The Garden of Forlorn Hope
Marksmen are a bold and mysterious lot.
Hit Die: d10.
Starting Wealth: Each character begins play with an outfit worth 10 gp or less, and the Marksman begins with her starting ranged weapon. All characters begin with the advanced level of wealth of the level granted.
The Marksman’s class skills are Acrobatics (Dex), Bluff (Cha), Climb (Str), Craft (Int), Handle Animal (Cha), Heal (Wis), Intimidate (Cha), Knowledge (engineering) (Int), Knowledge (local) (Int), Perception (Wis), Profession (Wis), Ride (Dex), Sleight of Hand (Dex), Survival (Wis), and Swim (Str).
Skill Ranks per Level: 4 + Int modifier.
Grit, Luck, and Panache
Grit, Luck, and Panache represent three different means by which heroes can gain access to the same heroic pool, using it to accomplish fantastic feats. For characters with a mix of Grit, Luck, and Panache, they pool the resources together into a combined pool. (Those who use Panache and Luck gain twice their Charisma bonus in their pool.) For feats, magic items, and other effects, a panache user can spend and gain luck points in place of grit or panache points, and vice versa. A ‘Luck’ user does not count as a grit or panache user to satisfy feat prerequisites.
Weapon and Armor Proficiency
Marksmen are proficient with all simple and martial weapons, and with all non-exotic ranged weapons. They are proficient with all light armor.
A Marksman is proficient with all crossbows and begins play with a masterwork crossbow of her choice. This ability alters the marksman’s weapon proficiencies and replaces gunsmith.