How many "special attacks" can you fit on a pure martial character?


Advice


Among many reasons that make me not a great fan of non-magic user martial characters, one is the poverty of their gameplay.
A magic user has a TON of options to chose from every combat round, but for most of martial characters, it tend to be just: "I whack my weapon in my ennemy face" every round.

So, I was wondering, how far could a martial character could go if it main goals was actualy to master as many different "special attacks" he could ?

For exemple, if I take a Monk, who starts with Stunning Fist and give it:
- Cleave (feat)
- Elemental Fist (feat)
- Punishing Kick (feat)
- Greater Vital Strike (quiggong power)
- Blood Crow Strike (quiggong power)

I now have a martial character with 6 different "special attacks".
How far could I go following this way?

PS: I'm talking of the classic classes only in that thread. Not of unchained ones.


I was thinking more along the lines of
Power Attack
Knock back
Spiked Destroyer
Greater Bull Rush
Merciless Rush
Squash Flat
Greater Trip

One attack leads to a free bull rush, leads to a free attack with spiked armor and a free trip, leads to another free attack.

Anything that adds a free maneuver check to your attack can be considered special, as it opens up optional attacks associated with those maneuvers and their feats.

It may not be elemental or special in the way stunning fist is, but combat maneuvers and dirty tricks are intended to give martial fighters the versatility and options you mentioned spellcasters getting.


VoodistMonk wrote:

I was thinking more along the lines of

Power Attack
Knock back
Spiked Destroyer
Greater Bull Rush
Merciless Rush
Squash Flat
Greater Trip

While those are interesting feats, they are more feats that improve already existing attacks, than feats that add new special moves.

What I seek is more to have more option to choose between at each round while playing a martial character

Grand Lodge

It seems a brawler or lore warden martial master fighter seem like a better fit. Just pick up the special ability needed. Want to punch a ghost do it, want to punch an haunt or swarm do that to. Need to grapple great.

I'm in the same boat as you with what I like playing here is a fighter I loved playing.

The mutation warrior, eldritch guardian, martial master. Your fighter that can fly and self heal, buff yourself, and adapt by getting any combat feats. You have a second body on the field which opens up team work feats like broken wing gambit. If you are a half elf you can grab arcane training for wand and scrolls use.

You lose weapon training and armor training which are loses. Much of the pain can be mitigated by the better form of bravery the eldritch guardian gets, the immunities and resistances the half elf gets and the additional +2 will.

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