Warriors (HLC)

__TOC__
High-level warriors are formidable killing machines, especially when equipped with magical weapons and armor. Although their THAC0 ceases to improve once they reach level 20, they continue to receive extra proficiencies and hit points until level 30. In addition, warriors automatically receive special powers beginning at 21st level. These abilities vary according to the warrior's subclass. All warriors also have access to a host of special skills beginning at level 10.
 Table 42: Warrior Advancement Beyond 20th
Level	———Experience Points——-	———Experience Points——-	———Proficiencies———	———Proficiencies———	Hit Points(d10)*
Level	Fighter 	Paladin/Ranger 	Weapon 	Nonweapon 	Hit Points(d10)*
20 	3,000,000 	3,600,000 	10 	9 	9+33
21 	3,250,000 	3,900,000 	11 	10 	9+36
22 	3,500,000 	4,200,000 	11 	10 	9+39
23 	3,750,000 	4,500,000 	11 	10 	9+42
24 	4,000,000 	4,800,000 	12 	11 	9+45
25 	4,250,000 	5,100,000 	12 	11 	9+48
26 	4,500,000 	5,400,000 	12 	11 	9+51
27 	4,750,000 	5,700,000 	13 	12 	9+54
28 	5,000,000 	6,000,000 	13 	12 	9+57
29 	5,250,000 	6,300,000 	13 	12 	9+60
30 	5,500,000 	6,600,000 	14 	13 	9+63
: * Bonus hit points from high Constitution scores are not added after 9th level.
===Fighters Beyond 20th Level===
Breech Immunity: Beginning at 21st level, a fighter using any weapon—including his bare hands—can harm creatures that are normally hit only by +1 or better magical weapons. The fighter does not actually get an attack or damage bonus but can harm creatures such as a lycanthropes with any physical attack. This power is not magical and is not diminished by factors such as planar distances or effects that disrupt magic.
At 24th level, a fighter can harm creatures that are hit only by +2 or better weapons. This ability increases to allow the fighter to strike creatures that require a +3 weapon at 27th level, and by 30th level, the warrior can strike creatures that require +4 weapons.
Intimidation: A fighter of 21st level or higher has the ability to shake an enemy’s resolve before combat begins. To use this ability, the fighter must be in plain sight and close enough to see the opponent’s face clearly (10 yards if the visibility is good). Use of this ability does not constitute an attack, nor is there any initiative modifier.
Opponents with 4+1 Hit Dice/levels or less automatically retreat from the confrontation. The creature does not flee in panic, but cautiously backs away. Intimidated creatures seek to avoid any confrontation with the fighter for the rest of the day. If the fighter or his party attacks, the creature is free to return the attack, suffering the penalties as detailed below.
If the opponent has more than 4+2 hit dice/levels, it is entitled to a saving throw vs. death magic to escape the effects. If the saving throw is failed, the creature can opt to retreat from the fighter or remain in the area, in which case it suffers a –2 penalty on all initiative, attack, saving throw, and ability check rolls as long as the fighter remains within 60 feet of the creature. The creature is free to leave the area to avoid the effects, launching missile attacks or directing other activities, but the penalties return once the creature gets within 60 feet of the fighter.
As a fighter increases in level, he becomes increasingly more intimidating. For every three levels that the fighter gains after receiving this ability, the opponent saves at an additional –2 penalty. Thus, after achieving 24th level, opponents save at –2, at 27th level the penalty increases to –4, and a 30th-level fighter inflicts a –6 saving throw adjustment.
==Rangers Beyond 20th Level==
Extra Followers: At 21st level, a ranger attracts 2d6 more followers. The ranger attracts another group of 2d6 followers at 26th level.
Scroll and Magical Item Use: At 21st level, a ranger can read priest scrolls. The ranger's level is considered to be 9th when determining the chance of spell failure. The ranger can also use priest magical items at this level.
Scroll Writing: At 24th level, a ranger can prepare scrolls of priest spells according to the rules in Chapter 4. The ranger's level for purposes of determining success or failure is considered to be 9th.
Scrying: At 27th level, a ranger can employ crystal balls and other scrying devices as a 9th-level wizard.
==Paladins Beyond 20th Level==
Scroll and Magical Item Use: At 21st level, a paladin can read priest scrolls. The paladin’s level is considered to be 9th when determining the chance of spell failure. The paladin can also use priest magical items at this level.
Scroll Writing: At 24th level, a paladin can prepare scrolls of priest spells according to the rules in Chapter 4. The paladin’s level for purposes of determining success or failure is considered to be 9th.
Disease Immunity: At 27th level, a paladin becomes immune to all forms of disease, even cursed afflictions, such as mummy rot and lycanthropy, but not disease inflicted by true dweomers (see Chapter 6) or the special powers of priests that are higher level than the paladin. At this level, the paladin’s cure disease ability is potent enough to cure cursed afflictions, such as mummy rot and lycanthropy, and remove any form of curse or affliction cast by a character of lower level than the paladin. This applies to cursed magical items as well.
==Skills For High-Level Warriors==
: See Skills For High-Level Warriors (HLC)