Here you go: (The point man grows increasingly team-oriented, almost all of special abilites are done that way.)
Pointman 2
Bab +1
Fort +2
Refl +2
Will +3
Defense +1
Initiative +1
HD: 1D10
Skill points: 6+Int
Budg: 6
Gadg: 1
Armor: L, M,
Weapons: Melee. Handgun, Rifle
1st Lvl:
"generous": may add action dice to rolls of allies within LOS or contact via speech
"Versatility 6": 6 cross-class skills become class skills
2nd Lvl:
"assistance" may reduce the amount of of time it takes one of his teammates to use one of their skills or class abilites by assisting them. (only for activities that take obe hour or longer) Time required is halved.
[short outlook on further abilities:
3:
Lead 1 (whole team may use pm's roll on one task, like climbing or sneaking, 1x session)
Versatility 7
4:
Tactics 1 (may give specific orders to [Cha-Bonus] number of allies, they gain +1 on all related rolls, once per session)
5:
Lead 2 (2x session)
6:
Versatility 8
cross-class ability
7:
Lead 3
8:
Tactics 2 (+2 on rolls)
9:
cross-class ability
versatility 9
Lead 4
10:
Serendipity 1 (1x session a "lucky break")
Skills:
Bluff
Bureaucracy
Craft
Diplomacy
Driver
First Aid
Knowledge
Profession
Sense Motive
Sport