Magus with more than two arms


Rules Questions

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8 people marked this as FAQ candidate.

Would a magus with four arms be able to wield a weapon in two of his hands, a mithral buckler in a third and still be able to use spell combat?

Quote:

Spell Combat (Ex)

At 1st level, a magus learns to cast spells and wield his weapons at the same time. This functions much like two-weapon fighting, but the off-hand weapon is a spell that is being cast. To use this ability, the magus must have one hand free (even if the spell being cast does not have somatic components), while wielding a light or one-handed melee weapon in the other hand. As a full-round action, he can make all of his attacks with his melee weapon at a –2 penalty and can also cast any spell from the magus spell list with a casting time of 1 standard action (any attack roll made as part of this spell also takes this penalty). If he casts this spell defensively, he can decide to take an additional penalty on his attack rolls, up to his Intelligence bonus, and add the same amount as a circumstance bonus on his concentration check. If the check fails, the spell is wasted, but the attacks still take the penalty. A magus can choose to cast the spell first or make the weapon attacks first, but if he has more than one attack, he cannot cast the spell between weapon attacks.

The text only mentions light or one-handed weapons, so he would not be able to wield a two-handed weapon, but a one-handed weapon like the falcata wielded in two hands should be okay.

And it seems easy enough to gain extra arms, either through Monstrous Physique (Charda, Witchwyrd, Calikang) or through two levels of alchemist.


I don't think the devs thought about this so I would hit the FAQ.


Jadeite wrote:


And it seems easy enough to gain extra arms, either through Monstrous Physique (Charda, Witchwyrd, Calikang) or through two levels of alchemist.

Or a level dip in Summoner for Synthesist.

Off hand, I'd allow it, the idea is you need a free hand, if you've got four, you can have one free for casting.

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mdt wrote:

Or a level dip in Summoner for Synthesist.

The character would lose those extra arms if he takes seven or more points of damage. False Life and Vampiric Touch can help, but once he loses all temporary hit points, the eidolon is gone for the day (he could use Summon Eidolon, but in that case it would take even less damage to make it disappear).


Jadeite wrote:
mdt wrote:

Or a level dip in Summoner for Synthesist.

The character would lose those extra arms if he takes seven or more points of damage. False Life and Vampiric Touch can help, but once he loses all temporary hit points, the eidolon is gone for the day (he could use Summon Eidolon, but in that case it would take even less damage to make it disappear).

Yep, but it's possible, is all I was saying. Even if you went 2 levels into it, you could do it. And it's an easier way to get two arms at low level than any other method.


2 level dip in alchemist? Nah. One level dip, on an odd level. Take the extra discovery feat. Done.

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Irulesmost wrote:
2 level dip in alchemist? Nah. One level dip, on an odd level. Take the extra discovery feat. Done.

Nope. Unless you gain the Discovery class feature on second level, you can't take the feat.


So it is! Probably still worth it for the extra arm. And then you can take Extra discovery on Magus levels, yeah?

Also, either Chirurgeon (free cure infusion is a bit useful, even if the cures are always going to suck) or standard alchemist (poison use is a cool supplement for Magus in some respects, if you REALLY feel like unloading on a boss) could do nicely here. Not to mention that they're both int-based classes. It'd be nice to find a way for bombs not to suck forever, though. Mutagen grants good synergy. In theory, trading bomb for sneak attack would be better (you're already a secondary melee fighter, sneak attack is infinite/day, unlike bombs)

I could see one or two levels of Alchemist working out pretty nicely in a magus build, actually.


I have this sneaking suspicion that the devs would rule that even though you can be armed in more than two arms, Spell Combat is a special action which strictly involves two of them, but that you'd then be free to use the other arms for attacks of opportunity.

While on this matter, natural attacks count as light weapons, right? Could someone, for example, under the effect of Form of the Dragon use their bite as the light weapon attack and a dragon's forelimb as the casting/somatic hand (as dragon forms are specifically described as being capable of somatic motions)?


Jadeite wrote:
mdt wrote:

Or a level dip in Summoner for Synthesist.

The character would lose those extra arms if he takes seven or more points of damage.

You might want to read the text of the 1st level Synthesist ability Fused Link.


Jadeite wrote:
mdt wrote:

Or a level dip in Summoner for Synthesist.

The character would lose those extra arms if he takes seven or more points of damage. False Life and Vampiric Touch can help, but once he loses all temporary hit points, the eidolon is gone for the day (he could use Summon Eidolon, but in that case it would take even less damage to make it disappear).

Furthermore, with only a 1 level dip; you'll always be stuck with the eidolon's stats and even worse, the eidolon's BAB. (+1)


hexcrafter magus can grab prehensile hair as a pesudo 3rd arm and remain full magus to level 20


"must have one hand free", that's all you need. You could wield 2 weapons or 1 two-handed weapon, as long as you have a free hand (that can be used to deliver touch attacks), you can use Spell Combat.


I would quite simply not allow it. Down that road lies a too-many-attacks-and-still-cast-spells in the same round monster. Just don't go there. Have some decency.


LoreKeeper wrote:
I would quite simply not allow it. Down that road lies a too-many-attacks-and-still-cast-spells in the same round monster. Just don't go there. Have some decency.

yet abilities and spells that grant extra prehensile appendages exist so one can scratch his back extra nice?


extra appendages dont have to be used for combat you could use them to hold rods or wands.

holding a quicken rod in a 3rd hand means you can act as your normally would and fire off a swift spell when the need arises, or use that 3rd hand to dig out that potion from a handy haversack

or hold onto a rope that another character is climbing down while still acting normally in combat.

Silver Crusade

The Chort wrote:
Jadeite wrote:
mdt wrote:

Or a level dip in Summoner for Synthesist.

The character would lose those extra arms if he takes seven or more points of damage. False Life and Vampiric Touch can help, but once he loses all temporary hit points, the eidolon is gone for the day (he could use Summon Eidolon, but in that case it would take even less damage to make it disappear).
Furthermore, with only a 1 level dip; you'll always be stuck with the eidolon's stats and even worse, the eidolon's BAB. (+1)

1)Stats can always be augmented by magic items as they function regardless

2) Im not sure why people keep saying this but The Summoner Bab replacement obviously works just like The Monks they just didn't want to waste extra words on something that has already been ruled on.

3) Fused Link

Grand Lodge

Jadeite wrote:

Would a magus with four arms be able to wield a weapon in two of his hands, a mithral buckler in a third and still be able to use spell combat?

The text only mentions light or one-handed weapons, so he would not be able to wield a two-handed weapon, but a one-handed weapon like the falcata wielded in two hands should be okay.

Unless spell combat has changed from the second round playtest, this is how I would rule it.

He could also use a double weapon (which counts as a light weapon and a one-handed weapon) in two hands, a shield in the third hand and cast with the fourth hand.

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