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'''Hit Points at 1st Level''': 8 + your Constitution modifier | '''Hit Points at 1st Level''': 8 + your Constitution modifier | ||
'''Hit Points at Higher Levels''': 1d8 (or 5) + your Constitution modifier per marksman level after 1st | |||
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== Proficiencies == | |||
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'''Armor''': Light armor | |||
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'''Weapons''': Simple weapons, firearms | |||
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'''Crafts''': Gunsmith Craft | |||
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'''Saving Throws''': Dexterity, Wisdom | |||
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'''Skills''': Choose two from Acrobatics, Intuition, Medicine, Perception, Sleight of Hand, Stealth, Technology and Survival. | |||
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== Equipment == | |||
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You start with the following equipment, in addition to the equipment granted by your past: | |||
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