Labyrinths & Liontaurs
Contents

Notes

Fighter

Some take up arms for glory, wealth, or revenge. Others do battle to prove themselves, to protect others, or because they know nothing else. Still others learn the ways of weaponcraft to hone their bodies in battle and prove their mettle in the forge of war. Lords of the battlefield, fighters are a disparate lot, training with many weapons or just one, perfecting the uses of armor, learning the fighting techniques of exotic masters, and studying the art of combat, all to shape themselves into living weapons. Far more than mere thugs, these skilled warriors reveal the true deadliness of their weapons, taming kingdoms, slaughtering monsters, and rousing the hearts of armies. Soldiers, knights, hunters, and artists of war, fighters are unparalleled champions, and woe to those who dare stand against them.

Role: Fighters excel at combat -- defeating their enemies, controlling the flow of battle, and surviving such sorties themselves. While their specific weapons and methods grant them a wide variety of tactics, few can match fighters for sheer battle prowess.

Base Attack Bonus: +1 / level.

Caster Level: +0.25 / level.

Will Save: +0.25 / level.

Fort Save: +1.00 / level.

Reflex Save: +0.25 / level.

Hit Die: d10.



Table: Fighter Advancement
LevelBase Attack BonusCaster LevelFort SaveRef SaveWill SaveSpecial
1st+10 (0.25)+0 (+1.00)+0 (+0.25)+0 (+0.25)Tyro Signature: Adventuring Feat
2nd+20 (0.50)+2 (+2.00)+0 (+0.50)+0 (+0.50)Bravery OR Sergeant
3rd+30 (0.75)+3 (+3.00)+0 (+0.75)+0 (+0.75)Skilled in Combat OR Weapon Training I
4th+41 (1.00)+4 (+4.00)+1 (+1.00)+1 (+1.00)Easy March OR Watch Duty
5th+51 (1.25)+5 (+5.00)+1 (+1.25)+1 (+1.25)Tyro Tier Choice
6th+6/+11 (1.50)+6 (+6.00)+1 (+1.50)+1 (+1.50)Adventurer Signature: Heroic Feat
7th+7/+21 (1.75)+7 (+7.00)+1 (+1.75)+1 (+1.75)Merc OR Captain
8th+8/+32 (2.00)+8 (+8.00)+2 (+2.00)+2 (+2.00)Combat Feat OR Armor Training I
9th+9/+42 (2.25)+9 (+9.00)+2 (+2.25)+2 (+2.25)Cavalry I OR Marine
10th+10/+52 (2.50)+10 (+10.00)+2 (+2.50)+2 (+2.50)Adventurer Tier Choice
11th+11/+6/+12 (2.75)+11 (+11.00)+2 (+2.75)+2 (+2.75)Hero Signature: Legendary Feat
12th+12/+7/+23 (3.00)+12 (+12.00)+3 (+3.00)+3 (+3.00)Tactician OR Quartermaster
13th+13/+8/+33 (3.25)+13 (+13.00)+3 (+3.25)+3 (+3.25)Combat Feat OR Weapon Training II
14th+14/+9/+43 (3.50)+14 (+14.00)+3 (+3.50)+3 (+3.50)Cavalry II OR Military Engineer
15th+15/+10/+53 (3.75)+15 (+15.00)+3 (+3.75)+3 (+3.75)Hero Tier Choice
16th+16/+11/+6/+14 (4.00)+16 (+16.00)+4 (+4.00)+4 (+4.00)Legend Signature: Unlimited Feat
17th+17/+12/+7/+24 (4.25)+17 (+17.00)+4 (+4.25)+4 (+4.25)General OR Battlefield Conversion
18th+18/+13/+8/+34 (4.50)+18 (+18.00)+4 (+4.50)+4 (+4.50)Combat Feat OR Armor Training II
19th+19/+14/+9/+44 (4.75)+19 (+19.00)+4 (+4.75)+4 (+4.75)Siege Assault OR Terrain Advantage
20th+20/+15/+10/+55 (5.00)+20 (+20.00)+5 (+5.00)+5 (+5.00)Legend Tier Choice


Skill Proficiencies

The fighter's proficient skills are Climb (Str), Craft (Int), Handle Animal (Cha), Intimidate (Cha), Profession (Int), Ride (Dex), Swim (Str), and Tactics (Int).

Skill Ranks per Level: 2 + Int modifier.

Weapon and Armor Proficiencies

Select four weapon groups of your choice (see the rules for weapon groups in Weapons and Armor). You are proficient with all simple weapons in these four groups. You are proficient in martial weapons in your choice of three of these four groups, and with exotic weapons in one of the three martial groups. You are also proficient with all armor and shields, including tower shields.

Spells and Spell Casting

Spells: At fourth level, when your caster level is one, you can cast inherent spells, which are drawn from the inherent spell list presented in Spell Lists. As with all characters, you follow the general magic rules for spell slots per day, based on your caster level, which advances by one-quarter of a caster level every time you gain a fighter level.

Note that casting inherent spells is different from casting other spells. There are no specific and particular words or gestures required -- instead, you just speak from your heart, or mutter, or curse loudly, if the spell has verbal components. Just clap someone on the back, or scowl, or point, as you would do naturally in conversation, if there are somatic components. As a player, you track spell slots and game mechanics; as a character, you may not even be aware you are casting a spell. Your character might say, "Give me a sec to get over it," before casting a Walk It Off spell to regain hit points, not realizing that pacing in a circle is actually the somatic component of a spell.

Characters who cast in this way (Fighters and Rogues) are called marrowmancers by those who study magic deeply. As an marrowmancer, constitution is your spell casting ability score.

KNOWN SPELLS LIST: Each time you gain a caster level, you learn two new spells. Because you are a marrowmancer, you may choose to pick spells from the inherent spell list. The level of the spell cannot exceed one-quarter of your new fighter level (minimum 1).

SAVING THROWS: A saving throw against one of your spells has a difficulty class (DC) of 9 + spell slot used + your Casting Ability Score modifier. Certain feats and class abilities can modify your save DCs. Example: an Con 18 fighter casting a 1st level spell with a 3rd level slot has a DC for that spell of 9 +4 +3 = 16. The +3 comes from the 3rd level slot used; the level of the spell itself is not relevant.

Class Abilities

TYRO TIER

Level 1 Fighter Tyro Tier Signature Ability: Adventuring Feat (Ex): You gain a combat feat of your choice. You can take a second tier feat of a feat tree, even if you do not have the prerequisite first tier feat of that tree.

Level 2 Fighter Tyro Tier Interaction Ability (pick one):

Level 3 Fighter Tyro Tier Combat Ability (pick one):

Level 4 Fighter Tyro Tier Exploration Ability (pick one):

Level 5 Fighter Tyro Tier Choice: Select a fighter Tyro Tier Interaction, Combat, or Exploration ability that you have not yet chosen, or choose a combat feat from among those for which you qualify.

ADVENTURER TIER

Level 6 Fighter Adventurer Tier Signature Ability: Heroic Feat (Ex): You gain a combat feat of your choice. You can take a second or third tier feat of a feat tree, even if you do not have the prerequisite lower tier feat(s) of that tree.

Level 7 Fighter Adventurer Tier Interaction Ability (pick one):

Level 8 Fighter Adventurer Tier Combat Ability (pick one):

Level 9 Fighter Adventurer Tier Exploration Ability (pick one):

Level 10 Fighter Adventurer Tier Choice: Select a fighter Adventurer or Tyro Tier Interaction, Combat, or Exploration ability that you have not yet chosen, or choose a combat feat from among those for which you qualify.

HERO TIER

Level 11 Fighter Hero Tier Signature Ability: Legendary Feat (Ex): You gain a combat feat of your choice. You can take any feat of a combat feat tree, even if you do not have the prerequisite lower tier feat(s) of that tree.

Level 12 Fighter Hero Tier Interaction Ability (pick one):

Level 13 Fighter Hero Tier Combat Ability (pick one):

Level 14 Fighter Hero Tier Exploration Ability (pick one):

Level 15 Fighter Hero Tier Choice: Select a fighter Hero, Adventurer, or Tyro Tier Interaction, Combat, or Exploration ability that you have not yet chosen, or choose a combat feat from among those for which you qualify.

LEGEND TIER

Level 16 Fighter Legend Tier Signature Ability: Unlimited Feat (Ex): You gain a feat of your choice. You can take any feat in the game, even if you do not qualify for it. Some feats taken in this way will be useless if they depend on things you cannot do or do not have.

Level 17 Fighter Legend Tier Interaction Ability (pick one):

Level 18 Fighter Legend Tier Combat Ability (pick one):

Level 19 Fighter Legend Tier Exploration Ability (pick one):

Level 20 Fighter Legend Tier Choice: Select a fighter Legend, Hero, Adventurer, or Tyro Tier Interaction, Combat, or Exploration ability that you have not yet chosen, or choose a combat feat from among those for which you qualify.