Marksman

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

Important Stats: Dex

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.