Pathfinder

1E · Character sheet
Using this sheet

Numbers calculate from your entries. An underlined blue number is an override; clear it to restore the calculation. Temporary ability scores replace normal scores until cleared. Empty bonuses count as zero. Grey placeholders are examples, not saved character data.

Enter base attack and base saves from your classes. Armour and shields need their statistics entered below; item names do not change calculations. Their Max Dex limits AC only. Override combined penalties for load restrictions or other exceptions.

Tick a class skill to add +3 when it has at least one rank. Ranks are whole numbers, with a maximum equal to your Hit Dice (normally your total level). † marks skills normally requiring training; Knowledge allows untrained DC 10 checks. * applies the armour check penalty once, including Swim. Stealth and Fly include size modifiers. Put conditional bonuses, flying manoeuvrability, and Acrobatics speed adjustments in Misc or notes.

For Skill Focus, record the feat and add +3 to that skill's Misc entry, or +6 with 10 or more ranks. Enter other feat, trait, racial, and conditional bonuses yourself; writing a name does not apply its effects.

HP, feats, weapon attacks, and spell allotments are manual records. Carried weight adds the item, armour, shield, and other carried weight entries. Spell DCs use the selected casting ability; concentration adds caster level and that ability modifier. Cantrips and orisons are normally reusable. Slots, bonus spells, and preparation are entered separately. For another casting class, record its totals in the spell notes.

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Abilities

AbilityScoreNormal modTemp. scoreCurrent mod

Current modifiers use temporary scores while entered; otherwise they use normal modifiers. Overrides flow through to saves and skills.

Combat

Defence & modifiers

Armour / protective item
Shield / protective item

Other AC applies to all three AC values. Flat-footed AC drops positive Dex and dodge bonuses. Override individual totals for exceptions.

Enter worn armour and the shield in use. Their check penalties and spell failure chances add together. Override the combined check penalty and Dex to AC for stricter encumbrance limits or exceptions; armour and load penalties do not stack. Leave either Max Dex blank for no cap. Speed is a record.

Saving throws

SaveTotalBaseAbilityMagicMisc.Temp.

Attacks & combat manoeuvres

Attack baselines use BAB, ability, and size. Record full attack sequences, weapon bonuses, and damage in the weapon entries. CMB uses Dexterity at Tiny or smaller, Strength otherwise. CMD includes uncapped Dexterity, deflection, dodge, and negative AC components. Enter other applicable AC bonuses in CMD misc. Flat-footed CMD omits positive Dexterity and dodge. Use overrides for feats, conditions, and exceptions; an AC total override does not change CMD.

Skills

Tick class skills for +3 with ranks. Class box · Total · Ability · Ranks · Misc. † Training * Check penalty

Class / skillTotalAbilityRanksMisc.
Additional skill 1
Class skillTotalAbilityRanksMisc.
Additional skill 2
Class skillTotalAbilityRanksMisc.
Additional skill 3
Class skillTotalAbilityRanksMisc.

Weapons & attacks

Attack 1
Attack 1 · ammunition spent

Tick one box per round spent; clear when replenished. Thirty marks per track.

Attack 2
Attack 2 · ammunition spent

Tick one box per round spent; clear when replenished. Thirty marks per track.

Attack 3
Attack 3 · ammunition spent

Tick one box per round spent; clear when replenished. Thirty marks per track.

Attack 4
Attack 4 · ammunition spent

Tick one box per round spent; clear when replenished. Thirty marks per track.

Attack 5
Attack 5 · ammunition spent

Tick one box per round spent; clear when replenished. Thirty marks per track.

Equipment & character

Gear & possessions

Carried gear

ItemWeight

Other possessions

ItemWeight

Total weight adds carried gear rows, armour, shield, and other carried weight. Enter each item's full weight once, including weapons and coins. Other possessions are not counted. Use one unit throughout. Enter the upper limit for each load band. Lift overhead = heavy load; lift off ground = twice heavy load; push or drag = five times heavy load, before conditions.

Feats & special abilities

Feats

Name / descriptionPage

Special abilities

Name / descriptionPage

Starting languages normally include Common, racial languages, and one eligible bonus language per point of Intelligence bonus. Follow your race and class rules for choices and exceptions.

Character details

Traits

Spells

Per day is the class allotment; Bonus is additional spells. Used tracks the combined allotment. Record prepared copies or known spells below, with expended copies marked in the text. Cantrips and orisons are normally not expended when cast; record the number prepared or known and their names. Note class-specific exceptions below.

Level 0 · Cantrips & orisons

Level 1

Level 2

Level 3

Level 4

Level 5

Level 6

Level 7

Level 8

Level 9