Level Advancement

   Paladins advance in level and hit points at the same rate as fighters. For each level up to 9, they gain 1d10 hit points. They receive 3 extra hit points at level 10 and beyond. Table 3 summarizes the paladin's level advancements, along with the corresponding THAC0 scores.

   Keep two adjustments in mind:

• Paladins whose Strength and Charisma scores equal or exceed 16 earn a 10% bonus to all earned experienced points. A paladin must have a 16 or more in both of these abilities to qualify for the bonus.

• Unusually high Constitution scores award hit point adjustments. A paladin with a Constitution of 17 receives a +3 bonus per hit die, and a score of 18 grants a +4 bonus.

Table 3: Experience Levels

Level

XP Needed

Hit Dice (d10)

THAC0

1

0

1

20

2

2,250

2

19

3

4,500

3

18

4

9,000

4

17

5

18,000

5

16

6

36,000

6

15

7

75,000

7

14

8

150,000

8

13

9

300,000

9

12

10

600,000

9+3

11

11

900,000

9+6

10

12

1,200,000

9+9

9

13

1,500,000

9+12

8

14

1,800,000

9+15

7

15

2,100,000

9+18

6

16

2,400,000

9+21

5

17

2,700,000

9+24

4

18

3,000,000

9+27

3

19

3,300,000

9+30

2

20

3,600,000

9+33

1

   Advancing in level, a paladin gets new proficiency slots, as shown on Table 4. Remember that a paladin suffers a –2 penalty when using a weapon without the required proficiency.

Table 4: Total Proficiency Slots

Level

Weapon

Nonweapon

1-2

4

3

3-5

5

4

6-8

6

5

9-11

7

6

12-14

8

7

15-17

9

8

18-20

10

9

   Table 5 summarizes the saving throws applicable to each level. Unlike other characters, paladins receive a +2 bonus to all saving throws. For convenience, the paladin's modified throws are given in parentheses; for example, a 1st-level paladin must roll a 12 or better to avoid the effects of paralyzation.

Table 5: Saving Throws

Level

PPDM

RSW

PP

Breath

Spell

1-2

14 (12)

16 (14)

15 (13)

17 (15)

17 (15)

3-4

13 (11)

15 (13)

14 (12)

16 (14)

16 (14)

5-6

11 (9)

13 (11)

12 (10)

13 (11)

14 (12)

7-8

10 (8)

12 (10)

11 (9)

12 (10)

13 (11)

9-10

8 (6)

10 (8)

9 (7)

9 (7)

11 (9)

11-12

7 (5)

9 (7)

8 (6)

8 (6)

10 (8)

13-14

5 (3)

7 (5)

6 (4)

5 (3)

8 (6)

15-16

4 (2)

6 (4)

5 (3)

4 (2)

7 (5)

17+

3 (1)

5 (3)

4 (2)

4 (2)

6 (4)

Abbreviations

  PPDM = Paralyzation, Poison, or Death Magic

  RSW = Rod, Staff, or Wand

  PP = Petrification or Polymorph

  Breath = Breath Weapon

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