Cunning merchants who play the planar market
Your character starts with the following competencies:
Trickery: Perception and either deception or persuasion
Trade: A craft skill of your choice
Your character starts with the following traits:
Resilience. Your Reflex and Will increase by 1.
Leadership. You gain a human follower. This follower has d4 Eminence, d6, d6, d4, and d4 as their aptitude array, one archetype, may not choose a class, all equipment necessary for use of their competencies, 2 silver pieces, and 0 xp. If you gain this trait through the course of play rather than starting with it, the referee should work the follower in as soon as possible (no more than two sessions should pass), and they may be of a different species.
Mercantile Savvy. You have proficiency in checks made to settle a transaction and to determine the value of crafts you’re competent in.