Creating a character in Domos
Creating a character in Domos is a bit complex, so do not shy away from asking help from a Gamemaster or asking questions in the discord in #help or help from your fellow players in #build-discussions.
To create a character follow these steps:
Before you create a character, please make sure you have the 'Adventurer' role in our Discord. Without this role, you will not be able to play within Domos. Approach a Player Guide for more information.
Now you can start thinking about what you want to play. To do this you need to be aware of the setting of the campaign and any optional and extra rules we use.
Extra rule; Story Points. Story Points limit your ability to choose uncommon and rare options when creating your character. Each character starts with 14 story points.
Think about which ancestry/heritage you'd like to have, do take note of the Character Recommendations and Banned Options below.
Think about which class you'd like to have, for help look at the class recommendations and vibes below. This will tell you how well the class fits in the current setting and how difficult it is to build/play.
Characters from, or with ties to characters from, previous cycles are not allowed.
Optional Pathfinder rules can be found on the bottom of this page.
Now that you have ideas about what you'd like to play, you can start building it and importing it to our virtual tabletop "Foundry". You will start at level 3.
The easiest way to do build a character is through Pathbuilder, if you are not familiar with this can follow the Pathbuilder Guide.Congrats! You have created a character. You must now open a ticket or reuse the ticket you made during the Pathbuilder Guide to let the Gamemasters check your character.
When creating this ticket, also include your character introduction. And if you used Pathbuilder, include the 6 numbers and the link you copied from pathbuilder in the ticket too.After your character is approved, you should create a Character Forum post in the discord #Character-forum. This will help us keep track of your character's resources. In the character forum you will be asked to note the amount of downtime you have, this is 0.
You can now also introduce your character to the other players, please put your character introduction in #character-introductions!
It's time to start adventuring!
Character Recommendations and Banned Options
When creating your character in Domos, you can find all information you need in the allowed sourcebooks. These include All books officially published by Paizo for PF2e. or on the website Archives of Nethys (abbreviated to AON). Should a new book release, we will let you know what options we are banning, if any, and we will update the table below.
If this is your first time playing Pathfinder second edition, we recommend only using Player core 1 and Player core 2. If you don't know what this means, don't worry, if you follow the pathbuilder guide you will get the option to not use other books.
Below you’ll find a table containing our suggestions and banned options for this cycle:
Ancestries / Heritage | Languages | Skills | Archetypes | |
|---|---|---|---|---|
Strongly recommended |
|
| / | / |
Recommended |
| / | / | / |
Applicable | / | / | / | All multiclass Archetypes |
Less Applicable | / | / | / | / |
Banned |
| Anything not noted on the foundry | / | Anything noted as pathfinder society restricted on Archives of Nethys! |
If an option that is not mentioned above is later found to not be compatible, we reserve the right to not allow said option. We will try our best to fairly compensate if this impacts your character in any way.
Pathfinder Society Restricted
Anything with the Pathfinder Society restricted logo: on Archives of Nethys is banned from being selected as a character option or item in Domos as a player.
Returning character or descendants of old characters
In this cycle, we will not allow characters or direct relatives of characters used in previous campaigns of Domos. If you are not sure if your character idea falls under this rule ask a Player Guide.
Class Recommendations and Vibes
Class Recommendations
We’ve split our recommendations for choosing a class into 3 separate measurements. Setting Compatibility(does it fit with the setting), Class Build Complexity(how hard is it to build) and Class Play Complexity(how hard is it to play).
More detail about what these measurements are about.
Setting compatibility:
This score shows how fitting the class is in C5 and Bu-Birkata.
Reasons a class could fit in are:
Works great in a metropolis
Is proficient in arcane magic
Knows how to navigate the underworld of Avanar, either with words or weapons.
Class Build Compatibility:
This score shows how difficult the class is to build and plan effectively.
Reasons a class is more difficult to build are:
There are a lot of options to choose from
The use of rules spanning over multiple sources
The size of the explanation of the class in their source book, measured in pages.
Class Play Complexity:
This score shows how difficult the class is to play effectively, mechanics-wise as teamplay. Complex classes often have more aspects to learn and master.
Reasons a class is more difficult to play are:
Being a spellcaster
Having access to many actions and/or reactions
Uses many obscure rules like weaknesses and counteracting
In the table below we’ve visualized our recommendations for the classes you can play in PF2e, these are ranked from 1 star (not very complex, does not fit the setting) to 5 stars (very complex, fits the setting very well).
🟩Green options we recommend, while we discourage 🟨yellow and 🟥red options for new players

The Classes
Alchemist
From noisy stalls in the Spice Pit to quiet corners of the Crimson College, alchemists bottle the city’s appetite for quick solutions. You might hawk tonics with a smile by day and mix mutagens or poisons for the Open Hand by night. Rare reagents are part of daily trade; look out for unusual formulas while you’re out and about.
You may be a snakeoil salesman, trying to peddle your wares to your fellow adventurers. Or you may be a master crafter, working on the magnum opus, and find eternal life.
Animist
City cobbles are a detour; the dunes are home.
Animists come under the Dome because something important insists, like a malignant spirit on the run or exile from a nomad clan. You speak for beings that most citizens feel but never see, so people treat you with a mix of caution and reverence.
You may be a desert nomad, forced to exercise the spirits within the city and guide them outside. Or you may be a noble, born different than the others, in tune with the unseen world of the occult.
Note: This class uses "prepared spellcasting" from an entire spell list. You will manually need to add every spell to "Spell Preparation" from the appropriate spell list into your "known spells" tab.
Barbarian
Strength is a currency, and you spend it in arenas, guard posts, and guild feuds. You might be a caravan breaker from the sands or a pit champion who knows every bookmaker by name. Work comes quickly in Trader’s Square, where a raised voice can become a riot. When it does, everyone looks for the biggest pair of shoulders.
Some forge their path with words and promises. You prefer a more direct approach
Bard
The city is your stage, and its vices your instruments. A few songs in Avanari, a joke in Lysmani, and a compliment in Draconic will open rooms that coin may not. Bards trade in favours, introductions, secrets, and rumours. All available in the city of Brass, ready for the taking. Let’s not forget to make friends along the way.
Champion
The worlds of gods and men, while separate to most, are what ground you. Oath made, vows said, and bonds tightened, you are the bastion between your fellow man and the wrath of divine opposition.
Perhaps you are of noble birth and have pledged your life and strength to Mirage. Or perhaps you bound yourself to The Dealer, to keep your fellow thieves and beggars safe from the fist of the law.
Cleric
Bu-Birkata gathers faiths the way the bazaar gathers spices. Clerics patch wounds, bless unions, and keep tiny sanctuaries lit in alleys that never see the sun. Your congregation speaks in many tongues and expects practical miracles, not lofty sermons.
You could be a healer of the sick as a priest of Minia, going into the slums to stave off plague and consumption. Or you may have been raised in one of the conservatories of Fable, writing songs and telling stories to your congregants in worship
Note: This class uses "prepared spellcasting" from an entire spell list. You will manually need to add every spell to "Spell Preparation" from the appropriate spell list into your "known spells" tab
Commander
You turn crowds into crews and panic into plans. Commanders thrive in high-pressure situations where chaos thrives, and order is a luxury. Your squadmates will look to you for guidance, and the people will look to you for a leader.
Maybe you grew up in a military family, and was fed discipline and order at the teat. Or you could be a reluctant leader, thrust into a position of power you never thought you’d fill.
Druid
The city is a biome unto itself. Cats, seagulls, wolfrats, and moulds, the city has more nature to offer than many would give it credit. Although the balance of the wilds may not be found as easily as in the desert or seas, you and your fellow druids will find and carve out pockets of wilderness in the sewers, squares, or temples.
You may be a native from the Aye-Green, in the city to learn more at the Crimson College about the nature of magic. Or you may be a desert nomad, here on a brief stay to earn some money for materials and gear.
Note: This class uses "prepared spellcasting" from an entire spell list. You will manually need to add every spell to "Spell Preparation" from the appropriate spell list into your "known spells" tab
Exemplar
The gods have blessed you, and you know it. Specimens like you are scarce, with perhaps only a few hundred to a thousand of your kind. There are numerous ways exemplars are made. Some are born that way, their birth blessed (or caused) by the gods. Others gain the favour of a deity later in life. A few become one by taking on a shard of a god. Recently, due to the events at Man’s Landing and the death of Druaal, there have been reports of people absorbing some of the remaining essence, gaining divine powers.
You may be an animal, accidentally consuming a divine beast, now blessed with sentience and godly powers. Or you may be the bastard child of a god, forced to fend for yourself in the world of mortals.
Guardian
Strong, stalwart, stoic, wall-like. These are all ways to describe you. When a fight breaks out, you’re on the front line, taking the heat, so your friends can play freely. Your presence on the battlefield alone may be enough to scare off any miscreants. Those who are foolish enough to stay in the fight will be lucky to get a proper hit that isn’t trivialized by your armor.
You may be a samurai from Yu-Shu, clad in O-Yoroi armor and an ancestral katana in your hands. Or you may be a Jotunborn from the high north, here to get away from the warring of the northern kingdoms.
Gunslinger
Your weapon is new to many eyes, which makes every draw a performance. In a city like Bu-Birkata, keeping yourself and others safe is usually a matter of strength and will, but recent innovations in science have democratized safety to a degree never seen before. A simple mix of charcoal, sulfur, and saltpeter gives you more power than most could ever dream of.
You may be a bounty hunter, using your range advantage to take in your targets cold. Or you could be a tinkerer, clad in heavy armor with a canon in your hands.
Inventor
Innovation is the root of all progress, and your mind is the strongest weapon there is. Other people may fool around with swords and maces, but your might comes from the tools you create. Pneumatic hammers, clockwork panthers, and hydrolically driven power-armor; These are the tools of your trade.
You may be a lowly kobold, tinkering away in the sewers with your inventions and gadgets. Or you may be employed by a wealthy patron as an engineer on the rail system
Investigator
No secret, no matter how well kept, can be held from the expert eyes of an investigator. Missing shipments, company manifests, whispers on the streets, all will lead to the solution of your investigation. Whether that’s a grand conspiracy against the state, or the location of your lost tankard.
You may be a detective working for the palace, looking for any dangers or plots against the great Tratainauthfelingeir. Or you may be a private investigator, putting your nose into secret romantic affairs, corporate secrets, and deep state conspiracies.
Kineticist
Avanar is scarred by battles of the elements, and so are its people. You hold something in you that is not of this world: A gate to a plane unknown. By discipline and sheer willpower, you now wield this awesome power, channeling it into pure elemental prowess. Whether your gate is singular and focused, or numerous and scattered, you can bend the very essence of the universe to your will.
You may have been an experiment, with an elemental gate grafted into your body, now cursed with the power of fire. Or you may have been born attuned to the seas themselves, spending your youth travelling the islands of Playa da Fausolia.
Magus
Sword and sorcery, the purest form of warfare. Bu-Birkata is a haven for all mages, but especially those who know how to hold themselves up in a brawl. While the wizards of the college can keep themselves busy with ancient scrolls and staves, you know that true power comes from runes on steel.
You may be an apprentice at the Crimson College, training to be an assassin in their employ. Or you may be a seeker of knowledge, drawn to the city for its vast magical resources and glut of fine blacksmiths.
Monk
Fists like steel and mind like Iron, that is your creed. While most warriors practice the dance of steel and brute force, yours is the dance of water and stone. You flow through the tight streets of the city, fly over rooftops, and strike like waves breaking on the beach.
You may be from the quiet island of Virendian, honing your body and mind on the sandy beaches and crystal clear bays. Or you may have grown up in the slums of Bu-Birkata, chiseling your body into a weapon to fight in the pits and raise yourself out of poverty.
Oracle
The gods are fickle, and their curses harsh. Miracles and divinations find you easily, they’re drawn to you like moths to a flame. This curse, put upon you, is both your strength and burden to bear. Flames, disease, or death itself may have been forced upon you to wield and control. As a conduit of this epic power, its mysteries are yours to bind and unleash as you see fit.
You may be cursed by Mirage with the spirit of a red dragon within you, forced to carry the flame of a mighty creature within you. Or you may have been given secret knowledge of the cosmos, cursed with the lack of ignorance about our universal insignificance.
Psychic
Your mind is a palace, your thoughts a weapon. In a city like Bu-Birkata, it is deafening. The crowds, the markets, every single person with their own family, worries, and bills, you can sense it all. All of this may become too much, the city, the fights, the rabble, that it may unleash into a cascade of awesome proportions. Within yourself, however, you may find a deep quiet that a normal person could not even imagine.
You may be a con artist, reading the minds of people to scam them out of their hard earned gold. Or you may be a meditative monk, attuning yourself to thought itself, and finding the droplet of peace in a sea of noise.
Ranger
A hunt in the desert is much different from the ones done by the rangers of other plains. You know the subtle ways in which the sand moves as a target is approaching, from just the vibrations you can feel how big or small your enemy will be. But perhaps you are not one who hunts the creatures of the sands; maybe you have set your sights on a more intelligent mark, the humanoids in the cities. Many flee to Avanar from Ardahl, and the prices on their heads can sustain one quite easily.
Rogue
Bu-Birkata teaches crime like a school teaches arithmetic. You lift purses, fix games, scam tourists, and pick the locks of a store safe. With the Open Hand, the largest public criminal organization in the world, finding work isn’t hard. Racketeering, armed robbery, and smuggling, all of it ripe for the taking. Every alley offers an apprenticeship, and every man holds a wage ready to be taken.
You may be a street rat, finding a niche for yourself by stealing jewelry from the houses you clean. Or you may work for the open hand, coordinating smuggling routes and handling the distribution of magical items.
Sorcerer
Magic is easy to come by in Bu-Birkata, especially to someone like you. Others needed to train, study, and learn their magical craft, honing it through hard work and diligence. You, however, never needed any of this. Your blood, your lineage, is what gives you your power. The Crimson College seeks these people out, nurturing their raw power into a dedicated weapon to send upon their enemies.
You may be a bastard grandchild of Nasrim, your blood coursing with the blood of the dragon. Or your mother may have lain with a devil, sentencing your bloodline with an infernal affliction.
Summoner
The city may be lonely, but you’re never on your own. Whether by prophecy, luck, will, or familial bond, you have made yourself kin with an Eidolon, a being bound to your very soul. In a city like Bu-Birkata you know the only ones you can rely on are you and your companion, bound by blood and soul. Your connection, whether malign or friendly, is what will get you through the toughest of hardships.
You may be a Shaman, now haunted by an ancestral spirit of the desert, forcing you to do its bidding. Or you may have lost your twin, who now fights beside you from the beyond.
Swashbuckler
The point of your saber slashes through the air, having been veiled by your cloak. It connects, piercing the sack of water and meat we call bodies. With a quick slide through the legs and a knock at the back of their knees, you ground your foe, leaving them open for a finishing blow. With a smirk, a quip, and a wink to your friends, you perform the coup de grâce and move on to your next foe. You dash over rooftops, gain attention from the crowds, and show off your bravado to the masses.
You may be a street performer, skilled in juggling swords and catching eyes. Or you may be a gladiator of the arena, playing the crowds, gaining their approval, and getting rich in the process.
Thaumaturge
The sand covers all that once was and all that will be; the past of Avanar is buried by layers and layers of sand. But if you know where to look, or are very lucky, you might find a historical site. You might have been one of those people who found artifacts or power that has long been forgotten. By combining what you found and learned, you have created the wrong formula but the right solution for all kinds of situations. But one can never have enough tools in their toolkit. In Avanar much can be found to add to your collection, and much can be gained from the spirits that still wander this hellish landscape.
Witch
There is no shortcoming of traders in Avanar, and you have stumbled upon one who has given you much in return. While it is not common, you might have bound yourself to a djinn, or have traded your firstborn to a spirit of the sand, or you have no clue what you even spoke to. One thing is clear, though: you now wield a part of the arcane, and magic is a good thing to have in Avanar. You and your familiar might get asked to help in rituals, protect travelers, or clean up the streets, in multiple senses of the word.
Wizard
Magic, in its purest form, that is what you pursue. You shift and channel fundamental building blocks of the cosmos not by talent or faith, but through countless hours of diligent study and practice. No shortcuts were taken, no corners cut, no detail missed to grant you your immense power. With the Crimson College, a premier magical university situated in Bu-Birkata, there is no better place for a wizard to practice their craft. Some go their to become an engineer, use their magic for the good of society. Others train their mind and bodies into a weapon to be used by the state as an elite strike force.
You may be a student at the Crimson College, studying to become a world-class illusionist. Or you may be from the slums, scrounging and begging for every scroll you can get your hands on.
Used optional rules
Milestone-based leveling:
Even though PF2e’s experience system is better implemented than D&D 5e’s, for this cycle, we will use a milestone system. Instead of tracking experience points, all players will level up simultaneously after reaching certain points in the story we have prepared.
Gradual Ability Boost (Archives of Nethys)
We want character growth to feel more natural, so instead of power spikes at certain levels, we are opting for a more gradual growth.
Alternate Ancestry Boost (Archives of Nethys)
Not a major optional rule, but for clarification: We are allowing the Alternate Ancestry Boost. You can always choose to take two free boosts to represent your character, even if the ancestry normally has three boosts and a flaw.
Hero points (Archives of Nethys)
Also not a major rule, But at the start of every session you get 3 hero points. You can use a hero point in 2 ways:
You can use 1 Hero point to reroll a check, and must use the new result.
You can spend all your hero points (minimum of 1) to avoid death.
For the complete rules on these, see Archives of Nethys or Player Core pg.413