by Philip M. Greeley
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
|
Fort
|
Ref
|
Will
|
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
|
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.
No comments:
Post a Comment