The first three paragraphs are right, but the other details are different. You should really be referring to the fighter class table in the rules. In the first post I mention the sites Pathfinder PRD or D20PFSRD as sources for the rules. There's also the Archives of Nethys but it's not as user-friendly. I had assumed you could find the rules.
When you think you've got it, please post the changes and any questions.
Better late than never I guess.
HP goes up by 7.
Base attack is +6/+1
Saves are: +5 +2 +2
Bonus feat: weapon focus Longbow +1 bravery +2 (I think that's in the saves above already)
So before I adjust my character sheet it will look like this:
HP: 50
Weapon Composite Longbow [+4 Strength]
Attack Bonus +7 [BAB] +1 [Dexterity] (+1 in 30')
Which means for attacks will be:
Weapon Focus: Longbow
Bow attack +11 (+12) if 30' damage +7
FORTITUDE SAVE
+14
REFLEX SAVE
+4
WILL SAVE
+4
All good?
As long as you manage to make the changes before a battle, I will apply them.
Bravery is not included in your saves yet. Bravery is an additional bonus that applies only to Fear effects like the spells Cause Fear and Phantasmal Killer or a dragon's Frightful Presence aura. It doesn't apply to things like mind control or illusions.
+6/+1 BAB grants you an iterative attack on a Full Attack action. Check the combat chapter for more details.
For your bow attack, I would lay it out more clearly like:
+6/+1 [BAB] +1 [Dx] +1 [WT] +1 [WF] (+1 in 30')
= +9/+4 (+10/+5 in 30')
Damage +4 [St] +1 [WT] (+1 in 30')
= +5 (+6 in 30')
Unfortunately neither Weapon Focus nor BAB affect your bow's damage.
Key (You don't have to include this, it's apparent):
Base Attack Bonus
Dexterity
Weapon Training
Weapon Focus
Strength
The Saving Throws don't increase by the amount on the table. If you look at the difference from the previous level, it's only an increase of 1. The +5 +2 +2 are the Base saves which are then modified. The reason why it's listed like that is if I start with a level 8 character, I don't have to add a lot of fiddly +1's. I just look at the level 8 row, and I take the Special for all the levels below.
You also have to assign your skills and pick your favoured class bonus of 1 skill rank or 1 hit point.
Diarmadhim, you offered help earlier. If the offer is still available can you look at my character sheet and tell me what adjustments to make? I'm really not into the whole character numbers thing.
Not a problem bud. I have a few questions that will help me help you!
1 - Did you just level up to 6?
2 - What do you want your character to be capable of? Do you want him to ever have non-mundane abilities?
3 - What do you want your character to be specialized in? IE - Offense, Defense, or a bit of both? Melee or ranged?
4 - Are you wanting a levelling plan, or would you rather have a general outline with some wiggle room?
5 - Would you rather stay Fighter, or are you looking to branch out into Prestige Classes or multiclass?
First off thanks for helping me out with this. Now let me get to your questions.
1. Not yet.
2. I rather him really good at a few things he specializes in now than just OK in many things.
3. Long bow and long sword and my current skills
4. Just same ole'
5. Yes just a fighter.
I don't recall if you chose an archetype for your Fighter or not, so this is all based on you just playing the standard class from the Core rules.
Right now any armor you wear has its armor check penalty reduced by 1 and the maximum Dexterity bonus allowed by the armor is increased by 1 (Armor Training, gained at level 3). At level 7 you're going to be able to move your normal speed (30 for a human) even while wearing heavy armor. Since you only have a 12 in Dexterity, you'll probably want to take Advanced Armor Training options instead of continuing to have your normal Armor Training improve - unless you are going to have a magic item that increases your Dexterity (Your choice, I'd probably spend gold on something different and take the Advanced Armor Training).
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Suggestions for Advanced Armor Training:
Armor Specialization (Plate) - it would let you add 1/4 of your Fighter level to your armor's armor bonus, up to +5 at Fighter level 20.
Armored Juggernaut - It'll give you DR 1/- for now. At level 7 It'll go up to DR 2/-. It'll be DR 3/- at level 11. At level 19, it'll increase to DR 8/-. This DR stacks with DR provided by adamantine armor (But not other forms of DR). It doesn't apply if you're helpless, stunned, or unconscious though.
Armored Master - lets you pick an Armor Mastery feat or Shield Mastery feat (There are some pretty cool ones, I'm not sure if you have access to the Armor Master's Handbook or not).
Steel Headbutt - You actually gain an extra attack whenever you take a full attack action. The extra attack is made at your BAB -5 and deals 1d4 + 1/2 your ST mod (So +2 for you). It's not much, but damage is damage, right?!
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At 5th level you gained Weapon Training. I don't know what you chose, but Heavy Blades is probably what you'd want (I see you have a longsword, and it falls in that category). You get a +1 bonus on attacks and damages with all weapons in the Heavy Blades category. These bonuses increase by +1 for every four levels after level 5 (So a total +2 at 9, +3 at 13, and +4 at 17 - these don't stack, the bonus replaces the old one).
Beginning at 9th level you really have two options: 1) Take Weapon Training Bows (This would give you +1 to attack and damage at 9 with bows, +2 at 13, and +3 at 17) or 2) Instead of picking another weapon group you could actually take Advanced Weapon Training. Regardless of what you do, make sure you get a composite longbow that a Strength Rating equal to your current Strength Modifier.
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Suggestions for Advanced Weapon Training (Note - this is kind of a misnomer since many of these can be used to shore up your defenses):
Armed Bravery - you apply your bonus from your Bravery class feature to your Will save. Also, multiply your Bravery bonus by 2 and add that to the DC of Intimidate checks used against you.
Combat Maneuver Defense - As long as you're wielding a weapon from the weapon groups you chose earlier, your weapon training bonus is applied to your CMD against all Combat Maneuvers used against you (Instead of just against disarm and sunder attempts against you).
Defensive Weapon Training - You gain a +1 shield bonus to your AC (Becomes +2 once your weapon training bonus for that weapon group reaches +4). This is increased by half your weapon's enhancement bonus. Example, let's say you're wielding a +2 longsword. Half of +2 is 1, so you'd add 1 + 1, so +2 to your shield bonus right now. If you were level 17, your Heavy Blades Weapon Training bonus would be +4, so you'd add +3 to your shield bonus instead. You lose this shield bonus if you're immobilized or helpless.
Focused Weapon - If you have the Weapon Focus feat for this weapon and it's in your Weapon Group (Example - a longsword in Heavy Blades and you have Weapon Focus - longsword), you can deal damage with it based on the Warpriest's Sacred Weapon Class Feature and treat your Fighter level as your Warpriest level. So, if you choose this, your longsword will do 1d10 damage per attack (Not extra - this replaces the normal 1d8 damage of a longsword) at level 10. This will increase to 2d6 at level 15 and 2d8 at level 20. Free damage increases are always nice!
Weapon Mastery (This is different from the Weapon Mastery ability gained by your class) - you gain a Weapon Mastery feat as a bonus feat (These are in the Weapon Master's Handbook).
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Feats: Just make sure you get Penetrating Strike and Greater Penetrating Strike. Weapon Focus, Greater Weapon Focus, Weapon Specialization, and Greater Weapon Specialization are also nice, but those first two are a must! Power Attack, Furious Focus, Vital Strike, Improved Vital Strike, Greater Vital Strike, Devastating Strike, Furious Finish, and Death or Glory should also be considered.