Next - Jeremiah Grayson (updated)
Jeremiah Grayson
Explorer 2
Non-Comm [Diplomatic Corps]
Age: 22
Gender: Male
Height: 5'11"
Weight: 175 lbs
Eyes: Hazel
Hair: Short Brown
Skin: Darkly tanned
Nationality: American
Current Residence: Choctaw, Ok.
Current Work: Code Tinker, Tinker AFB
Religion: Agnostic
Allegiance: Friends
Action Dice: 3 (d4)
Inspiration: 4 [2 Wis + 2 Level]
Education: 4 [2 Wis + 2 Level]
Experience: 1,000 xps [Need 3,000 for 3rd]
STR: 14 +2
DEX: 14 +2
CON: 14 +2
INT: 18 +4
WIS: 14 +2
CHA: 20 +5
Hit Dice: 12 + 1d10 + 4
Vitality: 22 Wounds: 14
Defense (Armor): 12 [10 + 2 Dex + 0 Armor]
Defense (Class): 13 [10 + 2 Dex + 1 Class]
Initiative: +4 [2 Dex + 2 Class]
BAB: +1
Melee: +3
Ranged: +3
Speed: 30’
FORT: +4 [2 Base + 2 Con]
REFL: +5 [3 Base + 2 Dex]
WILL: +4 [2 Base + 2 Wis]
Save Conditionals: none
Attacks-Weapons:
Pistol 1 +3, 1dX (20)
Attack conditionals: none.
Class / Specialty Abilities:
Diplomat core: Diplomacy is always a class skill
Diplomat core: +1 Class Bonus +1/5 lvls to Cultures and Diplomacy
Diplomat core: Bonus skill points of 4 + 1 per level
Diplomat core: Gain Persuasive feat.
Obsessive (Explorer Core): When spending an action die on Intelligence check add ¼ Explorer class levels to threat range.
Direction Sense (Explorer): +2 Class bonus +1/4 Explorer lvls to Navigate, also don’t need to spend an action die to activate a critical for such checks.
All over the World (Explorer 1st): Gain World Traveler feat
Bookworm (Explorer 2nd): Reduce research time of 5 minutes or more by 50%.
Rough Living (Scout): +2 Natural Armor bonus to AC (+4 at 11th), +2 to environmental saves.
Feats:
Armor Proficiency (light,)
Weapon Group Proficiency (Melee, Handgun)
Persuasive (Diplomat Core): +2 to Bluff, Diplomacy, and Intimidate checks and critical range for those skills is now 19-20.
World Traveler: (Explorer Bonus feat) +2 to Culture, Language and First Aid checks and critical range for those skills is now 19-20.
Outdoorsman: (Scout Bonus feat) +2 to Survival and Handle Animal checks and critical range for those skills is now 19-20.
Unlocked Potential: (Character 1st) Increase maximum skill ranks for one skill (Languages) by three.
Skills (Total Bonus [# of Ranks + Modifiers] Crit Range):
Bluff +9 [2 ranks + 2 feat] (Crit 19-20)
Computer Use +8 [4 ranks]
Cryptography +9 [5 ranks]
Cultures +4 [0 ranks + 2 feat] (Crit 18-20)
Diplomacy +11 [4 ranks + 2 feat] (Crit 18-20)
First aid: +4 [0 Ranks +2 feat] (Crit 19-20)
Gather Information +9 [4 ranks]
Intimidate +7 [0 ranks +2 feat] (Crit 19-20)
Hide +10 [8 Ranks]
Knowledge:
- History +9 [5 Ranks]
- Philosophy / Theology +8 [4 Ranks]
Languages +14 [8 ranks +2 feat]
Listen +6 [4 Ranks]
Sense Motive (cc) +4 [4 (1/2) ranks]
Spot +7 [5 Ranks]
Languages:
- Native: English, German, Romanian, Swahili, Iraqi
- Fluent: Cheyenne, Gaelic, Armenian, Mandarin, Hindi, Latin, Sumerian, Cuneiform, Arabic (Egyptian)
Personal Equipment:
- Contractor's field bag , 4 lbs
- Portable digital video recorder , 7 lb
- Notebook 0.5 lbs,
- Scanner (2) 1 lbs (0.5 each)
Stargate Standard Bundle:
Standard fatigues (3 sets in your choice of terrain colors), combat boots, caps, load bearing harnesses, magnetic compasses, canteens, flashlight, 5 days MRE’s, tactical deployment vest, tactical radio, and Beretta 92F with a standard side holster and 45 rounds of ammo, and a weatherproof seabag.
Survival Bundle:
The survival gear includes a climbing kit with tools, survival kit, binoculars, 100 ft rope, 5 glow sticks, and survival knife
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