Arcane Gunslinger (3.5e Prestige Class)
From D&D Wiki
This prestige class is not available if your DM does not allow the use or creation of firearms.
Becoming an Arcane Gunslinger
This class is great for any arcanist who likes to tinker, or desires a nice alternative twist to his spellcasting.
|Base Attack Bonus:||+5|
|Skills:||Alchemy (or Spellcraft) 8 ranks, Craft (Blacksmith) 8 ranks|
|Feats:||Exotic Weapon Proficiency (Firearms)|
|Spellcasting:||Able to cast 3rd level Arcane Spells.|
|Special:||Must have come into possession of at least one firearm. Must have or have access to a workshop including blacksmithing and spellcrafting (or alchemical) tools|
|1st||+0||+0||+2||+2||Magebond, Craft Musket/Pistol||+1 Existing Arcane Class|
|2nd||+1||+0||+3||+3||Extra-dimensional Holstering, Bonus feat||+1 Existing Arcane Class|
|3rd||+2||+1||+3||+3||Lightning Hands, Weapon Focus (Firearms), Evasion||+1 Existing Arcane Class|
|4th||+3||+1||+4||+4||Rune Bullet||+1 Existing Arcane Class|
|5th||+3||+1||+4||+4||Sighting Link, Bonus Feat||+1 Existing Arcane Class|
|6th||+3||+2||+5||+5||Imbue Bullet||+1 Existing Arcane Class|
|7th||+4||+2||+5||+5||Greater Magebond||+1 Existing Arcane Class|
|8th||+4||+2||+6||+6||Greater Weapon Focus (Firearms)||+1 Existing Arcane Class|
|9th||+4||+3||+6||+6||Bonus Feat||+1 Existing Arcane Class|
|10th||+5||+3||+7||+7||Hail of Fire||+1 Existing Arcane Class|
Weapon and Armor Proficiency: Arcane Gunslingers are proficient in light armor, and with simple weapons.
Spells per Day/Spells Known: When a new level is gained, the character gains new spells per day (and spells known, if applicable) as if they had also gained a level in a spellcasting class they belonged to before they added the prestige class. They do not, however, gain any other benefit a character of that class would have gained. This essentially means that they add the level of Arcane Gunslinger to the level of some other spellcasting class the character has, then determines spells per day, spells known, and caster level accordingly.
Bonus Feats: At 2nd, 5th and 9th level the Arcane Gunslinger gains a Bonus Feat which must be selected from the following list; Precise Shot, Improved Precise Shot, Improved Critical: Firearm, Rapid Shot, Improved Rapid Shot, Shot on the Run, Manyshot, Mobility, Quickdraw, Two Weapon Fighting, Improved Two Weapon Fighting, Greater Two Weapon Fighting, and Lightning Reflexes. At 3rd and 8th level the Arcane Gunslinger gains Weapon Focus (Firearms)and Greater Weapon Focus (Firearms), respectively
Craft Musket/Pistol: At 1st level, the Arcane Gunslinger becomes so familiar with the workings of firearms, they are able to create their own muskets or pistols. This process takes a week of uninterrupted work, and 250gp of raw materials for a musket, 125gp for a pistol, and requires a Blacksmith check (DC20). 20 bullets may be made with a day of work, 4gp of materials and a Blacksmith check (DC15). The rules for muskets and pistols are in the DMG.
Magebond: At 1st level, an Arcane Gunslinger gains the ability to bind their firearms to their very essence. He may bind a number of firearms equal to the ability modifier used in their main spellcasting class. This ritual takes about 2 hours of focus, and grants the weapon a +1 bonus enhancement. At 7th level this ability becomes Greater Magebond, increasing the time required to 4 hours and granting a +2 enhancement bonus.
Extra-Dimensional Holstering: At 2nd level, an Arcane Gunslinger may place their magebonded firearms into an extra-dimensional space always located around themselves. They may summon or unsummon their magebonded firearms as if drawing a weapon.
Evasion: At 3rd level and higher, an Arcane Gunslinger can avoid even magical and unusual attacks with great agility. If they makes a successful Reflex saving throw against an attack that normally deals half damage on a successful save, they instead takes no damage. A character who is denied their DEX bonus to AC does not gain the benefit of evasion.
Lightning Hands: At 3rd level, an Arcane Gunslinger can reload their firearms as a free action.
Rune Bullet: At 4th level, an Arcane Gunslinger gains the ability to drop a spell as a free action to charge a Rune Bullet, adding +2d4 force damage per spell level when firing.
Sighting Link: At 5th level, the Arcane Gunslinger may fire a magebonded firearm as if he was looking through the sights of the weapon even when he is averting his gaze or has his eyes closed.
Imbue Bullet: At 6th level, an Arcane Gunslinger can, as a move-equivalent action, cast any spell with an area of a line, cone, cylinder, touch or burst into a bullet. The spell is released upon contact with the target.
Hail of Fire: At 10th level, an Arcane Gunslinger can, as a full round action fire one shot at every target within one range increment or one additional attack at your highest attack bonus when making a full attack action against a single opponent. You must have a loaded firearm for each shot.
Class Skills (6 + Int modifier per level)
The following skills (and modifiers) are class skills of the Arcane Gunslinger: Balance(DEX), Concentration(CON), Craft(any)(INT), Intimidate(CHA), Listen(WIS), Search(INT), Spellcraft(INT), Spot(WIS), and Tumble(DEX)
Playing an Arcane Gunslinger
Combat: Stay at range whenever possible. Shoot stuff and hurl spells. Occasionally do both. :)
Advancement: I feel this class is good option for spontaneous spellcasters, however wizards or even assassins could benefit from what this PrC has to offer.
Arcane Gunslingers in the World
Arcane Gunslingers, like wizards or any variety of archer based classes, fill the role of ranged dps, with a nice bit of versatility.
NPC Reactions: Depending on the commonality of firearms in your campaign world, Arcane Gunslingers may be met with a great deal of curiosity, awe or even fear.
Arcane Gunslinger Lore
Characters with ranks in can research to learn more about them. When a character makes a skill check, read or paraphrase the following, including information from lower DCs.
Arcane Gunslingers in the Game