One Punch Build


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Monks, Brawlers, and other classes with full BBA can incriase number of their attacks by TWF feats. But this bonus attacks have some penalties, and its bad for some builds.
But i want to create unarmed character, with one strong per round. About Classes, i think Brawler(Mutagenic Mauler) or Abyssal BKR Bloodrager. I also think Vital strike line will be exelent fot that, but i dont know, is the one ich Punch is good for that?
thats how i see this build
Str 20
Dex 16
Con 14
Int 8
Wis 13(wis 13 to take stunning fist for Dragon style)
Cha 7

1lvl Toughness, Power attack

2lvl Weapon focus Unarmed strike

3lvl Dragon Style

5lvl Improved Initiative, Weapon Spec Unarmed strike

7lvl One ich Punch

8lvl Stunning fist

9lvl Dragon Ferocity

11lvl Vital strike, Improved strike

What are you think about that? And i have a question, dragon style str bonus upgrage upgrading half str bonus from one ich punch?


Looks good, I'm sure someone can improve on it, but it's probably enough damage to be decent.

The Vital Strike line lets you be more mobile without giving up as much damage, but One-Inch-Punch doesn't have the same luxury.

While maybe not ideal, I'd be super tempted to add Furious Finish (and a 1-level dip in Barbarian/Bloodrager if you don't have it) to a build like this. You won't use it every combat, but the ability to pool everything into one huge punch is too cool.

One question: How did you generate your stats? That looks like a 29 point buy to me, which is both high and not a usual number.


i believe you should look at this prc if you want to b&%&!-slap some1 through a wall (or a domino line of mooks) at high enough level can also be used with vital strike etc


MrCharisma wrote:

Looks good, I'm sure someone can improve on it, but it's probably enough damage to be decent.

The Vital Strike line lets you be more mobile without giving up as much damage, but One-Inch-Punch doesn't have the same luxury.

While maybe not ideal, I'd be super tempted to add Furious Finish (and a 1-level dip in Barbarian/Bloodrager if you don't have it) to a build like this. You won't use it every combat, but the ability to pool everything into one huge punch is too cool.

One question: How did you generate your stats? That looks like a 29 point buy to me, which is both high and not a usual number.

20 point buy and 3 increse of stat because of level


zza ni wrote:
i believe you should look at this prc if you want to b$+~%-slap some1 through a wall (or a domino line of mooks) at high enough level can also be used with vital strike etc

I think brawler more combat focused then this pr. class


MrCharisma wrote:

Looks good, I'm sure someone can improve on it, but it's probably enough damage to be decent.

The Vital Strike line lets you be more mobile without giving up as much damage, but One-Inch-Punch doesn't have the same luxury.

While maybe not ideal, I'd be super tempted to add Furious Finish (and a 1-level dip in Barbarian/Bloodrager if you don't have it) to a build like this. You won't use it every combat, but the ability to pool everything into one huge punch is too cool.

One question: How did you generate your stats? That looks like a 29 point buy to me, which is both high and not a usual number.

One level give me lower unarmed damage,and normal profit of barb or bloodeager will be at 6+ levels. It also make mutagen progression lower


you get to ignore hardness when u through them at objects, keep up the unarmed monk damage (i believe also brawler count for that and for the class requirements so you can start as one), add up 1 size to damage and add vital strike (for one big attack) or flurry.

"Unarmed Combat (Ex): A Brother of the Seal’s class levels stack with any monk levels for the purposes of determining his flurry of blows, stunning fist, and unarmed strike class features (including determining damage dealt by his unarmed strike attacks)."


zza ni wrote:

you get to ignore hardness when u through them at objects, keep up the unarmed monk damage (i believe also brawler count for that and for the class requirements so you can start as one), add up 1 size to damage and add vital strike (for one big attack) or flurry.

"Unarmed Combat (Ex): A Brother of the Seal’s class levels stack with any monk levels for the purposes of determining his flurry of blows, stunning fist, and unarmed strike class features (including determining damage dealt by his unarmed strike attacks)."

Ignoring hardness only one cool ability of thi class?


and hitting some1 with your normal unarmed strike +1 size larger sanding him 10 feet away (probebly into some1 else) while dealing him (level+1d6) more damage when he hit that,dropping him prone and if he's high enough level send that 2nd creature flaying up to 10 more feet into some1 else until he roll too low on his roll or doesn't have anyone else to knock into?

all as part of your flurry of blows or vital strike action (or improved\greater cleave\charge etc)

so no ignoring the hardness of what you throw him at is not the only cool part


I think take Abyssal BKR instead of Brawler is nice idea. Enlarging and bonus strange in rage is awesome. And primalist archetype to replace claws


zza ni wrote:

and hitting some1 with your normal unarmed strike +1 size larger sanding him 10 feet away (probebly into some1 else) while dealing him level +1d6 more damage when he hit that,dropping him prone and if he's high enough level send that 2nd creature flaying up to 10 more feet into some1 else until he roll too low on his roll or doesn't have anyone else to knock into?

all as part of your flurry of blows or vital strike action (or improved\greater cleave\charge etc)

so no ignoring the hardness of what you throw him at is not the only cool part

Thats sounds inresting


you basically get this (he's actuly using 2 hands and break the limit of one domino a round ,but he's on drug- i mean 'potion's' effects..)


zza ni wrote:
you basically get this (he's actuly using 2 hands and break the limit of one domino a round ,but he's on drug- i mean 'potion's' effects..)

Its looks more like mutagenic brawler


they let him disable device, even magical traps and break magical barriers

Unraveling (Su): At 10th level, a Brother of the Seal’s unsealing ability can destroy force effects and abjuration, conjuration, and evocation effects that create stationary barriers (such as prismatic sphere, tiny hut, or wall of ice), even if the effect cannot normally be subjected to dispel magic.

nothing stops this guy!


zza ni wrote:

they let him disable device, even magical traps and break magical barriers

Unraveling (Su): At 10th level, a Brother of the Seal’s unsealing ability can destroy force effects and abjuration, conjuration, and evocation effects that create stationary barriers (such as prismatic sphere, tiny hut, or wall of ice), even if the effect cannot normally be subjected to dispel magic.

nothing stops this guy!

His ability situational. Magical barriers are not evrywhere


Pro100Andr wrote:
I think take Abyssal BKR instead of Brawler is nice idea. Enlarging and bonus strange in rage is awesome. And primalist archetype to replace claws

What are you think about that?


Pro100Andr wrote:
I think take Abyssal BKR instead of Brawler is nice idea. Enlarging and bonus strange in rage is awesome. And primalist archetype to replace claws

Sorry to be the bearer of bad news, but the Primalist can't replace bloodline powers until level 4. So you can't replace claws, but you can replace Demonic Bulk. If you don't want to replace that you have to wait till level 8 to get anything out of Primalist (although you don't lose anything, so no reason not to call yourself Primalist).

(PS I still count it as a 25 point buy, but maybe I'm reading it wrong)


MrCharisma wrote:
Pro100Andr wrote:
I think take Abyssal BKR instead of Brawler is nice idea. Enlarging and bonus strange in rage is awesome. And primalist archetype to replace claws

Sorry to be the bearer of bad news, but the Primalist can't replace bloodline powers until level 4. So you can't replace claws, but you can replace Demonic Bulk. If you don't want to replace that you have to wait till level 8 to get anything out of Primalist (although you don't lose anything, so no reason not to call yourself Primalist).

(PS I still count it as a 25 point buy, but maybe I'm reading it wrong)

Demonic Bulk is needed for me. Demonic Resistances can replace

Avout Stas
At first level
Str 18
Dex 16
Con 13
Int 8
Wis 13
Cha 7
At 4rd i increae con, on 8th and 12-Str


Bloodrager have much more damage bonuses, but he not gain a lot of combat feats. What style will be good for one punch? Maybe Dragon style line?


I can in the same round make vital srtike and one ich punch?


Maybe horn of the Criosphinx is better then dragon style for such build?


Pro100Andr wrote:
I can in the same round make vital srtike and one ich punch?

Nope, sorry.


MrCharisma wrote:
Pro100Andr wrote:
I can in the same round make vital srtike and one ich punch?
Nope, sorry.

If so, I think Horn is a better choise. Brawler is considering fighter and monk for feats, so I think he can use double strengh damage bonus in charge. It also free some feats which I spended on dragon style and stunning fist


Also, I checked Brother of the Seal. I cant take it because I need flurry of blows and stunning fist. Brawler gain Brawler flutty what a another ability, and stunning fist I can take only on 8 level


Alternative build: Magus based brawler.
Take the Esoteric archetype. Gives you improved unarmed strike and you get the same unarmed damage as a monk of your level.

Do the typical Magus thing where you pick a 1st level spell and meta magic the crap out of it to hit hard.

Esoteric loses 1 spell per level, but you can treat your Arcane Pool as Ki, which means you should be able to use Tea of Transference to exchange pool points for low level spells.

At 10th level you peak in this build with an Intensified Empowered Shocking Grasp that does 15d6 in return for a 2nd level spell slot if you stack your traits to get the metamagic cost down. You only have 3+1 2nd level spells for the day, but tea of transference would let you reclaim 5+int mod 2nd level spells. You really should aim to get Preferred Spell so you can spontaneously cast your chosen spell.

Also since you count as a monk for punching, your fist does 1d10. Stack your Str up high, and keep your Int at 14. You don't need a super high Int for this build.

Instead of chosing a 1st level spell to focus on, you could try to hold off for Vampiric Touch. This isn't an optimal choice but gaining life is impressive. Also the damage is non-elemental so less things will be resistant to it. But more things will be immune.


Meirril wrote:

Alternative build: Magus based brawler.

Take the Esoteric archetype. Gives you improved unarmed strike and you get the same unarmed damage as a monk of your level.

Do the typical Magus thing where you pick a 1st level spell and meta magic the crap out of it to hit hard.

Esoteric loses 1 spell per level, but you can treat your Arcane Pool as Ki, which means you should be able to use Tea of Transference to exchange pool points for low level spells.

At 10th level you peak in this build with an Intensified Empowered Shocking Grasp that does 15d6 in return for a 2nd level spell slot if you stack your traits to get the metamagic cost down. You only have 3+1 2nd level spells for the day, but tea of transference would let you reclaim 5+int mod 2nd level spells. You really should aim to get Preferred Spell so you can spontaneously cast your chosen spell.

Also since you count as a monk for punching, your fist does 1d10. Stack your Str up high, and keep your Int at 14. You don't need a super high Int for this build.

Instead of chosing a 1st level spell to focus on, you could try to hold off for Vampiric Touch. This isn't an optimal choice but gaining life is impressive. Also the damage is non-elemental so less things will be resistant to it. But more things will be immune.

Thats looks pretty good, but I dont so good in building magus. I see most damage become from spells, and its have crazy number of damage dices, but I more prefer builds with good constant bonuses like damage from power attack, charge and other feats, because from 15 d6 chances to drop 4,5 and 6 not so high, and damage from attack with constant bonuses will better

Also, thanks for your option


Devastating Strike looks very good with Vital Strike and Improved Vital Strike due to +6 on damage


The biggest, baddest, 1 punch finisher I can think of does not use weapons, but may not fit your definition of "unarmed."

Cave Druids can Wildshape into Oozes. The Carnivorous Crystal Ooze has a single slam with a Base Damage of 7d6. If you cast Strong Jaw, that goes up to I think 11d6. Vital Strike makes that 22d6. Devastating Blow adds +6, I think. Improved Vital Strike adds another 11d6.

So, if you then dipped into Barbarian and took the Furious Finish Feat, you would end your Rage Fatigued and automatically do Full Damage. So 33 X 6 = 198 points of damage plus whatever other bonuses you get.


Scott Wilhelm wrote:

The biggest, baddest, 1 punch finisher I can think of does not use weapons, but may not fit your definition of "unarmed."

Cave Druids can Wildshape into Oozes. The Carnivorous Crystal Ooze has a single slam with a Base Damage of 7d6. If you cast Strong Jaw, that goes up to I think 11d6. Vital Strike makes that 22d6. Devastating Blow adds +6, I think. Improved Vital Strike adds another 11d6.

So, if you then dipped into Barbarian and took the Furious Finish Feat, you would end your Rage Fatigued and automatically do Full Damage. So 33 X 6 = 198 points of damage plus whatever other bonuses you get.

Bloodrager insread of barbarian, But I think brawler will have more damage bexause he gain more feats


I some changed my build.
At first, I make 7 Int instead of Cha

An I changed some feats
3lvl Enforcer

7lvl Horn of Criosphinx

8lvl Vital Strike

9lvl Devastation strike

11lvl Improved Vital Strike, Intimidating Prowess

And spontaneous healing as alchemical discovery.

I think this better now


If i will use this build, i will have:

Attack:12(BBA)+8(Strengh)+1(weapon focus)+2(charge)=23

Damage:2d6+6d6(imroved vital strike)+6(devastation strike)+16(Horn of Criosphinx)+8(power attack)+2(weapon specialization)+3(beast form)=8d6+35

i think devine combat training(mercifull fists) dont stack with vital strike's bonus damage


There are ways to deal more damage?


I'd ask the gm if they'd flavor pummeling style to a single "right said fred" hit. sort of like that gunslinger deed where you make all your attacks but its really just 1 shot.


Ryan Freire wrote:
I'd ask the gm if they'd flavor pummeling style to a single "right said fred" hit. sort of like that gunslinger deed where you make all your attacks but its really just 1 shot.

pummeling charge usefull if you ataack full round action, that means many attacks


I'm aware of how pummeling charge works, im saying if they reflavored it to come across like this

Dead Shot wrote:
Dead Shot (Ex): At 7th level, as a full-round action, the gunslinger can take careful aim and pool all of her attack potential into a single, deadly shot. When she does this, she shoots the firearm at a single target, but makes as many attack rolls as she can, based on her base attack bonus. She makes the attack rolls in order from highest bonus to lowest, as if she were making a full attack. If any of the attack rolls hit the target, the gunslinger’s single attack is considered to have hit. For each additional successful attack roll beyond the first, the gunslinger increases the damage of the shot by the base damage dice of the firearm. For instance, if a 7th-level gunslinger firing a musket hits with both attacks, she does 2d12 points of damage with the shot, instead of 1d12 points of damage, before adding any damage modifiers. Precision damage and extra damage from weapon special abilities (such as flaming) are added with damage modifiers and are not increased by this deed. If one or more rolls are critical threats, she confirms the critical once using her highest base attack bonus –5. For each critical threat beyond the first, she reduces this penalty by 1 (to a maximum of 0). The gunslinger only misfires on a dead shot if all the attack rolls are misfires. She cannot perform this deed with a blunderbuss or other scatter weapon when attacking creatures in a cone. The gunslinger must spend 1 grit point to perform this deed.

You get the same functionality with a cosmetic adjustment. Given that pummeling style already pools the damage before applying DR, the only boost is vs creatures that damage you on striking them.


I'm aware of how pummeling charge works, im saying if they reflavored it to come across like this

Dead Shot wrote:
Dead Shot (Ex): At 7th level, as a full-round action, the gunslinger can take careful aim and pool all of her attack potential into a single, deadly shot. When she does this, she shoots the firearm at a single target, but makes as many attack rolls as she can, based on her base attack bonus. She makes the attack rolls in order from highest bonus to lowest, as if she were making a full attack. If any of the attack rolls hit the target, the gunslinger’s single attack is considered to have hit. For each additional successful attack roll beyond the first, the gunslinger increases the damage of the shot by the base damage dice of the firearm. For instance, if a 7th-level gunslinger firing a musket hits with both attacks, she does 2d12 points of damage with the shot, instead of 1d12 points of damage, before adding any damage modifiers. Precision damage and extra damage from weapon special abilities (such as flaming) are added with damage modifiers and are not increased by this deed. If one or more rolls are critical threats, she confirms the critical once using her highest base attack bonus –5. For each critical threat beyond the first, she reduces this penalty by 1 (to a maximum of 0). The gunslinger only misfires on a dead shot if all the attack rolls are misfires. She cannot perform this deed with a blunderbuss or other scatter weapon when attacking creatures in a cone. The gunslinger must spend 1 grit point to perform this deed.

You get the same functionality with a cosmetic adjustment. Given that pummeling style already pools the damage before applying DR, the only boost is vs creatures that damage you on striking them.


I'd note that 13 Wis on a single-class character with a poor will save, no or minimal buff spells in class, and no feats or even traits helping saves is risky. Not the worst I've seen, true. Also bloodrager spellcasting depends on Cha, you want to start with 12+. Cha 8 isn't going to be enough.

Cave druids with a barbarian dip are in fact better than any monk or brawler or even bloodrager at damage on a single attack, once they get their shapeshifting fully online. Feats alone do not compare. Though many wouldn't consider a blob of toothy flesh which throws itself at the target a 'punch'. If you want to literally punch the enemy then cave druids are out.

The more dice you roll, the more likely the result is to be close to the average. The math is very clear on this point. It'd be very hard to outdo a magus dedicated to single-attack damage by the level 12 that I understand you're planning a duel/arena fight for.


I know how works pummeling too: all strikes threating is one for DR. But i want use a one attack. With one vital strile atack i have more damage, because Flurry gives penalties to attacks, so lower chances make sucsessful attacks


avr wrote:

I'd note that 13 Wis on a single-class character with a poor will save, no or minimal buff spells in class, and no feats or even traits helping saves is risky. Not the worst I've seen, true. Also bloodrager spellcasting depends on Cha, you want to start with 12+. Cha 8 isn't going to be enough.

Cave druids with a barbarian dip are in fact better than any monk or brawler or even bloodrager at damage on a single attack, once they get their shapeshifting fully online. Feats alone do not compare. Though many wouldn't consider a blob of toothy flesh which throws itself at the target a 'punch'. If you want to literally punch the enemy then cave druids are out.

The more dice you roll, the more likely the result is to be close to the average. The math is very clear on this point. It'd be very hard to outdo a magus dedicated to single-attack damage by the level 12 that I understand you're planning a duel/arena fight for.

Thats sounds intresting, but i never played for druid

Grand Lodge

Pro100Andr wrote:

If i will use this build, i will have:

Attack:12(BBA)+8(Strengh)+1(weapon focus)+2(charge)=23

Damage:2d6+6d6(imroved vital strike)+6(devastation strike)+16(Horn of Criosphinx)+8(power attack)+2(weapon specialization)+3(beast form)=8d6+35

i think devine combat training(mercifull fists) dont stack with vital strike's bonus damage

Improved vital strike only adds +4d6. It triples your base weapon damage to a total of 6d6 in your case.


*Khan* wrote:
Pro100Andr wrote:

If i will use this build, i will have:

Attack:12(BBA)+8(Strengh)+1(weapon focus)+2(charge)=23

Damage:2d6+6d6(imroved vital strike)+6(devastation strike)+16(Horn of Criosphinx)+8(power attack)+2(weapon specialization)+3(beast form)=8d6+35

i think devine combat training(mercifull fists) dont stack with vital strike's bonus damage

Improved vital strike only adds +4d6. It triples your base weapon damage to a total of 6d6 in your case.

Ow, you right, thanks


About divene unarmed training: I dont need any action to use it, so I think it will works with Vital Strike


Pro100Andr wrote:
Thats sounds intresting, but i never played for druid

Are you asking for details or rejecting the idea? I can't tell.


avr wrote:
Pro100Andr wrote:
Thats sounds intresting, but i never played for druid
Are you asking for details or rejecting the idea? I can't tell.

i want ask about details


OK, here's the basic plan. Id rager bloodrager (anger phantom) 1 / cave druid 8 / weapon master fighter 3. The shaping focus feat keeps the wild shape up to the character level, and faerie's strike and cloak and dagger tactics add free debuffs to vital strike attacks. Vital strike on a carnivorous crystal wild shape with the anger phantom bonus is 24d6 damage. Weapon master fighter & goves of dueling add +3 attack and damage, and total BAB is +10. If you start with 16 Str, add 2 from the anger phantom, 4 from rage, 2 from level, 4 from a belt of giant's strength & 4 from a medium magical beast wild shape that's 32; a dusty rose ioun stone for +1 more attack and +2 greater magic fang makes +27 attack, 24d6+21 damage with a free +31 CMB dirty trick if your vital strike hits.

Feats
1: dirty fighting
Human: weapon focus (slam)
Id rager bloodrager: skill focus (intimidate or survival)
3: improved dirty trick
5: natural spell
7: shaping focus
9: vital strike
Fighter 1 (L10): cloak and dagger style
11: faerie's strike
Fighter 2 (L11): greater dirty trick


avr wrote:

OK, here's the basic plan. Id rager bloodrager (anger phantom) 1 / cave druid 8 / weapon master fighter 3. The shaping focus feat keeps the wild shape up to the character level, and faerie's strike and cloak and dagger tactics add free debuffs to vital strike attacks. Vital strike on a carnivorous crystal wild shape with the anger phantom bonus is 24d6 damage. Weapon master fighter & goves of dueling add +3 attack and damage, and total BAB is +10. If you start with 16 Str, add 2 from the anger phantom, 4 from rage, 2 from level, 4 from a belt of giant's strength & 4 from a medium magical beast wild shape that's 32; a dusty rose ioun stone for +1 more attack and +2 greater magic fang makes +27 attack, 24d6+21 damage with a free +31 CMB dirty trick if your vital strike hits.

Feats
1: dirty fighting
Human: weapon focus (slam)
Id rager bloodrager: skill focus (intimidate or survival)
3: improved dirty trick
5: natural spell
7: shaping focus
9: vital strike
Fighter 1 (L10): cloak and dagger style
11: faerie's strike
Fighter 2 (L11): greater dirty trick

Still cant understand, how its works. Bloodrager only foe rage?It has a not many rage rounds


You wild shape into a carnivorous crystal. This has a slam attack doing 7d8 damage.

Id rager bloodrager (anger) gets the powers of an anger phantom. One of these increases the size of a slam attack by one size category. 7d8 becomes 12d6.

Vital strike with that doubles to 24d6.

Most of the rest of that is increasing Str, the exceptions are getting cloak and dagger style which adds a free dirty trick on a hit with a vital strike, and faerie's strike which applies the effect of faerie fire on a hit with a vital strike (if the target fails a Will save DC 10 + 1/2 level + Wis mod).


avr wrote:

You wild shape into a carnivorous crystal. This has a slam attack doing 7d8 damage.

Id rager bloodrager (anger) gets the powers of an anger phantom. One of these increases the size of a slam attack by one size category. 7d8 becomes 12d6.

Vital strike with that doubles to 24d6.

Most of the rest of that is increasing Str, the exceptions are getting cloak and dagger style which adds a free dirty trick on a hit with a vital strike, and faerie's strike which applies the effect of faerie fire on a hit with a vital strike (if the target fails a Will save DC 10 + 1/2 level + Wis mod).

That sounds very good. Thank you. I will try this


If you're worried about rounds of rage get extra rage in place of faerie's strike.

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