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Release: April, 2002
©2002 Wizards of the Coast, Inc

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Published by Duck, 2021-12-01 16:51:44

Deities & Demigods - Supplement

Release: April, 2002
©2002 Wizards of the Coast, Inc

Keywords: D&D,dnd,Dungeons & Dragons

Olympian Cosmology Hurler, King, Orderer, Purifier, Savior, Strong, Supreme, Thunder-
bolt, and Warlike.
Olympus
Zeus is married to Hera, but his amorous encounters with other
Astral Mt. Olympus women (both divine and mortal) are infamous. He is the father of a
Elysion tremendous number of deities and exceptional mortals, including
the deities Ares, Hephaestus, Apollo, Artemis, Dionysus, Hermes, CHAPTER 4:
Material Hercules, and Athena, a large number of lesser divinities (such as
Ethereal the Muses and the Graces), and a large number of mortals, most of THE OLYMPIAN
them adventurers of heroic stature. PANTHEON

Shadow Dogma
Hades
As ruler of the pantheon, Zeus is in control of events in the uni-
Tartarus verse. His church teaches that nothing happens anywhere with-
out Zeus’s consent. Every blessing or curse that falls on mortal
Fire, Good, Healing, Knowledge, Law, Luck, Madness, Magic, heads happens by the will of “the gods,” which primarily means Illus. by D. Cramer
Nobility, Plant, Protection, Strength, Sun, Travel, Trickery, War, Zeus, though the other Olympian deities often contest his deci-
Water, or Weather. sions. Zeus is rather fickle in his administration of justice in the
universe, he plays favorites, and his favorites change on a whim.
A cleric of the pantheon may be of any alignment. He must However, Zeus cares for mortal life, much like a rather distant
choose one of the following as the weapon that appears when father cares for his children. He almost never sends destruction
spiritual weapon is cast: dagger, greatclub, light mace, longsword, without some cause, real or imagined. The mortal lot, Zeus’s
quarterstaff, short sword, spear (any kind), trident, unarmed clergy teaches, is simply to accept whatever Zeus sends their
strike, or warhammer. way, for good or ill.

Father of Gods and Mortals ZEUS Clergy and Temples
Greater Deity
Symbol: Fist filled with lightning bolts Zeus’s clerics enjoy a position of prestige among the clergy of
Home Plane: Olympus the Olympian deities. As Zeus is king of the gods, so are they
Alignment: Chaotic good rulers among clerics. No Olympian clerics care much for church
Portfolio: Sky, air, storms, fate, nobility hierarchy, but when your patron is the head of the pantheon, you
Worshipers: Everyone tend to get a little more respect.
Cleric Alignments: CG, CN, NG
Domains: Air, Chaos, Good, Nobility, Zeus’s clerics wear white tunics, and lead monthly sacrifices
in his grand temples. His temples are found in every settlement
Strength, Weather where the Olympians are worshiped, and even the smallest
Favored Weapon: Shortpear or halfspear towns boast grand and impressive structures to honor the king
of the gods.
The king of the gods, Zeus (zoos), appears as a mighty male human 101
standing about 15 feet tall. He has white hair and a long, white beard. ZEUS
He wears a white tunic and carries his shield, Aegis, which bears the
likeness of the head of the first medusa. A white celestial giant eagle Barbarian 20/Fighter 20/Cleric 10
is always at Zeus’s side. Large Outsider
Divine Rank: 19
Zeus is one of the six children of Cronus and Rhea, and led the Hit Dice: 20d8+240 (outsider) plus 20d12+240 (Bbn) plus
other gods in revolt against their tyrannical father (after liberating
them from Cronus’s belly). He has many minor titles, including 20d10+270 (Ftr) plus 10d8+120 (Clr) (1,550 hp)
Averter of Ills, Bountiful, Contriver, Counselor, Descender, Dusty, Initiative: +14 (+10 Dex, +4 Improved Initiative)
Friendly, God of Oaths, Gracious, Guide of Fate, Highest, Hospitable, Speed: 90 ft., fly 240 ft. perfect
AC: 86 (–1 size, +10 Dex, +19 divine, +32 natural, +7 Aegis, +9

deflection)
Attacks*: Huge +5 shocking burst thundering shortspear +93/+88/

+83/+78 melee; or spell +83 melee touch or +73 ranged touch
*Always receives a 20 on attack rolls; roll die to check for crit-
ical hit.
Damage*: Huge +5 shocking burst thundering shortspear 2d6+56/19–20
plus 1d6 electricity/×3; or by spell *Always does maximum
damage (shortspear 68 points).
Face/Reach: 5 ft. by 5 ft./10 ft.
Special Attacks: Domain powers, salient divine abilities, spell-like
abilities, turn undead 12/day.
Special Qualities: Divine immunities, DR 54/+4 (4/–), fire
resistance 39, spontaneous casting of divine spells, under-
stand, speak, and read all languages and speak directly to all
beings within 19 miles, remote communication, godly realm,
teleport without error at will, plane shift at will, uncanny dodge
(cannot be flanked, +4 against traps), SR 51, divine aura (19
miles, DC 38).
Saves*: Fort +70, Ref +66, Will +65. *Always receives a 20 on saves.
Abilities: Str 51, Dex 30, Con 34, Int 28, Wis 28, Cha 28.
Skills*: Concentration +61, Diplomacy +40, Handle Animal +68,
Heal +38, Intimidate +68, Intuit Direction +68, Jump +98,

CHAPTER 4: Blast, Shapechange, True Shapechange. †Unique
ability, described below.
THE OLYMPIAN Domain Powers: 19/day turn or
PANTHEON destroy earth creatures, or rebuke
or command air creatures; cast
Illus. by A. Swekel Knowledge chaos spells at +1 caster
(arcana) +78, level; cast good spells at +1
102 Knowledge caster level; 19/day inspire
(architecture allies (+2 morale bonus for
and engineer- 9 rounds); 19/day feat of
ing) +68, Knowl- strength (+10 enhance-
edge (geography) ment bonus to Str for 1
+68, Knowledge (history) round).
+73, Knowledge (local) +68, Spell-Like Abilities:
Knowledge (nature) +73, Knowledge (nobility Zeus uses these abilities
and royalty) +73, Knowledge (religion) +78, as a 29th-level caster,
Knowledge (the planes) +73, Listen +50, Ride (horse) +31, Scry except for chaos spells
+38, Search +48, Sense Motive +48, Spellcraft +38, Spot +50. and good spells, which he
*Always receives a 20 on checks. uses as a 30th-level caster.
Feats: Alertness, Blind-Fight, Blindsight 5-ft. Radius, Cleave, The save DCs are 38 +
Combat Reflexes, Divine Might, Dodge, Endurance, Energy spell level. Aid, air walk,
Substitution (electricity), Expertise, Eyes in the Back of Your animate objects, Bigby ’s
Head, Great Cleave, Great Fortitude, Hold the Line, Improved clenched fist, Bigby’s crush-
Bull Rush, Improved Critical (longspear), Improved Disarm, ing hand, Bigby’s grasping
Improved Grapple, Improved Initiative, Improved Sunder, Im- hand, blade barrier, bull’s
proved Trip, Improved Unarmed Strike, Knock-Down, Leader- strength, call lightning,
ship, Mobility, Power Attack, Power Critical (shortspear), chain lightning, chaos
Sacred Spell, Spring Attack, Sunder, Superior Expertise, hammer, cloak of chaos,
Weapon Focus (shortspear), Weapon Specialization (short- control weather, control
spear), Whirlwind Attack. winds, demand, discern lies,
dispel evil, dispel law, divine
Divine Immunities: Ability damage, ability drain, acid, cold, favor, elemental swarm (air
death effects, disease, disintegration, electricity, energy drain, mind- only), endure elements,
affecting effects, paralysis, poison, sleep, stunning, transmutation, enthrall, fog cloud, gaseous
imprisonment, banishment. form, geas/quest, greater com-
mand, holy aura, holy smite,
Salient Divine Abilities: Alter Form, Alter Reality, Alter holy word, ice storm, magic circle
Size, Annihilating Strike, Battlesense, Divine Rage, Call Crea- against evil, magic circle against
tures (celestial giant eagles), Create Greater Object, Create law, magic vestment, obscuring mist,
Object, Creative Blood†, Divine Battle Mastery, Divine Blast,
Divine Creation, Divine Shield, Divine Splendor, Divine protection from evil, protection from law, repulsion, righteous might,
Weapon Focus (shortspear), Divine Weapon Specialization shatter, sleet storm, spell immunity, stoneskin, storm of vengeance,
(shortspear), Energy Storm (lightning), Extra Domain (Air), summon monster IX (as chaos or good spell only), whirlwind, wind
Extra Domain (Nobility), Extra Domain (Strength), Mass Divine wall, word of chaos.

Divine Rage: The following changes are in effect as long as
Zeus rages: AC 81; hp 1,900; Atk +98/+93/+88/+83 melee
(2d6+61/19–20/×3, Huge +5 shocking burst thundering shortspear; max
damage 73 points); SQ Fire resistance 49, SR 61; SV Fort +75, Will
+70; Str 61, Con 44; Concentration +66, Jump +103. His rage can be
used 19 times per day, it lasts for 1 hour (or until ended), and he is
not winded afterward.

Cleric Spells/Day: 6/8/7/6/6/5; base DC = 19 + spell level.
Creative Blood (unique salient divine ability): When
Zeus suffers at least 20 points of damage from a single attack, his
blood transforms into a monster when it strikes the ground. (If
Zeus is fighting in the air, the monster may appear far below
him; if he is fighting over the sea or on a plane with no gravity,
his blood does not transform.) Determine the monster by rolling
1d4+10 for the dungeon level, then rolling on the appropriate
table in Chapter 4 of the DUNGEON MASTER’s Guide for random
dungeon encounters of that level.
Possessions: Zeus’s shield Aegis is a +5 Huge steel shield with the
heavy fortification special ability. The shield bears the likeness of
the head of the first medusa and bestows the frightful presence
special ability upon its bearer, affecting all creatures that come
within 10 feet of the shield. Such creatures become frightened un-
less they succeed at a Will save (DC 50).
Caster Level: 25th; Weight: 30 lb.

1 Other Divine Powers CHAPTER 4:
2
As a greater deity, Zeus automatically receives the best possible THE OLYMPIAN
result on any die roll he makes (including attack rolls, damage, PANTHEON
checks, and saves). He is immortal.
3 Illus. by D. Cramer
1 Senses: Zeus can see, hear, touch, and smell at a distance of
nineteen miles. As a standard action, he can perceive anything
within nineteen miles of his worshipers, holy sites, objects, or any
location where one of his titles or name was spoken in the last
hour. He can extend his senses to up to twenty locations at once.
He can block the sensing power of deities of his rank or lower at up
to two remote locations at once for 19 hours.

Portfolio Sense: Zeus is aware of everything under the open
sky nineteen weeks before it happens, and retains the sensation for
nineteen weeks after the event occurs.

Automatic Actions: Zeus can use any of his skills as a free
action if the DC for the task is 30 or lower. He can perform up to
twenty such free actions per round.

Create Magic Items: Zeus can create magic weapons and any
item that uses electricity, such as a wand of lightning bolt.

Avatars

Zeus uses his avatars most commonly for his dalliances with
mortal women.

dAvatar of Zeus: As Zeus except divine rank 9; AC 66 (touch
37, flat-footed 56); Atk +83/+78/+73/+68 melee (2d6+46 plus 1d6
electricity/×3, Huge +5 shocking burst thundering shortspear) or spell
+73 melee touch or +63 ranged touch; SQ DR 44/+4, fire resistance
29, SR 41, divine aura (900 ft., DC 28); SV Fort +60, Ref +56, Will
+55; all skill modifiers reduced by 10.

Salient Divine Abilities: Alter Size, Annihilating Strike, Creative
Blood†, Divine Blast, Divine Rage, Divine Shield, Divine Weapon
Focus (spear), Divine Weapon Specialization (spear), Extra Domain
(Air), Extra Domain (Nobility), Extra Domain (Strength). †Unique
ability, described above.

Divine Rage: The following changes are in effect as long as Zeus’s
avatar rages: AC 61; hp 1,900; Atk +98/+93/+88/+83 melee
(2d6+61/19–20/×3, Huge +5 shocking burst thundering shortspear; max
damage 73 points); SQ Fire resistance 39, SR 51; SV Fort +75, Will
+70; Str 61, Con 44; Concentration +56, Jump +93. His rage can be
used 9 times per day, it lasts for 1 hour (or until ended), and he is
not winded afterward.

Spell-Like Abilities: Caster level 19th; saving throw DC 28 +
spell level.

Intermediate Deity APHRODITE
Symbol: Seashell
Olympian Temple Home Plane: Olympus
Alignment: Chaotic good
1. Entry Colonnade Portfolio: Love, beauty
Worshipers: Artists, lovers, bards,
2. Worship Chamber
elves
3. Altar Room (priests only) Cleric Alignments: CG, CN, NG
Altar Domains: Chaos, Charm, Good
Favored Weapon: Dagger
Pool

Pillar The deity of romantic love, sexual desire, and physical beauty, Aph-
rodite (aff-ro-dite-ee) embodies those ideals. She appears as a
Statue human woman of phenomenal beauty, dressed in a simple gown
and adorned with jewelry. She is usually smiling and in fact is often
Scale in Feet called “smile-loving” or “laughter-loving Aphrodite.” Aphrodite
was born from the sea foam after Cronus castrated his father
5 Uranus and cast his severed genitals into the sea.

2.5 True to her nature, Aphrodite has not only inspired other
deities to acts of passion (with each other and with mortals), but
has indulged in several affairs of her own. She is married to 103

CHAPTER 4: Hephaestus, but has borne six children to Ares, one to Hermes, inspire courage, inspire greatness, suggestion) range 14 miles,
two to Poseidon, one to Dionysus, and at least one to a mortal familiar (butterflies), SR 46, divine aura (1,400 ft., DC 42).
THE OLYMPIAN man, the Trojan Anchises. Saves: Fort +53, Ref +58, Will +53.
PANTHEON Abilities: Str 32, Dex 30, Con 24, Int 30, Wis 24, Cha 47.
Dogma Skills*: Animal Empathy +52, Balance +46, Bluff +52, Con-
Illus. by D. Giancola centration +81, Craft (pottery) +64, Craft (weaving) +64,
While her constant lover Ares represents the destructive side of
104 chaos, Aphrodite embodies the joy of passion, freedom, Diplomacy +91, Disguise +52, Gather Information +82,
and whimsy. Her brand of passion creates rather than Handle Animal +52, Heal +31, Hide +20, Innuendo
destroys life, and she celebrates the beauty of life in +43, Intimidate +64, Jump +27, Knowledge (arcana)
all forms. Laughter-loving Aphrodite urges her fol- +84, Knowledge (religion) +79, Knowledge (the
lowers to take whatever pleasure can be extracted planes) +64, Listen +63, Move Silently +64,
from life without allowing social strictures to Perform +103, Scry +64, Sense Motive +71, Spell-
squelch their freedom, their creativity, or their craft +64, Spot +23, Tumble +44. *Always
passion. Though she promotes the ideals of receives a 20 on checks.
good, she does not demand that anyone Feats: Alertness, Disguise Spell,
take up arms to promote it. Though her Dodge, Enlarge Spell, Eschew
own actions have provoked great conflicts, Materials, Extend Spell, Ex-
Aphrodite would prefer to see mortals pertise, Forge Ring, Greater Spell
make love rather than war. Focus (Enchantment), Greater Spell
Penetration, Lightning Reflexes,
Clergy and Temples Mobility, Skill Focus (Perform), Spell
Focus (Enchantment), Spell Penetration,
Aphrodite’s clerics are matchmakers, dispensers of advice Spring Attack, Superior Expertise, Whirlwind
to the lovelorn, and general meddlers in other people’s Attack.
personal business. They are also prominent hedonists,
seeking out every opportunity to enjoy what pleas- Divine Immunities: Ability damage,
ures this world offers before moving on to the next. ability drain, acid, cold, death effects, dis-
Most are gentle and peaceable, and few find any ease, disintegration, electricity, energy drain,
reason to adventure. Those that do adventure gener- mind-affecting effects, paralysis, poison, sleep,
ally do so out of a belief that their actions can stunning, transmutation, imprisonment, ban-
improve the world, making it a more peaceful place ishment.
where love and beauty can flourish in the absence of Salient Divine Abilities: Alter Form, Alter
violence and evil. Reality, Alter Size, Area Divine Shield, Avatar, Create
Greater Object, Create Object, Curse of Madness†,
Aphrodite’s temples are beautifully decorated with Divine Bard, Divine Blessing (Charisma), Divine Dodge,
fine art and precious implements. They are usually Divine Inspiration (any emotion), Divine Shield, Divine
found only in cities, though Aphrodite herself, as one Skill Focus (Perform), Divine Spell Focus (Enchant-
of the twelve Olympians, is revered wherever the rest ment), Empowered Inspiration (love and desire)†, Shape-
of the pantheon is worshiped. change. †Unique ability, described below.
Domain Powers: Cast chaos spells at +1 caster
APHRODITE level; 14/day increase Cha by +4 for 1 minute; cast
good spells at +1 caster level.
Bard 20/Cleric 10/Sorcerer 10 Spell-Like Abilities: Aphrodite uses these abilities
Large Outsider as a 24th-level caster, except for chaos spells and good
Divine Rank: 14 spells, which she uses as a 25th-level caster. The save
Hit Dice: 20d8+140 (outsider) DCs are 42 + spell level. Aid, animate objects, blade barrier, calm
emotions, chaos hammer, charm monster, charm person, cloak of
plus 20d6+140 (Brd) plus chaos, demand, dispel evil, dispel law, dominate monster, emotion,
10d8+70 (Clr) plus 10d4+70 geas/quest, holy aura, holy smite, holy word, insanity, magic circle
(Sor) (820 hp) against evil, magic circle against law, protection from evil, protection
Initiative: +10 (Dex) from law, shatter, suggestion, summon monster IX (as chaos or
Speed: 80 ft. good spell only), word of chaos.
AC: 78 (–1 size, +10 Dex, +14 divine, Bard Spells Known (4/9/9/8/8/8/8; base DC = 28 +
+27 natural, +18 deflection) spell level, or 42 + spell level for enchantments): 0—
Attacks: Wave +63 ranged touch; daze, ghost sound, light, open/close, prestidigitation, read
or Small +5 chaotic dancing dagger magic; 1st—cause fear, charm person, expeditious
+69/+64/+59/+54 melee; or Small +5 chaotic danc- retreat, hypnotism, sleep; 2nd—animal trance,
ing dagger +68 ranged; or spell +65 melee touch enthrall, hypnotic pattern, suggestion, Tasha’s hideous
or +63 ranged touch laughter; 3rd—charm monster, confusion, emotion, fear,
Damage: Wave 1d10; Small +5 chaotic dancing lesser geas; 4th—break enchantment, dominate person,
dagger 1d6+16/19–20 hold monster, modify memory, shout; 5th—control water,
Face/Reach: 5 ft. by 5 ft./10 ft. dream, greater dispelling, mislead, nightmare; 6th—eyebite, geas/quest,
Special Attacks: Domain powers, salient mass suggestion, repulsion.
divine abilities, spell-like abilities, turn Cleric Spells/Day: 6/7/7/6/5/4; base DC = 17 + spell level, or
undead 21/day. 31 + spell level for enchantments.
Special Qualities: Divine immunities, DR 49/+4, fire resistance Sorcerer Spells Known (6/11/11/10/9/7; base DC = 28 +
34, spontaneous casting of divine spells, understand, speak, spell level, or 42 + spell level for enchantments): 0—dancing
and read all languages and speak directly to all beings within
14 miles, remote communication, godly realm, teleport without
error at will, plane shift at will, bardic knowledge +30, bardic
music 20/day (countersong, fascinate, inspire competence,

lights, flare, ghost sound, mage hand, mending, open/close, prestidigi- APOLLO CHAPTER 4:
tation, ray of frost, resistance; 1st—comprehend languages, message,
obscuring mist, ray of enfeeblement, silent image; 2nd— The Musician of the Gods, The Archer God, The Farshooter, The Healer, THE OLYMPIAN
blindness/deafness, detect thoughts, mirror image, whispering wind; The God of Light, The God of Truth PANTHEON
3rd—dispel magic, displacement, haste; 4th—bestow curse, confusion;
5th—feeblemind. Intermediate God Illus. by D. Cramer
Symbol: Lyre
Curse of Madness (unique salient divine ability): When Home Plane: Olympus
a mortal angers Aphrodite, she can make him mad with no Alignment: Chaotic good
more than a glance. The effect is identical with a permanent Portfolio: Light, prophecy, music, healing
insanity spell, and mortals do not receive a saving throw. At Worshipers: Bards, elves, wizards,
Aphrodite’s option, if her target is male, she can instead make
him impotent. sorcerers, healers, sages
Cleric Alignments: CG, CN, NG
Empowered Inspiration (unique salient divine ability): Domains: Good, Healing, Knowledge,
When Aphrodite uses her Divine Inspiration ability to incite love
or desire, the power can affect deities of any rank. The DC for this Magic, Sun
use of the power is 56. Only Athena, Hestia, and Artemis are said to Favored Weapon: Composite longbow
be immune to the lust-inducing powers of Aphrodite.
The god of music, light, and healing, Apollo (ah-pahl-low), appears
Other Divine Powers as a comely, beardless young man carrying a golden lyre and a
silver bow.
As an intermediate deity, Aphrodite automatically receives a die
result of 20 on any check. She treats a 1 on a saving throw or attack It was Apollo who first taught people the healing art. While gen-
roll normally and not as an automatic failure. She is immortal. erally benevolent and helpful, he can be truly terrible when angry,
often loosing arrows that visit disease and death on targets they
Senses: Aphrodite can see, hear, touch, and smell at a distance strike. He is quite vain about his musical prowess.
of fourteen miles. As a standard action, she can perceive anything
within fourteen miles of her worshipers, holy sites, objects, or any Dogma
location where one of her titles or name was spoken in the last
hour. She can extend her senses to up to ten locations at once. She Apollo is a tolerant god who is interested in healing wounds
can block the sensing power of deities of her rank or lower at up to and ailments of the spirit as well as the body. He preaches peace,
two remote locations at once for 15 hours. forgiveness, and justice over revenge. He urges his followers to
make peace where they can and to help those who have strayed
Portfolio Sense: Aphrodite knows when two people fall in love atone for their misdeeds. He does not tolerate willful acts of evil,
or make love, and is aware of any action committed in the heat of however, and has no patience with unrepentant criminals. He has
passion. She retains the sensation of such events for fourteen a very low opinion of thieves and those who make their livings dis-
weeks after they occur. honestly. (It is said that no falsehood has ever passed his lips.) He
advocates stern penalties for outlaws.
Automatic Actions: Aphrodite can use any Charisma-
related skill as a free action if the DC for the task is 25 or lower. Apollo urges his followers to be bold and relentless when
To use a skill as a free action, Aphrodite must have ranks in the facing evil, but also to remember to have compassion for the vic-
skill, or the skill must be usable untrained. Aphrodite cannot do tims of evil and to take time to appreciate the finer things in life,
anything as a free action if the task would be a move action or especially music.
part of a move action. She can perform up to ten such free
actions in a round. Clergy and Temples

Create Magic Items: Aphrodite can create any magic item that Apollo’s clerics often wear golden or yellow garb. They serve as
has an enchantment effect, such as eyes of charming, as long as the advisors, teachers, diplomats, and healers. They prefer a peaceful
item’s market price does not exceed 200,000 gp. role, mediating disputes and making the injured whole when they
can. They are not afraid to take up arms when necessary, however,
Avatars and gladly make their points on the battlefield if they cannot do so
in the council chamber.
Aphrodite’s avatars are almost always beautiful women, though
they vary widely in appearance. She uses them to enjoy the com- Apollo’s temples are usually placed in sunny spots or near
pany of nymphs and other fey, and occasionally mortals. caves or hot springs. In addition to hospitals for the sick, Apollo’s
temples usually also include divination chambers where his clerics
dAvatar of Aphrodite: As Aphrodite except divine rank 7; divine the future.
AC 64 (touch 44, flat-footed 54); Atk +56 ranged touch (1d10,
wave); or +62/+57/+52/+47 melee (1d6+16 plus 2d6 APOLLO
chaotic/19–20, Small +5 chaotic dancing dagger) or +61 ranged
(1d6+16 plus 2d6 chaotic/19–20, Small +5 chaotic dancing dagger) Fighter 9/Bard 20/Wizard 10/Cleric 10
or spell +56 melee touch or +58 ranged touch; SQ DR 42/+1, Large Outsider (Chaotic, Good)
fire resistance 27, SR 39, divine aura (700 ft., DC 35); SV Fort Divine Rank: 15
+46, Ref +51, Will +46; Perform +92; all other skill modifiers Hit Dice: 20d8+140 (outsider) plus 9d10+63 (Ftr) plus 20d6+140
reduced by 7.
(Brd) plus 10d4+70 (Wiz) plus 10d8+70 (Clr) (973 hp)
Salient Divine Abilities: Alter Form, Alter Size, Area Divine Initiative: +15 (+11 Dex, +4 Improved Initiative)
Shield, Create Greater Object, Create Object, Divine Bard, Speed: 80 ft.
Divine Blessing (Charisma), Divine Shield, Divine Skill Focus AC: 75 (–1 size, +11 Dex, +15 divine, +28 natural, +12 deflection)
(Perform). Attacks: Huge +5 mighty speed disruption holy composite longbow

Spell-Like Abilities: Caster level 17th; saving throw DC 35 + (+7 Str bonus) with +5 arrows +85/+85/+80/+75/+70 ranged; or
spell level. unarmed strike +66/+61/+56/+51 melee; or spell +66 melee
touch or +70 ranged touch
Spells: As Aphrodite, except save DCs against the avatar’s Damage: Huge +5 mighty speed disruption holy composite longbow (+7
enchantment spells are 30 for bard spells, 19 for cleric spells, and Str bonus) with +5 arrows 1d10+19/19–20/×3; or unarmed strike
30 for wizard spells. 1d4+7; or by spell

105

CHAPTER 4: Face/Reach: 5 ft. by 5 ft./10 ft. Divine Bard, Divine Blast, Divine Shield, Divine Weapon Focus
Special Attacks: Turn undead 12/day, domain powers, salient (composite longbow), Extra Domain (Healing), Extra Domain
THE OLYMPIAN (Knowledge), Gift of Life, Instant Counterspell, Irresistible Per-
PANTHEON divine abilities, spell-like abilities. formance, Power of Truth, Spontaneous Wizard Spells.
Special Qualities: Divine immunities, DR 50/+4, fire resistance
Illus. by G. Angus Domain Powers: Cast good spells at +1 caster level; cast heal-
35, spontaneous casting of divine spells, understand, speak, and ing spells at +1 caster level; cast divination spells at +1 caster
106 read all languages and speak directly to all beings within 15 level; use spell completion and spell trigger devices as Wiz15;
miles, remote communication, godly realm, teleport without error 15/day greater turning.
at will, plane shift at will, bardic knowledge +35, bardic music
28/day (countersong, fascinate, inspire competence, inspire Spell-Like Abilities: Apollo uses these abilities as a 25th-
courage, inspire greatness, suggestion) range 15 miles, familiar level caster, except for good spells, healing spells, and divina-
(hawk), SR 67, divine aura (1,500 ft., DC 37). tion spells, which he uses as a 26th-level caster. The save DCs
Saves: Fort +58, Ref +63, Will +61. are 38 + spell level. Aid, antimagic field, blade barrier, clairaudi-
Abilities: Str 24, Dex 33, Con 24, Int 40, Wis 30, Cha 34.
Skills*: Alchemy +73, Balance +28, Bluff +73, Climb +34, Con- ence/clairvoyance, cure critical wounds, cure light
centration +94, Craft (musical instrument) +90, Diplomacy wounds, cure moderate wounds, cure serious
+98, Gather Information +50, Handle Animal +42, Heal wounds, detect secret doors, detect thoughts, discern
+63, Intimidate +33, Jump +39, Knowledge location, dispel evil, dispel magic, divination,
(arcana) +102, Knowledge (geography) endure elements, find the path, fire seeds,
+66, Knowledge (history) +66, Knowl- fire shield, flame strike, foresight, heal,
edge (nature) +89, Knowledge (nobility healing circle, heat metal, holy
and royalty) +66, Knowledge (religion) aura, holy smite, holy word, iden-
+102, Knowledge (the planes) +89, Listen tify, imbue with spell ability,
+82, Perform +86, Profession (herbalist) legend lore, magic circle against
+84, Ride (horse) +28, Scry +93, Search evil, mass heal, Mordenkainen’s
+64, Sense Motive +82, Spellcraft +102, disjunction, Nystul’s undetect-
Spot +59, Swim +37, Tumble +34, Use Magic able aura, prismatic sphere,
Device +70, Wilderness Lore +31. *Always protection from evil, protection
receives a 20 on checks. from spells, regenerate, searing
Feats: Brew Potion, Combat Reflexes, light, spell resistance,
Craft Magic Arms and Armor, Craft spell turning, sum-
Wondrous Item, mon monster IX (as
Deflect Arrows, good spell only),
Disguise Spell, sunbeam, sunburst,
Dodge, Empower true resurrection,
Spell, Enlarge true seeing.
Spell, Exper- Bard Spells
tise, Extend Known (4/7/7/
Spell, Extra 7/7/6/6; base DC =
Music (×2), Far 22 + spell level, 26 +
Shot, Fleet of spell level for enchant-
Foot, Greater ments and illusions): 0—
Spell Focus dancing lights, flare, ghost
(Enchant- sound, light, mage hand, read
ment), Forge magic; 1st—erase, expeditious
Ring, Greater Spell retreat, identify, sleep, ventrilo-
Focus (Illusion), Greater Spell Pene- quism; 2nd—animal trance,
tration, Heighten Spell, Improved daylight, glitterdust, pyrotech-
Critical (composite longbow), Improved nics, Tasha’s hideous laughter;
Disarm, Improved Initiative, Improved 3rd—confusion, displacement,
Trip, Improved Unarmed Strike, Jack of haste, illusory script, sculpt
All Trades, Lightning Reflexes, Maxi- sound; 4th—dominate person,
mize Spell, Mobility, Persistent Spell, hold monster, modify memory,
Point Blank Shot, Power Critical (com- rainbow pattern, shout; 5th—
posite longbow), Precise Shot, Quicken control water, false vision,
Spell, Rapid Shot, Run, Scribe Scroll, Sharp-Shooting, Shot on mind fog, mislead, persistent
the Run, Skill Focus (Perform), Spell Focus (Enchantment),
Spell Focus (Illusion), Spell Mastery, Spell Penetration, Still image; 6th—control weather, mass haste, repulsion, veil.
Spell, Stunning Fist, Superior Expertise, Weapon Focus Cleric Spells/Day: 6/8/8/6/6/5; base DC = 20 + spell level, 24
(composite longbow), Weapon Specialization (composite long-
bow), Whirlwind Attack, Widen Spell. + spell level for enchantment spells and illusions.
Wizard Spells/Day: 4/8/8/7/6/5; base DC = 25 + spell level,
Divine Immunities: Ability damage, ability drain, acid, cold,
death effects, disease, disintegration, electricity, energy drain, 29 + spell level for enchantment spells and illusions.
mind-affecting effects, paralysis, poison, sleep, stunning, transmu- Possessions: Apollo fires +5 arrows from his bow. Living crea-
tation, imprisonment, banishment.
tures struck by these arrows must make Fortitude saves (DC 23) or
Salient Divine Abilities: Alter Form, Alter Reality, Alter Size, be afflicted with a supernatural disease, Apollo’s plague, which has
Area Divine Shield, Arcane Mastery, Avatar, Divine Archery, an incubation period of 1 day. Damage is 1d4 Con and 1d4 Dex.

Caster Level: 20th; Weight: 3 lb. (20 arrows).

Other Divine Powers

As an intermediate deity, Apollo automatically receives a die result

of 20 on any check. He treats a 1 on a saving throw or attack roll The god of strife, Ares CHAPTER 4:
normally and not as an automatic failure. He is immortal. (air-ees), usually
THE OLYMPIAN
Senses: Apollo can see, hear, touch, and smell at a distance appears as a large PANTHEON
of fifteen miles. As a standard action, he can perceive any- man with burning,
thing within fifteen miles of his worshipers, holy hateful eyes and Illus. by D. Cramer & W. Reynolds
sites, objects, or any location where one a permanent
of his titles or name was spoken in the scowl etched
last hour. He can extend his senses to across his face.
up to ten locations at once. He can Ares is the
block the sensing power of deities of personifica-
his rank or lower at up to two remote tion of the
locations at once for 15 hours. savage side
of war. He is
Portfolio Sense: Apollo senses fond of strife,
the casting of any spell, the firing of
any arrow, or any act of healing instant it anger, and unrestrained
happens and retains the sensation for fifteen bloodletting. He also is
weeks after the event occurs. jealous, untrustworthy,

Automatic Actions: Apollo can use and easily offended. As
Craft (musical instrument), Knowledge such, he is not a very
(arcana), Knowledge (geography), Knowl- popular god among
edge (history), Knowledge (nature), Knowl- mortals or among
edge (nobility and royalty), Knowledge (reli- the other gods. He
gion), Knowledge (the planes), or Profession is the son of Zeus
(herbalist) as a free action if the DC for the task and Hera, both of
is 25 or lower. He can perform up to ten such whom detest him.
free actions each round. Ares is the arch-
foe of Athena, his
Create Magic Items: Apollo can create half sister (after a
magic items of all kinds, as long as the item’s mar- fashion) and fel-
ket price does not exceed 200,000 gp. low war god.

Avatars Dogma

Apollo’s avatars are usually, but not always, Ares teaches that the world is a cruel and
beardless young males who look just like he terrible place where only the strong have a right
does. He makes little use of them, except to to happiness. He instructs his followers to
counter great evils.
answer every insult, lie when necessary, and
dAvatar of Apollo: As Apollo except covet what is not theirs. All these acts, says
divine rank 7; AC 59 (touch 39, flat-footed Ares, can lead one into the joy of battle.
48); Atk +77/+77/+72/+67/+62 ranged or
+58/+53/+48/+43 melee (1d8+19/×3, +5 Clergy and Temples
mighty speed disruption holy composite long-
bow (+7 Str bonus) with +5 arrows or Ares’s clerics prefer crimson garb and do
1d3+7 unarmed strike) or spell +58 whatever they can to promote strife and
melee touch or +62 ranged touch; SQ DR open warfare. Many serve as generals or mili-
42/+4, fire resistance 27, SR 39, divine tary advisors to aggressive rulers. Still others lead
aura (700 ft., DC 29); SV Fort +50, Ref +55, Will +53; all skill mod- bands of bloodthirsty raiders that terrorize the countryside. When
ifiers reduced by 8. not actually fighting or plotting, they train in the arts of war.
Many clerics of Ares are cleric/fighters or cleric/barbarians.
Salient Divine Abilities: Alter Size, Arcane Mastery, Divine Ares’s clerics oppose clerics of Athena wherever and whenever
Archery, Divine Shield, Divine Weapon Focus (composite long- they can. Wherever the two sects meet, blood is sure to flow.
bow), Extra Domain (Healing), Extra Domain (Knowledge), Power Temples to Ares are rare. They are usually forbidding fortresses
of Truth, Spontaneous Wizard Spells. built to intimidate civilians and serve as bases for raiding or other
military action.
Spell-Like Abilities: Caster level 17th; saving throw DC 30 +
spell level. ARES

The Ruthless God, He Who Delights in Battle ARES Cleric 20/Fighter 20
Intermediate God Large Outsider (Chaotic, Evil)
Symbol: Spear Divine Rank: 15 107
Home Plane: Olympus Hit Dice: 20d8+220 (outsider) plus 20d8+220 (Clr) plus 20d10+220
Alignment: Chaotic evil
Portfolio: War, killing, strife (Ftr) (1,180 hp)
Worshipers: Fighters, barbarians, Initiative: +12, always first (+8 Dex, +4 Improved Initiative,

half-orcs Supreme Initiative)
Cleric Alignments: CE, CN, NE Speed: 80 ft.
Domains: Chaos, Destruction, Evil, AC: 86 (–1 size, +8 Dex, +15 divine, +28 natural, +10 armor [+5

War heavy fortification breastplate], +7 armor [+5 large steel shield],
Favored Weapon: Halfspear +9 deflection)
Attacks: +5 chaotic unholy ghost touch shortspear +84/+79/+74/+69
melee; or spell +74 melee touch or +63 ranged touch

CHAPTER 4: Damage: +5 chaotic unholy ghost touch shortspear 1d8+41/19–20/×3; extend his senses to up to ten locations at once. He can block the
or by spell sensing power of deities of his rank or lower at up to two remote
THE OLYMPIAN locations at once for 15 hours.
PANTHEON Face/Reach: 5 ft. by 5 ft./10 ft.
Special Attacks: Domain powers, salient divine abilities, spell-like Portfolio Sense: Ares senses any act of aggression, bloodshed,
or war the instant it happens and retains the sensation for fifteen
abilities, rebuke undead 12/day. weeks after the event occurs.
Special Qualities: Divine immunities, DR 40/+4, fire resist-
Automatic Actions: Ares can use Craft (armorsmithing), Craft
ance 35, spontaneous casting of divine spells, understand, (metalworking), Craft (weaponsmithing), or Knowledge (nobility
speak, and read all languages and speak directly to all beings and royalty) as a free action if the DC for the task is 25 or lower. He
within 15 miles, remote communication, godly realm, teleport can perform up to ten such free actions each round.
without error at will, plane shift at will, SR 47, divine aura
(1,500 ft., DC 34). Create Magic Items: Ares can create magic weapons, armor,
Saves: Fort +58, Ref +55, Will +54. and destructive items such as a horn of blasting, as long as the item’s
Abilities: Str 48, Dex 26, Con 32, Int 25, Wis 25, Cha 29. market price does not exceed 200,000 gp.
Skills*: Climb +56, Concentration +49, Craft (armorsmithing)
+82, Craft (metalworking) +82, Craft (weaponsmithing) +82, Avatars
Diplomacy +72, Handle Animal +70, Heal +23, Jump +56,
Knowledge (arcana) +68, Knowledge (history) +45, Knowledge Ares sends his avatar to undo peaceful settlements to conflicts and
(nobility and royalty) +45, Knowledge (religion) +68, Listen +50, assist with epic conquests. He also sends his avatars anywhere he
Ride (horse) +74, Scry +45, Sense Motive +45, Spellcraft +45, suspects the hand of Athena at work.
Spot +50. *Always receives a 20 on checks.
Feats: Blind-Fight, Blindsight 5-ft. Radius, Cleave, Combat dAvatar of Ares: As Ares except divine rank 7; AC 70 (touch
Reflexes, Divine Might, Dodge, Endurance, Expertise, Eyes 33, flat-footed 62); Atk +77/+73/+67/+63 melee (1d8+33/×3, +5
in the Back of Your Head, Fleet of Foot, Great Cleave, Hold chaotic unholy ghost touch shortspear) or spell +66 melee touch or +55
the Line, Improved Bull Rush, Improved Critical (short- ranged touch; SQ DR 42/+4, fire resistance 27, SR 39, divine aura
spear), Improved Disarm, Improved Grapple, Improved (700 ft., DC 26); SV Fort +50, Ref +47, Will +46; all skill modifiers
Initiative, Improved Sunder, Improved Trip, Knock-Down, reduced by 8.
Mobility, Power Attack, Power Critical (shortspear), Quick
Draw, Run, Spring Attack, Sunder, Superior Expertise, Salient Divine Abilities: Alter Size, Battlesense, Divine Battle Mas-
Weapon Focus (shortspear), Weapon Specialization (short- tery, Divine Blast, Divine Shield, Divine Weapon Focus (short-
spear), Whirlwind Attack. spear), Divine Weapon Specialization (shortspear), Extra Domain
(Chaos), Wound Enemy.

Spell-Like Abilities: Caster level 17th; saving throw DC 26 +
spell level.

Illus. by D. Cramer Divine Immunities: Ability damage, ability drain, acid, cold, Artemis of the Golden Shafts, Friend of Youth, ARTEMIS
death effects, disease, disintegration, electricity, energy drain,
mind-affecting effects, paralysis, poison, sleep, stunning, transmuta- Lady of the Lake, The Huntress
tion, imprisonment, banishment. Intermediate Deity
Symbol: Bow and arrow on a
Salient Divine Abilities: Alter Reality, Alter Size, Annihilat-
ing Strike, Avatar, Battlesense, Divine Armor Mastery, Divine lunar disk
Battle Mastery, Divine Blast, Divine Inspiration (rage), Divine Home Plane: Olympus
Shield, Divine Storm, Divine Weapon Focus (shortspear), Divine Alignment: Neutral good
Weapon Specialization (shortspear), Extra Domain (Chaos), Portfolio: Hunting, wild beasts,
Frightful Presence, Mass Divine Blast, Supreme Initiative,
Wound Enemy. childbirth, dance
Worshipers: Rangers, druids, elves,
Domain Powers: Cast chaos spells at +1 caster level; 15/day
smite (+20 on attack and damage for one weapon attack); cast evil halflings, hunters
spells at +1 caster level. Cleric Alignments: CG, LG, NG
Domains: Animal, Good, Plant, Sun
Spell-Like Abilities: Ares uses these abilities as a 25th-level Favored Weapon: Short sword
caster, except for chaos spells and evil spells, which he uses as a
26th-level caster. The save DCs are 34 + spell level. Animate objects, Artemis (ar-teh-miss), deity of hunting and wild beasts, appears
blade barrier, blasphemy, chaos hammer, circle of doom, cloak of chaos, con- as a young woman in rustic clothing, always carrying a bow and
tagion, create undead, desecrate, disintegrate, dispel good, dispel law, divine sword. In addition to her normal titles, she is also sometimes
power, earthquake, flame strike, harm, implosion, inflict critical wounds, called “noisy Artemis” because of her loud hunting calls.
inflict light wounds, magic circle against good, magic circle against law,
magic vestment, magic weapon, power word blind, power word kill, power Artemis is the twin sister of Apollo, daughter of Zeus and the
word stun, protection from good, protection from law, shatter, spiritual titan Leto. She generally remains aloof from mortals, though she
weapon, summon monster IX (as chaos or evil spell only), unholy aura, enjoys the company of nymphs and dryads.
unholy blight, word of chaos.
108 Dogma
Cleric Spells/Day: 6/8/8/8/7/7/6/6/5/5; base DC = 17 +
spell level. Artemis’s teachings emphasize the value and sacred worth of
the wilderness and its inhabitants. She is a friend of nymphs
Other Divine Powers and dryads, and somewhat less fond of centaurs and satyrs (her
sympathies clearly lie with women of all species). She calls on
As an intermediate deity, Ares automatically receives a die result of her followers, including these sylvan creatures, are called to
20 on any check. He treats a 1 on a saving throw or attack roll nor- protect wilderness areas, preventing their destruction or waste-
mally and not as an automatic failure. He is immortal. ful use.

Senses: Ares can see, hear, touch, and smell at a distance of fif- Though Artemis herself is a wild hunter, she exhorts her fol-
teen miles. As a standard action, he can perceive anything within lowers to hunt only what they need for food, never to hunt
fifteen miles of his worshipers, holy sites, objects, or any location simply for sport.
where one of his titles or name was spoken in the last hour. He can

Clergy and Temples Abilities: Str 32, Dex 40, Con 29, Int 26, Wis 26, Cha 35. CHAPTER 4:
Skills*: Animal Empathy +87, Concentration +84, Handle
Artemis’s clerics are all women, and they must remain chaste and THE OLYMPIAN
unmarried. They tend to retire from civilization, tending to the Animal +87, Heal +85, Hide +76, Intuit Direction +83, Jump PANTHEON
woodlands and their creatures. Like their deity, they spend much +66, Knowledge (arcana) +43, Knowledge (nature) +83,
time with animals and sylvan fey. They typically dress in deerskin Knowledge (religion) +43, Listen +65, Move Silently +70, Illus. by S. Wood
or moss green tunics. Profession (herbalist) +63, Ride (horse) +32, Scry +43, Search
+43, Spellcraft +43, Spot +65, Swim +46, Wilderness Lore +83. 109
As an Olympian deity, Artemis is revered as part of the whole *Always receives a 20 on checks.
pantheon, usually alongside Apollo. The twins share temples in Feats: Alertness, Combat Reflexes, Dodge, Expertise, Far Shot,
many cities, but Artemis has small, simple shrines devoted to her Improved Critical (composite longbow), Improved Initiative,
alone scattered through the wilderness. These shrines are usually Iron Will, Mobility, Plant Control, Plant Defiance, Point Blank
located in sacred groves or alongside pure streams. Shot, Power Attack, Precise Shot, Quick Draw, Rapid Shot, Run,
Sharp-Shooting, Shot on the Run, Track, Weapon Focus
ARTEMIS (composite longbow).

Druid 20/Ranger 20 Divine Immunities: Ability damage, ability drain,
Large Outsider acid, cold, death effects, disease, disintegration,
Divine Rank: 15 electricity, energy drain, mind-affecting
Hit Dice: 20d8+180 (outsider) plus 20d8+180 (Drd) effects, paralysis, poison, sleep,
stunning, transmutation, impris-
plus 20d10+180 (Rgr) (1,060 hp) onment, banishment.
Initiative: +19, always first (+15 Salient Divine Abilities:
Alter Reality, Alter Size,
Dex, +4 Improved Initiative, Area Divine Shield, Avatar,
Supreme Initiative) Call Creatures (animals),
Speed: 80 ft. Control Creatures (fey),
AC: 79 (–1 size, +15 Dex, +15 Divine Archery, Di-
divine, +28 natural, +12 vine Celerity, Divine
deflection) Dodge, Divine Shield,
Attacks: +5 keen short sword Divine Weapon Focus
+70/+65/+60/+55 melee; (composite longbow),
or Huge +5 mighty speed Divine Weapon Special-
composite longbow (+11 Str ization (composite long-
bonus) with +5 arrows +84/ bow), Extra Domain (Sun),
+84/+79/+74/+69 ranged; Grow Creature (animals),
or spell +65 melee touch Increased Spell Resis-
or +69 ranged touch tance, Mind of the Beast,
Damage: +5 keen short sword Speak with Creatures
1d8+16/18–20; or Huge +5 (animals), Speak with
mighty speed composite long- Creatures (plants), Supreme
bow (+11 Str bonus) with +5 Initiative.
arrows 2d6+36/19–20/×3; Domain Powers:
or by spell 15/day use animal friend-
Face/Reach: 5 ft. by 5 ship; cast good spells at
ft./10 ft. +1 caster level; 15/day
Special Attacks: Domain rebuke or command
powers, salient divine plant creatures; 15/day
abilities, spell-like abilities. greater turning.
Special Qualities: Di- Spell-Like Abilities:
vine immunities, DR Artemis uses these abilities as a
50/+4, fire resistance 25th-level caster, except for law
35, spontaneous cast- spells, which she uses as a 26th-level
ing of divine spells, caster. The save DCs are 37 + spell
understand, speak, and level. Aid, animal shapes, antilife shell,
read all languages and barkskin, blade barrier, calm animals,
speak directly to all changestaff, command plants, commune
beings within 15 miles, with nature, control plants, creeping doom,
remote communica- dispel evil, dominate animal, endure ele-
tion, godly realm, ments (cold or fire only), entangle, fire seeds,
teleport without error fire shield, flame strike, heat metal, hold animal,
at will, plane shift
at will, a thousand faces, holy aura, holy smite, holy word, magic circle against
favored enemies (animals +5, evil, plant growth, prismatic sphere, protection from evil, repel
beasts +4, magical beasts +3, aber- vermin, repel wood, searing light, shambler, shapechange, summon mon-
rations +2, giants +1), nature sense, ster IX (as good spell only), sunbeam, sunburst, wall of thorns.
resist nature’s lure, timeless body, track- Druid Spells/Day: 6/7/7/7/7/6/5/5/5/4; base DC = 18 +
less step, venom immunity, wild shape (Tiny, spell level.
Small, Medium-size, Large, Huge, or dire animal Ranger Spells/Day: 5/5/5/5; base DC = 18 + spell level.
6/day, elemental 3/day), woodland stride, SR 67, divine aura
(1,500 ft., DC 37).
Saves: Fort +56, Ref +62, Will +57.

CHAPTER 4: Other Divine Powers Athena was the first to teach mortals many of the civilized arts.
She is credited with inventing weaving, the potter’s wheel, the
THE OLYMPIAN As an intermediate deity, Artemis automatically receives a die horse bridle, and many other crafts. She also created the olive tree
PANTHEON result of 20 on any check. She treats a 1 on a saving throw or attack as a gift to mortals. She is the protector of weavers, and, along with
roll normally and not as an automatic failure. She is immortal. Hephaestus, the patron of handiwork and all the arts that make civ-
Illus. by D. Cramer ilization possible.
Senses: Artemis can see, hear, touch, and smell at a distance of
fifteen miles. As a standard action, she can perceive anything Athena is warlike, but only in defense of things she believes are
within fifteen miles of her worshipers, holy sites, objects, or any worth protecting, such as cities, towns, and planted fields. She
location where one of her titles or name was spoken in the last opposes the destructive rampages of her half brother, Ares, when-
hour. She can extend her senses to up to ten locations at once. She ever and however she can.
can block the sensing power of deities of her rank or lower at up to
two remote locations at once for 15 hours. Dogma

Portfolio Sense: Artemis senses any act of hunting and any Athena expects her followers to uphold the highest ideals of
other act that affects a wild animal, and retains the sensation for wisdom, reason, and purity. She expects her followers to fight in
fifteen weeks after the event occurs. defense of home and state against outside enemies, and to be
skilled in the arts of peace as well as war.
Automatic Actions: Artemis can use Animal Empathy, Handle
Animal, Intuit Direction, Knowledge (nature), Listen, Profession Clergy and Temples
(herbalist), Spot, or Wilderness Lore as a free action if the DC for
the task is 25 or lower. She can perform up to ten such free actions Clerics of Athena fight against worshipers of Ares whenever they
each round. can and spend the rest of their time protecting civilized lands
from outside threats. Athena’s clerics are always active in civic life,
Create Magic Items: Artemis can create any magic bow, arrow, serving as judges, advisors, planners, and teachers. Her church is a
sword, or quiver, a sylvan scimitar, a cloak or boots of elvenkind, a staff of great patron of the arts, sponsoring both public works and indi-
the woodlands, bracers of archery, a druid’s vestment, or a ring of animal vidual painters, sculptors, and architects.
friendship, as long as the item’s market price does not exceed
200,000 gp. Temples to Athena are always stately and pleasant to look at. In
less settled areas where monsters or raiders are a threat, Athena’s
Avatars temples tend to be fortified, but they are still built to be estheti-
cally pleasing.
Artemis’s avatars appear as young women or dryads. She only
rarely sends them into the world. ATHENA

dAvatar of Artemis: As Artemis except divine rank 7; Init Fighter 20/Cleric 20
+19; AC 63 (touch 33, flat-footed 48); Atk +63/+58/+53/+48 Large Outsider (Good, Lawful)
melee (1d8+16/18–20, +5 keen short sword) or +71/+66/+61/+56 Divine Rank: 17
ranged (2d6+28/×3, Huge +5 mighty speed composite longbow (+11 Hit Dice: 20d8+140 (outsider) plus 2d10+140 (Ftr) plus 20d8+140
Str bonus) with +5 arrows) or spell +57 melee touch or +61 ranged
touch; SQ DR 42/+4, fire resistance 27, SR 39, divine aura (700 (Clr) (940 hp)
ft., DC 29); SV Fort +48, Ref +54, Will +49; all skill modifiers Initiative: +13 (+9 Dex, +4 Improved Initiative)
reduced by 8. Speed: 80 ft.
AC: 92 (–1 size, +9 Dex, +17 divine, +30 natural, +10 +5 breastplate,
Salient Divine Abilities: Alter Form, Alter Size, Call Creatures (ani-
mals), Divine Celerity, Divine Dodge, Divine Archery, Divine +7 +5 large steel shield, +10 deflection)
Weapon Focus (composite longbow), Divine Weapon Specializa- Attacks*: +5 holy lawful speed shortspear +74/+74/+69/+64/+59
tion (composite longbow), Extra Domain (Sun).
melee; or spell +64 melee touch or +65 ranged touch *Always
Spell-Like Abilities: Caster level 17th; saving throw DC 29 + receives a 20 on attack rolls; roll die to check for critical hit.
spell level. Damage*: +5 holy lawful speed shortspear 1d8+32/19–20/×3; or by
spell *Always does maximum damage (shortspear 40 points).
Greater God ATHENA Face/Reach: 5 ft. by 5 ft./10 ft.
Symbol: An owl Special Attacks: Domain powers, salient divine abilities, spell-like
Home Plane: Olympus abilities, turn undead 13/day.
Alignment: Lawful good Special Qualities: Divine immunities, DR 52/+4, fire resist-
Portfolio: Wisdom, crafts, ance 37, spontaneous casting of divine spells, understand,
speak, and read all languages and speak directly to all beings
civilization, war within 17 miles, remote communication, godly realm, teleport
Worshipers: Paladins, fighters, without error at will, plane shift at will, SR 49, divine aura (17
miles, DC 37).
monks, judges, constables Saves*: Fort +56, Ref +58, Will +66. *Always receives a 20 on saves.
Cleric Alignments: LG, LN, NG Abilities: Str 27, Dex 29, Con 25, Int 33, Wis 45, Cha 31.
Domains: Artifice, Community, Good, Skills*: Appraise +49, Climb +40, Concentration +44, Craft
(pottery) +91, Craft (sculpture) +91, Craft (stoneworking) +91,
Knowledge, Law, War Craft (weaving) +91, Diplomacy +74, Handle Animal +70, Heal
Favored Weapon: Shortspear +36, Jump +40, Knowledge (arcana) +48, Knowledge (archi-
tecture and engineering) +51, Knowledge (history) +51,
110 The deity of noble combat, skilled craftwork, prudence, and cities, Knowledge (religion) +71, Listen +69, Profession (farmer) +77,
Athena (ah-thee-nah) appears as a statuesque woman with fetching Profession (herbalist) +77, Ride (horse) +71, Scry +48, Search
gray eyes. She usually carries a shield and wears helmet and armor. +51, Sense Motive +67, Spellcraft +48, Spot +69, Swim +45, Use
Because she is Zeus’s favorite child, Zeus lends Athena his shield, Rope +37. *Always receives a 20 on checks.
Aegis, from time to time. Feats: Alertness, Blind-Fight, Blindsight 5-ft. Radius, Brew
Potion, Cleave, Combat Reflexes, Craft Magic Arms and
Athena is the daughter of Zeus alone, because no mother bore Armor, Craft Wondrous Item, Divine Might, Dodge,
her. One day, Zeus developed a terrible headache. To relieve it,
Hephaestus used his axe to split open the mighty god’s head. Out
sprang Athena, full grown and fully armed and armored.

Expertise, Eyes in the Possessions: Athena wears a helmet that creates an CHAPTER 4:
Back of Your Head, Great antimagic field (as the spell) with a radius of 10 to
Cleave, Hold the Line, 150 feet around her. Athena can set the radius THE OLYMPIAN
Improved Bull Rush, Im- each round as a free action. Also as a free PANTHEON
proved Disarm, Improved action, Athena can turn the antimagic field
Initiative, Improved Trip, completely off or turn it back on. Illus. by G. Angus
Improved Unarmed Caster Level: 25th; Weight: 3 lb.
Strike, Knock-Down, When Athena is not carrying Zeus’s
Mobility, Mounted shield, Aegis, she uses a +5 large steel
Combat, Power At- shield with the greater fortification
tack, Power Criti- special ability. The shield also
cal (shortspear), bears the likeness of a medusa.
Reach Spell, Sa- When activated, the shield makes
cred Spell, Scribe a gaze attack each round similar
Scroll, Spring At- to a medusa’s gaze. Mortals within
tack, Sunder, Su- 150 feet must make Will saves
perior Expertise, (DC 25) or be turned to stone.
Weapon Focus Athena can activate or deactivate
(shortspear), Whirl- this power once each round as a
wind Attack. free action.
Caster Level: 25th; Weight: 15 lb.
Divine Immunities:
Ability damage, ability Other Divine Powers
drain, acid, cold, death
effects, disease, disintegration, As a greater deity, Athena automati-
electricity, energy drain, mind- cally receives the best possible
affecting effects, paralysis, poison, result on any die roll
sleep, stunning, transmutation, imprison- she makes (including
ment, banishment. attack rolls, damage,
checks, and saves). She
Salient Divine Abilities: Alter Form, is immortal.
Alter Reality, Alter Size, Area Divine Shield, Senses: Athena can
Avatar, Battlesense, Create Object, Create see, hear, touch, and smell
Greater Object, Divine Armor Mastery, Divine at a distance of seventeen
Battle Mastery, Divine Blast, Divine Dodge, miles. As a standard action,
Divine Inspiration (courage), Divine Shield, she can perceive anything
Divine Storm, Divine Weapon Focus (short- within seventeen miles of
spear), Divine Weapon Mastery, Divine Weapon her worshipers, holy sites,
Specialization (shortspear), Extra Domain (Com- objects, or any location where
munity), Extra Domain (Law), Extra Domain one of her titles or name was
(War), Mass Divine Blast. spoken in the last hour. She can

Domain Powers: Cast conjuration (cre- extend her senses to up to twenty loca-
ation) spells at +1 caster level; 17/day tions at once. She can block the sensing
use calm emotions; cast good
spells at +1 caster level; cast power of deities of her rank or lower
divination spells at +1 caster at up to two remote locations at
level; cast law spells at +1 once for 17 hours.
caster level. Portfolio Sense: Athena
senses the working of any
Spell-Like Abilities: Athena craft, any fighting, and
uses these abilities as a 27th- anything that threat-
level caster, except for conju- ens any settled area
ration (creation) spells, good (communities with pop-
spells, divination spells, and law spells, ulations of 901 or more)
which she uses as a 28th-level caster. The save DCs are 37 + spell seventeen weeks before it
level. Aid, animate rope, blade barrier, blade barrier, bless, clairaudi-
ence/clairvoyance, detect secret doors, detect thoughts, dictum, discern happens and retains the sensation for seventeen weeks after the
location, dispel chaos, dispel evil, divination, divine power, fabricate, event occurs.
find the path, flame strike, foresight, hardening*, heroes’ feast, hold
monster, holy aura, holy smite, holy word, legend lore, magic circle Automatic Actions: Athena can use Craft (pottery), Craft
against chaos, magic circle against evil, magic vestment, magic weapon, (sculpture), Craft (stoneworking), Craft (weaving), Knowledge
major creation, mass heal, minor creation, miracle, order’s wrath, power (arcana), Knowledge (architecture and engineering), Knowledge
word blind, power word kill, power word stun, prayer, prismatic sphere, (history), or Knowledge (religion) as a free action if the DC for the
protection from chaos, protection from evil, Rary ’s telepathic bond, task is 30 or lower. She can perform up to twenty such free actions
refuge, shield of law, shield other, spiritual weapon, status, stone shape, each round.
summon monster IX (as good or law spell only), true creation*, true
seeing, wood shape. Create Magic Items: Athena can create magic weapons, armor,
and items that can sustain the user through adversity, such as a
Cleric Spells/Day: 6/11/10/10/10/10/8/8/8/8; base DC = 27 + necklace of adaptation, a ring of regeneration, and a periapt of wound
spell level. closure. She also makes items that help the user remain morally
and ethically steadfast, such as a phylactery of faithfulness.

111

CHAPTER 4: Avatars AC: 61 (–1 size, +8 Dex, +10 divine, +23 natural, +11 deflection)
Attacks: +5 longspear +67/+62/+57/+52 melee; or spell +61 melee
THE OLYMPIAN Athena sends her avatar to defend cities and towns against
PANTHEON attack, to witness great achievements in arts or crafts, and to touch or +57 ranged touch
oppose the actions of Ares. Damage: +5 longspear 1d8+23/19–20/×3; or by spell
Illus. by D. Cramer Face/Reach: 5 ft. by 5 ft./10 ft.
dAvatar of Athena: As Athena except divine rank 8; AC 74 Special Attacks: Domain powers, salient divine abilities, spell-like
112 (touch 36, flat-footed 65); Atk +63/+63/+58/+53/+48 melee
(1d8+23/×3, +5 holy lawful speed shortspear) or spell +55 melee abilities.
touch or +56 ranged touch; SQ DR 43/+4, fire resistance 28, SR Special Qualities: Divine immunities, DR 45/+4, fast healing
40, divine aura (800 ft., DC 28); SV Fort +47, Ref +49, Will +57; all
skill modifiers reduced by 9. 30, fire resistance 30, spontaneous casting of divine spells,
understand, speak, and read all languages and speak directly to
Salient Divine Abilities: Alter Size, Battlesense, Divine Battle all beings within 10 miles, remote communication, godly
Mastery, Divine Dodge, Divine Shield, Divine Weapon Focus realm, teleport without error at will, plane shift at will, familiar
(shortspear), Divine Weapon Specialization (shortspear), Extra (horses), a thousand faces, nature sense, resist nature’s lure,
Domain (Community), Extra Domain (Law), Extra Domain (War). timeless body, trackless step, venom immunity, wild shape
(Tiny, Small, Medium-size, Large, Huge, or dire animal 6/day,
Spell-Like Abilities: Caster level 18th; saving throw DC 28 + elemental 3/day), woodland stride, SR 42, divine aura (1,000
spell level. ft., DC 31).
Saves: Fort +50, Ref +50, Will +60.
DEMETER Abilities: Str 35, Dex 26, Con 26, Int 30, Wis 43, Cha 33.
Skills: Animal Empathy +64, Concentration +79, Diplomacy +63,
The Gift-Giver, Lovely-Haired Demeter, Demeter of the Splendid Fruit Handle Animal +64, Heal +71, Hide +14, Intuit Direction +69,
Lesser Deity Knowledge (arcana) +60, Knowledge (local) +63, Knowledge
Symbol: Mare’s head (nature) +83, Knowledge (religion) +63, Listen +66, Profession
Home Plane: Olympus (farmer) +89, Profession (herbalist) +89, Ride (horse) +20, Scry
Alignment: Neutral +60, Sense Motive +49, Spellcraft +60, Spot +66, Swim +42,
Portfolio: Agriculture Wilderness Lore +79.
Worshipers: Farmers Feats: Alertness, Brew Potion, Craft Staff, Craft Wondrous Item,
Cleric Alignments: CN, LN, N, NG, NE Dodge, Empower Spell, Endurance, Enlarge Spell, Expertise,
Domains: Earth, Plant, Protection Extend Spell, Heighten Spell, Improved Critical (longspear),
Favored Weapon: Shortspear or halfspear Iron Will, Maximize Spell, Mobility, Persistent Spell, Plant
Control, Plant Defiance, Quicken Spell, Scribe Scroll, Silent
Deity of agriculture and fertility, Demeter (dee-mee-ter) is an earth Spell, Spell Mastery, Still Spell, Superior Expertise, Weapon
god whose very moods are reflected in the life and fertility of the Focus (longspear).
earth. She appears as a motherly woman, draped in robes the color
of vegetation: lush green in the spring and summer, gold in Divine Immunities: Ability damage, ability drain, acid, cold,
autumn, and brown or black in winter (when she mourns for her death effects, disease, disintegration, electricity, energy drain,
daughter, Persephone). She is one of the six children of the Titans mind-affecting effects, paralysis, poison, sleep, stunning, trans-
Cronus and Rhea. mutation, imprisonment, banishment.

Dogma Salient Divine Abilities: Alter Form, Alter Reality, Alter Size,
Arcane Mastery, Avatar, Call Creatures (plants), Command Plants,
Demeter holds sway over the earth’s yearly cycle of growth and Control Creatures (plants), Divine Fast Healing, Divine Shield,
decay. Farmers in particular revere her, offering special prayers and Rejuvenation, Speak with Creatures (animals), Speak with Crea-
sacrifices to her at planting, throughout the growing season, and at tures (plants).
harvest time. She urges her followers to treat the earth with care
and respect, and she dictates agricultural procedures to ensure the Domain Powers: 10/day turn or destroy air creatures, or
continued fertility of the soil, such as rotating crops and leaving rebuke or command earth creatures; 10/day rebuke or command
fields fallow. plant creatures; 10/day protective ward (touched subject gains
+10 resistance bonus on next saving throw, maximum duration
Demeter is also the central figure in a mystery cult called the 1 hour).
Eleusinian Mysteries (after their origin in the city of Eleusis). See
below for more information about this cult of Demeter. Spell-Like Abilities: Demeter uses these abilities as a 20th-
level caster. The save DCs are 31 + spell level. Antimagic field,
Clergy and Temples barkskin, changestaff, command plants, control plants, earthquake, ele-
mental swarm (as earth spell only), entangle, iron body, magic stone,
Clerics devoted to Demeter are always members of the Eleusin- mind blank, plant growth, prismatic sphere, protection from elements,
ian Mysteries (see below). Wearing green, gold, or brown tunics, repel wood, repulsion, sanctuary, shambler, shield other, soften earth and
they preside at agricultural festivals, bless plantings and har- stone, spell immunity, spell resistance, spike stones, stone shape, stoneskin,
vests, and lead new initiates into the Mysteries. Few are active wall of stone, wall of thorns.
in adventuring.
Druid Spells/Day: 6/9/9/9/9/8/7/7/7/6; base DC = 26 +
Demeter’s temples are widespread, and they range from elabo- spell level.
rate structures to simple village shrines.
Wizard Spells/Day: 5/8/8/7/7/7/7/6/6/6; base DC = 20 +
DEMETER spell level. Prohibited school: Illusion.

Druid 20/Abjurer 20 Other Divine Powers
Large Outsider
Divine Rank: 10 As a lesser deity, Demeter may take 10 on any check. Demeter
Hit Dice: 20d8+160 (outsider) plus 20d8+160 (Drd) plus treats a 1 on an attack roll or saving throw normally and not as an
automatic failure. She is immortal.
20d4+160 (Abj) (880 hp)
Initiative: +8 Senses: Demeter can see, hear, touch, and smell at a distance of
Speed: 80 ft. ten miles. As a standard action, she can perceive anything within

ten miles of her worshipers, holy sites, objects, or any location earth for nine days before learning that Hades had taken her. CHAPTER 4:
where one of her titles or name was spoken in the last hour. She Upon learning Persephone’s fate, Demeter went into mourn-
can extend her senses to up to five locations at once. She can block THE OLYMPIAN
the sensing power of deities of her rank or lower at up to two ing, wandering listlessly until she came to Eleusis. There, dis- PANTHEON
remote locations at once for 10 hours. guised as an old woman, she entered the household of the king,
Keleos, and reared his infant son, Demophoön. She anointed Illus. by W. Reynolds
Portfolio Sense: Demeter senses any- the baby with ambrosia and tucked him into the blazing fire at
thing that affects cultivated crops the night, planning to make him immortal. His mother, Metaneira,
instant it happens.
discovered the baby in the fire and cried out, not realizing
Automatic Actions: Demeter can use what Demeter was doing. Angered, Demeter left
Knowledge (arcana), Knowledge (local), the household and ordered a temple to be built
Knowledge (nature), or Knowledge (reli- in her honor in the city.
gion) as a free action if the DC for the task is She brooded in that temple, preventing any
20 or lower. She can perform up to five such crops from growing on the earth, for a year.
free actions each round. Finally, by ordering Persephone to be brought
up from Hades, Zeus persuaded Demeter
Create Magic Items: Demeter can create to rejoin the company of gods on
any magic item that commands or con- Olympus. Because Persephone
trols plants, such as a plant bane accepted food (a single pome-
weapon or a wand of entangle, as granate seed) in the under-
long as the item’s market price world, she was bound by the
does not exceed 30,000 gp. laws of hospitality to
return there. By Zeus’s
Avatars decree, Persephone was
to spend one-third of
Demeter uses her avatars the year in the under-
regularly in the rites of the world with Hades, and
Eleusinian Mysteries (see the remaining two-
below). They appear thirds in Olympus
much like her divine with the other gods.
form. While Persephone
remains in the under-
dAvatar of Deme- world, Demeter mourns
ter: As Demeter except and the earth bears no
divine rank 5; AC 51 fruit. For the rest of the
(touch 33, flat-footed 43); year, Demeter allows crops
Atk +62/+57/+52/+47 to grow and flourish.
melee (1d8+23/×3, +5 This myth is the funda-
longspear) or spell +56 mental doctrine of the
melee touch or +52 ranged Eleusinian Mysteries, but
touch; SQ DR 40/+4, fire even more important are the
resistance 25, fast healing series of rites performed in
25, SR 37, divine aura (500 the Mysteries that recreate
ft., DC 26); SV Fort +45, Ref the myth as a personal
+45, Will +55; all skill modi- experience for each initiate.
fiers reduced by 5. The initiates dance and cele-
brate as Persephone gathers
Salient Divine Abilities: flowers; then word comes that
Alter Reality, Alter Size, Persephone has been abducted,
Arcane Mastery, Command and all revelry ceases. Carrying
Plants, Divine Fast Healing, torches, the initiates act the
Divine Shield. role of Demeter searching
for her daughter. In the
Spell-Like Abilities: central act of the rite, the
Caster level 15th; saving initiates identify with
throw DC 26 + spell level. Demophoön, nurtured in Demeter’s arms
and primed for immortality. They reenact
THE ELEUSINIAN
MYSTERIES descending to the underworld with Persephone and
rising to Olympus with Demeter. Demeter’s avatar is said to
Demeter is the center of appear to the initiates and bestow her blessing upon them at the
an extremely important mys- climax of the ritual. Initiates of the Mysteries live their lives
tery cult centered in the city of under Demeter’s blessing. They believe that when they die, they
Eleusis (in your campaign, this will not become mere shades in Hades, but will dwell on Olym-
city and its cult might carry a dif- pus with Demeter in eternal bliss.
ferent name). The central myth of this cult, far more important
than any tales of Zeus’s escapades or the labors of Hercules, is the The rituals of the Mysteries are utterly secret. No initiate may
story of Demeter’s daughter, Persephone, and her abduction by speak of what occurs in the inner sanctum of the temple during
Hades. the rites, under penalty of death.

According to this myth, Zeus gave Hades permission to take 113
Persephone as his wife, which he did by kidnapping her as she
gathered flowers with her friends. Her carried her into the under-
world and made her his bride. Hearing Persephone’s cries of dis-
tress, Demeter ran off in search of her daughter, searching the

CHAPTER 4: DIONYSUS inspire competence, inspire courage, inspire greatness, sugges-
tion), favored enemies (aberrations +3, magical beasts +2,
THE OLYMPIAN Women-Maddener, Ivy-Wreathed Dionysus, Loud-Roaring Dionysus vermin +1), a thousand faces, nature sense, resist nature’s lure,
PANTHEON Intermediate Deity timeless body, trackless step, venom immunity, wild shape
Symbol: Thyrsus, a staff tipped with a pine cone (Tiny, Small, Medium-size, Large, Huge, or dire animal 5/day),
Illus. by D. Cramer woodland stride, SR 44, divine aura (1,200 ft., DC 38).
and twisted with a vine Saves: Fort +56, Ref +55, Will +52.
114 Home Plane: Olympus Abilities: Str 35, Dex 33, Con 30, Int 27, Wis 27, Cha 43.
Alignment: Chaotic neutral Skills*: Alchemy +55, Animal Empathy +73, Bluff +63, Concen-
Portfolio: Mirth, madness, wine, fertility, theater tration +82, Craft (winemaking) +80, Diplomacy +60, Heal
Worshipers: Satyrs, fauns, revelers, rogues +67, Hide +69, Intimidate +50, Intuit Direction +30, Jump +54,
Cleric Alignments: CE, CG, CN
Domains: Chaos, Destruction, Madness Knowledge (nature) +80, Knowledge (religion) +55, Listen
Favored Weapon: Quarterstaff +70, Move Silently +73, Perform +63, Profession (herbalist)
+80, Scry +35, Spellcraft +35, Wilderness Lore +65. *Always
Deity of wine, mirth, and madness, Dionysus (dye-oh-nye-sus) receives a 20 on checks.
appears as a young man carrying an amphora of wine, a lyre, and a Feats: Ambidexterity, Cleave, Dodge, Endurance, Expertise, Great
thyrsus. Like Demeter, he is an agricultural god with power over Fortitude, Greater Two-Weapon Fighting, Improved Disarm,
fertility of both land and creatures, but his portfolio is limited to Improved Initiative, Improved Trip, Improved Two-Weapon
vines, wine, and wine’s influence on mortals. Fighting, Mobility, Plant Control, Plant Defiance, Power
Attack, Spring Attack, Superior Expertise, Track, Two-Weapon
Dionysus is called Women-Maddener because of his ability to Fighting, Whirlwind Attack.
inspire frenzy in his worshipers (particularly women). He is the
son of Zeus by a mortal woman, Semele. Divine Immunities: Ability damage, ability drain, acid, cold,
death effects, disease, disintegration, electricity, energy drain,
Dogma mind-affecting effects, paralysis, poison, sleep, stunning, trans-
mutation, imprisonment, banishment.
Dionysus’s “dogma” is more of a way of life—a life of whimsy
and abandon, free from any fetters of custom, law, inhibition, or Salient Divine Abilities: Alter Form, Alter Reality, Alter
morality. Freedom is a cardinal virtue of Dionysus’s faith and a Size, Avatar, Control Creatures (any creature engaged in revelry,
higher principle than good or evil. All too often, drunken rev- including creatures affected by his Divine Inspiration), Com-
elry turns into drunken savagery, but Dionysus condemns nei- mand Plants (vines only), Divine Fast Healing, Divine Inspira-
ther. Mortals worship Dionysus whenever they drink wine, tion (frenzy), Divine Shield, Empowered Inspiration (frenzy)†,
pouring out a little of their drink in his honor. Mind of the Beast (slumber effect only), Rejuvenation, Shape-
change, True Shapechange, Water to Wine†. †Unique ability,
Dionysus, like Demeter, is also the center of a mystery cult, the described below.
Orphic Mysteries (see below).
Domain Powers: Cast chaos spells at +1 caster level; 12/day
Clergy and Temples smite (+4 on attack and +12 on damage for one weapon attack);
madness (Insanity score 6, Wis 33 for spellcasting purposes, Wis 21
Clerics devoted to Dionysus are always members of the Orphic for all other purposes); 12/day clarity of madness (+6 bonus on one
Mysteries (see below). Wearing burgundy or purple garments, roll involving Wis).
they lead the ecstatic rites celebrating Dionysus, which usually
involve heavy drinking and feasting. Rites in the Orphic Myster- Spell-Like Abilities: Dionysus uses these abilities as a 22nd-
ies often include tearing a bull’s flesh apart and eating it raw, in imi- level caster, except for chaos spells, which he uses as a 23rd-level
tation of Zagreus’s demise at the hands of the Titans. caster. The save DCs are 38 + spell level. Animate objects, bolts of
bedevilment*, chaos hammer, circle of doom, cloak of chaos, confusion,
Dionysus’s temples are often built in caves, because the infant contagion, disintegrate, dispel law, earthquake, harm, implosion,
Zagreus was born in a cave. inflict critical wounds, inflict light wounds, insanity, maddening
scream*, magic circle against law, phantasmal killer, protection from
DIONYSUS law, rage*, random action, shatter, summon monster IX (as chaos
spell only), touch of madness*, weird, word of chaos.
Bard 15/Druid 15/Ranger 10
Large Outsider Bard Spells Known (4/8/7/7/7/5; base DC = 26 + spell level):
Divine Rank: 12 0—daze, detect magic, ghost sound, mage hand, prestidigitation, read
Hit Dice: 20d8+200 (outsider) plus 15d6+150 (Brd) plus magic; 1st—cause fear, charm person, expeditious retreat, sleep; 2nd—
blur, cat’s grace, delay poison, Tasha’s hideous laughter; 3rd—displace-
15d8+150 (Drd) plus 10d10+100 (Rgr) (1,020 hp) ment, emotion, fear, haste; 4th—hallucinatory terrain, modify memory,
Initiative: +15 (+11 Dex, +4 Improved Initiative) neutralize poison, shout; 5th—dream, false vision, mind fog.
Speed: 80 ft.
AC: 73 (–1 size, +11 Dex, +12 divine, +25 natural, +16 deflection) Druid Spells/Day: 6/7/7/7/6/5/4/3/2; base DC = 23 + spell level.
Attacks: Huge +5 chaotic quarterstaff +66/+61/+56/+51 melee, Huge Ranger Spells/Day: 3/3; base DC = 23 + spell level.
Empowered Inspiration (unique salient divine ability):
+5 chaotic quarterstaff +66/+61/+56 melee; or spell +61 melee Dionysus can use his Divine Inspiration ability on creatures that are
touch or +60 ranged touch already engaged in the orgiastic rites of his cult. In this case, he can
Damage: Huge +5 chaotic quarterstaff 1d8+17; Huge +5 chaotic quar- affect an unlimited number of creatures, and the subjects do not
terstaff 1d8+11; or by spell receive saving throws.
Face/Reach: 5 ft. by 5 ft./10 ft. Water to Wine (unique salient divine ability): Dionysus
Special Attacks: Domain powers, salient divine abilities, spell- can change any amount of any liquid within his sight into
like abilities. fine wine.
Special Qualities: Divine immunities, DR 47/+4, fire resistance
32, fast healing 32, spontaneous casting of divine spells, Other Divine Powers
understand, speak, and read all languages and speak directly
to all beings within 12 miles, remote communication, godly As an intermediate deity, Dionysus automatically receives a die
realm, teleport without error at will, plane shift at will, bardic
knowledge +23, bardic music 15/day (countersong, fascinate,

result of 20 on any check. He treats a 1 on a saving throw or attack Catching him in his bull form, the Titans tore his body apart CHAPTER 4:
roll normally and not as an automatic failure. He is immortal. and ate it. Before they could finish their grisly meal, Zeus
appeared and incinerated them with bolts of lightning, rescuing THE OLYMPIAN
Senses: Dionysus can see, hear, touch, and smell at Zagreus’s heart and forming humanity from the ashes of the PANTHEON
a distance of twelve miles. As a standard action, he Titans. Because the Titans had consumed Zagreus, some of his
can perceive anything within twelve miles of divine nature remained in their ashes, forming a “divine spark” Illus. by D. Giancola & D. Cramer
his worshipers, holy sites, objects, or any deep inside human nature.
location where one of his titles or name
was spoken in the last hour. He can Zeus then gave Zagreus’s heart to Semele. Some legends say that
extend his senses to up to ten loca- she ate the heart, while others say Zeus used it to make a potion
tions at once. He can block the sens- that impregnated her. In any event, Dionysus was born as a result.
ing power of deities of his rank or Thus, Dionysus’s origin remains true to the common mythology
lower at up to two remote locations at that calls him a son of Zeus and Semele, but it also makes him a
once for 12 hours. reincarnation of Zagreus.

Portfolio Sense: Dionysus is instantly Semele also died as a result of Hera’s jealousy. Hera
aware of anyone drinking wine, and he tricked Semele into persuading Zeus to
retains the sensation for twelve weeks reveal his divine splendor to her, but her
after the event occurs. mortal frame could not withstand his
glory and she disintegrated
Automatic Actions: Dionysus can into ash. The child in her
use Craft (winemaking) as a free action womb, being half divine,
if the DC for the task is 25 or lower. He survived, and a vine
can perform up to ten such free actions grew from her ashes
each round. to shield the infant
Dionysus. Zeus took
Create Magic Items: the child and sewed
Dionysus can create any him into his own thigh
magic item whose function where he finished his gesta-
involves frenzy, uncontrolled tion. As a result of this remark-
emotion, random action, or wine, as able birth, Dionysus is known as
long as its market price does not the twice-born.
exceed 200,000 gp. He can create a chaos As an adult, Dionysus discovered
diamond and a cursed berserking sword as wine and shared that mixed blessing
well as various unique items, such
as a potion of wine creation, a with mortals. He also descended into the
greataxe of raging, or a goblet underworld to find his mother, Semele, and
of frenzy. brought her up to dwell with him in Olympus as
an immortal. (Orpheus, too, descended into the
Avatars
underworld to find a loved one, his wife, but
Dionysus uses his avatars extensively was unable to bring her back to the
to interact with the members of mortal world.)
the Orphic Mysteries (see below). The Orphic Mysteries of Dionysus, like
They appear exactly like his divine
form. Demeter’s mystery cult, allow initiates to reenact
this complicated mythic history, becoming
dAvatar of Dionysus: As Dionysus participants in Dionysus-Zagreus’s life, death,
except divine rank 6; AC 61 (touch
42, flat-footed 50); Atk +60/+55/ and rebirth. As in the cult of Demeter, initiates in
+50/+45 melee (1d8+17 plus 2d6 the mysteries believe they meet Dionysus or his
chaotic, Huge +5 chaotic quarter- avatar firsthand, in a ritual in which they symbolically
staff), +60/+55 melee (1d8+11 plus 2d6 die to their old lives and rise again to new lives. After their initi-
chaotic, Huge +5 chaotic quarterstaff), or spell +55 melee touch or +54 ation, they enjoy a life of carefree celebration and orgiastic
ranged touch; SQ DR 41/+4, fire resistance 26, fast healing 26, SR frenzy, and they look forward to life with Dionysus-Zagreus in
38, divine aura (600 ft., DC 32); SV Fort +50, Ref +49, Will +46; all Olympus after their death.
skill modifiers reduced by 6.
Greater Deity HADES
Salient Divine Abilities: Alter Reality, Alter Size, Divine Celer- Symbol: Black ram
ity, Divine Dodge, Divine Fast Healing, Divine Inspiration Home Plane: Hades
(frenzy), Shapechange, Water to Wine†. †Unique ability, Alignment: Neutral evil
described above. Portfolio: Death, underworld,

Spell-Like Abilities: Caster level 16th; saving throw DC 32 + earth, wealth
spell level. Worshipers: Necromancers,

THE ORPHIC MYSTERIES assassins, rogues, murderers
Cleric Alignments: CE, LE, NE
Dionysus’s mystery cult teaches a secret myth about the deity’s Domains: Death, Earth, Evil
origin, supposedly passed on to mortals by the epic bard Favored Weapon: Longsword
Orpheus. Zeus and Demeter’s daughter Persephone had a dal-
liance that resulted in the birth of a deity named Zagreus. Hera, Hades (hay-deez), the god of death and wealth, appears as a large, 115
in a jealous rage, sent some Titans from Tartarus to kill the child powerfully muscled man with gray skin. He has a bushy black
god. Zagreus tried to escape by shapechanging into various
forms—Zeus, Cronus, a young man, a lion, a horse, a serpent and
finally a bull.

CHAPTER 4: beard and black eyes, and he wears gold jewelry symbolizing his Knowledge (the planes) +61, Listen +77, Move Silently +76,
control over wealth. While his brothers Zeus and Poseidon rule the Pick Pocket +68, Search +76, Sense Motive +77, Spellcraft +86,
THE OLYMPIAN sky and the sea respectively, Hades is the ruler of the underworld Spot +77, Tumble +46. *Always receives a 20 on checks.
PANTHEON and has some control over the earth as well. Feats: Blind-Fight, Blindsight 5-ft. Radius, Cleave, Combat Re-
flexes, Divine Might, Dodge, Endurance, Exotic Weapon
Hades is one of the six children of Cronus and Rhea, and one Proficiency (bastard sword), Expertise, Great Cleave, Great
of the twelve Olympian deities. Unlike his fellows in the pan- Fortitude, Improved Bull Rush, Improved Critical (bastard
theon, however, he does not reside in Olympus. He makes his sword), Improved Disarm, Improved Grapple, Improved
home in the Stygian darkness of Hades. He is married to Perse- Initiative, Improved Sunder, Improved Trip, Improved
phone, daughter of Demeter, but she resides with him only Unarmed Strike, Iron Will, Knock-Down, Mobility, Power
during the winter months. Attack, Power Critical (bastard sword), Spring Attack,
Stunning Fist, Sunder, Superior Expertise, Weapon Focus
Dogma (bastard sword), Weapon Specialization (bastard sword),
Whirlwind Attack.
Unlike some deities whose portfolio includes death, Hades is not
particularly malicious or hateful toward the mortals whose souls Divine Immunities: Ability damage, ability drain, acid, cold,
come to his realm. Death, he teaches, is the lot of all mortals, the death effects, disease, disintegration, electricity, energy drain,
thing that sets them apart from deities, and it must be accepted
Illus. by W. Reynolds even if it brings grief.

116 Clergy and Temples

Hades’s clerics tend to share their patron’s dour, gloomy demeanor.
Dressed in black, they officiate at funerals and annual rites in
honor of departed ancestors. In contrast to most Olympian festi-
vals, these are solemn affairs.

Temples to Hades are usually built underground, in caves, or at
least sunken so their floors are below ground level. They tend to
be dark and windowless, creating an atmosphere of gloom rem-
iniscent of the underworld’s darkness.

HADES

Fighter 20/Rogue 10/Assassin 10
Large Outsider
Divine Rank: 17
Hit Dice: 20d8+320+272 (outsider) plus 20d10+320

(Ftr) plus 10d6+160 (Rog) plus 10d6+160 (Asn)
(1,712 hp)
Initiative: +13 (+9 Dex, +4 Improved Initiative)
Speed: 80 ft., burrow 40 ft.
AC: 74 (–1 size, +9 Dex, +17 divine, +30 natural, +9
deflection)
Attacks*: Huge +5 unholy bastard sword +82/+77/
+72/+67 melee; or spell +72 melee touch or +65
ranged touch *Always receives a 20 on attack
rolls; roll die to check for critical hit.
Damage*: Huge +5 unholy bastard sword 2d8+48/
18–20; or by spell *Always does maximum
damage (sword 64 points).
Face/Reach: 5 ft. by 5 ft./10 ft.
Special Attacks: Crippling strike, death attack (DC
29), domain powers, poison use, salient divine abili-
ties, sneak attack +13d6, spell-like abilities.
Special Qualities: Divine immunities, DR 52/+4, fire
resistance 37, understand, speak, and read all
languages and speak directly to all beings within 17
miles, remote communication, godly realm, teleport
without error at will, plane shift at will, +5 on saves
against poison, evasion, traps, uncanny
dodge (cannot be flanked, +4 against traps),
SR 49, divine aura (17 miles, DC 36).
Saves*: Fort +45, Ref +38, Will +39. *Always
receives a 20 on saves.
Abilities: Str 42, Dex 28, Con 42, Int 29, Wis 30,
Cha 29.
Skills*: Balance +28, Bluff +66, Concentration +58,
Craft (metalworking) +76, Craft (stoneworking)
+76, Diplomacy +50, Gather Information +66,
Hide +62, Intimidate +78, Jump +35, Knowl-
edge (arcana) +61, Knowledge (religion) +61,

mind-affecting effects, paralysis, poison, sleep, stunning, trans- HECATE CHAPTER 4:
mutation, imprisonment, banishment.
Goddess of the Dark of the Moon, Goddess of the Crossways, THE OLYMPIAN
Salient Divine Abilities: Alter Form, Alter Reality, Alter Size, Dread Goddess of Night PANTHEON
Annihilating Strike, Avatar, Create Greater Object, Create Object,
Divine Battle Mastery, Divine Blast, Divine Creation, Divine Intermediate God Illus. by D. Cramer
Earth Mastery, Divine Sneak Attack, Divine Shield, Divine Symbol: Setting moon
Weapon Focus (bastard sword), Divine Weapon Specialization Home Plane: Olympus
(bastard sword), Hand of Death, Know Death, Life and Death (no Alignment: Neutral evil
rest required), Life Drain, Mass Life and Death, Shapechange, Portfolio: Moon, magic, abundance, undead
Wound Enemy. Worshipers: Wizards, sorcerers, assassins,

Domain Powers: 17/day death touch (if subject touched does hunters, rogues
not have at least 120 hp, it dies); 17/day turn or destroy water crea- Cleric Alignments: CE, LE, NE
tures, or rebuke or command earth creatures; cast evil spells at +1 Domains: Creation, Evil, Knowledge, Magic
caster level. Favored Weapon: Dagger

Spell-Like Abilities: Hades uses these abilities as a 27th-level Deity of the moon, magic, and plenty, Hecate (hek-ah-tee) is
caster, except for evil spells, which he uses as a 28th-level caster. both feared and revered. Her true form is that of a woman with
The save DCs are 36 + spell level. Animate dead, blasphemy, cause three heads. However, she can appear in any form she likes, and
fear, create greater undead, create undead, death knell, death ward, dese- she most often appears as a beautiful woman with lustrous, dark
crate, destruction, dispel good, earthquake, elemental swarm (as earth hair. She is known as the provider of food, riches, and other
spell only), iron body, magic circle against good, magic stone, protection desirable things, and as a defender of children. She also is an
from good, slay living, soften earth and stone, spike stones, stone shape, independent and capricious deity who wanders the night with a
stoneskin, summon monster IX (as evil spell only), unholy aura, unholy pack of hell hounds, which she sets on anyone she finds travel-
blight, wail of the banshee, wall of stone. ing about.

Assassin Spells/Day: 5/4/4/3; save DC = 19 + spell level. Dogma

Other Divine Powers Hecate is the patron of those who work dark magic and those who
would work magic for gain. She promotes the use of spells and
As a greater deity, Hades automatically receives the best possible magic items, and tells her followers that magic is the key that
result on any die roll he makes (including attack rolls, damage, unlocks wealth, power, and all desirable things.
checks, and saves). He is immortal.
She preaches the joys of abundance, but warns against the folly
Senses: Hades can see, hear, touch, and smell at a distance of of waste. Any good reaper or hunter, she says, leaves a few seeds
seventeen miles. As a standard action, he can perceive anything and a few fauns for next year.
within seventeen miles of his worshipers, holy sites, objects, or any
location where one of his titles or name was spoken in the last Clergy and Temples
hour. He can extend his senses to up to twenty locations at once.
He can block the sensing power of deities of his rank or lower at up Hecate has few clerics, and most of those are cleric/wizards or
to two remote locations at once for 17 hours. cleric/sorcerers. They prefer blue-white garb (the color of
moonlight). Her clerics usually work in solitude, performing
Portfolio Sense: Hades senses any death seventeen weeks magical research, making items, and searching out legendary
before it happens and retains the sensation for seventeen weeks treasures. They form cells of cultists to pursue their schemes on
after the event occurs. a larger scale.

Automatic Actions: Hades can use Knowledge (arcana), Temples to Hecate serve as bases and sanctuaries for her clerics.
Knowledge (religion), or Knowledge (the planes) as a free action They are always well hidden, often located in depths of dark,
if the DC for the task is 30 or lower. He also can use any death- haunted forests and guarded by undead.
producing spell or domain power (but not a salient divine abil-
ity) as a free action. He can perform up to twenty such free HECATE
actions each round.
Wizard 20/Cleric 20
Create Magic Items: Hades can create any magic weapon, Large Outsider
as well as items that can produce death effects such as a mask of Divine Rank: 11
the skull. Hit Dice: 20d8+140 (outsider) plus 20d4+140 (Wiz) plus 20d8+140

Avatars (Clr) (820 hp)
Initiative: +13 (+9 Dex, +4 Improved Initiative)
Hades’s avatar rides a chariot drawn by giant horses or nightmares. Speed: 80 ft.
He sends it into the word primarily to claim the souls of heroes AC: 63 (–1 size, +9 Dex, +11 divine, +24 natural, +10 deflection)
who defy death. Attacks: Small +5 ghost touch keen unholy dagger +65/+60/+55/+50

dAvatar of Hades: As Hades except divine rank 8; AC 56 melee; or spell +59 melee touch or +61 ranged touch
(touch 35, flat-footed 56); Atk +73/+68/+63/+58 melee (2d8+39 Damage: Small +5 ghost touch keen unholy dagger 1d6+12/15–20; or
plus 2d6 unholy/19–20, Huge +5 unholy bastard sword) or spell +63
melee touch or +56 ranged touch; SQ DR 43/+4, fire resistance 28, by spell
no fast healing, SR 40, divine aura (800 ft., DC 27); SV Fort +36, Ref Face/Reach: 5 ft. by 5 ft./10 ft.
+29, Will +30; all skill modifiers reduced by 9. Special Attacks: Rebuke undead 13/day, domain powers, salient

Salient Divine Abilities: Alter Reality, Alter Size, Annihilating divine abilities, spell-like abilities.
Strike, Divine Blast, Divine Shield, Divine Weapon Focus (bastard Special Qualities: Divine immunities, DR 46/+4, fire resistance
sword), Divine Weapon Specialization (bastard sword), Hand of
Death, Know Death, Life and Death. 31, spontaneous casting of divine spells, understand, speak,
and read all languages and speak directly to all beings within
Spell-Like Abilities: Caster level 18th; saving throw DC 27 + 11 miles, remote communication, godly realm, teleport without
spell level. error at will, plane shift at will, familiar (dogs), SR 63, divine aura
(1,100 ft., DC 31).
117

CHAPTER 4: Saves: Fort +50, Ref +52, Will +54. Cleric Spells/Day: 6/9/8/8/8/8/6/6/6/6;
Abilities: Str 24, Dex 28, Con 25, Int 45, base DC = 19 + spell level.
THE OLYMPIAN Wizard Spells/Day (Levels 0–17):
PANTHEON Wis 29, Cha 30. 4/9/8/8/8/8/7/7/7/7/3/
Skills*: Alchemy +85, Balance +22, 3/3/3/2/2/2/2; base DC
Illus. by S. Wood = 27 + spell level.
Bluff +44, Concentration +81, Dark Celerity
118 Diplomacy +55, Disguise (unique salient
+54, Heal +24, Hide +76, divine ability): At
Intimidate +23, Jump night, any spell Hecate
+22, Knowledge (arcana) casts is considered
+91, Knowledge (geog- quickened, regard-
raphy) +68, Knowledge less of its normal
(history) +68, Knowledge casting time. She can cast
(nature) +74, Knowledge only one such quick-
(religion) +91, Knowledge ened spell each round.
(the planes) +78, Knowl- Possessions:
edge (undead) +91, Listen Hecate’s dagger is a +5 ghost
+68, Move Silently +53, touch keen unholy dagger.
Profession (herbalist) +77, Whenever Hecate hits a
Scry +91, Search +61, mortal with her dagger, she
Sense Motive +64, Spell- can take control of that mortal
craft +91, Spot +68, Swim just as she can take control of
+41, Tumble +53, Wilderness an undead creature. This
Lore +53. *Always receives a 20 power works like Hecate’s
on checks. Control Creatures (undead)
Feats: Brew Potion, Combat Casting, salient divine ability. Any
Combat Reflexes, Craft Wand, mortal she controls counts
Craft Wondrous Item, Empower against the number of undead
Spell, Enlarge Spell, Eschew creatures she can control.
Materials, Extend Spell, Forge Ring,
Greater Spell Penetration, Heighten Other Divine Powers
Spell, Improved Critical (dagger),
Improved Initiative, Maximize Spell, As an intermediate deity, Hecate
Persistent Spell, Quicken Spell, automatically receives a die result
Scribe Scroll, Silent Spell, Spell of 20 on any check. She treats a 1 on a
Penetration, Still Spell, Track, Weapon saving throw or attack roll normally
Finesse (dagger), Weapon Focus (dagger), and not as an automatic failure. She is
Widen Spell. immortal.
Senses: Hecate can see, hear, touch, and
Divine Immunities: Ability damage, ability smell at a distance of eleven miles. As a standard
drain, acid, cold, death effects, disease, disintegration, action, she can perceive anything within eleven miles
electricity, energy drain, mind-affecting effects, paral- of her worshipers, holy sites, objects, or any location
ysis, poison, sleep, stunning, transmutation, imprison- where one of her titles or name was spoken in the last hour.
ment, banishment. She can extend her senses to up to ten locations at once. She can
block the sensing power of deities of her rank or lower at up to two
Salient Divine Abilities: Alter Reality, Alter Size, Alter remote locations at once for 11 hours.
Form, Arcane Mastery, Avatar, Control Creatures (undead), Portfolio Sense: Hecate senses the casting of any spell, the
Dark Celerity†, Divine Blast, Divine Shield, Divine Spellcast- creation of any undead creature, and the destruction of any
ing, Extra Domain (Knowledge), Increased Spell Resistance, undead creature the instant it happens, provided that it happens
Shapechange, Spontaneous Wizard Spells. †Unique ability, at night, She retains the sensation for eleven weeks after the event
described below. occurs. She is likewise aware of the exact instant the moon rises
or sets.
Domain Powers: Cast conjuration (creation) spells at +2 Automatic Actions: Hecate can use Alchemy, Knowledge
caster level; cast evil spells at +1 caster level; cast divination spells (arcana), Knowledge (geography), Knowledge (history), Knowledge
at +1 caster level; use spell completion and spell trigger devices (nature), Knowledge (religion), Knowledge (the planes), Knowl-
as Wiz30. edge (undead), Profession (herbalist), or Spellcraft as a free
action if the DC for the task is 25 or lower. Hecate can perform
Spell-Like Abilities: Hecate uses these abilities as a 21st- up to ten such free actions each round.
level caster, except for evil spells and divination spells, which Create Magic Items: Hecate can create any kind of magic
she uses as a 22nd-level caster, and conjuration (creation) item, as long as the item’s market price does not exceed 200,000 gp.
spells, which she uses as a 23rd-level caster. The save DCs are 31
+ spell level. Antimagic field, blasphemy, clairaudience/clairvoyance, Avatars
create food and water, create undead, create water, desecrate, detect
secret doors, detect thoughts, discern location, dispel good, dispel magic, Hecate’s avatars resemble her preferred form, that of a beautiful
divination, find the path, foresight, genesis, heroes’ feast, identify, woman with dark hair. She sends her avatars to wander the
imbue with spell ability, legend lore, magic circle against good, major night, and occasionally she tells them to protect shepherds,
creation, minor creation, minor image, Mordenkainen’s disjunction, herders, or children, as the whim strikes her. Hell hounds often
Nystul’s undetectable aura, permanent image, protection from good, accompany her avatars just as they accompany her.
protection from spells, spell resistance, spell turning, summon monster
IX (as evil spell only), true creation, true seeing, unholy aura,
unholy blight.

dAvatar of Hecate: As Hecate except divine rank 5; AC 41 AC: 69 (–1 size, +8 Dex, +15 divine, +28 natural, +9 deflection) CHAPTER 4:
(touch 33, flat-footed 32); Atk +59/+54/+49/+44 melee Attacks: Huge +5 flaming burst warhammer +80/+75/+70/+65
(1d6+12/18–20, Small +5 ghost touch keen unholy dagger) or spell THE OLYMPIAN
+53 melee touch or +55 ranged touch; SQ DR 40/+4, fire resist- melee; or spell +74 melee touch or +62 ranged touch PANTHEON
ance 25, SR 37, divine aura (500 ft., DC 25); SV Fort +44, Ref +46, Damage: Huge +5 flaming burst warhammer 2d8+37/19–20/×3; or
Will +48; all skill modifiers reduced by 6. Illus. by D. Cramer
by spell
Salient Divine Abilities: Alter Size, Alter Form, Dark Celerity†, Face/Reach: 5 ft. by 5 ft./10 ft.
Divine Spellcasting, Extra Domain (Knowledge), Increased Spell Special Attacks: Turn undead 12/day, domain powers, salient
Resistance. †Unique ability, described above.
divine abilities, spell-like abilities.
Spell-Like Abilities: Caster level 15th; saving throw DC 25 + Special Qualities: Divine immunities, fire immunity, DR
spell level.
50/+4, spontaneous casting of divine spells, understand,
HEPHAESTUS speak, and read all languages and speak directly to all beings
within 15 miles, remote communication, godly realm, teleport
Workman of the Immortals, God of without error at will, plane shift at will, SR 47, divine aura (1,500
the Forge ft., DC 34.
Saves: Fort +56, Ref +55, Will +56.
Intermediate God Abilities: Str 51, Dex 27, Con 28, Int 30, Wis 29, Cha 29.
Symbol: Hammer and anvil Skills*: Appraise +36, Concentration +39, Craft (armorsmithing)
Home Plane: Olympus +85, Craft (bowmaking) +83, Craft (metalworking) +79, Craft
Alignment: Neutral good (weaponsmithing) +85, Diplomacy +41, Hide +19, Knowledge
Portfolio: Smithing, crafts (arcana) +30, Knowledge (architecture and engineering) +76,
Worshipers: Dwarves, artisans, Knowledge (geography) +76, Knowledge (nature) +56,
Knowledge (religion) +64, Knowledge (the planes) +48, Listen
fighters +56, Profession (miner) +82, Scry +40, Search +57, Sense Motive
Cleric Alignments: LG, LN, NG +47, Spellcraft +51, Spot +56, Use Magic Device +55, Use Rope
Domains: Artifice, Community, +41. *Always receives a 20 on checks.
Feats: Blind-Fight, Cleave, Craft Wondrous Item, Divine Might,
Earth, Fire, Good Dodge, Energy Substitution (fire), Expertise, Great Cleave,
Favored Weapon: Warhammer Hold the Line, Improved Bull Rush, Improved Critical (war-
hammer), Improved Disarm, Improved Grapple, Improved
The god of blacksmithing, fire, and crafts, Hephaestus (hef-fay- Initiative, Improved Sunder, Improved Unarmed Strike,
stuss), usually appears as a tall, bearded giant with a club foot and Knock-Down, Power Attack, Power Critical (warhammer),
a hunchback. Among the comely gods of Olympus, only he is Skill Focus (Craft [armorsmithing]), Skill Focus (Craft [metal-
ugly. It is said that his mother, Hera, tried to cast him out. If so, working]), Skill Focus (Craft [weaponsmithing]), Sunder,
that must have been in the distant past. Hephaestus is highly Superior Expertise, Weapon Focus (warhammer), Weapon
honored among the gods as their armorer and smith. Bards’ tales Specialization (warhammer).
say that volcanoes mark the sites of his forges.
Divine Immunities: Ability damage, ability drain, acid, cold,
Hephaestus is a patron of all the civilized arts, though smiths death effects, disease, disintegration, electricity, energy drain,
are his special charges. He is married to Aphrodite but secretly mind-affecting effects, paralysis, poison, sleep, stunning, transmuta-
loves Athena, who either does not notice or does not deign to tion, imprisonment, banishment.
acknowledge his affection.
Salient Divine Abilities: Alter Form, Alter Reality, Alter Size,
Dogma Annihilating Strike, Area Divine Shield, Avatar, Craft Artifact,
Create Greater Object, Create Object, Divine Blast, Divine Cre-
Hephaestus is a peaceful deity who teaches the value of hard labor, ation, Divine Fire Mastery, Divine Shield, Energy Storm (fire),
honesty, dependability. He emphasizes loyalty to family and to Extra Domain (Community), Extra Domain (Good), Irresistible
whomever else loyalty is due: superiors, just rules, and elders most of Blows (warhammer), Master Crafter.
all. He encourages his followers to tackle their problems with vigor
and persistence, like smiths hammering bits of metal into more Domain Powers: Cast conjuration (creation) spells at +1 caster
desirable shapes. level; 15/day use calm emotions; 15/day turn or destroy air creatures,
or rebuke or command earth creatures; 15/day turn or destroy
Clergy and Temples water creatures, or rebuke or command fire creatures; cast good
spells at +1 caster level.
Clerics of Hephaestus are charged with maintaining civic life.
They perform a wide range of public ceremonies, most impor- Spell-Like Abilities: Hephaestus uses these abilities as a
tantly welcoming children into family and community. They also 25th-level caster, except for conjuration (creation) spells and
see to educating the young and especially to training apprentice good spells, which he uses as a 26th-level caster. The save DCs
smiths and other craftworkers. are 34 + spell level. Aid, animate rope, blade barrier, bless, burning
hands, dispel evil, earthquake, elemental swarm (as earth or fire spell
Every temple or shrine of Hephaestus a fire that is kept per- only), fire seeds, fire shield, fire storm, hardening*, heroes’ feast, holy
petually lit, and most include a smithy or other workshop. Hos- aura, holy smite, holy word, incendiary cloud, iron body, magic circle
tels and sanctuaries for the infirm and the handicapped are also against evil, magic stone, major creation, mass heal, minor creation, fab-
common. ricate, miracle, prayer, prismatic sphere, produce flame, protection from
evil, Rary’s telepathic bond, refuge, resist elements, shield other, soften
HEPHAESTUS earth and stone, spike stones, status, stone shape, stoneskin, summon
monster IX (as good spell only), true creation*, wall of fire, wall of
Fighter 15/Cleric 12/Expert 8 stone, wood shape.
Large Outsider (Good)
Divine Rank: 15 Cleric Spells/Day: 6/9/7/7/6/6/4; base DC = 19 + spell level.
Hit Dice: 20d8+180 (outsider) plus 15d10+135 (Ftr) plus 12d8+108
119
(Clr) plus 8d6+72 (Exp) (879 hp)
Initiative: +12 (+8 Dex, +4 Improved Initiative)
Speed: 60 ft.

CHAPTER 4: Other Divine Powers the focus for Hephaestus’s remote sense and remote communica-
tion power.
THE OLYMPIAN As an intermediate deity, Hephaestus automatically receives a die
PANTHEON result of 20 on any check. He treats a 1 on a saving throw or attack Automatic Actions: Hephaestus can use Craft (armor-
roll normally and not as an automatic failure. He is immortal. smithing), Craft (bowmaking), Craft (metalworking), Craft
(weaponsmithing), Knowledge (arcana), Knowledge (architecture
Senses: Hephaestus can see, hear, touch, and smell at a distance and engineering), Knowledge (geography), Knowledge (nature),
of fifteen miles. Hephaestus sees equally well in full daylight or Knowledge (religion), Knowledge (the planes), or Profession
total darkness. As a standard action, he can perceive anything (miner) as a free action if the DC for the task is 25 or lower. He can
within fifteen miles of his worshipers, holy sites, objects, or any perform up to ten such free actions each round.
location where one of his titles or name was spoken in the last
hour. He can extend his senses to up to ten locations at once. He Create Magic Items: Hephaestus can create metal armor, any
can block the sensing power of deities of his rank or lower at up to weapon, metal items such as rings, and tools such as a mattock of
two remote locations at once for 15 hours. the titans, as long as the item’s market price does not exceed
200,000 gp.
Portfolio Sense: Hephaestus knows when any fire starts or
when anyone uses a craft skill instant it happens and retains Avatars
the sensation for fifteen weeks after
the event occurs. Hephaestus’s avatars usually appear as muscular human males with
Any living fire shaggy, black hair, untrimmed beards, and some kind of physical
(but not a fire deformity. He sends them to observe volcanic eruptions (he often
creature) helps evacuate people living nearby). Other avatars witness or
can be assist with epic feats of smithing.

Illus. by A. Swekel & D. Cramer dAvatar of Hephaestus: As Hephaestus except divine rank
7; Medium-size outsider (good); Spd 40 ft.; AC 53 (touch 33, flat-
footed 45); Atk +72/+67/+62/+57 melee (1d8+37/×3, Large +5
flaming burst returning warhammer) or spell +66 melee touch or
+54 ranged touch; SQ DR 42/+4, SR 39, divine aura (700 ft., DC
26); SV Fort +48, Ref +47, Will +48; all skill modifiers reduced
by 8.

Salient Divine Abilities: Alter Form, Alter Size, Area Divine
Shield, Create Object, Divine Fire Mastery, Divine Shield, Extra
Domain (Community), Extra Domain (Good), Master Crafter.

Spell-Like Abilities: Caster level 17th; saving throw DC 26 +
spell level.

HERA

Protectress, Bride, Flowery Hera
Greater Deity

Symbol: Fan of
peacock feathers
Home Plane: Olympus
Alignment: Neutral
Portfolio: Marriage,
women, intrigue
Worshipers: Women, wives,
spies, planners
Cleric Alignments: CN, LN, N, NE, NG
Domains: Community, Nobility, Protection,
Trickery

Favored Weapon: Light mace

120 The queen of the Olympian deities, Hera (hair-ah) appears as a tall
and noble woman. She is patron of marriage but also of jealous
wives, for her marriage to Zeus is anything but a model of fidelity.
In her jealousy over Zeus’s many dalliances with other goddesses
and mortal women, Hera has often acted violently. She conspired
with the Titans to have Zagreus killed (see Orphic Mysteries in the
Dionysus entry), tricked Dionysus’s mortal mother Semele to
cause her own doom, and tried to harm Hercules throughout his
mortal life.

Hera is one of the six children of the Titans Cronus and Rhea,
and is thus Zeus’s sister as well as his wife. She fought valiantly
against the Titans at Zeus’s side, but her importance has waned
with every new deity or hero that Zeus sires with someone else.

Dogma

Hera advocates looking out for number one, and she is not shy
about advocating underhanded means to accomplish one’s goals.

She is a sneak, a spy, and a plotter, and CHAPTER 4:
many of her followers are proud to be
the same. Power, she says, is never freely THE OLYMPIAN
given—it must be taken. Although Hera PANTHEON
has some definite leanings toward evil,
she has many good-aligned followers and Illus. by E. Peterson
clerics who emphasize her more positive
aspects as a protective and nurturing Will, Jack of All Trades, Mobility, Persistent Spell, Power Attack, 121
deity. She is also the patron of nobility Quicken Spell, Scribe Scroll, Silent Spell, Skill Focus (Diplo-
and government. macy), Spell Mastery, Spell Penetration, Spring Attack, Still
Spell, Weapon Focus (heavy mace).
Clergy and Temples
Divine Immunities: Ability damage, ability drain, acid, cold,
Hera’s clerics wear blue or purple death effects, disease, disintegration, electricity, energy drain,
tunics. They preside at weddings, typi- mind-affecting effects, paralysis, poison, sleep, stunning, trans-
cally offering stern admonitions to the mutation, imprisonment, banishment.
bridegroom to remain faithful to his
new wife. They also officiate at cere- Salient Divine Abilities: Alter Form, Alter Reality, Alter
monies installing elected officials or Size, Annihilating Strike, Arcane Mastery, Automatic Meta-
crowning kings. magic (extend wizard spells), Avatar, Divine Blast, Divine
Dodge, Divine Fast Healing, Divine Rogue, Divine Shield, Di-
Hera has grand temples located in vine Strike, Energy Burst (sonic), Extra Domain (Protection),
major cities, but she is not very popular Extra Sense Enhancement (hearing), Extra Sense Enhance-
elsewhere. ment (sight), Know Secrets, Lay Curse, Shapechange, True
Shapechange.
HERA
Domain Powers: 16/day use calm emotions; 16/day inspire
Rogue 20/Wizard 20 allies (+2 morale bonus for 16 rounds); 16/day protective ward
Large Outsider (touched subject gains +16 resistance bonus on next saving throw,
Divine Rank: 16 maximum duration 1 hour)
Hit Dice: 20d8+180 (outsider) plus
Spell-Like Abilities: Hera uses these abilities as a 26th-level
20d6+180 (Rog) plus 20d4+180 (Wiz) caster. The save DCs are 42 + spell level. Antimagic field, bless,
(900 hp) change self, confusion, demand, discern lies, divine favor, enthrall, false
Initiative: +11
Speed: 80 ft.
AC: 81 (–1 size, +11 Dex, +16 divine, +29
natural, +16 deflection)
Attacks*: Large +5 thundering heavy mace
+73/+68/+63/+58 melee; or spell +67
melee touch or +66 ranged touch
*Always receives a 20 on attack rolls;
roll die to check for critical hit.
Damage*: Large +5 thundering heavy mace
2d6+23; or by spell *Always does maxi-
mum damage (mace 35 points)
Face/Reach: 5 ft. by 5 ft./10 ft.
Special Attacks: Domain powers, salient divine abilities, sneak
attack +10d6 (60 points), spell-like abilities.
Special Qualities: Divine immunities, DR 51/+4, fire resistacne
36, fast healing 36, understand, speak, and read all languages
and speak directly to all beings within 16 miles, remote
communication, godly realm, teleport without error at will, plane
shift at will, familiar (peacocks), crippling strike, defensive
roll, improved evasion, opportunist, traps, uncanny dodge
(cannot be flanked, +4 against traps), SR 48, divine aura (16
miles, DC 42).
Saves*: Fort +57, Ref +59, Will +58. *Always receives a 20 on saves.
Abilities: Str 35, Dex 32, Con 29, Int 27, Wis 27, Cha 43.
Skills*: Alchemy +44, Bluff +82, Concentration +65, Craft
(weaving) +64, Diplomacy +88, Disable Device +44, Disguise
+72, Escape Artist +67, Forgery +44, Gather Information
+72, Hide +63, Innuendo +66, Intimidate +74, Knowledge
(arcana) +64, Knowledge (nobility and royalty) +64, Knowl-
edge (religion) +64, Listen +64, Move Silently +67, Open
Lock +47, Pick Pocket +49, Read Lips +44, Scry +44, Search
+44, Sense Motive +44, Spellcraft +44. *Always receives a 20
on checks.
Feats: Brew Potion, Craft Rod, Craft Wondrous Item, Dodge,
Empower Spell, Enlarge Spell, Eschew Materials, Expertise,
Forge Ring, Greater Spell Penetration, Heighten Spell, Iron

CHAPTER 4: vision, geas/quest, greater command, heroes’ feast, invisibility, magic vest- 65); Atk +65/+60/+55/+50 melee (1d8+23, +5 thundering heavy
ment, mass heal, mind blank, miracle, mislead, nondetection, polymorph mace); or spell +59 melee touch or +58 ranged touch; SQ DR
THE OLYMPIAN any object, prayer, prismatic sphere, protection from elements, Rary’s tele- 43/+4, fire resistance 28, no fast healing, SR 40, divine aura
PANTHEON pathic bond, refuge, repulsion, sanctuary, screen, shield other, spell immu- (800 ft., DC 34); SV Fort +49, Ref +51, Will +50; all skill modi-
nity, spell resistance, status, storm of vengeance, time stop. fiers reduced by 8.
Illus. by A. Swekel & D. Cramer
Wizard Spells/Day: 4/6/6/6/6/5/5/5/5/4; base DC = 18 + Salient Divine Abilities: Alter Form, Alter Size, Arcane Mastery,
122 spell level. Automatic Metamagic (extend wizard spells), Divine Blast,
Divine Shield, Extra Domain (Protection), Extra Sense
Other Divine Powers Enhancement (hearing), Extra Sense Enhancement (sight),
Shapechange.
As a greater deity, Hera automatically receives the best possible
result on any die roll she makes (including attack rolls, damage, Spell-Like Abilities: Caster level 18th; saving throw DC 34 +
checks, and saves). She is immortal. spell level.

Senses: Hera can see, touch, and smell at a distance of sixteen HERCULES
miles, and she can hear at a distance of thirty-two miles. She can
also see through 160 feet of solid objects. As a standard action, Demigod
she can perceive anything within sixteen miles of her wor- Symbol: Lion’s head
shipers, holy sites, objects, or any location where one of her
titles or name was spoken in the last hour. She can Home Plane: Olympus
extend her senses to up to twenty locations at once. Alignment: Chaotic good
She can block the sensing power of deities of her Portfolio: Strength, adventure
rank or lower at up to two remote locations at Worshipers: Fighters, athletes
once for 16 hours. Cleric Alignments: CG, LG, NG
Domains: Chaos, Luck,
Portfolio Sense: Hera is aware of every Strength
marriage that takes place, and knows Favored Weapon: Greatclub
whenever a husband cheats on his
wife. The exception is her own Hercules (herk-you-lees), god of strength,
husband, whose actions do appears as a large, muscular man with a
not register against her tangled beard. He wears a lion’s skin and
portfolio powers. Hera is carries a massive club.
aware of these events six-
teen weeks before they Hercules is the son of Zeus, born to a
occur, and retains the sensa- mortal mother, and he had to earn his
tion for sixteen weeks after way to godhood. (As an ascended mortal,
they happen. Hercules does not have outsider Hit
Dice as other members of the pantheon
Automatic Actions: do.) During his mortal existence, he was
Hera can use any Charisma- impulsive and hedonistic, liable to do or
or Intelligence-related skill
as a free action if the DC attempt almost any-
for the task is 30 thing just for the fun
or lower. To of it. He was also
use a skill as a infamous for his
free action, Hera temper, and the
must have ranks slightest insult
in the skill, or the or affront was
skill must be usable enough to pro-
untrained. Hera can- voke him. He
not do anything as a was always
free action if the task deeply remorse-
would be a move action or ful afterward,
part of a move action. She especially when
can perform up to twenty he overreacted.
such free actions in a round. Since attaining
godhood, Hercules
Create Magic Items: Hera has shown more
can create any magic item
whose use involves scrying or restraint, though he is
stealth, such as a crystal ball or a still very proud and more
robe of blending. than a little vain. If tricked,
swindled, or lied to, Hercules
Avatars seeks revenge even if it takes
him years to get even.
Hera sends her avatar to spy on
Zeus’s avatars, to punish her Dogma
mortal and immortal rivals, and
to harry or kill Zeus’s illegiti- Hercules expects his followers to
mate children. The avatar usually keep fit and to rely on their physical
appears as a human woman. prowess to overcome any difficulties they might
encounter. If there’s one thing that impresses Hercules, it’s
dAvatar of Hera: As Hera confidence.
except divine rank 8; AC 65 (touch 44, flat-footed

He promotes physical challenges as a method for resolving dis- Spell-Like Abilities: Hercules uses these abilities as a 15th- CHAPTER 4:
putes among his followers. Such challenges might include level caster. The save DCs are 22 + spell level. Animate objects, Bigby’s
wrestling matches between two people having an argument, or clenched fist, Bigby’s crushing hand, Bigby’s grasping hand, break enchant- THE OLYMPIAN
longer quests in which people attempt to perform a series of daunt- ment, bull’s strength, chaos hammer, cloak of chaos, dispel law, endure PANTHEON
ing tasks. While a mortal, Hercules himself once completed a elements, entropic shield, freedom of movement, holy aura, magic circle
series of twelve great tasks as a penance after flying into a rage. against evil, magic circle against law, magic vestment, miracle, mislead, Illus. by D. Cramer
protection from elements, protection from law, righteous might, shatter,
Clergy and Temples spell immunity, spell turning, stoneskin, summon monster IX (as chaos 123
spell only), word of chaos.
Clerics of Hercules believe in swift action, and they disdain
intricate planning or long debates. They spend their time keeping Divine Rage: The following changes are in effect as long as Her-
fit and helping others do the same. They also organize athletic cules rages: AC 39; hp 1,000; attacks +72/+67/+62/+57 melee
events and other physical contests. They often try to outdo each (1d10+56/19–20, +5 greatclub); SQ Fire resistance 35, SR 47; SV Fort
other by undergoing long and demanding quests. +41, Will +31; Str 65, Con 38; Climb +75, Jump +77, Swim +74. His
rage can be used 5 times per day, it lasts for 1 hour (or until ended),
Temples to Hercules tend to be spacious and airy. They always and he is not winded afterward.
include at least one gymnasium and usually extensive baths. They
invariably have adjoining fields for athletic competitions. Possessions: Hercules wears the skin of the Nemian lion, a leg-
endary beast whose skin was impervious to cutting or piercing.
HERCULES The skin serves as a cloak. It provides the wearer a +10 armor bonus
and reduces damage the wearer takes from piercing or slashing
Barbarian 20/Fighter 20 weapons by half.
Medium-Size Outsider (Chaotic, Good)
Divine Rank: 5 Caster Level: 20th; Weight: 2 lb.
Hit Dice: 20d12+180 (Bbn) plus 20d10+180 (Ftr) (800 hp)
Initiative: +11 (+7 Dex, +4 Improved Initiative) Other Divine Powers
Speed: 70 ft.
AC: 44 (+7 Dex, +5 divine, +5 natural, +10 Nemian lion skin, +7 As a demigod, Hercules treats a 1 on an attack roll or saving throw
normally and not as an automatic failure. He is immortal.
deflection)
Attacks: +5 greatclub +67/+62/+57/+52 melee; or +5 mighty Senses: Hercules can see, hear, touch, and smell at a distance of
five miles. As a standard action, he can perceive anything within
distance composite longbow (+4 Str bonus) with +5 arrows five miles of his worshipers, holy sites, objects, or any location
+53/+48/+43/+38 ranged; or spell +57 melee touch or +42 where one of his titles or name was spoken in the last hour. He can
ranged touch extend his senses to up to two locations at once. He can block the
Damage: +5 greatclub 1d10+51/19–20; +5 mighty distance composite sensing power of deities of his rank or lower at up to two remote
longbow (+4 Str bonus) with +5 arrows 1d8+14/×3; or by spell locations at once for 5 hours.
Face/Reach: 5 ft. by 5 ft./5 ft.
Special Attacks: Domain powers, salient divine abilities, spell-like Portfolio Sense: Hercules is aware of any athletic competi-
abilities. tion that involves one thousand or more people, and any out-
Special Qualities: Divine immunities, DR 40/+4 (4/–), fire resist- standing achievement of stamina or physical prowess (such as
ance 25, understand, speak, and read all languages and speak climbing a mountain), provided it is known to at least one
directly to all beings within 15 miles, remote communication, thousand people.
godly realm, teleport without error at will, fast movement, uncanny
dodge (cannot be flanked, +4 against traps), SR 37, divine aura Automatic Actions: Hercules can use any Strength- or Dex-
(50 ft., DC 22). terity-based skill as a free action if the DC for the task is 15 or
Saves: Fort +36, Ref +28, Will +26. lower. To use a skill as a free action, Hercules must have ranks
Abilities: Str 55, Dex 25, Con 28, Int 20, Wis 21, Cha 24. in the skill, or the skill must be usable untrained. Hercules
Skills: Balance +14, Climb +70, Escape Artist +22, Handle cannot do anything as a free action if the task would be a move
Animal +50, Intimidate +35, Intuit Direction +26, Jump +72, action or part of a move action. Hercules likewise can perform
Listen +40, Ride (horse) +49, Sense Motive +13, Spot +17, Swim +69, anything that can be accomplished with a simple Strength or
Tumble +21, Wilderness Lore +33. Dexterity check as a free action. For example, Hercules could
Feats: Alertness, Blind-Fight, Blindsight 5-ft. Radius, Cleave, kick down a door or tie a knot as a free action but he could not
Combat Reflexes, Divine Might, Dodge, Expertise, Far Shot, jump, climb, or swim as a free action because the latter three
Great Cleave, Improved Bull Rush, Improved Critical (great- tasks are all move actions. He can perform up to five such free
club), Improved Grapple, Improved Initiative, Improved Trip, actions each round.
Improved Unarmed Strike, Knock-Down, Mobility, Point Blank
Shot, Power Attack, Precise Shot, Rapid Shot, Shot on the Run, Create Magic Items: Hercules can create simple or martial
Spring Attack, Sunder, Superior Expertise, Track, Weapon magic weapons and nonwritten items that boost physical abilities
Focus (greatclub), Weapon Focus (composite longbow), (Strength, Dexterity, and Constitution), as long as the item’s market
Weapon Specialization (greatclub), Whirlwind Attack. price does not exceed 4,500 gp.

Divine Immunities: Ability damage, ability drain, acid, HERMES
cold, death effects, disease, disintegration, electricity, energy
drain, mind-affecting effects, paralysis, poison, sleep, stunning, The Master Thief, Messenger of the Gods
transmutation. Intermediate God
Symbol: Caduceus (winged staff with two
Salient Divine Abilities: Alter Size, Divine Rage, Divine
Weapon Focus (greatclub), Divine Weapon Specialization (great- entwining serpents)
club), Indomitable Strength. Home Plane: Olympus
Alignment: Chaotic good
Domain Powers: 5/day reroll a die roll once after it is made; Portfolio: Travel, trade, theft, gambling,
5/day feat of strength (+5 enhancement bonus to Str for 1
round). running
Worshipers: Rogues, illusionists, travelers,

merchants, athletes
Cleric Alignments: CG, CN, NG

CHAPTER 4: Domains: Chaos, Good, Luck, Travel, Trickery Saves: Fort +54, Ref +67, Will +55.
Favored Weapon: Staff Abilities: Str 24, Dex 50, Con 24, Int 31, Wis 26, Cha 30.
THE OLYMPIAN Skills*: Alchemy +45, Appraise +55, Balance +59, Bluff +65,
PANTHEON The deity of travelers, merchants, thieves, gamblers, athletes and
elegant speakers, Hermes (her-meez) appears as a handsome youth Concentration +42, Craft (leatherworking) +45, Diplomacy
Illus. by D. Gaincola carrying a white caduceus. He wears a winged helm and sandals. +83, Disable Device +55, Escape Artist +55, Gather
He is perhaps the shrewdest and most cunning of all the Olympian Information +45, Hide +65, Intimidate +37, Intuit Direction
124 deities; he began his career as a thief before he was a day old by +33, Jump +36, Knowledge (arcana) +55, Knowledge (geogra-
stealing a herd of cattle from Apollo (who retains a distaste for phy) +65, Knowledge (history) +65, Knowledge (local) +55,
thieves to this day). Knowledge (nobility and royalty) +35, Knowledge (religion)
+35, Knowledge (the planes) +65, Listen +55, Move Silently
Dogma +85, Open Lock +75, Perform +35, Pick Pocket +79, Profession
(guide) +63, Profession (scribe) +63, Scry +45, Search +55,
Hermes values fair play, so much that he often settles disputes Sense Motive +53, Spellcraft +45, Spot +45, Tumble +67,
among the Olympians. While he values the wit and daring Wilderness Lore +43. *Always receives a 20 on checks.
required to accomplish a difficult theft, he frowns upon those Feats: Alertness, Ambidexterity, Brew Potion, Combat Reflexes,
who would steal from anyone who cannot afford the loss. He Craft Rod, Craft Staff, Craft Wand, Craft Wondrous Item, Dodge,
urges his followers to be dependable and Empower Spell, Expertise, Fleet of Foot, Greater Two-Weapon
prompt, but he despises tediousness and
smiles when something unexpected upsets Fighting, Improved Initiative, Improved Two-Weapon
the predictable. Hermes abhors idleness. If Fighting, Jack of All Trades, Maximize Spell, Mobility,
one cannot do anything useful, Hermes Quick Draw, Quicken Spell, Run, Scribe Scroll, Spring
says, the proper thing to do is travel and Attack, Superior Expertise, Two-Weapon Fighting.
have new experiences.
Divine Immunities: Ability damage, ability drain, acid, cold,
Clergy and Temples death effects, disease, disintegration,
electricity, energy drain, mind-
Hermes’s clerics seldom sit still. They’re affecting effects, paralysis, poison,
always busy with something, or out travel- sleep, stunning, transmutation,
ing the world. They are found in a wide vari- imprisonment, banishment.
ety of occupations, serving as diplomats, Salient Divine Abilities: Alter
judges, translators, moneychangers, surveyors, Form, Alter Reality, Alter Size,
and explorers. Arcane Mastery, Avatar, Divine
Blast, Divine Celerity, Divine
Wayside shrines to Hermes are common, but tem- Shield, Divine Dodge, Divine Glib-
ples dedicated to Hermes are fairly rare.
ness, Divine Rogue, Divine Sneak
HERMES Attack, Free Move, Gust of Wind†,
Supreme Initiative, Extra Domain
Rogue 20/Wizard 20
Large Outsider (Chaotic, Good) (Good), Extra Domain (Luck), Spon-
Divine Rank: 15 taneous Wizard Spells. †Unique
Hit Dice: 20d8+140 (outsider) plus 20d6+140 (Rog) plus ability, described below.
Domain Powers: Cast chaos
20d4+140 (Wiz) (780 hp) spells at +1 caster level; cast good
Initiative: +24, always first (+20 Dex, +4 Improved
spells at +1 caster level; 15/day reroll a die roll once after it
Initiative, Supreme Initiative) is made; 15 rounds/day freedom of movement.
Speed: 120 ft., fly 360 ft. perfect. Spell-Like Abilities: Hermes uses these abili-
AC: 82 (–1 size, +20 Dex, +15 divine, +28 natural, +10 ties as a 25th-level caster, except for chaos spells
and good spells, which he uses as a 26th-level
deflection) caster. The save DCs are 35 + spell level. Aid,
Attacks: Huge +5 speed holy quarterstaff +64/+64/ animate objects, astral projection, blade barrier,
break enchantment, change self, chaos hammer,
+59/+54/+49 melee, Huge +5 defending quarterstaff
+64/+59/+54 melee; or spell +61 melee touch or +74 cloak of chaos, confusion, dimension door, dispel evil, dispel law, entropic
ranged touch shield, expeditious retreat, false vision, find the path, fly, freedom of
Damage: Huge +5 speed holy quarterstaff 1d8+12, Huge movement, holy aura, holy smite, holy word, invisibility, locate object,
+5 defending quarterstaff 1d8+8; or by spell magic circle against evil, magic circle against law, miracle, mislead, non-
Face/Reach: 5 ft. by 5 ft./10 ft. detection, phase door, polymorph any object, protection from elements,
Special Attacks: Sneak attack +13d6, crippling protection from evil, protection from law, screen, shatter, spell turning,
strike, domain powers, salient divine abilities, summon monster IX (as chaos or good spell only), teleport without
spell-like abilities. error, time stop, word of chaos.
Special Qualities: Divine immunities, DR
50/+4, understand, speak, and read all Wizard Spells/Day: 4/7/7/6/6/6/6/5/5/5; base DC = 20 +
languages and speak directly to all beings spell level.
within 15 miles, remote communica-
tion, godly realm, teleport without error at Gust of Wind (unique salient divine ability): On any round
will, plane shift at will, familiar (birds), when Hermes takes a move action (or moves as a free action), he
evasion, improved evasion, traps, can create a blast of light, moderate, strong, or severe wind that
opportunist, slippery mind, spreads 150 feet along his path. See Table 3–17: Wind Effects in the
uncanny dodge (cannot be
flanked, +4 against traps), DUNGEON MASTER’s Guide.
SR 47, divine aura (1,500 Possessions: Caduceus, a winged staff entwined with
ft., DC 35).
two serpents, is Hermes’s symbol, given to him by Apollo.
It allows him to control animals and beasts as if using the

Control Creatures salient divine ability. This item only functions (quicken wizard spells), Divine Dodge, Divine Sneak Attack, Extra
in the hands of creatures with a divine rank of 0 or higher. Domain (Good), Extra Domain (Luck), Gust of Wind†, Sponta-
neous Wizard Spells, Supreme Initiative. †Unique ability,
Caster Level: 25th; Weight: 8 lb. described above.

Other Divine Powers Spell-Like Abilities: Caster level 17th; saving throw DC 27 +
spell level.
As an intermediate deity, Hermes automatically receives a die
result of 20 on any check. He treats a 1 on a saving throw or attack Lesser Deity HESTIA
roll normally and not as an automatic failure. He is immortal. Symbol: Hearth
Home Plane: Olympus CHAPTER 4:
Senses: Hermes can see, hear, touch, and smell at a distance of Alignment: Neutral good
fifteen miles. As a standard action, he can perceive anything within Portfolio: Home, hearth, family THE OLYMPIAN
fifteen miles of his worshipers, holy sites, objects, or any location Worshipers: Commoners PANTHEON
where one of his titles or name was spoken in the last hour. He can Cleric Alignments: CG, LG, NG
extend his senses to up to ten locations at once. He can block the Domains: Community, Good,
sensing power of deities of his rank or lower at up to two remote
locations at once for 15 hours. Protection
Favored Weapon: Dagger
Portfolio Sense: Hermes senses the beginning or end of any
journey of three miles or more the instant it happens and retains “In all the temples of
the sensation for fifteen weeks after the event occurs. He likewise the gods she has
senses any theft, wager, or negotiation. her share of honor
and for all mortals
Automatic Actions: Hermes can use Craft
(leatherworking), Disable Device, Knowledge she is of all the gods
(arcana), Knowledge (geography), Knowledge the most venerated.”
(history), Knowledge (local), Knowledge (nobility —The Homeric Hymns
and royalty), Knowledge (religion), Knowledge
(the planes), Open Lock, Profession (guide), or This illustrious position belongs Illus. by D. Cramer & R. Guay
Profession (scribe) as a free action if the DC for to an unassuming deity, Hestia
the task is 25 or lower. He can also use Pick (hess-tee -ah). Though she is Zeus’s 125
Pocket as a free action (though each such attempt sister and a daughter of Cronus and
requires a check). He can perform up to ten such Rhea, Hestia is for the most part uninvolved
free actions each round. in the quarrels, politics, and escapades of the
other Olympian deities. Instead, she is con-
Create Magic Items: Hermes can create a tent with her position as a house deity, wor-
magic weapon from a dagger, dart, light shiped with simple sacrifices by simple
mace, sap, shortbow, composite shortbow, people on tiny home altars.
short sword, club, heavy mace, morning- Hestia appears as a young woman with
star, quarterstaff, rapier, or any type of a gleam in her eyes like dancing firelight.
crossbow as well as any item that con- She is the firstborn daughter of Cronus and
ceals or disguises the user, such as a Rhea, but was the last to emerge from her
ring of invisibility, a robe of blending, a father’s stomach when Zeus liberated his swal-
hat of disguise, or any item that lowed siblings. Poseidon and Apollo both
involves travel on the same plane courted her, but she spurned them both and
(anything from boots of striding and swore an oath to remain a virgin for ever.
springing to a carpet of flying), as long
as the item’s market price does not Dogma
exceed 200,000 gp.
Hestia’s faith is a simple one. She teaches the
Avatars virtues of home and family life, the sweet rewards
of labor, and the blessings of food and rest. She
Hermes uses avatars that look just encourages common people to take pleasure in the
like he does. He generally employs gifts of life as they come, giving thanks to the gods
them to deliver messages for Zeus for every earthly blessing.
and the other greater Olympian
gods and to oversee contests to Clergy and Temples
ensure fair play.
Hestia’s clerics are usually common people, and often
dAvatar of Hermes: As Hermes except farm the land or carry on a trade in addition to organiz-
divine rank 7; AC 66 (touch 46, flat-footed ing worship of Hestia. Her clerics bless new homes, con-
66); Atk +56/+56/+51/+46/+41 melee secrate the hearth altars found in nearly every home, and
(1d8+12, +5 speed holy quarterstaff), share in family celebrations such as births, birthdays, and
+56/+51/+46 melee (1d8+8, +5 other rites of passage.
defending quarterstaff), or Hestia has no temples of her own, but she has a place
spell +53 melee touch or of honor in every Olympian temple. Every hearth fire
+66 ranged touch; SQ DR that burns in temples and in homes is an altar to Hestia,
42/+4, fire resistance 27, and so her honor is high indeed despite her low rank in
SR 39, divine aura (700 ft., the pantheon.
DC 27); SV Fort +46, Ref
+59, Will +47; all skill modi-
fiers reduced by 8.

Salient Divine Abilities:
Arcane Spell Mastery, Automatic Metamagic

CHAPTER 4: HESTIA Portfolio Sense: Hestia has no portfolio sense.
Automatic Actions: Hestia can use Craft (basketweaving),
THE OLYMPIAN Expert 20 Craft (pottery), Craft (weaving), Profession (cook), Profession
PANTHEON Large Outsider (Good) (farmer), or Profession (herbalist) as a free action if the DC for the
Divine Rank: 9 task is 20 or lower. She can perform up to five such free actions
Hit Dice: 20d8+160 (outsider) plus 20d6+160 (Exp) (600 hp) each round.
Initiative: +12 (+8 Dex, +4 Improved Initiative) Create Magic Items: Hestia can create minor magic items
Speed: 80 ft. involving fire or cooking, such as a wand of fireball or a
AC: 58 (–1 size, +8 Dex, +9 divine, +22 natural, +10 deflection) Murlynd’s spoon, as long as the item’s market price does not
Attacks: Small +5 flaming burst dagger +55/+50/+45/+40 melee; or exceed 30,000 gp.

spell +50 melee touch or +46 ranged touch Avatars
Damage: Small +5 flaming burst dagger 1d6+17/19–20; or by spell
Face/Reach: 5 ft. by 5 ft./5 ft. Hestia rarely uses her avatar.
Special Attacks: Domain powers, salient divine abilities, spell- dAvatar of Hestia: As Hestia except divine rank 4; AC 48

like abilities. (touch 21, flat-footed 21); Atk +50/+45/+40/+35 melee (1d6+17
Special Qualities: Divine immunities, DR 44/+4, fast healing 29, plus 1d6 fire/19–20, Small +5 flaming burst dagger) or spell +45
melee touch or +41 ranged touch; SQ DR 39/+4, SR 36, divine aura
understand, speak, and read all languages and speak directly to (40 ft., DC 24); SV Fort +34, Ref +34, Will +42; all skill modifiers
all beings within 9 miles, remote communication, godly realm, reduced by 5.
teleport without error at will, plane shift at will, SR 41, divine aura
(900 ft., DC 29). Salient Divine Abilities: Alter Size, Divine Dodge, Divine Fast
Saves: Fort +39, Ref +39, Will +47. Healing, Divine Shield, Extra Energy Immunity (fire).
Abilities: Str 35, Dex 27, Con 27, Int 30, Wis 43, Cha 30.
Skills: Appraise +49, Balance +19, Craft (basketweaving) +59, Craft Spell-Like Abilities: Caster level 14th; saving throw DC 24 +
(pottery) +59, Craft (weaving) +59, Diplomacy +61, Gather spell level.
Information +59, Heal +67, Hide +13, Jump +23, Knowledge
(arcana) +39, Knowledge (local) +49, Knowledge (religion) +49, Goddess of Victory NIKE
Listen +57, Profession (cook) +65, Profession (farmer) +65, Demigod
Illus. by D. Cramer Profession (herbalist) +65, Search +49, Sense Motive +65, Spot Symbol: Winged woman
+57, Tumble +37. Home Plane: Olympus
Feats: Alertness, Dodge, Expertise, Improved Initiative, Alignment: Lawful neutral
Mobility, Skill Focus (Craft (basketweaving)], Skill Focus Portfolio: Victory
[Craft (pottery)], Skill Focus [Craft (weaving)], Skill Focus Worshipers: Fighters, athletes
[Knowledge (local)], Skill Focus [Knowledge (religion)], Skill Cleric Alignments: LE, LG, LN
Focus [Profession (cook)], Skill Focus [Profession (farmer)], Domains: Law, Nobility, War
Skill Focus [Profession (herbalist)]. Favored Weapon: Light mace

126 Divine Immunities: Ability damage, ability drain, acid, Nike (nigh-key) is the personification of the spirit of victory. As
cold, death effects, disease, disintegration, electricity, energy such, she is a somewhat shallow being who thinks only of conflict
drain, mind-affecting effects, paralysis, poison, sleep, stunning, and ultimate triumph. If a problem or situation can’t be
transmutation, imprisonment, banishment. described in terms of conflict, with definite conditions for
declaring victory, Nike considers it beneath her notice.
Salient Divine Abilities: Alter Form, Alter Reality, Alter
Size, Area Divine Shield, Avatar, Divine Blast, Divine Dodge, Nike appears as a tall, winged woman, though she can take
Divine Fast Healing, Divine Shield, Energy Storm (fire), Extra other forms. She is not a very popular deity except among victo-
Energy Immunity (fire). rious people.

Domain Powers: 9/day use calm emotions; cast good spells at +1 Dogma
caster level; 9/day protective ward (touched subject gains +9 resist-
ance bonus on next saving throw, maximum duration 1 hour). To Nike, victory is the only thing that matters. However, as a lawful
deity, she does not approve of deceit or subterfuge. Victory comes
Spell-Like Abilities: Hestia uses these abilities as a 19th- to the deserving: the brave, the noble, and the forthright. A victory
level caster, except for good spells, which she uses as a 20th- ignobly won is no victory at all.
level caster. The save DCs are 29 + spell level. Aid, antimagic
field, blade barrier, bless, dispel evil, heroes ’ feast, holy aura, holy Clergy and Temples
smite, holy word, magic circle against evil, mass heal, mind blank,
miracle, prayer, prismatic sphere, protection from elements, protection Nike has very few clerics, though various fanatical cabals and
from evil, Rary ’s telepathic bond, refuge, repulsion, sanctuary, shield factions often include clerics of Nike. Such clerics are con-
other, spell immunity, spell resistance, status, summon monster IX (as vinced that their particular faction or philosophy is destined for
good spell only). ultimate victory.

Other Divine Powers Nike’s shrines and temples are built to commemorate great vic-
tories and thus can be found nearly anywhere. Winning armies
As a lesser deity, Hestia may take 10 on any check. Hestia treats a 1 often build shrines on battlefields to thank Nike for their victory.
on an attack roll or saving throw normally and not as an automatic Likewise, many generals and noble families build shrines to Nike
failure. She is immortal. to commemorate their victories.

Senses: Hestia can see, hear, touch, and smell at a distance of NIKE
nine miles. As a standard action, she can perceive anything within
nine miles of her worshipers, holy sites, objects, or any location Fighter 20/Cleric 20
where one of her titles or name was spoken in the last hour. She Large Outsider
can extend her senses to up to five locations at once. She can block Divine Rank: 5
the sensing power of deities of her rank or lower at up to two
remote locations at once for 9 hours.

Hit Dice: 20d8+200 (outsider) plus 20d10+200 (Ftr) plus enthrall, flame strike, geas/quest, greater command, hold monster, CHAPTER 4:
20d8+200 (Clr) (1,120 hp) magic circle against chaos, magic vestment, magic weapon, order’s
wrath, power word blind, power word kill, power word stun, protection THE OLYMPIAN
Initiative: +14 (+10 Dex, +4 Improved Initiative) from chaos, repulsion, shield of law, spiritual weapon, storm of vengeance, PANTHEON
Speed: 80 ft., fly 240 ft. perfec summon monster IX (as law spell only).
AC: 56 (–1 size, +10 Dex, +5 divine, +18 natural, Cleric Spells/Day: 6/8/8/8/7/7/6/6/5/5; base DC = 17 + Illus. by D. Giancola & D. Cramer
spell level.
+7 +5 large steel shield, +7 deflection)
Attacks: Large +5 speed lawful wounding heavy Other Divine Powers

mace +66/+61/+56/+51 melee; or spell As a demigod, Nike treats a 1 on an attack roll or saving
+60 melee touch or +54 ranged touch throw normally and not as an automatic failure. She
Damage: Large +5 speed lawful wounding is immortal.
heavy mace 2d6+23; or by spell Senses: Nike can see,
Face/Reach: 5 ft. by 5 ft./10 ft. hear, touch, and smell at a
Special Attacks: Domain powers, salient distance of five miles. As a
divine abilities, spell-like abilities. standard action, she can
Special Qualities: Divine immunities, perceive anything within five miles of
DR 40/+4, fire resistance 25, sponta- her worshipers, holy sites, objects, or any
neous casting of divine spells, location where one of her titles or name
understand, speak, and read all was spoken in the last hour. She can
languages and speak extend her senses to up to two locations
directly to all beings at once. She can block the sensing
within 15 miles, remote com- power of deities of her rank or lower
munication, godly realm, teleport with- at up to two remote locations at
out error at will, SR 37, divine aura (50 once for 5 hours.
ft., DC 22). Portfolio Sense: Nike is
Saves: Fort +47, Ref +47, Will +44. aware of any battle, competi-
Abilities: Str 42, Dex 31, Con 30, Int tion, or other contest that
24, Wis 24, Cha 24. involves one thousand or
Skills: Bluff +32, Climb +40, Con- more people.
centration +35, Craft (armor- Automatic Actions:
smithing) +52, Craft (bowmaking) Nike can use any Craft
+52, Craft (weaponsmithing) +52, (armorsmithing), Craft (bow-
Diplomacy +38, Intimidate +34, making), Craft (weapon-
Jump +40, Knowledge (arcana) smithing), Knowledge
+52, Knowledge (history) +32, (arcana), Knowledge
Knowledge (nobility and royalty) (history), Knowledge
+32, Knowledge (religion) +52, (nobility and royalty),
Listen +42, Profession (lawyer) Knowledge (religion), or
+42, Scry +32, Search +37, Sense Motive +52, Profession (lawyer) as a free action if
Spellcraft +42, Spot +42, Swim +41, Use Magic the DC for the task is 15 or lower. She
Device +32. can perform up to five such free
Feats: Blind-Fight, Blindsight 5-ft. Radius, Cleave, actions each round.
Combat Reflexes, Deflect Arrows, Divine Create Magic Items: Nike
Might, Dodge, Empower Spell, can create any type of weapon or
Expertise, Great Cleave, Hold the Line, armor, as long as the item’s market price does not
Improved Bull Rush, Improved Critical
(heavy mace), Improved Disarm, exceed 4,500 gp.
Improved Grapple, Improved Initiative,
Improved Sunder, Improved Trip, Lesser Deity PAN
Improved Unarmed Strike, Knock-Down, Symbol: Syrinx (pan pipes)
Maximize Spell, Mobility, Power Attack, Power Critical (heavy Home Plane: Material Plane
mace), Sacred Spell, Spring Attack, Stunning Fist, Sunder, Alignment: Chaotic neutral
Superior Expertise, Weapon Focus (heavy mace), Weapon Portfolio: Nature, passion, shep-
Specialization (heavy mace), Whirlwind Attack.
herds, mountains
Divine Immunities: Ability damage, ability drain, acid, Worshipers: Fey, satyrs, centaurs,
cold, death effects, disease, disintegration, electricity, energy
drain, mind-affecting effects, paralysis, poison, sleep, stunning, nymphs, shepherds
transmutation. Cleric Alignments: CE, CG, CN
Domains: Animal, Chaos, Plant
Salient Divine Abilities: Alter Form, Alter Size, Annihilating Favored Weapon: Unarmed strike
Strike, Divine Battle Mastery, Divine Inspiration (dread), Sunder
and Disjoin. The wild god of nature, Pan (pan) appears as a tall satyr with small 127
horns and shaggy, goatlike legs. He always carries a syrinx, which
Domain Powers: Cast law spells at +1 caster level; 5/day inspire he often plays while leading sylvan creatures in wild dances.
allies (+2 morale bonus for 7 rounds).
Pan is the son of Hermes and a dryad. He is like a nephew to
Spell-Like Abilities: Nike uses these abilities as a 15th-level Dionysus, who recognizes a kindred spirit of wild abandon.
caster, except for law spells, which she uses as a 16th-level caster.
The save DCs are 22 + spell level. Blade barrier, calm emotions,
demand, dictum, discern lies, dispel chaos, divine favor, divine power,

CHAPTER 4: Dogma Divine Immunities: Ability damage, ability drain, acid, cold,
death effects, disease, disintegration, electricity, energy drain,
THE OLYMPIAN Like Dionysus, Pan teaches no dogma, but shows mortals and feys
PANTHEON a way of life by his example. He is a carefree soul, prancing through mind-affecting effects, paralysis, poison, sleep, stunning,
the high mountains, tending sheep, playing his pipes, singing, transmutation, imprisonment, banishment.
Illus. by A. Swekel and dancing. His only creed is freedom.
Salient Divine Abilities: Alter Reality, Alter Size,
128 Clergy and Temples Control Creatures (fey), Divine Celerity, Divine Druid,
Increased Energy Resistance (sonic), Power of Nature,
Pan’s clerics are country shepherds Speak with Creatures (animals), Speak with Creatures
or sylvan creatures such as centaurs, (plants).
satyrs, or nymphs. They worship Domain Powers: 7/day use animal friendship; cast chaos spells at
their joyful god in mountain glens +1 caster level; 7/day rebuke or command plant creatures.
and forest glades. They act as protec- Spell-Like Abilities: Pan uses these abilities as a 17th-level
tors of nature, working independ- caster, except for chaos spells, which he uses as an 18th-level
ently from each other and keeping
far from civilization. They wear caster. The save DCs are 28 + spell level. Animal shapes,
laurel wreaths on their heads animate objects, antilife shell, barkskin, calm animals,
and olive-colored tunics. changestaff, chaos hammer, cloak of chaos, command
plants, commune with nature, control plants, creep-
PAN ing doom, dispel law, dominate animal, entangle,
hold animal, magic circle against law, plant
Druid 20/Bard 10/Barbarian 10 growth, protection from law, repel vermin, repel
Large Outsider wood, shambler, shapechange, shatter, summon
Divine Rank: 7 monster IX (as chaos spell only), wall of thorns,
Hit Dice: 20d8+180 (outsider) plus word of chaos.
Rage: The following changes are in effect as
20d8+180 (Drd) plus 10d6+90 (Brd) plus long as Pan rages: AC 63; hp 1,160; Atk +59
10d12+90 (Bbn) (1,040 hp) melee (1d8+18, gore); SV Fort +50, Will
Initiative: +18 +48; Str 37, Con 33; Climb +30,
Speed: 90 ft. Jump +62, Swim +50. His rage
AC: 65 (–1 size, +18 Dex, +7 divine, +20 natural, +11 lasts for 14 rounds, and he is
deflection) winded for the duration of the
Attacks: Gore +57 melee; or Huge +5 shortbow with encounter afterward.
+3 arrows +72/+67/+62/+57 ranged; or Bard Spells Known (3/6/6/5/2;
spell +57 melee touch or +64 ranged touch base DC = 21 + spell level): 0—detect
Damage: Gore 1d8+16; Huge +5 shortbow with +3 magic, flare, ghost sound, light, mage hand,
arrows 2d6+8/×3; or by spell read magic; 1st—cause fear, charm
Face/Reach: 5 ft. by 5 ft./10 ft. person, sleep, ventriloquism; 2nd—
Special Attacks: Domain powers, salient divine abilities, cat’s grace, darkness, daylight, hold
spell-like abilities. person; 3rd—confusion, displace-
Special Qualities: Divine immunities, DR 42/+4, fire resist- ment, fear, haste; 4th—dimension
ance 27, sonic resistance 27, spontaneous casting of divine door, improved invisibility.
spells, understand, speak, and read all languages and speak Druid Spells/Day: 6/7/7/7/6/6/5/5/4/4;
directly to all beings within 7 miles, remote communication, base DC = 17 + spell level.
godly realm, teleport without error at will, plane shift at will, Possessions: Pan’s pipes allow him to inspire
bardic knowledge +17, bardic music 10/day (countersong, goodwill among all mortal creatures within 20 feet
fascinate, inspire competence, inspire courage, inspire great- of him when he plays. Enchanted creatures think
ness, suggestion), fast movement, a thousand faces, nature of Pan as a dear friend and comrade unless they
sense, rage 3/day, resist nature’s lure, timeless body, track- make a successful Will save against a DC equal to
less step, uncanny dodge (cannot be flanked, Pan’s Perform check result. The
+1 against traps), venom immunity, wild shape effect lasts one day. The pipes only
(Tiny, Small, Medium-size, Large, Huge, or dire function in the hands of a creature
animal 6/day, elemental 3/day), woodland with divine rank 0 or higher.
stride, SR 39, divine aura (700 ft., DC 28). Caster Level: 20th; Weight: 3 lb.
Saves: Fort +48, Ref +57, Will +46.
Abilities: Str 33, Dex 46, Con 29, Int 25, Other Divine Powers
Wis 25, Cha 32.
Skills: Animal Empathy +58, Balance As a lesser deity, Pan may take
+57, Bluff +48, Climb +28, Diplomacy +50, Handle Animal 10 on any check. Pan treats a 1 on an attack roll or saving throw
+48, Heal +36, Hide +51, Intimidate +30, Intuit Direction +54, normally and not as an automatic failure. He is immortal.
Jump +60, Knowledge (geography) +34, Knowledge (nature)
+54, Knowledge (religion) +34, Listen +56, Move Silently Senses: Pan can see, hear, touch, and smell at a distance of seven
+55, Perform +55, Profession (herbalist) +54, Ride (horse) miles. As a standard action, he can perceive anything within seven
+27, Scry +44, Spellcraft +34, Spot +41, Swim +48, Tumble miles of his worshipers, holy sites, objects, or any location where
+62, Wilderness Lore +64. one of his titles or name was spoken in the last hour. He can extend
Feats: Alertness, Cleave, Divine Might, Dodge, Expertise, Far Shot, his senses to up to five locations at once. He can block the sensing
Great Cleave, Improved Bull Rush, Improved Trip, Mobility, power of deities of his rank or lower at up to two remote locations
Plant Control, Plant Defiance, Point Blank Shot, Power Attack, at once for 7 hours.
Precise Shot, Rapid Shot, Shot on the Run, Skill Focus
(Perform), Spring Attack, Superior Expertise. Portfolio Sense: Pan is instantly aware of any event that
affects five hundred or more sylvan creatures, shepherds, sheep,
or goats.

Automatic Actions: Pan can use Animal Empathy, Handle Clergy and Temples CHAPTER 4:
Animal, Intuit Direction, Knowledge (nature), Profession
(herbalist), or Wilderness Lore as a free action if the DC for the Poseidon’s clerics have the weighty duty of staving off the deity’s THE OLYMPIAN
task is 20 or lower. He can perform up to five such free actions volatile anger. They offer sacrifices, pray his blessing on boats and PANTHEON
each round. ships, and accompany sailors on their voyages. They are among the
most well-traveled clerics of the pantheon, and are usually not affil- Illus. by D. Cramer
Create Magic Items: Pan can create minor magic items iated with a specific temple for long.
involving nature or elements, such as boots of the winterlands or a
wand of fireball, as long as the item’s market price does not exceed Poseidon’s temples are always located within sight of the sea,
30,000 gp. often on promontories, seaside cliffs, or islands. They are usually
open to the sea air.
Avatars
POSEIDON
Pan’s avatars are often found frolicking with nymphs and satyrs in
secluded woodlands. They appear as large satyrs, much like the Barbarian 20/Druid 20
deity himself. Large Outsider (Chaotic)
Divine Rank: 17
dAvatar of Pan: As Pan except divine rank 3; AC 57 (touch Hit Dice: 20d8+220 (outsider) plus 20d12+220 (Bbn) plus
41, flat-footed 57); Atk +53 melee (1d8+16, gore) or
+68/+63/+58/+53 ranged (2d6+8/×3, Huge +5 shortbow with +3 20d8+220 (Drd) (1,220 hp)
arrows) or spell +53 melee touch or +60 ranged touch; SQ DR Initiative: +8
38/+4, fire resistance 23, sonic resistance 23, SR 35, divine aura Speed: 90 ft., swim 90 ft.
(30 ft., DC 24); SV Fort +38, Ref +53, Will +42; all skill modifiers AC: 74 (–1 size, +8 Dex, +17 divine, +30 natural, +10 deflection)
reduced by 4. Attacks*: Huge +5 spell storing thundering returning trident

Salient Divine Abilities: Alter Size, Divine Celerity, Divine +88/+83/+78/+73 melee or Huge +5 spell storing thundering
Archery, Increased Energy Resistance (sonic). returning trident +74 ranged; or spell +78 melee touch or +64
ranged touch *Always receives a 20 on attack rolls; roll die to
Spell-Like Abilities: Caster level 13th; saving throw DC 24 + check for critical hit.
spell level. Damage*: Huge +5 spell storing thundering returning trident 2d8+55
(melee) or 2d8+44 (ranged); or by spell *Always does maximum
Rage: The following changes are in effect as long as Pan’s damage (trident 71 points melee, 60 points ranged).
avatar rages: AC 55; hp 1,160; Atk +55 melee (1d8+18, gore); SQ Face/Reach: 5 ft. by 5 ft./10 ft.
Fire resistance 33, sonic resistance 33, SR 45; SV Fort +50, Will Special Attacks: Domain powers, salient divine abilities, spell-
+48; Str 37, Con 33; Climb +26, Jump +58, Swim +46. His rage like abilities.
lasts for 14 rounds, and he is winded for the duration of the Special Qualities: Divine immunities, fire immunity, DR 52/+4
encounter afterward. (4/–), fast healing 37, spontaneous casting of divine spells,
understand, speak, and read all languages and speak directly to
POSEIDON all beings within 17 miles, remote communication, godly realm,
teleport without error at will, plane shift at will, greater rage 6/day,
Earth-Shaker, Savior of Ships, Poseidon of the Dashing Wave no longer winded after rage, a thousand faces, nature sense,
Greater Deity resist nature’s lure, timeless body, trackless step, uncanny dodge
Symbol: Trident (cannot be flanked, +4 against traps), venom immunity, wild
Home Plane: Olympus shape (Tiny, Small, Medium-size, Large, Huge, or dire animal
Alignment: Chaotic neutral 6/day, elemental 3/day), woodland stride, SR 49, divine aura (17
Portfolio: Sea, rivers, earthquakes miles, DC 37).
Worshipers: Sailors, fishers, coast Saves*: Fort +60, Ref +57, Will +57. *Always receives a 20 on saves.
Abilities: Str 54, Dex 27, Con 33, Int 29, Wis 27, Cha 30.
dwellers Skills*: Animal Empathy +67, Bluff +57, Climb +59,
Cleric Alignments: CE, CG, CN Concentration +78, Craft (shipmaking) +86, Diplomacy +61,
Domains: Chaos, Earth, Water Handle Animal +87, Hide +21, Intimidate +69, Intuit
Favored Weapon: Trident Direction +85, Jump +79, Knowledge (arcana) +46, Knowledge
(nature) +66, Knowledge (religion) +66, Listen +65, Profession
Poseidon (poh-side-uhn), god of the sea, appears as a large male (sailor) +65, Ride (horse) +77, Scry +46, Sense Motive +45,
human with long, flowing black hair and beard. He wears a tunic Spellcraft +46, Spot +45, Wilderness Lore +85. *Always
and carries a trident. Tritons, merfolk, and sea nymphs often receives a 20 on checks,
accompany him. Feats: Cleave, Combat Reflexes, Dodge, Empower Spell,
Expertise, Far Shot, Improved Bull Rush, Improved Critical
Poseidon is one of the six children of Cronus and Rhea. (trident), Great Cleave, Maximize Spell, Mobility, Point Blank
Shot, Power Attack, Power Critical (trident), Quicken Spell,
Dogma Spring Attack, Sunder, Superior Expertise, Weapon Focus
(trident), Whirlwind Attack.
Like other chaotic neutral deities, Poseidon requires little from his
followers beyond sacrifices. His clerics sacrifice a bull to their Divine Immunities: Ability damage, ability drain, acid, cold,
patron (by throwing it into the sea) at least once a month, and death effects, disease, disintegration, electricity, energy drain,
Poseidon remains relatively placid. mind-affecting effects, paralysis, poison, sleep, stunning, transmuta-
tion, imprisonment, banishment.
Sailors and coastal dwellers must be sure not to anger this tem-
peramental deity. Poseidon has been known to flatten coastal cities Salient Divine Abilities: Alter Form, Alter Reality, Alter
with tidal waves or earthquakes when they displeased him, The Size, Annihilating Strike, Avatar, Battlesense, Call Creatures
hero Odysseus was condemned to ten long years of wandering (aquatic creatures), Control Creatures (aquatic creatures), Create
because he blinded one of Poseidon’s children, the cyclops Greater Object, Create Object, Divine Blast, Divine Creation,
Polyphemos. Poseidon represents all the bounty and the danger of Divine Fast Healing, Divine Rage, Divine Storm, Divine Water
the sea, bringing forth life (he is said to have created both horses
and cattle) and taking it away.

129

CHAPTER 4: Mastery, Divine Weapon Focus (trident), Create Magic Items: Poseidon
Divine Weapon Specialization (tri- can create a magic trident or any item
THE OLYMPIAN dent), Extra Energy Immunity
PANTHEON (fire), Mass Divine Blast, Power related to water or earth.
of Nature, Shapechange.
Illus. by R. Sardinha & D. Cramer Avatars
Domain Powers: Cast
chaos spells at +1 caster Poseidon sends his avatar to
level; 17/day turn or punish mortals who have
destroy air creatures, or offended him. They usually
rebuke or command earth appear just as the deity does, but
creatures; 17/day turn or destroy they sometimes appear as
fire creatures, or rebuke or com- gigantic humanoids formed
mand water creatures. entirely out of water.

Spell-Like Abilities: Posei- dAvatar of Poseidon: As
don uses these abilities as a Poseidon except divine rank 8;
27th-level caster, except for AC 56 (touch 35, flat-footed
chaos spells, which he uses as a
28th-level caster. The save DCs 56); Atk +79/+64/+59/
are 37 + spell level. Acid fog, ani- +54 melee (2d8+47,
mate objects, chaos hammer, cloak of Huge +5 spell storing
chaos, cone of cold, control water,
dispel law, earthquake, elemental thundering returning trident)
swarm (as earth or water spell or +65 ranged (2d8+35, Huge
only), fog cloud, horrid wilt- +5 spell storing thundering return-
ing, ice storm, iron body, magic ing trident) or spell +69 melee
circle against law, magic stone, touch or +55 ranged touch;
obscuring mist, protection from SQ DR 43/+4, no fast heal-
law, shatter, soften earth ing, SR 40, divine aura (800
and stone, spike stones, stone ft., DC 28); SV Fort +51, Ref
shape, stoneskin, summon +48, Will +48; all skill modifiers
monster IX (as chaos spell reduced by 9.
only), wall of stone, water
breathing, word of chaos. Salient Divine Abili-
ties: Alter Reality, Anni-
Greater Rage: The fol- hilating Strike, Divine
lowing changes are in effect Blast, Divine Archery,
as long as Poseidon rages: AC Divine Strike, Divine Water
72; hp 1,400; Atk +91/+86/ Mastery, Divine Weapon Focus
+81/+76 melee (2d8+58, Huge (trident), Divine Weapon Spe-
+5 spell storing thundering return- cialization (trident), Extra
ing trident; max damage 74 Energy Immunity (fire),
points); SV Fort +63, Will +60; Power of Nature.
Str 60, Con 39; Climb +62, Jump Spell-Like Abilities: Caster
+82. His rage lasts for 17 rounds, and he is not level 18th; saving throw DC
winded afterward. 28 + spell level.
Greater Rage: The following
Druid Spells/Day: 6/7/7/7/7/6/5/5/5/4; base DC = 18 + changes are in effect as long as Posei-
spell level. don’s avatar rages: AC 54; hp 1,400; Atk
+82/+77/+72/+67 melee (2d8+35, Huge +5 spell storing thundering
Other Divine Powers returning trident); SQ SR 50; SV Fort +54, Will +51; Str 60, Con 39;
Climb +53, Concentration +71, Jump +85. His rage lasts for 17
As a greater deity, Poseidon automatically receives the best possible rounds, and he is not winded afterward.
result on any die roll he makes (including attack rolls, damage,
checks, and saves). He is immortal. Lesser Deity TYCHE
Symbol: Red pentagram
Senses: Poseidon can see, hear, touch, and smell at a distance Home Plane: Olympus
of seventeen miles. As a standard action, he can perceive any- Alignment: Neutral
thing within seventeen miles of his worshipers, holy sites, Portfolio: Luck
objects, or any location where one of his titles or name was Worshipers: Those wishing luck
spoken in the last hour. He can extend his senses to up to Cleric Alignments: CN, LN, N,
twenty locations at once. He can block the sensing power of
deities of his rank or lower at up to two remote locations at once NE, NG
for 17 hours. Domains: Luck, Protection, Travel
Favored Weapon: Short sword
Portfolio Sense: Poseidon senses every ship setting out to sea
130 or coming into port, and he knows when any creature enters or Tyche (tyke-ee) is the deity of good luck in the Olympian pantheon.
leaves the water. He notes these things seventeen weeks before She appears as human-sized—small compared to most of the other
they happen and retains the sensation for seventeen weeks after Olympians—with a slim, agile body. She wears a sky-blue tunic
they occur. and carries either a cornucopia or a rudder, indicating that she
steers mortal life.
Automatic Actions: Poseidon can use any skill, even those he
has no ranks in, as a free action if the DC is 30 or lower. He can per-
form up to twenty such free actions each round.

Tyche is the daughter of the titans Oceanus and Tethys—one Face/Reach: 5 ft. by 5 ft./5 ft. CHAPTER 4:
of three thousand such progeny, most of whom are cloud Special Attacks: Constitution drain, domain powers, salient
nymphs. Tyche won her place on Olympus by siding with Zeus THE OLYMPIAN
and his siblings against the Titans, helping them seize control of divine abilities, sneak attack +10d6, spell-like abilities, turn PANTHEON
the universe. undead 21/day.
Special Qualities: Divine immunities, DR 43/+4, spontaneous Illus. by M. Cavotta
Dogma casting of divine spells, understand, speak, and read all
languages and speak directly to all beings within 8 miles, 131
Tyche has a variety of faces. She is the giver of good fortune and remote communication, godly realm, teleport without error at
the bringer of evil, a god of whimsy and an emblem of inescapable will, plane shift at will, familiar (cats), crippling strike, defen-
destiny. Tyche propagates different dogmas among different
people at different times, leading to a wide variety of views sive roll, evasion, fire resistance 28, improved evasion,
about her true nature. opportunist, traps, uncanny dodge (cannot be
flanked, +4 against traps), SR 40, divine aura
Some followers of Tyche believe that life is essen- (800 ft., DC 36).
tially a game of dice, where every situation’s outcome Saves: Fort +49, Ref +50, Will +49.
is determined by chance. They offer prayers and Abilities: Str 26, Dex 29, Con 26, Int 30,
sacrifices to Tyche in the hope that she will Wis 26, Cha 46.
turn their dice to high numbers, allowing Skills: Appraise +58, Balance +59, Bluff
them success in their endeavors. +66, Climb +36, Concentration +66,
Diplomacy +80, Escape Artist +57,
Others believe that the course of life Gather Information +71, Heal +26,
is all laid out by the gods in advance Hide +57, Intimidate +28, Jump
and cannot be altered—except by +58, Knowledge (arcana) +48,
Tyche. Tyche, they believe, can liber- Knowledge (religion) +28, Listen
ate mortals from the fate that +63, Move Silently +57, Pick
lies before them, free- Pocket +59, Read Lips +58, Scry
ing them from the +38, Search +63, Sense Motive
tyrannical whim of +56, Spellcraft +68, Spot +63,
destiny and allow- Tumble +64, Use Magic
ing them to forge Device +66, Use Rope +37,
their own destiny. Wilderness Lore +26.
While many followers of the Feats: Alertness, Ambi-
Olympian pantheon humbly dexterity, Blind-Fight, Blind-
accept whatever fate the gods sight 5-ft. Radius, Combat
choose for them, followers of Reflexes, Dodge, Enlarge
Tyche try to take their fate Spell, Expertise, Extend
into their own hands. Spell, Heighten Spell,
Improved Disarm, Improved
Clergy and Temples Initiative, Improved Trip, Jack
of All Trades, Mobility, Power
Tyche’s clerics wear Attack, Quick Draw, Spring
blue tunics. They make Attack, Superior Expertise,
themselves available in Whirlwind Attack.
their temples and
elsewhere: taverns, Divine Immuni-
gambling houses, ties: Ability damage,
streets, and anywhere ability drain, acid, cold,
else that people might death effects, disease, dis-
call on Tyche for luck. integration, electricity, en-
They lead prayers and offer ergy drain, mind-affecting
sacrifices in Tyche’s name and effects, paralysis, poison, sleep,
are popular among the com- stunning, transmutation, imprison-
mon folk. ment, banishment.
Salient Divine Abilities: Alter Form,
Tyche has small shrines in many Alter Reality, Alter Size, Avatar, Create Object,
locations, but no grand temples. Divine Celerity, Divine Rogue, Instant Move, Power of Luck,
Supreme Initiative.
TYCHE Domain Powers: 8/day reroll a die roll once after it is made;
8/day protective ward (touched subject gains +10 resistance bonus
Rogue 20/Cleric 10/Sorcerer 10 on next saving throw, maximum duration 1 hour); 8 rounds/day
Medium-Size Outsider freedom of movement.
Divine Rank: 8 Spell-Like Abilities: Tyche uses these abilities as an 18th-level
Hit Dice: 20d8+160 (outsider) plus 20d6+160 (Rog) plus 10d8+80 caster. The save DCs are 36 + spell level. Aid, antimagic field, astral
projection, break enchantment, dimension door, entropic shield, expedi-
(Clr) plus 10d4+80 (Sor) (880 hp) tious retreat, find the path, fly, freedom of movement, holy aura, locate
Initiative: +13, always first (+9 Dex, +4 Improved Initiative, object, mind blank, miracle, mislead, phase door, prismatic sphere, protec-
tion from elements, repulsion, sanctuary, shield other, spell immunity, spell
Supreme Initiative) resistance, spell turning, teleport without error.
Speed: 60 ft.
AC: 66 (+9 Dex, +8 divine, +21 natural, +18 deflection)
Attacks: Touch +56 melee touch; or luck blade +57/+52/+47/+42

melee; or spell +56 melee touch or +57 ranged touch
Damage: Touch 1d6 points of permanent Constitution drain; luck

blade 1d6+9; or by spell

CHAPTER 4: Cleric Spells/Day: 6/7/7/6/6/4; base DC = 18 + spell level. themselves to be. Therefore, the Olympian deities—and any other
Sorcerer Spells Known (6/11/11/10/9/7; base DC = 28 + deity who shows such traits—cannot be true deities. Philosophers
THE OLYMPIAN spell level): 0—daze, detect magic, detect poison, flare, ghost sound, who love wisdom and seek the truth propose the existence of a
PANTHEON light, mage hand, read magic, resistance; 1st—mage armor, magic divine force that is superior to all other deities. In fact, other deities
weapon, ray of enfeeblement, shield, true strike; 2nd—darkvision, are but imperfect reflections of it. This impersonal force is the true
detect thoughts, mirror image, protection from arrows; 3rd—blink, dis- god of the Academy.
placement, greater magic weapon; 4th—bestow curse, confusion; 5th—
Bigby’s interposing hand. This is not just abstract speculation for the philosophers of the
Academy, however. The goal of the philosophical life, as they
Other Divine Powers express it, is “to become like a god, as far as this is possible.” This
goal is not a despiritualized ideal, but a real possibility. Through the
As a lesser deity, Tyche may take 10 on any check. Tyche treats a 1 act of searching for the truth and contemplating the divine,
on an attack roll or saving throw normally and not as an automatic philosophers hope to attain the ultimate mystical experience of
failure. She is immortal. union with the divine.

Senses: Tyche can see, hear, touch, and smell at a distance of As part of their quest, philosophers engage in personal medita-
eight miles. As a standard action, she can perceive anything within tion, but their principal task is teaching. Philosophers of the Acad-
eight miles of her worshipers, holy sites, objects, or any location emy consider it their responsibility to defend against “supersti-
where one of her titles or name was spoken in the last hour. She tion,” which means (to them) any characterization of a deity that
can extend her senses to up to five locations at once. She can block does not do justice to the true nature of the divine. While they
the sensing power of deities of her rank or lower at up to two have little influence over what goes on outside their schools, vigi-
remote locations at once for 8 hours. lance is important within the schools to prevent superstition from
creeping into the ranks. Further, some philosophers consider it
Portfolio Sense: Tyche has no portfolio sense. important to allegorize myths—both the stories of the Olympian
Automatic Actions: Tyche can use Bluff, Diplomacy, Escape gods and those of other pantheons—to make them conform to
Artist, Hide, Listen, Pick Pocket, Read Lips, Spot, Use Magic “true religion.”
Device, or Use Rope as a free action if the DC is 20 or lower. She
can perform up to five such free actions in a round. Clergy and Temples
Create Magic Items: Tyche can create any magic item that
grants a luck bonus, as long as its market price does not exceed Philosophers of the Academy teach much as the Academy’s
30,000 gp. founder did—holding discussions in public squares and initiating
disciples into higher mysteries. They must remain chaste and
Avatars unmarried, and they observe an ascetic lifestyle in other areas as
well. Their eating, clothing, and sleeping habits are all sparse.
Tyche’s avatars wander the earth, doling out good or bad fortune Moderation is demanded in all things.
according to their whim. They appear as normal humans, male
or female. OLYMPIAN MONSTERS

dAvatar of Tyche: As Tyche except divine rank 4; AC 58 (touch The monsters included in this section are especially appropriate
41, flat-footed 58); Atk +52 melee touch (Con drain, touch); or to a campaign that uses the Olympian pantheon. Of course,
+53/+47/+43/+37 melee (1d6+9, luck blade); or spell +52 melee many monsters that appear in the Monster Manual are derived
touch or +53 ranged touch; SQ DR 39/+4, fire resistance 24, SR 36, from the tales of the Olympian deities, including the centaur,
divine aura (40 ft., DC 32); SV Fort +45, Ref +46, Will +45; all skill chimera, dryad, gorgon, griffon, harpy, hippogriff, hydra, lamia,
modifiers reduced by 4. manticore, medusa, minotaur, nymph, pegasus, satyr, sphinx,
titan, and triton.
Salient Divine Abilities: Alter Reality, Divine Celerity, Instant
Move, Power of Luck, Supreme Initiative. CYCLOPS Lesser Greater
Large Giant Huge Giant
Spell-Like Abilities: Caster level 14th; saving throw DC 32 + Hit Dice: 13d8+52 (110 hp) 16d8+96 (168 hp)
spell level. Initiative: –1 +1
Speed: 40 ft. 40 ft.
THE ACADEMY AC: 18 (–1 size, –1 Dex, 24 (–2 size, +1 Dex,
+10 natural +10 natural, +5 armor
Philosophy [+1 scale mail])
Symbol: Scroll Attacks: Huge longspear Gargantuan longspear
Alignment: Neutral good +16/+11 melee; or +21/+16/+11 melee;
Portfolio: Good, truth, beauty rock +8/+2 ranged or rock +11/+6/+1
Worshipers: Philosophers ranged
Cleric Alignments: LG, NG, CG Damage: Huge longspear Gargantuan longspear
Domains: Good, Knowledge 2d6+12; or rock 2d8+16; or rock
Favored Weapon: Quarterstaff Face/Reach: 2d6+8 2d8+11
5 ft. by 5 ft./10 ft. 5 ft. by 5 ft./10 ft.
Continuing the heritage of an ancient philosopher, the Acad- Special Attacks: (10–20 ft. with (10–20 ft. with
emy teaches a philosophical system focused on a single, imper- Special Qualities: longspear) longspear)
sonal deity called the Good, the True, the Beautiful, or any Rock throwing Rock throwing
number of similar, abstract epithets. This philosophy grows out Rock catching Rock catching,
of a critique of Olympian religion: the Olympian gods are too fire immunity, SR 21
human—fallible and sinful—to be true deities. What is divine, Saves: Fort +12, Ref +3, Fort +16, Ref +6,
according to the Academy, must be purely good and perfect in Will +3 Will +9
132 every way.

Dogma

A true deity, the Academy teaches, cannot be unjust, immoral, jeal-
ous, vindictive, and ignorant, as the Olympian deities often show

Abilities: Str 27, Dex 9, Str 33, Dex 13, Cyclopes are two related races of giants common in lands where
Skills: Con 19, Int 6, Con 23, Int 16, the Olympian deities are worshiped. The greater cyclopes were
Feats: Wis 8, Cha 6 Wis 18, Cha 14 created by Hera and given as a gift to her son, Hephaestus. The
Climb +13, Craft (armorsmithing) lesser cyclopes were created (or fathered) by Poseidon and usu-
Jump +13, Spot +4 +23, Craft (weapon- ally dwell on islands. Both kinds appear as enormous humanoids
smithing) +24 with a single eye. The greater variety are larger (20 feet tall, com-
Cleave, Great Craft Magic Arms and pared to 12 feet for the lesser kind), more intelligent, and more
Cleave, Power Armor, Cleave, civilized than the lesser.
Attack Combat Reflexes,
Great Cleave, Sunder Combat

Climate/Terrain: Warm mountains Warm mountains Lesser cyclopes are monstrous brutes that enjoy eating human CHAPTER 4:
Solitary or fist (2–5) brains. They are easily tricked, but they fight fiercely and to the
Organization: Solitary or fist (2–5) 11 death. Greater cyclopes, on the other hand, avoid combat unless THE OLYMPIAN
Standard coins, Hephaestus commands them to fight. Greater cyclopes are typi- PANTHEON
Challenge Rating: 8 standard goods, cally well equipped with magic weapons and armor, and they
double items make excellent use of tactics.
Treasure: Standard Chaotic good
By character class Rock Throwing (Ex): Adult cyclopes are accomplished rock
Alignment: Chaotic evil throwers and receive a +1 racial bonus on attack rolls when throw-
Advancement: By character class ing rocks. A lesser cyclops can hurl rocks weighing 40 to 50
pounds each (Small objects), and a greater cyclops can hurl rocks
of 60 to 80 pounds (Medium-size objects). Both varieties’ rocks Illus. by R. Guay
have a range increment of 140 feet and a maximum range of five
range increments.

Rock Catching (Ex): A cyclops can catch Small,
Medium-size, or Large rocks (or projectiles of similar

shape). Once per round, a cyclops that would normally
be hit by a rock can make a Reflex save to catch it. The
DC is 15 for a Small rock, 20 for a Medium-size one,
and 25 for a Large one. (If the projectile has a magi-
cal bonus on attacks, the DC increases by that
amount.) The giant must be ready for and aware
of the attack.

FAUN

Medium-Size Fey
Hit Dice: 1d6 (4 hp)
Initiative: +5 (+1 Dex, +4 Improved Initiative)
Speed: 30 ft.

AC: 13 (+1 Dex, +2 leather)
Attacks: Shortspear +0 melee; or shortbow
+1 ranged
Damage: Shortspear 1d6; shortbow 1d6

Face/Reach: 5 ft. by 5 ft./5 ft.
Special Qualities: Faun traits
Saves: Fort +0, Ref +3, Will +1
Abilities: Str 11, Dex 12, Con 10, Int 11, Wis 9,
Cha 8
Skills: Bluff +2, Diplomacy +2, Hide +7,
Knowledge (nature) +3, Listen +3, Move Silently
+7, Perform +3*, Spot +3, Wilderness Lore +5
Feats: Improved Initiative

Climate/Terrain: Any forest
Organization: Solitary, troupe (2–12), or band
(15–60)
Challenge Rating: 1/2
Treasure: Standard
Alignment: Usually chaotic neutral
Advancement: By character class

Fauns are a race of woodland-dwelling humanoids that 133
dwell in lands where the Olympian deities are worshiped.
They are closely related to satyrs; in fact, some suspect that
fauns are a result of cross-breeding between satyrs and
humans or perhaps elves.
Fauns are essentially human in shape, standing nearly 6 feet
high, with bestial-looking faces, flowing manes of hair (including

beards on the males), and short, goatlike tails. They do not favor
clothing, but they will wear it in their dealings with humans.
Instead, they paint their bodies with natural colors, especially
bright reds and striking blacks that contrast with their light
brown complexions. They have no horns.

Fauns speak Sylvan and Common.

CHAPTER 4: Combat

THE OLYMPIAN Fauns dislike combat and avoid it when possible. They have no
PANTHEON misguided notions of courage or honor that would interfere with
fleeing from a dangerous foe. They are not cowardly; they simply
do not fight if it is not necessary.

Faun Traits (Ex): Fauns benefit from a number of racial traits.
• Low-light vision.
• Musical Ability: When a faun uses a magic flute or set of pipes,

including pipes of haunting, pipes of pain, pipes of the sewers, or pipes
of sounding, the saving throw DC for any effect of the item is
increased by +2. In addition, a faun character with the Use
Magic Device skill can use a satyr’s pipes to create the magical
effects that satyrs produce on the pipes. The check DC is the
same as for emulating a race, DC 25.
• Musical Resistance: Fauns receive a +2 bonus on saving throws
made to resist musical effects, including sonic spells, bardic
music, Otto’s irresistible dance, and the effects of magical pipes,
harps, lyres, and other instruments.
Skills: Fauns receive a +2 racial bonus on Hide, Move Silently,
and Wilderness Lore checks, and a +4 racial bonus on Perform
checks made while playing flutes or pipes.

Illus. by R. Guay Faun Society

Fauns are native to pastoral settings such as pleasant wood-
lands and quiet groves. They live in loose bands with no govern-
ment or hierarchy. They often associate with satyrs, centaurs,
dryads, and nymphs.

Unlike satyrs, fauns are amenable to interaction with human
society; they are not as xenophobic as their cousins are. Indeed,
they are somewhat intrigued by the nuances of human culture,
particularly accomplishments in philosophy and the arts, and they
strive to imitate human culture even when they do not have exten-
sive contact with it.

Faun Characters Monster CR Notes

Fauns’ favored class is bard. Faun clerics worship Dionysus or Pan. Minotaur 4

OLYMPIAN MONSTERS

The following monsters are particularly appropriate for a campaign
that uses the Olympian pantheon.

Nymph 6

Monster CR Notes Pegasus 3
Basilisk 5 Any kind or number of heads
Centaur 3 Roc 9
Chimera 7
Cockatrice 3 Satyr 2 or 4 Without or with pipes
Dryad 1
Gorgon 8 Sphinx 5, 7, 8 or 9 Any kind
Griffon 4
Harpy 4 Sprite 1 or 4 Any kind
Hippogriff 2
Hydra 4–15 Titan 21
Medusa 7
Unicorn 3

Animals: Boar (CR 2); cat (CR 1/4); dog (CR 1/3); dog,

riding (CR 1); donkey (CR 1/6); eagle (CR 1/2); hawk (CR

1/3); horse, all (CR 1–2); lion (CR 3); mule (CR 1); owl

(CR 1/4); pony, all (CR 1/4); rat (CR 1/8); snake, all (CR

1/3 to 5).

134

Illus. by A. Swekel

he Pharaonic pantheon is a fantasy interpretation of the the Pharaonic “family.” Hathor married Bes, and Bast mar-
religions of historical Egypt in ancient times. It includes ried Ptah. Whatever their origins, these two foreign deities
deities appropriate for use in a DUNGEONS & DRAGONS have lost all contact with their former pantheons, and it
game, arranged in a cosmology and theology that make sense is quite possible that the rest of the members of their pan-
from the perspective of the game. These gods are divorced theons have all died or disappeared.
from their historical context as patrons of individual cities in
real-world Egypt, and are united into a tight pantheon that serves Three remaining deities stand outside the familial
the needs of D&D clerics and other player and nonplayer charac- relationships of the pantheon. Imhotep was born
ters in the game. mortal and ascended to godhood; Thoth was born from
the same primordial chaos as Re; and Apep is a creature
PHARAONIC THEOLOGY of utter evil who probably existed before Re created
the universe.
Re, the primogenitor of the Pharaonic pantheon, brought into
being two children: Shu and Tefnut. Shu was god of the dry The older generations of Pharaonic deities—Shu,
desert air and the forces of preservation, while Tefnut had Tefnut, Geb, and Nut—are still alive, but so remote from
dominion over the moist river air and the forces of change. They the mortal world that they are no longer important fig-
had two children—a son, Geb, god of the dry earth, and a daugh- ures in the pantheon. They are no longer worshiped,
ter, Nut, god of the starry sky. Geb and Nut loved each other and their statistics do not appear in this book.
deeply and had four children—Isis, Nephthys, Osiris, and Set—
before Re forbade them from having more. This generation of CPOHSAMROALOONGIYC
deities is by far the most important in the current Pharaonic The world of the Pharaonic cosmology is bounded
pantheon. The son of Osiris and Isis, Horus, ascended to claim the
throne of Re, absorbing Re’s essence to become Re-Horakhty. by heaven and hell. To the west of the mortal world,
Osiris and Nephthys have a son, Anubis, who plays an impor-
tant role in the human afterlife. Nephthys bore Set one child where the sun sets every night, lie the fair Offering
before fleeing her husband in horror over his evil: Sobek, the
deformed crocodile god. Fields (Seket-Hetep) where the souls of the right-

After ascending to his great-great-grandfather’s throne, Re- eous live in eternal reward. Under the earth, where
Horakhty (Horus) repeated Re’s primordial act of partheno-
genesis and bore two daughters: Hathor and Bast. Each daughter the sun (steered by Re-Horakhty) passes each
married a god from a foreign pantheon, bringing those gods into
night in struggle with the forces of evil, are the

Twelve Hours of Night. Demons, serpentine monsters,

and the souls of those who died without proper

funerals (including foreigners) populate this dark 135
underworld. Together, the Offering Fields, the

Table 5–1: The Pharaonic Pantheon

CHAPTER 5: Name Domains Rank Alignment Favored Portfolio
Re-Horakhty Glory, Good, Law, G LG Weapon Nobility, sun, supreme, vengeance
THE PHARAONIC Khopesh
PANTHEON Anubis Nobility, Sun, War L LN Judgment, death
Apep Law, Magic, Repose D NE Mace Evil, fire, serpents
Bast Evil, Fire, Scalykind L CG Heavy pick Cats, vengeance
Chaos, Destruction, Tiger claws
Bes L CN Luck, music, protection
Protection, Strength, War Short sword
Hathor Luck, Protection, L NG Love, music, dance, moon, fate,
Longsword motherhood
Trickery
Community, Good, Luck Crafts, medicine

Imhotep Artifice, Healing, D NG Quarterstaff Fertility, magic, marriage
Isis Knowledge G NG Quarterstaff
Nephthys I CG Mace Death, grief
Osiris Good, Magic, G LG Flail
Ptah Protection, Water I LN Mace Harvest, nature, underworld
Set G CE Spear
Sobek Chaos, Good, D LE Shortspear Crafts, knowledge, secrets, travel
Thoth Protection, Repose I N Quarterstaff
Darkness, evil, night, desert storms,
Air, Earth, Good, Law, drought
Plant, Repose
Water, river hazards, crocodiles, wetlands
Creation, Knowledge, Knowledge, wisdom, learning
Law, Travel

Air, Chaos, Darkness,
Destruction, Evil, Strength

Animal, Evil, Water
Knowledge, Magic, Rune

Table 5–2: Pharaonic Deities by Race Kherp, the boat’s captain; Nehes, the lookout; and Up-uate, Her-
heken, Saa, and Hu, the deck hands. During the night passage,
Race Deities Afu, his trusted escort, joins him. Each dawn, Bast fights Apep
to allow the Solar Barge passage out of the underworld and back
Human By class and alignment into the sky. The Solar Barge is a tiny Outer Plane in itself,
divinely morphic and mildly good-aligned with a minor posi-
Dwarf Osiris, Ptah, or by class and alignment tive dominance.

Elf Bast, Nephthys, or by class and alignment The Offering Fields: Underneath and beyond the tremen-
dous Mountains of the West, the Offering Fields offer peace and
Gnome Bes, Hathor, Thoth, or by class and alignment prosperity to the souls of the righteous. Seven enormous gates
provide passage to the Seven Halls, each one of which is a cavern
Half-elf Bast, Nephthys, or by class and alignment large enough to hold several cities. Each of the Seven Halls con-
tains prosperous farms and estates, the reward of the righteous
Half-orc Bast, Set, or by class and alignment dead. Deeper under the mountains beyond the Seven Halls lie
the Pillars of the West, twenty-one enormous pillars each stand-
Halfling Bast, Bes, Hathor, or by class and alignment ing at the entrance of another huge cavern, with each of those
caverns holding more idyllic towns and plantations. Beyond the
Table 5–3: Pharaonic Deities by Class Pillars of the West are the Fourteen States, a barrier zone
between the Pillars and Osiris’s realm beyond. The Fourteen
Class Deities (Alignment) States stand in stark contrast to the peaceful realms of the Offer-
ing Fields, for they are full of lava flows, mud pits, and
Bard Bes (CN), Hathor (NG), Isis (NG), Thoth (N) demons—servants and guardians of the Pharaonic gods, despite
their fearsome natures.
Barbarian Apep (NE), Bast (CG)
Past the Fourteen States lies Fair Ament, a broad valley on the
Cleric Any far side of the Mountains of the West. While the caverns under
the Mountains are the homes of departed mortal souls and
Druid Apep (NE), Isis (NG), Ptah (LN), Sobek (LE) minor godlings (including Imhotep), most of the important
deities of the Pharaonic pantheon reside in Fair Ament—
Fighter Bast (CG), Re-Horakhty (LG), Set (CE) including Anubis, Hathor, Isis, Nephthys, Osiris, and Thoth. All
these deities spend much time in the Hall of Truth, where they
Monk Anubis (LN), Osiris (LG), Ptah (LN), participate in the judgment of mortal souls. Anubis guides each
departed soul through the halls under the Mountains of the
Re-Horakhty (LG), Sobek (LE) West to this Hall of Truth. There, the soul is weighed on a bal-
ance against the Feather of Ma’at, while the judges consider the
Paladin Osiris (LG), Re-Horakhty (LG) dead person’s deeds. Virtuous souls are assigned their eternal
home in the Seven Halls or the Pillars of the West, while
Ranger Apep (NE), Bast (CG), Isis (NG), Nephthys damned souls are consumed by the Am-mit, a hideous monster
with the head of a crocodile, the body of a hippopotamus, and
(CG), Osiris (LG),Sobek (LE) the claws of a lion.

Rogue Apep (NE), Bast (CG), Bes (CN), Set (CE)

Sorcerer Isis (NG), Ptah (LN), Thoth (N), Set (CE)

Wizard Imhotep (NG), Isis (NG), Ptah (LN), Thoth

(N), Set (CE)

Illusionist Bast (CG), Bes (CN)

Necromancer Anubis (LN), Nephthys (CG), Osiris (LG),

Set (CE)

136 Twelve Hours of Night, and the heavenly arc of the sun’s daylight
journey compose Tuat, the otherworld in Pharaonic cosmology.

Although the worshipers of the Pharaonic deities view Tuat as a
single realm of existence, it is actually three distinct Outer Planes
where most of the deities of the Pharaonic pantheon reside.

The Solar Barge: Re-Horakhty and his attendants sail across
the sky (actually the Astral Plane) in the Solar Barge every day,
and through the Twelve Hours of Night every night. Re -
Horakty is attended by a number of minor godlings, including

Pharaonic Astral CHAPTER 5:
Cosmology
Path of the Sun Barge THE PHARAONIC
Pillars of the West PANTHEON

House of The Seven Halls Material
Truth Fourteen Mountains
Fair of the West
Mt. Manu Ament States

The Shadow Ethereal
Offering

Fields

Twelve hours of night

As an Outer Plane, the Offering Fields is divinely morphic and connects to the Offering Fields and the Twelve Hours of Night. The 137
mildly good-aligned. Shadow Plane connects only to the Twelve Hours of Night.

The Twelve Hours of Night: Past Fair Ament lies Mount THE PPHAANRTAHOENOINC
Manu, part of another titanic mountain range at the western-
most edge of the world. At the base of Mount Manu is a great Since the Pharaonic deities form a tight pantheon, clerics may
gaping canyon, the entrance to the Twelve Hours of Night. Each choose the entire pantheon as a patron rather than a specific deity
night, the Solar Barge must pass through this long, tortured in the pantheon. However, in the Pharaonic pantheon, clerics are
series of caverns in order to emerge in the east and traverse the most often associated with single deities, while noncleric believers
sky again. Along the way, it is hindered by demons and mon- typically revere the pantheon as a whole.
sters, as well as some foreign souls who chose to throw in their
lot with the forces of evil. Set is the master of these evils, end- Clerics who revere the entire Pharaonic pantheon may choose
lessly plotting to overthrow Re-Horakhty and seize rulership of any of the following domains: Air, Artifice, Chaos, Community,
the Pharaonic pantheon. Perhaps his most dedicated servant is Creation, Destruction, Earth, Glory, Good, Healing, Knowledge,
Apep, the monstrous serpent that challenges the Solar Barge Law, Luck, Magic, Nobility, Plant, Protection, Repose, Rune,
every morning, refusing to allow it passage out of the Twelve Strength, Sun, Travel, Trickery, War, and Water. They may choose
Hours of Night. The duty of battling Apep while the Solar Barge from among the following weapons for their favored weapons:
escapes falls to Bast. flail, heavy pick, khopesh, longsword, mace, quarterstaff, short
sword, spear, and tiger claws.
Most of the mortal souls that populate the Twelve Hours of
Night belong to those who were not given proper funerals. A cleric of the pantheon may be of any nonevil alignment. Evil
Because of this oversight, their souls could not be found by Anubis clerics worship Apep, Set, or Sobek, the three aberrant deities of the
and escorted to the Hall of Truth. Some of these souls try to aid Re- pantheon, and are not welcome in the temples of the other deities.
Horakhty and help the Solar Barge complete its nightly passage.
Re-Horakhty regularly rewards these souls by carrying them out, a Instead of serving the entire Pharaonic pantheon, a few clerics
few at a time, and depositing them in Fair Ament before descend- devote themselves to just the “Osirian triad” of deities: Osiris, his
ing once more into the Twelve Hours of Night. The Solar Barge can wife Isis, and their son Re-Horakhty. These clerics may choose
carry only a few souls each night, however. from the following domains: Air, Earth, Law, Glory, Good, Law,
Magic, Nobility, Plant, Protection, Repose, Sun, War, and Water.
The Twelve Hours of Night is the third Outer Plane of the These clerics must be good, and they must choose the khopesh,
Pharaonic cosmology. It is divinely morphic and mildly evil- flail, or quarterstaff as their favored weapon.
aligned with a minor negative dominance.
Ma’at: The principle that unites the Pharaonic pantheon into a
The Transitive Planes: The transitive planes are slightly altered in tight pantheon is Ma’at—the fundamental order of the universe.
the Pharaonic cosmology. The Ethereal Plane coexists with the Mate- All the Pharaonic deities (with the exception of the aberrant gods
rial Plane as normal. The Solar Barge sails through the Astral Plane, Apep, Set, and Sobek) praise and uphold Ma’at as the order that
and is visible on the Material Plane as the sun. The Astral Plane also

Pharaonic Temple

CHAPTER 5: 77 4 Up 2 Up 1
3
THE PHARAONIC 7
PANTHEON 5 55
76
7
7

77

1. Courtyard Altar
2. Antechamber Pillar
3. Chapel
4. Meditation Chamber
5. High Priests' Chambers
6. Study
7. Junior Priests' Quarters

Illus. by D. Cramer underpins their existence and place in the universe. Ma’at is the Re-Horakhty is the son of Isis and Osiris. Previously called
principle of truth, justice, law, and order, and without it the uni- Horus, he ascended to take the place of the original sun-god, Re,
138 verse itself would crumble into chaos. after defeating Set to avenge the murder of Osiris. He absorbed the
divine essence of the aging Re, increasing his power beyond that of
When a mortal dies, Anubis weighs the deceased soul on a scale his parents.
balanced by the feather of Ma’at. If the soul overbalances the scale,
it is fed to Am-mit, the devourer of souls. If the scale balances, the Dogma
deceased is revealed as a just and honorable person and finds
reward in the Offering Fields. Re-Horakhty is the god of kings, bestowing his divine blessings
upon the earthly rulers who serve him. Although kings who revere
Judges invoke the presence of Ma’at so that they may decide the Re-Horakhty are fond of preaching about “divine right,” Re-
cases before them with justice and impartiality. Rulers strive to Horakhty demands that monarchs rule wisely and justly, true to
govern according to Ma’at’s principles, often seeking advice from his lawful good alignment. His divine blessings can be taken away
clerics, so that justice and order may mark their rule. from those who prove themselves unworthy as quickly as they
were given.
RE-HORAKHTY
The kings who serve Re-Horakhty give the Pharaonic pan-
Greater Deity theon its name, since they are called pharaohs. Re-Horakhty
Symbol: Solar disk encircled by a commonly uses his Possess Mortal salient divine ability to
inhabit an earthly pharaoh, thus acting simultaneously as ruler of
serpent heaven and of earth.
Home Plane: The Solar Barge
Alignment: Lawful good Re-Horakhty is a martial god, his nightly battle in the under-
Portfolio: Nobility, sun, supreme, world representing the constant warfare that good must wage
against evil. Evil, in the Pharaonic mythos, primarily means Set
vengeance and his servants, especially Apep. Set is Re-Horakhty’s uncle, and
Worshipers: Rulers and viziers, fighters, killed Osiris at least in part to usurp the throne that Re-Horakhty
wrested from his grasp, making the two deities implacable ene-
paladins, monks mies. Re-Horakhty teaches that vigilance and readiness of arms are
Cleric Alignments: LG, LN, NG absolutely necessary so that Set and his minions can never succeed
Domains: Glory, Good, Law, Nobility, in stopping the Solar Barge’s nightly journey and assuming leader-
ship of the pantheon.
Sun, War
Favored Weapon: Khopesh Clergy and Temples

The ruler of the Pharaonic pantheon, Re-Horakhty is the resplen- Re-Horakhty’s clerics are kings and advisors to kings. Like most
dent lord of the sun, steering the Solar Barge across the sky and Pharaonic clergy, they wear white robes, but they also adorn
through the underworld at night. He appears as a strong, dark-
skinned human with the head of a hawk.

themselves with golden crowns, bracers, and other symbols of planes) +68, Knowledge (religion) +88, Listen +65, Scry +38, CHAPTER 5:
their high office. His male clerics—the far majority—shave Search +68, Sense Motive +75, Spellcraft +78, Spot +75, Tumble
their heads. +80. *Always receives a 20 on checks. THE PHARAONIC
Feats: Blind-Fight, Blindsight 5-ft. Radius, Cleave, Combat PANTHEON
Re-Horakhty usually shares a temple with his parents, Osiris Reflexes, Deflect Arrows, Divine Might, Divine Vengeance,
and Isis, though each deity has a separate inner court within the Dodge, Empower Spell, Expertise, Extra Turning, Great Illus. by M. Mitchell
temple. These grand temples are found wherever the Pharaonic Cleave, Improved Critical (khopesh), Improved Grapple,
deities are worshiped. Many clerics serve all three deities. Improved Initiative, Improved Trip, Improved Unarmed 139

RE-HORAKHTY Strike, Leadership, Mobility, Power Attack, Power
Critical (khopesh), Quicken Spell, Spring
Paladin 20/Monk 20/Cleric 10 Attack, Still Spell, Superior Expertise,
Medium-Size Outsider Weapon Focus (khopesh), Whirl-
Divine Rank: 19 wind Attack.
Hit Dice: 20d8+180 (outsider)
Divine Immunities: Ability
plus 20d10+180 (Pal) plus damage, ability drain, acid, cold,
20d8+180 (Mnk) plus
10d8+90 (Clr) (1,230 hp) death effects, disease, disin-
Initiative: +13 (+9 Dex, +4 tegration, electricity, ener-
Improved Initiative) gy drain, mind-affecting
Speed: 180 ft.
AC: 101 (+9 Dex, +20 effects, paralysis, poison,
monk, +19 divine, sleep, stunning, transmu-
+32 natural, +11 tation, imprisonment,
deflection) banishment.
Attacks*: +5 brilliant
energy holy lawful Salient Divine Abili-
khopesh +81/+76/ ties: Alter Reality, Anni-
+71/+66 melee or +5 hilating Strike, Battle-
keen lawful vorpal un- sense, Clearsight, Create
armed +80/+77/+74/ Greater Object, Create
+71/+68 melee; or Object, Divine Blast, Divine
spell +75 melee touch Celerity, Divine Creation,
or +73 ranged touch Divine Dodge, Divine Fast
*Always receives a 20 on Healing, Divine Monk, Divine
attack rolls; roll die to check Paladin, Divine Radiance, Di-
for critical hit. vine Shield, Divine Storm, Extra
Damage*: +5 brilliant energy holy Domain (Law), Extra Domain (Sun),
lawful khopesh 1d8+21/17–20 or +5 Extra Domain (War), Extra Sense
keen lawful vorpal unarmed 2d12+16/19–20 Enhancement (sight), Extra Energy Immu-
or by spell *Always does maximum damage nity (fire), Lay Quest, Mass Divine Blast, Pos-
(khopesh 29 points, unarmed 40 points). sess Mortal.
Face/Reach: 5 ft. by 5 ft./5 ft. Domain Powers: Turn undead with +2 on
Special Attacks: Domain powers, salient divine turning checks and +1d6 to turning damage;
abilities, spell-like abilities, smite evil (3/day, cast good spells at +1 caster level; cast law
+11 on attack and +60 on damage), unarmed spells at +1 caster level; 19/day inspire allies
strike, flurry of blows, stunning attack (20/day, (+2 morale bonus for 11 rounds); 19/day
DC 36), ki strike +3, quivering palm, turn undead greater turning.
(paladin) 14/day (as Clr18), turn or rebuke Spell-Like Abilities: Re-Horakhty uses these
undead 18/day. abilities as a 29th-level caster, except for good
Special Qualities: Divine immunities, DR 54/+4, fast and law spells, which he uses as a 30th-level
healing 39, spontaneous casting of divine spells, caster. The save DCs are 40 + spell level. Aid,
understand, speak, and read all languages and speak directly blade barrier, bless weapon, bolt of glory*, calm
to all beings within 19 miles, remote communication, godly emotions, crown of glory*, demand, dictum, dis-
realm, teleport without error at will, plane shift at will, detect evil, cern lies, dispel chaos, dispel evil, disrupt undead, divine favor,
divine grace, lay on hands (220 hp/day), divine health, aura of divine power, endure elements, enthrall, fire seeds, fire shield, flame strike,
courage (+8 to morale), remove disease (6/week), paladin mount gate, geas/quest, greater command, heat metal, hold monster, holy aura,
with celestial template, evasion, still mind (+2 against holy smite, holy sword, holy word, magic circle against chaos, magic circle
enchantment), slow fall (any distance), purity of body, whole- against evil, magic vestment, magic weapon, order’s wrath, power word
ness of body (40 hp), leap of the clouds, improved evasion, blind, power word kill, power word stun, prismatic sphere, protection from
diamond body, abundant step, timeless body, tongue of the sun chaos, protection from evil, repulsion, searing light, shield of law, spiritual
and the moon, empty body, perfect self, SR 51, divine aura (19 weapon, storm of vengeance, summon monster IX (as law or good spell
miles, DC 40). only), sunbeam, sunburst.
Saves*: Fort +65, Ref +65, Will +72. *Always receives a 20 on saves. Cleric Spells/Day: 6/9/9/8/8/6; base DC = 26 + spell level.
Abilities: Str 32, Dex 29, Con 29, Int 29, Wis 42, Cha 32. Paladin Spells/Day: 7/7/7/7; base DC = 26 + spell level.
Skills*: Balance +70, Concentration +98, Diplomacy +102, Heal
+85, Intimidate +50, Intuit Direction +75, Jump +52, Knowledge Other Divine Powers
(arcana) +78, Knowledge (geography) +48, Knowledge (history)
+48, Knowledge (nobility and royalty) +53, Knowledge (the As a greater deity, Re-Horakhty automatically receives the best
possible result on any die roll he makes (including attack rolls,
damage, checks, and saves). He is immortal.

CHAPTER 5: Senses: Re-Horakhty can hear, touch, and smell at a distance of stereotype remains valid. As with all Pharaonic clerics, male
nineteen miles and see at a distance of thirty-eight miles. As a clerics of Anubis shave their heads while female clerics wear
THE PHARAONIC standard action, he can perceive anything within nineteen miles of their hair long. They dress in white robes. Most of Anubis’s clerics
PANTHEON his worshipers, holy sites, objects, or any location where one of his are male.
titles or name was spoken in the last hour. He can extend his
senses to up to twenty locations at once. He can block the sensing Anubis’s temples are always located next to cemeteries and
power of deities of his rank or lower at up to two remote locations follow the general layout of most Pharaonic temples. They are
at once for 19 hours. funeral chapels, embalming centers, and guarded repositories of
sacred and magical knowledge.
Portfolio Sense: Re-Horakhty senses every action taken by
a ruler on whom he has bestowed his favor, every sworn oath ANUBIS
of vengeance, and every undertaken quest to destroy an evil
foe the instant it happens and nineteen weeks into the past Cleric 20/Wizard 15/Loremaster 5
and the future. Medium-Size Outsider
Divine Rank: 6
Automatic Actions: Re -Horakhty can use Diplomacy, Hit Dice: 20d8+140 (outsider) plus 20d8+140 (Clr) plus 15d4+105
Knowledge (arcana), Knowledge (geography), Knowledge (his-
tory), Knowledge (nobility and royalty), Knowledge (the (Wiz) plus 5d4+35 (Lor) (820 hp)
planes), or Knowledge (religion) as a free action if the DC for Initiative: +7
the task is 30 or lower. He can perform up to twenty such free Speed: 60 ft.
actions each round. AC: 53 (+7 Dex, +6 divine, +19 natural, +10 deflection + Dodge trick)
Attacks: +5 disruption lawful heavy mace +59/+54/+49/+44 melee or
Create Magic Items: Re-Horakhty can create any magic
weapon or armor, and any item that uses light, positive energy, or spell +54 melee touch or +53 ranged touch.
spells from the Glory or Sun domains. Damage: +5 disruption lawful heavy mace 1d8+17/×2 or by spell.
Face/Reach: 5 ft. by 5 ft./5 ft.
Judge of the Dead ANUBIS Special Attacks: Domain powers, salient divine abilities, spell-like
Lesser Deity
Illus. by D. Cramer Symbol: Black jackal abilities, turn undead 17/day.
Home Plane: The Offering Fields Special Qualities: Divine immunities, DR 41/+4, fire resistance
Alignment: Lawful neutral
Portfolio: Judgment, death 26, spontaneous casting of divine spells, understand, speak, and
Worshipers: Guardians, embalmers, read all languages and speak directly to all beings within 6
miles, remote communication, godly realm, teleport without error
necromancers, monks at will, plane shift at will, familiar (canines), lore +16, loremaster
Cleric Alignments: LE, LG, LN secrets (Dodge trick, one feat, bonus 2nd-level spell), SR 38,
Domains: Law, Magic, Repose divine aura (600 ft., DC 26).
Favored Weapon: Mace Saves: Fort +45, Ref +45, Will +56.
Abilities: Str 26, Dex 25, Con 25, Int 32, Wis 43, Cha 30.
140 Anubis appears as a male human with the head and long tail of a Skills: Alchemy +67, Concentration +73, Decipher Script +47,
dog or jackal. A neat mane of straight black hair falls over his shoul- Diplomacy +48, Heal +64, Knowledge (arcana) +79, Knowledge
ders. He dresses in a white knee-length kilt, a decorative scale mail (history) +57, Knowledge (nature) +57, Knowledge (nobility
breastplate of glittering gold, and a number of bracers and arm- and royalty) +57, Knowledge (the planes) +57, Knowledge
bands. He typically carries either a scepter or a true ankh. He can (religion) +77, Knowledge (undead) +77, Listen +54,
use his Shift Form ability to take on the form of a jackal. Profession (herbalist) +62, Profession (scribe) +62, Scry +77,
Search +27, Sense Motive +42, Spellcraft +77, Spot +54, Use
Anubis is the son of Osiris and Nephthys. Magic Device +36.
Feats: Alertness, Craft Rod, Craft Staff, Craft Wand, Craft Wondrous
Dogma Item, Divine Might, Divine Vengeance, Empower Spell, Enlarge
Spell, Extend Spell, Extra Turning, Greater Spell Penetration,
Anubis guides the souls of dead mortals to the halls of judgment, Heighten Spell, Iron Will, Maximize Spell, Persistent Spell,
supervises their weighing on the scales of Ma’at, and protects them Power Attack, Quicken Spell, Reach Spell, Sacred Spell, Scribe
on their journey. In addition, he guards cemeteries from grave rob- Scroll, Skill Focus (Knowledge [arcana]), Silent Spell, Spell
bers and other defilers. Anubis helped his mother Nephthys and Mastery, Spell Penetration, Still Spell.
his aunt Isis mummify Osiris (his father), applying his knowledge
of herbs and medicines. He is also a keeper of magical knowledge, Divine Immunities: Ability damage, ability drain, acid, cold,
particularly that related to necromancy. Despite his knowledge of death effects, disease, disintegration, electricity, energy drain,
necromancy, he does not condone animating or controlling mind-affecting effects, paralysis, poison, sleep, stunning, transmuta-
undead creatures, with the exception of mummies established as tion, imprisonment, banishment.
tomb guardians.
Salient Divine Abilities: Alter Form, Alter Size, Animate
Followers of Anubis practice rigorous disciplines to hone Temple Guardian†, Arcane Mastery, Gift of Life, Guide to Souls†,
their minds and spirits, preparing themselves for the eventual Life and Death, Shift Form. †Unique ability, described below.
journey to the afterlife. The Judge of the Dead has few devo-
tees, but he is often worshiped at funerals, where his clerics Domain Powers: Cast law spells at +1 caster level; use spell
typically officiate. completion or spell trigger devices as Wiz30; 6/day death touch
(roll 20d6; if subject touched does not have at least that many hp,
Clergy and Temples it dies).

Anubis’s clerics are few and not especially popular, given their Spell-Like Abilities: Anubis uses these abilities as a 16th-
close association with funerals and the necropolis (graveyard). level caster, except for law spells, which he uses as a 17th-level
Not all of them perpetuate the stereotype of the gaunt, dour, caster. The save DCs are 26 + spell level. Antimagic field, calm emo-
intimidating mortician—but enough of them do that the tions, deathwatch, death ward, destruction, dictum, dispel chaos, dispel
magic, gentle repose, hold monster, identify, imbue with spell ability,
magic circle against chaos, Mordenkainen’s disjunction, Nystul’s unde-
tectable aura, order’s wrath, protection from chaos, protection from spells,

shield of law, slay living, speak with dead, spell resistance, spell turning, Demigod APEP
summon monster IX (law spell only), surelife, undeath to death, wail Symbol: Flaming snake
of the banshee. Home Plane: The Twelve Hours CHAPTER 5:

Cleric Spells/Day: 6/10/10/10/10/9/8/8/8/7; base DC = 26 + of Night THE PHARAONIC
spell level. Alignment: Neutral evil PANTHEON
Portfolio: Evil, fire, serpents
Wizard Spells/Day: 4/7/8/7/6/6/6/6/5/5; base DC = 21 + Worshipers: Reptilian creatures, evil
spell level.
dragons, crazed cultists
Animate Temple Guardian (unique salient divine ability): Cleric Alignments: NE, CE, LE
Anubis can animate any object that is located within a tomb that he Domains: Evil, Fire, Scalykind
can sense, with no limit to size. Otherwise, this ability works like Favored Weapon: Heavy pick
animate objects.
Apep is an evil creature of the underworld and an enemy of the
Guide to Souls (unique salient divine ability): Anubis can gods (though sometimes an ally of Set). He is the living embodi-
prevent any soul from returning to its body when a cleric attempts
to return the character from the dead. ment of evil in Pharaonic myth. Apep appears as a giant ser-
pent, 100 feet long. He is served by hordes of demons, most
Possessions: Anubis possesses a true ankh, a 1-foot-long ankh
made of bright blue stone that casts a true resurrection spell when of them sharing serpentine and fiery qualities.
touched to the remains of any creature. Any creature with no
divine ranks who touches a true ankh suffers the effects of an Dogma Illus. by S. Wood & D. Cramer
empowered, maximized horrid wilting
spell (300 points of damage, Fort DC Apep is reviled, not revered, in the temples
32 half ). of the Pharaonic pantheon. Officially—
according to the priests of Re-Horakhty and
Caster Level: 25th; Weight: 12 lb.
the other deities—Apep has no
Other Divine Powers worshipers, no temples, and
no creed but destruction
As a lesser deity, Anubis may take and evil.
10 on any check. Anubis treats a 1 Those deranged, corrupt,
on an attack roll or saving throw and otherwise evil souls who
normally and not as an automatic devote themselves to Apep
failure. He is immortal. agree, at least in part. He has
no creed but destruction:
Senses: Anubis can destruction of all the
see, hear, touch, and Pharaonic gods, their tem-
smell at a distance of ples, their clerics, their wor-
six miles. As a stan- shipers, and even the world
dard action, he can they created and the crea-
perceive anything tures that inhabit it. The
within six miles of his followers of Apep—not as
worshipers, holy sites, few as the priests of other
objects, or any location deities would like people
where one of his titles or to believe—do not strive
name was spoken in the last for a world dominated by
hour. He can extend his senses evil; they strive for the end
to up to five locations at once. of the world.
He can block the sensing power
of deities of his rank or lower at Clergy and Temples 141
up to two remote locations at
once for 6 hours. Apep’s human clerics do
not carry unholy symbols
Portfolio Sense: Anubis that might identify them, nor
automatically senses the sealing do they shave their heads or wear
or violation of any tomb, and is vestments as other Pharaonic
aware of all raise dead and clerics do. To all appearances,
similar spells cast on follow- they are ordinary members of
ers of a Pharaonic deity. society—commoners, experts,
fighters, rogues, wizards, or
Automatic Actions: Anu- members of any character class
bis can use Heal, Knowledge but cleric. They meet with other
(arcana), Knowledge (his- cultists only in secret, under
tory), Knowledge (nature), cover of darkness, in window-
Knowledge (nobility and roy- less cellars and behind locked
alty), Knowledge (the planes), and barred doors. Any hint of
Knowledge (religion), Knowl- their activities would bring fiery
edge (undead), Profession wrath on their heads from the
(herbalist), Profession (scribe), authorities and agents of the other Pharaonic deities, so they
or Spellcraft as a free action if the maintain the utmost secrecy.
DC is 20 or lower. He can perform up
to five such free actions each round.

Create Magic Items: Anubis can
create any magic item, as long as the item’s
market price does not exceed 30,000 gp.

CHAPTER 5: Apep also has a few clerics among evil creatures, particularly uses as a 16th-level caster. The save DCs are 22 + spell level.
serpentine ones such as nagas, dragons, and yuan-ti. Among Animal growth (snakes and other reptiles only), animal shapes
THE PHARAONIC openly evil monsters such as these, clerics of Apep flaunt their (snakes and other reptiles only), animal trance (snakes and other
PANTHEON power and position. They often construct elaborate temples— reptiles only), blasphemy, burning hands, create undead, creeping
though still hidden from human eyes—deep in the desert or doom, desecrate, dispel good, elemental swarm (fire only), eyebite, fire
Illus. by B. Snoddy w/J. Norman secluded in the mountains. These structures usually drip with seeds, fire shield, fire storm, greater magic fang, incendiary cloud, magic
snakes and snakelike motifs. circle against good, magic fang, poison, produce flame, protection from
good, resist elements (as cold or fire spell only), shapechange,
APEP summon monster IX (as evil spell only), unholy aura, unholy blight,
wall of fire.
Colossal Dragon (Evil, Fire)
Divine Rank: 5 Other Divine Powers
Hit Dice: 40d12+440 (920 hp)
Initiative: +11 (+7 Dex, +4 Improved Initiative) As a demigod, Apep treats a 1 on an attack roll or saving throw nor-
Speed: 140 ft., climb 70 ft. mally and not as an automatic failure. He is immortal.
AC: 66 (–8 size, +7 Dex, +5 divine, +45 natural, +7 deflection)
Attacks: Bite +52 melee Senses: Apep can see (using normal vision or darkvision),
Damage: Bite 4d6+22/19–20 hear, touch, and smell at a distance of five miles. As a standard
Face/Reach: 40 ft. by 80 ft./15 ft. action, he can perceive anything within five miles of his wor-
Special Attacks: Domain powers, salient divine abilities, spell-like shipers, holy sites, objects, or any location where one of his titles
or name was spoken in the last hour. He can extend his senses to
abilities, breath weapon (fire, 100-ft. cone, save DC 31), constrict up to two locations at once. He can block the sensing power of
(4d6+22), improved grab, poison (DC 31; initial and secondary deities of his rank or lower at up to two remote locations at once
damage 3d6 points of temporary Constitution damage). for 5 hours.
Special Qualities: Divine immunities, DR 40/+4, cold resistance
25, understand, speak, and read all languages and speak directly Portfolio Sense: Apep instantly
to all beings within 1 mile, remote communication, godly realm, senses anything that affects at
teleport without error at will, darkvision, fire subtype, SR 37, least one thousand snakes
divine aura (50 ft., DC 22). or other reptilian crea-
Fire Subtype: Immune to fire damage; takes double damage tures, and any fire that
from cold unless a saving throw for half damage is allowed, in affects at least one
which case he takes half damage on a success and double thousand creatures.
damage on a failure. Create Magic
Saves: Fort +38, Ref +34, Will +34. Items: Apep can
Abilities: Str 40, Dex 25, Con 33, Int 24, Wis 24, Cha 24. create any wand,
Skills: Bluff +52, Climb +28, Diplomacy +56, Hide +16, Innuendo scroll, or potion con-
+54, Intimidate +54, Knowledge (arcana) +52, Knowl- taining a spell from
edge (the planes) +52, Knowledge (religion) +52, the Fire domain, as
Listen +54, Move Silently +32, Search +52, Sense well as flaming and
Motive +52, Spellcraft +52, Spot +54. flaming burst weapons,
Feats: Alertness, Blind-Fight, Cleave, Combat as long as the item’s
Reflexes, Dodge, Great Cleave, Improved Critical market price does not
(bite), Improved Initiative, Mobility, Power Attack, exceed 4,500 gp.
Spring Attack.

142 Divine Immunities: Abil-
ity damage, ability drain,
acid, death effects, dis-
ease, disintegration, elec-
tricity, energy drain, mind-
affecting effects, paralysis,
poison, sleep, stunning,
transmutation.

Salient Divine Abilities:
Alter Form, Alter Size, Control
Creatures (snakes), Divine Fire
Mastery, Speak with Creatures
(snakes and serpentine animals
and beasts), Wound Enemy.

Domain Powers: Cast
evil spells at +1 caster
level; 10/day turn or
destroy water creatures,
or rebuke or command fire
creatures; 10/day rebuke or command reptilian
animals and snakes.

Spell-Like Abilities: Apep uses
these abilities as a 15th-level caster,
except for evil spells, which he

Lesser Deity BAST BAST
Symbol: Cat
Home Plane: The Solar Barge (Mount Bakhau) Cleric 10/Fighter 20/Illusionist 10 CHAPTER 5:
Alignment: Chaotic good Medium-Size Outsider
Portfolio: Cats, vengeance, protection, Divine Rank: 8 THE PHARAONIC
Hit Dice: 20d8+160 (outsider) plus 10d8+80 (Clr) plus 20d10+160 PANTHEON
punishment
Worshipers: Mothers, defenders, fighters, (Ftr) plus 10d4+80 (Ill) (960 hp)
Initiative: +21 (+17 Dex, +4 Improved Initiative)
barbarians, rangers, elves Speed: 60 ft.
Cleric Alignments: NG, CG, CN AC: 65 (+17 Dex, +8 divine, +21 natural, +9 deflection)
Domains: Chaos, Destruction, Protection, Attacks: 2 claws +65 melee, bite +63 melee; or spell +58 melee

Strength, War touch or +65 ranged touch
Favored Weapon: Tiger claws Damage: Claw 1d4+10; bite 1d6+5 or by spell
Face/Reach: 5 ft. by 5 ft./5 ft.
Bast is a cat-headed deity whose portfolio includes protec- Special Attacks: Domain powers, salient divine abilities, spell-like Illus. by D. Cramer & A. Swekel
tion (as a mother protects her children), punishment of
wrongdoers, and cats. She appears as a dark-skinned human abilities, rend 2d6, turn undead 12/day.
woman with the head of a cat, though she can use her Shift Special Qualities: Divine immunities, DR 43/+4, fire
Form ability to appear as any feline of any size. Bast is a wild resistance 28, spontaneous casting of divine spells,
deity. To those she favors she gives great blessings, but understand, speak, and read all languages and speak
when she is angry her wrath knows no bounds. She is a directly to all beings within 8 miles, remote communi-
fierce enemy of Apep and Set. cation, godly realm, teleport without error at will, plane
shift at will, familiar (felines), SR 40, divine aura (800
Though Bast’s home plane is listed as the Solar Barge, ft., DC 27).
in fact she resides on Mount Bakhau at the far eastern
edge of the world. This mythical mountain lies along Saves: Fort +48, Ref +57, Will +48.
the Solar Barge’s course through the sky, above the Abilities: Str 30, Dex 44, Con 26, Int 28, Wis 26, Cha 29.
cavern where the Barge exits the Twelve Hours of
Night each dawn. Every morning, Bast descends from Skills: Animal Empathy +37, Balance +67, Climb
her palace to fight Apep, securing the Barge’s passage +68, Concentration +36, Diplomacy +29, Escape
out of the Twelve Hours. Artist +50, Handle Animal +67, Heal +46, Hide +65,
Intuit Direction +36, Jump +70, Knowledge (nature)
Bast is one of the daughters of Re-Horakhty
and is married to Ptah. +47, Knowledge (religion) +47, Listen +48, Move
Silently +57, Ride (horse) +27, Scry +27, Sense
Dogma Motive +46, Spellcraft +37, Spot +58, Tumble +57,
Wilderness Lore +46.
To speak of dogma in connection with Bast is Feats: Alertness, Blind-Fight, Cleave, Combat
almost contradictory. Bast is a chaotic, often Reflexes, Dodge, Expertise, Fleet of Foot, Great
whimsical deity who demands no rigid adher-
ence to principles of faith. In general, Cleave, Greater Spell Focus (Illusion), Improved
she promotes life and liberty, Critical (bite), Improved Critical (claw), Improved
asserting the value of mortal Disarm, Improved Initiative, Improved Trip,
life, things of beauty, and free- Mobility, Multiattack, Power Attack, Power Critical
dom from oppressive regula-
tion. Bast hates evil, particularly (bite), Power Critical (claw), Quicken Spell, Run,
Apep and his followers, and people Scribe Scroll, Silent Spell, Spell Focus
who worship Bast generally share (Illusion), Spring Attack, Still
that enmity. Spell, Superior Expertise, Track,
Weapon Finesse (bite), Weapon
Clergy and Temples Finesse (claw), Weapon Focus 143
(bite), Weapon Focus (claw),
Bast’s clerics, like most clerics of the Weapon Specialization (bite),
Pharaonic deities, wear white robes and shave Weapon Specialization (claw),
their heads if they are male. Clerics of Bast are Whirlwind Attack.
charged to remain constantly vigilant against
the forces of evil, as a cat watches for vermin Divine Immunities: Ability
invading the home. They often serve as the voice damage, ability drain, acid, cold,
of the common people among the Pharaonic death effects, disease, disintegra-
clergy, who are so often obsessed with royalty tion, electricity, energy drain, mind-
and the orderly function of government they affecting effects, paralysis, poison,
they may forget those they serve. Most of Bast’s sleep, stunning, transmutation,
clerics are female. imprisonment, banishment.

Bast’s temples follow the general layout of Salient Divine Abilities: Alter
most Pharaonic temples. Bast is also revered Form, Alter Size, Banestrike (reptil-
at countless small shrines and household ian creatures), Control Creatures
altars. Due to her influence, cats hold a spe- (feline animals), Divine Battle Mas-
cial revered place in Pharaonic culture, and tery, Divine Celerity, Extra Domain
mistreating a cat invites the wrath of Bast (Strength), Extra Domain (War),
on the perpetrator. Shift Form, Speak with Creatures

(feline animals).
Domain Powers: Cast

chaos spells at +1 caster level;
8/day smite (+4 on attack

and +10 on damage for one weapon attack; 8/day protective ward Lesser Deity BES
(touched subject gains +10 resistance bonus on next saving Symbol: Image of the deity
CHAPTER 5: throw, maximum duration 1 hour); 8/day feat of strength (+10 Home Plane: Material Plane
enhancement bonus to Str for 1 round). Alignment: Chaotic neutral
THE PHARAONIC Portfolio: Luck, music, protection
PANTHEON Spell-Like Abilities: Bast uses these abilities as an 18th-level Worshipers: Rogues, gamblers
caster, except for chaos spells, which she uses as a 19th-level Cleric Alignments: CG, CN, CE
caster. The save DCs are 26 + spell level. Animate objects, anti- Domains: Luck, Protection, Trickery
magic field, Bigby’s clenched fist, Bigby’s crushing hand, Bigby’s grasp- Favored Weapon: Short sword
ing hand, blade barrier, bull’s strength, chaos hammer, circle of doom,
cloak of chaos, contagion, disintegrate, dispel law, divine power, earth- The grotesque but cheerful Bes appears as a stunted, round-
quake, endure elements, flame strike, harm, implosion, inflict critical bodied and bow-legged human, about 4 feet tall, sporting
wounds, inflict light wounds, magic circle against law, magic vestment, a bushy beard and tail and wearing the skin of a
magic weapon, mind blank, power word blind, power word kill, power panther. He is a god of luck as well as a protec-
word stun, prismatic sphere, protection from elements, protection tor of women in childbirth. He is said to be so
from law, repulsion, righteous might, sanctuary, shatter, shield ugly that his visage scares evil spirits away,
other, spell immunity, spell resistance, spiritual weapon, and many followers of the Pharaonic gods
stoneskin, summon monster IX (as chaos spell only), keep statues of Bes in their homes to keep
word of chaos. ill luck away.
Bes is married to Hathor, who shares his
Rend (Ex): If Bast hits with both claw interest in music and luck.
attacks, she latches onto her opponent’s
Illus. by D. Cramer & M. Mitchell body and tears the flesh. This attack Dogma
automatically deals an additional
2d6 points of damage. Even more so than Bast, Bes is a
chaotic deity who cares little for
Cleric Spells/Day: 6/7/7/ dogma. He loves gambling, and
6/6/4; base DC = 18 + spell level. gamblers alternately bless and
curse his name, depending on
Wizard Spells/Day: 5/8/7/ their fortunes. He also delights
6/6/5; base DC = 19 + spell level, in small children. People
23 + spell level for illusions. believe that a baby’s unex-
Prohibited schools: Divina- plained smile is an indica-
tion and Necromancy. tion of Bes’s invisible pres-
ence, making faces that
Other Divine Powers only the infant can see.
Almost everyone calls
As a lesser deity, Bast may on Bes at one time or
take 10 on any check. Bast another for luck, and
treats a 1 on an Bes does not care
attack roll or about the morals or
saving throw ethics of those who
normally and implore him for aid.
not as an auto- He acts on whims, hand-
matic failure. ing out good fortune as it
She is immortal. pleases him and delighting like a
child in the gifts offered
Senses: Bast to him.
can see, hear,
touch, and smell at Clergy and
a distance of eight Temples
miles. As a standard
action, she can per- Bes has few clerics,
ceive anything within despite his popularity among
eight miles of her worshipers, the common people. His cler-
holy sites, objects, or any loca- ics usually earn reputations as rapscallions and
tion where one of her titles or scoundrels, avoiding any position of responsibility or
name was spoken in respectability and playing tricks and pranks on people who are
the last hour. She can wrapped up in their own self-importance. They are not consid-
extend her senses to ered members of the priestly caste and do not conform to the
up to five locations at standard dress for Pharaonic clerics. They dress and usually act
once. She can block the much like the common people they serve. Most of Bes’s clerics
sensing power of deities of her rank are male.
or lower at up to two remote locations Bes has no formal temples and no formal ritual of worship. He is
at once for 8 hours. worshiped at household shrines and more informally in gambling
halls, taverns, and roadway shrines.
Portfolio Sense: Bast automatically senses any event that
144 affects five hundred or more felines or mothers, and any battle
involving at least five hundred combatants.

Automatic Actions: Bast can use Balance, Hide, Listen, or
Spot as a free action if the DC for the task is 20 or lower. She can
perform up to five such free actions each round.

Create Magic Items: Bast can create any magic weapon, as long
as the item’s market price does not exceed 30,000 gp.

BES Other Divine Powers CHAPTER 5:

Rogue 20/Bard 20 As a lesser deity, Bes may take 10 on any check. Bes treats a 1 on an THE PHARAONIC
Small Outsider attack roll or saving throw normally and not as an automatic fail- PANTHEON
Divine Rank: 7 ure. He is immortal.
Hit Dice: 20d8+160 (outsider) plus 20d6+160 (Rog) plus 20d6+160 Illus. by D. Cramer
Senses: Bes can see, hear, touch, and smell at a distance of seven
(Brd) (880 hp) miles. As a standard action, he can perceive anything within six
Initiative: +15 (+11 Dex, +4 Improved Initiative) miles of his worshipers, holy sites, objects, or any location where
Speed: 50 ft. one of his titles or name was spoken in the last hour. He can extend
AC: 65 (+1 size, +11 Dex, +7 divine, +20 natural, +16 deflection) his senses to up to five locations at once. He can block the sensing
Attacks: +4 dancing luck blade +64/+59/+54/+49 melee; or spell +55 power of deities of his rank or lower at up to two remote locations
at once for 7 hours.
melee touch or +59 ranged touch
Damage: +4 dancing luck blade 1d6+14/19–20/×2 or by spell Portfolio Sense: Bes automatically senses every woman in
Face/Reach: 5 ft. by 5 ft./5 ft. labor and every game of chance. He can also sense any perform-
Special Attacks: Domain powers, salient divine abilities, spell-like ance of music that is heard by at least five hundred people.

abilities, sneak attack +10d6, crippling strike, opportunist. Automatic Actions: Bes can use Bluff, Disguise, or Hide as a
Special Qualities: Divine immunities, DR 42/+4, fire resistance free action if the DC for the task is 20 or lower. He can perform up
to five such free actions each round.
27, understand, speak, and read all languages and speak
directly to all beings within 7 miles, remote communication, Create Magic Items: Bes can create any magic item that grants
godly realm, teleport without error at will, plane shift at will, a luck bonus, as long as the item’s market price does not exceed
bardic knowledge +29, bardic music 24/day (countersong, 30,000 gp.
fascinate, inspire competence, inspire courage, inspire great-
ness, suggestion), evasion, uncanny dodge (cannot be flanked, HATHOR
+4 against traps), defensive roll, improved evasion, SR 39,
divine aura (700 ft., DC 33). Lesser Deity
Saves: Fort +48, Ref +53, Will +47. Symbol: Horned cow’s head with a lunar disk
Abilities: Str 25, Dex 33, Con 27, Int 29, Wis 25, Cha 43. Home Plane: The Offering Fields
Skills: Appraise +66, Balance +70, Bluff +83, Diplomacy +87, Alignment: Neutral good
Disable Device +56, Disguise +83, Escape Artist +78, Forgery Portfolio: Love, music, dance, moon,
+56, Gather Information +83, Hide +82, Intimidate +25, Jump
+16, Knowledge (religion) +36, Listen +76, Move Silently +78, fate, motherhood
Open Lock +38, Perform +83, Pick Pocket +80, Sense Motive Worshipers: Artists, musicians,
+54, Spot +56, Tumble +58.
Feats: Alertness, Blind-Fight, Blindsight 5-ft. Radius, Combat mothers, lovers
Reflexes, Disguise Spell, Dodge, Expertise, Extra Music, Cleric Alignments: LG, NG, CG
Improved Disarm, Improved Initiative, Improved Trip, Jack of Domains: Community, Good, Luck
All Trades, Lightning Reflexes, Mobility, Quick Draw, Spring Favored Weapon: Longsword
Attack, Superior Expertise, Weapon Finesse (short sword),
Weapon Focus (short sword), Whirlwind Attack. The benevolent deity Hathor appears either as a human woman
with the head of a cow, as a human woman with cow’s ears or
Divine Immunities: Ability damage, ability drain, acid, cold, horns, or simply as a large cow. She is a deity of music and dance,
death effects, disease, disintegration, electricity, energy drain, art and inspiration. Her broad portfolio also includes influence
mind-affecting effects, paralysis, poison, sleep, stunning, transmuta- over love and motherhood, the moon, and fate.
tion, imprisonment, banishment.
Hathor is one of the daughters of Re-Horakhty and is married
Salient Divine Abilities: Alter Reality, Alter Size, Area Divine to Bes.
Shield, Divine Glibness, Divine Rogue, Divine Shield, Extra
Energy Immunity (sonic), Increased Energy Resistance (sonic), Dogma
Power of Luck.
Hathor’s essential teaching commands people to savor life and all
Domain Powers: 7/day reroll a die roll once after it is made; the good aspects of it—beauty, art, music, love, and family.
7/day protective ward (touched subject gains +7 resistance bonus on Hathor’s clerics teach that these things are divine gifts, meant to be
next saving throw, maximum duration 1 hour). enjoyed and protected. There is no evil in enjoying these simple
blessings; it is evil to deny them to another or to destroy them.
Spell-Like Abilities: Bes uses these abilities as an 18th-level
caster. The save DCs are 34 + spell level. Aid, antimagic field, break Clergy and Temples
enchantment, change self, confusion, entropic shield, false vision, freedom
of movement, holy aura, invisibility, mind blank, miracle, mislead, nonde- Hathor’s clerics wear the white robes common to most Pharaonic
tection, polymorph any object, prismatic sphere, protection from elements, clergy and shave their heads if they are male. Her clerics are often
repulsion, sanctuary, screen, shield other, spell immunity, spell resistance, artists, proficient in the visual arts, dance, or music, or sometimes
spell turning, time stop. all three. They lead dancing rituals in Hathor’s honor, create art-
work to adorn her temples, seek to inspire others, and interpret
Bard Spells Known (4/8/8/8/8/7/7; base DC = 26 + spell dreams (which they believe are Hathor’s inspiration). Hathor’s
level): 0—daze, detect magic, mage hand, mending, prestidigitation, clerics are as often male as female.
resistance; 1st—charm person, expeditious retreat, sleep, unseen ser-
vant, ventriloquism; 2nd—darkness, invisibility, minor image, Hathor’s temples are widespread in the lands where the
mirror image, suggestion; 3rd—blink, confusion, dispel magic, emo- Pharaonic deities are revered.
tion, wind wall; 4th—dimension door, improved invisibility, modify
memory, rainbow pattern, shout; 5th—dream, false vision, healing HATHOR
circle, mind fog, mislead; 6th—eyebite, mass haste, mass suggestion,
permanent image. Bard 20/Cleric 20
Medium-Size Outsider
Divine Rank: 8 145
Hit Dice: 20d8+160 (outsider) plus 20d6+160 (Brd) plus 20d8+160

(Clr) (920 hp)

CHAPTER 5: Initiative: +13 (+9 Dex, +4 Improved Initiative) level caster. The save DCs are 34 + spell level. Aid, blade barrier,
Speed: 60 ft. bless, break enchantment, dispel evil, entropic
THE PHARAONIC AC: 64 (+9 Dex, +8 divine, shield, freedom of movement, heroes’ feast, holy
PANTHEON aura, holy smite, holy
+21 natural, +16 deflection) word, magic circle
Illus. by W. Reynolds Attacks: +4 defending holy longsword against evil, mass
heal, miracle, mislead,
+60/+55/+50/+45 melee; or spell prayer, protection from ele-
+56 melee touch or +57 ranged ments, protection from evil,
touch Rary ’s telepathic bond,
Damage: +4 defending holy longsword refuge, shield other, spell turning,
1d8+16/19–20 or by spell status, summon monster IX (as
Face/Reach: 5 ft. by 5 ft./5 ft. good spell only).
Special Attacks: Domain powers, Bard Spells Known
salient divine abilities, spell-like abil- (4/8/8/8/8/7/7; base DC = 26
ities, turn undead 23/day. + spell level): 0—detect magic,
Special Qualities: Divine immunities, DR light, mending, open/close,
43/+4, fire resistance 28, spontaneous cast- read magic, resistance;
ing of divine spells, understand, speak, and read 1st—charm person,
all languages and speak directly to all beings cure light wounds,
within 8 miles, remote communication, godly hypnotism, protection
realm, teleport without error at will, plane shift at from evil, sleep; 2nd—
will, bardic knowledge +29, bull’s strength, daylight, delay poison, detect
bardic music 28/day (counter- thoughts, locate object; 3rd—charm mon-
song, fascinate, inspire compe- ster, clairaudience/clairvoyance, dispel
tence, inspire courage, inspire magic, emotion, magic circle against evil; 4th—
greatness, suggestion) range 8
miles, SR 40, divine aura cure critical wounds, hold monster, legend lore,
(800 ft., DC 34). locate creature, neutralize poison; 5th—control
Saves: Fort +50, Ref +49, water, dream, greater dispelling, healing circle,
Will +50. mirage arcana; 6th—control weather, geas/quest,
Abilities: Str 26, Dex 29, greater scrying, mass suggestion.
Con 26, Int 29, Wis 30, Cleric Spells/Day: 6/9/9/8/8/8/7/6/6/6; base
Cha 43. DC = 20 + spell level.
Skills: Animal Empathy +44,
Concentration +36, Craft Other Divine Powers
(pottery) +77, Craft (weav-
ing) +77, Diplomacy +86, As a lesser deity, Hathor may take 10 on any check.
Gather Information +74, Hathor treats a 1 on an attack roll or saving throw nor-
Handle Animal +44, mally and not as an automatic failure. She is immortal.
Heal +58, Knowledge
(arcana) +77, Knowl- Senses: Hathor can see, hear, touch, and smell at a
edge (history) +57, distance of eight miles. As a standard action,
Knowledge (local) she can perceive anything within eight
+57, Knowledge miles of her worshipers, holy sites, objects, or
(nobility and roy- any location where one of her titles or
alty) +57, Knowl- name was spoken in the last hour. She can
edge (religion) +77, extend her senses to up to five locations at
Listen +60, Perform +84, Profession
(midwife) +78, Scry +37, Spellcraft +77, Spot +40. once. She can block the sensing power of deities of
Feats: Alertness, Combat Reflexes, Disguise Spell, Divine her rank or lower at up to two remote locations at once
Vengeance, Dodge, Endurance, Expertise, Extra Music, Extra for 8 hours.
Music, Extra Turning, Great Fortitude, Greater Spell Pen- Portfolio Sense: Hathor automatically senses any perform-
etration, Improved Disarm, Improved Initiative, Mobility, Skill ance of music or dance that is observed by at least five hundred
Focus (Perform), Spell Penetration, Spring Attack, Superior Ex- people.
pertise, Whirlwind Attack. Automatic Actions: Hathor can use any Craft skill, even
those she has no ranks in, as a free action if the DC for the task is
Divine Immunities: Ability damage, ability drain, acid, cold, 20 or lower. She can use Perform as a free action if the DC for the
death effects, disease, disintegration, electricity, energy drain, task is 28 or lower. She can perform up to five such free actions
mind-affecting effects, paralysis, poison, sleep, stunning, transmuta- each round.
tion, imprisonment, banishment. Create Magic Items: Hathor can create any magic instrument
or artistic item, as long as the item’s market price does not exceed
Salient Divine Abilities: Alter Form, Alter Reality, Alter Size, 30,000 gp.
Call Creatures (celestial cattle; use bison statistics), Create Object,
Divine Bard, Divine Skill Focus (Perform), Gift of Life, Irresistible Demigod IMHOTEP
Performance, Shift Form. Symbol: A step pyramid
146 Home Plane: The Offering Fields
Domain Powers: 8/day use calm emotions; cast good spells at +1 Alignment: Neutral good
caster level; 8/day reroll a die roll once after it is made. Portfolio: Crafts, medicine

Spell-Like Abilities: Hathor uses these abilities as an 18th-
level caster, except for good spells, which she uses as a 19th-

Worshipers: Scientists, architects, physicians Special Attacks: Domain powers, salient divine abilities, spell- CHAPTER 5:
Cleric Alignments: CG, LG, NG like abilities.
Domains: Artifice, Healing, THE PHARAONIC
Special Qualities: Divine immunities, DR 36/+4, fire resistance PANTHEON
Knowledge 21, spontaneous casting of divine spells, understand, speak,
Favored Weapon: Quarterstaff and read all languages and speak directly to all beings within Illus. by D. Cramer & D. Riche
1 mile, remote communication, godly realm, teleport without
Imhotep is the only ascended mortal in the Pharaonic pantheon— error at will, SR 33, divine aura (10 ft., DC 18). 147
an advisor to kings, builder of pyramids, and paragon of knowledge
who rose to become the god of healing and science. He appears as Saves: Fort +14, Ref +14, Will +23.
a normal human dressed in a white robe and carrying a staff. (As an Abilities: Str 24, Dex 24, Con 24, Int 43, Wis 31, Cha 25.
ascended mortal, Imhotep does not have outsider Hit Dice as other Skills: Alchemy +27, Appraise +27, Craft (calligraphy) +40, Craft
members of the pantheon do.)
(sculpting) +27, Craft (stonemasonry) +40, Diplomacy +18,
Dogma Disable Device +27, Heal +36, Knowledge (arcana) +27,
Knowledge (architecture and engineering) +40, Knowledge
Imhotep’s key doctrine is that knowledge, science, and magic (geography) +40, Knowledge (history) +40, Knowledge (local)
should be used to help humanity. While Thoth teaches the col- +27, Knowledge (nature) +40, Knowledge (nobility and
lection of knowledge for knowledge’s sake, and Anubis guards royalty) +40, Knowledge (the planes) +27, Knowledge (reli-
secrets of herbalism and magic, Imhotep insists that knowledge gion) +28, Listen +23, Open Lock +18, Profession (apothecary)
is only useful if it is used, and it must be used for the good of all. +22, Profession (engineer) +36, Profession (herbalist) +22,
Though Imhotep is not a god of magic, his doctrine applies to Profession (scribe) +36, Spot +13.
magic as much as to the science of engineering. The appropriate Feats: Alertness, Ambidexterity, Improved Two-Weapon
use of magic is to help others, not harm them.
Fighting, Skill Focus (Profession [scribe]), Skill Focus
While not explicitly pacifistic, Im- (Profession [engineer]), Two-Weapon Fighting,
hotep places much more empha- Weapon Focus (quarterstaff ).
sis on healing than on warfare,
in stark contrast to other Divine Immunities: Ability
Pharaonic deities. damage, ability drain, acid, cold,
death effects, disease, disinte-
Clergy and Temples
gration, electricity, energy
Imhotep’s clerics are gener- drain, mind-affecting effects,
ally peaceful healers who paralysis, poison, sleep, stun-
strive for the betterment of ning, transmutation.
all humanity. Many dabble
in the sciences, particularly Salient Divine Abilities:
architecture, and they often Gift of Life, Master Crafter.
serve as the chief architects
and engineers for the con- Domain Powers: Cast
struction of temples to all conjuration (creation) spells
the gods in the pantheon. at +1 caster level; cast heal-
These clerics are vastly pop- ing spells at +1 caster level;
ular among the common cast divination spells at +1
people, who rely on them caster level.
for all varieties of healing.
They wear the white robes Spell-Like Abilities: Im-
common to most Pharaonic hotep uses these abilities as an
clergy, and shave their 11th-level caster, except for
heads if they are male conjuration (creation) spells,
(which most are). divination spells, and healing
spells, which he uses as a 12th-
Imhotep’s temples double level caster. The save DCs are
as hospitals and centers of sci- 18 + spell level. Animate rope,
entific learning. clairaudience/clairvoyance, cure
critical wounds, cure light wounds,
IMHOTEP cure moderate wounds, cure serious
wounds, detect secret doors, detect
Expert 20 thoughts, discern location, divina-
Medium-Size Outsider tion, fabricate, find the path, fore-
Divine Rank: 1 sight, hardening*, heal, healing
Hit Dice: 20d6+140 (260 hp) circle, legend lore, major creation,
Initiative: +7 mass heal, minor creation, prismatic
Speed: 60 ft. sphere, regenerate, stone shape, true cre-
AC: 26 (+7 Dex, +1 divine, +1 natural, +7 ation*, true resurrection, true seeing,
wood shape.
deflection)
Attacks: +3 speed disruption quarterstaff (speed end) Other Divine Powers

+25/+25/+20/+15 melee, +3 speed disruption As a demigod, Imhotep treats a 1 on
quarterstaff (disruption end) +25/+20 melee an attack roll or saving throw nor-
Damage: +3 speed/disruption quarterstaff 1d6+10 plus mally and not as an automatic failure.
1d6+6 He is immortal.
Face/Reach: 5 ft. by 5 ft./5 ft. Senses: Imhotep can see, hear, touch,
and smell at a distance of one mile. As a standard

CHAPTER 5: action, he can perceive anything within one mile of his wor- Isis’s temples are found everywhere the Pharaonic pantheon is
shipers, holy sites, objects, or any location where one of his titles revered. She often shares a single, grand temple with Osiris and
THE PHARAONIC or name was spoken in the last hour. He can extend his senses to Re-Horakhty, though each deity has a separate inner court within
PANTHEON up to two locations at once. He can block the sensing power of the temple. Many clerics serve all three deities.
deities of his rank or lower at up to two remote locations at once for
1 hour. ISIS

Portfolio Sense: Imhotep instantly senses when at least one Wizard 20/Cleric 20
thousand people are involved in a project of construction, such as Medium-Size Outsider
the building of a pyramid. Divine Rank: 17
Hit Dice: 20d8+180 (outsider) plus 20d4+180 (Wiz) plus 20d8+180
Automatic Actions: Imhotep can use Heal or any Craft, Profes-
sion, or Knowledge skill—even those he has no ranks in—as a free (Clr) (940 hp)
action if the DC for the task is 15 or lower. He can perform up to Initiative: +14 (+10 Dex, +4 Improved Initiative)
two such free actions in a round. Speed: 60 ft.
AC: 77 (+10 Dex, +17 divine, +30 natural, +10 deflection)
Create Magic Items: As a god of crafting, Imhotep can create Attacks*: Spell +66 melee touch or +67 ranged touch *Always
any magic item whose primary purpose is healing or building,
such as a wand of cure moderate wounds, a periapt of proof against poison, receives a 20 on attack rolls; roll die to check for critical hit.
or sovereign glue, as long as the item’s market price does not exceed Damage*: By spell *Always does maximum damage.
4,500 gp. Face/Reach: 5 ft. by 5 ft./5 ft.
Special Attacks: Domain powers, salient divine abilities, spell-like
Greater Deity ISIS
Symbol: Ankh and star abilities, turn undead 13/day.
Home Plane: The Offering Fields Special Qualities: Divine immunities, DR 52/+4, sonic resistance
Alignment: Neutral good
Portfolio: Fertility, magic, marriage 37, fast healing 37, spontaneous casting of divine spells, under-
Worshipers: Wizards and sorcerers, stand, speak, and read all languages and speak directly to all
beings within 17 miles, remote communication, godly realm,
wives and mothers, druids, and bards teleport without error at will, plane shift at will, familiar (birds), SR
Cleric Alignments: LG, NG, CG 69, divine aura (17 miles, DC 37).
Domains: Good, Magic, Protection, Water Saves*: Fort +58, Ref +59, Will +60. *Always receives a 20 on saves.
Favored Weapon: Quarterstaff Abilities: Str 28, Dex 30, Con 29, Int 44, Wis 32, Cha 30.
Skills*: Alchemy +74, Appraise +54, Concentration +86, Craft
Illus. by D. Cramer The wife of Osiris and mother of Re-Horakhty, Isis is the most (weaving) +94, Diplomacy +69, Disable Device +54, Gather
powerful female deity of the Pharaonic pantheon. She is a god of Information +57, Heal +78, Knowledge (arcana) +94, Knowl-
148 magic and fertility, a patron of marriage, and (with Hathor) a god edge (architecture and engineering) +84, Knowledge (geogra-
of motherhood. Her dominion over water represents the ancient phy) +84, Knowledge (history) +84, Knowledge (local) +84,
rivers that are the source of fertility and life. She appears as a Knowledge (nature) +84, Knowledge (nobility and royalty)
dark-skinned human woman with green eyes, wearing a white +84, Knowledge (the planes) +84, Knowledge (religion) +84,
pleated linen gown and many items of jewelry. Listen +60, Profession (midwife) +88, Scry +94, Search +74,
Sense Motive +58, Spellcraft +121, Spot +60, Use Magic
Isis is the daughter of the ancient earth-god Geb and the god of Device +47. *Always receives a 20 on checks.
the starry sky, Nut. Feats: Brew Potion, Craft Magic Arms and Armor, Craft Rod,
Craft Staff, Craft Wand, Craft Wondrous Item, Empower Spell,
Dogma Enlarge Spell, Eschew Materials, Extend Spell, Forge Ring,
Greater Spell Penetration, Heighten Spell, Improved Initiative,
In her purest essence, Isis represents the power of love to over- Persistent Spell, Reach Spell, Repeat Spell, Sacred Spell, Scribe
come death. When Set killed her husband Osiris, Isis searched Scroll, Silent Spell, Spell Mastery, Spell Penetration, Still Spell,
the land to find his body and labored to restore him to life. The Subdual Substitution, Widen Spell.
strength of her love combined with her power to conquer death
make her possibly the most popular of the Pharaonic deities. Divine Immunities: Ability damage, ability drain, acid, cold,
She is an approachable deity, for she loves her worshipers as death effects, disease, disintegration, electricity, energy drain,
much as she loves her husband, and she offers them the same mind-affecting effects, paralysis, poison, sleep, stunning, transmuta-
gift she gave Osiris: everlasting life in the peaceful bliss of the tion, imprisonment, banishment.
Offering Fields.
Salient Divine Abilities: Alter Reality, Arcane Mastery,
For all her popularity, Isis has a more esoteric side in her role as Area Divine Shield, Automatic Metamagic (quicken wizard
deity of magic. Though wizards and sorcerers revere her, she also spells), Craft Artifact, Create Greater Object, Create Object,
receives veneration in the form of countless charms with minor Divine Creation, Divine Dodge, Divine Fast Healing, Divine
magical powers created in her name, making even her mysteries Shield, Divine Skill Focus (Spellcraft), Divine Spellcasting,
accessible to the masses of her followers. Extra Domain (Water), Extra Energy Immunity (fire), Gift of
Life, Increased Energy Resistance (sonic), Increased Spell
Naturally, Isis is a great enemy of her husband’s murderer Resistance, Instant Counterspell, Life and Death, See Magic,
and encourages her followers to oppose Set and his minions in Spontaneous Wizard Spells.
the world.
Domain Powers: Cast good spells at +1 caster level; use spell
Clergy and Temples completion or spell trigger devices as Wiz30; 17/day protective ward
(touched subject gains +20 resistance bonus on next saving throw,
Isis’s priests are often multiclass cleric/wizards or cleric/sorcerers, maximum duration 1 hour); 17/day turn or destroy fire creatures,
though many of her followers prefer to master the spells of one or rebuke or command water creatures.
class or the other. Like most Pharaonic clergy, her clerics wear
white robes and, if they are male, shave their heads. Most of her Spell-Like Abilities: Isis uses these abilities as a 27th-level
clerics are female, however. caster, except for good spells, which she uses as a 28th-level
caster. The save DCs are 37 + spell level. Acid fog, aid, antimagic

field, blade barrier, cone of cold, control water, dispel evil, Sister of Osiris, Isis, and Set, Nephthys appears as a human CHAPTER 5:
dispel magic, elemental swarm (water spell only), fog woman with large wings. She was married to Set and bore
cloud, holy aura, holy smite, holy word, horrid wilting, him one child, the twisted crocodile god Sobek. Longing THE PHARAONIC
identify, ice storm, imbue with spell ability, magic for a normal marriage and child, she got Osiris drunk and PANTHEON
circle against evil, mind blank, Mordenkainen’s dis- seduced him, bearing Anubis as a result—and provoking
junction, Nystul’s undetectable aura, obscuring mist, Set’s murder of his brother. After Set killed Osiris, Neph- Illus. by R. Guay & D. Cramer
prismatic sphere, protection from elements, protec- thys abandoned her husband and joined with Isis to recover
tion from evil, protection from spells, repulsion, sanc- the dead god’s body, mummify him, and secure his place as
tuary, shield other, spell immunity, spell resistance, lord of Tuat.
spell turning, summon monster IX (as good spell
only), water breathing. Dogma

Cleric Spells/Day (Levels 0–11): Despite her marriage to Set, Nephthys is the greatest
6/9/9/9/8/8/7/7/6/6/2/2; base DC = 23 + enemy of the god of evil, hating him more passionately
spell level. than even Osiris does. She was deeply wounded by Osiris’s
death (which she felt was her fault), and her grief is the
Wizard Spells/Day (Levels 0–17):
4/9/8/8/8/8/7/7/7/7/3/3/3/3/2/2/2/2; embodiment of all human mourning. Her priests teach
base DC = 29 + spell level. that grief is an appropriate response to death—even
though the soul of the departed finds peace and joy in
Other Divine Powers the Offering Fields. In her name, followers of the
Pharaonic pantheon weep and wail at funerals even as
As a greater deity, Isis automatically they celebrate the new life of the deceased.
receives the best possible result on
any die roll she makes (including Clergy and Temples
attack rolls, damage, checks, and
saves). She is immortal. Nephthys has few clergy of her own, as
she is most commonly revered as part
Senses: Isis can see, hear, touch,
and smell at a distance of 17 of the Pharaonic pantheon. Her
miles. As a standard action, she clerics participate in funerals,
can perceive anything within 17 raising their voices in loud and
miles of any animal, her wor- dramatic mourning. Like other
shipers, holy sites, objects, or
any location where one of her Pharaonic clerics, Nephthys’s clerics wear
titles or name was spoken in the white robes and shave their heads if they are
last hour. She can extend her male. Most of her clerics are female.
senses to up to 20 locations at
once. She can block the sensing Nephthys is most often worshiped in
power of deities of her rank or small chapels within or attached to larger
lower at up to two remote locations temples dedicated to Isis, Osiris, and Re-
at once for 17 hours. Horakhty. She also often has funeral

Portfolio Sense: Isis senses all chapels attached to temples of Anubis.
magic use (spellcasting, item use,
spell-like ability use, or magic item NEPHTHYS
creation), the discovery, recording,
or sharing of any spell or bit of arcane Cleric 20/Necromancer 20
knowledge, and the conception of Medium-Size Outsider
any child and every wedding the Divine Rank: 12
instant it happens and seventeen weeks
into the past and the future. Hit Dice: 20d8+160 (outsider) plus
20d8+160 (Clr) plus 20d4+160 (Nec)
Automatic Actions: Isis can use any Knowledge skill, even (880 hp)
those she has no ranks in, or Spellcraft as a free action if the DC for Initiative: +8
the task is 47 or less. She can perform up to twenty such free Speed: 60 ft., fly 100 ft. perfect
actions each round. AC: 64 (+8 Dex, +12 divine, +25 natural, +9 deflection)
Attacks: +5 disruption holy heavy mace +65/+60/+55/+50 melee; or
Create Magic Items: Isis can create any kind of magic item. spell +60 melee touch or +60 ranged touch
Damage: +5 disruption holy heavy mace 1d8+17/×2 or by spell
NEPHTHYS Face/Reach: 5 ft. by 5 ft./5 ft.
Special Attacks: Domain powers, salient divine abilities, spell-
Protector of the Dead like abilities, turn undead 20/day.
Intermediate Deity Special Qualities: Divine immunities, DR 47/+4, fire resistance
Symbol: Horns around a lunar disk 32, spontaneous casting of divine spells, understand, speak, and
Home Plane: The Offering Fields read all languages and speak directly to all beings within 12
Alignment: Chaotic good miles, remote communication, godly realm, teleport without error
Portfolio: Death, grief at will, plane shift at will, familiar (vultures), SR 64, divine aura
Worshipers: Those who mourn (1,200 ft., DC 31).
Cleric Alignments: NG, CG, CN Saves: Fort +52, Ref +52, Will +61.
Domains: Chaos, Good, Protection, Abilities: Str 27, Dex 27, Con 27, Int 33, Wis 44, Cha 29.
Skills*: Appraise +43, Concentration +80, Diplomacy +63, Heal
Repose +71, Knowledge (arcana) +83, Knowledge (architecture and
Favored Weapon: Mace (light or heavy) engineering) +63, Knowledge (geography) +63, Knowledge
(history) +63, Knowledge (local) +73, Knowledge (nature)
+63, Knowledge (nobility and royalty) +73, Knowledge (the 149

CHAPTER 5: planes) +63, Knowledge (religion) +83, Listen +59, Profession (undead), Divine Inspiration (despair), Divine Shield, Divine
(herbalist) +89, Scry +83, Search +43, Sense Motive +59, Spellcasting, Extra Domain (Repose), Hand of Death, Increased
THE PHARAONIC Spellcraft +83, Spot +39. *Always receives a 20 on checks. Spell Resistance, Know Death, Life and Death, Spontaneous
PANTHEON Feats: Divine Vengeance, Dodge, Empower Spell, Enlarge Spell, Wizard Spells.
Eschew Materials, Expertise, Extend Spell, Extra Turning, Extra
Turning, Greater Spell Focus (Necromancy), Greater Spell Domain Powers: Cast chaos spells at +1 caster level; cast
Penetration, Heighten Spell, Mobility, Persistent Spell, Reach good spells at +1 caster level; 12/day protective ward (touched sub-
Spell, Sacred Spell, Scribe Scroll, Silent Spell, Spell Focus ject gains +20 resistance bonus on next saving throw, maximum
(Necromancy), Spell Mastery, Spell Penetration, Spring duration 1 hour); 12/day death touch (roll 20d6; if subject touched
Attack, Superior Expertise, Still Spell, Whirlwind Attack. does not have at least that many hp, it dies).

Divine Immunities: Ability damage, ability drain, acid, cold, Spell-Like Abilities: Nephthys uses these abilities as a 22nd-
death effects, disease, disintegration, electricity, energy drain, mind- level caster, except for chaos and good spells, which she uses as
affecting effects, paralysis, poison, sleep, stunning, transmutation, a 23rd-level caster. The save DCs are 31 + spell level. Aid, animate
imprisonment, banishment. objects, antimagic field, blade barrier, chaos hammer, cloak of chaos,
deathwatch, death ward, destruction, dispel evil, dispel law, gentle
Salient Divine Abilities: Alter Reality, Arcane Mastery, Area repose, holy aura, holy smite, holy word, magic circle against evil, magic
Divine Shield, Automatic Metamagic (maximize wizard spells), circle against law, mind blank, prismatic sphere, protection from ele-
Automatic Metamagic (quicken wizard spells), Control Creatures ments, protection from evil, protection from law, repulsion, sanctuary,
shatter, shield other, slay living, speak with dead, spell immunity, spell
Illus. by S. Wood
resistance, summon monster IX (as chaos or good spell
only), surelife, undeath to death, wail of the banshee,
word of chaos.
Cleric Spells/Day (Levels 0–17): 6/11/10/
10/10/10/8/8/8/8/3/3/3/3/2/2/2/2; base
DC = 29 + spell level, 33 + spell level for
necromancy spells.
Wizard Spells/Day (Levels 0–11): 5/8/
8/8/7/7/7/7/6/6/2/2; base DC = 23 + spell
level, 27 + spell level for Necromancy. Pro-
hibited school: Illusion.

Other Divine Powers

As an intermediate deity, Nephthys auto-
matically receives a die result of 20 on any
check. She treats a 1 on a saving throw or
attack roll normally and not as an auto-

matic failure. She is immortal.
Senses: Nephthys can see, hear,

touch, and smell at a distance of twelve
miles. As a standard action, she can per-
ceive anything within twelve miles of
her worshipers, holy sites, objects, or
any location where one of her titles or
name was spoken in the last hour. She
can extend her senses to up to ten loca-
tions at once. She can block the sensing
power of deities of her rank or lower at
up to two remote locations at once for
12 hours.

Portfolio Sense: Nephthys senses
every death and every person in mourn-
ing, and when any soul (separated from
its body by death) is threatened the
instant it happens and twelve weeks into
the past.
Automatic Actions: Nephthys can use
Knowledge (arcana), Knowledge (architec-
ture and engineering), Knowledge (geogra-
phy), Knowledge (history), Knowledge
(local), Knowledge (nature), Knowledge
(nobility and royalty), Knowledge (the planes),
or Knowledge (religion) as a free action if the
DC for the task is 25 or lower. She can perform up
to ten such free actions each round.
Create Magic Items: Nephthys create any magic
item that creates a necromantic or death effect, as long as
the item’s market price does not exceed 200,000 gp.

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