Sling |
Light Projectile / Simple |
[edit]
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|
Cost |
Sm Dmg |
Med Dmg |
Large Dmg |
Crit |
Range |
Wt |
Type
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1 gp |
see ammo |
see ammo |
see ammo |
see ammo |
see ammo |
0.1 lbs |
Bludgeoning (physical, common) or by ammunition
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Weapon Qualities: Alchemical, Bullets, Concealable, Non-Melee, Primitive Availability
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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: Slings can fire rocks, bullets, and a variety of other ammunition, which cost anywhere from a little to a lot of money, depending on what they are. Slings may also fire alchemical bombs and alchemical creations such as thunderstones and tanglefoot bags, greatly increasing their range. See the individual ammo listings below for details. The Sling belongs to the "Thrown" weapon group.
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Show / Hide Ammunition Types
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Ammo Type |
Cost |
Sm Dmg |
Med Dmg |
Large Dmg |
Crit |
Range |
Wt |
Type
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Improvised Ammo |
free |
1d3 |
1d4 |
1d6 |
x2 |
50 ft |
0.1 lbs each |
Bludgeoning (physical, common)
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Weapon Qualities: Expendable
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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.
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|
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)
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Weapon Qualities: Expendable
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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.
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Ammo Type |
Cost |
Sm Dmg |
Med Dmg |
Large Dmg |
Crit |
Range |
Wt |
Type
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Dural Bullet |
5 sp each |
1d6 |
1d8 |
2d6 |
19-20/x2 |
25 ft |
0.75 lbs each |
Bludgeoning (physical, common)
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Weapon Qualities: Expendable
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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.
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|
Ammo Type |
Cost |
Sm Dmg |
Med Dmg |
Large Dmg |
Crit |
Range |
Wt |
Type
|
Groaning Bullet |
1 gp each |
1 |
1 |
1 |
x2 |
60 ft |
0.1 lbs each |
Bludgeoning (physical, common)
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Weapon Qualities: Audible, Expendable
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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.
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|
Ammo Type |
Cost |
Sm Dmg |
Med Dmg |
Large Dmg |
Crit |
Range |
Wt |
Type
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Alchemical Bomb |
free |
1 + bomb |
1 + bomb |
1 + bomb |
x2 |
30 ft |
0.25 lbs each |
Bludgeoning (physical, common) + bomb effect(s)
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Weapon Qualities: Expendable
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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.
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Ammo Type |
Cost |
Sm Dmg |
Med Dmg |
Large Dmg |
Crit |
Range |
Wt |
Type
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Alchemical Creation |
varies |
1 + effect |
1 + effect |
1 + effect |
x2 |
20 ft |
0.25 lbs each |
Bludgeoning (physical, common) + creation effect(s)
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Weapon Qualities: Expendable
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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.
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Ammo Type |
Cost |
Sm Dmg |
Med Dmg |
Large Dmg |
Crit |
Range |
Wt |
Type
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Skiprock |
3 gp |
1d4 |
1d6 |
1d10 |
x2 |
20 ft |
0.25 lbs each |
Bludgeoning (physical, common)
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Weapon Qualities: Expendable, Non-Melee, Ricochet
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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.
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