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Bullet Points: 9 Armiger Feats (PFRPG) PDF

****½ (based on 4 ratings)

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Sometimes rules supplements read like the world-setting bible of frustrated novelists. While solid world-building is a useful skill, you don’t always need four paragraphs of flavor text to tell you swords are cool, magic is power, shadows are scary, and orcs are savage. Sometimes a GM doesn’t have time to slog through a page of history for every magic weapon. Sometimes all that’s needed are a few cool ideas, with just enough information to use them in a game. Sometimes, all you need are bullet points.

#1 With A Bullet Point is a line of very short, cheap PDFs each of which gives the bare bones of a set of related options. It may be five spells, six feats, eight magic weapon special abilities, or any other short set of related rules we can cram into about a page. Short and simple, these PDFs are for GMs and players who know how to integrate new ideas into their campaigns without any hand-holding, and just need fresh ideas and the rules to support them. No in-character fiction setting the game world. No charts and tables. No sidebars of explanations and optional rules. Just one sentence of explanation for the High Concept of the PDF, then bullet points.

The High Concept: Nine feats designed to augment the options and utility of armigers (from The Genius Guide to the Armiger) or, if armigers aren’t being used in a campaign, that can be taken by fighters (using their fighter class levels as armiger levels for prerequisites).

The feats included are:

  • Armored Hulk
  • Brace for Impact
  • Hard to Kill
  • Helmed Confidence
  • Push Back
  • Shield Crush
  • Shield Parry
  • Shrug It Off
  • Soak It Up

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Will be added to your My Downloads Page immediately upon purchase of PDF.

Are there errors or omissions in this product information? Got corrections? Let us know at store@paizo.com.

PZOPDFRGGOWC5139E


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Product Discussion (15)
Super Genius Games

Due to Snowpocalypse 2012, this is now up!

Dark Archive

Finally had a chance to write again and enjoyed this product; posted my review.


The ability to convert lethal->non-lethal is really good for classes that have the double their DR for non-lethal damage, like the barbarian.

Dark Archive

Cheapy wrote:
The ability to convert lethal->non-lethal is really good for classes that have the double their DR for non-lethal damage, like the barbarian.

True, but in the case of the barbarian are they going to be wearing the heavy armor necessary to benefit from this feat, beyond the Armored Hulk archetype? You'd also either need three levels of Armiger or three levels of Fighter and heavy armor proficiency to qualify for the feat.

The feat caps out at converting two points, and only does so once each round--whereas the DR is always active against every attack.

It seems to me that having DR 2/-- universally while wearing heavy armor is more useful than being able to convert the first one point or two points of lethal into nonlethal. You're never really coming out ahead in this context because converting one point or two into nonlethal for the purpose of double DR against them still equals the DR 2/-- in practice anyways.


Yea, I was just trying to throw out some uses for it! I haven't read the book yet, just your review. I'll probably send a link to this to an armiger player of mine...

Paizo Employee Starfinder Design Lead

Gozuja wrote:
Finally had a chance to write again and enjoyed this product; posted my review.

Thanks for the review!

Since you specifically mentioned wanting to see us reconsider some of the feats, here are my thoughts on why I did things the way I did.

Armored Hulk doesn't make allowances for materials, because I consider the weight and bulk of the armor to be part of what makes you harder to overcome. Mass takes an effort to be overcome, and in this context it's designed to make you more effective when wearing bulkier, heavier, more difficult to move armor, so mithral really isn't your friend. In addition, that means the armiger who chooses adamantine armor over mithral armor gets more of a benefit from this feat, which encourages them to take the heavier, more damage-absorbent armor, and I like that as rule synergy.

All I can say for Brace for Impact is it did well in playtest. You do have to want to make a dedicated charge-receiver for it to be worthwhile, but it can get you +2 to attacks and AC when used... since that would stack with everything else a character does, I feel more benefit than that would be too much.

Hard to Kill was written with the Armor Focus feats from Feats of Battle firmly in mind. As Hard to Kill isn't written as DR, it stacks with Armor Focus (heavy), allowing a character to have DR 2/-, and convert the first 1 or 2 points of damage to nonlethal damage. Additionally, Hard to Kill reduced the first damage you take from any source, not just weapon damage. If caught in a fireball, you convert the first 1 or 2 points of damage to nonlethal.

As for how useful that is, remember that anytime you are hit with magical healing, it heals the same number of lethal and nonlethal points of damage ("Healing Nonlethal Damage: You heal nonlethal damage at the rate of 1 hit point per hour per character level. When a spell or ability cures hit point damage, it also removes an equal amount of nonlethal damage."). So if you've taken 18 points of lethal damage and 7 points of nonlethal damage, and the cleric hits you with a cure light wounds for 8 hp, you have just 10 lethal and no nonlethal damage left on you. Since most people receive at least a few magic cures during a fight (and if not, they certainly do afterwards) this can add up to a noteworthy savings of healing magic to cure you over time.

Helmed Confidence was, I confess, inspired by the Juggernaut.

Push Back works even if the attacker has an Improved combat maneuver. It's not making the maneuver that provokes, it's failing the CMB check, and no Improved feat says it gives you that immunity. I'd consider this clear by RAW, but I admit a clarification couldn't hurt.

I accept Soak It Up may not work with some house rules or optional rules on hp, but I hoped people could apply their normal hp rules to the die types, and then add the bonus. So if your games don't roll hit dice, instead of 1d12 acting like 1d8+4, it acts like "whatever you would do about 1d8 hit points," then add 4 more.

And as always, thanks for taking the time to give us feedback!


Nice review, Gozuja! And good elaborations, Owen - since they addressed some problems I had with other feats, I might check this out yet! :)

Dark Archive

Owen, thanks for the response--I must admit, for whatever reason adamantine armor and the like had completely slipped my mind; with that pretense, Armored Hulk feels good. As for Brace for Impact, certainly it's nice for a bracing-savvy character, I suppose it's more to the matter that I've never really seen someone go out of their way to build that style of character; handiest, perhaps, in environs where lots of monsters have pounce.

Hard to Kill, coupled with the heavy armor focus, does indeed have synergy then--I'd just like to see the scaling ceiling set a little higher, I suppose. Feats that grow with you throughout the course of a character are appealing in general, especially for martial characters. A thought--perhaps either up the damage conversion or expand it to more than one attack per round if the character using the feat drops into fighting defensively or full defense? Then a fighter or armiger might bunker down before a bevvy of punishment and eke out that much more durability.

So, since Helmed Confidence is out, can I twist your arm to see to it that a Loot 4 Less focused on hats and helmets comes down the pipeline? I was just lamenting the other day that the entry point for interesting helmet treasure is fairly steep price-wise (eschewing the standard stat-hats, of course). You could even have a suspiciously dome-like one! ;)

Endzeitgeist wrote:
Nice review, Gozuja! And good elaborations, Owen - since they addressed some problems I had with other feats, I might check this out yet! :)

Thanks End!


Pathfinder Companion Subscriber

As a small clarification, does the little rule about Armiger class HD apply to modified HD from Soak It Up? So the Armiger goes from always, effectively, rolling at least a 6 on a d12 to rolling at least a 10?


Reviewed here, on DTRPG and sent to GMS magazine. Cheers!

Paizo Employee Starfinder Design Lead

Endzeitgeist wrote:
Reviewed here, on DTRPG and sent to GMS magazine. Cheers!

Thanks for the review!

To answer the question, no special rule is needed to combine Soak it Up with an armiger's hit dice, as Jericho Penumbra correctly alluded.

An armiger normally rolls 1d12. It notes that any hit die result lower than a 6 is treated as a 6.

Soak it Up says after you take it, 1d12 is rolled as 1d8+4. Clearly the hit die rolled here is the d8, so if an armiger rolls a 1-5 on the d8, he treats it as a 6.

For note, a barbarian with Soak it Up goes from an average of 6.5 hp/HD to 8.5 hp/HD. An armiger goes from an average of 7.75 hp/HD to 10.375 hp/HD. So armigers get more out of the feat, but not a LOT more out of it.

That said even if it's very clear RAW to me, the fact multiple people had questions suggests a clarification is in order. I'll see if I can stuff new wording in to the Bullet Point.


Yeah, Soak it up probably need a new wording - since the Armiger's HP are a special rule, I think some clarification would help. Other than that: Nice work!


Reviewed. Am having some serious issues with the Soak It Up feat, the math just seems to max out HP's for anyone under the 12HD range.


1 person marked this as a favorite.

Great series of reviews, KTFish7. I agree with Soak it Up being too powerful for regular classes. In my own game, I restrict Armiger-feats to Armigers.

Paizo Employee Starfinder Design Lead

Gozuja wrote:
So, since Helmed Confidence is out, can I twist your arm to see to it that a Loot 4 Less focused on hats and helmets comes down the pipeline? I was just lamenting the other day that the entry point for interesting helmet treasure is fairly steep price-wise (eschewing the standard stat-hats, of course). You could even have a suspiciously dome-like one! ;)

What a great idea! Here you go!

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