Help with the Best Single Punch Level 8


Advice


Brawler, Level 8 have 3 bonus feats, four normal feat, race qualify for Arcane Strike. Have Martial Flexibility, Unarmed Strike 2d8

Feats:
Enforcer
Arcane Strike
Riving Strike
Nature Magic
Staggering Fist (need Level 2)
Dazing Fist (need Level 4)
Grasping Strike (need Level 5)

use Martial Flexibility for
Vital Strike (need Level 6)
Befuddling Strike (need Level 8)

One mega-punch can do:
-2 penalty save against spells, stagger, shaken, daze, entangle, confuse, and 4d8 damage.

Deliquescent Gloves adds corrosive property small boost.

Can pick Enforcer shaken trigger same punch sicken from Cruel Body Wrap?

Me know not fit in Weapon Focus (Unarmed Strike), Dazzling Display and Gory Finish. Seem weaker. Also ignore Draining Strike. Fatigued? Meh.

Yes, actual character dole debuffs throughout day not nova. This silly theorycraftingstuffs.

How can we design better?

Dark Archive

Yep, we can, though it is a reasonably close call.
Good Times

On a hit we can reduce saves by 4, reduce movement to only five feat, stun, stagger, daze, force all opposed skill checks to be rolled twice and the lower result taken, force a will save to avoid nauseated condition and if you pass are sickened instead. Our damage sucks of course but the new build gets sneak attack and studied target so we're fine.

1d8+1d6+1d6(sa) with bane and studied target and advise as needed. It hasn't been posted there yet but the new build grabs four levels of inquisitor instead of only 1. The local pfs vl doesn't like me causing the sickened condition on top of everything else so the cruel property won't work until subsequent hits on your shaken target. Lame. I much prefer my first and only attack forcing the enemy to make multiple saves at -6.

Also, rather than continuing with the power gaming route I decided to make the last two feats angelic blood and angel wings. Qinggong options for later levels are also wicked when I can pop off a whirlwind attack and use one super attack against all adjacent enemies. Can't do everything at 8 but by 11 Punishing kick and touch of serenity are added to the list. Makes brawlers flurry much more useful for spreading around the bad touches to two targets and koaning the third. The lockdown is great, the damage not so much. I wanted to use vital strike but there isn't room. Arcane strike is nice and I qualify. Unfortunately, it isn't enough and it costs a swift action and I have too many uses for those. What I really want is the ability to toss in a queer combat maneuver into the mix. Something to really spice things up but without power attack or combat expertise, finding a cool one to do in combat is a bit difficult, even with flexibility and all. Since you are a brawler, I would keep pushing up the vital strike chain as it is more about damage and offense. You'll likely never get a high enough wisdom to make it as viable as with a sensei or guided hand build, of course, but if you keep throwing all those saves onto enough attacks, it easily makes up for the lower dc's. I wanted the entangle option, personally. I like it. If possible, look into the elemental fist line of feats. Dunno what your wisdom modifier is, but if it is decent, the elemental styles are pretty nice. I am mostly partial to the marid style but you have that angle covered.

PS. If you have any ideas for me please share. The idea is super awesome (and GM's hate it) so double win? :D


Get a wand of Strong Jaw (Ranger 7th level spell) and UMD to use it for 8d8 damage?

prototype00


How Honorable Mister Good Times look level eight?

Also small typo in my post. Vital Strike known feat. Grasping Strike from Martial Flexibility.

Dark Archive

At level 8 with a +1 Spell Storing Bodywrap of Mighty Strikes (Command/Lock Gaze) and Dilequescent Gloves we have:

Round 1.
Swift action enter Mantis Style.
Move action Study Target.
Standard action(convertee to a move) activate Advice.
5' step toward enemy.

Round 2.
Move action activat Martial Flexibility: Staggering Fist.
Free Action continue giving Advice.
Swift Action Bewildering Koan another target at +21 Bluff.
Declare Scorpion Style.
Declare Stunning Fist.
Declare Staggering Fist.
Declare Hell's Corruption.
Declare Subdual Damage for Enforcer.
******
Attack+15. 1d8+1d6(acid)+1.
On hit intimidate (+18) to shaken.
On hit Hell's Corruption.
On hit DC 21 fort vs Scorpion Style.
On hit DC 23 fort vs Stunning Fist.
On hit DC 21 fort vs Staggering Fist.
On hit DC 18 will vs Command/Lock Gaze.
All saves likely made at -4.

******
Results

One enemy unable to act for one turn (Bewildering Koan).

Melee opponent shaken for rounds = damage dealt.
Rerolls opposed skill checks taking lowest result, -2 to saves. 1 round.
On failed save #1 movement speed reduced to 5'. 7 rounds.
On failed save #2 stunned. 1 round.
On failed save #3 Staggered. 1 round.
On failed save #4 Affected as if by Command/Lock Gaze. 1 round.

This is him essentially going nova. He rarely needs to. He usually budgets better and just applies stun and scorpion style with intimidate and hells corruption which is enough to make most enemies fail at least one of them. Meanwhile, he is still giving advice and supporting the party, providing debuffs to the target he is hitting providing any spell casters a lot of extra support if they have single target offensive save based spells, and he is still able to cast spells of his own with solid DC's or render nasty threats tame or high ac opponents manageable with touch attacks via gentle repose, Hells Corruption and stunning fist attached to either thanks to the gloves.

As of last night (he is level 8 and we played up in a 7-11) the gm called the fight early in the boss battle when I Koaned a summoned Chimera by rolling a 2 and the creature was unable to beat the check on any roll. The subsequent round I Koaned the boss who had just begun to distribute negative levels and I stunned the summoner and reduced his movement to 5' for the duration of the combat. He had no escape. As the rest of our party consisted of a gunslinger, a fighter archer, a barbarian and a wizard, things died quick and painful deaths and with no way to defend themselves, let alone act, the gm just called the fight. And yes, my next round of actions would have been to switch into dazing fist and go for a dazing, stunning, scorpion styled, hell's corrupted enforcer strike on the summoner to ensure he was not going to get to act.

How honorable, you ask? He gives you the option to give up before he makes you give up anyway. Due to playing up his entire career he does have inflated wealth by level somewhat. His HP and ac are also pretty poor. Nearly got reamed by a 16d6 cold guyser last night. He's versatile but not invulnerable and his initiative is only +4 and he has no evasion. Those are all glaring weaknesses at this point. But several go away with levels and gold (HP with both, evasion with wealth, initiative at level 2 inquisitor).

At this point my main concerns are how badly do I want to power game him versus make him thematic. I could use my last two feats for angelic wings and have a permanent 30 foot fly speed or take touch of serenity/punishing kick at 11, and something else at 9.


I understand you are going for the one punch trick thing here but to me it doesn't seem as worth while to invest in both Nature Magic and Grasping Strike to situationally (foliage in the area has to exist) gain the same advantage that you could accomplish simply by throwing a net at them.

If you don't care and you just want to add whatever effects you can (even situational ones) to you punch as possible then feel free to ignore this post.


You could have the Deliquescent Gloves double enchanted with Poisoner's Gloves. There are a variety of things you could inject them with that could debuff/damage them.


Not sure how it all interactes with pummeling style but that might be nice to add in there.

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