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Old 13th February 2002, 10:40 AM   #1 (permalink)
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Mustrum_Ridcully Snaketongue Initiate (Lvl 7)Mustrum_Ridcully Snaketongue Initiate (Lvl 7)
PrC: The Sling Wielder

Sling Wielder
The Sling Wielder is well trained in using his sling against his enemies. He leads his enemies false, so they completely underestimate him and than strikes where it hurts.
Sling Wielders are trained in various tricks that can make them much more than just annoying...
Sling Wielders are most commons in regions where gnomes or halflings live under the greater peoples, like elven, humans, orcs or even dwarves...

Requirements
Base Attack Bonus +6
Skills: Bluff 10 ranks, Move Silently 8 ranks, Hide 8 ranks
Feats: Point Blank Shot, Precise Shot, Weapon Focus (Sling).
Race: Halfling or Gnome (perhaps Kobold and other small species?)

(I wonder if this table will work...)
Class Table: Sling Wielder
Level Base Attack Fort Ref Will Special
1 +0 +0 +2 +2 Trick Shooter (Look over there)
2 +1 +0 +3 +3 Strike where it hurts +1d6
3 +2 +1 +3 +3 Trick Shooter (Disarming Shot)
4 +3 +1 +4 +4 Strike where it hurts +2d6
5 +3 +1 +4 +4 Trick Shooter (Unbalancing Shot)
6 +4 +2 +5 +5 Strike where it hurts +3d6
7 +5 +2 +5 +5 Trick Shooter (Blinding Attack)
8 +6 +2 +6 +6 Strike where it hurts +4d6
9 +6 +3 +6 +6 Trick Shooter (Treat Melee)
10 +7 +3 +7 +7 Strike where it hurts +5d6

Class Skills: Balance, Bluff, Move Silently, Diplomacy, Gather Information, Hide, Sense Motive, Tumble
Skill Points per level: 4+INT
Hit Die: 1d6

Class Features

Strike where it hurts (Ex)
Everytime an opponent is unaware of the sling wielder, or unable to react to it, the sling wielder can use its sling with maximum effect.
If the target loses its Dex Modifer to AC, the sling wielder deals bonus damage. This bonus damages stacks with sneak attack from other classes, but is only applied when using a sling.

Trick Shooter (Ex)
Look over there
The Sling Wielder has a enormous talent to trick its enemy to underestimate his abilities. He may make a Feint as a Move Equivalent Action, but the benefits of the feint only apply when the sling wielder uses its sling.

Disarming Shot
The Sling Wielder is highly trained in precise shooting and can make a Disarm Attack with a ranged attack. He must succeed a ranged touch attack. Than the opponents have to make the usual disarm check. The Sling Wielder is considered as if using a medium size melee weapon. If the attacker is subject to a “Strike wer it hurts” attack, the sling wielder gains a +1 competence bonus per bonus damage die. The Sling Wielder does not inflict damage when using the Disarming Shot Ability.

Unbalancing Shot
The Sling Wielder knows where to hit targets to unbalance them.
The sling wielder may attempt a trip attack as if he was a medium size attacker. He must make a succesful ranged touch attack. The sling wielder uses its Dexterity Modifier in place of its Strength for the opposed roll. If the target would have been subject to a “Strike where it hurts” Attack, the sling wielder gains a competence bonus equal to the number of bonus damage dies. The target suffers no damage of the attack.

Blinding Shot
If a target is subject to a „Strike where it hurts“ attack, the wielder may give up some of ist bonus damage die to blind the target. If he does so, the Target must make a Fortitude Saving Throw against a DC equal to 10 + the sling wielders Dex Modifer + half its sling wieder level.
The Blindness is only temporary and lasts a number of rounds equal to the bonus damage dies given up. The Attack deals normal damage.

Treat Melee
The Sling Wielder suffers no attack of oppertunies from ist direct opponent when using his sling in melee, and gains a +4 dodge bonus to AC against other attackers.

Last edited by Mustrum_Ridcully; 13th February 2002 at 10:45 AM..
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Old 13th February 2002, 12:04 PM   #2 (permalink)
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Darklone Goblin Sharpshooter (Lvl 2)
Too strong

Improved feint and Sneak attack damage as hell ? That gives you a one shot per round as sneak attack.

Unbalanced shot: You could easily drop every fighter of your level. Too strong.
Can you counter trip attacks with a balance check? If yes would be ok.

Treat Melee: Add dodge and mobility bonus ... well. It's a high level ability. It's rather ok.

Disarming shot looks nice though.
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Old 13th February 2002, 01:43 PM   #3 (permalink)
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So it would be a "unbalanced" "unbalanced shot"?
Well, I thought about many enemies that are larger than medium or have more then 2 feet - they often seem to be effectively immune to tripping. But you might be right.

In a earlier version I thought about allowing Unbalanced Strike only when an opponent moved more than 5 feet (so it would be a bit like an special Attack of Oppertunity - with the difference that you had to delay your action for using the ability. But I believe the effect would not work most the time. It is a bit to special, and you would not want to delay an action for the possibilty that perhaps a enemy decides to move... )

For the Requirments: You are right, it would make sense to add it, but it should not be too much - this is not designed at a "fighter`s only" prestige class ...

Last edited by Mustrum_Ridcully; 13th February 2002 at 01:45 PM..
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