Slingstaff (Weapon)

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Slingstaff 2-Hand Thrown / Martial [edit]
Slingstaff
Cost Sm Dmg Med Dmg Large Dmg Crit Range Wt Type
20 gp see ammo see ammo see ammo see ammo see ammo 3 lbs Bludgeoning (physical, common) or by ammunition
Weapon Qualities: Alchemical, Bullets, Melee Capable
A slingstaff is a sturdy stick with a sling attached to the very end. One end of the sling is permanently attached to the stick, while the other end has a metal ring which can be slipped over the end of the stick. Despite its simple looks, the slingstaff is a remarkably handy weapon. For one thing, unlike most other ranged weapons out there, a slingstaff is also a melee weapon. It uses the same stats as a club when used in melee, and if you are wielding a slingstaff as a melee weapon you threaten, can make opportunity attacks, etc. Even better, any enchantment placed on a slingstaff counts for both the ranged weapon function and the melee weapon function. (Magical weapon properties may be chosen which are useful for melee or ranged only, but if you do so, they only work when the weapon is being used in the permitted fashion.) Indeed, the slingstaff should probably be called the slingclub...but slingstaff sounds cooler.

Your Strength modifier applies to damage rolls when you use a slingstaff just as it does for thrown weapons. You can fire, but not load, a slingstaff with one hand. You can hurl ordinary stones with a slingstaff, but stones are not as dense or as round as bullets. The listed stats above are for such free rocks. The slingstaff can use bullets and even alchemical bombs or creations as ammunition, each of which offers different damage information.

Load: Loading a sling staff can be performed with either a move action or an attack action, and requires both hands (one to hold the slingstaff, and one to load the bullet).

The slingstaff belongs to the "Thrown" and "Hammers" weapon groups.

Show / Hide Ammunition Types
'Found' Sling Stones -- not great, but passable. And free.
Ammo Type Cost Sm Dmg Med Dmg Large Dmg Crit Range Wt Type
Improvised Ammo free 1d4 1d6 1d10 x2 80 ft 0.1 lbs each Bludgeoning (physical, common)
Weapon Qualities: Expendable
This ammo consists of small stones, knots of dense wood, hard nuts, large teeth, knuckle bones, metal nuts and bolts, etc., that have been scavenged from the surroundings. It takes 10 minutes to find 6d6 pieces of ammunition if you are in a natural setting. Unusually tidy locales, or more civilized ones, require a Survival check versus an Average DC based on the area's CR, and at least an hour to locate suitable ammunition. However, a Hard DC on that same check reduces this time back down to 10 minutes.
These ceramic sling bullets are formed of dense white clay and fired to steely hardness.
Ammo Type Cost Sm Dmg Med Dmg Large Dmg Crit Range Wt Type
Sling Bullet 1 cp each 1d6 1d8 2d6 x3 80 ft 0.25 lbs each Bludgeoning (physical, common)
Weapon Qualities: Expendable
Sling bullets are dense, hard pellets with either a round or football shape to them. They can be made of metal, bone, stone, or even hard woods. They all weigh a quarter of a pound for the medium sized version of them. They are uniformly cheap, ten for a silver piece. Exotic sling bullets may be made of gemstones, teeth, or other things.
You could hold these ten bullets in the palm of your hand, and yet they weigh seven and a half pounds.
Ammo Type Cost Sm Dmg Med Dmg Large Dmg Crit Range Wt Type
Dural Bullet 5 sp each 1d8 1d10 2d8 19-20/x2 40 ft 0.75 lbs each Bludgeoning (physical, common)
Weapon Qualities: Expendable
Dural is a rare type of stone mined far underground which is valuable for its extreme density and hardness. Dural is unsuited to most uses, it is brittle in thin cross-sections and easily cracks and flakes if it is shaped into flat surfaces. Most Dural is used in the form of sand, as an extremely potent abrasive in sandpaper. Some Dural is mined in large chunks and formed into spheres, which avoids the worst of its spalling property. In this form Dural can be used for ranged weapons and ammunition. Dural increases the cost of ammo by five times, raises the damage and critical chance considerably, lowers the range, and triples the weight of the ammo. Many well-heeled adventurers consider the expense and short range of Dural ammunition well worth the tradeoffs.
It may seem silly now, but these things are scary as hell in the dark.
Ammo Type Cost Sm Dmg Med Dmg Large Dmg Crit Range Wt Type
Groaning Bullet 1 gp each 1 1 1 x2 90 ft 0.1 lbs each Bludgeoning (physical, common)
Weapon Qualities: Audible, Expendable
These sling bullets are riddled with cunning perforations that cause them to emit an eerie moan audible during the last 50 feet of their flight path. They are quite light and frangible, pulverizing into nearly harmless shards when they strike a target and inflicting only a single point of damage, although magic and strength can increase that considerably. Despite their light weight they are extremely aerodynamic and fly very far indeed.
Alchemist Bomb
Ammo Type Cost Sm Dmg Med Dmg Large Dmg Crit Range Wt Type
Alchemical Bomb free 2 + bomb 2 + bomb 2 + bomb x2 40 ft 0.25 lbs each Bludgeoning (physical, common) + bomb effect(s)
Weapon Qualities: Expendable
Only Alchemists have access to this type of ammunition, but they are highly versatile. With the use of discoveries, alchemical bombs can be modified to do a huge variety of damage types, status conditions, and other nasty surprises for the unwary.
Decorative bottle are optional, but for the prices you pay for this stuff, you deserve it.
Ammo Type Cost Sm Dmg Med Dmg Large Dmg Crit Range Wt Type
Alchemical Creation varies 2 + effect 2 + effect 2 + effect x2 30 ft 0.25 lbs each Bludgeoning (physical, common) + creation effect(s)
Weapon Qualities: Expendable
Some alchemical creations are meant to be thrown, but can also be propelled with the use of a sling, slingstaff, or stonebow (or any other weapon that projects bullet-type ammunition). A complete list of alchemical creations can be found on the Alchemical Creations page, but only the entries which show a range increment may be used here.
Some REALLY expensive rocks here.
Ammo Type Cost Sm Dmg Med Dmg Large Dmg Crit Range Wt Type
Skiprock 3 gp 1d6 1d8 2d6 x2 30 ft 0.25 lbs each Bludgeoning (physical, common)
Weapon Qualities: Expendable, Non-Melee, Ricochet
Skiprocks are small puck-shaped rocks that can be thrown, or fired from a sling, slingstaff, or stonebow. Skiprocks require the Exotic Weapon Proficiency feat to use proficiently. Although skiprocks can be used as ammunition, they are primarily thrown weapons. Because of this, if a skiprock is enchanted to at least +1, it gains the Returning weapon property and loses the Expendable quality. This means that a single enchanted skiprock can be used as ammunition multiple times per round. Skiprocks belong to the "Thrown" weapon group.