One Punch Man


Advice


I'm interested in how doable a One Punch Man type character would be. Basically, the build would want to maximize the damage possible on a single attack.

The Vital Strike feat line is the only thing I can think of.

I was wondering if there is a way to turn all iterative attacks into one single devastating attack or not.


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Before Errata, I might've said a Pummeling Style-based build. XD If your GM is REALLY generous, maybe you can use the old version. As things are now, though, Vital Strike might indeed be your best choice.

(And Mythic, if you can get it. That particular character is Mythic as heck. XD)


Could go for a poisoned glove with drow poison. Knock out punches. Just a thought.


1d2 Crusader.


Mythic Vital Strike.

Of course, that gets you to MAYBE the level of "Not trying at all lel" Saitama. You won't be shattering meteors or parting the clouds around the entire planet with this system. Ever.


Abyssal bloodline Bloody-Knuckled Rowdy Primalist Bloodrager. Remember to pick up the Blooded Arcane Strike feat and Raging Finish along with the Vital Strike line. Grow giant, have a huge STR bonus, add Arcane Strike to your Vital Strike, do Raging Finish, the works.


master of many style monk, combining dragon and tiger styles, and using always tiger claws. (tecnically you use both hands, but it is a single attack)


What is the nerf to Pummeling Style?

Scarab Sages

Unchained Rogue, Slayer or Ninja with Sap Adept/Master using unarmed strike sneak attacks.


RaizielDragon wrote:
What is the nerf to Pummeling Style?

Its intended function was explained, reducing the amount of exploitation possible.

Also they changed it from all or nothing crit to a clustered shots style flurry of fists.


Wizard VMC Magus with Close Range Arcana making a melee touch "punch" attack with Disintegrate.


Go play Mutants & Masterminds to have enough STR to smash even the Moon. :D


Can you still Rage cycle if using Furious Finish?

Scarab Sages

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If you ever get the chance to trade your starting language for hitpoints, don't hesitate

Lantern Lodge RPG Superstar 2015 Top 16

I actually have a couple PCs like this :P

I'd go Urban Bloodrager or Urban Barbarian 1/Brawler rest of the way. Go human or half-orc, go high strength as you can muster. Feats would look like this:

1 (Barbarian/Bloodrager): Power Attack
2 (Brawler)
3 (Brawler): Dragon Style
3b (Brawler): Wpn Focus (unarmed strike)
4 (Brawler)
5 (Brawler): Wpn Spec (unarmed strike)
6b (Brawler): Vital Strike
7: Reckless Rage
9: Stunning Fist
9b: Dragon Ferocity

At level 9 with Monk's Robes, brawling Armor, +4 Strength Belt for 24 Strength, +1 amulet of mighty fists , and the Quain Martial Artist trait, your first unarmed strike each round will deal 2d6+20. With Power Attack, that'll be 2d6+26. If you rage and put the bonus to Strength and power attack, that'll be 2d6+32. Vital Strike to make it 4d6+32. Throw in Enlarge Person and that'll be 3d6+36 or 6d6+36 if you Vital Strike. Of course subsequent attacks will only get 1.5 your Strength modifier to damage instead of 2x, but that first punch hit will hurt :)


Standing still one punch or will you be okay with moving first?

If you are okay with charging, then this feat:
Horn of the Criosphinx

Quote:

Horn of the Criosphinx (Combat)

Hammer-masters developed a fighting style based on certain attributes of sphinxes, focusing particularly on how these creatures can stand steadfast even in the face of imminent onslaught or make their own deadly assaults at a moment's notice.

You end your charge in a devastating two-handed attack.

Prerequisite(s): Base attack bonus +6 or monk level 6th.

Benefit(s): Whenever you make a successful charge attack while wielding a two-handed weapon in both hands, add two times your Strength bonus to the damage roll.

Normal: A character wielding a two-handed weapon adds 1-1/2 times her Strength bonus to damage rolls.

Special: A monk can use this feat as long as he is wielding a two-handed weapon or both his hands are empty.

Note: A monk can take any of these feats as bonus feats at the indicated levels. To benefit from the feats, monks must have both hands free and capable of delivering an unarmed strike.

Also, if Mythic is fair game, this:

Aerial Assault wrote:

Aerial Assault (Su)

You can charge at creatures in the air, or leap across obstacles as part of a charge. When making a charge attack, you can expend one use of mythic power to include a single Acrobatics check made to jump, adding 10 feet per tier to the height or distance you jump. You take no falling damage from the height gained as part of this leap. If your attack hits, you may deal an amount of additional damage equal to the falling damage appropriate for the height you reached. Alternatively, you may replace your melee attack from this charge with a grapple check. If you successfully grapple a creature, you bring it to the ground with you at the end of your jump, and it takes an appropriate amount of falling damage for the height it was at when you grappled it.


Brawler Vital strike build for PFS ... stat dump 4th lvl Ko punch .. killed them or knock them out.
Also if you want to get nasty an have a partner willing .. Power attack,wild flanking, with mythic power attack .. Insane damage


If you combine Greater Grapple with Expert Captor, you can Initiate a Grapple as a Standard Action then Tie him Up as a Move Action. It's not too hard to raise your CMB for Grappling shockingly high, to say +50 by level 9. Not exactly a punch, but there will be a whole lot of things that you will knock out in 1 round.


A single Dirty Trick can make your opponent Blind. If you have Quick Dirty Trick, you can play your Trick as an Attack Action instead of as a Standard Action, so you could play a 2nd Dirty Trick as an off-hand attack and make your opponent Blind and Deaf in 1 round. Usually Blind is enough to lock in your Sneak Attack Damage.


A lance from a charging mount will do double damage.

Brace Weapons receiving a charge will also do double damage. A level 5 Fighter with the Phalanx Soldier Archetype and maybe Quickdraw can Ready his undrawn Brace Pole Arm and get his Attack of Opportunity pretty much whenever he's charged.

A Maul of the Titans does Triple Damage vs. Inanimate Objects. If you have Greater Sunder, the residual damage goes to the wielder.

If you have Shield Slam, Greater Bull Rush, Paired Opportunist, Combat Reflexes, and a Flanking Buddy who also has Combat Reflexes, you can loop attacks of opporutnity until your CR runs out.


I'm kinda looking at this from the Esoteric Magus standpoint. Kirin Strike, Fiery Runes, Intensified Shocking Grasp, and Arcane Pool augment all thrown into the punch. There's also the Etherial Fists spell or Ghost Blade Magus Arcana to consider if you want to punch ghosts away.

Honestly, I was considering this kind of build for recreating Louie the Rune Soldier. I was considering Dragon Style for the damage yield, but that would more demand dipping into Master of Many Styles Monk to mix with Kirin Style.


One punch man is basically using the cdg rules every time he throws a punch. I don't know how you would go about doing that in the game though.

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