Kanegrundar
Explorer
I got my new Star Wars derivitive campaign off the ground. In this campaign, I've done a lot of work to bring the various classes from D&D, Oriental Adventures, Four Color to Fantasy, Diablo 2, and Star Wars together. I added Defense bonuses to the non-SW classes and changed their class skills to better reflect life in a technological world. I added arcane spellcasting failure chances to SW armors, and even changed around the WGP's to better include D&D and OA weaponry.
Here is the full class list:
Barbarian: Barbarians hail mostly from backwater worlds and dimensions. They have had little contact with technology and tend to distrust it. They are beings of emotion that act on a moment’s whim. They are looked down upon by people from more civilized places as primitive savages. While their tempers may get themselves into trouble, barbarians quickly show their value in a scrap.
Bard: Bards remain unchanged for the most part from common D&D games. They are still traveling storytellers, but obviously their stories reflect the technological world around them. Their musical powers are seen as magic on several worlds, so they must be careful in areas that have an innate distrust of arcane forces.
Cleric: Clerics also remain mostly unchanged from D&D. They are holy folk that can command forces beyond the ken of most mortals. Most worlds respect their power, but there are many areas that do not recognize the power of the gods. In such places, a cleric can either be seen as a throwback to old days where religion was a stopping force of technology or he can be seen as a disruptor of the peace such as on most Imperial controlled planets.
Codan Warrior: The Codans were once the protectors of the Amazon, a species of warrior women. They were fierce warriors with magical abilities. With the coming of dimensional and space travel, the sect grew to include both sexes other species. All Codans are women trained in martial combat, but also in magical arts that are akin to enchanters. They have the ability to enhance their arrows with elemental powers and the power to increase their deadliness in combat. While the laws of the Coda state the protection of the Amazon way of life, such laws are not totally adhered to leading to many Codan Warriors falling into Darkness. (Modified Diablo 2 Amazon class)
Deadman: Deadmen are much like necromancy specialized wizards, but their powers are more in tune with the battlefield than the graveyard. They are highly distrusted and despised wherever they go. They inhabit the graveyards and charnel houses found on any world in the multiverse. They practice their arts in secret, away from the prying eyes of those that cannot see the good they are trying to attain. While not inherently evil, deadmen tend to be seen as such. Most are pale and look almost as dead as the cadavers they cast their spells on. The Empire is known to employ several with the intention to find a way to quickly revive fallen stormtroopers on the field of battle. (Modified Diablo 2 Necromancer)
Druid: Druids have a hard life in a multiverse filled with technological wonders. They are looked upon as simple folk from uncivilized worlds by most, and as terrorist by those that would develop the untamed worlds most druids protect. Druids feel mostly out of place in places like Phaseworld and Coruscant, preferring the arboreal forest of Endor or Kashyyk instead. Those that do travel to worlds that have been overridden with technology do so to either try to help the balance of nature, or to try and understand most species need to adapt their worlds instead of adapting to the world around them.
Force Adept: This class stays relatively unchanged from the description found in the SWRCR. FA’s often act as mystics and mages on worlds without any real knowledge of magic, like Dathomir.
Fringer: This class stays relatively unchanged from the description found in the SWRCR.
Hero: Heroes are those with superhuman abilities. These can either be innate powers or those gained through science or sorcery. The powers are vast and varied, but all are powerful. Many have banded together to form enclaves dedicated to fighting evil, while nearly as many have fallen to Darkness and strive to destroy all that is good. The Inquisition hunts them as they do Jedi and other beings of power.
Monk: Monks are few and far between. Their training grounds are scattered across the multiverse. While they can easily fit into technological worlds, many choose to live in areas that are less cluttered, less apt to distract them from their studies. Those that fight either alongside or with monks find they are masterful warriors that have honed their bodies to be as dangerous as any soldier with a weapon.
Jedi Consular: This class stays relatively unchanged from the description found in the SWRCR.
Jedi Guardian: This class stays relatively unchanged from the description found in the SWRCR.
Mystic Knights: The order of the Mystic Knights started as a militant faction of the Church of Zakarum on a small primitive world in a distant dimension. A rift left some of the members of this order stranded on Corellia. The knights quickly earned the reputation as protectors of peace much like paladins. Unlike paladins, mystic knights have a wider array of powers at their disposal and no ability to cast divine magic. The order has grown of the centuries and several mystic knight outposts can be found throughout the multiverse. (Modified Diablo 2 Paladin)
Noble: This class stays relatively unchanged from the description found in the SWRCR.
Paladin: Paladins are seen much like Jedi Knights. They are both hailed and hated. Their faith may alienate them from other less religious worlds, but their powers can rival that of even the hailed Jedi. Paladins can be found mostly on civilized worlds as peacekeepers, those found in the Outer Rim or in other uncivilized dimensions are often questing knights out to complete some task or to simply further the cause of good. Like Jedi, paladins that fall to darkness can become Blackguards, the Dark Jedi of paladinhood.
Psion: Psions are purveyors of psionic power. Psionics are much like the Force in the fact that they both rely on strength of will. However, psions wield powers that are more akin to magic than Jedi or Force Adepts. Most are seen as dangerous by Jedi Knights. They wield the Force with seemingly no thought to balance, but few can deny the power they hold can be a force for good in the right hands. The Emperor has shown great interest in these individuals and treats them like Jedi as far as conversion and eradication are concerned.
Psychic Warrior: Psychic Warriors are psions trained as warriors much the way Jedi Guardians are trained. They are not as powerful with psionics as psions, but they combine their powers with their skills as warriors to make them dangerous foes and tremendous allies. The are hunted like Jedi, wizards, and psions in Imperial space, so most try to hide their powers. However, some have willingly joined the Empire and Darth Maul’s second in command is a drow psychic warrior.
Ranger: Rangers are much like Scouts, but they have access to forces like that of druids. They tend to be loners that prefer uncivilized worlds to the hustle and bustle of places like Corellia. Most are seen as strange and dangerous folk and their battle prowess speak for itself.
Rogue: Like Scoundrels, rogues are commonly thieves and cheats. However, rogues are much more deadly in hand to hand combat. They can be burglars or assassins, few have much in common with each other. One thing is for sure, rogues tend to be where the action is, so they can be found wherever there is money to be made or adventures to be had.
Samurai/Ronin: Samurai are noble warriors that originated in the Rokugani system. They lead the forces of Rokugan when Maho cultists opened a rift to a demonic dimension called the Shadowlands. Most were wiped out or fled for their lives. Though there are still a few true samurai, those that follow the last of the noble houses, most are ronin that while still samurai have been dishonored by their retreat from the system. Those ronin still want to see their system freed from the taint of the Shadowlands and have begun training a new generation of samurai culled from all over the multiverse. While most are human, Rokugani humans have begun to train those of strong will from other species in the arts of the samurai.
Scoundrel: This class stays relatively unchanged from the description found in the SWRCR.
Scout: This class stays relatively unchanged from the description found in the SWRCR.
Shaman: Shamans are mystics and holy men for what is seen as primitive cultures by more advanced cultures. They fill the same functions in their cultures as clerics do in theirs. While clerics see the world as the handiwork of the deities, shamans see the deities in the world around them. They worship the spirits that make up all that there is around them. Their powers are a combination of druids and clerics, but are still quite unlike both. While mostly found in primitive systems, they can be found traveling the multiverse usually performing a task supposedly given to them by the spirits of the cosmos.
Shugenja: Shugenjas are the religious leaders of the Rokugani system. They are a strange mixture of cleric and sorcerer. Their powers stem from the elements that make up all that we take for granted. While primarily found in the Rokugan system, several shugenja fled during the oni invasion of their system and have brought their beliefs to other species and cultures out of dire necessity.
Sohei: Sohei are holy warriors similar to paladins, but focus more on martial arts like those of monks than the path of the sword. Most are found protecting monasteries scattered across the cosmos, but some can be found performing tasks all over the multiverse. They live lives of strict discipline, but are commonly looked kindly upon by those in peaceful societies.
Soldier: This class stays relatively unchanged from the description found in the SWRCR.
Note that this class removes the need for the Fighter class from common D&D games.
Sorcerer: Sorcerers are born with the innate ability to wield arcane forces. Depending on where they are, they can be feared or revered. Most try to keep their powers a secret until absolutely needed. In Imperial space they are hunted as Jedi, so they have learned the need for secrecy. Sorcerers are commonly found in backwater worlds and dimensions filled with magic where hiding their skills is not as necessary, but they can be found anywhere. No one knows why some people are born with their abilities, and the Empire is noted for capturing and studying (torturing) sorcerers to discover those secrets.
Specialist: Specialists are skill specialists. They are the doctors, master craftsmen, and professionals found on every world. They can be teachers, seers, machinists, or any other role in society, but to a degree head and tails above the common man.
Tech Specialist: This class stays relatively unchanged from the description found in the SWRCR.
Undead Stalker: Undead Stalkers are stealthy folk that have made it their life’s mission to destroy undead in all their forms. They are a mixture of ranger, rogue, and paladin. They use stealth as their primary weapon. They strike at the undead from the shadows and smite them with both sword and divine power. They tend to be loners. Undead Stalkers have seen horrors that most cannot even comprehend. They stalk places where the dead do not sleep peacefully, places of unimaginable evil. That makes them hard even to those that show kindness. (Modified ranger outlined in the DMG)
War Witch: War Witches are magic users that have the ability of being able to draw on mental reserves to cast multiple spells when other sorcerers and wizards have expended their supplies of spells. This makes them highly prized on the battlefield, but their catalog of spells in greatly reduced compared to their sorcerer and wizard brothers. Like other beings of magical power, the Empire is actively hunting them. (Modified Diablo 2 sorceress)
Wendol: Wendols are much like barbarians, but instead of surviving on blind rage, wendols channel their rage into forces that give them enhanced abilities without the draining effects of barbarian rage. They believe in the power of totemic animals and take on aspects that some cultures see as a form of lycanthropy. They are seen as primitives by those from civilized worlds. They prefer life among the simpler worlds to those filled with technological marvels without any true ties to nature. (Modified Diablo 2 Barbarian)
Witch/Warlock: Witches range from the insane temptress to the kind herbalist. They are spellcasters that dabble in many types of magic, but truly excel at none. They usually live away from others, but close enough to still come in contact with other intelligent lifeforms. Witches are seen as insane and very dangerous. Many are driven far into remote regions, while others are slain outright. Their selection of spells are not as flashy as other magic-users, they tend to focus on more subtle magics to get what they desire. (Found in the DMG)
Wizard: Wizards are masters of arcane arts. Magic colleges are scattered across the multiverse, but few are found on technological worlds. Wizards are both scholars and adventurers. They are nearly as fluent in scholastic arts as they are with magic, so many are seen as seers and historians. Wizards are at home on technological worlds as long as they have their spellbooks handy. They look down upon the Force as simple mental tricks, preferring to wield the untamed energies that truly bind the multiverse together. The Empire also hunts down wizards. Those that will not pledge allegiance to the Empire are slain and their spellbooks confiscated for the use of wizards that are faithful. The Empire has a cadre of wizards that fight along side the Sith in the Inquisition.
Wu Jen: Wu Jen are arcane spellcasters that focus on spells pertaining to the elements. They are rare, and those that do exist live as hermits in remote regions where they can home their skills and learn the secrets of the multiverse from elemental spirits. They are seen as dangerous folk by civilized cultures, and are actively hunted by the Sith Inquisition in Imperial space.
The setting is very Star Wars oriented, but is HEAVILY modified from SW canon.
I allowed my players to select from a myriad of species from all the above mentioned systems as well as monster species, and some even converted from Rifts (that I will not post...at least until Kevin decides to change his idiotic web rules). So far the party consists of a Cerean Samurai, a Dhampir (found in Ravenloft: Denizens of Darkness) soldier/bounty hunter, a high elven jedi guardian/cleric of elhonna, and a noghri Codan Warrior.
So far, everything has ran smoothly with only the occasional rules snaffu. The lethality of combat has changed how powerful some species are over others, leading me to reduce ECL's by -2 to -3 in some cases. The player running the Dhampir (I judge at least a ECL +5 or +6 critter) is only slightly more powerful than the rest of the group. The high damage weaponry and the fact that one critical hit can easily even the toughest character really forces a GM to change his thoughts on how he sets up and runs his campaigns!
One thing I have noticed is that magic users are very weak early on compared to the rest of the classes, but as my players found out, it doesn't take too long for a spellcaster to become a dangeous foe!
The only D20 game (that I currently own) that I haven't added into the mix is Call of Cthulhu. However, I do like how they deal with spellbooks. I've even dropped in clues as to what the Sith Sorcerer the party's been chasing for the last couple of sessions is after may be a powerful book of some kind...
Anyway, I just thought I'd let you all know that yes, you can have a successful comapaign with all the various D20 classes and races thrown together with some work.
Adios,
Kane
Here is the full class list:
Barbarian: Barbarians hail mostly from backwater worlds and dimensions. They have had little contact with technology and tend to distrust it. They are beings of emotion that act on a moment’s whim. They are looked down upon by people from more civilized places as primitive savages. While their tempers may get themselves into trouble, barbarians quickly show their value in a scrap.
Bard: Bards remain unchanged for the most part from common D&D games. They are still traveling storytellers, but obviously their stories reflect the technological world around them. Their musical powers are seen as magic on several worlds, so they must be careful in areas that have an innate distrust of arcane forces.
Cleric: Clerics also remain mostly unchanged from D&D. They are holy folk that can command forces beyond the ken of most mortals. Most worlds respect their power, but there are many areas that do not recognize the power of the gods. In such places, a cleric can either be seen as a throwback to old days where religion was a stopping force of technology or he can be seen as a disruptor of the peace such as on most Imperial controlled planets.
Codan Warrior: The Codans were once the protectors of the Amazon, a species of warrior women. They were fierce warriors with magical abilities. With the coming of dimensional and space travel, the sect grew to include both sexes other species. All Codans are women trained in martial combat, but also in magical arts that are akin to enchanters. They have the ability to enhance their arrows with elemental powers and the power to increase their deadliness in combat. While the laws of the Coda state the protection of the Amazon way of life, such laws are not totally adhered to leading to many Codan Warriors falling into Darkness. (Modified Diablo 2 Amazon class)
Deadman: Deadmen are much like necromancy specialized wizards, but their powers are more in tune with the battlefield than the graveyard. They are highly distrusted and despised wherever they go. They inhabit the graveyards and charnel houses found on any world in the multiverse. They practice their arts in secret, away from the prying eyes of those that cannot see the good they are trying to attain. While not inherently evil, deadmen tend to be seen as such. Most are pale and look almost as dead as the cadavers they cast their spells on. The Empire is known to employ several with the intention to find a way to quickly revive fallen stormtroopers on the field of battle. (Modified Diablo 2 Necromancer)
Druid: Druids have a hard life in a multiverse filled with technological wonders. They are looked upon as simple folk from uncivilized worlds by most, and as terrorist by those that would develop the untamed worlds most druids protect. Druids feel mostly out of place in places like Phaseworld and Coruscant, preferring the arboreal forest of Endor or Kashyyk instead. Those that do travel to worlds that have been overridden with technology do so to either try to help the balance of nature, or to try and understand most species need to adapt their worlds instead of adapting to the world around them.
Force Adept: This class stays relatively unchanged from the description found in the SWRCR. FA’s often act as mystics and mages on worlds without any real knowledge of magic, like Dathomir.
Fringer: This class stays relatively unchanged from the description found in the SWRCR.
Hero: Heroes are those with superhuman abilities. These can either be innate powers or those gained through science or sorcery. The powers are vast and varied, but all are powerful. Many have banded together to form enclaves dedicated to fighting evil, while nearly as many have fallen to Darkness and strive to destroy all that is good. The Inquisition hunts them as they do Jedi and other beings of power.
Monk: Monks are few and far between. Their training grounds are scattered across the multiverse. While they can easily fit into technological worlds, many choose to live in areas that are less cluttered, less apt to distract them from their studies. Those that fight either alongside or with monks find they are masterful warriors that have honed their bodies to be as dangerous as any soldier with a weapon.
Jedi Consular: This class stays relatively unchanged from the description found in the SWRCR.
Jedi Guardian: This class stays relatively unchanged from the description found in the SWRCR.
Mystic Knights: The order of the Mystic Knights started as a militant faction of the Church of Zakarum on a small primitive world in a distant dimension. A rift left some of the members of this order stranded on Corellia. The knights quickly earned the reputation as protectors of peace much like paladins. Unlike paladins, mystic knights have a wider array of powers at their disposal and no ability to cast divine magic. The order has grown of the centuries and several mystic knight outposts can be found throughout the multiverse. (Modified Diablo 2 Paladin)
Noble: This class stays relatively unchanged from the description found in the SWRCR.
Paladin: Paladins are seen much like Jedi Knights. They are both hailed and hated. Their faith may alienate them from other less religious worlds, but their powers can rival that of even the hailed Jedi. Paladins can be found mostly on civilized worlds as peacekeepers, those found in the Outer Rim or in other uncivilized dimensions are often questing knights out to complete some task or to simply further the cause of good. Like Jedi, paladins that fall to darkness can become Blackguards, the Dark Jedi of paladinhood.
Psion: Psions are purveyors of psionic power. Psionics are much like the Force in the fact that they both rely on strength of will. However, psions wield powers that are more akin to magic than Jedi or Force Adepts. Most are seen as dangerous by Jedi Knights. They wield the Force with seemingly no thought to balance, but few can deny the power they hold can be a force for good in the right hands. The Emperor has shown great interest in these individuals and treats them like Jedi as far as conversion and eradication are concerned.
Psychic Warrior: Psychic Warriors are psions trained as warriors much the way Jedi Guardians are trained. They are not as powerful with psionics as psions, but they combine their powers with their skills as warriors to make them dangerous foes and tremendous allies. The are hunted like Jedi, wizards, and psions in Imperial space, so most try to hide their powers. However, some have willingly joined the Empire and Darth Maul’s second in command is a drow psychic warrior.
Ranger: Rangers are much like Scouts, but they have access to forces like that of druids. They tend to be loners that prefer uncivilized worlds to the hustle and bustle of places like Corellia. Most are seen as strange and dangerous folk and their battle prowess speak for itself.
Rogue: Like Scoundrels, rogues are commonly thieves and cheats. However, rogues are much more deadly in hand to hand combat. They can be burglars or assassins, few have much in common with each other. One thing is for sure, rogues tend to be where the action is, so they can be found wherever there is money to be made or adventures to be had.
Samurai/Ronin: Samurai are noble warriors that originated in the Rokugani system. They lead the forces of Rokugan when Maho cultists opened a rift to a demonic dimension called the Shadowlands. Most were wiped out or fled for their lives. Though there are still a few true samurai, those that follow the last of the noble houses, most are ronin that while still samurai have been dishonored by their retreat from the system. Those ronin still want to see their system freed from the taint of the Shadowlands and have begun training a new generation of samurai culled from all over the multiverse. While most are human, Rokugani humans have begun to train those of strong will from other species in the arts of the samurai.
Scoundrel: This class stays relatively unchanged from the description found in the SWRCR.
Scout: This class stays relatively unchanged from the description found in the SWRCR.
Shaman: Shamans are mystics and holy men for what is seen as primitive cultures by more advanced cultures. They fill the same functions in their cultures as clerics do in theirs. While clerics see the world as the handiwork of the deities, shamans see the deities in the world around them. They worship the spirits that make up all that there is around them. Their powers are a combination of druids and clerics, but are still quite unlike both. While mostly found in primitive systems, they can be found traveling the multiverse usually performing a task supposedly given to them by the spirits of the cosmos.
Shugenja: Shugenjas are the religious leaders of the Rokugani system. They are a strange mixture of cleric and sorcerer. Their powers stem from the elements that make up all that we take for granted. While primarily found in the Rokugan system, several shugenja fled during the oni invasion of their system and have brought their beliefs to other species and cultures out of dire necessity.
Sohei: Sohei are holy warriors similar to paladins, but focus more on martial arts like those of monks than the path of the sword. Most are found protecting monasteries scattered across the cosmos, but some can be found performing tasks all over the multiverse. They live lives of strict discipline, but are commonly looked kindly upon by those in peaceful societies.
Soldier: This class stays relatively unchanged from the description found in the SWRCR.
Note that this class removes the need for the Fighter class from common D&D games.
Sorcerer: Sorcerers are born with the innate ability to wield arcane forces. Depending on where they are, they can be feared or revered. Most try to keep their powers a secret until absolutely needed. In Imperial space they are hunted as Jedi, so they have learned the need for secrecy. Sorcerers are commonly found in backwater worlds and dimensions filled with magic where hiding their skills is not as necessary, but they can be found anywhere. No one knows why some people are born with their abilities, and the Empire is noted for capturing and studying (torturing) sorcerers to discover those secrets.
Specialist: Specialists are skill specialists. They are the doctors, master craftsmen, and professionals found on every world. They can be teachers, seers, machinists, or any other role in society, but to a degree head and tails above the common man.
Tech Specialist: This class stays relatively unchanged from the description found in the SWRCR.
Undead Stalker: Undead Stalkers are stealthy folk that have made it their life’s mission to destroy undead in all their forms. They are a mixture of ranger, rogue, and paladin. They use stealth as their primary weapon. They strike at the undead from the shadows and smite them with both sword and divine power. They tend to be loners. Undead Stalkers have seen horrors that most cannot even comprehend. They stalk places where the dead do not sleep peacefully, places of unimaginable evil. That makes them hard even to those that show kindness. (Modified ranger outlined in the DMG)
War Witch: War Witches are magic users that have the ability of being able to draw on mental reserves to cast multiple spells when other sorcerers and wizards have expended their supplies of spells. This makes them highly prized on the battlefield, but their catalog of spells in greatly reduced compared to their sorcerer and wizard brothers. Like other beings of magical power, the Empire is actively hunting them. (Modified Diablo 2 sorceress)
Wendol: Wendols are much like barbarians, but instead of surviving on blind rage, wendols channel their rage into forces that give them enhanced abilities without the draining effects of barbarian rage. They believe in the power of totemic animals and take on aspects that some cultures see as a form of lycanthropy. They are seen as primitives by those from civilized worlds. They prefer life among the simpler worlds to those filled with technological marvels without any true ties to nature. (Modified Diablo 2 Barbarian)
Witch/Warlock: Witches range from the insane temptress to the kind herbalist. They are spellcasters that dabble in many types of magic, but truly excel at none. They usually live away from others, but close enough to still come in contact with other intelligent lifeforms. Witches are seen as insane and very dangerous. Many are driven far into remote regions, while others are slain outright. Their selection of spells are not as flashy as other magic-users, they tend to focus on more subtle magics to get what they desire. (Found in the DMG)
Wizard: Wizards are masters of arcane arts. Magic colleges are scattered across the multiverse, but few are found on technological worlds. Wizards are both scholars and adventurers. They are nearly as fluent in scholastic arts as they are with magic, so many are seen as seers and historians. Wizards are at home on technological worlds as long as they have their spellbooks handy. They look down upon the Force as simple mental tricks, preferring to wield the untamed energies that truly bind the multiverse together. The Empire also hunts down wizards. Those that will not pledge allegiance to the Empire are slain and their spellbooks confiscated for the use of wizards that are faithful. The Empire has a cadre of wizards that fight along side the Sith in the Inquisition.
Wu Jen: Wu Jen are arcane spellcasters that focus on spells pertaining to the elements. They are rare, and those that do exist live as hermits in remote regions where they can home their skills and learn the secrets of the multiverse from elemental spirits. They are seen as dangerous folk by civilized cultures, and are actively hunted by the Sith Inquisition in Imperial space.
The setting is very Star Wars oriented, but is HEAVILY modified from SW canon.
I allowed my players to select from a myriad of species from all the above mentioned systems as well as monster species, and some even converted from Rifts (that I will not post...at least until Kevin decides to change his idiotic web rules). So far the party consists of a Cerean Samurai, a Dhampir (found in Ravenloft: Denizens of Darkness) soldier/bounty hunter, a high elven jedi guardian/cleric of elhonna, and a noghri Codan Warrior.
So far, everything has ran smoothly with only the occasional rules snaffu. The lethality of combat has changed how powerful some species are over others, leading me to reduce ECL's by -2 to -3 in some cases. The player running the Dhampir (I judge at least a ECL +5 or +6 critter) is only slightly more powerful than the rest of the group. The high damage weaponry and the fact that one critical hit can easily even the toughest character really forces a GM to change his thoughts on how he sets up and runs his campaigns!
One thing I have noticed is that magic users are very weak early on compared to the rest of the classes, but as my players found out, it doesn't take too long for a spellcaster to become a dangeous foe!
The only D20 game (that I currently own) that I haven't added into the mix is Call of Cthulhu. However, I do like how they deal with spellbooks. I've even dropped in clues as to what the Sith Sorcerer the party's been chasing for the last couple of sessions is after may be a powerful book of some kind...
Anyway, I just thought I'd let you all know that yes, you can have a successful comapaign with all the various D20 classes and races thrown together with some work.
Adios,
Kane