Gunslinger (3.5e Prestige Class)

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As firearms are becoming more and more common, it is unsurprising that specialists in the art of wielding pistols have come to recognition. As the complexities of these new weapons are being discovered, fighters are beginning to develop new styles of combat such as fighting with pistols in each hand or drawing and firing faster than the eye can see.


To qualify to become a gunslinger, a character must fulfill all of the following criteria.

  • Weapon Proficiency: Pistols
  • Base Attack Bonus: +5
  • Skills: Sleight of Hand 6 ranks
  • Feats: Quick Draw, Point Blank Shot, Weapon Focus (pistols)

Table: The Gunslinger
Hit Die: d8

Level Base
Attack Bonus
1st +1 +0 +2 +0 Fire From The Hip, Shot on the Run
2nd +2,+0 +0 +3 +0 A Gun In Each Hand
3rd +3,+0 +1 +3 +1 Impromptu Sneak Attack 1/day
4th +3,+1 +1 +4 +1 Uncanny Dodge
5th +4,+1 +1 +4 +1 Shoot From Their Hand
6th +4,+2 +2 +5 +2 Impromptu Sneak Attack 2/day
7th +5,+2 +2 +5 +2 Deft Two-Handed Shooting
8th +6,+2 +2 +6 +2 Improved Uncanny Dodge
9th +6,+3 +3 +6 +3 Impromptu Sneak Attack 3/day
10th +7,+3 +3 +7 +3 Load One-Handed, Grace

Class Skills (4 + Int modifier per level)
Balance (Dex), Bluff (Cha), Escape Artist (Dex), Jump (Str), Listen (Wis), Perform (Cha), Sense Motive (Wis), Sleight of Hand (Dex), Spot (Wis), and Tumble (Dex). .

Class Features:[edit]

All of the following are Class Features of the gunslinger prestige class.

Weapon and Armor Proficiency: Gunslingers gain no proficiency with any weapon or armor.

Fire From The Hip (Ex): At 1st level, a gunslinger develops the ability to quickly draw and fire his pistols before his opponents can react. When first beginning a melee, the gunslinger may attempt a Sleight of Hand check against an opponent’s Sense Motive check. If the gunslinger wins the contest, he adds a +4 bonus to the attack roll for his first round’s attack(s).

Shot on the Run: At 1st level, a gunslinger gains Shot on the Run as a bonus feat. A gunslinger need not have any of the prerequisites normally required.

A Gun in Each Hand (Ex): At 2nd level, a gunslinger becomes adept at wielding pistols in each hand. The gunslinger is treated as having the Two-Weapon Fighting feat when shooting a pistol in each hand, and only if he is wearing no or light armor.

Impromptu Sneak Attack (Ex) : Beginning at 3rd level, once per day a gunslinger can declare one pistol attack he makes to be a sneak attack, as the rogue ability. The target of an impromptu sneak attack loses any Dexterity bonus to AC, but only against that attack. The power can be used against any target, but creatures that are not subject to critical hits take no extra damage (though they still lose any Dexterity bonus to AC against the attack). At 6th level, a gunslinger can use this ability twice per day, and three times per day at 9th level.

This ability does not grant the gunslinger unlimited sneak attack with any weapon, nor does it add damage to sneak attack class skills the gunslinger already has. If the gunslinger has the sneak attack class skill, the damage bonus is added to the impromptu sneak attack. Otherwise, it does no extra damage.

Uncanny Dodge (Ex): Starting at 4th level, a gunslinger retains his Dexterity bonus to AC (if any) regardless of being caught flat-footed or struck by an invisible attacker. (He still loses any Dexterity bonus to AC if immobilized.) If a character gains uncanny dodge from a second class the character automatically gains improved uncanny dodge (see below).

Shoot From Their Hand (Ex): At 5th level, a gunslinger may attempt to shoot a weapon from an enemy’s hand. The gunslinger makes an attack roll against the weapon (AC 10 + weapon’s size + wielder’s Dex modifier + any bonuses the weapon has against disarming). If the attack is successful, the target is disarmed of the weapon. This attack may not be made against weapons that are hidden or obscured by their carrier.

Deft Two-Handed Shooting (Ex): At 7th level, a gunslinger can fire very accurately even with his off hand. When fighting with a pistol in each hand, he treats his off-hand pistol as a light weapon.

Improved Uncanny Dodge (Ex): At 8th level, a gunslinger can no longer be flanked, since he can react to opponents on opposite sides of him as easily as he can react to a single attacker. This defense denies rogues the ability to use flank attacks to sneak attack the gunslinger. The exception to this defense is that a rogue at least four levels higher than the gunslinger can flank him (and thus sneak attack him). If a character gains uncanny dodge (see above) from a second class the character automatically gains improved uncanny dodge, and the levels from those classes stack to determine the minimum rogue level required to flank the character.

Load One-Handed (Ex): At 10th level, a gunslinger has become so comfortable with his pistols that he can reload one while firing another. A gunslinger needs only one free hand to reload a pistol instead of two.

Grace (Ex): At 10th level, a gunslinger gains an additional +2 competence bonus on all Reflex saving throws. This ability functions for a gunslinger only when he is wearing no or light armor and not using a shield.

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