so, what can you do with an extra arm or two?


Advice


one concept I have kicking around is a monk who uses extra arms to

a) do funky things in combat
b) pose for Vudrani sculptors, I guess?

anyway, you can get those extra arms by putting a 2 dip into alchemist, and taking the Vestigial Arm discovery twice. Now, monk and alchemist really don't go together, but you could go mutagenic mauler brawler instead of monk, and that works out as well as can be.

So

alchemist (archetype??) 2/mutagenic mauler X
one feat reserved: Extra Discovery
and it's not PFS legit and an alchemist probably doesn't qualify for it anyway, but if there's a feat to spare, take Eye of the Arclord. four arms, three eyes, what's not to like?

Here's the thing: there's nothing you can do with those extra arms when it comes to fighting that you couldn't do already anyway (Multiweapon Fighting is out, Medusa's Wrath doesn't benefit from it, etc.), except for 'one free hand' shenanigans.

I need some suggestions for what to do in a fight with extra arms that does not involve attacking with them. Like maybe grappling two guys at once, using Snapping Turtle Clutch? Or grappling with two hands and using a dan bong as well?

What are some other good ideas?

Grand Lodge

None of your ideas work. The only things that extra arms from an alchemist are good for is holding and retrieving things.


really? I can't have two arms for grappling (which avoids the -4), and another holding a dan bong (which gives you a +2, not that you're actually hitting anyone with it). That doesn't work now?

Or, how about two-handing a, I dunno, a spear, and saving an arm for Crane Style? Or Snapping Turtle Clutch? Or Archon Style?

If you're grappling someone, presumably you're doing that with two arms. You've got an arm or two free to use Snapping Turtle Clutch, right? (You're not gaining a free immediate action, you're just using a power that you otherwise couldn't use). Once you have two bad guys in a grapple, well, unless you get two grapple checks in the round, you'll have to let one of them go, I suppose. Same as if you full-attack with white witch hair.

That's a no go, really?

Grand Lodge

Some of those things work.

Grand Lodge

Most of it doesn't, though. bbt is right because my statement is a bit too all inclusive as there are other things you can do with them than what I stated.

You seem to have a good grasp on what would and wouldn't work just from your initial question. So I'm sure there are some decent edge cases out there that will get you what you're looking for.


hmm, maybe I'll saunter over to the rules forum and see what's been hashed out over there.


Administer the little-practice Quadruple Slap to your apprentices.


Wear a heavy shield while shooting/reloading a gun.


Pathfinder Lost Omens Subscriber

it let's you do things with out retrieving stuff, the actual best thing, is to hold a metamagic rod, have a free hand to cast spells, and hold a weapon or two or a shield at the same time. this let's you decide on a moment's notice what your using and allows you to threaten your surroundings or defend yourself.

but caster's hate multiclassing.

Grand Lodge

Wielding a reach weapon, and a non-reach weapon, is an option.

Scarab Sages

Honestly, none of the in game benefits are worth the role-playing drawbacks of being a three or four armed freak imo.

Grand Lodge

Drawbacks?

You mean, opportunities?

Liberty's Edge

blackbloodtroll wrote:

Drawbacks?

You mean, opportunities?

You must not be familiar with the concept of role-playing...


Pathfinder Lost Omens Subscriber
RedDogMT wrote:
blackbloodtroll wrote:

Drawbacks?

You mean, opportunities?

You must not be familiar with the concept of role-playing...

oh he is, he just doesn't see creeping out the locals as a problem... especially if your an alchemist...


blackbloodtroll wrote:

Wielding a reach weapon, and a non-reach weapon, is an option.

Or you can use a Sarissa for 15' AoO in a cone and longhammer for 10' AoO all around. If he's a monk, that's AoO for 15',10' and 5' ;) .

Imbicatus wrote:
Honestly, none of the in game benefits are worth the role-playing drawbacks of being a three or four armed freak imo.

In the midst of 1/2 demons-angels-rat-cat-monkey-bear-shark-boar-wolf-undead-fish-elemental-fox -bird-construct people, extra arms are the cutoff for being a freak? Myself, I think people would be more freaked out by someone's hair moving on it's own or some dude covered head to toe in tribal scars.

Dark Archive

RedDogMT wrote:
blackbloodtroll wrote:

Drawbacks?

You mean, opportunities?

You must not be familiar with the concept of role-playing...

Some person is a guy who regularly uses alchemy to enhance himself, who happens to have a particular enhancement that gives him an extra arm. How exactly is this exclusive from roleplaying as a general concept?

I'm honestly curious as to how you drew this conclusion.

Grand Lodge

I have an Numerian alchemist who was captured and experimented on/tortured for years.

He returned changed, with extra limbs where before there were none, a strangely animate tumor, vicious scars crossing his body, and a damaged throat and lungs that leave him raspy and incapable of intonation. He seeks now to find out about his life before he was taken, and reclaim the man he used to be. He is at best seen as a disgusting freak, and at worst as an abomination to be killed. He wrestles with the anger and rage this builds inside him, the urges to hurt and kill those who torment him, and the last vestiges of the man he used to be, who calls for him to seek peace.

Mechanically, he has extra arms twice, tumor familiar and a mask of stony demeanor. He wields a reach weapon, non reach weapon and shield in combat, and chugs infusions of enlarge person to threaten a 50ft cube.

So in summary, yes, you can get some great mechanical benefits out of a few extra arms. But the idea that this somehow precludes role playing is ridiculous.

Scarab Sages

1 person marked this as a favorite.
Zedorland wrote:


So in summary, yes, you can get some great mechanical benefits out of a few extra arms. But the idea that this somehow precludes role playing is ridiculous.

So you are roleplaying ala Vampire. You're an angsty monster trying to regain his humanity. It's a boring concept, and while it works in a game where everyone is an angsty monster trying to regain humanity, it doesn't work when you are in a team based game and you can't contribute to the social interactions without risk of being discriminated against at best or attacked as a monster at worst.

I never said you can't roleplay with extra arms, tentacles, or a Quato on your chest. But there are some severe social disadvantages if you choose to do so.


dual wield guns/crossbows with no reloading shenanigans needed

use a two hander and a shield and have a have free for casting/style feats/potion chugging/etc

beat 4 chumps at arm wrestling at the same time

Silver Crusade

Imbicatus wrote:
Honestly, none of the in game benefits are worth the role-playing drawbacks of being a three or four armed freak imo.

I resent that remark, good sir, having twice as many arms as the average individual is of great aid to me in my mission to murder evil people. I dare say it makes me twice as proficient at murdering evil people.

Dark Archive

Imbicatus wrote:
Zedorland wrote:


So in summary, yes, you can get some great mechanical benefits out of a few extra arms. But the idea that this somehow precludes role playing is ridiculous.

So you are roleplaying ala Vampire. You're an angsty monster trying to regain his humanity. It's a boring concept, and while it works in a game where everyone is an angsty monster trying to regain humanity, it doesn't work when you are in a team based game and you can't contribute to the social interactions without risk of being discriminated against at best or attacked as a monster at worst.

I never said you can't roleplay with extra arms, tentacles, or a Quato on your chest. But there are some severe social disadvantages if you choose to do so.

Eidolons, non horse/dog/hawk animal companions, a huge chunk of non core races (and the half-breeds in core), a tendency to constantly be armed to the teeth, and the any kind of overt displays of magic all have a chance to get PCs ran out of town or at least treated like a disaster waiting to happen.

I get how 3+ arms makes you stand out in an adventuring party, but every adventuring party stands out from everyone else.

Also, Vampire is great.

Grand Lodge

1 person marked this as a favorite.

If your idea of the only PCs worth roleplaying, are average Humans, with no drawbacks, I disagree.

I find the strengths, and drawbacks, of PCs, to be great things to draw roleplaying opportunities from.

Webstore Gninja Minion

A reminder that not everybody plays the game the same way. What's boring for one is fun, new, and exciting for somebody else. Be civil to each other, thank you!


Liz Courts wrote:
A reminder that not everybody plays the game the same way. What's boring for one is fun, new, and exciting for somebody else. Be civil to each other, thank you!

What an incredibly rude thing to say. (Emoticon that denotes I'm joking!)


yeah, maybe it's me, but I was thinking of mixing

a) mutagenic mauler X
b) some form of alchemist 2
c) the feat Eye of the Arclord

speaking of, do you qualify for the Eye of the Arclord feat with just alchemist levels?

so, any discussion of 'you look weeeird', is not really helpful.

so, most of these involve holding things. let's see

a) hold a metamagic rod, a weapon, a shield, and have a hand free for casting
b) hold a close weapon and a reach weapon
c) hold multiple bows/crossbows/guns

not so much about using those arms, or 'one hand free' goofiness.

I like the multiple guns/crossbows stuff.

Can you TWF with crossbows, and use your extra arms to 'fire with two hands' on both of them?


ohako wrote:

yeah, maybe it's me, but I was thinking of mixing

a) mutagenic mauler X
b) some form of alchemist 2
c) the feat Eye of the Arclord

speaking of, do you qualify for the Eye of the Arclord feat with just alchemist levels?

so, any discussion of 'you look weeeird', is not really helpful.

so, most of these involve holding things. let's see

a) hold a metamagic rod, a weapon, a shield, and have a hand free for casting
b) hold a close weapon and a reach weapon
c) hold multiple bows/crossbows/guns

not so much about using those arms, or 'one hand free' goofiness.

I like the multiple guns/crossbows stuff.

Can you TWF with crossbows, and use your extra arms to 'fire with two hands' on both of them?

RAW yes. The extra arms are specifically called out as not letting you gain any more attacks than your normally could have. But you can already dual-wield light and hand crossbows* so having the extra arms isn't breaking any loop holes.

*the attack penalties for doing so are pretty bad though
*also RAW you couldn't reload them unless you dropped one
*also also RAW you could carry a lot of pre-loaded crossbows and use quick draw to fire, drop, pull another, repeat; should one wish to combine improved/greater TWF with crossbows
*if someone says the above point is ridiculous and unrealistic, cite the fact that pirates and others did that exact thing with braces of flintlock pistols before the invention of the revolver and magazines


hmmm

race: half-elf
class: unchained monk 9/internal alchemist 3
traits: Mutant Eye (legal in PFS!), Mordant Heritage
20 point stats
Str 16, Dex 14, Con 14, Int 12, Wis 14, Cha 8

going for a four-armed, three-eyed kusarigama-wielder with Snake Style

or something

feats
monk1: Improved Unarmed Strike, Stunning Fist, Combat Reflexes, Skill Focus (Sense Motive), ???
alch1: --
alch2: Vestigial Arm, Extra Discovery (Vestigial Arm)
monk2: Improved Grapple
monk3: Snake Style
alch3: --
monk4: Snake Sidewind, some ki power
monk5: some style strike
monk6: Snake Fang, Improved Trip
monk7: --
monk8: Improved Critical (kusarigama), another ki power
monk9: another style strike

kind of a rough sketch, and kind of magic-item-heavy (I'd love it if there was a alchemist-discovery-using magus archetype), but it's got a little promise.

any help with the concept would be appreciated. no, I haven't read through Occult Adventures yet.


Imbicatus wrote:
Zedorland wrote:


So in summary, yes, you can get some great mechanical benefits out of a few extra arms. But the idea that this somehow precludes role playing is ridiculous.

So you are roleplaying ala Vampire. You're an angsty monster trying to regain his humanity. It's a boring concept, and while it works in a game where everyone is an angsty monster trying to regain humanity, it doesn't work when you are in a team based game and you can't contribute to the social interactions without risk of being discriminated against at best or attacked as a monster at worst.

I never said you can't roleplay with extra arms, tentacles, or a Quato on your chest. But there are some severe social disadvantages if you choose to do so.

I have a dwarven barbarian that likes to swing two handed, but also loves his shield. I thought about taking a few ranks in alchemist, because the idea of swigging down a mutagen to rage out even more fit the idea for the character. Thought about the ragechemist archetype, but the negatives were just too much. The idea of taking a vestigal arm so I could swing my axe two handed and still use a shield was very attractive to the player, but warping the character's body in such a manner would have been repugnant to the character and would have ended any chance to have his banishment from the tribe ended.

Had a Japanese lady as a character in Shadowrun that as part of her background had the shiva (4 arms) metatype under traumatic circumstances. She kept her extra arms hidden because of Japanese social stigma against metatypes and because of the situation under which her metatype expressed. After more then a year of playing not one of my fellow players ever realized she had 4 arms.


since i haven't seen it mentioned in this thread yet, there is an entire race that has 4 arms and is playable at 1st level called the Kasatha


One of my players has perused the grappling rules, and related feats, and is looking to combine Greater Grapple (maintain a grapple as a move action) with the Grabbing Style line (Maintain two grapples at once, remove penalty for grappling one-handed) to grapple four enemies without penalty. I've looked over the discovery and everything I can on grappling, and it seems legal to me.


If the character you want has four arms then build it, I have a fighter/alchemist/barbarian with 3 arms and have had a blast with him in combat and in role-play. Having the extra 4 arms can be tons of fun when you get creative with it and part of the fun I had was discovering new uses as my character developed. The way the extra arms will interact with certain style feats that have been mentioned will definitely be interesting as will finding a reason that your monk either purposefully gained 3 arms, had some sort of freak accident in the lab or something completely different. Bottom line make a character you will have fun playing!

Community / Forums / Pathfinder / Pathfinder First Edition / Advice / so, what can you do with an extra arm or two? All Messageboards

Want to post a reply? Sign in.