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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Following the three page, landscape with three pieces of B&W artwork (all weaponry this time), with material presented in a three column approach, this Bullet Point stays within the format we've all come to know as the Bullet Point look.
Six new flavorful feats to turn spiritual weapon into a spell with more creativity behind it, we are presented such options as:
Large Spiritual Weapon OK, this was almost the prerequisite, knew it was going to be on the list, type of thing, as no list of this nature is complete until we get this one out of the way.
Spiritual Arcana trades on the attack bonus points from your Wisdom bonus for a list of different weapon special abilities. Massive potential in this one for the player willing to experiment with it, could easily see this being one of those feats that becomes a go to for always having the right means of attack at hand.
Spiritual Arsenal gives the player a greater flexibility in what manner of weapon forms from the spell, allowing them to choose weapon forms from any melee weapon they are proficient with.
Spiritual Sheath allows you to push “pause” on the duration of a summoned weapon, allowing the weapon to dissipate, recalling the weapon when ready without losing any time remaining within its duration.
Spiritual Specializationlets you combine the weapon focus feat to add additional damage based upon your ability scores.
Two-Spirit Fighting allows you summon two weapons instead of one, with a specific set of damage and attack penalties coming along with the two weapon attack concept.
Overall, an excellent set of feats, fantastic editing, and pretty much everything I expect from a Bullet Point addition. Well worth the price of admission folks, another 5 star to the SGG crew.
I really like this and look forward to what else the team can come up with. As a GM it will allow me to create some very interesting NPCs without needing me to do anything other than give a feat. It will allow the PCs to have more versatility with a spell that they thought was originally a little bland. I really like that you probably won't want to take all the feats to meet a concept. That was one of my fears. I'm glad that I don't have to dedicate half of my feats to a single spell just to do something cool
Support/modify specific spells with feats? Yes, more please!
This pdf is 3 pages long, 1 page introduction/front cover, 1 page SRD, leaving 1 page of content, so let's check this out!
This pdf expands the options of spellcasters to make use of the spiritual weapon spell via feats:
-Large Spiritual weapon lets you summon a large spiritual weapon at one slot higher. D'uh.
-Spiritual Arcana lets you trade in bonuses received from your wisdom-modifier to make the weapon e.g. anarchic, flaming, keen etc.
-Spiritual Arsenal lets you determine the kind of weapon you get, no longer limiting you to your deity's favorite weapon.
-Spiritual Sheath is perhaps one of the coolest feats herein: It lets you sheathe your spiritual weapon, essentially suspending the spell until you "draw" the weapon again. Makes for a great way to e.g. escape from capture or dire situations and offers a lot of planning and roleplaying potential.
-Spiritual Specialization lets you add your highest non-wisdom attribute-modifier to damage with your spiritual weapon.
-Two-Spirit fighting replaces your spiritual weapon with two, each dealing a base of 1d4 damage and opens up a whole slew of new cleric fighting styles. Neat!
Conclusion:
Editing and formatting are top-notch, I didn't notice any glitches. Layout adheres to SGG'S 3-column standard and the pdf has no bookmarks, but at this length needs none. I really like how this pdf takes a venerable spell and expands its options, essentially taking a piece of magic and fusing it with feat-mechanics to develop signature abilities and moves without being unbalancing. Especially spiritual sheath is a plain genius and at the low price point, I can definitely recommend this pdf - in fact, I hope to see more pdfs that take different components from magic and marry them with e.g. feat and(or skill-mechanics. Thus, my final verdict will be 5 stars.
Endzeitgeist out.
If you're a fan of the spiritual weapon spells, just buy it.
While due to the format of these bullet points, I can't go into much more detail than what's listed in the product description, I will note that most of these feats have highly thematic feat prerequisites that make combining these feats with each other fairly difficult, or at least requiring supreme specialization in the spells.