Zinger, Staff-Sling of the Halfling Trickster

Slot none; Aura strong enchantment; CL 20th; Weight 4 lbs.


Alignment CG; Ego 25; Senses 60 Ft.
Int 12, Wis 10, Cha 11  Communication empathy  Special Purpose None.
Dedicated Power Zinger has the power to influence those who use it to become practical jokers. The wielder must make a successful Will
   saving throw (DC 23) each week, or begin to play practical jokes on his companions and strangers alike.  
Spell-Like Abilities (CL 20, concentration +21) 
  • At will–disguise self, vanish, ventriloquism
  • 3/day–charm person, dispel magic, jester’s jaunt, shatter, silence, shout 
  • 1/day–break enchantment, dimension door, greater dispel magic, greater shout, wall of force


A powerful and peculiar relic, this magical staff-sling once belonged to the famous practical joker and halfling hero Blackroot Brambleburr. Despite a halfling’s tendency toward stealth and agility, Blackroot was one of the truly inquisitive members of his race and one of the few with an innate talent for arcane magic. Through intense meditation and practice, the young halfling learned to harness his budding powers and bend them to his will. As a gift to his friend, Wu Yan Ravenhill presented the eager halfling with a superbly crafted and powerful staff-sling, Blackroot’s weapon of choice. Little did the halfling know just how powerful it was, nor how useful it would become. 

For many years, Blackroot continued to wield "Zinger", which became its unofficial name, and labored in his efforts against the powers of darkness. When his life neared its final years, he passed his most prized possession to his eldest son. From that time forward, it was handed down through the family generations until the lands where his relatives dwelt came under attack by the invading armies of an enemy nation. During this occupation, the army’s wizards and clerics sought out and confiscated all magic items in their path in an attempt to strengthen their forces. Unfortunately, Zinger was taken in this gathering and became lost for a number of years. Its current location is unknown, but it is hoped by the surviving ancestors of Blackroot Brambleburr that it will soon be returned to its rightful place. 

Zinger is a +4 dancing distance seeking staff-sling of infinite bullets. Crafted from the finest eushon wood, it has been carved with arcane runes endowing it with great magical power. The sling pouch is made from the hide of a basilisk, and the end is shod with an enchanted adamantine spike that enables it to embed itself in any surface for stable use in ranged combat. Zinger has been imprinted with the essence of its former master. Thus, anyone who wields the weapon, regardless of alignment, must make a Will save (DC 23) each week it is in their possession or begin to play practical jokes on their friends and companions. In addition, wielders will find themselves in uncommonly precarious and dangerous situations far more often than usual which is also linked to Blackroot’s mischievous nature. 


Basic Abilities legendary power (6/day), legendary surge (+1d12; attack and combat maneuver rolls), mythic bond.
Advanced Abilities eternal bond (halfling only), flexible bond, foe-biter, powerful (x2), rejuvenating, returning, 
unstoppable strike, unyielding.


When enhanced by his friend, Wu Yan Ravenhill, Zinger was infused with special powers and charges, much like other magical staves. The staff-sling contains 10 charges that can be used to activate one of the following abilities.
  • Chromatic Orbs: Zinger can be used to cast one of the chromatic orb spells. Activating a chromatic orb spell expends charges according to the spell's level as follows: 0 charges (chromatic orb I), 1 charge (chromatic orb II or III), 2 charges (chromatic orb IV or V), 3 charges (chromatic orb VI or VII), 4 charges (chromatic orb VIII or IX).
  • Energy Force Missiles Zinger can be used to unleash up to 5 force missiles, once per day. Each force missile inflicts 5d6+5 force damage plus 5d6+5 damage of an energy type of the wielder's choice (acid, cold, fire, electricity, or sonic). This ability otherwise functions as magic missile. Using this power expends 1 charge from the staff-sling.  
If the wielder so chooses, the staff-sling can be used to absorb arcane spell energy directed at its wielder, as a rod of absorption does. Unlike the rod, this staff converts spell levels into charges rather than retaining them as spell energy usable by a spellcaster. If the staff absorbs enough spell levels to exceed its limit of 10 charges, it explodes as if a retributive strike had been performed (see below). Unlike a staff of magi, the wielder knows how many spell levels are cast at him, as it communicates this knowledge as a rod of absorption does. 

Zinger, the staff-sling of the halfling trickster can be broken for a retributive strike. Such an act must be purposeful and declared by the wielder. All charges in the staff are released in a 30-foot spread. All within 10 feet of the broken staff take hit points of damage equal to 10 times the number of charges in the staff, those between 11 feet and 20 feet away take points equal to 8 times the number of charges, and those 21 feet to 30 feet distant take 6 times the number of charges. A DC 23 Reflex save reduces damage by half.

The character breaking the staff has a 50% chance (01—50 on d%) of traveling to another plane of existence, but if he does not (51—100), the explosive release of spell energy destroys him (no saving throw). 

Unlike other staves used in a retributive strike, the staff-sling of the halfling trickster is never completely destroyed. The staff regenerates itself at the rate of 1 hit point per month, until it is fully regenerated. Once it is fully regenerated, it remains without charges until it is recharged through spell absorption.


Unknown at this time.