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PFS StandardHalfling Sling Staff

Source Core Rulebook pg. 282 2.0
Price 5 gp; Damage 1d10 B; Bulk 1
Hands 2; Range 80 ft.; Reload 1
Category Martial
Ammunition Sling Bullets
Group Sling; Traits Halfling, Propulsive, Uncommon
This staff ends in a Y-shaped split that cradles a sling. The length of the staff provides excellent leverage when used two‑handed to fling rocks or bullets from the sling.

Traits

Halfling:

A creature with this trait is a member of the halfling ancestry. These small people are friendly wanderers considered to be lucky. An ability with this trait can be used or selected only by halflings. A weapon with this trait is created and used by halflings.

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.

Uncommon:

Something of uncommon rarity requires special training or comes from a particular culture or part of the world. Some character choices give access to uncommon options, and the GM can choose to allow access for anyone. Less is known about uncommon creatures than common creatures. They typically can’t be summoned. The DC of Recall Knowledge checks related to these creature is increased by 2.


Critical Specialization Effects

Source Core Rulebook pg. 283 2.0
Certain feats, class features, weapon runes, and other effects can grant you additional benefits when you make a Strike with certain weapons and get a critical success. This is called a critical specialization 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 specialization effect of your weapon.

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