Gunslinger, Western (3.5e Class)

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conor-burke-conorburke-gunslinger.jpg The Good, The Bad... and The Undead: The Gunslinger. Artwork by Conor Burke.


Gunslinger, Western[edit]

The deserts of the West are a barren, and dangerous landscape. Western gunslingers are some of the most prevalent people in these towns, carrying firearms to protect themselves from whatever dangers they may encounter.

Making a Western Gunslinger[edit]

Abilities: The two most important traits to a gunslinger are Dexterity and Charisma. A gunslinger needs to be able to maneuver themselves effectively, as well as have good accuracy for their firearms. A gunslinger must also be able to communicate properly with others, and maintain control of a situation.

Races: Humans are most commonly gunslingers, as they are comfortable travelling and using firearms. However, other races such as elves, dwarves, and orcs can also become gunslingers.

Alignment: Any nonlawful.

Starting Gold: 4d6×10 gp (120 gp)

Starting Age: Simple

Table: The Western Gunslinger

Hit Die: d8

Level Base
Attack Bonus
Saving Throws Special
Fort Ref Will
1st +1 +1 +2 +0 Two-Weapon Fighting, Stealth Shot +2, Quick Draw
2nd +2 +1 +3 +1 Sneak Attack +1d6, Evasion
3rd +3 +2 +3 +1 Endurance, Chosen Weapon
4th +4 +3 +4 +1 Quick Draw +1
5th +5 +3 +5 +1
6th +6/+1 +4 +5 +2 Sneak Attack +2d6, Stealth Shot +4
7th +7/+2 +4 +5 +2 Deadly Aim, Improved Chosen Weapon, Quick Draw +2
8th +8/+3 +5 +6 +3 Fastest in the West
9th +9/+4 +6 +6 +3 Improved Two-Weapon Fighting
10th +10/+5 +6 +7 +3 Sneak attack +3d6, Quick Draw +3
11th +11/+6/+1 +7 +7 +3
12th +12/+7/+2 +7 +8 +4 Improved Evasion
13th +13/+8/+3 +8 +8 +4 Chosen Weapon Superiority, Quick Draw +4
14th +14/+9/+4 +8 +8 +4 Sneak Attack +4d6
15th +15/+10/+5 +8 +9 +5 Greater Two-Weapon Fighting
16th +16/+11/+6/+1 +9 +9 +5 Quick Draw +5
17th +17/+12/+7/+2 +10 +10 +5
18th +18/+13/+8/+3 +10 +11 +6 Sneak Attack +5d6, Stealth Shot +6
19th +19/+14/+9/+4 +11 +11 +6 Quick Draw +6
20th +20/+15/+10/+5 +12 +12 +6 Chosen Weapon Mastery, Deadly Aim +1

Class Skills (6 + Int modifier per level, ×4 at 1st level)
Balance (Dex), Bluff (Cha), Climb (Str), Concentration (Con), Craft (gunsmithing) (Int), Craft (trapmaking) (Int), Decipher Script (Int), Diplomacy (Cha), Disguise (Cha), Escape Artist (Dex), Handle Animal (Cha), Hide (Dex), Intimidate (Cha), Jump (Str), Knowledge (geography) (Int), Knowledge (local) (Int), Listen (Wis), Perform (Cha), Ride (Dex), Search (Int), Sense Motive (Wis), Sleight of Hand (Dex), Spot (Wis), Survival (Wis), Tumble (Dex), Use Rope (Dex).

Class Features[edit]

All of the following are class features of the Western Gunslinger.

Weapon and Armor Proficiency: A gunslinger is proficient with all western firearms, simple weapons, and with medium and light armor.

Two-weapon fighting: A gunslinger gains the two-weapon fighting feat.

Stealth Shot (Ex): If a gunslinger is able to catch their target unaware, they can fire their weapon with a bonus to attack rolls. A stealth shot is made against an opponent who is unaware of the gunslinger's presence, or would be denied a Dexterity bonus to AC (whether the target actually has a Dexterity bonus or not). The 1st level bonus for stealth shot is a +2, increases to +4 at 6th level, and +6 at 18th level.

Quick Draw: A gunslinger gains the quick draw feat. The initiative bonus goes up by +1 every three levels thereafter.

Sneak Attack: If a gunslinger can catch an opponent when he is unable to defend himself effectively from their attack, they can strike a vital spot for extra damage.

The gunslinger’s attack deals extra damage any time their target would be denied a Dexterity bonus to AC (whether the target actually has a Dexterity bonus or not), or when the gunslinger flanks their target. This extra damage is 1d6 at 2nd level, and it increases by 1d6 every four levels thereafter. Should the gunslinger score a critical hit with a sneak attack, this extra damage is not multiplied.

Ranged attacks can count as sneak attacks only if the target is within 30 feet.

With an unarmed strike, a gunslinger can make a sneak attack that deals nonlethal damage instead of lethal damage.

A gunslinger can sneak attack only living creatures with discernible anatomies—undead, constructs, oozes, plants, and incorporeal creatures lack vital areas to attack. Any creature that is immune to critical hits is not vulnerable to sneak attacks. The gunslinger must be able to see the target well enough to pick out a vital spot and must be able to reach such a spot. A gunslinger cannot sneak attack while striking a creature with concealment or striking the limbs of a creature whose vitals are beyond reach.

Evasion (Ex): At 2nd level, a gunslinger can avoid even magical and unusual attacks with great agility. If they make a successful Reflex saving throw against an attack that normally deals half damage on a successful save, they instead takes no damage. Evasion can be used only if the gunslinger is wearing light armor. A helpless gunslinger does not gain the benefit of evasion.

Endurance: A gunslinger gains endurance as a bonus feat a 3rd level.

Chosen Weapon (Ex): At 3rd level, a gunslinger must choose if they are going to use rifles or pistols. This choice affects the character’s class features but does not restrict his selection of feats or special abilities in any way.

If the gunslinger selects rifles, they are able to reload rifles as a standard action instead of a full action.

If the gunslinger selects pistols, they are able to reload pistols as a standard action instead of a full action.

The benefits of the gunslinger's chosen weapon only applies when they wear medium or light armor. They lose all benefits of their chosen weapon when wearing heavy armor or no armor.

Deadly Aim (Ex): At 7th level, a gunslinger can take a full action to fire a bullet with +6 on the attack roll with +1d4 damage.

Improved Chosen Weapon (Ex): At 7th level, a gunslinger is more skilled in using their chosen weapon (rifles or pistols). If they selected rifles at 3rd level, they are treated as having the Rapid shot feat when using a rifle, even if they do not have the normal prerequisites for that feat.

If the gunslinger selected pistols at 3rd level, they are treated as having the point blank shot feat when using a pistol, even if they do not have the normal prerequisites for that feat.

As before, the benefits of the gunslinger’s chosen weapon apply only when they wear medium or light armor. They lose all benefits of their chosen weapon when wearing heavy armor or no armor.

Fastest in the West: At 8th level, a gunslinger notice when an opponent is about to attack them, and because of their speed can attempt to shoot first. At the start of a round, a gunslinger can declare an opponent. If that opponent would make a successful attack on the gunslinger, they can make a Reflex saving throw. If successful, it negates the attack and grants the gunslinger an attack of opportunity on the opponent. Due to the high stress of the situation, a gunslinger may only perform this action twice per day.

Improved Two-Weapon Fighting: A gunslinger gains Improved Two-Weapon Fighting as a bonus feat at 9th level.

Improved Evasion (Ex): At 12th level, a gunslinger can use evasion while wearing medium armor.

Chosen Weapon Superiority (Ex): At 13th level, a gunslinger is now very skilled in using their chosen weapon (rifles or pistols). If they selected rifles at 3rd level, they are treated as having the Manyshot feat when using a rifle, even if they do not have the normal prerequisites for that feat.

If the gunslinger selected pistols at 3rd level, they can fire a revolver as a move action with only one hand, with an additional -2 instead of -4 to attack rolls.

As before, the benefits of the gunslinger’s chosen weapon apply only when they wear medium or light armor. They lose all benefits of their chosen weapon when wearing heavy armor or no armor.

Greater Two-Weapon Fighting: A gunslinger gains Greater two-weapon fighting as a bonus feat at 15th level.

Chosen Weapon Mastery (Ex): At 20th level, a gunslinger is now very skilled in using their chosen weapon (rifles or pistols). If they selected rifles at 3rd level, they are treated as having the Improved Manyshot feat when using a rifle, even if they do not have the normal prerequisites for that feat.

If the gunslinger selected pistols at 3rd level, they can fan a revolver. As a standard action, a gunslinger may fire up to 6 times using two hands at one or more opponents within 30 feet. All shots use the same attack roll (with a –4 penalty) to determine success and deal damage normally. Damage reduction and other resistances apply separately against each bullet fired. Regardless of the number of bullets you fire, you apply precision-based damage only once. If you score a critical hit, only the first bullet fired deals critical damage; all others deal regular damage.

As before, the benefits of the gunslinger’s chosen weapon apply only when they wear medium or light armor. They lose all benefits of their chosen weapon when wearing heavy armor or no armor.

Ex-Gunslingers[edit]

A gunslinger who becomes lawful in alignment cannot progress in levels as a gunslinger, though they retains all their gunslinger abilities.

Epic Western Gunslinger[edit]

Table: The Epic Western Gunslinger

Hit Die: d8

Level Special
21st
22nd
23rd Bonus feat
24th
25th Sneak attack +6d6
26th Bonus feat
27th
28th Stealth shot +6
29th Bonus feat
30th Sneak attack +7d6, deadly aim +2

6 + Int skill points per level.

Stealth Shot: Stealth shot bonus goes up by +2 every eight levels after 20th.

Sneak Attack: The epic gunslinger's sneak attack damage increases by +1d6 every four levels after 20th.

Deadly Aim: The gunslinger's attack bonus from deadly aim goes up by +1 every ten levels after 20th.

Bonus Feats: The epic western gunslinger gains a bonus feat (selected from the list of epic western gunslinger bonus feats) every three levels after 20th.

Epic Western Gunslinger Bonus Feat List: Armor Skin, Blinding Speed, Distant Shot, Epic Dodge, Epic Endurance, Epic Reflexes, Epic Reputation, Epic Skill Focus, Epic Speed, Epic Weapon Focus, Great Dexterity, Great Wisdom, Improved Sneak Attack, Instant Reload, Legendary Rider, Perfect Two-Weapon Fighting, Self-Concealment, Superior Initiative, Swarm of Bullets, Two-Weapon Rend, Uncanny Accuracy.

Human Western Gunslinger Starting Package[edit]

Armor: Hide (+3 AC, armor check penalty -3, speed 20 ft., 25 lb.).

Weapons: Western revolver (1d6, crit 19-20/×2, range inc. 50 ft., 4 lb., one-handed, piercing).

Western revolver (1d6, crit 19-20/×2, range inc. 50 ft., 4 lb., one-handed, piercing).

Note: When firing with both revolvers, the gunslinger takes a –4 penalty with his primary hand and a –8 penalty with his off hand.

Repeating western rife (1d8, crit 19-20/×2, range inc. 80 ft., 8 lb., piercing).

Skill Selection: Pick a number of skills equal to 6 + Int modifier.

Skill Ranks Ability Armor Check Penalty
Survival 4 Wis
Sleight of Hand 4 Dex –3
Knowledge (geography) 4 Int
Hide 4 Dex –3
Listen 4 Wis
Spot 4 Wis

Feat: Dodge.

Bonus Feats: Stealthy.

Gear: Backpack with waterskin, one day's trail rations, bedroll, and flint and steel. Belt with 20 western bullets.

Gold: 1d6 gp.

Campaign Information[edit]

Playing a Western Gunslinger[edit]

Religion: Although some gunslingers are religious, many lose track of faith in higher powers after long lives on the run from the law and seeing the worst in other people. Many believe in luck and faith in one's skill or nature's path. Those who are religious believe in simpler gods of creation and guidance.

Other Classes: A gunslinger doesn't like people from large cities or representations of law and order, such as paladins and clerics. They have respect for lone survivors such as rogues and rangers. Occasionally they work with others, but like to give orders to others rather than receive them.

Combat: Gunslingers have varying combat strategies. Some rush out into the streets guns blazing and draw enemy fire, others hide in the shadows and kill their opponents before anyone knows that they're there.

Advancement: Most gunslingers find solace in their skill with their weapons, and live a simpler life travelling the countryside looking for adventure. Others may look to find their true callings by putting their skills to use as assassins or showcasing them as duelists.

Western Gunslingers in the World[edit]

I saw a gunslinger walk into a bar once. He was the only one that came out both alive and intact.
—Henry Oliver, Human Townfolk

Gunslingers are frequently traveling. Some travel with horses or partners, but are always on the move. They rarely set foot in larger cities, and are mostly spotted in the vast wilderness or small frontier towns.

Daily Life: A gunslinger will spend much of their day traveling, looking for trouble, or finding bounties to hunt. The rest of the time they hunt for food, tend to their horse or companions, and explore the beautiful landscape of the west.

Notables: Billy the Kid, Jesse James, Wild Bill, Wyatt Earp.

Organizations: Gunslingers don't involve themselves in organized groups, it goes against their solitary, lawless nature.

NPC Reactions: Some townsfolk are fearful when they encounter a gunslinger, but most understand that they are like other adventurers and stay out of their way.

Western Gunslinger Lore[edit]

Characters with ranks in Knowledge (local) can research gunslingers to learn more about them. When a character makes a skill check, read or paraphrase the following, including information from lower DCs.

Gunslinger Knowledge
DC Result
5 A gunslinger will almost always beat you to a draw.
10 There are usually at least two fully loaded firearms on the body of a gunslinger.
15 Having a gunslinger outnumbered does not mean having them outmatched.
20 At their best, a gunslinger is so accurate they can shoot you through a wall.

Western Gunslingers in the Game[edit]

Gunslingers are able to attack very quickly, which makes them very good at providing cover fire for other party members. Many of a gunslinger's abilities make it easier to hit their target, but not do more damage. They are able to keep their opponents at bay, and slowly bring down their health, while giving heavy hitters a chance to do high amounts of damage while covered.

Adaptation: A gunslinger in an older time period could use flintlock pistols and rifles, being a musketeer. A modern adaptation could be more or less the same just with more advanced weaponry and setting.



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