Arms of the Marilith: how do they work?


Rules Questions

Silver Crusade

Arms of the Marilith

So, the part about switching items is quite straightforward, what bugs me is the AoO one. It seems to me that the arms can do AoOs in addition to those you would already be able to do, albeit using TWF penalties for off-hand weapons (-10/-8 to hit if 1H/light weapon - without the TWF feat - and half the Strength to damage), is this correct?

If so, does each arm act independently from the others, i.e., do all arms can make one AoO each (in addition to those made by the character) against the same enemy who provoked AoO? Do they use the character's attack bonus for those weapons, including proficiency, feats and weapon enhancements? Do you get TWF penalties on the AoOs made with the main weapon as well?

To facilitate answers, here is an example: an enemy walks out our threatened area, provoking AoO; we are wielding a +1 Warhammer, while wearing Arms of the Marilith equipped with 4 more +1 Warhammers. We are proficient with it and have a total +20 bonus to hit. We do not possess TWF feat. The way I see this is that the enemy gets 5 attacks of opportunity:

1 from the main weapon, +20 to hit and full damage
4 from the off-hand weapons, +10 to hit and half Str/Power Attack to damage

Please let me know if this is not correct.

Overall, do you think this is a useful item for mid-to-high game on a character with already high saves, who therefore won't be in desperate need of a Cloak of Resistance?


Highly unlikely. Very few things allow to make more than one single AoO per trigger. This isn't one of them.

As I read it, the arms "simply" allow you to make more AoOs per turn.
Think Combat Reflexes. Four more AoOs a turn isn't bad. They aren't going to be great, but if you have ways to trigger them it could be useful.
Your numbers are otherwise correct.

If you have ways to generate AoOs, and ideally are able to mitigate the off hand penalties, it might be worth considering. Potentially really strong, even.
If you can't avoid the -10 and don't have any way to make your enemies trigger all those AoOs, I wouldn't bother.

Silver Crusade

Nyerkh wrote:

Highly unlikely. Very few things allow to make more than one single AoO per trigger. This isn't one of them.

As I read it, the arms "simply" allow you to make more AoOs per turn.
Think Combat Reflexes. Four more AoOs a turn isn't bad. They aren't going to be great, but if you have ways to trigger them it could be useful.
Your numbers are otherwise correct.

If you have ways to generate AoOs, and ideally are able to mitigate the off hand penalties, it might be worth considering. Potentially really strong, even.
If you can't avoid the -10 and don't have any way to make your enemies trigger all those AoOs, I wouldn't bother.

So, to reply with an example: 3 enemies walk out our threatened area, provoking AoO. Each enemy gets one AoO:

1st enemy from the main weapon, +20 to hit and full damage
2nd and 3rd enemies from the off-hand weapons, +10 to hit and half Str/Power Attack to damage.

Correct?

Since you used Combat Reflexes as an example, assuming we have Combat Reflexes and Bodyguard, do you think the extra AoOs from the arms could be expended in exchange of aid another for the purposes of Bodyguard?


Interesting.

For your example : yes, that's how I believe it works.

For the Bodyguard question... Seems like it'd work, yes. I'd think so, at least.
This is a bit of a weird situation though, and since aiding to buff AC still requires an attack roll, I'd apply the off-hand penalty to hit. I can't say if it's the official rule since AoOs very rarely are subject to penalties, but that's how I'd handle it as a GM. Of course, with your example that still an auto-success short of a fumble. 10's not a high DC.
Still only one aiding per triggering attack, mind you.

This is precisely the kind of build I'd use the Arms for, by the way.
Or a Come and Get Me Barbarian. Limits the need to invest in Dex and one might not need to overly rely on a Cloak. I think some combat styles are all about AoOs as well, but it's been a while.
The more you can get out of your AoOs, the more interesting the item gets.


Of course aid another only has to hit AC 10 usually. +10 should be fine.

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