InVinoVeritas
Adventurer
Huh! Random everything, eh? Dang. I miss point buy already.
I don't suppose we could rearrange those?
Well... You're not supposed to, but I suppose you're looking at the 6 Intelligence and wondering how you'd ever understand ancient technology. It's not so bad, really. 6 gets you a -1 penalty to Use Artifacts, and if you replaced it with the 16, you get a +2 instead. You could chose to be an Examiner class, and get an automatic +1 to Use Artifacts, plus an additional +1 each level. You'd also get a number of skills that help you to use artifacts that don't require Intelligence.
I suppose I can let you switch around the first six scores. Senses remains at 8. However, here are your mutations; look them over first before deciding.
Size Change: 1d6=5, 1d2=1 You are 50% taller than normal. This means you are about 3 meters tall. Your Physical Strength increases by 5 and your Dexterity decreases by 5.
Sound Imitation: You can imitate any sound you have heard in the past 24 hours, like a tape recorder. You can hear low frequencies and sonar. You are immune to the harmful effects of sounds. You can even imitate a Sonic Blast should you hear one.
4d6.takeHighest(3)=8
Mental Invisibility (8): You can make yourself unnoticeable to everyone in 25 meters if you can overcome their Mental Defense.
4d6.takeHighest(3)=10
Teleport Object (10): You can teleport an object of up to 10 kilograms to anywhere from anywhere within 60 meters once per hour.
4d6.takeHighest(3)=13
Telepathy (13): You can send thoughts or read minds of anyone within 110 meters. You can sense sentient minds (but not read them) within 6 kilometers.
You might do just fine leaving your abilities where they are.