CHAPTER 3
Air Steward’s Realm
ITEMS OF LEGACY
Air Mastery (Ex) Airborne creatures take a –1 penalty on attack and damage rolls against an air steward. Stunning Stone (Su) 3/day can declare a slung projectile a stunning stone before making an attack roll. Struck target must make a DC 11 Fortitude save or be stunned for 1 round. A miss wastes the use. Whirlwind (Su) Once every 10 minutes, transform into whirlwind for 2 rounds; 5-foot base, up to 30foot top, 10–30 feet tall. Move at fly speed. Does not provoke attacks of opportunity in whirlwind form. Cannot attack or threaten an area in whirlwind form. Small or smaller creatures must succeed on a DC 14 Reflex save or take 1d6 points of damage, and a second DC 14 Reflex save to avoid being picked up and held. A flying creature can attempt a Reflex save to escape (but still takes damage). The air steward can eject carried creatures at any time. Those caught in the whirlwind take a –4 penalty to Dexterity, a –2 penalty on attack rolls, and must make a Concentration check (DC 15 + spell level) to cast a spell. The whirlwind can only contain as many creatures as fit in its volume. If the base touches the ground, it creates a swirling cloud of debris centered on the air steward, diameter half the whirlwind’s height, obscures all vision (including darkvision) beyond 5 feet. Creatures 5 feet away have concealment, while those farther away have total concealment. Those caught in the cloud must make a Concentration check (DC 15 + spell level) to cast a spell.
The Woodland Archer tactical feat from that book is an interesting complement, once the wielder’s attack bonus is high enough. It offers several options that make attacks from even a nonlegacy sling accurate and deadly.
This map depicts a peaceful stretch of walkway through the forest. Off to one side, almost as an afterthought, a sling dangles from a branch, swaying Able Sniper You are accomplished at remaining unseen when in the breeze. you’re sniping with a ranged weapon. Sling of the Dire Wind Prerequisites: Dex 13, Hide 5 ranks. Benefit: You gain a +2 bonus on ranged attack rolls A DC 15 Spot check allows a character to notice the with a weapon made against flat-footed targets that are sling, which is not immediately visible from the path. at least one range increment away. In addition, you gain a +4 bonus on Hide checks made to hide again USEFUL FEATS FOR after you have made an attack roll while hiding (see SLING WIELDERS Although characters of any class and race can wield page 76 of the Player’s Handbook). Sling of the Dire Wind, halflings have a special affinity with slings. Despite its low initial damage (even Plunging Shot less for a Small wielder), a number of feats from Races You can use the force of gravity to make your ranged attacks deal extra damage if your target is below you. of the Wild make the sling a devastating weapon even before its legacy abilities kick in. With their natural Prerequisites: Dex 13, Point Blank Shot. abilities in hiding and climbing, as well as their affinBenefit: If your target is at least 30 feet lower than ity for the rogue class with its sneak attack ability, you, you deal an extra 1d6 points of damage with a halflings are especially suited to these feats. thrown or projectile weapon.
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