Playable race with 4-6 Arms?


Advice


I have a player that wishes to play as a race that has 4-6 arms. I can't think of any race like this nor can I come up with anyway to do this. Any advice or options? Am I missing something? He would like to play a monk. Thanks in advance.


Dip alchemist 2 for Vestigial Arm,then take the Extra Discovery feat to get another arm.

Grand Lodge

As a tiefling you can have an extra arm, but it will do absolutely nothing.


That will only work in terms of flavor; those arms don't grant any additional attacks or actions. (though they can be used for any actions you can normally take)

In terms of monk, that's not a big deal since you'd only need 1 arm to flurry anyway, but if he's looking for bonuses to grapple and such, I'm not aware of anything that fits the bill.
(obviously there are numerous monsters with multiple arms, but they usually overbalance a PC)

Is there something more specific this player is trying to do?


There was a race in the Star Wars D20 Saga Edition RPG called the Codru-Ji, which were basically four-armed elf/humans. I never played with them myself so I'm not sure if they're balanced, but it might be worth looking into. It was in the Legacy Era Campaign Guide, which of course, is out of print, but you might be able to find a copy online or on some kind of SRD.

Grand Lodge

What are you trying to do? Why do you need the extra arms?

Shadow Lodge

Pathfinder Rulebook, Starfinder Adventure Path, Starfinder Roleplaying Game Subscriber

If the CR (4) isn't to much for you, take a look at the Shobhad from PFCS: Distant Worlds.


He said he would like to be able to grab with a pair of arms and still attack. I thought he was just going for the image. Keep in mind said player has Aspergers so he isn't trying to unbalance things.


Quote:
If the CR (4) isn't to much for you, take a look at the Shobhad from PFCS: Distant Worlds.

couldn't dig up more than a list entry from a wiki, sure it's CR4, but is that an appropriate level adjustment for a PC? I dunno

Quote:
He said he would like to be able to grab with a pair of arms and still attack. I thought he was just going for the image. Keep in mind said player has Aspergers so he isn't trying to unbalance things.

Okay, we're talking a few things here.

Grapple is a standard action until you get Greater Grapple(BAB +6), this will prevent you from being able to maintain a grapple while taking an attack action until you get it.

There are a number of archetypes that reduce/remove the penalties for engaging in a grapple. Primarily I would suggest looking over Tetori. (I believe the others I'm thinking of are Unarmed Fighter and Brutal Pugilist)

For his purposes, the dip into alchemist should work just fine.

A potential build would look something like(bare bones)
1 Monk - IUS/Stunning Fist/Imp Grapple/Feat
2 Alch
3 Alch - Discovery(Vestigal Arm)/Extra Discovery(Vestigial Arm)
4 Monk - Monk Bonus Feat
5 Monk - Feat
6 Monk
7 Monk - Feat
8 Monk - Greater Grapple (Monk Bonus)


Or, you could always come up with a new race for him. Call it a "goro" after the villain from Mortal Kombat or something.

Goro Racial Traits

+2 Strength, -2 Intelligence, -2 Wisdom

Medium: Goros are Medium creatures and have no bonuses or penalties due to their size.

Slow Speed: Goros have a base speed of 20 feet.

Intimidating: Goros receive a +2 racial bonus on Intimidate skill checks due to their fearsome nature.

Extra Limbs: Goros have four arms, allowing them to make attacks with each of their hands. The usual penalties for two-weapon fighting apply, except the goro may make up to three off-hand attacks. Using a light weapon and taking the two-weapon fighting feat reduce these penalties, as usual. In addition, a goro only needs to use two hands to grapple an opponent, leaving them open to use their remaining hands for attacks.

Magic Sensitivity: Goros are particularly prone to magic, suffering a -3 to all saving throws against magical effects.

(Okay, I made up that last one just to make it balanced a little better. It was off the top of my head; I'm sure someone else could do much better. Anyway, there's one solution.)


What is suggested above just sounds really harsh to me, but is overall a good idea. If you do want to try something like this make sure that you mention that you are doing it as a trial basis and they may need to change it later.

Two negative abilities and a -3 to most saving throws? Ouch

+2 str, but -2 int, -2 saves would be more then enough I'd think.

I'd also add improved grapple as a bonous racial feat.


alchemists and synthesist summoners can do it.


Robespierre wrote:
alchemists and synthesist summoners can do it.

If you think he would be happy with them I give a +1 to the suggestion of directing him towards classes that can already do this. Particularly the summoner, who can more or less have those extra arms all the time.


Hawktitan wrote:

What is suggested above just sounds really harsh to me, but is overall a good idea. If you do want to try something like this make sure that you mention that you are doing it as a trial basis and they may need to change it later.

Two negative abilities and a -3 to most saving throws? Ouch

+2 str, but -2 int, -2 saves would be more then enough I'd think.

I'd also add improved grapple as a bonous racial feat.

Yeah. It was off the top of my head, and I just wanted to balance out the fact that this character would be able to get four attacks at first level with a full action.

Grand Lodge

You could update the Diopsid race.


Well, unarmed strikes, including those within a flurry, can be made with any part of the body.

Even with just 2 hands, once he gets past any restrictions based around the grapple maneuver, he can kick or headbutt or whatever else he can think of that is reasonable.


Robespierre wrote:
alchemists and synthesist summoners can do it.

+1


TRI-KREEN ! ! !

Always loved those. Really wish PF had been able to include them. I'd suggest a home game conversion of this wonderful race.

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