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.
Bullet Points are 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: Ten feats that allow spellcasters using the classic and venerable mage armor spell (and some other defensive spells) to have as many options as characters who use material armor.This is the latest in a series of products to celebrate the "Summer of Bullets" event!
The feats included are:
Defensive Spell Focus: You can maximize the benefit of your defensive spells.
Deflective Armor: Your defensive force spells can cause attacks to slide off it before they get close enough to have touched you.
Eldritch Armor: You can attune your defensive force spells to protect against efforts to dismiss your personal magic.
Explosive Mage Armor: You can dispel your mage armor in a wave of outward force.
Heighten Mage Armor (Metamagic): You can cast more effective versions of mage armor as higher-level spells.
Mage Armor Properties: You can add the magic properties of magic armor to your mage armor spell.
Shapeable Mage Armor: You can alter and mold the shape of your mage armor.
Slick Armor: Your mage armor makes you hard to grasp.
Summoner Armor: You can conjure armor to protect your conjured allies.
Witch Armor: Your mage armor is also effective against supernatural forces.
This Bullet Point-pdf is 4 pages long, 1 page front cover, 1 page editorial/SRD, 2 pages of content, so let's check this out!
Presenting us with 10 feats to modify the mage armor spell, here we go:
-Defensive Spell Focus: When you cast a spell that grants you AC, you get an additional +1 AC.
-Deflective Armor: Apply force-based AC-bonuses also on your touch attack AC.
-Eldritch Armor: When under the protection of a mage armor (or similar effect), you add the AC bonus to the DC of dispelling attempts made towards your person and worn equipment.
-Explosive Mage Armor: Allows you dismiss an AC-granting force effect to break binds that tie you or escape grapples and similar predicaments. Cool idea and iconic imagery.
-Heighten Mage Armor (Metamagic): Increases the effective level of the mage armor and allows you to get +1 AC for every +1 spell level you make the spell. VERY cool mechanically, as it keeps the spell useful at higher levels - somewhat resembling the psionic system being applied to vancian casting. Two thumbs up!
-Mage Armor Properties: reduce a mage armor's AC bonus of up to 50% and grant it magic armor properties instead - I only wished that more armor qualities would be available - as written, only 5 different ones can be traded in via this feat.
-Shapeable Mage Armor: Either make it harder to confirm criticals or grant your mage armor a locked gauntlet, armor spikes or even use it to slightly improve regular armor, filling in the gaps. Now this is a useful, versatile feat.
-Slick Armor: Casting takes longer, but the armor grants you its bonus to CMD vs. grapple and escape artist checks.
-Summoner Armor: You can cast mage armor at short range on summoned creatures and may add the spell as a swift action to a summoned creature of yours. Very cool and something especially summoners (d'unh) will enjoy.
-Witch Armor: Your Mage Armor also grants you half its bonus as resistance bonus to saving throws against supernatural abilities.
Editing and formatting are top-notch, I didn't notice any glitches. Layout adheres to SGG's 3-column standard and is crisp and no-frills. The b/w-artwork is nice, the CGI on the cover isn't. The pdf has no bookmarks, but needs none at this length. This pdf provides us with several rock solid options to improve the life-span of the classic mage armor spells and while not all of the feats are as awesome as Shapeable Mage Armor or Summoner Armor, they do provide logical and valid choices for PCs to take and best of all, keep the spell a valid option throughout the levels. Seeing that I don't have any balance-concerns or gripes, I'll settle for a final verdict of 5 stars.