Egyptian Gods The Lore of the Gods, By Steven Creech And Kevin Ruesch
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Egyptian Gods The Lore of the Gods, By Steven Creech And Kevin Ruesch
Table of Contents Osiris ............................................................................ 20 Ra ................................................................................. 22 Set ................................................................................. 24 Sobek ........................................................................... 26 Thoth ............................................................................ 27 Wepwawet .................................................................. 30 Domains: ..................................................................... 32 Egyptian Spells: ......................................................... 35 Lesser Powers and Monsters: .................................. 48 Magical Items: ............................................................ 57 Prestige Classes: ......................................................... 59
Lead Designers
Art Director
Steven Creech and Kevin Ruesch
Todd Morasch
Lead Editor
Illustrations
Steven Schend
Michael Nickovich
Creative Director
Typesetter
Jim Butler
Joshua Gilchrist
Egyptian Gods
Amon ........................................................................... 2 Anubis ......................................................................... 4 Bast ............................................................................... 6 Bes ................................................................................ 7 Geb ............................................................................... 9 Horus ........................................................................... 10 Imhotep ....................................................................... 12 Isis ................................................................................ 13 Khonsu ........................................................................ 15 Nephthys ..................................................................... 17 Nut ............................................................................... 18
(Copyright 2002) This book is dedicated to our fathers, Wayne Creech and Donald Ruesch. Bastion Press and the Bastion Press logo are trademarks owned by Bastion Press, Inc. ‘d20 System’ and the ‘d20 System’ logo are Trademarks owned by Wizards of the Coast and are used according to the terms of the d20 System License version 1.0. Dungeons & Dragons and Wizards of the Coast are registered trademarks of Wizards of the Coast, Inc. and are used with permission. A copy of this License can be found at www.wizards.com. © 2002 Bastion Press, Inc. All Rights Reserved.
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About this Book This book provides material that a GM may use to enhance his campaign. It is not the intention of the authors to create a historically accurate interpretation of each deity, but rather to explain the deity in gaming terms that fit the rules of the d20 gaming system and add an element of enjoyment. Religions from role-playing games should never be taken as real for any reason, even when there is historical precedence concerning the specific religion. The Egyptian gods have long been the subject of numerous books and even greater legends. They are perhaps some of the oldest and best-documented gods known to modern man with treatises dating back five millennia or more. The Egyptian lands overflow with all manner of lore and superstition regarding the favor and wrath of the gods. These superstitions contribute to the popular themes about undead (such as the mummy), deadly curses inflicted on those who dare disturb the rest of a pharaoh, and rumors of undiscovered riches deep in the bowels of the ancient pyramids. The mythos of Egypt remains strong and vibrant today, given the recent string of successful Hollywood movies incorporating its themes. New domains have been marked with an asterisk (*) symbol directly after the name of the domain. Some domains from previous Lore of the Gods books have been carried over this book but are still considered to be new and noted as such. New spells itemized within the new domains are designated with a double asterisk (**) and any spells from other Open Game Content sources other than the Player’s Handbook will have the designation (*ogc-e) immediately after the spell name, which means the spell comes from an external open game content source. The full details of the spell will be listed in the section on spells (as will the source of the open game content from which it came).
About the Avatars Each of the gods below has an avatar that travels the various Prime Material worlds, influencing and interacting with mortals as it deems necessary. This avatar is not the actual god itself, only a thought flung out into the cosmos that always acts in the best interests of the god itself. All Egyptian avatars share the following abilities:
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Immunity to the following effects: poison, sleep, paralysis, stunning, disease, death effects, mind-influencing effects (charms,
compulsions, phantasms, patterns, and morale effects), ability drain, and energy drain • Darkvision to a range of 120 feet • Can never be surprised by any mortal not cloaked by some form of shrouding magic (such as nondetection). • If the avatar has the ability to cast spells, it has access to all spells of the appropriate class (some favored spells are listed under each spellcasting avatar’s statistics; a double asterisk in the spell indicates that it is a new spell detailed in this product). By no means are the avatars presented meant to be the only class or form that can be assumed; rather, they are just one possible representation that the authors have chosen as an example avatar for a specific deity.
Amon The Hidden One; God of the Sky; King of the Gods; The Creator of All Things Alignment: Lawful Neutral Domain: Air, Balance*, Sun, Wind* Symbol: Goose, Ram Sacred Animal: Goose, Ram Traditional Allies: Auran creatures, Horus, Osiris, Ra Traditional Foes: Aberrations, Set, Undead Divine Artifact: Kheperesh (The Blue Crown) Favored Weapon: Mace Favored Class: Cleric, Rogue Favored Race: Elf, Human Benefits: Clerics and rogues who worship Amon gain a +2 inherent bonus to all saves against divine magic. Regarded as the god of the sky and a sun god, Amon is also the patron deity for the city of Thebes while the priests of Hermopolis view him (and his consort Amenet) as a primordial creation-deity. The protector of any worshipper in need, he became ruler of this family of gods after he merged with the sun god Ra to become Amon-Ra. Amon is often depicted in human form with blue skin and either the head of a bearded man or a ram’s head with curved horns. Alternatively, his forms also include a frog-headed man, a cobraheaded man, an ape, or a lion. He wears a crown composed of a modius surmounted by two tall feather plumes. Interestingly enough, even though his symbol is the goose or ram, he is never depicted as either. His true appearance is beyond all mortal
understanding. Amon is said to be “hidden of aspect, mysterious of form,” and invisible yet omnipresent throughout the cosmos. He is also “an invisible creative power which is the source of all life in heaven, and on the earth, and in the great deep, and in the Underworld, and which manifests under the form of Amon-Ra.”
Avatar of Amon Male Elf Cleric20 CR 20; Size: M Type Humanoid; HD (20d8)+60; hp 220; Init +9 (+5 Dex, +4 Improved Initiative); Speed 20'; AC 27 (flatfooted 25, touch 17); SA: Spontaneous casting, save +2 vs. enchantment spells, Automatic Search check if within 5' of secret/concealed door, Turn Undead 8/day; Vision: Darkvision 120’; AL: LN; Save: Fort +15, Ref +11, Will +19; Abilities: Str 18, Dex 20, Con 17, Int 18, Wis 20, Cha 20
Artifacts that the Avatar may possess:
Kheperesh, the Blue Crown (of Amon) This regal crown appears as a sky-blue modius etched with a rams horn design on the surface and surmounted by two large ostrich plumbs. Kheperesh, the Blue Crown has the following properties: • The wearer gains a inherent +6 bonus to his Charisma score • The wearer bears a glamour that causes all clothing worn to appear as the finest and richest quality. • The crown casts a continual emotion (friendship) spell in a 30ft. radius.
The wearer may cast the following spells at will; detect thoughts, enthrall, see invisibility and tongues. • Charm monster 5/day. • Magic circle against chaos/evil/good/law 5/day. • Phantom steed 2/day. • Eyebite 2/day. • Geas/Quest 2/day. All spells are equal in effect to those cast by a 20th level cleric. Skills and Feats: Balance +3, Climb +2, Concentration +26, Diplomacy +15, Hide +3, Jump +2, Knowledge (Arcana) +24, Knowledge (Religion) +24, Listen +9, Move Silently +3, Scry +14, Search +8, Spellcraft +27, Spot +9; Armor Proficiency (Heavy), Armor Proficiency (Light), Armor Proficiency (Medium), Combat Casting, Combat Reflexes, Dodge, Improved Critical (Mace (Light)), Improved Initiative, Iron Will, Martial Weapon Proficiency, Shield Proficiency, Simple Weapon Proficiency, Spell Penetration Possessions: Ring of air elemental command, ring of protection +5, chainmail +5 (ghost touch/invulnerability/spell resistance (SR19)), amulet of undead turning, mace +5 (heavy/disruption/flaming burst/ghost touch/ holy), shortbow +5 (composite/bane (aberrations)/ distance/holy/keen/speed/wounding), boots of speed, circlet of blasting (major), vestments of faith
Egyptian Gods
Weapons: Mace +5 (heavy/disruption/flaming burst/ghost touch/holy) +24/+19/+14 melee Dmg: 1d8+9 Crit: 20/x2 Spec: Undead hit must make Fort save (DC 14) or be destroyed, +1d6 fire damage (critical hit deals +1d10 extra fire damage), deals normal damage vs. incorporeal creatures regardless of bonus, +2d6 holy damage vs. evil, 1 negative level bestowed to evil wielder; Shortbow +5 (composite/bane (aberrations)/distance/holy/ keen/speed/wounding) +25/+20/+15 ranged 140' Dmg: 1d6+5 Crit: 19-20/x3 Spec: Range increment doubled, threat range doubled, +2 better vs. designated foe and does +2d6 bonus damage, +2d6 holy damage vs. evil, 1 negative level bestowed to evil wielder, grants 1 extra attack each round at highest bonus, wounds inflicted bleed for 1 point of damage per round until heal (DC 15) or any cure spell)
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Deity: Amon Domains: Air (Turn or Destroy earth creatures as a good cleric turns undead; Rebuke or command air creatures as an evil cleric rebukes undead; 3 + CHA modifier attempts per day.) Sun (Once per day, you can perform a greater turning against undead in place of a regular turning (or rebuking); undead creatures that are affected are destroyed.) Spells: Cleric: (6 /7+1 /6+1 /6+1 /6+1 /6+1 /4+1 / 4+1 /4+1 /4+1) 0-create water, create wine, cure minor wounds, detect magic, detect poison, guidance, inflict minor wounds, light, mending, purify food and drink, read magic, resistance, virtue 1-bane, bless water, bless, cause fear, command, comprehend languages, cure light wounds, curse water, deathwatch, detect chaos, detect evil, detect good, detect law, detect undead, divine favor, doom, endure elements, endure elements, entropic shield, inflict light wounds, invisibility to undead, magic stone, magic weapon, obscuring mist, protection from chaos, protection from evil, protection from good, protection from law, random action, remove fear, sanctuary, shield of faith, summon monster I
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2-aid, animal messenger, augury, bull’s strength, calm emotions, consecrate, cure moderate wounds, darkness, death knell, delay poison, desecrate, endurance, enthrall, find traps, gentle repose, heat metal, hold person, inflict moderate wounds, lesser restoration, make whole, remove paralysis, resist elements, shatter, shield other, silence, sound burst, speak with animals, spiritual weapon, summon monster II, undetectable alignment, wind wall, zone of truth 3-animate dead, bestow curse, blindness/deafness, contagion, continual flame, create food and water, cure serious wounds, daylight, deeper darkness, dispel magic, gaseous form, glyph of warding, helping hand, inflict serious wounds, invisibility purge, locate object, magic circle against chaos, magic circle against evil, magic circle against good, magic circle against law, magic vestment, meld into stone, negative energy protection, obscure object, prayer, protection from elements, remove blindness/deafness, remove curse, remove disease, searing light, searing light, speak with dead, speak with plants, stone shape, summon monster III, water breathing, water walk, wind wall 4-air walk, control water, cure critical wounds, death ward, dimensional anchor, discern lies, dismissal, divination, divine power, fire shield, freedom of movement, giant vermin, greater magic weapon, imbue with spell ability, inflict critical wounds, lesser planar ally, neutralize poison, poison, repel vermin, restoration, sending, spell immunity, status, summon monster IV, tongues 5-atonement, break enchantment, circle of doom, commune, control winds, dispel chaos, dispel evil, dispel good, dispel law, ethereal jaunt, flame strike, flame strike, greater command, hallow, healing circle, insect plague, mark of justice, plane shift, raise dead, righteous might, scrying, slay living, spell resistance, summon monster V, true seeing, unhallow, wall of stone 6-animate objects, anti-life shell, banishment, blade barrier, chain lightning, create undead, etherealness, find the path, fire seeds, forbiddance, geas/quest, greater dispelling, greater glyph of warding, harm, heal, heroes’ feast, planar ally, summon monster VI, wind walk, word of recall 7-blasphemy, control weather, destruction, dictum, greater restoration, greater scrying, holy word, refuge, regenerate, repulsion, resurrection, summon monster VII, sunbeam, word of chaos 8-anti-magic field, cloak of chaos, create greater undead, discern location, earthquake, fire storm, greater planar ally, holy aura, mass heal, shield of law, summon monster VIII, sunburst, symbol, unholy aura, whirlwind 9-astral projection, elemental swarm, energy drain, gate, implosion, miracle, prismatic sphere, soul bind, storm of vengeance, summon monster IX, true resurrection
Anubis God of the Dead; Guide to the Underworld; Guardian of the Necropolis Alignment: Lawful Neutral Domain: Balance*, Dead*, Luck, Travel Symbol: Black dog, Jackal Sacred Animal: Dog, Jackal Traditional Allies: Nephthys, Osiris Traditional Foes: Set Divine Artifact: Death Mask Favored Weapon: Sickle Favored Class: Assassin, Cleric Favored Race: Human Benefits: Assassins and clerics who worship Anubis may cast deathwatch at will. Anubis is the son of Nephthys. Some claim his father is Set, while others say it is Osiris. Anubis is depicted as a black jackal, or as a jackal-headed man. He is considered to be the god of the dead because of the sightings of jackals prowling around tombs and is often referred to as the “conductor of souls.” He is the guide of the dead as they make their way through the darkness of the underworld. As a patron of magic, folk believe he can foresee a person’s destiny, so in this role he was the announcer of death. The Ancient Egyptians believe that when you die, you travel to the Hall of the Dead. Once there, Anubis weighs your heart against the feather of Ma’at, goddess of justice and truth. If your heart is light, you go on to Osiris; if it is heavier than the feather, then a demon devours it. Anubis is also the keeper of poisons and medicines, most used in the embalming process. After Set murdered Osiris, Anubis embalmed the body and wrapped it in linen bandages, thus making Osiris the first mummy and preserving him so he might live again. Anubis later defended the corpse against the attacks of Set. After death, Osiris became ruler of the underworld. Anubis, as one of the most important officials, guides the deceased through the underworld into the presence of Osiris and oversees their judgment.
Avatar of Anubis Male Human Cleric20 CR 20; Size: M Type Humanoid; HD (20d8)+80; hp 240; Init +8 (+4 Dex, +4 Improved Initiative); Speed 20'; AC 34 (flatfooted 32, touch 17); SA: Spontaneous casting, Rebuke Undead 10/day, deathwatch at will; Vision: Darkvision 120’ AL: LN; Save: Fort +16, Ref +10, Will +18; Abilities: Str 22, Dex 18, Con 18, Int 18, Wis 22, Cha 25
Weapons: Sickle +5 (vorpal/wounding) +27/+22/ +17 melee Dmg: 1d6+11 Crit: 19-20/x2 Spec: Severs opponent’s head on critical hit, wounds inflicted bleed for 1 point of damage per round until heal (DC 15) or any cure spell); sickle +5 (brilliant energy/icy burst) +27/+22/+17 melee Dmg: 1d6+11 Crit: 19-20/x2 Spec: Ignores armor and enhancement bonuses, +1d6 cold damage (critical hit deals +1d10 extra cold damage)
Skills and Feats: Balance +2, Climb +5, Concentration +24, Diplomacy +13, Heal +11, Hide +3, Jump +5, Knowledge (Arcana) +14, Knowledge (Religion) +24, Listen +10, Move Silently +3, Scry +14, Search +8, Sense Motive +10, Spellcraft +24, Spot +10; Armor Proficiency (Heavy), Armor Proficiency (Light), Armor Proficiency (Medium), Combat Casting, Combat Reflexes, Improved Critical (Sickle), Improved Initiative, Power Attack, Quick Draw, Shield Proficiency, Simple Weapon Proficiency, Spell Penetration, Weapon Focus (Sickle) Possessions: Shield +5 (large/steel/bashing/lightning resistance), chainmail +5 (invulnerability/lightning resistance/spell resistance (SR19)), sickle +5 (vorpal/ wounding), sickle +5 (brilliant energy/icy burst), ring of
Deity: Anubis Domains: Luck (You gain the power of good fortune; once per day, this extraordinary ability allows you to re-roll one roll.) Travel (For as many rounds per day as your cleric level, you can act normally regardless of magical effects that impede movement. Wilderness Lore is a class skill.) Spells: Cleric: (6 /7+1 /7+1 /6+1 /6+1 /6+1 /5+1 / 4+1 /4+1 /4+1) 0-create water, create wine, cure minor wounds, detect magic, detect poison, guidance, inflict minor wounds, light, mending, purify food and drink, read magic, resistance, virtue 1-bane, bless water, bless, cause fear, command, comprehend languages, cure light wounds, curse water, deathwatch, detect chaos, detect evil, detect good, detect law, detect undead, divine favor, doom, endure elements, entropic shield, entropic shield, expeditious retreat, inflict light wounds, invisibility to undead, magic stone, magic weapon, obscuring mist, protection from chaos, protection from evil, protection from good, protection from law, random action, remove fear, sanctuary, shield of faith, summon monster I 2-aid, animal messenger, augury, bull’s strength, calm emotions, consecrate, cure moderate wounds, darkness, death knell, delay poison, desecrate, endurance, enthrall, find traps, gentle repose, hold person, inflict moderate wounds, lesser restoration, locate object, make whole, remove paralysis, resist elements, shatter, shield other, silence, sound burst, speak with animals, spiritual weapon, summon monster II, undetectable alignment, zone of truth 3-animate dead, bestow curse, blindness/deafness, contagion, continual flame, create food and water, cure serious wounds, daylight, deeper darkness, dispel magic, fly, glyph of warding, helping hand, inflict serious wounds, invisibility purge, locate object, magic circle against chaos, magic circle against evil, magic circle against good, magic circle against law, magic vestment, meld into stone, negative energy protection, obscure object, prayer, protection from elements, protection from elements, remove blindness/deafness, remove curse, remove disease, searing light, speak with dead, speak with plants, stone shape, summon monster III, water breathing, water walk, wind wall 4-air walk, control water, cure critical wounds, death ward, dimension door, dimensional anchor, discern lies, dismissal, divination, divine power, freedom of movement, freedom of movement, giant vermin, greater magic weapon, imbue with spell ability, inflict critical wounds, lesser planar ally, neutralize poison, poison, repel vermin, restoration, sending, spell immunity, status, summon monster IV, tongues
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Artifacts that the Avatar may possess: Death Mask (of Anubis) This dark, golden burial mask appears to have symbols engraved along the outer edges that continually shift and change. The face of the mask will shift to imitate the visage of its wearer. However, the eyes never change, as they constructed from solid black onyx. The Death Mask has the following properties: • The wearer gains the benefit of a continual deathwatch and detect undead spell. • The wearer instantly knows of the existence and location of any corpse or grave within 100ft. • By touching a corpse, the wearer may receive a vision of its last 5 rounds of life. • The wearer may cast the following spells at will; consecrate, gentle repose, invisibility to undead, sanctuary, and speak with dead. • Negative energy protection 5/day. • Searing light 5/day. • Death ward 5/day. • Antilife shell 2/day. • Glimpse of the reaper*2/day. • Final reward* 2/day. All spells are equal in effect to those cast by a 20th level cleric.
protection +5, ring of feather falling, belt of giant strength +4, boots of speed, cloak of charisma +6
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5-atonement, break enchantment, break enchantment, circle of doom, commune, dispel chaos, dispel evil, dispel good, dispel law, ethereal jaunt, flame strike, greater command, hallow, healing circle, insect plague, mark of justice, plane shift, raise dead, righteous might, scrying, slay living, spell resistance, summon monster V, teleport, true seeing, unhallow, wall of stone 6-animate objects, anti-life shell, banishment, blade barrier, create undead, etherealness, find the path, find the path, forbiddance, geas/quest, greater dispelling, greater glyph of warding, harm, heal, heroes’ feast, mislead, planar ally, summon monster VI, wind walk, word of recall 7-blasphemy, control weather, destruction, dictum, greater restoration, greater scrying, holy word, refuge, regenerate, repulsion, resurrection, spell turning, summon monster VII, teleport without error, word of chaos 8-anti-magic field, cloak of chaos, create greater undead, discern location, earthquake, fire storm, greater planar ally, holy aura, holy aura, mass heal, phase door, shield of law, summon monster VIII, symbol, unholy aura 9-astral projection, astral projection, energy drain, gate, implosion, miracle, miracle, soul bind, storm of vengeance, summon monster IX, true resurrection
Bast Cat Goddess; Goddess of the Home; Patroness of Luxury and Pleasure Alignment: Lawful Good Domain: Affinity*, Good, Protection, Strength Symbol: Cat Sacred Animal: Cat, Lion Traditional Allies: Bes, Feline creatures and races Traditional Foes: Gnolls Divine Artifact: Sistrum of Merriment Favored Weapon: Staff Favored Class: Cleric, Monk, Paladin Favored Race: Elf, Halfling, Human Benefits: Favored classes who worship Bast gain a +1 bonus to their base Dexterity score. If Bast is renounced as their patron, the bonus is permanently lost.
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Bast is the protector of cats and those who care for cats. She also serves as the goddess of the home and patroness of luxury and pleasure and is often considered
a fertility deity. She rules over pleasure, sex, dancing, music, and joy. Bast is a daughter of Ra and often acts as the instrument of his vengeance. She typically appears as a cat or in human form with the head of a cat, often holding the sistrum (a sacred rattle), although she sometimes takes on the war-like aspect of a lioness.
Avatar of Bast Female Human Monk20 CR 20; Size: M Type Humanoid; HD (20d8)+80; hp 240; Init +4 (Dex); Speed 90'; AC 36 (flatfooted 32, touch 28); SA: Stunning Attack 20/day, Stunning Attack DC (25), Evasion, Flurry of Blows, Still Mind, Purity of Body, Leap of the Clouds, Wholeness of Body, Improved Evasion, Diamond Body, Abundant Step, Diamond Soul, Quivering Palm, Ki Strike +3,Timeless Body, Tongue of the Sun and Moon, Slow Fall (any distance), Empty Body, Perfect Self; Vision: Darkvision 120’ AL: LG; Save: Fort +16, Ref +16, Will +17; Abilities: Str 20, Dex 19, Con 19, Int 18, Wis 20, Cha 18
Artifacts that the Avatar may possess:
Golden Sistrum of Merriment This sacred rattle is made of solid gold yet it resists any physical damage and never corrodes in any way. The handle is engraved with scenes of people dancing and singing. Its unearthly tones resonate clearly to all within 50ft. regardless of any other background noise. The Golden Sistrum of Merriment has the following properties: • The sistrum casts a continual emotion (friendship) spell in a 50ft. radius. • With a touch, the sistrum can neutralize poison. • Any who approach the wielder within 30ft. must make a Will save (DC22) or be forced to immediately discard or sheath any weapons held. Victims of this power
Skills and Feats: Balance +26, Climb +15, Concentration +19, Diplomacy +9, Escape Artist +14, Heal +10, Hide +19, Jump +17, Knowledge (Arcana) +9, Listen +20, Move Silently +14, Search +15, Spot +10, Swim +6, Tumble +21, Wilderness Lore +10; Blind-Fight, Deflect Arrows, Dodge, Exotic Weapon Proficiency, Expertise, Improved Disarm, Improved Trip, Improved Unarmed Strike, Martial Weapon Proficiency, Mobility, Spring Attack, Stunning Fist, Whirlwind Attack Possessions: Belt (monk’s), boots of speed, cloak of displacement (major), bracers of armor +8, ring of protection +5, ring of animal friendship, quarterstaff +5/+5 (flaming burst/icy burst/shocking burst/speed/thundering)
Bes The Dwarf God; God of Music, Good Food and Relaxation; Protector and Entertainer of Children Alignment: Chaotic Good Domain: Luck, Music*, Trickery Symbol: Plumed crown Sacred Animal: Thrush (songbird) Traditional Allies: Bast, Horus Traditional Foes: Any non-good being who actively seeks to harm children Divine Artifact: Was Scepter of Revelry Favored Weapon: Dagger Favored Class: Bard Favored Race: Dwarf, Gnome, Halfling Benefits: Bards who worship Bes gain a +2 bonus to all class-related skill checks. Depicted as a bearded, savage-looking yet comical dwarf, Bes is ugly and grotesque in appearance; he has a large head, a protruding tongue, bowed legs and a bushy tail. He wears a plumed crown and the skin of a lion or panther. Many say that his appearance guards against evil spirits and misfortune. He carries swords and knives to ward off evil spirits as well as musical instruments that create sounds that frighten them off.
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Weapons: Flurry of Blows +18/+18/+15/+12/+9/ +6 melee Dmg: 1d20+5 Crit: 20/x2; Unarmed Strike +20/+17/+14/+11/+8 melee Dmg: 1d20+5 Crit: 20/x2; quarterstaff +5/+5 (flaming burst/icy burst/shocking burst/speed/thundering) +25/+20/+15 melee Dmg: 1d6+10 Crit: 20/x2 Spec (Head 1): +1d6 fire damage (critical hit deals +1d10 extra fire damage), +1d6 electric damage (critical hit deals +1d10 extra electricity damage), grants 1 extra attack each round at highest bonus; (Head 2) +1d6 cold damage (critical hit deals +1d10 extra cold damage), grants 1 extra attack each round at highest bonus, +1d6 sonic damage (critical hit deals +1d8 extra sonic damage)
cannot draw or retrieve any weapons until they move out of the area. • The wielder can cast the following spells at will; dancing lights, ghost sound, mirror image, silent image, Tasha’s hideous laughter, and unseen servant. • Leomund’s secure shelter5/day. • Sculpt sound 5/day. • Mirage Arcana 2/day. • Otto’s irresistible dance 2/day. All spells are equal in effect to those cast by a 20th level cleric or sorcerer
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Bes has a special place in his heart for children and can be quite vengeful when he learns of a child being harmed. He is also a god of joviality, dancing, singing and happiness.
Avatar of Bes
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Male Dwarf Bard20 CR 20; Size: M Type Humanoid; HD (20d6)+100; hp 220; Init +8 (+4 Dex, +4 Improved Initiative); Speed 20'; AC 26 (flatfooted 22, touch 19); SA: Stonecunning, save +2 vs. poison, save +2 vs. spells, +4 dodge vs. giants, +1 to hit orcs/goblinoids, +2 on Appraise of stone/ metal items, +2 on stone/metal Craft check, Bardic music 20/day, Bardic knowledge (+24); Vision: Darkvision 120' AL: CG; Save: Fort +11, Ref +16, Will +17; Abilities: Str 18, Dex 18, Con 20, Int 18, Wis 20, Cha 25 Weapons: Dagger +5 (brilliant energy/keen/ returning/shocking burst/throwing) +25/+20/+15 melee / ranged 20' Dmg: 1d4+9 Crit: 15-20/x2 Spec: Can be thrown with a range increment of 10 ft by those proficient in its use, when thrown will return in time for next round’s attack, ignores armor and enhancement bonuses, threat range doubled, +1d6 electric damage (critical hit deals +1d10 extra electricity damage); dagger +5 (silvered/ghost touch/keen/returning/throwing) +25/ +20/+15 melee / ranged 20' Dmg: 1d4+9 Crit: 1520/x2 Spec: Can be thrown with a range increment of 10 ft by those proficient in its use, when thrown will return in time for next round’s attack, deals normal damage vs. incorporeal creatures regardless of bonus, threat range doubled) Artifacts that the Avatar may possess:
Was Scepter of Revelry
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This ornate 3ft. long rod is decorated with bright ribbons and feathers. Bas-relief scenes of people dancing and singing cover the wooden shaft. The Was Scepter of Revelry has the following properties: • The wielder gains a +2 luck bonus to all saving throws. • When held during combat, the wielder may target any one opponent’s weapon that is within reach. The scepter will unerringly deflect any strike made by that weapon. The weapon targeted may be changed each round as a free action. • The scepter casts a continual magic circle against evil spell. • The wielder may cast the following spells at will; aid, silent image, sleep, unseen servant and remove fear.
• Enthrall 5/day. • Helping hand 5/day. • Shield other 5/day. • Spiritual weapon 5/day. • Create food and water 3/day. • Freedom off movement 3/day. • Holy smite 3/day. All spells are equal in effect to those cast by a 20th level cleric or sorcerer. Skills and Feats: Balance +11, Bluff +17, Climb +9, Concentration +20, Decipher Script +9, Diplomacy +16, Disguise +12, Escape Artist +9, Gather Information +16, Hide +14, Intuit Direction +10, Jump +11, Knowledge (Arcana) +9, Listen +20, Move Silently +14, Perform +17, Pick Pocket +11, Scry +9, Search +9, Sense Motive +10, Spellcraft +9, Spot +10, Tumble +11, Use Magic Device +12, Wilderness Lore +10; Armor Proficiency (Light), Armor Proficiency (Medium), Combat Casting, Dodge, Improved Critical (Dagger), Improved Initiative, Shield Proficiency, Simple Weapon Proficiency, Spell Penetration, Weapon Finesse (Dagger),Weapon Focus (Dagger) Possessions: Dagger +5 (brilliant energy/keen/ returning/shocking burst /throwing), dagger +5 (silvered/ghost touch/keen /returning/throwing), leather +5 (glamered/invulnerability/spell resistance (SR19)), boots of levitation, cloak of charisma +6, ring of protection +5, ring of telekinesis, lyre of building Spells: Bard: (4 /6 /6 /6 /5 /5 /5) 0-dancing lights, daze, detect magic, flare, ghost sound, light 1-charm person, detect secret doors, grease, hypnotism, silent image 2-see invisibility, sound burst, Tasha’s hideous laughter, tongues, whispering wind 3-charm monster, dispel magic, emotion, haste, remove curse 4-detect scrying, dominate person, hallucinatory terrain, Leomund’s secure shelter, neutralize poison 5-false vision, greater dispelling, mirage arcana, mislead, persistent image 6-mass haste, permanent image, programmed image, project image
Geb God of the Earth; God of Fertility and Vegetation Alignment: Lawful Neutral
Domain: Earth, Law, Plant Symbol: Goose Sacred Animal: Goose Traditional Allies: Nut, Osiris, Earth dwelling races such as Delvers and Xorns Traditional Foes: Aberrations or beings that seek to upset the natural order Divine Artifact: Staff of Earthly Might Favored Weapon: Staff Favored Class: Druid, Ranger Favored Race: Dwarf, Elf, Gnome Benefits: Druids or rangers who worship Geb may cast spells from the Earth and Plant domains at +1 caster level. Geb is the god of the earth, son of Shu (the god of air) and Tefnut (the goddess of water); he is also brother and husband of Nut, and father of Osiris, Set, Isis, and Nephthys. He appears as a man with green skin (indicative of his role as a god of fertility and vegetation) or black skin (the color of the fertile Nile mud). Geb imprisons the souls of the wicked, so that they cannot pass on to the afterlife. His laughter is said to cause earthquakes.
Male Elf Druid20 CR 20; Size: M Type Humanoid; HD (20d8)+60; hp 220; Init +5 (Dex); Speed 30'; AC 22 (flatfooted 17, touch 15); SA: Nature Sense, Animal Companion, Woodland Stride, Trackless Step, Resist Nature’s Lure, Wildshape 6/day, Wildshape Large, Venom Immunity, Wildshape Tiny, Wildshape Dire, A Thousand Faces, Wildshape Huge, Timeless Body, Wildshape Elemental 3/day, save +2 vs. enchantment spells, Automatic Search check if within 5' of secret/ concealed door; Vision: Darkvision 120’ AL: LN; Save: Fort +15, Ref +11, Will +17; Abilities: Str 20, Dex 20, Con 16, Int 18, Wis 21, Cha 18 Weapons: Staff of the woodlands +22/+17/+12 melee Dmg: 1d6+7 Crit: 20/x2; scimitar +3 (sylvan) +23/+18/+13 melee Dmg: 1d6+8 Crit: 18-20/ x2; dagger +5 (bane (aberrations)/icy burst) +25/ +20/+15 melee / ranged 10’ Dmg: 1d4+10 Crit: 1920/x2 Spec: +2 better vs. designated foe and does +2d6 bonus damage, +1d6 cold damage (critical hit deals +1d10 extra cold damage) Artifacts that the Avatar may possess:
Staff of Earthly Might This six-foot-long staff was crafted from a single piece of petrified oak and crowned with a large ruby diadem. There are no markings along the
Skills and Feats: Animal Empathy +14, Balance +8, Concentration +18, Diplomacy +14, Handle Animal +14, Heal +15, Hide +15, Intuit Direction +15, Jump +15, Knowledge (Nature) +14, Listen +12, Move Silently +21, Ride +11, Scry +9, Search +11, Spellcraft +14, Spot +13, Swim +5, Wilderness Lore +20; Armor Proficiency (Light), Armor Proficiency (Medium), Combat Casting, Dodge, Expertise, Martial Weapon Proficiency, Mobility, Shield Proficiency, Spell Penetration, Spring Attack, Track
Egyptian Gods
Avatar of Geb
shaft that would indicate its function. It is a +5 bane (air creatures)/defending/disruption weapon. The Staff of Earthly Might has the following properties: • The wielder can turn or destroy air creatures as a good cleric turns undead and rebuke or command earth creatures as an evil cleric rebukes undead. (As a 20th level cleric) • At will, the wielder may touch the end of the staff to any rock or boulder (up to 50lbs.) and launch it as if it were thrown by a giant. Maximum range is 180ft. with no range penalties. Boulders do 2d6+9 points of damage. • The wielder may cast the following spells at will; entangle, soften earth and stone, plant growth, stone shape and meld into stone. • Control plants 5/day. • Freedom of movement 5/day. • Imprisonment 5/day. • Shambler 5/day. • Earthquake 3/day. • Trap the soul 3/day. All spells are equal in effect to those cast by a 20th level cleric.
Possessions: Leather +5 (shadow/silent moves/spell resistance (SR19)), staff of the woodlands, scimitar +3 (sylvan), dagger +5 (bane (aberrations)/icy burst), ring of evasion, ring of earth elemental command, boots of striding and springing, cloak of displacement (major), rod of metal and mineral detection. Spells: Druid: (6 /7 /6 /6 /6 /6 /4 /4 /4 /4) 0-create water, create wine, cure minor wounds, detect magic, detect poison, flare, guidance, know direction, light, mending, purify food and drink, read magic, resistance, virtue 1-animal friendship, calm animals, cure light wounds, detect animals or plants, detect snares and pits, endure elements, entangle, faerie fire, goodberry, invisibility to animals, magic fang, obscuring mist,
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Egyptian Gods
pass without trace, shillelagh, summon nature’s ally I 2-animal messenger, animal trance, barkskin, charm person or animal, chill metal, delay poison, fire trap, flame blade, flaming sphere, heat metal, hold animal, lesser restoration, produce flame, resist elements, soften earth and stone, speak with animals, summon nature’s ally II, summon swarm, tree shape, warp wood, wood shape 3-call lightning, contagion, cure moderate wounds, diminish plants, dominate animal, greater magic fang, meld into stone, neutralize poison, plant growth, poison, protection from elements, remove disease, snare, speak with plants, spike growth, stone shape, summon nature’s ally III, water breathing 4-anti-plant shell, control plants, cure serious wounds, dispel magic, flame strike, freedom of movement, giant vermin, quench, reincarnate, repel vermin, rusting grasp, scrying, sleet storm, spike stones, summon nature’s ally IV 5-animal growth, atonement, awaken, commune with nature, control winds, cure critical wounds, death ward, hallow, ice storm, insect plague, summon nature’s ally V, transmute mud to rock, transmute rock to mud, tree stride, unhallow, wall of fire, wall of thorns 6-anti-life shell, find the path, fire seeds, greater dispelling, healing circle, ironwood, liveoak, repel wood, spellstaff, stone tell, summon nature’s ally VI, transport via plants, wall of stone 7-changestaff, control weather, creeping doom, fire storm, greater scrying, harm, heal, summon nature’s ally VII, sunbeam, transmute metal to wood, true seeing, wind walk 8-animal shapes, command plants, finger of death, repel metal or stone, reverse gravity, summon nature’s ally VIII, sunburst, whirlwind, word of recall 9-antipathy, earthquake, elemental swarm, foresight, mass heal, shambler, shapechange, summon nature’s ally IX, sympathy
total number of times per day equal to 3 plus your Charisma modifier. The falcon god Horus is the lord of the skies and one of the most important of ancient Egyptian deities. Horus is the son of Osiris and Isis; upon reaching adulthood, Horus avenged his father’s
Horus
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God of the Heavens; God of the Sky Alignment: Lawful Good Domain: Law, Heaven*, Strength, Weather* Symbol: Falcon, Hawk Sacred Animal: Falcon Traditional Allies: Auran creatures, Sphinx Traditional Foes: Set Divine Artifact: The Eye of Horus (amulet) Favored Weapon: Javelin Favored Class: Cleric, Fighter, Paladin Favored Race: Human Benefits: Favored classes of Horus may rebuke or command air creatures as an evil cleric rebukes or commands undead. Use this ability a
death Set. He then became the divine prototype of the Pharaoh. When Horus was a baby, his father Osiris was killed by Set. Horus and his mother Isis hid in the papyrus reeds in the delta of the Nile until Horus grew up. He then went to war with Set to reclaim his father’s crown and kingdom. The battles raged for a long time. Once Set blinded Horus by taking out his eye and tearing it to bits, but Thoth, the God of Wisdom, managed to heal the falcon god’s eye. Eventually, Horus won the war and avenged his father’s death by defeating
and castrating his evil uncle, and Set was driven out into the Sahara Desert. The earliest royal god was the shape of a falcon with the sun and moon as his eyes. Horus appears as a hawk or a man with a hawk’s head, either wearing the crowns of Egypt. Horus in his many forms is a protector and warrior god. The followers of Horus invaded Egypt in predynastic history, when he was venerated as a victorious warlord. He became a part of the state religion and was associated with the sun god Ra. Horus was so important to the state religion that pharaohs were considered his human manifestation and even took on the name Horus.
Avatar of Horus Male Human Paladin20 CR 20; Size: M Type Humanoid; HD (20d10)+80; hp 208; Init +4 (Dex); Speed 20'; AC 31 (flatfooted 30, touch 18); SA: Detect Evil, Divine Grace, Divine Health, Lay on Hands 160 hp/day, Aura of Courage, Smite Evil 1/ day, Remove Disease 6/week, Turn Undead 11/ day, Special Mount; Vision: Darkvision 120’ AL: LG; Save: Fort +24, Ref +18, Will +19; Abilities: Str 24, Dex 18, Con 19, Int 18, Wis 20, Cha 26
Artifacts that the Avatar may possess:
The Eye of Horus This large golden amulet, about the size of a human hand, depicts a single eye of a falcon. The Eye of Horus has the following properties: • The amulet casts a continual protection against evil spell upon the wearer. • The wearer gains a +4 natural bonus to all skill checks involving air-based or avian creatures.
The wearer gains the use of the Alertness, Blind-Fighting, Dodge and Improved Initiative feats when engaged in melee combat against an evil opponent. Bonuses do not double up if the wearer already has one or more of these feats. • The wearer can cast the following spells at will; aid, bless, and sanctuary. • Air walk 5/day. • Holy smite 5/day. • Control winds 3/day. • Righteous might 3/day. • Holy aura 2/day. All spells are equal in effect to those cast by a 20th level cleric. Skills and Feats: Climb +12, Concentration +19, Diplomacy +18, Handle Animal +18, Heal +15, Hide +4, Jump +7, Knowledge (Religion) +14, Listen +15, Move Silently +4, Ride +16, Search +9, Spot +10, Wilderness Lore +8; Armor Proficiency (Heavy), Armor Proficiency (Light), Armor Proficiency (Medium), Dodge, Expertise, Far Shot, Martial Weapon Proficiency, Mobility, Point Blank Shot, Power Attack, Shield Proficiency, Simple Weapon Proficiency, Spring Attack, Weapon Focus (Javelin) Possessions: Full plate +5 (fire resistance/invulnerability/spell resistance (SR19)), belt of giant strength +6, cloak of charisma +6, boots of speed, ring of protection +5, ring of force shield, amulet of undead turning, helm of brilliance, javelin +5 (brilliant energy/distance/ keen/thundering), battleaxe +5 (flaming burst/keen/ speed), sword +5 (long/keen/lawful/speed/vorpal)
Egyptian Gods
Weapons: Javelin +5 (Brilliant Energy/Distance/ Keen/Thundering) +30/+25/+20/+15 ranged 90' Dmg: 1d6+12 Crit: 19-20/x2 Spec: Range increment doubled, threat range doubled, ignores armor and enhancement bonuses, threat range doubled, +1d6 sonic damage (critical hit deals extra sonic damage (+1d8); Battleaxe +5 (Flaming Burst/Keen/ Speed) +32/+27/+22/+17 melee Dmg: 1d8+12 Crit: 19-20/x3 Spec: +1d6 fire damage (critical hit deals +2d10 extra fire damage), grants 1 extra attack each round at highest bonus; Sword +5 (Long/Keen/Lawful/Speed/Vorpal) +32/+27/+22/ +17 melee Dmg: 1d8+12 Crit: 17-20/x2 Spec: Threat range doubled, +2d6 lawful damage vs. chaos, 1 negative level bestowed to chaotic wielder, grants 1 extra attack each round at highest bonus, severs opponents head on critical hit
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Spells: Paladin: (0/5 /4 /4 /4) 1-bless water, bless weapon, bless, create water, create wine, cure light wounds, detect poison, detect undead, divine favor, endure elements, magic weapon, protection from evil, read magic, resistance, virtue 2-delay poison, remove paralysis, resist elements, shield other, undetectable alignment 3-cure moderate wounds, discern lies, dispel magic, greater magic weapon, heal mount, magic circle against evil, prayer, remove blindness/deafness 4-cure serious wounds, death ward, dispel evil, freedom of movement, holy sword, neutralize poison
Imhotep God of Healing, Learning and Medicine; Patron of Scribes Alignment: Neutral Good Domain: Good, Healing, Knowledge, Magic Symbol: Quill and scroll together Sacred Animal: Dove
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Traditional Allies: Horus, Isis, Ptah Traditional Foes: Undead Divine Artifact: Staff of Restoration Favored Weapon: Staff Favored Class: Cleric, Loremaster, Wizard Favored Race: Human Benefits: Favored classes of Imhotep gain one additional bonus language and a +4 bonus to all Heal skill checks. Imhotep is revered as a demigod of wisdom, medicine and magic and is considered the patron of scribes (along with Thoth). The son of the god Ptah (god of crafts and intellect) and a human mother, Imhotep serves as an architect, astronomer, magician, philosopher, physician, poet, priest, sage, and scribe to the other gods and the great pharaohs who worship him. He designed the first large stone structures in Egypt including the Step Pyramid at Sakhara, which was the first of the great Egyptian pyramids.
Egyptian Gods
Avatar of Imhotep Male Human Cleric10/Wizard1/Loremaster9 CR 20; Size: M Type Humanoid; HD (10d8)+(1d4)+(9d4)+83; hp 203; Init +4 (Dex); Speed 30'; AC 27 (flatfooted 23, touch 19); SA: Spontaneous casting, Turn Undead 10/day, Summon Familiar, First Secret, Bonus Caster Level for Wizard (9), Lore, Second Secret, Third Secret, Greater Lore, Fourth Secret, Fifth Secret; Vision: Darkvision 120’ AL: NG; Save: Fort +14, Ref +11, Will +21; Abilities: Str 18, Dex 18, Con 18, Int 19, Wis 22, Cha 24 Weapons: Rod (Thunder and Lightning) +17/+12/+7 melee; Dmg: 1d6+6 Crit: 20/x2 Artifacts that the Avatar may possess:
Staff of Restoration
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This thin and elegant dark wooden staff, its ends capped with bronze, is very light in weight and fragile in appearance. Though a poor choice for a melee weapon, its abilities make it a perfect instrument for dealing touch attacks. The Staff of Restoration is a +5 defending/speed/spell storing weapon. The Staff of Restoration has the following properties: • Any spell or spell-like ability with a range of touch can be cast through the staff. • The wielder gains a natural +4 bonus to Appraise, Craft, Decipher Script, Heal, Knowledge (any) and Use Magic Device checks.
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After possessing the staff for one day, all clothing and items on the person of the wielder are restored to brand new condition (cracks fuse, faded colors brighten, tattered cloth mends, etc.). • The wielder can cast the following spells at will; erase, grease, and mending. • Lesser restoration 5/day. • Make whole 5/day. • Remove blindness/deafness or remove curse or remove disease 5/day. • Stone shape 5/day. • Greater restoration 2/day. • Regenerate 2/day. All spells are equal in effect to those cast by a 20th level cleric. Skills and Feats: Alchemy +11, Appraise +14, Climb +5, Concentration +14, Decipher Script +14, Diplomacy +17, Gather Information +17, Handle Animal +12, Heal +20, Hide +7, Knowledge (Arcana) +20, Knowledge (Religion) +14, Listen +9, Move Silently +7, Scry +14, Search +13, Spellcraft +19, Spot +10, Use Magic Device +19, Wilderness Lore +11; Applicable Knowledge, Armor Proficiency (Heavy), Armor Proficiency (Light), Armor Proficiency (Medium), Brew Potion, Empower Spell, Extend Spell, Instant Mastery (Knowledge (Arcana)),Newfound Arcana (Wizard 1),Scribe Scroll, Secret Health, Secret Knowledge of Avoidance, Shield Proficiency, Silent Spell, Simple Weapon Proficiency, Skill Focus (Knowledge (Arcana)),Spell Focus (Divination),Spell Penetration, Still Spell Possessions: Bracers of armor +8, ring of protection +5, ring of spell turning, staff of healing, necklace of prayer beads (healing), goggles of minute seeing, cloak of charisma +6, boots of levitation, vestments of faith, rod of thunder and lightning, wand of dispel magic, wand of stoneskin Deity: Imhotep Domains: Healing (You cast healing spells at +1 caster level.) Knowledge (All knowledge skills are class skills. You cast divinations at +1 caster level.) Spells: Cleric: (6 /6+1 /6+1 /4+1 /4+1 /3+1 ) Wizard: (4/5/5/4/4/2—As 10th level wizard with loremaster levels) 0-create water, create wine, cure minor wounds, detect magic, detect poison, guidance, inflict minor wounds, light, mending, purify food and drink, read magic, resistance, virtue 1-bane, bless water, bless, cause fear, command, comprehend languages, cure light wounds, cure light wounds, curse water, deathwatch, detect chaos, detect evil, detect
2-bull’s strength, cat’s grace, continual flame, darkness, flaming sphere, fog cloud, invisibility, locate object, Tasha’s hideous laughter, web 3-dispel magic, displacement, fireball, fly, haste, lightning bolt, water breathing, wind wall 4-bestow curse, confusion, dimension door, Evard’s black tentacles, fear, fire shield, hallucinatory terrain, ice storm, improved invisibility, polymorph other, stoneskin, wall of fire 5-bigby’s interposing hand, cloudkill, cone of cold, dismissal, magic jar, permanency, prying eyes, stone shape, telekinesis, teleport, wall of force, wall of iron, wall of stone
Isis Mother Goddess; Goddess of the Dead and Funeral Rites; Goddess of the Day Alignment: Lawful Good Domain: Good, Law, Magic Symbol: Image of the amulet known as the “Tyet” or “Blood of Isis” Sacred Animal: Vulture, Kite (bird) Traditional Allies: Horus, Nephthys, Osiris, Ra Traditional Foes: Set Divine Artifact: Tyet Amulet Favored Weapon: Staff Favored Class: Paladin, Sorcerer, Wizard Favored Race: Elf, Human Benefits: Favored classes of Isis gain the power of flight (as the spell fly) - 3/day Daughter of Geb and Nut, Isis’ most important functions are those of motherhood, marital devotion, healing the sick, and the working of magical spells and charms. Isis is considered the “mother of all creation.” Many believe her to be the most powerful magician in the universe, owing to the fact that she learned the secret name of Ra from the god himself. She is the sister and wife of Osiris, sister of Set, and twin sister of Nephthys and is one of the nine great deities known as the Ennead. She is also the mother of Horus the Child (Harpocrates) and the protective goddess of Horus’ son Imsety, who is protector of the liver of the deceased. Isis’ responsibilities have included protecting Horus from Set during his infancy; helping Osiris to return to life, and assisting her husband to rule in the Land of the Dead. Isis retrieved and reassembled the body of Osiris after his murder and dismemberment by Set; in doing so, she took on the role of a goddess of the dead and of funeral rites. Isis impregnated herself from Osiris’ corpse and subsequently gave birth to Horus. She gave birth in secrecy at Khemmis in the Nile delta and hid the child from Set in the papyrus swamps. Horus later defeated Set and
Egyptian Gods
good, detect law, detect secret doors, detect undead, divine favor, doom, endure elements, entropic shield, inflict light wounds, invisibility to undead, magic stone, magic weapon, obscuring mist, protection from chaos, protection from evil, protection from good, protection from law, random action, remove fear, sanctuary, shield of faith, summon monster I 2-aid, animal messenger, augury, bull’s strength, calm emotions, consecrate, cure moderate wounds, cure moderate wounds, darkness, death knell, delay poison, desecrate, detect thoughts, endurance, enthrall, find traps, gentle repose, hold person, inflict moderate wounds, lesser restoration, make whole, remove paralysis, resist elements, shatter, shield other, silence, sound burst, speak with animals, spiritual weapon, summon monster II, undetectable alignment, zone of truth 3-animate dead, bestow curse, blindness/deafness, clairaudience/clairvoyance, contagion, continual flame, create food and water, cure serious wounds, cure serious wounds, daylight, deeper darkness, dispel magic, glyph of warding, helping hand, inflict serious wounds, invisibility purge, locate object, magic circle against chaos, magic circle against evil, magic circle against good, magic circle against law, magic vestment, meld into stone, negative energy protection, obscure object, prayer, protection from elements, remove blindness/ deafness, remove curse, remove disease, searing light, speak with dead, speak with plants, stone shape, summon monster III, water breathing, water walk, wind wall 4-air walk, control water, cure critical wounds, cure critical wounds, death ward, dimensional anchor, discern lies, dismissal, divination, divination, divine power, freedom of movement, giant vermin, greater magic weapon, imbue with spell ability, inflict critical wounds, lesser planar ally, neutralize poison, poison, repel vermin, restoration, sending, spell immunity, status, summon monster IV, tongues 5-atonement, break enchantment, circle of doom, commune, dispel chaos, dispel evil, dispel good, dispel law, ethereal jaunt, flame strike, greater command, hallow, healing circle, healing circle, insect plague, mark of justice, plane shift, raise dead, righteous might, scrying, slay living, spell resistance, summon monster V, true seeing, true seeing, unhallow, wall of stone Wizard: 0-arcane mark, dancing lights, daze, detect magic, detect poison, disrupt undead, flare, ghost sound, light, mage hand, mending, open/close, prestidigitation, ray of frost, read magic, resistance) 1-burning hands, charm person, magic missile, ray of enfeeblement, shield, true strike
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Avatar of Isis Female Elf Sorcerer20 CR 20; Size: M Type Humanoid; HD (20d4)+60; hp 140; Init +5 (Dex); Speed 30'; AC 27 (flatfooted 22, touch 22); SA: Save +2 vs. enchantment spells, Automatic Search check if within 5' of secret/concealed door, Summon Familiar; Vision: Darkvision 120’ AL: LG; Save: Fort +12, Ref +14, Will +19; Abilities: Str 18, Dex 20, Con 16, Int 18, Wis 18, Cha 23 Weapons: Staff of power +16/+11 melee Dmg: 1d6+6 Crit: 20/x2; Rod (Withering) +15/+10 melee Dmg: 0 Crit: 20/x2; rod of thunder and lightning +16/+11 melee Dmg: 1d6+6 Crit: 20/ x2 Artifacts that the Avatar may possess:
Egyptian Gods
Tyet Amulet
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became the first ruler of a united Egypt. Isis, as mother of Horus, is by extension regarded as the mother and protector of the pharaohs. She appears in human form crowned either by a throne or by cow horns enclosing a sun disk. A vulture is also sometimes incorporated in her crown. She is sometimes depicted as a kite above the mummified body of Osiris. As the personification of the throne, she represents an important source of the pharaoh’s power.
Sometimes referred to as “the Blood of Isis”, this amulet is wrought in solid gold and fine tear drops of rubies. The Tyet Amulet has the following properties: • The wearer gains Spell Resistance 25. • All spells cast by the wearer are at +4 caster level. • The wearer gains the Combat Casting, Still Spell, Silent Spell and Weapon Focus (ray) feats. If the wearer already has one or more of these feats, no extra bonuses are gained. • The wearer may apply the Silent Spell and Still Spell feats to her spells at no cost. • The wearer can cast the following spells at will; detect magic, read magic, shield, mage armor, Nystul’s magical aura, Nystul’s undetectable aura, and erase. • Identify 5/day. • Magic missile 5/day. • Web 5/day • Mordenkainen’s lucubration 3/day. • Bigby’s clenched fist 2/day. • Prismatic sphere 2/day. • Mordenkainen’s disjunction 2/day. All spells are equal in effect to those cast by a 20th level sorcerer. Skills and Feats: Alchemy +19, Climb +9, Concentration +18, Hide +10, Jump +6, Knowledge (Arcana) +14, Listen +12, Move Silently +10, Scry +19, Search +12, Spellcraft +19, Spot +11; Craft Magic Arms and Armor, Craft Rod, Craft Staff, Empower Spell, Martial Weapon Proficiency, Quicken Spell, Silent Spell, Simple Weapon Proficiency, Spell Penetration, Still Spell
Possessions: Ring of protection +5, robe of the archmagi (white), staff of power, boots of levitation, circlet of blasting (major), rod of withering, rod of thunder and lightning, wand of magic missile (9th level caster), wand of polymorph other, wand of lightning bolt (8th level caster), wand of bull’s strength Spells: Sorcerer: (6 /8 /8 /7 /7 /7 /7 /6 /6 /6) 0-arcane mark, daze, detect magic, disrupt undead, light, mending, open/close, prestidigitation, read magic 1-mage armor, magic weapon, protection from chaos, protection from evil, ray of enfeeblement 2-daylight, fog cloud, Melf’s acid arrow, summon monster II, web 3-dispel magic, fireball, haste, lightning bolt 4-Evard’s black tentacles, ice storm, polymorph other, summon monster IV 5-cone of cold, dismissal, summon monster V, wall of force 6-anti-magic field, chain lightning, disintegrate 7-power word (stun), reverse gravity, summon monster VII 8-maze, summon monster VIII, sunburst 9-meteor swarm, power word (kill), summon monster IX
God of the Moon; Master of Time Alignment: Lawful Neutral Domain: Balance*, Healing, Moon*, Night*, Time*, Travel Symbol: Crescent Moon, Falcon, Hourglass, Knife Sacred Animal: Desert Tortoise, Falcon Traditional Allies: Thoth, Nut Traditional Foes: Lycanthropes Divine Artifact: Scepter of Lunar Passage Favored Weapon: Dagger Favored Class: Cleric, Shadowdancer, Sorcerer Favored Race: Human Benefits: Favored classes of Khonsu gain an inherent +2 bonus to all class-related skill checks. Khonsu is the third member (along with his parents Amon and Mut) of the great triad at Thebes. He often appears as a young man with a mummy’s posture and the sidelock of youth and a curved beard. He is also shown as a hawk-headed god with a crown of the lunar crescent and the solar disc. In his capacity as lunar god, he assists Thoth in recording the passing of time and also serving as a healer of the sick and protector against evil spirits. The best-known story about him tells of him playing the ancient game Senet (“passage”) against Thoth and wagering a portion of his light. Thoth won, and because of losing some of his light,
Avatar of Khonsu Male Human Cleric20 CR 20; Size: M Type Humanoid; HD (20d8)+80; hp 240; Init +4 (Dex); Speed 30'; AC 24 (flatfooted 20, touch 19); SA: Spontaneous casting, Turn Undead 8/day; Vision: Darkvision 120’ AL: LN; Save: Fort +16, Ref +10, Will +17; Abilities: Str 18, Dex 19, Con 18, Int 18, Wis 20, Cha 20 Weapons: Dagger +5 (silvered/ghost touch/keen/ speed) +24/+19/+14 melee / ranged 10’ Dmg: 1d4+9 Crit: 17-20/x2 Spec: Deals normal damage vs. incorporeal creatures regardless of bonus, threat range doubled, grants 1 extra attack each round at highest bonus Artifacts that the Avatar may possess:
Scepter of the Lunar Passage The head of this silver and bronze scepter depicts an hourglass design and the symbol of the Wedjat (the lunar eye of Ra). The scepter can be wielded as a light mace and is a +5 disruption/ghost touch/lawful weapon. The Scepter of the Lunar Passage has the following properties: • At night or in darkness, the scepter glows with a silvery-white faerie fire. This effect dispels all magical darkness in a 20ft. radius. • The wielder gains a natural +2 bonus to all combat rolls when engaged in combat with a lycanthrope. • Once a month, during the three nights of the full moon, the wielder may call upon the moon god to grant him or her a doublestrength bless spell. The effects of this spell last till the next full moon. These bonuses stack with all others. • The wielder can cast the following spells at will; glitterdust, silence, and silverkiss*. • Temporal bolts* 5/day. • Circle of moonlight* 3/day. • Lunar veil* 2/day.
Egyptian Gods
Khonsu
Khonsu cannot show his whole glory for the entire month, but must wax and wane. The main temple at Karnak is dedicated to him.
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All spells are equal in effect to those cast by a 20th level cleric or sorcerer. Skills and Feats: Concentration +24, Diplomacy +15, Disguise +10, Heal +15, Knowledge (Arcana) +14, Knowledge (Nature) +9, Knowledge (Religion) +14, Listen +9, Move Silently +9, Scry +19, Spellcraft +19, Wilderness Lore +10; Armor Proficiency (Heavy), Armor Proficiency (Light), Armor Proficiency (Medium), Dodge, Expertise, Mobility, Quicken Spell, Shield Proficiency, Silent Spell, Simple Weapon Proficiency, Spell Penetration, Spring Attack, Still Spell
Egyptian Gods
Possessions: Amulet of natural armor +5, ring of protection +5, ring of feather falling, cloak of displacement (major), dagger +5 (silvered/ghost touch/keen/ speed), wand of darkness, wand of daylight, wand of improved invisibility, staff of life
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Deity: Khonsu Domains: Healing (You cast healing spells at +1 caster level.) Travel (For as many rounds per day as your cleric level, you can act normally regardless of magical effects that impede movement. Wilderness Lore is a class skill.) Spells: Cleric: (6 /7+1 /6+1 /6+1 /6+1 /6+1 /4+1 / 4+1 /4+1 /4+1) 0-create water, create wine, cure minor wounds, detect magic, detect poison, guidance, inflict minor wounds, light, mending, purify food and drink, read magic, resistance, virtue 1-bane, bless water, bless, cause fear, command, comprehend languages, cure light wounds, cure light wounds, curse water, deathwatch, detect chaos, detect evil, detect good, detect law, detect undead, divine favor, doom, endure elements, entropic shield, expeditious retreat, inflict light wounds, invisibility to undead, magic stone, magic weapon, obscuring mist, protection from chaos, protection from evil, protection from good, protection from law, random action, remove fear, sanctuary, shield of faith, summon monster I 2-aid, animal messenger, augury, bull’s strength, calm emotions, consecrate, cure moderate wounds, cure moderate wounds, darkness, death knell, delay poison, desecrate, endurance, enthrall, find traps, gentle repose, hold person, inflict moderate wounds, lesser restoration, locate object, make whole, remove paralysis, resist elements, shatter, shield other, silence, sound burst, speak with animals, spiritual weapon, summon monster II, undetectable alignment, zone of truth 3-animate dead, bestow curse, blindness/deafness, contagion, continual flame, create food and water, cure serious wounds, cure serious wounds, daylight, deeper darkness, dispel magic, fly, glyph of warding, helping hand, inflict serious wounds, invisibility
purge, locate object, magic circle against chaos, magic circle against evil, magic circle against good, magic circle against law, magic vestment, meld into stone, negative energy protection, obscure object, prayer, protection from elements, remove blindness/deafness, remove curse, remove disease, searing light, speak with dead, speak with plants, stone shape, summon monster III, water breathing, water walk, wind wall 4-air walk, control water, cure critical wounds, cure critical wounds, death ward, dimension door, dimensional anchor, discern lies, dismissal, divination, divine power, freedom of movement, giant vermin, greater magic weapon, imbue with spell ability, inflict critical wounds, lesser planar ally, neutralize poison, poison, repel vermin, restoration, sending, spell immunity, status, summon monster IV, tongues 5-atonement, break enchantment, circle of doom, commune, dispel chaos, dispel evil, dispel good, dispel law, ethereal jaunt, flame strike, greater command, hallow, healing circle, healing circle, insect plague, mark of justice, plane shift, raise dead, righteous might, scrying, slay living, spell resistance, summon monster V, teleport, true seeing, unhallow, wall of stone 6-animate objects, anti-life shell, banishment, blade barrier, create undead, etherealness, find the path, find the path, forbiddance, geas/quest, greater dispelling, greater glyph of warding, harm, heal, heal, heroes’ feast, planar ally, summon monster VI, wind walk, word of recall 7-blasphemy, control weather, destruction, dictum, greater restoration, greater scrying, holy word, refuge, regenerate, regenerate, repulsion, resurrection, summon monster VII, teleport without error, word of chaos 8-anti-magic field, cloak of chaos, create greater undead, discern location, earthquake, fire storm, greater planar ally, holy aura, mass heal, mass heal, phase door, shield of law, summon monster VIII, symbol, unholy aura 9-astral projection, astral projection, energy drain, gate, implosion, lunar veil**, miracle, soul bind, storm of vengeance, summon monster IX, true resurrection
Nephthys Goddess of the Dead; “Mistress of the House”; Goddess of the Night Alignment: Neutral Domain: Balance*, Night*, Protection, Travel Symbol: Bird, House Sacred Animal: Kite (bird) Traditional Allies: Isis, Osiris Traditional Foes: Set Divine Artifact: Cloak of the Night Favored Weapon: Dagger Favored Class: Cleric, Rogue, Shadowdancer Favored Race: Elf, Human
Benefits: Favored classes of Nephthys gain an inherent +2 bonus to all class-related skill checks. Nephthys is the youngest daughter of Nut and Geb and the sister of Set, Isis and Osiris. Even though she is the wife of Set, she used subterfuge to seduce Osiris and bore him a son, Anubis. Nephthys abandoned Set when he killed Osiris and assisted Isis in the care of Horus and the resurrection of Osiris. She is depicted in human form wearing a crown in the form of the hieroglyph for house. She’s sometimes depicted as a bird guarding funeral bier of Osiris. She is, along with her sister, considered the special protector of the dead, and she is the guardian of Hapi, who is the protector of the lungs of the deceased. As goddess of the dead, she meets and teaches the newly dead, as well as comforting the members of their family left alive. She is also known as the goddess of the night and the “Mistress of the House;” her principal sanctuary is at Heliopolis.
Cloak of the Night This is a wispy, black cloak that seems to rustle in the breeze even when there is none. The Cloak of the Night has the following properties: • The wearer gains a +2 natural bonus to Hide and Move Silently checks, this bonus is enhanced to +8 at night.
Avatar of Nephthys
Weapons: Dagger +5 (icy burst/thundering) +24/ +19/+14 melee / +26/+21/+16 ranged 10' Dmg: 1d4+9 Crit: 19-20/x2 Spec: +1d6 cold damage (critical hit deals +1d10 extra cold damage), +1d6 sonic damage (critical hit deals +1d8 extra sonic damage); shortbow +5 (distance/flaming burst/ keen) +25/+20/+15 ranged 120' Dmg: 1d6+5 Crit: 19-20/x3 Spec: Range increment doubled, threat range doubled, +1d6 fire damage (critical hit deals +2d10 extra fire damage) Artifacts that the Avatar may possess:
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Female Elf Rogue10/Shadow Dancer10 CR 20; Size: M Type Humanoid; HD (10d6)+(10d8)+80; hp 220; Init +10 (+6 Dex, +4 Improved Initiative); Speed 30'; AC 28 (flatfooted 28, touch 21); SA: save +2 vs. enchantment spells, Automatic Search check if within 5' of secret/concealed door, Sneak Attack +5d6, Crippling Strike, Evasion, Improved Evasion, Hide in plain sight, Darkvision, Shadow Illusion, Summon Shadow (3), Defensive Roll, Slippery Mind, Shadow Jump (160 ft.), Uncanny Dodge (Dex bonus to AC), Uncanny Dodge (can’t be flanked), Uncanny Dodge (+4 against traps); Vision: Darkvision 120’ AL: Neutral; Save: Fort +10, Ref +20, Will +10; Abilities: Str 18, Dex 22, Con 19, Int 18, Wis 18, Cha 18
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The wearer may polymorph into a raven, kite or bat at will. • The wearer gains low-light and darkvision at a range of 60ft. If the wearer already possesses one or both of these abilities, they are enhanced by a range increment of 60ft. • The wearer can shadow walk at will. • From dusk to dawn, the wearer may cast shadow evocation at will. • Deeper darkness 5/day. • Haunted* 5/day. • Shadow tentacles* 2/day. All spells are equal in effect to those cast by a 20th level cleric or sorcerer. Skills and Feats: Appraise +14, Balance +23, Bluff +14, Climb +14, Decipher Script +14, Diplomacy +16, Disable Device +20, Disguise +14, Escape Artist +16, Gather Information +14, Hide +26, Jump +16, Knowledge (Religion) +9, Knowledge (Undead) +9, Listen +16, Move Silently +26, Perform +14, Pick Pocket +18, Read Lips +14, Search +16, Spot +16, Tumble +23, Use Magic Device +14, Use Rope +16; Armor Proficiency (Light), Combat Reflexes, Dodge, Exotic Weapon Proficiency, Expertise, Improved Initiative, Martial Weapon Proficiency, Mobility, Spring Attack, Weapon Focus (Dagger) Possessions: Dagger +5 (icy burst/thundering), leather +5 (glamered/invulnerability/shadow/silent moves/spell resistance (SR19)), ring of protection +5, ring of feather falling, boots of speed, cloak of displacement (major), shortbow +5 (distance/flaming burst/ keen)
Nut
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Goddess of the Sky and Heavens; Alignment: Neutral Domain: Air, Moon*, Night*, Sun, Weather* Symbol: Celestial Vault, Crescent Moon Sacred Animal: Cow Traditional Allies: Geb, Isis, Nephthys, Celestial beings Traditional Foes: Aberrations, Undead, or anything that attempts to upset the natural order Divine Artifact: Scepter of the Stars Favored Weapon: Morningstar Favored Class: Cleric, Fighter, Shadowdancer Favored Race: Human Benefits: Favored classes of Nut gain a +4 bonus to Intuit Direction skill checks. Nut is the daughter of the air god Shu and the goddess of moisture Tefnut, sister and wife to
Geb, and mother of Osiris, Set, Isis, and Nephthys. Goddess of the sky, she is the mother of the sun, moon, and heavenly bodies. Images depict Nut as a naked woman with blue skin, her body covered with stars; she usually appears on all fours, leaning over her husband and thus representing the sky arched over the earth. Sometimes, she appears in
the form of a cow whose body forms the sky and heavens. Her principal sanctuary is at Heliopolis.
Avatar of Nut Female Human Fighter20 CR 20; Size: M Type Humanoid; HD (20d10)+100; hp 300; Init +8 (+4 Dex, +4 Improved Initiative); Speed 20'; AC 34 (flatfooted 32, touch 17); Vision: Darkvision 120’ AL: Neutral; Save: Fort +17, Ref +10, Will +10; Abilities: Str 26, Dex 18, Con 20, Int 19, Wis 18, Cha 18
Artifacts that the Avatar may possess:
Skills and Feats: Balance +6, Climb +18, Diplomacy +10, Disable Device +10, Handle Animal +14, Hide +4, Intuit Direction +13, Jump +18, Listen +10, Move Silently +15, Ride +20, Search +9, Spot +9, Swim +0; Armor Proficiency (Heavy), Armor Proficiency (Light), Armor Proficiency (Medium), Blind-Fight, Cleave, Combat Reflexes, Deflect Arrows, Dodge, Expertise, Great Cleave, Improved Critical (Morningstar), Improved Initiative, Martial Weapon Proficiency, Mobility, Point Blank Shot, Power Attack, Rapid Shot, Shield Proficiency, Shot on the Run, Simple Weapon Proficiency, Spring Attack, Sunder, Weapon Focus (Morningstar, Longbow), Weapon Specialization (Morningstar), Whirlwind Attack Possessions: Belt of giant strength +6, chainmail +5 (etherealness/invulnerability/spell resistance (SR19)), morningstar +5 (bane (aberrations)/disruption/keen/ speed/thundering), shield +5 (large/steel/cold resistance/ fire resistance/lightning resistance/sonic resistance), Quiver of Ehlonna, longbow +5 (bane (aberrations)/ distance/flaming burst/keen/speed/wounding), arrows +5 (bane (aberrations)/brilliant energy—qty. 50), boots of elvenkind, cloak of displacement (major), gloves of arrow snaring, hat of disguise, ring of air elemental command, ring of protection +5
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Weapons: Morningstar +5 (bane (aberrations)/ disruption/keen/speed/thundering) +34/+29/+24/ +19 melee Dmg: 1d8+15 Crit: 18-20/x2 Spec: +2 better vs. designated foe and does +2d6 bonus damage, undead hit must make Fort save (DC 14) or be destroyed, threat range doubled, grants 1 extra attack each round at highest bonus, +1d6 sonic damage (critical hit deals +1d8extra sonic damage); longbow +5 (bane (aberrations)/distance/ flaming burst/keen/speed/wounding) +30/+25/ +20/+15 ranged 200' Dmg: 1d8+5 Crit: 19-20/x3 Spec: Range increment doubled, +2 better vs. designated foe and does +2d6 bonus damage, +1d6 fire damage (critical hit deals +2d10extra fire damage), threat range doubled, grants 1 extra attack each round at highest bonus, wounds inflicted bleed for 1 point of damage per round until heal (DC 15) or any cure spell
• Break enchantment 3/day. • Circle of moonlight* 3/day. • Astral projection 1/day. All spells are equal in effect to those cast by a 20th level cleric or sorcerer.
Scepter of the Stars This is a light and elegant morningstar crafted from an unknown ore. It is a +5 dancing/ghost touch/ shocking burst weapon. The Scepter of the Stars has the following properties: • When under the stars, the wielder gains low-light vision at a range of 120ft. • When the stars are visible, the wielder gains a +6 bonus to Intuit Direction checks. • Twice a day, the wielder can cast a cone of stars. The cone is 60ft. long and causes a bright shower of sparks to blind and burn all within its confines. Each target must make a Reflex save (DC 19) or take 3d6+12 points of damage and be blinded for 2d4 rounds. Those who save still take 1d6+6 points of damage but are not blinded. • The wielder can cast the following spells at will; dancing lights, entropic shield, faerie fire, and guidance. • Darkness 5/day. • Searing light 5/day. • Silence 5/day.
Osiris God of the Underworld; Lord of Resurrection; God of Vegetation and Fertility; God of Technology Alignment: Lawful Neutral Domain: Balance*, Knowledge, Plant, Strength, Underworld* Symbol: Bull or Cow Sacred Animal: Bull or Cow Traditional Allies: Horus, Isis, Nephthys Traditional Foes: Set, Aberrations Divine Artifact: Atef (The White Crown) Favored Weapon: Flail, Sickle Favored Class: Druid, Paladin, Ranger Favored Race: Human Benefits: Favored classes of Osiris cast spells from the Plant and Underworld domains at +1 caster level. Osiris is considered one of the most important of all Egyptian deities. He plays a dual role both as a god of fertility and vegetation and as the god
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of the Underworld, the embodiment of resurrection and the dead. Osiris is the god of technology and taught the Egyptians how to make wheels and tools for farming. Farmers who pray for a good harvest also worship him. Osiris ruled the world of men in the beginning, once Ra had abandoned the world to rule the skies. His brother Set murdered him, but through the magic of Isis, he returned to life again. His son Horus avenged his death and defeated Set. As the first being to die, Osiris subsequently became lord of the dead. Ra, the father god, would not allow him to stay in the land of the living, but rather sent him to the Underworld to be the god and judge of the dead as they pass into the afterlife. He is sometimes referred to as the “lord of Ma’at” (otherwise known as divine law). This made him the most popular of gods, as people worshipped him for a favorable judgment in the afterlife. Osiris is the first child of Nut and Geb and therefore the brother of Set, Nephthys, and Isis, who is also his wife. By Isis he fathered Horus, and according to some legends, Nephthys assumed the form of Isis and seduced him, thus giving rise to Anubis. Osiris is depicted in human form wrapped up as a mummy, holding the crook and flail. He is often shown with green skin, alluding to his role as a god of vegetation. He wears a crown known as the “atef”, composed of the tall conical white crown of Upper Egypt with red plumes on each side.
Avatar of Osiris Male Human Druid20 CR 20; Size: M Type Humanoid; HD (20d8)+80; hp 240; Init +4 (Dex); Speed 30'; AC 27 (flatfooted 23, touch 19); SA: Nature Sense, Animal Companion, Woodland Stride, Trackless Step, Resist Nature’s Lure, Wildshape 6/day, Wildshape Large, Venom Immunity, Wildshape Tiny, Wildshape Dire, A Thousand Faces, Wildshape Huge, Timeless Body, Wildshape Elemental 3/day; Vision: Darkvision 120’ AL: LN; Save: Fort +16, Ref +10, Will +17; Abilities: Str 18, Dex 18, Con 19, Int 20, Wis 20, Cha 18
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Weapons: Sickle +5 (keen/speed/vorpal) +25/+20/ +15 melee Dmg: 1d6+9 Crit: 19-20/x2 Spec: Threat range doubled, grants 1 extra attack each round at highest bonus, severs opponents head on critical hit; staff of the woodlands +21/+16/+11 melee Dmg: 1d6+6 Crit: 20/x2 Artifacts that the Avatar may possess:
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Atef, the White Crown (of Osiris) This is a tall conical crown with red plumbs on each side. Atef, the White Crown has the following properties: • The wearer gains a +6 natural bonus to his Charisma score. • If the wearer can turn or rebuke undead, he gains a +6 bonus to do so. If not, the wearer gains the ability to turn or rebuke undead as a cleric of 12th level. • When worn, the White Crown allows the wearer to instinctively know the direction and distance to the Book of the Ani. • The wearer can cast the following spells at will; bless, invisibility to undead, purify food and drink, and shield of faith. • Daylight 5/day. • Meld into stone 5/day. • Speak with dead 5/day. • Speak with plants 5/day. • Antilife shell 3/day. • Control weather 2/day. • Resurrection 2/day. • True resurrection 1/week. All spells are equal in effect to those cast by a 20th level cleric.
Possessions: Sickle +5 (keen/speed/vorpal), staff of the woodlands, bracers of armor +8, cloak of elvenkind, ring of chameleon power, ring of protection +5, vestments (druid) Spells: Druid: (6 /7 /6 /6 /6 /6 /4 /4 /4 /4) 0-create water, create wine, cure minor wounds, detect magic, detect poison, flare, guidance, know direction, light, mending, purify food and drink, read magic, resistance, virtue 1-animal friendship, calm animals, cure light wounds, detect animals or plants, detect snares and pits, endure elements, entangle, faerie fire, goodberry, invisibility to animals, magic fang, obscuring mist, pass without trace, shillelagh, summon nature’s ally I 2-animal messenger, animal trance, barkskin, charm person or animal, chill metal, delay poison, fire trap,
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Skills and Feats: Animal Empathy +19, Balance +8, Climb +9, Concentration +24, Diplomacy +19, Handle Animal +16, Heal +15, Hide +34, Intuit Direction +10, Jump +9, Knowledge (Nature) +21, Listen +10, Move Silently +9, Scry +16, Search +10, Spellcraft +15, Spot +10, Swim +8, Wilderness Lore +20; Armor Proficiency (Light), Armor Proficiency (Medium), Combat Casting, Dodge, Expertise, Martial Weapon Proficiency, Mobility, Shield Proficiency, Silent Spell, Spring Attack, Still Spell, Weapon Focus (Sickle)
flame blade, flaming sphere, heat metal, hold animal, lesser restoration, produce flame, resist elements, soften earth and stone, speak with animals, summon nature’s ally II, summon swarm, tree shape, warp wood, wood shape 3-call lightning, contagion, cure moderate wounds, diminish plants, dominate animal, greater magic fang, meld into stone, neutralize poison, plant growth, poison, protection from elements, remove disease, snare, speak with plants, spike growth, stone shape, summon nature’s ally III, water breathing 4-anti-plant shell, control plants, cure serious wounds, dispel magic, flame strike, freedom of movement, giant vermin, quench, reincarnate, repel vermin, rusting grasp, scrying, sleet storm, spike stones, summon nature’s ally IV 5-animal growth, atonement, awaken, commune with nature, control winds, cure critical wounds, death ward, hallow, ice storm, insect plague, summon nature’s ally V, transmute mud to rock, transmute rock to mud, tree stride, unhallow, wall of fire, wall of thorns 6-anti-life shell, find the path, fire seeds, greater dispelling, healing circle, ironwood, liveoak, repel wood, spellstaff, stone tell, summon nature’s ally VI, transport via plants, wall of stone 7-changestaff, control weather, creeping doom, fire storm, greater scrying, harm, heal, summon nature’s ally VII, sunbeam, transmute metal to wood, true seeing, wind walk 8-animal shapes, command plants, finger of death, repel metal or stone, reverse gravity, summon nature’s ally VIII, sunburst, whirlwind, word of recall 9-antipathy, earthquake, elemental swarm, foresight, mass heal, shambler, shapechange, summon nature’s ally IX, sympathy
Ra The Sun God; The Creator God Alignment: Lawful Good Domain: Good, Protection, Strength, Sun Symbol: Falcon, Sun Sacred Animal: Falcon Traditional Allies: Amon, Horus, Sehkmet Traditional Foes: Set, Undead Divine Artifact: Deshret (The Red Crown) Favored Weapon: Morningstar, Sword Favored Class: Cleric, Paladin Favored Race: Elf, Human Benefits: Clerics and paladins of Ra may cast searing light (as the spell) 3/day. Ra is the most important of the Egyptian gods as the Egyptian sun god and creator god. He personifies the sun and was believed to carry it across the sky, as his symbolic crown suggests. Ra appears as a man with the head of a falcon
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crowned with the sun disc encircled by the uraeus (a stylized representation of the sacred cobra). The sun itself is taken to be either his body or his eye. He is said to traverse the sky each day in a solar barque and pass through the underworld each night on another solar barque only to reappear in the east each morning making a complete circuit of the cosmos. He is also considered to be an underworld god, closely associated in this respect with Osiris, and therefore depicted as a ram-headed figure in this capacity. Ra is closely associated with both Horus and Amon, which can be seen by the falcon head. Upon the unification of Egypt’s upper and lower kingdoms, Amon and Ra merged to become Amon-Ra, the Creator. With his principal cult center being in Heliopolis, Ra is thought to be the sacred god of the pharaohs. The pharaohs believed that upon death, they ascended to join the sun god’s entourage and should rightly be considered “Sons of Ra.” According to Egyptian oracles, Ra created himself from the primordial lotus blossom and then created the gods Shu (air) and Tefnut (moisture). Humankind was created from Ra’s own tears while the gods Hu (authority) and Sia (mind) formed from his blood.
Avatar of Ra Male Human Paladin20 CR 20; Size: M Type Humanoid; HD (20d10)+80; hp 280; Init +4 (Dex); Speed 20'; AC 36 (flatfooted 35, touch 16); SA: Detect Evil, Divine Grace, Divine Health, Lay on Hands 160 hp/day, Aura of Courage, Smite Evil 1/ day, Remove Disease 6/week, Turn Undead 15/ day, Special Mount; Vision: Darkvision 120’ AL: LG; Save: Fort +24, Ref +18, Will +18; Abilities: Str 26, Dex 18, Con 18, Int 18, Wis 19, Cha 26 Weapons: Sword +5 (long/defending/keen/speed/ vorpal) +34/+29/+24/+19 melee Dmg: 1d8+13 Crit: 15-20/x2 Spec: Can transfer some or all of sword’s enhancement bonus to AC, threat range doubled, grants 1 extra attack each round at highest bonus, severs opponents head on critical hit; morningstar +5 (disruption/holy/keen/speed/ thundering) +33/+28/+23/+18 melee Dmg: 1d8+13 Crit: 19-20/x2 Spec: Undead hit must make Fort save (DC 14) or be destroyed, +2d6 holy damage vs. evil, 1 negative level bestowed to evil wielder, threat range doubled, grants 1 extra attack each round at highest bonus, +1d6 sonic damage (critical hit deals +1d8extra sonic damage); sunblade +2 (short) +30/+25/+20/+15 melee Dmg: 1d10+10 Crit: 19-20/x2
Artifacts that the Avatar may possess:
Deshret, the Red Crown This is a blood-red helmet with a tall golden frill. Deshret, the Red Crown has the following properties: • The wearer protected by a continual resist elements (fire) spell. • The wearer gains a +6 insight bonus to AC. • The wearer can cast the following spells at will; bless, command, magic weapon, and remove fear. • Dispel evil 5/day. • Magic vestment 5/day. • Negative energy protection 5/day. • Prayer 5/day. • Searing light 5/day. • Blade barrier 2/day. • Greater command 2/day. • Holy word 2/day. • Righteous might 2/day. All spells are equal in effect to those cast by a 20th level cleric. Skills and Feats: Concentration +19, Diplomacy +22, Handle Animal +18, Heal +14, Hide +1, Jump +6, Knowledge (Religion) +14, Listen +14, Move Silently +8, Ride +16, Search +14, Sense Motive +9, Spot +9; Armor Proficiency (Heavy), Armor Proficiency (Light), Armor Proficiency (Medium), Cleave, Dodge, Extra Turning (1x), Great Cleave, Improved Critical (Sword (Long)), Martial Weapon Proficiency, Power Attack, Shield Proficiency, Simple Weapon Proficiency, Sunder, Weapon Focus (Sword (Long)) Possessions: Shield +5 (large/steel/fire resistance/ reflection), full plate +5 (invulnerability/lightning resistance/spell resistance (sr19)), sword +5 (long/ defending/keen/speed/vorpal), ring of protection +5, ring of feather falling, belt of giant strength +6, winged boots, cloak of charisma +6, glove of storing (2), morningstar +5 (disruption/holy/keen/speed/thundering), sunblade +2 (short), circlet of blasting (major) Spells: Paladin: 0/4 /4 /4 /4 1-bless water, bless weapon, bless, create water, create wine, cure light wounds, detect poison, detect undead, divine favor, endure elements, magic weapon, protection from evil, read magic, resistance, virtue 2-delay poison, remove paralysis, resist elements, shield other, undetectable alignment 3-cure moderate wounds, discern lies, dispel magic, greater magic weapon, heal mount, magic circle against evil, prayer, remove blindness/deafness 4-cure serious wounds, death ward, dispel evil, freedom of movement, holy sword, neutralize poison
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Set God of Chaos; God of the Desert; God of Winds and Storms Alignment: Chaotic Evil Domain: Affinity*, Chaos, Desert*, Evil, Trickery
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Symbol: Serpent, Desert Whirlwind Sacred Animal: Asp, Boar, Crocodile, Desert Oryx, Hippopotamus Traditional Allies: Am-Ren, Magical Beasts (evil), Undead Traditional Foes: Any good aligned being Divine Artifact: Scarab of Chaos Favored Weapon: Crossbow, Dagger Favored Class: Assassin, Cleric, Rogue Favored Race: Human, Medusa, Yuan-Ti Benefits: Favored classes of Set gain an additional +1 attack and damage bonus when attacking any good or lawful creature.
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Set is the Egyptian god of chaos who embodies the necessary and creative element of violence and chaos within the ordered world. Originally a sky god, Set also became lord of the desert, master of storms, disorder, and warfare. Set represents the principle of hostility and, as most would claim, evil incarnate. Son of Geb and Nut and brother of Isis, Nephthys, and Osiris, Set is also the husband of Nephthys and sometimes the husband of Taurt (depending on which cult you believe). Myths claim that Set has been evil since birth, as he ripped himself from his mother’s womb by tearing a hole through her side. His greatest infamy comes from murdering his brother Osiris and attempting to kill his nephew Horus. Horus, however, survived and grew up to avenge his father’s death by establishing his rule over all Egypt, defeating Set, and banishing him to the desert for all of time. According to some legends and ancient texts, Set then went to live with the sun god Ra, where he became the voice of the thunder. In the Book of the Ani, Set is referred to as the “lord of the northern sky,” and is held responsible for storms and cloudy weather. Set allegedly protects Ra during his night voyage through the underworld against the Apep snake. However, Set is considered a peril for ordinary Egyptians in the underworld, where he seizes the souls of the unwary. Despite his reputation, Set maintains an important sanctuary at Ombos in Upper Egypt, his reputed birthplace, and has a prominent cult presence in the northeastern region of the Nile delta. During the struggle to unite Lower and Upper Egypt, followers of Set say that he was portrayed as questioning the authority of his
brother, Osiris. The Osiris cults took this opportunity to discredit the followers of Set and successfully label the god as Osiris’ evil twin brother and ultimately, his murderer. Set tricked Osiris at a feast in Osiris’ honor, and killed him, and then took his place on the throne as ruler of all the gods. Osiris’ cults also establish that Horus and Set waged an eighty-year war during which Set tore out the left eye of his adversary and Horus tore out Set’s foreleg and testicles. Horus emerged victorious and became the rightful ruler of the kingdoms of both Upper and Lower Egypt, thereby uniting them. Lately, there has been a resurgence of respect for Set, and he is being seen as a great god once more—the god who benevolently restrains the forces of the desert and protects Egypt from foreigners. He is the controller of the winds and storms that rage across Egypt’s vast deserts and many worship him so that he will prevent the storms causing harm. The current ruling regime in Egypt is said to favor Set due to the presence of red hair in the family and does not consider Set to be the evil god that he is portrayed to be. Set is usually depicted in human form with an animal head of unknown origin, though it is said to resemble that of an aardvark. He has a long gaunt body; tapering snout, erect square-tipped ears, protruding eyes and a stiff forked tail. No one seems to know exactly what the animal is. Aardvark, antelope, ass, camel, fennec, giraffe, greyhound, jackal, jerboa, long-snouted mouse, okapi, oryx, and pig have all been suggested as possible animals. He has also been depicted with red eyes and hair, which are said to characterize evil. Set has been represented in entirely animal form with a body similar to that of a greyhound or crocodile and is shown as a hippopotamus or a black pig in his battles with Horus. Among the animals sacred to Set are the desert oryx, crocodile, boar, and the hippopotamus in its aspect as a destroyer of boats and of planted fields.
Avatar of Set Male Human Rogue10/Assassin10 CR 20; Size: M Type Humanoid; HD (10d6)+(10d6)+80; hp 200; Init +8 (Dex); Speed 30'; AC 29 (flatfooted 29, touch 19); SA: Sneak Attack +10d6, Evasion, Improved Evasion, Death Attack, Poison Use, +5 save vs. poison, Uncanny Dodge (Dex bonus to AC), Uncanny Dodge (can’t be flanked), Uncanny Dodge (+4 against traps); Vision: Darkvision 120’ AL: CE; Save: Fort +10, Ref +22, Will +11; Abilities: Str 24, Dex 26, Con 18, Int 19, Wis 20, Cha 18
Artifacts that the Avatar may possess:
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The wearer can cast the following spells at will; cause fear, detect poison, entropic shield, inflict minor wounds, and random action. Darkness 5/day. Dispel law 5/day. Undetectable alignment 5/day. Animate objects 2/day. Create undead 2/day. Insect plague 2/day. Word of chaos 2/day.
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Weapons: Dagger +2 (assassin’s) +23/+18/+13 melee / +24/+19/+14 ranged 20' Dmg: 1d4+9 Crit: 19-20/x2 Spec: Adds +1 to the DC of a death attack; crossbow +5 (heavy/distance/ghost touch/ keen/speed/unholy/wounding) +27/+22/+17 ranged 300' Dmg: 1d10+5 Crit: 17-20/x2 Spec: Range increment doubled, deals normal damage vs. incorporeal creatures regardless of bonus, threat range doubled, grants 1 extra attack each round at highest bonus, +2d6 unholy damage vs. good, 1 negative level bestowed to good wielder, wounds inflicted bleed for 1 point of damage per round until heal (DC 15) or any cure spell; sword +5 (short/brilliant energy/ ghost touch/icy burst/keen/unholy/ wounding) +26/+21/+16 melee Dmg: 1d6+12 Crit: 17-20/x2 Spec: Ignores armor and enhancement bonuses, deals normal damage vs. incorporeal creatures regardless of bonus, +1d6 cold damage (critical hit deals +1d10 extra cold damage), threat range doubled, +2d6 unholy damage vs. good, 1 negative level bestowed to good wielder, wounds inflicted bleed for 1 point of damage per round until heal (DC 15) or any cure spell
Scarab of Chaos This metal scarab amulet is usually worn around the neck. If any Lawful Good creature should wear it for more than 5 minutes it acts as a scarab of death. The Scarab of Chaos has the following properties: • The Scarab emits a continual protection against law spell. • The wearer gains a +6 bonus to all Charisma based skill checks when dealing with chaotic/evil creatures. • Twice a day, the Scarab can transform into a giant stag beetle of maximum hit points. If killed, it immediately reverts to its normal form.
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• Cloak of chaos 1/week. All spells are equal in effect to those cast by a 20th level cleric.
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Skills and Feats: Balance +18, Bluff +14, Climb +15, Decipher Script +14, Diplomacy +16, Disable Device +16, Disguise +14, Escape Artist +16, Forgery +14, Gather Information +14, Hide +26, Innuendo +15, Intimidate +16, Intuit Direction +15, Jump +17, Listen +15, Move Silently +33, Open Lock +18, Pick Pocket +18, Read Lips +14, Search +14, Spot +15, Tumble +18, Use Magic Device +14, Use Rope +18; Armor Proficiency (Light), Dodge, Exotic Weapon Proficiency, Far Shot, Martial Weapon Proficiency, Mobility, Point Blank Shot, Precise Shot, Rapid Shot, Shot on the Run, Spring Attack Possessions: Dagger +2 (assassin’s), crossbow +5 (heavy/distance/ghost touch/keen/speed/unholy/wounding), crossbow bolt (silvered—qty 20), crossbow bolts +5 (brilliant energy—qty 50), chainmail +5 (mithral/ glamered/invulnerability/shadow/silent moves /spell resistance (SR19)), ring of invisibility, ring of protection +5, hat of disguise, gloves of dexterity +6, belt of giant strength +6, boots of speed, cloak of displacement (major), sword +5 (short/brilliant energy/ghost touch/ icy burst/keen/unholy/wounding) Spells: Assassin: 0/3 /3 /3 /2 1-change self, detect poison, ghost sound, obscuring mist, spider climb 2-alter self, darkness, pass without trace, undetectable alignment 3-deeper darkness, invisibility, misdirection, nondetection 4-dimension door, freedom of movement, improved invisibility, poison
Sobek
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Crocodile God; Judge of the Living; God of the elements Alignment: Lawful Neutral Domain: Affinity*, Air, Earth, Fire, Water Symbol: Crocodile with measurement scales suspended from his mouth Sacred Animal: Crocodile Traditional Allies: Horus, Isis, Nephthys, Elemental creatures Traditional Foes: Set, Chaotic aligned beings Divine Artifact: Rod of the Elements Favored Weapon: Shortspear Favored Class: Cleric, Paladin, Ranger Favored Race: Human, Kobold, Lizardfolk Benefits: Favored classes of Sobek may cast endure elements three times per day
Sobek symbolizes the might of the Egyptian pharaohs and often serves as “judge of the living” over those who stand accused of crimes. In certain criminal cases where the guilt of the person accused is questionable, pharaohs ask that Sobek judge the person’s innocence or guilt. The accused is then forced to swim across the treacherous Nile. If he makes it across unmolested by crocodiles, then Sobek judges him to be innocent and he is free to go about his life. An injury from a crocodile, however, means the person is guilty and should be put to death (assuming the crocodiles don’t finish the job first). The crocodile god worship centers at the city of Arsinoë, which is called Crocodilopolis by foreigners. According to his followers, Sobek is considered a fourfold deity who represents the four elemental gods (Ra/fire, Shu/air, Geb/earth, and Osiris/water). In the Book of the Ani, Sobek assists in the birth of Horus; he fetches Isis and Nephthys to protect the deceased; and he aids in the destruction of Set. Sobek is admired and feared for his ferocity. At the command of Ra, he performed tasks such as catching the four sons of Horus with a net as they emerged from the waters in a lotus bloom. Sobek is depicted as a crocodile, a mummified crocodile, or in human form with the head of a crocodile, crowned either by a pair of plumes or sometimes by a combination of the solar disk and the uraeus, or cobra. He has also been depicted wearing horns like those of Amon-Ra.
Avatar of Sobek Male Lizardfolk Humanoid Ranger20 CR 21; Size: M Type Humanoid; HD (2d8)+(20d10)+110; hp 326; Init +8 (+4 Dex, +4 Improved Initiative); Speed 30'; AC 31 (flatfooted 27, touch 19); SA: Favored Enemy (Aberration), Favored Enemy (Magical beast), Favored Enemy (Undead), Favored Enemy (Shapechangers), Favored Enemy(Construct); Vision: Darkvision 120’ AL: LN; Save: Fort +17, Ref +13, Will +11; Abilities: Str 20, Dex 19, Con 20, Int 18, Wis 20, Cha 18 Weapons: Claw (natural) +26/+26 melee Dmg: 1d4+5 Crit: 20/x2; Bite (natural) +21 melee Dmg: 1d4+2 Crit: 20/x2; sword +5 (short/brilliant energy/ghost touch/icy burst/keen/unholy/wounding) +31/+26/+21/+16/+11 melee Dmg: 1d6+10 Crit: 17-20/x2 Spec: Ignores armor and enhancement bonuses, deals normal damage vs. incorporeal creatures regardless of bonus, +1d6 cold damage (critical hit deals +1d10 extra cold damage), threat range doubled, +2d6 unholy damage vs. good, 1 negative level bestowed to good
wielder, wounds inflicted bleed for 1 point of damage per round until heal (DC 15) or any cure spell; scimitar +5 (keen/vorpal/wounding) +31/+26/+21/+16/+11 melee Dmg: 1d6+10 Crit: 15-20/x2 Spec: Threat range doubled, severs opponents head on critical hit, wounds inflicted bleed for 1 point of damage per round until heal (DC 15) or any cure spell Artifacts that the Avatar may possess:
Rod of the Elements
Skills and Feats: Animal Empathy +14, Balance +18, Climb +15, Concentration +17, Handle Animal +14, Heal +13, Hide +24, Intuit Direction +11, Jump +19, Listen +15, Move Silently +24, Ride +13, Search +14, Spot +15, Swim +9, Use Rope +11, Wilderness Lore +15; Ambidexterity, Armor Proficiency (Light), Armor Proficiency (Medium), Combat Reflexes, Dodge, Improved Initiative, Improved Two-Weapon Fighting, Martial Weapon Proficiency, Multiattack, Multidexterity, Point Blank Shot, Shield Proficiency, Simple Weapon Proficiency, Track, Two-Weapon Fighting, Weapon Focus (Shortspear) Possessions: Leather +5 (silent moves/spell resistance (sr19); natural armor bonus (+5)), sword +5 (short/ brilliant energy/ghost touch/icy burst/keen/unholy/ wounding), scimitar +5 (keen/vorpal/wounding) (2), cloak of elvenkind
Thoth God of wisdom; God of time, magic and writing; God of the moon Alignment: Neutral Good Domain: Balance*, Knowledge, Magic, Time* Symbol: Hourglass Sacred Animal: Baboon, Ibis Traditional Allies: Horus, Isis, Osiris Traditional Foes: Set Divine Artifact: Golden Ankh of Everlasting Life Favored Weapon: Staff Favored Class: Cleric, Loremaster, Wizard Favored Race: Elf, Human Benefits: Favored classes of Thoth gain a +1 increase to their base Wisdom score as long as they continue to worship him. Should they denounce him as their patron, they lose the bonus. The god of wisdom, Thoth is said to be self-created at the beginning of time, along with his consort Ma’at, goddess of justice and truth. He came from the waters of Nu simultaneously with Ra. He was not born to Ra as other gods and goddesses were. He serves as the voice of Ra and as he speaks the words of Ra, the sun god’s wishes are fulfilled. Although Ra conceived of the world, Thoth actually spoke the words that created it. In this view, Thoth is the personification of divine speech. Thoth has eight children, the most important being Amon, who is worshiped in Thebes as the Lord of the Universe. He serves as the messenger and arbiter of the gods as well as the vizier (chief advisor and minister) of Osiris. Thoth, like Khonsu, is a god of the moon, and he eventually came to be associated with magic, music, medicine, astronomy, geometry, surveying, drawing and writing. He invented hieroglyphs, which the Egyptians call medju-netjer, (“words of the
Egyptian Gods
This three-foot-long rod of dark oak is crowned with a gold pyramid-shaped tip. Each side of the pyramid has a large jewel that corresponds to one of the four elements. The Rod of the Elements has the following properties: • The rod emits a continual resist elements (fire, water, earth and air spells) spell. • The wielder gains the ability to turn or rebuke elementals (fire, earth, water and air only) as if a cleric of 20th level. • The wielder can speak with any creature that has a sub-type of one of the four elements. • The wielder can cast the following spells at will; bless/curse water, endure elements, magic stone, produce flame and wind wall. • Control water 5/day. • Control winds5/day. • Flame strike 5/day. • Stone shape 5/day. • Elemental swarm 2/day. All spells are equal in effect to those cast by a 20th level cleric.
Spells: Ranger: 0/5 /4 /4 /4 1-alarm, animal friendship, delay poison, detect animals or plants, detect snares and pits, entangle, magic fang, pass without trace, read magic, resist elements, speak with animals, summon nature’s ally I 2-animal messenger, cure light wounds, detect chaos, detect evil, detect good, detect law, hold animal, protection from elements, sleep, snare, speak with plants, summon nature’s ally II 3-control plants, cure moderate wounds, diminish plants, greater magic fang, neutralize poison, plant growth, remove disease, summon nature’s ally III, tree shape, water walk 4-cure serious wounds, freedom of movement, nondetection, polymorph self, summon nature’s ally IV, tree stride, wind wall
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gods”) and he founder of all civic structures, including Egyptian religion and government. Also, he is the measurer of the earth, the counter of the stars, and the keeper and recorder of all knowledge. It is believed that Thoth wrote the important religious artifact known as the Book of the Ani. In certain Egyptian creation myths, Thoth is linked with Khnemu, Ma’at, Ptah, and with the Ogdoad, four pairs of obscure creation deities who represented the emergence of life forms on earth from the mud. These gods have the heads of frogs and snakes, and are named Heh, Amen, Kek, and Nau (Night, Secrecy, Obscurity, and Eternity). Thoth is considered to be their master. The Egyptians believe that Thoth, as god of the moon, watches over the night sky while Ra travels through the underworld. In other myths, Thoth joins Ra in the nightly battle against the powers of darkness and evil, so the sun can rise again in the morning. In the Osirian legends, Thoth protected Isis during her pregnancy and healed her son Horus when Set tore out his left eye. He gave Isis the words of the spells that would revive her dead husband and protect her son Horus. Thoth is also a god of the Underworld, where he serves as a clerk who records the judgments on the souls of the dead and allows them to enter the Underworld protected. He also weighs the
hearts of the dead against the feather of Truth in the Hall of the Two Truths. Thoth is depicted as a man with the head of an ibis, and he carries a pen and scrolls upon which he records all things. He is shown as attendant in almost all major scenes involving the gods, but especially at the judgment of the deceased. He is usually shown as wearing a crown consisting of a crescent moon topped by a moon disk. He may also be depicted wholly as an ibis or a baboon, and both are sacred animals to him. The ibis is a symbol of wisdom and learning because it always looks down and has a beak shaped like a pen. Thoth’s principal centers of worship lie in the cities of Eshmunen and Hermopolis. In Hermopolis, he is primarily worshipped in the form of a baboon. In keeping with his many attributes, he is depicted with a variety of symbols. As a god of Egypt, he carries the ankh, the symbol of life, in one hand and a scepter, the symbol of power, in the other. When shown in the Book of the Ani, he is holding a writing palette and reed pen to record the deeds of the dead. As voice of the sun god Ra, he carries the utchat, or Eye of Ra, the symbol of Ra’s ubiquitous power. In artworks, he is often shown presiding over the recording of the deeds of the Egyptian kings, and in the rituals of priests, presiding over their magical incantations. Thoth invented the magical and hermetic arts, and thus the Tarot deck, which is known as the “Book of Thoth.”. The Book of Thoth has two
Avatar of Thoth Male Elf Wizard20 CR 20; Size: M Type Humanoid; HD (20d4)+80; hp 160; Init +5 (Dex); Speed 30'; AC 30 (flatfooted 25, touch 22); SA: save +2 vs. enchantment spells, Automatic Search check if within 5' of secret/concealed door, Summon Familiar; Vision: Darkvision AL: NG; Save: Fort
+13, Ref +14, Will +19; Abilities: Str 18, Dex 20, Con 18, Int 21, Wis 19, Cha 18 Weapons: Staff of power +16/+11 melee; Dmg: 1d6+6 Crit: 20/x2 Artifacts that the Avatar may possess:
Golden Ankh of Everlasting Life This foot-long solid gold ankh is encrusted with many clear crystals and a number of precious stones. The Golden Ankh of Everlasting Life has the following properties: • The Ankh is the bane to all undead and any that touch the Ankh are affected as if struck by a disruption weapon. • The possessor is immune to any magical aging attacks and ceases to age normally while touching the artifact. • The wielder can cast the following spells at will; cure minor wounds, expeditious retreat, sleep, and virtue. • Cure serious wounds 5/day. • Haste 5/day. • Temporal bolts* 5/day. • Heal 2/day. • Ripening* 2/day. • Restore life* 1/week. All spells are equal in effect to those cast by a 20th level cleric or sorcerer. Skills and Feats: Alchemy +15, Climb +9, Concentration +24, Hide +10, Jump +9, Knowledge (Arcana) +15, Listen +18, Move Silently +10, Scry +16, Search +12, Spellcraft +25, Spot +13; Alertness, Combat Casting, Empower Spell, Enlarge Spell, Extend Spell, Heighten Spell, Martial Weapon Proficiency, Maximize Spell, Quicken Spell, Scribe Scroll, Silent Spell, Spell Penetration, Still Spell
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spells in it. If you read the first spell aloud, you are able to understand and communicate with every beast and bird, and summon the fishes in the sea. If you read the second spell, you can bring the dead to life. Bards still tell the tale of Prince Setna, a pharaoh’s son, who knew the Book was hidden in a royal tomb in the City of the Dead. With his brother Anhurerau, he broke into the tomb of Neferkaptah. When they found the burial chamber, they saw the mummy of Neferkaptah with his wife and young son. The wife spoke to them, and warned against taking the Book of Thoth. She said her husband had stolen the artifact from Thoth, and then read the spells. Thoth became angry and drowned her and her son in the Nile. Neferkaptah then killed himself in grief over their loss. However, Setna ignored her and moved towards the tome. The mummy of Neferkaptah sat up and said, “Play me at four games of draughts. If you win, you can take the Book.” Setna was terrified, but agreed. He played the first game, lost, and began to sink into the ground up to his ankles. When he lost the next game, he sunk up to his hips. As Setna lost the third game, he pleaded to his brother, “Run and fetch my magic amulets. Only they can save me!” He then sank into the ground up to his chin. Setna played the fourth game as slowly as he could, trying desperately not to lose, but the mummy could not be beaten. Just before he lost for the final time, Anhurerau returned with the scarab-shaped amulets, and put them on Setna’s head. This broke the spell, and Setna was able to grab the Book of Thoth and flee the tomb. As Setna began to read the Book, he saw a beautiful woman walking past. He fell in love with her instantly, and tried to persuade her to marry him. She demanded that he kill his existing wife and children. Completely besotted with her, he readily agreed. When he had done what she requested, she vanished before his eyes. He wept in horror at what he had done, but he soon discovered that it was all a dream. He realized the punishing warning came from stealing the Book of Thoth, and it might not be a dream after that. Setna returned the Book to the tomb of Neferkaptah and resealed the burial chamber. Since then, no one has seen the Book of Thoth.
Possessions: Bracers of armor +8, robe of the archmagi (gray), staff of power, wand of chaos hammer (8th level caster), wand of fireball (8th level caster), wand of lightning bolt (8th level caster), ring of freedom of movement, ring of protection +5 Spells: Wizard: (4 /6 /5 /5 /5 /5 /4 /4 /4 /4) 0-arcane mark, dancing lights, daze, detect magic, detect poison, disrupt undead, flare, ghost sound, light, mage hand, mending, open/close, prestidigitation, ray of frost, read magic, resistance 1-burning hands, charm person, magic missile, ray of enfeeblement, shield, true strike 2-bull’s strength, cat’s grace, continual flame, darkness, flaming sphere, fog cloud, invisibility, locate object, tasha’s hideous laughter, web
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3-dispel magic, displacement, fireball, fly, haste, lightning bolt, water breathing, wind wall 4-bestow curse, confusion, dimension door, evard’s black tentacles, fear, fire shield, hallucinatory terrain, ice storm, improved invisibility, polymorph other, stoneskin, wall of fire 5-bigby’s interposing hand, cloudkill, cone of cold, dismissal, magic jar, permanency, prying eyes, stone shape, telekinesis, teleport, wall of force, wall of iron, wall of stone 6-acid fog, anti-magic field, bigby’s forceful hand, chain lightning, circle of death, contingency, control water, control weather, disintegrate, eyebite, flesh to stone, globe of invulnerability, greater dispelling, mass haste, permanent image, stone to flesh, true seeing 7-control undead, delayed blast fireball, finger of death, forcecage, insanity, power word (stun), prismatic spray, reverse gravity, spell turning, teleport without error 8-bigby’s clenched fist, discern location, incendiary cloud, maze, polymorph any object, power word (blind), sunburst, trap the soul 9-bigby’s crushing hand, gate, imprisonment, meteor swarm, power word (kill), prismatic sphere, shapechange, temporal stasis, time stop, wish
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Wepwawet God of War; The Jackal God; “Opener of the Ways” Alignment: Lawful Neutral Domain: Destruction, Fire, Protection, War Symbol: Flaming Sword, Jackal Sacred Animal: Jackal, Hare Traditional Allies: Anubis, Horus, Osiris Traditional Foes: Undead Divine Artifact: Sword of War Favored Weapon: Sword Favored Class: Barbarian, Fighter, Paladin Favored Race: Human Benefits: Favored classes of Wepwawet are immune to becoming undead. Wepwawet has a dual role as a god of war and of the funerary cult. He “opens the way” both for the armies of the pharaoh and for the spirits of the dead. He conducts the souls of the dead to their judgment, and monitors the Scales of Truth to protect the dead from the second death in the Underworld. In his capacity as a funerary deity, he uses his adze to break open the mouth of the deceased in the “opening of the mouth” ceremony, which ensures that the person will have the enjoyment of all his faculties in the afterlife. Wepwawet takes the form of a jackal or a human form with the head of a jackal (sometimes with the head of a hare). Either form often holds the shedshed, a standard which led a
pharaoh to victory in war and on which a pharaoh ascends into the sky after death. Wepwawet originated as a god of Upper Egypt, but his cult has spread throughout Egypt since unification. He has been linked with both Horus and Osiris, and some claim he is only an aspect of either and not truly a god in his own right, even though the goddess Wadjet is attributed as his mother.
Avatar of Wepwawet Male Human Fighter20 CR 20; Size: M Type Humanoid; HD (20d10)+100; hp 300; Init +8 (+4 Dex, +4 Improved Initiative); Speed 20'; AC 29 (flatfooted 29, touch 17); Vision: Darkvision 120’ AL: LN; Save: Fort +17, Ref +10, Will +10; Abilities: Str 26, Dex 19, Con 20, Int 18, Wis 18, Cha 18 Weapons: Sword +5 (great/ghost touch/keen/ shocking burst/thundering) +34/+29/+24/+19 melee Dmg: 2d6+15 Crit: 15-20/x2 Spec: Deals normal damage vs. incorporeal creatures regardless of bonus, threat range doubled, +1d6 electric damage (critical hit deals extra electricity damage (+1d10), +1d6 sonic damage (critical hit deals extra sonic damage (+1d8); sword +5 (short/brilliant energy/flaming burst/ghost touch/keen/wounding) +33/+28/+23/+18 melee Dmg: 1d6+13 Crit: 17-20/ x2 Spec: Ignores armor and enhancement bonuses, +1d6 fire damage (critical hit deals +1d10 extra fire damage), deals normal damage vs. incorporeal creatures regardless of bonus, threat range doubled, wounds inflicted bleed for 1 point of damage per round until heal (DC 15) or any cure spell; Unarmed Strike +28/+23/+18/+13 melee Dmg: 1d3+8 Crit: 20/x2 Artifacts that the Avatar may possess: Sword of War This falchion sword has a flame-like design etched along the length of the blade and dark red leather rapped handle. This is a +5 keen/vorpal/wounding weapon. The Sword of War has the following properties: • Only a fighter, barbarian, or a cleric of a war-god can wield this weapon. All other who attempt to wield it gain one negative level and lose 4 points of Strength as long as they hold it. • While holding the Sword, the wielder gains Damage Reduction 30/+3. • The wielder can cast the following spells at will; bane, deathwatch, doom, invisibility to undead and sanctuary. • The remaining powers are gained only by Outsiders who wield the Sword of War.
The Sword gains the Brilliant Energy and Flaming Burst ability. o The wielder gains a synergy bonus of +4 to Strength. o Air walk 5/day. o Freedom of movement 5/day. o Invisibility purge 5/day. o Magic vestment 5/day. o Destruction 2/day. o Hero’s feast 2/day. o Regeneration 2/day. o Storm of vengeance 1/week. All spells are equal in effect to those cast by a 20th level cleric or sorcerer o
Possessions: Half-plate +5 (fire resistance/invulnerability), sword +5 (great/ghost touch/keen/shocking burst/thundering), sword +5 (short/brilliant energy/ flaming burst/ghost touch/keen/wounding), boots of speed, belt of giant strength +6, helm of teleportation, ring of force shield, ring of protection +5
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Skills and Feats: Climb +17, Handle Animal +14, Hide +8, Intuit Direction +7, Jump +17, Listen +14, Move Silently +8, Ride +16, Search +14, Spot +14, Swim +-1; Armor Proficiency (Heavy), Armor Proficiency (Light), Armor Proficiency (Medium), Cleave, Combat Reflexes, Dodge, Expertise, Great Cleave, Improved Bull Rush, Improved Critical (Sword (Great)), Improved Initiative, Improved Unarmed Strike, Martial Weapon Proficiency, Mobility, Mounted Combat, Power Attack, Ride-By Attack, Shield Proficiency, Simple Weapon Proficiency, Spring Attack, Stunning Fist, Sunder, Weapon Focus (Sword (Great)),Weapon Specialization (Sword (Great)),Whirlwind Attack
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Domains The following are the domains associated with the Egyptian gods. As noted above in the Introduction, new spells are designated with a double asterisk (**) and any spells from other Open Game Content sources other than the Player’s Handbook have the mark (*ogc-e) after the spell name.
Affinity Domain
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Deities: Bast, Set, Sobek Granted Power: You gain Animal Empathy as a class skill (with chosen creature-type only); you also gain an inherent +2 bonus to checks that directly involve your chosen creature-type and the following skills— Animal Handling, Intimidate, Ride, Sense Motive and Wilderness Lore. Note: All affinity domain spells are connected to a specific creature-type determined by the power that grants these spells and its sacred animals. Only that creature-type affects or can be affected by these spells.
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Affinity Domain Spells: 1. Calm Animals. Calms 2d4+1/level HD of your creature-type. 2. Bestial Attribute.** You gain a physical ability from your creature-type. 3. Dominate Animal. Subject animal obeys silent mental commands. 4. Imbue with Spell Ability. Transfer spells to creature. 5. Awaken. Creature gains human intellect. 6. Creature Companion.** Summons a “familiar” to serve you. 7. Animal Shapes. One ally/level polymorphs into chosen animal. 8. Hybrid Form.** You take on a half-beast form. 9. Summon Otherworldly Creature.** You summon an outsider of your creature-type to serve you.
Balance Domain Deities: Amon, Anubis, Khonsu, Nephthys, Osiris, Thoth Granted Power: Once each per day, you can cast protection vs. law, chaos, good and evil as a free action. Balance Domain Spells: 1. Weighing the Balance.** Determine how far removed from True Neutral subject is. 2. Calm Emotions. Calms 1d6 subjects/level, negating emotion effects. 3. Prayer. Allies gain +1 on most rolls, and enemies suffer –1. 4. Dismissal. Forces a creature to return to native plane. 5. Divine Arbitration.** Make a fair and unbiased judgment to solve a conflict. 6. Shared Fate.** Links two targets. What happens to one happens to both. 7. Banishment. Banishes 2 HD/level extra planar creatures. 8. Equalization.** Shifts most radical aspect of subject’s alignment toward Neutral. 9. Antipathy. Object or location affected by spell repels certain creatures.
Dead Domain Deities: Anubis Granted Power: You can cast necromantic spells at +1 caster level. Dead Domain Spells: 1. Deathwatch. Sees how wounded subjects within 30ft. are. 2. Gentle Repose. Preserves one corpse. 3. Speak with Dead. Corpse answers one question/two levels. 4. Status. Monitors condition, position of allies. 5. Raise Dead. Restores life to subject who died up to 1 day/level ago. 6. Antilife Shell. 10ft. field hedges out living creatures. 7. Resurrection. Fully restore dead subject. 8. Final Reward.** Sends the spirit of the target on to the Afterlife. 9. Restore Life.** Fully restores life to corpse or undead.
Desert Domain
Moon Domain
Deities: Set Granted Power: You can cast create water twice a day, as per the spell. You also gain a +1 inherent bonus to Intuit Direction and Wilderness Lore checks when in the desert.
Deities: Khonsu, Nut Granted Power: You gain low-light vision with a 60 ft. range. If you already possess low-light vision, you gain an additional 60ft. to your range.
Desert Domain Spells:
Moon Domain Spells: 1. Silverkiss.** Temporarily coats weapons with silver. 2. Glitterdust. Blinds creatures, outlines invisible creatures. 3. Silence. Negates sound in a 15ft. radius. 4. Confusion. Makes subject behave oddly for 1 round/level. 5. Circle of Moonlight.** Protects against lycanthropes and undead. 6. Curse of Lycanthropy.** Victim becomes a werecreature. 7. Insanity. Subject suffers continuous confusion. 8. Silverskin.** Subject is sheathed in silver, which provides numerous protections. 9. Lunar Veil.** Nullifies lycanthropes, moonbased spells and low-light vision.
1. Pass without Trace. One subject/level leaves no tracks. 2. Soften Earth and Stone. Turns stone to clay or dirt to sand or mud. 3. Wall of Sand.** Creates a wall or dome of sand. 4. Repel Vermin. Insects stay 10ft. away. 5. Commune with Nature. Learn about terrain for one mile/level. 6. Find the Path. Shows the most direct way to a location. 7. Creeping Doom. Carpet of insects attacks at your command. 8. Horrid Wilting. Deals 1d8 damage/level within 30ft. 9. Sirocco.** Creates a powerful sand storm.
Deities: Horus Granted Power: You gain a +1 inherent bonus to AC, attack rolls, and damage rolls against fiendish Outsiders. Heaven Domain Spells: 1. Bless. Allies gain +1 attack and +1 on saves vs. fear. 2. Consecrate. Fills area with positive energy, making undead weaker. 3. Daylight. 60ft. radius of bright light. 4. Holy Sword. Weapon becomes +5, double damage against evil. 5. Commune. Deity answers one yes/no question/ level. 6. Heavenly Blessing.** Grants subject a random celestial ability. 7. Holy Word. Kills, paralyzes, weakens or dazes non-good subjects. 8. Holy Aura. +4 AC, +4 resistance and SR 25 vs. evil spells. 9. Purge of Might.** Holy blast destroys or damages all evil in a 100ft. radius.
Music Domain Deities: Bes Granted Power: As a standard action, you can use song or music to counter magical effects that are sound/sonic dependent three times per day. The source of the effect you wish to counter must be within 30 feet. Music Domain Spells: 1. Phantom Musician.** Allows one instrument to float and play by itself. 2. Enthrall. Captivates all within 100ft. + 10ft./ level. 3. Sculpt Sound. Creates new sounds or changes existing ones. 4. Drinking Song (*ogc-e). Makes listeners drunken as if drinking alcohol. 5. Campfire Lullaby (*ogc-e). Causes willing subjects to benefit as if having slept. 6. Sirine’s Song.** Powerful charm effect, directional. 7. Piper’s Call.** Music summons and charms one type of creature. 8. Otto’s Irresistible Dance. Forces subject to dance. 9. Wail of the Banshee. Kills one creature/level.
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Heaven Domain
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Night Domain Deities: Khonsu, Nephthys, Nut Granted Power: You can rebuke or command nocturnal creatures as an evil cleric rebukes or commands undead. Use this ability a total number of times per day equal to 3 + your Charisma modifier.
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Night Domain Spells: 1. Sleep. Put 2d4 HD of creatures into comatose slumber. 2. Haunted.** Subject senses unnerving random hallucinations. 3. Silence. Negates sound in a 15ft. radius. 4. Scare. Panics creatures up to 5 HD (15ft. radius). 5. Dream. Sends a message to anyone sleeping. 6. Find the Path. Shows the most direct way to a location. 7. Shadow Walk. Step into shadow to travel rapidly. 8. Shadow Tentacles.** Shadows animate and attack with a number of effects. 9. Energy Drain. Subject gains 2d4 negative levels.
Deities: Khonsu, Thoth Granted Power: Your sense of timing is near perfect, granting you an inherent +1 bonus to attack rolls and a +1 dodge bonus to AC.
Underworld Domain Deities: Osiris
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Underworld Domain Spells: 1. Bane. Enemies suffer –1 attack and -1 on saves vs. fear. 2. Desecrate. Fills area with negative energy, making undead stronger. 3. Deeper Darkness. Object sheds absolute darkness in 60ft. radius. 4. Corrupt Weapon.** Weapon becomes +5, double damage against good. 5. Commune. Deity answers one yes/no question/ level. 6. Dark Gift.** Grants subject a random fiendish ability. 7. Blasphemy. Kills, paralyzes, weakens or dazes non-evil subjects. 8. Unholy Aura. +4 AC, +4 resistance and SR 25 vs. good spells. 9. Purge of Darkness.** Unholy blast destroys or damages all good in a 100ft. radius.
Time Domain
Time Domain Spells: 1. Discern Age.** Accurately determine subjects’ age. 2. Temporal Bolts.** Bolts of energy age targets. 3. Past Pain.** Time folds and reopens old wounds. 4. Wall of Time.** Creates a wall with a number of different temporal effects. 5. Glimpse of the Reaper.** Target is shaken by visions of its own death. 6. Temporal Strike.** As temporal bolts, but also affects subjects gear, clothing, etc. 7. Static Fog.** Time greatly slows for those within area. 8. Ripening.** Temporarily age subject a lot. 9. Temporal Displacement.** You and others travel through time.
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Granted Power: You gain a +1 inherent bonus to AC, attack rolls, and damage rolls against celestial Outsiders.
Weather Domain Deities: Horus Granted Power: You receive a +2 innate bonus to all Bluff, Diplomacy, Intimidate, and Sense Motive checks when dealing with Air and Avian creatures; you also apply a +2 innate bonus to Wilderness Lore checks dealing with weather related information. Weather Domain Spells: 1. Obscuring Mist. Fog surrounds you. 2. Northwind.** Blasts foes with frosty air. 3. Thunderstrike.** One victim is struck by electrical and sonic damage. 4. Air Walk. Subject walks on air as if solid ground. 5. Ice Storm. Hail deals 5d6 damage in a cylinder 40 ft. across. 6. Wind Shear.** Batters the area with very high winds. 7. Control Weather. Changes weather in the local area. 8. Eye of the Storm.** Protects area from weather related effects. 9. Storm of Vengeance. Storm rains acid, lightning, and hail.
Wind Domain Deities: Amon Granted Power: You gain an inherent +1 bonus to attack and damage rolls against air-based or avian creatures. Wind domain spells: 1. Feather Fall. Objects or creatures fall slowly. 2. Whispering Wind. Sends a short message one mile/level. 3. Wind Wall. Deflects arrows, smaller creatures and gases. 4. Air Walk. Subject treads on air as if solid (climb at 45-degree angle) 5. Control Winds. Change wind direction and speed. 6. Wind Walk. You and your allies turn vaporous and travel fast. 7. Wind Shear.** Batters area with very high winds. 8. Whirlwind. Cyclone inflicts damage and can pick up creatures. 9. Sirocco.** Creates a powerful sand storm.
2nd-Level Spells Bestial Attribute: You gain a physical ability from your creature-type. Haunted: Subject senses unnerving random hallucinations. Northwind: Blasts foes with frosty air. Temporal Bolts: Bolts of energy age targets.
3rd-Level Spells Past Pain: Time folds and reopens old wounds. Thunderstrike: One victim is struck by electrical and sonic damage. Wall of Sand: Creates a wall or dome of sand.
4th-Level Spells Corrupt Weapon: Weapon becomes +5, double damage against good. Wall of Time: Creates a wall with a number of different temporal effects.
5th-Level Spells Circle of Moonlight: Protects against lycanthropes and undead. Divine Arbitration: Make a fair and unbiased judgment to solve a conflict. Glimpse of the Reaper: Target is shaken by visions of its own death.
6th-Level Spells
Bard Spells 1st-Level Spells Phantom Musician: Allows one instrument to float and play by itself. Silverkiss: Temporarily coats weapons with silver.
4th-Level Spells Drinking Song: Makes listeners drunken as if drinking alcohol.
5th-Level Spells Campfire Lullaby: Causes willing subjects to benefit as if having slept.
6 -Level Spells th
Sirine’s Song: Powerful charm effect, directional.
Creature Companion: Summons a “familiar” to serve you. Curse of Lycanthropy: Victim becomes a werecreature. Dark Gift: Grants subject a random fiendish ability. Heavenly Blessing: Grants subject a random celestial ability. Shared Fate: Links two targets. What happens to one happens to both. Sirine’s Song: Powerful charm effect, directional. Temporal Strike: As temporal bolts, but also affects subjects gear, clothing, etc. Wind Shear: Batters the area with very high winds.
Egyptian Gods
Egyptian Spells:
7th-Level Spells Piper’s Call: Music summons and charms one type of creature. Static Fog: Time greatly slows for those within area.
8th-Level Spells
Cleric Spells 1st-Level Spells Discern Age: Accurately determine subjects’ age. Phantom Musician: Allows one instrument to float and play by itself. Silverkiss: Temporarily coats weapons with silver. Weighing the Balance: Determine how far removed from True Neutral subject is.
Equalization: Shifts most radical aspect of subject’s alignment toward Neutral. Eye of the Storm: Protects area from weather related effects. Final Reward: Sends the spirit of the target on to the Afterlife. Hybrid Form: You take on a half-beast form. Ripening: Temporarily age subject a lot. Shadow Tentacles: Shadows animate and attack with a number of effects.
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Silverskin: Subject is sheathed in silver, which provides numerous protections.
9th-Level Spells Lunar Veil: Nullifies lycanthropes, moonbased spells and low-light vision. Purge of Darkness: Unholy blast destroys or damages all good in a 100ft. radius. Purge of Might: Holy blast destroys or damages all evil in a 100ft. radius. Restore Life: Fully restores life to corpse or undead. Sirocco: Creates a powerful sand storm. Summon Otherworldly Creature: You summon an outsider of your creature-type to serve you. Temporal Displacement: You and others travel through time.
Druid Spells 1 -Level Spells st
Discern Age: Accurately determine subjects’ age. Silverkiss: Temporarily coats weapons with silver. Weighing the Balance: Determine how far removed from True Neutral subject is.
3 -Level Spells
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Thunderstrike: One victim is struck by electrical and sonic damage. Wall of Sand: Creates a wall or dome of sand.
5 -Level Spells th
Circle of Moonlight: Protects against lycanthropes and undead.
6th-Level Spells Wind Shear: Batters the area with very high winds.
7th-Level Spells Hybrid Form: You take on a half-beast form.
8 -Level Spells th
Equalization: Shifts most radical aspect of subject’s alignment toward Neutral. Eye of the Storm: Protects area from weather related effects. Final Reward: Sends the spirit of the target on to the Afterlife.
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Lunar Veil: Nullifies lycanthropes, moon-based spells and low-light vision Silverskin: Subject is sheathed in silver, which provides numerous protections. Summon Otherworldly Creature: You summon an outsider of your creature-type to serve you.
9th-Level Spells Sirocco: Creates a powerful sand storm.
Ranger Spells 3rd-Level Spells Wall of Sand: Creates a wall or dome of sand.
Sorcerer/Wizard Spells 1st-Level Spells Discern Age: Accurately determine subjects’ age. Phantom Musician: Allows one instrument to float and play by itself. Silverkiss: Temporarily coats weapons with silver.
2nd-Level Spells Haunted: Subject senses unnerving random hallucinations. Temporal Bolts: Bolts of energy age targets.
3rd-Level Spells Northwind: Blasts foes with frosty air. Past Pain: Time folds and reopens old wounds. Thunderstrike: One victim is struck by electrical and sonic damage.
4th-Level Spells Wall of Sand: Creates a wall or dome of sand.
5th-Level Spells Circle of Moonlight: Protects against lycanthropes and undead. Glimpse of the Reaper: Target is shaken by visions of its own death. Wall of Time: Creates a wall with a number of different temporal effects.
6th-Level Spells Shared Fate: Links two targets. What happens to one happens to both. Sirine’s Song: Powerful charm effect, directional. Temporal Strike: As temporal bolts, but also affects subjects gear, clothing, etc. Wind Shear: Batters the area with very high winds.
7th-Level Spells Curse of Lycanthropy: Victim becomes a werecreature. Hybrid Form: You take on a half-beast form. Ripening: Temporarily age subject a lot. Static Fog: Time greatly slows for those within area.
8th-Level Spells Eye of the Storm: Protects area from weather related effects. Shadow Tentacles: Shadows animate and attack with a number of effects. Silverskin: Subject is sheathed in silver, which provides numerous protections. Summon Otherworldly Creature: You summon an outsider of your creature-type to serve you.
benefits of having had a full night’s sleep (including re-memorizing spells that have already been cast.) Unwilling creatures are unaffected by this spell. A creature may only receive the benefits of this spell once every five days. Material Component: Wood ash from a campfire no older than a week.
9th-Level Spells Temporal Displacement: You and others travel through time.
Bestial Attribute
Abjuration Level: Clr 5, Drd 5, Sor/Wiz 5 Components: V, S, M Casting Time: 1 action Range: Touch Area: 10ft. radius Duration: 10 minutes/level Saving Throw: See below Spell Resistance: Yes
The subject of this spell gains a single physical attribute of the caster’s creature-type. She may gain the creature-type’s natural ability score (Strength, Constitution, or Dexterity), attack form (claw, bite, sting, etc.), mode of locomotion (running speed, wings to fly, fins to swim, etc.), camouflage, senses, or means of respiration (gills/amphibious). Which attribute gained is under the control of the caster and once set, cannot be changed.
You create a spherical barrier marked by a visible circular halo of white light. This barrier prevents any lycanthrope or undead of 5 Hit Dice or less from entering the sphere or physically touching those inside it. Lycanthropes and undead of 6 Hit Dice or more must make a Will save in order to pass through and take 3d6 hit points of damage upon doing so. The barrier also acts against flying or incorporeal undead who may try to bypass it by entering from above or below the visible halo. The damage is only inflicted once, though affected creatures must make a successful Will save each round within the area of effect or flee as if panicked.
om Campfire Lullaby (Open Game Content fr from
Corrupt Weapon
ess .) Spells & Magic, Copyright 2002, Bastion Pr Press ess,, Inc Inc.) Enchantment (Compulsion) [Mind-Affecting] Level: Brd 5, Clr 5 Components: V, M Casting Time: 10 minutes Range: Close (25 ft. + 5 ft./2 levels) Target: Several living creatures within a 15 ft. radius burst. Duration: 1 hour Saving Throw: Will negates* Spell Resistance: Yes When sung to a group of creatures that willingly succumb to it, regardless of HD, they gain all of the
Evocation Level: Clr 4 Components: V, S Casting Time: 1 action Range: Touch Target: Weapon touched Duration: 1 round /level Saving Throw: None Spell Resistance: No Casting this spell allows the cleric to channel unholy energies into her weapon, giving it tremendous power for smiting good. The weapon acts as a +5 magical weapon and deals double damage against good aligned opponents. The weapon also emits a protection against good
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Transmutation Level: Clr 2 Components: V, S Casting Time: 1 action Range: Touch Target: 1 creature Duration: 1 hour/level Saving Throw: Reflex negates Spell Resistance: Yes
Circle of Moonlight
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spell. If this spell effect should be dispelled, the weapon creates a new spell effect on the following round as a free action. The bonuses provided by this spell will not stack with other spells or permanent magical powers of the weapon and will supersede those effects for the duration of the spell.
Lycanthropy Curse Table 1d10 1-2 3 4-5 6 7-9 10
Creature Companion
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Conjuration [Summoning] Level: Clr 6 Components: V, S, DF Casting Time: 10 minutes Range: Close (25ft. +5ft./level) Effect: One summoned creature Duration: 1 hour/level (D) Saving Throw: None Spell Resistance: No This spell summons an average specimen of the caster’s creature-type to act as the caster’s familiar. The creature gains all of the special gifts and benefits of being a familiar as dictated in the Player’s Handbook and subject to the caster’s level. The caster is also subject to the same rules and effects, should the “familiar” die before the spell expires. Should this happen, the caster must make a Fortitude save (DC 18) or lose 200 XP per caster level. A successful save will reduce the loss by half. The caster may end the spell and dismiss the “familiar” before the spell expires with no XP loss incurred.
Curse of Lycanthropy
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Necromancy Level: Clr 6, Sor/Wiz 7 Components: V, S, M Casting Time: 1 full round Range: Touch Target: One creature Duration: Permanent Saving Throw: Fort negates Spell Resistance: Yes With a single touch, you infect the target with a form of lycanthropy. This is a magical form of the disease and therefore cannot be cured with natural herbal remedies. However, remove curse,
Type Werebear Wereboar Wererat Weretiger Werewolf Other, GM’s choic remove disease or other similar or more powerful spells (wish, miracle, etc.) may successfully cure the condition. Once the spell takes effect, the target assumes the lycanthrope template and is considered a shapeshifter thereafter. The animal type the victim assumes may be randomly determined on the following table:
Dark Gift Transmutation Level: Clr 6 Components: V, S, M Casting Time: 1 action Range: Touch Target: One creature Duration: 1 round + 1 round/ level Saving Throw: Fort negates Spell Resistance: Yes Drawing upon the dark powers of the Underworld, the recipient of this spell is slightly transformed, growing a set of small horns or antlers or a barbed tail. She also gains a fiendish ability or trait. The player should roll a d6 on the following “fiendish powers table:” 1 Immunities (Ex): Immune to all fire and poison. 2 Resistances (Ex): Cold and Acid Resistance 20. 3 See Through Darkness (Su): Can see in total and magical darkness as if in daylight. 4 Fear Aura (Su): As a free action, you can create an aura of fear around you in a 5ft. radius.
This is identical to a fear spell cast by a 12th level sorcerer (DC17). 5 Regeneration (Ex): You still take normal damage from holy or blessed weapons of at least +2 enchantment. 6 Summon Fiends (Sp): One time, you can gate in 1d10 2 HD evil Outsiders or 1d4 6 HD evil Outsiders.
At the spell’s completion, the resolution to the argument (if there is one) will be known by all participants. All participants will sense only information directly involved in the conflict. This spell can in no way be used to pilfer secrets from a participant’s mind.
Drinking Song Discern Age Divination Level: Clr 1, Drd 1, Sor/Wiz 1 Components: V, S, M Casting Time: 1 action Range: Close (25ft. +5ft./level) Target: One creature or object Duration: Instantaneous Saving Throw: Will negates Spell Resistance: Yes
Divine Arbitration Divination Level: Clr 5 Components: V, S, M Casting Time: 1 action Range: Close (25ft. + 5ft. /level) Target: Two individuals and caster Duration: Instantaneous Saving Throw: None Spell Resistance: No When two sides of an argument just can’t see eye to eye, the cleric can use divine arbitration as a fair and unbiased way to resolve the conflict. Both parties must agree to trust the outcome of the spell and fully cooperate in its casting. As the spell is cast, all three minds (yours and the participants) are briefly joined on a sub-conscience level and all three will completely understand the motivations and point of view of the others in regards to the conflict only.
Enchantment [Mind-Affecting] Level: Brd 4, Clr 4 Components: V, M Casting Time: 1 full round Range: Close (25 ft. + 5 ft./level) Target: All living creatures within range Duration: Concentration Saving Throw: Will negates Spell Resistance: Yes
One reason bards are so popular in the common taverns and ale houses of many a city isn’t because of their ability to tell tales, recite heart-wrenching poetry, or play instruments with the skill of virtuoso performers, but because the have a tendency to make even the most dreary gathering fun. When an accomplished bard or cleric (8+ ranks in the Perform skill) casts this spell, all living creatures within range who fail their Will save gain a temporary +4 enhancement bonus to Charisma and becomes utterly drunk for the duration. Bards or clerics with fewer than 8 ranks of the Perform skill only impart a +2 enhancement bonus to Charisma and the drunkenness lasts for half as long. Drunken characters are treated as if they were nauseated for the duration of the spell. Unwilling targets that successfully resist this spell immediately attempt to attack the bard. Material Component: One alcoholic beverage for every creature affected.
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You know the exact age of the target within a oneyear span. This knowledge can be helpful in determining the authenticity of ancient text, whether a wine is ripe or gone bad, how long a lich has been undead, when a magic sword was crafted or the approximate power of a dragon. You may also determine the age of long-lived creatures such as an elf or dragon. However, this spell will yield no information when cast upon ageless or immortal creatures, even if the target has only recently been elevated to that position.
(Open Game Content fr om Spells & Magic, from Copyright 2002, Bastion Pr ess .) Press ess,, Inc Inc.)
Equalization Enchantment (Compulsion) [Mind-Affecting] Level: Clr 8, Drd 8 Components: V, S, M Casting Time: 1 action Range: Close (25ft. + 5ft./ level) Target: 1 creature Duration: Permanent Saving Throw: Will negates Spell Resistance: Yes
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This spell attempts to bring radically aligned individuals toward a more balanced view of themselves and the world around them. The target creature must make a Will save or the most radical aspect of its alignment will shift toward neutral. (Example: if the target’s alignment is Lawful Evil and he acts more lawful than evil, then the lawful aspect will shift making him Neutral Evil.) If the target already has a neutral component to its alignment, then the shift will make the new alignment Neutral or “true neutral”. The effects of the alignment shift are immediately registered upon the target as well (loss of paladin status, ability to wield certain weapons, etc.) when the spell takes effect.
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Eye of the Storm Abjuration Level: Clr 8, Drd 8, Sor/Wiz 8 Components: V, S, M Casting Time: 1 action Range: Touch Area: 25ft. radius Duration: 10 rounds + 1 round/ level Saving Throw: Will negates Spell Resistance: Yes The eye of the storm creates a zone that nullifies all weather-related effects centered upon the touched target, be it a person or an object. Within the eye, all effects such as lightning, sleet, hail, wind, rain, snow and ice cease to function. In the area of effect, there is only calm air and mild temperatures. This does not prevent spells such as wall of ice, shocking grasp or flame strike.
Final Reward
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Necromancy Level: Clr 8, Drd 8 Components: V, S, DF Casting Time: 1 full action Range: Medium (100ft. + 10ft./level) Target: One creature/ 2 levels Duration: Instantaneous Saving Throw: Will negates Spell Resistance: Yes By means of this spell, the caster forces the “ka” (soul) of the target on to its rightful destination. This causes tormented spirits and unwilling undead alike trapped on the material plane to be
released to their appropriate outer plane, whether they will it or not. Final reward allows any spirit or undead to be freed of all known forms of binding including magic jar, control undead, trap the soul and even soul bind. However, upon release, the spirit or soul of the target cannot remain on the material plane and must move on to its proper plane.
Glimpse of the Reaper Divination [Fear, Mind-Affecting] Level: Clr 5, Sor/Wiz 5 Components: V, S Casting Time: 1 action Range: Medium (100ft. + 10ft./level) Target: One creature Duration: 10 minutes/level Saving Throw: Will negates Spell Resistance: Yes The target of this spell receives quick flashes of visions of its own death. Dark, disturbing and menacing forms coupled with an intense feeling of dread fill the mind of the target. These visions are so upsetting that the subject becomes shaken and unable to maintain concentration without great efFort All Concentration checks and Will saves are at a –4 morale penalty due to the unnerving nature of the spell. The glimpses of the future are quick, vague, somewhat distorted and cloaked in shadows, so the visions are no help if the victim tries to use them to avoid the inevitable.
Haunted Illusion (Phantasm) [Fear, Mind-Affecting] Level: Clr 2, Sor/Wiz 2 Components: V, S, M Casting Time: 1 action Range: Close (25ft. + 5ft. /level) Target: 1 subject Duration: 1 hour + 10 minutes /level Saving Throw: Will negates Spell Resistance: Yes The unfortunate target of this spell is “haunted” by spectral visions out of the corners of his eyes—
quick shadows, eerie sounds, odd smells and creepy sensations. The victim will believe that he or the world around him is going mad. These illusions are meant to set the victim on edge, keeping him somewhat distracted. The victim receives a -2 circumstance penalty to Initiative rolls as well as any Balance, Concentration, Disable Device, Listen, Open Locks, Perform or Pick Pocket skill checks.
Heavenly Blessing Transmutation Level: Clr 6 Components: V, S, M Casting Time: 1 action Range: Touch Target: 1 creature Duration: 1 round + 1 round/ level Saving Throw: Fort negates Spell Resistance: Yes
Hybrid Form Transmutation Level: Clr 8, Drd 7, Sor/Wiz 7 Components: V, S, M Casting Time: 1 action Range: Touch Target: One creature Duration: 1 hour /level
The subject of this spell takes on an anthropomorphic, bipedal, half-bestial form. Features of the new form usually include, but are not limited to, an animalistic head, coat or skin of the creaturetype, prehensile claws and a tail. The subject is automatically proficient in the use of its new natural weapons and gains the following benefits: • A +2 natural bonus to AC, Strength, Constitution, Dexterity and Fortitude saves. • Any extraordinary senses the standard creature-type possesses. • Damage Reduction 10/silver. The creature-type of the caster determines the animalistic characteristics of the new form. If the caster has no creature-type (druids, sorcerers, wizards) then the material component must be a piece of the creature-type desired (hair, bone, feather, etc.).
Lunar Veil Abjuration Level: Clr 9, Drd 8 Components: V, S, M Casting Time: 1 action Range: Long (400ft. + 40ft./level) Area: 50ft. radius circle Duration: 1hour/level Saving Throw: None Spell Resistance: No All creatures within the spell’s effect see the moon eclipsed, if the moon is visible. This is an illusion and has no real bearing on the effect of the spell upon those within its area. All forms of low-light vision fail within this area as well as any moonbased spells. Each spell effect must save as if targeted by dispel magic in order to continue to function. The true power of this spell, however, is to nullify all lycanthropes. Each and every lycanthrope within the area of effect loses its shapeshifter status along with all powers and benefits associated with lycanthropy. This can be a huge blessing for those who see lycanthropy as a curse or a bane for those who revel in it.
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Drawing upon the powers of the higher planes, the recipient of this spell is slightly transformed, gaining golden or silvery eyes, golden tinted skin or silvery hair. She also gains a celestial ability or trait. The player should roll a d6 on the following “celestial powers table:” 1 Menace (Su): A look of righteousness surrounds you in a 20ft. radius. All those within must make a Will save (DC 16) or suffer a –2 morale penalty to attacks, AC, and saves until they successfully hit you. 2 Magic Circle against Evil (Su): Same as the spell as if cast by a 12th level sorcerer. 3 Immunities (Ex): Immune to Electrical and Petrification attacks. 4 Resistances (Ex): Cold and Acid Resistance 20 and a +4 innate bonus against poisons. 5 Keen Vision (Ex): Low-light vision and darkvision 60ft. 6 Teleport (Su): Can teleport without error at will (self and up to 50 pounds of objects).
Saving Throw: Reflex negates Spell Resistance: Yes
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Northwind Evocation Level: Clr 2. Sor/Wiz 3 Components: V, S, M Casting Time: 1 action Range: Close (25ft. +5ft./ level) Duration: 1 round Effect: Jet of frosty air (cone 15ft. at terminus) Saving Throw: Fort 1/2damage Spell Resistance: Yes The northwind spell causes a thin cone of ice-crystal filled air to blast out from the caster’s outstretched hand. All creatures within the area of effect must make a Fort save or take 3d6 points of cold damage. Also creatures caught in the area of effect are only allowed one partial action for the remainder of the round as they fight against the force of the blast.
Egyptian Gods
Past Pain Conjuration Level: Clr 3, Sor/Wiz 3 Components: V, S Casting Time: 1 action Range: Close (25ft. +5ft./level) Target: One creature Duration: Instantaneous Saving Throw: Will negates Spell Resistance: Yes The caster causes previously healed wounds on the target to reopen. This inflicts 3d8 points of damage +1 point/caster level. Exactly which wounds of the past reopen are random and cannot be influenced by the caster.
Phantom Musician Conjuration (Creation) Level: Clr1, Brd 1, Sor/Wiz 1 Components: V, S, M Casting Time: 1 action Range: Touch Target: one musical instrument Duration: 1 hour/ level Saving Throw: None Spell Resistance: No
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This spell causes a musical instrument to hover above the ground, then animate itself and play. The instrument can play any song, melody, or tune the caster knows and she can change the tune played at will as long as she is within 100ft. of the instrument. The instrument can play continuously, repeating the same tune, or it can be
enspelled to play up to five tunes in any order desired up through the duration of the spell.
Piper’s Call Enchantment (Charm) [Mind-Affecting] Level: Clr 7 Components: V, S, M Casting Time: 10 minutes Range: Medium (100ft. + 10ft./ level) Effect: Calls and charms creatures Duration: 1 hour/ level or until completed Saving Throw: Will negates Spell Resistance: Yes The caster must either sing or play music to cast piper’s call. All creatures of a particular type chosen at the time of casting must make a Will save or be drawn toward the caster. (Use the ranger’s favored enemy list for examples.) At the end of 10 minutes (the casting time), the caster can then use a suggestion (no save) on all creatures that answered her call. Those creatures of the type chosen for the spell that saved are still aware of the attempted summoning and may come to investigate anyway.
Purge of Darkness Evocation [Evil] Level: Clr 9 Components: V, S, DF Casting Time: 1 full round Range: Long (400ft. +40ft./ level) Area: 100ft. radius blast Duration: Instantaneous Saving Throw: Fortitude partial Spell Resistance: Yes The cleric calls down a black bolt of energy from the sky to mark the center point of the spell. When the bolt strikes, a ring of cloying darkness expands out in a 100 foot radius from the point of impact. All good creatures caught within the area of effect must make a Fort save or take 10d10 + 10 points of damage. Those who save still take half damage. All good-based magic items must make a Will save or be disjoined as if struck by a Mordenkainen’s disjunction spell. Divine Focus: Cleric’s unholy symbol, which is consumed.
Purge of Might
Ripening
Evocation [Good] Level: Clr 9 Components: V, S, DF Casting Time: 1 full round Range: Long (400ft. + 40ft./ level) Area: 100ft. radius blast Duration: Instantaneous Saving Throw: Fortitude partial Spell Resistance: Yes
Transmutation Level: Clr 8, Sor/Wiz 7 Components: V, S, M Casting Time: 1 action Range: Touch Target: One creature Duration: 1 hour/level Saving Throw: Ref negates Spell Resistance: Yes
The cleric calls down a golden bolt of energy from the sky to mark the center point of the spell. When the bolt strikes, a ring of shimmering light expands out in a 100 foot radius from the point of impact. All evil creatures caught within the area of effect must make a Fort save or take 10d10 +10 points of damage. Those who save still take half damage. All Evil-based magic items must make a Will save or be disjoined as if struck by a Mordenkainen’s disjunction spell. Divine Focus: Cleric’s holy symbol, which is consumed.
Conjuration (Healing) Level: Clr 9 Components: V, S, and DF Casting Time: 10 minutes Range: Touch Target: Dead or undead creature touched Saving Throw: None Spell Resistance: Yes Restore life spell is very similar to a resurrection spell with one major difference. Restore life can restore any undead to its former living self. This can mean that a cursed ghost or vampire can have another opportunity at life or that it could strip a lich of its very power. The success of this spell depends upon the caster’s deity deeming that the subject is worthy of a second chance at life (GM’s prerogative or a chance for the caster to role-play convincing his or her god to allow this spell to work). For this reason, there is a high rate of failure with the casting of this spell.
Shadow Tentacles Conjuration Level: Clr 8, Sor/Wiz 8 Components: V, S, M Casting Time: 1 action Range: Close (25ft. +5ft./level) Area: 30ft. radius Duration: 1round/level Saving Throw: Reflex negates. (see below) Spell Resistance: Yes This spell causes shadows within the area of effect to animate and attack individuals chosen by the caster. One dark tentacle per caster level emerges from these shadows. A successful melee touch attack roll must be made for each individual tentacle. Shadow tentacles can be cast with one of three effects. Once the effect is chosen it cannot be changed for the duration of the spell. To determine the effect of a successful hit, consult the table below; multiple effects are possible against a single target, if it is within range of more than one tentacle or remains in melee range for additional attacks. 1. The subject takes 6d8 points of cold damage and is slowed for the spell’s duration. A Fortitude save may be made for half damage, but the subject is still slowed. 2. The subject gains 1d4+1 negative levels. Twenty-four hours after gaining these negative levels, the subject must make a Fortitude save. If the save is successful, the subject shrugs off the negative levels
Egyptian Gods
Restore Life
The subject of this spell temporarily ages a full onethird of its natural, average life span. Consult the Player’s Handbook for the effects of aging. The subject can never die directly from this spell; however, creatures of advanced age tend to be more frail and easier to injure. Conversely, creatures that gain power as they age, such as dragons, can temporarily gain great benefits from this spell. Ageless or immortal creatures are not affected by this spell.
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with no other effects. If the save fails, the subject loses one character level permanently as well as the negative levels. The subject is plane shifted to the plane of Shadows (or to whatever dark plane fits into your campaign). The subject must make a successful Will save to avoid this affect.
Shared Fate
Egyptian Gods
Necromancy Level: Clr 6, Sor/Wiz 6 Components: V, S, M Casting Time: 1 action Range: Close (25ft. +5ft./ level) Target: two individuals Duration: 10-minutes/ level Saving Throw: Will negates Spell Resistance: Yes
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Silverskin Abjuration/Conjuration Level: Clr 8, Drd 8, Sor/Wiz 8 Components: V, S, M Casting Time: 1 action Range: Personal Effect: Covers your body in enchanted silver Duration: One minute/level Saving Throw: None Spell Resistance: No
With treachery a constant threat, shared fate allows a meeting between two rivals to be as safe as possible. This spell links two individuals in such a way that if harm should come to one, then the other will suffer the same harm. Wounds, poisons, and spell effects are shared, affecting both participants regardless of the source. If one participant dies while linked in shared fate, the other participant must make a Fortitude save against this spell or perish as well.
Your entire body (but not clothing or equipment) becomes sheathed in a thin coating of gleaming silver. The metal is as flexible and comfortable as your own skin. Although the silver covers every part of your body, it does not interfere with any of your natural senses. Silverskin provides you with the following protections and benefits: • DR 30/+4 • Open hand attacks act as +1 silvered weapons doing 1d4+1 damage. • Creatures vulnerable to silver take 1d4 points of damage +1/level if they physically touch/attack you. • Immunity to light- and color-based spells and effects. • Immunity to all gaze attacks. • Cast silverkiss at will. (one large-sized weapon/round)
Silverkiss
Sirine’s Song
Conjuration Level: Clr 1, Drd 1, Brd 1, Sor/Wiz 1 Components: V, S Casting Time: 1 action Range: Touch Effect: Coats weapons with silver Duration: 1 minute/level Saving Throw: None Spell Resistance: No
Enchantment (Compulsion) [Mind-Affecting] Level: Clr 6, Brd 6, Sor/Wiz 6 Components: V, S Casting Time: 1 action Range: Medium (100ft. +10ft./ level) Area: Quarter circle emanating from you to extreme of the range. Duration: 1 round/ level Saving Throw: Will negates Spell Resistance: Yes
With a touch, you can coat a weapon with a thin but durable layer of silver. You can cover one large-sized weapon per level (or two mediumsized, four small-sized, or eight tiny-sized weapons per level). For the duration of the spell, affected weapons should be treated just as normal silvered weapons in regard to their effectiveness against certain creatures. However, they still retain a core of their original material and still save as that material or silver, whichever is better.
The caster must sing or play music and concentrate in the direction she wishes the spell to affect. All within the area must make a Will save or be drawn to and mesmerized by the music. Those drawn in are completely oblivious of their surroundings or to any dangers nearby. Once a creature reaches the caster, it stands still in a trance until the music stops, even if the spell’s duration has expired. Those creatures entranced can be easily awakened by touch or other effects, but noise alone will not break the spell’s effects.
Summon Otherworldly Creature
Conjuration (Summoning) Level: Clr 9, Drd 9 Components: V, S, DF Casting Time: 1 minute Range: Long (400ft.+ 40ft./level) Effect: 250ft.-radius static sand storm Duration: Concentration (maximum 10 rounds) (D) Saving Throw: See text Spell Resistance: Yes
Conjuration (Summoning) Level: Clr 9, Drd 8, Sor/Wiz 8 Components: V, S, M Casting Time: 1 full round Range: Close (25ft. + 5ft./level) Effect: Summons an outsider to serve you Duration: 1 round/level (D) Saving Throw: None Spell Resistance: No
This spell creates an enormous sand storm. High winds drive sand and pebbles, pelting all creatures within its area for 3d6 points of damage/round (Fort save each round for half damage). The storm also produces a large amount of static lightning. Each round, 1d4 randomly chosen targets are struck with a strong jolt of electricity, taking 5d6 points of electrical damage (Reflex save for half damage). The high winds within the storm reduce both movement and vision to one half. Beginning on the second round, the caster may direct the storm to move at a rate of 60ft. per round in any direction she wishes. The caster must use one round to halt the storm’s progress if she wishes to change its direction at any time after its initial movement.
This spell summons an outsider to serve you. The creature summoned can be chosen by the caster from any of the Summon Monster tables found in the Player’s Handbook. Other substitutions can be made with the GM’s approval. Regardless, the one limitation is that the creature summoned must be of the caster’s creature-type. For the duration of the summoning, the caster has a telepathic/empathic link to the servitor creature, and it will follow its master’s orders to the best of its ability. It will fight to the death if need be, and will act as a bodyguard if ordered to do so. See the description of monster summoning I in the Player’s Handbook for further details.
Static Fog Transmutation Level: Clr 7, Sor/Wiz 7 Components: V, S, M Casting Time: 1 action Range: Medium (100ft. + 10ft./level) Area: 30ft. radius Duration: 1 minute/level (outside the effect) Saving Throw: None Spell Resistance: No You create an immobile, grayish fog bank. Visibility into or out of the fog is reduced to mere dark, vague shapes. For those within the fog, visibility is somewhat darkened, but still within normal range and there is a distinct smell of ozone. Within the fog, time slows so that for each round (6 seconds) spent inside, one minute passes without. This temporal dampening causes all creatures to move at one half their normal rate and causes all projectiles to immediately slow and fall useless as soon as they are released. Likewise, any magical effect with a range other than personal or touch immediately fizzles out without effect.
Temporal Bolts Evocation Level: Clr 2, Sor/Wiz 2 Components: V, S Casting Time: 1 action Range: Close (25ft.+ 5ft./level) Targets: Up to five creatures, no two more than 30ft. apart. Duration: Instantaneous Saving Throw: None Spell Resistance: Yes A small sphere of static energy springs from your hand to strike your foe. You must make a successful ranged touch attack for each bolt. The spell causes a small portion of the target to rapidly age, causing 2d4 points of damage +1 point/level. Only organic creatures, including most corporeal undead, can be affected. For every two levels of experience, you gain one such missile for a maximum of five at 10th level or higher. You may choose one target or multiple targets, but you must make an attack roll for each missile and all targets must be within 30ft. of each other as well as within the caster’s range.
Egyptian Gods
Sirocco
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Temporal Displacement
Egyptian Gods
Transmutation Level: Clr 9, Sor/Wiz 9 Components: V, S, M and XP Casting Time: 1 hour Range: Touch Targets: All creatures touched Duration: See text (D) Saving Throw: None Spell Resistance: No You and all creatures linked to you through touch travel either into the future or the past. This spell shifts travelers through time but not space. The caster must have a specific time in mind and must retain full concentration during the casting or risk missing her mark. If the caster should be disturbed during the casting and she fails any required concentration checks, she and all travelers still pass through time but miss their temporal mark by 2 days/point missed on the concentration check. All travelers may remain time displaced for up to 24 hours/2 levels of the caster before being thrown back to the time from which the spell was cast. For each 24-hour period spent displaced from their original time, each traveler must sacrifice 3000 XP as the price for crossing the time stream. The caster may send any or all fellow travelers back at will; when she returns to her original time, the spell ends and all others return as well. Traveling into the future can be very enlightening but traveling into the past has dangers all its own. If the travelers should seriously affect the timeline, they will “return” to an alternate timeline at the spells completion. And returning the timeline to the way it was before will be very difficult at best. Note: This spell is usually cast at dawn, midnight, or noon in order to mark the passage of each 24-hour period
Temporal Strike
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Evocation Level: Clr 6, Sor/Wiz 6 Components: V, S, M Casting Time: 1 action Range: Medium (100ft.+ 10ft./level) Target: Up to 5 creatures, no two more than 30ft. apart Duration: Instantaneous Saving Throw: None Spell Resistance: Yes An advanced version of the temporal bolts spell, temporal strike sends a small bolt of static energy from your hand to strike your target with
each successful ranged touch attack. While its effects of rapid aging are similar, it deals 2d8 points of damage +1 point/level for each bolt released. For every three levels of experience, you gain one such bolt, starting with three and up to a maximum of five at 15th level. Like temporal bolts, you may choose one target or multiple targets, but you must make an attack roll for each missile and all targets must be within 30ft. of each other as well as within the caster’s range. In addition, each bolt can affect one spell or spell-like effect or one active magic item on the personage of the target. Only temporary magical effects can be affected. The GM should choose a random magical effect on the target and roll a dispel check as per the spell dispel magic. There is no caster level maximum when computing the dispel check.
Thunderstrike Evocation [Electricity, Sonic] Level: Clr 3, Drd 3, Sor/Wiz 3 Components: V, S, M Casting Time: 1 action Range: Medium (100ft. +10ft./ level) Area: 5ft. radius burst Duration: Instantaneous Saving Throw: Reflex half Spell Resistance: Yes You command a powerful jolt of energy to erupt at the point of origin. All within the spell’s 5-footradius must make a Reflex save or suffer 1d6 +1 points of combined electrical and sonic damage per caster level (maximum 10d6+10). The blast is very quick and does not pose a threat of igniting nearby combustibles; however, it will char and ignite any combustibles at the point of origin.
Wall of Sand Conjuration (Creation) Level: Clr 3, Drd 3, Rgr 3, Sor/Wiz 4 Components: V, S, M Casting Time: 1 action Range: Medium (100ft.+10ft./level) Effect: Anchored plane of sand up to one 10ft. square/level, or hemisphere of sand with a radius of up to 3ft.+ 1ft./level. Duration: 1 minute/level Saving Throw: See text Spell Resistance: Yes This spell creates a barrier of animated sand which can be realized either as an anchored plane or a hemisphere, depending on the version chosen. The
surface of the wall is malleable, but always shifts back to its original shape. Because of this, physical blows to the wall are impotent. Some spells, on the other hand, can and do open the wall for an extended amount of time. The plane of sand version of this spell is primarily used as a defensive measure against pursuers and can be very effective to close off a cave or valley entrance. The hemisphere version can also be used in a defensive manner against air assault or bad weather. From the outside, it is indistinguishable from most large sand dunes, so it can also be used to hide creatures or objects in plain sight within the deep desert. If a creature climbs over a false dune created by this spell, it must make a Wilderness Lore check with a +2 circumstance bonus to detect that it is not a natural dune.
Wall of Time
This spell creates an energy barrier realized as an anchored plane or hemisphere, depending on the version chosen. The spell’s transparent energy randomly pulsates with flashes and streaks of energy within its area of effect. The wall does not hinder any solid, liquid, or gas from passing through, but anything that contacts the wall (either simple touch or passing through it) is subject to a temporal effect as shown in the table below. There is no save against this affect. 1d6 Effect 1 Subject is affected by a single temporal bolt. 2 Subject is affects by a single temporal strike. 3 Subject ages 10 years. See the Player’s Handbook for effects of aging. 4 Subject becomes 10 years younger. 5 Subject is shifted 1d3 rounds into the future. 6 Subject is shifted 1d3 rounds into the past. Although the wall does not prevent material items or creatures from passing through, it does scramble any spells attempting to penetrate its surface and nullifies that energy; only dispel magic
Weighing the Balance Divination Level: Clr 1, Drd 1 Components: V, S Casting Time: 1 action Range: Close (25ft. +5ft./ level) Area: 1 creature Duration: Instantaneous Saving Throw: Will negates Spell Resistance: Yes The caster can determine how far out of balance a creature is from true Neutral. The spell reveals only along which axis, or both, the subject’s alignment is out of balance. Good/Evil or Law/Chaos. The caster has a 5% chance/ level to determine which way the target’s alignment swings on either axis. Obviously, the DM should make this roll in secret.
Wind Shear Evocation [Air] Level: Clr 6, Drd 6, Sor/Wiz 6 Components: V, S, M Casting Time: 1 action Range: Medium (100ft. + 10ft./ level) Area: 30ft diameter cylinder Duration: 1 round Saving Throw: Reflex half Spell Resistance: No
Egyptian Gods
Conjuration (Creation) Level: Clr 4, Sor/Wiz 5 Components: V, S, M Casting Time: 1 action Range: Medium (100ft.+10ft./level) Effect: Anchored plane of transparent energy up to one 10ft. square/level, or hemisphere of transparent energy with a radius of up to 3ft.+1ft./level. Duration: 1 minute/level Saving Throw: See text Spell Resistance: Yes
can directly affect the wall of time (its DC is 15 + caster level to resist the dispel).
You cause a 30ft. diameter cylinder of pummeling winds to bash down on an area. The cylinder is 10ft high/ level and any flying creatures caught within it will be forced down to the ground, taking 1d8 points of damage/ 10ft fallen. Any creatures on the ground and within the spells effect take 3d6 points of damage and all creatures within are forced to the ground and prone at the end of the spell’s duration.
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Lesser Powers and Monsters Am-Ren
Egyptian Gods
(Open Game Content fr om Minions: from ess Fearsome Foes, Copyright 2001, Bastion Pr Press ess,, Inc .) Inc.) Medium-Size Outsider (Chaos, Evil) Hit Dice: 6d8-6 (21 hp) Initiative: +3 (Dex) Speed: 40 ft. AC: 17 (+3 Dex, +4 Natural) Attacks: 2 claws +8 melee, bite +3 melee Damage: Claws 1d4+2 plus 1d6 fire, bite 1d6+1 Face/Reach: 5 ft. by 5 ft./5 ft. Special Attacks: Name theft, name eating Special Qualities: Blindsight, uncanny dodge Saves: Fort +4, Ref +8, Will +8 Abilities: Str 14, Dex 17, Con 8, Int 12, Wis 16, Cha 12 Skills: Concentration +5, Hide +11, Jump +10, Knowledge (religion) +9, Listen +11, Move Silently +11, Spot +11 Feats: Combat Reflexes, Power Attack
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Climate/Terrain: Any desert or underground Organization: Solitary Challenge Rating: 3 Treasure: Standard Alignment: Always chaotic evil Advancement: 7-12 HD (Medium-size); 13-18 HD (Large) Am-ren are the demonic eaters of names, unholy creatures that dwell in tombs, necropolis, and other desolate places. An am-ren is humanoid, about four feet in height, with a hairless hide that resembles the cracked red stone of the desert. Although well muscled, the am-ren appears to be starving to death. Its eyes are pits of darkness into which light disappears, and the flesh of its face so withered and emaciated that the skin is torn around the eyes and mouth, leaving open wounds that glisten with blood and expose rows of gnashing teeth. Am-ren move with uncanny speed and possess almost supernatural reflexes. Am-ren seem unable to speak, but understand all spoken languages. Those who intend to face one of the am-ren often take special precautions to prevent the creature from learning their names, for such is the food of the monster.
Combat An am-ren enters combat when its feeding is disturbed, often by tomb guardians or exploring adventurers. It attacks by plunging smoking black talons into the body of its opponent, inflicting fire damage in addition to normal damage with a successful strike. It also snaps at foes with its foul teeth. If the am-ren knows or hears the name of an opponent, it can attempt to steal it away and devour it. Devouring a character’s name is the most fearsome harm that an am-ren can inflict upon a creature. Blindsight (Ex): An am-ren is able to perceive its surroundings through nonvisual means to a range of 60 feet. Uncanny Dodge (Ex): An am-ren retains its Dexterity bonus to AC regardless of being caught flat-footed or struck by an invisible attacker. It still loses its Dexterity bonus to AC if immobilized, and it may be flanked normally. Name Theft (Su): An am-ren may steal an opponent’s name as a standard action if a Will save (DC 15) is failed. A victim of name theft temporarily loses its sense of identity, suffering confusion for 6 rounds. The am-ren must know the opponent’s name, perhaps by hearing it spoken, reading a written record, or some other means. The confusion effect acts like the confusion spell cast by a 6th-level sorcerer. Name Eating (Su): As a full round action, the am-ren can attempt to devour the name of an opponent suffering confusion due to name theft. The am-ren usually attempts to retreat to a secure location to use this ability, possibly drawing an attack of opportunity as it retreats. If the am-ren is attacked while attempting to devour a name, it must make a Constitution check or lose the action. A character whose name is devoured immediately gains 2 negative levels and must make an additional Will save (DC 15). Failure indicates that the character remains under the effects of confusion until cured. Each dawn the character has the opportunity to make another Will save to negate the confusion effect; otherwise, only a heal, remove curse, or a restoration spell can cleanse the character’s soul of the chaos. Even after the confusion is thrown off the name is still considered “devoured,” and the character cannot recognize her former name until a greater restoration spell is cast on her behalf.
Medium-Size Undead (Incorporeal) Hit Dice: 4d12 (26 hp) Initiative: +1 Speed: Fly 50 ft. (perfect) AC: 15 (+1 Dex, +4 deflection) Attacks: Incorporeal touch +3 melee Damage: Incorporeal touch 1d4 temporary Constitution drain Face/Reach: 5ft. by 5ft./ 5ft. Special Attacks: Alignment Shift, Constitution drain Saves: Fort +1, Reflex +2, Will +4 Abilities: Str —, Dex 12, Con —, Int 14, Wis 13, Cha 18 Skills: Listen +7, Search +7, Spot +7
Turn Resistance: Defilers gain a +4 bonus to resist any turn, rebuke, command or bolstering attempt by any cleric or paladin of any god other than the dark power that sent them. Spell-like Abilities (Su): At will—bane, cause fear, contagion, curse water, detect evil, doom, desecrate, and dispel magic; 1/day—dispel good and unhallow. Defilers may cast these spells as a 7th level cleric. (DC 13 + spell level) Alignment Shift (Su): A defiler may, at will, forgo any Constitution ability damage on a successful attack and attempt to change the victim’s alignment to that of the power it serves. The victim must make a Will save (DC 10 + 1d4) or immediately shift to the new alignment. If the save is successful, the intended victim is immune to that defiler’s alignment shift ability for one day.
Climate/Terrain: Any land and underground Organization: Solitary or Groups (2-6) Challenge Rating: 5 Treasure: none Alignment: Always evil Advancement: 5-12 HD (Medium-sized)
Dune Crawler
Defiler
Combat Defilers always first observe those who enter their domain and attempt to discern who is evil and who is not. They ignore all evil characters unless threatened by them, and then they will work to destroy any attackers. Defilers never miss an opportunity to corrupt any good or neutral characters first by use of their alignment shift abilities. If these fail, they will continue to attack as normal. Incorporeal: Can be harmed only by other incorporeal creatures, +1 or better magic weapons, or magic, with a 50% chance to ignore any damage from a corporeal source. Can pass through solid objects at will, and own attacks pass through armor. Always moves silently. Undead: Immune to mind-influencing effects, poisons, sleep, paralysis, stunning, and disease. Not subject to critical hits, subdual damage, ability damage, energy drain, or from death from massive damage.
Egyptian Gods
Defilers are undead minions of Set (or whatever evil gods and demigods fit in your campaign), spreading evil and poisoning all that is pure. They are commonly found desecrating temples to the other gods or the tombs of goodly pharaohs. Rather than sheer destruction of the living, defilers relish nothing more than spoiling that which is good. They are normally invisible, becoming visible only when they attack or use their spell-like abilities. When visible, defilers appear similar to faceless wispy and tattered, black-cowled robes.
Small-sized Monstrous Humanoid Hit Dice: 2d8+4 (13 hp) Initiative: +1 Speed: 30ft. AC: 15 (+1 size, +4 natural) Attacks: 2 claws +1 melee, halfspear +0 melee, sting –2 melee; or sling +1 ranged Damage: Claw 1d3-1, halfspear 1d6, sting 1d3-1 and poison; or sling 1d4 Face/Reach: 5ft. by 5ft./ 5ft. Special Attacks: Improved Grab, Poison, Trapping Special Qualities: Vermin Saves: Fort +4, Ref +1, Will +0 Abilities: Str 10, Dex 12, Con 14, Int 5, Wis 11, Cha 5 Skills: Climb +6, Hide +12, Spot +10 Feats: Weapon Finesse (claw, sting), Multiattack Climate/Terrain: Desert and underground Organization: Hunting party (20-30), swarm (31120), or hive (121-200) Challenge Rating: 2 Treasure: None Alignment: Always Neutral The dune crawler is a strange looking creature. They are somewhat centaurian in build, though their lower half is the body of a small-sized, monstrous scorpion. The upper half looks like a dark-skinned, hairless halfling with black insectoid eyes. Despite their appearance, dune crawlers have no spoken language and possess only an insect mentality. These creatures live in deep underground cave complexes, and they come to the surface
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only to hunt or to protect their territory. They have no use for treasure and usually toss such items out of their tunnels, littering the nearby landscape with loot. This acts as indirect baiting, as it brings potential victims to their doorstep.
Egyptian Gods
Combat Dune crawlers use massive numbers to defeat their foes, swarming around each target and crawling over each other to attack. When hunting, dune crawlers will use sinkhole traps to drop prey directly into their cave complexes. Vermin (Ex): Immune to mind-influencing effects. Poison (Ex): Victims struck by a dune crawler’s sting must roll a Fort save (DC12) or lose 1d3 Str points for initial damage and 1d3 Str points for secondary damage. Improved Grab (Ex): To use this ability, the dune crawler must hit with both of its claw attacks. If it gets a hold, it hangs on and strikes with its sting and halfspear for their full attack values. Trapping (Ex): If 10 or more dune crawlers work together for at least 10 minutes, they can construct a sinkhole trap. These areas are shallow pits 20 to 30ft. in diameter. Anyone entering these areas must roll a Reflex save (DC19) or slid down into the trap. The victim either ends up down in the dune crawlers’ caves or mired waist-deep in sand at the bottom of the pit and very vulnerable to attack.
Alignment: Always neutral Advancement: — Fleshbanes are a breed of desert scarab that feeds on the flesh of animals, earning them the nickname of “desert piranha.” A fleshbane tunnels its way into an animal’s body to consume the heart first, then eating its way from the inside out. While typically encountered in large numbers, it is not unusual for a colony (or even an entire hive) to be placed in an underground tomb in a form of temporal stasis to guard against tomb robbers. When the robbers gain entry to a specific chamber, the spell is broken and the fleshbanes descend upon the unfortunate individuals. A colony of 50 fleshbanes is capable of completely consuming a desert oryx in less than 5 minutes, while a hive will strip it to bone in mere seconds.
Combat A fleshbane will attack any living creature it deems to be food. Vermin (Ex): Immune to mind-influencing effects. Fleshburrow (Ex): Upon making a successful attack, a fleshbane penetrates the skin of its target and begins burrowing its way through the target’s body in an attempt to reach the heart. The target must make a successful Reflex save to shake the scarab loose and prevent it from tunneling into the target’s flesh. Failure means that the fleshbane will reach the heart in 1d4 rounds unless surgically removed before then. If it cannot be removed, the subject dies one round after the scarab reaches and begins to consume the heart.
Fleshbane
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Tiny Vermin Hit Dice: 1/4 d8 (1 hp) Initiative: +3 (Dex) Speed: 20 ft. AC: 16 (+2 size, +3 Dex, +1 natural) Attacks: Bite +4 melee Damage: Bite 1d4-1 Face/Reach: 2 1/2 ft. by 2 1/2 ft./0 ft. Special Attacks: Fleshburrow Special Qualities: Vermin Saves: Fort +2, Ref +2, Will +0 Abilities: Str 1, Dex 17, Con 10, Int —, Wis 10, Cha 2 Skills: Climb +3, Hide +17, Spot +7 Feats: Weapon Finesse (bite) Climate/Terrain: Any desert or underground Organization: Cluster (4-9), colony (10-50), or hive (51-200) Challenge Rating: 1 Treasure: None
Husk Medium-Size Undead Hit Dice: 10d12 (65 hp) Initiative: +5 (+1 Dex, +4 Improved Initiative) Speed: 30 ft. AC: 19 (+1 Dex, +8 Natural) Attacks: 2 Slams +9/+7 melee or 2 Claws +9/+7 melee Damage: Slam 1d6+6, Claw 1d4+6 Face/Reach: 5 ft. by 5 ft./5 ft. Special Attacks: Create Spawn, Domination, Essence Drain, Improved Grab Special Qualities: Turn Resistance +3, Undead Saves: Fort +3, Ref +3, Will +7* Abilities: Str 23, Dex 13, Con —, Int 10*, Wis 10*, Cha 10* Skills: Hide +8, Listen +5, Move Silently +7 Feats: Improved Initiative, Multiattack, Weapon Focus (Unarmed Strike)
Climate/Terrain: Any land or underground Organization: Solitary Challenge Rating: 14 Treasure: None Alignment: Always Neutral Evil Advancement: 11-20 HD (Medium-size)
Egyptian Gods
A husk is one of the most feared forms of undead in existence. In its natural state, a husk resembles the dried out shell of a humanoid corpse of average size. The skin is flaky and a husk could easily be mistaken for a zombie, were it not for the presence of claws and glowing red eyes. Husks exist only to feed upon the essences of other humanoids, consuming their souls and assuming all of their personality, characteristics, memories, and even physical features. In short, they literally become that individual for a brief period of time. When this happens, telling the difference between victim and husk is virtually impossible. The only clues that something may be amiss would be a possible discrepancy in alignments or the use of detect undead to find the husk despite its new guise. When encountered in the form of their latest victim, a husk uses guile and deceit to subdue its next victim and use its abilities to drink of her essence and drain her very soul. A husk prefers to maneuver its victims to places where they will be alone and undisturbed. For this reason, common targets are members of the opposite sex of the husk’s current form. A husk retains the Will saving throw, Intelligence, Wisdom, and Charisma scores of its last victim (unless the original scores of the husk are higher) until it cannot sustain that form and reverts back to its natural state (or finds a new victim). It will often prey upon the weak or innocent when possible, but will do whatever it takes to insure its survival.
Essence Drain (Su): Once a husk has successfully embraced its victim (either by domination or improved grab), it may draw the life essence of that individual into itself. This process takes but a single round in most cases. The victim loses 3d6 of his Constitution score if he fails a Will save against the opposing roll of the husk. The husk will continue to drain the victim’s essence until the target’s Constitution score falls to zero and he subsequently dies. If the victim successfully saves against the essence drain, he still loses all but one of his hit points; any loss of Constitution incurred should be treated as a temporary loss under standard rules unless slain by the process. At the end of the drain, the husk possesses all of the physical characteristics as well as mental capabilities, memories, personality, and all else that makes up what the person was for 1d4 weeks. The deceased victim, on the other hand, is a mirror image of the husk in its natural state. Improved Grab (Ex): To use its essence drain ability, the husk must hit with both claw attacks in order to grab and embrace the target. If a successful grab has been initiated, the husk may begin to drain the essence of the target as a free action. Create Spawn (Su): If the shell of a deceased victim is not destroyed, it will rise as a husk in 2d4 days. Undead: Immune to mind-influencing effects, poisons, sleep, paralysis, stunning, and disease. Not subject to critical hits, subdual damage, ability damage, energy drain, or from death from massive damage. Turn Resistance: Husks gain a +3 bonus to resist any turn, rebuke, command, or bolstering attempt by any cleric or paladin of any god other than the dark power that sent them.
Combat A husk will be encountered in one of two forms. In its natural state, a husk will attack viciously with its slam and claw attacks to stun and subdue potential victims. If the husk is currently in the form of a past victim, it will attempt to use its ability to dominate the target and coerce her into being embraced and then drained of her essence. Domination (Su): A husk is capable of crushing an opponent’s will just by looking into her eyes. Similar to a gaze attack, this is a standard action for the husk, and those merely looking at it are not affected. Anyone targeted by the husk must make a successful Will save or fall instantly under the husk’s influence as if under a dominate person spell (cast at 16th level). This ability has a range of 30 feet.
Ka Spirit (Open Game Content from eMinions: Cunning Creatures, Copyright 2001, Bastion Press, Inc.) Medium-Size Undead (Incorporeal) Hit Dice: 5d12 (32hp) Initiative: +8 (+4 Dex, +4 Improved Initiative) Speed: 30 ft., fly 60 ft. (good) AC: 18 (+4 Dex, +4 Natural) Attacks: Incorporeal Touch +6 melee Damage: None Face/Reach: 5 ft. by 5ft./5 ft. Special Attacks: Create Spawn, Rotting Possession
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Special Qualities: Incorporeal, +4 Turn Resistance, Undead Saves: Fort +1, Ref +5, Will +6 Abilities: Str —, Dex 18, Con —, Int 12, Wis 11, Cha 15 Skills: Hide +12, Intimidate +6, Listen +10, Search +9, Sense Motive +8, Spot +10 Feats: Alertness, Improved Initiative, Weapon Finesse (Touch) Climate/Terrain: Any underground Organization: Solitary Challenge Rating: 5 Treasure: None Alignment: Always lawful evil Advancement: 6-15 HD (Medium-size) In many ancient cultures, people were sacrificed during the burial of important individuals. It was believed that their spirits would serve that of the deceased in the afterlife. The ka spirit is the soul of one of these unfortunates. Ka spirits appear as incorporeal versions of their former selves. They are rooted to their tomb, and are charged with guarding it against all intruders. Although they have no ability to manipulate the material world, they are able to possess and destroy the bodies of desecrators. Anyone killed by a ka spirit is bound to guard the tomb they despoiled. In order to create a ka spirit, ancient necromantic rituals must be performed, involving the victim being killed by a special cursed scarab of death. Such knowledge is mostly now lost, isolated to a few terrible cults who still perform the ceremony.
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A ka spirit appears and attacks only when a specific command is being violated. While most often this condition is something like, “No one shall enter this tomb,” it can be much more specific, such as, “No one shall touch this mummy’s canoptic jars or phylactery.” Whatever the dictum, once it is broken, the ka spirit immediately appears and attacks those violating its charge. Once the ka spirit is awakened, it commands its spawn to attack, if it has any. It then moves in and attempts to posses the character who first violated its charge. If the ka spirit is unable to possess its first target, it moves on to another party member. Once it has possessed someone, it turns and attacks the rest of the party. If the possessed person is killed or disabled, it leaves the host body and attempts to possess another member of the group. The ka spirit does not desist until
either it is destroyed or all those who have violated its charge have been defeated. Create Spawn (Su): Any humanoid killed by the ka spirit’s rotting possession ability rises again as an undead in 1d4 rounds. Spawn are under the command of the ka spirit. Treat these unfortunates as standard zombies or skeletons, with none of the abilities they formerly had in life. Rotting Possession (Su): If it successfully hits with its touch attack, a ka spirit can merge into the body of a living creature. The target can resist this attack with a successful Will save (DC 17). If the save is failed, the victim falls under total control of the ka spirit. Each round the character remains possessed, he must succeed at a Fortitude save (DC 17) or rot away, losing 1d6 temporary Constitution ability damage. This drain occurs each round until death occurs at 0 Con. The ka spirit can be forced to leave a body by a remove curse spell, and may be destroyed by dispel evil (unless the ka spirit succeeds at a Will save vs. the effect). Undead: Immune to mind-influencing effects, poison, sleep, paralysis, stunning, and disease. Not subject to critical hits, subdual damage, ability damage, energy drain, or death from massive damage. Incorporeal: Can be harmed only by other incorporeal creatures, +1 or better magic weapons, or magic, with a 50% chance to ignore any damage from a corporeal source. Can pass through solid objects at will, and its own attacks pass through armor. A ka spirit always moves silently.
Sand Elemental Elemental (Sand) Hit Dice: Consult chart below Initiative: +0 Speed: 20 ft. AC: Consult chart below Attacks: Slam (consult chart below) Damage: Slam (consult chart below) Face/Reach: Consult chart below Special Attacks: Wall of sand Special Qualities: Elemental, damage reduction 5/Saves: Consult chart below Abilities: Consult chart below Skills: Consult chart below Feats: Consult chart below Climate/Terrain: Any land and underground Organization: Solitary Challenge Rating: Small 1; Medium 3; Large 5; Huge 7; Greater 9; Elder 11 Treasure: None Alignment: Usually neutral
Small Hit Dice
Medium 1d8+2 (6 hp)
Large 3d8+12 (26 hp)
Huge 7d8+32 (62 hp)
AC
16 (+6 natural)
19 (+9 natural)
19 (-1 size, +10 natural)
Attacks
+5 melee
+8 melee
+12/+7 melee
Damage Face/Reach
1d6+4 5 ft. by 5 ft./5 ft.
1d8+7 5 ft. by 5 ft./5 ft.
2d8+10 5 ft. by 5 ft./10 ft.
Saves
Fort +4, Ref +0, Fort +7, Ref +1, Fort +10, Ref +2, Will+0 Will+1 Will+2 Str 16, Dex 10, Con 12, Str 20, Dex 10, Con 16, Str 24, Dex 10, Con 18, Int 4, Wis 11, Cha 11 Int 4, Wis 11, Cha 11 Int 6, Wis 11, Cha 11
Abilities
Skills
Listen +5, Spot +5
Listen +7, Spot +7
Listen +11, Spot +11
Feats
Power Attack
Power Attack
Cleave, Power Attack
Sand elementals are incarnations of the desert sands. They are faster than typical elementals and much more unpredictable.
Combat Despite the slow speed, a sand elemental is a formidable force. It may travel through sand as easily as humans walk upon the ground. It may travel across any area as long as sand is present, such as the desert, beach, or ocean floor. Elemental: Immune to poison, sleep, paralysis, and stunning. Not subject to critical hits. Wall of Sand (Su): Sand elementals may summon forth a wall of sand (as the spell) to use for effectively blocking off or enclosing opponents so it may remain in combat against them.
Sand Elemental Sizes Elemental Small Medium Large Huge Greater Elder
Height 3 ft. 7 ft. 15 ft. 30 ft. 36 ft. 40 ft.
Weight 80 lb. 650 lb. 5,000 lb. 43,000 lb. 50,000 lb. 55,000 lb.
Elder 20d8+105 (180 hp) 23d8+120 (220 hp) 19 (-2 size, +11 natural) 21 (-2 size, +13 natural) 23 (-2 size, +15 natural) +19/+14/+9 melee +23/+18/+13 melee +27/+22/+17/+12 melee 2d10+13 2d10+15/2d10+16 10 ft. by 5 ft./15 ft. 10 ft. by 5 ft./15 ft. 10 ft. by 5 ft./15 ft. Fort +15, Ref +5, Fort +17, Ref +7, Will+5 Fort +19, Ref +8, Str 28, Dex 10, Con 20 Str 30, Dex 10, Con 20, Int 6, Wis 11, Cha 11 Int 6, Wis 11, Cha 11 Str 32, Dex 10, Con 20 Int 6, Wis 11, Cha 11 Listen +18, Spot +18 Listen +23, Spot +23 Listen +26, Spot +26 Cleave, Great Cleave, Cleave, Great Cleave, Power Attack, Sunder Improved Critical (slam), Power Attack, Sunder
Sekhmet (Punisher of the Gods; Handmaiden of Bast) Medium-Sized Outsider Hit Dice: 25d10 + 125 (314 hp) Initiative: +9 (+5 Dex, +4 Improved Initiative) Speed: 60ft., fly 150ft. (good) AC: 36 (+5 Dex, +21 natural) Attacks: 2 claws +26 melee, bite +20 melee Damage: Claw 1d8+ 18, Bite 2d10+ 15 Face/Reach: 5ft. by 5ft./ 5ft. (5ft.by10ft. /5ft. when in her winged lioness form) Special Attacks: Spell-like Abilities, Siphon Blood, Roar Special Qualities: SR 29, DR 25/+3, Immunities, Resistances, Alternate Form, Telepathy Saves: Fort +18, Ref+ 18, Will+ 20 Abilities: Str 20, Dex 18, Con 18, Int 22, Wis 18, Cha 20 Skills: Concentration +16, Escape Artist +25, Listen +30, Spot +30, Search +32, Sense Motive +32, Spellcraft +20 Feats: Blind Fighting, Improved Initiative, Dodge, Power Attack, Flyby Attack, Multiattack, Weapon Finesse (claw, bite) Climate/Terrain: Any Organization: Unique Challenge Rating: 25 Treasure: See Below Alignment: Lawful Neutral
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Advancement: Small 3 HD (Small); medium 5-7 HD (Medium-size); large 9-15 HD (Large); huge 1720 HD (Huge); greater 22-23 HD (Huge); elder 25+ HD (Huge)
Greater 15d8+80 (146hp)
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As legend has it, mankind grew soft and weak and Ra grew angry when he heard them bickering, whining, and complaining. Ra became so angry that he tore out one of his eyes and threw it down toward the earth. It changed in mid-flight into the lioness-goddess Sekhmet; she ravaged mankind, sucking the blood from their bodies and feasting on their flesh. If not for a remorseful Ra stopping her, she would have wiped out mankind. Now, she is the avenger and punisher sent by the gods to earth when someone, some family, some city, or government has greatly insulted the gods or threatened their worshipers’ culture or lifestyle. Sekhmet typically appears as a 7ft. tall woman with the head and claws of a lioness.
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Sekhmet will only be encountered if she was sent by Ra or Bast to punish and destroy those who have angered the specific deity. Aura of Menace (Su): A divine aura surrounds Sekhmet at all times. All hostile creatures within 20ft. must make a successful Will save (DC 22) or suffer a –2 morale penalty to attack rolls, AC, and all saves for one day or until they successfully hit her with an attack. Once this aura is resisted or broken, it cannot affect that person for one day. Alternate Form (Su): In addition to the form noted above, Sekhmet can take the form of a beautiful woman or that of a large winged lioness; she can fly only in this animalian form. She can shift forms at will as a free action. Immunities (Ex): Sekhmet is immune to fire, lightning and poison damage as well as petrification and polymorph effects. Resistances (Ex): Sekhmet has cold, sonic and acid resistance 20. Spell-like Abilities (Sp): At will–doom, bull’s strength, dispel magic, and freedom of movement. Sekhmet may also use all spells from the Death, Destruction and Fire domains, each once a day. These are as spells cast by a 20th level cleric. Roar (Su): Sekhmet may release a terrifying roar every 1d4 rounds. All creatures within 120ft. must succeed at a Will save (DC 22) or be weakened with fear, losing half their strength scores for 2d6 rounds. Those within 30ft. also become deafened for 2d6 rounds. Creatures of 8 Hit Dice or less get no saving throw. This is a partial action and Sekhmet may not use this ability while in human form. Siphon Blood (Su): Sekhmet can cause the very blood of those around her to stream out of their bodies and flow into her. Every creature within 30ft. must make a successful Fort save
(DC 20) or lose 2d4 points of Constitution. She in turn gains 3 hit points for each point of Constitution absorbed as a result of this power; she can exceed her normal hit point totals up to 50 extra hit points beyond her normal amount for up to 24 hours. This is a full round action and Sekhmet can only do this while in one of her humanoid forms. Telepathy (Su): Sekhmet can telepathically communicate with any creature that has a language.
Sekhmet’s Eye of Ra Sekhmet wears this golden amulet at all times and in all three of her forms. It grants its wearer the following powers and abilities: • Searing light at will. • Sunbeam 5 times a day. • Sunburst twice a day. • Once per day, she can Turn, Rebuke or Command undead as if a 20th level cleric. All spells are equal in effect to those cast by a 20th level cleric.
Ser par d, Desert Serpar pard, (Open Game Content from e-Minions: Cunning ea tur es Crea eatur tures es, Copyright 2001, Bastion Press, Cr Inc.) Medium-size Magical Beast Hit Dice: 4d10+8 (30 hp) Initiative: +4 (Dex) Speed: 40 ft., climb 20 ft. AC: 16 (+4 Dex, +2 Natural) Attacks: Bite +8 melee and 2 claws +5 melee, plus 2 rakes +5 melee Damage: Bite 1d6+3, Claw 1d3+1, Rake 1d3+1 Face/Reach: 5 ft. by 5 ft./5ft. or 10ft. Special Attacks: Improved Grab, Pounce, Rake Special Qualities: Mystic Sense, Scent Saves: Fort +6, Ref +8, Will +2 Abilities: Str 16, Dex 19, Con 15, Int 2, Wis 12, Cha 6 Skills: Balance +12, Climb +4, Hide +8*, Listen +4, Move Silently +8, Spot +4 Feats: Multiattack, Weapon Finesse (bite) Climate/Terrain: desert and oasis Organization: Solitary, pair or pride (mother plus 2-5 cubs) Challenge Rating: 3 Treasure: None Alignment: Always neutral Advancement: 5-8 HD (Medium-size), 9-12 HD (Large)
The serpard is a feline beast standing about three feet high at the shoulder. It has a royal blue coat with gray stripes, and weighs approximately 130 pounds. Unlike other cats, the serpard possesses a long and sinuous neck that allows it to raise its head to the level of the average human’s. Serpards often hunt by night along the forest floor of an oasis or across the desert sands, taking advantage of their excellent night vision to spot prey long before they can themselves be seen. Serpards are renowned for their ability to recognize individuals with royal or divine blood; it is believed that the beast is incapable of causing harm to such people. The royal dynasties of many ancient kingdoms, including Egyptian, valued serpards as pets and guards for this mystical quality, and accepted these beasts as an entire year’s tribute from their provinces. The demand for serpards in antiquity has made the creature rare and cautious of humanoids in more recent times. Skills: Serpards receive a +4 racial bonus to Hide and Move Silently checks, and a +8 racial bonus to Balance checks. *In areas of tall vegetation or heavy undergrowth, the Hide bonus improves to +8.
A serpard generally avoids groups of humanoids, recognizing them as too dangerous to consider as prey. However, if it discovers that these humanoids are searching for it, if they threaten its kits, or if the serpards catches one alone, it may sneak up to attack. Serpards prefer to ambush solitary opponents, and if possible, leads an individual away from a group before attacking him. A serpard usually attacks with its vicious bite. Due to the sinuous neck of the creature, this bite has a reach of ten feet. If the serpard successfully bites an opponent, it may attempt to pull it into the reach of its rear claws, raking it savagely.
Improved Grab (Ex): If a serpard successfully hits an opponent with its bite attack, it may attempt to start a grapple as a free action without provoking an attack of opportunity. The grapple modifier for the serpard is +7. If it gets a hold, it can use its rake ability. Mystic Sense (Su): Serpards continuously detects magic as the detect magic spell, cast as if by a 4th-level sorcerer. Serpards always recognize opponents of noble lineage or divine blood (such as half-celestials, half-fiends, or planetouched), and never attack such creatures, even if magically compelled.
Training a Serpard Training a serpard as a guardian requires a successful Handle Animal check (DC 15 for a young creature, or DC 20 for an adult serpard) and that the creature is willing. Serpard kits mature in about one year. Serpard kits are worth 3,000 gp to the right buyers, typically royalty or those claiming some manner of divine heritage. Professional trainers charge 1,000 gp to rear or train a serpard. Serpards, even trained individuals, do not allow saddles and packs to be strapped to them.
Sphinx of Giza Huge Magical Beast Hit Dice: 15d10+ 50 (164 hp) Initiative: +5 (+1 Dex, +4 Improved Initiative) Speed: 60ft. AC: 20 (+1 Dex, +9 natural) Attacks: 2 claws +12 melee Damage: Claw 1d8+8 Face/Reach: 10ft.by 20ft./10ft. Special Attacks: Spells, Pounce, Rake, Gaze Special Qualities: DR 20/+1, SR 20, Immune to Fire, Fast Healing, Summon Chimerian Aid, Chimerian Majesty Saves: Fort +10, Ref +8, Will +9 Abilities: Str 28, Dex 13, Con 18, Int 21, Wis 21, Cha 21 Skills: Concentration +15, Knowledge (arcana, religion, ancient history) +14, Listen +10, Sense Motive +14, Spot +12 Feats: Blind-Fight, Combat Casting, Iron Will, Lightning Reflexes, Dodge, Mobility Climate/Terrain: Any desert, hill or mountain Organization: Solitary Challenge Rating: 19 Treasure: Standard Alignment: Lawful Neutral
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Combat
Pounce (Ex): If a serpard leaps upon a foe during the first round of combat, it can make a full attack even if it has already taken a move action. Rake (Ex): A serpard that gets a hold on an opponent can make two rakes with its hind legs. This ability can be used in concert with the pounce ability. Reach (Ex): Due to its long, serpentine neck, the serpard can make melee bite attacks at a 10 foot range. The serpard may make melee bite attacks against opponents in adjacent squares (5 foot range) with no penalty by retracting its neck.
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Advancement: 16-20HD (Huge) The Sphinx of Giza is a wise and powerful creature and thought to be an aspect of Horus himself. Many seek this creature for its knowledge and counsel. However, the price for knowledge can be quite high, for you will forfeit your life if you do not measure up to the standards of the Sphinx. The Sphinx has the body of a huge lioness with the head of a beautiful pharaoh, its features neither masculine nor feminine but definitely attractive and androgynous. Its golden-blue eyes have an intense stare like no other creature.
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The Sphinx attacks with spells and its gaze when possible, resorting to melee attacks only as a last recourse. If outmatched, it will use its spells to escape. Pounce (Ex): If the Sphinx leaps upon a foe during the first round of combat, it can make a full attack even if it has already taken a move action. Rake (Ex): If the Sphinx pounces on a target, it can make two claw attacks (as above) and rake with its hind legs for 1d8 +8 points of slashing damage each. Fast Healing (Ex): The Sphinx regains 3 hit points per round. Summon Chimerian Aid (Su): Once a day, the Sphinx can summon either 1d3+2 lammasu or 1d3 manticores. These creatures serve the Sphinx willingly and will fight to the death if need be. Chimerian Majesty (Su): At will, the Sphinx may attempt to Turn, Rebuke or Command any Chimerian creature within the sound of its voice. Chimerian creatures include (but are not restricted to) chimera, lammasu, manticore, lamia, sphinx, griffon and hippogriff. Spell-like Abilities (Sp): At will—charm person, dimension door, mirror image, and protection against Evil/Law/Good/Chaos. 2/day—fly, improved invisibility, and teleport without error. These abilities are as if the spells were cast by a 15th level sorcerer. Gaze (Su): The gaze of the Sphinx stuns its victims into a trance-like state. Those who meet its gaze must make a Will save (DC22) or be stunned for 1d6 rounds.
Ushabti (Open Game Content from e-Minions: Cunning Cr ea tur es Crea eatur tures es, Copyright 2001, Bastion Press, Inc.) Small Construct Hit Dice: 2d10 (11 hp) Initiative: +0 Speed: 30 ft.
AC: 15 (+1 Size, +4 Natural) Attacks: 2 Slams +3 melee Damage: Slam 1d4+1 Face/Reach: 5 ft. by 5 ft./5 ft. Special Attacks: Curse, Moan Special Qualities: Damage Reduction 8/Saves: Fort +0, Ref +0, Will +1 Abilities: Str 12, Dex 11, Con —, Int —, Wis 12, Cha 12 Climate/Terrain: Any underground Organization: Solitary, pair or set (2-5) Challenge Rating: 2 Treasure: Double standard (see text) Alignment: Always neutral Advancement: 3-6 HD (Medium-size), 7-12 HD (Large) Ushabti are funerary statues placed within the tombs and necropolis of important individuals to act as guardians for their mortal remains. They may vary in size, from small figurines that act as amulets to ward off evil, to man-sized statues of slaves and warriors. The largest ushabti are taller than a human and carved from single blocks of stone. Such ushabti are found only in the tombs of extremely wealthy or powerful individuals, and are often fashioned to resemble protective gods and celestial beings. All ushabti are highly decorative, and are eagerly sought by collectors. Small ushabti are carved from precious wood and inlaid with ivory, small gemstones, and gold leaf. Larger ushabti are fashioned from marble or granite. One half of the value of an ushabti’s treasure takes the form of the ushabti itself; the rest consists of jewelry, scrolls, and the daily items that the dead are though to require in the afterlife. Although minor ushabti bear merely symbolic protection or at best a simple enchantment against thieves, the ushabti of important personages are sometimes empowered by high priests or good-aligned gods to protect the tomb in a more active manner. These ushabti are made to animate with positive energy, and act to safeguard the tomb from robbers, defilers, and unholy creatures.
Combat Ushabti physically attack those who do dare to enter their tombs, punching twice per round with their stone fists. In addition to physical attacks, they make liberal use of their powerful moan and curse attacks. Its moan attack remains in constant effect while the ushabti is active; the curse attack is used once each round. Ushabti attack fearlessly
Construction Creation of ushabti requires a laboratory, sanctum, or workshop in which to construct and enchant the ushabti. Ushabti may be carved from wood or from stone, and a Craft (woodcarving; DC 15), or Craft (stonemasonry; DC 15) is required to form the body. The material cost of constructing an ushabti is 250 gp/HD, one-half of which is embodied in the ushabti itself, and the rest in ritual materials and vestments. The creator can craft the body of the ushabti herself, or employ another to do so. Caster Level: 14th; Prerequisites: Craft Wondrous Item, animate objects, bane, bestow curse, geas/quest, ghost sound, make whole, and permanency. Market Price: 12,800 gp. Cost to Create: 2,400 gp (does not include cost of body) and 1,700 XP.
Magical Items: Book of Ani (Book of the Dead) This ancient book is three feet high, two feet wide, and five inches thick and holds over three dozen dark adamantine plates with raised letters of gold. A large golden ankh is engraved on the cover, and the spine and binding appear to be hundreds of overlapping golden scarab shells. The book contains many tales of the ancient past, including the “true” lost history of the creation of the gods, or at least that of which the gods would let mortal men know…. It also details the preparation and execution of the mummification rites and rituals. The Book of the Ani has the following properties: • Any creature touching the book gains a +8 insight bonus to any Turn or Rebuke checks. This only enhances pre-existing powers and does not grant that ability to those who do not have it. • Any creature touching the book can automatically command any mindless undead within 100ft. The Book contains the following spells; bless water, cure minor wounds, inflict minor wounds; cure light wounds, inflict light wounds, deathwatch, detect undead, invisibility to undead; consecrate, cure moderate wounds, inflict moderate wounds, gentle repose, lesser restoration; animate dead, cure serious wounds, inflict serious wounds, negative energy protection, speak with dead; death ward, dismissal, restoration; hallow, raise dead, slay living; antilife shell, create undead, final reward*, harm, heal; destruction, greater restoration, regenerate, resurrection; create greater undead, mass heal; energy drain, restore life*, soul bind, and true resurrection.
Egyptian Gods
until destroyed. Opponents who use physically damaging attacks against an ushabti find that its value to collectors is greatly reduced or nullified. Moan (Su): When it enters into combat, the ushabti emits a low, melancholy moan. Those who can hear this dirge are wracked with guilt for disturbing the rest of the dead, and suffer a –1 penalty to initiative and attack rolls throughout the combat. A Will save (DC 12) negates this effect. This is a sonic, mind-influencing effect. Curse (Sp): Once per round, an ushabti may attempt to curse a character who has invaded its resting place. If the character fails his Will save (DC 15) he suffers a permanent penalty to all saving throws of –1 for each Hit Die of the ushabti. This curse is far-reaching, and affects all of the character’s family members (though with only half the potency rounded downward). Those cursed who escape with the treasure of an ushabti’s protected tomb continue to hear it moaning in the back of their minds and cannot escape the guilt of their theft. A remove curse and an atonement spell cast by a priest of a death god, or when all items removed from the tomb are returned along with a penance worth 10% of the value of the missing treasure are the only ways to remove this curse. The remove curse and atonement spells are only effective if cast upon the original defilers of the tomb. Cursed family members subject to these spells discover that the curse is nullified only for a day’s time, after which it returns in full force. Construct: Immune to mind-influencing effects, poison, disease, and similar effects. Not subject to critical hits, subdual damage, ability damage, energy drain, or death from massive damage.
Book of Thoth This ancient book is three feet high by two feet wide and three inches thick, and its pages are bonewhite ivory plates with dark lettering burned into them. The image of an ibis, the moon, and an hourglass are etched into the cover. The Book of Thoth only contains two spells in it: Restoration of Life and Tongue of the Beasts.
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Restoration of Life
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Conjuration (Healing) Level: Clr 9 Components: V, DF Casting Time: 1 hour (must be read directly from the Book of Thoth) Range: One mile Target: Any dead or undead creature Duration: Permanent Saving Throw: None Spell Resistance: No Restoration of life is one of the most powerful spells in existence. As the caster desires, the spell can restore any dead or undead creature or being to its former living self within a one-mile radius. This means that single individuals or even whole armies can be brought back to life on the battlefield. There is no limit on the number that can be restored, save that their bodies be within the range of the spell. Furthermore, any undead caught in the effects of this spell may also be restored to their former living status with no saving throw to counteract it. The amount of magic generated from the spell comes at a price, however. The person reading and casting this spell must voluntarily forfeit 50% of their total experience points and be aged up to the start of the next age category as dictated in the aging table in the Player’s Handbook. Divine Focus: The Book of Thoth itself.
Tongue of the Beasts Conjuration (Summoning), Divination Level: Clr 9, Sor/Wiz 9 Components: V, M/DF Casting Time: 30 minutes (must be read directly from the Book of Thoth) Range: One mile Target: You Duration: 1 hour/level Saving Throw: None Spell Resistance: No
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Tongue of the Beasts grants the caster the ability to summon the fishes in the sea and to understand and communicate with every beast and bird, provided they are within a one-mile radius of the caster while he reads directly from the Book of Thoth. The spell is similar to tongues in that the caster may understand several different languages but she may only speak one at a time. This spell does not enable vocal communication with creatures that have no spoken language nor does it create for them a predisposition towards the caster in any way.
This spell also acts as a summoning spell for any aquatic creature within the area of effect. Such creatures will feel compelled to travel towards the caster and render aid if so needed and requested. If the aquatic creature is unable to reach the caster after 1d6 hours, the summoning command disperses and they are free of any controls. Divine Focus: The Book of Thoth itself. Material Focus: A small, lit candle and a tiny clay tower, both of which shatter upon casting.
Hand Phylactery These items resemble small harnesses made of thick wire or leather that secure at the wrist and drape over the hand to cover either the back or the palm of the hand. A medallion, talisman, crystal or stone is mounted either on the back or the palm. Wizards enchant the hand phylactery much like a wand, and it holds a number of charges (50 max.) that power a single spell effect. Often, this is a touch range spell or one of the numerous “hand” spells, but (like wands) nearly any spell can be placed into the item. These items are very popular with most spellcasters because they can wear them without impeding their spellcasting ability. For Caster level and Prerequisites, use the wand tables in Core Rulebook II. Market Price will be 1.5 times the normal price for a comparable wand.
Nefer Amulet These small charms are usually made of gold and are worn around the neck, wrist, or ankle. They provide its wearer with a +2 luck bonus to all saves. Caster level: 8th; Prerequisites: Craft Wondrous Item; Market Price: 17,000gp; Weight: -
Udjat Fetish These gold talismans usually depict the Eye of Horus, and they are tied to healing magics. They provide a wearer with a +2 bonus to all Heal checks and all Healing spells cast by the wearer of an udjat fetish gain a +1 bonus to each die of regained hit points. Caster level: 8th; Prerequisites: Craft Wondrous Item; Market Price: 20,000gp; Weight: -
Wedjat amulet These golden amulets depict the Lunar Eye of Ra and are a symbol of good fortune. The wearer gains a +2 bonus to saves against evil spells. Caster level: 8th; Prerequisites: Craft Wondrous Item; Market Price: 19,000gp; Weight: -
Prestige Classes: Medjay
Skill Points at Each Level: 4 + Int modifier
Class Features: Armor and Weapon Proficiency: A medjay is proficient in the use of simple and martial weapons in addition to being proficient with light armor only. Armor check penalties do apply for armor heavier than leather for all relevant skill checks. Desert Survival (Ex): At 1st level, a medjay learns how to survive in the desert. He is able to stave off the effects of the heat and elements better
Moon Knight Moon Knights are followers of Khonsu. They deem it their duty to seek out injustice and deliver judgment upon those responsible. Because of their vigilance, they have often been referred to as the “Guardians of the Night” in the larger cities such as Heliopolis and Karnak. In order to become a moon knight, the individual must have been the victim of an act of injustice and survived a near death experience from it at the hands of those responsible (i.e. stabbed, beaten, burned, raped, and then left for dead). They also must desire to seek out their tormentors and extract justice. Clerics, fighters, paladins, and monks are common classes that become moon knights, but rangers, rogues, and sorcerers have also been known to follow this path. Hit Die: d10 Requirements: Alignment: Any lawful and non-evil Base Attack Bonus: +7 or better Base Saving Throws: +2 or better Move Silently: 4 ranks Hide: 4 ranks Special: The character must have survived an unprovoked attack by an enemy that reduced the character to zero or less hit points. Class Skills: A Moon Knight’s class skills (and the key ability for each skill) are Balance (Dex), Climb (Str),
Medjay Progression Table Class Level 1 2 3 4 5
Base Attack Bonus +1 +2 +3 +4 +5
Fort Save +2 +3 +3 +4 +4
Ref Save +0 +0 +1 +1 +1
Will Save +0 +0 +1 +1 +1
Special Desert Survival Bonus Feat Desert Camouflage Bonus Feat Desert Magic
Egyptian Gods
Medjays are the desert mercenaries who hire themselves out to anyone with the proper coin. They act as bodyguards, escorts, guides and soldiers for hire to those in need of individuals with desert experience. Medjays are commonly seen with merchant caravans traveling across the vast desert where they represent that caravan’s only real protection from desert raiders and monsters. Their unique knowledge of the desert and its inhabitants makes them the ideal security force. Medjays are typically barbarians, fighters, and rangers. Only on the rarest of occasions will a druid or monk be found among their ranks. Hit Die: d10 Requirements: Base Attack Bonus: +5 or better Feats: Endurance, Toughness Hide: 3 ranks Knowledge (nature): 6 ranks Move Silently: 3 ranks Spot: 3 ranks Wilderness Lore: 8 ranks Class Skills: A medjay’s class skills (and the key ability for each skill) are Climb (Str), Concentration (Con), Craft (Int), Handle Animal (Cha), Heal (Wis), Hide (Dex), Intuit Direction (Wis), Jump (Str), Knowledge (nature), Listen (Wis), Move Silently (Dex), Profession (Wis), Ride (Dex), Search (Int), Spot (Wis), and Wilderness Lore (Wis).
than the average man. All saving throws and DC ratings based on environmental influences are halved. (See the rules on heat dangers in Core Rulebook II for desert dangers.) Desert Camouflage (Sp): At 3rd level, a medjay no longer leaves a trail that can be tracked (as the spell pass without trace). Furthermore, he receives a +5 bonus to any Hide skill checks. Desert Magic (Sp): At 5th level, a medjay may cast spells from the Desert domain as though he were a cleric equal to his total character level.
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Moon Knight Progression Table Class Level 1 2 3 4 5 6 7 8 9 10
Base Attack Bonus +1 +1 +2 +3 +3 +4 +5 +6 +6 +7
Fort Save +2 +3 +3 +4 +4 +5 +5 +6 +6 +7
Concentration (Con), Craft (Int), Escape Artist (Dex), Gather Information (Cha), Hide (Dex), Intimidate (Cha), Intuit Direction (Wis), Jump (Str), Listen (Wis), Move Silently (Dex), Open Lock (Dex), Profession (Wis), Read Lips (Int), Ride (Dex), Search (Int), Sense Motive (Int), Spot (Wis), and Tumble (Dex).
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Skill Points at Each Level: 4 + Int modifier
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Class Features: Armor and Weapon Proficiency: Moon knights are proficient in the use of all simple and martial weapons. They are also proficient in light and medium armor in addition to shields. Armor check penalties do apply for armor heavier than leather for all relevant skill checks. Cover of Darkness (Sp): At 1st level, a moon knight may cast darkness at will and deeper darkness three times a day. Shadow Walk (Su): At 3rd level, a moon knight may use shadow walk (as the spell) at will. Mark of the Moon (Su): At 5th level, a moon knight becomes immune to the effects of lycanthropy. A visible mark (much like a brand) appears on the side of her neck in the shape of a crescent moon, marking her as a follower of Khonsu and signifying her immunity. Scars of the Past (Su): At 7th level, a moon knight may force his opponents to have old battle wounds reopen. This effect mirrors the spell past pain and may be used twice per day. Death’s Shadow (Su): At 9th level, a moon knight gains the ability to frighten his targets by sending them visions of their own deaths. This ability mimics the spell glimpse of the reaper and may be used twice per day. Penance of Justice (Su): At 10th level, a moon knight gains the ability to make any who are responsible for injustice pay for their crimes. The subject is forced to mentally revisit every injustice he is responsible for during his lifetime, but now he feels inflicted upon him all of the pain and suffering he has caused others. Furthermore, a deep sense of guilt will overcome him and
Ref Save +2 +3 +3 +4 +4 +5 +5 +6 +6 +7
Will Save +2 +3 +3 +4 +4 +5 +5 +6 +6 +7
Special Cover of Darkness Bonus Feat Shadow Walk Bonus Feat Mark of the Moon Bonus Feat Scars of the Past Bonus feat Death’s Shadow Penance of Justice
drive him to tears. The subject must then make a Will save against the opposing moon knight’s Will save or be permanently afflicted with a form of insanity. This ability may be used only once per day.
Setite Keeper of Lore Nomadic desert tribes often look to Set as their patron and protector. They view him not as a god of evil, but rather protector and keeper of the desert lands. A Setite keeper of lore is responsible for the recording and keeping of the tribal history. They serve as the healers and spiritual guides for the tribe, and others seek guidance in their wisdom and knowledge. He guides them through the desert, directing them to the safety of one oasis after another. The keeper of lore uses the desert elements and his devotion to Set to keep the tribe safe from “foreigners” and nonbelievers. He believes that extended involvement with people and races outside of the tribe will taint the purity of his own tribe. Clerics and druids are natural choices as keepers of lore, though rangers may also become tribal elders.
Hit Dice: d8 Requirements: Abilities: Wis 15+ Alignment: Any non-chaotic Base Attack Bonus: +5 or better Intuit Direction: 4 ranks Knowledge (nature): 8 ranks Knowledge (religion): 8 ranks Wilderness Lore: 6 ranks Spellcasting: Must have ability to cast 1st level arcane or divine spells Class Skills: A Setite keeper of lore’s class skills (and the key ability for each skill) are Bluff (Cha), Climb (Str), Concentration (Con), Craft (Int), Diplomacy (Cha), Gather Information (Cha), Heal (Wis), Intuit Direction (Wis), Knowledge (all skills, taken individually) (Int), Listen (Wis), Profession (Wis),
Scry (Int), Sense Motive (Wis), Spellcraft (Int), and Wilderness Lore (Wis).
Sister of Selket The Sisterhood of Selket is a secret organization of followers of Selket, the scorpion goddess. They oppose the wicked and abusive and work behind the scenes, gathering information and maintaining a low and somewhat secretive profile. Often a sister of Selket will be the wife or consort of a high ranking noble or politician who may “influence” his decisions privately beyond the company of others. Other times, she may be a royal advisor, mage, or other direct high level position near a ruler. Bards, clerics, sorcerers, and wizards are typical converts to this prestige class, though druids and rangers have been known to join the sisterhood. Hit Die: d6 Requirements: Alignment: Any non-evil or non-chaotic. Gather Information: 8 ranks Heal: 4 ranks
Skill Points at Each Level: 4 + Int modifier Class Features: Armor and Weapon Proficiency: Sisters of Selket gain no proficiencies in armor or weapons. Skill Bonuses: Sisters of Selket gain bonuses for various skills at each level; these bonuses stack with all other bonuses. Selket’s Devotion (Sp): At 1st level, a sister may cast spells from the Healing and Protection domains at +1 caster level regardless whether she could previously cast spells from those domains. Scorpion Affinity (Su): At 2nd level, a sister receives the Granted Power for the Affinity domain concerning scorpions. Selket’s Will (Sp): At 3rd level, a sister may cast any healing or restoration type of magic at +1 caster level. Selket’s Charm (Sp): At 4th level, a sister may attempt to charm a person (as the spell charm person) up to three times per day. Selket’s Sting (Su): At 5th level, a sister develops tiny poison glands just under her nails. When she makes a successful unarmed attack roll, she may inject the venom from these glands into her target. The subject must then make a Fortitude save (DC 18) or lose 1d6 temporary Strength followed by a second save one minute later for an additional 1d6 Str points if failed.
Keeper of Lore Progression Table Class Level 1 2 3 4 5
Base Attack Bonus +0 +1 +2 +3 +3
Fort Save +2 +3 +3 +4 +4
Ref Save +0 +0 +1 +1 +1
Will Save +2 +3 +3 +4 +4
Special Set’s Favor +1 caster level Summon/Command Dunecrawler – 3/day +1 caster level Control Desert Winds – 3/day
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Skill Points at Each Level: 4 + Int modifier Class Features: Armor and Weapon Proficiency: Setite keepers of lore are proficient with all simple melee weapons and any simple or martial ranged weapon. Keepers of lore are not proficient with any armor due to the extreme desert conditions they face during everyday life. Set’s Favor: At 1st level, keepers of lore may cast spells from the Desert domain at +1 caster level. In addition, they gain a +2 Bonus to all Knowledge skills. Summon/Command Dunecrawler (Sp): At 3rd level, a keeper of lore may summon and command up to 2d20 + 4 dunecrawlers to assist the keeper in protecting the tribe from harm up to three times per day. This ability mirrors that of the druid spell summon nature’s ally. Control Desert Winds (Sp): At 5th level, a keeper of lore may control the desert winds as the spell control winds for up to three times per day. This ability may be used for offensive or defensive purposes such as whipping up a sandstorm to ground enemies in flight or using it to shield the movements of the tribe.
Spellcasting: Ability to cast 3rd level arcane or divine spells. Special: Must be female and a follower of Selket. Class Skills: A sister of Selket’s class skills (and the key ability for each skill) are Alchemy (Int), Concentration (Con), Craft (Int), Diplomacy (Cha), Gather Information (Cha), Heal (Wis), Knowledge (all skills, taken individually) (Int), Listen (Wis), Move Silently (Dex), Profession (Wis), Scry (Int), Sense Motive (Wis), and Spellcraft (Int).
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Tombmason Tombmasons are the engineers and builders in Egyptian society. They are masters of tomb architecture, tunnels, underground pathways, and mechanical traps. However, this knowledge also qualifies them to be exceptional tomb raiders. Tombmasons are commonly hired by wealthy nobles to explore recently unearthed tombs and catacombs. They will use the salary from their exploits to continually purchase better equipment for their forays into tombs. Rogues, sorcerers, and wizards typically learn to be tombmasons, though the occasional cleric also has been known to select this class. Hit Die: d6 Requirements: Balance: 6 ranks Disable Device: 6 ranks Profession (engineering): 8 ranks Special: Must have apprenticed under a master tombmason for two years prior to selecting this class. The character must also be literate (able to read and write). Class Skills: The tombmason’s class skills (and the key ability for each skill) are Balance (Dex), Climb (Str), Concentration (Con), Craft (Int), Decipher Script (Int), Disable Device (Int), Intuit Direction (Wis), Jump (Str), Knowledge (all skills, taken individually) (Int), Listen (Wis), Open Lock (Dex), Profession (Wis), Search (Int), Spot (Wis), Tumble (Dex), and Use Rope (Dex). Skill Points at Each Level: 4 + Int modifier Class Features: Armor and Weapon Proficiency: Tombmasons are proficient with simple weapons and light armor only. Armor check penalties are applicable. Architect: At 1st level, a tombmason gains the status of Architect. He can plan and craft any simple labyrinth or structure possessing less than
three rooms, such as a dwelling or store with a DC of 20 or less at no penalty. An Architect earns an average salary of 75 gp per contracted task. Endemic Memory (Ex): At 3rd level, a tombmason develops a photographic memory. He only needs to see something a single time and study it for a specific length of time to remember it forever. He is capable of memorizing maps, blueprints, faces, and locations, just to name a few. For every minute he spends in study, the Difficulty Class for recalling the information drops by 1 (i.e. 10 minutes of study equates lowering the DC by 10). Chief Architect: At 3rd level, a tombmason is granted the status of Chief Architect. He gains an inherent +4 bonus to all Craft skill checks. He can plan and craft any intricate labyrinth or moderate size structure possessing three to seven rooms, such as a store or small tomb complete with simple mechanical traps, with a DC of 25 or less at no penalty. A Chief Architect will earn one and a half times the salary of an Architect (112-125 gp per task). Skill Mastery: This ability mirrors that of the rogue’s ability. The tombmason becomes so comfortable and certain in his skill (Profession (engineering) or Disable Device, in this case) that he may “take 10” even when adverse conditions, stress, and distractions would normally prevent him from doing so. Minotaur’s Cunning (Ex): At 5th level, a tombmason is so familiar with the layout of mazes and underground labyrinths that he becomes immune to maze spells and similar spell effects. Furthermore, he can never get lost when inside a maze. He will always have a sense of where the exit is, relative to his location. Architect Prime: At 5th level, a tombmason is granted the status of Architect Prime. He gains an inherent +4 bonus to all Craft and Profession related skill checks. He may plan and craft large structures that consist of intricate mechanisms such as aqueducts and moving reflectors used to shine the light of the sun into an area where no light
Tombmason Progression Table
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Class Level 1 2 3 4 5 6 7 8 9 10
Base Attack Bonus +0 +1 +2 +3 +3 +4 +5 +6 +6 +7
Fort Save +0 +0 +1 +1 +1 +2 +2 +2 +3 +3
Ref Save +2 +3 +3 +4 +4 +5 +5 +6 +6 +7
Will Save +0 +0 +1 +1 +1 +2 +2 +2 +3 +3
Special +4 Bonus – Profession (engineering), Architect +4 Bonus – Craft (Trapmaking) Endemic Memory, Chief Architect Skill Mastery – Profession (engineering) Minotaur’s Cunning, Architect Prime Skill Mastery – Disable Device Evasion, Journeyman Architect Sense Undead Improved Evasion Raider’s Luck, Master Architect
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normally reaches, such as a tomb. He may construct these or similar items at no penalty as long as the DC is 35 or less. An Architect Prime will earn twice the salary of an Architect (150 gp per task). Evasion (Ex): At 7th level, a tombmason’s reflexes are honed to react quickly. If he is exposed to any effect that normally allows for a Reflex save for half damage (such as fireball), he takes no damage with a successful save. This ability may only be used if the tombmason is wearing light armor or no armor. Journeyman Architect: At 7th level, a tombmason rises to the status of Journeyman Architect. He gains an inherent +4 bonus to all Craft and Profession related skill checks. He may plan and build large and complex structures such as palaces or coliseums at no penalty provided the DC is 40 or less. A Journeyman Architect will earn three times the normal salary of an Architect (225 gp per task). Sense Undead (Su): At 8th level, a tombmason can sense the presence and general direction of any undead within 30 feet. This sensing ability is always active regardless of what obstacles may be in front of the tombmason. Improved Evasion (Ex): At 9th level, a tombmason’s reflexes have continued to evolve and become even sharper. This ability works like evasion, except that while the tombmason still takes no damage on a successful Reflex save, he now takes only half damage on a failed save rather than the full amount. Raider’s Luck (Ex): At 10th level, the years of experience acquired raiding tombs has allowed the tombmason to develop reflexes faster than any normal being. He gains a +1 bonus to his Dex score in addition to being able to re-roll any failed Reflex save once per day. Master Architect: At 10th level, a tombmason has reached the venerable status of Master Architect. He gains an inherent +4 bonus to all Craft and Profession related skill checks. He may plan and build any wondrous structure such as a pyramid or statue dedicated to a pharaoh with no penalties whatsoever. In short, if he can conceive of it, he can build it. Furthermore, he can craft any form of mechanical trap to be placed in a tomb or other area at no penalty. Pharaohs will actively seek him out to plan and construct items for them. A Master Architect will earn four times the normal salary of an Architect (300 gp per task).
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OPEN GAME LICENSE Version 1.0a
Egyptian Gods
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