Legend of the Gunslinger (3.5e Prestige Class)

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Theres Dead, then there's Silver bullet infused with fire dead
—Dresdin, Human Gunslinger, Lost Teaching of the Gunslinger

A Dual Wielding Outlaw Class.

Becoming a Gunslinger[edit]

Typically Wizards or Clerics become LotG, whether its that desire to try something that has been long forgotten, or they need a new way to keep things dead. With the ability to Imbue your shots with energy or varying ammo types it makes it a very adaptable class

Entry Requirements
Alignment: Chaotic any.
Skills: Craft(gunsmithing) 5 Ranks.
Spellcasting: Level 3 spells.
Special: Found a Gunslinger who could teach him to craft.
Table: The Gunslinger

Hit Die: d6

Level Base
Attack Bonus
Saving Throws Special Spellcasting or Manifesting
Fort Ref Will
1st 1 0 2 0 Craft Pistol, Craft Ammunition
2nd 2 0 3 0 Imbue Weapon +1, Dodge +2 +1 to existing spell casting class
3rd 3 1 3 1 Bonus Feat, Evasion
4th 4 1 4 1 Imbue weapon +2, Call Weapon +1 to existing spell casting class
5th 5 1 4 1 Imbue ammunition, Range Increase
6th 6 2 5 2 Imbue weapon +3, Bonus Feat +1 to existing spell casting class
7th 7 2 5 2 Lightning Fast Reload
8th 8 2 6 2 Imbue Weapon +4, Uncanny Dodge +1 to existing spell casting class
9th 9 3 6 3 Bonus Feat, Mithril Forging
10th 10 3 7 3 Imbue Weapon +5, Energy Blast +1 to existing spell casting class

Class Skills (6 + Int modifier per level)
Balance, Bluff, Concentration, Craft, Diplomacy, Escape Artist, Gather Information, Hide, Move Silently, Search, Sense Motive, Sleight of Hand, Spot, Survival, Use Magic Device.

Class Features[edit]

Pistol 8lbs, One-Handed Ranged Weapon

60ft Range Increment

2d8 19-20 x3


6 Round Chamber

A Gunslinger Gains Proficiency with pistols, but no other weapons or armor

Exotic Weapon Proficiency(Pistol) - A Gunslinger is Automatically Proficient with a Pistol.

Craft Pistol- Crafting a Pistol takes 7 days of uninterrupted work, at least 8 hours a day. The pistol fires its ammunition through a small force spell, there is no chemical propellant to keep dry so they operate underwater or in a vacuum, though underwater the range is reduced drastically. to within 5 ft. The noise isn't especially loud. Audible from around 100 ft, but any further and listen checks will be required.

Craft Ammunition- Crafting Normal Ammunition requires a craft(gunsmithing) check and 4 hours per pound of material crafted. Typically you get 32 rounds per pound of material, (1/2oz each) With mithril due to being so light, this increases to 62. With Platinum rounds this decreases to 16 rounds per pound of material. For Every other material it is still 32 rounds per pound.

Craft DC for Steel Rounds is 10/ Normal Dmg, Normal Range

Craft DC for Mithil Rounds is 15/ Doubles Range, Dmg lowered to 2d6

Craft DC for Cold Iron Rounds is 20/ Overcomes DR Cold Iron

Craft DC for Silver Rounds is 20/ Overcomes DR Silver

Craft DC for Adamantine rounds is 25/ Overcomes DR Adamantine

Craft DC for Platinum Rounds is 30/ Range Drops by half, Dmg increased to 3d8

Imbue Weapon- Starting at lvl 2 and every even lvl there after, a Gunslinger can meditate on his pistol and infuse a part of himself into it over a 24 hour period, if using 2 weapons then it can be completed in 2 24 hour sessions, 1 for each pistol. After each session the PC is exhausted until they have had 12 hours of sleep or receives a spell that cures exhaustion.

Dodge +2 - At lvl 2 a Gunslinger gains a +2 to dodge as if they had the feat. They can change dodge targets on their turn as a free action.

Evasion - Same as Rogue Special ability

Call Weapon - At lvl 4, You gain the ability to call your pistols from anywhere as long as they are still on the same plane as you. They will appear in your hands if your hands are available, or at your feet if your hands are occupied. This works even if an enemy is currently holding your pistols. Calling your weapons is a swift action (mental).

Imbue Ammunition - As a Standard Action a Gunslinger can Imbue their ammunition with a spell causing it to deal a bonus 1d6 dmg per 2 caster lvls, bonus energy type dmg is dependent on what spell is Imbued into it, each spell Imbues its energy into 6 round. Imbued Ammunition lasts until discharged or imbued with a different energy type.

Bonus Feats - At 3rd, 6th, and 9th lvls you may gain 1 of the following feats if you meet the requirements, For fighter lvl required feats, Assume you are of sufficient fighter lvl - Weapon Focus, Weapon Specialization, Precise Shot, Improved Precise Shot, Improved Critical, Rapid Shot, Improved Rapid Shot, Shot on the Run, Many Shot, Mobility, Quick Draw, Two Weapon Fighting, Improved two Weapon fighting, Greater Two Weapon Fighting, and Lightning Reflexes.

Range Increase - At 5th lvl your experience with your weapons has made you more accurate, your range increment increases by 30ft.

Lightning Fast Reload - Starting at lvl 7 you can reload your pistols as a free action instead of a move action

Uncanny Dodge - At lvl 8 Gain uncanny dodge as the rogue special ability.

Mithril Forging - At lvl 9 you gain the ability to Craft your pistols out of Mithril, Cutting their weight in half, and they are now classified as Light Weapons

Energy Blast - At lvl 10 you gain the ability to fire a super charged energy blast as a full round action by drawing all of the energy from the remaining rounds into the 1 round currently chambered. All of the other rounds disintegrate in during the energy transfer. After being fired the pistol used cannot be fired the next round. Every time you use this ability more than once a day you take a 10% chance, stacking per use that the pistol explodes in your hand dealing the total energy stored to the wielder and anyone adjacent. Reflex Save for half (DC = Class lvl + enhancement bonus of the pistol)

Ex-Legend of the Gunslingers[edit]

Campaign Information[edit]

Playing a Gunslinger[edit]

I envisioned them as a roguish outlaw type, hence the chaotic nature, usually as a head hunter, or a hired gun, or adventuring for wealth with a band of misfits.

Combat: Providing Ranged damage.

Advancement: Many LotG seek to advance to the Legend of the Sniper Prestige class, but others have been known to return to their roots as a Wizard or Cleric to help further their power

Resources: There is no settled Organization for Legends of the Gunslinger, their stories travel from word of mouth and bard to bard. Few ever actually encounter one.

Gunslingers in the World[edit]

Usually as outlaws, or general problem makers, their naturally chaotic nature makes them rather unpredictable in civilized society.

NPC Reactions: Since many people can go their lives without ever laying eyes on a LotG, seeing one in public is cause for attention, whispers passed around town from people who may of heard of the legends. But for those who have listened to the legends they are a little apprehensive about dealing with them in town.

Gunslinger Lore[edit]

Gunslingers are a rare sight as maybe only a few exist at any one time, and those that do aren't quick to disclose all of their secrets.

Characters with ranks in Arcana 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.

DC Result
11 A Gunslinger uses his pistols primarily in combat.
16 A Gunslinger can Imbue energy into his ammunition.
21 An experienced Gunslinger can unleash a powerful energy blast from his pistols.

Legend of the Gunslingers in the Game[edit]


Sample Encounter:

EL whatever:

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