So your final abilities are:
STR 9 -1
DEX 16 +3
CON 13 +1
INT 15 +2
WIS 12 +1
CHA 11 0
Let's move on to your class abilities. Here's what you get at 1st level:
Department Bonuses:
-- +1 department bonus to Fortitude saving throws, and an additional additional +1 at 4th level, and every four levels thereafter.
-- +1 department bonus to skill checks for one class skill of your choice, and an additional additional +1 at 4th level, and every four levels thereafter.
-- Any basic combat feat. You must still meet all prerequisites for the feat, including ability score and base attack bonus minimums.
Proficiencies:
-- Armor Proficiency (Light)
-- Weapon Group Proficiency (Hurled)
-- Weapon Group Proficiency (Melee)
-- Weapon Group Proficiency (Handgun)
-- Weapon Group Proficiency (Rifle)
Class Abilities:
--
Dexterous: Whenever the fixer spends an action die to add to a Dexterity-based skill check, two dice are added instead of one (e.g. a 1st-level fixer’s bonus of 1d4 becomes 2d4). This is the fixer’s core ability.
--
Procure: The fixer may requisition items and gadgets anywhere in the field at normal cost, just as if he were back at headquarters. If there is a nearby city and the fixer can communicate and meet with a representative of the Agency, then this ability takes 20 minutes per 4 budget points or 1 gadget point spent; otherwise it requires 1 hour per 4 budget points or 1 gadget point
spent, while he scrounges the area to find the required items. The fixer must either be able to contact his HQ or a personal contact, or scout his surroundings, to use this ability.
Skill Points at 1st level: (8 + Int modifier) × 4, so 40 for you. Class and cross-class skills are listed here:
If you're familiar with d&d 3.5, it works just the same way. If you're not, let me know and I'll help you out. After you're done here, we just have your feats and gear to do and we're done.