Moonforged Fighter
Moonforged Fighter
Moonforged Fighters are professional soldiers, duelists, sky‑marines, caravan guards, and monster‑hunters who train to survive Aurelia’s extremes:
- Fights on skybridges and gravitic cliffs.
- Warfare in Mana Storm Belts and Ember Reaches.
- Shield walls against things that fall out of Starfall Years.
Mechanically, this is:
- A fighter replacement with fewer dead levels.
- A Talent system instead of only bonus feats.
- Some environmental resilience baked in (storms, gravity, etc.).
- Optional lunar hooks (we’ll do moon‑specific archetypes later, as you asked).
2. Moonforged Fighter – Full 1–20 Table
Hit Die: d10
Class Skills: Acrobatics (Dex), Climb (Str), Craft (Int), Handle Animal (Cha), Intimidate (Cha), Knowledge (dungeoneering) (Int), Knowledge (geography) (Int), Knowledge (nobility) (Int), Perception (Wis), Profession (Wis), Ride (Dex), Survival (Wis), Swim (Str).
Skill Ranks per Level: 4 + Int modifier
Table: Moonforged Fighter
| Level | BAB | Fort | Ref | Will | Special |
|---|---|---|---|---|---|
| 1 | +1 | +2 | +2 | +0 | Martial Training, Weapon & Armor Proficiency, Combat Talent |
| 2 | +2 | +3 | +3 | +0 | Braced Stance, Combat Talent |
| 3 | +3 | +3 | +3 | +1 | Battlefield Awareness +1 |
| 4 | +4 | +4 | +4 | +1 | Combat Talent |
| 5 | +5 | +4 | +4 | +1 | Moonforged Resilience +1 |
| 6 | +6/+1 | +5 | +5 | +2 | Combat Talent |
| 7 | +7/+2 | +5 | +5 | +2 | Battlefield Awareness +2 |
| 8 | +8/+3 | +6 | +6 | +2 | Combat Talent |
| 9 | +9/+4 | +6 | +6 | +3 | Moonforged Resilience +2 |
| 10 | +10/+5 | +7 | +7 | +3 | Combat Talent, Weapon Mastery I |
| 11 | +11/+6/+1 | +7 | +7 | +3 | Battlefield Awareness +3 |
| 12 | +12/+7/+2 | +8 | +8 | +4 | Combat Talent |
| 13 | +13/+8/+3 | +8 | +8 | +4 | Moonforged Resilience +3 |
| 14 | +14/+9/+4 | +9 | +9 | +4 | Combat Talent |
| 15 | +15/+10/+5 | +9 | +9 | +5 | Battlefield Awareness +4 |
| 16 | +16/+11/+6/+1 | +10 | +10 | +5 | Combat Talent, Weapon Mastery II |
| 17 | +17/+12/+7/+2 | +10 | +10 | +5 | Moonforged Resilience +4 |
| 18 | +18/+13/+8/+3 | +11 | +11 | +6 | Combat Talent |
| 19 | +19/+14/+9/+4 | +11 | +11 | +6 | Battlefield Awareness +5 |
| 20 | +20/+15/+10/+5 | +12 | +12 | +6 | Combat Talent, Moonforged Paragon |
Core Features
Weapon & Armor Proficiency
All simple and martial weapons; all armor and shields (including tower shields).
Up to you if archetypes add magitech weapon proficiency.
Martial Training (Ex) – 1st
You are trained to adapt multiple fighting styles.
- At 1st level and every odd level (1, 3, 5, 7, etc.), you gain a bonus combat feat from the fighter list, ignoring ability score prerequisites by up to 2 points (e.g., you can take Power Attack with 11 Str).
- You must still meet level, other feat, and BAB prerequisites.
This preserves the “fighter gets lots of feats” identity, but slightly more forgiving.
Combat Talent (Ex) – 1st, 2nd, 4th, 6th, 8th, 10th, 12th, 14th, 16th, 18th, 20th
At these levels, you gain a Combat Talent from the Moonforged Fighter list (see section 3). These are like Rogue Talents / Slayer Talents:
- Some are style‑agnostic (durability, mobility, battlefield control).
- Some are style‑specific (sword & board, two‑handed, archery, unarmed, mounted, etc.).
- You may take some multiple times.
If you prefer simpler, you can allow “Combat Talent: Bonus Feat” as an option.
Braced Stance (Ex) – 2nd
You learn to plant your feet in Aurelia’s treacherous ground.
- While wearing medium or heavy armor or using a shield, you gain a +2 bonus to CMD vs. bull rush, overrun, and trip.
- You also gain a +2 bonus on Acrobatics checks to resist being moved by strong winds, currents, or gravity shifts.
At 10th level, this bonus increases to +4.
Battlefield Awareness (Ex) – 3rd, 7th, 11th, 15th, 19th
You develop a sixth sense for danger.
- At 3rd level, you gain a +1 bonus on initiative checks and Perception checks.
- This bonus increases by +1 every 4 levels thereafter (to +5 at 19th).
- At 7th level, you cannot be flanked except by a rogue 4+ levels higher (as Uncanny Dodge).
- At 15th level, you gain Improved Uncanny Dodge (as barbarian).
If you want to keep it simpler, just treat this as “fighter’s version of trap sense + uncanny dodge”.
Moonforged Resilience (Ex) – 5th, 9th, 13th, 17th
You’re hardened against conditions that kill normal soldiers.
At 5th level:
- Gain a +1 bonus on Fortitude saves vs. poison, disease, and environmental hazards (heat, cold, altitude, suffocation, pressure, etc.).
- You can sleep in light or medium armor without becoming fatigued.
At 9th level:
- Bonus increases to +2.
- You gain Endurance as a bonus feat (if you already have it, gain another fighter bonus feat instead).
At 13th level:
- Bonus increases to +3.
- You gain Diehard as a bonus feat (or another if you already have it).
At 17th level:
- Bonus increases to +4.
- When reduced below 0 hp, you automatically stabilize, and you may continue to fight as if disabled (1 standard or move per round) until you reach –(Con score) hp, instead of –10.
Weapon Mastery I & II (Ex) – 10th, 16th
At 10th level, choose one weapon group (as fighter weapon training in PF1: heavy blades, axes, bows, etc.).
- You gain a +1 bonus on attack and damage rolls with weapons from that group.
- One weapon from that group you choose becomes your favored weapon:
- You gain +2 on CMD to resist sunder/disarm attempts against it.
- You may draw it as a free action as part of any action that includes a movement component (like Spring Attack).
At 16th level:
- Choose a second weapon group; you gain +1 attack/damage with it.
- Your original group’s bonuses increase to +2.
- When using your favored weapon, you may reroll one failed attack roll per day; must take the second result.
You can treat this as a simplified Weapon Training.
Moonforged Paragon (Ex) – 20th
You stand at the pinnacle of mortal martial prowess.
- Once per encounter, you may declare a Moonforged Surge as a swift action, lasting 1 round:
- You gain +2 to attack and damage rolls,
- +2 dodge bonus to AC and Reflex saves,
- And DR 5/—.
- Additionally, you gain:
- A second attack reroll per day with your favored weapon, and
- You are always considered to have rolled a 10 on initiative (before modifiers) if you would otherwise roll less than 10.
You can later tie this to a specific moon via archetype (e.g., Eryth, Thren, Velis, etc.).
3. Combat Talent List
You can mix these with PF1 feats. Think of each talent as “worth about one good feat or a small feat chain.”
I’ll group them:
- Universal Talents (any style)
- Defensive / Shield Talents
- Mobility / Positioning Talents
- Ranged / Reach Talents
- Advanced (GM‑gated or for higher levels)
3.1 Universal Talents
Focused Practice
Choose one combat feat you possess. You treat your fighter level as +4 higher for the purpose of meeting that feat’s prerequisites for upgrades (e.g., Greater versions). You can take this talent multiple times, each time applying it to a different feat.
Resolute Strike
Once per round, when you miss with an attack roll by 5 or less, you may choose to take a –2 penalty to AC until your next turn to treat the attack as a hit instead. You must declare this after seeing the roll but before damage is rolled.
Weapon Familiarity
Choose one weapon type (e.g., longswords, spears, warhammers). You gain a +1 bonus on attack rolls with that weapon. This stacks with Weapon Focus and your Weapon Mastery bonuses.
3.2 Defensive / Shield Talents
Bulwark Guard
Prereq: Proficient with shields
When wielding a shield, you gain a +1 shield bonus to AC vs. ranged attacks and +2 on Reflex saves vs. area effects that originate in front of you (GM adjudication).
Shielded Advance
Prereq: Bulwark Guard or Shield Focus
When you take a move action to move at least 10 ft, you gain +2 shield bonus to AC vs. attacks of opportunity provoked by that movement.
If you also have Braced Stance, add your Braced Stance bonus to this AC bonus.
Ward of Steel
When wielding a two‑handed melee weapon, you gain a +1 dodge bonus to AC vs. melee attacks from any one target you attacked this round. You can change the chosen target each round.
3.3 Mobility / Positioning Talents
Stormstep Footwork
You gain a +2 bonus on Acrobatics checks to move through threatened squares and avoid attacks of opportunity. In Mana Storm Belts or auroral veils, this bonus becomes +4.
Gravitic Sense
You gain a +2 bonus on saves vs. bull rush, trip, and effects that alter gravity or knock you prone, and a +2 bonus on Acrobatics checks to keep your footing in Gravitic Anomaly Zones.
At 10th level, these bonuses increase to +4.
Press the Opening
When you critically hit a foe in melee, you may take a 5‑ft step immediately after resolving the attack, even if you have already taken a 5‑ft step this round.
3.4 Ranged / Reach Talents
Storm Archer
You take only –1 per range increment beyond the first with bows and crossbows (instead of –2). In strong winds or storms, your penalties for range and weather are halved.
Linebreaker Spear
When wielding a reach weapon, you may treat adjacent squares as threatened for the purpose of attacks of opportunity once per round, but such attacks take a –2 penalty.
Volley Brace
Prereq: Storm Archer
If you do not move on your turn, you may make one additional ranged attack as part of a full attack, but all your ranged attacks that round take a –2 penalty. This does not stack with haste or similar extra attack effects.
3.5 Advanced Talents (suggest for 10+ or GM approval)
Battlefield Commander
As a move action, you can issue a tactical command to allies within 30 ft who can hear you, granting them one of:
- +1 to attack rolls until the start of your next turn, or
- +2 to a single type of save (Fort, Ref, or Will) until the start of your next turn.
You can use this a number of times per day equal to 1 + your Cha modifier (min 1).
Unyielding Wall
Prereq: Bulwark Guard, fighter level 10
When using a shield and heavy armor, you gain DR 2/—.
If you take a total defense action, this DR increases to DR 5/— until the start of your next turn.
Sky Duelist
Prereq: Gravitic Sense, fighter level 10
When you and your opponent are both not standing on solid ground (airship decks, flying platforms, narrow ledges, etc.), you gain:
- +1 to attack and AC against that opponent, and
- You ignore the first 10 ft of forced movement (being pushed or pulled) each round.
Subclass: Eryth War‑Champion
Moon of War, Courage, Storms
Front‑line storm‑soldiers and shock troopers. Mechanically: controlled aggression, storm‑themed boosts.
Class Features
1st – War‑Blessed Ferocity (Ex)
You can tap into Eryth’s battle‑fury.
- 1/day as a swift action, you enter a battle trance for 1 round + Con modifier:
- +2 morale bonus to Strength and Fortitude saves,
- –2 penalty to AC.
- You can end this as a free action on your turn.
- At 7th level, you gain 2/day; at 13th, 3/day.
Replaces the 1st‑level Combat Talent (you still get Martial Training’s bonus feat).
3rd – Storm March (Ex)
You gain:
- +10 ft enhancement bonus to land speed when wearing light or medium armor.
- +2 bonus on Fortitude saves vs. fatigue, exhaustion, and environmental heat/cold.
At 11th level, the speed bonus increases to +20 ft when War‑Blessed Ferocity is active.
Replaces Battlefield Awareness +1 at 3rd. You still gain the later Awareness bonuses (2/3/4/5) at 7/11/15/19.
5th – Eryth’s Challenge (Ex)
As a swift action, you can mark a single enemy within 60 ft as your challenge:
- For 1 minute or until one of you drops, you gain:
- +1 bonus on attack and damage rolls against that foe,
- +2 morale bonus on Will saves vs. fear.
- You take a –1 penalty to AC vs. all other creatures.
You can use this 1/day + 1/4 levels (2/day at 9th, etc.).
Replaces Moonforged Resilience +1 at 5th. At 9/13/17, you still gain Resilience, but its bonuses are one step lower (max +3 instead of +4).
10th – Battlefront Roar (Su)
2/day as a standard action, you unleash a war‑cry:
- Allies within 30 ft who can hear you gain:
- +1 morale bonus to attack and damage rolls, and
- +2 morale bonus on saves vs. fear
- for
- 1 round per 2 fighter levels
- .
- Enemies within 30 ft must succeed at a Will save (DC 10 + ½ level + Cha mod) or be shaken for 1d4 rounds.
Replaces the 10th‑level Combat Talent (you still get Weapon Mastery I).
Subclass: Thren Oathblade
Moon of Vengeance & Broken Oaths
Duelling avengers who punish traitors and oath‑breakers. Think “fighter version” of your Thren‑Bound rogue.
Class Features
1st – Brand of Thren (Su)
As a move action, you can brand one visible creature within 60 ft as your oath‑target.
- Against this target:
- +1 insight bonus on attack and damage rolls,
- +2 bonus on Sense Motive, Perception, and Survival to identify, observe, or track them.
- Only one brand at a time; branding a new target ends the old one.
- Brand lasts 24 hours or until you dismiss it (free action).
At 8th level, the attack/damage bonus becomes +2; at 16th, +3.
Replaces the 1st‑level Combat Talent.
3rd – Oath‑Sight (Ex)
You gain:
- +2 bonus on Sense Motive checks,
- A further +2 bonus to Sense Motive against your branded target (total +4).
At 11th level, once per day, you may treat a Sense Motive check vs. your brand as if you had rolled a natural 20.
Replaces Battlefield Awareness +1 at 3rd (you still gain later Awareness bonuses).
5th – Vengeful Riposte (Ex)
Once per round, when your branded target misses you with a melee attack, you may make a single melee attack against them as an immediate action at your highest base attack bonus.
Replaces Moonforged Resilience +1 at 5th. Subsequent Resilience bonuses are unchanged.
10th – Executioner’s Focus (Ex)
When attacking your branded target:
- Your threat range increases by 1 (e.g., 19–20 → 18–20). This stacks with keen/Improved Critical.
- If you confirm a critical hit, they must make a Fortitude save (DC 10 + ½ level + Str or Dex mod) or be staggered for 1 round.
Replaces the 10th‑level Combat Talent.
Subclass: Velis Skyrider
Moon of Travel, Luck, Trade
Mounted fighters, airship marines, and “sky cavalry”. Lots of mobility and charge synergy.
Class Features
1st – Rider of Velis (Ex)
You gain:
- Ride as a class skill (if not already), and a +2 bonus on Ride checks.
- When mounted or aboard a moving vehicle/airship, you gain a +1 dodge bonus to AC vs. ranged attacks.
Replaces the 1st‑level Combat Talent.
2nd – Skyrider’s Charge (Ex)
When you make a charge attack while mounted or moving at least 20 ft in a straight line:
- You gain a +2 bonus on attack rolls (instead of +1),
- And a +2 bonus on damage rolls (stacks with Spirited Charge’s multiplier).
At 10th level, if you successfully hit with such a charge, you may take a 5‑ft step immediately after the attack, even if you have already taken one this round.
Replaces the 2nd‑level Combat Talent.
5th – Velis’ Turn (Ex)
1/day as an immediate action, when you fail a Reflex save or Ride check, you may reroll it and take the second result.
You gain an additional daily use at 11th and 17th levels.
Replaces Moonforged Resilience +1 at 5th (you still gain Resilience at 9/13/17, but cap at +3 instead of +4).
8th – Caravan Vanguard (Ex)
While you are leading or scouting for a group (at least 3 allies) on a journey:
- The group gains a +2 bonus on initiative checks for ambushes and encounters,
- And a +2 bonus on Survival checks to avoid getting lost or ambushed.
In combat, if at least two allies are within 10 ft of you, they gain a +1 morale bonus to AC vs. attacks of opportunity while moving.
Replaces the 8th‑level Combat Talent.
Subclass: Saela Bladesinger
Moon of Art, Beauty, Passion
Duelists who blend performance and swordplay. Not spellcasters, but charisma‑driven fighters.
Class Features
1st – Grace of Saela (Ex)
You gain:
- Perform (dance, oratory, or weapon drill) as a class skill.
- A +2 bonus on Perform (chosen type) and +1 bonus on Reflex saves while wielding a light or one‑handed melee weapon and no shield (or a buckler).
Replaces the 1st‑level Combat Talent.
2nd – Bladesong Stance (Ex)
As a swift action, you can enter a flowing combat stance for 1 round:
- Gain a +1 dodge bonus to AC and +1 competence bonus on attack rolls with light or one‑handed weapons.
- You must move at least 5 ft that round or the stance ends.
You can use this a number of rounds per day equal to 3 + your Cha modifier. Rounds need not be consecutive.
At 10th level, these bonuses become +2.
Replaces the 2nd‑level Combat Talent.
5th – Flourish and Feint (Ex)
When you successfully feint in melee:
- The target is flat‑footed against all your melee attacks until the start of your next turn (instead of just the next attack).
- You gain a +2 bonus on attack rolls with attacks of opportunity provoked by that target during this time.
Replaces Moonforged Resilience +1 at 5th (later Resilience remains).
10th – Heartpiercer (Ex)
Once per round, when you deal critical hit damage with a light or one‑handed melee weapon:
- You may choose to forgo 1 point of your Weapon Mastery attack/damage bonus for that attack to instead cause the target to make a Will save (DC 10 + ½ level + Cha mod).
- On a failure, the target is either shaken or sickened (your choice) for 1d4 rounds.
Replaces the 10th‑level Combat Talent.
Subclass: Umbriel Deathguard
Moon of Secrets, Death, Memory
Grim battlefield executioners and undead‑hunters. Less flashy, more stoic and relentless.
Class Features
1st – Grave‑Hardened (Ex)
You gain:
- +2 bonus on saving throws vs. death effects, negative energy, and energy drain.
- Knowledge (religion) becomes a class skill, and you gain a +2 bonus on checks about undead.
Replaces the 1st‑level Combat Talent.
2nd – Executioner’s Poise (Ex)
When you reduce a creature to 0 or fewer hit points with a melee attack:
- You gain temporary hit points equal to your Con modifier (min 1), lasting 1 minute.
These do not stack; only the highest total applies. - If the target was undead, you also gain a +1 bonus on attack rolls until the end of your next turn.
Replaces the 2nd‑level Combat Talent.
5th – Umbriel’s Guard (Ex)
While you are adjacent to an ally:
- That ally gains a +1 sacred bonus on saving throws vs. death, fear, and negative energy effects.
- If they fail such a save, you may take the effect instead (if it could legally affect you) as an immediate action; you then gain +2 on your save against that effect.
You can intercept in this way 1/day at 5th, 2/day at 11th, 3/day at 17th.
Replaces Moonforged Resilience +1 at 5th; later Resilience remains.
10th – Slayer of the Restless (Ex)
You gain:
- +2 attack and damage vs. undead and creatures with regeneration or fast healing.
- When you confirm a critical hit against such a creature, it must succeed at a Fortitude save (DC 10 + ½ level + Str mod) or:
- Lose its fast healing or regeneration for 1d4 rounds (if it has any), and
- Be staggered for 1 round.
Replaces the 10th‑level Combat Talent.

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