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Pathfinder Fate Accelerated

Though nominally rooted on Pathfinder, this material works for D&D flavored Fate Accelerated in general.

Hey there! This document and the linked content provides a complete conversion (aka, a "hack") translating concepts from the Pathfinder RPG by paizo games into the terms of Fate Accelerated Edition (FAE) by EvilHat games to allow Pathfinder material to be leveraged in a Fate Accelerated pick up game or campaign.

The main advantage to "borrowing" Pathfinder material for use in a Fate Accelerated game is that it allows a GM to easily take advantage of the many high quality professional resources published by Paizo such as maps, pawns, and artwork, but using a much lighter weight story based game engine with dynamic resolutions. Additionally, players that like Pathfinder that might not otherwise be interested in trying Fate Accelerated can be enticed to give Pathfinder FAE a shot and thus become introduced to the game.

We've had a lot of fun running a variety of games in this way, both using published adventures as well as homebrewed scenarios based in Golarion. We hope that others might find similar fun for themselves reusing the material.

Two-column Fate Accelerated

Standard Fate Accelerated using Approaches plus a separate set of six Archetypes which help justify skilled actions and also add their bonus to 4dF rolls when relevant.

Fate Accelerated Links

Fate Accelerated by Evil Hat Games

Fate Accelerated PDF (zip)

Online System Reference Document

Pathfinder Links

Pathfinder by Paizo Games

Online System Reference Document

A Comprehensive Third Party SRD

Character Creation

Note: you can just pick or modify a premade Iconic character if you prefer to skip character creation.

This document will guide you through the process of creating a Pathfinder Fate Accelerated character.

If you are already familiar with Fate Accelerated, you should find this to be a straightforward process as Pathfinder Fate Accelerated characters are basically the same as normal Fate Accelerated characters, with the added idea of "Archetypes" which are explained in detail, and a Race Aspect. Also, a magic system and guidance on gear and magic items are provided.

If you are not already familiar with Fate Accelerated, don't worry. You'll be walked through the process step by step; just grab a sheet of paper and a pencil and follow along.

Character Concept

You should start off with some idea of what kind of character you want to make, in broad strokes. Often this comes down to an broad archetypical statement such as "I want to play some kind of wizard", or perhaps a reaction against a stereotype such as "I want to play a warrior...but a clever tricksy one".

The big idea, so to speak. This will likely get refined down and polished into your High Concept or Aspects later, but for now it is enough just to have a sense of what you are aiming for.


You need a name, and though obviously you can fill this in when it comes to you, it's handy to have a handle for the character as you go thru the creation process. You can always choose a different name later if you change your mind.

Starting Refresh

By default, characters are assumed to start with 3 Refresh. However, the GM may alter this up or down if they want to start play with more or less experienced characters.

Refresh determines your character's default Fate point threshold; the number of Fate points you are guaranteed to start every session with. However, it also serves as the primary "currency" or resource that you use to gain other abilities for your character, primarily Stunts.

If you want to be flexible and interact with Aspects and thus the narrative more, you want to keep your Refresh high. If you prefer a less reactive style of play and prefer reliability and predictability you can trade Refresh for extra Stunts.

Having a high Refresh affords you a comfortable amount of Fate points to lean on each session, which gives you a measure of plot protection and lowers the impact of bad dice rolls. But even with a low Refresh you can accrue Fate points during play by accepting compels on your Trouble or Aspects.

High Concept and Trouble

You need to define a High Concept, which is intended to convey the essence of your character. High Concepts are usually pithy, and ideally an interesting attention getter...the equivalent of an elevator pitch or a newspaper headline.

You also need a Trouble, which is the counterpoint to your High Concept. While the High Concept describes your character's essence, your Trouble describes the main source of dramatic tension in your character's ongoing story, the thing that holds them back, or causes them to get involved in circumstances that they'd rather avoid but which provide interesting interludes to their existence.

A good Trouble will not only make your character more "real", it also will provide your most reliable means of regaining Fate points during play. Though it seems counterintuitive, a Trouble that doesn't really complicate your character's existence will make your character weaker, not stronger. You want to be compelled and involved in the narrative, and your character's Trouble is a primary enabler of that goal.

Not Yet Sure

Sometimes you may not have a fully crystallized concept when you start the character creation process, and thus balk at this step. Don't worry, you can change your selections later if your concept gets refined as you go through the process. However, if you are drawing a blank, just skip this and come back to it later when you are more confident that you understand what the character is going to be about.

The Power Of A Good Image

It can be helpful to have a good mental or visual image of how a character looks; you may be able to draw inspiration for the character's concept from their appearance. You may want to take a few minutes to sketch your character, or find something usable that is in the public domain online.


Note: Race is an extra Aspect; it does not take up one of a character's standard three Aspects.

Pathfinder characters must also choose a Race Aspect, which acts as a sort of supplementary High Concept. However unlike a High Concept, Race usually cannot be changed (without some serious magic, at any rate). All the standard Pathfinder Races (Elf, Dwarf, Gnome, various halfsies, different Human cultures, etc) are available.

A character's Race is a fact about the character that is always true, and can be interacted with by other abilities that reference the Race.

Like all Aspects, Race has no direct mechanical effect unless invoked; it primarily provides a justification for a character to do something that a member of that Race is supposed to be able to do, per the source material. Actions are resolved using Approaches and Archetypes, and characters have the option to pay a Fate point to invoke their Race Aspect in the same way as they use any other Aspect.

For instance the player of an Elf could justify spending a Fate point to invoke their Elf Aspect to get a +2 bonus or a reroll on a notice check due to the stereotypically keen senses of elvenkind, while a Dwarf could justify spending a Fate point to invoke their Dwarf Aspect to get a +2 bonus or a reroll when defending against a magical attack due to the legendary spell resistence of dwarvenkind.

If there is some special ability that a character wants that pertains to their Race, at their perogative the GM might hand wave it away and allow the character to use their Race Aspect to justify actions and rely on Create Advantage in particular to handle this sort of thing, or they might allow an occasional use of a special ability with the expenditure of a Fate point, or they may require a character to take a Stunt defining the ability. This is left to GM preference, but by default Pathfinder Fate assumes that the more permissive method is generally preferred.

For instance many Races have the ability to see in the dark, but it may not always be relevant to the larger story, and making all members of such Races take a Darkvision Stunt can be unnecessarily taxing. Thus a GM might allow a character of such a Race to simply see in the dark due to their Race Aspect, or similarly may just require them to use the Create Advantage action to put a situational Aspect on themselves. Alternately the GM might require the expenditure of a Fate point to "turn on" Darkvision for a scene.

But if they are a stickler, a GM might require characters of a Race that can see in the dark to take a Darkvision Stunt (and so on for other such abilities). However, such GM's may want to consider bumping up the number of "free" Stunts or base Refresh to compensate for this sort of Stunt "tax", otherwise members of Races that have a lot of common abilities expressed as Stunts will be very similar to each other and will have a lessened ability to define other abilities unrelated to Race.


Aspects are at the heart of Fate, and play an important role in helping you to define your character.

In Pathfinder Fate Accelerated it is assumed that characters start with 3 Aspects.

Your Aspects can be whatever makes sense for your character, but it can be particularly useful if they help to fill in the character's background and provide a foundation for how they came to have their abilities and how they became adventurers.

If you are at a loss for coming up with Aspects, try the following. Have your first Aspect hinge on your character's formative years, or their Race. Then, focus the second Aspect on the character's early adulthood and early successes or perhaps failures and perhaps how they picked up their Archetypes. Finally have the third Aspect ground what the character has been doing most recently prior to play starting, and perhaps anchor their career as an adventurer.

Approaches and Archetypes

Pathfinder Fate Accelerated uses the standard Approaches defined by Fate Accelerated; they represent how a character goes about doing something. Pushing the idea that how characters do things is often as interesting (or more so) than what they are actually doing is at the heart of what makes Fate Accelerated such a fun and rewarding game to play.

For instance, two different adventurers with similar ability sets attempt to do the same basic thing. The two characters are basically interchangeable in this context, and the outcome of the resolution is relatively uninteresting based upon simple skill resolution semantics. But using Approaches, one of the characters might prefer to approach the problem Forcefully while the other does so Carefully, allowing very different narratives to emerge.

Pathfinder Fate Accelerated extends Fate Accelerated with the concept of Archetypes intended to capture a character's competencies in broad areas of capabilities modeled on various tropes of fantasy roleplaying in general and the D&D or Pathfinder gaming experience specifically. The separation between divine, arcane, and nature-oriented magics, the unlikely stealth con artistry and burgling ability of various rogues, the feats of combative arms displayed by warriors of different stripes, adeptness at more esoteric abilities such as displayed by monks and psions and similar fringe concepts.


Careful: You act with caution, paying attention to the details. When you are holding back, taking your time, making extra special sure you get it right, leaving no opening for counterattack, maintaining situational awareness, buying time, or being guarded in your are being careful.

Clever: You think quickly, and act with great finesse. When you do 'the smart thing', make intuitive leaps, exploit a nuance or a weakness, outwit or trick, execute choreographed or complex maneuvers, use an opponent's strengths against them, or otherwise rely on your smarts to solve are being clever.

Flashy: You act in big showy ways, giving the appearance of sparkling brilliance and ostentatiously draw attention to yourself. Being larger than life is a speciality. When you go big, brazenly proclaim, entertain, seek to impress, bluster your way out of something, show off, or just do things while piling on with extra awesome are being flashy.

Forceful: You act boldly with no hesitation and without holding back. Both physically and mentally you fully commit to what you are doing and exert yourself to your fullest. When you swing for the fences, throw your shoulder into it, grin and bear it, give it your all, and go all are being forceful.

Quick: You act swiftly and with great agility, fast and sure-footed. When you act without stopping to think, dart and weave, lunge and leap, use quick reflexes to respond in a hurry, squeeze in an extra little non-action, dash through before its too are being quick.

Sneaky: You act deceptively, secretively, attempting to avoid notice, in furtive and surreptitious ways. When you try to conceal or hide what you are doing, obscure your intentions, evade detection, appear to be other than what you are, set a trap or lay in are being sneaky.


Archetypes represent common broad character concepts found in the source material. The six (6) Archetypes are Combative, Roguish, Focused, Arcane, Divine, and Primal; detailed descriptions of each are provided. Individual characters can specialize in a single Archetype or mix Archetypes as they like to define various character concepts.

Guidelines are provided for translating Pathfinder classes into Pathfinder Fate Accelerated terms.

In addition to Archetype considerations being covered in detail, Approach considerations and sample Stunts are also provided.

For instance, a Cavalier might be defined as Combative +4, while a "Fighter/Mage/Thief" might be defined as Combative +1, Arcane +2, Roguish +1, and a Ranger might be defined as Combative +2, Primal +2.

Unlike Approaches which cap at Superb (+5), Archetypes do not cap. However, as characters only get another +1 to a Archetype at major milestones, progression is generally slow and each opportunity to advance a Archetype should be carefully considered.

Each Archetype has three thresholds that represent increasing depth of a character's immersion in a particular area of ability, and also increasing the breadth of what the character can apply the Archetype to within the context of the story. Thus the difference between a +1 and a +2 in a given Archetype is more than just a probability bonus; the higher level of ability also provides expanded narrative justification for actions pertaining to that Archetype.

For each Archetype, +1 represents basic knowledge, fundamental skill, and general familiarity with the things the Archetype concerns itself with. In addition to providing a bonus to relevant 4dF resolutions, in conjunction with the character's Aspects and High Concept the first +1 of a Archetype also helps justify various things within the narrative. It is left to the GM's discretion, but in some cases a character that has Arcane +1 can justify attempting to do things in a particular way that a character without Arcane +1 simply cannot justify, and so on. In other cases a GM might allow characters lacking at least a +1 in a particular Archetype to attempt something, but at a cost or versus a higher difficulty...or both.

For each Archetype, +2 represents professional competence. This threshold is sufficient for all normal purposes for the majority of the people in the world.

For each Archetype, +3 represents exceptional competence. For the magic oriented Archetypes, +3 is when full unfettered "free casting" is acheived. For the non-magic oriented Archetypes +3 is when truly extraordinary feats beyond what is possible for "normal" people to accomplish become possible. Only remarkable people (some but not necessarily all player characters and significant NPC's) attain or exceed this threshold for even a single Archetype.

For each Archetype, +4 and higher represents increasingly sublime mastery. Having a bigger bonus helps to reduce the chance of failure and makes game-bending exploits statistically probable, but in practical terms such advanced levels of competence primarily matter when facing off against other similarly progressed characters.

Combative: You have some skill in the warrior arts pertaining to direct armed conflicts, the waging of war, the winning of battles, and combat in general. Knowledge of weapons, armor, tactics, as well as the physical training and discipline necessary to be successful in such endeavors is relevant as well. This Archetype is strongly associated with conflict, battle, and martial concerns.

At +1 you know how to use and care for weapons more serious than clubs and daggers without embarassing yourself, how to wear armor heavier than leathers, and basic knowledge of martial culture. You don't have much finesse or technique, but are capable of basic strikes and blocks.

At +2 you have genuine skill at arms and are able to put together combos and flourishes. Depending on your inclinations and background you might be schooled in at least basic tactics and strategy, and possibly logistics as well; but even if untutored you can usually spot an ambush, recognize a defensible position, and so forth.

At +3 and above you are a world-class warrior, capable of impressive displays of martial mastery. You are capable of taking on large numbers of unskilled and less competent foes with reasonable odds of beating them all. Further, Combative provides narrative justification to defend against not only the mundane attacks it previously protected against, but also unusual and magical attacks that cause physical harm. This can take many narrative forms, from blocking, deflecting, using armor or shield effectively, or even just being extra tough due to being a hardened warrior.

Roguish: You are a competent, skilled individual of varied talents. This Archetype is strongly associated with urban 'civilized' concerns, social rules and expectations, and how to bend or break them.

At +1 you are good at cagey social interaction, have some innate shrewdness or are streetwise, and are good at being opportunistic. You are comfortable in urban areas and know how to handle yourself competently in such settings. You have some practical insider knowledge of the sector of society you are most familiar with and how things really work therein.

At +2 you are good at skulking around in urban areas, stealing things, getting in and out of places you shouldn't be in, dirty tricks 'dishonorable' fighting using pragmatic weapons true warriors tend to disapprove of, being shifty and evasive, and likely some knowledge of the less than lawful sector of society.

At +3 and above you are incredibly competent, deeply knowledgeable in your area of expertise, and are capable of succeeding at tasks beyond the reach of the less skilled. Additionally, Roguish provides narrative justification to defend against any kind of indirect or surprise attack and to avoid harm by getting out of the way of it. Narratively this can take many forms, such as rolling out of the way, ducking behind cover, 'seeing it coming' and somehow interupting the attack, and so forth.

Focused: You are innately good at concentrating your inner power and physical potential into potent expressions of your will. This Archetype is strongly associated with athletics, contests of merit, creative expression, and innate ability.

At +1 you are more nimble, athletic, alert, and have a stronger force of personality than average. You are unusually aware of your own physical and mental limits and how far you can push against them to excel. You are better than average at fisticuffs, staying aware of your surroundings, and dodging.

At +2 you excel at feats of strength and of will, making uncanny leaps of intuition, impressive grappling and unarmed fighting, raw athletic exploits, perseverance in the face of adversity, tapping inner reserves, and so forth.

At +3 and above you are capable of impossible leaps, gate-crashing strength, inescapable grappling holds, astounding memory tricks, cowing entire crowds with sheer presence, and similar feats. Additionally, Focused provides narrative justification for extraordinary feats unattainable by merely normal people, though the nature of these abilities will vary according to the character's concept. Some achieve such heights of mental and / or physical mastery that they develop amazing monkish, psionic, or even innate "spell-like" abilities (if such things are appropriate to the campaign). It is also more likely for a character with this level of ability to avoid, shake off, or otherwise resist effects beyond the tolerence of a normal person to overcome; for instance withstand a poison that would kill a normal man, spot something too fast or subtle for most to perceive, resist or break out of mind control or domination, survive a fall from a great height, and so on.

Arcane: You are skilled in the mystic arts, whether wizardly, sorcerous, bardic, or some other style. This Archetype is strongly associated with esoteric knowledge, otherworldly things, and manipulation of "magical principles".

At +1 you have relevant esoteric knowledge and awareness of magic, and you can use some magic items such as wands and scrolls that other characters can't use.

At +2 you can work simple spells such as levitating small objects, making magical light, shooting minor arcane blasts, and gain various momentary benefits from minor magical effects.

At +3 and above you can cast proper spells with more powerful effects, as appropriate to your character's concept.

Divine: You are attuned to deific entities, theology, and things of cosmological significance. This Archetype is strongly associated with spiritual concerns, temples, the afterlife, and faith.

At +1 you have some basic theological knoweldge and a connection to a deity, or a pantheon of deities, or possibly a philosophy or ideal such as "Law". You might have other associated abilities (such as Stunts) granted to you by a patron deity or as a byproduct of your observance of the tenets of your belief system.

At +2 you can attempt to ask for or channel minor divine intersession and aid, such as a blessing of favor, or healing a minor wound.

At +3 and above you can invoke much more powerful effects, equivalent in power to that possible with Arcane and Primal at higher levels...perhaps even 'miracles'.

Primal: You are skilled in the ways of the wildlands. This Archetype is strongly associated with rural and unsettled areas, the circle of life, animistic beliefs, and the fundamental (dare it be said, "primal") forces and principles of material existence.

At +1 you are comfortable in and have knowledge of the lore of the flora and fauna native to your chosen terrain or environment. You can hunt and survive and move stealthily in the wildlands.

At +2 you are attuned to the natural order, and have some craft that blurs the line between mundane and mystical, such as calming animals, passing without trace through undergrowth, divining water, and so forth.

At +3 and above you can work very powerful magics related to flora and fauna, the natural order, the weather, and the elements including the Inner "Elemental Planes" and other planes of existence with a strong connection to nature if such exist in the cosmology of the campaign.

Assigning Starting Bonuses

Character creation is slightly modified from standard Fate Accelerated rules.

Characters start with one Fair (+2), two Average (+1), and three Mediocre (+0) Approaches.

However, you also get four +1's to distribute any way you like among the six Archetypes of Combative, Roguish, Primal, Focused, Arcane, and Divine. You can assign your four +1's however you like; you could take +1 on four different Archetypes or +4 on the same Archetype or any other combination adding up to +4.

Limiting Starting Archetypes

Some GM's may prefer to limit starting characters Archetypes at Good (+3) or even Fair (+2). That's fine, but note that this will prevent many character concepts from being fully realized as starting characters.

It might be helpful to realize that in terms of competency, starting Pathfinder Fate Accelerated characters are roughly equivalent to 5th or 6th level Pathfinder characters. GM's that would prefer to start their campaign off at a higher or lower competency level should consult the starting power level options guidelines for more information on how to go about doing that.

Taking Actions With Approaches And Archetypes

When taking actions, you get to add one (1) Approach and up to one (1) Archetype if one applies to the situation; thus a character with Forceful +2 and Combative +2 would gain +4 when being Forcefully Combative.

Archetypes can be applied to all four actions (Create Advantage, Overcome, Attack, Defend).

Defending With Archetypes

Archetypes can always defend against themselves directly without need of extra narrative support.

For instance you can always defend against an opponent's Arcane with your Arcane.

Defending against a Archetype with a different Archetype is possible, but it requires some narrative support (i.e. you have to creatively explain how you are using the Archetype in the situation), and if it doesn't seem plausible it doesn't work, or works at a penalty. However, some Archetypes explicitly provide narrative support for defending against various things when a character passes a threshold of ability.

For instance Roguish +3 and higher explicitly allows a character to justify defending against any kind of indirect or surprise attack and to avoid harm by getting out of the way of it.

Milestones and Advancement

Approaches cannot be raised above Superb (+5), as is normal for Fate Accelerated. Archetypes on the other hand are not capped and can be raised as high as a character is able to progress.

At minor milestones, Pathfinder Fate Accelerated doesn't change anything; just use the rules as written in the Fate Accelerated rulebook.

At significant milestones, again nothing is changed. You may raise an Approach by +1, as normal. You may not raise a Archetype by +1.

At major milestones in addition to the various things you are already allowed to do, in Pathfinder Fate Accelerated you may also raise either an Approach or a Archetype by +1, your choice.

Unlike Approaches you generally cannot switch your Archetypes around after play starts. A GM might allow you to take a +1 off of a Archetype and put it on a different Archetype during a milestone if you can make a strong enough case for it, but this should be an uncommon occurrence...perhaps in conjunction with a change of High Concept.


A number of additional Stunt templates and options are provided in the Stunt Options document.

Stunts allow you to differentiate your character. They represent the "signature" abilities or items or whatever that makes your character really stand out.

Aspects cost Fate points to invoke for mechanical benefits, Stunts usually don't (though some very powerful Stunts might). Thus in addition to offering you a way to individualize your character, Stunts also allow you to "pin down" the things that your character is reliably good at.

Is your character supposed to be a "swashbuckling sword-master"? You would almost certainly have an Aspect to anchor that (it might even be your High Concept), but to really ensure that your character is always awesome at it when it mechanically matters (i.e. a dice roll is involved) without having to spend a Fate point for a bonus, you should define one or more related Stunts.

You get up to 3 Stunts for free. You can also take more Stunts by lowering your Refresh by one (1) for each additional Stunt.

However, player characters cannot drop below Refresh: 1. Thus, when starting, you can take up to two (2) additional Stunts. You gain +1 Refresh at major milestones, and can use this to take more Stunts if you like.

You don't have to pick your free Stunts if you don't want to or aren't sure. You can start play and pick later, even during the course of the game if the GM allows it.

You can also swap a Stunt at milestones, so if you take a Stunt that seems like it would be cool but it doesn't play out so well, you can change your mind later.


Pathfinder Fate Accelerated uses the default Fate Accelerated settings of 3 Stress boxes, shared for all kinds of stresses.


Pathfinder Fate Accelerated uses the default Fate Accelerated settings for shared Mild, Moderate, and Severe Consequences.


By default, it is assumed that the Simple Magic guidelines are being used.

Money and Equipment

Though simulating some of the tropes of D&D style gaming Pathfinder Fate Accelerated isn't a loot-based game. PC's don't generally wander around "killing things and taking their stuff". The focus is on allowing players to cooperatively tell a dynamic story full of excitement with a focus on the "fiction"...which is to say cinematic or prose-worthy narratives.

Unlike a more loot oriented game where over the course of adventuring characters accumulate power-ups in item form and eventually become walking magical weapon platforms defined more by their swag than anything else, in Pathfinder Fate Accelerated trappings are only useful to the extent that they help describe and enrich a character concept and further the story.

Thus, these guidelines take a very loose, abstracted stance on character trappings and wealth rather than bog things down with crunch.


Pathfinder Fate Accelerated doesn't concern itself about the economy in the game setting a GM is using, or defining "starting funds", or even tracking money by default.

From a character definition perspective, wealth or a significant lack of it should be reflected in a character's High Concept and / or Aspects, and that is sufficient.

Unless the GM objects, gear can just be written out narratively as trappings without worrying about associated monetary considerations.

If you are a player, ask your GM how they plan to handle money in their campaign. Then seed your character with trappings appropriate to their concept, taking your GM's guidance on what they'll allow into account.

If you are a GM, the Money Options document goes into detail on various options and recommendations on how to handle economic considerations in Pathfinder Fate Accelerated.


Pathfinder Fate Accelerated handles mundane equipment narratively, as just a written out list of stuff.

For instance, the salty second mate turned treasure hunter Lirrial starts with the following trappings:

She had a pile of money just two days ago, won at the tables...sadly she bet and lost most of it an hour later, and has drunk the remainder since. She currently has 3 sp, 16 cp and (inexplicably) two dried lima beans, a button to somebody else's coat, and some lint in her pocket.

She also has a seabag containing a couple of spare pairs of fine sailing outfits, a journal with a spotty and unreliable account of her deeds, and a broken music box that only has three and a half working teeth and thus plays a rather jagged tune. Even on land she wears a jaunty tri-corner hat suitable to a second-mate-for-hire, and always, always carries a deceptively deadly rapier with a fancy basket hilt, and keeps a stiletto well tucked away.

This is a rather flowery write up, but it tells us a lot about the character and suggests even more. The shifty Sczarni swordsman Eleo on the other hand has these trappings, which is much more direct but also in its way tells us some things about Eleo's nature:

Eleo currently has a mere 4 gp, 12 sp, and 45 cp to his name. Considering the illicit wealth he came from this would depress most people. But for Eleo it is just another kind of freedom from his past.

Eleo carries two expertly crafted swords, two back-up daggers, and wears fine medium hybrid armor and stalker boots.

Relevance of Specific Weapons and Armor

While different weapons and armor certainly inform the narrative and help provide justifications as to what makes sense for a given character to be able to do in a scene or exchange, mechanically "weapons" and "armor" have no real significance as attack and defend actions are resolved using Approaches and Archetypes rather than gear.

The character's competency is the primary factor; the tool they are using to exercise that competency is secondary and only matters to the extent that it makes the story more interesting.

For instance, the detail that a particular character weilds a spear might provide different justifcations for create advantage and overcome actions than if the character carried an axe instead. But when the character uses Combatives to attack  another character, unless there is some other consideration involved it doesn't matter mechanically whether they are using an axe or a sword or a spear or a whatever. The attack is resolved with a 4dF roll adding an Approach and Combatives to the result.

To the extent that a particular kind of weapon or armor (etc) matters to a character or to the emerging story, it should be incorporated into Aspects and Stunts.

For instance, the fact that Bordos wears heavy armor and wields a hammer is reflected in his Aspects and Stunts. It is important to the character's concept and thus in the scenes that he is in he makes it matter to the narrative. On the other hand if Joe Fighterdude usually wears some heavy armor and uses a warhammer but didn't incorporate any of that into his concept in the form of Aspects or Stunts then ultimately it doesn't actually matter as anything more than fluff.

Magic Items

A variety of alchemical and magical items are available via the Items document.

Of course, in a Fantasy setting Magic is always the special case. By their very nature magic items can't be hand waved away as easily.

Pathfinder Fate Accelerated makes a distinction between permanent magic items (or items with so many "charges" that they are very long lasting) and expendable magic items with one or a few uses.

Expendable Items

In general, Pathfinder Fate Accelerated handles expendable items like Scrolls and Potions using a modified Mook template that are either explicitly single use or have a small stress track to track usages. They don't require a Stunt or anything mechanical, they are just a thing a character carries until they use it up or give the item away or it is taken from them. They are merely a commodity.

For instance:

Magical Spell Trapped On Paper, Faintly Magical (Universal)

Benefit: +4 to cast Dimension Door.

Uses: [1]

Each usage box indicates a seperate use or application and each use expends a usage box; when there are none left the item is expended.

This item requires Arcane +1 or better to use.

Arcane Spell (Universal), Teleportation

Overcome while Cleverly Arcane to immediately teleport myself a short distance by overcoming a difficulty equal to the number of zones away the target is, +1. Thus to dimension door up to three (3) zones away would require me to overcome a Great (+4) difficulty, while five (5) zones would require me to overcome a Fantastic (+6) difficulty. When using this ability, I can not move a zone in the normal way, and if I fail the spell I go nowhere at all.

Potion In A Flask, Faintly Magical (Healing)

Benefit: A character may drink the potion as an action to 'cast' the spell Heal on themselves. Treat this as if the overcome attempt succeeded with four (4) shifts of effect.

Uses: [1]

Each usage box indicates a seperate use or application and each use expends a usage box; when there are none left the item is expended.

Divine Spell (Healing)

While Carefully Divine attempt to clear a specific stress box or Consequence by overcoming a difficulty equal to the numerical value of the stress box or Consequence.

Permanent Items

Permanent items are generally represented as a Stunt, but more complicated or potent items are represented by a Stunt that takes one or more Stunt slots and attaches a secondary character (aka "Mook") write up to the character, as described in the Stunt Options document. Items that are a strong part of a character's core concept should also be anchored by an Aspect.

For instance Orlo starts play with a magical sword, but the sword is an heirloom passed down to Orlo via a long lineage and is a core element of Orlo's origin thus far; this importance is represented by both a Stunt and an Aspect.

Unlike more loot based games, the GM doesn't "reward" players by handing out treasure and items, as anything other than story elements, or to decorate a scene or character while it narratively makes sense. And unless a PC internalizes a "found item" into their concept by incorporating it into a personal Aspect or Stunt, the item is just not that important to the emerging story and will drop out of the narrative when it makes sense for it to do so.

Similarly, if there is something presented in the story such as a "magic item" carried by a defeated enemy for instance, a PC might temporarily carry it around as represented by a situational Aspect, but permanently acquiring the "magic item" would likely be at the expense of an Aspect and / or Stunt. If the new shiny is not important to the character's concept then it really just doesn't have any relevance to the character's ongoing story and is merely a passing detail.

Modified Fate Ladder

The adjoining modified Fate Ladder adds a few more named rungs above Legendary (+8). You can, of course, still go higher as need be, but the extra named rungs should be sufficient for low, mid, and most high-powered play.

Pathfinder is a High Fantasy setting with big rats, oozes, and rabid goblins at the low end and demon lords, deities, and otherworldly powers at the high end.

In standard Fate Accelerated, Approaches cap at Superb (+5), and that is true in Pathfinder Fate Accelerated as well. But Archetypes do not cap, and are added to resolutions as applicable.

Thus, experienced Pathfinder Fate Accelerated characters can generate very large bonuses, allowing them to accomplish unearthly feats and overcome nigh-impossible challenges.

The Ladder


A Pathfinder Fate Accelerated character with around six major milestones under their belt should be roughly equivalent to a "20th level character" in the source material. Such experienced characters can potentially generate bonuses of +15 or even higher in their main areas of expertise.

This is expected, and intended. For most play groups and campaigns it will all work out. Very few campaigns would progress beyond a few major milestones in the first place, rendering power scaling at higher echelons of ability a moot point.

For campaigns that do make it to the higher end of play, or which start at a higher power level to begin with, the 4dF dice roll has a nearly insignificant effect on resolutions unless the characters are facing similarly powerful opposition.

Fortunately, being a narrative game, Fate Accelerated tolerates this just fine. Simply handle inconsequential resolutons narratively and save the dice rolling for situations where the variance of +/- 4 from a 4dF roll might have a meaningful effect on the outcome.

In context, this means that most resolutions between very powerful endgame characters and lesser opponents should just be narratively asserted in most cases. Not only is this perfectly reasonable (Archmages and world-class warriors are at most inconvenienced by stock opposition), it helps keep the game focused on interesting challenges by not wasting time diceing out resolutions with a basically foregone conclusion. A quick narration between the player(s) and GM about what happened, roughly how long it took, and what it cost the hero (if anything) is generally sufficient.

Example: the Aspiring Archwizard, Amarzedrin can generate up to a +14 bonus on his prepared spells, allowing him to cast truly epic magic. When faced with a mob of unruly but otherwise unexceptional ork mooks with a bonus of +2 on their best Good At, it is entirely reasonable for Amarzedrin's player and the GM to just agree that it takes mere moments for Amarzedrin to burn the lot of them to cinders at the cost of a prepared Fireburst spell and not bother with dice or direct conflict.

Afterall, the goal of the story probably isn't to explore all the many ways Amarzedrin can make the lives of minions such as these miserable and abruptly shorter; presumably there is a challenge more worthy of his epicness lurking deeper in the story.

GM Resources

The GM Resources document provides many options for Game Masters, including various initiative options, guidance on how to simulate more of a "1st level character" experience, milestone advancement options, and so on.

Also, many NPC's, content from our Adventures (including conversions of parts of the Rise of the Runelord and Shattered Star adventure paths), magic items, and so forth are offered up for a GM's use and enjoyment.