Fighter and Warlord

Fighters are the pinnacle of martial combat. Where mages learn to defeat their foes by wielding the powers arcane, and others through the grace of their deity, the fighter survives through strength of arms alone. In Golarion, the life of a fighter is the primary recourse of a would-be adventurer. No study is needed, no blessings to be imparted–all one needs is a sword and the will to excel and become better.

Unlike the Warrior, the fighter is more than just someone familiar with the arts of war. They are beyond the ken of simple sword-wielding soldiers, often (but not always) having attended military academies or private schools, such as those in Brevoy. They are tougher, more skilled, and better prepared to face their foe. Their experience or training makes them excellent commanders on the battlefield and in the garrison. Although the military life is a suitable one, available in all nations of the world, it is not the only one afforded a fighter, nor is it always the most elegant. A fighter might be a mercenary, gang-member, or simply an adventurer.


Few other classes vary more in appearance than fighters. Most wear armor and carry a variety of weapons, but from there differences abound. Some wear numerous medals, showing off their conquests or achievements, while others scorn such adornment in favor of more intimidating garb, such as draconic helms and demonic arms. Still others prefer to blend in, wearing well-worn armor with little decoration. Those of noble lines or part of an organized force often display some sort of heraldry on their shield or cloak. Some go so far as to carry a banner or pennant, to impress those they meet or otherwise announce their identity.


Fighters journey forth from all nations. The larger nations, such as Andoran, have renowned standing armies and guards. Even the less civilized areas and cultures produce excellent fighters, though often in accompaniment to other warrior classes. Fighters from private companies might be a member of the Hellknights of Cheliax and Varisia, the Pure Legion in Rahadoum.


All races and manner of beings might enter into the fighter class. Its elegant simplicity fits into any culture that relies upon martial warfare for survival. Humans, being brave and versatile, are more naturally predisposed to the adventuresome life that fighters lead.


Fighters are not necessarily fiercely religious, though some might be. A life of war tends to blunt one's view of religion. Those that do worship tend to favor Gorum above all others, but some other popular deities are those that protect or aid warriors in battle, or that promote adventuring, such as Cayden Cailean (bravery), Iomedae (valor), and Torag (strategy). Members of the Hellknights more than likely worship Asmodeus.


Rangers walk the line between warrior, hunter, and thief. Like the fighter, the ranger is a highly trained combatant, with skill wielding ranged weapons or using a weapon in each hand. Like the druid, the ranger has strong ties to the natural world, gaining the trust of animals, moving through the wild with ease, and eventually channeling the divine power of nature. Finally, like the rogue the ranger has some ability in learning the skills necessary to survive in the world.

Unlike the druids, rangers are more closely linked with civilization. They often favor the people of border areas, helping them to settle and protect small communities at the limits of expansion. Rangers might be more inclined to interact with such peoples, often taking residence in or near towns, and making frequent visits to trade goods or information. Rangers can be protectors, guides, hunters, spies, or even just wild hermits.

Rangers often find employ with militias or armies as scouts and spies, or simply skilled warriors. They compliment the ability of the fighter with their knack for moving through rough areas undetected, and providing quick precision striking.


Rangers tend to dress in a manner functional to their current environment: furs and heavy coats for colder climates to light leathers and airy
cloaks for warm areas. These outfits are often colored so as to blend in with the local flora. Some rangers even go so far as to work plants into their outfits. The often ragged and unkempt appearance of rangers leads many to believe that they are wild folk who are not to be trusted.
Rangers who belong to organized scout units tend to carry documentation to prove their affiliation.


Rangers are common in all wild and rural areas, occupying a unique position in the life of such communities. Wandering rangers might be far from their homes, seeking residence in these dangerous areas. Avistan, with its crumbling ruins and old trade routes, is a likely place to find a ranger. Although rangers might be found in any army, those of Andoran, Kyonin, Molthune, Nirmathas, and the River Kingdoms have rangers in greater numbers. Korvosa's Sable Company is entirely made up of rangers.

Although Molthune, Kyonin, Andoran, and many of the River Kingdoms feature rangers heavily in their armies, none are so elite as those from the [[Fangwood]]] of Nirmathas. These vigilant woodsfolk often oppose the machinations of the druidic Wildwood Lodge, who sponsor rangers of their own. Most rangers prefer solitude to fraternity, living secluded lives as trappers, mountain hermits, and wild men.


Rangers might be members of any race. All peoples have need of rangers, even those in strictly urban environments. Rangers of specific races commonly learn to combat the enemies of that race.


Rangers are most likely followers of Gozreh, the deity of nature, or Erastil "Old Deadeye", the god of hunting and trade. Cayden Cailean, with his uncivilized manner and love of adventure is also a frequent patron of the class. The freedom afforded to a ranger also meshes well with the philosophy of Desna. Worshippers of the other deities are less common, and spread evenly throughout the members of the class.


Thief, vagabond, scout, con man. These are just some of the terms that might refer to a rogue. They are the clever tricksters of the world, the consummate professional criminals, or even the highly trained informants and spies. Where fighters rely on their martial training, wizards on their mastery of arcane power, and clerics on the grace of their deity, the rogue relies on training of the body and mind to overcome obstacles. They are any combination of athletic, cunning, shifty, convincing, learned, and crafty. They augment their training with a precise working knowledge of anatomy: where to deliver a knock-out blow when the situation requires.

Rogues typically begin their training alone - learning from various teachers in secret, on the hard streets, or in the wild. The so-called "thieves" guilds of Avistan and Garund rarely take such training upon themselves, preferring to recruit able members and avoid the messy physical and financial costs of training new members. Depending on the location, guilds might operate in secret (the most common method), in the open (such as Absalom and Sedeq, or even with some degree of authority. Fortunately, constant wars between rival guilds often limit the resources and effectiveness of these ubiquitous organizations.

Adventuring rogues are common, thanks to their unique skills set. Though guilds frown on thieves operating independently, they have no control over other occupations, though adventuring does often attract their attention thanks to the enormous wealth accrued by such activity.


Rogues with a job tend to dress in the garb of their profession. Those who work freelance dress like everyone else to blend in. Sometimes this might requirethe finest silks, while other occasions call for muddy wool—it all depends on the job.


Rogues are common across the regions and nations of Golarion. As a matter of course, the class is much more common in areas with loose laws and looser morals. The Shackles, Varisia, and Katapesh all give rise to abnormally high numbers of rogues. Nidal is another exception, as it is a haven for assassins.

Large guilds can also be found in Absalom, Manaket, Oppara, Sedeq, and Westcrown.


Being a rogue is a way of life, and is mostly reliant on self-fulfilled goals. The rogue is as common across the races as it is throughout regions, social strata, nations, or districts.


Rogues are a diverse lot, and might cast their favor to any deity they feel helps their personal cause. Calistria is no doubt one of the most common deity of rogues, emphasizing trickery and revenge. Cayden Cailean also shares many personality traits with some members of the class. Good rogues might be inclined towards Desna, while those focused on battle might choose Gorum. Evil rogues tend towards Norgorber or Droskar. Abadar is common, though often too strict for a rogue's moral flexibility.

A special mention of Achaekek deserves special mention as the patron deity of the Red Mantis, a group of contract assassins operating from Mediogalti.

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