Arkhandus
First Post
I'd say that what you have now could probably be divided in two or three ways, maybe more depending on how you did it. Continent-based supplements could work for introducing a few new races and optional basic classes, but it may be better to split things up into a PH/DMG sort of book like the FRCS is (though maybe without as large of a geography section, maybe just give one or two maps, like one geographic and one political, and a brief few paragraphs describing each region), then make a monster book that has some new creatures as well as some or all of the extra playable races (as well as any of the extra, optional, basic classes that are common amongst those races), and so on.....
Well, anyway, I would suggest that your first setting book have the 9 races that cover the most bases in your setting (i.e. 1 psionic-focused race, 1 arcane-focused race, 1 naturalist/primitive race, 1 race that models medieval european cultures well, 1 chinese/japanese-styled race, 1 african-styled race, 1 india-styled race, 1 arabic/middle-eastern styled race, and 1 technology-focused race, just as an example setup). So for instance, your setting guide/core rulebook for the setting might have the following races, which provide a good spread of human-like, Monster Manual-like, and exotic races:
As some folks already mentioned, some of the races seem like they'd be better presented as NPC races, rarely used for PCs. Your K'tan, Leikin, Lussen, Telek, Sizumi, Nin, Dren, and Nekshe seem like they might fit this mold, so would be good for introducing in a monster book as monsters with rules for playing as optional player-races. Or perhaps you might make a book like Savage Species that includes all of these as new monsters that could be played by PCs at the DM's discretion.
Also, base the Fighter's class skill selection and weapon/armor/shield proficiencies on their path selection. For instance, the Samurai path might forego shield proficiency and heavy armor proficiency, but its 1st-level path ability might be extra powerful, granting say a +2 or +3 dodge bonus to AC when wearing light, medium, or no armor. The Gladiator path might be similar, foregoing medium and heavy armor for perhaps one exotic weapon proficiency of choice and a free Toughness feat in their stead. I assume that the only thing that differentiates a Tech Warrior is skill in wielding firearms and other gadgets, and skill in maintaining/repairing such?
For similar purposes, I would make the Ninja and Swashbuckler into paths/kits for the Rogue core class, offering slight changes in their class abilities if they choose those paths. I.E. taking the Swashbuckler path may alter the Rogue proficiencies and give some AC bonuses in light or no armor, replacing most Sneak Attack improvements with said AC bonuses, while diminishing the base skill points from 8 to 4 in exchange for some swashbuckling bonus feats and acrobatic/seafaring abilities.
Likewise, compact the Death Warrior a path/kit for the Necromancer core class, the Totem Warrior a path/kit for the Shaman core class, the Sorcerer a path/kit for the Mage or Bard core classes, and the Ranger a path/kit for the Champion or Druid core classes.
Anyway, with those out of the way as paths/kits, here are my suggestions for your core rulebook/setting guide. There are 15 classes here, but depending on how you design some of them, a few more might be compacted into paths or kits for other classes. 12 or 14 classes would probably be a good number.
Well, anyway, I would suggest that your first setting book have the 9 races that cover the most bases in your setting (i.e. 1 psionic-focused race, 1 arcane-focused race, 1 naturalist/primitive race, 1 race that models medieval european cultures well, 1 chinese/japanese-styled race, 1 african-styled race, 1 india-styled race, 1 arabic/middle-eastern styled race, and 1 technology-focused race, just as an example setup). So for instance, your setting guide/core rulebook for the setting might have the following races, which provide a good spread of human-like, Monster Manual-like, and exotic races:
- Humans (just like the core) {european-styled perhaps}
- Elves (more plant and tree inclined than core elves) {naturalist}
- Dwarves (more technology inclined than the core) {technology-focus}
- Reytaur (tauric deer with a natural affinity for the stars) {arcane-focus}
- Plyaer (crystalline humanoids with psionic aptitude) {psionic-focus}
- Rasune (mute anthro foxes in charge of keeping secrets) {chinese/japanese-styled perhaps}
- Nyth (humanoids who hunt with natural animalistic shapechanging abilities) {african-styled perhaps}
- Sintou (anthro snakes who are natural charmers and empaths) {india-styled perhaps}
- Toren (truth finding minotaurs) {arabic-styled perhaps}
As some folks already mentioned, some of the races seem like they'd be better presented as NPC races, rarely used for PCs. Your K'tan, Leikin, Lussen, Telek, Sizumi, Nin, Dren, and Nekshe seem like they might fit this mold, so would be good for introducing in a monster book as monsters with rules for playing as optional player-races. Or perhaps you might make a book like Savage Species that includes all of these as new monsters that could be played by PCs at the DM's discretion.
- Seikar (war focused non-swamp dwelling lizard folk)
- Zaven (tree-gliding tribal anthro cats)
- Sanun (wanderlust filled anthro bears)
- K'tan (tauric slightly hive minded thri-keen)
- Peophin (dolphins who can shapechange into a humanoid form)
- Leikin (anthro wolves cursed with 'humanthropy')
- Lussen (amorphous blobs with natural illusion abilities)
- Rathe (gargoyle like creatures)
- Telek (mercantile flightless anthro birds)
- Sizumi (disease spreading ratmen)
- Nin (anthro bat with natural darkness powers)
- Dren (low-powered dopplegangers)
- Nekshe (plant creatures whose powers change with the seasons)
Also, base the Fighter's class skill selection and weapon/armor/shield proficiencies on their path selection. For instance, the Samurai path might forego shield proficiency and heavy armor proficiency, but its 1st-level path ability might be extra powerful, granting say a +2 or +3 dodge bonus to AC when wearing light, medium, or no armor. The Gladiator path might be similar, foregoing medium and heavy armor for perhaps one exotic weapon proficiency of choice and a free Toughness feat in their stead. I assume that the only thing that differentiates a Tech Warrior is skill in wielding firearms and other gadgets, and skill in maintaining/repairing such?
For similar purposes, I would make the Ninja and Swashbuckler into paths/kits for the Rogue core class, offering slight changes in their class abilities if they choose those paths. I.E. taking the Swashbuckler path may alter the Rogue proficiencies and give some AC bonuses in light or no armor, replacing most Sneak Attack improvements with said AC bonuses, while diminishing the base skill points from 8 to 4 in exchange for some swashbuckling bonus feats and acrobatic/seafaring abilities.
Likewise, compact the Death Warrior a path/kit for the Necromancer core class, the Totem Warrior a path/kit for the Shaman core class, the Sorcerer a path/kit for the Mage or Bard core classes, and the Ranger a path/kit for the Champion or Druid core classes.
Anyway, with those out of the way as paths/kits, here are my suggestions for your core rulebook/setting guide. There are 15 classes here, but depending on how you design some of them, a few more might be compacted into paths or kits for other classes. 12 or 14 classes would probably be a good number.
- Artificer (creators of Magi-Tech items) {might be suitable as a Bard, Mage, or Rogue path/kit depending on how you explain/design it}
- Bard
- Champion (to replace the Paladin with something general)
- Cleric
- Druid (sans wild shape) {might be suitable as a Cleric path/kit}
- Fighter
- Mage (to replace both the core sorcerer and wizard, elemental caster)
- Monk {might be suitable as a Champion, Fighter, or Rogue path/kit if you alter it from the PHB Monk}
- Morpher (where wild shape went to, with of course, more options) {might be suitable as a Druid, Mage, or Shaman path/kit}
- Necromancer (think Diablo, not the magic school) {might be suitable as a Cleric or Mage path/kit}
- Psion
- Psychic Warrior
- Rogue
- Shaman {might be suitable as a Cleric or Druid path/kit}
- Summoner (a touch or research, summon later caster) {might be suitable as a Cleric, Mage, or Shaman path/kit depending on you design and explain it}