Halfling Sling Master

Note The elven archer class can be adapted quickly to create many variants. The easiest way to do so involves simply altering or removing the racial requirement and re-flavoring the class accordingly. For example, swapping the "elf or half-elf " racial requirement for "orc or half-orc" allows the class to function exactly as-is, but with an entirely different flavor—perhaps as the orcish skirmisher. Adding flavor text that describes orcish skirmishers as among the most disciplined of the orc race—and that emphasizes their love of discreetly picking off foes in forests—effectively creates a new class with the same abilities as an elven archer.

Stalkers lurking among the trees of their woodland homes, halfling sling masters undergo extensive training with slings after showing great skill with the weapons from an early age. These brave warriors defend their homelands from invaders and marauders by using stealth and ambush tactics to great effect.

Race: Halflings.

Alignment: Any, though a halfling sling master's alignment typically matches her home community's predominant alignment.

Hit Die: d8

Class Skills

The halfling sling master's class skills are: Acrobatics (Dex), Climb (Str), Craft (Int), Handle Animal (Cha), Heal (Wis), Knowledge (geography) (Int), Knowledge (local), Knowledge (nature) (Int), Perception (Wis), Profession (Wis), Ride (Dex), Spellcraft (Int), Stealth (Dex), Survival (Wis), and Swim (Str).

Skill Ranks per Level: 6 + Int modifier.

Bend it Blinding blow Deafening strike Opportunist Painful shot Stones from above Surprising strike Two for one
Table: Halfling Sling Master
Level Base Attack Bonus Fort Save Ref Save Will Save Special Spells per Day
1st 2nd 3rd 4th
1st +1 +2 +2 +0 Stealth master, superior slinging
2nd +2 +3 +3 +0 Bonus feat
3rd +3 +3 +3 +1 Preferred target
4th +4 +4 +4 +1 Precision +1d6 0
5th +5 +4 +4 +1 Sling trick 0
6th +6/+1 +5 +5 +2 Camouflage 1
7th +7/+2 +5 +5 +2 Lightfoot 1 0
8th +8/+3 +6 +6 +2 Bonus feat, superior stealth 1 0
9th +9/+4 +6 +6 +3 Enchant bullet +1, precision +2d6 2 1
10th +10/+5 +7 +7 +3 Close combat shot 2 1 0
11th +11/+6/+1 +7 +7 +3 Sling trick 2 1 0
12th +12/+7/+2 +8 +8 +4 Enchant bullet +2 2 1 1
13th +13/+8/+3 +8 +8 +4 Take aim 3 2 1 0
14th +14/+9/+4 +9 +9 +4 Bonus feat, precision +3d6 3 2 1 0
15th +15/+10/+5 +9 +9 +5 Enchant bullet +3 3 2 2 1
16th +16/+11/+6/+1 +10 +10 +5 Threatening shot 3 2 2 1
17th +17/+12/+7/+2 +10 +10 +5 Sling trick 3 3 2 1
18th +18/+13/+8/+3 +11 +11 +6 Enchant bullet +4 4 3 2 1
19th +19/+14/+9/+4 +11 +11 +6 Precision +4d6 4 3 3 2
20th +20/+15/+10/+5 +12 +12 +6 Bonus feat 4 3 3 2

Class Features

Weapon and Armor Proficiency

A halfling sling master is proficient with all simple and martial weapons, and with light armor and bucklers.

Stealth Master (Ex)

A halfling sling master is adroit at using the Stealth skill. She can always take 10, even when threatened or being observed. She can move up to her normal speed while hiding and not incur any penalties (normally, moving at more than half but less than full speed incurs a –5 penalty). Finally, when using the sniping feature of the Stealth skill, her penalty is only –10 (rather than the usual –20).

Superior Slinging (Ex)

A halfling sling master can reload her sling as a free action, similar to the way an archer can nock an arrow. This ability counts as the Rapid Reload feat for the purposes of meeting prerequisites for other feats and prestige classes. In addition, only half the weight of the sling bullets she carries counts towards her encumbrance total; she is adept at positioning her bullets in such a way that makes them easier to carry.

Bonus Feat

Halfling sling masters may select these bonus feats from the following list: Deadly Aim, Far Shot, Greater Weapon Focus, Greater Weapon Specialization, Improved Critical, Improved Precise Shot, Manyshot, Pinpoint Targeting, Point-Blank Shot, Precise Shot, Rapid Shot, Shot on the Run, Weapon Focus, and Weapon Specialization. Halfling sling masters must select a sling when selecting a feat that allows them to choose a weapon, such as Improved Critical or Weapon Focus.

Preferred Target (Ex)

Much like a ranger, a halfling sling master becomes an expert at hunting a specific type of foe. At 3rd level, the halfling sling master selects a creature type (and subtype where appropriate) from the ranger favored enemies table. Against those creatures, she gains a +2 bonus on Bluff, Knowledge, Perception, Sense Motive, and Survival checks. Likewise, she gets a +2 bonus on weapon attack and damage rolls against them.

The halfling sling master may make Knowledge skill checks untrained when attempting to identify these creatures. At 10th level, the bonus increases to +4, and at 17th level it increases to +6. (Unlike a ranger, a halfling sling master does not select an additional favored creature type at these levels.)

Precision (Ex)

Beginning at 4th level, a halfling sling master adds the indicated damage bonus to any shot she makes against a foe that is denied its Dexterity bonus to AC (whether the target already has a Dexterity bonus or not). This extra damage is 1d6 at 5th level. It applies only when the halfling sling master uses a sling while within 30 ft. of the target.

The extra damage increases by 1d6 every five halfling sling master levels thereafter.

At 16th level, when the halfling sling master gains the ability to flank with the sling, this damage also applies to shots against flanked targets.

The halfling sling master must be able to see the target well enough to pick out a vital spot, and she must be able to reach such a spot. A halfling sling master cannot use precision while striking a creature with concealment.

Spell Casting

Halfling Sling Master Spell List

When using elven archer variant classes, a GM might allow spells which specify "arrow" to also apply to bolts, bullets, etc.

1st Level

2nd Level

3rd Level

4th Level

Beginning at 4th level, a halfling sling master can call upon her ancestors and forebears, granting her the ability to cast a small number of divine spells.

To prepare or cast a spell, a halfling sling master must have a Charisma score of 10 + the spell's level. The Difficulty Class for a saving throw against a halfling sling master's spell is 10 + the spell's level + the halfling sling master's Charisma modifier.

Like other spellcasters, a halfling sling master can cast only a certain number of spells of each spell level per day. Her base daily spell allotment is given on Table: Halfling Sling Master. In addition, she receives bonus spells per day if she had a high Charisma score. When Table: Halfling Sling Master indicates that the halfling sling master gets 0 spells per day of a given spell level, she gains only the bonus spells she would be entitled to based on her Charisma score for that spell level.

A halfling sling master must spend 1 hour per day in quiet meditation with her ancestors' spirits to regain her daily allotment of spells. A halfling sling master may prepare and cast any spell on the halfling sling master spell list (see right), provided that she can cast spells of that level. She must choose which spells to prepare during her daily meditation.

Through 3rd level, a halfling sling master has no caster level. At 4th level and higher, her caster level is equal to her halfling sling master level –3.

Sling Trick (Ex)

At 5th level, and every 6 levels thereafter, the halfling sling master can select from one of the tricks listed below. Once she makes this selection, it cannot be changed.

Bend It (Ex)

As a standard action, the halfling sling master can clatter a sling bullet off a solid object, causing it to carom into a nearby foe. In this manner, she can strike a foe that has complete cover. She must be able to see the solid surface, and her target must be within 15 ft. of the spot she strikes. This attack takes a –2 penalty, and the target is treated as having concealment rather than cover (20% miss chance).

Blinding Blow (Ex)

The halfling sling master can trade 1d6 points of precision damage to strike the foe in the eyes, causing it to gain the blinded condition for 1d2+1 rounds. The target must have functional eyes for this ability to work.

Deafening Strike (Ex)

The halfling sling master can trade 1d6 points of precision damage to strike her foe's ears or temples, causing it to gain the deafened condition for 1d2+1 rounds. The target must have functional ears for this ability to work.

Opportunist (Ex)

The halfling sling master must be 11th level or higher to select this ability. Once per round, the halfling sling master can make an attack of opportunity against an opponent who has just been struck for damage in melee by another character. This attack counts as an attack of opportunity for that round. Even a halfling sling master with the Combat Reflexes feat can't use the opportunist ability more than once per round.

Painful Shot (Ex)

The halfling sling master with this ability is capable of causing great pain with her shots. Whenever she makes an attack with her sling that qualifies for precision damage, she can opt to forgo the 2d6 points of precision damage and instead inflict a –2 penalty to the target's Strength. This penalty lasts for 1d3+1 rounds. The halfling sling master must have at least 2d6 points of precision damage to select this ability.

Stones from Above (Ex)

Whenever the halfling sling master uses her sling while striking from higher ground, she gains a +2 bonus to the attack, rather than receiving no bonus. In addition, her racial bonus to the Climb skill increases to +4.

Surprising Strike (Ex)

Once per encounter, the halfling sling master can catch a single foe off guard. The manner in doing so varies according to each encounter. For example, she may strike just as an ally also attacks; fire her sling in an unexpected direction; or briefly duck behind cover, causing the foe to temporarily lose sight of her. Whatever the method, for 1 round the chosen target loses its Dexterity bonus against the halfling sling master (whether or not the target has such a bonus), allowing the halfling sling master to gain her precision damage. If the target has uncanny dodge, treat the halfling sling master as a rogue equal to her class level to determine whether she can overcome it.

Two For One (Ex)

As a full-round action, the halfling sling master can fire her sling bullets in such a way as to cause them to ricochet off one target and strike another. The two targets must be adjacent to one another; she uses her highest attack bonus for both attacks, but each attack takes a –2 penalty due to the spin she must impart to create the ricochet effect.

Camouflage (Ex)

At 6th level, a halfling sling master may use the Stealth skill to hide in any natural environment, even if she does not have cover or concealment.

Lightfoot (Ex)

A halfling sling master spends her life in the forests, often far from home. Starting at 7th level, a halfling sling master may move through any sort of undergrowth (such as thorns, briars, overgrown areas, or similar terrain) at her normal speed without taking damage or suffering other impairment. Thorns, briars, and overgrown areas that have been magically manipulated to impede motion, however, still affect her.

In addition, the halfling sling master leaves no trail in natural surroundings and cannot be tracked. She may choose to leave a trail if she so desires.

Superior Stealth (Ex)

A halfling sling master uses stealth and trickery to her advantage in combat. Beginning at 8th level, her size bonus to Stealth checks doubles from +4 to +8; if her size changes from Small (such as through a reduce person spell) this bonus does not increase further. In addition, she takes only a –5 penalty while using the sniping feature of the Stealth skill, instead of the standard –20 penalty.

Enchant Bullet (Su)

Beginning at 9th level, the halfling sling master gains the ability to imbue sling bullets (no other weapons) with ambient, divine energy once per day. She must spend 15 min. communing with her ancestors' spirits to gain this ability; at the end of the ritual, she imbues up to 50 sling bullets with an enhancement of her choice.

At 9th level, she may imbue any ability up to a +1 enhancement. Every 3 levels thereafter, the bonus increases by +1.

The halfling sling master may spend these bonuses as she sees fit. For example, a 12th-level halfling sling master could enhance her arrows with a +2 bonus, or she could enhance them with a +1 bonus and the flaming ability. Once the abilities are set, they cannot be changed until the next day's ritual. Unlike when crafting magical weapons, the halfling sling master need not invest an initial +1 enhancement bonus before imbuing the sling bullets with special properties. For example, a 12th-level halfling sling master could imbue her sling bullets with bane and flaming.

These enchantments vanish at the end of each day.

Close Combat Shot (Ex)

Beginning at 10th level, the halfling sling master no longer provokes attacks of opportunity when making a ranged attack with her sling. When making other ranged attacks, such as throwing a dagger, she provokes as normal.

Take Aim (Ex)

At 13th level, a halfling sling master may spend a full round to aim at a target. If the target remains stationary (moves no more than 5 ft.), she may add half her class level to all ranged attacks she makes against that target within the next round.

Threatening Shot (Ex)

Beginning at 16th level, the halfling sling master is so deadly with her sling that she may flank targets. She threatens an area at 10 ft. away, but not adjacent.