**The key idea:** Know **where your important numbers are**, what your **class grants**, and which changes when your level increases. Your character sheet already contains most modifiers you need.

## Find these numbers before an encounter

| Statistic | Why you need it |
|---|---|
| **AC** | Defence against attacks targeting AC. |
| **HP** | Damage you can sustain; track temporary HP separately when relevant. |
| **Perception / initiative** | Usually used when determining turn order and spotting threats. |
| **Fortitude / Reflex / Will** | Defences against many hazards, spells and effects. |
| **Speed / other Speeds** | How far you move with Stride or special movement actions. |
| **Melee / ranged attack modifiers** | Rolled for Strikes with a weapon or unarmed attack. |
| **Damage, magazine and reload** | Your weapon's effects and how to use it repeatedly. |
| **Skills** | The prepared totals for common challenges. |
| **Class DC / spell attack / spell DC** | Used when a class ability or spell requires a save or attack. |
| **Hero Points and conditions** | Short-term resources and penalties to apply during play. |

*Source: Player Core, pp. 17–29, 392–405; character sheet at p. 457.*

## Basic proficiency calculation

- Untrained: **+0** proficiency.
- Trained: **level + 2**; Expert: **level + 4**; Master: **level + 6**; Legendary: **level + 8**.
- Your listed modifiers already combine proficiency, the governing attribute and other permanent modifiers. **Apply temporary adjustments only when relevant**.
- **Class feats, ancestry feats, skill feats and general feats are different pools**; choose options only when your level advancement grants them.

*Source: pp. 17–29, 183–185, 392–393.*

## When the GM says “You level up”

Use this official checklist, abbreviated from the book:

1. Increase your level by **1**; normally subtract **1,000 XP** when levelling via XP.
2. Increase maximum HP by the amount in your **class** entry.
3. Apply the new class features, skill increases and attribute boosts from your class progression.
4. Select any new **class, ancestry, general or skill feats** as granted.
5. If you cast spells, update your **spells and spell slots** as your class instructs.
6. All trained-or-higher proficiency bonuses increase by **1** simply from your new level. Recalculate any other changes from proficiency upgrades or attribute boosts.
7. Update level-dependent effects and record new equipment, resources and abilities.

*Source: Player Core, pp. 28–29.*

## Good table habits

- Keep a small note of **three favourite actions or abilities** your character is likely to use.
- Record **what triggers each reaction**; it is not something you automatically use every round.
- When learning a new feat, copy **its full action cost and prerequisites**, not merely its name.
- Use Sheet 08 for checks and Sheet 01 for what happens on your turn.

**Official sources:** *Starfinder Player Core*, pp. 17–29, 183–185, 392–405, 457. **See also:** Sheets 01, 08, 09 and 10. **Campaign note:** Level progression and Society rewards are controlled by your GM; this entry does not grant additional archetypes or equipment automatically.