Jesse James: “The Outlaw Legend of the Wild West”
“The Infamous Outlaw: Unravel the Untold Secrets of Jesse James and his Wild West Adventures!”

- Alias: The Missouri Outlaw
- Gender: Male
- Race: Human
- Occupation: Outlaw, Gang Leader
- Religion: Non-religious
- Allies: Frank James (brother), Cole Younger, Belle Starr
- Enemies: Law enforcement, Pinkerton detectives
- Abode/Base of Operations: Various hideouts and camps in Missouri and surrounding states
- Nationality: American
- Languages: English
- Alignment: Chaotic Neutral
- Affiliation(s): James-Younger Gang
- Significant others: Zerelda Mimms (wife), Myra Maybelle Shirley (Belle Starr, rumored romantic involvement)
Jesse James, a charismatic and enigmatic figure, leads a life shrouded in mystery and danger. As an infamous outlaw, he rides the lawless trails of the Wild West with his gang, seeking both vengeance and a twisted form of justice.
Driven by a deep-rooted resentment towards the government and the establishment, Jesse seeks to strike back at those he perceives as oppressors. He views himself as a champion of the common people, fighting against the corruption and greed that plagues society. His actions are fueled by a desire to level the playing field, to challenge the authorities and expose their hypocrisy.
With a heart filled with resentment and a mind fueled by rebellion, Jesse thrives on the adrenaline of his criminal pursuits. He revels in the thrill of heists and robberies, always staying one step ahead of the law. His audacious nature and quick thinking make him a formidable adversary, leaving a trail of chaos and confusion in his wake.
Yet, beneath his hardened exterior lies a complex soul, burdened by a desire for notoriety and a twisted sense of honor. Jesse craves recognition and infamy, yearning to etch his name into the history books as a legendary figure. His actions are not only driven by personal gain but also by a desire to leave a lasting mark on the world.
In the eyes of the outlaws, Jesse is a legend, a symbol of resistance against the forces of authority. He represents the rebellious spirit of the West, embodying the outlaw lifestyle with his daring escapades and ruthless tactics. To his followers, he is a hero, a beacon of hope in a world filled with injustice.
Through his daring exploits and calculated risks, Jesse James seeks to create chaos, disrupt order, and challenge the status quo. He is a man with a mission, driven by a relentless pursuit of his own twisted brand of justice. Whether he is seen as a villain or a hero, one thing is certain: Jesse James will stop at nothing to achieve his goals and cement his place in history.
Jesse James 5e
Jesse James Pathfinder
Jesse James

Medium Humanoid (Human), Chaotic Neutral
Challenge Rating: 15
Armor Class 18 (Leather Outlaw Vest & Cowboy’s Duster)
Hit Points 225 (18d8 + 108)
Speed 40 ft.
Abilities
STR | DEX | CON | INT | WIS | CHA |
---|---|---|---|---|---|
14 (+2) | 22 (+6) | 20 (+5) | 14 (+2) | 16 (+3) | 18 (+4) |
Saving Throws: Dex +11, Wis +8, Cha +9
Skills: Stealth +11, Deception +10, Sleight of Hand +11, Perception +9, Insight +8, Persuasion +9
Damage Resistances: Fire, Psychic
Damage Immunities: Poison
Condition Immunities: Charmed, Frightened, Poisoned
Senses: Darkvision 60 ft., Passive Perception 19
Languages: Common, Thieves’ Cant
Traits & Abilities
- Legendary Outlaw: Gains advantage on Charisma (Deception) and (Persuasion) checks against those aware of his notorious reputation.
- Gunslinger’s Reflexes: May take two reactions per round.
- Deadeye Precision: Ranged attacks ignore half and three-quarters cover; with advantage, a 19 or 20 is a critical hit.
- Gambler’s Luck (3/Day): Reroll a failed ability check, saving throw, or attack roll.
- Quickdraw: Drawing/stowing a weapon is free and grants advantage on initiative rolls.
Actions
- Multiattack: Makes three attacks with his Six-Shooter Revolvers or uses Dead Man’s Shot.
- Six-Shooter Revolvers (Magical Firearms):
- Ranged Weapon Attack: +11 to hit, range 60/180 ft., one target.
- Hit: 16 (2d8 + 6) piercing damage.
- Special: On a critical hit, the target must succeed on a DC 17 Constitution save or be stunned until the end of its next turn.
- Dead Man’s Shot (Recharge 5–6):
- Targets one creature within 60 ft. (DC 17 Dexterity save).
- Failure: 45 (10d8) piercing damage.
- Success: Half damage.
- Smoke Bomb (Recharge 4–6):
- Creates a 20-ft radius area of heavy obscurity for 1 minute.
- Jesse may then use a bonus action to Dash or Hide.
- Disarming Shot:
- Forces a creature holding a weapon to succeed on a DC 17 Strength save or drop it.
Bonus Actions
- Evasive Step: Can take the Disengage or Dash action.
- Trick Shot: Next firearm attack is made with advantage and adds an extra 1d8 damage if it hits.
Reactions
- Gunslinger’s Parry: When hit by a ranged attack, reduce damage by 1d10 + 6. If reduced to 0, make an immediate firearm attack.
- Return Fire: If a ranged attack misses, he can fire back at the attacker.
Legendary Actions (3/Turn)
At the end of another creature’s turn, choose one (only one at a time):
- Quickfire: Make one firearm attack.
- Fade Into Shadows: Move up to half his speed without provoking opportunity attacks.
- Bullet Time (Costs 2 Actions): Gain advantage on all attacks until the start of his next turn.
Lair Actions (in His Hideout)
On initiative count 20 (losing ties), Jesse may choose one:
- Reinforcements Arrive:
- Narrative: Hidden in nearby alleys and behind old wagons, 1d4+1 loyal bandits (approx. level 3 NPCs) rush in.
- Mechanics: Wielding improvised firearms (1d8 piercing damage, range 30/90 ft., +4 to hit), they take cover and flank enemies, granting Jesse advantage on attacks. They remain for 1 minute or until defeated.
- Booby-Trapped Exit:
- Narrative & Mechanics: Exits are rigged with hidden traps and rudimentary explosives. When an enemy attempts to exit, they must succeed on a DC 17 Dexterity save.
- On Failure: The enemy takes 1d8 fire damage, is pushed 10 feet from the exit, and its speed is halved until the end of its next turn.
- On Success: It takes half damage and suffers no push or speed reduction.
- Narrative & Mechanics: Exits are rigged with hidden traps and rudimentary explosives. When an enemy attempts to exit, they must succeed on a DC 17 Dexterity save.
- Vanishing Act:
- Jesse briefly disappears into the terrain; enemies must pass a DC 17 Perception check to track him until his next turn.
Equipment
Bounty Notice (Worth 10,000 GP):
A public notice offering a reward for his capture or defeat, enhancing his notorious reputation.
Twin Six-Shooter Revolvers (Magical, +2 to attack and damage):
Custom-crafted and magically enhanced for deadly precision.
Leather Outlaw Vest & Cowboy’s Duster (Magical Cloak):
Provides +1 to AC, resistance to non-magical bludgeoning, piercing, and slashing damage, and aids in stealth.
Jesse’s Gambler’s Dagger:
A finely balanced dagger (+1 to attack and damage) for close combat.
Deck of Marked Playing Cards:
Used for high-stakes gambling and as a distraction in combat.
Silver Pocket Watch:
An engraved heirloom symbolizing his mastery over timing in both life and combat.
Bandolier of Bullets:
A magical bandolier that never runs out of enchanted ammunition.
Jesse James

CR 12
XP 19,200
Male human gunslinger 12
CN Medium humanoid (human)
Init +11; Senses Perception +18
DEFENSE
AC 27, touch 19, flat-footed 22 (+7 Dex, +5 armor, +3 dodge, +2 deflection)
HP 140 (12d10+48)
Fort +10, Ref +14, Will +8
Defensive Abilities evasion, uncanny dodge; DR 5/piercing
OFFENSE
Speed 40 ft.
Melee Gambler’s Dagger +17 (1d4+2/19–20)
Ranged +2 Twin Six-Shooters +22/+22/+17/+12 (1d10+6/x4)
Special Attacks
- Dead Man’s Shot (Ex): As a full-round action, Jesse makes a single revolver shot that ignores cover and deals double damage (Reflex DC 19 for half).
- Ricochet Shot (Ex): Jesse can target enemies behind cover with a clever bounce; these attacks take a –2 penalty but ignore cover.
- Smoke Bomb (Ex): Every 1d4 rounds, Jesse can deploy a smoke bomb (20-ft. radius, lasts 1d3 rounds, providing total concealment).
- Fan the Hammer (Ex): As a standard action, Jesse can fire both revolvers rapidly, making one additional attack at a –4 penalty.
STATISTICS
Str 14, Dex 24, Con 16, Int 12, Wis 10, Cha 18
Base Atk +12; CMB +14; CMD 32
Feats Deadly Aim, Improved Initiative, Quick Draw, Rapid Reload, Two-Weapon Fighting, Point-Blank Shot, Precise Shot, Improved Critical (firearms), Signature Deed (Dead Man’s Shot)
Skills Acrobatics +21, Bluff +19, Escape Artist +18, Knowledge (local) +15, Perception +18, Sleight of Hand +19, Stealth +22
Languages Common, Thieves’ Cant
SQ grit (5 points), nimble (+3 AC), quick clear, utility shot
SPECIAL ABILITIES
- Gambler’s Luck (Ex): Once per round, Jesse can reroll any failed attack, skill check, or save, but must take the new result.
- Quickdraw (Ex): Jesse can draw or reload firearms as a free action.
- Gunslinger’s Dodge (Ex): As an immediate action, Jesse can take a 5-ft. step when attacked, gaining +2 AC against that attack.
- Desperate Last Stand (Ex): When reduced below 25% HP, Jesse can make an additional attack each round and gains +2 AC until the end of the encounter.
EQUIPMENT
- +2 Twin Six-Shooter Revolvers (1d10+6 piercing, x4)
- Leather Outlaw Vest & Cowboy’s Duster (+5 AC, reduces firearm misfire chance by 1)
- Gambler’s Dagger (+1 dagger, balanced for precision)
- Bandolier of Endless Ammunition (Never runs out of bullets)
- Marked Playing Cards (Used for deception)
- Silver Pocket Watch (A relic of sentimental value)
- Bounty Poster (10,000 gp reward for his capture)
TACTICS
- Before Combat: Jesse scouts enemies and picks cover. If time allows, he prepares a smoke bomb trap near an escape route.
- During Combat: He opens fire from cover, using Fan the Hammer for maximum damage. He moves frequently, using Gunslinger’s Dodge and Ricochet Shot to stay unpredictable.
- Morale: If reduced to 40 HP or less, Jesse activates Desperate Last Stand and fights recklessly. If reduced to 20 HP or lower, he attempts to flee, using Booby-Trapped Exit to slow pursuers.
LAIR ACTIONS (Only in His Hideout)
On initiative count 20 (losing ties), Jesse can trigger one of the following effects:
- Reinforcements Arrive (Ex): 1d4+1 Level 3 bandits appear from cover. These allies use improvised firearms (1d8 piercing, 30 ft. range, +4 to hit) and assist in flanking enemies.
- Booby-Trapped Exit (Ex): Jesse has rigged the exits with explosives. Enemies trying to escape must make a DC 19 Reflex save or take 2d6 fire damage, be pushed 10 feet away, and have their movement speed halved for 1 round.
- Vanishing Act (Ex): Jesse temporarily disappears into the maze-like hideout. All enemies must succeed on a DC 18 Perception check or lose sight of him for 1 round.
TREASURE
- Jesse’s twin revolvers are worth 30,000 gp each.
- His Bandolier of Endless Ammunition is a rare item valued at 15,000 gp.
- His Marked Deck of Playing Cards (used for cheating) is a minor magical trinket, worth 500 gp.
- The Bounty Poster is an important clue—Jesse is wanted by multiple factions, and his capture (alive) may bring an even greater reward.
DESCRIPTION
A legendary outlaw, Jesse James is a deadly gunslinger with lightning-fast reflexes and a gambler’s nerve. Known for his quick wit, sharpshooting, and daring escapes, Jesse is a master of deception and gunfighting. He thrives in chaos, using hit-and-run tactics and booby traps to turn any battle to his advantage.
Few who face Jesse James live to tell the tale—he fights like a ghost, striking from cover and vanishing before the law can catch him. His hideouts are traps unto themselves, filled with hidden bandits, explosive surprises, and narrow escape routes.
USING JESSE JAMES IN YOUR GAME
- As a Notorious Outlaw: The players are bounty hunters or sheriffs looking to bring him to justice.
- As a Rival Gunslinger: One of the players has a history with Jesse—perhaps an old gambling debt or a duel gone wrong.
- As a Shadowy Ally: Jesse knows secrets about the local crime syndicate and may be convinced to help—for a price.
Currently in the World
Jesse James is a ruggedly handsome man with a strong, lean build and piercing blue eyes that seem to hold a hint of mischief. His unkempt brown hair falls loosely over his forehead, framing his rugged face. A neatly trimmed beard and mustache add to his charismatic charm. He carries himself with a confident swagger, a testament to his years of living life on the edge.
Currently, Jesse James is standing in a dimly lit, smoky saloon. He leans against the bar, casually sipping a drink while surveying the room with a mix of caution and curiosity. The saloon is filled with a motley crowd of cowboys, gamblers, and other unsavory characters. The air is thick with the scent of whiskey and the sound of raucous laughter and clinking glasses.
Jesse’s mood is a blend of restlessness and anticipation. His eyes constantly scan the room, always on alert for any potential threats or opportunities. There’s a hint of a smile playing on his lips, betraying the thrill he derives from his outlaw lifestyle. He exudes an aura of danger and charm, drawing both admiration and caution from those around him.
It’s clear that Jesse James is a man who lives by his own rules, unbound by society’s conventions. His current surroundings and his demeanor reflect his life as an outlaw, always on the move, seeking adventure, and eluding the law.