
Your Benevolent Dictator |

Post all out-of-character discussion here. This is also the place to post level-up changes and gear purchases. For the moment, dot here with your character concept and any questions you might have. I've listed some preliminary crunch in case you want to start working on your build, but don't feel like you need to rush that part. Since there's so much homebrew involved, I want to make sure you're as comfortable as possible.
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Before we do anything else, solo games are challenging, so you deserve a buff of some sort. First off, you'll get Toughness as a bonus feat. Second, you'll gain max hit points each level. Third, you have a fun choice to make. You can either play a gestalt character OR begin the campaign at Level Two. Let me know which is your preference. XD
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A few things to note, rules-wise.
- Perception is no longer a skill. Instead, it's calculated according to (character level + WIS mod + any bonuses). Essentially, all characters get max ranks in Perception for free, but nobody gets it as a class skill.
- Feint and Demoralize are now considered "Psychological Maneuvers." PSB (offense) is BAB + CHA mod + any bonuses. PSD (defense) is 10 + BAB + WIS mod + any bonuses.
- Lore is a skill now. This has two uses. First, you can use Lore to make relevant Knowledge checks untrained. For example, if you don't take Knowledge (divine) but have Lore (Aroden), you'll be able to attempt checks on anything Aroden-related. Second, if you DO have the associated Knowledge skill, you can add your Lore bonus to the Knowledge check. So, if you have both Knowledge (divine) and Lore (Aroden), you'll get a nice bonus when attempting Aroden-related checks.
- Climb, Swim, and Jumping have been rolled into a new skill: Athletics.
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STAT GENERATION
This is a four-step process that will result in all attributes between 8 and 18.
1) Select a race and gain the relevant attributes and abilities. You'll also get a free ability boost that can go anywhere except a stat that's already been boosted. This can be used to eliminate one penalty if desired. If the race you want isn't listed on my website, feel free to run it past me.
2) Choose one of your starting classes and gain an ability boost in that class's spellcasting or practicioner attribute. Wizards use INT, Bards use CHA, Monks use WIS, etc. This ensures you're capable of using all class features at Level 1 even if you normally have a racial penalty. If you have a selectible attribute (like Fighters do), the ability boost needs to match. For classes with a wonky attribute (like Barbarians and CHA), feel free to run an alternative attribute by me if desired.
3) Choose a Background and choose one of the ability boosts. You'll also get a free ability boost that can go anywhere except whatever ability you already picked.
4) Boost four unique stats of your choice.
In case you need extra clarification, this is basically identical to PF2e's character creation system, so feel free to reference that as needed.
Traits: Select one trait of your choice. This doesn't have to be a CAMPAIGN TRAIT if you find a different one you'd like more.
Starting Gear: any class-specific gear (holy symbol, spell component pouch, etc) + 150gp worth of equipment. Then roll 1d100, and I'll give you something interesting.
That should be enough to get started. Send me any questions you have.

Robert Henry |

Gosh YBD thanks, really looking forward to it!
I quickly read the information on this page, and will reread it, then will have more question. Are the ability boosts one or two? I've not played PF2 but have been trying to familiarize myself with it.
Presently I need to go cook supper so will be back on later.
The only thing that comes to mind, I noticed Influence does it combine Diplomacy, intimidate and bluff?
Also, would using discord make the communication process for the build quicker for you?

Your Benevolent Dictator |

Ability Boosts are +2 each time. So, for example, an Elf would be +2 DEX, +2 INT, -2 CON, +2 to anything except DEX/INT.
Influence does combine the three social skills. It makes being the "party face" less of an investment so more classes can fill the role.
I'm fine with using Discord if that's easier for you - at least for questions and general chit-chat. I'd prefer to keep actual gameplay on the forums, though.
I'm also about to make dinner, so I'll check back later. XD

Robert Henry |

Thanks for the info on ability boosts, I will work on those numbers first after acclimating myself to the rules and making some decisions.
I am on Discord, I don't game on it presa but a couple of games I'm in have 'chat rooms' ?but I don't use it a lot so it is not really easier for me. I check the boards habitually, so discord would only be faster if it is a medium you prefer.
Gestalt or 2nd level, ohhhh, gestalt or second level, gosh let me look at that, I love gestalt, but an extra level would really help survivability. I will decide before I go to bed tonight, inform you of my decision and will post the beginning of a character sheet.
So starting traits, just one? All right, just took a look at the Campaign traits, I really like hook hand and think it would work well with a Armorist Blaster. But I had my heart set on Buccaneers blood. But, I was planning on taking the Background "Descended of Heroes" which allows the feat Additional traits. the first one would be Unorthodox Casting, so I could use Charisma for Sphere's. I've got a couple other traits in mind, but would you permit two campaign traits?
FYI, I generally post the most Monday through Friday from 8 AM to 5 PM, then check the boards again around 10 PM and if anyone is waiting for my post (usually in combat) I will post. If nothing is urgent I wait until the morning. I post on the weekends just more sporadic. Oddly enough, Tuesday is the night my wife stays at her mothers house so she can see how she's doing. (She has mild cognitive impairment) so I will be up later than usual this evening.

Your Benevolent Dictator |

I don't use Discord all that much, so if you prefer the Paizo forums, that's ideal for me. XD
Gestalt is better in the long term, but having an extra level is really useful in the early game. It's really up to you. XD
Just one starting trait due to the multiple benefits of Backgrounds. "Descended of Heroes" is a particularly good one, as you're finding. If that's the route you're going, I don't mind you taking two campaign traits. XD
During the summer, I'm able to post fairly frequently throughout the day and into the evening. Once school starts back up in August, my availability will be cut back to once-twice daily in the evenings. I'll also be traveling the 17th-21st of this month and won't have my computer with me. I'll be able to post from my phone, but it'll generally be brief.
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How are you finding the Spheres system and the Armorist class? I remember you'd mentioned you had some questions about it.

Robert Henry |

Race + to two stats: Con. Cha
Starting class + one stat: dex
Background + two stats: Dex and Cha
Four unique stats. Dex, Con, wis, Cha.
So Stat block would be: Str. 10, Dex. 16, Con. 14, Int. 10, Wis. 12, Cha. 16,
This is where I'm at on stats, I think it fits within guidelines, I didn't see a 'starting class ability boost' for Armorist class, I'm assuming Dex is ok since it's full BAB and 'blaster' would use dex.
yeah, 'Descended of Heroes' was impossible to pass up, especially with Elek being the last of his line. I figure Great great grandpa was a chelaxian captain who joined the pirates against house Thrune. One of the traits I will take is "Unorthodox casting" to use Charisma as his casting ability modifier.
So will go Gestalt, Armorist (Blaster) yes that's a cannon on his hand and Rogue. I can't pass up the bonus to reflex, the extra four skills and the finesse training. Would a gestalt character get a starting class ability for both classes?
As for Armorist and the sphere's, I don't play a lot of full casters; literally, one cleric to 7th level, one Wizard to 3rd level and one bard to 6th level. I've played a lot of bloodragers, paladins and Rangers. So I'm hoping it's closer to them than otherwise. I know the idea is more choices, hopefully I will develop a working knowledge and in the meantime ask good questions. I've found most of the information on the sight you pinned for Dorian 'Grey'. What I haven't found yet is the description of Destruction sphere bonus talents for Casting "All casters gain 2 bonus talents and may select a casting tradition the first time they gain the casting class feature."
Thanks for the heads up on the trip, Tomorrow will be busy for me(I'm cooking dinner for 40 people) so I will try and get as much crunch done tonight as possible. Then take a couple of days to get the fluff done. I've got it sorted, just need to type it out.
Since you won't be at the computer do you want to set a tentative start date on the 22nd. or a little later?

Your Benevolent Dictator |

Technically, the Armorist's "starting class ability boost" would go to your casting ability modifier, but since you're gestalting with Rogue, you have a choice. XD Only one "starting class ability boost," though. Your starting stat array looks good. I assume you're Human?
Spheres treats caster level like BAB, you're correct in your guess. XD Armorists are considered half-casters, which is equivalent to 4th-level casting in the Vancian system. Keep that site bookmarked; it's the official Spheres wiki and is run by one of the authors.
To answer your question, the first time you gain a level in a Spheres class, you get two talents of your choice. This is in addition to whatever your class gives you. This means you'll gain the Destruction sphere (from your Armorist level) and two more magic talents of your choice. These talents can be used to delve deeper into the Destruction sphere or unlock additional spheres - thus granting you more versatility.
Casting traditions are what really make Spheres fantastic. They determine how your magic works. Do you wave your hands around like Dr. Strange? Do you chant invocations? Do you perform a kata aka Avatar? Do you shoot beams from your eyes like Cyclops? Etc. There's a list HERE, but I'm happy to help you create your own if none of these fit your character concept. Mechanically, a tradition is a list of requirements you must meet to cast spells. In return, you gain bonus Spell Points - or one or more unique boons. If you feel overwhelmed with the options available, I'd suggest simply taking the 'Bard' tradition. Your magic has somatic and verbal components, but you can wear armor. You'll also gain a few bonus Spell Points.
At the top of the same page I linked, you'll also find a list of Sphere-specific drawbacks. This is another optional customization system. Mechanically, it's a way to specialize. For example, you could make it so your Destruction abilities only ever deal fire damage.
In short, Spheres highly encourages you to start character creation with a concept and then gives you a myriad of ways to match it. When you're new to the system, it's easy to get overwhelmed by the sheer number of options, so I'm more than happy to help guide you through the process. Once we're playing, I think you'll find it's (in my opinion) much more enjoyable than Vancian casting.
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You'll notice that you don't really start with any weapon/armor proficiencies. Instead, you gain a "martial tradition." This is the martial side of Spheres. Just like with magic, you'll gain Spheres and/or Talents as you level. These give you combat options - generally performed as an "attack action." This is a Standard Action, so as you look over the various options, you'll find that it allows you to be pretty mobile while still dealing respectable damage. Makes combat more interesting than the regular "I 5ft-step and full-attack" that vanilla PF tends to turn into. Martial traditions can be found HERE. For simplicity's sake, I'd suggest either the Buccaneer (replacing Firearm Proficiency) or Pirate tradition, but feel free to pick something else if you find something you like better. I can even help you create a custom tradition if necessary.
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Anything that references "Blended Talents" means your choice of a Combat or Magic Talent. This will come into play at Level Two, when you'll gain a Combat Talent from your Rogue side and either a Magic Talent or a second Combat Talent from your Armorist side. Not really important right now, but I figure it's good to know. XD
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I think I've probably info-dumped you enough for the time-being. Take your time with the crunch and fluff. We have as long as you need. The earliest we'll be able to start Gameplay is the 22nd due to my trip, so there's no need to rush. XD

Elek Kardforgató |
Yes, human, thought about aasimar, but decided against it. I like the human alternate race trait focused study. I assume I can still take skill focus for perception. I will either do that or Influence at first level.
I will need to select which Casting traditions, it was much easier to select the martial tradition. I'm going to need to think about this a little and my brain is mud. Part of me wants to switch to Cha 14 and Wis 14 and keep the original casting ability. Then change the trait. If he lost his hand, that would give him a reason to have the cannon. but then would it be divine or psychic. Kind of leaning psychic....
I like the Buccaneer Tradition: with the dual wielding sphere and selected the Fencing sphere as the variable. In every iteration Elek has been a swordsman, this will allow him to do that. With the 'hand cannon' he will also be able to emulate the 'sword and gun' pirate image without the firearm. So I found the equipment page, may I replace Firearm proficiency with "Pirate Training"?
Anything that references "Blended Talents" means your choice of a Combat or Magic Talent. This will come into play at Level Two, when you'll gain a Combat Talent from your Rogue side and either a Magic Talent or a second Combat Talent from your Armorist side. Not really important right now, but I figure it's good to know. XD
OK, so we do get one from each side.
I don't mind the info dump, it's where I can go back and look at it and digest it :)
More generic questions: Are "background skills" in play? If I add a skill from "Background" and it's a "Class Skill" do I get a + 1 modifier?
OK, I copied everything I had for Elek over to his page, he's still a work in progress. My brain is turning to mush so will update him some tomorrow while things are slow in the kitchen then bet back at him full bore Thursday.
I had been working on skills when I posted this, so obviously they are not finished.

Your Benevolent Dictator |

Yes, swapping for "Pirate Training" was exactly what I'd had in mind if you went with Buccaneer. XD
Background skills from PF Unchained are not in play. Many of the Combat Spheres give free skill ranks, so they're not needed. If one of the skills from your Background is also a Class Skill, you do get a +1 modifier.
I'm very flexible regarding casting traditions, by the way. You can even elect to have no tradition, in which case you'd have no components and gain no boons. Really, it just comes down to what you see Elek's magic looking like. "Magical Signs" is probably the most fun drawback, but "Galvanized" might also be a good fit. You can also choose between arcane, divine, or psychic regardless of what a tradition says; I have no preference one way or the other.

Elek Kardforgató |
All, right, taking a little time looking at the sphere's, trying to learn about the Destruction Sphere
Destructive Blast
As a standard action, you may deliver a burst of blunt magical force as a melee touch attack or a ranged touch attack within close range.
Is using the Cannon a Standard action or a ranged touch attack, I'm asking for clarification to see if I can 'two weapon attack' with 'cannon' and finesse melee weapon. I assume, If it's a standard, then no two weapon attacks, if it's a ranged touch attack the two weapon may be possible.
Also, then when BAB becomes + 6, do I get a second attack @ + 1 and can I use the cannon a second time?
andCrafted Blast
When making a destructive blast unaltered by a (blast type) talent, you may change the damage of the destructive blast to be either bludgeoning, piercing, or slashing, and may change all rolled 1’s and 2’s to 3’s.
Focused Blast
When making a destructive blast unaltered by a (blast shape) talent, your destructive blast damage increases by +1 damage per die.
sinse neither are 'Blast shape' I could apply both and not spend a spell point right?
I'm just wondering if I can use them both at the same time.

Your Benevolent Dictator |

The easiest way to make sense of it is to remember that the Arm Cannon and Destructive Blast are two separate abilities.
Arm Cannon
- masterwork exotic ranged weapon
- can full attack, 'two weapon attack', and/or apply other Combat Talents
- damage 1d6 + 1d6 at 5th level and every four levels thereafter
- can apply Crafted Blast and/or Focused Blast
Destructive Blast
- standard action spell
- damage 1d6/2 caster levels; can improve to 1d6/caster level by spending a spell point
- can apply Crafted Blast and/or Focused Blast
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Hopefully this clears up your questions. XD Something of possible interest: the Mystic Assault feat chain lets you simulate the Magus' spell combat ability. In other words, you'd be able to use both your Cannon and a Destructive Blast in the same round.

Your Benevolent Dictator |

Drawbacks apply any time you're using a sphere ability - whether or not you're spending a spell point. Think of Drawbacks as spell components and Spell Points as spell slots. Your base destructive blast is a cantrip; increasing the damage turns it into a 1st-level spell. XD Either way, any Drawbacks will apply.
None of the above applies to your arm cannon, though. The arm cannon is a ranged weapon that can have Destructive Blast abilities added to it. Increasing its damage via spending a spell point isn't normally possible.
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Regarding traditions, perhaps a few examples will help. XD
- No drawbacks: Spheres work like spell-like abilities.
- Verbal Casting + Somatic Casting x2: You're a PF Sorcerer
- Verbal Casting + Focus Casting (wand): You're Harry Potter
- Center of Power (forehead gemstone): You're Marvel's Vision.
- Material Casting (rare metals): You're an allomancer from Mistborn

Elek Kardforgató |
Interestingly enough all of those make sense. So I thought that the arm cannon's blast could be made more powerful by spending a spell point. but I can't find where I thought I read it, so I will keep looking.
So as for tradition. I think I'm leaning a little towards "Pirates of the Caribbean." I think I want the arm cannon to be both a boon and a curse. I really like witchmarked, Draining Casting and possibly painful magic or 'inate curse.' I will look into it more later.
I think I'll change one of the traits to hook hand. Back story: 'cabin boy' for his parents they get caught by Chelaxian navy, Their hanged, he gets his hand cut off and thrown overboard. Found by someone or something ('sea witch' like) or Besmara in disguise (I don't know). He wants a way to get vengeance. The mysterious creature bless him and he gets the arm cannon, but it comes with a curse.

Your Benevolent Dictator |

As you level up, you'll gain "Arsenal Tricks." One lets you improve your Arm Cannon damage. Another lets you add [blast shape] talents to your Arm Cannon. There are plenty of others as well. Think of them as the Armorist version of "Rogue Talents."
Witchmarked is a very fun drawback. Makes it so everyone who meets you knows who/what you are. One of my in-person players has it, so encounters generally start off with NPCs freaking out about the "creepy curse witch." XD
Having some anti-Cheliax sentiment is always good to have in your backstory. They'll be occasional antagonists as the campaign progresses.
EDIT: Actually, I have an idea for a custom "Pirates of the Caribbean" tradition. I'll write it up after dinner, and you can let me know what you think. XD

Your Benevolent Dictator |

Tradition: Cursed Cannon
Drawbacks: Focus Casting (arm cannon), Witchmarked
Boon: Wild Surge
Your arm cannon is the source of your magic, and people will quickly recognize you due to its distinctive appearance. As your arm cannon is a piece of Bound Equipment, you can dismiss it if you need to disguise yourself, but you won't be able to use magic until you bring it back. You can also overcharge the cannon to make it more powerful, but doing so has unpredictable results.

Elek Kardforgató |
I like it, a lot. What would we need to do to work in more spell points at some kind or rate?
Is the Cannon itself both the drawback and the witchmark or will the witchmark be something else? Does the witchmark manifest all the time, or just when your casting?
I sort of assumed he would call the cannon when he needed it early on. But I like the idea of not being able to cast without it.

Your Benevolent Dictator |

I figure the Cannon itself is the witchmark. It's supposed to be manifested all the time, but I figure when it's not manifested, you have an arm cap or something that's recognizable. That way you keep the flexibility of manifesting and the drawback of witchmarked.
Technically you can cast without the cannon manifested, but it'll be difficult. The Focus Casting drawback would make the cannon an Arcane Bond, so casting without it requires a concentration check. XD
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We can add additional drawbacks for more spell points if you want. Here are a few potential options:
- Consciousness Linked (your magic ends when you're unconscious)
- Expensive Locus (you need an expensive workstation to maintain your cannon)
- Innate Curse (you gain the drawbacks of an Oracle curse)
- Material Casting (you need to buy ammunition for your cannon)
- Somatic Components
- Vulnerable Caster (your cannon is susceptible to damage)
Depending on how many drawbacks you add, you'll gain bonus spell points as you level.

Elek Kardforgató |
Well that was quick.
I like Consciousness, and will look at the others, I haven't looked for the 'ratio' of drawbacks to spell points yet, I will do so.
Also, when the cannon isn't manifest, I went with the trait hook hand. So can we make that look like a harpoon or something very distinctive that will manifest 'cursed'?
Also how much liberty in the backstory can I take on the 'witch' who pulled him from the sea?
I'm not sure how much to play up the idea of being 'cursed' but I like the idea of something that sets him apart even more so than a 'famous pirate ancestor.
OH will get the crunch on his page updated in about ten minutes, finishing skills now, just have expenditures and fluff left.

Your Benevolent Dictator |

Most definitely, regarding the hook hand. You could even make it some sort of mechanical contraption that transforms into the cannon. That would definitely have a distinctive appearance, and being a bit anachronistic is often seen as 'cursed,' so you still get that flavor.
Take as much liberty as you want with your backstory. Just don't perform any deeds that can't conceivably be accomplished by a first-level gestalt character. XD
EDIT: either +1 to Influence or +1 to demoralize attempts. Your choice.

Elek Kardforgató |
I totally forgot demoralize existed.
The trait says, hook or 'harpoon' I'm digging the pointy object. So a brace with a hinge and other moving parts. A little magical steam punk with our fantasy era pirates.
No, the back story will not be over the top. I'm going with cabin boy, captured, tortured and thrown overboard. Rescued by someone witch-like, nursed back to health and returned to the real world. Working his way back to the shackles as a sailor (Maybe under an assumed name) Then first night back at the Formidably Maid, and the rest, well you know...
I just haven't figured out who or what rescued him, Maybe a sea hag, concealing herself as a fair maiden. Curses him but lets him live. Who knows, maybe years later he'll meet his Changeling daughter ...
edit Brains mush, headed to bed will keep looking at drawbacks in the morning.

Elek Kardforgató |
I did not see demoralize on either the rogue's or Armorist's skill list, is it just for the Psychological Maneuvers?
Are we using the "Disrepute and Infamy scores" I am not familiar with them, nor ship combat for that matter. But always willing to learn :)
There are several weapons other than pistol) under duelist training and pirate training disciplines that are not on the website may I assume they are available, and are we using PF1 or PF2 pricing, I don't know if they are the same or not.

Elek Kardforgató |
Arm Cannon
- masterwork exotic ranged weapon
- can full attack, 'two weapon attack', and/or apply other Combat Talents
- damage 1d6 + 1d6 at 5th level and every four levels thereafter
- can apply Crafted Blast and/or Focused Blast
So my conundrum. Is the arm cannon a light weapon? The prosthetic arm (functions like a dagger) should be a light weapon, able to be considered off hand and he would be able to use a rapier or estoc with it.
But if the Arm cannon is not a light weapon, while using it for two weapon fighting he would need to use a light weapon in conjunction with it, or suffer more penalties.

Yhrrilka |

I did not see demoralize on either the rogue's or Armorist's skill list, is it just for the Psychological Maneuvers?
GM, I hope you don't mind I stumbled here by accident and started lurking. :)
If I can jump in here, Demoralize is usually a function of the Intimidate skill, which in GM's homebrew is rolled up into the Influence skill. Does that answer your question?

Elek Kardforgató |
All right I found where I thought you could increase the damage from the cannon with a spell point. It was under 'Arsenal tricks."
Charged Shot: The blaster may spend a spell point to make a single powerful attack as a standard action, increasing her arm cannon’s base damage to one die per class level for that attack.

Your Benevolent Dictator |

Both feint and demoralize and Psychological Maneuvers as opposed to skill uses. It's mentioned in the first post in this thread, but as there was a lot of information given there, it was easy to miss. The reasoning behind the change is because Bards and Sorcerers shouldn't be better at martial-type actions than Fighters and Barbarians. XD Tying the abilities to BAB gives low-skill-point martials a leg up.
We will be using Infamy and Disrepute, but they won't come into play until you get your own ship and crew. Infamy measures your reputation, and Disrepute is a Prestige Point system. As for ship combat rules, I haven't decided how much we'll be using. Generally speaking, players either love the rules or hate them.
If you're wanting to use a weapon that isn't listed on the website, feel free to run it past me; I'll typically be fine with anything that isn't a firearm. XD We'll be using PF1e pricing.
The arm cannon is considered a ranged weapon, not a light weapon. If you're wanting to two-weapon-fight, I'd highly recommend the Impossible Reload talent from the Dual-Wielding sphere. It'll solve all the issues you're having. XD
@Yhrrilka: Feel free to lurk. XD

Yhrrilka |

I promise, not very Statler & Waldorf on my part. :D
EDIT: duh, I forgot demoralize is now PMB, I've been so busy using it for feinting. :P

Elek Kardforgató |
Both feint and demoralize and Psychological Maneuvers as opposed to skill uses.
That was the only place I saw them :)
ok, so first level, two weapon fighting with Escot and harpoon hand. But when the arm cannon is engaged only one attack, ranged or blade.
And it's looking like impossible reload talent will be the first combat talent.
I'm done with item purchasing, so Crunch is basically done, Still need to look into the 'ratio' of drawbacks to spell points yet, will run any ideas for it past you later.
You said to roll 1d100 for something interesting, so doing that here.
interesting?: 1d100 ⇒ 15

Elek Kardforgató |
Just read a few if the list of Cantrip wild magic table It's very entertaining. I can see why Wild Surge would be a fun selection for a GM.
Would it be possible to add Verbal components to the drawbacks so Elek could have the slowest 'Bonus Spell Points' progression: +1, +1 per 6 levels in casting classes
That way he would need to tell the cannon what he wanted it to do...
I feel a little bit like Hell Boy and his rock hand. So do you think he will be able to get a 'longcoat' over the cannon as easily as Hell boy does his hand?

Your Benevolent Dictator |

Yes, Spheres does a good job with the wild magic. There's a nice mix of boons/banes, and nothing's gamebreaking. Go ahead and add Verbal Components to your list of drawbacks. Extra spell points are always handy, and yelling at the cannon when it doesn't do what you want (due to wild magic) makes for nice flavor. XD
We can definitely get you clothes that fit over the cannon. XD
Interesting Item: A linen handkerchief embroidered with a pentagram design, surrounded by arcane symbols.

Elek Kardforgató |
Good, adding verbal component and the + 1 spell. Love the idea of yelling at the cannon...
Figured he would widen and shorten one sleeve. Always hated Hellboys coat sleeve pushed up on the elbow above the hand. Half tempted to do a full-length double breasted coat with the sleeves cut off to be a vest.
So a linen handkerchief embroidered with a pentagram design surrounded by arcane symbols. May I assume it's large like a bandana instead of a smaller hanky?
Any back story on it?

Elek Kardforgató |
The easiest way to make sense of it is to remember that the Arm Cannon and Destructive Blast are two separate abilities.
Arm Cannon
- masterwork exotic ranged weapon
- can full attack, 'two weapon attack', and/or apply other Combat Talents
- damage 1d6 + 1d6 at 5th level and every four levels thereafter
- can apply Crafted Blast and/or Focused BlastDestructive Blast
- standard action spell
- damage 1d6/2 caster levels; can improve to 1d6/caster level by spending a spell point
- can apply Crafted Blast and/or Focused Blast
So I think after reading everything, well not everything, but a ton. Even with four spell points, the only place I can use them is "destructive Blast" and the only way to use 'destructive Blast' is to tell the arm cannon to send a destructive blast. Which is not the same as firing the arm cannon...
Before I say Elek's crunch if official, he can add more sphere's with 'magical talent' selections at every odd level?

Your Benevolent Dictator |

Pretty much. Think of it as switching to a different cannon mode. XD At the moment, your only use for spell points is boosting your Destructive Blast damage. If you're so inclined, you can gain some bonus talents by picking "sphere-specific drawbacks."
The Armorist gains a new talent every even level and can choose between Combat or Magic each time. Those can be used to unlock new spheres or drive deeper into Destruction. You can also gain more talents via the Extra Combat/Magic Talent feats.

Elek Kardforgató |
I looked at the sphere-specific drawbacks, didn't see anything I loved, but will look at them again. I just wanted to make sure other sphere's would be available later. I feel like I've made the cannon as effective as I can, and the 'wild surge' will even add to it's effectiveness and the chaos of the situation. But I wanted to be able to expand a little as I learned the system.

Elek Kardforgató |
So toying with the idea that the cannon doesn't like the idea of any kind of 'ranged' attack other than it's being used with it's magic. I'm considering the Destructive touch sphere-specific drawback and taking the energy strike (blast shape).
To clarify, the 'destructive strike would still be able to apply crafted and Focused blast and wild surge, while the single weapon attack would be able to apply any normal available attacks like sneak attack?
EditNope, just reread "Focused Blast: When making a destructive blast unaltered by a (blast shape) talent," So Focused blast would not be available.
edit #2 ooooh, just reread about the arm canon "may nonetheless augment her arm cannon with Destruction talents except for (blast shape) talents and Gather Energy." so Focus Blast would not work on the cannon either, looks like I need to rethink it.... don't call him done yet :)
Edit #3 So I started to go looking for some other place to spend the first level bonus talent. I was reading down the list of 'destruction's' blast type talents. I noticed a couple of them used air, and thought Gosh, could 'gale blast' or 'hurricane blast' be used on sails, nah, probably not.' Then I saw on one of the advanced Destruction talents one could be combined with the weather sphere. What? a weather sphere? Gosh, how badly would a pirate captain want to be able to control the wind???? Thinking really hard about the weather sphere...

Your Benevolent Dictator |

Focused Blast isn't a (blast shape), so it works with the arm cannon. However, Energy Strike doesn't work with Focused Blast for the same reason. Focused Blast only works with blasts without a (blast shape).
Weather is a rather complex sphere but is super useful in this campaign. As you've noted, weather control is any pirate's dream. XD

Elek Kardforgató |
I like the idea of being able to add damage to a weapon he is using, and the idea of using just magic for the cannon as a ranged weapon.
The sad news about 'weather' it using the 'mantle' on others uses the spell pool, and he will never have a lot of them...
my brains mush now, so I will finalize in the morning.

Elek Kardforgató |
You'll gain another spell point each character level, so you'll eventually have a good number of them. XD There's also a feat that gives a few extra.
Very cool, I thought the "'Bonus Spell Points' progression: +1, +1 per 6 levels in casting classes" meant he only got one every 6 levels.
So I was thinking about the Destructive touch sphere-specific drawback with the energy strike (blast shape) and that it would be cool to use with the 'harpoon tip' on the prosthetic. But I need to have the cannon out to cast. What if it is the prosthetic that is the cursed item instead of the cannon? It would manifest as either the harpoon tip or the cannon. Then I could use the 'harpoon tip' for casting and for destructive touch, which would be exclusive to the harpoon hand. If he wanted to be in disguise, he would have to take the prosthetic off, and would not be able to use the magic without the penalties.
Could we add a chaotic aura, or a darkness or something for the prosthetic to make it a little scary. Either way, whether we change how the device works or not, it will have dark arcane symbols like the linen bandana he wears. On a side note, the black linen handkerchief was his mothers, she was a cleric of Besmara. The fey witch who finds Elek, and her coven, will probably be servants of Besmara.
Wow, spending a lot of time on the spheres. I've got most of the backstory, it just depends now on how much I want to type. Working on it today and Monday, going to Columbus to see the kids Sunday, so not a lot of computer time tomorrow.
I appreciate you working on the spheres and talents and such with me, even giving him a custom tradition. Whether we change the cursed item a little or not I'm stoked to give it a go.
I'm planning on Elek being true neutral and the item drawing him towards 'Chaos.' The weather sphere will be used mostly for wind and it feels very chaotic to me. To me it's reminiscent of stormbringer in the 'Elric' series. Another Iconic tragic hero. But I don't know if I'm ready for 'the cannon' to be sentient or not I saw there was a talent for that :)

Your Benevolent Dictator |

I got in at 4am this morning, so we'll start Gameplay tomorrow once I've recovered a little.
Regarding your prosthetic, I like the idea of making it the cursed item instead of the arm cannon. It makes sense from a story perspective; you lost your arm, so your rescuer gave you a cursed replacement. XD In terms of making it more 'scary,' the Witchmarked drawback covers that. As long as there's no mechanical effect, the drawback can manifest however you decide. Having the prosthetic suck in light (but not enough to actually lower the light level) is a perfectly-good option.
Just a quick reminder that the Focused Blast talent will only work with the arm cannon since you're taking the Destructive Strike [blast shape] for your prosthetic. Nothing wrong with that, though; it means your harpoon tip will hit HARD. Just remember that a Destructive Strike is considered a spell, so you'll want to cast defensively or do the "hold the charge + 5ft-step into range" thing to avoid AoOs.

Elek Kardforgató |
4 am, ouch... yeah tomorrow is fine.
Having the prosthetic suck in light sounds cool. I'm finishing up that part of the backstory. I didn't like how hags read, so I'm thinking the witches are coven of fey who live on or near an Island. I'm looking at the fey now, either all three will be chaotic neutral or one chaotic good, one chaotic neutral and one chaotic evil. I figure all will be servants of Besmara and the cursed item is chaotic; drawing him to that alignment. I have his appearance and personality on his page, the backstory should be done tonight.
I like the idea of only the cannon being able to 'blast' and I understand about the focus blast talent and destructive strike, though I didn't think about it being a spell. So he can cast, 5 ft step, then strike? I will also look into casting defensively. Can he cast the attack on the harpoon hand and attack with it a round or rounds later?

Your Benevolent Dictator |

Yes, he can cast, hold the charge, 5ft step, and release the held charge while striking. If you're familiar with the classic shocking grasp Magus, it functions exactly the same way. If desired, you could cast and then 'hold the charge' for multiple rounds before releasing it. Of course, if you touch something with that hand, the held charge will go off.
I overlooked a crucial bit of information regarding Destructive Strike. It explicitly doesn't provoke an AoO. Nothing to worry about, then. XD

Elek Kardforgató |
Well that certainly makes things easier :)
I hadn't gone back and looked at it yet, but I am considering dropping focus blast and picking up the weather sphere, it just seems too cool to not start with... A dark prosthetic that let's him manipulate weather, blast people and causes intense chaos... what a good time...
edit: What is your opinion on any other 'bonded equipment' growing from or becoming part of the prosthetic: buckler-attached to the prosthetic, Armor-grow from the prosthetic, or weapon replace the harpoon spear, so he would always use a non 'bonded' weapon in his right hand...