Elemental Proofing Paste

Eboksba's page

6 posts. No reviews. No lists. No wishlists.


RSS


Thank you for your quick answers, the Occult Adventures was more what I was looking for. I'm not particularly a fan of the manifester/power points system either, so I assumed that Paizo fixed it in pathfinder. Either way, this book seems to be exactly what I'm looking for.

Thank you for your answers! I would through cookies at you two if the internet would permit it.

Cheers,

-E-


I have another request. I like having everything wrapped up together, and Paizo has erm, not historically been the best when it comes to including all of the everything in a single book (terrible for business; I approve).

What books/pdf's would I want if I wanted to include a full selection of psionic classes/races/items/archetypes and so on to the fullest extent? Is there a place I should look for?


Hello. I am a long standing DM that has been off and on the table for quite some time, and I think it's time that I introduce psionics as a whole thang for my group. I joined everyone with the switch to 3.5 to Pathfinder and have never looked back.

I am wondering what collection of books are the "official pathfinder" versions of Psionics. Since Psionics have been kind of canonically challenged in many campaigns, I have decided to forgo caring about the setting, as I want to make them a general overall addition to my campaigns (though lightly sprinkled).

What I"m looking for is the whole set of Psionics for Pathfinder, made by Paizo, supported by Paizo, and even though they're not particularly accepted in Pathfinder society (I don't run society), I would like to know what books that are generally accepted by everyone out there.

Thanks for any help,

-E-


Aaaaah, this makes much more sense now. While it tacks down the power of having two arms quite a bit, it also brings up a lot of interesting ideas with pulling things out and swapping weapons.

Anyway, I think that answers the question. Thanks!


Ms. Pleiades wrote:

You do not gain additional attacks from the extra limbs.

A much better idea: Get Vestigial Arms twice, and wield a reach weapon. at 10 feet you threaten with the reach weapon, and at 5 feet you threaten with a bite and 2 claw attacks. Add combat reflexes, step-up, and enlarge person to become a walking, feathered, mutated area of denial system.

This is largely what the build is, albiet it hurts my mind imagining a 4 armed....bird.......with \explodes.

Back tracking to another option here, (Want to more or less explore what Vestigial arm can do RAW) Did I get the 2x bow/2x 2 handed sword, 4 sword with triple BAB/TWF correct?

Combat reflexes is already on the table.

Another possible situation: (Multiattack feat method) Could I use Bite/Claw/Claw (feral mutagen) and the two other hands to wield reach weapons? Additionally, could I attack with beak/claw/claw (feral) and two swords, which assuming I have the proper featage to pull off ok, would just set the natural attacks from primary to secondary?

Edit: You already answered one of my questions, which just leaves leaves one question left.

I have trible BAB. Can I bomb x4 with twf or bomb x5 with twf and rapid bombs/rapid fire (6 bombs)? Is the vestigial arms feat merely to give you the capacity to do these silly things if you already have those actions/attacks?


'lo all, I've been reading this rules board for quite some time and have been overall impressed with the clarify of really bizarre questions. Where, here's another bizarre situation that needs some clarification.

I am building a Tengu Alchemist. (yup) Furthermore, it's going to be a Mr.Hyde style build.

Tengu have a racial ability which swaps sword trained with Claw attack. It reads thusly:

Claw Attack Tengus with this racial trait have learned to use their claws as natural weapons. They gain two claw attacks as primary natural attacks that deal 1d3 points of damage, and are treated as having the Improved Unarmed Strike feat for the purpose of qualifying for other feats. This racial trait replaces swordtrained.

I've chosen it, and along with the beak ended up having 2 claw attacks and 1 beak attack (size/dice irrelevant for question.)

Now, Vestigial arms. The campaign I'm joining is level 15, which means that my effective level gives a standard 11/6/1 BAB, I have 3 attacks. Now, natural attacks simply split up my manufactured/unarmed attacks an natural. So I will attack the first round (full attack) and Use all 3 of my natural attacks (again, the build in question's irrelevant for answer).

Which leaves 2 other attacks that I can't really do anything, due to lack of weapons/limbs/arms/etc.

Now, I've done some reading up and found that with understanding of the Multiattack feat and introducing a manufactured weapon, would allow me to attack all 3 times. Lets say I have a dagger (simple example.

11/6/1, First attack I attack with 1 dagger and 1x claw and 1x beak on secondary rules. Second attack I do so again, with the drop from BAB hurting the secondary claw/beak again, and the third sinks it quite low.
This particular build has Feral Mutagen, which, while under the mutagen, gives me 2x claw attacks 1d6 and a bite with 1d8. Since RAW is a thing, it seems like they just overlap, which leaves me with 1d6 x2 and 1d8 and replaces the weaker natural attacks.

Enough preamble, here's the question: If I take Vestigial arms x2, will the Feral Mutagen give the other 2 arms (vestigial arms) the claw attacks, thus allowing me to potentially have 4 claws and a bite all with the primary rolling stats? Could I have 2 claws and a bite, use one arm to suck down a potion (Or pull it out rather, action economy being a thing) and the other to poison a weapon?

Vestigial arms directly state I get no additional actions or attacks, which is simple yet horribly complicated at the same time. Rather, what the discovery's intent and effect to do is to essentially give you more arms to do more things.

Lets say Bob has some sort of Alchemist/Fighter build, and has 4 arms. He has taken feats which allow two weapon fighting, monkey grip, and a lot of other stuff to reduce the penalty (notice no prohibition) to ah, use 2x 2 handed weapons. Or 2 bows. Or 4 swords (BAB triple attack + TWF 1x)and so on.

It seems like Vestigial Arm's purpose is to give you this ability, or rather capacity to do things like that while not giving extra attacks or actions. Two bows (with right feats), 4 bombs (with feats, rapid shot and the like).

Am I understanding these all correct?