3-armed alchemist gunslinger


Advice


So, I'm sitting home at night, down with Covid and a little medicated... I had a mental image of a 3-armed goblin gunslinger. I don't think you can get a third arm unless you mess around with your body and I think Alchemist can get do that.
Seeing as how I've never played either of those classes.... And can't focus enough on the rules to figure it out, right now, anybody have any thoughts on a build?
Figure 25-point attributes.


tiefling wizard(diviner)1, gunslinger pistelero N prehensile tail, hireling, unseen servant.
25 pt abil is generous. [12,18(16),13,16(14),12,11(13)].

an arcanist 2 dim slide, then pistelero is possible but 2 into non-gunslinger...

you'll need magical knack, fort save +1 traits.


Thanks, but I'm looking for a three-armed goblin.
I didn't see anything in your build that would give the tiefling 3 arms.


that's because it is a reasonable 2nd level PC build within RAW that kinda does the action ecenomy you want.
Later the PC can buy the third arm as a magic item/graft/etc...
you can look like a goblin via disguise or polymorph.

otherwise goblin.
Alchemist Vestigal arm discovery comes in at 2nd level.
Thus goblin Alch 2 Gunslinger N-2.


There's an alchemist archetype that focuses on firearms. It's called Gunchemist. It doesn't get Quick Clear so you'll still need to dip a level of Gunslinger or take the Amateur Gunslinger feat, but it otherwise gives you everything you need for a firearm build.


There are non-human Tieflings. You could very well make a small sized goblin Tiefling instead of a goblin if you wish. Asura-spawn tiefling get bonus to dex and wis and would make a good gunslinger.


"Thus goblin Alch 2 Gunslinger N-2."

Pardon my ignorance, but what's the "N" in "N-2"?

I played around with it a little and found the Gunchemist.

What I came up with may not be very effective. As I said, I've never played either of these classes and I'm not feeling well, but here's what I have.

STR 8
DEX 21
CON 12
INT 15
WIS 15
CHA 8

1st level: Alchemist- Gun Chemist (Feat: Rapid Reload)
2nd level: Alchemist- Gun Chemist (Discovery: Vestigial arm)
3rd level: Gunslinger - Pistolero (Feat: Improved Initiative)
After this, probably just alternate classes or build up Gunslinger faster.

For his formulae (or spells or extracts... I'm mixing it up, I know), definitely taking Shield and Expeditious Retreat. I'll give him a high acrobatics and make him a mobile shooter. I envision him using three pistols, but the vestigial arm doesn't give him another attack, so that'll be his reload arm. LOL
Is there a good way to give him two attacks. Pistol in each hand?

Feel free to poke holes in what I've done for the reasons I gave above.


N is whatever number of levels you end up progressing through (some use X); in this case, N-2 because of the 2 levels in alchemist and the rest of the levels into gunslinger.

Two-weapon fighting can be used with ranged weapons, although additional penalties may apply.


if PC Level is N and N=7, then Alchemist 2, Gunslinger-Pistolero 5. just math jargon

I thought the Alchchemist-Gun Chemist was an interesting (alchemist with a gun) archetype but it does alter/trade away a lot.
As far as looks, you can reskin your PC as something reasonable but it does not affect mechanics such as spell targeting, favored enemy, or knowledge checks.

You just stated 3 armed gunslinger, that has a unique look AND impacts PCs with attacks as they can mix regular melee attacks and natural attacks. For attacks the Game has several Rules to affect action economy and attack bonuses & damage.
Technically you can have 3 guns (one per hand) but only fire/use one per round with a low BAB without penalties. Reload (& often Rapid Reload feat) still requires an action no matter the number of hands. "handedness" arguments get heated as Game conceits and reality mix.


Chuck Mount wrote:

... {edited for brevity}

[8, 21, 12, 15, 15, 8]
1st: Alchemist- Gun Chemist (Feat: Rapid Reload)
2nd: Alchemist- Gun Chemist (Discovery: Vestigial arm)
3rd: Gunslinger - Pistolero (Feat: Improved Initiative)
After this, probably just alternate classes or build up Gunslinger faster.

For his formulae (or spells or extracts... I'm mixing it up, I know), definitely taking Shield and Expeditious Retreat. I'll give him a high acrobatics and make him a mobile shooter. I envision him using three pistols, but the vestigial arm doesn't give him another attack, so that'll be his reload arm. LOL
Is there a good way to give him two attacks. Pistol in each hand?

my calculations show [8(10), 21(17), 12, 14, 14, 8(10)] 25 point buy then Goblin[-2,+4,0,0,0,-2] with the old values in (). It is a mix with [10(12), 20(16), 12, 14, 14, 9(11)] as an alternative.

Formula(extract/spell) are 2 + Int Bonus at first level then +1 to maximum spell slot/level. Add formula at 150% scribe cost from NPC. At Int:14 and 2nd level that's 5; Cure Lgt Wnd, Exp Retrt, Hgtn Aware, Ill Calm, Shield, with Disg Self, Long Arm, True Strk as ones to buy & learn.
A Wand:CLW1@1[50] and Wand:True Strk1@1[50]{to negate concealment} are a priority.

At Alch 2 + Gunslinger 1, Skl pts are 18, I'd suggest; Acrobatics (2), Appraise (1), Bluff, Craft(alchemy (1)), Climb, Disable Device, Fly (1), Hndl Anml, Heal (1), Intdmt, Knowledge (arcana (1), engr (1), locl (1), nature (1)), Perception (2), Profession, Ride (1), Sleight of Hand (1), Spellcraft (2), Survl, Swim, Use Magic Device (2).

With a low BAB 2 attacks means you are using two-weapon fighting (without the feat). Reloading uses an action rather than hands.

A combat trained heavy war horse with gear is 326gp, get it.

Light armor with your Dex means leather 10gp or mwk darkleaf cloth studded leather 775gp. Remember mithral medium armors still require medium armor proficiency.


ooops - goblins are small so medium sized mount

pony or riding dog, or Faerie Mount, maybe combat trained Deinonychus $900, boar, goblin dogs are annoying for the rest of your party...


"Loading a Firearm: You need at least one hand free to load one-handed and two-handed firearms."

With the third arm, he can shoot and reload while holding a pistol in his other two hands. So, while I was envisioning three guns firing, two with "reload-hand" will still be cool.

For some reason, I had it stuck in my head that two-weapon fighting was only melee. Thanks for enlightening me. I'll definitely pick that up.

Thanks for all the cool suggestions!


If you are taking just 2 levels of alchemist for the extra arm and some utility consider vivisectionist (a little sneak attack to go with your crazy stealth bonus) or grenadier (being able to dose bullets with alchemic weapons could be fun).

Also, the Longshot extract looks great for extending the touch attack distance on your pistols.


I'm thinking 4 levels of alchemist- Gun Chemist. 3rd level he gets the extra d6 of fire damage (2d6+INT Mod) and another discovery at 4th.

I do like that Longshot extract.....

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