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A friend of mine made a realization(shoutout to awesomelyepic) about vestigial arm. I ignored it but he pointed it out and its quite useful. Being able to use tower shields for gun tank seems useless, as you can't reload with one hand. I know for tieflings and vanaras there is debate about using your tail to reload, but this discovery has no question. So... Build idea. Hobgoblin gun tank multiclass alchemist. Mutagens are also rather useful and I'd choose helpful extracts that don't worry about dc' I'm considering four level dip. This means, I could use a musket, a tower shield, and have one spare hand for extracts our mutagens(deflect arrows maybe?) what do you guys think?

lemeres |

Oh...oh...that is a relief. I heard the words '4 arms', 'vestigial', and 'gunslinger', and I ended up fearing the worst.
Yes. Shields are a fantastic use for vestigial arms.
And no Artifix, no need for more arms. Tower shields only take up one arm, but they are large enough that they impose a -2 attack penalty on everything else (no biggy for 'touch AC' gunslingers).
I am fairly sure he only needs 1 extra arm (I am working under the assumption that he can just hold his musket in one hand when he is doing extract stuff

AwesomelyEpic |

It seemed like a really cool concept. However, not all the alchemist features are directly useful. Any archetypes that replaces it with more useful features?
You're mainly focused on the combat, so I would recommend archetypes that don't get rid of bombs or mutagens. The alchemy can be useful, but not really essential to the build. You might take the Beastmorph archetype, for example. You still have alchemy, but you trade out swift alchemy for Beastform mutagen. It upgrades the mutagen, which is good in combat, by giving you several extra abilities to choose from.

Dragonchess Player |

Four levels of alchemist qualifies the character for the Explosive Missile discovery. It only works with one-handed firearms, but it's still worthwhile to add a bomb rider effect to your bullets (take Extra Discovery to change damage types and/or area affected).