Wild Bill Hickok — Legendary Gunfighter and Deadwood Lawman
James Butler “Wild Bill” Hickok is the man every armed braggart wants to test and every sensible saloon keeper hopes will finish his cards in peace. He served as a scout, deputy marshal and town marshal, and he can draw and fire two pistols with frightening control. He also gambles for a living, cultivates a reputation larger than any single fight and knows that one misplaced shot can kill a bystander. In Deadwood, the gold and the gambling bring him easy acquaintances but few reliable friends.
At a Glance
- Full name
- James Butler “Wild Bill” Hickok
- Known for
- Exceptional gunfighting, scouting and town policing
- Offices
- Marshal of Hays and Abilene; former deputy U.S. marshal
- Present setting
- Deadwood’s Black Hills gold camp
- Profession
- Lawman, scout, professional gambler
- Associates
- Buffalo Bill Cody; Colorado Charlie Utter
- Marriage
- Agnes Lake Thatcher (married 1876)
- Signature
- Two revolvers, a steady hand and a terrible reputation
- Historical fate
- Shot from behind in Deadwood, 2 August 1876
Game Statistics
Wild Bill’s fame is earned. He is a masterful marksman and experienced marshal whose greatest advantage is seeing danger before anyone else moves. Two matched revolvers give him twelve shots before a full reload; his most difficult decisions concern bystanders, not whether he can hit a stationary target.
Wild Bill Hickok — 2024
Medium Humanoid (Human), Neutral
AC 17 (tailored reinforced duster); Initiative +8 (18); HP 130 (20d8 + 40); Speed 30 ft.
Saves Dex +8, Wis +5, Cha +5; Skills Animal Handling +5, Insight +8, Intimidation +8, Perception +8, Sleight of Hand +8, Survival +8; Senses Passive Perception 18; Languages English; CR 8 (3,900 XP; PB +3).
Gear Two matched six-shot revolvers, twenty-four spare cartridges, knife, riding horse and a worn playing-card case.
Traits
First to the Draw. Wild Bill adds +3 to his Initiative check (included above). When combat begins, he can draw two holstered weapons without using an action. He cannot be Surprised while conscious.
The Quiet Eye. His Revolver attacks ignore Half Cover and have no Disadvantage merely because a hostile creature is within 5 feet of him.
Twelve Loaded Rounds. Each revolver holds six cartridges. Every Revolver attack uses one. Reloading a completely empty cylinder takes an Action; loading a partially spent cylinder takes an Action to bring it to six rounds.
Actions
Multiattack. Wild Bill makes three Revolver attacks, drawing from either loaded cylinder, or two Revolver attacks and one Knife attack.
Revolver. Ranged Weapon Attack: +10 to hit, range 40/120 ft., one target. Hit: 12 (2d6 + 5) Piercing damage.
Knife. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 3 (1d4 + 1) Piercing damage.
Deadeye Shot (Recharge 5–6). Wild Bill makes a single Revolver attack with Advantage against a creature he can see. On a hit, the attack deals an additional 14 (4d6) Piercing damage. This action consumes one loaded round.
Bonus Actions
Keep the Door Clear (2/Day). He takes the Disengage action and moves up to 15 feet toward available cover or a visible exit.
Reactions
Beat the Draw. When a creature Wild Bill sees within 40 feet attacks him with a ranged weapon, he may make one Revolver attack against it, resolving his shot before the triggering attack. This uses a loaded round; if the target drops, the triggering attack does not occur.
Wild Bill Hickok — 5e / 2014
Medium humanoid (human), neutral. AC 17 (reinforced duster); HP 117 (18d8 + 36); Speed 30 ft.
STR 12 (+1), DEX 20 (+5), CON 14 (+2), INT 12 (+1), WIS 14 (+2), CHA 14 (+2); Saves Dex +8, Wis +5; Skills Insight +8, Intimidation +5, Perception +8, Sleight of Hand +8, Survival +8; Senses passive Perception 18; Languages English; CR 7 (2,900 XP; PB +3).
Quick on the Draw. Wild Bill has a +8 bonus to initiative and can draw both pistols at the start of his turn. His Revolver attacks ignore half cover.
Loaded Pistols. Each six-shot revolver uses one round per attack. Reloading one revolver takes an action.
Actions
Multiattack. Wild Bill makes three Revolver attacks.
Revolver. Ranged Weapon Attack: +10 to hit, range 40/120 ft., one target. Hit: 12 (2d6 + 5) piercing damage.
Deadeye (Recharge 5–6). Wild Bill makes a single Revolver attack with advantage and deals 14 (4d6) extra piercing damage on a hit. The shot uses ammunition.
Bonus Actions
Step Aside (2/Day). Wild Bill takes the Disengage action and moves up to 15 feet toward a visible safe route.
Reactions
Counterdraw. When an enemy within 40 feet that Wild Bill can see makes a ranged weapon attack against him, he may attack it once with a loaded Revolver before the triggering attack resolves. A creature reduced to 0 hit points cannot complete its attack.
Wild Bill Hickok — Pathfinder 1e
CR 9 (6,400 XP); human Gunslinger 10; N Medium humanoid (human); Init +9 (Dex +5, Improved Initiative +4); Senses Perception +15.
Defense
AC 21, touch 19, flat-footed 12 (leather +2, Dex +5, Nimble +3 dodge, Dodge +1); HP 79 (10d10 + 20, first class die maximised); Fort +9, Ref +12, Will +5.
Offense
Speed 30 ft.; Ranged masterwork revolver +17/+12 (1d8+5/×4, 20-ft. range increment; misfire 1); within 30 feet and with Point-Blank Shot, attacks +18/+13 (1d8+6/×4). Melee dagger +11/+6 (1d4+1/19–20). These advanced revolvers attack touch AC within their first five range increments, with cumulative −2 range penalties beyond the first; beyond five increments use normal AC, to a maximum of ten increments, under firearms rules.
Class features. Grit 2 at dawn; Gunsmithing; Nimble +3; Gun Training (revolver, +5 damage included); deeds include deadeye, gunslinger’s dodge, quick clear, gunslinger initiative, pistol-whip, utility shot, dead shot and startling shot. Each uses the action and grit requirements in the Gunslinger rules.
Statistics
Str 12, Dex 20, Con 14, Int 12, Wis 14, Cha 14; BAB +10/+5; CMB +11; CMD 30 (includes Nimble and Dodge).
Feats Gunsmithing (class), Improved Initiative, Point-Blank Shot, Precise Shot, Rapid Reload (revolver), Deadly Aim, Weapon Focus (revolver), Quick Draw, Dodge.
Skills Acrobatics +18, Intimidate +15, Perception +15, Ride +18, Sleight of Hand +18, Survival +15 (10 ranks each in six class skills, 60 total including human bonus); Languages English; Gear leather duster, paired masterwork revolvers, powder and rounds, pocket cards, riding horse.
Reloading. Each revolver holds six metallic cartridges. Rapid Reload (revolver) loads one full cylinder as a free action, requiring a free hand and provoking attacks of opportunity. He must holster or set down the other gun to reload. A natural 1 misfires.
Two-gun draw. Hickok’s Quick Draw feat lets him bring a revolver to hand as a free action. When he uses a deed, its full grit cost applies; he does not get a second full action every round simply because he carries two guns.
Wild Bill Hickok — D&D 3.5e
CR 10; human Fighter 10; N Medium humanoid (human).
| Hit Dice | 10d10 + 20 (79 hp, first Fighter Hit Die maximised) |
|---|---|
| Initiative | +9 (Dex +5, Improved Initiative +4) |
| Speed | 30 ft. |
| Armour Class | 17, touch 15, flat-footed 12 (leather +2, Dex +5) |
| Base Attack/Grapple | +10/+5; grapple +11 |
| Attack | Masterwork revolver +18 ranged (2d6+2/19–20 ×3, 40-ft. increment) |
| Full Attack | Masterwork revolver +18/+13 (2d6+2); Rapid Shot +16/+16/+11 while loaded |
| Space/Reach | 5 ft./5 ft. |
| Saving Throws | Fort +9, Ref +8, Will +5 |
| Abilities | Str 12, Dex 20, Con 14, Int 12, Wis 14, Cha 14 |
| Skills | Ride +18, Intimidate +15, Handle Animal +15, Climb +14 (13 ranks in four chosen fighter class skills; 52 points with human bonus) |
| Feats | Exotic Weapon Proficiency (revolver), Improved Initiative, Point-Blank Shot, Precise Shot, Rapid Shot, Weapon Focus (revolver), Weapon Specialization (revolver), Greater Weapon Focus (revolver), Quick Draw, Dodge, Improved Critical (revolver) |
| Challenge Rating | 10 |
Campaign revolvers. Two six-shot handguns, 2d6 piercing each, 40-foot range increment, ×3 critical, critical threat 19–20 with Improved Critical. Reloading one cylinder takes a full-round action. They do not attack touch AC in D&D 3.5e; only Weapon Specialization adds the listed +2 damage.
History and Rules Sources
Kansas Historical Society — Wild Bill Hickok; Encyclopedia of the Great Plains; Deadwood history; 3.5e Fighter; Pathfinder Gunslinger; D&D SRD 5.2.1 under CC BY 4.0.
What Is Wild Bill Hickok Doing Now?
Hickok has taken a seat in a Deadwood gambling room where miners trade dust for chips. He has asked to face the door. A dealer insists the chair is reserved; a quiet man at the bar keeps watching the corridor behind him. Hickok notices the attention but sees no reason to start a fight. The characters can question the dealer, offer to change seats or discover who paid the watcher to identify the famous gunman.
Encounters
The decent boardinghouse. A hard-working couple renting two clean rooms lets a wounded courier stay for one night. The courier carries an envelope addressed to Hickok, but the landlady refuses to hand it over while armed strangers crowd her doorstep. The party can establish who sent it, keep the corridor clear and get a doctor to the injured guest. The household’s goodwill is worth more than any stolen letter.
The crooked faro table. A gaming-room owner has altered the cash box, and one of the dealers has been paying a watcher to track Hickok’s arrival. The owner wants his missing money back; Hickok wants the dealer alive long enough to explain who hired him. A marked deck, a receipt from the stable and a witness who saw the dealer leave by the rear entrance offer three ways to solve it. Shooting the cashier destroys the best evidence.
A split-second choice. During an argument near a crowded door, one patron draws a pistol toward Hickok. A town constable steps unexpectedly between them. Hickok has the faster hand, but a clear shot is not guaranteed. If the characters restrain the gunman, move the constable or calm the room, there need be no death. Hickok remembers who protected a bystander rather than merely praising the quickest draw.
Personality, Fame and Relationships
Hickok dresses neatly, likes cards and understands the intimidating value of silence. He has earned his extraordinary marksmanship; he is also aware of the cost of an uncontrolled gunfight. His fellow showman Buffalo Bill Cody knows how stories grow after an audience has paid for them. Colorado Charlie Utter is one of his Deadwood companions.
Hickok married the performer Agnes Lake Thatcher in 1876. His association with Calamity Jane became central to popular legend, but her later claims of marriage and a romantic partnership are not established as fact. Treat them as separate people with different interests, not a compulsory romance.
Equipment and Rewards
His paired revolvers are maintained, loaded and carefully carried. He keeps spare cartridges, a reliable knife, cards and a little money for rooms and food. Hickok can arrange a meeting with a scout, identify a competent horseman, hire an escort to a Black Hills trail or agree to teach a character a lesson in noticing a draw before it becomes a shot. He will not loan his pistols to a stranger simply because the stranger flatters him.
Historical Record and Campaign Freedom
The historical James Butler Hickok served as a scout, gunfighter and marshal of Hays and Abilene. In 1871, he accidentally shot and killed fellow officer Mike Williams while firing at a gunman. In Deadwood on 2 August 1876, Jack McCall shot him from behind during a card game. The traditional story of aces and eights is inseparable from his fame, though individual retellings differ. In this campaign, a warning, an investigation or a changed seat may prevent that killing; the adventures do not have to repeat history.
For the real record, see the Kansas Historical Society, the Encyclopedia of the Great Plains and the Deadwood historical site.
Related People and Places
Meet Jack McCall, Calamity Jane and Buffalo Bill Cody; explore the Western NPC directory and the regional firearms rules.
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