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 
adventurer comes from Dragon #31 “A New Profession for EPT:  The Adventurer” by Glenn Rahman
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.  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
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.  For a conversion more like Gardásiyal and Swords & Glory  see 
http://www.egroups.com/files/tekumel/tek3e%2Ehtml
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 published 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
All alien races (except the Pé Chói and Páchi Léi) have outsider status in Tsolyánu thus they have a –3 to NPC reactions, if the character has a class that has outsider status (barbarian or shaman) then the character only gets the penalty once.
	When it comes to names, all of these races have langauges that cannot be either learned or spoken by humans (except for the Mihallí).  They typically adapt human names, but some just take nicknames (for example the chief jailer of Usenánu is an Ahoggyá whose name is considered “an unpronounceable gargle” is called “Old Mud-Pie” due to a net work of battle scars across his carapace; another example, in the short story “Roads from Jakalla” by Jerry Westergaard, Dragon no. 4 December 1976, two Pé Chói introduced themselves as “Greenbough” and “Bluesky” because their names where unpronounceable by humans).
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), but base movement is 30 feet
Armored Carapace:  +2 Natural Armor
Four legs, moves at base 40 feet
360 degree vision.  An Ahoggyá cannot be flanked, all attacks are frontal attacks.
Ahoggyá start with one hit die (plus CN mod) plus one hit die from their chosen profession.
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, treat them as having the multiattack and 
multidexterity feats).  However, because they are radially symmetrical they can only use two arms 
on a single foe.
If an Ahoggyá takes up a spell casting profession he is treated at 1st level as an apprentice-level spell 
caster (DMG pg. 40), at 2nd and higher levels his spell casting ability is one less.  An Ahoggyá 
spellcaster cannot start out multiclassed.  Any spellcasting Ahoggyá has a 20% earned experience penalty per spellcasting class.
Without weapons an Ahoggyá can still claw for 1d6 damage.
Ahoggyá who are not spell casters may buy the magic damper feat (its not free).
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:  Barbarian

Hláka
Racial Ability Modifiers:  Dexterity +4, Strength –2, Charisma –2
Medium-sized, but base movement is 20 feet
Flight, poor manuverability, fly at 60 feet
Poison attack, may attack with tail at –5 to hit for 1d4 damage, if the tail hits the Hláka may inject a poison.  
It will do 1d2 temporary dexterity damage and 1d2 secondary dexterity damage (DC 15 + CN 
modifier).  The Hláka may produce 3 + Con modifier doses per day.
Hláka are skittish and nervous.  They will fly away from battle on the slightest pretext.  The must make a 
wisdom check (DC 15) to be near the ocean or on a ship.
Add +1 to level to determine experience needed to advance
Favored Class:  Rogue

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 or dhu- if the character is from 
the Chakas or north of Purdimál) 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, Arkútu, Aútso, Autsúlto, Bálash, Bálesh, Báshan, 
Beshr’gí, Biyúrgashu, Burdángeth, Chai-Mirídai, Chámang, Chámangesh, Chángekte, Charikása, 
Cheggúkal, Chírringga, Chúrisan, Dádayel, Darakdákin, Dhúktemu, Dlamúz, Dogéngor, Drésu, Drídakku, Ek’né, Eléchu, Emrá, Epéngar, Fashránu, Favréng, Fereshma’á, Fíru, Fúrodhu, Gayán, Ghúru, Ga’ánish, Gáchayal, Girigáshna, Giriktéshmu, Grújung, Gyéshmu, Háikon, Hejjéka, Héttukeng, Hóru, Hutligáinu, Ibásh, Ilélmuna, Itláng, Jágetl, Janiyél, J’Tétl, Jugár, Kágesh, Kágoth, Kaikáma, Kakagánu, Kálmuru, Keléno, Kémuel, Khivásha, Korikádan, Kotáru, Kuréshu, Kuruktáshmu, Kurshétl, Lazháto, Lóbi, Lumétl, Mengáno, Meshmuyél, Mígor, Mirkítani, Mírusaya, Mízhotl, Mnáshu, Mnéktu, Morusái, Mottán, Mridók, Mriggádashu, Mriktokén, Nebussá, Néqo, Néshkiruma, Ngangmorél, Ngarrádu, Nrigá, Nirún, No’ómu, Núromen, Omél, Onttó, Orún, Panjáng, Pí’ur, Purjintókoi, Qolyému, Qorumá, Qurén, Runmáru, Ruqú, Saku’ú, Sangár, Sánjesh, Sérqu, Shémek, Shrákan, Sikún, Srumá, Ssiyór, Ssurusá, Teregásh, Thán’d, Thékuto, Tláneno, Tontikén, Trásune, Treshélmu, Tsodlán, Tsokálon, Tsumikél, Tsutél, Tulkésh, Túrisan, Turugdáshen, Ucháng, Urukái, Urutlén, Verussá, Visán, Visúmi, Vrishtára, Warghái, Yamashán, Zagár, Zhurák, Znayáshu
Female Names:  A’én, Almodhín, Aréli, Atín, Balané, Ba’né, Bará, Biyún, Chángil, Chashána, Chétsuni, 
Dashiluná, Dha'ála, Dijáya, Dháli, Dlaruméi, Dléli, Dzái, Equníl, Eshásuni, Essiliá, Falyái, 
Farzhái, Fathméi, Ga’ilingálu, Galchái, Halé, Issá, Jalésa, Jaludá, Jangáiva, Janulé, Kalusü, Ke’él, 
Layéth, Lelái, Linátla, Lulúngi, Lussáni, Mikúsa, Miruiné, Mísa, Mnelá, Mrissá, Mshén, Nélel, 
Ngáya, Ninué, Notáza, Nrainué, Onél, Osuré, Paluél, Prazhúri, Qiláin, Rayána, Réluen, Sáyi, 
Senértha, Shánü, Sha’irá, Shekkára, Sídla, Srúdhal, Su’esá, Ta’ána, Tálodel, Terutrá, Thialá, 
Tlayésha, Tsaná, Tsunuré, Umá, Visháya, Wezhdá
Lineage Names:  Aáuvesu, Amiyála, Arusá, Ba’áshcha, Barrégga, Beshyéne, Burusá, Chagotlékka, 
Chaishyáni, Chaishyáni, Chánkolu, Chráyu, Chunmiyél, Chúyon, Dáishuna, Duruntláno, Fa’ásu, 
Fershéna, Ga’ánish, Gurúma, Harisáyu, Hoqqulén, Hlissána, Kétkolel, Khanúma, Kharsáma, 
Kóyuga, Kurúshma, Kutonyál, Kúrodu, Makkocháqu, Mrachiyáku, Mraktiné, Mrékka, Mriyén, 
Nakkolél, Náquma, Náshomai, Nezár, Nokór, Nrashqéma, Pagártra, Purushqé, Qolyélmu, 
Qurrulúma, Ri’inyússa, Sayúncha, Sénkolum, Sérekel, Sharvóya, Sóruna, Ssáivra, Ssánkoral, 
Ssánmirin, Srügashchéne, Tánkolel, Tekku’úne, Tetengkáino, Tikéshmu, Tinésa, Tishkolén, 
Tlakán, Tlekólmü, Tlélsu, Tukkolén, Túkkimchash, Tuplángte, Turukén, Uséna, Víridame, Víridu, 
Vordésa, Vorodláyu, Voródu, Voruséka, Vrazhímü, Vraisúna, Vravodáya, Vu’unávu, Vu’urtésh, 
Zháhlamu, Zhayárvu, Zhnáyu
Clan Names
	Listed in Order of power and prestige (only the largest and most widespread clans of each category are shown, this does not count the over 500 local or minor clans in the empire).

Imperial Clan:  Tlakotáni
Very High Clans:  Sea Blue, Golden Sunburst, Vríddi, Might of Gánga, Íto, Golden Bough, Sword of Fire, 
Cloak of Azure Gems, Jade Diadem, Blade Raised High
High Clans:  White Stone, White Crystal, Red Clans (Red Sword, Red Sun, Red Mountain, Red Stone), 
Purple Gem, High Pinnacle, Emerald Girdle, Great Stone, Domed Tomb, Dark Clans (Dark Fear, 
Dark Moon, Dark Water, Dark Flame), Amber Cloak, Sweet Singers of Nakomé, Standing Stone, 
Scarlet Sail, Rising Sun, Joyous of Vrá, Iron Helm, Staff of Beneficence, Grey Wand (and Grey 
Cloak)
Medium Clans:  Green Bough, Blue Kirtle, Black Stone, Green Malachite, Red Sky (and Red Star), 
Ripened Sheaf, Green Kirtle, Golden Clans (Golden Dawn, Golden Sphere, Golden Sheaf, Golden 
Sapphire), Glory of the Worm, Blue Shadow (and Blue Stream), Black Pinnacle, Copper Door, 
First Moon (and Moon of Evening), Golden Lintel, Silver Lightning (and Silver Collar), Red 
Flower, Scroll of Wisdom, Red Eye of Dawn, Victorious Globe, Standing Pinncle, Black Clans 
(Black Hood, Black Mountain, and Black Monolith), Blazoned Sail, Broken Reed, Broken Bough, 
Iron Fist (and Iron Hand)
Low:  Open Sepulcher, Plume of White, Open Hand, Ivory Staff, Green Forest (and Green Reed), High 
Tower, Green Clans (Green Stone, Green Emerald, Green Opal), Flowering Life, Eye of Flame, 
Deep Flowing Water, Flat Peak, Sapphire Bird, Blue Water, Black Stone Tomb, Black Hand, 
Woven Whip, Round Rock
Very Low:  Woven Mat, Red Moon, Scarlet Mantel, Arch of Heaven, Nighted Tower, Bright Sword, 
Green Pyramid, Flat Rock, Scarlet Planet of Knives, Granite Lintel, Black Earth, Glass Spear, 
Sinking Land, Artificiers of Iron, Turning Wheel, Standing Reed, Collar of Bronze, Hand of 
Compassion, Wicker Image, Emerald Circlet
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.
Favored Class:  Barbarian

Páchi Léi
Dexterity +2, Charisma –2
Medium-sized.  
Has normal night vision and 120 foot dark vision
+2 racial bonus to climb (they can climb at a base 10 foot movement rate), spot, search, and wilderness lore 
skills
Have stonecunning as a dwarf (even though dwarves do not exist on Tekumél) and the ability to detect 
secret doors as an elf (even though elves do not exist on Tekumél)
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, but base movement is 40 feet
Chitin:  +4 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:  Psion (Telepath)

Pygmy Folk (Nininyál)
Dexterity +4, Strength –2, Charisma –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, and swim checks
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.
Favored Class:  Rogue

Shén
Strength +4, Constitution +2, Dexterity –4, Wisdom –2, Charisma –4
Medium-sized, but basic movement is 30 feet
May attack with tail (1d6 damage) for an additional –5 to hit
Has natural weaponry, can bite for 1d4 damage for –2 to hit and claw/claw for 1d6 damage for -5 to hit.  
Also their mace-like tail can hit for 1d6 damage for –5 to hit.
Thick Scales:  +4 natural armor bonus
Has Endure Elements (Heat Only) constantly as a exceptional ability
Shén start with one hit die (plus CN mod) plus one hit die from their chosen profession.
If a Shén takes up a spell casting profession he is treated at 1st level as an apprentice-level spell caster 
(DMG pg. 40), at 2nd and higher levels his spell casting ability is one less.  A shén spellcaster 
cannot start out multiclassed.  Any Shén spell caster has a 20% earned experience penalty 
per spellcasting class.
Ahoggyá react to Shén with a –5 to the roll (on the Influencing NPC attitudes table).
Shén are divided into egg-groups, some are friendly (the character can use his original unmodified 
charisma when dealing with them), some are neutral (no change), and some are enemies (must 
make a wisdom check DC 15 once per five minutes or immediately attack).  This has nothing to 
do with past wrongs, this has to do with the genetic reactions the Shén has to another Shén’s 
pheromones.
Shén are proficient with Shén weapons.  To gain proficiency with human weapons they must take them as 
exotic weapon proficiencies (their hands are very differently shaped than human hands).
Add +3 character levels when determining experience needed to advance.
Favored Class:  Fighter

Swamp Folk (Hegléthyal)
Constitution +2, Wisdom –2
Medium-sized
+2 racial bonus to Appraise, Intuit Direction, Profession (merchant), and Profession (sailor) 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)
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 can detect portals in Planescape)
Favored Class:  Warrior

Tinalíya
Constitution +2, Dexterity +2, Intelligence +4, Wisdom +2, Strength –4, Charisma –2
Small-sized.  However, they move at 30 feet because they are quadrapedal.
Horny Integument:  Tinalíya have a +1 natural armor bonus
+2 racial bonus to knowledge (arcana), listen, and spellcraft skill checks
Cannot put skill points into Bluff and Innuendo skills.  Tinalíya are appallingly literal-minded and have no 
sense of humor.
May buy the repair skill as a class skill no matter what their class.  Tinalíya have been known to repair 
simple ancient devices such as eyes.
Tinalíya gain the Spell Casting prodigy feat free for one spellcasting class (+2 to primary spell casting 
attribute for DC, maximum spell level, and bonus spells).
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:  Any

Character Classes
Adepts, Bards, Druids, Paladins, and Rangers do not exist on Tekumél.  However, in their place there are Administrative Priests, House Priests, Shamans, Warrior Priests, and Adventurers.
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).
Note on Spellcasting:  As spellcasting is far rarer on Tekumél than on other worlds, the minimum level of spell the character can cast (or psionic power she can manifest) is 13 + spell level instead of 10.  This does not affect spell DC modifiers, but treat the character’s primary spellcasting attribute as 2 points lower for the purpose of bonus spells and bonus power points (the temples are filled with Administrative and Scholar priests that cannot cast even a  0-level spell).

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.  Their temple status is higher than a scholar priest but less than the ritual priest.
	HD:  d6
	Skills:  Alchemy (Int), Appraise (Int), Bluff (Cha), 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), Read/Write Langauge, Scry (Int, exclusive skill), Speak Language, 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.
	Call in a Favor:  Adminstrative priest, more than any other type deal with the rank and file worshippers.  Because of this they have a few people in their debt and call can in those debts.  The character may make a diplomacy check vs. DC 10 (20 for major favors) to get a favor.  Once a favor is used is gone forever.  The character may only have up to four saved favors.
	Command:  Administrative priest also do all of the dirty work (well, they get the temple slaves to do it), therefore they are experienced at managing workers.  When a group is trying to do make a group skill check then this bonus applies when the administrative priest oversees the process (if the character has skill in the job they are doing).
	Spells avaliable:  Adminstrative priests cast divine spells from the cleric spell list (no domains).  They use spells as a divine spell caster and use Wisdom as their primary spell casting attribute.

Administrative Priest Table
Lvl	Base Attack Bonus	Fort Save	Ref Save	Will Save	Special	Spells per Day	
						0	1	2	3	4	5	
1	+0	+0	+0	+2	"Bardic" Knowledge, Call in a Favor	2	-	-	-	-	-	
2	+1	+0	+0	+3	Command +1	3	0	-	-	-	-	
3	+1	+1	+1	+3	Call in a Favor	3	1	-	-	-	-	
4	+2	+1	+1	+4	Command +2	3	1	0	-	-	-	
5	+2	+1	+1	+4	Call in a Favor	3	2	1	-	-	-	
6	+3	+2	+2	+5	Command +3	3	2	2	-	-	-	
7	+3	+2	+2	+5	Call in a Favor	3	2	2	-	-	-	
8	+4	+2	+2	+6	Command +4	3	2	2	0	-	-	
9	+4	+3	+3	+6	Call in a Favor	3	2	2	1	-	-	
10	+5	+3	+3	+7	Command +5	3	3	2	1	-	-	
11	+5	+3	+3	+7	Call in a Favor	3	3	3	2	-	-	
12	+6/+1	+4	+4	+8	Command +6	3	3	3	2	0	-	
13	+6/+1	+4	+4	+8	Call in a Favor	3	3	3	2	1	-	
14	+7/+2	+4	+4	+9	Command +7	3	3	3	2	2	-	
15	+7/+2	+5	+5	+9	Call in a Favor	3	3	3	3	2	-	
16	+8/+3	+5	+5	+10	Command +8	3	3	3	3	3	0	
17	+8/+3	+5	+5	+10	Call in a Favor	3	3	3	3	3	1	
18	+9/+4	+6	+6	+11	Command +9	3	3	3	3	3	1	
19	+9/+4	+6	+6	+11	Call in a Favor	3	3	3	3	3	2	
20	+10/+5	+6	+6	+12	Command +10	3	3	3	3	3	2	

Adventurer (Yarsúr)
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 master in a skill, but end up being mere dabblers.  In Tekumél they are looked down on for being so unfocused, but many nobles take this class.  Also, many of the jack-priest that sell spells in the market places are of this class.
Skills:  Appraise (Wis), Bluff (Cha), Concentration (Con), Disguise (Cha), Knowledge (Arcana, Religion) (Int), Listen (Wis), Read/Write Langauge, Sense Motive (Wis), Speak Langauge, Spellcraft (Int), and Spot (Wis).
Skill Points at 1st Level:  (6 + Int modifier) x 4
Skill Points at Each Additional Level:  6 + 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 and martial weapons.  Adventurers are proficient in light armors and shields.
	Adaptive Learning:  At 1st level, 4th level and every four levels thereafter the character may designate one cross-class skill as a class skill.
Adventurer Table
Lvl	Base Attack Bonus	Fort Save	Ref Save	Will Save	Special	Spells per day	
						0	1	2	3	4	
1	+1	+0	+2	+0	Adaptive Learning	1	-	-	-	-	
2	+2	+0	+3	+0		2	-	-	-	-	
3	+3	+1	+3	+1		2	-	-	-	-	
4	+4	+1	+4	+1	Adaptive Learning	3	0	-	-	-	
5	+5	+1	+4	+1		3	0	-	-	-	
6	+6/+1	+2	+5	+2		3	1	-	-	-	
7	+7/+2	+2	+5	+2		3	1	-	-	-	
8	+8/+3	+2	+6	+2	Adaptive Learning	3	1	0	-	-	
9	+9/+4	+3	+6	+3		3	1	0	-	-	
10	+10/+5	+3	+7	+3		3	1	1	-	-	
11	+11/+6/+1	+3	+7	+3		3	1	1	0	-	
12	+12/+7/+2	+4	+8	+4	Adaptive Learning	3	1	1	1	-	
13	+13/+8/+3	+4	+8	+4		3	1	1	1	-	
14	+14/+9/+4	+4	+9	+4		3	2	1	1	0	
15	+15/+10/+5	+5	+9	+5		3	2	1	1	1	
16	+16/+11/+6/+1	+5	+10	+5	Adaptive Learning	3	2	2	1	1	
17	+17/+12/+7/+2	+5	+10	+5		3	2	2	2	1	
18	+18/+13/+8/+3	+6	+11	+6		3	3	2	2	1	
19	+19/+14/+9/+4	+6	+11	+6		3	3	3	3	2	
20	+20/+15/+10/+5	+6	+12	+6	Adaptive Learning	3	3	3	3	3	

Adventurer 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)
The aristocrat must come from the imperial or a very high (of medium or high lineage) or high (of a high lineage) clan.  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.  They have no penalty when dealing with commoners from another culture (rather than the standard -3 penalty, those of the other four empires recognize their common heritage from Éngsvan hla Gánga).
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 his level x 10 káitars per month.  However, the character must pay an additional 10% per level for any good or service he buys to reflect the free spending nature of the class.

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
Skill Focus:  The expert gets the skill focus feat free at 4th level and every four levels thereafter (8th, 12th, 
16th, and 20th).
Skill Mastery:  The expert gains skill mastery at 5th level (as per the rouge special ability) and gains it 
again once every five levels thereafter (10th, 15th, 20th).

Fighter (Púrdalmokoi)
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 against an unskilled opponent is not considered particularly honorable, most do not come from the upper classes (though some nobles who enjoy dueling will have some levels of fighter).  However, they can serve in the military as a unit duelist in one on one combat against another duelist before or in place of the main battle.  Many also fight in the Hirilákte arenas.

House Mage/Priest (Msínu)
House mages/priests are very poorly trained mages who serve in a high clan or aristocrat instead of a temple.  They have 4 + Int bonus in skill points per level (and four times as much at 1st level). They use both the cleric and mage list for skills.  They are below even the Lay priests in status (they are generally not even considered part of the priestly hierarchy).  They can choose spells from either the cleric list (no domains) or the mage list.  They memorize spells just like sorcerers (having them permanently etched in memory), thus using Charisma to modify their spell casting.
	HD:  d8

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

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

*Provided the house priest has a charisma high enough to cast a spell of that level.

Sorcerer or Lay Priest (Chágun)
Sorcerers or Lay priests (or jack-priests) operate just like standard D&D sorcerers, however they do not gain familiars.  They may cast ritual spells only and can use mage professional spells.  Lay priests have the next to lowest status in the priesthood and can’t get more than some overnight shelter and a little help from the temple.  Gaining levels in lay priest is considered dishonorable for higher ranking priests.

Monk (Dedaratlkói or Huathudáliyal)
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).  The Azure Omnipotent Legion employs people with this kind of talent (they have their own martial art that combines elements of both with wrestling [Charáge]) who do not have to be priests, but can be a fighter or rogue.

Rogue (Yiráukh)
Rogues 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.  Most rogues 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 (nakomé).  There is a kind of robbers’ clan in Salarvya (the Den of Profitable Joy), the travellers from Háida Pakála are notoriously predacious, and the Pijénani have a bad reputation as sneak thieves which they seem happy to live up to.  Some work as spies for the government bureacracy (especially the AOL), and the assassin clans have many rogues.  Hláka and Pygmy Folk perfer the class, Hláka for the stealth attack capabilities and the Pygmy Folk for more traditional reasons.

Psychic Sorcerer (Rusalá)
Psychic Sorcerers can only use spells from the psychic spell list, but may use any professional psychic spell.  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.  The position of psychic sorcerers in the priesthood is similar to the Lay-priests, however there is no stigma in a higher ranking priest gaining a few levels in psychic sorcerer.

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.  Generally only priests with some battle experience will have levels in psychic warrior.  They have a position in the church hierachy equal to the warrior priests (and are usually considered indistinguishable from them).

Ritual Priest (Shárto)
The ritual priest is similar to the cleric from the standard D&D.  Ritual priests may cast priest professional spells plus domain spells (listed below).  Ritual Priest are the highest status priests in any given temple.  They spend most of their time performing the rituals of their gods.

Domains and Turning Undead
All the gods below have five domains and two prestige domains.  Like any other cleric the character picks two to start (which cannot be prestige domains).  At 9th or higher level, the cleric can spend a feat to gain access to a new domain (see feats below).  The cleric can only add up to two domains that way (up to a maximum of four domains).  Of all the priesthoods only priests of Hrü’ü, Wuru, Belkhanu, Qon, Ksarul, Gurganu, Sarku, and Durritlamish can Rebuke Undead, all the other gods can only Turn Undead (of the foreign gods only Black Qarka and the Pariah deities can control undead).  The Mítlan (god), his/her alignment, his Hlimékluyal (cohort) and his/her Hlimékluyal's alignment, and domains available to both are listed below:

Mítlan		Hlimékluyal	Domains
Tlomítlanyal (gods of good/stability)
Hnálla (LG)	Dra (LE)		Good, Law, Nobility*, Sun, Renewal*, Prestige:  Creation, Mysticism
Karakán (LN)	Chegarra (LN)	Destruction, Elemental Air, Planning*, Storm, War (Perferred Weapon:  Longsword), 
Prestige:  Glory, Celerity
Thumis (LN)	Ketengku (LN)	Knowledge, Healing, Mentalism*, Protection, Rune*, Trade*, Prestige:  Divination, 
Inquisition
Avanthe (LG)	Dilinala (LG)	Animal,	Elemental Water, Family*, Plant, Renewal*, Prestige:  Beastmaster, 
Community
Belkhanu (LE)	Qon (LE)		Cavern, Death, Fate*, Strength, Travel, Prestige:  Exorcism, Divination

Tlokiriqályual (Goods of evil/change)
Hrü'ü (CE)		Wuru (CN)	Chaos, Darkness*, Destruction, Evil, Hatred*, Prestige:  Domination, Madness
Vimuhla (CE)	Chiteng (CN)	Destruction, Elemental Fire, Retribution*, Suffering*, War (Chosen Weapon:  Two-
handed sword), Prestige:  Celerity, Domination
Ksarul (CG)	Gurganu	 (CN)	Craft*, Knowledge, Magic, Spell*, Tyranny*, Prestige:  Divination, Summoning
Sarku (CN)	Durritlamish (CE)	Darkness*, Elemental Earth, Evil, Time*, Undeath*, Prestige:  Mind, Pestilence
Dlamelish (CE)	Hrihayal	(CN)	Charm*, Illusion*, Luck, Strength, Trickery, Prestige:  Celerity, Madness

Foreign Dieties
		Country or Race
A’lsh (NE)		Páchi Léi		Chaos, Darkness, Knowledge, Magic, Spell, Prestige:  Divination, Madness
Aridzó (LN)	Far Northeast	Family*, Law, Nobility*, Renewal*, Strength, Prestige:  Community, Creation
Black Old	One (CE)	Pé Chói		Chaos, Darkness, Evil, Illusion, Trickery, Prestige:  Madness, Pestilence
Black Qarqa (NE)	Salarv’yá		Cavern*, Darkness*, Death, Slime*, Undeath*, Prestige:  Madness, Pestilence
Father of Nests (LG)	Pé Chói		Good, Family, Knowledge, Healing, Renewal*, Prestige:  Creation, Community
Heshuél (CN)	Far Northeast	Chaos, Luck, Strength, Travel, Trickery, Prestige:  Celerity, Madness
Hrsh (NE)		Mu’ugalavyá	Destruction, Elemental Fire, Missionary** (no mount spell), Storm*, War (Favored 
Weapon:  Long Sword), Pestige:  Domination, Glory
Mrettén (NG)	Háida Pakála	Elemental Air, Elemental Water, Ocean*, Trade*, Storm*, Prestige:  Beastmaster, 
Divination
N’rg (LN)		Páchi Léi		Good, Law, Healing, Knowledge, Protection, Prestige:  Creation, Divination 
Nysset of the	Central States	Cavern*, Darkness*, Elemental Earth, Metal*, Storm*, Prestige: Creation,
     Pinnacle (NE)			Mysticism
One Who Eggs (LN)	Shén		Law, Renewal, Scalykind*, Strength, Sun, Prestige:  Creation, Community
One Who		Shén		Chaos, Elemental Fire, Scalykind*, Retribution*, War (Favored Weapon:
     Rends (CN)			Longsword), Prestige:  Celerity, Glory
Qame’él (LN)	Liványu		Knowledge, Law, Mentalism*, Missionary** (no mount spell), Rune*, Prestige:  
Divination, Inquisition
Quóth the Many-	Central States	Fate, Knowledge, Planning, Time, Travel, Prestige:  Divination, Mysticism
     Eyed (NG)
Shirinnggayi (N)	Salar’vyá		Charm*, Family*, Plant, Trickery, Strength, Prestige:  Celerity, Community

Pariah Dieties
Worship of these dieties is punishable in all countries by death by Impalement.  Even more so than the standard dieties, these dieties are alien and ony desire to destroy the Universe and all that is within it.  They are meant to be foes.

She Who Must Not Be Named		Death, Destruction, Darkness*, Evil, Time*, Prestige:  Pestilence, Madness
     (Goddess of the Pale Bone) (CE)
The One Who Is (NE)			Chaos, Destruction, Law, Fate*, Time*, Prestige:  Madness, Domination
The One Other (LE)			Charm, Destruction, Illusion*, Retribution*, Suffering*, Prestige:  Domination, 
Pestilence

Note:  the domains the character picks could be one of the bases for political divisions in each of the temples (its not the only reason, but can be a good one).

*  Forgotten Realms domain, ignore if you don’t own the book, make an appropriate substitution if the 
cleric does not have at least two domains
**  Domain from Relics and Rituals (Swords & Sorcery Studio) ignore if you don’t have that book.
Prestige domains can be found in Defenders of the Faith

Mage or Scholar Priest (Shátun)
	The scholar priest operates as a standard D&D wizard, but they do not gain a familiar.  They can only cast mage professional 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.  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.
	HD:  d8
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

Shaman Table					
Level	Base Atk Bonus	Fort Save	Ref Save	Will Save	Special	Spells Castable per Day	
						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	Wild Shape (1/day)	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	Wild Shape (2/day)	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	Wild Shape (3/day)	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	Wild Shape (4/day)	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	Wild Shape (5/day)	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	Wild Shape (6/day)	6	5	5	5	5	5	4	4	4	4	

Wild Shape:  Pick appropriate Tekuméli creatures.  The character cannot turn into an elemental.  The character can pick a Large Form at 8th, a Tiny form at 11th and a Huge form at 16th.

Familiars		Special					Notes
Banyé		Master gains +2 to Constitution Score		Amphibian
Hú		--					Bat-like
Jakkóhl		Master gains +2 to Hide Checks			Fox-like
Kheshchál		Has +2 Intelligence				Beautiful plumed bird
Kité		Master gains +2 on Initiative Checks		Similar to Jakkóhl
Küní		Can speak one language, has +2 Intelligence		Intelligent Falcon
Kurukú		Master gains +2 on Pick Pocket checks		Six-legged thief
Meshóshikh	Master gains +2 on Reflex Saves			Weasel-like
Mighá		Master gains +2 on Hide checks			Crustacean
Qigékh		Master gains +2 on Move Silently checks		Rat-sized insectoid
Qíli		--					Inoffensive bird
Shivrái		Master gains +2 to Fortitude Saves		Stick-like insect
Syúsyu		Poisonous Bite				Wall-lizard
Tiúni		Master gains +2 to Move Silently checks		Cat (standard)
Vúr		Poisonous Bite				Bat-like

Warriors (Changadésha)
Saving Throws:  Fort (good), Ref (poor), Will (good), the discipline and camraderie of the the legions has 
strengthened the character' will.
Warriors get 4 + Int bonus skill points per level (four times as much at 1st level) and they may buy weapon 
specialization at 6th level (they do not gain any bonus slots to buy it) or any other feat that his 
fighter levels as a prerequisite.
Warriors come from all walks of life to serve in the legions so they have the following skills:  Climb (Str), 
Craft (Int), Diplomacy (Cha), Gather Information (Cha), Handle Animal (Cha), Heal (Wis), 
Intimidate (Cha), Jump (Str), Knowledge (all skills taken individually) (Int), Listen (Wis), 
Perform (Cha), Profession (Int), Read Lips (Int, exclusive skill), Sense Motive (Wis), Speak 
Language, Spot (Wis), Swim (Str), Wilderness Lore (Wis), Use Rope (Dex)
Training:  At 1st level the training the character had as a warrior gives him a +1 bonus to Strength or 
Constitution (character's choice), the character gains another bonus at levels 6, 12, and 18 to his 
Strength or Constitution, but cannot put more than two points into one ability score. 

Warrior Priest (Changadésha Shárto)
Warrior Priests are lower ranking priests who fight on the battlefield for their temples and generally act as temple guards when not in battle.  They are similar to the paladin and ranger of other worlds, but they do not gain the abilities of those classes beyond those listed below.
	HD:  d10
	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
Favored Enemies:  as per ranger.  The character can pick the followers 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).
	Aura of Protection:  The warrior-priest gets a +1 deflection bonus to AC against opponents of opposing alignment (stability/change)
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 uses warrior-priest professional spells.
Warrior Priest Table
Lvl	Base Attack Bonus	Fort Save	Ref Save	Will Save	Special	Spells per Day	
						0	1	2	3	4	
1	+1	+2	+0	+0	1st Favored Enemy, Aura of Protection,  Detect Stability/Change, Divine Grace	1	-	-	-	-	
2	+2	+3	+0	+0	Aura of Courage	2	-	-	-	-	
3	+3	+3	+1	+1	Smite Stability/Change	3	-	-	-	-	
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	+4	+4		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	+5	+5		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	+6	+6	5th Favored Enemy	3	3	3	3	3	

Social Position of the character classes
The relative social position of each of the character classes is shown in this list (from highest to lowest):
Aristocrat, Ritual Priest, Warrior, Administrative Priest, Scholar Priest, Psychic Warrior, Warrior Priest, Psychic Sorcerer, Lay Priest, House Priest, Expert, Fighter, Adventurer, Rouge, Shaman,Barbarian.  Also the character’s rank in his clan, in the bureacracy, in the military, and the priesthood also affect his status.

Multiclassing
There are a few restrictions on multiclassing:
	No one may enter the aristocrat class at a level higher than 1st unless granted such status by the Clan Elders (giving him a title that belongs to the clan, but is currently not held) or by the Emperor (creating a new title).
	Fighters and experts may multiclass with any other character class.
	Rogues may only multiclass with fighters, experts, barbarians, or adventurers.
	Aristocrats may multiclass with any class except rogue.
	All of the priest types (mage, sorcerer, ritual priest, administrative priest, psychic sorcerer, psychic warrior, and warrior priest) except shaman, house, and lay priest may freely multiclass with each other.  Becoming a lay or house priest means giving up a position of responsibility and power in the priestly hierarchy.  Shamans cannot multiclass with lay priests.
	Monks can only multiclass as a priest of Thúmis or Ksúral (they cannot be Shamans) or as rogues or fighters (if they are working for the Azure Omnipotent Legion).
	Adventurers may only multiclass with aristocrat, expert, figher, barbarian, or rogue.
	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 rogue 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 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 Langauge is a separate skill from Speak Language.  It is a class skill for Adminstrative, Scholar, and Ritual priests, Adventurers, and Aristocrats.  All high clan or lower Tsolyanu have illteracy as a barbarian (see PH pg. 25) unless class indicates otherwise.  Languages cost two or more points to buy and everyone must buy Read/Write and Speak separately.  Most languages costs 2 points to buy except Ái Ché, Duruób, Llyáni, Mihálli, Thu'úsa, the Tongue of the Lord of Worms, and the written form of Ghatóni, which cost 4 points to buy and the Tongue of the Priests of Ksárul and Súnuz, which cost 6 points to buy.
 	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.

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	
Tinaliya	15	35	53	70	+2d20	
Urunen	15	35	53	70	+2d20	

Simply roll +1d8 to determine character's age from base.  Nlüss age like other humans.

Race	Base Height	Height Modifier	Base Weight	Weight Modifier	
Liyani, male	4'9"	+2d10	115 lbs.	x2d4	
      female	4'6"	+2d10	80 lbs.	x2d4	
Mu'ugalavyani, male	4'7"	+2d10	120 lbs.	x2d4	
      female	4'3"	+2d10	85 lbs.	x2d4	
Nyémeseli, male	5'2"	+2d12	125 lbs	x2d4	
      female	4'11"	+2d12	90 lbs.	x2d4	
Tsolyanu, male*	4’ 8”	+2d10	120 lbs.	x2d4	
      female*	4’4”	+2d10	85 lbs.	x2d4	
Yan Koryani, male	4'9"	+2d10	125 lbs.	x2d4	
      female	4'3"	+2d10	90 lbs.	x2d4	
Ahoggya	4’	+2d6	220 lbs.	x2d12	
Hlaka, male	4’	+2d6	40 lbs.	x1	
     female	4’5”	+2d6	45 lbs.	x1	
Nlüss, male	6'7"	+2d12	130 lbs.	x2d4	
     female	6'1"	+2d12	95 lbs.	x2d4	
Pachi Lei	5’2”	+2d10	125 lbs.	x2d6	
Pe Choi, male	5’3”	+2d10	110 lbs. 	x1d6	
     female	4’10”	+2d10	75 lbs.	x1d6	
     neuter	4’5”	+2d10	60 lbs.	x1d6	
Pygmy Folk, male	3’	+2d4	40 lbs.	x1	
     female	2’10”	+2d4	35 lbs.	x1	
     hermaphrodites	2’8”	+2d4	30 lbs.	x1	
Shén, Male	6’1”	+2d12	150 lbs.	x2d8	
     Female	5’8”	+2d12	115 lbs.	x2d8	
     Egg fertilizer	5’3”	+2d12	85 lbs.	x2d8	
Swamp Folk, male**	4’	+2d4	120 lbs.	x2d8	
     female**	3’10”	+2d4	85 lbs.	x2d8	
Tinaliya, male	2’	+2d4	60 lbs.	x1d6	
     female	1’10”	+2d4	45 lbs.	x1d6	
     neuters	2’2”	+2d4	75 lbs.	x1d6	
Urunen	5’6”	+2d10	120 lbs.	x2d4	

*Default for nations not mentioned
** Does not include head crest
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 last 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 –1 armor 
protection, but has –5% spell failure, maximum Dexterity bonus is increased by 1, and armor 
check penalties are increased by 2 (it cannot be enchanted).  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).  If the caster carries one psé (750 grams, a pound is 454 grams) of metal there is a base 1% chance of failure (in addition to normal Arcane Failure checks), doubled each time for each additional psé.  Lesser amounts to not cause spell failure (so the character can safely carry a steel dagger).  If the spell or power fails because of metal, roll on the table below for effects:

		Metal Spell Failure Table
		Roll	Effect
		1-4	The spell/power simply fails and the character retains his spell slot
			or power points
		5-8	The spell/power simply fails and the character loses his spell slot 
or power points
		9-16	The caster must make a will save as if he had cast the spell or take 
1d6 damage per spell/power level (0-level spells do 1-2 point of 
damage).  A successful save means the character takes no damage,
but he has lost all his spell slots or power points for the day.
		17-20	Everyone within 10 feet of the caster must make a will save or take 
1d6 damage per spell/power level (0-level spells do 1-2 points of 
damage).  A successful save means that person avoided damage.

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 half the spell level of the spell in metamagic feats chosen at the time of casting (with no increase in spell casting time, round up) to his spells.  Psionic powers have reduced power costs:

Power Level	0	1	2	3	4	5	6	7	8	9
Power point cost	0	0/1	1	3	5	7	9	11	13	15

Zero-level powers are always free (there is no limit on free uses per day).  First-level powers are manifested as 0-level powers are normally.  Psionic feats cost half as much to use and required psionic reserves are reduced in half.  Second and higher level powers are manifested using the costs above.  These include the cities of Hmakuyál, Púrdimal, Avanthár, and Sárku in Tsolyánu; Ch’óchi in Mu’ugalavyá; Jgrésh in Salarvyá; and most of the east coast of Livyánu.
Areas poor in magic will cause the caster to cast his spells with increased casting time (free action spells are cast as one full round, one action spells are cast with a time of 5 full rounds, spells with one round casting times take five minutes to cast, a spell with longer than one round casting time takes x 10 normal time), though Quicken spell will reduce the casting time (minimum of one round).  Psionic powers takes the normal amount of time to manifest, but cost extra to manifest:

Power Level	0	1	2	3	4	5	6	7	8	9
Power point cost	1	3	5	7	9	11	13	15	17	19

Psionic feats cost 50% more (round up) and psychic reserves are also increased by 50%.  One such place is the long swathe of terrain from Chayákku to Nuru’ún  
And in areas with no magic, spells cannot be cast.  Among these are the Plain of Towers, the Dry Bay of Ssu’úm, and the Tsoléi archipelago.  A character may attempt to cast a spell or manifest a power, but must make a spellcraft or psicraft (vs. DC 15 + 3 x spell/power level) to cast/manifest once a day.  If the character fails he cannot try again until the character has had a normal night’s rest (basically the spell/power uses up all the character’s spell slots or power points all at once).

Spell Alterations
Animate Dead
	Produces one Mrúr per two caster levels.  See Zombie under the spell heading for more details.
Create Undead
An 11th level or higher caster may create Shédra, and A 16th level or higher caster may create Hru'ú.
Create Greater Undead
	A 15th level or higher caster may create Vorodlá, and a 18th level or higher caster may create Hrá.

New Feats

Extra Favors [Special]
Requirements:  Administrative Priest Only
Buying this feat will give an administrative priest +3 favors to use with the Call in a Favor ability.  The character still cannot exceed the four saved favor limit.

Heroic Surge [General]
The character can gain +1 partial action in melee combat.  The character may use this feat 1 + 1/4 levels times per day, but never more than once per round.

Improved Weapon Focus [Special]
Requirements:  Weapon Focus, Weapon Specialization (in the same weapon)
The character gets +3 to hit with his focused weapon instead of +1
Note:  The character may take this more than once, the effects do not stack, instead the bonus can be applied to a different weapon.

Magic Damper [General]
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 him normally).
Note:  The character loses all spell casting ability if he gains this feat.

Prestige Domain Spell Access [Special]
Requirements:  Cleric level 9th or higher
This feat allows a cleric to add the bonus spells from one prestige domain (chosen at the time the feat is 
chosen) to his spell casting repitoire, but does not gain the granted power of the domain.  The 
character cannot have more than two prestige domains.

Prestige Domain Granted Power Access [Special]
Requirements:  Cleric level 9th or higher, Prestige Domain Spell Access for that domain
This feat allows a cleric with spell access to a prestige domain to have access to the granted power of that 
domain.

Weapon Mastery [Special]
Requirements:  Weapon Focus, Improved Weapon Focus, Weapon Specialization, Fighter level 6+
The character gets a +1d6 bonus to his weapon damage.  This is not affected by a critical multiplier.

Weapon Grand Mastery [Special]
Requirements:  Weapon Focus, Improved Weapon Focus, Weapon Specialization, Weapon Mastery, 
Improved Initiative, Improved Critical, Heroic Surge (Rapid Shot for a missile weapon), Weapon High Mastery (all in the same weapon if applicable)
The character gets a +3d6 bonus to his weapon damage.  This is not affected by a critical multiplier.

Weapon High Mastery [Special]
Requirements:  Weapon Focus, Improved Weapon Focus, Weapon Specialization, Weapon Mastery, 
Improved Initiative, Improved Critical (all in the same weapon, if applicable), Fighter level 9+
The character gets a +2d6 bonus to his weapon damage.  This is not affected by a critical multiplier.

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 those 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, Cure Light Wounds, Detect Chaos/Evil/Good/Law, Endure Elements, Faerie 
Fire, Jump, Mage Armor, Silent Image, Ventriloquism
2nd level—Augury, Blur, Cat’s Grace, Continual Flame, Cure Moderate Wounds, Daylight, Delay Poison, 
Detect Thoughts, Minor Image
3rd level—Clarivoyance/Clairaudience, Cure Serious Wounds, Dispel Magic, Haste, Major Image, Sculpt 
Sound, Water Breathing
4th level—Cure Critical Wounds, Freedom of Movement, Hallucinatory Terrain, Heroics (Dragon no. 275 
page 86, can be cast on self or on a fighter), Mirror Move (WotC website), Sending, Tounges

Mage Professional Spells (Ritual Magic)
Useable by:  House Priest, Mage, Sorcerer
0th level—Arcane Mark, Dancing Lights, Detect Magic, Detect Poison, Ghost Sound, Know Direction, 
Mage Hand, Open/Close, Prestidigitation
1st level—Alarm, Animate Rope, Cause Fear, Charm Person, Detect Thoughts, Endure Elements, Find 
Traps, Hold Portal, Jump, Mage Armor, Silent Image, Sleep, Summon Monster I (Substitute 
appropiate Tekuméli monsters for this and subsequent spells), Unseen Servant
2nd level—Animate Rope, Arcane Lock, Augury, Blur, Cat’s Grace, Charm Person or Animal, 
Clarivoyance/Clairaudience, Invisiblity, Knock, Levitate, Locate Object, Magic Mouth, Minor Image, Protection from Arrows, See Invisibility, Sleep, Summon Monster II, Undetectable Alignment (an ignoble spell)
3rd level—Blink, Dark Vision, Dispel Magic, Dominate Animal, Haste, Invisibility Sphere, Speak with 
Dead, Summon Monster III, Water Breathing
4th level—Charm Monster, Control Plants, Detect Scrying, Dimension Door, Divination, Freedom of 
Movement, Hallucinatory Terrian, Illusionary Wall, Improved Invisibility, Lesser Geas, Minor 
Globe of Invulnerability, Locate Creature, Remove Curse, Scrying, Shadow Conjuration, Stoneskin, Summon Monster IV
5th level—Dismissal, Dominate Person, False Vision, Greater Dispelling, Greater Shadow Conjuration, 
“Mordikanen’s” Faithful Hound, Permanency, Persistent Image, Shadow Evocation, Summon 
Monster V, Telekinesis, Teleport, Wall of Force
6th level—Antimagic Field, Gease/Quest, Globe of Invulnerability, Greater Dispelling, Greater Shadow 
Evocation, Mass Haste, Permanent Image, Planar Binding, Programmed Image, Summon Monster 
VI
7th level—Banishment, Control Undead, Finger of Death, Greater Scrying, Mass Invisibility, Summon 
Monster VII, Teleport without Error
8th level—Binding, Command Plants, Mass Charm, Mind Blank, Summon Monster VIII, Screen
9th level—Dominate Monster, Gate, Power Word Kill, Summon Monster IX, Teleportation Circle

Priest Professional Spells (Ritual Magic)
Useable by:  Administrative Priest, House Priest, Ritual Priest
0th level—Create Water, Cure Minor Wounds, Flare, Light, Purify Food and Drink
1st level—Bless, Cause Fear, Charm Person, Command, Comprehend Langauges, Cure Light Wounds, 
Detect Chaos/Evil/Good/Law, Detect Thoughts, Endure Elements, Message, Protection from Good/Evil/Chaos/Law, Sanctuary
2nd level—Cure Moderate Wounds, Darkness, Death Watch, Delay Poison, Resist Elements, Remove 
Paralysis, Shield Other
3rd level—Bestow Curse, Dispel Magic, Create Food and Water, Cure Serious Wounds, Daylight, 
Invisibility Purge, Magical Circle vs. Chaos/Good/Evil/Law, Magical Vestment, Negative Plane 
Protection, Protection From Elements, Remove Curse
4th level—Cure Critical Wounds, Lesser Planar Ally, Neutralize Poison, Repel Vermin, Sending, Spell 
Immunity, Status, Restoration, Tounges
5th level—Atonement, Dominate Person, Greater Command, Healing Circle, Planar Ally, Raise Dead, 
Scrying, Slay Living, Spell Resistance
6th level—Antilife Shell, Forbiddance, Greater Dispelling, Heal, Heroes’ Feast
7th level—Greater Restoration, Refuge, Regenerate, Repulsion, Ressurection 
8th level—Antimagic Field, Discern Location, Mass Charm, Mass Heal, Mind Blank
9th level—Astral Projection (allows the character to roam the demon planes attached by a silver cord), Gate, 
Prismatic Sphere, True Ressurection

Psychic Sorcerer Professional Powers (Psychic Magic)
Useable by:  Psychic Sorcerers
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, 
Domination, Freedom of Movement*, Immovability*, Inertial Barrier*, Polymorph Self*, Psychofeedback*, Tailor Memory, Telekinesis*
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* (turns the character insubstantial, allows him to 
travel between the demon planes, but cannot cross the pylons), Improved Fly, Improved Vigor*, 
Mass Suggestion, Mind Switch, Null Psionic Field, Retrieve, Suspend Life*
7th level—Energy Conversion, Etherealness (see ethereal jaunt for notes), 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 (allows the character to roam the demon planes attached by a silver cord can 
cross pylons), 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