Gunslinger
Prerequisites: In order to acquire the Gunslinger prestige class, one must have the following prerequisities.
Feats: Quick Draw, Improved Initiative, Point Blank Shot, Proficiency with guns.
Alignment: Any.
Hit Die: d8.
Class Skills
The gunslinger’s class skills (and the key ability for each skill) are Balance (Dex), Bluff (Cha), Diplomacy (Cha), Gather Information (Cha), Intimidate (Cha), Listen (Wis), Profession (Wis), Ride (Dex), Spot (Wis), Tumble (Dex).
Skill Points at Each Additional Level: 4 + Int modifier.
Code:
Table: The Gunslinger
Level BAB Fort Ref Will Special
1st +1 +0 +2 +0 Cross shot (+4)
2nd +2 +0 +3 +0 Trick Shot (+1d6) ( - 4)
3rd +3 +1 +3 +1 Bonus Feat
4th +4 +1 +4 +1 Crossfire
5th +5 +1 +4 +1 Superior Initiative, Superior Reflexes
6th +6 +2 +5 +2 Loading Style (3 bullets), Trick Shot (+2d6) ( - 2)
7th +7 +2 +5 +2 Improved Precise Shot
8th +8 +2 +6 +2 Crossfire (Improved)
9th +9 +3 +6 +3 Cross shot (+7)
10th +10 +3 +7 +3 Trick Shot (+3d6 ( - 1), Desperado
Class Features
All of the following are class features of the barbarian.
Weapon and Armor Proficiency: A barbarian is proficient with all simple and martial weapons, light armor, medium armor, and shields (except tower shields).
Cross Shot (Ex): At first level a Gunslinger can spend a full round action instead of a standard action to fire a gun. Doing so will reduce the Gunslinger’s attacks to one for that round, however it will increase the one attack’s to-hit by +4 for that round. This ability improves at 9th level to a +7 bonus for the round.
Trick Shot (Ex): At second level, Gunslinger can ricochet bullets off other objects to take his opponent off guard. Using this ability causes the shot to be more difficult (- 4 to attack), however, doing so will inflict an additional 1d6 points of damage on any enemy hit. Using this ability requires any surface to reflect the shot off on (even if it is a coin that the gunslinger throws into the air). This extra damage applies even to enemies immune to criticals or with indiscernible body types. This ability increases to (+2d6) ( - 2) at 6th level, and (+3d6) ( -1) at 10th level.
Note: Specifying objects to reflect the shot off of increases the penalty to-hit. Generally, the DM will tell you (if you have to use something creative) but Gunslingers caught in situations without a surface to reflect their shots usually use coins to do so. The penalty for reflecting shots off of coins increases by -4.
Bonus Feat: At third level, the Gunslinger gains, as the feat, Weapon Focus (Guns) or Mounted Archery.
Crossfire (Ex): At 4th level, a Gunslinger can fire two single handed guns (one in each hand) at only a -2 penalty to all of the Gunslinger’s attacks in that round. (This acts as the Two Weapon Fighting feat, but only works with guns). This ability increases at 8th level (effectively Improved Two Weapon Fighting). Using this ability takes a full round action.
Note: This can be used with Rapid Shot (not Multishot), however the Gunslinger incurs both penalties from Rapid Shot and Crossfire for all attacks. Rapid Shot only applies to the primary hand, not the offhand.
Superior Initiative/Reflexes (Ex): At 5th level, a Gunslinger’s reaction time heightens. The Gunslinger gains +3 more to his initiative, and +2 more to his reflex save.
Loading Style (Ex): At 6th level, the Gunslinger’s knowledge of the mechanisms of a gun increases. With this new knowledge, the Gunslinger can now load any gun to fire three shots (though all separately). This allows the Gunslinger to be able to fire a weapon several times without having to reload the weapon.
Improved Precise Shot (Ex): At 7th level, the Gunslinger gains Improved Precise Shot, as the feat, even if the Gunslinger does not meet the requirements.
Desperado (Ex): At 10th level, the Gunslinger has become so familiar with guns that any gun the Gunslinger uses are treated as magic weapons for the purpose of dealing damage to creatures with damage reduction
Code:
Table 1: Firearms
Size Weapon Cost Damage Critical Increment Weight Type
S Vintage Pistol 225 1d10 x3 15 ft. 3.5 lbs. P
S Arquebuss 125 2d8 x3 20 ft. 4 lbs. P
S Pistol 100 2d6 x3 30 ft. 3 lbs. P
S Stinger 25 2d4 x3 10 ft. 1 lb. P
M Musket 125 3d6 x3 50 ft. 10 lbs. P
M Mortar* 165 2d6** x2 30 ft. 7 lbs. P
M Musketoon* 190 1d12 x2 Special 8 lbs. P
L Swivel-Mount* 375 2d8 x2 Special 25 lbs. P
* Special rules apply. See weapon description.
**"Splash" damage 1d6
Weapon Descriptions
Vintage Pistol: The original firearms design. This weapon is not well balanced, and the firing mechanism is so large that it tends to catch on cloaks and the like. Only 26 were ever made, and the cost reflects its collector price.
Ammunition: bullets (10), 3gp, 2 lb.
Arquebuss: The arquebuss is the biggest pistol made. The weapon is favored by monster slayers due to its great stopping power. It's larger size makes it less accurate than the Pistol at long range, though.
Ammunition: bullets (10) 4 gp, 2.5 lb.
Pistol: The basic pistol is the most popular and best developed of all the firearms available. The pistol is quite popular with pirate captains, and most members of the city Watch also carry them. Because of their reliabily, add a +1 to any misfire rolls for the pistol.
Ammunition: bullets (10), 3 gp, 2 lb.
Stinger: The stinger is designed to be a discrete weapon for gentlemen, high-class call girls, fearful politicians and the like. It is designed to be more easily concealed, yet strong enough to deal with thugs and the like.
Ammunition: bullets (10), 2 gp, 1 lb.
Musket: The first long-arm weapon available, and proven in a number of ship-to-ship battles. The musket has even prompted some wealthy barons to establish elite troops of sharp-shooters.
Ammunition: bullets (10), 3 gp, 2 lb.
Mortar: This short-barreled weapon uses a simple charge to lob a crude grenade farther than a man can throw. It isn't particularly accurate, but it works well on ships packed with marines or simply as a distraction. The weapon uses the rules for grenadelike weapons found in the PHB (page 138). "Splash" damage is 1d6.
Ammunition: grenade (1), 25 gp, 1 lb.
Musketoon: The musketoon has a shorter barrel than the musket due to its close-support role. Unlike other firearms, the musketoon is loaded with a bag of small lead pellets. This sprays out a hail of lead in front of the firer, but does not allow for accurate shooting. A musketoon attack is resolved as a breath weapon line attack with a range of 30 ft. Opponents caught in the line can make a reflex save (DC 15) for half damage.
Ammunition: shot(10), 6 gp, 3 lbs.
Swivel Gun: The largest weapon designed to date is the swivel gun. The gun is too big for a medium-sized humanoid to fire normally, so swivel guns are usually mounted on ships or walls. Like the musketoon, they fire a spray of lead pellets (or, in a pinch, nails or rocks). Ideal for boarding actions, a swivel gun can sweep a deck clear in a matter of seconds. The weapon fires a 30 ft. cone of spinning metal. Anyone caught in the area of effect takes damage, with a Reflex save (DC 18) for half. A swivel gun is normally crewed by two men. It they work together they can reload the weapon in only two rounds.
Ammunition: shot (10) 15 gp, 12 lbs.
Rules
Using firearms requires the martial weapons proficiency feat. This feat allows the use of all firearms; those lacking it take the usual -4 penalty to attack rolls. Reloading a firearm is a slow process. Powder must be poured down the barrel and the lead shot rammed home. It take three full-round actions to reload a firearm, and the reload action provokes attacks of opportunity. Characters with multiple attacks per round can use them only if they have several firearms ready to fire. In other words, a 7-th level fighter can take his two attacks only if he has two loaded pistols at the ready. This limitation also applies to characters with the Firearms Drill feat. Firearms are still in their infancy, and are not always reliable. Whenever a 1 is rolled on a firearms attack roll, roll another d20 and consult the Firearms Misfire table.
Code:
Firearms Misfire Table
D20 Result
1-3 Kaboom! Weapon explodes, inflicting normal damage to the user.
4-8 Fouled. The barrel becomes fouled. An hour must be spent cleaning it out before the weapon can be used again.
9-12 Jammed. The clockwork firing mechanism jams. Clearing the jam requires 1d6 full-round actions. It may fire the round after clearing.
13-16 Weak charge. Too little powder was used to prime the weapon, so the shot is fired to no effect. Reload as normal.
17-20 Failed ignition. Either the firing mechanism fails to produce a spark or the powder simply fails to ignite. The weapon doesn't go off, but it can be fired again next round without having to reload.
New Feat
Firearms Drill [General]
You have spent long hours drilling with firearms, making loading second nature.
Prerequisite: Dex 13+
Benefit: Each time you take this feat you can reduce your reload time by one full-round action. You cannot reduce the reload time to less than one full-round, however.
Normal: It usually takes three full-round actions to reload a firearm.