Knowledge is the only true power:
You start with a laptop loaded with an enormous backup copy of wikipedia from just before the internet went 404. The laptop is loaded with a full suite of programs including many technical texts, maps, etc. You've managed to rig up a basic solar power system to keep the batteries charged enough for an hour of use a day, less if it rains.
Challenge trait: Fastidious/OCD/Phobic - Personal Space, Grammar, Fear of Flying
Str 12 +1
Dex 12 +1
Con 12 +1
Int 14 +2
Wis 12 +1
Cha 10 +0
Class Skills: The expert’s class skills (and the key abilityfor each skill) are: Computer Use (8 Int), Craft (6 chemical, 7 electronic, 7 mechanical, pharmaceutical, or structural) (Int), Decipher Script (6 Int), Demolitions(Int), Disable Device (6 Int), Forgery (Int), Investigate(Int), Knowledge (6 behavioural sciences, 6 life sciences, 6 physical sciences, and 8 technology) (Int), Navigate (8 Int), Profession (Wis), Read/Write Language(none), Repair (6 Int), Research (7 Int), Perception (5 Wis) and Speak Language (none). Also, the starting occupation the character selects can provide additional class skillsto choose from.
Expert Feats: Alertness, Alternate Approach, , Builder, Nimble (+2 to slight of hand, and escape artist, Simple Weapons Proﬁciency,
Uncapped Skills Craft (any), Disable Device, Repair, Treat Injury
Level BAB Defence Fortitude Reflex Will Feats Special
1 + 0 + 0 + 0 + 2 + 0 2 Feats Can't stop Thinking
2 + 1 + 1 + 0 + 3 + 0 Expert Feat
3 + 2 + 1 + 1 + 3 + 1 Feat
Vitality Points per Level 1d8 + Con Bonus
Skill Points: 6 + Int Bonus
Can't stop thinking Experts are used to considering every possibility and planning for every eventuality, this has a detrimential effect on those situations that are quite beyond their control. Experts suffer a -4 penalty of fear checks.
Macguyver At 4th level an expert may take 10 on any Expert Class skill check and penalties for improvised tools or equipment are limited to -1
age: early 30's