Halfling Slinger: Ideas?

Krug

Newshound
I'm trying to do a PrC for a Halfling Slinger in the mould of the Elvish Arcane Archer, though the Slinger will need to have a druidic background instead.

Besides the usual Enchant Slingstone, any other special abilities?

I'm thinking of an ability that will allow the sling bullet or slingstone to grow while in mid-flight. That should be fun.

Hail of Stones is another obvious (or much too obvious) ability.
 
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Some possibilities

Lay 'em Low: +1d6 damage against targets larger than you (maybe +xd6, similar to sneak attack)

Screaming Sonics: whirl sling to cause foes to become shaken (-2 morale penalty on saves, attacks, damage)

Entangling strike: foe that is struck becomes entangled, as per spell

Flaming strike: sling bullet that goes boom

Stunning attack: save or be stunned for 1 round

etc.
 

Halfling Slinger.

Personally I would open this PrC to giants and give them bonuses for flinging halflings around. Say if a halfling gets hit by the giant, the halfling has to make a fort fave or be flung 4d6 feet into the air and will take the appropriate falling damage. That is the halfling slinger I want to see.:D
 

FWIW, I always house ruled that slings don't suffer penalties for poor strength--thus helping to explain why they're so popular with small creatures, such as Halflings.

Damage for a sling is more about velocity, and this should be governed by DEX.
 

I would think about using a modified version of the deepwoods sniper maybe???

Special
1st:Impact stones, range increment bonus +10 ft./level
2nd:Concealment reduction 10%, magic weapon,
projectile improved critical +1
3rd:Safe poison use
4th:Take aim +2
5th:Consistent aim 1 /day
6th:Concealment reduction 20%
7th:Consistent aim 2/day, projectile improved critical +2
8th:Take aim +4
9th:Consistent aim 3/day
10th:Concealment reduction 30%, true strike


Lvl. BAB Fort Ref Will
1st +l +0 +2 +0
2nd +2 +0 +3 +0
3rd +3 +1 +3 +1
4th +4 +1 +4 +1
5th +5 +1 +4 +l
6th +6 +2 +5 +2
7th +7 +2 +5 +2
8th +8 +2 +6 +2
9th +9 +3 +6 +3
10th+10 +3 +7 +3
 


How about a Feat/Ability that allows them to add their DEX bonus to damage--in order to represent the incredible velocity they can attain.

Maybe let them fire twice in a round, but with a reduced range increment and damage..

Perhaps a special attack that does no damage, but stuns the foe if he fails a FORT save.
 

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