I like the general feel, since the push is less toward mechanistic skills and more about differentiating characters and giving some background -- the key things I want in skills.
I think I need some major work on what I posted yesterday, but I might not be on a bad path.
BTW, these EPT characters really do have a very pulp fantasy feel to them. Character 1 is very much a bureaucratic priest, probably out of his league adventuring. Character 2 is devilishly handsome, talented in magic, but has a puny constitution (too much of a rake to exercise?), while the last is a wall of mountainous manhood. I could see these three as sword and sorcery heroes.
Strength: 40 Weak -1 hit dice
Intelligence: 51 Average
Constitution: 28 Puny -1 hit dice, 40% revivification, 20% healing/eye fail
Psychic Ability: 55 Average
Dexterity: 68 Clever +1 hit dice, spells and weapons always hit if indicated
Comeliness: 43 Average
Group I: Merchant
Group II: Scribe-accountant
Knows 2 Ancient Languages
Knows 2 Modern Languges
Can Produce Light (3"r., once per day, 10 turns)
Profession: Magic User
Strength: 54 Average
Intelligence: 94 Brilliant +1 hit, damage, 40% find secret doors as pass them.
Constitution: 32 Puny -1 hit dice, 40% revivification, 20% healing/eye fail
Psychic Ability: 79 Somewhat +5% all spells working, may use all levels of spells
Dexterity: 75 Clever +1 hit dice, spells and weapons always hit if indicated
Comeliness: 99 Wildly Handsome
Group I: Cook, Glass blower, Merchant, Paper-inkmaker
Group II: Animal Trainer, Bird Trainer, Scribe-accountant
Group III: Alchemist, Don Juan, Scholar
Control of Self
Strength: 83 Powerful +1 hit, damage
Intelligence: 10 Brilliant -1 hit, damage; cannot use eyes or technology.
Constitution: 87 Very Healthy +1 hit, damage, 70% revivify, 100% healing
Psychic Ability: 52 Average
Dexterity: 83 Dextrous +1 hit, damage
Comeliness: 34 Average
Group I: Butcher
Group II: Smith-armorer