*Marksmen can also learn skills from the Everyman Skill List.
| BUILD COST | SKILL NAME | SKILL COMPLEXITY |
| 5 | Athletics | Basic |
| 3 | Bow Defense | Basic |
| 5 | Field Repair Weapon | Basic |
| 1 | Rumormonger | Basic |
| 5 | Skillful Scrounger | Basic |
| 5 | Shot on the Run | Basic |
| 5 | Persistence | Basic |
| 5 | Resilience | Basic |
| 5 | Camouflage | C/E |
| 10 | Grace Under Fire | Complex |
| 5 | Patient Archer | Complex |
| 5 | Poison Dart | Complex |
| 5 | Snap Shot | Complex |
| 5 | Student of the Lotus | Complex |
| 10 | Blind Fighting | Erudite |
| 10 | Deadly Precision | Erudite |
| 5 | Shooting by Ear | Erudite |
| BUILD COST | MASTERY SKILL NAME | SKILL COMPLEXITIY |
| 10/10/10 | Bow Expertise | B/C/E |
| 10/10/10 | Crossbow Expertise | B/C/E |
| 10/10/10 | Throwing Expertise | B/C/E |
MARKSMAN SKILL OVERVIEW:
By invoking this skill and counting to 10, a character can perform feats of athleticism such as Jumping, Climbing and Swimming. This might allow characters to bypass certain obstacles that are in-game.
This skill represents specialized, rigorous training of one’s battle senses, melding instinct and skill with the purpose of an impregnable defense. You are now able to successfully invoke melee and ranged defense feats, such as parry or block, against attacks from behind or attacks from hidden assailants. When you invoke a defense, preface it with the word “Blind”. With this skill, you may walk slowly while blinded (instead of staying in place).
This skill allows you to use your bow or crossbow to physically parry a blow without becoming broken. This does not protect the bow from feats or spells that actually break the weapon in game such as Sundering Strike or Word of Ruin. If a bow or crossbow is physically broken out of game by a blow, then it can still be used to defend and attack until the end of the combat. At the very next opportunity, you must repair your weapon (or replace it) because it becomes broken and unusable in-game.
In addition, blocking attacks with a bow or a crossbow will not break your aim.
Camouflage
Using this skill, you can attempt to hide in a dark area or behind some cover such as a tree or a shrub. Hiding should only be done when there are no enemies in the immediate area (defined as within earshot when outdoors or within the same room if you are indoors). You must invoke “Hiding 1, Hiding 2…Hiding 10” in a firm voice. While hiding, you must crouch low to the ground and have your weapons on the floor. Speaking so will moving from your crouching position will take you out of hiding. Characters with the Sense Hidden Feat or spells that duplicate that effect can use these to detect you. It is best to truly be hidden from view in that case.
You cannot use this skill if you are wearing any kind of metal armor that isn’t chainmail.
Master Camouflage: With this skill, you become very adept at hiding outdoors at night. During that specific time, Sense Hidden and similar spells will not be able to pinpoint your location. Simply invoke “Master Camouflage” someone points at you.
Your grace and your perception create an especially lethal combination. When you have a target in your sights you can bypass the defenses of your victim with the ease of a trained killer.
When your target uses Parry, Dodge or Block to negate a Ranged attack Feat (such as Hobbling Shot or Critical Strike) that you have just used on them, the use of this skill allows you to re-try the Ranged attack Feat immediately without aiming and without further SP expenditure. When using this skill, preface the feat's effect with the word "Precise".
Furthermore, when this skill can only be used once per instance that a Feat is used. This means that when a Feat is performed and negated, it cannot be used to continually drain a target's defensive capabilities through immediate and consecutive "Precise" attacks. With the Twin Strike Feat, you may use this skill to retry only one of the shots.
With this skill, you can field-repair any destroyed weapons after 5 minutes of work. These weapons will now function as normal, except for the fact they will deal 1 less damage in their partially-repaired state.
Even the luckiest Marksmen may find themselves in the worst of situations. When luck fails to suffice, skill can allow expert Marksmen with the concentration necessary to follow through with their shots, defying pain and injury to deliver the killing blow. With this skill, taking damage no longer interrupts your aiming count.
Rumormonger
With this skill, you can ply the innkeeper for information regarding the current happenings in the local lands. After 5 minutes of conversation, this skill will yield information that may or may not be relevant to the event. This skill is usable once per period.
The hardest lesson for an archer to learn is patience. Your dedication to your craft has earned you a mastery in this most precious of Marksman virtues. After you aim for 10 seconds, you may perform a ranged Critical Strike with your weapon for no SP cost. You must utilize this Feat at once and preface the Critical Strike with the word "Expert", indicating that it costs you no SP to use it.
When you are affected by a Force effect, it only affects you for half the invoked duration. When you would break out of the effect, invoke this skill.
This skill allows you to throw doses of combat poison in the form of darts. In combat, these darts suffer from all the restrictions that poisons suffer. It takes 5 seconds to aim a poison dart (use an arrow packet to represent these).
When you are affected by a Pain effect, it only affects you for half the invoked duration. When you would break out of the effect, invoke this skill.
This skill can be used in three ways:
- After 60 seconds of searching, you can invoke a “Thorough Search”. A thorough search defeats the conceal item skill or similar spells and effects.
- After 10 seconds of searching, you can invoke a “Quick Search” which will yield as much as a normal search would except with quicker results.
- After 60 seconds of searching, you can invoke a “Search for Traps” which will allow you to determine whether an object is trapped or not.
Requires: Blind-fighting
With this skill, a Marksman may continue using ranged weapons while blinded. Preface all ranged attacks and ranged attack feats with the word “Blind”. To use this skill, you cannot move from your location while aiming.
With this skill, you are able to run or walk while aiming with a ranged weapon (i.e. a bow, crossbow or a thrown weapon).
When you learn this skill, you gain a lethal precision with your ranged weapon. Once every 5 minutes, you may make a ranged attack without aiming, invoking snap shot right before the attack.
You can deliver poison through to armored opponents. In order to do so, you must have struck your opponent with damaging attacks twice. These attacks have to be regular attacks. Preface the first damage invocation with “Expose armor 1”. After the second invocation of “expose armor”, you may now use your poison against your enemy and his armor, whether magical or physical cannot protect him from it.
See the section on poisoned weapons for more information.
With this skill, you add 1 to the damage of your ranged strikes when wielding any kind of bow.
-Bow Expertise II: With the second rank of this skill, you instead add 3 to the damage of your ranged strikes when wielding any kind of bow.
-Bow Mastery: With the third rank of this skill, you instead add 5 to the damage of your ranged strikes when wielding any kind of bow. In addition, certain feats are improved when used by a Bow Master wielding a bow.
With this skill, you add 2 to the damage of your ranged strikes when wielding any kind of crossbow.
-Crossbow Expertise II: With the second rank of this skill, you instead add 3 to the damage of your ranged strikes when wielding any kind of crossbow.
-Crossbow Mastery: With the third rank of this skill, you instead add 5 to the damage of your ranged strikes when wielding any kind of crossbow. In addition, certain feats are improved when used by a Crossbow Master wielding a crossbow.
With this skill, you add 1 to the damage of your ranged strikes when wielding any kind of thrown weapon.
-Throwing Expertise II: With this skill, you add 3 to the damage of your ranged strikes when wielding any kind of thrown weapon.
-Throwing Mastery: With the third rank of this skill, you instead add 5 to the damage of your ranged strikes when wielding any kind of thrown weapon. In addition, certain feats are improved when used by a Throwing Master wielding a thrown weapon.


