Sling of the Dire Wind
Sling of the Dire Wind is a sling made from dark, tightly woven cord and a thick piece of leather etched with runes written in Giant. The sling attaches to a short club allowing the wielder to do more damage. It was a weapon wielded by the smallest which took down the largest foes.
Omen: If the sling is swung overhead while loaded, a light breeze surrounds you.
Omen: If the sling is swung overhead while loaded, a light breeze surrounds you.
Mechanics & Inner Workings
Wielder's Level | Abilities |
5th | Stunning stone/3x a day |
6th | Summon the Wind / 1x a day |
7th | +2 Sling Staff |
8th | Pebble to boulder (+2 sizes) |
9th | Destructive Power |
10th | Air Form |
11th | Dimension Step |
12th | +3 Sling Staff |
13th | Pebble to boulder (+4 sizes) |
14th | Evasion |
15th | |
16th | |
17th | |
18th | |
19th | |
20th |
+3 Halfling Sling Staff of Thundering
Base Damage: 1d8 + sling bonus + strength modifier
Modified damage: 3d6+3+strength modifier
Critical threat: 20
Critical damage multiplier: X3
Extra damage on critical from thundering power: 2d8
Miscellaneous weapon information: Thundering: A thundering weapon creates a cacophonous roar like thunder whenever it strikes a target with a successful critical hit. The sonic energy does not harm the wielder. A thundering weapon deals an extra 1d8 points of sonic damage on a successful critical hit. If the weapon’s critical multiplier is x3, add an extra 2d8 points of sonic damage instead, and if the multiplier is x4, add an extra 3d8 points of sonic damage. Subjects dealt critical hits by a thundering weapon must make a successful DC 14 Fortitude save or be deafened permanently. Your Strength modifier applies to damage rolls when you use a halfling sling staff just as it does for thrown weapons. You can fire, but not load, a halfling sling staff with one hand. You can hurl ordinary stones with a halfling sling staff, but stones are not as dense or as round as bullets. Thus, such an attack deals damage as if the weapon were designed for a creature one size category smaller than you and you take a –1 penalty on attack rolls. A halfling sling staff can be used as a simple weapon that deals bludgeoning damage equal to that of a club of its size. Loading a halfling sling staff is a move action that requires two hands and provokes attacks of opportunity. Halflings treat halfling sling staves as martial weapons. Abilities:
Stunning Stone: Three times a day you can declare a stone you are about to sling to be a stunning stone. If the stone hits, the struck target must succeed on a Fortitude save or be stunned for 1 round. The save DC is 11 or 11 + your Charisma modifier, whichever is higher. If the attack misses, the stunning stone attempt is still lost for the day. Only one stunning stone can be used per round.
Summon the Wind: You summon a medium air elemental as the spell Summon Nature's Ally.
+2 Sling Staff: Sling of the Dire Wind becomes a +2 staff sling (+2 to attacks and damage).
Pebble to boulder: Any stone or bullet slung from Sling of the Dire Wind deals damage as if you and the weapon were two sizes categories larger than you truly are.
Destructive Power: Ammunition slung from the Sling of the Dire Wind is considered adamantine for the purpose of overcoming damage reduction (in addition to any other special material the ammunition is actually composed of).
Air Form: Allows the you to wild shape into one size larger air elemental.
Dimension Step: You instantly transfer yourself from your current location to any other spot within range. You always arrive at exactly the spot desired – whether by simply visualizing the area or by stating direction. After using this spell, you can’t take any other actions until your next turn. You can bring along objects as long as their weight doesn’t exceed your maximum load. You may also bring one additional willing Medium or smaller creature (carrying gear or objects up to its maximum load) or its equivalent per three caster levels. A Large creature counts as two Medium creatures, a Huge creature counts as two Large creatures, and so forth. All creatures to be transported must be in contact with one another, and at least one of those creatures must be in contact with you.
If you arrive in a place that is already occupied by a solid body, you and each creature traveling with you take 1d6 points of damage and are shunted to a random open space on a suitable surface within 100 feet of the intended location.
If there is no free space within 100 feet, you and each creature traveling with you take an additional 2d6 points of damage and are shunted to a free space within 1,000 feet. If there is no free space within 1,000 feet, you and each creature traveling with you take an additional 4d6 points of damage and the spell simply fails.
Spell Information:
Range long (800 ft)
Target you and touched objects or other touched willing creatures
Duration instantaneous
Saving Throw none and Will negates (object / DC: 20 Spell Resistance no and yes (object)
+3 Sling Staff: Sling of the Dire Wind becomes a +3 staff sling (+3 to attacks and damage).
Pebble to boulder: Any stone or bullet slung from Sling of the Dire Wind deals damage as if you and the weapon were four sizes categories larger than you truly are.
Evasion: The wielder can avoid even magical and unusual attacks with great agility. If she makes a successful Reflex saving throw against an attack that normally deals half damage on a successful save, she instead takes no damage. Evasion can be used only if the wielder is wearing light armor or no armor. A helpless wielder does not gain the benefit of evasion.
Air Elemental Information:
Vailë (Medium Air Elemental) N Medium outsider (air, elemental, extraplanar) Init +9; Senses darkvision 60 ft.; Perception +7 DEFENSE
AC 19, touch 16, flat-footed 13 (+5 Dex, +1 dodge, +3 natural) hp 45 Fort +6, Ref +9, Will +1 Defensive Abilities air mastery; Immune elemental traits OFFENSE
Speed fly 100 ft. (perfect) Melee slam +9 (1d6+3) Special Attacks whirlwind (DC 14, 10-30 ft.,(1d6+3)) STATISTICS
Str 14, Dex 21, Con 14, Int 4, Wis 11, Cha 11 Base Atk +4; CMB +6; CMD 22 Feats Dodge, Flyby Attack, Improved InitiativeB, Weapon FinesseB Skills Acrobatics +11, Escape Artist +9, Fly +17, Knowledge (planes) +1, Perception +7, Stealth +10 Languages Auran SPECIAL ABILITIES
Air Mastery (Ex) Airborne creatures take a –1 penalty on attack and damage rolls against an air elemental. ECOLOGY
Environment Plane of Air Organization solitary, pair, or gang (3–8) Treasure none Air elementals are fast, flying creatures made of living air. Primitive and territorial, they resent being summoned or doing the bidding of mortals, and much prefer to spend their time on the Plane of Air, swooping and racing through the endless skies. Although all air elementals of a similar size have identical statistics, the exact appearance of an air elemental can vary wildly between individuals. One might be an animated vortex of wind and smoke, while another might be a smoky bird-like creature with glowing eyes and wind for wings. An air elemental prefers to attack flying or otherwise airbone targets, not only because its mastery over flight gives it a slight advantage, but also because it detests the thought of having to touch the ground. An air elemental can move underwater, and although it is an elemental and thus runs no risk of drowning, it has no ranks in Swim and loses much of its speed and mobility when underwater. A medium air elemental is 8 feet long and weights 2 pounds. Whirlwind (Special attack)
Some creatures can transform themselves into whirlwinds and remain in that form for up to 1 round for every 2 HD they have. If the creature has a fly speed, it can continue to fly at that same speed while in whirlwind form; otherwise it gains a fly speed equal to its base land speed (average maneuverability) while in whirlwind form. The whirlwind is always 5 feet wide at its base, but its height and width at the top vary from creature to creature (minimum 10 feet high). A whirlwind’s width at its peak is always equal to half of its height. The creature controls the exact height, but it must be at least 10 feet high. The whirlwind form does not provoke attacks of opportunity, even if the creature enters the space another creature occupies. Another creature might be caught in the whirlwind if it touches or enters the whirlwind, or if the whirlwind moves into or through the creature’s space. A creature in whirlwind form cannot make its normal attacks and does not threaten the area around it. Creatures one or more size categories smaller than the whirlwind might take damage when caught in the whirlwind (generally damage equal to the monster’s slam attack for a creature of its size) and may be lifted into the air. An affected creature must succeed on a Reflex save (DC 10 + half monster’s HD + the monster’s Strength modifier) when it comes into contact with the whirlwind or take damage as if it were hit by the whirlwind creature’s slam attack. It must also succeed on a second Reflex save or be picked up bodily and held suspended in the powerful winds, automatically taking the indicated damage each round. A creature that can fly is allowed a Reflex save each round to escape the whirlwind. The creature still takes damage but can leave if the save is successful. Creatures trapped in the whirlwind cannot move except to go where the whirlwind carries them or to escape the whirlwind. Trapped creatures can otherwise act normally, but must succeed on a concentration check (DC 15 + spell level) to cast a spell. Creatures caught in the whirlwind take a –4 penalty to Dexterity and a –2 penalty on attack rolls. The whirlwind can have only as many creatures trapped inside at one time as will fit inside the whirlwind’s volume. The whirlwind can eject any carried creatures whenever it wishes as a free action, depositing them in its space. If the whirlwind’s base touches the ground, it creates a swirling cloud of debris. This cloud is centered on the creature and has a diameter equal to half the whirlwind’s height. The cloud obscures all vision, including darkvision, beyond 5 feet. Creatures 5 feet away have concealment, while those farther away have total concealment. Those caught in the cloud of debris must succeed on a concentration check (DC 15 + spell level) to cast a spell.
History
Sling of the Dire Wind would never have existed had it not been for a quiet boy named Cyril. Cyril’s father had given up the art of war and refused to teach his son how to use a sword, so Cyril devoted himself to the humble sling instead. He practiced constantly, mastering the weapon at a young age, hitting any target he set for himself. Then a day came when bandits raided Cyril’s village. The robbers where out for blood, having lost a few of their number to a regional guard patrol. Cyril loosed rock after rock at the invaders, knocking them from their horses and incapacitating many. After single-handedly preventing a massacre, the taciturn youth became a peasant hero, and a local militia leader soon offered to train Cyril further.
Against his father’s wishes, Cyril readily embraced the soldier’s life, but he became famous for his method of slaying monsters. Cyril toppled hill giants with his sling and knocked manticores out of the sky with loosed stones. No matter how much martial training he acquired or how strong he became, his focus never changed. Cyril was neither an outspoken man nor a well-traveled one, preferring the comforts of his rural home. But the moment some creature threatened his community, Cyril was the first to face off against the beast, Sling of the Dire Wind in hand.
Like many legendary heroes who cling to their simple lives, Cyril’s was torn from him. His fame began to attract challengers, warriors who wanted to test their mettle against the youth who had defeated uncounted foes with nothing more than leather, cord, and stone.
Cyril wanted none of his fame. His skills were meant for repelling creatures threatening innocent lives, not showmanship. When he was a man, he retreated into seclusion with his wife, hoping the fanfare would subside with his absence. His disappearance only in-creased his reputation. The aristocracy had become curious about the boy who never missed his mark, and they tracked Cyril down and hounded him un-til he agreed to demonstrate his skill publicly. After a couple of lackluster shots and more than a few misses, the audience was ready to riot, having traveled so many leagues into the forest for nothing. A group of ogres, attracted by all the noise, suddenly fell upon the crowds. Cyril reacted with instincts honed by conflict, slaying the foul creatures in short order using only his sling. The audience was stunned at the man’s true skill. A representative of the king asked Cyril to return to his village, where he would be available to help defend the kingdom in time of need. Cyril reluctantly agreed.
Cyril had dispatched many monsters in his life, making more than a few enemies. Now these foes knew exactly where to find the man and his sling. Life quickly became unbearable in the little village, repeated attacks plaguing the place as if the creatures sought Cyril out. After an ettin wreaked havoc on the community, Cyril’s father demanded he leave before more innocents were harmed. Cyril agreed without protest and left again with his wife, but the monsters were unrelenting. A pair of trolls found Cyril’s woodland hideaway at a moment when Cyril was out hunting. His wife was alone. Cyril arrived to find the giants standing over his beloved’s corpse, and he flew into a murderous rage. One of the trolls died quickly, but Cyril extracted the awful truth from the second. The king had been sending monsters after Cyril, probably hoping the slinger would kill each in its turn he had become an unwitting exterminator for the crown. With anger beyond reason, Cyril rode to the royal city, stood outside the walls, and launched stone after stone at the fortifications, destroying huge sections of wall with rocks no larger than big pebbles. Archers atop the battlements returned fire. Watching the volley as it arced through the sky toward him, Cyril stood in place for a long moment, throwing his arms wide as the deadly shafts crossed the final few feet. When he closed his arms again, he found himself embracing his beloved.
The day Cyril died, the air spirits of the forests took Sling of the Dire Wind before anybody else claimed it. A guardian was assigned to watch over the weapon until a replacement worthy of Cyril’s legacy could be found. Rumors suggest the sling has since been spotted dangling from a tree branch in the forest one moment, only to disappear the next. The spirits have been known to call their home the Isle of the Tree.
Rarity
Legacy Protector Weapon (Rare)
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