Level Advancement

   As rangers earn experience, they advance in level at a different rate than normal fighters. They acquire 1d10 hit points for each level up to 9th, and thereafter gain 3 hit points per level. The rates of advancement and hit point acquisition, along with the ranger's THAC0 scores (the number rolled on 1d20 to hit armor class 0), are listed in Table 3.

  Two adjustments to these figures also apply:

· Rangers with Strength, Dexterity, and Wisdom scores of 16 or more receive a 10% bonus to their awarded experienced points. A ranger must have 16 or more in all three of these abilities to qualify for this bonus.

· Rangers with exceptionally high Constitution scores are entitled to a special hit point adjustment. A score of 17 give the ranger a +3 bonus per hit die, while a score of 18 results in 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

  

Table 4 summarizes the proficiency slot allowances and saving throws applicable to the ranger as he advances in level. Note that, like a fighter, if a ranger uses a weapon with which he isn't proficient, he incurs a -2 penalty.

Table 4: Level Improvements


Prof.
Saving Throws
Level
W
N/W
PPDM
RSW
PP
BW
S
1
4
3
14
16
15
17
17
2
4
3
14
16
15
17
17
3
5
4
13
15
14
16
16
4
5
4
13
15
14
16
16
5
5
4
11
13
12
13
14
6
6
5
11
13
12
13
14
7
6
5
10
12
11
12
13
8
6
5
10
12
11
12
13
9
7
6
8
10
9
9
11
10
7
6
8
10
9
9
11
11
7
6
7
9
8
8
10
12
8
7
7
9
8
8
10
13
8
7
5
7
6
5
8
14
8
7
5
7
6
5
8
15
9
8
4
6
5
4
7
16
9
8
4
6
5
4
7
17
9
8
3
5
4
4
6
18
10
9
3
5
4
4
6
19
10
9
3
5
4
4
6
20
10
9
3
5
4
4
6

Proficiency Abbreviations

   W = Weapon proficiency slots

   N/W = Nonweapon proficiency slots

Saving Throw Abbreviations

   PPDM = Paralyzation, Poison, or Death Magic

   RSW = Rod, Staff, or Wand

   PP = Petrification or Polymorph

   BW = Breath Weapon

   S = Spell

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