Marksman

Lets get it done then

LevelBase Attack BonusActions per turnReflex SaveFortitude SaveWill SaveSpecial
112111Steady Aim, Hold Breath
222212Rapid Fire
332313
442424High Ground
552525Gunslinger
663525
773636Weapon Feat
883636
993737
10104747Prestige Class: Sniper or Gunner
11114848
12124848
13135959Combat Feat
14145959
1515510510
1616510610
1717510610
1818510710
1919510710Bonus Feat
2020510710
Hit Die 1d4    
    
Skills    3+int (x4 at first level)
Class Skills: Craft, Athletics, Acrobatics, Burgling, Sleight of Hand, Stealth, Investigation, Piloting, Animal Handling, Insight, Perception, Survival, Deception, Intimidation, Performance, and Persuasion

Weapon Proficiency: Crossbows and Firearms

Special

Steady Aim: As a full round action, you may take aim at a target. All attack rolls you make against that target next round have advantage.

Hold Breath: As a standard action, you may gain +5 to hit for the rest of the round.

Rapid Fire: As long as you don’t take a movement action during your turn, you may double the amount of ranged attacks you make each round with a weapon you are proficient with.

High Ground: Gain +5 on attack rolls made to enemies who have lower elevation.

Gunslinger: You may draw and unequip weapons as a free action.

Weapon Feat: Gain a Bonus Weapon Feat

Prestige Class: Sniper or Gunner

Choose One:

Sniper: Triple the range of ranged weapons you are proficient with. 

You may use Hold breath as a free action dex mod times a day.

Gain +5 Perception.

Gunner: You may use rapid fire even after you have moved.

Gain +2 to hit with all ranged weapons.

Gain +5 to Acrobatics.

Combat Feat: Gain a bonus combat feat.

Bonus Feat:  Gain a bonus feat.