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<blockquote data-quote="Obly99" data-source="post: 9689650" data-attributes="member: 7035194"><p style="text-align: center"><strong><span style="font-size: 26px">One-Punch Man (Brawler Archetype)</span></strong></p><p></p><p><strong>Replaces</strong> weapon’s proficiency, brawler’s flurry, ac bonus, close weapon mastery, awesome blow, improved awesome blow</p><p></p><p>In a world teeming with monsters, villains, and relentless threats, there exists a fighter whose power transcends all conventional limits: the One-Punch Man. Inspired by the legendary hero who defeats any foe with a single, devastating strike, this archetype embodies sheer overwhelming strength, speed, and precision — trading conventional weaponry for raw, unarmed might.</p><p>Unlike other brawlers who rely on mastering numerous weapons and combinations, the One-Punch Man trusts only his fists. His unparalleled training and innate power allow him to strike as though wielding a weapon larger than life itself, capable of shattering enemies and obstacles with a single, perfectly timed blow. His combat style eschews flurries in favor of precise, crushing hits that embody the essence of power, enhanced by uncanny strength and near-supernatural control over his unarmed strikes.</p><p>As he grows in power, the One-Punch Man transcends the limitations of mere physical strikes, unleashing shockwaves of force and wind pressure capable of leveling entire groups of foes or knocking back even the most formidable opponents. His signature moves blur the line between melee and ranged attacks, channeling devastating energy across distances, all while maintaining an unshakable composure and disarming simplicity.</p><p>The One-Punch Man is not just a master of fists — he is a force of nature, a living embodiment of unstoppable power delivered with the effortless precision of a single punch.</p><p></p><p><strong>Brutal Strike (Ex):</strong> A one-punch man weapons are is fists, he has little time for manufactured items.</p><p>At 1st level the one-punch man gains Weapon Focus (unarmed strike) as a bonus feat and considered using the unarmed strike as a two-handed weapon for increase the damage of Power Attack and gaining the benefit of Furious Focus.</p><p>Starting at 4th level, the one-punch man consider his unarmed strike as a two-handed weapon for all effects, including applying 1-1/2 his Strength to damage rolls.</p><p>Starting at 9th level, when the one-punch man makes an unarmed strike with Vital Strike or one of its advanced versions, he adds double his Strength bonus on damage rolls instead of 1-1/2. Also, when making an attack with his unarmed strikes using Vital Strike or one of its advanced versions, he ignore concealment and treat total concealment as concealment.</p><p>Starting at 18th level, the one-punch man gains the following two options:</p><ul> <li data-xf-list-type="ul">The one-punch man can choose to make a devasting strike in the form of a cone of 30 ft. or a line of 60 ft. from himself as a standard action with the wind pressure of his attack. All creatures, unattended objects, and structures within this area takes ½ the damage as though the unarmed strike attack (increased with devasting strike and any other option of the one-punch man like Power Attack) was successfully used on them and they were the foe (a successful Reflex save DC 10 + ½ brawler’s level + his Strength modifier half the damage, for a total ¼ the normal devasting strike damage). This is not considered a successful attack nor a critical hit. The one-punch man can choose to exclude a number of creatures or objects from this attack equal to his Strength modifier. Dismiss or Glancing Shot cannot be used with this ability.</li> <li data-xf-list-type="ul">The one-punch man can make a devasting strike at a range of 120 ft., attacking a foe with the wind pressure of his unarmed strike. Treat this attack as a melee attack for how the attack, damage rolls, and other effects (like Power Attack) are determined. At 20th level, this range increases to 200 ft. This attack is treated as a ranged attack of a number of sizes bigger (1/5 his brawler level) than the one-punch man for how wind and other effects affects it. If this “virtual size” increase would make the attack Gargantuan or bigger, the devasting strike count as a siege weapon for how wind and other effects affects it.</li> </ul><p>This replaces the brawler’s proficiency with all weapons and ac bonus of 4th, 9th, and 18th level.</p><p></p><p><strong>One Punch (Ex):</strong> At 2nd level the one-punch man gains Vital Strike as a bonus feat. When a one-punch man deals damage with his unarmed strikes using Vital Strike or one of its advanced versions, his brawler level is treated as 4 levels higher for the purposes of determining the damage he deals (to a maximum of 4d8 at 20th level for a Medium brawler). When dealing damage with his unarmed strikes in any other situation (like as a part of a full-attack action or opportunity attack), his brawler level is treated as if it were 4 levels lower (minimum 1st level) for the purpose of determining damage.</p><p>Starting at 8th level, the one-punch man gains Improved Vital Strike as a bonus feat.</p><p>Starting at 14th level, the one-punch man gains Greater Vital Strike as a bonus feat. Also, when making a devasting strike, the one-punch man also ignore total concealment.</p><p>He does not need to meet this feats prerequisites.</p><p>This replaces brawler’s flurry.</p><p></p><p><strong>Dismiss (Ex):</strong> At 5th level, when the one-punch man’s hit a creature using the Power Attack feat in combination with his unarmed strike and Vital Strike or one of its advanced versions, he can try to hurl the creature as part of that attack by attempting a combat maneuver check. On a successful check, the creature is knocked back 5 feet in a direction of the one-punch man’s choice and falls prone. The distance the creature is hurled increases by 5 feet for every 5 points by which the one-punch man’s check exceeds the creature’s CMD. If an obstacle stops the hurled creature before it travels the whole distance, the hurled creature and the obstacle struck each take 1d6 points of damage per 10 feet of distance remaining and the creature is knocked prone in the space adjacent to the obstacle. The creature movement does not provoke attack of opportunity. The one-punch man does not suffer the penalty of Power Attack to this combat maneuver check.</p><p>This replaces close weapon mastery.</p><p></p><p><strong>Devasting Strike (Ex):</strong> At 13th level, the one-punch man can declare a creature, object, or structure as his “foe” as free action. A “foe” remain such until the start of the one-punch man next turn. The first time in a round that the one-punch man use Vital Strike, or one of its advanced versions, with his unarmed strike successfully against his foe, he multiply the Strength bonus, magic bonus, and other bonuses that would normally be multiplied on a critical hit by 2 if he’s using Vital Strike, by 3 if he’s using Improved Vital Strike, or by 4 if he’s using Greater Vital Strike. This multiplier is applied before any critical multiplier in case of a critical hit and replace the normal effect of the Vital Strike feat and its advanced versions (rolling extra dices).</p><p>This replaces the ac bonus of 13th level.</p><p></p><p><strong>Glancing Shot (Ex):</strong> At 16th level, when the one-punch man miss with his devasting strike against his foe with a roll that is not a natural 1, he can declare that the pure wind pressure of his unarmed strike attack still deals ½ the damage to the foe (rounded down; multiply the damage as normal for devasting strike). If he does so, he consume his devasting strike for that round as if used successfully. If Glancing Shot is used, the attack does not counts as a hit for any effects that would trigger on a hit (such as Dismiss).</p><p>This replaces awesome blow.</p><p></p><p><strong>Annihilating Strike (Ex):</strong> At 20th level, devasting strike now multiply all damage (even damage from sources that wouldn’t normally be multiplied on a critical hit) and ignores all damage reduction, energy resistance, and hardness his target possesses. Brutal strike cone/line and glancing shot do not ignore damage reduction, energy resistance, and hardness unless the one-punch man can ignore such effects with his unarmed strike (like DR /cold iron thanks to brawler’s strike).</p><p>This replaces improved awesome blow.</p></blockquote><p></p>
[QUOTE="Obly99, post: 9689650, member: 7035194"] [CENTER][B][SIZE=7]One-Punch Man (Brawler Archetype)[/SIZE][/B][/CENTER] [B]Replaces[/B] weapon’s proficiency, brawler’s flurry, ac bonus, close weapon mastery, awesome blow, improved awesome blow In a world teeming with monsters, villains, and relentless threats, there exists a fighter whose power transcends all conventional limits: the One-Punch Man. Inspired by the legendary hero who defeats any foe with a single, devastating strike, this archetype embodies sheer overwhelming strength, speed, and precision — trading conventional weaponry for raw, unarmed might. Unlike other brawlers who rely on mastering numerous weapons and combinations, the One-Punch Man trusts only his fists. His unparalleled training and innate power allow him to strike as though wielding a weapon larger than life itself, capable of shattering enemies and obstacles with a single, perfectly timed blow. His combat style eschews flurries in favor of precise, crushing hits that embody the essence of power, enhanced by uncanny strength and near-supernatural control over his unarmed strikes. As he grows in power, the One-Punch Man transcends the limitations of mere physical strikes, unleashing shockwaves of force and wind pressure capable of leveling entire groups of foes or knocking back even the most formidable opponents. His signature moves blur the line between melee and ranged attacks, channeling devastating energy across distances, all while maintaining an unshakable composure and disarming simplicity. The One-Punch Man is not just a master of fists — he is a force of nature, a living embodiment of unstoppable power delivered with the effortless precision of a single punch. [B]Brutal Strike (Ex):[/B] A one-punch man weapons are is fists, he has little time for manufactured items. At 1st level the one-punch man gains Weapon Focus (unarmed strike) as a bonus feat and considered using the unarmed strike as a two-handed weapon for increase the damage of Power Attack and gaining the benefit of Furious Focus. Starting at 4th level, the one-punch man consider his unarmed strike as a two-handed weapon for all effects, including applying 1-1/2 his Strength to damage rolls. Starting at 9th level, when the one-punch man makes an unarmed strike with Vital Strike or one of its advanced versions, he adds double his Strength bonus on damage rolls instead of 1-1/2. Also, when making an attack with his unarmed strikes using Vital Strike or one of its advanced versions, he ignore concealment and treat total concealment as concealment. Starting at 18th level, the one-punch man gains the following two options: [LIST] [*]The one-punch man can choose to make a devasting strike in the form of a cone of 30 ft. or a line of 60 ft. from himself as a standard action with the wind pressure of his attack. All creatures, unattended objects, and structures within this area takes ½ the damage as though the unarmed strike attack (increased with devasting strike and any other option of the one-punch man like Power Attack) was successfully used on them and they were the foe (a successful Reflex save DC 10 + ½ brawler’s level + his Strength modifier half the damage, for a total ¼ the normal devasting strike damage). This is not considered a successful attack nor a critical hit. The one-punch man can choose to exclude a number of creatures or objects from this attack equal to his Strength modifier. Dismiss or Glancing Shot cannot be used with this ability. [*]The one-punch man can make a devasting strike at a range of 120 ft., attacking a foe with the wind pressure of his unarmed strike. Treat this attack as a melee attack for how the attack, damage rolls, and other effects (like Power Attack) are determined. At 20th level, this range increases to 200 ft. This attack is treated as a ranged attack of a number of sizes bigger (1/5 his brawler level) than the one-punch man for how wind and other effects affects it. If this “virtual size” increase would make the attack Gargantuan or bigger, the devasting strike count as a siege weapon for how wind and other effects affects it. [/LIST] This replaces the brawler’s proficiency with all weapons and ac bonus of 4th, 9th, and 18th level. [B]One Punch (Ex):[/B] At 2nd level the one-punch man gains Vital Strike as a bonus feat. When a one-punch man deals damage with his unarmed strikes using Vital Strike or one of its advanced versions, his brawler level is treated as 4 levels higher for the purposes of determining the damage he deals (to a maximum of 4d8 at 20th level for a Medium brawler). When dealing damage with his unarmed strikes in any other situation (like as a part of a full-attack action or opportunity attack), his brawler level is treated as if it were 4 levels lower (minimum 1st level) for the purpose of determining damage. Starting at 8th level, the one-punch man gains Improved Vital Strike as a bonus feat. Starting at 14th level, the one-punch man gains Greater Vital Strike as a bonus feat. Also, when making a devasting strike, the one-punch man also ignore total concealment. He does not need to meet this feats prerequisites. This replaces brawler’s flurry. [B]Dismiss (Ex):[/B] At 5th level, when the one-punch man’s hit a creature using the Power Attack feat in combination with his unarmed strike and Vital Strike or one of its advanced versions, he can try to hurl the creature as part of that attack by attempting a combat maneuver check. On a successful check, the creature is knocked back 5 feet in a direction of the one-punch man’s choice and falls prone. The distance the creature is hurled increases by 5 feet for every 5 points by which the one-punch man’s check exceeds the creature’s CMD. If an obstacle stops the hurled creature before it travels the whole distance, the hurled creature and the obstacle struck each take 1d6 points of damage per 10 feet of distance remaining and the creature is knocked prone in the space adjacent to the obstacle. The creature movement does not provoke attack of opportunity. The one-punch man does not suffer the penalty of Power Attack to this combat maneuver check. This replaces close weapon mastery. [B]Devasting Strike (Ex):[/B] At 13th level, the one-punch man can declare a creature, object, or structure as his “foe” as free action. A “foe” remain such until the start of the one-punch man next turn. The first time in a round that the one-punch man use Vital Strike, or one of its advanced versions, with his unarmed strike successfully against his foe, he multiply the Strength bonus, magic bonus, and other bonuses that would normally be multiplied on a critical hit by 2 if he’s using Vital Strike, by 3 if he’s using Improved Vital Strike, or by 4 if he’s using Greater Vital Strike. This multiplier is applied before any critical multiplier in case of a critical hit and replace the normal effect of the Vital Strike feat and its advanced versions (rolling extra dices). This replaces the ac bonus of 13th level. [B]Glancing Shot (Ex):[/B] At 16th level, when the one-punch man miss with his devasting strike against his foe with a roll that is not a natural 1, he can declare that the pure wind pressure of his unarmed strike attack still deals ½ the damage to the foe (rounded down; multiply the damage as normal for devasting strike). If he does so, he consume his devasting strike for that round as if used successfully. If Glancing Shot is used, the attack does not counts as a hit for any effects that would trigger on a hit (such as Dismiss). This replaces awesome blow. [B]Annihilating Strike (Ex):[/B] At 20th level, devasting strike now multiply all damage (even damage from sources that wouldn’t normally be multiplied on a critical hit) and ignores all damage reduction, energy resistance, and hardness his target possesses. Brutal strike cone/line and glancing shot do not ignore damage reduction, energy resistance, and hardness unless the one-punch man can ignore such effects with his unarmed strike (like DR /cold iron thanks to brawler’s strike). This replaces improved awesome blow. [/QUOTE]
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