TEXT: 1
  9 Armiger FeAts
  #1 With A Bullet Point
  	
  One	Idea.	One	Page.	One	Dollar
  	
  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.
  
  2
  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).
  Armored hulk
  You’ve	learned	to	use	the	weight	and	bulk	of	
  your	armor	to	your	benefit.
  Prerequisites:	Armiger	1,	Str	13,	heavy	armor	
  proficiency.
  Benefit:	 You	 gain	 a	 bonus	 to	 your	 CMD	
  against	 bull	 rush,	 drag,	 grapple,	 reposition,	
  overrun,	and	trip	maneuvers.	This	bonus	is	equal	
  to	your	current	armor	check	penalty.
  BrACe for impACT
  You’re	trained	to	stand	in	the	path	of	charging	
  foes.
  Prerequisites:	Armiger	3.
  Benefit:	You	treat	all	1-handed	and	2-handed	
  weapons	as	if	they	had	the	brace	weapon	feature.	
  If	you	ready	an	attack	against	a	charging	foe	with	
  a weapon that normally has the brace feature, 
  you	gain	a	+2	bonus	on	your	attack	roll.	When	
  you	ready	to	attack	a	charging	foe,	you	gain	a	+2	
  bonus	to	AC	against	that	foe’s	charge	attack.
  hArd To kill
  Even when you have taken blows that 
  would	slay	a	lesser	man,	you	cling	to	life,	if	not	
  consciousness.
  Prerequisites:	
  	
  Con	
  13,	
  heavy	
  armor	
  proficiency,	armiger	level	3.
  Benefit:	When	you	are	wearing	heavy	armor,	
  the	first	hit	point	of	lethal	damage	you	take	each	
  round	is	converted	to	nonlethal	damage.	If	you	
  are	10th	level	or	higher,	the	first	2	points	of	lethal	
  damage	 you	 take	 each	 round	 when	 wearing	
  heavy	armor	is	converted	to	nonlethal	damage.
  helmed ConfidenCe
  You draw	confidence	and	a	sense	of	security	
  from	the	protection	granted	by	your	helment.
  Prerequisites:	 Armiger	 1,	 Heavy	 Armor	
  Proficiency,	Iron	Will.
  Benefit:	While	wearing	a	helmet,	you	gain	a	+2	
  bonus	to	Will	saves.	This	bonus	increases	to	+3	at	8th	
  level,	and	+4	at	16th	level.
  push BACk
  It’s	both	difficult	and	dangerous	to	try	to	push	
  you	around.
  Prerequisites:	Armiger	3,	Str	13,	Improved	Bull	
  Rush,	Improved	Shield	Bash,	Power	Attack,	Shield	
  Proficiency
  Benefit:	When	a	foe	attempts	a	bull	rush,	drag,	
  grapple,	reposition,	overrun,	or	trip	maneuver	–	or	
  a	sunder	maneuver	against	your	shield	–	and	the	
  attacker’s	CMB	check	fails	to	match	or	exceed	your	
  CMD	 against	 the	 maneuver,	 the	 target	 provokes	
  an	attack	of	opportunity	from	you.	You	may	only	
  use	this	attack	of	opportunity	to	make	a	shield	bash	
  attack,	but	if	you	successfully	deal	damage	to	the	
  target	it	is	also	knocked	prone.
  shield Crush
  In	your	hands,	a	shield	is	a	deadly	weapon.
  Prerequisites:	 Armiger	 6,	 Improved	 Shield	
  Bash,	Shield	Proficiency,	Two-Weapon	Fighting.
  Benefit:	 Your	 shield	 bash	 attacks	 deal	 an	
  additional	1d6	points	of	damage,	and	threaten	on	a	
  natural	attack	roll	of	18-20.	The	bonus	1d6	damage	
  is	not	multiplied	on	a	critical	hit.
  shield pArry
  You	 are	 a	 master	 at	 catching	 weapons	 with	
  your	shield.
  Prerequisites:	Armiger	6,	Shield	Focus,	Shield	
  Proficiency.	
  Benefit:	When	you	have	a	shield	equipped	and	
  fight	defensively	or	use	the	Combat	Expertise	feat,	
  you	may	increase	your	shield	bonus	to	AC	by	+2.	
  While	you	are	using	this	feat,	opponents	who	wish	
  to	Sunder	your	shield	gain	a	+4	bonus	to	their	CMB	
  check	to	do	so.
  shrug iT off
  You can use thick layers of armor to absorb 
  some	attacks	against	you.
  Prerequisites:	
  Con	
  13,	
  heavy	
  armor	
  proficiency,	 tower	 shield	 proficiency,	 armiger	
  level	1.
  Benefit:	 When	 wearing	 heavy	 armor	 or	
  carrying	a	tower	shield,	as	a	move	action	you	can	
  buttress	 yourself	 against	 potential	 attacks.	 You	
  gain	1d4	temporary	hit	points.	You	cannot	have	
  more	than	4	temporary	hit	points	at	one	time	as	
  a	result	of	this	feat.	If	you	are	8th	level	or	higher,	
  you	 instead	 gain	 1d8	 temporary	 hit	 points	 (to	
  a	 maximum	 of	 6),	 and	 at	 16th	 this	 increases	 to	
  1d8	temporary	hit	points	(to	a	maximum	of	8).	
  Unused temporary hit points dissipate after one 
  minute, or any time you are not in heavy armor 
  or	equipped	with	a	tower	shield.
  soAk iT up
  You	 can	 absorb	 an	 amazing	 amount	 of	
  damage.
  Prerequisites:	Con	15,	armiger	7,	Endurance,	
  Toughness.
  Benefits:	 You	 gain	 1	 hit	 point	 per	 hit	 die	
  you	 have	 when	 you	 take	 this	 feat.	 When	 you	
  gain	 additional	 hit	 dice	 after	 gaining	 this	 feat,	
  determine	the	hit	points	granted	by	each	hit	die	
  as	follows:	d12HD	=	1d8+4	hp,	1d10HD	=	1d6+4	
  hp,	 1d8HD	 =	 1d6+2	 hp,	 1d6HD	 =	 1d4+4	 hp.	 In	
  each	case,	add	your	constitution	modifier	to	the	
  hp	gained.
  
  3
  3
  We err on the Side of AWeSome!
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  #1 With a Bullet Point: 9 Armiger Feats.	©	2011,	Super	Genius	Games.	Author:	Owen	K.C.	Stephens
  Designer:
  Owen	K.C.	Stephens
  Proofreader:
  The	Geniuses
  Art:
  Larry	Elmore,	the	Forge	Studios	and	Smith
  Production Assistant:
  Andy	Belmore
  Graphic Design and Typesetting:
  R.	Hyrum	Savage	and	Lj	Stephens	
  Produced By:
  Super	Genius	Games
  www.supergeniusgames.com
  Contents	©2011	Owen	K.C.	Stephens
  Used	with	permission.
  
SOURCE: textdata/thevault/Pathfinder/1st Edition/3rd Party/Super Genius Games/Bulletpoints/#1 with a Bullet Point - 9 Armiger Feats.pdf