2 Armor Training -Armigers often learn to be more maneuverable while wearing armor. An armiger with this talent improves the armor check penalty (to a maximum of 0) and maximum Dexterity bonus to AC by +1 for any armor he is wearing. This talent may be taken more than once. Its effects stack.
5 Armor Training-See above.
8 Armor Training-See above.
11 Unkillable- The armiger gains a number of hit points equal to 10 plus his Constitution score.
14Spellguard, lesser (Sp): A few armigers seek to master all arts of protection, including spells normally reserved for clerics and wizards. With this talent, the armiger selects three 1st-level spells and one 2nd-level spell. These must be abjuration spells from the cleric or sorcerer/wizard spell lists. The armiger can cast each of these spells once per day, using his armiger level as his caster level. The armiger focuses these spells through his armor. Thus they ignore any somatic requirements, but the armiger can only cast them when wearing medium or heavy armor.
1Prot. from Evil
1Shield of Faith[+4]
A humanoid made entirely of Wood, Iron, and plated in Adamantine stands towering before you at a massive 6'9". Although he resembles a golem, his well-articulated movement proves otherwise. While his left hand has three large fingers, his right hand seems mechanical in nature, and has 5, much smaller fingers. His chest has a hatch on it, but what lies beyond is a mystery.
1 Advanced PE
Not Sure Yet:
History of Agartha