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 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.
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
- !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.