SenahBirdR |
So I know there have been numerous debates about slings on here. Here I present my attempt to make slings more viable, interesting, and still different than bows.
Special:
Launcher: You can use a launcher weapon to deliver improvised weapons and easily throwable objects as its ammunition. Use the launcher weapon's range and the ammunition's damage and effects when used in this fashion. Non-proficiency penalites apply from both the launcher weapon and the ammunition. A launcher weapon can deliver improvised weapons up to a damage die one less than the standard ammunition for the launcher weapon, and other easily throwable objects as if it had a carrying capacity of 2 lbs modified by size. An item thrown in this fashion increases range penalties by 1 for every 5' below 20' the item normally has for range. Improvised weapons have a range of 10' and increase all range penalties to -4 per increment.
Simple Ranged Weapons
Sling Cost - Dmg 1d3(s)/1d4(m) Crit x2 Range 50' Weight - Type B Special grenade
Bullets, sling (10) Cost 1sp Weight 5 lbs.
Martial Ranged Weapons
War sling Cost 1gp Dmg 1d4(s)/1d6(m) Crit x3 Range 50' Weight - Type B Special grenade
Bullets, sling (10) Cost 1sp Weight 5 lbs.
Exotic Ranged Weapons
Sling staff, halfling Cost 30gp Dmg 1d6(s)/1d8(m) Crit x3 Range 50' Weight 3 lbs. Type B Special grenade
Sling: A sling is little more than a leather cup attached to a pair of strings. Your Strength modifier applies to damage rolls when you use a sling, just as it does for thrown weapons. You can fire, but not ready ammunition for, a sling with one hand. Readying ammunition requires a free hand and otherwise follows the rules for the Ready Weapon action.
War sling: A war sling is a reinforced leather cup or net pouch attached to a pair of braided cords. Your Strength modifier applies to damage rolls when you use a war sling, just as it does for thrown weapons. You can fire, but not ready ammunition for, a war sling with one hand. Readying ammunition requires a free hand and otherwise follows the rules for the Ready Weapon action.
Sling staff, halfling: Made from a specially designed sling attached to a short club, a halfling sling staff can be used by a proficient wielder to devastating effect. Your Strength modifier applies to damage rolls when you use a halfling sling staff, just as it does for thrown weapons. You can fire, but not ready ammunition for, a halfling sling staff with one hand. Readying ammunition requires a free hand and otherwise follows the rules for the Ready Weapon action.
A halfling sling staff can launch easily throwable objects as if it had a carrying capacity of 6 lbs, modified by size.
A halfling sling staff can be used as a simple weapon that deals bludgeoning damage equal to that of a club of its size. Halflings treat halfling sling staves as martial weapons.
Power Shot
You can add momentum to your ranged attacks.
Prerequisite: Str 13, Point Blank Shot
Benefit: When you move at least 10' in a round prior to making a ranged attack, add half (50%) of your strength modifier to the damage. This only applies if you can normally add your strength modifier to the damage of the ranged attack.
Special: When using a weapon with a strength rating, such as a composite bow, only add half (50%) of your strength modifier or half (50%) of the strength rating, whichever is lower, to the damage.