Vestigial Arms, TWFing and "Multi"-Weapon Fighting


Rules Questions

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So 11th level fighter:
BAB +11/+6/+1,
one off hand TWF +9/+9/+4/-1,
I/GTWF +9/+9/+4/+4/-1/-1

11th level fighter with four arms
BAB +11/+6/+1
Three off hands MWF +9/+9/+9/+9/+4/-1
I/GTWF +9/+9/+9/+9/+4/+4/-1/-1

Since you cannot take "extra attacks," the argument is that you just take the first six attacks, at the higher bonus, and ignore the remaining attacks.

(Just to note: I disagree with this argument. Also, as it is not my argument, I might not have it correct.)

Edit: Well, never mind. Stabbity answered while I was typing.


graystone wrote:
Artemis Moonstar, the only difference in a 4 armed creature is that they have 2 more offhands than normal and that translates into a total of 2 extra off hand attacks. Note that a lot of things that act like twf, like a monks flurry, only work like TWF, so a 4 armed monk using flurry ends up with the same number of attacks as a 2 armed one.

... And this kids is why you don't try thinking about a more advanced character concept after 4 hours of sleep in 36 hours after a break from TTRPGs! (not Grey's response, my question leading up to it).


StabbittyDoom wrote:
Durngrun Stonebreaker wrote:
The argument, if I'm following along correctly, is that the arms do give you the extra attacks but you cannot make more than normal so you take the higher BAB attacks and don't make the lower BAB attacks.

Basically yes. They give you extra attacks in the everything-but-these-two-discoveries definition, but not in the definition set forth for these two abilities by the FAQ. Since the FAQ definition is that you can't have more, not that you can't have better, you can give up a -5 BAB for a full BAB with a second off-hand. (And do it again with the third, if you have another attack to give up.)

This transforms, to use my original example, a +9/+9/+4/+4/-1/-1 routine into a +9/+9/+9/+9/+4/+4 routine. Same number of attacks, but now with better to-hit. Sadly, it also means you need more weapons, which is a big wealth problem. Barring unarmed strike (which is not precisely an optimal choice) you have to take into account the loss of at least 1 or 2 points of to-hit due to spreading your wealth thin for those weapons. Unless you have a caster in the party that really likes blowing spell slots on Greater Magic Weapon, but that's what good teammates are for, yeah? (Sadly, this still leaves you with potential DR problems.)

Except there is no higher BAB to move into:

PRD wrote:

Two-Weapon Fighting

If you wield a second weapon in your off hand, you can get one extra attack per round with that weapon. You suffer a –6 penalty with your regular attack or attacks with your primary hand and a –10 penalty to the attack with your off hand when you fight this way. You can reduce these penalties in two ways. First, if your off-hand weapon is light, the penalties are reduced by 2 each. An unarmed strike is always considered light. Second, the Two-Weapon Fighting feat lessens the primary hand penalty by 2, and the off-hand penalty by 6.

two arms equals: 1 primary =BAB

1 extra attack =BAB

four arms equals: 1 primary =BAB
1 extra attack =BAB
2 extra attack =BAB
3 extra attack =BAB

two arms with two vestigial arms: 1 primary =BAB
1 extra attack =BAB
2 no extra attack =no BAB
3 no extra attack =no BAB

If there is no attack at a higher BAB, how are you moving into it?

Liberty's Edge

@Nevan: I assume you skipped the rest of the thread?

A standard 4-armed creature has 4 attacks at full BAB (if desired): Main-hand and 3 off-hands. This can be seen in the race creation rules (ARG), as well as looking at a couple creatures that have multi-weapon fighting on the basis of having 3+ hands. There is nothing to indicate this is a rule specific to creatures built via the ARG, but also nothing to indicate it isn't. (So it's purely a judgement call, but for the sake of argument let's assume that the call-out to off-hands is not specific to naturally 4-armed creatures.)

Vestigial arms says no extra attacks which might typically indicate that you do not get those off-hands (what no extra attacks means is not defined, but this is a reasonable assumption). However, the FAQ says that "no extra attacks" actually means merely "no more than you could have made before", which is different from not getting extra off-hands. This means you have those off-hands, but can't actually use them to make a greater quantity of attacks than before. However, you can give up another attack that you could have made to take those attacks, or use them to wield two 2-handers (one still only gets half strength, but it's for bragging rights).

So in short, you do have a higher BAB attack, but aren't allowed to use it if doing so would mean that you are taking more attacks than you could have without it. If you don't have iteratives, this is a (mostly) meaningless distinction (aside from dual two-handers). Once you get iteratives you can give them up to take those higher BAB attacks since now you have a greater quantity available than the standard 2. Also, if you had a natural attack not attached to your arms, such as a bite, you could give that up for the other off-hand attack as well. (Going from main/off/bite to main/off/off; same attack quantity, different arrangement.) In other words, remove your vestigial arms and determine the most attacks you could possibly make. Now just make sure you don't make more than that number and have at.

Note that actually having the two-weapon fighting or multi-weapon fighting feats is irrelevant since they just reduce penalties rather than grant additional attacks. It's not very effective to do the swap-up without multi-weapon fighting, though.

The only safe conclusion that can be made from this thread is that the legality or illegality of this cannot be determined with 100% certainty as any possible ruling requires leaning on unwritten rules, which is not a solid basis for a ruling.


Right I said nothing about the two weapon fighting feats, I quoted RAW on two weapon fighting. I bolded the important part can gain an extra attack,Vestigial arms says you can not gain extra attacks.

All multi armed creatures gain one extra attack for one extra arm (per TWF (MWF) RAW not TWF/MWF feats). The penalties for MWF are the same as two weapon fighting (and follow that RAW) but with more extra attacks. So if your extra arm can't gain an extra attack, the character can't have that attack.

so four arms says can have extra attacks
Vestigial arms says can not have extra attack

So by RAW I can get an extra attack when fighting with more than one weapon, now specifically this applies to 2 armed creatures in the CRB. For multi armed creatures there is the MWF feat, which says follow the TWF rules quoted below.

'PRD" wrote:


Multiweapon Fighting (Combat)
This multi-armed creature is skilled at making attacks with multiple weapons.
Prerequisites: Dex 13, three or more hands.
Benefit: Penalties for fighting with multiple weapons are reduced by –2 with the primary hand and by –6 with off hands.
Normal: A creature without this feat takes a –6 penalty on attacks made with its primary hand and a –10 penalty on attacks made with all of its off hands. (It has one primary hand, and all the others are off hands.) See Two-Weapon Fighting in the Pathfinder RPG Core Rulebook.
Special: This feat replaces the Two-Weapon Fighting feat for creatures with more than two arms.

so 2 arms equals 1 primary and one extra (-6/-10).

four arms equals 1 primary and three extra (-6/-10/-10/-10).

2 arms and 2 vestigial equals 1 primary and one extra (-6/-10). Since vestigial arms can't gain extra attacks.

This follows the RAW for fighting with two weapons (which is also the RAW for multi weapon fighting. The Faq doesn't change the core rule an any way.

Liberty's Edge

Again, the FAQ redefined what "extra attack" means for the context of the discovery in question. All other definitions are invalid because the FAQ clarified it to have its own meaning.

Grand Lodge

To me, no matter how you use the arms, it should be identical to normal two-weapon fighting.

Number of attacks, bonuses to those attacks, and so on.

I don't see it as a two-weapon fighting, but with extra bonuses, for what, to me, are convoluted reasons.

Feats don't change this either.


StabbittyDoom wrote:
Again, the FAQ redefined what "extra attack" means for the context of the discovery in question. All other definitions are invalid because the FAQ clarified it to have its own meaning.

Where:

FAQ wrote:

Alchemist, Tentacle/Vestigial Arm: What does "extra attacks" mean for these discoveries?

It means "extra," as in "more than you would be able to make if you didn't have that discovery."

For example, if you're low-level alchemist who uses two-weapon fighting, you can normally make two attacks per round (one with each weapon). If you take the tentacle discovery, on your turn you can make
* two weapon attacks but no tentacle attack,
* a weapon attack with your left hand plus a secondary tentacle attack, or
* a weapon attack with your right hand plus a secondary tentacle attack.
At no time can you make a left hand weapon attack, a right hand weapon attack, and a tentacle attack on the same turn because the tentacle discovery says it "does not give the alchemist any extra attacks or actions per round." This language is calling out that the tentacle is not a standard natural weapon and doesn't follow the standard rules for using natural weapons (which would normally allow you to make the natural weapon attack in addition to your other attacks).

Likewise, if you instead took the vestigial arm discovery and put a weapon in that arm's hand, on your turn you can make
* a weapon attack with your left hand and one with your right hand,
* a weapon attack with your right hand and one with your vestigial arm, or
* a weapon attack with your left hand and one with your vestigial arm,
At no time can you make a left hand weapon attack, a right hand weapon attack, and a vestigial hand weapon attack on the same turn because the vestigial arm discovery says it "does not give the alchemist any extra attacks or actions per round."
The exact same restrictions would apply if your race had claws or you had some other ability to add claws to your limbs: the text of both discoveries says they do not give you any extra attacks per round, whether used as natural weapons, wielding manufactured weapons, or adding natural weapons to a limb that didn't originally have natural weapons.

Remember that these two discoveries do not have any level requirements, and therefore are not especially powerful; permanently adding additional attacks per round is beyond the scope of a discovery available to 2nd-level alchemists.

An 11th level fighter has a base of +11/+6/+1.

So Normal TWFing -6/-10:
primary +3/+0/-5
1st offhand extra attack (+1)
This gives us +3/(+1)/+0/-5

Multi-Weapon (natural 4-arm race, no vestigial; for comparison):
primary +3/+0/-5
1st offhands extra attack (+1)
2nd offhand extra attack (+1)
3rd offhand extra attack (+1)
This gives us +3/(+1)/(+1)/(+1)/+0/-5

Multi-Weapon (vestigial arms x2):

FAQ above wrote:
It means "extra," as in "more than you would be able to make if you didn't have that discovery."

So by RAW and FAQ the fighter attacks as if he did not have the discovery Which is the same attack as Normal TWFing +3/(+1)/+0/-5

Liberty's Edge

The example they use has no iterative attacks or natural attacks and therefor can only take 2 attacks, which means their extra off-hands (if any) would be irrelevant. The highlighted statement is true for their example without contradicting my assertions. Had they used an example with iterative attacks we would have conclusive evidence of whether my interpretation is correct, but they did not.

You cannot pull a statement out of context to use it as a rule for other contexts.

The first highlighted statement likewise supports my claims.


How am I taking it out of context?

'FAQ" wrote:
It means "extra," as in "more than you would be able to make if you didn't have that discovery."

Iterative attacks are irrelevant the fighter makes attacks as if there where no extra arms.

If you have no extra arms you can only fight with the normal TWFing rule

So Normal TWFing -6/-10:
primary +3/+0/-5
1st offhand extra attack (+1)
This gives us +3/(+1)/+0/-5

Multi-Weapon (natural 4-arm race, no vestigial; for comparison):
primary +3/+0/-5
1st offhands extra attack (+1)
2nd offhand extra attack (+1)
3rd offhand extra attack (+1)
This gives us +3/(+1)/(+1)/(+1)/+0/-5

Multi-Weapon (vestigial arms x2):

primary +3/+0/-5
1st offhands extra attack (+1)
2nd offhand extra attack do not have per faq
3rd offhand extra attack do not have per faq
This gives us +3/(+1)/+0/-5
This is completely in context

Liberty's Edge

Again, you're reading it very differently from me.

It doesn't say "you can't make attacks you wouldn't have without the discovery", it says "you can't make more attacks than you would be able to make without the discovery". These are different things. The latter means you have the attack, but cannot use it if it would mean having a greater total quantity than before. If this weren't the case then their example with Tentacle would be invalid.

So, IMO, you're reading the FAQ to say more than it does to support your position.

Grand Lodge

Wait, so you are saying you make the same amount of attacks, but you first calculate the bonuses, as if you had more attacks, then you reduce by the appropriate number, removing the attacks with the lowest bonuses first?

Is this how you are saying this works?

Liberty's Edge

blackbloodtroll wrote:

Wait, so you are saying you make the same amount of attacks, but you first calculate the bonuses, as if you had more attacks, then you reduce by the appropriate number, removing the attacks with the lowest bonuses first?

Is this how you are saying this works?

Something like that. Though technically it's no so much remove lowest first as stopping when you run out of the amount you're allowed, but the end result is the same.

1) Declare Full Attack.
2) Ignore all but 2 arms (and anything they're holding or natural weapons you added to them), calculate how many attacks you could make.
3) Add arms back in, calculate what your full-attack would look like without the "no extra attacks" limitation.
4) Starting making the full attack you determined in step 3 in any valid order, but stop once you've made a number of attacks equal to what you had in step 2.

This guarantees that you don't gain "more attacks than you could make without the discovery". And matches with the results in the FAQ.

(Note: Add ignore tentacle to step 2, and add tentacle back in step 3 if you have that discovery.)

Grand Lodge

So, you see it as an add, then subtract, as far as how they function.

I see it functioning as if you never added, and never subtracted.

My stance, seems to handle the situation simply, whilst yours seems to create a complicated situation, that I don't see it as RAI, and still find the interpretation of RAW to be, shaky.

I don't support the "less than before" stance that some have, but I have hard time with the idea of working around reducing extra attacks, that you never gain.

Liberty's Edge

And if I knew for certain whether it was meant to be +, then -, or simply never add at all, then I wouldn't have posted this thread. However, whether meant to be or not, the way the FAQ is written indicates that it's + then -.

Either way is largely irrelevant since I'm unlikely to ever play a character with the discovery, nor is anyone in my group likely to do so. I was simply hoping for something more productive than "you're wrong because <reason that contradicts FAQ> or <reason that relies on unwritten rules>".

The best arguments I've seen merely leave the situation in a stalemate. Given a stalemate, I rule in the more interesting direction. Most others seem to rule in the more restrictive direction. Either approach is fine if consistently applied, but neither actually break the stalemate for cross-table purposes.

Grand Lodge

Complication does not always equal more interest.

Liberty's Edge

blackbloodtroll wrote:
Complication does not always equal more interest.

Not always. But I feel it does so in this case.

Grand Lodge

Well, I am certainly not interested in such complications.

I feel strongly, that many agree with me, including those I play with.


StabbittyDoom wrote:

Again, you're reading it very differently from me.

It doesn't say "you can't make attacks you wouldn't have without the discovery", it says "you can't make more attacks than you would be able to make without the discovery". These are different things. The latter means you have the attack, but cannot use it if it would mean having a greater total quantity than before. If this weren't the case then their example with Tentacle would be invalid.

So, IMO, you're reading the FAQ to say more than it does to support your position.

The tentacle example is not invalid as it follows natural weapon rules and not weapons rules. That's a completely different topic.

FAQ wrote:
" This language is calling out that the tentacle is not a standard natural weapon and doesn't follow the standard rules for using natural weapons (which would normally allow you to make the natural weapon attack in addition to your other attacks).

As to the topic at hand:

I see what your saying but, I can't see how you get there with out adding attacks.

11th level fighter without discovery:
+3/(+1)/+0/-5

It is not just more attacks

Quote:
"you can't make more attacks than you would be able to make without the discovery"

Could the fighter do this attack:+3/(+1)/(+1)/(+1)/+0/-5 without the discovery? Nope

So
11th level fighter with discovery:
+3/(+1)/+0/-5

Liberty's Edge

You aren't bringing in any new evidence here, Nevan. Give it up. It's not worth it.


Thing is, neither are you...

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