Basic Info Name Alignment Lawful Good Neutral Good Chaotic Good Lawful Neutral Neutral Chaotic Neutral Lawful Evil Neutral Evil Chaotic Evil Portrait Race Size Fine Diminutive Tiny Small Medium Large Huge Gargantuan Colossal Type Aberration Animal Construct Dragon Fey Humanoid Magical Beast Monstrous Humanoid Ooze Outsider Plant Undead Vermin Subtype Languages Description Class / Racial HD I Class / Racial HD Name HD Hit Die (d) Hit Points Additional HP HP notes HP Calculation Calculate HP from direct input (from Hit Points fields of classes) Calculate HP with standard average (half HD x level + half HD) Calculate HP with pure rolls Calculate HP with high rolls only (3/4 of the Hit Die or above) BAB High (BAB = HD) Medium (BAB = 3/4 HD) Low (BAB = 1/2 HD) Fortitude High (1/2 HD + 2) Low (1/3 HD) Prestige Class High ((HD + 1) / 2) Prestige Class Low ((HD + 1) / 3) Reflex High (1/2 HD + 2) Low (1/3 HD) Prestige Class High ((HD + 1) / 2) Prestige Class Low ((HD + 1) / 3) Will High (1/2 HD + 2) Low (1/3 HD) Prestige Class High ((HD + 1) / 2) Prestige Class Low ((HD + 1) / 3) Additional Fortitude Additional Reflex Additional Will Additional to all Saves Fortitude notes Reflex notes Will notes All Saving Throws notes Favored Class bonus and notes Show More Classes Class / Racial HD II Class / Racial HD Name HD Hit Die (d) Hit Points Additional HP BAB High (BAB = HD) Medium (BAB = 3/4 HD) Low (BAB = 1/2 HD) Fortitude High (1/2 HD + 2) Low (1/3 HD) Prestige Class High ((HD + 1) / 2) Prestige Class Low ((HD + 1) / 3) Reflex High (1/2 HD + 2) Low (1/3 HD) Prestige Class High ((HD + 1) / 2) Prestige Class Low ((HD + 1) / 3) Will High (1/2 HD + 2) Low (1/3 HD) Prestige Class High ((HD + 1) / 2) Prestige Class Low ((HD + 1) / 3) Favored Class bonus and notes Class / Racial HD III Class / Racial HD Name HD Hit Die (d) Hit Points Additional HP BAB High (BAB = HD) Medium (BAB = 3/4 HD) Low (BAB = 1/2 HD) Fortitude High (1/2 HD + 2) Low (1/3 HD) Prestige Class High ((HD + 1) / 2) Prestige Class Low ((HD + 1) / 3) Reflex High (1/2 HD + 2) Low (1/3 HD) Prestige Class High ((HD + 1) / 2) Prestige Class Low ((HD + 1) / 3) Will High (1/2 HD + 2) Low (1/3 HD) Prestige Class High ((HD + 1) / 2) Prestige Class Low ((HD + 1) / 3) Favored Class bonus and notes Class / Racial HD IV Class / Racial HD Name HD Hit Die (d) Hit Points Additional HP BAB High (BAB = HD) Medium (BAB = 3/4 HD) Low (BAB = 1/2 HD) Fortitude High (1/2 HD + 2) Low (1/3 HD) Prestige Class High ((HD + 1) / 2) Prestige Class Low ((HD + 1) / 3) Reflex High (1/2 HD + 2) Low (1/3 HD) Prestige Class High ((HD + 1) / 2) Prestige Class Low ((HD + 1) / 3) Will High (1/2 HD + 2) Low (1/3 HD) Prestige Class High ((HD + 1) / 2) Prestige Class Low ((HD + 1) / 3) Favored Class bonus and notes Class / Racial HD V Class / Racial HD Name HD Hit Die (d) Hit Points Additional HP BAB High (BAB = HD) Medium (BAB = 3/4 HD) Low (BAB = 1/2 HD) Fortitude High (1/2 HD + 2) Low (1/3 HD) Prestige Class High ((HD + 1) / 2) Prestige Class Low ((HD + 1) / 3) Reflex High (1/2 HD + 2) Low (1/3 HD) Prestige Class High ((HD + 1) / 2) Prestige Class Low ((HD + 1) / 3) Will High (1/2 HD + 2) Low (1/3 HD) Prestige Class High ((HD + 1) / 2) Prestige Class Low ((HD + 1) / 3) Favored Class bonus and notes Ability Scores Strength Additional Str Str notes Dexterity Additional Dex Dex notes Constitution Additional Con Con notes Intelligence Additional Int Int notes Wisdom Additional Wis Wis notes Charisma Additional Cha Cha notes Ability Score notes Speed Base Speed Speed in Armor Normal reductions Ignore up to medium armor Ignore up to heavy armor Additional Land Speed I Additional Land Speed I in Armor Reduced to 0 in any armor Reduced to 0 in medium armor Reduced to 0 in heavy armor Normal reductions (after adding it to Base Speed) Ignore armor Additional Land Speed II Additional Land Speed II in Armor Reduced to 0 in any armor Reduced to 0 in medium armor Reduced to 0 in heavy armor Normal reductions (after adding it to Base Speed) Ignore armor Climb Speed Swim Speed Burrow Speed Flight Speed Speed notes Senses Lowlight Vision Darkvision See in Darkness Blindsense Blindsight Scent Keen Scent Tremorsense Greensight Lifesense Thoughtsense Mistsight X-Ray Vision Senses notes Initiative Additional Initiative Initiative notes Defenses Damage Reduction Spell Resistance Fast Healing Regeneration Resistances Immunities Weaknesses Other Defenses Skills Skill Points per HD from Class / Racial HD I Skill Points per HD from Class / Racial HD II Skill Points per HD from Class / Racial HD III Skill Points per HD from Class / Racial HD IV Skill Points per HD from Class / Racial HD V Additional Fixed Skill Points Additional Skill Points per HD Total available Skill Points Acrobatics class skill Acrobatics ranks Acrobatics added bonus Acrobatics notes Appraise class skill Appraise ranks Appraise added bonus Appraise notes Bluff class skill Bluff ranks Bluff added bonus Bluff notes Climb class skill Climb ranks Climb added bonus Climb notes Craft I class skill Craft I specialization Craft I ranks Craft I added bonus Craft I notes Craft II class skill Craft II specialization Craft II ranks Craft II added bonus Craft II notes Craft III class skill Craft III specialization Craft III ranks Craft III added bonus Craft III notes Diplomacy class skill Diplomacy ranks Diplomacy added bonus Diplomacy notes Disable Device class skill Disable Device ranks Disable Device added bonus Disable Device notes Disguise class skill Disguise ranks Disguise added bonus Disguise notes Escape Artist class skill Escape Artist ranks Escape Artist added bonus Escape Artist notes Fly class skill Fly ranks Fly added bonus Fly notes Handle Animal class skill Handle Animal ranks Handle Animal added bonus Handle Animal notes Heal class skill Heal ranks Heal added bonus Heal notes Intimidate class skill Intimidate ranks Intimidate added bonus Intimidate notes Knowledge (Arcana) class skill Knowledge (Arcana) ranks Knowledge (Arcana) added bonus Knowledge (Arcana) notes Knowledge (Dungeoneering) class skill Knowledge (Dungeoneering) ranks Knowledge (Dungeoneering) added bonus Knowledge (Dungeoneering) notes Knowledge (Engineering) class skill Knowledge (Engineering) ranks Knowledge (Engineering) added bonus Knowledge (Engineering) notes Knowledge (Geography) class skill Knowledge (Geography) ranks Knowledge (Geography) added bonus Knowledge (Geography) notes Knowledge (History) class skill Knowledge (History) ranks Knowledge (History) added bonus Knowledge (History) notes Knowledge (Local) class skill Knowledge (Local) ranks Knowledge (Local) added bonus Knowledge (Local) notes Knowledge (Nature) class skill Knowledge (Nature) ranks Knowledge (Nature) added bonus Knowledge (Nature) notes Knowledge (Nobility) class skill Knowledge (Nobility) ranks Knowledge (Nobility) added bonus Knowledge (Nobility) notes Knowledge (Planes) class skill Knowledge (Planes) ranks Knowledge (Planes) added bonus Knowledge (Planes) notes Knowledge (Religion) class skill Knowledge (Religion) ranks Knowledge (Religion) added bonus Knowledge (Religion) notes Linguistics class skill Linguistics ranks Linguistics added bonus Linguistics notes Perception class skill Perception ranks Perception added bonus Perception notes Perform I class skill Perform I specialization Perform I ranks Perform I added bonus Perform I notes Perform II class skill Perform II specialization Perform II ranks Perform II added bonus Perform II notes Perform III class skill Perform III specialization Perform III ranks Perform III added bonus Perform III notes Profession I class skill Profession I specialization Profession I ranks Profession I added bonus Profession I notes Profession II class skill Profession II specialization Profession II ranks Profession II added bonus Profession II notes Profession III class skill Profession III specialization Profession III ranks Profession III added bonus Profession III notes Ride class skill Ride ranks Ride added bonus Ride notes Sense Motive class skill Sense Motive ranks Sense Motive added bonus Sense Motive notes Sleight of Hand class skill Sleight of Hand ranks Sleight of Hand added bonus Sleight of Hand notes Spellcraft class skill Spellcraft ranks Spellcraft added bonus Spellcraft notes Stealth class skill Stealth ranks Stealth added bonus Stealth notes Survival class skill Survival ranks Survival added bonus Survival notes Swim class skill Swim ranks Swim added bonus Swim notes Use Magic Device class skill Use Magic Device ranks Use Magic Device added bonus Use Magic Device notes Additional Bonus to all Skills Skill Points notes Armor Class Armor Armor Name Armor weight category None Light Medium Heavy Armor Bonus Maximum Dexterity Armor Penalty Arcane Spell Failure Chance If the armor is masterwork or magical, insert the normal Armor Penalty value, then check the Masterwork option and set the Enhancement Bonus as appropriate. Setting the Enhancement Bonus without checking the Masterwork option won't reduce the Armor Penalty because some conditions may create magical non-masterwork armors. Proficiency Masterwork Armor Agile Armor Enhancement Bonus Armor notes Shield Shield Name Shield weight category None Light Heavy Tower Shield Bonus Maximum Dexterity Shield Penalty Arcane Spell Failure Chance If the shield is masterwork or magical, insert the normal Shield Penalty value, then check the Masterwork option and set the Enhancement Bonus as appropriate. Setting the Enhancement Bonus without checking the Masterwork option won't reduce the Shield Penalty because some conditions may create magical non-masterwork shields. Proficiency Masterwork Shield Enhancement Bonus Shield notes Other Dodge Natural Armor Deflection Other bonuses to AC AC notes Combat Maneuvers CMB Bull Rush Bonus Disarm Bonus Grapple Bonus Overrun Bonus Sunder Bonus Trip Bonus Dirty Trick Bonus Drag Bonus Reposition Bonus Steal Bonus Additional CMB Bonus CMB notes CMD Vs. Bull Rush Bonus Vs. Disarm Bonus Vs. Grapple Bonus Vs. Overrun Bonus Vs. Sunder Bonus Vs. Trip Bonus Vs. Dirty Trick Bonus Vs. Drag Bonus Vs. Reposition Bonus Vs. Steal Bonus Additional CMD Bonus CMD notes Attacks Attack Name Attack Type Melee Melee Touch Distance (Thrown) Distance (Projectile) Distance Touch Hit Modifier Str Dex Con Int Wis Cha None Attack Damage Dice Damage Modifier 1/2 Str (off-hand) Str (1 hand or Comp. Bow) Str x1.5 (2 hands) Str x2 (rare) Dex Con Int Wis Cha None Additional Effects Critical Range Critical Multiplier In Attack Damage Dice, list dice without added Str bonus or such, unless the primary type of damage of the attack is something unusual, like "1d4 Con drain". In Additional Effects, list other dice or special effects, like "+ 1d6 Fire", "+ Rend (2 Claws, 2d6)", or "+ Poison". Range Increment Maximum Range For thrown weapons, the normal max range is at 5 increments (Range Increment value x6); for projectile weapons, it is at 10 increments (Range Increment value x11). If the attack is a weapon with normal range rules, leave Maximum Range at 0. Composite Bow Composite Bow Strength If your Str bonus is less than the Str rating of the composite bow, you take a –2 penalty on attacks. Proficiency Masterwork Weapon Enhancement Bonus If the weapon is magical, leaving the Masterwork option unchecked is not important if an Enhancement bonus is set. Additional Hit Bonus for this attack Additional Dmg Bonus for this attack Notes for this attack Additional Bonus for all attacks (and CMB) Additional Dmg for all attacks Notes for all attacks Show More Attacks Attack II Attack Name Attack Type Melee Melee Touch Distance (Thrown) Distance (Projectile) Distance Touch Hit Modifier Str Dex Con Int Wis Cha None Attack Damage Dice Damage Modifier 1/2 Str (off-hand) Str (1 hand or Comp. Bow) Str x1.5 (2 hands) Str x2 (rare) Dex Con Int Wis Cha None Additional Effects Critical Range Critical Multiplier In Attack Damage Dice, list dice without added Str bonus or such, unless the primary type of damage of the attack is something unusual, like "1d4 Con drain". In Additional Effects, list other dice or special effects, like "+ 1d6 Fire", "+ Rend (2 Claws, 2d6)", or "+ Poison". Range Increment Maximum Range For thrown weapons, the normal max range is at 5 increments (Range Increment value x6); for projectile weapons, it is at 10 increments (Range Increment value x11). If the attack is a weapon with normal range rules, leave Maximum Range at 0. Composite Bow Composite Bow Strength If your Str bonus is less than the Str rating of the composite bow, you take a –2 penalty on attacks. Proficiency Masterwork Weapon Enhancement Bonus If the weapon is magical, leaving the Masterwork option unchecked is not important if an Enhancement bonus is set. Additional Hit Bonus for this attack Additional Dmg Bonus for this attack Notes for this attack Attack III Attack Name Attack Type Melee Melee Touch Distance (Thrown) Distance (Projectile) Distance Touch Hit Modifier Str Dex Con Int Wis Cha None Attack Damage Dice Damage Modifier 1/2 Str (off-hand) Str (1 hand or Comp. Bow) Str x1.5 (2 hands) Str x2 (rare) Dex Con Int Wis Cha None Additional Effects Critical Range Critical Multiplier In Attack Damage Dice, list dice without added Str bonus or such, unless the primary type of damage of the attack is something unusual, like "1d4 Con drain". In Additional Effects, list other dice or special effects, like "+ 1d6 Fire", "+ Rend (2 Claws, 2d6)", or "+ Poison". Range Increment Maximum Range For thrown weapons, the normal max range is at 5 increments (Range Increment value x6); for projectile weapons, it is at 10 increments (Range Increment value x11). If the attack is a weapon with normal range rules, leave Maximum Range at 0. Composite Bow Composite Bow Strength If your Str bonus is less than the Str rating of the composite bow, you take a –2 penalty on attacks. Proficiency Masterwork Weapon Enhancement Bonus If the weapon is magical, leaving the Masterwork option unchecked is not important if an Enhancement bonus is set. Additional Hit Bonus for this attack Additional Dmg Bonus for this attack Notes for this attack Attack IV Attack Name Attack Type Melee Melee Touch Distance (Thrown) Distance (Projectile) Distance Touch Hit Modifier Str Dex Con Int Wis Cha None Attack Damage Dice Damage Modifier 1/2 Str (off-hand) Str (1 hand or Comp. Bow) Str x1.5 (2 hands) Str x2 (rare) Dex Con Int Wis Cha None Additional Effects Critical Range Critical Multiplier In Attack Damage Dice, list dice without added Str bonus or such, unless the primary type of damage of the attack is something unusual, like "1d4 Con drain". In Additional Effects, list other dice or special effects, like "+ 1d6 Fire", "+ Rend (2 Claws, 2d6)", or "+ Poison". Range Increment Maximum Range For thrown weapons, the normal max range is at 5 increments (Range Increment value x6); for projectile weapons, it is at 10 increments (Range Increment value x11). If the attack is a weapon with normal range rules, leave Maximum Range at 0. Composite Bow Composite Bow Strength If your Str bonus is less than the Str rating of the composite bow, you take a –2 penalty on attacks. Proficiency Masterwork Weapon Enhancement Bonus If the weapon is magical, leaving the Masterwork option unchecked is not important if an Enhancement bonus is set. Additional Hit Bonus for this attack Additional Dmg Bonus for this attack Notes for this attack Attack V Attack Name Attack Type Melee Melee Touch Distance (Thrown) Distance (Projectile) Distance Touch Hit Modifier Str Dex Con Int Wis Cha None Attack Damage Dice Damage Modifier 1/2 Str (off-hand) Str (1 hand or Comp. Bow) Str x1.5 (2 hands) Str x2 (rare) Dex Con Int Wis Cha None Additional Effects Critical Range Critical Multiplier In Attack Damage Dice, list dice without added Str bonus or such, unless the primary type of damage of the attack is something unusual, like "1d4 Con drain". In Additional Effects, list other dice or special effects, like "+ 1d6 Fire", "+ Rend (2 Claws, 2d6)", or "+ Poison". Range Increment Maximum Range For thrown weapons, the normal max range is at 5 increments (Range Increment value x6); for projectile weapons, it is at 10 increments (Range Increment value x11). If the attack is a weapon with normal range rules, leave Maximum Range at 0. Composite Bow Composite Bow Strength If your Str bonus is less than the Str rating of the composite bow, you take a –2 penalty on attacks. Proficiency Masterwork Weapon Enhancement Bonus If the weapon is magical, leaving the Masterwork option unchecked is not important if an Enhancement bonus is set. Additional Hit Bonus for this attack Additional Dmg Bonus for this attack Notes for this attack Feats and Abilities Special Abilities Feats Racial Traits Character Traits Spells Class I Spell Ability Score Intelligence Wisdom Charisma Caster Level None CL = Class Level CL = Class Level - 3 CL = total HD (rare) CL (manual input) If you enter a CL manually, the Caster Level field will be ignored. Caster Level Notes Concentration Notes Spell DC Notes Class II Spell Ability Score Intelligence Wisdom Charisma Caster Level None CL = Class Level CL = Class Level - 3 CL = total HD (rare) CL (manual input) Class III Spell Ability Score Intelligence Wisdom Charisma Caster Level None CL = Class Level CL = Class Level - 3 CL = total HD (rare) CL (manual input) Class IV Spell Ability Score Intelligence Wisdom Charisma Caster Level None CL = Class Level CL = Class Level - 3 CL = total HD (rare) CL (manual input) Class V Spell Ability Score Intelligence Wisdom Charisma Caster Level None CL = Class Level CL = Class Level - 3 CL = total HD (rare) CL (manual input) Spells Known and Prepared Level 0 Spells Level 1 Spells Level 2 Spells Level 3 Spells Level 4 Spells Level 5 Spells Level 6 Spells Level 7 Spells Level 8 Spells Level 9 Spells Equipment Coins, gems, and treasures Magic Equipment Normal Equipment Belt pouchs and quick slots Stored Items Other possessions A humanoid-shaped body can be decked out in magic gear consisting of one item from each of the following groups, keyed to which slot on the body the item is worn. Armor: suits of armor. Belts: belts and girdles. Body: robes and vestments. Chest: mantles, shirts, and vests. Eyes: eyes, glasses, and goggles. Feet: boots, shoes, and slippers. Hands: gauntlets and gloves. Head: circlets, crowns, hats, helms, and masks. Headband: headbands and phylacteries. Neck: amulets, brooches, medallions, necklaces, periapts, and scarabs. Ring (up to two): rings. Shield: shields. Shoulders: capes and cloaks. Wrist: bracelets and bracers. Of course, a character may carry or possess as many items of the same type as he wishes. However, additional items beyond those in the slots listed above have no effect. Some items can be worn or carried without taking up a slot on a character's body. The description of an item indicates when an item has this property. Export Data Import Data