Multiweapon Fighting Issues


Rules Questions


A player in my campaign has an interesting theory with multiweapon fighting.
Please note, I'm not too bothered if his character becomes overpowered, it's more a question of legality. He is playing as an alchemist whose discoveries are granting him multiple limbs. In the description for multi-weapon fighting, it states "Special: This feat replaces the Two-Weapon Fighting feat for creatures with more than two arms."

His logic is that, since it replaces Two-Weapon Fighting, he can take Improved Two Weapon Fighting and Greater Two Weapon Fighting and have it apply to all of his offhand attacks.

I tried insisting that Two Weapon Fighting feats apply only for using two weapons, but he insists that it should work this way. What are your opinions on this dilemma? And if you agree with me, how would I go about making him understand that I'm not trying to undermine his character plan?


Okay, first, the alchemist limb discoveries explicitly deny providing extra attacks. He gets no extra off-hand attacks from his extra hands.

Second, Multiweapon Fighting is a mess no matter how you approach it. But from a strict reading of the rules, it does not qualify one for the Two-Weapon Fighting feat chain.

Though, since he doesn't get any extra off-hand attacks from his extra hands, MWF kind of screws him over, here. I would probably allow him to take TWF instead if he's interested in taking that feat chain.

Shadow Lodge

For this it is pretty simple.

prd 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.

The Feat in question would not work for him. He cannot make any more attacks than a two armed alchemist, even if he has four arms. He can use the arms for other things but having for arms does not grant him the four attacks of a true four armed creatures.

On the other hand if you are allowing it to do so I would say that Improved Two Weapon and Greater Two Weapon are both specific that they add 1 additional attack. Not one per arm.


So from the description of Vestigial Arm, he'd be able to hold items in those extra arms, but the most he'd be able to do as far as an attack round would be Two Weapon Fighting on two of the hands grasping swords?


You're not necessarily limited to just one or two weapons, regardless of how many hands you have. If he had a way of making four attacks in a round (from having sufficient BAB, haste, speed weapons, etc.), he could attack once with each of those four weapons and never have to even consider the Two Weapon Fighting rules.

However, if he's taking extra attacks via TWF, he has to pick one weapon as the off-hand and use that for all of the attacks gained that way. The rest of his attacks may be taken with any other weapons he can wield.

Consider this situation: He has three arms, a +6 BAB, and Improved Two Weapon Fighting. A full-attack might look like this (ignoring TWF penalties and other hit bonuses).
Hand 1 (first iterative): Longsword +6
Hand 2 (second iterative): Battleaxe +1
Hand 3 (first off hand): Short Sword +6
Hand 3 (second off hand): Short Sword +1


Alright that clears a lot up! His goal was to end up with a scary amount of attacks per round, using the alchemist ability to make a potion permanent to have True Strike active constantly.

A noble idea, but the issue with Multiple Weapons was a bit of an eyebrow raiser.

Thanks everyone!


I would be very hesitant about allowing any kind of "permanent" access to True Strike. It's game-wrecking from a balance standpoint and most attempts aren't really rules-legal. This particular idea is easily shot down due to the fact that you can't make potions from personal-range spells.


I was actually looking into researching that aspect of his plan too.
+20 on all attacks in a round is a bit ridiculous, but I'd allow it if there isn't a rule against it.
Thanks for the info, I'll look into potions more.


177cheese wrote:

I was actually looking into researching that aspect of his plan too.

+20 on all attacks in a round is a bit ridiculous, but I'd allow it if there isn't a rule against it.
Thanks for the info, I'll look into potions more.

There is a rule against it. True Strike is for you next attack, not all the attacks in a round:

"Your next single attack roll (if it is made before the end of the next round) gains a +20 insight bonus. Additionally, you are not affected by the miss chance that applies to attackers trying to strike a concealed target."

Even if there were some way to make it permanent, True Strike would only allow him one attack at +20 per round. (Which, if that's his real goal, kind of makes the multi-attack approach somewhat useless.)


Alright this is getting ridiculous now.
I don't want to start a new thread on this, so I'll ask for advice here. Now that he noticed that throwing a shield is a free action, and he has the quick draw feat, he wants to essentially throw infinite shields per round. I protested but eventually he and his friend that got me to try DMing in the first place whined and complained enough for me to give in. I limited it as best as I can, but he's still wanting to launch 25 small shields in a round which is just stupid to think about.

Anyway, I'm trying to think of ways to ruin this for him.

Already have a cursed buckler of vicious returning planned out that will smack him in the head whenever he throws it. Any other suggestions would be lovely.


Throwing the shield may be a free action(instead of a move equivalent or what have you to take it off normally) but making an attack with it is most definitely not a free action. The line is there to make throwing shields similar to ammunition (which is a free action to ready/use) so that they can be used in a full round attack action (which precludes the movement action to take the sheld off to throw).

End result is they are still limited to the number of attacks they have from BAB and/or TWF feats.

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