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.

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