Doom Punch (3.5e Class)
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== <-Doom Punch-> == fell free now to make changes as i feel i am slow.... like way slow at fixing this
<-A doom punch will put all his ability into killing an enemy with one strong punch ->.
Making a Doom punch
The Doom Punch is a very strong fighter but he puts all his focus into strength or constitution making his other skills seem sub par.
Abilities: being able to blow up an enemy with one solid punch is very satisfying but not making the will save is.... well hilarious in most cases.
Races: if a fist can be formed then it can be done.
Alignment: could be any really but it is hard for them to be lawful seeing as they really like punching things.
Starting Gold: starting gold; 4d6->×10 gp.
Starting Age: they typically start young so if starting as a lvl 1, 17-28, but it really does not matter all ages may want to punch
|1st||+2||+2||+0||+0||<-The One Punch, Prepare Hit->|
|3rd||+4||+4||+2||+1||<-Called Punch, Random Punch->|
|4th||+6/ +1||+4||+2||+2||<-bonus feat->|
|5th||+7/ +2||+5||+3||+2||<-Elemental Fist, Preferable Material->|
|6th||+7/ +4||+6||+4||+3||<-Oblivious, Invigorated->|
|7th||+8/ +5||+7||+5||+4||<-bonus feat->|
|8th||+8/ +6/ +1||+8||+6||+5||<-Beastly Scream->|
|9th||+9/ +7/ +2||+9||+7||+5||<-bonus feat->|
|10th||+11/ +9/ + 4||+10||+8||+6||<-Drain Punch->|
|11th||+12/ +10/ +5||+11||+9||+6||<-bonus feat->|
|12th||+12/ +10/ +7/ +1||+11||+10||+7||<-.....->|
|13th||+13/ +11/ +8/ +2||+12||+11||+8||<-One fist-2 hits->|
|14th||+14/ +13/ +9/ +4||+12||+12||+9||<-2 bonus feats->|
|15th||+15/ +14/ +10/ +5||+13||+13||+10||<-Blast Punches->|
|16th||+17/ +14/ +11/ +6/ +2||+14||+14||+11||<-Taunting Smirk->|
|17th||+18/ +15/ +12/ +7/ +3||+16||+14||+12||<-Seikūken->|
|18th||+19/ +16/ +13/ +8/ +4||+16||+14||+13||<-...... (there is a reason for the dots shhh i swear)->|
|19th||+19/ +16/ +14/ +8/ +6/ +1||+17||+15||+14||<-Opportunistic One Punch->|
|20th||+20/ +17/ +15/ +9/ +8/ +3||+18||+16||+15||<-ONE PUNCH OF 1000 FISTS->|
Class Skills (6 + Int modifier per level, ×4 at 1st level)
<-killing things with one punch is the goal->. All of the following are class features of the <-Doom Punch->.
The One Punch: wind up and throw one punch that does (1d6(this will change as you improve your unarmed hits) +3) per hit you could do this round + strength modifier
Prepare Hit: for 1 turn you focus so on your next turn you cannot miss the next punch and it deals an additional 1 per lvl damage + 1d10
Callused Knuckles: If you punched something in the last 2 rounds you get a bonus Armor Class of either 1/4 the damage done if you want that flat or 1/2 the damage done if you want it for just the thing you hit
Called Punch: you may "call" your next punch and if it hits (must roll a natural 15 or better or have Prepare Hit ready) deals and additional d8 damage per 2 levels and may knock the opponent unconscious if they don't pass a Fort save of 1d20 + your base attack bonus + your strength modifier for 1d4 rounds
Random Punch: every 3 rounds you hit a random enemy within 5ft of you for 1d10 per 2 levels
Elemental Fist: You may have your punches deal an additional 2d8 of either fire, ice, shock, wind, or sonic damage every 2nd round
Preferable Material: you have grown accustomed to your own skin your "preferable material" if you will.... (heuheuheu) +2 ac and +4 damage reduction if you don't use gauntlets
Oblivious: you are no longer affected by anything that requires a Will save in combat.... you just want to hit things so much.
Invigorated: if you drop below half health you become invigorated gaining +2 to ALL ROLLS FOR EACH DIE ROLLED
Beastly Scream: all enemies in a 15 ft radius must make a fort save of 1d20 + intimidate + your base attack bonus or be feared for a round. usable once every 3 rounds
Drain Punch: The One Punch with a twist. you may take your health and add one damage per health taken or deal 1d20 flat +3 per level less damage and heal for that much
One Fist-2 Hits: you throw a The One Punch and it hits so hard it either deals double damage to one target or normal damage to 2 targets within 10 feat of you
Blast Punches: you now have a range of 10ft with your punches
Taunting Smirk: all enemies that can see your face make a will save for 1d20 + your intimidate and if they fail want to kill you and will go for you
Seikūken: 1 turn set up. you may make it the radius of your reach. after it is deployed it will fall if you move from your location. if ANYTHING comes within it (even invisible / sneaking enemies) you get a full attack (1/2 a turn) on them. if it is made at half your reach radius its a full turn if any enter. you don't have to take it if you don't want (so you dont kill your allies)
Opportunistic One Punch: if you roll a natural 18 or higher you get a second One Punch on them
ONE PUNCH OF 1000 FISTS: all enemies within a 20 ft radius are hit with The One Punch. usable once a day.
Weapon and Armor Proficiency: <-Just your fists and light armor (don't recommend gauntlets)->.
There is no way to rid yourself of this class........ you will always be the "hero" you were...... even if just for fun
Epic Doom Punch
|22nd||<-POSSIBLY EPIC PUNCH->|
|24th||<-Elemental Fist-2 ->|
|27th||<-Prepare to die->|
<-number of skill points-> + Int modifier skill points per level.
POSSIBLY EPIC PUNCH: 1d20 per lvl punch once every 3 rounds
Elemental Fist-2: additional 2d10 to elemental fist
Prepare to Die: this allows you to now instantly focus your Prepare Hit but only after lvl 27
Punch.... of death: your normal punch can now instantly kill if your opponent doesn't pass a fortitude save or 20 + your base attack bonus+ your strength modifier+ how many hits you can do a turn
Playing a <-class name->
Religion: could be any if given a reason.
Combat: <-DPS or the tank or both->.
Made by Justis McCann enjoy