The Saves of "War*2" means to read the Warrior table at your level, and multiply the results by 2 (this is different from "2xWar", where you multiply your level by 2 before reading).
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Gets one level of Exceptional stat per level, among Str, Dex, Con, or Chr.
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Can cast Wizard Conjuration/Summoning spells as if they were Warrior spells.
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Gets +(LVL+2)/3 Henchmen slots. Can use the special types of Henchmen introduced in the Meat Helm and War Priest classes. Divide the cost of Henchmen by LVL.
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Level 1 ¶: Pick weapon of choice; your number of attacks with that weapon = (LVL+2)/2.
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Level 1: May shatter a magical, psionic, or innate effect that is currently running. It requires 10 dmg per spell level of the effect to shatter it. This doesn't require a Holy Avenger.
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Level 1: Regenerate LVL hp/s.
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Level 1: Can operate at negative hit points equal to -10*level. While in this state, you cannot make any type of attack (magic, psionic, physical, or otherwise).
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Level 1 ¶: +1 extra ability score point per level, can be spent on Str, Dex, Con, or Chr.
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Level 3: Free Action cont.
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Level 3: Gets LVL/3 Mounts (see Beast Rider class), DL=(LVL+2)/3.
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Level 3: Can build a freehold and attract LVLd1000 Followers. Automatically gains 1 XP per year per follower if you set up a stronghold. Each follower is (roll 1d100:) 01-45=level 0, 46-95=level 1, 96-99=level 2, 00=level 3. Assuming no other activity, any given follower has a LVL-2 in 20 chance of going up in level each year (where LVL is your level).
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Level 3: Mental link with a number of lieutenants (followers that are Warriors of at least 3rd level) equal to your level (this operates on its own unique psionic frequency).
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Level 4: Gain "Whirl" (slightly improved in area of effect). 1P: Do 1 attack on every target within 15'r (one group usually).
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Level 5: +(LVL-3)/2 QP actions.
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Level 9: Starting this level, get one "Level:" pick from any Warrior class you know, at 8 levels lower (so at level 9 you get a "Level 1:", at level 10 you get a "Level 2:", and so forth.)
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