
RaizielDragon |
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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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 :)

haremlord |

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
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 (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.

Scott Wilhelm |
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.

Scott Wilhelm |
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.

Scott Wilhelm |
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.

Kalvit |

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.