Bullet Points: 6 Spiritual Weapon Feats (PFRPG) PDF (based on
4
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Super Genius Games
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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: Feats that allow spellcasters using the classic and venerable spiritual weapon spell (and, if the GM wishes, spiritual ally) to have as many options as characters who use material weapons.
The feats included are:
Large Spiritual Weapon [Metamagic]: You can make your spiritual weapons larger.
Spiritual Arcana: You can combine your knowledge of magic weapons with your ability to evoke a spirit weapon.
Spiritual Arsenal: When you call upon the weapons of your god, they take the form you desire.
Spiritual Sheath: You can put away a spiritual weapon, for use later.
Spiritual Specialization: You can enforce your spiritual weapon spell with other aspects of your nature.
Two-Spirit Fighting: You can summon and direct twin spiritual weapons.
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Was writing a review when I ran into a few questions. First, Large Spiritual Weapon *just* increases the damage dice of the weapon, right? Doesn't give reach, etc. I'm 99.99999% sure I know the answer to this question, but it doesn't hurt to clarify for others.
Second question was about whether there was a limit of how many Spiritual Weapons you could have sheathed at once? Or a duration? Could I spend all my castings for a week on the spell, store all of them, and over the course of a few rounds use my move actions twice a round to re-summon them?
I kinda assume that it's meant to be one weapon / ally stowed at a time max, and it runs out eventually, maybe next time you rest.
Was writing a review when I ran into a few questions. First, Large Spiritual Weapon *just* increases the damage dice of the weapon, right? Doesn't give reach, etc. I'm 99.99999% sure I know the answer to this question, but it doesn't hurt to clarify for others.
Yes, it's just damage that increases.
Cheapy wrote:
Second question was about whether there was a limit of how many Spiritual Weapons you could have sheathed at once? Or a duration?
[snip]
I kinda assume that it's meant to be one weapon / ally stowed at a time max, and it runs out eventually, maybe next time you rest.
It's supposed to be just one at a time, but no maximum duration for that one.
I left you a review and I'm trying to get these into Hero Lab. I'm having a problem with Spiritual Arsenal. Hopefully the folks at LW will be able to help me with the script for that.
I left you a review and I'm trying to get these into Hero Lab. I'm having a problem with Spiritual Arsenal. Hopefully the folks at LW will be able to help me with the script for that.
Question about Two-Spirit Fighting. If you combine it with Large Spiritual Weapon, would the damage increase or is it limited to the 1d4 listed? If it does increase, what would be a good increase? I'm thinking 1 die size.
Question about Two-Spirit Fighting. If you combine it with Large Spiritual Weapon, would the damage increase or is it limited to the 1d4 listed? If it does increase, what would be a good increase? I'm thinking 1 die size.
Since Large Sp Weapon says "The damage of a spiritual weapon you cast increases as if the weapon was one size category larger," I'd say that's the core mechanic of the feat, and the rest is just an example since 90% of the time your spiritual weapon will do 1d8 normally.
So yes, if you are using Two-Spirit Fighting the spiritual weapons go from 1d4 to 1d6.
I don't know why I didn't see that. Now I feel like a bit of a doofus. That's what I get for trying to work on characters at midnight while fire alarms are going off along side explosions and car alarms.