Arm Cannon (Su): At 1st level, the blaster blaster binds a unique weapon known as the arm cannon, which counts in all ways as a bound weapon. This arcane construct covers most of one arm and could appear as anything from a cluster of levitating silk ribbons to a glimmering tube of metal or an oblong block of crystal (although whatever an arm cannon appears as, its appearance does not change). When summoned, the arm cannon occupies one hand and cannot be disarmed. The arm cannon is a ranged weapon that makes ranged touch attacks, and deals 1d6 bludgeoning damage +1d6 at 5th level and every four levels beyond 5th. The weapon has no range penalties, but has a maximum range of Close. In all other ways, the arm cannon counts as a destructive blast from the Destruction sphere with a caster level equal to the armorist’s level, but also as a ranged weapon, even being augmented by feats such as Rapid Shot, Deadly Aim (as if it were a firearm), Weapon Focus, etc.

While the arm cannon is not directly tied to the armorist’s caster level, he may nonetheless augment his arm cannon with (blast type) and (blast shape) talents, the Extended Range talent, or the Crafted Blast talent. He must still spend any spell points required by the applied talents, and must spend those spell points for each attack. The Admixture talent may be applied as a full-round action, or as part of a full-attack if the additional costs are paid for every attack to which it is applied. The arm cannon can gain enhancements as normal for a bound weapon.

This ability modifies the bound equipment class feature.

Destruction: The blaster gains the Destruction sphere as a bonus sphere at 1st level. If the Destruction sphere is already possessed, then he may choose any talent from the Destruction sphere as a bonus talent. At 5th level, you gain a bonus talent from the Destruction sphere.

This replaces the summon equipment class feature.

Arsenal Tricks: The blaster can choose from these exclusive arsenal tricks.

  • Destruction Trick: You may select a Destruction talent as a bonus talent. You may take this trick more than once, each time gaining a different Destruction talent.
  • Cannon Shield: You may treat your arm cannon as a buckler, gaining a shield bonus as appropriate. You do not lose this shield bonus when making attacks with your arm cannon and suffer no penalty to your attack rolls from wielding a buckler in the same hand as you arm cannon. The arm cannon and buckler act as a double weapon for the purposes of splitting enhancements or enhancing them separately.
  • Charged Shot: You may spend a spell point to make a single powerful attack as a standard action, increasing your arm cannon’s base damage to one die per class level for that attack.
  • Sentient Cannon: Your arm cannon becomes an intelligent weapon with an Int, Wis, and Cha of 10, and your alignment. You may further enchant your arm cannon as if it were an unbound magic item to increase the power of its Intelligence, statistics, and powers, treating yourself as if you possessed the necessary item creation feats to do so.
  • Staff-like Cannon: You may add magic talents from the Destruction sphere to your arm cannon as a +2 enhancement equivalent as if it were a staff. You do not need to know the talent for it to be selected.
  • Variable Barrel Geometry: As a full-round action, you may apply a (blast shape) talent you know to a single blast from your arm cannon. Your damage increases to 1d6 per class level for this blast. Any spell point costs of the (blast shape) talent must be paid as normal.

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