Special Operative Gunslinger (3.5e Class)

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Special Operative Gunslinger[edit]

Special Operative Gunslingers hide away from enemies and wait for the right moment to strike with their guns, using a wide variety of devices to aid them.

Making a Special Operative Gunslinger[edit]

Very good at hiding and noticing things, poor at actual fighting. Works well with most classes, but works best with melee fighters that gain threat against the enemies.

Abilities: Dexterity helps a Special Operative Gunslinger aim and dodge more effectively, allowing him to hit more without being hit. Wisdom helps a Gunslinger sense enemies, allowing him to quickly locate and kill them before he is killed himself. Charisma is often useful in public situations where the Gunslinger needs to find information.

Races: Special Operative Gunslinger forces usually only accept Humans, Elves, Half-Elves, and Halflings into the force; exceptions can be made as long as long as the applicant’s fingers are small enough to fit through the trigger of a gun (the finger size of a normal Human), and the applicant is humanoid.

Alignment: (Any Non-Chaotic) A Gunslinger must follow the laws of his force, so he must be partially lawful as long as he is training with them. The Gunslinger may, when the force is unaware, break rules or laws, in which case he may be neutral. A Gunslinger cannot be chaotic without leaving the force.

Starting Gold: 5d4×10 gp (125 gp).

Starting Age: Simple.

Table: The Special Operative Gunslinger

Hit Die: d10

Level Base
Attack Bonus
Saving Throws Quickshot Attacks Special
Fort Ref Will
1st +0 +0 +2 +0 -2/-2 Weapon Summon [X]; [PPK x1]; Quickshot
2nd +1 +0 +3 +0 -1/-1 Stealthy Operation
3rd +2 +1 3 1 +0/+0 Accurate Shot; Focus Shot; [PPK x2]
4th +3 +1 +4 +1 +1/+1 Far Sight; Notice
5th +3 +1 +4 +1 +2/+2 Foresight; Improved Stealthy Operation; PPK Upgrade
6th +4 +2 +5 +2 +3/+3 [Smoke Bomb]
7th +5 +2 +5 +2 +4/+4 Dodge +1
8th +6/+1 +2 +6 +2 +5/+5/+0 [Shotgun]
9th +6 /+1 +3 +6 +3 +6/+6/+1 Improved Accurate Shot; Dodge +2
10th +7/+2 +3 +7 +3 +7/+7/+2 True Sight; [Grenade]
11th +8/+3 +3 +7 +3 +8/+8/+8/+3 Through Sight; Greater Quick Shot; Dodge +3
12th +9 /+4 +4 +8 +4 +9/+9/+9/+4 [Sniper]
13th +9/+4 +4 +8 +4 +9/+9/+9/+4 Super Accuracy; Dodge +4
14th +10/+5 +4 +9 +4 +10/+10/+10/+5 Bonus Feat
15th +11/+6/+1 +5 +9 +5 +11/+11/+11/+6/+1 Dodge +5
16th +12/+7/+2 +5 +10 +5 +12/+12/+12/+7/+2 [Rocket Launcher]
17th +12/+7/+2 +5 +10 +5 +12/+12/+12/+7/+2 Dodge +6
18th +13/+8/+3 +6 +11 +6 +13/+13/+13/+8/+3 Bonus Feat
19th +14/+9/+4 +6 +11 +6 +14/+14/+14/+9/+4 Dodge +7
20th +15/+10/+5 +6 +12 +6 +15/+15/+15/+10/+5 [Special Operative Scattershot]

Class Skills (6 + Int modifier per level, ×4 at 1st level)
The Special Operative Gunslinger's class skills are: Balance (Dex), Bluff (Cha), Diplomacy (Cha), Escape Artist (Dex), Gather Information (Cha), Hide (Dex), Listen (Wis), Move Silently (Dex), Search(Int), Speak Language (None), Spot (Wis), Survival (Wis).

Class Features[edit]

All of the following are class features of the Special Operative Gunslinger.

Weapon and Armor Proficiency: Proficient in ONLY Special Operative Gunslinger weapons and armor. Cannot gain proficiency in any other weapons or armor (exception: when multiclassing, gain other class' proficiencies).

Weapon Summon [X]

Name Cost Damage Critical Range Increment Weight Type Stock Limit
PPK N/A 1d6 (19-20)/x2 80 ft. 1/2 lb. Piercing
PPK Clip (10) N/A 1/4 lb. No Limit
PPK Upgrade N/A 1d8 (19-20)/x2 80 ft. 1 +1/2 lbs. Piercing
Shotgun N/A 2d6 (5-20)*/x4 50 ft. 10 lbs. Piercing
Shotgun Clip (5) 1 gp 1/2 lb. No Limit
Sniper N/A 1d10 + Dex (20)*/x20 1000 ft. 10 lbs. Piercing
Sniper Clip (2) 1 gp 1/2 lb. 10 Clips
Rocket Launcher N/A Special* ----- Indefinite 50 lbs. Bludgeoning/Fire
Rocket Clip (1) 20 gp 20 lbs. 10 Clips
Scattershot N/A Special* ----- 100 ft. Cone 30 lbs. Piercing
Scattershot Clip (1) 120 gp 20 lbs. 2 Clips
Smoke Bomb 30 gp ---/5d6 10 ft. times Strength 3 lbs. ---/Fire 4 Bombs
Grenade 50 gp 5d6/6d6 10 ft. times Strength 5 lbs. Force/Fire 4 Bombs

Special Operative Weapons are treated as Possessions not on person. The Special Operative Gunslinger has two devices (one in each hand) that were attached to the hand inside the skin. These devices allow the summoning of the gun, Ammunition Clip, or Bomb to the Gunslinger from their designated armory [each gunslinger’s armory is in a hidden dimension that cannot be entered by anything except for a gunslinger’s weapons or armor]. Each weapon has a different summoning time. All weapons are summoned fully loaded, as long as they have been in the armory for at least 10 rounds. Else, the weapons return with the same amount of ammunition as they had when they were sent to the Armory.

All guns and bombs make a loud sound when fired or reloaded. When trying to move silently, the DC to be silent increases by 30 when reloading, and increases by 200 when shooting.

These Special Operative Weapons stay in the Gunslinger’s armory in the hidden dimension, from which the Gunslinger can summon them. The ammunition for these weapons can only be bought at special Gunslinger hideouts, which are disguised unless the Gunslinger shows his badge. A spot check of DC 25 is required to notice that the store is a Gunslinger hideout, and a knowledge (Special Operations Teams) check with a DC 10 (cannot be used untrained). All Gunslingers are trained in and have +10 on knowledge (Special Operations Teams) checks.

  • 1: PPK: Dual-Wielding S.O. PPK gives -4/-4 to accuracy rolls, OR -2/-2 if Two Weapon Fighting is one of the Gunslinger’s feats (cannot Dual

summon PPK's until 3rd level). Level Requirement: 1, One Handed; Immediate Action - Summon Weapon; Move-Action - Summon Clip and Reload; if Dual Wielding: Full-round - Summon Clip and Reload; Infinite Stock of Ammunitions.

At level 5, the PPKs become heavier and deal 1d6 damage rather than 1d4 (PPK Upgrade).

  • 2: SHOTGUN: For every 10 ft. shot, the shot’s critical range reduces by half (within 10 ft, the critical range is 5-20; between 10 and 20 ft,

the critical range is 13-20; between 20 and 30 ft., the critical range is 17-20; the critical range cannot go below range of 1[20]); Level Requirement 8; Two Handed; Move Action - Summon Weapon; Move Action - Summon Clip and Reload; Attack Bonus +8(minus 1 for every 5 ft. shot); Stock Limit: None

  • 3: SNIPER: Takes one full-round action to aim at a certain enemy (enemy must be standing still or close to it; cannot hit target moving more

than 5 ft. per 6 seconds); each following full round of aiming (after the first) at 1 enemy (standing still) doubles the critical threat range (No Maximum); This is the only Special Operative Weapon that increases the damage dealt by the Gunslinger's Dexterity Modifier; If target is past 1000 ft., the shot falls to the ground; (1d20) chance of critical hit (x20)(increased by aiming); Level Requirement 12, Two Handed; Full Round Action - Summon Weapon; Move-Action - Summon Clip and Reload; Attack Bonus +50; Stock Limit: 10 Clips

  • 4: Rocket Launcher.: Fires a Rocket in any straight line. The Rocket explodes on impact with a wall, enemy, or any other object (Reflex misses,

Rocket keeps going; Reflex DC (40 minus 1 per square fired [(Max DC 25)]). The rocket deals 5d6 Bludgeoning damage + 15d6 FIRE damage to the object or enemy hit; the explosion then deals 15d6 FIRE damage to everything (excluding the object hit) within a 20 foot radius of the explosion (Reflex halves); Level Requirement 16, Two Handed; Full-Round - Summon Weapon; Full Round - Summon Clip and Reload; Stock Limit: 10 Clips

  • 5 Scattershot: Fires a shot that explodes immediately after firing, creating a scattering shot. The shot hits everything within a 80 foot cone

(cannot go through walls), dealing 15d6 Piercing damage to each target hit, as well as giving them the disease "Shrapnel Poisoning" (each turn, take 1d4 Constitution damage; each turn, roll a Fortitude save DC 60 to be cured of the disease; Cure Disease spell cannot cure disease.)(effects stack) (Reflex halves damage and negates disease DC 30). Level Requirement: 20. Two Handed; Full-Round - Summon Weapon; Full Round - Summon Clip and reload; Stock Limit: 2 Clips

  • 6 Smoke Bomb: At level 6, the Gunslinger can, as a free action, summon and immediately drop/(hold on to, throw as a standard action) a smoke

bomb, which fills a 30 ft (6 square) radius sphere around the bomb with a thick smoke that cannot be seen through except with True Sight, True Seeing (spell), or another means of seeing through illusions. The smoke lasts for 4 rounds, or until it is blown away with wind. If any fire enters the smoke, everything within the cloud takes 5d6 FIRE damage and the cloud disappears. The bomb can be thrown up to 10 ft (2 squares) per Strength Modifier (if the Gunslinger has 0 or less Strength Modifier, the Smoke Bomb can only be dropped in place).

  • 7 Grenade: At level 10, the Gunslinger can, as a free action, summon and immediately drop/(hold on to, throw as a standard action) a grenade.

The grenade explodes upon contact with a physical object (other than the Gunslinger’s hand). The explosion deals 5d6 force damage to everything within 2 ft. of the grenade (no Save). Then, everything within a 30 foot radius of the grenade takes 6d6 Fire damage (Reflex Half, DC 15; anything hit by the Force damage cannot make a Reflex save for half damage).

    • Special Operative Body Armor: A light armor with no Dexterity penalty that grants the user a +2 Armor Bonus to AC; the first 5 damage the

wearer takes in a day is negated. This effect recharges after 24 hours. This Damage Reduction is increased by 5 every 2 levels (3, 5, 7, etc.). Gunslingers can always wear the armor comfortably, unless it is broken, in which it can only be bought at SPECIAL OPERATIVE GUNSLINGER hideouts (30 gp).

Special Operative Gunslinger Class Abilities

Quick Shot A Gunslinger may strike with a flurry of quickened shots at the expense of accuracy. When doing so, he may make one extra attack in a round at his highest base attack bonus (with his main hand weapon only), but this attack takes a -2 penalty, as does each other attack made that round (for both main hand and off-hand attacks). The resulting modified base attack bonuses (for 1 weapon fighting) are shown in the table "The Special Operative Gunslinger". When a gunslinger reaches 5th level, the penalty lessens to -1, and at 9th level it disappears. A gunslinger must use a full attack action to strike with the Quick Shot ability. When using Quick Shot, a gunslinger may attack only with his PPK.

Greater Quick Shot When a gunslinger reaches 11th level, his quick shot ability improves. In addition to the standard single extra attack he gets from quick shot, he gets a second extra attack at his full base attack bonus.

Stealthy Operation At Level 2, a GUNSLINGER gets a +4 to Hide and Move Silently checks.

Accurate Shot At Level 3, a Gunslinger gets a +1 on their dexterity bonus on attack rolls with S.O. Guns. This bonus does not apply to the Quick Shot ability.

Focus Shot At level 3, a Gunslinger can use Focus Shot. To use this attack, the Gunslinger must be Dual-Wielding S.O. PPK’s. The Gunslinger must focus for 10 turns to use this ability (if attempting to move or if interrupted, he must make a concentration check to keep it). After the 10 turns, the Focus Shot can be used, but it must be used immediately. The Gunslinger can use the focus shot to jump to any space within twice the Gunslinger’s land speed (no need to concentrate, uses two move actions). While in the air from the jump, as a free action, the Gunslinger uses both S.O. PPK’s (with their remaining clip) to fire every shot they have at all enemies within eyesight. The damage dealt by this attack is 1d8 + Dex Modifier, with a critical hit threat range of 16 (5-20) for x3 critical hit. This attack uses an attack bonus of +10 (regardless of the Gunslinger’s base attack bonus) for each shot. Each enemy within eyesight cannot be hit more than once with one use of this attack. Any shots not used against enemies are wasted (the shots are fired so rapidly that any excess shots are melted from friction).

Far Sight At Level 4, a Gunslinger can see farther than a normal person. His line-of-sight reaches 1000 ft. (200 sq.) (with perfect quality, as if zoomed in). After the 1000 ft, the Gunslinger’s only can see a gray screen.

Notice At Level 4, a Gunslinger gets a +4 bonus to Spot, Listen, and Search checks.

Foresight At Level 5, a Gunslinger can sense slightly into the future. With this skill, the Gunslinger gets an extra +6 bonus to Spot, Listen, and Search checks, and he doesn’t need to actively Search, Spot, or Listen to perceive the existence of a pathway, item, enemy, or anything else.

Improved Stealthy Operation At Level 5, a Gunslinger gets an extra +6 to Hide and Move Silently checks, and is able to Hide in Plain Sight.

Dodge At Level 7, a Gunslinger can dodge things easier. The Gunslinger gets a +1 dodge bonus to AC. This bonus increases by 1 point every 2 levels after 7th (+2 at 9th, +3 at 11th, etc.). This bonus does not apply whenever a Special Operative Gunslinger would be denied his Dexterity bonus to AC.

Improved Accurate Shot At Level 9, a Gunslinger gets a +3 on his dexterity bonus on attack rolls with S.O. Guns, in place of the bonus from Accurate Shot. This bonus does not apply to the Quick Shot ability.

True Sight At Level 10, a Gunslinger can see through illusions, and can see invisible or hidden things, including things hidden in smoke. The Gunslinger also gets Dark Sight (perfect).

Through Sight At level 11, a Gunslinger can see what is behind walls or objects, but only up to 5 ft. past the object + 5 feet for every 3 class levels (20 ft. at level 9, 25 ft. at level 12, 30 ft. at level 15, etc.). If the object the Gunslinger is attempting to look through is thicker than he can see past the object, he cannot see through it.

Super Accurate Shot At Level 13, a Gunslinger gets a +6 on their dexterity bonus on attack rolls with S.O. Guns, in place of the bonus from Improved Accurate Shot. This bonus does not apply to the Quick Shot ability.

Ex-Special Operative Gunslingers[edit]

A Special Operative Gunslinger that becomes Chaotic can no longer gain any levels in Special Operative Gunslinger until he becomes Lawful or Neutral again. As long as he is Chaotic, he cannot go to the Gunslinger hideouts.

Epic Special Operative Gunslingers[edit]

Table: The Epic Special Operative Gunslinger

Hit Die: d6

Level Special
21st Dodge +8
23rd Dodge +9
25th Dodge +10
27th Dodge +11
29th Dodge +12

6 + Int modifier skill points per level.

Bonus Feats: The epic Special Operative Gunslinger gains a bonus feat (selected from the list of epic feats in the Epic Level Handbook) every 3 levels after 20th (23, 26, 29, etc).

Dodge: The epic Special Operative Gunslinger gains an additional point of dodge bonus to AC every 2 levels (21, 23, 25, etc.).

Human Special Operative Gunslinger Starting Package[edit]

Weapons: Special Operative PPK.

Armor: Special Operative Body Armor

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

Feat: Point Blank Shot.

Bonus Feats: Dodge.

Gold: 5d4x10 (125) gp.

Campaign Information[edit]

Playing a Special Operative Gunslinger[edit]

Religion: Any: There is no specific deity for Special Operative Gunslingers to worship.

Other Classes: Special Operative Gunslingers are commonly jealous of magic, and are therefore easily agitated by casters.

Combat: Scout.

Special Operative Gunslingers in the World[edit]

If you've done everything right, no one will know you've done anything at all.
—Agent Steven Stenson, Human Special Operative


Special Operative Gunslingers stay near their leaders, who are usually Kings or Emperors directly.

Daily Life: A Special Operative Gunslinger doesn't usually have a daily life outside of working.

Notables: Neo, Trinity.

NPC Reactions: NPCs rarely know that Special Operative Gunslingers exist. When they do, they usually treat them as they would most royalty.

Special Operative Gunslinger Lore[edit]

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

Knowledge (Special Operations Teams)
DC Result
5 Special Operative Gunslingers are a very hidden class, not taught to the common person.
10 Special Operative Gunslingers work directly for Kings or Emperors usually.
15 Special Operative Gunslingers have complete immunity to common laws if they are breaking it directly to finish a mission (they cannot just kill people because they are on a mission; there must be a reasonable defense for every law they break).
20 Special Operative Gunslingers have many devices that are unheard of to common people, including devices that allow them to

summon their weapons to them.

Special Operative Gunslingers in the Game[edit]

Special Operative Gunslingers are best as scouts, and are decent at fighting when they need to be.

Adaptation: Magic enhances Special Operative Gunslingers in a special way. A Special Operative Gunslinger can cast touch spells on their ammunitions, allowing them to cast the touch spells on the target they hit with their shots.

Sample Encounter: .

EL : .

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