First, here's the discovery: d20pfsrd.com wrote: Vestigial Arm (Ex): The alchemist gains a new arm (left or right) on his torso. The arm is fully under his control and cannot be concealed except with magic or bulky clothing. The arm does not give the alchemist any extra attacks or actions per round, though the arm can wield a weapon and make attacks as part of the alchemist’s attack routine (using two-weapon fighting). The arm can manipulate or hold items as well as the alchemist’s original arms (for example, allowing the alchemist to use one hand to wield a weapon, another hand to hold a potion, and the third hand to throw a bomb). The arm has its own “hand” and “ring” magic item slots (though the alchemist can still only wear two rings and two hand magic items at a time). An alchemist may take this discovery up to two times. Source: Ultimate Magic So here's my question: If I were to take this discovery twice, would it be rules legal to have, say, an Alchemist with two-weapon fighting swinging around two two-handed weapons? The specific character concept I have in mind is an alchemist/barbarian (or alchemist/fighter, not sure yet) who wields two falchions while raging and under the effects of his mutagen. I'm thinking I'll start with a level of barbarian, then take two levels of Alchemist. Use my level 2 discovery and my level 3 feat (via Extra Discovery) to have him sprout two extra arms suddenly as a result of his alchemical experimentations. It probably isn't worth the two level dip and the feat from a mechanical, damage-dealing standpoint, but I really like the imagery involved. If anybody can point out why I shouldn't be able to do this (in a strictly RAW sense) I'll rethink it.
*Casts Resurrect Thread* Just saw this and it seems pretty simple to me. A fudge dice is basically 1d3 with results shifted down by two. 1d3 - 2 ⇒ (1) - 2 = -1 should be the same as the +1/0/-1 fudge dice. Just multiply by 4 and you get: 4d3 - 8 ⇒ (3, 3, 2, 3) - 8 = 3 which should have the same result range and distribution.
In reply to my own post a good while ago, I am tweaking the Spoiler: Soulbound dolls. I'm applying the Quickling template from the Advanced Bestiary (Green Ronin) to them, to make them fast and skirmishy, as I think they should. This increases each of their CRs by 1, so I'll also probably be dividing them up. I think if two of them attack first, fight a bit, and then run away when at half health or when one of them is taken down, then the escapees return later with the others, it should make the dolls creepier, scarier, and generally more memorable.
Yet another question for you magnificent rules pros out there: How do class skills interact with multiclassing? Say I'm making a fighter/wizard, and at first level I start off just as a wizard. I spend my skills as normal, but come up short on ranks (don't we all...) for Knowledge skills. Picking one at random, I'll say I want him to be able to make Knowledge (Religion) checks. At second level, can I put a rank into Knowledge (Religion) and still gain the +3 for it being a class skill, even though it's a Wizard CS and not a Fighter's? This isn't a huge deal for me, but the answer might affect when the character takes levels of which class. Thanks as always for being so helpful. |
