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Bullet Points: 10 Subschool Augmentation Feats (PFRPG) PDF

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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.

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 who focus on subschools of magic to have a slight advantage with all spells of that subschool, much as summoning specialists gain with Augment Summoning. This is the latest in a series of products to celebrate the "Summer of Bullets" event!

The feats included are:

  • Augment Calling: Your called allies gain some eldritch defenses.
  • Augment Charm: Your charm spells give you greater control over your targets.
  • Augment Compulsion: Your eldritch thralls are filled with additional power and verve.
  • Augment Creation: The creatures and items you create are unusually robust.
  • Augment Figment: Your illusionary allies are harder to hit, and can automatically change themselves to appear to ignore attacks that should bounce off their armor.
  • Augment Glamer: Your illusions hold together briefly, even after the magic powering them ends or is disbelieved.
  • Augment Healing: Your conjuration (healing) spells restore more damage than most.
  • Augment Polymorph: Your transmutation (polymorph) spells can leave a few choice things unchanged.
  • Augment Scrying: The sensors you create with your scrying spells are particularly powerful and subtle.
  • Augment Shadow: Your eldritch shadows are surprisingly real.

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Product Reviews (2)

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***** (based on 2 ratings)

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Cool feats to further specialize in schools


This BP is 4 pages long, 1 page front cover, 1 page editorial/SRD, leaving us with 2 pages of content, so let's check this out!

-Augment Calling: Grants called creature elemental resistance and DR/magic depending on your level.

-Augment Charm: +5 to cha- and cha-based skill checks when interacting with creatures under enchantment (charm)-effects.

-Augment Compulsion: Creatures under your compulsion gain +4 to Str and Con. Now that can lead to interesting roleplaying situations...

-Augment Creation: +4 to Str and Con fro created creatures or +4 hardness and 10% hit points.

-Augment Figments: Figment AC=10+size+1/2 caster level.

-Augment Glamer: Glamers and Patterns persist for an additional round when ending before the spell's full duration has elapsed.

-Augment Healing: Roll twice when healing, take the better results.

-Augment Polymorph: Chose to remove (ex) and (su)-abilities of creature into which you morph, allowing you t e.g. keep hands for fine manipulation or legs for running. Now this feat can have some disturbing results! I approve!

-Augment Scrying: +5 to perception and knowledge-checks related to the things you see when scrying, sensor +5 harder to detect.

-Augment Shadow: +10% more real shadow magic.

Editing and formatting are top-notch, I didn't notice any glitches. Layout adheres to SGG's no-fills 3-column landscape-format and the pdf has no bookmarks, but needs none at this length. We get 10 solid, well-designed feats in here that provide an edge for the respective subschools and a cool way to further specialize casters. I liked all the feats and see no problems with them, hence my final verdict of 5 stars should come as a surprise to no one.

Endzeitgeist out.


10 Subschool Augmentation Feats focuses on those spellchuckers who choose to focus on a specific subschool, and giving them a reason to do it. Following in the pattern that is the Bullet Point series, we've got a 4 page, 3 column layout with 3 pieces of B&W art...and that second piece of art, truly cool piece.

So, what are we talking about here when we say subschool augmentation feats...well, for example, let's take for instance the school of under it we have several subschools, but for the purposes of this example, I'm going with Calling. So, very first feat in the PDF is Augment Calling, which has as a pre-requisite Spell Focus (conjuration), benefit of said feat goes as follows...use a conjuration (calling) spell to call a creature, and you grant them eldritch protection against an energy type of your choosing. Augment Creation grants a bonus to Strength and Constitution for creature's you create, and a Hardness and hp bonus for items. Augment Polymorph allows for the ability to leave targeted points on a target out of a polymorph effect, allowing for abilities keyed to these targeted areas to remain in effect during the polymorph...hands to cast, mouths to speak, etc.

The school breakdown covers the spread for schools with subschools, and gives some interesting perks to these specialist spellchuckers. Of the set I found only one that felt kind of phoned in, and I say that not because it isn't good, but in comparison to the others in this product, this one felt...less. Augment Healing comes down to a roll twice, take the better roll. Yes, technically it is a sound mechanism and works, but it is also highly over-used and pretty utilitarian.

Now, before we wrap this up, we have teleportation to cover...or more specifically Augment Teleportation. It is mentioned here in this PDF with an explanation for why it is omitted from this collection, as it is in fact included in another Bullet Point, 6 Teleportation Spell Feats. Where as the idea of reprinting material is becoming more and more common for the sake of inclusion, I applaud the SGG crew's decision to not include this feat within this product, as we are talking about the #1 With a Bullet Point series. This series sticks with a small handful of material for a very small price, and I don't think reprinting material in a product of that nature would be well received.

So, final thoughts and wrap-up. 9 out of 10 impress me with their design, hands down. 1 struck me as perhaps not so much. Editing was excellent as usual, but I expect nothing less from the Bullet Point series. Am going to go with a 4.5 rating on this Bullet Point, only because the one feat just fell short for me. But, for the sake of this forum's rating system, I will be rounding up to a 5, because my problems with the feat are not it's mechanics, which are still sound and useful. Gift Certificates
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