Pistoleer 
Prestige Class for 3rd ed D&D
Dan Buterbaugh

  This is an update of the Pistoleer kit from the book "Champions of the Mists" by William W. Connors. Pistoleers were originally designed for Ravenloft, but they can be used in any campaign which allows firearms. Feel free to replace smokepowder with gunpowder if necessary for your world.

  The pistoleer is someone who has devoted time and effort to mastering smokepowder weapons. Pistoleers are an uncommon sight on any world where they exist. They prefer the use of pistols, though some will use a musket instead. A pistoleer will always have at least one pistol or his musket with him at all times, unless it would be socially or legally unacceptable to do so. They also have a number of small boxes on them, filled with pre-set charges of smokepowder. A small sack or two filled with bullets is a required fashion statement. Note that pistoleers are always concerned with the weather, as their weapons will not fire if the powder gets wet. They also have a remarked disdain for bows, which can upset the local archers. A pistoleer will never use a bow, as he thinks the weapon is archaic.
  Any race may become a pistoleer, though elves are rare, as they do not care for the loud explosions that accompany the weapon being fired. Humans, gnomes, and half-orcs appear to be the most interested in this profession.
  The hardest part about being a pistoleer is making sure you have enough smokepowder to use your weapons. Smokepowder is quite rare. More than one pistoleer has gone on an adventure just because he heard there was a source of smokepowder in the area. Quite often a pistoleer is forced to rely on a sword until he can find some more smokepowder.
  A person who wants to become a pistoleer must acquire a firearm and find someone who can teach him gunsmithing. Gunsmithing allows pistoleers to keep their weapons in good repair and to mold bullets, making it one of their most important skills. 
  Pistoleers who acquire an extra pistol can be quite dangerous. They can fire both pistols in the first round (with the usual two weapon penalties) if they either have them ready or use the Quick Draw feat. For this reason, many pistoleers attempt to gain an extra pistol at the earliest opportunity. Note that after the first round, the pistoleer may only use one pistol, as he will not be able to reload both weapons. Pistoleers who somehow acquire 4 pistols may fire twice a round for two rounds (with the usual two weapon penalties) if they have the Quick Draw feat. Otherwise, they must expend partial actions drawing their extra pistols. 
  A pistoleer who is reloading his weapon provokes an Attack of Opportunity, thus they usually switch to a melee weapon once the enemy closes.
  I am using the Renaissance pistol and musket from p. 160 of the DMG for this class. The cost of smokepowder is equivalent to the cost of gunpowder given on p. 161. Feel free to raise the price if you feel it is necessary.

Hit Die: d10

Requirements
Base Attack Bonus: +3 or better
Knowledge (weather) ranks: 4 or better
Craft (gunsmithing) ranks: 4 or better
Feats: Point Blank Shot
Special: The character must own a smokepowder weapon.

		Attack	Fort.	Ref.	Will
Level		Bonus	Save	Save	Save	Special
1		     +1         +0             +2          +0 	Exotic Weapon Proficiency (Pistol)
2		     +2         +0             +3          +0	Weapon Focus (Pistol)
3		     +3         +1	    +3          +1	
4		     +4         +1             +4           +1	Precise Shot
5		     +5         +1	    +4	   +1	Far Shot
6		     +6         +2             +5           +2	
7		     +7         +2             +5           +2	Rapid Shot
8		     +8         +2             +6           +2	Shot on the Run
9		     +9         +3             +6           +3	
10		   +10         +3             +7           +3 	Make smokepowder

Class Skills
Skill Points at each level: 2 + Int modifier

Alchemy
Craft (Gunsmithing)
Knowledge (Weather)
Perform (as a Trick Shot Artist only)
Spot

Class Features
Armor and Weapon Proficiency: A pistoleer is proficient in all simple weapons as well as the following martial weapons: short sword, longsword, rapier, and scimitar. They have no proficiency with either armor or shield.
Exotic Weapon Proficiency (Pistol): Free Bonus Feat. It may be exchanged for Exotic Weapon Proficiency (Musket) if the player so desires.
Weapon Focus (Pistol): Free Bonus Feat. It may be exchanged for Weapon Focus (Musket) if the player so desires.
Precise Shot: Free Bonus Feat.
Far Shot: Free Bonus Feat.
Rapid Shot: Free Bonus Feat.
Shot on the Run: Free Bonus Feat.
Make Smokepowder: The pistoleer has mastered the art of making smokepowder. He can make enough smokepowder to fire 5 shots from his pistol for every day he devotes to this skill. He must work for  8 hours of that day in order to make the smokepowder. The pistoleer must be able to work in dry conditions in order to make the smokepowder, as water ruins it.

_Optional Rule_ 
  This rule is taken from 2nd edition. All firearms ignore armor. Someone targetted by a pistol or musket receives no bonus from any armor he is wearing. Magical pluses still apply, though. At the DM's discretion, master-crafted armor may give half it's bonus to the targets AC.
  This rule greatly increases the power of a pistoleer, so use it with caution. It does make the game a bit more realistic.

Note on pistoleer attacks: I have limited the pistoleer to one attack per round because a pistol takes a standard action to reload. When the pistoleer gains Rapid Shot, he may make 2 attacks per round, which are both based on the pistoleer's first attack bonus value, anyway. A pistoleer does not train enough with normal melee weapons to gain extra attacks while using them. He is too concerned with mastering firearms.