⚔ Pathfinder 1e Character Sheet Archives of Nethys ↗ v—
⚙ Character Setup Select race, class & level → Apply to auto-fill BAB, saves, skills, traits
⚔ Weapon Quick-Fill Select weapon → slot → masterwork/enhancement → Fill
🛡 Armor & Shield Quick-Fill Select armor or shield → slot → Fill (auto-calculates AC Items on page 2)
🎒 Gear Quick-Add
✨ Magic Items Quick-Fill Rings, amulets, ioun stones, wondrous items → fills AC Items table or Gear
First Edition
Roleplaying Game — Character Sheet  · 
Ability Scores
AbilityScoreModTemp ScoreTemp Mod
STR
Strength
DEX
Dexterity
CON
Constitution
INT
Intelligence
WIS
Wisdom
CHA
Charisma
Hit Points
Initiative
Total = Dex Mod + Misc
Armor Class
Armor
Shield
Dex
Size
Natural
Deflect
Misc
Saving Throws
TotalBaseAbilityMagicMiscTemp
Fortitude
(Con)
Reflex
(Dex)
Will
(Wis)
Attack
BAB Spell Res.
CMB = BAB + Str + Size + Misc
CMD = BAB + Str + Dex + Size +10
Speed
Skills 1st rank in a class skill (CS) gives +3 bonus
CS Skill (Ability) Total Mod Rnk Misc
Languages Bold = racial default  ·  italic blue = bonus language choice  ·  ✓ = known
First Edition
Weapons & Combat — Page 2
Weapons Fill via Quick-Fill above · Attack and damage auto-calculate from BAB and ability scores slots
Wands, Staves & Combat Magic Track charges · Attack rolls auto-calculate (ray = DEX to hit, touch = STR) slots
Feats
Class Abilities
First Edition
Armor, Gear & Class Features — Page 3
AC Items & Armor Armor bonus auto-flows to AC on page 1
Item / Armor Bonus Type Max Dex Check Pen. Spell Fail Weight Properties / Notes
Totals 0 0 0 0
Gear
ItemWt.
Total Weight0
Light: lbs Medium: lbs Heavy: lbs
Character Traits Choose 2 at character creation (one may be a campaign trait)
Special Abilities & Racial Traits
Notes
Money
Experience Points
Spell Overview
LvlDC/DayBon
0
1
2
3
4
5
6
First Edition
Spells & Class Resources — Page 3 (optional)
Class Resources

Label each pool for your class: Fervor, Bombs/day, Arcane Pool, Rage rounds, Ki points, Grit, Panache, Luck, Channel Energy, etc.

Daily Abilities / Charges

Per-day abilities, wand charges, scrolls, potions used

Ability / ItemMaxUsed
Extracts (Alchemist) APG

Extracts work like spells but are brewed separately. Leave blank if not an Alchemist.

LevelPer DayINT bonusSlots
Formulae Book
Spellcasting

DC = 10 + spell level + ability modifier  |  Concentration = caster level + ability modifier

First Edition
Combat Reference — Page 4 (optional)  ·  Source: aonprd.com
Action Types CRB p.181

Normal round: 1 standard + 1 move, OR 1 full-round. Plus 1 swift and any free actions. A move action can always replace a standard action.

Standard
  • Attack (melee or ranged)
  • Cast a spell (standard casting time)
  • Use a spell-like / supernatural ability
  • Fight defensively (–4 atk / +2 dodge AC)
  • Total defense (no attacks / +4 dodge AC)
  • Use a magic item (wands, staves)
  • Aid another (+2 to ally atk or AC)
  • Activate a feat (if specified)
Move
  • Move up to your speed
  • Draw or sheathe a weapon
  • Pick up / retrieve a stored item
  • Open or close a door
  • Stand up from prone (provokes AoO)
  • Mount or dismount
  • 5-foot step: free, does not provoke AoO
Full-Round
  • Full attack (all iterative attacks)
  • Cast a spell with full-round casting time
  • Run (×4 speed; ×3 in heavy armor)
  • Withdraw (move ×2 speed; first square not AoO)
Swift  max 1/turn
  • Cast a quickened spell
  • Activate certain class abilities (Fervor, Judgment…)
  • Using an immediate on your turn = uses your swift
Immediate  any time, off-turn
  • Used off your turn → costs next turn's swift
  • Cannot be used while flat-footed
  • Examples: feather fall, certain feats & spells
Free
  • Drop an item · Speak briefly · Draw ammunition
  • Cease concentration · Minor interactions
Common Combat Modifiers CRB p.178
SituationEffect
Flanking+2 attack rolls
Charge+2 atk, –2 AC; straight line ≥10 ft
Fighting defensively–4 atk / +2 dodge AC
Total defenseNo attacks / +4 dodge AC
Cover+4 AC, +2 Reflex saves
Concealment (20%)20% miss chance
Total concealment (50%)50% miss; must guess square
Prone vs melee–4 AC vs melee
Prone vs ranged+4 AC vs ranged
TWF (no feat)–6 main / –10 off-hand
TWF (feat, light off)–4 main / –4 off-hand
Power Attack (BAB +1)–1 atk / +2 dmg (+3 two-handed); scales every 4 BAB
Shoot into melee–4 ranged (negated by Precise Shot)
Aid Another+2 to ally's atk or AC (standard, hit AC 10)
Attacks of Opportunity CRB p.180

1 AoO per round (more with Combat Reflexes). Resolves before triggering action.

Triggers: moving through a threatened square · casting a spell · using a ranged weapon in melee · standing up from prone · retrieving an item · using most skills while threatened.

Does NOT trigger: 5-foot step · withdraw action (first square only) · total defense · swift/free actions (usually) · spells with no somatic component (usually).

Concentration Checks CRB p.206
SituationDC
Damaged while casting10 + damage + spell level
Continuous damage10 + ½ damage + spell level
Cast defensively (no AoO)15 + 2× spell level
Grappled / pinned10 + grappler CMB + spell level
Entangled15 + spell level
Vigorous motion10 + spell level
Violent motion15 + spell level
Conditions aonprd.com
Blinded–2 AC, lose Dex to AC, –4 Str/Dex skills. Total concealment on all opponents (50% miss). DC 10 Acrobatics to move >half speed.
ConfusedRoll d% each turn: 01–25 normal, 26–50 do nothing, 51–75 attack nearest, 76–100 attack self. No AoO.
DazedNo actions. AC unchanged. Still threatens area.
Entangled–2 atk, –4 Dex, cannot move (usually). Casting: DC 15 + spell level Concentration.
Exhausted–6 Str & Dex. Cannot run or charge. After 1 h rest → Fatigued.
Fatigued–2 Str & Dex. Cannot run or charge. After 8 h rest → recovered.
Frightened–2 atk, saves, skills, ability checks. Must flee if possible.
GrappledCannot move. –2 atk, –4 Dex. No AoO, no two-handed actions. Casting: DC 10 + grappler CMB + spell level.
NauseatedCannot attack, cast, or concentrate. Only 1 move action/turn.
ParalyzedStr & Dex = 0. Helpless — melee attacks auto-crit. Flying creatures fall.
PinnedHelpless (–4 AC, lose Dex to AC). Verbal/mental only. Somatic spells need Concentration DC 10 + CMB + spell level.
Prone–4 melee atk. No ranged (except crossbow). –4 AC vs melee / +4 AC vs ranged. Standing up provokes AoO.
Shaken–2 atk, saves, skill checks, ability checks.
Sickened–2 atk, damage, saves, skill checks, ability checks.
StaggeredOnly 1 move OR standard/turn (not both, not full-round). Free/swift/immediate still ok.
StunnedDrop all held items. No actions. –2 AC, lose Dex to AC.
UnconsciousHelpless. 0 HP = disabled (1 action/turn; strenuous = 1 damage). Below 0 = dying (–1 HP/round). –CON = dead.
First Edition
Character Cheatsheet — Page 5 (optional)
My Go-To Actions

Your most-used moves in one place. Fill in once, reference every round.

Action / AbilityTypeRoll / DC / DamageNotes
Active Buffs & Conditions Tracker

Track temporary effects during a session. Erase between sessions.

Effect / SpellBonus / PenaltyDuration / Source
Carrying Capacity CRB p.170

Calculated from STR score on page 1. Medium load: –3 AC, max Dex +3, –3 check penalty, ×4 run. Heavy load: –6 AC, max Dex +1, –6 check penalty, ×3 run.

Spellcasting Quick Reference CRB p.205
Casting timeAction
1 standard actionStandard action; provokes AoO
1 full roundFull-round; effect at start of next turn
Swift / immediateSwift or immediate; does not provoke AoO
1 minute+Cannot be used in combat

Cast defensively: Concentration DC 15 + 2× spell level → no AoO. Failure wastes action; slot not lost.

Dismiss a spell: Standard action. Counterspell: Readied standard; same spell or Dispel Magic.

Common Skill DCs
SkillDC / Notes
Heal — stabiliseDC 15; stops dying
Heal — long restDC 15; 2×HP/level per 8 h
PerceptionOpposed by Stealth
Stealth–5 at full speed; opposed by Perception
Bluff — feintOpposed Sense Motive; success = target loses Dex to AC
Disable DeviceSimple lock DC 20 · Good lock DC 30
DiplomacyVaries by starting attitude; 1 minute minimum
Knowledge (recall)DC 10 basic; DC 15 uncommon; +5 per rarity tier
Climb (rope/ladder)DC 5; handholds DC 15; smooth wall DC 25
Swim (rough water)DC 15/round; stormy DC 20; fail by 5 = goes under
Campaign Notes / House Rules