SKILLS
Skills: (5 skill ranks/level)
Acrobatics +7 (+1 rank, +3 class, +3 Dex)
Athletics +6 (+1 rank, +3 class, +2 Str)
Bluff +0 (+0 Cha)
Diplomacy +0 (+0 Cha)
Disguise +0 (+0 Cha)
Engineering +4 (+1 rank, +3 class, +0 Int)
Intimidate +0 (+0 Cha)
Mysticism +3 (+2 Elf) (+1 Wis)
Perception +5 (+1, +3 Class, + 1 Wis)
Physical Science +4 (+1 rank, +3 class, +0 Int)
Piloting +3 (+3 Dex)
Sense Motive +1 (+1 Wis)
Stealth +2 (+3 Dex)
Survival +1 (+1 Wis)
Feats:
Improved Initiative*
Benefit: You gain a +4 bonus to initiative checks.
• Weapon Focus (Small Arms)
• Weapon Proficiency (Advanced Melee, Basic Melee, Grenades, Longarms, Small Arms, Sniper Weapons)
Armor Proficiency:
Light & Heavy Armor
- -> Theme: Priest (+1 Wis)
1st: Choose a deity or a philosophy whose alignment is within one step (on either the good-evil axis or the law-chaos axis) of your own. Reduce the DC of Culture and Mysticism checks to recall knowledge about religious traditions, religious symbols, and famous religious leaders by 5. Mysticism becomes a class skill for you, though if it’s a class skill from the class you take at 1st level, you instead gain a +1 bonus to Mysticism checks. In addition, you gain an ability adjustment of +1 to Wisdom at character creation.