. CMD Deal to the item normally. Hardness applies. at Pass 0% hp, the item gains the broken condition. at 0 hp, you can choose to break it. In place of a Melee attack If the target has more than 2 legs, add +2 to the for each additional leg. Vs. CMD You are knocked prone. Your target can choose to avoid you, letting you pass. if not, make a combat maneuver check. Failure Pass Pass + Fail -10 Failure Pass Standard Action Failure Nothing happens. Vs. CMD Pass You drag the target back You drag the target + for Pass + every you beat the CMD, up to your remaining movement. You must travel in a straight line. Pass + You stop in front of target. You move through a target s space. You move through a target s space and the target is knocked prone. Nothing happens. Target is knocked prone. Target is denied Dex to AC for your next attack. Vs. Non Humanoid creatures = -4 Penalty. Vs. Animal Int (1 or 2) = -8 Penalty. Vs. Creature with no int score = Impossible. Nothing happens. You move the target ft, within your current reach. The target cannot be moved to a space thats intrinsically dangerous. You move the target + for every you beat the CMD. The final can be a space adjacent to your reach. Standard Action You must have one hand free to steal. Choose a Vs. CMD visible, unheld item on your target. Loose items are normal, fastened items are harder (+ or more), and anything closely worn cannot be stolen. Stealing with a whip can be done at a -4 penalty. Failure Nothing happens. Pass You steal the chosen item from your target. portrait background
Acrobatics surface width >3 feet wide 0* 1-3 feet wide * -11 inches wide 10. 2-6 inches wide 1 <2 inches wide 20 *No check is needed to move unless surface type increases by 10 or more. Situation. Treat a fall as if it were 10 1 shorter than it really is when determining.. Move at one-half speed as part Opp. CMD of normal movement, provoking no attacks of opportnity while doing so. Failure means you provoke attacks of opportunity normally. Check seperately for each opponent you move past.. Move at one-half speed through Opp. CMD+ an area occupied by an enemy as part of normal movement, provoking no attacks of opportunity while doing so. Failure means you stop before entering the enemy-occupied area and provoke an attack of opportunity from that enemy. Check seperatly for each opponent. *Each additional enemy after the first adds +2 to the. To move at full speed adds +10 to the. You cannot perform these manuvers if your speed is reduced by load size or armor, unless your speed is enhanced to normal land speed of a creature your size. Long jump High jump distance * distance * feet 1 foot 4 10 feet 10 2 feet 8 1 feet 1 3 feet 12 20 feet 20 4 feet 16 etc... etc etc... etc *Requires a 20-foot running start. If not double the. Terrain Slightly Obstructed +2 Severely Obstructed + Slightly Slippery +2 Severely Slippery + Slightly Sloped +2 Severely Sloped + Slightly Unsteady +2 Moderately Unsteady +. Severely Unsteady +10 Hard terrain at full speed +* *does not apply to checks made to jump. Bluff Circumstances Bluff Mod. Wants to believe you + Lie is believable +0 Lie is unlikely - Lie is far-fetched -10 Lie is impossible -20. Target is drunk/impaired + Have convincing proof up to +10 Climb Climb example surface or activity 0 Slope too steep to walk up; knotted rope with wall to brace up against. Rope with wall to brace, or knotted rope, or rope affected by rope trick spell. 10 Surface with ledges, a very rough wall, or ship s rigging. 1 Surface with adequate handholds and footholds, an unknotted rope, or pulling yourself up when dangling by your hands. 20 Uneven surface with some narrow handholds and footholds. 2 Rough surface, such as a natural rock wall. 30 An overhand or ceiling with - handholds but no footholds. A perfectly smooth flat vertical surface cannot be climbed. * example surface or activity -10 Climbing a chimney or other location where you can brace against two opposite walls. - Climbing a corner where you can brace against perpandicular walls. + Surface is slippery. *These stack SKILL s Disable device device time * Simple 1 round 10 Tricky 1d4 rounds 1 Difficult 2d4 rounds 20. Wicked 2d4 rounds 2 *If you attempt to leave behined no trace of your tampering add to the. Lock Quality * Simple 10 Average 1. Good 20 Superior 2 *If you do not have a set of thieves tools, these s increase by 10. Disguise disguise check Minor details only + A different gender -2 A different race -2 A different age category -2~. A different size category -10 *These stack. ~Per step between actual age category and disguised age category. Familiarity Viewer Recognizes on sight +4 Friends or Associates +6. Close Friends +8 Intimate +10 Escape artist restraint Rope/bindings Binder s CMB+20. Net, animate rope, command 20 plants, control plants, entangle Snare spell 23 Manacles 30 Tight space 30 Masterwork manacles 3. Grappler Grappler s CMD Perception detail Hear the sound of battle -10 Smell rotting garbage -10 Detect the smell of smoke 0 Hear the details of a conversation 0 Notice a visible creature 0 Determine if food is spoiled Hear a creature walking 10 Hear a whispered conversation 1 Find the average concealed door 1 Hear a key turn in a lock 20 Find the average secret door 20 Hear a bow being drawn 2 Feel a burrowing creature 2 Notice a pickpocket Opp. SoH Notice a stealthed creature Opp. Slth Find a hidden trap Varies. Identify a potion through taste 1+C.Lvl. Circumstance Mod. Distance to source of check +1/10 Through a closed door + Through a wall +10/ thick Favorable conditions -2 Unfavorable conditions +2 Terrible conditions + Creature w/check is distracted + Creature w/check is asleep +10. Creature or object is Invisible +20 Ride task Guide with knees Stay in saddle Fight w/ combat-trained mount 10 Cover 1 Soft Fall 1 Leap 1 Spur Mount 1 Control mount in battle 20. Fast mount or dismount 20 Sleight of hand task. Palm a coin-sized object, make a 10 coin disappear.. Lift a small object from a person 20 Use magic device task Activate blindly 2 Decipher a written spell 2+spell lvl. Use a scroll 20+caster lvl. Use a wand 20 Emulate a class feature 20 Emulate an ability score Special* Emulate a race 2. Emulate an alignment 30 *See CRB pg. 109 portrait background
maneuvers reetcombat CMB = Bull Rush b.a.b. str size Standard Action / Charge + Vs. CMD Failure You end your movement in front of the target. Pass You push the target You push the target +ft for every Pass + you beat the CMD, up to your available movement. Disarm Standard Action / Melee + You drop the weapon or item Fail -10 Vs. you attempted the disarm with. CMD Failure Nothing happens. attempting to disarm while Pass Target drops 1 item it carries. unarmed imposes a -4 penalty. You pick which item. Pass +10 Target drops items carried in both hands, max of 2. Grapple Standard Action + Failure Nothing happens. Vs. CMD You and your opponent are grappled; Pass you get + to maintain the grapple, and you can perform any of the following actions: Actions While Grappling Move both you and your target up to half your speed. At the end of your movement, you can place your target in any square adjacent to you. Move Placing him on a hazard gives him a free attempt to break your grapple with a +4. inflict to your target = your unarmed strike, a natural attack, or Damage an attack made with armor spikes or a light or one-handed weapon. This can be either lethal or non-lethal. Opponent is Pinned. While pinning, you are still considered grappled, but Pin you lose your Dex to AC. While opponent is pinned or unconscious, you can use rope to tie him up. This Tie Up works like a pin effect, but the to escape = 20 + your CMB. If the target is grappled, you can tie him up at a -10 penalty. Release You can release your grapple as a free action. Overrun + Vs. CMD You move through an opponents square, who is no more than 1 size category larger than you. Sunder Trip + Feint Standard Action 10+Sense Failure Nothing happens. Motive + Vs. or 10 + BAB Pass + Wis Dirty Trick Standard Action Failure Nothing happens. + Vs. CMD Situational attack that can make the target blinded, dazzled, Pass deafened, entangled, shaken, or sickened for 1 round. It can be removed as a move action. Pass + Add +1 round to the duration for every you beat the CMD. Drag + Reposition Standard Action Failure + Vs. CMD Pass Steal + In place of a Melee attack + Vs. CMD Standard / Move / Charge In place of a Melee attack If the target has more than 2 legs, add +2 to the for each additional leg. Vs. CMD You are knocked prone. Your target can choose to avoid you, letting you pass. if not, make a combat maneuver check. Failure You stop in front of target. Pass Pass + Failure Nothing happens. Pass Fail -10 Failure Pass Standard Action Failure Nothing happens. Vs. CMD Pass You drag the target back You drag the target + for Pass + every you beat the CMD, up to your remaining movement. You must travel in a straight line. Pass + You move through a target s space. You move through a target s space and the target is knocked prone. Deal to the item normally. Hardness applies. at 0% hp, the item gains the broken condition. at 0 hp, you can choose to break it. Nothing happens. Target is knocked prone. Target is denied Dex to AC for your next attack. Vs. Non Humanoid creatures = -4 Penalty. Vs. Animal Int (1 or 2) = -8 Penalty. Vs. Creature with no int score = Impossible. Nothing happens. You move the target ft, within your current reach. The target cannot be moved to a space thats intrinsically dangerous. You move the target + for every you beat the CMD. The final can be a space adjacent to your reach. Standard Action You must have one hand free to steal. Choose a visible, Vs. CMD unheld item on your target. Loose items are normal, fastened items are harder (+ or more), and anything closely worn cannot be stolen. Stealing with a whip can be done at a -4 penalty. Failure Nothing happens. Pass You steal the chosen item from your target. eferencesh1 2 3 4 6 actions in combat Standard Action ATTACK (MELEE) ATTACK (RANGED) ATTACK (UNARMED) ACTIVATE A MAGIC ITEM OTHER THAN A POTION OR OIL AID ATHER CAST A SPELL (1 STANDARD ACTION CASTING TIME) CHANNEL ENERGY CONCENTRATE TO MAINTAIN AN ACTIVE SPELL DISMISS A SPELL DRAW A HIDDEN WEAPON (SEE SLIGHT OF HAND SKILL) DRINK A POTION OR APPLY AN OIL ESCAPE A GRAPPLE FEINT LIGHT A TORCH WITH A TINDERWIG LOWER SPELL RESISTANCE READ A SCROLL READY (TRIGGERS A STANDARD ACTION) STABILIZE A DYING FRIEND (SEE HEAL SKILL) TOTAL DEFENSE USE EXTRAORDINARY ABILITY USE SKILL THAT TAKES 1 ACTION USE SPELL-LIKE ABILITY USE SUPERNATURAL ABILITY Move Action MOVE CONTROL A FRIGHTENED MOUNT DIRECT OR REDIRECT AN ACTIVE SPELL DRAW A WEAPON 3 A HAND CROSSBOW OR LIGHT CROSSBOW OPEN OR CLOSE A DOOR MOUNT/DISMOUNT A STEED MOVE A HEAVY OBJECT PICK UP AN ITEM SHEATHE A WEAPON STAND UP FROM PRONE READY OR DROP A SHIELD RETRIEVE A STORED ITEM Full-Round Action FULL ATTACK CHARGE 4 DELIVER COUP DE GRACE ESCAPE FROM A NET EXTINGUSIH FLAMES LIGHT A TORCH A HEAVY OR REPEATING CROSSBOW LOCK OR UNLOCK WEAPON IN LOCKED GAUNTLET PREPARE TO THROW A SPLASH WEAPON RUN USE SKILL THAT TAKES 1 ROUND USE A TOUCH SPELL ON UP TO SIX FRIENDS WITHDRAW Free Action CEASE CONCENTRATION ON A SPELL DROP AN ITEM DROP TO THE FLOOR PREPARE SPELL COMPONENTS TO CAST A SPELL SPEAK Swift Action CAST A QUICKENED SPELL Immediate Action CAST FEATHER FALL No Action DELAY -FOOT STEP Action Type Varies PERFORM A COMBAT MANEUVER 6 USE FEAT Attack of Opportunity 1 MAYBE 2 USUALLY USUALLY Regardless of the action, if you move out of a threatened square, you usualy provoke an attack of opportunity. this column indicates whether the action itself, not moving, provokes an attack of opportunity. If you aid someone performing an action that would normally provoke an attack of opportunity, then the act of aiding another provokes an attack of opportunity as well. If you have a base of +1 or higher, you can combine one of these action with a regular move. If you have the Two-Weapon Fighting feat, you can draw two light or one-handed weapons in the time it would normally take to draw one. May be taken as a standard action if you are limited to taking only a single action in a round. Unless the component is an extremely large or awkward item. Some combat maneuvers substitute for a melee attack, not an action. As melee attacks, they can be used once in an attack or charge action, one of more times in a full-attack action, or even as an attack of opportunity. Other are used as a separate action. The description of a feat defines its effect. VARIES
Acrobatics surface width >3 feet wide 0* 1-3 feet wide * -11 inches wide 10. 2-6 inches wide 1 <2 inches wide 20 *No check is needed to move unless surface type increases by 10 or more. Situation. Treat a fall as if it were 10 1 shorter than it really is when determining.. Move at one-half speed as part Opp. CMD of normal movement, provoking no attacks of opportnity while doing so. Failure means you provoke attacks of opportunity normally. Check seperately for each opponent you move past.. Move at one-half speed through Opp. CMD+ an area occupied by an enemy as part of normal movement, provoking no attacks of opportunity while doing so. Failure means you stop before entering the enemy-occupied area and provoke an attack of opportunity from that enemy. Check seperatly for each opponent. *Each additional enemy after the first adds +2 to the. To move at full speed adds +10 to the. You cannot perform these manuvers if your speed is reduced by load size or armor, unless your speed is enhanced to normal land speed of a creature your size. Long jump distance * High jump distance * feet 1 foot 4 10 feet 10 2 feet 8 1 feet 1 3 feet 12 20 feet 20 4 feet 16 etc... etc etc... etc *Requires a 20-foot running start. If not double the. Terrain Slightly Obstructed +2 Severely Obstructed + Slightly Slippery +2 Severely Slippery + Slightly Sloped +2 Severely Sloped + Slightly Unsteady +2 Moderately Unsteady +. Severely Unsteady +10 Hard terrain at full speed +* *does not apply to checks made to jump. Bluff Circumstances Bluff Mod. Wants to believe you + Lie is believable +0 Lie is unlikely - Lie is far-fetched -10 Lie is impossible -20. Target is drunk/impaired + Have convincing proof up to +10 Climb Climb example surface or activity 0 Slope too steep to walk up; knotted rope with wall to brace up against. Rope with wall to brace, or knotted rope, or rope affected by rope trick spell. 10 Surface with ledges, a very rough wall, or ship s rigging. 1 Surface with adequate handholds and footholds, an unknotted rope, or pulling yourself up when dangling by your hands. 20 Uneven surface with some narrow handholds and footholds. 2 Rough surface, such as a natural rock wall. 30 An overhand or ceiling with handholds but no footholds. - A perfectly smooth flat vertical surface cannot be climbed. * example surface or activity -10 Climbing a chimney or other location where you can brace against two opposite walls. - Climbing a corner where you can brace against perpandicular walls. + Surface is slippery. *These stack Diplomacy SKILL s starting attitude Hostile 2 + target s Cha Unfriendly 20 + target s Cha Indifferent 1 + target s Cha Friendly 10 + target s Cha. Helpful 0 + target s Cha Request Advice or directions - Detailed advice +0 Simple aid +0 An unimportant secret + Lengthy or complicated aid + Dangerous aid +10 An important secret +10 or more Aid that could result in +1 or more punishment. Additional requests + per request Disable device device time * Simple 1 round 10 Tricky 1d4 rounds 1 Difficult 2d4 rounds 20. Wicked 2d4 rounds 2 *If you attempt to leave behined no trace of your tampering add to the. Lock Quality *. Simple 10 Average 1. Good 20 Superior 2 *If you do not have a set of thieves tools, these s increase by 10. Ride task Guide with knees Stay in saddle Fight w/ combat-trained mount 10 Cover 1 Soft Fall 1 Leap 1 Spur Mount 1 Control mount in battle 20. Fast mount or dismount 20 Sleight of hand task Palm a coin-sized object, make a 10 coin disappear.. Lift a small object from a person. 20 Survival task Get along in the Wild 10. +2 to Fort. saves vs. weather 1 while moving (+4 if stationary)* Avoid getting lost and 1 natural hazards.. Predict weather up to 24 in 1 advance.~ *Applies to one other char. for every your check exceeds 1. ~+24 hours for every five s your check exceeds 1. surface Very soft ground Soft ground 10 Firm ground 1. Hard ground 20 Disguise disguise check Condition Minor details only +. Per three creatures in group -1 Size of creature being tracked A different gender -2 Fine +8 A different race -2 Diminutive +4 A different age category -2~. Tiny +2 A different size category -10 Small +1 *These stack. Medium +0 ~Per step between actual age category Large -1 and disguised age category. Huge - 2 Gargantuan - 4 Familiarity Viewer Colossal - 8 Recognizes on sight +4 Friends or Associates +6 Per 24 hours since trail was +1 made.. Close Friends +8 Intimate +10 Per hour of rain since trail +1 was made. Fresh snow since trail was +10 made. Escape artist. Poor visibility restraint Overcast or moonless night +6 Moonlight +3 Rope/bindings Binder s CMB+20 Fog or precipitation +3 Net, animate rope, command 20. Target hides trail (half speed) + plants, control plants, entangle Snare spell 23 Manacles 30 Spellcraft Tight space 30 task Masterwork manacles 3. Identify a spell as it is being cast 1+spell lvl. Grappler Grappler s CMD Learn a spell from a spellbook 1+spell lvl. or scroll. Heal Prepare a spell from a 1+spell lvl. task borrowed spellbook. Identify properties of an item with 1+item s CL Stabilize a dying character 1 Detect Magic. Long-term care (day or more) 1 decipher a scroll. 20+spell lvl. Treat wounds from caltrops, 1. Craft a magic item. Varies by item spike growth, or spike stones Treat deadly wounds (1 hour) 20 Treat poison Poison s save Use magic device. Treat disease Disease s save task Activate blindly 2 Perception Decipher a written spell 2+spell lvl. Use a scroll 20+caster lvl. detail Use a wand 20 Hear the sound of battle -10 Emulate a class feature 20 Smell rotting garbage -10 Emulate an ability score Special* Detect the smell of smoke 0 Emulate a race 2 Hear the details of a conversation 0. Emulate an alignment 30 Notice a visible creature 0 *See CRB pg. 109 Determine if food is spoiled Hear a creature walking 10 Hear a whispered conversation 1 Concentration Find the average concealed door 1 task Hear a key turn in a lock 20 Find the average secret door 20 Cast defensively. 1 + double spell lvl Hear a bow being drawn 2 Injured while casting. 10 + dmg dealt + spell lvl Feel a burrowing creature 2. Continuous while casting. 10 + 1/2 dmg dealt Notice a pickpocket Opp. SoH + spell lvl Notice a stealthed creature Opp. Slth. Affected by a non-dmg spell of the spell + spell lvl Find a hidden trap Varies while casting.. Identify a potion through taste 1+C.Lvl.. Grappled or pinned while casting. 10 + grapplers CMB + spell lvl Circumstance Mod. Vigourous motion while casting. 10 + spell lvl Violent motion while casting. 1 + spell lvl Distance to source of check +1/10. Extremely violent motion while 20 + spell lvl Through a closed door + casting. Through a wall +10/ thick. Wind with rain or sleet while + spell lvl Favorable conditions -2 casting. Unfavorable conditions +2. Wind with hail and debris while 10 + spell lvl Terrible conditions + casting. Creature w/check is distracted + Weather caused by spell. see spell Creature w/check is asleep +10.. entangled while casting. 1 + spell lvl Creature or object is Invisible +20
targeting portrait background (Ex): As a full-round action, make a single firearm attack and choose part of the body to target. The attack gains one of the following effects depending on the part of the body targeted. This deed costs 1 grit to perform no matter which part of the creature you target. Creatures that are immune to sneak attacks are immune to these effects. 1 - head: The target is d normally, and is also confused for 1 round. This is a mind-affecting effect. 2 - torso: Targeting the torso threatens a on a 19 20. 3 - arm: The target takes no from the hit but drops one carried item of the gunslinger s choice, even if the item is wielded with two hands. Items held in a locked gauntlet are not dropped on a hit. 4 - leg: The target is d normally and knocked prone. Creatures that have four or more legs or that are immune to trip attacks are immune to this effect. - wing: The target is d normally, and must make a 20 Fly check or fall 20
weapon special property Defending Distance Flaming Frost Ghost touch Keen** Lucky* Merciful Mighty cleaving Psychokinetic* Shock Sundering* Vicious Anarchic Axiomatic Collision* Flaming burst Frost burst Holy Mindcrusher* Psychokinetic burst* Shocking burst Suppression* Unholy Wounding Bodyfeeder* Mindfeeder* Soulbreaker* Brilliant energy Coup de grace* mindblade enhancement value +1 +1 +1 +1 +1 +1 +1 +1 +1 +1 +1 +1 +1 +2 +2 +2 +2 +2 +2 +2 +2 +2 +2 +2 +2 +3 +3 +3 +4 + required level 9 9 9 12 1 *Options detailed in Chapter : Psionic Items in Psionics Unleashed **A Keen mind blade gains its benefits no matter the assigned type portrait background mind blade presets type range type range type range type range type range
manifester level wild surge powers known psionics max level power known conditional times per day save features 1/2 class level key stat. misc. class power s power s power s 1st 2nd 3rd 4th th 6th th 8th save 9th known dorjes pp cost powers power name school comp. cast time range duration save PR effect
known dorjes pp cost powers power name school display cast time range duration save PR effect