Character Generation Rules

Character Generation Rules

Not all races, subraces, classes, archetypes, alignments and backgrounds are available, or readily available in combination. The rules presented here reflect the premise of the setting.

Character Creation Order

In MythGate, this is extremely important and should be followed


 * 1) Assign Attributes using Standard Array
 * 2) Choose Race
 * 3) Choose Alignment (non-evil only)
 * 4) Choose Background; determine Personality Trait (x2), Ideal, Bond and Flaw
 * 5) Choose Class - roll if needed
 * 6) Use Tables from XGE pg61 for final touches

Races Allowed: Human, Human (variant), Dwarf (Hill), Dwarf (Mountain), Elf (High), Elf (Wood), Gnome (Forest), Gnome (Rock), Halfling (Lightfoot), Halfling (Stout), Half-Elf (Variant), Half-Orc, Warforged

Classes (Archetypes): Artificer (Alchemist, Artillerist, Battlesmith), Barbarian (Ancestral Guardian, Battlerager, Beast, Berserker, Herald of Stroms, Totem Warrior, Zealot), Bard (Creation, Eloquence, Lore, Swords, Valor, Whispers), Cleric (Arcana, Forge, Grave, Knowledge, Life, Light, Nature, Order, Peace, Tempest, Trickery, Twilight, War), Druid (Dreams, Land, Moon, Shepherd, Stars, Wildfire), Fighter (Banneret, Battlemaster, Cavalier, Champion, Samurai), Monk (Astral Self, Drunken Master, Four Elements, Kensei, Mercy, Open Hand, Shadow, Sun Soul), Paladin (Ancients, Conquest, Crown, Devotion, Glory, Redemption, Vengeance, Watchers), Ranger (Beastmaster, Gloomstalker, Hunter, Monster Slayer), Rogue (Assassin, Inquisitive, Mastermind, Scout, Swashbuckler, Thief), Sorcerer (Clockwork Scroll, Divine Soul, Shadow, Storm Magic, Wild Magic), Wizard (Abjuration, Bladesinger, Conjuration, Divination, Enchantment, Evocation, Illusion, Necromancy, Order of Scribes, Transmutation, War Magic)