| Some Random Dood |
Quick question because I have forgotten how to give a Beastmorph/Vivisectionist claws and a bite...I know I have built a Half-Orc like that but was there a way to give an Elf or Human claws and a bite without multiclassing and cheesing a Tusked trait onto one???
Take the feral mutagen discovery, your mutagen will give you 2 claws and a bite attack.
KrythePhreak
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KrythePhreak wrote:Quick question because I have forgotten how to give a Beastmorph/Vivisectionist claws and a bite...I know I have built a Half-Orc like that but was there a way to give an Elf or Human claws and a bite without multiclassing and cheesing a Tusked trait onto one???Take the feral mutagen discovery, your mutagen will give you 2 claws and a bite attack.
Oh wow, I had forgot all about that and was even scouring the pages looking for ways and I overlooked the discovery o_O THANKS!!!!!!!!!! =D
| Borthos Brewhammer |
| 1 person marked this as a favorite. |
Because throwing weapons that cost you more than a gunslinger's bullet every time will break the game. It's not that big of a deal, Cheapy. I did it once with an alchemist in a friend's game and it costed him a lot early levels. Later levels it doesn't matter because you've got enough bombs to not worry about keeping any more than a few on you just for utility.
Michael Sayre
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Cheapy wrote:Like alchemist's fire? You can't.If you get quickdraw, you can argue along with Throw Anything that anything you can throw is a weapon, and quick draw applies to weapons.
Quick Draw (Combat)
You can draw weapons faster than most.Prerequisite: Base attack bonus +1.
Benefit: You can draw a weapon as a free action instead of as a move action. You can draw a hidden weapon (see the Sleight of Hand skill) as a move action.
A character who has selected this feat may throw weapons at his full normal rate of attacks (much like a character with a bow).
Alchemical items, potions, scrolls, and wands cannot be drawn quickly using this feat.
Normal: Without this feat, you may draw a weapon as a move action, or (if your base attack bonus is +1 or higher) as a free action as part of movement. Without this feat, you can draw a hidden weapon as a standard action.
Michael Sayre
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We realize it, but in my experience, it's a common house rule.
Ah, fair enough then. Just wanted to point out that the feat does specifically exclude those items from use with it, and it would be a house rule. I kind of love the alchemist myself, and I don't think it (Quick Draw for alchemical items) would break too much, except at low levels (where most campaigns are played). Or you could add the text "and alchemical items" to the Fast Bombs discovery and then you've limited the ability to a class that arguably should have that capability, at a level where it wouldn't be outrageous....
| DrDeth |
Amuny wrote:
So I'm just here pondering: Did I miss something?
+4/6/8 Str +2/4/ natural armor/ 2 claws 1 bite all day.
Awesome level 2 extract giving access to all spells that can be made into a potion.
Permanent haste.
4 arms+ 1 tentacle = 6 attacks + 1 shield.
up to 26 something incendinary clouds/ death clouds/ dispel magic per day
Cold immunity.(Not all accesible together due to lack of feats. Some things avaible at later levels.)
Not accessible as it's against the rules. The RAI at the very least, if not the RAW.
http://paizo.com/forums/dmtz4183?Alchemist-Vestigial-Arm-discovery-question #40
Sean K Reynolds (Designer) Jul 1, 2011, 12:35 PM FLAG | LIST | FAQ | REPLY
"The intent is that you have an extra arm for holding stuff, not to turn you into a double-greatsword-wielding maniac.
The vestigial limb is also not giving you any extra actions. For example, a normal character can use twf to attack with a manufactured weapon in one hand and one unarmed strike, whether that's a punch, kick, or headbutt. He doesn't get multiple extra unarmed strikes per round just because he has an arm, two legs, and a head free. Therefore, you don't get any extra attacks just because you now have a vestigial arm, or two vestigial arms. You're still limited by the normal limitations of the attack sequence.
And no, having the wings discovery doesn't mean you automatically get an extra wing attack. Most creatures that naturally have wings don't get wing attacks; the rules for wing attacks in the Bestiary are mainly there so you know if wings are primary or secondary, and how much damage they should do if you're building your own monster. If, for example, your alchemist wanted to attack with a wing *instead* of an unarmed strike, you'd know how it would function (secondary, bludgeoning, probably 1d4 for a Medium creature). But the wing attack wouldn't be in *addition* to the alchemist's normal attack routine, it would take the place of one of the alchemist's other attacks that round."
The RAI is that it never gives you any extra attacks. Very clear.
| Amuny |
| 1 person marked this as FAQ candidate. |
About the thing of throwing multiple alchemist fire in a round...
What if I'm a Tiefling with Prehensile Tail racial ability, and use it to keep an alchemist fire close?
And what if you hold two Alchemist fire at the beginning of your turn?
I understand the limit is the fact that you can't get them off your backpack fast enough, but if you already have them in hand... it seems to be a normal attack. And the tail give a free action to retrieve things. ?
I've read through every post. I'm still pretty much confused about the long-term efficiency of the Alchemist. May be I'll have to try it, and I'll surely do in a near or far future. The "beast"chemist seems WAY more viable all-day long than the "bomber" one though. Even lvl10, you will have like... let's say 15-18bombs per day depending of your int score.
If you throw 2-3bombs per round, you still run out of bombs after... 5-6rounds !? And I totally doubt about the efficiency of the extracts to save the day.
The Targeted Bomb Admixture with Cognatogen (as discovery or mindchemist) still look interesting and appealing to me. I can easily see something around 5d6+20 on lvl10, which seems fair enough assuming the fact you bypass all SR and potentially most of resists with some Discoveries.
Overall, it's not the efficiency of the Alchemist that I doubt, but his ability to... ensure total working all day long. And by that I mean at least 2-3fights/day.
May be my fear comes from the fact that I'm used to play main casters (Sorc, Cleric) or melee, I guess we will have to see it in action.
Thanks for all your comments, advices and feedback. I'll definitly have to give it a try one day!
| StreamOfTheSky |
| 1 person marked this as a favorite. |
3.5 still exists if Pathfinder doesn't appease your desire for everyone to be extremely powerful.
3E quickdraw wasn't extremely powerful.
And the gripe is more with this community for being so insistent on trying to make quickdraw as limited as possible. RAW is on my side; it says weapons, and again... splash weapons are weapons! It's only a bunch of people in this thread that are saying otherwise.
| TarkXT |
Cheapy wrote:3.5 still exists if Pathfinder doesn't appease your desire for everyone to be extremely powerful.3E quickdraw wasn't extremely powerful.
And the gripe is more with this community for being so insistent on trying to make quickdraw as limited as possible. RAW is on my side; it says weapons, and again... splash weapons are weapons! It's only a bunch of people in this thread that are saying otherwise.
At the same time they are indeed alchemical items.
| magnuskn |
About the thing of throwing multiple alchemist fire in a round...
What if I'm a Tiefling with Prehensile Tail racial ability, and use it to keep an alchemist fire close?
And what if you hold two Alchemist fire at the beginning of your turn?
I understand the limit is the fact that you can't get them off your backpack fast enough, but if you already have them in hand... it seems to be a normal attack. And the tail give a free action to retrieve things. ?
I've read through every post. I'm still pretty much confused about the long-term efficiency of the Alchemist. May be I'll have to try it, and I'll surely do in a near or far future. The "beast"chemist seems WAY more viable all-day long than the "bomber" one though. Even lvl10, you will have like... let's say 15-18bombs per day depending of your int score.
If you throw 2-3bombs per round, you still run out of bombs after... 5-6rounds !? And I totally doubt about the efficiency of the extracts to save the day.
The Targeted Bomb Admixture with Cognatogen (as discovery or mindchemist) still look interesting and appealing to me. I can easily see something around 5d6+20 on lvl10, which seems fair enough assuming the fact you bypass all SR and potentially most of resists with some Discoveries.
Overall, it's not the efficiency of the Alchemist that I doubt, but his ability to... ensure total working all day long. And by that I mean at least 2-3fights/day.
May be my fear comes from the fact that I'm used to play main casters (Sorc, Cleric) or melee, I guess we will have to see it in action.
You'll obviously will have to have a secondary attack method at your disposal, so that you can rely on that when your bombs run out. Using bombs only for BBEG fights also helps a lot.
For the bomber Alchemist, using bows seems like a natural progression. I am actually playing that type ( level seven at the moment ) and will go for Deadly Aim ( useless for my bombs, great for my bow ) next. With an already high dexterity and the dexterity mutagen I can nearly rival full BAB classes in terms of to-hit numbers. Damage... eh, it's okay. ^^
| carn |
| 1 person marked this as FAQ candidate. |
The RAI is that it never gives you any extra attacks. Very clear.
So what is the RAI about vestigal arm, which is capable of wielding weapons, and a alchimist, who after selecting vestigal arm, is of the opinion that he quealifies for multiweapon fighting (Prerequisites: Dex 13, three or more hands.).
He certainly is able to take the feat. What is his attack routine then?Fuerthermoe with this application the vestigal arm does not give an extra attack, as the extra attack is only available when wielding a weapon in the respective hand:
"Two-Weapon Fighting
If you wield a second weapon in your off hand, you can get one extra attack per round with that weapon."
The attack is gained by wielding another weapon, which the vestigal arm is capable of. Just as the normal second arm, a vestigal arm gives no extra attacks or actions.
So the wording:
"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)."
cearly matches the result exactly:
vestigal arm discovery + no weapons = unarmed attacks according to BAB, no additional attacks, neither from having 1 more arm nor from having a head, two knees,...
vestigal arm discovery + 1 weapon = weapon attack according to bab
vestigal arm discovery + 2 weapons = weapon attack according to bab + 1 off hand attack
vestigal arm discovery + 3 weapons = weapon attack according to bab + 2 off hand attacks
The vestigal arm in itself does not give extra attacks, wielding additional weapons gives extra attacks.
"The intent is that you have an extra arm for holding stuff, not to turn you into a double-greatsword-wielding maniac."
Game designers can be funny. How exactly should an unsuspecting reader intepret "though the arm can wield a weapon and make attacks as part of the alchemist’s attack routine" unless as "Hell, yes, this feat - with some others added - turns you into a double greatsword wielding maniac or a quadruple kukri wielding madman, if you prefer."?
Muser
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You can still carry those weapons around for the image and fluff your combat style to be a whirlwind of slashes and strikes. For the extra combat power, however, maybe playing a barbarian or a summoner might be a better fit?
I know that feel though. I had originally looked at the vestigial arms and thought they allowed my alchemist to use a two-handed weapon with one pair of arms and all feral mutagen attacks with the rest of the limbs(secondary of course). That said, the character did not particularly need that combat power boost. He still was a flying hasted monstrous physique'd adrenalin-fueled beast with heroism and greater mutagen as pretty little cherries on top.
| carn |
| 1 person marked this as FAQ candidate. |
You can still carry those weapons around for the image and fluff your combat style to be a whirlwind of slashes and strikes. For the extra combat power, however, maybe playing a barbarian or a summoner might be a better fit?
I am still waiting for an explanation why, if the vestigal arm description says, it can wield weapons, be used for normal attack routine but doesnt give extra attacks, it should not be used for multiweapon fighting, as multiweapon fighting meets all those requirements, specifically the vestigal arm feat does not give extra attacks. The extra attacks come from equiping the arm with a weapon.
Furthermore:
Sean K Reynolds (Designer) Jul 1, 2011, 08:05 PM Flag | List Post #43 in "Alchemist "Vestigial Arm" discovery question"Add to:
New List
+ Jadeite wrote:
But it would be legal to attack with a two-handed weapon, with a one handed weapon and use a shield, right? I ask because I have an alchemist in my kingmaker group who does that.
If you mean "use two hands on one weapon, and use the other arm for a shield," then yes. Though I wasn't really intending for people to do that, either. :p ""
So the vestigal arm is strong enough to move around a shield to block attacks, but is unable to stick a dagger into someone?
Still allows funny character options, e.g. a tower shield specilist Fighter/Alchi 2 can use the vestigal arm to hold the tower shield (and reposition its facing using that arm as an immidieate action when hitting level 13 fighter) and use a two-handed weapon.
| Porphyrogenitus |
The great thing about being a game designer is that if they don't like how one of the rules they wrote is working out, or if they wrote it badly leading to a RAW multi-attack, they can always issue official errata.
Sounding off in forums is just sounding off in forums "I didn't intend you could use a shield, but I guess as written, you could" = same as "I didn't intend you to use a weapon, but it says you can use a weapon, and as written, you do qualify for multiattack."
I don't say this as someone playing an Alchemist, myself, or as someone interested in getting a lot of arms and being Vishnu - as, say, a Synthesist Summoner can ("but, Porphy, it would wreck the game if Alchies could do that too!"). Being a multi-armed freak has little appeal to me.
But, until they really fix it, it say what it says and you qualify for the feats you qualify for, and thus can do what you can do; which if it includes wielding shields, includes multiattack (with the feat). That plus playing the piano better than Jerry Lee Louis.
It shouldn't be that hard to issue errata, and reach a somewhat wider audience than the fraction of players who visit forums and gravedig old threads (or remember them).
"Find out for yourself. That's what's wrong with kids these days. Lazy!" - Paul Lynde.
Maxximilius
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Muser wrote:The language is wonky, but if devs are coming out of the woodwork to call out using the discovery for extra attacks then the intention is pretty clear.So the intention is to use a tower shield?
Or an additional free hand to reload/have a shield/always have a specific potion or extract handy/TWF with two-handed weapons or bows.