Name: Brendon Ordo.

HP: 522

Walking Speed: 30 ft + 30 ft = 60 ft

Armor Class: To be Determined.

Hit Dice: 1D8

Class: Scholar: A true scholar is never satisfied. They are always seeking out a new answer to a new question. This often goes hand-in-hand with seeking a life of adventure, to explore new, hidden areas, or accompany those that do. The life of a scholar often times begins in the mundane, as a teacher or sage.

Sometimes they serve as doctors, diplomats, or as officers in the military.

Subclass #1: Explorer Pursuit: The explorer strives to navigate past the known to discover new planets, forgotten ruins, or forbidden locations. Those scholars who choose the Explorer Pursuit spend their time studying maps, landmarks, architecture blue prints, or even history books, using them to effectively lead the way for their companions.

Subclass #2: Tactical Pursuit: Tacticians study strategy and the ways of war. Those scholars who choose the Tactician Pursuit train themselves and their allies in combat maneuvers to deftly eliminate their foes through clever positioning, and fierce, timely attacks.

Level: 50

EXP: ?

Race: Humanoid.

Background: Mandalorian.

Alignment: Neutral Good.

Bonus Proficiency: +14

Age: 28

Superiority Dice: 1D12 - 12

-Stats-

Strength: 12

-Modifier: +1

-Saving Throw: +1

Intelligence: 1 + 15 + 4 + 3 + 3 + 1 + 1 + 1 + 1 = 30

-Modifier: +10

-Saving Throw: +10

Charisma: 8

-Modifier: -1

-Saving Throw: -1

Dexterity: 2 + 14 + 2 + 2 + 3 + 1 + 1 = 25

-Modifier: +7

-Saving Throw: +7

Constitution: 1 + 13 + 2 + 2 + 3 + 1 + 1 = 23

-Modifier: +6

-Saving Throw: +6

Wisdom: 10 + 1 + 1 + 1 = 13

-Modifier: +3

-Saving Throw: +3

Skills-

Athletics(Strength): +1

Acrobatics(Dexterity): +7

Sleight of Hand(Dexterity): +7

Stealth(Dexterity): +7

Arcana(Intelligence): +10

History(Intelligence): +10

Investigation(Intelligence): +10

Nature(Intelligence): +10

Religion(Intelligence): +10

Lore(Intelligence): +10

Piloting(Intelligence): +10

Technology:(Intelligence): +10

Animal Handling(Wisdom): +1

Insight(Wisdom): +1

Medicine(Wisdom): +1

Perception(Wisdom): +1

Survival(Wisdom): +1

Deception(Charisma): -1

Intimidation(Charisma): -1

Performance(Charisma): -1

Persuasion(Charisma): -1

-Features-

*Race*

-Human-

—Ability Score Increase: One ability score of your choice increases by 2, and two other ability scores of your choice increase by 1. Alternatively, four ability scores of your choice each increase by 1.

—Age: Humans reach adulthood in their late teens and live less than a century.

—Alignment: Humans tend toward no particular alignment. The best and worst are found among them.

—Size: Humans vary widely in height and build, from barely 5 feet to well over 6 feet tall. Regardless of your position in that range, your size is Medium.

—Speed: Your base walking speed is 30 feet.

—Defiant: Humans are known to be stubborn and often refuse to give up, even against the worst odds. When you or a creature you can see that can see and understand you makes an ability check, attack roll, or saving throw, you can roll a d4 and add it to their roll (no action required). Once you've used this feature, you must complete a short or long rest before you can use it again.

—Human Versatility: You gain proficiency in one skill, one tool, and one weapon of your choice.

—Languages: You can speak, read, and write Galactic Basic and one extra language of your choice. Humans typically learn the languages of other peoples they deal with, including obscure dialects. They are fond of sprinkling their speech with words borrowed from other tongues: trandoshan curses, twi'lek musical expressions, chiss military phrases, and so on.

*Class*

-Scholar-

—ACADEMIC SUPERIORITY: You learn maneuvers that are fueled by special dice called superiority dice.

—MANEUVERS KNOWN: You learn one maneuver of your choice, and you earn more at higher levels, as shown in the Maneuvers Known column of the scholar table. Many maneuvers enhance an attack in some way. You can use only one maneuver per attack, and you may only use each maneuver once per turn.

Each time you learn new maneuvers, you can also replace one maneuver you know with a different one.

—SUPERIORITY DICE: You have three superiority dice, which are d4s, and you earn more at higher levels, as shown in the Superiority Dice Quantity column of the scholar table. This die changes as you gain scholar levels, as shown in the Superiority Dice Size column of the scholar table. A superiority die is expended when you use it.

You regain all of your expended superiority dice when you finish a short or long rest.

—MANEUVER ABILITY: Your maneuver ability varies based on the type of the maneuver you use. You use Strength, Dexterity, or Constitution for physical maneuvers (your choice), Intelligence, Wisdom, or Charisma for mental maneuvers (your choice), and an ability of your choice for general maneuvers. You use this ability whenever a maneuver refers to your maneuver ability. Additionally, you use this ability modifier when setting the saving throw DC for a maneuver you use.

Maneuver save DC = 8 + your proficiency bonus + your maneuver ability modifier

—CRITICAL ANALYSIS: You are able to analyze a creature, develop a plan on how to best overcome any potential obstacle, and execute that plan with ruthless efficiency. As a bonus action on your turn, you can analyze a creature you can see within 60 feet of you. For the next minute, or until you analyze another target, you gain the following benefits:

• When you analyze a hostile creature, your attack and damage rolls made with weapons with the finesse property or blaster weapons against that target may use your Critical Analysis ability modifier, which is Intelligence, instead of Strength or Dexterity. You must use the same modifier for both rolls.

• When you analyze a friendly creature, the target can end your Critical Analysis on them (no action required) to add your Critical Analysis ability modifier, which is Intelligence, to one attack roll, ability check, or saving throw. Once a friendly creature has benefited from this ability, they can not do so again until they complete a short or long rest.

—DISCOVERY As you adventure, your studies have helped you discover new practices you can apply to your skills. You master two discoveries of your choice. Your discovery options are detailed at the end of the class description. When you gain certain scholar levels, you gain additional discoveries of your choice, as shown in the Discoveries column of the scholar table.

Additionally, when you gain a level in this class, you can choose one of the discoveries you know and replace it with another discovery that you could learn at that level.

—SAGE ADVICE: You can spend 1 minute spreading your knowledge and experience, advising those around you. When you do so, choose a skill or tool you are proficient with and a number of friendly creatures up to your Intelligence modifier within 30 feet of you who can hear you and who can understand you. Once within the next hour, the next time each creature would make an ability check with the chosen skill or tool, they may add their proficiency bonus to the roll if they are not already proficient. A creature may only benefit from this feature once. If a creature is targeted by this feature again before using it, they can choose to retain the first benefit or replace it with the new skill or tool instead.

Once you've used this feature, you can't use it again until you finish a long rest. Starting at 13th level, you regain the ability to use it after you complete a short or long rest.

—EXPERTISE: Choose two of your skill proficiencies, or one of skill proficiencies and one of your tool proficiencies, or two of your tool proficiencies. You gain expertise in those skills or tools.

At 10th level, you can choose another two proficiencies (in skills or tools) to gain this benefit.

—ACADEMIC PURSUIT: You dedicate your studies towards a pursuit, which is detailed at the end of the class description.

—ABILITY SCORE IMPROVEMENT: You can increase one ability score by 2, or you can increase two ability scores by 1. You can't increase an ability score above 20 using this feature.

—MULTITASKER: You can take a second reaction each round.

Additionally, when a friendly creature you can see that can hear you is forced to make a saving throw, you can use your reaction to target them with your Critical Analysis feature.

—CALM AND COLLECTED: When you make a saving throw caused by an effect you can see, you may gain a bonus to the saving throw equal to your Intelligence modifier.

You can use this feature five times. You gain an additional use at 17th level. You regain all expended uses when you complete a long rest.

—ADAPTABLE INTELLECTUA: You are able to effectively prepare for any mission on hand. At the end of a long rest, you may choose one of the discoveries you know and replace it with another discovery that you could learn at that level.

—KNOWLEDGE UNBOUND: You are the pinnacle of your pursuit. Your Intelligence score increases by 4. Your maximum for that score increases by 4. Additionally, you can use any maneuver you know without expending a superiority die, rolling a d4 instead.

*Subclass*

-Explorer Pursuit-

—FOCUSED NAVIGATOR: You gain proficiency in two of the Perception, Piloting, Survival, and Acrobatics skills. Additionally, you can't have disadvantage on checks you make with them.

—SURVEYED AREA: You can now use your Critical Analysis feature on a 15-foot cube area within 60 feet of you that you can see. You can treat any creatures inside this cube as if they are the target of your Critical Analysis feature, and when a creature ends your Critical Analysis feature on themself, it does not end this effect for other creatures in your Surveyed Area.

—FIELD ADVANTAGE: You learn to quickly convey spatial information in the midst of combat about the area you analyzed, giving them an edge at maneuvering in the area.

While moving through your Surveyed Area, you and friendly creatures of your choice ignore unenhanced difficult terrain, and opportunity attacks against them are made with disadvantage.

—UNSTOPPABLE ADVENTURER: You learn to swim and scale vertical surfaces with ease. You gain swimming and climbing speed equal to your walking speed.

Additionally, your Sage Advice feature can be used to give friendly creatures knowledge on how to swim or climb, provided you have a swimming or climbing speed. Chosen creatures have a swimming speed or climbing speed for the entire duration.

-Tactical Pursuit-

—BATTLE DISPLAY: You gain proficiency in martial blasters and martial vibroweapons.

—TACTICAL MASTERY: You learn to better command your allies to victory from afar. Your Critical Analysis range is increased to 90 feet.

—FIRE AS ONE: You can focus your target down with the help with an ally. Once per round, whenever the creature that is the target of your Critical Analysis feature is attacked by someone other than you, you can use your reaction to make one weapon attack against them.

—BATTLEFIELD SURVEY: You become a master at leading your allies around in a battlefield you have studied. When you spend 10 minutes observing an area that is within 120 feet from you, or by using a detailed map, select a number of creatures up to your Critical Analysis ability modifier. You and those selected allies ignore unenhanced difficult terrain, and have advantage on Dexterity (Stealth) checks in that area.

—ALL-OUT ATTACK: You can use your action to initiate an all-out attack. Choose a number of allies up to your Critical Analysis ability modifier within 60 feet who can see or hear you. The chosen allies may then immediately use their reaction to make one weapon attack against a target of your choice. You may choose the target for each attack separately.

Once you use this feature, you cannot use it again until you finish a short or long rest.

*Maneuvers Known: 26*

-COMMANDER'S ARMOR: You gain proficiency in medium armor. If you are already proficient in medium armor, you instead gain proficiency in heavy armor.

-FIGHTING STYLE: You adopt a particular style of fighting as your specialty. Choose one of the fighting style options, detailed in Chapter 6.

—Great Weapon Style: You are skilled at putting the weight of a weapon to your advantage. You gain the following benefits:

• While you are wielding a two-handed light- or vibro-weapon with which you are proficient, your weapon damage rolls gain a minimum roll threshold, discussed in chapter 7.

• Grasping a two-handed weapon you are wielding in only one hand with your other hand no longer requires your obiect interaction.

-FIRING COMMAND: You can take the Help action as a bonus action. Additionally, when you take the Help action to assist an ally attacking the target of your Critical Analysis, it has a range of 30 feet.

-OBSERVANT LEADER: You have advantage Wisdom (Perception) checks that rely on sight.

-TACTICAL RETREAT: When you take the Dash action, opportunity attacks made against you are made at disadvantage.

-UNBOUND COMMANDER: You learn to command your allies to victory from afar. Your Critical Analysis range is increased to 120 feet.

-COVER ADEPT: You treat one-quarter cover as half cover, half cover as three-quarters cover, and three-quarters cover as full cover. Additionally, while you are in cover, Dexterity (Stealth) checks you make gain a bonus equal to your Critical Analysis ability modifer (minimum of +1).

-DUNGEON EXPLORER: You have advantage on Wisdom (Perception) checks and Intelligence (Investigation) checks to locate any secret doors or traps, and you have resistance to damage dealt by traps.

Additionally, you can use your Sage Advice feature to teach friendly creatures about various types of traps, following the same rules of that feature. When you do so, the chosen creatures have resistance to damage dealt by traps.

-GALACTIC EXPLORER: When you make an Intelligence (Piloting) check and add your proficiency bonus to the check, treat any roll of 9 or lower as if you had rolled a 10.

-HIGH GROUND: Once per turn, when you or a friendly creature hits a creature that is a target of your Critical Analysis feature, it takes additional damage equal to half your Critical Analysis ability modifer (minimum of +1).

-NO STONE LEFT UNTURNED: When you make a Wisdom (Perception) or Intelligence (Investigation) check to find a hidden creature that is inside the area that is targeted by your Critical Analysis feature, you do so with advantage.

-VERSATILE EXPLORER: You can hold your breath twice as long as you are normally able to, and take half as much damage from fall damage.

-ACADEMIC MEMORY: You can recall anything you have read in the past month that you understand. This includes but is not limited to books, maps, signs, and lists.

-ADAPTIVE: When the target of your Critical Analysis feature is reduced to 0 hit points, you can use your reaction to change the target of your analysis to another creature within range.

-CLEVER APPLICATIONS: You gain proficiency with improvised weapons, and they gain the finesse property for you. Additionally, when you make an attack with an improvised weapon, it deals 1d6 damage.

You can use your Sage Advice feature to give friendly creatures improvised weapon proficiency if they don't already have it, following the same rules of that feature as if it were a skill or tool. The friendly creatures retain this proficiency for the entire duration instead.

-EXPERT'S ADVICE: When you use your Sage Advice feature, the first time each targeted creature makes the chosen skill check, they gain an additional bonus to the roll equal to half your Critical Analysis ability modifier.

-HARDENED MIND: You have advantage on saving throws against illusions and on Intelligence checks to discern them from reality.

You also gain resistance to psychic damage.

-MASTER'S ADVICE: When you use your Sage Advice feature, the first time each targeted creature makes the chosen skill check, they gain an additional bonus to the roll equal to your Critical Analysis ability modifier.

-MENTAL PROWESS: When you make a Strength (Athletics) or Dexterity (Acrobatics) check to grapple a creature or break out of a grapple, net, and other restraining equipment, you can use your Critical Analysis ability modifier instead of Strength or Dexterity.

-QUICK ANALYSIS: When you roll initiative and aren't surprised, you can use your reaction to use your Critical Analysis feature.

-RANCOR'S DISCIPLINE: You can substitute Wisdom or Charisma (chosen when you study this discipline) for Intelligence for your scholar class features, except for other discoveries and Academic Pursuit features.

-RELIABLE SOURCES: Intelligence (Lore) or Intelligence (Nature) skill check that lets you add your proficiency bonus gain a minimum roll threshold, discussed in chapter 7.

-RESOLUTE: When you make a saving throw to resist charm and fear effects, you may add your Intelligence modifier to the roll.

*Discoveries Known: 9*

-AMBASSADOR: You learn three additional languages of your choice.

-LIFELONG LEARNING: You gain proficiency in a skill and a tool, or two tools.

-MODERATELY ARMORED: You gain proficiency in medium armor.

-GRAPPLING HUNTER: Attack rolls that you make against creatures that you are grappling have advantage.

-COVER ADEPT: You treat one-quarter cover as half cover, half cover as three-quarters cover, and three-quarters cover as full cover. Additionally, while you are in cover, Dexterity (Stealth) checks you to gain a bonus equal to your Critical Analysis ability modifier (minimum of +1).

-VERSATILE EXPLORER: You can hold your breath twice as long as you are normally able to, and take half as much damage from fall damage.

-CONTINGENCY PLAN: When the target of your Critical Analysis feature scores a critical hit, you can use your reaction and expend a superiority die to treat the attack as a normal hit instead.

-FIRING COMMAND: You can take the Help action as a bonus action. Additionally, when you take the Help action to assist an ally attacking the target of your Critical Analysis, it has a range of 30 feet.

-STUDIED COMMANDER: When you make an Intelligence (Lore) or Intelligence (Technology) check related to battles, tactics, or weaponry, you may expend a superiority die and add it to the roll.

*Feat*

-Free-

—Healer: You are an able medic, allowing you to mend wounds quickly and get your allies back in the fight. You gain the following benefits:

• Increase your Intelligence or Wisdom score by 1, to a maximum of 20.

• When you use a traumakit to stabilize a dying creature, that creature also regains 1 hit point.

• As an action, you can spend one use of a traumakit to tend to a creature and restore 1d6 + 4 hit points to it, plus additional hit points equal to the creature's maximum number of Hit Dice. The creature can't regain hit points again in this way until it finishes a short or long rest.

—Medic: You master the physician's arts, gaining the following benefits:

• Increase your Wisdom score by 1, to a maximum of 20.

• You gain proficiency in the Medicine skill. If you are already proficient in it, you instead gain expertise in it.

• During a short rest, you can clean and bind the wounds of up to six willing beasts and humanoids. Make a DC 15 Wisdom (Medicine) check for each creature. On a success, if a creature spends a Hit Die during this rest, that creature can forgo the roll and instead regain the maximum number of hit points the die can restore. A creature can do so only once per rest, regardless of how many Hit Dice it spends.

—Survivalist: You master wilderness lore, gaining the following benefits:

• Increase your Wisdom score by 1, to a maximum of 20.

• You gain proficiency in the Survival skill. If you are already proficient in it, you instead gain expertise in it.

• You learn the alarm tech power. You can cast it once, using supplies scavenged around you, without the use of a wristpad and without spending tech points, and you regain the ability to do so when you finish a long rest.

—Heat Shielded: You can tolerate extremely hot temperatures. You gain the following benefits:

• Increase your Dexterity, Consitution, or Intelligence score by 1, to a maximum of 20.

• You have advantage on Constitution saving throws made to avoid exhaustion due to extreme heat, and you can use your bonus action to end the ignited condition on yourself, instead of your action.

• You have advantage on saving throws made to avoid fire damage.

—Vigorous Virility: Thanks to the strength of your vitality, you gain the following benefits:

• Increase your Constitution, Intelligence, or Charisma score by 1, to a maximum of 20.

• As an action, you can expend a Hit Die to end the weakened condition on yourself.

• Once per long rest, when you complete a short rest, you can expend a Hit Die to remove 1 level of exhaustion.

• You have advantage on saving throws made to avoid necrotic damage.

-Lue-

—Crafter: You have a knack for crafting; you work with greater efficiency and produce goods of higher quality. Select one type of artisan's implements. You gain the following benefits:

• Increase an ability score of your choice by 1, to a maximum of 20.

• You gain proficiency with the chosen tool. If you are already proficient with it, you instead gain expertise with it.

• When you craft something with the chosen tool, the total market value you can craft increases 50 cr per day. If you have expertise with it, the market value instead increases by 100 cr per dav.

• If you use the tool you've selected to practice a profession during downtime, you can support a lifestyle one higher than you would normally be able to.

—Animal Handler: You master the techniques needed to train and handle animals. You gain the following benefits:

• Increase your Wisdom score by 1, to a maximum of 20.

• You gain proficiency in the Animal Handling skill. If you are already proficient in it, you instead gain expertise in it.

• You can use a bonus action on your turn to command one friendly beast within 60 feet of you that can hear you and that isn't currently following the command of someone else. You decide now what action the beast will take and where it will move during its next turn, or you issue a general command that lasts for 1 minute, such as to guard a particular area.

—Athlete: You have undergone extensive physical training to gain the following benefits:

• Increase your Strength or Dexterity score by 1, to a maximum of 20.

• When you are prone, standing up uses only 5 feet of your movement.

• Climbing doesn't cost you extra movement.

• You can make a running long jump or a running high jump after moving only 5 feet on foot, rather than 10 feet.

—Augmented Cyborg: You've experimented with cybernetic augmentations, granting the following benefits:

• Increase an ability score of your choice by 1, to a maximum of 20.

• Choose one cybernetic augmentation of standard rarity from Appendix A. That augmentation is installed and doesn't count against the maximum cybernetic augmentations you can support, but it does count towards your total cybernetics augmentations as shown in the Cybernetic Augmentations Side Effects table in Chapter 7.

—-Automated Adrenal Package: Once on your turn, you can activate this implant to gain the effects of an adrenal (no action required). This effect lasts for one minute, or until a different adrenal is chosen. You can choose from the following types of adrenals:

• Strength Adrenal: You gain a +1 bonus to the damage rolls of melee weapon attacks, and your carrying capacity and the weight you can push, drag, or lift doubles. If it would already double, it instead triples.

• Alacrity Adrenal: You gain a +1 bonus to the damage rolls of ranged weapon attacks, and your speed increases by 10 feet.

• Stamina Adrenal: You gain 2 temporary hit points and a +2 bonus to Constitution saving throws.

Side Effect: You can no longer benefit from other adrenals.

This clear plasti-polymer implant has an appearance vaguely resembling a multi-limbed cephalopod, and must be carefully installed by a master cybertech. It attaches by wrapping around the medulla, and produces a variety of combat adrenals for its user's consumption. It also performs blood-cleansing work to reduce the liver damage (for species that have a liver) caused by long-term adrenal use.

—Battle Scarred: You've spent a lifetime fighting, with the scars to prove it. You gain the following benefits:

• Increase your Constitution score by 1, to a maximum of 20.

• When you roll a 19 or a 20 on the d20 for a death saving throw, you regain 1 hit point.

• When vou are reduced to 0 hit points but not killed outright, you can drop to 1 hit point instead. Once you've used this ability, you must complete a long rest before you can use it again.

—Competitor: You have a strong aptitude for competing. Select one gaming set. You gain the following benefits:

• Increase an ability score of your choice by 1, to a maximum of 20.

• You gain proficiency in the chosen gaming set. If you are already proficient with it, you instead gain expertise with it.

• As long as you spend at least 1 minute using your gaming set, you can't have disadvantage on Intelligence checks you make to use the gaming set, Charisma (Deception) checks you make to bluff with the gaming set, or Wisdom (Insight) checks you make to read an opponent with whom you are competing with the gaming set.

—Durable: Hardy and resilient, you gain the following benefits:

• Increase your Constitution score by 1, to a maximum of 20.

• When you roll a Hit Die to regain hit points, the minimum number of hit points you can regain from the roll equals twice your Constitution modifier (minimum of 2).

• Your hit point maximum increases by an amount equal to twice your level when you gain this feat. Whenever you gain a level thereafter, your hit point maximum increases by an additional 2 hit points.

—Entertainer: You have a natural gift for performing. Select one musical instrument. You gain the following benefits:

• Increase an ability score of your choice by 1, to a maximum of 20.

• You gain proficiency in the chosen musical instrument. If you are already proficient with it, you instead gain expertise with it.

• While playing your chosen musical instrument, you can always readily read the emotions of those paying attention to you. During this time, and for up to one minute after completing, you have advantage on Wisdom (Insight) checks to read the emotions of those you performed for.

You can take this feat multiple times. Each time you do so, you must choose a different musical instrument.

-Boon-

—Boon of Fate: When another creature that you can see within 60 feet of you makes an ability check, an attack roll, or a saving throw, you can roll a d10 and apply the result as a bonus or penalty to the roll. Once you use this boon, you can't use it again until you finish a short rest.

—Boon of Irresistible Offense: You can bypass the damage resistances of any creature.

—Boon of Magic Resistance: You have advantage on saving throws against spells and other magical effects.

—Boon of Peerless Aim: You can give yourself a +20 bonus to a ranged attack roll you make.

Once you use this boon, you can't use it again until you finish a short rest.

—Boon of Resilience: You have resistance to bludgeoning, piercing, and slashing damage from nonmagical weapons.

—Boon of Speed: Your walking speed increases by 30 feet. In addition, you can use a bonus action to take the Dash or Disengage action. Once you do so, you can't do so again until you finish a short rest.

—Boon of the Night Spirit: While completely in an area of dim light or darkness, you can become invisible as an action. You remain invisible until you take an action or a reaction.

—Boon of Truesight: You have truesight out to a range of 60 feet.

—Boon of Combat Prowess: When you miss with a melee weapon attack, you can choose to hit instead. You can use this boon threes times afterwards you can't use it again until you finish a short rest.

-Languages-

*Galactic Basic.

*Droid Binary.

*Weequay.

*Huttese.

*Muni.

-Resistance-

—Psychic Damage.

—Non Magical Slashing Damage.

—Non Magical Piercing Damage.

—Non Magical Bludgeoning Damage.

-Proficiency-

Armor: Light armor, Medium Armor, Heavy Armor.

Weapons: Simple blasters, simple vibro weapons, martial vibro weapons with the finesse property, Great Saber, Improvised Weapons, Martial Blasters.

Tools: Gadgeteer, Tinker's Implement, Cyber Tech, Bio Tech, Pazaak, Flute.

Saving Throws: Intelligence, Wisdom

Skills: Insight, Investigation, Medicine, Survival, Piloting, Perception, Acrobatics.

-Expertise-

*Tinker's Implement.

*Investigation.

*Piloting.

*Perception.

*Medicine.

*Survival.

*Gadgeteer.