A Merchants Dream
|Classes and Requirements|
|Mystic||STR+DEX||WIS 13 + DEX 13||D6|
STEP 1: Roll
Roll 3D6 six times to generate attribute scores.
If the sum of all attributes is less than 54 reroll.1
STEP 2: Pick a Class
Thief abilities have been merged into skills and are available to all classes.1
Class requirements are listed to the right.
You can trade 2 points from INT, WIS or STR for 1 towards your prime as long as they don’t drop below 9.
Note: There is no bonus XP for having a high Prime Attribute.1
All characters start with 5000XP and 80GP1. This means all classes will begin at level 3, except Elves who begin at level 2.
Beginning alignment choices are Lawful and Neutral.
Attribute modifiers are different from D&D 3.x and provided on the left.
HP is considered maximum for your class each level1.
STEP 3: Skills
Each PC begins with 4 skills, excluding bonus skills for high INT.
A Skill can be taken more than once, with each additional duplicate giving a further +1 bonus to that skill roll.
Any skill roll made without the underlying skill is taken at a -2 modifier.1
|Appraise||INT||Handle Animal||CHA||Sense Motive||WIS|
|Bluff||CHA||Heal||WIS||Sleight of Hand||DEX|
|Disguise||CHA||Perform||CHA||Use Magic Device||CHA|
1 These are house rules
2 Inspired by Pathfinder