Help! I need more arms!


Advice


Putting together a tri-gestalt character

My original idea was a Kitsune Mesmerist/Fey Sorc/Madness Cleric to punch through will saves, but the GM doesn't care for Occult.

My next idea: Paladin/Gunslinger.

If I have the rules right at level 12 with:
Haste
Rapid Shot
Imp Two Weapon Fighting
Double-Barrel Pistols

I could technically get 14 attacks per round.

Main hand: 3 base, 1 haste, 1 rapid shot
Off hand: 2 imp twf
Each pistol shoots twice. 14 shots.

Assuming I have a 24 in both dex and charisma by then and I'm smiting, that's about 1d8+29 for a minimum damage of 420 if it's evil and all shots hit, not including enchantments i could put on the guns. Rapid reload and cartridges can get the reload time down to free, but I need more arms to reload my guns!

I was thinking going witch for prehensile hair, but it's not very thematic with a paladin IMO.

Other tri gestalt ideas I was toying around with was:

a Barbarian (Drunken Brute)/Alchemist(Vivisectionist, Ragechemist Internal Alchemist), Sorc(eventually Dragon Disciple...unless you have a better way for me to ramp up STR more).

a Urogue/Umonk/Sorc. Ninja all around the battlefield with spells for defense/transportation/getting in sneak attacks.

Would love to hear some ideas.


Even if I used prehensile hair as a witch, would I need two arms? One for each gun? Or can one arm handle loading both?


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Gestalt Synthesist. Go biped with extra limbs.

I hope your GM tracks your ammo costs.


okay, sorry to burst your bubble, but there was an errata on double-barreled firearms which prevents full-rounds with the special ability.

So no 2x number of attacks.

Ultimate Combat Errata.

Ultimate Combat Eratta FAQ.

And the Prehensile Hair hex can't be used to handle weapons.

Prehensile Hair; Hexes; Witch: SRD wrote:

Effect: The witch can instantly cause her hair (or even her eyebrows) to grow up to 10 feet long or to shrink to its normal length, and can manipulate her hair as if it were a limb with a Strength score equal to her Intelligence score. Her hair has reach 10 feet, and she can use it as a secondary natural attack that deals 1d3 points of damage (1d2 for a Small witch). Her hair can manipulate objects (but not weapons) as dexterously as a human hand.

/.../


extra arm from alchemist
tumor familiar with extra wand of reloading hands
old weapon cord rules
ask your GM about permanency for reloading hands
quick draw
synthesist summoner for CHA synergy and more arms
or look up any of the threads on GitP or this forum that already have covered gunadins since like 2011

Liberty's Edge

Would your GM allow you to play a Kasatha or a custom race per the Advanced Race Guide?

Shadowcraft weapons create their own ammo, but it is only 'semi real' and does less damage if the subject saves to disbelieve.

Also, note that to get 'double shots' with the pistols you'd be taking a -4 penalty on each attack and each shot in a 'pair' would have to target the same enemy.


An easy way to reload your firearms without multiclassing/feats would be to get yourself a silky-smooth Glove of Storing.

Free action to store your weapon in the glove, Free action to switch weapon between hands, Free action to retrieve your weapon from the glove.

Glove of Storing:
Aura moderate transmutation; CL 6th
Slot hands; Price 10,000 gp; Weight —

DESCRIPTION

This device is a single leather glove. On command, one item held in the hand wearing the glove disappears. The item can weigh no more than 20 pounds and must be able to be held in one hand. While stored, the item has negligible weight. With a snap of the fingers wearing the glove, the item reappears. A glove can only store one item at a time. Storing or retrieving the item is a free action. The item is shrunk down so small within the palm of the glove that it cannot be seen. Spell durations are not suppressed, but continue to expire. If the glove’s effect is suppressed or dispelled, the stored item appears instantly. A glove of storing uses up the wearer’s entire hands slot. The wearer may not use another item (even another glove of storing) that also uses the hands slot.


GM Snowe wrote:


Sundakan, thanks for the advice on verbage I will keep that in mind. I was looking into the Alchemist, and know I can do it with mutagens, but I can't see a party wanting to linger around for an hour after every combat so I can make another!

Huh?

A few things.

1.) Vestigial Arms is a Discovery. It is not reliant on Mutagen.

2.) Mutagen lasts 10 MINUTES/LEVEL. If we have single combats (consisting of rounds equaling 6 seconds) lasting more than 120 minutes, we're f$%~ed anyway.

3.) Unless you take an archetype that trades it out (like Beastmorph), Mutagen lasts AN HOUR/LEVEL at level 12 because of Persistent Mutagen.

So even if Archlich did make up another weird houserule like the Adaptive thing, you're good. =)

Community & Digital Content Director

Removed a series of posts. Folks, unless you're posting advice, it doesn't belong in the Advice subforum. Also, please flag and move on. Thanks!


Much appreciated, Chris.

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