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.
- Divine Slingers receive Weapon Specialization (Sling) as a bonus feat.
- The Divine Slinger receives one stack 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. To be able to take Epic Weapon Specialization (and beyond) you will need to fit in at least one Fighter level after 20.
Divine Bullets
- The Divine Slinger receives one stack of unlimited Divine Bullets. This stack may have its power changed individually using the below SIMTools commands.
All bullets doing
- (Slinger level / 20) d8 of divine damage (Magic bullets are excluded from this to allow Slingers to target Divine healers)
- 6d8 of bludgeon damage
- plus (Slinger level / 5) d8 of selected elemental/exotic damage
- The Divine Bullets can hold both a damage power and onhit effect. If a damage power is selected, the onhit effect will be a Damage Resistance Decrease (DRD) for that elemental or exotic damage type. If an onhit power is selected, it will override the DRD onhit until another damage power is selected.
- The DRD applies 5/- at a time, up to the slinger's limit. The limit is slinger level/3 for elemental damages, and half that for exotic damages, to a maximum of 20/- elemental and 10/- exotic at slinger level 60. It is possible for a slinger to apply decreases to more than one elemental or exotic damage type to the same target.
- !damfi (requires 15 Cleric levels)
- adds fire damage
- !damco (requires 15 Cleric levels)
- adds cold damage
- !damel (requires 20 Cleric levels)
- adds electrical damage
- !damac (requires 20 Cleric levels)
- adds acid damage
- !damso (requires 25 Cleric levels)
- adds sonic damage
- !dambd (requires 25 Cleric levels)
- the target must succeed a Will save against a DC of (Slinger level - 5) or be blinded and silenced for 3 rounds
- Overlapping with selected type of damage
- !damdi (requires 30 Cleric levels)
- adds divine damage
- !damih (requires 30 Cleric levels)
- casts Bigby's Interposing Hand on the target
- Overlapping the selected type of damage
- !dambr (requires 35 Cleric levels)
- casts Greater Spell Breach on the target
- Overlapping the selected type of damage
- !damhe (requires 35 Cleric levels)
- heals the Slinger on hit by 1 point for every 10 points of Heal skill he has
- Overlapping the selected type of damage
- !damma (requires 40 Cleric levels)
- adds magical damage
- These are the only bullets that do zero divine damage making them useful for creatures that heal on this damage type
- !damkd (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
- Overlapping the selected type of damage
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, Protection from Alignment, Remove Fear, Shield of Faith
- Level 2: Aid, Bull's Strength, Clarity, Endurance, Owl's Wisdom, Resist Elements
- Level 3: Divine power (from Strength domain), Magic Vestment, Negative Energy Protection, Prayer, Protection from Elements, Remove Blindness/Deafness, Remove Curse
- Level 4: Death Ward, Divine power, Freedom of Movement, Greater Magic Weapon
- Level 5: Augury, Battletide, Healing Circle, Life's Grace, Monstrous Regeneration, Spell Resistance, Stoneskin (from Strength domain)
- Level 6: Heal, Energy Immunity
- Level 7: Greater Restoration, Resurrection
- Level 8: Mass Heal
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 caster levels below 41, and 1% melee concealment per caster level above 40, to a maximum of 40% at caster level 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.
Slings
There are four legendary level slings you will want to consider for your character all with slightly different benefits.
- The Dragonhide Sling +16, +16 Mighty, +5% Bludgeoning immunity, +1d6 Sneak Attack, +20 Craft Weapon
- The Whistling Cannon +16, +5% Bludgeoning immunity, Rapid Shot, Haste, Keen, Massive Criticals 2d12 - Provides the only way of getting Keen on a sling but does NOT have Mighty
- The Stinger's Barbs +17, +17 Mighty, Rapid Shot, +1d6 Sneak Attack
- The Ssithrak Sling +16, +16 Mighty, +5% Bludgeoning immunity, +1d6 Sneak Attack, Freedom
Tips for Building and Playing
Divine Slingers used to be the poor relative of other Cleric based builds, however more recently they have been used with increasing frequency in 'end game' runs such as Limbo Pt1 & Pt2. This is primarily due to wanting to restrict party size to limit time taken and that Divine Slingers can supply personal and party buffs (including Epic and Paragon spells) and also provide damage and support though the special effects available for their sling bullets.
The 'pure' Cleric build is very popular but Fighter and Monk splashes can add extra damage and defences.
Notes
Whilst Divine Slinger builds are designed to be Wisdom based (Zen Archery requirement etc) there is nothing to stop you making a Dexterity based character as there are (currently at least) no significant benefits from going Wisdom based (unlike those associated with a Zen Ranger). You will need to plan in that you can only take Great Dexterity as standard Epic Feats and will have to use your Cleric bonus Feats for Greater and Epic spell focii and possibly increasing your base Wisdom to access higher level spells, however in return for this you will end up with a significantly higher final AC, Reflex save and the ability to wear the Dextrous Defiance half kickback armuor.