Wednesday, January 28, 2015

The Expert Slinger Prestige Class
by Philip M. Greeley
1/28/15

The expert slinger is the master of his sling, that ancient and humble weapon whose age is testimony to its effectiveness. A relatively simple weapon to learn, it is nonetheless extremely difficult to master. Those who do, are in possession of skill with a potent weapon, one that is not only easy to make, but also readily concealed and whose ammunition is cheap and plentiful. The sling, in the right hands, has a range and potency that rivals – even surpasses – that of the bow. The expert slinger is such an individual, and has made use of the sling a deadly effective art.
Expert slingers come from all backgrounds. The sling is a ubiquitous weapon, and so all cultures have adapted it to their own use. Other than humans, halflings and dwarves most commonly become expert slingers, between their natural affinity for the earth and the nature of their homelands. Elves favor the bow, for obvious reasons, and half-elves are likely to as well, due to their elven parent. Gnomes and half-orcs have no particular tendency towards or against becoming expert slingers. Hobgoblins, goblins, kobolds, and dexterous bugbears sometimes train as expert slingers, with hobgoblins being the most numerous.
Fighters can most easily become expert slingers, as they have the greatest exposure to the necessary training. Multiclass fighters, particularly fighter/rogues and fighter/rangers, are also common entrants into the ranks of the expert slingers.
NPC expert slingers are often found in the standing armies and navies of various lands, many times as a cadre all their own, or as unit leaders of regular slinger troops.
Hit Die: d8

Expert Slinger Requirements

To qualify to become an Expert Slinger, a character must fulfill all of the following criteria.
Skills: Acrobatics 2+ ranks, Craft (weaponsmith) 2+ ranks, Sleight of Hand 2+ ranks
Feats: Deadly Aim, Far Shot, Point-Blank Shot, Precise Shot, Weapon Focus (sling)
Special: Proficiency with sling, must make own masterwork sling
Base Attack Bonus: +5

Expert Slinger Class Skills

The expert slinger’s class skills (and the key ability for each skill) are Acrobatics (Dex), Climb (Str), Craft (Int), Jump (Str), Perception (Wis), Ride (Dex), Sleight of Hand (Dex) and Swim (Str).
Skill Points at Each Level: 2 + Int modifier

Table 1-1: The Expert Slinger


Class Level


Base
Attack Bonus


Fort
Save


Ref
Save


Will
Save


Special

1

+1

+2

+0

+0

Stones Everywhere, Great Range, Deadly Eye +1

2

+2

+3

+0

+0

Special Ammunition, Weapon Specialization (sling)

3

+3

+3

+1

+1

Bonus feat, Superior Weapon Focus (sling)

4

+4

+4

+1

+1

Plunging Fire, Penetrating Strike

5

+5

+4

+1

+1

Deadly Eye +2, Sniper Fire

6

+6

+5

+2

+2

Bonus feat, Harry Mount

7

+7

+5

+2

+2

Superior Weapon Specialization (sling)

8

+8

+6

+2

+2

Hamper Foe

9

+9

+6

+3

+3

Bonus feat, Deadly Eye +3

10

+10

+7

+3

+3

Deadly Sniper, Greater Penetrating Strike
Expert Slinger Class Features
All of the following are class features of the Expert Slinger:
Weapon and Armor Proficiency: Expert slingers gain proficiency in the use of no weapons and with light armor and shields.
Bonus Feats: The expert slinger gains a bonus feat at the levels indicated. These feats must be drawn from the following list: Critical Focus, Dodge, Greater Weapon Focus, Greater Weapon Specialization, Improved Critical (sling), Improved Precise Shot, Mobility, Mounted Archery, Mounted Combat, Pinpoint Targeting, Quick Draw, Rapid Shot, Shot on the Run. The expert slinger does not need to meet the prerequisites for these feats.
Deadly Eye (Ex): The expert slinger gains the indicated amount as an increase to the critical threat range of his weapon. Thus, at 1st level, the threat range of any ammunition he uses with his sling becomes 19-20. At 10th level, it is 17-20. This ability changes the threat range after other modifiers are added in, such as the doubling of the threat range from feats such as Improved Critical.
Great Range (Ex): At 1st level, the expert slinger gains increased range with his sling. The range increment for any ammunition type he uses with his weapon is doubled.
Stones Everywhere (Ex): Also at 1st level, the expert slinger gains the ability to find suitable ammunition for his weapon almost anywhere. Such stones can be used as if they were normal sling bullets, i.e., they deal 1d4 damage and do not suffer the usual –1 penalty to attack rolls.
Weapon Specialization (sling): At 2nd level, if he does not already possess the feat, an expert slinger gains Weapon Specialization (sling). He does not need to meet the prerequisites for the feat. If he already possesses the feat, no further ability is gained.
Special Ammunition: Also at 2nd level, the expert slinger can use either standard or special ammunition. He must purchase, make or otherwise obtain manufactured special ammunition; he can only find stones that are the equivalent of standard bullets with his Stones Everywhere ability. He can choose ammunition for his sling that has any of the following properties. (Range increments include the Great Range ability.)
  • Standard Bullets: Deal 1d4 damage, range increment 100’, 0.5 lbs each, cost 1 sp per 10 bullets.
  • Heavy Bullets: Deal 1d6 damage, range increment 75’, 1 lb each, cost 3 sp per 10 bullets.
  • Extra Heavy Bullets: Deal 1d8 damage, range increment 50’, 1.5 lbs each, cost 5 sp per 10 bullets.
  • Piercing Bullets: These biconical bullets deal 1d6 piercing damage instead of bludgeoning. Additionally, they have a +1 attack bonus against non-metal armor types. Their range increment is 75’, weigh 1 lb each and cost 1 gp per 10 bullets.
  • Grenadelike Ammunition: Flasks of acid, alchemist’s fire, or holy water and thunderstones (see Grenadelike Weapons) can be slung from the expert slinger’s weapon with a range increment of 50’. These deal normal damage as per each item for both direct and/or splash hits.
Superior Weapon Focus (sling): At 3rd level, the expert slinger adds an additional +1 bonus to all attack rolls with a sling. This stacks with Greater Weapon Focus and Weapon Focus.
Plunging Fire (Ex): At 4th level, the expert slinger has learned how to gain great benefit from taking the high ground. For every 10’ height difference he has over an opponent, he gains +1 to damage rolls.
Penetrating Strike (Ex): At 4th level, the expert slinger gains the feat Penetrating Strike. He does not need to meet the prerequisites for this feat.
Sniper Fire (Ex): At 5th level, the expert slinger’s critical hit multiplier with a sling increases to x3.
Harry Mount (Ex): At 6th level, the expert slinger can disrupt the attack of a mounted combatant by making a successful attack against his mount. Upon a successful hit to the mount, the rider must make a Ride skill check (DC = slinger level + damage dealt). If he fails his check, the mount shies defensively and the rider must take his turn to steady his mount; neither the rider nor mount can attack that turn. To steady his mount, the rider must make a DC 20 Ride skill check (as per Control Mount in Battle) for a warhorse, warpony, or other mount trained for battle; DC 25 for a pony, heavy or light horse, or other mount not trained for battle.
Superior Weapon Specialization (sling): At 7th level, the expert slinger adds an additional +2 to all damage rolls with his sling. This stacks with Greater Weapon Specialization and Weapon Specialization.
Hamper Foe (Ex): At 8th level, the expert slinger’s attacks can hamper a foe’s ability to fight. On a successful critical hit, the opponent struck must make a Fortitude save (DC = slinger level + damage dealt) or suffer 1 point of temporary Strength damage.
Deadly Sniper (Ex): At 10th level, the expert slinger’s critical hit multiplier with a sling increases to x4.
Greater Penetrating Strike (Ex): At 10th level, the expert slinger gains the feat Greater Penetrating Strike. He does not need to meet the prerequisites for this feat.

The Vengeful Scribe's Penknife


The Vengeful Scribe's Penknife

Aura Strong divination and evocation; CL 12th
Slot None; Price 53,902 gp; Weight 0.5 lb.

Description
The vengeful scribe's penknife is a Small +1 dagger, typically used to sharpen a quill pen. Five times per day, once per round as a free action, the wielder can attempt to make a Knowledge check about his opponent, as if to learn a special power or vulnerability. If successful, for that round all attacks made with the penknife are as if it were a +5 keen greatsword (2d6+5, 17-20/x2). Successful attacks ignore damage reduction of any sort, as well as fortification. Threats are resolved with a +4 circumstance bonus to the roll, as if the wielder possesses the Critical Focus feat. A failed check is wasted, but each successful check gives a +2 insight bonus on the next Knowledge check for the same opponent.

Construction
Requirements Craft Magic Arms and Armor, Critical Focus, keen edge, legend lore, shatter, true strike; Cost 27,102 gp