Sling Staff Halfling WarPriest ?


Advice


I know it's a really specific niche, hence why I'd like your help in figuring out how to make this work. I always wanted to create a divine spellcaster who fights with range combat, and originally this was going to be a ranger but I found the Warpriest to just be too interesting a class to pass up. But than again I don't really know much about either class to figure out how to make this viable, namely things like deities and feats. I know the Sling Staff, like any sling, requires Ammo Drop in order to get much mileage out of it. But beyond that I hoping you all can help me.

Also as far as how far I intend to take this character, I typically play in the Pathfinder Society but more or less retire characters at level 7 or so, if only because it's hard to find games at that level in my local area. So I don't particularly care about how useful a build is if it only starts seeing it's true potential beyond level 6.

Grand Lodge

Sling feats do not work with slingstaff.

Not in PFS.

You can house rule it to work but sorry paizo hates halflings and the hoopak even more.


Bah, oh well. I really liked the idea of the sling staff... Well, I guess we can change it to something else. I hear Starknives are both a deity weapon and pretty neat. I suppose Desna would be my deity in that regard. Unless you guys have any better ideas, thoughts?

Grand Lodge

I've really loved the idea of a dagger priest.

Nothing says up close and personal like a good Brock Sampson killing.

I mean heck the reason a barbarian carries a great sword and is so angery is they are compensating for something. Real men can make good use of only a few inches.


Alright, guys! Slings suck argument rehash? Sling argument rehash? Sling argument rehash? Let's do this! I'll start, from the—hey! Stop changing your weapons before we have the chance to get anything running!


Just throw the sling stones as a warpriest. Does the same damage and there is a trait to buff it. Prismati player I think it's called.

Pros:
- They are ammo so drawing them is a free action
- They are free
- Abundand ammunition works
- greater magic weapon works
- lots of magical or alchemical buffs work on 50 of them instead of only 1 (often only for 1 attack).
- There are variants that deal piercing or slashing damage
- There are variants that deal fire damage or deliver poison

Cons:
- Normally an improvised weapon but throw anything should fix that.

Edit: Additional pro: Halflings have a favored class bonus to increase sacred weapon damage.


Kobold Cleaver wrote:
Alright, guys! Slings suck argument rehash? Sling argument rehash? Sling argument rehash? Let's do this! I'll start, from the—hey! Stop changing your weapons before we have the chance to get anything running!

Who said anything bad about slings? It's just that the poor sling-staff gets none of the sling support feat and can NEVER speed up it's rate of fire. FAQ's have made it totally useless as a primary ranged weapon.


Yeah, we've touched on that in the sling arguments. It's easily the biggest problem with slings as a whole, in my opinion.


Have a look at this Halfing-Warpriest-Slinger post.

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