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Useful Feats for Sling Wielders

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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.

Air Steward’s Realm

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 in the breeze.

Sling of the Dire Wind

A DC 15 Spot check allows a character to notice the sling, which is not immediately visible from the path. USEFUL FEATS FOR SLING WIELDERS

Although characters of any class and race can wield Sling of the Dire Wind, halfl ings have a special affi nity with slings. Despite its low initial damage (even less for a Small wielder), a number of feats from Races of the Wild make the sling a devastating weapon even before its legacy abilities kick in. With their natural abilities in hiding and climbing, as well as their affi nity for the rogue class with its sneak attack ability, halfl ings are especially suited to these feats.

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. Able Sniper

You are accomplished at remaining unseen when you’re sniping with a ranged weapon.

Prerequisites: Dex 13, Hide 5 ranks.

Benefi t: You gain a +2 bonus on ranged attack rolls with a weapon made against fl at-footed targets that are at least one range increment away. In addition, you gain a +4 bonus on Hide checks made to hide again after you have made an attack roll while hiding (see page 76 of the Player’s Handbook). Plunging Shot

You can use the force of gravity to make your ranged attacks deal extra damage if your target is below you.

Prerequisites: Dex 13, Point Blank Shot.

Benefi t: If your target is at least 30 feet lower than you, you deal an extra 1d6 points of damage with a thrown or projectile weapon.

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