Gunslinger (3.5 DnD class)

“When all else fails, Deadeye”

-Kurt, Human Gunslinger

Game Rule Information
Gunslingers have the following game statistics.
Abilities: Dexterity is important for a gunslinger both because he tends to wear light armor and because of their ranged proficiency also it fuels bullet dodge and deadeye. Strength adds to the Gun Melee Special and any melee weapons they may have. Intelligence is also important for gunslingers as it gives them a high number of skill points.
Alignment: Any
Hit Die: 1d8
Class Skills: 4 + int modifier (x4 at 1st level)
Gunslinger Class Skills: Craft (gunsmith) (int), Disable Device (int), Gather Information (cha), Hide (dex), Intimidate (cha), Knowledge: Architecture and Engineering (int), Knowledge: Local, Move Silently (dex), Tumble (dex), Search (wis), Profession (wis), Sense Motive (wis), Spot (wis), Sleight of hand (dex)

Level Base Attack Bonus Fort

Save

Ref

Save

Will

Save

Special
1st +1 +2 +2 +0 Gun Melee, Shot on the Run,

Deadeye +1d6

2nd +2 +3 +3 +0 Gun Style, Evasion
3rd +3 +3 +3 +1 Bullet Dodge

Deadeye Shot +2d6

4th +4 +4 +4 +1 Rapid Reload,  Uncanny Dodge
5th +5 +4 +4 +1 Deadeye Shot +3d6, Hogtie
6th +6/+1 +5 +5 +2 Improved Gun Style
7th +7/+2 +5 +5 +2 Deadeye Shot +4d6
8th +8/+3 +6 +6 +2
9th +9/+4 +6 +6 +3 Deadeye Shot +5d6
10th +10/+5 +7 +7 +3
11th +11/+6/+1 +7 +7 +3 Gun Style Mastery,

Deadeye Shot +6d6

12th +12/+7/+2 +8 +8 +4
13th +13/+8/+3 +8 +8 +4 Deadeye Shot +7d6
14th +14/+9/+4 +9 +9 +4
15th +15/+10/+5 +9 +9 +5 Harden Gun Style,

Deadeye Shot +8d6

16th +16/+11/+6/+1 +10 +10 +5
17th +17/+12/+7/+2 +10 +10 +5 Deadeye Shot +9d6
18th +18/+13/+8/+3 +11 +11 +6
19th +19/+14/+9/+4 +11 +11 +6 Legendary Gun Style

Deadeye Shot +10d6

20th +20/+15/+10/+5 +12 +12 +6

Class Features
These are the class features of the Gunslinger.
Weapon and Armor Proficiency (Ex): A Gunslinger is proficient with all simple and all types of crowbows, as well as all Pistols and Rifles. A Gunslinger may wear light armor but not shields.

Gun Melee: The Gunslinger can use his Pistol or Rifle as a melee weapon at half damage his damage roll. This attack is lethal damage and bludgeoning. Doing so does not provoke attacks of opportunity.

Shot on the Run: At 1st level, a Gunslinger gains Shot on the Run as a bonus feat. A gunslinger need not have any of the prerequisites normally required.

Deadeye: Deadeye is the ability to shoot with speed and accuracies. A number of times per day equal to 1 + his Dexterity Mod a Gunslinger can hit his enemies weak spots while wielding a pistol, revolver, rifle, or any range weapon (besides lasso or roped weapon) can deals +1d6 additional damage, this damage increases by 1d6 every two levels past 1st. If he miss the attack he may take damage from the d6 and add to his attack. He can use Deadeye Shot at ranges up to the guns max range (including feats). When a Gunslinger has 2d6 or more he can split the damage to multiple targets as much as his range weapon ammo capacity or your reload speed will allow. The extra damage dealt by Deadeye Shot is not multiplied on a critical hit.

Evasion: If subjected to an attack that allows a Reflex save for half damage, a character with evasion takes no damage on a successful save.

Bullet Dodge: A Gunslinger can dodge any range attack that is fired at him. A Gunslinger can use his evasion against range attacks. This works from the same pool as deadeye.

Rapid Reload: At Level 4, you gain Rapid Reload as a bonus feat. A gunslinger need not have any of the prerequisites normally required. If he all ready has this feat he can select a different range feat

Uncanny Dodge: Starting at 4th level, a Gunslinger can react to danger before your senses would normally allow you to do so. You retain your Dexterity bonus to AC (if any) even if you are caught flat-footed or struck by an invisible attacker. However, you still lose your Dexterity bonus to AC if immobilized.

Hogtie: A Gunslinger can subdue an attacker without hurting him. He adds +10 to make a lasso and a +2 to his grapple to hogtie him. The attacker can get out by breaking the rope or by matching the Gunslingers grapple check.

Gun Style: At 2nd level, a Gunslinger must select one of two styles of guns to pursue, Pistols or Rifles. If he selects Pistols, he gains the special ability “Fire from the Hip” (see below) and Quick Draw as a Bonus feat but only for Pistols. If he selects Rifles, he gains the special ability “Flanking Fire” (see below).

  • Fire from the Hip: the ability to quickly draw and fire his pistols before his opponents can react. Before combat starts, the gunslinger may attempt a Sleight of Hand check against an opponent’s Sense Motive check. If the gunslinger wins the contest, he adds a +4 bonus to the attack roll for his first attack(s).
  • Flanking Fire: A Rifle’s ranged attacks count as melee attacks for the purposes of determining and awarding flanking bonuses.

Improved Gun Style: A Gunslinger gets familiar with his style that he has chosen style. If he has chosen Pistols he gains the ability “Shoot from Their Hand” (see below). If he has chosen Rifles he gains the ability “Headshot” (see below).

  • Shoot from Their Hand: A Gunslinger may attempt to shoot a weapon from an enemy’s hand. The gunslinger makes an attack roll against the weapon (AC 10 + weapon’s size + wielder’s Dexterity modifier + any bonuses the weapon has against disarming). If the attack is successful, the target is disarmed of the weapon. This attack may not be made against weapons that are hidden or obscured by their carrier.
  • Headshot: He becomes able to aim his ranged attacks at his enemies’ weak points. Once a day, he may expend his use of this ability as a swift action to make his next attack, if successful, an automatic critical hit. He doesn’t add his base attack bonus to this roll. If this attack misses, the use of the ability is expended without effect. This ability cannot be used in conjunction with a Sneak Attack, Deadeye Shot, or similar ability.

Gun Style Mastery: A Gunslinger gets more familiar with his style that he has chosen style. If he has chosen Pistols he gains the ability “Two-Handed Shooting(see below). If he has chosen Rifles he gains the ability “Sniper” (see below).

  • Two-Handed Shooting: The Gunslinger gains the feat Two-Weapon Fighting but only for Pistols and the Pistol in the off hand is considered a light weapon.
  • Sniper: A rifle train on a target is as good as dead. Name the target and skip your turn, for the number of turns you skip add to the attack (maximum of +10).

Harden Gun Style: A Gunslinger gets more familiar with his style that he has chosen style. He gains the ability “Skill Mastery(see below).

  • Skill Mastery: The gunslinger becomes so certain in the use of certain skills that she can use them reliably even under adverse conditions. Upon gaining this ability, she selects a number of skills equal to 3 + her Intelligence modifier. When making a skill check with one of these skills, she may take 10 even if stress and distractions would normally prevent her from doing so. A gunslinger may gain this special ability multiple times, selecting additional skills for it to apply to each time.

Legendary Gun Style: A Gunslinger is now an expert at his style that he has chosen. If he has chosen Pistols he gains the ability “Opportunist(see below). If he has chosen Rifles he gains the ability “Through and Through” (see below).

  • Opportunist: Once per round, the gunslinger can make an attack of opportunity against an opponent who has just been struck for damage in melee by another character. This attack counts as the gunslinger’s attack of opportunity for that round. Even a gunslinger with the Combat Reflexes feat can’t use the opportunist ability more than once per round.
  • Through and Through: A Gunslinger who becomes legendary with a Rifle can go through one target and the bullet keeps going. When a Gunslinger successfully hits and kills his target the bullet travels in the same line hitting anyone in that line at half damage. Anyone can reflex this to take haft the damage or if the person has evasion no damage. Also the Gunslinger can choose not to have this effect on his attack.

New Items
A gunslinger has access to more advanced items.
Bullets (10)
Weight: 1 lb.
Cost: 3 gp.
Craft DC: 10 (requires 1 oz. gunpowder)
Gunpowder (powder horn)
Weight: 2 lbs. (32 oz.)
Cost: 35 gp
Craft DC: 15

Speed Loader

Weight: 1 lb.

Cost: 50 gp

Craft DC: 25 (requires # of Bullets equal to the # of Bullets gun can hold)

Box Magazine (in this case this is a gun augment and must be attach to the gun)

Weight: 1 lb.

Cost: 50 gp

Craft DC: 25 (requires # of Bullets equal to the # of Bullets gun can hold)

Reloading
Different guns reload at different speeds.
Revolvers
1 revolver w/ free hand = standard
1 revolver w/ free hand + rapid reload = move
1 revolver w/ free hand + rapid reload + Speed Loader = free
2 revolver = full round
2 revolver + rapid reload = standard
2 revolver + rapid reload + Speed Loaders = move

Rifle w/ free hand = standard

Rifle w/ free hand + rapid reload = move

Rifle w/ free hand + rapid reload + Box Magazine = free