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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