Empire of the Petal Throne for 3rd edition D&D by Sammy Grimes (Grimess@mail.uark.edu)

Conversion From: Empire of the Petal Throne (based on the ‘White Box’ D&D game), 1976

Works Converted: Empire of the Petal Throne by M.A.R. Barker, Tirkélu by Dave Morris, various other

Tekumél conversions (for GURPS, The Fantasy Trip, Runequest, and AD&D 2nd ed). The

Summary:. This updates EPT for use with the 3rd edition rules giving notes on races and classes.

Updates: September 25, 2000; created this file. October 10, 2000; was contacted by M.A.R. Barker and

he has asked me to modify the copyright notice (praise the Lord for Prof. Barker’s Mercy). And

found a way to avoid those damnable temple spell lists by using domains.

Note: My primary source for this game is Empire of the Petal Throne, though I do use information from

Gardásiyal I don’t particulary care for realistic fantasy games. Though some have written that

D&D is inappropiate to the ‘feel’ of Tekumél, I believe they really mean it is inappropiate to the

feel of Swords & Glory or Gardásiyal not Tekumél. EPT had very heroic characters who could

take on small armies by themselves and separate spell casting classes, and that is why I wrote this

conversion.

Copyright notice: These materials utilise Professor M. A. R. Barker's creation of the World of Tekumel

but are not be considered 'authentic Tekumel' and are in no way 'approved' by Professor Barker.

This work is made using the d20 system.

For those of you who do not know Empire of the Petal Throne was created by M.A.R. Barker from a world he had created as a boy. It was the second roleplaying game ever and also was the second game created by TSR, Inc. The system used a variant of the original ‘White Box’ D&D game. If you think Dark Sun is exotic, then you will be surprised at the depth and breath of this world. M.A.R. Barker has created a world totally unlike our own. The races are unlike anything that has appeared anywhere else and there are several languages created for the game. For more information go to http://Tekumel.com for further details.

Character Races

Note on racial modifiers: despite a character's racial modifiers no ability score can go below "1" in value. A character whose intelligence is reduced below "3" will still get a minimum of 4 initial skill points and 1 skill point per level.

Ahoggyá

Racial Ability Modifiers: Strength +6, Constitution +2, Dexterity –2, Intelligence –2, Wisdom –4,

Charisma –4

Large-sized (height 4 to 5 feet, width 4 to 5 feet)

Gain dodge and lightning reflexes feats free, their four powerful legs give them unmatched mobility.

Four legs, moves at base 40 feet

360 degree vision

Increased hit points, increase the Ahoggyá's hit dice by one factor (1d4>1d6>1d8>1d10>1d12>1d12+1)

and they gain an additional hit die at 1st level.

Four Arms, Ahoggyá are fully coordinated and may attack with all arms at full attack bonus (when

attacking the character gets +3 partial attack actions). However, because they are radially

If an Ahoggyá takes up a spell casting profession he is treated at 1st level as an apprentice-level spell

caster, at 2nd and higher levels his spell casting ability is one less. An Ahoggyá spellcaster cannot

start out multiclassed.

Without weapons an Ahoggyá can still claw for 1d6 damage.

Ahoggyá who are not spell casters may buy the magic damper feat.

Shén react to Ahoggyá with a –5 to the roll (on the Influencing NPC attitudes table).

Ahoggyá are unconcerned with religion.

Add +4 to level to determine experience required to advance.

Favored Class: Fighter

Hláka

Racial Ability Modifiers: Dexterity +4, Strength –2, Constitution –2

Medium-sized, but base movement is 20 feet

Flight, good manuverability, fly at 130 feet

Poison attack, may attack with tail at –5 to hit, if the tail hits the Hláka may inject a poison. It will do 1d2

temporary dexterity damage. The Hláka may produce 3 + Con modifier doses per day.

Add +1 to level to determine experience needed to advance

Favored Class: Rouge

Human

Humans are the vast majority. The five great empires Livyanu, Mu’ugalavya, Tsolyanu, Yan Kor, and Salarv’ya are ruled by humans and most of the smaller nations are formed and ruled by humans. Except for the N'lüss they conform to the standard rules for creating humans in the Player’s Handbook.

Names: All Tsolyánu have a personal name, a lineage name, and a clan name

Male Names: Achán, Adlár, Bálesh, Chúrisan, Dlamúz, Fíru, Gayán, Héttukeng, Hóru, Kágesh, Kémuel,

Kotáru, Mígor, Mízhotl, Mnéktu, Mottán, Mridók, Nirún, No’ómu, Núromen, Omél, Pí’ur,

Sánjesh, Shémek, Treshélmu, Tsodlán, Túrisan, Visán, Zagár, Zhurák

Female Names: A’én, Atín, Balané, Chashána, Dzái, Halé, Kalusü, Ke’él, Layéth, Linátla, Mikúsa, Mísa,

Nélel, Ngáya, Osuré, Paluél, Qiláin, Rayána, Réluen, Sáyi, Senértha, Shánü, Shekkára, Sídla,

Srúdhal, Ta’ána, Tálodel, Tlayésha, Umá, Visháya

Lineage Names: Arusá, Burusá, Chaishyáni, Chánkolu, Fershéna, Gurúma, Kétkolel, Khanúma, Kutonyál,

Kúrodu, Mraktiné, Mrékka, Mriyén, Náshomai, Nezár, Pagártra, Qolyélmu, Ri’inyússa, Sayúncha,

Sénkolum, Sérekel, Sóruna, Ssáivra, Ssánkoral, Ssánmirin, Tánkolel, Tlakán, Tlekólmü, Tlélsu,

Tukkoién, Tuplángte, Túkkimchash, Víridu, Vraisúna, Zhayárvu, Zhnáyu

Clan Names

Clan names and descriptions can be found at http://Tekumel.com/game_images/downloads/player.zip

N'lüss

Strength +2, Dexterity –2, Wisdom –2

Medium-sized

N'lüss characters may start out with one bonus combat feat (the ones allowed to fighters), but they do not

get the extra skill points that other humans do.

Add one foot in height and 10 pounds in weight to that of a normal human when determining.

Favored Class: Barbarian

Páchi Léi

Dexterity +2, Charisma –2

Medium-sized

Have night vision and 120 foot dark vision

+2 racial bonus to climb, spot, search, and wilderness lore skills

Gain Alertness Feat free

Four arms, may use secondary arm at same attack penalty as a two handed person. May use third and

fourth arm at an additional –5 to hit.

Páchi Léi react to citizens of Mu’ugalavya with a –2 penalty (this is reciproical)

Add +2 to level when determining experience needed to advance

Favored Class: Fighter

Pé Chói

Dexterity +2, Constitution –2

Medium-sized

+2 Natural Armor bonus

Cannot hold breath, will drown instantly

Can only heal at half normal rate (1 hit point per day per two character levels), this also affects magical

healing.

Four arms, may use secondary arm at same attack penalty as a two handed person. May use third and

fourth arm at an additional –5 to hit.

+2 racial bonus to search, spot, listen checks and they may detect secret doors as elves (though elves do not

exist on Tekumél)

Automatically get the blind-fighting feat free

Can detect life at will (cannot determine direction, numbers, or strength, only presence of)

Can sense the death of another Pé Chói within 5 km (and can identify the slayer)

Add +3 character levels when determining experience needed to advance.

Favored Class: Sorcerer

Pygmy Folk

Dexterity +4, Strength –2, Constitution –2

Small sized

+4 racial bonus to listen checks

+2 racial bonus to bluff, climb, and swim checks

Favored Class: Rouge

Shén

Strength +4, Constitution +2, Dexterity –2, Wisdom –4, Charisma –4

Medium-sized

May attack with tail (1d6 damage) for an additional –5 to hit

Has natural weaponry, can bite for 1d6 damage for –2 to hit and claw/claw for 1d6 damage for -5 to hit.

+2 natural armor bonus

Increased hit points, increase the Shén's hit dice by one factor (1d4>1d6>1d8>1d10>1d12>1d12+1)

If a Shén takes up a spell casting profession he is treated at 1st level as an apprentice-level spell caster, at

Ahoggyá react to Shén with a –5 to the roll (on the Influencing NPC attitudes table).

Add +3 character level when determining experience needed to advance.

Favored Class: Fighter

Swamp Folk

Constitution +2, Wisdom –2

Medium-sized

+2 racial bonus to profession (sailor) and profession (merchant)

Swamp Folk detest chlén-hide and will not wear or use anything made of it.

Swamp Folk cannot be any spell-casting profession (psychic or ritual)

Stonecunning (as dwarves, pg. 14 of PH, though dwarves do not exist on Tekumél) plus they have the

ability to detect dimension nexus points (as Planars in Planescape)

Favored Class: Expert

Tinalíya

Constitution +2, Dexterity +2, Intelligence +4, Wisdom +2, Strength –4, Charisma –2

Small-sized

+2 racial bonus to knowledge (arcana), listen, and spellcraft skill checks

For every bonus spell due to intellegence, wisdom or charisma Tinalíya get an additional +1 spell of that

spell level plus they get +1 0th level spell per day. If they have an intelligence of 11 or less they

get +1 1st level spell.

Add +1 level when determining level when advancing.

Favored Class: Mage

Urunén

Intelligence +2, Constitution –2

Medium-sized

+2 racial bonus to diplomacy and bluff checks

Have Endure Elements (Cold only) constantly as an exceptional ability.

Favored Class: Expert

Character Classes

Note on names: Each class is followed by a Tsolyánu word that approximates the English title, its not an exact fit, just a free translation that adds a little flavor to the game. For you purists, please forgive me, some of the words are very free adaptions because I could not find an appropiate word and would appreciate any corrections (I am studying Japanese right now and don’t have time to delve into Tsolyánu).

Administrative Priest (Kengyél)

Administrative priests do the day to day job of running a temple. They take contributions, listen to petitioners, and do all sorts of other tasks to free up the time of the Ritual and Scholar priests.

Skills: Alchemy (Int), Appraise (Int), Concentration (Con), Craft (Int), Dechiper Script (Int, exclusive skill), Diplomacy (Cha), Gather Information (Cha), Heal (Wis), Knowledge (all skills, taken individually) (Int), Profession (Wis), Sense Motive (Wis), Scry (Int, exclusive skill), Speak Language (Int), Spellcraft (Int).

Skill Points at 1st level: (4 + Int modifier) x 4

Skill Points at Each Additional Level: 4 + Int modifier

Armor and Weapon Proficiency: Administrative Priests are proficient in simple weapons and light armors.

"Bardic" Lore: Administrative priests have access to the records of their temple and often come across useful information that they will recall later when needed. It just shouldn’t be called "bardic" because there are no bards on Tekumél.

Spells avaliable: They may cast ritual spells only and can use them from the following list: mage and priest professional spells and those aligned to a temple may learn domain spells as if they were standard divine spells (they do not get bonus spells or granted powers).

Spells per Day

Lvl Base Attack Bonus Fort Save Ref Save Will Save Special 0 1 2 3 4 5 6
1 +0 +0 +0 +2 "Bardic" Knowledge 3 1 - - - - -
2 +1 +0 +0 +3   3 2 - - - - -
3 +2 +1 +1 +3   3 3 - - - - -
4 +3 +1 +1 +4   3 3 0 - - - -
5 +3 +1 +1 +4   3 3 1 - - - -
6 +4 +2 +2 +5   3 3 2 - - - -
7 +5 +2 +2 +5   3 3 2 0 - - -
8 +6/+1 +2 +2 +6   3 3 3 1 - - -
9 +6/+1 +3 +3 +6   3 3 3 2 - - -
10 +7/+2 +3 +3 +7   3 3 3 2 0 - -
11 +8/+3 +3 +3 +7   3 3 3 3 1 - -
12 +9/+4 +4 +4 +8   4 3 3 3 2 - -
13 +9/+4 +4 +4 +8   4 4 3 3 2 0 -
14 +10/+5 +5 +5 +9   4 4 4 3 3 1 -
15 +11/+6/+1 +5 +5 +9   4 4 4 4 3 2 -
16 +12/+7/+2 +5 +5 +10   4 4 4 4 4 2 0
17 +12/+7/+2 +6 +6 +10   4 4 4 4 4 3 1
18 +13/+8/+3 +6 +6 +11   4 4 4 4 4 3 2
19 +14/+9/+4 +6 +6 +11   4 4 4 4 4 4 3
20 +15/+10/+5 +7 +7 +12   4 4 4 4 4 4 4

Adventurer (Yasúr)

Adventurers are jack of all trades and masters of none. They have the werewithal to learn magic but only

progressed so far in their studies, they have the ability to fight, but have only mastered the basics,

they have talent to become a mater in a skill, but end up being mere dabblers. In Tekumél they are

looked down on, but many nobles take this class.

Skills: The adventurer can choose 10 + Int bonus skills (including up to two exclusive skills) as his class

skills. Once made, the decision cannot be reversed.

Skill Points at 1st Level: (4 + Int modifier) x 4

Skill Points at Each Additional Level: 4 + Int bonus

HD: d8

Caster level and Spell casting: The character casts spells at half his level in caster level. They have their

own professional spell list and cannot learn domain spells. Their magic is based off charisma and

they use magic as a sorcerer.

Armor and Weapon Proficiencies: Adventurers have proficiency in simple weapons and gain proficiency

in one martial weapon for free. Adventurers are proficient in light armors and shields.

Spells per day

Lvl Base Attack Bonus Fort Save Ref Save Will Save 0 1 2 3 4
1 +1 +2 +0 +2 1 - - - -
2 +2 +3 +0 +3 2 - - - -
3 +3 +3 +1 +3 2 - - - -
4 +4 +4 +1 +4 3 0 - - -
5 +5 +4 +1 +4 3 0 - - -
6 +6/+1 +5 +2 +5 3 1 - - -
7 +7/+2 +5 +2 +5 3 1 - - -
8 +8/+3 +6 +2 +6 3 1 0 - -
9 +9/+4 +6 +3 +6 3 1 0 - -
10 +10/+5 +7 +3 +7 3 1 1 - -
11 +11/+6/+1 +7 +3 +7 3 1 1 0 -
12 +12/+7/+2 +8 +4 +8 3 1 1 1 -
13 +13/+8/+3 +8 +4 +8 3 1 1 1 -
14 +14/+9/+4 +9 +5 +9 3 2 1 1 0
15 +15/+10/+5 +9 +5 +9 3 2 1 1 1
16 +16/+11/+6/+1 +10 +5 +10 3 2 2 1 1
17 +17/+12/+7/+2 +10 +6 +10 3 2 2 2 1
18 +18/+13/+8/+3 +11 +6 +11 3 3 2 2 1
19 +19/+14/+9/+4 +11 +6 +11 3 3 3 3 2
20 +20/+15/+10/+5 +12 +7 +12 3 3 3 3 3

Spells Known

Level 0 1 2 3 4
1 4 - - - -
2 5 - - - -
3 6 - - - -
4 6 2* - - -
5 6 2* - - -
6 6 3 - - -
7 6 3 - - -
8 6 3 2* - -
9 6 3 2* - -
10 6 4 3 - -
11 6 4 3 2* -
12 6 4 3 3 -
13 6 4 3 3 -
14 6 4 4 3 2*
15 6 4 4 3 3
16 6 5 4 4 3
17 6 5 5 4 3
18 6 5 5 4 3
19 6 5 5 5 3
20 6 5 5 5 4

*Provided the adventurer has sufficient Charisma to have a bonus spell of this level.

Aristocrat (Mrígnu)

This class conforms to the class in the DMG page 38 with the following additions.

Class Features

Commanding Presence: Aristocrats get +3 to all influencing NPC attitude checks (pg. 149) when dealing with nobles from their own culture. When dealing with nobles from another culture or dealing with commoners of their own culture they get a +2 to all influencing NPC attitude checks.

Shelter: Aristocrats can expect shelter when travelling and when at home. When travelling the character can receive up to three nights of shelter and when home the character has shelter for an indefinite period of time. The character may also provide shelter for up to 2 additional people per level in aristocrat.

Income: An aristocrat gains a monthly income of 1d10 (rolled at start of career, the value is never changed) x10 káitars per month.

Barbarian (Faltérikh)

As per PH, but have social stigma, -3 to influencing NPCs

Expert (Gámra)

This conforms to the class in the DMG (pg 39) with the following changes:

All skills are class skills, except for exclusive skills which can be bought as cross-class skills.

Skill Points at 1st level: (8 + Int modifier) x 4

Skill Points at each additional level: 8 + Int modifier

Fighter (Kuruthúni)

The standard D&D fighter is unchanged in Tekumél. Though the serving in the army is an honorable profession, use of a fighter’s skills in one-on-one combat is not considered particularly honorable, most do not come from the upper classes.

Sorcerer or Lay Priest (Chágun)

Sorcerers or Lay priests (or jack-priests) operate just like standard AD&D sorcerers, however they do not gain familiars. They may cast ritual spells only and can use them from the following list: mage professional spells and those aligned to a temple may learn domain spells as if they were standard arcane spells (they do not get bonus spells or granted powers).

Monk (Dedaratlkói or Hu’onkói)

Most Tekumeli monks study the art of Dedarátl taught by the priests of Thumis (who are they only ones allowed to study this martial art). There are rumors that the priesthood of Ksúral have their own marital art Hu'ón which allows his followers some of the abilities of monks (DMs should treat Hu'ón practitioners as Monks who must be of any chaotic alignment, they may only serve Ksúral).

Rouge (Yiráukh)

Rouges operate exactly like their standard D&D counterparts. Note, however that crime and punishment in the five kingdoms is incredibly harsh, the penalty for stealing from nobles is death (and not even the honorable death of impalement), though the skills of the thieves of Jákalla are proverbial. Tomb robbing is a alternative profession but is still considered dishonorable. Rouges in Tsolyánu will be of very low status (either Nighted Tower for Tomb Robbers or Emerald Circlet for Thieves and other rougish types) or clanless. There is a kind of robbers’ clan in Salarvya (the Den of Profitable Joy), and travellers from Háida Pakála are notoriously predacious. Hláka and Pygmy Folk perfer the class, Hláka for the stealth attack capabilities and the Pygmy Folk for more traditional reasons.

Psychic Sorcerer (Rusalá)

Psyhic Sorcerers can only use spells from the psychic spell list, but may use any professional psychic spell and may use the common and temple psychic spells of their religion. Psychics are similar to the psions of other worlds. They have a number of powers known and use psionic strength points. The disciplines of psychic magic also differ on this world

Lvl

Base Attack

Bonus

Saves Psychic Spells Known
F R W 0 1 2 3 4 5 6 7 8 9
1 +0 +2 +0 +2 2 2 - - - - - - - -
2 +0 +3 +0 +3 3 2 - - - - - - - -
3 +1 +3 +1 +3 3 3 - - - - - - - -
4 +1 +4 +1 +4 4 3 2 - - - - - - -
5 +2 +4 +1 +4 4 4 3 - - - - - - -
6 +2 +5 +2 +5 5 4 3 2 - - - - - -
7 +3 +5 +2 +5 5 5 4 3 - - - - - -
8 +3 +6 +2 +6 6 5 4 3 2 - - - - -
9 +4 +6 +3 +6 6 6 5 4 3 - - - - -
10 +4 +7 +3 +7 7 6 5 4 3 2 - - - -
11 +5 +7 +3 +7 7 6 6 5 4 3 - - - -
12 +5 +8 +4 +8 8 6 6 5 4 3 2 - - -
13 +6/+1 +8 +4 +8 8 6 6 5 5 4 3 - - -
14 +6/+1 +9 +4 +9 9 6 6 5 5 4 3 2 - -
15 +7/+2 +9 +5 +9 9 6 6 5 5 5 4 3 - -
16 +7/+2 +10 +5 +10 9 6 6 5 5 5 4 3 2 -
17 +8/+3 +10 +5 +10 9 6 6 5 5 5 4 4 3 -
18 +8/+3 +11 +6 +11 9 6 6 5 5 5 4 4 3 2
19 +9/+4 +11 +6 +11 9 6 6 5 5 5 4 4 4 3
20 +9/+4 +12 +6 +12 9 6 6 5 5 5 4 4 4 4

Psychic Sorcerers get 1 + Wis + Int + Con bonus PSPs at 1st level. Psychic Spell costs are 1 for 0-level and 2 x spell level for spell levels 1-9.

Psychic Warrior (Changadésha Rusalá)

Psychic Warriors can only use spells from the psychic spell list, but may use certain psychic spells (indicated on the list) and may use the common and temple psychic spells of their religion. Psychic Warriors are similar to psychic warriors of other worlds. They have a number of powers known and use psionic strength points.

Lvl Base Attack Bonus Saves Psychic Spells Known
F R W 0 1 2 3 4 5 6
1 +0 +2 +0 +2 2 - - - - - -
2 +1 +3 +0 +3 3 1 - - - - -
3 +2 +3 +1 +3 4 2 - - - - -
4 +3 +4 +1 +4 5 2 1 - - - -
5 +3 +4 +1 +4 5 3 2 - - - -
6 +4 +5 +2 +5 5 3 2 - - - -
7 +5 +5 +2 +5 5 3 3 1 - - -
8 +6/+1 +6 +2 +6 5 3 3 2 - - -
9 +6/+1 +6 +3 +6 5 3 3 2 - - -
10 +7/+2 +7 +3 +7 5 3 3 3 1 - -
11 +8/+3 +7 +3 +7 5 3 3 3 2 - -
12 +9/+4 +8 +4 +8 5 3 3 3 2 - -
13 +9/+4 +8 +4 +8 5 3 3 3 3 1 -
14 +10/+5 +9 +4 +9 5 3 3 3 3 2 -
15 +11/+6/+1 +9 +5 +9 5 3 3 3 3 2 -
16 +12/+7/+2 +10 +5 +10 5 4 3 3 3 3 1
17 +12/+7/+2 +10 +5 +10 5 4 4 3 3 3 2
18 +13/+8/+3 +11 +6 +11 5 4 4 4 3 3 2
19 +14/+9/+4 +11 +6 +11 5 4 4 4 4 3 3
20 +15/+10/+5 +12 +6 +12 5 4 4 4 4 4 3

Psychic Warriors get 1 + Wis bonus PSPs at 1st level. Psychic Spell costs are 1 for 0-level and 2 x spell level for spell levels 1-6.

Ritual Priest (Shárto)

The ritual priest is similar to the cleric from the standard D&D game, however they cannot turn or control undead unless their god allows them to do so. Ritual priests may cast priest professional spells plus domain spells (listed below)

Domains

Not every priest is able to turn or control undead, so those that cannot gain granted powers that compensate for the loss. Unlike other worlds, in Tekumél each cleric chooses two primary and two secondary domains. The primary domains are treated as normal domains. The secondary domains are simply added to the spell list (the priest does not get the granted powers or bonus spells from these domains). When a granted power indicates that the priest may cast wizard spells they can cast all wizard spells from the PH that are in those schools (and levels). The god, his/her alignment, his Hlimékluyal (cohort) and his/her Hlimékluyal's alignment, domains available and granted powers are listed below:

God Hlimékluyal Domains Granted Powers

Tlomítlanyal (Gods of good/stability)

Hnálla (LG) Dra (LE) Good, Law, Sun, Cast Light at will, Immune to Confusion

Karakán (LN) Chegarra (LN) Destruction, Chosen Weapon: Longsword

Thumis (LN) Ketengku (LN) Knowledge, Healing +1 skill point per level Protection, Law

Avanthe (LG) Dilinala (LG) Animal, Elemental Water 1st level--Nature Sense,

Belkhanu (LE) Qon (LE) Death, Strength, Law, Turn Undead

Tlokiriqályual (Goods of evil/change)

Hrü'ü (CE) Wuru (CN) Chaos, Elemental Water Dark Vision (60 feet), Cause confusion once

Vimuhla (CE) Chiteng (CN) Chaos, Destruction, Chosen Weapon: Two-handed sword

Ksarul (CG) Gurganu (CN) Chaos, Evil, Knowledge, Add 1st - 4th level spells from one school of

Sarku (CN) Durritlamish (CE)Chaos, Death, Control Undead

Dlamelish (CE) Hrihayal (CG) Luck, Strength, Add enchantment wizard spells to spell list

Mage or Scholar Priest (Shátun)

The scholar priest operates as a standard D&D wizard, but they do not gain a familiar. They may cast ritual spells only and can use them from the following list: mage professional spells and those aligned to a temple may learn domain spells as if they were standard arcane spells (they do not get bonus spells or granted powers), and yes that means mages of Thumis may learn healing spells.

Shaman (Bálash)

Shamans are primitive priests serving the barbarian tribes of Tekumél or spell casters who have learned magic outside the established norms of the five empires.

They can only use ritual spells of their profession. They may never learn common or temple spells. They can have familiars (unlike other spell casters, but I do not have a list of tekuméli creatures to make a list). They also have the –3 reaction penalty of any outsider. They prepare their spells like any other divine spellcaster. Their magic is based off wisdom.

Class Skills: Animal Empathy (Cha, exclusive skill), Concentration (Con), Craft (Int), Diplomacy (Cha), Heal (Wis), Intuit Direction (Wis), Knowledge (nature)(Int), Profession (Wis), Scry (Int, exclusive skill), Spellcraft (Int), Swim (Str), and Wilderness Lore (Wis)

Skill Points at 1st level: (4 + Int modifier) x 4

Skill Points at Each Additional Level: 4 + Int modifier

Spells Castable per Day

Level Base Atk Bonus Fort Save Ref Save Will Save Special 0 1 2 3 4 5 6 7 8 9
1 +0 +2 +0 +2 Summon Familiar 3 1 - - - - - - - -
2 +1 +3 +0 +3   4 2 - - - - - - - -
3 +2 +3 +1 +3   4 3 1 - - - - - - -
4 +3 +4 +1 +4   4 3 2 - - - - - - -
5 +3 +4 +1 +4   4 3 2 1 - - - - - -
6 +4 +5 +2 +5   5 4 3 2 - - - - - -
7 +5 +5 +2 +5   5 4 3 2 1 - - - - -
8 +6/+1 +6 +2 +6   5 4 3 3 2 - - - - -
9 +6/+1 +6 +3 +6   5 4 4 3 2 1 - - - -
10 +7/+2 +7 +3 +7   5 5 4 3 3 2 - - - -
11 +8/+3 +7 +3 +7   6 5 4 4 3 2 1 - - -
12 +9/+4 +8 +4 +8   6 5 4 4 3 3 2 - - -
13 +9/+4 +8 +4 +8   6 5 5 4 4 3 2 1 - -
14 +10/+5 +9 +4 +9   6 5 5 4 4 3 3 2 - -
15 +11/+6/+1 +9 +5 +9   6 5 5 5 4 4 3 2 1 -
16 +12/+7/+2 +10 +5 +10   6 5 5 5 4 4 3 3 2 -
17 +12/+7/+2 +10 +5 +10   6 5 5 5 5 4 4 3 2 1
18 +13/+8/+3 +11 +6 +11   6 5 5 5 5 4 4 3 3 2
19 +14/+9/+4 +11 +6 +11   6 5 5 5 5 5 4 4 3 3
20 +15/+10/+5 +12 +6 +12   6 5 5 5 5 5 4 4 4 4

Warrior Priest (Changadésha Shárto)

Class Skills: Concentration (Con), Craft (Int), Diplomacy (Cha), Handle Animal (Cha), Heal (Wis), Knowledge (religion) (Int), Profession (Wis)

Skill Points at 1st Level: (2 + Int modifier) x 4

Skill Points at Each Additional Level: 2 + Int modifier per level

Lvl Base Attack Bonus Fort Save Ref Save Will Save Special 0 1 2 3 4
1 +1 +2 +0 +0 1st Favored Enemy, Detect Stability/Change, Divine Grace 1 - - - -
2 +2 +3 +0 +0 Aura of Courage 2 - - - -
3 +3 +3 +1 +1 Smite Stability/Change 2 - - - -
4 +4 +4 +1 +1   3 0 - - -
5 +5 +4 +1 +1 2nd Favored Enemy 3 0 - - -
6 +6/+1 +5 +2 +2   3 1 - - -
7 +7/+2 +5 +2 +2   3 1 - - -
8 +8/+3 +6 +2 +2   3 1 0 - -
9 +9/+4 +6 +3 +3   3 1 0 - -
10 +10/+5 +7 +3 +3 3rd Favored Enemy 3 1 1 - -
11 +11/+6/+1 +7 +3 +3   3 1 1 0 -
12 +12/+7/+2 +8 +4 +4   3 1 1 1 -
13 +13/+8/+3 +8 +4 +4   3 1 1 1 -
14 +14/+9/+4 +9 +5 +5   3 2 1 1 0
15 +15/+10/+5 +9 +5 +5 4th Favored Enemy 3 2 1 1 1
16 +16/+11/+6/+1 +10 +5 +5   3 2 2 1 1
17 +17/+12/+7/+2 +10 +6 +6   3 2 2 2 1
18 +18/+13/+8/+3 +11 +6 +6   3 3 2 2 1
19 +19/+14/+9/+4 +11 +6 +6   3 3 3 3 2
20 +20/+15/+10/+5 +12 +7 +7 5th Favored Enemy 3 3 3 3 3

Favored Enemies: as per ranger. The character can pick the folowers of a god/cohort of the opposing alignment (stability/change), a certain nationality, a specific creature, or a race that has warred on the character's nation or is an enemy of man (such as the Ssu).

Detect Stability/Change: as per paladin. A warrior priest that serves a god or cohort of stability can detect change. A warior priest that serves a god or cohort of change can detect stability

Divine Grace: as per paladin

Aura of Courage: as per paladin

Smite Stability/Change: as per paladin (gained at 3d level). See Detect Stability/Change above for what the character can affect.

Spell Casting: as per paladin/ranger. They may cast ritual spells only and can use them from the following list: warrior-priest professional spells and those aligned to a temple may learn domain spells as if they were standard divine spells (they do not get bonus spells or granted powers).

Multiclassing

There are a few restrictions on multiclassing:

Fighters and experts may multiclass with any other character class.

Rouges may only multiclass with fighters, experts, barbarians, or adventurers.

Aristocrats may multiclass with any class except rouge.

All of the priest types (mage, sorcerer, ritual priest, administrative priest, psychic sorcerer, psychic warrior, and warrior priest) except shaman may freely multiclass with each other.

Monks can only multiclass as a priest class of Thúmis or Ksúral (they cannot be Shamans).

Adventurers may only multiclass with aristocrat, expert, figher, barbarian, or rouge.

Shamans may not multiclass with any of the other priest types.

If the character violates these rules then he cannot advance in his previous vocation (so an aristocrat who picks up even one level of rouge can never advance as an aristocrat ever again).

Skills

The Ride skill does not exist. There are no suitable riding creatures to be found on the continent.

Note: though not common, technical skills like pilot and repair do exist. Nobody will have them as class skills because of their rarity unless it is among certain nonhuman races.

Instant Death Rule

If the character rolls a critical and the second roll falls in the unmodified (no bonuses due to feats or magic) threat range of the weapon, roll a d20 again. If the d20 comes up "20" exactly then the target dies instantly. The second roll is not affected by anything that affects critical range.

Money and Equipment

Money: Money in Tsolyánu is based on the Káitar, a gold coin weighing approximately 3 grams and roughly equal in value to the standard D&D gold piece. The coin system is base 20 (instead of base 10) so multiply prices in silver by x2 to find the cost in silver Hlásh and multiply prices in copper by x4 to find the cost in copper Qirgál (there are no platinum coins). Items made of Iron cost more (see below)

Káitar Hlásh Qirgál

Káitar 1 20 400

Hlásh 1/20 1 20

Qirgál 1/400 1/20 1

Chlén-hide: Weapons and armor made of Chlén-hide are specially treated to make them almost as hard as

bronze. Chlén-hide weapons are –1 to hit and –1 to damage. Chlén-hide armor has –2 armor

protection, but has –10% spell failure, maximum Dexterity bonus is increased by 2, and armor

check penalties are increased by 3. Cost is normal.

Ordinary Steel: No modifiers, cost is x400 normal

Excellent Steel: Armor has +1 AC bonus, weapons have +1 hit and damage, cost x1000 normal

Enchanted Steel: Armor has +2 AC bonus, weapons have +2 hit and damage, cost x2500 normal

Magic and Metal

Contact with metal grounds the use of both psychic and ritual magic (though this has no effect once the spell is cast). For every pound of metal in contact with the caster there is a base 1% chance of failure (in addition to normal Arcane Failure checks). Because of this spellcasters avoid carrying metal arms and armor and tend to avoid even carrying coins, making use of gems or letters of credit instead.

Magic Levels

The level of magic in Tekumél varies in some areas. Areas rich in magic will allow a spell caster to add +1d4 levels of metamagic feats chosen at the time of casting (with no increase in spell casting time) to his spells (or +2d4 PSPs in the case of Psychic Sorcerers and Psychic Warriors), areas poor in magic will cause the caster to cast his spells with increased casting time (free action spells are cast as one action, one action spells are cast with a time of 1 round/spell level [0-level spells remain one action], spells with one round casting times take ten minutes to cast, a spell with longer than one round casting time takes one hour to cast, hours become days, days become weeks, etc.), has a random –1d4 casting levels, and requires a spellcraft check (vs. DC 10 + 2 x spell level) to cast successfully or the spell is lost. And in areas with no magic, spells cannot be cast.

New Feats

Magic Damper [General Feat]

This feat may be taken only by Humans, Ahoygga, Shen, and Swamp Folk. No spell can be cast within 5 feet of the possessor of this feat (though magic will affect them normally).

Requirements: The character cannot be a spell caster (nor can he ever become a spell caster).

Alignment

The standard nine alignments exists in Tekumél, but the people of this world are not concerned with the struggle between good and evil. Law (Stability) and Chaos (Change) are of far greater importance in this world. Nobility of action determines how society looks at him. Integrity is far more important (if you say you’re evil act it). The worst villians in this world are hypocrites. The various societies on this world are Lawful Neutral with strong Neutral tendencies. However, true Neutrals are rare except among nonhumans and a person that does not align himself with the various powers and changes temple alliegeance like the wind is a very dishonorable person (and will probably wind up poor paying all the temple donations).

Spell Lists

The list will be expanded as time permits

Adventurer Professional Spells (Ritual Magic)

Useable by: Adventurers only

0th level—Cure Minor Wounds, Dancing Lights, Detect Magic, Flare, Ghost Sound, Know Direction,

Light, Mage Hand, Prestidigitation

1st level—Alarm, Cause Fear, Detect Chaos/Evil/Good/Law, Endure Elements, Faerie Fire, Jump, Mage

Armor, Silent Image, Ventriloquism

2nd level—Augury, Blur, Cat’s Grace, Continual Flame, Daylight, Delay Poison, Detect Thoughts, Minor

Image

3rd level—Clarivoyance/Clairaudience, Dispel Magic, Haste, Major Image, Sculpt Sound, Water Breathing

4th level—Freedom of Movement, Hallucinatory Terrain, Sending, Tounges

Mage Professional Spells (Ritual Magic)

Useable by: Adminstrative Priest, Mage, Sorcerer

0th level—Arcane Mark, Dancing Lights, Detect Magic, Ghost Sound, Know Direction, Mage Hand,

Open/Close, Prestidigitation

1st level—Alarm, Animate Rope, Charm Person, Endure Elements, Hold Portal, Jump, Mage Armor, Silent

Image, Unseen Servant

2nd level—Arcane Lock, Augury, Blur, Cat’s Grace, Charm Person or Animal,

Clarivoyance/Clairaudience, Invisiblity, Knock, Levitate, Magic Mouth, Minor Image, Protection

from Arrows, Sleep, Undetectable Alignment (an ignoble spell)

3rd level—Blink, Dark Vision, Dispel Magic, Dominate Animal, Haste, Invisibility Sphere, Speak with

Dead, Water Breathing

4th level—Charm Monster, Control Plants, Dimension Door, Divination, Freedom of Movement,

Hallucinatory Terrian, Improved Invisibility, Lesser Geas, Minor Globe of Invulnerability,

Remove Curse, Shadow Conjuration, Stoneskin

5th level—Dismissal, Dominate Person, Greater Shadow Conjuration, Permanency, Persistent Image, Shadow Evocation, Telekinesis

6th level—Antimagic Field, Gease/Quest, Globe of Invulnerability, Greater Dispelling, Greater Shadow

Evocation, Mass Haste,

Permanent Image, Planar Binding, Programmed Image

7th level—Banishment, Finger of Death, Mass Invisibility

8th level—Binding, Command Plants, Mass Charm, Mind Blank

9th level—Dominate Monster, Gate

Priest Professional Spells (Ritual Magic)

Useable by: Administrative Priest, Ritual Priest

0th level—Create Water, Cure Minor Wounds, Flare, Light, Purify Food and Drink

1st level—Bless, Charm Person, Cure Light Wounds, Detect Chaos/Evil/Good/Law, Detect Thoughts,

Endure Elements, Protection from Good/Evil/Chaos/Law, Sanctuary

2nd level—Cure Moderate Wounds, Delay Poison, Resist Elements, Remove Paralysis, Shield Other

3rd level—Bestow Curse, Dispel Magic, Create Food and Water, Cure Serious Wounds, Magical Circle vs.

Chaos/Good/Evil/Law, Magical Vestment, Negative Plane Protection, Protection From Elements,

4th level—Cure Critical Wounds, Neutralize Poison, Repel Vermin, Sending, Spell Immunity, Tounges

5th level—Atonement, Dominate Person, Healing Circle, Raise Dead, Spell Resistance

6th level—Antilife Shell, Antimagic Field, Forbiddance, Greater Dispelling, Heal

7th level—Regenerate, Repulsion, Ressurection

8th level—Mass Charm, Mass Heal, Mind Blank

9th level—Prismatic Sphere, True Ressurection

Psychic Sorcerer Professional Spells (Psychic Magic)

(see http://www.wizards.com/dnd/DnD_BGH_005.asp for a full list of powers)

Useable by: Psychic Sorcerers (those indicated by a * are useable by Psychic Warriors)

0th level—Daze*, Detect Psionics*, Distract*, Elf Sight*, Far Hand, Far Punch*, Inkling, Missive, Lesser

Natural Armor*, My Light, Telepathic Projection, Verve*

1st level—Call Weaponry*, Combat Precognition*, Control Light, Control Object, Expanded Vision*,

Identify, Know Location, Lesser Cell Adjustment, Lesser Metaphysical Weapon*, Object

Reading, Vigor*

2nd level—Augury, Aversion, Brain Lock, Body Equilibrium, Cell Adjustment, Chameleon,

Clarivoyance/Clairaudience, Combat Prescience*, Control Body, Darkvision*, Detect Thoughts*,

Invisibility, Levitate*, See Invisibility*, Sensitivity to Psychic Impressions, Suggestion

3rd level—Charm Monster, Danger Sense*, False Sensory Input, Fly*, Invisibility Purge, Lesser

Domination, Metaphysical Weapon*, Mind Link, Negate Psionics*, Remote View

4th level—Amplified Invisibility*, Aura Sight, Detect Remote Viewing, Dismissal, Divination,

5th level—Adept Body*, Catapsi*, Clairtangency, Ectoplasmic Armor*, Greater Domination, Mind Probe,

Power Resistance*, Psychic Vampire*, Sending, Sense Psionics

6th level—Ablating*, Aura Alteration, Ethereal Jaunt*, Improved Fly, Improved Vigor*, Mass Suggestion,

Mind Switch, Null Psionic Field, Retrieve, Suspend Life*

7th level—Energy Conversion, Etherealness, Insanity, Mass Domination, Plane Shift, Sequester

8th level—Foresight, Improved Clairtangency, Improved Etherealness, Mind Blank, Mind Seed, Mind

Store, Molecular Manipulation, Telekinetic Sphere, Temporal Acceleration, True Domination

9th level—Astral Projection, Genesis, Monster Domination, Probability Travel, Shapechange, Thrall, True

Telekinesis

Shaman Professional Spells (Ritual Magic)

Useable by: Shamans only

0th level—Cure Minor Wounds, Create Water, Detect Poison, Ghost Sound, Purify Food and Drink

1st level—Bless, Cause Fear, Charm Person, Cure Light Wounds, Detect Chaos/Evil/Good/Law, Grease,

Jump, Mage Armor, Protection from Chaos/Evil/Good/Law, Resist Fear, Silent Image, Spider

Climb, Summon Nature’s Ally I (substitute appropriate Tekuméli creatures for this and subsequent

Summon Nature’s Ally spells)

2nd level—Augury, Bull’s Strength, Cat’s Grace, Charm Person or Animal, Cure Moderate Wounds, Delay

Poison, Detect Thoughts, Fog Cloud, Invisibility, Minor Image, Sleep, Summon Swarm, Summon

Nature’s Ally II, Web

3rd level—Bestow Curse, Clairvoyance/Clairaudience, Create Food and Water, Cure Serious Wounds,

Dispel Magic, Dominate Animal, Fly, Haste, Invisibility Sphere, Major Image, Remove Curse,

Summon Nature’s Ally III, Water Breathing

4th level—Cure Critical Wounds, Dimension Door, Diminish Plants, Divination, Freedom of Movement,

Improved Invisibility, Minor Creation, Neutralize Poison, Plant Growth, Polymorph Other,

Polymorph Self, Solid Fog, Summon Nature’s Ally IV

5th level—Animal Growth, Atonement, Healing Circle, Major Creation, Permanent Image, Programmed

Image, Raise Dead, Stone Shape, Summon Nature’s Ally V

6th level—Greater Dispelling, Heal, Mass Haste, Summon Nature’s Ally VI

7th level—Mass Invisibility, Regenerate, Ressurection, Summon Nature’s Ally VII

8th level—Mass Heal, Polymorph Any Object, Summon Nature’s Ally VIII

9th level—Gate, Shapechange, Summon Nature’s Ally IX, True Ressurection

Warrior Priest Professional Spells (Ritual Magic)

Useable by: Warrior Priests only

0th level—Daze, Detect Magic, Light, Resistance, Virtue

1st level—Bless, Cause Fear, Divine Favor, Doom, Entropic Shield, Inflict Light Wounds, Magic Weapon,

Obscuring Mist, Remove Fear, Sanctuary, Shield of Faith, Spritual Weapon

2nd level—Blur, Bull’s Strength, Cat’s Grace, Darkness, Magical Vestment, Shatter, Shield, Sleep

3rd level—Contagion, Dispel Magic, Divine Power, Greater Magical Weapon, Haste, Prayer, Slow

4th level—Holy Sword (affects opposite alignment—stability/change), Flame Strike, Inflict Critical

Wounds