need ideas for a NPC alchemist goblin with 4 arms


Advice


Hi. The party of the game which GM is me have seen the last member of a group of NPC: a femaile goblin with four arms. But they did not know more about her, nor do I...

She is a level 12 alchemist, and go scouting with a slayer lizardfolk as a mission partner.

I've thought to design her as a winged marauder - granadier and use the two extra vestigial arms to reload her range weapons, with maybe a level dip in drunken brute barbarian to use extracts on herself as a move action if it was helpful (and another estract in her mount with the winged marauder discovery).

I have been searching for 4 arms alchemist builds in several threads, but I didn't seen a definitive build around that because people always ended discussing about the rules of the vestigial arm discovery.

So, I have no idea how to design the character. The only thing I keep in mind is that she should support to the slayer lizardfolk to kill PC in a tracking race.

a)Focus in shooting expolosive missile with 2 crossbows while riding his flying mount
b)Instead, focus in shooting 2 fire arms (She would get proficience by picking the savage technologist archetype in the barbarian level dip)
c) Use the 2 extra arms to wield two weird objects, including a med lance of technological gear or similar.

Any advice will be thanked


Grenadiers are pretty sick, I have a player who is using one to great effect and destroying my encounters.


master_marshmallow wrote:
Grenadiers are pretty sick, I have a player who is using one to great effect and destroying my encounters.

Thanks. But could she use two crossbows with her 4 arms to rapid reload both weapons?


dr Slurp wrote:
master_marshmallow wrote:
Grenadiers are pretty sick, I have a player who is using one to great effect and destroying my encounters.
Thanks. But could she use two crossbows with her 4 arms to rapid reload both weapons?

Probably since this is the strategy most Gunslingers use when level dipping to cheese up firearm reloading.


dr Slurp wrote:
master_marshmallow wrote:
Grenadiers are pretty sick, I have a player who is using one to great effect and destroying my encounters.
Thanks. But could she use two crossbows with her 4 arms to rapid reload both weapons?

I recommend against it for a Genadier. Charging a Crossbow Bolt with Alchemal Weapon takes a Move Action. If you take Explosive Missile, and I think you should, charging and shooting your bolt will take a Standard Action. You just wouldn't gain any benefit from an extra crossbow. I'd just use the longbow that the Grenadier Archetype lets you use.

I like the Goblin Feat Burn! Burn! Burn! Also, there are those Goblin Alchemist Discoveries like Rocket Bomb and Scrap Bomb.

This character builds itself.


Ok. But my character have been seen with 4 arms. I want to use it in a weird way, firing 2 two-handed weapons or holding something stranger.
Thanks


master_marshmallow wrote:
dr Slurp wrote:
master_marshmallow wrote:
Grenadiers are pretty sick, I have a player who is using one to great effect and destroying my encounters.
Thanks. But could she use two crossbows with her 4 arms to rapid reload both weapons?
Probably since this is the strategy most Gunslingers use when level dipping to cheese up firearm reloading.

Hey! It's not cheesy munchkin shenanigans. My character has just always happened to want a tower shield and musket...


dr Slurp wrote:

Ok. But my character have been seen with 4 arms. I want to use it in a weird way, firing 2 two-handed weapons or holding something stranger.

Thanks

The rules and FAQs make it clear that you aren't supposed to gain stuff like extra attacks from Vestigial Arms. Per RAW, the extra arms are not supposed to have much in the way on in-combat effect. You can use a Shield with one of the arms. The 4th arm is a prerequisite for the Parasitic Twin Discovery, which lets you reroll Will Saves. There is a lot of roleplaying behavior you can put on with all kinds of Goblin weirdness.

But what I'm talking about is just what the rules say. You are the GM make the rules what you want them to be. make the character what you want it to be. She sounds like a lot of fun.


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1 level dip in fighter for proficiencies and the extra feat. 2 arms for a reach weapon (horsechopper thematically appropriate), 1 arm for a shield, 1 arm for chucking bombs.

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