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.

An option for a sheet on our Roll20 table is also available, though it is recommended to use Mythweavers to avoid bogging down the page. For this, use the standard Pathfinder page template, and ensure your sheet is set to public view.

Each player has up to three 'Character Slots' available to them, with additional slots available through the Motes shop.

Each character may begin play at either level 1 or at level 3, with a higher starting level available in the Motes shop.

Ability scores
To generate your characters ability scores, you may either use a 35 point buy or roll for stats in our #dice-rolling channel using the command '!undefined'. If you wish to roll for stats, you must ping for a @ Dungeon Master to witness your rolls BEFORE entering this command for them to be accepted. The command will generate a stat line in which you may do one of the following, declaring your intention before rolling:


 * 1) Reroll one of these numbers, using the command '!undefined'
 * 2) Reroll all of these numbers, using the command '!undefined'
 * 3) Accept the result as final

If using point buy, you may not have more than one negative ability modifier before racial penalties are applied.

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

If the result of your rolls when calculated using the provided Point Buy Calculator is less than 28 point buy, you may raise the attributes to a 28 point buy.

Race
Choose one race from among those available or Core Pathfinder, or another race listed on the d20pfsrd's page whose Race Point Value listed at the top is 15 or less. If the RP value of the race exceeds 15 but you would still like to play a character of that race, please see our Applications page. A few exceptions available for play without application are listed below. All third party races that are not listed in the Homebrews section that are available for use also require an application.


 * Fetchling
 * Ghoran (With the removal of the Seed (Ex) and Natural Magic (sp) abilities)
 * Kitsune
 * Merfolk
 * Strix
 * Wyvaran (With removal of Dragon type in exchange for reptilian humanoid)
 * Suli
 * Warforged (coming soon)

Once you have chosen, list it's 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 abilitiy scores accordingly, but leave the numbers next to your Player name the same.

Please also 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 play knowing the languages known by their race, gaining a number of additional language known based on their INT modifier.

Class
Choose a class from the d20pfsrd page, which can either be a Core, Base, Hybrid, Unchained, Occult or Alternate class. Each class contains it's own array of bonuses, skills and features that need to be listed. Players have the option of beginning play at either level 1 or at level 3, and should note note the classes information accordingly. 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. To calculate your hitpoints, a character begins play with maximum HP at first level, and must roll for any additional hitdice gained from additional levels with a @ Dungeon Master  present in the #dice-rolling channel. If the result on the die is less than half the average (rounded down), you instead add a value equal to the average of the die (rounded down) to your hitpoints instead.
 * 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) 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.
 * 5) Class Features - Almost all classes receive special and unique features as they progress, which should be listed under the Feats and Special Abilities section.
 * 6) 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 must now allocate your available skills 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 do not have to allocate Ranks into only class skills, they 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 or starting wealth from your Background.

Traits and Drawbacks
Every character has two Traits and one Drawback from the pages linked above, labeled under your Feats and Special Abilities section, or on the final page under Character Traits and Character Flaws. You may spend one of your Traits to remove a Drawback, which should be noted on your sheet. You may accept additional drawbacks for your characters in order to accept additional traits or even feats. When writing these features down, please also note the Trait category next to it's name.


 * One additional Drawback for one additional trait (Up to 3 times)
 * Two additional Drawbacks for one additional Feat (Only once)
 * One additional Major Drawback for one additional Feat (Only once)

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

We allow all of the Combat, Faith, Magic, Social and Equipment traits listed with the exception of any traits that decrease the cost of crafting magic items.

You may take a special Exemplar Trait, though these take up the place of two regular traits. Each of these is linked with a specific trait category, removing the restriction of being able to take only a single trait of it's kind. You may only have one Exemplar trait.

Region and Religion traits may be taken, but require the character to worship the associated deity or come from the associated region.

You may not take a drawback that can be easily circumvented by any aspect of your characters other features (Such as the Sleepy Drawback while playing an Elf.)

Additional Traits and Drawbacks may not be chosen after character creation without DM approval.

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 2.0 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 Wizard may not choose the Craft Wondrous Items Feat with the source being level 1, due to not meeting the prerequisite of not being Caster Level 3 at level 1.) Feats gained from Drawbacks are always considered to have been gained at level 1.

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 3 character they will begin play with 3,000gp, while a level 1 will begin play with the maximum amount possible listed on their classes page. To purchase

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
 * A Handy Haversack or a Minor Bag of Holding

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 and spells known and 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, when you participate in a session the DM will more than likely request to be sent your Prepared Spells for the day. Following the examples on the right, you can send them your Mythweavers sheet.

General Information
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 brief backstory.

At least one paragraph of written backstory is recommended for your character. Your backstory cannot grant you additional benefits that are not listed from your class, race or background (such as a noble having an army under their command because their backstory included it), but so long as your character gains no mechanical benefit you may write nearly any backstory you choose keeping in mind the lore of Reverie.

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, ping a  @Dungeon Master  in the #help-chat with a message saying that your character is ready for approval, while also including a link to your sheet.

A Dungeon Master or Admin should pin your message to find later, and may ping you with questions or corrections needed for your sheet. If they approve, they will add a 👍emoji to your message.

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

With two approvals, your character is approved to participate in DM run sessions and claim rewards.