This conversion, like Sammy Grimes' Empire of the Petal Throne (EPT) conversion, gives D&D 3e rules for gaming in the wonderful world of Tekumel (http://www.tekumel.com/). Unlike the EPT conversion, this one tries to follow the guidelines presented in later Tekumel rules sets such as Swords & Glory (1983-85), often abbreviated as S&G, and Gardasiyal (1992-94). These games are more complex than EPT in some ways, and characters in these games are less powerful than characters in EPT.
General Philosophy
Abilities
Races
Human Racial Traits
Humans are by far the most common race on Tekumel. The Five Empires--Livyanu, Mu'ugalavya, Tsolyanu, Yan Kor, and Salarvya--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. Optionally, female characters may be given a +2 to Dexterity and one spell casting prerequisite (Intelligence, Wisdom, or Charisma) for a -2 to Strength.
Names: All Tsolyánu have a personal name, a lineage name, and a clan name.
Male Names: Achán, Adlár, Bálesh, Chúrisan, Dlamúz, Fíru, Gayán, Héttukeng, Hóru, Kágesh, Kémuel, Kotáru, Mígor, Mízhotl, Mnéktu, Mottán, Mridók, Nirún, No'ómu, Núromen, Omél, Pí'ur, Sánjesh, Shémek, Treshélmu, Tsodlán, Túrisan, Visán, Zagár, Zhurák
Female Names: A'én, Atín, Balané, Chashána, Dzái, Halé, Kalusü, Ke'él, Layéth, Linátla, Mikúsa, Mísa, Nélel, Ngáya, Osuré, Paluél, Qiláin, Rayána, Réluen, Sáyi, Senértha, Shánü, Shekkára, Sídla, Srúdhal, Ta'ána, Tálodel, Tlayésha, Umá, Visháya
Lineage Names: Arusá, Burusá, Chaishyáni, Chánkolu, Fershéna, Gurúma, Kétkolel, Khanúma, Kutonyál, Kúrodu, Mraktiné, Mrékka, Mriyén, Náshomai, Nezár, Pagártra, Qolyélmu, Ri'inyússa, Sayúncha, Sénkolum, Sérekel, Sóruna, Ssáivra, Ssánkoral, Ssánmirin, Tánkolel, Tlakán, Tlekólmü, Tlélsu, Tukkoién, Tuplángte, Túkkimchash, Víridu, Vraisúna, Zhayárvu, Zhnáyu
N'lüss Racial Traits
- +4 Strength, -2 Dexterity, +2 Constitution, -2 Intelligence, -2 Charisma.
- Medium-size: As Medium-size creatures, N'lüss have no special bonuses or penalties due to their size.
- N'lüss base speed is 30 feet.
- +2 racial bonus on saving throws against poison: N'lüss are hardy and resistant to toxins.
- N'lüss characters 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: Warrior. A multiclass N'lüss' warrior class does not count when determining whether he suffers an XP penalty for multiclassing (see Experience for Multiclass Characters, p. 56, 3e PHB).
Ahoggyá Racial Traits
- +4 Strength, -4 Dexterity, +4 Constitution, -2 Intelligence, -2 Wisdom, -4 (-10) Charisma.
- Medium-size: As Medium-size creatures, Ahoggyá have no special bonuses or penalties due to their size.
- Ahoggyá base speed is 30 feet.
- Ahoggyá cannot be flanked.
- Ahoggyá receive one extra attack per round, which must be used against a different target if its opponents are Medium-sized or smaller, and they receive three extra attacks per round if they would be flanked.
- Ahoggyá automatically have the Multidexterity feat (see p. 11, 3e MM) even if their Dexterity is not 15+.
- An unarmed Ahoggyá can still claw for 1d6 damage.
- -6 racial penalty to Swim checks.
- +3 natural bonus to Armor Class.
- Shén react to Ahoggyá with a -5 to the roll (on the Influencing NPC attitudes table).
- Ahoggyá are unconcerned with religion.
- Favored Class: Barbarian. A multiclass Ahoggyá's barbarian class does not count when determining whether it suffers an XP penalty for multiclassing (see Experience for Multiclass Characters, p. 56, 3e PHB).
- Ahoggyá start with 3 monster levels.
Hlaka Racial Traits
- -2 Strength, +4 Dexterity, -2 Constitution, -2 Charisma.
- Medium-size: As Medium-size creatures, Hlaka have no special bonuses or penalties due to their size.
- Hlaka base ground speed is 30 feet.
- Hlaka base flying speed is 40 feet (average).
- Favored Class: Warrior. A multiclass Hlaka's warrior class does not count when determining whether he suffers an XP penalty for multiclassing (see Experience for Multiclass Characters, p. 56, 3e PHB).
Pachi Lei Racial Traits
Pe Choi Racial Traits
- +4 Dexterity, +2 Wisdom, +2 Charisma.
- Medium-size: As Medium-size creatures, Pe Choi have no special bonuses or penalties due to their size.
- Pe Choi base speed is 40 feet.
- +3 racial bonus on Listen, Search and Spot checks.
- +2 natural bonus to Armor Class.
- Pe Choi have the psychic ability to detect other beings within five feet of themselves.
- Pe Choi receive one extra attack per round.
- Pe Choi automatically have the Multidexterity feat (see p. 11, 3e MM) even if their Dexterity is not 15+.
- Pe Choi cannot swim.
- Pe Choi heal at half normal rate (1 hit point per day per two character levels); this also affects magical healing.
- Favored Class: Any. When determining whether a multiclass Pe Choi suffers an XP penalty, her highest class does not count. (See Experience for Multiclass Characters, p. 56, 3e PHB).
Pygmy Folk Racial Traits
- -2 Strength, +4 Dexterity, -2 Wisdom, -2 Charisma.
- Small: As Small creatures, Pygmy Folk gain a +1 size bonus to Armor Class, a +1 size bonus on attack rolls, and a +4 size bonus on Hide checks, but they must use smaller weapons than humans use, and their lifting and carrying limits are three-quarters of those of Medium-sixe characters.
- Pygmy Folk base speed is 40 feet.
- Darkvision: Pygmy Folk can see in the dark up to 60 feet. Darkvision is black and white only, but it is otherwise like normal sight, and Pygmy Folk can function just fine with no light at all.
- +2 racial bonus on Listen checks.
- Favored Class: Warrior. A multiclass Pygmy Folk's warrior class does not count when determining whether he suffers an XP penalty for multiclassing (see Experience for Multiclass Characters, p. 56, 3e PHB).
Shen Racial Traits
- +4 Strength, -2 Dexterity, +4 Constitution, -2 (-6) Charisma.
- Medium-size: As Medium-size creatures, Shen have no special bonuses or penalties due to their size.
- Shen base speed is 30 feet.
- +3 natural bonus to Armor Class.
- Shen receive one extra attack per round by using their tail (for d6 HP damage) against opponents behind them.
- Ahoggyá react to Shén with a -5 to the roll (on the Influencing NPC attitudes table).
- Favored Class: Warrior. A multiclass Shen's warrior class does not count when determining whether he suffers an XP penalty for multiclassing (see Experience for Multiclass Characters, p. 56, 3e PHB).
- Shen start with 2 monster levels.
Swamp Folk Racial Traits
- +2 Constitution, -2 (-10) Charisma.
- Medium-size: As Medium-size creatures, Swamp Folk have no special bonuses or penalties due to their size.
- Swamp Folk base speed is 30 feet.
- +2 racial bonus to Profession (Sailor) and Profession (Merchant)
- +2 racial bonus on Intuit Direction checks.
- Favored Class: Warrior. A multiclass Swamp Folk's warrior class does not count when determining whether he suffers an XP penalty for multiclassing (see Experience for Multiclass Characters, p. 56, 3e PHB).
Tinaliya Racial Traits
- -4 Strength, +2 Dexterity, +2 Intelligence, +2 Wisdom.
- Small: As Small creatures, Tinaliya gain a +1 size bonus to Armor Class, a +1 size bonus on attack rolls, and a +4 size bonus on Hide checks, but they must use smaller weapons than humans use, and their lifting and carrying limits are three-quarters of those of Medium-sixe characters.
- Tinaliya base speed is 30 feet.
- +2 natural bonus to Armor Class.
- +2 racial bonus to Knowledge (Arcana), Listen, and Spellcraft checks.
- -6 racial penalty on Bluff and Innuendo checks.
- Favored Class: Expert. A multiclass Tinaliya's expert class does not count when determining whether it suffers an XP penalty for multiclassing (see Experience for Multiclass Characters, p. 56, 3e PHB).
Urunen Racial Traits
- -2 Constitution, +2 Intelligence.
- Medium-size: As Medium-size creatures, Urunen have no special bonuses or penalties due to their size.
- Urunen base speed is 30 feet.
- Proficient with longsword, halberd, light and heavy crossbow, and javelin.
- Urunen have Endure Elements (Cold only) constantly as an exceptional ability.
- Favored Class: Any. When determining whether a multiclass Urunen suffers an XP penalty, her highest class does not count. (See Experience for Multiclass Characters, p. 56, 3e PHB).
Classes
As described above, characters on Tekumel are generally somewhat less powerful than their standard D&D counterparts.There is no priest class; priests may be of any class except barbarian or shaman, and may be of any clan level, including clanless (cf. Man of Gold). Note that a priest's Circle is not equal to his class level, and the two may not even be very well correlated.
Multiclass characters must obey all clan restrictions for each of their classes. For example, an aristocrat cannot take any levels of barbarian, expert or shaman. Characters who start as barbarians or shamans can not advance in those classes if they take levels of any other classes and remain in 'civilized' areas. Sorcerers rarely take levels in another class.
Race and character class: There are limitations to the level a non-human character may attain in the Five Empires, depending on their character class. Tsolyani society seems to have very few non-humans in positions of real power. For example, it seems logical that Pe Choi or Tinaliya sorcerers should be able to reach greater power than humans, yet Tsolyani attitudes and the generally insular non-human mindsets limit such things. Non-humans have unlimited advancement in their homelands. The table below indicates the limits to advancement by character class for non-humans:
Race | Warrior / Expert | Sorcerer / Monk |
N'luss | 11 | 0 |
Ahoggya | 11 | 0 |
Hlaka | 11 | 0 |
Pachi Lei | 11 | 11 |
Pe Choi | 11 | 11 |
Pygmy Folk | 8 | 11 |
Shen | 11 | 5 |
Swamp Folk | 11 | 0 |
Tinaliya | 8 | 11 |
Urunen | 11 | 11 |
Clans
Clan names and descriptions can be found at http://Tekumel.com/game_images/downloads/player.zip. Clans are divided into levels as follows:Imperial | 6 |
Very High | 5 |
High | 4 |
Medium | 3 |
Low | 2 |
Very Low | 1 |
Clanless | 0 |
Characters get +1 to all influencing NPC attitude checks (pg. 149, 3e PHB) per level of clan difference when dealing with others of lower clans and -1 per level of clan difference when dealing with others of higher clans. There is also a -2 modifier (in both directions) when dealing with someone from another country (or even another region sometimes--e.g., a Vriddi of Fasiltum talking to a grandee of Jakalla).
Characters may expect shelter from fellow clan members in other Tsolyani cities. They also receive an income from their clan; see Swords & Glory, Vol. II or Adventures on Tekumel, Part One, p. 18.
Skills
D&D's skill system is more coarse-grained than the Swords & Glory skill system. Thus, for example, all Ritual priest skills would be grouped under Knowledge (Religion) and Knowledge (The Many Planes).Task | DC |
Use an Eye | 10 |
Read an charge indicator that isn't labeled in a modern language | 24 |
Fly an aircar | 28 |
Operate a Lightning Bringer | 30 |
Fly a spaceship | 60 |
Repair a spaceship | 80 |
Warriors have exclusive access to the following skill:
Soldiering (Int; Trained Only)
This skill represents a character's military training: his ability to march and attack in formation, to understand military history, and so on. Each rank gained in Soldiering corresponds to one step in soldier skills in Adventures on Tekumel, Part One, p. 34.
Finally, if you wish, you can retain the S&G skill system for nonwarrior skills; costs should be changed to 1 point per rank for all skills.
Feats
Access to the special spells of the temples is only granted to sorcerers in good standing. The following feats describe these milestones in a sorcerer's career:Generic Magic
You can cast the Generic spells of your temple.
Prerequisites: Spellcaster level 1+.
Benefit: As described above.
Temple Magic
You can cast the Temple spells of your temple.
Prerequisites: Spellcaster level 10+.
Benefit: As described above.
Shamans must take similar feats to gain access to Generic and Shaman spells, respectively.
Although most magical knowledge is in the hands of the temples (see below), a few spells are given to characters by a friendly sorcerer (invariably for a good reason) or passed down within a clan or lineage as a jealously guarded secret. The following feat describes this rare occurrence.
Cast Spell (Special)
You know one spell.
Prerequisites: No spellcaster levels, sufficient Charisma and sufficient Intelligence or Wisdom to cast the spell, and you must be as high in level as a sorcerer who could cast the spell.
Benefit: You know one spell and can cast it as a sorcerer or shaman of your level (including the number of times per day). Flashy combat spells can not be selected--more than one Temple would hunt an uninitiated character to his death if he knew Doomkill! In addition, the use of the spell should invariably be subtle, particularly if it is a Generic or Temple spell, as it is a dangerous secret to possess. Your DM will need to approve any spell you wish to possess, and you (or the DM) should have a good in-game reason why your character possesses such knowledge.
Money and Equipment
Money in Tsolyánu is based on the Káitar, a gold coin weighing approximately 3 grams and roughly equal in value to the standard D&D gold piece. The coin system is base 20 (instead of base 10) so multiply prices in silver by x2 to find the cost in silver Hlásh and multiply prices in copper by x4 to find the cost in copper Qirgál (there are no platinum coins). Items made of Iron cost more (see below)Káitar | Hlásh | Qirgál | |
Káitar | 1 | 20 | 400 |
Hlásh | 1/20 | 1 | 20 |
Qirgál | 1/400 | 1/20 | 1 |
Chlén-hide: Weapons and armor made of Chlén-hide are specially treated to make them almost as hard as bronze. Chlén-hide weapons are -1 to hit and -1 to damage. Chlén-hide armor has -2 armor protection but has -10% spell failure, maximum Dexterity bonus is increased by 2, and armor check penalties are increased by 3. Cost is normal.
Ordinary Steel: No modifiers, the 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
Holy water, alchemical devices such as thunderstones, repeating crossbows, lances, spiked chains, and thieves' tools are not available.
Combat
To better reflect the lethal nature of Tekumelani combat, the following variant rules should be used: Instant Kill (3e DMG, p. 64), Critical Misses (ibid., p. 65), Clobbered (ibid., p. 66), Death from Massive Damage Based on Size (ibid., p. 66) and Damage to Specific Areas (ibid., p. 66-67).Magic
First, some general notes about magic on Tekumel. Although sorcery is not dependent on the gods for it to work, the temples are the main sources of learning how to do it. Those priests who choose to specialize in sorcery are called "sorcerer-priests". Those who learn sorcery but choose to be somewhat aloof from their temple are called "lay-priests" or "jack-priests". Sorcerers are only taught those spells known to their temple (and the body of spells common to all temples). Temple sorcery is a tightly guarded secret, and those that betray those secrets can expect to be hunted down and executed in the most horrible fashion imaginable. Even scrolls of temple spells are enchanted so that only worshippers of the same deity (or his/her cohort) may use it. If a person wishes to abandon their faith and join another temple, their memory is wiped so that they cannot remember their spells, and they must start over as 1st level sorcerers or shamans. Notice that there are some spells common to all temples; these are not kept secret because everybody already knows them.Conversion Tables
Magic: Some groups may wish to retain the S&G magic system. If so, sorcerers and shamans gain 25 spell points to buy spells each time they go up a level. The following conversion tables will be useful in translating S&G spells to D&D mechanics:Damage/Healing
Gardasiyal damage table | S&G damage (*) | D&D damage |
A | d4 | d4 |
B | d6 | d6 |
C | d8 | d8 |
D | d10 | d10 |
E | d12 | d12 |
F | d12+2 | 2d8 |
G | d12+4 | 2d12 |
H | d12+6 | 2d20 and up |
(*): S&G damages do not include HBS damage bonuses (for creature attacks).
Damage capacity
Gardasiyal QP Crits | S&G (HP) BDP | D&D HD |
1 | less than 80 | 1-2 |
2 | 80-109 | 3-4 |
3 | 110-139 | 5-6 |
4 | 140-169 | 7-8 |
etc.
Difficulty tests
Gardasiyal difficulty | D&D DC |
Easy | 12 |
Harder | 16 |
Difficult | 20 |
Very Difficult | 24 |
Real Challenge | 28 |
Armor Rating/Class
Add 2 points to AC per point of S&G armor rating.
Spell Level Conversion (for DCs, etc.)
Universal | Generic | Temple | D&D Spell Level |
1, 2 | - | - | 0 |
3 | 1, 2 | - | 1 |
4 | 3 | 1, 2 | 2 |
5 | 4 | 3 | 3 |
6 | 5 | 4 | 4 |
7 | 6 | 5 | 5 |
8 | 7 | 6 | 6 |
9, 10 | 8 | 7 | 7 |
- | 9, 10 | 8 | 8 |
- | - | 9, 10 | 9 |
Creature Intelligence
S&G Intelligence | D&D Intelligence |
Low Animal | - |
Animal | 1-2 |
High Animal | 3-4 |
Semi-Intelligent | 5-7 |
Intelligent | 8-13 |
Very Intelligent | 14+ |
Speed
S&G Speed | D&D Speed |
Very Slow | 10 ft. |
Slow | 20 ft. |
Average | 30 ft. |
Fast | 40 ft. |
Very Fast | 60 ft. |
Credits:
Note that this is not complete.This conversion is based on the AD&D 2nd Edition Tekumel Supplement by Robert Dushay (rdushay@mindspring.com) and Empire of the Petal Throne for 3rd edition D&D by Sammy Grimes (Grimess@mail.uark.edu)
Contributors to this conversion include:
Nick Bogan: crunchy tables, races, skills & feats
Louise Hayes: monks
Scott Maxwell: races
Brion Oliver: Pedhetl & Comeliness
Victor Raymond: kibitzing
Copyright notice: These materials utilise Professor M. A. R. Barker's creation of the World of Tekumel but are not to be considered 'authentic Tekumel' and are in no way 'approved' by Professor Barker. This work is made using the d20 system.
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