Homebrews

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

Generic Homebrews

 * Motes - are a currency generated within the World of Reverie as a reward for roleplaying and interacting with the community, and may be used to purchase various additional content for new or existing characters.
 * 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 days) of unused days retroactively, so long as they are posted chronologically (Ex. You cannot use the 7th day to learn a feat and then craft an item from the 1st-6th. You must post this in the reverse order.) We do not use the Downtime Activity 'Earn XP' or 'Street Violence.' When creating a building or organization, reduce the downtime days needed to build each room by half. For further clarification on how long it takes to build, see the Rooms and Teams section 'Reading a Unit Statblock,' specifically Time. The current limit on purchased capital is 35 per downtime day.
 * Hero Points - Every character begins play with 1 Hero Point, and gains 1 each time they level up. You may regain Hero Points at a rate of one per IRL week by spending Motes.
 * Druid's Wildshape - Beast Shape 4 is now an available option to the druids list of expanded Wildshape options at 12th level.
 * Ability Scores to Bonuses - Ability score modifiers that can be applied to saves, AC or other stats through the use of class features are now limited to a number equal to your class level. (This means that a character who multiclasses one level into Monk would only gain a bonus of 1 to their AC from the monks AC Bonus (Ex) ability, regardless of their current Wisdom modifier.) This limitation does not apply if the character has levels only in this class.
 * Fame - It's up to the player to track any Fame they acquire with their characters in Reverie, with bonuses to Fame only increasing at the discretion of the DMs. Fame is often divided into the region you acquire it in, and should be tracked separately. As a general rule of thumb, Fame is considered it's full value in the area listed (Ex. Fame (Charon) would give it's full value to area's within Charon,) half it's value in area's immediately surrounding (Ex. Fame (Charon) would give half it's value in a settlement adjacent), and one tenth it's value anywhere else such as on another continent at the discretion of the DMs. You cannot gain Fame by rolling past 30 on a skill check. We do not currently use the Prestige Point's portion of the Fame system. Characters do not begin with any fame at the start of Character creation as a result of having a high Charisma.

Character-Related Homebrews

 * Leadership - A very powerful feat, an additional prerequisite of taking Leadership is a cost of 5,000 motes to 'unlock' it as on option for one character. In order to ensure that it makes sense for a character to have Leadership, you must meet either have 20 Fame in a single region that the Cohort to be gained hails from (As noted above, Fame from outside regions carry depreciating values,) or the feat must be gained through Applications, assuming the circumstances for them taking the feat make sense for the character.


 * Cohorts - Unless otherwise specified by a DM, a characters cohort always begins play at level 5 with appropriate gear for a level 5 character. 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 and not the DM unless specified.
 * Monstrous Cohorts - Monstrous cohorts count as their total HD when determining their level, for the purposes of calculating experience points.
 * Purchasing and Selling Items - You may purchase magic and mundane items in the #crafting-and-downtime channel by documenting what your character is purchasing, how much it costs and their new gold total after the purchase. 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.
 * Point Buy Ability Score Minimums - Characters may not be created using the point buy system with more than one negative ability modifier, before racial modifiers are applied.
 * Retraining - The cost of retraining may be reduced if training with an appropriate player character as a teacher. To do this, the teacher must meet all the criteria of qualifying to help you replace your feat/class feature as noted on the Retraining page on the PFSRD. The discount offered is a reduction in the training cost by 30% off the original price, where the Teacher gains a total 20% of the original cost added to their own wealth. Both the teacher and the character replacing the feat must spend the appropriate downtime days. This does not quicken the rate of retraining, only the cost.
 * Leveling and Quest Rewards - You may not advance more than two levels from a single quest, and may not claim more GP than experience points you receive from that quest (Unless approved by DM.) When you level up and roll your new hit die, if the result on the roll is less than half (rounded down) of your die, you increase the value of the roll to half (rounded down) of your die.
 * Monkey Lunge - has been changed to a Swift action in place of a Standard Action.
 * Firearms(All) - go against touch at a range of 30 feet or less (if the ranged increment for your firearm is less than 30 feet, use that number instead.) Any ability that allows a firearm to go against touch at an extended range treats this 30 feet (or less) as the base range to modify or enhance.
 * Any race that offers a variant heritage and stat array must take the Homebrew feat "Racial Heritage" at level 1 to take any of their alternative racial heritages.
 * Tieflings and Aasimars may respectively take the "Fiendish Heritage" and the Homebrew feat "Celestial Heritage" (which functions the same as the Tiefling version) to use the d100 variant ability tables of their race. They may either roll 3 times and take the best result or apply for a specific ability.
 * Mythic Vital Strike - Activating a Mythic Vital Strike now requires the use of a point of Mythic Power.
 * Wild Arcana and Inspired Spell - Both of these path abilities require a standard action as opposed to a swift action in order to use. The casting time is unaffected by the Quicken spell metamagic.
 * Mythic Tiers - Mythic Tiers may not be claimed on a character until they are at least 10th level, and until then they cannot achieve First Tier Mythic. If such a character would receive a Mythic Trial, they instead receive Mythic Companion as a free bonus feat and are considered to have a half of a trial. The number of trials to advance to each tier has also been increased according to the table below:

Skill-Based Homebrews

 * Background Occupations - You may select one background from the link here earning additional class skills or bonuses. These should be noted on the bottom of your sheet. You do not get the bonus feat from the selected background.
 * Perception is a class skill for all characters.

Magic-Based Homebrews

 * Hiring Spellcasters - You can only hire an NPC spellcaster up to 5th level without seeking one out through roleplay overseen by a DM.
 * Spells and Spell Points - Here in Reverie, we allow the use of either the standard Spell Slot system or the variant Spell Points system linked with a few notable changes and exceptions.
 * All casters must treat their spells of 6th level and higher as slotted, meaning that the prepared spells or slots are expended when cast. This still consumes spell points at their normal rate and all penalties associated, but reduces the amount of high level spells a caster may cast each day.
 * When using Spell Points, all prepared casters, divine and arcane, will still prepare their spells as if they were using the slotted system. When you cast a spell, you expend a number of spell points from your pool and cast the spell normally, but the prepared spell is not lost and may be cast again. (I.E: You may prepare the standard amount of spells per day as if you were a slotted caster.) This is used in place of Divine attunement
 * The Spell Point items and feats are currently behind application. Due to the way magic fluctuates throughout the world, the means behind this system of magic is not always stable, and as such the means of this magic shifts between the versatility of the system above and the standard spell slot system. Players may choose at the beginning of each session whether or not they use the Spell Points system or the Spell Slot system, but they must declare this decision to the Dungeon Masters in their sign up for the content.  Dungeon Masters and Admins hold the right to enforce Spell Slots or Spell Points on their quests, and will usually allow players to have time to prepare their spells given the information they receive about the quest in the sign up on the #quest-board.


 * 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 spell² x 15 in the #crafting-and-downtime channel to add the spell to your spells known. Cantrips in this manner cost 7gp, and the spells must be on your classes 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.
 * Lyre of Building - This item has had it's entry changed to become more friendly with the Downtime System, as well as provide a reason to invest further into the Perform (Strings) skill. 'This magical instrument is usually made of gold and inlaid with numerous gems. If the proper chords are struck, a single use of this lyre negates any attacks made against inanimate construction (walls, roof, floor, and so on) within 300 feet. This includes the effects of a horn of blasting, a disintegrate spell, or an attack from a ram or similar siege weapon. The lyre can be used in this way once per day, with the protection lasting for 30 minutes.  The lyre is also useful with respect to building. Once a week, its strings can be strummed so as to produce chords that magically construct buildings, mines, tunnels, ditches, etc. The effect produced in 30 minutes of playing allows the user to add one day of progress to an ongoing downtime building in construction. Each 30 minutes after the first, a character playing the lyre must make a DC 18 Perform (string instruments) check, with the DC increasing by 4 with each previously successful check. If she fails, she must stop and cannot play the lyre again for this purpose until a week has passed. '
 * 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.
 * Wish and Miracle - These spells now carry an additional casting cost of 10,000xp to cast, barring the use of 'duplicating the effect of an 8th level spell or lower.'



System Homebrews

 * Elephant in the Room 2.0 - We use the Elephant in the Room homebrew linked altering/adding/removing a large number of feats, maneuvers and abilities. Among the changes, we've made a few other changes to this system to better fit within the balance of Reverie.
 * Iron Guard is not an available feat option.
 * The entangled condition provided by the Hamstring Combat maneuver can be removed early by spending a standard action to remove it, similar to removing the effects of a Dirty Trick.
 * Downtime Plots - When creating buildings or organizations with the Downtime System while within a controlled region, you must meet additional qualifications such as purchasing the land, having Fame within the territory, and possibly other requirements.
 * Waystones - Most large cities have a special permanent location known as a Waystone that characters can attune to by reaching the appropriate destination, marking in #crafting-and-downtime which character is attuning to it, and getting approval from a DM for the travel that occurred.
 * Mobius Institute of Learning - Characters may learn additional bonus feats by taking classes within the Mobius Institute in Charon, or other similar schools listed on the page. There is a limit to the amount of feats that may be gained in this way determined by your characters level.
 * Components - The use of special materials in crafting is modified below, however this page details how certain materials in the World of Reverie can be acquired and used beyond crafting.

Crafting Homebrews
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.
 * All Crafting, Building, Team building, and other items must be recorded in the #crafting-and-downtime chat!
 * Mundane Crafting - has been modified so that you make 10gp * the result of your skill check worth of progress each day so long as you pass the Crafting DC for your item, as opposed to calculating silver pieces and having your progress determined by your craft check. Once you have reached the GP cost of your item, the item is considered to be finished. This process takes a minimum of two hours. Mundane Crafting has been modified so that you complete the crafting process when your progress in GP equals the crafting cost of the item to be made, as opposed to the market value of the item.
 * Selling Crafted Magic Items - Players may sell crafted Magic items for 60% of their market value.
 * Passive Gold Generation - A player is limited to gaining a passive income of 200gp per character level in profit per ingame month, which includes all crafted items. All further sold items sell at their crafting costs, and downtime may only generate capital beyond this point.
 * Magic Item Crafting - has been modified so that you complete the crafting process when your progress in GP equals the crafting cost of the item to be made, as opposed to the market value of the item.
 * Rushing - Mundane items cannot be rushed at present. You may not stack crafting multipliers in order to amplify them. For example, if you have a Valet Familiar and decide to rush crashing, you do not make 4,000GP worth of progress per day. Instead, each multiplier is applied to the base maximum of 1,000GP progress per day and added to the total. Thus, any ability which doubles crafting progress instead adds 1,000GP progress per day, and any ability which gives a percentage multiplier adds a fraction of 1,000GP per day.
 * Spark of Creation and Hedge Magician - and any other traits that reduce the cost of crafting items have been converted into feats instead. These new feats do not stack with themselves. When determining the price and progress needed to craft an item modified by these feats, you apply the reduction to the crafting cost, not the market value.
 * Special Materials - 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.

Banned Content

 * Sacred Geometry (Feat)
 * Arithmancy (Feat)
 * Blood Money (Spell)
 * Calculating Mind (Feat)
 * Trantric Magic (Feat)
 * Content from the Technology Guide, save for the spell Make Whole, Greater
 * The spell Simulacrum is currently limited to one clone per caster of the spell. Simulacrums cannot make more Simulacrums.