Divine Slinger

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Summary

  • The Divine Slinger quasiclass combines versatile ranged weapon attacks with the protective and restorative capabilities of the Cleric. In exchange for enhanced missile attacks, the Divine Slinger sacrifices some of their spellcasting ability.
  • To qualify for Divine Slinger the character must have 15 levels of cleric, the Strength domain, and the Zen Archery and Weapon Focus: Sling feats before level 17.
  • Divine Slingers receive Weapon Specialization (Sling) as a bonus feat.
  • The Divine Slinger receives three stacks of unlimited Divine Bullets, which they can imbue with various powers.

Requirements

  • To qualify for Divine Slinger the character must have 15 levels of cleric, the Strength domain, and the Zen Archery and Weapon Focus: Sling feats before level 17.

Weapon Specialization (Sling)

  • On achieving Divine Slinger status at level 15 or 16, the Slinger receives Weapon Specialization (Sling) as a bonus feat.

Divine Bullets

  • The Divine Slinger receives three stacks of unlimited Divine Bullets. These stacks may have their powers changed individually using the below SIMTools commands. Where 'X' is seen, it should be either 'R' for the red bullets, 'G' for the green bullets, or 'B' for the blue bullets. Below, 'slinger level' is equal to Cleric level (including legendary levels if the Slinger's control class is Cleric).
  • !damXfi (requires 15 Cleric levels)
- adds 1d12 + (Slinger level / 2) fire damage
  • !damXco (requires 15 Cleric levels)
- adds 1d12 + (Slinger level / 2) cold damage
  • !damXel (requires 20 Cleric levels)
- adds 1d12 + (Slinger level / 2) electrical damage
  • !damXac (requires 20 Cleric levels)
- adds 1d12 + (Slinger level / 2) acid damage
  • !damXso (requires 25 Cleric levels)
- adds 1d12 + (Slinger level / 2) sonic damage
  • !damXbd (requires 25 Cleric levels)
- the target must succeed a Will save against a DC of (Slinger level - 5) or be blinded for 3 rounds
  • !damXdi (requires 30 Cleric levels)
- adds 1d12 + (Slinger level / 2) divine damage
  • !damXih (requires 30 Cleric levels)
- casts Bigby's Interposing Hand on the target
  • !damXbr (requires 35 Cleric levels)
- casts Greater Spell Breach on the target
  • !damXhe (requires 35 Cleric levels)
- heals the Slinger on hit by 1 point for every 10 points of Heal skill he has
  • !damXma (requires 40 Cleric levels)
- adds 1d12 + (Slinger level / 2) magical damage
  • !damXkd (requires 40 Cleric levels)
- the target must succeed a Fortitude save against a DC of (Slinger level - 5) or be knocked down for 2 rounds
  • !damintegrate (requires 40 character levels)
- toggles whether or not to integrate added damage into the standard damage packet; added damage will be equal to 1/3 of Slinger level (to a maximum of +20) if this is enabled, but will not cause a second hit of kickback

Spells

  • Some spells, listed below, are cast at full Cleric level (including legendary levels if the Slinger's control class is Cleric). All other Cleric spells are cast at caster level 16 + ((Cleric caster level - 16) * 3/5) if caster level would be greater than 16.
  • DCs for all spells are equal to 4/5ths the Slinger's wisdom modifier.
  • Level 1: Bless, Divine Favor, Endure Elements, Entropic Shield, Shield of Faith
  • Level 2: Aid, Bull's Strength, Endurance, Owl's Wisdom, Resist Elements
  • Level 3: Divine Power (from Strength domain), Magic Vestment, Negative Energy Protection, Prayer, Protection from Elements
  • Level 4: Death Ward, Divine Power, Freedom of Movement, Greater Magic Weapon
  • Level 5: Battletide, Healing Circle, Monstrous Regeneration, Spell Resistance, Stoneskin (from Strength domain)

Divine Power

  • The duration of the Divine Slinger's Divine Power spell is multiplied by 10.

Entropic Shield

  • In addition to its normal effects, the Divine Slinger's Entropic Shield spell grants 1% melee concealment per two casterlevels below 41, and 1% melee concealment per casterlevel above 40, to a maximum of 40% at casterlevel 60.

Greater Magic Weapon

  • The Divine Slinger's Greater Magic Weapon spell may be cast on slings, granting them an enhancement bonus 2 greater than the normal enhancement bonus granted by Greater Magic Weapon.
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