Tinker
Table 1: Tinker Advancement
Your Level | Class Feature |
---|---|
1 | Ancestry and background, initial proficiencies, tinkering, blueprint book, tinker guild, tinker feat |
2 | Skill feat, tinker feat |
3 | General feat, great fortitude, skill increase |
4 | Skill feat, tinker feat |
5 | Ability boosts, ancestry feat, guild journeyman, skill increase, weapon expertise |
6 | Skill feat, tinker feat |
7 | General feat, resolve, skill increase, weapon specialization |
8 | Skill feat, tinker feat |
9 | Ancestry feat, guild adept, tinker expertise, skill increase |
10 | Ability boosts, skill feat, tinker feat |
11 | Alertness enhancement expert, evasion, general feat,, skill increase |
12 | Skill feat, tinker feat |
13 | Ancestry feat, armor expertise, armor expertise, quick adjustment, skill increase, weapon mastery |
14 | Skill feat, tinker feat |
15 | Ability boosts, guild master, greater resolve, general feat, skill increase |
16 | Skill feat, tinker feat |
17 | Ancestry feat, perfected enhancements, greater weapon specialization, skill increase |
18 | Skill feat, tinker feat |
19 | Armor mastery, general feat, deos ex, skill increase |
20 | Ability boosts, skill feat, tinker feat |
Class Features
You gain these abilities as a tinker. Abilities gained at higher levels list the levels at which you gain them next to the features' names.
Ancestry and Background
In addition to the abilities provided by your class at 1st level, you have the benefits of your selected ancestry and background, as described in Chapter 2.
Initial Proficiencies
At 1st level, you gain a number of proficiencies that represent your basic training. These proficiencies are noted at the start of this class.
When you select your tinkers' guild, you gain additional attack and defense proficiencies and possibly, higher hit points.
Tinkering
You understand the inner workings of machines. You have a strong grasp of the fundamental machines, levers, wheels and axles, pulleys, inclined planes, wedges, screws, and clockwork mechanisms. You can use these principles and the junk laying around almost anywhere to create incredible machines. You can create devices with the Craft activity or you can use components to craft improvised devices quickly and at no cost. You also know who to modify weapons armor to make them more powerful and easier to use; even if no one else understands how to use them...
You gain the Tinker Crafting feat (page ...), even if you don't meet the features prerequisites, and you gain four common 1st-level tinker device blueprints granted by the feat. The catalog of tinker devices begins on page ... You can use this feat to create tinker items as long as you have the items' blueprints in your blueprint book.
Improvised Devices
You scavenge for components throughout the day, finding them in junk piles and your own broken devices. Over the course of an adventuring day, you find enough components to fill a number of small bags equal to your level + Intelligence modifier. During your daily preparations, you can spend these components to create any gizmos you have a blueprint for. Each gizmo takes one bag of components and must be equal to or less than your level. You do not need to pass a crafting check to create these gizmos.
Such gizmos are fragile and must be maintained. During you daily preparations, you must spend the same number of component bags used to create the device in order to maintain it. If you do not, the device ceases to function. You do not gain additional components from broken gizmos.
Blueprint Book
A tinker keeps meticulous records of the blueprints for every device they can create. You start with a standard blueprint (formula) book worth 10 sp or less (as detailed on page 290 of the Core Rulebook) for free. The blueprint book contains the blueprints for two common 1st-level tinker items of your choice, in addition to those you gained from Tinker Crafting and your tinker guild. The catalog of tinker items begins on page ...
Each time you gain a level, you can add the blueprints for two common tinker items to your blueprint book. These new blueprints can be for any level of item you can create. You learn these blueprints automatically, but it's also possible to find or buy additional blueprints in settlements or from other tinkers, or to invent them with the Inventor feat (page 262 Core Rulebook).
Tinker Guilds
Tinkers tend to specialize in specific areas. The following are tinker guilds you can choose from. Each offers its own benefits.
Gadgeteers' Guild
Gadgeteers improve existing items and work to invent entirely new ways of solving problems. They add features to ordinary items include weapons, armor, and tools. They create new tools to improve their livelihood, effectiveness in combat, and many other things. You start with the blueprints for two 1st-level gadget in your blueprint book, in addition to your other blueprints. You may also create improvised gadgets using your components in the same way you create gizmos.
Because members of this guild tends to engage in martial combat, you gain the following:
- Your hit points increase to 10 plus your Constitution Modifier.
- You gain proficiency in all common simple and martial melee weapons and crossbows, although they must be modified.
- You gain proficiency in light and medium armor, although it must be modified.
Design Notes
A gadgeteer should feel like a person who always has the right tool in their car. They should carry a wide array of devices that they can deploy to achieve various effects. The gadgeteer should feel like batman.
Clockmakers' Guild
Clockmakers work with complex devices to create clockwork automations. They create these devices that automate repetitive tasks. Some are even able to create clockwork mechanisms complex enough to mimic basic intelligence.
You gain the Clockwork Companion feat for free and start with a basic clockwork companion with the following changes:
- Increase the Strength, Dexterity, Constitution, or Wisdom score by 1 in addition to the standard increase.
- The Hit Points gained per level increase to 6 plus the companions Constitution modifier.
- If your companion is destroyed and you have access to the remains, you can rebuild it with one day of down time.
- While riding a clockwork companion, you cannot be targeted by an attack or effect that forces a saving throw. Instead, you always take half the damage your companion takes.
- Your companions base AC increases from 10 to 12.
Design Notes
The clockmaker should rely on his companion more than his own abilities. They likely stay away from combat while their companion fights for them. They probably do not carry many tools but build them into their companion instead. As such, they should never be separated from their companion for very long. In the end, they should probably be able to ride their companion into any situation. The clockmaker should have a Big Hero 6 feel.
Tinker Feats
At 1st level and every even-numbered level thereafter, you gain a tinker class feat. Tinker class feats are described beginning on page ...
Skill Feats 2nd
At 2nd level and every 2 levels thereafter, you gain a skill feat. Skill feats can be found in Chapter 5 of the Core Rulebook and have the skill trait. You must be trained or better in the corresponding skill to select a skill feat.
General Feats 3rd
At 3rd level and every 4 levels thereafter, you gain a general feat. General feats are listed in Chapter 5.
Great Fortitude 3rd
Your physique is incredibly hardy. Your proficiency rank for Fortitude saves increases to expert.
Skill Increases 3rd
At 3rd level and every 2 levels thereafter, you gain a skill increase. You can use this increase either to increase your proficiency rank to trained in one skill you're untrained in, or to increase your proficiency rank in one skill in which you're already trained to expert.
At 7th level, you can use skill increases to increase your proficiency rank to master in a skill in which you're already an expert, and at 15th level, you can use them to increase your proficiency rank to legendary in a skill in which you're already a master.
Ability Boosts 5th
At 5th level and every 5 levels thereafter, you boost four different ability scores. You can use these ability boosts to increase your ability scores above 18. Boosting an ability score increases it by 1 if it's already 18 or above, or by 2 if it starts out below 18.
Ancestry Feats 5th
In addition to the ancestry feat you started with, you gain an ancestry feat at 5th level and every 4 levels thereafter. The list of ancestry feats available to you can be found in your ancestry's entry in Chapter 2.
Guild Journeyman 5th
Gadgeteer: You gain the Necessary Invention activity.
Necessary Invention
Clockmaker: You gain the Advanced Clockwork Companion Feat for free.
Weapon Expertise 5th
You've trained to more effectively wield the weapons you find on your workbench. Your proficiency ranks for simple and tinker weapons increase to expert as well as unarmed attacks.
Resolve 7th
You've steeled your mind with incredible resolve. Your proficiency rank for Will saves increases to master. When you roll a success at a Will save, you get a critical success instead.
Weapon Specialization 7th
You've learned how to inflict greater injuries with the weapons you know best. You deal 2 additional damage with weapons and unarmed attacks in which you are an expert. This damage increases to 3 if you're a master, and to 4 if you're legendary
Guild Adept 9th
Gadgeteer: When you defeat an opponent that was affected by your Necessary Invention feature, you can use a single action to adjust your gadget to target the weakness of another creature with the same ancestry.
Clockmaker: You gain the Incredible Companion Feat for free.
Tinker Expertise 9th
Constant practice has increased the effectiveness of your devices. Your proficiency rank for your tinker class DC increases to expert.
Alertness 11th
You remain alert to threats around you. Your proficiency rank for Perception increases to expert.
Enhancement Expert 11th
You learn to create weapon and armor enhancements for yourself and your allies. During your daily preparations, you can craft weapon and armor enhancements you know the blueprints for using your improvised devices. These enhancements use your tinker class DC.
Evasion 11th
You've learned to move quickly to avoid explosions, dragon's breath, and worse. Your proficiency rank for Reflex saves increases to master. When you roll a success on a Reflex save, you get a critical success instead.
Armor Expertise 13th
You have spent so much time in armor that you know how to make the most of its protection. Your proficiency ranks for light and medium, as well as for unarmored defense, increase to expert. You gain the armor specialization effects of medium armor.
Durable Enhancements 13rd
After an enhancement has been used, you can make it work again by spending 10 minutes resetting it. An enhancement that has been reset cannot be reset again.
Weapon Mastery 13th
You fully understand your weapons. Your proficiency ranks for simple and martial weapons increase to master.
Guild Master 15th
Gadgeteer: When you use the Necessary Invention action, you gain a +2 to all attacks made against that creature.
Clockmaker: You gain the Specialized Companion Feat for free.
Greater Resolve 15th
Your unbelievable training grants you mental resiliency. Your proficiency rank for Will saves increases to legendary. When you roll a success at a Will save, you get a critical success. When you roll a critical failure at a Will save, you get a failure instead. When you fail a Will save against a damaging effect, you take half damage.
Perfected Enhancements 17th
Any enhancement you create can be used twice without needing to be reset. After the second use, the enhancement is destroyed.
Greater Weapon Specialization 17th
Your damage from weapon specialization increases to 4 with weapons and unarmed attacks in which you're an expert, 6 if you're a master, and 8 if you're legendary.
Armor Mastery 19th
Your skill with armor improves, helping you avoid more blows. Your proficiency ranks for tinker armor, as well as for unarmored defense, increase to master
Deos Ex 19th
You wake in a cold sweat with a blueprint dancing in your mind, one that you are unable to write down. You are unsure what the machine does, but you are compelled to build it, certain it will grant you something you desire. As you build it during your daily preparations, the blueprint morphs in your mind such that you will never be able to recreate the device in the same way. When you activate the device, you will it to answer your desires.
The Deos Ex can produce any of the following effects:
- Duplicate the functionality of any device your level or lower that is a gizmo or part of your guild.
- Duplicate the functionality of any device 4 levels below your level or lower that is part of another guild.
- Produce any mundane effect whose power level is in line with the above effects.
- The GM might allow you to try using wish to produce greater effects than these, but doing so might be dangerous or the device might have only a partial effect.
Once used, the device is destroyed and cannot be rebuilt until the next day.
Tinker Feats
At every level that you gain an alchemist feat, you can select one of the following feats. You must satisfy any prerequisites before taking the feat.
1st Level
Battle Repair FEAT 1
Clockwork Companion FEAT 1
Reconfigure Weapon FEAT 1
Repeating Crossbow FEAT 1
2nd Level
Snare Devices FEAT 2
4th Level
6th Level
Advanced Clockwork Companion FEAT 6
8th Level
10th Level
Incredible Companion FEAT 10
12th Level
Side By Side FEAT 12
14th Level
16th Level
Specialized Companion FEAT 16
18th Level
20th Level
Devices
Device Maintenance
Some devices need maintenance in order to function. These devices have the Maintenance trait. Maintenance has the same function as investment. Each item that requires maintenance takes one of your 10 investment slots.
Device By Group
Enhancements
Design Notes
Mundane talismans.
Gadgets
Gadgets are tools that solve problems in new ways.
Design Notes
Gadgets should be deployable on their own.
Gizmos
Gizmos are consumable items that accomplish a single purpose and are destroyed in the process.
Design Notes
Gizmos are small, cheap, consumable gadgets.
Far Bludgeoner ITEM 1+
Clockworks
Clockworks are automations created by tinkers to automate repetitive tasks.
Design Notes
Clockworks are devices that can act on their own or improve a clockwork companion. They are similar to gadgets except they display a rudimentary intelligence akin to a computer program. A gadget has simple behaviors such as, if the tripwire is pulled, the crossbow will fire. A clockwork can have much more complex behaviors such as, if the wire is tripped and the target is in daylight, the crossbow fires; if it is night, than the alarm sounds as well. An easy way to determine if a device is a clockwork or a gadget is to look at the number of if then else statements required to describe it. Another thing to look at is the complexity of the trigger. A device triggered by a tripwire is a gadget. A device triggered by a voice command is a clockwork.
Clockwork Companions
A clockwork companion is a complex automation that follows your orders to the best of its ability.
Your clockwork companion has the minion trait, and it gains 2 actions during your turn if you use the Command a Clockwork action to command it. If your companion is destroyed, you can spend a week of downtime to replace it at no cost. You can have only one clockwork companion at a time and cannot have an animal companion in addition to your clockwork companion.
Riding Companions
You or an ally can ride your clockwork companion as long as it is at least one size larger than the rider and it has the Ridable Automation feature. If it is carrying a rider, the clockwork companion can use only its land Speed. However, if your companion has the Mount special feature, it’s especially suited for riding and ignores both of these restrictions.
Repairing Companions
During your daily preparations, you can repair your companion granting it hit points equal to your level times its Constitution modifier (minimum of 1). You can also repair your companion using the Repair Companion action.
Repair Damage
The Crafting check DC is usually 15, though the GM might adjust it based on the circumstances, such as treating a patient outside in a storm, or treating magically cursed materials. If you're an expert in Crafting, you can instead attempt a DC 20 check to increase the Hit Points regained by 10; if you're a master of Crafting, you can instead attempt a DC 30 check to increase the Hit Points regained by 30; and if you're legendary, you can instead attempt a DC 40 check to increase the Hit Points regained by 50. The damage dealt on a critical failure remains the same.
If you succeed at your check, you can continue repairing the target to grant additional Hit Points. If you repair them for a total of 1 hour, double the Hit Points they regain from Repair Damage.
The result of your Crafting check determines how many Hit Points the target regains.
Basic Companions
The following are the base statistics for a basic clockwork companion, the first clockwork companion most characters get.
You make adjustments to these statistics depending on the type of design you choose.
As you gain levels, you might make further adjustments as your companion becomes more powerful.
Clockwork companions calculate their modifiers and DCs just as you do with one difference: they do not gain item bonuses.
Construct Armor
All clockwork companions have construct armor. Construct armor has a hardness of 2 until the construct is broken. In addition, the construct has immunity to bleed, death effects, disease, doomed, drained, fatigued, healing, mental, necromancy, nonlethal attacks, paralyzed, poison, sickened, and unconscious.
Proficiencies
Your clockwork companion uses your level to determine its proficiency bonuses.
It’s trained in its unarmed attacks, construct armor, all saving throws, Perception, Acrobatics, and Athletics.
Clockwork companions can’t use abilities that require greater Intelligence, such as Coerce or Decipher Writing, even if trained in the appropriate skill, unless they have a specialization that allows it.
Ability Modifiers
A clockwork companion begins with base ability modifiers of Str +1, Dex +1, Con +1, Int –5, Wis +0, Cha -5.
Each design has its own strengths and increases two of the modifiers by 1. You may choose an additional ability from Strength, Dexterity, Constitution, and Wisdom to increase by 1.
The standard increases are already calculated into the stat blocks in Companion Designs below. You will need to add the additional ability score increase.
Hit Points
Your clockwork companion has design Hit Points from its type, plus a number of Hit Points equal to 4 plus its Constitution modifier for each level you have.
Your companion's broken threshold is always equal to half its design hit points plus your level. Once the broken threshold is reached, your companion can only take the stride action and its AC is reduced by 4. If your companion takes enough damage to drop it below its broken threshold, it only takes enough damage to reduce it to its broken threshold, which breaks the construct. All other damage is ignored unless it is enough damage to drop the construct’s HP to 0. In which case, the construct is immediately destroyed.
If a clockwork is broken and then repaired, it gains the impaired condition. If the target already has the impaired condition, the value associated with the condition increases. While impaired, the creatures AC, DC, and attack bonus is reduced by the impaired value. If the impaired value ever reaches 4, the clockwork is immediately destroyed.
Armaments
Every companion has armaments. These are built in weapons and count as unarmed attacks. Because each companion is unique, each has its own armaments. Each design lists how many armaments the design can support. In addition, the design specifies the armament templates each design can use. The template lists the max damage and any traits that must be associated with the armament. When you add an armament, it must have the same traits and deal no more damage than the template specifies. You may choose the damage type for each armament from bludgeoning, piercing, and slashing. You may swap out armaments during your daily preparations.
Advanced Companions
To advance a basic clockwork companion to an advanced clockwork companion (usually a result of one of your class feat choices), increase its Strength, Dexterity, Constitution, and Wisdom modifiers by 1. Increase its unarmed attack damage from one die to two dice (for instance 1d8 to 2d8), and its proficiency rank for Perception and all saving throws to expert. Increase its proficiency ranks in Intimidation, Stealth, and Survival to trained, and if it was already trained in one of those skills from its type, increase its proficiency rank in that skill to expert. If your companion is Medium or smaller, it grows by one size. The companion’s armor hardness increases to 4.
Agile Companions
To advance an advanced clockwork companion to an agile clockwork companion, increase its Dexterity modifier by 2 and its Strength, Constitution, and Wisdom modifiers by 1. It deals 2 additional damage with its unarmed attacks. Increase its proficiency ranks in Acrobatics and unarmored defense to expert. It also learns the advanced maneuver for its type. Its attacks become magical for the purpose of ignoring resistances.
Powerful Companions
To advance an advanced clockwork companion to a powerful clockwork companion, increase its Strength modifier by 2 and its Dexterity, Constitution, and Wisdom modifiers by 1. It deals 3 additional damage with its unarmed attacks. Increase its proficiency rank in Athletics to expert. It also learns the advanced maneuver for its type. If your companion is Medium or smaller, it grows by one size. Its attacks become magical for the purpose of ignoring resistances. The companion’s armor hardness increases to 6.
Companion Designs
Each companion design has its own statistics. The Size entry indicates your companion’s starting size as a basic clockwork companion. Following the size entry are the companion’s unarmed attacks, and then its ability modifiers. The Hit Points entry indicates the companion’s design Hit Points. The Skill entry indicates an additional trained skill your companion has. The Senses entry lists your companion’s special senses. The Speed entry gives your companion’s Speeds. The Special entry, if present, lists any other special abilities your companion has, for example whether it often serves as a mount and is particularly appropriate for mounted classes, such as the champion. The Support Benefit entry indicates a special benefit you gain by Commanding the Clockwork to use the Support action (see below). The Advanced Maneuver entry indicates a powerful new action your companion learns how to use if it becomes a nimble or savage animal companion.
Support
Light
Faster and more agile than other designs, a light companion is fast and quiet.
Size small
Armaments 2
Melee [one-action] 1d6 (finesse)
Melee [one-action] 1d4 (finesse, agile)
Str +1, Dex +2, Con +1, Int –5, Wis +1, Cha -5
Hit Points 4
Skill stealth
Speed 40 feet
Support Benefit Your companion throws your enemies off-balance when you create an opening.
Until the start of your next turn, your Strikes that deal damage to a creature that your companion threatens make the target flat-footed until the end of your next turn.
Advanced Maneuver Pounce
Pounce
Heavy
Bigger and sturdier than its cousins, the heavy design is a favorite of those who prefer a strong companion.
Size medium
Armaments 3
Melee [one-action] 1d10
Melee [one-action] 1d8 (agile or reach)
Melee [one-action] 1d6 (shove)
Str +2, Dex +1, Con +2, Int –5, Wis +0, Cha -5
Hit Points 6
Skill intimidation
Speed 30 feet
Support Benefit Your companion attacks your enemies when you create an opening.
Until the start of your next turn, each time you hit a creature in the construct's reach with a Strike, the creature takes 1d8 slashing damage from the construct.
If your companion is intelligent or powerful, the slashing damage increases to 2d8.
Advanced Maneuver Grabbing Attack
Grabbing Strike
Mount
A large clockwork specifically designed for riding.
Size medium or large
Armaments 2
Melee [one-action] 1d8
Melee [one-action] 1d6 (agile)
Str +2, Dex +2, Con +2, Int –5, Wis +0, Cha -5
Hit Points 4
Speed 40 feet
Special mount
Support Benefit Your construct adds momentum to your charge. Until the start of your next turn, if you moved at least 10 feet on the action before your attack, add a circumstance bonus to damage to that attack equal to twice the number of damage dice. If your weapon already has the jousting weapon trait, increase the trait’s damage bonus by 2 per die instead.
Advanced Maneuver Dash
Dash
Flying
A flying clockwork typically has an early warning system built into it and are designed to keep watch from an elevated position.
However, such constructs are typically fragile.
Size small
Armaments 1
Melee [one-action] 1d6 (finesse)
Melee [one-action] 1d4 (agile, finesse)
Str +1, Dex +2, Con +2, Int –5, Wis +1, Cha -5
Hit Points 2
Skill intimidation
Special sentry; the construct can keep watch and will sound an alarm if anything approaches.
Speed 10 feet, fly 60 feet
Support Benefit The construct attacks your foes’ eyes when you create an opening. Until the start of your next turn, your Strikes that damage a creature that your companion threatens also deal 1d4 persistent bleed damage, and the target is dazzled until it removes the bleed damage. If your bird is intelligent or powerful, the persistent bleed damage increases to 2d4.
Advanced Maneuver Flyby Attack
Flyby Attack
Specialized Companions
Specialized clockwork companions are more intelligent and engage in more complex behaviors. The first time an animal gains a specialization, it gains the following: Its proficiency rank for unarmed attacks increases to expert. Its proficiency ranks for saving throws and Perception increase to master. Increase its Dexterity modifier by 1 and its Intelligence modifier by 3. Its unarmed attack damage increases from two dice to three dice, and it increases its additional damage with unarmed attacks from 2 to 4 or from 3 to 6. Its proficiency rank in Society increases to Trained and it gains a simple understanding of one language you know. Its armor hardness increases by 2.
Each specialization grants additional benefits. Most animal companions can have only one specialization.
Street Stalker
In a settlement, your companion can use a Sneak action even if it’s currently observed. It gains a +2 circumstance bonus to initiative rolls using Stealth, its proficiency rank in Stealth increases to expert (or master if it was already an expert from its type), and its Dexterity modifier increases by 1. Its proficiency rank for unarmored defense increases to expert, or master if it's agile.
Bully
Your companion terrorizes foes with dominance displays and pushes them around the battlefield. Its proficiency ranks for Athletics and Intimidation increase to expert (or master if it was already expert from its type), its Strength modifier increases by 1, and its Charisma modifier increases by 4.
Daredevil
Your companion joins the fray with graceful leaps and dives. It gains the deny advantage ability, so it isn't flat-footed to hidden, undetected, or flanking creatures unless such a creature’s level is greater than yours. Its proficiency rank in Acrobatics increases to master, and its Dexterity modifier increases by 1. Its proficiency rank in unarmored defense increases to expert, or master if it’s agile.
Racer
Your companion races. It gains a +10-foot status bonus to its Speed, swim Speed, or fly Speed (your choice). Its proficiency in Fortitude saves increases to legendary, and its Constitution modifier increases by 1.
Wrecker
Your companion smashes things. Its unarmed attacks ignore half an object’s Hardness. Its Athletics proficiency increases to master, and its Strength modifier increases by 1.
Skill Feats
Tinker Crafting Crafting Skill FEAT 1
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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 added to or subtracted from this License except as described by the License itself. No other terms or conditions may be applied to any Open Game Content distributed using this License.
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Offer and Acceptance: By Using the Open Game Content You indicate Your acceptance of the terms of this License.
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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 this License to Use, the Open Game Content.
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Representation of Authority to Contribute: If You are contributing original material as Open Game Content, You represent that Your Contributions are Your original creation and/or You have sufficient rights to grant the rights conveyed by this License.
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Notice of License Copyright: You must update the COPYRIGHT NOTICE portion of this License to include the exact text of the COPYRIGHT NOTICE of any Open Game Content You are copying, modifying or distributing, and You must add the title, the copyright date, and the copyright holder's name to the COPYRIGHT NOTICE of any original Open Game Content you Distribute.
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Use of Product Identity: You agree not to Use any Product Identity, including as an indication as to compatibility, except as expressly licensed in another, independent Agreement with the owner of each element of that Product Identity. You agree not to indicate compatibility or co-adaptability with any Trademark or Registered Trademark in conjunction with a work containing Open Game Content except as expressly licensed in another, independent Agreement with the owner of such Trademark or Registered Trademark. The use of any Product Identity in Open Game Content does not constitute a challenge to the ownership of that Product Identity. The owner of any Product Identity used in Open Game Content shall retain all rights, title and interest in and to that Product Identity.
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Identification: If you distribute Open Game Content You must clearly indicate which portions of the work that you are distributing are Open Game Content.
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Updating the License: Wizards or its designated Agents may publish updated versions of this License. You may use any authorized version of this License to copy, modify and distribute any Open Game Content originally distributed under any version of this License.
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Copy of this License: You MUST include a copy of this License with every copy of the Open Game Content You Distribute.
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Use of Contributor Credits: You may not market or advertise the Open Game Content using the name of any Contributor unless You have written permission from the Contributor to do so.
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Inability to Comply: If it is impossible for You to comply with any of the terms of this License with respect to some or all of the Open Game Content due to statute, judicial order, or governmental regulation then You may not Use any Open Game Material so affected.
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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.
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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.
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COPYRIGHT NOTICE Open Game License v 1.0 Copyright 2000, Wizards of the Coast, Inc.