Level up your character

Overview

  1. Select your new class level.
  2. Apply any ability score increases due to gaining a level.
  3. Integrate all of the level’s class abilities and then roll for additional hit points.
  4. Add new skills and feats.
  5. Choose favored class bonus.

Details

Select Your New Class Level.

Normally you’ll just increase your current main class by 1, but if you want to multiclass you can. Multiclassing rules can be found on this page. Please talk to me before you decide to multiclass.

Apply Ability Score Increases

At levels 4, 8, 12, 16 and 20, you gain a permanent +1 to any ability score you choose. If this causes your ability modifier to go up, make sure you update the following items:

  • STR
    • Combat Maneuver Bonus (CMB)
    • Combat Maneuver Defense (CMD)
    • Melee weapon Attack Bonus
    • Melee weapon damage
    • Skills: Climb, Swim
  • DEX
    • Initiative
    • Armor Class (base, as well as touch)
    • Reflex save
    • Combat Maneuver Defense (CMD)
    • Ranged weapon Attack Bonus
    • Skills: Acrobatics, Disable Device, Escape Artist, Fly, Ride, Sleight of Hand, Stealth
  • CON
    • Hit Points – Every time your CON modifier goes up, you gain an extra hit point per level. For example, if you’re level 8, and your CON modifier increases by 1, then you would instantly gain 8 HP.
    • Fortitude save
  • INT
    • Wizard – Bonus spells per day
    • Wizard – Spell save DC (10 + spell level + INT modifier).
    • Skill points per level.
    • Skills: Appraise, Craft, Knowledge, Linguistics, Spellcraft
  • WIS
    • Will save
    • Cleric/Ranger – Bonus spells per day
    • Cleric/Ranger – Spell save DC (10 + spell level + WIS modifier)
    • Skills: Heal, Perception, Profession, Sense Motive, Survival
  • CHA
    • Sorcerer/Paladin – Bonus spells per day
    • Sorcerer/Paladin – Spell save DC (10 + spell level + CHA modifier)
    • Skills: Bluff, Diplomacy, Disguise, Handle Animal, Intimidate, Perform, Use Magic Device

Integrate all of the level’s class abilities.

Each class has a chart for new class abilities gained at each level. Links to each class page can be found here. Use the chart to do the following:

  1. Update your Base Attack Bonus (BAB), and use the new value to update the following:
    1. Combat Maneuver Bonus (CMB)
    2. Combat Maneuver Defense (CMD)
    3. Weapon attack bonuses
  2. Update the base and total values for your saves.
  3. Note any new specials that your class recieves.
  4. If you are a spellcaster, note any new spells per day you receive.

Roll For Additional Hit Points.

Roll one of your class Hit Dice for your new hit points and add your CON modifier. You can choose to take the value rolled or the half value of the die (3 on a d6, 4 on a d8, 5 on a d10, and 6 on a d12).

  • d6 – Sorcerer, Wizard
  • d8 – Bard, Cleric, Druid, Monk, Rogue
  • d10 – Fighter, Paladin, Ranger
  • d12 – Barbarian

New Skills

You gain a certain number of skills per level depending on your class and INT modifier. Find the base number below and add your INT modifier to determine how many skill points you get to spend that level. You can distribute skill points into your Skill Ranks any way you see fit, but no skill can have a Rank value higher than your current character level (the sum of all of your class levels).

  • 2 – Cleric, Fighter, Paladin, Sorcerer, Wizard
  • 4 – Barbarian, Druid, Monk
  • 6 – Bard, Ranger
  • 8 – Rogue

New Feats

You gain a feat at every odd-numbered level. Fighters gain extra feats as part of the class specials. Select new feats from the Core Rulebook and note any bonuses on your character sheet.

Choose Prefered Class Bonus

Each character has a favored class (generally the class you started as). Half-elves have two favored classes. Whenever you take a Class Level in your favored class, you can choose one of the two following benefits:

  1. An extra skill point.
  2. An extra hit point.

Level up your character

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