Item: Sun Sling

TypeWeapon
Level0
Rarity
Uncommon
Base ItemSun Sling
CategoryMartial
GroupSling
Damage1d8 piercing
Price3 gp
UsageHeld in one plus hands
PublicationPathfinder #172: Secrets of the Temple-CityLegacy

A sun sling is a small staff with a head of woven netting. The staff is small enough to hold in a single hand, making it useful for hit-and-run tactics, but once loaded with ammunition, it requires two hands to properly swing and fire. This is a martial ranged weapon.

Sun slings use small metal bullets covered in sharp spikes known as Sun Shots. A bundle of 10 sun shots has light bulk and costs 1 sp.


Trait Effects

Concussive: These weapons smash as much as puncture. When determining a creature’s resistance or immunity to damage from this weapon, use the weaker of the target’s resistance or immunity to piercing or to bludgeoning. For instance, if the creature were immune to piercing and had no resistance or immunity to bludgeoning damage, it would take full damage from a concussive weapon. Resistance or immunity to all physical damage, or all damage, applies as normal.

Propulsive: You add half your Strength modifier (if positive) to damage rolls with a propulsive ranged weapon. If you have a negative Strength modifier, you add your full Strength modifier instead.


Critical Specialisation Effects

Certain effects can grant you benefits when you make a Strike with certain weapons and get a critical success. This is called a critical specialisation effect. The exact effect depends on which weapon group your weapon belongs to, as listed below. You can always decide not to add the critical specialisation effect of your weapon.

Sling: The target must succeed at a Fortitude save against your class DC or be stunned 1.


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