The Marksman is the master of missile combat, but quite effective in melee combat as well. Like the fighter, the marksman never gains the ability to cast spells, but can use magical items to achieve the same results. Like Rogues and Hunters, Marksmen get a partial search check when moving, without having to enter Search Mode. The Marksman's main advantage is an additional missile attack (per turn) with any missile weapon. Half-Ogres and Half-Trolls are not proficient enough with missile weapons to become Marksmen.
Summary of Marksman Class Features
| STR +0 | Class Base of 9 HP | |
| DEX +4 | No Spell Points | |
| CON +1 | +1 Missile Attack/Round | Partial Search Check without Search Mode |
| INT +0 | Excellent Melee Combat | Good Health and Reflex Saves; Average Mental Saves |
| WIS -2 | Superb Missile Combat | Good Trap and Search Skill; Average Magic Use and Stealth |
| PER -1 | Excellent Evasion |
Note that the additional attack that Marksmen recieve when using a missile weapon "stacks" with any and all such effects.