Four-Armed Gunslinger?


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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?


This seems like a great idea, but wouldn't the tower shield block your shots also? Also if you want to start with enough arms there is this.
Also wouldn't you need 3 extra hands, as a tower shield takes 2 if i correct.


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

Dark Archive

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?

Dark Archive

Also, how much cooler does he look worth four? Not for this, but it occurred to me that a tetori monk or other grappler based character could grapple two people at a time without penalty.


Actually you want to look into conductive for your bombs while you do this, I think it works together and will add some d6 and more importantly a cheap low DC status effect to your attack. Maybe that entangled only sticks once in a blue moon, but hey its a nice bonus just like criting.


KoboldKhemist wrote:
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.


Adventure Path Charter Subscriber; Pathfinder Rulebook, Starfinder Adventure Path, Starfinder Roleplaying Game, Starfinder Society Subscriber

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).


I recently found something, and it reminded me of this thread. Since you're a hobgoblin, you can take the Grenadier racial archetype, so you can use bullets as a way to deliver alchemical weapons. That would be great for this concept, and it would make the alchemy even more useful.

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