All Belt-Bracers-Cloak-Gloves-Greaves-Pants-Ring-Shirt-Club/Cudgel/Mace (Fort,2Hp,-3cold,1-6melee,+1dmg)
Barbarian Torso-Axe-wClub-tAxe-Shld/Bklr-Helm-hAxe-Cleaver/rAxe/
bAxe-
gAxe-
bClub-
Bow
Bard Torso-Axe-wClub-tAxe-hAxe-Cleaver/rAxe-
Bow
Cleric Torso-wClub-Shield/Buckler-Helm-
bClub
Druid Torso-wClub-tAxe-Shield/Buckler-Helm-
bClub
Dwarf Torso-Axe-wClub-tAxe-Shld/Bklr-Helm-hAxe-Cleaver/rAxe/
bAxe-
gAxe-
bClub-
Bow
Elf -tAxe
Fighter Torso-Axe-wClub-tAxe-Shld/Bklr-Helm-hAxe-Cleaver/rAxe/
bAxe-
bClub-
gAxe-
Bow
Monk -tAxe
Paladin Torso-Axe-wClub-tAxe-Shld/Bklr-Helm-hAxe-Cleaver/rAxe/
bAxe-
gAxe-
bClub-
Bow
Ranger Torso-Axe-tAxe-hAxe-Cleaver/rAxe/
bAxe-
bClub-
Bow
Rogue Torso-tAxe-hAxe-Bow
Wizard -tAxe
Change #1 & #2 - redundant weapon changed, more classes have access to Uncommon weapon, nice
- do we need the common war club and uncommon battle club, then? could we use that extra common slot for something else?
Change #3 - new Axe token fully redundant with Cleaver AND restrictive, so worse than even the club/cudgel/mace problem.
Change #4 - gloves added. Cool. Increases the set size for all classes.
Change #5 - War Oar. Cool. Would prefer one usable by Wizards like the old Oar or quarterstaff, but if it's 1-8, I get it. I feel like there's value in having a 10 person party who can all equip it and shout "stroke!" but I'll live.
Unchanged #1 - Club/Cudgel/Mace - very similar tokens, prefer at least one swapped for a different slot in the set, changed to be non-set so it can be themed to an enemy, changed to a different kind of weapon (not universal one hand melee blunt), or a combination.
Unchanged #2 - Sea Raider Buckler - why is it usable by Druid but not by Bard? this is backwards from previous history, and the uncommon shield. Why deny the Bard the offhand slot?
Unchanged #3 - Sea Raider Otter Helm - why is it useable by Druid? Previously, only 2 Helms allow Druid use, both UR and special in construction. Conversely, the Bard can wear the Footman and Mithral caps made of metal. Based on history, neither class should have access to this common helm.
New note #1 - Boar and Fox armor are identical. If we need 3 armors for most classes for the %s, that's cool, but it would be nice if they were at least slightly different.
New note #2 - The buckler & shield are identical. They should be different in effect or in who can use them, or both, or get rid of one.
All: 9 combo, 9 slots, 11 tokens
Wizards: 9 combo, 10 slots, 13 tokens, 0 Uncommon - lacking: Robes, Hats, Offhand, Uncommon token
Monk: 9 combo, 10 slots, 14 tokens, 0 Uncommon - lacking: Robes, FoB weapon, Uncommon token
Rogue: 10 combo, 11 slots, 20 tokens, 2 Uncommon - lacking: Sneak, Hats, Offhand
Bard: 10 combo, 11 slots, 24 tokens, 3 Uncommon - lacking: Instrument, Hats, Shields
Ranger: 11 combo, 12 slots, 25 tokens, 5 Uncommon - lacking: Hats
Cleric: 12 combo, 12 slots, 24 tokens, 4 Uncommon - lacking: Ranged weapon, Holy Symbol
Druid: 12 combo, 13 slots, 23 tokens, 3 Uncommon - lacking: nothing
Barbarian: 12 combo, 13 slots, 31 tokens, 6 Uncommon - lacking: nothing
Fighters/Paladin: 12 combo, 13 slots, 32 tokens, 7 Uncommon - lacking: nothing
Token change suggestions:
Boots of Fury become Sea Raider Boots. We're not even giving up a Norse god's name or anything. I'd prefer boots that could be worn by all classes, however.
Give the Bard access to the common shields.
Change or remove either the buckler or shield so that the tokens aren't redundant.
Possibly use the Uncommon shield in the Sea Raider set.
Remove Druid from the helmet or add Bard to it
Of the 3 common one hand melee blunt weapons, and the two common melee one hand slashing weapons, at least 2 need to be changed to different weapon types, or taken out of the set & re-themed to a different group or replaced outright with non-weapons.
Abbot's Crozier
Adventurer's short sword
Bogling Dirk
Creeper Club
Darkling dagger or sap
Drow sling
Elvish sling
Fae Robes
Gnomish dagger
Hawk-Kin weapons
Merfolk weapons or armor
Nixie club
Orc armor
Pirate or Sailor clothes (Monk/wizard torso)
Ravager robes
Scoundrel light crossbow, pistol, etc
Sea Elf club or net or light armor
Sea Orc or Goblin weapon
Sea Wolf Bow/Crossbow/Pistol
Shepherd's Crook
Tavernkeeper's Cudgel
Traveler's Walking Stick
Triton light trident or club
Remove one of the redundant armors or change one to have a bonus to saves or something or make one of them +4 AC
Token addition suggestions, ordered by desirability
Monk/Wizard +1 AC torso
Musical Instrument
Holy Symbol (is there something that could be both?)
All-class offhand slot (drinking horn/musical horn?)
All-class head slot
Sling or other Cleric-open ranged weapon
FoB equippable weapon
Set Bonus Suggestions
If you equip 9 Sea Raider tokens (maximum available to all classes), you "Raid" +1 Treasure chip after the adventure (could alter the requirement to 9 Common Sea Raider tokens, or not using Rare or better weapons, or you could add additional slots to the set to make it a greater token requirement, for instance, a slotless token that does nothing except allow that bonus, like a treasure chest, or a neck or charm slot for the same.)
Also or instead, a 3-piece bonus, 5-piece bonus, 8-piece bonus (which covers the 8 universal nonweapon tokens) and 9-piece bonus (requiring a weapon but allowing all classes access)
8-9+ bonuses based on class:
Barbarian: Rage or 2-hand bonus
Bard: Singing bonus
Cleric: Turn Bonus or turn other subtype
Druid/Wizards: Focus
Dwarf: Taunt bonus, AC, or Retribution
Fighter: + to hit or damage with 1-hand
Monk: FoB bonus
Paladin: + lay on hands or +DR when guarding
Ranger: + 1 vs Undead, different subtype, or ranged damage
Rogue: Sneak bonus