
joeyfixit |

This would be for a range-focused bomb-chucking Alchemist.
I'm thinking:
1)Always be holding a poisoned dagger in case of melee attacks.
2)Extra heal potion or wand for downed comrades? But administering it isn't a free action.
3)Be holding the magic MacGuffin item.
4)Extra potion.
5)Set of thieves' tools?

joeyfixit |

Careful!
Having the Vestigial Limb Discovery may actually decrease the number of attacks you can make, actions you can take, and might even require DC 20 Will Save, every round, or do nothing but punch yourself in the face.
Yeahbuhwha?
Shield - yeah, maybe. Like a Darkwood buckler? But then, why couldn't I just use one of those anyway?
I suppose one could make an argument for a multiclassed Alchemist/Ranger or Alchemist/Fighter that uses TWF and a shield.
Pretty bad Will save, though.

joeyfixit |

Sorry, that was just a rant about how some approach the Discovery, in ridiculous ways.
Like, really nuts.
Anyways...
Holding a Darkwood Heavy Shield, whilst you two-weapon fight with Bombs using your other hands is a good option.
Do you need TWF? Does chucking a bomb require more than one hand?

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No. Throwing a Bomb only requires one hand.
With the Quick Bombs Discovery, you can two weapon fight, with Bombs.
Basically, the same way you would with any thrown weapon.
So, you end up throwing a barrage of Bombs as full-round action.
My suggestion, was that you would use the extra arm, to hold a shield, and benefit from the AC it provides, whilst not interfering with your ability to throw Bombs.

joeyfixit |

No. Throwing a Bomb only requires one hand.
With the Quick Bombs Discovery, you can two weapon fight, with Bombs.
Basically, the same way you would with any thrown weapon.
So, you end up throwing a barrage of Bombs as full-round action.
My suggestion, was that you would use the extra arm, to hold a shield, and benefit from the AC it provides, whilst not interfering with your ability to throw Bombs.
I personally wouldn't bother with TWF when I can Rapid Shot, but I take your meaning. And this might be the Pumpkin Ale talking, but I think I've just picked my 4th level discovery.
Q: How would you rule hiding the arm? Disguise or Sleight of Hand?

Westphalian_Musketeer |

One reach weapon, one non-reach weapon, add combat reflexes and enlarge person (making sure you still have a Dexterity bonus): you are now the closest thing to a mobile wall without anything other than a 1st level extract/spell/wand.
You can also use it to keep a wand at the ready for emergency buffing/healing at all times.

lemeres |

One reach weapon, one non-reach weapon, add combat reflexes and enlarge person (making sure you still have a Dexterity bonus): you are now the closest thing to a mobile wall without anything other than a 1st level extract/spell/wand.
You can also use it to keep a wand at the ready for emergency buffing/healing at all times.
Tentacle might be a nicer discovery for that though, since it turns primary and gets 1.5x str and power attack bonus if it is your only natural attack.
Plus, it has grab, so free action grapple on a successful hit, and +4 to the relevant grapple checks. It is nice enough to consider a grapple build along side reach. Or at the very least, it gives you an amusing option against low CMD magical girls (or guys...not judgin').
I think tentacle is particularly relevant to this discussion, since it "can manipulate or hold items as well as the alchemist’s original arms can". So I end up asking- if you are not going for that twin discovery... would tentacle be better in most circumstances?

Westphalian_Musketeer |

Stuff.
Considering I've got a 1d12 weapon otherwise, which is cheaper to get magic enhancements (any magical enhancements) for... Yeah I'll take it over a grapple attempt. And don't underestimate how useful that twin is considering will saves are an alchemist's weak point. Ironically the weapon is more 'flexible' than the tentacle.

joeyfixit |

Westphalian_Musketeer wrote:One reach weapon, one non-reach weapon, add combat reflexes and enlarge person (making sure you still have a Dexterity bonus): you are now the closest thing to a mobile wall without anything other than a 1st level extract/spell/wand.
You can also use it to keep a wand at the ready for emergency buffing/healing at all times.
Tentacle might be a nicer discovery for that though, since it turns primary and gets 1.5x str and power attack bonus if it is your only natural attack.
Plus, it has grab, so free action grapple on a successful hit, and +4 to the relevant grapple checks. It is nice enough to consider a grapple build along side reach. Or at the very least, it gives you an amusing option against low CMD magical girls (or guys...not judgin').
I think tentacle is particularly relevant to this discussion, since it "can manipulate or hold items as well as the alchemist’s original arms can". So I end up asking- if you are not going for that twin discovery... would tentacle be better in most circumstances?
If you were going for extra attacks or grapple, I would agree with you. The CMD is so low with my build that I'd rather have the bonus shield slot. Also, the entry for the tentacle discovery says nothing about wielding weapons, with is what I'd prefer to use the extra limb for.
Since there's nothing in the Alchemist's entry about needing two hands to make a bomb (is there a FAQ on this?), I'm going to leave one arm for bomb-making/extract consuming, one with a shield, and my hidden vestigial limb will be available for utility - holding a potion, if needed. If no potion seem is needed/available, the extra arm will default to holding a poisoned dagger for opportunity attacks.

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I think you misunderstand what I said about two-weapon fighting.
Nobody is saying throwing a Bomb requires two hands.
I am saying you can two weapon fight, to throw an additional Bomb.
Okay, let's say you have the Vestigial Arm Discovery, and Quick Bombs Discovery, this is what you are doing with the arms:
Arm #1: Throwing Bomb
Arm #2: Throwing Bomb
Arm #3: Holding Shield
Does that make sense now?

joeyfixit |

I think you misunderstand what I said about two-weapon fighting.
Nobody is saying throwing a Bomb requires two hands.
I am saying you can two weapon fight, to throw an additional Bomb.
Okay, let's say you have the Vestigial Arm Discovery, and Quick Bombs Discovery, this is what you are doing with the arms:
Arm #1: Throwing Bomb
Arm #2: Throwing Bomb
Arm #3: Holding Shield
Does that make sense now?
Yeah, I got it. The character is only 4th level, and already has PB shot.
The business about the bomb requiring two hands is separate. Like, I could imagine a GM pulling some funny business, asking how I'm mixing a bomb with only one hand.

lemeres |

lemeres wrote:Stuff.Considering I've got a 1d12 weapon otherwise, which is cheaper to get magic enhancements (any magical enhancements) for... Yeah I'll take it over a grapple attempt. And don't underestimate how useful that twin is considering will saves are an alchemist's weak point. Ironically the weapon is more 'flexible' than the tentacle.
Oh, I am not denying that the twin is extremely useful. Just that it is pricy.
With enhancement problems, you are certainly correct that it might be easier to go with the arms. Particularly if you get two (2 handed weapon).
I suppose the tentacle is the cheap option for this. 1 discovery, and you have something like a grabbing bite.