Gunslinger (3.5e Prestige Class)

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Gunslinger
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Gunslinger[edit]

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.

Requirements:[edit]

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

  • Weapon Proficiency: Pistols
  • Base Attack Bonus: +6
  • Skills: Sleight of Hand 6 ranks
  • Feats: Quick Draw, Point Blank Shot, mobility


Table: The Gunslinger
Hit Die: d8

Level Base
Attack Bonus
Fort
Save
Ref
Save
Will
Save
Special
1st +1 +0 +2 +0 Sneak attack +1d6, Lucky Shot, Fast Draw
2nd +2 +0 +3 +0 Shot on the Run
3rd +3 +1 +3 +1 Sneak attack +2d6, Impromptu Sneak Attack 1/day
4th +4 +1 +4 +1 Dual Wielding
5th +5 +1 +4 +1 Sneak attack +3d6, Ranged Disarm
6th +6 +2 +5 +2 Impromptu Sneak Attack 2/day, Load One-Handed
7th +7 +2 +5 +2 Sneak attack +4d6
8th +8 +2 +6 +2
9th +9 +3 +6 +3 Sneak attack +5d6, Impromptu Sneak Attack 3/day
10th +10 +3 +7 +3 Deft Dual Wielding

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 gains proficiency with all types of firearms.

Lucky Shot (Ex): At 1st level, a gunslinger can fire his weapons with deadly precision against the unaware. The gunslinger has gains a +4 on all attack rolls against surprised opponents or those denied their dexterity bonus.

Fast Draw (Ex): At 1st level, a gunslinger can draw and holster his weapons as a swift action. He also gains a +2 on all initiative rolls.

Sneak Attack (Ex): This is exactly like the rogue ability of the same name. The extra damage dealt increases by +1d6 every other level (1st, 3rd, 5th, 7th, and 9th). If an gunslinger gets a sneak attack bonus from another source the bonuses on damage stack.

Shot on the Run: At 2nd level, a gunslinger gains Shot on the Run as a bonus feat.

Impromptu Sneak Attack (Ex) : 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.

Dual Wielding (Ex): At 4th 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.

Ranged Disarm (Ex): At 5th level, a gunslinger can use ranged weapons to disarm opponents.

Load One-Handed (Ex): At 6th 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.

Deft Dual Wielding (Ex): At 10th 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.


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