Homebrews

Reverie uses the Pathfinder systems with some amount of homebrews. Any sizeable homebrews will have a link directed to their own page, while smaller modifications will be listed below with a brief description.

IMPORTANT: We use RAW unless otherwise stated in the homebrew. This goes for any rule about combat, character creation, magic, alignment, etc...

## General Homebrew

* **Motes** - are a currency generated within the World of Reverie as a reward for roleplaying and interacting with the community [UNDER CONSTRUCTION]
* **Fame** - Players must keep track of any Fame they acquire with their characters in Reverie. Fame is often divided into the region you acquire it in, and should be tracked separately. Bonuses to Fame in a region only increase at the discretion of the DMs. You cannot gain Fame by rolling past 30 on a skill check.

## System Changes

**Ability scores cap**: If you are multiclassing and have a class feature that lets you add an ability score to a certain stat (AC, saves…), this bonus cannot exceed the number of levels you have in that class (unless all classes taken have this ability). *Ex: Bob is Cleric 3/Monk 2 with 18 wisdom. He can only add +2 to his AC from his wisdom.* Also, you cannot add the same ability score more than once to any stat.

Racial equity: We use a variant of racial equity (see character creation guide). This is only optional. You may choose to take the regular ability scores normally attributed to your race.

**Leadership** - Or any other class or ability which grants a cohort will require motes to 'unlock' as on option for one character [amount not yet defined]. In order to ensure that it makes sense for a character to have Leadership, you must have **20 Fame** in a single region that the Cohort would be gained from.

**Cohorts** - Cohorts begin play at level 5 with appropriate gear for their level. For the purposes of Downtime, the main character and the cohort share the same Downtime Days used meaning both characters cannot use the same day independently. Cohorts are treated as their own individual character controlled by the player. However, they do not count against the limit of characters you may have on the server.

**Monstrous Cohorts** - Monstrous cohorts count as their total HD when determining their level, for the purposes of calculating experience points.

**Monkey Lunge** - has been changed to a Swift action in place of a Standard Action.

**Firearms** - Attacks made with firearms go against touch if the target is no more than 30ft away (if the range increment of the weapon is lower, use this one instead). Treat the range increment of the weapon as 30ft (or lower as mentioned before) for the purpose of abilities that would extend that range.

You may purchase Early Firearms and ammunitions at 25% of the price, as per the **"commonplace guns"** rules. However, you may not buy advanced firearms.

**Perception** is a class skill for all characters.

You may not have more than one **Simulacrum** or **Lesser Simulacrum** active at once, and they do not passively regain their spells expanded.

**Reveal Weakness** - This ability is now based off of character level as opposed to caster level, and allows a Will Save to halve the penalty it provides.

Age requirements:

* Sylphs, Oreads, Undines and Iffrit use the same ageing as half-elves.
* You may not make a human under the age of 18.

## Additional Systems

We use **Elephant in the Room Feat Taxes**! A system meant to make the life of martials easier by getting rid of some of the "feat taxes" in the game. Also, if a class feature would give you one of the feats that do not exist anymore (like Weapon Finesse, Agile Maneuvers or Dodge) **you instead get a free bonus feat**.

You may take the **Combat Stamina** feat **if at least half your levels are Fighter levels**. You lose your stamina pool if ever you do not have at least half of your levels in the fighter class.

**Muscular Reflexes** is available for play.

**Prodigious two weapon fighting** is available for play.

**Regional languages** are used to distinguish the different dialects of the world, they replace Common, Elven and Dwarven:

* Charon Common
* Charon Elven
* Charon Dwarven
* Cielargent Common
* Baolei Common
* Suidae Elven
* Kargrim Dwarven
* Surinian (spoken in the Surin desert and Mahakal)

All characters add these as additional languages they can pick from when learning a new language. Characters start their adventure knowing one of the regional languages spoken in their place of origin unless they have the **xenophobic** racial trait. If a character would normally begin knowing 2 languages replaced by these regional languages they may instead pick one regional language based on their place of origin and gain 1 bonus language of their choice (this does not have to be a regional language).

While characters from Dreamer's Respite may worship gods from Golarion (base Pathfinder), the people of Suidae have their own **pantheon** they can choose from.

We use Background skills which grants 2 additional background skill ranks per level (with the exception of crafting)

We use Background Occupation, although it is optional (you don't get any bonus feat nor gold associated with your occupation if there is any)

**Regional Traits** homebrewed for the setting are available for all to take if their character comes from the associated region.

**Religion Traits** for the Suidae pantheon are available if the character follows the associated deity.

## Banned Content

* Sacred Geometry (Feat)
* Arithmancy (Feat)
* Blood Money (Spell)
* Calculating Mind (Feat)
* Base Summoner (Class)
* Called Shots
* Age effects penalties/bonuses
* Advanced Firearms
* Story Feats
* The Tiefling/Aasimar d100 variant abilities table
* Technologically advanced items and abilities (technological equipment, technological weapons, psi-tech discoveries, technomancer...)

## Crafting

* **Mundane Crafting** - has been modified so that you make 10gp \* the result of your skill check worth of progress each downtime day so long as you pass the Crafting DC for your item. Items costing 10gp or less can be made in only 2 hours (and therefor you may make 4 per day instead of 1). Once you have reached the GP cost of your item, the item is considered to be finished. You may not rush the crafting process of a mundane item.
* **Gold Generation Cap** - Outside of session rewards, a character may not gain more than 500gp per character level in profit per in-game month. **This includes crafted items sold to NPCs, PCs, and gold generated with skilled/unskilled work.** Beyond this point you may only generate capital using downtime.
* **Crafting multipliers** - Abilities and effects that double the crafting progress made on an item (rushing, cooperative crafting...) instead add 1,000GP progress per day. Any ability which gives a percentage multiplier adds a fraction of 1,000GP per day.
* You must meet the **required Caster Level** of an item to craft it (but not the caster level of the item itself) and may not ignore this prerequisite even with increasing the crafting DC. If an item would require a minimum caster level that you do not meet, you simply cannot craft the item.
* **Special Materials [UNAVAILABLE FOR NOW]** - To create items out of special materials, please consult the price on the Components page, with the general assumption that one material is roughly one pound, unless otherwise specified. The number of components needed increases with the size of the creature it is intended for, with Large creatures requiring 2x the components, a Huge creature requiring 4x the components, a Gargantuan creature requiring 8x the components and a Colossal creature requiring 16x the components.
Constructs made out of special materials require an amount of components depending on their size, with a minimum of 3 for a Medium sized construct, 6 for a Large sized construct, 9 for a Huge sized construct, 12 for a Gargantuan sized construct, and 15 for a Colossal sized construct. The value of these materials is then subtracted from the crafting cost of the construct to be made.

 Light Weapon
 Medium Armor
 One-Handed Weapon
 Heavy Armor
 Two-Handed Weapon

## Downtime

* **Downtime** - Every real life calendar day counts as two days of downtime in the World of Reverie for the purposes of Crafting, building, and so on. For the purposes of record keeping, you may only use downtime for a given day after the weather is posted for that day in #⛅todays-weather. You may use up to a week (7 real life days) of unused days retroactively, so long as they are posted chronologically. To use downtime, you need to create a post in #character-profile which will work as your log for downtime activities on this character. **We do not use the Downtime Activity 'Earn XP' or 'Street Violence.'**
* The current limit on purchased capital is **35 per downtime day**.
* **Purchasing and Selling Items** - You may purchase magic and mundane items by documenting how much it costs and your new gold total after the purchase in your #character-profile. You may not purchase mundane goods worth over 1,000GP or magic items worth over 5,000GP without roleplaying out the transaction with a DM. Certain area's may have a scarcity in what you are buying, and some items or materials may be rarer than others.
* **Hiring Spellcasters** - You can only hire an NPC spellcaster up to 5th level without seeking one out through roleplay overseen by a DM.
* **Learning New Spells** - If your spellcasting class allows you to learn additional spells or formulas by copying spells into your spellbook, formula book or teach spells to your familiar, you may spend one day of downtime and an amount of GP equal to the (level of the spell)² x 15 in your character profile to add the spell to your spells known. Cantrips cost 7gp instead. The spell must be on your class spell list and be of a level you can cast.
* **Magic Downtime Capital** - may not be used to make magic items or as expensive spell components.