Sling (Weapon)

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Sling Light Projectile / Simple [edit]
Sling
Cost Sm Dmg Med Dmg Large Dmg Crit Range Wt Type
1 gp see ammo see ammo see ammo see ammo see ammo 0.1 lbs Bludgeoning (physical, common) or by ammunition
Weapon Qualities: Alchemical, Bullets, Concealable, Non-Melee, Primitive Availability
A sling is little more than a leather cup attached to a pair of strings. They cost nearly nothing since they are so easily created from scratch. Your Strength modifier applies to damage rolls when you use a sling, just as it does for thrown weapons. You can fire, but not load, a sling with one hand.

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

Ammo: The listed damage is for rocks, which are free. Slings can also fire bullets and other ammunition, which cost either a little or a lot of money, depending on what they are. Slings may also fire alchemical bombs and alchemical creations such as thunderstones and tanglefoot bags. While the sling does not add any extra damage to such attacks, it does add a good bit of range. See the individual ammo listings below for details. The Sling belongs to the "Thrown" weapon group.

'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 1d3 1d4 1d6 x2 50 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.
Alchemist Bomb
Ammo Type Cost Sm Dmg Med Dmg Large Dmg Crit Range Wt Type
Alchemical Bomb free 1 + bomb 1 + bomb 1 + bomb x2 30 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 1 + effect 1 + effect 1 + effect x2 20 ft 0.25 lbs each Bludgeoning (physical, common) + creation effect(s)
Weapon Qualities: Expendable
Alchemical creations are items like alchemist's fire, tanglefoot bags, etc., a list of which can be found on the Alchemical Creations page.
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 1d4 1d6 1d8 x3 50 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.