Character Creation Guide

This guide will show you how to create a Pathfinder Character for use in the world of Reverie, outlining the expectations the DMs will have upon submission. This guide follows a similar outline to the page listed on d20pfsrd, with a few notable changes contingent with our setting and homebrews, along with visual guides for use with a Mythweavers sheet. Be sure to see our **Homebrews** section for additional available options and restrictions.

For this, use the standard **Pathfinder page template (not the experimental or 2e one)**, and ensure your sheet is set to public view.

Each player begins with 1 character. They may have **1 + 1/4 x their highest leveled character's level** additional characters. Each character slot beyond first will cost motes, prices are listed [placeholder] Ex : *My main character "Bob" is level 12. Thus I may have 4 more characters in addition to Bob (1+ 1/4x12=4).*

## Ability scores

   We use the Point Buy system. You get 25 points to buy your ability scores. You may not have more than one ability modifier below 10 before racial penalties are applied.

To buy your ability scores, you can use Pathfinder RPG Ability Score Calculator by Jody-White. Set it to "Epic Fantasy: 25", select race: "other" and then add/remove points in the points column. The more you add to an ability score the more points is required to up it further. You cannot have more than 18 and less than 7 in an ability score before racials.

We use a variant of racial equity. **As such, you may replace any racial bonus to your ability scores by +2 in two different ability scores of your choosing**. This is optional, you may take the normal racial ability scores of your race instead. Any racial penalty remains unchanged. You may use this flexible bonus to negate/reduce one of your racial penalties. In the case of **Skinwalkers**, choose at creation which one of the two bonuses will be gained when shifted.

*Ex 1: Nixie the halfling chooses +2 str and +2 con as her ability scores bonuses. Since she has a racial penalty of -2 str, this means that her final racial ability score is "+2 con".*

*Ex 2: Tabi the catfolk chooses +2 con and +2 int as his ability scores bonuses. Since he has a racial penalty of -2 wis, this means that his final racial ability score is "+2 con +2 int -2 wis".*

Once your ability scores have been determined, assign them in the ability score section, and mark down these initial values next to your player name at the top.

## Race

Choose from the following list of races: **Human, Dwarf, Elf, Half-Elf, Half-Orc, Gnome, Halfling, Aasimar, Catfolk, Dhampir, Goblin, Ifrit, Kobold, Orc, Oread, Ratfolk, Sylph, Tengu, Tiefling, Undine, Changeling, Grippli, Kitsune, Merfolk, Nagaji, Suli, Vishkanya, Lizardfolk** and **Skinwalker**.

Once you have chosen, list their name and type under Race and detail what features, statistical changes and abilities are granted to you under the Feats and Special abilities section. You may adjust your ability scores accordingly, but leave the numbers next to your Player name the same.

List your Favored Class here as well, along with what bonus it grants. 3rd party favored class bonuses must be applied for under Applications.

List your characters languages known under the Languages section on the second page, under "Currency". A character starts with 1 language from their place of origin (see language homebrew), if their base race normally has 2 known languages at creation they may choose a second language. They also gain a number of additional languages known equal to their INT modifier.

## Class

Choose a class from the d20pfsrd page, which can either be a **Core**, **Base** (except Summoner), **Hybrid**, **Unchained**, **Occult** or **Alternate** class. **Prestige** classes are also available as long as you meet their prerequisite. Each class contains it's own array of bonuses, skills and features that need to be listed.

Characters begin at **level 2**. While it is possible to create a character that is multiclassing at creation, this is not recommended to newcomers.

1. **Class, Level and Experience** - List your chosen class at the top of your sheet below the Character Name section, with their level in the box underneath the Class section. We use the medium experience track to determine when your character will reach it's next level, so be sure to list your current experience total next to the Alignment box at the top of the page.
2. **Hitdie and Hitpoints** - Mark the type and quantity of your classes hit die in the box marked as Hit Dice, added with an amount of bonus hitpoints equal to the characters CON mod multiplied by their level, along with any bonuses from their Favored Class if any. Characters get max HP per hit dice each level.
3. **Alignment** - Some classes require a character to be of a certain alignment before it may be chosen. List your character's alignment next to the Player name at the top.
4. **Religion** - Your character may choose a deity to follow which can grant access to certain abilities or traits. Dreamer's Respite folks usually use the Golarion deities while the ones from Suidae usually use the Pantheon of their respective region.
5. **Base Attack Bonus and Base Saves** - On your classes table, your BaB and Base saves is listed and increases as you level up. List these in the appropriate boxes as shown in the example above.
6. **Class Features** - Almost all classes receive special and unique features as they progress, which should be listed under the Feats and Special Abilities section.
7. **Class Skills** - On the Skills page, click the boxes under the CS next to each Skill denoted as a Class skill by your chosen class, as well as denote the maximum number of Skill Ranks you may have for your level listed by your class. **Perception is a class skill for everyone**.

## Skills

You now need to allocate your available skill ranks from your class onto the "Skills" page under the **Rank column**. Please note that you cannot have more ranks than your total character level in any one skill. You are not forced to allocate Ranks only into class skills and may be placed in any skill you desire. A skill is considered 'Trained' if it has at least one rank invested in it, and certain skills may not be used if they are not trained.

On the skills page you may also add any bonuses to skills you may have gained from your Race, Class and any Equipment you purchase, labeled under the Misc Mod column. Keep in mind that typed bonuses typically don't tend to stack with bonuses of the same type, as denoted here.

You are also allowed to choose one **Background Occupation**, gaining the listed Class Skills or bonuses, which should be noted in one of the boxes on the last page of your sheet. **You do not gain a Bonus Feat nor starting wealth from your Background.**

You also gain 2 additional skill ranks per level that you can spend in any **Background Skill** you want (with the exception of crafting).

## Traits and Drawbacks

Every character begins with **one trait**. Label it under your Feats and Special Abilities section, or on the final page under Character Traits. When writing these features down, please also note the Trait category next to it's name. You may accept one drawback for your characters in order to accept one additional trait.

**You may only have a single trait of a specific category (Ex. Combat, Social, Faith)**

We allow all of the Combat, Faith, Magic, Social, Race and Equipment traits listed with the exception of any trait that **decreases the cost of crafting magic items**. Religion traits may also be taken, but require the character to worship the associated deity. If they worship a Suidae deity, they may take one of their Religion Traits. Your character may also take a Regional Trait associated with their place of origin.

You may also select a **Major Drawback** which will reward you a **bonus feat** at character creation. Alternatively you may **make a Custom Major Drawback yourself!** (and are encouraged to do so for your character to be more unique). Simply put an application for it along with your character sheet.

Drawbacks cannot be easily circumvented by any aspect of your characters other features (Such as the Sleepy Drawback while playing an Elf). If at some point your drawback or Major Drawback would be made totally irrelevant or unworkable with your character, **you will loose the associated trait or feat you gained from it.**

## Feats

Determine how many feats your character receives, based on their class and level, and select them from the list of feats. We use the **Elephant in the Room 1.0** feat tax, which alters many feats and removes others as prerequisites! Label these Feats under the "Feats and Special Abilities" section at the bottom of the first page, including the source for each feat.

All characters receive a feat at level 1, and every odd level thereafter. At character creation, you must choose Feats that may be attained at the level appropriate for the source of the Feat. *Ex: a rogue may not take a feat like "Quick Draw" (which requires BaB +1) as a feat gained at level 1 since they do not meet that prerequisite at that level.*

## Equipment

Characters begin play with an amount of GP listed on the Character Advancement page under the column Wealth: PC equivalent to their level. For a level 2 character they will begin play with 1,000gp.

In addition to this GP, all characters begin play with an outfit worth 10GP or less for free.

Due to the vast amount of options available at start, below is a list of recommended items that most characters should begin play with.

* A set of Armor and a Shield for a character with proficiency
* A masterwork or regular Weapon
* A ranged Weapon and ammunition
* An equipment kit, recommended per class

All equipment should be listed with it's cost under the Other Possessions section, with any remaining GP listen under Currency.

## Spells

*If your character does not have any spellcasting, skip this section.*

All spell casters should list their spells known on the Spells page of the Mythweavers sheet, along with the DC for each spell level, number of spells known and spells prepared.

In general, the calculation for your Spell Save DC is equal to 10 + your spellcasting ability modifier + the level of the spell. Your Spells per Day can be found on your class page, with the number of spells known found further down. You can find the amount of Bonus Spells per Day your character receives here, if any.

For prepared casters participating in a session the DM may request you send them your prepared spells for the day. Following the examples on the right, you can send them your Mythweavers sheet.

## Additional Rules

Characters start with 1 **Hero Point** that can be spent to perform incredible deeds, grant bonuses and rerolls or even cheating death. You receive an additional hero point each time you gain a character level. You may not have more than 3 hero points at the same time. DMs may also grant hero points in very extraordinary situations.

At character creation, you may forego all hero points to instead be an **Antihero**. This grants you a bonus feat at character creation, however, you may never gain any hero points. This decision cannot be reverted.

## The story

If you have done the above, then you are almost done! All that's left to do is fill in any blank areas and include a backstory.

At least one paragraph of written backstory is recommended for your character (although it can be much more). Your backstory cannot grant you additional benefits that are not listed from your class, race or background (such as a character with wealthy parents having access to free money). So long as your character gains no mechanical benefit you may write nearly any backstory you can imagine while keeping in mind the lore of Reverie.

What we mean by that is that while you can definitely stray from the norm of your place of origin, this will need to be justified in your backstory, such as a cleric of Sarenrae coming from Mahakal. Certain concepts may not be possible at all, such as an elven noble coming from Baolei. Also keep in mind that your character will need to join the Adventurer's guild at their starting point.

If you wish to include an established NPC or existing PC in your backstory, be sure to consult a GM or the associated player for permission. It is not allowed to have two characters controlled by the same PC interact.

## Finishing Up

If you haven't already, save your sheet and look it over one more time before submitting it for approval. To submit it, click on the "open a ticket" button to create a new channel in #character-approvals on discord. You may then follow the template to create your post.

Characters cannot see play until all applications related to them are approved (or dropped). Staff members will review your character and may ping you to ask you questions. If they approve, they will add a 👍emoji to your message.

With one thumb, your character is approved for roleplay in chat and voice.

With two thumbs and after a period of at least 24h your character is approved to participate in DM run sessions and claim rewards.