Gunslinger (3.5e Class)

From D&D Wiki
Jump to navigation Jump to search


Gunslinger[edit]

Gunslingers employ a blend of stealth and ranged attacks and often take on the roles of bounty hunters, bodyguards, and mercenaries. They are skilled marksmen with firearms, exhibiting substantial terrain control and impressive mobility.

Making a Gunslinger[edit]

A Gunslinger is a tactical shooter who leverages the terrain to their advantage, skillfully blending into their surroundings to reposition and attack. Their training allows them to move while firing, catching their target off guard, leaving them unable to discern where or when the shots are coming from, keeping them at bay.

Abilities: Dexterity is most important of all attributes, as it is Dexterity that allows a Gunslinger to survive in combat. Intelligence improves their use of tactical skills, enabling them to allocate a greater number of them, as well as construct their own ammunition. Intelligence is also useful for crafting and problem-solving in various situations.

Races: Primarily Humans, Halflings, and Gnomes, but Dwarves and Elves are occasionally Gunslingers.

Alignment: Any.

Starting Gold: 2d4×10 gp (40 gp).

Starting Age: Moderate.

Table: The Gunslinger

Hit Die: d8

Level Base
Attack Bonus
Saving Throws Special
Fort Ref Will
1st +0 +0 +2 +0 Sneak Shot +1d6, Craft Ammo
2nd +1 +0 +3 +0 Uncanny Dodge, Flanking Fire
3rd +2 +1 +3 +1 Sneak Shot +2d6, Improved Precision 45 feet
4th +3 +1 +4 +1 Tactical Shot
5th +3 +1 +4 +1 Sneak Shot +3d6
6th +4/+1 +2 +5 +2 Improved Precision 60 feet
7th +5/+2 +2 +5 +2 Sneak Shot +4d6
8th +6/+1 +2 +6 +2 Tactical Reposition
9th +6/+1 +3 +6 +3 Sneak Shot +5d6, Improved Precision 75 feet
10th +7/+2 +3 +7 +3 Improved Uncanny Dodge
11th +8/+3 +3 +7 +3 Sneak Shot +6d6
12th +9/+4 +4 +8 +4 Pursuit Shot, Improved Precision 90 feet
13th +9/+4 +4 +8 +4 Sneak Shot +7d6
14th +10/+5 +4 +9 +4 Covering Fire
15th +11/+6/+1 +5 +9 +5 Sneak Shot +8d6, Improved Precision 105 feet
16th +12/+7/+2 +5 +10 +5 Tactical Reposition
17th +12/+7/+2 +5 +10 +5 Sneak Shot +9d6
18th +13/+8/+3 +6 +11 +6 Improved Precision 120 feet
19th +14/+9/+4 +6 +11 +6 Sneak Shot +10d6
20th +15/+10/+5 +6 +12 +6 Disarming Shot


Class Skills (6 + Int modifier per level, ×4 at 1st level)
Appraise (Int), Balance (Dex), Bluff (Cha), Climb (Str), Concentration (Con), Decipher Script (Int), Diplomacy (Cha),Disable Device (Int), Escape Artist (Dex), Gather Information (Cha), Hide (Dex), Intimidate (Cha), Jump (Str),Knowledge (local) (Int), Listen (Wis), Move Silently (Dex), Open Lock (Dex), Search (Int), Sense Motive (Wis), Sleight of Hand (Dex), Spot (Wis), Swim (Str), Tumble (Dex), Use Rope (Dex), Craft (Gun) (Int), Profession (Gunsmith) (Wis).

Class Features[edit]

All of the following are class features of the Gunslinger.


Weapon and Armor Proficiency: Weapon and Armor Proficiency: Gunslingers are proficient with all simple weapons and all Firearms. Gunslingers are proficient with light armor, but not with shields.

Sneak Shot (Ex): If a gunslinger can catch an opponent when he is unable to defend himself effectively from her attack, she can strike a vital spot for extra damage. Basically, the gunslinger´s attack deals extra damage any time her target would be denied a Dexterity bonus to AC (whether the target actually has a Dexterity bonus or not), or when the gunslinger flanks her target. This extra damage is 1d6 at 1st level, and it increases by 1d6 every two gunslinger levels thereafter. Should the gunslinger score a critical hit with a Sneak Shot, this extra damage is not multiplied. (See Table 8—5: Attack Roll Modifiers and Table 8—6: Armor Class Modifiers, players handbook page 151, for combat situations in which the gunslinger flanks an opponent or the opponent loses his Dexterity bonus to AC.)

A gunslinger can sneak shot 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 shots. 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 shot while striking a creature with concealment (see players handbook page 152) or striking the limbs of a creature whose vitals are beyond reach.

Craft Ammo (Ex): At first level a If a Gunslinger has ranks in either Craft (Gun) (Int) or Profession (Gunsmith) (Wis) he can craft ammunition (only for firearms). An Gunslinger begins to create modified bullets which hold special magical and elemental projectiles. There are six different types of elemental bullets ; Cold, Fire, Electrical, Sonic, Acid, and Poisoned. Additionally, the Gunslinger can create holy and unholy water capsule bullets which contain aligned water, powdered silver, and garlic (or other materials that could be suspended in small capsules) used against evil or good enemies. Every hour, a Gunslinger can craft 6 bullets of any one element and requires materials detailed in the following chart. Additionally, each hour requires a craft (bullets) DC check to successfully create. Failure results in the loss of all crafting materials. These modifications can be made to any type of bullets the Gunslinger can and has made.

Table: Craft Ammo
Level Type Craft DC Bonus Damage Required Materials
1st Fire/cold 12 +1d6 fire or cold damage 1 flask of Alchemists Fire/1 Coldstone
2nd Holy/Unholy 15 +1d4 holy/unholy damage 1 flask of holy/unholy water
3rd Sonic 18 +1d6 electric damage 1 thunderstone
5th Electric 21 +1d6 sonic damage 1oz. acid
8th Acid 24 +1d6 acid damage 1 flask of chosen acid
11th Armor Piercing 27 Negate armor and nature bonus AC Adamantium

A bullet embedded in the body due to a successful shot causes discomfort and imposes penalties on the affected individual. Moving is a constant source of pain and prevents them from acting normally, resulting in a -1 penalty to attack and a -1 penalty to Armor Class dodge bonus. Having more than one embedded bullet does not increase the penalties. Removing an embedded bullet takes a full-round action due to the complexity of removing a small object lodged within the body. A successful SRD:Heal check with a difficulty of 15 is required to avoid taking 1d6 points of damage when removing the bullet. If the individual has more than one embedded bullet, they must make a separate SRD:Heal check for each embedded bullet or suffer the damage. It can take a full round to remove up to a maximum of 5 embedded bullets from the body.

Example simple revolver:

Size Medium
Critical x3
Range Increment 120ft
Type Piercing
Damage 1d12
Magazine 6 bullets
Weight 12 lbs


Uncanny Dodge (Ex):: Starting at 2nd level, a Gunslinger can react to danger before his senses would normally allow his to do so. He retains his Dexterity bonus to AC (if any) even if he is caught flat-footed or struck by an invisible attacker. However, a Gunslinger still loses his Dexterity bonus to AC if immobilized.

Flanking Fire (Ex):: Gunslingers are able to maneuver to their foes' sides and backs, and take advantage of the way this exposes these foes to attack. A Gunslingers ranged attacks count as melee attacks for the purposes of determining and awarding flanking bonuses.

Improved Precision (Ex):: Normally, ranged attacks can count as sneak attacks only if the target is within 30 feet. At 3rd level the Gunslinger improves deadly accuracy increasing the range of sneak shot to 45 feet at level 3, 60 feet at level 6, 75 feet at level 9, 90 feet at level 12, 105 feet at level 15, and finally 120 feet at level 18. A gunslinger can't strike with deadly accuracy from beyond that range using firearms. Sneak attacks granted by multiclassing can be applied to firearm shots with the Improved Precision range improvement.

Tactical Shot (Ex):: As a Gunslinger reaches level 4th, they become an expert tactical shooter, capable of dealing even greater damage with firearms. In addition to their combat prowess, their cunning shines through their Intelligence. They add their Intelligence modifier (if any) as a bonus on attack and damage rolls. This reflects their ability to analyze and make the most of their shots, aiming with pinpoint precision.

Tactical Reposition (Ex):: After reaching 8th level, the Gunslinger can use a portion of their move action after making their first base attack to reposition themselves, take cover, and fire again. This ability allows them to apply sneak attack on the subsequent shot after repositioning. The target must fail a Spot check against your Hide check. If the Gunslinger is proficient with two-weapon fighting, both shots toman al objetivo como desprevenido and can apply sneak attack damage. Tactical Reposition can only be performed if no movement action has been taken before using their first base attack, and the Gunslinger must move at least 10 feet to reposition themselves. At 16th level, if you already have a third base attack, you can take the remaining portion of your move action to move, hide, and shoot. The attack of your third base attack deals sneak attack damage. You must have at least 10 feet of your movement action available and move those 10 feet to reposition yourself.

Improved Uncanny Dodge (Ex): A Gunslinger of 10th level or higher can no longer be flanked.

Pursuit Shot (Ex): At 12th level and beyond, Gunslingers can pursue their target. When they do so, they are capable of making attacks of opportunity with their ranged weapon against creatures that attempt to move outside of 30 feet from them.

Covering Fire (Ex): Starting from 14th level, Gunslingers can use covering fire. When they do so, they are capable of making attacks of opportunity with their ranged weapon against creatures that enter within 30 feet of them. They can add their sneak attack damage.

Disarming Shot (Ex): Finaly, at 20th level, a Gunslinger may now make a ranged disarm attempt against his opponent as long as he is within the first range incriment of the Gunslinger's ranged weapon. The Gunslinger goes through all the steps as per instuctions of disarm. Disarming Shot does provoke an attack of opportunity as per a regular disarm attempt unless the Gunslinger has acquired the Improved Disarm feat.

Gunslinger Starting Package[edit]

Weapons: Revolver(x2), Dagger.

Gear: Studded Leather, Backpack, Bedroll, Waterskin, Flint & Steel, 3×Torches, Sewing Needle, Fishhook, Belt Pouch, Sack, Traveler's Outfit, Ammunitions Pouch.

Gold: 3d4 gp


Back to Main Page3.5e HomebrewClassesBase Classes Revolver