Four-Armed Alchemist


Advice


I have an alchemist and I was considering getting vestigial arms, but after reading up on it, it seems that 4-weapon fighting isn't possible, but two two-handed weapon fighting is allowed. So what I really want to know is what are the real benefits of having four arms?
P.S. My alchemist is more of a bomb chucking alchemist than a Mr. Hyde mutagen type one, and I am going to be delving into firearms.

The real question really is: what is the coolest/most useful things you can do with four arms?


The benefits are extra arms to hold stuff, like a shield or throwing items (maybe you don't have quickdraw yet?), and also the ability to use a manufactured weapon and still use the claw attacks feral mutagen grants you as secondary natural attacks by not having the clawed hands occupied. I think you're better off eschewing a manufactured weapon altogether and just using the 3 primary natural attacks if doing Mr. Hyde anyway. But you're not, so that's not even important..

Biggest drawback to 3-4 arms is possibly needing to customize your magical armor in order to wear it.

Sovereign Court

It's nice if you ever find yourself dropping stuff all the time, or as an alternative to quick draw. Have your two melee weapons in your upper hands and use your lower ones with your bow, for example.

I'm not sure if this is RAW, but it might let you carry a reach weapon and a normal weapon, and thus threaten every square within 10' of you.

Very handy for throwing bombs and not being left empty-handed during opponents' turns, as I believe using bombs requires both hands.

Grand Lodge

Duel wielding guns or bows is possible. Add some bomb power to your arrows or bullets, and you are good.


If you desperately wanted to, there's not really anything stopping you from fighting with four weapons. You just don't get any extra attacks for the extra limbs. But if you had a way to make four attacks in a round, you could certainly attack with each weapon. It's terrifically sub-optimal, but it is pretty cool to imagine.


Pathfinder Adventure Path, Lost Omens, Rulebook Subscriber

This is way late to the party but I disagree. Their is a feat that lets you use all those arms.

http://www.d20pfsrd.com/feats/combat-feats/multiweapon-fighting-combat

Grand Lodge

That's not how the Discovery works.


Pathfinder Adventure Path, Lost Omens, Rulebook Subscriber

... What do you mean. Discoveries are like Rogue Talents in a sense just part of the class. You could then take a feat to augment it. I mean as long as you quality you can take the feat to use your muiltiple arms.

Scarab Sages

ObstinateBaloth wrote:

I have an alchemist and I was considering getting vestigial arms, but after reading up on it, it seems that 4-weapon fighting isn't possible, but two two-handed weapon fighting is allowed. So what I really want to know is what are the real benefits of having four arms?

P.S. My alchemist is more of a bomb chucking alchemist than a Mr. Hyde mutagen type one, and I am going to be delving into firearms.

The real question really is: what is the coolest/most useful things you can do with four arms?

TWF using kukri, with a shield, while holding an extract.


Alchemists are always fun.

I've personally been disappointed that my Orc Ragechemist can't attack with all four arms, but no matter. I have used two arms to hold a heavy crossbow while the other two move in for the kill with his claws.

It's also cool to dual wield 2 pistols, or if you want to be a martial arts jerk, go with the combat stances and mutagen advances as well. Makes your claw attacks all the more nasty.


It's a massive penalty, so I wonder if it's worth trying to make, but I think you could two-weapon fight with two-handed weapons.

Sczarni

Given the new FAQ that you can't use two-weapon fighting with a two-handed weapon and armor spikes, I wonder if it's no longer possible to fight with 2 two-handed weapons?


Pathfinder Adventure Path Subscriber

You can do...

a really impressive juggling act.

the most realistic genestealer cosplay in Con history.

some truly intricate cats cradle.

dueling banjos all by yourself.

Grand Lodge

Hell, I don't know if the arms make more, or less, possible now.

You may have less attacks, actions, and options, just because you have an extra arm.

It's moving in that direction.


I have a question to ask regarding a four armed Ragechemist PC.

Currently, the character is using a pair of Greatswords and TWF, and dealing some pretty sick damage (1.5xStrength on each attack).

Now from what's been happening on some other threads, there seems to be a downer on using two handed weapons in TWF. So would this be considered not as per the rules?

Grand Lodge

Yup.

Look at a two handed weapon whilst two weapon fighting now, and they cut out your eyes.


Thanks.

I'm not too sure if I'm going to disallow the character, as I'm taking over someone else's game (I don't want to get into the "but he said it's ok" thing). But it's still good to know.

Cheers.

Grand Lodge

It's still in a weird place.

The FAQ is, vague, in a sense.

I would just run it, as is, for now.


Yeah, I'll let it go. Besides, the character's fun.

Grand Lodge

Sounds fun.

Rule of cool man.


You can use a two handed weapon and a shield and still have one hand free for extracts, infusions or a wand.


Is there any particular reason you cant use more than one shield?

If not having 2 tower shields starts to sound worth the feats. (With 4 arms)


I did this character before as a theory craft, but it was a vivisectionist;

Four arms, tentacles galore, the tusked trait as a half orc.

Wielded two two-handed weapons, bit, and then smacked around with tentacles until out of attacks. I DON'T think there's a limit on the amount of times you can take tentacle, besides the sheer limit of discoveries/level you get.


Dagan4d2 wrote:

Is there any particular reason you cant use more than one shield?

If not having 2 tower shields starts to sound worth the feats. (With 4 arms)

You can wield as many shields as you have hands.

However, shield bonuses don't stack.


The best use is to get claws on each hand. The extra arms don't give extra attacks but you can use your two 'weapon' attacks [unarmed] and substitute those extra arms claws for them. You end up with 4 claws at full BAB each round.

2 claws + 2 unarmed attacks = 4 attacks. 4 claws = 4 attacks. No extra attacks from arms.


graystone wrote:

The best use is to get claws on each hand. The extra arms don't give extra attacks but you can use your two 'weapon' attacks [unarmed] and substitute those extra arms claws for them. You end up with 4 claws at full BAB each round.

2 claws + 2 unarmed attacks = 4 attacks. 4 claws = 4 attacks. No extra attacks from arms.

...no, that is the exact kind of thing that This FAQ is made to prevent.

That unarmed strike equivilance thing is completely unfair, and it completely falls apart with even a basic inspection. This is the attack routine (before bonuses are added) of punch/punch/claw/claw
-2/-2/-5/-5
Note that all put only one of those attacks gets 1x strength and power attack damage. All the rest only get 0.5x.

Now, here is what you suggest for clawx4
0/0/0/0
And all get full damage bonuses.

Why is it so hard for people to accept that the designers want, for purely balance reasons, to only allow you to get 2 hands worth of work?


graystone wrote:

The best use is to get claws on each hand. The extra arms don't give extra attacks but you can use your two 'weapon' attacks [unarmed] and substitute those extra arms claws for them. You end up with 4 claws at full BAB each round.

2 claws + 2 unarmed attacks = 4 attacks. 4 claws = 4 attacks. No extra attacks from arms.

Couldn't you have a race that begins with 2 claw attacks, like Tengu or Tiefling or Catfolk, and get 4 claws that way?


No, that's exactly what that FAQ says. You can never end up with more attacks than you could without the extra arms. Everyone can make two unarmed attacks plus their natural attacks.

The minuses are irrelevant as the FAQ is only talking about the number of attacks. And as to 'what the designers want', it was clarified to work as I said in the thread about the FAQ when it came out by those 'designers'. If you don't like it, take it up with them.


Ventnor wrote:
graystone wrote:

The best use is to get claws on each hand. The extra arms don't give extra attacks but you can use your two 'weapon' attacks [unarmed] and substitute those extra arms claws for them. You end up with 4 claws at full BAB each round.

2 claws + 2 unarmed attacks = 4 attacks. 4 claws = 4 attacks. No extra attacks from arms.

Couldn't you have a race that begins with 2 claw attacks, like Tengu or Tiefling or Catfolk, and get 4 claws that way?

That's one way to get it. Easiest is catfolk, start with claws and their racial feat[Catfolk Exemplar] that grants a pair of claws.


Umbral Reaver wrote:
Dagan4d2 wrote:

Is there any particular reason you cant use more than one shield?

If not having 2 tower shields starts to sound worth the feats. (With 4 arms)

You can wield as many shields as you have hands.

However, shield bonuses don't stack.

So two tower shields would only be useful in that you could use one as cover and still have the shield bonus. Oh well, my dreams of +18 shield bonus will cry in a corner.


Dagan4d2 wrote:
Umbral Reaver wrote:
Dagan4d2 wrote:

Is there any particular reason you cant use more than one shield?

If not having 2 tower shields starts to sound worth the feats. (With 4 arms)

You can wield as many shields as you have hands.

However, shield bonuses don't stack.

So two tower shields would only be useful in that you could use one as cover and still have the shield bonus. Oh well, my dreams of +18 shield bonus will cry in a corner.

Heavy Shield (+2 shield), Shield Focus (+3), Greater Shield Focus (+4), +5 enhancement (+9), Improved Shield Bash and +5 Defending Shield (+14)

You can get pretty close with just one.


Pathfinder Lost Omens Subscriber

the whole arm thing is pretty meh, since you can't use them for much other than shield holding.

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