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While most people view firearms as more of an exotic oddity than anything else, a select few have embraced this odd mesh of technology and alchemy in an effort to master the potential power of these strange devices. As they delve deeper into the workings of their firearms, gunslingers learn the inner workings of their tools, allowing them to fire faster than normal, utilize the environment around them to strike targets others would find impossible to hit, and become increasingly accurate with their weapon of choice.

Gunslingers can be found throughout the known world, though they tend toward larger numbers in those areas with diminished or a complete lack of magic, as these areas tend to highlight their abilities. At their peak, they wield power unparalleled by any who do not rely upon the ways of magic, but their motivations are far from unified. Some feel the call to defend those who cannot defend themselves, while others use their skills to prey upon the weak or to seize power.

Role: Gunslingers tend to be ranged combatants, though they are not without power in close combat. They are among the most potent combatants on a field that lacks access to magic, and even in confrontations where magic plays a role they are a force to be reckoned with.

Alignment: Gunslingers can be of any alignment. As most gunslingers do tend to take a stand for something, be it for themselves or others, true neutral gunslingers are rare.

Hit Die: d10


To qualify to become a gunslinger, a character must fulfill all of the following criteria:

Base Attack Bonus: +6.

Feats: Deadly Aim, Exotic Weapon Proficiency (Firearm), Improved Initiative.

Skills: Bluff 3 ranks, Craft (gunsmithing) 5 ranks, Intimidate 3 ranks, Perception 3 ranks.

Class Skills

The gunslinger’s class skills (and key ability for each skill) are: Bluff (Cha), Craft (gunsmithing) (Int), Intimidate (Cha), Knowledge (Local) (Int), Perception (Wis) and Sleight of Hand (Dex).

Skill Points at Each Level: 4 + Int modifier.

Table: Gunslinger

Level Base Attack Bonus Fort Save Ref Save Will Save Special
1st +1 +1 +1 +0 Bonus feat, close quarters
2nd +2 +1 +1 +1 Rapid reload (firearms)
3rd +3 +2 +2 +1 Bonus feat
4th +4 +2 +2 +1 Ricochet
5th +5 +3 +3 +2 Bonus feat
6th +6 +3 +3 +2 Marksman +1
7th +7 +4 +4 +2 Bonus feat
8th +8 +4 +4 +3 Marksman +2
9th +9 +5 +5 +3 Bonus feat
10th +10 +5 +5 +3 Marksman +3

Class Features

The following are class features of the gunslinger prestige class.

Weapon and Armor Proficiency: Gunslingers are proficient with all simple weapons, firearms and light armor.

Bonus Feats

At 1st level, and every two levels thereafter, a gunslinger may select one feat he qualifies for from the following list: Critical Focus, Dodge, Far Shot, Improved Critical, Improved Precise Shot, Improved Vital Strike, Master Craftsman, Point-Blank Shot, Precise Shot, Quick Draw, Rapid Shot, Vital Strike, Weapon Focus. If a feat requires selection of a specific weapon type, a firearm type must be selected.

Close Quarters (Ex)

At 1st level, a gunslinger’s use of a firearm does not provoke an attack of opportunity.

Rapid Reload (Firearms) (Ex)

At 2nd level, a gunslinger is able to reload firearms at an amazing speed. Flintlock weapons require a move action to reload. Percussion cap weapons can reload a single shot as a swift action. A revolver can be fully loaded as a full-round action.

Ricochet (Ex)

At 4th level, a gunslinger may, as a full round attack, attempt to angle a single shot off a hard surface (stone, metal, brick, etc) to hit an opponent who has full cover or concealment. In order to accomplish this attack, the gunslinger must either see (via a reflected image) or pinpoint the intended target by sound. The attack is made at a -4 modifier to hit, but the target does not benefit from cover or concealment for the  attack.

Marksman (Ex)

Beginning at 6th level, a gunslinger’s accuracy increases. The gunslinger gains a +1 bonus to hit with their firearms within 30 feet (this bonus does stack with the bonus from the Point-Blank Shot feat), and firearm attacks are treated as if they were one range increment closer (to a minimum of short range). At 8th level, this bonus increases to +2 and firearm attacks are treated as if they were two increments closer. At 10th level, this bonus increases to +3 and firearm attacks are treated as if they were three increments closer. This ability extends the maximum range of a firearm.