• Mitheirn
  • Character Creation
  • Races
  • Skills and Feats
  • Magic
  • Equipment
  • Rules
  • Introduction
  • History
  • World and Realms
  • Sikarra
  • Gods
  • Adventurer Creation Summary
  • Language and Names
  • Choosing a Racial Template
  • Dverekh
  • Eulae
  • Humans
  • Kaarsh
  • Mythic Creatures
  • The Chosen
  • The Cursed
  • Skills
  • Feats
  • Martial Arts Styles
  • The Rules of Magic
  • Inherent Powers
  • Magic Spells
  • Backlash
  • Money and Wealth
  • General Equipment
  • Weapons
  • Armor
  • Magic Items
  • Criticals
  • Extra Effort
  • Drawbacks
  • Combat

Character Creation

Mitheirn is home to almost any kind of adventurer that can be imagined. As a player, you may choose abilities, skills, feats, inherent powers, and many other qualities to define your character. You do this using the Hero Creation rules from Mutants & Masterminds Second Edition, starting on page 14. The following section notes changes to these rules for Mitheirn.

Adventurer Creation Summary

Character creation is a series of simple choices. You'll need a copy of Mutants & Masterminds Second Edition, a character sheet, and this website.

1. Concept

Before fiddling with numbers and rules, it's always a good idea to decide who you want to play. What sort of person is he? Why is he seeking adventure and danger? What does he want out of this life? What things might drive him onward or hold him back?

It can be useful to look at existing fantasy stories to see if your character can fit in with any of these archetypes. Look at the races, the inherent powers, or spells. Do any of them inspire you? You should write down a few notes about the sort of person you're interested in playing.

Racial Template

In Mitheirn, there are four races to choose from, each one with its own subraces and offshoots. The magic-resistant dverekh, the arcane eulae, the ubiquitous humans and the tough kaarsh.

While the final decision about racial template should come just before step 4, it's a good idea to know which race appeals to you the most. Among other things, this can help you decide who your character really is, and what directions he might go.

2. Check With Your Gamemaster

The Gamemaster, or GM, will have his own perspective on the game's setting and rules. He may have decided to center the action around a particular area, or may be hoping for a certain style of game. If he decides to focus on people who come from the same small village in Tarmath, for example, he may only allow one or two races as options, or may limit how much magic you may know. If your GM wants to throw a disparate lot together in the middle of Sikarra's largest city, Kaaskhad, he may not limit character concepts at all.

In any case, it's also a good idea to know what kind of game it will be, so that your character has the best chance of working well with the rest of the group and taking part in the adventure. All players should discuss who their characters with each other will be before the game starts to see if they can make an interesting group.

3. Power Level

The game's starting power level is determined by your GM. The default assumption is that starting PL will be 5, but the GM may wish to set the power level higher or lower than this.

See Power Points and Power Level (MM2E, pg. 24) for more details.

4. Abilities

Ability scores cost 1 power point for each point above 10. The attack and defense bonus costs 2 power points for every +1 to attack or defense bonus. Saving throw bonuses cost 1 power point per +1 save bonus. These bonuses are limited by power level and race.

See Chapter 2: Abilities (MM2E, pg. 28) for more details about the abilities. See the Races page for more about the racial limits.

5. Skills

Decide which skills you want your character to have. A single power point gives 4 skill ranks. No skill can have more ranks than the power level +5. See Chapter 3: Skills (MM2E, page 38) for details about the skills.

In Mitheirn, some of the basic skills are altered. See the Characters: Skills page for details.

6. Feats

Select your feats, paying 1 power point for each feat or rank in the feat. See Chapter 4: Feats (MM2E, page 56) or the Characters: Feats page for more details. Note that there are several feats, and variations on existing feats, specific to this setting.

Fighting Styles

If desired, you may choose a fighting style. This requires a feat and provides benefits, signature weapons, and recommends feats to fit within the style.

7. Magic

No character in Mitheirn can ignore the influence magic has on his development. Even dverekh are affected by mystical forces, albeit to a lesser extent. Magic uses the same basic structure for super-powers described in Chapter 5: Powers (MM2E, page 66), with some modifications from the Mastermind's Manual and Ultimate Power books.

All powers or spells have their cost-per-rank determined by what they do, and are limited to the campaign's power level. The use of magic drains a character's personal energies, and will require you to spend Mana to shape the power. More details about the nature of magic and the consequences of using it are outlined in the Magic page.

If you don't have any magic feats, then your Mana is based on your Constitution or Wisdom bonus x4. If you have one of those feats, choose one as your "base." The bonus of the listed Ability is multiplied x4, and then add +2 Mana for every rank in a magic feat. You can also spend 1 pp for every additional +2 Mana beyond this.

Inherent Powers

These are unusual abilities granted by your racial template or through special qualities you possess. They typically only affect your character, and may be easier to activate and maintain than spells. More details may be found on the Magic: Inherent Powers page.

Magic Spells

Arcane force may be shaped in several ways. In Mitheirn, there are four methods of casting spells, Elementalism, Faithwork, Mindcraft, and Sorcery.

These are purchased like powers, but may affect other people, may be somewhat more difficult to cast and maintain, and usually have more dramatic consequences.

8. Complications and Drawbacks

Characters find their lives are made more interesting with complications, and drawbacks can not only give your character depth but a few spare power points. Most races have built-in drawbacks, but the GM may allow more so long as they do will not be completely disruptive to the game. See Chapter 6: Characteristics (MM2E, page 116) for more details about how these work. Some complications and drawbacks that are appropriate for Mitheirn are suggested on the Rules: Drawbacks page.

9. Get Equipment

Your character starts play with a three free ranks of the Feat: Equipment (MM2E, page 61), which gives you 5 points to spend on equipment at character creation. You may spend power points to have more ranks in this feat at character creation, although the GM may have a limit to how many ranks are allowed. After character creation, equipment costs money, which is outlined in more detail on the Equipment: Money page.

You may choose to begin play with the Drawback: Poverty, which reduces your starting ranks of Equipment.

10. Check Your Math

This is a good time to go through your notes and tally up the cost of your racial template, ability scores, skills, feats, magic, equipment, and any bonus points from drawbacks. You should come up with a number close to the power level's limit. If not, double-check your math and fiddle with your purchases and drawbacks until things come out even. Remember: it's always fine to ask your GM or another player for help at this point, especially if you're not mathematically inclined.

11. Add Up Saving Throws

Time to figure up your saving throw bonuses by adding base save bonuses, and any modifiers from abilities, magic, feats, or equipment. Check your totals against the campaign's power level, and adjust to fit.

12. Finishing Details

If there are any gaps missing, such as name, country of origin, backstory, or simply what you look like, now is the time to fill them in.

13. Gamemaster Approval

Show your adventurer to the GM. He'll probably want to talk to you about the background you've outlined, and may have suggestions for how to shift some points around or how you can fit into the game. Once this is finished, you're ready to play!

Adventurer Creation Examples

Archer

    • Race: Huerao-branch eulae (+2 to Dex, +1 to Wis; +1 to Fort and Will Saves; +1 Magic Saves; Feat: Inherent Power (Eulae); Inherent Power: Immunity to Aging (limited))
    • Str: 14 (+2)
    • Dex: 16/20 (+3/5)
    • Con: 16 (+3)
    • Int: 12 (+1)
    • Wis: 15 (+2)
    • Cha: 10 (+0)
    • Toughness: +8 (with armor) +5 (without armor) +3 (without dodge)
    • Fortitude: +5
    • Reflex: +5
    • Will: +5
    • Skills: Acrobatics 4, Climb 3, Concentration 4, Craft 3 (Armor), Craft 3 (Bowyer/Fletcher), Language 2 (Eulae lit., Akarian), Notice 4, Ride 2, Search 2, Stealth 5.
    • Feats: Accurate Attack, Armor Proficiency 2, Attack Focus 1 (ranged attacks), Attack Specialization (bow), Autofire 2 (bow), Defensive Roll 2, Dodge Focus 1, Equipment 4 (3 ranks free), Evasion, Improved Aim, Improved Initiative, Improved Ranged Disarm, Inherent Power (Eulae, first rank free), Martial Arts Style (Archery), Precise Shot, Quick Aim, Quick Draw, Ranged Pin, Weapon Proficency 2 (bows, swords).
    • Magic: Inherent Power Save +3.
    • Inherent Powers: Enhanced Ability 4 (Dexterity +4), Shield 2 (+2 Defense), Super-Senses 4 (Extended Vision, Danger Sense, Darkvision).
    • Equipment: General — Backpack, Clothes, Crowbar, Rope ('50 foot). Weapons and Armor — Longbow (Masterwork), Short Sword, Studded Leather.
    • Combat: Attack +5 (bow) +3 (ranged) +2 (melee), Damage +5 (bow) +2 (sword), Defense +5 (shield) +3 (dodge) +1 (without dodge), Initiative +9.
    • Drawbacks: -1 to Charisma; +1 Backlash point when using inherent powers, even with successful save; Inherent power use is always Noticeable; Backlash effects also limit breeding and will cause character to take on unusual appearance.

Entertainer

    • Race: Grealao-branch eulae (+2 Dexterity and Charisma; +2 to Will saves; +2 to Magic saves; +1 to save DCs for targets of grealao spells; Feat: Inherent Power (Eulae); Inherent Power: Immunity to Aging (limited)).
    • Str: 10 (+0)
    • Dex: 16 (+3)
    • Con: 12 (+1)
    • Int: 14 (+2)
    • Wis: 14 (+2)
    • Cha: 16 (+3)
    • Toughness: +5 (with armor) +3 (without armor) +1 (without dodge)
    • Fortitude: +1
    • Reflex: +3
    • Will: +2
    • Skills: Acrobatics 4, Bluff 4, Climb 2, Disguise 2, Escape Artist 3, Gather Information 2, Language 3 (Akarian, Dverekh, Tarmathian), Notice 2, Perform 5, Search 2, Sleight of Hand 4, Stealth 3.
    • Feats: Acrobatic Bluff, Armor Proficiency 1, Attack Focus 2 (ranged), Attractive, Contacts, Defensive Attack, Defensive Roll 2, Dodge Focus 2, Equipment (3 ranks free), Evasion, Fascinate, Inherent Power (Eulae, first rank free), Inspire, Magic: Sorcery 2, Precise Shot, Quick Draw, Redirect, Sneak Attack 1, Taunt, Throwing Mastery 2, Weapon Proficiency 3 (Clubs, Knives, Thrown).
    • Magic: Inherent Power Save +3, Sorcery Save +5.
    • Inherent Powers: Emotion Control 5 (Sense-Dependent, hear his voice), Leaping 1, Morph 2. Magic Spells: Dazzle 3 (Sound), Illusion 5 (Sight and Sound, Phantasms).
    • Equipment: General — Backpack, Clothes, Musical Instrument (Guitar). Weapons and Armor — Small Clubs (2), Throwing Knives (3), Light Leather Armor.
    • Combat: Attack +3 (ranged) +1 (melee), Damage +3 (thrown) +1 (melee), Defense +4 (dodging) +1 (without dodge), Initiative +3.
    • Drawbacks: Must select a single Ability: the bonus from this Ability may never exceed half of the campaign's power level; +1 Backlash point when using inherent powers, even with successful save; Inherent power use is always Noticeable; Backlash effects also limit breeding and will cause character to take on unusual appearance;Cannot have children when away from homeland; Every six months away from homeland, must make Will save, DC 10, or be filled with powerful urge to return home. The save DC increases by +2 for every successive six month period.

Healer

    • Race: Ghedekh-clan dverekh (+1 point in Strength, Constitution, and Wisdom; +3 points for either Fortitude, Toughness, or Will saves; +1 save to any magic effect; Immune to Aging (1 point); Feat: Inherent Power (Dverekh), 1 rank of an Innate Dverekh Power for free).
    • Str: 12 (+2)
    • Dex: 9 (-1)
    • Con: 12 (+1)
    • Int: 14 (+2)
    • Wis: 16 (+3)
    • Cha: 16 (+3)
    • Toughness: +5 (with armor) +1 (without armor)
    • Fortitude: +1
    • Reflex: +0
    • Will: +3
    • Skills: Concentration 3, Knowledge 2 (Alchemy), Language 5 (Dverekh literacy, Akarian (lit.), Eulae (lit.)), Medicine 4, Notice 3, Search 4, Survival 3.
    • Feats: Attack Specialization (clubs), Benefit (Healer in good standing), Defend 1, Diehard, Equipment (3 ranks free), Improved Block, Inherent Power 2 (Dverekh, first rank free, Omun), Magic: Faithwork 3 (Omun), Weapon Proficiency (Clubs).
    • Magic: Inherent Power Save +2, Faithwork Save +5.
    • Inherent Powers: Immunity 2 (disease and poison, one rank free), Shield 2. Magic Spells: Emotion Control 1 (Limited-calm only), Fatigue 2, Force Field 1 (Area, Burst), Healing 5 (Total), Stun 2.
    • Equipment: General — Backpack, Clothes, Healer's Bag. Weapons and Armor — Great Club, Slingshot, Chain Shirt (Enchanted to be light as cloth, skill check penalty reduced to -0).
    • Combat: Attack +3 (clubs) +1 (without clubs), Damage +5 (great club) +2 (slingshot), Defense +3 (shield) +1 (normal), Initiative -1.
    • Drawbacks: -1 to Dexterity; May not take the Magic, Mindcraft feat; Must spend an additional +1 point to purchase the first level of any Sorcery Spell; Unusual appearance; Obsessive about improving their chosen skill; Backlash effects will also target appearance and fertility (-1 point)

Holy Warrior

    • Race: H'kaarsh-tribe kaarsh (+2 Strength, +2 Constitution; +1 Toughness Save; +1 Will Save; Feat: Inherent Power (Kaarsh)).
    • Str: 16 (+3)
    • Dex: 12 (+1)
    • Con: 18 (+4)
    • Int: 10 (+0)
    • Wis: 13 (+1)
    • Cha: 14 (+2)
    • Toughness: +5 (armor) +0 (without armor)
    • Fortitude: +5
    • Reflex: +1
    • Will: +5
    • Skills: Climb 2, Diplomacy 1, Handle Animal 2, Intimidate 3, Knowledge (Monsters) 3, Language 2 (Akarian (lit.), Medicine 1, Notice 2, Ride 4, Sense Motive 2, Survival 4, Swim 2.
    • Feats: All-Out Attack, Attack Focus (melee), Attack Specialization (Sword), Attacks of Opportunity, Armor Proficiency 2, Counterattack, Critical Strike, Diehard, Equipment 4 (3 ranks free), Fast Overrun, Fearless, Follow-Up Strike, Improved Critical, Improved Initiative, Improved Overrun, Inherent Power 2 (Kaarsh, first rank free, Nynek) Magic: Faithwork (Nynek), Power Attack, Takedown Attack, Weapon Proficiency 2 (Bows, Swords).
    • Magic: Inherent Power Save +5, Faithwork Save +2.
    • Inherent Powers: Regeneration 2 (recovery +1, ability damage), Strike 2 (mighty). Magic Spells: Blast 5.
    • Equipment: General — Backpack, Clothes, Rope (50'). Weapons and Armor — Broad Sword, Hand Crossbow, Scale Mail, Small Steel Shield.
    • Combat: Attack +5 (+3 melee without sword, +2 ranged), Damage +7 (sword) +3 (melee) +2 (crossbow) , Defense +3, Initiative +5.
    • Drawbacks: -1 to Wisdom (-1 point); Starts play with at least 1 Backlash point (-1 point);Unusual appearance (faintly snake-like skin, odd odor, average height is 6'0", average weight is 180 lbs., strange coloration; Backlash effects also make appearance more snake-like (-1 point)

Negotiator

    • Race: Human
    • Str: 11 (+0)
    • Dex: 12 (+1)
    • Con: 12 (+1)
    • Int: 15 (+2)
    • Wis: 18 (+4)
    • Cha: 16 (+3)
    • Toughness: +4 (+1 without armor)
    • Fortitude: +1
    • Reflex: +1
    • Will: +5
    • Skills: Bluff 5, Concentration 2, Diplomacy 6, Gather Information 4, Investigate 3, Knowledge 2 (Business), Knowledge 2 (Politics), Language 5 (Akarian (lit.), Tarmathian (lit.), Eulae (lit.)), Medicine 2, Notice 4, Ride 1, Sense Motive 6, Sleight of Hand 2.
    • Feats: Attractive 1, Attack Specialization 2 (knives), Combat Concealment, Connected, Defensive Roll 3, Distract, Dodge Focus 3, Eidetic Memory, Equipment (3 ranks free), Evasion, Improved Concealment, Inherent Power 2 (Fallon of the Golden Hand), Magic: Faithwork 3, Master Plan, Prone Fighting, Redirect, Taunt, Teamwork, Uncanny Dodge, Weapon Profiency 2 (Knives, Thrown), Well-Informed.
    • Magic: Inherent Power Save +2, Faithwork Save +5.
    • Inherent Powers: Mind Reading 4. Magic Spells: Healing 2, Protection 3.
    • Equipment: General — Backpack, Caltrops, Clothes, Healer's Bag, Rope ('50 foot). Weapons and Armor — Long Knife, Throwing Knives (2).
    • Combat: Attack +4 (knives), Damage +2 (long knife) +1 (throwing knives), Defense +2, Initiative +1.

Sneak

    • Race: Damuerao-branch eulae (+3 Dexterity, +1 Constitution; +2 to Will saves; +2 to Magic saves; Feat: Inherent Power (Eulae), 4 ranks of Inherent Eulae Powers; Limited Immunity to Aging)
    • Str: 12 (+1)
    • Dex: 18 (+4)
    • Con: 14 (+2)
    • Int: 12 (+1)
    • Wis: 14 (+2)
    • Cha: 10 (+0)
    • Toughness: +4 (dodge) +2 (without dodge)
    • Fortitude: +3
    • Reflex: +7
    • Will: +5
    • Skills: Acrobatics 4, Bluff 2, Disable Device 5, Disguise 2, Escape Artist 4, Gather Information 2, Language 1 (Akarian), Notice 2, Search 4, Sense Motive 2, Sleight of Hand 4, Stealth 6.
    • Feats: Ambidexterity, Attack Focus 2 (melee), Challenge 2 (Accelerated Stealth, Slip Between Cover), Contacts, Defensive Roll 2, Dodge Focus 3, Equipment 4 (3 ranks free), Evasion, First Strike, Hide in Plain Sight, Improved Concealment, Improved Defense, Improved Flank, Improved Initiative, Inherent Power (Eulae, 1 rank free), Skill Mastery (Disable Device, Search, Sleight of Hand, Stealth), Sneak Attack 2, Throwing Mastery 2, Two-Weapon Fighting 3, Uncanny Dodge, Weapon Profiency 3 (Knives, Swords, Thrown).
    • Magic: Inherent Power Save +4.
    • Inherent Powers (four ranks free): Leaping 1, Super-Movement 1 (Sure-Footed), Super Senses 2 (Darkvision).
    • Equipment: General — Backpack, Caltrops, Clothes, Grappling Hook, Rope ('50 foot), Thieves' Tools. Weapons and Armor — Long Knife, Saber, Throwing Knives (2).
    • Combat: Attack +5 (melee) +3 (ranged), Damage +5 (thrown, sneak attack) +3 (melee), Defense +5 (dodging) +2 (without dodge), Initiative +8.
    • Drawbacks: Bonus from Charisma will never exceed half campaign PL; 2 Backlash points; +1 Backlash point when using inherent powers, even with successful save; Inherent power use is always Noticeable; Backlash effects also limit breeding and will cause character to take on unusual appearance, may cause mental effects.

Soldier

    • Race: Ij-clan dverekh (+1 to Strength, Constitution and Intelligence; +3 points to distribute between Fortitude and Toughness saves; +1 save to any magic effect; Feat: Inherent Power (Dverekh), 4 ranks of Inherent Eulae Powers; Limited Immunity to single Magic Type; Immune to Aging)
    • Str: 18 (+4)
    • Dex: 13 (+1)
    • Con: 16 (+3)
    • Int: 12 (+1)
    • Wis: 12 (+1)
    • Cha: 10 (+0)
    • Toughness: +10 (with armor and shield) +9 (with armor) +5 (without armor)
    • Fortitude: +3
    • Reflex: +3
    • Will: +3
    • (+1 vs. magic effects)
    • Skills: Climb 2, Craft 3 (Armor), Craft 3 (Weapons), Handle Animal 1, Intimidate 4, Language 2 (Akarian, Tarmathian), Medicine 2, Notice 4, Ride 3, Survival 3, Swim 1.
    • Feats: Accurate Attack, All-Out Attack, Armor Proficiency 2, Assessment, Attack Focus 2 (melee), Attacks of Opportunity 3, Counterattack, Diehard, Equipment 5 (3 ranks free), Follow-up Strike, Improved Block, Improved Initiative, Inherent Power 1 (Dverekh, 1 rank free), Opportunist, Power Attack, Quick Draw, Takedown Attack, Teamwork, Weapon Profiency 5 (Axe, Bows, Clubs, Knives, Swords).
    • Magic: Inherent Power Save +3.
    • Inherent Powers: Protection 2, Regeneration 1 (recovery), Super Senses 1 (Low-Light Vision).
    • Equipment: General — Backpack, Caltrops, Clothes, Rope ('50 foot). Weapons and Armor — Chain Shirt, Long Knife, Short Bow, Small Steel Shield, War Axe.
    • Combat: Attack +5 (melee) +3 (ranged), Damage +0, Defense +3, Initiative +0.
    • Drawbacks: -1 to Dexterity and Charisma; May not take the Magic, Elementalism, Magic, Sorcery or Magic, Mindcraft feats; Must spend an additional +1 point to purchase the first rank of any Faithwork Spell; Unusual appearance (stony or metallic coloration, weight is always greater than height would suggest); Obsessive about improving their chosen skill (Will save, DC 15, to resist).

Wizard

    • Race: Human
    • Str: 10 (+0)
    • Dex: 12 (+1)
    • Con: 14 (+2)
    • Int: 16 (+3)
    • Wis: 14 (+2)
    • Cha: 12 (+1)
    • Toughness: +2
    • Fortitude: +2
    • Reflex: +1
    • Will: +2
    • Skills: Concentration 6, Craft 4 (Alchemy), Investigate 2, Knowledge 2 (Demons, Monsters), Language 5 (Tarmathian lit., Akarian lit., Eulae lit.), Occult 4, Search 1.
    • Feats: Attack Focus 2 (ranged), Benefit (Member in good standing with the Guild of Sorcery), Cleansing, Dodge Focus 3, Eidetic Memory, Equipment (3 ranks free), Evasion, Improved Defense 1, Improved Fatigue Recovery, Improved Initiative, Magic: Sorcery 5, Master Plan, Ritualist, Speed of Thought, Weapon Profiency 1 (Clubs).
    • Magic: Sorcery Save +7.
    • Sorcery Spells: Cold Control 5 (Alternate Power: Blast), Communication 2 (Limited: Must have given item to target, Selective), Force Field 4, Shield 4, Speed 2, Summon 3 (Minor Ice Elemental).
    • Equipment: General — Backpack, Clothes, Lantern, Rope ('50 foot), Tent. Weapons and Armor — Quarterstaff (Maban crystal capstone, +2 damage).
    • Combat: Attack +3 (ranged) +1 (melee), Damage +5 (blast) +3 (staff), Defense +5 (shield) +1 (without shield), Initiative +0.

Contents

  • Characters
    • Adventurer Creation Summary
      • 1. Concept
      • 2. Check With Your Gamemaster
      • 3. Power Level
      • 4. Abilities
      • 5. Skills
      • 6. Feats
      • 7. Magic
      • 8. Complications and Drawbacks
      • 9. Get Equipment
      • 10. Check Your Math
      • 11. Add Up Saving Throws
      • 12. Finishing Details
      • 13. Gamemaster Approval
      • Adventurer Creation Examples
        • Archer
        • Entertainer
        • Healer
        • Holy Warrior
        • Negotiator
        • Sneak
        • Soldier
        • Wizard

Power Level 5 has the following limits:

  • Power Points: 75
  • Maximum Attack/Defense: 5
  • Maximum Save DC Modifier: +5
  • Maximum Toughness: +5
  • Maximum Save/Ability Bonus: +10
  • Maximum Skill Rank: 10.

Equipment points are only used during character creation. If you would rather convert your starting equipment points to money, 1 equipment point is roughly equal to 10 teka, the silver coins which are the basis for most everyday transactions. This means that a starting character should begin play with roughly 150 teka.

Naming a character can be an important finishing detail. Another consideration is knowing the languages of your character's area.

Archer Costs

Race: 1 point, Abilities: 22 points, Skills: 7 points, Feats: 22 points, Magic: 10 points, Saves: 5 points, Combat: 8 points.

Total: 75 points.

Entertainer Costs

Races: 2 points, Abilities: 18 points, Skills: 9 points, Feats: 26 points, Magic: 16 points, Saves: 0 points, Combat: 4 points.

Total: 75 points.

Healer Costs

Race: 3, Abilities: 17 points, Skills: 11 points, Feats: 10 points, Magic: 29 points, Saves: 1 points, Combat: 4 points.

Total: 75 points.

Holy Warrior Costs

Race: 2, Abilities: 19 points, Skills: 7 points, Feats: 23 points, Magic: 11 points, Saves: 4 points, Combat: 10 points.

Total: 75 points.

Negotiator Costs

Abilities: 24 points, Skills: 11 points, Feats: 29 points, Magic: 11 points, Saves: 0 points, Combat: 0 points.

Total: 75 points.

Sneak Costs

Race: 4 points, Abilities: 16 points, Skills: 9 points, Feats: 31 points, Magic: 0 points, Saves: 5 points, Combat: 10 points.

Total: 75 points.

Soldier Costs

Race: 1 point, Abilities: 20 points, Skills: 7 points, Feats: 27 points, Magic: 4 points, Saves: 4 points, Combat: 12 points.

Total: 75 points.

Wizard Costs

Abilities: 18 points, Skills: 6 points, Feats: 21 points, Magic: 26 points, Saves: 0 points, Combat: 4 points.

Total: 75 points.