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This document provides suggestions and insights into how to translate the ideas of the
Fighter class from the source material into Path nder Fate Accelerated.
"Fighters excel at combatdefeating their
Sample Iconics
enemies, controlling the ow of battle, and
surviving such sorties themselves. While their Dwyth, Farwyn, Hessia
speci c weapons and methods grant them a
wide variety of tactics, few can match ghters Starting Archetype Sets
for sheer battle prowess. Soldiers, knights,
Weaponmaster
hunters, and artists of war, ghters are
unparalleled champions, and woe to those who Combative +4
dare stand against them." Hero
Dabbling in Arcane now at the "basic So, just imagine the bold warrior you
knowledge" level also opens the door to always wanted to play, and pick Aspects
later progression as a spell sword or and Stunts accordingly. Hopefully you will
magus. be impressed with how interesting and
dynamic the resulting character turns out
Finally, remember that a Archetype can
to be.
always defend against itself; thus a ghter
with Arcane +1 e ectively has an
"improved save" vs arcane magic.
Divine +1 is perhaps the most unusual choice but not inappropriate for a ghter who
gained his education from a priest or a learning institution a liated with an organized
church. Even if the ghter is not a devout follower of some deity and does not intend to
become a paladin or war priest, knowledge of the forces of good and evil or of
cosmological concerns or of church politics might come in handy at some point.
Approach Considerations
Fighters are often Careful and rarely Sneaky .
Many, perhaps most, ghters are Forceful , but some more amboyant ghters trend
towards Flashy . And many ghters are often passably Quick with a blade, as it can often
mean the di erence in which side of a ght draws rst blood.
Most ghters, the rank and le, meat-shields, grunts, and the like, have no need to be
Clever ; but there are educated and intelligent men and women who follow the way of
the blade...o cers, leaders, tacticians, champions...and they can be quite erudite and
sharp of wit.
Self-taught or Trained?
How did your character became a ghter? Did they just pick up a sword, toss on a chain
shirt, and proceed to gure it out as they went? Were they mentored by an older ghter?
Or were they accepted or forced into formal instruction such as in an army training
program? And so on.
Brute Force or Finesse?
Some ghters rely on strength and power, others on speed and precision, and others
are somewhere in between. Deciding where your Fighter falls on this spectrum will help
you choose your Approaches at a minimum; a brute force ghter will tend to favor
Forceful or Flashy, while a more nesseful ghter will tend towards Quick and / or Clever,
and a more defensive ghter will tend towards Careful.
It will also probably be re ected in at least one of your Aspects, and possibly a Stunt.
Hessia is a heavily armored but aggressive ghter who likes to strike rst, strike
hardest, and strike last. Used to dirty ghts, she wears spiked armor that quickly
dissuades anyone trying to grapple her, and her fearsome demeanor can set the knees
of her enemies to quaking. Press ganged and trained to serve in the now fallen order
of the Grey Maidens, Hessia has added a collection of rough and ready dirty tricks, low
blows, and vicious hackery to her original training. Hessia prefers the longsword, but
she's skilled in all variety of standard weaponry.
Farwyn is a no nonsense ghter capable of laying waste to all who come near him.
Drilled and honed into a warrior for many years by a famous champion, he now seeks
fame and fortune in the harsh crucible of combat.
Farwyn's weapon of choice is the glaive, and he excels at striking down all who stand
against him in a whirlwind of precise violence.
Stunts
Fighter characters might nd the following Stunt categories of interest: Warrior, Durability,
Competence.
The following Stunts are o ered as samples that might be relevant for some ghters.
However, the best Stunts are those that are tailor made to t your concept, so don't
hesitate to come up with your own or work with your GM to de ne something that is
"just right" for your character. See the Stunt options document for ideas on how to do
this.
Defensive
Fighters that intend to live another day typically develop their defensive options.
Heavy Armor Training : Because I have trained to wear heavy armor extensively, I
gain +1 to Combatives to defend when I am heavily armored.
Improved Disarm : Because I like to disarm others, I get +1 when I am Quick and
attempt to create advantage to attach the situational Aspect Disarmed to other
people who weild weapons.
Just Roll With It : Because I excel at avoiding harm and rolling with whatever comes
my way, I can use more than one stress box to absorb stress from an attack
(normally, only one stress box may be used to o set stress from a single attack).
Light Armor Training : Because I have trained to wear light armor extensively, I gain
+1 to Combatives to defend when I am lightly armored.
Stalwart Resistance : Because my innate fortitude and intrinsic vitality protects me,
I gain +1 to defend against magical and unusual attacks without needing special
narrative justi cation or rst creating an advantage to invoke.
Offensive
A ghter that never goes on the o ensive would be a strange duck. Most ghters
have one or more techniques for making foes sorry to have crossed their path.
Bums Rush : Because I like to overwhelm others, I get +2 when I am Forceful and
attempt to tackle or bowl over an opponent.
Combat Veteran (-2) : Because I have engaged in so much combat, I gain +1 when I
am Combative and attack or defend.
Forbidding Presence : Because I present a very intimidating and stern visage while
emanating a frightenting aura, I gain +1 when being Flashy and attempting to
frighten or demoralize.
Lightning Draw : Because I have mastered the art of the lightning draw, I gain an
automatic boost when I am Quick and draw my blade for the rst time in an
exchange. Additionally, if I opt to do this at the beginning of a con ict I gain +2 to
determine who goes rst.
Weapon Mastery (-3) : Because I have spent many years mastering a type of
weapon, I gain +1 to Combatives when I attack, defend, create advantage, or
overcome while using any weapon of that type.
Multi-attacker
Some ghters are so skilled at laying about themselves with lethal force that they may
simultaneously engage multiple opponents in their vicinity.
This sort of ability can take many forms to suit an individual character's style. The
below example of Whirlwind Attack is provided to illustrate how such a Stunt can be
structured to allow a ghter to do this more than once per session by committing more
than one Stunt slot to the ability; this might be done at character creation or over time
as a character progresses.
Whirlwind Attack (-2) : Because I am a potent warrior once per scene when I am
Flashily Combative and attack with a suitable weapon, I may a ect all enemy
targets in my zone without having to split my shifts between them.