Académique Documents
Professionnel Documents
Culture Documents
Name
FEMALE
MALE
LA
OD
W
GO
FU
L
Player Race Size Size
CH
IL
AO
EV
TI
Modier
C
Campaign CLASSES Skill Ranks Hit Die Level Level
Adjustment
1 d
XP
2 d
ABILITIES 3 d Effective
Ability Item Ability Temp Temp Character
Score Bonus Modier Score Modier
4 d Level
5 d
STR STR STR Favoured class + INT + CON
+1 per level hp rks per level per level
DEX DEX DEX SKILLS
Class Racial, Armour
CON CON CON Skill Skills Ranks Feats Misc Check
Untrained Bonus +3 Penalty
INT INT INT Acrobatics DEX -
WIS WIS WIS Appraise INT
CHA CHA CHA
Autohypnosis WIS
Bluff CHA
Ability Modier = (Total Ability Score - 10) 2 (Round down)
Climb STR -
FEATS & SPECIAL ABILITIES
Diplomacy CHA
Disable Device DEX -
Disarm Traps / /
Disguise CHA
Escape Artist DEX -
Fly DEX -
Handle Animal CHA
Heal WIS
Intimidate CHA 4 ifsmaller
larger/
Linguistics INT
Perception WIS
Locate Traps / /
Ride DEX -
Sense Motive WIS
Sleight of Hand DEX -
Spellcraft INT
Stealth DEX -
Survival WIS
Track / /
Swim STR -
Use Magic Device 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 (psionics) INT
Knowledge (religion) INT
Profession - WIS
Knowledge - INT
LANGUAGES
Perform - CHA
Craft - INT
Marcus Downing 2016 http://charactersheets.minotaur.cc This character sheet uses trademarks and/or copyrights owned by Paizo Publishing, LLC, which are used under Paizo's Community Use Policy. We are expressly prohibited from charging you to use or access this content.
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INITIATIVE ATTACKS
Make unarmed strikes with any free limb
INITIATIVE BONUS Feats Training Misc Unarmed Strike Flurry of blows uses full STR bonus, even with off hand
INIT = DEX + + + Flurry of Blows Attack Bonus Attack Bonus Damage Critical
SPEED d
SPEED Speed with Armour Temp Speed
BASE ATTACK
Range Type Attack Bonus Damage Critical
BASE MELEE RANGED
ATTACK BONUS ATTACK ATTACK
ft sq d
ft sq d
COMBAT MANOEUVRES
COMBAT Ammo Special Ammo
Base
MANOEUVRE Attack Bonus / Size # #
BONUS Monk Level Modier Misc
Ammo Special Ammo
CMB = STR + - + # #
COMBAT MANOEUVRE Dodge Deflection Monk Level Base Size SAVES
DEFENCE Modier Modier 4 Attack Bonus Modier Base Racial Misc Temp
FORTITUDE SAVE
CMD = 10 + STR + DEX + + + WIS + + BAB - FORT = CON + + + +
FLAT-FOOTED Deflection Monk Level Base Size REFLEX SAVE
CMD Modier 4 Attack Bonus Modier
REF = DEX + + + +
CMD = 10 + STR / / + + WIS + + BAB - WILL SAVE
Temp CMB Temp CMD Conditional Modiers WILL = WIS + + + +
+ CMB + CMD Level
2 Evasion Endurance Trap
9 Improved Evasion Sense
HEALTH
Conditional Modiers
HIT POINTS Wounds Dying Stable Non-lethal Unconscious
hp hp hp
AC = 10 + DEX + + + WIS + + +
FLAT-FOOTED ARMOUR CLASS
AC = 10 / / + + WIS + + +
TOUCH ARMOUR CLASS
AC = 10 + DEX + + + WIS + / +
Temp AC Spell Resistance Monk bonus applies when
unarmoured and unencumbered
+ AC Conditional Modiers
Damage Reduction
/
Notes
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PRESTIGE CLASS Wyrdcaster WYRD TECHNIQUES
Level
dominion WYRD TECHNIQUE DRAWBACK
6 Arcane Luck
7 Wyrd Technique
ARCANE LUCK
8 Wyrd Mastery 2/day, Bonus Feat
Sacrice a spell slot to gain an insight bonus to
Level Insight Spell
9 Greater Arcane Luck = one saving throw or skill check.
6 Bonus Level
May only be used once per round.
10 Wyrd Technique
Level
Apply your Arcane Luck ability after the roll has been made.
9
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INVENTORY ARMOUR EQUIPMENT
Value Weight Hat / Mask
Properties Properties
ft sq Headband
Check Penalty Weight Spell Failure Armour AC
lb % AC Properties
SHIELD
Eyes
Properties
Properties
Check Penalty Weight Spell Failure Shield AC
lb % AC
Neck / Throat
Properties
Shoulders
Properties
Chest
Properties
Belts
Properties
Light Load Carried Items lb
lb
Weapons, Ammo lb
Medium Load
Hands Clothes / Body
lb Armour, Shield lb
Heavy Load Properties Properties
Worn Items lb
lb Dorjes, Power stones,
Tattoos, Components lb
Max Load
Total Weight lb Ring Arms / Wrists
lb
Copper , cp
Platinum , , pp
#
4
5
6
CHARGES
#
7
8
CHARGES
# 9
10
11
CHARGES
# 12
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TOME OF SECRETS Priest PREPARED SPELLS
PREPARED SPELLS
OD
LA
W
PRIEST Level
GO
FU
L
OF Caster
CH
IL
AO
EV
TI
Level
C
DOMAINS
0
Domain Domain
Domain Spell + 1
1
1
2
3
4
5 Domain Spell + 1
6 Domain Spell + 1
7
8 2
9
Domain Additional Domain
Domain Spell + 1
1
2 3
3
4
5
Domain Spell + 1
6
7 Domain Spell + 1
8
9 4
SPELLS
Spell Spells Base Bonus Spells
= +
Save DC per day Spells
WIS - 12
WIS - 4
WIS - 8
Domain Spell + 1
0
WIS
Domain Spell + 1
1 +2 +2
2 +2 +2 5
3 +2 +2
4 +2 +2
+2 +2 Domain Spell + 1
5
6 +2 +2 Domain Spell + 1
7 +2 +2 6
8 +2 +2
9 +2 +2
Spell Save DC = 10 + WIS + Spell Level Domain Spell + 1
Caster
Concentration = WIS + Level
Domain Spell + 1
7
CHANNEL ENERGY
Channel Positive Energy Channel Negative Energy
Priest
8
ENERGY ROLL Level Misc
d8 = ( 2 )+ Domain Spell + 1
(Round up)
Priest Domain Spell + 1
Level
WILL SAVE DC
9
= 10 + ( 2 ) + CHA
(Round down)
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SPELL BOOK
Level Level Level
Components / Focus Book Page Components / Focus Book Page Components / Focus Book Page
Components / Focus Book Page Components / Focus Book Page Components / Focus Book Page
Components / Focus Book Page Components / Focus Book Page Components / Focus Book Page
Components / Focus Book Page Components / Focus Book Page Components / Focus Book Page
Components / Focus Book Page Components / Focus Book Page Components / Focus Book Page
Components / Focus Book Page Components / Focus Book Page Components / Focus Book Page
Components / Focus Book Page Components / Focus Book Page Components / Focus Book Page
Components / Focus Book Page Components / Focus Book Page Components / Focus Book Page
Components / Focus Book Page Components / Focus Book Page Components / Focus Book Page
Components / Focus Book Page Components / Focus Book Page Components / Focus Book Page
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PRESTIGE CLASS FORCE OF WILL
LA
OD
W
imperial
GO
FU
Level Continue ghting Current
L
3 = 15 +
man-at-arms
CH
Will save DC negative hp
IL
AO
EV
TI
C
Staggered rather than disabled when hp drops below 0.
Man-at-Arms
Level
4 No Failure Allowed
5 Undying Loyalty
ARMORED STEALTH
ARMOR CHECK
PENALTY Man-at-arms
REDUCTION Level
- = 2 (Round down)
= + +
BROTHER IN ARMS
An Imperial Man-at-Arms is assumed to have any
Level teamwork feat to allow an ally to use the feat.
2 The Man-at-Arms does not himself gain any benet from
the teamwork feat.
NO FAILURE ALLOWED
WILL SAVE Man-at-arms
Level BONUS Level
4
+ =
Applies against compulsion and mind-affecting effects.
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Ninja KI POOL
Level
NINJA KI POOL
CAPACITY Ninja Level
Misc
NINJA
= ( 2 ) + CHA +
Ninja (Round down) Ki Pool
Level
1 { Poison Use
Sneak Attack
2 { Ki Pool
Ninja Tricks
( )+
SNEAK DAMAGE Ninja Sneak
Level Misc
BONUS
= 2 Attack
( )+
(Round down) Trick
d6 = 2
(Round up)
1
Sneak attack damage can be applied when a target is flanked or
is denied their DEX bonus to AC.
On ranged attacks, it only applies within 30 ft. 2
It is not multiplied by critical hits.
It cannot be non-lethal unless using a non-lethal weapon.
NO TRACE 3
NO TRACE Ninja
Level Misc
BONUS
+ = ( 3 )+ 4
(Round down)
No Trace bonus is added to:
the DC of a Survival check to track the Ninja; 5
Disguise skill checks
opposed Stealth checks while stationary
10
11
12
13
14
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APOTHECARY Alchemist
Level
PREPARED SPELLS
EXTRACTS
(ALCHEMIST)
ALCHEMY
1
Extract Extracts Base
INT - 12
= +
INT - 4
INT - 8
Save DC per day Extracts
INT
1
2
3
4
5 2
6
= ( 2 )+
(Round down) 3
1
3 4
5
6
8
6
HEALING SALVE
10
HEALING Alchemist
POINTS Level Apply a healing salve or potion as a move action.
Apply a healing salve to self as a swift action.
11 d6 = 2 Using a healing salve counts as one use of your bombs for today.
BOMBS
POISON RESISTANCE
POISON RESISTANCE FORTITUDE SAVE BONUS d6 +
+ BASIC DAMAGE OTHER DAMAGE Bombs Today
+ = 10 + ( 2 ) + INT
Splash Use this DC for Splash reflex saves, (Round down)
ft radius Discovery fortitude saves etc.
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Magus WEAPON
Level
MAGUS Caster
Level Enhancement Attack Bonus Damage Critical
Spell Combat
ARCANE POOL -2 Attack Penalty + d
ARCANE POOL Magus
CAPACITY Level Misc DEFENSIVE CASTING
pts = ( 2 ) + INT + -
Defensive Casting
Attack Penalty Caster
Defensive
Casting Level 8
Level Bonus Bonus
(round down, min 1)
Maximum
INT Penalty Concentration = INT + + + 2
Level
Defensive Casting Bonus is double the Attack Penalty taken
pts 14
Automatic success on casting defensively
WEAPON ENHANCEMENT Level When casting a spell and attempting a melee attack against the same target, choose one of:
MAX WEAPON 20 Attack Spell Save to overcome targets
Magus + 2 Bonus + 2 DC Bonus + 2 spell resistance
ENHANCEMENT Level
PREPARED SPELLS
PREPARED SPELLS
+ = 4 (Round up)
Enhancement
Level ENHANCEMENT
9 +3 Speed 1
13 +4 Dancing
17 +5 Vorpal
SPELLS
Spell Spells Base Bonus Spells
= +
Save DC per day Spells
2
INT - 12
INT - 4
INT - 8
0
INT
1
2
3
4
3
5
6
Spell Save DC = 10 + INT + Spell Level
ARCANE SPELL FAILURE
% THRESHOLD
MAGUS ARCANA 4
ARCANA Magus
KNOWN Level
Arcane
= 3 Pool Cost
1 pts
5
2 pts
3 pts
6
( Level )
Improved Spell Recall Arcane Spell Metamagic
Pool Cost = 2 + Adjustment
Level Reprepare any spell already cast today
6 pts
11 Improved Spell Recall Arcane Spell
Prepare any known spell as a swift action Pool Cost = Level (cannot use metamagic)
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Soulknife MIND BLADE
PSIONICS UNLEASHED Level
Blade Damage: Strength Thrown
SoULKNIFE Manifester
Level
Shape
Light weapon Dual light weapons
Small
1d4
Medium
1d6
Large
1d8
Multiplier Range
20 ft 4 sq
MIND BLADE ENHANCEMENT One-handed weapon 1d6 1d8 2d6 15 ft 3 sq
ENHANCEMENT ENHANCEMENT
POOL BONUS Two-handed weapon 1d10 2d6 3d6 1 10 ft 2 sq *
5 Mighty cleaving 1
ft sq d +
5 Psychokinetic 1
7 Holy 2 ft sq d +
7 Icy burst 2
BLADE SKILLS
7 Mindcrusher 2
Level
7 Psychokinetic burst 2
2
7 Shocking burst 2
7 Suppression 2
Level
7 Unholy 2 4
7 Wounding 2
Level
9 Bodyfeeder 3
6
9 Mindfeeder 3
9 Soulbreaker 3 Level
12 Brilliant energy 4 8
15 Coup de grace 5
Level
10
Level
12
PSYCHIC STRIKE
PSYCHIC STRIKE Soulknife
Level
CAPACITY Level
( )4
14
d8 = +1 (Round down)
Level
Imbuing a weapon with a psychic strike charge requires a
Level move action, or a swift action if you lose psionic focus. 16
3 Psychic strike is discharged on any attack you choose to
use it, whether successful or not.
Level
QUICK DRAW 18
Level Manifest your mind blade as a free action, once per round.
5 (More often when using the Multiple Throw blade skill) Level
MIND BLADE MASTERY 20
No longer need a will save to maintain your mind blade in a
Level null psionics eld. A blade still loses its enhancement bonus.
20 Change the conguration of you mind blade as a full-round
action, resetting any penalties from Fluid Form.
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Caster MYSTERY
Level
Mystery Deity
ORACLE Level
Bonus
+
1 6
CURSE
2 7
3 8
4 9
SPELLS
Spells Spell Spells Base Bonus Spells
= +
Known Save DC per day Spells
CHA - 12
CHA - 4 5 10
0 CHA - 8
CHA
1
2 KNOWN SPELLS
3
4
5 0
6
7
Bonus Spell
8 2
9 1
Spell Save DC = 10 + CHA + Spell Level
Caster
Concentration = CHA + Level
Bonus Spell
ARCANE SPELL FAILURE THRESHOLD 4
% 2
Light Wounds 1d8 + Level (1 - 5) 1 5
CURE / INFLICT
Bonus Spell
8
4
Bonus Spell
12
WANDS 6
Bonus Spell
14
CHARGES
#
7
Bonus Spell
CHARGES
# 16 8
Bonus Spell
18 9
CHARGES
#
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HUNTER
Hunter PREPARED SPELLS
KNOWN SPELLS
Level
SPELLS
Spells Spell Spells = Base + Bonus Spells 0
Known Save DC per day Spells
WIS - 12
WIS - 4
WIS - 8
0
WIS
1
2 1
3
4
5
6 2
Spell Save DC = 10 + WIS + Spell Level
Caster
Concentration = WIS + Level
ANIMAL COMPANION
Animal Companions Name
4
Creature Type
Level
Level
Level
Improve the attitude of a wild animal as if using Diplomacy. companion
1 8 12 15
Take -4 penalty to influce a magical beast.
Bat Darkvision 60ft Darkvision 90ft Blindsense 10ft
Hunter
Wild Empathy = CHA + Level Bear +2 Constitution +4 Constitution +6 Constitution
Bull +2 Strength +4 Strength +6 Strength
Level Hunter
Survival Level Falcon +4 Perception +6 Perception +8 Perception
2
Track = +( 2) Frog +4 Swim and jump +6 Swim and jump +8 Swim and jump
Monkey +4 Climb +6 Climb +8 Climb
Level SWIFT TRACKER Mouse Evasion Improved evasion
8 Track at normal speed with no penalty, or at twice normal Owl +4 Stealth +6 Stealth +8 Stealth
speed with only -10 penalty.
Snake +2 AoO attack and AC +4 AoO attack and AC +6 AoO attack and AC
BONUS FEATS
Stag +5ft Speed +10ft Speed +20ft Speed
Level
Precise shot Outflank Tiger +2 Dexterity +4 Dexterity +6 Dexterity
2
Wolf Scent 10ft Scent 20ft Scent 30ft
3
Level
6 8
Apply two aspects to yourself, and two to your animal compaion.
WOODLAND STRIDE
Level Hunter and animal companion may move through any sort
5 of undergrowth without slowing down or taking damage.
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FAMILIAR ANIMAL COMPANION MOUNT SUMMONED CREATURE HEALTH
Creature Name Age Creature HIT POINTS Wounds Dying Stable Non-lethal Unconscious
Level
hp hp hp
Creature Type Subtype Weight Height
DICE
HIT
lb ft d COMBAT ATTACKS
LA
OD
W
GO
FU
Misc
L
INITIATIVE BONUS
SKILLS
CH
FEMALE
IL
AO
MALE
EV
INIT = DEX +
TI
C
Attack
WIS WIS Swim STR #
Base
CMB = + STR + +
CHA CHA COMBAT MANOEUVRE Dodge Deflection Base Size Morale
DEFENCE Modier Modier Attack Bonus Modier Misc Bonus
Ability Modier = (Total Ability Score - 10) 2
EFFECTS
TRAINING
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PRESTIGE CLASS COMBAT STYLE
LA
OD
W
dominion
GO
FU
L
khalid
CH
IL
AO
EV
TI
C
Khalid
asad Asad
Level
ASAD
Level
1 { Disruptive Attack
Spell Resistance
3 Dazing Disruption
5 Stunning Attack
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Caster PREPARED SPELLS
KNOWN SPELLS
INQUISITOR Level
DEITY
LA
OD
0
W
GO
FU
L
CH
IL
AO
EV
TI
C
DOMAIN
Domain
1
Granted Powers
2
SPELLS
Spells Spell Spells = Base + Bonus Spells
Known Save DC per day Spells
WIS - 12
WIS - 4
WIS - 8
0
WIS
1 3
2
3
4
5 4
6
W
GO
FU
L
IL
EV
TI
5
C
SKILLS
MONSTER LORE
Knowledge + = WIS
When identifying the abilities and weaknesses of creatures.
6
}
STERN GAZE Inquisitor
Intimidate + Level
}
Temporary feat + From level 10, bonus doubles against critical hits
Purity 5-Level
3-LEVEL Inquisitor Saving throw bonus + Bonus
BONUS Level
=1+( 3)
Resilience 5-Level
+ Damage reduction + Bonus
Resistance 3-Level
Level Energy resistance bonus + Bonus 2
Invoke two judgements at once
8
Level
Smiting
Invoke three judgements at once Your weapon counts as magical for
16 bypassing damage resistance.
BANE
Level Your weapon also counts as aligned,
Level SLAYER
5 Weapon +2 + 2 + 2d6 Level 6 to an alignment that matches your own.
Damage Select one judgement at start of combat
Enhancement 17 to apply its bonus at 5 levels higher
Level Your weapon also counts as adamantine
Level Bonus
12
Bonus +2 + 2 + 4d6 10 for overcoming damage resistance.
TRUE JUDGEMENT
BANE Inquisitor Misc Bane Rounds Invoke True Judgement before one attack
PER DAY Level Today Level If the attack is successful, the target +
+ 20
rds = must pass a Fortitude save or die
Whether successful or not, that target is
DISCERN LIES then immune to True Judgement for 24 hours +
DISCERN LIES Inquisitor Misc Discern Lies FORTITUDE Inquisitor
PER DAY Level Today SAVE DC Level
= + =( 2 ) + WIS +
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Slayer SLAYER TALENTS
SLAYER Level
TALENTS Slayer Misc From level 10, a Slayer
STUDIED TARGET KNOWN Level
( )+
can take Advanced Talents
Study a target as a move action to get +1 to Bluff, Knowledge, = 2
Perception, Sense Motive and Survival (including track); (Round down)
and a bonus to attack, damage and the DC of Slayer abilities.
COMBAT / DC Slayer
1
BONUS Level
=1+( 5)
(Round down) 2
Deal sneak attack damage to gain this bonus immediately.
NUMBER OF Slayer
TARGETS Level
3
=1+( 5)
(Round down)
Level
Study a target as a swift action. 4
7 STALKER
Gain +1 to Disguise, Intimidate and Stealth
MASTER SLAYER
5
Level As a standard action, make an attack against studied target
20 that deals normal damage and, if successful, may also kill,
knock unconscious for 1d4 hours, or paralyse for 2d6 rounds.
6
FORTITUDE Slayer
SAVE DC Level
= 10 + ( 2 )+ INT
7
(Round down)
TRACK
Slayer Survival 8
Level Bonus
Track =( 2)+
9
SWIFT TRACKER
Level
Follow tracks at normal speed without penalty.
11
Follow tracks at double speed at -10 penalty instead of -20.
10
QUARRY
As a standard action, select one target you can see.
Level Take 10 to follow your quarry, gain +2 to attack rolls,
14 and critical hits are automatically conrmed. 11
If your quarry escapes, cannot use again for 24 hours;
if your quarry is dead, use again after 1 hour.
IMPROVED QUARRY 12
Level Select target as a free action.
19 Take 20 to follow your quarry, gain +4 to attack rolls.
If quarry is dead, use again after 10 minutes. 13
SNEAK ATTACK
SNEAK DAMAGE Slayer
Level Misc
BONUS 14
d6 = ( 3 )+
(Round down)
Sneak attack damage can be applied when a target is flanked or
is denied their DEX bonus to AC.
On ranged attacks, it only applies within 30 ft.
It is not multiplied by critical hits.
It cannot be non-lethal unless using a non-lethal weapon.
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Investigator PREPARED SPELLS
EXTRACTS
INVESTIGATOR Level
ALCHEMY
Extract Extracts Base 1
INT - 12
INT - 4
INT - 8
= +
Save DC per day Extracts
INT
1
2
3
4
5
2
6
Extract Save DC = 10 + INT + Extract Level
INSPIRATION
INSPIRATION Investigator Misc
PER DAY Level
=( 2 ) + INT +
Inspiration
today 3
Add 1d6 to any skill check 1pt
Including skill checks on which you take 10 or 20
Add 1d6 to Knowledge, Linguistics or Spellcraft 0pt
Provided you have one rank in the skill
Add 1d6 to one attack roll 2pt
Add 1d6 to one saving throw 2pt
Level Inspiration bonus is now 2d6
4
20 Apply the Inspiration bonus to any skill check.
TRAPS
Investigator
Perception Level
Locate traps = +( 2)
Disable
Device
Investigator
Level
5
Disable traps = +( 2)
TRAP Investigator
SENSE Level
Level
3 = 3
(Round down)
Bonus to reflex saves and AC against traps. 6
POISON LORE
Cannot accidentally poison yourself.
Spend a minute examining a poison to identify it with
Level Knowledge (nature) or Knowledge (arcana).
2 DC = the poisons saving throw DC.
Spend a minute to neutralise a poison with Craft (alchemy). INVESTIGATOR TALENTS
DC = the poisons saving throw DC.
KEEN RECOLLECTION
Level
Attempt any knowledge skill check untrained.
3
STUDIED COMBAT
Study foe as a move action to increase attack and damage.
INSIGHT Investigator
BONUS Level
= 2
(Round down)
Level To study the same foe within 24 hours, spend 1 inspiration.
4 STUDIED Investigator
STRIKE Level
d6 = ( 2)-1
(Round down)
This damage bonus is not multiplied by critical hits.
You must be able to see your target clearly.
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TOME OF SECRETS Witch DEVOTEE TALENTS
Hunter
WITCH HUNTER Level
TALENTS
KNOWN
Witch Hunter
Level
Level Misc Advanced
Witch
DEVOTEE TALENTS
= ( 2 )+ (Round down)
10 Talents
Hunter Witch
Level Focus 1
{
Devoted Strike
1 Witch Sense
2 Devotee Talent 2
3 Detect Curse
3
4 Devotee Talent
5 Spellbane
4
6 Devotee Talent
7 Disruptive
5
8 Devotee Talent
9 Cursebreaker +1
6
10 Advanced Talent
11 Spellbreaker 7
12 Advanced Talent
13 Backlash +2 8
14 Advanced Talent
15 Greater Spellbane 9
16 Advanced Talent
17 +3 10
18 Advanced Talent
11
19 Uncursed
{
Mystic Null
20 Advanced Talent 12
WITCH SENSE
Perception Highest DEVOTED STRIKE
Number of
Check = 30 - Level or - Witches
DC Hit Dice DEVOTED STRIKES Strikes DAMAGE
PER DAY Today BONUS
WITCH FOCUS
= WIS + 3 + = WIS
ATTACK BONUS
}
+ SPELLBANE & CURSEBREAKER
Witch SPELLBANE OR CURSEBREAKER Uses
KNOWLEDGE BONUS Focus PER DAY Mystic Null
Today Level
Bonus Unlimited spellbane
+ = WIS + 3 20 uses per day
DISPEL BONUS =
BACKLASH
+ BACKLASH Witch Hunter BACKLASH
ARMOUR BONUS WILL SAVE DC Level DAMAGE
+ AC = 10 + + WIS 2d6
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JANISSARY (MONK)
Monk
Level
Monk Bonus
MONK
Level Feats
FLURRY OF BLOWS Armor Class Bonus
Flurry of Blows Use a full attack action for more attacks
FLURRY ATTACK BONUS Monk Level
Unarmed Strike Treat hands as weapons
1 Stunning Fist Stun (or other effects) target for one round
= -2
Psionic Aura Unnerve non-sentient beings; Charm Person 1/day
Monk Effects Improved Evasion Avoid half damage on failed reflex save
Level 9 Fast Movement +30 ft
1 Stunned No action this round
Lose DEX bonus to AC; -2 AC Ki Pool (lawful) Treat unarmed attacks as lawful weapons
10 Slow Fall 50 ft
4 Fatigued Cannot run or charge Psionic Aura Charm Person 2/day
-2 Strength and Dexterity
8 Sickened -2 to attack rolls, damage rolls, 11 Diamond Body Immune to all poisons
saving throws, skill and ability checks
Abundant step Slip magically between spaces - 2 ki points
12 Staggered May make a standard or move action, 12 Fast Movement +40 ft
but not both Slow Fall 60 ft
16 Blinded Lose DEX bonus to AC; -2 AC
-4 on STR and DEX skills, opposed Perception 13 Diamond Soul Spell resistance
or 50% miss chance when attacking
DC 10 Acrobatics to move more than half speed 14 Slow Fall 70 ft
Deafened -4 initiative; 20% miss chance when attacking
-4 on opposed Perception Quivering Palm Delayed death
automatically fail Perception checks for sound 15 Fast Movement +50 ft
Psionic Aura Charm Person 3/day
20 Paralysed No action this round
Lose DEX bonus to AC; -2 AC Ki Pool (adamantine) Treat unarmed attacks as adamantine weapons
16 Slow Fall 80 ft
MIND OVER MAGIC
INSIGHT Timeless Body No age penalties or articial aging
Monk Level 17 Tongue of the Sun and Moon Speak with any living creature
Level BONUS
4
+ = 2 18
Fast Movement +60 ft
Slow Fall 90 ft
COMMAND TRUCE
19 Empty Body Assume ethereal state for 1 minute - 3 ki points
Intimidate check to impose a truce between warring parties.
Level
5 The truce is broken if anyone in your group draws a weapon, Perfect Self Treated as outsider
casts a spell or takes a threatening action. 20 Slow Fall Any distance
Psionic Aura Charm Person 4/day
WHOLENESS OF BODY
HEALING
KI POOL
Level POINTS Monk Level
7 KI POOL
= CAPACITY Monk Level
=
Level
FORTITUDE Monk
15 SAVE DC
Level
= 10 + ( 2 ) + WIS
PERFECT SELF
Treated as an Outsider
Level Immune to Charm Person and other effects that
20 target non-outsiders.
Damage reduction 10/chaotic
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SWASHBUCKLER DEEDS
Cost
Swashbuckler
Level Derring-do Add 1d6 to Acrobatics, Climb, Escape Artist, Fly, Ride or Swim. 1 pt
If the roll is 6, add another (up to your DEX).
PANACHE Dodging panache Move 5ft immediately when attacked, gaining a bonus to AC equal 1 pt
Level
PANACHE to your CHA. This provokes attacks of opportunity.
1
PER DAY Misc
Opportune parry Spend use of attack of opportunity to parry a melee attack. 1 pt
pts = CHA + and riposte Make an attack roll (taking -2 per size category); if its higher than the
attackers, they miss. Must declare before the attack is rolled.
Current panache cannot exceed daily allowance. If successful, make an immediate melee attack.
Gain the Weapon Finesse feat, letting you use dexterity in place of
strength with selected weapons. Swashbucklers Take no Acrobatics penalty when moving through threatened square *
grace at full speed.
Use charisma in place of intelligence to qualify for combat feats.
Superior feint Purposefully miss melee attack to deny target their DEX bonus to AC. *
CHARMED LIFE
Level Level Targeted strike Make one attack as a full round action to cripple opponent. 1 pt
Add CHA to the a saving throw before it is rolled. 7
2 Head Confused for 1 round.
USES Swashbuckler Arms Takes no damage but drops carried item.
PER DAY Level
( ) 2
Legs Knocked prone (does not affect four-legged creatures)
Uses
= +2 today Torso Staggered for 1 round.
NIMBLE Bleeding wound On a successful hit, deal bleed damage equal to your DEX. 1 pt
NIMBLE Swashbuckler Or deal 1 point of Strength, Dexterity or Constitution damage. 2 pts
Level DODGE BONUS Level
( )4
3 Evasive Evasion Avoid half damage on a successful reflex save. *
+ AC = +1 Level Uncanny dodge Cannot be caught flat-footed or denied DEX bonus to *
While wearing only light armour. Anything that takes away
11 AC against an invisible attacker.
your DEX bonus to AC also takes this bonus. Improved Cannot suffer sneak attack by being flanked, *
uncanny dodge unless by Rogue four levels higher.
BONUS FEATS
Level Subtle blade Immune to disarm, steal and sunder combat manoeuvres targeting *
4 a light or one-handed piercing melee weapon.
Level
Dizzying defence Fight defensively as a swift action, gainint +4 AC for -2 attack. 1 pt
8
Level Level Perfect thrust As a full-round action, make a single attack against targets touch AC, *
12 15 bypassing damage reduction.
Level Swashbucklers edge Take 10 on Acrobatics, Climb, Escape Artist, Fly, Ride or Swim checks, *
16 even while distracted or in immediate danger.
Level
20 Cheat death On falling to 0hp or lower, restore to 1hp. all remaining points
Level
SWASHBUCKLER WEAPON TRAINING
19
Deadly stab On conrming a critical hit, target must make fortitude save or die. 1 pt
ATTACK / Stunning stab On a hit, target must make fortitude save or be stunned for 1 round. 2 pts
DAMAGE Swashbuckler
BONUS Level
( )4
* Deeds with no cost are only available while you have at least 1 panache point remaining
Level + = -1 FORTITUDE Swashbuckler
5 SAVE DC Level
( ) + DEX
With a light or one-handed piercing melee weapon.
Gain the Improved Critical feat with light or one-handed = 10 + 2 (Round down)
piercing melee weapons.
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Wilder WILD SURGE
PSIONICS UNLEASHED Level
Surge Type
WILDER Manifester
Level
+ WILD SURGE
BONUS
PSIONICS
Psychic Enervation Risk of Psychic
POWER POINTS Base Bonus
PER DAY Points Points
Racial Misc 15 % Enervation
= + + +
SURGE BLAST
Surge Blast Wild Surge
Make a ranged touch attack (range 30ft)
Damage d6 = Bonus
Surge blasts do not trigger psychic enervation
Bonus Points Manifester
Level Surge Bond
SURGING EUPHORIA
Level While surging, receive a morale bonus to
Euphoria
Bonus
+
4 attack rolls, damage and saving throws. Euphoria Wild Surge
The effect of this bonus ends if you
succumb to psychic enervation. Duration rds = Bonus
POWER LEVELS
PERFECT SURGE
Power Point Power Wild Surge WILD SURGE
Level Cost Save DC Save DC Once per day, manifest one power with a +10 wild surge bonus. 10 BONUS +
Also add +3 to the powers save DC, +3 to any attack rolls
1 1 Level and treat the power as if it were 5 levels higher. Risk of Psychic
20 Double the powers effect radius, and its visual intensity. 100 % Enervation
2 3 Anyone touching you during a perfect surge suffers 1d4 re damage.
Psychic enervation: Using perfect surge triggers psychic enervation for 1d4 rounds.
3 5
Also lose power points or hp equal to manifester level +10, and take 2 points burn to every ability score.
4 7
KNOWN POWERS
5 9
POWERS MAX POWER POWER POINTS Manifester
6 11 KNOWN LEVEL MAX COST Level
7 13 =
8 15
Power Level Cost
9 17
1
Power Save DC = 10 + CHA + Power Level 2
ELUDE ATTACK 3
DODGE Wilder
Level BONUS Level 4
2
+ AC = ( +2 4 ) (Round down)
5
6
7
8
9
10
11
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PSIONICS UNLEASHED Psychic WARRIORS PATH
Warrior
PSYCHIC Level
Manifester
WARRIoR Level Trance
PATH SKILLS
+2 4 6
Manoeuvre
SECONDARY PATH
Level
9
Trance
PSIONICS
POWER POINTS Base Bonus
PER DAY Racial Misc
Points Points
Manoeuvre
= + + +
3 5 3
4 7 4
5 9 5
6 11 6
Power Save DC = 10 + INT + Power Level 7
BONUS FEATS 8
Level
9
1
10
2
11
5
12
8
13
11 14
14 15
17 16
17
20
Bonus feats should be Combat Feats or Psionic Feats 18
TRANCE 19
Level TWISTING PATH
20
12 Switch your trance as a swift action
Uses per day
Level PATHWEAVING
Gain the benet of both trances for up to
15 5 mins, provided you maintain psionic focus
ETERNAL WARRIOR
Level Add your wisdom modier to attack, damage,
20 AC, skill checks, ability checks, saving throws, WIS
initiative rolls and speed (gain 5ft per point)
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Gunslinger
GUNSLINGER Level
FIREARMS
Capacity
GRIT
Attack Bonus Damage Critical
GRIT POINTS Range Misre
( ft )
PER DAY Misc
ft sq 1 - d
pts = WIS + Capacity
pts ft sq 1 - ( ft ) d
Capacity
Successful critical hit with a rearm +1 grit point
Killing blow with a rearm +1 grit point
Attack Bonus Damage Critical
Daring acts GMs ruling Range Misre
GUN TRAINING ft sq 1 - ( ft ) d
DAMAGE BONUS MISFIRE VALUE Capacity
ft sq 1 - ( ft ) d
DEEDS
Cost
NIMBLE Deadeye Use touch AC beyond rst range increment 1 pt per range increment
Gunslinger Level Gunslingers Dodge Move 5ft immediately; +2 AC against triggering attack 1 pt
NIMBLE
DODGE BONUS Level 1 Alternatively, drop prone for +4 AC
+ AC = ( +2 ) 4 (Round down) Quick Clear Fix a broken rearm as standard action (1 pt to x as a move action)
BONUS FEATS Gunslinger Initiative +2 Initiative; (with Quick Draw, draw rearm as part of initiative) *
Level
Level
Pistol-whip Surprise melee attack. One handed: d6/d4 Two handed: d10/d8 1 pt
4 Also, CMB to knock prone
3
Level
Utility Shot Blast lock or *
8 Shoot unattended object or
Level Stop bleeding
12
Level Dead Shot Roll all attacks, additional hits add dice 1 pt
16
Startling Shot On a miss, target is flat footed till its next turn *
Level
20 Level Targeting As a full round, target a part of the body: 1 pt
7 Arms: drops one carried item (no damage)
TRUE GRIT Head: confused for one round
Legs: knocked prone
Level Torso: 19-20 critical range
20 Wings: begins to fall
Any 2 deeds except Slingers Luck Bleeding Wound Bleed damage equal to DEX 1 pt
Level Alternatively, 1 pt Strength, Dexterity or Constitution damage 2 pt
11 Expert Loading Keep a broken gun from exploding on a misre 1 pt
Lightning Reload Reload as a swift action once per round (with Rapid Reload, free action) *
Cheat Death On falling to 0hp or below, restore to 1hp all remaining pts
Level
19 Stunning Shot On a hit, Fort (DC 10 + level + WIS) or stunned for 1 round 2 pt
* Deeds with no cost are only available while you have at least 1 grit point remaining
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Rogue ROGUE TALENTS
ROGUE Level
TALENTS Rogue Misc From level 10, a Rogue
KNOWN Level
( )+
ROGUE can take Advanced Talents
Rogue = 2
Level (Round down)
1 { Trapnding
Sneak Attack 1
2 Evasion
4 Uncanny Dodge
2
8 Improved Uncanny Dodge
10 Advanced Talents
3
20 Master Strike
TRAPS 4
Rogue
Perception Level
Locate Traps = +( 2) 5
Disable Rogue
Device Level
6
Disable Traps = +( 2)
TRAP SENSE Rogue
Level REFLEX BONUS Level Misc 7
3
+ = ( 3 )+
SNEAK ATTACK 8
SNEAK DAMAGE Rogue
Level Misc
BONUS
d6 = ( 2 )+ 9
(Round up)
Sneak attack damage can be applied when a target is flanked or 10
is denied their DEX bonus to AC.
On ranged attacks, it only applies within 30 ft.
It is not multiplied by critical hits.
It cannot be non-lethal unless using a non-lethal weapon. 11
MASTER STRIKE
A successful sneak attack can also deliver one of:
Level Sleep for 1d4 hours 12
20 Paralysed for 2d6 rounds
Slain
MASTER STRIKE Rogue 13
FORTITUDE DC Level
= 10 + ( 2 ) + INT
14
Master strike cannot be used again on the same target within
24 hours, whether they pass the Fortitude save or not.
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Caster PREPARED SPELLS
PREPARED SPELLS
Level
WITCH Level 0
Bonus
+
FAMILIAR
Name
1
Creature type
SPELLS
Spell Spells Base Bonus
Save DC per day
=
Spells
+
Spells 2
INT - 12
INT - 4
INT - 8
0
INT
1
2
3 3
4
5
6
7 4
8
9
4
7
6
10
8
12
14
16 9
18
KNOWN HEXES
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PRESTIGE CLASS COMBAT STYLE
LA
OD
W
caneus
GO
FU
L
HIGH GUARD
CH
IL
AO
EV
TI
C
High
Guard
Level
HIGH GUARD
Bonus
Level Combat
1 { Danger Sense
Uncanny Dodge
Feat
2 { Dedicated
Take The Blow
4 Focused Mind
5 Ultimate Defender
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PSIONICS expanded Aegis PREPARED SPELLS
CUSTOMISATIONS
Level
Customisation Points
aegis Manifester
Level 1
ASTRAL SUIT
Level Free customisations: 2
Astral Skin 1 Speed 2, Nimble
2 Evasion
3
12 Improved Evasion
Astral Armour 1 Brawn, Improved Damage
2 Flexible Suit 4
8 (astral armour is treated as a
Masterwork Breastplate)
Astral Juggernaut 1 Brawn, Improved Damage 5
2 Flexible Suit
7 (astral suit resembles and is
6
treated as Full Plate)
ASTRAL REPAIR
7
Level Repair an object 2hp as a standard action.
1 The broken condition is removed when the object reaches
at least half its total hit points.
8
DAMAGE REDUCTION
Level
2 2/ 9
5 3/
Astral
10 4/ Suit Racial Misc 10
15 5/
20 6/
+ +
11
CUSTOMISATIONS
CUSTOMISATION Base Bonus
POINTS Misc 12
Points Points
pts = + +
13
RECONFIGURE
Once a day as a standard action, swap customisations:
Level
Recongure Aegis 14
Points Level
( 2)-1
3
pts = INT + 15
(Round up)
AUGMENT SUIT
As a standard action, gain temporary customisation points 16
Bonus Aegis
Level
Points Level
( 4)
4 17
pts =
(Round down)
18
CANNIBALISE SUIT
Level Once a day as a standard action, dismiss your suit to gain
healing equal to your customisation points. 19
12
This healing does not include temporary points.
You cannot reform the astral suit for 1 minute.
PERFECT MERGER 20
Suit cannot be forcibly dispelled (but still does not function
Level inside a null psionic eld).
20 Spend two uses of Recongure to reset all customisations. 21
Cannibalise your suit to heal all damage. If you choose this,
you cannot reform the astral suit for 10 minutes.
22
23
24
25
26
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Caster PREPARED SPELLS
PREPARED SPELLS
SHAMAN Level
SPIRIT 0
Spirit Magic + 1
1 6
SPIRIT MAGIC
2 7 1
3 8
4 9
Spirit Magic + 1
5
Spirit ability
2
Level Greater spirit ability
8
Level True spirit ability Spirit Magic + 1
16
Level Manifestation 3
20
SPIRIT ANIMAL
Level Spirit Magic + 1
3 Deliver touch spells through your spirit animal.
SPELLS 4
Spell Spells Base Bonus
= +
Save DC per day Spells Spells
WIS - 12
WIS - 4
WIS - 8
0 Spirit Magic + 1
WIS
1 +1 +1
2 +1 +1 5
3 +1 +1
4 +1 +1
Spirit Magic + 1
5 +1 +1
6
6 +1 +1
7 +1 +1
8 +1 +1
9
Spirit Magic + 1 7
+1 +1
Spell Save DC = 10 + WIS + Spell Level
WANDERING SPIRIT
Level Spirit ability 8
4
Spirit Magic + 1
Greater spirit ability
12
20
True spirit ability
9
Spirit Magic + 1
Level Wandering hex
6
Second wandering hex
14
KNOWN HEXES
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Tactician KNOWN POWERS
PSIONICS expanded Level
POWERS Tactitian MAX POWER POWER POINTS Manifester
TACTICIAN Manifester
Level
KNOWN
=
Level LEVEL MAX COST Level
=
COLLECTIVE
Power Level Cost
MAXIMUM Tactician
MEMBERS Level 1
= INT or 2 2
If a member dies, make a Fortitude save (DC 15) or lose 3
power points equal to their hit dice.
Members must be within Medium range (100ft + 10ft per level). 4
Level
Unlimited range
Level
Collective may cross planes
5
15 19
6
COORDINATED STRIKE
As a swift action, grant members a bonus against one foe. 7
INSIGHT Tactician 8
BONUS Level
9
=( + 3) 4 10
SPIRIT OF MANY 11
Level Network powers may manifest on any members, even
2 those out of range or who would be immune. 12
Spend additional power points to affect more members. 13
TELEPATHY 14
Level
Members can communicate without sharing a language.
3 15
Members can borrow abilities as if they were touching.
IMPROVED SHARE
16
Level May manifest 2 Shared powers at once 17
5 Level Level
3 Shared powers 4 Shared powers 18
11 17
19
COORDINATE
Level
Share a teamwork feat with any member as a free action, 20
6
if you have psionic focus and have line of sight and effect.
STRATEGIES
ECHO EFFECT USES
PER DAY Misc Uses today
Level Copy magical and psionic effects between members.
8 This costs points equal to the caster or manifester level.
For 4 points, extend the effect to an extra target.
= 3 + INT +
SHARED KNOWLEDGE Level
Level
By expending psionic focus, try to manifest a power 4
14 known by any member. Must pass a spellcraft check
(DC = 20 + spell level).
7
PSIONICS
POWER POINTS Base Bonus
PER DAY Racial Misc
Points Points
10
= + + +
Manifester 13
Bonus Points Level
19
POWER LEVELS
Power Point Power Wild Surge
Level Cost Save DC Save DC Level MASTER STRATEGIST
20 Sacrice two daily uses of Strategy to grant all allies an insight bonus to attack, damage, AC and saves
0 0 equal to INT for up to two minutes.
1 1
2 4
3 5
4 7
5 9
6 11
Power Save DC = 10 + INT + Power Level
Marcus Downing 2016 http://charactersheets.minotaur.cc This character sheet uses trademarks and/or copyrights owned by Paizo Publishing, LLC, which are used under Paizo's Community Use Policy. We are expressly prohibited from charging you to use or access this content.
This character sheet is not published, endorsed, or specifically approved by Paizo Publishing. For more information about Paizo's Community Use Policy, please visit paizo.com/communityuse. For more information about Paizo Publishing and Paizo products, please visit paizo.com.
Vitalist VITALIST METHOD
PSIONICS expanded Level
Method
Vitalist Manifester
Level
Extra power
COLLECTIVE
MAXIMUM Vitalist
MEMBERS Level
= + + + d6 = 3 = 3 + WIS
(Round up)
Level
Steal health as a ranged touch attack within 30ft
7
POWER LEVELS STEAL LIFE
Power Point Power Wild Surge FORTITUDE Vitalist
Level Cost Save DC Save DC DC Level
= 10 + DEX + ( 2)
Level
0 0
14
1 1 Gain 5hp for each of the targets hit dice.
2 4 Cannot steal life from members of the collective, or targets with more than 140 total hit points.
3 5
4 7
5 9
6 11
Power Save DC = 10 + WIS + Power Level
Marcus Downing 2016 http://charactersheets.minotaur.cc This character sheet uses trademarks and/or copyrights owned by Paizo Publishing, LLC, which are used under Paizo's Community Use Policy. We are expressly prohibited from charging you to use or access this content.
This character sheet is not published, endorsed, or specifically approved by Paizo Publishing. For more information about Paizo's Community Use Policy, please visit paizo.com/communityuse. For more information about Paizo Publishing and Paizo products, please visit paizo.com.
Marksman KNOWN POWERS
PSIONICS expanded Level
POWERS MAX POWER POWER POINTS Manifester
Marksman Manifester
Level
KNOWN LEVEL MAX COST Level
=
COMBAT STYLE
Power Level Cost
Level Style technique
2 1
Level Style skill 2
3 3
Level Style mantra
4
3
5
Level
4 6
Level 7
8 8
Level 9
12
10
Level
11
16
12
Level
20 WIND READER
As a swift action while maintaining psionic focus, add your WIS bonus to ranged attack rolls.
PSIONICS USES Marksman
PER DAY Level Misc Uses today
POWER POINTS Base Bonus
PER DAY Racial Misc
Points Points
=3+ +
= + + +
FAVOURED WEAPON
Manifester Bows: composite longbow, composite shortbow, longbow and shortbow
Bonus Points Level Crossbows: double crossbow, hand crossbow, heavy crossbow, light crossbow, repeating heavy crossbow
and repeating light crossbow
= WIS 2 (Round down) Spears: javelin, lance, pilum, shortspear, spear and trident
Power Points used today Level
Thrown: blowgun, bolas, boomerang, chakram, club, dagger, dart, halfling sling staff, javelin, light hammer,
2 net, shortspear, shuriken, sling, spear, starknife, throwing axe, trident and wooden stake
COMPETENCE Marksman
BONUS Level Misc
POWER LEVELS =( +2)4+
Power Point Power Wild Surge
Level Cost Save DC Save DC
COVER FIRE
0 0 Fire an arrow into a square (AC 10) to distract an enemy instead of doing damage. If enemy fails a reflex save,
theyre staggered for one round. A conrmed critical does normal damage.
1 1
Level DODGE Marksman
2 4 4 BONUS Level
3 5 = 10 + DEX + ( 2)
4 7
DISENGAGE
5 9
Level When moving out of a threatened square, expend psionic focus to add WIS to Acrobatics rolls to evade attacks
6 11 7 of opportunity. Move at full speed without increasing Acrobatic rolls.
Power Save DC = 10 + WIS + Power Level
DEFENSIVE SHOT
EVADE ARROWS
Level
DODGE Marksman Make ranged attacks without proviking attacks of opportunity.
Level 13
BONUS Level
=( +2)4
2
RANGED SPECIALIST
Level Critical multiplier is one higher.
BONUS FEATS 19 If you have the Far Shot feat, suffer no penalty for range increments instead.
Level
5
Level
8
Level
11
Level
14
Level
17
Level
20
Marcus Downing 2016 http://charactersheets.minotaur.cc This character sheet uses trademarks and/or copyrights owned by Paizo Publishing, LLC, which are used under Paizo's Community Use Policy. We are expressly prohibited from charging you to use or access this content.
This character sheet is not published, endorsed, or specifically approved by Paizo Publishing. For more information about Paizo's Community Use Policy, please visit paizo.com/communityuse. For more information about Paizo Publishing and Paizo products, please visit paizo.com.
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