updated
Macguyver "Bones" Jr.
L4 Medic
6,200 XP
Str û 14 (+2)
Dex û 16 (+3) (+1 level)
Con- 14 (+2)
Int -16 (+3)
Wis- 14 (+2)
Cha- 10 (+0)
HD: 1D8
HP: 33 (10 + 5 + 5 + 5 + 2 + 2 + 2 + 2)
AC: 20, touch 13 (+4 Combat Expertise) =17, flatfooted 13,
Initiative: +3
Saves: Use the clericÆs saves (+4/+1/+4)
total: +6/+4/+6
Grapple: 4+2 S.= +6, CE -4= +2
Melee Attack: 4 +2 S.= +6, CE -4= +2
Range Attack: 4 +3 D.= +7, CE -4= +3 (additional +1 when 30ft.)
Starting Feats:
Light Armor (leather jackets)
Medium armor (body armor)
Simple weapons (bolt action rifles, pistols, shotguns)
Martial weapons (assault/battle rifles, automatic shotguns, standard sniper rifles)
Self sufficient
Quick Draw
Able Learner
Combat Expertise
Point Blank Shot
Run
Skill Points: (8+1+3=12) x4 +12 + 12 + 12
note: *means class skill
Skills:
*Balance: 3 (+3)= +6
*Climb: 7 (+2)= +9
*Concentrate: 6 (+2)= +8
Craft/Knowledge (Everything): 3 (+3) (+1 syn. K(F)) (+1 syn. K(ST))= +8 (note: i figure the sheer broadness of the catagory means the DCs are +5-+10 for any specific application of the skill)
*Heal: 7 (+2) (+2) (+2 with FAK)= +11(+13)
*Jump: 7 (+2)= +9
*Knowledge (firearms): 7 (+3)= +10
*Knowledge (squad tactics): 7 (+3)= +10
Knowledge (Explosives): 3 (+3)= +6
Knowledge (Computer): 3 (+3)= +6
Knowledge (Mechanics): 3 (+3)= +6
*Listen: 7 (+2)= +9
*Ride (Drive): 2 (+3)= +5
*Search: 7 (+3)= +10
*Spot: 4 (+2)= +6
*Survival: 3 (+2) (+2)= +7
*Swim: 1 (+2)= +3
Tumble: 1 (+3) (+2 syn. from Jump) = +6
*Use Rope: 3 (+3)= +6
Starting Equipment:
Combat knife, KM2000 (1d4, 19-20x3)
+2
Browning Hi-Power (9mm, 13 round clip, 1d6-20x2, 30ft range)
Starts with 3 clips (33) (clip from DAA)
+3 (add +1 when Point Blank aaplies)
Mossberg 590 pump action shotgun (12 gauge, 9 rounds, 3d6-20x2)
(2 rounds left) (5 given to DAA)
+3 (add +1 when Point Blank applies)
M4 Carbine, (5,56 NATO, 30 rounds clip, 2d6-19-20x2, capable of automatic fire and burst, 300 ft range)
Starts with 2 clips (0 rounds) (both given to DAA)
Laser sight, (+1 to hit) (attach.) (Given to Terrabull)
Flashlight (attach.) (given to DAA)
(currently in duffle bag)
2 grenades (4d6+10, 10 ft radius) (1 starting, 2 given by DAA, 1 used)
Body armor (+3 AC, check penalty 0)
Combat utility harness
Backpack (Self)
Collapsible Grappling Hook (Rope) (wrapped with a bit of twine so it doesn't come loose [swift action to remove])
50ft rope (Backpack)
Ration (3) (Pouch 1)
Lighter (Pouch 1)
Helmet mounted radio (Helmet )
Flashlight (Pouch 1)
First Aid kit (5 uses) and FAK (10 uses) (moved from duffel) (Backpack)
4xGlow sticks (1 hour) (Backpack)
2xFlares (light, 10 minutes) (Backpack)
2xFlares (smoke) (Backpack)
Weapon's cleaning kit (universal) (Pouch 2)
Ball of Twine (Pouch 2)
Mess kit (Backpack)
Belt Pouch (Self)
Belt pouch #2 (Self)
Canteen (Self)
Keychain with seven keys.
Masterwork Tool Set (moved from duffle)
Duffle:
1 Rotor Blade (2 ft. long, half warped) (4 more left in electronics store backroom, note in case i can do something with them rather quickly)
Crowbar
Tool Kit: Hammer, 12 different screwdrivers, couple of different pliers, a box of nails and screws.
some spare batteries,
four rolls of duct-tape.
emergency hose
electric drill
a fire-axe (1d8-20x3),
a fire proof blanket.
more batteries
various electronic parts (storing these carefully)
digital camera with low-light recording ability
remove laptop from the box, and grab the parts + materials requested. grab a spare as well with an additional charger (this one is just laptop and charger).
DOS Boot Software
Copper Wire and other Wiring gear (fuses, electrical caps, electrical tape, etc.)
power tool batteries and charger
specifics on Craft/Knowledge (Everything), i figure that it gets a +1 syn. bonus from every Knowledge/Craft skill over 5. it in turn gives a +1 syn. bonus when it's over five ranks but unlike other skills every 5 ranks grants an additional +1 syn. bonus to Knowledge/Craft skills.