Unofficial Rules
Empire of the Petal Throne 3rd Edition D&D Conversion
by Sammy Grimes
Introduction
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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 Tékumel conversions (for GURPS, The Fantasy Trip, Runequest, and AD&D 2nd ed).
Summary: This updates EPT for use with the D&D 3.5 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. June 11, 2001; totally reworked the cleric, fleshed out some of the races, reworked the administrative priest, and some other rule changes. June 26, 2001. Just some fine-tuning; October 12, 2001: Added temple lists for psions. June 3, 2005 based the races on the Tri-stat version, reworked the class system.
Note: My primary source for this game is Empire of the Petal Throne, though I do use information from Gardásiyal I dont 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 Tékumel. 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. For a conversion more like Gardásiyal and Swords & Glory see www.egroups.com/files/Tékumel/tek3e.html
Copyright notice: These materials utilise Professor M. A. R. Barker’s creation of the World of Tékumel but are not be considered ‘authentic Tékumel’ 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.
Note: The 3rd Edition Dungeons & Dragons Player’s Handbook, Dungeon Master’s Guide, and Monster Manual are required to run adventures using these rules. All a Player needs is the Player’s Handbook. Material herein is also drawn from the Psionics Handbook, Sword & Fist, Defenders of the Faith, Tome & Blood, Forgotten Realms Campaign Setting, and Magic of Faerun from Wizards of the Coast. Also some material is drawn from Sword & Sorcery’s Relics & Rituals core rulebook.
Character Races
Aliens on Tsolyánu
Non-humans in Tsolyánu are generally second-class citizens, if they are citizens at all. Many can find employment, but will never be accepted into a Clan and thus will never be more than respected foreigners. Some few, especially the Páchi Léi and Pé Chói, can be fully accepted into Tsolyáni society if they adopt human language and customs—and they may even attain Clan membership for themselves and their descendants if they serve the Empire well.
All alien races (except the Pé Chói and Páchi Léi) have outsider status in Tsolyánu thus they have a -3 to NPC reactions.
Proper Names are given for races that have pronounceable names (except the Ahoggyá who are given distinctive nicknames).
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
Ahoggyá are radially symmetric creatures around 1.5 meters tall, with four legs, four arms, and a barrel-shaped body about .8 m in diameter topped by a thick, domed carapace. They are brown, blue, green, grey, or dun in color (or a mixture of those). Their extremely strong arms extend out of their body at equidistant intervals, and have hands with three digits and a thumb. Between each pair of arms is a ‘face’ protected by a horn-like ring. Each face includes two eyes; one face also has a fanged mouth, while the others have other sensory or reproductive organs. The Ahoggyá’s legs are bowed and very powerful. Their excretory organs are centered up beneath their body. Ahoggyá can use weapons made for humans, though somewhat awkwardly.
Some Ahoggyá emerge from their swampy homelands to serve as mercenaries in the Tsolyáni legions, fight in the arenas, or take other jobs, usually involving strength and violence. They generally stay in Tsolyánu for only a few years, though some stay longer, and have little interest in complying with human customs or values. Ahoggyá have eight sexes, so the difficulty of getting a suitable group of mates together may be part of the motivation to return to the Ahoggyá homeland as often as practical.
Names: Ahoggyá names are incomprehensible and unspeakable to humans (the Tsolyánu say that their names sound like sewage going down a drain), so humans tag them with nicknames, and the Ahoggyá do not seem to care. are some examples of Ahoggyá nicknames: Barrel of Swords, Big Bag, Black-Spotted One, Dirty One, Gnarled One, Loudest Belly, Old Mud-Pie, Old White-Side, Red-Eye, Scar-Gut, Yellow Splotched One.
+4 Strength, +4 Constitution, -4 Dexterity, -2 Intelligence, +4 Wisdom, -8 Charisma
Low Pedhtel: Ahoggyá have a -4 penalty to any spellcasting attribute to determine bonus spells, save DCs to spells, and maximum spell level castable and their wisdom bonus does not apply to spellcasting.
Large-Sized. Ahoyggá take a -1 size penalty to Armor Class, a -1 size penalty on attack rolls, and a -4 size penalty on Hide checks. They gain a +4 size bonus on grapple checks. Their lifting and carrying limits are twice those of a Medium-sized character. Ahoggyá may use large-sized weapons one handed, huge-sized weapons two handed, and light weapons for them are medium-sized or smaller. An Ahoggyá fills a 5' x 5' fighting space and has a natural reach of 10 feet.
An Ahoyggá’s base speed is 30 feet.
Natural Armor: The Ahoyggá’s central barrel is heavily armored, but their limbs are not, so they have a +4 natural armor bonus.
Extra Arms: The Ahoggyá has four arms, it may make +3 extra attack actions with normal off-hand penalties, but cannot attack an opponent with more than two of its limbs (since they are evenly spaced around its central barrel).
Stability: An Ahoggyá’s four legs grant it a +4 stability bonus on checks made to resist bull bush and trip attempts.
Expanded Field of Vision: Ahoggyá have a 360-degree sphere of sight, allowing them a perfect view of creatures that might otherwise flank them. Thus, flanking opponents gain no bonus on their attack rolls, and anyone is denied their sneak attack ability because they do not lose their Dexterity bonus (but they may still sneak attack them if they are caught flat-footed). Their Spot and Search checks gain a +4 enhancement bonus. Concurrently, they take a -4 penalty on saves against all gaze attacks.
-2 to all Charisma-based checks when dealing with Shén.
ECL: +2, Ahoggyá are treated as being two levels higher than normal for determining experience needed to advance.
Hláka
Hláka are slender and light-boned, with six limbs: two legs, two arms, and two leathery wings. Their head is humanoid but somewhat flattened, with three close-set eyes, often bright blue, protected by nictating membranes beneath a heavy brow ridge, set in a bony crest. A furred ruff conceals their hearing organs. They can fly quite well, but dislike walking any distance because their legs are relatively weak, as are their arms. They are covered in greyish or brownish short fur. They have a powerful prehensile tail, tipped with a rapier-like bony blade that they often poison before combat. Hláka are around 1.5 m tall, though they are quite light for their size.
Names: The following are examples of Hláka names: Chráò Eyúo Máíi, Dzá, Ewò-i-iyá, Iwáu Aé’eyá, Méya-Aì, Míyo-éya Hiómai, Náàiya-éya, Nà-éya Tió, Ssaeó, Súa-eyá. To the Tsolyánu they sound as if they are all vowels.
Strength -2, Constitution -2, Dexterity +4, Wisdom -4
Base Speed (land) 20 feet per round
Hláka have a +4 racial bonus to all spot checks. Hláka only suffer a -1 penalty to spot checks every 25 feet of distance instead of every 10 feet for other characters.
Expanded Field of Vision: Hláka have a 270-degree sphere of sight, allowing them an almost perfect view of creatures that might otherwise flank them. Thus, flanking opponents gain only a +1 bonus on their attack rolls, and anyone is denied their sneak attack ability because they do not lose their Dexterity bonus (but they may still sneak attack them if they are caught flat-footed). Their Spot and Search checks gain a +2 enhancement bonus. Concurrently, they take a -2 penalty on saves against all gaze attacks.
Flight. Hláka have a flight speed of 40 ft (good). A Hláka’s fly speed is 40 ft (average) in light armor and drops to 30 ft (poor) in medium armor. A Hláka cannot fly when wearing heavy armor or when carrying a medium or heavy load. As long as a Hláka is conscious and able to use its wings, it never takes damage from a fall. Instead, it simply takes flight or glides safely to the ground. If the Hláka cannot use its wings, it takes falling damage as normal.
Extra limb. The Hláka have a prehensile tail which can handle a weapon at normal two-weapon penalties. It has a spike that can do 1d4 damage when not wielding a weapon.
Human
Humans are the vast majority. The five great empires Livyánu, Mu’ugalavyá, Tsolyánu, Yán Kór, and Salarv’yá 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. The personal name comes first then the prefix hi- (vu- if the character is from Vra province, followed by the father’s lineage name or dhu- [followed by the mother’s lineage name] if the character is from north of Purdimál, and no prefix if the character is from the Chakas [with father’s lineage name], also middle names are common in Purdimál and the northwest) and lineage name and then Clan name. So a sample name is Lazháto hiSsánmiren of the Sea Blue Clan.
Male Names: Achán, Adlár, Aijóm, Akársh, Aknállu, Akonél, Arjón, Arúken, Arkútu, Aútso, Autsúlto, Bálash, Bálesh, Báshan, Beshr’gí, Biyúrgashu, Burdángeth, Chai-Mirídai, Chámang, Chámangesh, Chángekte, Charikása, Cheggúkal, Chírringga, Chúrisan, Dádayel, Darakdákin, Dayárka, Dhúktemu, Díyo, Dlamúz, Dogéngor, Drésu, Drídakku, Ek’né, Eléchu, Emrá, Epéngar, Fashránu, Favréng, Fayél, Fayéru, Fereshma’á, Fíru, Fúrodhu, Gayán, Ghúru, Ga’ánish, Gáchayal, Gigésh, Girigáshna, Giriktéshmu, Grújung, Gyéshmu, Háikon, Hárchar,Hejéntu, Hejjéka, Héttukeng, Hóru, Hutligáinu, Ibásh, Ilélmuna, Itláng, Jágetl, Janiyél, Jijékmu, J’Tétl, Jugár, Kágesh, Kágoth, Kaikáma, Kaikúrodlan, Kakagánu, Kálmuru, Keléno, Kémuel, Khivásha, Korikádan, Korrúgu, Kotáru, Kuréshu, Kuruktáshmu, Kurshétl, Lazháto, Lóbi, Lumétl, Maluél, Mardékka, Mengáno, Meshmuyél, Mígor, Mikós, Mirkítani, Mírusaya, Mizhár, Mízhotl, Mnáshu, Mnéktu, Morusái, Mottán, Mridók, Mrígga, Mriggádashu, Mriktokén, Nebussá, Néqo, Néshkiruma, Ngangmorél, Ngarrádu, Nrigá, Nirún, No’ómu, Nrimálu, Núromen, Omél, Onttó, Orún, Panjáng, Pí’ur, Purjintókoi, Qolyému, Qorumá, Qurél, Qurén, Réshmel, Runmáru, Ruqú, Saku’ú, Sangár, Sánjesh, Sáno, Senyáto, Sérqu, Shémek, Shrákan, Sikún, Sírukkeng, Srumá, Ssiyór, Ssurusá, Su’ún, Teregásh, Thán’d, Thékuto, Tláneno, Tontikén, Trásune, Treshélmu, Tsél, Tsodlán, Tsokálon, Tsumikél, Tsutél, Tulkésh, Túrisan, Turugdáshen, Ucháng, Urukái, Urutlén, Verussá, Vichán, Visán, Visúmi, Vrishtára, Warghái, Yamashán, Zagár, Zhurák, Znayáshu
Female Names: A’én, Alíka, Almodhín, Anká’a, Aréli, Atín, Balané, Ba’né, Bará, Biyún, Chángil, Chashána, Chétsuni, Dashiluná, Dha'ála, Dhané, Dijáya, Dháli, Dijéla, Dlaruméi, Dléli, Dzái, Dzenúra, Elulén, Equníl, Eshásuni, Essiliá, Falyái, Farzhái, Fathméi, Ga’ilingálu, Galchái, Halé, Issá, Jalésa, Jaludá, Jangáiva, Janulé, Jinása, Kalusü, Ke’él, Layéth, Lelái, Linátla, Lulúngi, Lussáni, Mikúsa, Miruiné, Mísa, Mnelá, Mrissá, Mshén, Nalái, Nélel, Ngáya, Ninué, Notáza, Nrainué, Nye’étha, Ondéa, Onél, Osuré, Paluél, Prazhúri, Qiláin, Rayána, Réluen, Samélsa, Saréla, Sáyi, Senértha, Shánü, Sha’irá, Shekkára, Sídla, Sitláya, Srúdhal, Su’esá, Ta’ána, Tálodel, Terutrá, Tésso, Thialá, Tilíga, Tlamésha, Tlayésha, Tsaná, Tsunuré, Umá, Visháya, Wezhdá
Lineage Names: Aáuvesu, Amiyála, Arusá*, Ba’áshcha, Balúda, Barrégga, Beshyéne, Burusá*, Chagotlékka, Chaishyáni*, Chakkéna, Chánkolu*, Chayátl, Chorúkka, Chráyu, Chunmiyél, Chúyon, Dáishuna, Díridlan, Duruntláno, Fa’ásu, Fershéna*, Ga’ánish, Gurúma*, Harisáyu, Hehésha, Hoqqulén, Hlissána, Jáshte, Kashár, Kétkolel*, Khanúma*, Kharsáma, Kóyuga, Kurúshma, Kutonyál*, Kúrodu*, Kurósa, Makkocháqu, Mrachiyáku, Mraktiné*, Mrékka*, Mrissánmu, Mriyén*, Nakkolél, Náquma, Náshomai*, Nezár*, Nokór, Nrashqéma, Pagártra*, Purushqé, Qolyélmu*, Qurródu, Qurrulúma, Reretlésu, Ri’inyússa*, Sayúncha*, Sénkolum*, Sénkoru, Sérekel*, Sharvóya, Sóruna*, Ssáivra*, Ssánkoral*, Ssánmirin*, Srügashchéne, Tánkolel*, Tarkét, Tekku’úne, Tengetláku, Tetengkáino, Tétkuru, Tikéshmu, Tinésa, Tishkolén, Tlakán*, Tlekólmü*, Tlélsu*, Tukkolén*, Túkkimchash*, Tuplángte*, Turukén, Uséna, Váshkoru, Vessúma, Víridame, Víridu*, Vordésa, Vorodláyu, Voródu, Voruséka, Vrazhímü, Vraisúna*, Vravodáya, Viridáme, Vu’unávu, Vu’urtésh, Zháhlamu, Zhayárvu*, Zhnáyu*
*Denotes a high or very high lineage
Livyánu Names: (Male) Arvaz, Chorguz, Kiyuvaz, Meluaz, Mikonez, or change the ending of a Tsolyanu name t0 -az or -z (Female) Alitheb, Dailab, Ekkuneb, Mikonab, Nalueb, or change the name of a Tsolyanu name to to -ab, -eb, or -b
Mu’ugalavayani Names: (Male) Amúsh, Atvállish, Birélish, Chelmú’utlish, Chuvúmish, Hakmúnish, Hautemkkísh, Hü’üsh, Mi’itlénish, M’ülgá’ash, Rejmísh, Vuimúlsh, Zh’kh’üsh, Zuné’esh or change the ending of a Tsolyanu name above to ish or sh (Female) Enísa, or choose a female name that ends in a above (Lineage) Gáyashu, Gishkó, Giyó, Gusátl, Hri’ár, Malasháb, Mi’igúz, Tekhú’um, Tle’eqtól
Other Names: (Ghaton) Chgá, Míu, Njú, (Lorún) Sí, Qáya, Zíris, (M’mórcha) Dóri, (Rannálu) Júrshu, Khúzi, (Tsolei) Béì, Nsô, Vrú, (Yan Kor) female—Déq, Mmír, Yilrána, male—Pjekf, Srmudg, Zhú, lineage—Dimáni, Ke’er, Kriyór, Ndalu
Livyáánu Clans: Gilded Wing, High Singing Bird, Mighty Blue-Green Wave. The Level of the Clan varies by region, in some places a clan is high, in others it is low.
Mu’ugalvayáni Clans: Three Stones (Very High), Crimson River (High), Red Clans (Red Sword, Red Sun, Red Mountain, Red Stone) (High), Vermillion Axe (High), Hanging Rug (Medium), Open Hand (Medium), Red Sky (and Red Star) (Medium), Four Coins (Low)
N’lüss
N’lüss are powerful barbarians from the far northwest beyond Mu’ugalavyá. They are the distant descendants of the Dragonlords. The N’lüss are tall and muscular humans, 2.1 to 2.5m in height. Male and Female N’lüss rarely cover their torsos, but invariably wear a waist-to-knee kilt, and their womenfolk also cover their legs with leggings and boots.
Names: Byókt, Dakkehl, Ffrshá, Kagoth, Mirizha, Mnérr, Mrrgshá, the character can add Gri-(Name) for ‘son of’ and/or Vag-(Name) for ‘of the band of’ as surnames.
+2 Strength, +2 Constitution, -2 Dexterity
Powerful Build: The physical stature of N’lüss lets them function in many ways as if they were one size category larger. Whenever a N’lüss is subject to a size modifier or special size modifier for an opposed check (such as during grapple checks, bull rush attempts, and trip attempts), the N’lüss is treated as one size larger if doing so is advantageous to him. A N’lüss is also considered to be one size larger when determining whether a creature’s special attacks based on size (such as improved grab or swallow whole) can affect him. A N’lüss can use weapons designed for a creature one size larger without penalty. However, his space and reach remain those of a creature of his actual size. The benefits of this racial trait stack with the effects of powers, abilities, and spells that change the subject’s size category.
N’lüss gain a +2 racial bonus to Fortitude Saves vs. Poison and a +2 racial bonus to Intimidate checks.
N’lüss base land speed is 40 feet.
Páchi Léi
Páchi Léi have huge platter-shaped eyes and a muzzle with a toothy mouth, four arms, four legs, and a soft, grey-green, pear-shaped body covered with knobs and protuberances (about which more below). Each arm has a hand with four fingers and a thumb. Their head is pointed and covered with spikes, looking much like an artichoke. They range from around 1.5 meters to 2 meters in height. Páchi Léi can see well in the dark, as their large, platter-like eyes gather light efficiently. They also have a specialized psychic sensitivity, often being able to perceive dangers (ambushes, etc.) within an approximately 3 meter range.
Names: Diyéno, Ffsá Brûgshmü, G-Gúm-Shóggu, G-teékwe, Mtelghf Blfhom, Nneggáya, Payága, Payáya, Peshkúnu, Teváa, Urugbáya, Vroggá, Wléllu
High Pedhtel: +2 bonus to any spellcasting attribute to determine maximum spell level castable, bonus spells, and spell DCs.
A Páchi Léi’s base speed is 40 feet per round.
Extra Limbs. Páchi Léi have four arms. A Páchi Léi can make up to three extra attacks per round. They start with the Multi-weapon fighting feat.
Expanded Field of Vision: Páchi Léi have a 270-degree sphere of sight, allowing them an almost perfect view of creatures that might otherwise flank them. Thus, flanking opponents gain only a +1 bonus on their attack rolls, and anyone is denied their sneak attack ability because they do not lose their Dexterity bonus (but they may still sneak attack them if they are caught flat-footed). Their Spot and Search checks gain a +2 enhancement bonus. Concurrently, they take a -2 penalty on saves against all gaze attacks.
Páchi Léi have Darkvision 60 feet and normal Low-light vision.
Páchi Léi have a +2 bonus to Search, Spot, and Listen checks. A Páchi Léi who merely comes within 10 feet of unusual stonework can make a Search check as if it were actively searching, and a Páchi Léi can use the Search skill to find stonework traps as a rogue can. A Páchi Léi can also intuit depth, sensing its approximate depth underground as naturally as a human can sense which way is up. A Páchi Léi who merely passes within 5 feet of a secret or concealed door is entitled to a Search check to notice it as if it were actively looking for the door.
Stability: A Páchi Léi’s four legs grant it a +4 stability bonus on checks made to resist bull bush and trip attempts.
ECL: +1. Páchi Léi are treated as one level higher than normal for experience needed to advance.
Pé Chói
Of all the nonhuman species, these slender creatures are the most friendly to humankind. They range from five and a half to over six feet tall, have two powerful rear legs, a segmented tail, and two sets of forelimbs, the uppermost of which is used for manipulating tools and weapons and for social purposes, while the central pair of limbs is employed for heavier work. Males have glossy black chitin, females white, the neuters can have either. Their heads are sea horse-like, long and narrow, with as well, but with a greyish tinge. Pé Chói have excellent vision and hearing, and they are psychic as well.
Names: Chtk-ptk Kk, Chtík p’Qwé, Dsík-Tè- Chí, Hetkw te Kteng, Ntes Ktik, Kto-tip-ssiu, Kt-t-r-Ki, Nchikp’q’, Pketk Tqu, Ptcht-tik-ne, Tikik-dsa-ke, Tik-nekw-ket, Ti-ptche, T’kan Chqitne, Tke’et’kl, Tk-étk-dsà, Ttik-Deqeq, Ttk-mtk-ntp.
Languages: There are six Pé Chói Languages (of which three are extinct), Ts-tkt is spoken in northern and eastern Dó Cháka, one spoken in Western Dó Cháka, (and in Mu’ugalavyá) and another by the Sarkú worshipping tribes of central Dó Cháka.
+2 Dexterity, +4 Wisdom
Very High Pedhtel: +4 bonus to any spellcasting attribute to determine maximum spell level castable, bonus spells, and spell DCs.
A Pé Chói’s base speed is 40 feet per round.
+2 Natural Armor bonus
Extra Limbs. Pé Chói have four arms. A Pé Chói can make up to three extra attacks per round. They start with the Multi-weapon fighting feat.
+4 racial bonus to listen and spot checks
Can detect life at will. They can sense the death of another Pé Chói within 3 miles.
Pé Chói have a -3 penalty to save against airborne poisons.
Pé Chói cannot have any ranks in swim and are incapable of using it untrained (they can float on their backs).
Pé Chói heal at half the normal rate of other characters even with magical aid. If they are damaged beyond 50% of their hit points they do not heal naturally at all and require magical aid or use of the heal skill (which will allow them to heal at half the normal rate).
ECL: +1. Pé Chói are treated as one level higher for determining experience needed to advance.
Pygmy Folk (Nininyál)
These creatures stand only about three feet in height. The Tsolyáni call them Ninínyal, ‘the Little Ones’ (Yán Koryáni Nyéna). They have greyish or blackish fur, sharp-nosed faces, sharp teeth, round ears that project upwards. These beige or brownish snake-like creatures are covered from their skulls, with sharp little rodent-like faces, large with protective scale armor. They range up to 10 feet in round ears, and large eyes set one of each side of their length. heads. They are bipeds, with two muscular rear legs, two upper limbs with three-fingered, claw-like hands, and a vestigial tail. Their sight, smell, and hearing are excellent. They see easily in pitch darkness and can hear faint sounds even through thick stone walls.
Dexterity +4, Strengt -2, Charism -2
Small sized, base movement is 20 feet, 40 feet in narrow tunnels and caverns (they can scurry)
+4 racial bonus to listen checks
+2 racial bonus to appraise, bluff, climb, sense motive, and swim checks
Gain scent as a racial ability
Expanded Field of Vision: Páchi Léi have a 270-degree sphere of sight, allowing them an almost perfect view of creatures that might otherwise flank them. Thus, flanking opponents gain only a +1 bonus on their attack rolls, and anyone is denied their sneak attack ability because they do not lose their Dexterity bonus (but they may still sneak attack them if they are caught flat-footed). Their Spot and Search checks gain a +2 enhancement bonus. Concurrently, they take -2 penalty on saves against all gaze attacks. Darkvision 30 feet
Immune to sleep spells. Pygmy folk do not sleep (they are too wary for that) but must spend 4 hours a day relatively quiet. They are immune to sleep spells.
Shén
Shén are black-scaled reptilian sentients from the Antares system, around 2 meters tall, with powerful legs, three-fingered clawed hands, and a prehensile tail ending in a bony mace-like knob they can whip around in combat. Their face has a beak-like snout filled with sharp teeth, and they have a crest of glittering spines that stands erect when they are agitated. The Shén have three sexes: males (‘egg-creators’), females (‘egg-layers’), and ‘egg-fertilizers’. Females and egg-fertilizers have more greyish scales, especially on the abdomen and around their eyes, and elderly Shén also fade toward grey. Fashionable Shén paint their scales in iridescent colors.
Names: A-Shg-Ssá, Chrâ-Ssé-Kk, Etk ti Tsú, Fr-Ssâ-Chì, Gr-ga, Grg-Ssá, Hrgz Ggrgz, Hrk-ss, Hú-Shà-Gsh, Mrgág, Nkék, R’r-Ssá, Shékw, Sh’r-Mgá, Ss-Qâ-Hs, Tá-H’rg
+4 Strength, -4 Dexterity, +6 Constitution, -2 Intelligence, +2 Wisdom, -4 Charisma
Low Pedhtel: -4 penalty to any spellcasting attribute to determine maximum spell level castable, bonus spells, and spell DCs and their wisdom bonus does not count towards spellcasting.
A Shén’s base speed is 30 feet per round.
Large-Sized. Shén take a -1 size penalty to Armor Class, a -1 size penalty on attack rolls, and a -4 size penalty on Hide checks. They gain a +4 size bonus on grapple checks. Their lifting and carrying limits are twice those of a Medium-sized character. Shén may use large-sized weapons one handed, huge-sized weapons two handed, and light weapons for them are medium-sized or smaller. A Shén fills a 5' x 5' fighting space and has a natural reach of 10 feet.
+2 Natural Armor bonus
Natural Weapons: A shén has claws that do 1d8 damage, a beak that does 1d6 damage, and a tail that does 1d8 damage. A shén may add these to his normal attack sequence with standard multi-weapon fighting penalties.
-2 to all Charisma-based checks when dealing with Ahoggyá.
-6 to all Charisma-based checks when dealing with Shén of a different Egg-Group. In addition the Shén must make a DC 15 Will save each round in the presence of Shén of a different Egg-Group to avoid attack them in a rage (with all the penalties but no of the bonuses of a barbarian rage).
Shén can survive in temperatures up to 140 F without taking damage or suffering penalties (as per Endure Heat).
Over-Sized Hands: Shén have trouble wielding weapons not specifically designed for them. Shén suffer a -4 penalty when not using Shén Weapons.
ECL: +1. Shén are treated as one level higher for determining experience needed to advance.
Swamp Folk (Hegléthyal)
These are squat, rotund, rubbery white creatures, ranging from four to six feet in height. They have long sloping skulls, with a bony central crest rising from the forehead and slanting backwards to a point, with a flexible drapery of skin falling from this crest down over the shoulders and upper back. They stand on four equally-spaced legs (like the Ssú, to whom they are not related), and two upper arms with four-digited hands and an opposable thumb. The head has rather humanoid features: two eyes, a largish nose, and a broad mouth. They have two sexes: males (70%), and females (30%). The Swamp Folk (called Hegléthyal in Tsolyáni and A'láthish in Mu'ugalavyáni) live in village communities of thatched huts on stilts over the river.
Constitution +2, Wisdom -2
Medium-sized
+2 racial bonus to Appraise, Profession (merchant), and Profession (sailor), Survival checks
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)
Stability: A Swamp Folk’s four legs grant it a +4 stability bonus on checks made to resist bull bush and trip attempts.
Swamp Folk have a +2 bonus to Search, Spot, and Listen checks. A Swamp Folk who merely comes within 10 feet of unusual stonework can make a Search check as if it were actively searching, and a Swamp Folk can use the Search skill to find stonework traps as a rogue can. A Swamp Folk can also intuit depth, sensing its approximate depth underground as naturally as a human can sense which way is up. A Swamp Folk who merely passes within 5 feet of a secret or concealed door is entitled to a Search check to notice it as if it were actively looking for the door. Swamp Folk also have the ability to detect dimension nexus points.
Tinalíya
Tinalíya are small: adults usually stand about two feet in height. They follow the pattern of so many other interstellar species: four short, outward-bowed legs; a spherical abdomen, upon which the torso is centrally placed; two long arms ending in claw-like, three-fingered hands with an opposable thumb; and a back-sloping head with huge eyes; and vaguely humanoid features. The body is divided into small, bulbous segments and is covered all over with a brownish, russet, or tan horny integument. Their limbs thus resemble strings of brown beads. Tinalíya have three sexes: males (10%), females (5%), and neuters (85%).
Names: The first name denotes the gender of the Tinalíya (Chí is female, Tí is neuter, and Tâ is male). The second a descriptor (Ákh, Ané, Chní, Ekká, Kát, K’kés, Mnéch, Né, Nmé, Pá’, Pè’l, Sô, Sà), and the last a place name in Tinalíya (Ulé, Tûvé, Qó, Ün, Ésra iú, Hè, Ó, K’kåch, Lü, Táng, Qó).
-4 Strength, +2 Dexterity, -2 Constitution, +2 Intelligence, +2 Wisdom
Very High Pedhtel: +4 bonus to any spellcasting attribute to determine maximum spell level castable, bonus spells, and spell DCs.
A Tinalíya’s base speed is 30 feet.
Small-sized: Tinalíya gain a +1 size bonus to Defense, a +1 size bonus on attack rolls, and a +4 size bonus on Hide checks. They take a -4 penalty on grapple checks. Their lifiting and carrying capacity limits are three-quarters those of a Medium-sized character. Tinalíya must use two hands to wield a Medium-sized weapon, and light weapons for them are Tiny or smaller.
Literal-Minded: Tinalíya cannot have ranks in Bluff or Sense Motive and take a -4 penalty to untrained use of those checks because they cannot comprehend humor, metaphors, or figurative speech.
Stability: A Tinalíya’s four legs grant it a +4 stability bonus on checks made to resist bull bush and trip attempts.
Urunén
The Urunén have only recently been contacted via the underground tubeway car system. They have had no other contact with humankind since the Latter Times, although they knew of humankind through artifacts and inscriptions. Urunén are a little taller than the human norm (five and half to just over six feet); they are humanoid, bipedal, erect, and have two man-like arms ending in four-digited hands with an opposable thumb. There the resemblance ends. This species is covered with short, brownish fur, almost like a nap of velvet. They have a long tail, which is not prehensile, and their heads are long-snouted, triangular in shape (somewhat resembling a moose), with the brain-case at the back, two big eyes set wide apart on each side of the head, and a moist, mobile nose.
Names: Aiché, Arévi, Hú
Intelligence +2, Constitution -2
High Pedhtel: Urunen gain a +2 bonus to all spellcasting attributes for determining bonus spells, spell DC modifiers, and maximum spell level castable.
Expanded Field of Vision: Urunén have a 270-degree sphere of sight, allowing them an almost perfect view of creatures that might otherwise flank them. Thus, flanking opponents gain only a +1 bonus on their attack rolls, and anyone is denied their sneak attack ability because they do not lose their Dexterity bonus (but they may still sneak attack them if they are caught flat-footed). Their Spot and Search checks gain a +2 enhancement bonus. Concurrently, they take a -2 penalty on saves against all gaze attacks.
Medium-sized
+2 racial bonus to diplomacy and bluff checks
Have Endure Elements (Cold only) constantly as an exceptional ability. This means they can survive temperatures down to -50 degrees F without ill effects.
Character Classes
The standard character classes do not exist on Tékumel, instead the Generic Class system from Unearthed Arcana (pg 76-78) exist along with the Psion from from the Expanded Psionics Handbook (pg 19-21) with some modifications.
The following character classes exist: Expert, Psion, Sorceror, and Warrior.
Expert
The expert covers everything for the Chlén-hide tanner to the Magistrate of the Court of Purple Robes. This is the class for anyone who makes his living by primarily engaging in skilled trade rather than by combat or magic.
Hit Die: d6s
Class Skills: The expert may choose any 12 skills as class skills and gets 8 + Int bonus skill points per level (x4 at 1st level).
Skill Points at 1st Level: (8 + Int modifier) x 4.
Skill Points at Each Additional Level: 8 + Int modifier.
|
Table: The Expert |
|||||
|
Level |
Base Attack Bonus (Offensive Option) |
Base Attack Bonus (Defensive Option) |
Poor Saves |
Good Saves |
Special |
|
1st |
+1 |
+0 |
+0 |
+2 |
Bonus Feat |
|
2nd |
+2 |
+1 |
+0 |
+3 |
Bonus Feat |
|
3rd |
+3 |
+1 |
+1 |
+3 |
|
|
4th |
+3 |
+2 |
+1 |
+4 |
Bonus Feat |
|
5th |
+4 |
+2 |
+1 |
+4 |
|
|
6th |
+5 |
+3 |
+2 |
+5 |
Bonus Feat |
|
7th |
+6/+1 |
+3 |
+2 |
+5 |
|
|
8th |
+6/+1 |
+4 |
+2 |
+6 |
Bonus Feat |
|
9th |
+7/+2 |
+4 |
+3 |
+6 |
|
|
10th |
+8/+3 |
+5 |
+3 |
+7 |
Bonus Feat |
|
11th |
+9/+4 |
+5 |
+3 |
+7 |
|
|
12th |
+9/+4 |
+6/+1 |
+4 |
+8 |
Bonus Feat |
|
13th |
+10/+5 |
+6/+1 |
+4 |
+8 |
|
|
14th |
+11/+6/+1 |
+7/+2 |
+4 |
+9 |
Bonus Feat |
|
15th |
+12/+7/+2 |
+7/+2 |
+5 |
+9 |
|
|
16th |
+12/+7/+2 |
+8/+3 |
+5 |
+10 |
Bonus Feat |
|
17th |
+13/+8/+3 |
+8/+3 |
+5 |
+10 |
|
|
18th |
+14/+9/+4 |
+9/+4 |
+6 |
+11 |
Bonus Feat |
|
19th |
+15/+10/+5 |
+9/+4 |
+6 |
+11 |
|
|
20th |
+15/+10/+5 |
+10/+5 |
+6 |
+12 |
Bonus Feat |
Weapons and Armor: The character begins with proficieny in simple weapons, a single martial weapon, and light armor (but not shields).
Options: When the player makes an expert character he must decide if he wants to take the offensive option or defensive option. This will affect his base attack bonus and saving throws as below.
Offensive Option: The character gets the Offensive Option Base Attack bonus, two poor saves of his choice, and one good save of his choice. Once saving throw choices are made they cannot be changed.
Defensive Option: The character gets the Defensive Option Base Attack bonus, two good saves of his choice, and one poor save of his choice. Once saving throw choices are made they cannot be changed.
Bonus Feats: At each indicated level the character gains a bonus feat of his choice, there is no list of proscribed feats.
Psion
The psion covers all casters who use other worldly powers through force of will rather than by formulae and ritual.
Hit Die: d4.
Class Skills: The psion chooses any eight skills to be class skills.
Skill Points at 1st Level: (2 + Int modifier) x4.
Skill Points at Each Additional Level: 2 + Int modifier
|
Table: The Psion |
|||||||
|
Level |
Base Attack Bonus |
PoorSaves |
Good Save |
Special |
Power Points/ Day |
Powers Known |
Maximum Power Level Known |
|
1st |
+0 |
+0 |
+2 |
Bonus feat |
2 |
3 |
1st |
|
2nd |
+1 |
+0 |
+3 |
|
6 |
5 |
1st |
|
3rd |
+1 |
+1 |
+3 |
|
11 |
7 |
2nd |
|
4th |
+2 |
+1 |
+4 |
|
17 |
9 |
2nd |
|
5th |
+2 |
+1 |
+4 |
Bonus feat |
25 |
11 |
3rd |
|
6th |
+3 |
+2 |
+5 |
|
35 |
13 |
3rd |
|
7th |
+3 |
+2 |
+5 |
|
46 |
15 |
4th |
|
8th |
+4 |
+2 |
+6 |
|
58 |
17 |
4th |
|
9th |
+4 |
+3 |
+6 |
|
72 |
19 |
5th |
|
10th |
+5 |
+3 |
+7 |
Bonus feat |
88 |
21 |
5th |
|
11th |
+5 |
+3 |
+7 |
|
106 |
22 |
6th |
|
12th |
+6/+1 |
+4 |
+8 |
|
126 |
24 |
6th |
|
13th |
+6/+1 |
+4 |
+8 |
|
147 |
25 |
7th |
|
14th |
+7/+2 |
+4 |
+9 |
|
170 |
27 |
7th |
|
15th |
+7/+2 |
+5 |
+9 |
Bonus feat |
195 |
28 |
8th |
|
16th |
+8/+3 |
+5 |
+10 |
|
221 |
30 |
8th |
|
17th |
+8/+3 |
+5 |
+10 |
|
250 |
31 |
9th |
|
18th |
+9/+4 |
+6 |
+11 |
|
280 |
33 |
9th |
|
19th |
+9/+4 |
+6 |
+11 |
|
311 |
34 |
9th |
|
20th |
+10/+5 |
+6 |
+12 |
Bonus feat |
343 |
36 |
9th |
Class Features: All the following are class features of the psion.
Weapon and Armor Proficiency: Psions are proficient with the club, dagger, heavy crossbow, light crossbow, quarterstaff, and shortspear. They are not proficient with any type of armor or shield.
Power Points/Day: A psion’s ability to manifest powers is limited by the power points he has available. His base daily allotment of power points is given on Table: The Psion. In addition, he receives bonus power points per day if he has a high Intelligence score (see Table: Ability Modifiers and Bonus Power Points). His race may also provide bonus power points per day, as may certain feats and items.
Temple: Every psion must decide at 1st level which god he will serve which will restrict his power list to the general power list and the spells of his temple. Choosing a god provides a psion with access to the powers restricted to the temple of that god. However, choosing a temple also means that the psion cannot learn powers that are restricted to other temples. He can’t even use such powers by employing psionic items.
Powers Known: A psion begins play knowing three psion powers of your choice. Each time he achieves a new level, he unlocks the knowledge of new powers.
Choose the powers known from the psion power list, or from the list of powers of your chosen temple. You cannot choose powers from temples other than your chosen temple. A psion can manifest any power that has a power point cost equal to or lower than his manifester level.
The number of times a psion can manifest powers in a day is limited only by his daily power points.
A psion simply knows his powers; they are ingrained in his mind. He does not need to prepare them (in the way that some spellcasters prepare their spells), though he must get a good night’s sleep each day to regain all his spent power points.
The Difficulty Class for saving throws against psion powers is 10 + the power’s level + the psion’s Intelligence modifier.
Maximum Power Level Known: A psion begins play with the ability to learn 1st-level powers. As he attains higher levels, a psion may gain the ability to master more complex powers.
To learn or manifest a power, a psion must have an Intelligence score of at least 10 + the power’s level.
Bonus Feats: A psion gains a bonus feat at 1st level, 5th level, 10th level, 15th level, and 20th level. This feat must be a psionic feat, a metapsionic feat, or a psionic item creation feat.
These bonus feats are in addition to the feats that a character of any class gains every three levels. A psion is not limited to psionic feats, metapsionic feats, and psionic item creation feats when choosing these other feats.
Sorceror
The sorceror covers all those who use otherworldly powers through ritual and formulae rather than merely by exercise of will. The lose the casting flexibility of the psion for a greater variety of effects.
Hit Die: d4.
Class Skills: The spellcaster may choose any eight skills as class skills.
Skill Points at 1st Level: (2 + Int modifier) x 4.
Skill Points at Each Additional Level: 2 + Int modifier.
|
Table: The Sorcerer |
||||||||||||||
|
|
|
|
|
|
Spells per Day |
|||||||||
|
Level |
Base Attack Bonus |
Poor Saves |
Good Save |
Spcl |
0 |
1st |
2nd |
3rd |
4th |
5th |
6th |
7th |
8th |
9th |
|
1st |
+0 |
+0 |
+2 |
BF |
3 |
1 |
|
|
|
|
|
|
|
|
|
2nd |
+1 |
+0 |
+3 |
|
4 |
2 |
|
|
|
|
|
|
|
|
|
3rd |
+1 |
+1 |
+3 |
|
5 |
2 |
|
|
|
|
|
|
|
|
|
4th |
+2 |
+1 |
+4 |
|
5 |
3 |
1 |
|
|
|
|
|
|
|
|
5th |
+2 |
+1 |
+4 |
BF |
5 |
3 |
2 |
|
|
|
|
|
|
|
|
6th |
+3 |
+2 |
+5 |
|
5 |
3 |
2 |
1 |
|
|
|
|
|
|
|
7th |
+3 |
+2 |
+5 |
|
5 |
4 |
3 |
2 |
|
|
|
|
|
|
|
8th |
+4 |
+2 |
+6 |
|
5 |
4 |
3 |
2 |
1 |
|
|
|
|
|
|
9th |
+4 |
+3 |
+6 |
|
5 |
4 |
3 |
3 |
2 |
|
|
|
|
|
|
10th |
+5 |
+3 |
+7 |
BF |
5 |
4 |
4 |
3 |
2 |
1 |
|
|
|
|
|
11th |
+5 |
+3 |
+7 |
|
5 |
5 |
4 |
3 |
3 |
2 |
|
|
|
|
|
12th |
+6/+1 |
+4 |
+8 |
|
5 |
5 |
4 |
4 |
3 |
2 |
1 |
|
|
|
|
13th |
+6/+1 |
+4 |
+8 |
|
5 |
5 |
4 |
4 |
3 |
3 |
2 |
|
|
|
|
14th |
+7/+2 |
+4 |
+9 |
|
5 |
5 |
5 |
4 |
4 |
3 |
2 |
1 |
|
|
|
15th |
+7/+2 |
+5 |
+9 |
BF |
5 |
5 |
5 |
4 |
4 |
3 |
3 |
2 |
|
|
|
16th |
+8/+3 |
+5 |
+10 |
|
5 |
5 |
5 |
5 |
4 |
4 |
3 |
2 |
1 |
|
|
17th |
+8/+3 |
+5 |
+10 |
|
5 |
5 |
5 |
5 |
4 |
4 |
3 |
3 |
2 |
|
|
18th |
+9/+4 |
+6 |
+11 |
|
5 |
5 |
5 |
5 |
5 |
4 |
4 |
3 |
2 |
1 |
|
19th |
+9/+4 |
+6 |
+11 |
|
5 |
5 |
5 |
5 |
5 |
4 |
4 |
3 |
3 |
2 |
|
20th |
+10/+5 |
+6 |
+12 |
BF |
5 |
5 |
5 |
5 |
5 |
5 |
4 |
4 |
4 |
3 |
BF = Bonus Feat
|
Table: Sorcerer Spells Known |
||||||||||
|
|
Spells Known |
|||||||||
|
Level |
0 |
1st |
2nd |
3rd |
4th |
5th |
6th |
7th |
8th |
9th |
|
1st |
4 |
2 |
|
|
|
|
|
|
|
|
|
2nd |
5 |
2 |
|
|
|
|
|
|
|
|
|
3rd |
5 |
3 |
|
|
|
|
|
|
|
|
|
4th |
6 |
3 |
1 |
|
|
|
|
|
|
|
|
5th |
6 |
4 |
2 |
|
|
|
|
|
|
|
|
6th |
7 |
4 |
2 |
1 |
|
|
|
|
|
|
|
7th |
7 |
5 |
3 |
2 |
|
|
|
|
|
|
|
8th |
8 |
5 |
3 |
2 |
1 |
|
|
|
|
|
|
9th |
8 |
5 |
4 |
3 |
2 |
|
|
|
|
|
|
10th |
9 |
5 |
4 |
3 |
2 |
1 |
|
|
|
|
|
11th |
9 |
5 |
5 |
4 |
3 |
2 |
|
|
|
|
|
12th |
9 |
5 |
5 |
4 |
3 |
2 |
1 |
|
|
|
|
13th |
9 |
5 |
5 |
4 |
4 |
3 |
2 |
|
|
|
|
14th |
9 |
5 |
5 |
4 |
4 |
3 |
2 |
1 |
|
|
|
15th |
9 |
5 |
5 |
4 |
4 |
4 |
3 |
2 |
|
|
|
16th |
9 |
5 |
5 |
4 |
4 |
4 |
3 |
2 |
1 |
|
|
17th |
9 |
5 |
5 |
4 |
4 |
4 |
3 |
3 |
2 |
|
|
18th |
9 |
5 |
5 |
4 |
4 |
4 |
3 |
3 |
2 |
1 |
|
19th |
9 |
5 |
5 |
4 |
4 |
4 |
3 |
3 |
3 |
2 |
|
20th |
9 |
5 |
5 |
4 |
4 |
4 |
3 |
3 |
3 |
3 |
Class Features: All of the following are class features of the sorcerer.
Weapon and Armor Proficiency: Sorcerers are proficient with all simple weapons. They are not proficient with any type of armor or shield. Armor of any type interferes with a sorcerer’s gestures, which can cause his spells with somatic components to fail.
Spells: At 1st level the sorceror must choose whether he is a arcane or divine spellcaster and to which temple he belongs (a divine sorceror does not have to pick a temple, instead he is a shaman and casts spells from the shaman list instead). A sorceror who casts divine spells draws primarily from the cleric spell list and his temple list. A sorcerer who casts arcane spells draws primarily from the sorcerer/wizard spell list and his temple list. He cannot choose both.
To learn or cast a divine spell, a sorcerer must have a Wisdom score equal to at least 10 + the spell level. The Difficulty Class for a saving throw against a sorcerer’s spell is 10 + the spell level + the sorcerer’s Wisdom modifier.
To learn or cast an arcane spell, a sorcerer must have an Intelligence score equal to at least 10 + the spell level. The Difficulty Class for a saving throw against a sorcerer’s spell is 10 + the spell level + the sorcerer’s Intelligence modifier.
Like other spellcasters, a sorcerer can cast only a certain number of spells of each spell level per day. His base daily spell allotment is given on Table: The Sorcerer. In addition, he receives bonus spells per day if he has a high Wisdom (if a divine caster) or Intelligence (if an arcane caster) score.
A sorcerer begins play knowing four 0-level spells and two 1st-level spells of your choice plus read magic at one time. At each new sorcerer level, he gains the ability to know one or more new spells, as indicated on Table: Sorcerer Spells Known. (Unlike spells per day, the number of spells a sorcerer knows is not affected by his Charisma score; the numbers on Table: Sorcerer Spells Known are fixed.)
A sorcerer can choose to learn a new spell in place of one he already knows. In effect, the sorcerer ‘loses’ the old spell in exchange for the new one. The new spell’s level must be the same as that of the spell being exchanged. Divine sorcerors do so by meditating and praying for 1 hour each day in quiet contemplation or supplication.
An arcane sorceror must study her spellbook for 1 hour each day to learn a new spell in place of one she already knows. She cannot learn any spell not recorded in her spellbook, except for read magic, which all arcane sorcerors can prepare from memory.
An arcane sorceror begins play with a spellbook containing all 0-level wizard spells (except those from other temples) plus three 1st-level spells of your choice. For each point of Intelligence bonus the arcane sorceror has, the spellbook holds one additional 1st-level spell of your choice. At each new arcane sorceror level, she gains two new spells of any spell level or levels that she can cast (based on her new arcane sorceror’s level) for her spellbook. At any time, an arcane sorceror can also add spells found in other arcane sorcerors’ spellbooks to her own.
He can cast any spell he knows at any time, assuming he has not yet used up his spells per day for that spell level. He does not have to decide ahead of time which spells he’ll cast.
Bonus Feats: At 5th, 10th, 15th, and 20th level, a sorceror gains a bonus feat. At each such opportunity, she can choose a metamagic feat or an item creation feat. The sorceror must still meet all prerequisites for a bonus feat, including caster level minimums.
These bonus feats are in addition to the feat that a character of any class gets from advancing levels. The sorceror is not limited to the categories of item creation feats or metamagic feats when choosing these feats.
Note on material components: The standard material component rules should be replaced. Every Sorceror has a ‘Sorcerer’s chest’ which costs 10 káitars per level. This will contain all the character’s needed material components for a casters who cast spells on a regular basis for a month, unless the components are very expensive (more than a siginficant fraction of the costs above).
Warrior
The warrior covers all the members of the Everglorious legions of the Petal Throne (and the lesser legions of the other empires) to the lesser professional gladiators of the Hiriklate Arenas to simple legbreakers and thugs.
Hit Die: d10.
Class Skills: The warrior may choose any six skills as class skills.
Skill Points at 1st Level: (2 + Int modifier) x 4.
Skill Points at Each Additional Level: 2 + Int modifier.
|
Table: The Warrior |
||||
|
Level |
Base Attack Bonus |
Good Save |
Poor Saves |
Special |
|
1st |
+1 |
+2 |
+0 |
Bonus feat |
|
2nd |
+2 |
+3 |
+0 |
Bonus feat |
|
3rd |
+3 |
+3 |
+1 |
|
|
4th |
+4 |
+4 |
+1 |
Bonus feat |
|
5th |
+5 |
+4 |
+1 |
|
|
6th |
+6/+1 |
+5 |
+2 |
Bonus feat |
|
7th |
+7/+2 |
+5 |
+2 |
|
|
8th |
+8/+3 |
+6 |
+2 |
Bonus feat |
|
9th |
+9/+4 |
+6 |
+3 |
|
|
10th |
+10/+5 |
+7 |
+3 |
Bonus feat |
|
11th |
+11/+6/+1 |
+7 |
+3 |
|
|
12th |
+12/+7/+2 |
+8 |
+4 |
Bonus feat |
|
13th |
+13/+8/+3 |
+8 |
+4 |
|
|
14th |
+14/+9/+4 |
+9 |
+4 |
Bonus feat |
|
15th |
+15/+10/+5 |
+9 |
+5 |
|
|
16th |
+16/+11/+6/+1 |
+10 |
+5 |
Bonus feat |
|
17th |
+17/+12/+7/+2 |
+10 |
+5 |
|
|
18th |
+18/+13/+8/+3 |
+11 |
+6 |
Bonus feat |
|
19th |
+19/+14/+9/+4 |
+11 |
+6 |
|
|
20th |
+20/+15/+10/+5 |
+12 |
+6 |
Bonus feat |
Class Features: All of the following are class features of the warrior.
Weapon and Armor Proficiency: A warrior is proficient with all simple and martial weapons and with all armor (heavy, medium, and light) and shields (including tower shields).
Saves: The character chooses one of his three saves to be a good save and the other two are poor saves. Once the decision is made it cannot be changed later.
Bonus Feats: At 1st level, a warrior gets a bonus combat-oriented feat in addition to the feat that any 1st-level character gets and the bonus feat granted to a human character. The warrior gains an additional bonus feat at 2nd level and every two warrior levels thereafter (4th, 6th, 8th, 10th, 12th, 14th, 16th, 18th, and 20th). These bonus feats must be drawn from the feats noted as warrior bonus feats (fighter feats in the Player’s Handbook). A warrior must still meet all prerequisites for a bonus feat, including ability score and base attack bonus minimums.
These bonus feats are in addition to the feat that a character of any class gets from advancing levels. A warrior is not limited to the list of warrior bonus feats when choosing these feats.
Skills
The Ride skill does not exist. There are no suitable riding creatures to be found on the known continent.
Note: though not common, the technical skills of computer use, pilot, and repair do exist. Nobody will have them as class skills because of their rarity (unless it is among certain nonhuman races).
Read/Write Language is a separate skill from Speak Language. All high clan or lower Tsolyánu have illiteracy as a barbarian (see PH pg. 25) except for arcane sorcerors. Everyone must buy Read/Write and Speak separately. Most languages may be bought as class skills except Ái Ché, Duruób, Llyáni, Mihálli, Thu’úsa, the Tongue of the Lord of Worms, and the written form of Ghatóni, which must be bought as cross-class skills (or with 2 initial languages) and the Tongue of the Priests of Ksárul and Súnuz, which are also bought as cross-class languages (or with 2 initial languages), but require the Unusual Language feat.
All characters will speak their native language with a rating of 3 + level (plus intelligence bonus) with a +3 skill focus bonus and a +2 expert bonus (any accent will be the accent of their region). Their skill total is treated as total ranks. Bonus languages from intelligence are initially treated as having 0 ranks, but the character's skill bonus rather than his skill ranks determines proficiency much like a native language (however, its rank does not automatically go up in level like the native language). These represent languages in which he had schooling in at a young age.
Modern languages: Aomórh, Ghatóni, Hijajái, Jannuyáni, Livyáni, Lo’orúnankh, Milumanayáni, Mu’ugalavyáni, N’lüssa, Pe’é, Pecháni, Sa’á Allaqiyáni, Salarvyáni, Tká Mihálli, Tsoléi’i, Tsolyáni, Yán Koryáni.
Ancient languages: Ái Ché, Ancient Mihálli, Bednálljan Salarvyáni, Classic Mu’ugalavyáni, Classic Tsolyáni, Duruób, Engsvanyáli, Llyani, Súnuz, Thu’úsa, The Tongue of the Lord of Worms, The Tongue of the Priests of Ksárul, Tsáqw (Classical Yán Koryáni), Zna’yé.
Language Levels (Optional Rule): In Tékumel is not as important which languages you know as it is how well you speak that language. The cost for each level is shown below. The character cannot spend more points on a language than he can on any other type of skill.
| Skill Ranks | Level | Notes |
| 1-4 | Pidgin | Can speak haltingly, can barely understand or be understood. |
| 5-8 | Normal | Can speak with an thick accent. |
| 9-12 | Proficient | Can speak with slight (but noticeable) accent. |
| 13-16 | Flawless | Can speak with no accent. A character with outsider status suffers only a -2 on all reaction penalties. |
| 20+ | Scholar | Can adopt any accent or specialized jargon easily. The character gets a +2 synergy bonus to disguise checks in a culture that speaks this language. |
The character can buy Read/Write Language with levels, being better at speaking a language than writing it (or vice-versa), and levels are equivalent. Ahoyggá may learn to speak human Languages up to normal proficiency (with their usual ghastly accent), but no higher. Hláka have parrot-like vocal apparati and can learn to speak any language as easily as a human can. Other races may buy speak human languages as cross-class skills (or +1 per rank of harder languages, so Sunuz would cost 4 points per rank for a Pé Chói), their alien vocal cords cannot make all the same sounds as a human. Humans may learn any Shén language, Páchi Léi, one of the three Pé Chói languages, Swamp Folk, one of the three Tinalíya languages, or Urunén as a cross-class skill.
Computer Use (Int) This skill cannot be used untrained
When Empire of the Petal Throne came out the computer wasn’t as widespread as it is today. When the future comes it is likely that they will become more and more widespread, to the point where we won’t recognize computers. By the time of the Ancient’s star empire, computers have reached sentience (the Ru’un is an example). Of course, after the cataclysm when survival was paramount, computer literacy dropped dramatically. Probably by the time of the Empire of Llyán, computer use was an guarded secret of the few. Computers may be found in ancient ruins and in a few temples (as a closely guarded secret) and probably as well guarded state secrets. This will also allow the character to reprogram ancient robots such as the Ru’un. More than likely only priests of Thúmis and Ksárul will even know of the existence of computers, but training is possible as the character rises in circle.
| DC | Task |
| 20 | Modify existing programs |
| 25-35 | Create New programs |
| 30 | Break Into Secure Systems |
| +5 | Complex Systems |
Demolitions (Int) This skill cannot be used untrained
It is unlikely the character will find ancient explosives, let alone know how to use them, but this skill is included for completeness.
Knowledge (etiquette) (Int)
Etiquette in the five empires is perhaps the most important skill, it covers the proper form of dress for an occasion, the right way to say ‘you’ to a person, recognizing clan, religion, and legion signs, etc.
Perform (Cha)
Every ritual spell caster has this skill as a class skill. Song, dance, chants, etc. are vital components in spell casting on this world.
Pilot (Int) This skill cannot be used untrained
The most common (though still exceedingly rare) ancient vehicles left are the aircars. As a rule of thumb DCs for piloting are 10 for low-speed turns and rolls, 15 for half-loops or long rolls, 20 for tight turns or loop and turn, 25 for bootlegger turns or hand banks, and 30 or more for high speed jumps or slides past an obstacle.
Repair (Int) This skill cannot be used untrained
The most likely object that needs to repaired are the eyes. Simple repairs have a base DC 15 to 20 and complex repairs of DC 25 or more. The character needs the proper tools or the DC is increased by +5. Tools are themselves rare and would probably be found in the possession of a priesthood or the Tinalíya.
Treat Injury (Wis) This skill cannot be used untrained
This skill indicates the character’s knowledge of the medical techniques of the ancients. The character can never have a skill higher in this skill than his heal skill. It enables the character to use ancient artifacts to speed healing. The character will get more use out of healing devices (such as the Ineluctable Eye of Healing) than an untrained character.
Vital Statistics
|
Race |
Adulthood |
Middle Aged |
Old |
Venerable |
Maximum Age |
|
|
Human |
15 |
35 |
53 |
70 |
+2d20 |
|
|
Ahoggya |
15 |
35 |
53 |
70 |
+2d20 |
|
|
Hlaka |
18 |
47 |
74 |
100 |
+5d20 |
|
|
Pachi Lei |
15 |
35 |
53 |
70 |
+2d20 |
|
|
Pe Choi |
10 |
25 |
42 |
57 |
+3d10 |
|
|
Pygmy Folk |
18 |
47 |
74 |
100 |
+5d20 |
|
|
Shén |
6 |
18 |
32 |
40 |
+2d10 |
|
|
Swamp Folk |
15 |
35 |
53 |
70 |
+2d20 |
|
|
Tinalíya |
15 |
35 | ||||
