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Wayfinder #12

Revista fan Pathfinder
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80% found this document useful (5 votes)
1K views78 pages

Wayfinder #12

Revista fan Pathfinder
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
You are on page 1/ 78

A Pathfinder Fanzine made by Fans for Fans

Osirion:
Ancient Sands
Volume No. 12 | Winter 2014 | Not For Sale
Contributing Authors
Contents Anthony Adam, Clinton J. Boomer, Calder CaDavid, Kalyna Conrad,
Sarah Counts, Paris Crenshaw, Kat Evans, Robert Feather, Dawn Fischer,
Aaron Filipowich, Wojciech Gruchala, Bran Hagger, Andrew Hoskins,
Kiel Howell, Jason Keeley, Joe Kondrak, Cole Kronewitter, Jeff Lee, John
Leising, Nathaneal C. Love, Jacob W. Michaels, Dain Nielsen, Michael
Foreword 1 Phillips, Max Rich, Matt Roth, Liz Smith, Neil Spicer, Jacob Sprunck,
Devoted Sword-Saint: Divine Swashbuckler Archetype 2 Matthew Starch, Todd Stewart, Jeffrey Swank, Robert Swanston,
I Am Shabti 4 Margherita Tramontano, Ian Turner, Tanith Tyr, and Mike Welham
Osirian Ethnologies: The Sal’Awaan 5
Riddles for a Sphinx 6 Contributing Artists
Beginner Box Conversions 10
Heroes’ Hoard: Bajaba’s Beetles and Reeds 12 Catherine Batka, Darran Caldemeyer, Tyler Clark, Paige Connelly,
Weal or Woe: The Fallen Pharaoh 14 Jeremy Corff, Emilie Cormier, Liz Courts, Kat Cuseo, Andrew
The Binding Blades of Osirion 16 DeFelice, Peter Fairfax, Erin Frye, Silvia Gonzalez, Michael Jaecks,
The Wasp and the Mantis 18 James Keegan, Chris L. Kimball, Adam Koča, Jason Kirckof, Danny
Osirian Fashion 22 Krog, Mike Lowe, Dave Mallon, Alex Moore, Beatrice Pelagatti,
‘ela mesar alheyah (On the Path of Life) 24 dodeqaa Polyhedra, Basil Arnould Price, Tanyaporn Sangsnit, Carlos
Servile Ushabti 26 Torreblanca, Todd Westcot, and Steve Wood
The Book of the Dead 28
Desert Drifter: A Wizard Archetype 30 Special Thanks To
Golarion Gazetteer: Coast of Graves 32 Cartography: Liz Courts, Alex Moore, and Carlos Torreblanca
Harmony’s Refuge 34
The Nightly Ritual 36 Front Cover Art: Beatrice Pelagatti and Dave Mallon
Weal or Woe: Jaali and Hapuseneb 38
Osirian Traps 40 “GreywolfGlyphs” font courtesy of: T. Jordan ‘Greywolf’ Peacock
The Embalmer 42 and Greywolf Fonts
Tanjit’s ravel Guide: Shiman-Sekh 44
Personalities of the Desert Sands: A Traveller’s Guide 45 The interior page design, “WF12Page”, is a derivatve work of
Keeping the Dead Down 46 “Papyrus” by pareeerica, used under CC-BY-NC.
Heroes’ Hoard: Sacred Oils of Osirion 48
Night’s Companion 50 Sponsors:
Side Trek Seeds: River Secrets and The Slumbering Beast 52 Steve Geddes
Tools and Tactics of the Warriors of Osirion 54
Disturb Not the Dead: Tomb Curses of Osirion 56 Adventureaweek.com, Dreamscarred Press, Iron Hills Games, Know
Lamashtu Be Praised! 58 Direction Podcast, Kobold Press, Legendary Games, Lone Wolf
Into the Pyramid: Treasure Hunters and Undead Busters 60 Development, LPJ Design, Pathfinder Chroniclers, PathfinderWiki,
Bestiary 62 Run Amok Games
OGL 73
Foreword: Amber Scott

And thanks, as always, to the Paizo staff and the whole Paizo fan
community for their continuing support.

Editor-in-Chief/Publisher Paul Case Matt Roth


Tim “Timitius” Nightengale Kalyna Conrad Mike Welham
Assistant Editor-in-Chief Ryan Costello Additional Proofreading
Paris Crenshaw Sarah Counts Ty Arthur
Layout Design and Production Eric Hindley Kalyna Conrad
Dain “zylphryx” Nielsen Andrew Hoskins Sarah Counts
A Pathfinder Fanzine made by Garrett Guillotte Brent Jans Elisabeth Hendricks
Art Director Anthony Li Eric Hindley
Fans for Fans Tim “Timitius” Nightengale
Cover Design and Layout
Nate Love
Dave Mallon
Brent Jans
Dave Mallon
Dain “zylphryx” Nielsen Will McCardell Matt Roth
Volume No. 12: Winter 2014 | Not for Sale Editors Tom McQueen Mike Welham
Jess Carson John C. Rock
This product makes use of the Pathfinder Roleplaying Game Core Rulebook, Pathfinder Roleplaying Game Bestiary, Pathfinder Roleplaying Game Bestiary 2, Pathfinder Roleplaying Game Bestiary 3, Pathfinder Roleplaying Game Bestiary 4, Pathfinder Roleplaying Game GameMastery

Guide, Pathfinder Roleplaying Game Advanced Player’s Guide, Pathfinder Roleplaying Game Ultimate Magic, Pathfinder Roleplaying Game Ultimate Combat, Pathfinder Roleplaying Game Ultimate Equipment, Pathfinder Roleplaying Game Ultimate Campaign, Pathfinder

Roleplaying Game Mythic Adventures, Pathfinder NPC Codex, Pathfinder Inner Sea World Guide, Pathfinder Advanced Race Guide, and Pathfinder Roleplaying Game Beginner Box. These rules can be found online as part of the Pathfinder Roleplaying Game Reference Document

at paizo.com/pathfinderRPG/prd. Open Content: The game mechanics of this game product are Open Game Content, as defined in the Open Gaming License version 1.0a Section 1(d), found on page 73 of this magazine.
Foreword
Art by Paige Connelly

H ello, Wayfinder readers!

Ten years ago I was but a nervous young wannabe writer, debating
I was venturing out on my own personal quest into the undiscovered
country of Being A Writer. I felt lost and frankly terrified. Every page,
every paragraph seemed to bring in new writing rules and concepts I
whether or not to send an article pitch to Dragon hadn’t faced before. I wasn’t a polished professional and I’d never
magazine. My friend John Ling Jr. (now of Frog worked collaboratively on a project before.
God Games, and with a list of credits as long I plunged into the perilous
as my arm if I had an extendable Inspector- desert of that book with
Gadget-style robot arm) encouraged me to go all the enthusiasm I
for it. I took the plunge and a few months later, had to navigate its
Dragon published “Ecology of the Duergar” perils. I relied on my
by yours truly. It was my first time—but hardly adventuring (writing)
the last—working with the crew that would team and my wits,
later go on to create the Pathfinder line. and with skill and
courage (and, er, well,
Now here I am, writing the foreword to a quite a lot of luck), I
magazine centering on the hobby and the persevered.
company I love. I’m excited to be talking
to you readers and introducing such an I went on to write
incredible addition to the Wayfinder series. a lot more books and
I’m doubly excited to be introducing the articles in that same
Osirion issue. high-adventure, Raiders
of the Lost Ark sort of
I don’t find it surprising that vein. Recently, I wrote a
ancient-Egypt-inspired settings like six-part fiction series titled
Osirion are so popular. The setting “Shadows of the Sands” for the
has all the elements necessary for MUMMY’S MASK adventure
a rip-roaring adventure full of path. I also wrote part four of
danger and mystery. Ancient that same adventure path, “Secrets
gods. Curses. Traps. Tombs of the Sphinx.” I contributed a
undisturbed for centuries. half-dozen spells for “Tomb
Treasure rooms filled with Magic” in Kobold Press’s DEEP
glittering gold. Rival MAGIC (winner of Best
adventurers. Mummies. RPG Supplement of 2014
Mummies! from Escapist Magazine).
My adventure, “The
Osirion captures Tomb-Palace of Nakresh
the adventurous spirit the Many-Handed” is an
of roleplaying games upcoming backer reward for
and inspires GMs and the Southlands Kickstarter,
players alike. Reading also by Kobold Press. And
this issue (which is full I might have an incredible,
of curses, traps, treasure rooms, amazing, and/or fantastic project
and mummies) reminded me of my first big writing along these same lines ready to announce
project. I’d been freelancing for just about a year, mostly to Dragon soon (keep an eye on my Facebook page for details).
magazine, when Chris Perkins at Wizards of the Coast asked me if I
wanted in on a book. I said yes so fast I think I went back in time and But enough about me. Turn now to the land of ancient sands, to
inadvertently changed all our futures (sorry about that). The book Osirion where pharaohs reign and you’d best search just one more
was Secrets of Xen’ drik, written with Jason Bulmahn and Keith Baker time for traps before you crack open that tomb door…
for the Eberron setting, and although the book wasn’t entirely about
deserts it had a lot in common with Osirion.

Xen’drik was a wild land, a land where anything was possible. Its
dense jungles hid never-before-seen creatures, hidden civilizations, -Amber
towering pyramids, and lots of scorpions. As I worked on the book, Facebook: Amber E. Scott (author)
“I believe that I comprehend now, in some small way, the secret
fighting-art which was taught to the private armies of the First
Pharaoh, God-King Azghaad, in the golden days of his rule.
Moreover, I know that with such power at my disposal—burned into
Devoted Sword-Saint: the unliving, unquestioning minds of a vast slave-force before me—
that I might retake his Empire once more.”
A Divine Swashbuckler Archetype —Mehkmej Iokaan, hermit-priest of Nethys, steel-scholar of
Sokar’s Boil in the Footprints of Rovagug
By Clinton J. Boomer
DEVOTED SWORD-SAINT [SWASHBUCKLER ARCHETYPE]
Art by Tanyaporn "Yuikami The Fool" Sangsnit“ Some who practice the lightning-swift blade-arts are driven into
glorious battle by titanic and overwhelming religious vision,
transformed into a zealous whirl of sharp steel when they take
up arms against enemies of the cult. Though they may fight with
what others call “panache,” it is not is merely mortal f lair or gusto

"N ever before, in all my many travels, had I seen such speed,
such skill or such resounding, righteous conviction. When
the horned legions of the Ivory Labyrinth came crashing down in
that drives them. Instead, they are fueled to victory by a keen,
vehement fire in the very spirit.
Devoted Swordplay (Ex): Each day, a devoted sword-saint
shrieking waves upon the filthy, chanting pilgrims of Khepri— gains a number of panache points equal to her Wisdom modifier
travelling by foot the long path to the mountain shrine of Irori in Tar (minimum 1) instead of her Charisma modifier. She regains
Kuata, laden heavily with gifts and gilded tribute—I thought only panache only when she makes a killing blow or confirms a critical
that I should be witness to a most grim and bloody slaughter. hit with a falchion, khopesh, or scimitar.
“Little did I know that it was the rough, howling faithful of In addition, a devoted sword-saint meditates or prays for her
Baphomet who would meet a violent, crimson-stained end that power: each devoted sword-saint must choose a specific time each
day. day during which she spends 1 hour in quiet contemplation or
“A single swordsman faced off against the last dozen of the man- supplication to regain her daily allotment of panache. She cannot
beasts; his great, curved two-handed blade spun and darted-forth regain or expend her panache unless she is in possession of a holy
with a lightness to match the most-accomplished Aldori duelist, and (or unholy) symbol specific to her faith. Her alignment must be
he danced between the thunderous blows of monsters easily twice his within one step of her deity, and she must uphold the tenets and
own size. The very sunlight, the stones, the cloudless sky and the sand- beliefs of her deity. If she breaks these oaths, she loses access to
shorn, parched earth itself cried out at the warrior’s precision as the aura, devoted swordplay, and blessed life.
battle was made his alone. This ability modifies the panache class feature.
“Upon my high and windswept perch, I stood amazed. Here, I Holy Blades of the Desert (Ex): At 1st level, a devoted sword-
thought, was true artistry: a marriage of utmost form and function, saint gains proficiency with the following weapons: falchion,
the pinnacle of study into both creation and destruction, a final khopesh, and scimitar. In addition, she gains the benefits of
blade-style worthy of The All-Seeing Eye. Weapon Finesse with these weapons, and can even use such a
“In the battle’s aftermath I approached the supplicants and begged weapon two-handed: thus, she may apply her Dexterity modifier
audience with their master swordsman; to my surprise, he was but (instead of her Strength modifier) on attack rolls while also
a low acolyte of the peasant-faith, his name unknown even to those applying 1-1/2 times her Strength bonus to damage.
abbots who led the procession. The humble warrior—after some She always treats the falchion, the khopesh and the scimitar
cajoling—finally spoke, saying unto me that his art was as old as the as “one-handed melee piercing weapons” for purposes of all
pyramids, passed down from a time some thirty centuries before the deeds. Additionally, she can use her Wisdom score in place of
raising of Absalom, born of the very rocks upon which we stood. Intelligence as a prerequisite for combat feats. This ability counts
“The power of his technique, he whispered, was ancient even in as having the Weapon Finesse feat for purposes of meeting feat
the days of the Four Pharaohs of Ascension, perhaps dating back to prerequisites.
the unknowable and long-lost Jistka Imperium or the Azlanti before This ability modifies the Swashbuckler Finesse class feature and
them, attainable—and comprehensible—only through the most alters the function of multiple deeds.
practiced of fasting, ceremonial duty, obedient prayer, and severe Aura (Ex): A devoted sword-saint always worships a deity and
mortification of the flesh. possesses a powerful aura, like that of a cleric, corresponding to
“Since that day, I have searched far and deeply for the ultimate her deity's alignment for purposes of spells such as detect evil.
origin—and expression!—of his mighty, god-wrought style, taught Vows (Ex): A devoted sword-saint may take vows as a monkUM .
so long ago to that nameless desert traveler by a wandering ascetic Adherence to these vows adds to the devoted sword-saint’s daily
of Abadar. I have seen shades of its delicacy in the ecstatic wrath panache rather than to her ki, but the ability otherwise functions
of a Dervish of the Dawnflower, and beheld sparks of its brutal identically.
strength shine across the wicked blades of an assassin obedient Additional vows, many of which are appropriate to this
to Abraxas. Once, I glimpsed a young priestess of Pharasma in archetype, can be found in Gothic Grimoires: To Serve a Prince
Wati who possessed the gift, and I know that the fevered lovers Undying from Legendary Games.
of Lamashtu’s Flower practice its movements in their darkest Blessed Life (Ex): At 2nd level, the devoted sword-saint gains
and most obscene dances. It is said, in hushed circles, that such a the charmed life ability of a normal swashbuckler, except it is
technique felled Ulunat, the Unholy First, in the terrible conflict her patron deity that protects her, not her own luck. The bonus
that birthed Sothis. granted by her Charisma modifier is either a sacred bonus if
2
her deity is good or neutral, or profane if the deity is evil. This gains a +1 bonus on attack rolls and damage rolls with the falchion,
modifies the charmed life ability and counts as that ability for any khopesh, and scimitar. While wielding a weapon of that type, she
prerequisites. gains the benefit of the Improved Critical feat. The attack and
Holy Blade Training (Ex): At 5th level, a devoted sword-saint damage bonuses increase by 1 for every 4 levels beyond 5th (to a
maximum of +4 at 17th level). This ability replaces swashbuckler
weapon training.
Holy Weapon Mastery (Ex): At 20th level, when a devoted
sword-saint threatens a critical hit with a falchion, khopesh, or
scimitar, that critical hit is automatically confirmed. Furthermore,
the critical threat range increases by 1 (this increase to the critical
threat range stacks with the increases from the keen weapon special
ability and similar effects), and the critical modifier of the weapon
increases by 1 (×2 becomes ×3, for example). This ability replaces
swashbuckler weapon mastery.

NEW FEAT: MAGIC OF UTTER DEVOTION [GRIT]

Your total
obedience and
unswerving fealty to
the cause of your mighty
deity have gifted you with a
small number of miracles, which
you may—with ultimate effort—
silently call forth into the world
between the swings of your sacred
blade.
Prerequisite: Devoted swordplay
class feature and panache pool, 4th
level
Benefit: Choose one domain or
subdomain of your deity. You may expend
panache to replicate one spell from that domain
or another cleric spell as a spell-like ability. You
may not choose any spell opposed to your deity or to
your deity’s alignment (GM’s discretion).
Your devoted sword-saint class level is the caster level for
all spell-like abilities gained in this way (see below), and you
use Wisdom to determine your concentration check bonus.
The saving throw against this spell-like ability, if any, is
equal to 10 + 1/2 your devoted sword-saint class level +
your Wisdom bonus.
This ability always duplicates the effects of a single,
specific cleric or domain spell, chosen when this feat
is selected, and requires you to expend daily uses of
panache to activate the spell-like ability; the exact
amount required is listed after the spell.
- any 0th level (other than guidance) cleric spell
(1 panache)
- 1st level spell from your domain (1 panache)
- any 1st-level cleric spell (2 panache)
- 2nd level spell from your domain (2
panache)
In addition, you can always cast guidance
as a spell-like ability by spending a point of
panache. p
3
head priest and his lesser servants held the accouterments of their
profession, embalming tools and garrotes. Baskets were piled with
linen cloth strips to wrap around her corpse once the embalming
process was complete. Various unguents, paints, lacquers, and
I Am Shabti perfumes rested on a small table. There was a smell of clay from
somewhere close. She turned her head and noticed the artists
By Dawn "Dark Sasha" Fischer gathered to decorate her mummified body into the new figure she
would become.
Art by Tanyaporn "Yuikami The Fool" Sangsnit“ Her initial hesitance turned into confidence as she stepped forward.
The name of her lord Merka ran through her mind. This tomb had
been built for him. She chose her words to Osiris and Maat, Anubis
and Ra, and any other gods who might be listening. The priests
impatiently stared at her.

S habti awaited the call to step forward, her body bare of all but the
painted words of the spells that would take her into the afterlife
as an eternal servant of the gods.
She smiled apologetically and cried out her own prayer to the gods.
“I am Shabti, the last who is first! Nevermore shall some be
sacrificed to become servants in the place of their lords in the afterlife.
Shabti wasn’t the name her mother gave her. It was a name given to We should be allowed our own path to immortality. Henceforth, all
the servants who were chosen to follow their lords into the afterlife. future shabti shall be crafted from mineral instead of flesh. I offer
Servants of the wealthy lords in Sothis myself as the ultimate sacrifice so others do not have to die at the
were killed and interred in the tombs of behest of their Lords’ families.”
their masters. Only the most faithful The head priest frowned and motioned to the other priests who
servants received this gift. To work in held the garrotes and tools for mummification to surround her and
the fields of the gods and draw water complete the ritual.
for them was the highest honor a mere “Speak the words after me as you were instructed, Shabti.”
servant could attain. His voice echoed in the chamber, “Illume
So why was she terrified? She locked the Osiris Merka, whose word is truth.
her knees to keep them from shaking If Osiris Merka is decreed to do
and clenched her teeth to keep them any work in the fields of Osiris, let
from chattering, though she was not Shabti remove these burdens from
cold. It was a warm night and sweat him, whether it be to plough the
trickled down her neck while she fields, to fill the channels with
awaited the priests. She held still and water, or to carry sand from
she steeled herself. This funerary East to West.”
ritual would forever change things Mustering her courage, she
for all commoners who would intoned the words required by
follow in her footsteps. The the ritual, “I will do it. Verily, I
gods must listen this time. am here when thou callest.”
“Shabti, come forward,” As the priests stepped forward
intoned the priest. to complete the rites, a wind
She jumped slightly swept in from the entrance to
as his voice broke the funerary chamber and
through her reverie. swirled up the damp clumps
She took a deep of clay from their slabs and
breath and held the paints from their pots.
it as she stepped The startled lesser priests
forward. The and craftsmen jumped
back as it whirled towards
the naked body of
Shabti. The clay instantly
suffocated and entombed
her as it formed. The priests
stepped back from the intense
heat which suddenly baked the
clay. The paints ended their swirl
and precisely inscribed Shabti’s words
on the newly fired figure.
A voice called out from elsewhere. Above?
Below? None could say afterwards. “So shall
it be. Shabti become ushabti, clay become skin,
muscle, and bone to work in the fields of the gods, for
all eternity.” p
4
ALTERNATE RACIAL TRAITS
The following racial qualities may be selected instead of existing sal’awaan
racial traits.
Osirian Ethnologies: Sal’awaan Magic (Ex/Sp): Sal’awaans add +1 to the DC of saving
throws against illusion spells they cast. Sal’awaans with a Charisma score of
The Sal`Awaan 11 or higher gain the following spell-like abilities: 1/day—fleeting figment,
ghost sound, heat shimmer, prestidigitation. This replaces crypt skulker.
By Sarah "Ambrosia Slaad" Counts Fast ShifterARG: This replaces crypt skulker.
GregariousARG: This replaces acute senses.
Art by Jason Kirckof
FAVORED CLASS OPTIONS
In addition to the kitsune favored class optionsARG, sal’awaans (and kitsune)
gain access to the following options.
Shaman: Add one spell from the cleric spell list that isn’t on the shaman spell

O sirians know little of sal’awaani


history, but their origins trace back
as early as the beginning of the Second Age.
list to the list of spells the shaman knows. This
spell must be at least one level lower than the
highest-level shaman spell she can cast.
This sub-race of the kitsune of Tian Xia used Swashbuckler: Increase the total number
its spiritual bond to local magic and terroir of points in the swashbuckler’s panache pool
and adapted physiologically to resemble by 1/4.
both the native Osirians and fennec foxes. Witch: Select one hex the witch knows.
Unfortunately, fearful humans shunned The witch may add either + 1/2 to the DC or
them, erroneously believed these newcomers + 1/2 a single additional target of the chosen
were fiends linked to Set’s cult and shasAP#80. hex. The witch can only apply this benefit
The sal’awaan clans became nomadic traders to an individual hex a maximum of twice to
and pastoralists, seeking relative safety in the increase the DC and twice to gain the single
remote savannas, scrublands, and deep desert. additional target.
When unable to avoid human civilization,
they often find refuge in the cities’ catacombs NEW RACE TRAITS
and crypts. The following traits are available to
Sal’awaans possess Osiriani skin-tones and sal’awaan characters.
dark, straight hair, although red and auburn Herdsman: You understand the
shades are surprisingly common. Some have importance of camel husbandry. You gain
emigrated as far north as Cheliax and Galt, a +1 trait bonus to Handle Animal checks
where they’re known as lubins. regarding camels and a +2 dodge bonus
to AC against camel’s spit and bite attacks.
SAL`AWAAN (KITSUNE) [11 RP] Handle Animal is always a class skill for you.
Sal’awaans are a sub-race of kitsunesDEP. They Slippery Sigils: Your mind’s natural
lose the agile, kitsune magic, and languages inclination to jumble writing is a manifestation
racial traits for kitsunes, and their bite attack of your spiritual resistance to magical bindings
deals only 1d3 points of damage. They gain and wards. You gain a +2 trait bonus on saving
the following racial qualities. throws against spells and magic traps that activate when read.
Crypt Skulker (Ex) [2 RP]: Sal’awaans receive a +2 racial bonus on Den Warden: Your elders recognized the importance of trained troop
saving throws against curses and curse effects, against negative energy and defenders. You are proficient with kopshs (Osirian kukris) and gimels
energy drain effects that damage or drain ability scores and levels, and (Osirian boomerangsAPG).
to remove negative levels. Sal’awaans naturally heal mental ability score
damage at the rate of 2 points per day. SAL`AWAAN SPELLS
Desert Marcher (Ex) [1 RP]: Sal’awaans receive a +2 racial bonus on
Constitution checks and Fortitude saves to avoid fatigue and exhaustion, as HEAT SHIMMER
well as any other ill effects from running, forced marches, thirst, and hot Level alchemist 1, bard 1, magus 1, sorcerer/wizard 1
environments. Duration 1 round/level (up to 5 rounds) (D)
Acute Senses (Ex) [3 RP]: Sal’awaans receive a +2 racial bonus to This spell functions as blur, except the effect only lasts for 1 round
Perception checks and a +4 on checks to locate noises within 30 feet. per caster level (maximum of 5 rounds).
Additionally, they can hear ultrasonic noises normally only audible to
canines, such as dog whistles. FLEETING FIGMENT
Languages: Sal’awaans speak Common and Sylvan. A sal’awaan with Level bard 0, magus 0, sorcerer/wizard 0
a high Intelligence score can choose from the following: Auran, Goblin, Range short (25 ft. + 5 ft./2 levels)
Gnoll, Ignan, Osiriani, Kelish, and Sphinx. Effect visual figment that cannot extend beyond one 5-ft. cube
Special: Sal’awaans that take the Fox ShapeDEP feat instead assume the Duration concentration, up to 5 rounds
form of a creamfoot fennec (see page 64). This spell functions as silent image, except as described above. p
5
with the head of a great ram has taken her husband. The beast
demands that a group of brave adventurers attend him to perform
a task. If they do not, the monster will eat Tefibi.

Riddles For A Sphinx It is now mid-afternoon, and you find yourselves at your
destination—a group of stones near a small hill between the town
A Beginner Box Adventure of Djeneg and the Barrier Wall Mountains. Before you can even
look around, something big blots out the sun. A cloud of sand and
By Paris Crenshaw and Mike "taig" Welham dust fills the air, accompanied by the sound of large, beating wings.

Art by Chris. L. Kimball The sphinx is a terrifying beast with the body of a lion, the wings of
a falcon, and the head of a ram, with eyes that are filled with both
Map by Liz "Lilith" Courts sadness and cruelty. The creature regards Herit, waves a dismissive
paw at her, and turns to address you.

“I see that the woman has brought ‘saviors’ as I instructed. Good.


For the man’s sake, I hope you are up to the task I have for you.”

R iddles for a Sphinx is a short adventure for four 4th level


characters, set in the deserts of Osirion. The locations are
featured in Paizo Publishing material beyond what is included in
The sphinx immediately delivers his instructions: the PCs must enter
the tomb of Prince Alim-Benipe and bring back a papyrus scroll in a
the Beginner Box. For more information about them, refer to Paizo jewel-encrusted case. The scroll contains a number of riddles, written
Publishing’s Inner Sea World Guide or the Pathfinder Wiki (http:// in Ancient Osiriani. If they bring him this prize, he says, he will
pathfinderwiki.com). return the man to his wife.
Riddles for a Sphinx assumes you are familiar with how to run If questioned, Sevek-Reh tells the PCs about his failed attempts to
an adventure and have the Beginner Box material handy. You should get the scroll. He needs people who are better equipped to survive and
also review the statistics for the scarab beetle swarm and criosphinx bring him what he wants. The PCs are not in much of a position to
located on page 10. bargain with Sevek-Reh. Tefibi is hidden elsewhere, and they will not
* * * likely find him before it is too late.
While exploring his territory in the Footprints of Rovagug (Osirion, If the PCs refuse him, the man will die. If the PCs are reluctant,
Legacy of Pharaohs 14), the cruel criosphinx, Sevek-Reh discovered the sphinx reminds them that the tomb must contain other treasures,
an unopened tomb, and learned it was the tomb of Alim-Benipe, a hinting that the PCs might make themselves rich.
scholarly prince from Osirion’s First Age. The hieroglyphs called Alim- Development: If the PCs refuse to help the sphinx or start to make
Benipe a “master of riddles” and noted that he was buried with a scroll him angry, Herit steps in and begs them to help her. Even if the angry
containing 123 unique riddles of his own design. Sevek-Reh decided to sphinx doesn’t kill them all, she will become destitute without her
claim the scroll, so he could present it to a nearby gynosphinx as a gift husband. When they are ready to accept the sphinx’s demands, Sevek-
to win her favor. However, after bashing down the tomb’s entrance, the Reh shows the PCs a set of stairs leading below ground to a dark
criosphinx realized he was too large to fit inside. doorway.
Sevek-Reh could not convince any of the desert’s animals to help
him retrieve the scroll, so he captured a traveling merchant and forced THE TOMB OF ALIM-BENIPE
him to enter the tomb. The merchant failed to return. Sevek-reh heard Prince Alim-Benipe’s tomb is dark. Although there are sconces on the
screaming, so he assumed that the man was dead. The sphinx realized walls for torches, they are not lit. The PCs must bring their own light
he needed adventurers to help him. sources into the tomb. The walls and floor are made of tight-fitting
Sevek-Reh was too attached to his treasure hoard to pay adventurers, sandstone blocks and covered in many images from Osirion’s ancient
though, so he captured a lowly goatherd named Tefibi. When Tefibi’s past. Some of these images depict the prince speaking to a monstrous
poor wife, Herit, came looking for him, Sevek-Reh ordered the terrified figure, a depiction of the demon lord Areshkagal.
woman to go to the nearby city of Djeneg and find adventurers to perform
a service for him. He hinted that he knew about a hidden treasure, though The Passage (800 XP)
he didn’t say where or what kind. Herit found the PCs, who were visiting This short passage leads deeper into Alim-Benipe’s Tomb.
Djeneg or traveling nearby. They were the first adventurers willing to
help, and she has escorted them back to meet with Sevek-reh. The stairs end at a landing that opens up to a downward-sloping,
The adventure begins when the party arrives at Alim-Benipe’s tomb 40-foot long passageway blocked by a 10-foot-square pit near the
site. The PCs must brave the dangers within and return with the scroll the end. Piles of rubble lie on either side of the entrance that leads
sphinx desires. If they are clever, they may be able to save the poor goatherd into the tomb proper. Other than the rubble, the passageway is in
and survive their encounter with a vicious and dangerous monster. pristine condition, preserved from the elements for thousands of
years. Several scarab beetles scuttle around the passageway.

BEGIN READING ALOUD TO START THE ADVENTURE! Sevek-Reh destroyed the stone seal protecting this passageway and the
tomb from the desert’s harsh environment. Later, the hapless merchant
entered against his will and found the tunnel’s residents. He ran past
You have crossed the desert with Herit, the goatherd’s wife, to help the scarab swarm and escaped by narrowly avoiding the pit when it
her save her poor husband, Tefibi. She claims that a terrible sphinx opened beneath him. He partially pried open the stone leading to the
6
tomb’s antechamber with a crowbar. Unfortunately, he only got as far walls of this room. Nothing has disturbed the items, which appear
as the next room before he met his ultimate demise. to be modest belongings of the tomb’s occupant.
The tunnel slopes gently, descending a total of ten feet, and does
not hinder movement. The antechamber’s most striking feature is a trio of jackal-headed
Creature: When the last character steps past the rubble, scarab statues, two of which guard a brass door to the south, while the
beetles pour out of the walls, forming a mass that fills a 10-foot square. third stands directly across from the door.

SCARAB SWARM (CR 3; XP 800) The shelves contain some of Prince Alim-Benipe’s basic household
hp 22 (Wayfinder #12 10) possessions. This random assortment of cloth, unguents, and baubles
TACTICS holds only historical value.
During Combat The beetles chase the PCs deeper into the tomb, Creatures: The demon lord Areshkagal placed a single ghoul here as a
attacking any characters on the west side of the pit. They will not guardian for his mortal servant’s tomb. When the merchant fled into this
pursue characters climbing back up the stairs or those escaping room, the ravenous undead attacked. The merchant could not escape,
to the other side of the pit. and after he died, he, too, returned as a ghoul. The pair attack as soon as
a character enters this room, working together now to protect the tomb.
Development: The scarab swarm disperses after 10 minutes but
reforms immediately when a character reenters the passageway, even GHOULS (2) (CR 1; XP 400 EACH)
when they exit the tomb. Characters must jump over the pit (requiring hp 13 (Game Master’s Guide 70)
a DC 10 Acrobatics check with a running start) or walk along narrow TACTICS

ledges jutting from the walls (DC 10 Acrobatics check). The pit is During Combat The ghouls gang up on a strong character in
40 feet deep and deals 4d6 points of damage to a character who falls order to swell their ranks.
into it. Since the merchant only pried the stone far enough to barely Morale They fight until destroyed.
pass through, Medium creatures must squeeze to enter or leave the
antechamber, and larger creatures cannot fit through at all. Treasure: The merchant carried a campfire bead in his pouch (Game
Master’s Guide 57).
The Antechamber (2,400 XP) Trap (CR 5): The room’s other door is covered with brass polished
This mostly-unfurnished chamber holds a couple of hazards to turn to a bright sheen. It leads into the prince’s burial chamber and is
away would-be tomb robbers. protected by a trap, which can be disarmed by reading aloud and
answering a riddle engraved on the door’s surface. Characters who
Shelves filled with neatly arranged items line the east and west understand Ancient Osiriani can easily translate the hieroglyphs.
7
Other characters can make a DC 20 Intelligence check to translate wall opposite the prince’s head rests a table set with golden platters,
the hieroglyphs and read the riddle. Characters who understand cups, and pitchers covered with the dusty remains of rich foods.
modern Osiriani receive a +5 bonus on the ability check.
“You can see nothing else The room also holds ancient bows, a shield and longspear, several
When you look in my face. baskets that may have once held fine fabrics, and various other items
I will look you in the eye, that a prince might need to keep him comfortable in the afterlife.
And I will never lie.”
The answer is “My reflection.” Let the players try to work out PCs inspecting the sarcophagus can attempt a DC 20 Knowledge
the answer, but if they struggle or get frustrated, you can have a PC (arcana) or Knowledge (religion) to recognize that, among the prayers
standing in front of the doorway make a DC 20 Intelligence check to to the Osirian gods, there are references and symbols associated with
notice that they can see themselves in the doorway, as though looking Areshkagal. Close inspection also reveals that the sarcophagus is
into a mirror. If they still cannot answer the riddle, they must make a made of stone and merely painted gold.
Disable Device check to avoid the trap and open the door. The prince’s body lies beneath a thin shell that rests on top of the
If the PCs trigger the trap, they hear a humming sound and their sarcophagus. He is wrapped in strips of linen dyed pitch black, a sign
hair stands on end just before arcs of electricity leap from the three that the prince had somehow displeased the priests of his day.
Anubis statues, damaging characters standing in a line between any Characters making a DC 15 Knowledge (religion) check know that
two statues. the animal-headed jars are called canopic jars and contain the internal
organs of the mummified prince.
ENHANCED ELECTRICITY ARC TRAP (CR 5; XP 1,600) Creature: If the PCs pick up any of the treasures in this room,
Type mechanical; Perception DC 25; Disable Device DC 25 the prince’s body immediately lurches into unlife, breaks out of the
EFFECTS sarcophagus, and rises from his resting place.
Trigger touch; Reset automatic (1 hour); Bypass: riddle (see
above) PRINCE ALIM-BENIPE, MUMMY (CR 5; XP 1,600)
Effect Electricity arc (4d6 electricity damage, DC 20 Reflex save hp 60 (Gamemaster’s Guide 76)
for half damage); multiple targets (any targets in a line between OFFENSE

two statues) Melee (standard action) +1 quarterstaff +15 (1d6+11)


Melee (standard action) slam +14 (1d8+10 plus mummy rot)
Development: If the PCs disarm the trap (either with a skill check or TACTICS

by answering the riddle), the door slides open easily, receding into the During Combat At start of his first turn, Alim-Benipe’s despair aura
wall to reveal the room beyond. If fills the room. The mummy focuses
they trigger the trap, the PCs must his attacks on characters who
make a DC 30 Disable Device check picked up pieces of his treasure,
or a DC 25 Strength check to force starting with the ones closest to
the mechanism to open the door him. He holds his staff in one hand
and allow them to enter the burial and makes slam attacks to infect
chamber. The merchant’s crowbar intruders with mummy rot.
is still on the floor of this room and Morale Alim-Benipe fights to
can help the PCs pry open the door. protect his treasures until his
The electricity trap recharges and body is destroyed.
the trap resets after 1 hour.
Trap: The door leading to
Burial Chamber (1,600 XP or the treasure chamber is trapped.
Attempting to force open the door
3,200 XP) releases a portion of the ceiling that
This chamber holds the mortal crushes anyone standing within
remains of Prince Alim-Benipe. the 10-foot square area nearest to
the door. The trap mechanism is
A large sarcophagus rests atop a hidden behind the stone walls of
rectangular dais in the middle of the tomb and is difficult to locate.
this room. It is decorated with However, answering another
symbols, hieroglyphics, and other riddle makes it much easier for the
images, painted in bright greens, PCs to bypass the trap.
reds, and blues, and accented The PCs easily notice that
with black paint. Between the hieroglyphs carved around the
painted symbols you can see the stone door’s edges are dusted with
glint of gold. a fine white powder to make them
stand out. Translating the symbols
Behind the sarcophagus, a row reveals yet another riddle.
of jars lines the wall. Each jar “I am the stone that flows through
is topped with the head of a you.
different animal. Against the I give life, but I also kill.
8
And when you die.
My power protects you while you journey to the afterlife.” PART TWO
The answer is “salt.” Although clever players may quickly guess the
answer, PCs may make a DC 20 Perception check to notice that the Bargaining with the Sphinx
powder dusting the hieroglyphs is actually very finely ground salt. The PCs must meet with Sevek-Reh, who has observed the site from
They can confirm this by tasting a small amount of the powder. the air, waiting for the PCs to exit the tomb. When he sees them, he
Speaking the answer in Ancient Osiriani does not open the door, but flies to a nearby cave and retrieves the goatherd before returning to
it causes a small portion of one of the hieroglyphs to collapse as a stream meet the PCs.
of salt pours out of it, revealing a small hole into which Osirian priests
once inserted a special key. The key is lost, but the hole provides access The sky is once again darkened by Sevek-Reh’s massive, winged
to the falling block trap’s mechanism, reducing the Disable Device form. He descends into the ruins, carrying a terrified, middle-aged
check DC to 20 for disarming the trap and opening the door. man on his back. As soon as he lands he shrugs, tossing the man to
the ground with a thud.
FALLING BLOCK TRAP (CR 5; XP 1,600)
Type mechanical; Perception DC 25; Disable Device DC 25 Herit runs to her husband, but the sphinx ignores them and turns to
EFFECTS you. “You have my prize? Give it to me now.” He digs his sharp claws
Trigger touch; Reset manual; Bypass: riddle and key (see above) into the dirt, emphasizing their strength, then glances at the reunited
Effect Attack +15 melee (6d6); multiple targets (all targets in a couple, indicating they are within easy reach of those claws.
10-ft. square)
The PCs must decide if they are going give up the scroll. If they
Treasure: The dishes on the table are made of gold. If melted down, choose to fight Sevek-Reh and do not win initiative, the sphinx turns
the entire set is worth 750 gp. Osirionologists and collectors will pay on Tefibi. He can easily kill the goatherd before facing the PCs.
1,500 gp for the complete collection. Osirionologists will also pay 200 If the PCs give him the scroll, first, Sevek-Reh pretends to be grateful
gp for the intact collection of canopic jars. The other items are too while he sizes them up. If they look rested and ready to fight, he flies away.
common and damaged by time to be of value. If they look tired and injured he first demands that they hand over all the
Development: If the PCs cannot disarm the trap and open the treasure they have found. If they aren’t carrying any treasure from the tomb,
door with a Disable Device check, they must make a DC 25 Strength he orders them to go back inside and get it for him. If they refuse, he attacks.
check to open the door. Creature: Sevek-Reh is a dangerous opponent, who uses his
strength and his flying ability to great advantage.
Treasure Chamber
The floor of this chamber is recessed five feet below the floor of the SEVEK-REH, CRIOSPHINX (CR 7; XP 3,200)
burial chamber. Herein lies the wealth that the ancient Osirians hp 85 (Wayfinder #12 10)
buried with Prince Alim-Benipe. TACTICS

During Combat Sevek-Reh fights from the air, attacking with his
The millennia-old air of this room smells of dryness and faint swooping charge whenever he can. If the PCs take cover—for
decay but also carries a slight, metallic tang. A ramp descends example, by moving to the stairs leading to the tomb—he lands
to the room’s dust-covered floor, just in front of a gilded chariot and attacks from the ground.
decorated in bright colors. From every corner of the room, you
catch tantalizing glints of gold.
CONCLUDING THE ADVENTURE
Against one wall, a plinth rises a few feet off the ground. Atop the If Tefibi and Herit survive the encounter, award the party 1,200 XP.
short column rests an ornate scroll case, trimmed with precious The couple invites the PCs to their home for a feast to celebrate their
metals and brilliant gems. survival. After the feast, the PCs can return to Djeneg or another
nearby town to tell the Osirian officials of their discovery and trade
Due to Alim-Benipe’s low standing in his family, there isn’t as much treasure the items they found for gold. The discovery of Alim-Benipe’s tomb
to be found here as in other Osirian tombs. Most of the pots and other items is of great interest to several scholars who may pay the PCs to guide
in the chamber are covered with paint or just a thin layer of gold. Even the them to the tomb and escort them safely inside.
golden chariot is made to look grander than it actually is. The truth of this If the PCs defeat Sevek-Reh, the PCs also become local heroes.
chamber’s “vast wealth” is easy to see once the PCs enter the room. Criosphinxes are known for hoarding treasure, as well, so Sevek-Reh’s
Treasure: Although the room’s contents don’t make up a legendary death could start a race to find his lair. Having been the sphinx’s
hoard, the items do have value, especially to historians and those who last hostage, Tefibi might be able to provide the PCs with clues to its
protect Osirion’s ancient treasures. The chariot is still worth 1,000 location.
gp and the PCs can find jewelry and other items with a total value of If you want to expand your game beyond the Beginner Box rules,
1,000 gp. The scroll case is worth 700 gp. you can use the events of this adventure as part of a larger campaign.
Development: If the PCs have not already angered him, Prince Areshkagal harbors a grudge against the PCs for destroying Alim-
Alim-Benipe rises from his sarcophagus as soon as the PCs disturb the Benipe’s mummy and may seek revenge through his other agents.
first treasure item. He focuses his attacks on any PC carrying the scroll. Perhaps the riddles on the scroll are encoded to reveal the location of
Once the PCs have the scroll and defeat the mummy, they can an even greater treasure. Or perhaps worshippers of Rovagug want to
return to the surface. If they believe that Sevek-Reh will double- use the riddles to help free the mythicMA hieracosphinx, Hephtethnet
cross them at their next meeting, they may wish to rest in the tomb the Reaver, from his prison in the Tomb of the Bound Sphinx.
overnight. (Hephtethnet’s statistics are provided on page 65.) p
9
MELEE (standard action) claw +15 (1d6+6)
MELEE (move and standard action) 2 claws +15 (1d4+1 and
grab); gore +16 (2d4+6/19–20)
SPECIAL ATTACKS swooping charge

Beginner Box Conversions SPELLS (caster level 10th)


Constant—speak with animals
STATISTICS
Criosphinx And Scarab Beetle Swarm STR +6, DEX +0, CON +3, INT +1, WIS +1, CHA +0
FEATS Power Attack (-3 attack, +6 damage), Weapon Focus
By Paris Crenshaw and Mike "taig" Welham (gore)
SKILLS Bluff +10, Perception +10
Art by Danny "Gworeth" Krog and Dave Mallon ITEMS
EQUIPMENT none
TREASURE 5 Major Random Treasure rolls (Game Master’s
Guide, page 30)
SPECIAL ABILITIES
SWOOPING CHARGE A criosphinx can use its gore attack as
part of a charge special action and deal 4d4+14 points of
damage on a successful hit. If the criosphinx is flying, it can
SPHINX, CRIOSPHINX neutral drop at least 20 feet in altitude as part of the charge and deal
6d4+18 points with its gore attack.
A criosphinx has the wings of a bird, the body of a lion, and
SPEAK WITH ANIMALS This constant spell effect allows the
the head of a ram with sad, wise eyes. Criosphinxes dwell in
sphinx to ask questions of and receive answers from animals.
hot deserts and dry hills, where they often stop travelers to
This effect does not give him direct control over the animals,
demand payment for passage through their territory. They are
but he might be able to convince or threaten animals into
not as smart as other sphinxes but use clever tricks to gather
performing a service for him.
large amounts of treasure, which they covet greatly. If travelers
cannot pay something of great value, they must instead offer SOURCE
a member of their party as food for the beast. Lone travelers Pathfinder Roleplaying Game Bestiary 3
are almost always eaten. Criosphinxes do not enjoy riddles
themselves, but will seek out clever or difficult puzzles with
which to impress gynosphinxes. Gynosphinxes, which are all
females, are rarely interested in anything the brutish and less SCARAB SWARM neutral
intelligent criosphinxes have to offer. This mass of iridescent blue-black insects emits a foul stench,
and a faint chorus of thousands of clicking and clacking jaws
INITIATIVE +0 SPEED 30 FT., FLY 60 FT. CR 7 XP 3,200 HP 85 can be heard from all sides. Scarab swarms are attracted to the
pall of death that surrounds ancient desert tombs. The insects
are covered in the filth that is their usual food supply. Those
unfortunate enough to suffer bites from the creatures’ sharp
mandibles often contract filth fever. Those who disturb a scarab
swarm or get in its way place themselves in grave danger.

INITIATIVE +0 SPEED 10 FT., CLIMB 10 CR 3 XP 800 HP 22


FT., FLY 20 FT.

SENSES DARKVISION 60 FT. PERCEPTION +10

DEFENSE
AC 20, touch 9, flat-footed 20
FORT +10, REF +7, WILL +4
OFFENSE
10
SENSES DARKVISION 60 FT. PERCEPTION +4
creature must make a DC 13 Fortitude save or become
sickened (Gamemaster’s Guide, page 95). Each day after
DEFENSE the first, the creature can attempt another DC 13 Fortitude
AC 18, touch 18, flat-footed 18 save to remove the condition. Sickened creatures take a
FORT +5, REF +1, WILL +1 -2 penalty on attack rolls, saving throws, skill checks, and
SPECIAL DEFENSES mindless creature, swarm ability checks.

OFFENSE SOURCE

MELEE swarm (1d6 plus sickness and distraction) Pathfinder #79: The Half-Dead City. Author: Jim Groves. ©
SPECIAL ATTACKS distraction 2014, Paizo Publishing. p

STATISTICS
STR -5, DEX +0, CON +1, INT —, WIS +1, CHA –4
SKILLS Climb +8, Perception +4
ITEMS
EQUIPMENT none
TREASURE none
SPECIAL ABILITIES
SWARM A scarab swarm is made up of thousands of very
small beetles. Swarms are immune to critical hits and take
only half damage from slashing and piercing weapons.
Reducing a swarm to 0 hit points or less causes it to break
up; a swarm can never be staggered or dying. Swarms
are immune to spells that target one or more specific
individuals, but take half again as much damage (+50%)
from spells or effects that affect an area, like the burning
hands spell. Swarms deal automatic damage to any
creature whose space they occupy at the end of their move
with no attack roll needed.
DISTRACTION When a scarab swarm deals damage to a
living creature, that creature must make a DC 13 Fort save
or become nauseated for 1 round (Gamemaster’s Guide,
page 95).
SICKNESS When a scarab swarm damages a creature, that

11
its wearer a +2 morale bonus on saving throws against spells and
special abilities of undead creatures, and negates the effects of
their ability drain, blood drain, and energy drain attacks. Upon
negating such an attack, one of the belt’s 10 skulls ceases to
Heroes' Hoard: glow. When all 10 skulls have darkened, the belt crumbles and
turns to dust, leaving behind 10 flawed emeralds worth 20 gp
Bajaba's Beetles And Reeds each.
CONSTRUCTION

By Joe "Ignotus Advenium" Kondrak Requirements Craft Wondrous Item, protection from evil,
restoration; Cost 6,500 gp
Art by Carlos "Celurian" Torreblanca
DJED PILLAR AMULET
Aura moderate abjuration; CL 6th
Slot neck; Price 5,500 gp; Weight 1 lb.
DESCRIPTION

N ot far from the Great Library of Tephu, you’ll find Bajaba’s


Beetles and Reeds, a small shop filled with papyrus sheets,
reed pens, books, scrolls, and arcane paraphernalia. Inside and
Attached to a silver chain, this solid gold amulet is cast in the
shape of a djed pillar. Whenever its wearer is affected by a fear
effect, she may attempt a new saving throw at the end of her
out, the shop is embellished with all manner of scarab beetles, turn each round to end that effect. Furthermore, once per day
from the designs on its colorful awning to the shape of its brass on command, the amulet grants its wearer an aura of courage
door handles. Bajaba Khepremkhep, the shop’s white-haired that lasts for 1 minute. This aura is otherwise identical to the
proprietor, is a professional scribe and accomplished magician aura of a 3rd-level paladin.
with ties to the Academy of Scribes where he trained as a youth. CONSTRUCTION

A Tephu native of Garundi descent, he is also an expert linguist, Requirements Craft Wondrous Item, bless, remove fear; Cost
respected historian, and master craftsman. Friendly and talkative, 2,750 gp
particularly if the subject turns to Osirion’s history or the virtues
of Khepri, Bajaba is well known among Tephu’s many students INVIGORATING SISTRUM
and clerks. Aura moderate abjuration; CL 10th
Patrons of Bajaba’s Beetles and Reeds include scribes that come to Slot none; Price 7,000 gp; Weight 2 lbs.
buy the shop’s excellent papyrus paper, scholars seeking translations DESCRIPTION

of the nearby library’s ancient texts, and spellcasters looking for new Up to three times per day, when shaken as a standard action,
spells. The shop is popular with explorers and adventurers, too, for it is this iron rattle awakens sleeping creatures within a 30-foot
stocked with magic items well-suited to facing the undead radius. Furthermore,
horrors, foul vermin, and restless spirits allies of the shaker
that guard the region’s many crypts. within this radius that
Displayed throughout the shop are affected by a fear
in cabinets decorated with or paralysis effect may
scarabs and hieroglyphs are immediately attempt a
dozens of articles crafted new saving throw with
by Bajaba or one of his a +4 morale bonus to
skilled associates. On end that effect.
rare occasions, the shop’s A creature must be
collection includes a able to hear the sounds
handful of relics recovered of an invigorating
from one of Osirion’s sistrum to benefit from
ancient burial sites. its effects.
Because of his interest CONSTRUCTION

in historical accuracy and Requirements Craft


his skill as a craftsman, many of Wondrous Item, freedom of
Bajaba’s creations could be mistaken for movement, remove fear, sculpt
Osirian antiquities. However, unlike some merchants in sound, creator must have 5 ranks in Perform
the domain of the Ruby Prince, Bajaba would never misrepresent (percussion); Cost 3,500 gp
a replica as a genuine relic.
Here are some examples of the interesting items available at MENAT OF SPIRITUAL COMMUNION
Bajaba’s Beetles and Reeds: Aura moderate necromancy; CL 6th
Slot neck or none; Price 7,500 gp; Weight 2 lbs.
BELT OF EMERALD SKULLS DESCRIPTION

Aura moderate conjuration; CL 7th When worn around the neck, a menat of spiritual communion
Slot belt; Price 13,000 gp; Weight 2 lbs. forms a wide collar of silver feathers with a cylindrical
DESCRIPTION counterweight hanging on its wearer’s back. The menat grants
Adorned with 10 softly glowing emerald skulls, this belt grants its wearer a +2 morale bonus on saving throws against effects
12
created by haunts and incorporeal undead. Additionally, it DESCRIPTION

allows her a chance to notice any haunt within her line of sight, Etched with glyphs of fire, this paddle-shaped iron rod strikes as
whether or not the haunt has manifested. Donning the menat a +1 flaming heavy mace. Once per day, when its holder takes
is a full-round action that provokes attacks of opportunity. hit point or ability damage, she may immediately designate her
Removing it is a move action that does not provoke attacks of attacker as a target for revenge. The next time she successfully
opportunity. strikes the designated target with the rod of fiery vengeance, it
When removed and held by its counterweight, a menat of deals an extra 4d6 points of fire damage. This ability remains
spiritual communion functions as a percussion instrument and in effect until the rod deals its extra fire damage or its holder
spiritual medium. Once per day, when shaken as a standard designates a new target.
action within 10 feet of a haunt or incorporeal undead CONSTRUCTION

creature, an inscription describing the acts needed to Requirements Craft Magic Arms and Armor, Craft Rod,
permanently destroy that haunt or creature appears fireball; Cost 7,812 gp
on the menat’s counterweight in a language its
wielder can understand. This inscription is limited ROD OF THE SHELTERING PALM
to 11 words. Aura moderate transmutation; CL 11th
CONSTRUCTION Slot none; Price 14,000 gp; Weight 8 lbs.
Requirements Craft Wondrous Item, DESCRIPTION

bless, detect undead, speak with Capped on one end with a mace-like head
dead; Cost 3,750 gp of stylized dates and palm fronds, this
thick wooden rod strikes as a +2
NEMES OF ULTIMATE AUTHORITY heavy mace. On command, the rod
Aura moderate transmutation; CL 11th immediately elongates by 4 feet. In
Slot head; Price 8,000 gp; Weight 1 lb. this form, it strikes as a +2 heavy mace
DESCRIPTION with the reach special weapon feature,
The wearer of this magnificent striped though it requires two hands to wield.
headdress adds +1 to the DC of any Once per day, as a standard action, when
saving throws of enchantment (compulsion) its holder plants the rod of the sheltering palm
spells that she casts. Once per day, when casting a in the ground and speaks a second command word,
mind-affecting spell of the enchantment (compulsion) it immediately transforms into a 10-foot-tall living palm
school, the nemes allows her to alter the spell so it tree. The tree’s canopy shades a 10-foot square centered
can affect creatures immune to mind-affecting effects on its trunk (regardless of the sun’s actual position),
because of their creature type or intelligence score. reducing the area’s light level by one step. Furthermore,
When she uses this ability to cast a spell that targets anyone under the canopy gains improved cover and
one or more creatures that can hear her, those creatures concealment against attacks from above. The tree has
automatically understand her for the duration of the a hardness of 10 and 60 hit points. When reduced to
spell. 0 hit points, it disappears, leaving behind the rod of
The duration of any spell altered by a nemes of ultimate the sheltering palm.
authority is limited to 1 round per caster level regardless Regardless of its current form, speaking a third
of its listed duration. command word returns the rod to its original form.
CONSTRUCTION CONSTRUCTION

Requirements Craft Wondrous Item, Spell Focus Requirements Craft Magic Arms and Armor, Craft Rod,
(enchantment), command undead, comprehend languages, plant growth; Cost 7,000 gp
fox’s cunning; Cost 4,000 gp
SANCTIFIED LINEN GLOVES
PITCH BLOOD SCARAB Aura moderate necromancy [good]; CL 10th
Aura moderate necromancy; CL 7th Slot hands; Price 6,000 gp; Weight —
Slot neck; Price 15,000 gp; Weight — DESCRIPTION

DESCRIPTION The wearer of these blessed gloves may touch a single target
This hematite cloak pin in the shape of a scarab beetle grants its when channeling positive energy instead of causing a burst.
wearer immunity to bleed effects and blood drain. Furthermore, She must succeed at a melee touch attack to affect an unwilling
creatures that damage her with a bite or swarm attack must creature. Upon touching her target, she rolls d10s instead of
immediately succeed at a DC 16 Fortitude save versus poison to d6s to determine the amount of damage dealt or healed by her
avoid taking 1d3 points of Constitution damage. channeled energy.
CONSTRUCTION If she fails to touch a creature at the time of channeling, the
Requirements Craft Wondrous Item, neutralize poison, energy remains in the sanctified linen gloves as a held charge.
poison; Cost 7,500 gp Casting a spell with a range of touch, channeling energy, or
removing the gloves causes the held charge to dissipate with
ROD OF FIERY VENGEANCE no effect.
Aura moderate evocation; CL 9th CONSTRUCTION

Slot none; Price 15,312 gp; Weight 8 lbs. Requirements Craft Wondrous Item, Channel Smite; Cost
3,000 gp p
13
his search over more earthly concerns.

Adventure Hooks:
• Dihak has come into possession of a map that may lead to the
Weal Or Woe: Pharaoh Menedes XXVI’s ancient hiding place and asks the PCs
to help him explore it, promising they can keep any treasures
The Fallen Pharaoh they find.
• Dihak believes one of the PCs is a descendant of Pharaoh
By Jacob W. "Motteditor" Michaels Menedes XXVI and begins to pester him to learn more of his
history. He also inadvertently lets the information slip to the
Art by Steve Wood Fallen Pharaoh Insurrection, which may take notice and hope to
use the PC for its own purposes.

Boon
Dihak is an expert on ancient Osirion and can provide PCs with a

F orced into hiding by slave revolts fomented by agents of Kelesh’s


Padishah Empire almost 3,200 years ago, Pharaoh Menedes
XXVI marked the end of the first great dynasty that ruled Osirion.
great deal of information about the country’s history. In addition,
he can provide them with assurance of safe passage through Pahmet
lands as long as they don’t cause trouble.
In the centuries since, the Fallen Pharaoh was all but forgotten, until
the Ruby Prince’s decision to open the kingdom’s borders to outsiders DIHAK NIRATI CR 4
and delve into its ancient history stirred up new memories. Now XP 1,200
rumors swirl across the desert sands, whispering that while Menedes Male dwarf investigator (sleuth) 5 (Pathfinder RPG Advanced Class
was dethroned, his line didn’t end. His descendants live on today and Guide)
a growing number hunger to return them to their rightful place on LN Medium humanoid (dwarf)
the throne. Init +4; Senses darkvision 60 ft.; Perception
+8
WEAL: DIHAK NIRATI DEFENSE

Dihak Nirati was happily ensconced in his home in AC 16, touch 12, flat-footed 14; (+4 armor,
Erekrus, where he had just begun his training to serve +2 Dex); +4 dodge vs. giants
as an arbiter, deciding who deserved to be buried in the hp 37 (5d8+10)
famed necropolis, when he first heard rumors about Fort +3, Ref +6, Will +4; +6 vs. poison, +2
an heir to Osirion’s original empire. His curiosity vs. spells, and spell-like abilities
enflamed, he left home and began what has Defensive Abilities opportunistic evasion,
become a decade-long search, hoping to find if trap sense +1
any of the righteous of that line deserve to rest OFFENSE

among their ancestors. Speed 20 ft.


A guileless young Pahmet dwarf, Dihak’s Melee mwk short sword +4 (1d6/19–20)
goal is altruistic, his intent merely to correct or dagger +3 (1d4/19–20)
what he fears may have been a historical Ranged mwk shortbow +6 (1d6/x3)
injustice. However, some of the other Special Attacks studied combat, studied
historians he has collaborated with have been strike +1d6, +1 on attack rolls vs. against
less sincere in their efforts. They belong goblinoids and orc humanoids.
to a shadowy group known as the Fallen TACTICS

Pharoah Insurrection, a secretive group Before Combat Dihak prefers to avoid combat,
of nobles who hope to create a figurehead but if he can’t, he applies large scorpion venom
for a rebellion to benefit their own fortunes to his short sword.
and political ambitions. Though Dihak knows During Combat Dihak uses studied
nothing of the group and has no interest in its combat and studied strike on opponents,
goals, he has become aware lately that others are using opportunistic evasion when he
interested in his research, and may in fact mean to can. He saves 1 luck point for his run
harm himelf and others. He will not let his fears like hell ability.
deter him. Morale If fighting alone, Dihak tries
Voice brimming with sincerity, Dihak loves to escape combat, hitting and retreating
nothing more than to discuss history with whenever feasible, though he’s a stalwart ally
anyone who’s willing to listen, though if with companions. If reduced to 6 hp, he
often rambles as he enthusiastically veers offers to surrender and cries for mercy.
from one esoteric topic to another. He STATISTICS

wears his curly hair neatly trimmed Str 10, Dex 14, Con 15, Int 12, Wis
to keep it out of his dark eyes, and 10, Cha 14
his brown beard in a braid bound with gold cord. His clothes are Base Atk +3; CMB +3; CMD 15 (19 vs. bull rush, trip)
utilitarian, often stained with ink and dirt, evidence of his focus on Feats Extra InspirationACG, Inspired Strike ACG, Skill Focus
14
(Knowledge [history]) any potential collaborators.
Skills Bluff +6, Diplomacy +10, Disable Device +10, Knowledge
(history) +12, Knowledge (local) +9, Knowledge (nobility) +9, Adventure Hooks:
Linguistics +7, Perception +8, Sense Motive +8, Stealth +6 • Hadrassa has captured a scholar or merchant the PCs are friends
Languages Ancient Osiriani, Common, Dwarven, Kelish, Osiriani, with and plans to torture her to discover her conspiracy against the
Polyglot Ruby Prince unless the PCs can find some way to free her.
SQ daring, expanded inspiration, inspiration (1d6, 6/day), keen • Hadrassa has enlisted the city guards to surround the inn
recollection, make it count, poison lore, quick study, run like where the PCs are staying, responding to reports it’s a hotbed of
hell, second chance, sleuth’s initiative, sleuth’s luck (2 luck intrigue involving the Fallen Pharaoh Insurrection.
points), trapfinding +2
Combat Gear daggers (2), large scorpion venom (2 doses) Drawback
masterwork shortbow and 20 arrows, masterwork Hadrassa’s position in the Risen Guard gives her words a great weight
short sword, potions of cure light wounds (2), potion with Osirian authorities. If she believes the PCs are acting against the
of invisibility; Other Gear +1 studded leather best interests of the Ruby Prince, she can alert guards in cities the PCs
armor, masterwork thieves’ tools visit, causing actions anywhere from merely greater observation—
making any potential illegal activities that much harder—to having
WOE: HADRASSA TSONT-NOFRE them arrested on sight and thrown in prison until Hadrassa returns
While much of the Risen Guard is concerned to deal with them.
with the governance of Osirion’s armies
and the immediate protection of the HADRASSA TSONT-NOFRE CR 6
Ruby Prince and his family, others have XP 2,400
a wider mandate. They sweep through Female human slayer 7 (Pathfinder RPG Advanced Class
the country, searching for potential Guide)
threats to the Forthbringer dynasty LN Medium humanoid (human)
and destroying them before they ever Init +2; Senses Perception +13
get a chance to do any harm. Among DEFENSE

this group of hunters, Hadrassa Tsont- AC 20, touch 12, flat-footed 18; (+8 armor, +2 Dex)
Nofre roams the Scorpion Coast with hp 57 (7d10+14)
two Risen Guard companions, Nu Fort +7, Ref +7, Will +3
Zybia and Memefer Sethosh. Both the OFFENSE

Fallen Pharaoh Insurrection and less Speed 30 ft.


direct activities relating to Menedes Melee +1 falchion +11/+6 (2d4+3/18–20)
XXVI would be considered serious Ranged mwk composite shortbow +10/+5
threats. (1d6+3/x3)
Originally a member of the Eyes Special Attacks slowing strike, sneak attack
of Sothis, Hadrassa was killed +2d6, studied target (2) +2
while uncovering a group of TACTICS
zealot priests of Nephthys angry Before Combat Hadrassa drinks her elixir of hiding
over the Ruby Prince’s plan to before she heads to confrontations with her enemies.
open the country’s borders. During Combat Hadrassa prefers to open combat with
Despite suffering mortal her bow and her sneak attack ability before switching to
wounds, she escaped, her sword and flanking with her companions.
bringing warning to the Morale Having already been brought back from death once
Risen Guard with her and being a zealous servant of the Ruby Prince, Hadrassa
last breath. As a reward, fights to the death.
she was brought back to STATISTICS

life and inducted into the Str 17, Dex 14, Con 14, Int 10, Wis 12, Cha 8
elite guard. Base Atk +7; CMB +11; CMD 23
She still bears marks of Feats Alertness, Extra Slayer Talent ACG, Precise Shot, Ranged
the wounds that caused her StudyACG (shortbow), Step Up, Weapon Focus (shortbow)
death, an arrow scar puckering Skills Acrobatics +7, Intimidate +9, Knowledge (local) +10,
her left cheek and a ridge of hard Linguistics +2, Perception +13, Sense Motive +13, Stealth +9,
skin running down the right side of her Survival +11
face, just having missed her eye. Several blue ostrich Languages Ancient Osiriani, Common, Osiriani
feathers adorn the golden headband that holds her SQ hard to foolAPG(2/day), deadly range, ranger combat style
midnight-black hair off her face. As severe as the harsh (archery), stalker, track +3
desert wind, any sense of humor Hadrassa may once have Combat Gear +1 falchion, masterwork composite shortbow (+3
had apparently died when she did. She is totally devoted to Str), potion of cure moderate wounds; Other Gear +1 buckler,
the Ruby Prince, and brooks no tolerance for any she suspects might elixir of hiding, elixir of truth, +1 scale mail p
intend him harm. The only thing inhibiting her from killing those she
suspects of sedition is the desire to properly interrogate them to find
15
Greater Blade Bind (Combat)
You quickly take advantage of a blade bound opponent.
Prerequisites: Combat Expertise, Improved Blade Bind, base attack
bonus +6, Int 13.
The Binding Blades Of Osirion Benefit: You receive a +2 bonus on checks made to blade bind an opponent.
This bonus stacks with the bonus granted by Improved Blade Bind. Whenever
By Aaron "Gideon Black" Filipowich you successfully blade bind an opponent, as a free action you may make a melee
attack with any other weapon you possess that threatens your opponent.
Art by Andrew DeFelice

T his is a re-envisioning of the Osiriani Blade Binding attack option and


remodeling of the Osirian khopesh (Pathfinder Chronicles Campaign
Setting, pages 119 and 209) to fit the Pathfinder RPG system.
The Osirians designed the blade binding technique as a counter to the
fast-moving Keleshite skirmish style. Their hit-and-run tactics disorganized
the orderly ranks of Osirian soldiers, and this combat maneuver forced their
combatants into face-to-face confrontations. Scholars believe Akhentepi of
Wati created the style in 2437 AR, and created it to capitalize on the curved
blade of a khopesh.
The combat maneuver works with any melee weapon, but is most effective
with the khopesh and other tripping weapons. The maneuver involves twisting
your weapon with your opponent’s (for example, sword guards or halberds
hooked onto a mace haft) and locking them together. Once locked, this forces
the opponent’s weapon into a grappled condition and improves the chances of
disarming or sundering the bound weapon. When using this combat maneuver,
the blade binder usually attacks with an off-hand or secondary weapon.

COMBAT MANEUVER: BLADE BIND


You can blade bind in place of a melee attack, but not as part of a charge.
Attempting to blade bind an opponent provokes an attack of opportunity.
If your attack is successful, both your attacking weapon and your target’s
weapon are bound. Using any weapon with the trip weapon quality
provides a +2 bonus to CMB.
A bound weapon cannot be used to make attacks, nor does it allow its wielder
to threaten any space. A bound weapon can be freed with a successful combat
maneuver check (DC equal to your opponent’s CMD; and does not provoke
an attack of opportunity), or can be dropped as a free action. Unless one of the
bound weapons is freed or dropped, neither opponent can move beyond the
other’s reach. The initiator of the maneuver may end the bind as a free action. If NEW REGIONAL TRAIT: FAMILIAR CURVE (OSIRION)
he attempts to disarm his opponent or sunder the bound weapon, he receives a
You grew up watching others wield a khopesh. The feel of a khopesh is so
+2 bonus to his CMB and the damage roll of the sunder attempt. natural that a straight bladed sword seems clumsy in your hands. You are
proficient with the khopesh but take a -1 penalty to attacks with bastard
NEW FEATS swords, greatswords, longswords, and other straight-bladed weapons of the
heavy blades group. When you attempt a blade bind combat maneuver with
Improved Blade Bind (Combat) a khopesh, you receive a +1 bonus to CMB.
You are skilled at blade binding your opponent’s weapons. Great Khopesh: Rarely, the strongest of Osiriani use a great khopesh.
Prerequisites: Int 13, Combat Expertise. Desert nomads and barbarians are more likely to be seen carrying them, but
Benefit: You do not provoke attacks of opportunity when performing a members of the Risen Guard have also trained with it. Believed to be one of
blade bind combat maneuver and receive a +2 bonus on checks made to blade Sobek’s creations, it is as vicious as the god himself. The weapon resembles an
bind an opponent. You also receive a +2 bonus to your CMD whenever an oversized khopesh, but cleaves more like an axe. The great khopesh’s blade
opponent tries to bind your weapon. extends straight from the hilt for 2 feet, then curves for the last 2 feet. Due
Normal: You provoke attacks of opportunity when performing a blade bind to its curved blade, it is ideally suited to both trip and blade bind combat
combat maneuver. maneuvers. If you are tripped during your own trip attempt, you can drop the
weapon to avoid being tripped.
Table 12-1: Exotic Weapons The blade’s curve grants it a +2
bonus to CMB for blade bind
Two-handed Melee Weapons Cost DMG (S) DMG (M) Critical Range Weight Type Special attempts. p
16 Great khopesh 24 gp 1d8 1d10 19-20/x3 12 lbs. S Trip
17
went awry. That contingency seemed like a smart investment now.
‘That was my favorite approach anyway.’ Mylan’s voice sounded so
close it raised goosebumps on the back of her neck. ‘It’ ll be more fun.’
‘You still have eyes on Volaeri?’ She asked, her voice muffled by the
The Wasp And The Mantis myriad conversations around her as the crowd sought refreshment
from slave-attended tables.
By Neil Spicer ‘He’s outside the hall. Probably counting his money.’
‘Any indication he’s marked me yet?’
Art by Liz "Lilith" Courts ‘Nope. That Osirian get-up even had me fooled until you nudged me on
your way in. Where’ d you get that wig anyway?’
‘From a museum in Taldor.’
‘They certainly love collecting things from other cultures. I guess that
includes all these artifacts the grave robbers dug up.’
Ashallah withheld her reply as she already felt guilty for lying to

T his story is a continuation of “The Sting of Betrayal” printed in


Wayfinder #10.
“Sold! To Arbettin Pale, most honorable Blood Lord of Geb...”
Mylan. She’d fed him the story that the Star was an Osirian relic,
something Absalom wanted to secure rather than have it fall into
someone else’s hands. The fact that she’d arranged for a Taldan to
Ashallah masked her disappointment as she applauded alongside buy it challenged that supposition, but she’d also led Mylan to believe
the other bidders, smiling her reassurance for Lord Dahlby, the Taldan it would be far easier to dupe Lord Dahlby after the auction than it
emissary she’d seduced into taking her to the exclusive auction house would to take the Star from another buyer.
in Sothis. Of course, the possessive hold the diplomat kept on her ‘We still targeting the turncoat or just the rock?’
waist made it clear he cared about a different kind of prize than the ‘Both. Volaeri gets his due, but we get the Star first. You tail him for
brokerage of artifacts recovered from Osirion’s tombs. While Ashallah now. I’ ll need updates on his position, but keep your distance. He’ ll ghost
might ordinarily share his ardor, she had eyes for something more if we make our play too soon.’
compelling: a large, blue sapphire mounted on an Osirian scepter. It ‘I know my business. You stick to yours.’
looked like a gaudy bit of decoration to the uninitiated, a somewhat * * *
out-of-place affectation even for a pharaoh of old. But to Ashallah, Ashallah lowered Dahlby to the ground. His unconscious body
and those who shared her line of work, she recognized it as a Star was limp in her arms from the sleep poison she’d applied over the
of Nex; the same powerful stone she’d spent the last several weeks wax on her lips. She left him leaning against the chiseled statue of a
chasing across the Inner Sea. minotaur hobbled before an Osirian queen in a garden outside the
Her colleague and fellow-spy, a man named Volaeri, had stolen it auction house. She wished him no ill will. After all, he’d proven so
from Absalom’s vault. The stone served as a conduit to an interplanar useful getting her into the invitation-only auction house as a guest.
storehouse of arcane secrets, and it held obvious value to all manner And if the bidding had gone their way, she’d have enjoyed spending
of would-be collectors. More information had come to light regarding time with him before stealing the Star and returning to Absalom.
Volaeri’s true motives as Ashallah hunted him. In Katapesh, Ashallah Nevertheless, her duty and current circumstances called for leaving
had discovered his service to Absalom was a ruse from the start, the Dahlby behind. She just hoped no further trouble befell him after she
means to an end where he’d make a fortune on the black market at and Mylan fled Osirion.
their expense; for whom and to what purpose, she had yet to determine. Back at the compound’s outer wall, she removed her sandals and
Volaeri left a trap for those following him, one she’d blundered into, offered a brief prayer to Calistria. If the Savored Sting blessed her
ready to slay everyone who’d given him aid. She barely escaped his tonight, she’d have her vengeance on Volaeri, abscond with the Star,
allies, but the experience had opened her eyes and focused her resolve and put herself in fine standing with her overseers back in Absalom.
in taking back his prize. The long voyage to Sothis had given her Surely the goddess of trickery could smile on that?
time to prepare an alternate plan, something more subtle than the Climbing the second story terrace without a rope took the priestess
impetuous approach which nearly ruined her chance for revenge. longer than she’d have liked, but the tight gown she’d worn for the
Unfortunately, the auction didn’t play out like she’d expected. auction supplied a different need. Aside from capturing Dahlby’s
The winning bid was a sum no one could match, a sure sign of Geb’s imagination, it included three long needles magically hidden in each
commitment to securing the Nexian artifact which once belonged to arm, all poisoned with the same venom from her lips. As she crested
their ancient enemy. Volaeri and his brokers had wisely invited them. the terrace, she sent one of them streaking into a guard’s neck with
The master spy had no doubt alerted them to the stone’s true value a flick of her wrist. He uttered a soft gasp of surprise before his eyes
and then put it on the auction block to fetch a higher price than direct rolled back and he collapsed to the ground. His helmet struck the
negotiations would achieve. Ashallah’s contacts in Sothis had tipped landing with a dull clang.
her off to his ruse, and she’d made preparations to buy back the gem Ashallah swiftly moved past him into the building’s shadows
for her countrymen. She set up Lord Dahlby as an unwitting bidder before the next guard came to investigate the noise. She closed on
eager to procure the stone as a gift for his paramour, none other than the newcomer as he knelt to examine his fallen comrade and drove
Ashallah herself. But the Blood Lord had driven the price higher another needle into his back. He whirled as he felt its sting, but
than she’d thought possible, and it put the meager allotment from Ashallah slipped under his feeble strike and grappled him to the
Absalom, which she’d secretly funneled to Dahlby’s purse, to shame. ground until the venom took hold. She checked the first man for a
‘We’ ll have to do this the hard way,’ Ashallah whispered under her pulse and confirmed that he lived. She had no desire to anger the
breath. She counted on the arcane spell cast by Mylan, her mercenary Ruby Prince by slaying guardsmen in pursuit of their assigned duty.
partner, to carry her message to his ears. She had a long history with She readjusted her straight-cut wig to maintain her disguise and then
the halfling ex-slave, and she’d hired him to shadow her in case things located the door to the upper hall. From here, it wouldn’t be as easy.
18
Her needles would have little effect on the Blood Lord and his undead warn their master. Incapable of independent thought, they’d silently
attendants, though she expected the Osirian brokers would present accept her presence until Pale realized an imposter stood among them
reasonable targets if they stood in her way. Both parties should be and directed them to attack.
somewhere inside as they completed the exchange for the Star. If her A few, nervous minutes passed while Ashallah waited. Paranoia
luck held, she might avoid violence altogether. played at the back of her mind, but she pressed herself to remain still
Fortunately, Ashallah had already met Blood Lord Pale and his ever- and patient. She breathed as shallowly as possible to avoid giving away
attentive zombie servants when she and Dahlby had mingled with her presence. It also helped keep down the nausea building in the
the other buyers ahead of the auction. The zombies were repulsive pit of her stomach. Despite the perfumed spice in the air, she could
creatures, utterly loyal and implacable, but disturbingly emotionless; still smell the underlying decay of the undead and knew full well
a different kind of slave, perhaps, but one which Ashallah had no time she’d permanently join them if discovered. Part of her wondered how
to liberate. Instead, she could only rely on them to be true to their Mylan fared, but she dared not send an arcane whisper his way while
nature. standing alongside the silent zombies awaiting their master.
Creeping along the corridors of the upper hall, she intentionally After what seemed an eternity, Blood Lord Pale and the Osirian
sought them out. She divined their location by following the strong brokers emerged from the adjoining room. He clutched the scepter with
scent of spices used to preserve and perfume their decayed flesh. the Star of Nex in his hand while exchanging last-minute pleasantries
She finally found them all huddled in the back of an antechamber with his hosts. The wiry man had the appearance of the living, but no
overlooking the crowded auction hall. Volaeri’s brokers had led Pale to one knew for certain if blood still coursed through his veins. Ashallah
an adjoining room just beyond, and now the zombies waited for him wondered if he had similar magic masking his true form. She’d heard
to complete the transfer of the Star’s ownership. many of Geb’s Blood Lords were mages and necromancers before they
It presented the perfect opportunity. turned to vampirism, lichdom, or the taint of ghouls to extend their
Ashallah’s training in Calistria’s faith had taught her several prayers lives. Unlike zombies, such creatures retained their full intellect. It
and divine spells she could call upon while serving Absalom. The allowed them to master arcane secrets over centuries of study fueled
one she used now dropped a veil of illusion over her outward form by magic and their unrestrained bloodlust. The priestess’s heart beat
and allowed her to blend in with the Blood Lord’s attendants. Her a little faster at the sight of such a dangerous adversary, and she could
decadent gown shifted to match the same black Gebbite garb as the only hope his unnatural senses would fail to perceive her.
zombies, while her toned flesh took on their grayish pallor and her eyes “You!”
turned milk-white as the dead. With the transformation complete, The outburst startled Ashallah so thoroughly she nearly gave
she shuffled into the antechamber and mimicked the same awkward herself away by flinching. But the Blood Lord thankfully addressed a
gait the zombies displayed when Pale first brought them through the different zombie as he handed over the scepter.
auction house. Three of the mindless creatures turned to regard her “You will carry this and guard it with your life.”
entrance, but they made no move to exclude her from the pack or even Ashallah watched the exchange with a small measure of envy. It

19
would have made things so much easier if Pale had given her the
scepter instead, but such close scrutiny might have allowed him to see
through her disguise.
“The rest of you!”
Ashallah hesitated only a moment as the other zombies stirred to
their master’s bidding. She did her best to move with them to sustain The holy fire ripped away
her ruse.
“March around your brother and defend him from any threat.” the animating force in the
The Blood Lord bowed once more to the Osirians and then swept
past Ashallah on his way to the door. zombies and instantly turned
“Follow,” he called, and she moved with the other zombies as they
pressed around her and the scepter-bearer. them to ash. Even Blood
* * *
The attack came so swiftly it took Ashallah and the Blood Lord by Lord Pale staggered under
surprise. They’d made their way to street level, still within sight of
the auction house and the glow of its external oil lamps, when a flash the assault.
of divine energy washed over them. Ashallah recognized it instantly
as the power most priests wielded against the undead, but it held an
intensity that far outstripped her own ability. The holy fire ripped
away the animating force in the zombies and instantly turned them to
ash. Even Blood Lord Pale staggered under the assault. He dropped to something had befallen him. She followed the blood trail through the
one knee as his skin darkened and smoldered before her eyes. Ashallah outer hall and to the rear of the building. Emerging in an alley, she
stood unharmed in the aftermath and stared down at the scepter with found Mylan slumped against a stone wall separating the street from
the Star of Nex at her feet. a row of slave tenements across the way.
“Today you die twice, Gebbite!” “Mylan!”
The voice spoke with a Nexian accent that tugged at her memory. It took him a moment to raise his head and focus on her face.
Streaks of arcane energy leapt from the shadows and lit up the “What happened?”
darkness as it hammered into the Blood Lord. Ashallah shielded her “Sorry, ‘Shallah.” He lifted a small, bloodied hand from his side.
eyes against the glare and processed details as rapidly as her training “The turncoat had backup. Just like you. I was watching him, but
allowed. She saw a robed priest bearing the spiral insignia of Pharasma, they were watching me.”
a trio of armed guards in Nexian armor, a Garundi wizard who likely Ashallah placed her hand against his side and called on Calistria’s
hailed from Nex, and the familiar face of Narlaguut Haraxis. The aid once more. She filled her tiny partner with healing energy. It
latter she’d met in Katapesh while prisoner at the estate of Volaeri’s wasn’t much, barely enough to ease his pain, but she hoped it would
partner, Omar. Ashallah thought she’d left them both for dead, but keep him alive.
Haraxis had obviously followed after her and Volaeri. “Who were they?” she asked.
She gazed down at Pale. The Gebbite’s lips had parted, revealing “Mantis.”
fangs a python would envy. Vampire. The word came unbidden to Ashallah’s blood ran cold.
Ashallah’s mind and Pale immediately looked her way as if seeing “Red Mantis?”
her for the first time. He no doubt wondered how a lone zombie had “I don’t know any other in our line of work.”
survived the onslaught which had weakened him, but the approaching She sat back on her heels and scanned the wall for any sign of Mylan’s
Nexians intent on finishing him off were more important. attackers. She crept forward and peered into the slave tenements beyond
Before the Blood Lord could stop her, Ashallah reached down to assure herself none remained behind. After all, Mantis agents had a
and snatched the Osirian scepter with the Star of Nex. A prayer for knack for assassination, and they often lured victims to their doom by
protection tumbled from her lips and Calistria favored her with a spell baiting them with injuries to their closest friends or family.
of invisibility. Ashallah had prepared this escape for the moment she “They left you here? Why not finish the job?”
had the Star in hand. Her last image of the raging battle was the angry “I’m happy they didn’t, thank you very much. But they wanted to
visage of the Blood Lord as he fought off Haraxis’s men and sought deliver a message.”
her among the shadows. “What message?”
* * * “It’s from Volaeri. He said the Star was a gift. From him to you. A
It took Ashallah nearly an hour to find Mylan. The halfling’s parting gift for someone he respects. He said he has what he needed
communication spell had long since worn away, and she had no other from it, and chasing after him will only lead to death, because he
method of contacting him. She faced the likelihood that Blood Lord won’t hesitate to kill you if you keep after him.” Mylan grabbed her
Pale or Haraxis chased her now that she’d stolen the Star out from arm and pulled her close. “If he’s Mantis, ‘Shallah, I believe him. You
under them, so she’d taken a longer route back to the auction house. need to let it go. Let him go. We got what your masters want. We drop
She made sure to cast another spell to ward off unwanted divinations this and get on with our lives.”
targeting her or the stone. All that remained was to rejoin Mylan, take Ashallah sat down beside him and was silent for several moments.
her revenge on Volaeri, and return triumphantly to Absalom. “It doesn’t work that way,” she finally replied. “Even if Volaeri is
Then she saw the blood. Mantis, he bleeds like any other. His warning is a sign of fear. He’s
It was only a trace amount in the foyer outside the main auction afraid of what I’ll do when I catch up to him. And he should be.
hall, but definitely fresh, and not something easily noticeable to the Because, as frightful as the Mantis can be, it pales in comparison to
untrained eye. She saw no sign of the halfling, but knew in her heart an avenging maiden of Calistria.” p
20
A DARK STAR FELL
FROM THE SKY
BRINGING WITH IT THE
END OF ALL THINGS!
The sanctity of the world known
as Abaddon was shattered when
a global apocalyptic event of a
meteor impacting the planet
causing a destructive ecological
and eldritch change.
Now there is no day or night,
just never ending Apocalypse.
An undead world ruled by fear
and horror. Undead nightmares
prowl the darkest forest with
malevolent ghouls, grim demonic
fiends and horrific vampires prey
on a fearful populace.The world
is dominated by the monstrously
powerful immortal evils that
reigns supreme over this world.
And with all this the mysterious
force known as Nightwall. Evil
dominates the world to be
challenged by noble heroes
fighting to take back a world
that should belong to them.
Are you willing to
take up the fight?

Learn more about Obsidian


Apoaclypse at www.lpjdesign.com
21
While the natural, light brown color is the most common, linen
was often bleached to a bright white through frequent laundering and
exposure to the sun. Ancient Osirians made up for this uniformity of
color by adding belts and large pieces of jewelry crafted from brightly
Osirion Fashion colored metal, beads, and gems. One of the biggest changes between
ancient and modern Osirian clothes is the increased use of bright, dark,
By Kat "fashion goblin" Evans and saturated colors. This is due to the discovery of more color-fast
dyes. Some are alchemical in nature, and some are natural, such as the
Art by Catherine Batka purple-red developed by The Rising Phoenix dye works in Wati.
Historically, Osirian garments were made from a simple rectangle
of cloth. Ancient looms produced a set width of fabric. The fabric
was not cut narrower because doing so would increase fraying
and shorten the life of the garment. The garment was shaped

O sirion is one of the oldest nations of the Inner Sea, its culture
steeped in rich tradition. It has a long history in textile
technology, but its style evolved more slowly than it does in other
by gathering or finely pleating the cloth. It was held in place by
a belt and could be starched (or later sewn) to make the pleats
permanent. These lightweight pleated garments became the most
cultures. The current styles differ only slightly from older, more recognizable feature of Osirian fashion. The two most common
traditional styles, and an examination of Ancient Osirian art are the shenti and the kalasiris. A shenti is a rectangle of
reveals few differences from current modes of dress. As with pleated fabric wrapped around the waist, tied or belted in
all cultures, climate, available materials, and other factors have the front, and falling to the knees. A kalasiris is a long
had a strong influence on Osirian clothing and style. The hot, sheath dress attached with straps over the shoulders.
dry environment of the desert has as much influence on Wigs and makeup are worn extensively by all genders.
current fashion as the latest The ancient Osirians
creations coming from often shaved their
the leading designers in heads and wore
Wati. elaborate wigs made
The most commonly from human or
used fabrics are linen animal hair. This
and cotton, though custom continues,
linen is historically but wigs are not worn
more important than as frequently, so a
cotton. Linen is easy bald head is a frequent
to cultivate in the sight. Extensive eye
fertile areas refreshed makeup, made from
by annual inundation of kohl, accentuates
the River Sphinx. The the eyes visually and
city of An produces the reduces the sun’s glare
majority of Osirian linen, for the wearer.
cultivating and spinning Style is more eclectic
it before shipping the yarn in the large cities like
to Wati for weaving and Wati and Sothis. When
garment production. Cotton the Ruby Pharaoh opened
production has also increased the tombs to foreign
around Ipeq. A small amount explorers, fashion—both
of wool is produced by goats on Osirian and non-Osirian—
the Outer Farms outside Wati, was affected. The influx
but the fiber is not extensively of foreigners brought their
cultivated since wool clothing and local styles to the region.
blankets are not ideal for the climate. The excitement over the new
Much of the wool used is imported discoveries also spurred a broader
from other nations. interest in all things Osirian. Since
Both linen and cotton have characteristics the opening of the tombs, Osirian
that make them excellent choices for clothes in motifs have become popular in both
the Osirian climate. They are light, cool, and easy art and fashion around the Inner Sea.
to launder. Linen has several advantages over cotton. The lily motif is particularly common.
It becomes softer the more it is washed and is easier After 9,000 years, Osirian fashion
to produce in the river’s inundation. Artisans long ago still reflects the clothing of the earliest
developed techniques for spinning and weaving linen into Osirians. The bright white linen garments are
fabric so fine it is almost transparent. Such fabric was reserved as appropriate in the bustling markets of Wati as
for luxury goods because it was expensive to produce and too weak they are in the paintings found in ancient tombs. p
to withstand daily use.
22
23
Movement along the board is as depicted in the image below:

`Ela Mesar Alheyah


(On The Path Of Life)
A Tile And Board Strategy Game
For 2 Players
Should a player move a piece into a space occupied by one of
By Dain "zylphryx" Nielsen his opponent’s pieces, the two pieces exchange places. There are
a few exceptions to this, however.
Art by Alex "Canada Guy" Moore If a player has two pieces adjacent to one another, those pieces
are considered safe and block the player’s opponent from landing
in either of those two squares. These pieces may be bypassed if he
has enough movement to do so.
If a player has three or more pieces in consecutive spaces,

"L ife is a game to which we learn the rules as we go.”


- Ishaq Narwishi, priest of Hathor, -2914 AR
‘ela mesar alleyah is an ancient game, said to predate the
those pieces act as a block to his opponent’s pieces. His opponent
cannot bypass those pieces as long as there are three or more
pieces in connected spaces.
founding of Osirion itself. The game is said to symbolize the There are several spaces containing symbols. The eye, the ibis,
Path of Life, from birth to death. The object is to be the first the players, and the instruments are all safe squares, protecting
player to remove all his pieces from the board, representing the any piece in it as if there was one adjacent piece.
completed passage along the Path of Life. The other two symbols move any piece landing on it back on
The boards for ‘ela mesar alleyah can be fairly plain wooden the board. A piece landing on the river symbol moves back to the
boards or elaborately carved wood or stone boards. The fact fifth square in the third row. A piece landing on the crocodile
that players of widely divergent social standing can be found moves back to the fifth square in the first row. If the square to
playing against one another in the qa’eh alal’eab (gaming halls) which the piece is moving back is occupied, it is instead moved
speaks volumes of the game’s unifying capacity. back to the fourth square and so on, until an empty square if
Players begin with five pieces on the first row of the board, available.
alternating pieces along the row. The player who goes first is in If a player has no available moves he loses the movement gained
the back position for initial placement of the pieces. from the placed tile.
There are 72 playing tiles, with three areas containing either Pieces may not be removed from the board until all of a player’s
a scarab, one sun, two suns, or three suns (with a value of pieces are on the fourth or fifth row. Any movement which would
double, one, two, and three, respectively). Of these tiles, 24 of move a piece beyond the final square of the fifth row will remove
them have an ankh in the center of the tile. The playing tiles an eligible piece from the row. p
are placed face down next to the board and each player selects
five tiles. The second player draws a sixth tile and places it face
up to begin the game.
Tiles may be placed adjacent to any tile or tiles as long as all
connecting symbols match. If a tile is placed adjacent to only
one tile, the player may move one piece the combined total of
the number of matched suns on the tile he placed. If a tile is
placed adjacent to two or three tiles, the player may move two
or three pieces, respectively, one per matched side and for that
side’s combined total of matched suns. If a player is unable to
place a tile, he must draw additional tiles until he has a tile he
may place.
For example, a player places a tile adjacent to two tiles. The
two matched sides are two suns/scarab and two suns/three suns.
The player may move two of his pieces; one moves four spaces
(for the two suns/scarab) and one moves five spaces (for the two
suns/three suns). Should a player make a scarab/scarab match,
the player may move one piece six spaces.
If a placed tile has an ankh in the center, the player may place
a second tile after he resolves the movement from the first tile.
There is no limit to the number of ankh tiles a player may place
in a turn.
24
the tasks for which they were created. Unless stated otherwise
under an individual description, servile shabti are treated as
Medium-sized constructs (AC 14, hardness 5, 36 hp, move 30
ft.) with no offensive abilities. Shabti that are reduced to 0 hp
Servile Shabti return to statuette form and cannot be activated again until the
normal duration between uses has passed. Once the statue has
Osirian Funerary Relics recovered it may be activated again and its functions and abilities
are fully restored. Myriad forms of these magical servants exist.
By Jeff Lee and Dawn Fischer Adventurers can purchase true shabti figures for their own uses,
perhaps from the tomb robbers, or by robbing tombs themselves.
Art by Carlos "Celurian" Torreblanca Here are some of the most common:

Crafting Shabti: This shabti is garbed in an apron and carrying


the tools of its trade. Once a day, upon command, this shabti will
craft a single item of masterwork quality that its owner specifies

C rafted to serve in the afterlife in place of the dead with whom


they are buried, shabti are also used by magicians and priests
for their own ends in the land of the living. Shabti figurines can be
with whatever appropriate raw materials are provided. Each shabti
can only craft items in one particular trade. A weaponsmith shabti
cannot do carpentry, nor can a weaver shabti forge a sword. The
crafted from a variety of materials including terracotta (clay), faience shabti works at amazing speeds, needing only 10 minutes per 100
(glazed earthenware), turquoise, and even wood or wax; and were gp value of the item being crafted to finish its task, whereupon it
originally intended to be placed by the dozens or even hundreds in reverts to statuette form for 24 hours.
the tombs of nobility and the wealthy. Aura Moderate transmutation; CL 11th;
The shabtis’ chief purpose was to provide replacement servants to Additional Requirements fabricate, creator must have 10 ranks
work in the fields of Osiris in lieu of their owners, who considered in an appropriate Craft skill.
themselves too important to work­, even for the Gods. As the afterlife
became more accessible to the lesser nobles and common folk of Defending Shabti: This shabti wields a spear and carries a long
Sothis, the demand for shabtis rose. From expensive figures made of ovoid shield. Once per day, upon command, the shabti becomes a
turquoise, amber, or highly decorated clay for the wealthy of Sothis to life-sized warrior that can be ordered to either defend the owner
the mass-produced figures of lesser clay or wax crafted for the middle or harass an enemy. If it is ordered to defend, each round the
class, artisans could not craft these items fast enough to keep up with owner is threatened by an opponent, it uses the aid another action
demand. to provide a +2 to the owner’s Armor Class. If ordered to harass,
As mortals attempted to duplicate the first shabti for use in their day- each round the owner is in melee combat it uses the aid another
to-day lives, as well as the afterlife, they began to add various magical action to provide a +2 to the owner’s attack rolls. The shabti
enhancements to the statues. Eventually, craftsmen established several has a +9 melee attack bonus for purposes of resolving these
basic enchantments, creating standard shabti for those who could rolls. If attacked by multiple opponents, the owner may direct the
afford them. Of course this also meant that proper shabtis had to be shabti to defend against or harass a particular opponent as a free
enchanted by both an arcane caster as well as a representative of one action. The shabti remains active for 8 hours, after which it may
of the major deities involved in the afterlife. Priests of Anubis, Ma’at, not be called upon for another 24 hours.
Osiris, and Ra were the most common, though work from servants of Aura Moderate transmutation; CL 9th
other deities was not unheard of. Additional Requirements blessing of fervor
False shabtis exist, perhaps created by unscrupulous clay artisans
or arcane casters interested only in monetary benefits and not the Digger Shabti: This shabti is garbed in a loincloth and head
fate of the purchaser’s soul in the afterlife. These false figures may be covering and carries a shovel and pick. It can be used once
distinguished from the true shabti by the skills of one able to detect per week and, when activated, will create earthworks and dig
magical residues. Few poor folk or even tradesmen can afford the trenches or tunnels as the user commands. It takes the shabti 1
services of those who create true shabti. This provides a market for minute to manipulate a 10 foot cube of earth in any fashion (dig
cheap figurines, which may radiate magical auras, but have no useful a hole/tunnel, raise a rampart, etc.) and can work for up to one
powers. hour’s time before reverting to statuette form. This time need
not be used consecutively. For example, the shabti can dig a
Servile Shabti well for its master, then follow her to the other side of the keep
Aura varies (see below); CL varies (see below) and raise an earthen rampart with the remainder of its time.
Slot —; Price 21,000 gp (crafting shabti); 25,000 gp (defending However, if the digger shabti goes 24 hours without using its one
shabti); 32,000 gp (digger shabti); 21,200 gp (farmer shabti); hour of work time, it reverts to statuette form and cannot be
32,000 gp (healer shabti); 27,000 gp (warrior shabti); Weight 2 called upon for another week. The shabti can also dig through
lbs. stone, but takes 10 minutes to excavate a single 10‑foot cube.
DESCRIPTION Aura Moderate transmutation; CL 11th
These one-foot-tall humanoid figurines are garbed in a manner Additional Requirements move earth, soften earth and stone.
indicative of their function. An inscription carved on the legs of
a particular servile shabti will tell of its purpose and the words Farmer Shabti: This shabti is garbed similarly to the digger
needed to draw upon its power. When their powers are called shabti, but carries agricultural implements. If activated in an area
upon, these figurines grow into full-sized humanoids that perform with soil suitable for growing crops (anywhere but arctic, desert,
26
underground, or underwater regions) the any time during its three days of activity, after
shabti becomes a Medium-sized worker which it immediately returns to statuette form.
and begins sowing crops. The shabti tends Aura Moderate conjuration; CL 11th
its field, magically bringing its crops to full Additional Requirements mass cure moderate
growth and harvesting them in only 4 hours. wounds, crafter must have 10 ranks in Heal.
The yield from the harvest is enough to feed
a dozen people for 2 weeks and will remain Warrior Shabti: Garbed and armed similarly
edible for a full month before perishing. to the defending shabti, on command this shabti
Alternately, the shabti can provide a harvest transforms into a medium-sized warrior construct.
that functions as a heroes’ feast for up to 12 The owner can give the shabti fairly complex
creatures. Once either function is used, the commands (e.g. to attack her enemies, defend her
shabti returns to statuette form and cannot against attacks, guard her while she sleeps, let no
be used again for a month. one but select people into a room). In combat, the
Aura Strong transmutation; CL 12th shabti has the following statistics: Medium-sized
Additional Requirements heroes’ feast or construct; 8 HD; AC 16, touch 10, flat-footed 16;
plant growth. hardness 5; 79 hp; spear +10/+5 1d8+2/x3; low-
light vision, construct traits. If reduced to 0 hit
Healer Shabti: This shabti is dressed in points, the warrior shabti returns to statuette form
scholarly robes and carries a bag. When and cannot be reactivated for another 24 hours.
activated, it tends to wounds and ills Otherwise, the shabti functions for up to 8 hours
as directed by its owner. This shabti is before returning to statuette form, requiring 24
considered to have a Heal score of +15, hours before it can be activated again.
unlimited supplies, and can perform any Aura Moderate transmutation; CL 11th
action listed under the Heal skill. The Additional Requirements heroism
shabti can remain active for up to three full CONSTRUCTION

days, performing its duties (including long Requirements Craft Wondrous Items, animate
term care) before reverting to statuette objects, see individual entry for additional
form, after which it cannot be activated requirements; Cost 10,500 gp (crafting shabti);
again for a full 24 hours. Alternately, the 12,500 gp (defending shabti); 16,000 gp (digger
shabti can be used to enact a mass cure shabti); 10,600 gp (farmer shabti); 16,000 gp
moderate wounds as a standard action (healer shabti); 13,500 gp (warrior shabti) p

Damnable
Things...

PHOBIAS...
It’s not always
the monsters you
should be scared of. 27
in melee combat takes 1d4 points of negative energy damage per
spell. This effect lasts until discharged or until the spell’s duration
expires.

The Book of the Dead Preservation of the Parts of Being (Level 4 Necromancer)
The second section of the book continues with more detailed physical
By Nathanael C. Love preparations for the mummification process.
Opposition Schools Enchantment, transmutation
Art by Mike Lowe Value 540 gp (2,340 gp with preparation ritual)
SPELLS

2nd—command undead, darkness, false life, ghoul touch, summon


swarm
1st—cause fear, chill touch, mage armor, obscuring mist, protection
from good, unseen servant

T he Book of the Dead is a sacred text in Osirion, or, more accurately,


a collection of sacred texts. There are dozens of copies of the Book
in existence—in ancient Osirion nearly any priest, wizard, or acolyte
PREPARATION RITUAL

Opening of the Mouth Ritual (Su) Spend this boon as a full


round action to use speak with dead on one target.
had at least a partial copy. Partial copies, however, are all that exist, for
no copy in existence collects all 189 spells of the full Book of the Dead. Protection from Peril (Level 5 Cleric)
Indeed, most users cannot even cast all the spells that comprise the The scrolls continue away from the arcane and begin to layer divine
cycle, as magic of both divine and arcane origin is involved. protections to further prepare the soul for its journey into the afterlife.
Sometimes attributed to the necromancer Geb, who certainly Value 1,140 gp (2,140 gp with preparation ritual)
created and compiled many spells, the Book of the Dead, or Aleh SPELLS

Almaktoum, was modified and amended over the centuries when it 3rd—prayer, remove curse, searing light, speak with dead
was still being written by its many unknown authors. In the centuries 2nd—consecrate, remove paralysis, shield other, undetectable
since, the book has slowly lost pieces as new copies are not created and alignment
old ones deteriorate. 1st—bless, bless water, protection from law, remove fear, sanctuary
Typically written on papyrus scrolls, Books of the Dead are PREPARATION RITUAL

illuminated with hieroglyphs depicting every step along the way For Not Dying a Second Time in the Land of the Afterlife (Su)
for the proper journey into the afterlife. The Book parallels the Spend this boon as an immediate action when reduced to zero or
progression of spells with the myths of the old Osirian deities, such as fewer hit points. You gain the effects of the sanctuary spell.
the tale of Osiris’ death at the hands of the wicked Set, and his rebirth
and ascension. Since the decline of the worship of the old deities, the Empowering to Breathe and Drink (Level 5 Druid)
production of scrolls that can properly be termed Books of the Dead has This section is about binding the body and soul with life—empowering it
decreased. Most copies in circulation now were taken from tombs of to breathe, to drink, protecting it from fire, and calling for the protection
one variety or another. of the Sycamore tree, a symbol of an Osirian deity.
Besides serving as spell or prayer books, many of the papyrus scrolls Value 1,080 gp (2,080 gp with preparation ritual)
are imbued with potent preparation rituals. When a spellcaster who SPELLS
prepares spells uses a spellbook or formula book with a preparation 3rd—neutralize poison, quench, remove disease, water breathing
ritual, as long as he prepares at least three spells or formulae from the 2nd—fire trap, resist energy, soften earth and stone, spider climb
spellbooks, he gains a temporary boon granted by the ritual. The boon 1st—hide from animals, pass without trace
lasts until its effect is spent or the spellcaster prepares spells again. A PREPARATION RITUAL

spellcaster can only gain the benefit of one preparation ritual when he O You Sycamore of the Sky (Su) Spend this boon as an
prepares spells, regardless of the ritual’s source book. immediate action when you are struck by a melee attack,
The rituals presented below are those most commonly found in the expend any prepared spell to gain DR/— and fast healing equal
major sections of the Book of the Dead, along with the spells typically to the spell level for 1 round.
included in each section.
Coming Forth by Day (Level 10 Alchemist)
Funerary R ights (Level 3 Abjurer) This section gives the soul power over its own body, then continues on
The first section contains rituals for the initial preparation of the body focusing on transformations of the body and the combination of the soul
and soul, as well as the most basic of protections. and body.
Opposition Schools Conjuration, evocation Value 1,720 gp (3,920 gp with preparation ritual)
Value 520 gp (1,520 gp with preparation ritual) FORMULA

SPELLS 4th—beast shape II, elemental body I, fluid formAPG


2nd—arcane lock, make whole, owl’s wisdom, phantom trap, resist 3rd—beast shape I, gaseous form, thorn bodyAPG
energy 2nd—alter self, false life
1st—alarm, detect secret doors, enlarge person, sleep, protection 1st—enlarge person, keen sensesAPG, negate aromaAPG
from evil, protection from chaos PREPARATION RITUAL

PREPARATION RITUAL For Coming Forth by Day (Su) Expend this boon as part of
Wrath of Vindication (Su) Spend this boon as part of casting casting any formula with the polymorph type. In addition to the
any Abjuration spell upon yourself. The first creature to hit you normal effects, the form you take generates light as the daylight
28
spell, and you gain a +1 deflection bonus to AC. PREPARATION RITUAL

For Making the Spirit Worthy (Su) Expend this boon as part of
Navigating the Underworld (Level 7 Necromancer) casting any spell that creates an undead creature. The creature
Moving on from physical and spiritual protections, the scrolls begin to or creatures generated by this spell gain a +4 profane bonus to
focus on the soul’s journey into the afterlife and empower it to move and channel resistance for 24 hours.
interact in the land of the dead.
Opposition Schools Evocation and Illusion Gates, Caverns, Mounds, and Guardians (Level 11 Druid)
Value 2,900 gp (3,700 gp with preparation ritual) In this section, the druid’s role as gatekeeper and the caretakers of the
SPELLS afterlife is made clear.
4th—animate dead, crushing despair, detect scrying, dimension Value 4,940 gp (5,940 gp with preparation ritual)
door, fear SPELLS

3rd—arcane sight, blink, fly, gentle repose, halt undead, haste, 6th—anti-life shell, find the path, transport via plants
sands of time UM 5th—commune with nature, insect plague, tree stride
2nd—command undead, ghoul touch, levitate, spider climb 4th—air walk, freedom of movement, reincarnate, scrying
1st—detect undead, expeditious retreat, true strike PREPARATION RITUAL

PREPARATION RITUAL O You Who Guard the Gates (Su) Spend this boon as part of
Knowing the Souls of East and West (Su) Spend this boon as casting any summon nature’s ally spell. One of the creatures
part of casting any necromancy spell that creates undead. For summoned gains the Advanced simple template.
the first 24 hours after its creation the undead generated by this
casting may dimension
door once.

Judgment (Level 9 Cleric)


One of the shortest segments of
the scrolls, this is nonetheless
considered one of the most
important as it determines
the final resting place in the
afterlife for the soul.
Value 3,080 gp (4,080 gp
with preparation ritual)
SPELLS

5th—atonement, breath of
life, commune, mark of
justice
4th—dimensional anchor,
discern lies
3rd—animate dead, dispel
magic
2nd—calm emotions, enthrall
PREPARATION RITUAL

Weighing the Heart (Su)


You may spend this boon
as an immediate action
whenever a character
fails a Will save against
one of your spells. Doing so causes the target to take 1d4 unholy Amuletic and Protective Spells (Level 11 Abjurer)
damage per level of the spell. The true final chapter of the scrolls focuses on layering on the most
powerful protections for the final journey.
Journeys in the Duat and on the Barque of Ra (Level 13 Necromancer) Opposition Schools Enchantment, illusion
Sometimes considered the final portion of the scrolls, as it contains the most Value 4,120 gp (8,205 gp with preparation ritual)
powerful spells from the entire selection. This portion focuses on joining SPELLS

the soul with the old Osirian deity Ra, binding the pieces together into 6th—guards and wards, repulsion, true seeing
their own ba, which if done properly can lead to the creation of a mummy. 5th—mage’s private sanctum, magic jar, permanency
Opposition Schools Divination, enchantment 4th—detect scrying, fire trap, stoneskin
Value 6,980 gp (8,580 gp with preparation ritual) PREPARATION RITUAL

SPELLS Book for the Permanence of Osiris (Su) Spend this boon as
7th—control undead, statue part of casting any Abjuration spell that affects only a single
6th—circle of death, contingency, create undead, spectral salukiPCSOM target or yourself. The duration of the spell increases to 24
5th—cloudkill, magic jar, passwall hours. p
4th—animate dead, boneshatter
29
Desert Drifter
A Wizard Archetype
By Matt "Helio" Roth
Art by Mike Lowe

T he Osirian deserts are vast, and while many view them as little
more than a wasteland, a select few find themselves smitten by
their beauty. These drifters wander the dunes between the nation’s
cities and waterways, living a life beneath the desert sun.
Whether in search of the forgotten knowledge and treasures of
Ancient Osirion or merely a nomadic and free lifestyle, these desert
drifters form a kinship with the desert itself. Spending lifetimes upon
the desert sand, they ride the dunes like a ship upon the waves, using a
mastery of arcane magic to control the very ebb and flow of the desert.
A desert drifter has the following class features:
Arcane School: A desert drifter must select the elemental school of
fire APG as his school and the elemental school of water as his opposed
school.
Dune-Bound Familiar (Ex): At 1st level, the desert drifter binds
a fragment of the desert’s power within his familiar. His dune-bound
familiar becomes partially composed of turbulent, swirling sand.
It follows the standard rules for familiars, except for the following
changes:
At 1st level, a dune-bound familiar grants a permanent endure
elements effect upon its master for hot environments. Additionally, the
natural armor bonus received at every odd level is replaced with DR/
magic of the same value. It gains vulnerability to cold, but also gains deep whirlpool of sand at a range of up to 50 feet. The whirlpool
the compression universal monster ability. This replaces alertness. counts as difficult terrain and lasts for a number of rounds equal to
At 5th level, the familiar is more desert than beast. If killed, the one half his wizard level.
wizard can restore it to life with a 30-minute ritual performed in an Creatures within the vortex must make a Reflex save each round (DC
area of loose sand, reforming it from the sand. The body of the familiar equals 10 + 1/2 the desert drifter’s level + his Intelligence modifier).
is not required. If a large enough quantity of sand is unavailable, the On a single failure, targets are entangled; while a second failure buries
familiar must be restored by normal means. This replaces speak with them. Buried creatures risk suffocation. A buried creature can escape
master. both conditions with one save, but must save again on their next turn
At 7th level, the familiar becomes wholly composed of sand. It gains if they remain within the area of the vortex.
the amorphous quality and always has concealment. In areas of sand, At 15th and 20th level, the desert drifter gains an additional use
it has total concealment. This replaces speak with animals of its kind. of this ability per day. This ability replaces the bonus feat gained at
A desert drifter cannot choose a bonded object as his arcane bond, 10th level.
and the dune-bound familiar does not qualify for Improved Familiar. Scouring Sandstorm (Sp): At 15th level, a desert drifter can whip
This ability modifies Arcane Bond. the dunes into a deadly sandstorm. Once per day as a standard action,
Sandsailing (Su): At 5th level, a desert drifter masters striding the desert drifter may create a 100-foot radius, 50-foot high sandstorm.
upon the dunes. A desert drifter gains an enhancement bonus of 5 feet The sandstorm acts as a greater duststorm with windstorm-magnitude
to his land speed when moving across sand dunes or similar terrain. winds (Pathfinder RPG Core Rulebook 438) that obscures all sight
At 8th level, and every 3 levels thereafter (8th, 11th, 14th, 17th, and beyond 5 feet and deals 3d6 bludgeoning damage per round instead
20th), he gains an additional 5-foot bonus, to a maximum of 30 feet of the usual nonlethal damage.
at 20th level. This ability has no effect in other terrain types or if the The range of this ability is 400 ft. + 40 ft. per wizard level. With
desert drifter wears armor of any kind. This ability replaces the bonus concentration, the desert drifter can maintain the storm for up to one
feat gained at 5th level. minute and move it each round at a speed of 50 ft. If the center of the
Shifting Sands (Sp): At 10th level, a desert drifter can shift the storm exceeds maximum range, the effect immediately ends.
sand beneath his enemies’ feet, trapping them in a vortex of sand. As The desert drifter gains an additional use of this ability per day at
a standard action once per day, he can create a 20-foot radius, 10-foot 18th level. This ability replaces the bonus feat gained at 15th level. p
30
31
Golarion Gazetteer Bokra Plane
The Bokra Plane has the following traits:
Coast of Graves Timeless: Beings in the plane do not require sustenance nor do they
age. The plane is not timeless with respect to magic.
By Andrew Hoskins Finite Shape
Limited Magic: Spells and spell-like abilities that manipulate time
Map by Alex "Canada Guy" Moore or require planar travel do not function within the plane.

R ocky cliffs line the northern coast of the Osirian Desert. The strong
winds of the Inner Sea whistle through the stony escarpments,
promising fast travel for ships headed for Totra or Sothis. Beneath the
and half-buried by sand, the rubble-choked surface hides an intact
Temple to Nethys below. Beyond the magically warded temple lay the
shallow water lurk sharp rocks, obscured by the wind-tossed white caps. Song Pharaoh’s vaults, guarded by a bound div named Ketki (advanced
Sailors unfamiliar with the coast often wreck just offshore. Travelers pairaka). Once a servant of the Pharaoh of Forgotten Plagues, she was
who spot the groves of masts protruding from the sea recognize the bound to serve the Song Pharaoh for eternity as punishment for her
accumulated derelicts of other ruined vessels, giving the region its name. crimes. She babbles constantly, driven mad by her isolation. (For further
details, see the Side Trek Adventure on page 34).
Appearance Hor-Aha: Though this ancient, isolated lighthouse has remained
The interior of this region is barren and stony, leaving desert flora dark for thousands of years, a strange red and purple glow has recently
to clump together in what little soft earth they can find. Occasional drawn the attention of curious travelers. Few have been able to land
spires of stone bear wind-worn engravings or are shaped into statues, on the tiny isle to investigate, as weather and currents have kept most
their details weathered away into obscurity. Some hide the entrances to sensible ships away. Adaro travel the nearby waters and may be able
ancient tombs or forgotten vaults, while others are simply a shadow of the to reveal some of the isle’s secrets, but their violent demeanor drives
vast empire that once ruled this desolation. Natural cave formations dot off most who would question them. They purposefully sink ships on
the landscape providing shelter to travelers and warrens for dangerous their strand of the coast, fighting the locathah for salvage rights. Some
creatures, both living and dead. sailors have reported seeing a sea giant with the head of a crocodile swim
ashore and climb up the side of the lighthouse.
History Khales-Bokra: Pharaoh An-Hepsu XI built this small village in
When the Song Pharaoh established the city of Shiman-Sekh on the –2141 AR during his reign as a mortal. He established this settlement
Golden Oasis, she also developed much of the surrounding area to of magical scholars to harness time magic as a means of obtaining
support her lavish new pleasure city. Engineers diverted water from immortality. The project failed spectacularly when Nomarch Gued
the oasis to irrigate the surrounding area, redirecting a now dry river Bokra (LN human wizard 17) opened a temporal rift in his laboratory.
to empty into the Inner Sea on Osirion’s northern coast. While the A bythos tribunal immediately appeared to close the rift and repair
Song Pharaoh built temples to Nethys and other gods along this newly the damage. They placed Gued and his tower laboratory into a
enriched land, she paid special attention to the small city of Shat-Hoa, permanent stasis, but not before Gued was able to cast a spell of his
built on the mouth of her new waterway. own. Attempting to hide the town from the bythos, he transported the
Later, other Pharaohs improved on the landscape, building shrines town into a demiplane of his own creation. The bythos stasis field froze
and cities of their own. Few have survived the millennia, but canny Gued’s spell at its moment of completion, trapping the town between
explorers can discover ancient secrets obscured and protected by more the two planes.
than desert sands. For one lunar cycle out of every 100, the city appears again in the
Osirian Desert. It stands for a full 28 days much as it was during An-
Places of Interest Hepsu XI’s reign. As the full moon rises on the 28th night, the city
Chanting Cave: Located on the eastern portion of the Coast of Graves, this vanishes, not to be seen again for 99 lunar cycles. During that time,
cliff-side cave boasts an unusual array of rock formations which emulate the travelers will sometimes discover the city. Those fluent in Ancient
sound of a chanting choir when the wind blows from the west. Hauntingly Osirion will learn of the city’s plight, while others are ushered out
melancholy, the eerie melody draws the attention of sailors and nomads beyond the city borders before the next full moon. Khales-Bokra’s small
alike. Occasionally, one will find a beautiful woman named Dekika (CN population has lived here for what, to them, is roughly 70 years, while
female selkie bard 7) swimming around the cave’s many pools. She will almost 6,800 years have passed on Golarion. Though they cannot leave
demand that travellers tell her a moving story about love and loss. If she the city, they do not age and the power of the demiplane sustains them.
is satisfied, she will dive back into the sea, turning into a large fish before
swimming away. Less talented storytellers are never heard from again. Khales-Bokra
Harmony’s Refuge: Just outside of the ruined city of Shat-Hoa are NG village
the remains of a small but once magnificent palace. Built by the Song Corruption –3; Crime –1; Economy –1; Law –1; Lore +3;
Pharaoh as a summer retreat, it contained several leisure areas, rooms Society –2
for two dozen servants, and numerous storage vaults. Now collapsed Qualities academic, magically attuned
32
Danger +0 Qualities insular, superstitious
DEMOGRAPHICS Danger +0
Government magical DEMOGRAPHICS

Population 120 (80 humans, 28 pahmet dwarves, 12 others) Government oligarchy


Notable NPCs Population 1,523 (1,279 gillmen, 180 humans, 37 locathah,
High Priest Ombato Khales (N male human cleric of Nethys 9) 15 cacaelia, 12 others)
Iry-pat Esheya Neher (NG female human diviner 7) Notable NPCs
Vizier Garluzka (N male pahmet dwarf lunar oracle 6) Matriarch Amzogua Abbla (NG female gillman expert 7)
MARKETPLACE Trademaster Bwalla (N male cacaelia ranger 6)
Base Value 600 gp; Purchase Limit 3,000 gp; Spellcasting 7th Captain Marious (CG male halfling swashbuckler 3)
Minor Items 2d4; Medium Items 1d4; Major Items — MARKETPLACE

Base Value 1,000 gp; Purchase Limit 5,000 gp; Spellcasting 2nd


Shat-Hoa: The Song Pharaoh built this small city to support the Minor Items 3d4; Medium Items 1d6; Major Items —
larger city of Shiman-Sekh with fishing and trade. Favoring the cool
sea breezes, she established a small palace as a retreat during the hottest Shipwreck Harbor: Locathah live in a city of sunken ships, salvaging
months of the summer. goods and tools from the wreckage. Though wary of foreigners, they
Over the past 7000 years, the majority of the city has crumbled into are willing to help stranded travelers who help them quell the constant
ruin, and the once flowing river has dried up. A large group of gillmen lacedon threat. Drowned sailors from the shipwrecks will often rise as
settled the ruin in 4632 AR, repurposing some of the relatively intact lacedons and feed on the locathah, though the uneducated fish folk
buildings near the shore. They sustain their community on fish and cannot find what causes the transformation. The locathah become
cactus gardens, generally keeping to themselves. Occasionally, they will quite indignant when mistaken for the more aggressive sahuagin, often
trade with nomads and the nearby community of locathah. The Abbla rescinding their offers of assistance. The locathah have established a small
family controls most of the town’s interests, with Matriarch Amzogua salvaging economy, selling goods from the ruined trade ships to passing
Abbla leading the majority of the town’s decisions and initiatives. ships, often showcasing their wares on a makeshift barge.
Rumors indicate that a family of cacaelia has recently moved into the Wadjet’s Waste: Halfway between Shiman-Sekh and Hor-Aha
strange little town. Captain Marious, a precocious halfling, ran aground stands a massive stone statue of the ancient goddess Wadjet. An-Hepsu
here five years ago and has treated his predicament like a vacation. II commissioned this statue and accompanying shrine as a lakeside
refuge for travelers between the two cities. Today, the shrine is no more
Shat-Hoa than a pile of rubble and the snake-headed goddess’s visage is cracked
CN small town and crumbling. What was once a small lake teeming with fish is now
Corruption +1; Crime –5; Economy +0; Law +4; Lore –1; a huge pit of quicksand. Beneath the deadly sand lurk several undead
Society +3 hetkoshu who used the lake as a spawning ground in life. p
33
Harmony's Refuge Advancement Track
This adventure is designed for four PCs of 6th level. They should
A Side Trek Adventure accumulate enough XP under the Medium advancement track to
reach 40% of the way to 7th level.
By Andrew Hoskins
Art by Beatrice Pelagatti
Map by Carlos "Celurian" Torreblanca
strange female voice shouting in Ancient Osirion. A PC succeeding at a
second DC 20 Perception check can find a small 5-foot pyramid buried in
the rubble. Opening the secret entrance concealed by the pyramid requires
a successful DC 20 Disable Device or Knowledge (engineering) check.
Once activated, the pyramid quickly rises from the ground, revealing a
Adventure Background circular staircase.
On the rocky cliffs along the Coast of Graves is a ruined palace. In Hazard: The ruins have not been disturbed in centuries. Treat this area
approximately –3040 AR, the Song Pharaoh built the small retreat as a as a cave-in (Pathfinder Roleplaying Game Core Rulebook 415). Clearing the
place for reflection. There she would enjoy the cool sea breeze and listen rubble requires a successful DC 15 Knowledge (engineering) check and
to the waves crash on the rocks below. After 7,000 years of neglect, all that takes four people 1 hour of work.
remains on the surface is a pile of ruins.
Buried beneath the crumbling rock and sand is the Song Pharaoh’s Cave-In CR 8
shrine to Nethys and a reflecting chamber, where she would observe the XP 4,800
distant reaches of her kingdom. She left the reflecting chamber guarded by Creatures: Currently a pair of giant asps lives in the ruins.
a bound servant, a div named Ketki. This pairaka once served
the Pharaoh of Forgotten Plagues, but the Song Giant Asp (2) CR 4
Pharaoh bound her here for eternity as a penance XP 1,200
for her many and terrible crimes. hp 25 (Pathfinder Campaign Setting: Osirion, Legacy
of the Pharaohs 55)
Plot Hooks TACTICS

The PCs may have heard rumors of wailing During Combat The asps use the rubble for cover.
coming from cliff-side ruins near the Morale They fight to the death to defend their home,
seaside town of Shat-Hoa. Mentions of this but don’t pursue fleeing creatures unless they are
palace still exist in ancient recordings of targeted with ranged attacks.
the Song Pharaoh’s triumphs; the PCs may
have come across these mentions and wish to B1. The Eerie Shrine (CR 8)
investigate.
A spiral staircase descends 20 feet into a subterranean
Adventure Summary chamber, seemingly untouched by the ravages of
The PCs must fight a pair of asps living in the ruins, time. The round walls converge to form a dome
then dig through the rubble to locate the entrance. Once for the ceiling with the stairs descending through
they bypass the lock, they can explore the shrine, defeat the dome’s apex. The 40-foot diameter round room is
its guardian and attempt to get into the reflecting painted half black and half white. A single door stands
chamber. Ketki poses as the Song Pharaoh, long closed on both the black and white sides of the room
imprisoned, to trick the PCs into releasing her. to the east and west, respectively. Two more doors stand
Beyond the div is the reflecting chamber, the directly on the dividing line between black and white to
Song Pharaoh’s true purpose for the palace. the north and south. Four torches burn on the walls, each
above a single door. A glass statue stands in the center of the
A1. Harmony’s Rubble (CR 8) chamber, its robed form burned and blackened on the dark
side of the room.
The ruins of a once ornate structure perch
on the top of the cliff-side. Fine stonework PCs can recognize this as a shrine of Nethys with a
lays shattered; a cake of dust crusts the once successful DC 10 Knowledge (religion) check. The
delicate carvings. A salty sea breeze whips room stays clean and well-kept due to a permanent
the air, whistling through the stonework. unseen servant in the room. This may cause
PCs to feel they are not alone, as the unseen
While investigating the ruins, the PCs who servant will attempt to clean the PCs as well.
succeed at a DC 20 Perception check hear a Engraved around the room is an excerpt from
34
The Book of Magic, Nethys’s sacred text. The PCs can identify the Ancient advisor to the Pharaoh of Forgotten Plagues, the Song Pharaoh decided that
Osiriani hieroglyphs with a successful DC 15 Linguistics check. The text banishing Ketki back to the Outer Planes was too kind a fate. She instead
states: “By both destruction and magically bound Ketki here to guard her
construction comes true power.” reflecting chamber.
Only the doors standing on the Ketki has been going slowly mad over
divisions between black and white millennia and seeks any means possible
are real, leading to areas B2 and B3; to escape. When she hears creatures in
these stone doors are unlocked. The the next room, she uses her change shape
other two doors contain powerful ability to transform into a Garundi woman
magical spells that discharge once wearing black and white robes, then casts
per day if a creature attempts to misdirection on a nearby piece of debris.
turn the handle. The white door She then pretends to be the Song Pharaoh
contains cure critical wounds (CL and urges the PCs to free her. Ketki knows
15) while the black door contains that only destroying the scrying device in
inflict critical wounds (CL 15, DC the reflecting chamber will free her, as her
19). If a single creature touches enchantment is bound to that apparatus.
both doors in a single day, Nethys
imbues her with power; she may Ketki CR 8
cast a single spell within 1 hour as if XP 4,800
it was prepared with the Empower Advanced pairaka div
Spell feat. hp 94 (Pathfinder RPG Bestiary 3)
Creatures: The glass statue of TACTICS
Nethys is a glass golem; it defends During Combat She immediately casts
itself and attacks anything that sets insect plague and attempts to summon
foot in the chamber. reinforcements. She can use dimension
door but only within the hallway chamber;
Glass Golem CR 8 she is magically bound to it and cannot
XP 4,800 leave.
hp 96 (Pathfinder RPG Bestiary 2) Morale Ketki will beg for her life if she
drops below 25 hp, and will do anything
B2. Altar to Nethys to escape her imprisonment.

This small room contains an B4. Reflecting Chamber


altar burning with purple flames.
Within the center of the flames A single door to the north is the only
sits a faceted crystal bottle full of a entrance to this perfectly spherical 20-foot
clear liquid. Glowing hieroglyphs diameter chamber. The walls are made
cover the walls. of one seamless piece of stone, perfectly
smooth to the touch. Bisecting the chamber
The flames are a continual flame is a cracked crystal floor engraved with
spell, cast to honor the power and arcane runes. In the center of the room, a
efficiency of magic. Within the 6-inch crystal pyramid protrudes from the
flames is the Song Pharaoh’s last floor, glowing with a soft light.
offering to Nethys. The hieroglyphs
on the wall are more excerpts from The entire chamber acts as crystal ball (with
The Book of Magic. see invisibility), using the pyramid as the focal point. When the pyramid is
Treasure: The crystal bottle is a decanter of endless water. The 40-pound active, the chamber becomes the scrying image and creatures inside experience
altar is worth 400 gp to the right collector. the magic as mirage arcana. Because of the age of the chamber, there is a
cumulative 5% chance that the glass floor shatters, destroying the apparatus.
B3. The Div of Discord (CR 8) Additional cracks form in the floor each time the chamber activates but is
not destroyed. A PC can repair the damage using Craft Wondrous Item and
A 10-foot-wide hallway stretches 40 feet to the south; its walls crumble spending 13,000 gp in material components (DC 30 Spellcraft). Any attempt
with millennia of decay. A thick layer of dust covers the floor and the to move or dismantle the room immediately destroys the magic.
air is stale. Treasure: Even if the floor shatters, the crystal pyramid in the center of
the room is worth 2,000 gp as an art object.
This hallway once contained great histories and stories of Osirion during
the Song Pharaoh’s rule, but Ketki spent the first several hundred years of Concluding the Adventure
her imprisonment destroying the chamber for amusement. The PCs may wish to restore the reflecting chamber and repair the palace
Creatures: The long imprisoned pairaka, Ketki, waits in this room for use as a base of operations. If Ketki escapes, she will only seek revenge
shouting and talking to herself. Most of her rants complain of her unfair on the PCs if they harassed her. Otherwise, she travels to Shiman-Sekh
imprisonment or curses to the Song Pharaoh. Because Ketki was once a close looking for mortals to corrupt. p
35
The Nightly Ritual
By Jeffrey "zerzix" Swank
He stuttered in a calming
Art by Basil Arnould Price
breath to wash away the vivid
memories. She appeared
to see none of his distress.
S et upon a small bluff, overlooking a deserted beach, the old temple
was his favorite spot along the river Phoenix. Kharfek gazed
"I agree with that assessment,
across the sparkling water at the black-spotted crocodiles sunbathing good Sir," she said, answering
in the final rays of the setting sun and spit. A breathtaking mix of
colors stained the sky as the night spread its cloak across the heavens, a question that he did not
its black velvet sprinkled with stars.
Then he heard the sound again, a beautiful voice rising from the even ask. Kharfek had played
beach below the bluff. Kharfek recognized the words of a familiar
song, given new meaning by the hypnotizing, alluring voice. “I am this game a hundred times, but
slightly late tonight,” he thought.
He hurried along the path from the temple to the beach as he had sometimes it was too painful to
a hundred times before. Taking the last turn on the trail, he stepped
out onto the sand and found the mysterious woman. She waded in role-play again.
the water, casting a small fishing net and retrieving it.
She had kilted her skirt to her thighs, revealing shapely legs. Long
ebony hair was caught behind her ears with scarab beetle shaped
combs.
“As beautiful as her voice, if I could only take those combs out and
see her hair tumble down,” he mused. Lost in a fantasy, he almost settled onto the sand.
forgot the reaction he was supposed to make and purposefully “I’m protected.” She was busy folding the net and packing it
clipped a rock with his toe. She stopped singing and wheeled, taking atop a basket of fish. She didn’t even spare a moment to consider the
an involuntary step deeper into the river at the sight of him. Her predators across the water.
face paled under her tan and her eyes opened wide as she staggered, He reflexively coughed to cover his laugh. “Protected?”
caught by an eddy. She stood briskly, raised her chin and tugged another amulet free
“Don’t be frightened, please.” He held his hands up, palms out. from under the neckline of her dress to show him. It was a small,
“I heard you singing and it drew me here. I only wanted to give green stone crocodile hanging on a frayed, black leather thong. “My
my thanks for your song.” He remembered his words exactly as he mother was the last priestess of the temple on the bluff above.”
needed to speak them. He indicated the amulet. “May I see it?”
She laid one hand across her throat, toying with an amulet The girl undid the cord from her neck and handed the necklace
dangling there. Poised to bolt, the girl appeared wary. over. “Mother told me the amulet was blessed by Sobek, the Crocodile
“I apologize.” He kicked off his sandals and waded into the God himself, and that it would protect me from his creatures.”
water at an angle from her. The net drifted lazily in a whirlpool; Kharfek chuckled, holding the tiny figurine in his large hand.
he reached out and caught it, lifting the tangled strands from the “Mighty protection indeed.” He momentarily closed the pendant
river. in his fist and concentrated, then, satisfied, tossed it to her with a
“Oh, please don’t! You’ll ruin your fine kilt, Sir.” She came to him slight bow. He was a sorcerer of some might and could sense subtle
hastily and took the net from his hands. “The river runs muddy at magic in such items. “Nonetheless, you shouldn’t take such chances.
this time of the year. Your servants will labor in vain to get the stains Crocodiles are crafty and fierce.”
out.” When she refastened the stone pendant, it fell between her shapely
He glanced at his waist, remembering he was wearing the white breasts. She unhitched her skirt pleats and the simple dress fell to its
kilt of a nobleman. He followed her to the shore as she splashed full length down to her ankles. As she bent to lift her basket of fish,
through tiny waves with her net. “I have no servants to worry with Kharfek put his hand atop hers on the handle. She gave him a wide-
such things.” eyed glance but stepped aside to let him lift her burden.
While putting his sandals back on, Kharfek frowned at the river “Thank you, Sir. I’m going to sit by those trees and eat my dinner
crocodiles lying deceptively immobile on the opposite bank, then now.” She pointed at the nearby grove of palms. “Would you care
glanced at her. “You take great risk, walking into the river with those to join me?”
beasts nearby.” “I’ll sit with you, if you don’t object, but I’m not hungry. However,
One of the animals twitched. Kharfek glared at it with a strange an hour of good conversation is a pleasant way to end the day.”
lament in his heart. The creature met his eyes for a second, and then She peeked sideways at him while she walked. Eventually she
36
smiled shyly. “My name is Tia-Sitre, or just Sitre.”
She stood nearly as tall as him, unusual for a woman of this
region, but he found it distinctly attractive. Her face was lovely,
oval, and browned by the sun, which set off her sparkling black
eyes. She was lush in curves and had smooth skin.
She was such an innocent maiden, of good family by her
educated speech, not a woman to be lightly trifled with for
an evening. He realized he was standing rooted to one spot,
lost in admiration of her beauty. Shaking his head, he started
walking again to catch up with her. “Call me Kharfek.” But
he spoke too late and missed his next prepared remark.
She continued without him as if having a completely
different conversation, “A propitious name for this place,
if your naming was in tribute to the Crocodile God.” Sitre
slanted a look at him sideways and chuckled. “You wear the
garb of a sorcerer.” Not waiting for an answer, she sank under
the tallest palm. Lifting a shawl that lay draped there across
some wicker hampers, she pulled out a hard roll filled with
dried meat.
Kharfek set the basket of fish on the sand. He lowered
himself into a cross-legged position and leaned against the
tree. “I have strong ties to water and the river ways. I travel
along the River Phoenix quite often.”
She raised her eyebrow. “Did you come to see the temple
ruins?”
He nodded. “In a way.”
She disregarded his ambiguous answer, “It is beautiful, isn’t
it? From down here looking up at it, it appears as I imagined
Sobek’s home must appear.”
Glimpses of crimson red pooling out along the river’s water
consumed Kharfek’s thoughts. The horrid sound of the beast’s
jaws clamping shut and her soprano voice rising in a shrill
scream for help. The pooling redness….
He stuttered in a calming breath to wash away the vivid
memories. She appeared to see none of his distress. “I agree
with that assessment, good Sir,” she said, answering a question
that he did not even ask.
Kharfek had played this game a hundred times, but
sometimes it was too painful to role-play again. He jumped
back into his part. “I would also say that you too are a vision
from the gods.”
She turned away from him at that moment, blushing at his bold
compliment. She kept the back of her head to him as she stared
off into the setting sun. She began to appear almost translucent.
Kharfek seized his moment. “I miss you with all my heart,
with all my being. I am lost without you.” He knew he would
not see her face again; she would not turn around to look at
his. He lifted the green-stone necklace in his hands, the same
that she now wore around her neck. “I wish I had actually put
a true protection on this all those years ago. I know that if I
crush this, you will be released and be at rest…but, I am weak,
my love. I am weak and I will return here every night to see
you once more. For as long as the gods allow it, I will return
here each night.” As he spoke these last words, her haunting
image began to fade from his vision. She slowly disappeared
with the last ray of the setting sun.
Kharfek let his vision linger where his love had once sat so
many years ago. He slowly stood and brushed the sand from
his legs. He turned to make the ascent to the city proper and,
as he did, he looked once more at the crocodiles sitting along
the banks. p
37
Jaali CR 5
XP 1,600
Male dhampir wizard (cruoromancerARG) 6
N Medium humanoid (dhampir)
Weal or Woe: Init +2, Senses darkvision 60 ft., low-light vision; Perception +2
DEFENSE

Jaali and Hapuseneb AC 17, touch 13, flat-footed 15 (+4 armor, +1 deflection, +2 Dex)
hp 38 (6d6+17)
By Jacob Sprunck Fort +3, Ref +5, Will +6 (+2 vs. diseases and mind-affecting)
Defensive Abilities negative energy affinity, resist level drain
Art by Erin Frye Weakness light sensitivity
OFFENSE

Speed 30 ft.
Melee mwk dagger +6 (1d4–1/19–20)
Special Attacks channel negative energy (DC 16, 6/day)

T he dead have always been restless in Osirion, haunting


sun-blasted wastelands and dark alleys of abandoned
necropolises. Sometimes, their horror lies in plain view.
Spell-Like Abilities (CL 6th; concentration +9)
3/day—detect undead
Arcane School Spell-Like Abilities (CL 6th; concentration +9)
6/day—grave touch (3 rounds)
Weal: Jaali Necromancer Spells Prepared (CL 6th; concentration +9)
Jaali is the product of tragedy, cut from the womb 3rd—daylight, fly, halt undead (DC 17), ray of exhaustion (DC 17)
of his vampire-spawn mother by the Pharasman 2nd—false life, ghoul touch (2, DC 16), resist energy,
inquisitor Yuya. The child inherited more than see invisibility
his mother’s dark hair and blue eyes: Jaali is 1st—burning hands (DC 14), chill touch (DC 15), mage
a dhampir, half-vampire, half-man. Although armor, ray of enfeeblement (2, DC 15)
conservative priests objected, Yuya made Jaali 0 (at will)—detect magic, disrupt undead, ray of frost,
a ward of the Sothis church and tutored him touch of fatigue (DC 14)
in Pharasman traditions. Raised to despise Opposition Schools enchantment, illusion
both his undead kin and his unnatural TACTICS

yearnings, Jaali’s high principles are often Before Combat Jaali casts false life and mage armor at
marred by clouds of anger and self- the beginning of each night.
loathing. During Combat Against living foes, Jaali prefers spells
Yuya died three years ago. Now, Jaali that disable, such as ray of enfeeblement and ray of
honors his surrogate father’s memory exhaustion. Against undead, he will use Turn Undead or
by continuing Yuya’s fight against spells like halt undead or ghoul touch, empowering such
the undead. Shunned by the remaining spells with his focused infusion ability.
priesthood, he uses arcane means to battle the Base Statistics Without false life and mage armor,
undead, dangerously tapping into his own blood Jaali’s statistics are AC 13, flat-footed 11; hp 27.
to power his magic. The dhamphir hunts the streets every night, STATISTICS
hoping to prove his worth to fellow Pharasmans. Str 8, Dex 15, Con 10, Int 16, Wis 10, Cha 16
Recently, Jaali found a sympathetic ear in the itinerant priest Base Atk +3; CMB +2; CMD 15
Hapuseneb. The old man seems to understand the dhampir’s Feats Brew Potion, Scribe Scroll, Spell Focus (Necromancy),
dilemma. During long conversations with Hapuseneb, Jaali finds the Turn Undead, Weapon Finesse
recognition he has long desired. Counseled by Hapuseneb’s wisdom, Skills Bluff +5, Craft (Alchemy) +12, Knowledge (Arcana, History,
he is beginning to realize that his righteous quest and uncommon Religion) +12, Spellcraft +12
blood make him special, perhaps even better than the common man. Languages Common, Draconic, Kelish, Osiriani
SQ blood command (commanding infusion), blood infusion (focused
Adventure Hooks infusion, sickening infusion)
• The city watch asks the PCs to investigate rumors of a pale Combat Gear potions of inflict light wounds (2), potion of inflict
man wandering the graveyard at night. moderate wounds, potion of fly, potion of resist energy (fire), scroll
• A concerned Pharasman priest approaches the PCs; a long-time of burning hands (CL 5th), scroll of identify, scroll of mage armor, oil
inhabitant of the church disappeared and many priests won’t of magic weapon; Other Gear mwk dagger, +1 cloak of resistance,
help, due to his nature as a dhampir. +1 ring of protection, spell component pouch, spellbook (contains all
• Jaali asks spellcasting PCs to help him research a method of 0-level spells and all prepared spells as well as the following: 1st—
purging his undead taint. endure elements, enlarge person, identify), 291 gp
SPECIAL ABILITIES

Boon Resist Level Drain (Ex) A dhampir takes no penalties from energy
Jaali shares his knowledge of blood magic and undead with the PCs, draining effects, though he can still be killed if he accrues more
giving them a +2 bonus to Knowledge (arcana) and Spellcraft checks negative levels then he has Hit Dice. After 24 hours, any negative
involving blood magic and Knowledge (religion) to identify undead levels a dhampir takes are removed without the need for an
creatures. additional saving throw.
38
OFFENSE

Woe: Hapuseneb Speed 30 ft.


Once an adventuring cleric of Pharasma, Melee bite +9 (1d6+4 plus disease and paralysis) and claw +9/+9
Hapuseneb died two centuries ago while (1d6+4 plus paralysis) or +1 dagger +10 (1d4+5/19–20) and
exploring Jistkan ruins in the Darklands bite +4 (1d6+2 plus disease and paralysis) or silver dagger +9
of Sekamina. Unfortunately, Hapuseneb (1d4+3/19–20) and bite +4 (1d6+2 plus disease and paralysis)
perished near an outcropping of magical Ranged light crossbow +6 (1d8/19–20)
lazurite and rose as a wretched ghoul. Special Attacks channel negative energy (3d6, DC 17, 7/
He wandered starving and mad until day), paralysis (1d4+1 rounds, DC 15, elves are immune to
he came upon the necropolis Nemret this effect)
Noktoria, where the ghouls fed Domain Spell-Like Abilities (CL 6th; concentration
him well and converted him to +11)
the worship of the demon lord At will—lore keeper; remote viewing (6 rounds/day)
Kabriri. 7/day—copycat (6 rounds)
The great ghuls of the Cleric Spells Prepared (CL 6th; concentration +11)
necropolis gave Hapuseneb a 3rd—bestow curse (DC 19), blindness/deafness (DC 19),
new purpose as emissary and spy. invisibility purge, nondetectionD
As a master linguist, he travels to 2nd—bull’s strength, death knell (DC 18), detect
Osirion, Geb, and Katapesh at thoughtsD (DC 17), resist energy, silence (DC 17)
the bidding of his masters. He 1st—bane (DC 16), cause fear (DC 17), comprehend
uses makeup, heavy clothing languagesD, detect good, ray of sickening (DC 17), shield
and spells to masquerade as a of faith
wandering priest of Pharasma. 0 (at will)—bleed (DC 16), detect magic, guidance, read
His obsequience to the ghul lords magic
is far from complete, however, D Domain spell; Domains Knowledge, Trickery
and he often pursues his own TACTICS
goals. Recently, he has taken an interest Before Combat Hapuseneb casts nondetection before going into
in converting Jaali, intrigued by the dhampir’s public, and keeps well informed of opponents’ activities with
zeal and intellect. magic like speak with dead or detect thoughts. If he expects
Hapuseneb finds Jaali to be an engaging conversationalist and hostilities, he casts shield of faith, bull’s strength, and resist
enjoys sharing the lore of life and death over fermented date wine. energy (fire).
He uses the discourse to subtly manipulate Jaali, cultivating a sense During Combat Hapuseneb uses blindness and silence on casters
of pride as well as distaste for his human peers. He finds the game and bestow curse on men-at-arms. He attempts to eliminate
of corrupting the dhampir amusing, but his patience runs thin. clerics first.
Hapuseneb contemplates simply infecting Jaali with ghoul fever and Base Statistics Without spells, Hapuseneb has Resist —; AC 18,
spiriting him away to Nemret Noktoria. touch 11, flat-footed 17; Melee bite +7 (1d6+2 plus disease
and paralysis) and claw +7/+7 (1d6+2 plus paralysis) or +1
Adventure Hooks dagger +8 (1d4+3/19–20) and bite +2 (1d6+1 plus disease and
• The PCs need translation of documents in any number of paralysis) or silver dagger +7 (1d4+1/19–20) and bite +2 (1d6+1
exotic languages, which Hapuseneb provides in exchange for plus disease and paralysis); Str 14; CMB +7; CMD 18; Skills
news regarding the undead. Climb +5, Swim +2.
• The PCs have heard of a scholar-cleric of Pharasma who claims STATISTICS

to have found an entrance to the Darklands. Str 18, Dex 12, Con —, Int 14, Wis 20, Cha 18
Base Atk +5; CMB +9; CMD 23
Drawback Feats Command Undead, Selective Channeling, Spell Focus
If slain, his unholy power casts a curse on the creature delivering the (Necromancy), Weapon Finesse
final blow. This acts like ghoul fever, but functions in all other ways Skills Acrobatics +0, Bluff +13, Climb +7, Diplomacy +13, Disguise
as bestow curse (DC 19). +19, Knowledge (Religion) +11, Linguistics +11, Perception +10,
Sense Motive +14, Stealth +6, Swim +4
Hapuseneb the Ghoul CR 6 Languages Abyssal, Aklo, Jistka, Kelish, Necril, Common, Orvian,
XP 2,400 Osiriani, Undercommon
Male ghoul cleric (separatistUM) of Kabriri 6 SQ aura
CE Medium undead Combat Gear scroll of protection from good; Other Gear
Init +1, Senses darkvision 60 ft.; Perception +10 mwk chain shirt, light wooden shield, +1 dagger, light crossbow
DEFENSE with 20 bolts, silver dagger, hat of disguise, silver holy symbol
AC 21, touch 14, flat-footed 20 (+4 armor, +3 deflection, +1 Dex, of Kabriri, spell component pouch, wooden holy symbol of
+2 natural, +1 shield) Pharasma, 228 gp
hp 68 (8 HD; 2d8+6d8+32) SPECIAL ABILITIES

Fort +9, Ref +3, Will +13 Disease (Su) Ghoul Fever: Bite-injury; save Fort DC 15; onset 1
Defensive Abilities channel resistance +2 day; frequency 1 day; effect 1d3 Con and 1d3 Dex damage; cure
Immune undead traits; Resist fire 10 2 consecutive saves. p
39
Osirian Traps:
Dangers for the Curious and Greedy
By Robert Swanston
Art by Andrew DeFelice

C ryptic warnings in ancient languages on the outside of tombs


often hint at the perils found within. The following are a few of
the deadly traps for dealing with trespassers.

Pinions Trap
“Death will come on swift pinions to those that disturb the Pharaoh’s rest.”
Usually set in a hallway or antechamber, this ranged attack trap can
be reset a number of times before it runs out of ammunition. A character Effect A successful DC 23 Reflex save means the character manages
stepping in the wrong spot sets off a hail of deadly, bronze stymphalian to leap to safety. Failure results in the character being swallowed
feathers, targeting anyone within a 5-foot radius of the trigger. whole by the sand and taken on a fast, but short wild ride down a
chute that exits against a wall. The character takes 3d6 damage
Pinions Trap CR 7 (bludgeoning) from the violence of the collision. If she can find
XP 3,200 a light source, she sees she is in a large room that is collecting
Type mechanical; Perception DC 24; Disable Device DC 24 sand from various other chutes with a massive whirlpool gently
EFFECTS pulling sand into it.
Trigger Touch; Reset 2 rounds
Effect Attack +20 ranged (1d8 stymphalian feathers; 1d4+2/x3); Drowning Sand
multiple targets (all creatures within 5 feet of trigger) “I curse now to lose all breath, those who rouse me from my endless slumber.”
A large metal grate sits in the floor, and below it, an underground
Pinions Trap, Poisoned CR 11 river flows fast and strong. Just beyond the grate, a set of massive bronze
XP 12,800 doors stands wide open. Beyond these doors, further into the room,
Type mechanical; Perception DC 29; Disable Device DC 29 are more doors, closed and foreboding. Stepping past the grate into the
EFFECTS room causes the open bronze doors to swing shut. After five rounds, the
Trigger Touch; Reset 2 rounds inner doors slowly start to open, allowing sand to rush into the room,
Effect Attack +20 ranged (1d8 stymphalian feathers; 1d4+2/x3 filling the chamber in 3 rounds.
plus large scorpion venom); multiple targets (all creatures within Characters within the room must find a hidden latch that triggers
5 feet of trigger) the mechanism causing both the sand doors to close again and opening
a secret passage hidden by the underground river. Triggering the latch
Sand Slide opens the closed bronze doors, allowing the sand to spill out onto the
“Shifting sands will deliver to the underworld any who enter within.” grate and fall into a steadily decreasing flow of water. Within 15 rounds,
Typically set up in a larger room or hallway, this room is under a the water flow stops and searching below reveals a secret passage leading
permanent darkness spell banishing all illumination from mundane light deeper into the tomb. The trap resets and water starts to flow again
sources. The sound of sand falling and shifting is clearly heard by all within 10 minutes. If the trap is set off and no character is able to pull
who approach. Removing the darkness effect reveals numerous openings the lever, the bronze doors reopen after 10 minutes, and the sand and
from which sand pours into the room like a heavy rain. Intelligent river flow reset to their previous levels.
observers note that despite the great volume of sand moving into the
room, it never fills up. The level of the sand stays roughly one foot Drowning Sand CR 8
below the level of the entrance. The sand flows in eddies and currents XP 4,800
across the floor like treacherous waters. The sand hides pit traps or sand Type mechanical; Perception DC 29; Disable Device DC 25
slides; one wrong step and the character is gone. EFFECTS

Trigger Touch; Onset Delay 1 round; Reset 10 minutes


Sand Slide (Chute) CR 6 Effect DC 25 Reflex to avoid being locked in the room. Sand floods
XP 2,400 the room and fills the chamber in 3 rounds. A successful DC 25
Type mechanical; Perception DC 29; Disable Device DC 29 Perception check locates the latch to open the doors and stop
EFFECTS the trap. If a character fails to find the latch within 3 rounds, she
begins to suffocate. p
40 Trigger location; Reset automatic
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41
extract/infusion, or the creature or object coated.
Applying oil-like infusions to an unwilling target requires the
target to be restrained or helpless in some way. Otherwise, the
embalmer must succeed at a touch attack that provokes attacks of
The Embalmer: opportunity.
Add the following spells to the formula list:
Level 1: bless water, carrion compass USH, curse water, deathwatch,
Guide of the Eternal Night decompose corpse, hide from undead, inflict light wounds, remove fear,
remove sickness, sanctify corpse
An Investigator Archetype Level 2: blessing of courage and life, deathwine RotRLAE , delay pain,
disfiguring touch, gentle repose, inflict moderate wounds, lesser animate
By Robert "Snorter" Feather dead, life channel, remove paralysis, soothing word, surmount affliction
Level 3: animate dead, blood biography, contagion, inflict serious
Art by James Keegan wounds, speak with dead
Level 4: skeleton crew PotIS, inflict critical wounds, plague carrier,
poison, rest eternal
Level 5: cleanse, greater contagion, mark of justice, raise dead,
reprobation, smite abomination ISG, undeath ward

T he rich and powerful of Osirion have long depended on the


skills of the embalmer to prepare their bodies after death for
their journey to the afterlife and to protect living family members
Level 6: create undead, epidemic
An embalmer who repeatedly fails his patron deity, or commits
a gross crime or heresy, may find his access to some of the above
from a relative’s unexpected return. Embalmers are experts in the bonus spells withdrawn, at the GM’s discretion, just as if he were a
lore of the undead and know the secret rites to calm them, destroy cleric or other divine caster. A period of atonement, redressing the
them, and, sometimes, to create them. error, and possibly the atonement spell may bring the embalmer back
Embalmers often officiate at funerals, and many are granted into the deity’s favor. Otherwise, the apostate embalmer may have
priestly rank or are treated as divine emissaries. to seek a new divine patron, possibly renouncing or reversing his
Though not strictly divine casters, they still revere the gods for previous vows.
their dominion over the afterlife, and their devotions still attract the This ability functions like the Investigator’s Alchemy ability
attention of deities, who permit their divine gifts to be emulated by except as noted above and modifies that ability.
the embalmers’ mixture of arcane magic and the scientific method. Inspiration (Ex): An Embalmer cannot spend Inspiration to
Embalmbers design and build the crypts for the deceased, increase attack rolls or saving throws, but gains a permanent +2
including the traps to protect them from robbery. Many also offer competence bonus on attack rolls versus undead. The ability to
their skills at healers, herbalists, surgeons and midwives. It is rare for augment saving throws may be purchased as an optional talent (see
an Osirion temple, especially one devoted to a deity of healing, not below). This ability modifies the inspiration ability.
to employ one or more these specialists, in addition to clerics and Infusion: At 2nd level, the embalmer gains the alchemist infusion
oracles. The benefits of their combined disciplines are seen as greater discovery, so his extracts may be applied to his patients, earlier in
than the sum of their parts. his career. He has the choice of creating these infusions as ingested
Most embalmers tend toward Lawful and Good alignments, but liquids, or applied oils, so as to apply to an object or corpse, or
sometimes, one falls from favor, and turns from the path of duty, aid those who are unconscious or otherwise unable to swallow the
seeking out darker paths that make a mockery of their former contents. This ability replaces Poison Resistance.
oaths. The most common deities revered by embalmers are Anubis, Investigator Talent: The embalmer does not gain access to the
Isis, Nephthys, Osiris, Ptah, and Selket, with disfavored or outlaw following investigator talents: blinding strike, combat inspiration,
members of their calling favoring Set, or even turning to foreign confusing strike, deafening strike, greater combat inspiration,
deities or fiendish lords, if they are in exile. repositioning strike, rogue talent, stealing strike, or toppling strike.
It is believed the cult of Lamashtu maintains a sorority of He gains access to the remaining investigator talents, plus the new
embalmers, both to aid in the delivery of troublesome offspring, and talents below. This modifies the Investigator Talent ability.
to preserve and animate the strongest "blessed" offspring who fail Death Curse: The embalmer performs rites to bind his soul to his
to survive the birth. These monstrosities are used to guard the cult, divine patron, granting him retribution against any who would end
and to provide materials for mutating future progeny, their blood his life before his allotted time. If the character is killed by an attack
and tissues being a major component in the Waters of Lamashtu. or spell, the attacker suffers the curse of death (Will negates). If
Weapon and Armor Proficiency: Investigators are proficient with the embalmer ever betrays his divine patron, this ability is unusable
simple weapons, plus the sap. They are proficient in light armors, until the embalmer atone and spends a week in service to a new
but not shields. This modifies the investigator’s usual proficiencies. patron. The embalmer must be at least 7th level to take this talent.
Divine Alchemy (Su): At 1st level, an embalmer creates alchemical An embalmer with the decaying curse talent cannot select this talent.
substances and extracts with a focus on healing and aiding others. Curse of Death: save Will DC 10 + 1/2 investigator’s level +
Evil embalmers turn their knowledge to spreading disease and investigator’s Charisma bonus; effect target is no longer affected by
deformity. healing spells and can’t heal damage naturally by resting.
The embalmer uses a modified version of the alchemist formula Decaying Curse: The embalmer performs rites to bind his soul to
list to determine the extracts he can learn. Extracts that duplicate his divine patron, granting him retribution against any who would
divine spells never have a divine focus requirement. All multiple- end his life before his allotted time. If the character is killed by
target spells become single-target effects on the drinker of the an attack or spell, the attacker suffers the curse of decay (Will
42
negates). If the embalmer ever betrays his divine patron, this ability
is unusable until the embalmer atones and spends a week in service
to a new patron. The embalmer must be at least 7th level to take
this talent. An embalmer with the death curse talent cannot select
this talent.
Curse of Decay: save Will DC 10 + 1/2 the investigator’s level +
investigator’s Charisma bonus; effect target takes 1 point of Con
damage per day and ages at a rate of 1 year per day (eventually
incurring all of the penalties of old age but none of the bonuses).
Inspired Saves: The embalmer gains the ability to use his
inspiration pool to augment his saving throws, as though he were a
standard investigator.
Master Craftsman (Ex): As the feat of the same name. Good
skill choices are Craft (trap) and Profession (herbalist, midwife,
undertaker). The embalmer must be at least 5th level to take this
talent.
Poison Resistance (Ex): As the investigator ability of the same name.
Power Over Undead (Su): The embalmer receives Command
Undead or Turn Undead as a bonus feat. He can channel energy a
number of times per day equal to 1 + his Intelligence modifier, but
only to use the selected feat. The investigator may select feats that
add to this ability, such as Extra Channel and Improved Channel,
but cannot that feats that alter this ability, such as Elemental
Channel or Alignment Channel. The DC to save against this
ability’s effects is equal to 10 + 1/2 the embalmer’s level + his
Charisma modifier.
Purity of Body (Ex): Either through a rigid program of ascetism or by
repeated exposure to filth and decay, the embalmer becomes resistant
to disease. He gains a +2 bonus on all saving throws against disease.
This bonus increases to +4 at 7th level, and to +6 at 10th level. At
13th level, the embalmer becomes completely immune to disease. p
43
Tanjit's Travel Guide
Shiman-Sekh
By Tanjit Frepath (aka Kalyna "LightSprite" Conrad)
Art by Tyler Clark

T here is no shortage of sights to see while exploring the wonders of


the Osiriani deserts: the great city of Sothis, the many sphinxes, and
the myriad wondrous gardens rising out of the sand. But if you want
a true surprise, be sure to pay a visit to the city on the Golden Oasis:
Shiman-Sekh. While the entire city is a feast for the senses, from the
elegant, floral-inspired architecture to the fabulous locally grown food,
I’ve highlighted a few key sights that are not to be missed.

The Lotus Palace


This white-walled structure spirals high into the air and marks the
center of the lotus-shaped city. The palace was constructed by the Song
Pharaoh, Shiman-Sekh’s founder. Tradition states that the beauty of this
place must never go unappreciated. Currently, the palace is home to the
Governor of Shiman-Sekh and his arcane advisor, but the gilded main
hall and extensive grounds are open to visitors from sunrise to sunset.
Tanjit’s Tip: Visit the Gazebo of the Moon Tree. Set in the back of the
gardens, this trellised gazebo is formed entirely out of one tree that has About the Author
been coaxed to grow into its delicate shape. Legend has it that the gazebo Tanjit Frepath is a gnomish travel writer and avid adventure seeker. She
will glow with a soft, white light under the illumination of the moon. tours Golarion with her trusty pen by her side and wonder in her heart.

Obelisks of the Song Pharaoh


Upon hearing of the death of the city’s founding pharaoh, the inhabitants
raised these five pale white standing stones in her honor. Elaborate gardens
have been cultivated around these stones over the years. They create an air
of peace and contemplation for all to enjoy. Shiman-Sekh Aviary
Tanjit’s Tip: Visit the garden at sunset and climb up the hill to the This aviary is maintained for the enjoyment of visitors and locals alike.
center of the standing stones for an incredible view out across the city Shiman-Sekh’s location, caught between the Golden Oasis and the
and oasis. desert’s heat, has made the region’s soil extremely fertile. This has allowed
for the cultivation of many trees which are not native to the area, creating
The Slave Markets a lush arboretum which is home to many exotic birds, both local and
Founded by the Keleshites shortly after they took power, Shiman-Sekh’s foreign, that can’t be seen anywhere else in Osirion.
slave market is one of the longest-running in all of Osirion. Whether Tanjit’s Tip: For one copper you can buy a guide at the entry gate
you’re there to shop for some sturdy agricultural slaves, browse the which will help you identify any birds you may happen across.
fetching pleasure slaves, or just take in the atmosphere, this market is not
to be missed. It is in full operation every day of the week. Hidden Gem
Tanjit’s Tip: If you’re not looking for slaves, this market also boasts an The One-Tree Orchard and Cidery is my favorite discovery in the great
excellent selection of food stands and interesting souvenir shops. city of Shiman-Sekh. Run by an Elven Druid named Estariel, this
orchard consists of a single apple tree which blooms each morning and
The Temple of Sarenrae produces a full bushel of apples each evening. Estariel ferments the juice
Shiman-Sekh’s temple to the Dawnflower is one of Osirion’s largest. It is from these apples into a delightful, crisp cider. Due to the unique size and
second only to the temple in Sothis itself. Mimicking the pale colors and nature of his orchard, there is a very limited amount of cider available for
smooth flowing lines of the Lotus Palace, this structure is a marvel of consumption each day.
light, airy design. Even if you’re not a devout follower of the Dawnflower, Tanjit’s Tip: If you wish to try this delight, be at Estariel’s house on
the temple is worth a visit. Orchard Street by first light. He serves the day’s cider on a first-come,
Tanjit’s Tip: If you’re in need of religious items or healing potions, they first-served basis until it’s gone. There will be a line, but this beverage is
have an excellent apothecary. definitely worth the wait. p
44
off to “hunt” regularly or carry messages “to suppliers.” Adventurers
hiring Lop should take care and plan a backup method of returning to
civilization.
The Dune Riders: Arael (LN male human expert 7) and Eshia
Personalities of the Desert Sands (NG female human magus 6/horizon walker 2): Distant cousins
and childhood friends, Arael and Eshia dreamed of nothing more
A Traveler's Guide than raising camels. This simple goal is complicated by the pair’s
physical resemblance to the Dune Runners—the Ruby Prince’s errant
By Liz "HerosBackpack" Smith twin heirs—and Arael and Eshia’s unfortunate choice of stable name.
Sometimes people refuse to buy their trained camels, assuming they’re
Art by Catherine Batka stolen. Others send the Risen Guard after them. The Guard (and by
proxy, the Prince) get angry over wasted time on false reports while
the real Dune Runners are still out there. Arael grumbles about the
interruptions and frequently suggests changing the stable name.
Eshia, more amused than upset, is willing to keep Arael happy rather

T he desert is a harsh mistress, granting no mercy. Those who choose


to live or journey there must hone their own survival skills.
To outsiders, those who call the Osirian deserts home may
than insist on sticking to the name the pair dreamed up as
children.
Enhara Weathersky (CG female halfling oracle
appear strange, but their ability to thrive in the cruelest (nature) 8): “Ghost-eyes. Cloud-eyes. I have many
places is a marvel. Some of those you may encounter names.” Once a bright, lively child, Enhara has
include: become more withdrawn as her body wastes and
Adijo Kotuna (LE male human bard 5): “The its color drains away. Instead, she turns to the
hyenas take the hindmost—such is life—but I’ ll study of world around her. She wears loose, sand-
offer you a much fairer deal.” The ruthlessly efficient colored robes covering all but her now ice-pale eyes,
Adijo runs a small, but prosperous, trading empire eyes that seem to draw the very clouds into them.
throughout the deserts of Osirion. His caravans run She always watches the sky. She can spot sandstorms
from the Underdunes to the Salt Hills and from coming a week away and uses this information to keep
the Coast of Graves to Sothis. Adijo’s those around her safe. Her skill at weather prediction
solemn countenance rarely breaks into has earned both her name and tolerance from those
a smile, even for a profitable deal. who might otherwise regard her as a waste of scarce
Grey hairs, like threads of silver, resources. Experienced desert travelers and merchants
weave through the dark braids seek her out to learn the safest times to travel.
wound tightly around his head. Inexperienced ones are encouraged to follow
He wears them as a badge their example. Enhara takes only what
of honor, outlasting many little she needs as payment, asking that
younger men in this harsh any extra be given to those who need it.
environment. Adijo believes Sarariki Dawnstriker (N
every man should fend for female awakened dire bat
himself, though for a price ranger 3): Riki began life as
he’ll deliver goods to outposts. the companion of an elderly
He’s even taken travelers into Yerbira druid. Knowing
his caravan, as long as they his death was near, the
don’t slow him down. druid awoke Riki as a
Daien “Lop” Stone (N parting gift. She has since
male half-elf ranger 7): continued to work with
Dark-haired Daien began the Yerbira serving the
his career as a guide leading nomadic tribes as a
adventurers to their assigned scout, messenger,
tombs. He quickly realized and hunter. She’s
he could double his pay also spawned
by leading bandits to desert legends.
his location to ambush More than one
returning adventurers and tale involves her
take their hauls. Eventually, swooping down
a bounty hunter caught on a fallen
him, cut off his left ear— traveler, picking them up, and dropping them off
hence Daien’s nickname— at the nearest oasis. An equal number involve her swooping
and left him for dead. Lop survived, thanks only to a desert hawk down and eating travelers. Riki enjoys the confusion and
dropping a jerboa under his nose. He later tamed the hawk, naming refuses to confirm or deny either tale. Instead she giggles
his new companion “Dibs.” Lop claims to have turned over a new or gives her usual monosyllabic answers in Common if
leaf. He hasn’t been caught abandoning sites since, but he sends Dibs questioned. p
45
swarms that scour the market in the darkness.
The order’s nominal leader is Nephet Animadas—known as
the Gray Lady—who lost her family when her eldest son began
dabbling in necromancy and allowed the estate to be overrun by
Keeping the Dead Down ghouls. She is tall, pale, and severe, and always wears mourning
ashes around her eyes. Others in the order have adopted this
An Extremist Order in custom, and it is not uncommon to see ash-shadowed eyes
looking out from the helmets of Necropolis guards.
the Church of Pharasma There are few other obvious trappings of members of the order.
The scarab symbol is very popular throughout Osirion and is not
By John "Moonstonian" Leising overtly used by the Scions. However, many tattoo the symbol
on their stomachs at the spot where an upward thrust would
Art by dodeqaa Polyhedra end their lives in case of infection by the undead. Even those
who have been blessed by Pharasma with scarab companions
keep them hidden, often using the carry companion KotIS spell to
transform them into stone figurines.
While it is no secret the Scions of the Scarab are based in

I n a land as old as Osirion, more than secrets are buried under


the sands. And there is one group committed above all others to
keeping it that way—the Scions of the Scarab.
Sothis, their headquarters bear no outward sign of the order
beyond a scarab motif in the architecture and the spire of the
Pharasmin shrine within. Citizens know that they can always
All who revere Pharasma believe that the undead are an come to the order when creatures threaten them from across the
abomination, but the Scions take their commitment to the boundary of death.
extreme. Not satisfied with eradicating the undead whenever In other Osirion towns, the smoke from cremation furnaces
they are found, they also advocate destroying the vessels unquiet may be the only indication of the order’s presence. The group’s
spirits might inhabit. inf luence is spreading, however. More and more of Pharasma’s
Taking their name from the relentless beetles that find their temples in the region now emit columns of smoke from the
way into tombs and devour all the organic material they find, the sanctified incinerators deep within them.
Scions idealize these creatures and work to follow their example. In areas where undead have caused particular damage, the
No effort to destroy the undead or to prevent their rise is seen as common people have adopted the Scions’ tenets. These places,
excessive by these zealots. usually small villages and remote outposts, cremate their dead
The Scions practices often set them at odds with the traditions and keep their ashes in specially consecrated communal forges.
of Osirion, in which the dead are preserved and glorified through
the rites of Anubis. The Scions see this as an invitation for the Secrets of the Scions
undead and subvert these activities whenever they can. They Clerics make up the majority of the Scions of the Scarab, but
work within sanctified spaces, gathering and destroying earthly more than a few inquisitors have joined their ranks. The true
bodies to eliminate vessels for the undead. These activities are death BoA inquisition is a popular choice for these stalwarts. The
unpopular, however, forcing the Scions to keep their organization sentinel ISG prestige class also makes a good fit with the beliefs of
secret. this order. A growing number of druids are also joining in the
Still, there are many of their number patrolling the Necropolis fight. While not normally associated with the Lady of Graves,
of the Faithful. It is said that Inebni Andabar, the high priest of many druids share her abhorrence of the undead.
the Necropolis, placed his trusted lieutenant Enkhi Sarroun in Priests among the order are committed to their cause to the
charge of these patrols to ensure that the Scions of the Scarab are exclusion of other aspects of Pharasma’s faith. They believe that
represented throughout the city of the dead. Sarroun’s opposition the scourge of undeath is a danger to all life and a subversion of
to the shadowy figures that watch over the Necropolis by night is fate and destiny. This double affront to Pharasma’s teachings is
well known, but he has been unable to sway his superior. Rumors how they justify their single-minded determination to destroy
circulate that the order has swarms of sacred scarabs patrolling by and prevent the creation of undead.
night to act as its eyes and ears. In addition to the normal domains available to worshipers
The order is also unpopular with the traders and minor of Pharasma, Scion clerics may also choose from the following
magicians who trade in Osirian’s fetishism of the dead. The subdomains:
Scions’ agents destroy the source of the antiquities they sell and
publicly expose charlatans when they find them. Members of Interment Subdomain
the Osirion underworld commonly “sweep the room” for spying You are the weapon that keeps the dead from rising. You seek out
vermin before getting down to business. their hidden lairs and crush their hungry spirits with the strength
The Scions are at odds with the Ruby Prince, as their stated of your faith.
belief is that the death and subsequent raising of his personal Associated Domain: Repose.
guard is an affront to Pharasma and her final judgment over the Replacement Powers: The following granted powers replace
dead. the gentle rest and ward against death powers of the Repose
The order’s headquarters in Sothis are in a manor house clinging domain.
to the outer shell of the Black Dome, near a bazaar populated by Cryptsight (Sp): As a standard action, you can see the auras of
goatherds and butchers. The area is very quiet in the nighttime the undead as per detect undead.
hours, due to the stink from the daytime trade and the beetle Resolute Blow (Sp): At 8th level, when you damage an undead
46
with a melee attack, you can force it to make a Will save (DC
equal to 10 + 1/2 your cleric level + your Wisdom modifier) or
become dazed for one round. Additionally, the attack’s damage
cannot be healed by channeled negative energy for the next 24
hours. This ability can affect even mindless undead. You can use
this power a number of times per day equal to your level + your
Wisdom modifier.
Replacement Domain Spells: 1st—sanctify corpse UM , 2nd—
consecrate, 3rd—halt undead, 4th—rest eternal APG , 5th—hallow,
8th—holy aura, 9th—soul bind.

Scarab Subdomain
You have a kinship with the sacred messengers of Pharasma, the
cleansers of Osirion’s darkest tombs. You can command them to
appear and do your bidding.
Associated Domain: Death.
Replacement Powers: The following granted powers replace
the bleeding touch and death’s embrace powers of the Repose
domain.
Spirit Scarab (Sp): As a standard action, you can create a scarab-
shaped missile of force and send it toward any single foe within
30  feet. This is a ranged touch attack that deals 1d4 points of
force damage + 1 point for every two cleric levels you possess.
Undead suffer 1d4 points of force damage + 1 point for every
cleric level you possess. You can use this ability a number of times
per day equal to 3 + your Wisdom modifier.
Vermin Companion (Ex): At 4th level, you gain the service of
either a scarab swarm (as cockroach swarm B4 ) or a giant beetle
as a vermin companionUM . Your effective druid level for this
animal companion is equal to your cleric level – 3. (Druids who
take this ability through their nature bond class feature use
their druid level – 3 to determine the abilities of their vermin
companion).
Replacement Domain Spells: 1st—summon swarm (scarab
swarm only, as cockroach swarm B2), 2nd—carry companion KotIS ,
3rd—vermin shape I UM , 4th—giant vermin, 5th—insect plague,
6th—swarm skin APG , 7th—creeping doom, 8th—scarab storm,
9th—transmute blood to acid UM .

New Spell: Scarab Storm


S carab S torm
School conjuration (summoning); Level cleric/oracle 8, druid
8, sorcerer/wizard 8, witch 8
Casting Time 1 standard action
Components V, S, M/DF (scarab shell)
Range 30 ft.
Area 30-ft.-radius spread centered on you
Duration instantaneous
Saving Throw Fortitude partial; Spell Resistance yes
DESCRIPTION

When you cast this spell, swarms of incorporeal scarabs burst


forth from your body in every direction, devouring everything
in their path, especially creatures pulsing with negative energy.
You may exclude one creature or object per caster level from
the effect of the storm. Any other creatures within the area
take 1d8 points of damage per caster level (maximum 20d8).
Undead (including incorporeal undead) take twice this damage.
A successful saving throw halves the damage. In addition, the
storm devours all unattended organic objects in the area of
effect with hardness 5 or less not excluded by the caster. p
47
• Cast daylight (3 charges)
• Imbue a weapon with the flaming special ability for 1 minute
(4 charges)
The jar only has a single dose of oil, and its magic fades 24 hours
Heroes' Hoard: after application.
CONSTRUCTION

Sacred Oils of Osirion Requirements Craft Wondrous Item, daylight, flame blade,
suggestion; Cost 600 gp
By Cole Kronewitter
Ebon Paint of Apep
Art by Carlos "Celurian" Torreblanca Aura faint transmutation; CL 9th
Slot none; Price 2,100 gp; Weight —
DESCRIPTION

This viscous oil reeks of decay. To activate the oil, it must be


painted onto the skin in the image of 4 small snakes. This must

A lthough less exciting than golden sarcophagi or regal


mummies, cosmetic oils and perfumes played a significant
role in ancient Osirion. For ancient Osirians, cleanliness and
be done at night in a ritual that takes 5 minutes. Once applied,
the snakes grant a +4 natural armor bonus to the wearer.
Additionally, as a swift action the wearer can cause a snake to
grooming were an important part of both social and religious life. leap from her skin to attack a foe. This reduces her natural armor
As such, it is common to find jars of beautifully scented oils hidden bonus by 1 and allows her to make a touch attack against the
away in burial tombs. target. If the attack succeeds, the target takes 1d4–1 damage
Though valuable, most perfumes in ancient Osirion were mundane and must save versus poison (Bite—injury; save Fort DC 13;
in nature. An important exception, however, are the religious oils used frequency 1/round for 6 rounds; effect 1d2 Con; cure 1 save).
by the priests of the Osirian pantheon. In order to emulate the ideals The jar only has a single dose of oil, and its magic fades 24 hours
of their deities, the ancient Osirians often went to great expense to after application.
craft magical oils and balms with wondrous powers. Presented below CONSTRUCTION

is a collection of seven sacred oils that can still be found hidden in Requirements Craft Wondrous Item, barkskin, poison; Cost
Osirian crypts. 1,050 gp

Oil of Horus Perfume of Bastet


Aura moderate transmutation; CL 7th Aura faint transmutation; CL 5th
Slot none; Price 750 gp; Weight — Slot none; Price 1,550 gp; Weight —
DESCRIPTION DESCRIPTION

This black paint is kept in a jar resembling a celestial falcon and This perfumed oil smells of lily, myrrh, and cinnamon. Sacred
smells strongly of roses. The oil was commonly used by priests prostitutes of Bastet frequently incorporated this perfume into
of Horus in their quest to exterminate minions of Set. To activate rituals and holidays. The perfume can be applied as a standard
the oil, it must be painted onto an exposed portion of the body in action and grants its wearer a +2 circumstance bonus to Charisma
the shape of the eye of Horus (a process taking 1 minute). Once for 24 hours. Additionally, the perfume allows the wearer to
applied, the oil grants the benefits of a protection from evil spell. speak to cats as if she had cast speak with animals. Finally, the
Additionally, the oil also allows the user to sense the location of wearer can impart blessings on willing or helpless targets by
any minions of Set within 100 feet. The jar has a single dose of kissing them. The wearer can bless a number of targets equal to
oil, and its magic fades 24 hours after application. her Charisma modifier and cannot bless a target more than once.
CONSTRUCTION She may choose from the following blessings:
Requirements Craft Wondrous Item, locate creature, protection Blessing of the Aegis: Target gains a +2 circumstance bonus on
from evil; Cost 375 gp saving throws versus diseases, poisons, and spells with the Evil
descriptor for 24 hours.
Oil of R a Blessing of the Sistrum: Target gains a +4 circumstance bonus
Aura moderate transmutation; CL 7th to Perform and Diplomacy skill checks for 24 hours.
Slot none; Price 1,200 gp; Weight — Blessing of Obedience: Target must succeed a DC 15 Will save
DESCRIPTION or become charmed, as per the spell.
This clear oil smells faintly of olives and was used to emulate the The jar only has a single dose of oil, and its magic fades 24 hours
glory of Ra. To activate the oil, it must be rubbed into the skin after application.
during an hour-long cleansing ritual in the morning. After it is CONSTRUCTION

applied, the oil grants its wearer one sun charge per hour that Requirements Craft Wondrous Item, charm person, protection
she spends in direct sunlight (maximum of 4 sun charges). Each from evil, speak with animals; Cost 775 gp
sun charge grants the wearer a +1 competence bonus to either
Diplomacy or Intimidate checks (chosen when the oil is applied). Salve of Isis
Additionally, the wearer may use a standard action and expend Aura faint transmutation; CL 3rd
sun charges to produce the following effects: Slot none; Price 500 gp; Weight —
• Cast light or command (DC 13) (1 charge) DESCRIPTION

• Cast suggestion (DC 15) (2 charges) This sweet-smelling salve is typically stored in a colorful jar sealed
48
by wax. Blessed by the Goddess Isis, this magical salve brought Additionally, the wearer can use the oil to surround herself with a
the powers of rebirth to the battlefields of ancient Osirion. To sandstorm with a 100-foot radius, centered on her, for 1 minute
activate the oil, it must be painted onto the skin in the image of a (Pathfinder RPG Core Rulebook 431). The wearer can see through
bird (a process taking 5 minutes). During the next 24 hours, if a this sandstorm normally. After being expended, this sandstorm
target within 30 feet is reduced to negative hit points, the wearer ability cannot be used again by the wearer unless she spends
may use an immediate action to cause the painted bird to fly from an hour in total darkness. This recharges the oil and allows the
her body and heal the target for 1d8+3 hit points. If this healing wearer to summon a sandstorm again for 1 minute. The jar
raises the target’s hit points above 0, the painted bird returns to only has a single dose of oil, and its magic fades 24 hours after
the jar and refills it with more salve. If not, the magic is spent application.
and the bird and salve disappear after healing the target. The jar CONSTRUCTION

only has a single dose of salve and its magic fades 24 hours after Requirements Craft Wondrous Item, protection from good,
application. shifting sandAPG; Cost 500
CONSTRUCTION

Requirements Craft Wondrous Item, cure light wounds, summon Ointment of Sobek
monster I; Cost 250 Aura faint transmutation; CL 5th
Slot none; Price 1,750 gp; Weight —
Oil of Set DESCRIPTION

Aura moderate transmutation; CL 5th This thick oil is dark green and smells of reptiles. Warriors and
Slot none; Price 1,000 gp; Weight — sailors used the ointment to bring the might of Sobek to the
DESCRIPTION battlefield. To activate the oil, it must be painted onto the skin
This oil has a black sheen and smells of smoke and sand. Ancient in the image of 3 small crocodiles (a process taking 10 minutes).
priests of Set frequently used this oil to sow confusion among Once applied, the wearer gains a +4 circumstance bonus to Stealth
their enemies. To activate the oil, it must be rubbed onto the checks while in water and can hold her breath for a number of
skin in a layer that covers the entire body in black (a process rounds equal to 4 times her Constitution score before she risks
taking 15 minutes). When applied in this fashion, the oil grants drowning.
the benefits of a protection from good spell to the wearer As a standard action, the wearer can cause one of the painted
for a period of 24 hours. crocodiles to leap from her skin and attack a foe within 30 feet. This
spectral crocodile cannot be damaged, but is otherwise identical to a
typical crocodile (Pathfinder RPG Bestiary
51). If the spectral crocodile hits with its
bite attack, it deals damage and can
attempt to establish a grapple. If this
grapple succeeds, on subsequent
rounds the crocodile begins to use
its death roll ability. The spectral
crocodile persists with its attacks for
as long as it can maintain a grapple.
If at any point the crocodile’s target
escapes the grapple, the magic
is dispelled and the crocodile
disappears. Whenever the oil’s
wearer is in a body of water, all
her spectral crocodiles receive a
+2 circumstance bonus on attack
rolls and grapple checks. If a
spectral crocodile successfully
kills its target, the beast slithers
back to the wearer and reappears
on her skin. Otherwise, the
crocodile disappears and cannot
be used again.
The jar only has a single dose
of oil, and its magic fades
24 hours after application.
CONSTRUCTION

Requirements Craft
Wondrous Item,
summon monster III,
water breathing; Cost
875 gp p

49
Night's Companion "Here," he continues, pointing
By Anthony "Template Fu" Adam
to darker, more menacing
Art by James Keegan
symbols, "we find those events
that can change the course of
your life: theft, murder, war,
A sudden shaft of lantern light pierces the veil of dusk, streaming
from a door ahead and to your right. A silhouetted figure
beckons you over urgently. pestilence, disease—these we try
“Come, hurry! The sun is down. Hurry!”
The urgency in the stranger’s voice causes you to rush over. The to avoid as we navigate the
old man ushers you inside his home, hurriedly closing and barring
the door behind you, muttering to himself about strangers and board. The rest, we will explain
dangerous nights. He quickly guides you down the small corridor,
through a tapestry curtain and into the main living area of his small as they occur." He hands you
home. An open fire pit dominates the center of the room; hundreds
of shabti on shelves and floor fill the room’s perimeter. the dice. "Now, throw and
“Stranger, eh? Come to delve old Wati? Others have come, yes,
many others. Disturbed the dead they have. The dead, they walk, begin your journey."
seeking those who have disturbed their eternal slumber. The streets
at night are no longer safe…for anyone.”
He moves around the room in a well-rehearsed rhythm, closing
and barring shutters, stoking the fire pit, arranging the cushions and
mats for the night.
“Sit, eat, tell me of yourself and I shall tell you of Wati.” The old
man gestures to a mat and cushion, while drawing a decorated knife of time.” He looks around his room, his eyes beamingly proudly.
from his waistcoat, and then begins to slice dried meats, fruits, and “When we die, we must have one shabti for each day of the year and
vegetables to roast over the fire pit. He notices you glance fearfully one for our chosen god. I need to collect just three more and I am
at the drawn blade and offers it to you. You are surprised to find prepared for when I am called.”
the blade is ground flint rather than steel or metal, its ivory handle He carefully picks one off the shelf and hands it to you. It is carved
emblazoned with images of the local wildlife. from stone in the shape of a young lady carrying a vessel of water
“A gebel el-arak,” he explains, “is the family knife worn by the on her shoulder, the water spilling from the lip and down onto her
patron.” He points to the animal etchings on the handle, depicting hair. The craftsmanship is so fine, she seems almost alive, the water
the image of a man standing between two lions, grasping their flowing freely. You suddenly realize why it has taken a lifetime to
manes. “This represents the order of life, and this the head of the gather so many of these items. A sad sigh brings your attention back
family. The lions revere family, known as their pride. Thus, we pride to your gentle host as he reaches out to reclaim one of his prized
family.” He turns the knife over, the other side of the handle bearing possessions.
etchings representing war and conflict. “The family knife protects. “This was carved in the image of my beloved wife. When I go
In war it takes life, but at meal times, it gives it.” The old man to my god’s side, she will be brought back to me through this.”
turns back to the food, and some time passes in silence. Soon, he He delicately places the shabti back in its place beside four large
presents you with a meal of delicately roasted vegetable and thinly canopic jars, with a soft whisper on his lips, “I am here and will
sliced meats, spiced and pungent, yet delicious. come wherever you bid me.”
Outside, a scratching noise is heard against the shutters. Then He pats the ceramic jars almost reverently, and turns to face you.
comes a snuffling sound accompanied by a low moaning. The old “Here is where my viscera shall reside, here in these limestone jars.”
man goes quiet, raising a finger to still the question on your lips. Touching each, he explains, “This shall hold my stomach so that I
The sounds move off, shuffling and hesitant in their departure. He shall never hunger in the lands of my god, and this my intestines,
notices you looking around the room at all the statues. so that I cannot foul those wondrous lands. This, my lungs, so my
“Ah, no my friend, it is not the shabti that protect us, it is our breath does not sully the pure air, and this last, my liver, a gift to my
silence, the walls, and the shutters. Now you understand why god for his table.”
I called you into my home.” Your gaze lingers on the exquisitely “I see my beliefs are strange to you, but they bring me solace in my
carved statuettes around the room. aching age. My time is short now, so is it not wise to take comfort
“We believe that when we are called to our god’s side, the shabti in my beliefs?”
we collect in our life will come with us. Infused with our families’ You smile and nod while more strange sounds, almost feral this
love, they come alive in that other place and serve us to the end time, pass nearby outside.
50
“Tell me, my friend, have you ever played Senet?” “The darkest hour begins,” your host states, his eyes twinkling.
You shake your head. “You seem tired my friend, but do not sleep yet. Keep the night for
The old man smiles pleasantly. “Then tonight you learn. It is the being awake, sleep in the morning light. Then shall you be safer in
game of life.” Wati.” He smiles, and offers you a triangular goatskin filled with
“This is you.” The piece he holds out is an inch long ivory carving deep red wine. “Drink. It will fortify you for the remainder of the
of man dressed in plain working linens. “This represents all men.” night.”
“These are the rest.” You notice a female laborer, a soothsayer, The wine tastes of plums and dates with an aftertaste of honey,
a regent, a soldier, and some half-inch-tall pieces that represent a strangely sweet yet heady mixture. You feel mellow and relaxed.
children. Glancing up, you notice the old man looking at something on
The old man places some dice and a board before you and selects a chain around his neck. It looks like an eye made from amber,
his own piece. surrounded by silver filigree.
Then he points to the board, explaining, “We start here, and You ask if you could see it, saying that you appreciate beautiful
follow the journey of life.” His finger traces the route around the things and you have not seen its like before. At first hesitant, the old
board. He touches places marked on the life track. “Here are the man agrees, and hands you the amulet.
major events of life: leaving home, finding work, getting married, “Please be careful; it was my father’s and his father’s before that
having children, becoming an orphan, and journeying to your god’s and his before that. It is the oldest and dearest thing I have.”
side.” You look down at the amulet, holding it carefully so as not to
“Here,” he continues, pointing to darker, more menacing symbols, break the delicate latticework of silver. You realize immediately the
“we find those events that can change the course of your life: theft, lines of the latticework form the shape of the eyelids around the eye,
murder, war, pestilence, disease—these we try to avoid as we navigate with the amber as the pupil. It feels like it is looking back at you and
the board. The rest, we will explain as they occur.” He hands you a moment of unease passes through you as you descend deeper and
the dice. “Now, throw and begin your journey.” deeper into that unrelenting gaze.
You become completely absorbed by the game, noticing neither The old man chuckles, reaches down, and takes the amulet from
the passage of time nor the sounds of the dead roaming the streets you. He puts it back on and, reaching down a second time, picks
outside. You place your piece on the last square, after moving exactly you up and places you beside the shabti of his wife. Stepping back,
the number of pips the dice show on the last throw of the game. he admires the final addition to his collection. Barely 8 inches tall,
“Ah, you win life’s reward—eternity with the gods.” exquisitely constructed, the statuette of you represents you perfectly,
A bell resounds across the city. Deep and resonant, vibrating in your weaponry clearly visible in miniature. He bows slightly.
your subconscious, you seem to awaken from a trance-like state and “Thank you, my warrior. You will protect my wife and I, serving
notice that it is midnight. and protecting us until the end of days.” p
51
Side Trek Seeds
By Bran Hagger and Cole Kronewitter
Art by Kat Cuseo

River Secrets
Plot Hook
Brothers Yukat and Sarrath Kajani, papyrus farmers from Tephu, find
a young girl washed up on the banks of the Asp River during flood
season, and take her in as their own. Curiously, the girl speaks only in
an ancient Osiriani dialect. After hearing the brothers speaking with a
local scholar about a young girl who speaks Ancient Osiriani, greedy
Osirionologists attempt to kidnap her in order to learn her secrets, and
the brothers are forced to search for help to keep her safe.

Backstory
Almost four millennia ago, the young girl Sallal swam up a disused
aqueduct channel on a dare. Her desire to prove herself soon gave way
to wonder when she discovered that the channel opened into the secret
entrance to a forgotten tomb. Due to her small stature, Sallal managed
to bypass most of the trapped pressure plates and trip wires, but she ran
afoul of a temporal stasis trap when she tried to steal a golden collar with
a brilliant tanzanite gem to convince her friends of the tale. Earlier this
year, the temporal stasis somehow failed and she woke to a new Osirion.
Seasoned Osirionologists doubt the veracity of the girl’s tale, but
their younger and greedier colleagues hope that she might remember Backstory
the location of tombs now lost to history. Recently, two especially The whirlpool is created by a huge stone door that regularly opens
determined such souls attempted to kidnap Sallal. They were discreetly to let in fresh water. This door leads to a massive underground
hired by a middle-aged Keleshite woman named Janna, who is aquifer, which contains the hidden pyramid of the forgotten Pharaoh
simultaneously trying to convince the Kajani brothers that she is only Hapedi II. His tomb is affixed to the back of an 800-foot mummified
interested in seeking to repair the cultural damage done to Osirion by crocodile.
her people’s occupation. Khefera is secretly a werecrocodile and already knows about the
pyramid. In fact, he hired adventurers to investigate the pyramid last
Potential Resolutions month. After following them, he discovered a rod of control for the
If the player characters protect Sallal from her would-be kidnappers, undead crocodile, but it requires a ritual with 5 sacrifices to activate.
the Kajani brothers consider them part of the family and offer them He fulfilled 4 of these sacrifices by betraying previous adventurers and
hospitality should they ever return to the area. In this case, the girl then returned to the surface to lure more fools to their demise.
proudly tells them of the tanzanite-studded collar. The collar is an
enchanted symbol of truth sacred to the followers of Maat. Should it be Potential Resolutions
recovered, the temple priests see it as a sign of their power in the new age The previous sacrifices partially awakened the crocodile which now
and will pay for its return. thrashes in its sleep causing disruptive earthquakes. Regardless of
whether the PCs fall for Khefera’s ruse, someone will eventually have
The Slumbering Beast to travel to the submerged pyramid to deal with the slumbering beast.
If Khefera remains undetected, he follows the PCs to the final ritual
Plot Hook chamber in the pyramid and attacks them there, hoping to kill one of
Every 30 days, a massive whirlpool appears in the middle of the River them quickly and activate the rod.
Sphinx. Although mysterious, most sailors are accustomed to this What Khefera does not know, however, is that the mummy of Hapedi
phenomenon and simply avoid it. A tight-lipped man named Khefera, II will also be awakened by the ritual. Upon awakening, Hapedi II
however, is keenly interested in the whirlpool. He offers to cast water steals the rod of control and flees to the inside of the crocodile’s empty
breathingAPG on the PCs for free if they investigate the phenomenon, skull. The PCs must find their way inside the cranium of the undead
and promises to reward them with ancient Osirion gold when they crocodile and defeat Hapedi in order to end his rampage with the
return with a full report. awakened beast. p
52
53
or natural weapon gains the broken condition for 1d4 rounds. Further
sundering broken natural armor or a broken natural weapon successfully
adds an additional 1d4 rounds to the duration of the broken condition.
Special: If you have Greater Sunder, you also apply any damage to
Warriors of the Ancient World the natural armor or natural weapon to the creature.

Tools and Tactics of the Warriors of Osirion Maftet Dervish (Combat)


Training under the students of the sphinxes themselves, the majestic maftet,
By Ian "Set" Turner you have learned their signature style of fighting with paired scimitars.
Prerequisites: Dex 15, Two-Weapon Fighting, Weapon Focus (scimitar).
Art by Jeremy Corff and Emilie Cormier Benefit: If you are wielding a scimitar appropriate to your size in
your primary hand, you can wield a second scimitar of the same size
in your off-hand as if it were a light weapon.
Normal: A scimitar is a one-handed melee weapon.

O ver seven millennia, Osirion has bred many warriors of unique


talent.
Maftet Runner (Combat)
Even without wings, you have mastered the most advanced of the
maftet dervish techniques.
Dune Walker (Cavalier, Fighter or Paladin Prerequisites: Combat Reflexes, Double Slice, Improved Two-
Weapon Fighting, Maftet Dervish, base attack bonus +8.
Archetype) Benefit: You can make a full attack at the end of a charge, so long
When one travels the deserts, sometimes heavy as all of the attacks are made with one or more scimitars.
armor is more danger than protection. Some
warriors have developed special techniques when Maftet Tattoo
wearing lighter armor, using their enhanced You have scarred and colored your flesh with the runic glyphs of
mobility to gain extra benefit from their the mysterious maftet, evoking some small measure of their eldritch
shields. power.
Weapon and Armor Proficiency: A Prerequisite: Must be able to read and write the Sphinx
dune walker does not gain proficiency language, base attack bonus +6 or caster level 6.
with medium or heavy armor. Instead, Benefit: You gain the ability to cast either mage armor,
when a dune walker is wearing light or no magic weapon or protection from evil on yourself, on a
armor, he gains an additional +1 shield maftet, or on anyone with the Maftet Tattoo feat as a
bonus to armor class from a buckler or spell-like ability once per day at a caster level equal to
light shield, or an additional +2 shield your character level. If you take this feat a second time,
bonus to armor class from a heavy you gain two more uses of this daily spell-like ability
shield or tower shield. This modifies the (which can be used to cast any of the three
cavalier, fighter or paladin’s weapon and spells). If you take this feat a third
armor proficiency. time, you gain another
two uses of this
New Feats ability, and
add cat’s grace
Beast Breaker (Combat) (self only) to the
You have learned to weaken your foes by destroying spells available, although using cat’s grace
their armor and weapons, even then they are the in this way requires the expenditure of two daily uses of
hide and claws of dangerous monsters, like the giant this ability.
scorpions and hetkoshu crocodiles in the Tripoint Arena Special: You can take this feat up to three times.
at An (Osirion, Legacy of Pharaohs 39).
Prerequisites: Int 13, Knowledge (any) 3 ranks, Equipment
Improved Sunder.
Benefit: You can make a Sunder attempt against a creature’s Special Material: Coldsilver Thread
natural armor or natural weapon. You must first use the appropriate The Garundi desert can be unforgiving to a heavily
Knowledge skill identify a monster’s abilities and weaknesses. Choose armored warrior, and yet, for all Sarenrae’s mercy,
one of the following: the creature’s natural armor, one of weapons do not bite any less deeply under the hot
the creature’s primary weapons, or sun. Pharaohs’ soldiers have developed several items
one of the creature’s secondary to endure their harsh climate such as alchemical
weapons. Then make a sunder cooling salves, hide armor harvested from frost
attempt as normal. Treat the drakes specially treated to remain cool, and cleverly
hardness of the creature’s natural armor vented armor. Coldsilver is the latest innovation in this ongoing
and secondary weapons as equal to its natural armor, and the hardness of battle.
its primary weapons as equal to its natural armor +5. If you successfully In the hot nations of northern Garund, the skymetal known as cold
deal damage in excess of this effective hardness, the target’s natural armor siccatite is a prized commodity, with thin wires of this “coldsilver,” as
54
it is locally known, woven into garments or worked into the lining CONSTRUCTION

of armor to make them more comfortable to wear. Thuvian Requirements Craft Wondrous Item, dazzle, light; Cost 1,500 gp
alchemists once monopolized secret techniques to reforge hot
siccatite into cold siccatite for this purpose, doubling the Hetkoshu Scale Charm
supply of this rare material, but the technique has spread Aura faint transmutation; CL 5th
to Rahadoum and the Osirian Pahmet dwarves, making it Slot none; Price 2,500 gp; Weight —
more widely available. DESCRIPTION

Any suit of armor or clothing fashioned with such wires This glossy black scale hangs from a thin cord that allows it to be
affords its wearer a +4 bonus on Fortitude saves to resist tied to a wrist, the brow, one’s belt or even the haft of a weapon.
the negative effects of environmental heat, which stacks When affixed, the wearer can draw upon its power as a swift action
with any bonuses that might be gained from a hot- to surge forward like the mighty hetkoshu, gaining haste for a
weather outfit (Pathfinder RPG Ultimate Equipment single round, up to twice per day.
89), or the penalties typically suffered by wearers CONSTRUCTION

of armor or heavy clothing (Pathfinder RPG Core Requirements Craft Wondrous Item, haste; Cost 1,250 gp
Rulebook 444), or vented armor (Pathfinder Player
Companion: People of the Sands 28). Coldsilver Scarab Surgeon
clothing and armor confers a –4 penalty on Aura faint transmutation; CL 5th
Fortitude saves to resist the negative effects of Slot none; Price 2,000 gp; Weight —
cold weather. DESCRIPTION

Incorporating coldsilver threads into This shiny golden clockwork scarab attaches itself to your clothing
a suit of armor adds 300 gp to the cost and scurries into action when you suffer a bleed effect or are
of light armor, 600 gp to the cost of disabled and dying. At the end of the round it activates, it stabilizes
medium armor, and 1,200 gp to the you or an adjacent dying person you designate or ends a bleed
cost of heavy armor. Armor with this effect affecting you or a willing adjacent creature. The scarab can
improvement is always considered be activated three times before it has to be manually rewound,
masterwork. taking 1 minute per use to fully recharge.
CONSTRUCTION

Magic Items Requirements Craft Wondrous Item, cure light wounds, stabilize;
Cost 1,000 gp p
Spear of the Four-Faced Fiend
Aura moderate illusion; CL 5th
Slot none; Price 8,600 gp; Weight 3 lbs.
DESCRIPTION

This +1 short spear has a head of green veinstone as hard as


iron and decorated with four heiracosphinx feathers. Three times
per day, as a swift action, when you strike a foe with the spear,
you create an illusory double of yourself to appear flanking
that target. This image remains in position, moving to continue
flanking the target if you do, so long as an open space remains.
Although it can’t attack and does not threaten squares, as long
as the image opposite your position remains, you are considered
flanking the target. Any damaging attack directed against the
image dispels it. If the target successfully attacks you, there
is a 50% chance the flanking image is dispelled and you are
teleported to its space, taking no damage. If not dispelled, the
image lasts for 1 minute.
CONSTRUCTION

Requirements Craft Wondrous Item, dimension door,


mirror image; Cost 4,300 gp

Eye of Power
Aura faint evocation; CL 5th
Slot eyes; Price 3,000 gp; Weight —
DESCRIPTION

This delicate golden foil pattern fastens to your face, surrounding


one of your eyes and granting you low-light vision and immunity
to the dazzled condition. When you are in combat, it flares up and
reflects ambient light, so that as long as you are in daylight or a
brightly lit area, enemies in melee combat with you are dazzled
unless they avert their eyes.

55
Trigger: Any act of looting or opening of sarcophagi within the tomb.
Save: DC 15 Will
Primary Effects: Any vermin or vermin swarm encountered will
focus their attacks upon the victim. Magic that would normally calm or
Disturb Not the Dead control vermin have no effect and vermin or vermin swarms summoned
by allied casters, or by the victim herself, also target the victim.
Tomb curses of Osirion Secondary Effect: Suffer a –2 penalty to attack and damage rolls
against vermin within the tomb.
By Dain "zylphryx" Nielsen Removal: remove curse
* * *
Art by Basil Arnould Price Inscription: “Cursed be those who plunder or desecrate my tomb.
Their bodies shall succumb to the venom of the asp and their souls shall
be granted no rest.”
Trigger: Any act of looting or opening of sarcophagi within the tomb.
Save: DC 15 Will

A lhrea brushed the dust away from the engravings above the tomb
entrance. As soon as the markings became clear, her face paled. She
turned to her companions.
Primary Effects: The victim automatically fails all initial saving
throws versus poison. Additionally, when she sleeps, the victim is
plagued by dreams of a ghostly form chasing her relentlessly through
“We may not want to go in here.” the desert, causing her to awaken every morning fatigued.
* * * Secondary Effect: Suffer a –2 penalty on all saves versus poison
Everyone has heard tales of archeologists, tomb robbers, or adventurers made within the tomb.
who ignored the warnings posted on the entry to a tomb and suffered Removal: remove curse
strange events and bizarre deaths as a result. While some may scoff at * * *
the idea, these curses are quite real. Spell casters usually placed them Inscription: “Should any dare disturb my rest, the power of Ra shall
upon the tomb or sarcophagi of powerful or important individuals, burn your body and turn your soul to ash.”
giving them heightened power specific to the tomb they protect. Trigger: Opening the tomb’s primary sarcophagus.
The curses of interred Osirian royalty and their minions are unusually Save: DC 20 Will
potent, having some limited effect even on those who avoid the main Primary Effects: The victim acquires light blindness and vulnerability
effect of the curse. The most potent curses require powerful magic to fire. In direct sunlight, she suffers 1d6 fire damage per round.
to remove. Many of the tomb curses are also poetic in their delivery, Secondary Effect: Suffer a –2 penalty to saving throws against fire-
which lends an air of mystery to their effect until it manifests. Many based spells and effects within the tomb.
victims have assumed to know the effects of a curse only to have their Removal: remove curse
preparations be ineffective against the actual effects. * * *
Inscription: “Woe unto those who disturb my tomb. A plague be
Elements of an Osirian Tomb Curse set upon your house, leaving you weak for the slaughter at the hands of
Osirian tomb curses have the following elements: your enemies.”
Inscription: This is the actual text of the curse. These curses follow a Trigger: Entering the tomb.
specific pattern in their wording. The inscription begins with the curse’s Save: DC 20 Will
triggering conditions followed by the effect of the curse. Both sections Primary Effects: The victim must also make a DC 17 Fortitude save
may be either as clear as a perfectly cut diamond or as opaque as the silt or be struck with the withering (see below). Additionally, until the curse
in the River Asp during the rains. is removed, all opponents gain a +2 bonus to attack and damage rolls
Trigger: This lists the specific action or actions required to activate against the victim.
the curse. There can be multiple triggers; making any of the triggering Secondary Effect: Opponents encountered within the tomb gain a
actions will require one or more saving throws. +2 bonus to attack rolls against those suffering this effect (this effect
Save: This lists the DC and saving throw type for the primary effect. stacks with the primary effect).
Primary Effect: On a failed save, this is the main effect of the Removal: see The Withering below
tomb curse.
Secondary Effect: This is the secondary effect of the tomb curse The Withering
and affects anyone who triggers the tomb curse, regardless of the results Type curse, disease; Save Fortitude DC 17
of her saving throw. The secondary effects do stack with the primary Onset 1 minute; Frequency 1/day;
effect, though the secondary effects are typically restricted to the area Effect 1d6 Str; Cure the withering is both a curse and disease
of the tomb itself. and can only be cured if the curse is first removed, at which
Removal: A successful remove curse will cleanse most Osirian tomb point the disease can be magically removed. Even after the curse
curses. The more powerful tomb curses may require stronger magic element of the withering is lifted, a creature suffering from it
(such as wish or miracle), specific actions (such as consecrating the tomb cannot recover naturally over time. Anyone casting a conjuration
or returning any looted items), or both. (healing) spell on the afflicted creature must succeed on a DC 20
caster level check, or the spell is wasted and the healing has no
Sample Curses effect. The save DC is Charisma-based.
Inscription: “Those who would defile my tomb or contents therein * * *
shall be known to the creatures that crawl upon the land and shall know Inscription: “Herein lies the favored of Osiris, protected by the
no peace.” god’s will from those who would pillage what is not theirs. With great
56
vengeance shall his will smite those who would dare violate his
favored servant’s tomb.”
Trigger: Any looting of items in the tomb.
Save: DC 25 Will
Primary Effect: The victim receives only half the amount of
healing from conjuration (healing) magic and cannot be brought
back from the dead. Anyone casting any conjuration (healing) spell
upon the victim must succeed on a DC 20 caster level check or the
spell fails to deliver any healing and is wasted.
Secondary Effect: While in the tomb, any time a victim of the
curse takes damage from any source, she suffers an additional 5
points of damage.
Removal: This curse can only be removed with a miracle or
wish spell.
* * *
Inscription: “The claim has been made and the deal struck
with Ptah. Let none usurp it. Misfortune follow any who enter this
sanctuary and doubly so on those who would violate the claim.”
Trigger: Entering the tomb and any looting within it.
Save: DC 25 Will
Primary Effect: The victim must roll two dice for all attack rolls,
skill checks, saving throws and ability checks and take the worse
of the two results. If the victim participates in any looting within
the tomb, the victim’s opponents roll two dice for all attacks made
against the victim and take the better of the two. Additionally, every
night, half of the victim’s coin, gems and jewelry vanish.
Secondary Effect: All attack, damage, skill, saving throws and
ability checks suffer a –2 penalty while in the tomb.
Removal: This curse requires a miracle or wish spell to remove.
All looted items must be returned within 24 hours or victims are
again subject to the curse.
* * *
Inscription: “Those who enter my sacred tomb with impure
heart, or who disturb my body or those of my servants, shall be
drained of soul and left to wander the deserts for all eternity.”
Trigger: Anyone of a differing alignment of the deceased entering
the tomb or any looting within the tomb.
Save: DC 30 Will
Primary Effect: The victim is affected by an energy drain and
receives 2 permanent negative levels. Each day the victim is under the
effects of the curse, she must make an additional Will save or suffer
an additional 2 permanent negative levels. If a victim dies while under
the effects of the curse, her spirit manifests as a spectre the following
night. She is drawn back toward the tomb, cursed to be its guardian.
Secondary Effect: All saving throws made against negative
energy effects have a –5 penalty while in the tomb.
Removal: This curse requires a miracle or wish spell to remove.
Negative levels cannot be removed until the curse is removed.
* * *
Inscription: “Behold the resting place of Kek the Mad, servant of
those from beyond. Breach not the seal lest those who lost a servant
seek to gain one anew.”
Trigger: Anyone opening the tomb or crossing the threshold.
Save: DC 30 Will
Primary Effect: The victim goes mad, as per insanity.
Secondary Effect: Victims’ faces are marked with a sign of the
Old Ones, as greater brandAPG. Worshipers of the Old Ones gain a
+2 profane bonus to attack and damage rolls against bearers of the
brand.
Removal: Each of these effects requires a miracle or wish spell to
remove. Each casting removes only one of the effects. p
57
Lamashtu Be Praised! The furious horde outnumbered
By Todd Stewart and Tanith Tyrr
them nearly four to one. The
Art by Darran "Haunted Jester" Caldemeyer
moon shone down with cold
clarity on the merciless slaughter.
A bsolutely not, my Lady.” Menkhaf shook his head, as worry
creased his deeply tanned face. “You cannot even think of going!”
“Are you telling me what I cannot do?” There was patient amusement
Two more gnolls fell at Menkhaf's
hand as he barred the door to
in her voice. Nearly twice her servant’s age, the Merchant Queen of Eto
looked a full decade younger. Disdaining the excesses of vanity, Shai- Shai-Nefer's wagon. Three hurled
Nefer wore the simplest of traditional Osiriani linens and the merest
hint of kohl around her eyes. Only a few pieces of carnelian and lapis down their torches and hefted
signified her social station.
“The caravan route passes through dangerous territory. Two of ours spears, laughing gutturally as they
have been attacked this year.” On her map, the sands west of Eto were
crisscrossed with trade routes between oases to Shiman-Sekh. Daubs approached for the kill.
of red ink marked their hazards like drops of blood. “Seven from other
merchant houses were also attacked. The bodies were carved up like "Beasts! You will not have her!"
meat, and the survivors were carried off.”
Shai-Nefer frowned. “I’m well aware. We discussed the issue at the He shouted with savage despair as
most recent meeting of the city council, and I will be speaking with the
merchants of Shiman-Sekh to determine our unified course of action. the gnolls charged.
Sothis has done nothing to suggest that they are even aware of the
problem. We have to act on our own.”
There was anguish in his eyes as he replied, “My Lady, I have been in
your employ for five seasons now. I deeply admire...” He stopped briefly,
then continued, “I admire your keen mind for coin. I know this venture
is important, but I do not wish you to come to harm.” where her faith lay, but it seemed a private thing. He never had the
“Your advice is appreciated, Menkhaf,” She reached across the table, courage to ask.
laying her hand upon his. Her touch was soft and graceful. “But the “Your prayers are appreciated, my Lady.” Menkhaf bowed. “I will
decision, as always, is mine.” do my part to keep us safe as well.”
A whiff of her perfume entered his nose, and he sighed deeply. As “I know you will.”
a guard and a slave, he was far below her station. The trip would be Her confidence filled his heart and made the task of watching the
dangerous, but he would serve and protect her to the best of his ability. trackless horizon an honor instead of a burden.
There was nothing more he could honorably do. Evening fell, and the wagons circled defensively. Shai-Nefer was
**** applying makeup in a silvered mirror by a conjured ball of light when
A dozen camel-drawn wagons wove their way through the desert. Menkhaf brought a plate of dried meat, dates and bread. An elaborate
The air shimmered with a malevolent heat that licked the parched wedjat of kohl decorated her right eye. As she listened to his report
sand. The desert between Eto and Shiman-Sekh was a barren ocean of of their progress, she ate the simple meal with her fingers with a
drifting dunes and exposed bedrock dotting the sands like stony islands sinuousness that took his breath away.
in a windswept, trackless sea. “You’ve done well. Continue and the gods will see to your wishes.”
“Gozreh spit in Saranrae’s face and grant us some clouds,” Menkhaf Menkhaf bowed and pondered her enigmatic words as he departed.
wiped the sweat from his brow and grimaced. “I’ll even settle for a soft Shai-Nefer’s gaze followed him as he left the wagon. She licked her
breeze.” Sitting atop the largest wagon, his eyes nervously roamed the lips and turned back to her reflection, taking up the kohl again. It
horizon. was almost time.
The other wagons carried expensive cargo: perfume, herbs, imported ****
gems, vellum, brilliantly colored inks, and a dozen reams of silk from The stars twinkled in the cloudless sky as Menkhaf turned restlessly
far off Tian-Xia. This one carried only Shai-Nefer. She rode alone in its atop the wagon. Shai-Nefer permeated his thoughts more than the
armored interior, which was silk-draped and as richly appointed as her haunting feeling that the brigands that had attacked nearly a dozen
sitting room in Eto. caravans would find them easy prey. He only half dozed, his hand
When he last entered, she had been deep in some kind of prayer a never leaving his khopesh. The chink of metal on metal from outside
talisman held to her forehead as she chanted quietly to herself. He knew the ring of wagons and the soft scrape of loose sand under a padded
that she was devout, perhaps even among the clergy. He was curious foot woke him instantly.
58
“Guards! Awake!” Menkhaf bellowed at the top of his lungs. savage quickness and pierced Menkhaf’s side. He fell to the ground
“Defend the wagons!” and reflexively swung his sword. It cleaved through the beast’s leg.
The desert night exploded in a conflagration of erupting torches Its cry of triumph turned into one of agony, even as its companions
and the roar of men and beasts. Screaming inhuman invocations to continued to laugh like the mad hyenas they were. Moments later,
their unholy goddess, gnolls fell on the caravan in a frenzied rage. Menkhaf’s own screams joined the unholy cacophony as a spear
Blood poured on sand as the butchering began. punctured his arm and pinned it to the sand.
Menkhaf dropped to the ground and narrowly avoided a flaming “Shai-Nefer!” He cried out as loudly as he could as his lungs burned
arrow. One of the gnolls lunged at him, a savage miscegenation of and heaved. He knew his death was imminent, “I loved you!”
man and hyena in patchwork armor, its blade already stained with The door opened. Shai-Nefer stood backlit in painted splendor,
blood. pale witch-light from the wagon spilling out into the desert night.
“Stay in the wagon!” He called out to Shai-Nefer, gasping with The gnolls’ gibbering laugher died away as they stopped and stared.
effort as he took the creature’s first blow on the edge of his sword. “No, Shai-Nefer!” Menkhaf choked through his pain, “Run!”
Another block, a deft feint followed by a thrust, and he stared into ****
the gnoll’s dying eyes, feeling its hot blood spurt out over his hands. Irrationally, she began to smile.
The furious horde outnumbered them nearly four to one. The Her form blurred and darkened as it enlarged. A throaty hyena
moon shone down with cold clarity on the merciless slaughter. Two chuckle split the night air, but it did not come from the gnolls. They
more gnolls fell at Menkhaf’s hand as he barred the door to Shai- whimpered eagerly like puppies and prostrated themselves on the
Nefer’s wagon. Three hurled down their torches and hefted spears, blood-soaked sand.
laughing gutturally as they approached for the kill. She came to him on all fours. She sniffed and smiled at her fallen
“Beasts! You will not have her!” He shouted with savage despair as warrior. Hot breath billowed over him like a carrion wind and a soft
the gnolls charged. tongue lapped delicately at the blood on his thigh. Rough pads and
Two more fell. One’s throat was cut open and sprayed blood into jagged claws that should have been pale bejeweled fingers tenderly
the air in ragged pulses like a staccato hymn to Gorum. Another touched his face.
was disemboweled in a clean, swift stroke. Menkhaf gasped. He was Alashra’s gleaming yellow eyes traced the lines of his body
bleeding from slashes to his arm and thigh. The fear and horror of possessively. The Eighth Witch of Lamashtu smiled and her black lips
what would happen to his lady should he die in her service cut deeper curled back from her fanged maw. Menkhaf cried out as she sliced the
than the wounds to his body. As always, it was all he could do for her. wedjat into his forehead and opened a third eye for him in blood. Her
And as always, it would not be enough. claw on his lips silenced him. She licked her lips. She was hungry for
He spared her a last glance as he was pressed by his attackers. flesh and drooled in anticipation.
“Be brave, my Lady!” He could see her watching patiently from the Her voice was guttural but understandable. “My beautiful Menkhaf,
window with a terrible calm. did I not say the gods would see to your wishes? The Mother of
He did not look away quickly enough. Another gnoll struck with Monsters will also see to mine. Lamashtu be praised!” p
59
level on Spellcraft checks to identify magic items or decipher
scrolls and may take 10 on such checks. This replaces spell recall
and improved spell recall.
Arcane Talents: A spellfilcher may select any rogue talent in place
Into The Pyramid: of a magus arcana. At 12th level, the spellfilcher may select a rogue
talent or advanced rogue talent in place of a magus arcana.
Treasure Hunters And Undead Busters Spells: A spellfilcher adds Aram Zey’s focus PSFG and Aram Zey’s trap
wardPSFG to his spell list.
By Margherita "Bardess" Tramontano Magus Arcana: The following magus arcana complement the spellfilcher
archetype: arcane cloakUC, critical strikeUM, divinatory strikeMM, prescient
Art by Peter Fairfax defenseUC, silent magicUM, spell trickeryBoTM and still magicUM.

TEMPLE RAIDER (INQUISITOR ARCHETYPE)


A temple raider is a lone agent of secretive churches, tasked with sneaking
into enemy dens to assassinate heretics and recover stolen relics.

U nimaginable riches lay under the sands and in lost temples


and tombs. Forgotten traps and evils also lurk there, waiting
for unwary adventurers. Be it ancient mummies or pyramid mazes,
Divine Skullduggery (Ex): A temple raider adds Disable Device to
her list of class skills. She applies her Wisdom modifier (rather than her
Dexterity modifier) to Disable Device checks and can use Disable Device
bold treasure hunters should better prepare themselves before entering to disarm magical traps like a rogue. This ability and roguishness replace
these dangerous places. solo tactics.
Roguishness (Ex): At 3rd level, a temple raider can use
PURGER OF THE DEAD sneak attack, as a rogue, to deal an extra +1d6 points of
damage. At 7th level and every 4 levels thereafter
(INQUISITOR ARCHETYPE) (7th, 11th, 15th, and 19th), this bonus damage
The undead are a pox upon the burial increases by an additional +1d6, to a maximum
chambers of our ancestors. When of +5d6 at 19th level. This ability and divine
tombs are desecrated, purgers of the skullduggery replace solo tactics.
dead are called upon to utilize their Rogue Talents: At 3rd level and
divine gifts and cleanse the tombs every 3 levels thereafter (6th, 9th etc.),
of these unholy abominations. a temple raider selects a rogue talent,
Trap Sense: At first level, a up to a maximum of 6 at 18th level. At
purger of the dead gains trap 12th level, the temple raider may select
sense as a rogue of her level. This a rogue talent or advanced rogue talent.
ability replaces stern gaze. The temple raider may replace the last
Favored Judgment: The rogue talent she selected with another
purger of the dead can select the the same way a normal inquisitor may
Favored JudgmentUM (Undead) replace the last bonus teamwork feat
feat in place of a bonus teamwork selected. This replaces teamwork feats.
feat. Spells: The temple raider adds
Detect Undead (Sp): At 5th level, a vanishAPG (1), invisibility (2), invisible sphere
purger of the dead can use detect undead (3), and shadow stepUM (4) to her spell list.
as a spell–like ability at will. Her caster
level is equal to her inquisitor level. NEW INQUISITION: CHANNEL
This replaces discern lies. Granted Powers: You tap more deeply into
Impervious Mind (Su): the power of your deity, receiving power
At 11th level, the purger of over the undead, either to put them to rest
the dead becomes immune or use them.
to energy drain and to the Channel Energy (Su): You can channel
mind–affecting abilities of undead. energy like a cleric of your alignment. Using
This replaces stalwart. this ability consumes one use of your judgment
ability. You use your inquisitor level as your
SPELLFILCHER (MAGUS ARCHETYPE) effective cleric level when channeling energy. This
Treasure hunters and tomb raiders, spellfilchers defy is a Charisma-based ability.
ancient traps and protective spells to gain possession Channeling Light (Sp): At 10th level, when
of arcane scrolls and lost artifacts of power. you channel energy to heal, you may choose to heal
Arcane Thief (Ex): A spellfilcher can use Disable only half the normal amount and add the effects of a
Device to disarm magical traps as per a rogue’s single judgment (other than Healing) to your channel
trapfinding ability, and gains a +4 bonus on saves as per the judgment light UC spell. You need not have
against magical traps, language-dependent effects, and the selected judgment active when using channel
symbols, glyphs, and magical writings of any kind. At energy in this way. The judgment’s effects last for a
4th level, the spellfilcher gains a bonus equal to half his magus maximum of 1 minute. p
60
61
Bestiary
By Max "Demon Lord" Rich, Wojciech
"Drejk" Gruchała, Sarah "Ambrosia Slaad"
Counts, Joe "Ignotus Advenium" Kondrak,
Paris Crenshaw, Calder CaDavid, Matthew
Starch, Cole Kronewitter, Kiel "theheadkase"
Howell, Jason "Herzwesten" Keeley, Michael
Phillips Base Atk +6; CMB +8 (+10 trip); CMD 19
Feats Dodge, Improved Initiative, Iron Will
Art by Jeremy Corff, Todd Westcot, Adam Skills Acrobatics +10, Intimidate +9, Perception +10, Sense
Motive +10, Stealth +16, Survival +14; Racial Modifiers +6
Koča, Silvia "Crescentmoon" Gonzalez, Stealth, +4 Survival
Languages Ancient Osirion
Michael Jaecks, Emilie Cormier, Jason SQ nightstalker
ECOLOGY

Kirckof, Alex "Canada Guy" Moore, Andrew Environment warm deserts


Organization squad (4–12)
DeFelice, dodeqaa Polyhedra Treasure masterwork khopesh
SPECIAL ABILITIES

Knockdown (Su) An Anubian receives a +2 bonus on checks


made to trip a foe. Whenever it successfully trips an opponent,
that opponent provokes attacks of opportunity.
Nightstalker (Su) An Anubian only exists at night and vanishes
Anubian in the light of the sun.
This dark-skinned, muscular human male bears the head of a jackal. He The existence of Anubians, or grave guardians as they’re also
wears a shendyt and carries a khopesh. known, is veiled in mystery. Some claim they are nothing more
than bandits dressed in jackal masks who wait for nightfall to
Anubian CR 4 steal the bounty of other tomb robbers. Others claim they are
XP 1,200 the recent creation of a powerful wizard who wishes to claim
LN Medium outsider (extraplanar, lawful) the ancients’ secrets for his own. Still others claim they are a
Init +5; Senses darkvision 120 ft., detect chaos, low-light vision, curse, sent as a bane to those who would take precious items from
scent; Perception +10 the tombs of Osirion’s pharaohs of old. Whatever the Anubians’
DEFENSE origins, those unfortunate enough to see them rarely live to tell
AC 18, touch 12, flat-footed 16 (+1 Dex, +1 dodge, +6 natural; the tale.
+2 deflection vs. chaotic) In truth they are returned souls who have sworn to protect their
hp 39 (6d10+6) dead masters’ property and honor. When night falls, they rise up
Fort +6, Ref +6, Will +4; +4 vs. poison, +2 resistance vs. chaotic from the robbed or vandalized resting places of their long-dead
DR 5/chaotic; Immune blindness, exhaustion, fatigue, fear; masters to avenge the insult of the tomb’s desecration. They can
SR 15 locate any stolen items and single-mindedly focus on recovering
OFFENSE them. The more valuable the stolen items, the greater the number
Speed 50 ft. of Anubians that arise. They fade if caught in the morning sun
Melee bite +8 (1d8+2), 2 claws +8 (1d4+2) or mwk khopesh but return the following night to resume their hunt.
+9/+4 (1d6+3), bite +3 (1d8+1) During combat, they gain the upper hand through stealth and
Special Attacks knockdown pair up against a foe when possible. They follow simple tactics,
Spell-Like Abilities (CL 6th, concentration +6) usually tripping their opponents with their khopeshes and
Constant—detect chaos, locate object striking any foes who fall prone. They fight until they either
At Will—greater teleport (self plus 50 lbs. of objects only), recover the stolen item or fall in battle. Once defeated, the souls
message return to their planes of existence, resuming the afterlife they
STATISTICS have earned until their masters need them again.
62 Str 15, Dex 12, Con 13, Int 10, Wis 13, Cha 10
Aucturn Cat
This slender, silver-eyed, night-black cat opens its mouth far wider than
any normal being could, revealing three impossibly long tentacles instead
of a tongue.

Aucturn Cat CR 7
XP 3,200
NE Tiny aberration
Init +8; Senses darkvision 60 feet; Perception +24
DEFENSE

AC 20, touch 16, flat-footed 18 (+4 Dex, +6 natural, +2 size)


hp 85 (10d8+40)
Fort +7, Ref +7, Will +10
Defensive Abilities impossible geometries, out of this world;
Immune disease
OFFENSE

Speed 40 ft., climb 40 ft., swim 40 ft.


Melee 3 tentacles +12 (2d4+2), 2 claws +13 (1d3+4)
Space 2-1/2 ft.; Reach 0 ft. (10 ft. with tentacles)
Special Attacks twisting angles
STATISTICS

Str 18, Dex 18, Con 18, Int 13, Wis 17, Cha 15
Base Atk +7; CMB +9; CMD 23
Skills Acrobatics +17, Climb +12, Disguise +12 (+32 when
pretending to be a normal cat), Knowledge (dungeoneering)
+14, Perception +24, Stealth +25, Swim +12;
Racial Modifiers +20 Disguise when pretending to be a
normal cat, +8 Perception
Feats Combat Reflexes, Improved Initiative, Multiattack, to incorporeal and ethereal targets. A creature struck by an
Weapon Finesse, Weapon Focus (tentacle) Aucturn cat’s tentacle has its speed halved for one round. On
SQ no breath, self-mummification, twisting paths a critical hit the victim has its speed reduced to 0 and becomes
Language Aklo (cannot speak); telepathy, 100 ft. flat footed for one round. Freedom of movement or dimensional
ECOLOGY anchor prevents loss of movement.
Environment any Twisting Paths (Ex) Aucturn cats do not have innate teleportation
Organization solitary or pair abilities on their own but can follow shadow walk or any
Treasure standard teleportation effect used within 60 feet of them.
SPECIAL ABILITIES Aucturn cats are alien cat-like beings that appear in early Osirian
Impossible Geometries (Ex) An Aucturn cat is a being of legends associated with the Dominion of the Black. According to
complex dimensional geometry extending beyond the three the few surviving hieroglyphs, a few Aucturn cats arrived along
spatial dimensions. It passes through any visible opening, even with strange, god-like beings and remained behind. Their presence
those too small for its apparent size, and operates as if under a might be the source of Osirian worship of and deference to cats,
constant freedom of movement. encouraging the ancient people to show respect to animals that
Out of This World (Ex) Despite masquerading as an innocent might be much more powerful alien beings in disguise. The practice
animal, an Aucturn cat is an alien being from beyond the stars. of mummification and burial of cats might be a reflection of Aucturn
Any dragon, fey, humanoid, or monstrous humanoid targeting cats’ ability to hibernate for hundreds or thousands of years as dried
an Aucturn cat with a spell or spell-like ability that specifically husks. Even now, grave robbers meet terrible fates by disturbing a
targets animals becomes staggered for 1 round and sickened hibernating Aucturn cat mistaken for the mummy of a mundane
for 1d4 rounds; this reveals the Aucturn cat’s alien nature, animal.
removing its disguise. This is a mind-affecting effect. The actual origins of Aucturn cats are unknown, and despite their
Self-Mummification (Ex) An Aucturn cat can enter a form of name, they probably came from far beyond Golarion’s solar system.
hibernation, slowly drying its internal organs into husks. In A few Aucturn cats can be found on the system’s other planets—
this state the Aucturn cat has hardness 8, is immune to aging, Castrovel, Akiton, Eox, the moons of Liavara, either spread through
starvation, thirst, and radiation, can survive the vacuum of the system of portals or seeded by whatever power brought them to
space, and does not register as a living being to any magic Golarion in the first place.
less powerful than true seeing. It remains dimly aware of its Aucturn cats are selfish, capricious, and cruel beings, likely to play
surroundings and can revive itself in 1d4 rounds at will. with their food (which they prefer alive) with little consideration
Twisting Angles (Ex) The impossible geometries of an Aucturn for others, unless fancy strikes them or their victims appeal to their
cat’s anatomy allow its tentacle attacks to strike at weird angles vanity. When they communicate telepathically, they project no words
and extend beyond the three dimensions ignoring concealment, or concepts, instead sending arrays of dizzying headache-inducing
cover, displacement, and miss chances, and dealing full damage images and scenes of alien worlds and beings.
63
In the tropical plains and deserts of Garund and Casmaron, they
Creamfoot Fennec are widely (and mistakenly) believed to supernaturally ward off fiends
This tiny cream-colored fox tilts its head, its large ears ever alert for both and undead. Cheliax and Isger previously imported them as a cheaper
prey and predators. substitute to firefoot pelts, but this superstition led to their bloody
purging upon House Thrune’s ascendency. Both wild and pet creamfoots
Creamfoot Fennec CR 1/4 often meet mysterious, gruesome deaths in Cheliax as warnings to any
XP 100 who would think of upsetting the current Hellish power structure.
N Tiny animal
Init +3; Senses blindsense 10 ft., low-light vision; Perception +5
(+9 when listening)
DEFENSE

AC 15, touch 15, flat-footed 12 (+3 Dex, +2 size)


hp 4 (1d8)
Fort +2, Ref +5, Will +1
OFFENSE

Speed 40 ft.
Melee bite +3 (1d3–3)
Space 2½ ft.; Reach 0 ft.
STATISTICS

Str 5, Dex 17, Con 11, Int 2, Wis 12, Cha 6


Base Atk +0; CMB –5; CMD 8 (12 vs. trip)
Feats Weapon Finesse
Skills Acrobatics +3 (+11 when jumping), Perception +5 (+9 when
listening), Stealth +11; Racial Modifiers +4 Acrobatics when
jumping, +4 Perception when listening
SQ desert runner, sand hunter
ECOLOGY

Environment temperate and tropical deserts and plains


Organization solitary, pair, skulk (3–8)
Treasure none
SPECIAL ABILITIES

Desert Runner (Ex) A creamfoot fennec has a +4 racial bonus


on Constitution checks and Fortitude saves to avoid fatigue,
exhaustion, and other ill effects from running, forced marches, Scorpion, Giant Khopesh
starvation, thirst, and hot or cold environments. Until it moves, this giant scorpion with a mottled carapace appears like
Sand Hunter (Ex) Creatures that normally gain concealment by an outcrop of weathered sandstone. Its tail ends in a razor-sharp chitinous
being buried or burrowing do not receive that benefit within range blade that resembles a khopesh sword.
of the creamfoot fennec’s blindsense.
Familiar The master of a creamfoot fennec familiar is treated as Giant Khopesh Scorpion CR 5
possessing the desert runner quality. XP 1,600
Creamfoot fennecs, like their brushtailLOFPG and firefootISWG cousins, N Large vermin
are the smallest wild canids, with black tips on their sleek tails and Init +1; Senses darkvision 60 ft., tremorsense 60 ft.; Perception
oversized ears on otherwise completely sandy-colored pelts. They +4
are superbly adapted to hunting DEFENSE

burrowing prey in brutally AC 17, touch 10, flat-footed 16 (+1 Dex, +7 natural, –1 size)
harsh desert environments. Wild HP 45 (7d8+14)
creamfoots are intensely curious, Fort +7, Ref +3, Will +2
especially of humanoids, and they Immune mind-affecting effects
make excellent pets and OFFENSE

familiars when Speed 50 ft.


weaned young Melee 2 claws +8 (1d6+4 plus grab), tail +8 (1d8+4/19–20 plus
and hand- bleed)
reared. Space 10 ft.; Reach 10 ft.
Special Attacks bleed (1d6), constrict (1d6+4)
STATISTICS

Str 19, Dex 12, Con 14, Int —, Wis 10, Cha 3
Base Atk +5; CMB +10 (+14 grapple); CMD 21 (33 vs. trip)
Skills Climb +8, Perception +4, Stealth +5 (+9 in deserts);
Racial Modifiers Climb +4, Perception +4, Stealth +8 (+12 in
deserts)
SQ khopesh tail blade
64
ECOLOGY

Environment warm deserts or mountains


Organization solitary or nest (2–5)
Treasure incidental
SPECIAL ABILITIES

Khopesh Tail Blade (Ex) Instead of a poisonous stinger, a giant


khopesh scorpion’s tail ends in a curved blade with a keen edge.
The scorpion’s tail attack has a critical threat range of 19–20
and deals slashing damage like a khopesh sword. Furthermore,
the damage a giant khopesh scorpion deals with its tail attack
causes persistent wounds that deal 1d6 points of bleed damage.
Unlike most scorpions, a giant khopesh scorpion’s tail ends in a
chitinous blade capable of inf licting grievous wounds that bleed
profusely. A giant khopesh scorpion is an ambush predator that
uses its camouf laged carapace to hide among sand and rocks.
When prey wanders near, it rushes out to attack with its tail
and claws. If it encounters substantial resistance, a giant khopesh
scorpion retreats and waits for its prey to expire from blood loss.
When the scorpion detects no further movement, it returns to
claim its meal.
To avoid the heat of the sun, giant khopesh scorpions sometimes
lie in wait under rocky overhangs, and may drag their prey short
distances to be eaten in the shade. When a shaded area is near a
desirable hunting ground and large enough to accommodate several of
the large arthropods, giant khopesh scorpions may nest there together
for a time. In such cases, the lair may contain incidental treasure.
Giant khopesh scorpions weigh up to 3,000 pounds and their bodies
are over 8 feet long.

Hephtethnet the Reaver


This creature’s leonine body is the size of a house and surmounted by the when forced to fight in closed spaces, he will often make full
head of a great falcon with gold and white feathers. Broad wings stretch attacks using his unarmed strikes.
as it regards its prey with eyes filled with malign intelligence and barely- STATISTICS

contained hunger. Str 37, Dex 20, Con 29, Int 16, Wis 17, Cha 14
Base Atk +16; CMB +33; CMD 48 (52 vs. trip)
Hephtethnet the Reaver CR 17/MR 2 Feats Cleave, Flyby Attack, Greater Flyby Attack, Improved
XP 102,400 Unarmed Strike, Power Attack, Skill Focus (Perception), Snake
Male invincible giant advanced hieracosphinx (Pathfinder RPG StyleUC, Snatch
Bestiary; Pathfinder RPG Bestiary 3 253; Pathfinder RPG Mythic Skills Acrobatics +20, Climb +28, Fly +14, Perception +32, Sense
Adventures) Motive +17, Stealth +8; Racial Modifiers +4 Perception
CE Gargantuan magical beast Languages Ancient Osiriani, Common, Kelish, Sphinx
Init +5; Senses darkvision 60 ft., low-light vision; Perception +32 Deep beneath the Barrier Wall Mountains lies the Tomb of
DEFENSE the Bound Sphinx, built by the Pharaoh Kenaton in –1146 AR.
AC 30, touch 11, flat-footed 25 (+5 Dex, –4 size, +19 natural) He intended it to be his burial site, but the violent predations of
hp 252 (16d10+164) Hephtethnet the Reaver forced him to change his plans. Born of some
Fort +19, Ref +15, Will +8 unknown power, the massive beast possessed greater intelligence than
Defensive Abilities block attacks; DR 10/epic; Resist acid 15, any other hieracosphinx. He was skilled in combat; a few rare texts
cold 15, electricity 15, fire 15, second save say that he once captured a master from ancient Tian Xia and learned
OFFENSE the monk’s ways before killing and eating him. Hephtethnet’s strength
Speed 30 ft., fly 60 ft. (poor) and resilience were so great that the Pharaoh’s best warriors could not
Melee bite +20 (3d8+23), 2 claws +20 (2d6+23); or destroy him.
unarmed strike +20/+15/+10/+5 (1d8+23) After many attempts to engage the creature directly, the Pharaoh
Space 20 ft.; Reach 5 ft. lured him to the tomb and, as his last great act, he sacrificed his own
Special Attacks pounce, shriek ka and ba to create two stone guardians, mythic golems in the shape of
TACTICS an androsphinxB3 and gynosphinx. These entities bind Hephtethnet
During Combat Hephtethnet begins combat by using his shriek to the tomb, magically and physically, until he can collect 1,000
ability. If he can fly, he uses Flyby Attack with Snatch to fly unique riddles. The task became more difficult a few decades later
opponents high into the air and drop them. Supremely confident, when a portion of the tomb collapsed into an underground chamber
he always uses Power Attack (factored into the stats above), upon which it had been built. Although explorers can still access the
uses Cleave whenever possible, and pounces often. When faced tomb, the broken halls and shifted rooms are much more difficult to
with attacks that target his touch AC, he uses Snake Style, and navigate.
65
Hephtethnet waits impatiently for visitors to bring him new riddles (Su) As a standard action, a hieroglyph swarm may hover in
to set him free. He has made alliances with some of the tomb’s other place as the individual characters in the swarm coalesce into
denizens, who herd explorers to him. He forces captives to tell him long ribbons of text that emit a 40-foot sonic burst around itself.
riddles, hoping he has not already heard them. If the intruders fail, he Creatures in the burst take 8d6 sonic damage and become
attacks, and then cruelly plays with his food. If they succeed, he shows fascinated for 1d6 rounds (Fort DC 16 halves, and Will DC 16
his deep gratitude by killing and eating them quickly. negates the fascinated condition), loudly reading aloud the
While those who know the legend of Hephtethnet the Reaver jumbled Ancient Osiriani text without any idea of what they are
are glad that he remains imprisoned in the shattered tomb, others saying. This ability is usable once every 1d4+1 rounds. This is a
seek to release him. Some are crazed warlords hoping to harness the sonic, mind-affecting affect.
mythic creature’s power to threaten enemies. Others are worshipers When writing hieroglyphs onto the walls of their most sacred of
of Rovagug who want the creature to resume its destructive attacks. buildings, several inspired artists began to see the words themselves
These lunatics cling to information about new riddles or try to create as a possible way to deter plunderers. Treated with magical oils and
their own, in the hope of releasing the sphinx. spells, hieroglyph swarms are deadly guardians of Osirion’s ancient
Meanwhile, Kenaton’s divided spirit endures. His ren holds power vaults. These hieroglyphs, given a life and cause of their own, lay
as long as others remember him and speak his name. His khu, the dormant for several millennia, never moving from their initial spot
shining soul, rests with the gods. And his sheut, the “soul shadow”, until they are disturbed. When activated, each character that makes
remains with the two golems he created. Kenaton’s priests placed up the hieroglyph swarm silently peels itself from the surface it was
the Pharaoh’s body within the Tomb of the Bound Sphinx, hidden written on and deposits itself into the growing cloud of ancient
close to the golems, ready to receive his ba and ka should they ever be text. The swarm quietly stalks its prey, intuitively pasting itself to
released from the guardians. a nearby surface if its prey scrutinizes it and activating its ancient’s
Source: Osirion, Legacy of Pharaohs, p. 19. tongue ability.

Hieroglyph Swarm Pheyraoh


The characters in this array of hieroglyphs glow with an internal light. This statuesque, 10-foot-tall, dark-skinned man wears rich Osirian
clothing and a pharaonic beard.
Hieroglyph Swarm CR 9
XP 6,400 Pheyraoh CR 11
N Fine construct (swarm) XP 12,800
Init +11; Senses blindsight 60 ft.; Perception +0 LN Large fey
DEFENSE Init +4; Senses low-light vision; Perception +23
AC 25, touch 18, flat-footed 18 (+7 Dex, +8 size) DEFENSE

hp 78 (12d10+12) AC 25, touch 13, flat-footed 21 (+4 Dex, +12 natural, –1 size)
Fort +3; Ref +12; Will +3 hp 142 (19d6+76)
DR 10/adamantine; Immune construct traits, swarm traits Fort +10, Ref +15, Will +14
Weaknesses vulnerability to acid DR 10/cold iron and magic
OFFENSE Weakness vanity
Speed 30 ft., fly 60 ft. (perfect) OFFENSE

Melee swarm (3d6 plus distraction) Speed 40 ft.


Space 10 ft.; Reach 0 ft. Melee +2 flail +19/+14 (2d6+10) and +2 light
Special Attacks ancient’s mace +19/+14 (1d8+6)
tongue (DC 16), distraction Ranged +5 composite longbow +18/+18/+13
(DC 16) (2d6+9)
STATISTICS Space 10 ft.; Reach 10 ft.
Str 7, Dex 24, Con —, Special Attacks blessed insignia, sure grip
Int —, Wis 11, Cha 1 Spell-Like Abilities (CL 16th;
Base Atk +10; CMB —; concentration +21)
CMD — At will—create water, plant growth
Feats Improved InitiativeB, 3/day—control water, create food and drink,
ToughnessB quickened summon nature’s ally VI (1
Skills Fly +23, Perception huge earth or water elemental, 1d3 dire
+0, Stealth +23 lions or 1d4+1 satyrs only)
Languages understands 1/day—heroes’ feast, weather control
Ancient Osiriani STATISTICS

ECOLOGY Str 26, Dex 18, Con 18, Int 13, Wis
Environment desert or 13, Cha 21
underground Base Atk +9; CMB +18; CMD 32
Organization solitary or Skills Bluff +27, Diplomacy +27,
mural (2-4) Intimidate +27, Knowledge (local) +23,
Treasure none Perception +23, Sense Motive +23,
SPECIAL ABILITIES Swim +30

66 Ancient’s Tongue Feats Improved Two-Weapon Fighting, Iron Will,


as divine rulers demanding respect, obedience, and worship—
and they have penchant for issuing their own version of laws,
rules, and decrees. They are easily angered by a lack of respect
or disobedience to these laws but can be generous to those who
obey their rules. As fey beings, they do not fully comprehend
the nuances and purposes of law, issuing laws corresponding to
their whims and sense of aesthetics instead of social or economic
needs.
Some pheyraohs become patrons of lone villages, distant from
other centers of civilizations and the protection of mundane
authorities. They bless the village with fertility and protect it from
threats as long as the villagers worship the pheyraoh and obey
his laws, which might be occasionally tedious or awkward to the
villagers but rarely became real burdens to them.
On rare occasions, the tangle of laws becomes too cumbersome
to function, with laws growing contradictory or the pheyraoh
growing too vain—demanding increasingly ridiculous or
dangerous shows of fealty without understanding the needs and
limits of mortal existence.

Ravening Jackal
This man-sized jackal is gaunt and emaciated with sickly, blackened skin.
In place of forepaws, it has twisted and taloned humanoid hands, and a
malevolent spark of hungry intelligence gleams in its eyes.

R avening Jackal  CR 4
XP 1,200
NE Medium undead
Init +7; Senses darkvision 60 ft., low-light vision, scent;
Perception +6
Point-Blank Shot, Precise Shot, Quicken Spell-Like Ability DEFENSE

(summon nature’s ally VI), Rapid Shot, Two-Weapon Fighting, AC 19, touch 15, flat-footed 14 (+5 Dex, +4 natural)
Weapon Focus (flail), Weapon Focus (light mace), Weapon Focus hp 27 (3d8+14)
(longbow) Fort +1, Ref +4, Will +3
Language Ancient Osiriani, Sylvan Defensive Abilities channel resistance +2, turn to dust
ECOLOGY Weaknesses cursed hunger
Environment any OFFENSE

Organization solitary or court (one pheyraoh and 5–30 lesser fey) Speed 40 ft.
Treasure standard Melee bite +7 (1d6+3 plus trip and hunger of Set) and 2 claws +2
SPECIAL ABILITIES (1d4+1)
Blessed Insignia (Su) As a swift action, a pheyraoh can Special Attacks opportunistic bite
conjure paired weapons, a flail and a crook, that act in his Spell-Like Abilities (CL 3rd, concentration +5)
hands as a +2 flail and a +2 light mace, respectively. They 3/day—dust formUC
vanish when they leave his grasp for more than 24 hours or STATISTICS

when he uses a free action to dismiss them. The pheyraoh can Str 16, Dex 20, Con —, Int 12, Wis 10, Cha 14
use the flail as rod of rulership that works only on fey and the Base Atk +2; CMB +5; CMD 20 (24 vs. trip)
crook as a rod of splendor (Charisma bonus not included in the Feats Improved Initiative, Stealthy, ToughnessB, Weapon Finesse
abilities and skills). Alternatively, the pheyraoh can conjure a Skills Bluff +8, Escape Artist +7, Knowledge (religion) +7,
+5 composite longbow (+4 Str) that creates its own arrows Perception +6, Stealth +17, Survival +6 (+10 when tracking by
when drawn. scent); Racial Modifiers +4 Stealth, +4 Survival when tracking
Sure Grip (Ex) A pheyraoh doesn’t suffer the usual –2 penalty to by scent
all attack rolls when fighting with two weapons or performing Languages Ancient Osiriani
Rapid Shot. ECOLOGY

Vanity (Ex) A pheyraoh is a vain entity, susceptible to flattery Environment warm deserts or plains and underground
and adoration. He is unable to assault anyone prostrating before Organization pack (3–10)
him, including any creature that is lying prone. This protection is Treasure none
negated for one round after the creature attacks the pheyraoh. SPECIAL ABILITIES

Additionally, flattery grants a +2 bonus to Bluff and Diplomacy Cursed Hunger (Su) A ravening jackal is cursed with a constant
checks made to trick or influence the pheyraoh. and insistent hunger that can never be sated. It receives no
Pheyraohs are masters of fertile oases and riverbanks, benefits from potions or other effects that require ingestion.
sovereigns over the lesser fey of Osirion. They view themselves
67
Hunger of Set (Su) Curse and disease—bite; save Fort DC 13;
onset immediate; frequency 1/day; effect target requires twice
as much food and drink as normal to survive. Additionally,
potions, elixirs, and other consumables or spell effects
that require ingestion by the target only last for half
their normal duration. Consumables and effects
with instantaneous durations, such as potions
of cure light wounds only provide half of any
normal numerical effect. After a second failed
save, this changes to four times the normal
amount of food and drink to survive and
one quarter the normal duration or
effect for ingested items. After the
third failed save, the target can
no longer receive any sustenance
from food or drink and begins
starving to death, and gains no
benefit from ingested items. After the
third failed save, the disease is instead treated
as a curse and can only be ended by a remove
curse effect; cure 2 consecutive saves. The
save DC is Charisma-based.
Opportunistic Bite (Ex) On a successful bite attack against an Sphinx, Riddleborn
opponent a ravening jackal flanks or one denied its Dexterity This skeletal sphinx is surrounded by a storm of glowing words and
bonus to AC, the jackal deals 1 additional point of damage. maddening whispers.
Turn to Dust (Su) When hit by an attack or targeted by an area
of effect spell, a ravening jackal can take an immediate action R iddleborn Sphinx CR 9
to change its body into a swirling cloud of dust, becoming XP 6,400
incorporeal as per the dust form spell. This effect lasts until CE Large undead
the beginning of its next turn. Using this ability requires an Init +6; Senses darkvision 60 ft.; Perception +15
expenditure of one use of the jackal’s spell-like ability. Aura riddle aura (30 ft.)
Life is harsh in the desert, even for scavengers and opportunistic DEFENSE

hunters like jackals. Though they feast on the remains of creatures AC 22, touch 14, flat-footed 17 (+4 Dex, +1 dodge, +8 natural,
killed by other predators or the environment, sometimes these –1 size)
pickings are scarce and starvation ensues. hp 119 (14d8+56)
Occasionally, the jackal-headed god Set takes note of these Fort +8, Ref +8, Will +12
deaths and takes pleasure in using the bodies of his rival Anubis’ DR 5/bludgeoning; Immune cold, undead traits
sacred animals for his own ends. The god infuses them with the OFFENSE

souls of lowly cultists who disappointed him in life, giving them Speed 30 ft., fly 60 ft. (average)
another chance to serve him in the forms of ravening jackals. Melee 2 claws +18 (2d6+6/19–20 plus grab)
These abominations stalk the desert wastes, cursed with a Space 10 ft.; Reach 5 ft.
contagious hunger that can never be satisfied, seeking to please Special Attacks steal riddles
Set in the hopes that he releases them from their torment. Spell-Like Abilities (CL 9th)
Ravening jackals usually congregate in packs, as they prefer Constant—comprehend languages, fly, see invisibility
safety in numbers. They are sometimes found in the service STATISTICS

of cynosphinxes (Pathfinder Adventure Path #82: Secrets of the Str 23, Dex 19, Con —, Int 8, Wis 16, Cha 17
Sphinx) who venerate Set, and less often in a pack led by a sha or Base Atk +10; CMB +18 (+22 grapple); CMD 24 (28 vs. trip)
a Set beast (see Pathfinder Adventure Path #80: Empty Graves). Feats Alertness, Dodge, Improved Critical (claw), Improved
Ravening jackals combine the scavenging and ambush predator Initiative, Power Attack, Toughness, Weapon Focus (claw)
instincts that served their bodies in life with the evil that stained Skills Bluff +10, Fly +9, Intimidate +10, Perception +17, Sense
their souls. They sneak up on prey and attack those at their Motive +12
weakest or most unprepared, attempting to infect as many targets Languages Common, Draconic, Sphinx
as possible with hunger of Set. ECOLOGY
As cowardly creatures, ravening jackals generally keep their Environment warm deserts and hills
dust form spell-like ability in reserve to retreat from combat Organization solitary, pair, or cult (3–6)
should their prey prove too dangerous to take down immediately. Treasure double
They then track their prey, often for a week or more, waiting SPECIAL ABILITIES
for aff licted victims to succumb to starvation. Though ravening Riddle Aura (Su) A riddleborn sphinx is surrounded by a 30-
jackals possess humanoid hands, they rarely use manufactured foot storm of glowing riddles written in countless languages.
weapons or tools. Although these words have no physical form, they make it
difficult to see the sphinx and grant it concealment. Creatures
68
in a wave of negative energy that reanimates its corpse. This
horrible transformation burns away much of the sphinx’s original
wisdom and intellect, leaving behind nothing but a savage lust for
claiming riddles.
Due to their penchant for waylaying travelers, riddleborn sphinxes
often have lairs near ancient crossroads in the desert. In particular,
the Sahure Wastes are a well-known haunt of riddleborn sphinxes.
Many travelers tell stories of abandoned roads uncovered overnight
by shifting desert winds that seem to whisper riddles. Those brave
enough to follow these roads quickly discover the bone-littered lair
of a riddleborn sphinx, which is often filled with ancient treasures
gathered from its many victims. Typically, riddleborn sphinxes are
solitary creatures, although they occasionally congregate in large
groups to accomplish a common dark purpose.
The skulls of slain riddleborn sphinxes hold a fraction of their
original knowledge and are prized by mystics throughout Osirion
for their powers of divination. Each skull sells for 500 gp and
adds 2 to the caster level when used as a material component for
a divination spell. The skull disintegrates into dust as the spell is
cast.

Sandling Ooze
The sounds of sand whirling contained in a shifting, slumping mound
coalesces. A dusty tasting presence surrounds this ever congealing—yet
endlessly swirling—blob of sand.

Sandling Ooze CR 2
XP 600
N Medium ooze
Init +0; Senses blindsight 60 ft.; Perception –5
DEFENSE

standing within the riddle aura hear a cacophony of whispered AC 10, touch 10, flat-footed 10
riddles and answers whirling around them. Every round, each hp 28 (3d8+15)
creature within the aura takes 1d4 points of Wisdom damage as Fort +5, Ref +0, Will –4
the hushed riddles eat away at its mind. A creature can avoid Defensive Abilities ooze traits, sand infiltration;
this damage by successfully answering one of the floating riddles Resist fire 5
with a DC 14 Intelligence check. Alternatively, creatures with OFFENSE

ranks in the Linguistics skill can translate the jumble of mixed Speed 30 ft.; sandstorm (30 ft. fly, perfect)
languages in the aura with a DC 14 Linguistics check and pick out Melee slam +3 (1d6+3 plus entrap)
a correct answer. A correctly answered riddle disappears from Special Attacks entrap (DC 15, 1 minute, hardness 0, hp 5),
the riddle aura and deals 1d6 points of damage to the sphinx. sandmill
Steal Riddles (Su) A riddleborn sphinx can pull all knowledge STATISTICS

of riddles from a grappled opponent’s mind. If the sphinx Str 12, Dex 11, Con 20, Int —, Wis 1, Cha 1
establishes or maintains a pin, it may inhale deeply and draw Base Atk +2; CMB +3; CMD 13
glowing words from the victim’s mouth, adding them to its riddle SQ congealing, fired glass
aura. This heals the sphinx 1d10+9 hit points or grants it 1d10+9 ECOLOGY

temporary hit points for 1 hour (up to a maximum number of Environment any desert
temporary hit points equal to its full normal hit points). The Organization solitary, pair, or dune (5–7)
victim temporarily forgets all riddles that it has ever known and Treasure incidental, plus fired glass
must also succeed at a DC 20 Will save or become silenced for SPECIAL ABILITIES

1 hour. Silenced creatures cannot answer riddles and always Congealing Whenever a sandling ooze is doused with at least a
fail their checks for the riddle aura. A creature cannot have its gallon of water, it loses its sandstorm movement ability for 1d4
riddles stolen more than once, and killing the riddleborn sphinx rounds.
immediately ends the silence effect. Fired Glass If a sandling ooze is killed by an attack that deals
Riddleborn sphinxes are undead abominations that thirst for fire damage, it melts and solidifies into a small, deformed glass
riddles as a vampire thirsts for blood. They derive from particularly sculpture of itself worth 150 gp.
cruel gynosphinxes that spend a lifetime asking fiendishly difficult Sandstorm (Sp) Three times per day as a standard action,
riddles and devouring all those that they deem too witless. As a a sandling ooze may break apart into a small sandstorm.
gynosphinx’s lair becomes littered with the bones of travelers, so While in this form it can fly up to 30 feet per round and pass
too does it fill with the misery of 1,000 riddles that had no answer. unobstructed through squares occupied by other creatures.
When the sphinx at last meets its end, this misery manifests itself The sandling ooze returns to its original form at the end of its
69
movement and may not end its
movement in an occupied Sphinx, Saurosphinx
square. Any creature The head of a large crocodile rests incongruously on the body
occupying a square that of a winged lion. Its mouth opens in the mockery of a smile,
the sandling ooze travels revealing dozens of sharp teeth.
through while in its
sandstorm form must Saurosphinx CR 8
succeed at a DC XP 4,800
12 Reflex save or N Large magical beast
become blinded Init +0; Senses darkvision 60 ft., low-light vision;
for 2 rounds. Perception +10
Sandmill (Ex) As a DEFENSE

standard action, AC 21, touch 9, flat-footed 21 (+12 natural, –1 size)


a sandling ooze hp 114 (12d10+48)
can break apart and Fort +12, Ref +8, Will +8
scour a creature it has OFFENSE

entrapped. The target Speed 30 ft., fly 60 ft. (poor), swim 20 ft.
creature must succeed at a DC 15 Reflex Melee bite +18 (2d6+10/19–20 plus grab) and 2 claws +13
save or be trapped in this sandling (1d6+7)
ooze’s swirling form and cannot move Space 10 ft.; Reach 5 ft.
out of its space. Each round Special Attacks lunging bite, powerful bite
the creature remains in Spell-Like Abilities (CL 12th; concentration +16)
the sandmill, it takes 1d6 Constant—detect animals or plants, speak with plants
slashing damage from 3/day—entangle, goodberry
the violent whirling of 1/day—commune with nature, plant growth, summon nature’s
the coarse sand and is ally IV (1d3 crocodiles only), thorn body
automatically subject to STATISTICS

the sandling ooze’s sand Str 24, Dex 10, Con 18, Int 14, Wis 18, Cha 11
infiltration ability. A creature Base Atk +12; CMB +20 (+24 grapple); CMD 30 (34 vs. trip)
can escape the sandling ooze’s sandmill by making a successful Feats Combat Casting, Hover, Improved Critical (bite), Improved
CMB check or Escape Artist check (DC = the sandling’s CMD) Natural Attack (bite), Power Attack, Skill Focus (Knowledge
as a full-round action. This attack can also be used against [nature])
unattended objects, in which case it ignores the target’s Skills Fly +3, Intimidate +9, Knowledge (nature) +23,
hardness. Perception +10, Sense Motive +16, Swim +16
Sand Infiltration (Ex) Attacking a sandling ooze frees some SQ hold breath
of its body, which gets stuck in metallic armor. Each time a Languages Common, Sphinx; speak with plants
creature successfully hits a sandling ooze with a melee attack ECOLOGY

while wearing metal armor, it must make a DC 13 Reflex save Environment warm deserts and rivers
or have its armor check penalty increased by 2 and maximum Organization solitary or colony (1 plus 3–12 crocodiles)
Dexterity bonus decreased by 2 until the armor is taken off and Treasure incidental plus 1d3 rare plant species
cleaned or thoroughly doused in water for 1 round. Multiple SPECIAL ABILITIES

effects of this stack, further increasing the armor check penalty Hold Breath (Ex) A saurosphinx can hold its breath for a number
(maximum –10) and decreasing the maximum Dexterity bonus of minutes equal to 6 times its Constitution score before it risks
(minimum +0). drowning.
The sandling ooze forms spontaneously from concentrations Lunging Bite (Ex) Once per minute, a saurosphinx can extend
of magic, sand, and pockets of moisture. It is a mindless predator, the reach of its bite attack by 5 feet. This extended reach applies
seeking to grind and consume any material it can get its dusty body only to the saurosphinx’s bite attack and lasts until the start of
around. its next turn.
The sandling ooze often carries the half-eaten pieces of other Powerful Bite (Ex) A saurosphinx adds 1-1/2 times its Strength
adventurers’ gear. When slain with fire, glass formations that look bonus to its bite attack.
like misshapen sandling oozes sometimes survive to provide odd The least understood of the sphinxes, saurosphinxes are the protectors
souvenirs mainly sold to those who would pretend to be adventurers. of nature’s secret places. They lair in hidden oases, concealed wadis,
These small facsimiles serve as disturbing reminders of the dangers and other undiscovered patches of greenery in the desert. Once settled,
of life in the open to those who survive their creation. saurosphinxes attempt to drive away anyone who might exploit the area
Stories tell of the sandling ooze’s movement and the folly in using their fierce visages, powerful jaws, and the environment itself.
attacking one head-on. The grits of sand composing its body make However, those who respect nature might find saurosphinxes willing to
for a grinding, blinding—yet localized—sandstorm, with the keep their company for a short period of time.
sandling ooze reforming at the end of the sandstorm’s raging. Even Saurosphinxes welcome the company of crocodiles to their oases, and
worse, attacking the creatures up close spews the sand everywhere, exhibit a kind of calming influence on those crocodiles that remain in
getting into armor joints and making it nigh impossible to move the saurosphinx’s influence for a long period of time, though both the
without cleaning out the dastardly particles. sphinx and the creatures retain their tendency to snap.
70
Despite their appearance, saurosphinxes are contemplative creatures.
They spend their days engrossed in botanical endeavors, cultivating
the landscape and growing unusual flora. Saurophinxes delight in
developing a new species of orchid or variety of date and guard these
discoveries jealously, refusing to share them with other saurosphinxes or
humanoids. Adventurers questing for a cure for a new disease or a rare
reagent might seek out a saurosphinx, but it is an undertaking to get one
to part with its knowledge. They might trade one rare plant for another,
especially a new species developed by another saurosphinx.
Saurosphinxes are always male and refrain from associating
with other sphinxes. The saurosphinxes treat the lesser intellect of
the criosphinx with disdain and consider hieracosphinxes’ violent
temperament and cynosphinxes’ fascination with death distasteful.
Saurosphinxes treat androsphinxes with deference but otherwise avoid
them if possible. During those rare times that the instinct to mate
comes upon a saurosphinx, it will seek out the nearest gynosphinx and
attempt to woo her with flowers and obscure herb lore. While some
gynosphinxes take pity on these sad suitors’ awkward displays, most
rebuke saurosphinxes on sight. Saurosphinxes take such rejection
stoically, moving on to the next gynosphinx. When saurosphinxes
procreate the offspring is always a saurosphinx, which the father
spirits away to a small oasis, leaving it there to fend for itself.
A saurosphinx’s diet consists mainly of fruits and vegetables, with the
occasional fish caught with its mighty jaws. Sometimes a saurosphinx
becomes so engrossed in its studies that it forgets to eat regular meals
for a few days, subsisting solely on a single goodberry. When it comes out
of this reverie, it is often quite ravenous, feasting upon any game it can
find and occasionally going so far as to attack a passing caravan.
An average saurosphinx stands at slightly more than
11 feet tall and weighs about 1,000 pounds.

Spawn of Apep
This enormous snake-like creature is shrouded in darkness. Its roiling
body shifts and rearranges itself constantly.

S pawn of A pep CR 12/MR 5


XP 19,200
CE Gargantuan aberration (aquatic, mythic)
Init +9; Senses darkvision 60 ft., see in darkness;
Perception +20
Aura darkness (60 ft., 2 steps), unnatural (60 ft.)
DEFENSE

AC 30, touch 10, flat-footed 26 (+4 Dex, +20 natural, –4 size)


hp 207 (16d8+135)
Fort +11, Ref +9, Will +11
Defensive Abilities unstoppable; DR 10/epic and lawful;
Immune poison; Resist negative energy 15; SR 25
Weaknesses light blindness, vulnerable to light
OFFENSE

Speed 30 ft., swim 40 ft.


Melee bite +22 (2d8+21 plus bleed and grab and poison)
Space 20 ft.; Reach 20 ft.
Special Attacks bleed (2d6), mythic power (5/day, surge+1d8),
poison, swallow whole (8d6 bludgeoning damage, AC 20, hp
21), trample (2d6+21, DC 32)
Spell-Like Abilities (CL 16th; concentration +18)
3/day—quickened confusion (DC 15)

71
STATISTICS shifting masses of flesh and shadow; though serpentine, the chaos
Str 38, Dex 18, Con 22, Int 12, Wis 12, Cha 14 they embody causes their organs to move and shift at will. When
Base Atk +12; CMB +30 (+38 grapple, +36 sunder); CMD 38 (42 they are active, they are tremendous forces of destruction and
vs. sunder, can’t be tripped) darkness, prowling the waterways of Osirion in search of ships,
Feats Greater Sunder, Improved InitiativeM, Improved SunderM, farms, and even isolated villages to devour. Spawn of Apep detest
Lightning Reflexes, Quicken Spell-Like Ability, Power AttackM, all living things, but they have a special enmity toward the cults of
Sundering Strike APG, Vital Strike Wadjet and the followers of deities that represent law, order, and the
Skills Acrobatics +15, Intimidate +15, Perception +20, sun.
Sense Motive +10, Spellcraft +10, Stealth +11, Survival +16, Spawn of Apep stalk the targets of their scorn for dozens of miles
Swim +26 through the evening desert, hiding in their personal darkness and
Languages Aklo, Ancient Osiriani hoping that their quarry will lead them to more like-minded victims.
SQ amphibious However, the chaotic serpents may grow bored and attack their target
ECOLOGY even if it has not lead them to more prey. Born of the same blood,
Environment hot deserts, water (rivers, coastlines) Spawn of Apep do not attack each other, but neither do they help one
Organization solitary another without the direct instruction of their divine patron. They
Treasure incidental will often attack the same targets when chance brings two or more
SPECIAL ABILITIES of them together, but there is no purposeful coordination in their
Chaotic Body (Ex) A Spawn of Apep can expend one use of actions. The only real cooperation between two Spawn of Apep is in
mythic power as an immediate action to become amorphous for their single-minded focus on speeding the rise of their creator, doing
1 round. It may use this ability after an attack is confirmed, but all in their power to raise him from the depths.
before damage is rolled. There are few creatures that present a Spawn of Apep with a credible
Darkness Aura (Su) As a free action, a Spawn of Apep can threat. Spawn of Apep often toy with their foes, biting and poisoning
activate its darkness aura, which reduces the light level within them, bleeding them dry, confounding their prey with confusion, and
60 feet of it by 2 steps. It can expend one use of mythic power using Sundering Strike to destroy anything within reach. Only when
to counter each magical light effect within the aura’s area as seriously threatened will they use their truly devastating attacks,
targeted greater dispel magic. trampling and swallowing foes. They constantly use their darkness
Poison (Ex) bite—injury; save Fort DC 24; frequency 1/round aura to keep the battlefield shrouded in comforting shadows.
for 8 rounds; effect 1 Wis drain; cure 1 save. The save DC is If a Spawn of Apep is killed but not thoroughly destroyed, it decays
Constitution-based. over 24 hours. The corpse dissolves into a swarm of poisonous snakes
The Spawn of Apep are gargantuan snake-like creatures, born that eventually disperses across the desert. These snakes are larval
of scales and blood spilled on the sands of Osirion by Apep in his Spawn, and the few that survive 100 years in the wild mature into
conflict with Wadjet at the dawn of the world. Their bodies are adult Spawn of Apep with all of their progenitor’s memories. p

72
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