
zook1shoe |

I was talking to some friends after a game tonight and Monstrous Graft came up. We talked about the mechanics and how vague they were in combination with other mechanics.
We were hoping for some rulings on the following questions...
1) what kind of limbs are replaceable? It only mentions gaining bonuses for arms and legs.
Ex. Tiefling can have extra limbs like wings or a tail.
2) what kind of limbs are the replacements limited to? Mechanically, it doesn't mention that the limb must be the same as the stump.
Ex. Tiefling swaps out his wings for a tail and a leg, or his tail with and arm.
3) obviously Tentacle and Vestigial Arm are limbs, does the grafted arm still have to abide by the 'no more attacks' clause?
Ex. Now 3 armed tiefling alchemist 4 gets full TWF attack of 'primary Longsword / secondary Short Sword / secondary Slam'
4) what happens to the grafted limb if Vestigial Arm/Tentacle was retrained to a different discovery? The grafted limb being used is no longer the actual nub.
Thx!
------------
"Monstrous Graft (Ex): The alchemist can replace up
to four of his own amputated limbs with those of a
monstrous beast of the same size category. If the grafted
limb is an arm, the alchemist gains either a climb
speed of 15 feet or a claw or slam natural attack that
deals 1d6 points of damage (1d4 for a Small alchemist).
If the grafted limb is a leg, the alchemist gains one of
the following benefits: a +5 bonus to land speed, a swim
speed of 15 feet, or a +5 bonus on Acrobatics checks when
jumping. For each limb the alchemist replaces in this
manner, he takes a –2 penalty to Wisdom as he loses his
sense of self. Derros are immune to this penalty."
-ISMC 23
"Discoveries: cytillesh bomb, monstrous graft, and precise poison are legal for play"
-AR 3/22/17