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View Full Version : D&D 3.x Other "Slight Parody CLass": One Punch Man



GrayDeath
2019-03-24, 11:40 AM
Preface: This is not meant to be entirely serious, but serious enough that it would be a workable Martial in a mostly T 2, some T 1, Game. Under NO circumstances (except Humorous ones ^^) is this meant tobe in Groups with "normal", ergo Noninitiator martials!

Unless specified otherwise, regular Pathfinder Rules apply.



One Punch Man, Pupil

While the true Glory of Saitama can never be achieved, this is what a "real, succesful Pupil" of the True One Punch Man might look.

Basics:

Hitdie: D12

Skillpts: 4+ Int Mod

Class Skills: Acrobatics, Climb, Intimidate, Knowledge (Martial), Perception, and 2 of any one former Class.

Weapons/Armor: One Punch men only use their fists. To do otherwise would dishonor Saitama.

While they may wear any type of Armor they are proficient with, they do not gain any BOnuses from doing so. They always have an Armor CLass of 10+ Dex Bonus + Natural Bonus + Dodge Bonus (see below).
They may use Items granting a Deflection Bonus only up to +3.

They would never ever use shields of any type.


Requirements: To become Saitamas Pupil, one ahs to fulfill the following prerequisites:

Human or half Human
No Spellcasting Abilities of any kind
BAB 4+
Improved Unarmed Strike or 2 Levels of Monk or a similar Class that improves Unarmed Strikes (but NOT natural Attacks!).

Table:


One Punch Man


Level
Base Attack Bonus
Fort Save
Ref Save
Will Save
Special


1st

+1

+2

+2

+0
One Punch man Unarmed Damage P. Improved Toughness, Supernatural Dodge Training


2nd

+2

+3

+3

+0
Improved Initiative (Stacks), Enhanced Fist


3rd

+3

+3

+3

+1
One Punch V1, Punch magic 1


4th

+4

+4

+4

+1
Improved Toughness 2



5th

+5

+4

+4

+1
Enhanced Fist 2, Immune to Knockback Damage


6th

+6

+5

+5

+2
Great Fortitude, lightning Reflexes (Stack)



7th

+7

+5

+5

+2
Improved Toughness 3, One Punch V


8th

+8

+6

+6

+2
Enhanced Fist 3, Fast Healing 2


9th

+9

+6

+6

+3
Far Strike, Immune to Fall Damage, Punch magic 2


10th

+10

+7

+7

+3
Enhanced Fist 4, Perfect Body,


11th

+11

+7

+7

+4
Punch Magic 3, one Punch, Mastered.


For every level in this Class, the Character gains +1 DR /-, and for every level but the 1st and 11th +10ft Movement Speed.




Enhanced Fist: Each level of this feat applies a +1 modifier to all unarmed attacks that, for purposes of Damage, overcoming DR or hitting incorporeal enemies count as a magical +x enhancement.
Also, for each level of this ability, the One Punch man may decide to add 1d10 of sonic or Fire Damage in an Area of 15ft around the target, but not the target itself, of his punch, choosable every turn.

Supernatural Dodge Training: Every Level in this Class grants the One Punch man +1 to his Dodge AC.


Punch Magic 1: Can make a melee attack vs. Any Level 3 or lower Spell he sees coming, as long as the sell is from the Conjuration, Evocation or Necromancy Schools. If the Attack surpasses the Spell DC by up to +4, its effects are halved, round down. If it surpasses it by 5 or more, it is countered.

Punch Magic 2: increaes maximum Level to 7.

Punch Magic 3: Increases maximum level to 9. If the attack roll surpasses the Spell DC by 11 or more, it is sent back at the caster.

One Punch, V1: Make a single attack at your maximum Attack Bonus. If it hits, increase all Damage dealt by 33% and deal 1d3 Constitution Damage to the Target.

One Punch V2: As above, but increase Damage dealt by 66% instead.

One Punch V3: Increse Damage dealt by 125% and ignore any nonepic DR the Target has.

One Punch, Mastered: As above, but the target must make a Fortitude save vs. The Damage dealt,or die immedeately ina gory splash (too small bits for anything but True Ressurection to bring it back to life!). Even if it passes the Save, it suffers 4 points of Constitution Damage.


Perfect Body: The long Training has made the One Punch Man more than human. Increase all his physical Attributes by 6. He also becomes immune to Attribute Drain and Damage, as well as any Diseases, and gains a Bonu of his Level in this Class to all Saves vs. All Poisons and Instant Death effects.



Unarmed Damage: The One Punch Man uses the following Table to calculate their Fists Damage and other Abilities.






The Paladin – Spells known:
================================================== =
Level BD CR CM DRP
================================================== =
1 2d4 20-20 *2 2
2 2d6 19-20 *2 4
3 2d8 18-20 *3 6
4 3d8 17-20 *3 8
5 3d10 16-20 *3 10
6 4d10 15-20 *4 12
7 5d10 14-20 *4 14
8 6d10 13-20 *4 16
9 5d12 13-20 *4 18
10 6D12 12-20 *5 20
11 7D12 11-20 *5 all nonepic



BD: base Damage, CR: Crit Range, CM Critical Multiplier, DRP: Reduction of the Targets DR.


No other ways to increase the Critical Range or Multiplier can be used for the One Punch mans Unarmed attacks!


Punch Feats: every odd Level, a one Punch Man may, in addition to normal Feats (see Pathfinder Feat progression) take one of the following Feats. No feat may be taken more often than 2 times.
All Effects stack up to 4 times (applied in Battle, NOT taken!°)

Fast Punch: gain +4 Initiative while only using ones Fists to fight.

Pushing Punch: Each succesful attack moves the opponent 5ft back and reduces its maximum number of attacks by one this turn.

Crippling Punch: each Hit that overcomes the targets Damage reduction imposes a -2 Penallty to either all Rolls involving Dexterity or Strength

Intimidating Punch: Each hit reduces the targets Saves vs fear and fear effects by 4.

Perfect Strike: Requires Level 7 in this Class. A number of times per day equal to his Level in this class, he may declare all damage dice rolled to have rolled the maximum amount.

Big Fists: Increase the unarmed base damage by one step of the class progression. If this would make them go beyond the class progression, simply add 1d12. May be taken up to three times, but only at Levels 3, 7 and 11 each.

Absolute Critical: Can only be chosen at Level 7 of this class.
Choose one, critical Range or Multiplier. The other does no longer progress as listed in the Class sheet.
The chosen one increases by 2. (this means the maximum critical Multiplier becomes 7 OR the maximum critical range 9-20! but the other one stays at 14-20 or *4 ermanently).

GrayDeath
2019-03-31, 07:50 AM
No feedback at all, given almost 100 of you read it?

Sigh....too bad then.