Level Up!

* **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 his base attack bonus according to his class entry, but his
barbarian pal would increase his 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 his Will save to +5, while his 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 Ranks**: 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 for being human or from his favoured class
bonus. Remember that your number of ranks in a given skill cannot exceed
 your character level, and that you gain a +3 bonus on class skills you
put ranks 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 bonus
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.

* **Favoured Class Bonus**: Your favoured class was

chosen by you when you first made your character, and this selection
doesn’t change. If you gained a level in your favoured class, you get to
 choose between +1 bonus HP or +1 skill rank. You can change this
decision each time you gain a level in your favoured class. Half-elves
are able to select two favoured classes (but prestige classes can never
be favoured classes).

* **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. His class entry says
he can now memorize and cast a single 3rd-level spell, but due to his
high Intelligence score, he can prepare a bonus spell of his choosing.

* **Ability Score Increases**: At levels 4, 8, 12, 16,

and 20, characters choose two ability scores to permanently increase by 1
 each. You cannot raise a single score by two points; you must choose
two scores.
 \*\* Example: At level 4, a rogue decides to increase his Intelligence
and his Constitution by 1 point each. His Intelligence increases from 15
 to 16, which changes the modifier from +2 to +3, giving him a number of
 bonus skill points equal to his level; in his case, 4, which he can
spend as he chooses. Meanwhile, his Constitution increased from 13 to
14, which changes the modifier from +1 to +2, giving him bonus HP equal
to his level. He increases his max HP by 4.
**AND SUPER IMPORTANTLY!!!!!!!!!!!!!!!!!!!!!!

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.