TEXT: Character
  Sheet Pack
  Second Edition
  
  Hit Points
  Perception
  Skills
  Armor Class
  Saving Throws
  DECEPTION
  PERFORMANCE
  ATHLETICS
  NATURE
  INTIMIDATION
  SOCIETY
  SURVIVAL
  ARCANA
  ACROBATICS
  MEDICINE
  DIPLOMACY
  RELIGION
  CRAFTING
  OCCULTISM
  LORE
  STEALTH
  THIEVERY
  LORE
  RESISTANCES AND IMMUNITIES
  CONDITIONS
  PROF
  ITEM
  E
  L
  T
  M
  MAX HP
  BT
  REFLEX
  ITEM
  DEX
  PROF
  WILL
  ITEM
  WIS
  PROF
  E
  L
  T
  M
  E
  L
  T
  M
  E
  L
  T
  M
  E
  L
  T
  M
  FORTITUDE
  ITEM
  CON
  PROF
  ITEM
  WIS
  PROF
  DYING
  WOUNDED
  CURRENT
  TEMPORARY
  Languages
  Class DC
  DEX
  CAP
  OR
  10
  DC BASE
  =
  E
  L
  T
  M
  ITEM
  KEY
  PROF
  Weapon Proficiencies
  E
  L
  T
  M
  SIMPLE
  E
  L
  T
  M
  OTHER
  E
  L
  T
  M
  OTHER
  E
  L
  T
  M
  MARTIAL
  10
  DC BASE
  =
  STR
  MODIFIER
  STRENGTH
  SCORE
  DEX
  MODIFIER
  DEXTERITY
  SCORE
  CON
  MODIFIER
  CONSTITUTION
  SCORE
  INT
  MODIFIER
  INTELLIGENCE
  SCORE
  WIS
  MODIFIER
  WISDOM
  SCORE
  CHA
  MODIFIER
  CHARISMA
  SCORE
  Melee Strikes
  Weapon
  P
  S
  B
  PROF
  STR
  =
  E
  L
  T
  M
  ITEM
  Damage
  DICE
  STR
  W SPEC
  OTHER
  TRAITS
  Weapon
  P
  S
  B
  PROF
  STR
  =
  E
  L
  T
  M
  ITEM
  Damage
  DICE
  STR
  W SPEC
  OTHER
  TRAITS
  Weapon
  P
  S
  B
  PROF
  STR
  =
  E
  L
  T
  M
  ITEM
  Damage
  DICE
  STR
  W SPEC
  OTHER
  TRAITS
  Weapon
  P
  S
  B
  PROF
  DEX
  =
  E
  L
  T
  M
  ITEM
  Damage
  DICE
  SPECIAL
  W SPEC
  OTHER
  TRAITS
  Weapon
  P
  S
  B
  PROF
  DEX
  =
  E
  L
  T
  M
  ITEM
  Damage
  DICE
  SPECIAL
  W SPEC
  OTHER
  TRAITS
  Weapon
  P
  S
  B
  PROF
  DEX
  =
  E
  L
  T
  M
  ITEM
  Damage
  DICE
  SPECIAL
  W SPEC
  OTHER
  TRAITS
  Ranged Strikes
  SENSES
  NOTES
  speed
  feet
  MOVEMENT TYPES & NOTES
  UNARMORED
  E
  L
  T
  M
  MEDIUM
  E
  L
  T
  M
  LIGHT
  E
  L
  T
  M
  HEAVY
  E
  L
  T
  M
  =
  E
  L
  T
  M
  INT
  PROF
  ITEM
  =
  E
  L
  T
  M
  STR
  PROF
  ITEM
  =
  E
  L
  T
  M
  INT
  PROF
  ITEM
  =
  E
  L
  T
  M
  CHA
  PROF
  ITEM
  =
  E
  L
  T
  M
  CHA
  PROF
  ITEM
  =
  E
  L
  T
  M
  CHA
  PROF
  ITEM
  =
  E
  L
  T
  M
  INT
  PROF
  ITEM
  =
  E
  L
  T
  M
  INT
  PROF
  ITEM
  =
  E
  L
  T
  M
  WIS
  PROF
  ITEM
  =
  E
  L
  T
  M
  WIS
  PROF
  ITEM
  =
  E
  L
  T
  M
  INT
  PROF
  ITEM
  =
  E
  L
  T
  M
  CHA
  PROF
  ITEM
  =
  E
  L
  T
  M
  WIS
  PROF
  ITEM
  =
  E
  L
  T
  M
  INT
  PROF
  ITEM
  =
  E
  L
  T
  M
  WIS
  PROF
  ITEM
  =
  E
  L
  T
  M
  DEX
  PROF
  ITEM
  =
  E
  L
  T
  M
  DEX
  PROF
  ITEM
  =
  E
  L
  T
  M
  DEX
  PROF
  ITEM
  Ability Scores
  HARDNESS
  Character 
  Sheet
  PROFICIENCY 
  Untrained +0
  Trained 2+Level
  Expert 4+Level
  Master 6+Level
  Legendary 8+Level
  � Single Action
  � Two-Action Activity
  � Three-Action Activity
  � Free Action
  � Reaction
  Player 
  Name
  Experience
  Points (XP)
  Character
  Name
  Shield
  Level
  Hero Points
  +
  MAX
  AC
  ARMOR
  -
  ARMOR
  -
  ARMOR
  -
  ARMOR
  -
  Ancestry and Heritage
  Background
  Class
  Size
  Traits
  Deity
  Alignment
   CURRENT HP
  © 2019, Paizo Inc. Permission granted to photocopy this sheet.
  
  SPECIAL 1st
  FEAT 1st
  FEAT 9th
  HERITAGE 1st
  FEAT 13th
  FEAT 17th
  FEAT 5th
  Ancestry Feats and Abilities
  BACKGROUND
  4th
  8th
  16th
  2nd
  6th
  14th
  10th
  18th
  12th
  20th
  Skill Feats
  11th
  7th
  15th
  3rd
  19th
  General Feats
  FEATURE 1st
  FEAT 6th
  FEATURE 13th
  FEAT 1st
  FEAT 8th
  FEATURE 15th
  FEATURE 3rd
  FEAT 10th
  FEATURE 17th
  FEATURE 1st
  FEATURE 7th
  FEAT 14th
  FEAT 2nd
  FEATURE 9th
  FEAT 16th
  FEAT 4th
  FEATURE 11th
  FEAT 18th
  FEATURE 5th
  FEAT 12th
  FEATURE 19th
  FEAT 20th
  Class Feats and Abilities
  Bonus Feats
  Actions and Activities
  TRAITS
  PAGE
  NAME
  DESCRIPTION
  ACTIONS
  TRAITS
  PAGE
  NAME
  DESCRIPTION
  ACTIONS
  TRAITS
  PAGE
  NAME
  DESCRIPTION
  ACTIONS
  TRAITS
  PAGE
  NAME
  DESCRIPTION
  ACTIONS
  Free Actions and Reactions
  TRAITS
  PAGE
  NAME
  [fre
  TRIGGER 
  DESCRIPTION
  FREE ACTION
  REACTION
  TRAITS
  PAGE
  NAME
  [fre
  TRIGGER 
  DESCRIPTION
  FREE ACTION
  REACTION
  © 2019, Paizo Inc. Permission granted to photocopy this sheet.
  
  CATCHPHRASES
  ATTITUDE
  BELIEFS
  LIKES
  DISLIKES
  APPEARANCE
  ETHNICITY
  NATIONALITY
  BIRTHPLACE
  GENDER & PRONOUNS
  HT
  AGE
  WT
  Character Sketch
  Personality
  CHARACTER
  PLAYER
  NOTES
  Party
  LOCATION
  ALLIES
  LOCATION
  ENEMIES
  LOCATION
  ORGANIZATIONS
  Campaign Notes
  STATUS
  DATE
  DETAILS
  Campaign Notes
  Achievements
  HIGHEST
  DAMAGE
  DEALT
  MOST FOES
  IN ONE
  BATTLE
  HIGHEST
  CHECK
  TOTAL
  MOST GP
  GAINED
  AT ONCE
  DEATHS
  FARTHEST
  DISTANCE
  FALLEN
  STRONGEST FOE
  DEFEATED
  TITLES
  CLAIMED
  © 2019, Paizo Inc. Permission granted to photocopy this sheet.
  
  Coins
  CP
  SP
  GP
  PP
  STORED MONEY
  LOCATION
  Worn Items
  INVESTED
  BULK
  INVESTED
  BULK
  INVESTED
  BULK
  INVESTED
  BULK
  INVESTED
  BULK
  INVESTED
  BULK
  INVESTED
  BULK
  INVESTED
  BULK
  INVESTED
  BULK
  MAXIMUM 10 INVESTED ITEMS
  TOTAL BULK
  INVESTED
  BULK
  Holdings and Assets
  PRICE
  Gems and Art Objects
  BULK
  ITEM
  PRICE
  TOTALS
  Bulk
  ENCUMBERED
  = 5
  MAXIMUM
  STR
  STR
  =
  BASE
  BASE
  10
  BULK
  Supplies
  AMMUNITION
  RATIONS
  DAYS
  ROPE
  FEET
  WATER
  DAYS
  TORCHES
  BULK
  ITEM
  Consumables
  TOTAL
  BULK
  HELD
  Permanent Items
  TOTAL
  ENCUMBERED DEFINITION
  © 2019, Paizo Inc. Permission granted to photocopy this sheet.
  You are carrying more weight than you can manage. 
  While you’re encumbered, you’re clumsy 1 and take a 
  10-foot penalty to all your Speeds. As with all penalties 
  to your Speed, this can’t reduce your Speed below 5 feet. 
  
  Spellcasting Abilities
  TRAITS
  PAGE
  NAME
  DESCRIPTION
  ACTIONS
  TRAITS
  PAGE
  NAME
  DESCRIPTION
  ACTIONS
  TRAITS
  PAGE
  NAME
  DESCRIPTION
  ACTIONS
  OTHER SPELL MODIFICATIONS
  Spell Attack Roll
  Magic Traditions
  E
  L
  T
  M
  KEY
  PROF
  10
  DC BASE
  =
  E
  L
  T
  M
  KEY
  PROF
  =
  OCCULT
  ARCANE
  DIVINE
  PRIMAL
  PREPARED
  SPONTANEOUS
  Spell DC
  CANTRIP
  LEVEL
  1
  2
  10
  9
  8
  7
  6
  5
  4
  3
  Spell Slots Per Day
  SPONTANEOUS SPELL SLOTS REMAINING
  Spells
  M
  S
  V
  ACTIONS
  PREP
  LVL
  HEIGHTEN
  M
  S
  V
  ACTIONS
  PREP
  LVL
  HEIGHTEN
  M
  S
  V
  ACTIONS
  PREP
  LVL
  HEIGHTEN
  M
  S
  V
  ACTIONS
  PREP
  LVL
  HEIGHTEN
  M
  S
  V
  ACTIONS
  PREP
  LVL
  HEIGHTEN
  Innate Spells
  TRADITION
  M
  S
  V
  ACTIONS
  LVL
  FREQUENCY
  M
  S
  V
  ACTIONS
  LVL
  FREQUENCY
  M
  S
  V
  ACTIONS
  PREP
  LVL
  HEIGHTEN
  M
  S
  V
  ACTIONS
  PREP
  LVL
  HEIGHTEN
  M
  S
  V
  ACTIONS
  PREP
  LVL
  HEIGHTEN
  Focus Spells
  FOCUS POINTS
  MAXIMUM
  CURRENT
  TRADITION
  PAGE
  M
  S
  V
  ACTIONS
  M
  S
  V
  ACTIONS
  M
  S
  V
  ACTIONS
  M
  S
  V
  ACTIONS
  M
  S
  V
  ACTIONS
  M
  S
  V
  ACTIONS
  M
  S
  V
  ACTIONS
  Cantrips
  PREP
  LVL
  ACTIONS
  M
  S
  V
  PREP
  LVL
  ACTIONS
  M
  S
  V
  PREP
  LVL
  ACTIONS
  M
  S
  V
  PREP
  LVL
  ACTIONS
  M
  S
  V
  PREP
  LVL
  ACTIONS
  M
  S
  V
  PREP
  LVL
  ACTIONS
  M
  S
  V
  PREP
  LVL
  ACTIONS
  M
  S
  V
  PREP
  LVL
  ACTIONS
  M
  S
  V
  PREP
  LVL
  ACTIONS
  M
  S
  V
  PREP
  LVL
  ACTIONS
  M
  S
  V
  © 2019, Paizo Inc. Permission granted to photocopy this sheet.
  
  Spells
  M
  S
  V
  ACTIONS
  PREP
  LVL
  HEIGHTEN
  M
  S
  V
  ACTIONS
  PREP
  LVL
  HEIGHTEN
  M
  S
  V
  ACTIONS
  PREP
  LVL
  HEIGHTEN
  M
  S
  V
  ACTIONS
  PREP
  LVL
  HEIGHTEN
  M
  S
  V
  ACTIONS
  PREP
  LVL
  HEIGHTEN
  M
  S
  V
  ACTIONS
  PREP
  LVL
  HEIGHTEN
  M
  S
  V
  ACTIONS
  PREP
  LVL
  HEIGHTEN
  M
  S
  V
  ACTIONS
  PREP
  LVL
  HEIGHTEN
  M
  S
  V
  ACTIONS
  PREP
  LVL
  HEIGHTEN
  M
  S
  V
  ACTIONS
  PREP
  LVL
  HEIGHTEN
  M
  S
  V
  ACTIONS
  PREP
  LVL
  HEIGHTEN
  M
  S
  V
  ACTIONS
  PREP
  LVL
  HEIGHTEN
  M
  S
  V
  ACTIONS
  PREP
  LVL
  HEIGHTEN
  M
  S
  V
  ACTIONS
  PREP
  LVL
  HEIGHTEN
  M
  S
  V
  ACTIONS
  PREP
  LVL
  HEIGHTEN
  M
  S
  V
  ACTIONS
  PREP
  LVL
  HEIGHTEN
  M
  S
  V
  ACTIONS
  PREP
  LVL
  HEIGHTEN
  M
  S
  V
  ACTIONS
  PREP
  LVL
  HEIGHTEN
  M
  S
  V
  ACTIONS
  PREP
  LVL
  HEIGHTEN
  M
  S
  V
  ACTIONS
  PREP
  LVL
  HEIGHTEN
  M
  S
  V
  ACTIONS
  PREP
  LVL
  HEIGHTEN
  M
  S
  V
  ACTIONS
  PREP
  LVL
  HEIGHTEN
  M
  S
  V
  ACTIONS
  PREP
  LVL
  HEIGHTEN
  M
  S
  V
  ACTIONS
  PREP
  LVL
  HEIGHTEN
  M
  S
  V
  ACTIONS
  PREP
  LVL
  HEIGHTEN
  M
  S
  V
  ACTIONS
  PREP
  LVL
  HEIGHTEN
  M
  S
  V
  ACTIONS
  PREP
  LVL
  HEIGHTEN
  M
  S
  V
  ACTIONS
  PREP
  LVL
  HEIGHTEN
  M
  S
  V
  ACTIONS
  PREP
  LVL
  HEIGHTEN
  M
  S
  V
  ACTIONS
  PREP
  LVL
  HEIGHTEN
  Rituals
  © 2019, Paizo Inc. Permission granted to photocopy this sheet.
  
  Level
  Companion 
  Sheet
  Companion Sketch
  Type
  Companion
  Name
  Size
  STR
  MODIFIER
  DEX
  MODIFIER
  CON
  MODIFIER
  INT
  MODIFIER
  WIS
  MODIFIER
  CHA
  MODIFIER
  Ability 
  Modifiers
  Saving Throws
  REFLEX
  DEX
  PROF
  WILL
  WIS
  PROF
  E
  L
  T
  M
  E
  L
  T
  M
  E
  L
  T
  M
  FORTITUDE
  CON
  PROF
  NOTES
  Armor Class
  ITEM
  E
  L
  T
  M
  PROF
  DEX
  CAP
  OR
  10
  DC BASE
  =
  UNARMORED
  E
  L
  T
  M
  BARDING
  E
  L
  T
  M
  AC
  Perception
  E
  L
  T
  M
  WIS
  PROF
  SENSES
  Hit Points
  DYING
  WOUNDED
  CURRENT
  TEMPORARY
  MAX
  RESISTANCES AND IMMUNITIES
  CONDITIONS
  speed
  feet
  MOVEMENT TYPES & NOTES
  Skills
  DECEPTION
  =
  E
  L
  T
  M
  CHA
  PROF
  DIPLOMACY
  =
  E
  L
  T
  M
  CHA
  PROF
  INTIMIDATION
  =
  E
  L
  T
  M
  CHA
  PROF
  PERFORMANCE
  =
  E
  L
  T
  M
  CHA
  PROF
  SURVIVAL
  =
  E
  L
  T
  M
  WIS
  PROF
  ACROBATICS
  =
  E
  L
  T
  M
  DEX
  PROF
  ARMOR
  -
  ATHLETICS
  =
  E
  L
  T
  M
  STR
  PROF
  ARMOR
  -
  STEALTH
  =
  E
  L
  T
  M
  DEX
  PROF
  ARMOR
  -
  THIEVERY
  =
  E
  L
  T
  M
  DEX
  PROF
  ARMOR
  -
  Melee Strikes
  Unarmed Attack
  P
  S
  B
  =
  E
  L
  T
  M
  STR
  PROF
  Damage
  DICE
  STR
  EXTRA
  OTHER
  TRAITS
  Unarmed Attack
  P
  S
  B
  =
  E
  L
  T
  M
  STR
  PROF
  Damage
  DICE
  STR
  EXTRA
  OTHER
  TRAITS
  SUPPORT �
  Advancement
  MATURE
  NIMBLE
  SAVAGE
  NAME
  DESCRIPTION
  PAGE
  TRAITS
  ACTIONS
  ADVANCED MANEUVER
  Companion Items
  INVESTED
  BULK
  INVESTED
  BULK
  Details
  VARIETY
  AGE
  HT
  WT
  ATTITUDE
  LIKES
  NOTES
  DISLIKES
  GENDER & PRONOUNS
  6+CON/LEVEL
  © 2019, Paizo Inc. Permission granted to photocopy this sheet.
  
  You craft an item of your level or lower. You must have 
  master proficiency to craft an item that’s 9th level or 
  higher or legendary proficiency to craft 16th or higher. 
  You must have raw materials equal to 1/2 Price.
  Critical Success Reduce materials for extra days by 
  level + 1 and rank.
  Success Reduce by level and rank.
  Critical Failure Ruin 10% of raw materials.
  Craft
  REQUIREMENTS
  SUCCESS & FAILURE
   
  LEVEL  
  FAIL  
  TRAINED  
  EXPERT  
  MASTER  
  LEGENDARY
   
  0 
  1 cp 
  5 cp 
  5 cp 
  5 cp 
  5 cp
   
  1 
  2 cp 
  2 sp 
  2 sp 
  2 sp 
  2 sp
   
  2 
  4 cp 
  3 sp 
  3 sp 
  3 sp 
  3 sp
   
  3 
  8 cp 
  5 sp 
  5 sp 
  5 sp 
  5 sp
   
  4 
  1 sp 
  7 sp 
  8 sp 
  8 sp 
  8 sp
   
  5 
  2 sp 
  9 sp 
  1 gp 
  1 gp 
  1 gp
   
  6 
  3 sp 
  1.5 gp 
  2 gp 
  2 gp 
  2 gp
   
  7 
  4 sp 
  2 gp 
  2.5 gp 
  2.5 gp 
  2.5 gp
   
  8 
  5 sp 
  2.5 gp 
  3 gp 
  3 gp 
  3 gp
   
  9 
  6 sp 
  3 gp 
  4 gp 
  4 gp 
  4 gp
   
  10 
  7 sp 
  4 gp 
  5 gp 
  6 gp 
  6 gp
   
  11 
  8 sp 
  5 gp 
  6 gp 
  8 gp 
  8 gp
   
  12 
  9 sp 
  6 gp 
  8 gp 
  10 gp 
  10 gp
   
  13 
  1 gp 
  7 gp 
  10 gp 
  15 gp 
  15 gp
   
  14 
  1.5 gp 
  8 gp 
  15 gp 
  20 gp 
  20 gp
   
  15 
  2 gp 
  10 gp 
  20 gp 
  28 gp 
  28 gp
   
  16 
  2.5 gp 
  13 gp 
  25 gp 
  36 gp 
  40 gp
   
  17 
  3 gp 
  15 gp 
  30 gp 
  45 gp 
  55 gp
   
  18 
  4 gp 
  20 gp 
  45 gp 
  70 gp 
  90 gp
   
  19 
  6 gp 
  30 gp 
  60 gp 
  100 gp 
  130 gp
   
  20 
  8 gp 
  40 gp 
  75 gp 
  150 gp 
  200 gp
   
  20 (crit) 
  — 
  50 gp 
  90 gp 
  175 gp 
  300 gp
  Money Table
  Crafting Feats
  ALCHEMICAL CRAFTING
  SNARE CRAFTING
  SPECIALTY CRAFTING
  MAGICAL CRAFTING
  IMPECCABLE CRAFTING
  INVENTOR
  Crafting Achievements
  STRONGEST
  ITEM
  CRAFTED
  MOST DAYS
  CRAFTING
  ONE ITEM
  PERMANENT
  ITEMS
  CRAFTED
  Specific Crafting Notes
  Formulas
  LEVEL
  PRICE
  LEVEL
  LEVEL
  PRICE
  PRICE
  © 2019, Paizo Inc. Permission granted to photocopy this sheet.
  
  Hit Points
  Perception
  Skills Crafting and 3 + INT
  Armor Class
  Saving Throws
  DECEPTION
  PERFORMANCE
  ATHLETICS
  NATURE
  INTIMIDATION
  SOCIETY
  SURVIVAL
  ARCANA
  ACROBATICS
  MEDICINE
  DIPLOMACY
  RELIGION
  CRAFTING
  OCCULTISM
  LORE
  STEALTH
  THIEVERY
  LORE
  RESISTANCES AND IMMUNITIES
  CONDITIONS
  PROF
  ITEM
  E
  L
  T
  M
  MAX HP
  BT
  REFLEX
  ITEM
  DEX
  PROF
  WILL
  ITEM
  WIS
  PROF
  E
  L
  T
  M
  E
  L
  T
  M
  E
  L
  T
  M
  E
  L
  T
  M
  FORTITUDE
  ITEM
  CON
  PROF
  ITEM
  WIS
  PROF
  DYING
  WOUNDED
  CURRENT
  TEMPORARY
  Languages
  Class DC
  DEX
  CAP
  OR
  10
  DC BASE
  =
  E
  L
  T
  M
  ITEM
  INT
  PROF
  Weapon Proficiencies
  E
  L
  T
  M
  SIMPLE
  E
  L
  T
  M
  UNARMED 
  E
  L
  T
  M
  OTHER
  E
  L
  T
  M
  MARTIAL
  10
  DC BASE
  =
  STR
  MODIFIER
  STRENGTH
  SCORE
  DEX
  MODIFIER
  DEXTERITY
  SCORE
  CON
  MODIFIER
  CONSTITUTION
  SCORE
  INT
  MODIFIER
  INTELLIGENCE
  SCORE
  WIS
  MODIFIER
  WISDOM
  SCORE
  CHA
  MODIFIER
  CHARISMA
  SCORE
  Melee Strikes
  Weapon
  P
  S
  B
  PROF
  STR
  =
  E
  L
  T
  M
  ITEM
  Damage
  DICE
  STR
  W SPEC
  OTHER
  TRAITS
  Weapon
  P
  S
  B
  PROF
  STR
  =
  E
  L
  T
  M
  ITEM
  Damage
  DICE
  STR
  W SPEC
  OTHER
  TRAITS
  SENSES
  NOTES
  speed
  feet
  MOVEMENT TYPES & NOTES
  UNARMORED
  E
  L
  T
  M
  MEDIUM
  E
  L
  T
  M
  LIGHT
  E
  L
  T
  M
  HEAVY
  E
  L
  T
  M
  =
  E
  L
  T
  M
  INT
  PROF
  ITEM
  =
  E
  L
  T
  M
  STR
  PROF
  ITEM
  =
  E
  L
  T
  M
  INT
  PROF
  ITEM
  =
  E
  L
  T
  M
  CHA
  PROF
  ITEM
  =
  E
  L
  T
  M
  CHA
  PROF
  ITEM
  =
  E
  L
  T
  M
  CHA
  PROF
  ITEM
  =
  E
  L
  T
  M
  INT
  PROF
  ITEM
  =
  E
  L
  T
  M
  INT
  PROF
  ITEM
  =
  E
  L
  T
  M
  WIS
  PROF
  ITEM
  =
  E
  L
  T
  M
  WIS
  PROF
  ITEM
  =
  E
  L
  T
  M
  INT
  PROF
  ITEM
  =
  E
  L
  T
  M
  CHA
  PROF
  ITEM
  =
  E
  L
  T
  M
  WIS
  PROF
  ITEM
  =
  E
  L
  T
  M
  INT
  PROF
  ITEM
  =
  E
  L
  T
  M
  WIS
  PROF
  ITEM
  =
  E
  L
  T
  M
  DEX
  PROF
  ITEM
  =
  E
  L
  T
  M
  DEX
  PROF
  ITEM
  =
  E
  L
  T
  M
  DEX
  PROF
  ITEM
  Ability Scores
  HARDNESS
  Character 
  Sheet
  PROFICIENCY 
  Untrained +0
  Trained 2+Level
  Expert 4+Level
  Master 6+Level
  Legendary 8+Level
  � Single Action
  � Two-Action Activity
  � Three-Action Activity
  � Free Action
  � Reaction
  Player 
  Name
  Experience
  Points (XP)
  Character
  Name
  Shield
  Level
  Hero Points
  +
  MAX
  AC
  ARMOR
  -
  ARMOR
  -
  ARMOR
  -
  ARMOR
  -
  Ancestry and Heritage
  Background
  Alignment
  Deity
  Size
   CURRENT HP
  8+CON PER LEVEL
  A
  L
  C
  H
  E
  M
  I
  S
  T
  Weapon
  P
  S
  B
  PROF
  DEX
  =
  E
  L
  T
  M
  ITEM
  Damage
  DICE
  SPECIAL
  W SPEC
  OTHER
  TRAITS
  © 2019, Paizo Inc. Permission granted to photocopy this sheet.
  Weapon
  PROF
  DEX
  =
  E
  L
  T
  M
  ITEM
  Bombs
  Ranged Strikes
  WEAPON SPECIALIZATION
  TYPE
  OTHER EFFECTS
  DAMAGE
  SPLASH
  Alchemical Bomb
  Alchemical bomb
  
  SPECIAL 1st
  FEAT 1st
  FEAT 9th
  HERITAGE 1st
  FEAT 13th
  FEAT 17th
  FEAT 5th
  Ancestry Feats and Abilities
  BACKGROUND
  4th
  8th
  16th
  2nd
  6th
  14th
  10th
  18th
  12th
  20th
  Skill Feats
  11th
  7th
  15th
  3rd
  19th
  General Feats
  Actions and Activities
  TRAITS
  PAGE
  NAME
  DESCRIPTION
  ACTIONS
  TRAITS
  PAGE
  NAME
  DESCRIPTION
  ACTIONS
  Free Actions and Reactions
  TRAITS
  PAGE
  NAME
  [fre
  TRIGGER 
  DESCRIPTION
  FREE ACTION
  REACTION
  TRAITS
  PAGE
  NAME
  [fre
  TRIGGER 
  DESCRIPTION
  FREE ACTION
  REACTION
  Class Feats and Abilities
  FEAT 2nd
  FEAT 4th
  FEAT 6th
  FEAT 8th
  FEAT 10th
  FEAT 12th
  FEAT 14th
  FEAT 16th
  FEAT 18th
  FEAT 20th
  LEVEL + INT
  Alchemy
  INFUSED REAGENTS
  RESEARCH FIELD
  LEVEL + INT PER DAY
  FEAT 1st
  FORMULAS
  1st
  3rd
  5th
  7th
  9th
  15th
  19th
  17th
  13th
  11th
  © 2019, Paizo Inc. Permission granted to photocopy this sheet.
    
  6
  +2
  +2
  +2
  +2
  +2
  +2
  +2
  +2
  +2
  +2
  +2
  +2
  +2
  +2
  +2
  +2
  +2
  +2
  +2
  Alchemy Gain the Alchemical Crafting feat, infused reagents, advanced alchemy, and 
  Quick Alchemy.
  Alchemical Crafting You can use Craft to create alchemical items.
  Formula Book Contains six 1st-level alchemical item formulas, plus two based on your 
  research field. Each time you level up, add two formulas of any level you can create.
  Research Field ________________________________________________________________
  Field Discovery ___________________________________________________
  __________________________________________________________________
  Alchemical Expertise Gain expert class DC. 
  Alertness Gain expert Perception. 
  Double Brew You can spend two batches with Quick Alchemy to  
  make two items at once.
  Alchemical Alacrity You can spend three batches with Quick Alchemy to 
  make three items. 
  Evasion Gain master Reflex. Successes on Reflex saves are critical 
  successes.
  Alchemical Mastery Gain master class DC.  
  Perpetual Perfection Increase perpetual infusions to their greater 
  versions.
  Alchemical Weapon Expertise Gain expert proficiency with simple weapons, 
  unarmed attacks, and alchemical bombs.  
  Iron Will Gain expert Will. 
  Perpetual Infusions Create two 1st-level items with Quick Alchemy  
  without spending reagents. The items depend on your research field.
  Greater Field Discovery ____________________________________________________ 
  Light Armor Expertise Gain expert proficiency in light armor and 
  unarmored defense. 
  Weapon Specialization +2 damage if expert, +3 master, +4 legendary.
  Light Armor Mastery Gain master light armor and unarmored defense.
  Juggernaut Gain master Fortitude. Successes on Fortitude saves are critical 
  successes.  
  Perpetual Potency Increase perpetual infusions to their moderate  
  versions.
  Quick Alchemy � Cost 1 batch of infused reagents; Requirements You have alchemist’s tools, 
  the formula for the alchemical item you’re creating, and a free hand. Effect Create a single 
  alchemical item of your level or lower that’s in your formula book. You don’t have to spend 
  the normal monetary cost or need to attempt a Crafting check. This item has the infused trait, 
  remaining potent only until the start of your next turn.
  Advanced Alchemy During daily preparations, use infused reagents to create alchemical items 
  without a Crafting check. For each batch spent, choose an item of your level or lower and make 
  two of it. They have the infused trait and lasts for 24 hours or until your next preparations.
  
  Hit Points
  Perception
  Skills Athletics and 3 + INT
  Armor Class
  Saving Throws
  DECEPTION
  PERFORMANCE
  ATHLETICS
  NATURE
  INTIMIDATION
  SOCIETY
  SURVIVAL
  ARCANA
  ACROBATICS
  MEDICINE
  DIPLOMACY
  RELIGION
  CRAFTING
  OCCULTISM
  LORE
  STEALTH
  THIEVERY
  LORE
  RESISTANCES AND IMMUNITIES
  RAGING RESISTANCE
  CONDITIONS
  PROF
  ITEM
  E
  L
  T
  M
  MAX HP
  BT
  REFLEX
  ITEM
  DEX
  PROF
  WILL
  ITEM
  WIS
  PROF
  E
  L
  T
  M
  E
  L
  T
  M
  E
  L
  T
  M
  E
  L
  T
  M
  FORTITUDE
  ITEM
  CON
  PROF
  ITEM
  WIS
  PROF
  DYING
  WOUNDED
  CURRENT
  TEMPORARY
  Languages
  Class DC
  DEX
  CAP
  OR
  10
  DC BASE
  =
  E
  L
  T
  M
  ITEM
  STR
  PROF
  Weapon Proficiencies
  E
  L
  T
  M
  SIMPLE
  E
  L
  T
  M
  UNARMED 
  E
  L
  T
  M
  OTHER
  E
  L
  T
  M
  MARTIAL
  10
  DC BASE
  =
  STR
  MODIFIER
  STRENGTH
  SCORE
  DEX
  MODIFIER
  DEXTERITY
  SCORE
  CON
  MODIFIER
  CONSTITUTION
  SCORE
  INT
  MODIFIER
  INTELLIGENCE
  SCORE
  WIS
  MODIFIER
  WISDOM
  SCORE
  CHA
  MODIFIER
  CHARISMA
  SCORE
  Melee Strikes
  Weapon
  P
  S
  B
  PROF
  STR
  =
  E
  L
  T
  M
  ITEM
  Damage
  DICE
  STR
  W SPEC
  OTHER
  TRAITS
  Weapon
  P
  S
  B
  PROF
  STR
  =
  E
  L
  T
  M
  ITEM
  Damage
  DICE
  STR
  W SPEC
  OTHER
  TRAITS
  Weapon
  P
  S
  B
  PROF
  STR
  =
  E
  L
  T
  M
  ITEM
  Damage
  DICE
  STR
  W SPEC
  OTHER
  TRAITS
  Weapon
  P
  S
  B
  PROF
  DEX
  =
  E
  L
  T
  M
  ITEM
  Damage
  DICE
  SPECIAL
  W SPEC
  OTHER
  TRAITS
  Weapon
  P
  S
  B
  PROF
  DEX
  =
  E
  L
  T
  M
  ITEM
  Damage
  DICE
  SPECIAL
  W SPEC
  OTHER
  TRAITS
  Weapon
  P
  S
  B
  PROF
  DEX
  =
  E
  L
  T
  M
  ITEM
  Damage
  DICE
  SPECIAL
  W SPEC
  OTHER
  TRAITS
  Ranged Strikes
  SENSES
  NOTES
  speed
  feet
  MOVEMENT TYPES & NOTES
  UNARMORED
  E
  L
  T
  M
  MEDIUM
  E
  L
  T
  M
  LIGHT
  E
  L
  T
  M
  HEAVY
  E
  L
  T
  M
  =
  E
  L
  T
  M
  INT
  PROF
  ITEM
  =
  E
  L
  T
  M
  STR
  PROF
  ITEM
  =
  E
  L
  T
  M
  INT
  PROF
  ITEM
  =
  E
  L
  T
  M
  CHA
  PROF
  ITEM
  =
  E
  L
  T
  M
  CHA
  PROF
  ITEM
  =
  E
  L
  T
  M
  CHA
  PROF
  ITEM
  =
  E
  L
  T
  M
  INT
  PROF
  ITEM
  =
  E
  L
  T
  M
  INT
  PROF
  ITEM
  =
  E
  L
  T
  M
  WIS
  PROF
  ITEM
  =
  E
  L
  T
  M
  WIS
  PROF
  ITEM
  =
  E
  L
  T
  M
  INT
  PROF
  ITEM
  =
  E
  L
  T
  M
  CHA
  PROF
  ITEM
  =
  E
  L
  T
  M
  WIS
  PROF
  ITEM
  =
  E
  L
  T
  M
  INT
  PROF
  ITEM
  =
  E
  L
  T
  M
  WIS
  PROF
  ITEM
  =
  E
  L
  T
  M
  DEX
  PROF
  ITEM
  =
  E
  L
  T
  M
  DEX
  PROF
  ITEM
  =
  E
  L
  T
  M
  DEX
  PROF
  ITEM
  Ability Scores
  HARDNESS
  Character 
  Sheet
  PROFICIENCY 
  Untrained +0
  Trained 2+Level
  Expert 4+Level
  Master 6+Level
  Legendary 8+Level
  � Single Action
  � Two-Action Activity
  � Three-Action Activity
  � Free Action
  � Reaction
  Player 
  Name
  Experience
  Points (XP)
  Character
  Name
  Shield
  Level
  Hero Points
  +
  MAX
  AC
  ARMOR
  -
  ARMOR
  -
  ARMOR
  -
  ARMOR
  -
  Ancestry and Heritage
  Background
  Alignment
  Deity
  Size
   CURRENT HP
  12+CON PER LEVEL
  B
  A
  R
  B
  A
  R
  I
  A
  N
  © 2019, Paizo Inc. Permission granted to photocopy this sheet.
  
  SPECIAL 1st
  FEAT 1st
  FEAT 9th
  HERITAGE 1st
  FEAT 13th
  FEAT 17th
  FEAT 5th
  Ancestry Feats and Abilities
  BACKGROUND
  4th
  8th
  16th
  2nd
  6th
  14th
  10th
  18th
  12th
  20th
  Skill Feats
  11th
  7th
  15th
  3rd
  19th
  General Feats
  Actions and Activities
  Rage and Mighty Rage
  TRAITS
  PAGE
  NAME
  DESCRIPTION
  ACTIONS
  TRAITS
  PAGE
  NAME
  DESCRIPTION
  ACTIONS
  Free Actions and Reactions
  TRAITS
  PAGE
  NAME
  [fre
  TRIGGER 
  DESCRIPTION
  FREE ACTION
  REACTION
  Class Feats and Abilities
  FEAT 2nd
  FEAT 1st
  FEAT 4th
  FEAT 8th
  FEAT 10th
  FEAT 12th
  FEAT 11th
  FEAT 14th
  FEAT 16th
  FEAT 18th
  FEAT 20th
  1st
  3rd
  FEAT 6th
  5th
  7th
  9th
  15th
  17th
  19th
  13th
  © 2019, Paizo Inc. Permission granted to photocopy this sheet.
  Rage
  Instinct Ability _______________________________________________________________________
  _____________________________________________________________________________________
  Deny Advantage You aren’t flat-footed to hidden, undetected, or flanking creatures of your 
  level or lower, or creatures of your level or lower using surprise attack.
  Juggernaut Gain master Fortitude. Successes on Fortitude saves are critical successes. 
  Weapon Specialization +2 damage if expert, +3 if master, +4 if legendary. 
  Instinct Specialization Ability: ____________________________________________________
  _________________________________________________________________________________
  Greater Juggernaut Gain legendary Fortitude. Critical failures on Fortitude saves are failures. 
  Take half damage when you fail a Fortitude save against damage. 
  Medium Armor Expertise Gain expert light armor, medium armor, and unarmored defense. 
  Weapon Fury Gain master simple, martial, and unarmed.
  Greater Weapon Specialization +4 damage if expert, +6 if master, +8 if legendary. 
  Greater Instinct Specialization Ability: _____________________________________________
  ___________________________________________________________________________________ 
  Indomitable Will Gain master Will. Successes on Will saves are critical successes.
  Brutality Gain expert simple, martial, and unarmed. While raging, gain critical 
  specialization with melee.
  Mighty Rage Gain expert class DC.
  Heightened Senses Gain master Perception. 
  Quick Rage
  Armor of Fury Gain master light armor, medium armor, and unarmored defense. 
  Devastator Gain master class DC. Your melee Strikes ignore 10 of your target’s resistance  
  to physical damage.
  Lightning Reflexes Gain expert Reflex. 
  Raging Resistance 3+ Con resistance to _____________________________________________
  Rage � (concentrate, emotion, mental) Requirements You aren’t fatigued or raging. Effect Gain 
  temporary Hit Points equal to your level plus your Con modifier. This frenzy lasts for 1 minute, until 
  there are no enemies you can perceive, or until you fall unconscious, whichever comes first. You 
  can’t voluntarily stop raging. While you are raging:
  • Deal 2 additional damage with melee weapons and unarmed attacks. This damage is halved if 
  your attack is agile.
  • Take a –1 penalty to AC.
  • You can’t use actions with the concentrate trait unless they also have the rage trait. You can Seek 
  while raging.
  After you stop raging, you lose any remaining temporary Hit Points from Rage, and you can’t Rage 
  again for 1 minute.
  Mighty Rage � Trigger You Rage. Effect Use an action that has the rage trait. Alternatively, you 
  can increase the actions of the triggering Rage to 2 to instead use a 2-action activity with the rage 
  trait. ▫ 11th
  Quick Rage After you spend a full turn without raging, you can Rage again without needing to wait 
  a minute. ▫ 17th
  
  Hit Points
  Perception
  Skills Occultism, Performance, and 4 + INT
  Armor Class
  Saving Throws
  DECEPTION
  PERFORMANCE
  ATHLETICS
  NATURE
  INTIMIDATION
  SOCIETY
  SURVIVAL
  ARCANA
  ACROBATICS
  MEDICINE
  DIPLOMACY
  RELIGION
  CRAFTING
  OCCULTISM
  LORE
  STEALTH
  THIEVERY
  LORE
  RESISTANCES AND IMMUNITIES
  CONDITIONS
  PROF
  ITEM
  E
  L
  T
  M
  MAX HP
  BT
  REFLEX
  ITEM
  DEX
  PROF
  WILL
  ITEM
  WIS
  PROF
  E
  L
  T
  M
  E
  L
  T
  M
  E
  L
  T
  M
  E
  L
  T
  M
  FORTITUDE
  ITEM
  CON
  PROF
  ITEM
  WIS
  PROF
  DYING
  WOUNDED
  CURRENT
  TEMPORARY
  Languages
  DEX
  CAP
  OR
  10
  DC BASE
  =
  Weapon Proficiencies
  E
  L
  T
  M
  SIMPLE
  E
  L
  T
  M
  UNARMED 
  E
  L
  T
  M
  SPELL
  E
  L
  T
  M
  OTHER
  E
  L
  T
  M
  MARTIAL
  STR
  MODIFIER
  STRENGTH
  SCORE
  DEX
  MODIFIER
  DEXTERITY
  SCORE
  CON
  MODIFIER
  CONSTITUTION
  SCORE
  INT
  MODIFIER
  INTELLIGENCE
  SCORE
  WIS
  MODIFIER
  WISDOM
  SCORE
  CHA
  MODIFIER
  CHARISMA
  SCORE
  Melee Strikes
  Weapon
  P
  S
  B
  PROF
  STR
  =
  E
  L
  T
  M
  ITEM
  Damage
  DICE
  STR
  W SPEC
  OTHER
  TRAITS
  Weapon
  P
  S
  B
  PROF
  STR
  =
  E
  L
  T
  M
  ITEM
  Damage
  DICE
  STR
  W SPEC
  OTHER
  TRAITS
  Weapon
  P
  S
  B
  PROF
  DEX
  =
  E
  L
  T
  M
  ITEM
  Damage
  DICE
  SPECIAL
  W SPEC
  OTHER
  TRAITS
  Weapon
  P
  S
  B
  PROF
  DEX
  =
  E
  L
  T
  M
  ITEM
  Damage
  DICE
  SPECIAL
  W SPEC
  OTHER
  TRAITS
  Ranged Strikes
  SENSES
  NOTES
  speed
  feet
  MOVEMENT TYPES & NOTES
  UNARMORED
  E
  L
  T
  M
  MEDIUM
  E
  L
  T
  M
  LIGHT
  E
  L
  T
  M
  HEAVY
  E
  L
  T
  M
  =
  E
  L
  T
  M
  INT
  PROF
  ITEM
  =
  E
  L
  T
  M
  STR
  PROF
  ITEM
  =
  E
  L
  T
  M
  INT
  PROF
  ITEM
  =
  E
  L
  T
  M
  CHA
  PROF
  ITEM
  =
  E
  L
  T
  M
  CHA
  PROF
  ITEM
  =
  E
  L
  T
  M
  CHA
  PROF
  ITEM
  =
  E
  L
  T
  M
  INT
  PROF
  ITEM
  =
  E
  L
  T
  M
  INT
  PROF
  ITEM
  =
  E
  L
  T
  M
  WIS
  PROF
  ITEM
  =
  E
  L
  T
  M
  WIS
  PROF
  ITEM
  =
  E
  L
  T
  M
  INT
  PROF
  ITEM
  =
  E
  L
  T
  M
  CHA
  PROF
  ITEM
  =
  E
  L
  T
  M
  WIS
  PROF
  ITEM
  =
  E
  L
  T
  M
  INT
  PROF
  ITEM
  =
  E
  L
  T
  M
  WIS
  PROF
  ITEM
  =
  E
  L
  T
  M
  DEX
  PROF
  ITEM
  =
  E
  L
  T
  M
  DEX
  PROF
  ITEM
  =
  E
  L
  T
  M
  DEX
  PROF
  ITEM
  Ability Scores
  HARDNESS
  Character 
  Sheet
  PROFICIENCY 
  Untrained +0
  Trained 2+Level
  Expert 4+Level
  Master 6+Level
  Legendary 8+Level
  � Single Action
  � Two-Action Activity
  � Three-Action Activity
  � Free Action
  � Reaction
  Player 
  Name
  Experience
  Points (XP)
  Character
  Name
  Shield
  Level
  Hero Points
  +
  MAX
  AC
  ARMOR
  -
  ARMOR
  -
  ARMOR
  -
  ARMOR
  -
  Ancestry and Heritage
  Background
  Alignment
  Deity
  Size
   CURRENT HP
  8+CON PER LEVEL
  B
  A
  R
  D
  Spell Attack
  E
  L
  T
  M
  CHA
  PROF
  =
  SPELL
  DAMAGE
  E
  L
  T
  M
  CHA
  PROF
  10
  DC BASE
  =
  Spell DC
  © 2019, Paizo Inc. Permission granted to photocopy this sheet.
  longsword, rapier, sap, shortbow, 
  shortsword, whip
  
  SPECIAL 1st
  FEAT 1st
  FEAT 9th
  HERITAGE 1st
  FEAT 13th
  FEAT 17th
  FEAT 5th
  Ancestry Feats and Abilities
  BACKGROUND
  4th
  8th
  16th
  2nd
  6th
  14th
  10th
  18th
  12th
  20th
  Skill Feats
  11th
  7th
  15th
  3rd
  19th
  General Feats
  Class Feats and Abilities
  1st
  FEAT 2nd
  FEAT 4th
  FEAT 6th
  FEAT 8th
  FEAT 10th
  FEAT 12th
  FEAT 14th
  FEAT 16th
  FEAT 18th
  FEAT 20th
  SPELLS
  3rd
  5th
  7th
  9th
  13th
  15th
  17th
  19th
  —
  11th
  Actions and Activities
  TRAITS
  PAGE
  NAME
  DESCRIPTION
  ACTIONS
  TRAITS
  PAGE
  NAME
  DESCRIPTION
  ACTIONS
  TRAITS
  PAGE
  NAME
  DESCRIPTION
  ACTIONS
  TRAITS
  PAGE
  NAME
  DESCRIPTION
  ACTIONS
  Free Actions and Reactions
  TRAITS
  PAGE
  NAME
  [fre
  TRIGGER 
  DESCRIPTION
  FREE ACTION
  REACTION
  TRAITS
  PAGE
  NAME
  [fre
  TRIGGER 
  DESCRIPTION
  FREE ACTION
  REACTION
  © 2019, Paizo Inc. Permission granted to photocopy this sheet.
   
  5  cantrips, 
  2  1st
  +1  1st
  2  2nd
  +1  2nd
  2  3rd
  +1  3rd
  2  4th
  +1  4th
  2  5th
  +1  5th
  2  6th
  +1  6th
  2  7th
  +1  7th
  2  8th
  +1  8th
  2  9th
  +1  9th
  1  10th
  Occult Spellcasting Cast occult spells spontaneously from the selections in 
  your repertoire.
  Spell Repertoire You know two 1st-level occult spells and five occult cantrips. 
  When you gain a new spell slot, choose a new spell to your repertoire of the 
  same level.
  Composition Spells Learn the counter performance composition spell and gain 
  1 Focus Point. Learn the inspire courage composition cantrip. You must use a 
  type of Performance while casting a composition spell.
  Muse _________________________________________________________
  Lightning Reflexes Gain expert Reflex. 
  Signature Spells Choose one spell of each level to be a signature spell 
  you can cast with a higher or lower spell slot.
  Expert Spellcaster Gain expert occult spell attack rolls and spell DC.
  Light Armor Expertise Gain expert light armor and unarmored defense. 
  Weapon Specialization +2 damage if expert, +3 if master, +4 if legendary.
  Master Spellcaster Gain master occult spell attack rolls and spell DC.
  Bard Weapon Expertise Gain expert simple weapons, longsword, rapier, sap, 
  shortbow, whip, and unarmed. While one of your compositions is active, gain 
  critical specialization with the listed weapons and unarmed attacks. 
  Vigilant Senses Gain master Perception.
  Greater Resolve Gain legendary Will. Critical failures on Will saves are 
  failures. Take half damage when you fail a Will save against damage.
  Magnum Opus Gain a 10th-level spell slot. 
  Legendary Spellcaster Gain legendary occult spell attack rolls and spell DC.
  Great Fortitude Gain expert Fortitude. 
  Resolve Gain master Will. Successes on Will saves are critical successes.
  
  Hit Points
  Perception
  Skills Religion, Deity Skill, and 2 + INT
  Armor Class
  Saving Throws
  DECEPTION
  PERFORMANCE
  ATHLETICS
  NATURE
  INTIMIDATION
  SOCIETY
  SURVIVAL
  ARCANA
  ACROBATICS
  MEDICINE
  DIPLOMACY
  RELIGION
  CRAFTING
  OCCULTISM
  LORE
  STEALTH
  THIEVERY
  LORE
  RESISTANCES AND IMMUNITIES
  CONDITIONS
  PROF
  ITEM
  E
  L
  T
  M
  MAX HP
  BT
  REFLEX
  ITEM
  DEX
  PROF
  WILL
  ITEM
  WIS
  PROF
  E
  L
  T
  M
  E
  L
  T
  M
  E
  L
  T
  M
  E
  L
  T
  M
  FORTITUDE
  ITEM
  CON
  PROF
  ITEM
  WIS
  PROF
  DYING
  WOUNDED
  CURRENT
  TEMPORARY
  Languages
  DEX
  CAP
  OR
  10
  DC BASE
  =
  Weapon Proficiencies
  E
  L
  T
  M
  SIMPLE
  E
  L
  T
  M
  UNARMED 
  E
  L
  T
  M
  SPELL
  E
  L
  T
  M
  MARTIAL
  STR
  MODIFIER
  STRENGTH
  SCORE
  DEX
  MODIFIER
  DEXTERITY
  SCORE
  CON
  MODIFIER
  CONSTITUTION
  SCORE
  INT
  MODIFIER
  INTELLIGENCE
  SCORE
  WIS
  MODIFIER
  WISDOM
  SCORE
  CHA
  MODIFIER
  CHARISMA
  SCORE
  Melee Strikes
  Weapon
  P
  S
  B
  PROF
  STR
  =
  E
  L
  T
  M
  ITEM
  Damage
  DICE
  STR
  W SPEC
  OTHER
  TRAITS
  Weapon
  P
  S
  B
  PROF
  STR
  =
  E
  L
  T
  M
  ITEM
  Damage
  DICE
  STR
  W SPEC
  OTHER
  TRAITS
  Weapon
  P
  S
  B
  PROF
  DEX
  =
  E
  L
  T
  M
  ITEM
  Damage
  DICE
  SPECIAL
  W SPEC
  OTHER
  TRAITS
  Weapon
  P
  S
  B
  PROF
  DEX
  =
  E
  L
  T
  M
  ITEM
  Damage
  DICE
  SPECIAL
  W SPEC
  OTHER
  TRAITS
  Ranged Strikes
  SENSES
  NOTES
  speed
  feet
  MOVEMENT TYPES & NOTES
  UNARMORED
  E
  L
  T
  M
  MEDIUM
  E
  L
  T
  M
  LIGHT
  E
  L
  T
  M
  HEAVY
  E
  L
  T
  M
  =
  E
  L
  T
  M
  INT
  PROF
  ITEM
  =
  E
  L
  T
  M
  STR
  PROF
  ITEM
  =
  E
  L
  T
  M
  INT
  PROF
  ITEM
  =
  E
  L
  T
  M
  CHA
  PROF
  ITEM
  =
  E
  L
  T
  M
  CHA
  PROF
  ITEM
  =
  E
  L
  T
  M
  CHA
  PROF
  ITEM
  =
  E
  L
  T
  M
  INT
  PROF
  ITEM
  =
  E
  L
  T
  M
  INT
  PROF
  ITEM
  =
  E
  L
  T
  M
  WIS
  PROF
  ITEM
  =
  E
  L
  T
  M
  WIS
  PROF
  ITEM
  =
  E
  L
  T
  M
  INT
  PROF
  ITEM
  =
  E
  L
  T
  M
  CHA
  PROF
  ITEM
  =
  E
  L
  T
  M
  WIS
  PROF
  ITEM
  =
  E
  L
  T
  M
  INT
  PROF
  ITEM
  =
  E
  L
  T
  M
  WIS
  PROF
  ITEM
  =
  E
  L
  T
  M
  DEX
  PROF
  ITEM
  =
  E
  L
  T
  M
  DEX
  PROF
  ITEM
  =
  E
  L
  T
  M
  DEX
  PROF
  ITEM
  Class DC
  E
  L
  T
  M
  ITEM
  STR/DEX
  PROF
  10
  DC BASE
  =
  Ability Scores
  HARDNESS
  Character 
  Sheet
  PROFICIENCY 
  Untrained +0
  Trained 2+Level
  Expert 4+Level
  Master 6+Level
  Legendary 8+Level
  � Single Action
  � Two-Action Activity
  � Three-Action Activity
  � Free Action
  � Reaction
  Player 
  Name
  Experience
  Points (XP)
  Character
  Name
  Shield
  Level
  Hero Points
  +
  MAX
  AC
  ARMOR
  -
  ARMOR
  -
  ARMOR
  -
  ARMOR
  -
  Ancestry and Heritage
  Background
  Alignment
  Deity
  Size
   CURRENT HP
  10+CON PER LEVEL
  C
  H
  A
  M
  P
  I
  O
  N
  Spell Attack
  E
  L
  T
  M
  CHA
  PROF
  =
  SPELL
  DAMAGE
  © 2019, Paizo Inc. Permission granted to photocopy this sheet.
  
  SPECIAL 1st
  FEAT 1st
  FEAT 9th
  HERITAGE 1st
  FEAT 13th
  FEAT 17th
  FEAT 5th
  Ancestry Feats and Abilities
  BACKGROUND
  4th
  8th
  16th
  2nd
  6th
  14th
  10th
  18th
  12th
  20th
  Skill Feats
  11th
  7th
  15th
  3rd
  19th
  General Feats
  Class Feats and Abilities
  Cause
  TENETS OF GOOD
  CAUSE
  TENETS OF CAUSE
  Actions and Activities
  TRAITS
  PAGE
  NAME
  DESCRIPTION
  ACTIONS
  FEAT 4th
  FEAT 1st
  FEAT 2nd
  FEAT 6th
  FEAT 10th
  FEAT 14th
  FEAT 16th
  FEAT 18th
  FEAT 20th
  FEAT 12th
  FEAT 8th
  Free Actions and Reactions
  TRAITS
  PAGE
  NAME
  [fre
  TRIGGER 
  DESCRIPTION
  FREE ACTION
  REACTION
  CHAMPION’S REACTION
  �
  TRIGGER 
  DESCRIPTION
  3rd
  5th
  7th
  9th
  11th
  13th
  15th
  17th
  19th
  © 2019, Paizo Inc. Permission granted to photocopy this sheet.
  Champion’s Code 
  Deity and Cause 
  Deific Weapon Gain access to deity’s favored weapon if it’s uncommon. If it’s simple, increase 
  damage die by one step. 
  Champion’s Reaction 
  Devotion Spells Gain a devotion spell from your cause (with 1 Focus Point) 
  Shield Block
  Weapon Expertise Gain expert in simple, martial, and unarmed.
  Divine Ally ▫ Blade Ally Choose a weapon when you prepare to gain disrupting, ghost touch, 
  returning, or shifting. Gain the weapon’s critical specialization. ▫ Shield Ally Increase your 
  shield’s Hardness by 2 and its HP and BT increase by half. ▫ Steed Ally Gain a young  
  animal companion mount.
  Armor Expertise Gain expert armor and unarmored defense. Gain armor specialization 
  with medium and heavy. 
  Weapon Specialization +2 damage if expert, +3 master, +4 legendary.
  Hero’s Defiance Gain hero’s defiance devotion spell.
  Champion Expertise Gain expert class DC, spell attacks, and spell DCs. 
  Divine Smite Champion’s reaction improves. 
  Juggernaut Gain master Fortitude. Successes on Fortitude saves are critical successes. 
  Lightning Reflexes Gain expert Reflex.
  Alertness Gain expert Perception 
  Divine Will Gain master Will. Successes on Will saves are critical successes. 
  Exalt Champion’s reaction benefits allies.
  Greater Weapon Specialization +4 damage if expert, +6 master, +8 legendary.
  Armor Mastery Gain master armor and unarmored defense. 
  Weapon Mastery Gain master simple, martial, and unarmed.
  Champion Mastery Gain master class DC, spell attacks, and spell DCs. 
  Legendary Armor Gain legendary armor and unarmored defense.
  Shield Block � Trigger While you have your shield raised, you would take damage from a 
  physical attack. Effect Your shield prevents you from taking an amount of damage up to the 
  shield’s Hardness. You and the shield each take any remaining damage.
  1. Never perform acts anathema to your deity or willingly commit an evil act. 2. Never knowingly 
  harm an innocent, or allow immediate harm to one when you could reasonably prevent it.
  
  Hit Points
  Perception
  Skills Religion, Deity Skill, and 2 + INT
  Armor Class
  Saving Throws
  DECEPTION
  PERFORMANCE
  ATHLETICS
  NATURE
  INTIMIDATION
  SOCIETY
  SURVIVAL
  ARCANA
  ACROBATICS
  MEDICINE
  DIPLOMACY
  RELIGION
  CRAFTING
  OCCULTISM
  LORE
  STEALTH
  THIEVERY
  LORE
  RESISTANCES AND IMMUNITIES
  CONDITIONS
  PROF
  ITEM
  E
  L
  T
  M
  MAX HP
  BT
  REFLEX
  ITEM
  DEX
  PROF
  WILL
  ITEM
  WIS
  PROF
  E
  L
  T
  M
  E
  L
  T
  M
  E
  L
  T
  M
  E
  L
  T
  M
  FORTITUDE
  ITEM
  CON
  PROF
  ITEM
  WIS
  PROF
  DYING
  WOUNDED
  CURRENT
  TEMPORARY
  Languages
  DEX
  CAP
  OR
  10
  DC BASE
  =
  Weapon Proficiencies
  E
  L
  T
  M
  SIMPLE
  E
  L
  T
  M
  UNARMED
  E
  L
  T
  M
  SPELL
  E
  L
  T
  M
  FAVORED
  E
  L
  T
  M
  MARTIAL
  STR
  MODIFIER
  STRENGTH
  SCORE
  DEX
  MODIFIER
  DEXTERITY
  SCORE
  CON
  MODIFIER
  CONSTITUTION
  SCORE
  INT
  MODIFIER
  INTELLIGENCE
  SCORE
  WIS
  MODIFIER
  WISDOM
  SCORE
  CHA
  MODIFIER
  CHARISMA
  SCORE
  Melee Strikes
  Weapon
  P
  S
  B
  PROF
  STR
  =
  E
  L
  T
  M
  ITEM
  Damage
  DICE
  STR
  W SPEC
  OTHER
  TRAITS
  Weapon
  P
  S
  B
  PROF
  STR
  =
  E
  L
  T
  M
  ITEM
  Damage
  DICE
  STR
  W SPEC
  OTHER
  TRAITS
  Weapon
  P
  S
  B
  PROF
  DEX
  =
  E
  L
  T
  M
  ITEM
  Damage
  DICE
  SPECIAL
  W SPEC
  OTHER
  TRAITS
  Weapon
  P
  S
  B
  PROF
  DEX
  =
  E
  L
  T
  M
  ITEM
  Damage
  DICE
  SPECIAL
  W SPEC
  OTHER
  TRAITS
  Ranged Strikes
  SENSES
  NOTES
  speed
  feet
  MOVEMENT TYPES & NOTES
  UNARMORED
  E
  L
  T
  M
  MEDIUM
  E
  L
  T
  M
  LIGHT
  E
  L
  T
  M
  HEAVY
  E
  L
  T
  M
  =
  E
  L
  T
  M
  INT
  PROF
  ITEM
  =
  E
  L
  T
  M
  STR
  PROF
  ITEM
  =
  E
  L
  T
  M
  INT
  PROF
  ITEM
  =
  E
  L
  T
  M
  CHA
  PROF
  ITEM
  =
  E
  L
  T
  M
  CHA
  PROF
  ITEM
  =
  E
  L
  T
  M
  CHA
  PROF
  ITEM
  =
  E
  L
  T
  M
  INT
  PROF
  ITEM
  =
  E
  L
  T
  M
  INT
  PROF
  ITEM
  =
  E
  L
  T
  M
  WIS
  PROF
  ITEM
  =
  E
  L
  T
  M
  WIS
  PROF
  ITEM
  =
  E
  L
  T
  M
  INT
  PROF
  ITEM
  =
  E
  L
  T
  M
  CHA
  PROF
  ITEM
  =
  E
  L
  T
  M
  WIS
  PROF
  ITEM
  =
  E
  L
  T
  M
  INT
  PROF
  ITEM
  =
  E
  L
  T
  M
  WIS
  PROF
  ITEM
  =
  E
  L
  T
  M
  DEX
  PROF
  ITEM
  =
  E
  L
  T
  M
  DEX
  PROF
  ITEM
  =
  E
  L
  T
  M
  DEX
  PROF
  ITEM
  Ability Scores
  HARDNESS
  Character 
  Sheet
  PROFICIENCY 
  Untrained +0
  Trained 2+Level
  Expert 4+Level
  Master 6+Level
  Legendary 8+Level
  � Single Action
  � Two-Action Activity
  � Three-Action Activity
  � Free Action
  � Reaction
  Player 
  Name
  Experience
  Points (XP)
  Character
  Name
  Shield
  Level
  Hero Points
  +
  MAX
  AC
  ARMOR
  -
  ARMOR
  -
  ARMOR
  -
  ARMOR
  -
  Ancestry and Heritage
  Background
  Alignment
  Deity
  Size
   CURRENT HP
  8+CON PER LEVEL
  C
  L
  E
  R
  I
  C
  E
  L
  T
  M
  WIS
  PROF
  10
  DC BASE
  =
  Spell DC
  Spell Attack
  E
  L
  T
  M
  WIS
  PROF
  =
  SPELL
  DAMAGE
  © 2019, Paizo Inc. Permission granted to photocopy this sheet.
  
  SPECIAL 1st
  FEAT 1st
  FEAT 9th
  HERITAGE 1st
  FEAT 13th
  FEAT 17th
  FEAT 5th
  Ancestry Feats and Abilities
  BACKGROUND
  4th
  8th
  16th
  2nd
  6th
  14th
  10th
  18th
  12th
  20th
  Skill Feats
  11th
  7th
  15th
  3rd
  19th
  General Feats
  Class Feats and Abilities
  Deity
  Actions and Activities
  TRAITS
  PAGE
  NAME
  DESCRIPTION
  ACTIONS
  TRAITS
  PAGE
  NAME
  DESCRIPTION
  ACTIONS
  Free Actions and Reactions
  TRAITS
  PAGE
  NAME
  [fre
  TRIGGER 
  DESCRIPTION
  FREE ACTION
  REACTION
  DEITY
  FEAT 2nd
  FEAT 4th
  FEAT 6th
  FEAT 8th
  FEAT 10th
  FEAT 12th
  FEAT 14th
  FEAT 16th
  FEAT 18th
  FEAT 20th
  FEAT 17th
  FOLLOWER ALIGNMENTS
  CLERIC SPELLS
  EDICTS AND ANATHEMA
  SPELLS
  1st
  3rd
  5th
  7th
  9th
  15th
  19th
  13th
  11th
  © 2019, Paizo Inc. Permission granted to photocopy this sheet.
   
  5  cantrips, 
  2  1st
  +1  1st
  2  2nd
  +1  2nd
  2  3rd
  +1  3rd
  2  4th
  +1  4th
  2  5th
  +1  5th
  2  6th
  +1  6th
  2  7th
  +1  7th
  2  8th
  +1  8th
  2  9th
  +1  9th
  1  10th
  Deity Gives a trained skill, a favored weapon, spells, and anathema.
  Divine Spellcasting You can prepare any common spells from the divine list.
  Divine Font Based on your deity, you gain 1 + Cha ▫ harm spells or ▫ heal 
  spells of your highest spell level.
  First Doctrine Choose cloistered or warpriest and gain a benefit. ▫ Cloistered 
  Domain Initiate feat ▫ Warpriest Trained light and medium armor, expert 
  Fortitude, Shield Block general feat. If deity’s weapon is simple, gain  
  Deadly Simplicity feat.
  Second Doctrine ▫ Cloistered Gain expert Fortitude ▫ Warpriest Trained 
  martial weapons.
  Alertness Gain expert Perception.
  Resolve Gain master Will. Successes on Will saves are critical successes.
  Fifth Doctrine ▫ Cloistered Gain master spell attack rolls and spell DC.  
  ▫ Warpriest Gain master Fortitude. Successes on Fortitude saves  
  are critical successes.
  Third Doctrine ▫ Cloistered Gain expert spell attack rolls and spell DC.  
  ▫ Warpriest Gain expert simple, favored weapon and unarmed. Gain 
  critical specialization with favored weapon, using your spell DC.
  Divine Defense Gain expert unarmored defense. ▫ Warpriest Gain expert 
  light and medium armor. 
  Weapon Specialization +2 damage if expert, +3 master, +4 legendary.
  Final Doctrine ▫ Cloistered Gain legendary spell attack rolls and spell DC.  
  ▫ Warpriest Gain master spell attack rolls and spell DC. 
  Miraculous Spell Gain a 10th-level spell slot.
  Fourth Doctrine ▫ Cloistered Gain expert favored weapon. Gain critical 
  specialization with it, using your spell DC. ▫ Warpriest Gain expert spell 
  attack rolls and spell DC. 
  Lightning Reflexes Gain expert Reflex.
  Shield Block �  Trigger While you have your shield raised, you would take damage from a 
  physical attack. Effect Your shield prevents you from taking an amount of damage up to the 
  shield’s Hardness. You and the shield each take any remaining damage, possibly breaking or 
  destroying the shield.
  
  Hit Points
  Perception
  Skills Nature, Order Skill, and 2 + INT
  Armor Class
  Saving Throws
  DECEPTION
  PERFORMANCE
  ATHLETICS
  NATURE
  INTIMIDATION
  SOCIETY
  SURVIVAL
  ARCANA
  ACROBATICS
  MEDICINE
  DIPLOMACY
  RELIGION
  CRAFTING
  OCCULTISM
  LORE
  STEALTH
  THIEVERY
  LORE
  RESISTANCES AND IMMUNITIES
  CONDITIONS
  PROF
  ITEM
  E
  L
  T
  M
  MAX HP
  BT
  REFLEX
  ITEM
  DEX
  PROF
  WILL
  ITEM
  WIS
  PROF
  E
  L
  T
  M
  E
  L
  T
  M
  E
  L
  T
  M
  E
  L
  T
  M
  FORTITUDE
  ITEM
  CON
  PROF
  ITEM
  WIS
  PROF
  DYING
  WOUNDED
  CURRENT
  TEMPORARY
  Languages
  DEX
  CAP
  OR
  10
  DC BASE
  =
  Weapon Proficiencies
  E
  L
  T
  M
  SIMPLE
  E
  L
  T
  M
  UNARMED 
  E
  L
  T
  M
  SPELL
  E
  L
  T
  M
  OTHER
  E
  L
  T
  M
  MARTIAL
  STR
  MODIFIER
  STRENGTH
  SCORE
  DEX
  MODIFIER
  DEXTERITY
  SCORE
  CON
  MODIFIER
  CONSTITUTION
  SCORE
  INT
  MODIFIER
  INTELLIGENCE
  SCORE
  WIS
  MODIFIER
  WISDOM
  SCORE
  CHA
  MODIFIER
  CHARISMA
  SCORE
  Melee Strikes
  Weapon
  P
  S
  B
  PROF
  STR
  =
  E
  L
  T
  M
  ITEM
  Damage
  DICE
  STR
  W SPEC
  OTHER
  TRAITS
  Weapon
  P
  S
  B
  PROF
  STR
  =
  E
  L
  T
  M
  ITEM
  Damage
  DICE
  STR
  W SPEC
  OTHER
  TRAITS
  Weapon
  P
  S
  B
  PROF
  DEX
  =
  E
  L
  T
  M
  ITEM
  Damage
  DICE
  SPECIAL
  W SPEC
  OTHER
  TRAITS
  Weapon
  P
  S
  B
  PROF
  DEX
  =
  E
  L
  T
  M
  ITEM
  Damage
  DICE
  SPECIAL
  W SPEC
  OTHER
  TRAITS
  Ranged Strikes
  SENSES
  NOTES
  speed
  feet
  MOVEMENT TYPES & NOTES
  UNARMORED
  E
  L
  T
  M
  MEDIUM
  E
  L
  T
  M
  LIGHT
  E
  L
  T
  M
  HEAVY
  E
  L
  T
  M
  =
  E
  L
  T
  M
  INT
  PROF
  ITEM
  =
  E
  L
  T
  M
  STR
  PROF
  ITEM
  =
  E
  L
  T
  M
  INT
  PROF
  ITEM
  =
  E
  L
  T
  M
  CHA
  PROF
  ITEM
  =
  E
  L
  T
  M
  CHA
  PROF
  ITEM
  =
  E
  L
  T
  M
  CHA
  PROF
  ITEM
  =
  E
  L
  T
  M
  INT
  PROF
  ITEM
  =
  E
  L
  T
  M
  INT
  PROF
  ITEM
  =
  E
  L
  T
  M
  WIS
  PROF
  ITEM
  =
  E
  L
  T
  M
  WIS
  PROF
  ITEM
  =
  E
  L
  T
  M
  INT
  PROF
  ITEM
  =
  E
  L
  T
  M
  CHA
  PROF
  ITEM
  =
  E
  L
  T
  M
  WIS
  PROF
  ITEM
  =
  E
  L
  T
  M
  INT
  PROF
  ITEM
  =
  E
  L
  T
  M
  WIS
  PROF
  ITEM
  =
  E
  L
  T
  M
  DEX
  PROF
  ITEM
  =
  E
  L
  T
  M
  DEX
  PROF
  ITEM
  =
  E
  L
  T
  M
  DEX
  PROF
  ITEM
  Class DC
  E
  L
  T
  M
  ITEM
  WIS
  PROF
  10
  DC BASE
  =
  Ability Scores
  HARDNESS
  Character 
  Sheet
  PROFICIENCY 
  Untrained +0
  Trained 2+Level
  Expert 4+Level
  Master 6+Level
  Legendary 8+Level
  � Single Action
  � Two-Action Activity
  � Three-Action Activity
  � Free Action
  � Reaction
  Player 
  Name
  Experience
  Points (XP)
  Character
  Name
  Shield
  Level
  Hero Points
  +
  MAX
  AC
  ARMOR
  -
  ARMOR
  -
  ARMOR
  -
  ARMOR
  -
  Ancestry and Heritage
  Background
  Alignment
  Deity
  Size
   CURRENT HP
  8+CON PER LEVEL
  D
  R
  U
  I
  D
  Spell Attack
  E
  L
  T
  M
  WIS
  PROF
  =
  SPELL
  DAMAGE
  © 2019, Paizo Inc. Permission granted to photocopy this sheet.
  Druidic
  
  SPECIAL 1st
  FEAT 1st
  FEAT 9th
  HERITAGE 1st
  FEAT 13th
  FEAT 17th
  FEAT 5th
  Ancestry Feats and Abilities
  BACKGROUND
  4th
  8th
  16th
  2nd
  6th
  14th
  10th
  18th
  12th
  20th
  Skill Feats
  11th
  7th
  15th
  3rd
  19th
  General Feats
  Class Feats and Abilities
  Order
  Anathema
  Actions and Activities
  TRAITS
  PAGE
  NAME
  DESCRIPTION
  ACTIONS
  TRAITS
  PAGE
  NAME
  DESCRIPTION
  ACTIONS
  FEAT 2nd
  FEAT 4th
  FEAT 6th
  FEAT 8th
  FEAT 10th
  FEAT 12th
  FEAT 14th
  FEAT 16th
  FEAT 18th
  FEAT 20th
  Free Actions and Reactions
  TRAITS
  PAGE
  NAME
  [fre
  TRIGGER 
  DESCRIPTION
  FREE ACTION
  REACTION
  9th
  17th
  ORDER
  ORDER ANATHEMA
  ORDER SPELL
  OTHER BENEFITS
  SPELLS
  1st
  3rd
  5th
  7th
  11th
  13th
  15th
  19th
  © 2019, Paizo Inc. Permission granted to photocopy this sheet.
   
  5  cantrips, 
  2  1st
  +1  1st
  2  2nd
  +1  2nd
  2  3rd
  +1  3rd
  2  4th
  +1  4th
  2  5th
  +1  5th
  2  6th
  +1  6th
  2  7th
  +1  7th
  2  8th
  +1  8th
  2  9th
  +1  9th
  1  10th
  Druidic Order Gives a class feat, an order spell (with 1 Focus Point), and a 
  trained skill.
  Primal Spellcasting You can prepare any common spells from the primal list.
  Shield Block
  Wild Empathy You can use Diplomacy to Make an Impression on animals  
  and make simple Requests of them.
  Lightning Reflexes Gain expert Reflex.
  Alertness Gain expert Perception. 
  Great Fortitude Gain expert Fortitude.
  Master Spellcaster Gain master primal spell attack rolls and spell DC.
  Expert Spellcaster Gain expert primal spell attack rolls and spell DC.
  Medium Armor Expertise Gain expert light armor, medium armor, and 
  unarmored defense. 
  Weapon Specialization +2 damage if expert, +3 master, +4 legendary.
  Legendary Spellcaster Gain legendary primal spell attack rolls and spell DC. 
  Primal Hierophant Gain a 10th-level spell slot.
  Druid Weapon Expertise Gain expert simple weapons and unarmed attacks. 
  Resolve Gain master Will. Successes on Will saves are critical successes.
  You lose your magical abilities if you use metal armor or shields, despoil natural places, teach 
  Druidic to non-druids, or do other acts determined by your order.
  Shield Block �  Trigger While you have your shield raised, you would take damage from a 
  physical attack. Effect Your shield prevents you from taking an amount of damage up to the 
  shield’s Hardness. You and the shield each take any remaining damage, possibly breaking or 
  destroying the shield.
  
  Hit Points
  Perception
  Skills Acrobatic/Athletics and 3 + INT
  Armor Class
  Saving Throws
  DECEPTION
  PERFORMANCE
  ATHLETICS
  NATURE
  INTIMIDATION
  SOCIETY
  SURVIVAL
  ARCANA
  ACROBATICS
  MEDICINE
  DIPLOMACY
  RELIGION
  CRAFTING
  OCCULTISM
  LORE
  STEALTH
  THIEVERY
  LORE
  RESISTANCES AND IMMUNITIES
  CONDITIONS
  PROF
  ITEM
  E
  L
  T
  M
  MAX HP
  BT
  REFLEX
  ITEM
  DEX
  PROF
  WILL
  ITEM
  WIS
  PROF
  E
  L
  T
  M
  E
  L
  T
  M
  E
  L
  T
  M
  E
  L
  T
  M
  FORTITUDE
  ITEM
  CON
  PROF
  ITEM
  WIS
  PROF
  DYING
  WOUNDED
  CURRENT
  TEMPORARY
  Languages
  Class DC
  DEX
  CAP
  OR
  10
  DC BASE
  =
  E
  L
  T
  M
  ITEM
  STR/DEX
  PROF
  Weapon Proficiencies
  E
  L
  T
  M
  SIMPLE
  E
  L
  T
  M
  UNARMED 
  E
  L
  T
  M
  ADVANCED
  E
  L
  T
  M
  MASTERY (5TH)
  E
  L
  T
  M
  MARTIAL
  10
  DC BASE
  =
  STR
  MODIFIER
  STRENGTH
  SCORE
  DEX
  MODIFIER
  DEXTERITY
  SCORE
  CON
  MODIFIER
  CONSTITUTION
  SCORE
  INT
  MODIFIER
  INTELLIGENCE
  SCORE
  WIS
  MODIFIER
  WISDOM
  SCORE
  CHA
  MODIFIER
  CHARISMA
  SCORE
  Melee Strikes
  Weapon
  P
  S
  B
  PROF
  STR
  =
  E
  L
  T
  M
  ITEM
  Damage
  DICE
  STR
  W SPEC
  OTHER
  TRAITS
  Weapon
  P
  S
  B
  PROF
  STR
  =
  E
  L
  T
  M
  ITEM
  Damage
  DICE
  STR
  W SPEC
  OTHER
  TRAITS
  Weapon
  P
  S
  B
  PROF
  STR
  =
  E
  L
  T
  M
  ITEM
  Damage
  DICE
  STR
  W SPEC
  OTHER
  TRAITS
  Weapon
  P
  S
  B
  PROF
  DEX
  =
  E
  L
  T
  M
  ITEM
  Damage
  DICE
  SPECIAL
  W SPEC
  OTHER
  TRAITS
  Weapon
  P
  S
  B
  PROF
  DEX
  =
  E
  L
  T
  M
  ITEM
  Damage
  DICE
  SPECIAL
  W SPEC
  OTHER
  TRAITS
  Weapon
  P
  S
  B
  PROF
  DEX
  =
  E
  L
  T
  M
  ITEM
  Damage
  DICE
  SPECIAL
  W SPEC
  OTHER
  TRAITS
  Ranged Strikes
  SENSES
  NOTES
  speed
  feet
  MOVEMENT TYPES & NOTES
  UNARMORED
  E
  L
  T
  M
  MEDIUM
  E
  L
  T
  M
  LIGHT
  E
  L
  T
  M
  HEAVY
  E
  L
  T
  M
  =
  E
  L
  T
  M
  INT
  PROF
  ITEM
  =
  E
  L
  T
  M
  STR
  PROF
  ITEM
  =
  E
  L
  T
  M
  INT
  PROF
  ITEM
  =
  E
  L
  T
  M
  CHA
  PROF
  ITEM
  =
  E
  L
  T
  M
  CHA
  PROF
  ITEM
  =
  E
  L
  T
  M
  CHA
  PROF
  ITEM
  =
  E
  L
  T
  M
  INT
  PROF
  ITEM
  =
  E
  L
  T
  M
  INT
  PROF
  ITEM
  =
  E
  L
  T
  M
  WIS
  PROF
  ITEM
  =
  E
  L
  T
  M
  WIS
  PROF
  ITEM
  =
  E
  L
  T
  M
  INT
  PROF
  ITEM
  =
  E
  L
  T
  M
  CHA
  PROF
  ITEM
  =
  E
  L
  T
  M
  WIS
  PROF
  ITEM
  =
  E
  L
  T
  M
  INT
  PROF
  ITEM
  =
  E
  L
  T
  M
  WIS
  PROF
  ITEM
  =
  E
  L
  T
  M
  DEX
  PROF
  ITEM
  =
  E
  L
  T
  M
  DEX
  PROF
  ITEM
  =
  E
  L
  T
  M
  DEX
  PROF
  ITEM
  Ability Scores
  HARDNESS
  Character 
  Sheet
  PROFICIENCY 
  Untrained +0
  Trained 2+Level
  Expert 4+Level
  Master 6+Level
  Legendary 8+Level
  � Single Action
  � Two-Action Activity
  � Three-Action Activity
  � Free Action
  � Reaction
  Player 
  Name
  Experience
  Points (XP)
  Character
  Name
  Shield
  Level
  Hero Points
  +
  MAX
  AC
  ARMOR
  -
  ARMOR
  -
  ARMOR
  -
  ARMOR
  -
  Ancestry and Heritage
  Background
  Alignment
  Deity
  Size
   CURRENT HP
  10+CON PER LEVEL
  F
  I
  G
  H
  T
  E
  R
  © 2019, Paizo Inc. Permission granted to photocopy this sheet.
  
  SPECIAL 1st
  FEAT 1st
  FEAT 9th
  HERITAGE 1st
  FEAT 13th
  FEAT 17th
  FEAT 5th
  Ancestry Feats and Abilities
  BACKGROUND
  4th
  8th
  16th
  2nd
  6th
  14th
  10th
  18th
  12th
  20th
  Skill Feats
  11th
  7th
  15th
  3rd
  19th
  General Feats
  Class Feats and Abilities
  Bonus Feats
  Actions and Activities
  TRAITS
  PAGE
  NAME
  DESCRIPTION
  ACTIONS
  TRAITS
  PAGE
  NAME
  DESCRIPTION
  ACTIONS
  TRAITS
  PAGE
  NAME
  DESCRIPTION
  ACTIONS
  TRAITS
  PAGE
  NAME
  DESCRIPTION
  ACTIONS
  Free Actions and Reactions
  TRAITS
  PAGE
  NAME
  [fre
  TRIGGER 
  DESCRIPTION
  FREE ACTION
  REACTION
  1st
  3rd
  5th
  7th
  FEAT 10th
  13th
  19th
  11th
  FEAT 2nd
  FEAT 4th
  FEAT 6th
  FEAT 8th
  9th
  FEAT 12th
  FEAT 14th
  FEAT 16th
  FEAT 18th
  FEAT 20th
  15th
  17th
  FEAT 1st
  © 2019, Paizo Inc. Permission granted to photocopy this sheet.
  Attack of Opportunity 
  Shield Block
  Bravery Gain expert Will. Successes on Will saves against fear are critical successes. 
  Reduce frightened you gain by 1.
  Fighter Weapon Mastery Gain master simple and martial weapons of one group, expert 
  advanced. Gain critical specialization with all master weapons. 
  Armor Mastery Gain master armor and unarmored defense.
  Versatile Legend Gain legendary simple and martial weapons; legendary unarmed; 
  master advanced weapons; master class DC.
  Battlefield Surveyor Gain master Perception. +2 circumstance bonus to Perception for 
  initiative.
  Combat Flexibility Gain an extra 8th-level or lower fighter feat each day.
  Weapon Legend Gain master simple and martial weapons; expert advanced weapons. Gain 
  legendary simple and martial weapons of one group, master advanced.
  Armor Expertise Gain expert armor and unarmored defense. Gain armor specialization with 
  medium and heavy armor.
  Greater Weapon Specialization +4 damage if expert, +6 master, +8 legendary.
  Weapon Specialization +2 damage if expert, +3 master, +4 legendary
  Juggernaut Gain master Fortitude. Successes on Fortitude saves are critical 
  successes.
  Evasion Gain master Reflex. Successes on Reflex saves are critical successes.
  Fighter Expertise Gain expert class DC.
  Improved Flexibility Gain an extra 14th-level or lower fighter feat each day.
  Attack of Opportunity � Trigger A creature within your reach uses a manipulate action or a move 
  action, makes a ranged attack, or leaves a square during a move action it’s using. Effect Make a melee 
  Strike against the triggering creature. If your attack is a critical hit and the trigger was a manipulate 
  action, you disrupt that action.
  Shield Block � Trigger While you have your shield raised, you would take damage from a physical 
  attack. Effect Your shield prevents you from taking an amount of damage up to the shield’s Hardness. 
  You and the shield each take any remaining damage, possibly breaking or destroying the shield.
  
  Hit Points
  Perception
  Skills 4 + INT
  Armor Class
  Saving Throws
  DECEPTION
  PERFORMANCE
  ATHLETICS
  NATURE
  INTIMIDATION
  SOCIETY
  SURVIVAL
  ARCANA
  ACROBATICS
  MEDICINE
  DIPLOMACY
  RELIGION
  CRAFTING
  OCCULTISM
  LORE
  STEALTH
  THIEVERY
  LORE
  RESISTANCES AND IMMUNITIES
  CONDITIONS
  PROF
  ITEM
  E
  L
  T
  M
  MAX HP
  BT
  REFLEX
  ITEM
  DEX
  PROF
  WILL
  ITEM
  WIS
  PROF
  E
  L
  T
  M
  E
  L
  T
  M
  E
  L
  T
  M
  E
  L
  T
  M
  FORTITUDE
  ITEM
  CON
  PROF
  ITEM
  WIS
  PROF
  DYING
  WOUNDED
  CURRENT
  TEMPORARY
  Languages
  DEX
  CAP
  OR
  10
  DC BASE
  =
  Weapon Proficiencies
  E
  L
  T
  M
  SIMPLE
  E
  L
  T
  M
  UNARMED 
  E
  L
  T
  M
  OTHER
  E
  L
  T
  M
  MARTIAL
  STR
  MODIFIER
  STRENGTH
  SCORE
  DEX
  MODIFIER
  DEXTERITY
  SCORE
  CON
  MODIFIER
  CONSTITUTION
  SCORE
  INT
  MODIFIER
  INTELLIGENCE
  SCORE
  WIS
  MODIFIER
  WISDOM
  SCORE
  CHA
  MODIFIER
  CHARISMA
  SCORE
  Melee Strikes
  Weapon
  P
  S
  B
  PROF
  STR
  =
  E
  L
  T
  M
  ITEM
  Damage
  DICE
  STR
  W SPEC
  OTHER
  TRAITS
  Weapon
  P
  S
  B
  PROF
  STR
  =
  E
  L
  T
  M
  ITEM
  Damage
  DICE
  STR
  W SPEC
  OTHER
  TRAITS
  Weapon
  P
  S
  B
  PROF
  DEX
  =
  E
  L
  T
  M
  ITEM
  Damage
  DICE
  SPECIAL
  W SPEC
  OTHER
  TRAITS
  Weapon
  P
  S
  B
  PROF
  DEX
  =
  E
  L
  T
  M
  ITEM
  Damage
  DICE
  SPECIAL
  W SPEC
  OTHER
  TRAITS
  Ranged Strikes
  SENSES
  NOTES
  speed
  feet
  MOVEMENT TYPES & NOTES
  UNARMORED
  E
  L
  T
  M
  MEDIUM
  E
  L
  T
  M
  LIGHT
  E
  L
  T
  M
  HEAVY
  E
  L
  T
  M
  =
  E
  L
  T
  M
  INT
  PROF
  ITEM
  =
  E
  L
  T
  M
  STR
  PROF
  ITEM
  =
  E
  L
  T
  M
  INT
  PROF
  ITEM
  =
  E
  L
  T
  M
  CHA
  PROF
  ITEM
  =
  E
  L
  T
  M
  CHA
  PROF
  ITEM
  =
  E
  L
  T
  M
  CHA
  PROF
  ITEM
  =
  E
  L
  T
  M
  INT
  PROF
  ITEM
  =
  E
  L
  T
  M
  INT
  PROF
  ITEM
  =
  E
  L
  T
  M
  WIS
  PROF
  ITEM
  =
  E
  L
  T
  M
  WIS
  PROF
  ITEM
  =
  E
  L
  T
  M
  INT
  PROF
  ITEM
  =
  E
  L
  T
  M
  CHA
  PROF
  ITEM
  =
  E
  L
  T
  M
  WIS
  PROF
  ITEM
  =
  E
  L
  T
  M
  INT
  PROF
  ITEM
  =
  E
  L
  T
  M
  WIS
  PROF
  ITEM
  =
  E
  L
  T
  M
  DEX
  PROF
  ITEM
  =
  E
  L
  T
  M
  DEX
  PROF
  ITEM
  =
  E
  L
  T
  M
  DEX
  PROF
  ITEM
  Class DC
  E
  L
  T
  M
  ITEM
  STR/DEX
  PROF
  10
  DC BASE
  =
  Ability Scores
  HARDNESS
  Character 
  Sheet
  PROFICIENCY 
  Untrained +0
  Trained 2+Level
  Expert 4+Level
  Master 6+Level
  Legendary 8+Level
  � Single Action
  � Two-Action Activity
  � Three-Action Activity
  � Free Action
  � Reaction
  Player 
  Name
  Experience
  Points (XP)
  Character
  Name
  Shield
  Level
  Hero Points
  +
  MAX
  AC
  ARMOR
  -
  ARMOR
  -
  ARMOR
  -
  ARMOR
  -
  Ancestry and Heritage
  Background
  Alignment
  Deity
  Size
   CURRENT HP
  10+CON PER LEVEL
  M
  O
  N
  K
  Spell Attack
  E
  L
  T
  M
  WIS
  PROF
  =
  SPELL
  DAMAGE
  © 2019, Paizo Inc. Permission granted to photocopy this sheet.
  
  SPECIAL 1st
  FEAT 1st
  FEAT 9th
  HERITAGE 1st
  FEAT 13th
  FEAT 17th
  FEAT 5th
  Ancestry Feats and Abilities
  BACKGROUND
  4th
  8th
  16th
  2nd
  6th
  14th
  10th
  18th
  12th
  20th
  Skill Feats
  11th
  7th
  15th
  3rd
  19th
  General Feats
  Class Feats and Abilities
  Actions and Activities
  TRAITS
  PAGE
  NAME
  DESCRIPTION
  ACTIONS
  TRAITS
  PAGE
  NAME
  DESCRIPTION
  ACTIONS
  TRAITS
  PAGE
  NAME
  DESCRIPTION
  ACTIONS
  Free Actions and Reactions
  TRAITS
  PAGE
  NAME
  [fre
  TRIGGER 
  DESCRIPTION
  FREE ACTION
  REACTION
  FEAT 2nd
  FEAT 1st
  FEAT 4th
  FEAT 6th
  FEAT 8th
  FEAT 10th
  FEAT 12th
  FEAT 14th
  FEAT 16th
  FEAT 18th
  FEAT 20th
  1st
  3rd
  5th
  7th
  9th
  11th
  13th
  15th
  17th
  19th
  © 2019, Paizo Inc. Permission granted to photocopy this sheet.
  Flurry of Blows 
  Powerful Fist Your fist deals 1d6 damage. You don’t take the –2 penalty to make a lethal 
  attack with your unarmed attacks.
  Incredible Movement +10-foot status bonus to Speed while not wearing armor. 
  Mystic Strikes Unarmed attacks are magical.
  Alertness Gain expert Perception. 
  Expert Strikes Gain expert unarmed attacks and simple weapons.
  Incredible Movement +15 feet. 
  Path to Perfection Gain master one saving throw of your choice. Successes on those saves 
  are critical successes. 
  Weapon Specialization +2 damage if expert, +3 master, +4 legendary.
  Metal Strikes Unarmed attacks treated as cold iron and silver. 
  Monk Expertise Gain expert class DC, plus spell attacks and spell DCs if you have ki spells.
  Incredible Movement +20 feet. 
  Second Path to Perfection Choose a second type of save for path to perfection.
  Graceful Mastery Gain master unarmored defense. 
  Master Strikes Gain master unarmed attacks and simple weapons.
  Greater Weapon Specialization +4 damage if expert, +6 master, +8 legendary. 
  Incredible Movement +25 feet. 
  Third Path to Perfection Gain legendary in one save you choose with path to perfection or 
  second path to perfection. Critical failures on those saves are failures, and you take 
  half damage when you fail those saves.
  Adamantine Strikes Unarmed attacks treated as adamantine. 
  Graceful Legend Gain legendary unarmored defense and master class DC. Gain 
  master spell attacks and spell DCs if you have ki spells.
  Perfected Form (fortune) On your first Strike of your turn, if you roll lower than 10, 
  you can treat the roll as a 10.
  Flurry of Blows � (flourish) Make two unarmed Strikes. If both hit the same creature, combine 
  their damage for the purpose of resistances and weaknesses. Apply your multiple attack penalty 
  to the Strikes normally. As it has the flourish trait, you can use Flurry of Blows only once per 
  round.
  
  Hit Points
  Perception
  Skills Nature, Survival, and 4 + INT
  Armor Class
  Saving Throws
  DECEPTION
  PERFORMANCE
  ATHLETICS
  NATURE
  INTIMIDATION
  SOCIETY
  SURVIVAL
  ARCANA
  ACROBATICS
  MEDICINE
  DIPLOMACY
  RELIGION
  CRAFTING
  OCCULTISM
  LORE
  STEALTH
  THIEVERY
  LORE
  RESISTANCES AND IMMUNITIES
  CONDITIONS
  PROF
  ITEM
  E
  L
  T
  M
  MAX HP
  BT
  REFLEX
  ITEM
  DEX
  PROF
  WILL
  ITEM
  WIS
  PROF
  E
  L
  T
  M
  E
  L
  T
  M
  E
  L
  T
  M
  E
  L
  T
  M
  FORTITUDE
  ITEM
  CON
  PROF
  ITEM
  WIS
  PROF
  DYING
  WOUNDED
  CURRENT
  TEMPORARY
  Languages
  Class DC
  DEX
  CAP
  OR
  10
  DC BASE
  =
  E
  L
  T
  M
  ITEM
  STR/DEX
  PROF
  Weapon Proficiencies
  E
  L
  T
  M
  SIMPLE
  E
  L
  T
  M
  UNARMED 
  E
  L
  T
  M
  OTHER
  E
  L
  T
  M
  MARTIAL
  10
  DC BASE
  =
  STR
  MODIFIER
  STRENGTH
  SCORE
  DEX
  MODIFIER
  DEXTERITY
  SCORE
  CON
  MODIFIER
  CONSTITUTION
  SCORE
  INT
  MODIFIER
  INTELLIGENCE
  SCORE
  WIS
  MODIFIER
  WISDOM
  SCORE
  CHA
  MODIFIER
  CHARISMA
  SCORE
  Melee Strikes
  Weapon
  P
  S
  B
  PROF
  STR
  =
  E
  L
  T
  M
  ITEM
  Damage
  DICE
  STR
  W SPEC
  OTHER
  TRAITS
  Weapon
  P
  S
  B
  PROF
  STR
  =
  E
  L
  T
  M
  ITEM
  Damage
  DICE
  STR
  W SPEC
  OTHER
  TRAITS
  Weapon
  P
  S
  B
  PROF
  STR
  =
  E
  L
  T
  M
  ITEM
  Damage
  DICE
  STR
  W SPEC
  OTHER
  TRAITS
  Weapon
  P
  S
  B
  PROF
  DEX
  =
  E
  L
  T
  M
  ITEM
  Damage
  DICE
  SPECIAL
  W SPEC
  OTHER
  TRAITS
  Weapon
  P
  S
  B
  PROF
  DEX
  =
  E
  L
  T
  M
  ITEM
  Damage
  DICE
  SPECIAL
  W SPEC
  OTHER
  TRAITS
  Weapon
  P
  S
  B
  PROF
  DEX
  =
  E
  L
  T
  M
  ITEM
  Damage
  DICE
  SPECIAL
  W SPEC
  OTHER
  TRAITS
  Ranged Strikes
  SENSES
  NOTES
  speed
  feet
  MOVEMENT TYPES & NOTES
  UNARMORED
  E
  L
  T
  M
  MEDIUM
  E
  L
  T
  M
  LIGHT
  E
  L
  T
  M
  HEAVY
  E
  L
  T
  M
  =
  E
  L
  T
  M
  INT
  PROF
  ITEM
  =
  E
  L
  T
  M
  STR
  PROF
  ITEM
  =
  E
  L
  T
  M
  INT
  PROF
  ITEM
  =
  E
  L
  T
  M
  CHA
  PROF
  ITEM
  =
  E
  L
  T
  M
  CHA
  PROF
  ITEM
  =
  E
  L
  T
  M
  CHA
  PROF
  ITEM
  =
  E
  L
  T
  M
  INT
  PROF
  ITEM
  =
  E
  L
  T
  M
  INT
  PROF
  ITEM
  =
  E
  L
  T
  M
  WIS
  PROF
  ITEM
  =
  E
  L
  T
  M
  WIS
  PROF
  ITEM
  =
  E
  L
  T
  M
  INT
  PROF
  ITEM
  =
  E
  L
  T
  M
  CHA
  PROF
  ITEM
  =
  E
  L
  T
  M
  WIS
  PROF
  ITEM
  =
  E
  L
  T
  M
  INT
  PROF
  ITEM
  =
  E
  L
  T
  M
  WIS
  PROF
  ITEM
  =
  E
  L
  T
  M
  DEX
  PROF
  ITEM
  =
  E
  L
  T
  M
  DEX
  PROF
  ITEM
  =
  E
  L
  T
  M
  DEX
  PROF
  ITEM
  Ability Scores
  HARDNESS
  Character 
  Sheet
  PROFICIENCY 
  Untrained +0
  Trained 2+Level
  Expert 4+Level
  Master 6+Level
  Legendary 8+Level
  � Single Action
  � Two-Action Activity
  � Three-Action Activity
  � Free Action
  � Reaction
  Player 
  Name
  Experience
  Points (XP)
  Character
  Name
  Shield
  Level
  Hero Points
  +
  MAX
  AC
  ARMOR
  -
  ARMOR
  -
  ARMOR
  -
  ARMOR
  -
  Ancestry and Heritage
  Background
  Alignment
  Deity
  Size
   CURRENT HP
  10+CON PER LEVEL
  R
  A
  N
  G
  E
  R
  © 2019, Paizo Inc. Permission granted to photocopy this sheet.
  
  SPECIAL 1st
  FEAT 1st
  FEAT 9th
  HERITAGE 1st
  FEAT 13th
  FEAT 17th
  FEAT 5th
  Ancestry Feats and Abilities
  BACKGROUND
  4th
  8th
  16th
  2nd
  6th
  14th
  10th
  18th
  12th
  20th
  Skill Feats
  11th
  7th
  15th
  3rd
  19th
  General Feats
  Class Feats and Abilities
  Bonus Feats
  Actions and Activities
  Hunt Prey and Hunter’s Edge
  TRAITS
  PAGE
  NAME
  DESCRIPTION
  ACTIONS
  TRAITS
  PAGE
  NAME
  DESCRIPTION
  ACTIONS
  Free Actions and Reactions
  TRAITS
  PAGE
  NAME
  [fre
  TRIGGER 
  DESCRIPTION
  FREE ACTION
  REACTION
  FEAT 2nd
  FEAT 1st
  FEAT 4th
  FEAT 6th
  FEAT 8th
  FEAT 10th
  FEAT 12th
  FEAT 14th
  FEAT 16th
  FEAT 18th
  FEAT 20th
  HUNTER’S EDGE
  1st
  3rd
  5th
  7th
  11th
  13th
  19th
  15th
  17th
  9th
  © 2019, Paizo Inc. Permission granted to photocopy this sheet.
  Hunt Prey 
  Hunter’s Edge
  Iron Will Gain expert Will.
  Ranger Weapon Expertise Gain expert simple, martial, and unarmed. Gain critical 
  specialization with these against hunted prey. 
  Trackless Step Always Cover Tracks in natural terrain without moving at half Speed.
  Evasion Gain master Reflex. Successes on Reflex saves are critical successes. 
  Vigilant Senses Gain master Perception. 
  Weapon Specialization +2 damage if expert, +3 master, +4 legendary.
  Nature’s Edge Enemies are flat-footed to you in natural difficult terrain, on natural uneven 
  ground, or in difficult terrain resulting from a snare. 
  Ranger Expertise Gain expert class DC.
  Juggernaut Gain master Fortitude. Successes on Fortitude saves are critical successes. 
  Medium Armor Expertise Gain expert light armor, medium armor, and unarmored defense. 
  Wild Stride Ignore non-magical difficult terrain.
  Weapon Mastery Gain master simple, martial, and unarmed.
  Greater Weapon Specialization +4 damage if expert, +6 master, +8 legendary. 
  Improved Evasion Gain legendary Reflex. Turn critical failures on Reflex saves to failures. 
  Take half damage when you fail a Reflex save against damage. 
  Incredible Senses Gain legendary Perception.
  Masterful Hunter Gain master class DC. When using a master ranged weapon, ignore second 
  and third range increment penalty. If master Perception, +4 circumstance bonus to 
  Seek or Track prey. Additional hunter’s edge benefit.
  Second Skin Gain master light armor, medium armor, and unarmored defense. 
  Rest in light or medium armor without being fatigued.
  Hunt Prey � (concentrate) Designate a single creature you can see or hear, or who you are 
  tracking, as your prey. Against your prey, gain a +2 circumstance bonus to Perception checks 
  to Seek and Survival checks to Track, and ignore the penalty for your second range increment 
  with ranged attacks. You can have only one prey at a time.
  ▫ Flurry The multiple attack penalty against your prey is –3 (–2 with agile weapon) on your 
  second attack and –6 (–4 with agile weapon) on your third or later attack. ▫ Precision The 
  first time you hit your prey in a round, deal 1d8 precision damage (11th 2d8 damage, 19th 3d8 
  damage). ▫ Outwit Gain +2 circumstance bonus to Deception, Intimidation, Stealth, and Recall 
  Knowledge against your prey and a +1 circumstance bonus to AC against their attacks.
  
  Hit Points
  Perception
  Skills Stealth and 7 + INT
  Armor Class
  Saving Throws
  DECEPTION
  PERFORMANCE
  ATHLETICS
  NATURE
  INTIMIDATION
  SOCIETY
  SURVIVAL
  ARCANA
  ACROBATICS
  MEDICINE
  DIPLOMACY
  RELIGION
  CRAFTING
  OCCULTISM
  LORE
  STEALTH
  THIEVERY
  LORE
  RESISTANCES AND IMMUNITIES
  CONDITIONS
  PROF
  ITEM
  E
  L
  T
  M
  MAX HP
  BT
  REFLEX
  ITEM
  DEX
  PROF
  WILL
  ITEM
  WIS
  PROF
  E
  L
  T
  M
  E
  L
  T
  M
  E
  L
  T
  M
  E
  L
  T
  M
  FORTITUDE
  ITEM
  CON
  PROF
  ITEM
  WIS
  PROF
  DYING
  WOUNDED
  CURRENT
  TEMPORARY
  Languages
  Class DC
  DEX
  CAP
  OR
  10
  DC BASE
  =
  E
  L
  T
  M
  ITEM
  DEX
  PROF
  Weapon Proficiencies
  E
  L
  T
  M
  SIMPLE
  E
  L
  T
  M
  UNARMED 
  E
  L
  T
  M
  OTHER 
  E
  L
  T
  M
  MARTIAL
  10
  DC BASE
  =
  STR
  MODIFIER
  STRENGTH
  SCORE
  DEX
  MODIFIER
  DEXTERITY
  SCORE
  CON
  MODIFIER
  CONSTITUTION
  SCORE
  INT
  MODIFIER
  INTELLIGENCE
  SCORE
  WIS
  MODIFIER
  WISDOM
  SCORE
  CHA
  MODIFIER
  CHARISMA
  SCORE
  Melee Strikes
  Weapon
  P
  S
  B
  PROF
  STR
  =
  E
  L
  T
  M
  ITEM
  Damage
  DICE
  STR
  W SPEC
  OTHER
  TRAITS
  Weapon
  P
  S
  B
  PROF
  STR
  =
  E
  L
  T
  M
  ITEM
  Damage
  DICE
  STR
  W SPEC
  OTHER
  TRAITS
  Weapon
  P
  S
  B
  PROF
  STR
  =
  E
  L
  T
  M
  ITEM
  Damage
  DICE
  STR
  W SPEC
  OTHER
  TRAITS
  Weapon
  P
  S
  B
  PROF
  DEX
  =
  E
  L
  T
  M
  ITEM
  Damage
  DICE
  SPECIAL
  W SPEC
  OTHER
  TRAITS
  Weapon
  P
  S
  B
  PROF
  DEX
  =
  E
  L
  T
  M
  ITEM
  Damage
  DICE
  SPECIAL
  W SPEC
  OTHER
  TRAITS
  Weapon
  P
  S
  B
  PROF
  DEX
  =
  E
  L
  T
  M
  ITEM
  Damage
  DICE
  SPECIAL
  W SPEC
  OTHER
  TRAITS
  Ranged Strikes
  SENSES
  NOTES
  speed
  feet
  MOVEMENT TYPES & NOTES
  UNARMORED
  E
  L
  T
  M
  MEDIUM
  E
  L
  T
  M
  LIGHT
  E
  L
  T
  M
  HEAVY
  E
  L
  T
  M
  =
  E
  L
  T
  M
  INT
  PROF
  ITEM
  =
  E
  L
  T
  M
  STR
  PROF
  ITEM
  =
  E
  L
  T
  M
  INT
  PROF
  ITEM
  =
  E
  L
  T
  M
  CHA
  PROF
  ITEM
  =
  E
  L
  T
  M
  CHA
  PROF
  ITEM
  =
  E
  L
  T
  M
  CHA
  PROF
  ITEM
  =
  E
  L
  T
  M
  INT
  PROF
  ITEM
  =
  E
  L
  T
  M
  INT
  PROF
  ITEM
  =
  E
  L
  T
  M
  WIS
  PROF
  ITEM
  =
  E
  L
  T
  M
  WIS
  PROF
  ITEM
  =
  E
  L
  T
  M
  INT
  PROF
  ITEM
  =
  E
  L
  T
  M
  CHA
  PROF
  ITEM
  =
  E
  L
  T
  M
  WIS
  PROF
  ITEM
  =
  E
  L
  T
  M
  INT
  PROF
  ITEM
  =
  E
  L
  T
  M
  WIS
  PROF
  ITEM
  =
  E
  L
  T
  M
  DEX
  PROF
  ITEM
  =
  E
  L
  T
  M
  DEX
  PROF
  ITEM
  =
  E
  L
  T
  M
  DEX
  PROF
  ITEM
  Ability Scores
  HARDNESS
  Character 
  Sheet
  PROFICIENCY 
  Untrained +0
  Trained 2+Level
  Expert 4+Level
  Master 6+Level
  Legendary 8+Level
  � Single Action
  � Two-Action Activity
  � Three-Action Activity
  � Free Action
  � Reaction
  Player 
  Name
  Experience
  Points (XP)
  Character
  Name
  Shield
  Level
  Hero Points
  +
  MAX
  AC
  ARMOR
  -
  ARMOR
  -
  ARMOR
  -
  ARMOR
  -
  Ancestry and Heritage
  Background
  Alignment
  Deity
  Size
   CURRENT HP
  8+CON PER LEVEL
  R
  O
  G
  U
  E
  © 2019, Paizo Inc. Permission granted to photocopy this sheet.
  rapier, sap, shortbow, shortsword
  
  SPECIAL 1st
  FEAT 1st
  FEAT 9th
  HERITAGE 1st
  FEAT 13th
  FEAT 17th
  FEAT 5th
  Ancestry Feats and Abilities
  11th
  7th
  15th
  3rd
  19th
  General Feats
  Class Feats and Abilities
  Actions and Activities
  TRAITS
  PAGE
  NAME
  DESCRIPTION
  ACTIONS
  TRAITS
  PAGE
  NAME
  DESCRIPTION
  ACTIONS
  TRAITS
  PAGE
  NAME
  DESCRIPTION
  ACTIONS
  TRAITS
  PAGE
  NAME
  DESCRIPTION
  ACTIONS
  Free Actions and Reactions
  TRAITS
  PAGE
  NAME
  [fre
  TRIGGER 
  DESCRIPTION
  FREE ACTION
  REACTION
  BACKGROUND
  12th
  14th
  18th
  11th
  13th
  17th
  15th
  19th
  16th
  20th
  Skill Feats
  2nd
  4th
  8th
  1st
  3rd
  7th
  5th
  9th
  6th
  10th
  FEAT 2nd
  FEAT 1st
  FEAT 4th
  FEAT 6th
  FEAT 8th
  FEAT 10th
  FEAT 12th
  FEAT 14th
  FEAT 16th
  FEAT 18th
  FEAT 20th
  1st
  3rd
  5th
  7th
  9th
  11th
  13th
  15th
  17th
  19th
  © 2019, Paizo Inc. Permission granted to photocopy this sheet.
  Rogue’s Racket __________________________________________________________________________ 
  Sneak Attack Deal 1d6 precision damage to flat-footed creatures. Melee or thrown weapons must 
  be agile or finesse to benefit. Increase the number of dice by one at 5th, 11th, and 17th levels. 
  Surprise Attack If you roll Deception or Stealth for initiative, creatures that haven’t  
  acted yet are flat-footed to you.
  Deny Advantage You aren’t flat-footed to hidden, undetected, or flanking creatures of 
  your level or lower, or creatures of your level or lower using surprise attack.
  Weapon Tricks Gain expert simple weapons, rapier, sap, shortbow, shortsword, and unarmed. 
  Gain critical specialization against flat-footed creatures when using agile or finesse  
  simple weapons or the listed weapons.
  Evasion Gain master Reflex. Successes on Reflex saves are critical successes. 
  Vigilant Senses Gain master Perception. 
  Weapon Specialization +2 damage if expert, +3 master, +4 legendary.
  Improved Evasion Gain legendary Reflex. Turn critical failures on Reflex saves to failures. Take 
  half damage when you fail a Reflex save against damage. 
  Incredible Senses Gain legendary Perception. 
  Light Armor Expertise Gain expert light armor and unarmored defense. 
  Master Tricks Gain master simple weapons, rapier, sap, shortbow, shortsword, and unarmed.
  Debilitating Strike 
  Great Fortitude Gain expert Fortitude.
  Double Debilitation Apply two debilitations with Debilitating Strike. 
  Greater Weapon Specialization +4 damage if expert, +6 master, +8 legendary.
  Light Armor Mastery Gain master light armor and unarmored defense. 
  Master Strike
  Rogue Expertise Gain expert class DC.
  Slippery Mind Gain master Will. Successes on Will are critical successes.
  Debilitating Strike � Trigger Your Strike hits a flat-footed creature and deals damage. Effect Until the 
  end of your next turn, the target either takes a –10-foot status penalty to its Speeds or is enfeebled 1. 
  ▫ 9th
  Master Strike � Trigger Your Strike hits a flat-footed creature and deals damage. Effect The target 
  attempts a Fortitude save against your class DC, then is temporarily immune for 1 day: Critical 
  Success Unaffected, Success Enfeebled 2 until the end of your next turn; Failure Paralyzed 4 rounds; 
  Critical Failure Paralyzed 4 rounds, knocked unconscious 2 hours, or killed. ▫ 19th
  
  Hit Points
  Perception
  Skills Bloodline Skill and 2 + INT
  Armor Class
  Saving Throws
  DECEPTION
  PERFORMANCE
  ATHLETICS
  NATURE
  INTIMIDATION
  SOCIETY
  SURVIVAL
  ARCANA
  ACROBATICS
  MEDICINE
  DIPLOMACY
  RELIGION
  CRAFTING
  OCCULTISM
  LORE
  STEALTH
  THIEVERY
  LORE
  RESISTANCES AND IMMUNITIES
  CONDITIONS
  PROF
  ITEM
  E
  L
  T
  M
  MAX HP
  BT
  REFLEX
  ITEM
  DEX
  PROF
  WILL
  ITEM
  WIS
  PROF
  E
  L
  T
  M
  E
  L
  T
  M
  E
  L
  T
  M
  E
  L
  T
  M
  FORTITUDE
  ITEM
  CON
  PROF
  ITEM
  WIS
  PROF
  DYING
  WOUNDED
  CURRENT
  TEMPORARY
  Languages
  DEX
  CAP
  OR
  10
  DC BASE
  =
  Weapon Proficiencies
  E
  L
  T
  M
  SIMPLE
  E
  L
  T
  M
  UNARMED 
  E
  L
  T
  M
  SPELL
  E
  L
  T
  M
  OTHER
  E
  L
  T
  M
  MARTIAL
  STR
  MODIFIER
  STRENGTH
  SCORE
  DEX
  MODIFIER
  DEXTERITY
  SCORE
  CON
  MODIFIER
  CONSTITUTION
  SCORE
  INT
  MODIFIER
  INTELLIGENCE
  SCORE
  WIS
  MODIFIER
  WISDOM
  SCORE
  CHA
  MODIFIER
  CHARISMA
  SCORE
  Melee Strikes
  Weapon
  P
  S
  B
  PROF
  STR
  =
  E
  L
  T
  M
  ITEM
  Damage
  DICE
  STR
  W SPEC
  OTHER
  TRAITS
  Weapon
  P
  S
  B
  PROF
  STR
  =
  E
  L
  T
  M
  ITEM
  Damage
  DICE
  STR
  W SPEC
  OTHER
  TRAITS
  Weapon
  P
  S
  B
  PROF
  DEX
  =
  E
  L
  T
  M
  ITEM
  Damage
  DICE
  SPECIAL
  W SPEC
  OTHER
  TRAITS
  Weapon
  P
  S
  B
  PROF
  DEX
  =
  E
  L
  T
  M
  ITEM
  Damage
  DICE
  SPECIAL
  W SPEC
  OTHER
  TRAITS
  Ranged Strikes
  SENSES
  NOTES
  speed
  feet
  MOVEMENT TYPES & NOTES
  UNARMORED
  E
  L
  T
  M
  MEDIUM
  E
  L
  T
  M
  LIGHT
  E
  L
  T
  M
  HEAVY
  E
  L
  T
  M
  =
  E
  L
  T
  M
  INT
  PROF
  ITEM
  =
  E
  L
  T
  M
  STR
  PROF
  ITEM
  =
  E
  L
  T
  M
  INT
  PROF
  ITEM
  =
  E
  L
  T
  M
  CHA
  PROF
  ITEM
  =
  E
  L
  T
  M
  CHA
  PROF
  ITEM
  =
  E
  L
  T
  M
  CHA
  PROF
  ITEM
  =
  E
  L
  T
  M
  INT
  PROF
  ITEM
  =
  E
  L
  T
  M
  INT
  PROF
  ITEM
  =
  E
  L
  T
  M
  WIS
  PROF
  ITEM
  =
  E
  L
  T
  M
  WIS
  PROF
  ITEM
  =
  E
  L
  T
  M
  INT
  PROF
  ITEM
  =
  E
  L
  T
  M
  CHA
  PROF
  ITEM
  =
  E
  L
  T
  M
  WIS
  PROF
  ITEM
  =
  E
  L
  T
  M
  INT
  PROF
  ITEM
  =
  E
  L
  T
  M
  WIS
  PROF
  ITEM
  =
  E
  L
  T
  M
  DEX
  PROF
  ITEM
  =
  E
  L
  T
  M
  DEX
  PROF
  ITEM
  =
  E
  L
  T
  M
  DEX
  PROF
  ITEM
  Ability Scores
  HARDNESS
  Character 
  Sheet
  PROFICIENCY 
  Untrained +0
  Trained 2+Level
  Expert 4+Level
  Master 6+Level
  Legendary 8+Level
  � Single Action
  � Two-Action Activity
  � Three-Action Activity
  � Free Action
  � Reaction
  Player 
  Name
  Experience
  Points (XP)
  Character
  Name
  Shield
  Level
  Hero Points
  +
  MAX
  AC
  ARMOR
  -
  ARMOR
  -
  ARMOR
  -
  ARMOR
  -
  Ancestry and Heritage
  Background
  Alignment
  Deity
  Size
   CURRENT HP
  6+CON PER LEVEL
  S
  O
  R
  C
  E
  R
  E
  R
  E
  L
  T
  M
  CHA
  PROF
  10
  DC BASE
  =
  Spell DC
  Spell Attack
  E
  L
  T
  M
  CHA
  PROF
  =
  SPELL
  DAMAGE
  © 2019, Paizo Inc. Permission granted to photocopy this sheet.
  
  SPECIAL 1st
  FEAT 1st
  FEAT 9th
  HERITAGE 1st
  FEAT 13th
  FEAT 17th
  FEAT 5th
  Ancestry Feats and Abilities
  BACKGROUND
  4th
  8th
  16th
  2nd
  6th
  14th
  10th
  18th
  12th
  20th
  Skill Feats
  11th
  7th
  15th
  3rd
  19th
  General Feats
  Class Feats and Abilities
  Actions and Activities
  TRAITS
  PAGE
  NAME
  DESCRIPTION
  ACTIONS
  Free Actions and Reactions
  TRAITS
  PAGE
  NAME
  [fre
  TRIGGER 
  DESCRIPTION
  FREE ACTION
  REACTION
  TRAITS
  PAGE
  NAME
  [fre
  TRIGGER 
  DESCRIPTION
  FREE ACTION
  REACTION
  TRAITS
  PAGE
  NAME
  [fre
  TRIGGER 
  DESCRIPTION
  FREE ACTION
  REACTION
  TRAITS
  PAGE
  NAME
  [fre
  TRIGGER 
  DESCRIPTION
  FREE ACTION
  REACTION
  FEAT 2nd
  FEAT 4th
  FEAT 6th
  FEAT 8th
  FEAT 10th
  FEAT 12th
  FEAT 14th
  FEAT 16th
  FEAT 18th
  FEAT 20th
  Bloodline
  BLOOD MAGIC
  BLOODLINE
  SPELLS
  1st
  3rd
  5th
  7th
  9th
  11th
  13th
  15th
  17th
  19th
  © 2019, Paizo Inc. Permission granted to photocopy this sheet.
   
  5 cantrips, 
  3  1st
  +1  1st
  3  2nd
  +1  2nd
  3  3rd
  +1  3rd
  3  4th
  +1  4th
  3  5th
  +1  5th
  3  6th
  +1 6th
  3  7th
  +1  7th
  3  8th
  +1  8th
  3  9th
  +1  9th
  1  10th
  Bloodline Determines tradition, bloodline skills, granted spells, bloodline 
  spells, and blood magic.
  Spell Repertoire You know two 1st-level spells and four cantrips, plus one of 
  each from your bloodline. When you gain a new level of spells, gain your  
  bloodline spell and choose any other spells you gain.
  Signature Spells Choose one spell of each level to be a signature spell you 
  can cast with a higher or lower spell slot.
  Magical Fortitude Gain expert Fortitude.
  Lightning Reflexes Gain expert Reflex.
  Master Spellcaster Gain master spell attack rolls and spell DC.
  Resolve Gain master Will. Successes on Will saves are critical successes.
  Expert Spellcaster Gain expert spell attack rolls and spell DC.
  Defensive Robes Gain expert unarmored defense. 
  Weapon Specialization +2 damage if expert, +3 master, +4 legendary.
  Bloodline Paragon Gain a 10th-level spell slot. 
  Legendary Spellcaster Gain legendary spell attack rolls and spell DC.
  Alertness Gain expert Perception. 
  Simple Weapon Expertise Gain expert simple and unarmed.
  Tradition ___________________________________
  
  Hit Points
  Perception
  Skills Arcana and 2 + Int
  Armor Class
  Saving Throws
  DECEPTION
  PERFORMANCE
  ATHLETICS
  NATURE
  INTIMIDATION
  SOCIETY
  SURVIVAL
  ARCANA
  ACROBATICS
  MEDICINE
  DIPLOMACY
  RELIGION
  CRAFTING
  OCCULTISM
  LORE
  STEALTH
  THIEVERY
  LORE
  RESISTANCES AND IMMUNITIES
  CONDITIONS
  PROF
  ITEM
  E
  L
  T
  M
  MAX HP
  BT
  REFLEX
  ITEM
  DEX
  PROF
  WILL
  ITEM
  WIS
  PROF
  E
  L
  T
  M
  E
  L
  T
  M
  E
  L
  T
  M
  E
  L
  T
  M
  FORTITUDE
  ITEM
  CON
  PROF
  ITEM
  WIS
  PROF
  DYING
  WOUNDED
  CURRENT
  TEMPORARY
  Languages
  DEX
  CAP
  OR
  10
  DC BASE
  =
  Weapon Proficiencies
  E
  L
  T
  M
  SIMPLE
  E
  L
  T
  M
  UNARMED 
  E
  L
  T
  M
  SPELL
  E
  L
  T
  M
  OTHER
  E
  L
  T
  M
  MARTIAL
  STR
  MODIFIER
  STRENGTH
  SCORE
  DEX
  MODIFIER
  DEXTERITY
  SCORE
  CON
  MODIFIER
  CONSTITUTION
  SCORE
  INT
  MODIFIER
  INTELLIGENCE
  SCORE
  WIS
  MODIFIER
  WISDOM
  SCORE
  CHA
  MODIFIER
  CHARISMA
  SCORE
  Melee Strikes
  Weapon
  P
  S
  B
  PROF
  STR
  =
  E
  L
  T
  M
  ITEM
  Damage
  DICE
  STR
  W SPEC
  OTHER
  TRAITS
  Weapon
  P
  S
  B
  PROF
  STR
  =
  E
  L
  T
  M
  ITEM
  Damage
  DICE
  STR
  W SPEC
  OTHER
  TRAITS
  Weapon
  P
  S
  B
  PROF
  DEX
  =
  E
  L
  T
  M
  ITEM
  Damage
  DICE
  SPECIAL
  W SPEC
  OTHER
  TRAITS
  Weapon
  P
  S
  B
  PROF
  DEX
  =
  E
  L
  T
  M
  ITEM
  Damage
  DICE
  SPECIAL
  W SPEC
  OTHER
  TRAITS
  Ranged Strikes
  SENSES
  NOTES
  speed
  feet
  MOVEMENT TYPES & NOTES
  UNARMORED
  E
  L
  T
  M
  MEDIUM
  E
  L
  T
  M
  LIGHT
  E
  L
  T
  M
  HEAVY
  E
  L
  T
  M
  =
  E
  L
  T
  M
  INT
  PROF
  ITEM
  =
  E
  L
  T
  M
  STR
  PROF
  ITEM
  =
  E
  L
  T
  M
  INT
  PROF
  ITEM
  =
  E
  L
  T
  M
  CHA
  PROF
  ITEM
  =
  E
  L
  T
  M
  CHA
  PROF
  ITEM
  =
  E
  L
  T
  M
  CHA
  PROF
  ITEM
  =
  E
  L
  T
  M
  INT
  PROF
  ITEM
  =
  E
  L
  T
  M
  INT
  PROF
  ITEM
  =
  E
  L
  T
  M
  WIS
  PROF
  ITEM
  =
  E
  L
  T
  M
  WIS
  PROF
  ITEM
  =
  E
  L
  T
  M
  INT
  PROF
  ITEM
  =
  E
  L
  T
  M
  CHA
  PROF
  ITEM
  =
  E
  L
  T
  M
  WIS
  PROF
  ITEM
  =
  E
  L
  T
  M
  INT
  PROF
  ITEM
  =
  E
  L
  T
  M
  WIS
  PROF
  ITEM
  =
  E
  L
  T
  M
  DEX
  PROF
  ITEM
  =
  E
  L
  T
  M
  DEX
  PROF
  ITEM
  =
  E
  L
  T
  M
  DEX
  PROF
  ITEM
  Ability Scores
  HARDNESS
  Character 
  Sheet
  PROFICIENCY 
  Untrained +0
  Trained 2+Level
  Expert 4+Level
  Master 6+Level
  Legendary 8+Level
  � Single Action
  � Two-Action Activity
  � Three-Action Activity
  � Free Action
  � Reaction
  Player 
  Name
  Experience
  Points (XP)
  Character
  Name
  Shield
  Level
  Hero Points
  +
  MAX
  AC
  ARMOR
  -
  ARMOR
  -
  ARMOR
  -
  ARMOR
  -
  Ancestry and Heritage
  Background
  Alignment
  Deity
  Size
   CURRENT HP
  6+ CON PER LEVEL
  E
  L
  T
  M
  INT
  PROF
  10
  DC BASE
  =
  Spell DC
  Spell Attack
  E
  L
  T
  M
  INT
  PROF
  =
  SPELL
  DAMAGE
  W
  I
  Z
  A
  R
  D
  © 2019, Paizo Inc. Permission granted to photocopy this sheet.
  club, crossbow, dagger, heavy 
  crossbow, staff
  
  SPECIAL 1st
  FEAT 1st
  FEAT 9th
  HERITAGE 1st
  FEAT 13th
  FEAT 17th
  FEAT 5th
  Ancestry Feats and Abilities
  BACKGROUND
  4th
  8th
  16th
  2nd
  6th
  14th
  10th
  18th
  12th
  20th
  Skill Feats
  11th
  7th
  15th
  3rd
  19th
  General Feats
  Class Feats and Abilities
  Actions and Activities
  TRAITS
  PAGE
  NAME
  DESCRIPTION
  ACTIONS
  TRAITS
  PAGE
  NAME
  DESCRIPTION
  ACTIONS
  Free Actions and Reactions
  TRAITS
  PAGE
  NAME
  [fre
  TRIGGER 
  DESCRIPTION
  FREE ACTION
  REACTION
  TRAITS
  PAGE
  NAME
  [fre
  TRIGGER 
  DESCRIPTION
  FREE ACTION
  REACTION
  TRAITS
  PAGE
  NAME
  [fre
  TRIGGER 
  DESCRIPTION
  FREE ACTION
  REACTION
  FEAT 2nd
  FEAT 4th
  FEAT 6th
  FEAT 8th
  FEAT 10th
  FEAT 12th
  FEAT 14th
  FEAT 16th
  FEAT 18th
  FEAT 20th
  SPELLS
  1st
  3rd
  5th
  7th
  9th
  11th
  13th
  15th
  17th
  19th
  © 2019, Paizo Inc. Permission granted to photocopy this sheet.
   
  5  cantrips, 
  2  1st
  +1  1st
  2  2nd
  +1  2nd
  2  3rd
  +1  3rd
  2  4th
  +1  4th
  2  5th
  +1  5th
  2  6th
  +1  6th
  2  7th
  +1  7th
  2  8th
  +1 8th
  2  9th
  +1  9th
  1  10th
  —
  Arcane Bond                     
  Arcane School Gain an extra slot for each level you can cast, which can hold 
  only a spell of your school. Gain school spells. School _______________________ 
  ▫ Universalist Feat _______________________________________________________ 
  ___________________________________________________________________________
  Arcane Spellcasting Spellbook contains 10 arcane cantrips and 5 1st-level 
  arcane spells. When you level up, add 2 spells of any level you can cast.
  Arcane Thesis _____________________________________________________
  Lightning Reflexes Gain expert Reflex.
  Magical Fortitude Gain expert Fortitude.
  Master Spellcaster Gain master arcane spell attack rolls and spell DC.
  Resolve Gain master Will. Successes on Will saves are critical successes.
  Expert Spellcaster Gain expert proficiency in arcane spell attack 
  rolls and spell DC.
  Defensive Robes Gain expert unarmored defense. 
  Weapon Specialization +2 damage if expert, +3 master, +4 
  legendary.
  Archwizard’s Spellcraft Gain a 10th-level spell slot. 
  Legendary Spellcaster Gain legendary arcane spell attack rolls and  
  spell DC.
  Alertness Gain expert Perception. 
  Wizard Weapon Expertise Gain expert club, crossbow, dagger, 
  heavy crossbow, and unarmed staff.
  Drain Bonded Item � Frequency once per day; Requirements You haven’t acted yet on your turn. 
  Effect This turn, you can cast one spell you prepared today and already cast, without spending 
  a spell slot.
  ▫ Universalist You can use this once per day for each level.
  
  Aid �] DC 20 check to give a +1 circumstance bonus to assisted skill 
  check or attack roll (crit success: +2, +3 if master, +4 if legendary). 
  Crawl � (move) Move 5 feet while prone.
  Delay � Select this when your turn begins; take your turn later.
  Drop Prone � (move) Fall prone.
  Escape � (attack) Attempt to get free when grabbed, restrained, or 
  immobilized. Use unarmed attack modifier, Acrobatics, or Athletics.
  Interact � (manipulate) Grab an object, open a door, draw an item, or 
  do a similar action.
  Leap � (move) Jump horizontally 10 feet (15 feet if your Speed is 30 feet 
  or more), or vertically 3 feet and horizontally 5 feet.
  Ready � (concentrate) Prepare to take a single action or free action as 
  a reaction with a trigger you designate.
  Release � (manipulate) Release something you’re holding without 
  triggering reactions.
  Seek � (concentrate, secret) Scan an area for signs of creatures or objects 
  using Perception.
  Sense Motive � (concentrate, secret) See if a creature is lying. 
  Stand � (move) You stand up from prone. 
  Step � (move) Move 5 feet without triggering reactions.
  Stride � (move) Move up to your Speed.
  Strike � (attack) Attack with a weapon or unarmed attack.
  Take Cover � Gain cover, or get greater cover if you have cover.
  BASIC ACTIONS 	
  [Arrest a Fall �] Use Acrobatics to slow your fall while flying.
  [Avert Gaze �Get a +2 circumstance bonus against visual abilities.
  Burrow � (move) Move up to your burrow Speed.
  Fly � (move) Move up to your fly Speed. Moving upward counts as 
  traveling through difficult terrain. You can move straight down 10 feet 
  for every 5 feet of movement you spend. If you’re airborne at the end of 
  your turn and didn’t Fly this round, you fall.
  Grab an Edge [�] (manipulate) Try to catch something to stop a fall.
  Mount � (move) Get on an allied animal bigger than you to ride it.
  Point Out � (auditory, manipulate, visual) Reveal unobserved creature.
  Raise a Shield � Put up a shield to get its bonus to AC.
  SPECIALTY BASIC ACTIONS 	
  Spend 1 Hero Point to reroll a check and use the second result. This is a 
  fortune effect.
  Spend all your Hero Points to avoid death. You can do this when your 
  dying condition would increase. Lose the dying condition and stabilize 
  with 0 Hit Points. Don’t gain or increase your wounded value from losing 
  the dying condition in this way, but if you already had that condition you 
  don’t lose it or decrease it. 
  HERO POINTS	
  E Exploration action, D Downtime action
  AcrobAtics (Dex, Core 240) Balance �, Tumble Through �
  Trained Maneuver in Flight �, Squeeze E
  ArcAnA (Int, Core 241) Recall Knowledge � (Core 238)
  Trained Borrow an Arcane Spell E, Decipher Writing E (Core 234), 
  Identify Magic E (Core 238), Learn a Spell E (Core 238)
  AthlEtics (Str, Core 241) Climb �, Force Open �, Grapple �, 
  High Jump �, Long Jump �, Shove �, Swim �, Trip �
  Trained Disarm �
  crAfting (Int, Core 243) Recall Knowledge � (Core 238), Repair E
  Trained Craft D, Earn Income D (Core 236), Identify Alchemy E
  DEcEption (Cha, Core 245) Create a Diversion �, Impersonate E, Lie 
  Trained Feint �
  DiplomAcy (Cha, Core 246) Gather Information E, Make an Impression E, 
  Request �
  intimiDAtion (Cha, Core 247) Coerce E, Demoralize �
  lorE (Int, Core 247) Recall Knowledge � (Core 238)
  Trained Earn Income D (Core 236)
  mEDicinE (Wis, Core 248) Administer First Aid �, Recall Knowledge � 
  (Core 238)
  Trained Treat Disease D, Treat Poison �, Treat Wounds E 
  nAturE (Wis, Core 249) Command an Animal �, Recall Knowledge � 
  (Core 238)
  Trained Identify Magic E (Core 238), Learn a Spell E (Core 238) 
  occultism (Int, Core 249) Recall Knowledge � (Core 238)
  Trained Decipher Writing E (Core 234), Identify Magic E (Core 238), 
  Learn a Spell E (Core 238)
  pErformAncE (Cha, Core 250) Perform �
  Trained Earn Income D (Core 236)
  rEligion (Wis, Core 250) Recall Knowledge � (Core 238)
  Trained Decipher Writing E (Core 234), Identify Magic E (Core 238), 
  Learn a Spell E (Core 238)
  sociEty (Int, Core 250) Recall Knowledge � (Core 238), 
  Subsist D (Core 240)
  Trained Create Forgery D, Decipher Writing E (Core 234)
  stEAlth (Dex, Core 251) Conceal an Object �, Hide �, Sneak �
  survivAl (Wis, Core 252) Sense Direction  E, Subsist  D (Core 240)
  Trained Cover Tracks  E, Track  E
  thiEvEry (Dex, Core 253) Palm an Object �, Steal �
  Trained Disable a Device �, Pick a Lock �
  SKILL ACTIONS 	
  
  Blinded All terrain is difficult terrain. Automatically critically 
  fail Perception checks that require sight. Take a –4 status penalty to 
  Perception checks.
  Clumsy Status penalty to Dex-based checks and DCs equal to your 
  clumsy value.
  Deafened Automatically critically fail Perception checks that require 
  hearing. Take a –2 status penalty to Perception checks for initiative 
  and checks that involve sound but also other senses. If you perform an 
  auditory action, you must succeed at a DC 5 flat check or it is lost.
  Drained Status penalty on Con-based checks equal to your drained value. 
  Lose HP and reduce maximum HP equal to your level times the value. 
  When you regain HP by resting for 8 hours, the value is reduced by 1, 
  but you don’t immediately recover the lost HP.
  Enfeebled Status penalty to Str-based rolls and DCs equal to your 
  enfeebled value.
  Fatigued Take a –1 status penalty to AC and saves. During exploration, 
  you can’t take an exploration activity. Recover after a night’s rest.
  Frightened Status penalty to all checks and DCs equal to your frightened 
  CONDITIONS
  value. At the end of each of your turns, the value decreases by 1.
  Grabbed You’re flat-footed and immobilized. If you attempt a manipulate 
  action, you must succeed at a DC 5 flat check or it is lost.
  Persistent Damage Take this damage at the end of each of your turns, 
  then roll a DC 15 flat check to see if you recover. You or an ally can help 
  you recover, typically with 2 actions, allowing an additional flat check.
  Prone You’re flat-footed with a –2 circumstance penalty to attack rolls. 
  The only move actions you can take are Crawl and Stand. You can Take 
  Cover to gain greater cover against ranged attacks.
  Restrained You’re flat-footed and immobilized, and can’t use any actions 
  with the attack or manipulate traits except Escape or Force Open.
  Sickened Status penalty on all checks and DCs equal to your sickened 
  value. You can’t willingly ingest anything. You can attempt a Fortitude 
  save with an action, reducing the value by 1 if you succeed (2 on a 
  critical).
  Stupefied Status penalty to checks and DCs based on Int, Wis, or Cha 
  equal to your stupified value. Any spell you cast fails unless you succeed 
  at a flat check (DC = 5 + value).
  Knocked Out When reduced to 0 HP, move your initiative to directly 
  before the creature or effect that reduced you to 0 HP. Gain dying 1, or 
  dying 2 if the damage came from a critical hit or your critical failure on 
  a save. A nonlethal effect makes you unconscious at 0 HP and doesn’t 
  give you the dying condition.
  Dying You are unconscious. If you ever reach dying 4, you die. Attempt 
  a recovery check at the start of your turn to determine whether you 
  get better or worse. If you ever have 1 HP or more, you lose the 
  dying condition. Any time you lose the dying condition, increase your 
  wounded value by 1. If you take damage while dying, increase the dying 
  value by 1 (or 2 on an enemy’s critical success or your critical failure).
  Recovery Checks At the start of your turn when you’re dying, attempt a 
  flat check (DC 10 + your dying value).
  Critical Success Your dying value is reduced by 2.
  Success Your dying value is reduced by 1.
  Failure Your dying value increases by 1.
  Critical Failure Your dying value increases by 2.
  DEATH AND DYING
  Unconscious You can’t wake up from unconsciousness while you have 
  0 Hit Points. If you’re unconscious and have 1 or more Hit Points, you 
  wake up in one of five ways.
  • You take damage, provided the damage doesn’t reduce you to 0 
  HP.
  • You receive healing, other than natural healing from resting.
  • Someone nudges or shakes you awake with an Interact action.
  • If there’s loud noise, at the start of your turn attempt a Perception 
  check against the noise’s DC, waking up if you succeed. If creatures 
  are attempting to stay quiet, this uses their Stealth DC.
  • The GM decides you wake up either because you have had a restful 
  night’s sleep or something disrupted that restful sleep.
  Wounded Any time you gain the dying condition or increase it for any 
  reason, add your wounded value to the amount you gain or increase 
  your dying value. The wounded condition ends if you receive HP from 
  Treat Wounds, or if you’re restored to full HP and rest for 10 minutes.
  
  OPEN GAME LICENSE Version 1.0a
  The following text is the property of Wizards of the Coast, Inc. and is Copyright 2000 Wizards 
  of the Coast, Inc. (“Wizards”). All Rights Reserved.
  1. Definitions: (a) “Contributors” means the copyright and/or trademark owners who have 
  contributed Open Game Content; (b) “Derivative Material” means copyrighted material 
  including derivative works and translations (including into other computer languages), 
  potation, modification, correction, addition, extension, upgrade, improvement, compilation, 
  abridgment or other form in which an existing work may be recast, transformed or adapted; (c) 
  “Distribute” means to reproduce, license, rent, lease, sell, broadcast, publicly display, transmit 
  or otherwise distribute; (d) “Open Game Content” means the game mechanic and includes the 
  methods, procedures, processes and routines to the extent such content does not embody 
  the Product Identity and is an enhancement over the prior art and any additional content 
  clearly identified as Open Game Content by the Contributor, and means any work covered by 
  this License, including translations and derivative works under copyright law, but specifically 
  excludes Product Identity. (e) “Product Identity” means product and product line names, logos 
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  plots, thematic elements, dialogue, incidents, language, artwork, symbols, designs, depictions, 
  likenesses, formats, poses, concepts, themes and graphic, photographic and other visual or audio 
  representations; names and descriptions of characters, spells, enchantments, personalities, 
  teams, personas, likenesses and special abilities; places, locations, environments, creatures, 
  equipment, magical or supernatural abilities or effects, logos, symbols, or graphic designs; 
  and any other trademark or registered trademark clearly identified as Product identity by the 
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  “Trademark” means the logos, names, mark, sign, motto, designs that are used by a Contributor 
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  format, modify, translate and otherwise create Derivative Material of Open Game Content. 
  (h) “You” or “Your” means the licensee in terms of this agreement.
  2. The License: This License applies to any Open Game Content that contains a notice 
  indicating that the Open Game Content may only be Used under and in terms of this License. 
  You must affix such a notice to any Open Game Content that you Use. No terms may be 
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  the terms of this License.
  4. Grant and Consideration: In consideration for agreeing to use this License, the Contributors 
  grant You a perpetual, worldwide, royalty-free, non-exclusive license with the exact terms of 
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  5. Representation of Authority to Contribute: If You are contributing original material as 
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  13. Termination: This License will terminate automatically if You fail to comply with all 
  terms herein and fail to cure such breach within 30 days of becoming aware of the breach. 
  All sublicenses shall survive the termination of this License.
  14. Reformation: If any provision of this License is held to be unenforceable, such provision 
  shall be reformed only to the extent necessary to make it enforceable.
  15. COPYRIGHT NOTICE
  Open Game License v 1.0a © 2000, Wizards of the Coast, Inc.
  System Reference Document © 2000, Wizards of the Coast, Inc.; Authors: Jonathan Tweet, 
  Monte Cook, and Skip Williams, based on material by E. Gary Gygax and Dave Arneson.
  Pathfinder Core Rulebook (Second Edition) © 2019, Paizo Inc.; Designers: Logan Bonner, 
  Jason Bulmahn, Stephen Radney-MacFarland, and Mark Seifter.
  Pathfinder Character Sheet Pack (Second Edition) © 2019, Paizo Inc.; Author: Logan Bonner.
  PAIZO INC.
  Creative Directors • James Jacobs, Robert G. McCreary, and Sarah E. Robinson
  Director of Game Design • Jason Bulmahn
  Managing Developers • Adam Daigle and Amanda Hamon
  Organized Play Lead Developer • John Compton
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  Linda Zayas-Palmer
  Starfinder Design Lead • Owen K.C. Stephens
  Starfinder Society Developer • Thurston Hillman
  Senior Designer • Stephen Radney-MacFarland 
  Designers • Logan Bonner and Mark Seifter
  Managing Editor • Judy Bauer
  Editors • James Case, Leo Glass, Lyz Liddell, Adrian Ng, Lacy Pellazar, and Jason Tondro
  Art Director • Sonja Morris
  Senior Graphic Designers • Emily Crowell and Adam Vick
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  This product is compliant with the Open Game License (OGL) and is suitable for use 
  with the Pathfinder Roleplaying Game (Second Edition).
  Product Identity: The following items are hereby identified as Product Identity, as 
  defined in the Open Game License version 1.0a, Section 1(e), and are not Open Game 
  Content: All trademarks, registered trademarks, proper nouns (characters, deities, 
  locations, etc., as well as all adjectives, names, titles, and descriptive terms derived 
  from proper nouns), artworks, characters, dialogue, locations, organizations, plots, 
  storylines, and trade dress. (Elements that have previously been designated as Open 
  Game Content, or are exclusively derived from previous Open Game Content, or that 
  are in the public domain are not included in this declaration.)
  Open Game Content: Except for material designated as Product Identity (see above), 
  the game mechanics of this Paizo game product are Open Game Content, as defined 
  in the Open Game License version 1.0a, Section 1(d). No portion of this work other 
  than the material designated as Open Game Content may be reproduced in any form 
  without written permission.
  Pathfinder Character Sheet Pack (Second Edition) © 2019, Paizo Inc. All Rights 
  Reserved. Paizo, the Paizo golem logo, Pathfinder, the Pathfinder logo, Pathfinder 
  Society, and Starfinder are registered trademarks of Paizo Inc.; Pathfinder 
  Adventure Card Game, Pathfinder Adventure Card Society, Pathfinder Adventure 
  Path, Pathfinder Adventures, Pathfinder Cards, Pathfinder Combat Pad, Pathfinder 
  Flip-Mat, Pathfinder Flip-Tiles, Pathfinder Roleplaying Game, Pathfinder World 
  Guide, the Pathfinder P logo, and Starfinder Society are trademarks of Paizo Inc.
  Printed in China.
  GAME DESIGNER
  Logan Bonner
  COVER ARTIST
  Wayne Reynolds
  ART DIRECTION
  Sarah E. Robinson
  GRAPHIC DESIGN
  Emily Crowell
  
  RECORD YOUR GLORY!
  This product can be purchased as a PDF at paizo.com/pathfinder
  Printed in China. PZO2202
  Create characters of legend and organize your most epic adventures with the Pathfinder 
  Character Sheet Pack. This package includes:
  • A folder to store character sheets, with reference information such as game 
  actions, a summary of crucial conditions, and death and dying rules.
  • A specialized character sheet for each class from the Pathfinder Core Rulebook, 
  with class features and special actions already filled in.
  • One standard character sheet suitable for a character of any class.
  • Expanded sheets to track character inventory, campaign notes, and spells, plus a 
  specialized sheet for animal companions and alchemy books.
  OWNER
  PATHFINDER SOCIETY #
  
SOURCE: textdata/thevault/Pathfinder/2nd Edition/Core/PF 2E - Character Sheet Pack.pdf