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Egyptian Gods
The Lore of the Gods,
By
Steven Creech
And
Kevin Ruesch
Table of Contents
Lead Designers
Steven Creech and Kevin Ruesch
Art Director
Todd Morasch
Lead Editor
Steven Schend
Illustrations
Michael Nickovich
Creative Director
Jim Butler
Typesetter
Joshua Gilchrist
(Copyright 2002)
This book is dedicated to our fathers, Wayne
Creech and Donald Ruesch.
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Bastion Press and the Bastion Press logo are trademarks owned by Bastion Press, Inc. ‘d20 System’ and the
‘d20 System’ logo are Trademarks owned by Wizards of the Coast and are used according
to the terms of the
d20 System License version 1.0. Dungeons & Dragons and Wizards of the Coast are
registered trademarks of Wizards of the Coast, Inc. and are used with permission. A copy
of this License can be found at www.wizards.com. © 2002 Bastion Press, Inc. All Rights
Reserved.
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About this Book
This book provides material that a GM may use
to enhance his campaign. It is not the intention
of the authors to create a historically accurate
interpretation of each deity, but rather to explain
the deity in gaming terms that fit the rules of the
d20 gaming system and add an element of enjoy-
ment. Religions from role-playing games should
never be taken as real for any reason, even when
there is historical precedence concerning the
specific religion.
The Egyptian gods have long been the subject of
numerous books and even greater legends. They
are perhaps some of the oldest and best-docu-
mented gods known to modern man with treatises
dating back five millennia or more. The Egyptian
lands overflow with all manner of lore and super-
stition regarding the favor and wrath of the gods.
These superstitions contribute to the popular
themes about undead (such as the mummy),
deadly curses inflicted on those who dare disturb
the rest of a pharaoh, and rumors of undiscovered
riches deep in the bowels of the ancient pyramids.
The mythos of Egypt remains strong and vibrant
today, given the recent string of successful Holly-
wood movies incorporating its themes.
New domains have been marked with an
asterisk (*) symbol directly after the name of the
domain. Some domains from previous Lore of the
Gods books have been carried over this book but
are still considered to be new and noted as such.
New spells itemized within the new domains are
designated with a double asterisk (**) and any
spells from other Open Game Content sources
other than the Player’s Handbook will have the
designation (*ogc-e) immediately after the spell
name, which means the spell comes from an
external open game content source. The full details
of the spell will be listed in the section on spells (as
will the source of the open game content from
which it came).
compulsions, phantasms, patterns, and
morale effects), ability drain, and energy
drain
Darkvision to a range of 120 feet
Can never be surprised by any mortal not
cloaked by some form of shrouding magic
(such as nondetection ).
If the avatar has the ability to cast spells, it
has access to all spells of the appropriate
class (some favored spells are listed under
each spellcasting avatar’s statistics; a
double asterisk in the spell indicates that it
is a new spell detailed in this product).
By no means are the avatars presented meant to be
the only class or form that can be assumed; rather,
they are just one possible representation that the
authors have chosen as an example avatar for a
specific deity.
Amon
The Hidden One; God of the Sky; King of the Gods;
The Creator of All Things
Alignment: Lawful Neutral
Domain: Air, Balance*, Sun, Wind*
Symbol: Goose, Ram
Sacred Animal: Goose, Ram
Traditional Allies: Auran creatures, Horus, Osiris,
Ra
Traditional Foes: Aberrations, Set, Undead
Divine Artifact: Kheperesh (The Blue Crown)
Favored Weapon: Mace
Favored Class: Cleric, Rogue
Favored Race: Elf, Human
Benefits: Clerics and rogues who worship Amon
gain a +2 inherent bonus to all saves against divine
magic.
Regarded as the god of the sky and a sun god,
Amon is also the patron deity for the city of Thebes
while the priests of Hermopolis view him (and his
consort Amenet) as a primordial creation-deity.
The protector of any worshipper in need, he
became ruler of this family of gods after he merged
with the sun god Ra to become Amon-Ra.
Amon is often depicted in human form with blue
skin and either the head of a bearded man or a
ram’s head with curved horns. Alternatively, his
forms also include a frog-headed man, a cobra-
headed man, an ape, or a lion. He wears a crown
composed of a modius surmounted by two tall
feather plumes. Interestingly enough, even though
his symbol is the goose or ram, he is never depicted
as either. His true appearance is beyond all mortal
About the Avatars
Each of the gods below has an avatar that travels
the various Prime Material worlds, influencing and
interacting with mortals as it deems necessary. This
avatar is not the actual god itself, only a thought
flung out into the cosmos that always acts in the
best interests of the god itself. All Egyptian avatars
share the following abilities:
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Immunity to the following effects: poison,
sleep, paralysis, stunning, disease, death
effects, mind-influencing effects (charms,
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understanding. Amon is said to be “hidden of
aspect, mysterious of form,” and invisible yet
omnipresent throughout the cosmos. He is also “an
invisible creative power which is the source of all
life in heaven, and on the earth, and in the great
deep, and in the Underworld, and which manifests
under the form of Amon-Ra.”
The wearer may cast the following spells
at will; detect thoughts, enthrall, see
invisibility and tongues.
Charm monster 5/day.
Magic circle against chaos/evil/good/law
5/day.
Phantom steed 2/day.
Eyebite 2/day.
Geas/Quest 2/day.
All spells are equal in effect to those cast by a 20 th
level cleric.
Avatar of Amon
Male Elf Cleric20 CR 20; Size: M Type Humanoid;
HD (20d8)+60; hp 220; Init +9 (+5 Dex, +4 Im-
proved Initiative); Speed 20'; AC 27 (flatfooted 25,
touch 17); SA: Spontaneous casting, save +2 vs.
enchantment spells, Automatic Search check if
within 5' of secret/concealed door, Turn Undead
8/day; Vision: Darkvision 120’; AL: LN; Save: Fort
+15, Ref +11, Will +19; Abilities: Str 18, Dex 20,
Con 17, Int 18, Wis 20, Cha 20
Skills and Feats: Balance +3, Climb +2, Concentra-
tion +26, Diplomacy +15, Hide +3, Jump +2,
Knowledge (Arcana) +24, Knowledge (Religion)
+24, Listen +9, Move Silently +3, Scry +14, Search
+8, Spellcraft +27, Spot +9; Armor Proficiency
(Heavy), Armor Proficiency (Light), Armor Profi-
ciency (Medium), Combat Casting, Combat Re-
flexes, Dodge, Improved Critical (Mace (Light)),
Improved Initiative, Iron Will, Martial Weapon
Proficiency, Shield Proficiency, Simple Weapon
Proficiency, Spell Penetration
Weapons: Mace +5 (heavy/disruption/flaming
burst/ghost touch/holy ) +24/+19/+14 melee Dmg:
1d8+9 Crit: 20/x2 Spec: Undead hit must make
Fort save (DC 14) or be destroyed, +1d6 fire
damage (critical hit deals +1d10 extra fire damage),
deals normal damage vs. incorporeal creatures
regardless of bonus, +2d6 holy damage vs. evil, 1
negative level bestowed to evil wielder; Shortbow
+5 (composite/bane (aberrations)/distance/holy/
keen/speed/wounding) +25/+20/+15 ranged 140'
Dmg: 1d6+5 Crit: 19-20/x3 Spec: Range increment
doubled, threat range doubled, +2 better vs.
designated foe and does +2d6 bonus damage, +2d6
holy damage vs. evil, 1 negative level bestowed to
evil wielder, grants 1 extra attack each round at
highest bonus, wounds inflicted bleed for 1 point of
damage per round until heal (DC 15) or any cure
spell)
Possessions: Ring of air elemental command, ring of
protection +5, chainmail +5 (ghost touch/invulnerabil-
ity/spell resistance (SR19)), amulet of undead turning,
mace +5 (heavy/disruption/flaming burst/ghost touch/
holy), shortbow +5 (composite/bane (aberrations)/
distance/holy/keen/speed/wounding), boots of speed,
circlet of blasting (major), vestments of faith
Deity: Amon
Domains: Air (Turn or Destroy earth creatures as a
good cleric turns undead; Rebuke or command air
creatures as an evil cleric rebukes undead; 3 + CHA
modifier attempts per day.) Sun (Once per day,
you can perform a greater turning against undead
in place of a regular turning (or rebuking); undead
creatures that are affected are destroyed.)
Artifacts that the Avatar may possess:
Spells: Cleric: (6 /7+1 /6+1 /6+1 /6+1 /6+1 /4+1 /
4+1 /4+1 /4+1)
0- create water, create wine, cure minor wounds, detect
magic, detect poison, guidance, inflict minor wounds,
light, mending, purify food and drink, read magic,
resistance, virtue
1- bane, bless water, bless, cause fear, command,
comprehend languages, cure light wounds, curse
water, deathwatch, detect chaos, detect evil, detect
good, detect law, detect undead, divine favor, doom,
endure elements, endure elements, entropic shield,
inflict light wounds, invisibility to undead, magic
stone, magic weapon, obscuring mist, protection from
chaos, protection from evil, protection from good,
protection from law, random action, remove fear,
sanctuary, shield of faith, summon monster I
Kheperesh, the Blue Crown (of
Amon)
This regal crown appears as a sky-blue modius
etched with a rams horn design on the surface and
surmounted by two large ostrich plumbs.
Kheperesh, the Blue Crown has the following proper-
ties:
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The wearer gains a inherent +6 bonus to his
Charisma score
The wearer bears a glamour that causes all
clothing worn to appear as the finest and
richest quality.
The crown casts a continual emotion (friend-
ship) spell in a 30ft. radius.
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Anubis
God of the Dead; Guide to the Underworld; Guard-
ian of the Necropolis
Alignment: Lawful Neutral
Domain: Balance*, Dead*, Luck, Travel
Symbol: Black dog, Jackal
Sacred Animal: Dog, Jackal
Traditional Allies: Nephthys, Osiris
Traditional Foes: Set
Divine Artifact: Death Mask
Favored Weapon: Sickle
Favored Class: Assassin, Cleric
Favored Race: Human
Benefits: Assassins and clerics who worship
Anubis may cast deathwatch at will.
2- aid, animal messenger, augury, bull’s strength,
calm emotions, consecrate, cure moderate wounds,
darkness, death knell, delay poison, desecrate,
endurance, enthrall, find traps, gentle repose, heat
metal, hold person, inflict moderate wounds, lesser
restoration, make whole, remove paralysis, resist
elements, shatter, shield other, silence, sound burst,
speak with animals, spiritual weapon, summon monster
II, undetectable alignment, wind wall, zone of truth
3- animate dead, bestow curse, blindness/deafness,
contagion, continual flame, create food and water, cure
serious wounds, daylight, deeper darkness, dispel magic,
gaseous form, glyph of warding, helping hand, inflict
serious wounds, invisibility purge, locate object, magic
circle against chaos, magic circle against evil, magic
circle against good, magic circle against law, magic
vestment, meld into stone, negative energy protection,
obscure object, prayer, protection from elements, remove
blindness/deafness, remove curse, remove disease,
searing light, searing light, speak with dead, speak with
plants, stone shape, summon monster III, water breath-
ing, water walk, wind wall
4- air walk, control water, cure critical wounds, death
ward, dimensional anchor, discern lies, dismissal,
divination, divine power, fire shield, freedom of move-
ment, giant vermin, greater magic weapon, imbue with
spell ability, inflict critical wounds, lesser planar ally,
neutralize poison, poison, repel vermin, restoration,
sending, spell immunity, status, summon monster IV,
tongues
5- atonement, break enchantment, circle of doom,
commune, control winds, dispel chaos, dispel evil, dispel
good, dispel law, ethereal jaunt, flame strike, flame
strike, greater command, hallow, healing circle, insect
plague, mark of justice, plane shift, raise dead, righteous
might, scrying, slay living, spell resistance, summon
monster V, true seeing, unhallow, wall of stone
6- animate objects, anti-life shell, banishment, blade
barrier, chain lightning, create undead, etherealness,
find the path, fire seeds, forbiddance, geas/quest, greater
dispelling, greater glyph of warding, harm, heal, heroes’
feast, planar ally, summon monster VI, wind walk, word
of recall
7- blasphemy, control weather, destruction, dictum,
greater restoration, greater scrying, holy word, refuge,
regenerate, repulsion, resurrection, summon monster
VII, sunbeam, word of chaos
8- anti-magic field, cloak of chaos, create greater undead,
discern location, earthquake, fire storm, greater planar
ally, holy aura, mass heal, shield of law, summon
monster VIII, sunburst, symbol, unholy aura, whirl-
wind
9- astral projection, elemental swarm, energy drain,
gate, implosion, miracle, prismatic sphere, soul bind,
storm of vengeance, summon monster IX, true
resurrection
Anubis is the son of Nephthys. Some claim his
father is Set, while others say it is Osiris. Anubis is
depicted as a black jackal, or as a jackal-headed
man. He is considered to be the god of the dead
because of the sightings of jackals prowling around
tombs and is often referred to as the “conductor of
souls.” He is the guide of the dead as they make
their way through the darkness of the underworld.
As a patron of magic, folk believe he can foresee a
person’s destiny, so in this role he was the an-
nouncer of death. The Ancient Egyptians believe
that when you die, you travel to the Hall of the
Dead. Once there, Anubis weighs your heart
against the feather of Ma’at, goddess of justice and
truth. If your heart is light, you go on to Osiris; if it
is heavier than the feather, then a demon devours
it. Anubis is also the keeper of poisons and medi-
cines, most used in the embalming process.
After Set murdered Osiris, Anubis embalmed the
body and wrapped it in linen bandages, thus
making Osiris the first mummy and preserving
him so he might live again. Anubis later defended
the corpse against the attacks of Set. After death,
Osiris became ruler of the underworld. Anubis, as
one of the most important officials, guides the
deceased through the underworld into the presence
of Osiris and oversees their judgment.
Avatar of Anubis
Male Human Cleric20 CR 20; Size: M Type
Humanoid; HD (20d8)+80; hp 240; Init +8 (+4 Dex,
+4 Improved Initiative); Speed 20'; AC 34 (flat-
footed 32, touch 17); SA : Spontaneous casting,
Rebuke Undead 10/day, deathwatch at will; Vision:
Darkvision 120’ AL: LN; Save: Fort +16, Ref +10,
Will +18; Abilities: Str 22, Dex 18, Con 18, Int 18,
Wis 22, Cha 25
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protection +5, ring of feather falling, belt of giant
strength +4, boots of speed, cloak of charisma +6
Weapons: Sickle +5 (vorpal/wounding) +27/+22/
+17 melee Dmg: 1d6+11 Crit: 19-20/x2 Spec:
Severs opponent’s head on critical hit, wounds
inflicted bleed for 1 point of damage per round
until heal
(DC 15) or any cure spell); sickle +5 (brilliant
energy/icy burst) +27/+22/+17 melee Dmg: 1d6+11
Crit: 19-20/x2 Spec: Ignores armor and enhance-
ment bonuses, +1d6 cold damage (critical hit deals
+1d10 extra cold damage)
Deity: Anubis
Domains: Luck (You gain the power of good
fortune; once per day, this extraordinary ability
allows you to re-roll one roll.) Travel (For as many
rounds per day as your cleric level, you can act
normally regardless of magical effects that impede
movement. Wilderness Lore is a class skill.)
Spells: Cleric: (6 /7+1 /7+1 /6+1 /6+1 /6+1 /5+1 /
4+1 /4+1 /4+1)
0- create water, create wine, cure minor wounds, detect
magic, detect poison, guidance, inflict minor wounds,
light, mending, purify food and drink, read magic,
resistance, virtue
1- bane, bless water, bless, cause fear, command, compre-
hend languages, cure light wounds, curse water,
deathwatch, detect chaos, detect evil, detect good, detect
law, detect undead, divine favor, doom, endure elements,
entropic shield, entropic shield, expeditious retreat,
inflict light wounds, invisibility to undead, magic stone,
magic weapon, obscuring mist, protection from chaos,
protection from evil, protection from good, protection
from law, random action, remove fear, sanctuary, shield
of faith, summon monster I
2- aid, animal messenger, augury, bull’s strength, calm
emotions, consecrate, cure moderate wounds, darkness,
death knell, delay poison, desecrate, endurance, enthrall,
find traps, gentle repose, hold person, inflict moderate
wounds, lesser restoration, locate object, make whole,
remove paralysis, resist elements, shatter, shield other,
silence, sound burst, speak with animals, spiritual
weapon, summon monster II, undetectable alignment,
zone of truth
3- animate dead, bestow curse, blindness/deafness,
contagion, continual flame, create food and water, cure
serious wounds, daylight, deeper darkness, dispel magic,
fly, glyph of warding, helping hand, inflict serious
wounds, invisibility purge, locate object, magic circle
against chaos, magic circle against evil, magic circle
against good, magic circle against law, magic vestment,
meld into stone, negative energy protection, obscure
object, prayer, protection from elements, protection
from elements, remove blindness/deafness, remove
curse, remove disease, searing light, speak with dead,
speak with plants, stone shape, summon monster III,
water breathing, water walk, wind wall
4- air walk, control water, cure critical wounds, death
ward, dimension door, dimensional anchor, discern
lies, dismissal, divination, divine power, freedom of
movement, freedom of movement, giant vermin,
greater magic weapon, imbue with spell ability, inflict
critical wounds, lesser planar ally, neutralize poison,
poison, repel vermin, restoration, sending, spell
immunity, status, summon monster IV, tongues
Artifacts that the Avatar may possess:
Death Mask (of Anubis)
This dark, golden burial mask appears to have
symbols engraved along the outer edges that
continually shift and change. The face of the mask
will shift to imitate the visage of its wearer. How-
ever, the eyes never change, as they constructed
from solid black onyx. The Death Mask has the
following properties:
The wearer gains the benefit of a continual
deathwatch and detect undead spell.
The wearer instantly knows of the exist-
ence and location of any corpse or grave
within 100ft.
By touching a corpse, the wearer may
receive a vision of its last 5 rounds of life.
The wearer may cast the following spells at
will; consecrate, gentle repose, invisibility to
undead, sanctuary, and s peak with dead.
Negative energy protection 5/day.
Searing light 5/day.
Death ward 5/day.
Antilife shell 2/day.
Glimpse of the reaper* 2/day.
Final reward* 2/day.
All spells are equal in effect to those cast by a 20 th
level cleric.
Skills and Feats: Balance +2, Climb +5, Concentra-
tion +24, Diplomacy +13, Heal +11, Hide +3, Jump
+5, Knowledge (Arcana) +14, Knowledge (Reli-
gion) +24, Listen +10, Move Silently +3, Scry +14,
Search +8, Sense Motive +10, Spellcraft +24, Spot
+10; Armor Proficiency (Heavy), Armor Profi-
ciency (Light), Armor Proficiency (Medium),
Combat Casting, Combat Reflexes, Improved
Critical (Sickle), Improved Initiative, Power Attack,
Quick Draw, Shield Proficiency, Simple Weapon
Proficiency, Spell Penetration, Weapon Focus
(Sickle)
5
Possessions: Shield +5 (large/steel/bashing/lightning
resistance), chainmail +5 (invulnerability/lightning
resistance/spell resistance (SR19)), sickle +5 (vorpal/
wounding), sickle +5 (brilliant energy/icy burst), ring of
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