Free Jaffa: +10HP. +2 Dex. Add half Proficiency with weapons not familiar with. Take 1d4 Con damage per day if deprived of Tretonin for a week. Proficient in Jaffa weaponry. Choose 1 skill or equipment proficiency.
Background: [Subterranean]: Dex +1. Treat areas of dim light as brightly lit (including ability to discern color). [Student of Bra'Tac]: Dex +1. Treat any Ma'tok you wield as if it had the finesse weapon quality.
Soldier: d10 Hit Die. +1 Determination Points. Armor: Light and Heavy. Weapons: Common , Martial Arts, Longarms, Sidearms,. Tools: Camo Kit and Explosives, Saves: Str and Con. Skills: Athletics, Intimidation, Pilot.
Equipment: Add a longarm to your base kit.
Tactical Flexibility: As an Action, activate a Tactic feat you don't know for (Cha min 1)[1] rounds. When time runs out, select a known tactic to re-activate automatically. Cannot re-use until long rest.
1st Tactic: Defensive Posture: +2 to AC of other team members w/in 2m of you
Stats. Base [15,15,15,8,8,8] Modified: [15,19,15,8,8,8]
Proficiency: 2
HP: 10(class)+10(race)+2(Con) = 22
DP: 2(proficiency)+1(class) = 3
AC: ?
Speed: 6m
Initiative: +4 (Dex)
Moxie: -1 (Int)
Saves:
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Str:+2(Str)+2(Prof)=+4
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Dex:+4(Dex)
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Con:+2(Con)+2(Prof=+4
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Int: -1(Int)
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Wis: -1(Wis)
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Cha: -1(Cha)
Skills:
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Atheletics: +2(Str)+2(Prof) = +4
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Acrobatics: +4(Dex)
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Pilot: +4(Dex)+2(Prof) = +6
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Sleight of Hand: +4(Dex)
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Stealth: +4(Dex)+2(Prof) = +6
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Engineering: -1(Int)
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Investigation: -1(Int)
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Nature: -1(Int)
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Science: -1(Int)
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Animal Handling: -1(Wis)
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Culture: -1(Wis)
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Insight: -1(Wis)
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Medicine: -1(Wis)
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Perception: -1(Wis)
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Survival: -1(Wis)
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Deception: -1(Cha)
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Intimidation: -1(Cha)+2(Prof) = +1
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Performance: -1(Cha)
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Persuasion: -1(Cha)