Reference

Actions
Single Action
2-Action Activity
3-Action Activity
Reaction
Free Action

CRB p17


Stride Move up to your speed.

Step Carefully step 5ft without provoking reactions.

Strike Attack with a weapon or unarmed. On a critical success, deal double damage and possibly other effects.

Release Drop an item or take one hand off a weapon. Does not trigger reactions.

Delay Postpone your turn until later; jump in as a free action. You cannot use reactions until then.

Aid Attempt a check to assist an ally with a check - at the risk of hindering them on a failure.

Ready Prepare an action to take outside your turn on a certain trigger.

CRB p470

Proficiency
Untrained

No bonus

Trained

Level + 2

Expert

Level + 4

Master

Level + 6

Legendary

Level + 8


Checks
d20+Bonus≥Difficulty
≥ AC/DC + 10
≥ AC/DC
< AC/DC
≤ AC/DC - 10
Critical
Success
Success
Failure
Critical
Failure

Roll 20: one step higher

Roll 1: one step lower

CRB p444


Basic Saving Throw
0

No effect

½

Damage

1 ×

Damage

2 ×

Damage

CRB p449

Action traits

RageMust be raging to use this ability.

Image © Paizo Publishing

Image © Paizo Publishing
1

3
XP
Image © Paizo Publishing
Character Name
Level
Abilities
STR
DEX
CON
INT
WIS
CHA
Proficiency
0

Character

Ancestry
Background
Class
Archetypes

of

3

of

3

Skills

Acrobatics
=
DEX
–
Arcana
=
INT
Athletics
=
STR
–
Crafting
=
INT
Deception
=
CHA
Diplomacy
=
CHA
Intimidation
=
CHA
Lore:
=
INT
Medicine
=
WIS
Nature
=
WIS
Occultism
=
INT
Performance
=
CHA
Religion
=
WIS
Society
=
INT
Stealth
=
DEX
–
Survival
=
WIS
Thievery
=
DEX
–

Skill Actions

Perception

Perception
=
WIS
+
+
+

2

Speed

Stride

Speed

Actions

Focus

1
2
Focus Level
=
÷ 2
Focus Points
+
1
pt

Weapons

7
Weapon Specialisation
+2
+3
+4
15
Greater Weapon Specialisation
+4
+6
+8

Attacks

Multi-Attack Penalty
-5
-10
Agile
-4
-8
=
=
=
#
=
#

Health

Hit Points
hp
=
+ (
+
CON
+
) ×
+
hp
hp

Armour Class

Armour Class
AC
=10 +
DEX
+
+
+
+
+
+
AC

Raise Shield

+
AC

Shield Block

hp
hp

Shield
Armour

Saving Throws

Fortitude
FORT
=
CON
Reflex
REF
=
DEX
Will
WILL
=
WIS

Effects
#

3

Ancestry

Human

HumanoidHuman

25ft
Heritage
Beastkin

BeastkinBeast

Change Shape Change between your humanoid and hybrid shapes.

Jaws
1d4

Piercing

AgileBrawlingFinesseUnarmed

Jaws while in hybrid shape

Ethnicity
1
5
9
13
17

Background

Emissary

Trained in Society

As a diplomat or messenger, you traveled to lands far and wide. Communicating with new people and forming alliances were your stock and trade.

CRB p61


Background Skill Feat
Multilingual
Feat

General Feats

3
7
11
15
19

Skill Feats

2
6
10
14
18
4
8
12
16
20

Notes

Proficiencies


4

Gunslinger

Gunslinger's Way

Slinger's Reload
Initial Deed
9
Advanced Deed
15
Greater Deed

Singular Expertise

Proficiency in unarmed attacks and weapons other than firearms and crossbows can't be higher than trained.

5

Proficiency limit is expert

13

Proficiency limit is master

Stubborn

3

When you fail a Will save against a controlled condition, get a second save at the start of your next turn.

Shootist's Edge

17

When master with a ranged weapon, ignore range penalty up to third range increment.


Firearms

=
DEX
#
#

Fort save or be stunned 1

=
DEX
#
#

Fort save or be stunned 1

=
DEX
#
#

Fort save or be stunned 1

Misfire
DC 5

Flat check when you fire a gun that was fired a previous day and not cleaned since.

If you fail the check, your weapon misfires and jams. The attack is a critical failure.


Clear a jammed weapon
1
Clean weapons

Gunslinger Feats

1
4
8
12
16
20
2
6
10
14
18

5

Inventory

Kit
Items
Backpack
-2

Bulk

Expendables
B
=5 +
STR

Armour

–
–
ft

Shield

hp
hp

Image © Paizo Publishing

Money

pp
gp
sp
cp
Total
cp

Scrolls


Invested Items

1
2
3
4
5
6
7
8
9
10

Potions

#
#
#
#
#
#
#
#
#

6

Character Background

Origins

Attitude:
 Helpful
·
Friendly
·
Indifferent
·
Unfriendly
·
Hostile

Portrait

Image © Paizo Publishing

Affiliations

Appearance

Personality


Friends & Foes


7

Level Up

Step One

Increase your level by 1 and subtract 1000 XP.

Step Two

Increase your maximum Hit Points.

Gain Hit Points
+
hp
=
+
CON
+

Step Three

Add class features from your class advancement table.

Ability boost

At levels 5, 10, 15 and 20, boost 4 different ability scores. Increase by 1 if the score is already 18 or above, or 2 if not.

Skill increase

At select levels, increase proficiency in one skill.

7

May increase a skill to master.

15

May increase a skill to legendary.

Step Four

Select feats as indicated on your class advancement table.

Ancestry feats

CRB p33

Class feats

CRB p66

General feats

CRB p255 5-1

Skill feats

CRB p255 5-2

Step Five

Add spells and spell slots if your class grants spellcasting.

Spells

CRB p297

Focus Spells

CRB p386

Step Six

Increase all of your proficiency bonuses, and add proficiencies from skill increases or other class features.

0

Increase any statistics that changed as a result of ability boosts or other abilities.

Step Seven

Adjust bonuses from feats and other abilities that are based on your level.

Advancement


1
2
3
4
5
6
7

Weapon Specialisation

8
9
10
11
12
13
14
15

Greater Weapon Specialisation

16
17
18
19
20

Retraining

With your GM's permission, you can retrain certain features.

Feats
1

Replace one feat with another of the same type and appropriate level.

Skills
1

Swap out one of your skill proficiency ranks, including initial skills.

The new proficiency rank cannot exceed the rank you traded away.

Class features
1

Change a class choice. GM will tell you how long this takes — always at least a month.


GM Screen Hanger
AC
+
FORT
REF
WILL
Mini
Player Standee
Gunslinger

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