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Risen from the Sands is a Pahnder Modue designed r ur 3rd-evel characers and uses he medium XP advancemen rack. This modue is designed r pay in he Pahnder campaign seing, bu can easiy be adaped r use wih any word.
This produc makes use of he Pathnder RPG Core Rulebook, Pathnder RPG Advanced Class Guide, Pathnder RPG Bestiary, Pathnder RPG Bestiary and Pathnder RPG Bestiary These rues can be und online as par of he Pahnder Rolepaying Game Rerence Documen a paizocom/prd.
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Adventure Background Pharaoh Sekh-pa-Mefer III ruled Osirion during is Firs Age, some 7,500 years ago. Caed he Pharaoh of Sphinxes, Sekh-pa-Mefer was known o be a iend of he sphinxes of he Osirian deser and hosed many of he enigmaic creaures a his cour. During his reign, he caimed ha he sphinxes had shared wih him he secre of eernal ife, and promised ha he would reurn aer his deah as a god o ead Osirion ino a goden age of wisdom and prosperiy. Aer his deah, Sekh-pa-Mefer was mummied and inerred in a pyramid in he Parched Dunes. Bu he Pharaoh of Sphinxes never made his promised reappearance, and over he miennia hi s omb was buried beneah he ever-shiing sands of he Osirian deser. Eernal i did come o Sekh-pa-Mer, howeverjus no in he way he expeced. Wih he remova of his brain during mummicaion, he pharaoh los he imeess wisdom of he sphinxes, and he rose om he dead no as a god, bu as a mummy, his inelec repaced wih undying srengh, a boundless rage, and a hirs r vengeance agains he iving. Even worse, Sekh-pa-Mer discovered he was bound o his pyramid unil he coud slay he rs iving person o despoi his omb. The pharaoh has waied, quiey raging, r cenuries, and his anger has sowy spread hrough his omb o animae hose inerred wih him as undead guardians. Now, wih he reappearance of his pyramid om he deser sands, he mummy of Sekh-pa-Mer wais r his omb o be rediscovered so he Pharaoh of Sphinxes can rise again.
ntroduction Read he lowing o ge he payers sared. In the depths of the sirian desert, a sandstorm has recently uncovered a mghty pyramid that was buied beneath the sand for ages. Lost for centuries, the pyamid has not yet reveaed its secrets, but one crumbing papyrus scrol found in the Great Library of Tephu contains references to the tomb of an ancient sran king known ony as the Pharaoh of Sphnxes. Word of the pyramd's dscovery has spread far and fast. Achaeologsts, explorers, and tomb obbers from across the Inner Sea are gathering in siron's taverns and nns to plan expedtions into the desert, each vyng to be the first to plunder the tomb's treasures.
The advenure assumes ha he PCs a know each oher and have agreed o ravel o he pyramid of he Pharaoh of Sphinxes o expore i and recover is reasures. The pyramid ies approximaey 0 miles wes-souhwes of he ciy of Eo in he inhospiabe region known as he Parched Dunes, a journey of over a week on o hrough rackess deser. The use of deser-acclimaed mouns such as cames reduces he rave ime o jus -12 days.
Risen From the Sands takes place in the nation of srion, an exotic land of sunbaked deserts, dusty ruins, and the ancient tombs of forgotten pharaohs in the northeast corner of the continent of Garund. For more information on sirion, ts long history and legendary sites, and the peope who cal ths land home, see Pathfinder Campaign Setting: Lost Kingdoms; Pathfinder Campaign Setting: Osirion, Legacy of Pharaohs and Pathfinder Player Companion: People of the Sand avalable from pazo.com or your loca game store.
PYMI or TH PHH or SPHNXS
Read or paraphrase he lowing as he PCs rs approach he pyramid.
An ncredbe manmade mountain, the pyramd rises out of the desert sands, a relic of an earle age. ts lmestone casing blocks are weatered from milennia of scourng sands, but the structure seems solid and ntact. A stone wal, buttressed by drifts of sand, surrounds the entie structue. To te east stands a squat stone building,connected to the pyramid by a ong, covered causeway. No visbe entances to the pyramid's interior can be seen.
The pyramid of he Pharaoh of Sphinxes is neary 160 fee a and 250 e square a is base, and is consruced of gian limesone bocks carey ed ogeher wihou morar. Scaling he seep sides of he pyramid is possibe wih a success DC 20 Cimb check, hough characers mus rs cross hrough he emenos (area 4 o reach he pyramid's base. The exerior of he pyramid is aureess, wih no doors or windows. The ony enrance ino he pyramid ies hrough he ouer empe and causeway (areas 1 hrough ). Unless oherwise noed, a rooms and corridors wihin he pyramid are dark. The ceiings are 10 e high, and a doors are made of sone (hardness 8, hp 60, break DC 28 t
Outer Temple
A rectangular building constructed of arge stone blocks sts on the desert sands to the east of the pyramd. A wide portco opens to the east, ts ceiing supported by two rows of red granite columns. A dark passage eads deeper into the temple to the west.
The sunigh ouside he porico provides norma ligh in his chamber. The porico was were once carved in reie bu milennia of exposure o windblown sand has worn he carvings away. A successl DC 5 Percepion check reveas he exisence of hese worn carvings, hough here is no enough deai remaining o decipher wha hey once depiced.
3. Causeway (CR S Ancent siran and modern siriani languages. Speakers of Ancent srian can be understood in modern siriani, but not vice versa. In Risen From the Sands all hieroglyphs are in Ancient srian. A speaker of modern sran may decipher these herogyphs with a successful DC 20 Lngustcs check.
2. Great Ha (CR 2) A pa of caved and brighty painted granite columns support the celng of ths darkened, oughly triangular chamber. To the east, stone statues of a regal man holding a and fail and wearing a striped cloth headdress stand on either sde of the chambe, though the head of one of the two statues now lies cracked and broken on the alabaster foor. Two more stone statues depictng winged creatures wth eonine bodes and falcons' heads sit beyond. The smooth granite was are decorated with hieroglyphs and faded murals that depict loyal subects and slaves presenting offerngs to a pharaoh who sits on a gilded thone, fanked by winged, falconheaded lions. A passageway to the west stretches off into darkness.
Sunight om the eastern doorway provides ony dim igh in this chamber. A character who succeeds at a DC 20 Knowedge history or Knowedge nobiity check idenies the pharaoh depicted in the carvings and statues as Sekh-pa-Mefer III, the Pharaoh of Sphinxes. With a success DC 15 Knowedge arcana check, a characer recognizes the winged, con-headed creatures as hieracosphinxes. Trap: A pressure pate in the square marked 2a triggers a cascade of ing rocks om he ceiing into the midde of the room. At the same time, a sone portcuis drops in the archway between areas I and 2, cuting o exit o he outside hardness 8, hp 120, i DC 25 . FAING STONES TRA CR 2 XP 600 Type mechanca; erceptio DC 15; Disabe Device DC 20 EFFECT
Trgger locaton; Reset manua Effect Atk +15 melee (3d6); multple targets (a targets n 10ft.by30ft. area)
Shafts of sunlight shine down from slots in the celing of this long, straight corridor, iluminating the piles of sand that have accumulated beneath each sot. Eaborate carved reiefs, their pant now faded wth tme, cover the wals on both sides of the passage, depictng the egendary deeds of a great pharaoh.
The causeway is 750 feet ong, streching om the outer tempe o the ouer dors of he pyramid. The sos in he ceiing are spaced 10 et apart; they are wide enough to provide norma ight in the causeway, but oo narrow to admit anything arger than a Tiny creature. Characters who succeed at a DC 20 Knowedge history or Knowedge nobiity check recognize that the carvings represen Sekh-pa-Mefer III, the Pharaoh of Sphinxes. Creature: A 10-ot square stone pyramid sands in the causeway 375 feet down its ength. As soon as any creatures approach within 40 et, the pyramid animates and charges, speeding rward on stone roers to trampe anyone in the passage. ROING YRAMID CR 5 XP 600 arge stone anmated obect (Pathfinder RPG Bestiary 14) N Large construct lnit +O; Seses darkvson 60 ft., lowlght vision; Perception 5 DEFENE
AC 16, touch 9, fatfooted 16 (+7 natura, 1 size) hp 52 (4d10+30) Fort +1, Ref +1, Wi 4 Defesve Abities hardness 8; mmue construct traits OFFEE
Speed 30 ft. Meee slam +9 (1d8+9) Space 1O ft.; Reach 1O ft. Specia Attacks trample (1d8+9, DC 18) TATTC
Str 22, Dex 10, Con-, Int-, Ws 1, Cha 1 Base Atk +4; CMB +11; CMD 21 SQ construction points (stone, trample)
4, Temenos The sand-ed courtyard between the pyramid and the ow wa encircing it, known as the temenos was designaed as sacred ground to both the pharaoh and he gods. The
sandstone wa surrounding the temenos protected it om the disorder of the word outside, though its nction is more symboic than defensive. The wa is 30 feet high and scaling it requires a success DC 25 Cimb check.
5. Outer Doors (CR 3) A pair of eavy stone doors carved with images of rampant sphnxes stand at the temnus of the long causeway.
The stone doors are heavy and stuck closed (hardness 8, hp 60, break DC 28), but up to two characters can work together to open the doors, adding the resuts of their Strength checks together. Trap: A conceaed pit trap lies in the oor just inside the doors. It triggers when any weight is paced upon its northern edge, dumping al in a -ot square into a 30-ot-d eep pit.
characters that are n this adventure are ust four of the 1O new classes ntroduced in the upcoming Pathfinder Rleplaying Game: Advanced Class Guide. These characters were created usng the rues avaiable at the time of writing; these rules may change in the final book. The Pathfinder RPG Advanced Class Guide contains hundreds of new optons for payers of the Pathfinder Roleplaying Game and wil be availabe August 2014 from pazo.com or your loca
MIMIC XP 00 hp 52 (Pathfinder RPG Bestiary 205)
CR 4
7. Sanctua CAMOUFLAGED IT TRA CR 3 XP 800 Type mechanca; erceptio DC 25; Dsabe Device DC 20 EFFECT
Trgger locaton; Reset manua Effect 30ft.deep pit (3d6 faling damage); Refex DC 20 avoids; mutiple targets (al targets in a 10ft.square area)
6. Hyposle (CR 4) Tall, pink granite columns, carve d and painted to resemble palm trees, stand around the permeter of this chamber, supporting the barrel vault of te ceiling. Slabs of the same pnk granite ne the was. A stone sarcophagus stands aone on te lmestone foo n the center of te room. Beyond, a dark doorway leads deeper into the pyramd to the west.
In contrast with traditiona Osirian tomb design, S ekh pa-Mer incorporated the mortuary tempe usualy und just outside a tomb inside the pyramid itse The coumned hypostyle serves as the entry hal to the mortuary tempe and pyramid, and was the nal stop in the pharaoh's nera procession bere his body was seaed into its burial chamber. The hierogyphs procaim the many tites of Pharaoh Sekh-pa-Mer III, and the reiefs show his numerous military victories over his enemies. Conceaed doors exit the chamber to the north and south. A character can nd these doors with a successl DC 5 Perception checks. Creature: The sarcophagus is actually a mimic that somehow made its way into the pyramid not too ong ago. It hungriy attacks any iving creature that comes within reach. A successl Perception check opposed by the mimic's Disguise check reveas the creature's deception.
A back granite statue of a pharaoh stands on te polished aabaster floor in te center of this chamber beneath a vaulted limestone ceiling decorated wth gilt stas. An engraved pane of granite stands aganst the westen wall, carved to resemble a door. A flat grante slab lies on the floor in front of the false doo.
he statue represents Sekh-pa-Mer III. Oerings and sacrices to the deceased pharaoh were made in this sanctuary. The se door is engraved with Ancient Osiriani hierogyphs listing the pharaoh's names and titles as wel as instructions and prayers r the oerings made to him. The lse door symbolized a threshod between the lands of the iving and the dead. With a successl DC 5 Knowedge (reigion) check, a character identies the symboic nature of the se door, but a character who succeeds at a DC 20 Perception check notices that the se door is actualy a secret door into another chamber. In an attempt to o tomb robbers, Sekh-pa-Mer built a lse tomb behind the se door, in the hopes that thieves who discovered the secret door would punder the lse tomb instead of the pharaoh's true tomb. Treasure: One of the prayers engraved on the lse doo r is a remove curse spe. The granite sab of the door cannot be easily removed om the chamber (it weighs upward of 500 pounds), but if deciphered with read ma9ic or a success DC 23 Specra check, it can be used as a scroll of remove curse within this room. Using the door as a scro causes the writing to vanish when the spel is activated, as if the granite were a norma scro. Aternativey, a character with the Scribe Scrol at can pay the standard craing cost to use the text on the door to cra a scroll of remove curse as if she had prepared the spell.
8. Subsidia Chapel he wo smaler rooms o he sancuary are shrines o he Ancien Osirian gods of kingship. he souhern chape (area 8a conains a saue of a ean man wih he head of an anima wih a curved snou and erec squared ears, represening Se, he Ancien Osirian god of darkness, desers, and sorms, and he paron of pharaohs and undead alike. he norhern chape (area 8b hods a saue of a srong, powerl man wih a lcon's head opped wih a soar iskhe Ancien Osiria n sun go Ra. Boh of hese deiies can be idenied wih a successl DC 20 Knowledge (reigion) check. Treasure: A characer who succeeds a a DC 5 Percepion check noices a secre pane in he base of he saue of Ra in area 8b. Inside is a bronze scrol case conaining a papyrus scroll of searinI liIht.
9. False Tomb (CR 3) An elaborately decorated sarcophagus stads among the heaped treasures and offerings in ths burial chamber Ancent sani hieroglyphs on the walls pocam ths to be the to mb of Pharaoh Sekh-pa-Mefer I, the Pharaoh of Sphinxes
o saguard he secres of his omb's raps and denses, Sekh-pa-Mer had he pyramid's archiec kiled, hen reanimaed he archiec's body o serve as an addiional guardian, pacing i wihin his se omb o
disrac woud-be omb robbers om he pharaoh's rue buria chamber deeper inside he pyramid. he wesern side of he secre door eading ino his chamber is engraved wih a series of ve carvings; a successl DC 5 Percepion check aows a characer o noice hem. he carvings depic, om op o boom, a human man, a human woman, a ram, a jacka, and a con. The order of he ve carvings here reveas he correc combinaion o open he secre puzzle door in area 16. Creature: The mummied archiec burss ou of his sarcophagus if he secre door om area 7 is opened, aacking any inruders he nds in his pharaoh's omb. THE ARCHTECT CR 3 XP 800 Male mummifed human expert 4 (Pathfinder RPG Bestiary 4 196) E Medium undead (augmented humanoid) lt +5; Senses darkvison 60 ft; Perception +8 Aura frghtful presence (30 ft., DC 12 , 1d6 rounds) DEFENE
AC 15, touch 11, flat-footed 14 (+1 Dex, +4 natural) hp 30 (4d8+12) Fort +3, Ref +2, Wi +5 DR 5/; Immue undead traits Weakesses vulnerable to acid OFFEE
Speed 20 ft Meee slam +6 (1d6+4) Specia Attacks burst of vengeance, dust stroke TATTC
St 14, Dex 12, Con-, t 11, Wis 9, Cha 14 Base Atk +3; CMB +5; CMD 16 Feats Aertness, Improved Initiative, Iron W, Toughness" Skis Climb +9, ntimidate +9, Knowledge (engneerng) +7, Knowedge (hstory) +5, Knowledge (nobility) +5, Perception +8, Profession (archtect) +6, Sense Motive +8, Stealth +12 aguages Ancient sirian Gear amuet of mighty fists +
Wih a Deveopment: success DC 20 Knowedge (hisory) or Knowedge (nobiiy) check, a characer recognizes ha he Archiec is an imposor, no he Pharaoh of Sphinxes. Treasure: Beyond he Archiec's amulet of miIhty sts, he so-caed "riches in he se omb are acuay mundane iems gilded wih a hin layer of god. If he enire colecion, which weighs amos looo pounds, is
gathered and transported back to civiization, it is worth ony 500 gp in total.
10. Boats of the Dead (CR 3) Two woven reed boats sit end-to-end n this chamber, covered in a thck layer of dust. Carvigs on the walls depict naval expeditons and boats bearing tribute for the pharaoh.
Ths boats were interrd in the pyramid ong with the deceased pharaoh to carry him and his retinue in the aerli. Creature: A swarm of hungry scarab beetes inhabits the western boat. It attacks if the boat is disturbed. SCARAB SWARM CR 3 XP 800 Pathfinder Adventure Path #79 89 N Fine vermn (swarm) lnit +O; Seses darkvsion 60 ft.; Perception +4 DEFENE
AC 18, touch 18, fat-footed 18 (+8 size) hp 22 (4d8+4) Fort +, Ref +1, W +1 Defesve Abities swarm traits; Immue mind-affecting effects, weapon damage OFFEE
Speed 30 ft., climb 10 ft., fy 20 ft. (clumsy) Meee swarm (1d6 pus disease and distracton) Space 1O ft.; Reach O ft. Specia Attacks dstraction (DC 13) TATTC
Str 1, Dex 10, Con 13, Int-, Wis 11, Cha 2 Base Atk +3; CMB-; CMD Skis Climb +8, Fly +O, Percepton +4; Racia Modifiers +4 Percepton
BLOODY MUDRA SKEETON CR 1 XP 00 Pathfinder Adventure Path #44 86, Pathfinder RPG Bestiary 21 NE Medium undead lnit +7; Senses darkvson 60 ft.; Perception +O DEFENE
AC 1, touch 13, flat-footed 12 (+3 Dex, +2 natura) hp 6 (1d8+2); fast healng 1 Fort +2, Ref +3, Wi +2 Defensve Abities channe resistance +4; DR /bludgeonng; Immue cold, undead trats OFFEE
Speed 30 ft. Meee short sword +1 (1d6+2/1920), 3 short swords +1 (1d6+1/1920) or 4 claws +3 (1d4+2) TATTC
Str 1, Dex 16, Con, It, Ws 10, Cha 14 Base Atk +O; CMB +2; CMD 1 Feats Improved ntiative•, Multiweapon Fightng•, Weapon Fnesse• SQ deathless Gear short swords (4) BURNING SKEETONS (4) XP 00 each Pathfinder RPG Bestiary 21 NE Medium undead lnit +6; Seses darkvision 60 ft.; Percepton +O Aura fery aura (adacent, 1d6 fire)
CR 1/2
DEFENE
AC 16, touch 12, fat-footed 14 (+2 armor, +2 Dex, +2 natura) hp each Fort +1, Ref +2, Wi +2 DR /bludgeoning; mmune fire, undead trats Weakesses cod vulnerabilty
ECAL ABLTE
OFFEE
Disease (Ex) Filth fever Swarminury; save Fort DC 13; onset 1d3 days; equency 1 day; effect 1d3 Dex damage and 1d3 Con damage; cure 2 consecutive saves.
Speed 30 ft. Meee 2 claws +2 (1d4+2 pus 1d6 fire) TATTC
Treasure: A character who succeeds at a DC 5 Perception check nds a pouch of dust of dryss stued between the woven reeds of the eastern boat.
Str 1, Dex 14, Con-, Int-, Wis 10, Cha 12 Base Atk +O; CMB +2; CMD 14 Feats Improved nitative• SQ fery death
11. Harem Guards (CR 4)
12. Pharaoh's Harem (CR 4)
This sparse room nctions as an antechamber r the pharaoh's harem beyond. Its bare sandstone wals and oor are devoid of decorations and rnishings. Creatures: Four burning skltons and a ur-armed skeleton covered in dripping blood caled a mudra skeleton guard the harem and the undead pharaoh's wives, who dwel within.
Sumptuous haging silks, plush cusions, and patterned rugs decorate this luxurous chamber. A cool breeze bearing the mnged scent of lotus flowes and pefume wafts through the room. Te distant notes of a ivey tune plucked out o a lyre are accompaned by the sounds of tckling water, birdsong, and feminine aughter.
Pharaoh Sekh-pa-Mefer brought his two wives into undeath with him and interred them in this harem tomb, coaking both the women and the room in power iusions. Permanent mirage arcana and veil eects conceal the true nature of the room and its occupants. Beneath the ilusion, the room's plain sandstone was are undecorated, and the ony rnishings are two rather plain wooden sarcophagi. A secret door in the north wa eads to Sekh-pa-Mefer's buri chamber (are 18) nd cn be discovered with success DC 0 Perception check. Creatures: Two beautil women, Bastetabi and Senenetka, inhabit this room. When the PCs arrive, the women greet them warmy and invite them inside, oering them wine and uit. Coaked by the ilusion, these women are actuay undead zombie lords, and the wine and uit they oer are nothing but dust and chunks of desiccated esh. The two are terriby bored and ong r conversation and company. Anyone who interacts with the women or the contents of the chamber can attempt a DC i5 Wi save to see through the illusion. If their deception is reveaed, Bastetabi and Senenetka revea their true seves and angriy attack.
hp 26 each (4d8+8) Fort +1, Ref +2, Wi + Defesive Abiities channel resistance +4; DR /slashng; mmue undead traits OFFEE
Speed 30 ft Meee slam +4 (1d6+3) TATTC
Str 14, Dex 1, Co-, nt 10, Wis 9, Cha 13 Base Atk +2; CMB +4; CMD 17 Feats Deceitful, Dodge, Power Attack, Toughness" Skis Bluff +8, Dipomacy +6, Disguise +8, Knowedge (hstory) +, Knowledge (nobiity) +, Perception +4, Perform (dance) +6, Perform (sng) +6, Sense Motive +4, Stealth +7 Laguages Ancient srani Gear noble's outfit, signet rng wth Sekh-pa-Mefer's cartouche (Knowledge [nobility DC 20 to recognize)
Treasure: The zombie lords wear a variety of bracelets, necklaces, and rings worth a total of 500 gp. In addition, Bastetabi wears a silver necklace with a bue gemstone that is actuay a periapt of health. Senenetka carries the key to the doors in area 17 that ead to Sekh-pa-Mer's buria chamber. Finay, a character who succeeds at a DC 0 Perception check nds a bottle of magicay preserved ne wine worth 500 gp.
13. Chariots of the Dead (CR 3) BASTETABI AND SENENETKA CR 2 XP 600 Female human zombie lord arstocrat 2 (Pathfinder RPG Bestiary 4 286) N E Medium undead it +2; Seses darkvision 60 ft; Perception +4
each
DEFEE
AC 1, touch 13, fat-footed 12 (+2 Dex, +1 dodge, +2 natura)
Two ornate wooden chariots sit upon platforms in this chamber, postioned as if ready to charge acoss the desert sands outsde, though o mounts are harnessed to their yokes The chamber's walls are carved in elief with scenes of charioteering, racing, and war
Like the reed boats in area the chariots were paced here r the use of the pharaoh in the aeri. Creatures: Six skeetal archers guard this approach to Sekh-pa-Mer's buria chamber. Two stand in the western chariot whie the other ur take up positions at the west end of the room, r ing on any intruders. Armed with shortbows, the skeeta archers are otherwise norma skeletons, though they gain Point Bank Shot and Precise Shot as bonus ats. SKEETA ARCHERS () CR 1/3 XP each hp 4 each (Pathfinder RPG Bestiary 20) Ranged shortbow +2 (1d6/3) Feats Improved nitative•, Point Bank Shot", Precise Shot" Gear broken chan shirt, broken scimitar, short bow and 20 arrows
14. Tomb of the Royal Huntsman (CR 4) Carved nature cene cover thi chamber' wall, depictng humanod figure hunting a wde varety of preycrocodie, elephant, hppo, eopard, lon, and even tranger beat An open arcophagu ie at the fa r end of the room
Sekh-pa-Mefer's royal huntsman was bured n ths chamber aong wth hs przed huntng eopard. Creatures: When he pharaoh rose s mummy, so too dd the huntsman rse as a skeeta champon. Stranged and mummed to jon ts maser n hs tomb, the huntsman's pet leopard became an ubashk eopard, a seahy undead fene whose suerng n death would ensure unrelentng rocty n undeath. The Roya Huntsman and hs pet atack any ntruders n the pyramd. ROYA HUNTSMAN CR 2 XP 600 Mae human keletal champon warror 1 (Pathfinder RPG Bestiary 252) hp 17 UBASHKI LEOARD CR 2 XP 600 Unique undead leopard ( Pathfinder RPG Bestiary 40, Pathfinder Campaign Setting: Lost Kingdoms 20) N E Medium undead lnit +4 Senses darkvion 60 ft Perception +5 DEFENE
AC 15, touch 14, fat-footed 11 (+4 De, +1 natura) hp 16 (3d8+3) Fort +3, Ref +5, Wi +4 mmune undead trait Weaknesses vulnerabe to fre
iercng How (Su) When an ubahki leopard howl, al creature ecept other undead wthin a 300-foot pread mu t ucceed at a DC 13 Wll ave or become frightened for 1d4 round Thi i a onic, mnd-affectng effect Whether or not the ave i uccefu, an affected creature immune to the ame ubahki eopard' piercing howl for 24 hour The ave DC Charma-baed
15. Chamber of the Four Elements (CR 3+) Each corner of th room hod a tone obeik carved wth hieroglyph Te obelik urround a golden circle engraved n the center of the foor
A coo breeze emanaes om the souheast obelsk. The souhwest obesk seems o be norma stone. ea radaes om the northwest obesk, and the northeast obesk s covered n a ayer of mosture. Wth a successl DC 5 Knowedge (arcana) check (or rea ma9ic) to decpher the heroglyphs, the PCs can earn that each of the obesks s connected to one of the ur eementsar, earth, re, and waterand were used to summon elemenas to assst n the constructon of the pyramd. Creatures: Touchng any of the pars summons a Medum eementa of the correspondng type (southeast: ar, souhwes: earh, northwest: re, northeast: water) nto the goden crce n the room's center. The ancent magc that once bound hem has ded, and the eementas attack anyone n the room. Only one eementa of a gven ype can be summoned nto he room a a tme, bu al ur types of eementas can be summoned f al ur obesks are touched. MEDUM AIR ELEMENTA XP 800 hp 30 ( Pathfinder RPG Bestiary 120)
CR 3
MEDUM EARTH EEMENTA XP 800 hp 34 ( Pathfinder RPG Bestiary 122)
CR 3
MEDUM FIRE ELEMENTA XP 800 hp 30 ( Pathfinder RPG Bestiary 124)
CR 3
CR 3
ECAL ABLTE
MEDUM WATER EEMENTA XP 800 hp 30 ( Pathfinder RPG Bestiary 126)
Disease (Ex) Ubashki Fever Injury save Fort DC 13 onset 1d3 day frequency 1day effect 1d2 Str damage and 1d2 W damage cure 2 conecutive ave A creature afflicted by ubahk fever develop unghtly potche and ore all over it body that perit unt the deae cured The ave DC Charima-baed
Treasure: A character who succeeds at a DC 0 Percepon check deects a secret pane n the norhwest obesk. Insde s re elemental 9em, but openng the pane kely requres touchng he obesk, whch summons another re eementa to attack.
OFFENE
Speed 30 ft, climb 20 ft Meee bite +6 (1d6+3 pu grab and deae), 2 claw +6 (1d3+3) Speca Attacks piercing how, pounce, rake (2 claw +6, 1d3+3) TATTC
Str 16, Dex 19, Con-, Int 2, Wis 13, Cha 15 Base Atk +2 CMB +5 (+9 grappe) CMD 19 (23 v trip) Feats Sk Focu (Stealth), Toughne•, Weapon Fnee Skis Acrobatic +8, Cmb +11, Perception +5, Steath +11
16. Puzzle Door (CR 3) This long, low corridor is decorated with hierogyphs and carvngs depictng kings, gods, and sphinxes n ordely geometric rows.
The ancient Osiriani hieroglyphs on the hallway's southern was procaim more of Pharaoh Sekh-pa-Mefer I's deeds and accompishments in life. Midway down the hall, the carvings depict his death, nera, and interment in his pyramid. As th corridor coninues o the north, the scenes show the dead pharaoh rising as a deity, and continuing his rue over his subjects as a god-king. A character who succeeds at a DC 20 Perception check nds a secret door in the wes wall of the corridor, hafway down he hall. However, he mechanism r opening the door is a puzze: ve of he carvings surrounding the door are buttons that must be pressed in he correct combination to open he door. The carvings depict ve sphinxes, each with a dierent head: a lcon head, a femae human head, a jackal head, a mae human head, and a ram head. With a successl DC 9 Knowedge (arcana) check, a character identies them as representaions of a hieracosphinx, a gynosphinx, a cynosphinx (see Pathnder Adventure Path #82), an androsphinx, and a criosphinx, respectivey. The correct combination is androsphinx, gynosphinx, criosphinx, cynosphinx, and hieracosphinx (in descending order of power, as represented by their CRs). This order matches he cue on he back of he secret door eading to the lse tomb (area 9). Trap: The secret door is trapped with a swinging axe trap that activates if the wrong combination is used to open the door. Using he correc combinaion opens the door and deactivates the trap.
Creatures: Two statues of men with jacka heads stand against the western wa anking the doors. With a success DC 20 Knowedge (reigion) check, a character identies the satues as representaions of Anubis, the Ancient Osirian god of the dead, mummication, and tombs. The statues animae o attack anyone attempting to enter the burial chamber. ANUBS GUARDAN STATUES (2 ) CR 3 XP 800 each Anmated obect (Pathfinder RPG Bestiary 14 Pathfinder Adventure Path #43 81) N Medium construct lnit +; Seses darkvson 60 ft., low-lght vision; Perception -5 DEFENE
AC 16 touch 10 fat-footed 16 (+5 natural, +1 sheld) hp 36 each (310+20) Fort +1 Ref +1 Wi -4 Defesve Abities hardness 8; mmue construct traits OFFEE
Speed 30 ft. Meee mwk khopesh +6 (18+2/19-20) or sam +5 (16+3) TATTC
Str 14 Dex 10 Co-, t-, Wis 1 Cha 1 Base Atk +3; CMB +5; CMD 15 SQ construction points (addtional attack, stone), faws (haunted) Gear light wooden shield, mwk khopesh ECAL ABLTE
Hauted (Ex) An Anubis guardian statue can be detected by detect undead and takes damage from positve energy as if it were an undead creature.
18. Burial Chamber (CR 6) SWINGING AE TRA CR 3 XP 800 Type mechanca; erceptio DC 20; Disabe Devce DC 20 EFFECT
Trgger locaton; Reset automatc Effect Atk +15 melee (18+1/x3); mutple targets (a targets in a 10-ft. ne)
17. Guardroom (CR 5) Carvings cover the walls of this otherwise bare chamber.
A character who can decipher Ancien Osiriani hieroglyphs and succeeds at a DC 5 Knowledge (reigion) check identies the carvings on the was as a series of prayers r the deceased's journey into the aeri. The stone doors eading to the west are locked (hardness 8, hp 60, break DC 28, Disabe Device DC 20), but the key und in the pharaoh's harem (area 12) opens the doors.
Huge granite slabs form te peaked roof of this chamber, the walls of whc are incised with thousands of ty hieroglyphs. In the center of the chamber es an open stone sacophagus, its granite id cracked and boken on te foor next to it. A beautfully decoated wooden coffn lies inside, ts lid aso askew. Four aabaster canopic ars stand ke guardans at the foot of the sacophagus, while varous grave goods lie heaped around the walls of chamber.
This chamber is the true tomb of the Pharaoh of Sphinxes, Sekh-pa-Mefer III, a ct tha can be conrmed with a successl DC 20 Knowedge (history) or Knowedge (nobiliy) check. Fied wih grave goods and the wealh of the ancient pharaoh, this burial chamber could represent the single greatest nd in modern Osirionoogy. A success DC 20 Perception check detects a secret door in the south wall that connects the burial chamber to the pharaoh's harem (area 12) .
Creatures: The mummy of Sekh-pa-Mer III wats n hs bural chamber r the nvaders of hs tomb, accompaned by the zombe of hs vorte "pet, a heracosphnx. The Pharaoh of Sphnxes demands that the PCs prostrate themselves bere hm and recognze hs godhood. If they rese, he curses them as tomb robbers and attacks. Shoud the party obey hs commands, he next orders them to oer hm a sacrce: the fe of the one among them who rst set ot wthn hs tomb. HARAOH SEKHAMEFER Il XP 600 Male mummy (Pathfinder RPG Bestiary 210) hp 60
CR 5
FAST ZOMBIE HIERACOSHIN CR 3 XP 800 Pathfinder RPG Bestiary 3 253, Pathfinder RPG Bestiary 289 N E Large undead lnit +3; Senses darkvision 60 ft; Percepton +O DEFENE
AC 15, touch 12, flat-footed 12 (+3 Dex, +3 natural, 1 size) hp 44 (8d8+8) Fort +2, Ref +5, W +6 mmune undead traits OFFEE
Speed 40 ft, fly 60 ft (cumsy) Meee bite +8 (1d8+2), 2 claws +8 (1d4+2) Space 1O ft; Reach 5 ft Specia Attacks quck strikes TATTC
Str 15, Dex 16, Con, Int, Ws 10, Cha 10 Base Atk +6; CMB +8; CMD 21 (25 vs trip) Feats Toughness" Skis Fly 5
Treasure: If Sekh-pa-Mer s deated, hs body crumbes to dust, eavng behnd only hs mummed rght hand, whch nctons as a hand glory Hs wooden sarcophagus s craed of rare woods and embellshed wth god leaf and precous nays, and s worth a total of iooo gp. The other grave goods n the bura chamber, consstng of clothng, rnture, jewelry, weapons, and other tems r the pharaoh's use n the aerl, are worth an addtona 000 gp n tota. Among them are two tems of note: an engraved green gem and a tny sver gurne of a sphnx. The gem appears to be a periapt of wound closure, but s actuay a cursed periapt offoul rotting. The gurne s a silver sphinx gurine of wondrous power, a varant bronze gr!on gurine of wondrous power that becomes a vng, con headed heracosphnx when actvated (use the stats r a gron). The gurne otherwse nctons as a bronze gr!on gurine of wondrous power. Lasty, transcrptons or rubbngs
of the herogyphs on the walls of the bura chamber can be sod to a hstoran nterested n the detals of Sekh-pa Mefer's regn r an addtona 000 gp.
Conclusion If the PCs destroy Sekh-pa-Mer's mummy, the treasures of the pyramd of the Pharaoh of Sphnxes are thers r the takngprovded they can defeat the tomb's other guardans and transport the loot back to cvlzaton. Wth ths success under ther bets, the PCs mght be hred by hstorans or sages n one of Osron's ctes to nd and explore more ost runs om ancent Osran hstory. Of course, the PCs aren't the ony ones nterested n the naton's past, and they may need to compete wth other rval adventurers keen on clamng those treasures r themselves. Whatever the PCs decde to do, the sands of Osron conceal enough secrets r a lfetme of adventure provded one has the courage to nd them and the sk to keep them!
CROWE Male human bloodrager 3 CN Medium humanoid (human) Deity Desna Homeand Varisia lnit +2 Senses Percetion +7 DEFENE
AC 18, touch 12, fatfooted 16 (+6 armor, +2 Dex) hp 28 (3d10+3) Fort +4, Ref +5, W +2 Defesve Abities blood sanctuary, uncanny dodge OFFEE
Speed 30 ft Meee + earth breaker"' +6 (2d6+4/3) or morningstar +5 (1d8+2) or unching dagger +5 (1d4+2/3) Ranged javen +5 (1d6+2) Speca Attacks bloodne ower (elemental strikes), bloodrage (15 rounds/day) TACTC
Boodraging Statistcs When boodraging, your statistics are AC 16, touch 10, fatfooted 14 hp 34 Fort +6, Wi +4 Meee + earth breaker" +8 (2d6+7/3) or morningstar +7 (1d8+4) or unchng dagger +7 (1d4+4/3) Ranged javein +5 (1d6+4) Str 22, Con 17 CMB +7 Skis Cmb +6 TATTC
Str 14, Dex 14, Co 13, nt 10, Wis 12, Cha 16 Base Atk +3 CMB +5 CMD 17 Feats Extra Rage, Lghtnng Refexes, Power Attack Skis Acrobatics +4, Cmb +4, Knowledge (arcana) +6, Percetion +7, Sellcraft +6, Survival +7 Languages Common, Shoant SQ boodline (eementa [ar] ), fast movement Combat Gear potion of cure light wounds achemst's fire (2), thunderstones (2) Other Gear mwk steel amellar, + earth breaker"' javelns (6), mornngstar, unchng dagger, backack, belt ouch, everburnng torch, flnt and steel, graling hook, hammer, tons (5), ratons (2 weeks), silk roe (50 feet), waterskin, 60 g ·The effects of this ability have already been calcuated into Crowe's statistcs ECAL ABLTE
Boodne ower The element of air infuses your beng, and you can draw uon its ower durng your bloodrage When you enter a bloodrage, your transformation takes on hyscal characterstics of your elementa air bloodline You can use the followng bloodine ower while n a boodrage once the boodrage ends, your bloodine ower mmedately ceases
Elemental Strikes Su As a swift action u to three times er day, you can imbue your meee attacks with elemental eectrcty for 1 round, deang an extra 1d6 oints of eectrcty damage with your melee attacks Boodrage (Su) You can bloodrage for 15 rounds er day These rounds are renewed ater restng for 8 hours, although the hours of rest need not be consecutve Entering a bloodrage is a free acton While in a bloodrage, you gain a +4 morale bonus to your Strength and Consttuton and a +2 morale bonus on Will saving throws, but you take a 2 enalt y to Armor Class You aso gan 6 additional ht oints, but these dsaear when the bloodrage ends and are not lost first ke temorary hit oints While in boodrage, you cannot use any Charisma, Dexterity, or ntelligencebased sks (excet Acrobatics, Fly, Intimidate, and Ride) or any ability that requires atience or concentration You can end your bloodrage as a free acton When the bloodrage ends, you're fatigued for a number of rounds equa to twce the number of rounds sent n the bloodrage You cannot enter a new bloodrage whe fatigued or exhausted, but otherwise can enter boodrage multie times during a single encounter If you fall unconscous, your bloodrage mmediately ends Bood Sactuary (Su) You gan a +2 bonus on savng throws aganst ses that you or an ally casts (such as fireball). Ucanny Dodge (Ex) You cannot be caught flatfooted, even f an attacker s nvisble, but you stil ose your Dexterity bonus to AC if you're mmoblized or if an oonent successfully uses the fent action aganst you
QUINN Male human investgator 3 G Medium humanod (human) Deity Abadar Homeand Galt nit +2 Senses Percetion + 12 DEFENE
AC 15, touch 13, flat-footed 12 (+2 armor, +2 Dex, +1 dodge) hp 20 (3d8+3) Fort +3, Ref +5, Wi +4 +2 v oson Defesive Abiities tra sense +1 OFFEE
Speed 30 ft Meee sword cane +4 (1d6) or cub +2 (1d6) Ranged hand crossbow +4 (1d4/1920) nvestigator Extracts repared (CL 3rd concentraton +7) 1st cure light wounds shock shield (DC 15), stone fist true strike -
TATTC
Str 10, Dex 14, Con 10, It 18, Wis 13, Cha 12 Base Atk +2 CMB +2 CMD 15 Feats Dodge, Great Fortitude, Weaon Fnesse Skis Acrobatics +8, Arase +8, Craft (alchemy) +10 (+13 to create alchemical items), Dilomacy +7, Disable Device +9, Knowledge (dungeoneering, history, nature) +8, Linguistics + 10, Perceton +12, Sense Motve +7, Selcraft +9, Stealth +8, Use Magic Device +7 Languages Aklo, Ancient sirian, Aquan, Auran, Common, gnan, siriani, Terran SQ achemy (alchemy crafting +3, dentify otions), insiration (5), investgator talents (tra sotter), keen recollecton, oison lore, trafndng + 1 Combat Gear oil of magic weapon potion of sanctuary acid (2), alchemist's fire (2), antitoxin, smokestick Other Gear leather armor, cub, dagger, hand crossbow wth 20 bots, sword cane, eyes of the eagle alchemy crafting kt, backack, belt ouch, formula book (contains all reared extracts, us anticipate peri"M comprehend languages detect secret doors and endure elements) hooded antern, manacles, oil (4 fasks), sunrods (3), thieves' toos, tindertwigs (6), trail ratons (2 weeks), waterskn, 90 g ECAL ABLTE
Achemy (Su) By holdng a otion for 1 round, you can use Craft (alchemy) to dentfy it as if using detect magic. Extracts You can reare a number of extracts each day Extracts behave like sells n otion form, and you cast the sells by drinkng the ext ract You must refer to your formula book whenever you reare an extract nspiration (Ex) You begin each day with a ool of five uses of nsiraton As a free action, you can exend one use of insiraton to add 1d6 to the result of a skil check or abiity check (including any you take 10 or 20 on) You can do ths
after you make the rol, but must do so before the resuts are reveaed You can only use insration once er roll You can use nsiration on any Knowedge, ngustcs, or Secraft skill check without sendng a use of nsiration, rovded you're trained n that sk As an immediate action by exending two uses of insration, you can use insration on attack ros and savng throws nvestigator Taets You have learned the foowing investigator taent: Trap Spotter E Whenever you come within 10 feet of a tra, you receve an immediate Perceton sk check to notice the tra Your G M should attemt this check in secret Kee Recoectio (Ex) You can attemt all Knowledge skill checks untraned oiso Lore (Ex) If you take 1 mi nute to examine a oison, you can attemt a Knowledge (nature) check to identify any natura oison or a Knowledge (arcana) check to identify any magical oison ( DC= the oison's save DC) nce identfed, you can send 1 minute to attemt a Craft (achemy) check (DC= the oison's save DC) to neutralize 1 dose of the oson, renderng it harmless You cannot accidentay oson yourself when alying oson to a weaon or when examinng or attemting to neutralize a oison Trap Sense (Ex) You gain a + 1 bonus on Refex saving throws made to avoid tras and a + 1 dodge bonus to AC against attacks made by tras Trapfinding You gan a +1 bonus on Percetion skil checks made to locate tras and to Dsabe Device checks You can use Dsable Device to disarm magical tras
JIREE Femae hafef wahbucker 3 CG Medium humanoid (ef, human) Deity Cayden Cailean Homeand The Shackle lnit +5; Senses lowght viion; Perceton +6 DEFENE
AC 18, touch 14, flatfooted 14 (+3 armor, +3 Dex, +1 dodge, +1 hied) hp 24 (3d10+3) Fort +3, Ref +7, Wi +1; +2 v. enchantment Defesve Abities charmed fe (+3, 3/day); Immune lee OFFEE
Speed 30 ft. Meee mwk raier +7 (1d6+1/1820) or light mace +6 (1d6+1) Ranged mwk dagger +7 (1d4+1/1920) TATTC
Str 13, Dex 17, Con 12, Int 10, Ws 8, Cha 16 Base Atk +3; CMB +4; CMD 18 Feats Combat Exertie, Combat Reflexe, Skill Focu (Bluff) Skis Acrobatic +8, Bluff +11, Climb +6, Ecae Artit +8, ntimidate +8, Knowledge (nobility) +4, Percetion +6, Sene Motve +3, Sleight of Hand +7 Languages Common, Elven SQ deed (dodgng anache +3, oortune arry and riote, recie trike +3), elf blood, anache (3) Combat Gea potion of good hope potion of jump achemit' fire, holy water, thundertone; Other Gear mwk tudded leather, mwk buckler, dagger, light mace, mwk dagger, mwk raier, cloak of resistance +, backack, belt ouch, botte of fine wine, ignet rng, unrod (3), trail ration (2 week), waterkn, 124 g ther deed avaable to irelle are lted in the ucoming Pathfinder RPG Advanced Class Guide includng ome aready ncororated into the above tatitic. ECAL ABLTE
Charmed fe (Ex) Three time er day a an immedate action before attemtng a av ing throw, you can add a +3 bonu to the reut of the ave. You mut chooe to do th before the rol i made, and may ay only one ue of charmed fe on a given aving throw. Deeds You can end anache oint (ee below) to accomh the followng deed. Note that ome deed do not cot anache ont, but do requre you to have at leat 1. / Dodging Panache E When an oonent attemt a melee attack againt you, a an immediate acton you can end 1 anache oint to move 5 feet, whch grant you a +3 bonu to AC againt that attack. Thi in't a 5foot te, and it rovoke attack of oortunity from creature other than the one that trggered th deed.
Opportune Parry and Riposte E When an oonent attemt a melee attack againt you, you can end 1 anache oint and exend a ue of an attack of oortunity to attemt to arry that attack. Make an attack roll a if you were makng an attack of oortunty. If your attack rol i greater than the attack roll of the attacking creature, the creature' attack automatically mie. For each ze category the attacking creature larger than you, you take a 2 enalty on your attack rol. You mut declare the ue of thi abiity after the creature' attack i announced but before it attack rol i made. Immedatey after you erform a uccef ul arry, if you til have at eat 1 anache oint, you can make an attack a an mmedate action agant the creature whoe attack you bocked (rovded that creature i within your reach). Precise Strike E Whle you have at leat 1 anache ont, you can trke recely wth a light or onehanded iercng melee weaon (even a thrown one, a ong a the target i withn 30 feet) and add a +3 bonu to your damage rol. Creature that are mmune to neak attack are immune to a rece trike. The extra damage in't multied wth a critcal hit. A a wift action, you can end 1 anache oint to double your recie trke' damage bonu on the next attack. Thi mut be ued before the end of your turn, or it i lot. anache (Ex) You begin each day wth 3 anache oint. You can end anache to accomlih deed (ee above), and regain anache each time you confirm a critica hit wt h a light or onehanded iercing weaon or when you reduce a creature to O or fewer hit ont wth a light or onehanded iercing weaon attack.
OOCH Male half-or warpriest 3 CN Medium humanoid (human, or) Deity Gorum Homeand Belkzen lnit +4 Senses darkvison 60 ft. Perception +2 DEFENE
AC 18, touch 10, flat-footed 18 (+8 armor) hp 30 (3d8+9) Fort +5, Ref +1, W +5 Defesve Abities or ferocity OFFEE
Speed 20 ft. Meee greatsword +7 (2d6+6/1920) or heavy fa +6 (1d 10+6/1920) or spiked gauntlet +6 (1d4+4) Ranged mwk heavy crossbow +3 (1d10/1920) Specia Attacks blessings 4/day (Strength: strength surge +1 War: war mind), fervor (1d6, 3/day), sacred weapon (1d6) Warprest Spes repared (CL 3rd concentration +5) 1bless divine favor magic weapon shield of ith 0crete water detect magic read magic stabilize TATTC
Str 18, Dex 10, Co 14, Int 10, Wis 15, Cha 8 Base Atk +2 CMB +6 CMD 16 Feats Combat Casting, Improved nitative, Power Attack, Weapon Focus (greatsword) Skis Heal +8, ntimidate +6, Knowedge (engineering) +4, Knowedge (religion) +4, Sense Motive +6 Languages Common, r SQ focus weapon, or bood, spontaneous casting (cure) Combat Gear scroll of cure moderate wounds scrolls of hide om unded (2), scroll of remove fear wand of cure light wounds (25 charges), alchemst's fre (2), holy water (3) Other Gear mwk half-pate, greatsword, heavy flal, mwk heavy crossbow with 20 bolts, spiked gauntet, pearl of power (1st leve), backpack, batte standard, bet pouch, caltrops, drum, flint and steel, heaer's kit, iron holy symbo of Gorum, shovel, torches (4), trail rations (2 weeks), waterskn, 38 gp ECAL ABLTE
Bessgs (Su) Your deity (Gorum, god of strength and battle) grants you the folowng minor powers, which you can cal upon four times per day in any combination. Strength Surge As a swift action, you gan a + 1 enhancement bonus on melee attacks, combat maneuver checks that rely on Strength, Strength based skills, and Strength checks for 1 round. War ind You can touch an ay to grant it a tactca advantage for 1 minute. Each round at the start of its turn, it can select one of the following bonuses: +10 feet to base land speed, +1 dodge bonus to AC, +1 insight bonus on attack rolls, or a +1 luck bonus on saving throws.
Fervor (Su) Three tmes per day, you can touch a creature to hea it of 1d6 ponts of damage as a standard action targeting yourself is a swift action. Aternatively, you can dea 1d6 points of damage to an undead creature with a successfu meee touch attack as a standard action that provokes an attack of opportunity. This att ack counts as postve energy and undead do not receive a saving throw against it. As a swift acton, you can expend one use of fervor to cast any one warpriest spell you have prepared. You can target only yourself with this spe, even if it could normally affect other or multipe targets. Spells cast n ths way ignore somatic components and do not provoke attacks of opportunty. You do not ne ed to have a free hand to cast a spell in this way. Focus Weapon You receve Weapon Focus as a bonus feat. Sacred Weapon (Su) Your deity's favored weapon (greatsword) and any weapons desgnated by selecting them with the Weapon Focus feat are sacred weapons, and dea damage based on your evel rather than the weapon type. At 3rd evel, a sacred weapon deals 1d6 poin ts of damage. If the weapon normally deals more damage than this, its damage is unchanged. This does not affect any other aspect of the weapon. Spotaeous Castig You can expend any prepared spe that isn't an orison (0-evel spell) in order to cast any spell with cure in its name that's of the same spell leve or lower.
OPEN GAME LICENSE Version 1.0a
The folowing text is the propety of Wizads o the Coast, Inc and is Copyght 2000 Wzards of the Coast, nc. ("Wzards). All Rghts Reseved 1 Dentons: (a) "Contibutos means the copyight and/or tademak ownes who have contibuted Open Game Content; (b) "Deivative Matea means copyrighted material including derivative woks and translations (incuding into othe compute langu ages), potation, modication, coection, addition, extension, upgrade, improvement, compaton, abdgment o othe fom in which an existng wok may be ecast, tansformed o adapted; (c) "Distibute means to repoduce, license, rent, ease, sel, broadcast, publicly display, transmt o otherwse dstribute; (d) "Open Game Content means the game mechanc and includes the methods, pocedures, pocesses and outines to the extent such content does not embody the Poduct dentity and s an en hancement ove the prio at and any additonal content clearly identified as Open Gam e Content by the Contibuto, and means any wok coveed by ths Lcense, including translations and devative woks unde copyright law, but specically excludes Product dentity (e) "Poduct dentity means poduct and poduct line names, ogos and identfyng marks including tade dess; atacts ceatures chaactes, stories storyines plots thematic eements dalogue, incidents, language, atwok, symbols, desgns, depictions, likenesses, omats, poses, concepts, themes and gaphc, photogaphic and othe visual o audo representatons; names and descriptons o chaacters, spells, enchantments, pesonates, teams, personas, likenesses and special abilities; paces, ocations, environments, ceatues, equipment, magical o supenatual abties o efects, logos, symbols, o graphc desgns; and any other tademark o registeed trademark clealy dentfied as Poduct identity by the owne o the Poduct dentity, and whch specically excludes the Open Game Content; (f) "rademark means the logos, names, mark, sign, motto, designs that are used by a Contibuto to dentfy tse or ts poducts or the assocated poducts contibuted to the Open Game icense by the Contributo (g) "Use, "Used or "Using means to use, Distbute, copy, edit, omat, modfy, tansate and othewise create Derivatve Mateal of Open Game Content. (h) "You o "Your means the lcensee n terms o ths ageement 2 The Lcense: This License applies to any Open Game Content that contains a notice ndicating that the Open Game Content may ony be Used unde and in terms o this icense You must afix such a notice to any Open Game Content that you Use. No terms may be added to o subtracted rom this icense except as descibed by the icense itsel No othe terms o conditions may be appied to any Open Game Content dstibuted usng this icense 3 Ofe and Acceptance: By Using the Open Game Content You indcate You acceptance of the terms o th s cense. 4 Gant and Consdeation: n consideaton o ageeing to use t his icense, the Contibutos gant You a perpetual, worldwide, oyaty-ee, non-exclusive license with the exact terms of ths Lcense to Use, the Open Game Content 5 Representaton of Authorty to Contibute: You ae contibutng orginal matea as Open Game Content, You epesent that You Contibutons ae You
oiginal ceation and/o You have sufficient ights to gant the ights conveyed by this License. 6 Notce o cense Copyight: You mu st update the COPYRIGHT NOTICE poton o this icense to ncude the exact text of the COPYRIGHT NOCE o any Open Game Content You are copyng, modifyng o distbuting, and You must add the title, the copyright date, and the copyight holde's name to the COPYRGHT NOTCE o any oiginal Open Gam e Content you Distibute 7 Use o Poduct Identity: You agree not to U se any Product dentity, includng as an indcaton as to compatibty, except as expessy licensed n anothe, ndependent Ageement with the owner o each eement of that Product Identity. You agee not to indicate compatbility o co-adaptability wth any Tademak o Registeed rademark in conjunction with a work containing Open Game Content except as expessly censed in anothe, indepen dent Agreement wth the owner o such Tademak o Registeed Tademak he use of any Product dentty in Open Game Content does not consttute a chalenge to the owneship o that Poduct dentty The owne o any Product Identity used in Open Game Content shal etain al ghts title and inteest in an d to that Poduct dentity 8 Identificaton: I you dstibute Open Game Content You must clealy ndcate which portions o the work that you are dstibuting are Open Game Content. 9. Updating the License: Wizads or ts designated Agents may pubsh updated vesions o ths icense You may use any authoized veson of this icense to copy, mody and distbute any Open Game Content originaly distibuted unde any verson o this License. 0 Copy o this Lcense: You MUST include a copy o ths Lcense with evey copy o the Open Ga me Content You distbute Use o Contbuto Credits: You may not maket o advetise the Open G ame Content using the name o any Contbutor unless You have wtten pemission fom the Contributo to do so 2 nabil ity to Compy: it is impossibe fo You to comply wth any of the terms o this icense with espect to some o all o the Open Game Content due to statute, udicial orde, o govenmenta egulation then You may not Use any Open Game Mateia so afected 3 Teminaton: This Lcense will teminate automaticaly You fail to compy with all tems heren an d fail to cure such breach within 30 days of becoming awae o the beach Al subcenses sha l suvve the teminaton o this icense 4 Reomation: f any provision o ths License is held to be unenfoceabe, such povsion shall be eomed ony to the extent necessay to make it enforceabe. 5 COPYRIGHT NOTICE Open Game icense v 10a © 2000, Wizads of the Coast, Inc System Reference Document © 2000, Wizards of the Coast, Inc; Authos: Jonathan Tweet, Monte Cook, and Skip Wl iams, based on mateial by E. Gay Gygax and Dave Aneson Pathfinder Module: Risen from the Sands © 2 01 4, Paizo Pubishing, LLC; Autho: Rob McCeay