Amora Campaign Setting


Homebrew and House Rules


So, having played Pathfinder 1e and the various iterations of D&D that came before it, I was interested in maintaining the mechanics, but creating new types of characters and monsters for players to discover.

I think most of us remember the first time we encountered a new type of monster and it was an exciting way to experience the game. I wanted to recapture that a bit by creating all new types of creatures (playable and not).

There are only a few homebrew rule changes other than those associated with character creation. Mostly I just substituted "Race" with a new system of "Peoples" that (I think) gives you some creative options.

Anyway, if anyone is interested in taking a look, here's the link to the PDF: https://drive.google.com/file/d/1oCXyugEnvf7XdMfvBDu5HP2tVsXNoLaQ/view?usp= drive_link

I've been running a campaign for a couple of years now, trying to make sure I keep things interesting and balanced. There is *definitely* a power increase in these new playable peoples, but the power increase was for all character types so I tried to keep the pros and cons as balanced as they can be while remaining really diverse.

I'd love to hear what people think - I'm always open to improvement suggestions.

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