Leveling Checklist

  • Hit Points: Check your class entry to see how many hit points you gain when you go up a level. Remember to add your Constitution modifier, and any other bonuses you might have, such as from the Toughness feat.
    • Example: A fighter with a Constitution of 16 (that’s a +3 modifier) would roll 1d10 plus 3 to see how much his maximum HP increases when he levels up.
  • Base Attack Bonus: Check your class entry to see if your base attack bonus increases when you level up. Some classes, such as barbarian, fighter, paladin, and ranger, have a base attack bonus that increases at every level. Others advance slower.
    • Example: A rogue who goes from level 4 to level 5 wouldn’t increase their base attack bonus according to their class entry, but their barbarian pal would increase hers by 1.
  • Saving Throws: Make sure you update your saving throws to match your class entry, and don’t forget any bonuses from feats (Great Fortitude / Iron Will / Lightning Reflexes) or from special class features (like the paladin’s Divine Grace).
    • Example: At level 6, all three of a monk’s saving throws (Fortitude, Reflex, and Will) increase from +4 to +5. A sorcerer who reaches level 6 would only increase her Will save to +5, while her other two saves are only at +2.
  • Class Features: Check your class entry to see what cool new class features you get at a particular level. These are very important, so make sure you read and understand what your new class features do, as they give you more options and make you better at what you already do!
    • Example: At level 4, a druid gains the ability to use Wild Shape, and a barbarian gains a new Rage Power.
  • Skill Points: Your class entry tells you how many skill points you gain at each level up. Remember to add your Intelligence modifier and whatever other bonus skill points you gain, such as the bonus skill point for being human or from your favored class bonus. Remember that your number of points in a given skill cannot exceed your character level, and that you gain a +3 bonus on class skills you put points in.
    • Example: A rogue with an Intelligence of 16 (that’s a +3 modifier) gains 11 (8 +3) skill points at each level. If he was human, he’d gain a bonus skill point.
  • Feats: Some classes gain bonus feats from class-specific lists as they level up, and all characters gain feats at levels 1, 3, 5, 7, 9, 11, 13, 15, 17, and 19. Make sure you meet a feat’s prerequisite before you add it to your sheet.
    • Example: A fighter gains a bonus feat at almost every level, but the ones listed in his class entry have to be designated as Combat Feats. Similarly, a ranger gains bonus feats based on a chosen combat style, and has a much smaller list to choose from.
  • Favored Class Bonus: Your favored class was chosen by you when you first made your character, and this selection doesn’t change. If you gained a level in your favored class, you get to choose between +1 HP bonus, +1 skill point, or your race’s favored class bonus for that specific class. You can choose a different bonus each time you gain a level in your favored class. Half-elves are able to select two favored classes (but prestige classes can never be favored classes).
    • Example: A helf-elf oracle can add one spell known spell from the oracle spell list (that is at least one level lower than the highest level she can cast) as her favored class bonus, or she could just take the +1 HP or +1 skill point as normal.
  • Spells: Your class entry will tell you how many spells per day your character has, and if you’re a bard or sorcerer, how many spells you know. Remember to keep track of bonus spells due to having a high casting ability score, as well as domain and bloodline spells.
    • Example: A wizard with an Intelligence of 18 (+4 bonus) who reaches level 5 gains access to 3rd-level spells. Their class entry says they can now memorize and cast a single 3rd-level spell, but due to their high Intelligence score, they can prepare a bonus spell of their choosing.
  • Ability Score Increases: At levels 4, 8, 12, 16, and 20, characters choose one ability score to permanently increase by 1. If your ability increase cause your modifier to raise, it retroactively raises pertinent stats for the previous levels.
    • Example: At level 4, a rogue decides to increase her Intelligence by 1 point. Her Intelligence increases from 15 to 16, which changes the modifier from +2 to +3, giving her a number of bonus skill points equal to her level; in her case, 4 ( +1 for this level, and +3 for the previous levels), which she can spend as she chooses. If the rogue had increased her Constitution from 13 to 14 (changing the modifier from +1 to +2), she would gain +4 to her maximum health.
  • Treasure and Items: Remember to keep careful track of any treasure or items your character took possession of, and to discuss with the rest of the party about who gets what. If the party is in a town you may want to take some time to buy and sell items, or talk with NPCs to gain assistance/favor.
  • Derived Statistics: Make sure to go over your sheet and check that your attack and damage totals for your various weapons, the saving throw DCs for your various spells and special abilities, and your AC are all up-to-date.

From (with slight editing): https://danipathfinder.obsidianportal.com/wikis/leveling-checklist

Leveling Checklist

Dolondain Minuatar