Dragonhearthx |
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I just find it odd that the "halfling sling staff" and the "spraysling" have the propulsive trait. Especially when halflings have a flaw in strength. It will take you 3 stat boosts just to get something from it. Then the ancestry feat kinda makes it worse. It makes these weapons simple weapons but the vast majority who only have simple weapons won't start getting the propulsive damage until level 5 or 10.
I can see what they were trying to do but the flaw makes it a bad one.
Captain Morgan |
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A d10 bludgeoning weapon with an 80 foot range is actually a pretty solid option for certain builds, even without propulsive and despite reload. With Titan Slinger it becomes a d12 against large+ foes. It's pretty easy to negate the halfling flaw to strength and be at a neutral for propulsive, or play with the 2 free boost method and push it up a bit. I mostly just wish the sling staff had an explicit melee option.
Taja the Barbarian |
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Is the sling staff an attempt to make a hoopak like weapon?
It's an actual historical weapon:
The staff sling, also known as the stave sling, fustibalus (Latin), fustibale (French), consists of a staff (a length of wood) with a short sling at one end. One cord of the sling is firmly attached to the stave and the other end has a loop that can slide off and release the projectile. Staff slings are extremely powerful because the stave can be made as long as two meters, creating a powerful lever. Ancient art shows slingers holding staff slings by one end, with the pocket behind them, and using both hands to throw the staves forward over their heads.
The staff sling has a similar or superior range to the shepherd's sling, and can be as accurate in practiced hands. It is generally suited for heavier missiles and siege situations as staff slings can achieve very steep trajectories for slinging over obstacles such as castle walls. The staff itself can become a close combat weapon in a melee. The staff sling is able to throw heavy projectiles a much greater distance and at a higher arc than a hand sling. Staff slings were in use well into the age of gunpowder as grenade launchers, and were used in ship-to-ship combat to throw incendiaries.
Terevalis Unctio of House Mysti |
Terevalis Unctio of House Mysti wrote:Is the sling staff an attempt to make a hoopak like weapon?It's an actual historical weapon:
The staff sling, also known as the stave sling, fustibalus (Latin), fustibale (French), consists of a staff (a length of wood) with a short sling at one end. One cord of the sling is firmly attached to the stave and the other end has a loop that can slide off and release the projectile. Staff slings are extremely powerful because the stave can be made as long as two meters, creating a powerful lever. Ancient art shows slingers holding staff slings by one end, with the pocket behind them, and using both hands to throw the staves forward over their heads.The staff sling has a similar or superior range to the shepherd's sling, and can be as accurate in practiced hands. It is generally suited for heavier missiles and siege situations as staff slings can achieve very steep trajectories for slinging over obstacles such as castle walls. The staff itself can become a close combat weapon in a melee. The staff sling is able to throw heavy projectiles a much greater distance and at a higher arc than a hand sling. Staff slings were in use well into the age of gunpowder as grenade launchers, and were used in ship-to-ship combat to throw incendiaries.
Thanks for that information!
QuidEst |
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aobst128 wrote:Well, since the ability score errata, it's less of an issue now.What errata?
Any ancestry can choose two free boosts instead of what's presented. (In the case of ancestries with one fixed boost and one free, the fixed boost is now basically just a recommendation for what's common.)
Pixel Popper |
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Pathfinder Core Rulebook Erratta (4th Printing)aobst128 wrote:Well, since the ability score errata, it's less of an issue now.What errata?
Page 26: We're making a significant change to how ancestry ability boosts work. The purpose of this is to better reflect diversity within each ancestry and to allow for greater freedom in creating characters. Though you can still choose the ability boosts listed in each ancestry, every character has a new alternative option.
Alternative Ability Boosts
The ability boosts and flaws listed in each ancestry represent general trends or help guide players to create the kinds of characters from that ancestry most likely to pursue the life of an adventurer. However, ancestries aren’t a monolith. You always have the option to replace your ancestry’s listed ability boosts and ability flaws entirely and instead select two free ability boosts when creating your character.