Limb Manifesto (3.5e Guide)/Shiva

Introduction
You are wrong, Quantity over Quality! As the name suggests, the shiva build is all about being a many-limbed creature. Players that want to acquire more than six arms, are not troubled as much by how to get more arms, but more so, how to balance weapons with arms, and what feats exploit extra arms the best. The below build is one of many potential way to do so. Gaining eighteen arms, all with equally powerful weapons, and an average damage per round of 2,803.5!

Progression
Starting Ability Scores (Before Racial Adjustments): Str18, Dex14, Con12, Int8, Wis14, Cha8 (32 point buy)

Lesser Thri-Kreen:
 * Ek-Zoh Subspecies: Gain an additional +1 bonus to natural armor.
 * Ek-Zoh Subspecies: Gain an additional +1 bonus to natural armor.

Traits:
 * Hardy: +1 bonus on Fortitude saves; but, -1 penalty on Reflex saves.

Flaws:
 * Shaky: You take a −2 penalty on all ranged attack rolls.
 * Weak Will: You take a −3 penalty on Will saves.

Cleric
Select the Trickery and War cleric domains

Stats
Ability Scores: Str40, Dex24, Con22, Int6, Wis20, Cha4
 * Str and Con are raised by 4 when in a rage

HP: 15d8+4d10+1d12+40(136)
 * +40 temp HP when raging
 * fast healing 14 (Lasya Dance)

AC: 10Base+7Dex+5Wis(see nataraja)+2natural+18(multiweapon defense) = 42
 * -2 to AC when raging
 * +2 to AC when in trance

BAB: +19/+14/+9/+4

Saves: fort+23, ref+18, will+12
 * +2 to Will saves when raging

Rage 12/day

Speed: 30’

Limbs
Arms (4natural+4class A+6feat+2spell+2class B), 18 total:
 * Attack: 19BAB+6(weapon)+15(Str)+2(rage)+2(weapon focus)+1(synchronicity)-2(multi attack)= +43/+38/+33/+28
 * Damage: 1d6(base)+6(weapon)+15(Str)+2(rage)+4(weapon focus)+4d6(greater psionic weapon)= 44.5 Slashing
 * all arms wield +6Scimitars ( homogeny exists to reduce the amount of math after every minor change, you are encouraged to buy more variety ).

DPR, against AC 40: 2,803.5
 * Arms 1 through 18 Deal: ca. 155.75 per round (each)
 * Math: 1st(5d6+27)=44.5x.80=35.6, 1stcrit(44.5x2)=89x.15=13.35; 2nd(5d6+27)=44.5x.75=33.375, 2ndcrit(44.5x2)=89x.15=13.35; 3rd(5d6+27)=44.5x.50=22.25, 3rdcrit(44.5x2)=89x.15=13.35; 4th(5d6+27)=44.5x.25=11.125, 4thcrit(44.5x2)=89x.15=13.35

Disguise
Skills:
 * Bluff -5
 * Disguise +0
 * Hide +8

Spells:
 * Disguise Self(1st): +10 to disguise
 * Obscuring Mist(1st): Fog surrounds you.
 * Darkness(2nd): 20-ft. radius of supernatural shadow.
 * Invisibility(2nd): Become invisible 1 min./level or until you attack.

Limitations
Unless in a completely unnatural environment, this build will receive more than the occasional stare. Disguises and invisibility can help keep off the mobs, but of course, impend the builds ability to deal damage. The party will more than likely see the builds true form after the first battle. This does not mean they will know it is your true form (you can always fool them into thinking it is a monstrous wildshape, cursed form, etc.); but it may be to your advantage to inform at least one of your party members of your “ailment” – letting them know that you need their help making a disguise in public areas.

Anything with more than 2750HP, will have to patiently wait another round. This amounts to about 10 level 20 characters, with high hit points or AC.

Variants
The harmless form feat helps one become more sociable without depending on outside support.

The berserker class is much better than the traditional barbarian.